Homebrew [Release]JK's SaveManager - Homebrew CIA Save manager.

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JK_

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Does JKSM just not work on Japanese 3DS? I tried to use every version there is, but I could not dump any files. I was hoping to use a Street Pass/Mii Plaza editor, but each program suggests using JKSM, yet every time I try to use this, I cannot dump any pertinent files.
It should work on a Japanese 3DS no problem. If you're using a homebrew userland only exploit though, you're not going to be able to open Street Pass IIRC. You're going to need an older version that I not longer have and full CFW for it to work.

Gonna take this time to explain some stuff too. Somewhat recently, I decided to try to revisit 3DS and take a break from Switch. So, the newer version of JKSM that uses icons works fine when built with older versions of ctrulib and citro3d. Instead of giving up and only supporting saves and extra data, I used my solution from Switch on 3DS: Create a render target, render the title/system ID of the title to it and use it as an icon for titles lacking an icon. This means I can both use icons as I originally intended way back, but also support the various saves that have no icon to load. This solution worked fine a few years ago when I implemented it. Fast forward to now, with the latest ctrulib and citro3d and it crashes when trying to copy and compress the texture data to cache it. So, I switched over to using VRAM as I originally should have and using DMA requests only to run into the same problem eventually. I'm kind of at a loss. I was really happy I had google drive working on 3DS only for this to get in the way. Never say never, but I'm not sure if or what I'm going to do now.

JKSM on 3DS is extremely special to me. I had been sitting on it for months. I'm a hobbyist and never thought I was particularly good at programming. JKSM didn't even have a name at first. It was literally called "3DS Save Thing." To this day it still doesn't register that something I wrote was used by thousands of people all over the world at one time. Just gonna say thanks everyone who used and still do use it. Maybe it'll be a somewhat quick rewrite project someday. Time flies.
 

JK_

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is there a link to a CIA of the updated code anywhere?
I remember putting a link to them in the readme on github. Both 3dsx and cia. I don't recall how finished they were though. It was enough that I didn't mind linking, but also not polished enough for a release.
 

wrsg

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I remember putting a link to them in the readme on github. Both 3dsx and cia. I don't recall how finished they were though. It was enough that I didn't mind linking, but also not polished enough for a release.
would you mind posting the cia here? I guess the people here aren't going to care if their 3ds explodes
 

JK_

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would you mind posting the cia here? I guess the people here aren't going to care if their 3ds explodes
Just remember, I don't remember how far I got. I also *think* it might support ZIP files if you end the file name with '.zip', but I can't remember. That's how the Switch version works, anyway.
 

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wrsg

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If I want to take the saves I exported using Checkpoint 3DS and import them using JKSM, how do I figure out the naming structure? There doesn't seem to be a logical way to figure out the title just from the game, like it could be anything e.g. Paper Mario Sticker Star could be "PAPER MARIO: Sticker Star" or "PAPER MARIO STICKER STAR"
like how do we know?
 

iSharingan

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If I want to take the saves I exported using Checkpoint 3DS and import them using JKSM, how do I figure out the naming structure? There doesn't seem to be a logical way to figure out the title just from the game, like it could be anything e.g. Paper Mario Sticker Star could be "PAPER MARIO: Sticker Star" or "PAPER MARIO STICKER STAR"
like how do we know?
the easiest way is just make a new save on the target system, export with JKSM to create the folder, then replace with the Checkpoint files to imort
 

JK_

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the easiest way is just make a new save on the target system, export with JKSM to create the folder, then replace with the Checkpoint files to imort
You don't actually have to go that far. JKSM creates the target folder when you select the game. I was never a fan of creating them all on boot, because it just makes it more difficult to find what you're looking for if you're only using it for a few games.
 

