Homebrew RELEASE JKSV (save manager) for Switch

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如果在JKSV中变动设置的条目,比如"使用使用TID创建文件夹",那么config/JKSV/webdav.json文件就会失效,此情况无论如何也无法连接到webdav。 在NS中直接对webdav.json进行修改和传输也会造成JKSV连接webdav失败。
 
Why did updating jksv wipe out all my saves? Is there a way to get them back?
They don't wipe out for all games but just some of them that is related to change with spacing and character, so backup your save with named - "Game Name" updated 2, so you would able to figure and move saves from old folder to new folder that is created by JKSV.
 
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Why did updating jksv wipe out all my saves? Is there a way to get them back?
It didn't wipe them. People requested changes to the code that handles sanitizing game titles for the SD card since it doesn't support anything besides ASCII characters. It made sense to me. The old code wasn't exactly robust, I guess you could say. This came in two steps:
  1. The first revision skips forbidden characters instead of replacing them with spaces. This was to prevent duplicate spaces in titles.
  2. For the second, I added a table of accented and unicode characters that could be replaced with a standard ASCII character.
Another interesting one I've heard is that something may have changed with nacpGetLanguageEntry? I'm not sure about this one myself. But, the result is that JKSV will output to slightly different folders in the update and use application IDs for output less often. I was going to write something to detect and do all of the conversion, but I didn't want to add it to JKSV's code. I didn't want the rewrite code to have too much "debt" from the original and I just didn't have a lot of time to do it. Your saves are more than likely still on your SD card. The output directory has changed. I decided that this is the final revision because of this.
 
Dunno if anyone would be interested in something like this. I don't feel like it needs its own thread. I was reworking JKSV's C++ SDL wrapper and instead of making a boring test application, I got ChatGPT to slop me up some spaceship sprites and started throwing together a really basic endless space shooter. It's not finished or anything, but I got really into it. I'll post a build once the player has collision or something. You can build it yourself if you want by going here.
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@impeeza
I don't mind, but mine was an actual nsp, not a forwarder. It also used a variation of JKSM's original title ID IIRC. I had a custom boot gif and logos too. I'll see if I can dig it up.
Do you still happen to have the latest jksv nsp?
Post automatically merged:

Also any c hance of getting to do an overlay menu for jksv or automatically backing up saves? Would be really convenient if you could make saves automatically on game close. Could have a desktop app pull saves from the switch's ftp server to have or load them into google drive to have some fancy cloud save automation.
 
Do you still happen to have the latest jksv nsp?
JKSV DO NOT HAVE A NSP VERSION. may be you are talking about Forwarders, but they are no related with JKSV, you can create yours on https://nsp-forwarder.n8.io/?advanced
Post automatically merged:

Also any c hance of getting to do an overlay menu for jksv or automatically backing up saves?
I do not think can be done, because the savegame of a running app CAN NOT BE READ OUTSIDE THE APP.
Would be really convenient if you could make saves automatically on game close
That will be a sysmodule and will require a lot of coding.
 
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That will be a sysmodule and will require a lot of coding.
https://github.com/J-D-K/JKSysV

Last time I tried, it worked… most of the time.

I'll be real, guys… the Switch is almost 10 years old. I can't support and work on this stuff forever. I've always wanted to make my own game, that's why I learned to program when I was younger. The more I keep coming back to this stuff, the more time I lose on that. Over the past month, I've been grinding in GameMaker (lol) to get a prototype up and running that’s reusable and not a nightmare to work with:



It doesn’t look like much and uses placeholders for everything, but that entire UI system is completely custom, as close to stack based as you can get, and took a long time to implement. That kind of work is almost unheard of for GameMaker projects.

I might start a group for my other projects if people want to keep up with them. I’m not saying JKSV is done forever, but it’s also not 2019 anymore. I don’t want to keep cramming everything I can into JKSV just to make it do everything. It already does more than I ever intended it to.

If people are interested in following the game or my other work, I’ll start a group. I was also working on Xenogears modding tools a while ago, for example…
 
Hello guys! Today I tried to backup my FireRed save and JKSV froze when I clicked on the game. This is the second time I'm trying to backup my save, it worked the first time just fine. Does anyone know why this happened?
 
Hello guys! Today I tried to backup my FireRed save and JKSV froze when I clicked on the game. This is the second time I'm trying to backup my save, it worked the first time just fine. Does anyone know why this happened?
I have same problem and ended up use different save program for just one game.
 
It's because of this: https://github.com/switchbrew/libnx/issues/714

You can still move files around with file mode. Anything that attempts to render the title to screen is going to crash. JKSM menu mode, backup menu, and title information are going to crash when it tries to render the title because it's trying to render compressed data as text. I haven't looked into the specifics. I just dumped the control data from my Switch to check to confirm my suspicions.

I wasn't sure. I actually have GBA carts of Fire Red and Leaf Green I bought as broken and fixed for < $10 a piece and had no interest in paying Nintendo $20 for ROMs they downloaded off of the internet and packed into an emulator.
 
It's because of this: https://github.com/switchbrew/libnx/issues/714

You can still move files around with file mode. Anything that attempts to render the title to screen is going to crash. JKSM menu mode, backup menu, and title information are going to crash when it tries to render the title because it's trying to render compressed data as text. I haven't looked into the specifics. I just dumped the control data from my Switch to check to confirm my suspicions.

I wasn't sure. I actually have GBA carts of Fire Red and Leaf Green I bought as broken and fixed for < $10 a piece and had no interest in paying Nintendo $20 for ROMs they downloaded off of the internet and packed into an emulator.
I had to run the MTP to inject the save in Switch's NAND for Pokémon GBA game.
 
what other program did you use bro?
DBI MTP Responder.

It is somewhat lengthy as they have to read the NAND.

Pokémon GBA saves are in weird folder name with just ??? or square box but you will easily notice that is Pokémon based on file name - FireRed or LeafGreen.
 
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Pokémon GBA saves are in weird folder name with just ??? or square box but you will easily notice that is Pokémon based on file name - FireRed or LeafGreen.
The not being able to show the names thing here could be the same problem, actually. It could just be feeding the same compressed data to Windows or whatever OS you're using. I wrote JKSV's font handling stuff myself. I could have sworn it had code to bail on bad characters, but until now, I never had it happen to be sure.

Unfortunately, I overhauled the hell out of JKSV's SDL2 C++ wrapper a month or two ago. Getting JKSV 100% up and running using it won't be a trivial thing to do either. It's not structured the same way at all. It's all wrapped to be 100% RAII AKA initialize and forget about it.

There's a pull request for this in the libnx repo, but they don't seem to be in a hurry to merge it?

At this point, it's wait and see, I guess. It's not that I can't fix it. It's the time investment.
 
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The not being able to show the names thing here could be the same problem, actually. It could just be feeding the same compressed data to Windows or whatever OS you're using. I wrote JKSV's font handling stuff myself. I could have sworn it had code to bail on bad characters, but until now, I never had it happen to be sure.

Unfortunately, I overhauled the hell out of JKSV's SDL2 C++ wrapper a month or two ago. Getting JKSV 100% up and running using it won't be a trivial thing to do either. It's not structured the same way at all. It's all wrapped to be 100% RAII AKA initialize and forget about it.

There's a pull request for this in the libnx repo, but they don't seem to be in a hurry to merge it?

At this point, it's wait and see, I guess. It's not that I can't fix it. It's the time investment.
Is the JKSV program yours? Did you make it?
 

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