don´t worry i have just found a video from extintorincendiandose where there is a link with all the tools, thanks.
Are you trying to use the CIA that exports out of Unity?uhh guys, i have a problem installing the cia for test my game.
"Failed to install CIA file.
Result code: 0xD8E0806A
Level: Permanent (27)
Summary: Invalid argument (7)
Module: AM (32)
Desc: Cert signature or hash check failed (106)"
I tried changing the id code with homebrew, but nothing happened.
Well I couldn't find anything either lolone question ¿are there variables for the 3ds touch screen? i couldn´t found anything about the touch input in the manual
Thanks for the tips!Well there are a lot of thighs that have to be setup correctly in order to get a 3ds project to export.
Lets start with this, do you have in your build settings Nintendo 3DS selected?
View attachment 448251
View attachment 448254
Are you using any of the sample 3ds packages?
mainly the 3DS Banner package?
View attachment 448255
When 5.6.5 released there is a bug related to the 3DS Banner package. it has a simple fix but definitely not obvious. The sample Banner package imports I think png files into all the Banner sub folders.
You must delete or convert every png or jpg or any other image format to .CTEX in order for the banner to export. CTEX is Nintendo's proprietary image format.
While you can delete the image files from all the folders except in one in COMMON.
- DO NOT DELETE THE FOLDERS! ONLY THE IMAGE FILES!
the texture file in COMMON\Textures
MUST BE CONVERTED TO CTEX AND CAN NOT BE DELETED!!!! DO NOT CHANGE THE NAME!
the exporter is very picky and will crash!
you CAN modify the image but make sure to save it in the proper folder and name it correctly!
COMMON
|______Textures -> COMMON1.ctex
View attachment 448260
You have to use the Photoshop NintendoWare for CTR tool set
to do the conversion. The software can be found on the web.
I don't know about modern photoshop but I have it working with CS 5.5
I know CS6 and cc14-16 works too. When properly installed you can save files in the
CTEX format.
View attachment 448266
My advice is stick to ETC1 and ETC1_A4 they are the best bang for the buck compression wise, thou you can use RGB compressions for better alpha and color, file sizes will be bigger tho. This advice is really more for 3D banners. for 2D Banners stick to RGB.
View attachment 448267
It is funny that you have to do this only for Banner files because you can use regular image formats for the rest of the project only the banner will error out if its not .CTEX. While Unity will convert all project images to Nintendo proprietary formats for the 3DS, the Banner is exported by a separate tool chain that does not do image conversions. it is very picky and going off script will make the exporter
insta-crash.
make sure that your images are multiple of 2 and smaller than 512. Id recommend simply converting the supplied sample image which is 256x128 and turning it into a simple 2d banner. 3D banners are a total other nightmare it for sure can be done but I'm not going to explain that here.
This may not be the fix either but this is something else that I know cause none descript errors and this one tends to bite people when they 1st start off. this is why I decided to explain it.
If this isn't it take a screen shot of your Build Settings, Player settings, Project and Hierarchy Ill see if I can help you. You can also upload your project and I can take a look.
Thanks for the tips!
Unfortunately none of that was the issue. I already have the banner and build platform figured out. I have been able to build my game before. I've already reinstalled the CTR, the Development Environments, unity itself... Kinda sucks, i was in the middle of a project
Yeah, i use github! problem is that this change that caused this issue was in the unity installation itself, when i changed computers. I tested this installation with another project and it had the same problem.Sucks man that's always a pain. This is where source control is very helpful since it lets you roll back changes. I believe GitHub has that feature but it is a pain to install and use compared to Perforce. anyways none of this helps with the current problem on hand.
So if you make a band new project, can you export it?
if yes... then try this - bit of a brute force method but may yield results.
In my production experience of Christmas pasts this trick helped me loads of time.
Copy your project to a new temp project. Then start deleting each folder of your project and try exporting till you get an export to build. Once you find the folder then start deleting files 3 at a time ect ect. The goal here is to find the files that are causing all the trouble help you isolate it. Once you got that you can delete that temp project knowing what to fix on the main project.
its a bit of a general tip I know but a direction is better than nothing. wish I knew more about programing be more helpful to you
You could also try to copy the error into chagpt and see what it think might be the error. Its been helpful for me for debugging.
OOOOOOOOHh boy.Yeah, i use github! problem is that this change that caused this issue was in the unity installation itself, when i changed computers. I tested this installation with another project and it had the same problem.
