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Not really. That's just the nature of the loader it's built on, it can fail to execute properly sometimes and you will be met with lovely black screens. Which obviously is a result of the exploit in the background (loader) failing and hard locking the system.hey d0k3, great work with this... it comes in handy!
i do have a question/issue.
emunand9 (including the latest release) does not seem to launch properly all the time. 3/4 times it will lead to a black screen, causing me to power off the device in order to attempt launching it again.
i'm using your latest release 20160201, only the files inside the "3ds/emunand9" folder. using menuhax & launching via CTRBootManager --> HBL. n3ds 9.2 sysnand, 10.5 emunand (rei)
is there a way to increase my success rate of launching emunand9?
This will work anywhere emuNAND works. Except for palentine CFW, but we won't talk about thatwill it work with rxtools 3 on n3ds ?
If you're really interested in increasing the boot rate, get informed about the Voodoo parameter and try around with it (it's in the BrahmaAppInfo file inside the resources folder). The optimal Voodoo parameter depends on 3DS type (N3DS/O3DS), FW version and maybe stuff that we don't know of yet, though, so you'll mainly be helping yourself.hey d0k3, great work with this... it comes in handy!
i do have a question/issue.
emunand9 (including the latest release) does not seem to launch properly all the time. 3/4 times it will lead to a black screen, causing me to power off the device in order to attempt launching it again.
i'm using your latest release 20160201, only the files inside the "3ds/emunand9" folder. using menuhax & launching via CTRBootManager --> HBL. n3ds 9.2 sysnand, 10.5 emunand (rei)
is there a way to increase my success rate of launching emunand9?
Have to correct that for a bit... EmuNAND9 should be able to backup RedNANDs (as used by Palantine), but not to create RedNANDs.This will work anywhere emuNAND works. Except for palentine CFW, but we won't talk about that
The text only version doesn't need additional files, only the UI version does.nice, ill do that then
but will that work on both versions then? yours and the edited one?
Okay, I have to correct... The *.bin files from /E9UI go to /3DS/EmuNAND9UI/UI/ (subfolder 'UI' of the EmuNAND9UI installation folder), then it should work.ah I see, well, I tried putting it in the folder in 3ds, but no go, black screen was all I got
Nope. Just confirmed it myself.Okay, I have to correct... The *.bin files from /E9UI go to /3DS/EmuNAND9UI/UI/ (subfolder 'UI' of the EmuNAND9UI installation folder), then it should work.
yes, that's where they are already
ill test it again...
edit, nope, still black screen O.o
Okay, both of you are right. Problem is here and here. You can try putting these files into //3DS/EmuNAND9/UI/ instead and it will work. Or, @Shadowtrance, you need to change the name inside the BrahmaAppInfo, then it will work as it is intended.Nope. Just confirmed it myself.
Only works if the graphics are in the path defined at build time (in this case /E9UI ).
Ahh.. whoops. Always forget about that file. haha D9 will probably need that changed too i guess.Okay, both of you are right. Problem is here and here. You can try putting these files into //3DS/EmuNAND9/UI/ instead and it will work. Or, @Shadowtrance, you need to change the name inside the BrahmaAppInfo, then it will work as it is intended.
By the way, while we're at it... would you be interested in a modification of the progress indicator? Maybe a progress bar on the bottom screen and you could leave some space for that in the work in progress GFX? Should be pretty easy to code and will prevent the progress indicator wrecking havoc on the console GFX.Ahh.. whoops. Always forget about that file. haha D9 will probably need that changed too i guess.
Sounds pretty good to me.By the way, while we're at it... would you be interested in a modification of the progress indicator? Maybe a progress bar on the bottom screen and you could leave some space for that in the work in progress GFX? Should be pretty easy to code and will prevent the progress indicator wrecking havoc on the console GFX.
Name changed to EmuNAND9UI, and GFX inside //3DS/EmuNAND9UI/UI? It should work then!Ahh @d0k3 am i doing something wrong here?
Changed the name in appinfo in the resources folder, rebuilt, put the gfx in the emunand9 folder in UI sub folder and it isn't finding the gfx...
Yup. No go.Name changed to EmuNAND9UI, and GFX inside //3DS/EmuNAND9UI/UI? It should work then!