nadrino / SimpleModManager

SimpleModManager is an homebrew app for the Nintendo Switch
GNU General Public License v3.0
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SimpleModManager

SimpleModManager is an homebrew app for the Nintendo Switch CFW : Atmosphere. It allows to manage your mods (via LayeredFS).

Screenshots

Spoiler: More Screenshots ![](./screenshots/2.jpg) ![](./screenshots/3.jpg) ![](./screenshots/4.jpg) ![](./screenshots/5.jpg) ![](./screenshots/6.jpg)

How to install (manually)

Example : /mods/The Legend of Zelda - Breath of the Wild/First Person View/contents/01007EF00011E000/romfs/Actor/Pack/GameRomCamera.sbactorpack

Build From Source

Prerequisites (macos)

Compile

git clone https://github.com/nadrino/SimpleModManager.git
cd SimpleModManager
mkdir build 
cd build
cmake ../ -DCMAKE_TOOLCHAIN_FILE=../cmake/devkita64-libnx.cmake
make

Plugins

Plugins can be any hbmenu nro, but should be linked against libsmm and have the

void smmInit();

called in initialization and

void smmExit();

called in deinitialization

use

std::string smmModPathForCfwPath(std::string path);

to get the path to a file under sdmc:/mods/... from a path to a file under sdmc:/atmosphere/...

and include

#import <libsmm.h>

and add

LIBS    := -lsmm -lnx

to your makefile

Example :

