Homebrew How do I display an image using devkitpro?

Wooaw2005

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Last edited by Wooaw2005,
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#include <citro2d.h>
#include <3ds.h>

#define SCREEN_WIDTH 400
#define SCREEN_HEIGHT 240

int main() {
romfsInit();
gfxInitDefault();
C3D_Init(C3D_DEFAULT_CMDBUF_SIZE);
C2D_Init(C2D_DEFAULT_MAX_OBJECTS);
C2D_Prepare();
consoleInit(GFX_BOTTOM, NULL);

C3D_RenderTarget* top = C2D_CreateScreenTarget(GFX_TOP, GFX_LEFT);
C2D_SpriteSheet spriteSheet = C2D_SpriteSheetLoad("romfs:/gfx/sprites.t3x");
C2D_Sprite sprites;

C2D_SpriteFromSheet(&sprites, spriteSheet, 0);
C2D_SpriteSetCenter(&sprites, 0.5, 0.5);
C2D_SpriteSetPos(&sprites, SCREEN_WIDTH/2, SCREEN_HEIGHT/2);

while (aptMainLoop()) {
hidScanInput();
u32 kDown = hidKeysDown();
u32 kHeld = hidKeysHeld();

if (kDown & KEY_START)
break;

if (kHeld & KEY_UP)
C2D_SpriteMove(&sprites, 0, -1.75);
if (kHeld & KEY_DOWN)
C2D_SpriteMove(&sprites, 0, 1.75);
if (kHeld & KEY_LEFT)
C2D_SpriteMove(&sprites, -1.75, 0);
if (kHeld & KEY_RIGHT)
C2D_SpriteMove(&sprites, 1.75, 0);

C3D_FrameBegin(C3D_FRAME_SYNCDRAW);
C2D_TargetClear(top, C2D_Color32f(0.0, 0.0, 0.0, 1.0));
C2D_SceneBegin(top);
C2D_DrawSprite(&sprites);
C3D_FrameEnd(0);
}
C2D_SpriteSheetFree(spriteSheet);
C2D_Fini();
C3D_Fini();
gfxExit();
romfsExit();
return 0;
}

use this with the sprites reading example
 

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