3DS Homebrew | |
---|---|
Introduction • Homebrew Development • Glossary • Flashcart FAQ | |
Lists | All Homebrew • Applications • Games • Emulators • Demos • CFWs • Exploits • Development libraries & tools • PC Utilities |
- 3ds To Cia Online Converter
- 3ds To Cia Converter Program
- 3ds To Cia Converter Rar
- 3ds To Cia Converter For Pc Program
- Convert Iso To Cia
- 3ds To Cia Converter Pc
- 3ds To Cia Converter On Pc
- . CIA For use with CFW. HANS RomFS, Code.Bin, and Homebrew Launcher Shortcut Planned Features: Copy private header to 0-key encrypted CCI files as they are built. Until this is done, any.3dz files created are invalid until a private header is added. Decrypted CIA extraction This also doubles as a code library for developers.
- Converting a.3DS to.CIA For organizational purposes, copy each.3ds file you wish to convert to the /cias/ folder on your SD card Note that if you wish to convert a.3ds file that is already on a flashcart, you should follow Dumping a Game Cartridge.
This page contains general information for 3DS Homebrew developers.
If you have any questions, you can come to GBAtemp's main homebrew development and help thread. It contains shared sources, examples and libraries.
You can find all known resources (hardware registers, syscalls, utilities) to develop your homebrew on 3dbrew.
To develop 3DS homebrew you need a development environment consisting of tools, scripts and libraries which will be detailed below. The sources are compiled to binary using GNU GCC-ARM or devkitPro with devkitARM. The available tools and SDK work on Windows 32/64bit and Linux.
Converting a.3DS to.CIA. For organizational purposes, copy each.3ds file you wish to convert to the /cias/ folder on your SD card Note that if you wish to convert a.3ds file that is already on a flashcart, you should follow Dumping a Game Cartridge; Launch GodMode9 by holding (Start) during boot.
The languages used to write homebrew are C, C++ and occasionally ASM. There are various online tutorials and books available to learn these languages.
Alternatively, you can also write homebrew in Lua by using Lua Player Plus.
- 1Install devkitARM
- 2Compiling sources
- 2.1Troubleshooting
- 4Editor setup
- 63ds/cia homebrew
- 8Using git
Install devkitARM
Windows
Use the automated-installer. Install in C:devkitPro and it will install all the latest versions of the required programs (you can disable devkitPSP, but be sure to enable libctru in devkitARM menu). It will create the environment variables automatically.
Linux / Mac OSX
1) Open a terminal and execute these commands:
Install libraries
You may want to install various libraries/tools if your project requires them.
Compiling sources
If you simply want to compile a homebrew project without (or after) editing it, you can use the make
utility from the command prompt/terminal.
1) Windows: Open a Command Prompt (Run -> cmd); Linux/Mac OSX: Open a Terminal from your applications
2) Navigate to the project directory (change to the correct path)
3) Run make
If you ever want to remove the compiled files, you can use this command:
This is often needed when re-compiling a project.
Troubleshooting
It is possible that sometimes your project will not compile. This can have various causes, for example missing libraries. In order to find out the problem, look into the output for the lines that start with 'error:
'; those will tell you what the problem is. You can ignore the warnings, they do not cause the compilation to fail.
If the output is big, you can filter it:
If you can't figure out what's wrong, feel free to make a post on the forums about it. Make sure to post all of the error output.
Windows Tip: To copy from your command prompt, right click and choose Mark. Then select the text to copy and press the Enter key.
Common errors
- cannot find 3dsx_crt0.o: No such file or directory
- In your makefile, find
-mfloat-abi=softfp
and change it to-mfloat-abi=hard
. You shouldn't ever usesoftfp
for 3DS homebrew.
- (name) uses VFP register arguments but (name2) does not
- Part of your project or the libraries you use were compiled with
-mfloat-abi=softfp
while other parts were compiled with-mfloat-abi=hard
. Make sure to use-mfloat-abi=hard
everywhere. You may have to manually recompile the libraries you use, if needed.
- (command) is not recognized as an internal or external command...
- Your PATH environment variable is not set up correctly. It should contain the msys folder in your devkitPro installation path (eg.
