Homebrew CaVE Database Manager - A SNES, NES, N64, Genesis Switch Online modding App

DarkAkuma

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CaVE Database Manager



Description:
CaVE Database Manager is a tool to help you add (or "inject") a custom selection of games to your SNES, NES, N64 & Genesis Online apps. With it, you can quickly add many games with default values/settings/art that will at least allow the game to boot up and play. But beyond that, you can customize the values/settings/art to your liking!​
It supports both both the Western app, and the South East Asian apps.​
In the future it will be expanded to support Classic Consoles, WiiU, 3DS and Wii too.​

Download:
V1.3.3.0, 11-27-21​
  • Fixed some database issues with N64.
  • Improved the CPIO code used with dtz's.
  • Added a new Settings window for N64 .meta/.cfg./.lua editing.
  • Added a log for changes to your database, for use with the Export feature, enabling it to ONLY export the files it has found to be changed since the last time you exported.
  • The Machine Country option should now be automatically set for Genesis/Mega Drive.
  • Added "Disable Handcursor" and "KeyAssign Type" options to N64.
  • The tools menu is now completely hidden when a N64 database is not loaded.
  • Changing the code value will now prompt you to change other values that the Code is typically used in.
  • Added an option to allow you to change the selected ROM for an already imported game.
  • A few misc bug fixes to SPT support with N64.
  • Primitive support for working with Super Mario 3D Allstars, available only as an advanced option. "sm3das_enabled": true
V1.3.2.0, 11-02-21​
  • Support for N64/Genesis/Mega Drive Online v1.0.0.0.
  • Ability to delete stock games.
  • Remade CaVE own database so it make more accurate NSO databases.
  • Improved SP Title support.
  • Improved the Edit Description window.
  • Improved the database export feature.
  • Too many other smaller changes to list.
V1.2.1.0, 10-02-21​
  • Support for SNES/SFC Online v2.2.0.0-v2.4.0.0 and NES/FC Online v5.1.0.0-v5.4.0.0 databases.
  • CaVE automatically adds the game name text to default box arts.
  • Added support for importing database extensions. (small database.json files that generally just contain one update)
V1.2.0.0, 12-19-20​
  • Support for SNES/SFC Online v2.1.0.0 and NES/FC Online v5.1.0.0 databases.
  • Added support for in-app conversion of normal images to .xtx.z.
  • Added option to auto-scale images down to a more reasonable resolution. Enabled by default.
  • Added "Create SP Game Title" option. This is usable with NES/FC and SNES/SFC now too!
  • Overhauled the stock database setup. Now refereed to as Update History Database.
    All lclassics.titlesdb and strings.lng info from the old setup, are now in a single file.
    This single file removes the redundancy of the same data among versions and instead only lists the changes with each update.
    As a result, this new Update History Database file will take up around 25MB less disc space.
    Updates are more clearly organized using their update version.
    The "Stock Databases" menu has been removed.
    Now, when creating a new database, you can select to do so for clear specific versions.
  • Added support for remembering a couple basic window/control positions and sizes between sessions.
  • Added the ability to edit meta subtitles. (These are used with SP titles.)
  • Added option to allow you to suppress the update pop-up.
  • Fixed an issue with SFC/FC database selection not properly updating things.
V1.1.1.0, 09-30-20​
  • Fixed issue with imported games getting assigned the same code values.
V1.1.0.0, 09-27-20​
  • Updated database to support SNES/SFC Online v1.7, and NES/FC Online V4.7.
  • Added support for updating custom databases with games from new stock databases.
V1.0.2.5, 09-04-20​
  • Updated database to support SNES/SFC Online v1.6.
V1.0.2.4, 07-16-20​
  • Updated database to support SNES/SFC Online v1.5, and NES/FC Online V4.5.
V1.0.2.3, 05-25-20​
  • Updated database to support SNES/SFC Online v1.4, and NES/FC Online V4.4.
V1.0.2.2, 02-22-20​
  • Updated database to support SNES/SFC Online v1.2, and NES/FC Online V4.2.
V1.0.2.1, 12-17-19​
  • Updated database to support SNES/SFC Online v1.1, and NES/FC Online V4.1.
V1.0.2.0, 11-7-19​
  • Fixed .sfromsig generation issue for SFC Online support.
  • Fixed issues cause by Unicode prefixes in titlesdb.
  • Fixed and issue with drag and drop not working for SFC/FC Online databases.
  • Added the ability to edit game descriptions. Accessed via selecting a line in the list and either right clicking, or using the Edit menu. To help you properly format your descriptions, this uses the Segoe UI Light font to as closely mimic the Switch Online font. The size of the input area is close to the same size as the view area in the app. This is to help you know when to make a new line, and when text will be on a new page (10 lines per page).
V1.0.1.0, 11-4-19​
  • Full support for creating and managing Famicom Online/Super Famicom Online databases.
  • Some minor tweaks to the Language Info column values to display properly when Language is changed.
  • Added Traditional and Simplified Chinese options to the Language options.
  • Fixed an issue with the FDS column sometimes showing for SNES/SFC databases.
  • Changing Language will now force a reload of the active database, and refresh which Title variant is shown in the main "Info" column and which are shown in the "Language Info" column, as appropriate.
  • Fixed an issue where the values for the box art files specified in the settings file were not being used.
SNES Online - Full Unlock

