Homebrew Question Every libnx SDL2 homebrew crashes

gbrownie

New Member
OP
Newbie
Joined
Nov 21, 2017
Messages
4
Trophies
0
Age
35
XP
63
Country
United States
Every time I compile and try to run a SDL2 homebrew in libnx it instantly crashes (other libnx examples work fine). I have a known working SDL2 project on Linux and several hello worlds but they all just instantly crash despite compiling without warnings.

I've noticed that the examples usually don't include the linker flags "-lGLESv2 -lEGL -lglapi -ldrm_nouveau". However, none of my SDL2 programs will even compile without it so could there be a problem related to this?

Here's the code from one of the hello worlds (carstene1ns "switch-sdl2-demo")

Code:
/* Mini SDL Demo
 * featuring SDL2 + SDL2_mixer + SDL2_image
 * on Nintendo Switch using libnx
 *
 * (c) 2018 carstene1ns, ISC license
 */

#include <time.h>
#include <SDL2/SDL.h>
#include <SDL2/SDL_mixer.h>
#include <SDL2/SDL_image.h>
#ifdef __SWITCH__
#include <switch.h>
#endif

// some switch buttons
#define JOY_A     0
#define JOY_B     1
#define JOY_X     2
#define JOY_Y     3
#define JOY_MINUS 11
#define JOY_LEFT  12
#define JOY_UP    13
#define JOY_RIGHT 14
#define JOY_DOWN  15

#define SCREEN_W 1280
#define SCREEN_H 720

int rand_range(int min, int max){
   return min + rand() / (RAND_MAX / (max - min + 1) + 1);
}

int main(int argc, char** argv) {
    int exit_requested = 0;
    int trail = 0;
    int wait = 25;

    SDL_Texture *switchlogo_tex = NULL, *sdllogo_tex =  NULL;
    SDL_Rect pos = { 0, 0, 0, 0 }, sdl_pos = { 0, 0, 0, 0 };
    Mix_Music *music = NULL;
    Mix_Chunk *sound[4] = { NULL };
    SDL_Event event;

    SDL_Color colors[] = {
        { 128, 128, 128, 0 }, // gray
        { 255, 255, 255, 0 }, // white
        { 255, 0, 0, 0 },     // red
        { 0, 255, 0, 0 },     // green
        { 0, 0, 255, 0 },     // blue
        { 255, 255, 0, 0 },   // brown
        { 0, 255, 255, 0 },   // cyan
        { 255, 0, 255, 0 },   // purple
    };
    int col = 0, snd = 0;

    srand(time(NULL));
    int vel_x = rand_range(1, 5);
    int vel_y = rand_range(1, 5);

    SDL_Init(SDL_INIT_VIDEO|SDL_INIT_TIMER);
    Mix_Init(MIX_INIT_OGG);
    IMG_Init(IMG_INIT_PNG);

#ifdef __SWITCH__
    //consoleInit(NULL);
    //printf("init...\n");
    // to speed up running in ryujinx/yuzu:
    //wait = 0;
#endif

    SDL_Window* window = SDL_CreateWindow("sdl2+mixer+image demo", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, SCREEN_W, SCREEN_H, SDL_WINDOW_SHOWN);
    SDL_Renderer* renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_SOFTWARE);

    // load logos from file
    SDL_Surface *sdllogo = IMG_Load("data/sdl.png");
    if (sdllogo) {
        sdl_pos.w = sdllogo->w;
        sdl_pos.h = sdllogo->h;
        sdllogo_tex = SDL_CreateTextureFromSurface(renderer, sdllogo);
        SDL_FreeSurface(sdllogo);
    }

    SDL_Surface *switchlogo = IMG_Load("data/switch.png");
    if (switchlogo) {
        pos.x = SCREEN_W / 2 - switchlogo->w / 2;
        pos.y = SCREEN_H / 2 - switchlogo->h / 2;
        pos.w = switchlogo->w;
        pos.h = switchlogo->h;
        switchlogo_tex = SDL_CreateTextureFromSurface(renderer, switchlogo);
        SDL_FreeSurface(switchlogo);
    }

    col = rand_range(0, 7);

#ifdef __SWITCH__
    SDL_InitSubSystem(SDL_INIT_JOYSTICK);
    SDL_JoystickEventState(SDL_ENABLE);
    SDL_JoystickOpen(0);
#endif

    SDL_InitSubSystem(SDL_INIT_AUDIO);
    Mix_AllocateChannels(5);
    Mix_OpenAudio(48000, AUDIO_S16, 2, 4096);