Thanks a lot for your time and assistance!
Failed running C:\Program Files (x86)\ARMCC_Nintendo_5\bin\../bin64\armcc.exe -c -I "C:/Nintendo/UnityNew3DS_1_3_0/Editor/Data/PlaybackEngines/N3DS/Tools\il2cpp\bdwgc\include" -I "C:/Nintendo/UnityNew3DS_1_3_0/Editor/Data/PlaybackEngines/N3DS/Tools\il2cpp\libil2cpp\include" -I "Temp/StagingArea\il2cppOutput" -I "C:\Windows\system32\include" --gnu --cpu "MPCore" --split_sections --apcs=/interwork --littleend --arm --vfe --signed_chars --no_rtti --wchar --wchar16 --multibyte_chars --dollar --exceptions --remove_unneeded_entities --diag_style=ide --data_reorder --fpmode=fast -O2 "-Otime" --no_debug --no_debug_macros --diag_suppress=1,68,186,368,177,550 -D "NN_COMPILER_RVCT" -D "NN_COMPILER_RVCT_VERSION_MAJOR=4" -D "NN_COMPILER_RVCT_VERSION_MINOR=1" -D "NN_PROCESSOR_ARM" -D "NN_PROCESSOR_ARM11MPCORE" -D "NN_PROCESSOR_ARM_V6" -D "NN_PROCESSOR_ARM_VFP_V2" -D "NN_HARDWARE_CTR" -D "NN_PLATFORM_CTR" -D "NN_HARDWARE_CTR_TS" -D "NN_SYSTEM_PROCESS" -D "NN_DEBUGGER_KMC_PARTNER" -D "NN_COMPILER_OPTION_ARM" -D "NN_EFFORT_FAST" -D "__STDC_LIMIT_MACROS" Temp\StagingArea\il2cppOutput\DeviceEntryStub.cpp -o Temp\Il2CppCache\DeviceEntryStub.oC:/Nintendo/UnityNew3DS_1_3_0/Editor/Data/PlaybackEngines/N3DS/Includes/InputN3DSInterface.h(4,41) : error #5: cannot open source input file "nn/hid/CTR/hid_DeviceStatus.h": No such file or directoryarmcc : Temp\StagingArea\il2cppOutput\DeviceEntryStub.cpp: 0 warnings, 1 errorUnityEngine.Debug:LogError(Object)NativeCompiler:RunProgram(ProcessStartInfo) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/NativeCompiler.cs:57)NativeCompiler:Execute(String, String) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/NativeCompiler.cs:24)ArmccCompiler:Compile(String, String, Boolean) (at C:/buildslave/unity/build/PlatformDependent/N3DS/Editor/Managed/ArmccCompiler.cs:195)<CompileDynamicLibrary>c__AnonStorey0:<>m__1(String) (at C:/buildslave/unity/build/PlatformDependent/N3DS/Editor/Managed/ArmccCompiler.cs:101)<ParallelFor>c__AnonStorey1`1:<>m__0(Object) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/NativeCompiler.cs:86)
--userlibpath="C:\Nintendo\SDK\UnityEnv\SDK\ctr_sdk\libraries\CTR-TS.Process.MPCore\release" --no_debug --no_bestdebug --tailreorder --inline --diag_suppress L6314W,L6329W,L6394W --datacompressor off --keep=nnMain --scatter="C:\Nintendo\SDK\UnityEnv\SDK\ctr_sdk\resources\specfiles\linker\CTR.Process.MPCore.ldscript" --strict --diag_style=ide --merge --cpu MPCore --vfemode=force --entry=__ctr_start --unmangled --startup=__ctr_start --largeregions --scanlib --pad=0xFF --remove --exceptions -o Player.axf Native\libAssembly.a "C:/Program Files/Unity/Editor/Data/PlaybackEngines/N3DS\Libs\player.a" "C:/Program Files/Unity/Editor/Data/PlaybackEngines/N3DS\Libs\il2cpp.a" "C:/Program Files/Unity/Editor/Data/PlaybackEngines/N3DS\Libs\bdwgc.a" crt0.fast.o libgles2.fast.a libnn_ac.fast.a libnn_act.fast.a libnn_applet.fast.a libnn_boss.fast.a libnn_cec.fast.a libnn_cfg.fast.a libnn_crypto.fast.a libnn_cryptoRsa.fast.a libnn_cx.fast.a libnn_dbm.fast.a libnn_dev.fast.a libnn_dlp.fast.a libnn_dsp.fast.a libnn_err.fast.a libnn_erreula.fast.a libnn_fnd.fast.a libnn_font.fast.a libnn_friends.fast.a libnn_fs.fast.a libnn_fshio.fast.a libnn_gd.fast.a libnn_gr.fast.a