Description:
The SNES Online "Full Unlock" is a modification for the SNES Online app that allows it to support more than the stock list of compatible games/Preset IDs. Additionally, it also enables full support for the traditional .sfroms of the SNESClassic/WiiU format (Traditional SFROM support removed with v1.1).​

Download:
V2.4.0.0, 10-02-21:​
  • Updated to support SNES/SFC Online v2.4.
V2.1.0.0, 12-19-20:​
  • Updated to support SNES/SFC Online v2.1.
V2.0.0.0, 12-01-20:​
  • Updated to support SNES/SFC Online v2.0.
V1.7.0.0, 09-27-20:​
  • Updated to support SNES/SFC Online v1.7.
V1.6.0.0, 09-04-20:​
  • Updated to support SNES/SFC Online v1.6.
V1.5.0.0, 07-16-20:​
  • Updated to support SNES/SFC Online v1.5.
V1.4.0.0, 05-25-20:​
  • Updated to support SNES/SFC Online v1.4.
V1.2.0.0, 02-22-20:​
  • Updated to support SNES/SFC Online v1.2.
V1.1.0.0, 12-16-19:​
  • Updated to support SNES/SFC Online v1.1.
V1.0.0.0, 11-8-19:​
  • The "Super Famicom Online - Full Unlock" has been released.
  • A fix for the "Super Famicom Online - Full Unlock" has been made if you have downloaded it before 11-6-19.
  • Made available versions of the Full Unlock in IPS and IPSwitch form. These have not been tested with all CFWs, and as such there is no setup instructions for these until users report back.

Setup



Discord

Home for discussion of CaVE, SFROM Tool and the Full Unlock (Channel: Nintendo->#nintendo-vc-cc-nso)​


Thanks

RadMcFist - For an ton of help with testing, and advice since I don't own a Switch.​
Falo- For providing the initial RSA hack for SNES Online.​
 
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RadMcFist

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I can vouch for the sheer awesomeness of this tool. It's a breeze to get a perfectly working database in a matter or minutes, a far cry over manually editing lclassics.titlesdb only to being left wondering where the hell did I forget a comma that's making the app not load at all.

If anyone has any doubts or needs help with any part of the process, don't hesitate to post in this thread. I hope a lot of people make good use of it for both their SNES and NES Online apps and that people contribute to the SNES VC/CC Compatibility List!

Once again, thanks for the good job, DarkAkuma (and Falo for the initial hack and help in the other thread)!
 
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DarkAkuma

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can you support jp/tw/ch virsion?
TitleID: 0100E8600C504000

I should be able to. I hadent given it much thought, but figured it did already. Now that you mention it, it and the Famicom app would have different title id's... so support wouldnt work right now. But I'll try to get an update out as soon as I can.

EDIT:

I began looking into it, and yea. Current release does not support famicom/super famicom online, like I had hoped. But its not a problem. I've been working on a update to get them properly supported. I'll try and get it done tomorrow.
 
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yyoossk

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I should be able to. I hadent given it much thought, but figured it did already. Now that you mention it, it and the Famicom app would have different title id's... so support wouldnt work right now. But I'll try to get an update out as soon as I can.

EDIT:

I began looking into it, and yea. Current release does not support famicom/super famicom online, like I had hoped. But its not a problem. I've been working on a update to get them properly supported. I'll try and get it done tomorrow.

wow
thank you very much!
 
