Although I don't believe it will work to replace the DSTwo launcher. I haven't figured out how to do that (let me know if anyone's replaced the DSTwo menu with hbmenu before).It work on dstwo?
Although I don't believe it will work to replace the DSTwo launcher. I haven't figured out how to do that (let me know if anyone's replaced the DSTwo menu with hbmenu before).It work on dstwo?
I would merely call this project as sleeping. I still have plans to continue development it's just that I have more projects to cycle through before I once again focus on this .Is this dead?
Beyond UI and settings I plan to add a centralized homebrew store to download games. I could look into launching slot 1 cards but it could be difficult to do such a thing without a working hacked DSi to test it on. A while ago Gadorach very generously offered to mod mine. Unfortunately, most likely due to shipment, the software no longer boots up (but rather displays "FF00FF"). So if anything I could try booting slot 1 from a regular DS by live-swapping the cartridges when using a dummy file explorer to prevent the need for a cartridge while running. Either way, as you mentioned, I plan on working on the easy stuff first .You have anything beyond animation/UI stuff planned for this? One of the things I might suggest is perhaps some kind of slot-1 launching feature for those using this as DSiWare? Being that it's now possible to run hbMenu directly from TWLN as DSiWare on Nintendo 3DS,
The ability to "launch" slot-1 could be useful. It may not work properly in DSi mode, so perhaps have it detect if it's running in NTR mode and if DLDI init failed (which would definitely occur in NTR mode since 3DS SD card is not accessible in NTR mode) then enable this feature. That would be an easy way to section off this feature to 3DS users running this in NTR mode for the purpose of launching something from slot-1. It would bring back a lot of the older DS flashcarts. I've had a few "launchers" made, but it seems there's quite a few carts that need direct launching for them to work properly.
Perhaps look into how NitroHax does things? I do know that in NTR mode slot-1 is accessible! If that wasn't the case, none of my launchers would have worked.
NitroHax won't work without DLDI working, so I couldn't test if NitroHax can correctly launch a slot-1 game or not on a Nintendo 3DS in NTR mode.
This is a tall order to try and implement though. I say save it until after you've done the UI stuff you already had planned for this.
You must mean GadorachBeyond UI and settings I plan to add a centralized homebrew store to download games. I could look into launching slot 1 cards but it could be difficult to do such a thing without a working hacked DSi to test it on. A while ago Cherry Pie very generously offered to mod mine. Unfortunately, most likely due to shipment, the software no longer boots up (but rather displays "FF00FF"). So if anything I could try booting slot 1 from a regular DS by live-swapping the cartridges when using a dummy file explorer to prevent the need for a cartridge while running. Either way, as you mentioned, I plan on working on the easy stuff first .
Beyond UI and settings I plan to add a centralized homebrew store to download games. I could look into launching slot 1 cards but it could be difficult to do such a thing without a working hacked DSi to test it on. A while ago Cherry Pie very generously offered to mod mine. Unfortunately, most likely due to shipment, the software no longer boots up (but rather displays "FF00FF"). So if anything I could try booting slot 1 from a regular DS by live-swapping the cartridges when using a dummy file explorer to prevent the need for a cartridge while running. Either way, as you mentioned, I plan on working on the easy stuff first .
Haha, yes; I've always struggled with names xD. I apologize, Gadorach (I got your name right this time ).You must mean Gadorach
Yeah, I'm still using an old DS Lite xD. So not much hope there. About the link, I don't see it as being much use considering I couldn't find the source code. However, NitroHax is open source.Your working on a DSi? Interseting. It's rare to see devs still working on one. I was speaking of 3DS and this is impossible to do on DSi because Sudoku and all other SD based games don't have slot-1 access. Only via hacked TWL_FIRM on a 3DS can access control settings be changed to enable slot-1. If you don't have a 3DS, then at this point you won't really be able to test anything.
It was worth a shot suggesting it though.
Speaking of, this does work as a slot-1 launcher:
http://filetrip.net/nds-downloads/applications/download-launch-ds-cart-f5710.html
However it only works if I use my special cart swapper passme device to re-init cart on slot-1 (it's a 3 cart swapper device I bought off Amazon. It lets you put 3 cards in and let you swap between them with a switch. I used it on my n3DS to facilitiate DS rom dumping because it allows me to "reinsert" the cartridge virtuall via an external device without tripping the main slot contacts that disables the slot if the cart is ejected)
If card init can be worked around, it can be used to launch EVERYTHING. All the old flashcarts could be revived. But there's a barrior to work around. That launcher is based on NitroHax by the way.
I still have your address. One of these days, I'm going to send you a modded DSi XL. Heck, I keep running out of time lately, to the point where I haven't had time to finish Team Fail's DSi XL either. School's great, but it sucks at the same time. Hurray for the upcoming Easter weekend though, I won't have any assignments to bog me down hahaHaha, yes; I've always struggled with names xD. I apologize, Gadorach (I got your name right this time ).
Yeah, I'm still using an old DS Lite xD. So not much hope there. About the link, I don't see it as being much use considering I couldn't find the source code. However, NitroHax is open source.
That's incredible! I couldn't thank you enough. If there's anything in particular you would like me to focus on with Aura Launcher I can give it a shot! By the way, same address .@Wolfgange and @Team Fail I literally just finished both of your DSiXLs. If either of you moved since the last time I send you something, send me a message and I'll send them to your new addresses. I'll be sending them on Monday with tracked, insured, priority shipments, so you can watch them on the way. Sorry for the wait!
