From 8829f98671209594c27e2012a9c8fa07694f7673 Mon Sep 17 00:00:00 2001 From: Pengfei Zhu Date: Tue, 25 Feb 2020 15:10:31 +0800 Subject: [PATCH] Add game modding help article (#120) * Add game modding help article * fix typo * Address review Co-Authored-By: Vamsi Krishna Co-authored-by: Vamsi Krishna --- site/content/help/feature/game-modding.md | 89 +++++++++++++++++++++++ 1 file changed, 89 insertions(+) create mode 100644 site/content/help/feature/game-modding.md diff --git a/site/content/help/feature/game-modding.md b/site/content/help/feature/game-modding.md new file mode 100644 index 0000000..eb8a37a --- /dev/null +++ b/site/content/help/feature/game-modding.md @@ -0,0 +1,89 @@ ++++ +title = "Game Modding" +description = "Citra has a powerful modding framework allowing for multiple formats of patches and flexibility in distribution." ++++ + +Citra has a powerful modding framework allowing for multiple formats of patches and flexibility in distribution. + +### Directory Structure + +The following is an example of a mod in Citra.
+Each title has its own Mods directory that can be opened by right-clicking on the game in Citra (alternatively `load/mods/` in the User Directory) +``` +load/mods/<Title ID> + - exefs + - romfs + - romfs_ext + - exheader.bin +``` +Note that everything demonstrated above is optional. It is possible that a mod contains only some of these files. + +#### ExeFS +The ExeFS directory contains replacements or patches for the game's executable. +These types of mods typically alter game behavior or logic. +Currently you can put a replacement file, or apply two types of patches: `IPS` and `BPS`. + +To use a replacement file for the game code, put a file named `code.bin` in the ExeFS directory. + +To use an `IPS` patch, put a file named `code.ips` in the ExeFS directory. +More details on the `IPS` format can be found on [ZeroSoft](https://zerosoft.zophar.net/ips.php) and [SMWiki](http://old.smwiki.net/wiki/IPS_file_format). + +To use a `BPS` patch, put a file named `code.bps` in the ExeFS directory. +More details on the `BPS` format can be found on [byuu](https://byuu.org/projects/beat#bps). + +#### RomFS +The RomFS directory contains replacements for the game's assets and general files. +These types of mods typically alter a game's textures, text, fonts, sounds, or other graphical assets. +If this directory is not empty, Citra will combine the contents of it with the base game with files from this directory taking precedence over the base. +This technique is called LayeredFS. +``` +It is important to note that for this to work properly, the directory structure of the game has to be mirrored in this directory. +``` + +It is much easier to get started with a RomFS mod than an ExeFS mod. +To dump a game's RomFS, right-click on the game and select `Dump RomFS`. +The dumped directory will be opened after the dump was completed, and can be found at `dump/romfs/<Title ID>` in the User Directory. + +#### RomFS Extension (romfs_ext) +The RomFS Extension directory contains patches and stubs for RomFS files. +This allows modders to delete files within the RomFS if a file of the same name but the extension `.stub` is found at the same directory within `romfs_ext`. +Similarly, if a file with the same name but with extension `.ips` or `.bps` is found at the same directory within `romfs_ext`, the base game file will be patched with it. +``` +It is important to note that currently patches require loading the entire file into the RAM. +Please do not use too many patches at the same time. This will likely be improved in the future. +``` + +#### ExHeader +The `exheader.bin` overrides the game's ExHeader, which specifies information like codeset info and system mode. By overriding the ExHeader, modders can allow more code to be added or more RAM to be used. + +### Example +For example, let's examine Pokemon Ultra Sun, a popular game for modding. + +Since its Title ID is `00040000001B5000`, our mods for this game will go in `load/mods/00040000001B5000` in the User Directory. + +Within this folder, there are `exefs`, `romfs`, and `romfs_ext` directories and the `exheader.bin` file provided by the author. +It is okay to omit one (or more) of them if the mod does not need to replace those files. Additionally, if a folder is empty Citra will ignore it. + +### Using Mods Intended for Luma3DS +Citra's game modding framework has all the functionality offered in Luma3DS's game patching feature. Therefore, mods intended for Luma3DS should be usable with Citra. + +Mods for Luma3DS usually come in a single folder. You need to copy the files to the correct folders for use in Citra. For example, a Luma3DS mod may look like: +``` +luma/titles/<Title ID> + - other folders + - other files + - code.bin / code.ips + - exheader.bin +``` +Note that everything demonstrated above is optional. It is possible that a mod contains only some of these files. + +You need to copy `code.bin` or `code.ips` to the `exefs` folder, the `exheader.bin` directly to the mods folder, and everything else to the `romfs` folder. If a said folder does not exist, create it. +``` +It is important to note that you need to copy the files to their correct subfolders! +Directly putting a Luma3DS mod will not result in it being applied. +``` + +### Conclusion +If you are a modder looking to distribute mods for Citra and have further questions or doubts, feel free to ask in our Discord. + +If you are a user trying to install a mod for Citra and are having issues with it, first try asking the mod author for help. If it still doesn't work, feel free to ask in our Discord.