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

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duffmmann

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If you're only looking for the top screen boot animation with B9S, BootCTR9 can accomplish this and actually loads more efficiently (I have to use the 25FPS version of the animation on B9S via BootCTR9 that I had been using what I believe was only 15 or maybe the 20fps version on A9LH via BootAnim9 here, so it actually runs smoother and at a more decent speed). Its a little tricky to set up, but if you look through the release thread and the support thread for BootCTR9, you'll be able to get it working on B9S, I was, and its great! Here's the release thread, a link to the support thread can be found in it if you need to use that as well: http://gbatemp.net/threads/release-the-bootctr9-release-thread.435347/
 

lonewolf08

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If you're only looking for the top screen boot animation with B9S, BootCTR9 can accomplish this and actually loads more efficiently (I have to use the 25FPS version of the animation on B9S via BootCTR9 that I had been using what I believe was only 15 or maybe the 20fps version on A9LH via BootAnim9 here, so it actually runs smoother and at a more decent speed). Its a little tricky to set up, but if you look through the release thread and the support thread for BootCTR9, you'll be able to get it working on B9S, I was, and its great! Here's the release thread, a link to the support thread can be found in it if you need to use that as well: http://gbatemp.net/threads/release-the-bootctr9-release-thread.435347/
I'll continue to wait for both screens but if significant time passes I might try this thank you. Personally I want this and 3dsafe to work on b9s but it doesn't seem likely.
 

duffmmann

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I'll continue to wait for both screens but if significant time passes I might try this thank you. Personally I want this and 3dsafe to work on b9s but it doesn't seem likely.

I was never using a bottom screen animation to begin with, so for me this is a perfect solution.
 

Wolfvak

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Wolfvak said that he's preparing something that will replace this entirely. Guess that will never be realized too?

Alright, since people seem to be somewhat interested in this...

Due to personal issues with certain situations going on right now I'll be abandoning development of pretty much every public project I've ever worked on. Thankfully a friend of mine noticed your post (and my lack of a response) and told me about it.
I closed my GitHub account to prevent Issue/PR spam, which seems to be a common ocurrence with unmaintained repos, and because I want to switch to an IRL account (as in, using my real name, real profile pic, etc) since my college requires me to get one.

I honestly don't know when I'll come back (if ever) - depending on how things go, I could be back anywhere between a month and a couple of years.

This zip includes both the BootAnim9 and BAX (unreleased) git repos. You can release them, all I ask is attribution. If you get the sticky GPL bits out of the original BootAnim9, feel free to license it as MIT or 3-clause BSD, you have my permission to do so.
Neither are in a fully functional state: the BootAnim9 repo has to be rolled back to somewhere around July 2016, BAX "works" but is nowhere near finished, for more information about ideas that were in development contact http://telegram.me/stijnchan / gbatemp.net/members/stjinchan.385813.

Anyways, it's been a pleasure to work with so many nice people and get a chance at some almost-real-world development.

Feel free to post this message in the main thread.

Don't bother replying, I don't think I'll read it anytime soon.

Thanks for letting me know about this BD ^_^

smell ya later
 

Plailect

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Alright, since people seem to be somewhat interested in this...



Thanks for letting me know about this BD ^_^

smell ya later

Unrelated for the most part, but I can't get a hold of you through PM:

Could I get a copy of the devupd_xtract repo before you leave? Thanks!
 

Wolfvak

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Ah. Still, it could be helpful. What do you say?
Uh sure, why not?
This is an old version I cleaned up, it lacks big endian CPU support and a Makefile, although compiling it is so simple it's borderline worthless (cc -o devupd devupd.c)
 

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Wolfvak

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Well, I'm kinda somewhat half-back. I've been able to free up some time from my schedule in order to work with BAX (you could say the homebrew bug bit me) and I finally got it to a working state.

It's mostly interrupt-driven, which means animations will no longer show up faster than they should - either they're displayed at the correct rate or they will be delayed. Only big problem I've found so far is DMA not wanting to cooperate with the MMC controller but I'll fix that later, it's probably a stupid thing I missed. From what I can tell, single screen animations work perfectly at 30fps and I haven't really tested anything beyond that, although it can probably be pushed further (the bottleneck here is the read speed). There's also the minor issue that when there are two animations and one finishes but the other keeps going, the second one will be displayed at twice the correct speed. This is mostly a design flaw, and the only way around it is to make both animations approximately the same length in time or do some afterprocessing to speed up or slow down the video once the other finishes, in order to maintain correct speed.

However, there's a point that has to be addressed:
Now let's hope someone can compile this into a Boot9Strap compatible version.
Well, technically speaking, it *SHOULD* be compatible with B9S. However, there's a couple of issues with B9S and until they're fixed I won't be able to release anything. As such, I expect the initial version to come out (if ever) only for A9LH, at least until these issues are addressed.

As for the format, it's pretty simple, and this script should give you anyone who wants to create animations an idea on how it'd look. The frames are RGB565, to reduce sizes down to 2/3rds of the original.
 
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