libnn_gxlow.fast.a libnn_hid.fast.a libnn_hidlow.fast.a libnn_http.fast.a libnn_init.fast.a libnn_ir.fast.a libnn_jpegmp.fast.a libnn_math.fast.a libnn_mic.fast.a libnn_midi.fast.a libnn_ndm.fast.a libnn_news.fast.a libnn_ngc.fast.a libnn_nstd.fast.a libnn_nwm.fast.a libnn_os.fast.a libnn_phtsel.fast.a libnn_pl.fast.a libnn_ptm.fast.a libnn_rdt.fast.a libnn_snd.fast.a libnn_socket.fast.a libnn_srv.fast.a libnn_ssl.fast.a libnn_svc.fast.a libnn_svcDbg.fast.a libnn_swkbd.fast.a libnn_tpl.fast.a libnn_ubl.fast.a libnn_uds.fast.a libnn_ulcd.fast.a libnn_util.fast.a libnn_voicesel.fast.a libnn_webbrs.fast.a libnn_y2r.fast.a librtport.fast.a "C:/Program Files/Unity/Editor/Data/PlaybackEngines/N3DS\Libs\camera_stubs.a" "C:/Program Files/Unity/Editor/Data/PlaybackEngines/N3DS\Libs\libmw_mo_DspAdpcmAudioDecoder.fast.a" "C:/Program Files/Unity/Editor/Data/PlaybackEngines/N3DS\Libs\libmw_mo_FastAudioDecoder.fast.a" "C:/Program Files/Unity/Editor/Data/PlaybackEngines/N3DS\Libs\libmw_mo_FilterDeblocker.fast.a" "C:/Program Files/Unity/Editor/Data/PlaybackEngines/N3DS\Libs\libmw_mo_ImaadpcmAudioDecoder.fast.a" "C:/Program Files/Unity/Editor/Data/PlaybackEngines/N3DS\Libs\libmw_mo_MobiclipVideoDecoder.fast.a" "C:/Program Files/Unity/Editor/Data/PlaybackEngines/N3DS\Libs\libmw_mo_MoflexDemuxer.fast.a" "C:/Program Files/Unity/Editor/Data/PlaybackEngines/N3DS\Libs\libFMOD_Slim.a"
UnityEditor.HostView:OnGUI()
i don´t know how i get this error but ._:
Code:--userlibpath="C:\Nintendo\SDK\UnityEnv\SDK\ctr_sdk\libraries\CTR-TS.Process.MPCore\release" --no_debug --no_bestdebug --tailreorder --inline --diag_suppress L6314W,L6329W,L6394W --datacompressor off --keep=nnMain --scatter="C:\Nintendo\SDK\UnityEnv\SDK\ctr_sdk\resources\specfiles\linker\CTR.Process.MPCore.ldscript" --strict --diag_style=ide --merge --cpu MPCore --vfemode=force --entry=__ctr_start --unmangled --startup=__ctr_start --largeregions --scanlib --pad=0xFF --remove --exceptions -o Player.axf Native\libAssembly.a "C:/Program Files/Unity/Editor/Data/PlaybackEngines/N3DS\Libs\player.a" "C:/Program Files/Unity/Editor/Data/PlaybackEngines/N3DS\Libs\il2cpp.a" "C:/Program ... [/QUOTE] 1 - Check if you have the sdk environment variables set up, this is what they should look like: [ATTACH type="full"]456984[/ATTACH] just remember to adapt it to your file paths. 2 - Check if your license to ARMCC5 Nintendo is set up properly: Copy the license file from [ARMCC_License/5.x] and paste it on [C:\Program Files (x86)\ARMCC_Nintendo_5\sw\info] the file is called "nintendo-anyhost.lic" 3 - Make sure Unity has the rights to read the SDK folder. Go to [C:/Nintendo] (the path to your sdk folder, if your sdk isnt here, i highly recommend putting it here.) and change user permissions to grant total permissions for Everyone. Let me know if you need help with anything i said here, you can also look it up online.
very cool find - ill add that to my memory banksI just want to document this in case anyone finds this thread and has the same issue:
the last issue i was having was that the game was simply crashing on start with a message that said
Processor : ARM11 (core 0)
Exception type : data abort
fault status : Translation - section
To fix it, i simply deleted the library folder in my unity project while unity wasnt open.
