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Update
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The `developer` branch of Luma3DS has its own unique options and features which are extremely useful for developers.
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## Options:
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- **Developer features**:
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- **ErrDisp**: patches ErrDisp to display debugging information on the top screen
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- **UNITINFO**: patches the value of CFG_UNITINFO sent to the ARM11 on boot to make applications believe they are running on a developer unit. This makes ErrDisp display debugging information and allows you to run certain system software for development units, but also prevents using the eShop, amiibo, etc.
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- **None**: doesn't apply either patch; also disables the NATIVE_FIRM exception handlers (see below)
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---
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- **Patch SVC/service/archive/ARM9 access**: disables SVC, service, archive and exHeader ARM9 access checks (the service and archive patches don't work on New 3DS FIRMs between 9.3 and 10.4)
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## Exception handlers
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Exception handlers give invaluable information when debugging crashes (reads/writes at invalid addresses, execution at invalid indresses, undefined instructions, etc.).
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Luma3DS handle CPU exceptions for itself, chainloaded arm9 payloads, and NATIVE_FIRM too. For NATIVE_FIRM, it handles `svcBreak` and kernel panics as well.
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To parse a crash dump produced by Luma3DS, use [this parser script](https://raw.githubusercontent.com/AuroraWright/Luma3DS/master/exceptions/exception_dump_parser.py).
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## Other exclusive features:
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- **External firmware loading**: if present in the `luma` folder, one of: `firmware.bin`, `firmware_twl.bin`, `firmware_agb` and `firmware_safe.bin` (depending on the firmware being launched) will be used of the one stored in CTRNAND.
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- **External module loading**: loads standalone system modules located in `/luma/sysmodules` (except for SAFE_FIRM and NATIVE_FIRM versions older than 3.x)
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@ -2,15 +2,24 @@ If you are booting Luma3DS for the first time, you will be greeted with the conf
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If you want to open the configuration menu again, simply hold the **SELECT** button.
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If the configuration file is incompatible with the current version, it will be automatically discarded.
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## Options:
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- **Default EmuNAND**: Makes the selected EmuNAND the default.
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- You can override this setting on boot by holding down a button on the **directional pad**, **Up**, **Right**, **Down**, **Left** for EmuNANDs 1, 2, 3 and 4 respectively. If `Autoboot SysNAND` is deactivated and you have a matching directional pad payload to use with the chainloader (refer to the Other features and notes page), also hold **A** to override the EmuNAND.
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---
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- **Screen brightness**: Change the screen brightness for Luma3DS and payloads. The brightness is updated "in real time".
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---
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- **PIN lock**: This enables you to set a button combination (using A, B, X and Y and the directional pad) that will be asked each time you'll boot your 3DS or Luma3DS. Set this to "Off" to delete the existing PIN. You can choose the amount of digits between 4, 6 and 8. You will be allowed to change the PIN (can be skipped by pressing **START**) when quitting the configuration menu.
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- **Splash**: Toggle the **splash screen** (refer to the [Other features and notes](https://github.com/AuroraWright/Luma3DS/wiki/Other-features-and-notes) page) and choose if displaying it before launching payloads (this is intended for splash screens that display button hints) or afterwards.
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---
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- **PIN lock**: This enables you to set a button combination (using A, B, X and Y and the directional pad) that will be asked each time you'll boot your 3DS or Luma3DS. Set this to "Off" to delete the existing PIN. You can choose the amount of digits between 4, 6 and 8. You will be allowed to change the PIN (can be skipped by pressing **START**) when quitting the configuration menu. A message can be displayed on the bottom screen when the PIN is being asked by placing a text file named `pinmessage.txt` in `luma` (with 800 characters maximum).
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---
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@ -22,6 +31,13 @@ If the configuration file is incompatible with the current version, it will be a
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---
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- **Developer features**:
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- **ErrDisp**: patches ErrDisp to display debugging information on the top screen
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- **UNITINFO**: patches the value of CFG_UNITINFO sent to the ARM11 on boot to make applications believe they are running on a developer unit. This makes ErrDisp display debugging information and allows you to run certain system software for development units, but also prevents using the eShop, amiibo, etc.
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- **None**: doesn't apply either patch; also disables the exception handlers (see below)
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---
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- **Autoboot SysNAND**: Determines if you want to boot **SysNAND** or **EmuNAND** by when **holding no buttons** on Luma3DS boot).
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- If the option is **on**, **holding L** boots **the default EmuNAND**.
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- If the option is **off**, **holding L** boots **SysNAND**.
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@ -29,44 +45,63 @@ If the configuration file is incompatible with the current version, it will be a
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---
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- **Use SysNAND FIRM if booting with R (A9LH)**:
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- **On**: uses the **FIRM from SysNAND** to boot EmuNAND **with R** (You can't boot 10.x with 9.x NATIVE_FIRM). Also applies a patch allowing access to the eShop on all system versions on **EmuNAND**.
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- **Off**: uses the **FIRM from EmuNAND** to boot SysNAND **with R** (You can't boot 10.x with 9.x NATIVE_FIRM).Also applies a patch allowing access to the eShop on all system versions on **SysNAND**.
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- **On**: uses the **FIRM from SysNAND** to boot EmuNAND **with R** (You can't boot 10.x with 9.x NATIVE_FIRM).
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- **Off**: uses the **FIRM from the default EmuNAND** to boot SysNAND **with R** (You can't boot 10.x with 9.x NATIVE_FIRM). You can override the EmuNAND to take the FIRM from on boot by holding down a button on the **directional pad**, **Up**, **Right**, **Down**, **Left** for EmuNANDs 1, 2, 3 and 4 respectively.
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---
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- **Use second EmuNAND as default**: Makes the **second EmuNAND** the default. **This has no effect if there's no second EmuNAND.**
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- If the option is **on**, holding down **B** will boot the first EmuNAND.
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- If the options is **off**, holding down **B** will boot the second EmuNAND.
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- **Enable FIRMs and modules loading from SD**: If the option is **on**:
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- If present in the `luma` folder, one of `firmware.bin`, `firmware_twl.bin`, `firmware_agb` and `firmware_safe.bin` (depending on the firmware being launched) will be used instead of the one stored in CTRNAND. If using NUS-encrypted FIRMs, a matching **cetk** file for each FIRM is needed a matching cetk file for each encrypted FIRM is needed (`/luma/cetk`, `/luma/cetk_twl`, `/luma/cetk_agb`, `/luma/cetk_safe` respectively).
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- If present in the `/luma/sysmodules` folder, standalone system modules will be loaded instead of the ones built-in to FIRM (not supported for SAFE_FIRM and NATIVE_FIRM versions older than 3.x).
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---
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- **Enable region/language emulation**: Enables the region/language emulation feature. This allows some games which need a specific language to be set to work, and **DLCs for foreign games** to load.
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- To use it:
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- Create a folder named **locales** inside luma/
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- **Use custom path**: If the option is **on**, you can change the default location of the Luma3DS payload (which is `arm9loaderhax.bin` on the root of the SD) by typing it in a `path.txt` file in `luma`, it must start with a `/` and not exceed 55 characters. This path is also picked up if not booting via A9LH.
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---
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- **Enable region/language emulation and external .code**: Enables the following two features:
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- The region/language emulation feature allows some games which need a specific language to be set to work, and **DLCs for foreign games** to load. To use it:
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- Create a folder named **locales** inside `luma`
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- Create a .txt file with game's **title id** as the name (look them up on **www.3dsdb.com**).
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- Inside the file,
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- Put **3 characters for the region** ("JPN", "USA", "EUR", "AUS", "CHN", "KOR", "TWN")
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- Put **an empty space**
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- Put **2 characters for the language** ("JP", "EN", "FR", "DE", "IT", "ES", "ZH", "KO", "NL", "PT", "RU", "TW").
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- For example, to play Pokémon™ Y in Japanese language and region:
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- Create `0004000000055E00.txt`
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- Put in `JPN JP`
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- Save
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- For example, to play Pokémon™ Y in Japanese language and region:
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- Create `0004000000055E00.txt`
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- Put in `JPN JP`
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- Save
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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 **code_sections** inside `luma`
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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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- For example, to use a patched binary with Pokémon™ Y, rename it to `0004000000055E00.bin`.
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---
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- **Show current NAND in System Settings**: This displays the current NAND/FIRM instead of "Ver." in System Settings.
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- **Show NAND or user string in System Settings**: By default, this displays the current NAND/FIRM instead of "Ver." in System Settings.
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- The strings that can be shown are:
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- **Emu** (**first EmuNAND** booted with its own FIRM),
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- **EmuS** (**first EmuNAND** booted with **the SysNAND FIRM**),
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- **Emu2** (**second EmuNAND** booted with its own FIRM),
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- **Sys** (**SysNAND** booted with with its own FIRM),
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- **SysE** (**SysNAND** booted with the first EmuNAND's FIRM).
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- **Sys**: **SysNAND** booted with with its own FIRM,
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- **Emu**: **first EmuNAND** booted with its own FIRM,
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- **EmuX** (where **X** can be **2**, **3** or **4**): **EmuNAND X** booted with its own FIRM,
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- **SysE**: **SysNAND** booted with the first EmuNAND's FIRM,
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- **SyEX** (where **X** can be **2**, **3** or **4**): **SysNAND** booted with EmuNAND X's FIRM,
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- **EmuS**: **first EmuNAND** booted with **the SysNAND FIRM**,
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- **EmXS** (where **X** can be **2**, **3** or **4**): **EmuNAND X** booted with **the SysNAND FIRM**.
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- You can also display a custom version string for each NAND, by creating text files named `customversion_sys.txt`, `customversion_emu.txt`, `customversion_emu2.txt`, `customversion_emu3.txt` or `customversion_emu4.txt` inside `luma`. The version strings can't exceed 39 characters.
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---
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- **Show GBA boot screen in patched AGB_FIRM**: Shows the original GBA boot animation when you launch a GBA game.
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- **Show GBA boot screen in patched AGB_FIRM**: If the option is **on**, the original GBA boot animation will be shown when launching a GBA game.
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---
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- **Display splash screen before payloads**: Displays the **splash screen** (refer to the [Other features and notes](https://github.com/AuroraWright/Luma3DS/wiki/Other-features-and-notes) page) unconditionally before launching payloads. This is intended for splash screens that display button hints.
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- **Patch SVC/service/archive/ARM9 access**: disables SVC, service, archive and exHeader ARM9 access checks (the service and archive patches don't work on New 3DS FIRMs between 9.3 and 10.4)
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## Exception handlers
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Exception handlers give invaluable information when debugging crashes (reads/writes at invalid addresses, execution at invalid indresses, undefined instructions, etc.).
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Luma3DS handle CPU exceptions for itself, chainloaded arm9 payloads, and NATIVE_FIRM too. For NATIVE_FIRM, it handles `svcBreak` and kernel panics as well.
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To parse a crash dump produced by Luma3DS, use [this parser script](https://raw.githubusercontent.com/AuroraWright/Luma3DS/master/exceptions/exception_dump_parser.py).
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@ -2,6 +2,5 @@
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[Installation and upgrade](https://github.com/AuroraWright/Luma3DS/wiki/Installation-and-upgrade)
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[Options and usage](https://github.com/AuroraWright/Luma3DS/wiki/Options-and-usage)
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[Other features and notes](https://github.com/AuroraWright/Luma3DS/wiki/Other-features-and-notes)
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[Dev-branch-only options and features](https://github.com/AuroraWright/Luma3DS/wiki/Dev-branch-only-options-and-features)
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[FAQ and troubleshooting](https://github.com/AuroraWright/Luma3DS/wiki/FAQ-and-Troubleshooting)
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[Credits](https://github.com/AuroraWright/Luma3DS/wiki/Credits)
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