Homebrew How do you make a mod?

  • Thread starter RyuShinobi500
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Solution
Not true, as long as you fully and properly understand file structure and how the game's code functions, it's a joke to make mods. If you know those two things, then you can take apart the game and edit it however you want, then apply the modifications you made with whatever method the system allows for (eg: 3DS has LayeredFS, PCs have straight up file replacing, etc.). To add a skin instead of replacing an existing one you need to alter the file responsible for indexing it and any menus if needed to add the option for it, while replacing a skin with a modded one is much simpler since you can export the existing one, edit it using a model editor then import it over the original.

ThoD

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Not true, as long as you fully and properly understand file structure and how the game's code functions, it's a joke to make mods. If you know those two things, then you can take apart the game and edit it however you want, then apply the modifications you made with whatever method the system allows for (eg: 3DS has LayeredFS, PCs have straight up file replacing, etc.). To add a skin instead of replacing an existing one you need to alter the file responsible for indexing it and any menus if needed to add the option for it, while replacing a skin with a modded one is much simpler since you can export the existing one, edit it using a model editor then import it over the original.
 
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ThoD

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Dump the game with GM9, unpack the .CIA/.3DS dump to get the RomFS, use the Kuriimu suit of tools to edit what you want, then repackage into a .CIA and install as patch with FBI (you need to include the Header for this method) over the game or use Luma's LayeredFS function to apply the patch.
 
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