Homebrew svdt: save data explorer/manager

meladroit

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I had the same problem and deleting the file instead of overwriting worked.
Okay, then. It's a minor problem that should be fixed relatively easily, when I get to it.

As for issues with ACNL, SSB, etc ... Not entirely sure what to make of that. I can try this out later with a wider range of gamecards, and see if I can figure out anything, but I can't promise much.
 
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meladroit

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Okay, then. It's a minor problem that should be fixed relatively easily, when I get to it.

As for issues with ACNL, SSB, etc ... Not entirely sure what to make of that. I can try this out later with a wider range of gamecards, and see if I can figure out anything, but I can't promise much.
Overwrite is fixed! (It was an unbelievably simple fix that involved moving two lines of code up a little.)

I'm going to spend a bit of time looking at different gamecards now and seeing what works and what doesn't. Unfortunately ACNL doesn't work for me either, and it's definitely failing in a way that isn't conducive to easy debugging ...

EDIT: Loading ACNL fails the same way that it does in profi200's save_manager. The one difference is that if I mash buttons in a way that should dump the save data onto SD, it works for save_manager but not svdt. That's kind of sad, actually ... I may have to rebind some keys and/or try to implement some kind of emergency mode that works like save_manager.
 
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meladroit

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why do you put all your brew in pictures of 3ds carts
Well, the icon for 3DS_mandelbrot isn't trapped in a cart. It's not that great either, though.

That aside, I've now pushed a change to the GitHub repo that introduces an emergency mode for games like ACNL that break svdt. (Could it be a framebuffer format issue? It seems to break at gfxInitDefault().) It's a bit of a hassle and lacks all the pretty coloured text, but basically:
  • Hold down L while starting svdt, and you automatically get a time-stamped directory in the SD root with all the contents of the target save data.
  • If you want to inject data, you'll have to put all files you want to inject in a directory named svdt_inject placed in the SD root. Hold down R while starting svdt, and svdt will copy all files from that directory over to the target save data.
I've tested that this works with a few games, including ACNL. (I think you can tell when it's done because the screen glitches around ever so subtly.) So now, even if you can't poke at the save data in the usual interactive way, you can use the emergency mode to dump or inject save data with svdt. save_manager was already capable of this, but now svdt's feature set is now definitely a superset of save_manager's feature set. I don't know if the additional features I've thrown in are really useful to anyone, mind you, but they're there if anyone wants them.
 
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suloku

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Why not trying to contact smealum about this project? Maybe he will take enough interest to apply what he implemented in tdvs to your program (i.e. he found why ACNL and other crash and fixed them), he didn't release tdvs because he lost its source and save_manager was already out
 

meladroit

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Is this better than save_manager?
The best thing I can say about svdt is that it has more features. You can delete files and directories in save data, for example, which I happen to think is nice for games that don't offer a 'wipe save data' option. Plus, as long as you aren't thrown to some glitchy screen by games like ACNL, this is more interactive than save_manager. You can copy individual files or directories from/to anywhere in the SD card, rather than being restricted to a single 'saveDataBackup' folder.

Does that make it better? Is that more useful? Not by much, as it turns out. Save data is usually very simply structured. Pokémon games just have a single 'main' file at root. Level-5 games have a file at root for each save slot plus a 'head.yw' or 'head.lt5dx'-type file (the extension describes the game—Yo-Kai Watch, Layton 5, etc.). ACNL has a bunch of .dat files, all at root. Cubic Ninja frankly has the most sophisticated save data I've seen, because it bothers to put things in directories. Plus, it's not like there's a lot of save data for each game—save data space is frankly extremely limited. There really isn't much need for a save data 'explorer' because there isn't a lot of save data to explore, and it's all laid out relatively simply.

Of course, svdt can also simply dump all target save data onto a folder on your SD card, like save_manager. It's worth noting that unlike save_manager, svdt throws save data dumps into time-stamped directories so that data for different games remain separated. Plus, even if you do somehow mess up injecting save data and run out of space, svdt can delete files for you (again, except in games like ACNL ... even though I could put in an option to wipe all save data without intervention for those games, I really don't think that's desirable).
 

arbalest876

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Can this tool dump the new games'(Super Robot Wars BX etc.) saves?(I'm not at home,so I can't try it.)

I have tryed using save_manager to dump the save of Super Robot Wars BX.But when I open the savedata with UE,the data looks decrypted(?).
Then I tryed many 3ds cards,I found that save_manager didn't support the games which released after June.
 

SomeGamer

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The best thing I can say about svdt is that it has more features. You can delete files and directories in save data, for example, which I happen to think is nice for games that don't offer a 'wipe save data' option. Plus, as long as you aren't thrown to some glitchy screen by games like ACNL, this is more interactive than save_manager. You can copy individual files or directories from/to anywhere in the SD card, rather than being restricted to a single 'saveDataBackup' folder.

Does that make it better? Is that more useful? Not by much, as it turns out. Save data is usually very simply structured. Pokémon games just have a single 'main' file at root. Level-5 games have a file at root for each save slot plus a 'head.yw' or 'head.lt5dx'-type file (the extension describes the game—Yo-Kai Watch, Layton 5, etc.). ACNL has a bunch of .dat files, all at root. Cubic Ninja frankly has the most sophisticated save data I've seen, because it bothers to put things in directories. Plus, it's not like there's a lot of save data for each game—save data space is frankly extremely limited. There really isn't much need for a save data 'explorer' because there isn't a lot of save data to explore, and it's all laid out relatively simply.

Of course, svdt can also simply dump all target save data onto a folder on your SD card, like save_manager. It's worth noting that unlike save_manager, svdt throws save data dumps into time-stamped directories so that data for different games remain separated. Plus, even if you do somehow mess up injecting save data and run out of space, svdt can delete files for you (again, except in games like ACNL ... even though I could put in an option to wipe all save data without intervention for those games, I really don't think that's desirable).
Thanks a lot! I'll try this. Though I never had any glitch screens with save_manager.
 

meladroit

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Can this tool dump the new games'(Super Robot Wars BX etc.) saves?(I'm not at home,so I can't try it.)
There's no fundamental difference from save_manager in how this accesses saves, so no. It's just supposed to be more user-friendly.

could you update it to work with nds games
Not unless the homebrew launcher lets me select DS games as target apps.

This doesn't allow us to delete the secure value either, right?
Probably not? The anti savegame restore stuff isn't exposed in ctrulib (yet), as far as I know, and I'm not going to be competent enough to implement it. (That, and I don't think I have digital versions of games that use it.)

Is it possible to output automatically into folds named after the game titile?
I'd like to do that eventually (or at least use the game product code), but I just haven't gotten to it yet.
 

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