1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
|
/* 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);
g_system->destroy();
// Turn on both screen backlights before exiting.
if (R_SUCCEEDED(gspLcdInit())) {
GSPLCD_PowerOnBacklight(GSPLCD_SCREEN_BOTH);
gspLcdExit();
}
cfguExit();
gfxExit();
return 0;
}
|