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BloatyNosy 0.70.149


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Desbloqueador universal y gestor de PC para Windows 11.

Windows 11 tiene un montón de botones y opciones de configuración. Y los usuarios en general no saben dónde encontrar la mayoría de estas funciones, qué hacer con ellas y qué configuración activar o desactivar. BloatyNosy racionaliza y aloja todos los ajustes esenciales en una sola aplicación y te permite desactivar y eliminar funciones innecesarias con un simple clic.

bloatynosy.png

Viene con algunos módulos que se ampliarán con el tiempo, de forma similar a ThisIsWin11. BloatyNosy también podría sustituir a la aplicación ThisIsWin11 tarde o temprano y servir como un desinstalador de aplicaciones universal.

  • A través del enlace de la esquina inferior derecha "Quiero configurar Windows 11 por primera vez", puedes llamar a un asistente/configurador de Windows 11 y personalizar tu sistema paso a paso y desinstalarlo.
  • Cuenta con una app BloatFinder, que te permite eliminar apps preinstaladas de forma automática o manual.
  • La aplicación WinModder te permite aplicar fragmentos de código basados en PowerShell y scripts de la comunidad.
  • Además, integra el instalador de aplicaciones InstaPackage, que te permite instalar algunas de las aplicaciones más importantes con un solo clic y de forma masiva.

BloatyNosy es una aplicación creada por Bel.


Que novedades incluye la versión 0.70.149   See changelog

Released

  • Se han resuelto numerosas correcciones menores y problemas persistentes que venían con la actualización mayor 0.70. Además, se ha renovado la interfaz de usuario.

No te pierdas nada, síguenos en Twitter!
¿Tienes alguna duda, petición o aporte? Utiliza el foro!

  • Contenido similar

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      Requisitos de hardware
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      Requisitos recomendados
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      Disposición típica del directorio de un título de PSN: Carpeta TROPDIR, carpeta USRDIR, ICON0.png, PARAM.sfo, etc.
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      Title IDs that start with a B are Blu-Ray disc titles.
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      When working with actual title region IDs, the title's region ID will look something similar to this:
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      Installing PlayStation 3 titles
      .pkg files must be extracted using RPCS3's built-in package installer found under File > Install .pkg (or simply drag and drop .pkg to the main emulator window)
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      Installing PlayStation 3 title updates
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      The update will be placed in the title folder that corresponds to the correct region ID. Please note that title updates must be the same region in order to work. Cross-mixing title regions may create irreversible damage to the title.
      Software Distribution laws in your country
      When dumping video game software, users are subject to country-specific software distribution laws. RPCS3 is not designed to enable illegal activity. We do not promote piracy nor do we allow it under any circumstances. Please take the time to review copyright and video game software dumping laws and/or policies for your country before proceeding.

      By following these instructions, you will do so at your own discretion. Should you follow these instructions against your local law, we shall not be held responsible for your actions.
      Dumping with a PlayStation 3
      We recommend that you dump your own PlayStation 3 titles from your own console. This is the most compatible way to migrate your disc-based titles and the only way to dump digital titles to your PC. To do this, you will need a PlayStation 3 system with custom firmware.

      For dumping disc-based games, you need to use multiMAN homebrew software in order to dump your disc files. You can transfer those files over to a computer through an external drive or using a FTP connection between your PlayStation 3 and your computer.

      Note: The PlayStation 3 has a maximum file size of 4GB. When dumping games which contain files bigger than 4GB, multiMAN will split those files. When you have your dump over on your computer, you must rejoin the split files back together with part merging software such as ps3merge, otherwise the dump won't work.

