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Homebrew Bounty 2018 Month 1: Switch Tools and Utilities

hbb2018_med.png


THE 2018 SWITCH HOMEBREW BOUNTY
MONTH 1: SWITCH TOOLS AND UTILITIES

What is the 2018 GBAtemp Switch Homebrew Bounty? Read more here.

The first month has now officially begun. You have until November 6th (23:59:59 UTC+00) to submit your Switch-related tool/utility and get a chance to win a massive cash reward! There will be 4 consecutive months, one for each category. We'd like to remind you that this first month is dedicated to the following category.

CATEGORY 1: Tools and Utilities
(WINNERS ANNOUNCED! CLICK HERE)

This category is meant to reward authors of tools/utilities, as in, programs that run on a computer (not on the Switch itself) and serve a specific purpose such as patching tools, content extractors, development libraries, and much more (this short list is non-exhaustive). If you aren't sure whether your project fits in this category, look at the other categories listed in this thread, and if in doubt, simply ask a moderator.

The top 5 highest-voted projects in this category will receive:
#1: $1,000 reward
#2: $500 reward
#3: $300 reward
#4: $150 reward
#5: $55 reward

In order to submit your project, please respect the following instructions:
• Upload your project to the GBAtemp Download Center. Make sure to give a proper description, screenshots, anything you might find useful. This is your chance to showcase your project, the better your page looks, the more chance you may receive votes from judges.
• If your project is not entirely new, it must at least come with a major/significant update, so please describe specifically what new feature(s) the upgrade brings forth.
• After your project is posted to the download center, please post a comment in this thread to link to your project.

After November 6th, two voting sessions will begin simultaneously: a staff vote, and a patron vote (for our backers on Patreon). The results will be announced a week after.



Sponsors

Half of this sum is generously donated by yours truly, GBAtemp!
Thanks to ad revenue and to our Patreon backers, GBAtemp is the biggest donator.
The other half comes from our generous sponsors as listed below.

0.jpg


MOD3DSCARD.COM
Buy flashcard to mod 3DS and Switch | Team Xecuter SX | Sky3ds+ | Stargate 3DS | R4 3DS - mod3dscard

axiogame.png


AXIOGAME.COM
Axiogame | Backup Units, Modchips and more

sxossmall.jpg


And let's not forget Team Xecuter who made a very generous donation too.



Member donations

The bounty isn't only about sponsor companies: you, beloved members of our community (and even guests) can contribute too! If you want to make a donation, simply click the button below to send a payment to our Paypal. Needless to say, 100% of the amount we receive will be transfered to the authors of winning projects.

PayPal-Donate-Button-PNG-HD.png

Upon submitting your donation, you can indicate whether you want the donation to go to a particular category, or all of them.
Also please note that our Paypal account name is "FILETRIP" - this is normal.

We have already received the following donations:
• Eric C. donated $100 towards the Game bounty
• Pierce T. donated $25 towards the Emulator bounty
• Jonah N. donated $10 to the bounty
• Andrew B. donated £5 towards the Tools and Utilities bounty
• Michael C. donated $5 to the bounty
• Raphael G.V. donated an incredible $0.36 towards, hmm, creating complexity for our accountant?

Thanks a lot guys! To everyone else, feel free to make additional donations, which will go to the other 3 categories.

 

XorTroll

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Guys, I released a new update to NSPack, a big one!

NSPack - simple NSP package and NCA content builder


Updated to v0.2, Many things changed!

Hi everyone! Ready to build some custom NSPs or NCAs?
NSPack is a simple GUI tool to build NSP packages and NCA contents, using an embedded hacPack executable.

