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edda

@edda

Joined June 1st, 2026

  • 8Devlogs
  • 2Projects
  • 1Ships
  • 15Votes
Programmer and artist! I'm 17, and I've been programming for about ten years now. I mainly use Python and Lua, but have some experience in Java, Javascript, HTML (along with a little CSS for my website, which is currently down for updates and such), and some game-engine specific languages such as GML. I aim to try and learn C++ soon, too! As for art, I've been doing that ever since I was old enough to hold a pencil.
Ship Pending review

This is a splash screen and badge creator for 3DS! While the outputted files are intended for use on, well, the 3DS, this app runs on Windows.

Now, what is a 'splash screen' or a 'badge'? Well, a splash screen is a pair of two images--one for each screen-- that shows up briefly before or after your 3DS boots. Usually, they are for aesthetic purposes, or just informing that the said console has been modified and listing executable payloads (such as ones to launch the Luma3DS Menu). These images are required to be in a specific format, with BGR color encoding, rotated 90 degrees, and as a .bin file. This program will convert them for you, and export them to a folder within the 'Output' and then within a folder of your naming (as defined in the 'export name' option). Then, you can go to the website linked in the app, and create an info.smdh, put it in the folder with your .bins, zip it, put it into 'Splashes' in your SD card, and voila! You can then load it in Anenome as a splash screen.

A badge is a 64x64 PNG image that can be placed on the home menu screen of the 3DS for decoration. This program allows you to import an image, and it will automatically split it into smaller, properly sized images, and export it into the 'Output' folder and then to a folder you defined in the 'export name' option, as with the splash screens. Then you just zip the folder and put it into 'Badges' in your SD Card, and are able to install them with Anenome and use them to your heart's content as you would any other badges.

I made this project because when I was trying to create a splash screen a few months ago, I was struggling a bit with resources and finding info that wasn't from 13-ish years ago, and I find this kind of thing really fun to mess around with!

This isn't my main project on here, I just really wanted to make a small thing.

As for AI use, there was hardly any on this project, mainly just for debugging or asking information or help on things I couldn't find. And to double check if the .bin files looked okay, as I have hardly ever worked with them before.

And as a heads up, this project can lag a little with button inputs at times. It does register it, but every now and then you may need to press a couple times.

  • 3 devlogs
  • 6h
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58m 2s logged

Finished the Splash Screen Creator section of the program! Had some troubles but it turned out okay in the end! >:D Here is some screenshots of the program. I can’t really like get it in action without showing literally aLL of my files, though, because it’s mainly for converting them.

Finished the Splash Screen Creator section of the program! Had some troubles but it turned out okay in the end! >:D Here is some screenshots of the program. I can’t really like get it in action without showing literally aLL of my files, though, because it’s mainly for converting them.

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3h 47m 4s logged

Got the badge maker fully working! It’s a bit simple, really just an instruction manual that can also split images in 64x64 chunks, but hey, it works! It has a help menu, allows you to input the export name, and asks you for a file to import. It splits the image into 64 x 64 chunks, and saves it to a folder within the Output folder named after your chosen export name, which files named after the pattern [exportname]_[entry number]. Next up is the splash screen maker… which i am more nervous about lol

Got the badge maker fully working! It’s a bit simple, really just an instruction manual that can also split images in 64x64 chunks, but hey, it works! It has a help menu, allows you to input the export name, and asks you for a file to import. It splits the image into 64 x 64 chunks, and saves it to a folder within the Output folder named after your chosen export name, which files named after the pattern [exportname]_[entry number]. Next up is the splash screen maker… which i am more nervous about lol

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1h 8m 41s logged

Got the window done and drew a few buttons (not pictured), and coded the .bin converter :)
it has a fancy shmancy background. pay no attention to how long this has taken me T-T i am slow

Got the window done and drew a few buttons (not pictured), and coded the .bin converter :)
it has a fancy shmancy background. pay no attention to how long this has taken me T-T i am slow

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46m 53s logged

Fixed the dialogue boxes! Probably won’t get much done this upcoming week, though, I’m on vacationnnnn to the beachhhh~ yay!
Fancy shmancy text wrapping for now, wow. I did a little bit on the platformer section, but the tilesets hate me right now I fear.

