What type of files does uncart dump the rom as?It is.
Seems to work fine though. Don't really see a safety issue if it doesn't decrypt right.
Edit: Neobrain said this on 4dsdev:
uncart w/ on-the-fly decrypt download
They can do both, if the creator intended to do that or if it messes with things it isn't supposed to mess with.Can Homebrew delete my save data on my games and is it possible that it will mess up my 3ds?
Userland homebrew entrypoints, for example Menuhax, browserhax, and the such, cannot brick your 3ds (aka destroy it). Most homebrew won't (and shouldn't) mess up your save data for games unless you use a save manager intentionally.
Messing with kernel and CFW stuff has a chance of hard-bricking, but i'm guessing you aren't very interested in that.
They can do both, if the creator intended to do that or if it messes with things it isn't supposed to mess with.
Edit: ignore this, the answer above is way better.
You can find a little dsp service sample here: https://github.com/CurryGuy/ndsp-example/blob/master/source/main.cpp
Anyway, that's the basic way on how to stream an audio. You can check another solution in my lua interpreter: https://github.com/Rinnegatamante/lpp-3ds/blob/master/source/luaSound.cpp#L1069-L1148
What it does is simply to create two wavebuf and put them in a non-loop dsp playback. Then when one is finished to play, it clears the finished ones, append a new piece of the audiobuffer to be reproduced and then re-insert it in the dsp queue.
They are not freed by ndsp. That is up to you - you can either free them or reuse them.Silly question - do you free the buffers and ndspWavBuff somewhere? Are they freed by ndsp? I can see that you do when the playback is stopped, but during normal playback?
Silly question - do you free the buffers and ndspWavBuff somewhere? Are they freed by ndsp? I can see that you do when the playback is stopped, but during normal playback?
So, I tried.
I even copied the example (and modified it a little bit, so it won't load the file):
http://pastebin.com/bmCQtkqF
And still, after execution of this function, ndspChnIsPlaying(1) returns 0 and no sound comes on.
...does it even work with *hax 2.5?
I just got my first basic app running It spams the touch screen with the button you're pressing as well as the circle position.
With that being said. No one happens to know how I can go about just having the screen print text when the touch screen is being used do they? I've tried a few things but it almost always results in a matrix of text going down my screen lol
This is quite the fun journey
[0;0H
How would that affect the bottom screen text when I enter a specific key?Instead of using printf with a newline, you could just have it print to specific row and column coordinates.
https://github.com/devkitPro/3ds-examples/blob/master/input/read-controls/source/main.c#L41
This bit here:
Code:[0;0H
That controls your row and column.
How would that affect the bottom screen text when I enter a specific key?
I appreciate the help but I figured that bit out If I worded my original question poorly please let me know
// Assuming you want a blank screen every frame, you can clear the console
consoleClear();
hidScanInput();
touchPosition touch;
//Read the touch screen coordinates
hidTouchRead(&touch);
// You can change these to whatever you want, or keep a second touchPosition which contains the old frame's touch data, so you can then easily see if the touchscreen was used at all
if(touch.px != 0 && touch.py != 0)
//Print the touch screen coordinates at specific rows/columns, this won't spam scroll downward
printf("\x1b[2;0H%03d; %03d", touch.px, touch.py);
AhIt wouldn't. It was a solution for your text spamming problem.
If you want to show text only when the touchscreen is being used, it'd be something like:
Code:// Assuming you want a blank screen every frame, you can clear the console consoleClear(); hidScanInput(); touchPosition touch; //Read the touch screen coordinates hidTouchRead(&touch); // You can change these to whatever you want, or keep a second touchPosition which contains the old frame's touch data, so you can then easily see if the touchscreen was used at all if(touch.px != 0 && touch.py != 0) //Print the touch screen coordinates at specific rows/columns, this won't spam scroll downward printf("\x1b[2;0H%03d; %03d", touch.px, touch.py);
Ah
Ill look at the touch screen you mentioned thanks
I wish I learned this sooner this is so cool seeing something you made show up on screen and working
It figures its the one example I dont look at lolI took most of that from https://github.com/devkitPro/3ds-examples/blob/master/input/touch-screen/source/main.c, if you want a more complete example.
Welp, ndspInit returns -662657030 and dsp_flushdatacache -656406537 (I guess because ndspInit fails). On both hbl and emuNAND as CIA.Try to check if all your functions are returning errors or not (expecially for ndspInit)
It sounds like you may need to manually extract the ndsp binary to file.Welp, ndspInit returns -662657030 and dsp_flushdatacache -656406537 (I guess because ndspInit fails). On both hbl and emuNAND as CIA.
I guess then it's not my fault? It's not like I should init something before that?