Well that was the idea. Except for the sig patch stuff. The idea as i stated already is using a file browser homebrew system like FTPIIU everywhere to replace the files installed on the system with mods so the game loads mods without any need of homebrew.Not sure if this is what your talking but I'v made mods to DKCTF by editing and replacing game files in the update data stored to either sys nand or external. But just basic stuff like moon jump and Invincibility, for permanent codes. Mine still requires sig patches though. its all in my sig.
If for some reason you have mods for super smash bros, the idea would be to use sdcafiine to load them as it simply reads the files on sd card instead of default location. If we just injected the mod files into the default location, then the game would load them naturally instead of needing homebrew, or sd card. End game. When you turn on system, insert game and start playing, mods are always there. If there was a file browser homebrew Like FTPIIU everywhere, instead doesn't use ftp but just can manage files with SD/USB then that what i was asking about.
Someone already mentioned using wup download helper to solve this, by using it to unpack a game into loadiine format. (Which is how is installed on the system) applying patches and then repacking it (Into install format) Then using the wup installer homebrew to install the game (That you had modded) and thus obtaining the goal. But with that, i noticed a few problems.
- You need to get the game files first, either using your own game disc with homebrew disc2app to get the data (Require SD card with 25GB available.)
- The process is just as long. (Get game data, depends on game, unpack data, depends on game, repack data, depends on game, install data, depends on game) Again, depends on game, with games up to 25GB size it is LONG.
- The idea is to inject the data for mod files, not install a game. That is why i have the disc, so i am not using space on storage.
Last edited by Sonic Angel Knight,