Homebrew Homebrew app Ultrahand Overlay - The fully craft-able overlay executor

impeeza

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@ppkantorski: bro is it possible to launch homebrew like Breeze from ultrahand overlay? or is it too resource hungry?
That is not the Overlay target, you have Breeza for that.

https://gbatemp.net/threads/tesla-the-nintendo-switch-overlay-menu.557362/

1732761409081.png
 
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ppkantorski

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hi .... Is it possible to translate a language from an overlay with ultrahand?

Could anyone help me a little on what steps to take to do this?
you can do that with overlays compiled with libultrahand. i'll probably make more documentation sometime, but all it takes is a json with the direct string translations.
 

Luisgabriel

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you can do that with overlays compiled with libultrahand. i'll probably make more documentation sometime, but all it takes is a json with the direct string translations.


It would be great to have more information.

So... only the overlays created with Libultra can be translated?

I will do a quick test with the overlays that you have already created with the libultra
 
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ppkantorski

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It would be great to have more information.

So... only the overlays created with Libultra can be translated?

I will do a quick test with the overlays that you have already created with the libultra
if there is a direct string being called in the drawString method, you can translate it with the Ultrahand system language. so for instance, if you are using French, you can make a `fr.json` file, put it in `/config/<UI_OVERRIDE_PATH>/lang/` for the overlay with the direct string translations (where <UI_OVERRIDE_PATH> is specified in the Makefile).

JSON:
{
    "Displayed Word": "Translation",
    "Displayed Word 2": "Translation"
}
 
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impeeza

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So... only the overlays created with Libultra can be translated?
no necesary, only overlays supporing multilanguage can be translated by ultrahand, because ultrahand can overwrite RomFS files so if the overlay uses that type of files you can. libultra is multilanguage ready so almost all overlays using ultralib will be or multilanguage or may be uses a RomFS file for text so ultrahand can change it.
 

ppkantorski

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no necesary, only overlays supporing multilanguage can be translated by ultrahand, because ultrahand can overwrite RomFS files so if the overlay uses that type of files you can. libultra is multilanguage ready so almost all overlays using ultralib will be or multilanguage or may be uses a RomFS file for text so ultrahand can change it.
multilanguage support is done within libultrahand. i added a direct json to map reading method for using language translations. when the code runs libtesla's renderer `drawString` method it verifies if the string it is drawing is inside of the map or not before rendering it as the original text, or the translated text.

this might not work on everything, since some overlays use methods like `sprintf` instead of drawString, or use drawString with a combination of variables and known words (which would make it not show up in the map). so the implementation is limited, but it does work depending on how the overlay is written. might be able to improve it more over time
 
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