core/file_sys: Add alternative override pathes for ExeFS files
You can now directly place ExeFS overrides/patches inside the mod folder (instead of the exefs subfolder). This allows us to have drop-in compatibility with Luma3DS mods.
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1 changed files with 5 additions and 2 deletions
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@ -539,9 +539,11 @@ Loader::ResultStatus NCCHContainer::ApplyCodePatch(std::vector<u8>& code) const
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const auto mods_path =
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const auto mods_path =
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fmt::format("{}mods/{:016X}/", FileUtil::GetUserPath(FileUtil::UserPath::LoadDir),
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fmt::format("{}mods/{:016X}/", FileUtil::GetUserPath(FileUtil::UserPath::LoadDir),
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GetModId(ncch_header.program_id));
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GetModId(ncch_header.program_id));
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const std::array<PatchLocation, 4> patch_paths{{
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const std::array<PatchLocation, 6> patch_paths{{
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{mods_path + "exefs/code.ips", Patch::ApplyIpsPatch},
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{mods_path + "exefs/code.ips", Patch::ApplyIpsPatch},
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{mods_path + "exefs/code.bps", Patch::ApplyBpsPatch},
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{mods_path + "exefs/code.bps", Patch::ApplyBpsPatch},
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{mods_path + "code.ips", Patch::ApplyIpsPatch},
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{mods_path + "code.bps", Patch::ApplyBpsPatch},
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{filepath + ".exefsdir/code.ips", Patch::ApplyIpsPatch},
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{filepath + ".exefsdir/code.ips", Patch::ApplyIpsPatch},
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{filepath + ".exefsdir/code.bps", Patch::ApplyBpsPatch},
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{filepath + ".exefsdir/code.bps", Patch::ApplyBpsPatch},
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}};
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}};
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@ -583,8 +585,9 @@ Loader::ResultStatus NCCHContainer::LoadOverrideExeFSSection(const char* name,
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const auto mods_path =
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const auto mods_path =
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fmt::format("{}mods/{:016X}/", FileUtil::GetUserPath(FileUtil::UserPath::LoadDir),
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fmt::format("{}mods/{:016X}/", FileUtil::GetUserPath(FileUtil::UserPath::LoadDir),
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GetModId(ncch_header.program_id));
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GetModId(ncch_header.program_id));
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std::array<std::string, 2> override_paths{{
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std::array<std::string, 3> override_paths{{
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mods_path + "exefs/" + override_name,
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mods_path + "exefs/" + override_name,
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mods_path + override_name,
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filepath + ".exefsdir/" + override_name,
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filepath + ".exefsdir/" + override_name,
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}};
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}};
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