    // load music and sounds from files
    music = Mix_LoadMUS("data/background.ogg");
    sound[0] = Mix_LoadWAV("data/pop1.wav");
    sound[1] = Mix_LoadWAV("data/pop2.wav");
    sound[2] = Mix_LoadWAV("data/pop3.wav");
    sound[3] = Mix_LoadWAV("data/pop4.wav");
    if (music)
        Mix_PlayMusic(music, -1);

    while (!exit_requested
#ifdef __SWITCH__
        && appletMainLoop()
#endif
        ) {
        while (SDL_PollEvent(&event)) {
            if (event.type == SDL_QUIT)
                exit_requested = 1;

#ifdef __SWITCH__
            // use joystick
            if (event.type == SDL_JOYBUTTONDOWN) {
                if (event.jbutton.button == JOY_UP)
                    if (wait > 0)
                        wait--;
                if (event.jbutton.button == JOY_DOWN)
                    if (wait < 100)
                        wait++;

                if (event.jbutton.button == JOY_MINUS)
                    exit_requested = 1;

                if (event.jbutton.button == JOY_B)
                    trail =! trail;
            }
#else
            // use keyboard
            if (event.type == SDL_KEYDOWN) {
                if (event.key.keysym.sym == SDLK_UP)
                    if (wait > 0)
                        wait--;
                if (event.key.keysym.sym == SDLK_DOWN)
                    if (wait < 100)
                        wait++;

                if (event.key.keysym.sym == SDLK_ESCAPE)
                    exit_requested = 1;

                if (event.key.keysym.sym == SDLK_b)
                    trail =! trail;
            }
#endif
        }

        // set position and bounce on the walls
        pos.y += vel_y;
        pos.x += vel_x;
        if (pos.x + pos.w > SCREEN_W) {
            pos.x = SCREEN_W - pos.w;
            vel_x = -rand_range(1, 5);
            col = rand_range(0, 4);
            snd = rand_range(0, 3);
            if (sound[snd])
                Mix_PlayChannel(-1, sound[snd], 0);
        }
        if (pos.x < 0) {
            pos.x = 0;
            vel_x = rand_range(1, 5);
            col = rand_range(0, 4);
            snd = rand_range(0, 3);
            if (sound[snd])
                Mix_PlayChannel(-1, sound[snd], 0);
        }
        if (pos.y + pos.h > SCREEN_H) {
            pos.y = SCREEN_H - pos.h;
            vel_y = -rand_range(1, 5);
            col = rand_range(0, 4);
            snd = rand_range(0, 3);
            if (sound[snd])
                Mix_PlayChannel(-1, sound[snd], 0);
        }
        if (pos.y < 0) {
            pos.y = 0;
            vel_y = rand_range(1, 5);
            col = rand_range(0, 4);
            snd = rand_range(0, 3);
            if (sound[snd])
                Mix_PlayChannel(-1, sound[snd], 0);
        }

        if (!trail) {
            SDL_SetRenderDrawColor(renderer, 0, 0, 0, 0xFF);
            SDL_RenderClear(renderer);
        }

        // put logos on screen
        if (sdllogo_tex)
            SDL_RenderCopy(renderer, sdllogo_tex, NULL, &sdl_pos);
        if (switchlogo_tex) {
            SDL_SetTextureColorMod(switchlogo_tex, colors[col].r, colors[col].g, colors[col].b);
            SDL_RenderCopy(renderer, switchlogo_tex, NULL, &pos);
        }

        SDL_RenderPresent(renderer);

        SDL_Delay(wait);
    }

    // stop sounds and free loaded data
    Mix_HaltChannel(-1);
    Mix_FreeMusic(music);
    for (snd = 0; snd < 4; snd++)
        if (sound[snd])
            Mix_FreeChunk(sound[snd]);

    IMG_Quit();
    Mix_CloseAudio();
    Mix_Quit();
    SDL_Quit();

    return 0;
}

Makefile
Code:
#---------------------------------------------------------------------------------
.SUFFIXES:
#---------------------------------------------------------------------------------

ifeq ($(strip $(DEVKITPRO)),)
$(error "Please set DEVKITPRO in your environment. export DEVKITPRO=<path to>/devkitpro")
endif

