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⚙️ Engines

Tools specific to widespread third-party game engines.

Major & General-Purpose Engines

CryEngine

  • Far Cry 1 Noesis import plugin - Noesis plugin for importing Far Cry 1 models. Export from Noesis to CryEngine is not supported.
  • Far Cry 1 3dsmax 9 plugin - 3DS Max 9 plugin for exporting Far Cry 1 models.
  • CryEngine 2 3d archive - Archive of CryEngine 2 resources and files useful for creating modifications for Crysis and Crysis Wars.
  • CryENGINE 2 Resources (Crysis) - Archive of CryEngine 2 resources and files useful for creating modifications for Crysis and Crysis Wars.
  • CryEngine2 Archive (Crysis) - Archive of CryEngine 2 tutorials in browser-readable format for Crysis modding.
  • Crysis Benchmarking Tool 1.05 - Robust front-end tool for benchmarking Crysis (v1.05).
  • Cryengine Mod SDK 1.4 (Far Cry) - Official Far Cry 1 SDK released by Crytek (v1.4).
  • Enhanced Gibbed Tools with Hash Decoder (Far Cry 2) - Modified version of Gibbed's Far Cry 2 tools by Wobatt with hash decoder functionality. Based on original tools by Rick (Gibbed) with additional enhancements. Not officially endorsed by original author.
  • Far Cry 2 Mod Tools - Updated version of Far Cry 2 mod tools with additional features and improved compatibility.
  • Far Cry 3 Mod Tools - Updated modding tools for Far Cry 3.
  • FCMAP Tool v0.3B-0.5B (Far Cry) - 💙 FCMAP is the first automated tool in the world of Far Cry 1 mapping and modding, written by me in Python 3.
  • FCMAP Tool v1.0 (Far Cry) - 💙 FCMAP is the first automated tool in the world of Far Cry 1 mapping and modding, written by me in Python 3.
  • Cryengine-Converter - Converts CryEngine binary asset files to Collada (.dae) for import into Blender, Maya, and 3ds Max.
  • io_scene_cgf - Blender add-on that natively imports CryEngine CGF model files.
  • Formats: .cgf (geometry), .chr (character), .skin (skinned mesh), .caf (animation), .dba (animation database), .cryxml (binary XML).
  • Games: MechWarrior Online, ArcheAge, Hunt: Showdown, Star Citizen.
  • io_scene_cgf_extras - Companion utility scripts for io_scene_cgf, converting between CryEngine CGF/CAF and other model/animation formats.
  • DDS-Unsplitter - Reassembles CryEngine split .dds texture files (where a texture is stored as a base .dds plus one or more patch/mip sidecar files) back into a single usable .dds.
  • OGPreyExplorer - All-in-one asset tool for Prey (2017): browses and extracts PAK archives, and converts .cgf/.skin model files to .dae and .glTF via Cryengine-Converter.
  • 010-Templates - 010 Editor binary templates for CryEngine, Lumberyard, and Open 3D Engine asset files.
  • Formats: .cgf, .chr, .skin (geometry/character/skinned mesh), .caf, .dba (animation), with a unified entry point that auto-detects CryTek / CrChF / Ivo variants.
  • Games: MechWarrior Online, ArcheAge (CryTek format), Hunt: Showdown (CrChF), Star Citizen (Ivo).
  • Far-Cry-1-Source-Full - Full source code for Far Cry 1 by Crytek — leaked non-commercial reference release for CryEngine 1, useful for understanding original CryEngine file formats and engine internals.

Dagor Engine

  • Dagor Engine - Open-source release of the Dagor Engine (War Thunder, Enlisted) including parts of the toolchain.
  • dagor-file-formats - Community reverse-engineering research and format templates for the Dagor Engine.

Fox Engine

  • FtexTool - Fox Engine Texture (.ftex) to DDS converter.
  • GzsTool - Fox Engine dat, fpk, fpkd, pftxs and sbp unpacker/repacker.
  • FoxLib - Library for reading and writing Fox Engine file formats (lba, frt, fmtt, pcsp, fv2).
  • FoxEngineLib - Library for parsing 3D formats used by the Fox Engine in Metal Gear Solid V.
  • FoxKit - General-purpose Fox Engine data editor. Includes a Route Builder for AI routes (.frt).
  • FvTwool - MGSV .fv2 editor.
  • FoxTool - Fox Engine file format parsing and manipulation tool.
  • FoxEngine.TranslationTool - Translation and modding tool for Fox Engine games, providing file format parsing and manipulation.
  • FoxEngineTemplates - Collection of 010 Editor binary templates for Fox Engine file formats.
  • SpchTool - Tool for decompiling and compiling MGSV .spch TppSpeechData files. Based on youarebritish's LbaTool.
  • StpTool - Fox Engine .stp file unpacker and repacker. Based on BobDoleOwndU's AutoPftxsTool.
  • RdfTool - Tool for decompiling and compiling MGSV .rdf files. Based on youarebritish's LbaTool.
  • TrapTool - Tool for decompiling and compiling Fox Engine and Metal Gear Solid V .trap GeoTrap files. Based on youarebritish's LbaTool.
  • FrdvTool - Fox Engine .frdv importer and exporter.
  • RiffNamer - Renames Wwise .wem RIFF sound files to their embedded filename markers, for MGSV and Fox Engine's implementation of Wwise.
  • nav2_blender - Blender add-on for importing Fox Engine .nav2 files, based on JinMar's original add-on.
  • GzVoiceWwise - Recreates unique Wwise soundbanks from Metal Gear Solid V: Ground Zeroes for use in The Phantom Pain (voice assets not included).
  • TcvpTool - Tool for parsing and compiling MGSV TppCoverPoint (.tcvp) files. Based on youarebritish's LbaTool.
  • FsmTool - Experimental Fox Engine .fsm chunk extractor.
  • MtarTool - .mtar (Motion Archive) unpacker and repacker for Metal Gear Solid V: The Phantom Pain.
  • FMDL-Studio-v2 - Unity Engine importer and exporter for Fox Engine models.
  • AutoPftxsTool - Automatic Fox Engine .pftxs unpacker and repacker.
  • FrdvParser - Parses MGSV/SSD .frdv files.
  • QuickHash - Filename hashing utility for Metal Gear Solid V: The Phantom Pain.
  • FcnpTool - Fox Engine .fcnp importer and exporter.
  • LbaTool - Fox Engine .lba compiler/decompiler; base for several of kapuragu's format tools above.
  • HtreTool - Fox Engine HTRE terrain unpacker.
  • TwpfTool - Fox Engine TWPF weather parameters unpacker.
  • FoxKitPrototype - General-purpose Fox Engine data editor; earlier prototype of FoxKit above.
  • VfxTool - Compiles and decompiles Fox Engine .vfx files, which store compiled VFX node graphs.
  • HashWrangler - Tests lists of hashes against lists of strings using various MGSV hashing functions.
  • mgsv-deminified-lua - Deminified (de-obfuscated) Lua scripts extracted from Metal Gear Solid V.
  • BruteGen - Configurable string generator, useful for brute-forcing MGSV file hashes.
  • MockFox - Framework to load MGSV: The Phantom Pain Lua scripts outside of mgstpp.
  • datfpk - Packs and unpacks Metal Gear Solid V: The Phantom Pain file formats.
  • FileMonolith - MGSV tool suite: archive unpacker, file proliferator, filename updater, mass texture converter, and archive transferrer.
  • SnakeBite - Mod manager/launcher for Metal Gear Solid V (PC), installing mods packaged as QAR archives.
  • EquipParametersDatabase - Converts MGSV's EquipParameters.lua into a queryable SQL database for editing equipment stats, and exports the edited database back to Lua.
  • BruteForceHashSearch - Brute-forces StrCode64 filename hashes used by MGSV's Fox Engine, e.g. to recover material hash names for FMDL model files.
  • squib - Go decoder/encoder for Metal Gear Solid V: The Phantom Pain save files (TPP_GAME_DATA and similar), printing the SVAR variable groups.
  • mgsv_path_hasher - C# tool that creates the CityHash-based filename hashes used in MGSV fmdl/fv2 files from a list of paths.
  • mgsv_wiki - Link collection for MGSV modding: file system hashing and chunk notes, ftex texture structure posts, and archive/hash tools.
  • mgsmonsterguns - Guide and web viewer for how MGSV weapons are assembled from parts in EquipParameters.lua and WeaponPartsCombinationSettings.lua, generated by a Python script from the game's Lua tables.

GameMaker

  • UndertaleModTool - Tool for modding/decompiling GameMaker games.
  • GMS-Explorer - Game Maker Studio data.win explorer.
  • GMSD - GameMaker Studio decompiler in F#.
  • UndertaleTools - GameMaker data.win unpacker/packer.
  • pugIFF - GameMaker IFF gamefile reader in GML.
  • YYTextureView - Tool for exploring textures in GameMaker games.
  • YYDebugView - Viewer for the code inside .yydebug files GameMaker generates when running from the IDE, intended for code recovery; also available as a web version.
  • libaltar - Library for processing GameMaker: Studio binary file formats (decompiler).
  • gamemaker2-data-research - Tools/Documentation for GameMaker 2 data files.
  • LojRipper - Tool to dump .win files from GameMaker YYC-compiled executables for game modding purposes.
  • GM8Decompiler - Decompiler for GameMaker 8.x executables, recovering the original game's assets and code from compiled .exe files.
  • phosphorvm - Open-source reimplementation of the GameMaker: Studio runner, reading original compiled GameMaker data/executables.
  • OpenGMK - Rewrite of the GameMaker Classic (8.x) engine runners with additional tooling, loading and executing original .gmk-derived game data.
  • gm_data_win - GameMaker Studio 2 data.win editor/library written in Rust, developed for Rivals of Aether modding.
  • gm-modding-gui - Simple UI for modding GameMaker 2 games.
  • Butterscotch - GameMaker runtime reimplementation that loads original compiled GameMaker game data, in the tradition of phosphorvm and OpenGMK.
  • cinnamon - GameMaker runtime reimplementation ('Cinnamon') that loads original compiled GameMaker game data, in the tradition of phosphorvm and OpenGMK.
  • OpenGM - GameMaker runtime reimplementation that parses and executes the original game's compiled assembly code in a stack-based VM, in the tradition of phosphorvm and OpenGMK. See also InvoxiPlayGames's fork.
  • DELTARUNITY - Archived predecessor to OpenGM by the same author; implements GameMaker script execution and graphical rendering inside Unity, importing sprites/audio and running the original compiled .asm scripts from DELTARUNE Chapter 1's data.win.
  • gmspack - C reimplementation for extracting the data.win file produced by GameMaker Studio, ported from UndertaleTools.
  • gmsSE - Java tool that rips soundtrack audio from a GameMaker Studio data.win by locating the AUDO chunk and copying out its embedded .wav files; documents the chunk layout (container size, file count, offsets).
  • LateralGM - Free Game Maker source file editor.
  • Gmk-Splitter - Converts Game Maker .gmk/.gm81 project files into a directory tree of .xml/.gml/image/sound files suitable for version control, and reassembles the directory back into a .gmk/.gm81 file.
  • Underanalyzer - GameMaker VM analysis, compiler, and decompiler library for use in larger modding tools, with interfaces mapping to existing UndertaleModTool structures.
  • GMSIdentify - Database and project for identifying which GameMaker Studio (GMS) version a given game was built with, especially for GMS2 and upwards.
  • GRET - Terminal-based reverse engineering toolkit for GameMaker games; analyzes data.win files, explores game resources, and builds dependency graphs to discover hidden or unused content.
  • GmxDataSync - Extracts the matching asset files from a data.win file into an existing GameMaker: Studio project, keeping a decompiled project's resources in sync with the compiled game.
  • dsmap-serial-format - Low-level description of the format GameMaker Studio uses to serialize ds_map objects.

Hedgehog Engine

  • HedgeLib - C++ library and collection of tools that aims to make modding games in the Sonic the Hedgehog franchise easier.
  • Hedgehog Engine Blender I/O - WIP Blender add-on for Hedgehog Engine I/O including import/export and animation editing.
  • Hedgehog-Engine-2-Mesh-Blender-Importer - Basic work-in-progress Blender script importing meshes from Hedgehog Engine 2 games (tested on Sakura Wars, Sonic Forces and Sonic & Mario 2020 Olympics), with a separate animation script that is run with the rig selected.
  • RflTemplates - 010 Editor binary templates for Hedgehog Engine 2 RFL files.
  • surfboard-templates - Templates for various versions of the SWIF file format used primarily in Hedgehog Engine games.
  • HedgehogEngineReversing - BinSync project for Hedgehog Engine reversing.
  • Shadow-the-Hedgehog-.BON-MTN-import-export-tool - Script for applying external properties from Shadow the Hedgehog .BON files to their respective bones in .DFF model files after importing with AAP's RWIO plugin for 3ds Max.
  • SonicHeroesUTXEditor - UTX editor for Sonic Heroes.

Northlight Engine

  • BlenderNorthlight - Blender plugin for loading binmsh/binfbx files from Northlight Engine games (Control, Alan Wake 2, Quantum Break).
  • neat - Northlight Engine Archive Tool (supports Quantum Break, Control, Alan Wake 2).
  • control-unpack - Extractors and converters for various Northlight file formats used in Control (rmdp, rmdl, texco, strings).
  • NorthlightFontMaker - Tool for creating and editing custom bitmap fonts for the Northlight engine (*.binfnt).
  • OpenAWE - Open source reimplementation of the Alan Wake Engine (later known as Northlight).

Pragma Engine

  • io_pragma_engine - Blender plugin for importing and exporting Pragma Engine models.
  • PyPragma - Library for parsing Pragma Engine's WMD model format.
  • pragma_udm_wrapper - Wrapper around the UDM (Universal Data Model) library used by Pragma Engine.

reSource Engine (Respawn Entertainment)

  • reSource Model Templates - 010 Editor binary templates for Respawn Entertainment's reSource engine (a Source engine fork used by Titanfall and Apex Legends), focused on studio model formats.
  • Formats: MDL (v48/49/52/53/63), RMDL, RRIG, RSEQ, PHYS (Valve and Respawn variants), vertex data (VTX/VVD/VVC/VVW), VG (rev1-4), pakfile, DMX, VTF; legacy V47 structs including original Xbox variants.
  • Legion+ - Asset extraction tool for Apex Legends and Titanfall 2.
  • rmdlconv - Converts between different versions of Source Engine and Respawn MDL model files.
  • RePak - Builds Respawn Entertainment .rpak/.starpak asset pack files for Apex Legends and Titanfall 2, for repacking modded assets back into the engine's runtime asset format.
  • fupa - RPak extractor for Respawn Entertainment's Apex Legends/Titanfall 2 asset packs.
  • r5sdk - Reverse-engineered Source SDK for Apex Legends' reSource engine fork, providing engine source access used to build dedicated servers, tools, and mods for Titanfall 2 and Apex Legends.
  • Apex-Material-Converter - Converts Apex Legends material shader data between engine versions, parsing the CUberBufferStatic uber buffer and reordering its struct fields to match the target version's memory layout.
  • rsx (reSource Xtractor) - Asset extraction tool aimed at 3D artists for Apex Legends and the Titanfall franchise, parsing and converting RPak files and Titanfall 2 model files.
  • MRVN-Radiant - Level editor fork of NetRadiant-custom modified for Titanfall and Apex Legends mapping.
  • MRVN-VMT - Batch converter from Source .vmt materials (extracted from Titanfall 1 / Titanfall: Online VPK dumps) to MRVN-Radiant's .shader format, for accurate material previews while mapping.
  • MRVN-Entities - Generates MRVN-Radiant .ent entity definition files for Titanfall Online, Titanfall 2, and Apex Legends by reverse-engineering FGD and BSP data (via ValveFGD and bsp_tool).
  • io_import_rbsp - Blender add-on for importing Titanfall Engine map (.bsp) files together with the models and materials extracted from the game archives; the README covers Titanfall, Titanfall 2, and Apex Legends.
  • bsp_regen - Converts Titanfall .bsp maps to Titanfall 2 .bsp files (the BSP only, with no audio, textures, materials, or models); needs the map's models in an r1/ folder because they are used for the physics.
  • bspconv - Tool to convert Respawn's BSP map files between different versions.
  • Bsp2Mprt - Generates .mprt prop-placement files from Titanfall-engine maps using bsp_tool, as an alternative to Legion+; compatible with the Apex Map Importer and Titanfall Unity Tools MPRT parsers.
  • respawn_cubemap_tool - Python tools for extracting cubemaps.hdr.vtf files from Titanfall 2 and Apex Legends maps and saving the cubemap sides as DDS images.
  • bish - REPL-oriented reverse engineering tool for Titanfall 2 shaders: parses the compiled DXBC .fxc files extracted with rsx and exposes their chunks and instructions.

Source (Valve)

