# Dusklight Mod API Mods are `.dusk` bundles: zip archives that can contain code (in the form of native libraries), resources, DVD overlay files, and texture replacements. Mods may be enabled, disabled and reloaded at runtime. When code mods are loaded, they get dynamically linked by the operating system to the running game process. The mod exports lifecycle functions that Dusklight calls into (`mod_initialize`, `mod_update`, `mod_shutdown`), and the mod communicates with the host via **services**: plain C APIs, individually versioned. Dusklight exports several built-in services, and mods may export services of their own, permitting framework mods and cross-mod integration. Beyond services, mods have full access to the original game's code: include game headers, call directly into any public function, read and write data fields, and hook the vast majority of game functions. ## Table of Contents 1. [Getting Started](#getting-started) 2. [mod.json](#modjson) 3. [Anatomy of a Code Mod](#anatomy-of-a-code-mod) 4. [Services](#services) 5. [Built-in Services](#built-in-services) 6. [Hooking Game Functions](#hooking-game-functions) 7. [Asset Overlays](#asset-overlays) 8. [Runtime Lifecycle](#runtime-lifecycle) 9. [Error Handling](#error-handling) 10. [Advanced: Exporting Services](#advanced-exporting-services) --- ## Getting Started Fork the [mod template](../tools/mod_template/), a self-contained CMake project that uses the Dusklight mod SDK. ``` my_mod/ ├── CMakeLists.txt ├── mod.json ├── src/mod.cpp ├── res/ (optional bundled resources) ├── overlay/ (optional game file overrides) └── textures/ (optional texture replacements) ``` **CMakeLists.txt:** ```cmake cmake_minimum_required(VERSION 3.25) project(my_mod CXX) set(DUSKLIGHT_DIR "${CMAKE_CURRENT_SOURCE_DIR}/dusklight" CACHE PATH "Path to dusklight source root") add_subdirectory("${DUSKLIGHT_DIR}/sdk" dusklight-sdk EXCLUDE_FROM_ALL) add_mod(my_mod SOURCES src/mod.cpp MOD_JSON mod.json RES_DIR res # optional OVERLAY_DIR overlay # optional TEXTURES_DIR textures # optional ) ``` Building produces `my_mod.dusk` in `build//mods/` (configurable via the `DUSK_MODS_OUTPUT_DIR` cache variable). Dusklight searches a `mods/` directory next to the app in addition to the user directory, so a dev build launched from `build//` picks these up automatically: rebuild, relaunch (or click Reload), done. For a regular game install, copy the `.dusk` into the user mods folder: - Windows: `%APPDATA%\TwilitRealm\Dusklight\mods` - Linux: `~/.local/share/TwilitRealm/Dusklight/mods` - macOS: `~/Library/Application Support/TwilitRealm/Dusklight/mods` Passing `--mods ` on the command line replaces the user directory with one of your choosing. --- ## mod.json ```json { "id": "com.example.my_mod", "name": "My Mod", "version": "1.0.0", "author": "Your Name", "description": "A short description shown in the mod manager.", "icon": "res/my_icon.png", "banner": "res/my_banner.png" } ``` `id` is required: a unique, stable identifier (reverse-DNS style; periods, underscores, and alphanumerics). Everything else is optional but recommended. `icon` and `banner` are bundle-relative paths to PNG images for the in-game mod manager: the square icon (e.g. 512x512), the banner (~3.5:1). If omitted, `res/icon.png` and `res/banner.png` are used automatically when present. --- ## Anatomy of a Code Mod ```cpp #include "mods/service.hpp" #include "mods/svc/log.h" DEFINE_MOD(); // once, in exactly one translation unit IMPORT_SERVICE(LogService, svc_log); // resolved by the loader before mod_initialize extern "C" { MOD_EXPORT ModResult mod_initialize(ModError* error) { svc_log->info(mod_ctx, "hello from my_mod"); return MOD_OK; } MOD_EXPORT ModResult mod_update(ModError* error) { // called every frame return MOD_OK; } MOD_EXPORT ModResult mod_shutdown(ModError* error) { return MOD_OK; } } ``` All three lifecycle exports are required. `mod_ctx` is your mod's identity token, set by the loader before `mod_initialize` runs. Pass it as the first argument to every service call. --- ## Services A service is a struct of C function pointers with a