Good news: your stubbornness is justified. There's absolutely a way, and you've actually done most of the work already. The problem isn't that console can't run this hack, it's purely a
packaging problem.
First, your diagnosis is correct, and it's not a config mistake. SDCafiine (and the ContentRedirection plugin underneath it on Aroma) only redirects the /vol/content filesystem, game assets. It does
not redirect the code folder where the RPX/RPL executables live. That's exactly why your intro FMV swapped (that's a content asset) but the battle system didn't change (that lives in the code). No SDCafiine setting will ever fix this; it's an architectural limitation, not something you're doing wrong. So you can stop hunting for the magic toggle, it doesn't exist.
The key insight: a patch "designed for Cemu" isn't actually Cemu-specific in any meaningful way. Cemu just reads the decrypted content/code/meta folders directly off disk. Those three folders directly contain game assets and code, and the same files can be run on Cemu or repacked into an installable format. You've already applied the patch to those exact folders. The only thing standing between you and playing it on hardware is that the Wii U wants those files
encrypted and packed into the installable NUS format, which is why WUP Installer rejected your decrypted folders.
ConsoleMods
The fix
re-encrypt with NUSPacker, then install:
- Take your patched content, code, and meta folders and put all three inside one input folder.
- Run NUSPacker to encrypt and pack them: java -jar NUSPacker.jar -in /path/to/input -out /path/to/output, with the option to encrypt using the Wii U common key. In practice the command most people use is java -jar NUSPacker.jar -in "inputDir" -out "outputDir" -encryptKeyWith <wii u common key> (add -skipXMLParsing if it complains about the app.xml). You already have the common key since you decrypted the game in the first place. ConsoleMods
- This produces a channel folder containing the title.tik, title.cert, title.tmd, and the .app/.h3 files i.e. the encrypted format WUP Installer actually wants. ConsoleMods
- Drop that output folder onto your SD card and install it with WUP Installer GX2. It'll ask whether to install to NAND or USB pick USB if you're tight on internal space. ConsoleMods
- Boot it from the Wii U menu like any other title.
This works specifically because you're running CFW. If you ever see error 199-9999 launching the installed title, that means a sig patch isn't active on Aroma it normally is by default, so you should be fine.
ConsoleMods
Two gotchas worth knowing before you start:
- Title ID collision. If you repack with Color Splash's original title ID, the modded version installs over your retail copy as a channel. That's usually fine (you can always reinstall clean later from your dump), but if you want retail Color Splash and the hack to coexist, you'd change the title ID in the meta before packing.
- Make a NAND backup first if you don't have one. Installing modded titles is low-risk, but it's the standard "don't skip this" precaution.
So, to directly answer your question: no, you are not stuck, and Cemu is not required. The hack modifies the same decrypted files on either platform console just needs them wrapped back up. You were one NUSPacker command away the whole time.
One thing worth doing before you commit: check the hack's readme or its Discord to see whether the author mentions a console/repack route or lists a specific title ID, since some hack authors ship console-ready instructions separately from the Cemu ones.