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Fix Luma3DS mod format (#123)

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Pengfei Zhu 2020-02-27 02:42:57 +08:00 committed by GitHub
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@ -67,20 +67,20 @@ It is okay to omit one (or more) of them if the mod does not need to replace tho
### Using Mods Intended for Luma3DS ### 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. 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: Mods for Luma3DS usually look like:
``` ```
luma/titles/<Title ID> luma/titles/<Title ID>
- other folders - romfs
- other files - other files and folders
- code.bin / code.ips - code.bin / code.ips
- exheader.bin - exheader.bin
``` ```
Note that everything demonstrated above is optional. It is possible that a mod contains only some of these files. 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. You need to copy the files to Citra's mod folder for the corresponding title. Then, you should make an `exefs` folder and move `code.bin` or `code.ips` inside.
``` ```
It is important to note that you need to copy the files to their correct subfolders! It is important to note that you need to move the code replacements/patches to the `exefs` subfolder!
Directly putting a Luma3DS mod will not result in it being applied. Directly putting a Luma3DS mod will likely not result in it being applied.
``` ```
### Conclusion ### Conclusion