C:devkitPromsys
). Edit your PATH environment variable and make sure it includes this directory. If the command ispython
, make sure the python install directory (eg.C:PythonXX
, where XX is the version you installed) is in your PATH as well.
- unknown field 'rmdir_r' specified in initializer
- Your devkitARM is out of date. Rerun the installer or script.
- make[1]: *** No rule to make target `/c/Users/***/path/to'. Stop.
- Move the project to a folder with no spaces anywhere in its path
SMDH
Every homebrew application has an smdh file, containing additional information:
- Icon
- Name of the application (Short description)
- Description of the application (Long description)
- Name of the author (Publisher)
This information is used in The Homebrew Launcher (3DSX), and in the home menu (3DS/CIA).
The icon is a simple 48x48px png file. You can place this png in your project folder (the same folder as your Makefile is in) and name it icon.png. If no icon.png is present, a default icon from the ctrulib folder will be used.
The other data can be set in the Makefile directly:
The SMDH file is automatically created when building the project (unless you explicitly set NO_SMDH in the Makefile).
You can also manually build the SMDH using bannertool by steveice10:
Editor setup
This section explains how to set up various editors to edit and compile (existing) homebrew projects. If you want to start a new homebrew project, you should preferably copy an example project and edit the sources.
Note that this section lists only the more advanced editors which have features such as code auto-completion. You can use any text editor to edit the source files and compile as detailed above. You should however use a proper code editor (aka not notepad). Some examples are Notepad++, Sublime Text, vim, and Emacs.
Programmer's Notepad
The Programmer's Notepad is (optionally) installed by the devkitPro installer.
1) File -> New -> Project
Give it a name and save anywhere.
3ds To Cia Online Converter
2) Right click the project -> Add Files
Now navigate to the example you want and add the files from that folder (eg. Makefile, readme.md, ...)
3) Right click the project -> Add Magic Folder
Navigate to the example directory again and add the source folder within. Repeat this for any other folders in the example (if any).
4) You can build the project using Tools -> Make
Make sure the project you want to build is the active project (Right click project -> active project)
Visual Studio 2015 (community)
When installing Visual Studio, make sure to install the Visual C++ packages!
1) File -> New -> Project From Existing Code...
2) In the dropdown, choose Visual C++ and click Next
3) Under Project file location, navigate to the folder with all sources. Enter a name for the project and click next.
4) Use external build system, Next
5) Build command line:
Clean command line:
Leave the rest blank. Click Finish.
6) Right click project (in the solution explorer) -> properties
7) Under VC++ directories -> General -> Include directories, add the devkitARM and ctrulib include directories (change if needed):
Make sure not to remove anything already in the box! You can add any other include folder that the project may need as well. In the end it'll read something like:
Click OK
8) (Optional) Right click project -> Add -> Existing Item
Choose the Makefile and any other files you want to add, then click Add. This step isn't required, but allows you to edit the Makefile etc. from the editor.
Alternatively, you can use 'Show All Files' under the 'Project' menu (on the top) to display all files and folders as they are on the file system.
9) You can now build the project (Right click -> Build)
Eclipse CDT
Tested with the standalone Eclipse Mars CDT on Linux. Instructions may be slightly different for other cases. Another alternate guide can also be found here.
1) File -> New -> Makefile Project with Existing Code
2) Under Existing Code Location, navigate to the folder containing the code.
You can leave both C and C++ checked, even if the project only contains one.
Under Toolchain for Indexer Settings, choose a valid Toolchain (eg. Linux GCC)
3) Right click the Project in the project explorer and choose properties.
4) Go to C/C++ Build -> Environment.
Here you need to add the DEVKITPRO and DEVKITARM variables, with their correct paths, eg.
Name | Value |
---|---|
DEVKITPRO | /opt/devkitPro |
DEVKITARM | /opt/devkitPro/devkitARM |
Make sure to change the values to the paths on your system.
5) This step isn't needed to build, but it will make Eclipse recognize the external libraries when editing code.Go to C/C++ General -> Paths & Symbols -> Includes
Under 'GNU C' (or 'GNU C++', or both, depending on what files your project has), add the following include directories:
Again, change the paths if needed. When finished, click OK.