This GUI is 100% legal as it just uses hacPack.

nspack.PNG

nspack.1.PNG

nspack.2.PNG


Using the builder

There are some basic elements you need to provide at least to be able to make a NSP:
  • Title ID: 16 hex characters (example: 0100CAFE1234BEEF) - any title ID should work.
  • Name: the title's name, which will be the same for all the languages.
  • Author: the author/developer's name, which will also be the same for all the languages.
  • Version: the version string (1.0.0, 2.0beta1), limited to 16 characters.
  • Product code: a simple code string (SMO's product code: LA-H-AAACA), no matter what does it have.
  • ExeFS directory: any title needs to have a ExeFS, which contains the compiled source code and the metadata NPDM.
  • Icon: provide any icon, as it will be resized to 256x256, otherwise the defaut one will be used. It's recommended to use an image which is 256x256 or bigger.
Appart from those, there are some other optional features to add or customize:
  • RomFS: the directory containing extra files for the title.
  • Logo: the custom PNG and GIF images which are shown when booting a title.
  • Important / IPNotices / Support HTML: this three are legal information HTML documents, which can be accessed from the home menu.
  • Offline HTML: this HTML documents are useless when making homebrew NSPs, but can be used (if you know how) to make your own video players...
  • Screenshots: Will the title allow taking screenshots?
  • Video: Will the title allow recording gameplay?
  • User account: Will the title ask for a user account when booting it?
Using asset files

You can also save the assets as a asset file (*.nsxml format) if you are going to use that as a template for making NSPs.

Planned stuff

This is still a beta version, as much other stuff is planned:
  • Allow to load NACP files directly
  • Direct conversion from NRO to NSP, or any easy way to create NRO forwarders
  • Conversion from XCI to NSP
  • Add updates or add-on content support
Useful links

ChangeLog (0.1.1 -> 2.0)
  • Fixed Offline HTML and custom logo, they didn't work properly work
  • Huge UI redesign, now with a gray-purple theme!
  • Added NCA building support, for control, program, legalinfo and offline NCA types
  • Added new NSP options: screenshot, video capture, startup user account
  • Fixed data size and data journal size, now building retail games should work

IMPORTANT!
  • Installing and running NSPs can get you banned. Although this NSPs are not titlekey-encrypted (ovbiously), using them can be dangerous.
  • If the NSP doesn't run on your console, it can be for various reasons: used a title ID which is smallet than the NPDM's max title ID, not using a correct key generation...
  • Don't try building titles which ask for a user, because they could fail as generated NSPs don't ask for a user.
  • For the build process the program creates a temporary directory on the same folder as the EXE. Don't try messing up with that folder or deleting it while the NSP making process, because it could crash the program. Anyway, reopening the program should reset the directory.
  • As this program is made using WPF, it won't probably work on any other OSs but Windows (Wine supports WinForms but doesn't support WPF)
Enjoy making your own NSP packages or NCA contents!
 
Last edited by Cyan, , Reason: added download center link

Costello

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I had to strip some links out of the post because my account can't post links yet.

Releases are available at github. com/Thealexbarney/LibHac/releases

LibHac

LibHac is a .NET Framework and .NET Core library for reading and editing file formats used by the Nintendo Switch.

Supported formats
  • NCA
  • XCI
  • NAX0
  • PFS0/HFS0/NSP
  • RomFS
  • Save file
  • Package1
  • Package2
  • INI1/KIP1
  • CNMT
  • NACP
  • Ticket
  • PRODINFO
  • Switch NAND and SD card

Additional features
  • Save file editing and signing
  • PFS0 creation
  • Switch key derivation
  • Integrity verification of NCA, XCI, etc.
  • Personalized title key reading
  • Read, parse and display information about a Switch NAND or SD card
  • Extract NCA, RomFS and other formats directly from an SD card or NAND, including patched titles
  • And more!

hactoolnet

Hactoolnet is a tool that uses LibHac for viewing and extracting data from common Nintendo Switch file formats. It partially mimics hactool's interface.

