Homebrew Post Homebrew ideas, suggestion, requests here

DarkJesus

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Is there any homebrew apps out there that can sync saves between two 3DS systems? The only way I can think of would involve backing up saves and copying between systems using either a PC or ftp. Would be amazing to have an app that could run on both systems, establish a connection, then determine which save was newer and automatically copy between both systems so both held the newest save. Would mean that I could run the app on both systems so I could choose whether to carry my O3DS or N3DS XL with me when going out.

Hope I've been clear on what I'm requesting...

Even if it's not an app, does anyone have a convenient way of synching saves across two 3DS systems? Would just synching the 'Nintendo 3DS' folder between both SD's do the trick?
 

SLiV3R

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After you are done with school you are going to work, and that's going to be just as stressful and time consuming. So my tip is: manage to make some time for yourself or else you're going to be crazy.
Happy new year and good luck with school.

But where to start? There are so many things you need to learn before you can even make the most simple pong clone. ....
 

MasterFeizz

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But where to start? There are so many things you need to learn before you can even make the most simple pong clone. ....
Start with the very basic "hello, world". Learn a little bit about the syntax of the language. Learn the data types and how functions work. Learn how to structure your application. Move on to game development.
I'm starting a tutorial series on C game and homebrew development
 

XPavilion

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A theme browser/downloader program that lets you scroll through different custom themes from a website or otherwise, download them to your DS and give you the option to load into CHMM to set them. Convenient and removes having to take your SD card out and in, then booting into homebrew launcher. Saves N3DS users a lot of time and trial and error finding a good theme
 
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Arubaro

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I don't know if it is possible but, well...
Some kind of app that exports a .txt with all the titles you have installed on your 3ds with its version
 

muggy8

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I'm like 40% sure it's possible but i'm here to ask anyways. Is it possible to write a 3DS video capture application that captures the game's video feed and either saves it on the SD card or sends it over wifi to an FTP server on your computer? I know that Hans is able to take screen shots of the game but is it possible to make that process faster by a whole bunch and do it 20-30 times per second and save it to the SD card as say a JPG or PNG sequence and stitch it together later? The audio can be easily capture by connecting the audio out on the 3DS headphone jack to the mic in jack on your computer.

Before anyone says that Capture cards is already a thing, let me just state that a capture card these days are about just as expensive as the console itself.
 

Arubaro

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I'm like 40% sure it's possible but i'm here to ask anyways. Is it possible to write a 3DS video capture application that captures the game's video feed and either saves it on the SD card or sends it over wifi to an FTP server on your computer? I know that Hans is able to take screen shots of the game but is it possible to make that process faster by a whole bunch and do it 20-30 times per second and save it to the SD card as say a JPG or PNG sequence and stitch it together later? The audio can be easily capture by connecting the audio out on the 3DS headphone jack to the mic in jack on your computer.

Before anyone says that Capture cards is already a thing, let me just state that a capture card these days are about just as expensive as the console itself.
Smea said this would be barely possible on n3ds
 

MasterFeizz

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I'm like 40% sure it's possible but i'm here to ask anyways. Is it possible to write a 3DS video capture application that captures the game's video feed and either saves it on the SD card or sends it over wifi to an FTP server on your computer? I know that Hans is able to take screen shots of the game but is it possible to make that process faster by a whole bunch and do it 20-30 times per second and save it to the SD card as say a JPG or PNG sequence and stitch it together later? The audio can be easily capture by connecting the audio out on the 3DS headphone jack to the mic in jack on your computer.

Before anyone says that Capture cards is already a thing, let me just state that a capture card these days are about just as expensive as the console itself.
It is very possible, but the performance is the issue. Even capturing at 15FPS would take too much CPU time away from the game, making things unplayable and may even cause timing issues. But it is possible.
 

muggy8

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It is very possible, but the performance is the issue. Even capturing at 15FPS would take too much CPU time away from the game, making things unplayable and may even cause timing issues. But it is possible.

Would it be possible to get the GPU to do this process? I know that the 3DS has a GPU and if somehow we can just make the GPU output the file twice once to the screen and once into memory then wouldn't that be much faster? Or am I asking for too much right now and that kind of processes requires some insane programming wizardry that no one knows how to tap at currently?
 

