Same thing I've been doing, I'd love to have a menu with being able to select a bin/cue when opening cotton.@matt! Clever! I have 20 romfs folders with the ROMs and renamed .cues in a Saturn folder that I move back and forth to the actual romfs location
changing this setting fixes this, it removes 2nd player controller.Virtual On: Cyber Troopers (US). Playable. No issues so far. It requires a second gamepad to bypass the controls check (first screen). I don't know if it works with 2 Joy-Cons dettached.
PadType1_0="5"
Great. I thought it was an obligatory check, but it did not make much sensechanging this setting fixes this, it removes 2nd player controller.Code:PadType1_0="5"
Both plays greatcyboerbots - Unplayable
the house of the dead - Unplayable
changing this setting fixes this, it removes 2nd player controller.Code:PadType1_0="5"
Interesting, I only had injected Panzer Dragoon which doesn’t have means to save your progress, only emu save states.Actually you only lose your save states. For actual ingame saving it seems to use like a virtual memorycard so you can go back and forth
OK but you will have a save problem with this method?My idea was to put all game bins in the romfs folder and then use SimpleModManager to select games by swapping cue files.
Here's how it looks:
1. Parent game and count of available alternate games
View attachment 280159
2. Select a game
View attachment 280160
3. (Deactivate any previously active game) Activate a game (this copies over just the cue file so is pretty much instant)
View attachment 280161
4. Game is now active
View attachment 280162
5. Go to home menu, launch parent game, have fun
I understand, that's why my script require original files to work so I'm not distributing any file that could be a problem.i have not had a proper look of what is stored with the output, all i know is each key is unique or traceable to the console it come from, this isn't a big deal unless something from those prod.keys was stored in the output
there is something else i am not at liberty to discuss in public which concerns me
i just dont want to get you into the spot light if some Black Sheep start using the Script and share the games to TinFoil or other pirate sites, many Eyes are glued to this thread and are already making Articles about what we have achieved in their own Websites
what we are doing is a very Grey Area for Nintendo Game Package property
also on another subject, someone started to figure out the proper settings for some games
does your script cares what was the name for the game settings.ini
does it automatically correct the name or do i have to keep the name to Guardian_Force.ini before i point your Script to it
forgive my ignorance i did not test it myself and was looking for a quick reply before i test it again
the idea is to keep a folder with your tool and add all the config_settings.ini that we customized for each game as resource to use while we build NSP
In my script you also have a function to test a keys file, it tells you what are the common keys and unic keys, this function is in the "basic functions".Good to be cautious, but for accuracy - most keys dumped from a Switch into prod.keys are generic and the same between all Switches. The only unique ones are those used to encrypt the eMMC etc. Keys used to make new NSPs and decrypt existing ones are generic, and there would be no reason for any identifiable key to end up in a resulting NSP, unless the script literally bundled the prod.keys file into it by accident.
If you wanted confirmation that most keys are generic, you could google "prod.keys pastebin" or similar to see what's publicly (tho not legally per se) available and compare the keys to your own file.
ill send you a repository after we have more then 10 config settings, we now have 4OK but you will have a save problem with this method?
Edit: OK, savestate problem at least.
I understand, that's why my script require original files to work so I'm not distributing any file that could be a problem.
Yes, my script rename all the files correctly (ini, cue and wallpaper for now, I will add other files in some next versions) so you can add your own config file. If we make a repository with ini files I could add it to the script, my intention is to propose to the user evrything that he can change.
In my script you also have a function to test a keys file, it tells you what are the common keys and unic keys, this function is in the "basic functions".
Does title override rename the BiD?Max CPU overclocking fixed the input lag in Panzer Dragoon for me, the difference is day and night
BTW I don’t use nsp installation, I do title override if someone is interested in this method to avoid risk of being banned.
View attachment 279085
So no, redirecting doesn't change TitleID, for that you need to change "control.nacp" and "main.npdm" files. For now the only way that I know to change TitleID is to reconstruct the NSP, via my script for example. Maybe this is possible to redirect these files but I don't know how, for the "main.npdm" with the creation of a "exefs" folder and puting the file in it should do the trick but for "control.nacp" I don't know how to do.Sorry I meant to say TID
Title ID
No, TID and BID doesn't get overrided, they are unmodified from the original donor game.Does title override rename the BiD?