6) You can now build the project. Right click project -> Build project
Code::Blocks
This premade project can be used as a base https://github.com/TricksterGuy/3ds-template
1) Open the project within Code::Blocks
2) Choose File > Save project as template, and choose a name for the template
3) When creating a new project, choose File > New > From template...
4) In the dialog select the template you created in 2)
5) Choose a directory to put the project
6) To build the 3dsx file choose target 3dsx and click the build (gear) button
7) To build and run your homebrew in citra choose the citra target and hit the build button (only works if citra is installed and in your PATH).
3dsx homebrew
Homebrew in this format is the most common, and can be played with ninjhax/ironhax/tubehax. No additional steps have to be taken to create this kind of homebrew; it is the default format produced when using make
.
Homebrew examples: https://github.com/devkitPro/3ds-examples
3ds/cia homebrew
If you don't need Kernel access, prefer developing homebrew in 3dsx format.
After building the project (see above), you should have an .elf file. You can convert this into a .3ds/.cia file with makerom:
- Download makerom (and compile it with
make
if needed) - Add the folder where you placed the makerom executable to your PATH environment variable
To create a .3ds or .cia file, you need some additional files in your project:
- An RSF file - Contains various info such as permissions etc. (TODO: Make guide on how to create these)
- An icon.bin - The icon and information for the home menu. This is equivalent to the compiled SMDH file, so you can just use that one.
- A banner.bin - The banner for the top screen
You should preferably put them in your project folder (or a subfolder).
Banner
Homebrew in 3DS or CIA format requires a banner, which appears on the top screen in the Home menu.
The banner consists of an image and an audio file. The image should be a 256x128px png file. This image may contain transparent parts. The audio file is a 16bit wav file.
You can create the banner.bin using bannertool by Steveice10:
Convert .elf to .3ds
Run the following commands:
For example:
Please note that the first command will alter the ELF file, so you may want to back it up first.
Convert .elf to .cia
CIA files are generic data containers that can be installed on a 3DS. In order to do this you need to have a 3DS below 9.2.
The process of building a CIA is similar to building a .3DS file:
Note that the used RSF file is not the same one as the one used for building .3DS files.
Releasing
When you are ready to release your homebrew application, create a new thread in the Homebrew Development section. In this thread, you can describe your project.
Make sure to attach (or link to an uploaded version of) the relevant files for your homebrew. This will usually be the 3DSX and SMDH files that have been compiled. You can also include the ELF file, which will allow people to repack it with makerom to a 3DS (and CIA) file. The ELF file can also be used on 3DS Emulators (currently two available: Citra and 3DMoo).
If your project is open source, you can upload the code to GitHub. Alternatively, you can simply provide the source as a separate download, or include it with the compiled files.
Using git
git is a distributed version control system. This allows you to put your code into a repository, which can then be shared with others. The main advantage is that you can keep track of your (and others') changes and even revert them if needed.
You can find instructions on the git website on how to install git on your system.
After git is installed on your system, you need to setup your username and email address. This allows git to identify who made the changes. If you have a GitHub account, use the same username and email as there!
Open a command prompt (Windows) or Terminal (Linux/OSX) and use the following commands:
Getting started
1) If you have not yet done so, create a file named README.md
in your project folder. You can use this file to add a description and information of your project. This description will be shown when people view your repository on GitHub. You can use markdown to add formatting such as bold and headings.
2) Open a command prompt (Windows) or Terminal (Linux/OSX).
3) Navigate to your project folder
4) Initialize it as a git repository
5) Add your existing code to the repository (note: the .
is part of the command)
6) Do the initial commit
Committing
When you make changes to your code, they need to be committed in order to 'save' them to your git repository. When and how often you commit is up to you, but try to do at most one major change per commit.
1) Make the repository aware of your changes
2) Add them to a commit
Add your project to GitHub
GitHub is a popular host for online git repositories.
1) Create a GitHub repository.
Make sure to name the repository after your project and optionally give it a description. Make sure the checkbox to create a README is not checked. The .gitignore
and license
should also be set to None
2) Open a command prompt (Windows) or Terminal (Linux/OSX) and navigate to your project folder.
3) Add GitHub as a remote host (change the URL):
4) From now on, you can push
your changes to GitHub with the following command:
This pushes the master
branch to the remote called origin
, which we setup as GitHub.