version header. You declare what you use at file scope, and the loader resolves it before your mod initializes: ```cpp IMPORT_SERVICE(LogService, svc_log); // required, any minor version IMPORT_SERVICE_VERSION(LogService, svc_log, 2); // required, minor version >= 2 IMPORT_OPTIONAL_SERVICE(SomeService, svc_maybe); // may be null ``` Each service is individually versioned, and there may be multiple major versions of a service provided at once, allowing backwards compatibility with older mods while still changing services fundamentally if necessary. A **major** bump is a breaking change, treated as a different service entirely. For **additive** changes, a service appends new functions to the end of the struct without breaking existing callers and simply bumps the minor version. Mods that want the newer functions may use `IMPORT_SERVICE_VERSION` to require that minor at **load time**, or `SERVICE_HAS` to check at **runtime** whether a specific function is available. The contract (see `include/mods/api.h` for the full version): - **A required import is guaranteed valid.** If the service is missing or too old, the mod fails to load with a clear error. No need to null check at call sites. - **Anything at or below the minor version you imported can be called unconditionally.** - Optional imports may be null; check once in `mod_initialize`. - Fields newer than your imported minor must be gated behind `SERVICE_HAS(service, ServiceType, field)` plus a null check. --- ## Built-in Services ### LogService (`mods/svc/log.h`) ```cpp IMPORT_SERVICE(LogService, svc_log); svc_log->info(mod_ctx, "spawned the thing"); svc_log->warn(mod_ctx, "that looks wrong"); svc_log->error(mod_ctx, "very bad"); svc_log->write(mod_ctx, LOG_LEVEL_DEBUG, "verbose details"); ``` Messages appear in the console prefixed with your mod ID. Messages are plain UTF-8 strings and are copied before the call returns; use `snprintf` or `fmt::format` for formatting. ### ResourceService (`mods/svc/resource.h`) Loads files from the `res/` tree of your `.dusk` archive. Paths are relative to `res/` (pass `"config.txt"`, not `"res/config.txt"`); absolute paths and `..` are rejected. ```cpp IMPORT_SERVICE(ResourceService, svc_resource); ResourceBuffer buf = RESOURCE_BUFFER_INIT; if (svc_resource->load(mod_ctx, "config.txt", &buf) == MOD_OK) { // buf.data / buf.size svc_resource->free(mod_ctx, &buf); } ``` Missing files return `MOD_UNAVAILABLE`. Always `free` what you `load`. Note that the bundle is read-only; for writable storage, use the directory from `svc_host->mod_dir(mod_ctx)`. ### HostService (`mods/svc/host.h`) Mod metadata and runtime interaction with the loader: ```cpp IMPORT_SERVICE(HostService, svc_host); const char* id = svc_host->mod_id(mod_ctx); const char* dir = svc_host->mod_dir(mod_ctx); // writable per-mod directory svc_host->fail(mod_ctx, MOD_ERROR, "something unrecoverable happened"); // disables the mod ``` `get_service`/`publish_service` provide dynamic service lookup; see [Advanced](#advanced-exporting-services). **Lifecycle watches.** If your mod provides a service that hands out per-caller state (registrations, callbacks, handles), watch other mods' lifecycle and drop what you hold for a mod when it detaches. ```cpp IMPORT_SERVICE_VERSION(HostService, svc_host, 1); void on_mod_lifecycle(ModContext* ctx, ModContext* subject, const char* subject_id, ModLifecycleEvent event, void* user_data) { if (event == MOD_LIFECYCLE_DETACHED) { drop_state_for(subject); // same ModContext* the subject passed into your service } } uint64_t watch = 0; svc_host->watch_mod_lifecycle(mod_ctx, on_mod_lifecycle, nullptr, &watch); ``` `MOD_LIFECYCLE_DETACHED` fires on the game thread at a lifecycle safe point, after the subject's `mod_shutdown` ran and every service dropped its state. For your own mod's teardown, use `mod_shutdown` instead. ### HookService (`mods/svc/hook.h`) Installs hooks on game functions and resolves symbols by name. You'll rarely call it directly; use the typed helpers in `mods/hook.hpp` described in [Hooking Game Functions](#hooking-game-functions). ### OverlayService (`mods/svc/overlay.h`) Registers DVD file overlays at runtime: the dynamic counterpart to the static `overlay/` directory (see [Asset Overlays](#asset-overlays)). Overlay a disc path with a file from your bundle, or with a caller-owned buffer (copied on registration): ```cpp IMPORT_SERVICE(OverlayService, svc_overlay); OverlayHandle handle = 0; svc_overlay->add_file(mod_ctx, "/res/Msgus.arc", "res/replacement.arc", &handle); svc_overlay->add_buffer(mod_ctx, "/generated.txt", data, size, nullptr); svc_overlay->remove(mod_ctx, handle); ``` `disc_path` must be absolute (leading `/`) and is matched against the disc case-insensitively. Paths that don't exist on the disc are added as new files. Changes are applied at the next frame boundary, and data the game already read stays in memory until the file is re-read: sometimes a scene reload, and in the worst case, a full restart. See [Asset Overlays](#asset-overlays) for priority and conflict handling. ### TextureService (`mods/svc/texture.h`) Registers texture replacements at runtime: the dynamic counterpart to the static `textures/` directory (see [Asset Overlays](#asset-overlays)). Two forms: raw texel data with an explicit key, or an encoded `.dds`/`.png` from your bundle whose filename encodes the key: ```cpp IMPORT_SERVICE(TextureService, svc_texture); // Encoded file; filename follows the replacement naming convention. TextureReplacementHandle handle = 0; svc_texture->register_file(mod_ctx, "res/tex1_32x32_$_6.png", &handle); // Raw data: match by texel-data pointer or by content hash (TEXTURE_KEY_SOURCE). TextureKey key = TEXTURE_KEY_INIT; key.kind = TEXTURE_KEY_POINTER; key.pointer = someTexObj.data; TextureData data = TEXTURE_DATA_INIT; data.data = pixels; data.size = pixelsSize; data.width = 32; data.height = 32; data.gx_format = GX_TF_RGBA8_PC; svc_texture->register_data(mod_ctx, &key, &data, nullptr); svc_texture->unregister(mod_ctx, handle); ``` Filenames use the same Dolphin-style convention as the user's `texture_replacements` directory: `tex1_{w}x{h}_{texhash}[_{tluthash}]_{fmt}.dds|.png`, where hashes may be `$` (wildcard). `_mipN` sidecar files next to a registered file are picked up automatically. Files are decoded lazily on first use by the renderer; raw data is copied at registration. Registrations follow your mod's lifecycle. See [Asset Overlays](#asset-overlays) for priority and conflict handling. ### ConfigService (`mods/svc/config.h`) Persistent, mod-scoped configuration variables. Each var is stored in the user's `config.json` under `mod..` (escaping: `.` → `_`, `_` → `__`, so `com.example.my_mod` becomes `com_example_my__mod`), next to the host's own settings: ```cpp IMPORT_SERVICE(ConfigService, svc_config); ConfigVarDesc desc = CONFIG_VAR_DESC_INIT; desc.name = "speedMultiplier"; // 1-64 chars from [A-Za-z0-9_-]; "enabled" is reserved desc.type = CONFIG_VAR_FLOAT; desc.default_float = 1.0; ConfigVarHandle var = 0; svc_config->register_var(mod_ctx, &desc, &var); double speed = 1.0; svc_config->get_float(mod_ctx, var, &speed); svc_config->set_float(mod_ctx, var, 2.0); // Optional: get notified when the value changes. void on_speed_changed(ModContext* ctx, ConfigVarHandle var, const ConfigVarValue* value, const ConfigVarValue* previous, void* user_data) { /* value->float_value is the new value, previous->float_value the old one */ } svc_config->subscribe(mod_ctx, var, on_speed_changed, nullptr, nullptr); ``` Types: `CONFIG_VAR_BOOL` (`bool`), `CONFIG_VAR_INT` (`int64_t`), `CONFIG_VAR_FLOAT` (`double`), `CONFIG_VAR_STRING` (UTF-8; `get_string` copies into a caller buffer, pass a `NULL` buffer with size 0 to query the length). Accessors are typed and must match the registration. Change callbacks fire on the game thread whenever the value changes at runtime (your own `set_*` calls included). Writes that store the same value are silent. Values applied from `config.json` or `--cvar` at registration do **not** fire callbacks; read the value after `register_var` for the starting state. --- ## Hooking Game Functions Mods may hook the vast majority of game functions, including