If not, continue to the Creating a rules.txt file section below.
If the mod already includes a rules.txt file like in the image above, then your job is complete, and you can skip to the Enabling the graphic pack section.
* Some mods may include more folders, such as meta or code, in this scenario, you may need to use the Duplicating the game method below, as graphic packs have no effect on those folders yet. It should look at least like this: (Don't worry if you don't have a rules.txt file yet, just keep on reading!) Some mods may come with unusual folder organization, so make sure the contents you drag into the graphic pack folder contain a folder named content, then you know it's the correct mod contents. Now move the mod’s contents into this newly created folder. U as the supposed mod being installed, so we shall name our folder CloudySMBU as an example. From this point forward in the guide, we will be using Cloudy Super Mario Bros. Next, within the subfolder you just created, create yet another folder and name it anything which identifies the mod you are trying to install. Within this folder, if you don't already have one, create a new subfolder named NSMBU (or anything which identifies the NSMBU game and does not contain spaces) where you will put this and all future NSMBU graphic packs you install. (Your CEMU folder may contain different folders than the one shown, but don't worry, all you need is the graphicPacks folder) U and moved it to your computer by following the guide Dumping Wii U Games.įirst, go to the CEMU folder (The location of the CEMU executable) and open the folder named graphicPacks. Note: when you change something in the mocha folder, you need to use make clean before building.Before starting, make sure that you have dumped your copy of New Super Mario Bros. Don't forget the dependencies of the libs itself.
Install them (in this order) according to their README's.
Make sure you download the complete repo, including the submodules: To swap to another mod, you need restart the game. When multiple folders are detected, you need to choose which one to use when starting the game. It is enough to copy the files on to the SDCard in a way it can be accessed by the homebrew launcher, or simply download it from the homebrew app store The application is only installed temporarily, and has to loaded again after each reboot (or entering the system settings). Like many other homebrew applications for the Wii U, it can't be installed. Support for multiple modpacks for as single game.Supports loading files from SD and USB (FAT32 and NTFS (highly experimental, can lead to random crashes)).Support for replacing files from downloadable content.On the fly file replacing of game files.This allows support for FAT32 devices via libfat and experimental support for NTFS devices via libntfs. To achieve this, SDCafiine has a built-in a version of mocha, which is a Custom Firmware with libiosuhax support. for Wii U), but since version 1.4 all games are supported. In the past SDCafiine only supported games which already had access to the SD Card (for example Super Smash Bros. Whenever a file is accessed, SDCafiine checks if a (modified) version of it present on the SD/US device, and redirect the file operations if needed. It hooks into the file system functions of the WiiU. The main feature of this application is the on-the-fly replacing of files, which can be used used to loaded modified content from external media ( SD/USB). SDCafiine is a Homebrew Application for the Nintendo Wii U, that can be loaded with the homebrew launcher. SDCafiine (HBL version) What is SDCafiine