Fix Luma3DS mod format (#123)
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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
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### Using Mods Intended for Luma3DS
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### Using Mods Intended for Luma3DS
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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.
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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.
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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:
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Mods for Luma3DS usually look like:
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```
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```
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luma/titles/<Title ID>
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luma/titles/<Title ID>
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- other folders
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- romfs
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- other files
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- other files and folders
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- code.bin / code.ips
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- code.bin / code.ips
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- exheader.bin
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- exheader.bin
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```
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```
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Note that everything demonstrated above is optional. It is possible that a mod contains only some of these files.
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Note that everything demonstrated above is optional. It is possible that a mod contains only some of these files.
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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.
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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.
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```
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```
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It is important to note that you need to copy the files to their correct subfolders!
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It is important to note that you need to move the code replacements/patches to the `exefs` subfolder!
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Directly putting a Luma3DS mod will not result in it being applied.
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Directly putting a Luma3DS mod will likely not result in it being applied.
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```
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```
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### Conclusion
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### Conclusion
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