Mode` -> `RGB` untuk memberi izin penggantian warna, lalu setelah selesai, pilih `Image` -> `Mode` -> `Indexed...` untuk mengkonversikannya kembali ke paletted. Saat beralih ke indexed, pastikan bahwa `optimum palette` terceklis dan `Maximum number of colors` diatur ke `16`.
-**Note:** Some images in the DSi theme have their palettes overridden based on the user's profile color. If editing the colors of these ensure that the `UserPalette` option for it in the `theme.ini` is set to `0`.
+**Catatan:** Beberapa gambar di tema DSi memiliki palet yang ditimpa berdasarkan warna profil pengguna. Jika mengedit warna-warna tersebut, pastikan bahwa pengaturan `UserPalette` di `theme.ini` diatur ke `0`.
-After converting to indexed, go to the colormap dialog and ensure the transparent color (#FF00FF) is color #0 in the colormap. If it isn't, right click in the colormap and select `Rearrange Colormap...` then move the transparent color to be the first color in the colormap and select `OK`.
+Setelah mengkonversikannya ke indexed, ke colormap dialog dan pastikan warna transparan (#FF00FF) berada pada color #0 di colormap. Jika tidak, klik kanan pada colormap dan pilih `Rearrange Colormap...` kemudian pindahkan warna transparan ke warna pertama di colormap lalu tekan `OK`.
-If there are fewer than 16 colors in your final colormap press the `+` button at the bottom of the colormap dialog until you have 16 colors.
+Jika terdapat kurang dari 16 warna pada colormap mu, tekan tombol `+` di bawah dialog colormap sampai kamu mempunyai 16 warna.
-When exporting it's recommended to check the `Do not write color space information` box under the `Compatibility Options` dropdown.
+Ketika mengekspor, direkomendasikan untuk mencentang `Do not write color space information` pada box di bawah `Compatibility Options`.
-| Tekstur | Keterangan |
-| ------------- | ----------------------------------------------------------------------------------------------- |
-| bips | The bips displayed on the bottom of the scrollbar (DSi Theme) |
-| box | The box texture, containing both full and empty textures (DSi Theme) |
-| box_empty | The texture displayed for an empty box (3DS Theme) |
-| box_full | The texture displayed for a box with an icon (3DS Theme) |
-| brace | The brace texture shown past the first and last icon (DSi Theme) |
-| bubble | The bottom bit of the bubble that draws over the start border or icon box |
-| button_arrow | The textures for the arrows on either side of bottom scrollbar (DSi Theme) |
-| cornerbutton | The buttons that are displayed on the SELECT menu (DSi Theme) (The name is based on an old use) |
-| cursor | The border with animation frames that indicate the selected icon (3DS Theme) |
-| dialogbox | The background of the dialog box that slides down |
-| folder | The icon for folders |
-| icon_a26 | Ikon untuk permainan Atari 2600 |
-| icon_gb | Ikon untuk permainan Game Boy |
-| icon_gba | The icon for GBA games (all themes) and the top icon to launch GBARunner2 (3DS Theme) |
-| icon_gbamode | Ikon untuk mode GBA asli mesin (native) |
-| icon_gg | Ikon untuk permainan Game Gear |
-| icon_int | The icon for Intellivision games |
-| icon_m5 | The icon for Sord M5 games |
-| icon_manual | Ikon untuk manual panduan |
-| icon_md | The icon for Mega Drive games |
-| icon_nes | The icon for NES games |
-| icon_ngp | The icon for Neo Geo Pocket games |
-| icon_pce | The icon for PC Engine/TurboGrafx-16 games |
-| icon_plg | The icon for DSTWO plugins |
-| icon_settings | The icon for Nintendo DSi Settings |
-| icon_sg | The icon for Sega SG-1000 games |
-| icon_sms | The icon for Sega Master System games |
-| icon_snes | The icon for SNES games |
-| icon_unk | The icon displayed when a game is missing an icon |
-| icon_ws | The icon for WonderSwan games |
-| launch_dot | The dots displayed when a game is launched (DSi Theme) |
-| moving_arrow | The arrow displayed when a game is being moved (DSi Theme) |
-| progress | The progress loading animation with 8 frames |
-| scroll_window | Bagian dari bilah gulir (scrollbar) untuk menandakan ikon yang sedang dilihat |
-| small_cart | The icons displayed along the top (3DS Theme) and in the SELECT menu (DSi Theme) |
-| start_border | The border with animation frames that indicates the selected icon (DSi Theme) |
-| start_text | The text displayed on the start border (DSi Theme) |
-| wirelessicons | The icons displayed to indicate a game has wireless support |
+| Tekstur | Keterangan |
+| ------------- | -------------------------------------------------------------------------------------------------- |
+| bips | Bips yang ditampilkan di bagian bawah scrollbar (Tema DSi) |
+| box | Tekstur kotak, berisi antara tekstur penuh dan kosong (Tema DSi) |
+| box_empty | Tekstur yang ditampilkah untuk kotak kosong (Tema 3DS) |
+| box_full | Tekstur yang ditampilkan untuk kotak dengan sebuah ikon (Tema 3DS) |
+| brace | Tekstur penjepit yang menunjukkan ikon pertama dan terakhir (Tema DSi) |
+| bubble | Gelembung bawah yang digambar di bawah bingkai start atau kotak ikon |
+| button_arrow | Tekstur untuk panah di kedua sisi scrollbar bawah (DSi Theme) |
+| cornerbutton | Tombol-tombol yang ditampilkan pada menu SELECT (DSi Theme) (Nama ini berdasarkan penggunaan lama) |
+| cursor | Perbatasan dengan bingkai animasi yang menunjukkan ikon yang dipilih (Tema 3DS) |
+| dialogbox | Perbatasan dengan bingkai animasi yang menunjukkan ikon yang dipilih (Tema 3DS) |
+| folder | The icon for folders |
+| icon_a26 | Ikon untuk permainan Atari 2600 |
+| icon_col | The icon for Colecovision games |
+| icon_gb | The icon for Game Boy games |
+| icon_gba | The icon for GBA games |
+| icon_gbamode | The icon for native GBA Mode |
+| icon_gg | The icon for Game Gear games |
+| icon_img | The icon for BMP, GIF, and PNG images |
+| icon_int | The icon for Intellivision games |
+| icon_m5 | The icon for Sord M5 games |
+| icon_manual | The icon for the manual |
+| icon_md | The icon for Mega Drive games |
+| icon_nes | The icon for NES games |
+| icon_ngp | The icon for Neo Geo Pocket games |
+| icon_pce | The icon for PC Engine/TurboGrafx-16 games |
+| icon_plg | The icon for DSTWO plugins |
+| icon_settings | The icon for Nintendo DSi Settings |
+| icon_sg | The icon for Sega SG-1000 games |
+| icon_sms | The icon for Sega Master System games |
+| icon_snes | The icon for SNES games |
+| icon_unk | The icon displayed when a game is missing an icon |
+| icon_ws | The icon for WonderSwan games |
+| launch_dot | The dots displayed when a game is launched (DSi Theme) |
+| moving_arrow | The arrow displayed when a game is being moved (DSi Theme) |
+| progress | The progress loading animation with 8 frames |
+| scroll_window | The part of the scrollbar that indicates the icons that are in view |
+| small_cart | The icons displayed along the top (3DS Theme) and in the SELECT menu (DSi Theme) |
+| start_border | The border with animation frames that indicates the selected icon (DSi Theme) |
+| start_text | The text displayed on the start border (DSi Theme) |
+| wirelessicons | The icons displayed to indicate a game has wireless support |
### Tekstur Menu DS Klasik (folder `quickmenu`)
Yang ini harus berkas PNG.
@@ -114,11 +122,10 @@ Yang ini harus berkas PNG.
| topbg | Latar belakang untuk layar atas pada model DS apa pun |
### UI textures (`ui` folder)
-These must be PNG files, any file will work however only 100% transparency will work. Any pixel that is transparent in one texture should be transparent in all related textures so that it's properly overwritten on change.
+These must be PNG files. Transparency is supported, however only 100% transparency will work. Any pixel that is transparent in one texture should be transparent in all of them, so that it's properly overwritten on change.
| Tekstur | Keterangan |
| ---------------- | ------------------------------------------------------- |
-| date_time_font | The font to display the date and time |
| Lshoulder | The left shoulder |
| Lshoulder_greyed | The left shoulder when there are no pages to the left |
| Rshoulder | The right shoulder |
@@ -128,62 +135,99 @@ These must be PNG files, any file will work however only 100% transparency will
Only used for the 3DS theme, `3dsRotatingCubes.rvid` is a Rocket Video file. For more information on converting videos to rvid, read [Converting a video to .rvid](https://github.com/RocketRobz/Vid2RVID/wiki/Converting-a-video-to-.rvid) on the Vid2RVID wiki. If you don't want this to be drawn you can simply delete it.
### Volume textures (`volume` folder)
-These must be PNG files, any file will work however only 100% transparency will work. Any pixel that is transparent in one texture should be transparent in all of them so that it's properly overwritten on change.
+Volume textures are only displayed in DSi Mode.
-| Tekstur | Keterangan |
-| ------- | ------------------------------------- |
-| volume0 | Volume hanya muncul di mode DSi |
-| volume1 | 0 yang suara mati, 4 yang suara penuh |
-| volume2 | |
-| volume3 | |
-| volume4 | |
+These must be PNG files. Transparency is supported, however only 100% transparency will work.
+
+
+| Tekstur | Description/Notes |
+| ------- | ---------------------------- |
+| volume0 | 0 is muted, 4 is full volume |
+| volume1 | |
+| volume2 | |
+| volume3 | |
+| volume4 | |
## Penyetelan tema (berkas `theme.ini`)
-You may configure various options on how the theme is drawn in the `theme.ini` to accommodate larger sprites or textures. For true/false options `0` is false and `1` is true. Options with a blank default value for a theme are unused for that theme.
+You may configure various options on how the theme is drawn in the `theme.ini` to accommodate larger graphics or different layouts. For true/false options, `0` is false, and `1` is true. Options with a blank default value for a theme are unused in that theme.
-| Nilai (Value) | Keterangan | Bawaan (3DS) | Bawaan (DSi) |
-| ------------------------ | ------------------------------------------------------------------------------------------------------------ | ------------ | ------------ |
-| `StartBorderRenderY` | Posisi awalan Y dari tepian kotak penunjuk permainan | 92 | 81 |
-| `StartBorderSpriteW` | The width of the start border sprite. Note that the start border texture is exactly half of the full border. | 32 | 32 |
-| `StartBorderSpriteH` | The height of the start border sprite | 64 | 80 |
-| `StartTextRenderY` | Posisi awalan Y dari teks "Start" | 143 | 143 |
-| `BubbleTipRenderY` | The Y position of the tip of the bubble that is drawn over the start border | 98 | 80 |
-| `BubbleTipRenderX` | The X position of the tip of the bubble that is drawn over the start border | 125 | 122 |
-| `BubbleTipSpriteW` | The width of the bubble tip sprite | 7 | 11 |
-| `BubbleTipSpriteH` | The height of the bubble tip sprite | 7 | 8 |
-| `TitleboxRenderY` | The initial Y position of the title text box | 96 | 85 |
-| `TitleboxTextY` | The initial Y position of the title text | 55 | 30 |
-| `TitleboxTextW` | The maximum width of the title text | 200 | 240 |
-| `MacroTitleboxTextY` | The initial Y position of the title text in macro mode | | 40 |
-| `MacroTitleboxTextW` | The maximum width of the title text in macro mode | | 224 |
-| `TitleboxTextLarge` | Whether to use the large font for the title text | 0 | 1 |
-| `TitleboxMaxLines` | The maximum lines of text to show of the title | 3 | 4 |
-| `VolumeRenderX` | The X position on the top screen to draw the volume icon | 4 | 4 |
-| `VolumeRenderY` | The Y position on the top screen to draw the volume icon | 5 | 5 |
-| `ShoulderLRenderY` | The Y position on the top screen to draw the left shoulder | 172 | 172 |
-| `ShoulderLRenderX` | The X position on the top screen to draw the left shoulder | 0 | 0 |
-| `ShoulderRRenderY` | The Y position on the top screen to draw the right shoulder | 172 | 172 |
-| `ShoulderRRenderX` | The X position on the top screen to draw the right shoulder | 178 | 178 |
-| `BatteryRenderY` | The Y position on the top screen to draw the battery icon | 5 | 5 |
-| `BatteryRenderX` | The X position on the top screen to draw the battery icon | 235 | 235 |
-| `FontPalette1` | The transparent color of the font, unused for default fonts | 0x0000 | 0x0000 |
-| `FontPalette2` | Warna pada font, gunakan [situs ini](http://www.conradshome.com/html2bgr15/) untuk mengonversi | 0xDEF7 | 0xDEF7 |
-| `FontPalette3` | | 0xC631 | 0xC631 |
-| `FontPalette4` | | 0xA108 | 0xA108 |
-| `StartTextUserPalette` | Whether to use the DS Profile color for the palette of the start text | | 1 |
-| `StartBorderUserPalette` | Whether to use the DS Profile color for the palette of the start border | | 1 |
-| `ButtonArrowUserPalette` | Whether to use the DS Profile color for the palette of the arrow buttons on the bottom of the screen | | 1 |
-| `MovingArrowUserPalette` | Whether to use the DS Profile color for the palette of the arrow shown when moving icons | | 1 |
-| `LaunchDotsUserPalette` | Whether to use the DS Profile color for the palette of the launch dots | | 1 |
-| `DialogBoxUserPalette` | Whether to use the DS Profile color for the palette of the dialog box | | 1 |
-| `RenderPhoto` | Whether or not to draw a photo on the top screen | 0 | 1 |
-| `RotatingCubesRenderY` | The Y position on the top screen to draw the rotating cubes | 78 | |
+| Nilai (Value) | Description/Notes | Bawaan (3DS) | Bawaan (DSi) |
+| -------------------------- | ------------------------------------------------------------------------------------------------------------------------------- | ------------ | ------------ |
+| `StartBorderRenderY` | Posisi awalan Y dari tepian kotak penunjuk permainan | 92 | 81 |
+| `StartBorderSpriteW` | The width of the start border sprite. Note that the start border texture is exactly half of the full border | 32 | 32 |
+| `StartBorderSpriteH` | The height of the start border sprite | 64 | 80 |
+| `StartTextRenderY` | Posisi awalan Y dari teks "Start" | 143 | 143 |
+| `BubbleTipRenderX` | The X position of the tip of the bubble that is drawn over the start border | 125 | 122 |
+| `BubbleTipRenderY` | The Y position of the tip of the bubble that is drawn over the start border | 98 | 80 |
+| `BubbleTipSpriteW` | The width of the bubble tip sprite | 7 | 11 |
+| `BubbleTipSpriteH` | The height of the bubble tip sprite | 7 | 8 |
+| `TitleboxRenderY` | The initial Y position of the title text box | 96 | 85 |
+| `TitleboxTextY` | The initial Y position of the title text | 55 | 30 |
+| `TitleboxTextW` | The maximum width of the title text | 200 | 240 |
+| `TitleboxTextLarge` | Whether to use the large font for the title text | 0 | 1 |
+| `TitleboxMaxLines` | The maximum lines of text to show of the title | 3 | 4 |
+| `VolumeRenderX` | The X position on the top screen to draw the volume icon | 4 | 4 |
+| `VolumeRenderY` | The Y position on the top screen to draw the volume icon | 5 | 5 |
+| `ShoulderLRenderX` | The X position on the top screen to draw the left shoulder | 0 | 0 |
+| `ShoulderLRenderY` | The Y position on the top screen to draw the left shoulder | 172 | 172 |
+| `ShoulderRRenderX` | The X position on the top screen to draw the right shoulder | 178 | 178 |
+| `ShoulderRRenderY` | The Y position on the top screen to draw the right shoulder | 172 | 172 |
+| `BatteryRenderX` | The X position on the top screen to draw the battery icon | 235 | 235 |
+| `BatteryRenderY` | The Y position on the top screen to draw the battery icon | 5 | 5 |
+| `UsernameRenderX` | The X position on the top screen to draw the username text | 28 | 28 |
+| `UsernameRenderY` | The Y position on the top screen to draw the username text | 15 | 15 |
+| `UsernameRenderXDS` | The X position on the top screen to draw the username text, when on a DS Phat/Lite | 4 | 4 |
+| `DateRenderX` | The X postion on the top screen to draw the date text | 162 | 162 |
+| `DateRenderY` | The Y postion on the top screen to draw the date text | 7 | 7 |
+| `TimeRenderX` | The X positon on the top screen to draw the time text | 200 | 200 |
+| `TimeRenderY` | The Y positon on the top screen to draw the time text | 7 | 7 |
+| `PurpleBatteryAvailable` | Whether or not to use the purple battery icons when `Power LED color` is set to `Purple` in settings | 1 | 1 |
+| `FontPalette1` | The transparent color of the font, unused for default fonts | 0x0000 | 0x0000 |
+| `FontPalette2` | The colors of the font, use [this site](http://www.conradshome.com/html2bgr15/) to convert | 0xDEF7 | 0xDEF7 |
+| `FontPalette3` | | 0xC631 | 0xC631 |
+| `FontPalette4` | | 0xA108 | 0xA108 |
+| `FontPaletteDateTime1` | The override transparent color of the font for the date and time | 0x0000 | 0x0000 |
+| `FontPaletteDateTime2` | The override color of the font for the date and time | 0xDEF7 | 0xA529 |
+| `FontPaletteDateTime3` | | 0xC631 | 0xBDEF |
+| `FontPaletteDateTime4` | | 0xA108 | 0xD6B5 |
+| `FontPaletteTitlebox1` | The override transparent color of the font for the ROM title box | 0x0000 | 0x0000 |
+| `FontPaletteTitlebox2` | The override color of the font for the ROM title box | 0xDEF7 | 0xDEF7 |
+| `FontPaletteTitlebox3` | | 0xC631 | 0xC631 |
+| `FontPaletteTitlebox4` | | 0xA108 | 0xA108 |
+| `FontPaletteDialog1` | The override transparent color of the font for dialogs | 0x0000 | 0x0000 |
+| `FontPaletteDialog2` | The override color of the font for dialogs | 0xDEF7 | 0xDEF7 |
+| `FontPaletteDialog3` | | 0xC631 | 0xC631 |
+| `FontPaletteDialog4` | | 0xA108 | 0xA108 |
+| `FontPaletteOverlay1` | The override transparent color of the font for overlayed text | 0x0000 | 0x0000 |
+| `FontPaletteOverlay2` | The override color of the font for overlayed text | 0xDEF7 | 0xDEF7 |
+| `FontPaletteOverlay3` | | 0xC631 | 0xC631 |
+| `FontPaletteOverlay4` | | 0xA108 | 0xA108 |
+| `FontPaletteUsername1` | The override transparent color of the font for the username | 0x0000 | 0x0000 |
+| `FontPaletteUsername2` | The override color of the font for the username | 0xDEF7 | 0xDEF7 |
+| `FontPaletteUsername3` | | 0xC631 | 0xC631 |
+| `FontPaletteUsername4` | | 0xA108 | 0xA108 |
+| `StartTextUserPalette` | Whether or not to use the DS Profile color for the palette of the start text | | 1 |
+| `StartBorderUserPalette` | Whether or not to use the DS Profile color for the palette of the start border | | 1 |
+| `ButtonArrowUserPalette` | Whether or not to use the DS Profile color for the palette of the arrow buttons on the bottom of the screen | | 1 |
+| `MovingArrowUserPalette` | Whether or not to use the DS Profile color for the palette of the arrow shown when moving icons | | 1 |
+| `LaunchDotsUserPalette` | Whether or not to use the DS Profile color for the palette of the launch dots | | 1 |
+| `DialogBoxUserPalette` | Whether or not to use the DS Profile color for the palette of the dialog box | | 1 |
+| `RenderPhoto` | Whether or not to draw a photo on the top screen | 0 | 1 |
+| `RotatingCubesRenderY` | The Y position on the top screen to draw the rotating cubes | 78 | |
+| `PlayStartupJingle` | Whether or not to use the startup sound before the main BGM. See the [custom SFX](custom-dsi-3ds-sfx) page for more information | 1 | 0 |
+| `StartupJingleDelayAdjust` | The amount of samples early in the startup sound the BGM should start at | 0 | 0 |
-## Bagian 3: Menambahkan ke TWiLight Menu++
+### Macro Mode options
+You may add specific override options to `theme.ini` for use in Macro Mode. To do this, add `[MACRO]` to a blank line at the bottom of the configuration file, then add any specified configurations below it.
