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Build game with atmosphere mods? #1913
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Ive gotten the linkle mod to work on BoTW, tested on the Mac and Iphone Duo so far, so it's possible for some mods. It depends on what kind of mod it is. Mods that only replace game files have the best chance. nxnative has a switch, DM_ROMFS_OVERLAY, that points at a folder of replacement files. The game reads from that folder first and falls back to its original data, a lot like Atmosphere's romfs folder. Those files can change without rebuilding the game. Textures, models, audio and UI files should work this way, as long as the mod doesn't need new shaders, because shaders are translated ahead of time. Linkle took some extra work because it's a BCML .bnp, which holds partial packs and diffs rather than finished files. BCML wouldn't install for me, so I wrote a small script that merges it onto the original 1.9.0 files, rebuilds the packs and updates the game's size table. That table caused the hard failures: a file over its limit gives a black screen with no error. The merge script is BotW specific and isn't in the repo. So look at what's in the mod:
CTGP Deluxe: I looked through v1.1.1 and it's a code mod. It ships a Skyline loader in exefs plus a Skyline plugin that hooks the game, so it won't work as is. The plugin's strings also suggest it targets a 32-bit build, which nxnative can't run. Its tracks and UI are ordinary files, but using them would mean reimplementing the plugin's hooks for a 64-bit version, and I haven't tried that. Smash Ultimate: not today. Almost everything is in one 17.6 GB data.arc, so loose replacement files don't apply as they are, and the repo's archive tool only reads it. ARCropolis, the usual mod loader, runs on Skyline. Skins, UI and data-based balance changes would need a new tool to rebuild that archive, plus new shaders for any that add them. Fighter code lives in NROs that get rewritten at pack time, so code-level gameplay mods would also need a repack. I haven't tried CTGP or any Smash mods, so those two are from reading the code and notes, not from testing. |
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TOTK Challenge Mode has romfs patches, but also exefs patches that contain:
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@MCJEModder2026 There's no good way to apply the exefs part yet, but the romfs part is worth trying on its own. I looked through the "Challenge Mode 1.8.0 Recommended" download. That copy has subsdk1 and subsdk2, not subsdk3, so yours may be a different variant, and I haven't seen what subsdk3 does. I also haven't run any of this, so it's from inspecting the files and the host code, not from testing. exefs
romfs
If you try it, I'd test on the Mac first with a save and a fight against one of the modded enemies, because just reaching the title screen proves very little. If something specific is missing, the hooks could be rewritten as patches applied at pack time, which also work on iOS, but that's real porting work per build. We have already seen some mods ported in the patches.py file they use for 60 FPS. To be honest you could probably create a baked patch for this with something like claude in an hour or so but itd be at compile time not runtime. If you do try it, let me know which game version you used and how far it got. |
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Any chance it's possible to build a game with atmosphere mods?
For example, Mario Kart 8 Deluxe with CTGP Deluxe, or Smash Ultimate with some UI change mods and/or mods that change skins andor mods that change the gameplay?
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