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lisko

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@DarkAkuma Why the full unlock is a code and not an ips patch? I hope it will work on sxos because you say that after the cheat is enabled you have to restart snes online app but I'm pretty sure that when I exit and re-enter sxos will discard the cheats status and will reopen with cheats disabled by default. I don't know if the code is needed early during snes online start up then probably it won't work under sxos. For this reason I think that an ips patch would be more opportune for the purpose. Thank you for your work very nice hack!
 

DarkAkuma

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@DarkAkuma Why the full unlock is a code and not an ips patch? I hope it will work on sxos because you say that after the cheat is enabled you have to restart snes online app but I'm pretty sure that when I exit and re-enter sxos will discard the cheats status and will reopen with cheats disabled by default. I don't know if the code is needed early during snes online start up then probably it won't work under sxos. For this reason I think that an ips patch would be more opportune for the purpose. Thank you for your work very nice hack!

Its a cheat because I concluded that would be the easiest for most people to understand/use. As far as I know, a patch would require that people have the decrypted main file extracted from an .nsp, which from experience is an annoying PITA and not newbie friendly.

I say you "may" need to restart for the atmosphere directions. Not SXOS. I don't have any SXOS directions right now because I did not have anyone who used that CFW to test and provide the detailed instructions for it.

Is this safe to do on an unmodified switch?

I'm guessing "no"? It requires a CFW, which as far as I can tell mean the Switch would need to be modified.
 

RadMcFist

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@DarkAkuma Why the full unlock is a code and not an ips patch? I hope it will work on sxos because you say that after the cheat is enabled you have to restart snes online app but I'm pretty sure that when I exit and re-enter sxos will discard the cheats status and will reopen with cheats disabled by default. I don't know if the code is needed early during snes online start up then probably it won't work under sxos. For this reason I think that an ips patch would be more opportune for the purpose. Thank you for your work very nice hack!
The directions you're talking about are for atmosphere, not sxos, and it says that "you may need restart" the app, not that you have to. If it works, don't restart. If it doesn't, restart.

Have you actually tried using the cheat on SXOS? Extract the Full Unlock file to the correct place in your SD card, and do the same things you would do to activate any other cheat for any other game. I do not use SXOS but I am sure it has a way to manage cheats and to make it remember whether those cheats should always be on or off.

Like darkakuma said, making an ips patch for this hack would complicate things unnecessarily for everyone. Going through about 20 different steps that require using complicated, convoluted methods and external tools that are largely undocumented and sometimes hard to find, just to avoid applying a cheat is not something a sane person would do.

Is this safe to do on an unmodified switch?
A Switch that's not running on custom firmware can't use LayeredFS or activate cheats, both of which are needed for this. So, like everything else in the Homebrew section of this forum, this cannot run on a Switch that's not running a CFW.

If by "safe" you mean that you're going online with a CFW while using hacks like this, then you're already dead, man. It's as safe as using LayeredFS on any other game: you'll probably get banned if you go online. So don't go online or don't care about a possible banned since the end result is the end either way.
 
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DarkAkuma

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@RadMcFist Thanks. Glad to know my responses were correct. I'm forced to say things like "as far as I know" and "I'm guessing 'no'?", and rely purely on knowledge over experience since I don't have a Switch. So I'm never completely comfortable answering such questions, and just have to do my best. =)

EDIT:

CaVE Database Manager has now been updated to v1.0.1.0.

Changes:
  • Full support for creating and managing Famicom Online/Super Famicom Online databases.
  • Some minor tweaks to the Language Info column values to display properly when Language is changed.
  • Added Traditional and Simplified Chinese options to the Language options.
  • Fixed an issue with the FDS column sometimes showing for SNES/SFC databases.
  • Changing Language will now force a reload of the active database, and refresh which Title variant is shown in the main "Info" column and which are shown in the "Language Info" column, as appropriate.
  • Fixed an issue where the values for the box art files specified in the settings file were not being used.
 
Last edited by DarkAkuma,

yyoossk

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@RadMcFist Thanks. Glad to know my responses were correct. I'm forced to say things like "as far as I know" and "I'm guessing 'no'?", and rely purely on knowledge over experience since I don't have a Switch. So I'm never completely comfortable answering such questions, and just have to do my best. =)

EDIT:

CaVE Database Manager has now been updated to v1.0.1.0.