Engines, Libraries & Full Toolkits
  • noclip.website (Source Engine) - In-browser Source engine map viewer supporting Counter-Strike: Source, Day of Defeat: Source, Half-Life 2, Half-Life 2: Deathmatch, Half-Life 2: Lost Coast, Half-Life 2: Episode 1, Half-Life 2: Episode 2, Team Fortress 2, Portal, Portal 2, Counter-Strike: Global Offensive, Left 4 Dead 2, The Stanley Parable, Infra, Neo Tokyo, and Estranged: Act I.
  • noclip.website (GoldSrc) - In-browser GoldSrc map viewer supporting Half-Life, Counter-Strike, Team Fortress Classic, and Day of Defeat.
  • srctools - Python modules for working with Source Engine file formats.
  • Formats: VMF, BSP, VPK.
  • KeyValue-Library - C# library for parsing Valve's KeyValues (KV) text format, tested against Dota 2 script files (npc_heroes.txt, npc_abilities.txt, and others).
  • go-valve - Go library for querying A2S server information from Source servers.
  • sledge-formats - C# parsers and formats for Half-Life 1 and related engines.
  • powerjack - Team Fortress 2 asset viewer and demo player. Features improved rendering with direct lightmap sampling from BSP data.
  • ValveResourceFormat - Source 2 Viewer is a powerful tool that allows you to browse VPK archives, view, extract, and decompile Source 2 assets, including maps, models, materials, textures, sounds, and more. Also includes C# library for reading and writing Valve Source engine resource files.
  • source-engine - Modified Source engine (2017) developed by Valve and leaked in 2020. Not for commercial purposes.
  • Kisak-Strike - Open-source, fully buildable CS:GO port on Source 1; requires original game assets.
  • Crowbar - All-in-one GoldSource and Source Engine modding tool: decompile/compile MDL model files, unpack game packages, and publish addons to Steam Workshop. See also Crowbar-Command-Line, a command-line build of Crowbar's model decompiler for automation and integration into other tools/pipelines.
  • ps2-hl-tools - Tools for extracting and converting PS2 Half-Life port resources, including .pak archives, .dol models, .spz sprites, .psi images, .psf fonts, .vag music, .nod AI nodes, .epc model precache lists.
  • PVR2MDL - Converts Dreamcast Half-Life .mdl models with .pvr textures to the PC Half-Life format, with an option to extract the textures as BMP; a Dreamcast variant of the author's PS2 mdltool.
  • xzp-py - Python prototype extractor and research notes for Valve's XZP archive format used by original-Xbox Source games such as Half-Life 2, based on the 2006 SDK's xzp.cpp/xzp.h, with an ImHex pattern and preload-entry handling.
  • See also vtfTrans-rs, a Rust converter between Xbox XTF and PC VTF textures (swizzle and mipmap handling); XWV-py, Python scripts for reading and writing Xbox XWV audio (PCM/Xbox ADPCM) and converting WAV to XWV; and xbox_ain, a command-line tool that converts PC AI node graph (.ain) files to the Xbox version's format.
  • SourceLoader - Source Engine map loader supporting BSP, VTF, and MDL formats with OBJ export.
  • lambda-core - Go library for parsing Source Engine asset formats (VMT, VTF, MDL, BSP) with filesystem and resource management.
  • uSource - Unity plugin for importing Source Engine formats (MDL, BSP, VTF, VMT, VPK, VVD, VTX).
  • Unity-Source-Tools - Unity plugin for importing and extracting Source Engine game resources (maps and models).
  • source1import - Python scripts for importing Source 1 game assets (materials, models, particle effects) into Source 2.
  • sourcepp - C++20 library suite for parsing Source Engine file formats (VTF, MDL, VVD, VPK, BSP, etc.).
  • goldsrc-rs - Rust modding/format framework for GoldSrc (Half-Life) engine games.
  • goldsrc-rs (r4v3n6101) - Unrelated, similarly-named Rust parser library for GoldSrc (Half-Life) engine files: WAD (fonts, mip textures, simple pictures), BSP (all lumps), SPR, and MDL.
  • goldsrc-formats - Practical notes on GoldSrc (Half-Life, Counter-Strike 1.6) file formats and engine behavior, with each page stating how its claims were verified. Includes Kaitai Struct descriptions for WAD3 and SPR.
  • Formats: WAD3 (tempdecal.wad sprays), SPR + hud.txt/weapon_*.txt (HUD sprites), TGA menu-background tiles + BackgroundLayout.txt, GameMenu.res, VGUI color schemes (ClientScheme.res/TrackerScheme.res), MDL (player-model consistency rules, weapon inspect sequence indices), plus short notes on BSP30 and MDL pitfalls.
  • goldsrc-menu-background - Zero-dependency JavaScript library and CLI for the GoldSrc main-menu background: slices an image into the TGA tiles the engine expects, stitches a tile set back into one picture, and reads/writes BackgroundLayout.txt. Runs in Node, Bun and the browser.
  • awpy - Python library for parsing and analyzing Counter-Strike 2 .dem demo files (via a Rust demoparser backend) and CS2 .nav navigation-mesh files, exposing tick-level player/event data as dataframes.
  • UEditingTools - Unreal Engine 5 widget/pipeline for importing CS2, CS:GO, CS:S, TF2, and CS 1.6 player, weapon, and viewmodel assets with correct skeletons, cameras, and sequencer/level placement; companion to the same author's io_scene_CSGO Blender importer.
  • SourceUtils - Source Engine file format exporting toolkit with a WebGL-based map viewer, converting BSP maps and their assets for in-browser rendering.
  • HalfMapper - Renderer that loads and displays all Half-Life maps simultaneously, exploring the Black Mesa Research Facility by parsing the game's original BSP map data.
  • bspview - Browser-based (three.js) viewer for Quake and GoldSrc BSP maps.
  • BspViewer - C#/.NET renderer for Half-Life BSP v30 maps and mods (Counter-Strike, Team Fortress Classic, Valve).
  • zig-c-bsp - Simple GoldSrc BSP map renderer written in Zig and C (GLFW, GLEW, cglm).
  • hldemo.js - JavaScript port of YaLTeR's HLDemo library for reading and writing Half-Life demo files.
  • cs2typescript - Converts Counter-Strike 2 map-scripting files from .vts (TypeScript source) to the compiled .vts_c format.
  • vpulse-editor - Unofficial editor for Source 2's Pulse visual scripting graph files, used in Dota 2, CS2, and Deadlock, filling a gap left by the lack of official Valve tooling for this format.
  • Hammer5Tools - Suite of editors (SoundEvent, SmartProp, Hotkey, Loading) for Counter-Strike 2 / Source 2 Workshop Tools content creation, complementing Valve's official Hammer 5 editor.
  • DemoViewer - Viewer for Counter-Strike 2 / Source 2 .dem demo/replay files.
  • halflife - Valve's official Half-Life 1 SDK source release, containing the client/server game-logic DLL source that defines GoldSrc's original data formats.
  • hlsdk-portable - Cross-platform, actively maintained continuation of the Half-Life SDK for GoldSource and Xash3D, used to build original HL1 mod DLLs on modern OSes.
  • halflife-updated - TWHL community-maintained, modernized fork of Valve's Half-Life 1 SDK with bug fixes and cross-platform build support.
  • halflife-op4-updated - TWHL community-maintained, modernized fork of the Half-Life: Opposing Force SDK (based on halflife-updated) with bug fixes and cross-platform build support.
  • halflife-bs-updated - TWHL community-maintained Half-Life: Blue Shift SDK based on halflife-updated, with bug fixes, a reference implementation of the original game's features.
  • xash3d-fwgs - Cross-platform reimplementation of the GoldSrc engine, loading original Half-Life BSP/WAD/MDL game data. Actively maintained; companion to hlsdk-portable.
  • ReGameDLL_CS - Enhanced, cross-platform server-side GameDLL reimplementation for Counter-Strike 1.6 and Condition Zero, a GoldSrc-format companion to ReHLDS.
  • See also FWGS's fork.
  • hvox - Standalone player for Half-Life's sentence system, loading the game's original voice-pack WAV files and synthesizing SENTENCES.TXT-style scripted lines with per-word pitch/volume/timing control codes.
  • vitaXash3D - PS Vita port of Xash3D-FWGS, loading original GoldSrc BSP/WAD/MDL game data (Half-Life, Counter-Strike, and other GoldSrc titles) natively on the Vita.
  • Half-LifeX - Port of Half-Life 1 to the original Xbox console using Xash3D and FakeGLx, loading original GoldSrc BSP/WAD/MDL game data natively on Xbox hardware.
  • CSMoE - "Counter-Strike Mobile-oriented Edition", a cross-platform (Windows, Linux, Android, iOS, UWP) client/engine built on Xash3D that loads the original purchased Counter-Strike 1.6/Half-Life GoldSrc game data to restore CSO/CSN:Z-style gameplay (bots, zombie modes, custom HUD).
  • freehl - Clean-room reimplementation of Half-Life and Half-Life: Deathmatch in QuakeC, reading original GoldSrc game data. The same author maintains similar clean-room reimplementations of other GoldSrc-era mod SDKs (freecs for Counter-Strike 1.5, freesci for Science and Industry, freegunman for Gunman Chronicles, freehunger for They Hunger, freegearbox for Opposing Force, freetfc for Team Fortress Classic, freepoke646 for Poke646).
  • FreeTS - Clean-room reimplementation of The Specialists, another GoldSrc-era Half-Life mod, built on Nuclide and freehl.
  • nuclide - Software development kit for building new games and mods on id Tech, used by freehl and related clean-room GoldSrc-era reimplementations.
  • source2-asset-assembler - Tool to manually assemble various Source 2 assets, by the author of vpulse-editor above.
  • UntitledParser - Command-line parser and analysis tool for Source engine .dem demo files (HL2, CS:S, TF2, etc.).
  • GameTracking (SteamDatabase) - Automated CI system that dumps Source 2 network protobufs, entity schemas, ConVars, and console commands from official Steam depot builds whenever a tracked game updates, useful for demo-parsing and protocol reverse engineering.
  • Per-game repos: GameTracking-CS2, GameTracking-Deadlock, GameTracking-HalfLifeAlyx.
  • MetaHookSv - Port of MetaHook to SvEngine (GoldSrc as modified by the Sven Co-op team), a client-side modding framework for Sven Co-op and other GoldSrc-based games.
  • IDA-GameDataTracker - IDA Pro plugin for tracking Source engine game functions across binary updates, automatically relocating function signatures, vtable offsets, and mid-function patterns. Exports to CounterStrikeSharp and SwiftlyS2 gamedata formats for CS2/Source Engine plugin development.
  • PrimeXT - Modernized toolkit/engine extension for the Xash3D FWGS engine (a GoldSrc reimplementation), based on XashXT and Spirit of Half-Life, adding enhanced graphics and physics for mod-makers.
  • ReHLDS - Reverse-engineered, enhanced Half-Life Dedicated Server (HLDS) engine with bug fixes, security patches, and optimizations; GoldSrc engine companion to ReGameDLL_CS above.
  • Source2SchemaDumper - Metamod-source plugin that dumps live Source 2 schema definitions (entity classes, metatags, atomics, pulse bindings, module metadata) to JSON or KV3 from a running CS2, Deadlock, or Dota 2 server, complementing GameTracking's CI-based depot dumps.
  • kdr - Cross-platform GoldSrc map and demo viewer/renderer (WIP), reading original .bsp map and .mdl model data with lightmaps, transparency, and bone-based model animation.
  • talent - TypeScript GoldSrc demo (.dem) parser built on fp-ts parser combinators, decoding all frame types and SVC_ network messages into readable data structures for real-time or offline demo analysis.
  • gchimp - Collection of GoldSrc mapping tools in one GUI/CLI application.
  • Features: JoinMDL (combines multiple Hammer models into one), S2G (Source-to-GoldSrc model converter), SkyMod (skybox model generator from images), TexTile (texture tiling), Waddy (WAD editor), Map2Mdl (.map to .mdl converter), BLBH (baked light model accessor), plus a scripting API and misc utilities (.wav looper, .smd splitter).
  • dem - Complete GoldSrc demo (.dem) parser and writer library in Rust.
  • demogobbler - C library and CLI tools for parsing and writing Source engine and GoldSrc .dem demo files.
  • dod-tools - GUI/CLI utility for analyzing Day of Defeat (GoldSrc) .dem demo files, producing per-player Markdown/JSON match reports from POV demo recordings.
  • S2GConverter - Python utility converting 3D models (with any polygon count and animations) from the Source engine to the GoldSource engine, including pseudo-normal-map generation and texture fusion for GoldSrc's rendering pipeline. See also G2SConverter, the same author's reverse-direction (GoldSource-to-Source) model converter, which uses neural networks (RealESRGAN upscaling/deblurring, DeepBump normal-map generation) to improve converted texture quality.
  • demoinfo - C# library for parsing and analyzing Counter-Strike: Global Offensive .dem demo files. (Archived, but the historical basis for several derivative CS:GO demo parsers.)
  • csgo-demoinfo - Valve's official demoinfogo C++ tool that parses Counter-Strike: Global Offensive .dem demo files (protobuf-based) and dumps every message in them, with the .proto definitions for the demo and network messages.
  • csgo-demo-voice-capture-example - Example showing how to locate and decode the embedded voice-chat audio packets stored inside Counter-Strike: Global Offensive .dem demo files.
Maps & BSP
  • valve-bsp-parser - Parser for Valve BSP (Binary Space Partition) map files.
  • corvid - Source Engine level converter for Call of Duty.
  • GtkRadiant - Open source, cross-platform level editor for id Tech and Source engine games.
  • bsp_tool - Python library and CLI for reading, analysing, and editing .bsp map files across many Quake-derived engines.
  • Engines: Source (VBSP), GoldSrc, idTech/Quake, Quake II, Quake III, Respawn's Source fork (Titanfall 1/2, Apex Legends), Infinity Ward (Call of Duty).
  • LibBSP - C# library for parsing BSP map files across Quake-derived engines, including Quake 1/2/3, GoldSrc, Source, and other idTech forks. Used by BSP Importer for Unity3D and BSP Decompiler.
  • uQuake3 - Unity3D importer for Quake 3 BSP map files, enabling Quake 3 levels to be loaded and used inside the Unity engine.
  • HammerAddons - Hammer editor addons for BSP file processing, entity support, and auto-packing Source Engine game assets.
  • VMF2OBJ - Tool for converting Source Engine VMF map files to OBJ format with materials.
  • csgo-centrifuge - Go API and CLI for extracting data from CS:GO BSP files, including radar overviews and map structure information.
  • bsp-tracer - Ray tracing/casting library operating directly on Source engine BSP map geometry, by the same author as csgo-centrifuge above.
  • vmflib-godot - Godot 4 library for creating and exporting Source Engine VMF map files (targeted at Portal 2).
  • Scopa - Unity level design plugin for importing Quake .MAP, Half-Life .RMF, Source .VMF map formats, and .WAD textures.
  • bsp - Go library for parsing Valve Source Engine .bsp (Binary Space Partition) map files.
  • WifeRadiant - Open-source, cross-platform level editor for idTech, Source Engine, and GoldSrc based games; modern fork of NetRadiant.
  • bsp-decompiler - Decompiler for many BSP map formats (Quake, GoldSrc, Source, and other id Tech-derived engines), reconstructing editable map sources.
  • Built on LibBSP, the same author's C# library for parsing BSP structures across Quake-engine forks (Quake 3, Source, and others), also used by Unity3D-BSP-Importer, which imports BSP maps into Unity as meshes.
  • BspLib - Reads GoldSrc BSP v30 map files and WAD3 texture archives (Half-Life, Counter-Strike), with OBJ export. See also BspLib_Unity3D, a version adapted for importing into Unity3D.
  • Decay-Library - Work-in-progress library for parsing GoldSrc BSP map files and WAD texture archives.
  • WadParser-dotnet - .NET library for parsing and extracting lumps from Doom/Heretic/Hexen/Strife IWAD/PWAD, Quake WAD2, and Half-Life/Opposing Force/Blue Shift WAD3 files.
  • defullbright - Quake texture tool that removes fullbright pixels from WAD files, with a TGA preview mode for inspecting affected textures.
  • QMap2Unity - Converts Quake-style .map files into Unity meshes, colliders, and entity objects. Unmaintained.
  • bspsrc - Java-based map decompiler for Source engine .bsp files, reconstructing editable .vmf sources for Hammer.
  • VMFInstanceInserter - Tool for inserting func_instance entities into Source Engine VMF map files.
  • VertAlert - Finds, displays, and optionally rounds floating point plane coordinates in Source Engine .vmf map files.
  • BspZipGUI - GUI wrapper around Valve's BspZip command-line utility for packing custom files (materials, models, sounds) into Source Engine BSP map files.
  • SourcePorter - Tool for porting/decompiling Counter-Strike: Global Offensive BSP maps to Counter-Strike 2's VMF/Source 2 format.
  • hlbsp - Half-Life WebGL level and model viewer, loading and rendering the game's original .bsp and .mdl files.
  • map-files - '.MAP Files' article and accompanying source code documenting the id Tech .MAP editable level-source format used by Quake/Half-Life-derived engines.
  • Chisel.Import.Source - Valve Map Format (VMF) importer for Unity's Chisel Editor, allowing Source Engine VMF maps to be imported and edited in Unity.
  • func_godot_docs - Documentation for FuncGodot, a Godot plugin for building levels using the id Tech/Quake .MAP text-based map format.
  • qbsp-gltf - CLI tool to convert Quake 2 BSP map files to binary glTF (.glb) models.
  • GodotGoldSrcBSP - Godot plugin to load GoldSrc BSP map files, companion to the same author's Godot-GoldSrc-MDL-Importer.
  • bspguy - Edits GoldSrc (Half-Life) BSP maps without decompiling. Also views .MDL models. See also UnrealKaraulov's fork with additional viewer features.
  • modelguy - Same author's tool for editing GoldSrc .mdl models without decompiling, with a 3D view and command-line options.
  • spriteguy - Same author's command-line tool to compile and edit Half-Life .spr sprites from BMP/PNG frames, including editing existing sprites without recompiling and indexalpha conversion.
  • resguy - Same author's .res file generator and map packer for Sven Co-op; scans maps, models, sprites, sounds and related files to list the resources a map needs.
  • TB-Utils - Utilities for the TrenchBroom level editor to facilitate editing Source engine maps.
  • vmfpy - Python parser for Valve Map Format (VMF) and Valve Material Type (VMT) files.
  • hlbsp - Reads and renders Half-Life (GoldSrc) v30 .bsp and .wad files, including Counter-Strike 1.6 mods. See also the author's hlbsp-web, a JS/WebGL port of the same project.
  • hlbsp-converter - Converts Half-Life (GoldSrc) .bsp map files to glTF.
  • BS2PC - Converts Half-Life maps between the PC and PlayStation 2 port's .bsp formats.
  • goldsrc-bsp-viewer - Framework-agnostic viewer for GoldSrc BSP map files from Half-Life, built with Three.js, with an optional React wrapper.
  • BSPUtils - Command-line .NET Core programs and library for interacting with the Source Engine's Binary Space Partition (.bsp) file format, including lump extraction.
  • GldSrcBSPditor - GoldSrc BSP viewer and editor for Half-Life, supporting lightmap editing (import/export per face and style) and texture editing (import/export per mipmap, mass export to WAD3).
  • GldSrcBSPtoSMD - Exports GoldSrc BSP map brush geometry (Half-Life) to static SMD models, preserving texture coordinates and names; companion to GldSrcBSPditor above.
  • SourceEngineBSPditor - Source Engine counterpart to the same author's GldSrcBSPditor: views and edits Source BSP maps, with lightmap atlas/per-pixel preview, leaf bounding-box preview, HDR/LDR tonemap exposure, and per-face vertex/plane/texinfo inspection.
  • hlviewer.js - Browser-based GoldSrc viewer that loads and renders the engine's original .bsp maps, .wad textures, and .dem demo replays.
  • Counter-Strike-JS - Counter-Strike 1.6 client reimplementation in TypeScript that parses and renders the game's original .bsp (v30) maps and .mdl (v10) models in the browser; requires the original cstrike game folder.
  • LightsRadExtractor - Extracts lights.rad information (baked static lighting data) from compiled Source 1 engine BSP map files.
  • bsparchive - Reads a GoldSrc .bsp map file's embedded entity data to identify and archive all of its resource dependencies (textures, sounds, sprites, models), for backing up Half-Life mod maps.
  • SDHLT - Half-Life engine map compile tools (compiling to the game's original .bsp/.wad formats), based on Vluzacn's ZHLT v34 with contributions from various mappers; adds shadows from studiomodels, new entities, additional tool textures, world size extensions, and J.A.C.K. portal-file optimization. See also hltools, a from-scratch rewrite of the same toolchain focused on faster compilation and a unified CLI.
  • yvis - vvis-compatible visibility pre-computer for Source Engine .bsp maps, reading a map's portal file (.prt) and writing the resulting potentially-visible-set data back into the .bsp; aims to improve on Valve's original vvis with linear-programming-based visibility checks and sparse data structures.
  • hlbsp-viewer - Viewer for Half-Life (GoldSrc) .bsp maps.
  • MESS - Macro Entity Scripting System, a Half-Life map compile tool adding template instancing, randomization scripting, and .map/.rmf/.jmf file conversion (with Trenchbroom group/layer and VIS group support) to the J.A.C.K./Hammer/Trenchbroom mapping workflow.
  • bsp-tex-extract - Extracts textures embedded in a GoldSrc BSP file into a WAD archive, skipping textures already present in WAD archives found in the map's parent folder.
  • multi-entity-report - "Entity Report"-like entity search across an entire folder of GoldSrc maps at once, instead of one map at a time.
  • HalfLife.UnifiedSdk.MapDecompiler - Cross-platform (GUI and command-line) map decompiler for Half-Life 1 BSP versions 29 (Half-Life Alpha 0.52) and 30, with Tree-Based and Face-To-Brush strategies, based on Quake 3's bspc. Original brushes cannot be restored, so decompiled maps are approximate and can have missing or invalid geometry.
  • Same team's HalfLife.UnifiedSdk-CSharp - C# tools for the Half-Life Unified SDK, including HalfLife.UnifiedSdk.Utilities (a library for opening, analyzing, modifying, converting and upgrading Half-Life 1 maps, with Ripent-style .ent import/export) and tool projects such as Bsp2Obj, MapUpgrader, Hud2Json and Sentences2Json.
  • JackJmfConsoleTool - Command-line editor for J.A.C.K. .jmf maps (versions 121 and 122): replaces textures with scale/shift changes, recolors groups and visgroups, flips or rotates the map, and exports to .map without a WAD list.
  • Hammertime - Open-source GoldSrc map editor forked from Sledge, as an alternative to Valve's Hammer; adds prefabs and a lighting preview inside the editor.
  • Source Level Editor (SLE) - Custom fork of Valve's Source 2013 Hammer editor with numerous fixes and new features; the README warns that VMFs saved across different editors can lose data the other editor does not know about.
Models (MDL/SMD)
  • valve-vrm - Documentation and converter for Valve's experimental VRM model format.
  • StdPatch - StudioMDL Compiler Patcher that removes limitations of the Source Engine models compiler. Allows compiling high-poly models by expanding vertex arrays, weight arrays, and flexcontroller arrays. Includes StdInjector for DLL injection into studiomdl process.
  • studiomodel - Go library for loading Valve studiomodel formats.
  • Formats: .mdl, .vtx, .vvd.
  • source-engine-model-loader - Three.js loader for parsing Source Engine model formats (MDL, VMT, VTF, VTX, VVD).
  • Godot-GoldSrc-MDL-Importer - Plugin that imports GoldSrc .mdl model files into Godot.
  • hlmvqt - Half-Life model viewer written from scratch using Qt 6.
  • web-hlmv - WebGL implementation of the Half-Life Model Viewer, running GoldSrc .mdl model previews directly in the browser.
  • VPhysics-Jolt - Volt, a drop-in replacement for the Source Engine's VPhysics module built on Jolt Physics, parsing the engine's compiled VPhysics collision model (.phy) data to reconstruct rigid bodies, ragdolls, and constraints.
  • HalfLifeAssetManager - Tool to view and edit Half-Life 1 (GoldSrc) MDL models.
  • Source2Converter - Toolset for converting Source 1 models to Source 2, by the author of SourceIO above.
  • GoldSrcSpriteThumbnailProvider - Windows Explorer thumbnail provider extension that renders previews of Half-Life 1 (GoldSrc) .spr sprite files directly in Explorer.
  • GIMP-hl-sprite-plugin - GIMP plugin for importing and exporting Half-Life (GoldSrc) sprite (.spr) files. See also the same author's GIMP-hl-alphatest-plugin (converts an image to color-indexed mode with alpha-channel colors moved to the palette's last index, matching GoldSrc's alpha-test texture convention) and GIMP-hl-colormap-plugin (groups a palette into topcolor/bottomcolor team-color sections from layer masks).
  • mdldec-go - GoldSrc .mdl model decompiler written in Go, supporting the vertex weights used by Xash3D FWGS.
  • hl-hud-upscaler - Generates higher-resolution Half-Life weapon HUD .spr sprite sheets and their matching .txt coordinate files, for compatibility with the 25th Anniversary update's higher-resolution HUD support (works with both pre- and post-anniversary game versions).
  • HLMV-Qt - Half-Life Model Viewer remixed with Qt5, optimized for macOS.
  • spr-viewer - Browser-based viewer for Half-Life (GoldSrc) .spr sprite files.
  • GoldSrcModelThumbnailProvider - Windows Explorer thumbnail provider extension that renders previews of Half-Life 1 (GoldSrc) .mdl model files directly in Explorer.
  • GoldSrcModelViewerDirectX11 - GoldSrc (Half-Life 1) .mdl model viewer built on DirectX 11.
  • hlmv-web - Half-Life 1 (GoldSrc) engine model loader for THREE.js, running .mdl model previews in the browser.
  • Map2Prop - Converts Half-Life .rmf and .jmf map files, as well as Jack-exported .obj files, into GoldSrc .smd prop models. (Successor to the archived GoldSrc-Map2Prop.)
Textures & Materials (VTF/VMT)
  • AutoVTF - C# WinForms tool for working with VTF files. Monitors materials folder and automatically converts updated images to VTF format, preserving VTF settings. Features drag-and-drop conversion, advanced VTF options panel, and Hammer++ hotloading support.
  • Formats: PNG, BMP, TGA, JPG, PSD (input), VTF (output).
  • VTFLib - C/C++ library for reading/writing VTF and VMT texture/material files. See also panzi's fork — Linux port adding a CMake build, libtxc_dxtn support, and buffer-overflow fixes; pyvtflib — Python bindings (Windows only); and vtflib-rs — safe Rust wrapper.
  • vtf2img - Python library for converting Valve Texture Format (VTF) files to standard image formats.
  • vtf - Go library for parsing and converting Source Engine .vtf texture format files.
  • vtflib.js - JavaScript library for creating, editing, and modifying VTF files, based on VTFLib.
  • vmt - Go library for parsing Source Engine .vmt Valve Material format files.
  • MareTF - Utility for creating, editing, and displaying VTF (Valve Texture Format) files. Supports all VTF versions used in Source Engine games (Half-Life 2, Portal, Counter-Strike, Team Fortress 2, etc.).
  • source2utils - Batch converter for Source 1 VMT material scripts to the Source 2 VMAT format.
  • VTF-Viewer - Cross-platform VTF viewer and VMT editor for Source Engine games (Half-Life 2, Team Fortress 2, CS:GO, Portal, Left 4 Dead).
  • vcs_repack - Python script (vcspy) that unpacks and repacks Source 1 .vcs compiled shader files, for mass decompilation and recompilation of small changes; handles only version 6 files as used by Source Filmmaker, Portal 2, and Titanfall 2.
Packages & Filesystem (VPK/GCF/GMA/WAD)
  • ValvePak - C# .NET library for reading and writing Source 2 VPK (Valve PacK) archives. Part of the ValveResourceFormat project.
  • VPKEdit - Cross-platform GUI and CLI tool for creating, reading, and writing many pack file formats used across Source, GoldSrc, and Quake-family games.
  • Formats: VPK (Source 1/2), GCF, GMA, WAD (GoldSrc), PAK (Quake/HL1), PK3 (Quake II), PK4 (Quake IV/Doom 3), BSP (Source 1), XZP (Xbox HL2), VPP (Red Faction/Saints Row), PCK (Godot), ZIP, and more.
  • Features: In-pack preview of audio, images, VTF textures, and Source 1 models without extraction; available for Windows, macOS, and Linux.
  • fgptool - Tool for cracking filepath hashes in The Orange Box PS3 file groups (.vpk format).
  • filesystem - Go library for managing Source Engine VPK archives (Counter-Strike: Source, CS:GO, Team Fortress 2, etc.).
  • WadMaker - Command-line tools for creating and extracting Half-Life (GoldSrc) texture WADs and sprites.
  • jvpklib - Simple Java library for reading Valve VPK archive files used in Source Engine games.
  • vpk_fuse - FUSE filesystem for mounting and browsing the contents of Valve VPK package files.
  • wfs-rs - FUSE filesystem for mounting and browsing entries of Half-Life's WAD3 texture archives.
  • WAD3xtract - Command-line extractor for Half-Life's WAD3 texture archive format.
  • HLWAD_NF - Converts Half-Life's .wad (WAD3) texture archives and .spr sprites into modern image formats.
  • fastwad - C++17 CLI and header-only SDK for building, listing and extracting GoldSrc (WAD3) and Quake (WAD2) texture WADs, with PNG/BMP extraction, 256-color quantization, mipmap generation and JSON output.
  • vpk - Python library and CLI for opening, searching, extracting, and creating Valve VPK archives.
  • vpk-tools - Zero-dependency Valve VPK archive reader/writer for Node.js and Bun, with full v1/v2 support, CRC32 + MD5 verification, multi-chunk archives, RSA signing, diffing, and a CLI.
  • BspWadEmbed - Python script for embedding a WAD texture archive into a GoldSrc BSP map file, with support for quickly replacing textures on the map.
  • CSO-Paker - Command-line tool to extract files from the custom encrypted PAK archive format used by the video game Counter-Strike Online.
  • UnCSO2 - Qt file extractor for Counter-Strike: Online 2 and Titanfall Online PKG archives, based on ekey's XeNTaX reversing work, with a layout modeled on KDE's Ark; Windows and GNU/Linux.
  • NARTools - Extractor, packager, and patcher for Nexon Archive (.nar) files, plus a model decryptor/encryptor for Counter-Strike Online's encrypted model files.
  • cso-fgd - Forge Game Data (FGD) entity definitions for Counter-Strike Online map editing (cso-vhe.fgd for Worldcraft 3.3/Hammer 3.4-3.5beta4, cso-jack.fgd for J.A.C.K. 1.1.1064+), with preview models and sprites for the entities.
  • GoldSrcFGDCollection - Centralized, maintained collection of GoldSource FGD (Forge Game Data) entity definition files from official Valve/Gearbox games and major finalized mods and SDKs, including historical and alternative versions; still-updated FGDs (e.g. Sven Co-op) are left to their games.
  • hotspotmaker - GUI tool for creating hotspot data for Quake/Half-Life .wad texture files, with companion hotspot_data presets for common textures.
  • whichwad - Finds which WAD file(s) in a folder contain a specific texture.
  • compareWAD.py - Compares the contents of two GoldSrc WAD texture archives.
  • gmpublisher - Tauri desktop app (Rust and Svelte) for Garry's Mod that extracts, searches, and browses GMA files and installed addons, bulk downloads and extracts Workshop items, and publishes Workshop items; includes a CLI and supports legacy GMA versions.
KeyValues, VDF & Choreography
  • vdf-parser - Parser for Valve Data Format (VDF) files used in Source games.
  • ValveKeyValue - .NET library for parsing Valve's KeyValue format used in Source/Source 2 engines.
  • Datamodel.NET - .NET library (published on NuGet as KeyValues2) for reading and writing Datamodel Exchange (DMX), Valve's typed attribute-tree format in text keyvalues2 and binary encodings used for meshes, animations, and maps (e.g. .dmx, .vmap). Actively maintained fork of Artfunkel/Datamodel.NET.
  • checksum - Utility for calculating CRC32 checksums for Source Engine file validation.
  • keyvalues - Go library for parsing Source Engine KeyValue format files (gameinfo.txt, vmt, vmf, etc.).
  • vsif2vcd - Decompiles VCD choreography scenes from Source Engine scenes.image files back into editable .vcd files.
  • VDataEditor - Desktop editor for Source 2 KV3 data files (.vdata, .vsmart, .vpcf).
  • keyvalues3 - Python library for Source 2's KeyValues3 (KV3) format.
  • keyvalues-tools - Zero-dependency TypeScript parser and serializer for Valve KeyValues (KV1/VDF and KV3), for reading, editing, validating, and converting Source engine config files, with a CLI.
  • valve-kv - npm package for parsing and serializing Valve's KeyValues format. See also PHPValveKV, a PHP port of the same parser.
  • go-vkv - Unofficial Go parser for Valve KeyValues-based VDF and VMF files.
  • vdfr - Rust library for reading Valve's binary KeyValue format.
  • Soundscripts Editor - GUI tool for editing Source Engine soundscript .txt files in a table with drag-and-drop WAV import; supports batch editing of channels, soundlevels, volumes, and pitches, and managing wave/rndwave sound lists.
DCC Plugins (Blender / 3ds Max / Maya / XSI)
  • Blender Source Tools - Blender addon for importing and exporting Source Engine model and animation formats. Enables 3D asset creation and modification for all Source Engine games in Blender.
  • Plumber - Blender add-on for importing Source 1 engine maps, models, materials and textures from CS:GO, TF2, CS:S, and other titles. Built on plumber_core, a standalone Rust library for converting Source Engine VMF maps into a generic 3D format.
  • Features: full map import (brushes, overlays, lights, props, skyboxes), MDL/material/texture import with color options, and embedded file browser.
  • SourceOps - Blender addon for exporting models to Source 1. More convenient alternative to Blender Source Tools. Features export objects as SMD or FBX, export actions as SMD, generate QC based on UI settings, buttons to compile and view models, and experimental export for brushes and displacements to VMF. Requires Blender 2.83 or newer.
  • io_mesh_SourceBSP - Blender addon for importing and exporting Source Engine BSP map files.
  • io_texture_VTF - Blender addon for importing and exporting Source Engine VTF texture files. (Archived)
  • AutoMDL - Blender 4+ addon for Source engine MDL compilation workflow. Automatically compiles .blend files to .mdl format when saved in a models folder, with Hammer++ hotloading support. Features automatic material path detection, collision model support, and studiomdl.exe integration.
  • SourceIO - Blender 3.6+ addon for importing Source Engine assets (models, maps, textures, materials) for both Source 1 and Source 2.
  • Formats: Source 1 — MDL, BSP, VTF, VMT; Source 2 — VMDL, VMAP, VTEX, VMAT.
  • Games: CS:GO, TF2, Source Filmmaker, Garry's Mod, HL2 + episodes, Portal 1/2, L4D2, Black Mesa, Vindictus, Titanfall 1, CS2, Half-Life: Alyx, Aperture Desk Job, S&Box.
  • io_scene_CSGO - Blender addon for importing Counter-Strike: Global Offensive model formats (QC, SMD, DMX), with batch conversion and SFM2 DMX to FBX support.
  • SMDMaya - Import and export Valve SMD and DMX files natively within Autodesk Maya.
  • blender-vmt - Blender addon for importing Source Engine material (.vmt) files, resolving shader parameters and texture (VTF) references.
  • Blender-vmesh-plugin - Blender add-on for importing Source 2's vmesh_c model format.
  • REDs-Tools - Pack of Blender tools for porting Source Engine models to Source Filmmaker (SFM).
  • ValveTools - SFM (Source Filmmaker) Python library tools, fixed and ported to Python 3.6+.
Source Legacy Tools & Downloads (ModDB)
Dota 2
  • GameTracking-Dota2 - Continuously-updated tracker of Dota 2's client-facing data extracted from each game update, including Source 2 protobuf network/GC message schemas (demo.proto, netmessages, GC messages) and dumped client schemas/module metadata, with full version history across patches.
  • dota2-mod-manager - Mod manager for Dota 2, working with the game's original VPK addon format.
Portal
  • PortalNXSideLoader - Nintendo Switch plugin for Portal 1 and 2 that sideloads files from outside game.zip, avoiding repacking and re-transferring the archive for every change.
  • UnsaveableParser - Work-in-progress C# parser for Source engine save files (.sav, with embedded .hl1/.hl2/.hl3 state files) built on datamap field definitions; explicitly supports Portal 1 and also appears to work with Portal 2.

