Homebrew Homebrew Development

jocopoco

Well-Known Member
Newcomer
Joined
Feb 13, 2014
Messages
90
Trophies
0
Age
44
XP
106
Country
There are problesm with these lines:

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

Im sure the first file is a texture.
 

bunnei

Member
Newcomer
Joined
Apr 1, 2014
Messages
23
Trophies
0
Age
31
XP
606
Country
United States
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 :)
 
  • Like
Reactions: st4rk

misterb98

Moral Gateway User. Wat.
Member
Joined
Aug 24, 2010
Messages
449
Trophies
0
XP
290
Country
United States
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

‮҉
Member
Joined
Dec 2, 2007
Messages
3,161
Trophies
0
Location
-
XP
674
Country
Mauritania
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

Well-Known Member
Member
Joined
Jan 11, 2014
Messages
1,556
Trophies
0
Location
Rome
XP
3,136
Country
Italy
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

-
Member
Joined
Jun 4, 2010
Messages
2,979
Trophies
2
XP
2,565
Country
Chile
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

Well-Known Member
Newcomer
Joined
Apr 22, 2014
Messages
63
Trophies
0
Age
43
XP
418
Country
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_

Well-Known Member
Member
Joined
Jun 10, 2006
Messages
950
Trophies
0
XP
664
Country
United States
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) );
}
 
  • Like
Reactions: redact

Site & Scene News

Popular threads in this forum

General chit-chat
Help Users
    SylverReZ @ SylverReZ: Get a load from this guy lol. +1