From 75b3b9c4e2816f17458079c4171803a8713cf1dd Mon Sep 17 00:00:00 2001 From: zoogie Date: Sat, 2 Feb 2019 00:26:16 -0600 Subject: [PATCH] initialize --- Makefile | 225 ++++++++++++++++++++++++++++++++++++++++++++++++++ README.md | 2 - README.txt | 13 +++ source/main.c | 53 ++++++++++++ 4 files changed, 291 insertions(+), 2 deletions(-) create mode 100644 Makefile delete mode 100644 README.md create mode 100644 README.txt create mode 100644 source/main.c diff --git a/Makefile b/Makefile new file mode 100644 index 0000000..5e819f7 --- /dev/null +++ b/Makefile @@ -0,0 +1,225 @@ +#--------------------------------------------------------------------------------- +.SUFFIXES: +#--------------------------------------------------------------------------------- + +ifeq ($(strip $(DEVKITARM)),) +$(error "Please set DEVKITARM in your environment. export DEVKITARM=devkitARM") +endif + +TOPDIR ?= $(CURDIR) +include $(DEVKITARM)/3ds_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 +# GRAPHICS is a list of directories containing graphics files +# GFXBUILD is the directory where converted graphics files will be placed +# If set to $(BUILD), it will statically link in the converted +# files as if they were data files. +# +# NO_SMDH: if set to anything, no SMDH file is generated. +# ROMFS is the directory which contains the RomFS, relative to the Makefile (Optional) +# APP_TITLE is the name of the app stored in the SMDH file (Optional) +# APP_DESCRIPTION is the description of the app stored in the SMDH file (Optional) +# APP_AUTHOR is the author of the app stored in the SMDH file (Optional) +# ICON is the filename of the icon (.png), relative to the project folder. +# If not set, it attempts to use one of the following (in this order): +# - .png +# - icon.png +# - /default_icon.png +#--------------------------------------------------------------------------------- +TARGET := $(notdir $(CURDIR)) +BUILD := build +SOURCES := source +DATA := data +INCLUDES := include +GRAPHICS := gfx +GFXBUILD := $(BUILD) +#ROMFS := romfs +#GFXBUILD := $(ROMFS)/gfx + +#--------------------------------------------------------------------------------- +# options for code generation +#--------------------------------------------------------------------------------- +ARCH := -march=armv6k -mtune=mpcore -mfloat-abi=hard -mtp=soft + +CFLAGS := -g -Wall -O2 -mword-relocations \ + -fomit-frame-pointer -ffunction-sections \ + $(ARCH) + +CFLAGS += $(INCLUDE) -DARM11 -D_3DS + +CXXFLAGS := $(CFLAGS) -fno-rtti -fno-exceptions -std=gnu++11 + +ASFLAGS := -g $(ARCH) +LDFLAGS = -specs=3dsx.specs -g $(ARCH) -Wl,-Map,$(notdir $*.map) + +LIBS := -lctru -lm + +#--------------------------------------------------------------------------------- +# list of directories containing libraries, this must be the top level containing +# include and lib +#--------------------------------------------------------------------------------- +LIBDIRS := $(CTRULIB) + + +#--------------------------------------------------------------------------------- +# no real need to edit anything past this point unless you need to add additional +# rules for different file extensions +#--------------------------------------------------------------------------------- +ifneq ($(BUILD),$(notdir $(CURDIR))) +#--------------------------------------------------------------------------------- + +export OUTPUT := $(CURDIR)/$(TARGET) +export TOPDIR := $(CURDIR) + +export VPATH := $(foreach dir,$(SOURCES),$(CURDIR)/$(dir)) \ + $(foreach