Homebrew [DS(i)/3DS] TWiLight Menu++ - GUI for DS(i) games, and DS(i) Menu replacement

Wuigi

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I tried the latest version of twilightmenu from azure pipelines(docker version) and as it contains the ips patch for EU ghost trick I tried it again.
It freezes at a blackscreen after selecting it in twilightmenu.
The dump is trimmed, does it have to be the full size?
 

DSoryu

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I tried the latest version of twilightmenu from azure pipelines(docker version) and as it contains the ips patch for EU ghost trick I tried it again.
It freezes at a blackscreen after selecting it in twilightmenu.
The dump is trimmed, does it have to be the full size?

Which tool did you used to trim the rom? Sometimes that causes problems and unexpected behaviour,
 

RocketRobz

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I tried the latest version of twilightmenu from azure pipelines(docker version) and as it contains the ips patch for EU ghost trick I tried it again.
It freezes at a blackscreen after selecting it in twilightmenu.
The dump is trimmed, does it have to be the full size?
No.
Does the .ips patch for the game exist in "sd:/_nds/TWiLightMenu/apfix/"?
 

Wuigi

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@Robz8 Yes it exists, BGTP-1A1D.ips.
It is also recognized as I don't get a warning when launching it.
Edit:
It's actually a whitescreen and I deleted the save but that didn't change anything.
Edit2:
Sorry, I had the AP bypass cheat option from my usrcheat.dat enabled in the cheat menu and that led to the whitescreen. As your AP bypass cheat is enabled without user interaction, it now works.
 
Last edited by Wuigi,

Sliter

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Works together with it. TWLMenu++ is just a cosmetic UI change for your flashcard.
oh thanks! I thought it could be a solution for one(strange R4 clone, I think I tred wood and it don't worked lol)) I can't find a firmware :P but I'm still going to use in the one I have that works XD
Also it's very awesome, well done!
 

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--------------------- MERGED ---------------------------

Check your SD card for errors.

Yes.[/QUOTE]

Hey there. I have formatted the SD card to FAT32. I have copied the twilightmenu with all the given files and NDS games. I am still getting the same situation after restarting the console from running a Japanese game (Mainly Nanashi no Game (English Patch). The main screen after restart is corrupted, forcing me to delete the twilight.ini file. I have tried running the game in both DS and DSi mode, debug mode, with the R4 theme as well as stock clock speed and I am still getting the same issue. I greatly appreciate the help given.

Edit: I have also tried running the game with the latest version of the NDS bootstrap 0.23.0 and TwiLight Menu ++ 9.2.0. No luck :(
 
Last edited by EpicMiBz,

themanuel

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I have noticed that TM++ has to write the path to the ips file for the specific game that is being launched every time.
Would it be possible to update nds-bootstrap so that it looks for the path to all the ips files in the nds-bootstrap.ini file, then finds the patch for the game that is being launched by rom name or gameID?

It seems like this would be a more practical method, although I don't know what limitations there may be in the tool.

Just curious.
 

retrogamefan

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@Robz8 @ Everyone

Here is the next set of patches :

