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

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Had the same problem; I needed to do some manual trickery.
I have no idea what the issue is/was. I know my registry files are all over the place these days from using putty/python/raptr/VS Studio etc. It worked fine on my PC though....
 
I'm having trouble running the makeanim script. I've installed ImageMagik but i can't seem to find a .exe of FFmpeg. Is there a link where i can find it?
 
@Docmudkipz, @Wolfvak,

Who should I flag if I have questions about the Makeanim script? Both of you or just Docmudkipz?

Anyway, I was wondering two things:

- First, how does the script handle non-3ds resolutions (Down/upscaling, I assume? What algorithm?) and aspect ratios (Cropping or *shivers intensely* stretching?)?

- Second, what exactly do I need ImageMagick for, and why do I need an older version? The script seems to be working fine without it.
 
@Docmudkipz, @Wolfvak,

Who should I flag if I have questions about the Makeanim script? Both of you or just Docmudkipz?

Anyway, I was wondering two things:

- First, how does the script handle non-3ds resolutions (Down/upscaling, I assume? What algorithm?) and aspect ratios (Cropping or *shivers intensely* stretching?)?

- Second, what exactly do I need ImageMagick for, and why do I need an older version? The script seems to be working fine without it.

1. Everything regarding scaling, etc. is run straight thru ffmpeg filters, etc. or image magick. Lanczos filters are used on ffmpeg, Image magick should retain aspect ratio with its own resize function. But yes they should be downscaled to res.
2. Image magick is only used if you would want a static image. The Old version thing came about with a problem I had while putting it into the script, it'll be changed once we put the new ones out alongside a new BA9 release

If you want to look at the scripts they're here: https://github.com/docmudkipz/makeanim
 


This is what I was trying to do the whole time Lol. It's less than perfect but I'm pretty sure that's because the files are so big? Maybe? Any advice would be welcome to make it "smoother". I set the FPS to 12.5, do I have to tinker to find a "sweet spot"?


It looks like it needs to be faster. Have you tried setting the FPS to something lower, like 8 or 5?
 
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This is what I was trying to do the whole time Lol. It's less than perfect but I'm pretty sure that's because the files are so big? Maybe? Any advice would be welcome to make it "smoother". I set the FPS to 12.5, do I have to tinker to find a "sweet spot"?

I'll give you the same advice Wolfvak gave me:

Try converting the mp4 to 15 fps in the script but taking the file 30 and use that one, should make it faster
 
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I'm sure this is obvious but I would prefer to ask just to be cautious/save time.

This still works on Luma 5.5 correct? Same install process?
 
i use bootanim9 0.6 w/ luma 5.5, works well(i named the 'arm9loaderhax.bin' from luma to 'luma.bin' and put in the 'anim' folder so don't need to use the pathchanger on it.)
 
i use bootanim9 0.6 w/ luma 5.5, works well(i named the 'arm9loaderhax.bin' from luma to 'luma.bin' and put in the 'anim' folder so don't need to use the pathchanger on it.)
I dont happen to have an anim folder. I have a luma folder.

Would you mind throwing a quick step by step on what you did? :)
 
no 'anim' folder? weird, you must not use bootanim9 already? you should probably just read through the thread, lots of people have gotten help using luma w/ bootanim9 that you can refer to.

I took 'arm9loaderhax.bin' from ba9 v0.6 (i just built from latest source, not sure if it's actually released - see https://github.com/Wolfvak/BootAnim9), put on root of card. i have an 'anim' folder on root of card that has 'luma.bin' (renamed 'arm9loaderhax.bin' from luma v5.5) in it, along with other things the folder should have, ex. I have:

anim/luma.bin
anim/calibrator
anim/0/config
anim/0/anim
anim/0/bottom_anim

config is a 2-byte file, first byte is framerate (1-30, in hex; use a hex editor to create the file), second byte is a 1 or a 0 (again, in hex) for using compression or not. I don't use compression, but if you do you'd make the compressed animations from the executable you can make from https://github.com/d0k3/ban9comp

making 'anim' and 'bottom_anim', there's a script linked in the OP that can do it from videos/images, if you don't know how to make on your own (raw bgr24, like most splash screens are, just lots one after the other to create the animation.)

you can have other folders besides '0', each with their own configs & animation sets for randomness (i don't do that), and you don't need an anim and bottom_anim, you just have one or the other if you prefer. read the source if you're stuck on what goes where, it's pretty clean to read.
 
no 'anim' folder? weird, you must not use bootanim9 already? you should probably just read through the thread, lots of people have gotten help using luma w/ bootanim9 that you can refer to.

I took 'arm9loaderhax.bin' from ba9 v0.6 (i just built from latest source, not sure if it's actually released - see https://github.com/Wolfvak/BootAnim9), put on root of card. i have an 'anim' folder on root of card that has 'luma.bin' (renamed 'arm9loaderhax.bin' from luma v5.5) in it, along with other things the folder should have, ex. I have:

anim/luma.bin
anim/calibrator
anim/0/config
anim/0/anim
anim/0/bottom_anim

config is a 2-byte file, first byte is framerate (1-30, in hex; use a hex editor to create the file), second byte is a 1 or a 0 (again, in hex) for using compression or not. I don't use compression, but if you do you'd make the compressed animations from the executable you can make from https://github.com/d0k3/ban9comp

making 'anim' and 'bottom_anim', there's a script linked in the OP that can do it from videos/images, if you don't know how to make on your own (raw bgr24, like most splash screens are, just lots one after the other to create the animation.)

you can have other folders besides '0', each with their own configs & animation sets for randomness (i don't do that), and you don't need an anim and bottom_anim, you just have one or the other if you prefer. read the source if you're stuck on what goes where, it's pretty clean to read.
Correct I did not have bootanim9 already. I think I understand it now thank you.

Question however. How did you get the calibrator folder? It was not in the latest release(from april) Does it generate itself from boot?
 
Question however. How did you get the calibrator folder? It was not in the latest release(from april) Does it generate itself from boot?

it's in the bootanim9 git repo, in a top level 'data' folder. i don't think it's needed, but if you have it it might attempt some calibration for more accurate timing? not sure. you could skip it.
 
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Alright, as @pbanj has already said, v0.6 is finally out! The main features were already finished ~15th May, but I didn't want to release yet because reasons.
You can get it here

Please note that it requires the file "/anim/calibrator", because it improves the timer by substracting the read speed from the regular delay, otherwise animations might play faster than intended.

Instructions to create a compressed animation are already in the GitHub page and will be integrated shortly into makeanim (if you check the 'expy' branch, Windows scripts are already done)

As always, thanks for your support.
 
@Docmudkipz, @Wolfvak,

Is there anything I can do to reduce the tearing in the animations?
It was brought up in an issue on github but I dont believe theres too much in the way of things that you can do outside of source fps matching converted. ex. Anime is generally at 24 fps, so it should ve converted to 24 fps
 
It was brought up in an issue on github but I dont believe theres too much in the way of things that you can do outside of source fps matching converted. ex. Anime is generally at 24 fps, so it should ve converted to 24 fps

Nothing runs fullspeed so far at source fps though... It shouldn't tear much as long as the source fps is divisible by the converted one though right (e.g. source=24, converted=12)?
 
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