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Celice

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I'm wondering something about smea 6.x new exploit :

Does it work FROM >4.5 OR does it STILL work above 4.5 ?
That's what most of us are probably wondering. Last I heard, smealum was comfortable with his new work because it only allowed homebrew, and didn't necessarily facilitate piracy. So I'm not sure if we can look at it the same way as we have the Gateway card and co., which rely on the 4.x exploit.

It'll be good to hear more once his work is released.
 

ernilos

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Hey guys! Tomorrow I'll start my attempt to port a game what I really like (it's secret:3) to 3DS, I have the source and I understand it so I won't had to much problems (maybe writing my own "SDL" functions, but i can do). But I have a problem, I'm very bad with make files and I'll need use C++ and my makefile it only accepts C. Someone can update it? Thank's ^^
http://pastebin.com/4g2R8m1i
 

YourNerdyJoe

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Hey guys! Tomorrow I'll start my attempt to port a game what I really like (it's secret:3) to 3DS, I have the source and I understand it so I won't had to much problems (maybe writing my own "SDL" functions, but i can do). But I have a problem, I'm very bad with make files and I'll need use C++ and my makefile it only accepts C. Someone can update it? Thank's ^^
http://pastebin.com/4g2R8m1i

This is the makefile I used when i tried to get c++ to run on the 3ds: http://pastebin.com/0hZV6AN1
The app compiles and links but it stalls when you try to launch it. Had this happen before when you write to memory you don't have permission to access (might not be the problem).
I changed my c++ code back to c (so Renderer::Init became rendererInit, etc.) and changed g++ to gcc in the makefile and it worked like a charm.
So I'm either overlooking something or something else is needed for c++ to run (best guess, an updated linker script or something in makerom).
If anyone else got c++ to run, please correct me.
 

ernilos

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This is the makefile I used when i tried to get c++ to run on the 3ds: http://pastebin.com/0hZV6AN1
The app compiles and links but it stalls when you try to launch it. Had this happen before when you write to memory you don't have permission to access (might not be the problem).
I changed my c++ code back to c (so Renderer::Init became rendererInit, etc.) and changed g++ to gcc in the makefile and it worked like a charm.
So I'm either overlooking something or something else is needed for c++ to run (best guess, an updated linker script or something in makerom).
If anyone else got c++ to run, please correct me.

I just remembered about cpp3ds https://github.com/cpp3ds/cpp3ds but i can't figure how to done the makefile cause it uses also CMake a_a
 

YourNerdyJoe

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I just remembered about cpp3ds https://github.com/cpp3ds/cpp3ds but i can't figure how to done the makefile cause it uses also CMake a_a

Turns out it was me. I looked at cpp3ds's makefile and it appears I forgot the -fno-rtti and -fno-exceptions flags which are kind of necessary for the 3ds.
new makefile: http://pastebin.com/kPeHuMnM

EDIT: cpp3ds does have a makefile. It's just in the examples/gateway folder for some reason
 
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st4rk

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Hey guys! Tomorrow I'll start my attempt to port a game what I really like (it's secret:3) to 3DS, I have the source and I understand it so I won't had to much problems (maybe writing my own "SDL" functions, but i can do). But I have a problem, I'm very bad with make files and I'll need use C++ and my makefile it only accepts C. Someone can update it? Thank's ^^
http://pastebin.com/4g2R8m1i


I am working on a Graphic Library(and other functions) to 3DS, maybe it can help you :D, i just wrote a prototype, i need more time to finish(because my focus is 3DNES and other secret emulator :]).
 

VMM

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I am working on a Graphic Library(and other functions) to 3DS, maybe it can help you :D, i just wrote a prototype, i need more time to finish(because my focus is 3DNES and other secret emulator :]).

I'm mostly excited about this new emulator of yours, knowing what it is makes it even more exciting,
I wonder how hard it is to write the PPU over again, if this succeds I'll might buy one 3DS 4.5 and a GW just for this.
Just wish tou the best of luck in this, it certainly is gonna surprise a lot of people around here.
 
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Gadorach

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I'm mostly excited about this new emulator of yours, knowing what it is makes it even more exciting,
I wonder how hard it is to write the PPU over again, if this succeds I'll might buy one 3DS 4.5 and a GW just for this.
Just wish tou the best of luck in this, it certainly is gonna surprise a lot of people around here.
Yeah, it should help to get the ball rolling as well. We'll have Smea's release in probably a month, and two (hopefully by then open-source) emulators able to help new developers become more familiar with the platform. It's basically the best way to start off a scene on a mobile device. Free exploit + emulators all ready to go. It should attract a good deal of attention.
 

TheCruel

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I'd much prefer a more mature ctrulib than a new exploit. But oh well.

Anyone toy much with resource loading (romfs)? Or are we still converting binary files to C byte arrays and such?
 

YourNerdyJoe

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I'd much prefer a more mature ctrulib than a new exploit. But oh well.

Anyone toy much with resource loading (romfs)? Or are we still converting binary files to C byte arrays and such?

I agree, had to resort to making my own headers to fill in the gaps.
AFAIK the romfs for the 3ds is different from actual romfs filesystem. So unless there is tool to generate one I'll be using c arrays atm. (or loading off the sd card)
 

Tybus

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Could someone help me out?...
So i was working on a simple frogger game for the 3ds, it was working untill I changed some of the stuff and added some 2 dimentional arrays, for the "cars" in the street.
The point is, it compiles and when you run it now, it will just show you a bottom blue screen but nothing else... I've been working with this for a while and I've not detected what im doing wrong.
Thank You.
https://github.com/Tybus/3Dfrogr/blob/master/source/main.c
(I'm using an outdated ctrulib, but all the files are available in that git)



By the way... I know that the code is not pretty at all, and it's pretty messy.... I've never made games before, And I don't know a lot of C atm....
 

ernilos

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I am working on a Graphic Library(and other functions) to 3DS, maybe it can help you :D, i just wrote a prototype, i need more time to finish(because my focus is 3DNES and other secret emulator :]).

It would be amazing! But what really concern me is adding RGBA(getting a RGB from base and calculating the new color) and image resizing (maybe I can resize with GPU), now I'll try some C++ code ^^

I writed a new MakeFile with G++ but I can't get working it, It throw "source/crt0.s:1: *** missing separator. Stop."
Here it is: http://pastebin.com/vgDqHfGX
 

ichichfly

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I'd much prefer a more mature ctrulib than a new exploit. But oh well.

Anyone toy much with resource loading (romfs)? Or are we still converting binary files to C byte arrays and such?
You can load data from SD I would not use the romfs as I am not sure if that is supported by all future loader
 

Kane49

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Somewhere in my archive i use a minimal filesystem, i think i called it kfs.
It loads the files into memory during the rop chain to avoid using custom sd card handling.

However, you can ask st4rk to release the arm9 file functions. With them accessing files becomes very efficient even if for some reason they randomly don't work.

The last option is to use one of the published sd card libs, they come with a load of problems though.

Of course if you are in the Gateway Userland Homebrew mode you can just use the service ^^
 

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