file-local static, private and virtual functions. `mods/hook.hpp` provides typed helpers over the hook service: ```cpp #include "mods/hook.hpp" #include "mods/svc/hook.h" IMPORT_SERVICE(HookService, svc_hook); ``` ### Pre-hooks Run before the original. Return `HOOK_SKIP_ORIGINAL` to cancel it (post-hooks still run). ```cpp HookAction on_pos_move_pre(ModContext*, void* args, void* retval, void* userdata) { daAlink_c* link = dusk::mods::arg(args, 0); // arg 0 is `this` if (link->shape_angle.y > 10000) { return HOOK_SKIP_ORIGINAL; } return HOOK_CONTINUE; } dusk::mods::hook_add_pre<&daAlink_c::posMove>(svc_hook, on_pos_move_pre); ``` ### Post-hooks Run after the original (or after a replace-hook, or after a cancelled original). `retval` points to the return value, if any. ```cpp void on_pos_move_post(ModContext*, void* args, void* retval, void* userdata) { ... } dusk::mods::hook_add_post<&daAlink_c::posMove>(svc_hook, on_pos_move_post); ``` ### Replace-hooks Substitute the original entirely. Call through to it via `Hook<...>::g_orig` if needed: ```cpp using ExecuteEntry = dusk::mods::Hook<&daAlink_c::execute>; void on_execute_replace(ModContext*, void* args, void* retval, void*) { int result = ExecuteEntry::g_orig(dusk::mods::arg(args, 0)); if (retval != nullptr) { *static_cast(retval) = result; } } dusk::mods::hook_replace<&daAlink_c::execute>(svc_hook, on_execute_replace); ``` By default a second replace-hook on the same function is a conflict; `HookOptions` (`replace_policy`, `priority`, `userdata`) controls this and callback ordering. Multiple mods can attach pre/post hooks to the same function independently. ### Hooking by name Functions you can't name in C++ (file-local statics, private class members, anything not in a header) can be hooked by symbol name instead. You must supply the signature along with the name. ```cpp // static callback used by Link's hookshot collider in d_a_alink_hook.inc using HookshotHit = dusk::mods::NamedHook< "daAlink_hookshotAtHitCallBack", void(fopAc_ac_c*, dCcD_GObjInf*, fopAc_ac_c*, dCcD_GObjInf*)>; dusk::mods::hook_add_pre(svc_hook, on_hookshot_hit_pre); ... HookshotHit::g_orig(link, atObjInf, target, tgObjInf); // call through to the original ``` Class member functions must include `Class*` as the first argument. The install fails with the resolve error when the name is missing (`MOD_UNAVAILABLE`), ambiguous (`MOD_CONFLICT`), or the manifest is absent (`MOD_UNSUPPORTED`). Unlike `Hook<&Class::method>`, the signature is **not** compiler-checked: a mismatched signature will corrupt the call. ### Reading and writing arguments `args` is an array of pointers to the arguments. For member functions, index 0 is `this`; parameters follow in declaration order. ```cpp T value = dusk::mods::arg(args, n); // copy T& ref = dusk::mods::arg_ref(args, n); // read/write reference ``` ```cpp // fpc_ProcID fopAcM_createItem(..., int itemNo, ...): turn heart drops into green rupees HookAction on_create_item_pre(ModContext*, void* args, void*, void*) { int& itemNo = dusk::mods::arg_ref(args, 1); if (itemNo == dItemNo_HEART_e) { itemNo = dItemNo_GREEN_RUPEE_e; } return HOOK_CONTINUE; } dusk::mods::hook_add_pre<&fopAcM_createItem>(svc_hook, on_create_item_pre); ``` For reference parameters (e.g. `const cXyz& pos`), `arg_ref` yields a direct reference. ### Resolving symbols by name `resolve` looks a symbol up in the **symbol manifest**: a name→address map generated alongside every game build and keyed to that exact binary. It covers the whole image, including functions that aren't exported (file-local statics), which makes them hookable: ```cpp IMPORT_SERVICE(HookService, svc_hook); void* addr = nullptr; uint32_t flags = 0; if (svc_hook->resolve(mod_ctx, "GXSetProjection", &addr, &flags) == MOD_OK) { // addr is the function's real address in the running game; hook or call it. } ``` Two spellings work on every platform: - **Display names** (`daAlink_c::posMove`, `fapGm_Before`): the qualified name with no parameter list. They carry no signature, so overload sets (and file-local statics sharing a name) return `MOD_CONFLICT`. - **Decorated names** (`_ZN9daAlink_c7posMoveEv` / `?posMove@daAlink_c@@...