Fixed the dialogue boxes! Probably won’t get much done this upcoming week, though, I’m on vacationnnnn to the beachhhh~ yay!
Fancy shmancy text wrapping for now, wow. I did a little bit on the platformer section, but the tilesets hate me right now I fear.

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1h 6m 41s logged

Finally finished the desktop integration stuff, and put it into the actual main file. It works! More or less- the platformer segment is a little broken, but that’s from the physics screwing up and not the new screen stuff. I plan on fixing it up next time, probably later on tonight or tomorrow, because I’ve been coding for a while already and am getting a bit tired lol
Here’s a screenshot of the visual novel segment of the game (The textboxes are going to be slightly reworked, because right now they can’t fit much text at all.)

Finally finished the desktop integration stuff, and put it into the actual main file. It works! More or less- the platformer segment is a little broken, but that’s from the physics screwing up and not the new screen stuff. I plan on fixing it up next time, probably later on tonight or tomorrow, because I’ve been coding for a while already and am getting a bit tired lol
Here’s a screenshot of the visual novel segment of the game (The textboxes are going to be slightly reworked, because right now they can’t fit much text at all.)

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37m 3s logged

Menu screen is more or less complete! This is still in the alternate file I made for modifications that lacks any actual interactibility, but once I get everything sorted, I’ll replace a lot of the code for the visuals in the main project folder with the stuff in here. Also, the menu animates now! Though, of course, you can’t see it in a screenshot lol

Menu screen is more or less complete! This is still in the alternate file I made for modifications that lacks any actual interactibility, but once I get everything sorted, I’ll replace a lot of the code for the visuals in the main project folder with the stuff in here. Also, the menu animates now! Though, of course, you can’t see it in a screenshot lol

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1h 17m 37s logged

So, originally, Mahou Shoujo Sakura San (As the full title is called) was being made for a different console than PC. However, I really wanted to get the game actually. working. And there were some annoying technical difficulties getting in the way! So, now I’m making a desktop port, and I just copied its files to a secondary location for whenever I want to continue with the console version.
Then I realized, ah frick, if I’m going to make a desktop port, I now have to account for window sizing and generally changing up how it’s displayed, since the PC displays differently than the game’s original console. So I made a THIRD copy (albeit extremely stripped down, containing just the .vscode with the launch.json, all the image files, and an extremely barebones main.lua that basically just loads the files) and got to it.
Lo and behold! A resizable main menu screen! Missing its buttons and not animated, but you know what, I’ll take what I can get for now! ^^
(Yes the border is annoying, I know. However, I realllly don’t want to stretch the images too horribly. I’ll make it look nice, I promise!)

So, originally, Mahou Shoujo Sakura San (As the full title is called) was being made for a different console than PC. However, I really wanted to get the game actually. working. And there were some annoying technical difficulties getting in the way! So, now I’m making a desktop port, and I just copied its files to a secondary location for whenever I want to continue with the console version.
Then I realized, ah frick, if I’m going to make a desktop port, I now have to account for window sizing and generally changing up how it’s displayed, since the PC displays differently than the game’s original console. So I made a THIRD copy (albeit extremely stripped down, containing just the .vscode with the launch.json, all the image files, and an extremely barebones main.lua that basically just loads the files) and got to it.
Lo and behold! A resizable main menu screen! Missing its buttons and not animated, but you know what, I’ll take what I can get for now! ^^
(Yes the border is annoying, I know. However, I realllly don’t want to stretch the images too horribly. I’ll make it look nice, I promise!)

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15m 42s logged

Finally managed to get VSCode to work with Love2d, holy cow that was. weirdly difficult. or maybe im slow lol

Finally managed to get VSCode to work with Love2d, holy cow that was. weirdly difficult. or maybe im slow lol

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