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<blockquote data-quote="Kazuma77" data-source="post: 7499141" data-attributes="member: 124863"><p>Well, I guess that clarifies that. I knew Rosa was intended to replace the need for *hax, but I do not remember the documentation explicitly saying it breaks it. Well, that means if you're going to setup a 9.2 to run Rosalina-incompatible homebrew, you need to launch it with something else anyway. So, its a moot point I guess.</p><p></p><p>Since that's settled, I'll see if re-compiling some of the incompatible homebrew I listed fixes it I guess. I had a go at Spectre3DS and after figuring out a couple of extra things it needed, it still gave me several errors, so, someone else is going to have to do that one. I just love when 100 extra things are required in order to successfully make the damn thing. This is why I rarely even try to compile source code. The only software that isn't a royal pain to compile is Eggdrop.</p><p></p><p></p><p></p><p>EDIT: Well, I was able to get one thing to re-compile. ctrQuake works now. I've uploaded the recompiled copy in the <a href="https://gbatemp.net/threads/release-ctrquake-quake-1-port.400170/page-30#post-7500508" target="_blank">ctrQuake thread</a>. But I guess it wouldn't hurt to link it <a href="https://gbatemp.net/attachments/ctrquake-rosalina-compatible-rar.95014/" target="_blank">here</a> too. Everything else just gives a massive number of errors. Too much stuff for someone with virtually no coding experience to figure out. But ctrQuake works at least. And it looks like at some point it added 3D. Somehow I hadn't noticed before. So, thanks again for the suggestion. Having a Quake port working is good.</p></blockquote><p></p>
[QUOTE="Kazuma77, post: 7499141, member: 124863"] Well, I guess that clarifies that. I knew Rosa was intended to replace the need for *hax, but I do not remember the documentation explicitly saying it breaks it. Well, that means if you're going to setup a 9.2 to run Rosalina-incompatible homebrew, you need to launch it with something else anyway. So, its a moot point I guess. Since that's settled, I'll see if re-compiling some of the incompatible homebrew I listed fixes it I guess. I had a go at Spectre3DS and after figuring out a couple of extra things it needed, it still gave me several errors, so, someone else is going to have to do that one. I just love when 100 extra things are required in order to successfully make the damn thing. This is why I rarely even try to compile source code. The only software that isn't a royal pain to compile is Eggdrop. EDIT: Well, I was able to get one thing to re-compile. ctrQuake works now. I've uploaded the recompiled copy in the [URL='https://gbatemp.net/threads/release-ctrquake-quake-1-port.400170/page-30#post-7500508']ctrQuake thread[/URL]. But I guess it wouldn't hurt to link it [URL='https://gbatemp.net/attachments/ctrquake-rosalina-compatible-rar.95014/']here[/URL] too. Everything else just gives a massive number of errors. Too much stuff for someone with virtually no coding experience to figure out. But ctrQuake works at least. And it looks like at some point it added 3D. Somehow I hadn't noticed before. So, thanks again for the suggestion. Having a Quake port working is good. [/QUOTE]
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