Add 3DS application template
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7
.gitignore
vendored
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7
.gitignore
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*~
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*.3dsx
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*.elf
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*.smdh
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Thumbs.db
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build/
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lib/
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@ -27,7 +27,7 @@ INCLUDES := include
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ARCH := -march=armv6k -mtune=mpcore
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ARCH := -march=armv6k -mtune=mpcore
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CFLAGS := -g -Wall -O2 -mword-relocations \
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CFLAGS := -g -Wall -O2 -mword-relocations \
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-fomit-frame-pointer -ffast-math \
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-fomit-frame-pointer -ffast-math -mfloat-abi=softfp \
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$(ARCH)
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$(ARCH)
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CFLAGS += $(INCLUDE) -DARM11 -D_3DS
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CFLAGS += $(INCLUDE) -DARM11 -D_3DS
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BIN
libctru/default_icon.png
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BIN
libctru/default_icon.png
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After Width: | Height: | Size: 1.2 KiB |
175
template/Makefile
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template/Makefile
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#---------------------------------------------------------------------------------
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.SUFFIXES:
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#---------------------------------------------------------------------------------
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ifeq ($(strip $(DEVKITARM)),)
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$(error "Please set DEVKITARM in your environment. export DEVKITARM=<path to>devkitARM")
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endif
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ifeq ($(strip $(CTRULIB)),)
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# THIS IS TEMPORARY - in the future it should be at $(DEVKITPRO)/libctru
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$(error "Please set CTRULIB in your environment. export CTRULIB=<path to>libctru")
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endif
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TOPDIR ?= $(CURDIR)
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include $(DEVKITARM)/3ds_rules
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#---------------------------------------------------------------------------------
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# TARGET is the name of the output
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# BUILD is the directory where object files & intermediate files will be placed
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# SOURCES is a list of directories containing source code
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# DATA is a list of directories containing data files
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# INCLUDES is a list of directories containing header files
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#
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# NO_SMDH: if set to anything, no SMDH file is generated.
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# APP_TITLE is the name of the app stored in the SMDH file (Optional)
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# APP_DESCRIPTION is the description of the app stored in the SMDH file (Optional)
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# APP_AUTHOR is the author of the app stored in the SMDH file (Optional)
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# ICON is the filename of the icon (.png), relative to the project folder.
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# If not set, it attempts to use one of the following (in this order):
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# - <Project name>.png
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# - icon.png
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# - <libctru folder>/default_icon.png
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#---------------------------------------------------------------------------------
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TARGET := $(notdir $(CURDIR))
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BUILD := build
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SOURCES := source
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DATA := data
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INCLUDES := include
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#---------------------------------------------------------------------------------
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# options for code generation
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#---------------------------------------------------------------------------------
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ARCH := -march=armv6k -mtune=mpcore
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CFLAGS := -g -Wall -O2 -mword-relocations \
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-fomit-frame-pointer -ffast-math -mfloat-abi=softfp \
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$(ARCH)
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CFLAGS += $(INCLUDE) -DARM11 -D_3DS
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CXXFLAGS := $(CFLAGS) -fno-rtti -fno-exceptions -std=gnu++11
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ASFLAGS := -g $(ARCH)
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LDFLAGS = -specs=3dsx.specs -g $(ARCH) -Wl,-Map,$(notdir $*.map)
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LIBS := -lctru -lm
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#---------------------------------------------------------------------------------
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# list of directories containing libraries, this must be the top level containing
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# include and lib
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#---------------------------------------------------------------------------------
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LIBDIRS := $(CTRULIB)
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#---------------------------------------------------------------------------------
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# no real need to edit anything past this point unless you need to add additional
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# rules for different file extensions
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#---------------------------------------------------------------------------------
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ifneq ($(BUILD),$(notdir $(CURDIR)))
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#---------------------------------------------------------------------------------
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export OUTPUT := $(CURDIR)/$(TARGET)
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export TOPDIR := $(CURDIR)
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export VPATH := $(foreach dir,$(SOURCES),$(CURDIR)/$(dir)) \
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$(foreach dir,$(DATA),$(CURDIR)/$(dir))
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export DEPSDIR := $(CURDIR)/$(BUILD)
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CFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.c)))
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CPPFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.cpp)))
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SFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.s)))
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BINFILES := $(foreach dir,$(DATA),$(notdir $(wildcard $(dir)/*.*)))
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#---------------------------------------------------------------------------------
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# use CXX for linking C++ projects, CC for standard C
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#---------------------------------------------------------------------------------
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ifeq ($(strip $(CPPFILES)),)
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#---------------------------------------------------------------------------------
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export LD := $(CC)
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#---------------------------------------------------------------------------------
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else
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#---------------------------------------------------------------------------------
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export LD := $(CXX)
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#---------------------------------------------------------------------------------
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endif
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#---------------------------------------------------------------------------------
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export OFILES := $(addsuffix .o,$(BINFILES)) \
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$(CPPFILES:.cpp=.o) $(CFILES:.c=.o) $(SFILES:.s=.o)
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export INCLUDE := $(foreach dir,$(INCLUDES),-I$(CURDIR)/$(dir)) \
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$(foreach dir,$(LIBDIRS),-I$(dir)/include) \
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-I$(CURDIR)/$(BUILD)
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export LIBPATHS := $(foreach dir,$(LIBDIRS),-L$(dir)/lib)
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ifeq ($(strip $(ICON)),)
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icons := $(wildcard *.png)
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ifneq (,$(findstring $(TARGET).png,$(icons)))
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export APP_ICON := $(TOPDIR)/$(TARGET).png
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else
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ifneq (,$(findstring icon.png,$(icons)))
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export APP_ICON := $(TOPDIR)/icon.png
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endif
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endif
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else
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export APP_ICON := $(TOPDIR)/$(ICON)
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endif
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.PHONY: $(BUILD) clean all
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#---------------------------------------------------------------------------------
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all: $(BUILD)
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$(BUILD):
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@[ -d $@ ] || mkdir -p $@
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@make --no-print-directory -C $(BUILD) -f $(CURDIR)/Makefile
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#---------------------------------------------------------------------------------
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clean:
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@echo clean ...