JK_

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Serious question guys: I've been testing some new stuff and ideas using 3DS instead of Switch, because Switch requires me sifting through users and saves to organize everything and was going to complicate things further. My question is this: I currently have this setup so that flicking the circle pad left and right changes what kind of save data you're targeting. Do you think the L and R shoulder buttons would be better or no? Before anyone complains, it has text menu mode too. This thing is pretty solid so far and a completely different beast to what JKSM... ever was?
JKSM_11.25.2024.png
 

gnmmarechal

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Serious question guys: I've been testing some new stuff and ideas using 3DS instead of Switch, because Switch requires me sifting through users and saves to organize everything and was going to complicate things further. My question is this: I currently have this setup so that flicking the circle pad left and right changes what kind of save data you're targeting. Do you think the L and R shoulder buttons would be better or no? Before anyone complains, it has text menu mode too. This thing is pretty solid so far and a completely different beast to what JKSM... ever was?
View attachment 472959
Hmm, honestly, personally, I'd prefer it on L/R, don't really like it on the circle pad.
 

JK_

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Thanks guys. It's changed. Next up is caching icons. Right now, they're raw RGBA. Compressing them with zlib cuts the size down to 1/4 of what it was, but since this is 3DS, it makes writing the cache take longer. Even on the fast preset or one. I don't even have much on my 3DS anymore, but the cache size is reaching close to 512KB. Boot doesn't seem impacted by the compression too much. Still going back and forth with this one.
 
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JK_

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Welp. A couple more days or so. I'm actually pretty happy and excited for this guys. I've wanted to do it for a long time. I've gotta fix one bug with the text menus and title selectors and add the backup functions and we're officially up to old spec without Google Drive (At first). Including Shared Extdat! Drive needs to be rewritten for Switch then I'll port it back to 3DS. I'm also really happy because JKSM and JKSV will both be completely bypassing ctrulib's archive_dev and LibNX's fs_dev and using my own FS wrapper library. It's been a long time coming guys. Sorry it took over eight years for that update I promised. I've also finally changed the folder to JKSM instead of JKSV because it confuses people. It's completely silent and done for you.
JKSM_Icons_11.29.2024.png

After toggling a setting:
JKSM_Text_11.29.2024.png
 

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I've also finally changed the folder to JKSM instead of JKSV because it confuses people.
All the rest of this notwithstanding, THANK YOU for this.
Can't tell you how many times over the years I've had to grumpily go back and edit posts / instructions because my brain retained the JKSV I'd just seen a bit ago. A vindication half a decade+ in the making
 

JK_

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All the rest of this notwithstanding, THANK YOU for this.
Can't tell you how many times over the years I've had to grumpily go back and edit posts / instructions because my brain retained the JKSV I'd just seen a bit ago. A vindication half a decade+ in the making
I'll explain how that happened. Read the post I made back in April at the top of this page and add the following:

When I started letting people have early CIA builds, I didn't want it to leak without some way to prove I wrote it. It didn't have a name back then. I changed the product code to be CTR-HB-JKSV: Something that wouldn't be easy to hex edit and change without a lot of work and effort. After sitting on it for like 3 months or so I just named it JK's SaVe Manager to get it out. The community dubbed it JKSM afterward, but not before I used the product code to clean up the SD card root.

Add to that now that I called the Switch version JKSV because I saw that as the successor to 3DS, and much closer to what I originally wanted to do on 3DS... Yeah. I could have thought that out better. The 3DS getting a lot of stuff back ported and looking like Switch is no coincidence: It was what I planned to do back then. I'd drop the old icon build for 2017 as proof, but it doesn't run anymore.


I also have even more good news guys: The SD card in my 3DS was dying and I didn't realize it. Boot is optimized so much at this point because of it that the 3DS doesn't even have enough time to update the screen when your cache is read. RIP old SD card.
 

JK_

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So, quick update guys: The rewrite code has been merged with the master branch. I'm still working on it, but it seems to function fine. What's been holding me up is a really odd issue with New 3DS. I'm not sure why yet, but calling the keyboard and then pushing the backup task to the application state stack makes the screen turn black. I'm not sure why, but after adding back the auto name shortcuts... it's definitely related to the keyboard. It doesn't appear to be an issue on original 3DS at all. I've also added code so Face Raiders appears on New 3DS. I wasn't aware that it didn't. I never actually noticed it until going through the git issues. A lot of them seem cleared up with the rewrite code and the FS wrapper I wrote. So, as usual. Soonish... maybe?
 

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