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

  • Thread starter Thread starter Wolfvak
  • Start date Start date
  • Views Views 331,695
  • Replies Replies 1,434
  • Likes Likes 75
Status
Not open for further replies.
I think that you put the 0.3.2 arm9loaderhax.bin on the latest release because I put the new folder 0 inside of anim folder and is not working but if I put the animation inside the anim folder it works. And the size of the .bin is exactly the same but i'm not sure is normal
You're right. It's gotta be a GitHub glitch tho. I'll upload the binary on the OP, and thanks for bringing this up

EDIT: Fixed, GitHub binaries should work as intended now.
 
Last edited by Wolfvak,
They´re great, but I'll go for the second one, makes it a bit more unique. Besides, I like stuff with my name :P.
Expect the OP to be updated in <12h
Ya I liked the look with the name. I did a black outline so no matter what color background its on it can be read
 
I don't quite get the installation part. If we use aurei, we have to copy default.bin from aurei/payloads, paste it in /aurei and rename it to arm9payload.bin? unless I'm missing something
Since that way I guess holding x wouldn't load Uncart and holding y wouldn't load Emunand9
 
Last edited by FTRBND,
I don't quite get the installation part. If we use aurei, we have to copy default.bin from aurei/payloads, paste it in /aurei and rename it to arm9payload.bin? unless I'm missing something
Since that way I guess holding x wouldn't load Uncart and holding y wouldn't load Emunand9
You don't touch the payload folder at all. You take the arm9loaderhax.bin from aureinand and rename it to arm9payload.bin and leave it on the root of your sd card. You then take the arm9loaderhax.bin from this and put it on the root of your sd card
 
  • Like
Reactions: FTRBND
I don't quite get the installation part. If we use aurei, we have to copy default.bin from aurei/payloads, paste it in /aurei and rename it to arm9payload.bin? unless I'm missing something
Since that way I guess holding x wouldn't load Uncart and holding y wouldn't load Emunand9
Pretty much what @pbanj said. I wanted to oversimplify this but it turns out I overcomplicated it in the end :)
Maybe I'll just make the instructions better overall. Got any advice?
 
  • Like
Reactions: chronoss
Pretty much what @pbanj said. I wanted to oversimplify this but it turns out I overcomplicated it in the end :)
Maybe I'll just make the instructions better overall. Got any advice?
maybe just one single constant filename that is loaded, not multiple.
be strict, it makes things simple :)
that is what i would do
 
Pretty much what @pbanj said. I wanted to oversimplify this but it turns out I overcomplicated it in the end :)
Maybe I'll just make the instructions better overall. Got any advice?
Well for instructions, what @pbanj said is the clearest there could be, so including that in the original post would be perfect :)
 
maybe just one single constant filename that is loaded, not multiple.
be strict, it makes things simple :)
that is what i would do
Done. I wanted to keep the old payload filename as well, but you can't always get what you want I guess.
https://github.com/Wolfvak/BootAnim9/commit/1d6302c6d5510de5308ae5fe37930d096f4e4690

--------------------- MERGED ---------------------------

Well for instructions, what @pbanj said is the clearest there could be, so including that in the original post would be perfect :)
Make sure to move 'arm9payload.bin' to inside the anim folder, since that's what newer versions are gonna use.
 
  • Like
Reactions: cearp
Also, would there be a way for the animation not to interfere with the actual boot time? Ex. It takes me 9 seconds to boot, but using an animation makes it run and THEN, after its done, takes another 9 seconds. If the animation is 5 seconds, the total boot takes 14 seconds.
 
Also, would there be a way for the animation not to interfere with the actual boot time? Ex. It takes me 9 seconds to boot, but using an animation makes it run and THEN, after its done, takes another 9 seconds. If the animation is 5 seconds, the total boot takes 14 seconds.
Sorry but no. Only way would be to integrate it into another CFW and even then it wouldn't reduce the boot time by much.

I've done some tests and really, patching takes pretty much no time. I'd say it's as short as 1/10th of a second.
The main issue (if we're talking about boot times) would be the firmlaunch part, AKA the time it takes the FIRM to take over.

EDIT: Holy shit mate
  • SDXC: 256gb Lexar U3 containing /b/ database
Who on earth has a 256GB SD card? O_o
 
Last edited by Wolfvak,
Sorry but no. Only way would be to integrate it into another CFW and even then it wouldn't reduce the boot time by much.

I've done some tests and really, patching takes pretty much no time. I'd say it's as short as 1/10th of a second.
The main issue (if we're talking about boot times) would be the firmlaunch part, AKA the time it takes the FIRM to take over.
Ah well, thanks anyways

EDIT: Holy shit mate
  • SDXC: 256gb Lexar U3 containing /b/ database
Who on earth has a 256GB SD card? :wtf:
I definitely didn't steal it from another 3DS from a nintendo in city event.
 
Status
Not open for further replies.

Site & Scene News

Popular threads in this forum