Hacking Luma3DS - Noob-proof 3DS Custom Firmware

Kazuma77

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Aurora merely did the process manually rather than automatically, same end result.

Also:

Well, I guess that clarifies that. I knew Rosa was intended to replace the need for *hax, but I do not remember the documentation explicitly saying it breaks it. Well, that means if you're going to setup a 9.2 to run Rosalina-incompatible homebrew, you need to launch it with something else anyway. So, its a moot point I guess.

Since that's settled, I'll see if re-compiling some of the incompatible homebrew I listed fixes it I guess. I had a go at Spectre3DS and after figuring out a couple of extra things it needed, it still gave me several errors, so, someone else is going to have to do that one. I just love when 100 extra things are required in order to successfully make the damn thing. This is why I rarely even try to compile source code. The only software that isn't a royal pain to compile is Eggdrop.

I think most, if not all, of those issues are solvable by simply rebuilding those games with latest ctrulib.

EDIT: Well, I was able to get one thing to re-compile. ctrQuake works now. I've uploaded the recompiled copy in the ctrQuake thread. But I guess it wouldn't hurt to link it here too. Everything else just gives a massive number of errors. Too much stuff for someone with virtually no coding experience to figure out. But ctrQuake works at least. And it looks like at some point it added 3D. Somehow I hadn't noticed before. So, thanks again for the suggestion. Having a Quake port working is good.
 
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cory1492

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Just throwin' this out there...

I was given a n3ds xl about a week ago (first time I've ever actually held a 3ds), followed the instructions on 3ds.guide to get luma, gm9 and friends on there via soundhax... and I feel outright spoiled. Kid in a candy shop. It didn't take me weeks of reading vague out of date threads that may or may not apply, I didn't have to set up a compiler/toolchain and spend days resolving undocumented dependencies, I didn't even have to troll through some chain of nus downloaders to finally get one that worked right (along with hunting "hidden" keys).

It just works, does more than I need - and as far as I can tell at this point, if I have a problem it will get fixed. This is more than I have a right to ask for from anyone except myself - if - I was willing to code it personally.

So, bravo luma devs, and everyone else that has stepped up to contribute to the knowledge that has brought 3ds to this endgame, even despite the negativity and lack of gratitude that seems to infest nearly every 'scene' these days. And, of course, thanks for not making me do it myself!
:hrth:
 
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Kazuma77

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Just throwin' this out there...

I was given a n3ds xl about a week ago (first time I've ever actually held a 3ds), followed the instructions on 3ds.guide to get luma, gm9 and friends on there via soundhax... and I feel outright spoiled. Kid in a candy shop. It didn't take me weeks of reading vague out of date threads that may or may not apply, I didn't have to set up a compiler/toolchain and spend days resolving undocumented dependencies, I didn't even have to troll through some chain of nus downloaders to finally get one that worked right (along with hunting "hidden" keys).

It just works, does more than I need - and as far as I can tell at this point, if I have a problem it will get fixed. This is more than I have a right to ask for from anyone except myself - if - I was willing to code it personally.

So, bravo luma devs, and everyone else that has stepped up to contribute to the knowledge that has brought 3ds to this endgame, even despite the negativity and lack of gratitude that seems to infest nearly every 'scene' these days. And, of course, thanks for not making me do it myself!
:hrth:


Well, to be fair to the Wii-U scene, it's just getting started. You came to the 3DS scene at the right time. There's a good chance the A9LH guide from last year would have had you pulling your hair out. It was much more complicated to install than B9S. Though it was still worth it. And the Luma team is always working on improvements and new features. It stays the best for the same reason Rebug does on the PS3. They're always working on it. Not that Corbenik/Skeith doesn't have some nice capabilities as well. A lot of people say Luma's Windows and the others are Linux. I can't quite agree because I don't think of Windows as having more features ;)

@Kazuma77 Just follow 3ds.guide if you want to use the latest Luma. I haven't found anything that doesn't work, and I haven't updated any .3dsx files.

