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YepAnd v0.3.1 works just fine?
Though I haven't been using the 0.3.1 version since yesterday, but no one but me and you know about that
YepAnd v0.3.1 works just fine?
Try downloading again, updated the release.Yep
Though I haven't been using the 0.3.1 version since yesterday, but no one but me and you know about that
Try downloading again, updated the release.
Newer release fixed the speed problem, hangs whether theres both anims or only one at the last frameDo you have a top and bottom animation?
The bug only gets hit if one is missing. Otherwise, something else is going on too.
Alright, let's continue the discussion on GitHub, so we don't flood the thread over here@Wolvak - Testing by putting a clear at the end of drawAnimation leads to a freeze on black screen. Reverting the chainloader appears to fix it, so something isn't right in the chainloader.
Sorry, but I can't replicate your issue, the animation showed up fine for me ("new Nintendo 3DS arm9loaderhax") and I did it without any other file.Seems like it doesn't work with just one animation file for the top screen.
I'll try to be as helpful as possible with my setup:
I'm using an old 3DS, 10.7 sysNAND, 3.13 AuReiNand, v0.3.2 BootAnim9.
A9LH payload file is named arm9payload.bin on root of SD. BootAnim9 is named arm9loaderhax.bin on root of SD. I have a folder called 'Anim' on the root of my SD. I put the animation files onto there.
I've tried two different animation files but only one is working. The working animation is the N64 from here: https://gbatemp.net/threads/a9lh-bootanim9-animations-thread.420421/ The non-working animation is from /r/3dshacks here: https://www.reddit.com/r/3dshacks/comments/4bvj14/ (scroll down a little, it's called normal one download)
The N64 animation worked immediately with only the two files provided. No config file added.
The A9LH animation from Reddit has only one file which I placed as SD:\Anim\*here*
It didn't work but after I saw there was a config file (20fps) linked below so I got that and placed it as SD:\Anim\Config\*here*
Again that didn't work. It played the animation and hung there and didn't boot into my sysnand.
Maybe I'm doing something wrong but I'm not sure. I've read over your post many times now. :s
I got it to the point where it initially looks about the same as the palette but fades aren't as smooth looking, so I feel like I'm missing something from this.
Code:ffmpeg -i %input% -filter:vf scale=%res% -sws_flags lanczos %output1%
ffmpeg -y -i input.mp4 -vf fps=30,scale=400:240:flags=lanczos,transpose=1 -pix_fmt bgr24 output.rgb
Its all good, this entire thing with this script has been a learning experience for me.
I was hoping you'd notice the middleman GIF wasn't needed (and as pointed out by others (sorta), just limits to 8-bit color when bgr24 is 24-bit.)
What I gave you before (vs. what you started with) just tuned the palette for the input, so you're fine in most logo situations where you wouldn't have so many unique colors (but you'd see it's limiting in a video with lots of colors.)
Try this:
Code:ffmpeg -y -i input.mp4 -vf fps=30,scale=400:240:flags=lanczos,transpose=1 -pix_fmt bgr24 output.rgb
You should be set w/ that, apologies I tried turning it into a learning situation if it frustrated you or anyone else.
Don't worry, if I ever do that you can be sure I'll implement backwards compatibility
Don't worry, if I ever do that you can be sure I'll implement backwards compatibility
Not like Windows, but actually good backwards compatibilty
Sorry i haven't kept up, has this changed much since first version?
tl;dr:
- No load delay
- Max size is now 4GB, not 50MB (so max animation is around ~4:00)
- Plays higher fps better now
It also has a newer and improved chainloader that can load more than just sdmc:/arm9payload.bin, in order to avoid cluttering the root directory
This one's wrong. Should be /anim/arm9payload.bin/arm9/arm9payload.bin