dir,$(GRAPHICS),$(CURDIR)/$(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))) +PICAFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.v.pica))) +SHLISTFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.shlist))) +GFXFILES := $(foreach dir,$(GRAPHICS),$(notdir $(wildcard $(dir)/*.t3s))) +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 T3XFILES := $(GFXFILES:.t3s=.t3x) + +export OFILES_SOURCES := $(CPPFILES:.cpp=.o) $(CFILES:.c=.o) $(SFILES:.s=.o) + +export OFILES_BIN := $(addsuffix .o,$(BINFILES)) \ + $(PICAFILES:.v.pica=.shbin.o) $(SHLISTFILES:.shlist=.shbin.o) \ + $(if $(filter $(BUILD),$(GFXBUILD)),$(addsuffix .o,$(T3XFILES))) + +export OFILES := $(OFILES_BIN) $(OFILES_SOURCES) + +export HFILES := $(PICAFILES:.v.pica=_shbin.h) $(SHLISTFILES:.shlist=_shbin.h) \ + $(addsuffix .h,$(subst .,_,$(BINFILES))) \ + $(GFXFILES:.t3s=.h) + +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 _3DSXDEPS := $(if $(NO_SMDH),,$(OUTPUT).smdh) + +ifeq ($(strip $(ICON)),) + icons := $(wildcard *.png) + ifneq (,$(findstring $(TARGET).png,$(icons))) + export APP_ICON := $(TOPDIR)/$(TARGET).png + else + ifneq (,$(findstring icon.png,$(icons))) + export APP_ICON := $(TOPDIR)/icon.png + endif + endif +else + export APP_ICON := $(TOPDIR)/$(ICON) +endif + +ifeq ($(strip $(NO_SMDH)),) + export _3DSXFLAGS += --smdh=$(CURDIR)/$(TARGET).smdh +endif + +ifneq ($(ROMFS),) + export _3DSXFLAGS += --romfs=$(CURDIR)/$(ROMFS) +endif + +.PHONY: all clean + +#--------------------------------------------------------------------------------- +all: + @mkdir -p $(BUILD) $(GFXBUILD) + @$(MAKE) --no-print-directory -C $(BUILD) -f $(CURDIR)/Makefile + +#--------------------------------------------------------------------------------- +clean: + @echo clean ... + @rm -fr $(BUILD) $(TARGET).3dsx $(OUTPUT).smdh $(TARGET).elf + + +#--------------------------------------------------------------------------------- +else + +#--------------------------------------------------------------------------------- +# main targets +#--------------------------------------------------------------------------------- +$(OUTPUT).3dsx : $(OUTPUT).elf $(_3DSXDEPS) + +$(OFILES_SOURCES) : $(HFILES) + +$(OUTPUT).elf : $(OFILES) + +#--------------------------------------------------------------------------------- +# you need a rule like this for each extension you use as binary data +#--------------------------------------------------------------------------------- +%.bin.o %_bin.h : %.bin +#--------------------------------------------------------------------------------- + @echo $(notdir $<) + @$(bin2o) + +#--------------------------------------------------------------------------------- +.PRECIOUS : %.t3x +%.t3x.o %_t3x.h : %.t3x +#--------------------------------------------------------------------------------- + @$(bin2o) + +#--------------------------------------------------------------------------------- +# rules for assembling GPU shaders +#--------------------------------------------------------------------------------- +define shader-as + $(eval CURBIN := $*.shbin) + $(eval DEPSFILE := $(DEPSDIR)/$*.shbin.d) + echo "$(CURBIN).o: $< $1" > $(DEPSFILE) + echo "extern const u8" `(echo $(CURBIN) | sed -e 's/^\([0-9]\)/_\1/' | tr . _)`"_end[];" > `(echo $(CURBIN) | tr . _)`.h + echo "extern const u8" `(echo $(CURBIN) | sed -e 's/^\([0-9]\)/_\1/' | tr . _)`"[];" >> `(echo $(CURBIN) | tr . _)`.h + echo "extern const u32" `(echo $(CURBIN) | sed -e 's/^\([0-9]\)/_\1/' | tr . _)`_size";" >> `(echo $(CURBIN) | tr . _)`.h + picasso -o $(CURBIN) $1 + bin2s $(CURBIN) | $(AS) -o $*.shbin.o +endef + +%.shbin.o %_shbin.h : %.v.pica %.g.pica + @echo $(notdir $^) + @$(call shader-as,$^) + +%.shbin.o %_shbin.h : %.v.pica + @echo $(notdir $<) + @$(call shader-as,$<) + +%.shbin.o %_shbin.h : %.shlist + @echo $(notdir $<) + @$(call shader-as,$(foreach file,$(shell cat $<),$(dir $<)$(file))) + +#--------------------------------------------------------------------------------- +%.t3x %.h : %.t3s +#--------------------------------------------------------------------------------- + @echo $(notdir $<) + @tex3ds -i $< -H $*.h -d $*.d -o $(TOPDIR)/$(GFXBUILD)/$*.t3x + +-include $(DEPSDIR)/*.d + +#--------------------------------------------------------------------------------------- +endif +#--------------------------------------------------------------------------------------- diff --git a/README.md b/README.md deleted file mode 100644 index 9ddbfa1..0000000 --- a/README.md +++ /dev/null @@ -1,2 +0,0 @@ -# 2DSaver -Un-3d-slider-brick your 3ds, with Luma. diff --git a/README.txt b/README.txt new file mode 100644 index 0000000..6ab9514 --- /dev/null +++ b/README.txt @@ -0,0 +1,13 @@ +2DSaver + +Instruction Manual of Application Operation and Safety Precautions for User comfort, safety, stability, and desired Operational Outcome + +Prep. You need cfw installed with Luma3DS 9.1 or above. If you don't have it, then do https://3ds.hacks.guide/flashing-ntrboot-(nds).html +Make sure to buy a pre-flashed card like r4iGold+ or r4i-b9s. + +1. Take the config.bin out of your region's folder and place it in sdmc:/luma/config.bin (overwrite previous). +2. Place 2DSaver boot.3dsx on sd root. +3. Boot system, wait for app to appear, press A, press START, wait for reboot. +4. System should then boot normally. +5. You still need to fill out missing data in System Settings like name, region, time and so forth. + Not setting these params could lead to the eshop not working, system catching on fire, etc. \ No newline at end of file diff --git a/source/main.c b/source/main.c new file mode 100644 index 0000000..79d8e97 --- /dev/null +++ b/source/main.c @@ -0,0 +1,53 @@ +#include +#include +#include +#include <3ds.h> +u8 cfgData[4]={0}; +void fixConfig(){ + Result res=0; + res = CFG_GetConfigInfoBlk4(4, 0x00110000, cfgData); + printf("\ngetConfig: res-%08X val-%08lX\n", (int)res, *(u32*)cfgData); + if(*(u16*)(cfgData)) { + printf("There's a time and a place for config modding,\nbut not now.\n"); + return; + } + cfgData[0]=1; + res = CFG_SetConfigInfoBlk4(4, 0x00110000, cfgData); //update the nand config savegame to skip setup which fixes a format bricked 2ds + printf("setConfig: res-%08X val-%08lX\n", (int)res, *(u32*)cfgData); + res = CFG_UpdateConfigSavegame(); //confirm our changes + printf("updateConfig: %08X\n", (int)res); +} + +int main(int argc, char* argv[]) +{ + gfxInitDefault(); + consoleInit(GFX_TOP, NULL); + printf("2DSaver - zoogie (luma)\n"); + + Result res; + res = nsInit(); + res = cfguInit(); + printf("configInit: %08X\n", (int)res); + res = CFG_GetConfigInfoBlk4(4, 0x00110000, cfgData); + printf("getConfig: res-%08X val-%08lX\n\n", (int)res, *(u32*)cfgData); + printf("Press A to fix 3d slider brick, START to exit\n"); + + // Main loop + while (aptMainLoop()) + { + gspWaitForVBlank(); + gfxSwapBuffers(); + hidScanInput(); + + // Your code goes here + u32 kDown = hidKeysDown(); + + if (kDown & KEY_A) + fixConfig(); + if (kDown & KEY_START) + NS_RebootSystem(); + } + + gfxExit(); + return 0; +}