Beta 1 — 2K5 Mod Studio + APF 2K8 Mod Studio
Pre-releaseBeta 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_fontdraft_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
- Install (extract the archive;
./install.shor run the launcher). - Load your own clean game ISO (or extracted folder).
- Browse → Replace editable assets with your own files.
- Save a project, then Build to a new empty folder.
- Run the built
default.xbe(xemu) ordefault.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.