Homebrew Homebrew app causes system restart

ThatBenderGuy

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So I'm testing out a hello world example and compile it successfully to 3dsx and smdh. I launch homebrew launcher and select my app. Afterwords HBL locks up for a second then returns to the home menu followed by the prompt for a system restart. It's the standard hello world example given by devkitPro but here's the code for the app and the makefile

Running o3DSXL - 11.5 (Luma 8.1.1)

main.c
Code:
/*
    Hello World example made by Aurelio Mannara for ctrulib
    This code was modified for the last time on: 12/12/2014 21:00 UTC+1
*/

#include <3ds.h>
#include <stdio.h>

int main(int argc, char **argv)
{
    gfxInitDefault();

    //Initialize console on top screen. Using NULL as the second argument tells the console library to use the internal console structure as current one
    consoleInit(GFX_TOP, NULL);

    //Move the cursor to row 15 and column 19 and then prints "Hello World!"
    //To move the cursor you have to print "\x1b[r;cH", where r and c are respectively
    //the row and column where you want your cursor to move
    //The top screen has 30 rows and 50 columns
    //The bottom screen has 30 rows and 40 columns
    printf("\x1b[16;20HHello World!");

    printf("\x1b[30;16HPress Start to exit.");

    // Main loop
    while (aptMainLoop())
    {
        //Scan all the inputs. This should be done once for each frame
        hidScanInput();

        //hidKeysDown returns information about which buttons have been just pressed (and they weren't in the previous frame)
        u32 kDown = hidKeysDown();

        if (kDown & KEY_START) break; // break in order to return to hbmenu

        // Flush and swap framebuffers
        gfxFlushBuffers();
        gfxSwapBuffers();

        //Wait for VBlank
        gspWaitForVBlank();
    }

    gfxExit();
    return 0;
}

Makefile
Code:
#---------------------------------------------------------------------------------
.SUFFIXES:
#---------------------------------------------------------------------------------

ifeq ($(strip $(DEVKITARM)),)
$(error "Please set DEVKITARM in your environment. export DEVKITARM=<path to>devkitARM")
endif

TOPDIR ?= $(CURDIR)
include $(DEVKITARM)/3ds_rules

#---------------------------------------------------------------------------------
# TARGET is the name of the output
# BUILD is the directory where object files & intermediate files will be placed
# SOURCES is a list of directories containing source code
# DATA is a list of directories containing data files
# INCLUDES is a list of directories containing header files
#
# NO_SMDH: if set to anything, no SMDH file is generated.
# ROMFS is the directory which contains the RomFS, relative to the Makefile (Optional)
# APP_TITLE is the name of the app stored in the SMDH file (Optional)
# APP_DESCRIPTION is the description of the app stored in the SMDH file (Optional)
# APP_AUTHOR is the author of the app stored in the SMDH file (Optional)
# ICON is the filename of the icon (.png), relative to the project folder.
#   If not set, it attempts to use one of the following (in this order):
#     - <Project name>.png
#     - icon.png
#     - <libctru folder>/default_icon.png
#---------------------------------------------------------------------------------
TARGET        :=    $(notdir $(CURDIR))
BUILD        :=    build
SOURCES        :=    source
DATA        :=    data
INCLUDES    :=    include
#ROMFS        :=    romfs

#---------------------------------------------------------------------------------
# options for code generation
#---------------------------------------------------------------------------------
ARCH    :=    -march=armv6k -mtune=mpcore -mfloat-abi=hard -mtp=soft

CFLAGS    :=    -g -Wall -O2 -mword-relocations \
            -fomit-frame-pointer -ffunction-sections \
            $(ARCH)

CFLAGS    +=    $(INCLUDE) -DARM11 -D_3DS

CXXFLAGS    := $(CFLAGS) -fno-rtti -fno-exceptions -std=gnu++11

ASFLAGS    :=    -g $(ARCH)
LDFLAGS    =    -specs=3dsx.specs -g $(ARCH) -Wl,-Map,$(notdir $*.map)

LIBS    := -lctru -lm

#---------------------------------------------------------------------------------
# list of directories containing libraries, this must be the top level containing
# include and lib
#---------------------------------------------------------------------------------
LIBDIRS    := $(CTRULIB)


#---------------------------------------------------------------------------------
# no real need to edit anything past this point unless you need to add additional
# rules for different file extensions
#---------------------------------------------------------------------------------
ifneq ($(BUILD),$(notdir $(CURDIR)))
#---------------------------------------------------------------------------------

export OUTPUT    :=    $(CURDIR)/$(TARGET)
export TOPDIR    :=    $(CURDIR)

export VPATH    :=    $(foreach dir,$(SOURCES),$(CURDIR)/$(dir)) \
            $(foreach dir,$(DATA),$(CURDIR)/$(dir))

export DEPSDIR    :=    $(CURDIR)/$(BUILD)

CFILES        :=    $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.c)))
CPPFILES    :=    $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.cpp)))
SFILES        :=    $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.s)))
PICAFILES    :=    $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.v.pica)))
SHLISTFILES    :=    $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.shlist)))
BINFILES    :=    $(foreach dir,$(DATA),$(notdir $(wildcard $(dir)/*.*)))

