The .xml file is just a text file, it can go anywhere the homebrew menu can find it.so where does the xml file go? inside the same folder as ctrquake's 3dsx? or do I have to build it?
actually, taking a closer look at it, it looks like I may have to compile this. cause I already have a mod that was made and packaged with a shortcut by somebody else, and the data folder went in the ctrquake folder.i think its in the same folder im not sure but try it.
You don't need to compile anything if the mod doesn't require any changes to the engine. Just copy the mod folder to the ctrQuake folder and create a shortcut. The .xml file is just a shortcut with launch paramaters. If the mod does require engine modifications, you are going to have to port it.actually, taking a closer look at it, it looks like I may have to compile this. cause I already have a mod that was made and packaged with a shortcut by somebody else, and the data folder went in the ctrquake folder.
so i just click on it in homebrew launcher?You don't need to compile anything if the mod doesn't require any changes to the engine. Just copy the mod folder to the ctrQuake folder and create a shortcut. The .xml file is just a shortcut with launch paramaters. If the mod does require engine modifications, you are going to have to port it.
Yes. What mod are you trying to play?so i just click on it in homebrew launcher?
Killer Quake PackYes. What mod are you trying to play?
Killer Quake Pack
https://www.moddb.com/mods/killer-quake-pack
<shortcut>
<name>Killer Quake</name>
<executable>/3ds/ctrQuake/ctrQuake.3dsx</executable>
<arg>-game killer</arg>
</shortcut>
thank you very much for the help!Create a folder inside ctrQuake's folder, for this example just call it killer.
Unzip KQP220Z.zip inside that folder (smdc:/3ds/ctrQuake/killer)
Create a file called killer.xml with the following content:
Place that file in your 3ds folder (sdmc:/3ds)Code:<shortcut> <name>Killer Quake</name> <executable>/3ds/ctrQuake/ctrQuake.3dsx</executable> <arg>-game killer</arg> </shortcut>
Launch it from the homebrew launcher
most likely can, try the method me and MasterFeizz talked about aboveI wonder if ctrQuake can run either of the expansion packs for Quake?
The 3DSX version can.I wonder if ctrQuake can run either of the Quake expansion packs?
This only comes with the shareware episode, you need to provide the rest of the game files yourself.Won't load 2 and others chapters of singleplay. Writes that e2m1.bsp cant' find
Yo so thanks for the compiled version but there seems to be an audio lag. I didn’t notice it with the one from GH so I’m wondered get if it’s this compiled versions problem.You have to compile it from source
I can play a quake deathmatch mod and a few others. You just need to test them yourself as not all of them will run perfectly.say i heard that this could run mods. is that true?
Hello! I've added ctrQuake to my 3DS, and I'm trying to run Kurok, but I'm getting a "translation - section" crash. Other homebrew like prBoom and ctrQuake itself seems to be fine. I'm on 11.9 firmware with the latest and greatest versions of all of the stuff recommended by the 3DS hacking guide. Here's a list of relevant folders and files on the SD card:
SD\3ds\Kurok.3dsx
SD\3ds\Kurok.elf
SD\3ds\Kurok.smdh
SD\3ds\ctrQuake\keyboardOverlay.bin
SD\3ds\ctrQuake\touchOverlay.bin
SD\3ds\ctrQuake\ctrQuake.smdh
SD\3ds\ctrQuake\id1\
SD\3ds\ctrQuake\Kurok\
SD\3ds\ctrQuake\ctrQuake.3dsx
I've attached a screenshot of the error. The forums won't let me upload the crash dump file generated but I can host that elsewhere if needed.
From what little I've been able to find by Googling, the fix for this error is usually to create or install some localization file through TitleDB. I was having the same crash with ctrQuake before, but then I installed the CIA through TitleDB and it works fine. But no such luck with Kurok. I've tried deleting my 0000008f folder. I've also tried creating a mod XML file as suggested above in this thread, and launching that instead of the one that automatically shows up in the homebrew launcher. I've used both crtQuake's and Kurok's versions of the keyboardOverlay.bin and touchOverlay.bin files. Otherwise I haven't been able to really find any other things to try to get it to work. Can anyone offer me any other things to try?
Try placing the Kurok.3dsx and Kurok.smdh inside e.g. "sdmc:/3ds/Kurok/"
They shouldn't be placed in the root of the 3DS folder.