Homebrew 3dJS: JavaScript interpreter for 3DS systems

  • Thread starter Thread starter XorTroll
  • Start date Start date
  • Views Views 12,201
  • Replies Replies 41
  • Likes Likes 11
I love this! Good work! How did you start out on this. I would like to be able to make my own homebrew.
 
I love this! Good work! How did you start out on this. I would like to be able to make my own homebrew.
Actually I just started making it because I was bored of developing one of my programs on NodeJS.
I think I'm going to learn how to implement some other special functions, because "print" is the only function that I manually added from C++.
I would also enjoy making 3DS (and maybe NDS) homebrew just using JavaScript.
 
Good idea. In fact, we could do interpreters of lots of languages, like Python or Java. For that I need to find any C/C++ interpreter for that language. Well, Python's libraries can directly be used from any C or C++ code...
 
Good idea. In fact, we could do interpreters of lots of languages, like Python or Java. For that I need to find any C/C++ interpreter for that language. Well, Python's libraries can directly be used from any C or C++ code...
You could use a tool like j2c to convert Java to C, and package that into a bash script, and you can compile Java to a C homebrew in a single command!
 
Actually, if j2c works, it would help me a lot. All the tools or engines I've seen need to work under JVM, what means the require Java installed. I'll try it these days. Thank you!
 
Actually, if j2c works, it would help me a lot. All the tools or engines I've seen need to work under JVM, what means the require Java installed. I'll try it these days. Thank you!
I don't know how well it works, I just found it from a web search. But it would be super cool, especially since I write almost primarily in Java these days.
 
Hello! First of all: thank you for this important release!
Next: which is the potential of this?
Can I use phaser.io with it, for example?
 
It only supports plain JS and a few extra elements of 3DS system (info at https://github.com/XorTroll/3dJS/blob/master/README.md), but no other libs or elements. I must remember you that this is just a beta version, with just a few features.
yep but i didn't see how call things... or how you set the top or bottom screen. IDK if i explain well

edit: nevermind, i read it, sorry! Keep it up! Nice work!

Edit 2: where must be the file and which name has to be? I'm trying to run it from Citra without success
 
Last edited by cere_ender,
yep but i didn't see how call things... or how you set the top or bottom screen. IDK if i explain well

edit: nevermind, i read it, sorry! Keep it up! Nice work!

Edit 2: where must be the file and which name has to be? I'm trying to run it from Citra without success
Well, Citra doesn't support currently the keyboard 3dJS uses, so basically it doesn't work properly on Citra.

Edit: well, there's a thing you could do: When trying to open the keyboard Citra always gets "Citra" as text, so you could go to the path Citra has the "sdmc" folder (as the SD card), and put your JS code in a file named "Citra", without any extension.
 
Last edited by XorTroll,
Hey, I have some important news.
3dJS was just a test to see if loading JS code on a Nintendo system was useful, or even if it was possible.
I'm working on a bigger project derived from this, but not only for 3DS, also for other Nintendo consoles.
 
only plain JS is allowed (no NodeJS's elements like console.log)

console.log is just plain JavaScript though. All Node code can be directly ported to the browser (minus it's use of CommonJS module loading, which can be worked around with webpack or RequireJS). Node is JavaScript, they are the same language. Node even runs off the same engine that Chrome uses for it's JavaScript.
 
  • Like
Reactions: Termer

Site & Scene News

Popular threads in this forum