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Does this error happen when you export? save? load unity?i don´t know how i get this error but ._:
Code:--userlibpath="C:\Nintendo\SDK\UnityEnv\SDK\ctr_sdk\libraries\CTR-TS.Process.MPCore\release" --no_debug --no_bestdebug --tailreorder --inline --diag_suppress L6314W,L6329W,L6394W --datacompressor off --keep=nnMain --scatter="C:\Nintendo\SDK\UnityEnv\SDK\ctr_sdk\resources\specfiles\linker\CTR.Process.MPCore.ldscript" --strict --diag_style=ide --merge --cpu MPCore --vfemode=force --entry=__ctr_start --unmangled --startup=__ctr_start --largeregions --scanlib --pad=0xFF --remove --exceptions -o Player.axf Native\libAssembly.a "C:/Program Files/Unity/Editor/Data/PlaybackEngines/N3DS\Libs\player.a" "C:/Program Files/Unity/Editor/Data/PlaybackEngines/N3DS\Libs\il2cpp.a" "C:/Program Files/Unity/Editor/Data/PlaybackEngines/N3DS\Libs\bdwgc.a" crt0.fast.o libgles2.fast.a libnn_ac.fast.a libnn_act.fast.a libnn_applet.fast.a libnn_boss.fast.a libnn_cec.fast.a libnn_cfg.fast.a libnn_crypto.fast.a libnn_cryptoRsa.fast.a libnn_cx.fast.a libnn_dbm.fast.a libnn_dev.fast.a libnn_dlp.fast.a libnn_dsp.fast.a libnn_err.fast.a libnn_erreula.fast.a libnn_fnd.fast.a libnn_font.fast.a libnn_friends.fast.a libnn_fs.fast.a libnn_fshio.fast.a libnn_gd.fast.a libnn_gr.fast.a libnn_gxlow.fast.a libnn_hid.fast.a libnn_hidlow.fast.a libnn_http.fast.a libnn_init.fast.a libnn_ir.fast.a libnn_jpegmp.fast.a libnn_math.fast.a libnn_mic.fast.a libnn_midi.fast.a libnn_ndm.fast.a libnn_news.fast.a libnn_ngc.fast.a libnn_nstd.fast.a libnn_nwm.fast.a libnn_os.fast.a libnn_phtsel.fast.a libnn_pl.fast.a libnn_ptm.fast.a libnn_rdt.fast.a libnn_snd.fast.a libnn_socket.fast.a libnn_srv.fast.a libnn_ssl.fast.a libnn_svc.fast.a libnn_svcDbg.fast.a libnn_swkbd.fast.a libnn_tpl.fast.a libnn_ubl.fast.a libnn_uds.fast.a libnn_ulcd.fast.a libnn_util.fast.a libnn_voicesel.fast.a libnn_webbrs.fast.a libnn_y2r.fast.a librtport.fast.a "C:/Program Files/Unity/Editor/Data/PlaybackEngines/N3DS\Libs\camera_stubs.a" "C:/Program Files/Unity/Editor/Data/PlaybackEngines/N3DS\Libs\libmw_mo_DspAdpcmAudioDecoder.fast.a" "C:/Program Files/Unity/Editor/Data/PlaybackEngines/N3DS\Libs\libmw_mo_FastAudioDecoder.fast.a" "C:/Program Files/Unity/Editor/Data/PlaybackEngines/N3DS\Libs\libmw_mo_FilterDeblocker.fast.a" "C:/Program Files/Unity/Editor/Data/PlaybackEngines/N3DS\Libs\libmw_mo_ImaadpcmAudioDecoder.fast.a" "C:/Program Files/Unity/Editor/Data/PlaybackEngines/N3DS\Libs\libmw_mo_MobiclipVideoDecoder.fast.a" "C:/Program Files/Unity/Editor/Data/PlaybackEngines/N3DS\Libs\libmw_mo_MoflexDemuxer.fast.a" "C:/Program Files/Unity/Editor/Data/PlaybackEngines/N3DS\Libs\libFMOD_Slim.a" UnityEditor.HostView:OnGUI()
Post automatically merged:
What this error means:
--userlibpath="C:\Nintendo\SDK\UnityEnv\SDK\ctr_sdk\libraries\CTR-TS.Process.MPCore\release" --no_debug --no_bestdebug --tailreorder --inline --diag_suppress L6314W,L6329W,L6394W --datacompressor off --keep=nnMain --scatter="C:\Nintendo\SDK\UnityEnv\SDK\ctr_sdk\resources\specfiles\linker\CTR.Process.MPCore.ldscript" --strict --diag_style=ide --merge --cpu MPCore --vfemode=force --entry=__ctr_start --unmangled --startup=__ctr_start --largeregions --scanlib --pad=0xFF --remove --exceptions -o Player.axf Native\libAssembly.a "C:/Program Files/Unity/Editor/Data/PlaybackEngines/N3DS\Libs\player.a" "C:/Program Files/Unity/Editor/Data/PlaybackEngines/N3DS\Libs\il2cpp.a" "C:/Program Files/Unity/Editor/Data/PlaybackEngines/N3DS\Libs\bdwgc.a" crt0.fast.o libgles2.fast.a libnn_ac.fast.a libnn_act.fast.a libnn_applet.fast.a libnn_boss.fast.a libnn_cec.fast.a libnn_cfg.fast.a libnn_crypto.fast.a libnn_cryptoRsa.fast.a libnn_cx.fast.a libnn_dbm.fast.a libnn_dev.fast.a libnn_dlp.fast.a libnn_dsp.fast.a libnn_err.fast.a libnn_erreula.fast.a libnn_fnd.fast.a libnn_font.fast.a libnn_friends.fast.a libnn_fs.fast.a libnn_fshio.fast.a libnn_gd.fast.a libnn_gr.fast.a libnn_gxlow.fast.a libnn_hid.fast.a libnn_hidlow.fast.a libnn_http.fast.a libnn_init.fast.a libnn_ir.fast.a libnn_jpegmp.fast.a libnn_math.fast.a libnn_mic.fast.a libnn_midi.fast.a libnn_ndm.fast.a libnn_news.fast.a libnn_ngc.fast.a libnn_nstd.fast.a libnn_nwm.fast.a libnn_os.fast.a libnn_phtsel.fast.a libnn_pl.fast.a libnn_ptm.fast.a libnn_rdt.fast.a libnn_snd.fast.a libnn_socket.fast.a libnn_srv.fast.a libnn_ssl.fast.a libnn_svc.fast.a libnn_svcDbg.fast.a libnn_swkbd.fast.a libnn_tpl.fast.a libnn_ubl.fast.a libnn_uds.fast.a libnn_ulcd.fast.a libnn_util.fast.a libnn_voicesel.fast.a libnn_webbrs.fast.a libnn_y2r.fast.a librtport.fast.a "C:/Program Files/Unity/Editor/Data/PlaybackEngines/N3DS\Libs\camera_stubs.a" "C:/Program Files/Unity/Editor/Data/PlaybackEngines/N3DS\Libs\libmw_mo_DspAdpcmAudioDecoder.fast.a" "C:/Program Files/Unity/Editor/Data/PlaybackEngines/N3DS\Libs\libmw_mo_FastAudioDecoder.fast.a" "C:/Program Files/Unity/Editor/Data/PlaybackEngines/N3DS\Libs\libmw_mo_FilterDeblocker.fast.a" "C:/Program Files/Unity/Editor/Data/PlaybackEngines/N3DS\Libs\libmw_mo_ImaadpcmAudioDecoder.fast.a" "C:/Program Files/Unity/Editor/Data/PlaybackEngines/N3DS\Libs\libmw_mo_MobiclipVideoDecoder.fast.a" "C:/Program Files/Unity/Editor/Data/PlaybackEngines/N3DS\Libs\libmw_mo_MoflexDemuxer.fast.a" "C:/Program Files/Unity/Editor/Data/PlaybackEngines/N3DS\Libs\libFMOD_Slim.a"
UnityEditor.HostViewnGUI()
Are those memory banks, by any chance, a public troubleshooting guide? I feel like we really should make something like that to help people outvery cool find - ill add that to my memory banks
glad the advice helped
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Does this error happen when you export? save? load unity?
are you using banners?
do you have spaces in your project name?
Well this 16 page forum post is what I unofficially use as my public troubleshooting guide.Are those memory banks, by any chance, a public troubleshooting guide? I feel like we really should make something like that to help people out