IFS LayeredFS will search every directory in this folder for modded files to use. ============= QUICKSTART EXAMPLES ============= a.k.a. "I don't want to read all this": Example mod paths: IFS files: data/graphics/ver04/logo_j.ifs To replace repacked IFS: data_mods/example/graphics/ver04/logo_j.ifs To replace individual texture "warning": data_mods/example/graphics/ver04/logo_j_ifs/tex/warning.png or data_mods/example/graphics/ver04/logo_j_ifs/warning.png Jubeat or Gitadora .bin textures: data/d3/model/tex_l44fo_continue.bin To replace repacked .bin: data_mods/example/d3/model/tex_l44fo_continue.bin To replace individual texture "CTN_T0000" data_mods/example/d3/model/tex_l44fo_continue/CTN_T0000.png XML files: data/others/music_db.xml To replace the entire file: data_mods/example/others/music_db.xml To append to the file: data_mods/example/others/music_db.merged.xml Games with a `data2` folder (Beatstream/Nostalgia) data/graphic/information.ifs It's the same! data_mods/example/graphic/information.ifs data2/graphic/information.ifs It needs an extra subfolder: data_mods/example/data2/graphic/information.ifs ============= Detailed description ============= Search order Alphabetical via mod folder name The first folder with a matching mod will be used for that file This is done on a per-file basis If two mods change the same IFS but different images, there are no conflicts EXAMPLE: data_mods/Boltex/test_ifs/logo.png data_mods/Loltex/test_ifs/logo.png data_mods/Loltex/test_ifs/title.png Game asks for logo image : Boltex used Game asks for title image: Loltex used Folder structure Mods get their own folder, eg "english" or "custom_songs" The structure inside that folder is identical to the "data" folder Any files that exist here will be used instead Special case: IFS files and their textures IFS file contents can be modded by replacing ".ifs" with "_ifs" and creating a folder. (This is the folder name you get by using ifstools to extract a .ifs file) Most textures live inside the "tex" folder eg "somefile_ifs/tex/image.png" You can just use "somefile_ifs/image.png" for neater folders Replacement images must match the dimensions of the image they are replacing If not, the error is logged and the image is not used Images that do not exist in the original IFS will be added to its texture list This is especially useful for preview jackets Special case: IFS files that do not exist IFS LayeredFS cannot create IFS files out of nothing Either use a packed ".ifs", or modify an existing file with "_ifs" Special case: "texbin" files (.bin textures from Jubeat and Gitadora) Texbin file contents can be modded by deleting ".bin" and creating a folder. (This is the folder name you get by using gitadora-texbintool to extract a .bin file) Replacement images must match the dimensions of the image they are replacing If not, the error is logged and the image is not used Images that do not exist in the original .bin will be added to its texture list Gitadora's fancy texture packing/arrangement is handled automatically Special case: "texbin" files that do not exist Unlike IFS files, LayeredFS will create a .bin file for you even if the original does not exist! Special case: XML files XML files with the same name as the default will be used normally XML files that end in ".merged.xml" instead of ".xml" will be merged into the default eg: music_db.merged.xml Merged files must have valid structure ( header and single root) eg: music_db.merged.xml must have the "" root element The _cache folder Any files that are adjusted are placed into the _cache folder for redirection It can be deleted at any time Textures are compressed as they are loaded for the first time First launch compression of textures may slow down first launch a little Mods that don't live in data/ Some games (Beatstream, Nostalgia) have extra data folders (data2, data_op2) These subfolders must exist in the mod folder if you want to mod them. For example, for a Beatstream mod using data2: data_mods/ my_cool_mod/ graphic/ some_mod_for_data data2/ graphic/ some_mod_for_data2