
GAME MODS
Each newly built game output includes a Mods tab or Mods manager. Use the generated Start-Game.cmd / game Player to launch with selected mods. N64 Rush/ImGui and PS2 expose F4 Mods; Xbox Fable uses F9 because F4 is SDK-reserved; PS1 has F4 Mods in its game Player. Native menu changes require rebuilding existing games. Other custom native recipes receive the per-game launcher Mods tab.
Import an asset-mod ZIP, enable it, and set load order. Changes apply on the next launch. Later enabled mods win on the same asset; declared dependencies and incompatibilities are enforced. Game/revision identity and original/replacement SHA-256 values must match. Existing asset files are replaced temporarily and restored after exit. Backups and crash-recovery journals are under the game's .rrmods folder. Executable/DLL/script mods, BIOS changes, arbitrary gameplay patches and save files are unsupported. No universal third-party mod compatibility is claimed.
Mod format: ZIP root mod.json with schema=1, id, name, version, game_id, files=[{source,target,sha256,original_sha256}], optional dependencies/conflicts arrays. Replacement sources are included in the ZIP; targets are relative to the game's asset folder. Open the per-game Mods Compatibility tab to get its identity.
All 36 shared Studio tests, 110 public PS1 tests and 93 private PS1 tests passed. Native template tests and Windows opener cross-compilation passed. Windows graphical/key delivery and commercial-game mod loading remain unverified.