+
+## Custom background music and sound effects
+The DSi and 3DS themes also support custom music. See [DSi/3DS skins - Custom SFX](custom-dsi-3ds-sfx) for more details.
+
+## Custom fonts
+You may put [Custom Fonts](custom-fonts) in the `font` folder for use in the skin. You can also add override fonts for the date & time using `date_time.nftr`, and the console username with `username.nftr`.
+
+## Part 3: Adding to TWiLight Menu++
Once you've edited some graphics and would like to test your skin, simply copy your skin folder (the folder containing the `background`, `battery`, etc folders) to `sd:/_nds/TWiLightMenu/3dsmenu/themes/` or `sd:/_nds/TWiLightMenu/dsimenu/themes/` for 3DS and DSi theme skins respectively.
-## Bagian 4: Membagikan skin
+## Part 4: Sharing your skin
Once you've completed your skin, you can share it with the community by creating a Pull Request adding it to the [DS-Homebrew/twlmenu-extras](https://github.com/DS-Homebrew/twlmenu-extras) GitHub repository in a `.7z` file. If you're unfamiliar with using git you can also simply create an issue on that repository with a zip file of your skin requesting it be added.
-
-## Musik latar belakang dan efek suara kustom
-The DSi and 3DS themes also support custom music. See [DSi/3DS skins - Custom SFX](custom-dsi-3ds-sfx) for more details.
diff --git a/pages/_id-ID/twilightmenu/custom-fonts.md b/pages/_id-ID/twilightmenu/custom-fonts.md
index 61a1e7e6..f97b8176 100644
--- a/pages/_id-ID/twilightmenu/custom-fonts.md
+++ b/pages/_id-ID/twilightmenu/custom-fonts.md
@@ -10,8 +10,8 @@ description: Cara menggunakan font kustom dengan TWiLight Menu++
TWiLight Menu++ dapat menggunakan font ubah suai (custom) dengan format NFTR (Nitro FonT Resource). They will be used in Settings, the Manual's titles, and in the Nintendo DSi, Nintendo 3DS, SEGA Saturn, and Homebrew Launcher themes.
### Included font info
-There are three fonts included with TWiLight Menu++. When TWiLight Menu++ is running in DSi Mode they all contain all of the characters that should be needed for all of the languages TWiLight is translated to, but when running in DS Mode they are more limited due to RAM limitations. They are as follows:
-- Default: This uses the official DSi font as it's primary font and supports all characters that are used in TWiLight Menu++ itself in all languages in DS mode
+There are three fonts included with TWiLight Menu++. When TWiLight Menu++ is running in DSi Mode, they all contain all of the characters that should be needed for all of the languages TWiLight is translated to, but when running in DS Mode they are more limited due to RAM limitations. They are as follows:
+- Default: This uses the official DSi font as its primary font, and supports all characters that are used in TWiLight Menu++ itself in all languages in DS mode
- Chinese (Simplified): This uses Noto Sans CS as the primary font and has significantly more Chinese (Simplified) characters in DS Mode, at the cost of characters for other languages
- Korean: This is identical to Default in DSi Mode, but in DS Mode has a more complete set of hangul, at the cost of characters for other languages
@@ -22,7 +22,12 @@ Custom fonts are loaded from `sd:/_nds/TWiLightMenu/extras/fonts/[font name]/[fo
The `-ds` and `-dsi` files have higher priority than the normal one and if found will be used when TWiLight Menu++ is running in DS or DSi Mode respectively.
-### Menghasilkan font kustom
+### Skin fonts
+You may add fonts to [custom DSi/3DS theme skins](custom-dsi-3ds-skins), which will override whatever is set in TWiLight Menu++ settings. These fonts go in the `font` folder, in the skin's root folder.
+
+Custom skins can additionally use override fonts for the date & time using `date_time.nftr`, and the console username with `username.nftr`.
+
+### Generating custom fonts
You can make your own fonts using a utility such as Pk11's [nftr-editor](https://pk11.us/nftr-editor/). To regenerate one of TWiLight Menu++'s existing fonts using it:
1. Load an NFTR file in nftr-editor
1. Type the names of the fonts you want to use from highest to lowest priority in the `Input font` text box, comma separated
diff --git a/pages/_id-ID/twilightmenu/faq.md b/pages/_id-ID/twilightmenu/faq.md
index 9da0ce72..f3f97eeb 100644
--- a/pages/_id-ID/twilightmenu/faq.md
+++ b/pages/_id-ID/twilightmenu/faq.md
@@ -86,10 +86,10 @@ The way to access the TWiLight Menu++ settings varies between your configuration
You can also hold SELECT while launching TWiLight Menu++ to directly access the settings.
#### How do I use custom icons/banners for games?
-You can use a custom banner in either PNG or DS banner.bin format by placing it in the `sd:/_nds/TWiLightMenu/icons` folder with the name of the ROM (including the extension) + `.png` or `.bin`.
+You can use a custom banner in either PNG or DS banner.bin format by placing it in the `sd:/_nds/TWiLightMenu/icons` folder with the name of the ROM (including the extension) or folder + `.png` or `.bin`.
-For PNG banners you simply need any PNG file with 15 colors or fewer and a maximum resolution of 32x32.
+For PNG banners you simply need any PNG file with 15 colors or fewer and a maximum resolution of 32x32. Full transparency works and does not count towards the 15 colors, but semitransparency does not work.
-banner.bin type banners are able to be animated and allow you to replace the title that will be shown in TWiLight Menu++. They can be made using either [NDS Banner Editor](https://github.com/TheGameratorT/NDS_Banner_Editor/releases) or [dsibanner.py](https://gist.github.com/Epicpkmn11/232b7568eed650e11523da4b01c7f64f). NDS Banner Editor is a GUI application that may be simpler to use, however it sometimes has issues with transparency and is Windows only (although it does work in WINE).
+banner.bin type banners are able to be animated and allow you to replace the title that will be shown in TWiLight Menu++. They can be made using [NDS Banner Editor](https://github.com/TheGameratorT/NDS_Banner_Editor/releases), it's currently recommended to use the [nightly version](https://nightly.link/TheGameratorT/NDS_Banner_Editor/workflows/build/master) as it has several improvements over the stable release.
Pre-made banners can be found in the [icons section of the TWiLight Menu++ skins site](https://skins.ds-homebrew.com/icon/) and if you make any they can be shared there as well.
diff --git a/pages/_id-ID/twilightmenu/how-to-get-box-art.md b/pages/_id-ID/twilightmenu/how-to-get-box-art.md
index 41141179..d2f8cd49 100644
--- a/pages/_id-ID/twilightmenu/how-to-get-box-art.md
+++ b/pages/_id-ID/twilightmenu/how-to-get-box-art.md
@@ -5,9 +5,14 @@ section: twilightmenu
category: other
title: How to Get Box Art
description: How to get box art/game covers in TWiLight Menu++
+tabs:
+ -
+ windows: Windows
+ other: macOS/Linux
+ manual: Manual
---
-### Windows
+{% capture tab-windows %}
1. Download the latest version of [TWiLightBoxart](https://github.com/KirovAir/TwilightBoxart/releases)
1. Extract `TwilightBoxart-Windows-UX.zip` and run `TwilightBoxart.exe`
1. Click `Detect SD`
@@ -15,8 +20,10 @@ description: How to get box art/game covers in TWiLight Menu++
1. Change the size, border, etc options to your liking
1. Click `Start`
1. Make sure box art is set to be shown in TWiLight Menu++ settings
+{% endcapture %}
+{% assign tab-windows = tab-windows | split: "////////" %}
-### macOS/Linux
+{% capture tab-macos_linux %}
1. Download the latest version of [TWiLightBoxart](https://github.com/KirovAir/TwilightBoxart/releases)
1. Extract the `.zip`
1. Open `TwilightBoxart.ini` in the extracted folder in a text editor
@@ -28,12 +35,22 @@ description: How to get box art/game covers in TWiLight Menu++
1. Run `./TwilightBoxart.CLI`
1. Say `Yes` if it shows your SD path correctly
1. Make sure box art is set to be shown in TWiLight Menu++ settings
+{% endcapture %}
+{% assign tab-macos_linux = tab-macos_linux | split: "////////" %}
-### Manual
+{% capture tab-manual %}
1. Download a png box art pack from [GameTDB](https://www.gametdb.com/DS/Downloads#cover_packs)
1. Extract the .png files to `sd:/_nds/TWiLightMenu/boxart`
1. Make sure box art is set to be shown in TWiLight Menu++ settings
+{% endcapture %}
+{% assign tab-manual = tab-manual | split: "////////" %}
-**To add your own box art:** Place them in `sd:/_nds/TWiLightMenu/boxart`. Can either have the game's TID (ex. `ASME.png`), or the filename (ex. `SM64DS.nds.png`). Must be in `.png` format, with the recommended size of 128x115 and maximum of 208x143.
+{% assign tabs = tab-windows | concat: tab-macos_linux | concat: tab-manual %}
+{% include tabs.html index=0 tabs=tabs %}
+
+**To add your own box art:** Place them in `sd:/_nds/TWiLightMenu/boxart`.
+- Can either have the game's TID (ex. `ASME.png`), or the filename (ex. `SM64DS.nds.png`)
+- Must be in `.png` format, with the recommended size of 128x115 and maximum of 208x143
+- If your **TW**i**L**ight Menu++ configuration has Box Art viewing set to `Cached`, the image size must be 44 KiB or below. You can use a tool like [tinypng](https://tinypng.com/) to compress the images to an acceptable size
Individual box art can also be downloaded from GameTDB, under the **S Covers (png)** category.
diff --git a/pages/_id-ID/twilightmenu/installing-flashcard.md b/pages/_id-ID/twilightmenu/installing-flashcard.md
index 915cbcb9..82ee3550 100644
--- a/pages/_id-ID/twilightmenu/installing-flashcard.md
+++ b/pages/_id-ID/twilightmenu/installing-flashcard.md
@@ -20,6 +20,7 @@ description: Cara memasang TWiLight Menu++ pada flashcard Nintendo DS
- **Pengguna DSi/3DS:** Jalankan TWLMenu++ di kartu SD konsol, buka Pengaturan TWLMenu++, pindah ke halaman `Pengatuan lain `, lalu nyalakan `Akses SCFG di Slot-1` dan ubah `Slot-1: Mode Sentuh` ke `Mode DSi`
- Ini agar laju jam (clock speed) TWL dan/atau kebut VRAM dapat digunakan permainan di flashcard, sekaligus mengakses kartu memori SD konsol, dan menjalankan ROM DSi-Enhanced/DSi-Exclusive/DSiWare dalam mode DSi di flashcard
- Jika ini dinyalakan, tombol SELECT + Atas/Bawah dapat ditekan untuk beralih antara kartu SD konsol dan kartu SD flashcard
+ - To use the above features, you need to launch your flashcard via TWLMenu++ instead of the system menu
### Memulai sendiri (Autobooting) TWiLight Menu++
1. Ekstrak isi dari `Autoboot/(flashcard-mu)` ke root dari kartu microSD flashcard
@@ -37,7 +38,8 @@ Mohon diingat tidak semua flashcard dapat memainkan permainan dengan cara ini. J
{:.alert .alert-warning}
1. Ekstrak apa yang ada di `Flashcart Loader/(flashcard-mu)` ke root dari kartu microSD flashcard
- - Jika sudah, lanjut ke langkah ke-3. Jika belum, ikuti langkah yang ada di bawah daftar flashcard
+ - A README.txt file is present in the `Flashcart Loader` folder, to help find which flashcart loader is appropriate for your flashcard.
+ - If you have done so, continue to step 3. If not, follow the steps below the flashcard list below
1. Untuk flashcard berikut:
- R4i-SDHC (r4i-sdhc.com)
diff --git a/pages/_id-ID/twilightmenu/updating-3ds.md b/pages/_id-ID/twilightmenu/updating-3ds.md
index 59feae43..ad60c627 100644
--- a/pages/_id-ID/twilightmenu/updating-3ds.md
+++ b/pages/_id-ID/twilightmenu/updating-3ds.md
@@ -31,7 +31,7 @@ Jika memperbarui dari versi yang lebih lawas dari v21.0.0, mohon pindahkan dulu
1. Unduh [`TWiLightMenu-3DS.7z`](https://github.com/DS-Homebrew/TWiLightMenu/releases/latest/download/TWiLightMenu-3DS.7z) yang terkini
1. Ekstrak `TWiLightMenu-3DS.7z`
1. Salin folder `_nds` ke root kartu SD, timpa berkas yang ada
- - Untuk macOS, pastikan harus **copy (salin)** dan `merge (gabung)`, jangan `replace (timpa)`
+ - If using macOS, make sure to **copy** and `Merge`, don't `Replace`
1. Salin berkas `BOOT.NDS` ke root kartu SD, timpa berkas yang ada
1. Salin kedua berkas `.cia` ke root kartu SD, timpa berkas yang ada
1. Di konsol 3DS, pasang dua .cia tadi dengan FBI
diff --git a/pages/_id-ID/twilightmenu/updating-dsi.md b/pages/_id-ID/twilightmenu/updating-dsi.md
index 186c71d8..6d8f42e3 100644
--- a/pages/_id-ID/twilightmenu/updating-dsi.md
+++ b/pages/_id-ID/twilightmenu/updating-dsi.md
@@ -18,10 +18,10 @@ Jika memperbarui dari versi yang lebih lawas dari v21.0.0, mohon pindahkan dulu
1. Unduh [`TWiLightMenu-DSi.7z`](https://github.com/DS-Homebrew/TWiLightMenu/releases/latest/download/TWiLightMenu-DSi.7z) yang terkini
1. Ekstrak `TWiLightMenu-DSi.7z`
1. Salin folder `_nds` ke root kartu SD, timpa berkas yang ada
- - Untuk macOS, pastikan harus **copy (salin)** dan `merge (gabung)`, jangan `replace (timpa)`
+ - If using macOS, make sure to **copy** and `Merge`, don't `Replace`
1. Salin berkas `BOOT.NDS` ke root kartu SD, timpa berkas yang ada
1. **Pengguna hiyaCFW:** Salin folder `title` ke root kartu SD, timpa berkas yang ada
- - Untuk macOS, pastikan harus **copy (salin)** dan `merge (gabung)`, jangan `replace (timpa)`
+ - If using macOS, make sure to **copy** and `Merge`, don't `Replace`
### Langkah tambahan untuk di flashcard
diff --git a/pages/_id-ID/twilightmenu/updating-flashcard.md b/pages/_id-ID/twilightmenu/updating-flashcard.md
index 693c18a3..e217f714 100644
--- a/pages/_id-ID/twilightmenu/updating-flashcard.md
+++ b/pages/_id-ID/twilightmenu/updating-flashcard.md
@@ -18,7 +18,7 @@ Jika memperbarui dari versi yang lebih lawas dari v21.0.0, mohon pindahkan dulu
1. Unduh [`TWiLightMenu-Flashcard.7z`](https://github.com/DS-Homebrew/TWiLightMenu/releases/latest/download/TWiLightMenu-Flashcard.7z) yang terkini
1. Ekstrak `TWiLightMenu-Flashcard.7z`
1. Salin folder `_nds` ke root kartu microSD flashcard, timpa berkas yang ada
- - Untuk macOS, pastikan harus **copy (salin)** dan `merge (gabung)`, jangan `replace (timpa)`
+ - If using macOS, make sure to **copy** and `Merge`, don't `Replace`
1. Salin berkas `BOOT.NDS` ke root kartu microSD flashcard, timpa berkas yang ada
### Langkah tambahan untuk di kartu SD DSi/3DS
diff --git a/pages/_it-IT/ds-index/emulators.md b/pages/_it-IT/ds-index/emulators.md
index 8d7c8761..34ed5db1 100644
--- a/pages/_it-IT/ds-index/emulators.md
+++ b/pages/_it-IT/ds-index/emulators.md
@@ -29,7 +29,7 @@ Esistono molti emulatori per DS e DSi. Questa pagina fornisce una spiegazione co
| Intellivision | [Nintellivision][nintellivision] | `.int` | |
| Master System | [S8DS][s8ds] | `.sms` | `[nome rom].sms.sav` |
| Neo Geo Pocket (Color) | [NGPDS][ngpds] | `.ngp`, `.ngc` | `/data/ngpds/[nome rom].ngp.fla` |
-| Fast Video | Coming Soon | `.fv` | |
+| FastVideoDS | [FastVideoDSPlayer][fastvideodsplayer] | `.fv` | |
| NES/Famicom | [nesDS][nesds] | `.nes`, `.fds` | `[nome rom].sav` |
| PC Engine/TurboGrafx-16 | [NitroGrafx][nitrografx] | `.pce` | |
| Rocket Video | [Rocket Video Player][rvidplayer] | `.rvid` | |
@@ -93,6 +93,7 @@ Questi sono solo gli emulatori e i loader consigliati presenti in TWiLight Menu+
[a7800ds]: https://github.com/wavemotion-dave/A7800DS
[colecods]: https://github.com/wavemotion-dave/ColecoDS
[dstwo]: http://eng.supercard.sc
+[fastvideodsplayer]: https://github.com/Gericom/FastVideoDSPlayer
[gameyob]: https://github.com/Drenn1/GameYob
[gbarunner2]: https://github.com/Gericom/GBARunner2
[jenesis]: https://www.gamebrew.org/wiki/JEnesisDS
diff --git a/pages/_it-IT/ds-index/forwarders.md b/pages/_it-IT/ds-index/forwarders.md
index 05762f8a..691dadee 100644
--- a/pages/_it-IT/ds-index/forwarders.md
+++ b/pages/_it-IT/ds-index/forwarders.md
@@ -60,12 +60,6 @@ If you already have Universal Updater installed on your console, you can skip to
1. Download the [Forwarder pack for DSi SD Card](https://github.com/RocketRobz/NTR_Forwarder/releases/latest/download/DS.Game.Forwarder.pack.DSi.3DS.SD.Card.7z)
1. Extract the contents of the `for SD Card root` folder to the root of your DSi's SD card
-After you extract the pack for your card, you can edit `sd:/_nds/nds-bootstrap.ini` and change the following settings.