Features
  • Dump the container formats that LibHac supports
  • A progress bar!
  • Save file signing
  • Dump RomFS directly from an XCI or SD card
  • Dump SD card titles as NSP files
  • Verify the integrity of all titles on a Switch SD card
  • Switch key derivation
  • Automatic integrity verification of NCA, XCI, etc.
  • Give information about the titles and applications on a Switch NAND or SD card
  • Extract NCA, RomFS and other formats directly from an SD card or NAND, including patched titles

Changelog

v0.1.3
  • Add basic save file editing. Any files already in the save file can be written to
  • Check validity of save files
  • Check validity of PFS files
  • Check validity of SwitchFS and SD cards
  • Check file hashes in HFS archives
  • Partial NSO support
  • When keys required to decrypt an NCA are missing, throw an exception with information about the missing keys.
  • Add more sanity checks when reading an NCA.
  • Read only the NCA header when first opening an NCA. This allows for reading of partial NCAs and slightly improves performance when opening an NCA.
  • Fix bug in CombinationStream when reading across boundaries

    hactoolnet changes

  • Add option to verify SwitchFS and SD cards
  • Add option to export all keys
  • Add PFS0 extraction
  • Print more information about save files
thanks for joining our community and entering the bounty :) I have upgraded your account, you can post links now
just remember you also need to upload your project to the GBAtemp download center, this rule is stated in the first post
 

Scarlet

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I'm not really sure if this is what you're after, since it's kinda not a homebrew utility, but it's definitely a handy tool. I'll leave it to the judge's discretion as to whether it counts lol.

This basically just goes through every screenshot in your Switch's album folder, and sorts them by the name you give them. It might not be too useful for people unless they horde screenshots or want to easily find all the screenshots and videos they have for a specific game for a review or something, but it's something I've found handy.

upload_2018-11-3_12-39-26-png.148431
upload_2018-11-3_12-41-7-png.148433


upload_2018-11-3_12-42-25-png.148434

All the usage information is on the download centre link, but I'd like to think it's fairly self-explanatory. If there are any questions or issues, feel free to raise them with me and I can try to sort it out.

:arrow: Download
 

damysteryman

I am too busy IRL these days...
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XC2SaveNETThingy
A Windows PC Save Editor package for Xenoblade Chronicles 2 + XC2 Torna The Golden Country Expansion


A few months ago, I made a save editor for Xenoblade Chronicles 2, which enabled users to edit nearly anything within their save file.
But then Torna The Golden Country DLC Expansion came out, which used a different save file to the base game, and obviously the save editor only supported the base game save file.

But now... after a lot of user requests, and a lot of me being too busy with other stuff in life to work on it, I have finally completed a save editor for XC2 Torna The Golden Country!
While the original project as a whole is not new, the Torna Golden Country Expansion save editor that people have been demanding, is new.

So I figured I would enter it into this here GBAtemp Homebrew Bounty Competition. :)


So now I present...
The XC2SaveNETThingy package!
BUT
...with today's MAJOR UPDATE: the inclusion of the new Torna Golden Country Expansion save editor, XC2IraSaveNETThingy!

Much like how the original save editor, XC2Bf2SaveNETThingy, can edit plenty of stuff in a Xeboblade Chronicles 2 save file, XC2IraSaveNETThingy can edit a lot of the data in a Torna Golden Country save file. It can handle the new format used by the Torna Golden Country save file, and some of the GUI has been redesigned to properly present this data to the user in a way that actually makes sense in the context of the Torna Expansion's gameplay, hence another editor app separate from the base game save editor.

Of course, feel free to also check out XC2Bf2SaveNETThingy, the original save editor in the package, for editing save files for the base game.

Here is the README for the project:
XC2SaveNETThingy
A Windows PC Save Editor package for Xenoblade Chronicles 2 + XC2 Torna The Golden Country Expansion


**WARNING! BACK UP YOUR SAVE FILES BEFORE MODIFYING THEM!**

XC2Bf2SaveNETThingy - For Xenoblade 2 base game
This app can edit just about every byte of data in a Xenoblade Chronicles 2 Save File.

XC2IraSaveNETThingy - For XC2 Torna The Golden Country Expansion
This app can change a lot of data in a XC2 Torna The Golden Country Save File.