main.cpp ```c++ // Include the most common headers from the C standard library #include #include #include // Include the main libnx system header, for Switch development #include #include // Main program entrypoint int main(int argc, char* argv[]) { // This example uses a text console, as a simple way to output text to the screen. // If you want to write a software-rendered graphics application, // take a look at the graphics/simplegfx example, which uses the libnx Framebuffer API instead. // If on the other hand you want to write an OpenGL based application, // take a look at the graphics/opengl set of examples, which uses EGL instead. consoleInit(NULL); smmInit(); // Configure our supported input layout: a single player with standard controller styles padConfigureInput(1, HidNpadStyleSet_NpadStandard); // Initialize the default gamepad (which reads handheld mode inputs as well as the first connected controller) PadState pad; padInitializeDefault(&pad); // Other initialization goes here. As a demonstration, we print hello world. printf(smmModPathForCfwPath("sdmc:/atmosphere/contents/01000A10041EA000/romfs/Skyrim.ini").c_str()); // Main loop while (appletMainLoop()) { // Scan the gamepad. This should be done once for each frame padUpdate(&pad); // padGetButtonsDown returns the set of buttons that have been // newly pressed in this frame compared to the previous one u64 kDown = padGetButtonsDown(&pad); if (kDown & HidNpadButton_Plus) break; // break in order to return to hbmenu // Your code goes here // Update the console, sending a new frame to the display consoleUpdate(NULL); } smmExit(); // Deinitialize and clean up resources used by the console (important!) consoleExit(NULL); return 0; } ```
makefile ```makefile #--------------------------------------------------------------------------------- .SUFFIXES: #--------------------------------------------------------------------------------- ifeq ($(strip $(DEVKITPRO)),) $(error "Please set DEVKITPRO in your environment. export DEVKITPRO=/devkitpro") endif TOPDIR ?= $(CURDIR) include $(DEVKITPRO)/libnx/switch_rules #--------------------------------------------------------------------------------- # TARGET is the name of the output # BUILD is the directory where object files & intermediate files will be placed # SOURCES is a list of directories containing source code # DATA is a list of directories containing data files # INCLUDES is a list of directories containing header files # EXEFS_SRC is the optional input directory containing data copied into exefs, if anything this normally should only contain "main.npdm". # ROMFS is the directory containing data to be added to RomFS, relative to the Makefile (Optional) # # NO_ICON: if set to anything, do not use icon. # NO_NACP: if set to anything, no .nacp file is generated. # APP_TITLE is the name of the app stored in the .nacp file (Optional) # APP_AUTHOR is the author of the app stored in the .nacp file (Optional) # APP_VERSION is the version of the app stored in the .nacp file (Optional) # APP_TITLEID is the titleID of the app stored in the .nacp file (Optional) # ICON is the filename of the icon (.jpg), relative to the project folder. # If not set, it attempts to use one of the following (in this order): # - .jpg # - icon.jpg # - /default_icon.jpg #--------------------------------------------------------------------------------- TARGET := $(notdir $(CURDIR)) BUILD := build SOURCES := source DATA := data INCLUDES := include EXEFS_SRC := exefs_src #ROMFS := romfs #--------------------------------------------------------------------------------- # options for code generation #--------------------------------------------------------------------------------- ARCH := -march=armv8-a -mtune=cortex-a57 -mtp=soft -fPIE CFLAGS := -g -Wall -O2 -ffunction-sections \ $(ARCH) $(DEFINES) CFLAGS += $(INCLUDE) -D__SWITCH__ CXXFLAGS := $(CFLAGS) -fno-rtti -fno-exceptions ASFLAGS := -g $(ARCH) LDFLAGS = -specs=$(DEVKITPRO)/libnx/switch.specs -g $(ARCH) -Wl,-Map,$(notdir $*.map) LIBS := -lsmm -lnx #--------------------------------------------------------------------------------- # list of directories containing libraries, this must be the top level containing # include and lib #--------------------------------------------------------------------------------- LIBDIRS := $(PORTLIBS) $(LIBNX) #--------------------------------------------------------------------------------- # no real need to edit anything past this point unless you need to add additional # rules for different file extensions #--------------------------------------------------------------------------------- ifneq ($(BUILD),$(notdir $(CURDIR))) #--------------------------------------------------------------------------------- export OUTPUT := $(CURDIR)/$(TARGET) export TOPDIR := $(CURDIR) export VPATH := $(foreach dir,$(SOURCES),$(CURDIR)/$(dir)) \ $(foreach dir,$(DATA),$(CURDIR)/$(dir)) export DEPSDIR := $(CURDIR)/$(BUILD) CFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.c))) CPPFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.cpp))) SFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.s))) BINFILES := $(foreach dir,$(DATA),$(notdir $(wildcard $(dir)/*.*))) #--------------------------------------------------------------------------------- # use CXX for linking C++ projects, CC for standard C #--------------------------------------------------------------------------------- ifeq ($(strip $(CPPFILES)),) #--------------------------------------------------------------------------------- export LD := $(CC) #--------------------------------------------------------------------------------- else #--------------------------------------------------------------------------------- export LD := $(CXX) #--------------------------------------------------------------------------------- endif #--------------------------------------------------------------------------------- export OFILES_BIN := $(addsuffix .o,$(BINFILES)) export OFILES_SRC := $(CPPFILES:.cpp=.o) $(CFILES:.c=.o) $(SFILES:.s=.o) export OFILES := $(OFILES_BIN) $(OFILES_SRC) export HFILES_BIN := $(addsuffix .h,$(subst .,_,$(BINFILES))) export INCLUDE := $(foreach dir,$(INCLUDES),-I$(CURDIR)/$(dir)) \ $(foreach dir,$(LIBDIRS),-I$(dir)/include) \ -I$(CURDIR)/$(BUILD) export LIBPATHS := $(foreach dir,$(LIBDIRS),-L$(dir)/lib) export BUILD_EXEFS_SRC := $(TOPDIR)/$(EXEFS_SRC) ifeq ($(strip $(ICON)),) icons := $(wildcard *.jpg) ifneq (,$(findstring $(TARGET).jpg,$(icons))) export APP_ICON := $(TOPDIR)/$(TARGET).jpg else ifneq (,$(findstring icon.jpg,$(icons))) export APP_ICON := $(TOPDIR)/icon.jpg endif endif else export APP_ICON := $(TOPDIR)/$(ICON) endif ifeq ($(strip $(NO_ICON)),) export NROFLAGS += --icon=$(APP_ICON) endif ifeq ($(strip $(NO_NACP)),) export NROFLAGS += --nacp=$(CURDIR)/$(TARGET).nacp endif ifneq ($(APP_TITLEID),) export NACPFLAGS += --titleid=$(APP_TITLEID) endif ifneq ($(ROMFS),) export NROFLAGS += --romfsdir=$(CURDIR)/$(ROMFS) endif .PHONY: $(BUILD) clean all #--------------------------------------------------------------------------------- all: $(BUILD) $(BUILD): @[ -d $@ ] || mkdir -p $@ @$(MAKE) --no-print-directory -C $(BUILD) -f $(CURDIR)/Makefile #--------------------------------------------------------------------------------- clean: @echo clean ... @rm -fr $(BUILD) $(TARGET).pfs0 $(TARGET).nso $(TARGET).nro $(TARGET).nacp $(TARGET).elf #--------------------------------------------------------------------------------- else .PHONY: all DEPENDS := $(OFILES:.o=.d) #--------------------------------------------------------------------------------- # main targets #--------------------------------------------------------------------------------- all : $(OUTPUT).pfs0 $(OUTPUT).nro $(OUTPUT).pfs0 : $(OUTPUT).nso $(OUTPUT).nso : $(OUTPUT).elf ifeq ($(strip $(NO_NACP)),) $(OUTPUT).nro : $(OUTPUT).elf $(OUTPUT).nacp else $(OUTPUT).nro : $(OUTPUT).elf endif $(OUTPUT).elf : $(OFILES) $(OFILES_SRC) : $(HFILES_BIN) #--------------------------------------------------------------------------------- # you need a rule like this for each extension you use as binary data #--------------------------------------------------------------------------------- %.bin.o %_bin.h : %.bin #--------------------------------------------------------------------------------- @echo $(notdir $<) @$(bin2o) -include $(DEPENDS) #--------------------------------------------------------------------------------------- endif #--------------------------------------------------------------------------------------- ```

Prebuilt Binaries