-- BOOST_CPU: If set to 1, TWL clock speed is used, so lags begone
-- SOUND_FREQ: If set to 1, sound will play at 48khz, instead of 32khz
-- LANGUAGE: If set to -1, the system language will be used
-- REGION: If set to -2, the DSiWare game's region will be used instead of the system's
-
### Passo 2: Ottenere i file di fix AP per TWiLight Menu++
If you already have TWiLight Menu++, skip to the next section.
diff --git a/pages/_it-IT/ds-index/special-games.md b/pages/_it-IT/ds-index/special-games.md
index a7042aed..1971deb4 100644
--- a/pages/_it-IT/ds-index/special-games.md
+++ b/pages/_it-IT/ds-index/special-games.md
@@ -37,10 +37,16 @@ description: Giochi DS(i) che hanno proprietà speciali
- Each mode are turned into standalone DSiWare titles
- Elite Forces: Unit 77
- Multiplayer added
+- G.G. Series DSiWare titles
+ - A collection called "G.G. Series Collection+" physically released exclusively in Japan
+ - Built as an NTR title, allowing for playing on DS consoles
+ - Manual screens contain a unique UI
- Heathcliff: Frantic Foto
- DSiWare version called "Heathcliff: Spot On"
- Master of Illusion/Magic Made Fun
- Split into six DSiWare titles called "Master of Illusion Express" (USA), or "A Little Bit of... Magic Made Fun" (Europe)
+- Motto Me de Unou o Kitaeru: DS Sokudoku Jutsu
+ - DSiWare version called "Motto Me de Unou o Kitaeru: DS Sokudoku Jutsu Light"
- Need for Speed: Nitro
- DSiWare version called "Need for Speed: Nitro-X"
- Download Play feature and various music are removed
@@ -58,6 +64,10 @@ description: Giochi DS(i) che hanno proprietà speciali
- Download Play feature, some achievements, and music video are removed
- Includes exclusive minigame
- Icon is animated
+- Puzzler Brain Games
+- Puzzler World 2013
+- Real Crimes: Jack the Ripper
+ - Icon is animated
- Space Invaders Extreme 2
- DSiWare version called "Space Invaders Extreme Z", exclusive to Japan
- Wireless features removed
@@ -144,8 +154,26 @@ Totale: 39, alcuni potrebbero non esserci
- You Don't Know Jack
- Zhu Zhu Pets 2: Featuring The Wild Bunch
-### Giochi in grado di connettersi con i titoli GBA
-Attualmente, nds-bootstrap non dispone dell'emulazione Slot-2. Sono incluse alcune possibili alternative.
+### DSiWare games with backup code
+These would write save data to the cartridge save chip, if they happen to be running from a cartridge.
+
+- Cake Ninja
+ - Unused, so hacking is required to activate the code
+- Cake Ninja 2
+ - Unused, so hacking is required to activate the code
+- Cake Ninja: XMAS
+ - Unused, so hacking is required to activate the code
+- Dragon Quest Wars
+- Dreamwalker
+ - Unused, so hacking is required to activate the code
+- Famicom Wars DS: Ushinawareta Hikari (Advance Wars: Days of Ruin/Dark Conflict)
+- Go! Go! Kokopolo
+ - Unused, so hacking is required to activate the code
+- Make Up & Style
+ - Unused, so hacking is required to activate the code
+
+### Games that can connect with GBA titles
+Currently, nds-bootstrap does not have Slot-2 emulation. Included are some possible alternatives.
- Advance Wars: Dual Strike
- Advance Wars
@@ -273,7 +301,7 @@ Attualmente, nds-bootstrap non dispone dell'emulazione Slot-2. Sono incluse alcu
- Yu-Gi-Oh! Nightmare Troubadour
- Yu-Gi-Oh! GX Duel Academy
-### Giochi che utilizzano gli Option Pak per GBA
+### Games that use GBA Option Paks
- Memory Expansion Pak
- Nintendo DS Browser
- Motion Pack
@@ -313,7 +341,7 @@ Attualmente, nds-bootstrap non dispone dell'emulazione Slot-2. Sono incluse alcu
- Wario: Master of Disguise
- WWE SmackDown vs. Raw 2008
-### Giochi con connettività Wii
+### Games with Wii connectivity
- Animal Crossing: Wild World
- Animal Crossing: City Folk
- Band Hero
@@ -343,7 +371,7 @@ Attualmente, nds-bootstrap non dispone dell'emulazione Slot-2. Sono incluse alcu
- WarioWare D.I.Y.
- WarioWare D.I.Y. Showcase
-### Giochi con schede di gioco IR
+### Games with IR Game Cards
- Pokémon Heartgold/Soulsilver
- For connecting to Pokéwalker pedometer
- Pokémon Black/White/Black 2/White 2
@@ -355,7 +383,7 @@ Attualmente, nds-bootstrap non dispone dell'emulazione Slot-2. Sono incluse alcu
- Similar pedometer to Personal Trainer: Walking, but only one
- Not compatible with Pokémon ROMs
-### Altri (Giochi speciali che non rientrano in nessuna categoria precedente)
+### Other (Special Games that do not fall into an above category)
- Learn with Pokémon: Typing Adventures
- Cartridge has special bluetooth chip for connecting to the keyboard
- ElectroPlankton
diff --git a/pages/_it-IT/ds-index/videoplayers.md b/pages/_it-IT/ds-index/videoplayers.md
index c1dc9c38..da1561e4 100644
--- a/pages/_it-IT/ds-index/videoplayers.md
+++ b/pages/_it-IT/ds-index/videoplayers.md
@@ -10,20 +10,29 @@ description: Lettori video homebrew per Nintendo DS(i)
# Lettori video homebrew per Nintendo DS(i)
Questa pagina contiene un elenco di lettori video funzionanti o in fase di sviluppo per Nintendo DS e DSi che spiega il funzionamento di ciascuno di loro.
-| Nome del lettore | Codec supportati | Supporto | Contro | FPS massimi |
-| ---------------- | ----------------- | -------------- | ------------------------------------------------- | ---------------------------------------------------- |
-| Moonshell | `.dpg`, MPEG1 | Solo flashcard | Richiede una flashcard per riprodurre i video. | 24fps |
-| Tuna-ViDS | `.avi`, XVid | DSi e NDS | Può raggiungere solo un certo framerate/bitrate. | 15 fps |
-| MPEG4Player | `.mp4`, H.264 | DSi e NDS | Può riprodurre solo video brevi. | 24fps |
-| Rocket Video | `.rvid`, Raw/LZ77 | DSi e NDS | Scarica i fotogrammi in un formato non compresso. | fino a 25 fps (progressivo) o 50 fps (interlacciato) |
+| Nome del lettore | Codec supportati | Supporto | Contro | FPS massimi |
+| ---------------- | ------------------ | -------------- | ------------------------------------------------ | ----------- |
+| FastVideoDS | `.fv`, FastVideoDS | DSi e NDS | Confetti spam slows down high FPS video. | 60fps |
+| Moonshell | `.dpg`, MPEG1 | Solo flashcard | Richiede una flashcard per riprodurre i video. | 24fps |
+| Tuna-ViDS | `.avi`, XVid | DSi e NDS | Può raggiungere solo un certo framerate/bitrate. | 15 fps |
+| MPEG4Player | `.mp4`, MPEG-4 | DSi e NDS | Può riprodurre solo video brevi. | 24fps |
Note:
- Gli FPS massimi effettivi dipendono dal contenuto e dalla lunghezza del video.
-- MPEG4Player è obsoleto e potrebbe essere sostituito da un nuovo formato video, **FastVideoDS**. RocketVideo non viene più mantenuto.
-Attenzione: La conversione di file di grandi dimensioni con il convertitore Rocket Video può causare la perdita di dati, poiché scrive i fotogrammi non compressi sul disco rigido. Per questo motivo l'uso di Rocket Video non è consigliato.
+## FastVideoDS
+
+Note: If you get a message saying `This encoder requires a cpu with support for AVX2 instructions`, then you need to either install a newer CPU chip, or use a newer PC.
{: .alert .alert-warning}
+### Windows
+
+1. Download the encoder [here](https://mega.nz/file/mYwiBTZA#FX6k-9cclPig4_WutE9IueVR7NN0Kxl-mZvRXyhpQRg)
+1. Download the below `.bat` file to the same place as the encoder `.exe` file, and drag and drop your video into the `.bat` file.
+- [FastVideoDS.bat](/assets/files/FastVideoDS.bat)
+
+Una volta terminato questo processo, dovrebbe essere facile trascinare e rilasciare i file sulla scheda SD. Una volta inserito il video nella scheda SD, sarà pronto per la riproduzione tramite **TW**i**L**ight Menu++.
+
## Conversione video Moonshell (DPG4x)
1. Scarica DPG4x [qui](https://www.gamebrew.org/wiki/DPG4X)
@@ -70,7 +79,7 @@ Se vuoi, è possibile modificare quanto segue in uno dei file .bat di cui sopra:
- `12` in `-r 12` a un valore diverso tra `10` e `15` per un frame rate diverso
- `-2` in `scala=256:-2` alla risoluzione verticale desiderata, se il video appare distorto
-Una volta terminato questo processo, dovrebbe essere facile trascinare e rilasciare i file sulla scheda SD. Una volta inserito il video nella scheda SD, sarà pronto per la riproduzione tramite **TW**i**L**ight Menu++.
+When this process is done, it should be easy as drag and drop to SD card. Once you put the video on your SD card, it will be ready for playback via **TW**i**L**ight Menu++.
Il video uscirà dal menu al termine della riproduzione, quindi se si desidera riprodurre il video in loop, è necessario incollarlo e ripeterlo in un editor video e poi convertirlo in un file xvid avi con questo metodo.
diff --git a/pages/_it-IT/ds-index/wifi.md b/pages/_it-IT/ds-index/wifi.md
index c4ad3194..2cb67dcd 100644
--- a/pages/_it-IT/ds-index/wifi.md
+++ b/pages/_it-IT/ds-index/wifi.md
@@ -41,7 +41,7 @@ Se si sta configurando una rete compatibile con il DS, deve soddisfare le seguen
1. Avvia configurazione Nintendo Wi-Fi Connection
1. Connettiti al tuo punto di accesso
1. Imposta il tuo valore DNS primario come uno dei valori sottostanti, a seconda del servizio che vuoi utilizzare:
- - **[Wiimmfi](https://wiimmfi.de)** - `164.132.44.106` o `178.62.43.212`
+ - **[Wiimmfi](https://wiimmfi.de)** - `167.86.108.126` or `178.62.43.212`
- **[AltWFC/WFCZwei](https://save-nintendo-wifi.com/) ([lista dei giocatori online](http://zwei.moe:9001))** - `172.104.88.237`
1. Imposta `1.1.1.1` come DNS secondario
1. Potresti aver bisogno di NoSSL per applicare una patch per il tuo gioco a questo punto, a seconda della sua compatibilità
diff --git a/pages/_it-IT/nds-bootstrap/faq.md b/pages/_it-IT/nds-bootstrap/faq.md
index 9651ddfd..da5f6d63 100644
--- a/pages/_it-IT/nds-bootstrap/faq.md
+++ b/pages/_it-IT/nds-bootstrap/faq.md
@@ -32,37 +32,42 @@ nds-bootstrap applica una patch alle funzioni ROM da eseguire da una scheda SD,
- È possibile utilizzare la velocità della CPU aggiuntiva del DSi, consentendo prestazioni migliori in alcuni giochi
- È possibile migliorare l'audio con 48 kHz
- Si può utilizzare la modalità DSi, consentendo le funzionalità extra del DSi
-- Utilizzando alcune schede di gioco, si è in grado di utilizzare le funzioni IR nell’applicazione
-- nds-bootstrap è open source: significa che gli sviluppatori possono sempre aggiornarlo per correggere bug e altre cose, anche se il progetto si interrompe
-- Il DS Memory Expansion Pak è emulato, questo significa che i giochi che lo richiedono funzioneranno
-- Inverti gli schermi superiori e inferiori per i giochi compatibili per un gameplay più confortevole, o su sistemi con uno schermo rotto o rimosso
-- Effettua screenshot e modifica i valori nella RAM utilizzando il menu di gioco
+- Less battery power is consumed
+- Using certain Game Cards, you are able to use IR in your application
+- nds-bootstrap is open source, meaning developers can always update it to fix bugs and other things, even if the project gets discontinued
+- The DS Memory Expansion Pak is emulated, meaning games that require that accessory will work
+- Swap top and bottom screens in compatible games for more comfortable gameplay, or on systems with a broken or removed screen
+- Take screenshots and edit values in the RAM using the in-game menu
#### DS/DS Lite: Perché usare nds-bootstrap su una flashcard DS?
- Alcune ROM compatibili vengono caricate nel Memory Expansion Pak (o nelle flashcard Slot-2 contenenti RAM), consentendo tempi di caricamento più rapidi rispetto alle normali schede di gioco
-- Un numero limitato di DSiWare può essere eseguito utilizzando le patch integrate e una ROM donatrice di un titolo DSi-Enhanced
+- 100+ DSiWare titles can be run using built-in patches and a Donor ROM of a DSi-Enhanced title
- Tieni presente che nds-bootstrap sarà sempre usato per DSiWare, indipendentemente dall'impostazione `Usa nds-bootstrap` nelle impostazioni di TWLMenu++
+ - Not all DSiWare titles can save, due to the difficulty of adding save support for them, and/or them storing more than one file in the save filesystem.
- Se il kernel della flashcard non è in grado di far girare una certa ROM, si può usare al suo posto nds-bootstrap, che può essere impostato per-gioco
- Inverti gli schermi superiori e inferiori per i giochi compatibili per un gameplay più confortevole, o su sistemi con uno schermo rotto o rimosso
-- Modifica i valori nella RAM utilizzando il menu di gioco
+- Take screenshots and edit values in the RAM using the in-game menu
#### Che cos'è una ROM donatrice?
In nds-bootstrap, quando un gioco non si avvia, viene usata un'altra ROM per "donare" il suo binario ARM7 (e ARM7i, se disponibile) al gioco da eseguire, al posto di quello del gioco stesso.
Una ROM donatrice può essere impostata usando **TW**i**L**ight Menu++.
-- **Flashcard in modalità DS:** I pochi titoli DSi-Exclusive/DSiWare supportati richiederanno una ROM DSi-Enhanced come ROM donatrice
-- **DSiWarehax:** Poiché sia i giochi DSi-Enhanced che (la maggior parte de) i giochi DSi-Exclusive/DSiWare contengono impostazioni MBK diverse l'uno dall'altro, i giochi DSi-Enhanced non si avvieranno in modalità DSi senza una ROM donatrice. Impostando un titolo DSi-Exclusive/DSiWare come ROM donatrice, i giochi DSi-Enhanced saranno in grado di funzionare con le impostazioni MBK impostate dal titolo DSiWare su cui viene utilizzato l'exploit
+- **Flashcards in DS mode:** The supported DSi-Exclusive/DSiWare titles will require a DSi-Enhanced ROM set as a Donor ROM
+- **DSiWarehax:** As both DSi-Enhanced games and (most) DSi-Exclusive/DSiWare games contain different MBK settings from each other, DSi-Enhanced games will not boot in DSi mode without a Donor ROM. By setting a DSi-Exclusive/DSiWare title as a Donor ROM, DSi-Enhanced games will be able to run within the MBK settings set by the DSiWare title the exploit is used on
+ - On DSi, if **TW**i**L**ight Menu++ detects no Donor ROM is set, *Nintendo DSi Sound* and/or a valid exploited title you've launched will automatically be set as Donor ROM(s)
- **CycloDS iEvolution:** Stesso caso di DSiWarehax, ma i titoli DSi-Exclusive/DSiWare richiederanno un gioco DSi-Enhanced impostato come ROM donatrice, invece del contrario
#### Qual è la migliore ROM donatrice?
-Non esiste la *migliore* da utilizzare.
-Se usi DSiWarehax, è preferibile impostare una ROM SDK5 che contenga una sotto-versione superiore a 0. Tuttavia, se non disponi di una ROM DSiWare esistente, è possibile scaricare una ROM di *Sound Nintendo DSi* (SDK5.0) utilizzando GodMode9**i**, e impostare DSi Sound come ROM donatrice.
-Se possiedi una console 3DS, tuttavia, è preferibile scaricare la ROM DS WiFi Settings (SDK5.5) utilizzando GodMode9, e impostare invece DS WiFi Settings come ROM donatrice, poiché in questo modo è possibile attivare la modalità di sospensione in DSiWare senza attendere 9 secondi.
+There is no *best* one to use. Most ROMs of TWL titles can be set as a Donor ROM.
+
+Examples:
+- **DSiWarehax on DSi:** *Nintendo DSi Sound* and/or a valid exploited title you've launched will automatically be set as Donor ROM(s), if one hasn't been set yet.
+- **DSiWarehax on 3DS:** Dump the DS WiFi Settings ROM (SDK5.5) using GodMode9, and set it as a Donor ROM.
#### Perché non posso impostare una ROM donatrice?
-Se c'è un titolo che richiede una ROM donatrice, e la ROM che TWLMenu++ ha dichiarato di trovare non mostra l'opzione per impostarla come tale (a patto che siate scesi in basso), allora trova un'altra ROM da impostare come donatrice.
+If there's a title requiring a Donor ROM, and the ROM TWLMenu++ stated to find doesn't show the option to set it as one (provided you've scrolled down), then find another ROM to set as a donor.
#### Che cos'è una nightly e dove posso trovarla?
-Una build nightly è una build per l'ultimo commit. Le build nightly possono essere instabili, ma contiene le correzioni più recenti. È possibile ottenere le build nightly per nds-bootstrap [qui](https://github.com/TWLBot/Builds/raw/master/nds-bootstrap.7z).
+A nightly build is build for the latest commit. Nightly builds may be unstable, but has the most recent bugfixes added. You can get nightly builds for nds-bootstrap [here](https://github.com/TWLBot/Builds/raw/master/nds-bootstrap.7z).
#### Why do my cheats not work?
- Some cheats may have button activators or other conditions that need to be met. Check the description of the cheat for more information
diff --git a/pages/_it-IT/twilightmenu/custom-dsi-3ds-sfx.md b/pages/_it-IT/twilightmenu/custom-dsi-3ds-sfx.md
index 4c5f3b95..770cf002 100644
--- a/pages/_it-IT/twilightmenu/custom-dsi-3ds-sfx.md
+++ b/pages/_it-IT/twilightmenu/custom-dsi-3ds-sfx.md
@@ -12,7 +12,7 @@ TWiLight Menu++ supporta i file audio personalizzati nei temi. Colloca i file au
Queste istruzioni presuppongono che devkitPro sia installato con mmutil. Puoi scaricare devkitPro sul sito ufficiale [devkitPro website](https://devkitpro.org/wiki/Getting_Started).
## Raccolta di Effetti Sonori
-La raccolta degli effetti sonori (sfx.bin) contiene effetti sonori come il suono di selezione dell'icona, ecc.
+The sound effect bank (`sfx.bin`) contains sound effects such as the icon select sound, etc.
| File | Descrizione |
| ----------- | --------------------------------------------------------------------------------------------- |
@@ -26,9 +26,9 @@ La raccolta degli effetti sonori (sfx.bin) contiene effetti sonori come il suono
Tutti i file sopra elencati sono necessari per creare una raccolta di effetti sonori personalizzati. Se desideri che un suono sia muto, è possibile utilizzare un file audio muto. Il formato `.wav` è obbligatorio e la codifica *deve* essere PCM.
-Per costruire la raccolta di effetti sonori è necessario scaricare [questo file](/assets/files/Makefile) e metterlo accanto a tutti i file `.wav` che verranno utilizzati. Dopo che tutti i file sono nella stessa cartella, apri il terminale (o la riga di comando se usate Windows), cambiate la directory corrente (`cd`) nella cartella in cui si trova `Makefile` e poi eseguite il comando `make`.
+[This file](/assets/files/sfx-example.zip) includes the sounds used in the default DSi and 3DS themes, along with the makefile used to build them into a valid sfx.bin file. Feel free to edit and change the sound files to make a custom sound effect bank.
-Si otterrà un file `sfx.bin` che può essere copiato nella sottocartella `sound` della cartella del tema. **Questo file deve essere inferiore a 512000B = 512 kB**. Qualsiasi file di dimensioni superiori a questo valore provocherà un arresto anomalo o la mancata riproduzione completa di alcuni suoni.
+To build your custom sound effect bank, open your terminal (or command line if you are using Windows), change the current directory (`cd`) to the folder where `Makefile` is, and then run the `make` command. You will get a resulting `sfx.bin` file that can be copied to the `sound` subfolder in your theme folder. **This file must be under 512000B = 512 kB**. Any file larger than that will result in either crashes or some sounds not playing fully.
### Suono d'avvio
Mentre gli altri effetti sonori funzionano con qualsiasi file WAV con codifica PCM, il suono di avvio deve essere in un formato specifico per funzionare correttamente, altrimenti ci sarà un vuoto tra l'interruzione del suono di avvio e l'inizio della musica di sottofondo.
