Homebrew [Release]JK's SaveManager - Homebrew CIA Save manager.

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JK_

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Does JKSM just not work on Japanese 3DS? I tried to use every version there is, but I could not dump any files. I was hoping to use a Street Pass/Mii Plaza editor, but each program suggests using JKSM, yet every time I try to use this, I cannot dump any pertinent files.
It should work on a Japanese 3DS no problem. If you're using a homebrew userland only exploit though, you're not going to be able to open Street Pass IIRC. You're going to need an older version that I not longer have and full CFW for it to work.

Gonna take this time to explain some stuff too. Somewhat recently, I decided to try to revisit 3DS and take a break from Switch. So, the newer version of JKSM that uses icons works fine when built with older versions of ctrulib and citro3d. Instead of giving up and only supporting saves and extra data, I used my solution from Switch on 3DS: Create a render target, render the title/system ID of the title to it and use it as an icon for titles lacking an icon. This means I can both use icons as I originally intended way back, but also support the various saves that have no icon to load. This solution worked fine a few years ago when I implemented it. Fast forward to now, with the latest ctrulib and citro3d and it crashes when trying to copy and compress the texture data to cache it. So, I switched over to using VRAM as I originally should have and using DMA requests only to run into the same problem eventually. I'm kind of at a loss. I was really happy I had google drive working on 3DS only for this to get in the way. Never say never, but I'm not sure if or what I'm going to do now.

JKSM on 3DS is extremely special to me. I had been sitting on it for months. I'm a hobbyist and never thought I was particularly good at programming. JKSM didn't even have a name at first. It was literally called "3DS Save Thing." To this day it still doesn't register that something I wrote was used by thousands of people all over the world at one time. Just gonna say thanks everyone who used and still do use it. Maybe it'll be a somewhat quick rewrite project someday. Time flies.
 

JK_

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is there a link to a CIA of the updated code anywhere?
I remember putting a link to them in the readme on github. Both 3dsx and cia. I don't recall how finished they were though. It was enough that I didn't mind linking, but also not polished enough for a release.
 

wrsg

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I remember putting a link to them in the readme on github. Both 3dsx and cia. I don't recall how finished they were though. It was enough that I didn't mind linking, but also not polished enough for a release.
would you mind posting the cia here? I guess the people here aren't going to care if their 3ds explodes
 

JK_

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would you mind posting the cia here? I guess the people here aren't going to care if their 3ds explodes
Just remember, I don't remember how far I got. I also *think* it might support ZIP files if you end the file name with '.zip', but I can't remember. That's how the Switch version works, anyway.
 

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wrsg

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If I want to take the saves I exported using Checkpoint 3DS and import them using JKSM, how do I figure out the naming structure? There doesn't seem to be a logical way to figure out the title just from the game, like it could be anything e.g. Paper Mario Sticker Star could be "PAPER MARIO: Sticker Star" or "PAPER MARIO STICKER STAR"
like how do we know?
 

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If I want to take the saves I exported using Checkpoint 3DS and import them using JKSM, how do I figure out the naming structure? There doesn't seem to be a logical way to figure out the title just from the game, like it could be anything e.g. Paper Mario Sticker Star could be "PAPER MARIO: Sticker Star" or "PAPER MARIO STICKER STAR"
like how do we know?
the easiest way is just make a new save on the target system, export with JKSM to create the folder, then replace with the Checkpoint files to imort
 

JK_

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the easiest way is just make a new save on the target system, export with JKSM to create the folder, then replace with the Checkpoint files to imort
You don't actually have to go that far. JKSM creates the target folder when you select the game. I was never a fan of creating them all on boot, because it just makes it more difficult to find what you're looking for if you're only using it for a few games.
 

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Serious question guys: I've been testing some new stuff and ideas using 3DS instead of Switch, because Switch requires me sifting through users and saves to organize everything and was going to complicate things further. My question is this: I currently have this setup so that flicking the circle pad left and right changes what kind of save data you're targeting. Do you think the L and R shoulder buttons would be better or no? Before anyone complains, it has text menu mode too. This thing is pretty solid so far and a completely different beast to what JKSM... ever was?
JKSM_11.25.2024.png
 

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Serious question guys: I've been testing some new stuff and ideas using 3DS instead of Switch, because Switch requires me sifting through users and saves to organize everything and was going to complicate things further. My question is this: I currently have this setup so that flicking the circle pad left and right changes what kind of save data you're targeting. Do you think the L and R shoulder buttons would be better or no? Before anyone complains, it has text menu mode too. This thing is pretty solid so far and a completely different beast to what JKSM... ever was?
View attachment 472959
Hmm, honestly, personally, I'd prefer it on L/R, don't really like it on the circle pad.
 
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JK_

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Thanks guys. It's changed. Next up is caching icons. Right now, they're raw RGBA. Compressing them with zlib cuts the size down to 1/4 of what it was, but since this is 3DS, it makes writing the cache take longer. Even on the fast preset or one. I don't even have much on my 3DS anymore, but the cache size is reaching close to 512KB. Boot doesn't seem impacted by the compression too much. Still going back and forth with this one.
 

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