[![CI-Release](https://github.com/wiiu-env/sdcafiine_plugin/actions/workflows/ci.yml/badge.svg)](https://github.com/wiiu-env/sdcafiine_plugin/actions/workflows/ci.yml) # SDCafiine Plugin ## What is SDCafiine 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. ## Dependencies Requires the [ContentRedirectionModule](https://github.com/wiiu-env/ContentRedirectionModule) to be loaded. ## Installation of the plugin (`[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`. ## Usage **The path of SDCafiine has changed to `sd:/wiiu/sdcafiine`** 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. ### Installation of the mods 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: ``` 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/ ``` Replace the following: - "[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. 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/ ``` For replacing the file /vol/content/movie/intro.mp4, put a modified file into: ``` root:/wiiu/sdcafiine/0005000010145000/SpecialChars/content/movie/intro.mp4 ``` ### Handling multiple mod packs SDCafiine supports multiple different mods for a single game on the same SD card. Each modpack has its own subdirectory. Example: ``` sd:/wiiu/sdcafiine/0005000010145000/ModPack1/content/ sd:/wiiu/sdcafiine/0005000010145000/ModPack2/content/ ``` ### "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 ``` ## 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. ## 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 ``` ## Format the code via docker `docker run --rm -v ${PWD}:/src ghcr.io/wiiu-env/clang-format:13.0.0-2 -r ./src -i`