Full List¶
A collection of documentation, code, tools, and resources for reverse engineering and working with video game file formats.
📖 About¶
Video games store their assets in specialized, usually undocumented formats for models, textures, animations, audio, archives, scripts, and level data.
This list is for developers and modders working with such formats. It provides tools and knowledge to understand, extract, convert, and work with them across many games and engines.
Contributions are welcome! Submit pull requests to add new tools, documentation, or corrections.
🗺️ How to Use This List¶
- Newcomers: Start with Learning Resources & Tutorials and General Tools
- Looking for a specific game: Use Ctrl+F or check the Contents for studio/game-specific sections
- Working with an engine: See Engines and Middleware & SDKs
- Need help: Join the communities in Forums & Communities and Discord Servers
👥 Communities¶
Forums and Discord servers for reverse engineering and file formats. For knowledge bases and learning resources, see Reference & Learning.
Forums & Communities¶
- ZenHAX - Game hacking and reverse engineering forum.
- ResHax - Game Reversing Archives and Formats.
- XeNTaX Forum (defunct) - Game archive and format research forum.
Discord Servers¶
- REGames - Community for game reverse engineering and file format research.
- The VG Resource - Community for The VG Resource asset databases (models, textures, sprites, sounds).
- The Cutting Room Floor (TCRF) - Community for discovering and documenting unused and debug game content.
- Reverse Engineering - General reverse engineering community and resources.
- noclip.website - Community for the noclip.website in-browser game viewer project.
Note: Many game-specific and studio-specific Discord servers exist for individual games and franchises. This list includes only general-purpose reverse engineering communities.
📚 Reference & Learning¶
Knowledge Bases & Format Databases¶
- Just Solve the File Format Problem - ArchiveTeam's wiki for file formats.
- XeNTaX Wiki (defunct) - Massive database of file format specifications.
- XeNTaXBackup - Public backup of the XeNTaX game file format reverse engineering forum and wiki, preserving community knowledge on game format documentation, QuickBMS scripts, and format research.
- RetroReversing - Curated list of retro game development and reverse-engineering resources, tools, and documentation, published as the RetroReversing.com website/wiki.
- oldgamescracking.github.io - Community knowledge base documenting cracking and format-preservation notes for old games.
- arcade-docs - Open documentation repository for arcade system hardware, network protocols, and file formats across many manufacturers. Migrated from the archived GitHub mirror.
- Galgame-Engine-Collect (galWiki) - Extensive community knowledge base cataloging Japanese visual novel/galgame engines, their file formats, and associated extraction/translation tools.
Platform & SDK Documentation¶
- Psy-Q SDK Documentation - Official PlayStation SDK documentation archive. Includes file format references, development guides, and API documentation.
- File Format Reference - Official Psy-Q SDK file format documentation.
- PSX-SPX Console Dev - Comprehensive PlayStation technical documentation and reference. Covers hardware specifications, BIOS functions, and development resources.
- CD-ROM File Formats - Detailed documentation on PlayStation CD-ROM file formats and structures.
- psx-guide - In-depth guide to writing a PlayStation emulator from scratch, covering the CPU/MIPS instruction set and memory interconnect, DMA ordering tables, GPU internals and rendering, and building a debugger with breakpoints/watchpoints.
- rom-properties - Shell extension for Windows and Linux that shows information about ROM and disc image files. Supports over 500 game and system file formats across dozens of consoles and handhelds.
- Features: Metadata viewing (title, publisher, region), icon/boxart extraction, save game management, and explorer integration.
- pif_rom_dumper - Tool for extracting N64 PIF ROM (system firmware) from Nintendo 64 hardware.
- Awesome PlayStation Vita - Comprehensive PS Vita resource list including reverse engineering tools, file format decompilers (.rco, .rcs), and RE utilities.
- ps4libdoc - PS4 library documentation for game development and reverse engineering reference.
- PSVita-RE-tools - Collection of PlayStation Vita reverse-engineering tools.
- awesome-gbdev - Curated list of Game Boy development resources, including reverse-engineering tools, hardware/format documentation, disassemblers, and emulators.
- awesome-megadrive - Curated list of Sega Mega Drive/Genesis development resources, including hardware documentation, disassemblers, and format tools.
- Pan Docs - The single, most comprehensive technical reference to the Game Boy hardware available to the public, including cartridge header, memory bank controller, and save format documentation.
- gb-ctr - Game Boy: Complete Technical Reference, an in-depth document covering Game Boy console hardware internals.
- gb-bootroms - Disassembled and annotated Game Boy family boot ROMs.
- gbadoc - Community-driven Game Boy Advance technical documentation effort.
- Architecture of consoles - Series of technical articles on console hardware architecture, covering CPU, graphics, and file/memory layout across many platforms.
- SiliconRE - Traces, schematics, and technical writeups from silicon-level reverse engineering of custom game console/arcade chips.
- ay-3-8910_reverse_engineered - Transistor-level reverse engineering of the AY-3-8910 sound chip used in many arcade and home computer systems, with transistor-level schematics, a Verilog model, and a testbench that renders register dumps into audio.
- awesome-gbadev - Curated list of Game Boy Advance development resources, including documentation, tools, and libraries relevant to GBA file formats and homebrew.
- Free60 Wiki Archive - Archived MediaWiki dump of free60.org, the community reference for Xbox 360 hardware, firmware, and file format reverse engineering.
- awesome-dreamcast - Curated list of Sega Dreamcast development resources, including tutorials, homebrew tools, engines, and frameworks; see also dreamcast.wiki linked within for hardware/format documentation.
- gbdoc - Documents from original Game Boy hardware research.
- Cart Reader (OSCR) - Firmware for an Arduino Mega/Nano-based shield that backs up ROM and save data from game cartridges without a PC, natively supporting NES, SNES, N64, Game Boy/Color/Advance, Sega Mega Drive/Genesis, and Master System, plus dozens more systems (Virtual Boy, PC Engine, WonderSwan, NeoGeo Pocket, Intellivision, ColecoVision, and others) via adapters.
- n64cartreader - N64-focused fork/adaptation of the Sanni Open Source Cartridge Reader (OSCR), a Raspberry Pi Pico-based hardware dumper for reading Nintendo 64 ROM and cartridge save data over USB, with web-browser or command-line dump tools.
Game-Specific Wikis¶
- The Cutting Room Floor - Community for discovering and documenting unused and debug game content.
- Nintendo File Formats - Documentation for Wii U and Switch games.
- Custom Mario Kart Wiiki - Formats used in Mario Kart Wii and related games.
- Mario Kart 8 Wiki - Documentation for Mario Kart 8 formats and modding.
- Luma's Workshop - Nintendo modding wiki.
- Splatoon Technical Wiki - Technical documentation for Splatoon game formats.
- Souls Modding Wiki - Documentation for FromSoftware formats.
- MGSV Modding and Research Wiki - Community wiki documenting Metal Gear Solid V: The Phantom Pain's Fox Engine file formats and modding workflows.
- Ragnarok Research Lab - Technical documentation covering Ragnarok Online's file formats, rendering systems, and game mechanics. Active continuation of the archived RagnarokFileFormats manifest.
- Persona Modding Wiki - Community-driven documentation for modding Persona series games. Continuation of the archived AnimatedSwine37/persona-modding-docs.
- RSDK Modding Wiki - Community wiki for Retro Engine (RSDK) modding, covering Sonic CD, Sonic 1 & 2 (2013 mobile), and Sonic Mania.
📚 Learning Resources & Tutorials¶
- DGTEFF - Definitive Guide To Exploring File Formats.
- The VG Resource Wiki - Wiki with tutorials for ripping and creating sprites, models, textures, and sounds across gaming platforms.
- Compression Deep Dive - Technical analysis of compression algorithms used in games.
- How to Crack a Binary File Format - Classic tutorial on reverse engineering file formats.
- kovidomi/game-reversing - Beginner learning materials on reverse engineering video games.
- How to Grab Models and Textures - Guide on extracting models and textures from games.
- ReWolf's Retrogaming Blog - Blog posts on retrogaming and reverse engineering.
- vgmdocs - Resources and documentation for video game music formats. Includes guides for GBA sound drivers, FM synth presets, conversion tools, and format documentation.
- Inazuma-Eleven-GO-Modding - Documentation regarding the functions of Inazuma Eleven GO Light/Shadow. Covers game scripting, format specifications, and modding techniques.
- Crazy Taxi Reverse Engineering - Detailed retrospective series on reverse engineering the GameCube version of Crazy Taxi, covering archive (.all), model (.shp), texture (.tex), and audio (.adp) formats.
🎥 Video Tutorials¶
- Binary File Format Engineering and Reverse Engineering - Peter Bindels - ACCU 2023 conference talk on binary file format analysis and reverse engineering techniques.
- Reverse engineering game formats for fun and profit! (or just fun) - Spencer Alves - !!Con West 2020 talk on reverse engineering game file formats.
- What's In A Bit - Designing, Using And Reverse-engineering Binary File Formats - Peter Bindels - cpponsea talk on binary file format design and reverse engineering.
- File Format Reverse Engineering 1 - Intro, target, and tools - CO/DE tutorial series introduction to file format reverse engineering.
- Reverse Engineered old Compression Algorithm for Frogger - LiveOverflow - Case study on reverse engineering compression algorithms in classic games.
- retrore - Curated list of original and reverse-engineered vintage 6502 game source code, tracking disassembly projects across many classic 8-bit titles.
- dsasmblr/game-hacking - Large curated collection of tutorials, tools, and resources for reverse engineering video games.
Asset Databases¶
- The VG Resource (archived) - Models, Textures, Sounds, and Sprite databases and forums.
- The Spriters Resource - Dedicated sprite and pixel art database.
- The Models Resource - Dedicated 3D model database.
- The Textures Resource - Dedicated texture database.
- The Sounds Resource - Dedicated audio and music database.
🛠️ General Tools¶
Multi-format tools that support a wide variety of unrelated games.
🎨 Asset Viewers & Converters¶
3D Models & Viewers¶
- Noesis - Popular all-in-one tool for previewing and converting 500+ model, texture, and animation formats. Supports batch conversion, has a rich plugin ecosystem, and can handle most common game formats out of the box.
- Noesis Plugins (Rich Whitehouse) - Official plugin collection by the creator of Noesis.
- Noesis Plugins (HimeWorks) - Community plugin collection for 100+ games, primarily MMORPGs and action games. Games include Tales series, Midnight Club 2, Dragon Nest, Dark Souls, League of Legends, C9, Cabal Online, Monster Hunter 3, Hyperdimension Neptunia, Ys series, and many more.
- Noesis Plugins (Durik256) - Community collection with 150+ plugins for various games including Final Fantasy series, Dark Souls 2, Dead Rising 4, Ridge Racer, NHL 21, and many others.
- Noesis Plugins (mrpostiga) - Additional community-maintained plugin collection.
- Noesis Plugins (RoadTrain) - LS3D engine plugin (.4ds format) supporting Mafia: The City of Lost Heaven, Chameleon, Hidden & Dangerous 2, War of Wings.
- Noesis Plugins (Zheneq) - Community plugins for Megaman X8 (PC), Fatal Frame 4 (Wii), Star Wars: The Force Unleashed (Wii), Planet 51 (Wii), Silent Hill: Shattered Memories (Wii), Fire Emblem (Wii), MT Framework (3DS).
- noesis_dukemdx - Noesis plugin for Duke Nukem Extended Model (MDX) format.
- noesis_iqe - Noesis plugin for exporting models to Inter-Quake Export (IQE) format.
- Noesis-Plugins (leeao) - Collection of Noesis Python scripts for various game models and textures.
- Games: Evil Dead: Regeneration, Harry Potter and the Chamber of Secrets (PS2), Haunting Ground (PS2), Kingdom Under Fire 2, Pokémon Master, Trapt (PS2), Artifex Mundi games, Mega Man Zero/ZX Legacy Collection (PC), Onimusha 3, Patapon 2 (PSP), The Punisher (Xbox), Eastward, Tales of Symphonia (Xbox 360), Angry Birds Star Wars (Wii), Angry Birds Trilogy (Wii/Wii U), Beat Down: Fists of Vengeance (PS2), BishiBashi Online, Double Dragon II: Wander of the Dragons (Xbox 360), Dream League Soccer, JoJo's Bizarre Adventure, Just Dance (Wii), Keyboard Mania (Arcade), Lost Kingdoms 2 (GameCube), Manhunt (PC), Manhunt 2 (Wii), Monster Hunter Explore (Android), Moshi Monsters Village (iOS), Mortal Kombat Mythologies: Sub-Zero (PSX), Mortal Kombat: Special Forces (PSX), Need for Speed: Hot Pursuit (Wii), Naruto: Uzumaki Chronicles 2, Para Para Paradise, Road Trip Adventure (PS2), Star Wars: Bounty Hunter (GameCube), Twisted Metal: Black (PS2), Vector Unit games (Android), Yu Yu Hakusho Forever (PS2), Tony Hawk's Pro Skater series (PS2).
- NifSkope - Tool for opening and editing the NetImmerse/Gamebryo NIF format used by Morrowind, Oblivion, Skyrim, Fallout 3/NV/4, and more. See also hexabits' fork with Starfield support.
- CastImporter - Unreal Engine plugin for importing SEModel, SEAnim, and Cast files. Commonly used with Call of Duty asset extractors.
- CastModelViewer - Cross-platform Rust viewer/previewer for Cast (
.cast) model files. - ModelMerger - Merges SEModel and Cast model files together (e.g. weapon parts, character body + head), repositioning parts to a shared root.
- Cast.NET - .NET library for reading and writing Cast (
.cast), DTZxPorter's open container format for models, animations, and materials used by Call of Duty and other game asset-extraction tools. - SEModelViewer - Viewer for quickly browsing and previewing large batches of SEModel files extracted by tools such as Wraith, Greyhound, or Legion.
- tmd - JavaScript application for viewing PlayStation 1 TMD models in the browser. Features orbit controls, wireframe mode, and texture support.
- tmd2obj - Command-line converter from PlayStation 1 TMD models to Wavefront OBJ, extracting material colors and texture mapping.
- mviewer - Reverse engineering tool for viewing and analyzing MView 3D file format.
- heightmap-viewer - Simple 3D viewer for loading regular heightmaps and special format heightmap files.
- psx-modding-toolchain - Toolchain for PlayStation 1 modding including model and texture tools.
- Noesis-help - Community-written help/documentation for Rich Whitehouse's Noesis, filling gaps in the official documentation.
- vengi - Free, open-source, actively maintained voxel editor, thumbnailer, and command-line format converter.
- Formats: MagicaVoxel VOX/XRAW, Qubicle QB/QBT/QEF/QBCL, Sandbox VoxEdit VXM/VXR/VXC/VXB/VXT, Ace of Spades KV6/VXL, Build engine KVX, Minecraft schematic/mcworld/region/level.dat/skin, CubeWorld, Goxel, BinVox, Tiberian Sun VXL, StarMade, and 30+ more voxel and mesh formats (glTF, FBX, Quake BSP/MDL/MD2/MD3, STL, PLY, and others).
- Features: standalone GUI editor (VoxEdit), thumbnail generator, and CLI converter (VoxConvert) sharing one format backend.
- SEAnim-Docs - Specification and documentation for the SEModel/SEAnim formats used by CastImporter and related tools.
- assimp - The Open Asset Import Library, loading 40+ 3D model formats into one unified data structure. Widely used as the backend for game-format model converters and viewers. See also Assimp.Net below for a .NET wrapper.
- Nif-Explorer - Python tool (using PyFFI) that recursively scans a directory for .nif files containing specific NetImmerse/Gamebryo Block Types or Block Type Properties, copying matches to a results folder.
- Noesis-Py - Cross-platform (Linux/macOS) reimplementation of Noesis able to load plugins written for the original Noesis, aiming for API compatibility so existing Noesis plugins work unmodified.
Textures & Images¶
- TexViewer - Tool to help discover unknown texture formats.
- ImageHeat - Texture viewing tool for encoded textures.
- Formats: RGBA8888, RGB888, RGB565, DXT1, ASTC, indexed formats (PAL4/8/16).
- Platforms: PSP, PS2, PS3, PS4, Xbox (unswizzling support).
- Features: Decompression (RLE, PackBits, ZLIB), export to DDS/PNG/BMP.
- BCDec - All-in-one C++ texture decoding library and tool for BC1-BC7, ETC1/2, and ASTC formats.
- swizzleinator - Library for detiling/deswizzling various image formats.
no_std-friendly. Supports PS3, PS4, and X360 texture swizzling/unswizzling. - Rainbow - Texture format converter for different consoles' graphics formats, supporting TIM2, Super Robot Wars MX, The 3rd Birthday, and more.
- DolphinTextureExtraction-tool - .NET command-line tool that extracts textures from GameCube and Wii discs, matching Dolphin's texture hashes so results can be used directly as texture packs, and can also unpack the supported container formats.
- Companion library: AuroraLib.Pixel.Formats (read/write PNG, BMP and DDS, plus GameCube/Wii BTI, TPL and Pikmin TXE textures with Dolphin texture-hash generation).
- RAW pixels viewer - Web-based tool for analyzing raw image data. Displays memory dumps of frame buffers, video buffers, and uncompressed video files. Allows interactive exploration of color formats and image parameters (width, height, offset, flip, invert, zoom) to help identify unknown pixel formats.
- DDS.Tools - Simple DDS and PNG tool set that converts DDS images to PNG images and vice versa on a large scale. Has options for duplicate detection and sorting.
- detex - Low-level library for decompression and manipulation of texture blocks.
- Formats: BC1/DXT1/S3TC, BC2-BC3, BC4/RGTC1, BC5/RGTC2, BC6 (BPTC_FLOAT), BC7 (BPTC), ETC1, ETC2 family, KTX, DDS.
- Features: Texture decompression, pixel format conversion.
- PyNVTT - Python wrapper for NVIDIA Texture Tools (NVTT). Enables DDS texture format conversion and compression for game asset extraction and modding.
- TextureFinder - Binary texture extraction utility supporting multiple game texture formats including DXGI and Xbox formats. Helps identify and extract embedded texture data from game binaries.
- lfgfx - Python tool for reverse-engineering and analyzing N64 graphics data blobs (display lists, vertex data, textures, palettes).
- Motex - N64 texture viewer for analyzing and inspecting N64 binary texture data; useful for reverse-engineering game texture formats.
- GTX-Extractor - Extractor for GTX (GX2 Texture) format in Wii U games with bidirectional conversion.
- BNTX-Extractor - Extractor for BNTX (Binary NX Texture) format in Nintendo Switch games.
- Formats: BC1-BC7, RGBA variants, ASTC variants
- BNTX-Injector - Injects textures into Binary Resources Texture (BNTX) files without changing the BNTX size.
- BNTX-Editor - Tool for editing Binary Resources Texture (BNTX) files.
- BFLIM-Tool - Extracts and injects BFLIM layout images.
- texgenpack - Compresses, decompresses, and converts texture files using a genetic algorithm. Supports KTX, DDS, ETC2, BC6/BC7, and more.
- detex-compress - Fast texture compression utility built on the detex library, supporting BC1-5 and ETC1 formats.
- RygsDXTc - Real-time DXT1/DXT5 texture compressor in C, based on Fabian "ryg" Giesen's farbrausch demoscene work; used as a fast encoder in many game asset pipelines.
- tim2view - Viewer, converter, searcher, editor, and scanner/ripper for PS2 TIM/TM2 texture formats, complementing Rainbow's TIM2 conversion support.
- Texture64 - N64 texture ripper and editor, complementing Motex above with editing support.
- DXTAnalyzer - PyQt5 utility for viewing DDS headers and identifying pixel formats (DXT1/3/5, BC4/5/6H/7, RGBA8/BGRA8), with experimental PS3 swizzle/unswizzle (Morton Z-order) support for RGBA8 and BC1/2/3.
- GtfDdsSharp - Converts PS3 GTF (Graphics Texture Format) textures to/from DDS, used across many PS3 games.
- AnyPalette.js - JavaScript/Node library reading and writing a wide range of color palette file formats through one unified interface, including game formats such as StarCraft's .pal/.wpe terrain palettes alongside DCC formats (GIMP GPL, Adobe ACO/ASE/ACT, Paint Shop Pro, Paint.NET).
- awsmimg - Converter between modern image formats (typically PNG) and those used by retro game hardware.
- scrconv - Converts ZX Spectrum SCR loading-screen image files to PNG, GIF, or JPG.
- tile2sam - Converts modern images into SAM Coupé tiled sprite/graphics data or Z80 source, for homebrew development on the platform.
- shamview - SAM Coupé HAM-mode image viewer, bundled with a
shamconv.pyconversion script for the same graphics mode. - ssxview - Python script to view SAM Coupé SSX image files.
- dazzlie - Encodes and decodes graphics from a variety of retro video game systems.
- TM2View - Cross-platform viewer for PS2 TIM2 texture files and PS2 save-icon texture data (uncompressed and RLE-compressed), complementing tim2view and ps2-tim2-tool above.
- PS2ImageTool - Experimental GUI tool for recovering PlayStation 2 game images from raw binary data, unswizzling 8bpp palette and pixel data saved as separate .bin files.
- TiledGGD - Multi-format tile/graphics editor for viewing and editing tile-based console graphics data in arbitrary binary files, similar in spirit to Tile Molester above. See also puggsoy's TiledGGD (PE) fork, which has grown past the original with continued fixes and enhancements.
- Tile-Bulinator - Advanced tile graphics editor for viewing and modifying raw tile graphic data in retro console ROMs, in the tradition of Tile Layer Pro and Tile Molester.
- TileViewer - Cross-platform tile viewer for analyzing raw console game textures and fonts, with Lua-script and C plugin decoders (e.g. for swizzling), command-line decoding, and wiki FontDB/TexDB listings of known layouts; inspired by Crystal Tile 2.
- genesisPal2Act - Converts a generic 9bpp Sega Genesis/Mega Drive palette dump (ripped from an emulator savestate or debug tool) to 24bpp ACT format for use in Photoshop, GraphicsGale, or romhacking tools.
- BGR555 - Converts between RGB hex codes and the 15-bit BGR555 color palette format used by the SNES, GBC, and GBA.
Sprites, Tiles & Tilemaps¶
- The Spriters Toolkit - Web-based suite of asset management, validation, and conversion tools by the creators of The VG Resource.
- Formats: PNG, GLB, OBJ, FBX, DAE, ZIP.
- Features: Sprite sheet creator, sprite splitter, 3D model viewer, asset package analyzers (sprites, models, audio).
- SNESTilesKitten - Tile viewer, extractor, and injector for SNES ROM files with HiROM/LoROM support.
- Tilemap Studio - Tilemap editor for Game Boy, GBC, GBA, NDS, SNES, Genesis, and TG16.
- Support: pret disassemblies, Pokemon ROM hacks
- NitroPaint - Graphics editor for Nintendo DS image formats.
- Formats: NCLR, NCGR, NSCR
- Compression: LZ, RLE, Huffman, LZX
- See also ptexconv for a command-line-only version of its texture and background converter.
- nds_texcompress - Texture compression tool for Nintendo DS texture formats.
- Nintendo_DS_Compressors - Collection of compressors for formats used on Nintendo GBA/DS.
- BMP2BNR - Converts BMP images to GameCube banner format (BNR).
- gimp-rom-bin - GIMP plug-in to read/write/convert ROM image, tile, and sprite files.
- Platforms: SNES, NES, Game Boy/GBC, GBA, Neo Geo Pocket, Mega Drive/Genesis, and more.
- gimp-tilemap-gb - Console app and GIMP plug-in for importing/exporting Game Boy game tilemaps and tilesets as bitmap images or .GBM/.GBR files. Related to GBTD, GBMB, GBDK, and ZGB.
- AsepriteGameBoyMultiExporter - Aseprite Lua script exporting pixel art into Game Boy tile code compatible with GBDK (C) or RGBDS (assembly).
- chrgfx - Converts to and from tile-based (CHR) graphics formats used across many retro consoles.
- smstilemap - Go library/CLI converting raster images into Sega Master System tile, palette, and tilemap (name table) data.
- png2tile - Converts PNG images into Sega Master System / Mega Drive tile format, with duplicate-tile removal and mirroring optimization. See also the same author's png2snes, which generates SNES CGRAM/VRAM palette and tile data from indexed PNG files.
- Tile Molester - Multi-format, user-extensible graphics data editor for viewing and editing tile-based graphics in arbitrary binary files from game consoles.
- ImageMagitek - .NET library, with the TileShop GUI in progress, for viewing, editing and organizing retro videogame system graphics, aimed at graphics embedded in binaries without recognizable headers.
- tmxlite - Lightweight C++14 parser for Tiled Map Editor's TMX/TSX tilemap format, used by many indie and hobbyist games.
- rawtex - GIMP 2.x save plugin for creating raw texture files for PC, PSP, NDS, PS2, and other architectures handling chunky or compressed pixel data. See also raw2iff, a plugin-driven tool converting RAW pictures to the Amiga IFF ILBM picture format.
- iff2gif - Converts Amiga IFF ILBM/ANIM files to GIF images/animations.
- DPaint-js - Web-based image editor modeled on Deluxe Paint that reads and writes Amiga IFF ILBM images (including HAM6, HAM8 and SHAM), IFF ANIM animations and Amiga icon files, plus Deluxe Paint PC PBM files and Atari ST compression modes, with direct ADF read/write.
- png2hicolorgb - Updated cross-platform console version of Glen Cook's "hicolour.exe", converting PNG images into the Game Boy Color's "Hi-Color" scanline-palette-swap technique; now also bundled in GBDK-2020.
Fonts¶
- fntlib - Python library for reading and writing AngelCode BMFont bitmap .fnt font files, a format used by many game engines (cocos2d-x, Geometry Dash, and others) for in-game text rendering.
DCC Tool Plugins (Blender / 3ds Max / Godot)¶
- Sprite Sheet Addon for Blender - Sprite sheet script for Blender VSE. (video squence editor) Convert image sequences to sprite sheet.
- Sprite Sheet Addon for Blender VSE - Sprite sheet script for Blender VSE. (video squence editor) Convert image sequences to sprite sheet.
- blender-tooling - Scripts to import files into Blender.
- Blender_ioEDM - Experimental Blender importer/exporter for .EDM model files used in DCS World flight simulator. Supports basic geometry, textures, animations, and connectors.
- 3ds-Max-Scripts - Archive of 3ds Max scripts including model importing scripts for various game formats and utility scripts.
- blender_magicavoxel - MagicaVoxel
.voximporter for Blender with hierarchy/greedy meshing, voxel hull reduction, and UV-aware material modes. - MagicaVoxel-Importer - Godot Engine plugin for importing MagicaVoxel
.voxformat files as meshes. Supports Godot 3.0+ with import scaling and centering based on voxel resolution. - Options: multiple meshing modes (voxel-as-model, simple cubes/quads, greedy), UV unwrapping, vertex colors, texture baking, and voxel hull pruning.
- Material modes: ignore, vertex colors, per-color materials, palette textures, and UV-unwrapped textured models.
- io_mesh_ninjaripper - Blender addon for importing NinjaRipper .rip files. Supports Blender 2.78-2.79.
- ninjaripper-blender-import - More advanced Blender add-on for importing NinjaRipper RIP files, written for files exported with NinjaRipper 1.7.1 (the README says it does not work with NinjaRipper 2).
- Guilty_Hell_Sprite_Veiwer - GPU-accelerated viewer for Unity
Texture2D/AssetStudio sprite sheets, with Real-ESRGAN AI upscaling. - mxs_xnaLara_converter - MaxScript for importing XNALara/XPS
.xps/.meshmodel files into 3ds Max. - TextureAtlas-Toolbox - All-in-one tool for extracting sprites from texture atlases/spritesheets into organized frame collections and GIF/WebP/APNG animations, generating optimized atlases from frames, and converting between 15+ atlas formats (including Unity and Godot).
📦 Archive Extractors¶
- QuickBMS - Universal archive extractor and reimporter with extensive script database covering thousands of games. Uses BMS scripting language to describe archive formats.
- RTB-QuickBMS-Scripts - Collection of QuickBMS scripts for various games.
- isodump - PlayStation ISO content extraction tool. Extracts files from PSX ISO/BIN images, supports ISO9660 filesystem, XA and STR files. Generates MKPSXISO-compatible XML project files for rebuilding ISOs.
- PKGTool - Tool for extracting and repacking PKG files from The Legend of Heroes: Trails of Cold Steel.
- wad-tools - Tools for WAD archive format (Wii/GameCube). Fork of BFGR WadTools with enhanced command-line options for wadpacker and wadunpacker, including custom output directories and common-key.bin path specification. Supports C++and C++/CLI compilation.
- archives - Cross-platform archive library for Go supporting many formats. Provides unified API and virtual file systems compatible with
io/fs. - Formats: .zip, .tar (including compressed variants), .rar (read-only), .7z (read-only), brotli, bzip2, gzip, lz4, lzip, minlz, snappy/S2, xz, zlib, zstandard.
- Features: Stream-oriented APIs, automatic format identification, password-protected 7-Zip/RAR support, insert into .tar/.zip without recreating, multithreaded Gzip, DeepFS for traversing archives transparently.
- GARbro - Visual novels resource browser and extractor supporting many formats. See also crskycode's fork, which is actively maintained with additional format support; nanami5270's fork, another actively maintained fork with additional format/game support; and UserUnknownFactor's GARbro2, which adds ImageMagick-based format support, sprite-sheet animation, and an in-app playback mode.
- ae (AE - VN Tools) - Multipurpose Delphi utility for common visual novel archive, image, and misc data formats: an archiver, an image manipulation/conversion tool (EDGE), and a raw image data reader (GrapS).
- Visual-novel-archive-tools - Collection of archive read/write tools for numerous visual novel engines.
- Engines: AMUSE, AVG_Engine, Ai6Win/Silky, EAGLS, Escude, Lilim, NEJII, NEKOSDK, Nexas, TmrHiro, Unity, Valkyria, codeX RScript.
- GalArc - GUI archive extraction/repacking tool covering 20+ visual novel engines (formerly published under the account detached64).
- Engines/formats: AdvHD (
arc/pna), Ai5Win (arc/dat/VSD), Ai6Win (arc), Artemis (pfs), BiShop (bsa), Cmvs (cpz), EntisGLS (noa), InnocentGray (iga/dat), KID (dat), Kirikiri (xp3), Majiro (arc), NekoSDK (pak), NeXAS (pac), NextonLikeC (lst), Nitro+ (pak), NScripter (ns2/nsa), Palette (pak), PJADV (dat/pak), RPG Maker (rgssad/rgss2a/rgss3a), Softpal (pac), SystemNNN (gpk/vpk), Triangle (CG/SUD/CGF), Yuris (ypf). - VNTools - Collection of portable ISO C99 utilities for unpacking/packing/converting various visual novel engine archive formats (formerly published under the account hiirotsuki).
- Engines/formats: Cromwell (
.opk/.pak), IkuraGDL (.GGP/SM2MPX10), Studio Neko Punch, Studio-Sakura, Succubus, Silky's (.IFL), Carriere (.CGDto BMP), BasiL (.MIF), ARCX (.arc), Pinpai (.hiz). - arc_conv - Command-line visual novel toolkit written in pure assembly by w8m. Its
formats.txtlists the supported archive formats and the visual novels they come from (XP3, NPA, RPA, Liar-soft, PBG3/PBG4/PBGZ for Touhou 6-9, and many more), with some image formats converted to TGA/PNG. - GameExtractor - Multi-game archive tool supporting 4000+ games.
- hei-cmd - Command-line tool for converting/bulk-converting images and models and extracting/listing obscure package formats, built on the Hei format-loading library covering many old game engines (see hogsy/formats for the studio/format list).
- ripper - Plugin-based command-line tool for extracting images, audio, and video from uncompressed archive files used by computer games and demos.
- AssetRipper - GUI tool for extracting assets from Unity serialized files (CAB-\, \.assets, etc.) and asset bundles (\.unity3d, \.bundle, etc.) and converting them into the native Unity engine format.
- binwalk - Firmware analysis tool for identifying and extracting embedded files and data. The Rust version (v3) provides significant speed and accuracy improvements over the original Python version.
- UWPDumper - DLL and Injector for dumping UWP applications at run-time to bypass encrypted file system protection.
- xvdtool - Command-line tool for manipulating Xbox One XVD/XVC package files, with support for decryption, hashing, resignation, and VHD conversion. See also XvdTool.Streaming, a rewritten/optimized version that also extracts and decrypts XVC/XVD files streamed remotely by URL, not just local files.
- ps4tools - Tools for extracting PS4 file formats including PUP, PKG, PFS, and trophy files.
- maxcso - Fast CSO compression utility for PSP and PS2 game ISO files used with emulators.
- xpftool - Extracts and decompresses files from PS2 XPF archives.
- extract-xiso - Xbox ISO (XISO) creation, modification, and extraction utility for original Xbox disc images.
- xdvdfs - Rust library and command-line tool collection for XDVDFS/XISO (original Xbox) images: list, unpack, pack, checksum, and inspect image metadata.
- iPoPS - Converts PSX discs and ISOs into PBP format for playback on PSP.
- PSXPackager - Utility to convert PlayStation disc images between various formats and PBP.
- dexvert - Identifies and converts over 3,700 file formats to modern equivalents, including many game-specific archive, texture, and model formats.
- Universal Extractor 2 - Generic tool to extract files from any type of archive or installer, commonly used to unpack game installers (NSIS, InstallShield, Wise, and many more) before further asset processing.
- cicdec - Unpacker for installers made with Clickteam Install Creator, used to extract game data bundled by that installer format.
- fluxfox - Floppy disk image library in Rust for emulators, focused on PC platform disk images with initial Amiga/Macintosh/Atari ST support.
- ADFlib - Free, portable, open-source library for reading and writing the Amiga Disk File (ADF) filesystem image format.
- Features: Track bitstream access, copy-protection visualization, common PC floppy disk controller (NEC uPD765A) operation emulation.
- HxCFloppyEmulator - HxC floppy drive emulator toolkit; reads and converts a wide range of retro floppy disk image formats, including many game-console/computer-specific ones.
- directory_opus_firy_plugin - Directory Opus 12 VFS plugin adding native browsing support for Amiga ADF/HDF, Commodore 64 D64, and FAT12/16/32 disk images.
- ADF-reader-writer - Plain JavaScript reader/writer for Amiga Disk Format (.adf) floppy and .hdf hard disk images, supporting OFS and FFS to browse, extract and write files, with an option to ignore checksums to salvage files from corrupt disks.
- dumplib - Library for working with media images (ROMs, disk images) from older video game consoles.
- retroio (rio) - Command-line utility for reading disk and cassette tape image files used by emulators of 1980s home computers.
- Formats: Amstrad DSK, Commodore 64 D64/D71/D81 (directory listing), ZX Spectrum TZX tape files.
- SAMdisk - Portable disk image utility specializing in copy-protected PC-compatible floppy formats, commonly used to preserve original game floppy disks. See also fdrawcmd.sys, the same author's Windows filter driver exposing command-level access to the on-board floppy disk controller that SAMdisk uses to read non-standard and copy-protected disk formats.
- mgtdisklib - Python library for reading and manipulating SAM Coupé and MGT +D disk images.
- writeusb - Writes SAM Coupé disk images to a USB floppy drive so they can be used on real SAM hardware.
- capsimage - Mirror of the Software Preservation Society's SPS/CAPS decoder library source, used to decode the IPF format for heavily copy-protected Amiga, Atari ST, and PC floppy disk preservation images.
- Greaseweazle - Hardware and tools for reading/writing floppy disks at the raw flux level, widely used for archiving copy-protected game floppies.
- Arduino-C64-Cartridge-Dumper - Arduino-based hardware dumper that rips standard 8K Commodore 64 cartridge ROMs over USB serial.
- bbc-fdc - Raspberry Pi-based floppy disk interface for forensic-level flux capture, reading and extracting data from Acorn DFS/ADFS, MS-DOS, Commodore 64, Apple II, Amiga, and Atari ST floppy disks.
- arcimage - Reads and writes Acorn Archimedes disk images from a PC floppy drive, for use with Archimedes emulators such as arcem, RPCEmu, and Arculator.
- beebtools - Python library and command-line tools for reading Acorn DFS and ADFS disk images, including a BBC BASIC program detokenizer.
- DiskImageTool - Floppy disk image manager with built-in bitstream analysis, Greaseweazle support, and optional Kryoflux integration.
- RIDE - Windows tool for low-level raw floppy disk access and browsing legacy filesystems (ZX Spectrum, MS-DOS, and others) found on preserved game disks.
- lunacy - Rust GUI inspector for browsing the contents of old disk images across many retro computing platforms, with tree-view navigation, BASIC source rendering, and image/hex viewers.
- Formats: Acorn (ADFS, UEF, BASIC), Amiga (ADF, ILBM), Amstrad CPC, Apple II (DOS 3.3, ProDOS, BASIC dialects), Atari ST, Commodore 64, DOS/PC (MBR, FAT16), Macintosh (MFS, HFS), Tandy TRS-80, VIC-20, ZX Spectrum.
- flux-analyze - Analysis and recovery tool for IBM MFM floppy flux image data.
- spoondec - Extractor for Spoon (Xenocode) virtualized installer packages, used to extract game data bundled by that installer format.
- DlsiteDecrypt - Decrypts DLsite-protected
.dlstfiles back into their original game files, recovering the raw game data purchased through the DLsite doujin/indie distribution platform. Based on llc1123/dlsite-key-dumper. - MelonBooksDecrypt - Converts DRM-protected
.melonfiles downloaded from the Melon Books doujin distribution platform back into normal, usable game files. - TauriExtractor - Extracts bundled assets (images, audio, 3D models, JSON, JS/CSS chunks) from Windows executables built with the Tauri v2 framework, by locating the asset pointer table in the PE
.rdatasection and Brotli-decompressing each entry. - unshield - Library and CLI tool to extract InstallShield CAB archives, commonly used to unpack older game installers before further asset processing.
- innoextract - Extracts installers created by Inno Setup without running them, commonly used to unpack game installers before further asset processing.
- uninno - Portable command-line unpacking tool for Inno Setup installers, commonly used to unpack game installers before further asset processing.
- ExtractData - Extraction tool for Japanese visual novel/game archives, using Susie Plugin (.spi) modules to decode proprietary archive and image formats. Originally developed by Yuu.
- gocha's Susie plugin collection - Susie plugins decoding archive/image formats from several small Japanese eroge/VN developers.
- spihsp: DPM archive format (used by games built with Hot Soup Processor).
- spioptw: HMP/PMP image formats, for OPTWORKS games.
- spiprsys: PBM image format, for Presys games (also HSP-based, unpackable with spihsp).
- spiruneg: G archive format, for old Rune games.
- innounpy - Multiplatform Python unpacker for Inno Setup installers, a pure-Python alternative to innoextract for extracting game installer contents.
- quickbms-scripts (devinacker) - Small collection of QuickBMS scripts for extracting game archives, covering MTV Club Dead (
.dta), Klik & Play/Click & Create/The Games Factory (.gam,.cca,.mus,.snd), and Twisted: The Game Show (Streamdirectory). - Aaru - Data Preservation Suite for dumping and analyzing media (optical, magnetic, and solid-state) into forensic disc images, with format identification, checksumming, and decoding across a huge range of game and computer platforms. See also libaaruformat, the C implementation of the Aaru image format.
- redumper - Low-level CD dumper utility for bit-perfect optical disc preservation, used by the Redump.org preservation community.
- gcdgold - Command-line tool that extracts CD-ROM data tracks (Mode 1 and Mode 2 XA, ISO 9660/Joliet) into an editable project of files plus a YAML manifest and rebuilds them byte-for-byte, usable for translations, game hacking and image reconstruction; by the author of redumper.
- mdsx - Decompressor/decrypter for MDS v2 / MDX disc image formats (DAEMON Tools).
- ps3dec - Decrypts PS3 redump ISOs for preservation and modding, using each disc's title-specific decryption keys.
- cue-2-ccd - Command-line utility that converts CUE-based disc images into the CloneCD format (CCD/IMG/SUB), handling discs that mix data and audio tracks across several data track modes.
- binmerge - Merges multiple bin/cue tracks of a disc dump into a single bin/cue pair, commonly used to prep Redump-style multi-track dumps for ODEs and other tools that expect a single data track.
- romrepomgr - ROM Repository Manager for organizing and deduplicating game ROM/disc image collections.
- RVWorld (RomVault) - DAT-file-driven ROM set organizer/verifier for identifying, sorting, and repairing game ROM and disc image collections.
- SabreTools - DAT-based ROM/disc image management tool with advanced editing and sorting features.
- edccchk - EDC/ECC checker for raw (2352 bytes/sector) CD images, used to verify game disc dump integrity.
- OmniDrive - Firmware modification for MediaTek MT1959-based Hitachi-LG optical disc drives, enabling raw sector and lead-in/lead-out reading of CD/DVD/BD media including proprietary game discs.
- rnc_propack_source - Decompiled source of Rob Northen Computing's RNC ProPack, a compression format used by many games across multiple platforms.
- powerpacker_src - Decompiled source of Nico François' PowerPacker, an Amiga-era compression format used by many Amiga games. See also AmigaImploder, decompiled source of another common Amiga game compression tool.
- L.A.V.E. (Linear Archive Viewer and Extractor) - Views and extracts game asset archives, with bidirectional sorting by filename, offset, size, or extension.
- Formats: .img archives from Davilex "Raser" titles (Autobahn Raser II, London Racer, Paris-Marseille Racing) and GTA III / Vice City / San Andreas.
- See also the same author's Raser-Resource-Viewer, a viewer for the unnamed "rc.img" image resources used across Davilex's Raser series (A2 Racer II, Autobahn Raser I/II, M25 Racer).
- Macaron - Archive unpacker for various visual novel/eroge engine formats.
- Formats: AIMS (.p), AdvHD (.arc), Artemis (.pfs), CatSystem2 (.int), HyPack (.pak), Majiro Arc (.arc), NekoPack (.pak), Ren'Py (.rpa), CriWare (.cpk, initial support).
- akaibu - Visual novel archive extractor and resource converter with GUI and CLI, supporting dozens of proprietary Japanese VN engine archive/image formats (ACV1, CPZ7, and many more).
- universal-explorer - Viewer/unpacker for a variety of game archive and texture formats across multiple engines.
- Formats: Source engine (VPK archives, VTF textures), Godot engine (PAK archives, STEX/CTEX textures), Ren'Py (RPA archives); Unity/Unreal/GameMaker support planned.
- Continuation of the author's earlier universal-unpacker.
- uwpdumper-rs - Rust reimplementation of UWPDumper for extracting files from sandboxed UWP applications (including Xbox Game Pass games) via DLL injection into the running process.
- AssetRipper CLI - Command-line front-end built on AssetRipper for batch-exporting CG, character portraits, backgrounds, and audio from Unity visual-novel/gacha games via reusable extraction profiles.
- StreamZip - Archive extraction tool for very large (150GB+) game archives with on-the-fly decompression; demonstrated on Cyberpunk 2077.
- dat-creator - Qt/C++ file archiver with GUI for bundling files into a single DAT container, with an API for loading/extracting; useful for game asset packaging.
- gogextract - Shell script for extracting game files from GOG/innoextract archives.
- unPAKer - Generic PAK archive unpacker for game asset extraction.
- genesis-rom-workshop - Workshop tool for inspecting and modifying Sega Genesis/Mega Drive ROMs.
- NDSFactory - Generic Nintendo DS ROM extraction/repacking tool.
- dreamcast-cdi-burner - Open-source, portable Linux tool for burning Sega Dreamcast .CDI disc images to physical media.
- playstation-disc-burner - Open-source, portable Linux tool for burning PS1/PS2 backup discs, with options for patching the disc image before burning.
- IPFBrowser - Tool to extract and browse the contents of IPF archive files, used by several NHN/Webzen MMO titles.
- imploder - Data/exe files cruncher/decruncher for 68000-based machines, built on the reversed implode/explode routines credited above.
- cartreader - Open Source Cartridge Reader (OSCR) firmware/software for dumping ROMs and save data from game cartridges across dozens of retro systems: NES, SNES, N64, Genesis/Mega Drive, Game Boy/GBA, PC Engine/TurboGrafx-16, WonderSwan, NeoGeo Pocket, Virtual Boy, Pokémon Mini, Game Gear, Intellivision, ColecoVision, Atari 2600/5200/7800/Lynx, MSX, Commodore, Vectrex, and CPS3, among others. Archived by its author in favor of active redevelopment under the oscartreader org, though this repo remains the maintainers' own recommended firmware for most users.
- EasyExtractUnitypackage - Extracts files from a Unity
.unitypackagearchive without needing to import it into the Unity Editor first. - neogeo-rom-extractor - Modular Python tool for converting legally-owned PC re-releases of Neo Geo games into emulator-ready ROM ZIPs, with per-game extraction modules and verification-focused output.
- strip3ds - Command-line tool for extracting 3DS game ROMs and converting their contents into readable data such as audio files and 3D models.
- cdecrypt - Single-executable, dependency-free utility that decrypts and extracts Wii U NUS content for modders; a fork of the original CDecrypt with international character support and Linux/macOS builds.
- OpenPRF - Open-source PS4/PS5 save game editor that runs entirely in the browser, complementing ps4tools above.
- goNCommand - Bash script collection converting 25 Neo Geo re-release games to MAME/FBA/FBNeo-compatible romsets.
- buildROM - Python script converting 8 games from the "SNK 40th Anniversary Collection" (PC version) to MAME 2003-compatible ROMs, complementing goNCommand above.
- iml2iso - Converts PlayStation 2 .iml disc images to .bin/.iso (CD, DVD-5, DVD-9).
- ObserverModules - Extension modules for the Observer plugin of FAR Manager that open game archives as folders: Ren'Py
.rpa(RPA-2.0/3.0), RPG Maker VX Ace.rgss3a, and ZanZarah: The Hidden Portal.pak(original and Steam versions). - mkpsarc - Python extractor and creator for the PlayStation archive (PSARC) format, with an experimental multithreaded version.
- See also rpsarc, a simple Rust PSARC utility that lists, extracts (writing a manifest for recreating the archive) and creates archives.
🔊 Audio Tools¶
- vgmstream - Audio playback library supporting 1000+ game audio formats including looping, multi-channel streams, and console-specific codecs. Works as a standalone player or Winamp/foobar2000 plugin. If a game audio file exists, vgmstream probably plays it.
- deadbeef-vgmstream - DeaDBeeF decoder plugin connecting vgmstream above to the DeaDBeeF media player, adding playback support for hundreds of streaming video game and middleware audio formats.
- deadbeef-pxtone - DeaDBeeF decoder plugin for pxtone Collage music files, the format used by Pixel's engine behind Cave Story and Kero Blaster.
- jpsxdec - Cross-platform PlayStation 1 audio and video converter.
- VGAudio - .NET library for encoding, decoding, and manipulating audio files from video games.
- Formats: BRSTM, BCSTM, BFSTM, IDSP, HPS, DSP (Nintendo formats).
- vgm_ripping - Sources for game music ripping tools.
- adplug - Hardware-independent AdLib/OPL sound player library used by many DOS-era games' music formats (.sng, .lds, .rol, .cmf, .imf, .amd, .rad, .hsc, and dozens more).
- wwiseutil - Tool for manipulating Wwise SoundBank and File Package files. Works with any game using Wwise audio middleware.
- Formats: .bnk, .nbnk (SoundBank), .pck, .npck (File Package), WEM (audio).
- Features: Unpacking WEM audio, audio replacement with metadata updates, loop point editing.
- soundbank-editor - Python-based editor for Wwise soundbank files (.bnk). List, extract, and replace WEM sounds while preserving headers, events, and metadata. Works with any game using Wwise audio middleware.
- Wwise-Unpacker - Windows tool for extracting audio from Wwise PCK and BNK containers to OGG or MP3 format. Works with any game using Wwise audio middleware.
- Wwise-BNKExtract - Extraction utility for Wwise soundbank files (BNK format, file version 113 and earlier). Extracts WEM audio files for conversion to OGG Vorbis format.
- Wwise-audiobanks-wem-format-blueprints - 010 Editor templates for Wwise soundbank/WEM structure, based on Planet Coaster's soundbanks.
- wwiser - Wwise .bnk explorer and audio simulator. Python tool for parsing Wwise soundbank files, viewing HIRC audio scripting data, generating TXTP files for vgmstream playback, and dumping bank contents. Works with any game using Wwise audio middleware.
- WwiseParser - C# library for parsing Wwise 2016.1 SoundBank object formats. Supports deserializing Wwise objects, rebuilding hierarchies (Master-Mixer and Actor-Mixer), and dumping SoundBank files to JSON. Works with any game using Wwise audio middleware.
- wwise-audio-tools - Static and dynamic library plus command-line tool for converting Wwise WEM files to OGG format. Modern replacement for ww2ogg and revorb with easier integration.
- ww2ogg - Converts Wwise RIFF/RIFX Vorbis audio (.wem files) to standard Ogg Vorbis format. Command-line tool with packed codebook support for various encoding variants. Note: vgmstream is recommended for playback, but ww2ogg is useful when Ogg Vorbis output is specifically required.
- LibAtrac9 - C and C# library for decoding audio in Sony's ATRAC9 format.
- atrac9j - Java port of the LibAtrac9 library for decoding ATRAC9 audio format used in PlayStation games.
- manatools - Tools for working with Dreamcast audio and music formats (MLT, MPB, MSB).
- LoopingAudioConverter - Tool for converting many game audio formats to looping WAV, OGG, or FLAC files. Supports many console formats through VGAudio and vgmstream.
- BassoonTracker - Web-based old-school Amiga music tracker in plain JavaScript. Plays and edits Amiga Mod files and FastTracker XM files.
- DSP2BRSTM - Converter and multichannel creator for DSP to BRSTM. Merges multiple DSP files into one multichannel BRSTM. Also supports DSP to WAV conversion.
- fsb5_split - Tool to split a multi-stream FSB5 into multiple single-stream FSB5s.
- Fmod5Sharp - Managed C# library for decoding FMOD 5 sound banks (FSB files).
- Formats: PCM8, PCM16, PCM32, GCADPCM, IMAADPCM, VORBIS
- Exports: WAV (PCM formats), OGG (Vorbis)
- Features: Sample extraction, metadata reading, format detection
- BankDumper - Command-line tool that scans an arbitrary binary blob for FMOD FSB5, Wwise BKHD (soundbank), and Wwise AKPK (package) magic headers, then carves out and extracts each detected chunk into separate
.fsb/.bnk/.pckfiles. Works with any game bundling FMOD or Wwise banks. - MCAConverter - Converter for Capcom's MCA format. Converts MCA to WAVs and vice versa.
- HIRCDump - Dump soundbank samples via event IDs.
- vgmstream-funkify - vgmstream library for playback of various streamed audio formats used in video games.
- ray2get - Convert the .apm music files from Rayman 2 (PC) to .wav.
- libnus3audio - Rust library for working with nus3audio files.
- ntrWavTool - Converts WAV to IMA ADPCM SWAV for use in DS games.
- es-ps2-vag-tool - Tool to convert Sony PS2 VAG files to WAV PCM 16-bit encoding and vice versa.
- es-xbox-adpcm-tool - Tool to convert Xbox ADPCM files to WAV PCM 16-bit encoding and vice versa.
- es-dsp-adpcm-tool - Nintendo GameCube DSP audio data encoder. Converts GameCube DSP ADPCM to WAV PCM 16-bit encoding and vice versa.
- gc-dspadpcm-encode - Nintendo GameCube DSP-ADPCM encoder tool.
- DspTool - Open-source library for encoding and decoding Nintendo's GameCube DSP-ADPCM audio format, implementing Nintendo's dsptool.dll as a drop-in replacement.
- es-ima-adpcm-encoder-decoder - Tool to convert IMA ADPCM files to WAV PCM 16-bit encoding and vice versa.
- es-eurocom-adpcm-encoder-decoder - Tool to convert custom Eurocom ADPCM files to WAV PCM 16-bit encoding and vice versa.
- Citric-Composer - Editor for 3DS, Wii U, and Switch sound files. See also Tiniifan's fork.
- Audio Overload SDK - SDK for game audio format engines supporting QSF (Capcom), SSF (Sega Saturn), PSF/PSF2 (PlayStation), and DSF (Dreamcast) formats.
- SDATTool - Tool for unpacking and packing Nintendo DS SDAT audio files (SSEQ sequences, SBNK banks, SWAR samples).
- gaxtapper - Automated GSF ripper for GAX Sound Engine. Extracts game audio from titles using GAX, outputting GSF format files.
- VGMusicStudio - Music player and visualizer for GBA (MP2K format, SDAT) and NDS handheld game audio. Supports playback and extraction with SoundFont2 support, built on the same author's SoundFont2, KMIDI, KFLP, and DLS2 libraries for reading/writing SF2, MIDI, FL Studio project, and DLS files.
- NitroTools - Toolkit for extracting and editing Nintendo DS SDAT audio.
- oki-adpcm2 - Reverse engineering and reimplementation of the OKI ADPCM2 compression scheme used by many arcade sound boards.
- QuattroPlay - Reimplementation of the Quattro sound driver used in Namco arcade games from the mid-1980s to late 1990s.
- mod2vgm - Converts Protracker MOD modules to VGM using the OPL4 chip, for use in game audio pipelines.
- sndh2raw - Converts Atari ST SC68/SNDH chiptune files to raw PCM using SC68, outputting each track as a separate file along with track info as JSON.
- PMDDotNET - .NET port of PMD (Professional Music Driver), a widely-used sound driver/sequence format in PC-98 and other Japanese PC games.
- archive-follin - Recovered assembler music source code and drivers written by Tim and Geoff Follin for NES/SNES/Genesis games at Software Creations (Silver Surfer, Plok, Solstice, and others), preserved from original 3" floppy disks.
- Components: SymbTool, InfoTool, Nitro Studio GUI
- nitro-play - Parser for Nintendo DS SDAT audio format with music export.
- nitro-player - Player for Nitro Composer (SDAT) sequence files used in Nintendo DS games.
- openpsf - Tiny library to stream PSF (Portable/PlayStation Sound Format) files.
- See also psflib for a lower-level PSF reading library.
- psf-shellext - Windows shell extension displaying tag metadata for PSF/miniPSF (PlayStation Sound Format) files in Explorer property sheets.
- vgmtrans - Video Game Music Translator; converts proprietary game audio sequence/soundfont formats from many games/consoles into standard MIDI/DLS/SF2.
- midistar2mid - Converts DOS-game-era MIDI-like sequence formats (HMI, HMP, LDS, MUS, XMI, SYX) to standard MIDI files.
- sgt2wav - Windows command-line utility that converts Microsoft DirectMusic segment (
.sgt), RMI and MIDI files used by games to WAV by playing them back in real time and capturing the audio mixer output; needs an audio device and an OS version that still ships DirectMusic (Windows 7/8/Vista or early Windows 10). - nus3audio - Nus3audio container extractor and rebuilder (use vgmstream to handle the extracted idsp/opus streams). Archived but still functional.
- OPL3BankEditor - Cross-platform editor for OPL3 FM instrument bank formats used by numerous DOS-era games and sound drivers (IBK, OP2/GENMIDI, TMB, WOPL, and others).
- OPN2BankEditor - Cross-platform editor for FM instrument banks of the OPN family of sound chips, widely used in the Sega Genesis/Mega Drive, Fujitsu FM Towns, and NEC PC-88 and PC-98; sibling of OPL3BankEditor.
- MDXtract - Python tools for extracting instrument and sample data from files used by the MXDRV and PMD sound drivers, common across many Japanese PC-88/PC-98 games.
- pmdmini - C/C++ library for playing back PMD/MXDRV chiptunes from the NEC PC-98, used by many PC-98-era games' Yamaha YM2203/YM2608 soundtracks.
- adpcm - ADPCM encoder/decoder library and CLI covering game/arcade sound-chip codecs: Yamaha ADPCM-A/B (YM2610/Y8950/YM2608), Yamaha AICA (Dreamcast), Oki/Dialogic VOX (MSM6295 arcade sound chip, MSM6258 X68000), Brian Schmidt BSMT2000/QSound (arcade), and YMZ280B.
- XboxADPCM - Command-line converter of WAV files between Xbox ADPCM and PCM, detecting the direction automatically.
- nesadpcm - VOX (Oki MSM6295-style) ADPCM player for the NES.
- nsfplay - NSF (Nintendo Sound Format) player and library for NES/Famicom game-music rips, including expansion-audio chip emulation and command-line WAV rendering/metadata utilities.
- EZNSF - Tool for transforming NSF (NES Sound Format) music rip files into playable NES ROMs, using Python and the CC65 toolchain.
- ZENSF - Tool for building an NES ROM music album from a collection of NSF files using a custom expanded mapper (iNES Mapper 031). See also EZNSF for an easier-to-use alternative.
- nsfid - Play-routine/sound-driver identifier for binary music rips from computers and video game consoles (including NSF), matching byte-pattern signatures against a configurable driver database.
- vgmid - Detects and identifies video game music routines in ROMs, based on SIDId and extended with signatures for SNES, Game Boy/Game Boy Color, MegaDrive/32X, Game Boy Advance, NeoGeo Pocket/Color and WonderSwan/Color alongside Commodore 64; incorporates information from nsfid and agbinator. Not 100% accurate, with some false positives.
- gbsplay - Game Boy sound player for GBS (Game Boy Sound) format music rips.
- M1 - Arcade and pinball music player by Richard Bannister, emulating original sound hardware to play back music directly from MAME-compatible ROM dumps across hundreds of unrelated arcade/pinball titles.
- impulse-tracker - Original source code release for Impulse Tracker, the DOS music tracker behind the widely-used IT module format found in many games' soundtracks.
- Chips: YM2151/2203/2413/2608/2610/2612, OPL2/3, QSound, C140/C352, Konami K005289/007232/051649/053260/054539, SegaPCM, MultiPCM, RF5C68/400, ES5506, BSMT2000, Williams DCS/DAC/CVSD, and more.
- vgmtools - Collection of tools for the VGM (Video Game Music) file format, including conversion and inspection utilities.
- vgm-conv - Converts VGM (Video Game Music) files between FM/PSG sound-chip types and clock rates (AY8910, YM2151/2203/2413/2608/2612, SN76489, OPL2/3, and others), for retargeting chiptune rips to different sound chips.
- libkss - Playback library for MSX chiptune formats: KSS/KSSX, MuSICA
.BGM, KINROU5, MGSDRV.MGS, MPK, MoonBlaster.MBM, and OPLLDriver.OPX. - See also: libkss-js (WebAssembly/browser build), in_msx (Winamp plugin for the same formats), kss2vgm (converts the KSS family to VGM), and kss2wav-wmsx (KSS/MGS/BGM/MPK/OPX-to-WAV converter using WebMSX's sound engine).
- mgsrc-js - Decompiles MGSDRV
.mgsMSX music files back to MML source. - See also mgsc, an MML-to-
.mgscompiler that runs the original MSX MGSC.COM binary under a bundled CP/M emulator. - s98-to-vgm - Bidirectional S98/VGM chiptune format converter, with a
--parse-onlymode for inspecting file contents. - ym-voice - Decodes and encodes FM instrument voice-patch data for legacy Yamaha sound chips (OPM/YM2151, OPN/OPN2/OPNA, OPL/OPL2, OPLL/YM2413), documenting each chip's binary voice-parameter layout, with MML conversion.
- vgm2x - C tools that extract 4-op FM voices (OPM, OPN-series, limited OPL) and MIDI from VGM files; voices are written as OPM, INS, DMP, TFI, Y12, SBI, BNK, IBK, or CMF files.
- Built on the same author's libfmvoice (loads, saves, autodetects, and converts Yamaha FM voice formats: INS, DMP, OPM, TFI, Y12, SBI, BNK, IBK, CMF) and vgmio (VGM reading and writing).
- vgmedit - Browser-based visual editor for
.vgm/.vgzfiles: timeline heatmap, per-chip waveforms and spectrograms, command-stream editing, and loop-point setting, with playback via libvgm chip emulation. - spc700-js - From-scratch TypeScript SNES SPC700/S-DSP
.spcplayer with exact state-snapshot seeking (no WASM). - See also the same author's nsf-js (NES/Famicom NSF/NSFe player) and hes-js (PC Engine/TurboGrafx-16 HES player), both similarly implemented from scratch in TypeScript.
- dpcmtool - NSF DPCM sample ripper and bit-reversal tool for NES audio.
- See also karmic64's other retro audio format tools: 64vgmplay (OPL1/2 VGM converter/player for the Commodore 64 SFX Sound Expander/FM-YAM), makegsf (scriptable GSF/miniGSF creator for GBA sound rips), nsf2nes (NSF-to-NES-ROM converter), KokonoePlayer-Lite (Sega Genesis/Mega Drive VGM player with sample support), and snes-mod-player (Amiga MOD converter/player for SNES).
- DPCMConverter - Flash-based converter that encodes arbitrary audio into NES DPCM sample data for use with FlMML, building on and bugfixing arche's original tool.
- ymfm - BSD-licensed emulation cores for Yamaha FM sound chips (OPM, OPN, OPL, and others) widely used across arcade and console game audio.
- Nuked-OPN2 - Cycle-accurate emulator for the Yamaha YM3438/YM2612 FM sound chip used in the Sega Genesis/Mega Drive, widely adopted as the accuracy reference core in other emulators.
- libopenpmd - Library for parsing PMD (Professional Music Driver) files, the PC-98-era sound driver/sequence format also handled by PMDDotNET and pmdmini above.
- XWB Studio - GUI tool for extracting, injecting, and converting XACT XWB (Xbox wave bank) audio; originally built for Resident Evil 4 (2005 PC) modding but applicable to other XACT-based games.
- crosslooper - Automatically sets LOOPSTART/LOOPLENGTH/LOOP_START/LOOP_END metadata tags in audio files using statistical cross-correlation, for seamless BGM looping in RPG Maker and other engines.
- VGMGUI - Graphical interface for vgmstream. (Archived.)
- gba-hq-mixer - High-quality sound mixer replacements for GBA games using the m4a/mp2k sound driver.
- snestracker - Super Nintendo Entertainment System (Super Famicom) music tracker software.
- ntrak - Cross-platform SNES music tracker for the N-SPC format family, with engine profiles for Super Metroid, The Legend of Zelda: A Link to the Past, Super Mario World 2: Yoshi's Island and Super Mario World. Imports and plays SPC and NSPC data, ports songs between engines, and converts Impulse Tracker (
.it) modules into NSPC/SPC output via thentrak-convertCLI. - C700 - AU/VST software sampler plugin emulating the SNES's SPC700/DSP sound engine. Directly loads and plays SPC dumps and AddmusicM-format raw BRR sample files (also AIFF/WAV), with up to 128 waveforms across 4 banks and real-hardware sync via a G.I.M.I.C. board.
- SNES-BRR-Converter - GUI utility with drag-and-drop support to convert SNES BRR (Bit Rate Reduction) audio samples to WAV.
- Super-BRR-Converter - Lightweight, cross-platform (Windows/macOS/Linux) SDL2 GUI editor/converter for Super Famicom/Super Nintendo BRR audio samples.
- split700 - Extracts BRR samples from SNES SPC700 sound driver dumps (*.spc), with WAV conversion and AddmusicM-compatible export options.
- BRRSuite - C# library for converting uncompressed audio files to the SNES BRR (Bit Rate Reduction) sample format, with a companion GUI, BRRSuiteGUI.
- SPC2MID - Series of programs converting music from SNES SPC dumps to MIDI (or a tracker format depending on the sound engine), one per engine: Arc System Works, Capcom, Climax/Images Software (IMEDSNES, to MOD), David Whittaker, KAZe/Meldac, Krisalis (to XM), Martin Walker, N-SPC (Nintendo), Probe Software, Sculptured Software and System Vision/Kaneko. See also GB2MID below for Game Boy/Game Boy Color.
- XPMCK - Cross-platform MML (music macro language) compiler kit and playback library collection, with bugfixes/new features on top of the original jiggawatt.org release.
- Systems: Amstrad CPC, Atari 8-bit (400/800/XL/XE), Capcom Play System (VGM output), ColecoVision, Commodore 64, MSX (KSS output), Game Boy/Game Boy Color, PC Engine/TurboGrafx, SEGA Master System, Game Gear, Genesis.
- ahx2wav - Converts AHX audio files (a tracker-based container format used primarily in SEGA games) to WAV, for single files or entire directories.
- FamiStudio - NES/Famicom music editor and tracker with cycle-accurate APU/expansion-audio emulation. Imports/exports NSF, FamiTracker (FTM), and FTI instrument files, and can export finished music directly for use in NES games/ROMs.
- ANMP - Another Nameless Music Player; multi-channel, loopable video game music player supporting numerous console and computer audio formats.
- lazyusf - Converter/decoder library for USF and miniUSF (Ultra 64 Sound Format), the N64 equivalent of PSF, based on 64th Note.
- JamDataFinder - Finds SSsq/SShd ("JAM") sequence and voicebank audio data inside PSX/PS2 game containers (memory dumps, DAT/BIN blobs, etc.), mostly used by first-party Sony titles.
- psxbios2mid - Extracts the PlayStation 1 BIOS startup jingle's VAB soundfont and SEQ sequence data from a console memory dump, converting the sequence to MIDI.
- bnk-extract - Extracts Wwise SoundBank (.bnk) audio and converts it directly to Ogg Vorbis in one step, bundling modified ww2ogg and revorb. Works with any game using Wwise audio middleware.
- Nuked-SC55 - Reverse-engineered, cycle-accurate emulator for the Roland SC-55 series MIDI sound module, widely used for General MIDI soundtracks in DOS/PC games. (Archived, but still the reference implementation.)
- YM2151-LLE - Very low-level (register/gate-accurate) emulator for the Yamaha YM2151/YM2164 FM sound chip. Sibling chip cores by the same author: YM2203-LLE (YM2203), YM3812-LLE (YM3812/OPL2), YMF262-LLE (YMF262/OPL3), and YMF276-LLE (YMF276/YM3438/OPN2).
- HMIPlay - Recovered/reverse-engineered source for HMI's Sound Operating System (SOS) music playback code, used by the Build engine DOS games ETekWar and Witchaven.
- miniBAE - Original BSD-licensed source release of the Beatnik Audio Engine, mini edition; a cross-platform MIDI/wavetable synthesis and playback engine licensed into numerous games and embedded platforms before Beatnik Inc. closed in 2009. Plays General MIDI, RMF (Rich Music Format), and other interactive audio content from disk or memory.
- TimGeoffFollinMusicDevDiskArchive - Preserved disk images of Tim and Geoff Follin's music development disks from Software Creations (1987 onwards), containing original C64/ZX Spectrum/Amstrad CPC music/SFX source and the Stephen Ruddy-authored Music Driver player programs used to compose the soundtracks for Bionic Commando, Ghouls 'n Ghosts, LED Storm, and other titles.
- folly - Reverse-engineered disassembly and reconstruction of Tim Follin's YM2149 (AY-3-8910) music driver for the Atari ST, with both the original disassembly (LEDSORIG.S) and a cleaned-up rebuild (LEDSTOR2.S) provided as buildable source.
- spcecho - Adds, changes, and edits SPC700 echo controls (stereo echo volume, feedback, echo speed, channel mute/enable, and echo buffer address) directly in SNES/Super Famicom .spc music files.
- spcmem - External memory viewer for SNES SPC700 Player, inspecting the sound driver's live memory state alongside .spc dumps.
- ft2-clone-SNES - Fork of ft2-clone (an accurate Fasttracker II clone) adding a sample loader for SNES BRR (Bit Rate Reduction) audio samples, letting BRR-converted samples be sequenced directly in the tracker.
- pmftools-plus - Automated toolset for extracting and rebuilding PSP
.pmfmovie files. - Ipu-Codec - Converter for PlayStation 2 IPU (MPEG2-based) video files.
- PAMFtool - Muxer/demuxer for Sony's PAMF (PlayStation Advanced Movie Format) container, found in PS3 games.
- IPUenc - Encoder/decoder for PlayStation 2 IPU (MPEG2-based) video files, distinct from Ipu-Codec above.
- LightAT3 - Pure C#/.NET ATRAC3/AT3plus/MP3/AAC decoder with no FFmpeg dependency, used by the ScePSP emulator.
- ATRACTool-Reloaded - GUI converter for Sony ATRAC3/ATRAC3+/ATRAC9 and NUS3BANK audio formats used across PSP/PS3/arcade games.
- atrac3p-decoder2 - Rust library decoding ATRAC3+ audio from
.at3/RIFF WAV containers, the Sony codec used for PSP/PS2/PS3 game audio (e.g. Persona, Final Fantasy titles). Maintained fork of tarkah's original atrac3p-decoder, republished as its own crate with modernized dependencies and static Huffman tables. - ff_libs - Single-file, dependency-free C decoding libraries (dr_libs-style API) for Opus, Vorbis, WMA, and Sony's ATRAC3/ATRAC3+ codecs, adapted from FFmpeg for easy embedding in game-audio tooling.
- musyxboy - Scanner and converter for MusyX audio data used in Game Boy Advance games.
- musyx - Guide to the structure of MusyX data files used in Game Boy and Game Boy Color games, with a Python script that converts the data back into project files.
- gaxm - Experimental converter from GAX (Shin'en's Game Boy Advance audio engine) to XM tracker format.
- GB2MID - All-in-one command-line converter for Game Boy and Game Boy Color game music (and sometimes sound effects or samples), writing MIDI or, for tracker-based sound engines, XM or MOD. Supports over 30 sound engines covering over 1,500 unique ROMs, recognized through an XML database of ROM hashes, checksums and game codes. Integrates the standalone per-engine converters below, which the author recommends replacing with GB2MID for casual use.
- Game Boy/Game Boy Color engines: AA2MID (AudioArts/QuickThunder, GBC); AJG2MID (Alberto José González of Bit-Managers); BEAM2MID (Beam Software); DSH2MID (David Shea of Coyote Developments, GBC; the engine used in most Crawfish games); DW2MID (David Whittaker); GF2MID (Game Freak); HAL2MID (HAL Laboratory, GB); HS2MID (Hudson Soft); IMGN2MID (Absolute/Imagineering); JT2MID (Jeroen Tel); KONAMID (Konami); MET22MID (Ryohji Yoshitomi's engine from Metroid II and Wario Land, GB); MM12MID (Mega Man 1 engine, GB); MM22MID (Mega Man 2 engine); MM32MID (Mega Man 3-5 and Bionic Commando engine, GB); MX2MID (MusyX, GBC; can also rip samples to WAV); NAT2MID (Natsume); NINT2MID (Nintendo, Hirokazu Tanaka's engine); OCN2MID (Ocean, Jonathan Dunn's engine); RARE2MID (Rare); RC2TXT (Rolan's Curse 1/2 and Ninja Taro, GB); SS2MID (Sunsoft); TJ2MID (Technos Japan); TOSE2MID (TOSE); TT2MID (Tiertex); WL22MID (Wario Land 2/3 engine, also used in Tetris DX).
- Engines also found on other systems: CAP2MID (Capcom; NES, SNES SPC, GB, GBC); MAKE2MID (Make Software; NES, GB, Game Gear); MC2MID (Mark Cooksey; NES, GB/GBC, Game Gear, Master System); MW2MID (Martin Walker; GB, Game Gear); PROB2MID (Probe Software; GB, Game Gear, SNES, SMD); RTA2MID (Realtime Associates, David Warhol's engine; GB, GBC, Game Gear).
- Tracker-format output: IMED2MOD (Climax/Images Software IMEDGBoy and IMEDGear modules from GB, GBC, Game Gear and Master System games to MOD) and P52XM (Paragon 5, GBC, to XM), alongside GHXM below.
- MM3-GB-Audio-Disasm - Fully labeled and commented disassembly of the sound engine and data from Mega Man III (Game Boy), buildable with RGBDS with the sound data verified against the original ROM, plus a custom player and a text file documenting how music, sound effect and related data are structured for this and other games using versions of the same engine. First of a series of same-author audio disassemblies:
- Same engine family as Mega Man III: MM4-GB-Audio-Disasm (Mega Man IV), MM5-GB-Audio-Disasm (Mega Man V), BC-GB-Audio-Disasm (Bionic Commando), Nyanto-GB-Audio-Disasm (Itsudemo Nyanto Wonderful) and MT-GBC-Audio-Disasm (Monster Traveler, GBC).
- Aladdin engine: Aladdin-GB-Audio-Disasm (Aladdin, monochrome Game Boy version) and Star-Wars-GB-Audio-Disasm (Star Wars, earlier version of the engine).
- Earthworm Jim engine: EWJ-GB-Audio-Disasm (Earthworm Jim) and SB2-GB-Audio-Disasm (Speedball 2: Brutal Deluxe, earlier version of the engine).
- R-Type engine: RType-GB-Audio-Disasm (R-Type), RType2-GB-Audio-Disasm (R-Type II), LionKing-GB-Audio-Disasm (The Lion King, later version) and Alfred-GB-Audio-Disasm (Alfred Chicken, same engine code as The Lion King).
- Other games: MM1-GB-Audio-Disasm (Mega Man: Dr. Wily's Revenge), EWJ2-GBC-Audio-Disasm (Earthworm Jim: Menace 2 the Galaxy, GBC), Blaster-Master-GBC-Audio-Disasm (Blaster Master: Enemy Below, GBC), PK-GBC-Audio-Disasm (Pocket King, GBC) and RCVST-GG-Audio-Disasm (RoboCop vs. The Terminator, Game Gear/Master System).
- GHXM - Converts music from Game Boy Color games using GHX, Shin'en's GBC counterpart to GAX, to XM tracker format, based on the author's own reverse-engineering of the sound engine; supports over two dozen GHX-driven titles including Tomb Raider, Spider-Man, and NASCAR Heat.
- agbplay-gui - Qt-based GUI for ipatix's agbplay, a player/exporter for the M4A/MusyX sound engine music used in many Game Boy Advance games.
- cpkaudiomixer - Extracts and replaces audio inside CRIWARE CPK Cinepak (
.cpk) FMV videos, used by Tomb Raider and Rayman games. - vspcplay - Visual SPC (SNES sound format) player and optimization tool, built on snes9x's APU emulation code. See also the same author's apu_linux, a command-line SPC player that streams playback to a real SNES APU over a PC parallel port, with partial id666 tag support.
🌐 Translation & Localization¶
- LunaTranslator - Full-featured visual novel translator application combining game text extraction with translation, OCR, and TTS.
- Features: HOOK-based text extraction covering most common and niche VN engines, HOOK emulators for reading text from NS/PSP/PSV/PS2 games, embedded in-game translation overlay for supported games, built-in and pluggable OCR engines, broad translation API support (LLMs, offline MT), TTS and speech recognition, Japanese tokenization/furigana and AnkiConnect/Yomitan integration for language learners.
- GalTransl - Automated translation pipeline for Japanese visual novels using LLMs (GPT-4, Claude, DeepSeek, Sakura), consuming the script/text JSON exported by engine-specific extraction tools (e.g. msg-tool) and re-inserting translated text. See also GalTransl_DumpInjector, a companion GUI front-end wrapping VNTextPatch, msg-tool, or custom regex to dump/inject game text across many VN engines.
- Kuriimu - General purpose game translation toolkit.
- Kuriimu2 - Next-gen version of Kuriimu.
- jstrings - Tool for finding JIS-based Japanese text strings in binary data, useful for locating text in Japanese game files.
- TF3 (Translation Framework 3) - General-purpose game translation framework with per-game plugins, including Yakuza and Zwei series plugins.
- VNTranslationTools - VNTextPatch, a text extraction/translation/patching framework for Japanese visual novels, plus VNTextProxy, a companion DLL for injecting non-Japanese text rendering into VN engines that only support Shift-JIS.
- Engines: AdvHD, ArcGameEngine, Artemis, BGI/Ethornell, CatSystem2, Cyberworks C,system, KaGuYa, Kirikiri, Majiro, Musica, Mware, Propeller/Stuff Script Engine, RealLive, Ren'Py, ShSystem, Silky's/AI6WIN, Qlie, Softpal, SystemNNN, TmrHiroAdvSystem, Whale, YU-RIS.
- Features: Script text extraction/repacking, SJIS-tunneling text rendering proxy, Locale Emulator relaunching.
- VWF_Calculator - Variable Width Font (text size) calculator to help fit translated strings within a ROM hack's original space constraints.
- Textractor - Highly extensible universal text hooker/extractor for video games and visual novels, widely used as the base for translation and OCR pipelines.
- agent - Universal script-based text hooker powered by Frida, for extracting in-memory text from Japanese games/visual novels across many engines.
- SimpleFontHook - Hooks Galgame rendering to let the player freely substitute their own font, across many visual novel engines.
- GalFontTool - Toolbox for Galgame translation and font adaptation, including font subsetting/patching utilities.
- Nepgear - Detours-based C++ process-hooking tool for Galgame translation work.
- CialloHook - General-purpose text hooking tool for Windows Galgame executables.
- toolkit-Localization - Collection of generic galgame localization components:
ftexttext serialization format, text/image/font extraction utilities, and Windows console/file-I/O/redirect hooking libraries used to build engine-specific translation patchers. - filetranslate - Python pipeline for collaborative machine translation of game text: extracts strings and attributes with per-engine regexp presets (Tyrano
.ks, Kirikiri.ks/.tjs, RPG Maker MV.json, RPG Maker VX Ace scripts/YAML, Godot.tscn/.gd/Dialogic JSON, Win32.rcresources) into.csvfiles, then applies translations back to the original files; also OCRs image text with PaddleOCR. - GameTranslator - Java language-file translation assistant from the GameExtractor author, using per-game plugins (dozens in the source tree) to read and write game text files. Unmaintained per its README.
🔍 Hex Editors¶
- 010 Editor - Professional hex editor with powerful template system for analyzing binary file structures (paid).
- ImHex - Modern, open-source hex editor with pattern language for reverse engineering file formats (free).
- btparser - Lexer/parser library for 010 Editor's Binary Template (.bt) language, for programmatically consuming binary templates outside of 010 Editor itself.
- TotalByteInformer - Hex-viewer-style raw data interpreter by the GameExtractor author, built for identifying unknown file formats: side-by-side multi-file comparison, hex/byte/char views, little- and big-endian value interpretations and bit-shift/bit-swap operations. Viewing only, no editing.
Scripts & Templates¶
- Alpha-Offset-Fixer - 010 Editor script to help with relative offsets in binary templates.
- hexerator - Versatile GUI hex editor focused on binary file exploration and aiding pattern recognition. Written in Rust.
- hexyl - Command-line hex viewer with colored output.
- hex - Simple hexadecimal editor with vi-like modal interface.
- hxd-plugin-framework - Plugin framework for HxD hex editor to support custom file formats.
- WpfHexEditorIDE - Full-featured binary analysis IDE for Windows built with WPF and .NET. Features VS-style docking, project system, and multiple specialized editors.
- hobbits - Multi-platform GUI for bit-based analysis, processing, and visualization of binary data, with a plugin system for custom parsers.
- pytai - Python-based interactive hex viewer and Kaitai Struct visualizer, rendering a binary file's parsed structure tree alongside its raw bytes.
- xcd-rgb - Command-line hexdump with colored output, based on xcd.
- binxelview - Binary image explorer that renders raw binary data as a bitmap at adjustable width/bit-depth/palette, for visually spotting embedded graphics data inside ROMs and other game files.
- viewnes - SDL-based hex/graphics viewer for NES ROMs, rendering CHR tile graphics alongside a hex-and-text view of ROM/VROM banks for visual inspection.
🔬 Format Analysis & Reverse Engineering¶
Binary Templates & Format Descriptions¶
- Kaitai Struct - Declarative language for describing binary data structures with code generation for multiple programming languages.
- 010 Templates / ImHex Patterns - Templates for binary analysis.
- 010GameTemplates - Collection of 010 Editor templates for various games including Gran Turismo, Forza, Project Cars, Ridge Racer 7, Tales of Vesperia, Xenoblade Chronicles, Granblue Fantasy: Relink, Driveclub, WWE 2K, and many others.
- 010-Editor-Templates - Collection of 010 Editor binary templates for game file format analysis.
- GameRes010Templates - 010 Editor templates for reading resource files from various games.
- Games: LithTech 5/Monolith (F.E.A.R. 2, Condemned 2), Asura Engine/Rebellion (Aliens vs. Predator 2010), Unreal Engine 1/2 (Thief: Deadly Shadows, Deus Ex: Invisible War), Incubation (Blue Byte, 1997), Nocturne/Demon Engine/Terminal Reality (Nocturne, Blair Witch I/II/III), King's Quest VIII: The Mask of Eternity.
- mafia-formats - 010 Editor templates for Mafia: The City of Lost Heaven file formats.
- hogsy/formats - Collection of reversed binary format specifications in Rehex Binary Template format, covering games from many studios.
- Studios/Games: Acclaim (Vista 3D engine: Turok Evolution; Unknown engine: Burnout?), Blitz Games/BlitzTech 1 (Glover, Chicken Run, Frogger 2, Action Man), BottleRocket (The Mark of Kri, Rise of the Kasai, Xiaolin Showdown), Core Design (Project Eden, Herdy Gerdy), Computer Artworks (The Thing, Evolva), Creative Reality (Martian Gothic: Unification), Gee Whiz! (Zombie Wars), Guerrilla Cambridge / Millennium Interactive (C-12: Final Resistance), Infogrames/Gremlin Interactive (Hogs of War), Lucasfilm Games (Ares Engine), Midway Studios Austin / Inevitable Entertainment (The Hobbit 2003, Area 51), nStigate/Nihilistic (Vampire: The Masquerade – Redemption), Oddworld Inhabitants (Stranger's Wrath), SCE Studio Cambridge (Primal), SingleTrac (Outwars), Tate Interactive, Team Ico, Traveller's Tales (Haven: Call of the King), Appeal S.A. (Outcast).
- Formats: DAT, PSI, SPT, WAD, CLU, HGT, ACW, EDN, PAK, MSH, GFX/TEX, MIN, DFS, NOD, and more.
- Features: Templates are easily translatable to C/C++; related loader implementations in the Hei library (the GitHub mirror was renamed to
qmfw, a narrower-scoped successor; Hei's original broader format support continues at this self-hosted location). - ImHex-Patterns - Binary format pattern database for ImHex hex editor, with game file format definitions and reverse-engineering templates.
- gsaxml - XML description of the binary format of compiled GSA (Game Script Archive) files.
- bitfield - Tool for rendering bit field diagrams from JSON descriptions, useful for documenting binary formats.
- gameyaml - YAML documentation of internal data structures for a dozen classic RPGs (Chrono Trigger, Dragon Warrior Monsters, EarthBound, Final Fantasy IV/V/VI, Golden Sun, Kirby Super Star, Mother 2/3, Out of This World, Pokemon, Paper Mario, Super Mario Bros, Super Mario World).
- astraea - Framework and scripting language for reverse engineering and describing binary file formats.
- fq - "jq for binary formats" - command-line tool, language, and decoder collection for querying and inspecting binary and text formats, useful for ad-hoc exploration of unfamiliar game file formats.
- 010-Editor-Templates (godofknife) - Large personal collection of 010 Editor binary templates for video game and console formats.
- Games: Persona 3/4/5 (and Royal/Portable/Reload variants), Persona Q/Q2, Shin Megami Tensei, Bully, Sonic Adventure 2, Yakuza, Spyro 5, Skylanders Ring of Heroes, Metal Gear Rising, and Tekken (BCD) data, among many others.
- Formats: Atlus proprietary containers (BF/BED/TBL/FBN/HBN/GFD/CAR/PMD), CRI CPK archives, GameCube DSP audio, PS2 TM2/GIM/GMO textures, Xbox XACT audio banks, and Unreal Engine 4.27 UAsset/UToC/UCas container formats.
- Dody's Research - Collection of 010 Editor binary templates and standalone/Blender/Noesis scripts documenting file formats (models, textures, archives, and more) across multiple PC and console games.
- palimpsest - Machine-validated catalogue of game-era media container headers, covering formats not in the other 010/Kaitai template collections above.
- Formats: Smacker, Bink, Westwood VQA, Interplay MVE, FLIC, RoQ, DPX, AIFF, VOC.
- PC98VNResearch - Research collection covering multiple PC-98 visual novel/ADV engines: file format documentation, unpacking/repacking tools, and IDA Pro disassemblies.
- Engines: AGS (C's Ware), Adv98V (Fairytale), DIANA/System-98 (Four・Nine), MAX (PANDA HOUSE).
- skoolkit-game-revs - Collection of SkoolKit-based Z80 disassembly/reverse-engineering projects, documenting the code and data of classic ZX Spectrum and TI-83+ games as browsable, annotated skool disassemblies.
- Games: Elite Systems, Durell Software, Odin Computer Graphics, Players, US Gold, Hewson Consultants, Bug-Byte/Teque, and Firebird/Graftgold/Torus titles.
- snaptrace - ZX Spectrum snapshot tracer that locates code regions within 48K Spectrum
.sna/.z80snapshot files, aiding reverse engineering of games preserved as snapshots. - LensKey - Windows decoder for the Lenslok optical copy-protection scheme (a physical prism device used by several 1980s ZX Spectrum games including Elite, ACE, Tomahawk, and Price of Magik) that reconstructs the scrambled on-screen security code without the original lens.
- gigaleak - Documents every file, with YAML metadata, found in the 2020 Nintendo "gigaleak" source/asset leak, spanning many unrelated Nintendo franchises.
- Structorian - Tool for describing binary data formats in a C-like language and interactively viewing/editing structured data side by side with the format definition; billed as "IDA for data," applicable to reverse-engineering game files, network protocols, and document formats.
- ser-hex - Serialization tracing and visualization tools that answer "where did these bytes come from?" when examining opaque binary blobs: a tracer records Read/Seek/Span actions of a parser, and a terminal UI (
ser-hex-tui) displays the annotated hex. Includes example traces for BSON, NBT, Deep Rock Galactic and Factorio.
Disassemblers, Decompilers & Analysis Frameworks¶
- Ghidra - NSA's software reverse engineering (SRE) framework. Includes disassembly, assembly, decompilation, graphing, and scripting. Extensible through Java and Python plugins.
- Cutter - Free and open-source GUI-based reverse engineering platform powered by Rizin, for analyzing game binaries and file formats.
- RetDec - Retargetable machine-code decompiler based on LLVM, supporting multiple architectures and file formats — useful for reverse engineering game binaries. Currently in limited maintenance.
- Ouroboros - Symbolic-execution decompiler written in Rust. Recovers high-level structure from binaries using symbolic execution and constraint tracking. Features CFG recovery, structural reconstruction (if/else, loops), calling convention inference, and beautiful UI with egui.
- Mizuchi - Automatic decompilation tool using plugin-based pipeline to convert assembly to C source code matching binary targets.
- qiling - Advanced binary emulation framework. Emulates multi-platforms (Windows, macOS, Linux, Android, BSD, UEFI, DOS) and multi-architectures (x86, ARM, MIPS, RISC-V, PowerPC). Supports PE, Mach-O, ELF formats with fine-grain instrumentation, cross-architecture debugging, and dynamic hot patching.
- iced - Blazing fast and correct x86/x64 disassembler, assembler, decoder, and encoder. Available for Rust, .NET, Java, Python, and Lua. Useful for reverse engineering game binaries.
- Arm64Disassembler - Lightweight C# Arm64 disassembler library.
- Pattern16 - Fastest x86-64 signature matching library. Optimized for reverse engineering with speeds up to 25 GB/s. Uses AVX1, SSE4.1, SSE2, CMOVE, BMI2, and BMI1. Header-only C++ library for pattern scanning in memory regions.
- atlas - Hashing tool for reverse engineering work. Plugin-based system supporting FNV (0, 1, 1a), MD2/MD4/MD5, Murmur2/3, SipHash, SHA1/SHA2/SHA3, XXHash/XXHash3. Useful for analyzing hashed values in game file formats.
- hlsldecompiler-rs - Statically linked 3dmigoto Rust wrapper for HLSL shader decompilation.
- Ruri.ShaderDecompiler - Cross-engine shader decompiler that restores compiled DXBC/DXIL/SPIR-V shader binaries to readable HLSL, re-injecting variable-name symbol information recovered from engine-side metadata (AssetRipper for Unity, CUE4Parse for Unreal Engine).
- ExeGag - Tool to edit game strings into compiled ELF files.
- ghidra-tblstring - Ghidra extension adding a
tblStringdata type that decodes game text encoded with project-specific.tblcharacter tables (the romhacking-standard Text Table format), rendering it inline in the Listing via an editable table registry. - BinaryX - BinaryReader capable of reading both BigEndian and LittleEndian schemes.
- zoltan - Generates DWARF debug symbols and headers on the fly for reverse engineering game executables, by matching annotated C/C++ pattern signatures against a target binary.
- Steamless - DRM remover for the SteamStub packer variants, unpacking Steam-protected game executables to enable further static/dynamic analysis of the underlying binary.
- diaphora - Advanced binary diffing tool (IDA/Binary Ninja/Ghidra) for comparing game binaries across versions/patches, widely used in game reverse engineering workflows.
- SafeDiscShim - Compatibility tool that allows SafeDisc-protected games relying on the insecure Macrovision Security Driver (secdrv.sys) to run on modern versions of Windows, enabling further analysis of the underlying game binaries.
- Senbei - Static unpacker for binaries protected by CrackProof DRM (used by games such as Street Fighter V and Umamusume: Pretty Derby), enabling further static analysis of the underlying executable.
- ProjectorRays - Decompiler for Adobe/Macromedia Shockwave and Director movies (.dcr/.dir), used across many CD-ROM-era multimedia and point-and-click games.
- DirectorCastRipper - Exports assets and information from Adobe/Macromedia Director movies and casts, complementing ProjectorRays above.
- director-files-extract - Extracts embedded Adobe/Macromedia Director movies and casts from Windows and Mac projector executables, for further processing with ProjectorRays/DirectorCastRipper above.
- crudNES - NES emulator built for reverse engineering purposes, including a tracer that records executed code.
- Shockky - .NET library for disassembling and assembling Adobe/Macromedia Shockwave files, complementing ProjectorRays and DirectorCastRipper above.
- earthquake-rust - Work-in-progress Rust implementation of the Macromedia Director Projector runtime, reading original Director movie files.
- LibreShockwave - C++20 SDK for parsing Macromedia/Adobe Director and Shockwave files (
.dir/.dxr/.dcr/.cct/.cst, RIFX/XFIR/RIFF/FFIR containers, Afterburner compression, Director versions 4-12); extracts bitmaps, text, sound (MP3/PCM/IMA ADPCM), palettes, and fonts, and decompiles Lingo bytecode to source, complementing ProjectorRays/Shockky/earthquake-rust above. Its companion transpiler renders a parsed Director movie through the C++ library and emits a self-contained TypeScript/PixiJS project that reproduces playback in the browser, checked for bit-exact parity against the C++ reference frames. - drxtract - Data extractor for Macromedia Director 5
.DRI/.DRXfiles, converting embedded bitmaps to PNG and Macsnd-format sounds to MP3, alongside Lingo bytecode decompilation. - dirapi - Reconstructed, compilable C source for
dirapi.dll, the core Director runtime engine (not an Xtra plugin) that parses Director's chunked RIFX/IFF container format and executes Lingo scripts; recovered by decompiling the original 32-bit Windows DLL with Ghidra. - dirplayer-rs - Shockwave Player emulator written in Rust, reading original Director movie files to run old browser-based Director/Shockwave games in modern browsers; ships as a standalone debugging app, a browser polyfill, and a Chrome extension.
- BlingoEngine - Cross-platform C# runtime that parses and replays original Lingo scripts and Director movie behaviors on top of modern backends (Godot, SDL2, Unity, Blazor), with a batch Lingo-to-C# importer and a Director.NET property inspector for movie authoring.
- ExportFile-Xtra - Director Xtra that exports the content of any built-in or Xtra-provided cast member type out to standalone files. See also LeechProtectionRemovalHelp-Xtra by the same author, which forces, disables, or bugfixes a movie's leech-protection properties so archived Shockwave movies keep playing across movie transitions.
- Shockwave-3D-World-Converter - Director-based tool that converts Shockwave 3D World (
.w3d) files to Wavefront OBJ, MTL and TIFF files, covering models, normals, vertex colors, texture coordinates, materials and layered textures (bones are not exported). - shockwave-reversing - Reverse-engineering notes for Shockwave/Director, including 010 Editor binary templates for
.DCR/.DIRfiles, a Lingo bytecode opcode list, and exported ordinal/symbol listings for the Shockwave runtime libraries. - retrogram - Binary program analysis toolkit for reverse engineering retro game binaries.
- Amiga-Re-Engineering - Guide and dump-analyzer tool for reverse engineering old Amiga games, combining FS-UAE memory dumps with Ghidra (via the Amiga hunks loader plugin) to recover game internals; developed while researching Ambermoon.
- cartograph - Clean-room, pure-Java SNES emulator built as a reverse-engineering harness: a headless line-protocol agent mode for scripted memory search, breakpoints/logpoints, DMA transfer tracing, and layer isolation, plus a desktop GUI exposing the same instruments for interactive ROM analysis.
- regs - Apple IIgs reverse engineering toolkit:
2mgextracts ProDOS/.2mgdisk images with directory metadata, andregsis a tracing 65816 disassembler that recognizes and labels toolbox/OS API calls, tracks CPU/bank register state (native/emulation modes, accumulator/index widths, DBR/Direct Page), and supports iterative symbol refinement with an integrated API structure/offset query system.
IDA / Hex-Rays Plugins¶
- HexForge - IDA plugin that extends the functionality of the assembly and hex view, allowing you to decode/decrypt/alter data directly from the IDA Pro interface.
- FakePDB - Tool for PDB generation from IDA Pro database. Supports IDA >= 7.0. Can generate PDB files, export IDA database to JSON, find binary signatures, and import function names from JSON.
- HexRaysCodeXplorer - Hex-Rays Decompiler plugin for better code navigation in reverse engineering. Automates code reconstruction of C++ applications and modern malware. Features include automatic type reconstruction, virtual function table detection, and RTTI analysis.
- microavx - AVX lifter for the Hex-Rays Decompiler. Extends IDA Pro decompiler with partial support for Intel Advanced Vector Extensions (AVX) instructions. Demonstrates how Hex-Rays microcode can be used to lift and decompile new or previously unsupported instructions.
- IDArling - Collaborative reverse engineering plugin for IDA Pro and Hex-Rays. Enables multiple users to work on the same IDA database simultaneously.
- ida-images - Image preview plugin for the IDA disassembler, previewing embedded raster images directly in the binary view.
- idapro-map-loader - IDA Pro plugin that opens linker
.mapfiles and sets function names in the database from the symbols listed in the map. - IDAProSignatureGenerator - Generates IDA Pro FLIRT function signatures from a binary, for identifying statically-linked library functions across retro game executables.
Managed & Bytecode Decompilers (.NET / Java / Script)¶
- dnSpy (dnSpyEx fork, actively maintained since the original was archived) - .NET debugger and assembly editor. Essential for inspecting and editing .NET game binaries (Unity games, etc.) even without source code. Supports decompilation to C#.
- Recaf - Modern Java bytecode editor. Easy-to-use interface for editing Java bytecode with decompiler integration, built-in compiler, bytecode assembler, and support for standard Java and Android applications.
- jd-gui - A standalone graphical utility that decompile and displays Java source codes of .class files. Supports Drag and Drop and Zip/Jar files.
- bytecode-viewer - A Java 8+ Jar & Android APK reverse engineering suite. Includes multiple decompilers (FernFlower, Procyon, CFR), bytecode assemblers, and a keyword search feature.
- hermes-dec - Decompiler and disassembler for React Native Hermes bytecode (HBC).
- unluac - A decompiler for Lua 5.1. Capability to decompile most Lua 5.1 binaries, including those with custom opcodes or modified headers found in various games. See also UnluacNET, a C# port of the original Java unluac.
- luajit-decompiler-v2 - Decompiler for LuaJIT bytecode, with support for gotos and stripped bytecode (including locals/upvalues); used to recover scripts from various games embedding LuaJIT.
- NutCracker - Decompiler for Squirrel 3 bytecode, updated from an earlier Squirrel decompiler for compatibility with games using the Squirrel scripting language.
- JSC-PyDecrypt-Tool - Decrypts JSC (JavaScript Compiled) files from Cocos2d games. Requires valid encryption key extracted via Frida from running game instances.
- UnityDowngradingTools - Utility tools for fixing and adapting AssetRipper decompiles to older Unity versions (e.g., PS Vita Sally Face port).
- JPEXS Free Flash Decompiler - Free Flash (SWF) decompiler/editor for viewing and modifying ActionScript 1/2/3 bytecode, shapes, sprites, sounds, and other tags in SWF files, widely used for reverse-engineering Flash-based games.
- RABCDAsm - Robust ActionScript Bytecode (dis)assembler and SWF utility collection (
rabcdasm/rabcasmABC disassembler/assembler,abcexport/abcreplace,swfdecompress,swfbinexport/swfbinreplace), widely used as a lower-level companion to JPEXS above for patching and analyzing Flash-based games.
Decompilation Project Toolchains¶
- decomp-toolkit - GameCube & Wii decompilation toolkit. See also jeff, a fork retargeted at Xbox 360 decompilation projects instead of GameCube/Wii.
- splat - Binary splitting tool to assist with decompilation and modding projects.
- objdiff - Local diffing tool for decompilation projects.
- objdiff-web - Web interface and VS Code extension for objdiff, a local diffing tool for decompilation projects.
- decomp-permuter - Randomly permute C files to better match a target binary.
- asm-processor - Pre/post-processes
.cand.ofiles to embed hand-written MIPS assembly inside IDO-compiled C, used across N64 matching-decompilation projects alongside decomp-permuter and asm-differ. - transmuter - Randomly permute C, C++ and Pascal files to better match a target binary.
- m2c - MIPS, ARM, PowerPC and SuperH decompiler.
- asmlift - MIPS, ARM and PowerPC decompiler.
- decomp.me - Collaborative decompilation and reverse engineering website, widely used to reverse game binaries function-by-function against a reference build.
- delink - Symbol splitting tool for decompilation projects, supporting ELF (DWARF), Mach-O (STABS/SYMTAB), and PE (PDB) binary formats.
- ds-decomp - Toolkit for decompiling Nintendo DS games, with ROM extraction, building, symbol analysis, and asset handling tools.
- ccc - Library and command-line tools for parsing debugging symbols from PS2 games, focused on STABS symbols embedded in .mdebug ELF sections; aids recovery of function/struct names for decompilation projects.
- mwccps2-debugger - Dynamic-analysis and behavioral-reduction toolkit for the Metrowerks CodeWarrior PlayStation 2 (MWCCPS2) C/C++ compiler, exposing internal compiler stages (fingerprinting, PCode snapshots, register-allocation capture, semantic replayers) so matching-decompilation projects can determine why equivalent C source produces different MIPS object code; developed against Persona 3 FES but not project-specific. Companion MWCCPS2-Matching-Techniques documents the underlying matching recipes and evidence limits.
- dwarf2cpp - Converts DWARF v1 debug data from ELF files into C/C++ definitions including structs, enums, unions, and function definitions. Useful for reverse engineering games with DWARF debug information.
- research - Research on game engine and decompiled game code.
- gfxd-rs - Safe Rust wrapper for glankk's libgfxd, the de facto N64 F3D/F3DEX display list disassembler, built on the gfxd-sys FFI bindings crate. Used in N64 decompilation projects to disassemble Fast3D graphics microcode.
- gnuv2_demangle - Demangler for GNU v2 (GCC 2.x) C++ mangled symbol names, used when recovering readable symbol names in decompilation projects for games built with old GCC toolchains (e.g. N64/PS1-era titles).
- libgcc_vr4300 - Subset of GCC's libgcc rebuilt for the MIPS VR4300 CPU (Nintendo 64), used by N64 decompilation projects to match compiler-emitted intrinsic/runtime routines.
- texture2c - Converts Nintendo 64 texture formats to C source/data arrays for use in N64 decompilation and modding projects.
- n64texconv - Python library for converting between N64 texture formats and PNG, with greyscale conversion, CI palette generation, and resizing.
- zea - Matching (de)compression implementations for Nintendo's MIO0, YAY0, and YAZ0 cartridge compression algorithms, used across N64/GameCube-era Mario and Zelda titles for decompilation and asset extraction.
- vpk0 - Rust encoder/decoder for Nintendo's vpk0 compression format, used in N64-era games.
- address_space - Rust crate providing types for MIPS ROM and VRAM address spaces, sizes, and ranges, used by N64 decompilation tooling (e.g. alongside mapfile_parser) for matching original compiled code.
- spimdisasm - MIPS disassembler used across N64 decompilation projects to produce matching assembly.
- libgfxd - Display list decompiler library, the de facto N64 F3D/F3DEX display list disassembler underlying gfxd-rs above.
- pygfxd - Python 3 bindings for libgfxd using ctypes.
- dis86 - Disassembler and decompiler for 8086 DOS binaries, useful for reverse engineering early DOS-era games.
- asm-differ - Diffing tool for comparing target and current assembly output, widely used alongside decomp-permuter in decompilation projects.
- rabbitizer - MIPS instruction decoder used across N64 decompilation projects to produce matching assembly.
- transmuter - Automatically mutates C, C++, or Pascal source code to match a target binary's assembly (or refine code quality while preserving the match), for matching decompilation projects.
- grapnel - High-performance binary diffing and structural similarity engine, for comparing executables during decompilation/matching work.
- pdb-sdk - Rust library for reading and writing Microsoft PDB (Program Database) debug symbol files, useful for recovering symbol/type information from Windows game binaries.
- pdb-decompiler - Decompiles MSVC PDB debug symbol files to C++ source code, with optional IDA pseudocode export, useful for recovering source structure from Windows game binaries with debug information.
- ida-pdb-file-tree - IDA Pro plugin that groups symbols in a source file tree based on PDB debug data, easing navigation when reversing a Windows game binary with matching PDB symbols.
- pe-clr-tools - Command-line tool for working with mixed-mode (native + .NET) PE DLLs, useful when reverse engineering games with mixed managed/native binaries.
- Spice86 - Reverse engineers and rewrites real-mode DOS programs by running the original executable and progressively replacing its functions with C# overrides, for recreating early DOS-era games from their binaries.
- spice86-ghidra-plugin - Ghidra plugin that imports Spice86 execution/analysis data, assisting reverse engineering of DOS game binaries reimplemented via Spice86 above.
- c2-rs - Clean-room native Rust port of
c2.dll, the code generator backend of the MSVC compiler that shipped with the Xbox 360 XDK, verified byte-exact against the real compiler via a differential test harness; built to speed up and inform matching decompilation of Xbox 360 game binaries (e.g. alongside XenonRecomp-style projects). - ghidra-xenon-extension - Lightweight Ghidra extension adding Xbox 360 (Xenon) PowerPC support with VMX128 vector instructions, for disassembling Xbox 360 game binaries during decompilation work.
- ModBase-Advance - Basic template for split disassembly (decompilation) projects targeting the Game Boy Advance.
- ModBase-GB - Basic template for split disassembly (decompilation) projects targeting the Game Boy/Game Boy Color.
- dadosod - Disassembles GameCube/Wii DOL executables to bootstrap a decompilation project: guesses/calculates section boundaries, splits the binary into per-section files (including
.bss/.sbss/.sbss2), performs partial data-type detection, and generates a matching linker script. - dtk-template - Project scaffold/template for starting a new GameCube/Wii decompilation project with decomp-toolkit above.
- decomp (agent) - General-purpose, ROM-agnostic N64 decompilation agent; uses an LLM to iteratively read assembly, write candidate C, compile, diff, and refine until functions match byte-for-byte, wrapping splat, asm-differ, decomp-permuter, m2c, and ido-static-recomp.
- dwarf122 - Converts DWARF 1 debug info to DWARF 2, building on decomp-toolkit's DWARF 1 parser; useful for feeding older compilers' debug info into DWARF2-only tooling during decompilation work.
- jeff-template - Project scaffold/template for starting a new Xbox 360 decompilation project with jeff above, mirroring dtk-template's role for GameCube/Wii.
- RGBDS - Rednex Game Boy Development System: assembler/linker toolchain for Game Boy and Game Boy Color, including RGBGFX for converting images to/from the GB/GBC 2bpp tile format; the de facto standard toolchain for GB/GBC decompilation and disassembly projects (used by mgbdis and other decompilation projects listed above).
- gendec2 - Genetic algorithm-based decompile permuter, an alternative approach to decomp-permuter above for matching decompiled source code to a target binary.
Static Recompilation¶
- XenonRecomp - Tool for recompiling Xbox 360 games to native executables. Converts Xbox 360 executables into C++ code that can be recompiled for any platform.
- skate3recomp - Native recompilation of the Xbox 360 version of Skate 3 for Windows, Linux, and macOS, with a native Direct3D 12/Vulkan renderer replacing GPU emulation.
- PS2Recomp - Static recompiler and runtime that converts PlayStation 2 ELF binaries into C++ to produce native PC ports.
- SR (Static Recompiler) - Static recompilation project that converts several classic DOS games into native Windows/Linux (x86/ARM) ports (Albion, Septerra Core, X-COM, Warcraft: Orcs & Humans, and others).
- NWiiRecomp - Static recompilation and runtime toolkit for Nintendo GameCube and Wii binaries, for building native PC ports.
- nWiiURecomp - Static recompilation and runtime toolkit for Nintendo Wii U binaries (based on NWiiRecomp), for building native PC ports.
- SHO-GTA-VCS-PS2Recomp - Application of PS2Recomp specifically tailored with function maps/configs to statically recompile Silent Hill Origins and GTA: Vice City Stories.
- VCSNative - Native recompilation of the US PSP release of Grand Theft Auto: Vice City Stories (
ULUS10160v1.03), translating the original Allegrex executable to native code. - rexglue-sdk - Xbox 360 recompilation runtime and toolkit, used by static recompilation PC ports of Xbox 360 games.
- 360tools - Toolkit and playbook for statically recompiling Xbox 360 games to native PC executables, built around the rexglue-sdk above. No emulator, interpreter, or JIT involved.
- snesrecomp - Static recompiler ecosystem for SNES games (part of the R.A.I.D. community), converting 65816 ROM code into portable native code.
- segagenesisrecomp - Static recompiler for Sega Genesis/Mega Drive games.
- smsggrecomp - Static recompiler translating Sega Master System and Game Gear Z80 code into native code.
- gbarecomp - General-purpose static recompiler for the Game Boy Advance.
- gbrecompiled - Static recompiler for original Game Boy ROMs.
- vbrecomp - Static V810-to-C recompiler for Virtual Boy games.
- ndsrecomp - Early-stage static recompiler for Nintendo DS games.
- gcnlle - Experimental, LLE-first static recompiler for the Nintendo GameCube IPL (boot ROM).
- DolRecomp - Static recompiler for GameCube, Wii, and experimental Wii U CPU code.
- RecompCore - Static-recompilation CPU core for Dolphin, running GameCube games as native code with transparent interpreter fallback. Paired with GXRuntime, a game-agnostic runtime (CPU semantics, devices, GX renderer) for the resulting recompiled executables; its worked-example game is Super Mario Strikers (see StrikersRecomp in the Nintendo section).
- cdirecomp - Static recompiler for Philips CD-i game code.
- psxrecomp - General-purpose static recompiler for the PlayStation 1 (part of the R.A.I.D. community's RetroPortingToolkit collective), turning a PS1 disc into a native executable with widescreen, mods, live language switching, and a launcher; runs on the bundled open-source OpenBIOS or a compatible retail BIOS.
- z80-recomp-core - Shared Zilog Z80 static-recompiler runtime contract and instruction semantics, used across multiple Z80-based static recompilation projects.
- m68k-recomp-core - Shared clean-room Motorola 68000-family static-recompiler frontend used by Genesis/Mega Drive recompilation projects.
- ps1-recomp - Static recompiler translating PlayStation 1 MIPS R3000A machine code into native C++ executables for PC ports.
- RecompOne - Static recompiler and runtime for PlayStation 1 (MIPS) game code, converting binaries into native executables.