Jewels of the Ages (USA) (B86E)
Jewels of the Ages (Europe) (B86P)
Marie-Antoinette and the American War of Independence - Episode 1 - The Brotherhood of the Wolf (Europe) (BA5P)
Battle Spirits Digital Starter (Japan) (BB4J)
Metal Fight Beyblade - Baku Shin Susanoo Shuurai! (Japan) (BBJJ)
Metal Beyblade - Cyber Pegasis (Korea) (BBUK)
Beyblade Metal Fusion - Cyber Pegasus (Europe) (BBUP)
Beyblade - Metal Fusion (USA) (BBUY)
Live-On Card Live-R DS (Korea) (BCDK)
Mabeopcheonjamun DS 2 - Choehuui Hanjamabeop (Korea) (BCJK)
Tozasareta Byoutou - Dementium II (Japan) (BDEJ)
Dementium II (Europe) (BDEP)
Call of Duty - Black Ops (Germany) (BDYD)
Call of Duty - Black Ops (USA) (BDYE)
Call of Duty - Black Ops (France) (BDYF)
Call of Duty - Black Ops (Europe) (BDYP)
Call of Duty - Black Ops (Europe) (BDYY)
Inazuma Eleven 2 - Tempete de Glace (France) (BEBF)
Inazuma Eleven 2 - Tempete de Feu (France) (BEEF)
MySims - SkyHeroes (USA) (BFLE)
MySims - SkyHeroes (Europe) (BFLP)
Super Scribblenauts (USA) (BH2E)
Super Scribblenauts (Europe) (BH2P)
TV Anime Fairy Tail - Gekitou! Madoushi Kessen (Japan) (BH6J)
Quiz! Hexagon II (Japan) (BHXJ)
Etrian Odyssey III - The Drowned City (USA) (BJ3E)
Cooking Mama World - Hobbies & Fun (Europe) (BJ8P)
GoldenEye 007 (Germany) (BJCD)
GoldenEye 007 (USA) (BJCE)
GoldenEye 007 (France) (BJCF)
GoldenEye 007 (Italy) (BJCI)
GoldenEye 007 (Europe) (BJCP)

Unpack and copy the .ips files to sd:\_nds\TWiLightMenu\apfix

Enjoy!!!
 

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DSoryu

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I have noticed that TM++ has to write the path to the ips file for the specific game that is being launched every time.
Would it be possible to update nds-bootstrap so that it looks for the path to all the ips files in the nds-bootstrap.ini file, then finds the patch for the game that is being launched by rom name or gameID?

It seems like this would be a more practical method, although I don't know what limitations there may be in the tool.

Just curious.

I have been reading bootstrap's code and if I understand correctly, it is designed to boot a single game based on a certain configuration contained on plain text files, such as the game rom file path, settings and other given parameters. I see that it is being designed with portability in mind, so it will not depend exclusively of TM++ frontend, but also another frontends can be made for it, and these are the ones that should write these files to modify bootstrap's configuration parameters before being ran, so it can be used as a multi-rom loader, and given this logic, you can even configure any frontend to boot automatically into an specific rom upon launch, and I think TM++ has that feature already included.

For example, let's say someone adapts nds-boostrap to a PS3 menu themed like frontend. the frontend itself should be the one that can read-write and interpret the text settings files and make them user friendly, among other things such as the ability to read the rom file header so it can be shown as it currently is in TM++, then based on that configuration set, bootstrap would do the magic.

In less words, think of TM++ as the manager who says what to do, and nds bootstrap as the worker who knows what to do based on those orders.

This makes me think why no one else has made any other frontend or has ported another flashcard menus to this :unsure:
 
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MikaDubbz

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So I am able to get games to load up in widescreen when booted from the system's micro SD card, but if I boot up my flashcard (R4i Gold) from within Twilight++ and then launch the same game from the flash card's micro SD card, it is still in the standard 4:3 aspect ratio. Is there any way I can get my flashcard DS games to boot in Widescreen, or do they have to load from the SD card directly inside my 3DS?
 