These include changing data to values that could not normally be obtained via regular gameplay.

Links:
Gitlab Repo - https://gitlab.com/damysteryman/XC2SaveNETThingy

How to use:

0. Ensure you have Windows computer and Microsoft .NET Framework 4.6 installed.
This is a Windows app running on the .NET Framework, so you require a modern Windows system, and the Microsoft .NET Framework 4.6 installed on your system.
Running under other environments under things like wine/mono have not been tested.

1. Extract/Obtain your save file.
First you must obtain your save file in some way, and get it from your Switch to your PC. A good way to do this is to use the Checkpoint Save Manager Switch Homebrew App, or something similar.

2. BACK IT UP!
Beefore going any further, be sure to make a backup copy of your extracted save file, and store it in a safe place. This is just in case you change some data to values that the game itself does not like.

3. Load it into the app.
Start the app, then click the "Load Save File..." button to select and load your save file ("bf2savefile.sav" for base game save file, "irasavefile.sav" for Torna Expansion save file), and the file should be loaded into the program, provided there are no issues with it.

4. Edit stuff!
Edit whatever fields you want! Keep in mind that the game may react strangely after loading in save data with values that are not obtainable via normal gameplay.
(Not that it should stop you from trying and experimenting, let's see how far the game can be pushed! :P)

5. Save your edited file.
After you are done editing, click the "Save File As..." button to save your save data to a file. For the game to recognize it, the file needs to be called "bf2savefile.sav" for base game saves, or "irasavefile.sav" for Torna Expansion saves.

6. Restore the save file to the console.
After that, you must restore it back to your Switch console. Again, this can be done with the Checkpoint Save Manager Switch Homebrew App, or something similar.

7. Load up the game and check thing out/see what happens.
Finally, load up the game and your save, and enjoy your changes/see your data altering experiments!

NOTES:
1. The game can behave strangely in reaction to certain changes that are not normally possible in regular gameplay. The game could do a few different things in such a situation:
* The game may be perfectly happy with your changes and run fine, changes and all
* The game may refuse your changes and reset them back to what they were supposed to be, as if your edit was never done.
* The game may try to run with your changes, only to not be programmed to handle your alterations and crash instead.
* Remember, just because you have the power to alter the save data to whatever you want, does NOT mean that the game itself will be happy with everything you try to do!

2. There has been limited testing done on the results of save editing on the game's side of things. While some testing has been done to ensure that the editor does in fact modify the correct part of the save for each field in the app, since there are no "safety gloves" or "hand holding" regarding what data values are allowed or not, the alterations that this app can make have not necessarily been tested in-game, and thus, it is not yet known exactly how the game will react to modifying every single field that is editable, especially if modified to values that cannot be obtained via normal gameplay. If you wish to experiment with this sort of stuff, then by all means do so, and please report your findings if you like. But please do make sure to backup your save file beforehand if you care about it! (So far, this app has only been tested with saves from versions 1.3.0 and 1.5.0/1.5.1/1.5.2/2.0.0/2.0.1 of Base Game + DLC, and 1.0.0/1.0.1 of Torna The Golden Country)

Here are some screenshots:
XC2Bf2SaveNETThingy - For Xenoblade Chroniches 2 base game

SCR_1.PNG

SCR_2.PNG

SCR_3.PNG

SCR_4.PNG

SCR_5.PNG

XC2IraSaveNETThingy - For XC2 Torna The Golden Country Expansion
SCR_6.PNG

SCR_7.PNG

SCR_8.PNG

SCR_9.PNG

SCR_10.PNG

More info can be found at:
- The Forum Thread for the project
- And of course... the :arrow: Download Center
 
Last edited by damysteryman,

spacemeowx2

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Play Lan supported games online!