@@ -72,4 +72,4 @@ Per esportare nel formato corretto:
Ora disponi di un file `bgm.pcm.raw` che può essere copiato nella sottocartella `sound` della cartella dei temi.
- È quindi necessario impostare l'opzione `Musica Tema DSi/3DS` nelle impostazioni di TWiLight Menu++ su "Tema" affinché il BGM personalizzato venga riprodotto nel menu.
\ No newline at end of file
+ È quindi necessario impostare l'opzione `Musica Tema DSi/3DS` nelle impostazioni di TWiLight Menu++ su "Tema" affinché il BGM personalizzato venga riprodotto nel menu.
diff --git a/pages/_it-IT/twilightmenu/custom-dsi-3ds-skins.md b/pages/_it-IT/twilightmenu/custom-dsi-3ds-skins.md
index ffe007a9..395ffe34 100644
--- a/pages/_it-IT/twilightmenu/custom-dsi-3ds-skins.md
+++ b/pages/_it-IT/twilightmenu/custom-dsi-3ds-skins.md
@@ -7,13 +7,14 @@ title: Come creare skin per DSi/3DS
description: Come creare skin DSi e 3DS personalizzate per TWiLight Menu++
---
-Per creare una skin per TWiLight Menu++, è necessario un editor di immagini in grado di esportare i file `.png`, 16 BPP `.bmp` o `.png` e file 4 BPP `.bmp`. Idealmente dovrebbero anche essere in grado di potersi riorganizzare manualmente le palette immagini. [GIMP](https://www.gimp.org) è fortemente consigliato e verrà utilizzato in questa guida in quanto è in grado di fare tutto il necessario.
+To make a TWiLight Menu++ skin, you will need an image editor capable of exporting `.png` files, 16 BPP `.bmp` files or `.png` files, and 4 BPP `.bmp` files. Ideally, it should also be able to manually rearrange image palettes. [GIMP](https://www.gimp.org) is recommended and will be used for this guide, as it's capable of everything needed.
## Parte 1: Scarica gli esempi
-La prima cosa da fare è scaricare le [skin di esempio](/assets/files/skin-examples.zip). Possono essere utilizzate come base per la tua skin e sono già nel formato corretto, quindi se in seguito si riscontrano problemi si possono confrontare con queste.
+La prima cosa da fare è scaricare le [skin di esempio](/assets/files/skin-examples.zip). These can be used as a base for your skin and are already in the correct format, so if you have issues later on, you can compare with these.
## Parte 2: Modifica delle immagini
-Scarica e installa [GIMP](https://www.gimp.org), puoi utilizzare anche altri editor, ma questa guida usa GIMP.
+Download and install [GIMP](https://www.gimp.org)
+- Other image editors such as Photoshop may work, but GIMP is what will be used in this guide
Una volta installato, apri GIMP e seleziona `Windows` -> `Dockable Dialogs` -> `Colormap`. Apre la finestra di dialogo della mappa dei colori, utile per la modifica delle immagini con palette.
@@ -21,19 +22,24 @@ A questo punto è possibile aprire l'immagine che si desidera modificare in GIMP
### Texture di sfondo (cartella `background`)
Possono essere file PNG o file BMP a 16 bit (`A1 R5 G5 B5` o `X1 R5 G5 B5`).
+- If using BMP files, you can set them to 16-bit under Advanced Options while exporting. You may need to do this each time you export as BMP
-| Texture | Descrizione |
-| ------------------ | -------------------------------------------------------------------------------------------------------------- |
-| bottom | La texture di sfondo dello schermo inferiore quando non si passa sopra a un'icona |
-| bottom_bubble | La texture di sfondo dello schermo inferiore quando si passa sopra a un'icona |
-| bottom_ds | Per il tema 3DS, la texture di sfondo dello schermo inferiore quando non si passa sopra un'icona su un DS lite |
-| bottom_bubble_ds | Per il tema 3DS, la texture di sfondo dello schermo inferiore quando si passa sopra un'icona su un DS lite |
-| top | |
+| Texture | Descrizione |
+| --------------------- | ------------------------------------------------------------------------------------------------------ |
+| top | The top screen background texture |
+| bottom | The bottom background texture when not hovering over an icon |
+| bottom_ds | For the 3DS theme, the bottom background texture when not hovering over an icon when on a DS Phat/Lite |
+| bottom_macro | For the DSi theme, the background texture when not hovering over an icon while using Macro Mode |
+| bottom_bubble | The bottom background texture when hovering over an icon |
+| bottom_bubble_ds | For the 3DS theme, the bottom background texture when hovering over an icon when on a DS Phat/Lite |
+| bottom_bubble_macro | For the DSi theme, the background texture when hovering over an icon while using Macro Mode |
+| bottom_moving | For the DSi theme, the bottom background texture when moving an icon |
+| bottom_moving_macro | For the DSi theme, the background texture when moving an icon while using Maco Mode |
### Texture della batteria (cartella `battery`)
-Devono essere file PNG, qualsiasi file funzionerà, ma solo con trasparenza al 100%. Qualsiasi pixel trasparente in un'icona deve essere trasparente in tutte, in modo che venga sovrascritto correttamente al momento della modifica.
+These must be PNG files. Transparency is supported, however only 100% transparency will work.
-| Texture | Descrizione |
+| Texture | Description/Notes |
| ------------------ | --------------------------------------------------------------------------------------------------------- |
| battery0 | Lampeggia con `battery1` quando la batteria è quasi scarica |
| battery1 | 0-4 sono utilizzate in modalità DSi |
@@ -53,15 +59,15 @@ Devono essere file PNG, qualsiasi file funzionerà, ma solo con trasparenza al 1
### Texture della palette (cartella `grf`)
Devono esserci 4 file BPP (16 colori) BMP.
-Per modificarli in GIMP seleziona `Image` -> `Mode` -> `RGB` per consentire la modifica dei colori, quindi una volta terminata la modifica dei colori seleziona `Image` -> `Mode` -> `Indexed...` per convertire nuovamente in palette. Quando si passa all'indicizzazione, assicurartiche `Generate optimum palette` sia selezionato e `Maximum number of colors` sia impostato su `16`.
+To edit these in GIMP, select `Image` -> `Mode` -> `RGB` to allow changing colors, then when done changing colors, select `Image` -> `Mode` -> `Indexed...` to convert back to paletted. Quando si passa all'indicizzazione, assicurartiche `Generate optimum palette` sia selezionato e `Maximum number of colors` sia impostato su `16`.
**Nota:** Alcune immagini nel tema DSi hanno le palette sovrascritte in base al colore del profilo dell'utente. Se modifichi i colori di questi, assicurarsi che l'opzione `UserPalette` nel file `theme.ini` sia impostata su `0`.
Dopo la conversione in indicizzato, accedi alla finestra di dialogo della mappa dei colori e assicurati che il colore trasparente (#FF00FF) sia il colore #0 nella mappa dei colori. In caso contrario, clicca con il pulsante destro del mouse sulla mappa dei colori e seleziona `Rearrange Colormap...` quindi sposta il colore trasparente in modo che sia il primo colore della mappa dei colori e seleziona `OK`.
-Se ci sono meno di 16 colori nella mappa dei colori finale, premi il pulsante `+` in fondo alla finestra di dialogo della mappa dei colori fino a ottenere 16 colori.
+If there are fewer than 16 colors in your final colormap, press the `+` button at the bottom of the colormap dialog until you have 16 colors.
-Durante l'esportazione si consiglia di selezionare la casella `Do not write color space information` nel menu a discesa `Compatibility Options`.
+When exporting, it's recommended to check the `Do not write color space information` box under the `Compatibility Options` dropdown.
| Texture | Descrizione |
| ------------- | ----------------------------------------------------------------------------------------------------------- |
@@ -77,32 +83,34 @@ Durante l'esportazione si consiglia di selezionare la casella `Do not write colo
| dialogbox | Lo sfondo della finestra di dialogo che scorre verso il basso |
| folder | L'icona delle cartelle |
| icon_a26 | L'icona dei giochi Atari 2600 |
-| icon_gb | L'icona dei giochi Game Boy |
-| icon_gba | L'icona dei giochi GBA (per tutti i temi) e l'icona in alto per avviare GBARunner2 (tema 3DS) |
-| icon_gbamode | L'icona della modalità GBA nativa |
-| icon_gg | L'icona dei giochi Game Gear |
-| icon_int | L'icona dei giochi Intellivision |
-| icon_m5 | L'icona dei giochi Sord M5 |
-| icon_manual | L'icona del manuale |
-| icon_md | L'icona dei giochi Mega Drive |
-| icon_nes | L'icona dei giochi NES |
-| icon_ngp | L'icona dei giochi Neo Geo Pocket |
-| icon_pce | L'icona dei giochi PC Engine/TurboGrafx-16 |
-| icon_plg | L'icona dei plugin DSTWO |
-| icon_settings | L'icona delle Impostazioni del Nintendo DSi |
-| icon_sg | L'icona dei giochi Sega SG-1000 |
-| icon_sms | L'icona dei giochi Sega Master System |
-| icon_snes | L'icona dei giochi SNES |
-| icon_unk | L'icona mostrata quando un gioco non ne ha una |
-| icon_ws | L'icona dei giochi WonderSwan |
-| launch_dot | I punti mostrati all'avvio di un gioco (tema DSi) |
-| moving_arrow | La freccia mostrata quando si sposta un gioco (tema DSi) |
-| progress | L'animazione di caricamento dell'avanzamento con 8 fotogrammi |
-| scroll_window | La parte della barra di scorrimento che indica le icone visualizzate |
-| small_cart | Le icone visualizzate in alto (tema 3DS) e nel menu SELECT (tema DSi) |
-| start_border | Il bordo con i frame d'animazione indica l'icona selezionata (tema DSi) |
-| start_text | Il testo mostrato sul bordo iniziale (tema DSi) |
-| wirelessicons | Le icone mostrate per indicare che un gioco è dotato di supporto wireless |
+| icon_col | The icon for Colecovision games |
+| icon_gb | The icon for Game Boy games |
+| icon_gba | The icon for GBA games |
+| icon_gbamode | The icon for native GBA Mode |
+| icon_gg | The icon for Game Gear games |
+| icon_img | The icon for BMP, GIF, and PNG images |
+| icon_int | The icon for Intellivision games |
+| icon_m5 | The icon for Sord M5 games |
+| icon_manual | The icon for the manual |
+| icon_md | The icon for Mega Drive games |
+| icon_nes | The icon for NES games |
+| icon_ngp | The icon for Neo Geo Pocket games |
+| icon_pce | The icon for PC Engine/TurboGrafx-16 games |
+| icon_plg | The icon for DSTWO plugins |
+| icon_settings | The icon for Nintendo DSi Settings |
+| icon_sg | The icon for Sega SG-1000 games |
+| icon_sms | The icon for Sega Master System games |
+| icon_snes | The icon for SNES games |
+| icon_unk | The icon displayed when a game is missing an icon |
+| icon_ws | The icon for WonderSwan games |
+| launch_dot | The dots displayed when a game is launched (DSi Theme) |
+| moving_arrow | The arrow displayed when a game is being moved (DSi Theme) |
+| progress | The progress loading animation with 8 frames |
+| scroll_window | The part of the scrollbar that indicates the icons that are in view |
+| small_cart | The icons displayed along the top (3DS Theme) and in the SELECT menu (DSi Theme) |
+| start_border | The border with animation frames that indicates the selected icon (DSi Theme) |
+| start_text | The text displayed on the start border (DSi Theme) |
+| wirelessicons | The icons displayed to indicate a game has wireless support |
### Texture del Menu DS Classico (cartella `quickmenu`)
Devono essere file PNG.
@@ -114,76 +122,112 @@ Devono essere file PNG.
| topbg | Sfondo per lo schermo superiore di qualsiasi altro modello DS |
### Texture dell'IU (cartella `ui`)
-Devono essere file PNG, qualsiasi file funzionerà, ma solo con trasparenza al 100%. Qualsiasi pixel trasparente in una texture deve essere trasparente in tutte le texture correlate, in modo che venga sovrascritto correttamente al momento della modifica.
+These must be PNG files. Transparency is supported, however only 100% transparency will work. Any pixel that is transparent in one texture should be transparent in all of them, so that it's properly overwritten on change.
-| Texture | Descrizione |
-| ---------------- | ---------------------------------------------------------- |
-| date_time_font | Il carattere per visualizzare la data e l'ora |
-| Lshoulder | Il grilletto sinistro |
-| Lshoulder_greyed | Il grilletto sinistro quando non ci sono pagine a sinistra |
-| Rshoulder | Il grilletto destro |
-| Rshoulder_greyed | Il grilletto destro quando non ci sono pagine a destra |
+| Texture | Descrizione |
+| ---------------- | ------------------------------------------------------- |
+| Lshoulder | The left shoulder |
+| Lshoulder_greyed | The left shoulder when there are no pages to the left |
+| Rshoulder | The right shoulder |
+| Rshoulder_greyed | The right shoulder when there are no pages to the right |
### Texture video (cartella `video`)
Utilizzate solo per il tema 3DS, `3dsRotatingCubes.rvid` è un file Rocket Video. Per ulteriori informazioni su come convertire i video in rvid, leggi [Converting a video to .rvid](https://github.com/RocketRobz/Vid2RVID/wiki/Converting-a-video-to-.rvid) sulla wiki Vid2RVID. Se non vuoi che venga mostrato, è sufficiente cancellarlo.
### Texture del volume (cartella `volume`)
-Devono essere file PNG, qualsiasi file funzionerà, ma solo con trasparenza al 100%. Qualsiasi pixel trasparente in una texture deve essere trasparente in tutte, in modo che venga sovrascritto correttamente al momento della modifica.
+Volume textures are only displayed in DSi Mode.
-| Texture | Descrizione |
-| ------- | ------------------------------------------------- |
-| volume0 | Il volume viene visualizzato solo in modalità DSi |
-| volume1 | 0 è senza volume, 4 è al massimo |
-| volume2 | |
-| volume3 | |
-| volume4 | |
+These must be PNG files. Transparency is supported, however only 100% transparency will work.
+
+
+| Texture | Description/Notes |
+| ------- | ---------------------------- |
+| volume0 | 0 is muted, 4 is full volume |
+| volume1 | |
+| volume2 | |
+| volume3 | |
+| volume4 | |
## Configurazione del tema (file `theme.ini`)
-È possibile configurare varie opzioni sul modo in cui il tema viene visualizzato nel file `theme.ini` per adattarlo a sprite o a texture più grandi. Per le opzioni vero/falso `0` è falso e `1` è vero. Le opzioni con un valore predefinito vuoto per un tema sono inutilizzate in esso.
+You may configure various options on how the theme is drawn in the `theme.ini` to accommodate larger graphics or different layouts. For true/false options, `0` is false, and `1` is true. Options with a blank default value for a theme are unused in that theme.
