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🔥 Burn's Mod Framework

A modding framework and mod collection for Tomb Raider Remastered I-III and Tomb Raider Remastered IV-V. Built on Frida injection with an Electron shell.

Focused on Tomb Raider Remastered I-V.

Quick Start

Prerequisites: Node.js (18+)

git clone https://github.com/burn-sours/burns-mods-framework.git
cd burns-mods-framework
npm install

Running a mod

  1. Launch the game
  2. Run npm run start
  3. Click Launch in the shell

Building

npm run build

Produces a portable executable in releases/.

Creating a Mod

Mods live in src/mod/ and follow a naming convention:

  • mod.js — Default mod (loaded on startup)
  • mod.{name}.js — Named mod (e.g. mod.no-fall-damage.js)
  • ui.html — UI panel for mod.js
  • ui.{name}.html — UI panel for mod.{name}.js

The shell displays a dropdown to switch between all available mods. See docs/FRAMEWORK.md for the full API reference and examples.

Structure

burns-mods-framework/
├── docs/
│   ├── FRAMEWORK.md              # Builder API & runtime reference
│   ├── CONTRIBUTING.md           # Contribution guidelines
├── src/
│   ├── framework/                # Core framework (main branch only)
│   └── mod/                      # Mod files
│       ├── mod.js                # Default mod (Template Mod)
│       ├── mod.{name}.js         # Named mods (e.g. mod.no-fall-damage.js)
│       ├── ui.html               # UI for mod.js
│       └── ui.{name}.html        # UI for mod.{name}.js
└── media/                        # Icons and assets

Branches

  • main — Core framework, docs, and curated mods.
  • mod/<name> — Each mod gets its own branch. Best mods get merged to main.
  • framework/<name> — Framework/docs changes, merged to main via PR.

Releases

Mod releases are published from their branch as pre-releases on the Releases page. Each release is tagged to its mod branch (e.g. mod/unlimited-ammo/v1.0).

Knowledge

All modding knowledge lives in docs/. If it's not documented, we don't assume it works.

All patch data definitions — variable names, function signatures, parameter descriptions, and behavioral observations — are entirely the interpretation of Burn and the project's contributors based on reverse engineering. They may be incomplete or inaccurate.

Other community resources such as TRosettaStone, OpenLara, or Croft Engine may offer deeper or more accurate explanations of certain game mechanisms.

All contributors are welcome to improve the understanding of the game — better descriptions, corrected signatures, newly discovered variables — it all helps the project and everyone who enjoys it. Put in a PR!

Contributing

See docs/CONTRIBUTING.md for guidelines, code standards, and PR process.

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Burn's Mod Framework and mod collection for TRR I-V

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