- NHL 14 Recomp - Static recompilation of NHL 14 (Xbox 360) into a native PC executable, with reverse-engineered Be a GM mode support.
- Dead_Rising_2_Case_West_Xenon_Recomp - Native PC port of the Xbox 360 XBLA game Dead Rising 2: Case West via static recompilation (Windows/Linux, Vulkan, keyboard/mouse and controller).
- Porpoise Tool - Annotated PowerPC assembly-to-C frontend and recovery workbench for GameCube title code, lifting DOL/REL assembly into C functions and a Meson-based static library/executable via a companion
libPorpoiseruntime, with DTK-prepared assembly import and optional symbol maps. - ps2-recompiler - Experimental static recompiler converting PlayStation 2 R5900 (EE) instructions to C for native execution, reimplementing the PS2 kernel to bridge runtime and host; in development against Shadow of the Colossus.
Ghidra & IDA Platform Loaders¶
- ghidra-delinker-extension - Ghidra extension for delinking executables into relocatable object files. Supports ELF and PE formats, enabling the extraction of functions or data into object files for recompilation or integration into other projects.
- ghidra_psx_ldr - PlayStation 1 binary loader for Ghidra.
- Ghidra-GameCube-Loader - Nintendo GameCube binary loader for Ghidra reverse engineering framework.
- NTRGhidra - Nintendo DS binary loader for Ghidra reverse engineering framework.
- Ghidra-RSP - Nintendo 64 RSP processor module and loader for Ghidra.
- N64LoaderWV - Ghidra loader module for Nintendo 64 ROMs.
- ghidra-gekko-broadway-lang - Ghidra processor language for Gekko/Broadway CPU (GameCube/Wii) disassembly and decompilation.
- Ghidra-Switch-Loader - Ghidra loader extension for Nintendo Switch executable formats (NCA, XCI), enabling decompilation and reverse engineering of Switch games.
- ghidra-ctr-loader - Nintendo 3DS binary loader for Ghidra. See also Raikaru's fork, which hardens CXI/CIA/CRO/CRS import handling and NCCH ExHeader code-set mapping for 3DS decompilation workflows.
- idaxex - XEX/XBE loader plugin for IDA 9, plus the xex1tool CLI, supporting most known Xbox and Xbox 360 executable file formats.
- XEXLoaderWV - Ghidra loader module for Xbox 360 XEX executable files.
- Ghidra-SegaSaturn-Loader - Sega Saturn binary loader for Ghidra.
- yssloader - IDA Pro plugin that loads Yabause YSS savestates for Sega Saturn reverse engineering.
- See also SegaSaturnIDAProLoader, a Python port of the same YSS savestate loading approach for IDA Pro.
- ghidra-emotionengine-reloaded - Ghidra extension adding PlayStation 2 (Emotion Engine) support, including the MIPS R5900 processor with VU macromode and PS2 ELF/IRX loaders.
- GhidraOrbis - Ghidra support for Orbis OS (PlayStation 4) specific software and file formats.
- GhidraProspero - Ghidra support for Prospero OS (PlayStation 5).
- GhidraSPU - SPU processor implementation for Ghidra (PlayStation 3 Cell).
- VitaLoaderRedux - PlayStation Vita ELF-PRX loader for Ghidra. Successor to the deprecated VitaLoader.
- ghidra-allegrex - Ghidra processor module adding support for the Allegrex CPU (PSP).
- ghidra_mdebug - Ghidra analyzer adding support for the .mdebug debugging symbol format (PS2/MIPS).
- libNidResolver - Library for resolving PlayStation 5 (Prospero) NIDs in another process, aiding GhidraProspero-based analysis.
- ghidra_sega_ldr - Sega Mega Drive/Genesis ROM loader for Ghidra.
- ghidra_sdc_ldr - Sega Dreamcast binary loader for Ghidra.
- snes_ida - SNES ROM loader and 65816 processor module for IDA Pro.
- ida-snes-ldr - SNES ROM cartridge file loader for IDA 6.x. Companion processor/sound modules: ida-65816-module (65816 CPU), ida-spc700-module (SPC700 sound CPU), and ida-snes_spc-ldr (SNES-SPC sound file loader).
- ghidra-snes-loader - SNES ROM loader extension for Ghidra with a DBR/DP tracking analyser for the 65816 architecture, auto-detecting LoROM/HiROM/ExHiROM with or without a copier header; modernizes the archived achan1989/ghidra-snes-loader.
- ghidra-spc700 - SPC700 (SNES audio coprocessor) processor module for Ghidra, decoding all 256 opcodes; the Ghidra equivalent of gocha's ida-spc700-module above.
- amiga_hunk_loader - Amiga Hunk executable loader for IDA Pro. See also ghidra_amiga_ldr, the equivalent loader for Ghidra, and amigadbg, an AmigaOS debugger plugin for IDA Pro built to work with the Amitools emulator suite.
- psx_loader - PlayStation 1 executable loader for IDA (Python), companion to ghidra_psx_ldr above. See also psxida, an IDA debugger plugin for PSX emulators (PCSX-R).
- ghidranite - Ammonite (Scala) scripting support for Ghidra.
- ghidra-65816 - WDC 65816 (SNES CPU) processor module for Ghidra.
- ghidra-snes - Ghidra extension for loading SNES ROMs, mapping LoROM/HiROM/ExHiROM/SA-1/GSU/CX-4/DSP/OBC1/S-DD1/SPC7110 cartridges into the SNES CPU address space, paired with a SNES-oriented 65816 processor language; extends ghidra-65816.
- GhidraNes - Ghidra extension for loading and disassembling iNES 1.0 NES ROMs, with support for numerous common mappers (NROM, MMC1/SxROM, UxROM, CNROM, CPROM, MMC4/FxROM, AxROM, BNROM, Bandai FCG boards, Sunsoft 3/4, Konami VRC3, and others).
- IDA_plugin_3ds - IDA plugin for loading decrypted Nintendo 3DS ROMs.
- GhidraBoy - Sharp SM83 / Game Boy processor extension for Ghidra. (Archived.)
- ctr-elf2 - Rewrite of ctr-elf, converting 3DS code.bin to a loadable .elf. Supersedes nedwill/ctr-elf.
- nds2elf - Tools for converting Nintendo DS binaries to ELF for loading in Ghidra/IDA.
- SwitchIDAProLoader - IDA Pro loader for Nintendo Switch NRO, MOD0, and NSO binaries, parsing sections, symbols, and imports/exports.
- ghidra-dwarf1 - Ghidra extension adding a DWARF1 analyzer, supporting Metrowerks CodeWarrior (MWCC) debug info not handled by Ghidra's built-in DWARF analyzer - common in GameCube/Wii/3DS decompilation projects.
Binary Visualization & Diffing¶
- Veles - Binary analysis and visualization tool for reverse engineering (open-source, archived; the codisec.com site is gone).
- DataExplorer - Data explorer plugin for x64dbg debugger that integrates the pattern language from ImHex.
- binviz - Binary visualization tool for identifying patterns and structure in unknown files. Creates visual representations showing potential compression/encryption, structured data and padding at a glance. Helpful for spotting where assets begin/end in unstructured archives.
- pics - File formats dissections and visualizations for reverse engineering.
- binocle - Graphical binary data visualization tool. Colorizes bytes and renders them as pixels to identify patterns and image-like structures in game files.
- biodiff - Hex diff viewer that uses alignment algorithms to show differences between binary files.
- bdiff - Binary diff tool for decompilation and modding projects with hex viewing and symbol map integration.
- Monkey-Moore - High-performance pattern matching utility for ROM hacking and reverse engineering. Multi-threaded Boyer-Moore algorithm with wildcard support and endianness control for discovering non-standard text encodings.
- Bin2Obj - Converts arbitrary binary data into a Wavefront OBJ point cloud, useful for spotting vertex/mesh data when reverse-engineering unknown formats.
- saved-game-analyzer - Web tool for reverse engineering simple, unencrypted binary save game formats via diffing and field labeling; a second tool lets you construct new save files from a labeled structure definition.
Hooking, Memory & Runtime Tools¶
- hooking - Massive repository of resources about hooking for all platforms (Windows, Linux, Android, iOS). Includes 300+ tools and 600+ articles.
- Reloaded.Hooks - Advanced native function hooks for x86 and x64. High-performance hooking library for .NET with support for unit testing hooks. Used in Reloaded modding framework.
- Reloaded-II - Universal .NET Core powered modding framework for any native game (x86, x64). DLL injection based mod loader with mod management system, optional mod SDK, and extensive plugin support.
- ReClass.NET - Advanced memory class layout reverse engineering tool widely used for analyzing in-memory game data structures, helping translate runtime structures into file format definitions.
- Notable plugins: ReClass.NET-FrostbitePlugin (displays type info of Frostbite engine classes and adds a WeakPtr node), ReClass.NET-UnrealEngineClassesPlugin (adds support for core Unreal Engine classes).
- PINCE - GDB front-end/reverse engineering tool with a Cheat Engine-like interface for Linux.
- ReClassEx - ReClass Extended, a fork of ReClass with additional features for reverse engineering in-memory class/struct layouts of running game processes, aiding recovery of file format structures.
- brainslug-wii - BrainSlug, a Wii disc-loading and patching engine that links relocatable ELF "modules" into a running game, letting modders add C-based functionality without hand-assembling binary patches.
- libRetroReversing - Library adding reverse-engineering functionality (memory scanning/tracing hooks) to RetroArch libretro emulator cores.
- FileEmulationFramework - Reloaded-II runtime framework that intercepts Windows file I/O to virtualize archive contents on the fly, letting mods for CPK/AFS/ONE and other formats apply without extracting or repacking the originals.
Console-specific RE (PlayStation / Xbox)¶
- chtdb - Cheats and patches database for PSX games, primarily intended for use with DuckStation emulator. Contains GameShark codes and patches for various games.
- psxprev - Playstation (PSX) Files Previewer and Extractor. Supports various model, texture, and animation formats.
- psxrev - Sony PlayStation PCB/chips reverse engineering documentation and resources.
- vutrace - PlayStation 2 vector unit tracing debugger.
- SPRXPatcher - Modern PlayStation 3 ELF patcher for loading SPRX plugin files into decrypted executables.
- TrophyPrompt - Editor for PS3 trophy sets: decrypts a trophy folder's
TROPTRNS.DAT/TROPUSR.DATPFD files, exports trophy data to JSON for editing unlock timestamps, then re-encrypts and re-signs the PFD. Ported from PS3TrophyIsGood. - xbedump - Tool for dumping and analyzing header information and signing original Xbox XBE (executable) files.
- ghidra-xbe - Ghidra extension adding a loader for original Xbox XBE (executable) files.
- xbox-reversing - Tools and documentation for reverse engineering Xbox 360 file formats. Includes IDA Pro loaders and 010 Editor templates for STFS, GDFX, XDBF, and XEX format analysis.
- X360 - Archive of DJ SkunkieButt's X360 .NET library and Le Fluffie GUI for browsing/editing Xbox 360 file formats (STFS, GPD, and more).
- XCompression - .NET wrapper library for XMemCompress, the LZX-based compression scheme commonly found in Xbox 360 game data.
- Xbox-360-Crypto - Collection of Xbox 360 cryptography and file-format tools: XeCrypt library, shadowboot ROM builder/extractor, NAND image editor with ECC recalculation, KV encryption/fuse generation, and XDK/recovery image dumper.
- libxe - C++ library for Xbox 360 (Xenon) internals; implements shadowboot ROM, bootloader, and xboxupd.bin format parsing. See also xbox_kernel_updater, a submodule for parsing/applying Xbox 360 kernel update (xboxupd.bin) packages.
- xdk-extractor - Extractor for Xbox Development Kit (XDK) installer packages.
- ExCrypt - Reimplementation of Xbox 360's XeCrypt cryptography library (hashing, RC4, AES, RSA/EC signing) as a standalone C library.
- xecli - Command-line tool for encrypting/decrypting Xbox 360 executable (XEX) files.
- Velocity - Cross-platform Xbox 360 file browser/editor (STFS containers, profiles, and more) built on the XboxInternals library.
- stfstool - Command-line tool for Xbox 360 STFS packages, based on Velocity.
- stfs-webjs - Reads Xbox 360 STFS container files in the web browser.
- STFS-Forge - Command-line tool for manipulating Xbox 360 STFS packages (CON, LIVE, PIRS).
- Ghidra-Cpp-Class-Analyzer - Ghidra C++ Class and Run Time Type Information (RTTI) analyzer, useful for recovering class hierarchies in game binaries compiled from C++.
- XDBF-Manager - Browser/editor for Xbox 360 XDBF (dashboard/game-data) files.
- spaday - Parser for Games for Windows - LIVE/Xbox 360 SPAFILE (title/achievement metadata) data, readable directly from a Windows or Xbox 360 executable. Ships an ImHex pattern
spafile.hexpatthat also works with GPD and other XDBF-based files. - pcsx-redux - Collection of tools, research, hardware design, and libraries for PlayStation 1 development and reverse engineering, built around a fork of the PCSX emulator with an integrated debugger, assembler, and GPU/memory analysis tooling.
- psx-showfile - PCSX-Redux Lua utility that watches PS1 CD-ROM controller reads and reports which ISO9660 file/sector is currently being loaded, using a disc-image-generated LBA map. Ships sample maps for Another Mind, Chrono Trigger, the three Final Fantasy VII discs, Gran Turismo, SaGa Frontier, and Symphony of the Night.
- xbox-winfsp - Brings native support for Xbox filesystems (FATX, STFS, GDFX/XGD/XDVDFS) to Windows via WinFsp.
- sce-symbol-scanner - Detects SCE SDK functions in ELF files, primarily for PS2. Command-line interface and Ghidra plugin.
- PS2-SNR-Tool - Command-line tool for extracting symbols and relocating SN ProDG (SNR) data found in the ELF and REL DLL files of certain PS2 games.
- ida_gel - Collection of IDA loaders for various game console ELF files (PS3, PS Vita, Wii U). See also ps3_aero_loader, a port of the PS3 loader to modern IDA (9.1+).
- ps3ida - Collection of IDA scripts and plugins for PS3 executables.
- vitadump - Tools to assist working with memory dumps obtained from PS Vita.
- vita-ida-physdump - IDA Pro loader for PS Vita physical memory dumps, detecting modules via import/export parsing and resolving NIDs against vitasdk's
db.yml. - 010-Templates - Collection of 010 Editor binary templates for understanding the structure of various video game binary formats.
- Up - FATX file system (modified FAT variant used on the Xbox 360) explorer for Windows, Linux, and macOS.
- svod_unpacker - Unpacks Xbox 360 SVOD packages (Games on Demand, Applications, and titles installed to hard disk).
- binja-xex2 - Xbox 360 XEX2 executable loader plugin for Binary Ninja.
- exui - Xbox 360 XUI (Xbox User Interface) decompiler.
- xval - Decryption tool for Xbox 360 xval packages.
- acceleration - Rust libraries and utilities for Xbox 360 file formats: XEX2 executable parser/rebuilder/signer,
xex2oolCLI for inspecting and patching XEX files (extract the decrypted PE, compress/decompress/encrypt), STFS (CON/LIVE/PIRS) package parser with filesystem access and hash validation, plus LZX and XeCrypt primitives. - XexTool - Command-line tool to inspect, extract, patch and pack Xbox 360 XEX executables, including dumping the basefile and resources, applying title updates, and packing an ELF into a XEX.
- IPS-Peek - IPS patch exploration and testing tool.
- ips_util - Python package for creating, applying, and manipulating IPS patches, the classic binary-diff patch format used across countless ROM hacks.
- muninn-ghidra - Ghidra plugin/scripts for reverse engineering game binaries.
- Hunkfile-Viewer - Viewer for the Amiga Hunk executable format, used by many Amiga games.
- Reverse-Game-Android-Toolkit - Generic toolkit for reverse engineering Android games.
- SNES-decompression-tools - Collection of SNES graphics decompression tools.
- sfc-comp - Collection of compression algorithm implementations used across SFC/SNES games.
- Lizard - Debugger targeting DOSBox for reverse engineering DOS-era games, with Ghidra XML export data integration.
- xVerter - Xbox 360 and original Xbox game format converter; reads and converts between GoD containers, XDVDFS ISOs (bare or full redump), ZArchive .zar, STFS content packages (XBLA/DLC/title updates), CCI, CSO, CHD, and .zip/.7z archives or extracted game directories.
- vn_re - Documentation and scripts for reverse engineering and working with various visual novel engines.
- ida_ps5_elf_plugin - IDA Pro plugin/loader for PS5 ELF/SELF executables (IDA 7.5). See also drakmor's fork with IDA 9+ support.
- ida-emotionengine - IDA Pro plugin that disassembles PlayStation 2 Emotion Engine COP2 (VU0) MIPS instructions.
- FATX-on-a-snake - Small Python utility to check out (read) an Xbox FATX partition.
- PCSX2-EX - Extended and fixed fork of the PCSX2 emulator aimed at PlayStation 2 reverse-engineering and hacking applications (archived).
- Ps3GhidraScripts - Ghidra scripts and loader for parsing PS3 PRX/ELF executables (PowerPC/AltiVec, big-endian), with workarounds for PS3-specific CPU quirks.
- PPULab - Browser-based assembler, disassembler, and editor for the PS3 PPU (Cell/AltiVec) instruction set, with encodings verified against the ProDG SDK; exports to hex, raw bytes, C#/C arrays, RPCS3
patch.yml, or NetCheat. Successor to CodeWizardPS3.
💻 Development Libraries¶
- assert-offset - Rust derive macro for asserting the memory offset of fields in a struct. Useful for low-level FFI and embedded development.
- ReverseBox - Python library for reverse engineering with utilities for checksums, compression, encryption, hashing, and image processing.
- Features: Checksums (Adler32, CRC variants, Fletcher, XOR), compression (BZIP2, LZ4, LZMA, MIO0, PackBits, RLE variants), encryption (ROT13, XOR cipher), hashing (FNV, DJB2, MD5, SHA, Murmur3).
- Formats: 100+ pixel formats including DXT, PVRTC, ETC, ASTC, BC formats, with swizzling support for multiple platforms.
- arbitrary-int - Lightweight Rust implementation of arbitrary-sized integers (e.g.,
u1,u9,u120) using const generics. Useful for parsing bit-packed binary formats. - binrw - Rust library for reading and writing binary file formats with derive macros. Successor to
binread. - DragonLib - Common library for file format research.
- GL Editor Framework - OpenGL-based framework for creating 3D game editors with hardware-accelerated graphics.
- DrSwizzler - Library for deswizzling and detiling texture data.
- NvTriStrip.Net - .NET port of Nvidia's NvTriStrip triangle stripifier library.
- SFGraphics - OpenGL graphics library for rendering game formats, used in various format viewers.
- MeshSharp - 3D library in pure C# for reading and writing multiple formats.
- Formats: FBX, STL, PLY.
- Assimp.Net - C# .NET Core wrapper for the Open Asset Import Library (Assimp) for importing 3D models.
- asset-importer - Comprehensive Rust binding for Assimp (v6.0.5), covering 71+ import and 22+ export 3D formats (OBJ, FBX, glTF, DAE, etc.) with safe, idiomatic Rust wrappers over the C API.
- ooz - Open-source decompressor for Oodle compression formats used in many modern games. Supports Kraken, Mermaid, Selkie, Leviathan, LZNA, Bitknit.
- Oodle-Tools - Oodle compression and decompression bindings for C#. Useful for working with modern games that use Oodle.
- linoodle - Linux wrapper for the (Windows-only) Oodle Data Compression library, letting Linux-native tools call into Oodle for decompressing modern game assets. Used by Smithbox-For-Linux above for automated Oodle setup.
- Syroot.BinaryData - .NET library for easy binary data reading/writing with support for various endianness and encodings.
- Amicitia.IO - High performance File IO library with full support for big endian and offsets.
- DirectXTexNet - .NET wrapper for DirectXTex, a library for working with DirectX texture formats.
- Hexa.NET.ImGui - .NET wrapper for ImGui, useful for creating tools with graphical interfaces.
- SharpRiff - .NET library for reading and writing RIFF format files, such as .wav, .avi, or WebP.
- XeNTaXTools-Legacy - Legacy tools scraped from the XeNTaX forums.
- formast - FormAST exposes file format descriptions through a simple API.
- vmf - Go library for parsing Valve's Hammer Editor .vmf map files.
- GameFormatReader - Library for reading various game formats (mostly Nintendo ones).
- CTLib - Utility library to create and convert various file formats used in Mario Kart Wii custom tracks.
- Byaml-Tool - Simple BYAML tool which currently just converts endianness using Syroot's Byaml library.
- yamlconv - Converts between Nintendo's BYAML binary format and XML.
- tinybcdec - Small block compression decoder library in pure Java. Zero dependencies, focus on speed and accuracy with support for partial decodes.
- Formats: BC1-DXT1, BC2-DXT3, BC3-DXT5, BC4-ATI1, BC5-ATI2, BC6H, BC7.
- Console-Swizzler - C library to swizzle DDS textures for console games. Supports PS4 and Switch texture swizzling/unswizzling with configurable GOB block heights. Includes CLI tool for batch processing.
- prs.net - PRS compression/decompression library and GUI front-end for the .NET Framework. PRS is based on LZ77 with run-length encoding and is used in numerous games since the SEGA Saturn, including Phantasy Star Universe.
- NKZIPLib - C# library for parsing NKZIP archive files used in MMO games from the early 2000s. Simple format with no compression - files stored sequentially with header containing magic, version, raw data bytes, and file count.
- XenosRecomp - Tool for converting Xbox 360 shaders to HLSL.
- ASH - Skeleton and skeletal animation format analyzer. Binary format reverse-engineering framework for parsing and visualizing skeletal animation data used across many games.
- Kaitai Struct - Declarative language and code generator for binary data parsers in C++, C#, Go, Java, JavaScript, Python, Rust, and more; widely used for documenting and parsing game file formats.
- ds-rom - Rust library for parsing and manipulating Nintendo DS ROM file formats and components.
- ndspy - Python library for reading and modifying Nintendo DS file formats (BMG, SSEQ, LZ10, NSBMD).
- FNT-Tool - Converts Nintendo DS
fnt.binfilename-table files to and from JSON. - sseq-ahead - Python library for simulating the execution of Nintendo DS/GBA SSEQ audio sequences.
- TPLLib - Python library for manipulating Nintendo TPL image formats.
- wii-code-tools - Python libraries and tools for analyzing Wii game code files.
- GCNToolKit - Toolkit for modifying and creating GameCube file formats.
- replatform64 - Framework for porting classic console games (SNES/NES/Game Boy) to modern platforms, including asset extraction and repacking.
- wiiu_swizzle - Library implementing Wii U texture memory tiling/swizzling.
- TinyBCSharp - C# library for decoding/encoding BC (DXT/BC1-7) compressed texture formats.
- bcdec - Small header-only C library to decompress any BC (block-compressed) texture format, widely used for game textures.
- Cast - Open container format and libraries for models, animations, materials, and game world scenes.
- Purpose: Designed to reproduce the same 3D scene identically across different DCC/3D software packages.
- Usage: Adopted as a common interchange/export format by numerous game asset-extraction and conversion tools.
- mojodds - Simple, dependency-free DirectDraw Surface (.DDS) texture decoder routines in portable C, commonly used for loading game textures without linking DirectX.
- mojoshader - Library for parsing and translating compiled Direct3D 8/9 shader bytecode to other shading languages (GLSL, ARB, etc.), widely used by Linux/macOS ports and reimplementations of Windows games to run their original shaders on OpenGL/Vulkan.
- d3dasm - Rust disassembler and encoder for Direct3D Shader Model 4/5 (DXBC) bytecode, parsing the RDEF/ISGN/OSGN/SHEX and other published chunk structures into a typed IR that re-encodes to byte-identical bytecode, enabling shader inspection and patching workflows across DX10/11-era games.
- WLA-DX - Multi-target assembler/linker toolchain (Z80, 6502, 65816, SPC700, HuC6280, Game Boy) widely used across retro console ROM hacking and homebrew development.
- BCnEncoder.NET - Cross-platform .NET texture encoding library supporting BC1-3/DXT, BC4-5/RGTC, and BC6-7/BPTC block compression, outputting KTX or DDS files.
- tegra_swizzle - Library implementing Tegra X1 block linear texture memory tiling, used by Switch game textures.
- pyswizzle - Python library to swizzle and deswizzle video game textures. Supports Nintendo Switch and PS4 platforms.
- Orthrus - Work-in-progress modding toolkit for cross-system format interoperability.
- Formats: Yay0/Yaz0 (Nintendo compression, N64/GameCube/Wii/Wii U/Switch), Panda3D Multifile archives and BAM/BOO binary models.
- patchwright - Library and CLI for writing save editors that make targeted, in-place edits to MessagePack-serialized Unity/C# game saves without a full file rebuild, preserving each field's original serialized byte width so games that expect fixed-width msgpack fields don't break from auto-minification.
- BinarySerializer - C# library for reading/writing binary files through declarative class definitions, with pointer support; used as the base for numerous game-specific extension libraries, including BinarySerializer.Audio and BinarySerializer.Audio.GBA for audio formats, plus BinarySerializer.OpenSpace, BinarySerializer.Klonoa, Ray1Map, and others throughout this list.
- ByteSerialization - Declarative C# binary serialization library giving bit-level control over binary representation; define structs via attributes, similar to BinarySerializer.
- armips - General-purpose assembler for MIPS, Allegrex, ARM, and Nintendo DS/GBA-era instruction sets, widely used for ROM hacking, homebrew development, and reverse engineering across many retro console platforms.
- CamelROM - Perl module of utility functions for developing game translation patches and other ROM hacks, treating binary data as strings for convenient byte-level manipulation.
- zanbato - Independent compiler and runtime evaluator for Kaitai Struct
.ksyfiles written in Go, targeting Go and C output; alternative implementation alongside the canonical Kaitai Struct project above. - Pfim - .NET Standard decoder for Targa (.tga) and DirectDraw Surface (.dds) game texture formats.
- exbip-python - Python library for serializing and deserializing complex binary data structures; used by pyValkLib and EVTUI in the Media.Vision and Atlus sections.
- CHDSharp - Optimized native C# reader for MAME's CHD (Compressed Hunks of Data) disc/ROM image format, supporting all CHD versions 1-5 and compression methods (zlib, lzma, huffman, avhuff, flac). See also CHDSharpReference, a companion reference implementation by the same author prioritizing readability to document the CHD format.
- chd-rs - Pure Rust implementation of MAME's CHD (Compressed Hunks of Data) disc/ROM image format, usable as a drop-in replacement for libchdr.
- AuroraLib.Compression - .NET library and CLI (Auracomp) implementing 50+ compression algorithms used in games, split into general-purpose (LZO, LZ4, aPLib, FastLZ, Snappy), Nintendo (LZ10/11/40/60/77, Yaz0/Yay0, MIO0, HUF20, BLZ, Level5, and more), Sega (PRS, AKLZ, CNX2), and an extended set covering many studio-specific formats (CRILAYLA, RefPack, WFLZ, and others).
📂 Script Collections & Multi-Game Tools¶
Multi-Game Viewers & Explorers¶
- noclip.website - In-browser 3D viewer for 100+ games across multiple platforms and studios.
- Games: Source Engine games (17 titles including Half-Life 2, Portal 1 & 2, Team Fortress 2, CS:GO, L4D2), GoldSrc games (Half-Life, Counter-Strike, TFC, Day of Defeat), Quake, Nintendo games (Mario 64, Mario Kart series, Zelda series, Pikmin, Luigi's Mansion, Super Mario Galaxy 1 & 2/Odyssey, Paper Mario series, Kirby, Smash Bros Melee/Brawl, Metroid Prime 1-3, Pokemon Snap/Platinum/HGSS, Pilotwings 64, Wii Sports), Rare games (Banjo-Kazooie, DKC), GTA series (III, Vice City, San Andreas), Crash Bandicoot, Spyro trilogy, Ratchet & Clank 1 & 2, Dark Souls, Katamari Damacy, Kingdom Hearts 1 & 2, Final Fantasy X, Dragon Quest VIII, Okami, Psychonauts, Need for Speed: Most Wanted, SpongeBob games, Jet Set Radio, Crazy Taxi, Sonic Colors, Ragnarok Online, Morrowind, World of Warcraft, Descent 1 & 2, Outer Wilds, Halo CE, and more.
- Also covers oddities such as the Microsoft Plus! for Windows XP screensavers and Wii channel banners.
- MeltyTool - Multitool for viewing/extracting assets from various N64/GCN/3DS/PC games.
- Games: Super Mario 64, Mario Artist (Polygon Studio, Talent Studio), Paper Mario TTYD, Super Paper Mario, Mario Kart Double Dash, Pikmin 1 & 2, Super Mario Sunshine, Chibi-Robo, Super Smash Bros. Melee, Battalion Wars 1 & 2, Super Mario 64 DS, Luigi's Mansion 3D, Majora's Mask 3D, Ocarina of Time 3D, Professor Layton vs. Phoenix Wright, Dead Space, Glover, Halo Wars, Celeste 64, Pokemon Colosseum, and more.
- FModel - High-level package explorer and asset viewer for Unreal Engine 4 & 5, Unity, and other modern games. Supporting 1000+ games, it provides advanced visualization for textures, models (with animation support), audio, and specialized formats. Features include package bulk export, AES key management, and a robust search engine.
- psarc - Viewer for PlayStation Archive (PSARC) archives. Supports listing and extracting files from PSARC archives with GUI and CLI interfaces.
- BinaryDataExplorer - Binary data explorer and analyzer supporting formats from Rayman, Klonoa, PS1, Game Boy, and GBA games with interactive structure visualization.
- diii4a - Multi-engine Android/desktop port collection for idTech-derived games, reading each game's original assets.
- Games: DOOM 3, Quake 4, Prey (2006), Quake 1/2/3, RTCW, ETW, RealRTCW, GZDoom, OpenJK (Jedi Knight), Serious Sam, Icarus, Skin Deep, Quadrilateral Cowboy.
- Toolbox.Core - Cross-platform (.NET Standard) rewrite of the plugin and rendering framework behind Switch-Toolbox above, with a redesigned plugin-loading system that auto-registers file-format and model-renderer interfaces.
- EveryFileExplorer (KillzXGaming fork) - Plugin-based multi-game file browser and editor; bundled plugins cover 3DS, NDS, Lego Pirates of the Caribbean, and Mario Kart formats (including KCL collision), plus common archive/compression containers. Actively maintained continuation of Gericom/EveryFileExplorer, inactive since 2021.
- Omega Studio - Cross-platform (Avalonia, Windows/Linux) desktop browser/editor for game asset archives whose formats arrive as plugins, with viewport, texture, audio and animation panes plus extract/replace/export (PNG, glTF).
- Bundled plugins: Suzumiya Haruhi no Chourantou/Gekitou (PC
data/*.binmodels, textures, skeletons, animation), the Kartz GDA/GDF/GDT archives (Hot Wheels: Battle Force 5, Pimp My Ride, Monster Jam: Path of Destruction, Madagascar Kartz, DreamWorks Super Star Kartz; also inside DS ROMs), and Nintendo DS ROM file systems, headers and banners.
Cross-Game Libraries & Extractors¶
- GameArchives - C# library for reading 14+ video game archive formats.
- Games: Harmonix titles (Frequency, Amplitude, Guitar Hero series, Rock Band series 1-4, Beatles, Green Day, Lego, VR, Karaoke Revolution, Disney Fantasia), Konami rhythm games (DDR Universe 1-3, DDR 2010, Dance Masters), FreeStyleGames (DJ Hero series, Guitar Hero Live, Sing Party), Psychonauts, Power Gig.
- Formats: Ark, PSARC, PACKAGE, PFS, STFS, XDVDFS, U8. See also maxton's fork with FSAR support for Sing Party.
- HyoutaTools - .NET CLI collection of tools for packing and unpacking video game archives. Includes functions for extracting data from and reinserting data into various games.
- gus - "General Unpack Shell", a small extensible command-line tool to list, unpack, and (for some formats) repack archive/data files from games via a common syntax.
- Games: ElSword (KOM), Dungeon Siege 1 & 3 (Tank/OAF), Falcom's Farland Symphony (PAC), Legend of Grimrock, Plants vs. Zombies, Might & Magic/World of Xeen (LOD), Nippon Ichi Software titles (NISPACK DAT), Fairy Bloom Freesia (TGP), YS Online (YSF), Ren'Py (RPA) games, and other Trinigy/Havok Vision Engine titles.
- Formats: AFS, ARJ, CPK, GLB, PAC, YPAC (Yu-ris), ZIP, among others; see the project's
gus -llfor the full supported-format list. - gamearchive.js - JavaScript library for reading and writing custom archive formats used by MS-DOS games from the 1990s, with a unified API across formats.
- Games: Alien Carnage, Bio Menace, Blake Stone, Blood, Catacomb 3-D series, Commander Keen 4-6, Cosmo's Cosmic Adventures, Crystal Caves, Dangerous Dave, Death Rally, Descent, Doom, Duke Nukem 3D, Duke Nukem II, Halloween Harry, Hocus Pocus, Lost Vikings, Monster Bash, Raptor, Redneck Rampage, Shadow Warrior, Spear of Destiny, Stargunner, Terminal Velocity, Wolfenstein 3-D, Word Rescue, and more (55+ games total).
- Formats: BNK, RFF, gamemaps (id RLEW/Carmack), VOL, STN, exe-embedded archives, WAD, GRP (BUILD), HOG, DLT, POD, GLB, BPA, EPF, DAT (various), GXLib, LBR, and others.
- Alexandria - .NET library collection for viewing and processing data from many classic PC games, with a plugin-oriented architecture.
- Games: Demon's Souls, Dark Souls, Dark Souls 2; Sierra AGI adventures; SSI Gold Box RPGs (most comprehensive Gold Box decoder available); Ultima I-IX, Ultima Underworld 1-2, System Shock; Morrowind; Outcast; Albion; Arcanum; Planets Edge; Nintendo DS and Wii games; Super Famicom games; Unreal engine games.
- Features: Unified viewer/modifier interface, script visualizer for Gold Box games, Visual Studio plugin framework.
- UTPackage.js - JavaScript library for reading Unreal Tournament 99 package format. Compatible with other Unreal Engine 1 games including Deus Ex, Rune, Harry Potter, Clive Barker's Undying, Nerf Arena Blast, and Wheel of Time.
- TrbModelConverter - Extracts 3D model data from .trb archive format to FBX. Supports Nicktoons series, Barnyard, de Blob, and other games.
- vgio - Python library for reading and writing game file formats. Supports Quake, Duke Nukem 3D, Quake II, Hexen II, HROT, and Devil Daggers (BSP, MAP, and related formats).
- bevy_trenchbroom - Quake level format support (.map, .bsp) and TrenchBroom integration for Bevy engine. Enables loading and rendering of Quake-based game levels.
- porter-lib - Rust library for extracting 3D models, animations, and game assets across multiple games. Cross-platform (Windows, Linux, macOS).
- amuse - Real-time MIDI/SFX sequencer and alternate runtime library for games using Factor 5/Nintendo's MusyX audio engine.
- Games: Metroid Prime series, Star Fox Adventures, Paper Mario: The Thousand Year Door (GameCube), Indiana Jones and the Infernal Machine, Star Wars Episode I, and the Rogue Squadron series.
- Features: command-line audio-group player, SNG-to-MIDI converter, WAV song renderer, library API for engine integration, and physical/virtual MIDI keyboard support.
- XXMI Launcher - Modding platform/launcher for a shared 3dmigoto-based model-importer ecosystem spanning multiple unrelated gacha titles, installing and hot-loading custom 3D character models as mods.
- Games: Genshin Impact (GIMI), Honkai: Star Rail (SRMI), Honkai Impact 3rd (HIMI), Zenless Zone Zero (ZZMI), Wuthering Waves (WWMI), Arknights: Endfield (EFMI).
- Components: XXMI-Libs-Package (shared fork of bo3b/3Dmigoto packaged for the launcher), XXMITools (Blender add-on to import/export mod files for the supported games), gui_collect (GUI tool to collect/extract model data from 3dmigoto frame dumps for use with the importers).
- 3Dmigoto - DirectX 11 modding wrapper that hooks the rendering pipeline to dump and inject shaders, textures, and mesh/buffer data at runtime, rather than reading on-disk archives. Originally built for fixing broken stereoscopic 3D effects; now the shared foundation for the XXMI gacha-game modding stack above, as well as countless other unrelated DX11 game shader/model mods.
- resource_dasm - Classic Mac OS resource fork disassembler and reverse-engineering toolkit, with format decoders for dozens of classic Macintosh games.
- libgamearchive - Camoto C++ library and command-line utilities for examining, extracting, and editing archive/group file formats used by classic DOS games.
- Games: Doom, Duke Nukem 3D, Blake Stone, Halloween Harry, Word Rescue, Cosmo's Cosmic Adventures, Crystal Caves, Monster Bash, God of Thunder, Jill of the Jungle, Xargon, Vinyl Goddess From Mars, and more.
- Camoto Studio - GUI front-end of the Camoto classic-game modding tools, with at least partial editing support for early-to-mid 1990s games such as Captain Comic, Cosmo's Cosmic Adventures, Crystal Caves, Dangerous Dave, Duke Nukem II, Jill of the Jungle, Monster Bash, Raptor, Xargon, and Zone 66.
- Super-toolbox - C# multi-game archive, audio, and texture extraction toolbox with per-format extractor plugins.
- Games: Gust/Atelier series, Idea Factory titles, Sting, Tales Of series, Attack on Titan: Wings of Freedom, Aokana, and other CRI/PhyreEngine-based titles.
- Formats: CRI AFS/CPK, RIFX/RIFF audio containers (WEM, WAV, AT3, AT9, XMA, XWMA, XA), FSB, HCA, ADX, AHX, VAG, Sony GXT/PhyreEngine textures, DDS/PVR, and more.
- ReflectionHLE - Collection of source ports/reimplementations spanning multiple unrelated DOS studios, reading each game's original data files.
- Games: id Software (Keen Dreams, Wolfenstein 3D and derived games), the 3D Catacomb Adventure series, Apogee Software (Bio Menace).
- modId - Tool for generating EGAGRAPH/VGAGRAPH-style graphics archive files for the 16-bit DOS games made by id Software.
- ScummVM - The canonical multi-engine interpreter that reimplements dozens of classic adventure/RPG engines, reading each game's original data files instead of emulating a CPU.
- Engines/Studios: LucasArts SCUMM, Sierra AGI/SCI, Revolution's Virtual Theatre, Adventure Soft's AGOS, Delphine's Cinematique/Cruise, Coktel Vision's GOB, Westwood/Revolution's BS1/2 (Beneath a Steel Sky, Broken Sword), Wintermute, Grim Fandango's GrimE, Humongous Entertainment's SCUMM-derived titles, and 50+ other engines.
- Formats: each engine's own resource/archive formats (e.g. SCUMM .SM/.LFL/.HE0, SCI resource maps, AGI VOL/DIR, and dozens more), parsed directly rather than through hardware/CPU emulation.
- scummvm-tools - Companion utilities for ScummVM, extracting/compressing/converting the resource formats of the engines it supports (e.g. SCUMM, SCI, AGI/AGOS archives and audio/video assets) for use with the interpreter.
- SabreTools.Serialization - .NET meta-library of serializers/deserializers reading and writing dozens of console and PC archive/cart/disc formats to common models, with InfoPrint (identify and print file info) and ExtractionTool (extract supported formats) reference CLIs.
- Formats: Half-Life GCF/PAK/WAD3/BSP/VBSP, MoPaQ (MPQ), SGA, Valve VPK, Xbox XZP/XISO, InstallShield archives/CAB, NES/Atari 7800/Lynx cart images, fwNES FDS, BFPK, and standard archive formats (7-zip, ZIP, RAR, TAR, CAB, ISO9660).
- retrocompress - Provably-optimal compressor/decompressor for the 3-bit-command/5-bit-length LZ-style compression format family shared by many 4th/5th-gen Nintendo, Capcom, Konami, and HAL Laboratory titles.
- Games: Super Mario World, Kirby's Adventure (NES), Kirby Super Star (SNES), Super Metroid (SNES), The Legend of Zelda: A Link to the Past, Castlevania IV, Pokemon Gold/Silver, and other Capcom/Konami SNES titles using the "Konami block" variant.
- Features: O(n) dynamic-programming shortest-path optimal parser (SA-IS suffix arrays, Kasai LCP); full repacker for Kirby's Adventure (NES) that produces a verified valid ROM.
- reamberPy - Vertical scrolling rhythm game (VSRG) mapping toolbox for data extraction, manipulation, and analysis.
- Games: osu!mania, StepMania, BMS, and partially O2Jam.
- Features: Map I/O, format conversion, map image generation, pattern extraction.
- FuckGalEngine - Large collection of tools for translating Galgames (Japanese visual novels), including archive unpacking/repacking and program hooking for in-place modification.
- Engines: AdvHD, AliceSoft (Ain), BGI, CatSystem2, DeboLua, EntisGLS, Eushully, ExHIBIT, FLATZ, Falcom, GIGA, InnocentGrey, Kirikiri, LC-ScriptEngine, Leaf, Majiro, Makura, Malie, Minato, Minori, NScript, NekoSDK, Nitro+, PJADV, QLIE, RahuEngine, Seven Wonder, SiglusEngine, Silky, Solfa, Tactics, YukaScript, Yuris, and others.
- XNALaraMesh - Blender addon to import/export XNALara/XPS model rips and poses, a format used to share fan-made model extractions across hundreds of unrelated games.
- UnrealXPS - Custom file format importer for bringing XNALara/XPS model rips into Unreal Engine.
- GameTracking - Shared CI tooling behind the community's per-game Steam depot trackers, downloading and processing game update files across dozens of Valve titles (Dota 2, CS2, Half-Life, Portal, TF2, and more), including protobuf dumping and VPK content extraction.
- Mixup - Hand-translates console game disassembly into readable, modifiable JavaScript (not emulation), verifying each translated routine frame-by-frame against the original ROM running in an emulator.
- Games: Batman: Return of the Joker (Game Boy, complete), Gradius (NES, all seven stages playable), DoDonPachi DaiOuJou (arcade, in progress).
- zx-spectrum-games - Collection of annotated ZX Spectrum game source code disassemblies as SkoolKit
.skoolfiles, gathering and preserving disassembly efforts spread across many authors and studios. - Games: Ultimate Play the Game (Knight Lore, Alien 8), Beyond Software/Lunysoft (Tir Na Nog, Dun Darach), Bug-Byte (Through The Trap Door), Mikro-Gen (Stormbringer), Firebird (Spellbound, Knight Tyme), Mirrorsoft (Dynamite Dan 2), Faster Than Light (Atic Atac), and Chaos: The Battle of Wizards.
- Also links out to the same author's other standalone disassemblies (JetPac, Lords of Midnight, Chuckie Egg) and related third-party disassembly collections (Skool Daze, Back to Skool, Manic Miner, Jet Set Willy, The Great Escape, and several Paul Maddern/Ritchie Swann works-in-progress).
- NES-Games-Disassembly - Collection of commented NES disassemblies, each compilable back to a byte-identical ROM, produced with the same author's BZK 6502 Disassembler scripts.
- Games (disassembled): Adventure Island, Battle City, The Bugs Bunny Crazy Castle, Captain America and The Avengers, Castlevania III: Dracula's Curse, Contra Force, Danny Sullivan's Indy Heat, Double Dragon II: The Revenge, Dr. Mario, Excitebike, Felix the Cat, Ice Climber, Kunio-kun no Nekketsu Soccer League, The Legend of Zelda, The Little Mermaid, Mappy, Nuts & Milk, Pac-Man, RoboCop 3, Solstice, Son Son, Street Fighter III (unlicensed), Super C, Tecmo World Cup Soccer, Tennis, Yie Ar Kung-Fu.
- Games (in progress/planned): Battletoads & Double Dragon, Galaga: Demons of Death, Ninja Gaiden III, R.C. Pro-Am II, River City Ransom, Super Mario Bros., Teenage Mutant Ninja Turtles III, Urban Champion, Balloon Fight, Bubble Bobble, Ghosts 'N Goblins, Kid Icarus, Kinnikuman: Muscle Tag Match, Mighty Final Fight, Mitsume ga Tooru, Popeye, Tetris (Tengen).
- Game Tools Collection - Web-based save/ROM editor suite covering 145+ games across unrelated Nintendo, Sony, Sega, Square Enix, and PC franchises, each with a region-aware (EUR/USA/JAP and more) editor built on a shared save-parsing framework. Also hosted at game-tools-collection.com.
- Games: .hack//Infection, .hack//Mutation, .hack//Outbreak, .hack//Quarantine, 007: Agent Under Fire, 1080° Snowboarding, 3D Dot Game Heroes, ActRaiser, Advance Wars, Akumajou Dracula X: Chi no Rondo, Azure Dreams, Banjo-Kazooie, Banjo-Tooie, Bloodstained: Ritual of the Night, Bomberman 64, The Bouncer, Castlevania (N64), Castlevania: Aria of Sorrow, Castlevania: Circle of the Moon, Castlevania: Dawn of Sorrow, Castlevania: Harmony of Dissonance, Castlevania: Portrait of Ruin, Castlevania: Order of Ecclesia, Castlevania: Symphony of the Night, Chrono Cross, Chrono Trigger, Crash Bandicoot, Crisis Core -Final Fantasy VII- Reunion, CTR: Crash Team Racing, Dead or Alive 2, Diablo II: Lord of Destruction, Diddy Kong Racing, Dissidia 012: Duodecim Final Fantasy, Donkey Kong 64, Donkey Kong Country 1-3, Donkey Kong Land, Dragon Ball Z: Budokai Tenkaichi 2, Dragon Quest: The Journey of the Cursed King, F-Zero, F-Zero: Maximum Velocity, F-Zero X, Final Fantasy (NES), Final Fantasy IV Pixel Remaster, Final Fantasy VI, Final Fantasy VII, Final Fantasy VII Remake, Final Fantasy VII Rebirth, Final Fantasy VIII, Final Fantasy IX, Final Fantasy Tactics, Final Fight One, Fire Emblem: The Blazing Blade, Game & Watch Gallery 3, Game Boy Camera, Gex 64: Enter the Gecko, Golden Sun, Golden Sun: The Lost Age, GoldenEye 007, Gran Turismo, Grandia, Grandia II, Half-Minute Hero, Holy Magic Century, Kingdom Hearts, Kingdom Hearts II, Kingdom Hearts: Chain of Memories, Kirby's Adventure, Konami Krazy Racers, Kurukuru Kururin, The Legend of Zelda: A Link to the Past, Link's Awakening, Majora's Mask, Ocarina of Time, Oracle of Ages, Oracle of Seasons, The Minish Cap, The Wind Waker, Twilight Princess, Luigi's Mansion, Lylat Wars, Mario Kart 64, Mario Party, Mario Party 2, Marvel vs. Capcom 2: New Age of Heroes, Mission: Impossible, Muramasa: The Demon Blade, Mystic Quest Legend, Mystical Ninja Starring Goemon, Mystical Ninja 2 Starring Goemon, Octopath Traveler, Octopath Traveler II, Paper Mario, Paper Mario: The Thousand-Year Door, Pokémon Red/Blue/Yellow, Pokémon Gold/Silver/Crystal, Pokémon Snap, Pokémon Trading Card Game, Rayman, Rayman 2: The Great Escape, Resident Evil Zero, Resident Evil, Rogue Legacy, Secret of Mana, Shin Megami Tensei: Lucifer's Call, Shining Force, Shining Force 3, Shining the Holy Ark, Silent Hill, Skies of Arcadia Legends, Solatorobo: Red the Hunter, Soleil, Sonic 3, Sonic Advance 1-3, Sonic Adventure 2: Battle, Sonic Rush, SoulCalibur II, Super Mario 64, Super Mario Galaxy, Super Mario Galaxy 2, Super Mario Kart, Super Mario RPG: Legend of the Seven Stars, Super Mario Sunshine, Super Metroid, Super Punch-Out!!, Super Smash Bros., Super Smash Bros. Melee, Super Smash Bros. Brawl, Super Street Fighter II Turbo Revival, Tekken, Tekken 2, Tekken 3, Theatrhythm Final Fantasy: Curtain Call, TimeSplitters 2, Tomb Raider II: Starring Lara Croft, Tony Hawk's Skateboarding, Wario Land: Super Mario Land 3, Wario Land II, Wario Land 3, Wario Land 4, WarioWare Inc.: Minigame Mania, Yoshi's Story.
- Formats: per-game save containers and, for a subset (Bomberman 64, Castlevania: Circle of the Moon, Chrono Trigger, Golden Sun, Grandia, Mystic Quest Legend, Shining Force 3, Shining the Holy Ark, Soleil), ROM data alongside saves; Skies of Arcadia Legends additionally supports a save randomizer mode.
- arc_unpacker - Command-line extractor for images, sounds, music, and other resources from dozens of visual novel (and some other Japanese game) archive/script formats, auto-detecting the format and dispatching to the right decoder (archived).
- ReVN - Visual novel engine reverse-engineering toolkit with pack editors, script text editors, and image/data (de)cryptors for the GSD, PJADV, CMVS, and Valkyria visual novel engines (archived). See also RxCMVS and RxGSD, the standalone successor tools for the CMVS and GSD engines respectively.
- msg-tool - Rust CLI for exporting and importing visual novel scripts, images, and archives, with output to GalTransl JSON, YAML, or Gettext PO for translation workflows.
- Engines: Artemis, BGI/Ethornell, CatSystem2, Circus, and many others (feature-gated, extensive per-engine script/archive/image support matrix).
- SExtractor - Extracts and imports translated text to/from Japanese visual novel scripts, combining generic TXT/BIN/JSON pattern matching with dedicated presets for many engines.
- Engines: AZ System, Artemis, Black Rainbow, CScript, Cyberworks/CSystem, EAGLS, FVP, Kaguya, Krkr, MED, MoonHir, NekoSDK, RPG Maker MV/VX Ace, RealLive, Ren'Py, SystemC, WillPlus, Yu-ris, and generic regex-based extraction for unsupported engines.
- galgame-script-tool - Script text extraction/import tool covering multiple visual novel engines.
- Engines: BGI/Ethornell, CatSystem2, Ikura GDL, Mutation, SYSTEM-ε, Tama-Soft, WILL.
- MyVisualNovelTransTools - Large collection of translation-oriented extraction tools for many otherwise-unsupported visual novel engines.
- Engines: LiLiM, ACTGS, Studio Polaris, AGSI, Ai5Win, AIL, Ankh, Aoi, AZ System, and others.
- GameEngineTools - Tools for unpacking, editing, and repacking resources from several ADV game engines.
- Engines/Games: Comic3, CatSystem-for-Unity, Calcite, AQUAStyle (tested on Touhou Genso Wanderer), Cadath.
- EmotionMerger - Composites layered CG/character-portrait differential images (base art plus expression/pose overlays) back into full images for visual novel engines.
- Engines: Escude (full support); partial/experimental support for krkr, Exhibit, and Rioshiina.
- vn-packunpack - Packers and unpackers for several visual novel file formats.
- miniTool - Collection of small standalone unpacking/decryption/patching utilities, each targeting a different unrelated Japanese visual novel/eroge title.
- Games: Imokone - Todoketai Koigokoro (
.arcunpacker), Shirokuro ~Iroshoujou no Osananajimi wo Sewa Suru Koto ni Natta, Kanojo ni Naisho de~ (.arcunpacker), Iris Mysteria! (DMM/FANZA.encryptedarchive decryptor), Nukige-jima 1 & 2 Remaster (Artemis-engine CG extractor), Koi to Senkyo to Chocolate Steam release (multi-language.datunpacker), Tsuki ni Yorisou Otome no Sahou 2 Steam release (.pacunpacker), Nie no Hakoniwa (EXFS archive extractor), VIRTUAL GIRL @ WORLD'S END (unpacker). - Also includes: a serial-verification patch for Triangle PIX GAME STUDIO engine games (tested on a dozen titles including the Mahou Senshi and Koushouken Hime Arc Braver series), a GUID-check patch for AdvHD.exe games, and a serial-check patch for Yu-Ris engine games.
- GalgameReverse - Large collection of reverse-engineering scripts for Japanese visual novels/galgames across consoles and PC.
- Games: Sony PSP/PSV titles (tm2 textures), Koei (Kin'iro no Corda, Harukanaru Toki no Naka de), Konami (Tokimeki Memorial Girl's Side 3rd Story), KID (Omoi no Kakera), prototype PSV ports (Air, Clannad, Valpurugavo Uta, Flowers, Island), Eldia (Kanda Alice mo Suiri Suru, Switch), Majiro-engine PC titles (Sorairo, Ruri no Kasane, Winter Polaris), azsystem (Ramune), SystemNNN, WillPlus/AdvHD, Yuris engine, ffa (Amanomiko), nvl-cloud, CRIWare (Iwaihime), Hibiki (Natural Vacation), LiveMaker (Aikimi), Bruns engine, Innocent Gray, ExHIBIT, Hunex, and Unity/Kirikiri/Artemis/Ren'Py/TyranoBuilder/ONScripter cross-engine titles.
- Formats: proprietary archive (.arc), image (rct/rc8/tm2/txp/nltx/dat), script/text (mjil, ws2, spt, asb, sn.bin, story.dat), and font formats spanning the above engines; also Unity AssetBundle/global-metadata.dat text extraction and krkr xp3/xp3-hxv4 (including CxEncryption/HxEncryption key dumping and static/dynamic hash calculation).
- Niflheim - Collection of reverse-engineering tools/scripts for Nintendo Switch ports of Japanese visual novels, covering multiple unrelated engines.
- Engines: AliceSoft, CMVS, DDSystem, ExHIBIT, GPK2, Ivory, KaGuYa, Majiro, NEKOPACK, NeXAS, RioShiina, SOFTPAL ADV System, Studio Seldom Adventure System.
- asmodean-tools - Mirror of asmodean's long-running collection of archive/image extraction tools for dozens of Japanese visual novel/eroge titles and engines.
- chinesize - Large collection of reverse-engineering tools/scripts for dozens of (mostly Chinese-market) visual novel engines.
- Engines: ACPX, AdvPlayer/AdvTry (AVG32 family), advwin32, ARDScript, Artemis, BGI (Buriko General Interpreter), CatSystem2, Circus (Mes), DeboPak, DxLib, Entis GLS, ExHIBIT, FAVORITE, FFDSystem, GameScripter, GsWin (GsPack4), InnocentGrey, ISM, Kirikiri2, Liar-soft, Lpg, Lucifen, Majiro, Malie, MgBase, Musica, N2System, NeXAS, Overflow, QLIE, RealLive, rUGP, Silky, System4, SystemC, Xuse, Yatagarasu, Yuka Script, YU-RIS.
- obm2bmp - Converts the proprietary
.obmimage format to BMP. - Games: The King of Fighters i 2012, Street Fighter IV Volt, Double Dragon (iOS/Android).
- clank - High-performance open-source server implementation of Sony's Medius (SCE-RT) online multiplayer protocol used by many PS2/PS3-era games, reverse engineering its network protocol and data structures.
- Games: Ratchet & Clank: Up Your Arsenal, Jak X: Combat Racing, Killzone, Syphon Filter: Logan's Shadow, Amplitude, and other Sony-published online titles using Medius.
- Tools: See also the author's medius-wireshark, a Wireshark dissector for the Medius protocol.
- CNGALTools - Large toolkit of unpacking/decryption tools for domestic and officially-licensed Chinese-market Galgames, covering 25+ unrelated studios and custom engines.
- Studios/Engines: NVL/Navila Software Japan (BKEngine, NVLKrkr2, NVLUnity, NVLWeb), Strrationalism (Snowing), BlueAngel, Fontainebleau, ZixSolution (customized Ren'Py), iFAction, AsicxArt, XinYvanGames, SoraPlayer, Irregulars, Visual Novel Maker, Game Creator, OrangeStudio, SeparateHearts, YeTuGames, OurshowGames, CaramelMochaStudio, PygmaGame (modified Ren'Py, several sub-studios), Xso, XiangShe, YuriAVGEngine, SanHuaMiao, SugarRush, JveXingGames, PotatoFlowerProduction, and the SyawaseWorks/HikariField/NekoNyan Chinese localization publishers; also includes a universal Kirikiri XP3 decryption filter and Ren'Py/Unreal Engine unpackers.
- VisualNoveltools - Actively-maintained personal grab-bag of unpacking/repacking, image, and script-extraction tools organized one folder per game/engine, with completeness varying by title.
- Engines: BGI, AI5WIN/AI6WIN, Kirikiri, Lucifen, NeXAS, PJADV, Liar-soft/raiL-soft, RealLive, rUGP, Silky, Xuse, Yuka, AVG32, GsPack, ACTGS, ADVWIN32, AZ System, Studio e.go! (ego), NitroPlus, Leaf, and dozens of other individually-named titles.
- Tools - Large personal collection of extraction, unpacking, and text-cleaning tools spanning dozens of visual novel engines plus other unrelated engines/games. See also Tools_Boost, an accelerated native module for performance-critical parts of the pure-Python project.
- VN Engines: ADVPlayerHD, ArkEngine, ArtemisEngine, BGI, BSXScript, Black Cyc, BlackRainbow, CIRCUS (Mes), CatSystem2, DATE A LIVE engine, DXLib, Escude, Eushully, ExHIBIT, FSNr, HunX, IDEA FACTORY, Interheart, LiLiM, Liar-soft, Littlewitch, Malie, Mirai, NeXAS/NeXAS_Unity, NekoSDK, PJADV, PRM, Propeller, RyuEngine, ShiinaRio, SiglusEngine, Talesshop, UTAGE, Xuse, YuRis, Kirikiri (krkr), Majiro; plus text-cleaning scripts for CMVS, Debonosu Works, FAVORITE, Genshin Impact/Honkai: Star Rail Chinese text, QLIE, Softpal, Will Co., AliceSoft, and minori-engine titles.
- Standalone VN Games: Gensou Manège, Guunmong, HUNDRED LINE -Saishuu Bouei Gakuen-, Kieta Sekai to Tsuki to Shoujo, Sora no Kiseki the 1st, Soushin no Ars Magna, Steam Prison, Taimanin Yukikaze 2, VIRTUAL GIRL @ WORLD'S END, VenusBlood Lagoon, and several Yuzusoft titles (Bra-Ban!, ExE, Noble★Works).
- Other: Telltale Games (Local single-player games), plus Unity- and Unreal Engine-based online games, and misc scripts for 2dfan/vndb metadata scraping and OggS audio stream cleanup.
- MyVisualNovelTransTools (SuQiandYing) - Python text extraction and repacking tools for individual visual novel engines, mostly with GUIs, exporting two-line translatable text and rebuilding scripts and archives.
- Engines: BGI/Ethornell, Yu-Ris (YPF archives, yst*.ybn scripts), Kirikiri/M2 (PSB .scn), WillPlus/AdvHD (.ws2), ExHIBIT (.rld), LiLiM (scr.aos), Astronauts (GXP archives), DAC (DPK archives), Interheart (FPK), FVP (hcb), Softpal, plus smaller tools for ACGGS, CatSystem2, Circus, EAGLS, EntisGLS, Liar-soft, Escude and QLiE.
- SwfMovie-Export-Import-Tool - Export/import tool for
.SwfMovieand.uexpfont files across multiple Unreal Engine games. - Games: Dead Island 2, Borderlands 3, Outlast 2.
- ZorkFileSystemTools -
ZfsToolutility for listing, extracting, and creating ZFS archives (multiple compression modes and format versions) used across a run of late-90s Activision-published titles spanning several unrelated franchises. - Games: Zork: Nemesis, Zork: The Grand Inquisitor, Interstate '76, Interstate '82, Battlezone (1998), Battlezone Enhanced, Civilization: Call to Power, Call to Power II, Heavy Gear 2, Star Trek: Armada.
- PS2-Visual-Novel-Tool - Extracts and converts image/archive formats across many unrelated PlayStation 2 visual novel games to common formats (PNG, TGA), including TIM2 and GIM image conversion.
- Games: 280+ titles across dozens of Japanese VN publishers, including the Da Capo series, Kimi ga Nozomu Eien, Higurashi no Naku Koro ni Matsuri, Sakura Taisen/Sakura Wars, To Heart 1 & 2, Fate/stay night: Realta Nua, Code Geass: Lost Colors, the Memories Off and Galaxy Angel series, Princess Maker 2 & 5, Shakugan no Shana, and many more.
- PS2Tools - Collection of standalone extractors/decrypters for individual PlayStation 2 visual novel publishers' archive and movie formats.
- Tools: Circus PS2 Extractor (D.C. series, Suika A.S+, Saishuu Shiken Kujira, Mai-HiME, True Tears), Cybelle PS2 Tool (Interlude, Sentimental Prelude), Fushigi no Umi no Nadia PS2 Extractor (Nadia, Seikai no Senki), HuneX Tool, Sakura 1/5 PS2 Movie Decrypters (Sakura Taisen/Sakura Wars), Taiko Decrypter, Tonkin House Tool (Missing Blue, D-A Black/White), Tenshou Gakuen Gekkouroku Extractor.
- KNFE - General-purpose GUI & CLI file extractor/decoder for obscure archive and encoding formats spanning several unrelated games.
- Formats: BinHex 4.0, Fallout 1 DAT archives, Reel Fishing series PAK archives (
.pak,.mb,.bp,.sp,.t0p,.t1p,.u0p,.fsp,.tap,.aqp,.tpk), Uuencode, Vib-Ribbon PAK archives. - See also IronFE, the author's early-stage general-purpose file parsing/extraction backend library being spun out of KNFE for reuse.
- mgpack - Unpacker/repacker for the
*.pacarchive format used in MangaGamer releases. - Games: VS Deardrops -Cross the Future-, Really? Really!, Cartagra, Free Friends, Kara no Shojo 2.
- stcm2-asm - Rust disassembler/assembler for STCM2/STCM2L script files, round-tripping to byte-identical originals.
- Games: Edel Blume, ROOT∞REXX, AMNESIA World, Cendrillon palikA, ColLar × MalicE (Otomate/Idea Factory visual novels, PS2/Vita/Switch).
- VGMToolbox - Extraction, auditing, and building toolbox for VGM-family audio formats (GBS, KSS, MDX, NSF, SID, S98, SPC, VGM, XA, XMA, xSF), spanning many consoles/games. (Archived.)
- performous-tools - Multi-game ripping tools for SingStar, Guitar Hero, and In The Groove file formats.
- Composer - Song/note-chart editor and converter for music games, from the Performous project. Imports/exports SingStar XML, UltraStar TXT, Frets on Fire MIDI, and LRC lyric formats, with built-in pitch analysis.
- RandomStuff - Small standalone decompression and extraction tools by Treeki.
- Formats: Wii U GTX/Gfx2 texture extractor (RGBA8 and DXT5),
LHdecompressor (Mario Sports Mix, Wii), SegaLZS2decompressor (a Sega Tetris game), andHmr"hammer" decompressor (Acorn Archimedes game OddBall). - KwasTools - C library and tools for video game modding. Converts Hedgehog Engine
*-animfiles (uv, cam, vis, morph, pt, mat, lit), packs/unpacks CRIWARE AFS and AWB and converts ACB/ACF/AAX UTF tables to XML, converts Wii NW4R SCN0/SRT0 animations, and unpacks/packs Platinum Games DAT/DTT/EFF and WTB/WTA+WTP files.
Noesis / 3ds Max / Format Script Packs¶
- Noesis Plugins - Community plugin collections extending Noesis support to hundreds more games.
- See 6 major plugin collections including Tales series, Midnight Club 2, Visceral Games titles, and many more formats.
- dragon_noesis - Collection of Noesis plugins for various game formats including Dragon engine.
- GameFileFormatsRE - Collection of Noesis scripts, binary templates, and BMS scripts for reverse-engineered game file formats across 30+ studios.
- Studios/Games: AlphaDream (Mario & Luigi: Bowser's Inside Story, Dream Team, Paper Jam), Nintendo EAD/EPD (Zelda: Breath of the Wild, Xenoblade, Mario Kart), NDCube (Animal Crossing: Pocket Camp), RetroStudios (Donkey Kong Country Returns 3D), IntelligentSystems, Housemarque, Ubisoft (UbiArt, LyN, SnowDrop, Just Dance engines), EA Redwood Shores, Gameloft, PopCap, Rovio, ZenStudios, VicariousVisions, BightGames, ChimeraEntertainment, DisneyMobile, Exient, Funlabs, Hasbro, PlayFirst, PlayMechanix, TinyCo/JamCity, Transmension, VetaSoft, Xeen, and more.
- RTB-3DSMax-Scripts - Comprehensive collection of 3ds Max scripts for importing models from dozens of games and engines.
- Games: Pokémon (Switch/3DS), Zelda (BOTW/TOTK/Wind Waker HD), Mario (Odyssey/Kart 8/3D World), Splatoon (1-3), Hyperdimension Neptunia series, Crash Bandicoot N. Sane Trilogy, Sonic (Unleashed/Riders), Telltale Games (Walking Dead/Batman), and many more.
- Highlights: Support for ISM2, IGZ, MDL, D3DMesh, and Nintendo BFRES/BCH formats across PS1, PS3, Wii, Wii U, and Switch.
- EdnessP/scripts - Collection of scripts for various game file formats.
- Games: Bully series, Burnout series (1, 2, 3, Legends, CRASH!), Call of Duty: Finest Hour, Jak & Daxter series (1, II, 3, X), Midnight Club series (2, 3), Saints Row series (2, Undercover), The Sims series (Bustin' Out, Urbz, 2, Pets, Castaway), The Simpsons Game, Tomb Raider (Wii), Need for Speed: Shift (PSP), Activision/Atari Anthology, Adventure Time, Bomberman Act:Zero, Big Rigs, Castle Strike, Driver: San Francisco, Epic Mickey, Exit, Freaky Flyers, Ready 2 Rumble Boxing, SpongeBob's Surf & Skate Roadtrip, Strike Suit Zero/Infinity, Yakuza 1 & 2 (PS2), and more.
- bartlomiejduda/Tools - Collection of tools to manage and modify files from many various games. Includes archive tools, binary templates, and format-specific utilities.
- Games: 150+ titles including Harry Potter series, Bully, Crash Bandicoot series, Tony Hawk's Underground, Sonic 2006/Unleashed, Resident Evil 7, Silent Hill series, Just Cause, Splinter Cell, SimCity 3000, LEGO games, The Sims series, Super Mario Sunshine, Star Wars Jedi Academy, Tekken 5, Transformers, Beyond Good & Evil, and many more.
- Murugo/Misc-Game-Research - Research artifacts and tools for various games.
- Games: Vib-Ribbon (PS1), Gitaroo Man (PS2), Silent Hill 2 & 3 (PS2), Kingdom Hearts series (PS2), Rule of Rose (PS2), Musashi: Samurai Legend (PS2).
- vgm-disasm - Disassembly collection of classic video game music drivers. Disassembles VGM (Video Game Music) files for educational and preservation purposes.
- MidiConverters - Large collection of game-specific music sequence format to MIDI converters.
- Games: Final Fantasy VII (PSX AKAO), Core Design Mega Drive games (Asterix and the Great Rescue and others, cdmd2mid), Cotton, Sega System 32 arcade (Sys32MidiDec), Taito Zoom arcade (TaitoZoom), OutRun (toutrun2mid), Konami Mega Drive games (konamimd2mid), Neo Geo Pocket (ngp2mid), and 30+ other proprietary/tracker sequence formats.
- ExtractorsDecoders - Collection of small C tools for extracting, decompressing, and decrypting archives and executables of older games, mostly written to recover their music; includes a configurable LZSS compressor/decompressor (dictionary init, control bit order, reference word format, optional header).
- Games/developers: Compile (MLK music and WLK sound archives; Comet Summoner), Wolf Team (LZSS archives), KENJI-engine PC-98 adventures (Birdy Soft, Discovery, Orange House), Genocide Square (FM Towns .ARD/.CAR), Rekiai (.MF song archives), Dragoon Armor For Adult, Ides (ADV98 executables), PANDA HOUSE (PC-98 COM/EXE decryption), Danbi System, Mirinae Software (.MUE), Soft Action (Fox Ranger series).
- Also: Sierra resource archives (The Adventures of Willy Beamish, The Incredible Machine), Princess Maker 2 DOS .LBX, Diamond Rush (J2ME .f archives), Sharp X68000 S.P.S. archives (Ajax, Daimakaimura, Final Fight, Street Fighter II CE/Super SF2), and certain .DIM disk images.
- gameformats - Tools and reverse-engineered specifications for game file formats including Midtown Madness 3 DICE textures, Stunts resource editor and data unpacker.
- reconv - Extractor/repacker library for localization-focused modding, despite a minimal README covering only a fraction of its actual scope.
- Games: The Evil Within 2, Drakengard 2, Catherine, Assassin's Creed II, Shadow of the Tomb Raider, NieR:Automata, Final Fantasy XV, God of War: Ghost of Sparta, Zero/Project Zero 2, and the PJADV visual novel engine.
- Formats: MSBT text, Nintendo LZ compression, and various per-game archive/text formats.
- MiscTools - Grab-bag of small, mostly one-off extractors/converters for individual games that don't warrant their own repository.
- Games: Arcana Heart (PS2), New York Nights (iPhone), Bastion, Blocks That Matter, The Famous Five, MySims (DS), Castlevania: Harmony of Despair, Metal Gear Solid: The Twin Snakes, Kung Fu Do Fighting, Cosmic Bug, Dengeki Bunko: Fighting Climax Ignition, Final Fantasy: Brave Exvius, Final Fantasy VI & V (iOS), Patapon 1 & 2, Persona 4 Arena Ultimax, Arcana Heart 3, Lethal League, Metal Assault, Nuga-Cel, Persona 4 Golden, Super Robot Taisen OG Saga, Folklore, Out There Somewhere, Toy Soldiers.
ROM/Save Extraction, Detection & Modding¶
- game-extraction-toolbox - Python CLI tools for extracting ROMs from game rereleases and investigating game files.
- FileDetectionRuleSets - Rule sets for file format detection across various tools and platforms.
- Supports extracting ROMs from collections like Capcom Arcade Stadium, Street Fighter 30th Anniversary Collection, Mega Man Legacy Collections, SNK 40th Anniversary Collection, and many more.
- save-decrypters - Collection of custom save-game decrypters and checksum fixers for PS3, PSP, and PS4.
- Games: GTA5, The Last of Us, Uncharted series, Metal Gear Solid series, Resident Evil series, Final Fantasy XIII series, and many more.
- EdiZon - Nintendo Switch (Horizon) homebrew for dumping, injecting and editing game save files on-console, with Lua and Python save-editor scripts (also includes an Atmosphère cheat/RAM editor).
- Per-game editor configs and scripts live in EdiZon_CheatsConfigsAndScripts, which also holds a
save_util.pyscript for analyzing save files (zlib compress/decompress, CRC32). - CrateModLoader - Mod loader with game-specific format detection, extraction, modification, and rebuilding across multiple games.
- ModAPI - Desktop mod management tool for managed-code (Mono) Unity survival games, handling per-game mod loading, dependency resolution, and injection.
- Games: The Forest, Subnautica, RAFT, Escape The Pacific, Green Hell.
- TSERipper - Asset ripping tool for Torus Games handheld titles. Converts sprites, maps, and assets from GBA, Nintendo DS, Leapster, and N-Gage games into usable formats.
- awesome-n64-development - Curated list of Nintendo 64 development and reverse-engineering resources including decompilation projects (SM64, Zelda OOT, Paper Mario), ROM analysis tools (N64LoaderWV for Ghidra), disassemblers, and asset extraction utilities.
- Zygisk-Il2CppDumper - Dumps IL2Cpp metadata from Unity games running on Android via Zygisk, enabling reverse-engineering of obfuscated game code and data.
- AmazeDSExtractor - Archive extractor for 20+ Nintendo DS games by Amaze Entertainment.
- Games: Spyro: Shadow Legacy, Ice Age 2, The Legend of Spyro series, and others
- RomPatcher.js - JavaScript ROM patcher supporting IPS, BPS, UPS, APS, PPF, and other binary patch formats across many console ROM formats (used for Mario, Pokemon, Smash, and countless other ROM hacks).
- N64-Tools - Collection of N64 romhacking tools spanning multiple unrelated games.
- Games: GoldenEye 007 (asset decompressor, ObjToAn8 model/animation converter), Eternal Darkness (decompressor), Conker's Bad Fur Day (font ripper), Super Smash Bros (file injector), plus general N64 utilities.
- Tools:
GEDecompressor(Blitz/Bolt/BOFS format decoders),objtoan8,N64MidiTool,N64SoundbankTool,N64SoundListTool, MIPS disassembler, and Analog Controls Mod xdelta patches for various games. - normmatt's GBA translation projects - Cluster of GBA ROM-hacking/translation projects by the same author, each documenting the target ROM's LZ77-compressed graphics, script/text tables, and custom tooling rather than just patching text.
- Games: Bomberman Jetters, Densetsu no Stafy, F-Zero Climax, Gachasute! Dino Device 2 - Dragon, Guru Logic Champ, Medarot Navi.
- Tools: armips assembler, Atlas text inserter, plus custom per-game tooling (F-Zero Climax's ProfileTranslatorTool/StoryTranslatorTool, Guru Logic Champ's font_insert, Medarot Navi's MedabotsMapEditor/ScriptEditor).
- Archipelago - Multi-game item randomizer and server, generating patched ROMs/mods and syncing item checks across game worlds.
- Games: A Hat in Time, A Link to the Past, A Short Hike, Aquaria, Blasphemous, Bomb Rush Cyberfunk, Bumper Stickers, Castlevania - Circle of the Moon, Castlevania 64, Celeste 64, Celeste (Open World), ChecksFinder, Choo-Choo Charles, Civilization VI, Dark Souls III, DLCQuest, DOOM 1993, DOOM II, EarthBound, Factorio, Faxanadu, Final Fantasy, Final Fantasy Mystic Quest, Gauntlet Legends, Heretic, Hollow Knight, Hylics 2, Inscryption, Jak and Daxter, Kingdom Hearts, Kingdom Hearts 2, Kirby's Dream Land 3, Landstalker - The Treasures of King Nole, Lingo, Lufia II Ancient Cave, Mario & Luigi Superstar Saga, Mega Man 2, Mega Man 3, MegaMan Battle Network 3, Meritous, Muse Dash, Noita, Ocarina of Time, Old School Runescape, Overcooked! 2, Paint, Pokemon Emerald, Pokemon Red and Blue, Raft, Risk of Rain 2, Satisfactory, Saving Princess, Secret of Evermore, Shivers, SMZ3, Sonic Adventure 2 Battle, Starcraft 2, Subnautica, Super Mario 64, Super Mario Land 2, Super Mario World, Super Metroid, Terraria, The Legend of Zelda, The Messenger, The Wind Waker, The Witness, Timespinner, TUNIC, Undertale, VVVVVV, Wargroove, Yacht Dice, Yoshi's Island, Yu-Gi-Oh! 2006, Zillion.
- apollo-ps3 - Apollo Save Tool for PS3, decrypting and editing save data for a wide range of games. See also the author's save-decrypters collection above.
- ps3iso-utils - Command-line utilities for extracting, rebuilding, splitting, and firmware-patching PS3 ISO disc images (
extractps3iso/makeps3iso/splitps3iso/patchps3iso), including FAT32-compatible 4GB splitting. - randovania - A randomizer platform for a multitude of games, generating patched game files with randomized item/location placement.
- apollo-ps4 - Apollo Save Tool for PS4, decrypting and editing save data for a wide range of games. See also apollo-ps5 for PS5 and apollo-saves, the online save-game database backing the Apollo Save Tool family (PS3/PS4/PS5).
- XGP-save-extractor - Python script that extracts/backs up savefiles from Xbox Game Pass for PC (UWP/WGS container) games, producing a ZIP per save that can usually be dropped straight into the Steam/Epic version's save directory.
- Games: 40+ titles including Forza Horizon 5, Starfield, Palworld, Persona 5 Royal/Tactica, Lies of P, Hades, Doom Eternal, Final Fantasy XV, Yakuza 0, Manor Lords, and more.
- XblContainerReader - CLI tool and library (LibXblContainer) to parse and interact with UWP/Xbox Game Pass save game containers (
containers.index), covering many different games that use this container format. - arcadeutils - Python utilities for working with various arcade binaries, including generic binary patching and compression helpers used across several arcade-game modding projects.
- raven-tools - Collection of single-game scripts for Croket (NDS background converter), Digimon Dusk/Dawn (NDS PAK tool), Strike Witches (PSP PAK tool), and a PS2 TM2-to-TGA texture converter.
- mpkedit - Browser-based manager for Nintendo 64 Controller Pak (
.mpk/.note) save files, spanning any game's save data; identifies games via a built-in game-code database, inspects file metadata, and imports DexDrive.n64dumps. - CadEditor - Universal level editor and ROM-hacking toolset for NES and Sega Mega Drive/Genesis games, driven by simple per-game C# config files (its README cites over 2000 configs for more than 200 games).
- Games: Chip & Dale 1-2, Darkwing Duck, Duck Tales 1-2, MegaMan 3-5, Tale Spin, Little Mermaid, Jungle Book, Flintstones, Contra Hard Corps, Earth Worm Jim 1-2, Pitfall, and many more.
- See also JupyterCadEditor, Jupyter Python notebooks that drive the CadEditor assemblies for per-game experiments (decompression, block rendering, level configs).
- TNES2INES - Python script that converts the proprietary TNES NES ROM format (used by the 3DS Virtual Console NES releases) to iNES 1.0, and extracts the PRG and CHR sections from TNES ROMs and the FDS BIOS and
.qddisks from.tdsfiles.
Emulators & TAS Tools¶
- BizHawk - Multi-system emulator built for tool-assisted speedrunning, with full rerecording, RAM search/watch, Lua scripting, and debugging tools across 20+ systems (NES, SNES, Genesis, Game Boy/GBA, N64, PS1, and more).
- ScriptHawk - Collection of BizHawk Lua scripts for RAM watching, memory manipulation, and TAS tooling across dozens of games.
- STAS-file-format - Game-agnostic script file format for tool-assisted speedruns on Nintendo Switch.
- GBAHawk - Game Boy Advance emulator core fork of BizHawk, focused on hardware-accurate behavior verified against real console tests.
- gba-kit - TypeScript Game Boy Advance emulator (ARM7TDMI CPU, PPU/APU/DMA/timers) with a headless Node.js scripting runtime and a built-in debugger that parses ELF symbols and DWARF line tables for source-level ROM debugging, including a VS Code Debug Adapter Protocol extension.
- hypseus-singe - SDL3-based continuation of Daphne/Singe, emulating laserdisc arcade games by reading their original laserdisc video/ROM data. Companion hypseus_singe_data package provides the LUA game-definition scripts for dozens of supported titles (Dragon's Lair, Space Ace, Cliff Hanger, M.A.C.H. 3, and more).
- dice-libretro - Libretro/RetroArch port of DICE (Discrete Integrated Circuit Emulator), emulating early arcade systems built from discrete logic components with no CPU.
- ld-decode - Software-defined LaserDisc RF decoder, used to digitize and preserve laserdisc arcade games for emulators such as hypseus-singe/DICE.
- EggmansLaserForge - Authoring tool for building playable laserdisc games for Hypseus Singe, without hand-editing LUA scripts or frame numbers.
- actionmax-pi - Singe implementation of the ActionMax VHS-based arcade system for 32-bit Raspberry Pi and other SBCs.
- Hypdroid - Standalone Android port of Hypseus Singe with a native gamepad-first game launcher.
Franchise & Studio Toolkits¶
- Smithbox - Comprehensive modding toolkit for modern FromSoftware games.
- Games: Elden Ring, Elden Ring: Nightreign, Armored Core VI, Sekiro, Dark Souls 1-3, Bloodborne, Demon's Souls.
- Features: Map editor, model editor (FLVER), param editor, text editor, graphics param editor (GPARAM), material editor (MTD/MATBIN), texture viewer, file browser.
- Lunacy - Level editor and asset extractor for Ratchet & Clank and Resistance (Insomniac Games PS3), parsing main.dat and assetlookup.dat game files.
- Paramdex - Parameter file format specifications for FromSoftware games (DS1-3, Bloodborne, Sekiro, Demon's Souls, Elden Ring, Armored Core VI). Actively maintained successor to garyttierney/Paramdex.
- DSLuaDecompiler - Decompiler for Lua/HavokScript bytecode in Dark Souls, DS3, Bloodborne, and Sekiro. Actively maintained successor to garyttierney/DSLuaDecompiler.
- Nuxe - Game data unpacker for FromSoftware titles (Dark Souls, Elden Ring, Sekiro).
- BinderKeys - Encryption keys and path dictionaries for unpacking FromSoftware BinderLight container files across multiple games.
- fsvfs - Cross-platform userspace filesystem for mounting FromSoftware game archives (Dark Souls, Elden Ring, Armored Core).
- WitchyBND - Unpacker/repacker for FromSoftware game formats.
- Games: Dark Souls 1-3, Bloodborne, Sekiro, Elden Ring, Armored Core VI
- Formats: BND3, BND4, FFXBND, DCX, BXF3, BXF4, FMG, GPARAM, LUAGNL, LUAINFO, TPF, FXR1, FXR3, MATBIN
- Supercell-Flat-Converter - Converts Supercell game assets between optimized Flatbuffer format and standard glTF. Supports Brawl Stars, Clash of Clans, Clash Royale, Clash Mini, and Squad Busters.
- SC2FLA-FOSS-Edition - Converts Supercell .sc asset format (2D sprites/animations) to Adobe Animate .fla files. Supports Brawl Stars, Clash of Clans, Clash Royale, Squad Busters with SCTX texture support and spritesheet generation.
- SCTX Converter - Converts Supercell Texture (.sctx) files to PNG with metadata extraction in JSON format. Supports texture streaming and mip-mapping data.
- FC.LPKG.Tool - Extracts LPKG archive format from FURYU Corporation games including Cardfight Vanguard, MONARK, and Mushoku Tensei.
- Test-Drive-5-Mod-Tools - Modding tools for Test Drive series. Supports level and object imports for Test Drive 4, 5, 6, and Off-Road 3.
- mhpf-tools - Pack/unpack tool for the Melbourne House Pack File format (.PCK) used in Test Drive Unlimited (PSP/PS2) resource archives.
- savegame-editors - Compilation of browser-based (HTML5) console savegame editors.
- Games: The Legend of Zelda (Tears of the Kingdom, Breath of the Wild), Super Smash Bros. Ultimate, Hyrule Warriors (Wii U, Age of Calamity), Kid Icarus: Uprising, Final Fantasy Explorers, Mario Kart 7, Kirby (Super Kirby Clash, Team Kirby Clash Deluxe, Kirby's Blowout Blast), Picross 3D Round 2, Sushi Striker, Pokémon Picross, Pokémon Shuffle, Rhythm Paradise Megamix, StreetPass Mii Plaza.
- fish-tools - Unpacking script for the Melbourne House "FISH" Tone Library file format used in Test Drive Unlimited (PSP).
- FormatX - Ever-evolving collection of tools for extracting various game file formats.
- Games: Control, Mafia III, The Binding of Isaac: Rebirth, Tomb Raider, Toy Soldiers.
- mapfile_parser - Library for parsing linker map files, used across multiple N64 decompilation projects to assist with matching original compiled code during reverse engineering.
- BOLTextract - Extractor for Mass Media Games' BOLT archive format, unpacking embedded files from ROMs/binaries across the studio's many console ports.
- Games: Mystic Midway: Rest in Pieces, Voyeur, 3-D TableSports, The Game of Life, Bassmasters 2000, Namco Museum, Ms. Pac-Man: Maze Madness, Power Rangers: Lightspeed Rescue, Starcraft 64, Pac-Man Collection, Shrek Super Party, Blackthorne, Rock n' Roll Racing, The Lost Vikings.
- EditorCore - Archived, proof-of-concept extensible 3D level editor for Nintendo Switch games with a plugin architecture.
- Games: Super Mario Odyssey, Mario Kart 8 Deluxe, Captain Toad: Treasure Tracker.
- Features: 3D level editing with search, drag, raycast, and undo; path rendering; per-game plugin extensions (see OdysseyEditor and EditorCore-Examples).
- libultraship - Shared reimplementation of libultra (the Nintendo 64 SDK) and the O2R asset packaging system powering the Ship of Harkinian family of N64 decompilation PC ports.
- Games: The Legend of Zelda: Ocarina of Time (Shipwright), The Legend of Zelda: Majora's Mask (2ship2harkinian), Star Fox 64 (Starship), Mario Kart 64 (SpaghettiKart).
- SWERY-Localization-Tool - Ukrainian-localization editor for five Hidetaka Suehiro (SWERY)/White Owls games, handling each game's archive/text formats.
- Games: Deadly Premonition, Deadly Premonition 2, The Good Life, Hotel Barcelona, THE MISSING.
- DKDave/Scripts - Collection of 250+ QuickBMS, Python, and Noesis scripts for extracting archives, textures, and audio from games across PC, PS1-PS4, PSP, Xbox/Xbox 360, GameCube, Wii, Switch, Nintendo DS, Dreamcast, Saturn, and mobile platforms; corrected/updated versions of scripts previously shared on Xentax and Zenhax.
- Games: Metal Gear Solid series, Silent Hill 3 & Origins, Devil May Cry 4, Resident Evil 0 & 2, Jak & Daxter, Kingdom Hearts (Birth by Sleep, Remix), Prince of Persia: Sands of Time, Mass Effect 1 & 2, Control, Alan Wake 2, Ghost of Tsushima, Star Wars: The Force Unleashed, F-Zero GX, Dishonored 2, Splatoon 3, Tony Hawk's Pro Skater, and many more.
- Project EGG Tools - GUI toolkit for preserving Project EGG (a Japanese retro PC game distribution service covering PC-8801, PC-9801, MSX, MSX2, X1, FM-7, Mega Drive, PC Engine, and more) downloads.
- Features: Fetches raw .bin container files from the service, extracts them via a bundled QuickBMS script, packages/repackages archives, romanizes filenames, and generates No-Intro-compatible DAT files.
- Smithbox-For-Linux - Linux port of Smithbox (the FromSoftware modding toolkit above), with Linux-specific packaging (deb/rpm/pacman/AppImage/Flatpak), automated Oodle setup via linoodle, Linux Steam library detection, and Vulkan/OpenGL rendering; Windows-only features like live param reload and NavGen are unavailable.
- ResourceDragon - Extensible viewer and extractor for proprietary archive formats, built with ImGui/SDL3/OpenGL.
- Formats: HSP, NitroPlus MPK, PFS, Sonic Adventure PAK, Touhou 6 DAT, XP3, ZIP.
- Features: Previews images, GIFs, audio, and archives; parses ELF and PE files; Squirrel scripting support for custom formats; native plugin loading (.dll/.so).
- Di-Gi-Charat-Fantasy-Tool - Text extraction/editing/reinsertion tool for Di Gi Charat Fantasy. The same author (gopicolo) has released matching text tools for several other unrelated Japanese visual novels/galgames: Shoujo Kakumei Utena (Sega Saturn), Eiyuu Shigan - Gal Act Heroism (Sega Saturn), Nanatsuiro★Drops, and Papa no Iu Koto o Kikinasai! (PSP).
- FrogLord - Modding suite supporting level creation, 3D model import, unused-content viewing, and general file editing.
- Games: Frogger: He's Back, Frogger: The Great Quest, Frogger Beyond, Frogger Rescue, Frogger Ancient Shadow, Beast Wars: Transformers, C-12: Final Resistance, MediEvil, MediEvil II, Moon Warrior.
- Test-Drive-Off-Road-3-Model-Extractor - Extracts and converts models from Test Drive: Off-Road 3.
- StringReloads - Universal tool for injecting translated strings into any game via low-level assembly patching, without needing to reverse the game's own package/encryption format. Supports non-ASCII characters, auto word-wrap, and font/glyph-spacing adjustments. See also LSTXLSTool for batch-exporting/importing its LST translation files to/from a single XLSX spreadsheet.
- OpenRALegacyLoaders - OpenRA engine SDK providing package/sprite/sound/video asset loaders for several abandoned 1990s RTS games' original data files.
- Games: Blood & Magic, Dominion: Storm Over Gift 3, Earth 2140, Jurassic War, KKnD, 7th Legion, State of War, War Wind, Z.
- retroGDX - libGDX-based Java library of file format readers for reviving classic 1990s RTS games from their original data files.
- Games: Blood & Magic, Dominion: Storm Over Gift 3, Dune II, Earth 2140, Eradicator, Future Cop, Mayday: Conflict Earth, State of War, State of War: Warmonger, Swarm Assault, Warcraft, Warcraft II, War Wind, War Wind II.
- OpenE2140 - Playable remake of the RTS Earth 2140 built on the OpenRA engine (via the OpenRA Mod SDK), reading the original game's data files.
- KingdomSaveEditor - General-purpose console save editor (archived).
- Games: Kingdom Hearts I, Re:Chain of Memories, II, Birth by Sleep, Dream Drop Distance, 0.2, and III (PS2/PS3/PS4/PSP/3DS/PC), Final Fantasy VII Remake (PS4/PC), Persona 5 and Persona 5 Royal (PS3/PS4).
- password_codecs - Collection of encoders/decoders for NES/DOS/Amiga password-based save systems, reverse-engineered as part of the Cracking Videogame Passwords video series; covers Mega Man 2-4, Gremlins 2, Bubble Bobble, Castlevania II/III, Bomberman, Solar Jetman, River City Ransom, The Guardian Legend, Punch-Out!!, Swords & Serpents, Wizards & Warriors II, G.I. Joe: The Atlantis Factor, Metroid, Kid Icarus, and Dyna Blaster.
⚙️ 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.luainto 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_DATAand 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.luaandWeaponPartsCombinationSettings.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.winexplorer. - 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
.yydebugfiles 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
.exefiles. - 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
.asmscripts from DELTARUNE Chapter 1'sdata.win. - gmspack - C reimplementation for extracting the
data.winfile produced by GameMaker Studio, ported from UndertaleTools. - gmsSE - Java tool that rips soundtrack audio from a GameMaker Studio
data.winby locating the AUDO chunk and copying out its embedded.wavfiles; documents the chunk layout (container size, file count, offsets). - LateralGM - Free Game Maker source file editor.
- Gmk-Splitter - Converts Game Maker
.gmk/.gm81project files into a directory tree of.xml/.gml/image/sound files suitable for version control, and reassembles the directory back into a.gmk/.gm81file. - 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.winfiles, explores game resources, and builds dependency graphs to discover hidden or unused content. - GmxDataSync - Extracts the matching asset files from a
data.winfile 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_mapobjects.
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/.starpakasset 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
CUberBufferStaticuber 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
.vmtmaterials (extracted from Titanfall 1 / Titanfall: Online VPK dumps) to MRVN-Radiant's.shaderformat, for accurate material previews while mapping. - MRVN-Entities - Generates MRVN-Radiant
.ententity 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
.bspmaps to Titanfall 2.bspfiles (the BSP only, with no audio, textures, materials, or models); needs the map's models in anr1/folder because they are used for the physics. - bspconv - Tool to convert Respawn's BSP map files between different versions.
- Bsp2Mprt - Generates
.mprtprop-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.vtffiles 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
.fxcfiles 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
.mdlmodels with.pvrtextures 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.wadsprays), 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
demoinfogoC++ tool that parses Counter-Strike: Global Offensive.demdemo files (protobuf-based) and dumps every message in them, with the.protodefinitions 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
.mapfiles 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
indexalphaconversion. - 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
cstrikegame 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.
.jmfmaps (versions 121 and 122): replaces textures with scale/shift changes, recolors groups and visgroups, flips or rotates the map, and exports to.mapwithout 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
.sprsprite sheets and their matching.txtcoordinate 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
.vcscompiled 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.sprsprites 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.fgdfor Worldcraft 3.3/Hammer 3.4-3.5beta4,cso-jack.fgdfor 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
keyvalues2and 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.imagefiles back into editable.vcdfiles. - 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
.txtfiles in a table with drag-and-drop WAV import; supports batch editing of channels, soundlevels, volumes, and pitches, and managingwave/rndwavesound 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)¶
- 3D Studio Max SMD Import Plugin - Plugin for 3DS Max 9, 2008, and 2009 to import SMD files from Valve games. Inspired by Cannonfodder's work for 3DS Max 5-7.
- 3D Studio Max SMD Export Plug-in - Plugin for 3DS Max 9, 2008, and 2009 to export Source reference and animation sequence SMD files. Supports Standard and Multi/Sub-Object materials, Editable Mesh and Editable Poly geometry, Skin and Physique modifiers, and helper nodes.
- Dvondrake's SMD exporter for Blender - The first fully-functional Source engine SMD exporter for Blender. Supports reference, physics and animation, and has an accompanying video tutorial.
- Autodesk Softimage Mod Tool 7.5 (Source Developers) - (Formerly the XSI Mod Tool) A completely free version of the Autodesk Softimage modelling package. Plugins for Source, CryEngine 2, Unreal Engine 3, XNA, Unity, and more are available.
- Blender3D SMD Exporter (Half-Life 2) - Provides support for Blender3D to export models to the Half-Life 2 SMD format. Supports rigged meshes as well as animations.
- Goldsrc Model Viewer (V 0.3a Beta2) - Simple model viewer for GoldSrc engine (Half-Life 1) models. Supports MDL format (v0.3a Beta2, archived). Note: MDL v4 support not yet added.
- Half Life 2 MDL (v37) Importer V 0.9 Beta for 3DS
- Jed's Half-Life Model Viewer 1.36 - Modified version of Mete Ciragan's Half-Life Model Viewer 1.25 with support for new Half-Life engine texture features (v1.36).
- Source Model Viewer [Build: 2019-04-23] (Half-Life 2)
- VTF-2-TGA Convertor Utility (Half-Life 2) - Batch converter for VTF files to TGA format.
- Texture Tool v1.2.1 (Half-Life) - Tool for auto-generating texture flag scripts for the external loader feature in Trinity\Abyss. Useful for flagging hundreds of external high-resolution textures for in-game usage.
- BSP Decompiler by 005 (Half-Life) - 005 (created by 005) is a decompiler for most BSP formats. Support may vary between engines. Also supports outputing to many different map editor file formats.
- Bloody Knife + Addon DB Skin Tutorial (Counter-Strike: Source) - Official tutorial addon with full narrated video tutorial (20+ minutes) on how to modify skins for Source-based games.
- Bloodlines Character Search Tool v1.0 (Vampire: The Masquerade – Bloodlines)
- Detail Tool v1.0 (Half-Life) - Tool for auto-generating "detailtextures.txt" for the detail file generator used by the Trinity\Abyss engine.
- Game Server Browser & Admin Tool 1.2.1 (Half-Life 2) - A versatile tool that benefits both gamers and administrators alike.
- GMad Extractor (Garry's Mod) - A noice, custom, GUI that allows extracting Garry's Mod addon files (.GMA)
- Half Life 1 Modding Kit Addon 2 - Map files and prefabs for Half-Life 1 modding. Includes: M60, Barrett 50 cal, Black Mesa Van, military tanks/trucks, vending machines, computers, and more. Not all tested.
- Half-Life Asset Manager V3.0.0 - Modeling tool based on Half-Life Model Viewer 2 with many improvements. Best model viewer for Half-Life 1. Note: Only supports Half-Life 1/GoldSource, not Half-Life 2/Source and Source 2 (v3.0.0).
- Half-Life DLL Decompiler - DLL decompiling tool for pre-Steam CD-retail versions of Half-Life. Source code provided for programmers and developers.
- Half-Life: Insecure - Mapping Tools and Source Code v1.3 - Mapping tools and source code for Half-Life: Insecure mod. Made specifically for the Steam version of Half-Life (v1.3).
- Half-Life Quick Mod Creation tool - Quick tool for creating Half-Life mods from scratch. Generates custom liblist.gam and folder structure.
- Half-Life to Quake 3 .MAP converter - A small utility for mappers to convert .map output from worldcraft 3.3 to quake3 format, and back.
- Half-Life Unified SDK Map Decompiler (Counter-Strike) - Powerful tool by SamVanheer for decompiling Half-Life 1 BSP version 29 and 30 files. Written in C# for better maintainability and source code accessibility. Also supports original Half-Life and Half-Life Alpha 0.52 BSP files. Features two decompilation strategies (tree-based and face-to-brush) and applies Nodraw texture.
- Keybinder Source Tool (Counter-Strike: Source) - Bilingual (English/German) tool for configuring Counter-Strike: Source. Create or customize config files, bind keys for faster buying, and adjust 30+ graphic settings via simple mouse clicks. Features expert mode and backup functionality.
- Jed's Half-Life Model Viewer 1.36 (Counter-Strike) - Model viewer with skin editor and pack viewer functionality for Half-Life models (v1.36).
- Xash studioMDL Goldsrc Large Model Compiler (Counter-Strike) - Large model compiler for Half-Life mods supporting models up to 16MB, 9x blending, $texrendermode command, and textures up to 1024x1023.
- Half-Life Studio Model Decompiler v1.2.1 (Win32, Linux, Mac) - Cross-platform Half-Life Studio Model decompiler (Windows, Linux, macOS). Similar to Kratisto's mdldec with improvements: detects texrendermodes, custom activities, Paranoia 2/PrimeXT features, fixed UV-coords and animations, Crowbar-like .qc output.
- Valve Batch Compile Tool - A map compiling manager bringing a breeze to mappers.
- XSI Valve Source Tools - Source engine plugin for Mod Tool 7.5/6 and 32-bit Softimage. Features SMD import/export for models/animations, VMF import/export for Hammer maps, weightmap import/export, skeleton tools, and sample rigs (Valve Biped).
- Wedge MDL Compiler (QC Generator) 1.0.1 - QC Generator and MDL Compiler for quickly creating QC files for model compilation. Russian language only (v1.0.1, registered version only).
- Windows Vista/7 Phoneme Extractor 1.3 - A Faceposer phoneme extractor that functions on Windows Vista and 7 (and provides better results than under XP) for Source 2007 and 2009.
- XSI Mod Tool 6.01 - A completely free version of the professional Softimage|XSI modelling package. Supports Source, CryEngine 2, Unreal Engine 3, XNA, Unity, and more.
- source-wrench - Application to compile models to the Source Engine 1 MDL format.
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/.hl3state 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
.assetsfiles 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/
.bundlecontents 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.bundlefiles. - TypeTreeDumper - IL2CPP-based Unity TypeTree/serialization layout dumper, generating
.tpkTypeTree 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.datand 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.cswithout 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.datfile; 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.datfiles, for inspecting and modifying embedded string literals. - il2cpp-stringliteral-patcher - Python scripts for extracting string literals from
global-metadata.datinto an editable JSON file and patching the edited strings back into a newglobal-metadata.dat, for translating/modding IL2CPP games without hex-editing fixed-length strings. - unity_metadata_loader - Reads a Unity IL2CPP
global-metadata.datto 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.csfiles 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.jsonand extracts Protocol Buffers CmdIDs. - gi-stringliteral - Statically recovers IL2CPP string literals from the MHY-obfuscated
global-metadata.dat(magicMHY\0) used by Genshin Impact. - Metadata (RazTools) - Decrypts/converts customized IL2CPP
global-metadata.datfiles 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.datfrom 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.dllmethods from Genshin Impact's (YuanShen) encryptedglobal-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.dllagainst newer versions of the game's encryptedglobal-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.soat 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.datdirectly from process memory, bypassing on-disk packing/encryption. - PADumper - Android process memory dumper, commonly used to extract IL2CPP/
global-metadata.datfrom protected Unity games at runtime. - global-metadata-dumper - Dumps
global-metadata.datfrom 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.3dvertex mesh format. - unreal-assets-to-glb - Parses Unreal Engine 5.5 editor-time
.uassetfiles 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.binto JSON, merges registries, and builds a newAssetRegistry.binfrom 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
.utocfiles 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
.usmapmapping 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/.utoccontainer 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/.ucasarchive 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
.sigfiles 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
execfunctions, the full generated C++ SDK, VTables, and global symbols (GObjects,GNames, etc.) from Dumper-7'sCppSDK/IDAMappingsoutput, for static analysis in IDA. - UnrealContainers - Header-only C++ reimplementation of Unreal Engine's
TArray,FString,TSet,TMap,TSparseArray, andFBitArraycontainer 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
.upkand.ufiles (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
.T3Dtext map documents to Quake's.MAPbrush 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/.ucasarchive files for game localization/translation workflows. - KismetEditor - Extracts
EX_StringConststrings from the Kismet bytecode of Unreal Engine.uasset/.umapfiles into a JSON file and writes edited replacements back asEX_UnicodeStringConstinstructions with corrected offsets, for translation workflows. Also extracts and modifiesStrProperty/TextPropertystrings, with riskier fallbacks forLocalizedSource,StringTable, andDataTable; 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.locresfiles (roughly UE 4.13 through 5.7, via UAssetAPI). Provides a grid-editor GUI plus CSV/PO round-trips, finding translatable text inFText/FStringproperties, 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
.T3Dmap 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.RFFfiles. - 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-toolslibraries read and write DMI icon and DMM map files and include a map renderer that produces full-scale PNGs of.dmmmaps (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.datfile 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'sAssets.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
.stkgame 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 (
.FL4archives).
ADVSYS3 Engine¶
Visual novel engine ("ADVSYS3") used in various Japanese visual novels.
- ADVSYS3-ENGINE-TOOLS - Extraction/repacking tools for ADVSYS3 engine archives and scripts.
AILSystem Engine¶
Visual novel engine ("AILSystem") used in various Japanese visual novels.
- AIL_Tools - Extracts and repacks AILSystem engine resource packs (
.DAT/.SNLarchives). - 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
.ainAinScript 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/.jafscripts, 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
.pfsarchives, written in Rust. - PFS-Android - Android app built on pfs-rs for unpacking Artemis engine
.pfsarchives, from in-app file selection or the file explorer. - Artemis_Pack_Tool - Creates Artemis engine
.pfsarchive files. - pfs_upk - Simple unpacker/packer for Artemis engine
.pfsarchives. - artemis_ast - Parser/compiler for Artemis engine
.astscript 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
._bpscripts), 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
._bpfiles 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
.arcarchives (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
.bmimage files. - bsiTool - Python 3 tool that converts Ethornell/BGI
.bsifiles (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 3.0script 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
.kgfiles from the Cyberworks "C,system" engine. - CysTem - Unpacks and packs the
j0(voice),k0(sound effect) andu0(background music) audio files of C,system games, which are OGG Vorbis data with a swappedTink/Songsignature 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
.intarchives. - 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
.PAKfiles 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.datscript files of CROWD and ANIM visual novels, tested only with Zetsuboushi, with notes on the compiled file layout. - rePaCK_TKS - Unpacks and packs
.PCKarchives (file table, name list and raw data) used by CROWD and ANIM visual novels. - EOG_Manager - Creates
.EOGaudio 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
DDP2andDDP3archive formats.
Debonosu Works Engine¶
Visual novel engine used by Debonosu Works.
- DebonosuWorks_Tools - Lists, extracts, repacks, and decompiles Debonosu Works engine
.pakarchives. - Debonosu_Works_Script_tools - Script extraction/repacking tool for the Debonosu Works engine.
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
.DATcutscene 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 (
.arcarchives with@ARCH000header).
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
.arcarchives (a different variant from the Silky Engine/AI6WIN.arc), with Russian and English UI. Writes a.keyfile 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.messcripts. - 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
.csxscript 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:
.noaarchives (including packed system resources),.eriCG/background/UI images (to PNG),.miovoice/BGM/SE audio (to WAV),.meiopening 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
.BINarchives.
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
.ALFarchives using theSYS4INI.BIN/SYS5INI.BINor.AAIheader 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
.hcbscript/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
.binarchives, mainly used for the engine's audio archives. - fvp-unpacker - Unpacks FVP
.binarchives, 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_archiverBIN archive packer/unpacker,nvsg_converterNVSG image to/from PNG converter, andhcb_compilerscript (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.
- GsPack4_Scw4_Script_tools - Tools for GsPack4 archives and Scw4 script files.
GXC Engine¶
Visual novel engine ("GXC") used in various Japanese visual novels.
- GXC_engine_tools - Decrypts, inspects, edits, and rebuilds GXC engine
.scescript 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
.igaarchives.
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/.tjsplaintext scripts), KirikiriUnencryptedArchive (version.dllinjection 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
.psbfiles (MDF/LZ4 normalization, optional PSB key decryption and key brute-forcing), extracts PSB resources and dumps Emote schemas viapsb_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
KBAD100binary 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
.clipfiles, wrapping clipparse, a C++17/Python library whose reverse-engineered.clipformat (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
.amvalpha-channel video onto a layer; a reimplementation of the closed-source original AlphaMovie.dll, with the.amvcontainer 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
.xp3archive 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
.xflarchives and converts.gscscenario files to/from plain text. - gscScriptCompAndDecompiler - Decompiles, compiles, and rebuilds codeX RScript
.gscscripts (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
.xflarchive 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
.aosarchives 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
.GALimages.
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.PAKarchive, 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.PAKand 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
.mjoscript files, with.arcarchive and.rct/.rc8image 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/.rc8images 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
.datarchive files. - Malie-exe-patcher_python-code - Universal patcher for Malie engine executables that safely injects
EXEC.binby 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.dattext 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/.binstring 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
.mblresource archives, including script files (with per-game key lookup via GARbro) and.prsimage 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
.pakarchives (NEKOPACK4Asignature). - NekoPackExtract - Extractor for NekoPack engine (Chartreux Inc.)
.datarchives (NEKOPACKsignature) and.mngimages, 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
.spmimage/animation files. - map_format_explorer - GUI analyzer for NeXAS engine
.mapbinary 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/datu8files, based on Niflheim's NeXAS module.
NVList¶
Free Java-based visual novel engine.
- nvltool - Command-line tool and Python library (
NVLArchiveclass) for listing, extracting, creating, appending to, and deleting files from NVList's obfuscated.nvlarchive 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.datscript 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 andonssaver.py, which repairssave*.datfiles 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.binandscenario.datfiles. - 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/.rlsources toSEEN.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/.rpymcbytecode,.rpaarchives,.savesave 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 (
RenPyArchiveclass) 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
rpaextcommand-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.rbpackresource 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
.rxdatafiles to JSON and extracts the scripts fromScripts.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, andMapInfos.jsoninto 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
.rpgsavesave 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
.rxdatafiles 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
.txtand 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
.rvdata2files and JSON, dumping game data and scripts to human-readable JSON/Ruby files and updating.rvdata2files 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
.slfiles to.txtand 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
.riofile 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.pckarchives to editable.ssSceneScript 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/.incSceneScript 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.datfiles for translation. - SiglusTranslate - All-in-one automated tool for SiglusEngine text extraction, machine translation, and repacking.
- omvdecoder - Decoder for SiglusEngine's
.omvvideo 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
.arcarchives, with Russian and English UI. - AI6WINScriptTool - Disassembler and assembler for AI6WIN engine
.messcript files. See also AI5WINScriptTool for the earlier AI5WIN engine, and mesScriptAsseAndDisassembler for the original (pre-AI5WIN/AI6WIN) Silky Engine.messcripts. - MAPTool - Python 3 tool that converts Silky Engine
.MAPstring-patch files to text and back, with Russian and English UI. Its README notes these files are often found indata.arcwhen the.messcripts 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
.dtsarchives, reconstructs.srpgsproject 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
VisualCodescript files used by the Tactics ADV/Script engine. - atxImageTool - Converts
.atxtextures 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
.tacarchive 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
.SRPscript and.VARvariable files used by Tmr-Hiro ADV System games (mostly Marigold-produced titles). - PACkager - Extracts and creates
.PACarchives (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.mg2files. - 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.dat010 Editor bookmark CSV and a sampleMICo_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 (
.WBParchives,ARCFORM4header).