#---------------------------------------------------------------------------------
# use CXX for linking C++ projects, CC for standard C
#---------------------------------------------------------------------------------
ifeq ($(strip $(CPPFILES)),)
#---------------------------------------------------------------------------------
    export LD    :=    $(CC)
#---------------------------------------------------------------------------------
else
#---------------------------------------------------------------------------------
    export LD    :=    $(CXX)
#---------------------------------------------------------------------------------
endif
#---------------------------------------------------------------------------------

export OFILES    :=    $(addsuffix .o,$(BINFILES)) \
            $(PICAFILES:.v.pica=.shbin.o) $(SHLISTFILES:.shlist=.shbin.o) \
            $(CPPFILES:.cpp=.o) $(CFILES:.c=.o) $(SFILES:.s=.o)

export INCLUDE    :=    $(foreach dir,$(INCLUDES),-I$(CURDIR)/$(dir)) \
            $(foreach dir,$(LIBDIRS),-I$(dir)/include) \
            -I$(CURDIR)/$(BUILD)

export LIBPATHS    :=    $(foreach dir,$(LIBDIRS),-L$(dir)/lib)

ifeq ($(strip $(ICON)),)
    icons := $(wildcard *.png)
    ifneq (,$(findstring $(TARGET).png,$(icons)))
        export APP_ICON := $(TOPDIR)/$(TARGET).png
    else
        ifneq (,$(findstring icon.png,$(icons)))
            export APP_ICON := $(TOPDIR)/icon.png
        endif
    endif
else
    export APP_ICON := $(TOPDIR)/$(ICON)
endif

ifeq ($(strip $(NO_SMDH)),)
    export _3DSXFLAGS += --smdh=$(CURDIR)/$(TARGET).smdh
endif

ifneq ($(ROMFS),)
    export _3DSXFLAGS += --romfs=$(CURDIR)/$(ROMFS)
endif

.PHONY: $(BUILD) clean all

#---------------------------------------------------------------------------------
all: $(BUILD)

$(BUILD):
    @[ -d $@ ] || mkdir -p $@
    @$(MAKE) --no-print-directory -C $(BUILD) -f $(CURDIR)/Makefile

#---------------------------------------------------------------------------------
clean:
    @echo clean ...
    @rm -fr $(BUILD) $(TARGET).3dsx $(OUTPUT).smdh $(TARGET).elf


#---------------------------------------------------------------------------------
else

DEPENDS    :=    $(OFILES:.o=.d)

#---------------------------------------------------------------------------------
# main targets
#---------------------------------------------------------------------------------
ifeq ($(strip $(NO_SMDH)),)
$(OUTPUT).3dsx    :    $(OUTPUT).elf $(OUTPUT).smdh
else
$(OUTPUT).3dsx    :    $(OUTPUT).elf
endif

$(OUTPUT).elf    :    $(OFILES)

#---------------------------------------------------------------------------------
# you need a rule like this for each extension you use as binary data
#---------------------------------------------------------------------------------
%.bin.o    :    %.bin
#---------------------------------------------------------------------------------
    @echo $(notdir $<)
    @$(bin2o)

#---------------------------------------------------------------------------------
# rules for assembling GPU shaders
#---------------------------------------------------------------------------------
define shader-as
    $(eval CURBIN := $(patsubst %.shbin.o,%.shbin,$(notdir $@)))
    picasso -o $(CURBIN) $1
    bin2s $(CURBIN) | $(AS) -o $@
    echo "extern const u8" `(echo $(CURBIN) | sed -e 's/^\([0-9]\)/_\1/' | tr . _)`"_end[];" > `(echo $(CURBIN) | tr . _)`.h
    echo "extern const u8" `(echo $(CURBIN) | sed -e 's/^\([0-9]\)/_\1/' | tr . _)`"[];" >> `(echo $(CURBIN) | tr . _)`.h
    echo "extern const u32" `(echo $(CURBIN) | sed -e 's/^\([0-9]\)/_\1/' | tr . _)`_size";" >> `(echo $(CURBIN) | tr . _)`.h
endef

%.shbin.o : %.v.pica %.g.pica
    @echo $(notdir $^)
    @$(call shader-as,$^)

%.shbin.o : %.v.pica
    @echo $(notdir $<)
    @$(call shader-as,$<)

%.shbin.o : %.shlist
    @echo $(notdir $<)
    @$(call shader-as,$(foreach file,$(shell cat $<),$(dir $<)/$(file)))

-include $(DEPENDS)

#---------------------------------------------------------------------------------------
endif
#---------------------------------------------------------------------------------------
 
Last edited by ThatBenderGuy,
D

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Oh, hey again.

Anyways, it seems to compile and run just fine for me:
qwertry.PNG

It may be the version of the Homebrew Launcher you're using. Are you using this version of the Homebrew Launcher?
 
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ThatBenderGuy

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I'm using this version. I'm assuming I'm using the wrong version xD
Also hi again :P

EDIT:
Copying over the boot.3dsx you linked worked. I'm using the CIA version but didn't realize an updated boot.3dsx was needed. Thank you once again
 
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