I doubt this will work on all flash cart, this is based on the dstwo's plugin system, unless R4 or acekards has plugins that I don't know about, it will probably stay dstwo only
It is designed specifically for the DSTwo, I have no plans to port it to other cards. In its current form it is mostly skinable, the two bg images are stored on the card, so are the clock numbers. As for changing the order of the icons, that might be a bit tricky.
Looks good - but just to check.. this is an alternative to the DSTwo's 'plugin menu' ???
If so - just a couple of suggestions if possible (actually 3).....
Currently, the plugin menu needs the nds file for the homebrew to be in the same folder as the necessary bmp/ini files (i.e '/_dstwoplug/' folder)
My suggestion is - allow 'iMenu' to read the same ini files in the '/_dstwoplug/' folder, but look for an extra line like 'nds=' that points to where the nds file is actually stored Meaning you don't need to stick a copy into the '/_dstwoplug/' folder
This way people can have all their homebrew in something like a '/Homebrew/' folder on the root (or even be allowed to 'split' their hombrew into different folders like '/HBGame/','/HBApps/' etc) instead of having to have a copy of the programs all stored inside the '/_dstwoplug/' folder
Secondly, 'keyboard' access would also be nice - perhaps left/right shoulder buttons to scroll through 'pages', D-Pad to move cursor, & [ A ] to launch (or even if cursor is on right - a further D-pad right will scroll to next page, & if on left - further D-pad left will scroll left)
Thirdly, I don't want it but I'm sure some1 will - but as well as clock on top, how about options for date [Day/Month] (perhaps using same 'numbers' as 'clock') & a calender ??
Looks good - but just to check.. this is an alternative to the DSTwo's 'plugin menu' ???
If so - just a couple of suggestions if possible (actually 3).....
Currently, the plugin menu needs the nds file for the homebrew to be in the same folder as the necessary bmp/ini files (i.e '/_dstwoplug/' folder)
My suggestion is - allow 'iMenu' to read the same ini files in the '/_dstwoplug/' folder, but look for an extra line like 'nds=' that points to where the nds file is actually stored Meaning you don't need to stick a copy into the '/_dstwoplug/' folder
This way people can have all their homebrew in something like a '/Homebrew/' folder on the root (or even be allowed to 'split' their hombrew into different folders like '/HBGame/','/HBApps/' etc) instead of having to have a copy of the programs all stored inside the '/_dstwoplug/' folder
Secondly, 'keyboard' access would also be nice - perhaps left/right shoulder buttons to scroll through 'pages', D-Pad to move cursor, & [ A ] to launch (or even if cursor is on right - a further D-pad right will scroll to next page, & if on left - further D-pad left will scroll left)
Thirdly, I don't want it but I'm sure some1 will - but as well as clock on top, how about options for date [Day/Month] (perhaps using same 'numbers' as 'clock') & a calender ??
A few of you have suggested that this menu should work slightly different from the official one, in that an extra line should be added to the ini files, with a location to the .nds or .plg file.
Something like this...
I was considering moving away from the _dstwoplug folder and putting everything into /_iMenu, I assume people don't care either way about that, but I originally hoped to keep as much from the original system as possible just to make the transition simpler. However, with the extra features, I guess nobody would mind setting up their plugins again.
^ personally I prefer the extra line telling where the nds is stored rather than a _dstwoplug or iMenu folder.
People can then organize however they want
It doesn't matter (I think) if us plugin makers add the extra 'file' line to our ini since it seems that the DS2 will ignore it anyway (look at Xenon++ 'SavBackup' ini to see what I mean) so those plugin will still be compatible with official firmware & with iMenu
A few of you have suggested that this menu should work slightly different from the official one, in that an extra line should be added to the ini files, with a location to the .nds or .plg file.
Something like this...
I was considering moving away from the _dstwoplug folder and putting everything into /_iMenu, I assume people don't care either way about that, but I originally hoped to keep as much from the original system as possible just to make the transition simpler. However, with the extra features, I guess nobody would mind setting up their plugins again.
Here's another feature idea: Let you change the orders of the icons, and since this seems to be touch-screen only, some sort of D-pad support. Also, you could make where it stores the plugins customizable - just let the user choose in a settings area or something.
If the menu is really as smooth as that video you posted I will love you FOREVER.
