Homebrew [RELEASE] BootAnim9 - Custom boot animations for your 3DS!

  • Thread starter Thread starter Wolfvak
  • Start date Start date
  • Views Views 331,657
  • Replies Replies 1,434
  • Likes Likes 75
Status
Not open for further replies.
I'm having too much fun with this :P
IgJ0B58.gif

4nxdIkr.gif


vape nation , h3h3 ! papa bless ! XD.

alright guys, how is the animation speed? still super slow or not?
 
How can I update my a9lh for screen init? I paste the this program but my console only show black screen, without boot the cfw
 
How can I update my a9lh for screen init? I paste the this program but my console only show black screen, without boot the cfw
1. Are you sure that you placed your animations in the anim directory?
2. Do you have an O3DS or a N3DS?
3. How did you install A9LH?
 
1. Are you sure that you placed your animations in the anim directory?
2. Do you have an O3DS or a N3DS?
3. How did you install A9LH?

1. Yes, there are
2. O3DS
3. Using homebrew launcher, when you need created the 3dsx
 
Now with an animation sharing thread!
https://gbatemp.net/threads/a9lh-bootanim9-animations-thread.420421/

Hi there, this is my second release for the A9LH exploit. This time I bring animated boot screens!

HOW TO USE: Rename your current arm9loaderhax.bin payload to arm9payload.bin and drop my arm9loaderhax.bin on the SD card root. Drop the provided animations to sdmc:/anim/ or create your own! (instructions on GitHub page). You can even have two animations for each screen!

PLEASE READ THIS: Before saying it doesn't work, make sure to check that the file 'arm9payload.bin' exists on your sd card root, and that it works when it's called 'arm9loaderhax.bin'. In case it still doesn't work, please report what your arm9payload.bin is, your BootAnim9 version and whether it's a N3DS or an O3DS.

Make sure your A9LH has screen-init, I'll implement it sometime in the future, but not now.

I will actively ignore any 'pls it doesnt work' post where no information is provided whatsoever.

Download: https://github.com/Wolfvak/BootAnim9/releases/latest

Check out this simple converter by @Docmudkipz :
http://gbatemp.net/threads/release-a9lh-bootanim9-custom-boot-animations.420202/page-12#post-6199603

If you don't trust getting just a binary, check out the source!

Credits: Pretty much everyone on #Cakey, but especially @b1l1s for his ctr library, @Aurora Wright for the chainloader and chaoskagami for fixing most of my code!

Special thanks to : @A_Random_Guy and @TheBaloneyboy for alpha testing, and to @Docmudkipz and @xX_Dungeon_Crawler_Xx for beta testing!

Feedback is more than welcome, as always!

I implemented configurable framerates, the details are on the GitHub page as well, but the gist of it is that the hex value within sdmc:/anim/config determines the framerate. It is 0x0A (10) on my releases, however you could change it should you feel like it.

Here's an early POC I recorded when I got both screens working

Now with an animation sharing thread!
https://gbatemp.net/threads/a9lh-bootanim9-animations-thread.420421/

Hi there, this is my second release for the A9LH exploit. This time I bring animated boot screens!

HOW TO USE: Rename your current arm9loaderhax.bin payload to arm9payload.bin and drop my arm9loaderhax.bin on the SD card root. Drop the provided animations to sdmc:/anim/ or create your own! (instructions on GitHub page). You can even have two animations for each screen!

PLEASE READ THIS: Before saying it doesn't work, make sure to check that the file 'arm9payload.bin' exists on your sd card root, and that it works when it's called 'arm9loaderhax.bin'. In case it still doesn't work, please report what your arm9payload.bin is, your BootAnim9 version and whether it's a N3DS or an O3DS.

Make sure your A9LH has screen-init, I'll implement it sometime in the future, but not now.

I will actively ignore any 'pls it doesnt work' post where no information is provided whatsoever.

Download: https://github.com/Wolfvak/BootAnim9/releases/latest

Check out this simple converter by @Docmudkipz :
http://gbatemp.net/threads/release-a9lh-bootanim9-custom-boot-animations.420202/page-12#post-6199603

If you don't trust getting just a binary, check out the source!

Credits: Pretty much everyone on #Cakey, but especially @b1l1s for his ctr library, @Aurora Wright for the chainloader and chaoskagami for fixing most of my code!

Special thanks to : @A_Random_Guy and @TheBaloneyboy for alpha testing, and to @Docmudkipz and @xX_Dungeon_Crawler_Xx for beta testing!

Feedback is more than welcome, as always!

I implemented configurable framerates, the details are on the GitHub page as well, but the gist of it is that the hex value within sdmc:/anim/config determines the framerate. It is 0x0A (10) on my releases, however you could change it should you feel like it.

Here's an early POC I recorded when I got both screens working

any way i cd just use simple splash screens instead of animated files. is that something you wd consider implementing in the future....thanks for tis.....
 
I wonder if it would be possible to make this usable for a bottom screen ?
There, I should've put it with the other, but didn't cross my mind.
any way i cd just use simple splash screens instead of animated files. is that something you wd consider implementing in the future....thanks for tis.....
It's something different, but can be more convenient:
https://www.reddit.com/r/3dshacks/comments/4bkbw5/made_an_arm9loaderhax_boot_logo/d19vzva
 

Attachments

Last edited by Double Jumper,
  • Like
Reactions: peteruk
One last release of the scripts so you don't have to do your own hex editing, as it includes the configs according to your set fps and copies and renames them to config alongside your anim file
 

Attachments

Last edited by Docmudkipz,
@Wolfvak Excuse me, I'm having an issue when I try to chance the arm9payload.bin directory from the source code, Here's my change:

Code:
#include "fatfs/ff.h"

#define PAYLOAD_ADDRESS    0x23F00000

void main()
{
    FATFS fs;
    FIL payload;
    unsigned int br;
   
    f_mount(&fs, "0:", 1);
    if(f_open(&payload, "sdmc:/aurei/arm9select/AuReiNand.bin", FA_READ) == FR_OK)
    {
        f_read(&payload, (void *)PAYLOAD_ADDRESS, f_size(&payload), &br);
        ((void (*)())PAYLOAD_ADDRESS)();
    }
}
 
@Wolfvak Excuse me, I'm having an issue when I try to chance the arm9payload.bin directory from the source code, Here's my change:

Code:
#include "fatfs/ff.h"

#define PAYLOAD_ADDRESS    0x23F00000

void main()
{
    FATFS fs;
    FIL payload;
    unsigned int br;
 
    f_mount(&fs, "0:", 1);
    if(f_open(&payload, "sdmc:/aurei/arm9select/AuReiNand.bin", FA_READ) == FR_OK)
    {
        f_read(&payload, (void *)PAYLOAD_ADDRESS, f_size(&payload), &br);
        ((void (*)())PAYLOAD_ADDRESS)();
    }
}

This payload that you just posted, what's its memory location? If you load it as arm9loaderhax.bin, you're doing somehing very wrong. You're overwriting the code you're running with the payload's. If you have doubts, PM me, since I don't want to clutter this thread with something completely off-topic
 
Status
Not open for further replies.

Site & Scene News

Popular threads in this forum