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
.arcarchives 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
.ws2script files. - AdvHD2.1_WS2_Toolkit - Export/import tool for AdvHD 2.1's
.ws2script 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:
.arcarchive unpack/repack, WIPF image extraction, and deobfuscation of.WSCRIO 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:
.arcunpacker and packer, plus a.WSCscript disassembler/assembler (the same.arc/.WSCformats 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
.wolfdata 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/.mpsfiles to JSON. - See also wolftrans_py, a Python port of Wolf Trans that unpacks internal Wolf RPG game files into filetranslate-format
.csvtranslation scripts and repacks them; the.wolfarchives 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
.ypfarchive files. - YPF-Manager - GUI tool to pack, unpack, and manage YU-RIS
.ypfarchives. See also lxl66566's fork with prebuilt executables. - RxYuris - Toolset for YU-RIS engine
.ypfarchives and.ybnscript files. - Yuris_YDG_Tool - Batch converter between PNG and YU-RIS
.ydgfont bitmap files. - extYuRis - Extraction tool for YU-RIS
.ybnscript 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_Parsefor 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
.ymvvideo 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
.yarndialogue 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
.ccngame 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
GDECmagic), with an accompanying write-up on reverse-engineering the AES key derivation via GDB (breaking onmbedtls_aes_setkey_decand_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
.pckpackage files, with support for encrypted packs. - godotdec - Unpacker for Godot Engine
.pckpackage 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
.ctexcompressed image textures to image files. - godot-stex-to-png - Python script that converts Godot
.stextextures to PNG (archived; its README says godot-unpacker now includes this functionality). - Unidot Importer - Godot 4 addon that converts Unity
.unitypackagefiles and asset folders into Godot-native formats (.unity/.prefabto.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¶
- openspace-ps2-extractor - Extractor for OpenSpace PS2 archive files.
- BinarySerializer.OpenSpace - BinarySerializer extension library for serializing OpenSpace game formats.
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
.p8cartridge Lua code and spritesheet graphics (pico2lua,pico2png,png2pico). - lexaloffle - Official Lexaloffle-released C routines for the two proprietary compression methods (legacy
:c:, newerpxa) used to pack the Lua code region of PICO-8 P8PNG cartridges. - pico8-customcart - C tool that combines a PICO-8
.p8.pngcartridge 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.
🔧 Middleware & SDKs¶
Game development middleware, libraries, and SDK-provided formats used across multiple titles and platforms.
Graphics, Animation & Asset Technology¶
Fast3d/F3dex (N64)¶
SGI's microcode format for defining 3D graphics on the Nintendo 64. Used in Super Mario 64, Paper Mario 64, Banjo-Kazooie, and many other N64 titles.
- n64-fast3d-engine - N64 Fast3D engine implementation.
- noclip.website (Banjo) - F3DEX implementation for Banjo-Kazooie viewer.
- MeltyTool (F3dzex2) - F3DZEX2 format support.
- F3DEX2Decoder - Decoder for F3DEX2 display lists.
- F3D2F3DEX - Converter between F3D variants.
- Hack64 Fast3D Commands - Documentation for Fast3D display list commands.
- CloudModding F3DZEX2 - Documentation for F3DZEX2 format.
- fast64 - Blender plugin for exporting F3D display lists for N64 decompilation projects (Super Mario 64, Ocarina of Time).
- pigment64 - Rust library for converting N64 image data (Intensity, IA, CI, RGBA formats) between native and PNG formats, used by N64 decompilation projects.
- F3DEX3 - Modern, heavily rewritten F3D-family microcode for N64 romhacks; rewrites vertex/lighting code from scratch for higher performance, adds new visual features (simultaneous vertex colors + normals, ambient occlusion), and improves accuracy over F3DEX2.
- RT64 - N64 graphics renderer implementing the RDP/F3D microcode family with enhancements (widescreen, higher resolutions, ray tracing) for emulators and native ports.
- n64rawgfx - Exports and imports uncompressed ("raw") N64 graphics (RGBA, CI, IA, I formats) to/from BMP files, e.g. for Super Mario 64 texture editing.
Granite SDK¶
Texture streaming middleware (.gts/.gtp files) used across multiple titles.
- GraniteTextureReader - Texture reader/extractor for Granite SDK files (.gts/.gtp).
Havok¶
Physics and animation middleware used in hundreds of games across all platforms.
- Havok IO (Blender) - Havok tool for Blender (replaces legacy HavokMax 3ds Max plugin). Blender add-on that imports
.hkx,.hkt,.hka,.igz, and.pakfiles from Havok XML and binary archives. - Capabilities: builds armatures and keyframed actions from animation data, constructs static meshes from geometry blocks, and unwraps PAK/IGZ containers.
- HavokNoesis - Noesis plugin for Havok format.
- MapEditor - Realtime map editor mod for Venice Unleashed (Battlefield 3).
- HavokPreviewToolsBatch2018 - Batch conversion script for Havok Preview Tool 2018 that can automatically convert Havok HKX/HKT files' format.
- hkxlib - JAXB parser for editing TAGXML formatted Havok files.
- hkxEdit - Visual editor for Havok 2010.2 files based on hkxlib, written in Java.
- TagTools - Tools for editing Havok 2015/2016 binary tag files. Includes TagTools converter and CollisionConverter for converting rigid bodies to static compound shapes with type and flag tags.
- HKCLTool - Editing tool for Havok
.hkclcloth files built on the HKX2 library. Merges, lists, removes cloth entries and converts platforms. - FF16-Model-Importer - Tool to export and import Final Fantasy XVI .mdl file binaries as .gltf or .dae.
- FF16-010-Templates - 010 Editor templates for Final Fantasy XVI file formats, covering MTL (material) and TEC (shader table) files.
- SSE-Fallout-4-Animation-Converter - Tool to convert animations to PS4 format for Skyrim Special Edition and Fallout 4.
- hkxcmd (aerisarn fork) - Tool for working with HKX (Havok animation format) used in Elder Scrolls and Fallout series.
- hkxcmd - Command-line tool for parsing, converting, and modifying Havok HKX animation format files.
- Blender HKX - Blender addon for importing and exporting Havok HKX animation format.
- HavokLib - C++ library for reading, converting, and upgrading/downgrading Havok physics packfiles across versions (5.0.0-2017).
- havok2fbx - Converts Havok files to Autodesk FBX.
- mayhem - Pure Rust reader for Havok tagfile binary formats, currently focused on the Havok animation/physics data embedded in Final Fantasy XIV files.
- HKLib - Library for reading and writing Havok files, currently supporting Havok 2018.
- hkscdis-rs - Rust disassembler for HavokScript 5.1 bytecode that outputs a human-readable listing, with optional support for structure-inheritance extensions.
- Predecessor: hksc-disassembler, a Python HavokScript 5.1 disassembler and bytecode parser with documentation of the largely undocumented HavokScript bytecode format.
JSYSTEM (GameCube/Wii)¶
Nintendo's in-house middleware used to develop GameCube and Wii era games. Used in Pikmin, Pikmin 2, Luigi's Mansion, Super Mario Sunshine, Super Mario Galaxy, Wind Waker, Twilight Princess, Mario Kart: Double Dash, and many other first-party GameCube/Wii titles.
- gclib - Python implementations of several GameCube file formats for ROM hacking.
- gcmtools (gcm.hpp) - C++ library for reading and manipulating raw GameCube disc images (GCM) and their FST filesystem structure.
- Amnoid GC Resources - Documentation and resources for GameCube file formats.
- JStudio (LordNed) - Classes for Wind Waker J* tools.
- J3D-Model-Viewer - Viewer for J3D models.
- Hack.io - Libraries for J3D Era formats.
- noclip.website (JSYSTEM) - In-browser viewer for JSYSTEM formats.
- MeltyTool (JSystem) - JSystem format viewer/exporter.
- SuperBMD - BMD/BDL model converter for GameCube/Wii games.
- SuperBMD-TPHD - Fork of SuperBMD above with additional features, made for use with TPHD Model Helpers.
- SuperBMD (RenolY2 fork) - Actively maintained continuation of Sage-of-Mirrors/SuperBMD above (325+ commits ahead), with additional fixes and features beyond the stale original.
- p2setoolkit - Toolkit for disassembling/reassembling Pikmin 2 BMS sequenced music files.
- BiMuSeq - Player/interpreter for Pikmin 2's BMS sequenced music files.
- Rain336/JSystem - Rust libraries for parsing Nintendo Wii/GameCube file formats.
- Formats: BCSV, RARC, U8.
- picori - Picori (ピッコル) is a library for decompilation, modding, and rom-hacking with focus on GameCube and Wii games.
- Luma's Workshop (BMD) - BMD/BDL format documentation.
- Wiki.CloudModding (JSYSTEM) - JSYSTEM format documentation.
- blojob - J2DGraph BLO format tool.
- pyblo2-gui - GUI for working with BLO files.
- j3dview - J3DGraph viewer.
- blemd - Blender addon for J3D models.
- J3DUltra - Advanced J3D model tool.
- Jekyll - J3D animation tool.
- RiiStudio - Modern editor for J3D models.
- Tockdom BMD/BDL - BMD/BDL format documentation.
- ibnktool - JAudio instrument bank tool.
- chutools - Collection of tools for JAudio audio assets in Nintendo games, an updated version of XAYRGA's JAMTools.
- Formats: JASE, JBST, IBNK (v1/v2), BMS (disassembler).
- JaiSeqX - JAudio Engine (JAI Sequence) emulator and GameCube BMS player.
- py-playBMS - Reads and plays back BMS sequenced music files from various GameCube games.
- BMS-Analyzer - Nintendo Wii/Gamecube BMS to MIDI converter
- pyjmap - JMap format library.
- jpc_conv - JParticle converter.
- jpa2bti - Converts the TEX1 texture section embedded in JParticle (JPA) files to standalone BTI texture files.
- pikmin2-stb - JStudio format tool.
- Yaz0Decoder - Yaz0 compression decoder.
- rarc-rs - Rust library for RARC archives.
- WArchive-Tools - Tools for working with RARC archives.
- RARClib.py - Python library for RARC format.
- yaz0-decode-encode - Yaz0 compression tool.
- BTITool - BTI texture tool.
- GCFontTool - GameCube font tool.
- libbti - BTI texture library.
- btk-conv - Converter between the BTK texture animation format (used in GameCube/Wii games such as Super Mario Sunshine and Pikmin 2) and a text-based format.
- bark-conv - Converter between the BRK register/constant color animation format (used in GameCube/Wii games such as Super Mario Sunshine, Mario Kart: Double Dash, and Super Mario Galaxy) and JSON for easier editing.
- bck2bca - Converts BCK keyframed character animations to BCA per-frame animation data, linearly interpolating keyframes.
- bmdmaterializer - Tool for dumping and injecting BMD material data.
- BmtInjectExtract - Injects and extracts J3D BMT material files into and from BMD/BDL files (used in GameCube/Wii games such as Super Mario Sunshine and Zelda: Wind Waker).
- RarcPack - RARC archive packer.
- pyjkernel - Python library for JKernel formats.
- WiiExplorer - Wii filesystem explorer.
- ARCTool - Python script to extract RARC, Yaz0, and U8 archives.
- atirut.bdl - JSYSTEM BMD/BDL model importer for Godot Engine.
- wsystool - WAVESYSTEM modification toolkit for JSYSTEM games.
- jampacked - BAA unpacker for JSYSTEM games.
- bast - JAudio soundtable (JASE/JBST) packer and unpacker.
- SEBS - Packs and unpacks JAudio
SE.BMSsound-effect sequence files, with a BMS assembler and disassembler driven by per-game JSON definitions. - bastool - Edits
.bas(binary audio sequence) files for GameCube games. - jatafc - Encodes WAV audio to JAudio AFC streams (ADPCM4 or PCM16), with a loop option.
- exaudme - Extractor for
defaultme.bme(BME/BMT) files from JSYSTEM games. - libJAudio - Library for interfacing with JAudio/BMS in GameCube games, listing Luigi's Mansion, Super Mario Sunshine, Mario Kart: Double Dash, Wind Waker, Twilight Princess and Four Swords Adventure as verified (archived).
- aurora - Source-level GameCube & Wii GX graphics compatibility layer, used by decompilation and static-recompilation projects to run original GC/Wii rendering code on modern backends (Dawn/WebGPU).
- BMDCubed - Converts skinned COLLADA (.dae) files to the Binary Model Data (BMD) format used by first-party Nintendo GameCube and Wii games.
- j3d-animation-editor - Editor for a variety of J3D animation files.
- GCFT - GUI multitool for viewing and modifying common GameCube file formats, built on the gclib library above. See also the author's fast Python compression/format libraries: PyFastYaz0Yay0 (Yaz0/Yay0) and PyFastBTI (BTI textures).
NW4R (Nintendo Wii Revolution SDK)¶
Nintendo's Wii-era NW4R middleware, covering models, UI layouts, textures, and sound archives used across first-party and licensed Wii titles (and its NW4R/BRRES format family reused in later NintendoWare SDKs).
- WareHouse - Editor for NintendoWare formats; currently implements Wii-era NW4R formats including BRRES models, BRLYT/BRLAN UI layouts, BRSAR sound archives, and TPL textures, plus RARC/U8/Yaz0 archive support, with further NintendoWare format support (through the Switch era) planned.
SEAD (Nintendo EAD/EPD Engine)¶
Decompilation of Nintendo EAD/EPD's internal engine and standard library, used across many first-party Wii U and Switch titles including New Super Mario Bros. U.
- sead (open-ead) - Actively maintained decompilation of the sead engine/library developed by Nintendo EAD (now EPD), the standard C++ library underpinning many first-party Wii U and Switch titles. See also sead-ng, targeting the headers used in newer games.
- sead (aboood40091) - Earlier decompilation of the sead engine/library, covering New Super Mario Bros. U specifically. Includes the
aglgraphics library and annw_ptclwrapper for NintendoWareForCafe's Eft particle library. - agl (open-ead) - Standalone, actively maintained decompilation of agl, Nintendo EAD/EPD's graphics, lighting, and parameter (AAMP) utility library used across many first-party games. See sead for the surrounding engine/build system.
- EventFlow (open-ead) - Decompilation of EventFlow (evfl), Nintendo EAD/EPD's event/cutscene flowchart library used across Breath of the Wild and other Switch titles.
- NintendoSDK-NEX (open-ead) - Decompilation of NEX, the Nintendo Switch networking library directly based on Quazal's Rendez-Vous middleware; used by Super Mario Odyssey and other titles for online multiplayer.
- NW4F-Eft (open-ead) - Decompilation of Eft, NintendoWare for Cafe's particle-effect library present in New Super Mario Bros. U; complements the
nw_ptclwrapper noted in the aboood40091 sead decompilation above. - AglLightProbeTool - Tool for handling AGL lighting probe files (
.bglpbd), the light-probe format used by Nintendo EAD/EPD's agl graphics library (see agl above).
Mii (RFL/FFL Face Library)¶
Nintendo's Mii avatar creation/rendering libraries, used across the Wii, Wii U, 3DS, and Switch.
- RFL - Decompilation of the Revolution Face Library (RFL), Nintendo's Mii avatar library for the Wii.
- ffl - Decompilation of FFL (Face Library), the successor to RFL used for Mii avatars on Wii U, 3DS, and Switch.
- FFL-Testing - Mii rendering sample and renderer server built on the FFL decompilation. Fork of aboood40091/FFL-Testing with added rendering server functionality.
- FFL.js - JavaScript bindings and Three.js renderer for FFL, enabling in-browser Mii rendering from the Wii U Mii renderer decompilation.
- mii2studio - Command-line tool converting Mii data between Wii, 3DS, Wii U, Miitomo, and Switch formats, outputting files loadable by Nintendo's Mii Studio and PNG renders via Nintendo's rendering API.
- mii-assets - Reverse-engineered Nintendo's Face Library rendering pipeline and extracts the textures/meshes it uses for Mii avatars.
- MiiPort - Nintendo Switch homebrew application for importing and exporting Mii data.
Katana Engine (Koei Tecmo)¶
Koei Tecmo's in-house engine and asset formats (G1M models, G1T texture archives, G1A/G2A skeletal animations), used across Team Ninja, Omega Force, and Gust titles as well as several external collaborations.
- Project-G1M - Native C++ Noesis plugin for G1M model, G1T texture, and G1A/G2A skeletal animation files. Used across Nioh, Dead or Alive 5/6, the Warriors series (Dynasty/Samurai Warriors, Hyrule Warriors, Fire Emblem Warriors), Atelier, Toukiden, Fire Emblem: Three Houses, and Persona 5 Scramble. Supersedes the same author's Python-based fmt_g1m.
M3G (Mobile 3D Graphics API)¶
Java Mobile 3D Graphics API (JSR-184) used by many J2ME mobile games in the 2000s.
- m3gcore - Core engine implementation (in C) of the M3G (JSR-184) API, originally developed at Nokia Research Center and later released as open source through the Symbian Foundation.
- m3x - Java XML tools for M3G (JSR-184) 1.0 content, defining an XML schema (
.m3x) that maps deterministically to the binary.m3gformat, with an ANT task and CLI for XML-to-binary conversion. - M3G-Blender-Exporter - Modern M3G (.m3g, JSR-184) exporter for Blender 3.6, implementing a byte-accurate full mobile 3D scene graph.
- M3G2FBX - Command-line M3G model converter, for Real Racing 3, NFS: Most Wanted, and NFS: No Limits.
- desktop-m3g - Free C++ implementation of the M3G 1.1 (JSR-184) API for Linux and Android, with Java and Ruby bindings and a separate M3G-Reader-Writer library for reading/writing the .m3g format.
- Juinness - Converts arbitrary 3D models into M3G models.
Murder Engine¶
Murder Engine, a 2D game engine/framework used by several indie titles.
- murder-unpack - Reverse-engineers exported Murder Engine games back into editor-openable projects.
- Features: C# decompilation of managed single-file bundles, sprite extraction from texture atlases, dialogue (.gum) export, localization CSV export, per-game engine-version fingerprinting, asset repacking.
NETLizard (J2ME Game Engine)¶
- netlizard - Parser utility and Qt4 GUI tool for NETLizard 3D J2ME game resource files (models, textures, fonts, text, sprites), reversed from decompiled Java source.
- NETLizard_idTech4 - Converter from NETLizard 3D J2ME game resource files to idTech4 format.
Nebula Engine¶
The Nebula Device/Nebula2 engine, used by Project Nomads and other early-2000s titles.
- nebula2-assets-extractor - Extracts and converts asset packs for the Nebula Device 2 engine.
- Formats: NPK0 archives, NTX1 textures, NOB0 scripts, NVX1 models, NAX0 animations (read, and read/write for most).
- Features: NVX-to-OBJ/glTF conversion, NTX-to-image and image-to-NTX conversion, NOB script decompilation, NPK packing/unpacking.
MikuMikuDance¶
Freeware animation program and its associated model and motion formats (.pmx, .pmd, .vmd).
- MikuMikuLibrary - Library for working with MikuMikuDance formats.
- MMD Tools - Blender add-on for importing/exporting MikuMikuDance assets. Supports physics, bone constraints, and motion/pose data.
- MMD Tools Append - Companion extension for MMD Tools that provides material/scene controls, lighting presets, and Rigify helpers.
- saba - C++ library and viewer for loading and playing MikuMikuDance PMD/PMX models, VMD motion, and VPD pose data, with OpenGL/DirectX 11/Vulkan example viewers.
- MMD_modoki - Browser-based MMD editing tool (Babylon.js/babylon-mmd) that loads PMX/PMD models plus VMD/VPD motion and pose data, and exports VMD, VPD, and image/video sequences.
Cal3D¶
Cal3D, an open-source skeletal-based 3D character animation library used by several early-2000s indie games.
- Cal3d-Noesis - Noesis addon for Cal3D models and animations.
Spine (2D Skeletal Animation Middleware)¶
- Spine Magic Builder - Windows toolkit for reconstructing scattered or mislabeled Spine skeleton/atlas/texture assets by scanning a directory tree at the byte level and matching candidates, with a GUI picker for visual validation against SpineViewer.
- Live2d-SpineViewer - Combined viewer for Live2D and Spine 2D skeletal animation assets.
- Formats: Live2D
.moc/.moc3(with.moc.bytessupport), Spine.skel/.json/.atlasacross versions 2.1 through 4.2, plus.lpk/.wpkarchive packages. - Features: Texture atlas slicing and premultiplied-alpha (PMA) handling.
- Spine-Asset-Py - Python library for parsing Spine skeletal animation asset files (
.skel/.atlas). - Spine Skeleton Data Converter - Command-line converter between Spine skeleton
.skel(binary) and.jsonformats, with automatic version detection and cross-version conversion across Spine 3.5 through 4.2. - spine2d - Experimental, pure Rust (unofficial) runtime for Spine 4.3, parsing skeleton/atlas data without FFI bindings to the official spine-c/spine-cpp runtimes; renderer-agnostic core with wgpu and Bevy integrations.
RenderWare¶
Cross-platform 3D engine and middleware developed by Criterion Games. Powering the Grand Theft Auto trilogy (III, Vice City, San San Andreas), Burnout series, and many other titles.
- librw - Re-implementation of the RenderWare Graphics engine.
- DragonFF - Blender add-on for RenderWare
.dffmodels,.txdtextures,.colcollisions, and.iplmap data. - DemonFF - Fork of DragonFF for Blender, importing and exporting RenderWare and Rockstar formats: DFF/MDL/RPF/RW4 models, textures, COL collision (including COL archives), IPL/IDE maps, IFP/ANIM animations (import only), and IMG archives (import only), plus SA-MP/open.mp and MTA workflow features.
- Kams-Scripts-GTA-SAMP - 3ds Max MaxScripts for GTA RenderWare content (DFF, COL, IFP, and map I/O scripts), an updated version of Kam's scripts with SA-MP/open.mp adaptations.
- ODFF - DFF model conversion tool for SA-MP/open.mp: opens a DFF or folder of DFFs and embeds collision so the objects display and collide correctly in-game, loosely modeled on KDFF GUI.
- Blender-3D-RW-Anm-plugin - Import and export RenderWare animations (.anm) into Blender 3D.
- io_scene_gta_ifp - Blender add-on for importing and exporting GTA III, Vice City, and San Andreas animation (.ifp) files.
- rwio - RenderWare import/export plugin for 3ds Max.
- rwd3d9 - D3D9 extension of RenderWare for GTA III and Vice City.
- RenderWareFile - Library for working with RenderWare binary files.
- RenderWareNET - Library to work with RenderWare 3 formats.
- RW-Import - Shared library for runtime streaming of RenderWare binary stream files (DFF models, TXD textures) found in GTA titles, aimed at (but not restricted to) importing them into the Unity game engine.
- RWIDE2YTYP - RenderWare .IDE to Five .YTYP and NY .IDE converter.
- rwfury - Python library for reading and writing RenderWare formats.
- Games: GTA III, Vice City, San Andreas
- Formats: DFF (3D models), TXD (textures), IMG (archives), COL (collision), IFP (animation)
- g3DTZ - GAME.DTZ archive extraction utility for GTA: Liberty City Stories and Vice City Stories, supporting both the PSP and PS2 versions.
- GTARW-BlenderMapExport - Blender IPL/IDE map exporter for GTA San Andreas and Vice City, companion to the DragonFF add-on.
- gtaRenderHook - Rendering hook/reimplementation for Grand Theft Auto: San Andreas, reading the original game's RenderWare model, texture, and world data.
- RenderWare3Docs - Official Electronic Arts release of RenderWare Graphics 3 white papers and user guides, covering the engine's file formats and APIs.
- RWview - Console viewer for RenderWare binary stream file hierarchies.
- install-renderware - Guide for installing the original RenderWare Graphics SDK and RenderWare Studio authoring tools.
- rw-parser - TypeScript/npm library for parsing RenderWare binary streams (DFF models, TXD textures), used to render Grand Theft Auto: San Andreas models in the browser.
PSB (Persistent Serialized Binary)¶
Serialized data/archive format used by many Japanese visual novel and mobile game engines (M2/Emote, CatSystem2, and others).
- psbfile - Decompiler and rebuilder for the galgame PSB file format.
- FreeMote - Toolset and managed library for EMT/PSB (M2 Packaged Struct Binary) files used by many Japanese visual novels and mobile games.
- Tools: PsbDecompile/PsBuild (decompile PSB to JSON + resources and recompile), EmtConvert (convert PSB between engine/platform variants), FreeMote Viewer (renders unencrypted PSB).
- Formats: PSB, PSZ, MDF, PIMG, SCN, MMO, EMTBYTES, MTN, DPAK.
- emote-psb-rs - Rust library and CLI for parsing, decoding and encoding M2 Emote PSB files.
- FreeMote-SDK - SDK for "Special Emote" engines that take pure (unencrypted) PSB files as input, working around M2 Emote's per-version key isolation.
Aqualead¶
Japanese middleware provider whose Aqualead LZSS (ALLZ) compression format appears across multiple mobile and console titles.
- Aqualead_LZSS - Decompresses Aqualead LZSS (ALLZ) files, a modified LZSS variant with Aqualead-specific tweaks used by several titles built on Aqualead's middleware.
SpeedTree¶
Procedural vegetation middleware used in many AAA games.
- Spt2Fbx - Converts SpeedTree
.sptfiles (up to v4.1) to.fbxstatic meshes. Drag-and-drop tool that preserves UV sets for diffuse, leaf card dimensions, pivot data, and leaf dimming.
Prism3D¶
- Prism3D-file-formats - File formats and tools for games built on the Prism3D engine.
- x64dbgPrism3DUnitResolver - x64dbg plugin that resolves in-memory units for games built on the Prism3D engine (Euro/American Truck Simulator).
- PrismTextureStreamer - Prism3D engine plugin (Euro/American Truck Simulator) that hooks the engine's texture-queue processor and
ID3D11Device::CreateTexture2Dto redirect a truck's GPS/dashboard/custom.tobjscreen textures to a live-captured external window.
Mobiclip¶
Mobiclip is a video codec licensed by Actimagine and used in numerous Nintendo DS, 3DS, and Wii games.
- MobiclipDecoder - Disassembly-based, reverse-engineered decoder for the Mobiclip video codec, supporting 3DS Moflex, DS MODS, and Wii MOC5 files.
Audio Technology¶
CRI¶
CRI Middleware formats (CPK archives, ADX audio, etc.) used in many Japanese games across multiple platforms.
- CriPakTools - Tools for extracting and repacking CRI CPK archives used in many Japanese games.
- CriPakTools (GUI) - GUI version of CriPakTools with additional features including Shift-JIS support, 2GB+ CPK support for PS3, batch mode, compression support, and improved CPK header handling.
- YACpkTool - Yet Another CPK Tool, for reading, extracting, packing, and patching CRIWARE CPK archives via drag-and-drop or command line.
- Universal-CPK-Mod-Installer - Universal installer for CPK mod files.
- CriFsV2Lib - Library for working with CRI FileSystem V2 archives. See also CriFs.V2.Hook.ReloadedII, a Reloaded-II mod built on it for redirecting CRI archive reads to loose/modded files.
- AfsLib - Simple, relatively fast library for reading and writing CRIWare AFS archives.
- AfsBatch - Batch AFS packer. Packs each subdirectory in a given directory into an AFS file of the same name.
- AFSPacker - Extracts files from AFS archives to a folder and builds new AFS archives from a folder, with workarounds for per-game quirks. Powered by AFSLib.
- cri-archive-lib - Rust library for reading and writing CRI CPK archives.
- CriCodecs - Python frontend for CRI codec tools.
- SonicAudioTools - Toolset for modifying CRIWARE file formats.
- Features: ACB Editor, ACB Finder (link AWB to ACB), ACB Injector, CPK Unpacker.
- Formats: .acb, .awb, .cpk, .adx, .adx2, .csb.
- CriWareLibrary - C# library for reading CRIWARE ACB/AWB formats, largely ported from vgmstream.
- ACBExtractor - Extractor for CRI Middleware ACB files.
- radx - ADX encoder/decoder written in Rust.
- USM_Audio_chunks_rewriter - Java tool that rewrites the audio chunks of USM video files in a folder using the audio chunks from same-named USM files in another folder.
- hca - Efficient, high-quality decoder for CRI's HCA (ADX2) audio format used by many CRIWARE-based games.
- HCADecoder - Original decoder for CRI's HCA (ADX2) audio format, the canonical reference implementation other HCA tools are based on.
- GoldWave_HcaFile - HCA/ACB playback and export plugin for the GoldWave audio editor.
- UsmToolkit - Converts CRI USM video files into user-friendly formats, using ffmpeg and vgmstream. See also UsmToolkitHandler, a companion tool that speeds up the conversion process.
- WannaCRI - Python library and CLI for extracting and creating CRI USM video files (VP9/H.264, encrypted and unencrypted) with embedded HCA audio.
- ACE - GUI tool (Audio Cue Editor) for editing and previewing CRIWARE ACB/AWB files.
- CriTools - JavaScript tools for extracting audio from CRIWARE game files (ADX/HCA from CPK archives).
- un-acb - Simple command-line program to extract HCA files from CRI ACB archives, using parts of VGMToolbox for extraction.
- AtomicAudio - WIP tools and libraries (Avalonia GUI, C#/.NET library, Python CLI) for parsing, editing, and creating CRIWARE cuesheets (ACB), wavebanks (AWB), and materials (ADX).
Sappy (GBA Audio)¶
SDK-provided formats for the Game Boy Advance sound engine. Used in Pokémon Gen III and many other GBA titles.
- gba-mus-ripper - GBA music ripper.
- SapPy - Python-based GBA sound tool.
- agbplay - Music player and music ripper for GBA.
- sappy - GBA sound tool.
- Sappy (Touched) - Fork with additional features.
- shinen-gax-python - Python tools for Shin'en Multimedia's GAX Sound Engine used in Game Boy Advance games. Includes conversion, unpacking, waveform dumping, and song rendering tools. Also supports NAX Sound Engine format.
- gsfopt - GSF (GBA Sound Format) optimizer tool. Optimizes GSF sets by removing unused code/data, converts minigsfs/gsflibs to single GSF files, and includes timing functionality for auto-tagging.
- saptapper - Automated GSF ripper for Game Boy Advance games using the Sappy driver. Extracts music from GBA ROMs automatically.
- deadbeef_GSFdecoder - GSF decoder plugin for DeaDBeeF media player. Enables playback of GSF (GBA Sound Format) files in DeaDBeeF, based on viogsf/VBA-M.
- engine-software-gba-tools - Tools for interacting with music data in GBA games that use the Engine Software (developer) replayer.
- gba-audio-tools - Tools for extracting and converting Game Boy Advance Sappy-driven audio.
- gba-audio-extractor - Tool for extracting audio from GBA ROMs.
- m4a2s - Extracts music and sound data from GBA games using the mp2k/m4a sound driver, outputting assembly source for sequences, voicegroups, and samples while preserving pointer links via auto-generated global names.
- wav2agb - Converts standard WAV files to GBA-compatible assembly (
.s) sample data for the m4a sound engine. - See also se2m4a, a companion tool converting sound effects to m4a-compatible assembly source.
- wav28ad - Converts WAV files to the
.8adADPCM sample format used by GBA homebrew sound engines, per pineight's 8ad format notes.
SID (Commodore 64 Sound Interface Device)¶
Format and player-routine tooling for the Commodore 64's MOS 6581/8580 SID sound chip, whose custom music-player code is embedded in thousands of C64 games and demos.
- SIDdecompiler - Generates relocatable 6502 assembly source code from Commodore 64 .sid music files, recovering the original player routine and data.
- player-id - Cross-platform utility to identify which Commodore 64 music player routine (driver) was used to create a given .sid file.
- c64_6581_sid_players - Collection of original and reverse-engineered SID music player routines recovered from many well-known Commodore 64 game tunes, reassembled with the ACME assembler to reproduce playable .sid files.
FMOD¶
Audio middleware used in thousands of games for sound bank management and streaming.
- python-fsb5 - Python library and command-line tool for extracting audio from FMOD FSB5 (FMOD Sample Bank) files. Decodes samples to WAV/OGG depending on codec.
- Fmod5Sharp - Managed C# library for decoding FMOD 5 sound banks (FSB5 and .bank files). Extracts individual audio samples and converts them to WAV or OGG.
- Formats: PCM8, PCM16, PCM32, GCADPCM, IMAADPCM, VORBIS, FADPCM.
- See also AssetRipper's fork with additional fixes used by the AssetRipper project.
- Fmod5Sharp (AssetRipper fork) - AssetRipper's maintained fork of SamboyCoding/Fmod5Sharp; a C# decoder for FMOD 5 FSB sound banks used internally by the AssetRipper Unity asset extraction pipeline.
- FMODSoundBankEditor - GUI editor for FSB4 version FMOD sound bank (.fsb) files. Supports viewing, replacing, and exporting audio samples. Primarily developed for Xbox 360 Forza titles.
Wwise¶
Audio middleware by Audiokinetic used in many AAA titles for sound bank management.
- bnkextr - C++ command-line tool for extracting WEM audio files from Wwise BNK soundbank containers. Works with any game using Wwise audio middleware.
- BnkExtractor - C# extraction library for Wwise audio containers. Extracts WEM audio files from BNK soundbanks and PCK file packages. Works with any game using Wwise audio middleware.
- Unreal Engine Wwise Extractor - Python script to extract and convert Wwise BNK audio files from Unreal Engine pak files.
- wwiser-utils - Companion utilities for wwiser, covering Wwise SoundBank (.bnk) and .wem audio files.
- ExportUtilityWwise - Console tool that exports Wwise audio events from Unreal Engine-based games (Valorant, Sea of Thieves, and others) to WAV files, automating sound extraction.
- wemkit - Toolkit for working with Wwise WEM audio files.
- BNK-Tools - Command-line utility for Wwise
.bnksoundbanks: lists audio IDs, extracts one or all.wemfiles, replaces single or multiple.wemfiles from a JSON map (optional big-endian), and includes an event parser mapping events and containers to audio file IDs.
Platform SDKs & Hardware¶
XNA¶
Microsoft XNA Framework model format used in various Xbox 360 and PC games.
- blender_xna - Blender import plugin for XNA model formats.
- FNA - Accuracy-focused reimplementation of the XNA4 framework for modern platforms, reading original .xnb content files; widely used to port XNA-based games (Terraria, Bastion, Fez, and others).
- XNA-Noesis-Importer - Noesis script to import Microsoft XNA, MonoGame, and FNA model files (.xnb).
- xnb - Python library for reading XNA .xnb content files, currently deserializing Texture2D entries with the BGRA surface format.
- py_xna_lib - Python library for parsing the XNA .mesh.ascii model format.
- noe_xna - Noesis plugin for loading XNA .mesh.ascii meshes, built on py_xna_lib.
- xnbview - Command-line batch converter for XNA
.xnbcontent files, turning Texture2D entries into PNGs, SoundEffects into WAVs, and Effect shaders into HLSL disassemblies; built to support the Terrafirma Terraria map viewer below.
Nintendo SDKs & Hardware¶
Formats and tools generic to Nintendo consoles or SDKs.
Switch¶
- nxdumptool - Generates XCI, NSP, HFS0, ExeFS, and RomFS dumps from Nintendo Switch gamecards and installed titles.
- HACGUI - A comprehensive interface for extracting Nintendo Switch contents, deriving keys, and mounting filesystems (NAND, RomFS, Save).
- nstool - General purpose tool to read and extract Nintendo Switch file formats (NSO, NRO, NCA, etc.).
- TegraRcmSmash - C++ reimplementation of fusee-launcher for Nintendo Switch RCM payloads.
- hactool - Tool to view information about, decrypt, and extract Nintendo Switch file formats including NCA, XCI, PFS0, HFS0, RomFS, ExeFS, save data, and more.
- XCI-Explorer - Tool for viewing contents of Nintendo Switch XCI and NSP files. Features include viewing metadata, exploring partitions, checking NCA hashes, extracting NCA, and modifying certificates.
- LegacySwitchLibraries - Switch file format libraries for Switch Toolbox and other programs.
- exefs_patches - ExeFS patching tool for Nintendo Switch.
- switch-reversing - Reverse engineering resources for Nintendo Switch.
- nxtik - Library and tool for parsing Nintendo Switch .tik (ticket) files.
- NxFileViewer - GUI viewer for the contents of Nintendo Switch container files.
- nsz - Homebrew-compatible NSP/XCI compressor and decompressor for Nintendo Switch game dumps.
- CDNSP - Python3 script to connect to Nintendo's CDN, print title info, download titles, and build them into installable NSP files.
- FreeShopNX - CDN title installer for the Nintendo Switch. (Archived.)
- splitNSP - Splits Nintendo Switch NSP files into 4GiB chunks for installation from FAT32 filesystems, a Python reimplementation of a PowerShell script found in the official Nintendo SDK.
- switch-libpulsar - Switch homebrew library to load, parse, and play sounds from BFSAR (binary sound archive) files and related audio file formats.
- hac2l - Modern rewrite of hactool for viewing, decrypting, and extracting Nintendo Switch file formats, especially NCA (Nintendo Content Archive).
- nut - Multi-purpose utility to organize, manage, and install Nintendo Switch NSP, NSZ, XCI and XCZ files, with USB/network install serving for Tinfoil.
- goldbricks - Homebrew Nintendo Switch client for installing NSP packages via USB, GDrive or a nut server.
- nxo-parser - Rust parsers for Nintendo Switch executable formats (NSO/NRO).
- SimpleModManager - Homebrew mod manager for the Nintendo Switch (Atmosphere CFW), organizing LayeredFS mod overlay folders per game title ID.
- LibHakkun - Modular C++ toolchain and library for building userspace Nintendo Switch mods (32/64-bit), providing symbol sourcing across firmware/game versions, memory patching/hooking (trampoline, replace, branch), and a constexpr AArch64 assembler. Used to build the Super Mario Odyssey modding example.
- NX-Shell - Multi-purpose file manager homebrew for the Nintendo Switch, browsing and previewing images, audio, and archives on the filesystem.
- Goldleaf - Multi-purpose homebrew tool for the Nintendo Switch, browsing/installing NSP and NCA titles and inspecting the filesystem.
- hac-rs - Rust library for reading some of the file formats used by the Nintendo Switch operating system.
- shader-compiler-rs - Recompiles binary Maxwell shaders (as found in Nintendo Switch executables) to GLSL.
- nx-archive - Rust library for reading and writing Nintendo Switch package archive formats.
- sfrom-rs - Rust library for reading and writing SFROM files, the container format used by Nintendo's official SNES emulator (as shipped on Nintendo Switch Online) to bundle ROM data with emulator compatibility/hack configuration.
- NsoElfConverterDotNet - .NET library to convert Nintendo Switch NSO executables to and from ELF.
- swspl - Toolchain for inspecting and splitting Nintendo Switch NSO binaries in preparation for decompilation, printing NSO info (objdump-like), splitting against a symbol map, and dumping the
.text/.rodata/.datasections. - Fuse-Nx - FUSE driver (and supporting tools) for mounting various Nintendo Switch file formats as a browsable filesystem.
- frhop - Lightweight utility to serve Nintendo Switch archives over USB for installation.
- ghidra-nn-stuff - Collection of Ghidra tools and data for reverse engineering Nintendo Switch sysmodule binaries.
- NSC_BUILDER - Batch-oriented Nintendo Switch NSP/XCI tool for cleaning titlerights encryption and building multicontent NSP/XCI/NSZ/XCZ files.
- mkbktr - Generates BKTR update packages for Nintendo Switch titles.
- NxNandManager - Nintendo Switch NAND management tool: explore, backup, restore, mount, resize NAND images, and create emuNAND.
- SAK (Switch Army Knife) - GUI multi-tool for Nintendo Switch XCI/NSP files: split/merge, patch, update with game updates and DLC, convert between XCI/NSP/NSZ/XCZ, extract firmware, and extract savegames from a copied user partition. Archived/unmaintained.
- MBI (Mohsaua Buoh Installer) - Homebrew installer for personal Nintendo Switch game dumps in NSP, NSZ, XCI, and XCZ formats, installing from SD card, USB MTP, USB storage, LAN/USB tools, or HTTP directory indexing, with NCA signature and hash verification.
- nnheaders - Community-maintained collection of reverse-engineered nnsdk (Nintendo Switch SDK) headers, sourced from non-stripped binaries and debug info in Splatoon 2, Pokémon Sword/Shield, and other titles; actively maintained fork of ultimate-research/nnheaders.
- BCAT-Manager - GUI to manage BCAT (Background Application Communication Toolkit) save-data-delivery files used by Nintendo Switch games.
iQue Player¶
- iQuePlayer-BootROM - Matching decompilation of the iQue Player (Chinese N64 variant) Boot ROM.
- iQuePlayer-SecureKernel - Reverse engineering of the iQue Player Secure Kernel (SK).
- iQuePlayer-SystemApp - Reverse engineering of the iQue Player System App (SA).
- iQueTool - File manipulator for iQue Player (神游机) file formats.
NVIDIA Shield (iQiyi Nintendo Ports)¶
- iQiPack - Extracts assets from the Nintendo games ported to the NVIDIA Shield for iQiyi's Chinese streaming service. Based on an initial implementation by SciresM.
Wii U¶
- WiiUTools - Collection of Python utilities for working with Wii U file formats including IPK packages, RPX executables, SARC archives, and texture editing (TexHaxU/TexHaxU2).
- rpxlib - General purpose library for reading and writing Wii U RPL/RPX executable files.
- wfslib - WFS (WiiU File System) library and tools.
- Cafe-Shader-Studio - Shader editor and viewer for Wii U games.
- GTX-Extractor - Wii U GX2 texture extraction tool. Converts GTX texture files to DDS format for use in modding and asset extraction.
- noclip.website (Wii U Transfer Tool) - In-browser viewer for the Wii U Transfer Tool's scenes, reading the app's NW4R/BRRES assets.
- WiiUZip - Archive manager for Wii U filetypes.
- wiiu-things - Scripts and notes documenting the Wii U FST (filesystem table) format layout.
- nuspacker - Packs files into an installable Wii U content format (NUS package).
- nusserver - Custom Nintendo Update Server (NUS) implementation, companion to nuspacker/nustool.
- wfs-tools - Command-line tools for the Wii U WFS filesystem, built on wfslib. See also wfs-tools-web, a web-based version powered by WebAssembly.
- fuse-wiiu - FUSE filesystem for extracting data from Wii U titles in various formats.
- wiiuqt - Qt-based Wii U NAND tools, built alongside koolkdev's wfs-tools.
- wudump - Dumps raw images from a Wii U game disc. See also disc2app, a fork that extracts decrypted .app/.h3/.tmd/.cert/.tik content instead of a raw dump.
- saviine - Dumps and injects Wii U save data, for use with the Homebrew Launcher.
- JNUSLib - Java library for handling Wii U NUS content (.app, tmd, tik, cert files) from local files, the NUS server, or .woomy/.wud/.wux/.wumad images, with decryption, extraction, and .wud-to-.wux compression.
- TuneBloom - Editor for Wii U BFSAR (Binary caFe Sound ARchive) audio archive files.
- wiiu-wudump-cemu-keygen - Generates Cemu-compatible keys.txt files from Wii U WUD dumps' game.key files, recursively scanning a WUD dump folder structure.
- Wii_U_Bootsound_Extractor - Cross-platform Python tool for extracting Wii U title boot sounds from already-extracted Wii U game folders.
3DS¶
Container & ROM Formats (CXI/CFA/CCI/CIA/NCCH/RomFS)¶
- Project_CTR - A collection of custom Nintendo 3DS tools.
- ctrtool - Read/extract 3DS file formats (CXI, CFA, CCI, CIA).
- makerom - Create 3DS file formats.
- RomFS-Builder - Program to convert a folder in Windows into a 3DS RomFS binary. For use with makerom.
- 3dstool - All-in-one tool for extracting and creating 3DS file formats.
- Formats: CIA, CCI, NCCH, NCSD.
- NDecrypt - Encryption/decryption utility for Nintendo cartridge images, supporting Nintendo DS, DSi, 3DS, and New 3DS cartridge formats.
- 3dsconv - Python script converting Nintendo 3DS CCI (.cci/.3ds) cart images to the CIA format, with support for decrypted, NCCH-encrypted, and zerokey-encrypted images.
- pyctr - Python library for reading Nintendo 3DS file formats (NCCH, ExeFS, RomFS, CIA, and more), used by several other 3DS tools.
- Lemon - .NET library from the SceneGate framework for unpacking/packing Nintendo 3DS NCSD (CCI/CSU), CIA, NCCH (CXI/CFA), ExeFS, and RomFS containers, plus TMD (de)serialization.
- 3DS-rom-tools - Tools and guides for working with Nintendo 3DS game/application formats (.3ds, .cci, .app, .cxi, .cfa, .cia).
- rofs_dumper - Dumps very early Nintendo 3DS ROFS containers.
- 3dsconv-c - C port of ihaveamac's 3dsconv, converting Nintendo 3DS CCI cart images to CIA format.
- braindump - Early homebrew tool for dumping 3DS game cartridges and eShop titles. Archived, but has no already-listed direct successor for this specific niche.
- 3ds-banner-sound-extractor - Cross-platform Python tool that extracts Nintendo 3DS banner audio from supported ROM/container files and converts it to a standard audio format.
Encryption, Keys, Save Data, Titles & CDN¶
- otptool - Tool for Nintendo OTP (One-Time Programmable) files.
- custom-install - Installs a CIA title directly to an SD card for the Nintendo 3DS without needing to run an installer on-console.
- rebuild-title-database - Script to rebuild the contents of a Nintendo 3DS title.db Title Database, working alongside save3ds_fuse.
- save-data-copy-tool - Copies Nintendo 3DS save data between gamecard and digital versions of the same game.
- cmd-gen - Experimental script to generate CMD files for Nintendo 3DS SD titles.
- search-3ds - Searches the contents of encrypted/decrypted files used on the Nintendo 3DS system.
- faketik - Generates and installs fake Nintendo 3DS ticket (.tik) files to make missing titles re-appear.
- restore-overwritten-secureinfo - Restores a Nintendo 3DS console's SecureInfo_A/B file from inspect.log data.
- gen-title-info-entry - Experimental script to generate the Title Info Entry structure used in a Nintendo 3DS title.db.
- dumptik - Dumps all ticket (.tik) files from a Nintendo 3DS console.
- firmswap - Python implementation of the hardmod downgrade for Nintendo 3DS, working directly with FIRM partition data.
- save-crypto-finder - Determines which titles a collection of encrypted Nintendo 3DS save files belong to, using boot9 and movable.sed.
- save3ds - Extract/import/FUSE tool for the Nintendo 3DS common save format (DISA/DIFF), covering save data, extdata, and the title database. Upstream of ihaveamac's save3ds fork.
- 3ds-save-tool - Tools for parsing and extracting files from Nintendo 3DS save (DISA) and extdata (DIFF) containers.
- 3ds-snes-sc - Converts save data between the 3DS Virtual Console SNES format and the standard .SRM format used by SNES emulators.
- HomeMenuEditor3DS - Tool for editing the Nintendo 3DS Home Menu layout database, moving/organizing/renaming titles and folders.
- TYSS (RYaTian's Save Studio) - GUI save manager for the Nintendo 3DS family, backing up and restoring cartridge/digital/DSiWare saves, ExtData, BOSS ExtData, Sys Saves, Shared ExtData, and GBA Virtual Console saves, with cloud upload/download support.
- eshop-analysis - Python script to analyze and parse Nintendo 3DS eShop title-list data.
- 3dscrypto-tools - Nintendo 3DS crypto tools: decrypt NCCH, CDN titles/tickets, save images, SpotPass/BOSS containers, and New3DS FIRM ARM9 sections.
- ctrcdnfetch - Downloads title content from the Nintendo CDN for the 3DS without requiring a console, working around post-11.8 server-side checks.
- CECTool - Proof-of-concept tool for injecting data into the 3DS's CEC (StreetPass) message format.
- MiiTube - Kaitai Struct definition and download script for the MiiTube.dat file used via SpotPass by the 3DS game Miitopia (a package of Mii character data used for in-game roles).
Graphics, Models, Textures & Fonts (CTPK/BCH/CGFX/BCLIM)¶
- ctpktool - Tool for exporting/importing CTPK texture package files used in Nintendo 3DS games.
- bchtool - Tool for exporting and importing BCH model files used in Nintendo 3DS games.
- txobtool - Tool for exporting and importing CGFX graphics files used in Nintendo 3DS games.
- 3ds-bannertool - Tool for creating Nintendo 3DS banners; fork of carstene1ns/3ds-bannertool adding Windows Unicode fixes and a CMake build system.
- png2bclim - Converter between PNG and the Nintendo BCLIM texture format.
- bclimtool - Tool for decoding and encoding the Nintendo BCLIM texture format.
- splashtool - Generates Nintendo 3DS splash screen files in a custom format, with support for compression and common pixel formats.
- bclyt-stuff - Research and tools for the Nintendo BCLYT layout format, used across 3DS, Wii U, and Switch UI layouts.
- bcmatools - Python scripts to unpack/repack Nintendo 3DS instruction manual files (.bcma) to/from an XML representation, handling the underlying DARC container and BCLYT layout data, for reinsertion into a CIA.
- 3DS-Font - Extracts and recreates Nintendo 3DS shared BCFNT font files, for use in the Citra emulator or homebrew projects.
- Ohana3DS-Rebirth - Tool to view, extract, and replace models, textures, and animations from decrypted 3DS ROMs (BCH, CGFX).
- BcmdlImporter - Tool to import DAE, FBX, and OBJ models into Nintendo 3DS BCMDL (CGFX-based) format without external libraries or toolkits.
- pycgfx - Program for converting glTF models into the Nintendo 3DS's CGFX format.
- NSMBHD Wiki (BCRES) - BCRES format documentation for 3DS games.
- apk-tools - Python tools and a 010 Editor template for unpacking and repacking APK texture archive files found in various Nintendo 3DS game ROMs.
- 3DS Data Tools - Suite of Python tools for extracting and packing resources found in Nintendo 3DS games.
- Formats: MSBT (message text extraction/repacking, with color-code handling), SARC (archive extraction/creation with ZLIB compression), BFFNT (font atlas to/from PNG+JSON manifest), BFLIM (texture to/from PNG, with swizzle support).
- tex3ds - Converts images into the Nintendo 3DS homebrew
.t3xtexture format (and BCFNT fonts via the bundled mkbcfnt), with atlas, cubemap, skybox, mipmap, and compression options. - SPICA - H3D library/tool for serializing and deserializing Nintendo 3DS BCH model files; actively maintained continuation of gdkchan's original SPICA (stale since 2022), which underlies Ohana3DS-Rebirth above. Companion 3dsTools provides a CLI for converting the formats SPICA supports.
Homebrew, CFW & Mod Tools¶
- GodMode9 - Full access file browser and manager for Nintendo 3DS handling game file formats and system files.
- layeredFS - LayeredFS mod for OSX/Linux/UNIX, modified to work from a decompressed code.bin instead of exefs.bin.
- videoinject - Tool for injecting/creating Nintendo 3DS moflex video files.
- Lasagna - LayeredFS patch manager for Luma3DS, organizing romfs/exefs mod overlay folder structures.
- Checkpoint - Fast and simple homebrew save management framework for 3DS and Switch.
- crotools - Collection of tools for the Nintendo 3DS CRO/CRR shared-library binary format.
- Magikoopa - Compiles custom C code for Nintendo 3DS games and injects it into existing code.bin files, patching the exheader accordingly. See also magwi, a work-in-progress successor.
- Anemone3DS - Theme and splashscreen manager for the Nintendo 3DS, handling BCSTM audio and theme/splash archive formats.
- libctru - Reverse-engineered Nintendo 3DS system library (CTRULib) exposing OS/hardware services (filesystem, graphics, audio, networking) to homebrew, forming the base library underlying GodMode9, Checkpoint, and most other 3DS homebrew tools listed above.
- python-exheader - Python library for loading, modifying, and saving Nintendo 3DS exheader (exheader.bin) files.
GameCube & Wii¶
Disc Images, Filesystem & Memory Card Formats¶
- gc-gcm - Tool for GameCube GCM file format.
- LibGCM - Library for GameCube memory card formats.
- gcmm - GameCube/Wii memory card manager, reading and writing the GCI save format and raw memory card images.
- gci-bt - GameCube GCI file tool with Bluetooth support.
- nod - Rust library for reading and writing Nintendo Optical Disc images (GameCube and Wii). Includes nodtool CLI for extraction, conversion, and verification.
- Formats: ISO (GCM), WIA/RVZ, WBFS, CISO, NFS (Wii U VC), GCZ, TGC.
- GCReLink - Tool for unpacking and repacking GameCube and Wii relocatable modules (REL files).
- triforce-nand-iso-extract - Converts Triforce (Namco/Sega/Nintendo GameCube-based arcade board) NAND images to ISO files.
- triforce-header-patcher - Verifies Triforce arcade disc images and patches in the correct headers.
- pyisotools - Python library for working with GameCube ISOs (GCM).
- py-nod - Python 3.8 bindings for the nod library above, exposing the same GameCube/Wii optical disc traversal, dumping, and authoring functionality to Python code.
- gcmod - Command-line tool for extracting the contents of and rebuilding GameCube ROM/ISO images, and inspecting ROM metadata.
- gcdiscbrowser - Homebrew disc browser that runs directly on GameCube hardware, reading and navigating the original GameCube disc filesystem.
Executables, Code Injection & Modding¶
- gc-c-kit - Toolkit for compiling C code using devkitppc and injecting it into a GameCube Executable (DOL). Can be adapted to different GC games.
- dolreader - Reader for GameCube/Wii DOL executable format.
- ida-wii-loaders - IDA Pro loader plugins for the GameCube/Wii REL (relocatable module) and DOL executable file formats.
- WiiRelocatorSP - Reads GameCube/Wii REL, RSO, and SEL relocatable module files and extracts their functions to binary, for disassembly with standard tools like objdump rather than an IDA-specific loader.
- HopperPPC-Plugin - GameCube/Wii .DOL loader and PowerPC (Gecko) disassembly plugin for the Hopper Disassembler.
- Kamek - Code injection engine for GameCube and Wii games, compiling and linking custom C++ code against the original DOL/REL executables.
- GeckoLoader - Extends the available code space for Gecko codes on Wii/GameCube games, allowing thousands of lines of Gecko code per game.
- mapdas - Tools for working with Metrowerks symbol map (.map) and Gekko/Dolphin executable (.dol) files.
- Kuribo - Embedded Wii Channel mod loader, installing mods from an SD card. Loads its own .kxe executable format (supporting GCC, Clang, and CodeWarrior) as well as legacy Kamek .kmk executables.
- geckocode-libs - Python library for parsing and editing Gecko Codes for the Wii/GCN.
- GekkoAssembler - Assembles Gekko Assembly to Action Replay or Gecko Cheat Code format. Used for GameCube and Wii game modding.
SDK, System Libraries & Decompilations¶
- WiiTools - Tools for Wii reverse engineering and function identification to help hacking Wii games.
- Chihuahua - Tool for GameCube/Wii file formats.
- cgrr-gamecube - Tools for GameCube file formats.
- dolsdk2001 - Decompilation of the 5-23-2001 version of the Dolphin (GameCube) SDK libraries.
- open_rvl - Decompilation of the RVL SDK (Nintendo's Wii operating system libraries), archived but a reference for the Wii's system-level formats.
- EGG - Decompilation of Nintendo's EGG library, a Wii-era in-house engine used across multiple first-party Wii games.
- gc-ipl - Open source reimplementation of the GameCube IPL (boot ROM).
- wii-shop-channel - Decompilation of the Wii Shop Channel, reading an existing WAD dump of the channel.
- Kaitai-Files - Kaitai Struct definitions documenting proprietary Wii file formats, including WiiConnect24 channel data (e.g. the Forecast Channel), compilable into parsers for any Kaitai-supported language. See also wc24-tools for standalone WiiConnect24 file encryption/decryption (archived).
- tmdparse - Collection of command-line utilities (tmdparse, tikdecrypt, nus_download.sh, bindecrypt) to parse Wii TMD files and decrypt title contents.
- WiiSigVerifySharp - .NET library to parse and verify signatures and certificates as used on the Wii.
- xyzzy-mod - Homebrew application for extracting the Wii's OTP and SEEPROM encryption keys, used as a console keys extractor. See also InvoxiPlayGames's fork.
- Wii.py - GPL-licensed Python library providing editors and classes for many Wii file types, especially the files present in banners; written as a replacement for the never-released pywii.
- Sharpii - Windows command-line tool built on libWiiSharp for packing/unpacking/editing WAD and U8 archives, patching IOS WADs, downloading titles from NUS, and converting between .wav/.bns and image/.tpl formats.
- libWiiPy - Python library for handling Wii file formats: TMD/Ticket/certificate-chain parsing with signature verification, WAD packing/editing with title content encryption/decryption, NUS title downloading, U8 archive (
.arc/.app) packing/unpacking, ASH/LZ77 decompression, IOS patching, and NANDcontent.map/setting.txt/uid.sysediting. Companion WiiPy CLI exposes all of its features; see also rustwii, an in-progress Rust port of both. - ASH0-tools - Command-line compressor/decompressor for Nintendo's ASH0 format used on the Wii, including the distance-tree variant found in My Pokémon Ranch, based on Garhoogin's research into the compression algorithm.
- dolsdk2004 - Decompilation of the 4-20-2004 version of the Dolphin (GameCube) SDK libraries.
- wiifs - Wii NAND file system driver, supporting file read/write, HMAC verification/generation, and ECC data generation. See also wiifsfuse, a FUSE client built on it.
Emulation, Audio, Video & Wii Channel Tools¶
- libansnd - Audio library for Wii and GameCube homebrew with support for ADPCM audio decoding and arbitrary resampling. Supports up to 48 simultaneous voices with hardware ADPCM decoding.
- Dolphin - GameCube and Wii emulator that parses and implements support for GameCube/Wii disc and asset file formats.
- noclip.website (Wii Banners) - Renderer for NW4R LYT UI layouts, used to play back animated Wii channel banners from
banner.binarchives. Parses BRLYT layouts, BRLAN animations, and NW4R bitmap fonts. - FunKii - Command-line downloader for Wii content from the Nintendo CDN, packaging titles into installable WAD files (including DLC handling).
- DTMText - Converts Dolphin emulator DTM tool-assisted-speedrun movie files to and from a human-editable text format, to support diffing/version-controlling TAS inputs (GameCube, single controller only).
- DTMEditor - GUI editor for Dolphin emulator DTM tool-assisted-speedrun movie files.
- wii-banner-sound-extractor - Python tool for extracting the Wii menu/banner sound from Wii game images, saving it as an MP3.
- mo2mp4 - Converts Wii Mobiclip
.movideo files to.mp4, combining the Wii Mobiclip SDK with Gericom's MobiclipDecoder. See also mobiclip-conversion-tool for the reverse (encoding) direction (binary-only release). - mpls_movie-decomp - Decompilation of the Wii Motion Plus Demo Video Player, the built-in Wii channel demonstrating Wii Motion Plus.
- NUSGet - Modern Qt6 GUI NUS content downloader for Wii, vWii, and DSi built on libWiiPy/libTWLPy; decrypts contents and packs installable WAD/TAD archives, with vWii Common Key re-encryption support.
- wii-menu-visual-patcher - Shell script that unpacks the Wii System Menu's
diskBann.ashbanner, patches the Disc Channel to show its normally-hidden DVD icon, and repacks the banner and System Menu WAD with the modified files; includes a variant for Korean/Wii Mini consoles. - vcromclaim - Extracts game ROMs, manuals and save files from an extracted Wii NAND filesystem containing Virtual Console games, automatically decompressing compressed ROMs; covers NES, SNES, TurboGrafx-16, Genesis, Master System and N64 titles.
Nintendo DS / DSi¶
- Nitro Files - Documentation for Nintendo DS file formats.
- narchive - Tool for extracting and creating NARC archives used in DS games.
- Tinke - Viewer, converter, and editor for Nintendo DS file formats (images, text, sounds, fonts, textures), extensible via .NET plugins. Deprecated by its author; see TinkeDSi below for an actively maintained continuation with DSi support.
- TinkeDSi - Viewer and extractor for Nintendo DS/DSi file formats.
- NitroViewer - In-browser (and Electron desktop) viewer and editor for Nintendo DS ROMs, a web replacement for Tinke powered by Nds4j. Browses the ROM filesystem and NARC archives; views NCGR/NCLR/NSCR/NCER/NANR 2D graphics, NSBMD/NSBTX models with NSBCA/NSBMA/NSBVA/NSBTP animations (glTF export) and SPA particles; browses SDAT and plays SSEQ/SWAV/STRM; replaces files or imports PNGs and downloads the modified .nds.
- Hatenatools - Python tools for Flipnote Studio (Nintendo DSi) file formats. Supports reading and writing .ppm (Flipnote files), .tmb (thumbnail files), .ugo (user data), and .ntft (image files). Can extract metadata, frames, and audio from Flipnote files.
- apicula - Converter for Nintendo DS .nsbmd 3D model format.
- apicula/wiki/FILETYPES - Documentation for Nintendo DS file types.
- nitro-fs - Nintendo DS filesystem tools.
- nitro-g3d-tools - Tools for Nintendo DS 3D graphics.
- nitroefx - Nintendo DS effect tools.
- NitroEffectMaker - Effect editor for Nintendo DS.
- narc - NARC archive tool for Nintendo DS.
- NitroSDK - Official Nintendo DS SDK.
- NitroSystem - Nintendo DS system library.
- NTRGhidra - Ghidra plugin for Nintendo DS.
- nds_ida - IDA Pro 7.6+ loader and processor module for Nintendo DS ROMs, with automated segmentation, named IO registers, and address-mirroring support; complements NTRGhidra above for Ghidra users. Unmaintained.
- NitroSharp - Nintendo DS file format library.
- nitrog3d - Nintendo DS 3D tools.
- nitrogfx - Nintendo DS graphics tools.
- TWLFontTools - Extracts NFTR fonts from a Nintendo DSi TWLFontTable.dat file and prepares them for reuse, with companion dumper/generator tools for the font's texture map, UV coordinates, and codepoint lookup table.
- TWLFontTransferTool - GodMode9 script/firm that transfers a Nintendo DSi TWLFont between console regions (iQue, Nintendo, KOR), fixing the white-screen font mismatch when booting DSiWare titles from another region.
- Ekona - Nintendo DS file format library.
- Nds4j - Java library for Nintendo DS formats.
- REGames Editor - Full-featured editor for Nintendo DS games.
- NitroModel ConverterGUI - Converts between Nintendo DS Nitro model formats (NSBMD/NSBTX from ASS/IMD).
- NCPatcher - Universal Nintendo DS code maker/patcher that modifies a ROM's ARM7/ARM9 executable binaries for code injection, working on an already-extracted ROM filesystem.
- Pacha - Python region-agnostic Nintendo DS ROM patcher that creates patches replacing individual NARC files or NARC subfiles without touching the rest of the ROM; arm9/arm7/overlay patches use xdelta3 and are locked to the region of the ROM they were made from.
- sdatxtract - Command-line Nintendo DS Sound DATa (SDAT) extraction utility.
- DSlash - Nintendo DS ROM viewing/extraction tool based on ndstrim (GitHub mirror of the original Google Code project).
- Flipnote-Encoder - Cross-platform Flipnote Studio (Nintendo DSi) encoder and signer, producing valid .ppm files.
- flipnote.js - JavaScript library for decoding, converting, and in-browser playback of Flipnote Studio (.ppm) and Flipnote Studio 3D (.kwz) animations.
- flipnote-player - Web-based player and video converter for Flipnote Studio and Flipnote Studio 3D animations, built on flipnote.js above. See also flipnote-video, a command-line/Node.js counterpart for converting Flipnotes to video.
- flipclip - Web tool converting Flipnote Studio / Flipnote Studio 3D animations to the Clipnote file format.
- libugomemo - C library for parsing and encoding Flipnote Studio and Flipnote Studio 3D files.
- FSPDS - Homebrew Nintendo DS ROM for playing back Flipnote Studio (.ppm) files directly on DS/DSi hardware via flashcard.
- kwz-restoration - Restores corrupted audio in Flipnote Hatena animations converted to Flipnote Studio 3D's .kwz format.
- playnote-studio - Unofficial Flipnote Studio animation player ported to the Panic Playdate handheld.
- flipnote-studio-docs / flipnote-studio-3d-docs - Reverse-engineering documentation wikis for Flipnote Studio (DSiWare) and Flipnote Studio 3D (3DS eShop) respectively.
- flipnote.py - Python library for Flipnote Studio and Flipnote Studio 3D files. See also flippy, a Flipnote Studio 3D multitool by the same author.
- flipnote-id - Extracts names, Flipnote Studio IDs, and other metadata embedded in Flipnote files.
- flipnote-audio-tool - Debugging tool for the audio data embedded in Flipnote Studio 3D's DSi Library notes.
- Flipnote.NET - Fan-made PC application for Flipnote Studio (formerly known as FlipnoteDesktop), for viewing, creating, and editing .ppm Flipnotes.
- dsiflipencode - Flipnote Studio (.ppm) encoder/decoder written in C++.
- PPMLib - .NET library to read and write Flipnote Studio (.ppm) files. See also RinLovesYou's cross-platform rewrite.
- Ugomemo.NET - C# library for parsing Flipnote Studio (.ppm) files, rendering frames/thumbnails via ImageSharp and exporting animations to GIF.
- paracule - Rust library for reading and writing Flipnote Studio animations: frame/thumbnail rendering, sound data parsing/resampling, and signature verification/signing.
- nitromods - Project management tool for modding DS games: unpacks ROM filesystems, installs a custom overlay, compiles/assembles mod code (ASM, C, or D), and repacks everything into a new ROM. Supports Pokémon Diamond/Pearl/Platinum, HeartGold/SoulSilver, and Animal Crossing: Wild World.
- NintendoNitro4DotNet - .NET libraries for working with file formats in Nintendo DS games.
- dlpdump - Nintendo DS homebrew project for preserving DS Download Play content in a verifiable way, dumping the Wi-Fi packets a DS Download Play host broadcasts.
- DSDLP_Assembler - Assembles captured Wi-Fi packets, Nintendo Channel DLC files, and melonDS save states into DS Download Play binaries, complementing dlpdump above.
- NDWCSHAP_Generator - Generates a Nintendo DS Wi-Fi Connection-style (NDWCSHAP) wireless access point that any Nintendo DS, DSi, or 3DS will auto-connect to, for local wireless testing without official infrastructure.
- NFS (Nintendo File System Utils) - ROM hacking library and tools for reading/writing Nintendo DS file formats including NARC, NCLR, NCGR, and more.
- editwl - C++ libraries and desktop tool for reading, writing, and editing Nintendo DS(i) ROM formats: BMG message archives, DS(i) ROM headers/overlays/code/NitroFS filesystem, NARC/CARC archives, and DWC utility.bin archives, usable as a GUI or CLI.
- TomoForge - Windows-first desktop toolkit for inspecting, validating, extracting, rebuilding, and patching Nintendo DS-family ROMs; works at the ROM-container level across retail games and homebrew. Reads NTR/TWL headers, verifies header/logo CRC values, exports/replaces files in the NitroFS filesystem, rebuilds standard NTR ROMs with structural verification, and applies xdelta/IPS/UPS/BPS patches with format auto-detection.
- PlayMobic - Documentation, .NET library, and command-line/GUI tools for the MODS video format used in Nintendo DS games (Mobiclip video, IMA-AD PCM and FastAudio v2 audio codecs). Converts to MP4, AVI, or raw streams.
- NDS Banner Editor - GUI editor for creating and previewing animated Nintendo DS icon/title banners, with an in-app animation player.
- NDS BMG Editor - PyQt5/ndspy GUI editor for Nintendo BMG (Binary Message) files from Nintendo DS games such as Mario Kart DS and New Super Mario Bros., with escape-sequence handling, character analysis, and text export/import.
- NDS BNCL Editor - Windows (.NET) GUI with a 2D viewer for editing Nintendo DS BNCL files.
- NitroWAV Tool - Converts PCM WAV and RAW audio to the custom NitroWAV (NWAV) streamed-audio format, with loop points and event markers.
- Companion: NitroWAV Player, the DS-side player for NWAV streams (New Super Mario Bros. DS, Mario Kart DS).
- NitroPacker - Cross-platform utility to unpack/repack Nintendo DS ROMs (filesystem, ARM9/ARM7 binaries, overlays), decompress/recompress the ARM9 binary, and apply ARM assembly hacks to the ARM9 or overlays via Ninja+LLVM or Make+devkitARM.
- MelonRipper - 3D scene/model ripper capturing geometry from any Nintendo DS game running under melonDS, by the same author as apicula above.
- palToRLCN - Converts .pal/.act/JASC-PAL palettes to Nintendo DS RLCN/NCLR format. (Archived.)
- Aseprite-Nitro-Plugins - Aseprite scripts for Nintendo DS Nitro-format tile/palette export.
- PKMN-DS-Blender-ToolBox - Blender scripts for modeling Generation IV/V Pokémon DS game models.
- libTWLPy - Python library for Nintendo DSi files modeled on NinjaCheetah's libWiiPy for the Wii: TMD/Ticket/TAD parsing, TAD content extraction/decryption/re-encryption/packing, and NUS title downloading. Used by NUSGet above for DSi TAD support.
Nintendo 64¶
- N64Recomp - Tool to statically recompile N64 games into native executables. Converts N64 binaries into C code that can be compiled for any platform. See also N64ModernRuntime, the shared runtime library used by N64Recomp-based ports and recompilations.
- AudiobankToC - Scripts for converting between N64 Audiobank bank files and C code. Matches on binary -> C -> binary for banks in OoT.
- seq64 - SEQ64 V2, a full-featured editor for first-party N64 music sequencing (MML format,
.com/.mus/MIDI conversion). Supports Super Mario 64, Star Fox 64, Mario Kart 64, and The Legend of Zelda: Ocarina of Time. - ipl3checksum - Python and Rust library to calculate the IPL3 (boot code) checksum for N64 ROMs, used to validate/patch ROMs in decompilation and recompilation workflows.
- N64-IPL - Matching disassemblies of the N64 boot code (IPL1, IPL2, and IPL3).
- UltraCIC - Reverse-engineered clone of the Nintendo 64 CIC lockout/authentication chip.
- ido-static-recomp - Static recompilation of the SGI IDO 5.3/7.1 C compilers for modern platforms, letting N64 decompilation projects rebuild with the original toolchain to verify byte-matching output.
- ultralib - Reverse engineering and matching decompilation of libultra (the N64 SDK), supporting multiple IDO/GCC compiler and library versions.
- sdk-tools (decomp) - Decompilation of the Nintendo 64 SDK's developer tools, complementing ultralib above.
- glankk/n64 - Collection of N64 development tools.
- Tools:
gfxdis(F3DEX2 display list disassembler/decompiler),gru(Lua environment for manipulating raw binaries, N64 ROMs, Zelda64 file systems, UPS patches, and GameShark codes),grc(resource compiler for linkable N64 texture objects),ed64rdb/gs(remote debugging and GameShark upload utilities). - gzinject - WAD editing utility primarily used for patching N64 Virtual Console emulators and replacing the embedded ROM, with a documented patch file format.
- ido-rs - Rust programs for handling SGI IDO compiler data formats (st, ucode, binasm), complementing ido-static-recomp above in N64 decompilation toolchains.
- n64soundtools - Node.js reimplementation of the N64 SDK's SGI sound tools (sbc sequence bank compiler and related utilities) for building N64 homebrew audio data.
- n64os-info - Reverse-engineered and documented version history of the official Nintendo 64 OS (libultra, microcode, headers, release notes), based on SDK discs and leaks, complementing ultralib above.
- ultra64 - Detects libultra (N64 SDK) library function signatures embedded in N64 ROM binaries.
- n64-mr-backup-z64-python - Builds verified Mr. Backup Z64 Zip100 disk images from an N64 ROM collection: 8.3 naming, FAT16 layout, provably minimal disk count, and byte-reproducible output; ships no ROMs, only hashes to identify them.
- N64SoundTools - Preservation mirror of old versions of Subdrag's original N64SoundTools, the official N64 SDK audio sequence/bank editor that n64soundtools above reimplements.
SNES / NES¶
- SuperFamiconv - Command-line tool to convert graphics to Super Nintendo format.
- M1TE2 - SNES Mode 1 Tile Editor for generating, editing, and arranging SNES tiles and tilemaps (2bpp/4bpp) with palette support. Designed for Mode 1 but works with any mode needing 2bpp or 4bpp graphics.
- upernes - NES to Super NES recompiler; disassembles NES ROMs and converts 6502 code to SNES 65C816 assembly with hardware emulation.
- nesrecomp - Static recompiler ecosystem for NES games (part of the R.A.I.D. community), converting 6502 ROM code into portable native code, similar in approach to upernes and GB Recompiled above.
- jamulator - Early static recompiler converting NES ROMs into native executables via LLVM (unmaintained, historically notable predecessor to upernes/nesrecomp).
- DiztinGUIsh - Super NES ROM disassembler with tracelog capture/analysis and a focus on collaborative workflow; exports .asm files that reassemble back into the original binary.
- asar - SNES assembler for applying patches to existing ROM images or building new ones from scratch; the long-standing standard assembler used across SNES ROM hacking projects.
- nes-header-info - Tool for parsing and displaying iNES/NES 2.0 header information from NES ROM files.
- go-nes - Go library and CLI utilities for NES ROM and CHR data: unpacking/repacking iNES ROMs into PRG/CHR banks, converting between CHR tiles and PNG/bitmap, metatile and font conversion, and ROM usage-map visualization.
- nesdump - Small C++ tool that dumps info, PRG-ROM and CHR-ROM (whole or by bank, for known mappers) from iNES ROMs.
- SatellaWave - Satellaview (BS-X) server manager/tool exporting broadcast satellite data as BSX-*.bin files playable in bsnes-plus and snes9x, covering channels including Derby Stallion 96.
- BSFlashManager - Tool for managing BS-X / Satellaview memory pack flash cartridges for the SNES, reading and writing the Satellaview's flash memory format.
- bsnes-plus - Debug-oriented fork of bsnes with a tracer, memory/VRAM viewers, and breakpoints, widely used for SNES ROM hacking and reverse engineering.
- snes-tile-tool - SNES tile graphics conversion tool.
- nintendulatordx - Modified version of the Nintendulator NES emulator adding source-level debugging capabilities for NES ROM reverse engineering.
- Dispel - Disassembler for 65816/SNES ROM images.
- snes-assembly-book - 65c816 assembly guide covering opcodes and the inner workings of the SNES, aimed at ROM hacking and reverse engineering.
- NES-Sprite-Editor - Simple sprite editor for NES games.
- NesBlockFinder - Locates tile/block and screen-layout data within NES ROMs by matching an FCEUX PPU memory dump against the ROM's CHR/pattern data, to find offsets for graphics extraction/editing. Includes NesScreenFinder for locating screen-composition data built from those blocks.
- snes-sdd1-python - Python reimplementation of the SNES S-DD1 compression coprocessor (used by Star Ocean and Street Fighter Alpha 2), checked against the snes9x reference decoder across 4,000 golden test vectors.
- Same author also publishes patchers that rebuild Street Fighter Alpha 2/Zero 2 and two Star Ocean rebuilds as plain ROMs with the S-DD1 requirement designed out of the header, built from your own cartridge dump.
- snes-driver-python - Recovers the command protocol a SNES cartridge uses to talk to its coprocessor, read directly out of the cartridge's own driver code; checked against 42 real cartridges.
- snes-st-python - Emulator for the Seta ST010/ST011 navigation coprocessors used in SNES racing cartridges, settled against their own reference implementation.
- snes-rtc-python - Emulator for the two real-time-clock coprocessors used in SNES cartridges (S-RTC), held to the chips' own reference implementations.
- snes-obc1-python - Emulator for the OBC1 sprite-remapper coprocessor carried by one SNES cartridge, validated byte-for-byte against its own reference across every addressing state.
- snes-dsp-python - Emulator for the SNES DSP-1/2/3/4 coprocessor family (built on the nec-upd7725-96050-python core), running the microcode dump you supply rather than a from-scratch reimplementation of it.
- sony-s-dsp-python - Sony S-DSP audio-unit model for the SNES sound engine, cross-checked sample-for-sample against register configurations taken from real SPC music dumps.
- sony-spc700-python - Cycle-accurate SPC700 CPU interpreter for the SNES's audio processor (all 256 opcodes), validated against the SingleStepTests conformance corpus.
- snes-spc7110-python - Python reimplementation of the SNES SPC7110 decompression coprocessor (all three of its modes), checked against the chip's own reference implementation over 102,400 bytes of generated streams.
- snes-graphics-python - Encoder/decoder for the Super Nintendo's tile, tilemap, and palette graphics formats, validated bit-exact against the hardware's own behavior.
- snes-mapper-python - SNES cartridge memory map and DMA engine in Python, resolving every header-declared layout to its address-space mapping; checked against 5,145 real cartridges.
- snes-rom-image-python - Python library treating a SNES cartridge dump as a file rather than an address space: strips copier stubs, joins split ROM sets, identifies a dump by digest, and rewrites the header to drop a declared coprocessor with the checksum recomputed across every mirror; validated against 7,317 real cartridges.
- noiSNESs_Brr_Finder - Statistically analyzes SPC dumps and SNES ROM images to rip embedded BRR (Bit Rate Reduction) sound sample data, exporting to WAV or raw BRR; builds on techniques from SNESSOR and BRRTools while filtering out false-positive matches.
- snesify - Converts images into SNES-native tile graphics formats (2bpp/4bpp/8bpp), including a custom "scan16" 16-colors-per-scanline format that transfers to VRAM in half the time and space of 8bpp while looking better than 4bpp; used to make the large animations in the SNES port of Five Nights at Freddy's possible.
- retrotool (SFCRetroTools) - SNES/SFC ROM hacking and development toolkit consolidating tooling scattered across multiple ROM-hacking projects into a single Python library.
- noiSNESs_Sound_Editor - Statistically searches for embedded sounds in BRR format within files, facilitating extraction and replacement; companion tool to noiSNESs_Brr_Finder above.
- nes-util - Collection of NES ROM hacking utilities: iNES header combine/info/split, CHR tile encode/decode, color-swapping, CPU/PRG address conversion, and Game Genie code encode/decode/conversion tools. Moved from GitHub to Codeberg; no longer updated at its former location.
- nes-cdl-summary - Prints an FCEUX Code/Data Logger (.cdl) file in human-readable format, with a companion script to render CDL coverage as a PNG image. Moved from GitHub to Codeberg; no longer updated at its former location.
- ggencoder-qt - Qt/C++ Game Genie cheat code encoder/decoder, supporting NES, SNES, Genesis, and Game Boy/Game Gear code formats.
- SnesGFX - General-purpose SNES graphics format converter (C#/WinForms, codec-based).
Game Boy / GBA¶
ROM Tools, Disassemblers & Format Libraries¶
- cgrr-gameboy - Tools for Game Boy file formats.
- HexManiacAdvance - Hex editor for Game Boy Advance ROMs with scripting support.
- UnkrawerterGBA - Game Boy Advance ROM extractor and converter for games using the Krawall sound engine. Exports audio as XM or S3M module files. Supports automatic detection of instrument/sample lists and modules, direct rip mode for lossless extraction, and can be used as a library.
- See also krawall, the original XM/S3M player engine source used by these games.
- GB Recompiled - Static recompiler for Game Boy and Game Boy Color ROMs that translates LR35902 assembly directly to portable C code.
- Tilemap-Creator - Tileset and tilemap editor for the Game Boy Advance.
- gba_explorer - Explorer for Game Boy Advance ROMs, browsing and extracting embedded text, graphics, and sound data.
- gba-lz77 - LZ77 compressor/decompressor producing byte-identical output to the GBA's LZ77 implementation, verified against LEGO Island 2 (GBA).
- GBAC - GBA compressed data finder; searches a ROM for compressed data and visualizes it as palettes, tiles, or maps, and can replace it by importing new compressed data.
- gba_dumper - Set of utilities for text modifications in GBA ROMs. Since GBA games use homebrew text encodings rather than ASCII, streamlines building a translation table from search matches, dumping translated ROM text, and re-injecting edited strings.
- mgbdis - Game Boy ROM disassembler with RGBDS-compatible output.
- windfish - Tracing disassembler and UI for Game Boy ROMs, integrated with SameBoy for emulation and debugging.
- bub - Game Boy ROM disassembler written in Rust, with bank-aware addressing, optional tags file input, and options for large ROMs, CGB RAM and SRAM bank count.
- GameboyDisassembler - Disassembler that converts assembled Game Boy ROM code back into Z80-style assembly.
- gbadisasm - Game Boy Advance ROM disassembler.
- luvdis - Pure-Python Game Boy Advance disassembler.
- GhidraGBA - Game Boy Advance ROM loader for Ghidra.
- gba-ghidra-loader - Game Boy Advance ROM loader for Ghidra, targeting modern Ghidra versions.
- gvasm - Assembler and disassembler designed specifically for Game Boy Advance homebrew.
- gba-tileeditor - Simple tile editor for the Game Boy Advance.
- gfx2agb - Graphics converter for the Game Boy Advance, converting images to Mode 3/4/5 bitmap and palette data with configurable gamma, dithering, and output stride direction.
- gameboy-rom-parser - Rust parser for (Super) Game Boy (Color) ROM headers.
- gba_lib_func_sig - Game Boy Advance library function signature database for reverse engineering, used to identify known compiler/SDK library functions embedded in GBA ROMs.
- gba-disasm-decomp-tools - Bootstraps a disassembly or decompilation project for a Game Boy Advance game, scaffolding the toolchain and directory structure.
- ida_gba_stuff - IDA Pro scripts and loaders useful when reverse engineering GBA games.
- gba_opening_movie - Guide and reference implementation for inserting a custom AVI-converted opening movie into a Fire Emblem GBA ROM.
- bnGB - Binary Ninja loader and architecture plugin for Game Boy ROMs, enabling GB/GBC disassembly and analysis directly within Binary Ninja.
- Un-GameBoy - Interactive terminal-based tool for reverse-engineering Game Boy and Game Boy Color ROMs, with disassembly, labeling, and navigation features.
- GBRE - Research and interoperability toolkit for analyzing user-supplied Game Boy ROMs and building native reimplementations, providing ROM-range data modeling, source-map generation, HTML coverage maps, and emulator-trace/evidence tooling.
- gba-reversing-notes - Notes on reverse engineering GBA ROMs.
- GBA-IDA-Pseudo-Terminal - IDAPython tools aiding analysis, disassembly, and data extraction, tailored for the GBA architecture.
- gba-recomp - Static recompilation tool and runtime for Game Boy Advance ROMs.
- gba-mapper - LLM-driven automated disassembly and mapping toolkit for GBA ROM images.
- SLaDe-AGBCC - Neural GBA decompiler experiment targeting AGBCC-compiled code.
- super-game-boy-border-converter - Converts a 256x224 PNG image into Super Game Boy border SNES tile data.
- super-game-boy-border-injector - Injects a custom Super Game Boy border into (almost) any Game Boy ROM, complementing the border-converter above.
- ezgba - Applies SRAM, IPS, and EZ4 patches to Game Boy Advance ROMs.
- ungoomba - Unpacks the Game Boy ROM bundled inside a Goomba Front multi-game menu image for GBA flash carts, scanning for the emulator's embedded-ROM header. See also unpnesmmw, which does the same for NES ROMs bundled by PocketNES Menu Maker.
- BadBoy - Game Boy ROM disassembler and emulator with a companion tool suite: BPS/IPS patcher, ROM-to-PNG tile dumper, and ROM diffing/text search.
Hardware & Die-Level Reverse Engineering¶
- metroboy - Repository of gate-level simulators and reverse-engineering tools for the original Game Boy hardware.
- gbrom-tutorial - Tutorial for extracting the Game Boy boot ROM from die photographs.
- maskromtool - CAD tool for extracting bits from mask ROM die photographs, used to recover boot ROM and other on-die data.
- ninmonitorroms - Recovered Game Boy debug monitor ROMs, partial ROM images pulled from an official Nintendo Game Boy emulator.
- dmg-schematics - Reverse engineered schematics of the Game Boy's DMG-CPU B chip, including the SM83 CPU core. Successor to the archived DMG-CPU-Inside project.
- gb-schematics - Reverse engineered Game Boy-related hardware schematics.
- nds-slot2 - Nintendo DS slot-2 (GBA slot) reverse engineering documentation.
- gba-cartridge - Experiments documenting how Game Boy Advance cartridges work.
- gba-cartridge (repro RE) - Reverse engineering attempt of a Chinese repro Game Boy Advance cartridge.
- gameboy-audio-dumper - Dumps Game Boy ROMs and save files over an analog audio connection.
- FlashGBX - Cross-platform (Windows/Linux/macOS) tool to read and write Game Boy and Game Boy Advance cartridge ROM and save data, including RTC registers, via GBxCart RW, GBFlash, Joey Jr, and Game Bub hardware.
- Features: Wide support for cartridge memory mappers and reproduction/flash cartridges, flash chip identification, decoding and extraction of Game Boy Camera photos from save data, and ROM dump report generation for game preservation.
- ems-qart - Cross-platform Qt application to read and write ROM and SRAM save data on EMS 64M USB Game Boy flash cartridges. See also ems-flasher, the original command-line flasher for the same hardware.
- GBA_MultiMenu - Menu program and ROM-compilation builder for Game Boy Advance bootleg cartridges equipped with a multi-game mapper, supporting several common mapper chips and per-game save slot configuration. Compatible with cartridges dumped/flashed via FlashGBX above.
- gba-auto-batteryless-patcher - Patches a GBA ROM for batteryless saving on bootleg cartridges containing SRAM but no battery, flushing save data a few seconds after an in-game save or on a button-trigger.
- libsavgba - Library to access various backup media (SRAM, flash, EEPROM) in GBA cartridges. Successor to the archived libgbabackup.
- ags_aging (decomp) - Decompilation of the AGS Aging Cartridge 7.0, a Nintendo diagnostic/burn-in test cartridge for Game Boy Advance hardware.
- See also AGSTests, a (semi-)decompilation consolidating the AGS test programs in one central place.
- GB-SMART-multiboot-rom-manager - GNU Octave/MATLAB tool that builds multiboot ROM images for EMS GB SMART 16M/32M flash cartridges, handling the proprietary mapper's ROM offset-alignment and boot-logo-scan format.
- gb-save-manager - Backs up and restores Game Boy cartridge SAVE (SRAM) files over a Link Cable, no special flash hardware needed.
- gb-save-states - bsdiff patches adding save-state support to Game Boy/GBC games on original hardware via flash-cart SRAM.
Game Boy Camera & Printer¶
- gbcam-rev-engineer - Tools used to reverse engineer the Game Boy Camera's sensor and communication protocol using an Arduino UNO.
- gbp-decode - Set of functions to decode Game Boy Printer print job data.
- gbcamextract - Extracts photos from Game Boy Camera / Pocket Camera save files, including the Hello Kitty camera variant.
- gb-photo - Toolkit and library for reading, writing, and converting Game Boy Camera save data, including frame/border resources. Credits cristofercruz as a contributor.
- See also Inject-pictures-in-your-Game-Boy-Camera-saves, a MATLAB/Python tool converting arbitrary images into the Game Boy Camera's native save format for injection via flash cart or emulator.
- See also gb-camera-frames, a community-sourced collection of decoded Game Boy Camera decoration frame data extracted from various cartridge ROM dumps.
- game-boy-camera-manager - Tool for managing Game Boy Camera data, including both save (SRAM) photos and ROM contents.
- arduino-gameboy-printer-emulator - Arduino-based Game Boy Printer emulator that captures the raw serial protocol between a Game Boy/GBC/GBA and the printer, decoding print jobs into images. See also GameboyPrinterSniffer, a standalone packet sniffer for the same protocol.
- NeoGB-Printer - Open-source, standalone ESP32-based Game Boy Printer emulator 100% compatible with all 110 officially released compatible games, saving printed images as BMP. Co-developed with the author of arduino-gameboy-printer-emulator above.
- The TinyGB Printer - Raspberry Pi Pico-based Game Boy Printer emulator storing decoded print jobs directly as PNG images on an SD card, battery powered for portability.
- Built on mofosyne's arduino-gameboy-printer-emulator protocol parser above; described by its author as a Pico "demake" of NeoGB-Printer above.
- See also the same author's earlier GameboyPrinterPaperSimulation (simulates physical/e-paper printout look from the decoded data) and PC-to-Game-Boy-Printer-interface (bridges a PC to a real Game Boy Printer, encoding images into Game Boy tile format), both since folded into this project.
- wifi-gbp-emulator - ESP8266-based Game Boy Printer emulator that exposes received print job data over a WiFi connection instead of local storage.
- gb-link-printer - Firmware turning a GB-Link-Adapter into a Game Boy Printer emulator, allowing photos to be downloaded straight from the browser.
- gbpxl - Game Boy Printer XL: transparent interface bridging the Game Boy Camera/Printer protocol to ESC/POS-compatible thermal receipt printers. See also cristofercruz's fork with multi-tone printing support.
- gameboycameralib - Java library encoding, decoding, injecting, and extracting Game Boy Camera 2BPP images as PNGs or BufferedImages to/from Game Boy Camera save files.
- GameBEye - Python library for processing Game Boy Camera images.
- gbpinter_dump2image_py - Python script batch-converting raw Game Boy Camera image dumps into PNG files.
- gb-printer-web - Web app for organizing, editing, and sharing Game Boy Camera photos.
- GBCamera-Android-Manager - Android app to manage a Game Boy Camera photo gallery, communicating over USB serial with an Arduino Printer Emulator or GBxCart RW to pull images.
- gbcam2png - Command-line tool converting Game Boy Camera save RAM photo dumps to PNG.
- game-boy-camera-format-converter - Converts Game Boy Camera BMP dumps, as produced by the BennVenn Joey Jr cart dumper, into upscaled, social-media-friendly PNGs.
- gbcam-hdr-utils - GUI/CLI utilities converting Game Boy Camera
.savdumps (single-photo, full-RAM, or multi-RAM/PHOTO! concatenated) to PNG and assembling HDR image stacks from AEB (auto-exposure-bracket) photo sequences. - dmg-darkroom - Browser-based tool that loads
.sav/.srmGame Boy Camera dumps, browses photos, and applies 100+ palettes (with.pal/.gbpimport/export) and effects before exporting images. - game-boy-camera-picture-extractor - TypeScript/PWA that recovers a clean 128x112 4-color Game Boy Camera image from a photograph of the camera's LCD screen (or video capture), correcting for perspective and lighting.
- dither-pattern-gen - Documents and reproduces the Game Boy Camera's original dithering patterns (4 groups of 16 patterns) used to convert analog sensor data to the console's native 2bpp greyscale format; also generates alternative patterns.
- Game-Boy-Camera-Faker - GNU Octave tool that converts arbitrary photos into synthetic Game Boy Camera images by modeling the Mitsubishi M64282FP sensor's artifacts and dithering algorithm.
- direct-serial-to-gif-converter - Converts a raw Game Boy Printer serial capture directly to an animated GIF.
- GBP-Downloader - Browser-based Game Boy Printer receiver using the Web Serial API, no install required.
- Game-Boy-Camera-Fast-Wifi-Adapter - Wifi/USB-serial hardware adapter that extracts Game Boy Camera photos to a phone or PC in under 2 minutes.
- pico-gb-printer - Raspberry Pi Pico-based Game Boy Printer emulator exposing a web interface to browse and download received print-job photos.
- A-Game-Boy-Printer-emulator-in-1998 - Preserved 1998 DOS/LPT-port Game Boy Printer emulator source, the earliest known one, decoding the same print-job protocol as later tools.
Mobile Adapter GB¶
- libmobile - Reimplementation of the Mobile Adapter GB protocol used by Pokémon Crystal, Mario Golf, Mario Tennis, and other Game Boy/GBC games for early-2000s online connectivity, enabling connections to custom replacement game servers. See also ArduinoAdapterGB for a real-hardware emulation of the same physical adapter.
- reon - Service replacement for the Mobile Adapter GB, targeting all officially released games as well as homebrew; includes a mail server, web-facing per-game scripts, and non-web applications such as a Pokémon Crystal Trade Corner program.
- libmobile-bgb - Mobile Adapter GB emulator plugin for the BGB Game Boy emulator, built on libmobile above.
- libmobile-atmega - libmobile implementation for Atmega-based devices (e.g. the Arduino UNO's atmega328p), for real-hardware Mobile Adapter GB emulation.
- PCBridge - Interprets Arduino Adapter GB commands over a serial connection and relays them to a remote server; companion to ArduinoAdapterGB above.
- mobile-relay - Relay server for Mobile Adapter GB direct call (game-to-game) connections.
- trade-corner - Script facilitating Pokémon Crystal's online Trade Corner over the Mobile Adapter GB service.
Cross-Platform Formats & Archives¶
Archive & Container Formats¶
- Nintendo-File-Formats - Documentation for Wii U and Switch file formats.
- sarc - Rust library for reading and writing Nintendo SARC and SZS (yaz0 compressed SARC) archive formats.
- sarc-extract - Extractor for SARC archive format.
- GARC-Unpack - Unpacker for Nintendo GARC archive format.
- lzarc - Rust library and CLI for working with LZARC compressed archives used in Paper Mario Color Splash.
- Lzarc-Tool - Tool for LZARC compressed archive format.
- darctool - Tool for extracting and creating DARC archive files used in Nintendo games.
- ninfs - FUSE filesystem tool to mount Nintendo 3DS and Switch container/filesystem formats (CCI, CDN, CIA, NAND, NCA, RomFS, SD, etc.) for direct file browsing.
- sarctool - Command-line tool for working with Nintendo SARC archive files.
- rust_lzss - Rust library implementing Nintendo's LZSS decompression, used across many Nintendo game formats.
- 3DSkit - Tool to extract and repack many file formats found on Nintendo DS, DSi, 3DS, Wii U, and Switch.
- Jungle - Accurate parser/encoder for various Nintendo file formats.
- zbic - Python package implementing the ZBIC compression algorithm used on Nintendo Switch.
- Nintendo-File-Samples - Test set of Nintendo file format samples covering various edge cases, for validating tools against.
- oead - Library for recent Nintendo EAD first-party formats (BOTW/TOTK-era SARC, Yaz0, AAMP, BYML, and more), with Rust core and Python bindings. See also cs-oead for a C# wrapper.
- byml-v2 - Python BYML/BYAML parser, writer, and BYML-to-YAML converter supporting v2, v3, and v4 files (Breath of the Wild and Super Mario Odyssey, including 64-bit node types and both endiannesses).
- Sibling Python libraries: aamp (AAMP parameter archive reader/converter, targeting Breath of the Wild), sarc (SARC archive reader/writer and CLI), evfl (EventFlow .bfevfl flowchart and .bfevtm timeline parser/writer, able to rewrite every event flow in Breath of the Wild), tmpk (library and CLI for Nintendo's TMPK archive format).
- SarcLibrary - Modern C# reader/writer for Nintendo SEAD/SEPD SARC archives.
- SARC-Tool - Tool for extracting and packing SARC/SZS archives from Nintendo EAD games, using SarcLib and libyaz0.
- sarc_archiver - C plugin for the PhysicsFS virtual filesystem library that mounts Nintendo SARC archives, with a zstd-compressed I/O wrapper (optional dictionary).
- GARCTool - Nintendo 3DS GARC (un)packing tool with support for repacking compressed files, complementing GARC-Unpack above.
- mizuna - C++ library for Nintendo file formats, including Yaz0, SARC/SZS, BYML, and MSBP.
Text, Message & Localization (MSBT/LMS)¶
- msbt2sheets - Converter for MSBT files to spreadsheet format.
- MSBTEditor - MSBT text extractor/replacer for .msbt and .umsbt LE-files.
- umsbt_cmd_extractor - Command extractor for UMSBT files.
- PyMsyt - Python library wrapping MSYT for editing Nintendo MSBT text files, used across Breath of the Wild and other Nintendo games.
- MSBTConverter - Tool to convert Nintendo MSBT text files to YAML and back.
- CLMS - C# library for Nintendo LMS (Message Studio) text format files (MSBT, MSBP, MSBF).
- MessageStudio - Modern C# implementation of Nintendo MessageStudio (LMS) text file formats.
- MsbtToYaml - Command-line tool that converts MSBT files to and from YAML.
- OatmealDome.NinLib.MessageStudio - .NET library for reading MSBT files generated by Nintendo's MessageStudio suite (read-only).
- MSBT Editor Reloaded - Windows editor for Nintendo MSBT message files with support for sections such as LBL1 and NLI1.
Models, Textures, Fonts & Rendering¶
- Syroot.NintenTools.Bfres - Library for reading/writing Nintendo BFRES model format (Wii U).
- BFRES-Viewer - Viewer for Nintendo BFRES model format files.
- BFRES-Tool - Tool for working with Nintendo BFRES files.
- BFRES-Extractor - Extractor for Nintendo BFRES format files.
- TSCBReader - Reader for TSCB format files.
- 3dsfont - Toolkit for Nintendo BCFNT and BFFNT font files (3DS, Wii U, Switch).
- bffnt-tools - Python CLI that unpacks BFFNT/BCFNT/BRFNT fonts into PNG sheets plus
font.jsonand packs them back, with a Qt/OpenGL viewer for editing glyph widths and character mapping (README in Ukrainian). - NintyFont - Nintendo binary font editor
- img2nutexb - Converts standard images (PNG, JPG, GIF, DDS, TGA, TIFF, ICO, BMP) to Nutexb, the Namco texture format used in Smash Ultimate and other Switch games.
- nutexb - Rust library for working with Namco Nutexb textures, found in Smash Ultimate and other Switch games.
- bntx - Rust library for working with Nintendo BNTX textures.
- img2bntx - Converts standard images to Nintendo BNTX texture format.
- BFRES-to-FBX-Converter - Windows tool to convert Nintendo BFRES model files to FBX, built on the FBX SDK.
- BfresToCast - Console tool to extract models and textures from Nintendo BFRES container files to the Cast format.
- BFRES-Model-Importer - Script for injecting and replacing models in Nintendo BFRES files (Switch and Wii U), maintaining and extending smb123w64gb's original work.
- BFRES-Shader-Maker - Tool for building BFSHA/BNSH shader binaries from scratch using a given BFRES and GLSL code.
- KCollisionLibrary - Library for reading and editing Nintendo KCL collision file binaries used by various games.
- SSBHLib - Library for reading and writing Nintendo SSBH rendering format files (used by Super Smash Bros. Ultimate and other Switch games).
- IONET - .NET library for reading and writing several 3D model formats into a common object model.
- BntxLibrary - Simple C# IO library for the Nintendo BNTX texture format.
- ssbh_lib - Rust library for reading and writing Nintendo SSBH rendering format files (used by Super Smash Bros. Ultimate and other Switch games).
- NintenTools.Bfres (smb123w64gb) - .NET library for reading, writing, and modifying the Nintendo BFRES graphics archive format (Wii U); the original work later extended by KillzXGaming's BFRES-Model-Importer above. See also the author's BFRES_Injector_CMD, a command-line tool built on the library that injects OBJ/SMD meshes into a BFRES model, and BFRES_IO, early Python scripts and classes for parsing BFRES vertex data, string tables, models, and textures.
- hermite-editor - GUI editor for the Hermite animation curves found in Nintendo BFLAN layout animation files, exporting keyframe data in the XML format used by KillzXGaming's LayoutLibrary.
- bfres_importer - Blender importer for Nintendo BFRES/SBFRES models (Switch format), including skeletons and textures; used with Breath of the Wild and other Switch titles.
- BfresPlatformConverter - Automatic converter between Wii U and Switch Nintendo BFRES binaries, handling the significant material and shader differences between the two platforms.
- ImageLibrary - Image processing library for decoding and encoding the texture pixel formats shared across KillzXGaming's BNTX, BFRES, and other Nintendo texture tooling.
- LayoutLibrary - UI library for reading and writing Nintendo BFLYT layout and BFLAN layout-animation file binaries; its animation-curve export format is consumed by hermite-editor above.
- bflyt-rs - Rust library and
bflyt-toolcommand-line utility that converts Nintendo BFLYT layout files to and from JSON. - SwitchLayoutEditor - Editor and renderer for the BFLYT and BFLAN layout files used in Nintendo Switch interfaces and games. Opens SZS archives.
- ShaderLibrary - Library for loading and saving Nintendo BFSHA and BNSH shader binaries used across Wii U and Switch titles.
- BntxLibrary (KillzXGaming) - C# library for reading and writing the Nintendo BNTX texture format, built on ImageLibrary below for pixel-format processing.
- BfresLibrary - Reworked continuation of smb123w64gb's NintenTools.Bfres above, unifying Wii U and Switch BFRES support with shader-parameter access, in-library texture deswizzling, and near-complete cross-platform material conversion (see BfresPlatformConverter below).
Scripting, Parameters & Game Data¶
- KMP-Expander - Expander for KMP format files.
- pymsc - Python library for MSC format files.
- msc-debugger - Debugger for MSC bytecode files, the scripting format used in Super Smash Bros. for Wii U character logic.
- msclang - Custom C-to-MSC-bytecode compiler; MSC is the bytecode format used by Super Smash Bros. for Wii U for character logic.
- mscdec - Decompiler that converts MSC bytecode (Super Smash Bros. for Wii U) back to C.
- aamp2xml - Converter for Nintendo AAMP parameter archive files (used across Breath of the Wild and other Nintendo EAD games) to/from XML.
- aamptoyaml - Converts Nintendo AAMP parameter archive files to readable YAML using a user-supplied list of key strings.
- AampLibrary - Library for editing v1 and v2 Nintendo AAMP parameter archive files.
- PTCLTool - Editor for Nintendo PTCL particle effect files, used across many first-party Wii U and Switch titles.
- BymlLibrary - Modern C# library for reading/writing Nintendo BYML (Binary YAML) files, versions 2-7, including Tears of the Kingdom's v7 nodes.
- AinbLibrary - C# library for Nintendo AINB (AI Node Binary) files.
- ainby - Viewer for Nintendo AINB (AI Node Binary) files.
- asb - Base library for parsing and recompiling Nintendo ASB (Animation State Binary) and AINB files.
- txtg - Experimental parser for the Nintendo TexToGo (TXTG) file format.
- RstbLibrary - C# IO library for Nintendo Resource Size Table (RSTB/RESTBL) files.
- EvflToJson - Command-line tool that converts Binary Cafe Event Flow (BFEV) files to JSON and back.
- BYAMLSharp - C# library for reading and writing BYAML versions 1 to 4, including Mario Kart BYAML, with handling of recursion and circular references.
Audio¶
- AalSharp - C# IO library for BARS and other Nintendo AAL audio resource file formats.
- AudioToolkit - IO library for file formats in Nintendo's nw::snd/nn::atk (NintendoWare) audio namespace.
- Citric Composer - Extractor, player, and converter for Nintendo 3DS/Wii U NintendoWare (nw::snd) waveform and streaming audio, with byte-level documentation of the BNK, WAR, SEQ, GRP, and WAV file formats.
- BCSAR-View - WIP editor for Nintendo 3DS sound archives (
.bcsar), dumping and inserting wave sounds, sound sets, and archives, and dumping sequences, banks, and groups. - BARSReaderGUI - GUI for reading Nintendo BARS files and exporting their sound and metadata. Tested with Super Mario Bros. Wonder, The Legend of Zelda: Tears of the Kingdom, Splatoon 3, Animal Crossing: New Horizons and Splatoon 2.
- BarsTool - GUI BARS file editor for extracting or replacing the embedded sound files, made with The Legend of Zelda: Breath of the Wild in mind.
- TOTK_BARS_Tool - Patches and adds BWAV files to Tears of the Kingdom BARS files.
- bars_py - Python module for reading and manipulating BARS files, tested only with Breath of the Wild files.
- automatic-bars-patcher - Patches BARS files automatically from whole directories of BWAV files when modding in custom music.
- bars-to-bwav - Extracts BWAV files from BARS containers, such as those in Animal Crossing: New Horizons.
- NW4ArchiveTools - Libraries for working with SDAT, BRSAR, BCSAR and BFSAR sound archives.
- 3DSUSoundArchiveTool - Extracts sequences and banks from BCSAR and BFSAR sound archives.
- BFSAR_Split - Splits out bfwav, bfstp and bfseq files from a little-endian BFSAR or similar container.
- BCFSTM-BCFWAV-Converter - Converts between the BFSTM, BCSTM, BFSTP, BFWAV and BCWAV formats.
- brsar-patcher - Script that patches BRSAR files, available in Python and C.
amiibo (NFC Tag Data)¶
- amiitool - Reverse-engineered amiibo NFC tag cryptography; decrypts/encrypts and copies Nintendo amiibo dumps. See also amiitool.net, a C# port.
- AmiiboAPI - RESTful API and database of amiibo NFC tag data.
- Amiibo - Database of amiibo
.bin/.nfcNFC tag dumps. - emuiibo - Virtual amiibo (amiibo emulation) system for Nintendo Switch, evolved from ogniK5377's switch-nfp-mitm.
- GameCubeToolkit - Toolkit for reading and editing GameCube-related files.
Sharp X68000 SDKs & Hardware¶
- mdxtools - Collection of tools for handling the MDX music format used on the Sharp X68000.
- fathuman - Lists and extracts files from Human68k (Sharp X68000) FAT12/FAT16 floppy disk images in XDF and DIM formats; also usable as a Midnight Commander extfs plugin.
- wav2adpcm - Converts WAV PCM audio into the Sharp X68000's native ADPCM sound format.
- a44enc - Same author's encoder (Linux/macOS) from S44/WAV 16-bit PCM to A44 (YM2608) ADPCM, the format used with the X68000 Mercury-Unit PCM expansion board.
- mdxvv - MDX voice viewer for Human68k/X680x0: MDX selector and player that displays and extracts FM voice data from MDX music files (requires MXDRV).
- mdxvcat - Same author's command-line extractor that writes the voice definitions of an MDX file out as MDX MML, ZMUSIC MML, XC, or X-BASIC definition data.
- png2sp - Converts RGB/RGBA PNG images into X68000 sprite pattern data (or a 65536-color GVRAM bitmap array).
- png2grm - Same author's PNG to 16-bit X68000 GVRAM format converter.
- pymag - Same author's Python encoder/library that writes images as MAG (.mag) files, a lightweight image format widely used on the X68000 and PC-98.
- dim2xdf - Converts DIM floppy disk images to XDF images, as a Python tool or native Human68k program.
- xmkmcs - Cross-platform bash script set that converts ordinary video files into MACS animation (MCS) data for the X68000, with palette optimization, LZE compression, and ADPCM audio.
- png2xsp - Converts PNG spritesheets into the Sharp X68000's XSP sprite library data format.
- x68k2amiga - Amiga program to convert Sharp X68000 executable files (and various X68000 data formats) to Amiga executables for subsequent reversing.
- x68000_converters - Set of Python scripts to convert various Sharp X68000 file formats (including ADPCM audio samples) to more usable states.
- furnace_z68 - Modification of the Furnace chiptune tracker adding X68000 .z68 music export and an ASM replay routine.
FM Towns SDKs & Hardware¶
Formats and tools generic to the FM Towns/FM Towns Marty platform, not tied to a specific game.
- FM-Squared - SD card management tool for the FM Towns/FM Towns Marty optical drive emulators Wizard and DocBrown.
- TIFF Town - Cross-platform image converter that turns modern image formats into TIFF files readable by TownsOS on the FM Towns/FM Towns Marty, previewing exactly what the console will display before conversion.
- FM Towns Self-Boot Kit - Builds self-booting ISOs for the FM Towns/FM Towns Marty from a set of files (including IO.SYS), for use via burned CD-R or ODE.
PlayStation SDKs & Hardware¶
Formats and tools generic to PlayStation consoles/SDKs, not tied to a specific game.
- LibOrbisPkg - Library, GUI, and CLI for creating, inspecting, and modifying PS4 PKG, SFO, PFS, and related package/filesystem formats.
- psvpfstools - Set of tools to decrypt the PFS (PlayStation File System) filesystem layer used on PS Vita.
- psvcd - Documents research into hardware-dumping PS Vita game cartridges (PlayStation Vita Cartridge Dump).
- vita2hos - PlayStation Vita to Horizon OS (Nintendo Switch OS) translation layer (not an emulator), parsing Vita's executable format to run titles under Switch's OS.
- Vita3K - Experimental HLE PlayStation Vita emulator for Windows, Linux, macOS, and Android, running original PS Vita game data. See also nckstwrt's fork with extensive per-game compatibility fixes for 30+ commercial titles.
- pkg2zip - Decrypts PlayStation Vita PKG files and repackages their contents (apps, DLC, patches, themes, PSM, PSX, PSP) into zip archives.
- unpkg_vita - Command-line PS Vita PKG unpacker supporting custom decryption keys.
- VitaPKG_GetInfo - Python script that retrieves metadata (title, region, size, etc.) from a PlayStation Vita PKG URL link without downloading the full package.
- PSY-Q SDK Version Finder - GUI tool for PS1 decompilation projects that identifies which Sony PSY-Q SDK version(s) a binary was built with, via color-coded byte-level signature diffing across 10+ SDK releases.
- psp-media-engine-cracking-the-unknown - Research documentation on the PSP's Media Engine, covering its Virtual Mobile Engine (VME), specialized move instructions, bitstream/context handling, local DMACs, VLD unit, and H.264 decoder.
- PsxVram-DotNet - PlayStation 1 VRAM viewer (.NET rewrite of PsxVram-SDL).
- uofw - The Unofficial Official FirmWare, a complete reverse engineering project for the latest PSP firmware.
- pspdecrypt - Simple tool to decrypt PSP binaries.
- kirk - IDA Pro processor module for the PSP's KIRK crypto engine.
- allegrexemu - Python emulator for the PSP's MIPS Allegrex variant CPU, with an example decompressing the KL4E compression format.
- psp-ghidra-scripts - Collection of scripts to aid in reverse engineering PSP binaries in Ghidra.
- psp-arc-sdk - Tools for building and extracting the DES-CBC encrypted .arc format updates found within early PSP SDKs.
- PSPLibDoc - Documents symbols (NIDs) of PSP modules across firmware versions, with tools to load PSPLibDoc XML, PSP export (.exp), and PPSSPP HLE source files.
- pkgrip - Fast Linux tool for decrypting PS3/PSP PKG files.
- nploader - PSP plugin for directly reading and loading DLC content in decrypted EDAT/PGD/SPRX form.
- DTP-T1000-Pre-IPL-dumper - Dumps the PSP's Pre-IPL loader segment from kbooti/bootdispi boot files.
- qcma - Cross-platform, open-source alternative to Sony's Content Manager Assistant for transferring content to/from the PS Vita.
- VitaMTP - Library implementing the PS Vita's USB MTP-based content transfer protocol, used by qcma and similar tools. Archived.
- mkpsxiso - ISO disc image maker written specifically for PlayStation homebrew development. Tool to build and extract PlayStation 1 CD images from XML. Modern cross-platform replacement for BUILDCD from PsyQ SDK. Supports mixed-mode CD-XA with audio/video streams.
- mkps2iso - PlayStation 2 sibling of mkpsxiso, building and dumping DVD-5/9 UDF disc images from/to an XML project. Supports boot logo injection/extraction, Master Disc sector generation, and precise file LBA ordering for seek-time optimization.
- lst2bin_iso - Converts CDVDGEN/CDVDREC
.lst/.000disc dump files into standard PS1/PS2.bin/.isoimages, with options to regenerate or blank the EDC/ECC error-correction data. - XAPacker - Unpacks PlayStation
.XAPaudio archives (used by Digimon Rumble Arena and other PS1 titles) into individual.XAaudio tracks, and repacks them from a CSV manifest with configurable 2336/2352-byte sector sizes. - xa-interleaver - Interleaves/deinterleaves PlayStation XA/XACD audio streams, including custom multi-file stride patterns (e.g. Mega Man X6's BGM.XA), and can replace audio streams inside STR video files; companion to XAPacker above.
- LibOrbisPkg - Library, GUI, and CLI tools for creating, inspecting, and modifying PlayStation 4 PKG, SFO, PFS, and related filetypes. Open-source alternative to Sony SDK tools.
- SGXDataBuilder - Creates and builds Sony SGX/SGXD Audio Banks from standard audio formats. Used in various PSP and PS3 games including Gran Turismo 5/6, LocoRoco Cocoreccho, Ape Escape Move, and more.
- Formats: sgd/sgh/sgb (output), WAV/AC3 (input).
- LibreFios - PSARC library in C# for working with PlayStation PSARC archive format.
- SCEllSharp - Work-in-progress .NET 8.0 library for reading and writing file formats used on the PS3, PSP, and PS Vita consoles (and PS4, for PARAM.SFO).
- memcardrex - Advanced PlayStation 1 memory card editor for managing save files with support for multiple formats.
- mymc - Utility for working with PlayStation 2 memory card images (PCSX2 format). Supports importing/exporting save games in MAX Drive (.max) and EMS (.psu) formats, viewing memory card contents, creating new memory card images, and adding/extracting individual files. Includes GUI and command-line interfaces.
- EightMB - Work-in-progress tool for examining PlayStation 2 memory card images: parses Sony's PS2 memory card file system, and displays
icon.sysbackgrounds and 3D save-icon meshes/textures alongside a dump of the card's contents. - ps2mc-browser - PS2 save viewer that parses the vertex and texture data of 3D save icons and renders them with OpenGL.
- sfo - Fast C program that reads a file to print or modify its SFO parameters. Can be used for automation or to build param.sfo files from scratch. Also available as .exe file for Windows command line.
- PARAMSFOReader - Command-line reader for PARAM.SFO files from PlayStation save files (PSP, PS3, PS4, etc.), printing the parsed data to the screen or a file.
- ps3-ckit - PS3 C code injection framework. Toolkit for running arbitrary C code in games, hooking existing functions, and inserting custom functionality.
- ps3recomp - Static recompilation runtime libraries for PlayStation 3 titles.
- AteliELF - Python ELF reverse engineering and patching toolchain for PowerPC64 Big Endian binaries (Cell Broadband Engine), originally built for PS3 game text extraction/reinsertion; also has partial PS Vita and PS2 support.
- Features: text detection (English/Japanese heuristics, CP932/Shift-JIS), pointer resolution (direct and PPC
lis/addicsplit-pointer patterns), bin-packing string reinsertion with automatic pointer/phdr updates, EBOOT decrypt/re-encrypt integration, DeepL/Google Translate hookup, Tkinter GUI. - dynlib - IDA Pro plugin to aid PS4 user mode ELF reverse engineering. Loads PS4-specific DYNLIBDATA segment, resolves obfuscated symbol NIDs to label imports/exports, loads symbol table, and patches relocations.
- PS4-Package-Assessor-Java - Java tool that evaluates PS3/PS4 .PKG files and displays information about them in a clean manner.
- PSN PKG Validator - Checks whether a (pre-PS4) PKG file was signed by Sony and whether it is corrupted, validating the header/metadata security values and a full file content hash.
- create-fself - Takes PC-compatible ELFs and generates fake SELF files that run on the PlayStation 4.
- pkgrename - Renames PS4 PKG files based on param.sfo information, online search, and predefined patterns.
- ps4-pkg-manager - Light-weight, cross-platform desktop application to manage large collections of PS4 PKG files.
- ps4-pkg-compatibility-checker - GUI tool with drag-and-drop that checks PKG checksums to determine whether PS4 game and update PKG files are compatible ("married").
- psxavenc - PS1 audio/video encoding tool; converts standard audio/video into the PlayStation 1's native STR/SPU/XA formats.
- ps4-pup_unpack - PS4 PUP (firmware/system update package) unpacking tool.
- PlayStation 1 VST Instruments - VST instruments replicating the PS1 SPU sound chip for music production: an ADPCM sampler that plays back original PS1 .VAG samples with authentic ADSR/interpolation behavior, plus a matching SPU reverb module. Built from the SPU emulation code in the same author's PsyDoom.
- PSn00bSDK - Open source SDK for PS1 homebrew development, defining the toolchain and native formats used by the author's TIMedit, img2tim, and smxtool below.
- TIMedit - Graphical converter and management tool for PlayStation 1 TIM texture files.
- img2tim - Converts standard images to the PlayStation 1 TIM texture format.
- smxtool - Editing tool for PlayStation RSD and SMX model data formats. See also Blender-RSD-Plugin, a Blender plugin for exporting models in the PlayStation SDK RSD format.
- psx_psyq_signatures - Signatures for PlayStation 1 PsyQ SDK LIB/OBJ files in JSON form, for identifying statically-linked SDK code in PS1 binaries. See also psx_psyq_flair, the same signatures in IDA FLAIR format.
- ps2-tim2-tool - Tool for working with the PS2 TIM2 texture format, used across many PS2 titles.
- ps1-tim-tool - Command-line converter between PNG/JPG/BMP/TGA/WebP and Sony's official TIM texture format for the original PlayStation. Supports all 4 real TIM pixel formats (4/8/16/24-bit), VRAM/TPAGE/CLUT ID placement, multi-palette recoloring, dithering, batch conversion, and TIM verification/diffing.
- mipsasm (cakehonolulu fork) - MIPS assembler targeting the PS2 Emotion Engine and IOP; fork of imaandrew/mipsasm (originally targeting the N64) retargeted for PS2.
- psvimgtools - Decrypts PlayStation Vita CMA backup images.
- psximager - Tools for dumping and mastering PlayStation 1 ("PSX") CD-ROM images.
- PicoMemcard - Emulates a PlayStation 1 memory card (or controller) using a Raspberry Pi Pico, reading/writing real memory card data over the console's controller port. See also MrPalloncini's fork with GameID support, and alex-free's fork adding compatibility with the Tonyhax/FreePSXBoot soft-mod exploit.
- vita-mcr2vmp - Signs PlayStation 1 MCR memory card image files for use with the PS Vita's PSP emulator VMP format, and exports MCR files back out of existing VMPs.
- MemCardPro-ASM - 8BitMods MemCard Pro firmware library/object source, written in MIPS R3000 assembly, for the PS1 hardware memory-card-emulation device.
- Memory Card Annihilator - PS2 memory card management tool with native exFAT filesystem support, covering ProtoKernel PS2 consoles (SCPH-10000/15000) and separate builds for Arcade, Developer, and Prototype memory card hardware variants.
- PS2-ECC-Memory-Card-Converter - Converts PS2 memory card images between ECC and non-ECC binary formats, including images created by Memory Card Annihilator, for use with PCSX2 and vice versa.
- libcrypt-patcher - All-in-one patcher for PS1 disc images protected by Sony's LibCrypt anti-piracy scheme, removing the protection directly from the CD image.
- ECCScan - PS1 EDC/ECC scanner and fixer for raw CD dumps (mode 2, 2352 bytes/sector); checks and repairs Error Detection/Correction Code mismatches, complementing the check-only edccchk tool.
- edcre - Regenerates EDC/ECC data for PS1/PS2 CD images (BIN+CUE) after the image has been edited, so patched discs still pass integrity checks.
- aprip - Generator for PS1 Anti-Piracy Protection bypass patches, analyzing a disc image's specific protection implementation to produce a working bypass.
- psx-undither - Disables the dithering effect in PS1 games, either by patching the CD image directly or by generating GameShark codes from a DuckStation RAM dump.
- psexe2rom - Converts PS1 executables (PS-EXE) into flashable GameShark-compatible ROM files.
- lib-enigma - C library for patching and identifying PS1/PS2 CD images; spiritual successor to (and supersedes) the author's earlier lib-ppf and lib-ps-cd-id libraries.
- pops2cue - Reverse-engineered (via Ghidra disassembly) reconstruction of POPS2CUE and CUE2POPS, Sony's original tools for converting PS2/PS3 "POPS" PS-one Classics packages to and from CUE+BIN disc images.
- Ps2IsoTools - Tools to read, build, and edit PS2 ISO images that use the UDF filesystem.
- KELFBinder - DVD Player and System Updates manager for the PS2, building and patching the console's signed KELF (kernel-ELF) files.
- MkPFS - Command-line tool and Python library (PyPI-packaged, with GUI) for building, verifying, inspecting, browsing, and extracting PlayStation FileSystem (PFS) disk images (.ffpfs, .ffpfsc, .pfs, .dat, .exfat, .bin), including PKG/FPKG inner-PFS generation for PS4/PS5.
- DirectPackageInstaller - Tool to preview and send PKG files directly to a PS4 or PS5 over the network, supporting three different transfer methods.
- PS5-SELF-Decrypter - PS5 payload that uses kernel arbitrary read/write to decrypt Signed ELF (SELF) binaries from the filesystem and dump the plaintext ELFs to a USB drive.
- psio-helper - Cross-platform Go tool that prepares PS1 CUE/BIN disc images for use with the PSIO optical drive emulator cartridge.
- xStationMenuRefiner - Utility for customizing how the xStation PS1 optical drive emulator displays game titles, by reading an SD card and showing the game list exactly as xStation will render it in both of its menu views, subfolders included.
- pkg_pfs_tool - PKG/PFS unpacker for PS4, extracting package and filesystem contents.
- ps5-pup-decrypt - Decrypts PS5 PUP (firmware update package) files by directing an exploited PS5 console to decrypt them itself.
- ps5-pup-unpacker - C++ unpacker for the decrypted PS5 update blobs, based on idc's ps4-pup_unpack; runs on Linux, macOS, and Windows and does not unpack the nested FAT32/exFAT filesystem images inside updates.
- ps4-cfw-toolkit - Decrypts and encrypts various PlayStation 4 firmware files.
- Playstation-4-Save-Mounter - Mounts PS4 save data with read/write access via ps4debug, for decrypting, replacing, sharing, and exporting save files. See also n0llptr's fork, which adds PS5 save mounting support.
- Save-Transfer-Wizard - Windows GUI tool for transferring, decrypting, and browsing PS5 save data over FTP.
- ps5-app-dumper - PS5 payload that dumps installed application files from the console's mounted
pfsmntfilesystem to a USB drive. - make_npdata - Encrypts, decrypts, and bruteforces dev_klic keys for PS3 EDAT/SDAT (NP DRM) files. Originally written by Hykem.
- ps3xport - Utility for manipulating PS3 backup archives created via the console's System Settings Backup Utility. Can create a fully working backup from scratch, or extract, rename, delete, and add files within an existing backup.
- RCOMage - General-purpose RCO resource file creation and manipulation tool, dumping RCOs to an editable XML/resource structure and compiling them back. RCOs are used in the PSP's flash0 resource directory (icons, etc.) and on UMD Video/Audio discs for menu resources. Originally written by ZiNgA BuRgA.
- MFSUtil - Utility for manipulating an MFS (ME File System) partition, the PS3's flash filesystem, as well as the CFG files stored within it.
- ps4-re-utilities - Dependency-free Python utilities for PS4 reverse engineering: extracting Secure Kernel/Secure Module/SELF keys from decrypted firmware binaries, splitting the AMD μBIOS from the appended FreeBSD kernel in a decrypted kernel ELF, and extracting embedded SELF files (mini-syscore.elf, safemode.elf, etc.) from it.
- PAKerUtility - Command-line tool to (un)pack
.PAKfiles used by the Sony Utility Discs for PS2 and PSX. - romman - Image manager for creating, extracting, and inspecting PlayStation 2 ROM and IOPRP images.
- ps3mca_tool - CLI tool for the PS3 CECHZM1 Memory Card adapter, adding arcade MagicGate support and KELF card unbinding on top of the original PS3MCA-TOOL.
- Open-PS2-Loader - Open-source PS2 game/app loader that boots games and homebrew ELFs from USB mass storage, internal/USB hard drives (HDD), memory cards, and network shares (SMB), reading PS2 ISO9660/UDF disc images and IOPRP modules directly.
- HDL-Batch-installer - GUI front-end for HDL Dump, featuring batch installation and management of PS2 games on internal/USB hard drives.
- ps2vmc-tool - PS1/PS2 VMC (virtual memory card) manager tools.
- pfsshell - Browses and edits PFS filesystems on APA-formatted PlayStation 2 hard drives.
- ps2mcfs - FUSE driver that mounts PlayStation 2 memory card images, from emulators or real hardware, as a Linux filesystem.
- psyz - PlayStation 1 porting SDK, providing PSY-Q-compatible headers and libraries for building native ports of decompiled PS1 games.
- PsyCross - Compatibility framework for building and running Psy-Q SDK-based PlayStation games across other platforms, from the OpenDriver2 team.
- IDAPy-PS2 - IDA Pro Python scripts for reverse engineering PlayStation 2 Emotion Engine (EE) and IOP executables.
- PSV-PUP-Extractor - PS Vita homebrew app that extracts PSP2UPDAT PUP firmware update package files.
- OrbisGL - Open-source graphical UI framework for PS4 homebrew development, using C# and OpenGL for shape/text rendering, audio playback, and input handling.
- PS4-OpenOrbis-Mono - Sample Mono entry point for PS4 homebrews built on OrbisGL.
- ps4_remote_pkg_installer - Remote PKG installer for jailbroken PS4 consoles, pushing package files over the network for installation.
- ps4_payload_ldr - Loads fake SELF (fPKG) applications on a jailbroken PS4 via a server, for running homebrew ELFs signed as fake SELF binaries.
- ps4_stub_lib_maker_v2 - Generates stub libraries for linking PS4 homebrew against system PRX/SPRX modules. Second version of the author's original ps4_stub_lib_maker. See also StubMaker, an independent alternative for creating custom library stubs for PS4 Official SDK projects.
- LibProsperoPKG - .NET library for creating, inspecting, and modifying PS5 PKG, GP5, and PFS package/filesystem files. PS5 counterpart to LibOrbisPkg.
- ps4-wee-tools - GUI app for working with PS4 SPI/NOR flash and Syscon firmware dumps.
- ps5-wee-tools - Tools for working with PS5 SPI/NOR flash dumps.
- PlayStation-5-NOR-ErrorLog - Decodes the Error DBI crash log embedded in PS5 NOR flash dumps.
- ps4-pup-decrypt - Payload to decrypt the contents of a PS4 firmware update file (PUP).
- Ps4-Syscon-Read-Write-Helper - Script using SYSGLITCH to dump and validate a PS4 Syscon's RL78 firmware, converting the extracted 512KB image to Motorola S28 format and writing it back with rl78flash.
- PS4_Nor - Script to check and patch the UART debug flag in PS4 NOR flash dumps.
- PS5 NOR/UART toolkit (apewalkers) - Small utilities for working with PS5 NOR flash dumps and UART error logs, companion to PlayStation-5-NOR-ErrorLog above.
- Tools: PS5-NOR_Fw_Snoop (extracts EMC/Southbridge firmware details from NOR
.BINdumps), Ps5_Nor_Validator (validates dumps via header checks and entropy analysis), Play-Station-5-Southbridge-Swap-Script (patches NOR dumps to swap EMC/Southbridge firmware for an exploitable auth state), Playstation-5-UART-Reader (UART terminal/decoder for PS5 error logs), PS5-Software-ErrorLookup (GUI lookup for PS5 software error codes). - ShadowMountPlus - Automated background auto-mounter payload for jailbroken PS5 consoles that detects, mounts, and installs game backups from internal or external storage, supporting UFS, exFAT, PFS, and nested compressed PFS containers. Actively maintained, substantially expanded fork of RDX-Sci01's ShadowMount1.3GBT.
- PS4pkg_to_ffpfsc - Converts a PS4 PKG (or an already-unpacked PS4 game) into
.ffpfsc(compressed) or.exfat(raw) disk images for ShadowMountPlus above, merging base game and update PKGs without modifying the source files. - UFS2Tool - Cross-platform (Windows/macOS/Linux) manager for FreeBSD UFS1/UFS2 filesystem images, the filesystem used by PS4/PS5 game dumps.
- ps5-bar-tool - PS5 payload that parses PS5 Backup and Restore (BAR)
archive.datfiles and dumps the embedded filesystem, using the console itself as an oracle. - ps5-uart - Toolkit for interfacing with a PS5 mainboard's service processors over UART and decoding NAND dumps from its Titania storage controller.
- Components:
uart/tool.py(Raspberry Pi Pico bridge for live EMC/EFC/EAP access),titania(standalone Python library/CLI decoding a NAND capture through the scrambler, LDPC, FTL, and namespace layers to plaintext, no hardware needed). - selfutil - Converts a PS4/PS5 SELF (fake-signed ELF) executable to a plain ELF and back. See also xSpecialFoodx's fork, which cleans repetitive segment padding, adds a version segment, and adds more conversion options.
- dump2ufs - Converts PS4/PS5 game dump folders or archives (RAR, 7z, etc.) directly into optimized UFS2 filesystem images compatible with ShadowMountPlus above, auto-detecting block size and the game root without an intermediate extraction step.
- PSFFPKG - GUI wrapper for UFS2Tool above, automating the creation of
.ffpkg(UFS2) images from PS5 game dump directories for installation via the ShadowMount payload. - ps5-dlc-toolchain - Merges any number of PS5 DLC F-PKGs into the latest PATCH PKG: unpacks with orbis-pub-cmd, converts
eboot.binfrom SELF to ELF via SelfUtil, patches in entitlement stubs, regenerates a GP4 project, and repacks a new PATCH PKG. - ps4-eboot-dlc-patcher - Patches a PS4/PS5 eboot (or other executable) to replace calls into
libSceAppContent/libSceNpEntitlementAccesswith a custom PRX, so DLC loads from the base F-PKG when the DLC F-PKGs themselves don't work. - PS5PKGReader - Reads PS5 PKG files and extracts (some) content. Archived/no longer maintained.
- PS Multi Tools - Cross-platform desktop toolkit for PlayStation modders covering PS1-PS5: BIN/CUE to ISO conversion, PS2 STAR and PAK extraction, PS3 ISO tools, PKG extraction/info, PUP unpacking, RCO dumping and SELF reading, PARAM.SFO and PS5 param.json editors, and AT9/WAV conversion.
- Companions: PS Mac Tools (the macOS version, adding ISO to CSO conversion, PS3 ISO make/extract/split/patch and PKG merging), PSX XMB Manager (PSX DVR installer and manager that also edits XMB
.xml/.dicfiles, converts CUE to POPS VCD, extracts STAR/PAK files, decrypts KELF/REL files and unpacks PS2/PSX BIOS files), PS Classics fPKG Builder (builds PS1/PS2/PSP fake packages for PS4/PS5 from.BIN/.ISOfiles, with automatic TOC generation for PS1 games using CDDA music). - garlic-savemgr - PS5 payload that decrypts, encrypts, and browses PS5 save data through an embedded web UI.
- pkgdec5 - Decrypts and extracts the "meta" files inside a PS5 PKG that are encrypted with entry-3 keys; port of RedEyeX32's original pkgdec for the PS5.
- PSPModBase - Plugin base and collection of basic libraries for PSP game modding and code injection.
- SN-Systems-ProDG_for_PS2_2.0 - Preserved copy of the SN Systems ProDG PS2 toolchain (GCC 2.95.2, SN BUILD v2.73a), an official third-party compiler suite used to build commercial PS2 games; useful for matching/decompilation work requiring the exact original toolchain.
- psxtract-2 - Decrypts and converts PSOne Classics from PSP/PS3 into standard PS1 BIN/CUE images. Actively maintained fork of DeadlySystem's psxtract-2 (itself based on Hykem's original psxtract).
- binutils-mips-ps2-decompals - Fork of GNU binutils patched for PlayStation 2 (MIPS R5900) decompilation projects, providing an assembler/linker toolchain for byte-matching rebuilds.
- Ps2BiosDecompressor - Extracts and decompresses all files from a dumped PlayStation 2 BIOS ROM (also works on DVD player ROM images); C# port of balika011's original decompression algorithm.
- psx-serial-number - Small Go library that extracts and normalizes a PS1 disc's serial number (e.g.
SLUS_015.52) directly from a.binimage; tested against the full NTSC-U library. - PSBBN-Definitive-Project - Complete setup toolkit for the PlayStation 2's internal hard drive (PSBBN), covering disc/game installation, artwork, and menu management.
- TM2Toolkit / PSMToolkit / HDD-OSD-Icon-Generator - Companion utilities to PSBBN-Definitive-Project (above), by the same author.
- TM2Toolkit: extracts and creates PlayStation 2 TIM2 (
.tm2) textures. - PSMToolkit: extracts/builds PlayStation 2 BB Navigator
.psmvideo containers (bundling a.pssvideo with a.tm2thumbnail) and pulls the embedded.tm2textures back out. - HDD-OSD-Icon-Generator: generates PS2 HDD-OSD icons for the HDD-OSD Icon Database.
- maspsx - "Modern ASPSX": post-processes GCC-generated MIPS assembly so it can be assembled with GNU
asinto byte-identical ELF objects, replacing the original PSYQASPSX.EXE+ psyq-obj-parser toolchain in PS1 decompilation projects. - oscetool - Open-source clone of Sony's scetool for PS3 SELF/PKG (de)signing and decryption.
WonderSwan SDKs & Hardware¶
Formats and tools generic to the WonderSwan platform/SDKs, not tied to a specific game.
- ws-ieepview - Viewer/editor for the WonderSwan's internal EEPROM data.
- wonderswan-tools - Various tools for working with WonderSwan cartridge data, by Dekadence.
- splashbuilder - Builds custom boot splash images for the WonderSwan.
- WonBe - WonderWitch BASIC development environment for the WonderSwan.
- WonX - WonderWitch on X, a WonderWitch compatibility layer for Unix/X11.
- swancc - Tentative WonderSwan C compiler based on BCC.
- MiracleMage - WonderWitch emulator for Win32, for running WonderSwan homebrew built with the WonderWitch development kit.
Xbox SDKs & Hardware¶
Formats and tools generic to the Xbox platform/OS, not tied to a specific game.
- SlimEra - Slim Win32 reference implementations of select DLLs from the Xbox ERA operating system (e.g. D3DCompiler_46.dll, xg_x.dll), intended for research/analysis tooling rather than running full games.
- XDL Compiler - Compiler for XDL, an IDL-like interface definition language (with versioning support) used to generate headers for reversing Xbox ERA OS components.
- XboxAudio2 - XAudio2 wrapper providing XMA2 audio format support for Xbox TitleOS applications.
- xma2-rs - Pure-Rust XMA2 and xWMA audio decoder, ported from FFmpeg (no FFmpeg/C toolchain dependency).
- dump-xbox-dvd - Dumps original Xbox game discs (XGD) to redump preservation standard using Kreon-firmware optical drives.
- xbox-dvd-compress - Proof-of-concept tools to inspect redump-format Xbox DVD images: extracts embedded authoring-tool version tags and traces the RNG seed used to generate sector padding, as groundwork for compression.
- UnXiP - Extracts XIP archive files from the original Xbox dashboard, based on Voltaic's PIXIT research.
- WinDurango - Xbox One compatibility layer for Windows, allowing Xbox One executables to run natively on PC.
- iso2god-rs - Actively maintained, cross-platform (Windows/Linux/macOS) Rust CLI that converts Xbox and Xbox 360 ISOs into the Xbox 360 "Games on Demand" (GoD) container format. See also r4dius/Iso2God, a decompiled C# rewrite of the original tool with quality-of-life improvements.
- Xbox360BadUpdate - Non-persistent, software-only hypervisor exploit for Xbox 360 working on the latest (17559) dashboard/kernel version. See also bibarub's fork.
- PiPROM - Reads, writes, and erases original Xbox EEPROM chips using a Raspberry Pi.
- XboxImageGrabber - Research tool that generates images visualizing the memory profile/layout of an Xbox console, originally built to aid development of the Halo 2 Vista/HD patch.
- GoD2NXE - Converts GoD-format downloaded Xbox 360 games into NXE installed-game format, useful for building NXE "installed games" out of ISO files.
- XDVDForenSic - Data recovery tool for damaged/messed-up XDVDFS (Xbox/XGD/"XISO") disc image filesystems.
- CikExtractor - Dumps stored packed CIK (Content Integrity Key) data for MSIXVC packages from the registry, and leverages emulation to derive the device encryption key needed to decrypt the CIKs for normal usage. See also InvoxiPlayGames's fork.
Tamagotchi (Bandai) Hardware¶
Formats and tools generic to the original Tamagotchi handheld toy hardware, not tied to a specific software release.
- tamalib - Hardware-agnostic emulation library for the first-generation Tamagotchi, reverse-engineering its E0C6S46 CPU and ROM dump format.
- mcugotchi - First-generation Tamagotchi (P1) emulator for microcontrollers, built on tamalib. See also pebblegotchi, a port for Pebble smartwatches.
Tamagotchi Paradise¶
- tama-para-research - Reverse-engineering notes on the Tamagotchi Paradise handheld, documenting its sprite and archive file formats, CJK text/charset handling, and ghost/save data structures.
Digimon Color (Bandai) Hardware¶
Formats and tools for Bandai's Digimon Color handheld toy line.
- DigimonColorSpriteTool - Sprite import/export tool for the Digimon Color handheld, decoding and re-encoding its BMP-based sprite data format.
Sega SDKs & Hardware¶
- sega2asm - Sega Genesis/Mega Drive disassembler and splitter written in Golang, producing reassemblable, annotated source from ROM images.
- PscdPack - ROM packer for the SEGA Genesis Classics compilation's packaged ROM format.
- netboot - Utilities for netbooting and communicating with a NetDimm installed in a Sega Naomi, Triforce, or Chihiro arcade system.
- libdreamroq - Library version of the DreamROQ video codec used by many Sega Dreamcast games, based on Mike Melanson's original DreamROQ playback engine.
- SampleToWav - Converts sampled audio data inside ROM files to WAV, originally targeting Sega 8-bit home video game systems. Supports 4-bit SN76489 volume-control data, 8-bit unsigned PCM, and 1-bit PDM extraction with configurable output bit depth and sample rate.
- GEMSPlay - Player for data of GEMS, the sound driver the author describes as the most common on the Sega Mega Drive/Genesis: loads the instrument, envelope, sequence, and sample files or reads them from a ROM via pointers, handles the GEMS 2.8 pointer format, and can log to VGM; includes disassembled Z80 driver sources for several GEMS versions.
Soviet PDP-11 Clone SDKs & Hardware (BK-0010/BK-0011M, UKNC)¶
- bkdecmd - Cross-platform command-line utility for reading/writing BK-0010/BK-0011M floppy disk images, based on gid's BKDE; auto-detects the image's file system.
- ukncbtl-utils - Collection of format conversion utilities for the UKNC (Elektronika MS 0511) computer.
- Tools: BkBin2Sav/Sav2BkBin (BK-0010 BIN <-> RT-11 SAV conversion), rt11dsk (RT-11 disk image utility), Sav2Cart (RT-11 SAV to UKNCBTL cartridge images), sav2wav (RT-11 SAV to WAV), SavDisasm (SAV file disassembler), UkncArcMan (unarchiver for UKNC's LZS/LZA/FCU archive formats).
Runtimes, Services & Toolkits¶
RAD Game Tools¶
Middleware provider (Bink video, Granny 3D, Miles Sound System) used in hundreds of games across all platforms.
- Knit - Fully managed C# reader for Granny 2 files used in many games.
- GR2Toolkit - Toolkit for working with Granny 3D (GR2) model format files.
- Granny Converter Library - C++ library for converting Granny2 (.gr2) models and animations to FBX format.
- opengr2 - Open source Granny2 (.gr2) input/output library and tools, with accompanying file format documentation.
- opengr2-rs - Open source Rust parser for Granny2 (.gr2) files.
- opengr2-bevy - Bevy engine file loader for Granny2 (.gr2) files, built on opengr2-rs.
- piggy - Portable decompilation of RAD Game Tools' Iggy Game UI middleware library, aiming to provide an open-source drop-in replacement (originally targeting Minecraft: Legacy Console Edition).
- bonkdec - Permissive Bink video decoder library in C#.
Virtools¶
- VirtoolsUnpacker - C# rewrite of Luigi Auriemma's Virtools file unpacker, for extracting Virtools-packed game files.
- CK2 - Actively maintained, clean-room reimplementation of the Virtools Behavioral Engine (CK2) and the VxMath math/utility library, with modern CMake tooling and
.cmo/.nmofile I/O. - See also NeMo2, an earlier reimplementation effort covering the same CK2/VxMath libraries.
- libnmo - Modern C library for reading and writing Virtools'
.nmo/.cmo/.vmofile formats directly, without the full CK2 engine. - Virtools-SDK-2.1 - Reconstructed headers for the original Virtools SDK 2.1.0.14, used as a reference/dependency by other Virtools reimplementation projects.
- CKRenderEngine - Standalone reimplementation of Virtools' render engine.
- See also Swung0x48/CKRasterizer and CKRasterizerLib for custom rasterizer backends.
- CKAngelScript - Integrates the AngelScript scripting language into the Virtools/CK2 runtime as a building block, providing script bindings for the CK/Vx SDK.
- CKParameterOperations - Reimplements Virtools' built-in Parameter Operations plugin.
- CKPlugins - Collection of Virtools plugins extending file format support (image formats including BMP, TGA).
Ballance¶
- Ballanced - Reversed code of Ballance, the Virtools-engine game used as the reference implementation for reverse-engineering the Virtools/CK2 engine format.
- BallancePlayer - Modern, enhanced player for Ballance, built by decompiling and improving the original game executable while keeping compatibility with the original game data.
- BallanceModLoaderPlus - Renovated mod loader for Ballance, based on Gamepiaynmo/BallanceModLoader.
- BallanceTAS - Tool-assisted speedrun (TAS) framework for Ballance, with a Lua scripting system for recording, generating, and debugging routes.
- physics_RT - Reimplementation of Ballance's physics building blocks.
- BallanceMMO - Adds massively-multiplayer online play to Ballance by hooking into the Virtools runtime.
- BallanceMapPreviewer - Tool for previewing Ballance custom maps.
Games for Windows Live (GFWL)¶
Formats and tools generic to the Games for Windows Live (GFWL) middleware, not tied to a specific game.
- xlive-research - Research pertaining to Games for Windows Live (GFWL) xlive.dll internals.
- gfwl-stripper - Removes the GFWL header from
.sgdsavegames (Batman: Arkham Asylum and Arkham City) and copies the patched saves to a Steam account.
Steam (Valve) Platform Tools¶
Libraries for interacting with Valve's Steam network/platform protocols, not tied to a specific game.
- SteamKit - .NET library implementing Valve's Steam network protocol, providing programmatic access to Steam services (CDN/depot downloads, game coordinator messages, etc.).
- steam - Python package for interacting with the Steam network, including a CDNClient for depot/manifest access. See also ValvePython/csgo for the CS:GO Game Coordinator protocol.
- steam-shortcut-editor - Node.js library to read and write Steam's binary
shortcuts.vdffile (the non-Steam game shortcuts database), parsing it to a JSON object and back to the original binary format. - SteamAppInfo - Reader/example for the Steam client's
appinfo.vdfandpackageinfo.vdffiles that documents their binary layout across versions.
Acrodea VIVID Runtime (G-Gee)¶
- acrodea-vivid-runtime-drm - Reverse-engineering notes and format documentation for Acrodea's VIVID Runtime, the portable-binary game platform behind the Japanese G-Gee (Gゲー) mobile store (GMO Internet/Acrodea, ~2010-2017); covers the platform's container formats and rights-object key model.
Game & Studio Tools¶
0–9¶
Orange_Juice (100% Orange Juice)¶
- 500strawberries - Decrypts and edits 100% Orange Juice save files, allowing currency, items, and stats to be changed.
Phantomery Interactive (1953 - KGB Unleashed)¶
- RCFS-Engine-Tools - Tool for understanding and extracting RCFS Engine archive files from "1953 - KGB Unleashed" (aka "Phobos 1953"), documenting the nested-AES-encrypted archive/record structure and per-file decryption scheme.
1C Company / Best Way¶
Men of War¶
- Men of War 3DS Max Exporter Tools - 3DS Max exporter tools for Men of War. Supports 32-bit versions of 3DS Max 8, 9, 2008, and 2009 only. Mirrored here as the original Best Way download is no longer available.
Royal Quest Online¶
- RQ.TOC.Tool - Tool for extracting archives from Royal Quest Online game files.
Adventures of Captain Blood¶
- cb-file-formats - 010 Editor templates describing the file formats of Adventures of Captain Blood (Приключения Капитана Блада).
Invert Studio (1nsane)¶
- bizarr3 - Reverse-engineering toolset and documentation for 1nsane (2000, off-road racing game); documents and parses the game's IDF asset archive and XFF text-resource (.cfg/.dat/.scn/.vht) formats, with a WebGL model viewer/editor in progress.
2K Czech / Illusion Softworks¶
- mafia-re (decomp) - Matching decompilation of Mafia: The City of Lost Heaven.
- Max4dsTools - 3ds Max plugin for import and export of the 4ds model format used in Mafia: The City of Lost Heaven. Supports meshes, LODs, billboarding, sectors, portals, skinned models, materials, and glows.
- mafia-formats - 010 Editor templates for Mafia: The City of Lost Heaven file formats. Also partly for Hidden & Dangerous 2 and Wings of War.
- BlenderMafia4ds - Blender add-on with import/export support for Mafia's 4ds model format. See also h0ns4's fork with sector import/export fixes and improved import performance.
- BozSceneTreeEditor - Modding tool for Mafia: The City of Lost Heaven's tree/node-based scene files, covering
scene2.bin(main level file),cache.bin(static city block objects),effects.bin(particle effect placement), and DCED-originated.dncnode snippets. - OpenMF-Archived - Abandoned C++ open-source reimplementation of the Mafia: The City of Lost Heaven engine; retains useful format utility and parsing code for the game's assets.
- See also MafiaFormats, a smaller (archived, WIP) companion database of reverse-engineered Mafia format specs and parsers for
checkbin,mnu, andtextdb, and MafiaFormats.lib, a standalone C++ library extracting OpenMF's file-format parsers for reuse via git submodule, with the original OpenMF authors' commit history preserved. - MafiaUnity - Archived open-source reimplementation of the Mafia: The City of Lost Heaven engine in Unity, requiring the original game's
.dtaarchives to be unpacked for its raw assets. - awesome-mafia - Curated list of Mafia modding tools and resources.
- Tools: DTA extractors/packers, 4ds/5ds model tools, 3D map editors, collision editors (
tree.klz), lightmap tools, script/text editors, scene2.bin/cache.bin/check.bin/road.bin editors. - EffectsBinEditor - Effects.bin editor for Mafia: The City of Lost Heaven written in C# (WPF application). Program to add or remove particle effects from a particular mission.
- MafiaToolkit - Toolkit with file format parsers and map editor for Mafia series (Mafia II, Mafia III, Mafia Definitive Edition), supporting SDS and XBin formats.
- MafiaXbinTool - Localization tool for exporting and importing text from Mafia III's XBin files.
- Gibbed.Illusion - Tools for parsing and editing Illusion engine-based games, including Mafia II.
- RmorfBinEditor - Editor for rmorf.bin files used in Mafia: The City of Lost Heaven, a WPF (C#) rewrite of the author's earlier tool.
- HD2unpacker - Extracts .dta archives used by Hidden & Dangerous 2 and its demos, handling the game's encrypted and compressed containers to pull out textures, models, and scripts.
- mEdit - All-in-one editor suite for modding Mafia: The City of Lost Heaven.
- vietcong-unpacker - Collection of tools for unpacking .CBF archive files used in Vietcong (2003), co-developed by Pterodon and Illusion Softworks.
- Mafia-2-Font-Generator - Python script that generates custom font textures and XML definitions for Mafia II, simplifying the font modding process.
- MafiaReversing - Parsers for Mafia: The City of Lost Heaven's
.rep(cutscene replay) and.tck(camera track) file formats, with sample data files.
2K Games / Firaxis Games¶
- Civilization IV Plugins for 3DS Max 6 - Official plugin for 3DS Max 6 with support for 3D models used in Sid Meier's Civilization IV.
- Civilization IV Plugins for 3DS Max 7+ - Official plugin for 3DS Max 7 and newer with support for 3D models used in Sid Meier's Civilization IV.
- OpenCiv3 - Open-source Civilization III remake with tools for parsing and importing original Civ3 game data.
- civ4-studio - Civilization 4 Map Studio, a tool for editing and creating custom maps for Sid Meier's Civilization IV.
BioShock¶
- bioshock - Localization tool for BioShock Infinite.
- rapture_tool - Tool for editing BioShock 2
.lbflocalization text files.
WWE 2K¶
- MusicListEditor - Editor for the MusicList.jsfb music loop table used by WWE 2K23 and WWE 2K24, letting you browse, page through, and search slots by name or internal ID.
- ARC--Multipurpose-I-O-Tool - Recursive archive I/O tool for WWE 2K games (PAC/texture/muscle/mask archives), supporting one-click file injection (OODLE/ZLIB), archive deserialization/preview, mass batch deserialization, and creating new archives from scratch.
Jump Network (300 Heroes)¶
- Bank-Editor - Editor for 300 Heroes' Bank audio files, letting replacement WAV/MP3/OGG audio be swapped in with no size or filename-language restrictions.
- JumpXToolchain - Toolchain for the JumpX (
.x) model format used by Jump Network's engine: a DAT file editor, a JumpX-to-FBX converter (jump2fbx), a JumpX model editor, a 3ds Max JumpX export plugin, and a fix-up tool for oversized JumpX models that error in-game. See also JumpX-Editor-Tutorial, a companion usage tutorial for these tools. - model2glTF - Converts EG3D's custom
.modelformat to glTF 2.0. - 300HLoc - Command-line C# tool converting 300 Heroes' language database.
3D Realms¶
- BioMenaceDecomp (decomp) - Matching decompilation of Bio Menace.
- cosmore (decomp) - Matching decompilation of Cosmo's Cosmic Adventure (96% complete).
- cosmo-engine - New engine reimplementation for playing Cosmo's Cosmic Adventure on modern systems, requiring and reading the original game's data files.
Duke Nukem 3D¶
- Landscaping Tools (Duke Nukem 3D) - Files and resources for creating landscape terrain in Duke Nukem 3D. Includes tutorial files and example maps (not intended for gameplay).
- Duke Nukem 3D source code - Full source code to the classic first person shooter Duke Nukem 3D. Based on the v1.5 code. Installations on how to compile can be found in the included README.TXT.
- Clean Duke3D - Modern source port of Duke Nukem 3D focused on a clean, portable codebase, reading the original game's GRP/ART/MAP data.
- duke3d - icculus.org's Linux port of Duke Nukem 3D, built from the officially released source code, reading the original game's GRP/ART/MAP data.
- jfduke3d - JonoF's port of Duke Nukem 3D, built on his jfbuild Build engine port, reading the original game's GRP/ART/MAP data.
- DukeNukem3D_Lib - C# library for parsing Duke Nukem 3D's GRP archive and ART tile/texture files.
Duke Nukem: Manhattan Project¶
- Duke Nukem Manhattan Project Mesh & Bones Editing Tool - Official mesh and bones editing tool for Duke Nukem Manhattan Project
Duke Nukem: Zero Hour¶
- DukeNukemZeroHour - Decompilation of Duke Nukem: Zero Hour (N64).
Duke Nukem Forever (2001)¶
- Blender to CPJ Plugin for DNF2001 - This plugin will allow you to export to the proprietary CPJ format for DNF2001 from blender.
- Updated Blender to CPJ Plugin (Duke Nukem Forever 2001) - This plugin will allow you to export to the proprietary CPJ format for DNF2001 from blender.
Duke Nukem Forever (2011)¶
- MegaPackageExtractor - Duke Nukem Forever (2011) MegaPackage.dat extractor.
- DukeForeverSDK - Unofficial modding SDK for Duke Nukem Forever (2011).
Shadow Warrior¶
- shadowwarrior - icculus.org Linux port of 3D Realms' Shadow Warrior, built from the officially released source code.
- jfsw - JonoF's port of Shadow Warrior, built on his jfbuild Build engine port, reading the original game's GRP/ART/MAP data.
- SW2ExplorerWV - Toolset for Shadow Warrior 2 that imports and exports game content files and creates and applies mods.
The Outforce¶
- Outforce meshes extractor - Mesh and model extractor for The Outforce. Created by szkaradek123.
- The Outforce Box extractor tool - *.box archive extractor tool for the game "The Outforce"
- cosmodoc - Semi-complete teardown and technical documentation of Cosmo's Cosmic Adventure, complementing the cosmore decompilation above.
3DO / New World Computing¶
Might and Magic III¶
- rewolf-mm3-dumper - Packer and unpacker for Might and Magic III's CC archive file format.
Might and Magic: World of Xeen¶
- XeenTools - Open-source C library and CLI tools for resource files of Might & Magic IV: Clouds of Xeen and Might & Magic IV: Darkside of Xeen. Supports CC archive containers, MAZExxxx.DAT/.MOB maps, ATT/OBJ/MON/GND/SKY sprite formats, PAL palettes, FNT fonts, and CFG/CHR/FAC/FWL/RAW files.
Might and Magic VI, VII, VIII¶
- fnt-generator - Python library and CLI for generating .FNT bitmap font files for Might and Magic 6/7/8 and Heroes of Might and Magic III, converting BDF fonts with configurable single/double-byte charsets (Cyrillic, Central European, Chinese, Japanese, Korean) and decoration styles (shadow/black/glow) for fan translations.
- mm678-i18n - Localization pipeline for Might and Magic 6, 7, 8 (GrayFace Patch) and Might and Magic Merge, converting
.potranslation files into the game's in-game text and font formats via a.po->.mo-> game text -> release build pipeline; ships Simplified/Traditional Chinese language packs.
Heroes of Might and Magic II¶
- fheroes2 - Recreation of Heroes of Might and Magic II game engine that requires and parses original .AGG archive format, providing high-resolution graphics and improved AI.
Heroes of Might and Magic III¶
- vcmi - Open-source reimplementation of the Heroes of Might and Magic III engine, loading and reading the original game's data files (H3sprite.lod, Heroes3.exe resources, maps, campaigns).
- FreeHeroes - Open-source Heroes of Might and Magic III battle engine, similar in spirit to vcmi; includes a LegacyConverter that reads original SoD/HotA/HD Mod game resources (converting audio/video via FFmpeg) into its own format for one-time use, after which the original files are no longer needed.
- homm3-asset-tool - CLI parser and sprite extractor for Heroes of Might and Magic III LOD archives and DEF sprite files.
- h3explorer - Browser-based content explorer for Heroes of Might and Magic III, navigating the game's directory tree into its LOD archives and DEF sprite files to view individual frames.
Heroes of Might and Magic IV¶
- engine4heroes - Recreation of the Heroes of Might and Magic IV game engine; like fheroes2 above, requires and reads the original commercial game's data files.
- mmarch - Cross-platform CLI tool to extract, replace, and compare resources in Might and Magic 6/7/8 and Heroes of Might and Magic III archive files (e.g. LOD).
- Platforms: Windows, Linux, macOS.
4A Games¶
Metro¶
- MetroTC - Universal texture converter for all Metro games (2033, Last Light, Exodus) by 4A Games.
- ExodusVFX - Work-in-progress Metro Exodus asset explorer in C# with readers for Metro archives, models, textures, level maps, Lua scripts, and VFX, with Cast export; builds on MetroEX research.
4Head Studios¶
- europa1400-tools - Python tools to decode, convert, and export game assets for Europa 1400: The Guild / Die Gilde. See also Europa1400.Tools, a .NET library from the same project with equivalent decode/convert/export functionality.
5th Cell¶
- locksmith (decomp) - Matching decompilation of Lock's Quest.
The Fun Pimps (7 Days to Die)¶
- 7D2DProfileEditor - Web-based editor for 7 Days to Die
.ttpplayer profile saves, documenting and editing the binaryprogressionDatarecord structure (level, skill points, attributes, perks) plus health/stamina/food/water and quest/POI discovery state.
Mousechief (7 Grand Steps)¶
- 7gs-editor - Save game editor for 7 Grand Steps: What Ancients Begat.
8monkey Labs¶
- Translation Tool (Darkest of Days)
- StoogeExport3dsMax - Mesh export tool for 3ds Max 2010, targeting Darkest of Days' Stooge model format.
A¶
Deep Field Games (Abiotic Factor)¶
- AbioticSavePlatformConverter - Converts Abiotic Factor save games between the Xbox/Microsoft Store and Steam/dedicated server versions.
- AbioticEditor - Save editor for Abiotic Factor with browser, desktop, and CLI front-ends plus a plugin host, for both single-player and dedicated-server saves.
Acceleration of Suguri X-Edition¶
- AoSX-Texture-Extraction - QuickBMS script and Noesis plugin for extracting and converting textures from Acceleration of Suguri X-Edition.
Acornsoft¶
Elite¶
- elite-source-code-nes - Fully documented, line-by-line annotated source code for the NES conversion of Elite (1984), part of a wider software-archaeology project by the same author covering Elite's BBC Micro, Commodore 64, Apple II, and other ports.
- BBC Micro/Acorn Electron ports: cassette, disc, 6502 Second Processor, BBC Master, Acorn Electron, Elite-A, and Teletext Elite.
- Companion tools: elite-universe-editor (galaxy/universe data editor) and elite-over-econet-fileserver-menu.
- See also the "Elite Compendium" annotated builds for the Acorn Electron and BBC Micro B+/B+128.
- elite-source-code-commodore-64 - Fully documented, annotated source code disassembly for the Commodore 64 version of Elite.
- c64-elite-flicker-free - Patch for Commodore 64 and Plus/4 Elite that removes sprite flicker, built on the disassembled source above.
Activision / Infinity Ward / Treyarch¶
Call of Duty¶
Asset Extraction & Conversion Tools¶
- Saluki - Asset extractor for games using the IW Engine, successor to Greyhound; rewritten from the ground up in Rust with a new UI and built-in preview for models, textures, and sounds. Supports all Call of Duty PC titles from Call of Duty 1 through Black Ops 7.
- Tyrant - RE Engine asset extractor for Call of Duty file formats.
- Greyhound - Asset extractor for several Call of Duty titles (Black Ops 3/4, WWII, Infinite Warfare, Modern Warfare 2019/II). See also Saluki, an actively maintained Rust rewrite covering all CoD titles from CoD1 through Black Ops 7.
- ShibaInu - Weapon file converter for Call of Duty Mod Tools.
- blender-cod - Blender add-on for Call of Duty modding.
- PyCoD - Python library for reading/writing Call of Duty's
*_EXPORT/*_binmodel and animation files; used by blender-cod and Autodesk Maya's CODTools plugin. - WraithXArchon - Legendary Call of Duty asset extraction tool.
- Cordycep - Tool that utilizes modified game executables to load fast files for Call of Duty.
- IWI DDS Fast Converter V1.40 (Call of Duty 2)
- x to xmodel_export converter 1.6 cod5 Version (Call of Duty: World at War) - Converter for DirectX (.x) and Wavefront Object (.obj) files to Call of Duty: World at War xmodel_export format. Converted files can then be converted to xmodel using the Asset Manager. Place xconv.exe in CoD5 directory and run (v1.6).
- Kobra - Fork of Greyhound with added support for XEffect, GDT, and more. Used for Call of Duty asset extraction.
- Iwi Converter (Call of Duty 2) - IWI converter with multi-file selection support for Call of Duty 2. Created to address lack of multi-select support in other IWI converters.
- Unreal-SeTools - Unreal Engine editor plugin to batch-import Call of Duty SEModel (.semodel) files, including meshes, animations, and materials.
- img-format-helper - Tool to visualize, export, and convert IWI image formats used across Call of Duty (IW engine) asset dumps.
- iwi2dds - Python command-line converter from Call of Duty's IWI texture format to DDS, supporting multiple IWI format versions.
- cod-asset-importer - Blender add-on for importing Call of Duty assets.
- material_util - Utility for reading and writing Call of Duty 2 material files, documenting the format's shader/texture-stage fields.
- iwd-packer - Builds smaller native-format Call of Duty 2 IWD archives by repacking original game IWDs, reducing DXT-compressed asset bloat.
- TOXEC (The Obj to Xmodel Export Converter) - Converter for OBJ files to Xmodel format. For use with Call of Duty 4 and Call of Duty: World at War mapping.
- DDS/IWI Converter 1.5 (Call of Duty 2)
- cod1-xmodel-gallery (xmodelview) - Standalone XModel viewer and gallery generator for Call of Duty 1 (v1.1-v1.5).
- xmodelconverter - Converts compiled Call of Duty 2
xmodel/xanimbinaries back into text-readablexmodel_export/xanim_exportfiles, for use with a companion Blender import add-on. - ifs-tool - Extraction tool for Call of Duty: Online's IFS archive system (Activision/Tencent), used from client version 1.2.1.12 onward.
- Texture Smith - GPU-accelerated texture processing tool for packed/compressed textures, with channel splitting, normal map reconstruction (BC5, DXT5, hemi-octahedron), and format conversion; includes dedicated support for separating Call of Duty's fused texture formats.
- ManyPacker - Asset packer for Call of Duty 4 that automatically resolves and packages every file connected to a specific asset from a raw folder.
- PAKExtractor - Decompresses and converts PAK/XMA archive files from early Call of Duty titles.
- iwd-decryptor - Decrypts Activision's encrypted IWD archives.
- t5exp - Black Ops (T5) model exporter, for use with T6-ZoneTool-based fastfile pipelines.
- SEFormatConvertor - Converter between Call of Duty's SEModel/SEAnim formats and other 3D interchange formats (SMD, DTX/PNG textures).
- CoDMayaTools - Maya plugin for exporting Call of Duty models, animations, and camera animations (xcams) to the engine's
.xmodel_export/.xanim_export/.xcam_exportformats, with SEAnim/Wraith/tanim notetrack support and Black Ops 3 Export2Bin/ExportX compatibility. Archived; see ManyAsset/CODMayaTools for an actively maintained alternative. - ManyAnims - Batch animation exporter for Maya, exporting
anim_export/anim_binand importing.cast/SEAnim files. - ManyWeapons - Weapon file editor for Call of Duty 4.
- CallOfFile - .NET library (with a
callfileCLI) for reading and writing Call of Duty's XMODEL_EXPORT/XMODEL_BIN and XANIM_EXPORT/XANIM_BIN model/animation files (Call of Duty 4 and later). - GameImageUtil - Tool for splitting and converting Call of Duty's packed/fused texture channels (normal/gloss/occlusion, specular/gloss, S/G/O) across Modern Warfare, Modern Warfare 2 Remastered, Infinite Warfare, and other titles, plus renaming Cast/Legion material images.
Fastfile & Zone Tools¶
- iwd-tool - Command-line tool for generating IWD files for Call of Duty.
- zonebuilder - Fastfile generator for IW4 (Modern Warfare 2).
- iw4-open-formats - Asset conversion system for MW2 formats.
- iw4-zone-asset-finder - Zone asset finder and source builder for IW4 (Modern Warfare 2).
- snd-alias-converter - C# tool to convert sound aliases between ZoneTool and Zonebuilder formats (JSON, and binary
.xssused by newer ZoneTool releases). - x64 ZoneTool - Fastfile unlinker and linker for x64 Call of Duty titles.
- zonetool - Fastfile linker for Call of Duty titles (CoD4, MW, MW2, MW3), parsing and reconstructing IW3/IW4/IW5 fastfile archives.
- OpenAssetTools - Actively maintained, open-source modding tool suite (Unlinker/Linker) for loading and building fastfiles (.ff), aiming for original-format compatibility rather than reimplementing existing tools.
- Games: CoD4 (IW3), Modern Warfare 2 2009 (IW4), Modern Warfare 3 2011 (IW5), 007: Quantum of Solace (QOS), World at War (T4), Black Ops (T5), Black Ops II (T6).
- t5-xfile-deserializer - Deserializer for Black Ops (T5) Fastfiles (XFiles), covering material technique sets, materials, images, phys presets/constraints, XModels, string tables, raw files, localize entries, fonts, sounds, and weapon variants.
- linker_nx1 - Fastfile linker for NX1-based Call of Duty titles; stitches assets referenced by a CSV manifest into fastfile containers (.ffm/.ff), with rawfile and localized string table support.
- unlinker_xenon - Work-in-progress FastFile reader for the Xbox 360 build of Call of Duty 2, researching the console-specific archive layout.
Map & Level Editing Tools¶
- Mappie - Call of Duty map extraction tool for modern titles (MW19, BOCW, VG, MWII).
- BSP Decompiler (Call of Duty) - Hereby we release our decompiler and the sources. May it prove to be useful for you or your team.
- KV Map Converter v2 Beta2 (Call of Duty 4: Modern Warfare) - Utility by KillerVirus for converting Source Engine maps to Call of Duty 4: Modern Warfare format (v2 Beta2).
- iw3xo-radiant - Enhanced Radiant level editor modification for Call of Duty 4 (IW3 Engine).
- Q3COD4BSP - Converts Quake 3 .BSP level files to Call of Duty 4's .MAP format, to speed up porting Quake 3 levels to CoD4.
- iw3x-port - Community-driven map/asset converter for porting Call of Duty 4 (2007, IW3) content to IW4 (Modern Warfare 2), used with IW4x's ZoneBuilder.
- iw5x-port - Asset/map export and conversion port utility for IW5 (Call of Duty: Modern Warfare 2 2009), analogous to iw3x-port for IW4.
- iw4x-map-porting-utility - Middleware to simplify porting maps from Call of Duty 4 (IW3) to Modern Warfare 2 (IW4), unifying export from iw3x-port to ZoneBuilder.
- zonebuilder-wrapper - Wrapper around ZoneBuilder for building IW4x-compatible Call of Duty assets.
- iw4x-client - Client reimplementation/mod for Call of Duty: Modern Warfare 2 (IW4 engine) multiplayer, including the built-in ZoneBuilder asset/fastfile pipeline tool used by the IW3x/IW5x porting utilities.
- cod2map - Fully reconstructed, bit-identical C source for
cod2map.exe, Call of Duty 2's BSP map compiler, reverse-engineered from the original 2005 binary; covers BSP tree construction, portal visibility, lightmap allocation, collision mesh generation, and shadow computation. - C2M - Tool to export maps from Call of Duty games. See also C2Mv3, an actively maintained continuation covering many more titles (up through Black Ops 6/7) with OBJ and Radiant .MAP export.
- C2MConverter - Converts
.c2mmap files to the Cast model format by drag and drop. See also Mappie above. - bsp.c - BSP parser and decompiler for Call of Duty 2 (IW2 engine); reads compiled
.d3dbspfiles and can decompile them back to editable.mapformat for CoD Radiant. - d3dbsp - Earlier D3DBSP reader for Call of Duty 2, focused on extracting rendering data (including lightmaps) for use in a custom renderer.
- map2obj - Converts Call of Duty 2/4
.MAPfile brushes into.OBJmeshes. - opencod2 - Reconstruction of the Call of Duty 2 (IW2) engine.
- D3DBSP_Converter - Library and tool for converting D3DBSP map files between Call of Duty: World at War and Call of Duty: Black Ops.
- xmodel2colmap - Converts Call of Duty XMODEL_EXPORT files into .map files for CoD4 Radiant.
- iw3sptool - Runtime debug/map-exporting tool for Call of Duty 4 singleplayer (patch 1.5), injected via an ASI plugin.
- Features: Collision/entity/brush/terrain rendering with filterable overlays, map exporting (
cm_mapexport) to CoD4's .map format for use in Radiant, third-person camera, player movement modification, demo playback. - See also iw3mptool, the multiplayer counterpart (CoD4 patches 1.7/CoD4x 21.1) adding an in-game scripting console (Varjus), and iw4sptool, a similar collision/entity debug tool for Call of Duty: Modern Warfare 2 (2009, Steam).
- Also by the same author: WaWMapExporter and WaWSPMapExporter, standalone map-exporting DLLs for Call of Duty: World at War (patch 1.7.1263) multiplayer and singleplayer respectively, porting CoD4's .map exporting code to WaW.
Scripting, UI, Audio & Shader Tools¶
- lui-tool - Utility to assemble and disassemble IW engine UI scripts. Supports Call of Duty: Ghosts (IW6).
- gsc-asm - GSC assembler/disassembler for IW5 (Call of Duty: Modern Warfare 3).
- gsc-tool - Compiler/decompiler for IW Engine GSC game scripts (Black Ops, Ghosts, Modern Warfare, Vanguard, Warzone).
- Cerberus - GSC/CSC decompiler for Call of Duty: Black Ops II/III with a CLI and a UI, aimed at scripts not shipped with the Black Ops III Mod Tools; the CLI also includes a fast file extractor for Black Ops III. Archived.
- t7-compiler - GSC compiler and injector toolchain for Black Ops III and Black Ops 4 (T7/T8): compiles scripts from source and injects pre-compiled scripts.
- tree-sitter-gsc - Tree-sitter grammar for GSC and CSC, the scripting languages used in Call of Duty: Black Ops III.
- gsc_parser - Cross-platform flex/bison-based lexer and parser for the source-level syntax of Call of Duty's GSC scripting language.
- IW8_MW19_GSC_Wiki - Wiki documenting GSC scripting for Call of Duty: Modern Warfare (2019, IW8), covering functions, game modes, and mod menu creation; transcribed from the Project HiNAtyu decompilation.
- IWMenuDumper - Decompiler for IW Engine menu files (Modern Warfare 2, Modern Warfare 3).
- flac-tool - Converts FLAC audio files to be compatible with the IW engine.
- shader-tool - Library to parse, assemble, and disassemble DirectX Shader Bytecode (DXBC) objects used by the IW engine.
- dexilifier - DX9 HLSL source decompiler and generator from compiled DirectX shader bytecode used by the IW engine.
Modding Kits & Client Tools¶
- KisakCOD - Open-source, fully buildable reimplementation of Call of Duty 4 multiplayer; aimed at mod developers.
- KisakBlack - Open-source, fully buildable reimplementation of Call of Duty: Black Ops multiplayer, targeting Windows, Linux, WASM, and WebGL2.
- CoD2rev_Server - Reverse-engineered reimplementation of the Call of Duty 2 dedicated server executable.
- Call of Duty 1 Milkshape plugins - Series of Milkshape plugins for Call of Duty 1. Created by scorpiomidget.
- Call of Duty 1 Mod Tools No Installer Version - Alternative version for users experiencing installation issues with the official installer, typically caused by missing or corrupt game registry entries.
- Call of Duty 2 Mod Tools - Official modding tools for Call of Duty 2.
- Call of Duty 2 Mod Tools No Installer - Alternative version for users experiencing installation issues with the official installer, typically caused by missing or corrupt game registry entries.
- CoD4 Mod Tools 1.1 (mirror) - Repository containing the original Call of Duty 4 Mod Tools and 1.1 update from Infinity Ward.
- codbo-modtools - Mirror of the official Steam release of Call of Duty: Black Ops (1) Mod Tools.
- codxe - Multi-title modding environment for the Xbox 360 versions of older Call of Duty games, working on real consoles and under Xenia Canary emulation.
- iw3_linker - Clean-room C++17 reimplementation of
linker_pc.exefrom the CoD4/IW3 mod-tools verification package, buildable as a drop-in replacement. - OpenT5 - Open-source Rust reimplementation of T5, the engine running Call of Duty: Black Ops.
- CoD4-Mod-Optimizer - Removes unnecessary assets from a Call of Duty 4 mod to reclaim space for additional content.
Save Tools¶
- COD-Save-Manipulator - Tool for manipulating Call of Duty savegames, supporting a wide range of titles across the IW/MWX/Ghosts save formats.
- Black-Ops-Save-Editor - Windows tool for opening, viewing, and editing Call of Duty: Black Ops savegame folders on PS4/PS5, recognizing every file in the save directory and transparently decrypting/re-encrypting the
GPAD0_*.PRFprofile files (TripleDES/CBC) so the game'ssetcommands can be edited directly, byte-exact.
Demo Recording & Playback Tools¶
- CoD4-DM1 - Reverse-engineered parser/library for Call of Duty 4 and CoD4X
.DM_1demo files, decoding gamestate, snapshots, frames, entities, clients, and server messages via a CLI plus a reusable library. - cod4-dm1-tools - TypeScript CLI/library for Call of Duty 4
.dm_1demos, building on CoD4-DM1's format reverse engineering; decodes camera paths, gamestate/snapshot data, and renders tactical top-down replay videos. - iocod - Experimental engine fork of ioquake3 aimed at reconstructing enough of the original Call of Duty 1 codebase for compatibility.
- vcod - Map viewer, spectator client, and skeleton dedicated server for Call of Duty (2003) patch 1.1, written in Rust; reads the game's original PK3 archives.
Call to Power II¶
- civctp2 - Community-maintained source port of Call to Power II, built from the officially released source code and reading the original game's data files.
Civilization: Call to Power¶
- unciv - Extractor for Civilization: Call to Power's
.zfsarchives (miscellaneous graphics and sounds), also converting the game's.rimgraphics (555 and 565 variants) to PNG; usable as a Rust library.
Interstate '76¶
- Open76 - Engine reimplementation of Activision's Interstate '76 on Unity, parsing and rendering the game's original ZFS-packaged level, vehicle, and mission stack-machine data; supports both the uncompressed (v1.0) and compressed ZFS variants.
Tony Hawk's Pro Skater¶
- WAD Tool v1.0 (Tony Hawk's Pro Skater) - A small tool to build and extract WAD files from early thps-engine based games.
- thps2-tools - Collection of tools for Tony Hawk's Pro Skater 2.
- TonyWad - Extracts WAV audio from PS2 Tony Hawk games.
- THPS2X-Formats - Binary format documentation for Tony Hawk's Pro Skater 2X level files (.DDM, .DDX, .psx, .trg).
- neversoft-multitool - .NET tool (WinUI 3 GUI + cross-platform CLI) for extracting and converting Neversoft Entertainment game assets across the PS1, Dreamcast, Xbox, GameCube, PC, and PS2 eras (1998-2006): Tony Hawk's Pro Skater 1-4/THUG/THUG2/THAW (this section), plus Spider-Man, Apocalypse, and Guitar Hero (PS2).
- Formats: PSX/PVR/RLE/BMR/ZLB/BMP/TGA/PS2 TEX/RenderWare TXD/Xbox TEX textures; WAD+HED/PKR3/PRE/DDX/BON/PAK archives with recursive disc-image extraction (ISO9660/Xbox XDVDFS/GameCube GCM/Dreamcast GDI); PS1 XA/VAB audio.
- Hed-Extract - Extractor/packer for Tony Hawk's Project 8 (PSP) .hed/.wad files.
- RLE-GIMP-Plugin - GIMP plugin for Neversoft's .rle 16-bit image format.
- psx_texture_extractor - Extractor for textures within Neversoft's PS1 model format, supporting 4, 8, and 16-bit textures (16-bit support incomplete).
- neversoft_bitmap_converter - Python/PyQt5 batch converter from Neversoft PS1
.BMR/.RLEbitmaps to PNG (Dreamcast Spider-Man RLE variant unsupported). - io_thps_scene - Blender import/export addon for the Tony Hawk's Pro Skater (THPS) scene format.
- THPS-Level-Editor - Level editor for Tony Hawk's Pro Skater games.
- WAD-Tool - Packer/unpacker for Neversoft's "Big Guns" engine WAD files.
- LegacyThps - Collection of Neversoft THPS tools accumulated over the years, including ThpsQScriptEd (qScript compiler/decompiler), ThpsFontEd (bitmap font editor), and ThpsTrigEd (TRG trigger-file parser for the "Big Guns" engine).
- KAT2WAV - Converts the KAT and XSB soundbank container formats used by Treyarch's Dreamcast and Xbox ports of Tony Hawk's Pro Skater and THPS2X to WAV.
Ghostbusters¶
- Gibbed.Ghostbusters - Tools and code for use with Ghostbusters: The Video Game (2009).
A Series of Unfortunate Events¶
- resPack - Extractor for Xbox A Series of Unfortunate Events archive files.
Spider-Man (Neversoft)¶
- spidey-decomp - Decompilation of Neversoft's Spider-Man (PC port), useful for studying formats and game internals.
- spidey-tools - Companion tools for Neversoft's Spider-Man (PS1/PSX), alongside spidey-decomp.
- Tools: PKR/PSX file extractors, texture repacker, save editor, TRG dumper/disassembler (WIP).
Spider-Man: The Movie (Treyarch)¶
- open-tobey - Partial decompilation of Treyarch's Spider-Man: The Movie (PC), a separate 2002 game unrelated to Neversoft's Spider-Man.
Spider-Man: Web of Shadows (Treyarch)¶
- PC_Spiderman_WOS - Mesh importer for
.component*.MESHmodels from Spider-Man: Web of Shadows (PC), with both a Blender 3.x add-on and a 3ds Max 2016+ MaxScript. - web_of_shadows_toolkit - Collection of scripts and Blender materials for Spider-Man: Web of Shadows modding.
- Features: DX-to-WoS normal map converter, diffuse/emission mixer, DDS-to-WRAP.tex converter, and PBR-to-WoS Blender node groups.
Wolfenstein (2009)¶
- Wolfenstein-SPK-Tool - Extract and repack tool for Wolfenstein (2009) .spk files.
PSX Activision Games¶
- gRLE - Viewer/editor/creator for *.rle files used in PSX Activision games.
Adeline Software International¶
Little Big Adventure 1¶
- lba1-classic - Official release of the Little Big Adventure 1 engine source code, published with preservation in mind (game assets not included; requires original data files).
- LBArchitect - Modding suite for Little Big Adventure 1 & 2, editing isometric scenery grid and scene files (islands/exteriors and rooms/interiors); LBA2 exterior scenery (3D format) editing is not yet supported.
- twin-e - TwinEngine, a from-scratch reimplementation of the Little Big Adventure 1 engine that plays the original game using its data files; forked to become ScummVM's twine engine.
- lba-midi-play - CLI player for the MIDI music embedded in Little Big Adventure 1's
MIDI_MI.HQR/MIDI_SB.HQRHQR resource archives. - LBA1-Save-Game-Editor - Save file editor for the original Little Big Adventure 1 save format.
Little Big Adventure 2¶
- lba2-classic - Official release of the Little Big Adventure 2 engine source code, published with preservation in mind (game assets not included; requires original data files).
- LBAPackEd - Editor for Little Big Adventure 1 & 2 resource package files (HQR, VOX, ILE, OBL formats).
- LBATxt - Text format tooling for Little Big Adventure.
- LBAFont - Font format tooling for Little Big Adventure.
- LBAShape - 3D shape format tooling for Little Big Adventure.
- lba2-classic-community - Community fork of lba2-classic above, adding native 64-bit builds (Linux/macOS/Windows/Android), direct ISO/BIN/.cue disc-image reading, HD/widescreen rendering, and retail-save compatibility.
- lba2remake - Little Big Adventure 1 & 2 reimplementation in TypeScript/Three.js/React, playable in-browser with a built-in scene editor mode, reading the original game's data files.
- hqr - JavaScript reader/writer library for the HQR resource package format used by LBA1 & LBA2. See also lba-packager, a web-based HQR editor built on top of it.
- LBAStoryCoder - Editor for Little Big Adventure 1 & 2's
.ls1/.ls2scene script files, editing actors, tracks, and zones. - LBAScreenViewer - Viewer/converter for Little Big Adventure 1 & 2's special images and
.flamovies, exporting to common image formats. - lba-translations - Converts Little Big Adventure 1 & 2's original game translations into JSON for community review and editing.
- LBA2_Blender_To_Model_2 - Blender 2.79 Python scripts to export models to the Little Big Adventure 2 model format. See also LBA2_Sprite_To_Model for sprite-to-model conversion, LBA2_Model_Scalar for vertex scaling, and LBA2_Unity_Animator for animating the exported models in Unity.
- LBA2R2I - Extracts embedded images from decompressed Little Big Adventure 2 save files.
- lba-engine-architecture - Community-driven documentation of Adeline Software's engine architecture, covering Little Big Adventure 1 & 2 and Time Commando.
Time Commando¶
- timeco - Reimplementation of the PC version of Time Commando (1996), reusing shared libraries from the LBA1/LBA2 engine source releases.
- tico-dump - Extracts and decompresses all resource files from Time Commando.
ADK¶
Twinkle Star Sprites¶
- twinspri-rom-extractor - Python script to extract MAME-compatible ROM archives from the DotEmu re-release of Twinkle Star Sprites.
Snail Games (Age of Wushu)¶
- wushu-utils - Wushu.Utils.Package tool to unpack and repack Age of Wushu's
.packagearchive files.
H2O Entertainment (Aidyn Chronicles)¶
- aidyn (decomp) - Matching decompilation of Aidyn Chronicles: The First Mage (N64).
Carbon Games (AirMech)¶
- AirMech-AMF-file-blender-import - Blender import script for AirMech's AMF model format.
DivoGames (AirStrike 3D)¶
- airstrike3d-tools - Reverse-engineering toolkit for the AirStrike 3D series (AirStrike 2, AirStrike 2 D3D8, AirStrike II: Gulf Thunder, Space Strike): Python scripts for the
.apkarchive format, bidirectional.mdlmodel/OBJ conversion, a level viewer, and save file decryption and preview, plus Ghidra projects for engine analysis.
Akella¶
Sea Dogs, Pirates of the Caribbean, Age of Pirates.
- storm-engine - Open-source reimplementation of the Storm Engine, the game engine behind Sea Dogs, Pirates of the Caribbean, and Age of Pirates, reading original game assets.
- seadogs-file-formats - File format documentation for Storm engine games: Sea Dogs, Sea Dogs 2 (Age of Sail 2 / Privateer's Bounty), Sea Dogs 2: Pirates of the Caribbean, and Sea Dogs 3.
- Formats: TX, TF, PAK, IDF, CFF, CLF, SC, CMP, DLT, DLM, DEF, ANI, AN, SLS, ZAP, SHP, GM.
- Documentation hosted on the repo's wiki.
AKI Corporation¶
- WCWnWoRevengeRecomp - Native PC port of WCW/nWo Revenge (N64) via static recompilation (bring your own ROM).
- WWFNoMercyRecomp - Native PC port of WWF No Mercy (N64) via static recompilation.
- WWFWrestleMania2000Recomp - Native PC port of WWF WrestleMania 2000 (N64) via static recompilation.
- VPW64Recomp - Native PC port of Virtual Pro Wrestling 64 (N64) via static recompilation.
- VPW2Recomp - Native PC port of Virtual Pro Wrestling 2 (N64) via static recompilation.
- WCWvsNWOWorldTourRecomp - Native PC port of WCW vs. nWo World Tour (N64) via static recompilation, with a companion WCWSyms repo of reverse-engineered function/data symbol TOMLs for the N64Recomp toolchain.
- AkiLauncher - Native Windows hub that downloads and launches the AKI-engine N64 wrestling recompilations above.
- AKI-Model-Blender-IO-Addon - Blender import/export addon for AKI Corporation's .model format, used in their N64/PS2-era wrestling games.
- WCW-Mayhem-.P30-to-OBJ - Converts WCW Mayhem's .P3O model format to OBJ.
Acquire (Akiba's Trip)¶
- Akiba-Tools - Modding tools for Akiba's Trip, including a volume archive extractor/repacker.
Algoryx (Algodoo / Phun)¶
- phun-js-box2d - Parser and work-in-progress web player for Phun/Algodoo physics sandbox
.phzscene files, including a ThymeScript-to-JavaScript transpiler and Box2D-based physics playback.
Alice: Madness Returns¶
- hysteria - Modding stack for Alice: Madness Returns (Unreal Engine 3), including Hysteria Studio, a Rust/egui desktop app that opens, inspects, edits, previews and exports the game's
.upkassets (textures, sounds, properties); the rest is adinput8.dllproxy mod framework with runtime object and function access.
Alone in the Dark¶
- Alone In The Dark: Re-Haunted - C++17 engine reimplementation (FITD) of the Infogrames engine behind the Alone in the Dark trilogy, loading the user's original game data including HQR/PAK archives, Life scripts, and VOC audio, with HD background and remaster options. Its README lists Alone in the Dark 1 and the Jack in the Dark promo as completable.
- AITD-tools - Windows tools for the Alone in the Dark series: LifeDISA and TrackDISA disassemble LIFE and TRACK scripts (Alone in the Dark 1/2/3, Jack in the Dark, Time Gate: Knight's Chase), and PAKExtract extracts, inspects, and re-creates
.PAKarchives, converts backgrounds, masks, and textures to PNG, and renders floors as SVG. - AITD-roomviewer - Room/level and 3D model viewer for Alone in the Dark 1/2/3, Jack in the Dark, and Time Gate: Knight's Chase, reading the original
ETAGE##.PAKandCAMSAL##.PAKfiles.
Black Element Software (Alpha Prime)¶
- Alpha Prime RES Unpacker - Modding Tool for opening the .RES files for the "data00.res" and "data01.res" in Alpha Prime.
Amber Studio¶
- amber-file-formats - File formats and viewer plugins for Amber Studio games.
Frictional Games (Amnesia, Soma)¶
- AmnesiaTheDarkDescent - Official open-source release of Amnesia: The Dark Descent (2010) by Frictional Games, including the HPL2 engine source code.
- AmnesiaLoader - UniLoader addon for most Frictional Games titles (Amnesia series, Soma, etc).
- AmnesiaAMachineForPigs - Official open-source release of Amnesia: A Machine for Pigs by Frictional Games, including the HPL2 engine source code used for this title.
Analgesic Productions¶
Anodyne¶
- Anodyne-1-Repo - Official source code release for Anodyne.
- AnodyneSharp - C#/MonoGame rewrite of Anodyne, based on the original game's source code.
- anodyne-map-scraper - Scrapes and reconstructs the overworld map from Anodyne's original game data.
Anodyne 2¶
- Anodyne-2-Open-Source - Official source code and assets release for Anodyne 2: Return to Dust.
Even the Ocean¶
- Even-The-Ocean-Open-Source - Official source code release for Even the Ocean.
Angel Studios / Rockstar San Diego¶
- GTAVHandlingEditor - Real-time handling editor for Grand Theft Auto V.
- Noesis Plugins (Red Dead Redemption) - Various Python scripts for Noesis to import and export textures and models from Rockstar games.
- RAGE-Console-Texture-Editor - Texture editor for console versions of Rockstar RAGE engine games.
- Games: GTA IV, GTA V (PS3/Xbox 360), Red Dead Redemption, Midnight Club: Los Angeles, Max Payne 3.
- VichoModdingX - GTA V modding guide covering RAGE engine format workflows (CodeWalker, Sollumz, YMAP, YTD tools).
- Folder2YTD - Tool to create and pack GTA V .YTD texture archive files from image folders; supports PNG, DDS, TGA, JPG, WebP, GIF, PSD with quality settings and mipmap generation.
- VichoTools - Blender add-on for GTA V modding; handles YMAP scene files, YTD texture dictionaries, and animation clips extraction and editing.
- TexFury.NET - Fast image-to-DDS conversion and YTD texture dictionary toolkit for .NET, supporting RAGE engine formats used in Grand Theft Auto and Red Dead series.
- OpenMC2 - Open-source reimplementation of Midnight Club 2, reading the original game's proprietary asset and archive formats (project abandoned, but historically notable for the amount of format RE it documents).
- PKGImportExport - Blender addon for importing and exporting Angel Studios ModPackage (PKG) format files from Midnight Club and related titles.
- AngelStudiosBlenderAddon - Blender add-on that handles several formats used in Angel Studios/Rockstar San Diego games from ~1999-2006. Supports Midnight Club 2, Midtown Madness 1, and other titles.
- Formats: BMS, DLP, MOD/XMOD, BND, SKEL, GEO.
- See also angel-file-formats, the same author's companion collection of written file format specifications for Angel Studios games.
- MidnightClub2 (Noesis) - Noesis plugin for Midnight Club 2 model formats.
- MidtownExtractor - Midtown Madness 1/2 and Midnight Club 2 file extractor.
- MeltyTool - Multitool for viewing/extracting assets from various N64/GCN/3DS/PC games en-masse.
- tt-decomp (decomp) - AI-assisted matching decompilation of Rockstar Games Presents Table Tennis (Xbox 360, 2006), lifting PowerPC assembly into C++ toward a cross-platform SDL2/OpenGL port.
- CodeWalker - GUI tool for viewing and editing GTA V's RAGE engine data, including RPF archive contents, YFT/YDR/YDD models, YTD textures, and YMAP/YTYP world data.
- libertyv - Grand Theft Auto V resource viewer for RAGE engine RPF archives and models.
- OpenMapTools - OpenFormats map conversion toolkit by dexyfex (CodeWalker author): converts GTA San Andreas IPL and GTA IV IDE/OPL/ONV map files into GTA V's RAGE .ymap.xml/.ytyp.xml/.ynv formats for porting map mods, for use with CodeWalker's RPF import.
- gta-v-data-dumps - Collection of GTA V data dumps (vehicles, weapons, peds, natives, etc.) generated from RAGE-format research; reference for modding and scripting.
- RageAudioTool - Reverse engineering tool for the RAGE engine's audio metadata file formats, used in Rockstar games such as GTA and Red Dead Redemption.
- Coords2YMAP - Converts GTA San Andreas/Vice City .IDE/.OPL map coordinate files into GTA V's RAGE .YTYP/.YMAP formats, for porting classic-era map mods.
- blender_io_GTA5Ped - Blender import/export add-on for GTA V pedestrian (ped) meshes via OpenIV's openFormats (.odd/.odr/.mesh/.skel).
- GTA5VehicleFlagTool - Web-based tool for inspecting and modifying strModelFlags, strHandlingFlags, strDamageFlags, and strAdvancedFlags values in GTA V's handling files, using a flag lookup table.
- unarpack - Linux-ported unpacker for .AR archives from the Midtown Madness CTPAX-X Team release.
- GTAVHandlingParserJs - Node.js library for reading and parsing
.metavehicle handling files from Grand Theft Auto V. - rdr2-unpack - Reads a local Red Dead Redemption 2 install into open formats: world index, GLB models, PNG textures, and parsed
.ymapplacements. No game data or keys included. - mc3-save-editor - Save game editor for Midnight Club 3: DUB Edition Remix.
- Magic-RDR - RPF archive editor for Red Dead Redemption.
- AreDeAre-xPlorer-2 - RPF editor and archive manager for Red Dead Redemption.
- RDR-Script-Decompiler - Decompiler for XSC scripts from Red Dead Redemption.
- CodeX.Games.RDR1 - Research plugin for Red Dead Redemption, for use with CodeX (dexyfex's closed-source RAGE engine research/viewer tool).
- CodeX.Games.MCLA - Research plugin for Midnight Club: Los Angeles, for use with CodeX.
- SollumzRDR - Work-in-progress fork of Sollumz (Blender RAGE-format plugin) adapted for Red Dead Redemption 1. See also RDR2SollumzNavmesh, the same fork extended with YNV navmesh support.
- RDR1AudioTool - Editor for Red Dead Redemption 1 PC's AWC audio container files.
- MCLA-Decompiled-Scripts - Midnight Club: Los Angeles SCO scripts decompiled to C.
Aniimo¶
- Aniimo-Tools - Python GUI scripts for Aniimo that convert Wwise
.wemaudio to FLAC and unpack.bnksound banks to FLAC, using vgmstream-cli and ffmpeg.
Ankama Games¶
Wakfu¶
- vakfu - Isometric map renderer for Wakfu, reading the game's original map data files directly (no bundled assets — requires the player's own game install).
- wakfu-bdata - Rust crate for decoding Wakfu's binary game-data files, using struct layouts recovered by wakfu-bdata-gen.
- wakfu-bdata-gen - Tool that extracts binary data struct layouts for Wakfu by analyzing the game's Java bytecode (JAR), generating the definitions consumed by wakfu-bdata.
- wakfu-shell - Clojure-based script runtime shell for accessing Wakfu internals.
- luafu - Command-line access to the Wakfu Lua runtime.
Anthony Bongers¶
- GhostsAndGraves (decomp) - Matching decompilation of Ghosts And Graves (NES, 100%).
Ape, Inc¶
- CoilSnake - EarthBound mod-making tool that deconstructs the game's assets into individual text and PNG files and builds a modified ROM from them.
- earthbound-script-dumper - EarthBound text script dumper.
- ebtexted - Tomato's EarthBound text editor.
- EBME - GUI editor for EarthBound's overworld areas.
- ebbinex - Simple utility for extracting data from Earthbound ROM files.
- ebsrc - Source recreation of EarthBound (SNES), disassembled and reorganized into buildable C/asm source.
- nspcplay - Player and parser for NSPC, the SNES music sequence format used by EarthBound and other SNES games.
- mother3 (decomp) - Decompilation of Mother 3 (GBA).
- m12 (decomp) - Disassembly of Mother 1+2 (Japan) for the GBA.
- MOTHER-3-Battle-Sprite-Graphics - Inserts custom enemy sprites into Mother 3 (GBA). See also the author's EnemySpritesFreeSpace-MOTHER3, which frees up ROM space for such insertions.
- MotherInternational - Web-based multipatcher for the MOTHER series, applying and reversing UPS/IPS/BPS/VCDIFF fan-translation patches client-side across dozens of translation projects for MOTHER 1/EarthBound Beginnings, MOTHER 2/EarthBound, MOTHER 1+2, and Mother 3.
- Oh-Mother-Earthbound-Save-File-Editor -
.sav/.srmsave file editor for EarthBound (SNES). - RopeSnake - ROM decompiling and recompiling library for editing MOTHER 3 (GBA). Decompiles the ROM into individual editable files (a project) that can be recompiled into the ROM.
- EbPsiAnimationEditor - PSI animation editor tool for EarthBound.
- CCScriptWriter - Extracts the dialogue from EarthBound and outputs it as a CCScript file.
Apogee Software¶
Crystal Caves¶
- OpenCrystalCaves - Unofficial open-source engine reimplementation of the Crystal Caves trilogy (1991, Apogee Software), reading the original game's assets.
Cosmo's Cosmic Adventure¶
- cosmo - Native source port of Cosmo's Cosmic Adventure: Forbidden Planet (Apogee Software, 1992) for macOS, Linux, and Windows, built from the original game's code with an emulated EGA, PIT, PC speaker, and AdLib (no DOSBox).
Duke Nukem II¶
- Duke2Reconstructed (decomp) - Reconstructed source code for Duke Nukem II (1993, Apogee Software), based on disassembly of the original executable and reading the game's original data files.
- Duke2Edit - Basic level editor for Duke Nukem II, built by the same author as Duke2Reconstructed.
- RigelEngine - Drop-in reimplementation of Duke Nukem II that reads the original game's data files, built on the same disassembly work as Duke2Reconstructed; adds wide-screen mode, smooth scrolling, and extended modding features.
Blake Stone (Aliens of Gold, Planet Strike)¶
- BStone - Unofficial source port for Blake Stone series (Aliens of Gold and Planet Strike) with support for original game asset formats including external textures.
Arc System Works¶
Under Night In-Birth¶
- UNIB.Data.Tool - Archive extractor for Under Night In-Birth II Sys:Celes game data files.
True Remembrance¶
- AMLUnpacker_TrueRemembrance - Unpacker for True Remembrance's (Nintendo 3DS) imageArcive.arc archive format, extracting images to PNG.
BlazBlue¶
- bbtools - Tools for parsing files used by BlazBlue's engine, covering Persona 4 Arena (PS3/360), Persona 4 Arena Ultimax (PS3), BlazBlue: Chronophantasma (PC), and BlazBlue: Xrd (PC/PS3).
Guilty Gear and Dragon Ball FighterZ¶
- ParticleEditor - Edits
ParticleModuleColorOverTimevalues in the.uasset/.uexpfiles of Guilty Gear -Strive- and Dragon Ball FighterZ. See also ggst_collision_editor_rs for Guilty Gear Strive collision data. - ASWTools - C# command-line tools for modding modern Arc System Works fighters (not archived):
bbscriptdecompiles and compiles BBScript battle-mode scripts,advscriptdoes the same for ADVScript story-mode scripts, andATFTextconverts ATF text localization files to text and back. Bundled BBScript configs are namedggst,ggrev2,ggsign,dbfz,bbcf,bbctandmtfs. - See also ASWViewer, a Godot-based viewer for Arc System Works scripts and hitboxes (not archived; no README, bundles a Guilty Gear -Strive- config and collision PAC files).
- GGXPlusCDData - C# extractor for the
CDDATA.BINfile of Guilty Gear X Plus (Korean); the file list is hardcoded and original filenames are usually not stored in the game (not archived).
Kill la Kill - IF¶
- Blender_DGKP - Blender importer/exporter for DGKP archive files used by Kill la Kill - IF.
Arc the Lad¶
- ArcTheLad2 - Save data editor for Arc the Lad II (PS1).
HuneX (Arcana Famiglia)¶
- arcana-famiglia-psp-tools - Experimental explorer and archive extractor for the PSP version of Arcana Famiglia -La storia della Arcana Famiglia-.
- psp-ayakashibito_tools - Unmaintained collection of programs/documentation for processing
.mrg/.nam/.hedscript archives from the PSP HuneX game engine. The author recommends Hintay's PS-HuneX_Tools as an actively working alternative. - VitaScenariosTool - Scenario/script converter for the PS Vita HuneX engine, tested with Fate/hollow ataraxia and Fate/stay night.
- HunexRev - Unpacker for the Nintendo Switch HuneX engine (tested with Hoshizora Tetsudou to Shiro no Tabi), extracting
.hpb/.hpharchives and unpacking/exporting.heslnk/.hdlgscript files.
Webzen (Archlord 2)¶
- A2.APK.Tool - Tool for extracting APK archives from Archlord 2.
- mu-file-viewer - Web-based viewer for MU Online game assets; browse and preview textures, 3D models, images, audio, and fonts directly in the browser.
Argentum Online¶
- ArgentumOnlineGodot - Port of the original Argentum Online 0.13.3 client (released by Shak) to the Godot engine.
- See also pyao-server for a compatible Python/asyncio server reimplementation, which includes tooling to extract and convert the original VB6 client's
.mapfiles into JSON for runtime use.
Argonaut Games¶
- BRender-v1.3.2 - Leaked original source code (v1.3.2, ~1998) of Argonaut's BRender 3D engine, licensed into numerous PC/PS1/Saturn-era games.
- See also BRender-1997 for an earlier, game-modified 1997 release of the same engine.
- croc (decomp) - Matching decompilation of Croc: Legend of the Gobbos.
- See also Croc-old, the author's earlier Croc: Legend of the Gobbos tools, with C sources for a file-system packer/unpacker (
crocfstool) and a mod tool (crocmod). - PS1-BRender-Reverse - Reverse engineering tools for PlayStation 1 BRender engine games like Harry Potter and Croc 2.
- Stratigise - WIP tool for disassembling and (re)assembling ASL binaries for Croc 1.
- Croc2ExplorerWV - Tool to explore the game content of Croc 2.
- CrocUtils - Utilities for Croc game file formats.
- CrocUtils - Collection of utilities for Croc: The Legend of Gobbos, complementing Argonaut's ASF/BRP audio/video codec formats with additional encoding/decoding tools. Not related to Rexhunter99/CrocUtils, which covers map loading/archive unpacking instead.
- CrocExplorerWV - Croc Explorer by Warranty Voider, a tool to explore and extract the game content of Croc: The Legend of Gobbos (distinct from the same author's Croc2ExplorerWV for Croc 2).
- PS1-Argonaut-Assets - Textures, 3D models, and other assets extracted from the PS1 Argonaut/BRender games Croc 2 and the Harry Potter PS1 titles.
Studio Wildcard (ARK: Survival Evolved)¶
- Ark-Asset-Ripper - Converts ARK: Survival Evolved's UASSET class data to JSON, covering dinos across all DLCs, for use in other tools and reimplementations.
- UASSET-Toolkit - Library for reading Unreal Engine .uasset property data (blueprints, materials, textures), with a bundled ArkImportTools app that uses it to import dino/item stat data from the ARK Dev Kit; newer, more general companion to Ark-Asset-Ripper above.
- Ark-Save-Manager - Library and WinForms viewer for reading ARK: Survival Evolved
.arksave files, with an API for dino/item entries and Ark stat calculations.
Arkane Studios¶
- Arx Fatalis .PAK unpacker - Tool for unpacking PAK files from Arx Fatalis. Includes source code. Created by CTPAX-X Team (v1.3).
- disrev - Python tools for extracting and modifying Dishonored 2 assets.
- dishonored2_scripts - Resource extraction script for unpacking .pak archives.
- Obscura - Modding toolkit for Dishonored games.
- Field Editor 0.5.1 Tautologist tool (Dishonored) - Field editor for Dishonored with improved menu system, keyboard shortcuts, auto-completing text boxes, additional grouping and fields, live filtering/searching, settings persistence, and XML file browsing (v0.5.1).
- ArxLibertatis - Cross-platform engine port of Arx Fatalis that reads the original game's PAK data files, with extensive bug fixes and modernization over the 2002 engine.
- ArxFatalisManifests - Manifests describing the file layouts of different Arx Fatalis data file variants/releases, used by the ArxLibertatis engine reimplementation.
- Vex - Asset extractor for titles running on the Void Engine (Dishonored 2, Death of the Outsider, Deathloop).
Sammy Corporation (Armored Unit)¶
- unarmoredunit (disasm) - Disassembly/decompilation of Armored Unit, a strategy game for the WonderSwan. See also armoredunitws, an independent reverse-engineering effort for the same game.
Pandemic Studios (Army Men: RTS)¶
- amrts-decomp - Work-in-progress decompilation of Army Men: RTS (PlayStation 2), developed by Pandemic Studios.
Asobo Studio¶
- atk - Asobo Toolkit. Supporting Asobo and Black Sheep Studio games.
- Games: FUEL, Ratatouille, Toy Story 3, WALL-E, and more.
- Features: BigFile extraction, Zouna structure parsing.
- bff - BigFile Friend. Successor to
dpc, supports Zouna file formats. - fmtk - FUEL Modding Toolkit.
- ImZouna - ImHex patterns for Zouna data structures used in Asobo Studio games (FUEL, WALL-E, Ratatouille, Toy Story 3, A Plague Tale series, Microsoft Flight Simulator, and more).
- Asobo-ArithmeticCoderC - Reference implementation of Asobo's arithmetic coder.
- blender_fuel - Blender scripts for FUEL.
- fmt_fuel - Noesis scripts for FUEL.
- fror-research - Ford Racing Off Road research.
- fuel-map - FUEL map notes and assets.
- fuel-save-editor - FUEL save editor.
- FUELDecompilation - FUEL decompilation project.
- ZounaBinaryTemplates - 010 Editor binary templates and Noesis scripts for Zouna engine file formats, with documentation on engine internals (Seads spatial partitioning system).
- Games: Ratatouille (PC, PS2, GC, Xbox), WALL-E (PC), Toy Story 3 (PS2), SpongeBob SquarePants: Revenge of the Flying Dutchman (PS2, GC), A Plague Tale (PC), Microsoft Flight Simulator 2024 (PC), Shaun White 2 (PC), Castleween (PS2), Garfield, Noddy.
- Formats: Bitmap_Z, Mesh_Z, Material_Z, World_Z, Node_Z, Skel_Z, Skin_Z, Animation_Z, Lod_Z, and more Zouna _Z resource types.
- See also: ZounaBlender - Blender importer for Ratatouille/WALL-E
Skin_ZandAnimation_Zfiles (Blender 3.3; verified on 4.3.2 per its README). - RatDecomp - Decompilation project for Ratatouille (GameCube) with original game data parsing and reconstruction.
- fuel-brute - CRC32 brute-force solver for FUEL, a companion tool to the FMTK modding toolkit above.
- rat - Decompilation project for a separate, earlier Ratatouille (GameCube) prototype build, dated January 18, 2006.
Aspyr¶
- AspyrArchiveTool - Command-line utility for unpacking and packing Aspyr's Android
.obbarchives, used across several of the studio's mobile ports.
Kunos Simulazioni (Assetto Corsa)¶
- kn5-converter - Command-line 3D model converter for Assetto Corsa's KN5 format.
Atlus¶
- Amicitia - Tool for working with Persona 3/4/5 file formats.
- yafe - Field editor for Persona 5 allowing import of FBN and HBN files into 3ds Max for visual editing.
- P5X_vFileContentExtract - Content extractor for Persona 5 X vFile archives.
- p5xConfDumper - Dumps the
Config/Windowsdata extracted with P5X_vFileContentExtract above into a readable format. - DDS3-Model-Studio - WIP Model editing tools for DDS3 engine based SMT games (SMT: Nocturne, DDS 1 & 2, Raidou 1 & 2).
- AtlusFileSystemLibrary - Library containing utilities for working with file systems used in Atlus games.
- Atlus-Script-Tools - Set of tools for working with Atlus script formats including flow script files (.bf) and message script files (.bmd, .bm2). Supports Persona series, SMT series, Catherine, Trauma Center, and more. See also Persona-Modding's fork with active P3P/P5R flowscript function-naming work.
- AtlusPM1MessageScriptEditor - Message script editor for Persona 1.
- GFD-Studio - Model editor for viewing, editing and converting models in GMD/GFS format used in P3D, P4D, P5D, and Persona 5.
- EvtTool - Persona 5 (Royal) EVT file editor. Converts EVT/ECS/LSD files to JSON and vice versa.
- SMT1L1ON - Translation tools for Shin Megami Tensei 1.
- cri_demux_p5r - Fork of bnnm's CRID/USM (CRI Movie 2) demuxer adding an embedded decryption key and updated HCA audio-masking handling for Persona 5 Royal (Switch/PC).
- P5RFieldTexUtility - Utility for quickly extracting field textures and duplicating edits in Persona 5 Royal. Supports batch extraction and repacking of .BIN files with DDS texture support.
- EPLGen - GUI for quickly generating EPL leafs featuring animated sprites for Persona 5 Royal. Supports particle effect creation with DDS textures and GMD file integration.
- p5s-txteditor - Text editor for editing text files found in Persona 5 Strikers.
- smt1dasm - Disassembly of Shin Megami Tensei J1.0 for the SNES.
- p4u2modtools - Modding tools for Persona 4 Arena Ultimax, Persona 4 Arena, etc. Includes bddata.bin extraction tools and custom game update creation.
- P5CharacterSwapper - Batch-replaces P5 character models/animations by ID. Can retarget models and animations if specified.
- PersonaRandomizer - Program for quickly randomizing files in Persona 3 FES, Persona 4, and Persona 5. Supports randomizing various TBL files including PERSONA, UNIT, SKILL, ITEM, NAME, and ENCOUNT tables.
- AemulusModManager - Mod package manager for Persona 4 Golden (PC), Persona 3 FES, Persona 5, and Persona 5 Strikers. Automatically merges conflicting bin, bmd, pm1, bf, and tbl files from different mods.
- p4g-saveconv - Persona 4 Golden save converter. Converts PS Vita saves to PC format and vice versa, including data00XX.bin, system.bin, and sdslot.dat files.
- fiber-saveutil - Python save conversion/decryption utility for Persona 5 Royal PC; converts decrypted PS4 saves (CUSA17416 US, CUSA17419 EU) to PC saves and decrypts PC saves.
- p5spc.saveutil - Save decryption, encryption and conversion utility for Persona 5 Strikers PC (
SAVEDATA.BIN, keyed by Steam account ID). - sh2.fileutil - Command-line utility for Soul Hackers 2 that (de)compresses saves (gzipped JSON) and (en/de)crypts game assets.
- io_plg - Blender import/export addon for the PLG mesh-collection format found in some Atlus games.
- Aogami - Shin Megami Tensei V save editor (C#); edits name, play time, difficulty, Macca, Nahobino level and stats and items, with export/import of the save data in decrypted form.
- p5-rte - Real-time editing tool for Persona 5 on jailbroken PS3. Allows editing of persona slots, stats, and skills using PS3Lib.
- GMDTool - Command-line utility to convert Persona .GMD model files to Collada .DAE format. Uses GFDLibrary for GMD loading.
- PersonaEditor - File editor for Persona series (3, 4, 5) supporting multiple container formats (BIN, PAK, PAC, CPK, P00, ARC, PM1, BF, BVP, TBL, FTD) with asset extraction and modification.
- noclip.website (Tokyo Mirage Sessions ♯FE) - In-browser Tokyo Mirage Sessions ♯FE (Wii U) map viewer. Parses APAK archives plus BFRES models and BNTX textures, with lightmap, gimmick, and map-layout support.
- P4U2TrialEditor - Trial/Lesson editor for Persona 4 Arena Ultimax (2.0 and later), complementing p4u2modtools.
- Universal-Meccha-Mod-Builder - Universal mod builder for the Meccha Persona modding toolchain, packaging mods for Persona games.
- P5G-Save-Tool - Save file editor for Persona 4 Golden.
- my-assets-studio - Asset extraction/editing studio for Atlus games' archive and texture formats.
- p2_tool - Persona 2 modding tools for extracting and repacking PS1 ISO/archive contents.
- P2-EP-PSP - English fan translation patcher for Persona 2: Eternal Punishment (PSP), by the same team as p2_tool above. Decrypts the ISO's
eboot.binusing code from PPSSPP, references CriPakTools for the CPK archive format, and patches script/assets with xdelta3. - P2-FR-IS-PSP - French fan translation project for Persona 2: Innocent Sin (PSP), with romhacking tools and reverse-engineering documentation for extracting and reinjecting dialogue scripts, the
eboot.bin, audio files, and images, plus a web-based xdelta patcher. Community QA tooling for the project includes JsonVerify (validates translated dialogue JSON against the game's binary text-size limits) and p2is-relecture (renders the translated scripts as an in-browser visual novel for proofreading, with one-click GitHub issue generation for corrections). - P4GModelConverter - Tool for creating custom models that work in Persona 4 Golden.
- gmo2amd - Converts Persona 3 Portable/Persona 4 Golden .gmo model files to Persona 4 Golden .amd by adding the amd header.
- EVTEditor - Persona 5 Event Editor GUI. See also CaptainSwag101's fork.
- AtlusScriptGUI - GUI that automatically passes command-line arguments to AtlusScriptCompiler.
- Starfield - WIP Persona 5 field editor.
- PersonaText - Older Persona 3/4 text editor. See also CaptainSwag101's fork.
- SMT-text-editing - Text hacks for various Shin Megami Tensei games, mainly for relocalizing demon races.
- P4G_PC_Music_Converter - Prepares WAV files for use with the Persona 4 Golden PC mod loader, enabling custom music. See also the author's P3TableExporter (WIP tool for exporting Persona 3 TBL files as CSV).
- preappfile - Archive (un)packer for games developed by Preapp Partners, including the PC ports of Persona 4 Golden and the Compile Heart Neptunia games.
- p5rcbt - Skyline plugin for Persona 5 Scramble (Switch) that loads loose files instead of repacking the game's CPK archive.
- masquerade-rs - File replacement plugin for the Japanese release of Persona 5 Scramble on Nintendo Switch.
- Persona3-FES-Decompilation - Matching decompilation of Shin Megami Tensei: Persona 3 FES (USA).
- Persona4-Decompilation - Matching decompilation of Shin Megami Tensei: Persona 4 (PS2).
- BlenderToolsForGFS - Blender plugin for importing and exporting GFS files, the model format used by GFD-Studio above across P3D, P4D, P5D, and Persona 5.
- EVTUI - WIP tool for viewing, editing, and creating story events in Persona 5 Royal, built on Atlus-Script-Tools above; an alternative to EvtTool and EVTEditor above.
- ParserPlayground - Collection of Python parser classes for Persona 5 Royal file formats, translated from TGE's 010 Editor templates and Amicitia, built on Pherakki's exbip library; companion research repo to EVTUI above.
- p3r_demo_save_conv - Converts Persona 3 Reload save files from the retail version's format to the demo version's format.
- p3r-save-editor - Browser-based Persona 3 Reload save editor (P3R Save Lab) for Steam saves including Episode Aigis: auto-detects encrypted or decrypted
.savfiles and edits inventory, party, Personas, Velvet Room Compendium and social stats, with validation on export. - raidou_saveconv - Converts save files between the Steam and Switch versions of RAIDOU Remastered: The Mystery of the Soulless Army.
- opengfd - Reimplementation of assorted components from Atlus's GFD Engine (Persona 5, Metaphor: ReFantazio) in Rust.
- metaphor-apk-rs - Utility crate for reading APK container files from Metaphor: ReFantazio.
- metaphor-ssbp-to-sspj - Converts Sprite Studio binary projects (SSBP) from Metaphor: ReFantazio into XML formatted SSPJ files.
- Atlus-ImHex-Patterns - ImHex patterns for files from Atlus games, covering common formats plus Metaphor: ReFantazio, Persona 3 Portable, Persona 4 Golden, and Persona 5 Royal.
- metaphor-010-templates - 010 Editor templates for Metaphor: ReFantazio.
- p5rpc.modloader - "Persona Essentials", a Reloaded-II mod providing CPK content replacement, custom music injection without extraction, and automatic merging of conflicting
.tbl,.bin(PAK),.bf,.bmd, and.spdfiles across mods for the Persona series. - Libellus-Event-Tools - Tools for converting and editing Atlus PM1/PM2/PM3 (PMD) event files, spanning Shin Megami Tensei: Nocturne through Persona 4 Golden.
- Event-Docs - Documentation of the Atlus PM1/PM2/PM3 event format (PMD, "Polygon Movie Data") used from Shin Megami Tensei: Nocturne through Persona 3/4, with a starting guide and per-frame type reference.
- Atlus-Library - Obsolete (superseded by Atlus-Script-Tools above) FlowScript and MessageScript library definitions for decompiling Atlus script files, covering Digital Devil Saga, Nocturne, Persona 3 (FES, Portable), Persona 4 (Golden), Persona 5 and Persona Q2.
- Atlus-Pack-Merger - C# tool that merges several unpacked Persona 4 Golden mods of the same .bin archive (e.g. init_free.bin) in priority order and repacks the result, using AtlusFileSystemLibrary's PackTools above.
- Atlus-Script-Helper - WIP VS Code extension for Atlus flowscript/messagescript, built on Atlus-Script-Tools above; adds compiling/decompiling, autocomplete, and syntax highlighting.
- PersonaEventMsgEditor - WIP interactive editor for Persona 3 FES event messages, with bustup and voice-line preview read directly from the game ISO.
- P1-FR-PSP - French fan translation project for Shin Megami Tensei: Persona (PSP), with reverse-engineering documentation of the game's dialogue, negotiation,
eboot.bin, and dungeon text formats and control codes, plus tools for validating translation size limits and merging fixes into community HD texture packs. - AtlusSaveConverter - Save file converter/decryption tool spanning Persona 5 Tactica, Persona 5 Royal, Persona 5 Strikers, Persona 3 Reload, Persona 4 Golden, Persona 3 Portable, Shin Megami Tensei V: Vengeance, and Soul Hackers 2 (PS4/PC).
- P5SFontEditor - Editor for Persona 5 Strikers
.g1nfont files (its README says it may also work for other Koei Tecmo games). Imports and exports glyph textures as.rawand edits glyph, color (ARGB), and UTF-16 index parameters. - Cpk-Tmx-Tool - Command-line tool that extracts and replaces
.tmxtextures inside the special.cpkfiles of the PS2 Persona games. - persona2-innocent-sin-cn-hanization-ai-research - AI-assisted reverse-engineering research toward a Chinese localization of Persona 2: Innocent Sin (PSP), documenting CPK archive extraction/repacking, CRILAYLA (de)compression, dialogue script parsing, and the game's font glyph system. Incomplete; no playable patch provided.
- Tharsis - File conversion tool originally made for Etrian Odyssey IV: Legends of the Titan (3DS), supporting a variety of formats primarily from certain Nintendo 3DS games (listed on its wiki).
- TharsisForge - Save data editor for Etrian Odyssey IV: Legends of the Titan (
mori4*.sav). - TitanImage - Etrian Odyssey IV STEX image converter for translation purposes, reading and writing PNG files with JSON metadata.
- UntoldUnpack - Unpacker for the HPI/HPB archives of Etrian Odyssey Untold: The Millennium Girl, Etrian Odyssey 2 Untold: The Fafnir Knight and Etrian Odyssey V: Beyond the Legends (3DS).
- Yggdrasil - Work-in-progress editor for Etrian Odyssey, using an embedded ndstool for game unpacking and repacking.
- SMTV-VSaveEditor - Windows Forms save editor for the Switch version of Shin Megami Tensei V: Vengeance, handling its AES-encrypted save data and editing player name and stats (skill writing in progress).
- BustupEditor - GUI for extracting and repacking DDS images from Persona 5 Royal (PC/Switch) bustup
.BINfiles, with editing of bustup parameter entries, eye/mouth frame positions and animation style, plus frame preview. Older releases support Persona 5 (PS3). - DDS2Tool - Extracts and edits the DDS images (DXT1 and DXT5 layers per frame) in Persona 5 (PS3) bustup BIN files.
- PS4BustupRepacker - Unpacks and repacks Persona 5 (PS4) bustup BINs (GNF textures).
- AtlusMSGEditor - Text editing project manager for Persona games (currently Persona 5 Royal PC/Switch only), with a searchable text dump and shareable JSON project files.
- P5RStringEditor - GUI for editing Persona 5 Royal
NAME.TBLvalues with paired description text. Imports/exports FTDs and exports TBL/BMD/FTD in a Reloaded-II mod folder structure. - PersonaVoiceClipEditor - Batch converter between
.wavand.adx/.hcafor Persona and other CriWare audio games. Also unpacks and repacks.afs/.acbarchives. - MassPACReplacer - Command-line tool that mass extracts or replaces files across multiple Atlus archives (
.bin,.arc,.pac,.pak) at once, built on AtlusFileSystemLibrary. - P4GPS_ModelEditor - Edits values in Persona 4 Golden's
ps_model.bin(fromfacility/cmbroot.arc), including Persona offset, scale, rotation, opacity and color for the Fusion and Compendium views. - PersonaSpriteTools - Scripts that deconstruct Atlus SPD and SPR sprite containers into separate sprite entries and textures, plus a Python library for the sprite file formats.
- P5-Table-Editor - Tool for editing Persona 5
.ftdand.ctdtable files, e.g. for translation. - P5RTableEditor - Java app for editing Persona 5 Royal PC data tables. Supports
PERSONA.TBL(Persona registry, party member Personas) andUNIT.TBL(party members, enemy data). - P5FTDStringConverter - Converts to and from Persona 5 pointer-based text FTD files, using Amicitia.IO and Atlus-Script-Tools.
- P5RTOP5BINCONV - Converts binary data formats from Persona 5 Royal (PS4) to Persona 5 (PS3), including field pac
.CLTfiles, FNPC (.ent/.fnt) files, corptbl, icon parts, texpack, roadmap and field weather bins. - StageEvent2Json - Converts Persona Dancing
stage_format_xxxfiles between binary and JSON. - PQ2PersonaNameTBL - Converter for Persona Q2
nametable.tblfiles. - Persona-5-Cutin-Tool - Decompresses and edits the Persona 5 Cutin
.ddsimages. Port of yukinogatari'sp5_unpack.pyscript. - BamEditor - Unpacker/repacker for BAM and BAM2 model archives found in Persona Q, Persona Q2, SMT IV, SMT IV Apocalypse and Etrian Odyssey games.
- AmdTools - Tools for unpacking Persona 4 Golden AMD files and the files inside them.
- BedTools - Tools for unpacking Persona 3 and Persona 4
bed,eplandeffect_eplfiles. - plgtools - Initial research into Atlus' PLG format:
plgthingconverts PLG objects to PNG/SVG/PLY, plus aplg.bt010 Editor binary template. - plgtool - Converts JSON exports of Persona 3 Reload PLG files (exported from Blender) to the
.uassetformat. - smtv.saveutil - Save decryption and encryption utility for Shin Megami Tensei V (
SysSave,GameSaveXX,AutoSaveXX). - smt3hdpc.saveutil - Save decryption and encryption utility for the PC version of Shin Megami Tensei III HD Remaster (
SMT3HDDATA.sav).
ATOM Team (Atom RPG)¶
- atomrpgedit - Savegame editor for Atom RPG, allowing character reskilling and party healing by editing the game's save data.
Attack on Titan¶
- AoTBinTool - Packer/unpacker for Attack on Titan BIN archive files.
Dylan Fitterer (Audiosurf)¶
- yashgen - Command-line generator of Audiosurf 2's YASH level-analysis files from a YouTube video, wrapping the game's own bundled BASS/ASMedia analysis plugins.
B¶
Hempuli (Baba Is You)¶
- BabaIsYouEditor - Simple level editor for Baba Is You.
- abab-is-me - Open-source engine for Baba Is You that aims to support the original level format, requiring the original game data.
- baba-modding-guide - Knowledge dump covering basic concepts of modding Baba Is You.
Baby Steps¶
- babysteps_saveedit - Save editor for Baby Steps (2025, Gabe Cuzzillo/Maxi Boch/Bennett Foddy); dumps the game's
.savfile to editable JSON and writes changes back, covering activated flags, chapter progress, player/item position and orientation, carry state, and other save fields. Available in PHP and Python.
Bakemonogatari¶
- mxs_bakemonogatari_psp - MaxScript for importing
.amo/.amtmesh and texture files from Bakemonogatari Portable (PSP), extracted from the game's CRIWare CPK archives.
Kenny Sun (BALL x PIT)¶
- game-save-ball-pit - Save format documentation and Python tool (
tools/ballxpit_save.py) to inspect, compare and edit BALL x PIT's.NET BinaryFormattersaves (meta1.yankai,saveslotinfo.balls), covering resources, levels, XP and unlocks; verified on v1.299 and v1.301.
Bandai Namco¶
- kl2_lv_decomp (decomp) - Matching decompilation of Klonoa 2: Lunatea's Veil (PS2).
- klonoa2-tools - Reverse-engineering tools and Kaitai Struct format documentation for Klonoa 2: Lunatea's Veil (PS2), covering archive extraction, models (mesh/textures/UVs/rig/animations), and voice audio.
- Dragon-Ball-Legends (decomp) - Matching decompilation of Dragon Ball Legends (Android APK).
- SoulCalibur2-game-unpacker - Unpacker for Soul Calibur 2 game files.
- system2x6_game_unpackers - Scripts to unpack and repack the main game binaries of Namco System 246/256 arcade titles: Soul Calibur 3, Tekken 4, Tekken 5, and Taiko no Tatsujin drum games.
- SoulTools-2 - Soulcalibur II tooling: ImHex patterns, model scripts (MDL to OBJ, PLY/SMD to MDL with rigging, GameCube-to-Xbox conversion), texture swizzle and VGT/VXT converters, OLK and PKG package tools, and PS2 texture (VTP) extraction.
- See also the author's SoulTools-1 (Soulcalibur Dreamcast model, motion, and OLK/PKG package tools with Blender importers), SoulTools-3 (Soulcalibur III: PKG/NPAC packages, animation and hit-data dumpers), and SoulTools-4 (Soulcalibur IV: SPD extract/inject, PKG, and PSP NTPP/NMD patterns).
- Tekken5_Tools - Tekken 5 modding tools for PS2, System 2x6 arcade, PSP, and PS3: file-table extractors, NUDP model converter, PSP decryption and injection, and ImHex patterns.
- See also TekkenTT_tools (Tekken Tag Tournament: PKG extract/make, NLZ1 decompression, executable patterns) and Tekken4_Tools (Tekken 4 file-table extractor).
- Tek3Ex - Unpacks and repacks Tekken 3's
TEKKEN3.BNSBinStream file by reading the LBA table from the game executable (autodetected, with a manual mode); repacking requires the same number of files. - BinarySerializer.Klonoa - Serializer for Klonoa games.
- TalesOfFantasy (Noesis) - Noesis plugins for Tales series.
- ARC - Animation Recipe Cracker for Bandai Namco games.
- MBTL.BIN.Tool - Tool for extracting BIN archives from MELTY BLOOD: TYPE LUMINA.
- RRUnpacker - Unpacker for Ridge Racer PSP/6/7/PS Vita and Go Vacation .DAT files. Supports extraction of all files including custom compressed ones.
- BBFSUnpacker - Extraction tool for Ridge Racer Drifttopia files.
- R4Extract - Extracts Ridge Racer Type 4's
R4.BINinto separate files per sector (packing not implemented). - ggst_collision_editor_rs - Collision editor for Guilty Gear Strive.
- See also GGSTCollisionEditor, the author's earlier WinUI 3/C# hitbox editor for Guilty Gear -Strive- PAC files (edits, adds and removes boxes on existing sprites; archived).
- noclip.website (Klonoa) - In-browser Klonoa viewer.
- noclip.website (Katamari Damacy) - In-browser Katamari Damacy viewer.
- Out-of-Py - Decodes and encodes text
.lua/.binfiles for Mahouka Koukou no Rettousei: Out of Order (PS Vita). See also Out-of-Textures, a companion tool converting extracted.tga/.ddstextures back into the game's.dds.phyreformat. - NUBTool - GUI converter between Namco nuSound (
.NUB) and WAV audio; supports Wangan Midnight Maximum Tune (arcade), with Taiko no Tatsujin under development.
Jump Force¶
- jumpforce-tools - Modding tools for Jump Force.
Gundam Wing: Endless Duel¶
- Gundam Wing: Endless Duel (SNES) Static Recomp - Static recompilation of Gundam Wing: Endless Duel (SNES) into a native Windows executable; no ROM included.
Mobile Suit Gundam: Extreme Vs. Series¶
- EXVS2-Audio-Editor - GUI audio editor for NUS3AUDIO/NUS3BANK files from Mobile Suit Gundam Extreme Vs. 2; extract, play, replace, and export audio.
THE iDOLM@STER Cinderella Girls Starlight Stage¶
- libcgss - Helper library for THE iDOLM@STER Cinderella Girls Starlight Stage (CGSS/DereSute), supporting HCA audio decoding and ACB archive exploring; also applies to THE iDOLM@STER Million Live! Theater Days (MLTD).
- DereTore - Music and beatmap authoring toolkit for THE iDOLM@STER Cinderella Girls Starlight Stage.
- StarlightDirector - Beatmap editor for THE iDOLM@STER Cinderella Girls Starlight Stage.
- MilliSim - Extensible simulator for THE iDOLM@STER Million Live! Theater Days (MLTD), reading the game's original beatmap data.
- Million-Live-Quintet-Player - Unit simulator for MLTD, decoding the game's original .hca audio files.
- mltd-asset-downloader - Rust CLI for MLTD that downloads asset manifests and Unity AssetBundles from the game's CDN, then extracts and converts media (audio via vgmstream/FFmpeg) using AssetRipper.
- mltd-relive - Private local server reviving MLTD's Traditional Chinese and Korean client versions after their 2022 shutdown; stores game state in a SQLite database and includes an APK-patching tool to redirect the client.
- derestage_storydecode - Deserializes and serializes THE iDOLM@STER Cinderella Girls Starlight Stage story/dialogue scenario data (also supports Princess Connect Re:Dive's simple dialogue/choice data). See also deresute-story-decoder, a Python port of the same decoding approach.
- cgss_master_db_diff - Tracks and diffs THE iDOLM@STER Cinderella Girls Starlight Stage's master database between game version updates.
Gakuen iDOLM@STER¶
- gkmasToolkit - Asset downloader and decryptor for Gakuen iDOLM@STER (学園アイドルマスター), pulling and decrypting Unity AssetBundle and audio/text resources from the game's CDN manifest; a modified fork of HoshimiToolkit.
- Gakuen-idolmaster-ab-decrypt - Standalone AssetBundle decryption and export tool for Gakuen iDOLM@STER, for use on rooted-device game dumps.
- gkms-meta-dec - Decryption script for Gakuen iDOLM@STER's IL2CPP
global-metadata.dat. - gakuen-imas-localify - Localization plugin for Gakuen iDOLM@STER.
THE iDOLM@STER: SHINY COLORS Song for Prism¶
- PrismCatalogDownloader - Catalog downloader for THE iDOLM@STER: SHINY COLORS Song for Prism (アイドルマスターシャイニーカラーズ Song for Prism).
- scsp-localify - Localization plugin for THE iDOLM@STER: SHINY COLORS Song for Prism.
THE iDOLM@STER: Shiny Festa¶
- Shiny-Festa-archiver - Extracts and modifies
.binarchives used in THE iDOLM@STER: Shiny Festa (PSP).
THE iDOLM@STER (SP, Dearly Stars & Platinum Stars)¶
- PolyTool - GUI converter that decodes ITU G.722.1 Annex C (Polycom Siren14) audio (
.unk,.s14,.sss,.bnsf) and the.nub2/.nus3bankcontainers to WAV, and encodes.unk/.s14/.sss, for THE iDOLM@STER SP, Dearly Stars, 2, One For All, Platinum Stars and Stella Stage; requires Perl. - YUMTool_Reloaded - GUI tool that extracts and rebuilds the
YUMFILE_1.BIN/2/3YUM archives of THE iDOLM@STER SP (Perfect Sun, Wandering Star, Missing Moon); requires Perl. - See also the author's scripTool (expands and rebuilds the same game's script files, e.g. for translation work; requires Perl) and idx2dec (command-line extractor for THE iDOLM@STER Dearly Stars
.BINarchives using their.IDXindex files; build from source).
Dragon Ball¶
- binunpack - Program for unpacking the BIN archives in DragonBall: Revenge of King Piccolo, written in Python 3.
- DBFModToolCollection - Collection of tools to simplify modding on Dragon Ball Fusion. Includes utilities for working with game files and archives.
- DBFrandomizer - Randomizer for Dragon Ball Fusion (3DS). Works on the extracted root.jarc contents (jARC format support) to randomize character appearance, stats, ranks, skills and special moves.
- Pokemon-Tekken-Ripping-Tool - Tool for unpacking archives and extracting assets from Pokemon Tekken / Pokken Tournament.
- Pokken-Tools - Collection of tools for Pokken Tournament's encrypted DRP archives: DRPDecrypter/re-encrypter, DRPExtractor, DRPRepacker, and a WIP DRPExplorer GUI. Complements the Pokemon-Tekken-Ripping-Tool above with repacking and re-encryption support.
- DragonBallLegends - Complete decompile dump of Dragon Ball Legends mobile game; includes asset extraction and Python mods.
- DragonBallZLegacyOfGokuRecomp - Static recompilation of Dragon Ball Z: The Legacy of Goku (GBA) into native code.
- DragonBallZLegacyofGokuIIRecomp - Static recompilation of Dragon Ball Z: The Legacy of Goku II (GBA) into native code.
- DragonBallZBuusFuryRecomp - Static recompilation of Dragon Ball Z: Buu's Fury (GBA) into native code.
- mxs_dragonball_Fusions_3ds - MaxScript for importing
.jmdl3D models from Dragon Ball Fusions (3DS), reconstructing mesh geometry and skeleton hierarchy (skinning and materials not yet applied). - DBZ1 - Static recompilation of Dragon Ball Z Budokai HD Collection (PS3) into a native executable.
- LibXenoverse - Library and tools for Dragon Ball Xenoverse's file formats (models, animations, archives); supports both little-endian (PC) and big-endian (Xbox 360) files.
- See also Olganix's LibXenoverse2, an independently maintained variant focused specifically on Dragon Ball Xenoverse 2.
- DragonByteZ - Reverse-engineering and analysis tool with GUI and CLI for the Game Boy Advance Webfoot Dragon Ball Z games: The Legacy of Goku (Europe), The Legacy of Goku II (Europe, USA), and Buu's Fury (USA). CLI commands inspect the ROM header, analyze the game, export graphics and the soundtrack, and decompress data at a given offset; no ROM data is included.
Tales Of¶
- TalesOfTools - Tools for Tales Of series (Xillia, Xillia 2, Zestiria, Berseria, Graces f Remastered); archive unpacking/repacking and ImHex patterns for format analysis.
- ToVPatcher - Automates applying a fan English translation to the Japanese PS3 release of Tales of Vesperia, decompressing, patching, and recompressing the game's
.svoarchives,EBOOT.BIN, and.SFOmetadata. - TOVR - Save data editor for Tales of Vesperia Remastered (Switch).
- gracesf_model_tool - Tool to extract mesh/model data from Tales of Graces f (PS3); converts to .glb/.fmt formats.
- XV2-Tools - Set of tools for modifying Dragon Ball Xenoverse 2 files. See also EEPKOrganiser (editor for the game's EEPK effect files) and XenoKit (3D editor for skills and characters).
- klo-gba.js - Reverse engineering tool for Klonoa Empire of Dreams (Game Boy Advance), covering the game's file formats.
- kl-eod-decomp - Decompilation project for Klonoa: Empire of Dreams (Game Boy Advance), complementing klo-gba.js above.
- kleod - Independent decompilation project for Klonoa: Empire of Dreams (Game Boy Advance), a parallel effort to kl-eod-decomp above.
- KlonoaBytePairEncoder - Console app for compressing/decompressing the byte-pair encoding used in Klonoa handheld games.
- KlonoaHeroesPatcher - Tool for replacing text and graphics in Klonoa Heroes: Densetsu no Star Medal (Game Boy Advance).
- PSP-Eureka-Seven-Scripts - Scripts to extract .dpk and .spk archive files from the PSP game Eureka Seven V.2: Psalms of Planets.
- rr-decomp - Matching decompilation of Ridge Racer (PlayStation 1, Namco, 1994, SLPS-00001), plus a static recompilation that boots and plays natively on Linux and Windows; requires the original disc.
- saols-apk - Unpacker/repacker for Sword Art Online: Lost Song's APK archive files.
- Tekken-7-Extracting-Packing-Tools - Extracting and packing tools for Tekken 7 archive files.
- Macross30text - Export/import tool for Macross 30th Anniversary: Voices Across the Galaxy (PS3) game text, covering main story dialog and mission text for translation.
- digipet_PSP - Reverse engineering of the file formats from Digivice ver. Portable (PSP), used to create a fan translation patch.
- bpy_ace_combat_assault_horizon_ps3 - Blender import script for
.fhmmodel files from Ace Combat: Assault Horizon (PS3). See also GoldenAxe, a multi-purpose modding toolkit for Ace Combat X: Skies of Deception and Ace Combat X²: Joint Assault covering PDW and PMD format research, its companion nemesis unpacker for the same games' REGFILE.CDI archives, and HEADER-7, a tool to add/remove.ddstexture headers for Ace Combat 7: Skies Unknown. - mxs_soul_calibur1 - MaxScript for importing models from the Soul Calibur 1 arcade release into 3ds Max.
- rr-pc-port - PC port scaffold derived from rr-decomp, a byte-matched Ridge Racer (PS1) reconstruction; work in progress.
- rage-racer-decomp - Byte-matching decompilation of Rage Racer (PS1).
- rage-racer-pc - Native Windows/Linux/macOS port of Rage Racer built on rage-racer-decomp, reading a legally obtained disc image via a pinned PSY-Z compatibility layer.
- Tales-of-Destiny-2 - Reverse engineering notes for Tales of Destiny 2 (PS2/PSP), created for an English fan translation.
- Formats: PS2
FILE.FPBarchive with a pointer table embedded inSLPS_251.72, PSPFILE.FPBinsideEBOOT.BIN, theSCEDscript format, and theSLPS_251.72-embeddedTM2font format. - Same author also publishes similar translation/RE projects for other Tales Of titles, including Tales-of-Destiny-DC, Tales-of-Innocence-R, and Tales-of-Phantasia-X. See also Star-Ocean-2 above for the same author's work on a Bandai Namco-published Square Enix/tri-Ace title.
Eternal Sonata¶
- EternalSonataReprise - Static recompilation of Eternal Sonata (Xbox 360) into a native PC executable.
- eternal-sonata-studio - File parser and viewer for Eternal Sonata's game files.
Daigasso! Band Brothers¶
- Degausser - Save editor for Daigasso! Band Brothers P (Nintendo DS); imports, exports, converts, and plays
.bdx/.binsong files.
Taiko no Tatsujin¶
- tja-js - Parsing library for the TJA (Taikojiro) chart format for JavaScript/Node.js, used by Taiko no Tatsujin fan simulators to store song metadata and notation.
- PyTaiko - TJA player and Taiko simulator written in Python using the raylib library. (Archived)
- Taiko Web Plugins - Plugin collection extending the Taiko Web fan simulator with additional features.
- Taiko Sound Editor - GUI tool to convert and edit song audio data into Taiko no Tatsujin Nijiiro's .nus3bank format (arcade).
- taiko3ds1tl - Scripts and GUI for translating Taiko no Tatsujin 3DS1 story scripts: extract exefs/romfs from
.cia, unpack/rebuild thepacked/packedlistarchive, and dump/repack Huffman-compressed.msbdialogue files to JSON.
Digimon All-Star Rumble¶
- AllStarRumbleModelTool - Converts PXBI model files (
chrXXX_[name].bin) from Digimon All-Star Rumble (PS3) to COLLADA, including raw GTF texture export.
Digimon Story Time Stranger¶
- dstsmodel - Rust tool that parses Digimon Story Time Stranger model files and converts them to Collada.
Digimon World Re:Digitize (Decode)¶
- DecodeRandomizer - Randomizer for Digimon World Re:Digitize Decode (3DS), reading and rewriting the game's ROM data to randomize Digimon properties, skills, evolutions, and more.
Digimon World (PS1)¶
- DW1-SydPatches - Work-in-progress effort to re-implement and patch Digimon World 1 in a ship-of-Theseus style; extracts the US ROM as a base and rebuilds a patched bin/cue. Not ready for public use. The older DW1-Code holds reverse-engineered, non-compilable code of the US release with a function memory map.
Digimon World (Dawn/Dusk)¶
- DigimonNDSRomEditor - ROM editor for Digimon World: Dawn and Digimon World: Dusk (Nintendo DS, USA releases NTR-A6RE/NTR-A3VE); opens, edits, and saves data directly inside the
.ndsROM. - Digimon-World-Dawn-Dusk-Research-Notes - Reverse engineering research notes, data files, and scripts documenting the internal formats of Digimon World: Dawn and Digimon World: Dusk (US NDS releases); the format research underlying DigimonNDSRomEditor above and DWDDRandomizer below.
- DWDDRandomizer - Randomizer and quality-of-life patcher for Digimon World: Dawn and Digimon World: Dusk, reading and rewriting the games'
.ndsROM data directly, built on the same format research as DigimonNDSRomEditor above.
Bushiroad / Craft Egg (BanG Dream! Girls Band Party)¶
- krdori-local - Private local server for the Korean version of BanG Dream! Girls Band Party (뱅드림! 걸즈 밴드 파티!), reimplementing the client-server protocol to restore Main/Band/Event story content after the region's shutdown.
Banpresto¶
Super Robot Wars¶
- SRWJEditV - Editor for Super Robot Wars J (Nintendo DS) ROM files, a modern continuation of an older save/ROM editing tool for the game.
- srw4s-kr-patch - Korean fan translation patch for Super Robot Wars 4S (PlayStation), including the reverse-engineering tools and technical documentation used to build it.
Saffire (Barbarian)¶
- sage-ufsfile - Python module/CLI and 010 Editor template for extracting Saffire's SAGE (Sapphire Advanced Game Engine) UFS archives, with RNC ProPack decompression; confirmed working with Barbarian (2002, PS2/Xbox).
Barony¶
- Barony-Save-Editor - Browser-based (HTML/JavaScript) editor for Barony savegame files: load a save, edit values and export it, or build a new save from scratch; tested with Steam version 5.01, with files for pre-5.0 saves in a legacy folder.
Rocksteady Studios (Batman: Arkham Knight)¶
- BatmanAK-SubtitleTool - Localization tool for exporting and importing Batman: Arkham Knight's subtitles. Requires UPK files to be decompressed first (e.g. with gildor's umodel decompress tool).
Armature Studio (Batman: Arkham Origins Blackgate)¶
- BAOB.ARA.Tool - Tool for extracting ARA archives from Batman: Arkham Origins Blackgate.
Shin's Entertainment (Battle Blues)¶
- Battle-Blues-Translation - English fan translation and rebalancing patch for Battle Blues (3DO), a Korea-exclusive strategy RPG co-developed by Shin's Entertainment and LG Electronics, reverse engineering the game's original 3DO disc data formats.
Battle Gear¶
- BattleGearUnpacker - Unpacks and repacks Battle Gear 3 formats: the FAT_Z.BIN/BG3ZPACK.ARC main archive, TM2 textures (to PNG with an XML for repacking), GST (compress/decompress) and FOZ (decompress only).
- BattleGearTemplates - 010 Editor templates documenting Battle Gear 2 and 3 formats (BG3TIM2 textures, FAT and FATZ archive headers, FOZ), with a table of other observed extensions.
Battle Raper¶
- mxs_battle_raper_pc - MaxScript for importing
.xm/.xa3D models and textures from Battle Raper (PC).
Big Boat Interactive (Battlezone: Combat Commander)¶
- bz2-bmf-format-tools - Tools for Battlezone: Combat Commander's BMF bitmap font format.
- BZNTools - Parser/toolkit for the BZN map and save-data format shared across the Battlezone series and Star Trek: Armada.
- Games: Battlezone (1998), Battlezone: Rise of the Black Dogs (N64), Battlezone II: Combat Commander, Battlezone 98 Redux, Battlezone: Combat Commander, Star Trek: Armada, Star Trek: Armada II.
BeamNG GmbH (BeamNG.drive)¶
- vscode-jbeam-editor - VS Code extension: lightweight visualizer/editor for BeamNG.drive's JBeam physics-definition files.
- Blender-JBeam-Editor - Official Blender plugin to import, modify, and export BeamNG.drive's JBeam vehicle-part format using Blender's modelling tools.
- BeamNGLevelImporter - Blender addon that imports BeamNG.drive levels with all assets (correct placement/rotation/scale, materials with texture maps assigned) into a Blender scene.
- BeamNG_LevelTemplateCreator - Desktop utility for scaffolding new BeamNG.drive scenario/level templates, reading BeamNG's Json-based asset structure to reference and extract built-in game content into the new level.
- See also BeamNG_LevelTemplateCreator_Packages, the companion default asset package it depends on.
- DynamixThreeSpaceBlenderAddon - Blender addon importing Dynamix Three Space (.dts) models from Torque3D-based games. See also PrzemekWolw's fork adding Cache DAE (.cdae) V31 model support and BeamNG.drive compatibility.
- Blender_BeamNG_CDAE - Blender addon adding direct import/export support for BeamNG.drive's
.cdaemodel and material files. - goDragonCooker - Desktop utility for preparing BeamNG.drive texture and material files.
- AdvancedPNGExport - Paint.NET plugin for exporting RGB/RGBA/Grayscale textures compatible with BeamNG.drive's Texture Cooker.
Beetle Crazy Cup¶
- beetle_crazy_cup - Model converter for the INF model format used in Beetle Crazy Cup.
Ben 10¶
- Ultimatrix-Editor - Text extractor and inserter for Ben 10: Cosmic Destruction and Ben 10: Vilgax Attacks.
Bethesda¶
The Elder Scrolls, Fallout series, and Starfield.
- BAE - Bethesda Archive Extractor application for BSA/BA2 archives.
- BSA Browser - Bethesda Archive browser and extractor for BSA and BA2 archives.
- xEdit - Advanced graphical module editor and conflict detector for Bethesda games. See also fopdoc, the same org's documentation of the Fallout 3, Fallout: New Vegas, and Fallout 4 plugin (ESM/ESP) file formats. Also from the same org: TES3Edit, an adaptation of xEdit for Morrowind.
- Wrye Bash - Swiss army knife for modding Bethesda games with features including mod installation, conflict manager, load order manager and automatic merging.
- Synthesis - Framework and GUI to empower people to create mods via code instead of by hand, mainly used to create patches.
- Bethesda Multitool - .NET toolkit (WinUI 3 GUI + cross-platform CLI) for Bethesda data from Morrowind to Starfield: ESM/ESP plugins (schema-driven read, Xbox 360 to PC conversion for Fallout 3/New Vegas, rebuilding plugins from console crash dumps), BSA/BA2 archives, NIF meshes (Xbox 360 to PC, GLB export), DDX to DDS textures, BTD terrain, Papyrus
.pexdecompilation, and FOS/FXS saves. - Spriggit - Tool to facilitate converting Bethesda plugin files to a text based format that can be stored in Git.
- hkxc - CLI tool to convert between x86/x64 HKX and XML animation files.
- HKX Conversion Tool - hkxc Windows GUI for converting between HKX and XML animations files.
- hkxPoser - .hkx animation file editor.
- DDS Texture Converter - Application for bulk conversion and resizing of DDS textures.
- DDS Texture Scanner - Application scanning for DDS textures with abnormal dimensions.
- nifxml - Repository for the nif.xml file, which contains the NIF file format description for NetImmerse/Gamebryo NIF model format used in Elder Scrolls and Fallout games.
- NifTools Blender Addon - Blender add-on to enable import and export of NetImmerse file formats including .nif, .kf, and .egm used in Elder Scrolls and Fallout games.
- PyNifly - Export/import tools between Blender and the NIF format, using Bodyslide/Outfit Studio's Nifly layer. Supports Skyrim LE, Skyrim SE, Fallout 4, Fallout New Vegas, Fallout 76, and Fallout 3.
- Material-Editor - Small UI application to edit BGSM/BGEM material files used in Bethesda games.
- BodySlide and Outfit Studio - Tool to convert, create, and customize outfits and bodies for Bethesda games.
- Cathedral Assets Optimizer - Tool to automatically optimize BSAs, meshes, textures and animations for Bethesda games.
- nifly - C++ library for reading and writing NIF (NetImmerse/Gamebryo/Creation Engine) files used in Bethesda games. Clean-room design with full read/write support.
- recreation - Modern ECS-driven game engine that loads Bethesda game content (Skyrim SE, Fallout 4, Fallout 76). Parses ESM/ESL, BSA/BA2, and NIF formats, converting to engine-native formats at load time.
- CBash - Library for reading and writing plugin files (.esm, .esp) for The Elder Scrolls IV/V and Fallout: New Vegas.
- Champollion - PEX to Papyrus decompiler for Skyrim, Fallout 4, Fallout 76, and Starfield. Decompiles binary .pex scripts to human-readable .psc format.
- SSE-Fallout-4-Voice-Dialog-Converter - Voice dialog converter for Fallout 4 and Skyrim; converts .fuz files to PS4 format.
- SSE-Fallout-4-Sound-Music-Converter - Audio converter for Fallout 4 and Skyrim; converts .xwm and .wav files to PS4 format.
Elder Scrolls¶
- ck-cmd - Command-line helper for executing some Creation Kit/Engine commands.
- noclip.website (Morrowind) - In-browser Morrowind viewer.
- Daggerfall utilities - Archive of tools for the DOS version of Daggerfall, including quest editing tools and character modification tools.
- ES Plugin Cracker 0.001b (Elder Scrolls IV: Oblivion) - Rudimentary Win32 application for loading plugins authored with a higher Construction Set version (v0.001b).
- max_nif_plugin - Plugin for 3ds Max to work with NIF format used in The Elder Scrolls games.
- HBT2Skyrim - Converts Havok animation format (HBT 6.6) to Skyrim-compatible format using hkxcmd and AssetCC2.
- SkyrimSETest - Reverse-engineering collection for Skyrim Special Edition with analysis of game formats and resources.
- daggerfall-unity - Open-source recreation of The Elder Scrolls II: Daggerfall in the Unity engine, reverse-engineering and loading the original Daggerfall (DOS) game data and formats.
- Altar - Unreal Engine 5.3 SDK project for Oblivion Remastered, generated from a UE4SS class dump, letting modders write native C++/Blueprint code against the game's classes.
- UProjOblivionRemastered - Similar UE 5.3.2 SDK project for Oblivion Remastered built from a UE4SS dump; used alongside FModel-extracted assets for Blueprint modding.
- OpenTESArena - Open-source reimplementation of The Elder Scrolls: Arena's engine that reads the original game's data files (CFA, IMG, SET, and other Arena-specific formats).
- daggerfallconnect - Foundational C# library for reading The Elder Scrolls II: Daggerfall's proprietary archive/asset formats, archived from Google Code; historical basis for the Daggerfall modding/tooling ecosystem underlying daggerfall-unity.
- OpenMW - Open-source unofficial engine reimplementation of Morrowind that reads and parses the original game's ESM/ESP plugin files and BSA archives to run without Bethesda's original engine. See also OpenMWiOS, an experimental iOS/iPadOS port that bootstraps the same engine from the user's own Morrowind data files.
- redguard-preservation - Reverse-engineered file format specifications and engine documentation for The Elder Scrolls Adventures: Redguard (1998), with a Rust CLI for parsing and converting the original game's assets.
- redguard-unity - Open-source project porting The Elder Scrolls Adventures: Redguard (1998) to the Unity engine, reading the original game's assets.
- redguard-file-exporter - Deciphers TESA: Redguard's 3D and image files and converts them to a readable format, feeding redguard-unity's asset pipeline. Based on uesp's original redguard-3dfiletest project.
- Shadowkey-RE - Reverse engineering and data extraction toolkit for The Elder Scrolls Travels: Shadowkey (N-Gage/Symbian), unpacking ZTX palette-indexed textures and extracting/analyzing the game's 3D models.
- SkyMeshGLTF - Converts every model in The Elder Scrolls V: Skyrim to glTF with materials and textures, reading the game's original NIF meshes.
- DaggerfallSaveEditor - Desktop save editor (Electron) for Daggerfall Unity, editing character stats/skills/attributes, inventory items/gold/spells, quest variables, and faction reputations.
- Skyrim-NX-Toolkit - Converts Skyrim Special Edition mods to the Nintendo Switch port (Skyrim NX), orchestrating community reverse-engineered converters for each format.
- Formats: BSA archives (bsarch), Havok HKX animations (via HavokBehaviourPostProcess and nswnifopt), FUZ/MCADPCM/OPUS sound (VGAudioCli and reverse-engineered codecs), DDS textures (texconv/texdiag), and XTX textures (XTX-Extractor).
- EspEdit - Simple viewer for Morrowind .esp/.esm plugin files (and their JSON conversion), built on tes3conv.
- tes3edit - egui-based Rust editor for Morrowind .esp/.esm plugins, with drag-and-drop record editing, save-as-patch, and conflict comparison between plugins.
- Tes3EditX - Conflict viewer for Morrowind plugins, highlighting differing records across a selectable load order.
- tes3map - Renders a map from a Morrowind load order's .esp/.esm plugins, with height/region/travel-route overlays, zoom/pan, and image export.
- tes3util - Command-line tool for Morrowind plugins: dumps/packs/serializes records to YAML/TOML/JSON, computes worldspace atlas coverage, and exports to a SQL database. Also underlies tes3-records, a searchable YAML record dump/database (~55,000 records) covering Morrowind, Tribunal, Bloodmoon, and major community content packs (Tamriel_Data, TR_Mainland, OAAB_Data).
- bsapack - Windows command-line packer/unpacker for Morrowind BSA archives (list, unpack, create), with source included.
Fallout (Bethesda)¶
- Gibbed.Fallout4 - Tools for Fallout 4 file formats.
- F2 TOOLS PAK BY LEONARDO (Fallout 2) - Toolset for creating Fallout 2 mods. For more information, see Readme.txt in the archive. Archive contains: BIS mapper, Dims mapper, SFall script editor, Notepad++, Frame animator.
- Fallout2 FRM converter v 2.0 - Convert Fallout's FRM image files to the BMP, JPG, PNG, TGA, TIF, PBM, PGM and PPM files formats, and then convert BMP, TIF and PNG files back into FRM's! Use your own art in Fallout....
- SugarBombEngine - Open-source reimplementation of Bethesda's Gamebryo-derived engine branch (id Tech 4/OpenMW-based) targeting Fallout 3 and Fallout: New Vegas; loads the original game data rather than bundling any.
- papyrus-compiler - Independent open-source compiler for Bethesda's Papyrus scripting language (Skyrim SE/AE), implemented in V; compiles .psc scripts to .pex bytecode, focused on faster compilation, clearer error messages, and PEX file analysis.
- Creation Kit Platform Extended - Collection of reverse-engineered fixes, enhancements, and extended modding features for Bethesda's Creation Kit.
- Bethesda Strings Editor - PySide6 localization tool for Starfield.
- Parses and rewrites
.strings/.dlstrings/.ilstringsfiles, BA2 archives, ESP/ESM plugin files, and interface TXT files across all 12 supported languages. - AI-assisted (local Ollama models or Claude) translation with a quality-check and review workflow.
- fallout_savegame_010_editor_binary_template - 010 Editor binary template describing the Fallout 4 save game (
.fos) format. - pipboy - Reverse-engineered client/server/proxy for the Fallout 4 Pip-Boy Companion App protocol; loads and saves the app's Channel 3 database file format and the
DemoMode.binfile bundled in the companion app's APK.
Fallout Shelter¶
- FOSE - Save editor for Fallout Shelter.
- MrHandy - C# save editor (Mr. Handy's Vault Toolkit) for Fallout Shelter, covering both the mobile and PC versions.
Full Fat (Beyblade V-Force)¶
- gba-beyblade-vforce (decomp) - Matching decompilation of Beyblade V-Force: Ultimate Blader Jam (Game Boy Advance).
Kururi Active (Bible Black)¶
- adpack32 - Unpacker/repacker for the
*.PAKarchive format used in Kururi Active games. - bblack_transkit - Translation toolkit for Bible Black (2000, English release by Kitty Media): BBLACK.EXE IPS patch, PAK archive unpacker/packer, and text script injection tool.
Big Red Software (Big Red Racing)¶
- red-archive - Tool for packing and unpacking archives from the 1995 game Big Red Racing.
- red-image - Program to handle colour palettes, heightmaps, and textures from Big Red Racing.
Billy Hatcher and the Giant Egg¶
- OverEasy - Level editor for Billy Hatcher and the Giant Egg.
BioWare¶
Mass Effect¶
- LegendaryExplorer - Editor toolset for the Mass Effect Trilogy and Mass Effect Legendary Edition, covering package, script, texture, and audio assets.
- Gibbed.MassEffectAndromeda - Tools for Mass Effect: Andromeda file formats.
- MEAExplorerWV - Modding toolset for Mass Effect: Andromeda with a plugin system and plugins for EBX, meshes, talk tables, and textures.
- Gibbed.MassEffect2 - Tools for Mass Effect 2 file formats.
Dragon Age: Origins¶
-
Dragon Age Origins 3dsmax Import Export script - Dragon Age Origins 3dsmax import export script. Version 5.38. Reportedly works best with 3dsmax 2013
-
StarForge - Tool for Star Wars: Knights of the Old Republic file formats.
- Kotor Tool 1 - Tool for extracting files, changing game rules, and customizing levels in Knights of the Old Republic.
- NorthernLights - Open-source reimplementation of the Aurora/Odyssey engine, targeting the two Knights of the Old Republic games. Includes the KotOR Level Editor (KLE).
- Gibbed.DragonAge.SaveGenerator - Save game generator tool for Dragon Age.
- PyKotor - Python library for reading and modifying most file formats used by Star Wars: Knights of the Old Republic and Knights of the Old Republic II: The Sith Lords. Maintained by the OldRepublicDevs organization.
- KotOR Level Editor for Maya - Compiled Autodesk Maya 2024/2027 importer/editor for Star Wars: Knights of the Old Republic, importing characters, animations, props, and complete levels, and exporting playable modules.
- Ghost-Studio - Windows modding suite for Star Wars: Knights of the Old Republic 1 & 2; inspects and edits models, builds and rigs custom characters, retargets animations, edits modules, authors maps, and validates/exports game-ready assets and modules.
- KotOR.js - TypeScript/Electron remake of the Odyssey Game Engine that powered Star Wars: Knights of the Old Republic and KotOR II: The Sith Lords, interfacing directly with an installed copy's game files (no game content is distributed). Includes an early modding suite, KotOR Forge.
- KotOR-dotNET - C# source files documenting and decompiling file formats used in Star Wars: Knights of the Old Republic.
- Kotor-Patch-Manager - Dynamic patching framework for Star Wars: Knights of the Old Republic 1 & 2.
- KotOR_IO - .NET class library for reading, writing, and constructing file types used by Star Wars: Knights of the Old Republic, commissioned by the KotOR speedrunning community.
- Kotor-Randomizer - Randomizer for Star Wars: Knights of the Old Republic that reads and rewrites the game's module, item, table, audio, and text data to shuffle placements for challenge runs. By the same author as Kotor-Patch-Manager above.
- kmdlswap - Scoped tool ("kmdlfun") that replaces the geometry of a single mesh node inside a vanilla KOTOR 1 model while leaving everything else byte-identical; round-trip verified against all 2832 vanilla K1 models.
- reone - Open-source reimplementation of the Aurora/Odyssey engine capable of running Star Wars: Knights of the Old Republic and KotOR II: The Sith Lords, reading original game data files directly. Written in C++.
- KOTORMax - 3ds Max/gmax plugin for importing and exporting BioWare's Odyssey MDL/MDX model format used by Star Wars: Knights of the Old Republic and KotOR II; originally by bead-v, extended from NWmax.
- mdlops - Cross-platform utility for compiling and decompiling Odyssey engine MDL/MDX model and walkmesh files.
- tga2tpc - Electron GUI that converts TGA images into the TPC texture format used by Odyssey engine games, with queued batch conversion, DXT1/5 compression, mipmap downsampling, cube maps, and animated textures.
- kotorblender - Blender add-on for importing and exporting Odyssey engine models used by Star Wars: Knights of the Old Republic and KotOR II; actively maintained fork of a chain starting at ndixUR/kotorblender (original author) via seedhartha/kotorblender.
- HoloPatcher - Open-source Python rewrite of TSLPatcher, the closed-source Delphi mod-installer for Star Wars: Knights of the Old Republic and KotOR II, built on the PyKotor library.
- HolocronToolset - PyQt/PySide GUI application for editing the file formats used by the KOTOR/KotOR II Odyssey engine, built on PyKotor.
Dragon Age: The Veilguard¶
- bw_save_game - Pure-Python library (with a GUI since v1.0) for reading and writing Dragon Age: The Veilguard save files (
.csav).
Star Wars: The Old Republic¶
- Granny2-Plug-In-Blender-2.8x - Add-on for Blender 2.8 through 5.0 that imports/exports Star Wars: The Old Republic's Granny2 (.gr2) model files and adds SWTOR-compatible materials.
- ZG-SWTOR-Tools - Blender add-on bundling tools to import, assemble and texture Star Wars: The Old Republic game assets, including a Character Assembler for exported player characters/NPCs and an Area Assembler for game areas; relies on the .gr2 importer above and supersedes the standalone SWTOR-Character-Assembler and SWTOR-Area-Assembler add-ons.
- Slicers-GUI - Electron (Windows) game-asset extraction and datamining tool for Star Wars: The Old Republic; deprecated by its authors in favor of ExtracTOR, with the latest release covering the 64-bit game and an older 1.11.1 release for 32-bit files.
- WikiPedia - SWTOR Slicers wiki with guides for extracting, datamining and importing Star Wars: The Old Republic assets into Blender, plus information on the game's file types.
Bitmap Brothers¶
The Chaos Engine¶
- ChaosEngine - Reimplementation of the Chaos Engine (CD32) engine that reads original CD32 game data files to run the game on modern systems.
Speedball 2¶
- speedball2-re-amiga - Reverse engineering of Speedball 2 for the Commodore Amiga, following up on the same author's Mega Drive/Genesis reversing.
- speedball2-sound-player - Standalone Rust player for Speedball 2's Amiga sound effects and music, reverse-engineering the game's sound/sequence/instrument byte-code format as a follow-up to speedball2-re-amiga.
Bizarre Creations¶
- Pursuit-Force-Decomp - Decompilation of Pursuit Force (2005, PlayStation 2).
Tower Game (BK-0011M Reverse Engineering)¶
- bk0011m-tower-rev - Complete reverse engineering of a Soviet BK-0011M clone of Tower Toppler/Nebulus, documenting the game's ROM data, level maps, and audio formats.
Lionhead Studios (Black & White)¶
- bw2-unstuff - Unpacker for Black & White 2 archive files.
- blackandwhite_ci - Modding toolkit for Black & White: Creature Isle, with parsers and decompilers for CHL binary game script files (bidirectional CHL ↔ source code conversion).
- Fable2AssetBrowser - Browser for Fable 2's BNK archive files, with search and filtering of internal files.
- Fable2Recomp - Static recompilation of Fable 2 (Xbox 360) into native code.
The Game Kitchen (Blasphemous)¶
- Blasphemous_Save_Editor - Save editor for Blasphemous.
RockSolid Software (Blast Thru)¶
- BlastThruReborn - Written-from-scratch game engine for Blast Thru (1999, RockSolid Software/Xtreme Games LLC, published by eGames), reading the original game's compressed
ball.gloarchive (extracted via the companion GloDecrypt tool) and its original art/sound assets. - GloDecrypt - Extractor for Blast Thru's encrypted .GLO data files: reverses the byte-wise NOT obfuscation, then unpacks the resulting name/offset/size-indexed archive (levels and other assets).
Blizzard Entertainment¶
- CascLib - Open-source library for reading CASC (Content Addressable Storage Container) storages used in Blizzard games since 2014.
- casc-rs - Rust library for reading Blizzard's CASC storage format.
- JCASC - Pure Java, read-only CASC interface for Blizzard games like Warcraft III.
- StormLib - Official library for reading and writing MPQ (MoPaQ) archives, the format used by Warcraft III, StarCraft, Diablo, and World of Warcraft (pre-Cataclysm). See also wcx_mpq, a Total Commander plugin built on StormLib for browsing MPQ archives as if they were folders.
- MPQExtractor - Command-line tool to extract files from Blizzard MPQ (MoPaQ) archives.
- CASCExtractor - Command-line tool to extract files from Blizzard CASC storages.
- node-blizzard-casc - Utility for interacting with the CASC CDN servers used to distribute Blizzard Entertainment game content. See also the same author's node-blte, a Node.js reader for the BLTE format found within CASC storage, and node-jenkins96, an implementation of the Jenkins96 hashing algorithm used for CASC file lookups.
Rock n' Roll Racing¶
- Rock n' Roll Racing (SNES) Static Recomp - Static recompilation of Rock n' Roll Racing (SNES), originally developed by Silicon & Synapse (later Blizzard Entertainment), into a native Windows executable; no ROM included.
Lost Vikings & Blackthorne¶
- TheLostVikingsTools - Library and tools for the DOS games The Lost Vikings and Blackthorne (Silicon & Synapse/Blizzard): a pack_tool for extracting and repacking the DATA.DAT archive, sprite/tileset/level viewers, and a compiler/disassembler for The Lost Vikings' object scripting virtual machine.
World of Warcraft¶
- wow.export - Export toolkit for World of Warcraft models and textures.
- WoWExportTools - Export World of Warcraft assets to portable formats.
- WoWDBDefs - Client database definitions for World of Warcraft (DBD files for extracting game data).
- wowlib - Modern C++26 library for reading and writing World of Warcraft client files across every expansion (Vanilla through The War Within): WMO, M2 (+
.skin/.anim/.skel/.bone), ADT, WDT, WDL, BLP, and DBC/DB2 (WDBC through WDC5, with typed record structs for 1221 tables generated from WoWDBDefs); provides a unified MPQ (via StormLib)/CASC (via CascLib) filesystem gateway plus Python bindings via the companion welder reflection-based binding generator. - OWLib - DataTool program that lets you extract models, maps, and files from Overwatch.
- noclip.website (World of Warcraft - Vanilla, The Burning Crusade, Wrath of the Lich King) - In-browser World of Warcraft (Vanilla) viewer.
- 3DS/Obj MDX Converter
- WoWee - Native C++ World of Warcraft client reimplementation with a custom Vulkan renderer, parsing original WMO/M2 model and terrain data.
- Supports: Vanilla 1.12, The Burning Crusade 2.4.3, and Wrath of the Lich King 3.3.5a client data and network protocols.
- Neo - Map editor for World of Warcraft (Wrath of the Lich King and Warlords of Draenor), reading and writing the client's original terrain/ADT map data.
- DBCD - C# library for reading DBC/DB2 client database files from World of Warcraft.
- WebWowViewerCpp - C++/WebAssembly in-browser viewer for World of Warcraft maps and models, reading original ADT/WMO/M2 client data.
- wow-listfile - Community-maintained listfile of known file paths inside World of Warcraft's CASC storage, used by CascLib/wow.export and similar tools to resolve file IDs to names.
- TACTSharp - C# library for loading World of Warcraft's CASC storage via memory-mapped file access, for faster load times and lower memory use than other CASC libraries.
- noggit3 - Map editor for World of Warcraft 3.3.5a, reading the client's MPQ archives via StormLib and scriptable with Lua.
- WDBXEditor - Editor for World of Warcraft client database files, supporting DBC, DB2, WDB, ADB and DBCache across release versions through column definition files; opens files from MPQ archives and CASC directories and imports/exports SQL and CSV.
- libwarcraft - Managed C# library for Blizzard file formats up to Wrath of the Lich King: read/write BLP, WDT, WDL and WMO, read-only MPQ, DBC, TRS and MDX, and in-progress ADT support.
- See also Everlook, a cross-platform viewer built on libwarcraft that browses game archives as a virtual file tree, exports files, and previews BLP and other image formats and WMO models.
- pywowlib - Python library for reading and writing World of Warcraft formats, targeting 3.3.5a and later: M2 models with skin/anim/skeleton files, WMO, ADT (partial), BLP (with PNG conversion), DBC, and MPQ/CASC archive access (CASC via pyCASCLib).
- TACT.Net - C# library for reading and writing the TACT repositories World of Warcraft uses to distribute the game.
- See also CASCHost, a web service that builds and hosts a modified CAS container replicating Blizzard's CDN, so the client can load custom or edited files.
- pyCASCLib - Cython-based Python bindings for Ladislav Zezula's CascLib, with an example opening a World of Warcraft install.
- BLPSharp - .NET 8+ library for decoding World of Warcraft BLP textures (formerly SereniaBLPLib); BLPs with JPEG-encoded data are not supported.
- TACTKeys - Central repository of the public TACT encryption keys Blizzard uses for World of Warcraft data, as a plain-text key list.
- js-blp - BLP (Blizzard Texture File) reader for JavaScript and Node.js.
- db2 - Command-line tool for reading World of Warcraft DB2 client database files.
- node-dbc-reader - Node.js command-line utility for reading and regex-searching data in World of Warcraft DBC files and exporting results as JSON or SQL; includes a schema-generator app.
- M2Lib - C# .NET library for reading and writing World of Warcraft M2 model files across versions from Classic to Legion, exposing high-level structures. Work in progress.
- kaitai-wow - Kaitai Struct definitions for reading various World of Warcraft client data file formats.
- mmaps-for-custom-maps - Documentation for generating and debugging World of Warcraft's vmap/mmap pathfinding data for custom maps, using TrinityCore tooling and Recast Debug visualization.
- Blizzard-Patching - Documentation of World of Warcraft's client patching infrastructure.
- Covers: outdated-client version detection, update delivery via the Blizzard Downloader/Updater, torrent creation, HTTP downloads, and client executable version-string patching.
- Blizzard-Updater - Generator for Blizzard-style game installer/updater packages.
- WoW-Map-Asset-Parser - Command-line tool that scans a World of Warcraft 3.3.5 map's ADT files (plus optional WMO/M2 object folder) to list the assets the map uses, then copies those files from an unpacked data folder into a destination folder for patch packaging.
- DBC-Editing-Workflow - Documents a workflow for keeping World of Warcraft DBC client data in SQL tables, converting to and from DBC with the WoW-Spell-Editor's structure bindings and a headless exporter, and automating export and deployment with a Jenkins job.
StarCraft (original) & Brood War¶
- ChkForge - StarCraft (Brood War) map editor built with Qt, using ChkDraft's MappingCoreLib for CHK/map management, StormLib/CascLib for MPQ/CASC archive access, and OpenBW for terrain rendering and simulation.
- llvm-bw - Compiles LLVM IR into StarCraft: Brood War map trigger scripts, targeting the CHK trigger/scripting bytecode format used inside .scx/.chk map files.
- factorio-starcraft-assettool - Extracts and converts StarCraft: Remastered assets (sprites, animations, tilesets, palettes) from the game's CASC storage for use in the factorio-starcraft mod.
- Formats: CASC storage, GRP sprites, animation files, tile sets, LIT palettes.
StarCraft II & Heroes of the Storm¶
- s2protocol - Python library to decode StarCraft II replay protocols.
- heroprotocol - Python library to decode Heroes of the Storm replays.
- m3addon - Blender addon to import and export .m3 files used in StarCraft II and Heroes of the Storm.
- M3_Import - 3ds Max importer for StarCraft II M3 models.
- Starcraft Modding Tools - Collection of tools for editing StarCraft's primary data (DAT) files.
-
SC2Mapster Community Site - Guides documenting StarCraft II's plain-text Galaxy Editor data formats and other map/mod development internals.
-
WoW Model Viewer 5.0.7 (World of Warcraft) - The WoW Model Viewer is a 3D model viewer for World of Warcraft. It uses the data files included with the game to display the models from the game: creatures, characters, spell effects, doodads, items, etc.
- Blizzard DATA unpacker (Warcraft: Orcs & Humans) - Unpacker DATA archives from Blizzard games: - Warcraft: Orcs and Humans [1994] - Blackthorne [1994] - Lost Vikings [1993] (partially, there may be broken files) With source codes in C.
- wc-refurbished - Unofficial patch for the MS-DOS version of WarCraft: Orcs & Humans, built on reverse-engineered knowledge of the game's original data files.
- sc2reader - Python library for extracting data from StarCraft II replays, maps, and game summaries.
StarCraft: Ghost¶
- scg-modeldump - Dumps .nod model files from the cancelled StarCraft: Ghost (GameCube) into OBJ format.
Overwatch¶
- Prometheus - Research and reverse-engineering project documenting Overwatch game internals including managers, ECS, STU, data structures, game messages, and components.
Warcraft III¶
- JMPQ3 - Java library for accessing and modifying MPQ (MoPaQ) archives, with confirmed support for Warcraft III maps/MPQs.
- wc3libs - Pure Java library for reading and modifying Warcraft III maps and other game files, built on JMPQ3.
- Formats - Kaitai Struct grammar for Warcraft III's WTG (map trigger) format, split into modular sub-grammars (trigger, ECA, variable, parameter, category, header).
- mdx-m3-viewer - WebGL viewer for MDX and M3 model files used by Warcraft III and StarCraft II respectively.
- mdx-m3-optimizer - Optimizes MDX and M3 model files used by Warcraft III and StarCraft II respectively.
- war3-objectdata - Helper library for reading and working with Warcraft III object data files (unit/item/ability data).
- ReterasModelStudio - Java-based MDX model editor/studio for Warcraft III, distributed via Hive Workshop, with libraries for reading/writing WC3 model formats.
- WarsmashModEngine - Java/LibGDX reimplementation of the Warcraft III engine for modding, requiring a legitimate copy of the game and reading its original MPQ/MDX/terrain data via the same asset-loading utilities as ReterasModelStudio.
- HiveWE - Warcraft III World Editor alternative for creating/editing maps, reading and writing the game's map/terrain/object-data formats directly.
- PHP-BLP - Blizzard BLP image file parser for PHP, using GD/ImageMagick for decoding.
- blp-iio-plugin - Java ImageIO plugin for reading/writing Blizzard BLP texture images (BLP0/BLP1, the Warcraft III variants), based on independent research correcting long-standing inaccuracies in earlier fan specifications.
- PHP-MPQ - Native PHP library for reading the MPQ (MoPaQ) archive format, with support for Warcraft III & StarCraft II maps.
- BLPConverter - Command-line tool to convert Blizzard BLP image files to PNG or TGA.
- W3ModelViewer - Windows desktop viewer and exporter for Warcraft III models, covering both classic (SD) and Reforged (HD) formats.
Diablo¶
Diablo I / Hellfire¶
- freeablo - Open-source, cross-platform reimplementation of the Diablo 1 engine that reads the original game's MPQ data files. Archived by its author but a notable, long-running project.
- diablo-file-formats - Parses binary file formats found within Diablo 1 MPQ archives into convenient run-time data structures.
- mpq-server - Node.js server that exposes the contents of any MPQ archive over a local HTTP REST API, for personal use with legally-owned game data.
- mpq-extract - Command-line Node.js extractor for Blizzard's MPQ (MoPaQ) archive format, given an input MPQ and a listfile of internal file paths. Used across Warcraft III, StarCraft, Diablo, and World of Warcraft.
- DevilutionX - Actively maintained, cross-platform engine reimplementation of Diablo 1 and Hellfire that reads the original game's MPQ data files.
- Ports: Windows, Linux, macOS, and numerous consoles/handhelds.
- devilution - Decompilation of the original 1996 Diablo, matching the shipped retail binary; the reference decompilation DevilutionX is built from.
- mpqfs - MPQ v1 archive reader/writer library with streaming integration, used by DevilutionX to read Diablo's original MPQ data files.
- psx-tools - Tools for working with the data files of the PlayStation port of Diablo.
- d1-graphics-tool - GUI tool to display and edit Diablo 1's CEL/CL2 graphics files and their PAL/TRN/TIL/MIN/SOL/AMP metadata formats.
- devilution-comparer - Helper tool for comparing devilution's decompiled functions against the original Diablo binary.
- modding-tools - Collection of modding tools for Diablo 1 and DevilutionX.
- clx-conversion-tools - Graphics format conversion tools for DevilutionX's CLX sprite format.
- devilutionx-font-converter - Converts TrueType/OpenType fonts into DevilutionX's custom bitmap font format.
- devilutionx-asset-optimizer - Unpacks Diablo's MPQ archive and converts/minifies its assets into DevilutionX's optimized CLX formats, reducing memory usage on constrained platforms.
- DGEngine - Engine reimplementation for Diablo 1, reading the original game's MPQ data files.
- pngs2cel - Tool for converting PNG images into a single Diablo CEL image.
- PSXVoice2MPQ - Extracts voice data from the PlayStation 1 version of Diablo's game disc and converts it into an MPQ archive usable with DevilutionX.
- diablosaveeditor - .NET character and save editor for Diablo and Hellfire covering hero stats, inventory, spells, quests and the shared stash, with item icons rendered from
objcurs.celin the user's own MPQ files.
Diablo II / Resurrected¶
- OpenD2 - Open-source rewrite of the Diablo 2 game engine that uses the original game's data files (MPQ archives) and original save files, rather than reimplementing/replacing them.
- AbyssEngine - Clean-room reimplementation of the Diablo 2 engine, reading the original game's MPQ data files; portable and designed to be easily modded/extended. Continuation of the archived OpenDiablo2 project, which was split into this engine/toolset plus a separate game project.
- Riiablo - Rebuild of Diablo II from scratch using Java and LibGDX, using 100% original Diablo II assets (MPQ archives).
- diablo2 - Monorepo of Diablo II tools and libraries.
- Packages:
bintools(Diablo II Classic.binfile binary parsers),mpq(MPQ archive reader/extractor),map(Docker-based map generation API for Classic and Resurrected),huffman(network data decompressor),packets/sniffer(Classic network protocol parser and packet sniffer),memory(Resurrected memory reader). - vector-lsp - Language Server Protocol (LSP) server for Diablo II and Diablo II: Resurrected's structured, delimited data files (tab-delimited .txt, CSV).
- Features: Real-time diagnostics, hover documentation, go-to-definition, and an extensible plugin system for IDE-supported editing of D2/D2R data tables.
- d2rdoc - Augmented version of Blizzard's official Diablo II: Resurrected modding documentation, covering the data file formats introduced in the 3.0 "Reign of the Warlock" expansion.
- See also D2R-RotW-DataGuide, an HTML data guide to the data files of Diablo II: Resurrected, with per-file definitions such as
armor,monstats,itemstatcostandlevels. - d2rlint - Linter for Diablo II: Resurrected's tab-delimited "Excel" data files and JSON string tables, flagging common modding data errors.
- D2RModding-StrEdit - Editor for Diablo II: Resurrected's string translation files, which moved from the proprietary .TBL format to a collection of JSON files.
- D2RModding-SpriteEdit - Basic editor for Diablo II: Resurrected's sprite image files, tested with inventory sprite data.
- DT1-Tools - Paul Siramy's classic DT1 tile file tools for Diablo II, updated with 64-bit Windows support.
- Diablo2BinConverter - Converts the
.bindata tables insidepatch_d2.mpqback to text, either from a user-supplied field layout or automatically for supported files such as Armor, Weapons, Misc, Skills, and Skilldesc. - TXTeditor - Windows desktop editor for Diablo II / Diablo II: Resurrected tab-separated
.txtdata files and D2R JSON string files. - Features: canvas-rendered virtual grid built for large tables, cell/range/row/column selection, copy/cut/paste with fill operations, row/column insert/clone/hide/delete.
- Built as a Tauri v2 desktop app.
- See also d2r-mergetxt, a Windows app for merging two sets of Diablo II: Resurrected TXT files that shows only the differences needing a decision, and TXT-to-JS-Generator-for-D2RMM, which diffs original and edited D2R
.txtfolders to generate D2RMMmod.jscode. - D2MOO - Reimplementation of Diablo II with patching facilities for modders.
- Worldstone - C++ Diablo II tools and engine reimplementation; its viewer app browses MPQ archives and displays DC6 and DCC sprites, DAT and PL2 palettes and palette shifts, and COF animation information, and it can generate PL2 palette-shift files.
- d2s-format - Documentation and reference implementation for Diablo II's .d2s save file format.
- d2s - Go library and binary parser for Diablo II
.d2scharacter save files. - diablo_edit - Diablo II character save (
.d2s) editor, tested against versions 1.09, 1.10, 1.13, and Diablo II: Resurrected. - Cain - Cross-platform Python save editor for Diablo II / Lord of Destruction and mods (built against Project Diablo 2), reading and writing
.d2scharacters, PlugY.d2xpersonal stashes, the PD2 shared stash and legacy.sssshared stashes; item and stat definitions are read at runtime from the game'spd2data.mpq. - X-Motif-d2sEdit - Motif/X11 character editor for Diablo II v1.09 (C/C++) with a
d2slibrary for the game's character save files and item data; needs data files from the Diablo II Expansion Set. - diablo2-protocol - Diablo II network protocol implementation, published as an npm package. See also mephistools-sniffer, a companion packet sniffing library.
- game-exe - Reimplementation of Diablo II's Game.exe from scratch, based on reverse engineering and Ghidra binary analysis. Covers CRT startup, the 23-step initialization sequence, loading of the 9 core D2 DLLs, and the 6-phase game loop.
- d2-workshop - VS Code extension for Diablo II 1.13c modding.
- Features: MPQ archive browsing and read/write (via StormLib) through a virtual filesystem, a spreadsheet-style
.txtdata table editor with schema validation, a DC6 sprite viewer/editor with palette rendering and PNG import, and a binary patcher for.dll/.exefiles using PE format parsing. - d2-ds1-edit - Continuation of Paul Siramy's win_ds1edit (the Diablo II community's DS1 map editor since 2002), ported to Allegro 5 for GPU-accelerated rendering on Windows, Linux, and macOS.
- vscode-d2-txt-compare-extension - VS Code extension ("D2 Modder's Comparator") for comparing, editing, and managing Diablo II's tab-delimited .txt data files, with side-by-side diffs and a spreadsheet-style table viewer.
- D2VersionChanger - Fork of ChaosMarc's Diablo 2 Version Changer, extended with Ghidra-based cross-version function analysis: a 154K+ function registry, ordinal import resolution, and an interactive report viewer covering every D2 patch version.
- Diablo-II-Address-Table - Collected Diablo II memory/function addresses across multiple game versions, stored as tab-delimited data.
- gomule-d2r - Port of the classic GoMule item-muling and stash-transfer tool, enabled for Diablo II: Resurrected's save and item file formats.
- d2-stash-organizer - Browser-based Diablo II PlugY stash organizer, item search, muling utility, and Holy Grail tracker that reads and rewrites save/stash files entirely client-side.
- D2R-Save-Editor - Save file editor for Diablo II: Resurrected.
- D2CE - Diablo II Character Editor for save (
.d2s) files, an actively maintained continuation of the original tool by Burton Tsang. - JamellaD2E - Full source code of Jamella's Diablo 2 Hero Editor, a save (
.d2s) character editor. - diablo2-live-viewer - Live viewer displaying packets and session information for a running Diablo II game, built on the diablo2-protocol/mephistools-sniffer packet capture tools above.
- node-diablo2-data - npm package exposing Diablo II's internal game data (skills, items, monsters, etc.) as structured JSON, parsed from the client's data files.
- D2RModelViewer - Reads Diablo II: Resurrected's
.modelfiles and exports skinned, animated glTF, or.m3for the StarCraft II Editor. - HellSpawner - GUI toolset for the OpenDiablo2 engine project: browses MPQ archives and views/edits DC6 and DCC (animations), COF (animation composition), TBL (font and string tables), TXT (data tables), DAT (palettes), PL2 (palette transforms), and DT1 (isometric map tiles) files.
- D2SLib - C# library for reading and writing Diablo II save files, supporting versions 1.10 through Diablo II: Resurrected (1.15); reads both
.d2s(player saves) and.d2i(shared stash) files. - d2s-editor - Web-based Diablo II save file editor for D2 and D2R, parsing the TXT data from the game's MPQs so it can also be repurposed for basic TXT mods.
- Features: stat/quest/waypoint editing, item import (~1000 items), item stat editing, and copying items between characters.
- Built on d2s, an ES6 reader/writer for Diablo II save files; d2s-ui is a barebones alternative frontend for displaying
.d2sfiles. - dc6png - Batch converter from Diablo II's DC6 sprite format to PNG.
- d2itemreader - C library for parsing items out of Diablo II character (
.d2s) and stash (PlugY.d2x/.sss) files. - Lua bindings: lua-d2itemreader (marked work in progress).
- d2d2s - Diablo II
.d2ssave file editor written in Go, with a GUI for decoding/encoding character save data. - By the same author: d2dc6, a Go decoder/encoder for Diablo II's DC6 sprite/animation format, and d2txt, a decoder for the game's TXT data tables.
- d2s_edit_recalc - Diablo II character save (
.d2s) editor for both classic (LoD) and Resurrected saves. - atma-stash-d2r - Converts Atma personal stash files (
.d2x) to Diablo II: Resurrected shared stash format (.d2i). - node-d2s-converter - Node script converting Diablo II: Resurrected save files back to the original (LoD) client's save format, for syncing characters between both versions.
- Unity-D2R-Scene-Editor - Unity-based editor for Diablo II: Resurrected's level preset environments, positioning, rotating, and scaling the original D2R models within a scene.
- mod_maker_mpq - Creates modded MPQ archives for Diablo II (LoD, versions 1.13/1.14) with commonly changed settings bundled in one place.
- d2modgen - GUI mod generator for Diablo II (LoD, D2R, and Project Diablo 2) that edits the game's TXT data tables to randomize items/monsters, adjust drop rates and monster density, and apply other balance/QoL changes. Actively maintained successor to d2modmaker (unmaintained), which inspired it.
- blender-d2tools - Collection of Blender/Python tools for the Diablo II modding render pipeline.
- Tools: Blender plugin for automating directional sprite rendering, a GIF compiler for building
.dccanimation frames, a quest-icon frame generator, and a PNG-to-D2-palette (and back) converter supporting GIMP-style text palettes. - hg502 - GUI application that parses Diablo II character saves (
.d2s) and PlugY stash files (.d2x/.sss) to track progress on the Holy Grail 502 item-collection challenge. - d2lib - Python library for parsing Diablo II character save (
.d2s) and PlugY personal/shared stash (.d2x/.sss) files, exposing character attributes, skills, and item data.
Diablo III¶
- D3Edit - Save editor for Diablo III.
- CPKReaderWV - Reader/extractor for Diablo III's CPK archive format.
- Diablo3ROSPS3Editor - Python tool for modifying Diablo III: Reaper of Souls PS3 save data.
- D3ModelViewer - Windows desktop viewer and exporter for Diablo III models, browsing every in-game appearance with texture previews.
- DiIiS - Fully-functional open-source local server implementation for Diablo III: Reaper of Souls, reverse engineering the client's network protocol (opcodes/structures/attributes for a pinned client version) and implementing account/lobby, chat, clans, item/affix generation, DRLG dungeon generation, quest scripts, and monster AI.
Diablo Immortal¶
- DIModelViewer - Viewer and exporter for Diablo Immortal models, the same idea as D3ModelViewer/W3ModelViewer applied to Diablo Immortal's engine.
Hearthstone¶
- proto-extractor - Extracts and generates C# classes from the protobuf definitions compiled into Hearthstone's binaries, used to decode the game's network protocol and data.
Cyanide Studio (Blood Bowl: Legendary Edition)¶
- nubby_flog - Save game editor for Blood Bowl: Legendary Edition, reading/writing the game's SQLite save database directly (team cash, roster/player listings, player casualties, etc.).
ArtPlay (Bloodstained)¶
- bloodsaved - Save editor for Bloodstained: Ritual of the Night, editing story-save data across multiple tabs.
Bloody Roar¶
- mxs_bloody_roar_3_ps2 - Work-in-progress MaxScript to extract assets from
.tbl/.datfiles and import TTM models from Bloody Roar 3 (PS2).
Ninja Kiwi (Bloons TD)¶
- BTD5-Decomp (decomp) - Matching decompilation of Bloons TD 5.
- BloonsCrypt - Save file encryption/decryption tool for Bloons TD 5.
Mistwalker (Blue Dragon)¶
- reblue - Static recompilation of Blue Dragon (Xbox 360) into a native application for Windows, Linux, and macOS, requiring the original retail discs; adds unlocked framerate/resolution, mod support, and other modernizations built on the ReXGlue SDK.
- bluedragon_savegame_editor - Save game editor for Blue Dragon.
- ShadowForge - Modding toolkit for Blue Dragon (Xbox 360) with a .NET format library and
sforgecommand-line tool covering IPK, HDB, HMB, DDS, RPJ, EVT and XACT files and maps, plus a Blender extension for editing characters and maps.
Bohemia Interactive¶
- BI Editing Tools 2 (ARMA 2) - Complete editing tool suite for Bohemia Interactive's game engine used in ARMA II. This installer will overwrite previously released BI Editing Tools for Arma I (user made data are intact) and it can not be possible to pack and finalize content for Arma I using the newer tools. Despite it may be ...
- CWR - Arma: Cold War Assault (Operation Flashpoint: Cold War Crisis) Remastered - official modernized C++20 engine and game source release, reading the original game's native PBO/config data formats.
- pboextractor - Extractor for Arma 3 PBO archive files. Built on companion libraries pbo (PBO reader) and paa/paatoimg (PAA texture/mipmap reader and PAA-to-image converter).
- enfusion_tools - Tools for Enfusion Engine games (Arma Reforger).
- ImageToPAA - Converts standard images to Bohemia Interactive's PAA texture format (used in ArmA and DayZ).
- Poseidon3D-model-converter - C program that reads compiled Poseidon3D (Real Virtuality)
.p3dmodels (SP3D/SP3X signatures) and writes them out as Wavefront OBJ; the README lists MLOD and ODOL as unsupported.
Victor Interactive Software (Boku wa Chiisai)¶
- PS2-Boku-wa-Chiisai - Parser for Boku wa Chiisai's PACKFILE.FPK archive format (PS2).
Bokura¶
Blue Protocol: Star Resonance¶
- StarResonanceTool - Work-in-progress data parser for Blue Protocol: Star Resonance, handling the game's PKG archive files, Lua bytecode, protobuf schemas, and Unity AssetBundle data.
Bone Town¶
- mxs_bonetown - MaxScript that imports DWC character models from Bone Town into 3ds Max.
Bounty of One¶
- Bounty of One Save Editor - Python scripts that decrypt Bounty of One's XOR-encrypted
gamedata.savinto an editable INI of ints, floats and strings, and re-encrypt it back to the game format.
Gumi (Brave Frontier)¶
- client (decomp) - Matching decompilation of Brave Frontier client.
- scripts - Scripts to help investigate Brave Frontier client data, from the same team as the client matching decompilation.
Gamania Digital Entertainment (Bright Shadow)¶
- BS.PAK.Tool - Tool for extracting PAK archives from Bright Shadow.
Brno Transit¶
- krtekex - Command-line unpacker for the indie game Brno Transit's krtek.dat asset pack file.
Brøderbund¶
Lode Runner¶
- lode_runner_reveng - Reverse engineering of Lode Runner for the Apple II.
Karateka¶
- karateka-decompiled - Buildable decompiled source code of the MS-DOS version of Karateka by Jordan Mechner.
Fantavision¶
- apple2_fantavision_reloaded - Reverse-engineering documentation for Brøderbund's Fantavision (Apple II, 1985), covering its multi-stage boot process, custom RWTS disk routines, byte-code interpreter, and nibble-based copy protection, with instructions for extracting the program's logo graphics and backup utility from the original disk.
The Castles of Dr. Creep¶
- DrCreep - Open-source reimplementation of the 1984 Commodore 64 puzzle-platformer The Castles of Dr. Creep, requiring the original D64 disk image and adding a level editor and cross-compatible save games.
Moonsprout Games (Bug Fables)¶
- Bug-Fables-Internal-Docs - Aggregated reverse-engineering documentation for Bug Fables: The Everlasting Sapling's Unity-based internal data formats and game systems.
- Bug-Fables-Save-Editor - Save editor for Bug Fables: The Everlasting Sapling.
Pangea Software (Bugdom)¶
- Bugdom - Officially Pangea-approved port of the 1999 Mac game Bugdom to modern systems, using a tailor-made renderer for the original QuickDraw 3D-era models, sprites, and audio resources.
- Nanosaur - Source port of the 1998 Mac game Nanosaur to modern systems (macOS, Windows, Linux), based on Pangea's public source release and updated/re-released with Pangea's permission.
- OttoMatic - Source port of Pangea Software's Otto Matic to modern desktop platforms.
- MightyMike - Source port of Pangea Software's Mighty Mike (a.k.a. Power Pete) to modern systems.
- These ports (and Bugdom above) are built on Pomme, the same author's cross-platform reimplementation of the classic Macintosh Toolbox C API, plus rsrcdump (extracts and converts Classic Mac OS resource forks to JSON/modern formats) and OldMacArchiver (extracts vintage Mac CompactPro/StuffIt 1.5 archives).
Bugs Bunny: Lost in Time¶
- BuggyBunny - Unpacker and repacker for .bzz game archives from Bugs Bunny Lost in Time, extracting sound, text, and image data.
- BugsDecomp - Decompilation project for the PC version of Bugs Bunny: Lost in Time.
Bullfrog Productions¶
- BullfrogSoundExtractor - Command-line extractor for the
SOUND.DATsound banks of mid-1990s Bullfrog games, dumping the constituent WAV files and writing afilelist.txtof the original sample placement for use with sndbanker; supports Dungeon Keeper, Gene Wars, Magic Carpet, Magic Carpet 2, Syndicate Wars and Theme Hospital (not Hi-Octane's differently formattedSOUND.DAT).
PowerMonger¶
- powermonger-terrain - Investigation with code into the terrain generation used by PowerMonger (1990).
Dungeon Keeper¶
- KeeperFX - Decompiled and continuously rewritten fan port of Dungeon Keeper 1, reading the original game's data files. Long-running community project with extensive modding/campaign support.
- OpenKeeper - Open-source remake of Dungeon Keeper II in Java/jMonkeyEngine, running entirely on the original game assets.
- GLKeeper - Dungeon Keeper II reimplementation in C++/OpenGL, loading the original assets (not yet playable).
- Dungeon Keeper Remake - Dungeon Keeper 1 remake in C++/DirectX 11 that drops into the original game folder. Includes RNC decompression for the game's compressed assets and Smacker (SMK) video playback.
- dk2-tools - 010 Editor binary templates and conversion scripts documenting Dungeon Keeper 2 file formats.
- Formats: WAD, SPR, EngineTextures.dat/.dir (archives), KWD/KLD (levels), KMF (models), BF4 (fonts), KCS (camera sweeps), SDT/BANK.map/SFX.map (audio), STR, residx.dat, HiScores.dat, Addressbook.dat.
- ADiKtEd - Advanced Dungeon Keeper 1 map/level editor, reading and writing the game's DAT, CLM, TNG, LGT, APT, WLB, and FLG level-data files (with RNC decompression support) via the bundled libadikted library.
- pngpal2raw - Converts PNG images (with a palette) into the Bullfrog Engine's native RAW/DAT/JTY sprite formats used by Dungeon Keeper 1.
- po2ngdat - Converts gettext PO/POT translation files into the Bullfrog Engine's NGDAT (.dat) translation-string format used by Dungeon Keeper 1/KeeperFX.
- sndbanker - Packs WAV sound files into the Bullfrog Engine's DAT sound-bank format used by Dungeon Keeper 1/KeeperFX.
Syndicate¶
- syndicatfx - Port of the 1993 DOS game Syndicate, created by disassembling the original executable and reading the original game's data files (Syndicate Plus CD or digital release).
- syndicatereader - PowerShell script that exports the Characters, Commands and Weapons/Items blocks of a Syndicate level file (e.g.
GAME01.DAT, RNC-uncompressed first) to CSV.
Syndicate Wars¶
- Syndicate Wars Port - Open-source reverse-engineered port of Bullfrog's Syndicate Wars, reading the original game's data files.
- sndbanker - Syndicate Wars branch of the Bullfrog sound bank tool, assembling WAV samples listed in a text file into a
SOUND.DATfor the game. - pngpal2raw - Fork of the Bullfrog Engine graphics converter that turns palette PNGs into RAW, HSPR, SSPR, JSPR, SSPR2, JSPR2 or FLIC (
.fli) output. - SWInspector - PowerShell tool to inspect, edit and save Syndicate Wars level files (format version 15 and later), with a map view and Thing/command navigation; pre-alpha levels are not supported yet.
- SWLevelReader - PowerShell script that dumps Syndicate Wars level files to human-readable CSV.
- SwMapReader - PowerShell script that lists the building Things in Syndicate Wars
.MADmap files (including ThingOffset) to CSV. - SWLevelConvertor - PowerShell script converting pre-alpha Syndicate Wars level files (format version 12 or lower) to the final game's format so they can be played.
- SWAModelConvertor - PowerShell script converting the pre-alpha demo's ".Bxx" "Bullfrog Standard 3D Object Format" models to Wavefront OBJ.
Populous: The Beginning¶
- PopResourceEditor - Asset editor and manager in C++ for Populous: The Beginning, with preview, import, modification and export of the game's data files.
- Formats: Level (v2) maps, Palette (256-color indexed), Sprite, Sky, Blocks (3D texture atlas), BigFade/Cliff/Fade (landscape textures), Disp (displacement maps), Alpha, Ghost.
- PopSpriteEditor - C++/CLI sprite bank viewer and editor for Populous: The Beginning; previews sprites and the colour palette, exports sprites to bitmaps, creates or appends to banks from bitmaps, and splits or builds sprite sheets.
- PopSoundEditor - Qt/C++ tool for Populous: The Beginning
.SDTsound banks (sound, drum and music); previews entries, exports WAV (MP2 for music) and builds new sound and drum banks. Music bank creation is unfinished. - PopLanguageEditor - C# editor for Populous: The Beginning language files (localized in-game strings), with filtering, in-tool editing and plain-text export.
- ALACNPopWorldEditor - Map editor for Populous: The Beginning, an updated version of ALACN's PopWorldEditor with land and object copy/paste, map import, undo/redo and Levl3 (beta) format support.
- Populous-The-Beginning-Public - Reverse-engineering and reimplementation work on Populous: The Beginning (C++).
- populous-tb-worldview - C++17 software-rendered viewer for Populous: The Beginning levels that loads
LEVL*.DAT(LEVL3 and legacy LEVL2 with companion.HDR) altitude grids plus thepal,fade,al,bigfanddisp.datlookup tables; its README documents the data-file and level-file layouts. - popscript-upgrader - Python converter that parses Populous: The Beginning Script2 (
.SCR) AI scripts and translates them to Script4 Lua for the remastered game, with single-file and batch modes.
Hi-Octane¶
- hi-octane202x - Recreation of Hi-Octane in C++/Irrlicht, running on the original game data (
HIOCTANE.CD), with an integrated level editor. - HiOctaneTools - Level inspector and editor for Hi-Octane (1995) in C#, based on srtuss's and movAX13h's reverse-engineering of the game's files. Includes a Bullfrog object data to Wavefront OBJ converter.
Creation¶
- creation_tk - Utility for reading, extracting, and converting files from Bullfrog's cancelled game Creation.
Theme Park¶
- OpenTPW - Open-source re-implementation of Bullfrog's Sim Theme Park / Theme Park World (1999).
- ThemeParkResourceViewer - Resource viewer/extractor for Theme Park (1994).
- OpenTPW.FileFormats - Documentation for the file formats used in Theme Park World / Sim Theme Park (1999), for use with OpenTPW above.
- WADView - Viewer and extractor for Theme Park World's BFWD files.
- RSSEQCompiler - Compiler and decompiler for the RSSEQ Ride/Sideshow SEQuence format used by Theme Park World. See also RSSEQ-VSCode-Highlighting for editor syntax support.
Quake III: Revolution¶
- Q3R_tools - Resource extractor for Quake III: Revolution (2001, PS2), Bullfrog Productions' final game.
- CorsixTH - Open-source reimplementation of Theme Hospital (1997, Bullfrog Productions), reading the original game's graphics, sound, and data files.
Magic Carpet¶
- remc2 - Recoded/decompiled Magic Carpet 2 binary logic from x86 assembly to C/C++, remaking the engine to run on modern platforms while reading the original game's GOG/CD assets. See also magic-carpet-2-hd, an actively maintained fork adding HD/4K rendering, a GUI configurator, and Windows/Linux installers.
- Same author's MagicBalls - Godot-based rewrite of Magic Carpet 2 using the REMC2 engine, requiring the original game's data (GOG version) and extracting its files on first run.
- MCLevelEdit - Avalonia/C# level editor for the original Magic Carpet (Bullfrog), building on Moburma's MCLevelEdit research and level loading/saving code; edits terrain, creatures, player starts, scenery, spells, effects and switches, with a level packager.
- MCLevelReader - PowerShell script that converts Magic Carpet level files (RNC-uncompressed first) to human-readable CSV, optionally producing a PNG map of all entities.
- MCDatExtractor - PowerShell script that extracts individual levels from Magic Carpet
LEVELS.DAT/LEVELS.TABfiles (levels only, not the image DAT/TAB files). - MCDatTab - PowerShell script that concatenates
LEV000XX.DATlevel files into theLEVELS.DAT/LEVELS.TABpair needed to play edited or added levels.
Burut CT¶
- xtend-engine-file-formats - File formats and tools for Burut CT games built on the xtend engine.
- goldenland-file-formats - File format documentation and 010 Editor (.bt) templates for the Zlotobory/Golden Land RPG series by Burut CT, covering map (.map), image, and other data formats, plus tools for unpacking and viewing them.
C¶
MOSS (Caladrius Blaze)¶
- Caladrius-Blaze-PS3-Tool - Extracts and decompresses the game's .mma archive files (PS3). Note: does not correctly decompress files smaller than 512 bytes.
TheyerGFX (California Watersports)¶
- TheyerImageViewer - Viewer and converter for the MIB and P1I texture/palette formats used in TheyerGFX's PS1 games (California Watersports and its budget spin-offs Jetracer, Pro Body Boarding, and Windsurfers Paradise), also able to extract the games' non-compressed PAK package files.
Sensible Software (Cannon Fodder)¶
- OpenFodder - Open-source port of the Cannon Fodder engine (PC and Amiga) for modern operating systems, reading the original game's data pack.
- See also OpenFodder Editor, a companion campaign and map editor.
Sensible World of Soccer¶
- SWOS_INT_CUSTOMTEAMS - Reader/writer for the custom team data in Sensible World of Soccer International's NATS/CUST binary files (Amiga).
Capcom¶
Many titles use Havok or CRI middleware alongside proprietary engines.
RE Engine¶
- REFramework - Powerful scripting framework and mod loader for RE Engine games. Provides an overlay with a resource editor, object explorer, and various developer tools.
- REE.PAK.Tool - Tools for extracting and repacking PAK archives from games based on RE ENGINE.
- See also REEngine_UnPAK-Desktop for a desktop GUI version.
- ree-pak-rs - Rust-based library and CLI for RE Engine
.pakfiles. See also ree-pak-gui by the same author, a GUI wrapper for browsing and extracting the same.pakarchives. - RE-Engine-010-Templates - Collection of 010 templates for RE Engine games by alphaZomega.
- EMV-Engine - REFramework Lua scripts including a Resource Editor tool for RE Engine games.
- See also EMV-Engine-SILVER for updated support (Resident Evil 4, MH Wilds).
- RszTool - Resource editor for RE Engine
.user,.pfb, and.scnfiles. Supports editing RSZ data in a GUI. - RE_RSZ - 010 Editor template for RE Engine RSZ data.
- RE-Engine-VSDF-Template - Template for RE Engine VSDF files.
- RE-Mesh-Editor - Visual scene and mesh editor for RE Engine games.
- See also fmt_RE_MESH-Noesis-Plugin for the modern version with extensive format support.
- REME - Actively maintained community continuation of the Blender addon (224 commits ahead of upstream) with compatibility fixes, newer RE Engine game formats, and expanded Street Fighter 6 material reconstruction; newer-game formats and some blend-shape paths are noted as experimental.
- REE-Content-Editor - Mod development editor and file patcher for RE Engine games.
- RE-Editor - Data file editor for RE Engine
.userfiles, built per game for Monster Hunter Rise and Wilds, Resident Evil 2, 3, 4, Village and Requiem, Dead Rising Deluxe Remaster and Pragmata, with per-game write-test pass rates listed in the README. - ReachForGodot - Godot-based scene and data editor for RE Engine games.
- REMSG_Converter - RE Engine message text converter (
.msg.17etc.). - remsg-editor - Editor for RE Engine MSG (text) files, targeting Monster Hunter Rise and Monster Hunter Wilds. Built on the same author's remsg library for parsing and serializing MSG files.
- RE4-EFX-Template - 010 template for Resident Evil 4 Remake EFX files.
- RE_RSZ - 010 Editor binary template for RE Engine files containing RSZ data (SCN, PFB, USER, RCOL, FSMV2, MOTFSM, BHVT). Uses a companion DLL and per-game JSON structure dumps.
- Games: Apollo Justice: Ace Attorney Trilogy, Dead Rising Deluxe Remaster, Devil May Cry 5, Dragon's Dogma 2, Ghost Trick, Monster Hunter: Rise, Monster Hunter Wilds, Resident Evil 2/3/4/7 Remake, Resident Evil Village, Resident Evil Re:Verse, Street Fighter 6.
- REEngine-Modding-Documentation - GitHub wiki covering RE Engine modding: installing/packaging mods, extracting game files, textures, models, troubleshooting, ID lookups, and a curated tool directory.
- MDF-Manager - C# WPF GUI editor for RE Engine material definition files (
.mdf2), with library/compendium browsing and batch conversion between game versions. See also SilverEzredes's fork with RE4 Remake support. - REngine-MSG-Tool - CLI tool for unpacking and repacking RE Engine message/text files (
.msg.14,.msg.15,.msg.17). - GhidraREFramework - Ghidra scripts for importing TDB (type database) data from RE Engine games using il2cpp dumps.
- REasy - Modding toolkit for RE Engine games, with a resource packer/unpacker and file editors.
- Games: Resident Evil 2/3/4/7/8/9, Devil May Cry 5, Monster Hunter Rise/Wilds, Dragon's Dogma 2, Onimusha 2, Pragmata, Street Fighter 6.
- RE-Engine-Lib - .NET library for reading and writing RE Engine resource files.
- RevilLib - MT Framework and RE Engine format library and toolset. See also the author's now-archived RevilToolset for standalone RE Engine/MT Framework modding tools.
- AJT-Tools - RE Engine modding tools developed for Apollo Justice: Ace Attorney Trilogy and Ghost Trick; other RE Engine games could be partially supported.
MT Framework¶
- ARC Unpacker & Repacker - Modding tool letting you extract and repack ARC file containers in MT Framework games (Resident Evil 5, Resident Evil 6, Dragon’s Dogma, Devil May Cry 4, and other Capcom titles) which can also convert many of the file formats in the archives.
- GFDConverter - Converts GFD (v1) to GFD (v2) from Capcom's MT Framework.
- GMDConverter - Converter for the GMD file format from Capcom's MT Framework. Supports Version 1 and Version 2. See also gmd, a TypeScript/Node.js library and CLI porting this logic for Monster Hunter Generations Ultimate.
- Features: BNK Editor (soundbanks), PCK Editor (packages), Loop Calculator, WEM Creator, WWCT/WWBK/WWPK/EPVSP editors.
- Formats: .nbnk/.bnk, .npck/.pck, .wwct, .wwbk/.wwpk, .epvsp, .wem.
- Gibbed.MT - Tools for modding MT Framework-based Capcom games including archive unpacker/packer for .arc files.
- xfs2json - Converts Capcom MT Framework XFS binary format to JSON for Monster Hunter Generations Ultimate and other MT Framework games.
- Albam - Blender addon for importing and exporting 3D models and other assets from Capcom's MT Framework engine. See also albam_reloaded, an update of the addon for Blender 2.80+ targeting Resident Evil 5 modding, and GameFilesTemplates, the same author's collection of game engine file format templates.
- MT Framework (MOD/LMT) Blender Importer - Blender add-on for importing Capcom MT Framework character models (
.mod), skeletal animations (.lmt), and materials/textures (.mrl), reverse-engineering the material/texture binding independently while porting geometry/skeleton/animation reading from Lukas Cone's (PredatorCZ) original 3ds Max MT Framework Import Tool. - MT Framework Mobile Blender Model Script - Blender import script for the MT Framework Mobile engine variant, adapted from Seth VanHeulen's Monster Hunter 4 Ultimate importer and Albam's tri-strip code.
- Games: Resident Evil: The Mercenaries 3D, Resident Evil: Revelations, Monster Hunter 3 Ultimate, Monster Hunter 4 Ultimate, Monster Hunter Stories, Monster Hunter Generations, Phoenix Wright: Ace Attorney – Spirit of Justice, Phoenix Wright: Ace Attorney - Dual Destinies.
- Ultimate Resident Evil Modding Toolkit - Native Windows C++ modding workstation for Capcom MT Framework games, with an ARC archive manager, a GMD batch text/localization translator, and an interactive GFD font coordinate/texture canvas editor.
- Games: Resident Evil HD Remaster, Resident Evil 0 HD Remaster, Resident Evil 5, Resident Evil 6, Resident Evil Revelations 1 & 2, Devil May Cry 4 & Special Edition, Dragon's Dogma.
- Arc Explorer - Viewer/editor for ARC archive files used by MT Framework games, supporting the ArcLE, ArcBE, and encrypted ArcC container variants.
- Games: Monster Hunter 3 Ultimate (3DS/Wii U), Monster Hunter 4, Monster Hunter 4 Ultimate, Monster Hunter Generations, Monster Hunter XX, Monster Hunter Generations Ultimate (Switch), Monster Hunter Explore (Android/iOS).
- MHXR-Model-Tool - Importer/exporter for
.modmodel files from Monster Hunter Explore (mobile, discontinued).
Resident Evil¶
- RECVX-Texture-Tool - Texture extractor/repacker for Resident Evil Code Veronica X.
- recv-dc-decomp (decomp) - Matching decompilation of Resident Evil - Code: Veronica (Dreamcast).
- recvx-decomp (decomp) - Matching decompilation of Resident Evil - Code: Veronica X (PS2).
- RE CVX Tools - Data-mining tools for Resident Evil/BioHazard: Code: Veronica; ARCVX extracts/repacks the Code Veronica X HD release's ARC and HFS containers (with texture-to-DDS and message-to-text conversion), and RDXplorer browses the original Dreamcast/PS2 game's RDX model, texture, and script files.
- BioHazard File Archive Tool (Resident Evil 4) - File archive tool for Resident Evil 4. Two versions available: one designed for Windows XP, another ported for Windows 7. Both are 32-bit but work on 64-bit systems. Windows 7 version is backwards compatible with XP.
- reevengi - Background image viewer for classic Resident Evil PC/Dreamcast ports (RE1, RE2, RE3), reading each game's original archive and pre-rendered background formats via SDL/PhysicsFS; the same reverse-engineered format support was also being ported into experimental ResidualVM/ScummVM engine branches. See also reevengi-tools below, the same author's companion verification utilities.
- reevengi-tools - Tools written to verify the reverse engineering of classic Resident Evil file formats (models, textures, pre-rendered backgrounds, and archives).
- re4-research - Mod tools and research for Resident Evil 4 (UHD).
- acb-tool - Extracts and injects CRIWARE ADX2 ACB/AWB audio banks from the PS4 and Switch ports of Resident Evil 4; a companion to the same author's XWB Studio (see General Tools → Audio Tools) for the original PC XACT audio.
- OpenBiohazard2 - Open source re-implementation of the original Resident Evil 2 engine (Go, OpenGL), reading the original game's data files.
- OpenRE - Independent open-source clone of the original Resident Evil 2 engine (PS1), a separate project from OpenBiohazard2 above, reading the original game's data files.
- Resident-Evil-2-Starter-Kit - Starter kit/custom code project for Resident Evil 2 Dual Shock (SLUS_007.48), for reverse engineering and modding the PS1 game's code.
- Resident_Evil_LMT_Tool - Motion (
.lmt) file editor for Resident Evil Revelations 2 (MT Framework). - Bullseye - Early-stage matching decompilation of Resident Evil: Dead Aim (PS2, SLES_514.48), reproducing the retail ELF byte-for-byte, alongside asset-ripping work for the game's audio, models, and textures.
- RE4ME-Toolbox - Collection of tools for unpacking, packing, and modifying Resident Evil 4: Mobile Edition files.
- H2ZExtractor - Extracts and repacks H2Z archive files used by the Android, iOS, and Zeebo mobile ports of Resident Evil.
- rE2MD - Resident Evil 1.5/2 EMD model viewer.
- Re4QuadNewAge - Resident Evil 4 Quad Extreme Editor [NewAge], an all-in-one editor/toolkit for RE4 (original) covering the PS2, GameCube/Wii, PS3/Xbox 360, 2007 PC, UHD/PS4/Switch, and VR versions. See also Re4QuadExtremeEditor, the predecessor tool.
- Companion single-format command-line tools by the same author, together covering nearly every RE4 OG file format across all platforms:
- Archives: JADERLINK_DATDRS_TOOL/RE4_DASYZ2_TOOL (DAT/UDAS/MAP/DAS/DRS/DECMP, big-endian GC/Wii/X360/PS3, the latter adding YZ2 decompression support), JADERLINK_DATUDAS_TOOL (same formats, little-endian 2007/PS2/UHD/PS4/NS), DATUDAS_IDX_STANDARDIZE (index-format converter companion), RE4-PS3X360-PACK-TOOL, RE4-PS4NS-PACK-TOOL, RE4-UHD-PACK-TOOL, RE4-2007-GCA-TOOL.
- Models: RE4-SCENARIO-SMD-TOOLS/RE4-2007-SCENARIO-SMD-TOOL/RE4-PS2-SCENARIO-SMD-TOOL, RE4-2007-PMD-TOOL, RE4-GCWII-BIN-TOOL/RE4-PS2-BIN-TOOL/RE4-UHD-BIN-TPL-TOOLS/RE4-PS2-TPL-TOOL, JADERLINK_MODEL_VIEWER (OBJ/SMD/BIN/PMD viewer), SMD_READER_LIB, SMD_BONE_TOOLS, NEW_MATERIAL_NAME.
- Textures: RE4_TEX_TOOL, RE4_2007_ARGB_TOOL, ImageConvert (GNF/DDS/TGA/PNG conversion, includes a paint.net GNF plugin; see also VariantImageViewer, an ImageGlass fork with GNF thumbnail support), GnfThumbnailSharp (Windows Explorer GNF thumbnail viewer).
- Other formats: RE4-CNS-TOOL, RE4-DCT-TOOL, RE4-ETM-TOOL, RE4-FIX-TOOL, RE4-FNT-TOOL (sprite-sheet fonts), RE4-ITM-TOOL, RE4-MDT-TOOL (game text), RE4-RTP-TOOL, RE4-SAT-EAT-TOOL, RE4-SMX-TOOL, RE4_EFF_BLOB_RUST/RE4_EFF_SPLIT_TOOL (effects), RE4_EVD_TOOL, RE4-PS3-LFS.CRC-TOOLS, RE4_VR_OG_DAS_TOOLS (RE4 VR).
- See also SimpleEndianBinaryIO, the shared big-endian BinaryReader/BinaryWriter library used across these tools, and RE4HUB, the community documentation/support hub.
- RE1_GC_TOOLS - Extraction-only tool for DAT, EMD, EMG, and BIN container files from Resident Evil (GameCube).
- bio-tools - Assorted per-game tools for Biohazard (Resident Evil) formats, with folders for Zero (alz-tool, arcex, text-extract), RE1 (hsbsplit), RE1 GameCube (snd-extract), RE2/RE3 (bgmsplit), RE4 (midi-smp-extract, str-extract), and Code: Veronica (Multspq1.py).
- re4 (decomp) - Byte-identical matching decompilation of the Resident Evil 4 (GameCube) debug build G4BE08 ("Nov 25 2004" prototype), reproducing main.dol and all 114 REL overlays exactly; includes a bytecmp/fdiff verification toolchain and a motion-export tool converting the game's own animation data to glTF/BVH.
- libthanatos - C++ library for reading and writing the
.nbd3D model format used by Resident Evil Outbreak and Resident Evil Outbreak File #2. - Biohazard2 (PlayJS) - Independent JavaScript reimplementation of Resident Evil 2 (1998 PC) that loads the original game's 3D models, animations, and map/occlusion data; requires the original game files.
- R3ditor - NW.js editor for Resident Evil 3 (classic) files:
Bu00.savsaves,.msgmessages and Room Data Table (.RDT) files (rooms WIP). Development moved to R3ditor V2; this repo is on hold.
Dino Crisis¶
- Dino-Clasher - Generic file extractor for Dino Crisis 1 & 2, currently supporting the PlayStation versions of both games.
Monster Hunter¶
- mh1j (decomp) - Matching decompilation of Monster Hunter (PS2, Japanese release).
- mhst2-arc-tool - Archive tool for Monster Hunter Stories 2.
- MHW-Research - Research and tools for Monster Hunter: World file formats.
- MHR_Research - Research and 010 templates for Monster Hunter Rise.
- mhrice - Rust tool that reads Monster Hunter Rise PAK files (dumping sub-files by name or index) and parses its RE Engine data (RSZ-based user/scene/prefab/collision files, MSG text, textures, meshes, and the TDB type database) to export JSON, Collada models and the mhrice.info monster/item/quest website; mainly targets the Steam version.
- MHR-EFX-Template - 010 template for Monster Hunter Rise EFX files.
- MHST2-Save-Tools - Save file tools for Monster Hunter Stories 2.
- MonsterHunterStories2 - Save data editor for Monster Hunter Stories 2 (Switch); tested with the demo version, with a warning against network and co-op use.
- Same author's MonsterHunterStories editor for Monster Hunter Stories (Switch).
- Mod3-MHW-Importer - Blender Import-Exporter for Monster Hunter World Mod3 model format.
- RingingBloom - WWise audio editing toolkit for Monster Hunter: World and other Capcom titles.
- mhw_armor_edit - Editor for Monster Hunter World game data formats (.am_dat, .wp_dat, *.eq_crt, etc.) for armor, weapons, and equipment.
- MH-Tools-and-Scripts - Tools and scripts for handling Monster Hunter series files (MH1-GU, Frontier, World, Generations Ultimate).
- MHR-Texture-Scripts - Scripts for manipulating and viewing Monster Hunter Rise textures.
- pmo_export - Blender addon for exporting PMO model format used by Monster Hunter Freedom Unite and Monster Hunter Portable 3rd.
- Material-Editing - Monster Hunter World MRL3 material file format editor.
- MHWs Tex Chopper - Monster Hunter World texture extraction and editing tool.
- Hyperthermia MHW IB Converter - Monster Hunter World / Iceborne format conversion tool.
- CTC-MHW-Editor - Blender plugin for editing CTC and CCL file formats in Monster Hunter World.
- WorldChunkTool - Decompresses and extracts chunk*.bin files from Monster Hunter World and Iceborne.
- Leviathon - Decompiler/compiler for Monster Hunter World THK files with language specification.
- PMO Importer - Blender importer for Monster Hunter Freedom Unite PMO model format with documentation.
- MHR Tex Chopper - Converts Monster Hunter Rise textures to/from DDS format for extraction and re-import.
- MHXXSwitchSaveEditor - Save editor for Monster Hunter XX (Switch and 3DS versions).
- MHW_MonsterSize_Editor - WPF editor for Monster Hunter: World monster size tables and crown values in
nativePC\common\em\em_rsiz.dtt_rsz. - APMMHXSaveEditor - Save file editor for Monster Hunter X (Capcom, 3DS), reading and writing the game's original save data format.
- MHWISaveEditor - Save editor for Monster Hunter World: Iceborne, reading and writing the game's original save data format.
- mhtools - Extraction, decryption and rebuilding tool for Monster Hunter (PSP) string tables, graphics, savedata and quest files.
- MHW-Editor - General-purpose Monster Hunter World game data file editor, actively maintained with documentation in the project wiki.
- See also MHW-Weapon-Hider by the same author, a command-line tool that batch-edits Monster Hunter World
.mod3models (single file or folder) to setvisibilityConditionto 1, hiding weapon parts. - MHW-LMT-Loader - Blender add-on that imports Monster Hunter: World
.lmtanimation files as actions, on top of an armature loaded with Mod3-MHW-Importer. - MHGU-Modding - Community wiki documenting Monster Hunter Generations Ultimate modding information and file formats.
- HBMK-IFRIT - Batch-script toolkit for Monster Hunter Generations Ultimate audio/data modding; successor to the same author's now-obsolete Hand_Modkit.
- Features: Opus header injection/editing, WAV/MP3-to-.Opus conversion, MCA/ADPCM audio conversion and header merging ("MCA Forge"), STQ/STQR editing and merging, file hash checking.
- SaladSoftware - Python port of Kuriimu 1/2's MT Framework ARC logic, scoped specifically to Monster Hunter Generations Ultimate
.arcarchives; supports extraction, byte-perfect in-place repacking, partial (single-file) extraction/injection, and batch operations. - SoupTextures - MHGU-only MT Framework 2.x
.TEXtexture handler, replacing the Kuriimu/Noesis.texworkflow; imports.TEX/PNG/DDS and exports to PNG or.TEX. - Titanbreak Suite - GUI suite of binary editors for Monster Hunter Generations Ultimate monster/data files, reading
NativeNXarchive dumps directly. - Tools: Enrage Editor, HP Editor, Loot (Hagi) Editor, Stagger Editor, Resident (RDB) Editor.
- MHGU-Texture-Tool - Batch texture replacer for Monster Hunter Generations Ultimate
.arcfiles, scanning aNativeNXdump for textures matching replacement filenames. - MHGU-Save-Tool - Save management and charm export tool for Monster Hunter Generations Ultimate.
- MHW-010-Templates - Collection of 010 Editor templates for various Monster Hunter: World file formats.
- mhfu-ios-pmo-plugin - Noesis plugin to display PMO 3D models from the iOS version of Monster Hunter Freedom United; not compatible with the PSP version's PMO format.
- SharpPluginLoader - C# plugin loader and modding framework for Monster Hunter World, exposing the game's internal data structures to managed plugins.
- MHF-RoadshopEditor - Editor for adding, changing, or deleting Roadshop shop items in Monster Hunter Frontier.
- MH3SP - Monster Hunter Tri (~tri) private server project, reverse engineering the game's network protocol and quest data to support custom event/arena quests. Successor to InusualZ's archived-in-favor-of-this MHTriServer. Companion MH3SP-patcher provides several ways to patch the game executable/ISO to redirect it to the private server.
- MH3-Event-Quest-Creator - Creates and edits custom Event/Arena Quests for Monster Hunter Tri, compatible with the MH3SP private server. Reads/writes the game's proprietary quest binary format (e.g.
quest00_eng.bin) extracted from a Monster Hunter Tri ISO, as well as MH3SP's JSON quest format. - mh3u-arc-tool - Extractor and repacker for Monster Hunter 3 Ultimate (Wii U) MT Framework ARC archives, in pure-stdlib Python; round-trip verified bit-identical at the payload level where existing MT Framework ARC tools (ARCtool, Kuriimu/Kuriimu2) either don't support MH3U's format variant or don't repack reliably.
- Frontier Tools CLI - Command-line tool for adding, replacing, and extracting weapon and armor models from Monster Hunter Frontier game archives.
- mh4edit - Save editor for Monster Hunter 4 Ultimate (3DS), handling savegame decryption/re-encryption with an item box editor, equipment box editor, and WIP guild quest/Palico editors.
- Rsfrontier - Rust CLI tool for packing and unpacking the various file formats used in the Monster Hunter Frontier Z (MHFZ) game client.
- mhfz-blender-plugin - Blender addon for importing and exporting FMOD 3D model files (
.fmod) from Monster Hunter Frontier Z. - MH Tri Collision Editor - Blender extension for importing, editing, and exporting Monster Hunter Tri collision files (
.schcollision meshes and.bincollision archives), preserving polygon metadata and grid-cell attributes. - PaxMHFZQuestEditor - Quest editor for Monster Hunter Frontier Z.
- Pax-Mhfz-Loader - General-purpose mod loader for Monster Hunter Frontier Z.
Devil May Cry¶
- dmc_hd_tools - Toolkit for Devil May Cry HD Collection including Noesis plugins and binary templates.
- dmcsaveeditor - Save editor for the PC and Switch versions of Devil May Cry 1, reading and modifying the original save file format.
- DMC Save Editor - Browser-based save editor for Devil May Cry HD Collection (Steam)
.savfiles, documenting the DMC1 binary save format (offsets, endianness, magic-byte game detection); DMC2/DMC3 support planned.
Street Fighter¶
- 3s-decomp (decomp) - Matching decompilation of Street Fighter III: 3rd Strike (PS2).
- MMDK - Moveset editing toolkit for Street Fighter 6. Includes motion and collision data editors.
- 3sx - Native source port of Street Fighter III: 3rd Strike to modern platforms, requiring only the legally-obtained arcade ROM as a data dependency (neither a recompilation nor emulation).
- MoveTool - Outputs JSON from Street Fighter V's BCM, BAC, and BCH (uasset) files and rebuilds those files from JSON, for editing move/hitbox data.
- sf6_rsz_parser - Rust parser for Street Fighter 6 RSZ data; currently parses only
.fcharfiles extracted with RETool, with rebuilding and more file types planned (not archived).
CP System (Arcade)¶
- cpsb - "The Book of CP-System": open-source hardware study and documentation of Capcom's CP System arcade board (1989-1995), used by Street Fighter II, Final Fight, and Ghouls 'n Ghosts.
- cpss - Reconstructs Capcom CPS-1 sprite/palette sheets from arcade ROM dumps, deinterleaving GFXROM graphics data and locating in-ROM color palettes for supported games (e.g. Street Fighter II).
- CPS1-sound-extract - Extracts ADPCM samples and MIDI stage tunes from CPS1 arcade sound ROMs (Z80/YM2151/OKI MSM6295), documenting the CPS1 sound ROM memory map.
- StardustSoundPatcher - Replaces instrument samples and sound effects in CPS3 arcade ROMs, distributing sound mods as patch.json-described zip files; created for JoJo's Bizarre Adventure: Heritage for the Future, also works on Street Fighter III and Red Earth.
Ultimate Marvel vs Capcom 3¶
- umvc3-tools - Ultimate Marvel vs Capcom 3 tools and research. Includes MT Framework Model (MOD) import/export plugin for 3ds Max, Texture (TEX) converter, Material (MTL) converter, and binary templates.
- ThreeWorkTool - GUI tool for managing MT .arc files in Ultimate Marvel vs Capcom 3. Supports DDS texture imports, character animation keyframe import/exports, and archive file management.
- umvc3.js - JavaScript/Node.js library and tools for modding the Steam release of Ultimate Marvel vs Capcom 3, generating the JSON output consumed by boxdox-marvel.
Mega Man¶
- mmx4 (decomp) - Matching decompilation of Mega Man X4 (PS1).
- MegaManPoweredUpTool - Tool to extract main archive from Mega Man Powered Up.
- MegaManLINKExtract - Tool to work with Mega Man Powered Up .link archive files.
- rw2 (disasm) - Disassembly of Rockman World 2, the Japanese original of Mega Man II (Game Boy).
- rmz3 (decomp) - Decompilation of Mega Man Zero 3 (Rockman Zero 3, Japanese version, Game Boy Advance).
- Esperanto - Highly experimental message viewer and dumper for Mega Man Zero (GBA), working from a US/EU Mega Man Zero or Japanese Rockman Zero ROM dump.
- gc-mm-collection-patcher - Patches to improve the emulated NES ports bundled in Mega Man Anniversary Collection (GameCube).
- MegaManXSNESRecomp - Static recompilation of Mega Man X (SNES) into native code.
- Megaman3NESRecomp - Static recompilation of Mega Man 3 (NES) into native code.
- MegaManZeroRecomp - Static recompilation of Mega Man Zero (GBA) into native code.
- MegaManX4Recomp - Static recompilation of Mega Man X4 (PS1) into native code.
- MegaManX5Recomp - Static recompilation of Mega Man X5 (PS1) into native code.
- MegaManX6Recomp - Static recompilation of Mega Man X6 (PS1) into native code.
- Mega-Man-X8-Asset-Manager - Browses, edits, imports, and exports Mega Man X8 (2004 PC and X Legacy Collection 2 versions) assets such as models, textures, and dialog; text editing is currently the most complete feature.
- MegaEdX - C++ level editor for Mega Man X (SNES) ROMs, with included notes on ROM offsets, RAM and stage IDs for Mega Man X, X2 and X3.
- megaman-anniversary - Decompilation of Mega Man Anniversary Collection (GameCube).
- bn6f - Disassembly of Mega Man Battle Network 6, using Cybeast Falzar as the base ROM.
- See also bn6f-modding with a Rust WIP clone/modding project built on the bn6f disassembly.
- exe6f - Disassembly of Mega Man Battle Network 6, using Densetsu no Starforce as a base ROM.
- exe4rs - Disassembly of RockMan EXE 4 (Mega Man Battle Network 4), using Tournament Red Sun as the base ROM.
- TextPet - Plugin-based command-line script extraction and insertion tool for retro game modding and translation, written primarily for the Mega Man Battle Network series; works on binary text archives or directly on ROMs (updating pointers) and converts scripts to plain-text TPL (TextPet Language).
- EXE6_Tools - Python/PyQt5 modding tools for Rockman EXE 6 (Mega Man Battle Network 6), including a text dumper and editor, talk editor, translation tool, MapModder, and BattleCoordinator.
- Mega Man 2 (NES) Static Recomp - Static recompilation of Mega Man 2 (NES) into a native Windows executable; no ROM included.
- Mega Man 6 (NES) Static Recomp - Static recompilation of Mega Man 6 (NES) into a native Windows executable; no ROM included.
- NoesisImporters - Noesis import scripts for Mega Man X Command Mission (GameCube)
.4models (well supported) and partly supported.5skeletons, plus an unpacker for its.arcarchives; also imports Go! Go! Hypergrind.amdmodels with.sknskeletons,.ldanimations and CMPR-only.tpltextures.
Gregory Horror Show¶
- GregoryHorrorShow-Blender-IO - Imports PS2 Gregory Horror Show assets (
.ghs,.map-pm2,.pm2) into Blender. - ghs-tools - Tools for unpacking and analyzing Gregory Horror Show (PS2) game data, extracting models and converting textures.
Gotcha Force¶
- gotcha-afs-tool - Unpacker and repacker for Gotcha Force's AFS format (tested on GameCube version).
Phoenix Wright: Ace Attorney¶
- pwaa1 (decomp) - Matching decompilation of Phoenix Wright: Ace Attorney (Gyakuten Saiban, Japan).
- pzzcompressor_jojo - PZZ (de)compressor for JoJo's Bizarre Adventure: Golden Wind (PS2).
- Formats: .pzz (compression).
- Features: Compress and decompress game archives.
- PZZ-ARC - Tool to manage PZZ archives in JoJo's Bizarre Adventure: Golden Wind (PS2). See also gd-giogio-modloader, a WIP mod loader for GioGio's Bizarre Adventure (PS2) by the same author.
- GioGioTXT - Specialized text editor for dialogue files in JoJo's Bizarre Adventure: Golden Wind (PS2), by the same author as PZZ-ARC above.
- phoenixtools - Tools and documentation for Ace Attorney series file formats.
- Phoenix Wright 5 iOS Mod Tools - Modding tools for the iOS release of Phoenix Wright: Ace Attorney - Dual Destinies.
- Jiten-Tools - Tools and assembly hacks to import western languages into Gyakuten Saiban Jiten (gamecode AJXJ), the Ace Attorney trivia/database game.
- AAIC-GK1-Script-Converter - Converts Ace Attorney Investigations: Miles Edgeworth script files between the original Japanese (Gyakuten Kenji) and English releases.
- AAIC-GK2-Script-Converter - Converts Ace Attorney Investigations 2: Prosecutor's Gambit script files between the original Japanese (Gyakuten Kenji 2) and fan-translated releases.
- The Great Ace Attorney 1 & 2: 3DS English Patch - Ports Capcom's official English text, voices, and art from The Great Ace Attorney Chronicles onto the Japanese 3DS releases, including all DLC.
- Prosecutor's Path - Ports Capcom's official English localization of Gyakuten Kenji 2 (Ace Attorney Investigations 2) onto the Nintendo DS ROM: script, title logo, episode titles, Logic keyword cards, and voice.
- The Great Ace Attorney 1 & 2 - English 3DS Patches (senyarom) - Alternate unofficial English patch for the Japanese 3DS releases of Dai Gyakuten Saiban 1 & 2, building on Scarlet Study's DGS2-3DS-Release. Uses the official PC localization for the main episodes, with TGAA1's Special Issue and both TGAA2 DLC mini-episodes translated directly from Japanese; includes custom clean-room GMD/ARC/BPS/IPS tooling (
dgs2tool/). - TurnaboutTools - Python tools for modifying Dai Gyakuten Saiban: Naruhodo Ryunosuke no Boken (3DS), including arcUnpack.py and arcRepack.py for Capcom ARC files (the manifest preserves file order and compression level).
- AceAttorneyScriptDumper - C# text dumper and LP update generator for the Nintendo DS Ace Attorney games.
Dragon's Dogma¶
- Dragon's Dogma Research - File format research and documentation for Dragon's Dogma.
- Arisen Save Game Editor - Standalone save editor for Dragon's Dogma: Dark Arisen, reading/writing
DDDA.savdirectly via a built-in Python unpacker/repacker (no external DDsavetool.exe needed). See also DDDA_Save_Game_Affinity_Editor for editing NPC affinity values in the same save format, and pyDDDAsavetool, a standalone Python unpacker/repacker for the sameDDDA.savformat.
Dragon's Dogma 2¶
- Gibbed.DragonsDogma2 - File format extraction and modding tools for Dragon's Dogma 2 (RE Engine).
Haunting Ground¶
- HG-TEX - Extracts textures from Haunting Ground (Capcom, PS2) .TEX files to editable .BMP and imports modified .BMP images back into .TEX files.
Dead Rising¶
- cvsTool - Converter for Dead Rising 4 CVS files.
- mh3g-hd-mods - HD texture mods for Monster Hunter 3G, working with the game's original texture formats.
- mh-stories-re - Reverse engineering of Monster Hunter Stories' file formats.
- mhash.app - Data extraction helper for building Monster Hunter item/monster sets.
- mxs_dead_rising_xbox360 - MaxScript mesh importer for the original Xbox 360 Dead Rising (2006); imports vertex/face geometry, though materials, textures, and per-submesh separation are not yet handled.
- PC_Dead_Rising_3 - 3ds Max MaxScript utility for Dead Rising 3, importing meshes, vertex colors, normals, and skin weights (export is work in progress).
- cpp_dead_rising_4_tool - C++ tool to unpack and repack archives in Dead Rising 4.
- DeadRisingArcTool - Modding tool for Dead Rising 1, allowing texture reskinning, item spawn changes, and viewing models/animations; can create patch files that override original game files without modifying them directly.
- DeadRisingEx - Unofficial update and mod SDK for Dead Rising 1 on PC, adding new features, expanding modding capabilities, and fixing crashes/stability issues in the vanilla release.
Breath of Fire¶
- BreathOfFireSaveEditor - Save state editor for the SNES game Breath of Fire; works with save states from the Snes9x emulator.
- bof (disasm) - Disassembly of Breath of Fire (English, French, German) for the Game Boy Advance.
Onimusha¶
- Onimusha-Dawn-of-Dreams-Patch-to-DVD9 - Patches Onimusha: Dawn of Dreams from a DVD5 layout back to the original DVD9 disc layout, reading and rebuilding the game's disc image structure.
Stainless Games (Carmageddon)¶
- dethrace (decomp) - Matching decompilation of Carmageddon (1997).
- ToxicRagers - .NET library for reading/writing Stainless Games file formats: Carmageddon 1/2/Reincarnation, Burnout Paradise .bundle, Destruction Derby RAW, Novadrome, Powerslide, and Double Steal.
- CrushIt - Generates the crush-deformation data block for Carmageddon car
.datfiles from mesh vertex data, for pasting into a car file's crush data section.
Funny Garbage (Cartoon Cartoon Summer Resort)¶
- ccsr-map-viewer - Python/pygame map viewer for the Cartoon Cartoon Summer Resort games (2000), rendering map data decompressed from the game files with tile graphics exported via CastRipper; toggles tiles, sprites, grid and invisible objects, switches episodes, and snapshots maps.
Lucky Chicken Games (Casper: Spirit Dimensions)¶
- noclip.website (Casper: Spirit Dimensions) - In-browser level viewer for Casper: Spirit Dimensions (GameCube/PS2, TDK Mediactive), covering all 16 levels and parsing the game's custom
.BSPmap format.
South East Games (CastleMiner Z)¶
- CMZ360ToPCWorldConverter - Utility for CastleMiner Z that decrypts Xbox 360 / older-style encrypted world save files (using the game's CMZ778-suffixed save key) and copies them into an unprotected form the PC version can load.
- CMZ Stats SAV Decompiler - Browser-based parser for CastleMiner Z
stats.savplayer stat saves, decoding the SaveDeviceRTSDwrapper andPlayerStatsheader (including encrypted/compressed saves) to inspect stats, ban lists, and input bindings. - CMZToMCWorldConverter - Converts CastleMiner Z chunk
.datworld files into Minecraft Java Anvil worlds, with a companion in-game mod (CMZFullChunkExporter) to export full hydrated chunk data rather than just saved block deltas. - MCToCMZWorldConverter - Converts Minecraft Java Anvil
.mcaregion files into native CastleMiner ZRTSD-wrapped world chunks, with a customizable block map and vertical (Y-level) remapping. - MCToCMZSchemConverter - Converts Minecraft WorldEdit/Sponge
.schemNBT schematics into CastleMiner Z's customWESWorldEdit schematic format via a customizable block map. - 360XwbSoundExtractor - Extracts PCM/ADPCM audio (and dumps raw XMA/xWMA payloads) from XACT
.xwbwave banks, supporting both little-endian PC and big-endian Xbox 360-style CastleMiner Z sound banks.
CD Projekt Red¶
The Witcher 3 / REDEngine 3¶
- WolvenManager - Manager for Witcher game file formats.
- WolvenKit (legacy) - REDEngine 3 file editor designed to simplify and accelerate modding workflow for The Witcher 3.
- TW3-PS4-Texture-Patcher - Tool for patching The Witcher 3 PS4 texture file formats with custom data
- Witcher-3-ModKit-UI - GUI and workflow automation wrapper around wcc_lite, the official REDkit command-line cook/uncook tool for The Witcher 3.
- Witcher-3-Conflicts-Manager - Mod conflict manager for The Witcher 3, using WolvenKit's bundle/cache libraries to detect overlapping files across installed mods.
The Witcher¶
- Blender 2.49 exporter for The Witcher - Blender 2.49 script for exporting static models to The Witcher 1 MDL format.
- twMax v1.2.3.2 -- mdb Importer for 3DSMax (The Witcher) - Model importer for The Witcher's binary model format (MDB) that imports compiled models into 3DS Max 9 (v1.2.3.2).
- Extra tools (The Witcher) - Tools for working with The Witcher file formats: DLG (dialogue), QST (quest), BIF, MDB, GFF, and NSS files.
- TheWitcher_blender_level_importer - Blender add-on for importing The Witcher level geometry.
The Witcher 2¶
- Gibbed.RED (yole) - Gibbed's Witcher 2 tools continued with a script decompiler: archive packing/unpacking, string table dumping, a resource browser/editor and decompilation of compiled scripts.
Cyberpunk 2077 / REDEngine 4¶
- WolvenKit - REDEngine 4 file editor designed to simplify and accelerate modding workflow for Cyberpunk 2077.
- Cyberpunk-Blender-add-on - Official Blender add-on companion to WolvenKit for importing Cyberpunk 2077 meshes and animations exported via WolvenKit.
- Cyberpunk-Substance-Resources - Substance Designer Python script that builds a graph from each Cyberpunk 2077 material template (.mltemplate, converted to JSON with CP77Tools or WolvenKit.CLI), plus Substance Painter materials and export templates for the game's multilayered assets.
- Cyber Engine Tweaks - Framework to script mods using Lua with access to all the internal scripting features.
- RED4ext - Library that extends REDengine 4. It allows modders to add new features to the game, modify existing ones, and create custom scripts.
- RED4ext.SDK - Library to create mods for REDengine 4 (Cyberpunk 2077) independently of RED4ext.
- RED4.RTTIDumper - Tool that dumps the scripting RTTI (classes, structs, enums, functions) from Cyberpunk 2077's REDengine 4.
- ArchiveXL - Modding tool that allows loading custom resources without overriding existing ones.
- TweakXL - Reference-based TweakDB modification framework.
- MlsetupBuilder - Tool for building and editing Cyberpunk 2077 .mlsetup files.
- cppdeclmangle - Standalone inline C++ parser, mangler, and hasher script intended for reversing and deriving Cyberpunk 2077 hashed linker names.
- CR2WTools - WIP library for reading CR2W files (Witcher/Cyberpunk format). See also Cr2wTools_RTTIExporter, a companion tool that converts an RTTI class dump (rtti_dump.xml) into WolvenKit.CR2W.Types C# class definitions.
- Gibbed.RED4 - Tools for Cyberpunk 2077 file formats.
- redscript - Compiler and decompiler for redscript (Cyberpunk 2077 scripting language)
- fmt_CP77mesh - Noesis plugin for reading and writing Cyberpunk 2077 mesh and texture file formats (.mesh, .xbm)
- Cyberpunk-TweakDB-Schema - Reverse-engineered schema documentation for Cyberpunk 2077's TweakDB binary file format (tweakdb.bin)
- CyberpunkSaveEditor - Editor for Cyberpunk 2077 .sav.dat save files; manipulates node tree structures, inventory, quest flags, and item properties
- Hash2077 - Optimized brute-force dehasher for recovering symbol names in Cyberpunk 2077 using the Adler-32/SHA-256 hashes recorded in cyberpunk2077_addresses.json.
- CP77Tools - Command-line archive modding tools for Cyberpunk 2077's REDEngine 4 file formats.
- red4ext-rs-dumper - RED4ext plugin that dumps Cyberpunk 2077's live RTTI type system (classes, enums, bitfields, offsets, alignment) into Rust source definitions.
- red4ext-rs - Rust bindings for RED4ext, enabling native Cyberpunk 2077 mods and RTTI/game-data introspection to be written in Rust.
- cybertracer - ASI plugin for dumping stack traces for Cyberpunk 2077 redscript crashes.
- wolvenkit-mcp - MCP server exposing WolvenKit's Cyberpunk 2077 asset/archive tooling for programmatic and AI-assisted workflows.
- red4lib - Rust library for reading REDengine 4 (Cyberpunk 2077) files: partial .archive I/O and CR2W resource header parsing.
- Cyberpunk-utility - Suite of Cyberpunk 2077 modding utilities: RED4-Conflicts (archive/file conflict checker), RED4-Update (patch-update checker), a Cyberpunk-Tweak browser for REDmod tweak records, and Tweak-Doxygen (converts tweak records to C# Doxygen documentation).
- Cyberpunk-2077-Material-Importer-for-Blender - Blender script that recreates a Cyberpunk 2077 material (including mask handling) on the active mesh from CP77Tools-uncooked surface textures and mltemplate/mlsetup data extracted to JSON; minor manual tweaks are still needed.
Gwent¶
- gwent-data - Scripts that transform Gwent's card data XML files (from
GWENT_Data/StreamingAssets/data_definitions) into JSON. Archived/deprecated. - GwentHook - Fork of HearthSim's UnityHook (a managed function-call hooking platform for Unity3D games) retargeted to Gwent, hooking the client's card-data loading routine to dump the live
data_definitions.zipon startup.
Century Interactive¶
Bermuda Syndrome¶
- bermuda - Reimplementation of the engine used in Bermuda Syndrome, reading the original DOS release's data files; ports to Emscripten, libretro, and SDL2.
Sports Interactive (Championship Manager)¶
- Decomp_ChampionshipManagerItalia_ST - Assembler decompilation of the Atari ST hard-drive install of Championship Manager Italia (also includes a version for Championship Manager '93), reassembled with VASM/VBCC; documents completion ratios for the DRI/GST header, .TEXT, .DATA, .BSS, and relocation table.
- CM0102Patcher - Actively maintained patcher/toolkit for Championship Manager 01/02, with new league and competition update patches released nearly every season.
- Tools: RGN image converter, competition history editor,
officials.datpatcher, save-compatible skill scouter (loads compressed and uncompressed saves), and a generic.patchfile applier. - CM0102-Starter-Kit - All-in-one setup tool bundling Championship Manager 01/02's data/patch files so it runs out of the box; maintained continuation of Jon Betts's original starter kit, updated for modern Windows and macOS.
- CM0102Loader - In-memory
.exepatcher/loader for Championship Manager 01/02, toggling gameplay options (year, speed/currency multipliers, regen fixes, contract and transfer rules) without altering any files on disk. - CM9798TacticsEditor - Editor for the built-in tactics data embedded in Championship Manager 97/98's
CM2E16.EXE, supporting save/load of tactics via copy-pasted strings.
Action Forms (Chasm: The Rift)¶
- Chasm-Reverse - Reverse engineering and reimplementation of Chasm: The Rift (Action Forms, 1997), reading the original game's data files.
- chasm-tools - Python tools for hacking and extracting data from Chasm: The Rift (1997, Action Forms).
- vivisector-file-formats - File format documentation and tools for Vivisector: Beast Inside (Action Forms).
- Formats: CHA, CMF (model), FSB, MAP, TRK (010 Editor templates).
- Tools: Noesis plugin for CMF models, Python script for unpacking MAP files.
Carnivores¶
- carnivores_original - Original leaked source code release for Carnivores, Carnivores 2, and Carnivores: Ice Age (Action Forms), including the terrain/creature Animator tool and audio drivers.
- Carnivores-CPE - Community-maintained, VS2017-buildable source port of Carnivores 2, built from the original leaked source above. See also carnivores_ce_archive, the final (non-building, historical-only) source for an earlier networked "Carnivores Community Edition" fork.
- OpenCarnivores - Modernized C++11 port of the original Carnivores engine source above, adding Direct3D 11 and OpenGL 3 renderer backends alongside the original DOS/3dfx/D3D7 paths, while still reading the original game's data files.
- atmosfear2-utils - Library of classes/functions for handling AtmosFEAR 2 engine file formats, used by Carnivores, Carnivores 2, and Carnivores: Ice Age.
- c3dit - Model editor for the Carnivores series.
- CarnivoresIO - Blender 4.2+ extension for importing, editing, and exporting Carnivores models:
.3dfstatic models,.caranimated models (vertex animation shape keys, embedded audio, rig owner data) and.3dnexport, with standalone.vtlanimation export, face-flag editing, and model validation reports. - AltEditor II (Fixed Edition) - Fixed and improved version of the AltEditor II map editor for Carnivores 2, with Ghidra-based binary patches and DxWnd integration for modern compatibility.
- Carn2-Menu - Reimplementation of the Carnivores 2/Ice Age main menu using leftover Interface.cpp code and reference to the Carnivores 1 menu code. See also CCEMapPainter (in-progress Carnivores map viewer) and Carnivores_Mod_Manager (mod manager for the Carnivores Modders Edition).
- cmm - Tool for Carnivores modders that exports the Carnivores-specific formats (3DF, CAR, VTL and others) with animation support, and imports content from Primal Prey, Vivisector, Cryostasis and Carnivores Cityscape as well as Carnivores 1/2/Ice Age and the mobile Carnivores games; supported formats are listed on its wiki.
Gatekeeper Technology Group (Chernobyl: The Legacy Continues)¶
- recherno - Reverse-engineering and documentation project for Chernobyl: The Legacy Continues (1998), covering the game's proprietary simulation/scenario data formats.
Finji (Chicory: A Colorful Tale)¶
- chicory-data - Web-based modding tools for Chicory: A Colorful Tale, including a level viewer and editor that reads the game's original data files.
- Chicory Macaroni - UndertaleModTool script that merges shader data from Chicory: A Colorful Tale's Windows
data.wininto the Mac edition'sgame.ios, producing a build with uncompiled (non-YYC) scripts that can be edited like the Mac release.
Chuck Sommerville (Chip's Challenge)¶
- Lexy's Labyrinth - Browser-based reimplementation of Chip's Challenge 1 and 2, able to load the original MS Chip's Challenge DAT/CCL level files and Steam Chip's Challenge 2 C2G/C2M files, with a built-in level editor and demo/replay recording.
- Tile World - Cross-platform emulator of the original Chip's Challenge game engine (created for the Atari Lynx, later ported to MS Windows), loading the copyrighted CHIPS.DAT level set and other Chip's Challenge .dat level files.
A&F Software (Chuckie Egg)¶
- chuckie-egg-disassembly - Annotated source code disassembly of Chuckie Egg (1983, ZX Spectrum). Work in progress.
- ZXSpectrumChuckieEgg - Fully documented, reverse engineered source code to A&F Software's ZX Spectrum Chuckie Egg.
- chuckie - Disassembly of the ZX Spectrum version of Chuckie Egg.
Longsoft Multimedia (Clash)¶
- clash-save-editor - Save editor for the Windows 95 turn-based strategy game Clash, with a documented binary save-file schema and a stdio MCP server front-end. See also the author's clash-disassembly and clash-hd for wider reverse-engineering work on the game.
Cloudpunk¶
- Cloudpunk-Save-Editor - Save editor for Cloudpunk (
Slot<slot>.sav) covering inventory, player data (map location, car model, money, times repaired) and holocash accounts. Includes an 010 Editor template for the save format.
Panik Arcade (CloverPit)¶
- CloverPit Save Editor - GUI save file editor (Python/Tkinter) for CloverPit, editing coins, powerups, and patterns.
Codemasters¶
- codemasters-file-formats - File formats and tools for Codemasters games.
- dirt3-modding - Research and tools for modding DiRT 3, including 010 Editor templates and a PSSG Manager tool for loading PSSG files (model and texture data); much of the research is applicable to other Codemasters games.
- OFP Extractor - Extraction tool for the win_000 archives of Operation Flashpoint: Dragon Rising and Red River (Codemasters), decompressing and decrypting DDS textures, FSB audio, and other packed game files.
- Companion tools by the same author: STF-DDS-Converter (
.stf/DDS texture conversion), FUI-SWF-Converter (.fui/SWF UI file conversion), XML-Extractor (extracts embedded XML blocks from EXE/DLL containers), and OFP-uberlod-XML-Unpacker (unpacks XML fromuberlod.tpkarchives). - GBB Tool - Viewer and editor for .gbb files used in Brian Lara Cricket '99 and Shane Warne Cricket '99.
- Ego-Engine-Modding - Suite of modding applications for Codemasters' Ego Engine (Dirt, Grid, Formula 1 series): CTF editor, database.bin editor, ERP archiver, binary XML/lng/tpk/pkg converter, JPK archiver, language editor, and PSSG editor.
- RD3_BD7sTools - Modding tools for TOCA Race Driver 3, including a work-in-progress
p3d2pxconverter between the PSP version's P3D track model files and the PC version's PX format. See also RD3_zig_enc_dec by the same author, a companion encrypter/decrypter for the game's .zig car-engine-sound files (based on aluigi's QuickBMS script). - ego.nefsedit - NeFS (.nfs/.nefs) archive editor for Ego Engine games such as DiRT 4 and DiRT Rally 2.0, including the NefsLib C# library used to read/write the archives.
- D3 - Source port of Fantasy World Dizzy to the BBC Micro, built from the original ZX Spectrum Z80 source code and reusing the game's original digitized speech samples.
- BFLExtractCsharp - C# extractor for Colin McRae Rally 2.0 (PC) BFL archives, supporting both gzip-compressed and decompressed containers; includes a BFL ImHex pattern.
- codemastersMarkov - Markov graphics compression tool for a variety of Codemasters games on NES.
- dizzy - Extracts and views assets from Fantastic Dizzy (Codemasters, DOS), unpacking the game's DIZZY.NDX/DIZZY.RES chunk archives and rendering the sprite and stage data they contain.
Com2uS¶
Inotia4¶
- reverse_inotia4 - Local reverse-engineering toolkit for Inotia4 (Com2uS) Android APK resources; extracts and parses maps, text, images, and audio from the APK and generates a web-viewable dataset via a built-in viewer.
Summoners War: Sky Arena¶
- noesis-smon - Noesis plugin for importing Summoners War: Sky Arena models.
- SWProxy - Parses data captured from the initial Summoners War login traffic to extract information on the user's monsters and runes.
Conic Games¶
Exponential Idle¶
- ExponentialIdle-SaveGameEditor - Save game editor for the mobile idle game Exponential Idle, with a documented TypeScript interface for the save data format and its encryption scheme.
Prototype (console ports of Key visual novels)¶
- prot_tblpak - Unpacker/repacker for Prototype's TBL-PAK archive format, used across its console ports of Key visual novels such as AIR, Clannad, and Rewrite.
Constantine¶
- constantine-file-formats - Game file formats and tools for Constantine (2005).
Fenoxo (Corruption of Champions)¶
- CoCEd - Save editor for Corruption of Champions, editing character stats, appearance/body, perks, and items.
CyberStep (CosmicBreak)¶
- CB.KAR.Tool - Tool for extracting KAR archives from CosmicBreak Universal.
Nashi Igry (Counter Action)¶
- ca-re - File format reverse engineering library for Counter Action, parsing the game's DAW/RUS/DAT data containers and BLIT/image/palette/sound/sprite resource formats.
Kevin Edwards (Crazee Rider, Galaforce)¶
- CrazeeRiderBBC - Full, buildable original 6502 source code for Crazee Rider on the BBC Micro (1985).
- See also CrazeeRiderElectron for the Acorn Electron port's source.
- Galaforce1BBC - Full original 6502 source code for Galaforce on the BBC Micro (1985).
- See also Galaforce1Electron (Acorn Electron port, 1986) and Galaforce2BBC (BBC Micro sequel, 1987).
- ExileArchives - Archive of unreleased/prototype versions of Exile (BBC Micro/Acorn Electron), preserved from Kevin Edwards' original development disks.
FAKT Software (Crazy Machines)¶
- cmtools - Collection of scripts and tools for filesystem modding and reverse engineering of Crazy Machines, a 2003/2004 puzzle/sandbox game by FAKT Software.
Creat Studio¶
- creat-file-formats - File formats and viewer plugins for Creat Studio games.
Creature Labs (Creatures)¶
- openc2e - Open-source game engine for the Creatures artificial life series (Creatures, Creatures 2, Creatures 3, Docking Station), reading the original games' world and creature data files.
- pycreaturestools - Python library and command-line tools for the Creatures series' file formats: ATT body data, SPR/S16/C16/BLK images, COB/RCB/COB2 agent files, GEN genome files, PRAY resource files, MNG music, CreaturesArchive compression, and NetBabel network packet captures.
- theist - Editor for packaging Creatures 3/Docking Station mod agents into the game's COB/PRAY agent format.
- spritist - Sprite utility for the Creatures series, supporting SPR (Creatures 0/1), S16 (Creatures 2), C16 and BLK (Creatures 3/Docking Station), Mac N16/M16, Creatures 1 Photo Album, and CHARSET.DTA fonts, with GIF/PNG import and export.
- See also creatures-sprite-viewer for a browser-based viewer of Creatures 1 SPR files.
- c3ds-projects - Collection of compatibility fixes and tools for Creatures 3/Docking Station.
- Includes: caosproxy (specification/tools for an OS-independent interconnect between tooling and the game), ral (experimental language compiling to CAOS), tob/natsue (reverse-engineered documentation and server for the Babel multiplayer protocol), colour-depth-fix (renderer patching for Linux/Mac compatibility).
Pearl Abyss (Crimson Desert)¶
- CD.PAZ.Tool - Tool for extracting PAZ archives from Crimson Desert.
- Crimson Desert JSON Mod Manager (macOS) - Command-line tool for applying JSON modpatch files to Crimson Desert on macOS.
- Mechanism: merges patches into a safe overlay (
0036/) without modifying the original0008/archives; the game loads the overlay viameta/0.papgt, with a.bakbackup created on first apply. - BDO-AIO - All-in-one modding tool for Black Desert Online, working with the game's PAZ archive format.
- pycrimson - Python library and CLI for Crimson Desert game and save files: extracts assets from PAZ/PAMT packs, decompresses partially-compressed DDS assets, and decrypts/re-encrypts save files, including what the author states is the first public implementation of the proper key derivation for both asset and save files.
- Greymane - Asset extractor for Crimson Desert.
- CrimsonDesert-AutoFontModder - Automatically repacks custom TTF fonts into Crimson Desert's game archives, with exact size matching and LZ4 compression.
Flying Shine (Cross†Channel)¶
- cross-channel_chinese-localization_project - Chinese fan translation project for Cross†Channel, with archive/text unpacking-repacking tools for the original PC release's custom container format and a Ren'Py-based cross-platform port reading the original script/asset data.
Croteam¶
- SeriousSaveEditor - Save editor for Serious Sam games.
- Games: Serious Sam: The First Encounter, The Second Encounter, and more.
- Serious-Engine - Official open-source release of Croteam's Serious Engine, used by the classic Serious Sam games. See also DreamyCecil's fork with build/configuration and other quality-of-life improvements.
- SS1TexConverter - Texture converter for the Serious Sam Classics/Revolution .tex format.
- SE1-StaticLibrariesForGames - Collection of static libraries (.lib) reconstructed from different builds of Serious Engine 1 games' DLLs, with .def/exports.txt files listing mangled C++ symbol names to aid reverse engineering.
- DreamyGRO - Utility for packing mapper/modder content for Serious Sam levels and mods into GRO archives.
- SeriousSkaConverter - Converts various ASCII model formats into Serious Engine 1's SKA skeletal model format.
- io_sedASCII - Blender addon for importing/exporting Serious Editor ASCII formats.
- SeriousFormatIO - Library for reading and writing Serious Sam 4 asset files.
Crows Crows Crows¶
- Mariella - Save editor for The Stanley Parable: Ultra Deluxe.
Cryo Interactive¶
Dune (1992)¶
- dune-extract - Resource extractor for Cryo's Dune CD version; lists and extracts files from DUNE.DAT, decompressing HSQ-compressed resources and exporting sprites as PNG.
- Cryogenic - C# reimplementation of Cryo's Dune (CD version, 1992) built on Spice86, running the original
DNCDPRG.EXE/DUNE.DATfiles while progressively replacing DOS assembly routines with C# overrides. - LOGO - Reverse-engineering and reimplementation of the Dune PC floppy release's
LOGO.EXE/LOGO.HNMintro animation player, including a standalone HNM playback library (HnmPlayer).
Cryptic Studios¶
- libhogg - C++ library and command-line tool (
hogg) for extracting, listing, and inspecting files in the "hogg" archive format used by Cryptic Studios games; built and tested against Neverwinter, likely compatible with Star Trek Online's identical archive format.
Crystal Dynamics / Eidos Interactive¶
- ModelEx - Tool for viewing and exporting 3D models from Legacy of Kain and CDC engine games.
- Games: Legacy of Kain (Soul Reaver 1 & 2, Defiance), Gex 3: Deep Cover Gecko, Tomb Raider (Legend, Anniversary).
- CDCE.TIGER.Tool - Extracts TIGER archives and dumps DRM resources from CDC Engine (Foundation Engine) games.
- Games: Tomb Raider (2013), Rise of the Tomb Raider, Shadow of the Tomb Raider, Lara Croft and the Temple of Osiris, Marvel's Avengers.
- Gibbed.CrystalDynamics - Archive tools for Crystal Dynamics games.
- Games: Tomb Raider (2013), Deus Ex: Human Revolution.
- SoulSpiral-Official - Unpacks CDC-engine bigfile.dat archives (Gex-engine games) and Blood Omen's pill.big, by the same author as ModelEx above.
Legacy of Kain¶
- KAIN2 (decomp) - Decompiled source code for Legacy of Kain: Soul Reaver (Crystal Dynamics, 1999), based on the PC build.
- FoundationEngine - Reverse-engineered source code for Crystal Dynamics' CDC Foundation Engine, based on Legacy of Kain: Soul Reaver 2 (lc2) PC build artifacts.
- soul-re (decomp) - Matching decompilation of Legacy of Kain: Soul Reaver (PS1).
- io_scene_xrm - Work-in-progress Blender 3.x/4.x+ add-on for importing and exporting Legacy of Kain and Tomb Raider Remastered models (Steam versions), with texture/material setup and skeleton import; also covers Tomb Raider: Angel of Darkness and Defiance models.
- Formats: .SRM (Soul Reaver I-II import/export, Defiance import), .TRM (Tomb Raider I-V import/export; Magic Media HD format unsupported), .CHR/.TMT (Angel of Darkness import).
- Recombobulator - Tool for analysing the room and object files (
*.pcm) of Legacy of Kain: Soul Reaver and adding rooms and objects from PSX builds, including cut alpha areas for a hybrid map, to the PC version by compiling a newbigfile.datandtextures.big. - See also AsunderNoMore, a command-line utility for unpacking and repacking the PC version's
bigfile.datandtextures.big. - OnlySkinDeep-Official - Utility for extracting texture maps (PNG or DDS) from Legacy of Kain series games; the source includes texture readers for Soul Reaver (PC, PlayStation, Dreamcast) and Soul Reaver 2 (PC and PS2 VRM). A mirror of Ben Lincoln's official version.
- See also Soul-Reaver-PC-Texture-Utility-Official, a mirror of Ben Lincoln's utility for exporting and importing textures in the PC version of Soul Reaver.
- Blood Omen 2 3D Rip Tools - A group of cli to export and manipulate blood omen 2 raw 3d model into wavefront and dds textures
- BO2_patcher - Config-driven patcher for Blood Omen 2 that rewrites gameplay parameters (Kain, NPC, and weapon stats, lore values) in the game's
kain*.bigfiles, with ready-made rebalance configs and a dump mode that exports the game's configuration to CSV.
Gex¶
- gex64decomp (decomp) - Matching decompilation of Gex 64: Enter the Gecko (N64).
- gex2gbc (disasm) - Byte-accurate disassembly of Gex: Enter the Gecko (Game Boy Color), reproducing the original ROM byte-for-byte with an automated MD5 regression check.
- gex3gbc (disasm) - Byte-accurate disassembly of Gex 3: Deep Pocket Gecko (Game Boy Color), with Python tooling to extract and regenerate sprite, map, and pointer-table data directly from the ROM.
- gexedit - Map editor for the gex2gbc and gex3gbc disassemblies above; edits block maps, tilesets, collision, palettes, and object records (entities, doors, spawns) through a shared, schema-driven GUI, writing changes back into each game's native on-disk format.
- Gex2PS1ModelExporter - Exports Gex 2 (PS1) model files to COLLADA .dae.
- Gex2PS1SoundExporter - Exports Gex 2 (PS1)
.smpSPU-ADPCM sound files (extracted from BIGFILE.DAT via SoulSpiral) to FLAC; companion to the same author's Gex2PS1ModelExporter above.
Tomb Raider¶
- trview - Level visualizer for Tomb Raider 1-5 with speedrunning in mind. View room layouts, triggers, and analyze route possibilities.
- Formats: .TR2, .TR4, .TRC, .PHD
- TRosettaStone - Extensive documentation on the Tomb Raider file formats (TR1-5).
- TR7AE-Mesh-Exporter - Noesis plugin for exporting meshes from Tomb Raider: Legend and Tomb Raider: Anniversary.
- cdcEngineTools - Extracts DRM and CDRM resource archives from CDC Engine Tomb Raider games across PC, PS2, PS3, PSP, Xbox 360, and Wii platforms.
- Games: Tomb Raider: Legend, Anniversary, Underworld.
- Formats: DRM, CDRM (compressed DRM blocks), BIGFILE.
- TR7AE-level-viewer - Web-based level viewer using three.js for CDC engine Tomb Raider titles.
- Games: Tomb Raider: Legend, Tomb Raider: Anniversary.
- cdcEngine - Partial decompilation and reverse engineering research of the CDC engine, based on Tomb Raider: Legend.
- Yura - Bigfile browser for CDC Engine games, allowing files to be browsed, previewed, and extracted without unpacking the complete bigfile.
- CdcSetup - Extracts the files embedded in the (IXFS/SFXI) installer executables of Crystal Dynamics games up to 2008 and the later NixSetup installers.
- localstr - Exports Tomb Raider locals.bin string files to JSON and imports them back; tested with Tomb Raider: Legend and Anniversary.
- FeralAssetPacks - Extracts Feral Interactive asset pack (.pack) files, as found in Lara Croft and the Guardian of Light.
- cdcEditor - Blender modding tools for Tomb Raider: Legend, Anniversary, and Underworld. Imports character models, levels, animations, textures, and cutscenes with their animation and audio data.
- foo_tr7ae - foobar2000 component for playing Tomb Raider CDC Engine audio formats.
- TR-Rando - Randomizer for Tomb Raider I-III and Remastered, modifying item pickups, secrets, enemies, Lara's appearance, level order, and text.
- TRX - Open-source re-implementation of Tomb Raider I, II, and III that reads the original games' level and asset data (PHD/TR2 formats) while adding enhancements and bug fixes.
- OpenTomb - Open-source engine remake for classic Tomb Raider 1-5, reading the original games' level and asset formats (archived, but a landmark reference).
- TOMB5 - Tomb Raider: Chronicles disassembly translated to C source code.
- Tomb-Editor - Level editor for the classic Tomb Raider engines and custom engines such as TombEngine and TRX.
- TR2-Level-Viewer - Cross-platform Unity level viewer for the classic Tomb Raider II.
- TR42PRJ - Converts a Tomb Raider 4
.TR4level file back into a TRLE project.prjfile. - PixStr 2.2 - Modifies objects in classic PC Tomb Raider level files (TR1-TR5); a continuation of a Delphi tool originally written using Turbo Pascal's Tomb Raider libraries.
- StrPix3 - Modifies Tomb Raider Level Editor
.wadfiles for Tomb Raider Chronicles (TR5); companion tool to PixStr 2.2 above. - fexinspect - Inspects classic PC Tomb Raider level files (TR1-5).
- sappers-TRLE-addons - Blender addons for Tomb Raider Level Editor builders: exports UV-mapped meshes to Metasequoia (
.mqo) for StrPix's importer, and UV rectangles to.recfiles for TextureAdd texturing. - WAD2 Remapper - Remaps outfit vertex indices in Tomb Raider Level Editor WAD2 files, filling a gap left by Tomb Editor's WadTool.
- Gimp-Plugins (TRLE) - GIMP Python plug-in for opening Tomb Raider Level Editor logo and sky
.raw/.pakfiles. - TR2X - Open-source enhancement/remaster project for Tomb Raider II, based on decompilation and reading the original game data.
- OpenLara - Open-source reimplementation of the classic Tomb Raider engine, reading the original games' level and asset data.
- TR2Main - Open source reimplementation of Tomb Raider II (1997) via DLL injection into the original EXE, decompiling and fixing the original game while reading its original level/asset data.
- TR2Draw - Dynamic library implementing Tomb Raider II's graphic routines, a companion project to TR2Main.
- TRLAU-menu-hook - Reverse engineering, menu, and patches for Tomb Raider: Anniversary, Legend, and Underworld.
- TRCheatWin - Savegame editor for the classic Tomb Raider PC/PSX games.
- TRR-SaveMaster - Savegame editor for Tomb Raider I-VI Remastered: edit items, weapons, ammo, health, statistics, and position; unlock NG+ and outfits; compatible with PC, PS4, Android, iOS, and Nintendo Switch savegames (Patch 5 and Pre-Patch). Companion tool to TombExtract below for savegame import/conversion.
- TombExtract - Savegame manager for Tomb Raider I-VI Remastered: imports savegames, converts between PC/PS4/NS/Android/iOS formats and Pre-Patch/Patch 5, and reorders/deletes savegames.
- TR-SaveMaster - Savegame editor for the classic Tomb Raider 1-5 series (all expansions and bonus levels), compatible with original CD, Steam, GOG, ATI, and multi-patched savegames.
- TRC-SaveEdit - Savegame editor for Tomb Raider: Chronicles, reverse-engineered with a hex editor.
- TRIII-SaveEdit - Savegame editor for Tomb Raider III, reverse-engineered with a hex editor.
- TR-AoD-SaveEdit - Prototype savegame editor for Tomb Raider: The Angel of Darkness, editing items, weapons, ammo, and health.
- TRAODAE - Tomb Raider: The Angel of Darkness Animation Exporter.
- TRAODLE - Tomb Raider: The Angel of Darkness Level Exporter, by the same author as TRAODAE above.
- TRAODLI - Tomb Raider: The Angel of Darkness Level Importer, companion to TRAODLE above.
- TRAODMP - Tomb Raider: The Angel of Darkness EXE Multi-Patcher.
- TRAODTM - Tomb Raider: The Angel of Darkness Texture Manager.
Deus Ex¶
- dxhr - Tools for processing Deus Ex: Human Revolution data files.
- Features: Blender extensions for loading unit and mesh files (
cdcunit.py,cdcmesh.py), command-line DRM file explorer, FUSE mount for BIGFILE.000 archives. - Formats: DRM, BIGFILE.
- cdcEngineDXHR (decomp) - Matching decompilation of Deus Ex: Human Revolution.
- Gibbed's Deus Ex HR tools - A set of tools for compiling and decompiling the Crystal Dynamics engine's data files. Requires the .NET Framework 4 Client Profile.
- Convedit_Plus - Remake of the Deus Ex ConEdit conversation editor in Delphi for the
.conconversation files. - TrRebootModTools - Modding tools for the Tomb Raider Reboot games (Tomb Raider 2013, Rise of the Tomb Raider, Shadow of the Tomb Raider).
River Running Games (Crystal Project)¶
- CrystalProjector - Library for reading Crystal Project's data structures, including world files, database files, texture packs, save files, and mod files.
Picroma (Cube World)¶
- CubeWorld-Reversal (decomp) - Highly accurate decompiled source for Cube World Alpha's client (
Cube.exe) and dedicated server (Server.exe), reconstructing the game's original class architecture and file layout via Ghidra-based RTTI/call-graph analysis of the 2013 alpha build (paraglider-fix version).
Studio MDHR (Cuphead)¶
- cuphead-decomp (decomp) - Matching decompilation of Cuphead.
Custom Order Maid 3D2¶
- COM3D2.ModelExportMMD - Exports Custom Order Maid 3D2 models to MMD (MikuMikuDance) format.
- libarcx - Native C library for deserializing Custom Order Maid 3D2's ARCX archive format: parses headers into structs, decompresses chunks, and reads raw file contents.
- COM3D2.ExtFileSystem - Open-source native proxy for Custom Order Maid 3D2's ARC virtual filesystem, letting mods add or replace any in-game file without repacking ARC archives.
Cyan Worlds¶
- Plasma - Cyan Worlds' open-sourced Plasma game engine (used by Myst Online: Uru Live / Uru: Ages Beyond Myst), reading the original Age/PRP file formats.
- libhsplasma - Cross-platform library for reading/writing Plasma engine data files (PRP ages, textures, etc.) and the associated network protocol.
- korman - Blender add-on for creating and exporting Ages (PRP format) compatible with Cyan Worlds' Plasma engine and its open-source CyanWorlds.com Engine variant.
- dirtsand - Reference game server daemon (vault, auth, file/asset server) for Myst Online: Uru Live, implementing the Plasma engine's network protocol and Age/PRP asset distribution.
- mystextract - Extracts the HyperTalk script code from the HyperCard stacks of the original 1993 Macintosh release of Myst.
- M4Revolution - Command line tool that fixes Myst IV: Revelation's video playback by re-encoding the game's proprietary cached texture/video data.
- mystiv-loc-tools - Tools for translating Myst IV: Revelation, extracting and repacking its .m4b data containers and subtitle/text .bin files, and extracting textures.
- MYSTERAssetExplorer - Asset explorer for Myst III: Exile and Myst IV: Revelation.
- Reference-Browser - Asset browser for Riven: The Sequel to Myst.
CyberConnect2¶
- NUCC-010-Template-Library - 010 Editor template library for CyberConnect2's XFBIN/NUCC container format and its chunk types (textures, nuccBinary sub-formats), aiming for one template covering all XFBINs.
- nucc-cpp-library - C++ library for serialising and deserialising CyberConnect2 NUCC data, for projects that interact with XFBIN files.
- nucc-cpp-parser - Drag-and-drop terminal tool for unpacking CyberConnect2 NUCC XFBIN files into editable formats and repacking them.
- nuccbin - Serializer/deserializer for nuccChunkBinary files from Naruto to Boruto: Shinobi Striker and Ultimate Ninja Storm Connections.
- JAPI - Modding API for JoJo's Bizarre Adventure: All-Star Battle R, providing hooks into the game's CC2 engine and file formats.
- japi-merging-rs - JAPI plugin that merges XFBIN mod data for simpler, more compatible JoJo's Bizarre Adventure: All-Star Battle R modding. See also JAPI-XFBIN-Merger, the earlier C++ version of this plugin.
- Arrow-Forge - File editing toolkit for JoJo's Bizarre Adventure: All-Star Battle R.
- Samurai-vs-Zombies-Data-Parser - C++ library to parse TXT data files from Samurai vs Zombies Defense.
- cc2_anm_export_blender - Blender exporter addon for .xfbin animation files used by CyberConnect2 games.
- FragmentServer - Rewrite of the NetSlum ".hack//Fragment" (PS2) online lobby/game server, reverse engineering the game's network protocol and save data. See also Zackmon/FragmentNetslumServer, an earlier independent lobby server reimplementation for the same game.
- CCSFileExplorerWV - Explorer for .hack//Fragment (PS2): unpacks and repacks DATA.bin from the game ISO, and browses the internal file and object structure of the extracted CCS files.
- Phantom-Editor - Editor for JoJo's Bizarre Adventure: Phantom Blood game files.
Cyberdreams¶
- darkseed2-tools - Collection of tools to inspect and extract the resources of Dark Seed II.
CyberFlix¶
- DFET - "DreamFactory Extraction Tool" extracts data from games built on CyberFlix's DreamFactory engine, fully supporting Titanic: Adventure Out of Time (and its demo) and partially DUST: A Tale of the Wired West.
D¶
D3 Publisher¶
Earth Defense Force¶
- EDFModLoader - Mod loader and format tool for Earth Defense Force games, handling .cpk archive extraction and modification.
- blender-mdb-addon - Blender importer for Earth Defense Force 4.1 and 5 .mdb model files.
- edf-tools - Tools for modding Sandlot's Earth Defense Force games.
- sgott - SGO archive transformation tool for Earth Defense Force games.
Bushiroad / Craft Egg (D4DJ)¶
- D4DJ-Tools - Toolset for D4DJ Groovy Mix, developed by Craft Egg for Bushiroad.
- Features: AssetTool (decrypts
.encfiles and dumpsMaster.msgpack.enc/ResourceList.msgpackto JSON), MusicRenamer (renames dumped MP3s using MusicMaster/UnitMaster metadata), and a web-based Chart Previewer/Editor for the game's rhythm-chart data.
CIRCUS (Da Capo)¶
- DCGF-Tool - Extractor/compressor for Da Capo: Girl's Symphony *.PAK archives, with text and arts editing.
- CIRCUS_CRX_Tool - Editor for CRX (
CRXG-header) image files used by CIRCUS's engine games. - CIRCUS_Script_Tool - Export/import tool for CIRCUS's engine script text (tested on D.C.4 Plus Harmony). See also the author's earlier CIRCUS_MES_FA and CIRCUS_MES_FD tools for the older script format used by fortissimo FA // Akkord:nächsten Phase.
Realmforge Studios (DARK)¶
- dark-render-re - Reverse-engineered video renderer proxy for DARK (2013) fixing WMV cutscene playback on Proton/Linux, replacing the game's original texture-upload path with frames decoded via 32-bit Windows FFmpeg.
Mythic Entertainment (Dark Age of Camelot)¶
- craft_extract - Dark Age of Camelot craft information parser and extractor.
Red Hook Studios (Darkest Dungeon)¶
- Darkest-Dungeon-Save-Editor - Save editor for Darkest Dungeon built with TypeScript, Svelte, and Tauri, handling the game's save hashing and encoding scheme.
Acid Wizard Studio (Darkwood)¶
- darkwood-editor - C# editor for Darkwood
dat.savsave files, including player states.
Madruga Works (Dawn of Man)¶
- DoM_save_editor - Save game editor for Dawn of Man.
DDI Games¶
- WADExplorer - Explorer/editor for DDI Games' .WAD archive files, covering both the old and new .WAD format revisions used across Monster Trux: Extreme, Rig Racer 2, Offroad Extreme!, and Ninja Breadman. Imports custom models via Wavefront OBJ, including custom bounding-box/vertex-color data definitions.
Brain Jar Games (Dead as Disco)¶
- dadtool - Offline beat-sync and song importer for the rhythm game Dead as Disco.
- Reverse-engineers the game's undocumented per-song save metadata (
Meta.json) to write beat-sync data directly, bypassing the in-game tap-calibration tool. - Can also import songs end-to-end (transcode, loudness-normalize, beat-sync) into the format the game expects.
- dead-as-disco-auto-importer - Automated asset importer for Dead as Disco's original game data.
Behaviour Interactive (Dead by Daylight)¶
- DBDAudioRenamer - Extracts Dead by Daylight's Wwise audio files from its UE4 assets and renames them based on the game's XML sound bank definitions. See also the same author's DBDTools, a more general asset extraction/renaming rewrite.
Dead or Alive 2¶
- chrtool - Extracts and builds Dead or Alive 2 (Dreamcast) character and level
.CHR+.binfiles; textures are.PVRand models NaomiLib.bin(importable with the NaomiLib Blender plugin).
Visceral Games (Dead Space, Dante's Inferno)¶
- Gibbed.Visceral - Tools and code for use with Visceral developed games (Dante's Inferno, Dead Space 2).
- Noesis-Plugins (Durik256) - Community Noesis plugins collection including Visceral Games support.
- MeltyTool (Visceral) - Format viewer/exporter for Visceral Games titles.
- ZenHAX Thread - Forum discussion and research on Visceral Games file formats. (Link archived/dead)
- VisceralToolkit - Set of tools for editing Visceral Games after "The Godfather (2006)" including Dead Space and Dante's Inferno.
- deadspace-vita - Loader/port for the Dead Space mobile spinoff (2011, Iron Monkey Studios, not Visceral's mainline series) that runs it natively on PS Vita, reading the original mobile game's assets.
The Simpsons Game¶
- TSGFileViewer - Unity project for viewing The Simpsons Game (2007, PS3) meshes, collisions, and level data.
- Visceral-File-Formats - QuickBMS script for
.strarchives plus Unity mesh, collision, and music importer scripts for The Simpsons Game (2007). - Simpsons-Game-PS3-Blender-Plugin - Blender plugin to import meshes from the PS3 version of The Simpsons Game.
Deadhunt¶
- ddhnt - Go tool to unpack and repack Deadhunt (2005)
.pk5archives, with modding notes.
Access Games (Deadly Premonition)¶
- DPRecomp - Deadly Premonition native PC port via static recompilation of the Xbox 360 binary.
Deep Red¶
- deep-red-level-viewer - Python/pygame level viewer for Deep Red, with scripts that dump the
mapas/*.datmap properties (CP220 text) andmapas/fase*.pc1map data, plus notes on the map, property, andGRAFtileset formats.
Deep Red Games¶
AtmosFear¶
- AtmosFear-Noesis-Importer - Noesis script to import AtmosFear 3/4 models (.cmf).
Total Overdose¶
- fmt_kapow - Total Overdose viewer/unpacker plugin for Noesis.
Delphine Software¶
Another World¶
- Another World Bytecode Interpreter - Cleaned-up, well-documented interpreter ("Fabother World") for Another World / Out of This World's custom polygon-based bytecode VM, reading the original game's .bank resource files.
- aw64 - Nintendo 64 port of the Another World Bytecode Interpreter, reading the original game's .bank resource files.
- rawgl - Reimplementation of the engine used in Another World / Out of This World, reading the original DOS/Amiga/Atari ST/3DO release's data files; renders with SDL/OpenGL.
- See also another_js, an HTML5 port of the same reimplementation, and infernal_js, an HTML5 port of Eric Chahi's earlier Amstrad CPC game Infernal Runner.
Fade to Black¶
- f2bgl - Re-implementation of the engine used in Fade to Black (1995), reading the original PC release's data files. See also usineur's fork with PlayStation Vita and Nintendo Switch ports.
Flashback¶
- REminiscence - Reimplementation of the engine used in Flashback: The Quest for Identity, reading the original DOS/Amiga/3DO/CD32 release's data files.
- extract_fb_genesis - Extracts and converts data files from the Flashback Sega Genesis ROM (Europe, Japan, USA, and September 1992 prototype versions).
Igor¶
- igor - Reimplementation of the interpreter for Igor: Objetivo Uikokahonia, reading the original game's data files.
Demiurge Studios¶
- DS.SAR.Tool - Tool for extracting SAR archives from Demiurge Studios titles.
- Games: Puzzle & Glory, Marvel Puzzle Quest, SEGA Heroes: Match-3 RPG Quest.
DemonStar¶
- extract-glb - Small C utility to extract DemonStar .glb (GLB2.0) archives [archived].
Parallax Software (Descent)¶
See also Descent 3 under Outrage Entertainment for the later entry in the series.
- noclip.website (Descent 1 & 2) - In-browser mine viewer for the PC versions of Descent, Descent II, and Descent II: Vertigo.
- Formats: HOG archives, RDL/RL2 levels, PIG texture/sprite libraries, HAM (Descent II data),
.256palettes. - Features: Textured mine geometry with overlay and supertransparency layers, animated and sliding textures, static and dynamic lighting, and rendering of robots, powerups, hostages, reactors, red mines, and player spawns.
- Parsing code derived in part from LibDescent.
- Descent2Workshop - Editor for Descent 2 data files using LibDescent, with support for editing HAM/HXM/V-HAM game data and PIG/POG/S11/S22 sound data, plus an experimental level editor.
강림2:제천대성 (Descent 2: Jecheondaeseong)¶
- ZLL2.PAK.Tool - Tool for extracting PAK archives from the Korean mobile game 강림2:제천대성.
Destiny Child¶
- Destiny-Child-SFT-PCK-Tool - Extracts SFT and PCK files from Destiny Child (PC, DMM).
Destruction Derby 2¶
- Destruction-Derby-2-Unpack - Python GUI unpackers and packers, with format documentation, for Destruction Derby 2's sector-based DIRINFO archives and
.sbksound banks (extracts the RIFF-basedsound_xxx.waventries; also includes a bank viewer).
Jorudan (Detective Conan)¶
- Conan-Explorer - Translation-support software for Detective Conan (PS1/PSX), aiding fan translation of the game's text and assets.
Armonica (Detective Instinct)¶
- dip_unpack - Unpacker for Detective Instinct's resource archives.
Sorath (Devil Daggers)¶
- ddinfo-tools - Cross-platform Devil Daggers modding suite: spawnset (survival file) editor, asset editor, replay editor, mod manager, and custom leaderboards client, built on the ddinfo-core parsing library. Successor to the legacy Windows-only DevilDaggersAssetEditor and DevilDaggersSurvivalEditor.
GlassesCatGames (Devil Slayer - Raksasi)¶
- DSR.ALP.Tool - Tool for extracting and repacking Lua ALP archives from Devil Slayer - Raksasi.
Di Gi Charat¶
- di-gi-charat-hacktools - Hacking and translation tools for Di Gi Charat: DiGiCommunication (GBA).
- dgcf-hacktools - Translation and hacking tools for Di Gi Charat Fantasy (PC).
Matheus Valadares (diep.io)¶
- diep.io-protocol - Documentation of diep.io's websocket network protocol: data types, packet framing, and serverbound/clientbound packet IDs (player control, tank upgrades/evolutions, server location, heartbeat).
Digital Eclipse¶
- BakesaleExtractor - Extracts sprites, audio, and text from Digital Eclipse's Bakesale archive files.
- Cowabunga - Decryption tool for
assets.piefiles from Digital Eclipse games, including Teenage Mutant Ninja Turtles: The Cowabunga Collection. - SpyroGBALocPatcher - Imports/exports localization text for Digital Eclipse's Spyro: Season of Ice and Season of Flame (Game Boy Advance).
Digital Extremes¶
The Darkness II¶
- TheDarknessIIDecompiled - Decompiled Lua source code extracted from The Darkness II (2012), useful as a reference for modding and format research.
Warframe¶
- WFPackageParser - Library to parse Warframe's Packages.bin and language strings from Languages.bin.
- Warframe_RewardTables - Extracts reward/drop tables from Warframe memory dumps or unpacked resource files.
- Warframe-Exporter - Converts Warframe's custom asset formats (textures, models, audio, and more) into standard file formats.
- LotusLib - C++17 library for reading Warframe's Evolution Engine cache files (
Cache.Windows), providing the file-reading interface used by Warframe-Exporter above. - wfcache-api - Rust application for reading and extracting data from Warframe's cache files programmatically. (Archived)
- shawziner - Converts MuseScore (
.mscz) sheet music into Warframe's in-game Shawzin instrument code format.
Disco Elysium¶
- disco-elysium-save-editor - Python (PyQt6) save editor for Disco Elysium; edits door states, resource values (skill points, consumables, money), character sheet stats and caps, thought states and in-game time, with automatic backups.
Disney Interactive¶
Toontown Online¶
- omUlette - Lightweight exporter for Panda3D
.eggfiles (used in Toontown) that works without Panda3D installed.
Club Penguin¶
- Waddle Forever - Singleplayer, playable digital preservation archive of Club Penguin, serving the original Flash client/assets from various points in the game's history.
- See also Cvolton's fork.
- yukon - HTML5 reimplementation of the Club Penguin client, reading original game assets.
- yukon-server - Server implementation for the yukon Club Penguin client reimplementation.
- snowflake - Game server for Club Penguin's "Card-Jitsu Snow" minigame, reimplementing its game engine/round logic and serving the original SWF client assets; compatible with the Houdini server framework.
Where's My Water?¶
- Where's My Editor? - Level editor for Where's My Water? and its spinoffs, working from the game's extracted files.
Magic Bytes Software / TD Corp (Dizzy BK-0011M Port)¶
- bk0011m-dizzy1td-rev - Full byte-for-byte disassembly of DIZZY.DIZ, the 1994 Soviet BK-0011M port (by Magic Bytes Software/TD Corp) of Codemasters' Dizzy III / Fantasy World Dizzy, documenting data formats, memory layout, sprite tables, and the room system.
Frontier Developments (Dog's Life)¶
- dogcomp - Matching decompilation of Dog's Life (2003, PS2).
- dogs-life-docs - Research on Dog's Life (PS2) internal engine (FGDK3) and its file formats.
- Gibbed.FGDK3 - Gibbed's file format library and tools for FGDK3, the Frontier Developments engine used by Dog's Life.
Thrillville¶
- Thrillview - GUI for viewing and extracting assets from the Thrillville and Thrillville: Off the Rails OVL and ZAP game archives.
Dogbyte Games¶
- DB.XPAK.Tool - Tool for extracting XPAK archives from Dogbyte Games racing titles.
- Games: Offroad Legends, Offroad Legends 2.
DOKA Studios¶
- reSL (decomp) - Matching decompilation of ShortLine v1.1.
Team Salvato (Doki Doki Literature Club)¶
- DDLC-Plus-Asset-Decrypter - Decrypts the XOR-encrypted Unity Streaming Asset Bundle (.cy) files used by Doki Doki Literature Club Plus, for unpacking with AssetStudio.
Dokuro-chan¶
- dokuro-translation-toolkit - Fan translation toolkit for Dokuro-chan (PS2): script editor for the STCM2 script format, UNI2 container split/join tools, and ISO patch/rebuild, with format documentation.
Smoking Gun Interactive (Doodle Jump Journey)¶
- DDJDS-SFR - CLI reader for Doodle Jump Journey (Doodle Jump DS) save files, decoding settings, high scores, and save sections. See also the same author's nds-notes for Action Replay codes and a WinHex syntax-highlighting definition for the save format.
Dracula: Warrior of the Carpathians¶
- dracula-carpates-saveedit - Save game editor for Dracula: Warrior of the Carpathians (1997); local server with a byte-exact round-trip check before every write, English and French UI.
Fred Haslam (Dragon Court)¶
- RustyDagger - Java reimplementation of Dragon Court (1997), reverse engineering the game's custom binary/text entity data format (documented in the repo's SPEC.md) from decompiled sources.
Eyedentity Games (Dragon Nest)¶
- io_scene_dragon_nest - Blender add-on for importing and exporting Dragon Nest models (.msh), skin data (.skn), and animations (.ani, .anim).
Dragon's Prophet¶
- msx_dragons_prophet_pc - MaxScript for importing static and skinned 3D models from Dragon's Prophet (PC) into 3ds Max.
DragonSword Awakening¶
- dragonsword-save-editor - Save editor for DragonSword Awakening that decrypts the SQLCipher save database (
<accountId>_Slot<N>.db) and edits its tables (currency, items, cooking recipes, costumes, mounts, titles) in a local browser UI; single static Go binary for Windows and Linux.
Bigpoint (Drakensang Online)¶
- neb3map-viewer - Drakensang Online model and map viewer.
- Drakensang_RaknetProtocol - Documentation of the RakNet network protocol used by Drakensang Online, covering packet IDs, handlers, and client/server packet flows.
- drakensang-nb3-bundle-extractor - Extractor for Drakensang Online's NB3 bundle files.
- dro_client-decomp - Decompilation project for the Drakensang Online client.
Media Molecule (Dreams)¶
- dreamiverse-transformer - Reverse-engineering project and notes on the PS4 game Dreams' user-generated content, covering its on-disc data formats (bespoke formats, mostly lz4-compressed, plus GNF textures) and web API.
Landon Podbielski (Duck Game)¶
- DuckGameRebuilt - Decompilation of Duck Game with improvements to performance, compatibility, and quality-of-life features, built against the original game's Steam-distributed assets.
Pan Studio (Duet Night Abyss)¶
- DuetNightAbyssDump - Dump of models, code, textures, and other assets from Duet Night Abyss, developed by Pan Studio (Hero Entertainment).
Neople (Dungeon Fighter Online)¶
- PVF-Ai-Agent-Workbench - Toolkit for inspecting and editing Dungeon Fighter Online's Script.pvf archive format, combining a native extraction/repacking backend with scripted analysis, diffing, and dependency-checking utilities, driven through an AI-agent front-end (Claude Code, Codex, etc).
- PVFTools - Library for unpacking Dungeon Fighter Online's PVF and NPK archive files, developed alongside a DNF client-porting effort built on the Maple engine.
NetDevil (Dungeon Runners)¶
- dravex - Dungeon Runners Asset Viewer and Extractor.
Hitbox Team (Dustforce)¶
- DFSpriteExtr - Command-line extractor for Dustforce's proprietary sprite file format.
Dynamix / Sierra¶
Tribes Series¶
- Tribes 2 3D Studio MAX Export Plug-in - Export plugin for 3D Studio MAX v2.5 for creating and modifying objects in Tribes 2. Requires 3D Studio MAX (professional 3D modeling suite, recommended for advanced users).
- Tribes: Vengeance Editing Tools - Beta release of TribesEd for creating Tribes: Vengeance maps.
- Tribes 1.40 LoDFix plugin - Plugin that fixes a known level of detail (LOD) issue with certain weapons in Tribes. Affects users with field of view (FOV) higher than default. Place LoDFix.dll in plugins folder. Created by Groove (v1.40).
- DAT-Tool - Python CLI (
CDFSManager.py) for Tribes: Aerial Assault (PS2).datCDFS archives: list, unpack, pack, and verify, based on Inevitable Entertainment's original C++ implementation. - tribes-aa-pc - Unofficial source code release of Tribes: Aerial Assault / PS2 Tribes 2 (2002), aimed at getting it building on modern systems.
Earthsiege¶
- herc-works-mdk - Reverse-engineering and data-editing toolkit for Earthsiege 1 and 2 (Dynamix), organized into modules for studying and modding the games' data formats.
- es2-toolkit - Java tools for Earthsiege 2 game files: unpack
.DBAbitmap arrays to.DBMimages (optionally.png), compile.DBMfiles back into a.DBAfrom a script, convert indexed.pngfiles to.DBMusing a.DPLpalette, and export.DPLpalettes to other formats. By the author of herc-works-mdk above.
E¶
Pixpil (Eastward)¶
- EastwardPacker - Extracts and repacks Eastward's
.gGArchive asset containers. - Tools:
EastwardLib(.NET library for reading/writing GArchives and assets),AtlasExtractor(extracts images from atlas files),Hmg2Image/Image2Hmg(converts between.hmgand standard image formats). - See also eastward.js, a JavaScript port of the packer.
- EastwardLib - Library for reading Eastward's original asset/data formats.
- EastwardMSpriteParser - Reads Eastward .msprite files with their texture and exports the sprites as animated PNG (or GIF) with an optional size multiplier.
- eastward-savefile-viewer - Browser-based viewer that decodes Eastward save files (.pack_save and .info) to JSON.
- EastwardLocaleExtractor - Locale/text extraction tool for Eastward.
Ecstatica¶
- Ecstatica Recompiled - Full 64-bit native port and recompilation of Ecstatica 1 and 2 for modern Windows, reverse-engineering game structures and assets.
Edelweiss¶
Sakuna: Of Rice and Ruin¶
- sakunaTool - Tool for extracting and packaging ARC archive files from Sakuna of Rice and Ruin, with support for LZ4 compression control.
- SakunaTools - Tools for translating Sakuna: Of Rice and Ruin.
- Sakuna-of-rice-and-ruin-PC - Blender 3.0 mesh import script plus a Noesis texture script for the PC version of Sakuna: Of Rice and Ruin; the Blender plugin imports rigging and tries to auto-apply the main diffuse texture when it sits next to the model.
Edge of Reality¶
- Pitfall - Asset conversion tools for Pitfall: The Lost Expedition (2004, Edge of Reality), including a texture extractor/converter (TexConvert) for the game's archives.
Auxbrain (Egg, Inc.)¶
- reEgg - Server emulator reverse-engineered from the mobile idle game Egg, Inc.'s Protobuf-based client/server network API.
Eiyuden Chronicle¶
- Eiyuden-Chronicle-Save-Editor - Save editor for Eiyuden Chronicle: Hundred Heroes (Steam). Handles the TripleDES-CBC-encrypted JSON saves to edit money, difficulty, roster, character stats and gear, and inventory, in a browser or as a stdlib-only Python local app.
- EiyudenChronicle - Save data editor for Eiyuden Chronicle: Hundred Heroes (Switch).
Electronic Arts¶
Frostbite¶
- Frostbite-Scripts - Scripts and tools for Frostbite engine games.
Battlefield Series¶
- BF1942 3dsmax 8 plugin - Plugin for 3DS Max 8 to import/export Battlefield 1942 meshes and animations. Extracted from the Battlefield Mod Development Toolkit 1.0B by DICE.
- BF2 Maya 4-6 Tools - Official Battlefield 2 tools for Maya 4-6 for exporting and importing game assets. Also included with the BF2 Editor but provided separately here.
- BF42 3dsMax plugins 2.762 - 3DS Max plugins for Battlefield 2/1942 for Max 9 and higher (v2.762).
- BGF Heightmap Converter - Utility for viewing and resizing heightmap (.RAW) files. Primarily intended for converting maps from Battlefield 1942 or Battlefield Vietnam to Battlefield 2, but can also be used to change a BF2 map to a different size.
- DDS Viewer Plugin (Battlefield Vietnam) - Plugin for previewing DDS files in folder preview window before conversion. Useful for mappers and modders.
- NVIDIA DDS Utilities (Battlefield 2) - Collection of utilities for manipulating DDS image files: nvDXT (command-line binary), detach (extracts MIP levels), stitch (recombines MIP levels), and readDXT (reads compressed images).
- NVIDIA Texture Atlas Tool (Battlefield 2) - A collection of tools for creating texture atlases, which can help to increase batch sizes.
- POE2 3DS Max 6-8 BF2 Tools (Battlefield 2) - POE2's advanced rendition of the 3DS Max BF2 tools (for Max 6-8).
- POE2 3DS Max 9 BF2 Tools (Battlefield 2) - POE2's advanced rendition of the 3DS Max BF2 tools (for Max 9).
- Windows Texture Viewer v089b (Battlefield 2) - Tool for viewing .dds texture files. Shows resolution, DDS format, mipmap count, and alpha channel used by HUD.
- Texture Tool 0.2 (Battlefield 2) - Ecomap that automates the texturing of BF2 maps.
- Clan Tool (Battlefield 2) - Advanced Tactical Center for Battlefield 2. Connect team members to online sessions, create detailed tactics together in real time. Includes zoom, text tools, export tactics, and Custom Map Wizard.
- Dragon UnPACKer (Battlefield 2) - Tool for viewing and extracting files from game archive formats (e.g., Quake 2 PAK files). Includes HyperRipper for scanning files for known formats.
- Formats: MP3, OGG, WAV, AVI, TGA, BMP.
Star Wars: Battlefront¶
- StarWars Battlefront unpacker / decoder - Custom toolset for unpacking and extracting Star Wars: Battlefront archives.
- Star Wars: Battlefront Modification Tools - Official modding tools for creating levels in Star Wars: Battlefront. Originally from Game Front. Download subject to End User License Agreement terms.
- 3D Object Converter (Star Wars Battlefront II) - Polygon-based 3D object file format converter supporting 440 file formats.
- FrostyToolsuite - Comprehensive modding platform for games running on DICE's Frostbite engine. Provides an editor and plugin SDK for browsing, editing, and exporting Frostbite game assets.
- Bad-Company-2-Map-Editor - Frostbite engine map editor for Battlefield: Bad Company 2; supports loading, editing, and saving terrain, models, and textures.
- Frostbite 3ds Max Scripts - 3ds Max scripts for importing Frostbite engine assets, enabling mesh and skeleton extraction from Battlefield and other Frostbite games.
- IceBloc - Frostbite asset extractor.
- AssetBankPlugin - Plugin for Frosty Toolsuite that adds AssetBank reading support for all major Frostbite titles.
- FrostyBulkExporter - Frosty Toolsuite plugin that bulk-rips mesh, skinned mesh, audio, and texture assets from recent EA Frostbite games.
- Gametoast Documentation - Wiki, source files, and example projects documenting Star Wars: Battlefront and Battlefront II (SWBFI & SWBFII) file formats and modding.
- data_PSP_SND - Star Wars: Battlefront II (PSP/PS2) sound-effect build project, documenting and converting the shared PSP/PS2 .sfx (VAG) audio format.
- ZeroMunge - Reimplementation of Star Wars: Battlefront's asset 'munge' build pipeline, converting mod source assets into the game's native packed formats.
- ZeroWorldStats - Extracts and reports statistics from Star Wars: Battlefront world/level files.
- ZeroLocalizationTool - Extracts and edits localization strings from Star Wars: Battlefront's packed data files.
- SWBF2-ODF - VS Code extension providing IntelliSense/syntax support for Star Wars: Battlefront II's ODF (Object Definition Format) files.
- MeshViewer_OpenGL - OpenGL viewer for Star Wars: Battlefront II's native .msh mesh assets.
- XSIZETools - Softimage addon for importing and exporting Star Wars: Battlefront I and II (ZeroEngine)
.msh3D files, covering geometry, materials with ZeroEngine-specific flags, animations, collisions and simulated cloth. - Creation Master 26 - Windows database and asset editor for EA SPORTS FC 26 career mode, with a C++ bridge into the Frostbite engine.
- Edits players, teams, leagues, kits, formations, and compdata, saving validated changes back into the installed game.
- Formats: Frostbite CAS/TOC asset containers (transactional saves with rollback), RES/Ebx search, legacy DDS/PNG texture import, NewWave audio bank metadata.
- anthemtool - Utility for researching Anthem's Frostbite game engine data files.
- MaddenFileFormats - Documentation of file formats used by Frostbite-era Madden NFL games (Madden NFL 18 onward); some formats are shared with other Frostbite titles.
- See also brt-tools, Node.js tool converting Frostbite BundleRefTable (BRT) .res resources to and from JSON, with merging and duplicated-asset entry helpers; supports Madden NFL 24-27, College Football 27, EA SPORTS FC 24-26 and Dragon Age: The Veilguard.
- See also h2-visuals-tools, Node.js tool that extracts and rewrites records in Madden's EA Sports H2 (CharacterVisuals) archives and converts them to and from legacy CharacterVisuals JSON.
- See also madden-draft-class-tools, npm library reading and writing Madden NFL 25 and 26 draft class files as JSON.
- DbPatcher - Patches bytecode inside Frostbite ShaderDb files.
- FrostBlend - Blender nodegroup collection for setting up Frostbite game materials, for use alongside extracted Frostbite model/texture assets.
RenderWare Games (Electronic Arts)¶
See also: RenderWare.
See also RenderWare for general engine tools.
Criterion Games¶
- burnout-data-tool - Multi-purpose tool for Burnout 3 and Burnout Revenge archive and asset management.
- libbndl - Library for reading BUNDLE archives used in Burnout Paradise.
- BP-Decomp_Workflow - Orchestration workspace for the Burnout 5 / Burnout Paradise decompilation, coordinating agentic reconstruction of the Xbox 360 build into compilable PC C++ using RenderWare library evidence and cross-platform binary corroboration (PS3/PC builds). Recovered source lives in the companion b5-decomp submodule.
- YAP - Bundle extractor and creator for Burnout Paradise.
- volatility - Platform-agnostic resource interface for Burnout Paradise.
- Oobber - Unpacking utility for Criterion Games' PackedOobb resources (Burnout Paradise).
- BP_Traffic_Remover - Removes traffic from Burnout Paradise and Burnout Paradise Remastered by editing the TrafficData resource in B5TRAFFIC.BNDL.
- TriggersToGLTF - Converts extracted Triggers resources from Burnout Paradise (all retail versions/platforms) to glTF.
- ColourCube_Converter - Converts Burnout Paradise ColourCube lighting/tint resources from Xbox 360 to PC (RGB24).
- BundleRecovery - Recovers Criterion's Bundle assets from a raw drive.
- RevengeChecksumGen - Recalculates per-profile and MC02 checksums in Burnout Revenge savegames (PS2 and Xbox 360).
- Bundle-Manager - Program for working with Burnout Paradise Bundle files, complementing libbndl above.
- Bundle Packer Unpacker - Command-line tool to unpack and pack Criterion Games' BUNDLE files across Burnout Paradise, Burnout Hot Pursuit, Hot Pursuit Remastered, and Need for Speed: Most Wanted (2012).
- burnout3 - Static recompilation of the original Xbox version of Burnout 3: Takedown (2004) into a native Windows 11 x86-64 executable, translating the game's original x86 machine code function-by-function into compilable C.
- Criterion Modding Helpers - Blender helper scripts for modding Criterion games (Burnout Paradise, Need for Speed: Hot Pursuit, Need for Speed: Most Wanted 2012).
- Features: default shader property presets, skeleton/effect/driver-position loading, resource ID generation, PC/console endianness swapping for resource IDs, texture type identification (diffuse/normal/specular), and blend-data transfer between objects.
EAGL / Black Box / Other¶
- Castaway (decomp) - Matching decompilation of The Sims 2: Castaway.
- EAPS2SaveChecksumFixer - Command-line tool that repairs save checksums for several Electronic Arts PS2 games: 007: From Russia With Love, Battlefield 2: Modern Combat, Burnout Dominator, FIFA Street 1/2, The Godfather, and Need for Speed Underground, Underground 2, Most Wanted, Carbon, ProStreet and Undercover.
Harry Potter Series¶
- RWStreamTool - Experimental tool to unpack RenderWare stream files from Harry Potter and the Goblet of Fire.
- QuidditchArchiveTool - Extracts, compresses, and recursively text-searches .ccd archive files (FKNL format) used by Harry Potter: Quidditch World Cup, using a RefPack decompression implementation from the OpenSAGE project.
- QWCModelTool - Work-in-progress tool that extracts mesh nodes from Harry Potter: Quidditch World Cup .fpm model files (as unpacked by QuidditchArchiveTool above), converting their .fsh textures to PNG and writing glb or glTF output, with optional skeleton-based skinning and lightmap handling.
Need for Speed Series¶
- Binary - Tool for editing Black Box Need for Speed binary .BIN, .BUN, .LZC files.
- Icebreaker - NIS (NFS Most Wanted cutscene files) editing tool.
- MAD x VP6 x MPC x MPV x WMV Compiler - Compilation of tools for compiling WMV, MAD, VP6, MPC and MPV video formats for Black Box games.
- NFS.BIN.Tool - Tool for extracting ZZDATA archives from NFS console games.
- Unpacker-and-Repacker-for-ZZDATA-archives-of-NFS-MW-Carbon-and-HP2-PS2 - Unpacks and repacks ZZDATA archives from the PS2 versions of Need for Speed: Most Wanted, Carbon, and Hot Pursuit 2.
- Strings-Editor-for-Need-for-Speed-MW-and-Carbon-PS2 - Editor for the text strings of Need for Speed: Most Wanted and Carbon (PS2).
- NFS Carbon PDFData Compiler - Helper to convert music to NFS Carbon format.
- NFS SPEECHTOOL - Speech audio files editor for NFS ProStreet, Undercover & World.
- NFS TMXTOOL - TMX audio files encoder for NFS ProStreet, Undercover & World.
- UCGT - NFS Undercover geometry editor (file compiler/decompiler).
- Vivianne - NFS 3/4 All-in-one VIV and FSH/QFS editor that aims to provide you with tools to edit textures, car performance and fedata files.
- VivLib - Companion C# library (split out of Vivianne) with read/write support for classic Need For Speed formats:
.VIV,.FSH/.QFS,.ASF/.MUS,.BNK, NFS2.GEOand car performance.DAT, NFS3/4.FCEand front-end car data, plus read-only.LIN/.MAP; includes file format specs underdocs/FileFormats. - noclip.website (Need for Speed: Most Wanted) - In-browser Need for Speed: Most Wanted viewer.
- AutoZone Hot Pursuit - Open-source re-implementation of Need for Speed: Hot Pursuit (1998) with reverse-engineered resource management, rendering, and original game asset support.
- OpenNFS - Reverse-engineered asset loaders for Need for Speed games 1-6 (PC and PSX), extracting tracks, cars, images, music, and other assets for modern engine integration.
- NFSPluginSDK - Reverse-engineered compiled types for BlackBox era Need for Speed games; SDK for creating plugins/script mods.
- hyperlinked - Library of partial reverse-engineered Need for Speed: Carbon code, powering the closed-source Hypercooled map editor for several Need for Speed games.
- NFS.Unpacker - Tool for unpacking and extracting Need for Speed game files. Directly addresses NFS asset format extraction and reverse engineering.
- HighStakesRE - Reverse-engineered remake of Need for Speed 4: High Stakes in Godot with tools to convert and import original game assets (cars, tracks).
- nfshpr_exporter - Blender addon to export models in Need for Speed: Hot Pursuit Remastered's file format.
- nfshpr_nx - Extracts and repacks the UTF-32LE text-table
.datformat used by Need for Speed: Hot Pursuit Remastered on Switch, with Traditional/Simplified Chinese conversion via OpenCC for retranslation work. - nfsmw_exporter - Blender addon to export models into Need for Speed: Most Wanted (2012, Criterion Games)'s file format.
- nfsmw-2005-re - Reverse-engineering project for Need for Speed: Most Wanted (2005), mapping the game's binary subsystems and cracking most of its internal attribute hashes in Ghidra, with a working ASI mod and Linux CLI tool.
- NFS-Legacy-Modpacks - Modpack collection for legacy Need for Speed titles' original asset formats.
- XNFSMusicPlayer - Custom music player for Need for Speed games, interfacing with the BASS audio library to play the games' original audio format.
- NFSU_model_research - Reverse engineering of Need For Speed: Underground's model format.
- nfsu2-re - Reverse engineering documentation and tooling for Need for Speed: Underground 2, covering structs, functions, variables, and hash dumps of the game's internals.
- NFSIISE - Cross-platform wrapper for Need for Speed II: Special Edition adding 3D acceleration and TCP networking support, reading the original game's data files.
- OpenNFS1 - Ground-up remake of the original Need for Speed (1994) in C#/MonoGame, running on the original CD data files with the binary formats reverse engineered by Ian Brown, Denis Auroux, and the author.
- xylazine - Reverse-engineering project for the Need for Speed: Underground 2 game engine.
- NFSHSSaveEditor - Command-line save editor for Need for Speed High Stakes/Road Challenge (PS1), supporting US/EU/AU (and partial JP) saves in .gme/.psv memory card formats.
- nfsmw - WIP matching decompilation of Need for Speed: Most Wanted, covering the GameCube, Xbox 360, and PS2 versions (GameCube currently the focus), complementing nfsmw-2005-re's Ghidra-based reverse engineering above.
- nfsug - WIP matching decompilation of the GameCube version of Need for Speed: Underground, complementing nfsmw above.
- Attribulator - Command-line tool to export and edit Black Box Need for Speed AttribSys (VLT) attribute databases as text files.
- VaultLib - Library to read and write AttribSys (VLT) attribute databases used by BlackBox Need for Speed games; used by Attribulator above.
- FEngLib - Library to process FEng (front-end UI) data used by BlackBox Need for Speed games.
- Nikki - Library to read and write Binary (BIN) data used by BlackBox Need for Speed games, the format edited by Binary above.
- NFSRaider - Hash-cracking tool that recovers original string keys for the hashed identifiers used in BlackBox-era Need for Speed games' data formats.
- NFS-ModTools - Suite of tools for BlackBox Need for Speed games: AssetDumper extracts game assets, ChunkView inspects chunk-based files, and Viewer previews models with FBX export via FBXSharp.
- MPFmaster - Decompiler and compiler for the EA Pathfinder v5 interactive music format used by BlackBox-era Need for Speed games.
- XNFSTPKTool - General-purpose texture pack (TPK) extraction and repacking tool for Need for Speed games.
- abktool - Extracts BNK files from BlackBox-era Need for Speed's ABK audio bank archives and converts them to a usable audio format; original tool for the ABK/BNK format later extended by CrabJournal's ABK_Insert below.
- ABK_Insert - Inserts replacement sound samples into Need for Speed's ABK/BNK sound bank format (Underground through Carbon), supporting EA-XA and EA-XAS codecs.
- NFSTMXEditor - Editor for TMX audio container files used in some EA Black Box Need for Speed games, replacing the GIN/SNR files inside (editing existing files only, not creating new ones).
- nfsps-testtrack-modelfixer - Patching utility that attempts to convert the material chunks in Need for Speed: ProStreet's prototype test-track models (streaming
.BUNbundles) to the final format; unfinished, with broken materials still visible in game.
688 Attack Sub¶
- ea-ega - Tools and documentation for the EGA image file format used by 688 Attack Sub and other vintage Electronic Arts titles.
- ea-pak - Tools and documentation for the PAK image file format used by 688 Attack Sub and other vintage Electronic Arts titles.
- Both build on the author's ca-image/ca-imageio companion libraries for paletted image I/O.
SAGE / W3D¶
Command & Conquer Series¶
- Command & Conquer: Renegade (source release) - Official source code release for C&C Renegade and tools (archived; GPLv3 with additional terms).
-
CnC_Generals_Zero_Hour - Official source code release for Command & Conquer: Generals and Zero Hour.
-
Tools: Level Edit (public editor), Free Dedicated Server (FDS) build.
- Dependencies: DirectX (8+), RAD Bink, RAD Miles Sound System, NvDXTLib, Umbra, GameSpy, SafeDisk API, Microsoft Cab, RTPatch, Lightscape.
- C&C big extractor - Tool for extracting files from Command & Conquer BIG archive files. Supports: Generals, Generals: Zero Hour, Tiberium Wars, Kane's Wrath, Red Alert 3, Red Alert 3: Uprising, Tiberian Twilight. Originally uploaded by bibber.
- Command & Conquer 3 Asset Extractor - This program can extract asset files from C&C streams. This program can extract asset files from C&C streams. You can also extract models (W3DAnimation, W3DCollisionBox, W3DContainer, W3DHierarchy, W3DMesh), textures (OnDemandTexture, Texture) and sounds/music (AudioFile, AudioFileMP3Passthrough,...)
- C&C: Renegade Official Modding Tools - Official set of modding tools for Command & Conquer: Renegade.
- CnC Renegade Tools - CnC Renegade Tools by Westwood to help modders in making mods for Renegade.
- Final Big (C&C: Generals) - No further information avaliable.
- Final Big 3 (C&C: Generals) - Version 0.2 released March 5th, 2003.
- Gmax+RenX+Renegade Public Tools (C&C: Generals Zero Hour) - This contains 3 modelling tools for editing C&C Generals and Renegade.
- CNC_TS_and_RA2_Mission_Editor - FinalSun & FinalAlert2 level editors for Command & Conquer: Tiberian Sun and Red Alert 2.
- RA3Bar-RA3Launcher - Reimplementation of RA3.exe, the Command & Conquer: Red Alert 3 game launcher.
- CnC_Red_Alert - Official source code release for Command & Conquer: Red Alert.
- ra3pathmusic - Tools for editing Red Alert 3's PathMusic adaptive music files (track.mus/track-mem.mus). See also pathmusic-editor (web-based rewrite built on this tool) and RA3MusEditor (Windows GUI editor for the same .mus files).
- ra3aptxmleditor - JavaScript/HTML front-end for jonwil's apt2xml and xml2apt tools, for opening and editing Red Alert 3
.aptUI files (AptUI from the RA3 mod UI source pack). - ra3-skybox-patch-builder - Builds skybox mod patches for Red Alert 3.
- ra3xsd-to-cpp - Converts Red Alert 3's XSD schema declarations into C++ struct definitions for parsing the game's data files.
- AptEditor - Editor for SAGE engine APT (Flash-like UI) files, based on feliwir's AptEditor and OpenSAGE's APT implementation.
- CnC_Tiberian_Dawn - Official Electronic Arts open-source release of the original Command & Conquer: Tiberian Dawn game logic and engine source code.
- Thyme - Open-source reimplementation of Command & Conquer: Generals and Zero Hour in C++, reading the original games' data files.
- See also liblzhl from the same organization, a CMake-buildable copy of the LZHL compression code that the README says SAGE engine games support and that comes from an EA compression library.
- GeneralsGameCode - Actively maintained community continuation of the official Command & Conquer: Generals - Zero Hour source release, with cross-platform build fixes, bug fixes, and modernization work on top of the original game's data handling.
- GeneralsModBuilder - Mod builder for Command & Conquer: Generals - Zero Hour that builds mod or addon release files from flat game data source files, packing BIG archives (also ZIP/TAR) and converting CSF/STR strings, PSD/TGA/TIFF/DDS textures to BMP/DDS/TGA, and BLEND to W3D.
- See also GeneralsBigCreator, a C++ command-line packer for Generals Zero Hour BIG files.
- OpenSAGE - C# re-implementation of the SAGE engine used by Command & Conquer: Generals and Zero Hour (with Battle for Middle-earth mod projects) that parses the original
.big,.map,.w3d,.wak,.wnd,.csf,.ini,.ani,.apt,.const,.ddsand.tgadata and RefPack compression; also ships BigEditor, BigTool and Sav2Json command-line tools. - See also OpenSAGE/Docs, the project's documentation of the
.apt,.big,.sav,.w3dand.wakfile formats and scripting system. - OpenSAGE.BlenderPlugin - Blender add-on that imports and exports the Westwood W3D/W3X 3D format used by Command & Conquer: Generals and other RTS titles from Westwood Studios and EA Pacific (Blender 2.93 to 5.2).
- Generals-Mac-iOS-iPad - Native macOS/iOS/iPadOS port of Command & Conquer: Generals - Zero Hour, running the real 2003 engine (not emulated) with its original DirectX 8 rendering translated to Metal via DXVK/MoltenVK.
- Built on the GPLv3 source-release lineage: GeneralsGameCode, Fighter19's original Unix port, and fbraz3/GeneralsX; adds the iOS/iPadOS port plus further engine fixes.
- Requires the user's own retail game data; no assets are bundled or distributed.
- UnGen2 - Data library and viewer for the cancelled Command & Conquer: Generals 2 Alpha, reading and decrypting its CAT/CAS asset containers for preservation purposes.
SSX¶
- ssx (decomp) - Matching decompilation of SSX (2000).
- ssx3 (decomp) - Matching decompilation of SSX 3 (2003).
- ssx3_gc - Work-in-progress decompilation of SSX 3 for GameCube (GXBE69, USA Rev 0); requires your own copy of the game.
- ssxdvd (decomp) - Matching decompilation of SSX Tricky (2001).
- SSX Collection Multitool - Collection of tools for the SSX franchise.
- SSX-Terrain-Editor - Godot-based editor for modding SSX terrain bezier surfaces, companion to the SSX Collection Multitool (currently SSX Tricky only).
- SSX-Library - C#/.NET library for extracting, creating, and modifying SSX game files, serving as a framework for GUI/CLI modding tools.
- Icesaw-SSX-Level-Editor-Plugin - Unity plugin for editing SSX levels exported by the SSX Collection Multitool (instances, triggers, effects).
- SSX-Level-Viewer - Unity-based viewer for SSX levels.
- bxtools - Blender plugin for modding SSX games, currently focused on SSX Tricky level editing for the SSX Collection Multitool's JSON project format.
- SSX-Research - Documentation of SSX data structures (models, textures, audio, and more).
- SSXTools - C++ libraries with a Qt GUI and CLI for SSX (2000), SSX Tricky and SSX 3; reads SSH (SHPS) shape files and converts their images, handling RefPack-compressed shapes.
- bigfile - C++20 library for reading EA .BIG archives (BIGF 32-bit and C0FB 24-bit variants) and decompressing EA RefPack data, with bigextract and biginfo example programs.
- Ltg-Regenerator - C# tool that regenerates SSX Tricky level LTG files from an existing PBD file and LTG file.
- SSX-ElfLdr - Mod loader for the SSX games on PS2.
Fountain of Dreams¶
- fod - Reverse engineering and reimplementation of Fountain of Dreams (1990 DOS game). Decodes TPICT title screen and character creation resources from the EXEPACK-packed executables; internal format documentation hosted alongside the repo.
Medal of Honor¶
- Medal-Of-Honor-PSX-File-Viewer - Suite of tools to open and view files from the PSX games Medal of Honor (1999) and Medal of Honor: Underground.
- Tools: MOHLevelViewer, MOHModelViewer, GFXModelViewer, SSTViewer, RSC Extractor, TIM Viewer, Sound Explorer.
- Formats: TSB, TSP (level geometry/collision), BSD (scene/entity data), RSC archives, TIM textures.
- medal_of_honor_psx - Reverse engineering of Medal of Honor (PSX) file formats.
- mohaa-model-viewer - Browser-based viewer for Medal of Honor: Allied Assault that loads
.pk3archives and displays.skd/.skbskeletal models with.shader-resolved textures,.skc/.tikanimation playback and.tik/FX particle effects, with Wavefront.objexport.
Seven Cities of Gold¶
- 7cities - Reverse engineering of Seven Cities of Gold (Ozark Softscape/Electronic Arts, 1984) from the original Commodore 64 disks, rebuilding it for macOS in Swift; requires the original disk images.
General Tools¶
- EA-Graphics-Manager - Handles FSH, SSH, XSH, PSH, GSH, ASH, QFS and MSH files from EA games. Parse, preview, and export/import graphics as DDS/PNG/BMP.
- Games: FIFA series (97, 2000, 06, 09, 14, Street, UEFA Euro 2004), Need For Speed series (1994, II, High Stakes, Hot Pursuit 2, Porsche Unleashed, Carbon, Undercover), Medal of Honor series (Frontline, Rising Sun, Vanguard, European Assault), Madden NFL (06, 08), NHL series (2001, 2002, 2005, 07), NBA Live 97, MVP Baseball/NCAA Baseball (2005, 2007), SSX series, Cricket (2005, 2007), Harry Potter (Chamber of Secrets, Quidditch World Cup), Def Jam: Fight For New York, Fight Night Round 3, GoldenEye, SimCity 4 Deluxe, Triple Play 2000, ReBoot, F.A. Premier League Football Manager 2000, EA Playground (Wii), and more across PS1, PS2, PSP, PC, Xbox, Wii, and Zeebo platforms.
- EA-Font-Manager - Handles EA font files (FFN, PFN, XFN, MFN, SFN formats). Preview, decode flags, edit character tables, and convert font images.
- Games: FIFA 97, Need for Speed series (2, High Stakes, Hot Pursuit, Undercover), NBA Live 06-07, SSX series, MVP Baseball 2005, Medal of Honor: European Assault, NHL series, Def Jam: Fight for NY, Harry Potter and the Chamber of Secrets, The Sims, and more.
- EA-Loc-Manager - Extract and import localization files (LOC format) from EA games. Supports UTF-8, UTF-16, and Latin-1 encodings.
- Games: Harry Potter and the Chamber of Secrets (PS2), Medal of Honor: European Assault (Xbox), SSX On Tour, SSX Tricky (PS2), NHL 07 (PSP), and more.
- AZMCO - Open source implementation and reverse-engineering of Motor City Online (EA, 2001); parses original game data files.
- n64graphics_ci - Converts between PNG and N64 CI (Color Index) texture formats (CI4, CI8). Handles N64-specific texture format conversions for game asset extraction.
- Cricket07FileLoader - File loader for EA Sports Cricket 07's original game data. See also the same author's Cricket07FileRenamer, which renames Cricket 07's MD5-hashed filenames to their proper names, and Cricket07ReDir, a CSV re-documenting the game's real file directory.
- SWEditor - Save editor for the 1989 EA-published MS-DOS game Sentinel Worlds I: Future Magic.
- zerohour-big-explorer - Explorer for the SAGE engine BIG archive format used by Command & Conquer: Generals - Zero Hour.
- NHL-07_public - Collaborative hub centralizing tools, resources, and file-format documentation for modding EA Sports NHL 07 (PSP).
Starflight¶
- starflight-reverse - Reverse engineered source code and format documentation for the 1986 space exploration RPG Starflight.
Star Wars Jedi: Fallen Order¶
- JFOconverter - Converts normal Unreal Engine 4
.uassetfiles (Blueprints, Skeletal Meshes, Static Meshes, Levels, Widgets) into a form usable by Star Wars Jedi: Fallen Order (Respawn Entertainment).
ReBoot: Countdown to Chaos¶
- keytool - Work-in-progress Blender I/O script for ReBoot: Countdown to Chaos (PlayStation), currently importing .TOM (Texel Object Map) models; the repo description also lists .NAN files.
Elona¶
- OpenNefia - Moddable C#/.NET engine reimplementation of the Japanese roguelike RPG Elona, with parts ported directly from the original 2006 HSP source release by Noa. Started by Ruin0x11 as a Lua/LÖVE prototype, archived in favor of this actively developed rewrite.
- foobar_tiled - Tiled map editor plugin that imports and exports the gzip-compressed
.fmpmap format used by the Elona Foobar variant, handling tile layers, object groups, and typed properties.
Arika (Endless Ocean)¶
- EndlessOceanSaveEditor - Save editor for Endless Ocean 2, modifying the
charN.datsave data file.
Keen Games (Enshrouded, Portal Knights)¶
- KG.Data.Tool - Tool for extracting and repacking kfc_data archives from Keen Games titles (Enshrouded, Portal Knights).
- Portal-Knights-Save-Editor - Python/tkinter save editor for Portal Knights characters (gear, bags, stats) and worlds (chests, mannequins, map, signs, NPCs); depends on zstandard and optionally python-snappy.
Epic Games¶
ZZT¶
- Reconstruction of ZZT - Reconstructed source code for ZZT (1991), Epic MegaGames' original text-mode adventure/puzzle game, based on disassembly of the original DOS executable.
- Reconstruction of Super ZZT - Reconstructed source code for Super ZZT (1991), Epic MegaGames' sequel to ZZT, based on disassembly of the original DOS executable.
- Museum of ZZT - Archive and web application for preserving and cataloging ZZT worlds (.zzt/.szt) and their file formats.
- KevEdit - Editor for ZZT and Super ZZT worlds, reading and writing the games' native board/world file formats.
- ZztFormat - C# .NET library for reading and manipulating ZZT and Super ZZT world files.
- zookeeper - Python library for parsing and modifying ZZT worlds.
- zzt-toolbox - Scripts for ZZT and Super ZZT, including
boardwalk(detects irregularities in.ZZTworlds to recover corrupt ones),ezzt_cer_unpack(unpacks ZZT Enhancer.CERfiles, with format notes),mml2zzt,world_joinand a world graph generator. - Solid HUD - ZZT v3.2 compatible engine with an advanced HUD, reading the original ZZT world/board file format.
- Zeta (Museum of ZZT build) - Specialized ZZT emulation core build used by Museum of ZZT.
Ken's Labyrinth¶
- klabkit-sdl - Unofficial Ken's Labyrinth Editor's Toolkit (kkit/sdl) for editing the DOS game's level and resource data.
Jazz Jackrabbit¶
- OpenJazz - Free, open-source reimplementation of Jazz Jackrabbit (1994, Epic MegaGames), requiring and reading the original game's data files. Runs on a wide range of platforms including homebrew consoles/handhelds and inside a web browser.
Radix: Beyond the Void¶
- Rad-X - Remake/source port of Radix: Beyond the Void (1995, developed by Neural Storm Entertainment, published by Epic MegaGames), reading the original game's data files.
Tyrian¶
- OpenTyrian - Open-source port of the vertically scrolling shooter Tyrian (1995, Eclipse Software, published by Epic MegaGames), reading the original game's data files (including the freely re-released Tyrian 2.1 data).
Jazz Jackrabbit 2¶
- jazz2-native (Jazz² Resurrection) - Open-source C++ reimplementation of Jazz Jackrabbit 2 (1998, Epic MegaGames), reading the original game's level, tileset and animation data; partially supports the JJ2+ extension and MLLE.
- MLLE - Alternative multi-layer level editor for Jazz Jackrabbit 2 and related games, extending the original JCS level editor's format with additional features (e.g. JJ2+ infinite scrolling layers).
- j2a-extract - Python 2/3 extractor and importer for Jazz Jackrabbit 2
Anims.j2aanimation files (unpack to image sheets and repack); this fork adds 32-bit (RGBA) sprite support. - project-carrot - Alternative open-source spiritual clone of the Jazz Jackrabbit 2 engine, reading the original game's data.
- See also companion tools: project-carrot-pcae (animation extractor), project-carrot-pclc (level converter), project-carrot-pctc (tileset converter).
- jazz2langtool - Tool for reading and editing Jazz Jackrabbit 2 language files.
Jazz Jackrabbit 3¶
- JazzJackrabbit3D_PackageDecomp - Decompiled assets from the package files of the demo for the unreleased Jazz the Jackrabbit 3.
Fortnite¶
- JModel - Fortnite asset explorer for viewing and parsing PAK game files. Extracts Unreal Engine assets from game.
- FortnitePorting - Fortnite asset exporter that works from a local install or on-demand, exporting to a folder or directly into Blender and Unreal Engine via companion plugins.
- JohnWickParse - Parser for Fortnite PAK, uasset, and uexp files; provides serialization and extraction of game assets. See also node-wick (Node.js bindings) and pywickparse (Python bindings).
- WickDownloader - Parses Fortnite's build manifest and chunk formats to download and reconstruct game files directly from Epic's CDN. See also WickDownloaderNode (Node.js bindings) and pywickdl (Python bindings).
- JFortniteParse - JVM Unreal Engine 4 asset parser library for Fortnite and Valorant; parses PAK files, textures, sounds, meshes, and localization files.
- Solitude - Tool that watches for new Fortnite updates and exports new cosmetics and other assets from the build as soon as it releases, inspired by FModel.
- fortnite-aes-archive - Archive of AES decryption keys for Fortnite's PAK files, covering almost every dynamic and main PAK key.
- FortniteReplayDecompressor - C# library for parsing Fortnite .replay files, decompressing and decoding chunks/frames into structured replay data.
- fortnite-replay - Modern C++23 library for parsing Fortnite .replay files, extracting metadata, network frames, checkpoints, and game events (e.g. eliminations), with optional Oodle decompression support.
- Fortnite-ManifestsArchive - Archive of known Fortnite build manifests.
Unreal¶
- UnrealNX - Nintendo Switch loader/port for Unreal (1998) and Unreal Gold, patching and running the official OldUnreal 227j aarch64-Linux binaries against the original game's installed data files.
Unreal Tournament¶
- unreal-archive - Unreal series mod community content indexer for Unreal, UT, UT2003/2004, and UT3; scans and categorizes mod file formats.
- umod_tools - Command-line Python script for viewing and extracting the contents of UMOD archive files (Unreal Tournament mod/patch package format).
Epyx¶
- epyx_worldrecords - Extracts world-record data from Epyx's Games series (Summer Games, Summer Games II, Winter Games, World Games, California Games) on Commodore 64, scanning D64 disk images (including deleted records) and the Epyx Games Collection cartridge (.crt).
Mirinae Software (Eracha)¶
- eracha - Reverse engineering and reimplementation project for Eracha (MS-DOS, 1996), a platformer by Korean developer Mirinae Software. Documents the game's file formats and includes a cross-platform interpreter loading original map, background, and music data.
Accolade (Eradicator)¶
- erad_ripper - Resource extractor for Eradicator (1996, DOS).
- Test-Drive-3-Maps - Reverse-engineered and extracted world maps from Test Drive III: The Passion (Accolade, DOS).
Battlestate Games (Escape from Tarkov)¶
- TarkinItemExporter - Escape from Tarkov item data exporter.
ESPN NFL 2K5 / All-Pro Football 2K8¶
- 2k-football-mod-tools - Beta mod editors for ESPN NFL 2K5 (original Xbox) and All-Pro Football 2K8 (Xbox 360): browse decoded asset catalogs and replace uniforms, portraits, team art, scorebug graphics, stadium textures, rosters, text and audio, then build a modded copy; ships no game data.
- nfl2k5tool_web - Browser-based editor for NFL 2K5 gamesave files: edit players, schedules and coaches (with a raw text view), and export to or convert between Xbox (
.zip,.bin/.imgmemory unit) and PS2 (.max/.psu,.ps2memory card) save formats or raw.dat. Built on the nfl2k5tool_dart encode/decode engine.
SCS Software (Euro Truck Simulator)¶
- ETS2.SCS.Tool - Tool for extracting SCS archives from Euro Truck Simulator 2.
- ts-map - Map renderer for Euro Truck Simulator 2 and American Truck Simulator, parsing the games'
.mbd/.base/.auxmap definition files. - ts-fmod-plugin - FMOD telemetry plugin for Euro Truck Simulator 2 and American Truck Simulator, enabling FMOD-based sound mods (e.g. for TruckersMP).
- Extractor - Cross-platform extractor for Euro Truck Simulator 2 and American Truck Simulator's
.scsarchive files. - TruckLib - C# library for programmatically creating and editing Euro Truck Simulator 2/American Truck Simulator maps without the official editor, de/serializing the game's
.mbd/.base/.auxmap format and reading prefab descriptors and.siiconfig files. - Packages: TruckLib.Sii (
.sii/.matde/serializer, including encrypted and 3nK-encoded files), TruckLib.Models (binary.pm*model files,.ppdprefab descriptors, and binary.tobjtextures), and TruckLib.HashFs (reader for HashFS, the game's.scsasset archive format). - Save-Edit-Tool - Savegame editor for Euro Truck Simulator 2, distributed with an MSI installer and auto-updater.
- TruckSim Maps - CLI toolchain that parses Euro Truck Simulator 2/American Truck Simulator map data files (including GDeflate-compressed
.scsarchives) into JSON/PNG, then generates GeoJSON, PMTiles, and MapLibre-based web maps; includes a demo React map viewer.
Eurocom¶
- eurochef - Rust crates and utilities for Eurocom EngineX(T) files. Supports texture extraction, entity extraction, map extraction, filelist re-packing, EDB to Euroland 4 decompiler, and Blender plugin.
- Games: Sphinx and the Shadow of Set Demo Disc, Buffy The Vampire Slayer: Chaos Bleeds, Sphinx and the Cursed Mummy, Spyro: A Hero's Tail, Robots, Predator: Concrete Jungle, Batman Begins, Ice Age 2: The Meltdown, Pirates of the Caribbean: At World's End, Ice Age: Dawn of the Dinosaurs, G-Force, Spider-Man 4, GoldenEye 007.
- Formats: EDB, ELX, SFX, filelist (v4-v10).
- Platforms: PC, Xbox, Xbox 360, GameCube, Wii, PlayStation 2.
- eurosound-editor - .NET program reimplementing the original EuroSound tool by Eurocom for editing EngineX sound files.
- eurosound-explorer - C# tool for viewing parameters and extracting audio from SFX files compatible with Eurocom games.
- eurotext - Custom tool to edit and inspect text-based EngineX spreadsheets.
- binary-templates - 010 Editor binary templates for visually opening Sphinx and EngineX file formats.
- hashcodes - Public hashcodes list for various Eurocom games, useful for cross-checking.
- blender-addon - Import and export Eurocom Scene Export (.ESE) files in Blender. Supports 3D models, skins + animations, cameras, maps and scripts.
- euroland_exporters - Import and export Eurocom Scene Export (.ESE) files in Blender; 3D models, skins + animations, cameras, maps and scripts.
- euroland-elf-texture-extractor - Tool to extract textures from random EuroLand data files (*.elf) that may not be inspectable otherwise (e.g. different versions that don't work with the EuroLand .exe).
- sphinx-savegame-editor - C# tool to edit and view savegame files for The Sphinx and the Cursed Mummy game.
- sphinxtools - Unpackers and modding tools for the GameCube version of Sphinx and the Cursed Mummy. Extracts files from Filelist.000 containers, includes 010 Editor binary templates for EDB and SFX formats, and provides demuxing tools for GameCube IMA ADPCM audio.
- gforce-tools - 010 Editor binary templates for newer Eurocom/EngineX formats. Includes Filelist extractor script supporting version 7 (Athens 2004, Spyro: A Hero's Tail, Robots, Predator: Concrete Jungle, Batman Begins, Ice Age 2, Pirates of the Caribbean: At World's End, The Mummy: Tomb of the Dragon Emperor, 007: Quantum of Solace, Ice Age: Dawn of the Dinosaurs, G-Force, Dead Space: Extraction, Spider-Man 4 prototype, GoldenEye 007).
- EngineXFilelistUtil - C# library, command-line tool and Windows Forms GUI for reading, inspecting, extracting from and creating Eurocom EngineX filelists (versions 4, 5, 6 and 7).
- AHT_TriggerInspector - Windows Forms tool that visualizes the trigger-related data in Spyro: A Hero's Tail maps, including a gamescript decompiler; compatible with all retail versions.
- sphinx-eurosound - Python scripts reimplementing the EngineX soundbank tools for unpacking and repacking.
- sphinx-l10n - Fan-translation scripts for Sphinx and the Cursed Mummy that convert the game's SphinxText.xls text spreadsheet (via CSV) to and from Transifex-compatible JSON files.
- Hero-s-Tail-Decomp - In-progress decompilation of Spyro: A Hero's Tail.
CCP Games (EVE Online)¶
- yretenai/Jackdaw - Research project for Carbon Engine file formats used in EVE Online.
Evoland¶
- EvolandSaveEditor - C++ tool that translates Evoland
.savfiles into editable.jsonand converts compatible.jsonfiles back to.sav.
F¶
Image Space Incorporated (F1 2000)¶
- EAF12000_Util - Extracts F1-2000's
.masarchive files and converts the game's proprietary.vrl/proprietary.bmpfiles to.obj/.mtland.png.
Factor 5¶
Turrican¶
- TurricanExtract - Extracts levels, tiles, objects, graphics and palettes from the CDTV versions of Turrican 1 and Turrican 2.
- Turrican2Editor - Level editor for the CDTV version of Turrican II, supporting tilemap, entity and starting-location editing.
- Tony & Friends in Kellogg's Land - Tools to dissect the 1994 DOS game produced by Factor 5 and Rauser Entertainment.
Wube Software (Factorio)¶
- factorio-blueprint - Node.js library for creating, modifying, and exporting Factorio's zlib-compressed, base64-encoded blueprint string format.
Failbetter Games¶
Sunless Skies¶
- skyless-utils - Python utilities for serializing and deserializing Sunless Skies' Unity TextAsset game data, converting between the game's binary format and JSON.
- Sunless-sea-skies-save-editor - Python desktop save editor for Sunless Sea and Sunless Skies; edits resources, cargo and items, and ship and equipment.
Mediatonic (Fall Guys)¶
- img2FGC_v2 (Loamfy fork) - Converts an image into a Fall Guys Creative level, with added HEX color support. See also repinek/ImgToFGC, the original (now unmaintained) tool.
- srepene_patcher - PyQt5 GUI for decoding and editing Fall Guys'
content_v2localization strings and saving the changes as reusable.ptchpatch files; compatible with patches from the earlier Pancake Patcher tool.
Fallen Princess Knight¶
- bpy_fallen_princess_knight_save_editor - Save editor for Fallen Princess Knight (Steam).
Fatshark¶
Warhammer: End Times - Vermintide¶
- VermintideBundleTool - Tool to extract Stingray Engine bundle files from Warhammer: End Times - Vermintide for format research and modding.
Polytron (Fez)¶
- noclip.website (Fez) - In-browser Fez viewer.
- Felt - Work-in-progress trixel-art editor for FEZ modding, supporting FEZTS and FEZAO file bundle creation and modification.
- FEZEditor - Cross-platform modding tool for FEZ game assets, supporting level editing, art objects, trile sets, world maps, skies, localization, and save file management.
fg-games¶
Phantom of the Kill¶
- PotK-Threnody - Recreates the story portions of Phantom of the Kill (a mobile game whose service has ended) using tools to download and extract the original game assets; no game assets are redistributed.
- PotK-story-scripts - Extracted story scripts of Phantom of the Kill, written in a Lisp-based format (documented alongside the scripts).
- potk-unit-database - Python scripts to download unit data from the Phantom of the Kill live service, parse it into unit stats, and render a static site.
- PotK-Assembly-CSharp - Decompiled C# source of Phantom of the Kill's
Assembly-CSharp.dll.
The Alchemist Code¶
- Tagatame-Datamine - Datamine of The Alchemist Code (誰ガ為のアルケミスト / Tagatame).
- The-Alchemist-Code-Story - Story archive of The Alchemist Code's Japanese, Taiwanese, and global releases.
Aster Tatariqus¶
- AT-Datamine - Datamine of Aster Tatariqus (アスタータタリクス).
NPC Studio (Fields of Mistria)¶
- vaultc - Tool for unpacking and repacking Fields of Mistria .sav save files, enabling save data manipulation and format reverse-engineering.
Fire Chief¶
- PC_Fire_Chief - Blender import addons (2.79 and 2.80+) for the
.SKINmulti-submesh model format used in Fire Chief, supporting materials, UVs, and custom normals.
Firebrand Games¶
TrackMania DS¶
- TrackManiaDS-Documentation - Reverse-engineering documentation for TrackMania DS.
- Covers: the
vfs.zipvirtual filesystem layout, save file section structure, replay data byte layout, and custom map data (20x20x20 block maps, map metadata/checksum layout). - See also TrackManiaDS-Reversed, decompiled Lua scripts and reversed raw ghost data (Stadium, Desert, and Rallye) from the same game.
Cars 2 (DS)¶
- Cars-2-DS-Reversed - Reverse engineering of Cars 2 (DS)'s file formats.
- Documents the game's Nitro-format extension "obfuscation" scheme, mapping renamed extensions back to their real Nitro formats (NCGR, NSBMD, NSBTA, NSBCA, NCSC, NCLR, NSCR).
- Decompiles
.luac/.dcsccompiled Lua scripts back to.luasource.
Firefly Studios¶
Stronghold¶
- Sourcehold - Open-source re-implementation of Stronghold 1 that reads and uses original game file formats (bundle, cpk, dat).
- stronghold-tgx-reader - Python script for reading .tgx binary image files from Stronghold 1.
- sourcehold-maps - Reverse engineering of the map file format used by the 2D Stronghold games, from the same project as Sourcehold above.
- sourcehold-ai - Documentation of the Stronghold Crusader
.AIVAI village file format (directory and per-section layout, compression flags), with Python examples that load AIV files through the sourcehold-maps library.
Fireglow Games¶
Sudden Strike¶
- War Action - Open source implementation of Sudden Strike Gold (1.2.1), decompilation parsing original game data and assets.
Sudden Strike: Resource War¶
- War Motion - Open source implementation of Sudden Strike: Resource War (2.4), decompilation reading original game data.
Sudden Strike II¶
- War Storm - Open source implementation of Sudden Strike II Gold (2.2), decompilation parsing original game data.
Tools¶
- War Tool Kit - Collection of tools for Sudden Strike game file formats (.pck graphics, .sue archives); includes pckView graphics viewer.
First Star Software¶
Spy vs Spy II¶
- spyvsspy2 - Complete disassembly of the Amiga version of Spy vs Spy II - The Island Caper, with nearly all code decoded, plus Windows tools, a batch build script, and all extracted game assets.
Spy vs Spy III¶
- spyvsspy3 - Complete disassembly of the Amiga version of Spy vs Spy III - Arctic Antics.
Bugbear Entertainment (FlatOut)¶
- bfstool - Tool for working with BFS (BugBear File System) archives.
- Games: FlatOut (1, 2, Head On), FlatOut: Ultimate Carnage, Rally Trophy, Tough Trucks, Sega Rally Revo, and more.
- Formats: .bfs archives (BFS v1 and v2), zlib compression.
- Features: List/extract/create archives, glob pattern filtering, CRC32/MD5/SHA1 checksums for unknown files, compression optimization.
- FlatOutW32BGMTool - Tool for handling .w32 (tracks) and .bgm (vehicles) files in FlatOut games.
- Games: FlatOut 1/2/Ultimate Carnage, Rally Trophy, Tough Trucks.
- Formats: .w32 (maps/tracks), .bgm (vehicles), .fbx (import/export), collision (.cdb.gen).
- Features: Export to/import from FBX, format conversion (FO2 ↔ FO1, FOUC ↔ others), track editing, material/shader export, BVH zone modification.
- blender_flatout2_trackai_importer - Blender addon for importing trackai.bin files from FlatOut 2.
- FlatOut-2-decomp (decomp) - Matching decompilation of FlatOut 2.
- xnya game-mods cryptutil collection - Encryption key dumping utilities for BugBear games (in *_cryptutil directories).
xnya_rallytrophy_cryptutil: Dump encryption keys from Rally Trophy for decrypted execution.xnya_retrodemo_cryptutil: Dump encryption keys from Bugbear Retro Demo 2002 for decrypted execution.- Integration: Works with bfstool for archive handling.
- flatout-open-level-editor (FOOLEd) - Open level editor for FlatOut, alongside fo2re, file-format reverse-engineering documentation for FlatOut 2.
- FlatOut2-HLSLToSHA - Converts HLSL shaders into FlatOut 1/2's proprietary .SHA shader format.
- FlatOut2_BlenderMaterialFixer - Blender add-on and script for FlatOut 2 tracks imported into Blender: converts DDS textures to PNG, relinks materials to them, connects alpha for materials with
alphain the name, and switches track geometry to its second UV map. - bfs2pack - Packer/unpacker for FlatOut 2's .bfs2 archive format.
- flatout-blender-tools - Blender import/export for FlatOut 1/2/Ultimate Carnage model, track, and audio formats (.bgm/.w32/.bsa/trackai.bin/.cdb2) across PC/PS2/Xbox/PSP.
SmokePatch (Football Life Series)¶
- fl2026-soundtrack-manager - Custom soundtrack manager for SP Football Life 26 (Football Life 2026), converting and replacing audio tracks in CRI ACB/AWB archives.
For the King¶
- for-the-king-save-editor - C# save game editor for For The King; edits Lore points and the gold and stats of characters in a game.
Eutechnyx (Ford Racing)¶
- Gt2 (decomp) - Matching decompilation of Ford Racing (2000).
- Caper (decomp) - Matching decompilation of The Italian Job (2001).
Probe Entertainment (Forsaken)¶
- Forsaken Studio - Modding studio and level editor for Forsaken (1998), targeting the open-source ProjectX engine reimplementation and reading/writing the original 1998 engine formats byte-exactly.
- Features: Asset browser (levels, models, textures, sounds, FX) with a live 3D viewport; Radiant-style quad-view world building with a map compiler (render geometry, collision/portal BSP, light baking); entity, trigger, and narrative/cutscene editors.
- ForsakenEXTools - Blender add-on scripts used to develop content for the Forsaken Remastered release, importing and exporting Forsaken level,
.COBand.MXmodel files; the README notes.COB/.MXLimport is incomplete.
Synapse Software (Fort Apocalypse)¶
- FortApocalypse - Original Atari 400/800 6502 assembly source code for Fort Apocalypse (1982), released by the developer for historical/preservation purposes; requires SynAssembler to assemble.
Fortune Summoners¶
- fortune_summoners_unpacker - Extracts sprites from Fortune Summoners: Secret of the Elemental Stone (Steam version) from the resources of
sotesd.dll; notes on the other files; archived, merged into arc_unpacker.
Frame Gride¶
- GrideMgfExtractor - Extracts and repacks MGF archives (magic MGF or MGFL) from the Dreamcast game Frame Gride, using the game's accompanying txt files for file names when present.
Investronica (Fred)¶
- zx-fred-reveng - Reverse-engineering documentation and disassembly of Fred (1984, ZX Spectrum), including its level data format.
GalaxyTrail (Freedom Planet)¶
- fp-assets - Python extractor and re-packer for Freedom Planet's Chowdren
Assets.datarchive, converting art to PNG and handling sounds, fonts, and shaders; supports both the older zlib and the newer proprietary image compression, auto-identifying known game builds (Linux, Windows, Switch) or taking a JSON metadata file. See also Chowdren. - freedom_editor - Unofficial, unfinished Python modding SDK for the GNU/Linux version of Freedom Planet; dumps
Assets.datand the level files into a project directory, lets you edit object positions and art, then rebuilds and patches the game.
Digital Anvil (Freelancer)¶
- Librelancer - Open-source reimplementation of the Freelancer engine in C# and OpenGL, requiring a Freelancer installation for original game data.
- Starlancer-mod-tools - Collection of modding tools gathered for Starlancer (2000), Digital Anvil's space combat game preceding Freelancer.
- FLNotepad.2.0.Net - Text/RTF editor for Freelancer save games and shiparch.ini entries, with FLMM 1.4 integration.
- FLAtlas Savegame Editor - Windows editor for Freelancer singleplayer
.flsave games (credits, rank, ship loadout, cargo, reputation, visited systems), reading data from the selected vanilla or modded install; preserves encryptedFLS1saves and unknown rows when saving.
Incentive Software (Freescape)¶
- Phantasma - Remake of Incentive Software's Freescape engine, allowing games created with the 3D Construction Set (Driller, Dark Side, Total Eclipse, and others) to run on modern computers using the original game data.
- driller - Complete disassembly of the Amiga version of Driller, re-assemblable into a fully working game.
Hasbro Interactive (Frogger)¶
Frogger¶
- frogger-psx (decomp) - Matching decompilation of Frogger (1997, PS1, 100%).
- frogger2-n64 - Official source code to the cancelled N64 port of Frogger 2: Swampy's Revenge.
- frogger2-pc - Compileable setup of Frogger 2 for PC, recovered from the End of Project VSS backup.
- frogger2-dc - Official source code for Frogger 2: Swampy's Revenge (Dreamcast version).
- frogger2-gbc - Source code to Frogger 2 for Game Boy / Game Boy Color.
- frogger-gb - Source code to Frogger for Game Boy / Game Boy Color.
- frogger2-psx - Official source code for Frogger 2: Swampy's Revenge for the Sony PlayStation.
- frogger2-vss - Import of the Frogger 2 Visual Source Safe backup ('End of Project' tape backup), the primary source archive the other HighwayFrogs Frogger 2 platform repos derive from.
- frog-adv-temple-decomp - Work-in-progress matching decompilation of Frogger's Adventures: Temple of the Frog (Game Boy Advance, USA).
Nerf Arena Blast¶
- NerfArenaBlast_UCSource - Decompiled UnrealScript source code for Nerf Arena Blast (1999, published by Hasbro Interactive), an Unreal Engine 1 game.
FromSoftware¶
Demon's Souls, Dark Souls, Bloodborne, Sekiro, Elden Ring.
Documentation & Wikis¶
- Souls Modding Wiki - Documentation for FromSoftware formats.
- ds3-open-re - Open reverse engineering resources for Dark Souls 3.
- Awesome Elden Ring - Curated list of resources and tools for Elden Ring.
- Sekiro Modding Wiki - Documentation for Sekiro modding.
- elden-ring-open-re - Public knowledge on reverse engineering Elden Ring.
Format Libraries & Templates¶
- DarkSoulsIII.FileFormats - Library for reading Dark Souls III file formats.
- dstools - Tools for Dark Souls file formats.
- libER - ELDEN RING API library with focus on binary compatibility and safety. Written in modern C++20 with byte-perfect documentation of ELDEN RING type layouts, type safety, thread safety, and non-invasive modifications. Supports symbol definition files separated by game version.
- Coremats - .NET library for FromSoftware formats.
- soulsformats-rs - Rust library that can read/write file formats from FromSoftware's recent games.
- soulstruct - Python library for Dark Souls file formats and modding.
- SoulsTemplates - 010 Editor templates for Souls formats.
- DS2Template - Collection of 010 .bt templates specifically made for Dark Souls II
- fstools-rs - Dark Souls file format tools and viewer components for format research and asset manipulation. Actively maintained canonical repo (garyttierney/fstools-rs is a stale, unmaintained mirror).
- DarkSoulsII.FileFormats - Archive file format reference and dumped game assets (.anibnd, .hqbnd, .hqobjbnd).
- soulstruct-gui - GUI editor for Dark Souls binary data structures and game parameters.
- DS2AnimToolset - Set of tools to parse and compile Dark Souls 2 morpheme animation binaries.
- SoulsFormats - .NET library for reading and writing FromSoftware file formats (Dark Souls, Demon's Souls, Bloodborne, Sekiro, and others), the foundational library used by SoulsAssetPipeline, DSMapStudio, and most other Souls modding tools.
- SoulsFormatsNEXT - Community-driven continuation of the SoulsFormats .NET library (.NET Framework 4.8 / .NET Standard 2.1) for reading and writing FromSoftware formats, supporting Dark Souls, Demon's Souls, Dark Souls II and III, Bloodborne, Sekiro, Elden Ring, and Armored Core VI, with a per-format description in its FORMATS.md. Includes automatic DCX decompression and recompression.
- souls-formats-c - Pre-alpha pure C port of SoulsFormatsNEXT for reading and writing FromSoftware formats (including DCX_KRAK compression via the game's own Oodle DLLs, Windows x86_64 only), targeting Sekiro, Elden Ring, Elden Ring Nightreign, and Armored Core VI.
Archives, Unpackers & Encryption¶
- UXM - Unpacker for Dark Souls III and Sekiro archives.
- ParamCrypt - Encryption tool for Dark Souls param files.
- BinderTool - Tool for extracting and repacking BND/BHD archives.
- ER.DATA.Tool - Tool for extracting data archives from mobile game Earth Revival (Project Arrival).
- ER.BDT.Tool - Extractor for BDT archive files (main data container format).
- Yabber - Unpacker/repacker for FromSoftware container formats (BND, BHD/BDT, DCX, and more), one of the most fundamental FromSoftware modding tools.
- YabberExtended - Fork of Yabber adding MQB support and various Armored Core container formats; unpacks and repacks .bnd, .bhd/.bdt, .dcx, .fltparam, .fmg, .gparam, .luagnl, .luainfo and .tpf for Demon's Souls, Dark Souls 1-3, Bloodborne and Sekiro.
- MassExtractBinder - Console tool that mass extracts BND3 and BND4 archives from files or folders into a single mass-extract folder.
- FSDATAUnpacker - Unpacks and repacks the DATA.BIN archives of early FromSoftware PS2 games: AC2DATA.BIN (Armored Core 2), AC25DATA.BIN (Armored Core 2: Another Age), AC3DATA.BIN (Armored Core 3) and ERDATA.BIN (Eternal Ring). Supersedes the same author's AC3DataUnpacker.
- BinderHandler - C# library for unpacking and repacking large FromSoftware BHD5 archives.
- DVDUnbinder - Unpacks BHD5 archives using a provided hash dictionary (mostly made by TKGP, per its README).
- UXM-Selective-Unpack - Enables file modding for Dark Souls 1, Dark Souls 2/SotFS, Dark Souls 3, and Sekiro by unpacking game archives and patching the executable to load loose files. More actively maintained fork of UXM with broader game support.
- DS3PortingTool - Tool for porting BND archives (models, textures, animations) from other FromSoftware games onto Dark Souls 3, handling the associated format conversions.
- MapTexPack3 - Console app that automates packing loose DDS textures into Dark Souls 3 TPFBDT/BHD binders, pruning unused textures and balancing binder sizes.
- TextureToTpf - Converts DDS files into FromSoftware TPF texture containers for PC.
- YarrTools - YarrToMap moves loose DDS files into Dark Souls 3 texture binders (removing unused textures and balancing binder sizes), for use with the YARR hot-reload workflow.
- unpoka - Unpacking tool for gamedata from FromSoftware's PSP game Monster Hunter Diary: Poka Poka Airou Village (Monhan Nikki).
- SaveMerge - Editor for merging and transferring Dark Souls 3 save files.
- DS3SaveUnpacker - C# console tool that packs and unpacks encrypted Dark Souls III save (SL2) files and unencrypted BND4 archives, and patches a save's linked Steam account for transfer between accounts.
- EldenSave - Elden Ring save editor for PC ER0000.sl2 files, usable from the CLI or as a Python library. Edits stats, runes, and inventory without requiring Cheat Engine.
- EldenRing-Save-Manager - GUI save editor for Elden Ring PC ER0000.sl2 files with a built-in hex-edit mode, item/stat editing, and checksum recalculation.
- SL2Bonfire - Unpacks, repacks, and re-signs SL2 save-data containers across multiple FromSoftware games, unlike the Elden Ring-specific save editors above.
Models, Animation & FLVER¶
- FlverMapMigrator - Tool for migrating map flver model files for Dark Souls 3 (DS3).
- TAE Importer/Exporter for Elden Ring - Tool for importing/exporting TAE (Time Act Editor) animation files for Elden Ring.
- FBX2FLVER-MTDFIX - Tool to import FBX models into Dark Souls 1 flver format with MTD fixing.
- FLVER_Editor - Multifunctional editor to edit and view FromSoftware game's FLVER files (Sekiro, Dark Souls, Bloodborne, etc.).
- blender-flver - Blender addon for importing/exporting FLVER models from FromSoftware games. Supports Dark Souls, Dark Souls: Remastered, Bloodborne, and Sekiro.
- FromSoftware-Blender-Importer - Blender importer for FromSoftware FLVER formats. Supports Dark Souls 1, 2, 3, and Sekiro: Shadows Die Twice (characters, partsbnds, and maps for DS1/DS3).
- soulstruct-blender - Blender plugin for soulstruct.
- DSAnimStudio - Animation and cutscene editor for Souls games.
- dark_souls_hkx - Noesis plugins for Dark Souls HKX (Havok animation) format with extra root bone and root motion support.
- soulstruct-havok - Havok HKX file reader and writer for Dark Souls game animations and physics.
- ERClipGeneratorTool - Editor for hkbClipGenerators in Havok Behavior (.hkx) animation files.
- DS3BehaviorTool - Tool for editing Dark Souls 3 behavior binders (behbnd): registers animations for TAE sections and edits hkbClipGenerators, hkStateMachineStateInfos, hkManualSelectorGenerators, CustomManualSelectorGenerators and hkVariableBindingSets, with config presets for mass editing.
- DS3HavokConverter - Converts Havok 2018 XML packfiles to Havok 2014 for Dark Souls 3, supporting Havok Cloth, Physics and Animation.
- DS3RagdollConverter - Converts Havok 2010 ragdoll XML files to the Havok 2014 format for use with Dark Souls 3, and supports porting Dark Souls 1 ragdolls to Dark Souls 3.
- SoulsAssetPipeline - C# pipeline for importing and exporting assets from FromSoftware's Souls games, built on top of SoulsFormats.
- BBAnimConverter - Converts Dark Souls 3 and Bloodborne PS4 Havok animations into HavokTools-friendly files.
- JortPob - Total conversion tool that ports Morrowind's assets (models, terrain, NPCs, dialogue) into Elden Ring via ModEngine3, converting Bethesda's data into FromSoftware's FLVER/BND/MSB formats and Wwise audio pipeline.
- SoulsGrassConvert - Tool for Souls modding (Elden Ring, Sekiro, Armored Core VI) to convert and edit GRASS files as GLTF files.
- ERMaterialConvertTool - Tool for Elden Ring modding to convert one FLVER (model file) material to another.
- FbxImporter - Tool for importing FBX meshes into FLVER model files, supporting vertex-deformed cloth meshes, for Dark Souls 3, Sekiro, and Elden Ring.
- FlverFixer - Fixes GX lists and buffer layouts in FLVER model files to match the materials used by the mesh, for Dark Souls 3, Sekiro and Elden Ring.
- FlverFixup - Command-line tool for fixing common issues with FLVER model files, processing loose files or BND archives (Oodle DLL from the game directory required for BNDs).
- MTD-Editor - Material definition (MTD) editor for FromSoftware games.
- DSR-TPUP - Utility to extract and replace textures in Dark Souls: Remastered.
- MassConvertFromModel - Mass converts FLVER0, FLVER2, MDL4 and SMD4 FromSoftware models to formats such as FBX through AssimpNet (known normal and UV issues; SMD4 not fully explored).
- FromAssimp - Imports FLVER0, FLVER2, MDL4 and SMD4 models into Assimp for export to common formats such as FBX, with the same normal and UV caveats.
- FlverInfoDump - Dumps basic information (without indices or vertices) from MDL4, SMD4, FLVER0 and FLVER2 models to a text file beside the model.
- FlverFlow - Work-in-progress FLVER model importer and exporter with a GUI; its documented workflow targets Armored Core: For Answer models (material.bnd plus model and texture BNDs).
- Timspect - Unpacks and repacks PlayStation TIM2 textures (to PNG plus an XML of texture properties) and includes a TIM texture viewer, focused on FromSoftware TIM2 files.
Maps & Level Editors¶
- DSMapStudio - Map/level editor for Souls/Bloodborne/Elden Ring.
- DSMSPortable - Portable version of DSMapStudio.
- dark-souls-map-viewer - Web-based Dark Souls map viewer.
- noclip.website (DarkSouls) - In-browser Dark Souls map viewer.
- noclip.website (Dark Souls collision) - Separate in-browser viewer for Dark Souls' collision geometry, rendering the hit meshes independently of the visual map data.
- MapBuddy - Batch map-edit tool for Elden Ring MSB files: assigns unique entity and entity group IDs to assets, enemies and players, duplicates enemies with filters, and exports map MSB data as CSV. Built on SoulsFormats.
Scripting, FX, Params & Runtime Modding¶
- BloodBorne-SFX-Bible-and-FXR-Research - Tool for extracting, renaming, and researching SFX and FXR files from Bloodborne.
- fxr - JavaScript library for parsing, creating, and editing FromSoftware FXR files.
- ESDLang - Decompiler for ESD event script format.
- SoulsRandomizers - Randomizers for Dark Souls 3, Sekiro, and Elden Ring that rewrite the game's data through SoulsFormats (params, item/enemy placement, event scripts).
- SoulsIds - Companion C# helper library for writing FromSoftware game mods, with utilities for reading/writing via SoulsFormats.
- FogMod - Dark Souls (Remastered) fog gate randomizer by the same author, writing its changes into the game installation's data.
- Zeditor - Editor for FromSoftware's ESD (Event Script Data) files used in Souls games.
- ModEngine2 - Rewrite of Mod Engine, a runtime code patching and injection library for FromSoftware games. Supports Dark Souls 3 and Elden Ring.
- Gibbed.DarkSouls - Tools & code for use with Dark Souls.
- DemonsSoulsDebug - Patches for Demon's Souls to enable debug menus and other developer functionality.
- Dark-Souls-II-Mod-Loader - File system hook for modding and runtime file replacement.
- DarkScript3 - IDE for editing FromSoftware's EMEVD event script files with a high-level JavaScript-like language (MattScript).
- ESDStudio - Desktop app for editing FromSoftware Talk ESD (dialogue/behavior state machine) files.
- py_esd_for_des - Python decompiler/compiler for Demon's Souls' Talk ESD event script files.
- EldenRingHKS - Curated repository of Elden Ring HKS (HavokScript) AI/behavior script edits, useful reference for HavokScript decompilation/modding work.
- FxrQuery - Gathers FXR particle-effect data from a Dark Souls 3/Elden Ring install using a game-directory Config.xml and an FXR-ID spreadsheet CSV.
- CutsceneEdit - Console tool to move and rotate cameras/objects in Dark Souls 3 MQB cutscene files via simple command syntax.
- nightreign-map-extract - Self-contained Rust CLI that extracts and stitches world map tiles from Elden Ring: Nightreign game archives.
- param_field_mapper - Reverse engineering utility for Armored Core 6 that uses vectored exception handling to monitor accesses to param memory and generate typed XML paramdefs.
- ParamStructGenerator - Generates C/C++ structs from XML paramdefs and a regulation file; the regulation parsing is hardcoded for Elden Ring.
Armored Core¶
- Cauldron - Modding tool for Armored Core: For Answer, Armored Core V, and Armored Core: Verdict Day, with DAT format support.
- AcParamEditor - Lightweight param editor for Armored Core 4, For Answer, V, Verdict Day and 6, plus Armored Core Formula Front, Chromehounds and Enchanted Arms, driven by per-game paramdef folders (XML or raw paramdefs).
- ParamDbpEditor - Editor for the dbp-based params (and the dbps themselves) used by Armored Core 4, For Answer, V and Verdict Day.
- ParamDefEditor - Editor for creating and editing paramdefs and exporting them to XML (importing the XML back is noted as broken).
- AcMsbEditor - Simple editor for Armored Core 4 MSB map files that can add, delete and duplicate MSB param entries (it cannot yet edit entry properties).
- FsUnboundMapper - Unpacks Armored Core game files into a loose setup the game can load, covering For Answer, V and Verdict Day on PS3 and Xbox 360 (Armored Core 4 is listed but not yet marked as supported).
- ACVLooseLoader - Automates loose loading for Armored Core V and Verdict Day on PS3 and Xbox 360: unpacks the main archives, boot, script and mission binders, packs map models and textures into binders for V, and hides the archive header files.
- REGUExtract - Unwraps regulation.bin from REGU.DAT in Armored Core Verdict Day save files as regulation.bnd (for Yabber) and repacks it.
- RegulationHashCalculator - Recalculates the md5 hash entry in Armored Core 4's regulation.bin BND3 after editing.
- EncrMake - Unpacks and repacks the ENCR encrypted payloads Armored Core 4 receives for patch and regulation updates at startup.
- AcSaveConverter - Opens and exports Armored Core saves between platforms and regions; Armored Core: For Answer on PS3 and Xbox 360 is the supported game so far.
- AcSaveFormats - Companion C# library for reading and writing Armored Core saves.
- ac6sl2tool - Decrypts and encrypts the files inside Armored Core 6 SL2 saves and recalculates their trailing checksum (the SL2 itself is a BND4 to unpack first with Yabber or WitchyBND).
- souls_givifier - Save game editor for Dark Souls Remastered, Dark Souls II: Scholar of the First Sin, Dark Souls III, and Elden Ring, reading and writing the shared save data format across titles.
- DarkSoulsII.DebugView - Debug view/inspector for Dark Souls II's in-memory and save data structures.
King's Field¶
- King-s-Field-PC - Static recompilation of King's Field II (PS1) to native PC code, using PS1Recomp to convert the original executable to C and a PsyX-based HLE layer that reads the original disc image at runtime for game data.
Multiplayer & Online Services¶
- dso - Clean-room game server for FromSoftware's "Frpg2" online protocol (Dark Souls 2 and Dark Souls 3), written in Go.
Frontier: First Encounters¶
- ffesge - C saved game editor for Frontier: First Encounters, with
mangle/unmangleutilities and notes (HACKING.txt) on the save file's compression and scrambling.
11 bit studios (Frostpunk)¶
FSZHS Zhengshi (封神召唤师)¶
- FS.MP3.Tool - Tool for extracting MP3 archives from the mobile game FSZHS Zhengshi (封神召唤师).
Subset Games (FTL: Faster Than Light)¶
- ftl-save-editor - Desktop save editor and live memory trainer for FTL: Faster Than Light, with support for the Hyperspace and Multiverse mods.
- iOS-FTL-Save-Game-Editor - Python scripts for decoding and re-encoding the
continue.savsave file of the iOS version of FTL; the README says it may also work on the desktop version. - ftl-profile-editor (Vhati) - Desktop editor for FTL profiles (
prof.sav,ae_prof.sav) and saved games, to unlock ships and achievements or tweak crew, fires, breaches and stores; reads resources from the game directory without modifying it. Fork of ComaToes/ftl-profile-editor with many later commits.
Funatics Software¶
ZanZarah: The Hidden Portal, using a RenderWare-based engine.
- zanzarah-tools - Set of ZanZarah browsing and editing tools.
- zzio - Work-in-progress engine remake and modding tools for ZanZarah: The Hidden Portal.
Funcom¶
Dreamfall: The Longest Journey¶
- DreamView - Viewer for 3D models and animations from Dreamfall: The Longest Journey, originally by Tobias Pfaff.
Secret World Legends¶
- SwlRdbExporter - Exports files from Secret World Legends RDB archives.
Unique Development Studios (Futurama)¶
- futurama-tools - Tools to analyze file formats from the Futurama (2003) video game: a disassembler for "ful" script files, a parser for "dbg" debug symbol files, and documentation of the "img" archive format.
- WSAE - Linux command-line extractor for World's Scariest Police Chases, reading the game disc's police.toc/police.img archive pair.
- dob2bmp - Extracts textures from World's Scariest Police Chases' .DOB files to BMP.
- tex2bmp - Converts World's Scariest Police Chases' tex.bin texture files to BMP.
G¶
G.rev¶
SteamBot Chronicles¶
- SBCFATTool - Unpacks FAT files from SteamBot Chronicles (PS2), supporting both the release version and prerelease builds.
G5 Entertainment¶
Secret Society: Hidden Mystery¶
- Secret-Society-Mystery-Modding-Suite -
.pakfile extractor/converter and save decryptor for Secret Society: Hidden Mystery.
Hidden City: Hidden Object Adventure¶
- Hidden-City-Modding-Suite -
.v_sffile extractor and save decryptor for Hidden City: Hidden Object Adventure.
ГЭГ (GAG)¶
- FreeGAG - Open-source engine reimplementation of the point-and-click adventures ГЭГ: Отвязное приключение (GAG: The Impotent Mystery) and ГЭГ+: Гарри в отпуске (GAG+: Harry on Vacation), built by reverse engineering the original engine and played with your own game data. Includes
xtet_resource_extractor, which extracts theXTETDLL.SFSasset archive from the originalXTETDLL.DLL.
Fishlabs (Galaxy on Fire)¶
- AEMesh - Noesis plugin and format documentation for Fishlabs' Abyss Engine mesh (.aem) format, covering the multiple versioned mesh layouts (V2-V5) used across the Galaxy on Fire series.
- DeepOpen - Decompiled, deobfuscated recreation of the J2ME Galaxy on Fire 2 (v1.0.4) client and the common Abyss Engine it's built on.
- gof2-vita - Native PS Vita loader/port of Galaxy on Fire 2 that runs against an installed copy's original game data.
- gof2hd-decomp - Work-in-progress byte-matching decompilation of the Abyss Engine + Galaxy on Fire 2 (Fishlabs, ~2012), recovered from the Android
libgof2hdaa.soand validated function-by-function against it. - gof2edit - CLI tool to unpack/repack Galaxy on Fire 2's BIN files and save files, and to patch binaries.
- AEPi - Python library for reading and writing Abyss Engine Image (.aei) files, for Galaxy on Fire 2.
- Abyss-Engine-Tools - Collection of Abyss Engine modding tools: AEZtractor (unpacks/repacks the .aez archives found in GoF's Symbian version) and an AEM Blender import/export plugin.
- FMOD-GOF2-Recreated - Recreated replica of Galaxy on Fire 2's FMOD Designer project file, enabling more complex sound and event modding.
- Ae4Extractor - Asset extractor for Galaxy on Fire 3: Manticore.
- AbyssEngineTools - Tools for working with Abyss Engine file formats (in development).
- AEIporter - Converts between Abyss Engine Image (.aei) files and PNG.
- gofdetect - Extracts strings from Galaxy on Fire 2's .bin and .lang files.
- binmodder - Replaces strings in Galaxy on Fire 2's .bin files, for translation/modding.
- weapbin - Script for modifying Galaxy On Fire 2's weapons.bin file.
Polygon Magic (Galerians)¶
- GalTTT - TIM (de)compressor for Galerians.
Game Freak¶
Pokémon games across various generations. See also Sappy (GBA Audio) for GBA-era Pokémon audio tools.
- PKHeX - Universal save file editor for Pokémon games. Supports all generations from Gen I to the latest Switch titles. Includes tools for legitimacy checking, PID/IV generation, and more.
- OpenHome - Application for importing and transferring Pokémon between save files across generations, reading and writing each game's native Pokémon data structures.
-
universal-pokemon-randomizer-zx - Actively maintained fork of the archived Universal Pokemon Randomizer, randomizing original ROM/save data across Pokémon Generations I-VIII.
-
PokemonCreatorBlazor - Pokemon file and species editor built with .NET Blazor, using PKHeX and PKHeX-Plugins as a base for a generic file/entity editor.
- spindafy - Genetic-algorithm search tool that finds a Pokémon personality value (PID) whose derived Spinda spot pattern matches a target image, built on the documented PID-to-spot-pattern generation algorithm.
Gen I & II¶
- map-editor - Map editor for Generation I/II Pokémon games.
- polished-map - Polished map editor for Gen II.
- ClassicMap - Map editor for Pokémon Red/Blue (Game Boy) ROMs, loading and saving maps, tilesets, sprites, warp/sign/person events, town maps, and wild Pokémon data (original author unknown).
- puzzleleague64 (decomp) - Matching decompilation of Pokémon Puzzle League.
- xd-decomp (decomp) - Matching decompilation of Pokémon XD: Gale of Darkness (GameCube).
- pokeheartgold (decomp) - Matching decompilation of Pokémon HeartGold (100%).
- hg-engine - Complete hacking engine built on top of the pokeheartgold decompilation for creating Pokémon HeartGold/SoulSilver ROM hacks.
- pokefirered (decomp) - Matching decompilation of Pokémon FireRed (100%).
- Complete-Fire-Red-Upgrade - Complete upgrade/hacking engine built on top of the pokefirered decompilation, including a reworked battle engine, for creating Pokémon FireRed ROM hacks.
- pokecrystal (decomp) - Matching decompilation of Pokémon Crystal (100%).
- pokegold (decomp) - Matching decompilation of Pokémon Gold (100%).
- pokegold-spaceworld (decomp) - Matching decompilation of Pokémon Gold (SpaceWorld Demo) (100%).
- pokeyellow (decomp) - Matching decompilation of Pokémon Yellow (100%).
- pokered (decomp) - Matching decompilation of Pokémon Red (100%).
- pokered-docs-ja - Japanese-language annotated analysis/documentation of the pokered decompilation, covering the internal workings of the international (English) release of Pokémon Red.
- pokemon-gameboy-extractor-tool - Extractor tool for pulling assets from assembly code on Pokémon Red/Blue GameBoy cartridges into SQLite/JSON.
- capture-quest - Multiplayer reimplementation of the original 1996 Game Boy Pokémon world, built on custom extractor tooling that reverse engineers cartridge data into a living Phaser-powered MMO.
- PMGB_SE - Save data editor for the original Game Boy Pokémon (Red/Blue/Yellow), supporting item bag editing (add, delete, change type, change quantity).
- pokered-save-editor - Save data editor for Pokémon Red and Blue.
- Rhydon - Save file editor for Pokémon Red/Blue/Yellow.
- PKX-Extraction - Extracts Pokémon data from a Generation I/II RAM dump and converts it to the PKX format, including support for the Pokémon Gold/Silver Space World 1997 demo's beta data structures.
- crystal-tracker - Song and sound editor for pokecrystal-based Game Boy sound engines, editing the game's native music data format.
- pokemid - Imports and exports Pokémon Red/Blue's native music data as standard MIDI files.
- Midi2ASM-Converter - Converts MIDI files into pokecrystal-format
.asmmusic data. - muse2pokecrystal - Converts MusicXML (from MuseScore/Finale) into pokecrystal's native music assembly code.
- metatiled - Converts a PNG image into a map compatible with the pokecrystal/Polished Crystal map format.
- crowdmap - Map editor for the pokecrystal decompilation, predecessor to polished-map above.
- G15Map - Map viewer for the Pokémon Gold/Silver Spaceworld 1997 demo/prototype ROM. See also Elfs2World, a sibling map viewer for the same prototype dumps.
- suiCune - Work-in-progress PC recompilation of Pokémon Crystal, incrementally converting the pokecrystal decompilation's assembly into C against a base ROM.
Gen III¶
See also Sappy (GBA Audio) for audio tools used in these games.
- SaveStadium - Save file editor for Pokémon Stadium games.
- PMStadium_Viewer - Viewer for the teams, trainers, and Pokémon data in Pocket Monsters Stadium (N64, Japan), loaded from a
.z64ROM, with export of individual Pokémon as PKHeXjpk1files. - Wargrave-Pokemon-Gen2-Editors - Editors for Pokémon Gen 2 games.
- Pokemon-Shuffle-Unpacker - Unpacker for Pokémon Shuffle archive files.
- JPoke-Export - Pokémon save file exporter.
- blue-spider - Map editor for Pokémon Ruby/Sapphire/Emerald.
- porymap - Modern map editor for Gen III Pokémon games.
- pyagb - Python-based map editor for 3rd generation Pokémon GBA games.
- MEH - Map editor for Gen III. Ported to the D language as BEH, covering Fire Red, Ruby, and Emerald.
- pokeemerald-jp (decomp) - Matching decompilation of Pokémon Emerald (JP) (100%).
- pokeemerald (decomp) - Matching decompilation of Pokémon Emerald (100%).
- pokeemerald-expansion - Actively maintained fork of the pokeemerald decompilation adding modern battle mechanics and Gen IV-IX content/data support; targeted by MIDI2ROM above for custom music authoring.
- auroraticket (decomp) - Work-in-progress decompilation of the Pokémon Aurora Ticket Distribution (USA) program.
- AwesomeMapEditor - Alternative map editor for Gen III.
- pokeruby (decomp) - Matching decompilation of Pokémon Ruby (100%).
- gomons - Go library that can read and modify Pokémon Emerald save files.
- PikaSav - Python/Tkinter save editor for older-generation Pokémon games, with separate save classes for Red/Blue, Gold/Silver, Crystal and Ruby/Sapphire.
- Bulbapedia (Gen I) - Save data structure documentation for Generation I.
- Bulbapedia (Gen II) - Save data structure documentation for Generation II.
- Bulbapedia (Gen III) - Save data structure documentation for Generation III.
- Porytiles - Overworld tileset compiler for Pokémon Generation III decompilation projects.
- Games: Pokémon Ruby (pokeruby), Pokémon FireRed (pokefirered), Pokémon Emerald (pokeemerald).
- porypal - Specialized tool for converting sprites into Gen 3-compatible 16-color tilesheets, designed for Pokémon ROM hacking and decompilation.
- GBA_RTCRead - Tool to read/write data in the real-time clock (RTC) chip found inside carts of some GBA games, including Pokémon Ruby/Sapphire/Emerald and Boktai.
- pkmn_gba_batteryless_patcher - Automated ROM patcher/repacker for Pokémon Ruby/Sapphire and FireRed/LeafGreen, reverse engineered from bootleg AliExpress cartridges' batteryless SRAM save patch.
- Features: relocates/repoints compressed (LZ) ROM blocks to free space, applies the reversed SRAM patch blob without external tools like GBATA, and can inject existing save data.
- Porymap-Animation - JavaScript plug-in that adds animated map tiles to porymap.
- poryscript - Higher-level scripting language and compiler that compiles to the native Gen III Pokémon decompilation script bytecode format.
- PoryMoves - Move-learnset data generator for Gen III Pokémon decompilation projects.
- porydaw - Music editor for the Pokémon Generation 3 decompilation projects that edits the game's native music data format.
- poryaaaa - Audio synthesizer emulating the GBA's native m4a (Sappy) sound engine, used to author music compatible with the Gen III decompilation projects.
- gba2pmd - Converts GBA audio into PRET Music Data (PMD) format, used by the Gen III Pokémon decompilation projects.
- Cry-Editor - Cry (Pokémon sound effect) editor for 3rd generation Pokémon games.
- Pokemon-Editor - Editor for 3rd generation Pokémon game data (e.g. sprites).
- psfrag - Utility for scanning, extracting, and building a database of code fragments in the Pokémon Stadium games.
- rgen3 - Suite of Rust libraries and utilities to manipulate Generation 3 Pokémon games (Ruby, Sapphire, Emerald, FireRed, LeafGreen), covering ROM and save data.
- PSSE - Pokémon Shuffle save file editor, allowing editing of owned Pokémon, high scores, and stage completion in exported savedata.bin files.
- Rumble-World-Save-Tool - Tool for editing and decompressing Pokémon Rumble World (Nintendo 3DS) save files.
- RecoverSaveGen3 - Console app to recover a corrupted Generation III Pokémon save file.
- Poke_Transporter_GB - Pokémon Generation I/II to Generation III transfer tool, reverse engineering the cable-transfer protocol and cross-generation data conversion to move Pokémon from Red/Blue/Yellow/Gold/Silver/Crystal into Ruby/Sapphire/Emerald/FireRed/LeafGreen without official hardware.
- pokemon-gen3-mysterygift-tool - Mystery Gift Wonder Card injector for Pokémon Gen III save files (FireRed, LeafGreen, Emerald).
- Gen3-WCTool - Suloku's Wondercard editor for Generation III Pokémon event files.
- MIDI2ROM - Desktop tool for designing, inspecting, publishing, and testing music for the GBA m4a (Sappy) sound engine, targeting pokeemerald-expansion; connects MIDI exported from a DAW to voicegroups, keysplits, drumkits, DirectSound samples, poryaaaa, ROM compilation, and mGBA.
- PokemonGameEditor - Early all-in-one ROM editor for Generation III Game Boy Advance Pokémon games, now superseded by decompilation-based hacking.
Gen VI¶
- pokediamond (decomp) - Matching decompilation of Pokémon Diamond (100%).
- pokeplatinum (decomp) - Matching decompilation of Pokémon Platinum (100%).
- Personal-Editor - Editor for Generation 6 Pokémon games (Pokémon X/Y and Pokémon OR/AS). Use on extracted files from Personal.GARC.
- pk3DS - ROM editor and randomizer for Generation 6 Pokémon games (X/Y, Omega Ruby/Alpha Sapphire).
- pkBV - Battle Video data parser for Pokémon X/Y and Omega Ruby/Alpha Sapphire. See also KeyBV, a Battle Video data viewer for X/Y.
- pokemon-x-y-icons - Extracts Pokémon icon sprites (party/box/mini icons) from Pokémon X.
- wc-beacon - Distribution and decryption utility for Generation IV Pokémon Wondercards.
- PCDWC4Converter - Converts Generation IV Pokémon Wondercards between PCD and WC4 formats.
- DS-Pokemon-Rom-Editor - ROM editor for Generation IV Pokémon DS games (Diamond/Pearl/Platinum, HeartGold/SoulSilver), covering maps, scripts, encounters, overworld sprites, and NARC/NSBMD/NSBTX asset formats. Actively maintained overhaul of Nømura's original DS Pokemon ROM Editor.
- PokEditor - Java (OS-agnostic) editor for Pokémon Gen IV game data; v3 edits everything inside the tool, loading a project straight into editable sheets. Backed by PokEditor-Core, a library for reading and writing Gen 4 game data built on Nds4j.
- PPRE - Project Pokemon ROM Editor, a long-running multi-purpose ROM editor for Generation IV/V Pokémon DS games (Diamond/Pearl/Platinum, HeartGold/SoulSilver, Black/White, Black 2/White 2), built on RawDB, a binary reader/parser for NDS data structures.
- PPSE-DS - Native NDS homebrew save editor for Generation IV/V Pokémon DS games, built on PokeLib and a modified libulx graphics library, editing saves directly on real/emulated hardware.
- Pokemon-Level-Script-Editor - Java tool for creating and editing Level Script binary files for Pokémon HeartGold/SoulSilver.
- dex-editor - Edits regional Pokédex order, area data, names, and descriptions for Generation IV-V games.
- DS-Shiny-Editor - CLI tool for editing shiny Pokémon odds in Platinum/HeartGold/SoulSilver save data.
Gen V¶
- SwissArmyKnife - Cross-platform ROM editor for Generation V Pokémon games (Black, White, Black 2, White 2). Supports editing map containers, text, events, zone headers, entities, and encounters.
- BW_tool - Tool to modify Pokémon Generation V (Black/White, Black 2/White 2) savegames.
- pypokescript - Python tool and library converting Pokémon Black 2/White 2 script binaries (extracted from the
a/0/5/6NARC) to a human-readable high-level scripting language and back. - CheapScript - Easier scripting for Pokémon Black 2/White 2, with a compiler and a decompiler for existing script containers (archived; the README notes it is incomplete).
- pdrpse - Save editor for Pokémon Dream Radar on the 3DS, editing current and total Dream Orbs and the reward orb counter; runs as 3DS homebrew.
- pbr-dtk (decomp) - Matching decompilation of Pokémon Battle Revolution.
- pokestadium (decomp) - Matching decompilation of Pokémon Stadium (100%).
- pokestadiumgs (decomp) - Matching decompilation of Pokémon Stadium 2 (100%).
- pmd-red (decomp) - Matching decompilation of Pokémon Mystery Dungeon: Red Rescue Team (100%).
- pmd-sky (decomp) - Matching decompilation of Pokémon Mystery Dungeon: Explorers of Sky (100%).
- pokepinballrs (decomp) - Matching decompilation of Pokémon Pinball: Ruby & Sapphire (100%).
- pokepinball (decomp) - Matching decompilation of Pokémon Pinball (100%).
- poketcg (decomp) - Matching decompilation of Pokémon TCG (100%).
- poketcg2 (decomp) - Matching decompilation of Pokémon TCG 2 (100%).
- pokeblack (decomp) - Matching decompilation of Pokémon Black.
- PMDe - Editor for Pokémon Mystery Dungeon: Red Rescue Team (GBA), covering ROM offsets, tilesets, and other game data. (Archived.)
- ppmdu - Combined toolset for exporting/importing graphics, audio, and script data to and from Pokémon Mystery Dungeon: Explorers of Time/Darkness/Sky (NDS). Actively maintained continuation: ppmdu_2, rebuilt on CMake.
- SkyTemple - GUI ROM editor for Pokémon Mystery Dungeon: Explorers of Sky (NDS), built on top of the pmd-sky decompilation and skytemple-files.
- pmdsky-debug - Reverse-engineered debug/symbol information for Pokémon Mystery Dungeon: Explorers of Sky (NDS), used by pmd-sky and SkyTemple.
- pmd_2_doc - Reverse-engineering notes and file format documentation for the Pokémon Mystery Dungeon: Explorers series, covering common file formats, script engine internals, DSE audio (SMD) parsing, and character resources, plus 010 Editor hex templates.
- SkyEditor.SaveEditor - Library and plugin-based editor for Pokémon Mystery Dungeon savegames.
- pmd-gen - Password/friend-code generator for Pokémon Mystery Dungeon: Rescue Team DX, implementing the reverse-engineered password algorithm documented by zaksabeast and mid-kid.
- pkmn-classic-framework - Class library and server implementations for Pokémon Generation IV and V game logic, including reverse-engineered GTS and Wi-Fi Connection network protocols and save/PKM data structures.
- FrostsGen5Editor - General-purpose ROM hacking editor for Pokémon Black/White/Black 2/White 2.
- AnimaEngine - C99 sprite extraction/preview toolchain for Pokémon Black/White/Black 2/White 2 (NDS).
- kaomado - Extracts Pokémon Mystery Dungeon face-portrait (Kaomado) sprites, reverse-engineering their custom compression algorithm.
- plbEdit - Experimental placement-data (PLB) editor for Pokémon Mystery Dungeon: Gates to Infinity and Super Mystery Dungeon (3DS).
- GfxCrunch Animation Viewer - Displays animations exported by psy_commando's GfxCrunch tool, complementing ppmdu above for Pokémon Mystery Dungeon sprite data.
- SkyEditor.RomEditor.Rtdx - Work-in-progress ROM editor for Pokémon Mystery Dungeon: Rescue Team DX (Switch). (Archived.)
Switch (Gen VIII+)¶
- pkNX - All-in-one ROM editor and randomizer for Switch Pokémon games (Let's Go, Sword/Shield, Brilliant Diamond/Shining Pearl, Legends: Arceus, Scarlet/Violet).
- swshtools - Python command-line tools that convert Pokémon Sword and Shield binary files to and from JSON:
personal_total.bin(Pokémon parameters),wazaoboe.bin(learnsets), andpokecaplist.bin(icons). (Archived.) - GFBMDL_Plugin - Blender plugin for importing models and animations from Switch Pokémon games.
- Pokemon-Switch-Model-Importer-Blender - Blender Python script for importing and exporting models from Switch Pokémon games.
- gftool - Tool for working with Trinity-format files (TRMDL, TRMSH, TRMBF, TRMTR, TRSCN, and more) used by Pokémon Scarlet/Violet and Legends: Arceus.
- PokeModding-PLA-SV-Blender - Blender import/export scripts for Pokémon Legends: Arceus and Scarlet/Violet model formats (TRMSH/TRMBF).
- SV-Script-RE - Cleaned-up Lua script dumps reverse engineered from Pokémon Scarlet/Violet.
- SVScripts - Reverse-engineered rewrite of Pokémon Scarlet/Violet's internal
dll_utilgame logic scripts. See also the same author's ZAScripts, an early-stage rewrite applying the same approach to Pokémon Legends: Z-A. - SV-Randomizer - Python randomizer for Pokémon Scarlet/Violet that edits the game's flatbuffer data (wild and static encounters, trainers, personal data abilities and movesets, starters and gifted Pokémon) and outputs a romfs folder plus a Trinity Mod Loader modpack zip.
- poke-client - Debugging and reverse engineering tool for Switch Pokémon games, built on exlaunch. Runs on real hardware with a hex editor and a Lua VM for executing scripts from an SD card.
- PIDFinder - Assistant tool for abusing Pokémon PID/IV pseudo-random number generation.
- EtumrepMMO - Reverses captured entities in Pokémon Legends: Arceus back to their origin (group) RNG seed.
- PKHeX-Plugins - Collection of plugins for PKHeX.
- PKHeX_Raid_Plugin - PKHeX plugin to display raid data and additional Pokémon info.
- SeedSearcher - Seed finder for Pokémon Sword and Shield RNG manipulation.
- PKHeX-Auto-Legality-Mod - Modded Showdown import function for PKHeX enabling automatic Pokémon legality fixing.
- PokeFilename - PKHeX plugin to customize PKM output filenames.
- HOME-Live-Plugin - PKHeX plugin to view and dump Pokémon from the Pokémon HOME application.
- RaidCrawler - Raid viewer for Pokémon Scarlet and Violet.
- PKHeXRNG - PKHeX plugin for Citra RNG manipulation via RPC game-data fetching.
- PKHeX.Mobile - Pokémon save editor for Android and iOS, mobile companion to PKHeX.
- PCHex - 3DS homebrew Pokémon save editor.
- pokenamehex - Utility for hex-editing Pokémon name strings, working with the games' internal character encoding table.
- NewSnap - Code for working with New Pokémon Snap's file formats.
- ReMasters - Reverse engineering resources for Pokémon Masters.
- PokemonMasters - Blender 2.8 import script for LMD model files from Pokémon Masters.
- UntieUnite - Reverse engineering of Pokémon UNITE, decrypting, decompressing, and dumping the game's DLC asset bundles.
- FlatCrawler - Data crawling tool and library for reverse engineering undocumented FlatBuffer binary schemas, with a worked example for Pokémon Sword/Shield's FlatBuffer data.
- FlatbufferToolkit - Toolkit for rapid FlatBuffer reverse engineering, with an MCP server for LLM-assisted schema analysis.
- PkmnFbs - FlatBuffer schema collection for Switch Pokémon games (Let's Go Pikachu/Eevee, Legends: Arceus, Sword/Shield), reverse engineered using FlatbufferToolkit.
- UnityDPtools - Parser for ripping data from Pokémon Brilliant Diamond & Shining Pearl's ROM data.
- BDSP_rombase - Free, public ExeFS ROM base for building Pokémon Brilliant Diamond & Shining Pearl mods.
- PermuteMMO - Permutes possible player actions to find shiny Pokémon outcomes in Pokémon Legends: Arceus, companion tool to EtumrepMMO.
- PokeRomXtractor - Extracts data (Pokemon, items, abilities, and more) from Pokemon Emerald and FireRed ROMs.
- PokeTunes - Web-based save editor for Pokemon games up to Generation III.
- PqSave - Save reader and writer for Pokémon Quest.
- PKHeXPluginPile - Collection of PKHeX plugins covering various save-editing utilities.
- FlagsEditorEXPlugin - PKHeX plugin for dumping and editing internal save-data flags.
- PKHeXFeebasLocatorPlugin - PKHeX plugin to find and edit Feebas fishing spots in Pokémon Emerald save data.
- PKHeXWC3Plugin - PKHeX plugin to import and export Generation III event (WC3) files.
- PKHeXWaldaPlugin - PKHeX plugin to view and design Walda Wallpapers in Pokémon Emerald save data.
- MissingEventFlagsCheckerPlugin - PKHeX plugin that checks event flag states for missed field items, hidden items, and trainers.
- PokeDocs - Archive of FlatBuffer schemas, hashes, and other metadata for Switch Pokémon games, used as reference data for gftool and the Zukan toolset.
- poke-dot - Godot GDExtension for importing Pokémon Trinity-format model, animation, and scene FlatBuffer data (TRMDL, TRMSH, TRSCN, TRSKL, and more) from Switch Pokémon games.
- LMD_Animation_Loader - Blender animation loader script for LMD animation files from Pokémon Masters, companion to the PokemonMasters model importer above. See also PMLMDSpecs, a specification document for the Pokémon Masters LMD animation format, and GameEngine, a standalone .NET/OpenGL viewer supporting LMD models/bone animations alongside MMD PMX models.
Pokémon Ranger¶
- AlmiaE - Editing suite for Pokémon Ranger: Shadows of Almia, editing Pokémon base stats/parameters and map data (Pokémon, NPCs, targets). Includes LZ10/LZ11 decompression and compression for the game's NDS filesystem.
- rangercrypt - Decrypts/encrypts Pokémon Ranger save files, fixing checksums on encryption.
- Pokemon-Ranger-Mission-Inserter - Inserts downloadable missions into a Pokémon Ranger 2/3 save file.
- TychoGfx - Graphics viewer/exporter for Pokémon Ranger, by the same author as AlmiaE above. (Archived.)
- PokemonRangerNetMissionDistributionTool - Encodes/injects Wi-Fi mission data and generates/edits save files for Pokémon Ranger 1/2/3 (JP and overseas), including Manaphy egg-mission reset.
Pokémon Mini¶
- mindis2 - Pokémon Mini ROM disassembler.
- PokeMini - Homebrew-focused Pokémon Mini emulator (continuation of the original PokeMini project), reading .min ROM files and supporting real or FreeBIOS boot images, multicart flash images, and save states.
- c88-pokemini - Multi-platform toolchain for Pokémon Mini homebrew development in C, wrapping the EPSON/TASKING S1C88 compiler and producing .min ROM output.
Pokémon Conquest¶
- RanseiLink - ROM editor for Pokémon Conquest (Nintendo DS). See also RL-Animate by the same author, a companion previewer for sprite animations exported by RanseiLink.
- conquest-data - Collection of one-off scripts for ripping data from Pokémon Conquest, documenting information not otherwise available.
Pokémon e-Reader¶
- pokecarde - Disassembly of the English Pokémon Battle-e trading card series and the Eon Ticket e-Reader card, released alongside Pokémon Ruby/Sapphire.
Tiger Electronics (Game.com)¶
- gcimagetool - Encodes and decodes Game.com image data, supporting dithering and RLE compression for use with the console's
Fi_graph2syscall; decodes to PNG and encodes from common image formats.
Gameloft¶
- GameloftEngineLoader - UniLoader addon for importing Gameloft engine PIG files. Supports meshes, textures, transforms, nodes, and compression (LZ4, ZSTD).
- DRVM - Custom Java Virtual Machine implementation for reverse engineering the J2ME game Diamond Rush, including asset extraction.
- Greenier-Farm-3-Decomp (decomp) - Matching decompilation of Green Farm 3.
- dia_data - Research repository for the Nokia/J2ME game Diamond Rush: Gameloft BSprite (.bsprite, v1/v2/v3/v5) format notes, C parsers and tools for sprite and demo data, and extracted images, sprites, sounds, and maps. See also DRVM above.
- SF.GLA.Tool - Tool for extracting GLA archives from Sniper Fury.
- Minion-Rush-Modding-Tools - Scripts for modding Minion Rush. Contains an editor for BLIBCLARA files.
- Game-Engines-Filetypes-Reverse-Engineering - Work-in-progress collection of 010 Editor templates, reading scripts, and file examples for various filetypes used across Gameloft games.
- Gameloft-Games-Tools - Tools for unpacking and packing game resources from older Gameloft titles.
- PIG2FBX - Command-line 3D model converter for Gameloft PIG files.
- Gameloft-J2ME-Tools - Tools and documentation for modding Gameloft's J2ME (Java feature-phone) games.
GarageGames¶
Marble Blast¶
- Marble Blast Web - Web port of Marble Blast Gold, Platinum, and Ultra with asset importing from original Torque 3D Engine files (.dif, .dts, .mis).
Garfield¶
- pakman - PAK packer/unpacker for Garfield (PC/PS2, 2004).
Digitalmindsoft (Gates of Hell)¶
- GOHSaveEditor - Unofficial save game editor for Gates of Hell: Ostfront; loads, edits, and saves campaign save files.
Gearbox Software¶
- Gibbed.Borderlands3.Datamining - Datamining tools for Borderlands 3.
- Borderlands 2 Texture Modding Tool for PC - PC-only guide and tool (TexMod) for extracting, editing, and using textures in Borderlands 2. TexMod is a popular texture tool also used for Arkham City, Tomb Raider, and other games.
MechWarrior 4¶
- MW4 Sound Extractor (MechWarrior 4: Mercenaries) - Sound extractor for MechWarrior 4: Mercenaries. Created by mektek, one of the first tools created for the game.
- Gibbed.Borderlands2 - Save editor and modding tools for Borderlands 2, including a save game editor and Spark TMS pack/unpack utilities.
Borderlands¶
- Gibbed.BorderlandsEnhanced.Datamining - Datamining tools for Borderlands Enhanced game format extraction.
- Gibbed.BorderlandsOz - Tools for Borderlands: The Pre-Sequel game format parsing and editing.
- Gibbed.BorderlandsOz.Datamining - Datamining tools that dump game data from running instances of Borderlands: The Pre-Sequel.
- Gibbed's Borderlands Save Editor - Tools and code for parsing and editing Borderlands game save files and binary formats.
- Gibbed's Borderlands 2 Datamining Tools - Datamining tools for extracting game data (items, missions, balance, currencies, customizations, perks) from running Borderlands 2 instances.
- Gibbed's Borderlands 3 Tools - Tools and code for working with Borderlands 3 game files and formats.
- ft-explorer - GUI browser for Borderlands resource data used by BLCMM modding tool, browsing Unreal Engine structures from Borderlands 2, TPS, and Tales from the Borderlands.
- borderlands2 - Command-line save editor for Borderlands 2 and Borderlands: The Pre-Sequel that decodes the protobuf-based savegame format to JSON/text for editing character stats, inventory, currencies, and challenges, then re-encodes it back to a console/PC-playable save.
- borderlands3-save-editor - GUI save file editor for Borderlands 3. Unmaintained since 2021; the author recommends the actively developed bl3-cli-saveedit as an alternative.
- bl3-cli-saveedit - Actively maintained command-line Borderlands 3 savegame/profile editor, recommended above as the successor to the unmaintained borderlands3-save-editor.
- BL3SaveEditor - Desktop save and profile editor for Borderlands 3.
- borderlands-4-save-utility - Save file editing utility for Borderlands 4.
- Borderlands2PS3ProfileEditor - Python tool to modify Borderlands 2 profile data on PS3.
Avalanche Studios (Generation Zero)¶
- ApexPredator - Tool/library for reading Apex Engine assets. Currently supports Generation Zero. Written in C++.
- Gibbed.JustCause4 - File unpacking and asset extraction tool for Just Cause 4.
- AE.ARC.Tool - Tool for extracting ARC archives from games built on Avalanche Studios' Apex Engine.
- JC.ARC.Tool - Tool for extracting ARC archives from the Just Cause series.
- GenZ-Save-File-Editor - Save file editor for Generation Zero, reading and writing the game's original save data format.
Mad Max¶
- MadMax_Savegame_Editor_Project - Reverse-engineering and save editor project for Mad Max (2015), documenting the save container format (XOR keying, header layout, integrity checksums) and the game's economy/roster tables.
Genius Sonority¶
Pokémon Colosseum, Pokémon XD: Gale of Darkness.
- pokemon_fsys_tool - Tool for FSYS archive format used in Pokémon Colosseum/XD.
- PokemonFSYSConverter - Program to extract .obm and textures out of .fsys files found in some GameCube/Wii titles.
- PkmGCTools - LibPkmGC backend library and PkmGCSaveEditor, a save file editor, for Pokémon Colosseum and Pokémon XD.
- tdmextractor - Archive extractor and repacker for "The Denpa Men" series (TDM1/TDM2/TDM3/TDMF archives). Can replace the usage of the existing quickbms script for The Denpa Men 3.
- Blender HAL DAT Model Addon - Blender addon for importing and exporting HAL Laboratory's GameCube .dat model format, primarily for Pokemon Colosseum and XD: Gale of Darkness, with compatibility for Super Smash Bros. Melee, Kirby Air Ride, Chibi-Robo!, and Killer7.
Genki¶
Jade Cocoon: Story of the Tamamayu, Jade Cocoon 2.
- Jade-Cocoon-Unpacker-Repacker - Tool to unpack and repack DATA.001 archive files from Jade Cocoon (PS1).
- Jade-Cocoon-2-Unpacker-Repacker - Tool to unpack and repack archive files from Jade Cocoon 2 (PS2).
- Tamamayu-Monogatari-Dennou-Bijutsukan-Unpacker - Unpacker for DATA.001 archives from Tamamayu Monogatari Dennou Bijutsukan demo (PS1).
- GUTArchiveTools - Archive tools for GUT (Genki Utility) archive format used in Genki's PS2 racing games (Tokyo Xtreme Racer series, Kaido Racer, Shutokou Battle, etc.).
- KengoPS2Tools - Tools for unpacking, rebuilding, and inserting files into the FID.BIN archive format used in Genki's Kengo series (PS2).
- GNKSoundTools - Sound modding tools for PS2 Genki games.
- TXR3-Text-Editor - Text editor for Tokyo Xtreme Racer 3.
- jade_cocoon_reversing - Decompilation project for Jade Cocoon (PS1).
Sunborn (Girls' Frontline)¶
- GFLMotionConverter - Converts Girls' Frontline Live2D motion/physics data (extracted from Unity asset bundles via UABE) into standard Live2D Cubism motion3/physics3 files.
Girls' Frontline 2: Exilium¶
- GF2AssetBundleDecryption - Decryption/unpacking tool for Girls' Frontline 2: Exilium's Unity asset bundles.
- GF2Decrypter - Asset decryption toolkit for Girls' Frontline 2: Exilium.
- Tools: C# and Python Unity asset-bundle decryptors, a Lua script decryptor, a text extractor, and an audio decryptor. (Archived)
- exilium-tools - Tool collection for Girls' Frontline 2: Exilium: asset bundle decryption, splitting and renaming (C++), audio track and loop-metadata extraction from ACB/AWB files, subtitle extraction from USM videos, and a game update tracker that generates HTML reports.
Chronic Logic (Gish)¶
- freegish - Official open-source release of Gish (Chronic Logic, 2004), a physics-based puzzle-platformer.
Glu Mobile¶
- glu-mobile-obb-extractor - Extractor and format documentation for the FGIB/CBigFile_v2 container format used inside Glu Mobile's Android
.obbexpansion files, shared across many of the publisher's mobile games.
Goblin Dungeons¶
- Goblin-Dungeons-Save-Editor - Python CLI that decrypts, edits and re-encrypts Goblin Dungeons'
ProgressData.saveusing the game's AES-CBC keys; edits resources, equipment levels, spells and map progress.
God of Thunder¶
- god-of-thunder - Community-maintained port of the public-domain source release of God of Thunder (1993, DOS action-adventure by Ron Davis); requires the original game's data files, as the assets were not included in the source release.
- god_of_thunder_save - Ruby library for loading, editing and writing God of Thunder saved game files (
SAVEGAM1.GOT), exposing name, health, magic, jewels, keys, score and item flags.
God Summoner¶
- bpy_god_summoner_mobile - Blender import script for models from the Android game God Summoner.
Shift Up (Goddess of Victory: NIKKE)¶
- NikkeViewerEX - Interactive Spine viewer for Goddess of Victory: NIKKE character assets.
- NikkeTools - Encryption/decryption tool for Goddess of Victory: NIKKE's asset bundles, for extracting and re-packing modded graphical assets. See also Nikke-NKAB-Decrypter, a decrypt-only tool specifically for NKAB-signature asset bundles.
- NikkeTools (Hiro420) - Unrelated to the asset-bundle tool above; a collection of 5 separate tools for Goddess of Victory: NIKKE.
- Tools: Catalog (asset catalog parser), MetadataDumper, Protobuf (message dumper), StaticData (data table parser), UnLuac (Lua decompiler).
- EpinelPS - Private/local server for Goddess of Victory: NIKKE, reverse engineering the game's client-server protocol; resolves localized names by parsing the game's Unity asset directories.
RNGeusEX Games (Goodbye Eternity)¶
- EXTRActor - Extractor for the YVANetusEX
.extraarchive format used by the visual novel Goodbye Eternity.
Cygames (Granblue Fantasy Relink)¶
- GBFRDataTools - Tools and libraries for working with Granblue Fantasy: Relink's data formats.
- GBFRBlenderTools - Blender addon for importing Granblue Fantasy Relink mesh models.
- GBFR2Blender2GBFR - Tools for importing/exporting animations and collision data for Granblue Fantasy Relink.
Dragalia Lost¶
- dl-model - Model viewer for Dragalia Lost.
- DragaliaModTools - Build tools for Dragalia Lost assets.
- DLStories - Archive and viewer for Dragalia Lost's story/dialogue text.
- Features: Custom asset parser exporting story data to JSON, voice audio playback.
- Languages: English, Japanese (with furigana), Simplified Chinese, Traditional Chinese.
- DLScripts - Scripts for downloading, decrypting, and parsing Dragalia Lost's asset manifests, including dumping
master.aMono data and story assets to readable, labeled content. - SerializableDictionaryPlugin - UABEA plugin for importing and exporting the serializable-dictionary MonoBehaviour format used by Dragalia Lost and other Unity games, by the same author as DragaliaModTools above.
Princess Connect Re:Dive¶
- priconner-bgm - Extracts music/BGM from the PC version of Princess Connect Re:Dive.
- priconne-asset-extractor - Downloads, extracts, and converts assets from Princess Connect Re:Dive.
Uma Musume Pretty Derby¶
- umamusume-localify - Localization plugin for Uma Musume Pretty Derby's DMM client (archived, but the base for several derivative tools below).
- umamusume-voice-text-extractor - Extracts Uma Musume Pretty Derby's voice audio files together with their corresponding text.
- umamusume-story-patcher - Extracts Uma Musume Pretty Derby's story/dialogue AssetBundles to CSV via UnityPy, and repacks translated CSV files back into the game's assets.
- UmamusumeResponseAnalyzer - Terminal.Gui-based TUI host that receives Uma Musume Pretty Derby's request/response MessagePack payloads (via a companion sender such as CarrotJuicer) and routes them to installed plugins by Gallop endpoint.
- CarrotJuicer - Hooks the decryption function in Uma Musume Pretty Derby's
libnative.dll(Windows DMM client) to inspect the game's MessagePack network packets. - See also Riru-CarrotJuicer, the same author's Android (Riru module) port hooking
libnative.so, and cjedb, a companion data generator that reads the game'smaster.mdbdatabase to supply additional per-event data for CarrotJuicer captures. - UmaEnhance -
version.dllproxy plugin for Uma Musume Pretty Derby adding gameplay customization options, built on code from CarrotJuicer and umamusume-localify above. - UmaViewer - Unity application for viewing assets from Uma Musume: Pretty Derby.
- UmamusumeExplorer - GUI utility for viewing assets from Uma Musume: Pretty Derby (DMM Games or Steam install), with a file browser with search and export, an audio player with export and a live music player with export.
KOG (Grand Chase)¶
- P3M-Importer-Exporter - Blender importer/exporter plugin for Perfect 3D Model (
.P3M) files used by Grand Chase.
Gray Design Associates¶
- OpenNitemare3D - Reimplementation of Nitemare 3D (1994), reading the original game's data files.
- Nitemare3D DAT Extractor - Extracts menu art and audio from Nitemare 3D (1994) and the Hugo's House Of Horrors series' SND.DAT/UIF.DAT archives, producing PCX images and MIDI/VOC/PCM sound files.
- LibHugo - C++ library for reading image and sound data from Hugo's House Of Horrors and Nitemare 3D.
- Hugo's House Of Horrors Midi Rip - Ripped MIDI music files extracted from Hugo's House Of Horrors using the DAT Extractor above.
Gremlin Interactive¶
Actua Soccer¶
- ActuaSoccer - Code analysis notes on Gremlin Interactive's officially released Actua Soccer/Euro 96 DOS source code, covering the Watcom C++/DOS4GW toolchain needed to rebuild it and reverse-engineering findings about the game's internals.
- acuta-soccer-mocap-viewer - Viewer for Actua Soccer's proprietary motion-capture data files.
Hogs of War¶
- OpenHoW - Open-source reimplementation of Gremlin Interactive's Hogs of War (PC/PSX) that reads and renders the original game's data files.
- Pigs of Worldwar - Fan-made remake engine for Hogs of War, built with Electron, TypeScript, and Three.js; reads the original game's assets (does not distribute them).
Realms of the Haunting¶
- roth_ripper - Resource extractor for Realms of the Haunting (1996, DOS).
Strike Series (Desert Strike, Jungle Strike, Urban Strike)¶
- StrikeLZSS - LZSS compressor/decompressor for Desert Strike, Jungle Strike, and Urban Strike (Sega Mega Drive/Genesis).
- Jungle Strike (SNES) Static Recomp - Static recompilation of the SNES port of Jungle Strike into a native Windows executable; no ROM included.
Zool¶
- zool2 - Complete disassembly of the Amiga CD32 game Zool 2 by Gremlin Graphics, decoded well enough to be reassembled into a fully working game; includes Windows tools, batch scripts, and all original game assets.
Whiplash / Fatal Racing¶
- ROLLER - Reverse engineering and reimplementation of Gremlin Interactive's Whiplash/Fatal Racing (1995), building and running the original DOS game (using assets from a retail CD image) on modern PCs with SDL; a matching-instruction decompilation is developed in the companion ROLLER-matching repo.
- Whiptools - Tools for decoding, encoding, and viewing Whiplash/Fatal Racing game files.
- Formats: .BM/.DRH (textures), .PAL (palettes), .RAW/.RBP/.RFR/.RGE/.RSS (audio), .HMP (MIDI), .KC (cheat audio), .TRK, FATAL.INI/PASSWORD.INI.
- Features: Unmangling/mangling, bitmap and palette extraction/conversion, audio conversion to WAV, HMP MIDI repair, image-to-texture conversion.
- TrackEditor - Whiplash/Fatal Racing track editor and OBJ/glTF resource converter, built on the ROLLER engine core; edits track geometry, surfaces, signs, audio triggers, and moving stunts.
Top Gear¶
- Top Gear (SNES) Static Recomp - Static recompilation of Top Gear (SNES) into a native Windows executable; no ROM included.
Monty on the Run¶
- monty-on-the-run - Fully commented KickAssembler reconstruction of Monty on the Run (C64, 1985); assembled output is byte-identical to the original tape release.
Grezzo¶
Ocarina of Time 3D, Majora's Mask 3D, Luigi's Mansion remake, Ever Oasis.
- io_scene_cmb - Blender add-on for Grezzo's "Ctr Model Binary" (CMB) format.
- noclip.website (OoT3D) - In-browser Ocarina of Time 3D viewer.
- noclip.website (Luigi's Mansion 3D) - In-browser Luigi's Mansion 3D viewer, sharing Grezzo's CMB/ZAR/ZSI loader with the OoT3D and Majora's Mask 3D viewers.
- MeltyTool (Grezzo) - Grezzo format viewer/exporter.
- N3DSCmbViewer - Viewer for 3DS CMB models.
- Scarlet - General purpose 3DS/Vita game tool.
- Gar/Zar UnPacker - Archive unpacker for Ocarina of Time 3D and Majora's Mask 3D.
- Switch-Toolbox - A tool to edit many video game file formats
- GARTool - Tool tested with Ever Oasis and Luigi's Mansion.
- irarc_unpacker - Unpacker for IRARC archive format from Blaster Master Zero and Azure Striker Gunvolt (3DS).
- luigi_gmsg - Unpacker/repacker for
gmsgmessage/text files from Luigi's Mansion (3DS remake). See also ever_oasis_gmsg, the same author's equivalent tool for Ever Oasis'sgmsgfiles.
Golden Era Games (Grimoire: Heralds of the Winged Exemplar)¶
- GrimoireDigiMusicDLL - Wrapper DLL for Grimoire: Heralds of the Winged Exemplar that adds support for MP3-encoded music.
Growtopia¶
- py-deltaparser - Python tool for extracting Growtopia's item database (
items.dat) format. (Archived.)
GSC Game World¶
S.T.A.L.K.E.R¶
- Geometry Decompiler plugin for 3dsmax - This plugin is designed to import into 3ds Max (works with versions 7-8, not tested on version 9) map geometry files of the game STALKER"
- STALKER game archives unpacker - Needed for unpacking game archives - if you want to try to install russian version of mod - you'll need this.
- STALKER Extractor - STALKER database extractor. Compatible with all game versions. Allows choosing files to extract.
- LtxParser - C# library for loading .ltx trees from the STALKER series.
- S.T.A.L.K.E.R Mod Tool - NOT MY ADDON! The S.T.A.L.K.E.R mod tool used to extract the files from the .db files. Place all gamedata files into a folder called old once you have extracted every .db to a folder called gamedata in stalkers main directory like. G:\program files\THQ\S.T.A.L.K.E.R. - Shadow of Chernobyl\gamedat...
- Unpack Pack xr files Stalker (S.T.A.L.K.E.R.: Call of Pripyat) - Gathered most of the pearl scripts into a heap and adapted them to a single library. The archives are all taken from the AMK website, and re-uploaded here because they were on a Yandex disk
- XRay Exporter v2.03 (S.T.A.L.K.E.R. Shadow of Chernobyl) - Official SDK 0.4 export plugins for 3ds Max 7, 8, 9, 2008, 2009, 2010, 2011, LightWave 3D 7.5 and 8.0, and Maya 7, 8, 8.5, 2008, 2009, 2010. In addition, missing libraries have been added.
- XRay Exporter v2.03 (S.T.A.L.K.E.R.: Call of Pripyat) - Official export plugins for SDK 0.5, 0.6, 0.7 for 3ds Max 8, 9, 2008, 2009, 2010, 2011, LightWave 3D 8.0 and Maya 7, 8, 8.5, 2008, 2009, 2010. Also added missing libraries.
- X-ray game asset tools pack FINAL - Complete toolset for editing all aspects of S.T.A.L.K.E.R. games. Includes: AI Wrapper 2.2 (compiling AI levels), converter (geometry and models), ACDC pack (editing all.spawn), and Milkshape/Maya plugins....
- Clear Sky: Game Database Unpacker - This utility allows you to unpack all the game files.
- STALKER utilities pack - Tool for editing LTX configuration files in S.T.A.L.K.E.R. games.
- Updated Milkshape plugin - Updated Milkshape plugin for S.T.A.L.K.E.R. (dated 01/08/2016).
- Database converter (S.T.A.L.K.E.R.: Call of Pripyat) - COP/COC converter, which unpacks db files to gamedata files.
- Extractor de archivos para S.T.A.L.K.E.R.: Shadow of Chernobyl - Lightweight program for extracting all files from S.T.A.L.K.E.R.: Shadow of Chernobyl for modding purposes.
- General X Ray SDK CS-CoP Tools (S.T.A.L.K.E.R.: Call of Pripyat) - General X Ray SDK Tools. This archive contains dds2tgaLE X-Ray game asset converter 02 june 2011 rev10192 Fake flatness CS&CoP; Compilers 2010 v3.0
- blender-xray - Blender import/export addon for S.T.A.L.K.E.R. X-Ray Engine formats (OGF, OMF, ANM, SKL, SKLS), enabling extraction and manipulation of STALKER game assets.
- OpenXRay - Community-maintained, improved version of GSC Game World's X-Ray Engine (S.T.A.L.K.E.R.: Shadow of Chernobyl / Clear Sky / Call of Pripyat) that loads and renders the original games' assets and archives.
- deepshadows-file-formats - File formats, plugins, and tools for games by Deep Shadows (pre-merger with GSC Game World).
- bumpx - Generates bump/bump# textures from normal, gloss, and height maps for S.T.A.L.K.E.R and Metro 2033 build 375.
- OGSR-Engine - Actively maintained fork/continuation of the X-Ray Engine (S.T.A.L.K.E.R.) with extensive bugfixes and feature additions, reading original S.T.A.L.K.E.R. game data.
- ixray-1.6-stcop - Actively maintained, modernized continuation of the X-Ray engine (S.T.A.L.K.E.R.), reading the series' original game data files. See also ixray-1.5-stcs, the same team's stable X-Ray 1.5 branch.
- XRF Tools - Modern open-source desktop application and CLI toolkit for reading, validating, editing, packing, and converting assets for S.T.A.L.K.E.R.: Call of Pripyat-style X-Ray games.
- Formats: X-Ray archive volumes, LTX configs (dialog trees, quests, info portions, character profiles), OGF models/OMF motions (with 3D preview), spawn files, icon sprite sheets, DDS/THM textures, particle libraries, translations.
- Features: Windows desktop app plus cross-platform
xrf-clifor scripted/CI workflows, with JSON reports for automation.
ArenaNet (Guild Wars)¶
- GuildWarsMapBrowser - Browser and explorer for Guild Wars'
.datfile, with search and filtering of the internal file formats it contains. - dat_files_searcher - Searches decompressed Guild Wars
.datfiles for specific byte sequences; companion tool to GuildWarsMapBrowser, which can export the files in decompressed form. - GuildWarsFVF_and_filenames - Code for converting the
.datfile's internal FVF (flexible vertex format) to the actual DirectX 9 FVF, plus routines for decoding and encoding Guild Wars' internal filename hashes. - GWSM - Shared-memory library that streams live Guild Wars client data (via FlatBuffers) into other processes for interop. See also GWSMController, which combines GWSM with GuildWarsMapBrowser's map data to render in-game actors/agents on 3D maps in real time.
- GWDatBrowser - Browses the contents of Guild Wars'
.datfile. Originally by Irina, mirrored from the Xentax forum.
Guild Wars 2¶
- Gw2Browser - Browser and extractor for Guild Wars 2's
.datfile, viewing and exporting the proprietary formats it contains. - gw2_reverse - Collection of tools for reverse engineering and extracting Guild Wars 2
.datfiles. - gw2formats - Type-safe C++ library for reading Guild Wars 2's internal file formats.
- gw2re - Community collection of tools and research reverse engineering the Guild Wars 2 DAT file and the custom formats contained within.
- gixxcel - Decodes and archives Guild Wars 2 STRS (string table) files extracted from DAT archives.
- gw2dattools - Collection of tools for building programs that work with the Guild Wars 2 dat file.
Aurogon (Gujian)¶
- GuJian3Manager - Extracts, repacks, and decrypts Gujian 3 (古剑奇谭三) data files (Oodle-compressed, XXTEA-encrypted .xxx files).
H¶
Sulake (Habbo Hotel)¶
- Chroma - Furniture renderer for Habbo's SWF client assets; loads a
hof_furniSWF and renders it through a web front-end. See also Chroma4j, a Java rewrite with a TeaVM/WebAssembly browser deployment that renders furni SWFs entirely client-side. - FurnidataParser - .NET library (with a Java port) for downloading and parsing Habbo furnidata, covering both the classic XML furnidata format and the non-standard chunked JSON-like format used by newer clients.
- UnityExtractor - Extracts Habbo's Unity-client furniture assets using AssetStudio.
- Avatara - Habbo figure avatar imager, rendering avatar images from figure codes, figuredata.xml, and clothing SWFs across 2007-2013 era assets. See also Avatara4j, a Java port.
- Badger - Habbo badge imager library, rendering badge images from badge codes for both Shockwave-era and modern/guild badge resource formats.
- HabboGifTransparencyFixer - Rewrites a
.gif's color-table bytes so transparency renders correctly in Habbo's Shockwave client, working around a client quirk not exposed by standard image-editing APIs. - habbo-shockwave-client-sources - Collection of decompiled Habbo Hotel Shockwave client releases (Lingo decompiled via ProjectorRays), presented as commits in a git repository for easy cross-version diffing; inspired by and building on Quackster's habbo_src.
Haggard Games¶
- gh-file-formats - File formats and hex-editor templates for Haggard Games titles.
HAL Laboratory¶
Kirby, Super Smash Bros series.
- FDGH-Converter - Converter for FDGH files from HAL Laboratory games.
Kirby¶
- KirbyAirRideTools - Tools for Kirby Air Ride file formats.
- k64cs-project - Hacking tools and notes for Kirby 64: The Crystal Shards. Includes web-based model viewer, Collada DAE to Kirby64 geometry converter, ROM/RAM structure notes, and debugger scripts.
- noclip.website (Kirby Air Ride) - In-browser Kirby Air Ride viewer.
- noclip.website (Kirby's Return to Dream Land) - In-browser Kirby's Return to Dream Land viewer.
- RDLMINT - Disassembler and assembler for Kirby's Return to Dream Land's MINT bytecode. Can unpack and disassemble MINT Archives, and recompile and repack MINT XBIN scripts.
- kirbydreamland (decomp) - Matching disassembly of Kirby's Dream Land (Game Boy).
- kirby64 (decomp) - Work-in-progress decompilation of Kirby 64: The Crystal Shards (N64).
- mint-explorer - Tool for exploring archive/package files for the Mint scripting engine found in various games, notably the Kirby series. Parses packages, files, classes, and methods. Complements RDLMINT above for MINT bytecode work.
- tristar - Map viewer for Kirby: Triple Deluxe and Kirby's Return to Dream Land, reading a Wii disc image or decrypted RomFS dump.
- kale - Kirby's Adventure Level Editor (KALE), a C++/Qt tool for editing Kirby's Adventure (NES) level data.
- kdceditor - Kirby's Dream Course / Kirby Bowl level editor (C++/Qt), reading and writing the game's level data format.
- MApRX - Qt map editor for Kirby Super Star Ultra (Nintendo DS), editing maps, tilesets and scripts with a make-ROM dialog; early-stage.
- SqueakSquash - Windows map editor for Kirby: Squeak Squad (Nintendo DS) with ROM info and ROM rebuilding dialogs; the repo contains Chinese-language UI text.
- kar (decomp) - Decompilation of Kirby Air Ride.
- katam (decomp) - Work-in-progress matching decompilation of Kirby & The Amazing Mirror (Game Boy Advance, USA).
- kirby-color - Web-based palette editor for recoloring Kirby across several Kirby-series ROMs, with presets based on Kirby and the Amazing Mirror's alternate colors.
- KA-Rando - Randomizer for Kirby's Adventure (NES), randomizing level order, enemy abilities, and Kirby's color via a web interface; complements kale above for editing the game's level data format.
- KNDL-Rando - Enemy-ability randomizer for Kirby: Nightmare in Dream Land (GBA).
- Kirby-and-the-Forgotten-Land-Filter.bin-Tool - Unpacker/packer for Kirby and the Forgotten Land's
Filter.binfile, used to add custom font characters. - key (decomp) - Work-in-progress matching decompilation of Kirby's Epic Yarn (Wii).
- Quilt - Kirby's Epic Yarn (Wii) modding tool with a level editor (collisions, gimmicks, enemies), a
.bgst3level graphics editor and.gfaarchive extraction; pairs with the key-objectdb object database. - mneb-tool - Rust CLI that animates or converts Kirby's Epic Yarn MNEB files to JSON.
- kirbyLzRle - Mixed LZ-RLE compression tool for HAL Laboratory games.
Super Smash Bros.¶
- slippi-ssbm-asm - Assembly tools for Super Smash Bros. Melee Slippi format.
- rdb_tool - Tool for patching RDB files in Super Smash Bros. Ultimate. Allows patching files into RDB archives using file hash-based syntax.
- ARCropolis - Modding framework for loading and managing community-made mods and plugins for Super Smash Bros. Ultimate. Powered by Skyline for Switch homebrew.
- skyline - Environment for runtime hooking and code patching within Super Smash Bros. Ultimate. Provides linking, runtime hooking, and code patching capabilities for Switch homebrew modding.
- See also cargo-skyline, a cargo subcommand for building Skyline plugins, and orbits, a general-purpose LayeredFS crate used by Skyline plugins for physical/patch/virtual file layering.
- StudioSB - Model application for Super Smash Bros. Ultimate. Work-in-progress tool for viewing and working with SSBU model files.
- smash-ultimate-blender - Blender plugin for importing and exporting Super Smash Bros. Ultimate models, materials, textures, animations and swing files (
.numdlb,.numshb,.nusktb,.numatb,.nutexb,.nuanmb,swing.prcand others). - Sm4shExplorer - Tool for managing the file-system of Super Smash Bros. for Wii U.
- smash-arc - Library for working with Super Smash Bros. Ultimate's ARC format.
- prc-rs - Rust crate for reading/writing
.prcparam files in Super Smash Bros. Ultimate. - archive-hashes - Database of cracked filesystem hashes for Super Smash Bros. Ultimate's data.arc, used to recover original file paths inside the archive.
- param-labels - Community-maintained hash label lists for Super Smash Bros. Ultimate's parameter (
.prc) files, plus labels for motion_list, bgm_property, commonsoundtable, soundlabelinfo,.sqband article data, with a script that tests the hashes. - xmb_lib - Rust library and
xmbcommand-line tool for converting Super Smash Bros. Ultimate (and some Smash 4).xmbfiles to and from XML. - eff_lib - Rust libraries and command-line tools for converting Super Smash Bros. Ultimate
.effeffect files to and from JSON (eff_lib_json,eff_data_json). - motion_lib - Rust library for Super Smash Bros. Ultimate
motion_list.binfiles, with theyamlisttool to convert them to YAML and back. - file-format-docs - 010 Editor-style binary templates documenting Super Smash Bros. Ultimate formats: ARC (
arc300, decompressed table),lopus,nus3audio,paramandshpcanim. - UltimateModManager - Nintendo Switch homebrew for Super Smash Bros. Ultimate that dumps
data.arc, installs mod files into it with backups of the originals, and transfers mods over FTP. - ssbu-arc-extract - Extracts and injects files from Super Smash Bros. Ultimate's data.arc.
- BrawlLib - Library for reading/writing file formats from Super Smash Bros. Brawl and other Wii games.
- BrawlCrate - BrawlBox fork (BrawlCrateLib) aiming to ease modding of Super Smash Bros. Brawl; the README credits BrawlBox and BrawlLib to Kryal, BlackJax96, and libertyernie.
- BrawlBuilder - GUI tool for building modded Super Smash Bros. Brawl ISOs, with support for custom SFX .sawnd files and alternate stages.
- Smash-Forge - Open source editor for Super Smash Bros. 4 file formats.
- smash3ds-tools -
smash3ds_replaytool.c, a tool for Super Smash Bros. for 3DS replays stored in extdata, mainly for updating their checksum. - Sm4sh-Tools - Suite of tools for Super Smash Bros. 4 files.
- Tools: DTLS (3DS/Wii U DT archive extractor/patcher), PACKManager (.pac archive packer/unpacker for .omo animations), PARAM (param file editor), FITX (ACMD script (de)compiler), SM4SHCommand (moveset editor with model/animation/hitbox preview).
- sm4sh_lib - Rust libraries for Super Smash Bros. 4 (Wii U) file formats and rendering, with a companion Blender addon for importing/exporting models and animations, and sm4sh_model_py Python bindings.
- Smash-4-3DS-Doc - Documentation and scripts for Super Smash Bros. for Nintendo 3DS modding and formats: 010 Editor templates for BCH and MBN models and an ImHex pattern for
lst, MBN/MBM to OBJ and SMD converters (and SMD/OBJ-to-MBN builders), a SARC script, and an ARM assembly patch for the stage ID table. - smash-fnv - Rust library for reading and writing sound_volume_fighter_num_table.fnv files from Super Smash Bros. for Nintendo 3DS and Wii U and Super Smash Bros. Ultimate.
- smash-sli - Rust library for reading and writing soundlabelinfo.sli files from Super Smash Bros. Ultimate.
- smash-csb - Rust library for reading and writing commonsoundtable.csb files from Super Smash Bros. Ultimate.
- BrawlStageManager - Stage (.pac/.rel) and song (.brstm) managers for Brawl mods.
- smash-bgm-property - Rust library for reading and writing bgm_property.bin files from Super Smash Bros. Ultimate.
- ArcExplorer - File browser and extractor for Super Smash Bros. Ultimate's data.arc file. Supports Windows, macOS, and Linux with network connection support.
- ssbh_data_py - Python bindings to the ssbh_data Rust library for reading/writing Super Smash Bros. Ultimate's SSBH model, skeleton, animation, and material formats.
- ssbh_editor - Application for viewing, editing, and validating Super Smash Bros. Ultimate models, built on the ssbh_wgpu rendering library.
- ultimate_tex - Texture conversion tool for Super Smash Bros. Ultimate's Nutexb texture format.
- Smush-Material-Research - Research and documentation of Super Smash Bros. Ultimate's material and rendering data (MATL/shader parameters).
- Smush-LUT - Tool for creating color-grading 3D LUTs compatible with Super Smash Bros. Ultimate's post-processing format.
- ArcCross - File extractor for Super Smash Bros. Ultimate's ARC file. Replaced by ArcExplorer but useful for data.arc files prior to game version 5.0.
- arc-fuse - FUSE wrapper for Super Smash Bros. Ultimate's ARC filetype.
- HSDLib - Library for HAL's HSD format (used in Super Smash Bros Melee).
- MeleeMedia - Media extractor for Super Smash Bros Melee.
- noclip.website (Melee) - In-browser Melee stage viewer.
- noclip.website (Super Smash Bros Brawl) - In-browser Super Smash Bros Brawl viewer.
- noclip.website (SYSDOLPHIN) - In-browser SYSDOLPHIN format viewer.
- MeltyTool (Sysdolphin) - Sysdolphin format viewer/exporter.
- Melee DAT format - Documentation for Melee's DAT format.
- DATReaderC - A C program that reads a .dat file (Super Smash Bros. Melee)
- ssb-decomp-re (decomp) - Matching decompilation of Super Smash Bros. (N64).
- BattleShip - Native PC/Mac/Linux port of Super Smash Bros. (N64), built on ssb-decomp-re's decompilation.
- smash64r - Static recompilation of Super Smash Bros. (N64) into a native executable for Windows/Linux, built on the Zelda64Recomp toolchain.
- ssbfile - Rust command-line utility to export data files by file ID from a Super Smash Bros. 64 ROM, as raw data, decompressed data, or decompressed and relocated data (with optional relocation listing).
- Also by the same author: halld, a linker for HAL's "relocatable data" format in Super Smash Bros. 64 that links binary files and relocatable ELF objects (optionally compressing them) from a JSON script.
- ssb64-image-file-util - Browser-based tool to view, add, and edit images in Super Smash Bros. 64's vpk image files and sprite banks.
- melee (decomp) - Matching decompilation of Super Smash Bros. Melee.
- melee-pc - Native PC/Linux/macOS/Android/iOS port of Super Smash Bros. Melee (NTSC-U 1.02), built on doldecomp/melee's decompilation and the aurora GX/OS/PAD/DVD/CARD/THP compatibility layer; requires the user's own disc image.
- brawl (decomp) - Matching decompilation of Super Smash Bros. Brawl.
- Smash 4 CSS Database Editor - Editor for Super Smash Bros. 4 character database file (ui_character_db.bin).
- SSB4-File-Format-Documentation - Documentation of Super Smash Bros. 4 (Wii U) file formats, including GTX image files.
- brawllib_rs - Rust library and reimplementation of BrawlLib for reading Super Smash Bros. Brawl file formats.
- brawl_to_pf_sandbox - Uses brawllib_rs to export Super Smash Bros. Brawl fighter data (extracted from a disc dump) into a package for the PF Sandbox platform fighter.
- arc-network - Skyline plugin providing network access to Super Smash Bros. Ultimate's data.arc file, for use with ARC browsing/extraction tools.
- minecraft-stdat-viewer - Viewer for Super Smash Bros. Ultimate's Minecraft stage breakable-block (stdat) format.
- smash-svt - Rust library for reading and writing sound_volume_table.svt files from Super Smash Bros. for 3DS/Wii U and Ultimate.
- smush-file - Library and CLI for identifying/describing files from Super Smash Bros. Ultimate's smush container format.
- smash-minecraft-skins - Mod for downloading and converting a Minecraft username's skin into Super Smash Bros. Ultimate's in-game skin format.
- BrawlView - Views MDL0 model nodes in any file BrawlLib can read.
- brawllib-wit - CLI tools built on BrawlLib to pack, unpack, extract, and replace files in Wii U8 archives.
- smash-stuff - Small collection of scripts for parsing Super Smash Bros. 4 data, covering DTLS archive extraction, SARC parsing, XTAL param deserialization, and CRO0 export table dumping.
- opensa3 - Project SA (Project Smash Attacks), a moveset editor for Super Smash Bros. Brawl covering file types BrawlBox doesn't handle well; includes OpenSA3Lib (C# library) and the Tabuu editor application.
- pybrawlmodule - Python REL decompiler/recompiler for modifying Super Smash Bros. Brawl relocatable module files.
- slippi-js - JavaScript/TypeScript library for parsing Slippi
.slpreplay files and computing game stats from Super Smash Bros. Melee. - Smush-Research - Format documentation for Super Smash Bros. Ultimate's Nutexb texture format (smush container).
- EffectLibrary - Library for loading and saving Super Smash Bros. Ultimate's
.effparticle-effect files, based on research from ultimate-research's eff_lib. - Ultimate-Smasher - Save editor for Super Smash Bros. Ultimate, written in Python.
- tlst-conv - Converts Super Smash Bros. Brawl Track List (
.tlst) files to and from JSON.
BoxBoy!¶
- BoxBoyLevelEditor - Level editor for HAL Laboratory's BoxBoy! (Nintendo 3DS), reading and writing the game's level data format.
Chasing Carrots (Halls of Torment)¶
- game-save-android-halls-of-torment - Guide to decrypting, modifying, and re-encrypting Halls of Torment: Premium (Android) save files, covering the Godot 4.6 GDEC format with AES-256-CFB encryption.
- TormentSaveEditor - Desktop save file editor (Godot) for Halls of Torment, reading and writing the game's Steam Cloud save data.
Pax Softnica (Hamtaro: Ham-Hams Unite!)¶
- hamtaro-in-pieces - Disassembly of the Game Boy Color game Hamtaro: Ham-Hams Unite!, with an extraction toolchain for pulling and rebuilding the game's original ROM data.
Hamumu Software¶
- HamSandwich - Source-based reconstruction and modding toolkit for Hamumu Software's Dr. Lunatic/Loonyland series, including jspedit (level/script editor) and vanilla_extract (asset-pack extractor).
WoGa (Hana Awase)¶
- hana-awase-tools - Package tool for the visual novel Hana Awase.
Harmonix¶
Rock Band, Guitar Hero, Amplitude, Dance Dance Revolution Universe, Dance Central, Frequency, Karaoke Revolution.
- rb3 (decomp) - Matching decompilation of Rock Band 3 (Wii). See also rb3-xenon, an independent decompilation of Rock Band 3 + TU5 for the Xbox 360.
- dc3-decomp - Decompilation of Dance Central 3 (Xbox 360).
- milo-native-engine - Shared, cross-platform C++ runtime for native ports of Milo-engine games, used as the deliverable engine linked by the rb3-xenon and dc3-decomp decompilation projects above.
- re-gh2 - Proof-of-concept static recompilation of Guitar Hero II (Xbox 360) using the ReXGlue SDK.
- LibForge - Library for reading, writing, and converting Forge engine formats (Rock Band 4, Rock Band VR, FUSER). See also PikminGuts92's fork with v2 RB MIDI support, MAGMA v1 milos support, and AMP/RBVR .mid_* file support.
- Formats: MIDI, PNG/BMP (textures), FBX/OBJ (models), DTA/DTB, RBmid, RBsong, lipsync, CON/GP4/PKG (packages).
- io_scene_forge - Barebones Blender 3.x/4.x+ add-on for importing Harmonix Forge Engine models (
.forgemesh) from Rock Band VR (PC) and Rock Band 4 (PS4); the model format is not fully reversed. - davesave - Save file information viewer, decryptor, and encryptor for Harmonix's "Forge" engine games (Rock Band 4, Amplitude 2016, FUSER, Rock Band VR, Dance Central Spotlight).
- forgecsv - Converts between regular CSV files and the binary CSV format used in Harmonix Forge engine games (Rock Band 4, Rock Band VR, etc).
- Mackiloha - Suite of modding software for Milo engine based Harmonix games; predecessor to pikaxe below.
- pikaxe - Milo engine modding tool for Harmonix games. Supports Guitar Hero 1-2, Guitar Hero Encore: Rocks the 80s, Rock Band series, Dance Central, and other Milo engine titles. Handles DTA, GLTF, and ARK formats across Xbox, Wii, and PS3. Evolution of Mackiloha above.
- MiloEditor - Cross-platform editor for Milo engine scenes, with varying support levels across Milo games (Rock Band 3 and Dance Central 1 most complete). Includes MiloLib, the .NET Standard library powering the editor, and MiloUtil, a cross-platform CLI utility built on it. See also rjkiv's fork.
- glTFMilo - Converts glTF/glB scenes to Milo scene format, primarily targeting Rock Band 3.
- milo_blender - Experimental Blender plugin for exporting character models to Rock Band 3-versioned Milo scenes.
- DtxCS - C# library for parsing and interpreting DTA/DTB scripting format used in Rock Band and Guitar Hero games.
- CON-Tools - Create, modify, and combine Rock Band CON files. Convert to Phase Shift, Wii, and PS3 formats.
- PyMilo - Python library for managing milo files from Harmonix games. Includes GUI and archive extraction utilities. (Archived)
- RBMobileUnpacker - Unpacker/repacker for mobile Rock Band titles' "Glob.bin" archives (Rock Band 3 DS, LEGO Rock Band DS), which store all files without a name table alongside an internal "GlobFile.txt" listing.
- BFForever - Library for managing and creating game files for BandFuse (PS3, Xbox 360). Handles RIFF files, CELT audio encoding/decoding.
- Beatles Rock Band Blender plugin - Blender plugin for The Beatles: Rock Band. Created by Turk645.
- amplitools - Tools for Amplitude '03.
- offbeat - Rust library for Dance Dance Revolution Universe. Includes DDM to glTF converter.
- praise-mod - Toolkit for creating Guitar Praise custom content. Converts Clone Hero songs to GP format. Supports ogg vorbis audio.
- WorshipTools - Converts Jam Band songs to Clone Hero format. (Archived)
- ghlcrypt - C# tool for Guitar Hero Live.
- re-notes - Reverse engineering notes and templates for Harmonix games (Dance Dance Revolution Universe, DJ Hero, Karaoke Revolution) and other titles. Includes 010 Editor templates, Python scripts, and data dumps for BlitzTech, Forge, and Milo engines.
- Nautilus - All-in-one modding toolkit for Rock Band 3, handling CON/RBA package extraction/repacking, MIDI/DTA editing, milo scene conversion, and album art (WAD) processing.
- RB3DXBuildPkgPS3 - PS3 PKG builder utility for the Rock Band 3 Deluxe mod.
- themethod3 - Tool for decrypting MOGG audio files used by the Rock Band series.
- GuitarGame_ChartFormats - Documentation for the community chart-file ecosystem descended from Guitar Hero and Rock Band, covering .chart, .mid, and song.ini formats used by Clone Hero, Phase Shift, and FoFiX, plus programs like Moonscraper and FeedBack Editor and adjacent formats such as DJ Hero customs.
- Magma: Rok On Edition - Community-maintained continuation of Harmonix's original Magma authoring tool, compiling MIDI/DTA/audio content into Rock Band 3 custom song packages.
- MagmaCLIHook - DLL hook adding a script CLI to RBN2's original MagmaCompiler, exposing DTA script commands like
{load_objects}and{do}for automation. - SongDTAInjector - Injects autorun DTA scripts into decompressed Rock Band 3 Milo scenes (
.milo_xbox/_ps3/_wii), enabling custom in-game behavior beyond what Magma normally allows. - cPlayer - Standalone player for Rock Band song files across Xbox 360 (CON/LIVE) and PS3 (.pkg) formats; parses MIDI content, extracts/decrypts audio, and renders lyrics.
- rb2-money-editor - Editor for the money value stored in Rock Band 2 save game files, reverse engineered from the game's DTB-based save format.
- GoCentral - Rock Band 3 "Rock Central" master server re-implementation (Go, MongoDB), reverse engineered from the game's Quazal Rendez-vous-based network protocol; supported on PS3, Wii, and Xbox 360 (via RB3Enhanced).
- See also TicketVerifier, a companion microservice verifying signed Wii, PS3 (NPTicket/RPCN), and Xbox 360 ("XboxUserData") authentication tickets for GoCentral.
Haroohie Translation Club¶
Suzumiya Haruhi no Chokuretsu¶
- SerialLoops - Cross-platform GUI editor (scripts, maps, BGM/sound loops) for Suzumiya Haruhi no Chokuretsu (NDS), built on ChokuretsuTranslationUtility (library/CLI for reading and writing the game's files) and ChokuretsuTranslationBuild (patch-build/assembly-hack scripts).
Suzumiya Haruhi no Heiretsu¶
- HeiretsuTranslationUtility - Editor/library for reading and writing Suzumiya Haruhi no Heiretsu (Wii) game files. See also HeiretsuTranslationBuild, companion patch-build scripts for the Heiretsu translation.
Natsume (Harvest Moon)¶
- hm64-decomp (decomp) - Matching decompilation of Harvest Moon 64 (N64).
- hmawl (decomp) - Matching decompilation of Harvest Moon: A Wonderful Life (GameCube).
- hm3 - Partial disassembly of Harvest Moon 3 (Game Boy Color).
- HDATextTool - HDA (un)packer and text editing tool for Harvest Moon: Save the Homeland.
- hmfomt - Disassembly/decompilation of Harvest Moon: Friends of Mineral Town (Game Boy Advance). See also StanHash's fork, a parallel decompilation effort for the same game, and mary, an event script compiler for Harvest Moon: (More) Friends of Mineral Town.
Telefang¶
- telefang - Partial disassembly and English fan translation of Keitai Denjuu Telefang (Game Boy Color), an RPG/creature-collection game developed by Natsume.
Haydee¶
- HaydeeTools - Blender addon to import/export Haydee game models, animations, and poses.
Headfirst Productions¶
Call of Cthulhu: Dark Corners of the Earth¶
- COC_DCoTE_export - Export tools for Call of Cthulhu: Dark Corners of the Earth (Headfirst Productions, 2005).
Almanic Corporation (Heart of The Alien)¶
- hota-redux - Portable rewrite of Heart of The Alien (Sega CD, 1994) that reads the original game's disc image and audio tracks (from a copy prefixed "Heart Of The Alien (U)") to reproduce the original game.
E.V.O.: The Search for Eden¶
- 46bys_eden - English translation patch for 46 Okunen Monogatari: Harukanaru Eden e (E.V.O.: The Search for Eden), the 1992 Super Famicom evolution-action game.
Heartbound¶
- Heartbound-Save-Editor - Save editor for Heartbound (C; Windows and Linux builds) that edits nearly all save data, such as location and story progress; tracks game version 1.0.9.58.
Heavy Gear¶
- heavygear-file-formats - File formats for Heavy Gear 1 and 2.
Heavy Iron Studios¶
- bfbb (decomp) - Matching decompilation of SpongeBob SquarePants: Battle for Bikini Bottom.
- SBMI-Decomp (decomp) - Matching decompilation of SpongeBob Moves In! (Android).
- BFBBJSPTool - JSP tool for SpongeBob SquarePants: Battle for Bikini Bottom.
- jspgen - Generates a Heavy Iron Studios JSP collision/rendering mesh (e.g. for SpongeBob SquarePants: Battle for Bikini Bottom) from a RenderWare DFF model, complementing BFBBJSPTool's JSP extraction above.
- rwfile / rws-dev - C++ libraries for reading RenderWare binary stream (
.dff/.rws) files used by Heavy Iron Studios games, the latter a work-in-progress rewrite. - Slick-dev - Work-in-progress level editor for Heavy Iron Studios' RenderWare-era games.
- SpyroETDChunkTool - Chunk tool for Spyro: Enter the Dragonfly.
- HeavyModManager - Mod manager for GameCube and Wii games (Scooby-Doo, Spongebob, Incredibles).
- HiHoTool - Tool and library for working with
.HOarchive files in Heavy Iron Studios games (Ratatouille, WALL-E, Up, SpongeBob's Truth or Square, Family Guy). - HipHopTool - Tool and library for working with
HIP/HOParchive files in Heavy Iron Studios games (Scooby-Doo, SpongeBob BB, Incredibles). - IndustrialParkHans - Save file editor for Heavy Iron Studios games (Scooby-Doo, SpongeBob BB, Incredibles) on GameCube, PS2, and Xbox.
