CTR64 cannot run any games at all (only the main CPU is even remotely close to being emulated right, no other part of the system is implemented yet). I'm not sure if it can even be built to run on 3DS at this point since all the multi-threaded code hasn't been ported yet (CTR64 has a small...
I understand this is in EoF now, but I figure I'd share some of the thoughts I've had on the subject for awhile.
The short answer: it's hard to say.
The long answer: CTR64 isn't developed enough to really get an idea of what a well written emulator is capable of. I'm not entirely convinced yet...
I'm not aware of a OBJ->C converter that would work, but you can load OBJ files from SD or romfs. You can pull Model.cpp/Model.h from https://github.com/machinamentum/ModelViewer/blob/master/source/Model.cpp. That has an OBJ loader, but it'll only work if the OBJ being loaded is triangulated...
Hopefully I could offer a few bits of sound advice from the perspective an active (though, somewhat inactive recently) homebrew developer.
What language should I use?
Typical homebrew is written in C/C++ and Lua, but devkitARM is capable of supporting Objective-C, Objective-C++, (though not...
Most branch instructions encode an offset from the current instruction pointer to the target in the instruction itself. You're getting this error because there's too much data between your branch and its target (I don't know off the top of my head what the maximum number of bytes can be between...
If by .s you mean an assembly file and you're using the GNU assembler (the one that comes with devkitARM), you could just use the .ascii directive to embed a string in-place or .asciz to embed the string with a null terminator at the end (see...
What do you mean like a canvas? You can render a texture onto any geometry so long as your coordinates are correct. Or are you trying to render to a texture? In which case, you can just reuse the framebuffer as a texture when you're done rendering to it.
With the latest commits, the compiler no longer uses built-in uniforms or vertex attributes (gl_Vertex, gl_Color); these are all user-defined now (vertex attributes are assigned register slots in the order they're declared).
The next step is figuring out how to handle varyings. Since the...
The parser implements the GLSL ES spec. This will be the target going forward (though currently, it only really supports a handful of the legacy GL built-ins).
Project update:
I've been heavily improving this project. The parser has been drastically improved and has decent syntax error checking. The code generator has been improved and now supports mat4 * vec4 multiplication. A shbin generator has been implemented so the project no longer relies on...
This estimate was made when the first working build was made. I've since fixed a lot of the speed issues (mostly the fault of Caelina's archaic immediate mode drawing). It seems that a lot of the slowdown is the engine's use of immediate mode drawing (most of which are the text drawing routines...
devkitARM is a toolchain (compiler, assembler, misc build tools) meant to be run from a terminal. On Windows, the devkitPro installer should've also installed Minimal System (MSYS/MinGW) into the devkitPro directory. You'll want to run msys.bat which launches a terminal emulator. From there you...
How to provide enough context to get the help you need:
What operating system are you using?
What are you confused about?
What have you tried already?
Are you receiving errors?
Have you installed all the prequisites?
Assuming you're on a Linux/Mac environment, and you've installed dekitARM...
leo @'d me in a thread about his last dream, stating he was passionately making out with a guy he used to know and then woke up while reaching for his crotch, and said that i would "know who 'tf' it is"
and of course i know, it's luke