Compatibale Games (tested):
✓ Mario Kart 8 Deluxe
✓ Splatoon 2
✓ Pokkén Tournament
✓ ARMS
✓ Titan Quest
✓ RetroArch (Retrogaming {Hombrew})
✓ Mario Tennis Aces
✓ Bayonetta 2

How to enable Lan mode ingame:
SPLATOON 2: Press [L] + [R] + [Left Analog] at the local play option > Hold down until the lan mode is activated.

MARIO KART 8: Press [L] + [R] + [Left Analog] on the main menu screen.

Arms: Press [L] + [R] + [Left Analog] on the main menu screen.

Mario Tennis: Select Free Play from the Main Menu Press [Left Analog (hold down)] and press [L] + [R]

POKKEN: From the main screen select a game Press [X] + [Dpad-Down] and press [L] + [R]

Bayonetta 2: "Enter tag climax and highlight local play then hold left stick and press L+R"

GBAtemp download: https://gbatemp.net/download/switch-lan-play.35271/
GitHub repository: https://github.com/spacemeowx2/switch-lan-play
 
Last edited by spacemeowx2,

Costello

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Play Lan supported games online!

Compatibale Games (tested):
✓ Mario Kart 8 Deluxe
✓ Splatoon 2
✓ Pokkén Tournament
✓ ARMS
✓ Titan Quest
✓ RetroArch (Retrogaming {Hombrew})
✓ Mario Tennis Aces
✓ Bayonetta 2

How to enable Lan mode ingame:
SPLATOON 2: Press [L] + [R] + [Left Analog] at the local play option > Hold down until the lan mode is activated.

MARIO KART 8: Press [L] + [R] + [Left Analog] on the main menu screen.

Arms: Press [L] + [R] + [Left Analog] on the main menu screen.

Mario Tennis: Select Free Play from the Main Menu Press [Left Analog (hold down)] and press [L] + [R]

POKKEN: From the main screen select a game Press [X] + [Dpad-Down] and press [L] + [R]

Bayonetta 2: "Enter tag climax and highlight local play then hold left stick and press L+R"

NO LINKS BECAUSE:
I have upgraded your account, you can try posting again now .
 

iyenal

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Gen7 Engine
MAIN.png

The First Visual Programming Homebrew Engine, now for Nintendo Switch™
Gen7 Engine is an engine which I developed now for many months, at first to facilitate me the development of various homebrews. But after some point, Gen7 Engine was enough mature and developed... to make it a full engine, so I decided to make it a full software development kit.
And since that, everything have been designed with novices in mind, so everyone can make his own homebrew with very little requirement, and I hope make quality ones.

Slice-1.png

A multiplatform engine

Gen7 Engine uses wrappers (SDL is planned) which makes its code versatile on any platform where the wrapper is supported. You can use Gen7 Engine to compile for the Wii (I already done so), Wii U, 3DS, even the Dreamcast or mobile, as SDL are ported on these platforms.
As I didn't had enough time to test Gen7 Engine on other platforms than the Switch, I disabled Wii support for security reasons.

Visual Programming

Yes, you can make your own homebrew without programming knowledge requirement! With blocks, compose the code of your application using the smart system of visual programming providen by Gen7 Engine. And in the future, node programming will be supported to be able to make FSM states (Finish-State System) and global view hierarchy to empower your programmation.

Slice-1-copy.png

Multiplatform itself

What better to be able to program anywhere? Gen7 Engine interface system is designed using OpenGL and hybrid Javascript which is supported on a wide range of devices, like mobile or tablets! And maybe even consoles in some cases!
To compile you code in these devices, a cloud compilation system will be realized to set your own server or Gen7 Engine services so you can test your productions without the need of your computer.

Slice-1-copy1.png

Extend your Gen7 Engine Installation

Customize Gen7 Engine for your needs and even use your own C code and librairies to not be limited by the engine, or use G3E files to extend the available events for your application and to share them.


