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Its your old arm9loaderhax.bin before you put bootanim inWhere do you get the arm9payload.bin?
I only have arm9loaderhax.bin
Its your old arm9loaderhax.bin before you put bootanim inWhere do you get the arm9payload.bin?
I only have arm9loaderhax.bin
An amazing function in your OS called "rename"...Where do you get the arm9payload.bin?
I only have arm9loaderhax.bin
An amazing function in your OS called "rename"...
Yes put arm9loaderhax.bin of luma boot to anim folder and rename it to Arm9payloads.bin. And also remember change arm9loaderhax.bin of boot anim to arm9loaderhax_si.bin or you will not screen init.Can you boot luma3ds at the same time
Your original arm9loaderhax.bin is arm9payload.bin. Your supposed to rename the original and put it in the folder (i think the luma folder). Then you take the anim9's arm9loaderhax.bin and put it on your root.Where do you get the arm9payload.bin?
I only have arm9loaderhax.bin
Its in the commits. https://github.com/Wolfvak/BootAnim9/commit/bbe119dd58a141024f32f9349b666bded1bf9f0e The stuff in the current master is pre 0.7 if im not mistaken.Its also not documented in the thread or the readme yetweird... just compiled the latest source and it yelled at me saying it couldn't find anim\loader.bin. Shrugged, renamed arm9payload.bin to loader.bin, and then it yelled at me for not having arm9payload.bin. Reversed it, and threw in the 1kb loader.bin (well... actually 104 bytes) from my build (in BootAnim9\loader) and it works now. I see nothing mentioning a new loader.bin requirement...
A bit off topic: I'm using a multi stage2 a9lh that (By a small amount) predates a9lh v2. When the v2 first came out, I heard of some bricks. Not that it matters to me with a hard-mod and almost obsessive backups, but what could possibly be worth messing with an already working a9lh setup? What's new about it? I'm falling victim to real life and falling behind on this stuff...
ahh... so there's a "make release" command now for this. At least now I know that the loader.bin I'm using is correct. Thanks!Its in the commits. https://github.com/Wolfvak/BootAnim9/commit/bbe119dd58a141024f32f9349b666bded1bf9f0e The stuff in the current master is pre 0.7 if im not mistaken.Its also not documented in the thread or the readme yet
On a9lh I'm not sure myself since I havent updated since at least a month before v2
Its used for the timerahh... so there's a "make release" command now for this. At least now I know that the loader.bin I'm using is correct. Thanks!
But... there's also a file called "calibrator" now, and currently it's all zeros
arm9payload.bin has to go in the "anim" folder and it has to be the Luma3DS payload.SD:
- arm9loaderhax.bin
- arm9payload.bin
- anim/
- calibrator
- 0/
- anim
This is what my sd card root looks like. I have luma3ds but the boot animations wont't load. Am I putting them in the wrong place?
astronautlevel2.github.io/Luma3DS/latest.zipOk , thanks, I fixed it
When I update luma3ds from the updater, the animations don't play anymore. Is this normal?astronautlevel2.github.io/Luma3DS/latest.zip
github.com/AuroraWright/Luma3DS/releases/latest
The .bin file in either one of these zips
The reason it runs before it loads is nothing can run during that time. So either deal with the longer boot or don't use it. The slow down with using the dual screen animations is because of the read speed of the card, not a damn thing wolf can do to fix that.I love the idea of a animated boot screen, but I am running into the slow down issue that everyone else is. The doom one runs awesome, the Luma spinning is okay too, but anything that uses dual screens, is terribly slow, even if I use the Doom config
Also, is there any way to put a boot logo/animation during the delay that occurs after the animation is done running, when A9LH is actually loading? as to give more than a black screen but not add more time to the boot process?
If we can, I'd probably prefer that. As fancy as these animations are, it just adds more time to the boot.. specially the slow ones lol