retrogamefan

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@Robz8 @ Everyone

Here is the next set of patches :
Kanshuu - Shuukan Pro Wrestling - Pro Wrestling Kentei DS (Japan) (BKPJ)
Pucca - Power Up (USA) (BKQE)
Pucca - Power Up (Korea) (BKQK)
Keshikasu-kun - Battle Kasu-tival (Japan) (BKSJ)
Harvest Moon DS - The Tale of Two Towns (USA) (BKUE)
Bokujou Monogatari - Futago no Mura (Japan) (BKUJ)
Digimon Story - Lost Evolution (Japan) (BLEJ)
Professor Layton und der Ruf des Phantoms (Germany) (BLFD)
Professeur Layton et l'Appel du Spectre (France) (BLFF)
Petz - Catz Playground (USA) (BLLE)
Metal Max 3 (Japan) (BM9J)
Murder in Venice (USA) (BNQE)
Murder in Venice (Europe) (BNQP)
Ougon no Taiyou - Shikkoku Naru Yoake (Japan) (BO5J)
Penguin no Mondai - The World (Japan) (BO9J)
Kaidan Restaurant - Ura Menu 100-sen (Japan) (BOBJ)
One Piece - Gigant Battle! (Germany) (BOJD)
One Piece - Gigant Battle! (France) (BOJF)
One Piece - Gigant Battle! (Japan) (BOJJ)
One Piece - Gigant Battle! (Europe) (BOJP)
Powerful Golf (Japan) (BONJ)
Odoru Daisousa-sen - The Game - Sensuikan ni Sennyuu Seyo! (Japan) (BOYJ)
Cocoro no Cocoron (Japan) (BQ6J)
Crafting Mama (USA) (BQ8E)
HeartCatch PreCure! - Oshare Collection (Japan) (BQFJ)
Kawaii Koneko DS 3 (Japan) (BQJJ)
Minna to Kimi no Piramekino! (Japan) (BQVJ)
Ishin no Arashi - Shippuu Ryouma Den (Japan) (BRGJ)
Nori Nori Rilakkuma - Hit Song Ongakusai (Japan) (BRIJ)
Radiant Historia (USA) (BRJE)
Radiant Historia (Japan) (BRJJ)
Super Robot Taisen L (Japan) (BRWJ)

Unpack and copy the .ips files to sd:\_nds\TWiLightMenu\apfix

Enjoy!!!
 

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MikaDubbz

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also, am I correct in understanding that while Twilight++ can load DSiware from a micro SD card, that it can only do so on a DSi model and not on any of the 3DS models? Cuz I have .nds format DSiware, but any of them that I try to boot in my 3DS gives me a message that it can't run the title on a 3DS/2DS.
 

themanuel

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I have been reading bootstrap's code and if I understand correctly, it is designed to boot a single game based on a certain configuration contained on plain text files, such as the game rom file path, settings and other given parameters. I see that it is being designed with portability in mind, so it will not depend exclusively of TM++ frontend, but also another frontends can be made for it, and these are the ones that should write these files to modify bootstrap's configuration parameters before being ran, so it can be used as a multi-rom loader, and given this logic, you can even configure any frontend to boot automatically into an specific rom upon launch, and I think TM++ has that feature already included.

For example, let's say someone adapts nds-boostrap to a PS3 menu themed like frontend. the frontend itself should be the one that can read-write and interpret the text settings files and make them user friendly, among other things such as the ability to read the rom file header so it can be shown as it currently is in TM++, then based on that configuration set, bootstrap would do the magic.

In less words, think of TM++ as the manager who says what to do, and nds bootstrap as the worker who knows what to do based on those orders.

This makes me think why no one else has made any other frontend or has ported another flashcard menus to this :unsure:

Well, nds-bootstrap already reads its own ini file to properly configure itself. From there, it would not be a stretch to have it look at the folder where all the ips files are located and identify the one that belongs with the game being launched, instead of having been told what specific file to use. This would allow the on-the-fly patching functionality to work with forwarders and open up similar options.
 

DSoryu

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Well, nds-bootstrap already reads its own ini file to properly configure itself. From there, it would not be a stretch to have it look at the folder where all the ips files are located and identify the one that belongs with the game being launched, instead of having been told what specific file to use. This would allow the on-the-fly patching functionality to work with forwarders and open up similar options.

Yep, that might be completely possible, maybe even @Robz8 has thought this, so AP patching would work with any frontend natively, I wonder if it would affect boot times whatsoever.

Another convenient feature would be to merge all of the patch files into a single one (something like usrcheat.dat) like some flashcarts do, but that could break things in some way, as cheat engine is currently broken for example.
 

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