Homebrew [Release] Homebrew Launcher with grid layout

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No, It's just called a ".bin" file because I wanted to make sure that users read the instructions on how to create them. It can't be any type of WAV file, it has to be a specific mono 16 bit signed PCM wav file. Pretty specific, but it works.

Well the problem was that I exported it as a .wav and then I renamed it to BGM.bin. You export it as BGM.bin. Should clarify that in the instructions.
 
Gah! I woke up and there was 6 more pages of posts! @mashers, I'm glad you got my changes working!
Hey buddy! Yep all working great now :)

I think that's because I compiled without the "great-refactor" branch. Should I be doing that instead?
You will need to now, I'm afraid, otherwise your fork will no longer be compatible with mine. Best bet is probably to update to great-refactor and then re-clone the main gridlauncher repo, as this has already been updated to support great-refactor, and includes all of your changes :)

This makes me happy!
Me too ;)

@mashers Check your github, you might need to change your README.md to more accurately represent what you have done. You copied my differences category, which was the differences between yours and mine!
Oh yeah. I've still got the original one. I'll upload it again later.

Hah! It works BTW. I've now got movesound.bin and selectsound.bin working. I'll be committing this update shortly.

I think there should be a separate ignoredtitles for R4 and HANS launching, as well as title selecting.
Having a separate ignoredtitles.txt would mean having a separate settings entry for HANS and title menu... Is this how you think it should work?
 
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Having a separate ignoredtitles.txt would mean having a separate settings entry for HANS and titl
Yeah, just like that! Can your launcher detect if a title is an applet?

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But, to tell you the truth, I only launch titles with HANS! :P
 
Does anybody know what values are valid for the channel parameter of cSndPlaySound?

Code:
Result csndPlaySound(int chn, u32 flags, u32 sampleRate, float vol, float pan, void* data0, void* data1, u32 size);

I'm having a problem where playing the select or move sounds stop the background music playing, so I'm guessing that they need to play on a different channel, but if I set them to 9 and 10 respectively (with the BGM on 8) then they don't play.

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Oh wait, they were playing but I couldn't hear them over my BGM :rofl2:
 
Ok dudes, beta 87 is now available on the online updater. This update adds move and select sound effect support. Place the files movesound.bin and selectsound.bin in your theme folder. The files need to be in the same format as BGM.bin. Your themes will then play the sounds when moving around the grid and selecting apps :)

There's no icon and its name is hans.3dsx.I'll post a screenshot.
That means you need to change the path to the smdh file in the xml file so it points to the full path to the smdh, including its folder in /gridlauncher.
 
This update adds move and select sound effect support.
Totally great! Can't wait to see the new themes that come out with this one.
You will need to now, I'm afraid, otherwise your fork will no longer be compatible with mine. Best bet is probably to update to great-refactor and then re-clone the main gridlauncher repo, as this has already been updated to support great-refactor, and includes all of your changes :)
I'll go ahead and do that now and see what else I come up with.
 
Ok dudes, beta 87 is now available on the online updater. This update adds move and select sound effect support. Place the files movesound.bin and selectsound.bin in your theme folder. The files need to be in the same format as BGM.bin. Your themes will then play the sounds when moving around the grid and selecting apps :)


That means you need to change the path to the smdh file in the xml file so it points to the full path to the smdh, including its folder in /gridlauncher.
What do you mean by move and select. Like - when you click a button it plays a sound but when it transitions it plays another. Also, can you update the op for instructions... Maybe include it in the grid launcher help section as well :) Also, look at your straw poll dude!
 
Totally great! Can't wait to see the new themes that come out with this one.
Me too :) I used crap stock sounds for mine, but am just downloading rips of all the DKC sound effects :) By the way, I refactored your audio code so the loading functions took a struct as a parameter, with the struct containing the audio buffer, length and channel. I also moved it into a separate file (sound.c/sound.h) so it's not in themegfx any more.

I'll go ahead and do that now and see what else I come up with.
Please do! If you need any help getting great-refactor working let me know. I had a headache with it this morning but managed to get it sorted with the help of some of the guys here :)

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What do you mean by move and select. Like - when you click a button it plays a sound but when it transitions it plays another. Also, can you update the op for instructions... Maybe include it in the grid launcher help section as well :) Also, look at your straw poll dude!
The move sound is when you press any button on the dpad or the shoulder buttons. The select sound is when you launch something from a grid. And holy shit, the straw poll! :)

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Such a big update! Can't wait to get home and make some new themes. I was waiting for that feature. Thanks as always @mashers and thanks for your awesome work too @RedHat :yay:
Thanks buddy! TBH this update is almost entirely down to @RedHat. I just merged it, fixed my own build environment, then refactored his code a bit to allow it to load the sound effects. But the hard work was done by RedHat :)
 
Me too :) I used crap stock sounds for mine, but am just downloading rips of all the DKC sound effects :) By the way, I refactored your audio code so the loading functions took a struct as a parameter, with the struct containing the audio buffer, length and channel. I also moved it into a separate file (sound.c/sound.h) so it's not in themegfx any more.


Please do! If you need any help getting great-refactor working let me know. I had a headache with it this morning but managed to get it sorted with the help of some of the guys here :)

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The move sound is when you press any button on the dpad or the shoulder buttons. The select sound is when you launch something from a grid. And holy shit, the straw poll! :)

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Thanks buddy! TBH this update is almost entirely down to @RedHat. I just merged it, fixed my own build environment, then refactored his code a bit to allow it to load the sound effects. But the hard work was done by RedHat :)
Your making 213 people happy! Keep it up!
 
Me too :) I used crap stock sounds for mine, but am just downloading rips of all the DKC sound effects :) By the way, I refactored your audio code so the loading functions took a struct as a parameter, with the struct containing the audio buffer, length and channel. I also moved it into a separate file (sound.c/sound.h) so it's not in themegfx any more.
Thank you! My code was all over the place and I really quickly went over your source code. You sure have done a lot!
Please do! If you need any help getting great-refactor working let me know. I had a headache with it this morning but managed to get it sorted with the help of some of the guys here :)
Hold my juice box, I'm going in.
 

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