`): the platform's mangled spelling in dlsym convention (no Mach-O leading underscore). The escape hatch for overloads. `MOD_UNSUPPORTED` means the manifest is missing or was built for a different game binary. ### Game code ABI contract A primary consideration when letting mods link against the game is maintaining ABI stability across Dusklight versions. If your mod calls or hooks game code directly (anything beyond the service APIs), import `GameService` (`mods/svc/game.h`): ```cpp IMPORT_SERVICE(GameService, svc_game); ``` Its major version is the game code ABI epoch: it's bumped when game struct or vtable layouts change incompatibly, and the ordinary service version check then rejects your mod with a clear error instead of letting it corrupt memory in a version it wasn't built for. Service-only and asset-only mods should *not* import it and will continue to work across game ABI changes. The more you can do through services, the better: a mod that avoids touching game code directly sidesteps future ABI breaks entirely and plays nicer with other enabled mods. --- ## Asset Overlays Files placed under `overlay/` in the `.dusk` archive override game files at the corresponding path, equivalent to replacing files in the .iso. This requires no code: an archive with just `mod.json` and `overlay/` is a complete mod. Files placed under `textures/` register as texture replacements, and act just like the user's general `texture_replacements/` directory: Dolphin-style naming, matched by texture hash (`tex1_{w}x{h}_{texhash}[_{tluthash}]_{fmt}.dds|.png`, `$` as a hash wildcard). Subdirectories are scanned recursively; only the filename needs to match. Both mechanisms are tied to the mod's lifecycle: disabling the mod removes its overrides (files revert to the disc contents on their next open; added files stop existing), and reloading serves the new bundle's content. However, game data the engine already read stays as-is until it is loaded again, which may require a scene change or, in the worst case, a full restart. Texture replacements usually take effect immediately. If multiple sources replace the same file or texture, the last one wins: runtime registrations override static `textures/` or `overlay/` files, and later-loaded mods override earlier ones. Cross-mod conflicts log warnings. **All** mod-provided texture replacements override the user's `texture_replacements/`. To configure overlays and texture replacements at runtime instead, see [OverlayService](#overlayservice-modssvcoverlayh) and [TextureService](#textureservice-modssvctextureh). --- ## Runtime Lifecycle Mods can be disabled, re-enabled, and reloaded at runtime without restarting the game (the enabled state persists as the `mod..enabled` config var). Write your mod assuming this happens: - **Disable** calls `mod_shutdown`, removes your hooks, services, overlays, and texture replacements (both static and runtime-registered), and unloads your library. - **Enable** and **Reload** load a *fresh copy* of your library, imports are re-resolved, and `mod_initialize` runs again. You never see a second `mod_initialize` on the same image, so just make `mod_shutdown` release anything the loader doesn't manage for you (threads, files, game-side state you mutated). - **Reload** additionally re-reads the `.dusk` from disk, picking up a rebuilt library and changed assets. This is the fast iteration loop during development: rebuild, click Reload. **Dependents restart too.