Homebrew Homebrew Development

jocopoco

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There are problesm with these lines:

Code:
#include "test_png_bin.h"
#include "mdl.h"

Im sure the first file is a texture.
 

bunnei

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So, has anyone tried the emulator yet to run homebrew? I'm gonna try to get space invaders running on it.

Yes, it runs st4rk's ARM11 Chip8 emulator:
chip8.png
Only ELF loading works correctly for ARM11 (it won't load an ARM11 launcher.dat correctly). I greatly appreciate anyone here testing their demos on the emu and posting any issue reports @ https://github.com/bunnei/citra, I'd very much like to make this a useful tool for homebrew developers :)
 
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misterb98

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Emulators running emulators lol.
Successfully ported the emu to the Wii! We can now run emulators running emulators running emulators!

Just kidding. lol.

Edit: If this were the case we could emulate a wii emulating a 3ds emulating a gameboy!
 

redact

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awesome! would anyone please explain how i could get this working on my 3ds please?
by the looks of it most homebrew used here isn't encrypted so you'll need to use rop loader rather than gateway's one... (if not already)
then just put loader.bin in the root of your sd and trigger the profile exploit
 

nop90

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Has anyone been running into stability problems for payloads >=16KB?
My code will only work about 1/2 the time if it's larger than 16KB.

In ARM9 anyone does. It's reported in the post. Up to 19K code run almost always well, up to 22K it runs 1/3 of times in my experience, with higher size never starts.

In ARM11, code is loaded in a clean memory area, but before jumping to ARM11 it starts in ARM9 and is loaded in the same location, so the problem could happen too.
 

Coto

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You can not use IPC after you have used the exploit you have to write to the GPU register directly. Or restore the arm9 IPC stuff + swap to arm11 system mode
Is that because the IPC "wrapper" depends on ARM11 services, rite?

edit: even further, a small HAL that tells SVC on both processors with a proper ID which process belongs to (through IPC)
 

seagal112

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Hi!

Its time for another little demo of gb emulation.

This time I'm using heig-boy code instead of giibii, the result is a more faster emulator , and 512 ks roms working :)

Tried zelda and works ok, but of course: no saving, no fun.

Here is an example for download, with free game : Hungry are the dead. It really worth the play, but better on a real gbc or a gbc color emu :P

https://dl.dropboxusercontent.com/u/72398546/3dsgbemu_hungryarethedead.rar

And this is the game included ;)

http://pdroms.de/files/gameboy/hungry-are-the-dead-31-10-2000

Enjoy!
 

Bug_Checker_

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Just a question on code, im debugging your launcher.dat with my emu and I find the swi 0x7b, what does it do?


Here is a not so subtle clue
undocumented on 3dbrew ( by the_powers_that_be )

http://3dbrew.org/wiki/SVC

static inline void sudo(void *addr)
{
register void *_r0 asm ("r0") = addr;
asm volatile ( "SVC 0x7B" : : "r"(_r0) );
}
 
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