-| Valore | Descrizione | Predefinite (3DS) | Predefinite (DSi) |
-| ------------------------ | ------------------------------------------------------------------------------------------------------------------------------ | ----------------- | ----------------- |
-| `StartBorderRenderY` | La posizione Y iniziale del bordo iniziale | 92 | 81 |
-| `StartBorderSpriteW` | La larghezza dello sprite del bordo iniziale. Nota che la texture del bordo iniziale è esattamente la metà del bordo completo. | 32 | 32 |
-| `StartBorderSpriteH` | L'altezza dello sprite del bordo iniziale | 64 | 80 |
-| `StartTextRenderY` | La posizione Y iniziale del testo di avvio | 143 | 143 |
-| `BubbleTipRenderY` | La posizione Y della punta della bolla che viene tracciata sopra il bordo iniziale | 98 | 80 |
-| `BubbleTipRenderX` | La posizione X della punta della bolla che viene tracciata sopra il bordo iniziale | 125 | 122 |
-| `BubbleTipSpriteW` | La larghezza dello sprite della punta della bolla | 7 | 11 |
-| `BubbleTipSpriteH` | L'altezza dello sprite della punta della bolla | 7 | 8 |
-| `TitleboxRenderY` | La posizione Y iniziale della casella del testo del titolo | 96 | 85 |
-| `TitleboxTextY` | La posizione Y iniziale del testo del titolo | 55 | 30 |
-| `TitleboxTextW` | Larghezza massima del testo del titolo | 200 | 240 |
-| `MacroTitleboxTextY` | La posizione Y iniziale del testo del titolo in modalità macro | | 40 |
-| `MacroTitleboxTextW` | La larghezza massima del testo del titolo in modalità macro | | 224 |
-| `TitleboxTextLarge` | Se utilizzare o meno i caratteri grandi per il testo del titolo | 0 | 1 |
-| `TitleboxMaxLines` | Il numero massimo di linee di testo da mostrare del titolo | 3 | 4 |
-| `VolumeRenderX` | La posizione X sullo schermo superiore per tracciare l'icona del volume | 4 | 4 |
-| `VolumeRenderY` | La posizione Y sullo schermo superiore per tracciare l'icona del volume | 5 | 5 |
-| `ShoulderLRenderY` | La posizione Y sullo schermo superiore per tracciare l'icona del grilletto sinistro | 172 | 172 |
-| `ShoulderLRenderX` | La posizione X sullo schermo superiore per tracciare l'icona del grilletto sinistro | 0 | 0 |
-| `ShoulderRRenderY` | La posizione Y sullo schermo superiore per tracciare l'icona del grilletto destro | 172 | 172 |
-| `ShoulderRRenderX` | La posizione X sullo schermo superiore per tracciare l'icona del grilletto destro | 178 | 178 |
-| `BatteryRenderY` | La posizione Y sullo schermo superiore per tracciare l'icona della batteria | 5 | 5 |
-| `BatteryRenderX` | La posizione X sullo schermo superiore per tracciare l'icona della batteria | 235 | 235 |
-| `FontPalette1` | Il colore trasparente del carattere, non utilizzato per i caratteri predefiniti | 0x0000 | 0x0000 |
-| `FontPalette2` | I colori dei caratteri, utilizza [questo sito](http://www.conradshome.com/html2bgr15/) per convertirli | 0xDEF7 | 0xDEF7 |
-| `FontPalette3` | | 0xC631 | 0xC631 |
-| `FontPalette4` | | 0xA108 | 0xA108 |
-| `StartTextUserPalette` | Se utilizzare o meno il colore del profilo DS per la palette del testo iniziale | | 1 |
-| `StartBorderUserPalette` | Se utilizzare o meno il colore del profilo DS per la palette del bordo iniziale | | 1 |
-| `ButtonArrowUserPalette` | Se utilizzare o meno il colore del profilo DS per la palette dei pulsanti freccia nella parte inferiore dello schermo | | 1 |
-| `MovingArrowUserPalette` | Se utilizzare o meno il colore del profilo DS per la palette dei pulsanti quando si muovono le icone | | 1 |
-| `LaunchDotsUserPalette` | Se utilizzare o meno il colore del profilo DS per la palette dei punti d'avvio | | 1 |
-| `DialogBoxUserPalette` | Se utilizzare o meno il colore del profilo DS per la palette della casella di dialogo | | 1 |
-| `RenderPhoto` | Indica se mostrare o meno una foto nella schermata superiore | 0 | 1 |
-| `RotatingCubesRenderY` | La posizione Y sullo schermo superiore per tracciare i cubi che roteano | 78 | |
+| Valore | Description/Notes | Predefinite (3DS) | Predefinite (DSi) |
+| -------------------------- | ------------------------------------------------------------------------------------------------------------------------------- | ----------------- | ----------------- |
+| `StartBorderRenderY` | La posizione Y iniziale del bordo iniziale | 92 | 81 |
+| `StartBorderSpriteW` | La larghezza dello sprite del bordo iniziale. Note that the start border texture is exactly half of the full border | 32 | 32 |
+| `StartBorderSpriteH` | L'altezza dello sprite del bordo iniziale | 64 | 80 |
+| `StartTextRenderY` | La posizione Y iniziale del testo di avvio | 143 | 143 |
+| `BubbleTipRenderX` | The X position of the tip of the bubble that is drawn over the start border | 125 | 122 |
+| `BubbleTipRenderY` | The Y position of the tip of the bubble that is drawn over the start border | 98 | 80 |
+| `BubbleTipSpriteW` | La larghezza dello sprite della punta della bolla | 7 | 11 |
+| `BubbleTipSpriteH` | L'altezza dello sprite della punta della bolla | 7 | 8 |
+| `TitleboxRenderY` | La posizione Y iniziale della casella del testo del titolo | 96 | 85 |
+| `TitleboxTextY` | La posizione Y iniziale del testo del titolo | 55 | 30 |
+| `TitleboxTextW` | Larghezza massima del testo del titolo | 200 | 240 |
+| `TitleboxTextLarge` | Whether to use the large font for the title text | 0 | 1 |
+| `TitleboxMaxLines` | The maximum lines of text to show of the title | 3 | 4 |
+| `VolumeRenderX` | The X position on the top screen to draw the volume icon | 4 | 4 |
+| `VolumeRenderY` | The Y position on the top screen to draw the volume icon | 5 | 5 |
+| `ShoulderLRenderX` | The X position on the top screen to draw the left shoulder | 0 | 0 |
+| `ShoulderLRenderY` | The Y position on the top screen to draw the left shoulder | 172 | 172 |
+| `ShoulderRRenderX` | The X position on the top screen to draw the right shoulder | 178 | 178 |
+| `ShoulderRRenderY` | The Y position on the top screen to draw the right shoulder | 172 | 172 |
+| `BatteryRenderX` | The X position on the top screen to draw the battery icon | 235 | 235 |
+| `BatteryRenderY` | The Y position on the top screen to draw the battery icon | 5 | 5 |
+| `UsernameRenderX` | The X position on the top screen to draw the username text | 28 | 28 |
+| `UsernameRenderY` | The Y position on the top screen to draw the username text | 15 | 15 |
+| `UsernameRenderXDS` | The X position on the top screen to draw the username text, when on a DS Phat/Lite | 4 | 4 |
+| `DateRenderX` | The X postion on the top screen to draw the date text | 162 | 162 |
+| `DateRenderY` | The Y postion on the top screen to draw the date text | 7 | 7 |
+| `TimeRenderX` | The X positon on the top screen to draw the time text | 200 | 200 |
+| `TimeRenderY` | The Y positon on the top screen to draw the time text | 7 | 7 |
+| `PurpleBatteryAvailable` | Whether or not to use the purple battery icons when `Power LED color` is set to `Purple` in settings | 1 | 1 |
+| `FontPalette1` | The transparent color of the font, unused for default fonts | 0x0000 | 0x0000 |
+| `FontPalette2` | The colors of the font, use [this site](http://www.conradshome.com/html2bgr15/) to convert | 0xDEF7 | 0xDEF7 |
+| `FontPalette3` | | 0xC631 | 0xC631 |
+| `FontPalette4` | | 0xA108 | 0xA108 |
+| `FontPaletteDateTime1` | The override transparent color of the font for the date and time | 0x0000 | 0x0000 |
+| `FontPaletteDateTime2` | The override color of the font for the date and time | 0xDEF7 | 0xA529 |
+| `FontPaletteDateTime3` | | 0xC631 | 0xBDEF |
+| `FontPaletteDateTime4` | | 0xA108 | 0xD6B5 |
+| `FontPaletteTitlebox1` | The override transparent color of the font for the ROM title box | 0x0000 | 0x0000 |
+| `FontPaletteTitlebox2` | The override color of the font for the ROM title box | 0xDEF7 | 0xDEF7 |
+| `FontPaletteTitlebox3` | | 0xC631 | 0xC631 |
+| `FontPaletteTitlebox4` | | 0xA108 | 0xA108 |
+| `FontPaletteDialog1` | The override transparent color of the font for dialogs | 0x0000 | 0x0000 |
+| `FontPaletteDialog2` | The override color of the font for dialogs | 0xDEF7 | 0xDEF7 |
+| `FontPaletteDialog3` | | 0xC631 | 0xC631 |
+| `FontPaletteDialog4` | | 0xA108 | 0xA108 |
+| `FontPaletteOverlay1` | The override transparent color of the font for overlayed text | 0x0000 | 0x0000 |
+| `FontPaletteOverlay2` | The override color of the font for overlayed text | 0xDEF7 | 0xDEF7 |
+| `FontPaletteOverlay3` | | 0xC631 | 0xC631 |
+| `FontPaletteOverlay4` | | 0xA108 | 0xA108 |
+| `FontPaletteUsername1` | The override transparent color of the font for the username | 0x0000 | 0x0000 |
+| `FontPaletteUsername2` | The override color of the font for the username | 0xDEF7 | 0xDEF7 |
+| `FontPaletteUsername3` | | 0xC631 | 0xC631 |
+| `FontPaletteUsername4` | | 0xA108 | 0xA108 |
+| `StartTextUserPalette` | Whether or not to use the DS Profile color for the palette of the start text | | 1 |
+| `StartBorderUserPalette` | Whether or not to use the DS Profile color for the palette of the start border | | 1 |
+| `ButtonArrowUserPalette` | Whether or not to use the DS Profile color for the palette of the arrow buttons on the bottom of the screen | | 1 |
+| `MovingArrowUserPalette` | Whether or not to use the DS Profile color for the palette of the arrow shown when moving icons | | 1 |
+| `LaunchDotsUserPalette` | Whether or not to use the DS Profile color for the palette of the launch dots | | 1 |
+| `DialogBoxUserPalette` | Whether or not to use the DS Profile color for the palette of the dialog box | | 1 |
+| `RenderPhoto` | Whether or not to draw a photo on the top screen | 0 | 1 |
+| `RotatingCubesRenderY` | The Y position on the top screen to draw the rotating cubes | 78 | |
+| `PlayStartupJingle` | Whether or not to use the startup sound before the main BGM. See the [custom SFX](custom-dsi-3ds-sfx) page for more information | 1 | 0 |
+| `StartupJingleDelayAdjust` | The amount of samples early in the startup sound the BGM should start at | 0 | 0 |
-## Parte 3: Aggiungere le skin a TWiLight Menu++
-Dopo che hai modificato la grafica, se vuoi provare la skin è sufficiente copiare la cartella skin (la cartella contenente le cartelle `background`, `battery`, ecc.) in `sd:/_nds/TWiLightMenu/3dsmenu/themes/` o `sd:/_nds/TWiLightMenu/dsimenu/themes/` corrispettivavamente per le skin 3DS e DSi.
+### Macro Mode options
+You may add specific override options to `theme.ini` for use in Macro Mode. To do this, add `[MACRO]` to a blank line at the bottom of the configuration file, then add any specified configurations below it.
-## Parte 4: Condividere la tua skin
-Una volta completata la skin, è possibile condividerla con la community creando un Pull Request e aggiungendola al repository GitHub [DS-Homebrew/twlmenu-extras](https://github.com/DS-Homebrew/twlmenu-extras) in un file `.7z`. Se non hai dimestichezza con git, puoi semplicemente creare un issue sulla repository con un file zip della tua skin, chiedendo che venga aggiunta.
-
-## Musica di sottofondo ed effetti sonori personalizzati
+## Custom background music and sound effects
I temi per DSi e 3DS supportano anche la musica personalizzata. Per maggiori dettagli, consulta [Skin DSi/3DS - Effetti sonori personalizzati](custom-dsi-3ds-sfx).
+
+## Custom fonts
+You may put [Custom Fonts](custom-fonts) in the `font` folder for use in the skin. You can also add override fonts for the date & time using `date_time.nftr`, and the console username with `username.nftr`.
+
+## Part 3: Adding to TWiLight Menu++
+Once you've edited some graphics and would like to test your skin, simply copy your skin folder (the folder containing the `background`, `battery`, etc folders) to `sd:/_nds/TWiLightMenu/3dsmenu/themes/` or `sd:/_nds/TWiLightMenu/dsimenu/themes/` for 3DS and DSi theme skins respectively.
+
+## Part 4: Sharing your skin
+Once you've completed your skin, you can share it with the community by creating a Pull Request adding it to the [DS-Homebrew/twlmenu-extras](https://github.com/DS-Homebrew/twlmenu-extras) GitHub repository in a `.7z` file. If you're unfamiliar with using git you can also simply create an issue on that repository with a zip file of your skin requesting it be added.
diff --git a/pages/_it-IT/twilightmenu/custom-fonts.md b/pages/_it-IT/twilightmenu/custom-fonts.md
index 6a7d2099..b8c286a9 100644
--- a/pages/_it-IT/twilightmenu/custom-fonts.md
+++ b/pages/_it-IT/twilightmenu/custom-fonts.md
@@ -10,8 +10,8 @@ description: Come utilizzare i font personalizzati con TWiLight Menu++
TWiLight Menu++ può utilizzare dei fonts personalizzati in formato NFTR (Nitro FonT Resource). Vengono applicati nelle Impostazioni, nel manuale, e nei temi del Nintendo DSi, Nintendo 3DS, SEGA Saturn, e Homebrew Launcher.
### Informazioni sugli Stili di testo
-Ci sono tre fonts gia inclusi in TWiLight Menu++. Quando si è in modalità DSi tutti i caratteri per tutte le lingue in cui è tradotto TWiLight Menu++ sono disponibili, ma quando si è in modalità DS sono limitati a causa delle limitazioni della RAM. Gli stili di testo di base sono i seguenti:
-- Predefinito: Utilizza il font ufficiale DSi come stile principale e supporta tutti i caratteri in modalità DS
+Ci sono tre fonts gia inclusi in TWiLight Menu++. When TWiLight Menu++ is running in DSi Mode, they all contain all of the characters that should be needed for all of the languages TWiLight is translated to, but when running in DS Mode they are more limited due to RAM limitations. Gli stili di testo di base sono i seguenti:
+- Default: This uses the official DSi font as its primary font, and supports all characters that are used in TWiLight Menu++ itself in all languages in DS mode
- Cinese (Semplificato): Usa Noto Sans CS come stile principale e ha più caratteri cinesi (semplificati) in modalità DS, al costo di altri caratteri di altre lingue
- Coreano: E' identico a quello Predefinito in modalità DSi, ma in modalità DS ha un set più completo di hangul, al costo di altri caratteri di altre lingue
@@ -22,8 +22,13 @@ I font vengono caricati da `sd:/_nds/TWiLightMenu/extras/fonts/[nome font]/[nome
I file `-ds` e `-dsi` hanno una priorità più alta di quella normale e se trovati veranno utilizzati rispettivamente in modalità DS e in modalità DSi.
-### Generare font personalizzati
-Puoi creare il tuo font personale usando una utility come [nftr-editor](https://pk11.us/nftr-editor/) di Pk11's. Puoi rigenerare uno dei font esistenti di TWiLight Menu++ nel seguente modo:
+### Skin fonts
+You may add fonts to [custom DSi/3DS theme skins](custom-dsi-3ds-skins), which will override whatever is set in TWiLight Menu++ settings. These fonts go in the `font` folder, in the skin's root folder.
+
+Custom skins can additionally use override fonts for the date & time using `date_time.nftr`, and the console username with `username.nftr`.
+
+### Generating custom fonts
+You can make your own fonts using a utility such as Pk11's [nftr-editor](https://pk11.us/nftr-editor/). To regenerate one of TWiLight Menu++'s existing fonts using it:
1. Caricare un file NFTR in nftr-editor
1. Digitare i nomi dei fonts che si desidera utilizzare dalla priorità più alta a quella più bassa nella casella di testo, separandoli con delle virgole
- Puoi vedere un'anteprima dei font di input nella casella in alto a sinistra e l'NFTR corrente nella casella in basso
diff --git a/pages/_it-IT/twilightmenu/faq.md b/pages/_it-IT/twilightmenu/faq.md
index 0a7f7424..b9ef77b2 100644
--- a/pages/_it-IT/twilightmenu/faq.md
+++ b/pages/_it-IT/twilightmenu/faq.md
@@ -86,10 +86,10 @@ Il modo di accedere alle impostazioni di TWiLight Menu++ varia a seconda della c
È anche possibile tenere premuto SELECT mentre avvii TWiLight Menu++ per accedere direttamente alle impostazioni.
#### Come posso utilizzare icone/banner personalizzati per i giochi?
-È possibile utilizzare un banner personalizzato in formato PNG o DS banner.bin inserendolo nella cartella `sd:/_nds/TWiLightMenu/icons` con il nome della ROM (inclusa l'estensione) + `.png` o `.bin`.
+You can use a custom banner in either PNG or DS banner.bin format by placing it in the `sd:/_nds/TWiLightMenu/icons` folder with the name of the ROM (including the extension) or folder + `.png` or `.bin`.
-Per i banner PNG è sufficiente un file PNG con 15 colori o meno e una risoluzione massima di 32x32.
+For PNG banners you simply need any PNG file with 15 colors or fewer and a maximum resolution of 32x32. Full transparency works and does not count towards the 15 colors, but semitransparency does not work.
-I banner di tipo banner.bin possono essere animati e consentono di sostituire il titolo che verrà visualizzato in TWiLight Menu++. Possono essere realizzati utilizzando [NDS Banner Editor](https://github.com/TheGameratorT/NDS_Banner_Editor/releases) o [dsibanner.py](https://gist.github.com/Epicpkmn11/232b7568eed650e11523da4b01c7f64f). NDS Banner Editor è un'applicazione GUI che può essere più semplice da usare, ma a volte ha problemi con la trasparenza ed è solo per Windows (anche se funziona in WINE).
+I banner di tipo banner.bin possono essere animati e consentono di sostituire il titolo che verrà visualizzato in TWiLight Menu++. They can be made using [NDS Banner Editor](https://github.com/TheGameratorT/NDS_Banner_Editor/releases), it's currently recommended to use the [nightly version](https://nightly.link/TheGameratorT/NDS_Banner_Editor/workflows/build/master) as it has several improvements over the stable release.
I banner preconfezionati si trovano nella [ sezione delle icone del sito delle skin di TWiLight Menu++](https://skins.ds-homebrew.com/icon/) e se ne crei di nuovi possono essere condivisi anche lì.
diff --git a/pages/_it-IT/twilightmenu/how-to-get-box-art.md b/pages/_it-IT/twilightmenu/how-to-get-box-art.md
index 7a7d55ad..42cab4b4 100644
--- a/pages/_it-IT/twilightmenu/how-to-get-box-art.md
+++ b/pages/_it-IT/twilightmenu/how-to-get-box-art.md
@@ -5,18 +5,25 @@ section: twilightmenu
category: other
title: Come Ottenere Box Art
description: Come ottenere le box art/le copertine dei giochi in TWiLight Menu++
+tabs:
+ -
+ windows: Windows
+ other: macOS/Linux
+ manual: Manual
---
-### Windows
+{% capture tab-windows %}
1. Scarica l'ultima versione di [TWiLightBoxart](https://github.com/KirovAir/TwilightBoxart/releases)
1. Estrai `TwilightBoxart-Windows-UX.zip` e esegui `TwilightBoxart.exe`
1. Clicca su `Detect SD`
- Se non trova la SD corretta clicca su `Browse...` e seleziona quella giusta
1. Cambia le dimensione, il bordo, ecc., a tuo piacimento
1. Clicca `Start`
-1. Assicurati di aver abilitato la visibilita delle box art nelle impostazioni di TWiLight Menu++
+1. Make sure box art is set to be shown in TWiLight Menu++ settings
+{% endcapture %}
+{% assign tab-windows = tab-windows | split: "////////" %}
-### macOS/Linux
+{% capture tab-macos_linux %}
1. Scarica l'ultima versione di [TWiLightBoxart](https://github.com/KirovAir/TwilightBoxart/releases)
1. Estrai il file `.zip`
1. Apri `TwilightBoxart.ini` dalla cartella estratta da un editor di testo
@@ -27,13 +34,23 @@ description: Come ottenere le box art/le copertine dei giochi in TWiLight Menu++
1. Avvia `chmod +x TwilightBoxart.CLI`
1. Avvia `./TwilightBoxart.CLI`
1. Clicca su `Si` se è mostrata il percorso corretto della tua scheda SD
-1. Assicurati di aver abilitato la visibilita delle box art nelle impostazioni di TWiLight Menu++
+1. Make sure box art is set to be shown in TWiLight Menu++ settings
+{% endcapture %}
+{% assign tab-macos_linux = tab-macos_linux | split: "////////" %}
-### Manualmente
+{% capture tab-manual %}
1. Scarica un png box art pack da [GameTDB](https://www.gametdb.com/DS/Downloads#cover_packs)
1. Estrai i files .png in `sd:/_nds/TWiLightMenu/boxart`
-1. Assicurati di aver abilitato la visibilita delle box art nelle impostazioni di TWiLight Menu++
+1. Make sure box art is set to be shown in TWiLight Menu++ settings
+{% endcapture %}
+{% assign tab-manual = tab-manual | split: "////////" %}
-**Per aggiungere le tue box art:** Inseriscile in `sd:/_nds/TWiLightMenu/boxart`. Devi chiamare il file .png con lo stesso nome del TID (ex. `ASME.png`), o il nome del file (ex. `SM64DS.nds.png`). Il formato `.png` è il formato da usare, con le dimensioni minime di 128x115 e massime di 208x143.
+{% assign tabs = tab-windows | concat: tab-macos_linux | concat: tab-manual %}
+{% include tabs.html index=0 tabs=tabs %}
-Le singole box art possono essere scaricate da GameTDB, sotto la categoria **S Covers (png)**.
+**To add your own box art:** Place them in `sd:/_nds/TWiLightMenu/boxart`.
+- Can either have the game's TID (ex. `ASME.png`), or the filename (ex. `SM64DS.nds.png`)
+- Must be in `.png` format, with the recommended size of 128x115 and maximum of 208x143
+- If your **TW**i**L**ight Menu++ configuration has Box Art viewing set to `Cached`, the image size must be 44 KiB or below. You can use a tool like [tinypng](https://tinypng.com/) to compress the images to an acceptable size
+
+Individual box art can also be downloaded from GameTDB, under the **S Covers (png)** category.
diff --git a/pages/_it-IT/twilightmenu/installing-flashcard.md b/pages/_it-IT/twilightmenu/installing-flashcard.md
index 07c4569f..cc93d843 100644
--- a/pages/_it-IT/twilightmenu/installing-flashcard.md
+++ b/pages/_it-IT/twilightmenu/installing-flashcard.md
@@ -9,7 +9,7 @@ description: Come installare TWiLight Menu++ su una flashcard del Nintendo DS
---
### Installazione
-1. Scarica la versione piè recente di [`TWiLightMenu-Flashcard.7z`](https://github.com/DS-Homebrew/TWiLightMenu/releases/latest/download/TWiLightMenu-Flashcard.7z)
+1. Scarica la versione più recente di [`TWiLightMenu-Flashcard.7z`](https://github.com/DS-Homebrew/TWiLightMenu/releases/latest/download/TWiLightMenu-Flashcard.7z)
1. Estrai `TWiLightMenu-Flashcard.7z`
1. Copia la cartella `_nds` nella scheda microSD della tua flashcard
1. Copia il file `BOOT.NDS` nella scheda microSD della tua flashcard
@@ -20,6 +20,7 @@ description: Come installare TWiLight Menu++ su una flashcard del Nintendo DS
- **Utenti DSi/3DS:** Avviate TWLMenu++ sulla scheda SD della console, aprite Impostazioni TWLMenu++, e passate a `Impostazioni Varie` e attivate `Accesso SCFG da Slot-1` e impostate `Slot-1: Modalità Touch` a `Modalità DSi`
- Questo permetterà di utilizzare la velocità clock TWL e/o un boost della VRAM ai vostri giochi su flashcard, così come a quelli sulla scheda SD della console, ed eseguendo giochi DSi-Enhanced/DSi-Exclusive/DSiWare in modalità DSi dalla tua flashcard
- Con questa opzione è possibile utilizzare SELECT +Sù/Giù per passare dalla scheda SD interna alla scheda SD della flashcard
+ - To use the above features, you need to launch your flashcard via TWLMenu++ instead of the system menu
### Auto-avvio TWiLight Menu++
1. Estrai il/i contenuto(i) di `Autoboot/(la tua flashcard)` nella scheda microSD della flashcard
@@ -37,7 +38,8 @@ Nota bene che non tutte le flashcard supportano l'avvio dei giochi in questo mod
{:.alert .alert-warning}
1. Estrai ciò che c'è in `Flashcart Loader/(la tua flashcard)` nella scheda microSD della flashcard
- - Se l'hai già fatto, passa al terzo passo. In caso contrario, segui i passaggi sotto la lista delle flashcard qui sotto
+ - A README.txt file is present in the `Flashcart Loader` folder, to help find which flashcart loader is appropriate for your flashcard.