TOPDIR ?= $(CURDIR)
include $(DEVKITPRO)/libnx/switch_rules

#---------------------------------------------------------------------------------
# TARGET is the name of the output
# BUILD is the directory where object files & intermediate files will be placed
# SOURCES is a list of directories containing source code
# DATA is a list of directories containing data files
# INCLUDES is a list of directories containing header files
# EXEFS_SRC is the optional input directory containing data copied into exefs, if anything this normally should only contain "main.npdm".
#
# NO_ICON: if set to anything, do not use icon.
# NO_NACP: if set to anything, no .nacp file is generated.
# APP_TITLE is the name of the app stored in the .nacp file (Optional)
# APP_AUTHOR is the author of the app stored in the .nacp file (Optional)
# APP_VERSION is the version of the app stored in the .nacp file (Optional)
# APP_TITLEID is the titleID of the app stored in the .nacp file (Optional)
# ICON is the filename of the icon (.jpg), relative to the project folder.
#   If not set, it attempts to use one of the following (in this order):
#     - <Project name>.jpg
#     - icon.jpg
#     - <libnx folder>/default_icon.jpg
#---------------------------------------------------------------------------------
TARGET        :=    $(notdir $(CURDIR))
BUILD        :=    build
SOURCES        :=    src
DATA        :=    dat
INCLUDES    :=    include
EXEFS_SRC    :=    exefs_src

APP_TITLE   := SDL2+mixer+image Demo
APP_AUTHOR  := carstene1ns

#---------------------------------------------------------------------------------
# options for code generation
#---------------------------------------------------------------------------------
ARCH    :=    -march=armv8-a -mtune=cortex-a57 -mtp=soft -fPIE -ftls-model=local-exec

CFLAGS    :=    -g -Wall -O2 -ffunction-sections \
            $(ARCH) $(DEFINES)

CFLAGS    +=    $(INCLUDE) -D__SWITCH__

CXXFLAGS    := $(CFLAGS) -fno-rtti -fno-exceptions -std=gnu++11

ASFLAGS    :=    -g $(ARCH)
LDFLAGS    =    -specs=$(DEVKITPRO)/libnx/switch.specs -g $(ARCH) -Wl,-Map,$(notdir $*.map)

LIBS    :=    -lSDL2_image -lSDL2_mixer -lSDL2 \
            -lpng -lz -ljpeg \
            -lGLESv2 -lEGL -lglapi -ldrm_nouveau \
            -lvorbisidec -logg -lmpg123 -lmodplug -lstdc++ \
            -lnx -lm

#---------------------------------------------------------------------------------
# list of directories containing libraries, this must be the top level containing
# include and lib
#---------------------------------------------------------------------------------
LIBDIRS    := $(PORTLIBS) $(LIBNX)


#---------------------------------------------------------------------------------
# no real need to edit anything past this point unless you need to add additional
# rules for different file extensions
#---------------------------------------------------------------------------------
ifneq ($(BUILD),$(notdir $(CURDIR)))
#---------------------------------------------------------------------------------

export OUTPUT    :=    $(CURDIR)/$(TARGET)
export TOPDIR    :=    $(CURDIR)

export VPATH    :=    $(foreach dir,$(SOURCES),$(CURDIR)/$(dir)) \
            $(foreach dir,$(DATA),$(CURDIR)/$(dir))

export DEPSDIR    :=    $(CURDIR)/$(BUILD)

CFILES        :=    $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.c)))
CPPFILES    :=    $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.cpp)))
SFILES        :=    $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.s)))
BINFILES    :=    $(foreach dir,$(DATA),$(notdir $(wildcard $(dir)/*.*)))

#---------------------------------------------------------------------------------
# use CXX for linking C++ projects, CC for standard C
#---------------------------------------------------------------------------------
ifeq ($(strip $(CPPFILES)),)
#---------------------------------------------------------------------------------
    export LD    :=    $(CC)
#---------------------------------------------------------------------------------
else
#---------------------------------------------------------------------------------
    export LD    :=    $(CXX)
#---------------------------------------------------------------------------------
endif
#---------------------------------------------------------------------------------

export OFILES    :=    $(addsuffix .o,$(BINFILES)) \
            $(CPPFILES:.cpp=.o) $(CFILES:.c=.o) $(SFILES:.s=.o)

export INCLUDE    :=    $(foreach dir,$(INCLUDES),-I$(CURDIR)/$(dir)) \
            $(foreach dir,$(LIBDIRS),-I$(dir)/include) \
            -I$(CURDIR)/$(BUILD)

export LIBPATHS    :=    $(foreach dir,$(LIBDIRS),-L$(dir)/lib)

export BUILD_EXEFS_SRC := $(TOPDIR)/$(EXEFS_SRC)

