Homebrew [Release] Homebrew Launcher with grid layout

Misledz

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Yep save manager loads but I can't see any titles to select and yes I'm on 10.1 hope you can soon come up with a fix for this problem Mashers
You can use SDM and it works fine for me anyways even with the latest update. I'm not sure if the code for SDM or the alternate needs to be updated but I'm just guessing on the fact that the save encryption might have changed in the recent firmware. A user reported that she wasn't able to backup her save from SDM and sdvt regardless and she's on the latest firmware. It would just crash with a blue/red splash screen. The only guess is to hope that smealum fixed it or its on the save data's side. Has anyone purchased the new tiny 3DS and received similar issues?
 
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SomeGamer

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You can use SDM and it works fine for me anyways even with the latest update. I'm not sure if the code for SDM or the alternate needs to be updated but I'm just guessing on the fact that the save encryption might have changed in the recent firmware. A user reported that she wasn't able to backup her save from SDM and sdvt regardless and she's on the latest firmware. It would just crash with a blue/red splash screen. The only guess is to hope that smealum fixed it or its on the save data's side. Has anyone purchased the new tiny 3DS and received similar issues?
I'm on 10.1 small N3DS, had no issues with no save mangers.
 
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FEAR_1337

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Looks like the target selector doesn't work, it doesn't list any title.
iII1ZNw.jpg
Same here. O3DS 9.9 Ironhax
 

SomeGamer

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Just tried it, wonderful, svdt works as expected! One minor suggestion: it could hide the folder selector button if there are no other folders than 3ds.
Minor bug: the water overlaps the end of the text on the About page.
Could you add suloku's fixed water animation and Konami code, please! :P
It will be perfect then!
EDIT: Maybe removing "Author:"?
 
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Ace001

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alright i've tried both ninjhx launcher and this one for savedata manager but the screen glitches up and resets back to the homebrew launcher..any ideas as to what i can do to make it work? i'd really appreciate it!

Using old3DS on 10.1 with ninjhax via cubic ninja
 

mashers

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I've been trying all night to get extended characters working in the font engine, but nothing makes sense. I've got a routine which splits the string of text to be drawn up into characters, and then converts that to a decimal ID number. This routine is a port of the same one used in PHP when generating the font so that the IDs will match.

Now, if I force the string to be drawn to something containing special characters then it draws fine. For example, I can draw the text "pokémon Ω" to the screen and the characters are correctly decoded to their IDs, matched to the IDs in the font table, and then the characters are drawn on the screen.

However, if the data comes from the SMDH file (e.g. a HB app with its SMDH file changed to read "pokémon Ω" then the special characters display incorrectly. The characters they are showing up as are the ones represented by the second UTF-8 byte of those characters, indicating that the first byte is being ignored.

I'm wondering whether this is something to do with unicodeToChar() which is defined in utils.h and seems to be called when the SMDH data are extracted. However, I don't understand the code in this function so wouldn't know where to start, or even if this is the right place to look.

Any help much appreciated!
 

suloku

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I'm wondering whether this is something to do with unicodeToChar() which is defined in utils.h and seems to be called when the SMDH data are extracted. However, I don't understand the code in this function so wouldn't know where to start, or even if this is the right place to look.

I think what it does is transform the two byte encoding smdh uses into a single char to use the ascii font HBL was designed for, so special characters are either split into two or just asing some values to not supported characters

I'd input a unicode string into unicodeToChar() and see what the ouput looks like, but it's most likely disposing of two byte characters and converting them to single byte, so for smdh you should disable it since your font engine can handle unicode? Or was it UTF?

But you are using utf-8 I think, so for smdh files you should write you own unicodeToUTF8 function (unicodeToChar is also used to get the file paths for homebrew, so that should remain unchanged).

Hope something of this helps
 

Shadowtrance

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Is it possible to have the "other" folders ( .hbfolder ) actually IN the /3ds folder, for example /3ds/Emulators.hbfolder/blargsnes/blargsnes.3dsx ?
Rather than it looking for them on sd root ? Just a thought/option.
 
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Astoria

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Ok guys, beta 14 uploaded. This version should fix the bugs exiting the launcher. Please note that the save manager may still be non-working for some users. I'm still looking in to this, as I'm getting errors saying "Could not access the savedata archive!". Any ideas about this would be appreciated.

Edit - oh wait, that error in the save manager was because I was selecting a title which does not have save data. When I tried with another title it did actually work. So the only problem with the save manager now is that apparently for some users the titles do not show in the launcher to select one. I'm not sure why this is happening but it may be a FW issue as the only two people who reported this are on FW 10.

But I told you on the previous page that the title selector problems happens to me on 9.9 (and to another user also above).

By the way, I tried deleting the cfg file but that didn't help.
 

mashers

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I think what it does is transform the two byte encoding smdh uses into a single char to use the ascii font HBL was designed for, so special characters are either split into two or just asing some values to not supported characters

I'd input a unicode string into unicodeToChar() and see what the ouput looks like, but it's most likely disposing of two byte characters and converting them to single byte, so for smdh you should disable it since your font engine can handle unicode? Or was it UTF?

But you are using utf-8 I think, so for smdh files you should write you own unicodeToUTF8 function (unicodeToChar is also used to get the file paths for homebrew, so that should remain unchanged).

Hope something of this helps
Thanks buddy, yes that is really helpful. The font engine assumes that the string is UTF-8 encoded, with extended ASCII codes occupying >1 bytes. The fact that unicodeToChar() condenses the multibyte characters into single chars would definitely explain the weirdness I have been seeing when trying to get extended ASCII codes to work.

For example, I was expecting that 'é' would occupy two bytes so I would have to increment the character offset in the string by two after drawing it. However, this resulted in the following character being omitted. The 'é' character being condensed down to a single byte by unicodeToChar() would explain this oddness. The omega character, however, results in a much larger ID number well out of the range of extended ASCII (937 to be specific). I suspect that unicodeToChar() is reducing the original value to within the 0-254 range so the conversion results in a character within that range also, hence the reason why it is identified as a different character.

So, I think I need to disable unicodeToChar() and look into the SMDH format to work out how to either convert it to UTF-8, or adjust the PHP font converter to output the font data in the same format.
 

mashers

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I think I need to disable unicodeToChar() and look into the SMDH format to work out how to either convert it to UTF-8, or adjust the PHP font converter to output the font data in the same format.
Nope, that didn't work. unicodeToChar() is what actually copies the text into the menu entry, so disabling it results in nothing being written to the screen. Looking inside the SMDH file, it looks like it's just plain ASCII characters. So I really have no idea where to go from here.
 

suloku

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Now this only needs @suloku 's title list in grid form, then it will be like a true Home menu!

In a while, you'll be able to have a folder with all the titles you want, in the order you want (you'd need to set them manually though).

About starting in gamecard... not a good idea since gamecard isn't always present. use region free for that.

For svdt I have a "saves" folder with different svdt that skip title selector and boot under the title id I want for some games; I have one for gamecard too.
 
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SomeGamer

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BTW, why are the buttons green in the options menu and blue at the reboot screen? :P And I just found out that I can still press A to reboot. And one more suggestion: it would be nice the the buttons displayed what they do if they're turned off. It took me a while to figure out that turning off alphabetical sorting does case-sensitive sorting. :P
 
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