I am on the latest Luma3DS. And there's still 5 homebrew apps that do not work with it. Spectre3DS, ctrHexenII, eDuke3D, ctrWolfen, and 3DSCraft. Try them for yourself and see. I uploaded a recompiled ctrQuake because the last release was not working. Also, do you not recognize me? I've not only followed the guide, I've created the AFTERGUIDE ;) It's not as complete here as on that other site we always talk on for obvious reasons. Still, I thought it might help some people who can't find the real version and might be struggling to use GW or setup other firmwares/tools all the same. Since you managed to compile Homebrew Menu 3.0.0, you're probably better at it than me. Maybe you can fix the errors in the other 5 and get them to re-compile as well. You might as well share some of that up-to-date stuff you were bragging about while we're both waiting for "The Update That Never Comes" :D
 
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urherenow

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*snip*
I can't quite agree because I don't think of Windows as having more features ;)
*snip*

You might as well share some of that up-to-date stuff you were bragging about while we're both waiting for "The Update That Never Comes" :D
Windows/Linux/MAC is a dead subject (or should be). You can run any of them from within any of them in a VM. You don't even need a VM to run most *nix things since there are builds of tools that both run directly from Windows command line, and act just like they run in *nix when run from msys or the like.

EDIT: ctrHexenII runs perfectly fine for me. After messing with configs and stuff, it seems to always start in a room that there is no way out of. Either this is what you're talking about, or I simply don't know how to play it.

Not sure what good I can do building the others you mentioned, since I'm not all that good with porting things. Just took a peak at 3dscraft, and it hasn't been touched in 3 years. Of course that's out of date! You can't fault any CFW for that problem.

I can figure out which version of build tools and libraries are needed to build it, but that won't do you any good. I only said I can always build the latest commits of stuff. I've very rarely actually made a pull request on my own though.
 
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Kazuma77

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Windows/Linux/MAC is a dead subject (or should be). You can run any of them from within any of them in a VM. You don't even need a VM to run most *nix things since there are builds of tools that both run directly from Windows command line, and act just like they run in *nix when run from msys or the like.

Can't say I have any of those you mentioned (at least in .3dsx format). Except for ctrHexenII;it runs perfectly fine. Not sure what good I can do building the others you mentioned, since I'm not all that good with porting things, but if you're having trouble getting them to build send me a link to the source and I'll see what I can do to help :D

I'd very much like to see your copy of ctrHexenII then. The last release crashes on me. If you've found a fork that works or something, that's great news.

OK, here are the sources for ctrHexenII, ctrWolfen, eDuke3D, Spectre3DS, and 3DSCraft then. Truthfully, I think your best chances are probably with Spectre and eDuke. Spectre seems to be hard-coded to look for Python in "C:\Python34" folder, and also uses aemstro. The first two seem to be using outdated commands. It's probably possible to redirect them to their replacements, but the last time I did anything like that was on my TI-84 ages ago. I can also tell you that 3DSCraft doesn't like the current version of aemstro (I'd go with this one since it's from 2 days before the app came out). Hope you're able to make some progress, and I appreciate you trying.
 
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urherenow

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@Kazuma77 sorry for the lag (I'm in the middle of the ocean) but looks like you replied before my first edit. Basically, I've gotten pretty good and getting things built, but that doesn't mean I'm good at updating code to newer libraries. Basically, if there aren't any commits since last release, I'm useless to you. My hexenII build is from the thread, and not anything custom, so the problem is with your setup, or maybe from a newer release that I haven't bothered with.

Most people simply have a hard time finding the exact files the thing is looking for to run, whether they're using a CD or Steam download...

EDIT: and I'm lucky when I have internet capability at all. I'm not able to grab the spectre source because it keeps timing out; moot point since I don't have any of the files handy to actually play and test it.

EDIT2: and I probably have the latest hexen since it looks like the last commit added 2nd analog support on N3DS, and I definitely have that support.
 
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Kazuma77

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@Kazuma77 sorry for the lag (I'm in the middle of the ocean) but looks like you replied before my first edit. Basically, I've gotten pretty good and getting things built, but that doesn't mean I'm good at updating code to newer libraries. Basically, if there aren't any commits since last release, I'm useless to you. My hexenII build is from the thread, and not anything custom, so the problem is with your setup, or maybe from a newer release that I haven't bothered with.

Most people simply have a hard time finding the exact files the thing is looking for to run, whether they're using a CD or Steam download...