+ - If you have done so, continue to step 3. If not, follow the steps below the flashcard list below
1. Per queste flashcard:
- R4i-SDHC (r4i-sdhc.com)
diff --git a/pages/_it-IT/twilightmenu/updating-3ds.md b/pages/_it-IT/twilightmenu/updating-3ds.md
index 9ec7373d..273f1a5b 100644
--- a/pages/_it-IT/twilightmenu/updating-3ds.md
+++ b/pages/_it-IT/twilightmenu/updating-3ds.md
@@ -31,7 +31,7 @@ Se stai aggiornando da una versione più vecchia della v21.0.0, sposta i tuoi fi
1. Scarica la versione più recente di [`TWiLightMenu-3DS.7z`](https://github.com/DS-Homebrew/TWiLightMenu/releases/latest/download/TWiLightMenu-3DS.7z)
1. Estrai `TWiLightMenu-3DS.7z`
1. Copia la cartella `_nds` nella root della tua scheda SD, sostituendo quella già presente
- - Se usi macOS, assicurati di **Copiare** e `Unire`, non `Sostituire`
+ - If using macOS, make sure to **copy** and `Merge`, don't `Replace`
1. Copia il file `BOOT.NDS` nella root della tua scheda SD, sostituendo il file già presente
1. Copiare i due file `.cia` nella root della scheda SD, sostituendo i file esistenti
1. Sul tuo 3DS, installa i due file CIA con FBI
diff --git a/pages/_it-IT/twilightmenu/updating-dsi.md b/pages/_it-IT/twilightmenu/updating-dsi.md
index 665382b1..a2c44fb0 100644
--- a/pages/_it-IT/twilightmenu/updating-dsi.md
+++ b/pages/_it-IT/twilightmenu/updating-dsi.md
@@ -18,10 +18,10 @@ Se stai aggiornando da una versione più vecchia di v21.0.0, sposta i tuoi file
1. Scarica la versione piè recente di [`TWiLightMenu-DSi.7z`](https://github.com/DS-Homebrew/TWiLightMenu/releases/latest/download/TWiLightMenu-DSi.7z)
1. Estrai `TWiLightMenu-DSi.7z`
1. Copia la cartella `_nds` nella root della tua SD card, sostituendo quella gia presente
- - Se stai usando macOS, assicurati di **Copiare** e `Unire`, non `Sostituire`
+ - If using macOS, make sure to **copy** and `Merge`, don't `Replace`
1. Copia il file `BOOT.NDS` nella root della tua SD card, sostituendo quella gia presente
1. **Utenti hiyaCFW:** Copia la cartella `title` nella root della tua SD card sostituendo quella gia presente
- - Se stai usando macOS, assicurati di **Copiare** e `Unire`, non `Sostituire`
+ - If using macOS, make sure to **copy** and `Merge`, don't `Replace`
### Ulteriori passi per le flashcard
diff --git a/pages/_it-IT/twilightmenu/updating-flashcard.md b/pages/_it-IT/twilightmenu/updating-flashcard.md
index 42cbecae..516df203 100644
--- a/pages/_it-IT/twilightmenu/updating-flashcard.md
+++ b/pages/_it-IT/twilightmenu/updating-flashcard.md
@@ -18,7 +18,7 @@ Se stai aggiornando da una versione più vecchia di v21.0.0, sposta i tuoi file
1. Scarica la versione piè recente di [`TWiLightMenu-Flashcard.7z`](https://github.com/DS-Homebrew/TWiLightMenu/releases/latest/download/TWiLightMenu-Flashcard.7z)
1. Estrai `TWiLightMenu-Flashcard.7z`
1. Copia la cartella `_nds` nella root della microSD della tua flashcard's. Sostituisci i files gia esistenti
- - Se stai usando macOS, assicurati di **Copiare** e `Unire`, non `Sostituire`
+ - If using macOS, make sure to **copy** and `Merge`, don't `Replace`
1. Copia il file `BOOT.NDS` nella root della microSD della tua flashcard's. Sostituisci i files gia esistenti
### Ulteriori passi per le flashcard su DSi/3DS
diff --git a/pages/_ja-JP/ds-index/emulators.md b/pages/_ja-JP/ds-index/emulators.md
index 773739d0..2365bb6c 100644
--- a/pages/_ja-JP/ds-index/emulators.md
+++ b/pages/_ja-JP/ds-index/emulators.md
@@ -29,7 +29,7 @@ DSとDSiには多くのエミュレータがあります。 このページで
| Intellivision | [Nintellivision][nintellivision] | `.int` | |
| Master System | [S8DS][s8ds] | `.sms` | `[rom name].sms.sav` |
| Neo Geo Pocket (Color) | [NGPDS][ngpds] | `.ngp`, `.ngc` | `/data/ngpds/[rom name].ngp.fla` |
-| Fast Video | Coming Soon | `.fv` | |
+| FastVideoDS | [FastVideoDSPlayer][fastvideodsplayer] | `.fv` | |
| NES/Famicom | [nesDS][nesds] | `.nes`, `.fds` | `[rom name].sav` |
| PC Engine/TurboGrafx-16 | [NitroGrafx][nitrografx] | `.pce` | |
| Rocket Video | [Rocket Video Player][rvidplayer] | `.rvid` | |
@@ -93,6 +93,7 @@ These are just recommended emulators and loaders that are present in TWiLight Me
[a7800ds]: https://github.com/wavemotion-dave/A7800DS
[colecods]: https://github.com/wavemotion-dave/ColecoDS
[dstwo]: http://eng.supercard.sc
+[fastvideodsplayer]: https://github.com/Gericom/FastVideoDSPlayer
[gameyob]: https://github.com/Drenn1/GameYob
[gbarunner2]: https://github.com/Gericom/GBARunner2
[jenesis]: https://www.gamebrew.org/wiki/JEnesisDS
diff --git a/pages/_ja-JP/ds-index/forwarders.md b/pages/_ja-JP/ds-index/forwarders.md
index 5084b36a..00ccd41f 100644
--- a/pages/_ja-JP/ds-index/forwarders.md
+++ b/pages/_ja-JP/ds-index/forwarders.md
@@ -60,12 +60,6 @@ If you already have Universal Updater installed on your console, you can skip to
1. Download the [Forwarder pack for DSi SD Card](https://github.com/RocketRobz/NTR_Forwarder/releases/latest/download/DS.Game.Forwarder.pack.DSi.3DS.SD.Card.7z)
1. Extract the contents of the `for SD Card root` folder to the root of your DSi's SD card
-After you extract the pack for your card, you can edit `sd:/_nds/nds-bootstrap.ini` and change the following settings.
-- BOOST_CPU: If set to 1, TWL clock speed is used, so lags begone
-- SOUND_FREQ: If set to 1, sound will play at 48khz, instead of 32khz
-- LANGUAGE: If set to -1, the system language will be used
-- REGION: If set to -2, the DSiWare game's region will be used instead of the system's
-
### Part 2: Getting the AP fix files from TWiLight Menu++
If you already have TWiLight Menu++, skip to the next section.
diff --git a/pages/_ja-JP/ds-index/special-games.md b/pages/_ja-JP/ds-index/special-games.md
index 7c66d6fc..7ed9c5d5 100644
--- a/pages/_ja-JP/ds-index/special-games.md
+++ b/pages/_ja-JP/ds-index/special-games.md
@@ -37,10 +37,16 @@ description: DS(i) Games that have special properties
- Each mode are turned into standalone DSiWare titles
- Elite Forces: Unit 77
- Multiplayer added
+- G.G. Series DSiWare titles
+ - A collection called "G.G. Series Collection+" physically released exclusively in Japan
+ - Built as an NTR title, allowing for playing on DS consoles
+ - Manual screens contain a unique UI
- Heathcliff: Frantic Foto
- DSiWare version called "Heathcliff: Spot On"
- Master of Illusion/Magic Made Fun
- Split into six DSiWare titles called "Master of Illusion Express" (USA), or "A Little Bit of... Magic Made Fun" (Europe)
+- Motto Me de Unou o Kitaeru: DS Sokudoku Jutsu
+ - DSiWare version called "Motto Me de Unou o Kitaeru: DS Sokudoku Jutsu Light"
- Need for Speed: Nitro
- DSiWare version called "Need for Speed: Nitro-X"
- Download Play feature and various music are removed
@@ -58,6 +64,10 @@ description: DS(i) Games that have special properties
- Download Play feature, some achievements, and music video are removed
- Includes exclusive minigame
- Icon is animated
+- Puzzler Brain Games
+- Puzzler World 2013
+- Real Crimes: Jack the Ripper
+ - Icon is animated
- Space Invaders Extreme 2
- DSiWare version called "Space Invaders Extreme Z", exclusive to Japan
- Wireless features removed
@@ -144,6 +154,24 @@ Total: 39, some may be missing
- You Don't Know Jack
- Zhu Zhu Pets 2: Featuring The Wild Bunch
+### DSiWare games with backup code
+These would write save data to the cartridge save chip, if they happen to be running from a cartridge.
+
+- Cake Ninja
+ - Unused, so hacking is required to activate the code
+- Cake Ninja 2
+ - Unused, so hacking is required to activate the code
+- Cake Ninja: XMAS
+ - Unused, so hacking is required to activate the code
+- Dragon Quest Wars
+- Dreamwalker
+ - Unused, so hacking is required to activate the code
+- Famicom Wars DS: Ushinawareta Hikari (Advance Wars: Days of Ruin/Dark Conflict)
+- Go! Go! Kokopolo
+ - Unused, so hacking is required to activate the code
+- Make Up & Style
+ - Unused, so hacking is required to activate the code
+
### Games that can connect with GBA titles
Currently, nds-bootstrap does not have Slot-2 emulation. Included are some possible alternatives.
diff --git a/pages/_ja-JP/ds-index/videoplayers.md b/pages/_ja-JP/ds-index/videoplayers.md
index 7a8605dc..778e9cc7 100644
--- a/pages/_ja-JP/ds-index/videoplayers.md
+++ b/pages/_ja-JP/ds-index/videoplayers.md
@@ -10,20 +10,29 @@ description: Homebrew Video Players for the Nintendo DS(i)
# Homebrew Video Players for the Nintendo DS(i)
This page contains a list of working or WIP video players for the Nintendo DS and DSi that explains how each works.
-| Player name | Supported containers/Codecs | Support | Drawbacks | Max FPS |
-| ------------ | --------------------------- | --------------- | ------------------------------------------- | ----------------------------------------------- |
-| Moonshell | `.dpg`, MPEG1 | Flashcards only | Requires a flashcard to play videos. | 24fps |
-| Tuna-ViDS | `.avi`, XVid | DSi and NDS | Can only reach a certain framerate/bitrate. | 15fps |
-| MPEG4Player | `.mp4`, H.264 | DSi and NDS | Can only play short videos. | 24fps |
-| Rocket Video | `.rvid`, Raw/LZ77 | DSi and NDS | Dumps frames in an uncompressed format. | up to 25fps (Progressive) or 50fps (Interlaced) |
+| Player name | Supported containers/Codecs | Support | Drawbacks | Max FPS |
+| ----------- | --------------------------- | --------------- | ------------------------------------------- | ------- |
+| FastVideoDS | `.fv`, FastVideoDS | DSi and NDS | Confetti spam slows down high FPS video. | 60fps |
+| Moonshell | `.dpg`, MPEG1 | Flashcards only | Requires a flashcard to play videos. | 24fps |
+| Tuna-ViDS | `.avi`, XVid | DSi and NDS | Can only reach a certain framerate/bitrate. | 15fps |
+| MPEG4Player | `.mp4`, MPEG-4 | DSi and NDS | Can only play short videos. | 24fps |
Notes:
- Actual max FPS is dependent on video content and length.
-- MPEG4Player is outdated and may be replaced with a new video format, **FastVideoDS**. RocketVideo is no longer being maintained.
-Warning: Converting large files in Rocket Video converter may cause you to loose your data as it writes uncompressed frames to the hard disk. This is why using Rocket Video is unrecommended.
+## FastVideoDS
+
+Note: If you get a message saying `This encoder requires a cpu with support for AVX2 instructions`, then you need to either install a newer CPU chip, or use a newer PC.
{: .alert .alert-warning}
+### Windows
+
+1. Download the encoder [here](https://mega.nz/file/mYwiBTZA#FX6k-9cclPig4_WutE9IueVR7NN0Kxl-mZvRXyhpQRg)
+1. Download the below `.bat` file to the same place as the encoder `.exe` file, and drag and drop your video into the `.bat` file.
+- [FastVideoDS.bat](/assets/files/FastVideoDS.bat)
+
+When this process is done, it should be easy as drag and drop to SD card. Once you put the video on your SD card, it will be ready for playback via **TW**i**L**ight Menu++.
+
## Moonshell video conversion (DPG4x)
1. Download DPG4x [here](https://www.gamebrew.org/wiki/DPG4X)
diff --git a/pages/_ja-JP/ds-index/wifi.md b/pages/_ja-JP/ds-index/wifi.md
index bcbfcb52..100f555b 100644
--- a/pages/_ja-JP/ds-index/wifi.md
+++ b/pages/_ja-JP/ds-index/wifi.md
@@ -41,7 +41,7 @@ If you are setting up a network to be DS-compatible, it must meet the following
1. Launch Nintendo Wi-Fi Connection Setup
1. Connect to your access point
1. Set your Primary DNS value as one of the values below, depending on which service you want to use:
- - **[Wiimmfi](https://wiimmfi.de)** - `164.132.44.106` or `178.62.43.212`
+ - **[Wiimmfi](https://wiimmfi.de)** - `167.86.108.126` or `178.62.43.212`
- **[AltWFC/WFCZwei](https://save-nintendo-wifi.com/) ([online player list](http://zwei.moe:9001))** - `172.104.88.237`
1. Set `1.1.1.1` as your secondary DNS
1. You might need to NoSSL patch your game at this point, depending on the game
diff --git a/pages/_ja-JP/godmode9i/index.md b/pages/_ja-JP/godmode9i/index.md
index c225878c..d2146711 100644
--- a/pages/_ja-JP/godmode9i/index.md
+++ b/pages/_ja-JP/godmode9i/index.md
@@ -1,14 +1,14 @@
---
-lang: en-US
+lang: ja-JP
layout: wiki
section: godmode9i
title: GodMode9i
-description: Information about GodMode9i
+description: GodMode9iに関する情報
---
[GodMode9i](https://github.com/DS-Homebrew/GodMode9i/) is an open source file browser for the Nintendo DS ecosystem, taking inspiration from GodMode9 for the Nintendo 3DS. GodMode9i has the ability to dump games, manage SD card files, browse NitroFS, calculate the SHA1 hash of files, edit binary files with a hex editor, and more.
-## Dumping functionality
+## ダンピング機能
To dump games, select the drive in the drives list and follow the on-screen prompts.
- On the Nintendo DS and Nintendo DS Lite, GodMode9i can dump Slot-2 cartridges if running from Slot-1 flashcard, or Slot-1 Game Cards if GodMode9i is running from a Slot-2 flashcart
@@ -18,5 +18,5 @@ To dump games, select the drive in the drives list and follow the on-screen prom
- On the Nintendo 3DS family of systems, a modern CFW environment is required to launch GodMode9i
- Follow [3ds.hacks.guide](https://3ds.hacks.guide/) for instructions on how to install Luma3DS + boot9strap
-### Restoring saves
+### セーブの復元
GodMode9i can also restore save files to DS Game Cards/GBA cartridges. This is done by selecting the `.sav` file on your SD card while the Game Card/cartridge is inserted and choosing `Restore save`.
diff --git a/pages/_ja-JP/hiyacfw/custom-splash-screens.md b/pages/_ja-JP/hiyacfw/custom-splash-screens.md
index 1641b02e..47e6a34d 100644
--- a/pages/_ja-JP/hiyacfw/custom-splash-screens.md
+++ b/pages/_ja-JP/hiyacfw/custom-splash-screens.md
@@ -3,7 +3,7 @@ lang: ja-JP
layout: wiki
section: hiyacfw
title: カスタムスプラッシュ画面
-description: How to use custom splash screens with hiyaCFW
+description: hiyaCFWでオリジナルスプラッシュ画面を使う方法
---
hiyaCFWを使用すると、`.bmp`または`.gif`形式のカスタムスプラッシュ画面を使用できます。 `sd:/hiya`フォルダに入れる必要があり、上部画面では `splashtop`、下部画面では`splashbottom`という名前を付け、適切なファイル拡張子を付けます。そして、設定でスプラッシュ画面が有効になっていることを確認します。 画像は同じフォーマットである必要がありませんので、1つはBMPであり、他はGIFでも構いません。GIFの方がBMPよりも優先されます。 以下には画像を動作させるための要件の詳細があります:
diff --git a/pages/_ja-JP/hiyacfw/faq.md b/pages/_ja-JP/hiyacfw/faq.md
index 9189c9fd..4926b796 100644
--- a/pages/_ja-JP/hiyacfw/faq.md
+++ b/pages/_ja-JP/hiyacfw/faq.md
@@ -4,7 +4,7 @@ layout: faq
section: hiyacfw
title: よくある質問とトラブルシューティング
long_title: hiyaCFWのよくある質問とトラブルシューティング
-description: FAQ & Troubleshooting for hiyaCFW
+description: hiyaCFWのよくある質問とトラブルシューティング
---
#### hiyaCFWのSDNANDにアプリまたはDSiウェアをインストールするにはどうすればいいですか?
diff --git a/pages/_ja-JP/index.md b/pages/_ja-JP/index.md
index 00a4cf11..8d434277 100644
--- a/pages/_ja-JP/index.md
+++ b/pages/_ja-JP/index.md
@@ -6,6 +6,6 @@ title: ホーム
# DS-Homebrewウィキへようこそ!
-このサイトでは、TWiLight Menu++と他のDS-Homebrewプロジェクトのウィキを見つけることができます。 上部のセクションのいずれかをクリックします。 目次を使ってナビゲートします。
+このサイトでは、TWiLight Menu++やその他のDS-Homebrewプロジェクトに関するWikiを公開しています。 上に見えるリンクをクリックしてください。 目次を参考に情報を探せます。
-貢献したい場合は、[GitHub](https://github.com/{{ site.repo }})でソースコードを見つけるか、[Crowdin](https://ja.crowdin.com/project/ds-homebrew-wiki)で翻訳を手伝うことができます。 これについて話し会ったり、何か助けを得るには、[DS⁽ⁱ⁾ Mode Hacking](https://ds-homebrew.com/discord) Discordサーバに参加してください。(英語のみ)
+[GitHub](https://github.com/{{ site.repo }})でソースコードを入手したり、[Crowdin](https://crowdin.com/project/ds-homebrew-wiki)で翻訳に参加して貢献することができます。 これについて話し会ったり、何か助けを得るには、[DS⁽ⁱ⁾ Mode Hacking](https://ds-homebrew.com/discord) Discordサーバに参加してください。(英語のみ)
diff --git a/pages/_ja-JP/nds-bootstrap/faq.md b/pages/_ja-JP/nds-bootstrap/faq.md
index 90ceba84..b75e1bf3 100644
--- a/pages/_ja-JP/nds-bootstrap/faq.md
+++ b/pages/_ja-JP/nds-bootstrap/faq.md
@@ -32,6 +32,7 @@ nds-bootstrap patches the ROM functions to run from an SD card, as the ROMs are
- Utilize the DSi's additional CPU speed, allowing for better performance in some games
- Enhance your audio with 48 kHz
- Use DSi mode, allowing for DSi features
+- Less battery power is consumed
- Using certain Game Cards, you are able to use IR in your application
- nds-bootstrap is open source, meaning developers can always update it to fix bugs and other things, even if the project gets discontinued
- The DS Memory Expansion Pak is emulated, meaning games that require that accessory will work
@@ -40,23 +41,27 @@ nds-bootstrap patches the ROM functions to run from an SD card, as the ROMs are
#### DS/DS Lite: Why use nds-bootstrap on a DS flashcard?
- Certain compatible ROMs are loaded into the Memory Expansion Pak (or Slot-2 flashcarts containing RAM), allowing for load times to be faster than even normal Game Cards
-- A limited number of DSiWare can be run using built-in patches and a Donor ROM of a DSi-Enhanced title
+- 100+ DSiWare titles can be run using built-in patches and a Donor ROM of a DSi-Enhanced title
- Keep in mind that nds-bootstrap will always be used for DSiWare, regardless of `Use nds-bootstrap` setting in TWLMenu++ Settings
+ - Not all DSiWare titles can save, due to the difficulty of adding save support for them, and/or them storing more than one file in the save filesystem.
