Creating Homebrew from open source code?

Discussion in '3DS - Homebrew Development and Emulators' started by FirstLady, Jun 23, 2015.

  1. FirstLady
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    FirstLady GBAtemp Regular

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    So I'm just trying to find out. Is it possible to create 3DS homebrew from open source, source code, and how easy or difficult would it be? If so, what would one need to do in order to compile the code to make the software compatible for 3DS homebrew? Tips, tricks, tools, tuts, links... all welcome.

    Thanks
     
  2. zoogie

    zoogie simple pimp tool

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    Sure follow this guide.
    http://4dsdev.org/thread.php?id=4

    The link to the devkitpro installer exe is here:
    http://sourceforge.net/projects/devkitpro/files/Automated Installer/

    Play around with the examples to get the hang of things. Most people learn by imitation but you could always just buy a C/C++ book online if you want a more mature and guided approach. Head First C is one of many you could try (people will argue endlessly about programming books so I'm not going to say anything more about it :P)
     
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  3. hippy dave

    hippy dave Butts Butts Megabutts

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    As above, yeah it's possible. It's relatively difficult at the moment because you have to change out all the display/sound/input code for custom code to work on the 3ds, but it might get easier over time as more shared libraries get released.
     
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  4. elhobbs

    elhobbs GBAtemp Advanced Fan

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    You are not going to find a step by step guide to porting software to the 3ds. In general you are looking to isolate the hardware specific code and then modify or replace it to work with the target platform. In general this works best for C/C++ code. Typically you are looking at video, sound and network code. Each project is different though. Anything in assembly will likely need to be replaced as well. It is typically a lot easier to port something that is already multiplatform. As someone else has already isolated the platform specific code.
     
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