Homebrew Homebrew Development

Kane49

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That doesn't help, it's still returning "FR_NO_FILESYSTEM".

I was able to read out my real sector 0 and it matches what's on the 3DS in that pic I uploaded.

But PFF reads 0x36 of sector 0 and checks for 0x4146, right? Do I need to format it differently or something?

It only works for Fat32 and Cars above 2 Terrabyte might be problematic but otherwise i don't know of any issues ^^ (This obviously doesn't mean there aren't any XD)
 
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I'd like to try out the fs lib, sadly i m not too familiar with makefiles right now - i usually program on c# ... anyway:
My error is like :
__aeabi_ul2d, __aeabi_d2ulz and so on.. i guess those errors have to do with the makefile because i m linking wrong...
can anyone help me out a bit? -mfloat-abi=hard seems to kill some of the errors, but not all... sorry for this noobish question, but I can't seem to find out how to compile it right^^
 

Huntereb

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Can I use these custom Launchers with that GW NDS installer or should I use something else (like this ROPLoader)?


Well, if you plan on using ROMs, you have to use the Gateway launcher. ROPLoader doesn't have any of the features included with the Gateway launchers, it's just a homebrew loader. I recommend staying away from Gateway's latest firmware though, to avoid bricking your system.
 

windwakr

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Hey, quick question here.
I have GW and I've installed the "profile exploit" using GW NDS installer.
Can I use these custom Launchers with that GW NDS installer or should I use something else (like this ROPLoader)?

Thanks!

You can launch "Launcher.dat" files with GWs loader. You just have to pad it out to 36KB and encrypt it like this: https://twitter.com/naehrwert/status/416609535797637120 (remove the "-d")
 

windwakr

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Why does it have to be padded out to 36KB?

Well, look at line 72 here:
http://pastebin.com/6CGwGKyh

It reads the first 0x9000 bytes(36KB) of the file. Don't think the read will be successful if the file is smaller than that.




EDIT:--
Well yeah, but the GW launcher wasn't 36KB...
The reason it loads 36KB is because that's the size of the next stage of GWs loader. But how big GWs 'Launcher.dat' is doesn't matter.

What I'm saying is that it reads out the first 36KB. If the file is smaller than that, it'll probably fail.


EDIT:---
Ok, Waffle's loader also loads 36KB, so it must be OK if the file is smaller. So, you just have to pad its size to a multiple of 16 then encrypt it to use GWs loader.
 

nop90

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Someone wanted a Tetris Homebrew on 3DS.

Tetris 3DS Homebrew.jpg


https://github.com/nop90/TE3DS_HB

Coded from scratch, so probably it's not the best tetris clone you can find.

I did it for fun and it's nothing special. The only interesting thing for 3DS homebrew developers is the use of the timer to implement a very basic random number generator. I get the value from 0x10003000 (http://3dbrew.org/wiki/TIMER) and then make a %8 to have a number in the range 0-7.

To reduce the file size I removed everything not indispensable from my previous libraries.

My 7 year old boy, owner of the 3DS, likes it very much, but like his father he is a retrogames fan (luckly, because when i program on his 3DS, he can play on my old Game Boy ).

Have fun!
 

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Gadorach

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Just out of curiosity, can we not yet implement hooks to make the homebrew able to quit back into the 3DS menu so we don't have to force-shutdown the console to quit the homebrew? Even if we implemented a soft-reboot for the time being until the menu is publicly reversed and understood better, that would be better then the current method. Also, how's the menu coming along? I saw that we have a library for the SD card accessing commands now, but I take it we're having trouble passing on execution, or is it just that implementing it is a bit more difficult than originally expected? Either way, great work to all the devs who've shared their work thus far, and a solid lol to the guy that made the fake brick error screen, gave me a good laugh.
 
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TheCruel

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I get the value from 0x10003000 (http://3dbrew.org/wiki/TIMER) and then make a %8 to have a number in the range 0-7.

I haven't messed with the timer yet, but does it actually return values of time passing? Becuase I'm making a basic lib for making games and I noticed you didn't code any way to manage FPS. Looks like you just used a for loop with dummy instructions to manage your FPS and pause the game cycle ;)
 

ernilos

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I haven't messed with the timer yet, but does it actually return values of time passing? Becuase I'm making a basic lib for making games and I noticed you didn't code any way to manage FPS. Looks like you just used a for loop with dummy instructions to manage your FPS and pause the game cycle ;)

Use this instead TIMERS, http://pastebin.com/UrimpWUV
 
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