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    Homebrew Any status updates on an N64 emulator on 3DS

    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...
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    N64 can run on 3ds

    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...
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    Homebrew OBJ file loader with Citro3D?

    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...
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    Homebrew [HELP] Where to start to learn and develop?

    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...
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    Homebrew Can we store our current IP automatic in a .s file?

    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...
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    Homebrew Can we store our current IP automatic in a .s file?

    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...
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    Homebrew [Release] {beta} sf2dlib - Simple and Fast 2D library (using the GPU)

    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.
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    Homebrew CS3DS - CSPSP Port

    It's not currently being worked on. I haven't had enough free time lately to get work done on my hobby projects.
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    Homebrew Selena - Shader Compiler

    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...
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    Homebrew Selena - Shader Compiler

    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).
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    Homebrew Selena - Shader Compiler

    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...
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    Homebrew CS3DS - CSPSP Port

    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...
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    Homebrew How do I even use devkitARM?

    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...
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    Homebrew How do I even use devkitARM?

    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...
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    Homebrew CS3DS - CSPSP Port

    The homebrew DSP dumpers place the file in /3ds which is the correct place for it to be. I'm not sure why the CIA would crash upon start up if the .3dsx is working on the same device.
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    Homebrew [Release] {beta} sf2dlib - Simple and Fast 2D library (using the GPU)

    You have to call GX_RequestDma(u32 *src, u32 *dst, u32 len) then wait for the DMA event. However, ctrulib's GX_RequestDma doesn't set the flush cache bit for the request so it will often transfer broken bits of texture that weren't flush from the cache to main memory (I've set the bit for VRAM...
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    Homebrew [Release] {beta} sf2dlib - Simple and Fast 2D library (using the GPU)

    Are you writing to the texture after placing it in VRAM? The ARM CPU can't access VRAM directly, you have to request a DMA transfer through the GX engine to move data from main memory to VRAM and vice versa.
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    Homebrew [Release] {beta} sf2dlib - Simple and Fast 2D library (using the GPU)

    Alternatively, instead of converting the image offline, the image could very easily be converted in memory to RBGA format during the loading process (as the asker has noted). This way different versions of the same game dont have to ship with an entirely different set of images. Example: u8...
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    Homebrew CS3DS - CSPSP Port

    This version is based on 1.92 (nataku92's latest official release). I haven't tested if there's any issues using PSP clients but they should connect to the same servers unless the server code has been updated to support new features.
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