EDIT: and I'm lucky when I have internet capability at all. I'm not able to grab the spectre source because it keeps timing out; moot point since I don't have any of the files handy to actually play and test it.

EDIT2: and I probably have the latest hexen since it looks like the last commit added 2nd analog support on N3DS, and I definitely have that support.

Hmm, I'll double check then. I may have got my copy from Rinne's homepage. So, it could be a different version I have. But I definitely have all the right files. Had to dig out my original CD and find the expansion on an abandonware site (I was surprised I didn't already have it, because I used to collect everything id and Raven put out). The game works great when I run it from my second EmuNAND on 9.2 via Menuhax.

Anyway, it doesn't seem to matter if there have been new commits or not. They just need to be compiled with the new libctru according to TuxSH. Apparently it's the way old versions compiled the data or something that is causing the incompatibility issues. Though there were 5 with ctrQuake. One of them containing stereoscopic 3D at that. A nice find to say the least.

And no need to apologize for the lag. I can identify. I've had a tree get into my DSL lines recently. One DSL line is dead, and the other seems to be barely hanging on (loses sync all the time).
 
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Amapola62

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The thing with the error screens is that it would be better if they were written in plain English and giving suggestions about how to solve the error...instead of being written in a way that only devs can understand ex: Instead of getting a Arm 11 exception Data abort SVC break when launching a game which need a seed, we would get a screen saying "Luma encountered an error when launching this game, try to import the seed using FBI's import seed option" or when getting an error when using an out of region game getting a message saying "Luma encountered an error when launching this game, it's a X region game while your console is a Y region 3ds, try using Luma's region emulation feature"...Of course I don't know how feasable it would be to make error screens excplicitely say why we got an error and how we can troubleshot it but it would be much more noob-friendly than getting Arm 11 exceptions...
 

astronautlevel

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The thing with the error screens is that it would be better if they were written in plain English and giving suggestions about how to solve the error...instead of being written in a way that only devs can understand ex: Instead of getting a Arm 11 exception Data abort SVC break when launching a game which need a seed, we would get a screen saying "Luma encountered an error when launching this game, try to import the seed using FBI's import seed option" or when getting an error when using an out of region game getting a message saying "Luma encountered an error when launching this game, it's a X region game while your console is a Y region 3ds, try using Luma's region emulation feature"...Of course I don't know how feasable it would be to make error screens excplicitely say why we got an error and how we can troubleshot it but it would be much more noob-friendly than getting Arm 11 exceptions...
This is rather impossible to implement.
 

Amapola62

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What is the option to disable crash dumps? Is it "disable exception handlers"? Just to know what I should toggle when editing software library with Cthulu to not get a crash dump when it errors when exiting...
 

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I suppose that would be possible - a wiki page with "common errors and how to fix them."
Like for example I noticed if you get an error on boot up then the suggestion is to delete menuhax data. It should go in the guide, or in Luma's wiki so we can easily link people there.

--------------------- MERGED ---------------------------

What is the option to disable crash dumps? Is it "disable exception handlers"? Just to know what I should toggle when editing software library with Cthulu to not get a crash dump when it errors when exiting...
Disabling exception handlers will make it say that the software had an error (the generic Nintendo error message). You should 1. Update to 8.1.1 and see if that fixes the problem, and if not then 2. Try legacy and 3. Report the error in the issues page describing the steps needed to reproduce it and your crash dump and whether legacy fixed it.
 
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cory1492

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Well, to be fair to the Wii-U scene, it's just getting started. You came to the 3DS scene at the right time. There's a good chance the A9LH guide from last year would have had you pulling your hair out. It was much more complicated to install than B9S. Though it was still worth it. And the Luma team is always working on improvements and new features. It stays the best for the same reason Rebug does on the PS3. They're always working on it. Not that Corbenik/Skeith doesn't have some nice capabilities as well. A lot of people say Luma's Windows and the others are Linux. I can't quite agree because I don't think of Windows as having more features ;)
I was more considering early days programming CPLDs for NDS and using a GBA cart to get things going, or building toolchains for PS2 /xell on xbox 360, than wii-u. Can't say I ever used rebug, my PS3 is still on that first 'unofficial cobra' firmware released with the plugin support and I've never needed more than that on it (though I did spend a few days on SPU reversing and figured out how to convert my ps3 to devkit). Heh, I'd be more inclined to say one is *nix and the other is OSX, but comparing a lightweight and relatively new kernel on a weak CPU to PCs is kinda pointless - though the ability to hack around and choose things like UI is somewhat similar.

