Homebrew Homebrew Development

nop90

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Yes, it's the exact same behavior as before. It just jumps to the home menu whenever the app closes
Tonight I'll back home very late, but tomorrow I'll make a simple helloworld app and after testing the behaviour I'll share the code. If it will work for me and not for you, there is something different in the ctrulib version.
 
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nop90

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@erman1337
I did my homeworks and found two things:

1) I forgot to mention that in the main loop there must be a a sleep thread call or the event handler will never run (added a 10ms pause in the previous example). This makes Home menu handling to work fine
2) the code is not working for the power button handling. The screen goes black and the system freeze

Since everything is working fine with my other homebrews (try it with Sqrxz4 if you want) I'm probably missing to initialize some services.

Now I have to prepare the dinner for the New Year's Eve, but tomorrow I'll continue the investigation.

Happy New Year Tempers!!!!!
 
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nop90

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@erman1337

solved, as promised.

The code needs a call to cfguInit() at the beginning of main(), and cfguExit() before exiting. Added it to my previous post.

Attached a complete sample app (code and compiled as cia).
 

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  • testevents.zip
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RocketRobz

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I'm thinking of using the system font in TWLoader, in place of the one currently stored in RomFS. How would I do that?
I know that I store the font into a buffer, and use the sftd_load_font_mem function to load it.
 

RocketRobz

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I know how to build 3dsx homebrew but how do I build CIA homebrew. When I try to compile a CIA homebrew I edited it doesn't work.
Do you have this in your makefile?
Code:
#---------------------------------------------------------------------------------
cia: $(BUILD)
    @$(MAKE) --no-print-directory -C $(BUILD) -f $(CURDIR)/Makefile cia

#---------------------------------------------------------------------------------
 

FrostyDialga

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Do you have this in your makefile?
Code:
#---------------------------------------------------------------------------------
cia: $(BUILD)
    @$(MAKE) --no-print-directory -C $(BUILD) -f $(CURDIR)/Makefile cia

#---------------------------------------------------------------------------------
Well, the problem is it says some things wrong with the code when i compile it. I'm trying to compile fbi for edited banner and icon. http://prnt.sc/dsiogx
 

nop90

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Well, the problem is it says some things wrong with the code when i compile it. I'm trying to compile fbi for edited banner and icon. http://prnt.sc/dsiogx

You miss the definition of RM_APPLICATION that is defined in result.h of ctrulib, Maybe you don't have the last version of ctrulib. Can't say more than this from your printscreen.
 

nop90

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How do you update it.

1) go to the ctrulib github page and download the repository as a zip file
2) delete the old libctru sources folder, or better (like I do) rename it in libctru-yyyymmdd (yyyy = year, mm = month, dd = day of the lib date, you can check it from the folder creation date), this way you can revert to the old version if you need it
3) copy from the ctrulib zip file the libctru folder in the same place the old one was
3) run the command "make" from the ctrulib folder
4) run the command "make install"

you have done, but now you have to...

5) try to compile all you old homebrews, take note of the errors than change the code to adapt to all the changes in ctrulib :nayps3:

:lol:
 
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FrostyDialga

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1) go to the ctrulib github page and download the repository as a zip file
2) delete the old libctru sources folder, or better (like I do) rename it in libctru-yyyymmdd (yyyy = year, mm = month, dd = day of the lib date, you can check it from the folder creation date), this way you can revert to the old version if you need it
3) copy from the ctrulib zip file the libctru folder in the same place the old one was
3) run the command "make" from the ctrulib folder
4) run the command "make install"

you have done, but now you have to...

5) try to compile all you old homebrews, take note of the errors than change the code to adapt to all the changes in ctrulib :nayps3:

:lol:
Did that now it gives me another error.
 

catlover007

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Would it be possible to create a FBX parser for use with Citro3D and be able to use animations?
Yes, although it would be limited in some ways(texture resolution, polygon count, bone count, weights per vertex, animation interpolation method). So FBX isn't the optimal choice, but a custom format would do better, that's what Nintendo is doing(IIRC it's called something with BHCM or whatever, game modder use those model files all day). E.g. Pokemon uses skeleton animation(saved in this format) extensively.

I actually tried to implement skeletal animations, loaded from a custom format, but I lost interest in it and gave up.
 
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YugamiSekai

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Yes, although it would be limited in some ways(texture resolution, polygon count, bone count, weights per vertex, animation interpolation method). So FBX isn't the optimal choice, but a custom format would do better, that's what Nintendo is doing(IIRC it's called something with BHCM or whatever, game modder use those model files all day). E.g. Pokemon uses skeleton animation(saved in this format) extensively.

I actually tried to implement skeletal animations, loaded from a custom format, but I lost interest in it and gave up.
If you mean using Nintendo formats for models/animations, where would I find any documentation on these?
 

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1483848131-20170108-044114.jpg
 
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