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@rm -fr $(BUILD) $(TARGET).3dsx $(OUTPUT).smdh $(TARGET).elf
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#---------------------------------------------------------------------------------
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else
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DEPENDS := $(OFILES:.o=.d)
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#---------------------------------------------------------------------------------
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# main targets
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#---------------------------------------------------------------------------------
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ifeq ($(strip $(NO_SMDH)),)
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.PHONY: all
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all : $(OUTPUT).3dsx $(OUTPUT).smdh
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endif
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$(OUTPUT).3dsx : $(OUTPUT).elf
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$(OUTPUT).elf : $(OFILES)
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#---------------------------------------------------------------------------------
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# you need a rule like this for each extension you use as binary data
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#---------------------------------------------------------------------------------
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%.bin.o : %.bin
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#---------------------------------------------------------------------------------
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@echo $(notdir $<)
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@$(bin2o)
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# WARNING: This is not the right way to do this! TODO: Do it right!
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#---------------------------------------------------------------------------------
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%.vsh.o : %.vsh
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#---------------------------------------------------------------------------------
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@echo $(notdir $<)
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@python $(AEMSTRO)/aemstro_as.py $< ../$(notdir $<).shbin
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@bin2s ../$(notdir $<).shbin | $(PREFIX)as -o $@
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@echo "extern const u8" `(echo $(notdir $<).shbin | sed -e 's/^\([0-9]\)/_\1/' | tr . _)`"_end[];" > `(echo $(notdir $<).shbin | tr . _)`.h
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@echo "extern const u8" `(echo $(notdir $<).shbin | sed -e 's/^\([0-9]\)/_\1/' | tr . _)`"[];" >> `(echo $(notdir $<).shbin | tr . _)`.h
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@echo "extern const u32" `(echo $(notdir $<).shbin | sed -e 's/^\([0-9]\)/_\1/' | tr . _)`_size";" >> `(echo $(notdir $<).shbin | tr . _)`.h
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@rm ../$(notdir $<).shbin
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-include $(DEPENDS)
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#---------------------------------------------------------------------------------------
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endif
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#---------------------------------------------------------------------------------------
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3
template/README.md
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3
template/README.md
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# template
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This is a template for starting new 3DS/ctrulib projects.
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43
template/source/main.c
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template/source/main.c
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#include <3ds.h>
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int main()
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{
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// Initialize services
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srvInit();
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aptInit();
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hidInit(NULL);
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gfxInit();
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//gfxSet3D(true); // uncomment if using stereoscopic 3D
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// Main loop
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while (aptMainLoop())
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{
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gspWaitForVBlank();
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hidScanInput();
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// Your code goes here
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u32 kDown = hidKeysDown();
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if (kDown & KEY_START)
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break; // break in order to return to hbmenu
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// Example rendering code that displays a white pixel
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// Please note that the 3DS screens are sideways (thus 240x400 and 240x320)
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u8* fb = gfxGetFramebuffer(GFX_TOP, GFX_LEFT, NULL, NULL);
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memset(fb, 0, 240*400*3);
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fb[3*(10+10*240)] = 0xFF;
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fb[3*(10+10*240)+1] = 0xFF;
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fb[3*(10+10*240)+2] = 0xFF;
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// Flush and swap framebuffers
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gfxFlushBuffers();
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gfxSwapBuffers();
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}
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// Exit services
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gfxExit();
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hidExit();
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aptExit();
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srvExit();
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return 0;
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}
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