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PCM16 encoding uses 16 bits per sample. If you want to use 8 bits per sample you have to use PCM8
What about it?CSND is not working on N3DS and Gateway, but what about .cia installation?
Why don't you try it and see?Is CSND working if the homebrew is installed with DevMenu?
I already tried my app and it isn't working, but blargsnes works so i wanted to check if it's a common issue or it's my app's fault.Why don't you try it and see?
That's the snes dsp I believe...I don't think he's re'd 3ds dsp yet.blargSnes is not using only CSND for audio i think ( https://github.com/StapleButter/blargSnes/blob/master/source/dsp.c )
void guiPopup(char* title)
{
gfxDrawText(GFX_BOTTOM, GFX_LEFT, NULL, buffer, 55, 245 - fontDefault.height * 7);
}
The easiest is:Guys i need a C help... i'm basically trying to write a function that writes a text.
Code:void guiPopup(char* title) { gfxDrawText(GFX_BOTTOM, GFX_LEFT, NULL, buffer, 55, 245 - fontDefault.height * 7); }
Can i use this way:
guiPopup("Text i want to print");
Or do i have to use it this way?
char buffer[100];
sprintf(buffer, "text i want to print");
guiPopup("buffer");
consoleInit(GFX_BOTTOM, NULL);
while (true) { //Main loop
printf("YourText");
gfxFlushBuffers();
gfxSwapBuffers();
gspWaitForVBlank();
}
The easiest is:
You can find more about the printf(); function in my "Useless Homebrew" port.Code:consoleInit(GFX_BOTTOM, NULL); while (true) { //Main loop printf("YourText"); gfxFlushBuffers(); gfxSwapBuffers(); gspWaitForVBlank(); }
But it's only a console that you can't use with images.
void guiPopup(char* title, char* line1, char* line2, char* line3, char* button1, char* button2)
{
//Prints a dark grey rectangle!
drawFillRect(36, 60, 272, 85, 128, 128, 128, screenBottom);
//Prints a light grey rectangle!
drawFillRect(36, 85, 272, 189, 160, 160, 160, screenBottom);
//Prints text
gfxDrawText(GFX_BOTTOM, GFX_LEFT, NULL, title, 124, 240 - fontDefault.height * 5);
gfxDrawText(GFX_BOTTOM, GFX_LEFT, NULL, line1, 55, 245 - fontDefault.height * 7);
gfxDrawText(GFX_BOTTOM, GFX_LEFT, NULL, line2, 55, 245 - fontDefault.height * 8);
gfxDrawText(GFX_BOTTOM, GFX_LEFT, NULL, line3, 55, 245 - fontDefault.height * 9);
//Prints the buttons!
if (!button2)
{
drawFillRect(107, 155, 198, 183, 192, 192, 192, screenBottom);
gfxDrawText(GFX_BOTTOM, GFX_LEFT, NULL, button1, 140, 240 - fontDefault.height * 11);
}
else
{
drawFillRect(50, 151, 141, 179, 192, 192, 192, screenBottom);
drawFillRect(166, 151, 257, 179, 192, 192, 192, screenBottom);
gfxDrawText(GFX_BOTTOM, GFX_LEFT, NULL, button1, 80, 240 - fontDefault.height * 11);
gfxDrawText(GFX_BOTTOM, GFX_LEFT, NULL, button2, 200, 240 - fontDefault.height * 11);
}
}
Does someone knows why i'm having always this error when i try to import my converted homebrew as CIA:
Not enough space to import cia.
Free Space: 2,715,746,304 Bytes
Required Space: 3,191,734,272 Bytes
Note that i have more than 2 GB free on my SDMC and that 3DS version of the homebrew is 800KB size...
It seems to be working... Another thing, how can i pass a 2d array as an argument? Is this code correct?
FUNCTION:
void guiBottomPaint(int color, int cTable[][], int posxy[][])
{
...
}
USE:
void guiBottomPaint(color, cTable[][], posxy[][]);
Nvm, fixed