Perfect, and I found out that teamtwiizers save injector site is messed up now, and won't inject hacked saves, so you need to actually do all the manual injection of the saves and everything now when you're title downgrading.That's incredible! I couldn't thank you enough. If there's anything in particular you would like me to focus on with Aura Launcher I can give it a shot! By the way, same address .
What homebrew is working for you?MineDS running on your (left) and Team Fail's (right) DSiXLs.
To which I should mention, only runs the emulator version and it errors trying to save. I figure you'll be fixing that when you get the DSi back haha
Well, MineDS, kinda, AuraLauncher, and probably more but I haven't really checked. I can, however, guarantee that anything that needs DLDI patching will not work, period. That's what we really need here, DLDI patching included in Aura, or just branch Wood and make it into a new Aura Launcher.What homebrew is working for you?
What didn't work in Mine DS? And I'm taking a look at DLDI auto patching.Well, MineDS, kinda, AuraLauncher, and probably more but I haven't really checked. I can, however, guarantee that anything that needs DLDI patching will not work, period. That's what we really need here, DLDI patching included in Aura, or just branch Wood and make it into a new Aura Launcher.
Though the game loads up just fine with the emulator version (regular has a huge red screen crash at boot), it immediately errors when you try to save the game from the in-game menu. The exact error message is "Failed to save game", after which the audio becomes corrupt for about half a second, before reloading and continuing as normal. The game otherwise plays just fine though. I'd like to see if you can implement a proper Minecraft 3D-rendered port in DSi mode at some point though, that would be cool. Something like DSCraft, but with all the finished features ideally hahaWhat didn't work in Mine DS? And I'm taking a look at DLDI auto patching.
OK, yeah that makes sense considering the regular version requires FAT and as expected, the emulator version requires FAT to save. Yes, a 3D port would be great (Primarily for redstone IMO) and smea wrote up that nice article on how it should be done. I hope to ultimately endeavor to complete that but it all comes in steps.Though the game loads up just fine with the emulator version (regular has a huge red screen crash at boot), it immediately errors when you try to save the game from the in-game menu. The exact error message is "Failed to save game", after which the audio becomes corrupt for about half a second, before reloading and continuing as normal. The game otherwise plays just fine though. I'd like to see if you can implement a proper Minecraft 3D-rendered port in DSi mode at some point though, that would be cool. Something like DSCraft, but with all the finished features ideally haha
Pretty much, it's a pretty big undertaking. I'm a lot better at microcontroller programming than I am at graphics and games, so I'm not sure how much of a help I'd be there hahaOK, yeah that makes sense considering the regular version requires FAT and as expected, the emulator version requires FAT to save. Yes, a 3D port would be great (Primarily for redstone IMO) and smea wrote up that nice article on how it should be done. I hope to ultimately endeavor to complete that but it all comes in steps.
Font.o: In function `Font::load(glImage*, unsigned int, unsigned int const*, GL_
TEXTURE_TYPE_ENUM, int, int, int, int, unsigned short const*, unsigned char cons
t*)':
c:/Users/Spenser/Desktop/Aura-Launcher-master/source/graphics/Font.cpp:28: multi
ple definition of `Font::load(glImage*, unsigned int, unsigned int const*, GL_TE
XTURE_TYPE_ENUM, int, int, int, int, unsigned short const*, unsigned char const*
)'
font.o:c:/Users/Spenser/Desktop/Aura-Launcher-master/source/graphics/Font.cpp:28
: first defined here
Font.o: In function `Font::print(int, int, char const*)':
c:/Users/Spenser/Desktop/Aura-Launcher-master/source/graphics/Font.cpp:49: multi
ple definition of `Font::print(int, int, char const*)'
font.o:c:/Users/Spenser/Desktop/Aura-Launcher-master/source/graphics/Font.cpp:49
: first defined here
Font.o: In function `Font::print(int, int, int)':
c:/Users/Spenser/Desktop/Aura-Launcher-master/source/graphics/Font.cpp:61: multi
ple definition of `Font::print(int, int, int)'
font.o:c:/Users/Spenser/Desktop/Aura-Launcher-master/source/graphics/Font.cpp:61
: first defined here
Font.o: In function `Font::getCenteredX(char const*)':
c:/Users/Spenser/Desktop/Aura-Launcher-master/source/graphics/Font.cpp:70: multi
ple definition of `Font::getCenteredX(char const*)'
font.o:c:/Users/Spenser/Desktop/Aura-Launcher-master/source/graphics/Font.cpp:70
: first defined here
Font.o: In function `Font::printCentered(int, char const*)':
c:/Users/Spenser/Desktop/Aura-Launcher-master/source/graphics/Font.cpp:79: multi
ple definition of `Font::printCentered(int, char const*)'
font.o:c:/Users/Spenser/Desktop/Aura-Launcher-master/source/graphics/Font.cpp:79
: first defined here
Font.o: In function `Font::printCentered(int, int)':
c:/Users/Spenser/Desktop/Aura-Launcher-master/source/graphics/Font.cpp:91: multi
ple definition of `Font::printCentered(int, int)'
font.o:c:/Users/Spenser/Desktop/Aura-Launcher-master/source/graphics/Font.cpp:91
: first defined here
collect2.exe: error: ld returned 1 exit status
make[1]: *** [/c/Users/Spenser/Desktop/Aura-Launcher-master/Aura-Launcher.elf] E
rror 1
make: *** [build] Error 2