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@dkosmari
dkosmari / main.c
Created March 14, 2025 00:18
Using OSScreen with ProcUI/WHBProc.
#include <stdlib.h>
#include <coreinit/cache.h>
#include <coreinit/foreground.h>
#include <coreinit/memfrmheap.h>
#include <coreinit/memheap.h>
#include <coreinit/memory.h>
#include <coreinit/screen.h>
#include <coreinit/thread.h>
#include <coreinit/time.h>
@GaryOderNichts
GaryOderNichts / !vscode-wiiu-debugging.md
Last active March 17, 2026 13:20
Guide for Wii U remote GDB debugging with VS Code

Wii U remote GDB debugging with VS Code

This guide will set up VS Code to work with debugging Wii U apps using the GDB stub plugin for Aroma.

Choosing a GDB version

To debug you will need a compatible GDB version installed which supports the powerpc:750 archtitecture.
The one which is bundled with devkitPPC is not recommended, due to being several versions behind.
Edit: It has now been updated to the latest version and can be used without issues. Use /opt/devkitpro/devkitPPC/bin/powerpc-eabi-gdb for the gdb path.
You can also install a PowerPC specific version, or use gdb-multiarch which comes with several linux distributions.
Note down the path to the gdb executable, this is required for the next steps.

@TurtleP
TurtleP / README.md
Last active July 13, 2026 10:26
Visual Studio Code: Nintendo Homebrew C/C++ Config

Configurations for Nintendo Homebrew Compilation

Warning Committing the .vscode files to your git repo should not be done, as configurations are not fully portable.

The file c_cpp_properties.json contains configurations for Nintendo 3DS, Switch, and Wii U. This helps with intellisense. Create .vscode/c_cpp_properties.json in your project directory and then copy and paste the content as applicable.

This file was changed since it was uploaded to my GitHub repository to use the "env" JSON key. This is so more profiles can be easily created with defaults for each console and then adding extras, such as a debugging profile. On top of that, it was moved to a gist because they are much easier to update.

Compiling/installing the mesa virtio-venus-driver-(below done with new linux container)
For: Chrome OS crostini-default debian container bookworm
Best viewed in "raw" format
In chrome browser type or paste
chrome://flags
@stravant
stravant / GoodSignal.lua
Last active August 12, 2026 00:53
Good Roblox Signal Implementation
--------------------------------------------------------------------------------
-- Batched Yield-Safe Signal Implementation --
-- This is a Signal class which has effectively identical behavior to a --
-- normal RBXScriptSignal, with the only difference being a couple extra --
-- stack frames at the bottom of the stack trace when an error is thrown. --
-- This implementation caches runner coroutines, so the ability to yield in --
-- the signal handlers comes at minimal extra cost over a naive signal --
-- implementation that either always or never spawns a thread. --
-- --
-- API: --
@mortie
mortie / chrono-cheat-sheet.md
Last active September 3, 2026 16:37
std::chrono cheat sheet for the every-day programmer

Chrono cheat sheet

For the every-day programmer who needs to get shit done instead of fighting type errors.

If your application deals with times in any meaningful way, you should probably want to actually store time_points and durations and what-not; chrono has a pretty rich vocabulary for talking about time-related concepts using the type system. However, sometimes you just need to do something simple, like timing how long something takes, which is where chrono becomes overly complex, hence this cheat sheet.

All examples will assume #include <chrono>.

I just want to time something, then print the result

@datduyng
datduyng / algo-cheatsheet-cpp.md
Created February 20, 2019 00:15
algo-cheatsheet-cpp