- If your flashcard kernel cannot run a certain ROM, nds-bootstrap can be used instead, and can be set per-game
- Swap top and bottom screens in compatible games for more comfortable gameplay, or on systems with a broken or removed screen
-- Edit values in the RAM using the in-game menu
+- Take screenshots and edit values in the RAM using the in-game menu
#### What is a Donor ROM?
In nds-bootstrap, when a game doesn't boot, another ROM is used to "donate" it's ARM7 (and ARM7i, if available) binary to the game set to run, in place of the game's own said binary.
A Donor ROM can be set using **TW**i**L**ight Menu++.
-- **Flashcards in DS mode:** The few supported DSi-Exclusive/DSiWare titles will require a DSi-Enhanced ROM set as a Donor ROM
+- **Flashcards in DS mode:** The supported DSi-Exclusive/DSiWare titles will require a DSi-Enhanced ROM set as a Donor ROM
- **DSiWarehax:** As both DSi-Enhanced games and (most) DSi-Exclusive/DSiWare games contain different MBK settings from each other, DSi-Enhanced games will not boot in DSi mode without a Donor ROM. By setting a DSi-Exclusive/DSiWare title as a Donor ROM, DSi-Enhanced games will be able to run within the MBK settings set by the DSiWare title the exploit is used on
+ - On DSi, if **TW**i**L**ight Menu++ detects no Donor ROM is set, *Nintendo DSi Sound* and/or a valid exploited title you've launched will automatically be set as Donor ROM(s)
- **CycloDS iEvolution:** Same case with DSiWarehax, but DSi-Exclusive/DSiWare titles will require a DSi-Enhanced game set as a Donor ROM, instead of the other way around
#### What is the best Donor ROM?
-There is no *best* one to use.
-If you're a DSiWarehax user, it is preferred to set an SDK5 ROM containing a sub-version higher than 0. However, if you have no existing DSiWare ROM, you can dump a ROM of *Nintendo DSi Sound* (SDK5.0) using GodMode9**i**, and set DSi Sound as a Donor ROM.
-If you own a 3DS console though, it is preferable to dump the DS WiFi Settings ROM (SDK5.5) using GodMode9, and instead, set DS WiFi Settings as a Donor ROM, as doing so allows sleep mode to be activated in DSiWare without waiting 9 seconds.
+There is no *best* one to use. Most ROMs of TWL titles can be set as a Donor ROM.
+
+Examples:
+- **DSiWarehax on DSi:** *Nintendo DSi Sound* and/or a valid exploited title you've launched will automatically be set as Donor ROM(s), if one hasn't been set yet.
+- **DSiWarehax on 3DS:** Dump the DS WiFi Settings ROM (SDK5.5) using GodMode9, and set it as a Donor ROM.
#### Why can't I set a Donor ROM?
If there's a title requiring a Donor ROM, and the ROM TWLMenu++ stated to find doesn't show the option to set it as one (provided you've scrolled down), then find another ROM to set as a donor.
diff --git a/pages/_ja-JP/nds-bootstrap/index.md b/pages/_ja-JP/nds-bootstrap/index.md
index 1b25d0b9..fef1a0f9 100644
--- a/pages/_ja-JP/nds-bootstrap/index.md
+++ b/pages/_ja-JP/nds-bootstrap/index.md
@@ -1,15 +1,15 @@
---
-lang: en-US
+lang: ja-JP
layout: wiki
section: nds-bootstrap
title: nds-bootstrap
-description: Information on how to use nds-bootstrap
+description: nds-bootstrapの使用方法に関する情報
---
-[nds-bootstrap](https://github.com/DS-Homebrew/nds-bootstrap) is an open-source homebrew application which redirects Slot-1 read/writes from official Nintendo SDK games to the SD card, whether on a flashcard or the on-console SD card.
+[nds-bootstrap](https://github.com/DS-Homebrew/nds-bootstrap)はオープンソースのHomebrewアプリで、公式ゲームのSlot-1への読み書きをリダイレクトし、、SDカードへアクセスさせることを可能とするアプリです。マジコンでも本体SDカード スロットのSDカードでも構いません。
-It also has a sub-project where it can run old homebrew meant for flashcards on a Nintendo DSi/3DS SD card.
+またマジコン用に設計された古いHomebrewをDSi・3DSのSDカード上から動かすことが可能な子プロジェクトもあります。
-- [Compatibility List](https://docs.google.com/spreadsheets/d/1LRTkXOUXraTMjg1eedz_f7b5jiuyMv2x6e_jY_nyHSc/edit?usp=sharing)
- - For edit access, press `View only` and then `Request edit access`.
+- [互換性リスト](https://docs.google.com/spreadsheets/d/1LRTkXOUXraTMjg1eedz_f7b5jiuyMv2x6e_jY_nyHSc/edit?usp=sharing)
+ - 編集アクセスするには、`閲覧のみ`を表示し、`編集権限をリクエスト`を押してください
- [Crowdin](https://crowdin.com/project/nds-bootstrap)
diff --git a/pages/_ja-JP/twilightmenu/creating-ram-disks.md b/pages/_ja-JP/twilightmenu/creating-ram-disks.md
index f9f0f4a0..06c99c2d 100644
--- a/pages/_ja-JP/twilightmenu/creating-ram-disks.md
+++ b/pages/_ja-JP/twilightmenu/creating-ram-disks.md
@@ -1,37 +1,37 @@
---
-lang: en-US
+lang: ja-JP
layout: wiki
section: twilightmenu
category: other
-title: Creating RAM Disks
-description: How to create RAM disks for using old DS homebrew with TWiLight Menu++
+title: RAMディスクの作成
+description: TWiLight Menu++で古いDS Homebrewを使うためのRAM ディスクを作成する方法
---
-Some DS homebrew are incapable of properly accessing the SD card filesystem. Because of this, it may be necessary to load a standalone filesystem into the RAM containing the necessary files for your homebrew in order for it to work.
+一部のDS HomebrewはSDカード ファイルシステムに正しくアクセスできません。 スタンドアロンのファイルシステムをRAMに読み込んで、そこにHomebrewの動作に用いられるファイルを置けば正しく動くかもしれません。
-The software used here requires the Windows operating system.
+この手順で使うソフトには、Windowsが必要です。
{:.alert .alert-info}
-You do not need to follow this if you're using a flashcard.
+マジコンをお使いの場合、このガイドは必要ありません。
{:.alert .alert-info}
-To make a RAM disk, download [Dataram RAMDisk](http://memory.dataram.com/products-and-services/software/ramdisk#freeware) (click `Download Software`), and follow the instructions below.
+RAMディスクを作成するには、[Dataram RAMDisk](http://memory.dataram.com/products-and-services/software/ramdisk#freeware)をダウンロード(`Download Software`をクリック)し、以下の手順に従ってください。
-Instructions by Dakkon7, modified by Rocket Robz:
+Dakkon7考案(Rocket Robz修正)の手順:
-1. Run RAMDisk
-1. Click **View** -> **Advanced**
-1. For **Disk Size**, type `12` for DSi, or `28` for 3DS, above **Max 1023 MB**
-1. Un-mark **Create TEMP Directory**, if it's already marked
-1. Click **Load/Save**
-1. Click `Start RAMDisk`, and a new window for your .img should appear
-1. Place any file and/or folder the homebrew expects there, and/or file(s) you want to use
-1. In the RAMDisk program, click `Save Disk Image Now`
-1. Save `romname.img` to the `ramdisks` folder in the .nds file location. If it does not exist already, create it
-1. Click `Stop RAMDisk` when you're done
-1. In TWiLight Menu++, open the per-game settings for your homebrew
-1. Set RAM disk to 0
-1. Launch your homebrew, and it should read your RAM disk
+1. RAMDiskを実行します
+1. **View** -> **Advanced**をクリックします
+1. **Disk Size**には`12`(DSi)・`28`(3DS)・**最大1023MB**を指定します
+1. もしマークされていたら**Create TEMP Directory**のマークを外します
+1. **Load/Save**をクリックします
+1. `Start RAMDisk`をクリックします。.img用のウィンドウが開きます
+1. Homebrewが必要とするファイルやフォルダ、使用したいファイルを配置します
+1. RAMDiskで`Save Disk Image Now`をクリックします
+1. `romname.img`を.ndsファイルと同じ場所の`ramdisks`フォルダに保存します。 まだ存在しない場合は作成します
+1. 完了したら`Stop RAMDisk`をクリックします
+1. TWiLight Menu++上でHomebrewの「ゲームごとの設定」を開きます
+1. RAMディスクを0に設定します
+1. これでHomebrewを起動すると、RAMディスクが読み込まるはずです
-If you wish to use the other RAM disk slots for a single homebrew application, use the `.img1` extension for RAM disk slot 1, and so on.
+一つのHomebrewアプリで複数のRAMディスクを使いたい場合は、RAMディスク スロット1には拡張子`.img1`で用意する、のように追加してください。
{:.alert .alert-info}
diff --git a/pages/_ja-JP/twilightmenu/custom-dsi-3ds-sfx.md b/pages/_ja-JP/twilightmenu/custom-dsi-3ds-sfx.md
index f3952a76..ae8705aa 100644
--- a/pages/_ja-JP/twilightmenu/custom-dsi-3ds-sfx.md
+++ b/pages/_ja-JP/twilightmenu/custom-dsi-3ds-sfx.md
@@ -12,7 +12,7 @@ TWiLight Menu++ supports custom sound files in themes. Place your sound files un
These instructions assume you have devkitPro installed with mmutil. You can get devkitPro at the [devkitPro website](https://devkitpro.org/wiki/Getting_Started).
## Sound Effect Bank
-The sound effect bank (sfx.bin) contains sound effects such as the icon select sound, etc.
+The sound effect bank (`sfx.bin`) contains sound effects such as the icon select sound, etc.
| File | Description |
| ----------- | -------------------------------------------------------------------------------------- |
@@ -26,9 +26,9 @@ The sound effect bank (sfx.bin) contains sound effects such as the icon select s
All the files listed above are required to build a custom sound effect bank. If you want a sound to be mute, you can use a silent audio file. The `.wav` format is mandatory and the encoding *must* be PCM.
-To build the sound effect bank you need to download [this file](/assets/files/Makefile) and put it next to all the `.wav` files that will be used. After all the files are on the same folder, open your terminal (or command line if you are using Windows), change the current directory (`cd`) to the folder where `Makefile` is, and then run the `make` command.
+[This file](/assets/files/sfx-example.zip) includes the sounds used in the default DSi and 3DS themes, along with the makefile used to build them into a valid sfx.bin file. Feel free to edit and change the sound files to make a custom sound effect bank.
-You will get a resulting `sfx.bin` file that can be copied to the `sound` subfolder in your theme folder. **This file must be under 512000B = 512 kB**. Any file larger than that will result in either crashes or some sounds not playing fully.
+To build your custom sound effect bank, open your terminal (or command line if you are using Windows), change the current directory (`cd`) to the folder where `Makefile` is, and then run the `make` command. You will get a resulting `sfx.bin` file that can be copied to the `sound` subfolder in your theme folder. **This file must be under 512000B = 512 kB**. Any file larger than that will result in either crashes or some sounds not playing fully.
### Startup sound
While the other sound effects will work with any WAV file with PCM encoding, the startup sound must be in a specific format in order to work properly, otherwise there will be a gap between when the startup sound stops and the background music begins.
@@ -72,4 +72,4 @@ To export in the correct format:
Now you have a `bgm.pcm.raw` file that can be copied to the `sound` subfolder in your theme folder.
- You should then set the `DSi/3DS Theme Music` option in TWiLight Menu++ settings to "Theme" for your custom BGM to play on the menu.
\ No newline at end of file
+ You should then set the `DSi/3DS Theme Music` option in TWiLight Menu++ settings to "Theme" for your custom BGM to play on the menu.
diff --git a/pages/_ja-JP/twilightmenu/custom-dsi-3ds-skins.md b/pages/_ja-JP/twilightmenu/custom-dsi-3ds-skins.md
index fdf601be..190c9d62 100644
--- a/pages/_ja-JP/twilightmenu/custom-dsi-3ds-skins.md
+++ b/pages/_ja-JP/twilightmenu/custom-dsi-3ds-skins.md
@@ -7,13 +7,14 @@ title: How to Create DSi/3DS Skins
description: How to make custom DSi and 3DS skins for TWiLight Menu++
---
-To make a TWiLight Menu++ skin you will need an image editor capable of exporting `.png` files, 16 BPP `.bmp` files or `.png` files, and 4 BPP `.bmp` files. Ideally it should also be able to manually rearrange image palettes. [GIMP](https://www.gimp.org) is recommended and will be used for this guide as it's capable of everything needed.
+To make a TWiLight Menu++ skin, you will need an image editor capable of exporting `.png` files, 16 BPP `.bmp` files or `.png` files, and 4 BPP `.bmp` files. Ideally, it should also be able to manually rearrange image palettes. [GIMP](https://www.gimp.org) is recommended and will be used for this guide, as it's capable of everything needed.
## Part 1: Download the examples
-The first thing you should do is download the [example skins](/assets/files/skin-examples.zip). These can be used as a base for your skin and are already in the correct format so if you have issues later on you can compare with these.
+The first thing you should do is download the [example skins](/assets/files/skin-examples.zip). These can be used as a base for your skin and are already in the correct format, so if you have issues later on, you can compare with these.
## Part 2: Editing images
-Download and install [GIMP](https://www.gimp.org), you can use a different editor if you want but this guide uses GIMP.
+Download and install [GIMP](https://www.gimp.org)
+- Other image editors such as Photoshop may work, but GIMP is what will be used in this guide
Once installed, open GIMP and select `Windows` -> `Dockable Dialogs` -> `Colormap`. This opens the colormap dialog, which will be helpful when editing paletted images.
@@ -21,19 +22,24 @@ You can now open whichever image you want to edit in GIMP and continue to the se
### Background textures (`background` folder)
These can be PNG files or 16-bit (`A1 R5 G5 B5` or `X1 R5 G5 B5`) BMP files.
+- If using BMP files, you can set them to 16-bit under Advanced Options while exporting. You may need to do this each time you export as BMP
-| Texture | Description |
-| ------------------ | ------------------------------------------------------------------------------------------------- |
-| bottom | The bottom background texture when not hovering over an icon |
-| bottom_bubble | The bottom background texture when hovering over an icon |
-| bottom_ds | For the 3DS theme, the bottom background texture when not hovering over an icon when on a DS lite |
-| bottom_bubble_ds | For the 3DS theme, the bottom background texture when hovering over an icon when on a DS lite |
-| top | |
+| Texture | Description |
+| --------------------- | ------------------------------------------------------------------------------------------------------ |
+| top | The top screen background texture |
+| bottom | The bottom background texture when not hovering over an icon |
+| bottom_ds | For the 3DS theme, the bottom background texture when not hovering over an icon when on a DS Phat/Lite |
+| bottom_macro | For the DSi theme, the background texture when not hovering over an icon while using Macro Mode |
+| bottom_bubble | The bottom background texture when hovering over an icon |
+| bottom_bubble_ds | For the 3DS theme, the bottom background texture when hovering over an icon when on a DS Phat/Lite |
+| bottom_bubble_macro | For the DSi theme, the background texture when hovering over an icon while using Macro Mode |
+| bottom_moving | For the DSi theme, the bottom background texture when moving an icon |
+| bottom_moving_macro | For the DSi theme, the background texture when moving an icon while using Maco Mode |
### Battery textures (`battery` folder)
-These must be PNG files, any file will work however only 100% transparency will work. Any pixel that is transparent in one icon should be transparent in all of them so that it's properly overwritten on change.
+These must be PNG files. Transparency is supported, however only 100% transparency will work.
-| Texture | Description |
+| Texture | Description/Notes |
| ------------------ | --------------------------------------------------------------------------- |
| battery0 | Flashes with `battery1` when the battery is very low |
| battery1 | 0-4 are used in DSi mode |
@@ -53,15 +59,15 @@ These must be PNG files, any file will work however only 100% transparency will
### Paletted textures (`grf` folder)
These must be 4 BPP (16 color) BMP files files.
-To edit these in GIMP select `Image` -> `Mode` -> `RGB` to allow changing colors, then when done changing colors select `Image` -> `Mode` -> `Indexed...` to convert back to paletted. When switching to indexed, ensure that `Generate optimum palette` is checked and `Maximum number of colors` is set to `16`.
+To edit these in GIMP, select `Image` -> `Mode` -> `RGB` to allow changing colors, then when done changing colors, select `Image` -> `Mode` -> `Indexed...` to convert back to paletted. When switching to indexed, ensure that `Generate optimum palette` is checked and `Maximum number of colors` is set to `16`.
**Note:** Some images in the DSi theme have their palettes overridden based on the user's profile color. If editing the colors of these ensure that the `UserPalette` option for it in the `theme.ini` is set to `0`.
After converting to indexed, go to the colormap dialog and ensure the transparent color (#FF00FF) is color #0 in the colormap. If it isn't, right click in the colormap and select `Rearrange Colormap...` then move the transparent color to be the first color in the colormap and select `OK`.
-If there are fewer than 16 colors in your final colormap press the `+` button at the bottom of the colormap dialog until you have 16 colors.
+If there are fewer than 16 colors in your final colormap, press the `+` button at the bottom of the colormap dialog until you have 16 colors.
-When exporting it's recommended to check the `Do not write color space information` box under the `Compatibility Options` dropdown.
+When exporting, it's recommended to check the `Do not write color space information` box under the `Compatibility Options` dropdown.
| Texture | Description |
| ------------- | ----------------------------------------------------------------------------------------------- |
@@ -77,10 +83,12 @@ When exporting it's recommended to check the `Do not write color space informati
| dialogbox | The background of the dialog box that slides down |
| folder | The icon for folders |
| icon_a26 | The icon for Atari 2600 games |
+| icon_col | The icon for Colecovision games |
| icon_gb | The icon for Game Boy games |
-| icon_gba | The icon for GBA games (all themes) and the top icon to launch GBARunner2 (3DS Theme) |
+| icon_gba | The icon for GBA games |
| icon_gbamode | The icon for native GBA Mode |
| icon_gg | The icon for Game Gear games |
+| icon_img | The icon for BMP, GIF, and PNG images |
| icon_int | The icon for Intellivision games |
| icon_m5 | The icon for Sord M5 games |
| icon_manual | The icon for the manual |
@@ -114,11 +122,10 @@ These must be PNG files.
| topbg | Background for the top screen on any other DS model |
### UI textures (`ui` folder)
-These must be PNG files, any file will work however only 100% transparency will work. Any pixel that is transparent in one texture should be transparent in all related textures so that it's properly overwritten on change.
