Homebrew Leaked SDK = better homebrew?

flarn2006

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I was just wondering if that leaked SDK from a while back could be useful for making more user-friendly homebrew with a more "official" look to it.

For example, right now all of the homebrew uses a fixed-width, non-anti-aliased font for everything, because that's the easiest to program. But I've noticed almost every official 3DS game/application uses the same font for any text it needs to display, so there's got to be some built-in text drawing function that we don't know about. Speaking of text, it would also be nice to be able to use the OS's built-in keyboard for text input.

I'm sure there's many other ways using official API's could lead to better homebrew. Unfortunately, the only download link I've found for the SDK is on some server in China that gives me slower-than-dialup download speeds and stops before it's halfway done, so I don't have a copy of it. But would the stuff in the leaked SDK be able to be used for making homebrew?
 
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loco365

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It would, but it'd also be illegal as fuck to distribute because of Nintendo's libraries being in it.

Not to mention you may also require the use of CodeWarrior or whatever they're using now for an IDE, which wasn't included in the leaked files.
 
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flarn2006

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It would, but it'd also be illegal as fuck to distribute because of Nintendo's libraries being in it.

Not to mention you may also require the use of CodeWarrior or whatever they're using now for an IDE, which wasn't included in the leaked files.

Illegal to distribute just the SDK, or the homebrew developed with it as well? Are you sure they're statically-linked? Also, couldn't it be modified to use a different IDE?
 

loco365

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Illegal to distribute just the SDK, or the homebrew developed with it as well? Are you sure they're statically-linked? Also, couldn't it be modified to use a different IDE?

The Hombrew would as well. Using audio, for example, uses a signed DSP block. Which has Nintendo binaries. Which is considered illegal to distribute freely.
 

flarn2006

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The Hombrew would as well. Using audio, for example, uses a signed DSP block. Which has Nintendo binaries. Which is considered illegal to distribute freely.

Wait, are you saying there's no way to legally distribute homebrew that uses sound? That would explain why none of the homebrew I've seen uses it, but I'd think we would have found a way already. (Kind of like how the 3DS decryption tools don't come with the 7.x key and you have to download it yourself.)
 

loco365

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Wait, are you saying there's no way to legally distribute homebrew that uses sound? That would explain why none of the homebrew I've seen uses it, but I'd think we would have found a way already. (Kind of like how the 3DS decryption tools don't come with the 7.x key and you have to download it yourself.)

Well, there's CSND, but it only works on the 3DS if using a .cia or Ninjhax and not Gateway or a N3DS, which isn't illegal to distribute because it's merely system calls and doesn't need anything signed. If one wants to use homebrew with official DSP sound, you'd have to get your own binary from a retail game.
 

Duo8

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Wait, are you saying there's no way to legally distribute homebrew that uses sound? That would explain why none of the homebrew I've seen uses it, but I'd think we would have found a way already. (Kind of like how the 3DS decryption tools don't come with the 7.x key and you have to download it yourself.)

A custom DSP bin should be OK.
Anw the SDK was leaked long ago. So far no homebrew used it.
 

WulfyStylez

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This is an issue many scenes have run into in the past. Ultimately, we've made enough progress with homebrew libraries that the official SDK isn't going to matter much pretty soon. Scenes that fail to move away from their official SDKs are always quite shady and tend to push newer developers away. The 360 and original Xbox scenes (early PS3 too) both used 'illegal' binaries, and users had to go waaaaay out of their way to get them. In the Wii scene, on the other hand, some great people made an excellent SDK and sailed past copyright issues (for the most part...)

Side note: The Wii U offers all the SDK exports without needing the SDK to compile. You can make homebrew on official libraries legally. Which is like, really really excellent.
 

daxtsu

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Side note: The Wii U offers all the SDK exports without needing the SDK to compile. You can make homebrew on official libraries legally. Which is like, really really excellent.

The 3DS is pretty similar, offering a lot of system functionality in the form of the services, or that's how I understand it, anyway. Some of the services are still not "hooked up" in ctrulib though.
 

WulfyStylez

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The 3DS is pretty similar, offering a lot of system functionality in the form of the services, or that's how I understand it, anyway. Some of the services are still not "hooked up" in ctrulib though.

Yep, pretty much. That's part of why the libraries (besides GPU and SND, I think?) are growing so quickly.
 
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weatMod

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But then why does the ps3 scene suck so much?
They have psl1ght
Don't you think we would have better emulators if devs were willing to use official SDK's?
They probably could have got an 64 emu working at least
 

flarn2006

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I managed to get the SDK downloaded. Has anyone figured out how to compile the samples? I know I couldn't legally distribute them, or anything else compiled with that SDK, but I'd still like to play around with it myself.

I installed OMake, and I figured it would be as simple as typing "omake" in a command prompt in a directory with an OMakefile, but I always get this:

Code:
*** omake: reading OMakefiles
$CTRSDK_ROOT é¬ÆΦï`é│éΩé─éóé▄é╣é±
*** omake error:
  File OMakeroot: line 60, characters 4-11
  early exit(1) requested by an omake file

Setting CTRSDK_ROOT in my environment to the SDK directory fixes that, but then I get a different error:

Code:
*** omake: reading OMakefiles

*** omake: finished reading OMakefiles (6.14 sec)
*** omake: 495/617 targets are up to date
*** omake: failed (6.30 sec, 0/0 scans, 0/0 rules, 0/1555 digests)
*** omake error:
   File d:\Users\Flarn\Desktop\3DS_stuff\sdk\CTR_SDK-4_2_8-20130828-en\build\oma
ke\commondefs.funcs.om: line 261, characters 4-78
   Do not know how to build "makebanner\exbanner\rotateTexSample\armlink.exe" re
quired for "makebanner\exbanner\rotateTexSample\images\CTR-TS.Process.MPCore.fas
t\Development\exbanner.axf"
 

RachelB

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Illegal to distribute just the SDK, or the homebrew developed with it as well? Are you sure they're statically-linked? Also, couldn't it be modified to use a different IDE?
It would be illegal to do anything with it. Technically you could distribute the source code only, but no one could legally compile it (including the original author), let alone distribute it. It is not worth the trouble, unless you just don't care at all that it is illegal, which still has its own problems.
 

ChrisX930

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I managed to get the SDK downloaded. Has anyone figured out how to compile the samples? I know I couldn't legally distribute them, or anything else compiled with that SDK, but I'd still like to play around with it myself.

I installed OMake, and I figured it would be as simple as typing "omake" in a command prompt in a directory with an OMakefile, but I always get this:

Code:
*** omake: reading OMakefiles
$CTRSDK_ROOT é¬ÆΦï`é│éΩé─éóé▄é╣é±
*** omake error:
  File OMakeroot: line 60, characters 4-11
  early exit(1) requested by an omake file

Setting CTRSDK_ROOT in my environment to the SDK directory fixes that, but then I get a different error:

Code:
*** omake: reading OMakefiles
 
*** omake: finished reading OMakefiles (6.14 sec)
*** omake: 495/617 targets are up to date
*** omake: failed (6.30 sec, 0/0 scans, 0/0 rules, 0/1555 digests)
*** omake error:
  File d:\Users\Flarn\Desktop\3DS_stuff\sdk\CTR_SDK-4_2_8-20130828-en\build\oma
ke\commondefs.funcs.om: line 261, characters 4-78
  Do not know how to build "makebanner\exbanner\rotateTexSample\armlink.exe" re
quired for "makebanner\exbanner\rotateTexSample\images\CTR-TS.Process.MPCore.fas
t\Development\exbanner.axf"


same here, we're you able to fix it?
It seems there's a problem with the commondefs.funcs.om file

I want to use the SDK for private uses ONLY (testing purposes)
 

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