      For dumping digital games, you must copy the game folder from dev_hdd0/game/GameID on your console over to the same path on your RPCS3 folder. You also need to get your console's IDPS, the game's RIF and ACT.DAT, in order to generate a .RAP license file to be used in the emulator.
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      PS3 Disc Dumper by 13xforever
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      In case the easy way didn't work for you, here's a compiled list of the step-by-step instructions we used for dumping disc-based PlayStation 3 titles.
      PS3 ISO Patcher by BlackDaemon 3K3Y ISO Tools by 3K3Y ImgBurn How to:
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      Es especialmente útil en casos donde:
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      Notas sobre la compatibilidad con DOS:
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    • Por Dekuwa
      El DualShock 4 de Sony PlayStation, el DualSense, los Joy-Cons de Nintendo Switch (usados por parejas) y el mando Pro de Nintendo Switch tienen mucho en común. Tienen muchas de las características que se esperan de los mandos de juego modernos. También tienen una entrada increíblemente versátil e infrautilizada que su mayor rival (el mando de la Xbox One de Microsoft) no tiene: el giroscopio.
      El objetivo con JoyShockLibrary es permitir a los desarrolladores de juegos soportar DS4, DS, Joy-Cons, y Pro Controllers de forma nativa en los juegos de PC. He compilado la biblioteca para Windows, pero utiliza herramientas agnósticas, y espero que otros desarrolladores puedan hacerla funcionar en otras plataformas (como Linux o Mac) sin demasiados problemas.
      Reference
      JoyShockLibrary.h has everything you need to use the library, but here's a breakdown of everything in there.
      Structs
      struct JOY_SHOCK_STATE - This struct contains the state for all the sticks, buttons, and triggers on the controller. If you're just using JoyShockLibrary to be able to use JoyCons, Pro Controllers, and DualShock 4s similarly to how you'd use other devices, this has everything you need to know.
      int buttons contains the states of all the controller's buttons with the following masks: 0x00001 - d-pad up 0x00002 - d-pad down 0x00004 - d-pad left 0x00008 - d-pad right 0x00010 - + on Nintendo devices, Options on DS4 0x00020 - - on Nintendo devices, Share on DS4 0x00040 - left-stick click on Nintendo devices, L3 on DS4 0x00080 - right-stick click on Nintendo devices, R3 on DS4 0x00100 - L on Nintendo devices, L1 on DS4 0x00200 - R on Nintendo devices, R1 on DS4 0x00400 - ZL on Nintendo devices, L2 on DS4 0x00800 - ZR on Nintendo devices, R2 on DS4 0x01000 - the South face-button: B on Nintendo devices, ⨉ on DS4 0x02000 - the East face-button: A on Nintendo devices, ○ on DS4 0x04000 - the West face-button: Y on Nintendo devices, □ on DS4 0x08000 - the North face-button: X on Nintendo devices, △ on DS4 0x10000 - Home on Nintendo devices, PS on DS4 0x20000 - Capture on Nintendo devices, touchpad click on DS4 0x40000 - SL on Nintendo JoyCons 0x80000 - SR on Nintendo JoyCons float lTrigger - how far has the left trigger been pressed? This will be 1 or 0 on Nintendo devices, which don't have analog triggers float rTrigger - how far has the right trigger been pressed? This will be 1 or 0 on Nintendo devices, which don't have analog triggers float stickLX, stickLY - left-stick X axis and Y axis, respectively, from -1 to 1 float stickRX, stickRX - right-stick X axis and Y axis, respectively, from -1 to 1 struct IMU_STATE - Each supported device contains an IMU which has a 3-axis accelerometer and a 3-axis gyroscope. IMU_STATE is where you find that info.
      float accelX, accelY, accelZ - accelerometer X axis, Y axis, and Z axis, respectively, in g (g-force). float gyroX, gyroY, gyroZ - gyroscope angular velocity X, Y, and Z, respectively, in dps (degrees per second), when correctly calibrated. Functions
      All these functions should be thread-safe, and none of them should cause any harm if given the wrong handle. If they do, please report this to me as an isuse.
      int JslConnectDevices() - Register any connected devices. Returns the number of devices connected, which is helpful for getting the handles for those devices with the next function.
      int JslGetConnectedDeviceHandles(int* deviceHandleArray, int size) - Fills the array deviceHandleArray of size size with the handles for all connected devices, up to the length of the array. Use the length returned by JslConnectDevices to make sure you've got all connected devices' handles.
      void JslDisconnectAndDisposeAll() - Disconnect devices, no longer polling them for input.
      JOY_SHOCK_STATE JslGetSimpleState(int deviceId) - Get the latest button + trigger + stick state for the controller with the given id.
      IMU_STATE JslGetIMUState(int deviceId) - Get the latest accelerometer + gyroscope state for the controller with the given id.
      int JslGetButtons(int deviceId) - Get the latest button state for the controller with the given id. If you want more than just the buttons, it's more efficient to use JslGetSimpleState.
      float JslGetLeftX/JslGetLeftY/JslGetRightX/JslGetRightY(int deviceId) - Get the latest stick state for the controller with the given id. If you want more than just a single stick axis, it's more efficient to use JslGetSimpleState.
      float JslGetLeftTrigger/JslGetRightTrigger(int deviceId) - Get the latest trigger state for the controller with the given id. If you want more than just a single trigger, it's more efficient to use JslGetSimpleState.
      float JslGetGyroX/JslGetGyroY/JslGetGyroZ(int deviceId) - Get the latest angular velocity for a given gyroscope axis. If you want more than just a single gyroscope axis velocity, it's more efficient to use JslGetIMUState.
      float JslGetAccelX/JslGetAccelY/JslGetAccelZ(int deviceId) - Get the latest acceleration for a given axis. If you want more than just a accelerometer axis, it's more efficient to use JslGetIMUState.
      float JslGetStickStep(int deviceId) - Different devices use different size data types and different ranges on those data types when reporting stick axes. For some calculations, it may be important to know the limits of the current device and work around them in different ways. This gives the smallest step size between two values for the given device's analog sticks.
