<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Python on Time Friend</title><link>https://time-friend.com/en/tags/python/</link><description>Recent content in Python on Time Friend</description><generator>Hugo</generator><language>en-US</language><lastBuildDate>Mon, 05 Oct 2026 21:32:14 +0400</lastBuildDate><atom:link href="https://time-friend.com/en/tags/python/index.xml" rel="self" type="application/rss+xml"/><item><title>Extracting Switch Saves from an emuMMC Image: Non-Standard AES-XTS, FAT32 and DISF</title><link>https://time-friend.com/en/archive/switch-emummc-save-extraction/</link><pubDate>Wed, 16 Sep 2026 10:00:00 +0000</pubDate><guid>https://time-friend.com/en/archive/switch-emummc-save-extraction/</guid><description>&lt;p&gt;For a while the only thing left of my hacked Switch was its 512GB SD card. The goal was narrow: rescue the game saves I had accumulated and move them into Eden, a yuzu fork on Android, so the games could continue.&lt;/p&gt;
&lt;p&gt;I plugged the card into a USB adapter and opened &lt;code&gt;Nintendo/save/&lt;/code&gt; first. Two saves were there, &lt;code&gt;8000000000000000&lt;/code&gt; and &lt;code&gt;8000000000000124&lt;/code&gt;, both NAX0-encrypted system saves with no relation to game progress. I walked every visible directory and found nothing resembling a game save. That was counterintuitive: the console had produced those saves, so why were they not on the card.&lt;/p&gt;</description></item><item><title>Media Data Management for a Handheld Launcher: SteamGridDB Covers, Image Specs and Metadata Sources</title><link>https://time-friend.com/en/archive/handheld-media-data-management/</link><pubDate>Tue, 08 Sep 2026 16:00:00 +0000</pubDate><guid>https://time-friend.com/en/archive/handheld-media-data-management/</guid><description>&lt;p&gt;The iiSU launcher on my handheld is a visually heavy front end: the game library is a grid of square covers, selecting a game swaps the whole background for a landscape hero image, and a text logo floats over the centre of that image. My library has more than forty Switch games. At first most covers were missing, and the ones that existed differed in size, aspect ratio and transparency; titles and release information were missing too. Finding and cropping images by hand, then filling in metadata one entry at a time, got old by the tenth game, so I turned it into a batch pipeline. Covers and metadata look like two jobs, but they are the same kind of job: turning outside media data into the format the launcher can actually use.&lt;/p&gt;</description></item></channel></rss>