/////////////////////////////////////// // SDMC example // /////////////////////////////////////// //this example shows you how to load a binary image file from the SD card and display it on the lower screen //for this to work you should copy test.bin to same folder as your .3dsx //this file was generated with GIMP by saving a 240x320 image to raw RGB #include #include #include #include <3ds.h> #include "costable.h" //this will contain the data read from SDMC u8* buffer; //3DS has VFPs so we could just use cos //but we're old school so LUT4life s32 pcCos(u16 v) { return costable[v&0x1FF]; } void renderEffect() { static int cnt; u8* bufAdr=gfxGetFramebuffer(GFX_TOP, GFX_LEFT, NULL, NULL); int i, j; for(i=1;i<400;i++) { for(j=1;j<240;j++) { u32 v=(j+i*240)*3; bufAdr[v]=(pcCos(i+cnt)+4096)/32; bufAdr[v+1]=(pcCos(j-256+cnt)+4096)/64; bufAdr[v+2]=(pcCos(i+128-cnt)+4096)/32; } } cnt++; } int main(int argc, char** argv) { gfxInitDefault(); //makes displaying to screen easier FILE *file = fopen("test.bin","rb"); if (file == NULL) goto exit; // seek to end of file fseek(file,0,SEEK_END); // file pointer tells us the size off_t size = ftell(file); // seek back to start fseek(file,0,SEEK_SET); //allocate a buffer buffer=malloc(size); if(!buffer)goto exit; //read contents ! off_t bytesRead = fread(buffer,1,size,file); //close the file because we like being nice and tidy fclose(file); if(size!=bytesRead)goto exit; while(aptMainLoop()) { //exit when user hits B hidScanInput(); if(keysHeld()&KEY_B)break; //render rainbow renderEffect(); //copy buffer to lower screen (don't have to do it every frame) memcpy(gfxGetFramebuffer(GFX_BOTTOM, GFX_BOTTOM, NULL, NULL), buffer, size); //wait & swap gfxSwapBuffersGpu(); gspWaitForEvent(GSPGPU_EVENT_VBlank0, false); } //cleanup and return //returning from main() returns to hbmenu when run under ninjhax exit: //closing all services even more so gfxExit(); return 0; }