Hacking SWITCH NOOB PARADISE - Ask questions here

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Whats the current best way to dump games from my switch so that i have a backup file of them, i perviously used NXdump but it looks like that no longer works after i just updated to FW19.

I saw there was DBI which looks to work but looking at other threads it seems to possibly be malisious now, so wanting to avoid that one.
 
I saw there was DBI which looks to work but looking at other threads it seems to possibly be malisious now, so wanting to avoid that one.
There is no evidence of DBI having brick code. Nobody has ever mentioned they got bricked using it. It's just really scaremongering. But nobody has to use it, if they don't trust it.
 
Last edited by Dust2dust,
Is it bannable to play a game that's legitimately downloaded, but owned by a user which has a changed password and not logged in? I wasn't able to open this game before. Since testing sigpatches and syspatches, I'm able to open this game even after disabling and even fully deleting any patches. I havent connected to wifi. Anyone know what might be causing this behavior?
 
I apologize immediately for this question but I have no idea where to write since I am a total noob about the switch modding world. My question is very simple: let's say that I have a switch v2 modded with picofly. Now I can download, install switch games? I'm reading a lot around but my info are a bit confused. I know that there are different nand and cfw should run on a specific nand. Anyway what i want to do is use OFW to play online games like fifa or mario kart, and use the CFW to play games that dont require to go online. Just tell me anything to get me started to understand. Thank you
 
Quick question: in the past everyone and their mother said you should format sd cards in fat 32, regardless of size, I now plan on using a 1.5TB SD Card and am wondering if that's still the case. From what I've seen with benchmarks exfat is the faster file sysem, I know of the risks of data loss if you have a power outage or remove the card while it's being accessed, that's why you should always "safely remove" your USB sticks and sd cards on Windows. - but I think those risks still apply to fat32 as well.

So is there a good reason why I should use an antique file system like Fat32 on an up to date switch firmware?
 
I now plan on using a 1.5TB SD Card
going past 1TB will break some things, like tegra explorer being able to see the emuMMC. Invest the savings into a nice USB drive, so you can load up games from there if you're really running low.

I've seen with benchmarks exfat is the faster file sysem
FAT32 and exFAT are extremely similar and there is no performance difference. Especially not on the Switch, unless you're booting Android or Linux with ddr200 support. The main difference is that files larger than 4GB need to be split in FAT32, but everything on the Switch does that automatically, unless you plan to install NSPs larger than 4GB directly from SD. You're gonna be better served getting some flash storage for the USB port and using exFAT on there though.

So is there a good reason why I should use an antique file system like Fat32 on an up to date switch firmware?
Yes. Nintendo's FAT32 userspace driver is more mature. This isn't just for "ejecting" storage, but also for homebrew that might be writing to your SD card. Unlike with the 3DS, Switch apps do not have the ability to keep you from hitting the home button and suspending whatever is running, which opens you up for more random corruption. That aside, there's no marked technical difference that'd make exFAT a better choice aside from file size limits.

Don't make technical decisions based on gut feelings or because something is newer. Or at least don't be surprised if your data is gone.
 
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I apologize immediately for this question but I have no idea where to write since I am a total noob about the switch modding world. My question is very simple: let's say that I have a switch v2 modded with picofly. Now I can download, install switch games? I'm reading a lot around but my info are a bit confused. I know that there are different nand and cfw should run on a specific nand. Anyway what i want to do is use OFW to play online games like fifa or mario kart, and use the CFW to play games that dont require to go online. Just tell me anything to get me started to understand. Thank you
is simple, if you do not own the games then dont go online and play only on cfw offline
 
going past 1TB will break some things, like tegra explorer being able to see the emuMMC. Invest the savings into a nice USB drive, so you can load up games from there if you're really running low.
So, 1.5TB can cause problems, well I'll keep the 1.5TB in my Odin2 then, I ordered a fast 1TB SD Card on Black Friday anyway, thought about switching it for the odin2 since I won't do much Switch emulation on it with a picofly OLED Switch at my disposal but then I can fill it up with Wii/GCN/PS2 ISOs I guess :)

I already have a 2TB USB C SSD, so I can install from that directly? Never tried it, bought that for my odin2. I guess I'll just format the SD card in Fat 32 then, I suppose using Rufus with 64Kbit cluster size is the best way, right? That's what I did for my 3DS and never ran into any issues. -That said, my old Switch SD Card has been exfat for the last 5 years and didn't give me any trouble but if Nintendos exfat drivers suck compared to fat32 I might as well format it in fat32 then.

The speed difference I saw in some PC benchmarks, it's basically between 3 and 9% faster using exfat, according to the results I've seen. That said, the Switch is probably limiting everything with its weak CPU anyway.
 
Quick question: in the past everyone and their mother said you should format sd cards in fat 32, regardless of size, I now plan on using a 1.5TB SD Card and am wondering if that's still the case. From what I've seen with benchmarks exfat is the faster file sysem, I know of the risks of data loss if you have a power outage or remove the card while it's being accessed, that's why you should always "safely remove" your USB sticks and sd cards on Windows. - but I think those risks still apply to fat32 as well.

So is there a good reason why I should use an antique file system like Fat32 on an up to date switch firmware?

You can use 1.5TB just fine on the switch, don't use exFAT though, just stick with FAT32, since you can do everything on FAT32 that you can do on exFAT.
 
You can use 1.5TB just fine on the switch, don't use exFAT though, just stick with FAT32, since you can do everything on FAT32 that you can do on exFAT.
If you don't use TE or TE scripts with your emuMMC partition, sure.

