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Plailect committed Dec 26, 2016
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10 changes: 10 additions & 0 deletions .gitignore
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*~
*.3ds
*.cia
*.smdh
*.3dsx
*.elf
*.bat
*.layout
Thumbs.db
build/
13 changes: 13 additions & 0 deletions LICENSE
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The MIT License (MIT)

Copyright (c) 2016 Plailect

Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
232 changes: 232 additions & 0 deletions Makefile
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#---------------------------------------------------------------------------------
.SUFFIXES:
#---------------------------------------------------------------------------------

ifeq ($(strip $(DEVKITARM)),)
$(error "Please set DEVKITARM in your environment. export DEVKITARM=<path to>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
#
# 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):
# - <Project name>.png
# - icon.png
# - <libctru folder>/default_icon.png
#---------------------------------------------------------------------------------
TARGET := nimSM
BUILD := build
SOURCES := source
DATA := data
INCLUDES := include
APP_AUTHOR := Plailect
APP_DESCRIPTION := Uses PxiFS0 to manage the NIM savegame. Requires reboot after running!
ICON := app/icon48x48.png
BNR_IMAGE := app/banner.png
BNR_AUDIO := app/BannerAudio.bcwav
RSF_FILE := app/build-cia.rsf

#---------------------------------------------------------------------------------
# options for code generation
#---------------------------------------------------------------------------------
ARCH := -march=armv6k -mtune=mpcore -mfloat-abi=hard -mtp=soft

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

CFLAGS += $(INCLUDE) -DARM11 -D_3DS

CXXFLAGS := $(CFLAGS) -fno-rtti -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)) \
$(foreach dir,$(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)))
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)) \
$(PICAFILES:.v.pica=.shbin.o) $(SHLISTFILES:.shlist=.shbin.o) \
$(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)

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: $(BUILD) clean all cia

#---------------------------------------------------------------------------------
all: $(BUILD)
@$(MAKE) --no-print-directory -C $(BUILD) -f $(CURDIR)/Makefile

#---------------------------------------------------------------------------------
$(BUILD):
@[ -d $@ ] || mkdir -p $@

#---------------------------------------------------------------------------------
clean:
@echo clean ...
@rm -fr $(BUILD) $(TARGET).3dsx $(TARGET).smdh $(TARGET).cia $(TARGET).elf


#---------------------------------------------------------------------------------
cia: $(BUILD)
@$(MAKE) --no-print-directory -C $(BUILD) -f $(CURDIR)/Makefile cia

#---------------------------------------------------------------------------------
3dsx: $(BUILD)
@$(MAKE) --no-print-directory -C $(BUILD) -f $(CURDIR)/Makefile 3dsx

#---------------------------------------------------------------------------------
else

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

#---------------------------------------------------------------------------------
# main targets
#---------------------------------------------------------------------------------
all: $(OUTPUT).cia $(OUTPUT).3dsx

3dsx: $(OUTPUT).3dsx

cia: $(OUTPUT).cia

ifeq ($(strip $(NO_SMDH)),)
$(OUTPUT).3dsx : $(OUTPUT).elf $(OUTPUT).smdh
$(OUTPUT).smdh : $(TOPDIR)/Makefile
else
$(OUTPUT).3dsx : $(OUTPUT).elf
endif

$(OUTPUT).elf : $(OFILES)

$(OUTPUT).smdh : $(APP_ICON)
@bannertool makesmdh -s "$(APP_TITLE)" -l "$(APP_DESCRIPTION)" -p "$(APP_AUTHOR)" -i $(APP_ICON) -o $@
@echo "built ... $(notdir $@)"

$(OUTPUT).cia : $(OUTPUT).elf $(OUTPUT).smdh $(TARGET).bnr
@makerom -f cia -target t -exefslogo -o $@ \
-elf $(OUTPUT).elf -rsf $(TOPDIR)/$(RSF_FILE) \
-banner $(TARGET).bnr \
-icon $(OUTPUT).smdh
@echo "built ... $(notdir $@)"

$(TARGET).bnr : $(TOPDIR)/$(BNR_IMAGE) $(TOPDIR)/$(BNR_AUDIO)
@bannertool makebanner -o $@ -i $(TOPDIR)/$(BNR_IMAGE) -ca $(TOPDIR)/$(BNR_AUDIO)
@echo "built ... $@"

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

#---------------------------------------------------------------------------------
# rules for assembling GPU shaders
#---------------------------------------------------------------------------------
define shader-as
$(eval CURBIN := $(patsubst %.shbin.o,%.shbin,$(notdir $@)))
picasso -o $(CURBIN) $1
bin2s $(CURBIN) | $(AS) -o $@
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
endef

%.shbin.o : %.v.pica %.g.pica
@echo $(notdir $^)
@$(call shader-as,$^)

%.shbin.o : %.v.pica
@echo $(notdir $<)
@$(call shader-as,$<)

%.shbin.o : %.shlist
@echo $(notdir $<)
@$(call shader-as,$(foreach file,$(shell cat $<),$(dir $<)/$(file)))

-include $(DEPENDS)

#---------------------------------------------------------------------------------------
endif
#---------------------------------------------------------------------------------------
24 changes: 24 additions & 0 deletions README.md
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# nimSM

This is a nim save manager that uses PxiFS0 to backup, restore, or zero out the nim savegame. Requires arm11 kernel privileges, which it currently gets with svchax.

This can be installed as a CIA, but if one can install CIAs, an equally valid method would be to just set the required exheader bitmasls to access the savegame with FS:USER.

This app's intended use is as a `.3dsx` running under \*hax with arm11 kernel privileges.

Backups of the nim savegame are saved to `sdmc://nimsavegame.bin`

Zeroing out or deleting the savegame will cause it to be recreated by nim. Doing this before a downgrade will fix the "[soft brick](https://github.com/Plailect/sysDowngrader/issues/1)" that occurs for some devices.

In its current form, it cannot delete the file because nim keeps an active handle to its savegame at all times, but it can zero it out which works fine for our purposes (triggering a regeneration).

Note that because fs must be terminated to get a PxiFS0 handle, this app requires a reboot after running!

## Building

Run `make`; requires ctrulib, makerom, and bannertool.

## Credits

+ Plailect
+ Neobrain
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