You don't have to push after every commit, but your changes will only show up on GitHub after you push.
Tags
Tags are a way on git to mark specific commits as special. For example, you could use them to track your major releases.
1) Create the tag
For example:
To tag an older commit, specify the sha1 hash of the commit:
2) If you are using GitHub, you must manually push the tag:
makerom | |
General | |
---|---|
Author(s) | 3dsguy |
Type | PC utility |
Version | 0.15 |
Links | |
Download | |
Source |
makerom is a tool which can be used to create NCCH, CCI, and CIA files.
- 1Format Overviews
- 1.2CCI
- 1.3CIA
- 2Using Makerom
- 2.1Command line
Format Overviews[edit]
NCCH[edit]
The native format storing code binaries and data archives for the 3DS is NCCH. NCCH files are comprised of:
- code/exheader/plainregion (used for code execution) (plainregion just lists included SDK library add-ons)
- icon (app title text, icon, homemenu settings, see here
- banner (cbmd + cwav, i.e. the upper screen banner/sound shown on the homemenu)
- logo (the splash screen displayed after an application is launched from the homemenu)
- romfs (read-only filesystem used to store resources)
Typical uses for NCCH files include:
- Executable image (code+exheader+icon+banner+logo+romfs)
- e-Manual archive (accessed from homemenu) (romfs)
- DLP child CIA archive (accessed from application) (romfs)
- Update Data archive (romfs)
- Standalone data archive (romfs)
- DLC index archive (icon+romfs)
- DLC archive (romfs)
CCI[edit]
3ds To Cia Converter Program
The native format for gamecard images is CCI and is a NCCH container format. CCI files are limited to containing 8 NCCH files, and can contain NCCH files for applications titles only.
NCCH configuration for CCI[edit]
NCCH | Required | Index |
---|---|---|
Executable image | YES | 0 |
e-Manual archive | NO | 1 |
DLP child CIA archive | NO | 2 |
Update Data archive | NO | 7 |
CIA[edit]
The native format for packaging NCCH files for install is CIA, which is also a NCCH container format. CIA files are limited to containing 65535 NCCH files and can be used to contain NCCH files for any title type. CIA files also contain signed data used by the 3DS for general title management and DRM. Installing custom CIA files on a 3DS which also uses eShop/SysUpdates is unwise as conflicts will likely occur.
NCCH configurations for CIA[edit]
Applications (Application/DlpChild/Demo/Patch/SystemApplication):
NCCH | Required | Index |
---|---|---|
Executable image | YES | 0 |
e-Manual archive | NO | 1 |
DLP child CIA archive | NO | 2 |
System Applet/Module:
NCCH | Required | Index |
---|---|---|
Executable image | YES | 0 |
System Data Archives:
NCCH | Required | Index |
---|---|---|
Data archive | YES | 0 |
DLC:
The number of DLC data archives in DLC varies for each DLC.
NCCH | Required | Index |
---|---|---|
DLC index archive | YES | 0 |
DLC data archive | YES | Varies |
Using Makerom[edit]
Command line[edit]
General Arguments
Argument | Acceptable values | Notes |
---|---|---|
-f <format> | 'ncch'/'cxi'/'cfa'/'cci'/'cia' | Specify the output file format. 'ncch'/'cxi'/'cfa' has no affect, probably parsed without error for legacy support. |
-o <path> | Valid file path. | Specify name/path for output file. Makerom will decided a name if this is not specified. |
-v | not required | Enables verbose output. |
RSF Arguments
Argument | Acceptable values | Notes |
---|---|---|
-rsf <path> | Valid file path | Specify the path to Rom Specification File(RSF). See below for creating RSF. |
-D<NAME>=<VALUE> | This is used to substitute where '$(<NAME>)' exists in the RSF files with '<VALUE>'. (Uppercase isn't a requirement) |
Crypto Arguments
Argument | Acceptable values | Notes |
---|---|---|
-target <target> | 't'/'d'/'p' | Specify key-chain. This affects encryption, signing and '-desc' template availability. t=test, suitable for homebrew. d=devkit(incomplete), suitable for devkits. p=retail(unusable), suitable for signing retail software? |
-ckeyid <index> | Any value between 0-255 (inclusive). | Overrides the default common key used to encrypt CIA title keys. |
