/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * */ #include "osystem.h" #include <3ds.h> int main(int argc, char *argv[]) { // Initialize basic libctru stuff gfxInitDefault(); cfguInit(); osSetSpeedupEnable(true); // consoleInit(GFX_TOP, NULL); g_system = new _3DS::OSystem_3DS(); assert(g_system); // Invoke the actual ScummVM main entry point // if (argc > 2) // res = scummvm_main(argc-2, &argv[2]); // else // res = scummvm_main(argc, argv); scummvm_main(0, nullptr); delete dynamic_cast<_3DS::OSystem_3DS*>(g_system); // Turn on both screen backlights before exiting. if (R_SUCCEEDED(gspLcdInit())) { GSPLCD_PowerOnBacklight(GSPLCD_SCREEN_BOTH); gspLcdExit(); } cfguExit(); gfxExit(); return 0; }