sdcafiine_plugin/README.md

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# SDCafiine Plugin
## What is SDCafiine
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The main feature of this plugin is the **on-the-fly replacing of files**, which can be used to load modified content from external media (**SD**). It hooks into the file system functions of the Wii U. Whenever a file is accessed, SDCafiine checks if a (modified) version is present on the SD card, and redirect the file operations if needed.
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## Dependencies
Requires the [ContentRedirectionModule](https://github.com/wiiu-env/ContentRedirectionModule) to be loaded.
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## Installation of the plugin
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(`[ENVIRONMENT]` is a placeholder for the actual environment name.)
1. Copy the file `sdcafiine.wps` into `sd:/wiiu/environments/[ENVIRONMENT]/plugins`.
2. Requires the [WiiUPluginLoaderBackend](https://github.com/wiiu-env/WiiUPluginLoaderBackend) in `sd:/wiiu/environments/[ENVIRONMENT]/modules`.
3. Requires the [ContentRedirectionModule](https://github.com/wiiu-env/ContentRedirectionModule) in `sd:/wiiu/environments/[ENVIRONMENT]/modules`.
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## Usage
**The path of SDCafiine has changed to `sd:/wiiu/sdcafiine`**
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Via the plugin config menu (press L, DPAD Down and Minus on the gamepad) you can configure the plugin. The available options are the following:
- **Settings**:
- Enable SDCafiine:
- With this option you can globally enable/disable SDCafiine. If you're currently running a game you need to restart it before this option has an effect.
- **Advanced settings**:
- Auto apply the modpack if only one modpack exists:
- Skip the modpack selection screen if the current title only has one modpack to choose from. To boot the game without mods, you need to press X while "Preparing modpack" is shown on the screen.
- Skip "Preparing modpack..."-screen
- Skips the "Preparing modpack..."-screen which appears when auto booting into a single modpack for a title is activated. To run the game without mods you need to disable this option.
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### Installation of the mods
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Before the mods can be loaded, they need to be copied to a SD card.
**In the following "root:/" is corresponding to the root of your SD card**. The basic filepath structure is this:
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```
root:/wiiu/sdcafiine/[TITLEID]/[MODPACK]/content/ <-- for game files. Maps to /vol/content/
root:/wiiu/sdcafiine/[TITLEID]/[MODPACK]/aoc/ <-- for DLC files. Maps to /vol/aoc/
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```
Replace the following:
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- "[TITLEID]" need to be replaced the TitleID of the games that should be modded. A list of title ids can be found [here](http://wiiubrew.org/w/index.php?title=Title_database#00050000:_eShop_and_disc_titles) (without the "-"). Example for SSBU "0005000010145000". Make sure to use the ID of the fullgame and not the update title ID.
- "[MODPACK]" name of the modpack.
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Example path for the EUR version of SuperSmashBros for Wii U:
```
root:/wiiu/sdcafiine/0005000010145000/SpecialChars/content/ <-- for game files. Maps to /vol/content/
root:/wiiu/sdcafiine/0005000010145000/SpecialChars/aoc/ <-- for DLC files. Maps to /vol/aoc/
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```
For replacing the file /vol/content/movie/intro.mp4, put a modified file into:
```
root:/wiiu/sdcafiine/0005000010145000/SpecialChars/content/movie/intro.mp4
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```
### Handling multiple mod packs
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SDCafiine supports multiple different mods for a single game on the same SD card. Each modpack has its own subdirectory.
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Example:
```
sd:/wiiu/sdcafiine/0005000010145000/ModPack1/content/
sd:/wiiu/sdcafiine/0005000010145000/ModPack2/content/
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```
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### "Delete" files via SDCafiine
If a game should not see or access a file anymore, it's possible to "delete"/"hide" it from the game without actually deleting it.
The process is similar to redirecting a file. But instead of creating a replacement file with the same name, you create an empty file with the prefix `.deleted_`.
If you want to stop a game from accessing `/vol/content/assets/tree.bin` you need to create this file in your modpack.
```
root:/wiiu/sdcafiine/[TITLEID]/[MODPACK]/content/assets/.deleted_tree.bin
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```
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## Buildflags
### Logging
Building via `make` only logs errors (via OSReport). To enable logging via the [LoggingModule](https://github.com/wiiu-env/LoggingModule) set `DEBUG` to `1` or `VERBOSE`.
`make` Logs errors only (via OSReport).
`make DEBUG=1` Enables information and error logging via [LoggingModule](https://github.com/wiiu-env/LoggingModule).
`make DEBUG=VERBOSE` Enables verbose information and error logging via [LoggingModule](https://github.com/wiiu-env/LoggingModule).
If the [LoggingModule](https://github.com/wiiu-env/LoggingModule) is not present, it'll fallback to UDP (Port 4405) and [CafeOS](https://github.com/wiiu-env/USBSerialLoggingModule) logging.
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## Building using the Dockerfile
It's possible to use a docker image for building. This way you don't need anything installed on your host system.
```
# Build docker image (only needed once)
docker build . -t sdcafiineplugin-builder
# make
docker run -it --rm -v ${PWD}:/project sdcafiineplugin-builder make
# make clean
docker run -it --rm -v ${PWD}:/project sdcafiineplugin-builder make clean
```
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## Format the code via docker
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`docker run --rm -v ${PWD}:/src ghcr.io/wiiu-env/clang-format:13.0.0-2 -r ./src -i`