@DarkAkuma what about changing the linked rom within Cave? So for example I can relink A link to the past to my translated rom without having duplicates. It's only a minor thing but could be useful.
To do that without adding duplicates, just name your sfrom 2024_e.sfrom and put it in a folder named S-2024_e; or 2024_j.sfrom and S-2024_j if you're using SFC Online. The app will load that instead of the stock game, just like with everything with LayeredFS. You can also edit the rom path within CaVE itself, but that's just complicating things unnecessarily.@DarkAkuma what about changing the linked rom within Cave? So for example I can relink A link to the past to my translated rom without having duplicates. It's only a minor thing but could be useful.
@DarkAkuma what about changing the linked rom within Cave? So for example I can relink A link to the past to my translated rom without having duplicates. It's only a minor thing but could be useful.
Awesome soft !
Too bad that creating covert art is such a pain in the ass ...
Or auto scraping of games arts and metadata like emulation station would be wonderful... Just dreaming!If you mean, just converting normal images to xtx.z? Well, for now you have Switch Toolbox. Its not hard to use software. In fact, you can make the process even easier by just making a copy of one of the stock images in the CaVE "/images/" sub directory, renaming that copy, opening it in Switch Toolbox, and right click on "Texture 1" in the left panel and selecting "Replace". From there, just select your source image and save.
I do plan on adding support for importing and converting images directly. I just deemed it not necessary for the programs launch, as it would delay things a bit. The code I used to display xtx.z images itself barely works, and does have some issues. I need to spend a proper amount of time focusing on doing the support right.
If you mean just that, its a pita to find decent box images, or make them yourself. Yea. I can see that. There was a lot of work done for various type of cover art styles in the SNESC community. The resolutions there were smaller though. but perhaps one of the packs might suit needs enough.
I'm sure someone will make a SNES / NES Online art package at some point, same as SNESC.
Ok but directly on Switch Toolbox, there's a tutorial somewhere ? i just can't figure how to do it....If you mean, just converting normal images to xtx.z? Well, for now you have Switch Toolbox. Its not hard to use software. In fact, you can make the process even easier by just making a copy of one of the stock images in the CaVE "/images/" sub directory, renaming that copy, opening it in Switch Toolbox, and right click on "Texture 1" in the left panel and selecting "Replace". From there, just select your source image and save.
I do plan on adding support for importing and converting images directly. I just deemed it not necessary for the programs launch, as it would delay things a bit. The code I used to display xtx.z images itself barely works, and does have some issues. I need to spend a proper amount of time focusing on doing the support right.
If you mean just that, its a pita to find decent box images, or make them yourself. Yea. I can see that. There was a lot of work done for various type of cover art styles in the SNESC community. The resolutions there were smaller though. but perhaps one of the packs might suit needs enough.
I'm sure someone will make a SNES / NES Online art package at some point, same as SNESC.
Double clicking on a thumbnail within CaVE lets you change that image for an xtx.z image of your own, so I find it easier to just have a template (just copy the one from CaVE's "images" folder, like DarkAkuma said), modify that with Switch Tool, then within CaVE double click the cover thumbnail and choose the image I just modify, then save. Rinse and repeat for every cover or title screen that you want to change, even the stock games ones.Ok but directly on Switch Toolbox, there's a tutorial somewhere ? i just can't figure how to do it....
[EDIT] Ok understood, once a game is added with your soft, the xtx.z is automatically created, just have to modify it with toolbox after ...
Double clicking on a thumbnail within CaVE lets you change that image for an xtx.z image of your own, so I find it easier to just have a template (just copy the one from CaVE's "images" folder, like DarkAkuma said), modify that with Switch Tool, then within CaVE double click the cover thumbnail and choose the image I just modify, then save. Rinse and repeat for every cover or title screen that you want to change, even the stock games ones.
@DarkAkuma (nice nick btw)
Can we also extract the roms with this from SNES and NES Online?
Without starting a big discussion this would be an interesting way of obtaining roms a bit more legally than downloading them from anywhere.
At least if we only use them as long as we're subscribed to Nintendo Online lol.
Can you be a bit more specific with your issue? I have tested this thing very extensively for quite a while now and I cannot reproduce your issue, if I'm understanding it correctly. Just in case, I just added over 60 games in one go and they were all given the same name as the rom in the database, as is supposed to be. I tried both dragging and dropping and through the Import Sfrom option and both worked perfectly.I added 30 games at once (control on multiple .sfrom) and most of games has the name of another game.
Has anyone figured out how the save games are different from the SNES Classic (or otherwise)? I tried just copying over sram and save states and it doesn't seem to work.
Thanks. That explains it. I got them working! Except.... Front Mission: Gun Hazard. I seem to remember this had some weird save-based problem on Canoe that was eventually patched by sluffy. The game loads fine in SNES Online, and it saves great too (I seem to remember that you had to rely on save states to bypass the srm problem on SNES Classic). But if I try and load my old Canoe srm/sram it defaults back to zero saves. I had all these saves also working great on a Super NT and flash cart, so the Gun Hazard issue is something to do with how Canoe handles it.Me and RadMcFist messed with saves a little.
I know they got rid of the .sram hashing stuff in favor of a more normal sram. So using the "canoe .sram to .srm" option would be useful for going from SNESClassic to Switch Online.
Except.... Front Mission: Gun Hazard. I seem to remember this had some weird save-based problem on Canoe that was eventually patched by sluffy.
Also extremely sad that Terranigma fails to get past the opening menu
- If you try to delete several games at once from CaVE it is prone to crash
- It would be great if changing info in the advanced section of CaVE actually affected the filenames etc. At the moment I can change the info, which changes the database entry, but the file names remain the same, so it's really easy to edit the sfrom name and then have it pointing to the wrong place in the database.
- .jpg and .png artwork import would obviously be a huge addition
- I realise this is probably a big ask, but I found this .nro for homebrew on Switch, which allows you to easily turn your Switch into an MTP file system in windows. You plug your Switch in via usb, load it on the Switch side, and then your SD Card is mounted and becomes browseable in the Windows file system. I was using this to copy over the titles/01008D300C50C000 folder manually from CaVE. A really simple/fantastic adaption to CaVE would be a way to push file updates over MTP from within the program.
There will be a fix released for that soon. As well as the other quintet games.
I've been trying to work on a complete SFROM Tool update for the switch format of .sfroms. I have all params at least somewhat understood now, but not as completely as I'd like. RadMcFist made some major discoverys with his testing that fix the quintet game issues.
Ah ha! I had tried this two different ways:Did you try sluffys patch on SNES Online too? Many of the snes Canoe fixes are still relevant on the switch.
OK export makes sense now. Using the simple MTP .nro I can export straight from CaVE onto my Switch via Windows Explorer. It might be worth just bundling that .nro with CaVE, then your export could automatically point to the Switch if it has already been mounted (obviously people would have to install that into their own homebrew).This was kind of the idea behind the Export option, but my thinking was a bit outdated and... yea. I don't know much about the MTP protocol atm. So that idea kind of fizzled out as I figured it would take some time to properly support.