I'm hoping it won't be too much trouble, mostly a matter of convincing anyone else who does hacks for the game to patch the smallest possible unit of the game. I don't intend to reinvent the wheel, just design something that will work with other existing patching or TIM insertion or XA audio tools, and using tools I've already mostly written to fill in the gaps in the process. I already wrote tools to extract individual asset files and such using the game's file system, and allow decompression of subsections of compressed files that could then be patched separately from the rest of the file. Pointers are relative in most of the game, and I haven't had any issues changing file or ISO size. So as long as two mods don't touch the same block of code, they should work together.
Other than some tools to handle files and stuff, I'm thinking of making a simple framework that uses a config file to impose some kind of patch priority. The program would then simply use the config file to select and run batch scripts in order, since that's how the all of like 4 hacks for this game operate. Keep track of when a 0 changes to a 1 or vice versa so mods can be swapped in and out, rather than starting from a clean ISO each time something changes. The only reason I'm even bothering is I know I need to edit text in a compressed file that another modder made changes too, and I want to work out a way to make the mods compatible. Thus, more Frankensteining some tools together than a single unified tool. If the modding community for this game picks up a little and starts requiring more, then I'll try to make something more elegant and broad in scope. Or when I finally finish my own hack and get bored. *Goes back to editing script for Disc 1 of 4*