Changes:
  • Full support for creating and managing Famicom Online/Super Famicom Online databases.
  • Some minor tweaks to the Language Info column values to display properly when Language is changed.
  • Added Traditional and Simplified Chinese options to the Language options.
  • Fixed an issue with the FDS column sometimes showing for SNES/SFC databases.
  • Changing Language will now force a reload of the active database, and refresh which Title variant is shown in the main "Info" column and which are shown in the "Language Info" column, as appropriate.
  • Fixed an issue where the values for the box art files specified in the settings file were not being used.
Full Unlock" cheat can I use jp version?
sorry for my poor english
 

DarkAkuma

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Full Unlock" cheat can I use jp version?
sorry for my poor english

lol. Now that you mention it... man. I'm really spaced out on this stuff!

...

Ok. I have a SFC version of the unlock posted on the CaVE Download page now. It's untested, but I think it should work. 3/4 of the hack was the same as the SNES Online version, and I figured out how to translate the 4th to the SFC as quickly as I could. I'm not 100% certain that I got the correct BuildID set correctly for the cheat file though, but I think thats correct as well.

Hope to hear back that it works well! =)
 
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yyoossk

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lol. Now that you mention it... man. I'm really spaced out on this stuff!

...

Ok. I have a SFC version of the unlock posted on the CaVE Download page now. It's untested, but I think it should work. 3/4 of the hack was the same as the SNES Online version, and I figured out how to translate the 4th to the SFC as quickly as I could. I'm not 100% certain that I got the correct BuildID set correctly for the cheat file though, but I think thats correct as well.

Hope to hear back that it works well! =)

thx!
 
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yyoossk

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lol. Now that you mention it... man. I'm really spaced out on this stuff!

...

Ok. I have a SFC version of the unlock posted on the CaVE Download page now. It's untested, but I think it should work. 3/4 of the hack was the same as the SNES Online version, and I figured out how to translate the 4th to the SFC as quickly as I could. I'm not 100% certain that I got the correct BuildID set correctly for the cheat file though, but I think thats correct as well.

Hope to hear back that it works well! =)

install sfc unlock cheat
snes rom convert switch sfrom
new game add with CaVE Database Manager.
but cannot launch snes online jp
 

DarkAkuma

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install sfc unlock cheat
snes rom convert switch sfrom
new game add with CaVE Database Manager.
but cannot launch snes online jp

I'm afraid that's not much to go one to help you. I'll have to guess at the issue.

  1. The SFC Online Full Unlock hack may not work. As I said its untested, but everything lined up right so that it "should" work.
  2. If you mean that you "cannot launch games", specifically custom games, perhaps you do not have the cheat enabled?
  3. You may be on reinx, which I recently found out probably does not have a valid method of cheat usage.
  4. The BuildID I used may be incorrect, though I would think that would just cause the cheat to be ignored. Not prevent the app/games from loading.
  5. There's an issue with the titledb formatting that's unique to SFC Online, and I need to figure it out. (I mention this because I'm currently having such an issue with trying to improve support of the strings.lng file.)
That last one, if its the case, try opening the titlesdb file manually in a text editor and replacing instances of the text "\u3000" with ''" and "\u00A0" with " ". The characters inside the quotations may not show up correctly on this forum, if not, just use a single space. (I'll least have a bandaid fix for this issue in the next version of CaVE, so this doesnt have to be fixed manually..)
 
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yyoossk

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I'm afraid that's not much to go one to help you. I'll have to guess at the issue.

  1. The SFC Online Full Unlock hack may not work. As I said its untested, but everything lined up right so that it "should" work.
  2. If you mean that you "cannot launch games", specifically custom games, perhaps you do not have the cheat enabled?
  3. You may be on reinx, which I recently found out probably does not have a valid method of cheat usage.
  4. The BuildID I used may be incorrect, though I would think that would just cause the cheat to be ignored. Not prevent the app/games from loading.
  5. There's an issue with the titledb formatting that's unique to SFC Online, and I need to figure it out. (I mention this because I'm currently having such an issue with trying to improve support of the strings.lng file.)
atmosphere with edizon
build id ok
cheat enabled
but cannot lunch

titledb format different
but i fixed it
but cannot lunch
 
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RadMcFist

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atmosphere with edizon
build id ok
cheat enabled
but cannot lunch
Do you mean that the Super Famicom Online app does not open or that the custom games inside it do not open?

If it's the app that doesn't open, on what screen does it hang (black screen with Switch logo or red screen with Super Famicom controllers)? This makes a big difference in knowing what went wrong.