-showkeys | none | Dumps loaded key-chain to stdout. |
NCCH Build Arguments
Argument | Acceptable values | Notes |
---|---|---|
-elf <file> | Valid file path | Specify ELF. See below for creating ELF. |
-icon <file> | Valid file path | Specify icon. |
-banner <file> | Valid file path | Specify banner. |
-desc <apptype>:<fw> | <apptype>='app'/'ecapp'/'demo'/'dlpchild'. <fw>='kernel version minor'. | Use a template for exheader/accessdesc. These are hard-coded, so not all firmwares have a template. A value from 1-7 can be used in place of 'kernel version minor'. A template shouldn't be used if the title needs 'special' permissions, the RSF must be configured fully. |
-exefslogo | none | Include logo in ExeFS. Required for usage on <5.0 systems. |
Arguments useful for rebuilding a NCCH file:
Argument | Acceptable values | Notes |
---|---|---|
-code <file> | Valid file path | Specify decompressed/plaintext exefs code binary. |
-exheader <file> | Valid file path | Specify plaintext exheader binary. |
-logo <file> | Valid file path | Specify logo. |
-plainrgn <file> | Valid file path | Specify NCCH plain-region. |
-romfs <file> | Valid file path | Specify an unencrypted RomFS binary. |
CCI Arguments
Argument | Acceptable values | Notes |
---|---|---|
-content <path>:<index> | <path>=Valid file path. <index>=Any value between 0-7 (inclusive) | Include a built NCCH file in the CCI container. '-i' can be used instead of '-content'. |
-devcci | none | Build a debug CCI? |
-nomodtid | none | Don't modify the TitleIds of NCCH files included to match NCCH0 |
-alignwr | none | Align the offset for the Card2 writable region to the end of the last NCCH in the CCI. |
CIA Arguments
Argument | Acceptable values | Notes |
---|---|---|
-content <path>:<index>:<id> | <path>=Valid file path. <index>=Any value between 0x0-0xFFFF (inclusive). <id>=Any value between 0x0-0xFFFFFFFF (inclusive) | Include a built NCCH file in the CIA container. If <id> isn't specified, it will be generated randomly. '-i' can be used instead of '-content'. |
-major <version> | Any value between 0-63 (inclusive) | Specify the version major for the title. This cannot be used with '-dver'. |
-minor <version> | Any value between 0-63 (inclusive) | Specify the version minor for the title. This cannot be used with '-dver'. |
-micro <version> | Any value between 0-15 (inclusive) | Specify the version micro for the title. |
-dver <version> | Any value between 0-4095 (inclusive) | Specify the or '-minor'. |
-dlc | none | Specify this flag when building a DLC CIA. |
-rand | none | Use a random title key to encrypt CIA content. |
Examples[edit]
General examples:
3ds To Cia Converter Rar
Create CXI
Create CFA
3ds To Cia Converter For Pc Program
Create CCI
Create CIA
Makerom supports building a NCCH file and including it automatically (as index 0) into a NCCH container:
Create CCI and CXI at the same time and include a CFA
Create CIA and CXI at the same time and include a CFA
Rebuilding CXI:
Creating RSF files[edit]
Convert Iso To Cia
Inspired by Nintendo's format for their makerom, a yaml configuration file is required for creating NCCH files. CIA/CCI can be created without using a RSF file, but default settings will be used.
For CXI, RSF files can be used to specify permissions, and access control settings. Makerom can use default settings by use of the '-desc' option, which removes the requirement for specifying them in the RSF file.
3ds To Cia Converter Pc
Sample RSF to be used with '-desc': download (link broken)
Sample RSF to be used without '-desc': download
Creating ELF files[edit]
The latest devkitARM used in conjunction with ctrulib can create ELF files compatible with makerom.
ELF files that are created using the official SDK are also supported by makerom.
Compiling Source[edit]
For Windows a MinGW-W64/MSYS build setup is required.
For Linux, gcc/g++/make must be installed.
3ds To Cia Converter On Pc
All additional libraries used by makerom (polarssl/libyaml) are included in the source, and are linked statically.