+These must be PNG files. Transparency is supported, however only 100% transparency will work. Any pixel that is transparent in one texture should be transparent in all of them, so that it's properly overwritten on change.
| Texture | Description |
| ---------------- | ------------------------------------------------------- |
-| date_time_font | The font to display the date and time |
| Lshoulder | The left shoulder |
| Lshoulder_greyed | The left shoulder when there are no pages to the left |
| Rshoulder | The right shoulder |
@@ -128,62 +135,99 @@ These must be PNG files, any file will work however only 100% transparency will
Only used for the 3DS theme, `3dsRotatingCubes.rvid` is a Rocket Video file. For more information on converting videos to rvid, read [Converting a video to .rvid](https://github.com/RocketRobz/Vid2RVID/wiki/Converting-a-video-to-.rvid) on the Vid2RVID wiki. If you don't want this to be drawn you can simply delete it.
### Volume textures (`volume` folder)
-These must be PNG files, any file will work however only 100% transparency will work. Any pixel that is transparent in one texture should be transparent in all of them so that it's properly overwritten on change.
+Volume textures are only displayed in DSi Mode.
-| Texture | Description |
-| ------- | -------------------------------- |
-| volume0 | Volume is only shown in DSi mode |
-| volume1 | 0 is muted, 4 is full volume |
-| volume2 | |
-| volume3 | |
-| volume4 | |
+These must be PNG files. Transparency is supported, however only 100% transparency will work.
+
+
+| Texture | Description/Notes |
+| ------- | ---------------------------- |
+| volume0 | 0 is muted, 4 is full volume |
+| volume1 | |
+| volume2 | |
+| volume3 | |
+| volume4 | |
## Theme configuration (`theme.ini` file)
-You may configure various options on how the theme is drawn in the `theme.ini` to accommodate larger sprites or textures. For true/false options `0` is false and `1` is true. Options with a blank default value for a theme are unused for that theme.
+You may configure various options on how the theme is drawn in the `theme.ini` to accommodate larger graphics or different layouts. For true/false options, `0` is false, and `1` is true. Options with a blank default value for a theme are unused in that theme.
-| Value | Description | Default (3DS) | Default (DSi) |
-| ------------------------ | ------------------------------------------------------------------------------------------------------------ | ------------- | ------------- |
-| `StartBorderRenderY` | The initial Y position of the Start Border | 92 | 81 |
-| `StartBorderSpriteW` | The width of the start border sprite. Note that the start border texture is exactly half of the full border. | 32 | 32 |
-| `StartBorderSpriteH` | The height of the start border sprite | 64 | 80 |
-| `StartTextRenderY` | The initial Y position of the Start text | 143 | 143 |
-| `BubbleTipRenderY` | The Y position of the tip of the bubble that is drawn over the start border | 98 | 80 |
-| `BubbleTipRenderX` | The X position of the tip of the bubble that is drawn over the start border | 125 | 122 |
-| `BubbleTipSpriteW` | The width of the bubble tip sprite | 7 | 11 |
-| `BubbleTipSpriteH` | The height of the bubble tip sprite | 7 | 8 |
-| `TitleboxRenderY` | The initial Y position of the title text box | 96 | 85 |
-| `TitleboxTextY` | The initial Y position of the title text | 55 | 30 |
-| `TitleboxTextW` | The maximum width of the title text | 200 | 240 |
-| `MacroTitleboxTextY` | The initial Y position of the title text in macro mode | | 40 |
-| `MacroTitleboxTextW` | The maximum width of the title text in macro mode | | 224 |
-| `TitleboxTextLarge` | Whether to use the large font for the title text | 0 | 1 |
-| `TitleboxMaxLines` | The maximum lines of text to show of the title | 3 | 4 |
-| `VolumeRenderX` | The X position on the top screen to draw the volume icon | 4 | 4 |
-| `VolumeRenderY` | The Y position on the top screen to draw the volume icon | 5 | 5 |
-| `ShoulderLRenderY` | The Y position on the top screen to draw the left shoulder | 172 | 172 |
-| `ShoulderLRenderX` | The X position on the top screen to draw the left shoulder | 0 | 0 |
-| `ShoulderRRenderY` | The Y position on the top screen to draw the right shoulder | 172 | 172 |
-| `ShoulderRRenderX` | The X position on the top screen to draw the right shoulder | 178 | 178 |
-| `BatteryRenderY` | The Y position on the top screen to draw the battery icon | 5 | 5 |
-| `BatteryRenderX` | The X position on the top screen to draw the battery icon | 235 | 235 |
-| `FontPalette1` | The transparent color of the font, unused for default fonts | 0x0000 | 0x0000 |
-| `FontPalette2` | The colors of the font, use [this site](http://www.conradshome.com/html2bgr15/) to convert | 0xDEF7 | 0xDEF7 |
-| `FontPalette3` | | 0xC631 | 0xC631 |
-| `FontPalette4` | | 0xA108 | 0xA108 |
-| `StartTextUserPalette` | Whether to use the DS Profile color for the palette of the start text | | 1 |
-| `StartBorderUserPalette` | Whether to use the DS Profile color for the palette of the start border | | 1 |
-| `ButtonArrowUserPalette` | Whether to use the DS Profile color for the palette of the arrow buttons on the bottom of the screen | | 1 |
-| `MovingArrowUserPalette` | Whether to use the DS Profile color for the palette of the arrow shown when moving icons | | 1 |
-| `LaunchDotsUserPalette` | Whether to use the DS Profile color for the palette of the launch dots | | 1 |
-| `DialogBoxUserPalette` | Whether to use the DS Profile color for the palette of the dialog box | | 1 |
-| `RenderPhoto` | Whether or not to draw a photo on the top screen | 0 | 1 |
-| `RotatingCubesRenderY` | The Y position on the top screen to draw the rotating cubes | 78 | |
+| Value | Description/Notes | Default (3DS) | Default (DSi) |
+| -------------------------- | ------------------------------------------------------------------------------------------------------------------------------- | ------------- | ------------- |
+| `StartBorderRenderY` | The initial Y position of the Start Border | 92 | 81 |
+| `StartBorderSpriteW` | The width of the start border sprite. Note that the start border texture is exactly half of the full border | 32 | 32 |
+| `StartBorderSpriteH` | The height of the start border sprite | 64 | 80 |
+| `StartTextRenderY` | The initial Y position of the Start text | 143 | 143 |
+| `BubbleTipRenderX` | The X position of the tip of the bubble that is drawn over the start border | 125 | 122 |
+| `BubbleTipRenderY` | The Y position of the tip of the bubble that is drawn over the start border | 98 | 80 |
+| `BubbleTipSpriteW` | The width of the bubble tip sprite | 7 | 11 |
+| `BubbleTipSpriteH` | The height of the bubble tip sprite | 7 | 8 |
+| `TitleboxRenderY` | The initial Y position of the title text box | 96 | 85 |
+| `TitleboxTextY` | The initial Y position of the title text | 55 | 30 |
+| `TitleboxTextW` | The maximum width of the title text | 200 | 240 |
+| `TitleboxTextLarge` | Whether to use the large font for the title text | 0 | 1 |
+| `TitleboxMaxLines` | The maximum lines of text to show of the title | 3 | 4 |
+| `VolumeRenderX` | The X position on the top screen to draw the volume icon | 4 | 4 |
+| `VolumeRenderY` | The Y position on the top screen to draw the volume icon | 5 | 5 |
+| `ShoulderLRenderX` | The X position on the top screen to draw the left shoulder | 0 | 0 |
+| `ShoulderLRenderY` | The Y position on the top screen to draw the left shoulder | 172 | 172 |
+| `ShoulderRRenderX` | The X position on the top screen to draw the right shoulder | 178 | 178 |
+| `ShoulderRRenderY` | The Y position on the top screen to draw the right shoulder | 172 | 172 |
+| `BatteryRenderX` | The X position on the top screen to draw the battery icon | 235 | 235 |
+| `BatteryRenderY` | The Y position on the top screen to draw the battery icon | 5 | 5 |
+| `UsernameRenderX` | The X position on the top screen to draw the username text | 28 | 28 |
+| `UsernameRenderY` | The Y position on the top screen to draw the username text | 15 | 15 |
+| `UsernameRenderXDS` | The X position on the top screen to draw the username text, when on a DS Phat/Lite | 4 | 4 |
+| `DateRenderX` | The X postion on the top screen to draw the date text | 162 | 162 |
+| `DateRenderY` | The Y postion on the top screen to draw the date text | 7 | 7 |
+| `TimeRenderX` | The X positon on the top screen to draw the time text | 200 | 200 |
+| `TimeRenderY` | The Y positon on the top screen to draw the time text | 7 | 7 |
+| `PurpleBatteryAvailable` | Whether or not to use the purple battery icons when `Power LED color` is set to `Purple` in settings | 1 | 1 |
+| `FontPalette1` | The transparent color of the font, unused for default fonts | 0x0000 | 0x0000 |
+| `FontPalette2` | The colors of the font, use [this site](http://www.conradshome.com/html2bgr15/) to convert | 0xDEF7 | 0xDEF7 |
+| `FontPalette3` | | 0xC631 | 0xC631 |
+| `FontPalette4` | | 0xA108 | 0xA108 |
+| `FontPaletteDateTime1` | The override transparent color of the font for the date and time | 0x0000 | 0x0000 |
+| `FontPaletteDateTime2` | The override color of the font for the date and time | 0xDEF7 | 0xA529 |
+| `FontPaletteDateTime3` | | 0xC631 | 0xBDEF |
+| `FontPaletteDateTime4` | | 0xA108 | 0xD6B5 |
+| `FontPaletteTitlebox1` | The override transparent color of the font for the ROM title box | 0x0000 | 0x0000 |
+| `FontPaletteTitlebox2` | The override color of the font for the ROM title box | 0xDEF7 | 0xDEF7 |
+| `FontPaletteTitlebox3` | | 0xC631 | 0xC631 |
+| `FontPaletteTitlebox4` | | 0xA108 | 0xA108 |
+| `FontPaletteDialog1` | The override transparent color of the font for dialogs | 0x0000 | 0x0000 |
+| `FontPaletteDialog2` | The override color of the font for dialogs | 0xDEF7 | 0xDEF7 |
+| `FontPaletteDialog3` | | 0xC631 | 0xC631 |
+| `FontPaletteDialog4` | | 0xA108 | 0xA108 |
+| `FontPaletteOverlay1` | The override transparent color of the font for overlayed text | 0x0000 | 0x0000 |
+| `FontPaletteOverlay2` | The override color of the font for overlayed text | 0xDEF7 | 0xDEF7 |
+| `FontPaletteOverlay3` | | 0xC631 | 0xC631 |
+| `FontPaletteOverlay4` | | 0xA108 | 0xA108 |
+| `FontPaletteUsername1` | The override transparent color of the font for the username | 0x0000 | 0x0000 |
+| `FontPaletteUsername2` | The override color of the font for the username | 0xDEF7 | 0xDEF7 |
+| `FontPaletteUsername3` | | 0xC631 | 0xC631 |
+| `FontPaletteUsername4` | | 0xA108 | 0xA108 |
+| `StartTextUserPalette` | Whether or not to use the DS Profile color for the palette of the start text | | 1 |
+| `StartBorderUserPalette` | Whether or not to use the DS Profile color for the palette of the start border | | 1 |
+| `ButtonArrowUserPalette` | Whether or not to use the DS Profile color for the palette of the arrow buttons on the bottom of the screen | | 1 |
+| `MovingArrowUserPalette` | Whether or not to use the DS Profile color for the palette of the arrow shown when moving icons | | 1 |
+| `LaunchDotsUserPalette` | Whether or not to use the DS Profile color for the palette of the launch dots | | 1 |
+| `DialogBoxUserPalette` | Whether or not to use the DS Profile color for the palette of the dialog box | | 1 |
+| `RenderPhoto` | Whether or not to draw a photo on the top screen | 0 | 1 |
+| `RotatingCubesRenderY` | The Y position on the top screen to draw the rotating cubes | 78 | |
+| `PlayStartupJingle` | Whether or not to use the startup sound before the main BGM. See the [custom SFX](custom-dsi-3ds-sfx) page for more information | 1 | 0 |
+| `StartupJingleDelayAdjust` | The amount of samples early in the startup sound the BGM should start at | 0 | 0 |
+
+### Macro Mode options
+You may add specific override options to `theme.ini` for use in Macro Mode. To do this, add `[MACRO]` to a blank line at the bottom of the configuration file, then add any specified configurations below it.
+
+## Custom background music and sound effects
+The DSi and 3DS themes also support custom music. See [DSi/3DS skins - Custom SFX](custom-dsi-3ds-sfx) for more details.
+
+## Custom fonts
+You may put [Custom Fonts](custom-fonts) in the `font` folder for use in the skin. You can also add override fonts for the date & time using `date_time.nftr`, and the console username with `username.nftr`.
## Part 3: Adding to TWiLight Menu++
Once you've edited some graphics and would like to test your skin, simply copy your skin folder (the folder containing the `background`, `battery`, etc folders) to `sd:/_nds/TWiLightMenu/3dsmenu/themes/` or `sd:/_nds/TWiLightMenu/dsimenu/themes/` for 3DS and DSi theme skins respectively.
## Part 4: Sharing your skin
Once you've completed your skin, you can share it with the community by creating a Pull Request adding it to the [DS-Homebrew/twlmenu-extras](https://github.com/DS-Homebrew/twlmenu-extras) GitHub repository in a `.7z` file. If you're unfamiliar with using git you can also simply create an issue on that repository with a zip file of your skin requesting it be added.
-
-## Custom background music and sound effects
-The DSi and 3DS themes also support custom music. See [DSi/3DS skins - Custom SFX](custom-dsi-3ds-sfx) for more details.
diff --git a/pages/_ja-JP/twilightmenu/custom-fonts.md b/pages/_ja-JP/twilightmenu/custom-fonts.md
index c53e90a4..6e9e7e69 100644
--- a/pages/_ja-JP/twilightmenu/custom-fonts.md
+++ b/pages/_ja-JP/twilightmenu/custom-fonts.md
@@ -10,8 +10,8 @@ description: TWiLight Menu++でカスタムフォントを使う方法
TWiLight Menu++は、NFTR(Nitro FonT Resource)形式のカスタムフォントを使える。 設定、説明書のタイトル、およびニンテンドーDSi、ニンテンドー3DS、セガサターン、Homebrew Launcherのテーマに使われる。
### 含まれるフォント情報
-TWiLight Menu++には3つのフォントが含まれています。 DSiモードでTWiLight Menu++が実行されている場合は、TWiLight Menu++が翻訳されているのすべての言語に必要なすべての文字が含まれています。しかし、DSモードで実行されている場合はRAMの制限によって制限されます。 これらは以下の通りである:
-- デフォルト:これは公式のDSiフォントを主要なフォントとして使い、DSモードですべての言語でTWiLight Menu++で使われるすべての文字を含みます。
+TWiLight Menu++には3つのフォントが含まれています。 When TWiLight Menu++ is running in DSi Mode, they all contain all of the characters that should be needed for all of the languages TWiLight is translated to, but when running in DS Mode they are more limited due to RAM limitations. これらは以下の通りである:
+- Default: This uses the official DSi font as its primary font, and supports all characters that are used in TWiLight Menu++ itself in all languages in DS mode
- 中国語(簡体字):これはNoto Sans CSを主要なフォントとして使い、DSモードの中国語(簡体字)の文字数が大幅に増加します、他の言語の文字を犠牲にして
- 韓国語:これはDSiモードではデフォルトと同じです。しかし、DSモードではより完全なハングルのセットを持っています、他の言語の文字を犠牲にして
@@ -22,8 +22,13 @@ TWiLight Menu++には3つのフォントが含まれています。 DSiモード
`-ds`と`-dsi`ファイルは通常のファイルよりも優先度が高く、見つかった場合はそれぞれDS・DSiモードでTWiLight Menu++が実行されている時に使われます。
-### カスタムフォントの生成
-Pk11の[nftr-editor](https://pk11.us/nftr-editor/)などのユーティリティを使って独自のフォントを作成できます。 TWiLight Menu++の既存のフォントを再生成するには、以下をします:
+### Skin fonts
+You may add fonts to [custom DSi/3DS theme skins](custom-dsi-3ds-skins), which will override whatever is set in TWiLight Menu++ settings. These fonts go in the `font` folder, in the skin's root folder.
+
+Custom skins can additionally use override fonts for the date & time using `date_time.nftr`, and the console username with `username.nftr`.
+
+### Generating custom fonts
+You can make your own fonts using a utility such as Pk11's [nftr-editor](https://pk11.us/nftr-editor/). To regenerate one of TWiLight Menu++'s existing fonts using it:
1. nftr-editorでNFTRファイルを読み込む
1. `Input font`テキストボックスに、優先度の高いフォントから低いフォントへを入力します、カンマで区切っていください
- 左上のボックスに入力フォントのプレビューが、下のボックスには現在のNFTRが表示されます
diff --git a/pages/_ja-JP/twilightmenu/custom-unlaunch-backgrounds.md b/pages/_ja-JP/twilightmenu/custom-unlaunch-backgrounds.md
index 28ff12c2..ec56fab2 100644
--- a/pages/_ja-JP/twilightmenu/custom-unlaunch-backgrounds.md
+++ b/pages/_ja-JP/twilightmenu/custom-unlaunch-backgrounds.md
@@ -1,5 +1,5 @@
---
-lang: en-US
+lang: ja-JP
layout: wiki
section: twilightmenu
category: customization
diff --git a/pages/_ja-JP/twilightmenu/faq.md b/pages/_ja-JP/twilightmenu/faq.md
index 1f6f9c1f..9f1ab34f 100644
--- a/pages/_ja-JP/twilightmenu/faq.md
+++ b/pages/_ja-JP/twilightmenu/faq.md
@@ -2,73 +2,73 @@
lang: ja-JP
layout: faq
section: twilightmenu
-title: FAQ & Troubleshooting
-long_title: TWiLight Menu++ FAQ & Troubleshooting
-description: FAQs and troubleshooting for TWiLight Menu++
+title: よくある質問・トラブルシューティング
+long_title: TWiLight Menu++のよくある質問とトラブルシューティング
+description: TWiLight Menu++のよくある質問とトラブルシューティング
---
-もっとよくある質問ため、[GBAtempスレッド](https://gbatemp.net/threads/ds-i-3ds-twilight-menu-gui-for-ds-i-games-and-ds-i-menu-replacement.472200/)にアクセスしてください。
+ここにないFAQについては、[GBAtempスレッド](https://gbatemp.net/threads/ds-i-3ds-twilight-menu-gui-for-ds-i-games-and-ds-i-menu-replacement.472200/)をご覧ください。
{:.alert .alert-info}
-#### TWiLight Menu++を起動する時に、3DSが黒い画面で動かなく、クラッシュする、電源を切るなどのはなぜですか?
-TWL_FIRMは何らかの方法で破損している可能性があります。 このガイドに従って問題を解決してください:[ https://3ds.hacks.guide/troubleshooting#dsi--ds-functionality-is-broken-after-completing-the-guide](https://3ds.hacks.guide/troubleshooting#dsi--ds-functionality-is-broken-after-completing-the-guide)
+#### 3DSでTWiLight Menu++を起動すると、画面が暗くなってフリーズしたり、クラッシュしたり、電源が落ちたりする
+TWL_FIRMが何らかの原因で破損した可能性があります。 このガイドに従って問題を解決してください: