And now your load times are as fast as stock?
So did you switch to an installed smash?Yeah pretty much took longer with my cart though.
So did you switch to an installed smash?
Alright, my speeds seem to be fine now, but I'm still doing more testing, thanks for your help!At first I tried with a installed version of the Japanese version of Smash 4 and I just tried my european cart and loaded pretty much like if it was running normally the installed version loaded custom stuff faster though to what I can tell.
Alright, my speeds seem to be fine now, but I'm still doing more testing, thanks for your help!
No problem! It desperately needed to be updated, so I thought, why the hell not?You are welcome thanks for the guide btw
@ih8ih8sn0w If it isn't too much trouble, do you mind running H2testw on your SD card so you can compare with my speeds? (make a backup first, you might lose stuff on there because it writes stuff)
As you can see, I only tested 3000MB instead of my full 64, but my read speeds seem fine to me, and saltySD doesn't write.Code:Warning: Only 3000 of 61151 MByte tested. Test finished without errors. You can now delete the test files *.h2w or verify them again. Writing speed: 26.3 MByte/s Reading speed: 42.9 MByte/s H2testw v1.4
Warning: Only 256 of 121371 MByte tested.
Test finished without errors.
You can now delete the test files *.h2w or verify them again.
Writing speed: 15.0 MByte/s
Reading speed: 29.3 MByte/s
H2testw v1.4
To completely edit textures, you need to generate your own mipmaps (otherwise, you get graphical issues with the original textures trying to be rendered). Since there is no easy way to just edit tex files, you need to open them in smashtex. The only way to do that is to create your own tex file with a header for etc1, import a smaller size of your modified texture, then edit it into the bch. Hopefully this will be something that is included in ohana3ds, but that won't be for a while .Sorry it took me so long to respond. I did notice the sample header at the bottom. I am just confused because I did the following:
1. Exported all textures, edited all textures, and then imported them all back in.
2. Did the math with the offsets. (First: 0x4500 Last: 0x1E77F Difference: 0x1A27F Rounded: 0x20000)
I am stuck on the part with the 80 byte header. Maybe I am just stupid and don't understand.
And thanks for you help through this process
Sweet! Thank you!fsr it went down in speed from when I backed up my nand and moved a large cia (doing these had similar read/write speeds as yours). I would have used a larger block to test, but I didn't want to wait that long.Code:Warning: Only 256 of 121371 MByte tested. Test finished without errors. You can now delete the test files *.h2w or verify them again. Writing speed: 15.0 MByte/s Reading speed: 29.3 MByte/s H2testw v1.4
To completely edit textures, you need to generate your own mipmaps (otherwise, you get graphical issues with the original textures trying to be rendered). Since there is no easy way to just edit tex files, you need to open them in smashtex. The only way to do that is to create your own tex file with a header for etc1, import a smaller size of your modified texture, then edit it into the bch. Hopefully this will be something that is included in ohana3ds, but that won't be for a while .
No problem man, I'm glad you got whatever you wanted working properly@Yudowat and @ih8ih8sn0w
I just wanted to thank you guys. Thanks for the awesome tutorial. I would screen shot my new texture but can't . Thanks again
Please doDo you guys think it would be worthwhile to put my .mbn research into a tool to convert edited .obj versions of the exported models into in-game usable models? Or should I wait for someone more professional to do something better? (serious question)
Just curious, have you found what determines the color in chara_down? I haven't looked into it yet, but it would be sorta annoying to have just those changing.I made a quick Python script to change the hand and coin color. It should be released by the end of the week if testing is successful.
You mean like this?Just curious, have you found what determines the color in chara_down? I haven't looked into it yet, but it would be sorta annoying to have just those changing.
The values are actually RGB, but you need to take a darker shade of the color to workYeah