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gen1recomp modsg1r deluxe mods, and how to make ur own

the game ships a native mod platform. content registries, events and hooks, per-mod saves and options, and an in-game manager. mods are lua, and they never ship the rom or anything ripped out of it.

latest releasefreeopen sourcebring ur own rom

installing one

no code editor, no command line.

  1. get the mod's installable .zip. the mod package, not github's source code archive
  2. open MODS in the launcher and choose import mod .zip, or drop the zip onto the window
  3. enable it for the game u want. enablement is per game, and a mod only loads on the games its author lists
  4. launch the game

making one

a simple mod is two files. manifest.json describes it and main.lua holds what the game runs. start small: change a sign, make a move stronger, play ur own song in pallet town.

the wiki has a thirteen step tutorial ladder, a cookbook and the full reference.

maps

maps can be edited in our own build of tiled and exported back out as a mod.

one mod, three gens

a mod w "api": 3 can share one entry file across gen 1, 2 and 3. its games list names what it runs on, and a mod that doesnt claim the game u booted is skipped, not broken.

questions ppl ask

more in the main faq.

where do i find mods?

the discord at bois.icu. thats where support, announcements and mods all live.

are mods reviewed?

no. mods are not reviewed, so trust the author, same as anything else u download.

do mods include the rom?

no. mods ship original assets or asset transforms, which are instructions that build a changed image locally from ur own imported data.

how do i turn a mod off?

turn it off for that game in the launcher and launch again. in-game, the manager is F10 on gen 1 and START > MODS on gen 2 and 3.

keep looking around

go get it.

free, open source, and it runs on almost anything. bring ur own rom.

latest releasefreeopen sourcebring ur own rom