ifeq ($(strip $(ICON)),)
    icons := $(wildcard *.jpg)
    ifneq (,$(findstring $(TARGET).jpg,$(icons)))
        export APP_ICON := $(TOPDIR)/$(TARGET).jpg
    else
        ifneq (,$(findstring icon.jpg,$(icons)))
            export APP_ICON := $(TOPDIR)/icon.jpg
        endif
    endif
else
    export APP_ICON := $(TOPDIR)/$(ICON)
endif

ifeq ($(strip $(NO_ICON)),)
    export NROFLAGS += --icon=$(APP_ICON)
endif

ifeq ($(strip $(NO_NACP)),)
    export NROFLAGS += --nacp=$(CURDIR)/$(TARGET).nacp
endif

ifneq ($(APP_TITLEID),)
    export NACPFLAGS += --titleid=$(APP_TITLEID)
endif

.PHONY: $(BUILD) clean all

#---------------------------------------------------------------------------------
all: $(BUILD)

$(BUILD):
    @[ -d [email protected] ] || mkdir -p [email protected]
    @$(MAKE) --no-print-directory -C $(BUILD) -f $(CURDIR)/Makefile

#---------------------------------------------------------------------------------
clean:
    @echo clean ...
    @rm -fr $(BUILD) $(TARGET).pfs0 $(TARGET).nso $(TARGET).nro $(TARGET).nacp $(TARGET).elf


#---------------------------------------------------------------------------------
else
.PHONY:    all

DEPENDS    :=    $(OFILES:.o=.d)

#---------------------------------------------------------------------------------
# main targets
#---------------------------------------------------------------------------------
all    :    $(OUTPUT).pfs0 $(OUTPUT).nro

$(OUTPUT).pfs0    :    $(OUTPUT).nso

$(OUTPUT).nso    :    $(OUTPUT).elf

ifeq ($(strip $(NO_NACP)),)
$(OUTPUT).nro    :    $(OUTPUT).elf $(OUTPUT).nacp
else
$(OUTPUT).nro    :    $(OUTPUT).elf
endif

$(OUTPUT).elf    :    $(OFILES)

#---------------------------------------------------------------------------------
# you need a rule like this for each extension you use as binary data
#---------------------------------------------------------------------------------
%.bin.o    :    %.bin
    @echo $(notdir $<)
    @$(bin2o)

#---------------------------------------------------------------------------------

-include $(DEPENDS)

#---------------------------------------------------------------------------------------
endif
#---------------------------------------------------------------------------------------
 
Last edited by gbrownie,
General chit-chat
Help Users
  • No one is chatting at the moment.
  • Skelletonike @ Skelletonike:
    1H left, such a slow week.
  • Sonic Angel Knight @ Sonic Angel Knight:
    Okay, I had spaghetti :P
  • SylverReZ @ SylverReZ:
    Hope they made lots of spaget
  • K3N1 @ K3N1:
    Chill dog
  • SylverReZ @ SylverReZ:
    Chilli dog
  • Skelletonike @ Skelletonike:
    Damn, I'm loving the new zelda.
  • xtremegamer @ xtremegamer:
    loving the new zelda, i started a game, it was so fucking good, so i
    am waiting on my friend to get home so we can start a new one together
  • Skelletonike @ Skelletonike:
    I just dislike that they don't let me choose the voices before the game starts. Happened with botw as well, had to change to japanese and restart.
  • K3N1 @ K3N1:
    But the important question is can you choose gender
  • Skelletonike @ Skelletonike:
    Same way you can choose Gerald's gender.
  • Skelletonike @ Skelletonike:
    *Geralt, damn autocorrect.
  • Psionic Roshambo @ Psionic Roshambo:
    But can he be trans? Lol
  • K3N1 @ K3N1:
    Zelda transforms into link
  • Psionic Roshambo @ Psionic Roshambo:
    Link I'm not the princess your looking for.... *Pulls a crying game*
  • K3N1 @ K3N1:
    *skirt up* it's exactly what I always wanted
  • Skelletonike @ Skelletonike:
    Just scanned all my zelda amiibos, took a while but didn't get anything that cool, did get the lon lon ranch hylian fabrics though.
  • Skelletonike @ Skelletonike:
    It was pretty funny when I scanned wolf link and got a shit load of meat.
  • K3N1 @ K3N1:
    @Skelletonike, btw I ran that custom for mgs4 on the deck I'm amazed it got that far in game
  • K3N1 @ K3N1:
    Plug in*
  • K3N1 @ K3N1:
    Your favorite activity
  • BentlyMods @ BentlyMods:
    My fav actvity is:

    mario-dancing.gif
    BentlyMods @ BentlyMods: My fav actvity is: