#include #include #include //See also libnx set.h. int main(int argc, char **argv) { u64 LanguageCode=0; SetLanguage Language=SetLanguage_ENUS; consoleInit(NULL); // Configure our supported input layout: a single player with standard controller styles padConfigureInput(1, HidNpadStyleSet_NpadStandard); // Initialize the default gamepad (which reads handheld mode inputs as well as the first connected controller) PadState pad; padInitializeDefault(&pad); Result rc = setInitialize(); if (R_FAILED(rc)) printf("setInitialize() failed: 0x%x.\n", rc); if (R_SUCCEEDED(rc)) { //Get system language. rc = setGetSystemLanguage(&LanguageCode); if (R_FAILED(rc)) printf("setGetSystemLanguage() failed: 0x%x.\n", rc); } if (R_SUCCEEDED(rc)) { printf("setGetSystemLanguage() LanguageCode: %s\n", (char*)&LanguageCode); // Convert LanguageCode to Language. Use this if you need IDs, not strings. rc = setMakeLanguage(LanguageCode, &Language); if (R_FAILED(rc)) printf("setMakeLanguage() failed: 0x%x.\n", rc); } if (R_SUCCEEDED(rc)) { printf("Language: %d\n", Language); // Converts the input Language to LanguageCode. rc = setMakeLanguageCode(SetLanguage_JA, &LanguageCode); if (R_FAILED(rc)) printf("setMakeLanguageCode() failed: 0x%x.\n", rc); } if (R_SUCCEEDED(rc)) printf("New LanguageCode: %s\n", (char*)&LanguageCode); // Main loop while(appletMainLoop()) { // Scan the gamepad. This should be done once for each frame padUpdate(&pad); // Your code goes here // padGetButtonsDown returns the set of buttons that have been newly pressed in this frame compared to the previous one u64 kDown = padGetButtonsDown(&pad); if (kDown & HidNpadButton_Plus) break; // break in order to return to hbmenu consoleUpdate(NULL); } setExit(); consoleExit(NULL); return 0; }