      float JslGetTriggerStep(int deviceId) - Some devices have analog triggers, some don't. For some calculations, it may be important to know the limits of the current device and work around them in different ways. This gives the smallest step size between two values for the given device's triggers, or 1.0 if they're actually just binary inputs.
      float JslGetTriggerStep(int deviceId) - Some devices have analog triggers, some don't. For some calculations, it may be important to know the limits of the current device and work around them in different ways. This gives the smallest step size between two values for the given device's triggers, or 1.0 if they're actually just binary inputs.
      float JslGetPollRate(int deviceId) - Different devices report back new information at different rates. For the given device, this gives how many times one would usually expect the device to report back per second.
      void JslResetContinuousCalibration(int deviceId) - JoyShockLibrary has helpful functions for calibrating the gyroscope by averaging out its input over time. This deletes all calibration data that's been accumulated, if any, this session.
      void JslStartContinuousCalibration(int deviceId) - Start collecting gyro data, recording the ongoing average and using that to offset gyro output.
      void JslPauseContinuousCalibration(int deviceId) - Stop collecting gyro data, but don't delete it.
      void JslGetCalibrationOffset(int deviceId, float& xOffset, float& yOffset, float& zOffset) - Get the calibrated offset value for the given device's gyro. You don't have to use it; all gyro output for this device is already being offset by this vector before leaving JoyShockLibrary.
      void JslSetCalibrationOffset(int deviceId, float xOffset, float yOffset, float zOffset) - Manually set the calibrated offset value for the given device's gyro.
      void JslSetCallback(void(*callback)(int, JOY_SHOCK_STATE, JOY_SHOCK_STATE, IMU_STATE, IMU_STATE, float)) - Set a callback function by which JoyShockLibrary can report the current state for each device. This callback will be given the deviceId for the reporting device, its current button + trigger + stick state, its previous button + trigger + stick state, its current accelerometer + gyro state, its previous accelerometer + gyro state, and the amount of time since the last report for this device (in seconds).
      int JslGetControllerType(int deviceId) - What type of controller is this device?
      Left JoyCon Right JoyCon Switch Pro Controller DualShock 4 int JslGetControllerSplitType(int deviceId) - Is this a half-controller or full? If half, what kind?
      Left half Right half Full controller int JslGetControllerColour(int deviceId) - Get the colour of the controller. Only Nintendo devices support this. Others will report white.
      void JslSetLightColour(int deviceId, int colour) - Set the light colour on the given controller. Only DualShock 4s support this. Players will often prefer to be able to disable the light, so make sure to give them that option, but when setting players up in a local multiplayer game, setting the light colour is a useful way to uniquely identify different controllers.
      void JslSetPlayerNumber(int deviceId, int number) - Set the lights that indicate player number. This only works on Nintendo devices.
      void JslSetRumble(int deviceId, int smallRumble, int bigRumble) - DualShock 4s have two types of rumble, and they can be set at the same time with different intensities. These can be set from 0 to 255. Nintendo devices support rumble as well, but totally differently. They call it "HD rumble", and it's a great feature, but JoyShockLibrary doesn't yet support it.
      Known and Perceived Issues
      Bluetooth connectivity
      JoyShockLibrary doesn't yet support setting rumble and light colour for the DualShock 4 via Bluetooth.
      JoyCons and Pro Controllers can only be connected by Bluetooth. Some Bluetooth adapters can't keep up with these devices, resulting in laggy input. This is especially common when more than one device is connected (such as when using a pair of JoyCons). There is nothing JoyShockMapper or JoyShockLibrary can do about this.
      Gyro poll rate on Nintendo devices
      The Nintendo devices report every 15ms, but their IMUs actually report every 5ms. Every 15ms report includes the last 3 gyro and accelerometer reports. When creating the latest IMU state for Nintendo devices, JoyShockLibrary averages out those 3 gyro and accelerometer reports, so that it can best include all that information in a sensible format. For things like controlling a cursor on a plane, this should be of little to no consequence, since the result is the same as adding all 3 reports separately over shorter time intervals. But for representing real 3D rotations of the controller, this causes the Nintendo devices to be slightly less accurate than they could be, because we're combining 3 rotations in a simplistic way.
      In a future version I hope to either combine the 3 rotations in a way that works better in 3D, or to add a way for a single controller event to report several IMU events at the same time.
      Credits
      I'm Jibb Smart, and I made JoyShockLibrary.
      JoyShockLibrary uses substantial portions of mfosse's JoyCon-Driver, a vJoy feeder for most communication with Nintendo devices, building on it with info from dekuNukem's Nintendo Switch Reverse Engineering page in order to (for example) unpack all gyro and accelerometer samples from each report.
      JoyShockLibrary's DualShock 4 support would likely not be possible without the info available on PSDevWiki and Eleccelerator Wiki. chrippa's ds4drv was also a handy reference for getting rumble and lights working right away.
      This software also relies on and links signal11's HIDAPI to connect to USB and Bluetooth devices. Since HIDAPI is linked statically, .objs are included. Since .objs may need to be compiled with the same compiler version as the dll itself, HIDAPI itself is included in a .zip.
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