Homebrew Homebrew Development

Snailface

My frothing demand for 3ds homebrew is increasing
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who is working on a 3DS google chrome browser or on a video Player without 10 minute limit ? any chance?
not a chance. the arm9 is not intended for application development.

we're all waiting for arm11 homebrew so the things you mention will become possible.
 

VMM

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We have now a tetris with 3D, Pong, Space Invaders, things are running slowly but sure are running.
I wish I could help, but my 3DS is in v7.1, all I can do is wish you guys good luck.
 

st4rk

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Ah okay, then if i wanna access the ARM11 i will need modify the ROPLoader to inject the code in another region of memory or i will need change the Launcher.dat ?
 

Snailface

My frothing demand for 3ds homebrew is increasing
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ernilos

I use the drawFullBox of him in my source code, but that is very laggy with me :S
The secret to the speed of the emu is wait(100); line 545, main.c

its a little slow, i changed it to wait(85); so it matches the speed of the PC version better. i've attached a new binary and the PC version for comparsion. It should be noted that Space Invaders is not a very well programmed chip8 game as I've never found it playable on any chip8 emu. The enemy ships are too fast relative to the player ship. You can always compile with a different game using my source package here.
 

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TheCruel

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For those that don't know, you should be updating object positioning based on the time it takes to render each frame, and not using any sort of wait/lag commands to adjust game fps. Common practice is to create a render() method to draw everything and an update(deltaTime) method to modify the positioning based on the deltaTime (time since last render in seconds). That way, in your update() method you can put stuff like obj.x += 10*deltaTime; and make it so the object moves 10 pixels per second regardless of lag. Of course, this requires float precision (some use double).

Example of basic game loop: https://github.com/cpp3ds/cpp3ds/blob/master/src/Scene.cpp
 

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