PQ2 Talk Animation Fix but without the Canon Names patch
Posted: Sat Oct 23, 2021 11:00 pm
So to use the fix for the talk animation bug (or any mod.cpk... mod) you need an exheader.bin and code.bin file.
When I previously modded the game (on 3DS) I found I had to use the PQ2 Canon Names patch and simply override the names in the provided code.bin with the names I was already using. But I'm not terribly satisfied with doing it this way.
I looked up about dumping my cart's code.bin (the .code file) and tried using that, thinking it was a "clean" file, but that simply causes the game to not start (on Citra).
Do I need to do something more to the code.bin file, or is there something else I'm missing to the modding process?
When I previously modded the game (on 3DS) I found I had to use the PQ2 Canon Names patch and simply override the names in the provided code.bin with the names I was already using. But I'm not terribly satisfied with doing it this way.
I looked up about dumping my cart's code.bin (the .code file) and tried using that, thinking it was a "clean" file, but that simply causes the game to not start (on Citra).
Do I need to do something more to the code.bin file, or is there something else I'm missing to the modding process?