A few questions:
1. when you try to scroll on the icons themselves do they accidently load? (happens all the item on the official DSTWO menu, so I have to scroll above the icons)
2. how many different files can you put an icon to in that menu? (the official has a limit)
3. will there be folders like in iOS 4
4. will it be possible to move icons? (like on an iPhone when you hold down on one of them)
If the menu is really as smooth as that video you posted I will love you FOREVER.
So far, its still that smooth..
Terminator02 said:
A few questions:
1. when you try to scroll on the icons themselves do they accidently load? (happens all the item on the official DSTWO menu, so I have to scroll above the icons)
Nope, no accidental icon loading. That was the main reason I started this project, I don't like the current state of the plugin menu.
Terminator02 said:
2. how many different files can you put an icon to in that menu? (the official has a limit)
currently, 200, but that should change, I have just started porting it to the DSTwo SDK, so that limit will probably double or even more
QUOTE(Terminator02 @ Aug 29 2010, 08:43 PM) 3. will there be folders like in iOS 4
I'm not sure how I would implement that in code. Once you do things like that, you need to make backup file lists and start worrying about missing files etc.
4. will it be possible to move icons? (like on an iPhone when you hold down on one of them)
I'm not sure how I would implement that in code. Once you do things like that, you need to make backup file lists and start worrying about missing files etc.
You could possibly implement that by making a list of the plugins available and then just putting the list in order of the icons maybe (use an ini file?)...
I have no idea what you actually have in the coding, so it may or may not be a great idea, but here is the general idea of the ini if it can help make my idea more understandable xD:
CODE
Seemingly out of nowhere a PC port for Pokemon Platinum has surfaced online, bundled alongside the source code for those interested in building and developing it for...
With very little in the way of announcement, Valve has today increased the price of the Steam Deck but some fairly considerable margins. Both of the available models...
Earlier this year, Sony announced major price increases for the PS5, PS5 Pro, and PlayStation Portal. Now the company is raising prices again, this time for...
Nintendo's expected Summer showcase is here, offering up plenty of new announcements and exciting reveals. Let's see what they have in store in the latest Nintendo...
Continuing with the great news of Pokémon Platinum getting a native unofficial PC port just a few days ago, today, yet another classic title from the franchise has...
The latest in a growing number of native PC ports, Paper Mario ReCut got its first pre-release build earlier this week. Based on the N64 recompilation toolchain, the...
When you talk about 3DS emulation, most people would jump to Citra. As the defacto choice since its first release it's seen tremendous success, and even after its...
A whole hour of PlayStation content is on the way, thanks to the latest State of Play showcase. Headlining the stream will be Marvel's Wolverine, alongside a...
For the first time in 13 years, the Call of Duty series will again return to Nintendo's consoles. Set to launch on the 23rd of October, the latest release, Modern...
Back in April we covered the ROM hacking efforts to add fifth-generation animated sprites to third generation Pokemon games. It remains a thoroughly impressive...
With very little in the way of announcement, Valve has today increased the price of the Steam Deck but some fairly considerable margins. Both of the available models...
Nintendo's expected Summer showcase is here, offering up plenty of new announcements and exciting reveals. Let's see what they have in store in the latest Nintendo...
Seemingly out of nowhere a PC port for Pokemon Platinum has surfaced online, bundled alongside the source code for those interested in building and developing it for...
Earlier this year, Sony announced major price increases for the PS5, PS5 Pro, and PlayStation Portal. Now the company is raising prices again, this time for...
With rumours circulating about a Nintendo Direct in the coming days and weeks, fans are left speculating and hoping as to what might be included. At the centre of all...
The latest in a growing number of native PC ports, Paper Mario ReCut got its first pre-release build earlier this week. Based on the N64 recompilation toolchain, the...
A whole hour of PlayStation content is on the way, thanks to the latest State of Play showcase. Headlining the stream will be Marvel's Wolverine, alongside a...
After much speculation and rumour, the fabled Nintendo Direct is upon us. Set to go live tomorrow, the 9th of June, at 3pm in the UK, it'll feature 50 minutes of...
For the first time in 13 years, the Call of Duty series will again return to Nintendo's consoles. Set to launch on the 23rd of October, the latest release, Modern...
Following an investigation over misleading commercial practices, today Nintendo has been imposed a fine of 35 million euros related to the controller malfunctions...