** Disabling or reloading a mod that exports services shuts down the mods importing them first (in reverse dependency order) and brings them back afterward. A mod whose *required* provider is disabled stays suspended and resumes automatically when the provider returns. Mods with an *optional* import of a disabled provider restart with that import null. **One caution for hooks:** lifecycle changes are applied between frames, which is safe for hooks on functions that return every frame (effectively everything you'd normally hook). Avoid hooking a function that stays on the stack for the whole session (e.g. the outermost main loop); a mod that does cannot be safely unloaded. --- ## Error Handling Service calls report failure through `ModResult` return values (`MOD_OK`, `MOD_UNAVAILABLE`, `MOD_INVALID_ARGUMENT`, ...). Lifecycle exports additionally receive a `ModError*`: fill it (e.g. with `dusk::mods::set_error(error, code, "message")`) and return the code, and the loader disables the mod and shows the message to the user. ```cpp MOD_EXPORT ModResult mod_initialize(ModError* error) { if (!load_my_data()) { return dusk::mods::set_error(error, MOD_ERROR, "failed to load data"); } return MOD_OK; } ``` Throwing exceptions out of lifecycle functions also disables the mod (they are caught by the loader), but prefer explicit results. --- ## Advanced: Exporting Services Mods may export services of their own, permitting framework mods and cross-mod integration. Define the interface in a header both mods share: ```cpp // my_mod_api.h #include "mods/api.h" #define MY_MOD_SERVICE_ID "com.example.my_mod.api" #define MY_MOD_SERVICE_MAJOR 1u #define MY_MOD_SERVICE_MINOR 0u typedef struct MyModService { ServiceHeader header; ModResult (*do_thing)(ModContext* ctx, int value); } MyModService; #ifdef __cplusplus #include "mods/service.hpp" template <> struct dusk::mods::ServiceTraits { static constexpr const char* id = MY_MOD_SERVICE_ID; static constexpr uint16_t major_version = MY_MOD_SERVICE_MAJOR; }; #endif ``` **Provider:** ```cpp ModResult do_thing(ModContext* ctx, int value) { ... } constexpr MyModService g_service{ .header = SERVICE_HEADER(MyModService, MY_MOD_SERVICE_MAJOR, MY_MOD_SERVICE_MINOR), .do_thing = do_thing, }; EXPORT_SERVICE(g_service); ``` **Consumer:** ```cpp IMPORT_SERVICE(MyModService, svc_my_mod); // or IMPORT_OPTIONAL_SERVICE if the dependency is optional svc_my_mod->do_thing(mod_ctx, 42); ``` The loader registers all exports before resolving any imports, so declaration order between mods doesn't matter. Note that the `ctx` a provider receives identifies the *calling* mod. ### Dependencies between mods Service imports are also dependency declarations: the loader initializes mods in dependency order, so by the time your `mod_initialize` runs, every mod you import services from (required *or* optional) has already finished its own `mod_initialize`. This includes deferred services: a service the provider publishes during its initialization resolves into your import slot just like a static export. Consequences of that contract: - If a provider fails to load, every mod that *requires* one of its services is disabled too, with an error naming the provider. Optional imports of a failed provider simply resolve to `NULL`. - Mods whose **required** imports form a cycle all fail to load. If the cycle runs through an **optional** import, the loader breaks it there: the optional import still resolves, but its provider may not be initialized yet when you run. - `svc_host->get_service(...)` is outside this system. It sees whatever is published at call time and gives no initialization-order guarantee, which also makes it the escape hatch for intentionally cyclic designs. Mods shut down in reverse initialization order, so services you import remain safe to call from `mod_shutdown`. Rules for providers: - Service IDs are global and use reverse-DNS names (e.g. `com.mydomain.mod.service`) - Every function pointer covered by your declared minor version must be populated. - Within a major version, only append fields; never reorder, remove, or repurpose them. Breaking changes require a major bump (which is, in effect, a new service). - Only one provider per `(id, major)` pair may be registered; duplicates are load errors. For services whose construction can't happen at static-init time, declare the export with `EXPORT_DEFERRED_SERVICE(...)` and publish the pointer later via `svc_host->publish_service(...)`. Consumers can fetch services dynamically with `svc_host->get_service(...)`; prefer manifest imports whenever possible, since they give the loader dependency information and fail fast with good errors.