MasterFeizz

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Would it be possible to get the GPU to do this process? I know that the 3DS has a GPU and if somehow we can just make the GPU output the file twice once to the screen and once into memory then wouldn't that be much faster? Or am I asking for too much right now and that kind of processes requires some insane programming wizardry that no one knows how to tap at currently?
You don't need to output twice, the gpu is not connected to the screen, it just copies the color buffer to the framebuffer after drawing. We can access the framebuffer or color buffer with no problem, but saving or sending that pixelmap is problematic. Both sdcard and wifi are too slow.

Edit: meant to say screen, not framebuffer
 
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muggy8

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You don't need to output twice, the gpu is not connected to the screen, it just copies the color buffer to the framebuffer after drawing. We can access the framebuffer or color buffer with no problem, but saving or sending that pixelmap is problematic. Both sdcard and wifi are too slow.

Edit: meant to say screen, not framebuffer

ahh i see. which is the bottle neck the CPU or the writing? If I remember correctly, the SD card can be written to at high speeds easily, is the problem then the CPU not being good enough to write fast enough? or is the problem with the SD card not being able to accept images fast enough. I assume that compressing the image on the fly is not an option for sure then...
 

MasterFeizz

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ahh i see. which is the bottle neck the CPU or the writing? If I remember correctly, the SD card can be written to at high speeds easily, is the problem then the CPU not being good enough to write fast enough? or is the problem with the SD card not being able to accept images fast enough. I assume that compressing the image on the fly is not an option for sure then...
The SDIO is a bottleneck, you can't write to it fast enough. You would be wasting CPU time that would otherwise be used by the game.
 

muggy8

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The SDIO is a bottleneck, you can't write to it fast enough. You would be wasting CPU time that would otherwise be used by the game.

So the bottleneck is with the SD card's IO interface? What if you compressed the image and write interlaced images as compressed images to the SD card instead? For example if you throw away every other row of pixels and leave no white space and compress the image with JPG and send it through the IO would that be faster? Then at a later time at export time, you can just add the white space back or something. Or what if you take a mixed approach. The game runs at 60 fps usually and you can take every other or third frame and record it as an interlaced image and every other image you save, one you would send over FTP or TCP or something to your computer and the other you would write to your SD card so you're sending 15 FPS over wifi and you're writing 15 FPS to your SD card and you'd later have a program on your computer that would take the images and combine them to make a 30fps interlaced footage. Would that be possible? or maybe even drop that down to a net result of 20FPS interlaced footage?

I seem to remember that the 3DS can transfer at a speed of around 35kbps rather stable a while back when i was trying to send over a big file from my computer to my 3DS via ftbrony. so if we can get each frame below 5kb then maybe it's possible to send the whole thing over wifi? what if we just use only the top screen or only the bottom screen? would it be possible this way?
 
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MasterFeizz

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So the bottleneck is with the SD card's IO interface? What if you compressed the image and write interlaced images as compressed images to the SD card instead? For example if you throw away every other row of pixels and leave no white space and compress the image with JPG and send it through the IO would that be faster? Then at a later time at export time, you can just add the white space back or something. Or what if you take a mixed approach. The game runs at 60 fps usually and you can take every other frame and record it as an interlaced image and every other image you save, one you would send over FTP or TCP or something to your computer and the other you would write to your SD card so you're sending 15 FPS over wifi and you're writing 15 FPS to your SD card and you'd later have a program on your computer that would take the images and combine them to make a 30fps interlaced footage. Would that be possible? or maybe even drop that down to a net result of 20FPS interlaced footage?
No, now you're not only wasting time with the wifi or sdio, but also with compression. This would only make it slower and harder to implement. Making a simple low fps recorder for N3DS would be the best bet. Keep in mind that some games already run slow without any recording.
 

muggy8

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No, now you're not only wasting time with the wifi or sdio, but also with compression. This would only make it slower and harder to implement. Making a simple low fps recorder for N3DS would be the best bet. Keep in mind that some games already run slow without any recording.

What if we record in relatively low FPS with interlaced for the n3ds? is that a possible thing? or maybe even send it over wifi as the n3ds seems to have better wifi IO then the o3ds
 

MasterFeizz

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What if we record in relatively low FPS with interlaced for the n3ds? is that a possible thing? or maybe even send it over wifi as the n3ds seems to have better wifi IO then the o3ds
It has better wifi io than o3ds but still slow, interlacing would help but it would still impact performance significantly.
 

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