Homebrew RELEASE Kirikiri for Nintendo Switch / ニンテンドースイッチ用の吉里吉里

masagrator

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So how can I get commercial VN to work with this?
For example I have Fate Hollow Ataraxia with files
Code:
bgimage.xp3
bgm.xp3
data.xp3
fgimage.xp3
image.xp3
patch.xp3
patch2.xp3
sound.xp3
video.xp3

i've added to initialize.tjs
Code:
useArchiveIfExists("data.xp3");

Putted files to corresponding folders in romfs (data and patches to others).

NROs from sdk can be used to load files from other games or it needs to be compiled for each game (I don't want romfs integration to one file)?
Because I've tried to run krkrs.nro from root folder and krkrs.nro from romfs folder, always going back to home menu.
What is the difference between them?

krkrs.nro and romfs folder are in switch folder

Or is it too much hassle for someone who is not in this type of homebrew? :P
 
Last edited by masagrator,

uyjulian

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So how can I get commercial VN to work with this?
For example I have Fate Hollow Ataraxia with files
Code:
bgimage.xp3
bgm.xp3
data.xp3
fgimage.xp3
image.xp3
patch.xp3
patch2.xp3
sound.xp3
video.xp3

i've added to initialize.tjs
Code:
useArchiveIfExists("data.xp3");

Putted files to corresponding folders in romfs (data and patches to others).

NROs from sdk can be used to load files from other games or it needs to be compiled for each game (I don't want romfs integration to one file)?
Because I've tried to run krkrs.nro from root folder and krkrs.nro from romfs folder, always going back to home menu.
What is the difference between them?

krkrs.nro and romfs folder are in switch folder

Or is it too much hassle for someone who is not in this type of homebrew? :P
"romfs" folder is the example game intended to be compiled into the nro in the build tree.
"krkrs.nro" included in "krkrs_sdk.7z" always sets the same directory as "krkrs.nro" as current directory and runs "startup.tjs" in the same directory as "krkrs.nro". This is meant for quickly debugging issues when using "nxlink" and "ftpd" with the "mirror -R" option of "lftp".
"System.exePath" is set to the same directory as where "krkrs.nro" is located.
"Storages.addAutoPath" can be used to automatically search directories.
For better error messages, run "krkrs.nro" from "nxlink".

If you are not familiar with Kirikiri API, I recommend that you read this documentation: http://krkrz.github.io/docs/kirikiriz/j/contents/index.html

Some games need adjustment to the script files due to the differing API and plugin implementation. Most of the time, you can comment the offending code out and the game will work just fine.
 

anixia

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damn this is awesome , hopefully you can release the ultimate ver. sooner . anyway any update on this?

actually i tried to play kirikiroid2 on switch android and it looks awesome , but the way to change sd card everytime you boot is kind of hassle , might as well just wait for these / wait till the android switch can do dual boot .

good luck !
 

uyjulian

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damn this is awesome , hopefully you can release the ultimate ver. sooner . anyway any update on this?

actually i tried to play kirikiroid2 on switch android and it looks awesome , but the way to change sd card everytime you boot is kind of hassle , might as well just wait for these / wait till the android switch can do dual boot .

good luck !
Updates will be posted on Github.
Updates on Ultimate Edition are posted on Beast's Lair.
 
Last edited by uyjulian,
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uyjulian

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Next version will have a cleaned up codebase, based on the work done here: https://github.com/uyjulian/krkrz/tree/portability_fixes

Also, there will be the following features added in v2.0:
Partial fstat implementation
kri18n implementation
Proportional scaling
More sane font handling
TVPGL blending functions fixed (based on the work done here: https://github.com/uyjulian/tvpgl )
romfs, sdmc, etc are mounted as filesystems in the TVP storage system (because the non-DOS non-POSIX path handling is annoying)
Better touch screen handling

There won't be a port of Kirikiri1 (supporting KAG and KAG2) because the author lost the source code:
 
Last edited by uyjulian,

CrAZONE

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Hi there, sorry to annoy again but once I start the game in my hbmenu it just crashes me to the homescreen. Here what I did:
1. Commercial VN, Hashihime
The game structure is:
fonts/
plugin/
savedata/
data.xp3
hashihime.cf
hashihime.exe
2. I renamed all files to lowercase.
3. I extracted data.xp3 contents into a folder named romfs.
4. Copied krkrs.nro (from your main krkrs_sdk/ directory) into the game's main folder, and then your krkrs.nro from krkrs_sdk/romfs/ directory into my main game folder's romfs' folder. Finally, my final "setup" looks like this:
fonts/
plugin/
romfs/ (which contains the krkrs_sdk/krkrs.nro, startup.tjs and basically the gamefiles)
savedata/
hashihime.cf
hashihime.exe
krkrs.nro
What did I do wrong? Thanks for the help.
 

uyjulian

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Hi there, sorry to annoy again but once I start the game in my hbmenu it just crashes me to the homescreen. Here what I did:
1. Commercial VN, Hashihime
The game structure is:
fonts/
plugin/
savedata/
data.xp3
hashihime.cf
hashihime.exe
2. I renamed all files to lowercase.
3. I extracted data.xp3 contents into a folder named romfs.
4. Copied krkrs.nro (from your main krkrs_sdk/ directory) into the game's main folder, and then your krkrs.nro from krkrs_sdk/romfs/ directory into my main game folder's romfs' folder. Finally, my final "setup" looks like this:
fonts/
plugin/
romfs/ (which contains the krkrs_sdk/krkrs.nro, startup.tjs and basically the gamefiles)
savedata/
hashihime.cf
hashihime.exe
krkrs.nro
What did I do wrong? Thanks for the help.
Romfs folder is only when packing files into romfs.
For execution from the filesystem, place startup.tjs into the same directory as the nro.

You will get a log and more helpful errors in the console window if you use nxlink to run the nro.
 
Last edited by uyjulian,

CrAZONE

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Sorry about answering this late, but didn't have wifi for a few days. Anyway, I have some questions.
What .nro file should I use? The sdk archive contains one in the main directory and another in the romfs directory
What if I don't have any startup.tjs file? There are only .xp3 files in the game.
 

uyjulian

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Sorry about answering this late, but didn't have wifi for a few days. Anyway, I have some questions.
What .nro file should I use? The sdk archive contains one in the main directory and another in the romfs directory
What if I don't have any startup.tjs file? There are only .xp3 files in the game.
Either of the nro file will work.
You need a startup.tjs file.

If you want to run commercial games, consider using Kirikiroid2 on Switchroot Android.
 
Last edited by uyjulian,

CrAZONE

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Either of the nro file will work.
You need a startup.tjs file.

If you want to run commercial games, consider using Kirikiroid2 on Switchroot Android.
Ohh, ok, well I think I should give up on running commercial games with this. Awesome project anyway
 

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