Unity

Asset Extraction & Asset Bundle Tools
  • UABEANext - Research and modding tool for SerializedFiles and Asset Bundles.
  • AssetStudio (Perfare) - Tool for exploring, extracting, and exporting assets and assetbundles (original version).
  • AssetStudio (aelurum fork) - Actively maintained fork with UI optimization and enhancements.
  • AssetStudio (zhangjiequan fork) - Continuation of Perfare's AssetStudio with support for new Unity versions and additional improvements.
  • AnimeStudio - Actively maintained "modded AssetStudio" fork with support for many encrypted Unity titles, including all HoYoverse games.
  • AssetStudio_Tuanjie - AssetStudio fork adapted for Tuanjie (团结引擎), the China-specific fork/variant of the Unity engine.
  • Lineage: succeeds RazTools/Studio (archived), which itself succeeded Razmoth's own CNStudio (214 stars, archived) — both were "modded AssetStudio for CN/HoYo Unity games" forks. RazTools/Studio's own forks (e.g. YarikStudio, discontinued) now point users to this repo as the actively maintained continuation.
  • AssetStudio (RaduMC) - Earlier, independently developed tool of the same name, predating Perfare's AssetStudio by about 10 months and sharing no code with it. Exports models to FBX and extracts DDS/PVR textures, audio clips, fonts, and text assets from PC, Xbox 360, PS3, Android, and iOS builds. Unmaintained since 2020.
  • UABEA (Unity Asset Bundle Extractor Avalonia) - C# UABE for newer versions of Unity. Cross-platform Unity asset bundle and serialized file editor/extractor built with Avalonia.
  • Unity Asset Editor v0.2 (7 Days To Die) - Plugin-based asset editor, exporter, and importer for Unity Engine games. Can import and export assets in raw data format and be extended through plugins to support additional asset types (v0.2).
  • UnityPy - Python module that makes it possible to extract/unpack and edit Unity assets.
  • UnityPack - Earlier Python deserialization library for the Unity3D asset format, predating and unmaintained relative to UnityPy but still used as a lightweight dependency-free alternative.
  • AssetsTools.NET - Read and write Unity assets/bundle files, based on UABE.
  • CC3Decrypt - Decrypts Unity asset bundle headers used by Chain Chronicle 3.
  • UnityCN-Helper - Decrypts/encrypts AssetBundle files protected by the UnityCN encryption scheme used by many Chinese Unity titles.
  • UnityCNBurst - Brute-forces the UnityCN AssetBundle encryption key when it isn't already known, complementing UnityCN-Helper above.
  • UnityAsset.NET - Work-in-progress .NET library for parsing, serializing, and patching Unity asset files.
  • ABRecompressor - Recompresses Unity AssetBundle files (e.g. LZ4-to-LZMA or vice versa) to reduce size or restore compatibility.
  • UnityDataTools - Unity's command-line tool and reference for the UnityFileSystemApi library: analyzes AssetBundles, Player content, Unity Archives and Serialized files without the Editor, and parses Addressables build reports.
  • unity-js - JavaScript (npm) AssetBundle unpacker supporting TextAsset, Texture2D, Sprite, SpriteAtlas and MonoBehaviour; the README notes it is a minimal implementation.
  • unity-rs - Rust library for unpacking Unity AssetBundle files, implementing Texture2D, Sprite and TextAsset unpacking.
  • Unity3DCompressor - Utility for compressing Unity asset bundles using LZ4 to reduce file size and improve load times.
  • UtinyRipper - Extracts and exports Unity assets from serialized .assets files and AssetBundle files into Unity-importable project format. Supports a wide range of Unity versions.
  • Asset Bundle Extractor (UABE) - Editor for .assets and AssetBundle files (archived; consider UABEA for active development).
  • TypeTreeDumps - Archive of Unity version struct layouts (type tree information) since version 3.4.0, essential for asset format understanding.
  • UnityLive2DExtractor - Extracts Live2D Cubism 3 assets from Unity AssetBundles. Handles moc3 models, motion3 animations, physics3 configuration, and other Live2D format files. See also Razmoth's fork (9 commits ahead) adapted for the UnityCN encryption scheme used by many Chinese Unity titles.
  • noclip.website (Unity) - From-scratch TypeScript/Rust reader for Unity SerializedFile and AssetBundle data. Reconstructs GameObject hierarchies, meshes, textures (including Crunch), and materials for in-browser rendering; drives the A Short Hike, Neon White, and Outer Wilds viewers.
  • disunity - Early experimental Java command-line toolset for extracting and inspecting Unity asset and asset bundle files. Archived since 2018 and largely superseded by AssetStudio/UABEA, but historically significant.
  • mikunyan - Scriptable Unity asset deserializer for Ruby.
  • UABS (Unity Asset Bundle Seeker) - Modding tool built on AssetsTools.NET for locating and extracting Unity Asset Bundle/.bundle contents to streamline mod-making workflows.
  • UnityBundleExtractor - Python script for extracting assets (models, animations, audio, textures) from Unity3D asset bundle files, with intelligent naming, structured output, and detailed logging. See also UBE-GUI, a Flask-based web interface for the same extractor with async processing and selective extraction.
  • Unity Game Hacking Guide - Guide covering Unity's on-disk game/asset file layout, extracting and editing compiled C#/UnityScript code, extracting assets, and memory hacking techniques.
  • AddressablesTools - Reads and writes Unity Addressables data without needing Unity itself. See also LukeFZ's fork and catalog_bundle_tool, a separate tool and library for manipulating Unity Addressables Catalog.bundle files.
  • TypeTreeDumper - IL2CPP-based Unity TypeTree/serialization layout dumper, generating .tpk TypeTree databases for use with AssetsTools.NET and other Unity asset libraries.
  • TypeTreeRipper - Experimental C++ Unity TypeTree/serialization dumper that does not require symbols, an alternative to TypeTreeDumper. See also LukeFZ's fork.
  • UTTDumper - Tool to help dump Unity type trees.
  • UnityWebTools.NET - C# library for unpacking and repacking Unity WebGL UnityWebData (.data) files, complementing AssetsTools.NET for Unity WebGL builds.
  • unityweb - Go command-line utility and library for parsing, unpacking, and repacking Unity WebGL UnityWebData (.data) files; a Go-based alternative to UnityWebTools.NET above.
  • UnityAssetLib - C# library for reading and writing Unity serialized asset files (AssetBundle, .assets, scenes) across engine versions, independent of AssetsTools.NET.
  • unitypatcher - Command-line tool for patching values inside Unity serialized asset files without needing to rebuild the whole AssetBundle.
  • unity-asset - Rust toolkit for inspecting, indexing, extracting, and making guarded, revision-bound edits to Unity YAML (scene/prefab) and binary serialized assets.
  • PapayaModdingTool - Unity Editor-based modding toolkit from the same author as UABS above, combining AssetsTools.NET, UABEA, AddressablesTools, and AssetRipper.TextureDecoder/PVRTexLib for texture editing and mod project management.
  • Unity-Bundle-CAB-ID-Changer - Batch tool for changing the CAB-ID (an MD5 hash stored in the bundle header) of Unity asset bundles, needed to avoid crashes after replacing bundle contents with a tool like UABE; supports drag-and-drop and batch processing.
IL2CPP & Managed-Code Reverse Engineering
  • Il2CppDumper - Unity IL2CPP reverse engineer tool for extracting IL2CPP metadata and converting IL2CPP binaries. See also bombaris34's fork with a native Rust PDB generator for x64 PE (GameAssembly.dll) that writes function names, full struct types, and typed prototypes into a real Windows PDB, auto-loaded by IDA.
  • Il2CppDumper-GUI - Windows GUI front-end for Il2CppDumper. See also Il2cppDumpDroidGUI, an Android GUI wrapper for the same tool.
  • Il2CppInspector - Powerful automated tool for reverse engineering Unity IL2CPP binaries. Outputs IL2CPP type definitions, metadata and method pointers as C# stub code, creates .NET assembly shim DLLs, and generates C++ scaffolding for all types, methods, function pointers and API functions.
  • Il2CppInspectorRedux - Actively maintained continuation of Il2CppInspector, kept up to date with newer IL2CPP/Unity metadata versions.
  • Il2CppInspectorPlugins - Plugins for Il2CppInspector to inspect and reverse-engineer Unity game binaries and extract game data.
  • Cpp2IL - Decompiler for Unity IL (Intermediate Language) code and assets.
  • Beebyte-Deobfuscator - Plugin for Il2CppInspector that deobfuscates Beebyte-obfuscated IL2CPP type/member names in Unity game binaries.
  • IL2CPP_Resolver - Runtime API resolver for IL2CPP-compiled Unity games, locating classes, methods, and fields from global-metadata at runtime.
  • UnityResolve.hpp - Single-header C++ library for resolving Unity Mono/IL2CPP assemblies, classes, methods, and fields at runtime, for building game hacks/analysis tools without a dumped SDK.
  • frida-il2cpp-proto-dumper - Dumps protobuf-net messages and enums from an IL2CPP Unity game into a valid .proto file, using Frida and frida-il2cpp-bridge.
  • pogo-proto-dumper - Dumps Pokémon GO's managed Protobuf message/RPC definitions by statically parsing Unity IL2CPP's global-metadata.dat and emulating C# reflection in C++, without Frida or a running process.
  • UnityMsgpackSchemaExporter - Extracts MessagePack data schemas from compiled Unity game assemblies (DummyDll) or any other .NET assembly, and converts between compact keyless MessagePack and named-key MessagePack/JSON.
  • il2cpp-bridge-rs - Rust bridge to Unity's IL2CPP runtime for resolving types, invoking methods, and manipulating objects from native code; supports iOS, macOS, Linux, Android, and Windows targets.
  • Il2Cpp Self-Dumper - Root-free, Zygisk-free native Android library that dumps IL2CPP metadata (classes, methods, fields with offsets/addresses) from inside a running Unity game's own process, writing a dump.cs without requiring Frida, ADB, or Zygisk.
  • Descrypt-global-metadata.dat - Decryption notes/tooling for Unity IL2CPP's global-metadata.dat.
  • Zygisk-Il2CppFucker - Zygisk module for reverse engineering IL2CPP binaries in Android Unity games at runtime.
  • il2cpp-wasm-teardown - Teardown/analysis tooling for IL2CPP compiled to WebAssembly.
  • frida-il2cpp-bridge - TypeScript Frida module/library for dumping, tracing, or hijacking any IL2CPP application at runtime without needing the global-metadata.dat file; widely used as the base library for other Frida-based IL2CPP tooling, including frida-il2cpp-proto-dumper above.
  • meta-string-edit - Editor for Unity IL2CPP global-metadata.dat files, for inspecting and modifying embedded string literals.
  • il2cpp-stringliteral-patcher - Python scripts for extracting string literals from global-metadata.dat into an editable JSON file and patching the edited strings back into a new global-metadata.dat, for translating/modding IL2CPP games without hex-editing fixed-length strings.
  • unity_metadata_loader - Reads a Unity IL2CPP global-metadata.dat to produce method-name and string-literal lists, plus an IDA Python script that loads them as symbols and strings into an IL2CPP binary's database.
  • MemoryPackDumper - Recovers MemoryPack serializer definitions from Unity IL2CPP game assemblies.
  • FbsDumper - Recovers FlatBuffers (.fbs) schema definitions from Unity IL2CPP game assemblies. See also FbsDumperV2, a rewritten successor.
  • Il2CppProtoDescriptorDumper - Extracts Protobuf descriptors from IL2CPP binaries via custom x64 emulation of the descriptor initialization routines.
  • Dumpcs2Protobuf - Extracts obfuscated Protobuf message definitions from dump.cs files produced by Il2CppDumper, targeting Honkai: Star Rail and pre-3.5 Genshin Impact. See also ProtoDumper, which dumps Protobuf definitions directly from Genshin Impact's Il2CppDumper-produced assemblies.
  • NexusDumper - Extracts classes, fields, and methods from Honkai: Nexus Anima's IL2CPP code; also generates an IDA script.json and extracts Protocol Buffers CmdIDs.
  • gi-stringliteral - Statically recovers IL2CPP string literals from the MHY-obfuscated global-metadata.dat (magic MHY\0) used by Genshin Impact.
  • Metadata (RazTools) - Decrypts/converts customized IL2CPP global-metadata.dat files back to standard Unity format. (Archived.)
  • Games: Genshin Impact (multiple client generations: GI, GIPack, GICB1, GICBX, GIV2), Honkai Impact 3rd (BH3), Honkai: Star Rail (SR), Zenless Zone Zero (ZZZ).
  • Asset (RazTools) / Audio (RazTools) / Tree (RazTools) - Companion tools to Metadata (above), from the same archived RazTools suite for the same HoYoverse game family (BH3, GI/GIPack/GICB1-3/GIV2, SR, ZZZ).
  • Asset: decrypts/encrypts the customized Unity AssetBundle formats used by these games (CLI options: BH3, CB1-3, EC2B, ENCR, GI, PACK, TOT, ZZZ).
  • Audio: exports/loads the games' Unity-embedded audio banks (event/external-name lists), for use with vgmstream/foobar2000.
  • Tree: a collection of type tree (serialization layout) definitions for these games' modified Unity engine.
  • AceMetadataUnpacker - Unpacks global-metadata.dat from ACE-protected IL2CPP binaries, with best-effort XOR/Blowfish string decryption; targets Reverse: 1999 and Goddess of Victory: NIKKE.
  • Il2CppDumper-for-COD - Il2CppDumper fork adapted for Call of Duty: Mobile's IL2CPP protections.
  • Il2CppDumper-YuanShen - Il2CppDumper fork modified to dump UserAssembly.dll methods from Genshin Impact's (YuanShen) encrypted global-metadata.dat. See also khang06's fork with updated metadata decryption handling. (Archived)
  • Il2CppDumper-Genshin - Another Il2CppDumper fork updated to dump Genshin Impact's UserAssembly.dll against newer versions of the game's encrypted global-metadata.dat.
  • Il2CppDumper-ZZZ - Il2CppDumper fork modified to dump methods of Zenless Zone Zero's GameAssembly.dll.
  • Il2CppHookScripts - Frida-based scripts for parsing and hooking libil2cpp.so at runtime, for reverse engineering Android IL2CPP Unity games.
  • il2cpp-frida-mcp - Model Context Protocol (MCP) server that exposes Frida-based IL2CPP analysis (class/method/field lookup, hooking) as tools an AI assistant can call while reverse engineering a Unity game.
  • libil2cpp - Collection of Unity IL2CPP runtime source code across many engine versions, used as a reference for building IL2CPP dumpers and analysis tools.
  • Il2CppMemoryDumper - Dumps the unprotected IL2CPP ELF executable and global-metadata.dat directly from process memory, bypassing on-disk packing/encryption.
  • PADumper - Android process memory dumper, commonly used to extract IL2CPP/global-metadata.dat from protected Unity games at runtime.
  • global-metadata-dumper - Dumps global-metadata.dat from a running IL2CPP process, verifying its sanity signature and detecting/patching version bytes mangled by XOR decryption (versions 24-31).
Modding, Translation & Runtime Injection
  • UnityExplorer - In-game UI for exploring, debugging, and modifying IL2CPP and Mono Unity games.
  • XUnity.AutoTranslator - Universal translation framework for Unity games. Supports automatic text translation with various translator backends and IL2CPP support.
  • SakuraTranslator - XUnity.AutoTranslator translator-backend plugin providing offline Japanese-to-Chinese translation via the Sakura/GalTransl LLM models. See also Xunity-TGW, a modification swapping in a Text Generation WebUI backend instead.
  • il2cpp-modder - Generate DLL injection templates for reverse engineering and modding Unity IL2CPP games. Automatically generates code for method hooks, field modifications, and implementation replacements without requiring manual pointer arithmetic.
  • BepInEx - Widely-used, general-purpose plugin/patcher framework for Unity (Mono and IL2CPP) and .NET games, providing runtime hooking and mod-loading infrastructure used by many game-specific modding tools.
  • UnityDoorstop - Cross-platform native bootstrapper that loads a .NET assembly into any Unity game at startup, used as the entry point by BepInEx and other Unity mod loaders.
  • MonoMod - Runtime IL patching, method detouring, and modding library/toolchain for .NET/Mono games, underlying many Unity and XNA/FNA game mods.
  • AssetSideLoader - LSPosed module that hooks UnityEngine's internal file-loading methods to redirect asset loads to a custom path, for side-loading replacement AssetBundles/resources without repacking the APK.
  • Unity_CRC32_Bypass - Bypasses Unity's CRC32 integrity check on AssetBundle files by appending extra data to the end of the file, allowing modified bundles to load.
Texture Decoders
  • Texture2DDecoder - Decodes Unity Texture2D assets to standard image files; based on AssetStudio.
  • texture2ddecoder - Texture decoder library powering UnityPy's Texture2D asset decoding; distinct from KiruyaMomochi's Texture2DDecoder above. See also texture2ddecoder-rs, a pure Rust no-std rewrite.
  • unity-texture-toolkit - PHP toolbox for exporting Texture2D assets and other data from Unity3D asset bundles.
Save File Tools
  • unity-es3-cracker - Recovers the encryption password of Unity Easy Save 3 (.es3) save files by harvesting password candidates from the game's DLLs/.assets files and brute-forcing the AES key; includes a bilingual (EN/ZH) Tkinter GUI.
  • ES3-save-editor - Desktop editor for Unity Easy Save 3 (ES3) save files; handles AES-128-CBC encryption (PBKDF2 key from the game password) and GZip, with type-aware field editing, raw JSON view/export and automatic backups.
  • LethalCompanySaveEditor - Python CLI (GUI on a separate branch) save editor for Lethal Company; the README says it should work for any ES3-encrypted Unity save given the save location and decryption password.
VideoClip Transcoding
  • UVCT - Unity VideoClip Transcoder; re-encodes a Unity game's VideoClip assets to reduce their resource size.

Unreal Engine

Full Engine Reimplementations & Source Ports
  • SurrealEngine - Reimplementation of the Unreal Engine 1 engine that reads original Unreal/Unreal Tournament package/map assets to make the games playable on modern systems.
  • UnrealTournamentPatches - Community patch project for the original Unreal Tournament (1999) and Unreal (1998), maintaining and extending the original engine while reading the games' original asset formats.
Asset Parsers & Libraries
  • pyUE4Parse - UE4 asset parser/reader in Python.
  • UAssetGUI - GUI tool for viewing and editing Unreal Engine UAsset files.
  • Unreal-Library - Library for reading and writing Unreal Engine file formats.
  • UAssetAPI - Low-level .NET library for reading and writing Unreal Engine game assets.
  • UEFormat - Library for working with Unreal Engine file formats.
  • UEAssetToolkit - Toolkit for extracting and modifying Unreal Engine assets.
  • CUE4Parse - C# Parser for UE archives.
  • JsonAsAsset - Unreal Engine plugin to import assets from JSON data exported by FModel.
  • UEAssetToolkitGenerator - UE asset extraction tool that converts compiled UE4 assets to JSON format.
  • AssetTools - Converts UE .uasset and .umap files to JSON and back, supporting UE5 asset formats.
  • Ue4Export - Command-line asset exporter for UE4 and UE5 games, converting assets to JSON; built for automating repetitive exports when data-mining games that update regularly.
  • ueformat-rust - Rust parser for UEFormat (.uemodel) meshes, converting UE4/5 extracted assets to STL format.
  • JsonAsAsset - Unreal Engine asset reconstruction toolkit; an in-editor plugin that rebuilds engine assets (materials, data assets, curves, and more) from JSON dumps produced by CUE4Parse/FModel.
  • uasset-rs - Rust library for parsing Unreal Engine asset (.uasset) files.
  • binfold - Fast symbol-porting tool that matches and transfers large numbers of symbols between similar binaries (e.g. across UE game versions/builds) using pattern signatures.
  • OodleUE - Automatically pulls and packages the latest Oodle Data compression SDK builds from Unreal Engine 5's private git repo, since RAD's Oodle libraries are otherwise difficult to obtain standalone.
  • Core - Extension of JsonAsAsset's Reflection above that fetches referenced Unreal Engine assets automatically, hands-free.
  • UE1-VertexMesh-Blender-IO - Blender exporter/importer for the Unreal Engine 1 _a.3d/_d.3d vertex mesh format.
  • unreal-assets-to-glb - Parses Unreal Engine 5.5 editor-time .uasset files and extracts static meshes (glTF/glb) and base color textures (PNG) without requiring Unreal Engine to be installed; includes a browser-based level preview mode.
  • pyUsmap - Python parser for Unreal Engine .usmap files.
  • gvas-converter - Converts Unreal Engine GVAS save game files to and from JSON.
  • gvas - Rust library for parsing Unreal Engine GVAS save game files, used across many unrelated UE-based games. See also redstrate/gvas, a fork adding Stellar Blade-specific save structures.
  • UnrealEngine.Gvas - .NET 6 library that parses, modifies and saves Unreal Engine 4 GVAS save files. Includes a loader for the Five Nights at Freddy's: Security Breach save format.
  • GvasViewer - Windows tree-view viewer for Unreal Engine GVAS save game files, with text-file import for array and map properties; the same author's Octopath Traveler 0/2 and Bravely Default 2 save editors recommend it.
  • Same author's UnrealEngineZlib - Compression/decompression tool for Unreal Engine save data, targeting titles such as Dragon Quest Treasures and Pikmin 4.
  • uXXX - Experimental Unreal Engine Package (XXX) extractor/inserter.
  • UTextureDecoder - Decoder for Unreal Engine 4 Texture2D assets, including virtual textures.
  • AssetRegistryTool - UE 5.6.1 editor plugin and commandlet that lists AssetRegistry.bin to JSON, merges registries, and builds a new AssetRegistry.bin from a base registry plus selected project assets (for cooked-game modding).
Explorers, Viewers & PAK/IoStore Tools
  • UEViewer (UModel) - Viewer and exporter for Unreal Engine 1-4 assets (UE Viewer).
  • Compatibility Table - Official compatibility list.
  • repak - Unreal Engine .pak file library and CLI in Rust.
  • retoc - Unreal Engine IoStore CLI packing/unpacking tool.
  • TocPatcher - Patches UE4 IoStore .utoc files for games that sign their containers, by merging a mod-generated toc with one from the game; bypasses the container-level signature check that blocks unsigned mod content.
  • UnrealExporter - Batch file exporter.
  • Snooper - OpenGL based 3D viewer for cooked UE packages.
  • FModel - Explorer and asset viewer for Unreal Engine archives, supporting UE4 and UE5.
  • Formats: PAK, UTOC, UCAS (IoStore), UAsset, localization files.
  • Features: Texture/mesh/audio preview, JSON export, map viewer with OpenGL renderer, diff between versions.
  • Games: Fortnite, Valorant, PUBG, MultiVersus, Stray, GTA III/Vice City/San Andreas (Definitive Edition), and many other UE4/UE5 titles.
  • Unreal Media Ripper (UMR) - Extracts media from Unreal UPKG files, supporting versions 63-85 with 64-bit and big-endian system support.
  • UPKUtils - Set of utilities for UE3 cooked packages (.u, .upk, .umap), including texture export/import to/from DDS. Originally built for XCOM: Enemy Unknown/Within, also supports Batman: Arkham Asylum and Arkham City.
  • Used by PatcherGUI, the same author's GUI that installs and maintains XCOM: Enemy Unknown/Enemy Within mods by automatically unpacking game packages and applying PatchUPK patch files with backups and uninstall files.
  • CPakParser - High-performance UE5 PAK parser with Oodle decompression support and USMAP loading.
  • upp - C++ library for reading Unreal Engine PAK and IoStore containers and the assets inside them, with Oodle/Brotli/LZ4/zlib/gzip decompression and .usmap mapping support.
  • Same author's earlier readers: PakReader (C# PAK and asset parser with LocMeta/LocRes readers), CPakReader (C++ PAK/asset parser), ZenReader (IoStore parser bundled with Fortnite type mappings), and Silver (Fortnite-only PAK explorer with a built-in 3D model viewer, aimed as an alternative to UModel and FModel).
  • UnrealPakViewer - Viewer and extractor for UE4 PAK archive files supporting decompression and batch extraction.
  • UnrealPakTool - Extracts and lists .pak archive files from Unreal Engine 4 games (win64).
  • u4pak - Python CLI to unpack, pack, list, test, and mount Unreal Engine 4 .pak archives, with detailed documentation of the archive/record/footer binary layout. See also rust-u4pak, the same author's faster, multi-threaded Rust rewrite distributed as a self-contained Windows binary.
  • UnrealModUnlocker-Public - Unlocks loading of third-party/unpaked loose files for 90-95% of Unreal Engine 4 games, for testing and loading mods without repacking them into a .pak.
  • UnrealPakLoaderPlugin - Library simplifying runtime loading of Unreal Engine .pak files and their asset registries from within a UE project.
  • paksmith - Cross-platform Rust tool for exploring and extracting Unreal Engine game assets from PAK archives, with glTF export support.
  • EfficientAssetRipper - Unpacks UE4/5 game files and exports them to Blender, with utility tools for previewing textures and combining models.
  • umodel_tools - Blender add-on for importing Unreal Engine games' static meshes (.uasset) and maps (.umap), plus building a Blender asset library from a game's assets; basic support for many UE games, with dedicated improved support for several specific ones.
  • Sace - Tool for low-level examination and hand-modification of Unreal Engine game assets.
  • UEcastoc - Work-in-progress unpacker/packer for Unreal Engine's IoStore .ucas/.utoc container format, aiming to enable modding of games that ship on the newer IoStore container instead of .pak.
  • UnrealReZen - Modding tool for packing and unpacking Unreal Engine IoStore .utoc/.ucas archive files.
  • NetPak - .NET 6 library for reading and creating Unreal Engine pak files.
  • UnrealEssentials - Reloaded-II mod loader for Unreal Engine games (UE 4.25-5.7): loads UTOC/PAK and loose-file mods, disables asset signature checks, and includes a UTOC extractor.
  • UniversalSigBypasser - Hook that bypasses the signature check function in Unreal Engine games, enabling modding and custom PAK/UTOC/UCAS loading for games that verify their archives via .sig files or encryption. Tested across dozens of unrelated UE titles.
SDK & Structure Dumpers
  • UE4Dumper - Tool for dumping Unreal Engine 4 assets and structures.
  • UEVR - Universal Unreal Engine VR Mod. Powerful runtime reversing tool that provides an overlay for inspecting objects, classes, and properties in almost any UE4/5 game.
  • Gibbed.Unreflect - Runtime reflection tool for Unreal Engine games, enabling datamining of Borderlands and other UE titles through binary structure analysis.
  • UEDumper - UE 4.19-5.3 reverse engineering tool for dumping SDK, analyzing structures, and identifying memory offsets.
  • UETools-GUI - Dumper-7 based GUI tool for rapid debugging and SDK extraction from Unreal Engine games.
  • UnrealDumper-4.25 - Unreal Engine SDK and structure dumper for extracting runtime data from UE game binaries.
  • AndUEDumper - Android UE4/5 dumper generating SDK and function scripts, supporting ARM64, ARM, x86, and x86_64 ABIs.
  • Dumper-7 - Unreal Engine SDK generator supporting all UE4 and UE5 versions, dumping engine classes/structs/offsets from a running game via DLL injection; the de facto standard modern UE SDK dumper and basis for several other tools already listed (e.g. UETools-GUI).
  • IDAExecFunctionsImporter - IDA plugin that imports Unreal Engine exec functions, the full generated C++ SDK, VTables, and global symbols (GObjects, GNames, etc.) from Dumper-7's CppSDK/IDAMappings output, for static analysis in IDA.
  • UnrealContainers - Header-only C++ reimplementation of Unreal Engine's TArray, FString, TSet, TMap, TSparseArray, and FBitArray container types, letting external tools (SDK dumpers, hacks, analysis tooling) read and manipulate a live game's UE containers directly from process memory without linking the engine.
  • ue-version - Analyzes compiled Unreal Engine 4 and Unreal Engine 5 game binaries to determine the exact engine version used to build the game.
Blueprint, UnrealScript & Shaders
  • kismet-analyzer - Tools for analyzing and manipulating kismet bytecode in cooked Unreal Engine assets. Generates CFG graphs and class hierarchies from blueprint/kismet scripts.
  • Companion experiment: kismet-experiments - Rust kismet bytecode disassembler/decompiler experiments that build control-flow graphs and structure loops and conditions, with example functions from Deep Rock Galactic.
  • BPPseudoCodeGen - Generate C++ pseudo-code from parsed blueprint code.
  • unhood - Decompiler for the UnrealEngine 3 version of UnrealScript. Tested with Unreal Tournament 3 and compatible with other UE3 games (Gears of War, Mass Effect, Mirror's Edge, etc.).
  • UEShaderMapExtractor - Tool to extract and identify shaders from Unreal Engine material shadermaps.
  • UE-Explorer - Package explorer and UnrealScript decompiler for classic Unreal Engine games, supporting .upk and .u files (UE1–UE3).
  • kismet-debugger - Proof-of-concept debugger for stepping through kismet/blueprint bytecode in release-build Unreal Engine games (UE4SS mod).
  • UeBlueprintDumper - Command-line program to dump data about blueprints from a UE4 or UE5 game to JSON files, including class and function metadata, class properties, and disassembled function code.
  • KismetKompiler - Decompiler and compiler for Unreal Engine 4 blueprints. Decompiles most blueprints to a C#-like syntax and compiles a custom script format, KisMetScript (.kms).
Maps, Saves, Localization & Mappings
  • Unreal-Mappings-Archive - Archive of Unreal Engine mapping files.
  • UE4-AES-Key-Extracting-Guide - Guide for extracting AES encryption keys from Unreal Engine 4 games.
  • uesave - Rust library for reading and writing Unreal Engine save files.
  • UeSaveGame - .NET library for reading and writing standard Unreal Engine 4 and 5 save game files, working with most games that do not use custom serialization.
  • UeSaveConverter - Command-line program for converting Unreal Engine save game files to and from a human-editable JSON format.
  • stove - Cooked Unreal Engine map editor for viewing and modifying levels without original project files.
  • rma-editor - Room (RMA) visualizer for Deep Rock Galactic that loads the game's cooked Unreal Engine assets and shows rooms as wireframe and CSG mesh; editing is listed as not yet implemented.
  • UT4X-Converter - Converts Unreal Tournament maps between game versions (UT99/UT2004 → UT3/UT4 and UT4 → UT3).
  • UnrealLocresEditor - GUI tool for editing Unreal localization resource (.locres) file format.
  • UEFN-AES-Loader - DLL for applying AES encryption keys to decrypt encrypted UE game assets and data files.
  • UnrealMappingsDumper - Generates .usmap mapping files for datamining UE4/5 game files.
  • Unreal Save Dumper - CLI program to dump UE4/5 .sav save files to JSON, displaying versioning and engine information.
  • t3d2map - Converts Unreal .T3D text map documents to Quake's .MAP brush format. See also mildred/t3d2map, an unrelated same-named tool converting Wheel of Time/Unreal T3D exports to other map formats.
  • Solicen.UEExtractor - Extracts text strings from Unreal Engine .pak/.ucas archive files for game localization/translation workflows.
  • KismetEditor - Extracts EX_StringConst strings from the Kismet bytecode of Unreal Engine .uasset/.umap files into a JSON file and writes edited replacements back as EX_UnicodeStringConst instructions with corrected offsets, for translation workflows. Also extracts and modifies StrProperty/TextProperty strings, with riskier fallbacks for LocalizedSource, StringTable, and DataTable; built on UAssetAPI.
  • UEAESKeyFinder - Finds the AES decryption key of practically any Unreal Engine game.
  • UEManifestReader - Reads and parses Unreal Engine build manifests.
  • UnrealLocres - Command-line tool for exporting and importing Unreal Engine 4 localization resource (.locres) files to/from CSV; the underlying library used by UnrealLocresEditor above.
  • UE4TextExtractor - Extracts localizable text directly from Unreal Engine .uasset, .uexp, and .umap files, and converts locres files to/from a plain text format for translation.
  • UE4Tools - Archived (no longer maintained) C# command-line localization toolset for Unreal Engine 4 games: PakTools unpacks and repacks .pak archives, LocResTools handles .locres localization files, and UAssetTools reads .uasset packages; ships ready-made workspaces for The Park and Battlefleet Gothic: Armada.
  • UassetLocalize - Localization tool for Unreal Engine .uasset, .uexp, .umap, and .locres files (roughly UE 4.13 through 5.7, via UAssetAPI). Provides a grid-editor GUI plus CSV/PO round-trips, finding translatable text in FText/FString properties, string table exports, and data table rows.
Modding Frameworks & Toolkits
  • UE-Modding-Tools - Databank of generic UE modding tools.
  • unreal_auto_mod - Tools for managing Unreal Engine mod projects and automated building.
  • UE_Modding - Comprehensive collection of guides and resources for modding Unreal Engine 4 and 5 games.
  • UE.Toolkit - Modding toolkit for UE games with UObject/UDataTable inspection and editing via Reloaded II, runtime data modification.
  • RE-UE4SS - Lua scripting system, SDK generator, blueprint mod loader, and live property editor for UE4/5 games. See also UE4SSDotNet for a UnrealCLR-based .NET runtime companion.
  • UE4-DDS-Tools - Texture modding tool for Unreal Engine games; injects and extracts DDS textures from .uasset/.uexp files without needing the original source project.
DCC Plugins & ActorX (Blender / 3ds Max)
  • io_scene_psk_psa - Blender addon for importing and exporting PSK (skeletal mesh) and PSA (animation) formats used in Unreal Engine. Supports PSK/PSKX mesh import with vertex normals, extra UV channels, vertex colors, and shape keys.
  • io_scene_ase - Blender exporter for the legacy ASE (ASCII Scene Export) format used by Unreal Engine 1 & 2 games (e.g., Unreal Tournament 2004).
  • blender3d_import_psk_psa - Blender addon for importing PSK (skeletal mesh) and PSA (animation) formats from Unreal Engine.
  • SkelEdit - Cross-platform PSK/PSKX/PSA (ActorX) skeletal mesh viewer with wxWidgets UI and OpenGL renderer.
  • ActorX - Epic Games' ActorX plugin source code for Unreal skeletal animation format (PSK/PSA).
  • blender_t3d - Blender import/export add-on for Unreal .T3D map files.
  • BlenderUmap2 - Blender addon for importing Unreal Engine .umap/.uasset world and actor data exported by FModel.
Unreal Legacy Tools & Downloads (ModDB)
  • ActorX Tools - The ActorX Tool is a plugin for various 3d creation packages allowing you to import skeletal meshes and animations in Unreal Engine games.
  • ActorX Softimage Exporter - ActorX plugin for Softimage to export skeletal meshes and animations to binary formats for Unreal Editor import. Install by extracting to \Application\Plugins.
  • Formats: .psk, .psa (skeletal meshes and animations), .ase (static meshes).
  • U3D - Presently there are at least four other unreal model converters out there but as you may know, each one has it's own set of limitations that either make the conversion process a pain in the rear, or plug in to a specific version of 3D StudioMAX.
  • Unreal to Deus Ex mesh converter - Converts Unreal/Unreal Tournament meshes to Deus Ex format. Enables use of Unreal export utilities (MilkShape 3D, 3ds2unr, etc.).
  • DUT TOOL-2.0.2.0 (Unreal Tournament 3) - C# tool for creating Unreal Tournament 3 mods (v2.0.2.0).
  • UEd Style Tools for Maya (Unreal Tournament) - Tool window for Maya providing UEd-style CSG tools and addressing common issues when building meshes/brushes for Unreal Editor maps. Handles size differences between Maya and UEd with fast controls.
  • UShock - Unreal level viewer (Unreal Tournament) - Experimental Unreal level viewer for Unreal Engine games from Unreal 1 to UT2004 (tested: Unreal 1, UT99, WOT, Unreal 2, UT2003, UT2004). Loads dependent packages (textures, static meshes, etc.) and displays using OpenGL renderer.
  • Unreal Unit Converter
  • PS3 Mod Tools version 2.1 (Unreal Tournament 3) - Tools for publishing Unreal Tournament 3 modifications with PS3 support (v2.1).
  • WOTgreal Package Exporter (Unreal Tournament) - Tool for viewing and exporting static (non-animated) textures, models, and sounds from Unreal Engine 1/2 games. Also decompiles UC scripts. Created by Dean Harmon.
  • Advanced Model Support SDK (Unreal Tournament) - Documentation for Unreal Tournament modellers creating plugin player models with Advanced Model Support v102 or v110. Also for modellers and programmers working on larger mods using skeletal models and/or Advanced Model Support code.
  • Blender 2.49 Scripts for UT2004 - Scripts with all PSA / PSK converters available IQM converter for use with noesis ASE export And other useful stuff
  • February 2015 Unreal Development Kit (UDK) - Final version of the UDK by Epic (February 2015 release). Unreal Development Kit is the free edition of Unreal Engine 3.
  • UnrealKey - Tool for automatically finding AES-256 decryption keys for Unreal Engine 4 encrypted pak files, by launching a game's executable and detecting the loading/decryption of encrypted paks.
  • UEDumper - SDK dumper for Unreal Engine games.

Legacy & Specialized Engines

3DSTATE

  • 3DS MAX 5 and 3DS MAX 6 converter - Converts 3DS Max scenes to 3DSTATE WLD format, preserving lighting, shadows, and effects. Includes script for rendering to texture and converting to binary 3dstate format.

ACK-3D

  • ACK-3D GCC - Modern GCC/Code::Blocks recode of Lary Myers' 1993 "Animation Construction Kit" raycasting engine from his book Amazing 3-D Games Adventure Set, used in various early-90s shareware titles.

ACKNEX (3D GameStudio)

Conitec's Acknex/3D GameStudio (3DGS) engine, used by many hobbyist/indie titles.

  • A3WadTools - Bidirectional converter between Acknex 3 WDL/WMP map/texture data and Doom WAD files, built on mkloubert/dwad-net.
  • acknex3-docs - Mirror of the ACKNEX 3 (3D GameStudio 3) engine API documentation.
  • acknex3-wiki - Wiki documenting 3D Game Studio 3 internals.
  • WMPio - Reader/writer for Acknex3 WMP map files.
  • WDL2CS - Transpiler converting Acknex3's WDL (Lite-C) scripting bytecode to C#, with WDLTransTest as its compatibility test harness.
  • AcknexCSApi - C# implementation of the Acknex3 engine API.
  • BmArrayLoader - Loader for Acknex bitmap array files.
  • A3Tools - Converts levels designed in Acknex3 for use with the Acknex8 engine.
  • Wm3Util - Unity importer for the .wm3 mesh format exported by A3Tools above.
  • uWED - Acknex World Editor reimplemented in Unity.
  • WRSExtractor - Command-line extractor for Acknex3 WRS resource archives, based on rickomax's work.

AtiSushi Engine

  • AtiSushi - UniLoader plugin for importing AtiSushi engine files.

BGT (BlastBay Gaming Toolkit)

Audio-game engine (2010) used by numerous accessibility-focused/blind-accessible games.

  • bgt-decomp-tools - Decompilation toolkit recovering source-level structure and assets from games built with BGT: bytecode unpacking, lifting to pseudo-source, disassembly, and sound-pack extraction.

Blitz3D / BlitzPlus

  • B3DDecomp - Disassembler and decompiler for games built with the Blitz3D and BlitzPlus engines.

Bruns Engine

  • brunsdec - Decryptor for Bruns Engine encrypted assets (magic number EENC), deriving a per-file XOR key from the file header to recover encrypted PNG images.

Build Engine

  • BUILD Map Importer - Blender add-on for importing BUILD maps (Blood, Duke Nukem 3D, etc.) that can auto-extract textures from .ART, .GRP, and .RFF files.
  • Import options: split sectors/walls/sky, preserve sprite offsets, reuse materials, shade to vertex colors, and store original map data in custom properties.
  • Build palette editing tools (Duke Nukem 3D) - Tools for manipulating and creating palettes for BUILD Engine games including Duke Nukem 3D. Work in progress.
  • NBlood - Reverse-engineered source ports of Build engine games (Blood, Duke Nukem 3D, Redneck Rampage, Shadow Warrior, Exhumed, PowerSlave) based on EDuke32 engine technology.
  • Blood-RE - Source code reconstruction of Blood, reading the original game's GRP/ART/MAP data.
  • Raze - GZDoom-derived source port for Build engine games including Duke Nukem 3D, Blood, Shadow Warrior, Redneck Rampage, Exhumed/Powerslave and Ion Fury, reading each game's original GRP/RFF/ART assets.
  • vanilla_duke3D - Mirror of Ken Silverman's original "Build" engine source release (GAME.EXE and companion tools), the DOS engine behind Duke Nukem 3D, Shadow Warrior, and Blood, reading the engine's native MAP/ART/GRP data.
  • Blood: Fresh Supply Modding Guide - Documents loading persistent and loose mod files for Blood: Fresh Supply, including its RFF and KPF resource formats.
  • Build286 - Port of Ken Silverman's Build Engine to 16-bit DOS PCs (e.g. 286 processors with VGA/MCGA graphics).
  • buildengine - icculus.org's Linux/macOS port of Ken Silverman's Build Engine, the DOS engine behind Duke Nukem 3D, Shadow Warrior, and Blood, reading the engine's native MAP/ART/GRP data.
  • Xtract (macOS port) - macOS-compatible port of Xtract, extracting art assets from Build engine GRP archive files (Duke Nukem 3D, Blood, and others).
  • jftekwar - JonoF's Build engine port of Capstone Software's William Shatner's TekWar, reading the original game's ART/MAP/palette data. See also jfwhaven, his port of Capstone's Witchaven.
  • jfbuild - JonoF's port of Ken Silverman's Build engine, reading the engine's native ART/MAP/GRP data. Depends on his jfaudiolib port of the AudioLib sound library used by Apogee games, and powers his jfduke3d and jfsw ports below.
  • slab6-mirror - Mirror of Ken Silverman's SLAB6, the voxel model viewer/editor for VOX, KVX (Build engine sprite format used by Shadow Warrior/Blood), and KV6 (Voxlap) formats.

BYOND

Game-creation engine/platform behind Space Station 13 and its many community forks, plus other BYOND-made games.

  • byond-data-docs - Unofficial, in-progress documentation of BYOND's data formats: DM bytecode structure, save/world file string and protocol decryption, DMI icon format, and the BYOND Topic network protocol.
  • SpacemanDMM - Rust suite for BYOND DreamMaker codebases, whose dmm-tools libraries read and write DMI icon and DMM map files and include a map renderer that produces full-scale PNGs of .dmm maps (built around Space Station 13 codebases). Also provides a DM parser, language server, documentation generator, and static analyzer.

Chowdren

  • chowdren-extractor - Extracts images, audio, and shaders from the Assets.dat file used by games built with Chowdren, a C++ compiler/runtime for Construct Classic projects; originally written for Cyber Shadow but has grown to support multiple archive format versions across other Chowdren-based games. See also fp-assets for Freedom Planet's Assets.dat.

Cobra Engine

  • cobra-tools - Suite of GUI tools for extracting and modifying OVL and OVS archives, as well as editing associated file formats and models for the Cobra Engine (Frontier Developments).
  • OVL_IO - Work-in-progress reader/extractor for Jurassic World Evolution's OVL archive format, built on the Cobra Engine.

Cube 2 (Sauerbraten)

  • cube2-rs - Rust library for reading Cube 2's compressed OGZ octree map format (gzip-compressed cube octree, VSlot texture data), supporting both the Sauerbraten and Tesseract engine variants.

Genie Engine

  • geniedoc - Documentation of Age of Empires II .dat files (Genie Engine formats).

GIANTS Engine

  • I3DShapesTool - Tool for extracting the binary .i3d.shapes mesh/shape files used by the GIANTS engine (Farming Simulator) to OBJ.
  • See also I3dShapes for a .NET/C# library port (published on NuGet) supporting shape types 1-3 for programmatic use.

Mascot Capsule Micro3D

  • mbac-gallery - Batch viewer for MBAC 3D model files used by Mascot Capsule Micro3D, the mobile/feature-phone 3D engine (J2ME, N-Gage, BREW); extracts models and textures from game JARs into a SQLite catalog with Blender-rendered preview images and an HTML gallery.

Shiva3D Engine

  • stk_unpacker - Command-line tool for unpacking .stk game archives used by the Shiva3D engine.

Soft3D Engine

  • Soft3D-RE - Reverse-engineering documentation of the Soft3D engine's file formats (S3DTEX/STX textures, SAU/WAR AMI ADPCM audio, SBN fonts, SBP Quake2-BSP-derived maps, SOJ 3D objects), used by mobile/handheld titles like 7 Days: Salvation across Dingoo A320, Gemei A330, Symbian S60, and Win32.

Stargaze Engine

  • StargazeUnpack - Extracts files from the .pack archives used by games running the Stargaze engine (Mountain Crime: Requital, Psycho Train).
  • Includes a Noesis plugin (fmt_sf_image.py) for viewing/exporting the engine's .pvrlzo and .pvr image formats.

StepMania

  • GrooveAuthor - Editor for authoring StepMania charts (.sm/.ssc), by an ITGmania maintainer.
  • ArrowVortex - Windows simfile editor for creating and editing stepfiles for DDR/PIU-style rhythm games such as StepMania and ITG, with BPM/offset detection and difficulty estimation; continuation of the original project.
  • StepManiaChartGenerator - Converts StepMania charts (.sm/.ssc) from one step-pattern type to another (e.g. singles to doubles), preserving crossovers, footswaps, and other technical qualities of the source chart.
  • Built on Fumen and StepManiaLibrary, the same author's (the GrooveAuthor/ITGmania maintainer above) generic chart-representation and StepMania chart parsing/generation libraries.

RPG, Visual Novel & Adventure Engines

AaruSystem Engine

Visual novel engine ("AaruSystem") used in various Japanese visual novels.

  • AaruSystemTools - Extracts and repacks AaruSystem engine resource packs (.FL4 archives).

ADVSYS3 Engine

Visual novel engine ("ADVSYS3") used in various Japanese visual novels.

AILSystem Engine

Visual novel engine ("AILSystem") used in various Japanese visual novels.

  • AIL_Tools - Extracts and repacks AILSystem engine resource packs (.DAT/.SNL archives).
  • AILSOFT-AIL-Engine-Tools - Extracts/repacks AIL engine Sall-format resource archives, and disassembles/reassembles the engine's compiled scripts.

AliceSoft (Alice/System 4 Engine)

Visual novel engine(s) ("System 3"/"System 4"/AinScript) by AliceSoft.

  • alice-tools - Tools for extracting/editing files from AliceSoft games (AinScript decompiler/compiler, ALD/AJP/DCF/PMS asset tools, and more).
  • xsystem4 - Cross-platform, open-source reimplementation of AliceSoft's System 4 engine, running original AliceSoft game data; companion compiler/decompiler/language server sys4lang (derived from nunuhara's sys4c). See also xsystem4-android, an Android port.
  • FNLib - Font editor library for the AliceSoft engine.
  • xsystem35-sdl2 - Multi-platform (Linux, Windows, macOS, Android, Emscripten) reimplementation of AliceSoft's System 3.x engine, running original System 3.5-3.9 game data; companion compiler/decompiler xsys35c. See also system3-sdl2, an SDL2 port of Takeda Toshiya's "System3 for Win32" covering the earlier System 1-3 games (companion compiler/decompiler sys3c), and xsystem35-vita, a PS Vita port.
  • xsys4dbg - Graphical debugger front-end for xsystem4 above.
  • r10-mod-system - Modding system and build toolchain for Rance 10, rebuilding the game's .ain AinScript data via alice-tools.
  • vscode-system4 - VS Code extension adding language support (syntax highlighting, hover docs, jump-to-definition, code completion) plus decompile/compile/debug integration for AliceSoft's System 4 .ain/.jaf scripts, built on sys4lang and xsystem4 above. See also vscode-system3x, the equivalent extension for System 3.x/System 1-3 games, wrapping xsys35c/sys3c and xsystem35-sdl2/system3-sdl2 above.
  • dungeon-viewer - Viewer for the dungeon data file formats used in Rance VI / GALZOO Island.
  • AliceConv - Converters for AliceSoft's pre-System 3 "OLD" format games, replacing the original DOS-based tools.
  • Tools: N88Splitter/DATSplitter (archive extraction), toPNG (CG conversion), MAKO2toVGM/MAKO1toVGM/EOMMLtoVGM/PSGtoVGM/PC98toVGM/MCLtoVGM (sound conversion to VGM), toTXT (experimental scenario decoder).

Aquaplus (Leaf)

  • AquaPlusEditor - Editor for Aquaplus (Leaf) visual novel engine files.
ToHeart2 DX PLUS
  • TH2DXP_KIT - Localization toolkit for the PS3 version of ToHeart2 DX PLUS.
  • Tools: dat_tool.py (DAT archive extraction/repacking), scenario_eboot_tool.py (scenario script extraction from the EBOOT), tpl_image_tool.py (TPL image conversion).
Utawarerumono
  • UtaMeshExtractor - Extracts textures and MDL models (converted to Wavefront OBJ) from the PS3 version of Utawarerumono: Mask of Deception.

Artemis Engine

Visual novel engine ("Artemis") used in various Japanese visual novels.

  • pfs-rs - Unpacker and packer for Artemis engine .pfs archives, written in Rust.
  • PFS-Android - Android app built on pfs-rs for unpacking Artemis engine .pfs archives, from in-app file selection or the file explorer.
  • Artemis_Pack_Tool - Creates Artemis engine .pfs archive files.
  • pfs_upk - Simple unpacker/packer for Artemis engine .pfs archives.
  • artemis_ast - Parser/compiler for Artemis engine .ast script bytecode.
  • zig-pfs - Zig unpacker for Artemis .pfs (pf8) archives, tested on the Clover Reset demo.

AVG32

Visual novel engine ("AVG32") used in various Japanese visual novels.

  • adieu - Bytecode parser and disassembler for the AVG32 visual novel engine.

AVGEngine V2 / GxEngine V3

Visual novel engine ("AVGEngine V2"/"GxEngine V3") used in various Japanese visual novels.

  • AVGEngineV2_Tool - Extraction/repacking tool for AVGEngine V2/GxEngine V3 visual novel engine files.

BGI (Buriko General Interpreter)

Visual novel engine (Ethornell) used by many Japanese visual novels.

  • openbgi - Open-source reimplementation of the Ethornell/BGI (Buriko General Interpreter) visual novel engine.
  • BGI - Experimental reimplementation of the BGI (Buriko General Interpreter) visual novel engine: bytecode VM emulator (BGITool), opcode disassembler (BGIPiler) and tracer (BGITracer), and a resource viewer (BGIExplorer) for BGI's texture/bitmap formats.
  • BGIKit - Script decoder and encoder for the Ethornell/BGI visual novel engine (archived).
  • EthornellTools - Tools for the Buriko General Interpreter (BGI)/Ethornell visual novel engine.
  • Tools: BgiDisassembler (disassembles internal system ._bp scripts), BgiImageEncoder (encodes images to the engine's proprietary CompressedBG format).
  • See also VNTranslationTools above for translating BGI scenario scripts.
  • ethornell-rs - Rust reimplementation of the Ethornell/BURIKO General Interpreter (BGI) visual novel engine that runs games from their resource archives and loose files, with desktop builds for Windows, macOS and Linux.
  • BGI_Pack_Tool - Creates BGI engine archive files. See also the author's earlier BGIArcPack.
  • BGI_Script_Tool - Exports and rebuilds text strings from BGI engine scripts (excluding the internal ._bp files handled by EthornellTools' BgiDisassembler above).
  • BGIScrViewer - GUI tool for viewing decompressed scripts of BGI visual novel games.
  • EthornellEditor - Translation tool for Buriko General Interpreter (BGI/Ethornell) engine scripts (BGI v2; BSE scripts not supported).
  • arc-reader - Reads and extracts files from BGI engine .arc archives (OverDrive/MangaGamer). See also arc-reader-rs, a Rust port/rewrite.
  • Bgi_asdis - Disassembler and assembler for BGI (Buriko General Interpreter)/Ethornell binary script files.
  • Bgi_script_tools - Python 3 scripts (originally by kingshriek) to process extension-less BGI 1.69 scripts (e.g. Eustia's Scenario0000).
  • BGITool - Tools for working with the BGI visual novel engine, including BGIDev for scene script decompilation.
  • BGIDscCompressor - Compresses/decompresses files for the Ethornell/Buriko General Interpreter (BGI) visual novel engine.
  • BGI_BM_Converter - Converts BGI (Buriko General Interpreter)/Ethornell engine .bm image files.
  • bsiTool - Python 3 tool that converts Ethornell/BGI .bsi files (a string-patch format holding UTF-8 strings) to text and back, with Russian and English UI. Tested on The Curse of Kudan Remastered.

Bishop Engine

Visual novel engine ("Bishop") used in various Japanese visual novels.

  • BSXScript_Tool - Export/import tool for BSXScript 3.0 script files used by the Bishop engine.
  • Bishop_BSG_Tool - Converts PNG images to BSG (BSS-Graphics) UI graphics files for the Bishop engine.
  • BaeSenX - Work-in-progress toolset for Bishop games (internally called BSXX): recalculates the savegame header MD5 checksum so saves survive a modified bsxx.dat (script versions 3.0 to 3.3), and decompiles the script to JSON opcodes, studied with Kutsujoku (version 3.2).

C,system Engine

Visual novel engine ("C,system") by Cyberworks, used in various Japanese visual novels.

  • CSystemTools - Script and image unpacking/repacking tool for the Cyberworks "C,system" visual novel engine (Arc00-Arc09.dat index/content files); images convert automatically to/from PNG. See also VNTranslationTools for translating the extracted scenario scripts.
  • SystemCScriptManager - DLL library for building custom string editors for the Cyberworks "C,system" engine's scripts.
  • betterfpk - Cyberworks "C,system" FPK archive tool with ZLC compression support, tested with TsuyokissNext.
  • SystemCTools - Additional tools for the Cyberworks "C,system" visual novel engine.
  • kgtools - Extracts .kg files from the Cyberworks "C,system" engine.
  • CysTem - Unpacks and packs the j0 (voice), k0 (sound effect) and u0 (background music) audio files of C,system games, which are OGG Vorbis data with a swapped Tink/Song signature and an XOR-obfuscated 3611-byte block; tested only with Noroware Kyoushitsu.

CatSystem2

Visual novel engine ("CatSystem2") by CSware, used in various Japanese visual novels.

  • FelineSystem2 - Open-source remake of the CatSystem2 visual novel engine, reading original game script and asset data.
  • TriggersTools.CatSystem2 - .NET library for extracting from and working with CatSystem2 visual novel engine files: decrypts/extracts KIF int archives, extracts HG-2/HG-3 images, and decompiles CST/FES/ANM scripts into a modifiable, recompilable state.
  • catsystem-py - Work-in-progress Python library, tools, and documentation created while reversing the CatSystem 1 and 2 VN engines.
  • CatSceneEditor - Scene/script editor (CSE) for the CatSystem2 visual novel engine.
  • CatSystem2Tool - Unpacks and repacks CatSystem2 engine .int archives.
  • CatSystem2-Simple-Translating-Tools - Single-click tools to extract movies, images, and text from CatSystem2 games into an editable state and pack them back.
  • GrisaiaExtractor - Ripping tool (primarily for images) for the Grisaia series, which uses CatSystem2's KIFINT archive and HG3 image formats.
  • unPAK - Packer/unpacker for .PAK files from the PS Vita port of CatSystem2.
  • GrisaiaSpriteViewer - Sprite viewer and saver for character sprites extracted from the Grisaia series.

Circus (Mes Engine)

Visual novel engine ("Mes") used by Circus, Ivory, and other Japanese visual novel developers.

  • MesTextTool - Script text export/import tool for the Circus "Mes" engine.

CIS Engine

Visual novel engine ("CIS") used in various Japanese visual novels.

  • CIS_Tools - Extracts and repacks CIS engine resource packs (extensionless data, data2, data3, ... files).

CNCSA Engine

Multimedia/edutainment engine developed by Europress Software, documented on the Multimedia Wiki.

  • CNCSA - Reverse-engineered tools (CCAEditor, CCAViewer) for the CNCSA engine, plus Ghidra analysis files for its core CNCS32.DLL.

CROWD / ANIM Engine

Visual novel engines ("CROWD" and "ANIM") used by games created by SIS Planning.

  • FEW_Engine - Script editor that fully recompiles the *_sce.dat script files of CROWD and ANIM visual novels, tested only with Zetsuboushi, with notes on the compiled file layout.
  • rePaCK_TKS - Unpacks and packs .PCK archives (file table, name list and raw data) used by CROWD and ANIM visual novels.
  • EOG_Manager - Creates .EOG audio files (a small header on top of 44.1 kHz OGG Vorbis) used by CROWD and ANIM games.

Crux Engine

Game engine developed by Giant Steps.

  • Crux - Reconstructed/reverse-engineered source for the Crux engine.

DDSystem

Visual novel engine ("DDSystem"/DDPSystem) used in various Japanese visual novels.

  • DDSystem - GUI and CLI packer/unpacker for the engine's DDP2 and DDP3 archive formats.

Debonosu Works Engine

Visual novel engine used by Debonosu Works.

DEV7 (Coktel Vision)

Game engine made by I.C.E Développement for Coktel Vision.

  • DEV7 - Reverse-engineered implementation of the DEV7 engine used by Coktel Vision games.
  • AdibouPaziralDATConverter - Converts the .DAT cutscene files from Adibou et le secret de Paziral to/from common audio/video formats.

EAGLS

  • Eagls_engine_tool - Windows C++ toolkit and Python scripts for EAGLS engine game resources: .pak unpacker and packer (optional decryption), BMP to GR image conversion, and text extraction/replacement; the source also covers .dat files, LZSS, and PNG/BMP conversion.

Edoire

Unity-based visual novel engine ("Edoire") used in various Japanese visual novels.

  • EdoireTools - Extracts and repacks Edoire engine resource packs (.arc archives with @ARCH000 header).

elf / Silky's

Visual novel engine used by elf and its "Silky's" branded games (predecessor to the later AI6WIN-based Silky Engine).

  • elf-tools - Tools for viewing and editing file formats used in elf and Silky's games.
  • AI5WINArcTool - GUI tool for packing and unpacking AI5WIN engine .arc archives (a different variant from the Silky Engine/AI6WIN .arc), with Russian and English UI. Writes a .key file with the detected keys and name size on unpack for repacking; release 2.2 handles nonstandard archives such as Dokyuusei 2's. See also AI5WINScriptTool for .mes scripts.
  • ai5-sdl2 - Cross-platform reimplementation of elf's AI5WIN engine, running original game data for YU-NO, Doukyuusei/Doukyuusei 2, Kakyuusei, Isaku, Shuusaku, and Aishimai; adds window scaling and text-hooking support not present in the original AI5WIN engine.

EntisGLS

Visual novel engine ("EntisGLS") used in various Japanese visual novels.

  • EntisGLS_Tools (CSX Tools) - Script text export/import tool for EntisGLS .csx script files; CSXTool targets 1.x engine versions and CSXToolPlus targets 2.x-3.x.
  • yosuga-no-sora-entis-tools - Extraction/conversion tools for the EntisGLS resources used by Yosuga no Sora.
  • Formats: .noa archives (including packed system resources), .eri CG/background/UI images (to PNG), .mio voice/BGM/SE audio (to WAV), .mei opening movie audio track.

ERA / Emuera

Japanese text-heavy RPG/simulation games ("ERA games") scripted in the ERB language and traditionally run by the C# "Emuera" interpreter.

  • erars - Cross-platform, open-source reimplementation of the Emuera ERA game runtime in Rust, tracking command/function parity with Emuera while loading original games' ERB scripts and resources; includes a wgpu-based GUI renderer matching Emuera's text layout.
  • uEmuera - Unity3D reimplementation of the Emuera ERA game runtime, based on the emuera1824v15 source, bringing execution of original ERB game scripts to non-Windows platforms such as Android.

Escude

  • EscudeEditor - Editor for the Escude engine's BIN scripts and packages.
  • EscudeTools - Tools for extracting and repacking Escude engine visual novel files, tested on newer titles.
  • Bincude - Tool for creating and unpacking Escude engine .BIN archives.

Eushully

Visual novel engine used by Eushully's games.

  • EushullyEditor - Editor for Eushully engine visual novel files.
  • Agf2Bmp2Agf - Converts AGF image files used in Eushully games to BMP and back.
  • BinExtractALF - Extracts data from Eushully .ALF archives using the SYS4INI.BIN/SYS5INI.BIN or .AAI header files; supports archive versions 4 and 5 and supersedes exs4alf.

FamilyAdvSystem Engine

Visual novel engine ("FamilyAdvSystem") used in various Japanese visual novels.

  • CSAF_Tool - Extracts resources from CSAF archives (signature 0x43 0x53 0x41 0x46) of the FamilyAdvSystem visual novel engine, created based on a GARbro issue.

Famous Writer

Visual novel engine ("Famous Writer") used in various Japanese gal games.

  • gakuen_handsome - Reverse engineering of the FWD binary archive format used by Famous Writer, documenting the header/entry-offset table layout and script checksum calculation, created for a Chinese fan translation of Gakuen Handsome (学園ハンサム).

FFA System Engine

Visual novel engine ("FFA System") used in various Japanese visual novels.

  • FFA-SYSTEM-Tools - Extraction/repacking tools for FFA System engine archives and scripts.
  • BlackPackageImageTool - Converts FFA System engine .bp/Black Package image files to/from PNG.

FVP Engine

Visual novel engine ("FVP") used in various Japanese visual novels.

  • rfvp - Non-official Rust reimplementation of the FVP engine and IDE, running games directly from their original .hcb script/asset files, with a debug HUD, custom-font support, and UTF-8/GBK translated-text encoding switching.
  • fvp-rs - Rust library and CLI for packing and unpacking FVP engine .bin archives, mainly used for the engine's audio archives.
  • fvp-unpacker - Unpacks FVP .bin archives, with image extraction and tachie (立ち絵) layer composition support.
  • ShinkuToolset - Translation toolset for FVP-engine games by FAVORITE.
  • fvp - All-in-one tool for FVP-engine games by FAVORITE, covering script/archive extraction and repacking.
  • fvp-tools - Translation tools for FVP (Favorite View Point) engine games: bin_archiver BIN archive packer/unpacker, nvsg_converter NVSG image to/from PNG converter, and hcb_compiler script (de)compiler, a Python 3 optimized fork of SaintLouisX's original (archived).

GSIWin

Visual novel engine ("GSIWin") used in various Japanese visual novels.

  • FGSIWinTool - Script text export/import tool for newer, UTF-8-based GSIWin engine script versions.
  • GSIWinReTool - Script text export/import tool for older, Shift-JIS-based GSIWin engine script versions.

GsPack4

Visual novel engine ("GsPack4"/"Scw4") used in various Japanese visual novels.

GXC Engine

Visual novel engine ("GXC") used in various Japanese visual novels.

  • GXC_engine_tools - Decrypts, inspects, edits, and rebuilds GXC engine .sce script files.

InnocentGrey

Visual novel engine used by InnocentGrey's games.

  • FlowerScript - Assembler/disassembler for InnocentGrey's script format.
  • See also FlowerScript-js, a JavaScript disassembler/assembler for scripts from the FLOWERS series.
  • zIGA - Zig extractor for InnocentGrey .iga archives.

Kaguya

ADV engine ("Kaguya") used in various Japanese visual novels.

  • Kaguya_Tool - Toolset for the Kaguya ADV engine: MsgTool exports/imports text from message.dat, and Link6_Tool creates LINK6 archive files.

Kirikiri

Visual novel engine (KAG/TJS scripting) used by many Japanese visual novels.

  • krkrz - The official Kirikiri Z (KAG3/TJS2) visual novel engine project itself, including the runtime, TJS2 script compiler/VM, and XP3 archive support - upstream for many of the tools below.
  • Xp3Viewer-AfterStory - Updated viewer for Kirikiri's XP3 archive format.
  • KirikiriTools - Toolset for the Kirikiri visual novel engine.
  • Tools: KirikiriDescrambler (descrambles/decompresses obfuscated .ks/.tjs plaintext scripts), KirikiriUnencryptedArchive (version.dll injection making games accept unencrypted .xp3 archives, with support for extracting encrypted/hashed file names), Xp3Pack (creates unencrypted .xp3 patch archives for use with the DLL).
  • See also VNTranslationTools above for translating Kirikiri scripts.
  • KrkrExtract - Extracts and repacks Kirikiri krkr2/krkrz XP3 archives. No longer maintained; see also the actively maintained successor KrkrzExtract.
  • eluna - Rust PSB/Emote reverse-engineering and reimplementation workspace: parses .psb files (MDF/LZ4 normalization, optional PSB key decryption and key brute-forcing), extracts PSB resources and dumps Emote schemas via psb_extract, and includes a wgpu preview player for Emote motions.
  • Sickly-Days-Save-Editor - Python save editor for the Kirikiri Z visual novel Sickly Days and Summer Traces; decodes the binary game state embedded in its JPEG save files to edit stats, with a raw TJS viewer.
  • kirikiri2 - Git-svn mirror of the original Kirikiri2 engine's SVN repository, the pre-Z source many of the tools above reverse engineer against.
  • KrkrDump - Extracts files from newer versions of the Kirikiri Z engine.
  • KrkrPatch - Universal patch extension that enables file extraction/analysis on newer Kirikiri-based games.
  • KrkrzPack - Creates archives for the KirikiriZ engine.
  • csvParser - Kirikiri CSV data-file parser plugin, with KirikiriZ support.
  • tjs2-decompiler - TJS2 (TJS2100) bytecode decompiler, converting compiled Kirikiri script bytecode back into readable/executable TJS2 source. See also tjs2Decompiler, a Rust TJS2 (Kirikiri2/Kirikiri-Z) bytecode loader and decompiler.
  • TjsParser - C# parser for Kirikiri/KRKRZ TJS2 plaintext scripts, producing a strongly-typed AST/JSON output; also parses the KBAD100 binary Dictionary/Array data format and detects whether a given file is TJS2100 bytecode, plaintext, or KBAD100 binary.
  • xp3-brute - Unpacks, packs, and modifies Kirikiri (krkr) XP3 archives.
  • HxGamePatch - Patch enabling file extraction/analysis on newer Kirikiri-based games with updated encryption schemes.
  • tlg-wic-codec - Kirikiri TLG image codec for the Windows Imaging Component.
  • tlg_rs - Rust CLI for converting Kirikiri's TLG image format (TLG0.0/TLG6.0) to PNG.
  • tlg2png - Converts Kirikiri TLG images to PNG (archived; merged into arc_unpacker).
  • VisualNovelUpscaler - One-click AI upscaling remaster tool for Kirikiri2/Z and Artemis engine visual novels; unpacks archives, converts TLG images to PNG, upscales with waifu2x/Real-ESRGAN/RealSR, and repacks.
  • fcf-editor - Editor for FCF flowchart files used by the TypeMoon-modified version of Kirikiri to manage scene flow. See also Hintay's fork with a fix for loading multiple flag operations.
  • Kirikiroid2 - Cross-platform (Android and other) port of the Kirikiri2/KirikiriZ engine, running original Kirikiri visual novel game data.
  • krkrsdl2 - Port of the KirikiriZ engine to platforms supported by SDL2 (macOS, Linux), running original Kirikiri game data.
  • KirikiriSharp - Work-in-progress .NET parser for Kirikiri KAG/TJS visual novel scripting, used to inspect the engine's internal principles/mechanisms. Fork of planetarian/KirikiriSharp.
  • wic - Kirikiri plugin adding GIF, ICO, and TIFF image read support (plus TIFF write) via the Windows Imaging Component.
  • psdfile - Kirikiri Z plugin for reading (and editing/writing) Photoshop PSD files: parses layer structure, extracts per-layer or merged images, and exposes individual layers as a psd:// virtual storage path. PSD parsing/encoding core is split out into psdparse.
  • clipfile - Kirikiri Z plugin for reading and editing CLIP STUDIO PAINT .clip files, wrapping clipparse, a C++17/Python library whose reverse-engineered .clip format (SQLite metadata plus tiled layer pixels) is documented in the repo and which also converts to and from PSD.
  • krdevui - Kirikiri development-time tools: an archiver for building/inspecting XP3 archives, a loop tuner, and other engine dev utilities.
  • KrKrZSceneManager - Scene/script manager (KiriKiriZSM) for the KirikiriZ engine.
  • SDBManager - Editor for the older Kirikiri SDB file format.
  • amv_decoder - Experimental parser/decoder for AMV video files used by the KiriKiri2/KiriKiriZ engine. See also AlphaMovieDecoder, a Common Lisp implementation of the same format.
  • AlphaMovie - Kirikiri Z plugin that plays .amv alpha-channel video onto a layer; a reimplementation of the closed-source original AlphaMovie.dll, with the .amv container and decoding worked out by analysing the original binary.
  • hxv4_unhash_tools - Recovers original file/directory names from hxv4-hashed Kirikiri XP3 archive contents (scripts, voice, sound, images, video), developed against Dracu-Riot! with partial support for other hxv4-crypted titles.
  • KrkrExtractForCxdecV2 - Dynamic extractor for Wamsoft's KrkrZ engine builds using the Cxdec/Hxv4 encryption scheme (2021.11+ runtime), also dumping the string hashes needed to recover original file/directory names.
  • KrkrPbdStandViewer - Viewer for Wamsoft's Kirikiri Z PBD standing-image format.
  • cxdec-hxv4-static-analysis - Research toolkit/documentation for Cxdec/Hxv4-encrypted Kirikiri game assets, covering offline encryption-parameter recovery and verification, extraction, and TJS2 bytecode analysis.
  • Cxdec_Tools - Fully static recovery of Cxdec-encrypted resource filenames and data (no running game process required), recovering XP3 archive contents and dumping resources.
  • Fuck_Cxdec_Check - Patch bypassing the executable integrity check and disabling ASLR on recent Cxdec-protected KirikiriZ engine builds, to allow further analysis/extraction.
  • serde_tjs - Rust Serde serialization/deserialization library for TJS2 data structures.
  • KrkrDump-Hasher - Companion hashing utility for KrkrDump, computing the hashes needed to identify Kirikiri engine script functions.
  • KrkrDataLoader - Loader/dumper for Kirikiri engine .xp3 archive data and TJS2 script bytecode.
  • scntranslate - Batch translator for KirikiriZ .scn/.scm (PSB/MDF) script files, extracting strings, machine-translating them via a local/OpenAI-compatible LLM, and serializing the result back into the original binary format.

Kurumi Engine

Visual novel engine ("Kurumi") used in various Japanese visual novels.

  • KurumiEngineTools - Extraction/repacking tools for Kurumi engine archives and scripts.

Liar-soft / raiL-soft

Visual novel engine used by Liar-soft and raiL-soft, tested mainly with Albatross Log.

  • RaiLTools - .NET library for Liar-soft's/raiL-soft's engine: reads/writes .xfl archives and converts .gsc scenario files to/from plain text.
  • gscScriptCompAndDecompiler - Decompiles, compiles, and rebuilds codeX RScript .gsc scripts (the engine's actual bytecode, as opposed to RaiLTools' plain-text conversion), with Russian and English UI.
  • LiarsoftTool - Toolkit for visual novels on the Codex RScript engine (CodeX, Liar-soft, rail-soft, Studio Ubai Trans): archive packing/unpacking, image decoding/encoding, script extraction/injection and audio extraction, covering XFL/LWG, GSC, WCG/LIM and wrapped WAV resources.
  • RScriptTool - C++ tools for the RScript visual novel engine, including an unpacker (RScriptUnpacker) and a script text tool (RScriptText).
  • zXFL - Zig extractor for .xfl archive files, tested on files from "Okujou no Yurirei-san".

Light.vn

Visual novel engine (lightvn.net).

  • Light.vnTools - Unpack/decrypt and repack/encrypt tool for games made with the Light.vn visual novel engine (.vndat/.mcdat files).

LiLiM / Sugar Engine

Visual novel engine (.aos archives) used by LiLiM, LiLiM Sugar, and Princess Sugar visual novels.

  • AosTools - Tools for working with .aos archives used by LiLiM/Sugar-engine visual novels.

LiveMaker

Visual novel engine ("LiveMaker") used by many Japanese visual novels.

  • pylivemaker - Python package for manipulating LiveMaker 3/LiveNovel game resources: extracts files from a LiveMaker .exe/.dat, dumps LSB files to readable text/XML, extracts and recompiles LiveNovel LNS scripts from LSB files, and patches modified LSB files back into the .exe/.dat.
  • liveMaker_translate_tools - Console Python workflow built on pylivemaker for translating LiveMaker games: extracts resources from the game .exe/archive (images converted to PNG), dumps LSB scripts to CSV and i18n JSON for automatic (Azure AI Translator) or manual translation, and patches the translated text back into the LSB files and game.
  • LiveMaker_Guide - Archive of official LiveMaker engine tools and notes, including GraphicsGale and Photoshop-plugin builds for creating version 1 and 2 .GAL images.

LucaSystem

ADV engine ("LUCA System"/ProtoDB) used by Key/Visual Art's visual novels (AIR, CLANNAD, Kanon, Little Busters!, Summer Pockets, Harmonia, LOOPERS, LUNARiA, Planetarian, and others).

  • LuckSystem - Decompiler/compiler for LUCA System (ProtoDB) engine script files, with PAK archive and font extraction/repacking. Successor to the same author's archived LucaSystemTools.
  • lbee-utils - Collection of utilities for exporting and importing assets from LUCA System engine games.
  • lbee-restoration - Patch restoring the original 4:3 assets, UI, uncensored CGs, and opening movie in the Steam port of Little Busters! English Edition, which reformats the original LUCA System game data for widescreen.
  • LB_repack - Assembler/disassembler for LUCA System script opcodes and packer/unpacker for the SCRIPT.PAK archive, targeting both the PC and Nintendo Switch versions of Little Busters! English Edition.
  • SPRB-ENX - English translation mod for the Nintendo Switch release of Summer Pockets Reflection Blue, assembling a translated SCRIPT2.PAK and converting textures to the console's native compressed format with a LuckSystem-based script.
  • kanon-restoration - Patch restoring the original 4:3 aspect ratio, UI, uncensored CGs, and opening movie in the Steam port of Kanon, which reformats the original LUCA System game data for widescreen.
  • air-restoration - Work-in-progress patch restoring the original 4:3 in-game assets in the Steam port of AIR, which is based on the LUCA System engine.
  • LucaSystem - Early LUCA System engine analysis repository with a PAK unpacker and a CZ0 image decoder, plus notes on the CZ0-CZ3 headers; no repacker or importer.

Lucifen

Visual novel engine ("Lucifen") used in various Japanese visual novels.

  • Lucifen-Tools - Tools for extracting and working with visual novels running on the Lucifen engine.

Majiro

Visual novel engine ("Majiro") used in various Japanese visual novels.

  • MajiroStringEditor - Editor for exporting and importing strings from Majiro engine script files.
  • MajiroTools - Disassembler/toolset for Majiro engine .mjo script files, with .arc archive and .rct/.rc8 image support and an accompanying wiki documenting the engine's internals. Developed in cooperation with trigger-segfault, who made key format discoveries and wrote the companion majiro-py tools.
  • MajiroRCT - Converts Majiro engine .rct/.rc8 images to and from PNG, supporting image encryption/decryption when a password is provided.

Malie

Visual novel engine ("Malie") used in various Japanese visual novels.

  • Malie_Script_Tool - FreeMalie engine script disassembler; exports and imports text from Malie engine script files.
  • MalieScriptEditor - Editor for Malie engine script files.
  • MalieDatPacker - Packer/unpacker for Malie engine .dat archive files.
  • Malie-exe-patcher_python-code - Universal patcher for Malie engine executables that safely injects EXEC.bin by creating a new section instead of overwriting the resource section; compatible with Karin Entertainment games.
  • Malie-EXEC-Binary-Text-Tool - Extracts UTF-16LE strings from Malie engine EXEC/exec.dat text resource files to JSON for translation/editing, then reinserts them in place while preserving original slot sizes.
  • LigthStringEditor_MALIE-LABLE-Read-Only - Fork of marcussacana's LigthStringEditor for Malie engine .dat/.bin string tables, adding read-only viewing and filtering of the MALIE LABEL section (chapter titles, character names, choice text) and extending support to Karin Entertainment titles.

Marble Engine

Visual novel engine ("Marble") used in various Japanese visual novels.

  • MARBLE-ENGINE-TOOL-KIT - Packs/unpacks Marble Engine .mbl resource archives, including script files (with per-game key lookup via GARbro) and .prs image conversion to/from PNG.

Mware

"Mware" visual novel engine.

  • MwareStuff - Tools for working with Mware engine visual novel files.

NekoGameSDK

Visual novel engine SDK ("NekoGameSDK") used in various Japanese visual novels.

  • NekoGameSDK_PackTool - Creates NekoGameSDK engine .pak archives (NEKOPACK4A signature).
  • NekoPackExtract - Extractor for NekoPack engine (Chartreux Inc.) .dat archives (NEKOPACK signature) and .mng images, with a rebuilder to repack archives and a PackMNG tool to repack MNG images for translation.
  • nekosdk_tools - Additional extraction/repacking tools for NekoGameSDK engine files.

NeXAS

ADV engine ("NeXAS") used in various Japanese visual novels.

  • NeXAS_Tool - Config and script tools for newer versions of the NeXAS ADV engine.
  • nexas-datu8 - Decompiler for NeXAS engine datu8-format archives.
  • NeXAS_DX - JavaFX GUI for converting NeXAS engine game data (GIGA/戯画/Entergram) to and from JSON files.
  • NexasPackEdit - Simple tool to unpack and repack the NeXAS engine's resource archives.
  • GIGA_NeXAS - Unpacker/repacker for the GIGA-variant NeXAS engine's resource archives.
  • NeXAS_SPM_VIEWER - Viewer for GIGA/戯画/Entergram NeXAS engine .spm image/animation files.
  • map_format_explorer - GUI analyzer for NeXAS engine .map binary format (BSDX v0.90 and BHE v1.00), with tile visualization, JSON serialization/deserialization, and version conversion.
  • Aquarium_tools - String dumper/importer for Nintendo Switch NeXAS engine binu8/datu8 files, based on Niflheim's NeXAS module.

NVList

Free Java-based visual novel engine.

  • nvltool - Command-line tool and Python library (NVLArchive class) for listing, extracting, creating, appending to, and deleting files from NVList's obfuscated .nvl archive format.

ONScripter

Visual novel engine (NScripter-compatible) used by many freeware/doujin visual novels.

  • OnscripterYuri - Enhanced ONScripter engine port, running original ONScripter/NScripter game data across many platforms, with a focus on web (Emscripten/WASM).
  • OpenARC - Decoder/encoder for the .arc archive format used by the ONScripter visual novel engine, based on the archive codebase from ONScripter-EN.
  • nscript.dat-tool - Extraction/repacking tool for the nscript.dat script format used by NScripter/ONScripter-family engines.
  • nstools - Python scripts for NScripter/ONScripter games, including a converter from GBK-encoded nscript.dat/00-99.txt scripts to Japanese encoding and onssaver.py, which repairs save*.dat files after a script update.
  • ponscripter-fork - Fork of the Ponscripter (NScripter-compatible) visual novel engine adding Steam-oriented features such as release-specific scaling modes; used to run 07th Expansion's Higurashi/Umineko Steam releases from their original script/archive data.

Pixel Game Maker MV

Japanese 2D action/RPG creation engine (Kadokawa/Degica).

  • pgmm_decrypt - Python library to decrypt Pixel Game Maker MV's encrypted resource key (from info.json) and encrypted resource files, using Twofish.

PJADV Engine

Visual novel engine ("PJADV") used in various Japanese visual novels.

  • RxPJADV - Toolset for PJADV engine textdata.bin and scenario.dat files.
  • PJADV-Font-Maker - Creates custom bitmap font files for the PJADV engine.

Propeller Engine

Visual novel engine ("Propeller") used by a handful of Japanese visual novels.

  • propeller-tools - Fan-translation toolkit for the Propeller engine (tested on Sukimazakura to Uso no Machi): MPK archive packer/unpacker, MSC script (de)compiler, and MGR image container packer/unpacker (archived).

RealLive

Visual novel engine used by Key (Clannad, Kanon, Little Busters!), Circus, and other Japanese publishers.

  • rlvm - Open-source RealLive engine clone for Linux and macOS, reading original RealLive visual novel game data.
  • rldev - RealLive development kit: compiler/decompiler for RealLive bytecode (.ke/.rl sources to SEEN.TXT), plus archive and asset tools, by the same author as rlvm. See also theappleman's fork with fixes for the Little Busters! fan translation project.
  • nwa - Go library for decoding NWA, RealLive's compressed sound format.

Ren'Py

Visual novel engine used in many indie and commercial visual novels.

  • unrpa - Program to extract files from the RPA archive format used in Ren'Py visual novels.
  • unrpyc - Decompiler that reconstructs readable Ren'Py .rpy script source from compiled .rpyc bytecode files.
  • rpycdec - Actively maintained tool for decompiling Ren'Py compiled script files.
  • Formats: .rpyc/.rpymc bytecode, .rpa archives, .save save files.
  • Features: decompiles to readable script code, extracts/creates RPA archives, extracts and edits save files (via JSON round-trip), extracts games from Android APKs, and extracts translations to tl/{language}/ directories; supports Ren'Py 7.x and 8.x.
  • Rentool - Android toolkit for Ren'Py game modding: extracts and creates RPA archives, decompiles RPYC bytecode back into readable .rpy scripts, and compresses game assets, all on-device.
  • rpa-extractor - Extraction tool for Ren'Py RPA archive files.
  • rpatool - Command-line tool and Python library (RenPyArchive class) for listing, extracting, creating, appending to, and deleting files from RPAv2/RPAv3 Ren'Py archives, with obfuscation key and padding control.
  • RPAExtractorCSharp - Pure C# extractor for Ren'Py RPA archives, usable as a library (two source files) or through the rpaext command-line tool with drag-and-drop support.
  • renpy-asset-viewer - Browser-based viewer for Ren'Py projects: drop in a game folder to browse and download assets and decompile code files.

RioShiina

Visual novel engine ("RioShiina") used in various Japanese visual novels.

  • RioShiinaTools - Extraction/repacking tools for the RioShiina visual novel engine.

RPG Developer Bakin

Japanese RPG creation engine, successor in spirit to RPG Maker (RPG Developer Bakin).

  • BakinExtractor - Unpacks and repacks the data.rbpack resource archive created by RPG Developer Bakin.
  • BakinTranslate - Solution for translating games developed with RPG Developer Bakin.

RPG Maker

  • rgssad - Extract rgssad/rgss2a/rgss3a files from RPG Maker games.
  • rgssad-fuse - FUSE driver that mounts RPG Maker RGSSAD/RGSS3A archives as a browsable read-only filesystem.
  • rpga - RPG archive extraction and creation utility. Can extract and create RPG Maker XP+ archives and Wolf RPG archives (though Wolf archive creation does not work yet).
  • EasyRPG Player - Open-source interpreter that runs RPG Maker 2000/2003 games natively, reading their LCF data formats (LMU maps, LDB/LMT databases) via liblcf.
  • liblcf - C++ library for reading and writing the LCF formats used by RPG Maker 2000/2003 and EasyRPG projects.
  • mkxp - Open-source reimplementation of the Ruby Game Scripting System (RGSS) used by RPG Maker XP, VX, and VX Ace, running games natively by reading their RGSSAD/RGSS2A/RGSS3A archives. See also the more actively maintained mkxp-z fork.
  • Luminol - Cross-platform RPG Maker XP/VX/VX Ace editor rewrite in Rust, reading the RGSS project data (rxdata/rvdata maps and databases).
  • EasyRPG Editor - Qt6-based game editor for creating EasyRPG games; can import and edit existing RPG Maker 2000/2003 projects by reading/writing their LCF map and database files via liblcf.
  • EasyRPG Tools - Suite of small command-line utilities for RPG Maker 2000/2003 files: LMU2PNG (renders LMU maps to PNG), PNG2XYZ/XYZ2PNG/XYZCrush (XYZ image conversion), GENCACHE (game directory JSON cache), LcfTrans (extracts text from LDB/LMT/LMU files to .po), and LCFVIZ (graphs the map tree via GraphViz).
  • RPG Maker Decrypter - Extracts encrypted archives and files created with RPG Maker XP, VX, VX Ace, MV, or MZ, and can recreate a best guess of the original project structure.
  • rpgmdec - Fast RPG Maker XP/VX/VXAce archive decrypter and RPG Maker MV/MZ asset decrypter, with built-in inspection of decrypted assets.
  • rmvdec - Decrypter for RPG Maker MV resource files (.rpgmvp, .rpgmvo, .rpgmvm).
  • RGSS-Decryptor - Command-line decryptor for RGSS archives (RPG Maker XP/VX/VX Ace). See also Bioruebe's fork adding a Windows shell extension.
  • rxdataToJSON - C++ tool that converts RPG Maker XP .rxdata files to JSON and extracts the scripts from Scripts.rxdata.
  • MakerLens - Browser-based, 100% client-side media viewer/extractor for RPG Maker MV, MZ, XP, VX, and VX Ace game assets.
  • rpg-game-decrypter-python - Desktop GUI tool for decrypting RPG Maker MV/MZ encrypted media files; also extracts Ren'Py .rpa archives.
  • LoreInsight - Browser-based, 100% offline visualizer for RPG Maker MV/MZ event flow, parsing Map###.json, CommonEvents.json, and MapInfos.json into an interactive node graph of dialogue, choices, conditions, and jumps.
  • RPG-Maker-MV-Decrypter - Decrypts and re-encrypts RPG Maker MV/MZ's built-in encrypted resource files (.rpgmvp/.rpgmvo/.rpgmvm). Moved from GitHub (now read-only) to GitLab for continued development.
  • RPGMaker_LLM_Translator - Local translator for RPG Maker games, feeding extracted Mtool/Translator++ game text through the Sakura/GalTransl offline LLM translation models for Japanese machine translation.
  • rpgsave-converter - Converts RPG Maker MV .rpgsave save files to JSON and back; the format is base64-encoded lz-string-compressed data.
  • rpg95-fileformat - Documentation of the file formats used by RPG Maker 95, the DOS-era predecessor to RPG Maker 2000/2003.
  • srpg95-fileformat - Reverse-engineering notes on the file formats used by Sim RPG Maker 95, ASCII's tactical-RPG sibling engine to RPG Maker 95.
  • libxyzimage - C library for reading the XYZ image format used by RPG Maker 2000/2003.
  • xyz2png - Converts RPG Maker XYZ images (as used by games such as Yume Nikki) to PNG (archived; merged into arc_unpacker).
  • lucifer-file-carver - Data-forensics/file-carving tool for recovering deleted or corrupted assets from RPG Maker 2000 project directories.
  • bare-bones-rm2k-lmu-reader - Minimal C reader for RPG Maker 2000's LMU map file format.
  • gabien-app-r48 - Application for game making, modding, and datamining, focused on game engines compatible with the RPG Maker series (RGSS/LCF-based).
  • Built on gabien-common, the author's cross-platform Java rendering/input engine library.
  • See also reimagined-pancake, example RGSS1 (RPG Maker XP) scripts documenting the engine API for use with mkxp, with .rxdata files authored via R48.
  • 6x12-font-lab - Experimentation tool for EasyRPG Player's 6x12px bitmap font.
  • rpgmtranslate-qt - Fast Qt-based GUI for editing and translating RPG Maker games. Successor to the same org's now-abandoned rpgmtranslate.
  • rvpacker-txt-rs - CLI tool to parse RPG Maker game text to .txt and back, for translation. Built on rvpacker-txt-rs-lib, the underlying text-extraction library.
  • rpgm-archive-decrypter - Extracts encrypted RGSS RPG Maker archives (XP/VX/VX Ace). Built on rpgm-archive-decrypter-lib.
  • rpgm-asset-decrypter-rs - Decrypts (and re-encrypts) RPG Maker MV/MZ's rpgmvp/rpgmvo/rpgmvm/png_/ogg_/m4a_ assets. Built on rpgm-asset-decrypter-lib.
  • rm2k-lib - Rust library for reading and writing RPG Maker 2000/2003 data files.
  • RV2JSON - Ruby-based converter between RPG Maker VX Ace .rvdata2 files and JSON, dumping game data and scripts to human-readable JSON/Ruby files and updating .rvdata2 files from those dumps.
  • TES-Patcher - Patcher for TES-encoded RPG Maker VX Ace game files, applied after extracting the game's data (e.g. with RPG Maker Decrypter above).
  • SL_Decoder - Decodes RPG Maker .sl files to .txt and encodes them back.
  • RM2k2XP - .NET GUI and CLI tool converting RPG Maker 2000/2003 charset and chipset images to RPG Maker XP format. Development has ended.

rUGP (AGES Player)

Visual novel engine ("rUGP"/AGES Player) used in various Japanese visual novels.

  • rUGP-Fuck - Extraction/repacking tools for the rUGP (AGES Player) visual novel engine.
  • rugptools - C# WPF GUI tool and .rio file access library for rUGP games, able to view background images and hex-dump objects; the README says it currently supports only the initial DVD release of MLA.
  • deoptimizeobs - Tools and documentation for the oor (COptimizedObs/OptimizedObsforR) sound container format used by the rUGP/AGES engine.

Siglus

Visual novel engine ("Siglus") by Key, successor to RealLive, used in several Key visual novels including Rewrite.

  • SiglusSceneManager - Scene/script manager for the Siglus visual novel engine.
  • SiglusSceneScriptUtility - Extracts Siglus Scene.pck archives to editable .ss SceneScript files and recompiles them, aiming to reproduce the engine's original compilation as exactly as possible.
  • See also siglus-ssu-vscode, a VS Code extension providing an LSP-backed editor (diagnostics, completion, hover, go-to-definition, textmap-aware syntax highlighting) for .ss/.inc SceneScript files, built on the above.
  • siglus_rs - Unofficial Rust reimplementation and multi-platform port of SiglusEngine (Windows, Linux, macOS, iOS, Android, WebAssembly), for research purposes.
  • See also siglus_static_key_tool, a companion Rust CLI for statically recovering a game's SiglusEngine secondary resource-decryption key.
  • SiglusExtract - Extracts almost all resources used by SiglusEngine and repacks some of them for translation.
  • SiglusTranslationToolkit - Toolkit for extracting and repacking Siglus engine dbs/omv/Scene.pck/Gameexe.dat files for translation.
  • SiglusTranslate - All-in-one automated tool for SiglusEngine text extraction, machine translation, and repacking.
  • omvdecoder - Decoder for SiglusEngine's .omv video format, written in Rust.
  • SiglusEngine - Leaked full source code of VisualArt's proprietary SiglusEngine (pre-2021 syscall version); useful as a reference for the reimplementation/extraction tools above.
  • siglusengine-reverse-engineering - SiglusEngine reverse-engineering notes and resource extraction scripts, including an NWA audio decoder plus save/scene/general archive unpackers.

Silky Engine (AI6WIN)

Visual novel engine ("Silky's"/AI6WIN) used in various Japanese visual novels.

  • SilkyArcTool - Packs and unpacks Silky Engine archives, with Russian and English UI. See also SilkyArcTool-rs, a Rust port with bug fixes and improvements.
  • AI6WINArcTool - Packs and unpacks AI6WIN engine .arc archives, with Russian and English UI.
  • AI6WINScriptTool - Disassembler and assembler for AI6WIN engine .mes script files. See also AI5WINScriptTool for the earlier AI5WIN engine, and mesScriptAsseAndDisassembler for the original (pre-AI5WIN/AI6WIN) Silky Engine .mes scripts.
  • MAPTool - Python 3 tool that converts Silky Engine .MAP string-patch files to text and back, with Russian and English UI. Its README notes these files are often found in data.arc when the .mes scripts lack the strings; tested on Adabana Odd Tales.

SLG System

Visual novel engine ("SLG System") used in various Japanese visual novels.

  • SLGSystemScriptTool - GUI tool for (de)compiling and (de/en)crypting (with key-finding support) SLG System engine scripts, with Russian and English UI.
  • SLGSystemDataTool - Dual-language (English/Russian) tool for extracting, repacking, converting, and reconverting SLG System engine resources: archives (szs, SFP (SPD+SPL)), images (tig, tic, TIM, alb), and audio (VOI). Tested with Sengoku Hime 1-5 and Shihen 69.

SofthouseChara Aoi

Visual novel engine ("SofthouseChara Aoi") used in various Japanese visual novels.

  • SofthouseChara-Aoi-Tools - Tools for working with SofthouseChara Aoi engine games (each game needs its own Box/VFS settings adjustments).

Softpal

Visual novel engine ("Softpal") used in various Japanese visual novels.

  • SoftPal-Tool - Script disassembly and editing tool for the SoftPal visual novel engine.
  • SoftpalTool - Resource processing tool for the Softpal visual novel engine.
  • PGDTool - Packs and unpacks the SoftPal engine's PGD image format.
  • sena-rs - Cross-platform Rust reimplementation of the SoftPAL engine, for the game Koikake.

Sogna Engine

Visual novel engine ("Sogna") used in various Japanese visual novels.

  • SOGNA_TOOLS - Extraction/repacking tools for Sogna engine archive and image formats.

SRPG Studio

Japanese tactical/strategy RPG creation engine ("SRPG Studio").

  • SRPGStudioReverseTools - Scripts to decrypt, unpack, and repack the files generated by SRPG Studio.
  • SRPGStudioTranslate - Solution for translating SRPG Studio games by detecting specific values in the game files, extracting text for translation, and writing the translated text back.
  • SRPG-ToolBox - Unpacks and repacks SRPG Studio .dts archives, reconstructs .srpgs project files, and creates/applies translation patches against project data.

Tactics ADV/Script Engine

ADV/script engine ("Tactics") used in various Japanese visual novels.

  • Tactics_Script_Tool - Export/import tool for VisualCode script files used by the Tactics ADV/Script engine.
  • atxImageTool - Converts .atx textures from ONE ~Kagayaku Kisetsu e~ (Tactics) and merges them into CG images. See also ONE_Ext, extraction notes and an image-reassembly script for the tiled WebP/PNG bustup textures in the Switch remake, which instead uses Unity AssetBundles and Kaleido ADV Workshop PSB files.

Tanuki Soft / Kaeru Soft (BCS)

Visual novel engine (.tac/BCS archives) used by Tanuki Soft, Kaeru Soft, and Rune visual novels.

  • BcsExtractor - Extracts scripts from Tanuki Soft and Kaeru Soft visual novels.
  • Tlib-Engine - Unpack/pack tool for Tanukisoft's .tac archive format.

Titan Engine

Multimedia/edutainment engine developed by Compedia.

  • Titan - Reverse-engineered tools and rewritten Pascal source for the Titan engine, including its Audio2D/D2Audio components.

Tmr-Hiro ADV System

ADV engine ("Tmr-Hiro") used in various Japanese visual novels.

  • TmrHiro_Tool - Hack/extraction tool for the Tmr-Hiro ADV System, tested on Kyonyuu Onna Senshi Dogeza Saimin.
  • croCKer - Reads and writes .SRP script and .VAR variable files used by Tmr-Hiro ADV System games (mostly Marigold-produced titles).
  • PACkager - Extracts and creates .PAC archives (version 1 and 2) used by Tmr-Hiro ADV System games (mostly Marigold-produced titles).

TS System

Visual novel engine ("TS System"), used by Tropical Kiss and related titles.

  • ts-system-tools - Collection of handmade tools for the TS System visual novel engine.

Unison Shift

  • UnisonShiftManager - Extracts and repacks Unison Shift's (Ley-Line series) PAC and DAT archive files.

Valkyria's Engine

Visual novel engine ("Valkyria's Engine") used in various Japanese visual novels.

  • RxValkyria - Toolset for Valkyria's Engine .sdt, .dat, and .mg2 files.
  • MICo_Guide - Wiki-based notes on the MICo engine used in Valkyria visual novels, covering container files, debug mode, version differences and initialization files, plus IDA databases of game executables, a system.dat 010 Editor bookmark CSV and a sample MICo_Debug.ini; image and script formats are still unfinished.

Whale Engine

Visual novel engine ("Whale") used by a handful of Japanese visual novels.

  • whale-tools - Fan-translation toolkit for Whale-engine games (tested on Tsujidou-san no Junai Road): repacks the engine's .dat script/asset archives (archived).

WildBug

Visual novel engine ("WildBug") used in various Japanese visual novels.

  • WildBugTools - Extracts and repacks WildBug engine resource packs (.WBP archives, ARCFORM4 header).

WillPlus/AdvHD

Visual novel engine ("WillPlus"/"AdvHD") used in various Japanese visual novels.

  • WillPlusManager - Editor for WillPlus/AdvHD script and package files.
  • advhd_ws2_tools - Extracts formatted scripts from AdvHD .arc archives and compiled .ws2 (WillPlus) code, converts them to editable text, and repacks them byte-for-byte.
  • Games: If My Heart Had Wings (Flight Diary), LoveKami -Healing Harem-, A Sky Full of Stars, and (with possible adjustments) other MoeNovel/Nightmare Project/WillPlus titles.
  • ws2Parse - Export/import tool for WillPlus/AdvHD compiled .ws2 script files.
  • AdvHD2.1_WS2_Toolkit - Export/import tool for AdvHD 2.1's .ws2 script files, rewritten to handle the version's switch from Shift-JIS to UTF-16LE string encoding.
  • willplus-adv-tools - Tools for the older, pre-AdvHD WillPlus ADV engine.
  • Formats: .arc archive unpack/repack, WIPF image extraction, and deobfuscation of .WSC RIO scripts.
  • Features: RIO script disassembler with flowchart plotting, plus a pipeline for porting a game's assets and scripts to Ren'Py.
  • will - Hacking tools for Shirokuma Bell Stars: .arc unpacker and packer, plus a .WSC script disassembler/assembler (the same .arc/.WSC formats handled by willplus-adv-tools above).
  • willplus-jig - Frida-based runtime manipulation tool for the older, pre-AdvHD WillPlus ADV engine.
  • Features: peek/poke the engine's flag bank, jump to or call RIO script labels, register ad-hoc in-memory scripts, and trigger save/load of persistent data and savegames.
  • Games: Haruka ni Aogi Uruwashi no Sora, Laughter Land, Yume Miru Kusuri, I/O Revision II (with guidance for adding support for other same-engine titles).

Wolf RPG Editor

Japanese doujin/indie game authoring engine used by many titles (Ao Oni, Mad Father, Ib, Yume Nikki-likes, etc.).

  • UberWolf - GUI decrypter/unpacker for Wolf RPG Editor games, extracting encrypted .wolf data archives and decrypting protected game/mod files. See also WolfSave by the same author, a Wolf RPG save (.sav) decrypter/encrypter that converts saves to and from JSON.
  • WodiLib - C# API library for reading and writing the map, database, and event files generated by Wolf RPG Editor.
  • Wolf Trans - Ruby-based translation tool for Wolf RPG Editor games; extracts a game's text into plaintext patch files that a translator can edit, then reapplies them to produce a translated build.
  • See also rewolf-trans, a TypeScript tool inspired by Wolf Trans, usable as a CLI or Node.js dependency, and WolfTL, a similar tool (also based on Wolf Trans' parsing code) that extracts translation-relevant data from WolfRPG .dat/.mps files to JSON.
  • See also wolftrans_py, a Python port of Wolf Trans that unpacks internal Wolf RPG game files into filetranslate-format .csv translation scripts and repacks them; the .wolf archives themselves need a separate unpacker.

XPAT Engine

Runtime engine developed by Digital Media International.

  • XPAT - Reverse-engineered XCSViewer tool and rewritten DLL source for the XPAT runtime engine.

Xuse / Eternal

Visual novel engine ("Xuse"/"Eternal") used in various Japanese visual novels.

  • XuseExplorer - Extraction/repacking tool for Xuse-engine visual novel files.

YU-RIS

Visual novel engine ("YU-RIS") used in various Japanese visual novels.

  • YuRis_Tool - Analyzer/decompiler for YU-RIS script formats (YSCM, YSLB, YSTL, YSVR, YSTB).
  • yuri - Parallel, incremental decompiler and compiler for the YU-RIS engine.
  • YPF_Tool - Creates YU-RIS .ypf archive files.
  • YPF-Manager - GUI tool to pack, unpack, and manage YU-RIS .ypf archives. See also lxl66566's fork with prebuilt executables.
  • RxYuris - Toolset for YU-RIS engine .ypf archives and .ybn script files.
  • Yuris_YDG_Tool - Batch converter between PNG and YU-RIS .ydg font bitmap files.
  • extYuRis - Extraction tool for YU-RIS .ybn script files.
  • YuRISTools - All-in-one YU-RIS toolset: YPF unpacking/packing, YSER and YSCM parsing, an automatic YSTB XOR key finder, and YSTB parsing, patching and regeneration (requires YSCM).
  • YURIS_TOOLS - Chinese-language translation toolkit for newer YU-RIS versions (4.xx, 5.xx), partly built from RxYuris, including YSTL_Parse for restoring original file paths and names.
  • YurisKeyFinder - Finds the XOR key used by YU-RIS .ybn (YSTB) files; tested on DraPri Guu-ta-life and Maggot Baits.
  • ymvdec - Python script for unpacking YU-RIS .ymv video files: WMV-based files are renamed, while frame-image based ones are split into JPEG images for RGB and alpha.
  • python-YU-RIS-package-file-unpacker - Kaitai Struct-based Python unpacker for YU-RIS engine package files, written for NEKO-NIN exHeart.

Yuka System

Visual novel engine ("Yuka System") used by HookSoft, Smee, PeasSoft, feng, and other Japanese visual novel developers.

  • yukatool2 - Toolset (CLI and GUI) for the Yuka System engine, rewritten from the ground up over the original yukatool to be faster and more maintainable.
  • yukatool - Original all-in-one command-line toolset for the Yuka System visual novel engine (archive, script, and graphics extraction/repacking), superseded by yukatool2.

Interactive Fiction & Dialogue Systems

ADRIFT VM (Interactive Fiction)

Adventure Development & Runner Interactive Fiction Toolkit, a point-and-click-authored text-adventure format with its own closed-source runner/VM.

  • FrankenDrift - Cross-platform, open-source frontend for the closed-source ADRIFT Runner, playing original .taf ADRIFT game files outside Windows.
  • Starlane - C++ reimplementation of the ADRIFT 5 interactive-fiction engine, loading and playing original .taf ADRIFT game files with Qt, console, and Glk frontends outside the closed-source Windows runner.

AGT (Adventure Game Toolkit)

Text-adventure authoring system popular on Compuserve in the late 1980s; AGT games compile to a custom game-data format read by the AGiliTy interpreter.

  • Windows AGiliTy - Windows port of Robert Masenten's AGiliTy interpreter for AGT (Adventure Game Toolkit) games, playing the original AGT game-data files.

Alan VM (Interactive Fiction)

Text-adventure authoring language designed by Thomas Nilsson, compiling to its own bytecode format read by the Alan interpreter.

  • Alan - Official compiler and interpreter for the Alan interactive-fiction authoring language, playing the original Alan game-data format.

Comprehend VM (Interactive Fiction)

Custom virtual machine format used by Polarware/Penguin Software's Comprehend adventure game engine.

  • recomprehend - Open-source reimplementation of the Comprehend adventure-game engine, playing the original game data files for Transylvania, Crimson Crown, and Oo-Topos.

Glulx VM (Interactive Fiction)

Virtual machine format for parser-based interactive fiction, designed by Andrew Plotkin as a successor to the Z-machine; the standard compilation target for Inform 7.

  • Quixe - Pure-JavaScript interpreter for the Glulx interactive-fiction virtual machine, playing .ulx/.gblorb game files directly in the browser with no server component.
  • Glulxe - Reference interpreter for the Glulx virtual machine, written by its designer Andrew Plotkin.
  • Git - Fast interpreter for the Glulx interactive-fiction virtual machine, playing .ulx/.gblorb game files; roughly 5x faster than Glulxe and about twice as fast as Frotz on equivalent Inform-compiled stories.
  • IF Archive Specs - Official specification documents for the Glk display API, the Glulx virtual machine, and the Blorb resource-container format used by Z-machine/Glulx interactive fiction.
  • Windows-Glulxe - Windows front-end for Andrew Plotkin's Glulxe reference interpreter combined with Windows Glk, playing Glulx .ulx/.gblorb game files.
  • Zag - Actively maintained fork of Andrew Plotkin's Zag Glulx interpreter (Python), updated to support Glulx spec version 3; recommended over the original repo by its own author.
  • mrifk - Decompiler and disassembler for the Glulx virtual machine, reconstructing readable Inform-6-style disassembly and source listings from compiled .ulx story files.
  • if-decompiler - Decompiles Glulx story files back into C source code (Glulxtoc/IF-Decompiler), for recovering original game logic from compiled .ulx files.
  • glulx-llvm - Experimental LLVM backend targeting the Glulx interactive-fiction virtual machine, allowing C and other LLVM-frontend languages to compile to Glulx .ulx bytecode.
  • babel-tool - Reference implementation of the Treaty of Babel: a multi-format C API and CLI suite (babel, babel-get, babel-list, ifiction-aggregate, etc.) for extracting metadata/cover art from interactive-fiction story files, identifying their VM format and IFID, and bundling story files with metadata into the Blorb resource-container format.

Level 9 VM (Interactive Fiction)

Custom virtual machine format used by Level 9's text adventures (Snowball, Jewels of Darkness, etc.), a UK studio known for cramming ambitious parser games onto 8-bit cassette systems.

