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fixed some typos in the readme
fixed a few typos I caught in the README
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@ -36,9 +36,9 @@ Once boot9strap has been installed, simply download the [latest release archive]
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## Basic usage
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**The main Luma3DS configuration menu** can be accessed by pressing <kbd>Select</kbd> at boot. The configuration file is stored in `/luma/config.ini` on the SD card (or `/rw/luma/config.ini` on the CTRNAND partition if Luma3DS has been launched from the CTRNAND partition, which happens when SD card is missing).
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**The chainloader menu** is accessed by pressing <kbd>Start</kbd> at boot, or from the configuration menu. Payloads are expected to be located in `/luma/payloads` with the `.firm` extension; if there is only one such payload, the aforementionned selection menu will be skipped. Hotkeys can be assigned to payload, for example `x_test.firm` will be chainloaded when <kbd>X</kbd> is pressed at boot.
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**The chainloader menu** is accessed by pressing <kbd>Start</kbd> at boot, or from the configuration menu. Payloads are expected to be located in `/luma/payloads` with the `.firm` extension; if there is only one such payload, the aforementioned selection menu will be skipped. Hotkeys can be assigned to payload, for example `x_test.firm` will be chainloaded when <kbd>X</kbd> is pressed at boot.
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**The overlay menu, Rosalina**, has a default button combination: <kbd>L+Down+Select</kbd>. For greater flexbility, most Rosalina menu settings aren't saved automatically, hence the "Save settings" option.
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**The overlay menu, Rosalina**, has a default button combination: <kbd>L+Down+Select</kbd>. For greater flexibility, most Rosalina menu settings aren't saved automatically, hence the "Save settings" option.
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**GDB ports**, when enabled, are `4000-4002` for the normal ports. Use of `attach` in "extended-remote" mode, alongside `info os processes` is supported and encouraged (for reverse-engineering, also check out `monitor getmemregions`). The port for the break-on-start feature is `4003` without "extended-remote". Both devkitARM-patched GDB and IDA Pro (without "stepping support" enabled) are actively supported.
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@ -55,7 +55,7 @@ Luma3DS consists of multiple components. While the code style within each compon
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* _**rosalina**_: the most important component of Luma3DS and custom KIP: overlay menu, GDB server, `err:f` (fatal error screen) reimplementation, and much more. Introduced in mid-2017, and has continuously undergone changes and received many external contributions ever since
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* **pxi**: Arm11<>Arm9 communication KIP, reimplemented just for the sake of it. Introduced late 2017
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* **sm**: service manager KIP, reimplemented to remove service access control restrictions. Introduced late 2017
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* **pm**: process manager KIP reponsible of starting/terminating processes and instructing `loader` to load them. The reimplemention allows for break-on-start GDB feature in Rosalina, as well as lifting FS access control restrictions the proper way. Introduced in 2019
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* **pm**: process manager KIP responsible of starting/terminating processes and instructing `loader` to load them. The reimplementation allows for break-on-start GDB feature in Rosalina, as well as lifting FS access control restrictions the proper way. Introduced in 2019
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## Maintainers
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@ -67,7 +67,7 @@ Luma3DS consists of multiple components. While the code style within each compon
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There are still a lot more features and consolidation planned for Luma3DS! Here is a list of what is currently in store:
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* Full reimplementation of `TwlBg` and `AgbBg`. This will allow much better, and more configurable, upscaling for top screen in DS and GBA games (except on Old 2DS). This is currently being developed privately in C++23 (no ETA). While this is quite a difficult endeavor as this requires rewriting the entire driver stack in semi-bare-metal (limited kernel with no IPC), this is the most critical feature for Luma3DS to have and will make driver sysmodule reimpelementation trivial
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* Full reimplementation of `TwlBg` and `AgbBg`. This will allow much better, and more configurable, upscaling for top screen in DS and GBA games (except on Old 2DS). This is currently being developed privately in C++23 (no ETA). While this is quite a difficult endeavor as this requires rewriting the entire driver stack in semi-bare-metal (limited kernel with no IPC), this is the most critical feature for Luma3DS to have and will make driver sysmodule reimplementation trivial
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* Reimplementation of `Process9` for `TWL_FIRM` and `AGB_FIRM` to allow for more features in DS and GBA compatibility mode (ones that require file access)
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* Eventually, a full `Kernel11` reimplementation
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