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code.bin/code.ips
parent
b0ead4b5a5
commit
51912abaca
@ -79,12 +79,12 @@ If using NUS-encrypted FIRMs, a matching **cetk** file for each encrypted FIRM i
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- The external .code feature allows you to use patched binaries for games. To use it:
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- The external .code feature allows you to use patched binaries for games. To use it:
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- Create a folder named **titles** inside `luma`.
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- Create a folder named **titles** inside `luma`.
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- Create a folder with the game's **title id** as the name (look them up on **www.3dsdb.com**) inside `titles`.
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- Create a folder with the game's **title id** as the name (look them up on **www.3dsdb.com**) inside `titles`.
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- Obtain a patched code.bin for the game, and rename it with game's **title id** as the file name (look them up on **www.3dsdb.com**).
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- Obtain a patched code.bin for the game, and put it into that folder.
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- For example, to use a patched binary with Pokémon™ Y, rename it to `code.bin` and put it in `0004000000055E00`.
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- For example, to use a patched binary with Pokémon™ Y, rename it to `code.bin` and put it in `0004000000055E00`.
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- The code IPS patching feature allows you to use IPS patches on a game's code. To use it:
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- The code IPS patching feature allows you to use IPS patches on a game's code. To use it:
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- Create a folder named **titles** inside `luma`.
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- Create a folder named **titles** inside `luma`.
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- Create a folder with the game's **title id** as the name (look them up on **www.3dsdb.com**) inside `titles`.
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- Create a folder with the game's **title id** as the name (look them up on **www.3dsdb.com**) inside `titles`.
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- Obtain an IPS patch for the game, and rename it with game's **title id** as the file name (look them up on **www.3dsdb.com**).
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- Obtain an IPS patch for the game, rename it as `code.ips` and put it into that folder.
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- For example, to use a patch with Pokémon™ Y, rename it to `code.ips` and put it in `0004000000055E00`.
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- For example, to use a patch with Pokémon™ Y, rename it to `code.ips` and put it in `0004000000055E00`.
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