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Add "quickstart" to MOD_README.txt, improve main README
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README.md
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README.md
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@ -13,7 +13,29 @@ images and automatically repack them into the game-specific format. This allows
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rapid development of texture mods, as the unergonomic texture packing process
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can be completely bypassed.
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# Supported games
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Game support is based on AVS version, not any particular game, and LayeredFS
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supports almost all in-use AVS versions. However, these are games that LayeredFS
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should work on:
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- Beatmania IIDX (9th Style (untested) to latest release)
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- Sound Voltex (all versions)
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- DDR (X (untested) to latest release)
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- pop'n music (15, ADVENTURE (untested) to latest release)
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- jubeat (all versions)
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- GFDM (v4 to XG3)
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- GITADORA (all versions)
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- MÚSECA
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- DANCERUSH
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- REFLEC BEAT
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- BeatStream
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- Nostalgia
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- Bombergirl
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If you find a game that doesn't work, please open an issue!
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# Installation
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The DLLs go next to the other game DLLs. Pick the right DLL for your game - if
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32 bit fails to load, try 64 bit. The `data_mods` folder goes next to the data
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folder.
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@ -30,9 +52,54 @@ If you don't really care, you can copy all the injector DLLs into the game
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folder, it won't break anything.
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For more control, load ifs_hook.dll using your launcher/injector of choice
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(eg: add `-k ifs_hook.dll` to the commandline)
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(eg: add `-k ifs_hook.dll` to the spice commandline, or `-K ifs_hook.dll` to
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the bemanitools commandline)
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## GFDM: an extra note
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As discovered in [this issue](https://github.com/mon/ifs_layeredfs/issues/5),
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GFDM tools are currently very basic and don't perform some important path
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remapping. While the game looks in `/data`, layeredfs can only see `/bin`. To
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fix this, hex-edit `boot.dll`, and change `2E 2E 2F 00` -> `2E 2F 00 00`, then
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move all the modules out of `bin` into the main game folder.
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# Where to put mod files / how textures work / edge cases
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Here are some examples of the correct path to use for your mod:
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### IFS files
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`data/graphics/ver04/logo_j.ifs`
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- To replace repacked IFS: `data_mods/example/graphics/ver04/logo_j.ifs`
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- To replace individual texture "warning":
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- `data_mods/example/graphics/ver04/logo_j_ifs/tex/warning.png`
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- *or*
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- `data_mods/example/graphics/ver04/logo_j_ifs/warning.png`
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### Jubeat or Gitadora .bin textures
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`data/d3/model/tex_l44fo_continue.bin`
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- To replace repacked .bin: `data_mods/example/d3/model/tex_l44fo_continue.bin`
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- To replace individual texture "CTN_T0000": `data_mods/example/d3/model/tex_l44fo_continue/CTN_T0000.png`
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### XML files
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`data/others/music_db.xml`
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- To replace the entire file: `data_mods/example/others/music_db.xml`
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- To append to the file: `data_mods/example/others/music_db.merged.xml`
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### Games with a `data2` folder (Beatstream/Nostalgia)
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`data/graphic/information.ifs`
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- It's the same as normal! `data_mods/example/graphic/information.ifs`
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`data2/graphic/information.ifs`
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- It needs an extra subfolder: `data_mods/example/data2/graphic/information.ifs`
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See [MOD_README.txt](data_mods/MOD_README.txt) for more details.
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# Flags
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If you can't work out to enable a flag, the release .zip contains DLLs that have
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certain useful combos pre-enabled. They can be found in the `special_builds`
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folder.
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@ -53,16 +120,15 @@ folder.
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Use a custom, separate logfile instead of the game's log.
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```
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# Where to put mod files / how textures work / edge cases
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See [MOD_README.txt](data_mods/MOD_README.txt) in the `data_mods` folder.
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# Logs
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Info is logged to to the game's logging system. However, if something breaks
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before LayeredFS gets a chance to set this up, it will create `ifs_hook.log`
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with details. If something breaks, send the game log and ifs_hook.log (if it
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exists) to mon.
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# Building
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This code has grown organically and is some of the worst C that I have ever
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distributed. The code itself is more or less fine, but the organisation leaves
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a lot to be desired. There are many vestigal remains of past AVS experiments.
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@ -77,6 +143,7 @@ As long as you have Meson and mingw-w64 installed, it should be as simple as
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running `build.sh`.
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# Contributing
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I encourage pull requests, but might take a while to properly test them prior
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to merge. If you can show your PR works with SDVX/IIDX < 24/IIDX >= 25, I will
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probably accept it.
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@ -1,5 +1,43 @@
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IFS LayeredFS will search every directory in this folder for modded files to use.
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============= QUICKSTART EXAMPLES =============
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a.k.a. "I don't want to read all this":
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Example mod paths:
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IFS files:
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data/graphics/ver04/logo_j.ifs
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To replace repacked IFS:
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data_mods/example/graphics/ver04/logo_j.ifs
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To replace individual texture "warning":
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data_mods/example/graphics/ver04/logo_j_ifs/tex/warning.png
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or
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data_mods/example/graphics/ver04/logo_j_ifs/warning.png
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Jubeat or Gitadora .bin textures:
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data/d3/model/tex_l44fo_continue.bin
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To replace repacked .bin:
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data_mods/example/d3/model/tex_l44fo_continue.bin
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To replace individual texture "CTN_T0000"
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data_mods/example/d3/model/tex_l44fo_continue/CTN_T0000.png
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XML files:
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data/others/music_db.xml
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To replace the entire file:
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data_mods/example/others/music_db.xml
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To append to the file:
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data_mods/example/others/music_db.merged.xml
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Games with a `data2` folder (Beatstream/Nostalgia)
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data/graphic/information.ifs
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It's the same!
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data_mods/example/graphic/information.ifs
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data2/graphic/information.ifs
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It needs an extra subfolder:
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data_mods/example/data2/graphic/information.ifs
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============= Detailed description =============
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Search order
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Alphabetical via mod folder name
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The first folder with a matching mod will be used for that file
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