c7058e69ba
Bumps [actions/checkout](https://github.com/actions/checkout) from 3 to 4. - [Release notes](https://github.com/actions/checkout/releases) - [Changelog](https://github.com/actions/checkout/blob/main/CHANGELOG.md) - [Commits](https://github.com/actions/checkout/compare/v3...v4) --- updated-dependencies: - dependency-name: actions/checkout dependency-type: direct:production update-type: version-update:semver-major ... Signed-off-by: dependabot[bot] <support@github.com> |
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.github | ||
src | ||
.clang-format | ||
.gitignore | ||
Dockerfile | ||
Makefile | ||
README.md |
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 to be loaded.
Installation of the plugin
([ENVIRONMENT]
is a placeholder for the actual environment name.)
- Copy the file
sdcafiine.wps
intosd:/wiiu/environments/[ENVIRONMENT]/plugins
. - Requires the WiiUPluginLoaderBackend in
sd:/wiiu/environments/[ENVIRONMENT]/modules
. - Requires the 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.
- Enable SDCafiine:
- 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.
- Auto apply the modpack if only one modpack exists:
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 (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 set DEBUG
to 1
or VERBOSE
.
make
Logs errors only (via OSReport).
make DEBUG=1
Enables information and error logging via LoggingModule.
make DEBUG=VERBOSE
Enables verbose information and error logging via LoggingModule.
If the LoggingModule is not present, it'll fallback to UDP (Port 4405) and CafeOS 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