I already have a 2TB USB C SSD, so I can install from that directly?
Most title installers can do it. Some do not like if you have a lot of files (e.g. TinWoo and family), and some are fine with the entire thing loaded up (DBI, Tinfoil)

That said, my old Switch SD Card has been exfat for the last 5 years and didn't give me any trouble but if Nintendos exfat drivers suck compared to fat32 I might as well format it in fat32 then.
Okay, let me actually explain. exFAT makes a trade of safety for speed. FAT32 has two copies of the file allocation table, while exFAT only has one. This matters for performance on devices that can reach the full 10 Gbps (or more on Thunderbolt) that you may get with external drives. It does NOT matter for the SD card reader in the switch. Having only one copy means that if you interrupt a write at a bad time, you're left with a corrupt table, and no backup. The Switch exFAT driver has supposedly become much better compared to the launch version (exFAT was added in an update), but it still has this easier potential for corruption, especially with homebrew.

It's just doesn't provide any practical advantages to use exFAT that are worth the risk.

I suppose using Rufus with 64Kbit cluster size is the best way, right?

You should format in Hekate, even if you don't want a partition-based emuMMC for some reason. It will select the best defaults for you and also lets you setup Linux/Android partitions if you plan on trying that.

64k clusters isn't very relevant anymore. The 3DS read the entire File Allocation Table in slow mode on boot, which is based on total sector count divided by cluster count. It just made the FAT smaller and thus the 3DS boots faster.
 
HI all!
I’m having an issue where my switch oled boots into emu-nand but not ofw/cfw sysnand. I’ve already tried creating a new emunand and dumping the nand again, and everything seemed to go fine. The console was booting into ofw without any issues prior to installing the modchip.

My fuse info shows: 20 | 0 - HOS: 19.0.0+.

What should i do? Thanks!
 
HI all!
I’m having an issue where my switch oled boots into emu-nand but not ofw/cfw sysnand. I’ve already tried creating a new emunand and dumping the nand again, and everything seemed to go fine. The console was booting into ofw without any issues prior to installing the modchip.

My fuse info shows: 20 | 0 - HOS: 19.0.0+.

What should i do? Thanks!

What modchip?
 
Hello, I am brand new here. I am having trouble with ACNH restore files. I have refreshed my switch (a V1), made sure, atmosphere, HB, bootloader etc is fresh and updated. backed up my NAND, did an emummc generation and am running emummc cfw. I installed JKSV, loaded up my restore files/ island files that I want to load into the JKSV file folder.

I made a new user file, launched ACNH to get the save file to appear in JKSV.

Closed ACNH, went to JKSV in full ram mode. (though i read this should work in applet mode as well), scrolled to ACNH on the Device tab, located the restore file, hit restore, waited.
Closed down JKSV, launched ACNH and it will not load the save file I restored.
It continues to act as if its brand new and theres no save file and wants me to start again.

Am I missing a step here? I did read somewhere that you have to change the Island/playerID to match the profile save, but this was an old post and I could not find a way to even do this.

Any help would be wonderful, thank you in advanced.:D
 
Hey friends! I just got an issue with emummc taking a while to load up to the switch logo, here's what I did prior:

I usually move stuff and edit stuff on the SD card using my windows PC, but yesterday had used my Mac to do so. All I did was update the contents folder of atmosphere with all the titles that the current GBA temp cheat file had, and then I ejected my switch like normal. (I was using the USB option in Hekate)

Before I did this, loading into emummc and the atmosphere logo, the black screen up until the Nintendo switch logo would only take a few seconds up to 30 seconds to load.

After doing the contents transfer on the SD card like I said, from that atmosphere logo up to the Nintendo switch logo takes about triple that time now. Which is kind of ridiculous.

I was curious if I have borked my SD card? It's a 512gb SanDisk if that makes a difference.

And for reference, my console has been on 19.0.0 latest atmosphere update throughout this entire process. And everything else is updated too.

Any answers would be helpful! Thanks!
 
Most title installers can do it. Some do not like if you have a lot of files (e.g. TinWoo and family), and some are fine with the entire thing loaded up (DBI, Tinfoil)

According to this conversation, Tinwoo issues with crashing on multiple files is the fault of the users PC. LOL! If that was the case other installers would also have the same problems but they don't. Fact is, that family of installers has some garbage code that causes it and no one has been able to figure out what it is. At the same time, it's not really an issue unless a person is installing multiple files on a regular basis. TinWoo (usually) works great for me installing a game, update, and maybe a small DLC or two. But if I try to load up a bunch of files, it will at some point fail on transferring them. I say usually because I've also had it fail at times with installing a small list with just a few files.

https://github.com/mrdude2478/Tinwoo-Release/issues/2
 
According to this conversation, Tinwoo issues with crashing on multiple files is the fault of the users PC. LOL! If that was the case other installers would also have the same problems but they don't. Fact is, that family of installers has some garbage code that causes it and no one has been able to figure out what it is. At the same time, it's not really an issue unless a person is installing multiple files on a regular basis. TinWoo (usually) works great for me installing a game, update, and maybe a small DLC or two. But if I try to load up a bunch of files, it will at some point fail on transferring them. I say usually because I've also had it fail at times with installing a small list with just a few files.

https://github.com/mrdude2478/Tinwoo-Release/issues/2
I have a drive with about 500 files on it. The problem isn't bulk installing, it's that marking a file takes 20 seconds during which the installer is frozen and the initial load takes a good minute (also frozen on the main menu).
 

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