Screens:


capture.png


Download and Installation:

Extract the installer, and run Gen7 installation assistant. Install package available here:

The download transit through Microsoft Azure dedicated server
MORE THAN 2GB IS NEEDED TO INSTALL THE ENGINE, SO CHECK BEFORE IF YOU HAVE ENOUGH SPACE!
Little thing, the download package is so big (>1Gb) that I need to use a dedicated server for download, GBATemp upload center don't supports package size.


.NET Framework 4.5 is necessary. Gen7 Engine have been tested on Windows 10 64bits.
Automatically, the installer will add a shortcut to Gen7 Engine Launcher on your desktop.

Support and Documentation:

Currently, I didn't had enough time to make a proper documentation. Therefore if you need any support, please join our Discord server: https://discord.gg/pXdeUqb
If it's needed, an exclusive Gen7 Engine Discord server will be created. I also plan to make video tutorials, so stay tuned!

For issues, please use Gen7 Engine's Microsoft Azure Dev Portal repository: dev.azure.com/IDStudioTechnologies/Gen7%20Engine
(Boards > Work Items > Bug/Feature/Issue or User Story). Thanks!


Misc. Informations:

Currently, I had to disable all the 2D sprite features, because of an update in devkitPro which makes me need to update most of the calls to the toolchain, which is not possible in the time frame given by the GBATemp Switch Bounty. Therefore a lot of updates will be done in order to restore quickly all the functionnalities.

Gen7 Engine have still a lot of room for development, for example:

  • Advanced 2D support, including Collision System
  • Customized event extensions
  • Maybe in the future: 3D support, using software rendering for universal compatibility
And Gen7 Engine is not yet enough mature and developed to make a full project using it. But the most difficult have been done, now that the base is built.
That's why I count on you and the bounty to help me develop that project! Today, the future's project is in your hands!

Please always check updates there. By doing that, you always keep sure that you can benefit from all the new features.


Discussion thread: https://gbatemp.net/threads/gen7-engine-visual-programming-engine-for-switch.522648/
 
Last edited by iyenal,

cheuble

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NSScreenshotMaker
A manga/comics reader, usable on every Switch, even unhacked!

  • How does it work?
The Switch features an image album, although it only works with screenshots taken by the user. This tool makes the console think the images signed with it are screenshots.
  • That sounds... complicated
Worry not, the tool is very simple to use. You just run it, set a few settings, drag and drop your files, and boom! Your files are usable on your Switch. Note: At the moment, this only works with Fat32 formatted SD Cards, but this works on every FW.
  • Is this tool new?
Previously, it was only command line, and complicated to use. It was completely rewritten for the Bounty, and now features a GUI, as well as new simple tools to convert mangas/comics (It supports CBR/CBZ!).
Note: Some of the new features might be broken a bit.
python_2018-11-06_23-24-52.png

python_2018-11-06_23-25-06.png

python_2018-11-06_23-25-23.png

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

By the way @Costello, I wasn't able to upload the .py file, so I had to rename it to .txt. Could you please add .py to the allowed extensions on the Download Centre?
 
Last edited by cheuble,

Costello

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NSScreenshotMaker
A manga/comics reader, usable on every Switch, even unhacked!

  • How does it work?
The Switch features an image album, although it only works with screenshots taken by the user. This tool makes the console think the images signed with it are screenshots.
  • That sounds... complicated
Worry not, the tool is very simple to use. You just run it, set a few settings, drag and drop your files, and boom! Your files are usable on your Switch. Note: At the moment, this only works with Fat32 formatted SD Cards, but this works on every FW.
  • Is this tool new?
Previously, it was only command line, and complicated to use. It was completely rewritten for the Bounty, and now features a GUI, as well as new simple tools to convert mangas/comics (It supports CBR/CBZ!).
Note: Some of the new features might be broken a bit.
python_2018-11-06_23-24-52.png

python_2018-11-06_23-25-06.png

python_2018-11-06_23-25-23.png

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

By the way @Costello, I wasn't able to upload the .py file, so I had to rename it to .txt. Could you please add .py to the allowed extensions on the Download Centre?
why not just zip ? if you upload a .py it might get blocked by web browsers
 
  • Like
Reactions: cheuble

cpasjuste

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Gen7 Engine
MAIN.png

The First Visual Programming Homebrew Engine, now for Nintendo Switch™
Gen7 Engine is an engine which I developed now for many months, at first to facilitate me the development of various homebrews. But after some point, Gen7 Engine was enough mature and developed... to make it a full engine, so I decided to make it a full software development kit.
And since that, everything have been designed with novices in mind, so everyone can make his own homebrew with very little requirement, and I hope make quality ones.