Try removing the added games from the SD card (just delete the lclassics.titlesdb file or move it somewhere else if you don't already have a backup), but leave the unlock cheat and see if the SFC Online app launches now. If it does launch, then the problem was with the added custom games and not with the cheat. Also, please tell us what CFW are you using (atmosphere, sxos, etc).

The BuildID I used may be incorrect, though I would think that would just cause the cheat to be ignored. Not prevent the app/games from loading.
The Build ID is definitely correct or they wouldn't be able to see the cheat on Edizon.
 
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DarkAkuma

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atmosphere with edizon
build id ok
cheat enabled
but cannot lunch

titledb format different
but i fixed it
but cannot lunch

Please follow @RadMcFist 's advice when mine is not sufficent. He will know more about these issues than I do.

That said, I have tested databases generated by my tool with SFC Online. Outside of that "\u3000" & "\u00A0" issue, once that's manually fixed, I can verify that you should be able to get to the menu. I can with yuzu. yuzu can't boot games either way, so that's as far as I can personally get.

I tested with just a single game, no customization after import other than removing ROM release/dump info from the name.

So I can only assume at this point that your "but cannot launch" means that a game you have chosen will not boot. I'll assume its a custom added game too, not one of the stock games. But if the stock games don't boot either it would be helpful for us to know.

So yea. Assuming a custom added game does not boot, it may be a game specific issue. Meaning the game itself was not setup correctly with SFROM Tool, or has general compatibility issues. In this case we would need to know the game, if a VC patch or Robins patch was used (green dot in the lower right corner of SFROM Tool when making the .sfrom), what Preset ID was used, and if a translation or hack patch was used.

EDIT:

I just noticed an issue that could very much be your problem yyoossk. In fact, it means that Super Famicom support is currently broken.

But, theres a temporary workaround! I'm in the middle of a adding a new feature, so I cant make a fix build atm. Sorry.

The issue is that CaVE does not generate a .sfromsig for the Super Famicom Online. Simple mistake in the code. I knew I was going to forget some FC/SFC checks somewhere!

For now the work around is, download this dummy sfromsig. Copy it, rename it to the same name as your .sfrom file and place it in the same folder.

For example, say you .sfrom is named "6194_j.sfrom". Rename a copy of the above sig file to "6194_j.sfromsig".

So in your games folder you will have.
  • 6194_j.sfrom
  • 6194_j.sfromsig
  • S-6194_j.xtx.z
  • S-6194_j-details.xtx.z
I hope this helps. Sorry for the bug!
 
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yyoossk

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Please follow @RadMcFist 's advice when mine is not sufficent. He will know more about these issues than I do.

That said, I have tested databases generated by my tool with SFC Online. Outside of that "\u3000" & "\u00A0" issue, once that's manually fixed, I can verify that you should be able to get to the menu. I can with yuzu. yuzu can't boot games either way, so that's as far as I can personally get.

I tested with just a single game, no customization after import other than removing ROM release/dump info from the name.

So I can only assume at this point that your "but cannot launch" means that a game you have chosen will not boot. I'll assume its a custom added game too, not one of the stock games. But if the stock games don't boot either it would be helpful for us to know.

So yea. Assuming a custom added game does not boot, it may be a game specific issue. Meaning the game itself was not setup correctly with SFROM Tool, or has general compatibility issues. In this case we would need to know the game, if a VC patch or Robins patch was used (green dot in the lower right corner of SFROM Tool when making the .sfrom), what Preset ID was used, and if a translation or hack patch was used.

EDIT:

I just noticed an issue that could very much be your problem yyoossk. In fact, it means that Super Famicom support is currently broken.

But, theres a temporary workaround! I'm in the middle of a adding a new feature, so I cant make a fix build atm. Sorry.

The issue is that CaVE does not generate a .sfromsig for the Super Famicom Online. Simple mistake in the code. I knew I was going to forget some FC/SFC checks somewhere!

For now the work around is, download this dummy sfromsig. Copy it, rename it to the same name as your .sfrom file and place it in the same folder.

For example, say you .sfrom is named "6194_j.sfrom". Rename a copy of the above sig file to "6194_j.sfromsig".

So in your games folder you will have.
  • 6194_j.sfrom
  • 6194_j.sfromsig
  • S-6194_j.xtx.z
  • S-6194_j-details.xtx.z
I hope this helps. Sorry for the bug!
wow
great job!
i will try after my job
thank you a lot!
 
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