It's down. But aren't all the files hosted on sourceforge?Has anyone able to access devkitpro.org or heard from wintermute? I have been getting an error message for the last week.
Just want to know if there was more information about the site being down. I still check the site. Not much activity though. I prefer to use it for strictly dev questions. I wish more devs did too.It's down. But aren't all the files hosted on sourceforge?
Unsure what you mean by recompiled - did you clean the project first? "make clean" is required for this type of change.I'm trying to compile a 3ds homebrew with ctrulib and I am getting the cannot find 3ds_crt0.o error. I have changed in the libctru makefile from -mfloat-abi=softfp to -mfloat-abi=hard and recompiled. Also these are the configuration flags in the makefile I am trying to make
ARCH := -marm
CFLAGS := -g -Wall -O2 -mthumb-interwork -save-temps \
-mcpu=mpcore -mtune=mpcore -fomit-frame-pointer \
-mfpu=vfp -ffast-math -mword-relocations \
$(ARCH)
and here is a screenshot of console output error.
http://imgur.com/3clu5jm
Any help would b appreciated
Unsure what you mean by recompiled - did you clean the project first? "make clean" is required for this type of change.
Edit: why are you adding float hard to the ctrulib makefile - I initially assumed you meant you added it your makefile? Get a newer version of ctrulib and build and install it. And add the float hard bit to your makefile as well.
You are going to have other issues. Crt and newlib among others. Less effort to upgrade your code to work with the new ctrulib.Well the new version of ctrulib causes other compile errors with the code (redefinitions of old functions, etc), so I'm trying to use the older version from when this was released and the float was set to softfp so I changed it to hard. And yes I "make clean" and then recompile ctrulib, and I have tried adding the -mfloat-abi=hard to the current makefile that I'm trying to compile
You are going to have other issues. Crt and newlib among others. Less effort to upgrade your code to work with the new ctrulib.
a few issues - the makefile for this project is per-historic. it looks pretty standard though - get a new one from the 3ds application template(C:\devkitPro\examples\3ds\templates\application\Makefile on a standard windows install). you will also need to update to the newer SOC api - socInit, socExit, and errno for SOC_GetErrno should get it built.Well I fixed the function redefinition errors I was having with the new ctrulib, there was only like 3, and during compilation I still get the 3ds_crt0.o error.
If you want to try to compile the code I uploaded it here, https://www.dropbox.com/s/8wqw7v771u2rjr4/server.zip?dl=0, this is the one with the errors fixed for the latest ctrulib.
Look for an ascii tileset creatorBefore I lose my mind copying a font manually into 16x16 cells, is there a known good program to do this automatically?
I'm gonna have to blit my own text for something I want to do but I'm lazy, especially on the UI design front.
Look for an ascii tileset creator
The same way you create a library for any other platform/purpose. A library is just a collection of reusable code - it can be one or more header files or source files or a precompiled .lib file or some combination thereof. There is nothing wrong with being a noob - everyone is at one point. So don't worry about your noob questionI don't want to sound like a total noob but how does one create a 3ds library? Is it a collection of header files or something else?
lodepng_decode32(&image, &width, &height, m1_png, m1_png_size);
[ 0.278690] HW.Memory <Error> core/memory.cpp:Read:137: unmapped Read32 @ 0x00000000
[ 0.278697] HW.Memory <Error> core/memory.cpp:Read:137: unmapped Read32 @ 0x00000004
[ 0.278704] HW.Memory <Error> core/memory.cpp:Read:137: unmapped Read32 @ 0x00000008
[ 0.278711] HW.Memory <Error> core/memory.cpp:Read:137: unmapped Read32 @ 0x0000000C
width = 64; height = 64; image = malloc(width*height*4);
for (int i=0; i<width*height*4; i++) image[i]=0xFF;
I think I remember seeing somewhere that the lodepng function only supports certain encoding formats. Maybe check that your files are in the same or replace your file with the one from the sample.Anyone with experience with textures ? I'm trying to use some and I'm having problems.
Basically, I try to load textures from png files using
as shown in the gpusprites example. But when I do this, I have a bunch of those coming out of citraCode:lodepng_decode32(&image, &width, &height, m1_png, m1_png_size);
It doesn't seem to come from my png files or something since then the textures are displayed fine on citra's screen... But when I try on a real 3DS, it never renders my scene (black screen) so I guess citra discards the error and keeps running but the 3DS doesn't.Code:[ 0.278690] HW.Memory <Error> core/memory.cpp:Read:137: unmapped Read32 @ 0x00000000 [ 0.278697] HW.Memory <Error> core/memory.cpp:Read:137: unmapped Read32 @ 0x00000004 [ 0.278704] HW.Memory <Error> core/memory.cpp:Read:137: unmapped Read32 @ 0x00000008 [ 0.278711] HW.Memory <Error> core/memory.cpp:Read:137: unmapped Read32 @ 0x0000000C
And I'm saying the problem comes from that lodepng_decode32 line because when I replace it with
I don't have any of these errors and the program runs fine on both my 3DS and citra (though obviously, all my textures are white and that's not really what I want).Code:width = 64; height = 64; image = malloc(width*height*4); for (int i=0; i<width*height*4; i++) image[i]=0xFF;
I just tried replacing all my png files with the one from the example, I still get the same results: errors all over the place in citra but still runs, and black screen on 3DS...I think I remember seeing somewhere that the lodepng function only supports certain encoding formats. Maybe check that your files are in the same or replace your file with the one from the sample.