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romfs_doc.md

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The actual exploit builds are contained under the "romfs" directory which you must create yourself, when building manually. See also the "romfs_example" directory. Hence, the application itself doesn't contain anything that's specific to any particular exploit, everything exploit-specific is stored in romfs.

romfs/exploitlist_config

Each non-empty line in this config file is for a different exploit, in the following format: "{exploitname} {titlename} {flags} {list of programIDs with arbitrary number of programIDs}"
Flags bitmasks:

  • 0x1: Enable compressing the payload.
  • 0x2: Enable using the input save directories "Old3DS"/"New3DS", depending on the selected system model.
  • 0x4: Enable using the input save directory "common".
  • 0x8: Format the savegame.
  • 0x10: No save slots.

romfs/{exploitname}/{programID}/

The "config.ini" file in this directory contains the list of versions for this title, this is used by sploit_installer for automatically detecting which version to use.

"[updatetitle_versions]" section(optional):

  • v{titleversion}={remaster_version}

"[remaster_versions]" section(required):

  • {remaster_version}={absolute directory-path for this version}@{display version}

version-directory

This contains the "Old3DS"/"New3DS" and/or "common" directories mentioned in the above "romfs/exploitlist_config" section. Those directories contain config.ini:

  • {inputrelative_savefilepath}={outputabsolute_savefilepath}

This lists the file(s) which get copied into the title's savedata. The input/output filepaths in this config can include "@!dX". That "@!dX" string will be replaced with the output of: snprintf(..., "%0Xd", selected_save_slot), where selected_save_slot is 0-based. Hence, "@!d1" == "%01d", "@!d2" == "%02d", and so on. A file containing "@!pX" will have the otherapp payload embedded within it, at the offset "X", with a u32 payload size preceding the actual payload.