Anyway I just wanted to throw my positive comment out there, for whatever it's worth.
 

Amapola62

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What if the error comes from the app itself? I suppose I could stop using it or try the CIA version instead... because when it crashes the dump is full of FFs ... so I think the app itself bugs..
 
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Kazuma77

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I was more considering early days programming CPLDs for NDS and using a GBA cart to get things going, or building toolchains for PS2 /xell on xbox 360, than wii-u. Can't say I ever used rebug, my PS3 is still on that first 'unofficial cobra' firmware released with the plugin support and I've never needed more than that on it (though I did spend a few days on SPU reversing and figured out how to convert my ps3 to devkit). Heh, I'd be more inclined to say one is *nix and the other is OSX, but comparing a lightweight and relatively new kernel on a weak CPU to PCs is kinda pointless - though the ability to hack around and choose things like UI is somewhat similar.

Anyway I just wanted to throw my positive comment out there, for whatever it's worth.

Honestly, I think the thread could use more encouraging posts like yours (then again, the lead developer already left, so, she'll probably never see most of them regardless). There's a lot of negativity going around. And there's no reason for it. I try to just stick to reporting any issues I find. Though I'm probably still not their favorite person. I'm always doing unconventional things. I can be very persistent when I can't figure something out. And, for a geek, I have an unnatural aversion to learning code (I know, I shouldn't let that one Cobol class ruin it for me, but I can't help it). Which makes it more difficult to explain the answer to me than it should be. And I don't necessarily make correlations that probably seem obvious to them. Like that *hax methods being broken means that a Menuhax EmuNAND that's type 1 (boots normally without a hotkey) is still going to crash, because the part of the exploit that checks for the hotkey is still enough to do it. So, they probably do get frustrated at me quite a bit, though I am just trying to help. Personally, I love the direction they're going in. Those old exploits needed to go. And it doesn't make sense to have a fully exploited system that still needs limited *hax payloads to run homebrew. Rosalina is going to be the best thing since chainloaders. People just need to be patient and give them time to fine tune it. Besides, you know what they say. A good solution today is better than a perfect solution tomorrow.

Oh and, Rogero with Cobra was good, but, Rebug has made several fixes, improvements, and clean-ups to the Cobra code. And it allows both full retail and dev functionality. The toolkit can even switch your system between dev and retail at the drop of a hat. You should try it. You can always switch back if you don't like it.

EDIT: I figured out a fix for ctrWolfen. The problem was just the launcher. Run the games directly and they work fine. I've recompiled them to make them easier to use individually (given them names instead of calling them "boot"). You can check it out here if you're interested. Well, now it's down to 4 I guess.
 
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cory1492

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(then again, the lead developer already left, so, she'll probably never see most of them regardless).
Sad but I don't blame 'em for it. These types of more public places tend to fill up with either people who don't read the existing documentation and expect personalized service like they paid you for it, or trolls that seemingly feed on negativity. Not saying I don't appreciate GBATemp for what it is though, there is a good reason I keep coming back and if one is willing to wade around a bit the answers/treasures are here. Somewhere. Even if you don't ask the same question yet again as the dozens of people that came before you did.:rofl2:

Something to ease your thought on explanations... many people don't realize it, but the longer they explore something the less they truly see of it. Explaining it to someone who doesn't understand often causes you to learn it in such a way that you not only notice new things, but is also the difference between experienced and expert. There are rare exceptions, like folks with eidetic memory. Can't say I remember ever meeting someone like that though...

That said having a few active and self-motivated people who try unconventional things and take the time to outline/document reproduce-ability, is how the bugs and features that make the difference from "it works" to "polished" get caught or implemented. Even if they don't know how to code, or even what a code is. Having such people also watching a thread for bugs/suggestions that would drain the dev's motivation if doing it themselves simply boosts productivity, unimaginably. In my mind, they are worth far more than hunting through a thread, then pulling teeth to get information that doesn't amount to 'it dun werk!' out of someone with a valid bug. (That's me saying thanks to you folks too, by the way!)
 

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