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Beta 1 — 2K5 Mod Studio + APF 2K8 Mod Studio

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@cruuz cruuz released this 23 Jul 01:25

Beta Release Notes

Release: Beta 1
Date: 2026-07-22
Tools included:

  • 2K5 Mod Studio — ESPN NFL 2K5 (original Xbox) — v1.0-RC29
  • APF 2K8 Mod Studio — All-Pro Football 2K8 (Xbox 360) — v0.1.0-alpha.34

This is the first public beta of both editors. They are functional, retail-free,
and Linux-first. Read the README for install/usage and the
license for terms.


What's in this beta

2K5 Mod Studio (v1.0-RC29)

  • Unified visual mod project: uniforms/Complete Team Kit, portraits, live faces,
    create-team field art, scorebug/presentation art, Team Select cards.
  • Stadium Studio: 477 scenes, 23,838 editable P8 textures, with a
    "People & sideline only" filter (fans, cheerleaders, coaches, officials,
    chain crew, camera/media, ushers, sideline props).
  • Audio: all 850 standalone cues + all 53,571 playable streaming ranges
    (exact-slot), with cue labels/notes.
  • Rosters: primary players (names + jersey), historical teams, and
    secondary-pool jersey numbers.
  • Text: 20,074 editable strings across 716 banks.
  • Project save/load, autosave/crash recovery, build-to-new-XISO, xemu launch.

APF 2K8 Mod Studio (v0.1.0-alpha.34)

  • Uniforms: 96 editable textures (jersey/pants/helmet/shoulder) + digital_font
    • draft_logo.
  • Rosters & Players: team names, player names, all 28 ratings, exact Position,
    53-row roster planner.
  • Audio: all 47,775 editable AUDO/AUSB cues (exact-slot XMA1 via a user-supplied
    encoder), cue labels/notes, batch folder/ZIP authoring.
  • Field Art inventory, Stadium Studio, presentation inspectors.

Release integrity

Each editor is shipped as a deterministic, byte-for-byte reproducible archive
with an adjacent SHA-256 sidecar:

Editor Archive SHA-256
2K5 Mod Studio v1.0-RC29 2K5-Mod-Studio-v1.0-RC29-20260720.tar.gz c1000937cdc47861ce6e1a23c4696c052a0c7bc3cebb1c0279ed9cc1efcdd99d
APF 2K8 Mod Studio v0.1.0-alpha.34 apf2k8-mod-studio-0.1.0-alpha.34-linux-x86_64.tar.gz beb8b1409b83e052e6c432a9ddc4a79f9f990820c79e0b67dea894dc869393f4

Verify with sha256sum -c <archive>.sha256 (must say OK).

Every archive passes an automated retail-free gate (no game bytes, decoded
pixels/audio, private paths, symlinks, or undeclared files) and a
runtime-closure check (every shipped module imports from the clean stage).


Known limits (beta)

  • Offline-proved vs runtime-proved. Most writers are offline-proved
    (copied-image byte-diff verified). A smaller set is also runtime-proved in an
    emulator. The capability registry labels each writer
    (PROVED / READ ONLY / PORTME).
  • Emulator-only executable patches. Features that patch the game executable
    invalidate the retail signature and run only on the named emulators (xemu /
    Xenia), never original hardware.
  • Not done yet (tracked in
    docs/product/NFL2K5_COMPLETION_STATUS_AND_WALLS.md):
    3D model import (Crib/stadium geometry), whole streaming-bank audio repack and
    per-cue loop/gain/pan/mixer editing, playbook route drawing/import, franchise
    rookie-draft AI variety, save editing, and uniform pixel→body-region UV
    decoding.
  • Windows / macOS are untested (the code is cross-platform Python + PyQt5,
    but only Linux launchers/installers are provided).

How to run a mod

  1. Install (extract the archive; ./install.sh or run the launcher).
  2. Load your own clean game ISO (or extracted folder).
  3. Browse → Replace editable assets with your own files.
  4. Save a project, then Build to a new empty folder.
  5. Run the built default.xbe (xemu) or default.xex (Xenia).

See the getting-started guides in docs/mod_editor/ for the
full walkthrough and the exact, evidence-backed boundary of each feature.


Beta disclaimer

Provided "as is", without warranty. Work-in-progress software for enthusiasts
modding games they legally own. Keep backups of your original game files.