  • Level9 - Interpreter for Level 9's text-adventure games, originally written by Glen Summers and extended by David Kinder, playing the original Level 9 game-data files.
  • Level9-Public - Preservation archive of roughly 500 recovered Level 9 floppy disks (of about 1000 originally produced), dumped mainly via Atari ST emulation between 2021-2024; source material for reconstructing original Level 9 game-data files.

Magnetic Scrolls VM (Interactive Fiction)

Custom virtual machine format used by Magnetic Scrolls' text adventures (The Pawn, Guild of Thieves, Wonderland, etc.), a UK studio whose parser games rivaled Infocom's in the 1980s.

  • Magnetic - Interpreter for the Magnetic Scrolls text-adventure games (1985-1991) by the UK studio of the same name, playing the original .mag story files; written by Niclas Karlsson with additional code by David Kinder.

TADS VM (Interactive Fiction)

Text Adventure Development System, Michael J. Roberts' object-oriented interactive-fiction authoring system and its own bytecode format; a longtime rival to Inform, also playable through Gargoyle.

  • tads-sources - Consolidated, easy-to-build source mirror of TADS 2, TADS 3, and HTML TADS, Michael J. Roberts' text-adventure authoring system and its own virtual-machine format.
  • TADS2-html5 - Port of the TADS 2 interpreter to HTML5/WebAssembly, playing original .gam TADS 2 story files in the browser.

Twine (Interactive Fiction)

Hypertext/choice-based interactive fiction tool; Twine stories are HTML files embedding Twee-format passage data, run by a story-format-specific JavaScript runtime (Harlowe, SugarCube, Chapbook, etc.).

  • twine-specs - Format specifications for Twine, covering the Twee passage-map format, the HTML story-archive format, and the story-format JavaScript API.

Yarn Spinner (Dialogue Middleware)

Engine-agnostic dialogue scripting system used by many indie and commercial games; Yarn scripts compile to a bytecode/JSON format executed at runtime.

  • Yarn Spinner - Core compiler and engine-agnostic runtime for Yarn Spinner, compiling .yarn dialogue scripts to a bytecode/JSON format consumed by game engines (Unity, Godot, etc.). See also YSRun-Single, a single-turn GlkOte wrapper for running the compiled dialogue JSON from the command line.

Z-machine VM (Interactive Fiction)

Virtual machine format used by Infocom's parser-based text adventures (Zork, Enchanter, etc.) and still a common compilation target for modern works written in Inform 6/7; predecessor to Glulx.

Interpreters & Players
  • Infocom Z-code Interpreters - Historical collection of Infocom's original Z-machine interpreters for 1980s home computers, mostly as 6502/Z-80 assembly source.
  • Fizmo - C Z-machine interpreter for POSIX systems, playing Infocom and other Z-machine game files (all versions except 6). See also IosFizmo, an iOS port.
  • Gnusto-Frotz-Tops20 - Port of the Frotz Z-machine interpreter to the TOPS-20 operating system, playing Infocom game files.
  • zmach - Z-machine interpreter that dynamically recompiles Z-code (version 5 story files) to JavaScript.
  • Viola - Z-Machine interpreter written in Python.
  • Zorkduino - Z-machine interpreter for Arduino, playing classic Infocom Z-code games on a TV.
  • Twisty - Text-adventure interpreter for Android, playing both Z-machine and Glulx game files.
  • HugoJS - Online interpreter for Hugo, another parser-based interactive-fiction virtual-machine format, running compiled Hugo game files in the browser.
  • Gargoyle - Cross-platform multi-format interactive-fiction player supporting Z-machine, Glulx, TADS, Hugo, and other IF virtual machine formats.
  • ifvms.js - Suite of pure-JavaScript interactive-fiction virtual machine interpreters (Z-machine and Glulx) for browser-based play.
  • Lectrote - Electron-based interactive fiction interpreter, playing Z-code and Glulx games.
  • Frotz - The original portable Frotz Z-machine interpreter core, written by Stefan Jokisch and extended by David Griffith since 1997; development moved from GitHub to GitLab, and it underlies many derivative interpreters (Windows-Frotz, Gnusto-Frotz-Tops20, etc.).
  • Windows-Frotz - Windows front-end for the Frotz Z-machine interpreter core, playing Infocom and other Z-code game files on Windows.
  • encrusted - Z-machine interpreter written in Rust for classic Infocom-era text adventures like Zork, compiling to WebAssembly for browser play.
  • Parchment - The actively maintained successor to Andrew Plotkin's original Parchment web interactive-fiction player, running Z-machine and Glulx games in the browser via WASM-compiled interpreters (through the Emglken/Glk bridge).
  • Fabularium - Multi-format interactive-fiction player for Android, bundling Z-machine, Glulx, Hugo, TADS, and other IF virtual-machine interpreters into a single app; the mobile counterpart to Gargoyle.
  • mojozork - Simple Z-machine interpreter implemented in a single C file, with an experimental online-multiplayer mode for playing classic Infocom Z-code story files together.
  • Discoggin - Discord bot that plays parser and choice-based interactive fiction directly in a Discord channel, supporting Z-code (.z1-.z8/.zblorb), Glulx (.ulx/.gblorb), Ink, and YarnSpinner game files, with persisted per-channel save sessions.
  • ZInterpreter - Z-machine interpreter written in Java, playing Infocom text adventure story files.
  • zvm - Pure-Python Z-machine implementation (versions 1-5 targeted) that runs Z-code interactive fiction story files, with no user interface of its own so it can serve as a backend for other programs.
Authoring & Compiler Tools
  • Inform 6 - Compiler for the Inform 6 language, producing Z-machine (.z3/.z5/.z8) story files and, as the code generator behind Inform 7, Glulx (.ulx) game files.
  • Inform 7 - Core distribution of the Inform 7 natural-language interactive fiction authoring system, compiling through Inform 6 to Z-code or Glulx bytecode.
  • language-inform7 - Language grammar definition for Inform 7, the natural-language authoring system that compiles to Z-machine/Glulx story files.
Story File Tools, Disassemblers & Archives
  • ztools - Classic Infocom Z-machine toolkit (txd disassembler, infodump story-file dumper, and related utilities) for inspecting Z-code game files.
  • Infocom Historical Source Archive - Leaked/preserved original ZIL (Zork Implementation Language) source code for most of Infocom's text-adventure catalog, each compiling to the original Z-machine (.z3/.z5) story-file format; includes several unreleased/unfinished titles.
  • Games: Zork I, Zork II, Zork III (plus the 1977 mainframe original, Solid-Gold editions, and 1982/1987/1988 Sampler minizork variants), Zork Zero, Enchanter, Sorcerer, Spellbreaker, Deadline, Suspect, Suspended, Starcross, Infidel, The Witness, Ballyhoo, Border Zone, Bureaucracy, Cutthroats, Hollywood Hijinx, The Hitchhiker's Guide to the Galaxy (plus Solid-Gold edition), Journey, Leather Goddesses of Phobos (plus Gold edition), Moonmist, Nord and Bert Couldn't Make Head or Tail of It, Planetfall (plus Gold edition), Plundered Hearts, Seastalker, Sherlock: The Riddle of the Crown Jewels, James Clavell's Shogun, Stationfall, Trinity, Wishbringer (plus Gold edition), A Mind Forever Voyaging, Beyond Zork, Arthur: The Quest for Excalibur, The Lurking Horror, the 1984 Infocom Sampler, and unreleased/unfinished titles (Checkpoint, The Restaurant at the End of the Universe, a German-language Zork translation, James Cameron's The Abyss).
  • Inform Mapper - Interactive web graphing application for Z-machine story files (.z1-.z8), parsing a game's object tree to visualize rooms, objects, and their parent/sibling/containment relations. The actively maintained successor to the author's own ZTree.
  • zork-1978-01 - Source code for a January 1978 version of Zork, predating Infocom's founding; an early Z-machine-era snapshot of the game's development at MIT.
Glk Display API & Libraries
  • Windows Glk - Windows implementation of Andrew Plotkin's Glk display-API specification, used by many Z-code/Glulx interpreters.
  • Glk API reference implementations - Reference implementations of Glk, the display API most Z-machine/Glulx interpreters use: CheapGlk (headless/minimal), GlkTerm (curses), RemGlk (remote-procedure-call/JSON), and XGlk (X11, unmaintained since 2000).

Other Authoring Runtimes

Adobe Flash (SWF)

  • Ruffle - Flash Player emulator written in Rust that parses and executes SWF files and ActionScript bytecode, used to preserve and play thousands of Flash-based web games.
  • rust-flash-lso - Rust parser/encoder for Adobe Flash Local Shared Object (.sol) save files and the underlying AMF0/AMF3 serialization formats used by Flash games.
  • Swivel - Converts Adobe Flash SWF files to video, for archiving or sharing Flash-based games and animations.
  • Flazzy - .NET library for reading, writing, and analyzing SWF files, disassembling tags, parsing embedded ABC/AVM2 bytecode, deobfuscating control flow, and rebuilding patched SWFs; used across Flash-game reverse-engineering and deobfuscation workflows (originally developed for Habbo Hotel client modding).

Adventure Game Studio (AGS)

  • AGSUnpacker - Unpacker/packer for compiled Adventure Game Studio (AGS) 2.x–3.x game resources.
  • Formats: executable (.exe), archives (.ags, .xxx), sprites (.spr), rooms (.crm), scripts (.scom3, .dta), translation files (.trs, .tra).
  • Features: asset extraction, sprite unpack/repack, room background preview/replace, translation file generation and compilation, string injection from translation files.
  • See also Ghidra-ReAGS for AGS script (scom3) decompilation via Ghidra.
  • ags2_decomp - Matching decompilation of Adventure Game Studio 2.x runtime engine for reverse engineering and software preservation.
  • Ghidra-ReAGS Quick Start - Beginner-friendly guide for extracting Adventure Game Studio scripts with AGSUnpacker and decompiling them in Ghidra using the ReAGS extension, with a live walkthrough site.
  • ags-sprite-extractor - Sprite extraction tool for Adventure Game Studio games.

BioWare Aurora Engine

Used in Neverwinter Nights, Star Wars: Knights of the Old Republic, Jade Empire, and other BioWare titles.

  • xoreos - Open-source reimplementation of BioWare's Aurora engine and its derivatives, targeting full portability of all Aurora-based games.
  • Games: Neverwinter Nights, Neverwinter Nights 2, Knights of the Old Republic, KotOR II: The Sith Lords, Jade Empire, Sonic Chronicles: The Dark Brotherhood, The Witcher, Dragon Age: Origins, Dragon Age II.
  • Status: resource management, many file format parsers, partial in-game graphics and area rendering (spectator mode) — gameplay not yet implemented.
  • xoreos-tools - Command-line tools from the xoreos project for BioWare Aurora engine games: convert GFF, TLK, SSF and 2DA/GDA to XML/CSV and back, extract and create ERF, RIM and KEY/BIF archives, extract HERF and Aspyr OBB archives, convert textures to TGA, and disassemble/decompile NWScript bytecode. Also covers some Nintendo DS formats (ROMs, NSBTX, NBFS, NCGR) and CDProjectRed TheWitcherSave archives.
  • Phaethon - Free and open-source resource explorer for BioWare Aurora engine games, part of the xoreos project.
  • xoreos-docs - Documentation for Aurora engine reverse engineering: file format specifications (official BioWare NWN docs, Torlack notes, NWN2 terrain/walkmesh, partial KotOR MDL) and 010 Editor binary templates for Jade Empire MDL, NWN MDL, NWN2 MDB and NWN2 GR2.
  • nwscript-wasm - WebAssembly port of the NWScript compiler (from niv/neverwinter.nim), compiling .nss scripts to .ncs bytecode entirely in-browser, with a bundled NCS disassembler.
  • Ecosystem: nwscript-workbench-vscode-ext (VS Code extension for desktop and web with engine-aware IntelliSense and an NCS Inspector for disassembly/hex/asm views), nwscript-language-definitions (canonical nwscript.nss definitions per game: Jade Empire, KotOR, KotOR II, Neverwinter Nights + expansions/Enhanced Edition, Neverwinter Nights 2, The Witcher).
  • bioware-kaitai-formats - Kaitai Struct (.ksy) format definitions for BioWare Aurora/Odyssey engine files across Neverwinter Nights, Knights of the Old Republic, KotOR II, Dragon Age, and Mass Effect: GFF, ERF, BIF/KEY, RIM, TPC, MDL/MDX, 2DA, TLK, NCS/NSS, BWM, and more.

Clickteam Fusion

  • CTFAK2.0 - Decompiler and asset dumper for games built with Clickteam Fusion 2.5 (archived; superseded by CTFAK3). Reads MFA-like internal structures and outputs assets via a plugin system.
  • insect_hazard_viewer (CFAB) - Reverse-engineering tool for Clickteam Fusion games that scans a compiled executable's memory to locate, decode, and extract assets without a decompiler, handling the engine's DAT image format (Planar Alpha, Chroma Keying) and Stub Archive (scripts, DLLs, music). Built while reversing Insect Hazard.
  • Nebula - Actively developed, reimagined decompiler for Clickteam Fusion 2.5 games, successor to fnmwolf's Anaconda decompiler.
  • Anaconda - Decompiler for Clickteam Fusion 2.5 games, by fnmwolf, ClickNinYT, 1987Kostya, Blue Nova, and Mathias Kærlev; superseded by Nebula above.
  • MultimediaFusionExtractor - Basic, incomplete tool for extracting assets from Multimedia Fusion .ccn game files; created for the Rayman 1 minigames but may work with other Multimedia Fusion games. Uses Anaconda above as a resource for its data types.

Dark Engine

Used in Thief: The Dark Project, Thief 2: The Metal Age, and System Shock 2 (Looking Glass Studios).

  • de-specs - ImHex pattern files for parsing Dark Engine file formats used in Thief and System Shock 2.
  • Formats: .MIS (mission), .GAM (game data), .COW (world geometry); further formats planned.
  • openDarkEngine - Open-source multiplatform reimplementation of the Dark Engine, reading original Thief and System Shock 2 game data (level, mesh, and DAT resource formats).
  • KCModelEditor - GUI tooling for browsing and editing Dark Engine model files, written in C# using the Godot engine.
  • AngelLoader - Standalone fan mission loader/manager for the original Thief trilogy, System Shock 2, and The Dark Mod, installing and organizing Dark Engine FM archives (zip/7z) with readme/screenshot extraction and metadata handling.
  • 7-Zip Speed Optimizer - Repackages Thief/System Shock 2/Dark Mod fan mission .7z archives so FM loaders (AngelLoader, FMSel) can scan them up to 70x faster, while retaining 7z's compression advantage.

Godot

  • gdsdecomp - Godot reverse engineering toolkit for game file format recovery, GDScript bytecode decompilation, and PCK archive extraction (Godot 2.x, 3.x, 4.x).
  • godotpwcrack - Brute-force cracker for Godot's encrypted GDEC files (identified by a GDEC magic), with an accompanying write-up on reverse-engineering the AES key derivation via GDB (breaking on mbedtls_aes_setkey_dec and _File::open_encrypted_pass).
  • gdke - External GUI tool to extract the AES encryption key from Godot game binaries (3.x/4.x) without needing to run or patch the target executable. Builds on the same author's earlier godot-key-extract, a CLI tool for the same technique.
  • GodotPCKExplorer - GUI and CLI tool for exploring, extracting, creating, and merging Godot Engine .pck package files, with support for encrypted packs.
  • godotdec - Unpacker for Godot Engine .pck package files.
  • GodotPckTool.Rs - Rust command-line tool for Godot .pck files: list, extract, add, and repack with name/size filters, AES-256-CFB encrypted index and files (Godot 4+), multi-threaded brute-force search for the 32-byte key in executables, embedded PCK detect/rip/merge/split/remove, conversion between Godot 3.x, 4.x, and 4.4+ pack versions, and mod-style patch overlays.
  • ctex-file-viewer - Single-page HTML tool that views and converts Godot .ctex compressed image textures to image files.
  • godot-stex-to-png - Python script that converts Godot .stex textures to PNG (archived; its README says godot-unpacker now includes this functionality).
  • Unidot Importer - Godot 4 addon that converts Unity .unitypackage files and asset folders into Godot-native formats (.unity/.prefab to .tscn, meshes, animations and materials to .tres/.res, FBX via glTF).

HaxeFlixel

  • flxanimate - Plays back Adobe Animate texture atlas exports (used widely by Friday Night Funkin' and its mods) in HaxeFlixel.
  • BetterTextureAtlas - Adobe Animate extension that enhances Texture Atlas exports, extending the animation file format with extra data (blend modes, baked filters) for use by players like flxanimate.
  • FNF-Modding-Engine-Differences - Documents the modding APIs and data formats across the three major Friday Night Funkin' engines (Official Funkin, Psych Engine, Codename Engine).
  • Covers: mod folder structures/metadata, chart/song data formats, character/stage/week data formats, scripting systems (HScript, Lua), and cross-engine conversion guidance.

LithTech Engine

Engine used in No One Lives Forever, F.E.A.R., Condemned, Blood 2, Shogo, and other Monolith games. See also Monolith Productions for game-specific tools.

  • io_scene_jupex - Blender addon for importing LithTech Jupiter EX world/map files (.world). Supports games built on the Jupiter EX engine (F.E.A.R., Condemned, No One Lives Forever 2).
  • io_scene_lithtech (haekb) - Blender addon for importing LithTech model and animation files. Supports ABC (LithTech 1/2 era, used in Blood 2, NOLF, Shogo) and LTB formats.
  • See also Five-Damned-Dollarz's fork with additional model support.
  • godot-abc-reader - Godot 3.2 importer for LithTech ABC model files used in Blood 2, No One Lives Forever, and Shogo.
  • godot-dat-reader - Godot 3.2 importer for LithTech DAT world/level files.
  • godot-dtx-reader - Godot 3.2 importer for LithTech DTX texture files used across LithTech 1/2/Jupiter engine games.
  • io_scene_modl - Blender addon for importing and exporting .modl model files from LithTech Jupiter Engine games.
  • lpsdecoder - Extracts and converts PS2 LithTech LPS archive format.
  • LithTech_DTX_Convertor - Lightweight converter for LithTech engine DTX texture files to DDS format.
  • lithtech - Source code release for the LithTech engine, used by titles including F.E.A.R., No One Lives Forever, Aliens versus Predator 2, and Tron 2.0. See also Katana-Steel's fork with a modernized cross-platform CMake build (GitHub Actions + GitLab CI).
  • msLTBImporter - MilkShape 3D plugin for importing LithTech LTB model files.

Marmalade SDK

  • dzip-rs - Pure-Rust library and CLI for reading, extracting, creating, and inspecting Dzip resource archives used by Marmalade SDK games, compatible with the original dzip.exe (split volumes, DZ/Bzip/LZMA compression).

OpenSpace

PICO-8 (Lexaloffle Games)

  • picotool - Tools and Python libraries for manipulating PICO-8 cartridge files (P8/P8.PNG), the fantasy console's combined code/graphics/sound/music format.
  • pico8utils - Lua/luajit scripts to extract and inject PICO-8 .p8 cartridge Lua code and spritesheet graphics (pico2lua, pico2png, png2pico).
  • lexaloffle - Official Lexaloffle-released C routines for the two proprietary compression methods (legacy :c:, newer pxa) used to pack the Lua code region of PICO-8 P8PNG cartridges.
  • pico8-customcart - C tool that combines a PICO-8 .p8.png cartridge with a custom 160x205 picture, moving the cartridge data held in the lowest two color/alpha bits of each pixel into the new image so it still loads in PICO-8.
  • fake-08 - PICO-8 cartridge (P8/P8.PNG) player/emulator for homebrew game consoles (3DS, Vita, Switch, and more).

Rawthrills G7 Engine

  • G7Reader - Small utility to read Rawthrills G7 Engine archive files.
  • Alpha-Base - Python GUI pipeline built around G7Reader and Blender that extracts and converts G7 meshes (characters, vehicles, weapons, levels) and their textures; no animation export.

SCI Engine (Sierra)

Sierra On-Line's Script Creation Interpreter, used in King's Quest, Space Quest, Police Quest, Leisure Suit Larry, Gabriel Knight, and many other Sierra titles.

  • SCICompanion - Full-featured IDE for creating and editing Sierra SCI engine games (SCI0 through SCI1.1). Supports editing scripts, rooms, sounds, views, fonts, pics, cursors, messages, and palettes. Official site: scicompanion.com.
  • FOSS SCI Drivers - From-scratch open-source drivers for Sierra's SCI (Creative Interpreter) engine, covering archive, audio, and editor support.
  • SCI2AGI - Converts Sierra SCI engine resources (PIC, VIEW, and others) to the earlier AGI engine's format.
  • NAGI - Reimplementation of Sierra's AGI (Adventure Game Interpreter) engine, parsing and executing original AGI game resource files.
  • AGILE - AGI (Adventure Game Interpreter) engine reimplementation in C#, parsing and executing original Sierra AGI game resource files. See also the AGILE-GDX (Java/libGDX, targeting HTML5/Desktop/Android) and AGILE-JS (JavaScript) ports.
  • jagi - Fork of an existing Java AGI engine, exploring the older AGI v1 resource/data format.
  • agi.js - AGI (Adventure Game Interpreter) engine reimplementation in TypeScript, parsing and executing original Sierra AGI game resource files.
  • PICEDIT - Editor for AGI PIC resource files, recreating the picture-drawing tool once used to create pictures for original and fan-made AGI games.
  • Sierra softlock analyzer - Static analysis tool that decompiles a Sierra SCI game and abstract-interprets the decompiled scripts into a graph of guarded room transitions, used to find softlocks in 30-year-old adventure games.
  • sci-tools - Collection of reverse engineering tools for Sierra's SCI engine.
  • SCI2FB - Converts Sierra SCI Yamaha FB-01/IMFC patch resource files into one or two sysex bank files.
  • agi-upscale - Ruby tool that reads original AGI PIC resource files directly from a Sierra AGI game's DOS directory and upscales their vector-drawn backgrounds, using ScummVM's AGI format documentation as a reference.

SCUMM

LucasArts adventure game engine used in Monkey Island, Maniac Mansion, Day of the Tentacle, Fate of Atlantis, Sam & Max, and other classic titles.

  • nutcracker - Tools for extracting and editing resources in SCUMM engine games (v5–v8 + HE variants).
  • Features: extract/rebuild game resource archives, extract/inject text strings, extract/replace background and object images (including EGA), decompile game scripts to Windex-like syntax.
  • Fonts: CHAR chunk fonts (v5–v7, HE) and NUT fonts (v7–v8) — extract as PNG, re-encode back.
  • SMUSH: extract video frames, compress SMUSH videos (compatible with scummvm-tools).
  • MMUCS - Modular environment for analysis, extraction, and visualization of SCUMM engine assets and legacy media formats.

UTAGE

Unity-based Japanese visual-novel/ADV plugin.

  • utagedec - Decryptor for UTAGE visual novel engine encrypted assets (.utage), reversing the engine's modified XOR encryption scheme.