Slice-1.png

A multiplatform engine

Gen7 Engine uses wrappers (SDL is planned) which makes its code versatile on any platform where the wrapper is supported. You can use Gen7 Engine to compile for the Wii (I already done so), Wii U, 3DS, even the Dreamcast or mobile, as SDL are ported on these platforms.
As I didn't had enough time to test Gen7 Engine on other platforms than the Switch, I disabled Wii support for security reasons.

Visual Programming

Yes, you can make your own homebrew without programming knowledge requirement! With blocks, compose the code of your application using the smart system of visual programming providen by Gen7 Engine. And in the future, node programming will be supported to be able to make FSM states (Finish-State System) and global view hierarchy to empower your programmation.

Slice-1-copy.png

Multiplatform itself

What better to be able to program anywhere? Gen7 Engine interface system is designed using OpenGL and hybrid Javascript which is supported on a wide range of devices, like mobile or tablets! And maybe even consoles in some cases!
To compile you code in these devices, a cloud compilation system will be realized to set your own server or Gen7 Engine services so you can test your productions without the need of your computer.

Slice-1-copy1.png

Extend your Gen7 Engine Installation

Customize Gen7 Engine for your needs and even use your own C code and librairies to not be limited by the engine, or use G3E files to extend the available events for your application and to share them.


Screens:


capture.png


Download and Installation:

Extract the installer, and run Gen7 installation assistant. Install package available here:

The download transit through Microsoft Azure dedicated server
MORE THAN 2GB IS NEEDED TO INSTALL THE ENGINE, SO CHECK BEFORE IF YOU HAVE ENOUGH SPACE!
Little thing, the download package is so big (>1Gb) that I need to use a dedicated server for download, GBATemp upload center don't supports package size.


.NET Framework 4.5 is necessary. Gen7 Engine have been tested on Windows 10 64bits.
Automatically, the installer will add a shortcut to Gen7 Engine Launcher on your desktop.

Support and Documentation:

Currently, I didn't had enough time to make a proper documentation. Therefore if you need any support, please join our Discord server: https://discord.gg/pXdeUqb
If it's needed, an exclusive Gen7 Engine Discord server will be created. I also plan to make video tutorials, so stay tuned!

For issues, please use Gen7 Engine's Microsoft Azure Dev Portal repository: dev.azure.com/IDStudioTechnologies/Gen7%20Engine
(Boards > Work Items > Bug/Feature/Issue or User Story). Thanks!


Misc. Informations:

Currently, I had to disable all the 2D sprite features, because of an update in devkitPro which makes me need to update most of the calls to the toolchain, which is not possible in the time frame given by the GBATemp Switch Bounty. Therefore a lot of updates will be done in order to restore quickly all the functionnalities.

Gen7 Engine have still a lot of room for development, for example:

  • Advanced 2D support, including Collision System
  • Customized event extensions
  • Maybe in the future: 3D support, using software rendering for universal compatibility
And Gen7 Engine is not yet enough mature and developed to make a full project using it. But the most difficult have been done, now that the base is built.
That's why I count on you and the bounty to help me develop that project! Today, the future's project is in your hands!

Please always check updates there. By doing that, you always keep sure that you can benefit from all the new features.


Discussion thread: https://gbatemp.net/threads/gen7-engine-visual-programming-engine-for-switch.522648/
No samples, no source code ?
 
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