- IndustrialPark - Viewer and editor for SpongeBob SquarePants: Battle for Bikini Bottom and Scooby-Doo games.
- io_scene_bfbb_anm - Blender add-on for importing and exporting SpongeBob SquarePants: Battle for Bikini Bottom (and other Heavy Iron Studios games) animation (.anm) files.
- BFBBAnimTools - 3ds Max MAXScript for importing and exporting SpongeBob SquarePants: Battle for Bikini Bottom's
.anmanimation files. - noclip.website (SpongeBob Battle for Bikini Bottom) - In-browser SpongeBob BFBB viewer.
- noclip.website (SpongeBob The Movie) - In-browser SpongeBob The Movie viewer.
- noclip.website (SpongeBob Revenge of the Flying Dutchman) - In-browser SpongeBob ROTFD viewer.
- bfbbpc - PC port and decompilation of SpongeBob SquarePants: Battle for Bikini Bottom, based on the GameCube version with features from the Xbox version.
- tssm (decomp) - Matching decompilation of The SpongeBob SquarePants Movie Game.
- TOS-Decomp - Matching decompilation of SpongeBob's Truth or Square.
- bfbb-ps2 - Matching decompilation of the PlayStation 2 version of SpongeBob SquarePants: Battle for Bikini Bottom.
- BFBB Rehydrated Funnel Fix - Backup-first CLI tool that repairs the glitched Funnel Machines Golden Spatula bug in SpongeBob SquarePants: Battle for Bikini Bottom - Rehydrated, by parsing and patching the game's Unreal Engine GVAS save file structure.
- incredibles - Decompilation project for The Incredibles (GameCube).
- sb2tools - Converts the XOR-encrypted dialogue/script files (
.sb2,.sb3,.sbt) of SpongeBob SquarePants: Employee of the Month, Battle for Bikini Bottom, and The Movie to and from plain text.
Arrowhead Game Studios (Helldivers 2)¶
- helldivers2-rs - Work-in-progress tool to extract files from Helldivers 2.
- filediver - Extractor for Helldivers 2. Supports extracting models, audio, video, and textures.
- See also hd2-hash-cracker, a GPU-based hash cracker for Helldivers 2 optimized for file paths, with a pattern language for describing candidates.
- Hellextractor - Another Helldivers 2 extractor (archived, recommended to use filediver instead).
- hd2-name-db - Community database documenting extracted game assets from Helldivers 2, helping identify and organize game content.
- HD2SDK-CommunityEdition - Community-maintained Blender addon for modding Helldivers 2 textures, meshes, and materials; actively developed successor to io_scene_helldivers2, which its original author deprecated in favor of this fork.
- hd2_porting_assistant - Blender addon that safely synchronizes structural data (weights, pivots, vertex groups) between original and modded mesh objects for Helldivers 2 export pipelines via HD2SDK.
- HD2-LUT-Editor - Blender addon to assist in editing LUT (color grading lookup table) textures used by Helldivers 2.
- hd2-lut-editor - Standalone bare-bones DDS/OpenEXR image editor purpose-built for directly editing Helldivers 2 material look-up table textures, distinct from the Blender addon above.
- hd2-mod-crates - Migrates cosmetic armor/helmet mod patches between equipment pieces without needing the original assets. Reads
.patch_0mod patches,bundles.*.nxaresource archives,archivehashes.json, and binary mesh templates to re-key a mod for other equipment slots. - HelldiversWwiseHandler - Tool for extracting and handling Wwise audio streams from Helldivers 2.
Flagship Studios (Hellgate: London)¶
- GateToHell - SDK for Hellgate: London aiming to parse and convert every file format to modern open standards. Includes LibHellgate (core file-format library covering the game's DAT/IDX containers, with their compression and encryption) and ContainerTool, a drag-and-drop CLI packer/unpacker for those containers.
Hellpoint¶
- Hellpoint-Save-Editor - Save editor for Hellpoint covering inventory (items, proficiencies, quantities), player stats, world stats and equipment.
Unfrozen (Heroes of Might and Magic: Olden Era)¶
- OldenEraExplorer - Interactive data viewer and 3D model explorer for Heroes of Might and Magic: Olden Era, browsing units, heroes, spells, artifacts, and other data extracted from the game's files.
- OEEModLoader - BepInEx plugin for Heroes of Might and Magic: Olden Era that swaps unit meshes and textures at runtime from
.glbfiles; companion to OldenEraExplorer above, which extracts the vanilla models as GLBs. - homm-olden - Datamine of Heroes of Might and Magic: Olden Era's hero classes, subclasses, and starting loadouts, extracted from the game's JSON data files into a SQLite catalog and a static reference site.
HeroForge (HeroForge)¶
- HeroForge_parser - Library for parsing CKB files from HeroForge character creation platform.
- HeroBuilder - Blender addon for loading HeroForge characters into Blender. Works with CKB files exported from HeroForge.
High Voltage Software¶
The Grim Adventures of Billy & Mandy¶
- JAM-Unpacker - Unpacks JAM archive files from The Grim Adventures of Billy and Mandy (GameCube, PS2, Wii).
07th Expansion (Higurashi)¶
- higurashi-gba-hacktools - Protection removal tool and technical information for the Inside-cap GBA ports of the Higurashi visual novels.
- shin - Unofficial reimplementation of the visual novel engine used by Entergram's console ports of 07th Expansion's Higurashi/Umineko releases (Switch, PS4, PS Vita) and some other Entergram titles, reverse-engineering the engine's proprietary script and asset formats.
- ShinDataUtil - Utility for working with the shin engine's game files, used by Higurashi no Naku Koro ni and Kono Subarashii Sekai ni Shukufuku wo! Kibou no Meikyuu (Konosuba) on Nintendo Switch.
- shin-translation-tools - Translation-focused tools for the shin visual novel engine.
- about-shin - Collects tools and projects for the shin engine used by some visual novels released by Entergram.
- enter_extractor - Extractor/converter for Entergram engine assets, decoding
.pic/.bup/.txaimages to PNG and unpacking.romarchives; used across Higurashi Sui (PS3), Higurashi Hou/Umineko Saku (Switch), and other Entergram titles. - higu-switch-patches - Debug patches for the Nintendo Switch release of Higurashi no Naku Koro ni.
- HigurashiENX - English translation mod for the Nintendo Switch release of Higurashi no Naku Koro ni, built on top of ShinDataUtil.
- umineko-catbox-english - English translation patch for the console release of Umineko: When They Cry, using shin/SNR-format extraction tools.
- umineko-question - PS3-content restoration patch for the PC release (Steam/MangaGamer) of Umineko no Naku Koro ni's Question Arcs, replacing the PC release's voice/sprite/background/CG assets with their PS3 equivalents; edits the game's
.utfscript format directly and includes a file-access hook to play back the PS3 version's.at3audio, which the PC engine can't natively read. See also umineko-answer, the equivalent restoration patch for the Answer Arcs. - saku-voicedump - Scripts for dumping voiced lines from Umineko Saku's
main.snrscript format and generating a matching voice patch from a ponscripter.utfscript. - ScenarioParser - Parser for the .snr scenario script files inside the Nintendo Switch release of Kono Subarashii Sekai ni Shukufuku wo! Kibou no Meikyuu to Tsudoishi Boukenshatachi (Konosuba Labyrinth Plus).
- higurashi-assembly - Decompiled
Assembly-CSharp.dllfor every Higurashi Unity chapter, with vanilla MangaGamer/Steam and modded branches per arc for comparison. - ui-editing-scripts - Scripts for editing Unity
sharedassetsUI files in the MangaGamer/Steam release of Higurashi, regenerating.emipfiles and repacking the edited assets into a distributable archive. - HiguSaveJsonifier - Converts Unity Higurashi save files (
global.datand regular save files) to JSON. - script-syntax-highlighters - VS Code and Notepad++ syntax highlighting definitions for ONScripter
.utf/.uscripts and MangaGamer's Higurashi script format. - SxamTools - File format documentation and extractor for Higurashi Mei, a mobile RPG spin-off, covering the encrypted
list.binarchive index (with its FNV-hash keying scheme) and theSx1.05image atlas format (ARGB32/PVRTC/ETC/DXT1/DXT5 encodings with a custom LZ-style compression scheme).
Avalanche Software (Hogwarts Legacy)¶
- Hogwarts-Legacy-Save-Editor - Web-based (Next.js) save editor for Hogwarts Legacy, with a drag-and-drop interface for uploading and exporting save files.
- HogwartsLegacyLocalizationTool - Localization tool for exporting and importing text from Hogwarts Legacy's
*.binfiles (found underPhoenix\Content\Localization\WIN64).
Anvil Game Studios (Holdfast: Nations At War)¶
- HoldfastAssetExtractor - GUI/CLI extractor for Holdfast: Nations At War that exports roughly 6,850 prefabs as OBJ with textures and renders them to PNG/WebP; bakes each prefab's Transform hierarchy into the vertices so assets come out assembled. Built for the game where AssetStudio and AssetRipper fail.
Team Cherry (Hollow Knight: Silksong)¶
- SilksongDecryptor - Decryptor/encryptor for Hollow Knight: Silksong's localization JSON files.
Hollow Knight¶
- Hollow-Knight-SaveManager - Java save manager and editor for Hollow Knight (the original game), supporting the Windows/Linux/Mac/Switch releases; edits inventory (health, soul, geo, items) and charm equip/notch-cost data in save files.
- Hollow-Knight-Save-Crypto - Python CLI that decrypts Hollow Knight save files to JSON text and re-encrypts them, with a bundled Windows executable.
- Hollow Knight Modding API - Modding API exposing hooks into Hollow Knight's game code, removing the need to hand-edit decompiled/reassembled game code for each new game version.
Holy Potatoes! A Weapon Shop!¶
- HolyPotatoEditor - Python command-line tool for Holy Potatoes! A Weapon Shop! save files and game data; its
TechDocs.mddocuments WSREFData, WSDir.txt, the save files and their Rijndael/AES and string-substitution encryption.
Honey Parade / Marvelous Entertainment¶
- blenderBUM - Blender addon for importing models, animations, and textures from Honey Parade/Marvelous games (.bum, .lzs, .lza formats).
Firestarter (Hover Ace)¶
- fsex - Command-line archive extractor for Firestarter/Hover Ace's .tntFolder game pak archives.
HoYoverse¶
- AnimeWwise - Extracts audio from HoYoverse games with original filenames and paths restored, built on Wwise's
.pck/.wemaudio bank formats. - MeiBrowser - All-in-one tool for browsing and downloading HoYoverse game data packages. See also MeiBrowser-rs, a Rust rewrite.
- SophonDownloader - Downloads HoYoverse game assets using their Sophon chunked-download protocol. See also Sophon-Downloader, an independent, actively maintained C# reimplementation, and Hi3Helper.Sophon, a reusable .NET library (also on NuGet) for parsing Sophon manifest and chunk streams.
- HoyoDL - Python library to fetch game files at any version for any HoYoverse title.
- Kitsune-HDiff-Patcher - Applies official HDiff-based update patches across HoYoverse titles (Honkai: Star Rail, Zenless Zone Zero), detecting the installed game and running the matching patcher/game executable.
- pbzig-to-proto-restorer - Restores Protocol Buffers (
.proto) definitions from the Zig-generated.pb.zigfiles found in newer HoYoverse clients, parsing Zigstruct/enumdefinitions (includingcmd_idnetwork command constants) back into.protoformat. - ACL_1.1.0 / ACL_DB / ACL_SR / ACL_ZZZ / ACL_TCT_CLIPS / ACL_TCT_TRACKS - Forks of Nicholas Frechette's Animation Compression Library modified to decompress the animation-clip format used by, respectively, Genshin Impact (two client generations), Honkai: Star Rail, Zenless Zone Zero, and League of Legends: Wild Rift / Teamfight Tactics (China client).
Genshin Impact¶
- GIMI (Genshin Impact Model Importer) - 3DMigoto-based toolkit for importing and hot-loading custom 3D character models into Genshin Impact, used with the XXMI Launcher (see Script Collections). See also GI-Model-Importer-Assets, companion asset/template files for use with GIMI.
- GI-cutscenes - Command-line tool for extracting and decrypting Genshin Impact's USM cutscene video files.
- See also GICutscenesUI, a graphical front-end for it, and GI-VideoVersions, a tool for dumping the per-version USM decryption keys these cutscene extractors need.
- GenshinPCKunpacker - Unpacks the Wwise audio banks and .wem streams stored in Genshin Impact's .pck files; the results can be converted or played with vgmstream.
- genshin-audio-exporter - GUI tool that exports audio from Genshin Impact's
.pckdata files to.wav,.mp3,.oggor.flac. - YSAssetIdx - Parses Genshin Impact's binary asset-index format.
- Genshin-Impact-UGC-File-Converter - Converts Genshin Impact's user-generated-content files (
.gil,.gia,.mihoyobin) to and from JSON. - Translate_Genshin_Blk_Files - Converts Genshin Impact's
.blkbundle files into normal Unity3D AssetBundle files. (Archived) - genshinblkstuff - Decrypts and extracts Genshin Impact's
.blkbundle files and their embeddedmhy0-prefixed Unity AssetBundle payloads, without needing to hook into the running game. - khang06's Genshin Impact scripts - IDAPython/miasm scripts for reverse engineering Genshin Impact's native code: control-flow deobfuscation helpers for cleaning up obfuscated switch/jump branches (
genshinjumpfixer2/genshinjumpfixer3), and a string decryptor (genshinstringdecryptor). - genshin-luadec - Fork of viruscamp/luadec modified for decompiling Genshin Impact's Lua 5.3 script files.
- DataParser - Kaitai Struct definitions for Genshin Impact's
BinOutputandExceldata types, for parsing assets extracted with AssetStudio; type mapping cross-referenced against gi-asset-indexes. See also KLB_Unpacker_Script, an AssetStudioCLI-based helper script for the initial asset extraction step. - GI_TextMap - Parses dumped raw TextMap binary files into JSON.
- Blender-miHoYo-Shaders - Blender shader suite replicating Genshin Impact's in-game character shading, for datamined assets rather than custom-made or MMD-converted models. (Archived)
- See also PrimoToon, a Unity (Built-in Render Pipeline) port of the same shaders. (Archived)
- PaimonParticles - Recreates a particle system used by Genshin Impact, for use with datamined character assets.
- Grasscutter - Server software reimplementation for Genshin Impact, built by reverse engineering the client's network protocol and game data (Excel/BinOutput configs).
- GI-Live-Hotfix-Downloader - Downloads Genshin Impact's live hotfix/patch bundles directly from HoYoverse's CDN.
- HK4E-Hdiff-Builder - Generates HDiff update files between two Genshin Impact (codename HK4E) versions, replicating miHoYo's official
.hdiffpatch structure 1:1 while using 7z/hdiffz with higher compression settings than the official ZIP-based pipeline. See also Custom-Hdiff-Builder, a more generic version of the same diff/patch pipeline not tied to a specific game. - GenshinData-scripts - Node scripts that extract Genshin Impact data from datamined
ExcelBinOutput,TextMapandReadablefiles, plus a.wemvoiceover extractor (partially translated from Razmoth/Audio) that resolves hashed names via avo.txtpath list; feeds the genshin-db package.
Honkai Impact 3rd¶
- HIMI (Honkai Impact Model Importer) - 3DMigoto-based toolkit for importing and hot-loading custom 3D character models into Honkai Impact 3rd, used with the XXMI Launcher. See also HI-Model-Importer-Assets, companion asset/template files for use with HIMI.
- bh3tool - Toolkit for Honkai Impact 3rd.
- Features: HTTPS interception/modification proxy, AES/XOR file decryptor for
DataVersion.unity3d,Excel_output.unity3dandSetting.unity3d, and a NetPacketV1 protobuf packet analyzer (mapscmd_ids from an Il2CppDumperdump.csand converts Wireshark tcp-stream hex dumps to JSON).
Honkai: Star Rail¶
- LunarCore - Server software reimplementation for Honkai: Star Rail, built by reverse engineering the client's network protocol and game data configs.
- reliquary-archiver - Parses Honkai: Star Rail's network packets to export relic (artifact) data for use with optimizer tools such as fribbels hsr-optimizer. Built on reliquary, the author's library for parsing the game's network protocol.
- HSR-Scanner - Scanner for exporting light cone, relic, and character data from Honkai: Star Rail to JSON format.
- SRMI (Star Rail Model Importer) - 3DMigoto-based toolkit for importing and hot-loading custom 3D character models into Honkai: Star Rail, used with the XXMI Launcher. See also SR-Model-Importer-Assets, companion asset/template files for use with SRMI.
- HoyoToon - Unity (Built-in Rendering Pipeline) shader suite replicating the in-game shading of datamined miHoYo/HoYoverse character assets (Genshin Impact, Honkai: Star Rail, and other titles); not intended for custom-made or MMD-converted models.
- Hoyo2VRC - Blender addon to convert datamined HoYoverse character models (Genshin Impact, Honkai: Star Rail, and other titles) into VRChat-ready avatars, a companion tool to HoyoToon above.
- Blender-StellarToon - Shader replicating Honkai: Star Rail's in-game character shading, for datamined assets rather than custom-made or MMD-converted models; built for Goo Engine, a Blender fork with extra NPR (non-photorealistic rendering) features.
- honkai-dumper - Dumps classes, fields, and methods from Honkai: Star Rail.
- PyCriUsm - Python script to decrypt and demux Honkai: Star Rail's CRI USM cutscene videos. See also H-SR-cutscene-extractor, a companion CLI/GUI tool built on PyCriUsm for extracting USM cutscenes and CG images.
- HSRGlobalMetadata - Static metadata extractor for Honkai: Star Rail.
- hsr-metadata -
global-metadata.datrebuilder for Honkai: Star Rail, reconstructing the standard IL2CPP layout from data split acrossglobal-metadata.dat,startup-metadata.dat, andGameAssembly.dll, each table encoded with its own XOR/addition/subtraction scheme. - TextMap_SR - Parses dumped
Textmap_en.bytesfiles into JSON. - BinaryVersionReconstructor - Parses Honkai: Star Rail's
BinaryVersion.bytesto JSON and reconstructs it from an edited JSON file.
Zenless Zone Zero¶
- ZZMI (Zenless Zone Zero Model Importer) - 3DMigoto fork adapted for Zenless Zone Zero, used with the XXMI Launcher to install and hot-load custom 3D character models as mods.
- ZZZ_TextMap - Parses dumped raw TextMap binary files into JSON.
- ZenlessLUT - Emulates a color-grading LUT/filter used by Zenless Zone Zero. (Archived)
HROT¶
- hrotex - Command-line archive extractor for HROT's game .pak archives.
- hrot-cli-tools - Command-line pak/unpak tools for HROT PAK files, complementing hrotex above with archive creation support.
Hudson Soft¶
Mario Party series (Nintendo 64).
- bm642romtool - Bomberman 64 The Second Attack ROM compression tool.
- BM64_LevelCreator - C# level-map editor for Bomberman 64, built on Coockie1173's ROM-parsing toolchain: extracts and edits maps in 3D, layered 2D, and sector views, saves back to the ROM, and exports to OBJ.
- bm64 (decomp) - Matching decompilation of Bomberman 64 (N64).
- BM64Recomp - Static recompilation of Bomberman 64 (N64) into a native executable, built on the bm64 decompilation, with a companion BM64Syms repo of reverse-engineered function/data symbol maps.
- bm64tsa (decomp) - Matching decompilation of Bomberman 64: The Second Attack (N64).
- BM64TSARecomp - Static recompilation of Bomberman 64: The Second Attack (N64) into a native executable, built on the bm64tsa decompilation, with a companion BM64TSASyms repo of reverse-engineered function/data symbol maps.
- bmhero (decomp) - Matching decompilation of Bomberman Hero (N64).
- BMHeroRecomp - Static recompilation of Bomberman Hero (N64) into a native executable, built on the bmhero decompilation, with a companion BMHeroSyms repo of reverse-engineered function/data symbol maps.
- bland2digtool - Bomberman Land 2 (GameCube) DIG file extractor and rebuilder.
- PartyPlanner64 - Full-featured board editor and modding tool for Mario Party (N64) games.
- symbols - Debug symbol maps for reverse engineering Mario Party games.
- mpdsarchivetool - Mario Party DS archive (.bin) extraction tool.
- mpromtool - Mario Party 1-3 (N64) ROM extractor and rebuilder tool.
- hsfview - Model viewer for Mario Party (Wii).
- marioparty8 - GameCube/Wii decompilation of Mario Party 8 using decomp-toolkit with reconstructed binaries and formats.
- marioparty7 - Work-in-progress decompilation of Mario Party 7 with reconstructed game binary and file formats.
- marioparty6 - GameCube/Wii decompilation of Mario Party 6 using decomp-toolkit with reconstructed binaries and formats.
- marioparty5 - Work-in-progress decompilation of Mario Party 5 with reconstructed game binary and file formats.
- mpn64sprtool - Tool for dumping and rebuilding sprite graphics from Mario Party N64 games (1-3).
- MarioParty3-Recomp - Static recompilation of Mario Party 3 (N64) into a native executable.
- Mp3-Combination - Patcher that combines Mario Party 1, 2, and (optionally) 3 US ROMs into a single combined ROM for console flashcarts or emulators.
Adventure Island¶
- Adventure Island II (NES) Static Recomp - Static recompilation of Adventure Island II (NES) into a native Windows executable; no ROM included.
Bomberman (NES)¶
- bomberman-nes - Decompilation of the original NES Bomberman (USA release), more elaborate than and transferred back into emu-russia's version of the same project.
- See also bbm ("Beeb Bomber Man"), the same author's BBC Micro port built on this decompilation.
Faxanadu¶
- faxedit - Echoes of Eolis: Faxanadu (NES) editing suite.
- faxanadu (disassembly) - Disassembly of Faxanadu for the NES.
- faxanatools - Tools to explore the inner workings of and craft new adventures for Faxanadu (NES).
- retro-tinkertoys - Ghidra scripts for retro disassembly work, developed alongside the Faxanadu (NES) disassembly.
- superbomberman - Disassembly and remade build system for Super Bomberman (SNES).
- FaxanaduRecomp - Static recompilation of Faxanadu (NES) into native code.
ITE Media (Hugo)¶
- hugo-re - Reverse-engineering/reimplementation project for the 1990s 'Hugo' TV/PC game series, loading the original game's resource archives and asset formats.
- HugoResourceViewer - Viewer/extractor for Hugo 3/4/5 (MS-DOS) and Windows ITERES/BIGFILE archives, supporting cgf, lzp, raw, blk, pic, til, cbr, pbr, and brs graphics formats.
- ite-hugo-utils - Free Pascal unpack utilities for Hugo games: archive unpackers for Hugo 3/4/5 DOS, ITERES, BIGFILE, Hugo XL, Hugo Magick Oak and Skaermtrolden DAT files, graphics converters (cgf, lzp, brs, cbr, pbr, til to BMP), and speech-cloud and oos text converters.
Hulabee Entertainment¶
- hulabee - Tools and a VM for Hulabee Entertainment's proprietary engine, used across its adventure games for kids (Moop and Dreadly in the Treasure on Bing Bong Island, Ollo in the Sunny Valley Fair, Mike's Monstrous Adventure).
Human Entertainment¶
Tadaima Yuusha Boshuuchuu Okawari¶
- TYBOTools - Translation toolkit for Tadaima Yuusha Boshuuchuu Okawari (SNES).
Clock Tower¶
- ctpsx - Decompilation project for Clock Tower: The First Fear, reverse engineering the PC version's virtual machine, map/entity data, and sprite handling while using PlayStation assets for higher fidelity.
Human Head Studios¶
- Gwynhala's Model Exporter (Rune) - Rune SuperCoolModel Exporter for Milkshape 3D by Gwynhala
- io_scene_scm - Blender add-on for importing and exporting SuperCoolModel (SCM) files from Rune (2001).
Prey¶
- Prey2006 - Source port/engine project for Prey (2006, Human Head Studios), built on id Tech 4 and reading the original game's data files.
Hummer Team¶
Super Mario World (Unlicensed Famicom Port)¶
- SMW-NES-Disassembly - Work-in-progress disassembly of Hummer Team's unlicensed Famicom/NES port of Super Mario World, with a companion Python script that extracts the game's assets from the ROM.
Hydravision Entertainment¶
ObsCure¶
- obscure1-map-parser - Desktop application for parsing and visualizing binary
.mapfiles from ObsCure (2004); decodes entity types (blocks, characters, dialog, environment, items, objectives) and presents them as JSON with a map visualization view. - HydraVision-Obscure-010-Editor-Templates - 010 Editor binary templates for Obscure (2004) and Obscure II (2007).
- obscure-hvp - CLI tool to extract and rebuild HVP archives from Obscure, Obscure II, and Final Exam, covering the PC, PS2, PSP, Xbox, and Wii versions.
- ObsCureRandomizer - Randomizer for ObsCure that edits the game's unpacked room, item, and monster data files directly.
- ObsCureSaveGameManager - Windows tool to export and import ObsCure savegame files, working around the game's fixed 10-slot save limit.
- zwoBlender - Blender 4.2+ add-on to import and export ObsCure and ObsCure II's
.zwomap, character, and weapon model format. - ObsCureLngEditor - Editor for ObsCure's
.lnglocalized bitmap-font text files. - ObsCure-Texture-Editor - Editor for ObsCure's
.dic/.dip/.hvi/.hvt/.xbrtexture formats, covering ObsCure, ObsCure II: The Aftermath, and Final Exam across PC, PS2, PSP, PS3, Wii, and Xbox. - ObsCureFileParser - Parses, modifies, and serializes ObsCure's
.ititem files. See also the C++ rewrite. - ObsCureInfo - Library of constants (paths, rooms, items, and other identifiers) for the first ObsCure game, intended for use by other ObsCure format tools.
- ObsCureDocs - MkDocs-based documentation of ObsCure's file formats, covering binaries, constants, events, items, and the HoeLang script format.
Bob Hays (Hypercycles)¶
- hypercycles-sdl - Modern SDL port of the 1995 DOS game Hypercycles, built from its released original source. Loads the original game's PCX/RAW/MDI graphics and audio assets and .DAT/.DEF level and object data files directly.
Compile Heart (Hyperdimension Neptunia)¶
- karakurism-unscrambler - Asset unscrambler for Hyperdimension Neptunia: The App, a mobile spin-off title.
- MegaNepEditor - Unpacks and repacks .cat files from MegaTagmension Blanc + Neptune VS Zombies.
- CoroHeartToolkit - Modding tool for games built on Compile Heart's Orochi 4 Engine.
- brapack - Unpacker/repacker for the
*.braarchive format used in Compile Heart games. - neptools - Modding toolkit for Hyperdimension Neptunia Re;Birth 1-3 and Megadimension Neptunia VII, with rudimentary support for Hyperdevotion Noire: Goddess Black Heart. Includes a
.cl3/.gstr/.gbin/.bintext/data extractor and importer, plus a runtime loader that applies edited files without repacking the game's.pacarchives. - fff-adf-datamining - Incomplete datamining tools for Fairy Fencer F Advent Dark Force (partially compatible with other Compile Heart games):
ism2.cppconvertscol_ground.ism2map collision, entities and treasure locations to a Wavefront.obj, andgbin.cppdumpsdbDungeon/dbTreasure/dbItems.gbintables to TSV.
Hypergryph¶
Arknights¶
- Ark-Unpacker - Batch unpacker for Arknights' AssetBundle (AB) game resources.
- AK-Buddy - Desktop companion app rendering Arknights operator character assets extracted from the game.
- Ark-Pets - Desktop pet app rendering Arknights operator character models (base/dorm skins, dynamic portraits) extracted from the game.
- Ark-Studio - Integrated asset management studio for browsing, extracting, and converting Arknights game resources.
Arknights: Endfield¶
- EndfieldUnpacker - Reverse engineering toolkit for Arknights: Endfield; decrypts and extracts game assets from the game's proprietary VFS archives, including Wwise PCK/WEM audio.
- FkArkEnd - Archive/asset tool for Arknights: Endfield.
- Formats: Beyond.VFS
.blc(decrypt to JSON),.chkunpacking,.pckaudio unpacking,TableCfg.bytes(convert to JSON),.luadecryption,manifest.hgmmap/StringPathHash.bin(convert to JSON). - EFMI-Tools - Alpha-stage Blender addon for the Endfield Model Importer (EFMI): extracts objects and LOD meshes from Arknights: Endfield frame dumps, imports them as editable meshes with merged skeletons and shapekeys, and exports EFMI-compatible mods. See also XXMI Launcher.
- IL2CPP-Dumper (DeftSolutions-dev) - Static and live runtime metadata extractor for Unity IL2CPP games, dumping classes/fields/methods to C# and LLM-friendly text; created for Arknights: Endfield but works on any modern IL2CPP build.
- Endfield-Il2cpp-Dynamic-Dumper - Dynamic IL2CPP metadata dumper for Arknights: Endfield, with RVA output and IDA import support.
- Endfield-MetadataDumper - Runtime metadata dumper for Arknights: Endfield, which reconstructs IL2CPP metadata via a custom runtime-reconstruction pipeline rather than loading it from a standard
global-metadata.dat.
Hypixel Studios (Hytale)¶
- Hydex - Reverse-engineered API documentation for Hytale modders.
- hytale-internals - Decompilation of Hytale's client, aimed at building a future modding API.
I¶
RocketWerkz (Icarus)¶
- IcarusDataMiner - Command-line program to extract data from the Unreal Engine assets of the survival game Icarus.
- IcarusModManager - GUI application for managing game mods for Icarus, supporting data table (JSON) and blueprint mods via an asset-patching feature that avoids needing mods rebuilt on every game update.
- IcarusSaveConverter - Converts an Icarus prospect save file to and from a text-based format.
- EditIcarusProspect - Command-line utility for editing properties of an Icarus prospect save.
- IcarusResourceRespawn - Command-line program for respawning resources in an Icarus game save file.
- Icarus-Save-Editor - Flutter/Windows save editor for Icarus that parses its Unreal-style prospect/world saves and station-storage account files to add, repair and re-stat items, edit currencies and XP, manage the drop loadout, and apply player buffs. It backs up files before writing and only writes a world save if the repacked bytes match the parsed data.
Ice-Pick Lodge¶
- VoidExtractor - Universal game archive extractor for Pathologic (2005) and Pathologic Classic HD (2015)
.vfsarchives (VFS v1/v2), preserving original folder hierarchy. - pathologic-vfs-unpacker - Go command-line unpacker for the
LP1CVFS archives of the Pathologic series (e.g. Pathologic Classic HD). - pathologic-mesh-viewer - 3D model viewer for Pathologic Classic HD, supporting the game's .mesh format.
- GorkhonScriptEditor - Alpha-stage viewer/editor for Pathologic and Pathologic Classic HD's .bin script format, letting modders disassemble compiled scripts.
id Software¶
Dangerous Dave¶
- dangerous-dave-re - Reverse engineering of Dangerous Dave in the Haunted Mansion, a 1991 IBM PC game programmed by future id Software founders (Tom Hall, John Romero, John Carmack, Adrian Carmack) and distributed through Softdisk's Gamer's Edge disk service; documents its compressed level/tile data and EGA bitplane graphics, with decompression, level unpacking, sprite/tileset extraction, and a level editor.
Commander Keen¶
- omnispeak - Open-source re-implementation of the Commander Keen in Goodbye Galaxy (episodes 4-6) engine, reading the original game's data files.
- TED5 - id Software's original TED5 level editor used for Commander Keen, restored and running on modern systems.
- Commander Keen 4 Tandy source port - Source port of Commander Keen 4 adding Tandy 320x200 16-color graphics mode support, reading the original game's EGA data files.
- idgrab - Header generator for id-engine (Commander Keen: Goodbye Galaxy) games, used alongside omnispeak.
- randkeen - Commander Keen 1 randomiser that rewrites the level files (level entrances, key items, enemy and item positions, door colours) and generates a CK1PATCH-compatible patch file.
- Commander Genius - Actively maintained open-source interpreter for Commander Keen (1-6, Dreams) and Cosmo's Cosmic Adventure, reading the original games' data files. Runs on Linux, Windows, macOS, Android, and Switch.
- Keen Dreams - id Software's official GPL source code release for Commander Keen: Keen Dreams (1991), useful as a reference for the shared id-engine data formats.
Catacomb 3-D & Adventure Series¶
- CatacombGL - OpenGL source port for Catacomb 3-D (1991, id Software) and the Catacomb Adventure series (Softdisk, 1992-1993: The Catacomb Abyss, Armageddon, and Apocalypse), reading the original games' EGA/VGA graphics, level, and sound data.
Wolfenstein 3D & Spear of Destiny¶
- wolf4sdl - SDL port of Wolfenstein 3D and Spear of Destiny, the canonical open-source base for the Wolf3D modding/tooling ecosystem, reading the original id Software level/graphics/sound formats.
- WolfViewer - Wolfenstein 3D viewer and editor for Android, displaying map walls and sprites.
- MacWolfEd - macOS editor for Wolfenstein 3D and Spear of Destiny, editing levels, graphics, sounds, and music directly from the original game folder.
- eced - Level editor for blzut3's ECWolf, a Wolfenstein 3D-engine derivative, editing the game's level format.
- ECWolf - Cross-platform Wolfenstein 3D and Spear of Destiny source port also supporting Super 3-D Noah's Ark and Blake Stone, reading original VSWAP/GAMEMAPS/AUDIOT data.
- WolfensteinCGA - Wolfenstein 3D port targeting CGA graphics, reading the original game's VSWAP/GAMEMAPS assets.
- roguestein - Terminal roguelike built on Wolfenstein 3D's original GAMEMAPS.WL6/MAPHEAD.WL6 map data, with its own Rust reader for the format.
- wolf3d - id Software's official 1995 open-source release of Wolfenstein 3D, including the original VSWAP/GAMEMAPS/AUDIOT-reading engine.
- WolfstoneExtract - Extracts Wolfenstein 3D-compatible game data from an installed copy of Wolfenstein II: The New Colossus or Wolfenstein: Youngblood, converting the modern titles' archives and Wwise BNK/WEM audio into a wolfstone.pk3/elitehans.pk3 usable with ECWolf-based source ports.
- Wolf3DExtract - Command-line tool for extracting graphics, sounds, and level assets from the PC version of Wolfenstein 3D.
- snes-wolf3d-extractor - Python extractor for the images, sounds, and maps in the SNES ROMs of Wolfenstein 3D (USA, Europe, Japan, and two betas) and Super 3D Noah's Ark (1994 and 2013 Steam versions).
- IMF Creator - Python program for creating IMF music as used by several classic id Software and Apogee games such as Wolfenstein 3D and Commander Keen. Work in progress.
- imf2mid - Command-line converter from the IMF (id Software Music Format) OPL2 register-write music format, used by Commander Keen, Wolfenstein 3D, and many Apogee games, to General MIDI. See also IMF-Freq-Conv, which converts the chunk delays of IMF files between 280 Hz, 560 Hz, and 700 Hz tempo speeds.
- Wolf3D-Mac (original release) - id Software's original Macintosh source release for Wolfenstein 3D: First & Second Encounter, including the original VSWAP/GAMEMAPS-reading engine code. (Archived.)
- MacWolfSDL - Accurate SDL3 source port of Macintosh Wolfenstein 3D, reading the original Mac resource-fork game data (including Third Encounter scenario compatibility).
- MacWolf for DOS - Ports the Macintosh version of Wolfenstein 3D (different graphics, sound, music and levels from the DOS version) to run on DOS.
- Game Engine Black Book: Wolfenstein 3D - Source (LaTeX) for Fabien Sanglard's technical book dissecting the Wolfenstein 3D engine, covering its VSWAP/GAMEMAPS/AUDIOT file formats and raycasting renderer internals in detail.
Doom Engine (id Tech 1) & Ports¶
Doom Source Ports & Engine Forks¶
- Eternity Engine - Advanced Doom source port that originated the UDMF map format and introduces its own EDF (Eternity Definition File) format for game data.
- UZDoom - Feature-centric Doom source port based on GZDoom, adding an advanced renderer and powerful scripting capabilities, reading original WAD data.
- DOOM-ASCII - Text-based Doom source port that renders the game as ASCII art in a terminal, reading original WAD data.
- doomgeneric - Minimal, highly portable Doom source port exposing a tiny platform API (init, draw frame, sleep, get key, etc.) while reading original Doom IWAD/PWAD data; the reference base for hundreds of "Doom on X" embedded and novelty ports.
- PureDOOM - Single-header, dependency-free (no stdlib/stdio) Doom source port designed to run on any device, reading original IWAD/PWAD data; the base for DCIDoom listed below.
- Crispy Doom - Actively maintained, faithful vanilla/limit-removing DOOM, DOOM II, Heretic, Hexen and Strife source port with widescreen and QoL enhancements, reading original IWAD/PWAD files.
- DOOM Retro - Actively maintained DOOM, DOOM II, Final DOOM and Ultimate DOOM source port focused on visual polish and accuracy, reading original IWAD/PWAD files.
- Helion - Cross-platform DOOM, Heretic and Hexen source port written in C#, reading original WAD files with modern rendering and multiplayer support.
- DelphiDoom - DOOM, Heretic, Hexen and Strife source port written in Object Pascal, supporting original WAD files plus voxel and high-resolution texture extensions.
- Doomsday Engine - Portable, enhanced source port of DOOM, Heretic and Hexen with its own DED definition language and PK3-based resource-pack system layered on top of original WAD data.
- EDGE-classic - Actively maintained, cross-platform OpenGL DOOM source port with powerful modding features built around its own DDF (Dynamic Data Format) definition language, reading original WAD data.
- Russian Doom - Limit-removing source port of DOOM, Heretic and Hexen with vanilla bug fixes and enhanced rendering resolutions, correctly restoring the graphics/palette data of the Russian-localized WAD releases.
- dsda-doom - Actively maintained successor to PrBoom+ with a focus on speedrunning/demo tooling, supporting Heretic, Hexen, MBF21, Doom-in-Hexen, and UDMF/MAPINFO while reading original WAD data.
- Mocha Doom - Pure Java Doom source port reading original WAD/IWAD data.
- rust-doom - Doom renderer/engine written in Rust, reading and rendering original WAD level/texture data.
- Rum and Raisin Doom - Chocolate Doom branch focused on modernizing the renderer (higher resolutions, modern lighting) while reading original IWAD/PWAD data; adds support for Batman Doom and other total conversions.
- DietBoom - Boom-derived Doom source port stripped down ("Boom without the fluff"), reading original WAD data.
- gore - Minimal Doom implementation in pure Go, reading original IWAD/PWAD data (a Go port of doomgeneric).
- Odamex - Online multiplayer Doom source port focused on preserving original gameplay while reading original IWAD/PWAD data.
- D2K - Doom source port forked from PrBoom+, adding Quake III-style enhanced client/server network play (no more pause-on-lag, in-progress join) and moving engine behavior/assets into Lua scripting, while reading original WAD data.
- Thanatos (Theta) - Work-in-progress Doom source port forked from Chocolate Doom, rewriting the gameloop in C++14 to be easy to tinker with and mod, reading original WAD data with a focus on demo-compatible core logic over full mod/lump support.
- Woof! - Actively maintained continuation of the Boom/MBF bloodline of Doom source ports, reading original WAD data with widescreen rendering and accuracy/QoL improvements.
- ZDoom - Highly moddable Doom source port supporting all Doom-engine games, reading original WAD data; the predecessor to GZDoom.
- PrBoom+ - Enhanced fork of PrBoom (itself based on Boom) with recording/statistics and rendering improvements, reading original Doom IWAD/PWAD data; ancestor of D2K and dsda-doom. (Archived; a cleaned-up copy of the original PrBoom+ SVN repository.)
- RZDoom - Actively maintained continuation of classic ZDoom (as opposed to GZDoom) moving to an SDL3 backend, reading original Doom-engine WAD data.
- CRL - Continuation of the Chocorenderlimits Doom source port focused on removing engine rendering limits.
- International Doom - Minimalist Doom source port based on Chocolate Doom, built with community code contributions.
- Nugget Doom - Doom source port forked from Woof! adding further QoL and feature extensions, reading original WAD data. See also Cherry Doom, a fork of Nugget Doom with additional features.
- JDETH - Doom source port/tooling project for Doom engine (id Tech 1) file format handling.
- managed-doom - Doom source port written in C#, reading original IWAD/PWAD data.
- EDGE - Enhanced Doom Engine, an OpenGL DOOM source port with a DDF definition language; predecessor to the actively maintained EDGE-classic listed above.
- Chocolate Doom - Minimalist, historically accurate Doom source port that closely reproduces the original DOS engine's behavior, reading original IWAD/PWAD data; basis for numerous derivative ports (Rum and Raisin Doom, Thanatos, doom-wasm) listed elsewhere in this section.
Console, Handheld, DOS & Novelty Ports¶
- DoomRPG-RE-3DS - Nintendo 3DS port of the reverse engineered Doom RPG.
- WolfensteinRPG-RE-3DS - Reverse-engineered implementation of Wolfenstein RPG ported to Nintendo 3DS with SDL2, Zlib, and OpenAL dependencies.
- DoomRPG-huawei - Port of the reverse-engineered Doom RPG to Huawei eSpace feature phones.
- dsdoom - Port of PrBoom to the Nintendo DS, reading original Doom IWAD/PWAD data.
- P2kDoom - Ports id Tech 1 engine games to vintage Motorola P2K-platform mobile phones, reading original WAD data.
- Calico Doom - Reimplementation of the Atari Jaguar port of DOOM for modern PCs, reading the Jaguar DOOM cartridge's original WAD-like data.
- doom3do - Complete source archive for the official DOOM port on the 3DO, preserving the console version's extra content and its 3DO-specific WAD/asset data handling.
- FastDoom - DOOM port for DOS optimized to run as fast as possible on real 386/486 hardware, reading original IWAD/PWAD data with hardware-specific EGA/CGA/VGA renderers.
- Doom Vanille - DOS port of Linux Doom aiming for 100% compatibility with the original DOS executables' bug-for-bug behavior, reading original Doom, Ultimate Doom, and Final Doom IWAD data.
- PsyDoom - Backport of PlayStation DOOM and Final DOOM to PC, derived directly from reverse-engineered PS1 machine code and gradually converted from emulated MIPS instructions to structured C++ while reading the original PSX disc/WAD data.
- uefidoom - Port of DOOM to UEFI firmware, running before the OS boots while reading original IWAD data.
- 64doom - Source port of the original DOOM to the Nintendo 64, reading original IWAD/PWAD data on N64 homebrew hardware.
- flash-doom - Port of Linux DOOM 1.10 to Adobe Flash using the Alchemy static-recompilation toolchain, reading original IWAD data from within the Flash Player sandbox.
- OptiDoom3DO - Enhanced/optimized port of the original Doom 3DO source code, reading the original 3DO release's data files (requires a commercial 3DO Doom ISO).
- GBADoom - Port of PrBoom to the Nintendo Game Boy Advance, reading original Doom IWAD/PWAD data on GBA homebrew hardware.
- DCIDoom - Port of PureDOOM to Windows NT 3.51/95's 32-bit DCI display API, reading original IWAD data.
- DoomGeneric NTDrv - Ports doomgeneric to run as a Windows NT kernel-mode driver, reading the original Doom II IWAD directly from disk.
- prboom-3ds - Nintendo 3DS port of the Doom engine based on PrBoom v2.5.0, reading original Doom IWAD/PWAD data.
- Doom8088 - Port of Doom for 16-bit DOS computers (8088/286-class hardware), reading original IWAD/PWAD data.
- doom-wasm - Chocolate Doom compiled to WebAssembly with WebSocket-based multiplayer support, reading original Doom IWAD/PWAD data in the browser.
- DoomNew - Enhanced DOS Doom source port derived from Linux Doom, adding DMX sound engine support, internal/external DeHackEd patches, and raised static limits (e.g. visplanes).
- Buck - Limit-removing Doom source port for x86 DOS, focused on a compact, performant implementation of core Doom features.
- CRY - Reimagining of Jaguar Doom for PC built on International Doom, aiming for high emulation accuracy of the Atari Jaguar port.
- Genesis64KBDoom - Port of FrenkelS's Doom64KB (a Doom port targeting 64KB of RAM) to the Sega Genesis/Mega Drive, built with SGDK and marsdev.
- Doom64KB - Port of Doom for systems with as little as 64 KB of RAM, reading original IWAD/PWAD data.
- Doom8088ST - Port of Doom for Motorola 68000-based computers (Atari ST and similar), reading original IWAD/PWAD data; sibling project to the already-listed Doom8088.
- ELKSDOOM - Port of Doom to ELKS (Embeddable Linux Kernel Subset) for 8086-class hardware, reading original IWAD/PWAD data.
- BERNEWFIE - Hexen (1995) source port to DJGPP and liballeg for DOS with high-resolution rendering support, reading original Hexen IWAD data.
- Tartar - Doom (1993) source port to DJGPP and liballeg for DOS based on the Eternity Engine, reading original Doom IWAD/PWAD data.
- DOOM Ruby - Faithful port of the DOOM (1993) engine to pure Ruby, reading original shareware/registered WAD files with BSP-accurate rendering, HUD, item pickups, and combat.
- DCDoom - Port of WinDoom to the Sega Dreamcast, reading original IWAD/PWAD data.
Level Editors & Map Tools¶
- Eureka - Cross-platform map editor for the Doom engine (id Tech 1).
- SLADE - The comprehensive Doom-engine (id Tech 1) editor. Edit WAD/PK3/ZIP archives, maps, textures, graphics, sounds, and text lumps, with support for Doom, Heretic, Hexen, Strife, and other id Tech 1 games.
- UltimateDoomBuilder - The actively maintained successor to Doom Builder / GZDoom Builder; a comprehensive map editor for Doom-engine (id Tech 1) games, reading and writing WAD map data.
- yadex - Doom level (WAD) editor for Unix/X11 systems.
- DoomEd - id Software's original NeXTSTEP-era Doom level editor (DoomEd), ported to run on modern macOS/Unix systems.
- Doom Builder PSX - Doom Builder / GZDoom Builder fork modified for creating maps for PSX Doom, Psx Doom Master Edition, and PsyDoom, reading/writing the PlayStation Doom map format.
- DEU (history mirror) - Archived source for DEU (Doom Editing Utility) 5.2, one of the original WAD level editors from the early Doom modding scene.
- JZBuilder - Browser-based Doom map editor written in TypeScript, using its own non-destructive intermediate data representation (with Edge Modifiers) that compiles/exports to Doom's WAD map format.
Node Builders (BSP Tools)¶
- zennode - Doom node builder, computing the BSP tree data embedded in WAD level files.
- ZokumBSP - Actively maintained blockmap, reject-table, and BSP node builder for Doom, Heretic, and Hexen WAD levels, based on Doom-Utils' zennode.
- nodebuilder - Experimental DOOM node builder that preprocesses WAD level data into BSP trees and block maps, with animated visualizations of the build process.
- BSP (history mirror) - Archived source for BSP 5.2, the most widely used Doom node builder of the 1990s editing scene, computing the BSP tree/NODES lump data a WAD level needs before it can be played.
- DOOM-Vis - Windows port of Doom with a live, side-by-side visualization of BSP tree traversal (plane splits and bounding-box culling) read from the WAD's NODES lump.
- vigilantbsp - Multi-threaded, polyobject-aware NODES/REJECT/BLOCKMAP builder for Doom and other id Tech 1 WAD levels.
- ElfBSP - Modern BSP tree/node builder for Doom-engine (id Tech 1) games and source ports, based on Andrew Apted's AJBSP.
- glBSP (history mirror) - Preservation mirror of Andrew Apted's glBSP, a GL-friendly node builder for Doom WAD levels; no actively maintained canonical host remains.
- ZDBSP - Stand-alone version of ZDoom's internal node builder for compiling Doom WAD level BSP/GL nodes.
- JBSP - BSP-related tooling for the Doom engine (id Tech 1).
WAD/Format Libraries, Parsers & Converters¶
- wadext - Simple WAD extraction command-line tool for Doom engine (id Tech 1) mods. Extracts and converts Doom format patches/flats to PNG and sounds to WAV. Supports Doom, Heretic, Hexen, and Strife palettes.
- DOOMP - Doom file format parser and extractor.
- ExtractDoomDisk - Extractor for Doom disk image files.
- wad2gltf - Converts Doom WAD map geometry to the glTF runtime format.
- UDMF-Convert - Converts Doom maps to/from the UDMF (Universal Doom Map Format) text-based map format.
- UDMF-Converter-EE - UDMF map format converter specifically for the Eternity Engine.
- WADMerge - Merges multiple Doom WAD files into one, correctly combining TEXTURE/PNAMES lumps, maps, and namespaced/text lumps.
- wadc - Programming language and compiler for constructing Doom WAD map data.
- deutex - Long-standing WAD file composer/extractor and PWAD-to-IWAD merge tool for Doom-engine games.
- xwadtools - Portable collection of WAD tools for id Software and Raven Software games based on the Doom and Hexen engines.
- wadmake - Command-line utility for creating WAD, PK3 (ZIP), and PK7 (7z) archives for Doom-engine games.
- HxDoom - Haxe library for building Doom (id Tech 1) programs across all Haxe targets (including Flash and PHP), reading original WAD/IWAD data; borrows format details from the 3DO Doom source release for behavior that isn't otherwise documented.
- JDLE - JMickle's Doom Lump Editor, a GUI tool for viewing and editing lumps inside Doom WAD files.
- Omgifol - Python library for reading and writing Doom WAD files, originally by Fredrik Johansson and maintained by Devin Acker.
- GbaWadUtil - Utility for converting a Doom IWAD into a format for GBADoom, writing a new WAD file and/or C source file to reduce memory footprint on GBA hardware.
- dshrink - Command-line tool to remove redundant sidedefs from Doom PWAD levels, rewriting the SIDEDEFS lump to reduce file size.
- wadtools - Command-line tools for creating and extracting Doom 1 & 2 WAD files.
- WadGadget - Curses-based terminal file manager for Doom WAD archives, for browsing, editing and converting WAD lump data.
- wadptr - Doom WAD file compressor that merges identical/duplicate lumps and graphic columns to shrink WAD file size losslessly.
- idchoppers - Rust library and command-line tool for parsing and manipulating Doom-era WAD files and associated data.
- GDCC - Game Data Compiler Collection: gdcc-ar-wad packs/unpacks Doom WAD archives, gdcc-acc compiles Hexen ACS source to bytecode, plus a C compiler/linker targeting Doom's ACS virtual machine.
- ACSVM - ACS virtual machine library and standalone interpreter for the Hexen/ZDoom ACS bytecode format stored in a WAD's BEHAVIOR lump.
- SVG2UDMF - Converts SVG vector images into Doom level geometry in UDMF format.
- DH-dlc & DH-wad - David's Doom Level Compiler, a text-based Doom map authoring tool with variables and embedded scripting, plus David's WAD Builder for compiling to native WAD format.
- wadcat - Command-line tool to inspect the contents of Doom WAD files, printing map-specific lumps (SECTORS, THINGS, LINEDEFS, SIDEDEFS, VERTEXES).
- giffy - Converts an animated GIF into vanilla-compatible Doom WAD texture frames for scrolling animated map displays, including a helper script to auto-generate the WAD template with correct linedef offsets.
- psxwadgen - Converts a PlayStation DOOM CD image into a PC-usable WAD archive.
- acc - Official ACS (Action Code Script) compiler used by ZDoom and Hexen, compiling script sources to the BEHAVIOR lump bytecode format.
- wad-js - JavaScript library for reading Doom-engine (id Tech 1) WAD files.
- MAD2WAD - Converts MAD data files from Mars, Hero & Tao (a 1997 shareware FPS trilogy) to the Doom WAD format. See also Mars3D, a source port of Mars - The Ultimate Fighter reading the original mars.mad file.
- wadcode - WAD compiler/decompiler that disassembles WAD files (Doom, Heretic, and similar id Tech 1 games) into individually editable resources and recompiles them back into a WAD.
Modding, Scripting & Content Tools¶
- WhackEd4 - Modern replacement for the DOS-based Dehacked tool, loading and editing Doom Dehacked (.deh/.bex) patch files.
- ListACS - Disassembler and decompiler for ACS (Action Code Script) bytecode, including ZDoom's ACS extensions.
- umapinfo - Specification and reference tooling for UMAPINFO, the community-standard Doom map-metadata lump format.
- DoomTools - GUI/CLI suite of DOOM utilities: WadTool (WAD management), DoomMake (build automation), DECOHack (DeHackEd patch compiler) and WSwAnTBL.
- mbf21 - Specification and documentation for MBF21, an extended DEHACKED-based patch format for Doom-engine mods.
- ACE Engine for DOOM 2 - Achieves arbitrary native code execution in vanilla DOS DOOM2.EXE purely from a crafted WAD file, exploiting a negative-size ZONE allocation and an out-of-bounds stack read in the engine's WAD-loading code to inject and run a custom "ACE Engine" entirely from WAD lump data.
- DoomUnity - Various tools for working with Doom WADs and levels in Unity.
- htic4doom - Hack that makes Heretic levels loadable and playable with
doom.wad, via a Dehacked patch remapping Heretic thing types to Doom equivalents plus replacement TEXTURE1/TEXTURE2, flat, ANIMATED and SWITCHES lumps. - UMAPINFO Designer - GUI tool for creating UMAPINFO lumps for Doom WAD files, customizing per-map gameplay settings supported by many source ports.
- UDMF Engine Support Tables - Reference tables documenting which UDMF map-format fields are supported by which Doom source ports/engines.
- SBARDEF HUD Mod for Woof! - Editor/mod for creating custom status bar and fullscreen HUD layouts using Doom's SBARDEF lump format.
- doom_lua - Collection of Lua scripts for Doom Builder X / the Lua fork of Ultimate Doom Builder, automating map-editing tasks (e.g. linedef beveling) directly on WAD map data.
- eternityportalhelper - GZDoom Builder/Eureka helper script for building portal setups in the Eternity Engine (Doom source port).
- soundpropagationmode - Documentation/reference tool for Doom source port sound propagation mode behavior (map format-adjacent, Doom/UDMF engines).
- VULD - Launcher/build tool for vanilla Doom mods that merges WAD and DeHackEd (.deh) patches (via DEUTEX/DEUSF and DEHACKED.EXE) into a runnable mod without modifying the base game files; includes DEHPICK for finding and applying DeHackEd patches.
- DD_VOXEL - Voxel model editor for DelphiDoom's voxel extension format, used by the DelphiDoom source port above.
Level Generators, Utilities & Documentation¶
- Oblige - Random level generator that produces playable WAD files for Doom-engine games.
- OBSIDIAN - Actively maintained community continuation of Oblige (combined with the ObAddon project), producing playable WAD files for Doom-engine games.
- lmpc - Little Movie Processing Centre, a tool for processing and editing Doom .lmp demo files.
- DIYDoom - Step-by-step guide to rebuilding the DOOM engine from scratch in C++/SDL, with detailed notes documenting the WAD file format, BSP rendering, and other engine internals.
- DMXOPL - YMF262 (OPL3)-enhanced FM instrument patch set replacing DOOM's DMX GENMIDI lump, used by Chocolate Doom, Crispy Doom, and other source ports for improved FM synth music playback.
- dmvis - Doom map visualizer that reads WAD level geometry and renders it as animated GIFs.
- TheUnofficialDoomSpecs - Markdown conversion of Matthew S. Fell's classic Unofficial DOOM Specs, documenting the WAD file format, level data structures, and other Doom engine internals.
- midisnd - Generates a WAD file containing MIDI-based Doom sound effects, a feature discovered in Vanilla Doom.
- rutti-tutti-find-a-frutti - Scans vanilla DOOM IWAD/PWAD level data for common visual/texture-alignment errors.
- wallpaint - Extracts wall texture patches from a Doom map's linedefs into an editable PNG (correcting for offsets/pegging), then rebuilds them back into the WAD as palettized textures.
- dmsvg - Renders top-down SVG maps of Doom engine levels, drawing scaled floor textures and approximate sector lighting directly from WAD level data.
- miniwad - Minimalist Doom IWAD demonstrating how small a playable WAD can be, exploiting wadptr's lump-merging (palette-reduced, repeated textures and reused sound effects) to stay under a quarter-megabyte while remaining usable with any WAD from the idgames archive.
- Squashware Doom - Rework of the Shareware Doom IWAD for embedded/low-memory devices, shrinking it under 1.7MB (with silent and 1-level variants down to ~700KB) via a restricted texture set, shorter sounds/music and fewer animation frames; includes the DOOF (Doom On One Floppy) subproject.
- LmpStats - Library for collecting statistics (demo version, map slot, skill, length, gameplay flags, players) from Doom-engine .lmp demo files.
- liquorice - Haskell embedded domain-specific language (eDSL) for algorithmically constructing Doom maps by scripting a virtual "turtle" that defines walls, floors, rooms and monsters, exporting to the Doom map format.
- Doom Text Generator - Renders custom text images using Doom-ecosystem console/menu fonts, reading FON1/FON2 and other Doom font formats directly from WAD/PK3 files.
- imagetool - ZDoom font/image tool for converting to/from FON1/FON2 and other ZDoom-ecosystem font/image formats.
- vanilla-utilities - Collection of MS-DOS utilities for the original vanilla Doom engine, by longtime Doom community developer fragglet (Chocolate Doom).
- WAD Vault - Metadata catalog/database of official and user-created WAD files for Doom, Heretic, Hexen and Strife, publishing logiqx-format DAT files for collection organization.
- doom-utils - Small collection of Doom tools: wad_strip.py (removes unused textures/patches/flats from a WAD), demo_extend.py (extends .lmp demo files), and info_to_decohack.py (converts DEHACKED-style INFO data to MTrop DoomTools' DECOHack patch format), plus reference Dehacked patches for Doom II, Heretic, and Hexen.
- linguortal-gen - Creates a linked "linguortal" connection between two Doom WAD map files at specified linedefs, built on the already-listed Omgifol WAD library.
- DoomSoundFixer - Utility for fixing broken/corrupted sound lumps in older Doom WAD files.
- texSorter - GUI tool for sorting and renaming Doom TEXTURE lumps in a WAD by category and dominant color, including a remapper.py script to update existing maps to the new texture names.
- Game Engine Black Book: Doom - Source (LaTeX) for Fabien Sanglard's in-depth technical book dissecting the DOOM engine, including the WAD file format, level/BSP data structures, and renderer internals.
Doom 64 & Hexen 64 Tools¶
- D64TOOL - Converts Doom64 EX map format to native Doom 64 N64 format, and encodes/decodes Doom64 WAD lumps.
- HexenN64Tool - Extracts and decompresses Hexen 64's HEXEN64.WAD, HEXEN64.PTR, HEXEN64.WBK and HEXEN64.DAT ROM data; also encodes/decodes the format.
- DLight - Lightmap-building utility for Doom64EX WAD maps pre-compiled with GLBSP GL nodes.
- See also dlightgui, a frontend tool for the DLight and GLVIS utilities.
- wadutil64 - CLI tool for Doom 64 (N64) WADs: decompresses vanilla-compressed WAD data and pads it to satisfy libultra's DMA alignment requirements.
- Doom Builder 64 - Fork of Doom Builder 2 adding map-editing support for Doom 64 on N64 and PC (EX/Steam/GOG), reading and writing the Doom 64 map format.
- See also svkaiser/DoomBuilder64, a custom Doom Builder 2 branch for Doom64 EX support.
- Doom Builder 64 Enhanced - Fork of Doom Builder 64 updated to the latest Doom Builder 2 codebase, with added features for Doom 64 mappers.
- BSP64 Enhanced - Doom 64 node builder with blockmap optimization, sidedef compression, and reject-table editing; extends Diema's DMA-BSP64 with ZokumBSP-derived features.
- BLAM - Basic Line Action Macro compiler for Doom 64, a fork of Kaiser's original tool that compiles macro scripts referenced by Doom 64 WAD levels.
- Doom 64 Compendium - Documentation project covering the Doom 64 engine, its various source ports/forks, and how to modify its WAD-based level and asset data.
- Doom64EX - Reverse-engineered Doom 64 recreation with added modding features; reads the Doom 64 data as doom64.wad, which its -wadgen option generates from a Doom 64 ROM (source includes WAD, ROM-WAD and ZIP-WAD readers).
- Doom64EX-Plus - Improved, modernized continuation of Doom64EX (archived, considered feature-complete by its author).
- Doom64EX-Classic - Active successor to Doom64EX-Plus (by the same author), continuing development of the Doom 64 source port after the original was archived as feature-complete.
- Doom 64 XE - Expanded Edition Doom 64 N64 source port combining DOOM64-RE, DOOM64 CE, Doom 64 Merciless Edition, and Doom 64 Ultra; builds from the original WAD/WMD/WSD/WDD resource files extracted from a Doom 64 ROM, with an included BPS patch to pull in Nightdive's 2020 rerelease assets.
- MIDI-64nicator - Formats standard MIDI files to satisfy Doom 64's proprietary event quirks (note-off handling, loop-point event, tempo/info events, channel re-organization) for use with Doom 64 EX, Doom 64 Remaster, Retribution, and DZDoom.
- doom64-dc - Doom 64 port for Sega Dreamcast / KallistiOS.
Decompilations, Source Releases & Historical Archives¶
- DOOM64-RE (decomp) - Matching decompilation of Doom 64.
- PSXDOOM-RE (decomp) - Matching decompilation of Doom (PlayStation).
- DOOM - id Software's official 1997 GPL source code release for the original DOOM (1993) and DOOM II (1994), including the WAD-reading and rendering engine.
- PSXFINALDOOM-RE - Matching decompilation of the PlayStation version of Final Doom, building on the same author's PSXDOOM-RE.
- RomeroDoomDump - Archive of original Doom development files released by John Romero, including cut MIDI tracks, unreleased artwork/sprites, and other pre-release assets, with provenance notes for each.
- Hexen ACS Reconstructed - Project reconstructing readable Hexen ACS (Action Code Script) source from DEACC-decompiled output, compiling back byte-for-byte to the original BEHAVIOR lumps in the Hexen IWAD.
- WadSmoosh (archive) - Preservation mirror of WadSmoosh, which merges Ultimate Doom, Doom 2, Master Levels, No Rest for the Living and other IWADs into a single combined IWAD; original author has stopped maintaining it.
- Hexen Development Files - Original Raven Software development archive for Hexen: ACS script sources, a modified DoomED level editor, DWD level source files, and other period development tools, recovered by Grayman53.
- WolfensteinRPG-RE - Reverse engineering of Wolfenstein RPG, the J2ME mobile spin-off; upstream of the WolfensteinRPG-RE-3DS port above.
- DoomRPG-RE - Reverse engineering of Doom RPG, the J2ME mobile spin-off; upstream of the DoomRPG-RE-3DS and DoomRPG-huawei ports above.
- DoomIIRPG-RE - Reverse engineering of Doom II RPG, the J2ME mobile spin-off sequel to Doom RPG.
Quake & Wolfenstein Engines (id Tech 2/3)¶
Official Source Releases & Historical Archives¶
- Quake Rerelease QuakeC Source Code - Official id Software release of the QuakeC source for the 2021 Quake re-release, covering all five codebases: base campaign, Scourge of Armagon, Dissolution of Eternity, Dimension of the Machine (shared with Dimension of the Past), and Capture the Flag. Useful reference for understanding the updated engine's data and localization changes versus the original QuakeC.
- Quake - id Software's official GPL source release for Quake, QuakeWorld and their GL variants, including the original PAK/BSP/MDL-reading engine.
- Quake 2 Tools - id Software's official GPL source release of the Quake 2 asset-compiling tools (qdata, qbsp, qvis, qrad), used to build the game's original BSP maps and MDL/SP2 models.
- Quake III: Arena - id Software's official 2005 GPL source code release for Quake III Arena, including the id Tech 3 BSP-reading and rendering engine.
- Return to Castle Wolfenstein (SP) - id Software's official GPL source release for Return to Castle Wolfenstein's single-player campaign, including the id Tech 3 (Quake III-derived) BSP/MD3-reading engine.
- Wolfenstein: Enemy Territory - id Software's official GPL source release for Wolfenstein: Enemy Territory, an id Tech 3-derived engine reading the game's original BSP/MD3/PK3 assets.
- GtkRadiant - id Software's official GPL source release for GtkRadiant, the canonical level editor for Quake, Quake III and Doom 3-era (idTech 4) games; forked to create DarkRadiant (see Modern DOOM section).
- Quake II Rerelease Game Source - Official id Software release of the game code for the 2023 Quake II rerelease alongside the original game code kept as reference; a Quake II companion to the already-listed Quake Rerelease QuakeC Source Code, useful for understanding the updated engine's data changes.
- Quake Map Source - Archive of the original Quake
.mapsource files for the retail episodes as released by John Romero in October 2006, with compiled BSPs and free texture-WAD replacements standing in for the non-redistributable originals.
Quake and Wolfenstein Source Ports & Engine Forks¶
- vkQuake - Vulkan-based Quake source port supporting original PAK/BSP/MDL/SPR assets, higher resolution textures and modern rendering features.
- Chocolate Quake - Minimalist Quake source port focused on faithfully restoring the v1.09/DOS-era look, feel, and bugs, reading original PAK/BSP/MDL data.
- SharpQuake - GLQuake reimplementation in C# using OpenTK and .NET, reading original PAK/BSP/MDL assets.
- QuakEMBD - WinQuake port to ARM Cortex-M embedded devices (e.g. STM32H747I-DISCO), reading original Quake PAK files from an SD card.
- ctrQuake - Unofficial port of Quake to the Nintendo 3DS, reading the original shareware or full-game PAK files.
- iortcw - Actively maintained community continuation of Return to Castle Wolfenstein (both single-player and multiplayer), merging ioquake3 engine fixes into the RTCW codebase while reading original BSP/MD3/PK3 assets.
- QuakeSpasm - Modern, cross-platform Quake source port based on FitzQuake, reading original PAK/BSP/MDL game data. See also Ironwail, a high-performance fork with a modernized renderer.
- QuakePSX - Experimental port of Quake to the PlayStation, with a build-time asset "cooker" that converts the original PC Quake data (from a legitimately owned copy) into PSX-native resource formats.
- yquake2 - The Yamagi Quake II client, an actively maintained Quake II source port.
- pakextract - Small tool to list or extract Quake, Quake II, Daikatana, and Sin pak files.
- qrustyquake - Rust reimplementation/port of the original Quake engine (WinQuake-derived), reading original Quake PAK/BSP asset data.
- QuakespasmNX - Nintendo Switch port of QuakeSpasm, reading original Quake PAK/BSP/MDL data with OGG/MP3 music support.
- Chocolate QuakeWorld - Minimalist QuakeWorld source port focused on faithfully preserving the classic '90s multiplayer experience, reading original PAK/BSP/MDL data; companion project to Chocolate Quake.
- fteqw - Actively maintained, heavily-extended Quake engine fork (FTEQW) supporting a wide range of QuakeC-based mods and games, reading original PAK/BSP/MDL data.
- ps2quake - Source port of Quake for the PlayStation 2, reading original PAK/BSP/MDL game data.
- DarkPlaces - Actively maintained Quake engine fork by LadyHavoc with an advanced renderer, reading original PAK/BSP/MDL data.
- QuakeForge - Long-running, portable Quake engine fork supporting Quake and QuakeWorld, reading original PAK/BSP/MDL data.
- ezQuake - Actively maintained QuakeWorld client focused on competitive multiplayer, reading original PAK/BSP/MDL data.
- quake-rb - Port of the Quake (1996) engine to Ruby with OpenGL/SDL2 rendering, reading original PAK/BSP/MDL assets (shareware or registered
pak0.pak/pak1.pak). - three-quake - Browser port of Quake to Three.js, reading the original
pak0.pak(shareware Episode 1 included; supports full-game PAKs from a registered copy). - WebQuake - HTML5/WebGL port of Quake, reading the original
id1(and mission packhipnotic/rogue) PAK/BSP/MDL data. - JoeQuake - Quake engine fork targeted at speedrunning, reading original PAK/BSP/MDL data.
- Super8 - Quake engine fork (based on Makaqu) focused on authentic 8-bit color rendering for contemporary Quake maps, reading original PAK/BSP/MDL data; adds per-liquid transparency, higher resolutions, and pixel-doubling over its base. Archived.
- Q2RTX - NVIDIA's discontinued Quake II engine fork adding real-time RTX path-traced global illumination, reading original PAK/BSP/MDL data; built on Q2PRO via Christoph Schied's Q2VKPT prototype.
Level Editors, Map Compilers & BSP Tools¶
- TrenchBroom - Level editor for Quake and Quake-engine based games, supporting BSP map format creation and editing.
- QuakePrism - Engine editor/IDE for the Quake engine that streamlines mod and game development, working with PAK/WAD archives and Quake model formats.
- bspc - Standalone build of id Software's Quake III: Arena BSP-to-AAS compiler, generating the bot navigation (AAS) data from a compiled BSP map.
- Quake--QBSP-and-VIS - Annotated/modified source for Quake's original bsp.exe and vis.exe map compilers, instrumented to trace and explain the BSP tree and Potentially Visible Set (PVS) building process.
- vis.py - Computes a potentially visible set (PVS) for Quake maps, converting a BSP's portal file (PRT) into a leaf-to-leaf visibility matrix written back into the map's BSP file.
- ericw-tools - Actively maintained Quake/Hexen 2 map compiling tools (qbsp, vis, light), a modernized branch of the original id Software compilers with bug fixes and new features.
- NetRadiant-Custom - Actively maintained, cross-platform level editor for id Tech based games, a modernized continuation of the GtkRadiant/NetRadiant lineage.
- q3mapx - Performance-focused continuation of NetRadiant-custom's q3map2 compiler with a CLI and Qt workbench, adding BSP-to-
.mapdecompilation (-convert -format map) with recovery reports, BSP inspection, and stored-lighting and visibility evidence commands. - q2tools-220 - Quake 2 map compiler tools (qbsp/qvis/qrad) with v220 map format support, automatic phong shading, and other enhancements/fixes; base project for the Anachronox-specific anoxtools fork (see Ion Storm section).
- blarghrad - Decompiled source of ArghRad, a modified id Software radiosity/lightmap compiler for Quake-engine BSP maps.
- optixlight - Adds path-traced bounced lighting into Quake 2 BSP files already lit by a direct-light compiler (e.g. ericw-tools), using Nvidia's Optix API for GPU ray tracing.
- BSP-Entity-Edit - Editor for id Tech 3 BSP entity strings: renders opened BSP files with vertex colors, lets you pick entities in the viewport, and saves the edited entities back into the BSP or to a standalone
.entfile. - pyidtech3lib - Python library for loading id Tech 3 BSP files, with a virtual file system over the game's base directories and readers for several BSP variants (IBSP, RBSP, FBSP, EF2BSP, FAKK).
Blender/DCC Plugins & Model/Map Importers¶
- blender_io_mesh_bsp - Blender addon for importing Quake BSP (Binary Space Partition) map files.
- rtcw-wet-blender-model-tools - Blender model tools for Return to Castle Wolfenstein: Enemy Territory.
- Quake MAP File Importer for Blender - Blender add-on for importing Quake MAP level editor files; enables using brush-based level geometry in Blender for collision meshes and other purposes.
- io_export_qmap - Blender add-on that exports geometry to the Quake
.mapbrush format. - Blender_BSP_Importer - Blender importer for id Tech 3 BSP maps (Quake III and derivatives); imports entities and converts Quake 3 shaders to Eevee materials.
- io_import_wad2 - Blender add-on that imports Quake WAD2 texture archives.
- Chisel.Import.Quake1 - Quake 1 BSP map importer for the Unity Chisel level-editing toolkit.
- RCSGQuake1MapImporter - Add-on to RealtimeCSG that imports Quake 1
.mapfiles exported from TrenchBroom, supporting both Valve 220 and Quake Standard map formats. - Quake and Hexen II MDL Importer/Exporter for Blender - Blender 2.8+ add-on for importing and exporting id Software's Quake and Raven Software's Hexen II MDL model format.
- godot_bsp_importer - Godot addon for importing BSP files from the Quake family of engines; full support for Quake 1 BSP/BSP2, with in-progress Quake 2, Quake 3 and Half-Life (GoldSrc) basic level geometry.
- blender-md3 - Blender import/export addon for the Quake III Arena MD3 model format.
- UE4 Quake .map Importer - Unreal Engine 4 plugin to import Quake-style .map files (Quake 1, Half-Life 1, and Quake 3) and convert them into UE4 level geometry.
- UE4_QuakeImport - Unreal Editor plugin for importing Quake 1 BSP level, MDL model, and LMP 2D graphics files.
Format Converters, Viewers & QuakeC Tools¶
- PakFu - Cross-platform Qt GUI and CLI archive manager, asset viewer, and converter for idTech-era games (Quake through Quake 4, Doom/Heretic/Hexen, RTCW/Enemy Territory, Jedi Knight, SiN, Kingpin, Heretic II, Doom 3 BFG and others); opens, extracts, and rebuilds PAK, PK3/PK4, WAD2/WAD3, Doom WAD, SiN and Doom 3 BFG
.resourcesarchives, previews and converts images, IDWAV audio, CIN/ROQ cinematics, and model formats, and decompiles BSP maps to.map. - LunarViewer - Model viewer for Quake 1 and Hexen 2 (MDL format).
- noclip.website (Quake) - In-browser Quake level viewer, parsing id Tech 2 BSP maps and WAD texture lumps (all four episodes plus the deathmatch arenas).
- any2wad - Converts images to a Quake-compatible .wad file.
- q1fbfix - Fullbright color patches and tools for Quake.
- md3view - Cross-platform Quake 3 player model (.md3) viewer with native model rendering.
- Arbatel - A Quake .map viewer with support for func_instance entities.
- Quinstance - Wrapper around VMFInstanceInserter enabling the use of func_instances in Quake maps.
- mdl2obj - Converts Quake 1 MDL model files to Wavefront OBJ model data.
- DIYQuake - Companion to DIYDoom: step-by-step notes rebuilding the Quake engine with SDL, documenting PAK file structure, the color palette, and Alias model (MDL) skins.
- paktools - Command-line tools for creating and extracting Quake 1 & 2 PAK archive files.
- bsp2obj - Converts Quake BSP maps to Wavefront OBJ models.
- mdl2json - Converts Quake 1 MDL model files to three.js-compatible JSON model data, a sibling tool to the same author's mdl2obj (already listed above).
- quake-cli-tools - Command-line tools for creating Quake content, including WAD, PAK, BSP, and MDL format converters and inspectors.
- quake2c - Quake II game DLL that runs game logic through a QuakeC virtual machine instead of native code.
- QCVM - Bite-sized, embeddable QuakeC virtual machine implementation in C.
- qpakman - Command-line tool for managing PAK and WAD archive files from Quake, Quake II, and Hexen II.
- ProQCC - QuakeC compiler and decompiler.
- QMDL-JSON-Tool - Converts Quake-family model formats to and from JSON.
- Q2SpriteJSONTool - Converts Quake II SP2 sprites to and from JSON.
- q3bsp2povray - Converts Quake III BSP map files into POV-Ray scene (SDL) files.
- PatchMeshToBrushes - Command-line tool that converts curved
patchDefmeshes in Quake III-era.mapfiles into grouped convexbrushDefbrushes (func_group, detail flagged,common/caulksupport faces), with a dry-run preview and an option to keep the original patches. - pyquake - Python library and tools for Quake 1 formats and protocols.
- Modules:
pak(PAK filesystem),proto(network/demo protocol),blenddemo/blendmdl/blendbsp(Blender import of demos, MDL models, and BSP maps). - Tools:
demo_viewer(OpenGL demo playback),demo_parser(human-readable demo dump),pyq_pak_extract(PAK viewer/extractor). Same author's dem-transpose is a small prototype that transforms.demdemo files into a more compressible byte layout, demsuperimpose overlays the view entity from several other demos as "ghosts" into a base demo, and showros patches a demo to replace the invisible "Ring of Shadows" entity model with the player model for viewing. unusedtex blacks out texture regions unused by a BSP map's faces to improve compression ratio. - RTCW-BSP-Map-Viewer - Loads and renders Return to Castle Wolfenstein's original BSP maps.
- QEBSPEditor - Browser-based (WebAssembly) tool for editing Quake BSPs for Quake Enhanced and other versions: edit entities, view, replace, and export textures (as WAD or zip), use custom palettes, and adjust global light; supports BSP versions 29, BSP2, and 2PSB.
- reQuest - Maintenance continuation of Quest, a 3D map editor for Quake-engine games; supports Quake, Quake 2, Quake 3, Hexen 2, Heretic 2, Half-Life, and Sin.
- Rust Quake - Quake level renderer in Rust, reading the original
PAK0.PAK. - Q2-Gladiator-Bot - Open, buildable reconstruction of the Gladiator Bot botlib for Quake II, recovered from the retail
gladiator.dllbinary so the original bot mod keeps running on modern toolchains. - bsp2bmp - Generates a wireframe picture from a Quake BSP map file.
- Tyr-Utils - Git mirror of Kevin Shanahan's command-line utilities for building Quake levels and working with Quake file formats:
qbsp,lightandviscompile maps, plusbspinfo(BSP statistics) andbsputil(BSP data manipulation). - VisPatch - Prepares and applies patch files that add water-vis data to Quake maps for transparent water in GLQuake; a revised version of Andy Bay's 1.2a source.
- MVDparser - Parses QuakeWorld/MVDSV Multi-View Demo (MVD) files and outputs statistics and information about the recorded match in a customizable format.
- QWDTOOLS - Converter for QuakeWorld's
.qwdsingle-view demo format.
Modern DOOM (id Tech 4 / 6 / 7)¶
DOOM 3 & id Tech 4 Source Ports, Editors & Tools¶
- DarkRadiant - Level editor for The Dark Mod and other idTech 4 / Doom 3-based games, forked from GtkRadiant with extensive improvements for Doom 3, Quake 4, and stealth-game mapping workflows.
- BFG-Resource-File-Manager - Tool for extracting, previewing, editing, and creating .resources game archive files in DOOM 3 BFG Edition.
- dhewm3 - Cross-platform Doom 3 GPL source port using SDL, reading and implementing the original game's idTech 4 file formats (models, maps, resource archives).
- DOOM 3 - id Software's official GPL source code release for DOOM 3, covering the idTech 4 engine's file-reading and rendering code.
- RBDOOM-3-BFG - Actively maintained DOOM 3 BFG Edition source port with a modern DX12/Vulkan renderer and engine features, reading the original BFG Edition's .resources archives and idTech 4 file formats.
- doom3.gpl (TTimo mirror) - Widely-referenced mirror of id Software's DOOM 3 GPL source release, maintained by former id Software programmer TTimo; predates and is more heavily starred than id Software's own official repo.
- hellforge - Level editor for HellCore, RBDOOM-3-BFG and dhewm3 idTech 4 engines.
- NextBroom - Cross-platform level editor for id Tech-engine based games, forked from TrenchBroom and extended beyond Quake to idTech4-era titles.
- BFGFontTool - Tool for manipulating Doom 3 and Doom 3 BFG Edition font files.
- DOOM 3 BFG Edition - id Software's official GPL source code release for DOOM 3: BFG Edition, covering the idTech 4 engine's updated file-reading and rendering code.
- blender-bfg - Blender addon supporting the RBDOOM-3-BFG GLTF mapping workflow.
- Blender-2.8-MD5-import-export-addon - Blender addon for importing/exporting idTech 4 MD5 model (.md5mesh) and animation (.md5anim) files, with batch animation import/export support.
- etqw-extractor - CLI tool to extract and restore original TGA textures from Enemy Territory: Quake Wars DDS cache files.
id Tech 4 Documentation & Community Resources¶
- iddevnet - Mirror of id Software's iddevnet.com developer documentation, covering id Tech 4 (Doom 3, Quake 4) modding and engine APIs. Also browsable at iddevnet.dhewm3.org.
- awesome-idtech4 - Curated list of source ports, tools, and plugins for idTech4 games (Doom 3, Quake 4, Prey 2006).
- idtecharchives - Documentation and research on id Tech 4 engine internals, covering Doom 3, Quake 4 (including Raven Software's engine changes), and Prey (2006).
- modWiki - Git mirror of modwiki.dhewm3.org, a community wiki documenting idTech 4 (Doom 3) modding, scripting, and file formats.
DOOM (2016), Eternal & id Tech 6/7 Tools¶
- valen - Multi-game resource extractor with GUI. Supports DOOM Eternal, Dark Ages, Great Circle, and other id Software games. Features file browser, bulk export, texture/model/material/skeleton/animation extraction, and preview capabilities.
- Formats: DDS, PNG, GLTF (export).
- EternalResourceExtractor - Extracts files from DOOM Eternal
.resourcesand.wad7archive files. - AutoHeckinTextureConverter - Converts DOOM Eternal
.btextexture files to standard image formats. - IdTech.EntitiesFileParser - C# library for parsing and writing
.entitiesfiles from id Tech 6 (DOOM 2016) and id Tech 7 (DOOM Eternal). - idSaveDecompressor - Tool for decompressing DOOM Eternal saved games (game_duration.dat); enables parsing and editing save data with hex editors. See also DOOMSaveManager, a GUI tool for importing/exporting DOOM Eternal saves.
- DOOMExtract - Command-line tool for extracting and repacking DOOM (2016) resource files.
- tinycast - Library for reading id Software's .cast animation/scene container format, used in DOOM Eternal and other id Tech 7 games.
- SAMUEL - Cross-platform GUI asset extractor for DOOM Eternal.
- Snapmap+ - Clean-room reimplementation of SnapHak, a closed-source companion tool for DOOM (2016)'s in-game SnapMap level editor, extending the original's rawmap/decl file handling with new console commands and a WebView2-based editor window.
- snapmap-midi - Compiles a MIDI file into a playable music map for DOOM (2016)'s SnapMap editor.
id Tech Legacy Tools & Downloads (ModDB)¶
- Doom 3 model import tutorial files - Sample files for use with the Doom 3 model import tutorial on ModDB.
- Doom 3 Compatibility Tool Mod - Compatibility tool for Doom 3. Tool by Dafama.
- Doom 3 - Quake 3 Map Converter - Use this tool to convert your favorite Quake 3 maps to Doom 3's (Quake 4 also) new format. The tool can also convert textures to the new format.
- Doom 3: ROE (XBOX) .gfc extract - QuickBMS script for extracting .gfc files from Doom 3: Resurrection of Evil's Xbox port.
- Doom maps Converter 1.4 - Converter of old Doom maps to maps for Doom 3, made from QuakeDM sources.
- DOOM Audio Tools - Dragon UnPACKer, Wwise ADPCM Converter, Batch script for handling multiple files. Guide below.
- Export Font To Doom 3 v1.02 - A command-line application that exports standard fonts into Doom 3's font format. Created by Grant Davis. Includes source code.
- .GOB & global.d3tfull unpacker (Doom III)
- IdTech4 File Unpacker 1.5 (Doom III) - Automatic file extraction tool for IdTech4 engine (Trinity) games. Supports: Doom 3, Doom 3: Resurrection of Evil, Quake 4, Prey, Enemy Territory: Quake Wars, and Wolfenstein (v1.5).
- Lightwave to MD5 converter (Doom III)
- Daikatana to Quake 2 model converter - Includes source code.
- Quake 1 Model Viewer v0.50 alpha - Model viewer utility for Quake 1 modders by Unkle Mike. Based on original MD2V code by Mete Ciragan with features similar to Half-Life Model Viewer. Updated November 1, 2018 (v0.50 alpha).
- Skyboxer - Map-to-Skybox Tool for Quake (1.0) - Simple mod/tool for creating skyboxes from Quake maps (v1.0).
- Adjusted MD5 blender exporter (Quake III Arena) - Modified MD5 exporter for Blender that allows exporting animations without certain channels. Some bones move while others remain static, which is crucial for combining animations.
- Q3-Games Model Tool v1.6.0 (Quake III Arena) - Model tool for Q3-Engine based games (formerly ET Model Tool). Tool for playermodel-makers, mappers, and modders (v1.6.0).
- RtCW – SDK Editing Tools v1.1 (Return to Castle Wolfenstein) - Editing tools for creating and editing Return to Castle Wolfenstein levels for solo and multiplayer modes. Includes WolfRadiant editor (updated version of QERadiant/GTK Radiant). Not the full SDK (v1.1).
- RTCW .bsp to .map Converter (Return to Castle Wolfenstein) - RtCW .BSP to .MAP Converter - A very handy map-making tool for Return to Castle Wolfenstein mappers, either new or experienced. The "comdlg32.ocx" file is also included in the download, with instructions on how to install it. Usage Information # Run DeBSP.EXE and [Browse] for the BSP file you wis...
- Wolfenstein SPK & MPK Extractor v0.2 - The Wolfenstein SPK/MPK Extractor made by Bellox902 is a powerful tool to extract .spk/.mpk gamefiles from the Wolfenstein Game. These files contain all kinds of stuff like the music (.mp3), bink videos (.bik) or textures (.dds). The latest 0.2 version can also pack mp3 files into spk/mpk!
- Blender Terrain scripts (Quake III Arena) - Blender scripts to turn an elevation grid into a terrain in .map format to be used in Radiant.
- Blocks II v0.2 Editing Package (Doom II) - Editing package with all tools needed to create levels for Blocks of Doom II (v0.2).
- Blender MD3 Import-Export Tool - MD3 import/export script for Blender with shader path configuration, material name mapping, animation frame export, and UV image preview.
Rise of the Triad¶
- taradino - Source port of Rise of the Triad that duplicates the original 1994 game's functionality using its original registered/shareware data files.
- drott - Rise of the Triad source port (based on rottexpr/icculus's ROTT port) reading the original game's WAD/RTL data, adding expanded texture and sky-definition limits for user maps.
- rott (2002 official source) - Preserved copy of the official 2002 Rise of the Triad source code release.
- USDC - Compiler for the Universal Strife Dialog Format (USDF), targeting vanilla Strife's proprietary binary dialog-script format (id Tech 1).
Idea Factory¶
- Pac_Utils - C++ unpack, pack and patch utilities (with the libPac library) for Idea Factory
DW_PACK.pacarchives, including their compressed entries; the patch tool replaces only files already present in an archive. - hkki - Format notes on the uncompressed STCM2L script bytecode used by Hakuoki, with C++ source for parsing and handling these script files.
Date A Live¶
- DALTools - Collection of tools for modifying files from the Date A Live visual novels, mainly Rio Reincarnation and Ren Dystopia.
- Tools: PCKTool (unpacks/repacks
.pckarchives, including PS3 big-endian variants), TEXTool (extracts/rebuilds.textexture sheets and frames), STSCTool (disassembles/reassembles Rio Reincarnation's.binscripts), FontEditor, ScriptDatabaseEditor (database.bineditor), ScriptDialogueEditor (integrated GUI for script text editing/translation with live preview), TableEditor (Ren Dystopia table files). - DALLLBDump - Dump of textures, audio, video, and code from Date A Live: Love Limit Break, the mobile gacha game.
Edel Blume¶
- blumeutil - Edel Blume (PS2) translation toolkit: analyzes and patches the ISO's
script.unicontainer and STCM2 dialogue scripts (IDs 100-199) into a database with machine-translation assist and a web editor, plus a standalone STCM2 disassembler and anarttool for extracting art from the game's UNI2 containers (back.uni, chara.uni, etc.uni, memory.uni, system.uni). - See also the author's stcm2-asm, a byte-accurate STCM2/STCM2L disassembler/assembler covering Edel Blume and four other Otomate/Idea Factory visual novels (listed under Script Collections & Multi-Game Tools).
Hidamari Sketch: Dokodemo Sugoroku x 365¶
- miyako - Tool to convert graphics from Hidamari Sketch: Dokodemo Sugoroku x 365 (Nintendo DS).
- yuno - Tool to extract and translate strings from Hidamari Sketch: Dokodemo Sugoroku x 365 (Nintendo DS).
Illusion¶
Koikatsu, Koikatsu Sunshine, Honey Select, AI Girl, PlayHome.
- KK-Blender-Porter-Pack - Exporter/importer pack for Koikatsu characters in Blender with near-perfect mesh and texture replication, facial shapekeys, Rigify armature, and FBX export.
- Games: Koikatsu, Koikatsu Sunshine.
- See also gitgoon mirror.
- KKBP_Exporter - In-game BepInEx plugin that exports Koikatsu character cards as PMX models with textures and skeletal data for use with KKBP Importer or MMD tools.
- KoikatsuModdingTools - Unity Editor toolkit for creating Koikatsu mods including clothing, accessories, hair, maps, and custom shaders. Supports asset bundle building, FBX import with bone optimization, and uTinyRipper integration.
- ZipStudio - Utility for converting Koikatsu hard-mods to sideloader format with automatic list conversion to CSV and manifest editing.
- kk-save-edit - Browser-based save file editor for Koikatsu.
- KoikatuGameSaveEditor - Save game editor for Koikatsu.
- koikatsu-card-texture-tool - GUI and command-line tool that recompresses and downsizes the textures embedded in Koikatsu coordinate and character cards (
.png), with per-part settings, lossless recompression options and presets. - archival_illusion_viewer - Archival re-upload of a legacy Illusion Viewer tool for browsing assets across multiple Illusion titles.
- mxs_illusion_aga_pc - 3ds Max MaxScript for importing
.x3D model files from Illusion's AGA (PC). - KKManager - Mod, plugin, and character card manager for games by Illusion that use BepInEx. Browses installed zipmods/plugins/cards, auto-detects and installs mod updates, and supports drag-and-drop card/scene loading.
- IllusionModdingAPI - Base modding API for games made by Illusion (PHAPI, KKAPI, ECAPI, AIAPI, HS2API, KKSAPI); abstracts the games' character card and save/load data handling, used as the foundation for most other plugins in this ecosystem.
- TranslationTools - Toolkit for translating Illusion games.
- Features: TextDump extracts untranslated strings from game assets to text files; TextResourceRedirector overrides individual localized assets at runtime; TranslationSync reformats and merges translation files between versions.
Imageepoch¶
Black Rock Shooter (PSP)¶
- BRS-Tools - Unpacks non-compressed BIN/GZ archives and extracts/inserts text for Black★Rock Shooter (PSP).
Luminous Arc¶
- LA-Tools - Unpacks and repacks Luminous Arc's (Nintendo DS)
.ieararchive format; the same repo also includes a separate text extractor/inserter for the DS game My Healthy Cooking Coach.
IdolFX (IMP)¶
- IdolFX-IMP-Formats - Research and format documentation for IMP (2001), a fighting game originally distributed on 50 separate single-character discs.
- Formats: ANB (model data), AMB (movement data), DAT (object/attack parameters), documented via 010 Editor/ImHex
.hexpattemplates.
Impressions Games¶
- Citybuilding tools - Utilities for the game files shared across the Impressions/BreakAway Games citybuilding series made between 1998 and 2002.
- Tools: EngConverter (converts .eng language files to/from XML for easy editing), SGReader (extracts .sg2/.sg3/.555 graphics archives to PNG).
- CBMappers - Collection of programs (Caesar3Mapper, PharaohMapper, ZeusMapper, EmperorMapper) to extract PNG images from the game files of Caesar 3, Pharaoh, Zeus, and Emperor.
Caesar II¶
- Caesar II Reconstruction - Byte-exact reconstruction of Caesar II (1995, Impressions Games), the predecessor to Caesar III. See also the same project's Caesar II Port, a portable continuation of the reconstruction.
Caesar III¶
- Julius - Open-source re-implementation of Caesar III; requires the original game's data files (purchasable from GOG/Steam) to run and produces saves 100% compatible with the original game.
- Features: Cross-platform (Windows, Linux, macOS, PS Vita, Switch, Android, browser), widescreen/windowed mode, high-quality MP3 music support.
- See also Augustus, an actively developed fork prioritizing new gameplay features (roadblocks, market orders, global labor pools, expanded warehouse storage, higher limits, zoom) over Julius's vanilla-compatible focus; Augustus saves are not compatible back with Julius or the original game.
- Caesar3Unpacker - macOS utility to unpack the Caesar III GOG/CD-ROM installer files, extracting what's needed to run Julius.
- c3-pkware-example - Example program demonstrating PKWare decompression of the Caesar III .sav save format, printing an ASCII-art map of the decoded terrain.
Pharaoh¶
- Ozymandias - Fork of the Julius/Augustus Caesar III engine adapted to run Pharaoh (1999) and its Cleopatra expansion instead, reading the original game's data files and loading original save games.
- See also the same author's from-scratch Ozymandias (Godot rewrite), an early-stage reimplementation targeting Pharaoh/Zeus in the Godot engine instead of forking Julius/Augustus; also requires the original game files.
Mind Shear Software (In Pursuit of Greed)¶
- xGreed - Source port of In Pursuit of Greed (1996, Mind Shear Software, published by Softdisk), reading the original DOS game's data files.
Incredible Technologies¶
- PowerUpBaseball - Recovered source code and original art/sound data for Power Up Baseball, an unreleased Incredible Technologies arcade title, recovered from Chris Oberth's personal archives.
Carnival King¶
- CarnivalKingExtraction - Tools for extracting audio from the Incredible Technologies Carnival King arcade game's CHD ROM.
iNiS¶
- Murugo/Misc-Game-Research (Gitaroo Man) - Reverse engineering notes for Gitaroo Man (PS2).
- blender3d_xeios - Blender importer for Xeios engine games including Gitaroo Man (PS2) and まげる つける はしーる.
Inkle¶
- sorcery-xtractobb - Extracts Inkle's "Sorcery!" Android OBB archives.
- inkcpp - C++ runtime for Inkle's "Ink" narrative scripting language, including a JSON-to-binary compiler for the compiled story format used across Inkle's games.
Inland Productions¶
WCW Nitro¶
- nitro (decomp) - Matching decompilation of WCW Nitro (PS1), including an RLE decoder for WGAME.BIN/WMENU.BIN.
WCW/nWo Thunder¶
- thunder (decomp) - Matching decompilation of WCW/nWo Thunder (PS1).
Innerloop Studios¶
- IGI2ModTool - Modding tools for I.G.I.-2: Covert Strike file formats.
- igipy - Python CLI tool for converting proprietary Project I.G.I and Project I.G.I 2: Covert Strike file formats into standard formats (BMP, FBX, TGA); a direct successor and refactor of NEWME0/Project-IGI, published on PyPI.
- project-igi-internals-data - Reverse-engineered internals documentation for the original Project I.G.I., decompiled from igi.exe via IDA/Ghidra.
- Data: native function signatures (IGI-Natives.json plus decompiled Assembly/C++ source), ~640 building/object model entries including MEF data (IGI-Models.json), and a list of SFX sound files.
- project-igi-toolkit - All-in-one modding toolkit for Project I.G.I., editing map, AI, graph, level, and mission data.
- See also project-igi-editor, a professional 3D level editor; project-igi-converter (igi1conv), a standalone command-line converter/inspector for the game's 2D/3D/binary asset formats; project-igi-graph-editor, a graph/node editor; project-igi-qvm-editor (archived), a tool for Project I.G.I. 1 & 2 QVM game files; and project-igi-research-data, reverse-engineering research notes on the game's internals.
- IGI2_MTP_Converter - Compiles the DAT file format and decodes the MTP file format used by I.G.I.-2: Covert Strike.
- cpp_igi2_mefview - 3D viewer for I.G.I.-2: Covert Strike's MEF model file format.
- Project-IGI-Terrain - OpenGL reimplementation of Project I.G.I.'s terrain rendering system, based on analysis of the decompiled igi.exe.
Innocent Grey¶
- IG_tools - Tools to process and extract game files from Innocent Grey visual novels (Kara no Shoujo, Cartagra, Caucasus), built for use alongside Noesis.
- igapack - Unpacker/packer for the
.igaarchive files used by Innocent Grey games.
Intelligent Systems¶
- fe11-us (decomp) - Matching decompilation of Fire Emblem: Shadow Dragon (NDS, USA).
- See also fe11us-arm9, a companion decompilation of the arm9.bin overlay for the same release.
- fireemblem8u (decomp) - Decompilation/disassembly of Fire Emblem: The Sacred Stones (GBA).
- fireemblem8j (decomp) - Decompilation/disassembly of Fire Emblem: Seima no Kouseki (the Japanese release of The Sacred Stones, GBA).
- fireemblem6j (decomp) - Decompilation of Fire Emblem: The Binding Blade (GBA).
- fe7_us (decomp) - Disassembly/partial decompilation of Fire Emblem (GBA, USA) — the Western localization known as Fire Emblem: The Blazing Blade.
- FireEmblem7J (decomp) - Decompilation of Fire Emblem: Rekka no Ken, the Japanese release of The Blazing Blade (GBA).
- mgfembp (decomp) - Decompilation of the Mysterious GBA Fire Emblem MultiBoot Payload.
- fe1 (disasm) - Disassembly of Fire Emblem: Ankoku Ryu to Hikari no Tsurugi ("Shadow Dragon and the Blade of Light", Famicom).
- gbfe2-stuff - Reverse-engineering notes, ROM map, map data tables, dump scripts and a partial disassembly of "gbfe2", Waixing's bootleg Fire Emblem Gaiden remake/port for the Game Boy Color (also known as "Sheng Huo Hui Zhang").
- fe2 (disasm) - Disassembly of Fire Emblem Gaiden (NES/Famicom).
- See also fe2-tiled, which converts Tiled (.tmx) maps into the game's binary map format.
- fe3 (disasm) - Disassembly of Fire Emblem: Mystery of the Emblem (SNES).
- See also fe3-png (extracts the game's compressed graphics), fe3-text (converts/decompiles its dialogue and string lists), sable-text-converter, an extensible text converter developed for the same game (itself fed by ttf2bpp, a SNES 2BPP font converter), fe3-tileset-dumper, which dumps and decompresses the game's tilesets via Lunar Compress, fe3-menu-font-editor, a Qt-based menu tileset/font builder sharing its codebase with the Thracia 776 tile editor below, fe3spcinitdumper, which separates out the game's SPC sound-driver code for disassembly with tools like spcdas, and reverseFE3, which generates a reverse-recruitment ROM patch.
- nightmare-modules - Nightmare Module editor definitions for Fire Emblem: Mystery of the Emblem and Fire Emblem: Thracia 776 (SNES), distinct from the GBA-focused Fire-Emblem-Nightmare-Modules collection above.
- fe5-tile-edit - Tileset and world-map editor for Fire Emblem: Thracia 776 (SNES).
- See also ThraciaMapConverter-QT (archived), which converts Tiled maps into the game's map format, and thracia-unit-order, an Asar patch reordering the preparation-screen unit list.
- fe4-inheritance - Asar patch removing fixed character pairings in Fire Emblem: Genealogy of the Holy War (SNES).
- snesfe-2rn - Asar patches adding the GBA-style 2RN hit-rate calculation formula across the SNES Fire Emblem games (Mystery of the Emblem, Genealogy of the Holy War, Thracia 776).
- Kid-Icarus-JSON-Parser - JSON parser for Kid Icarus file formats.
- FEAT - Fire Emblem Archive Tool for automatically extracting data from 3DS Fire Emblem archives.
- FEIF_ARC - Fire Emblem If ARC re/unpacker.
- Event-Assembler - Nintenlord's event code assembler for Fire Emblem GBA games, compiling human-readable event scripts into the games' proprietary event bytecode. See also ColorzCore, a from-scratch rewrite of the assembler's Core.exe, and EAFormattingSuite, a suite for formatting data into an Event Assembler-insertable format, and StanHash/EventAssembler, a Linux/WSL build script for an Event Assembler distribution (ColorzCore, lyn, the EA Formatting Suite, a compress tool) for use in buildfiles.
- FEBuilderGBA - All-in-one Fire Emblem GBA ROM editor covering maps, events, portraits, palettes, class/character data, and dozens of other game data tables, with a built-in patch installer. Originally created by laqieer.
- FE_GBA_Save_Editor - Browser-based save editor for Fire Emblem 6/7/8 (
.sav, plus GameFAQs/GameShark.sps) with automatic checksum repair. - FE_GBA_Function_Library - Function signature library identifying known library/engine functions embedded in Fire Emblem GBA ROMs, easing disassembly and hacking.
- fe-maps - Web-published GBA Fire Emblem data maps (RAM/ROM structures, struct/enum definitions) used across the FE modding toolchain.
- Underlying data: fe-info, forked from biosp4rk/mf-zm-info (originally for Metroid Fusion/Zero Mission) and repurposed for Fire Emblem.
- GBA_Graphics_Editor - Editor for palettes, graphics, and tile-set-arrangement (TSA) data in GBA games, continuing NintenLord's original hacking utilities.
- Fire-Emblem-Nightmare-Modules - Collection of Nightmare Module editor definitions for the Fire Emblem series.
- See also nightmare, an online modularized ROM editor and successor to the original Nightmare/Nightmare 2 module system.
- eventiel_fe8 - Web-based event script editor for Fire Emblem 8, ported from Cedar Nyx's Eventiel for FE7 with data sourced from Nightmare Modules.
- FE-ROM-Hack-Database - CRC-32 checksum database of Fire Emblem ROM hacks, for identifying hacks in ROM managers.
- FE17-DOC - Documentation of extracted text and data from Fire Emblem Engage (Switch).
- Astra - WIP editor for Fire Emblem: Engage game data, covering core data like character, class, and item stats.
- astra-msbt - CLI for extracting and importing FE: Engage MSBT text, built on astra-formats, a Rust library with modules for bundles, MSBT, and texture atlases.
- Cobalt - Import tool for Fire Emblem: Engage game data.
- Fire-Emblem-Fates-Dual-Dub - Assembly patches adding a dual-dub option (Japanese/English voice mixing) to Fire Emblem Fates.
- fe-decomp-portal - Portal site indexing active Fire Emblem GBA decompilation and modding projects.
- FE-Clib-Decomp - Generates linker scripts and lyn/Event Assembler symbol references from the FE6/FE8U/FE8J decompilation ELFs, for use by downstream ROM hacking projects.
- FEMapCreator - Fire Emblem GBA map creation and generation tool.
- FECreator - Fire Emblem GBA character portrait creation workbench.
- textbox-simulator-fe8 - Dialogue textbox/line-wrap simulator for Fire Emblem: The Sacred Stones, ported from meejle's Pokémon Emerald Textbox Simulator to the fireemblem8u decomp.
- Exalt - Script editor for 3DS-era Fire Emblem games.
- exalt-rs - Rust port of Exalt with separate assembler, compiler, decompiler, and disassembler crates.
- Universal-FE-Randomizer - Randomizer supporting Fire Emblem 4, 6, 7, 8, and the Tellius/Elibian Nights ROM hacks.
- fire-editor-awakening - Save editor for Fire Emblem Awakening (3DS).
- FESOV-SaveEditor - Minimal character save editor for Fire Emblem Echoes: Shadows of Valentia (3DS).
-
FEHDataExtractor - Generic multipurpose extractor for Fire Emblem Heroes (mobile) data.
-
FE-CHAX - Collection of ASM/C code patches ("wizardry") and an EA/lyn/C build setup for hacking Fire Emblem 8 (US).
- See also Simple_C_HAX, a simplified, beginner-friendly fork/introduction to the same FE8U C build setup.
- fe8u-cskillsys-kernel - Modernized C-based skill system kernel for the FE8U SkillSystem, built on FE-CHAX.
- FE-PyTools - Collection of Python 3 tools for make/Event Assembler Fire Emblem GBA buildfiles, most outputting EA events:
c2ea(CSV + NMM definitions to events),tmx2ea/tmx1ea(Tiled.tmxmaps to map installers),text-process(text to.fetxtinstallers) andportrait-process. - See also tmx2ea, a standalone fork of the Tiled-to-Event-Assembler map converter that generates per-map and master installers and exposes chapter-data properties as Tiled layer properties.
- paragon - Toolkit for editing various 3DS/Switch-era Fire Emblem games.
- Lumina - GUI file converter for Fire Emblem: Path of Radiance / Radiant Dawn (FE9/FE10) Tellius files, packing and unpacking
.cmparchives and.mfiles, converting.binfiles to a text format, and LZ10 compression/decompression. - fe9cmp - Command-line tool that LZ10-decompresses and unpacks FE9/FE10
.cmparchives. - fe10msg - Extracts FE10
.mtext files to YAML and imports the edited YAML back. - fe-sheet-list - Dumps sheet lists and struct metadata from FE9-FE15
.binfiles. - mila - Rust library for common FE13-FE15 formats, including
.binarchive serialization and LZ compression. - Ignis - Randomizer for Fire Emblem Fates (FE14) that works from an extracted RomFS, randomizing stats, chest and village items, and join order.
Panel de Pon¶
- PDPTools - Decrypts and extracts files from Panel de Pon in the Nintendo Puzzle Collection (GameCube); the author notes it should also work on the shared-codebase Pokémon Puzzle League (N64).
Fire Emblem: Three Houses¶
- Throne-of-Knowledge - Central repository for Fire Emblem: Three Houses reversing and documentation.
- 010-binary-templates (FE3H) - 010 Editor templates for Fire Emblem: Three Houses file formats (G1T, G1M, etc.).
- See also Reichard-III's fork with faster parsing, more accurate enum sizing, and new format discoveries.
- th-hack-tools - Toolkit for hacking and editing data in Fire Emblem: Three Houses.
- G1Tool - GUI for creating and editing Koei Tecmo G1T texture files.
- THAT - Three Houses Archive Tool: compresses/decompresses game files, unpacks and packs
.binand.bin.gzarchives, and patches theINFO0/INFO2files to register modded files. - bsic - Battle map editor (Java GUI with tile, BAI and BSI editors) plus a command-line converter between binary BSI scripts and a readable DSL.
- koeipy - Python library for Koei Tecmo Engine file formats, specifically targeting Fire Emblem: Three Houses.
- Progenitor - All-in-one data editor for Fire Emblem: Three Houses.
- fe3h-editor - Save editor for Fire Emblem: Three Houses.
Paper Mario 64¶
See also Fast3d/F3dex (N64) for graphics format tools used in this game.
- papermario (decomp) - Matching decompilation of Paper Mario (Nintendo 64).
- leaflitter (decomp) - Work-in-progress decompilation of Paper Mario: Sticker Star.
- noclip.website (PM64) - In-browser Paper Mario 64 map viewer.
- star-rod - Modding tool for Paper Mario 64 including map editor and script tools.
- Hack64 Paper Mario - Documentation for Paper Mario 64 file formats and data structures.
- Mamar - Paper Mario (N64) music editor; parses and extracts BGM and SBN audio file formats.
- Merlon - Mod manager for the Paper Mario (N64) decompilation that packages and applies mods built on the decomp source.
- papermario-dx - Enhanced fork of the Paper Mario (N64) decompilation providing an improved engine base for romhacks.
- midi2bgm - MIDI to BGM converter for Paper Mario (N64).
- Kalmar - Compiler for Paper Mario 64's reverse-engineered scripting language, a companion tool to star-rod.
Paper Mario: TTYD / Super Paper Mario¶
See also JSYSTEM for additional format tools used in these games.
- ttyd (decomp) - Matching decompilation of Paper Mario: The Thousand-Year Door.
- spm-decomp (decomp) - Matching decompilation of Super Paper Mario.
- SpmViewer - Tool for viewing Super Paper Mario model files.
- ttyd-utils - Utilities for modding Paper Mario: TTYD.
- noclip.website (TTYD) - In-browser TTYD map viewer.
- noclip.website (Super Paper Mario) - In-browser Super Paper Mario (Wii) map viewer, sharing the TTYD loader.
- MeltyTool (TTYD) - Model viewer/exporter.
- PistonMiner/ttyd-tools - Development tools including Blender exporter, disassembler, and REL linker.
- PaperMarioModelViewer - Model viewer for Paper Mario games.
- lzarc - Rust library and CLI for extracting and packing LZARC compressed archives used in Paper Mario Color Splash.
- CollisionSceneBinary - A library and tool for handling csb and ctb collision files found in paper mario games.
- spm-docs - Documentation of various parts of Super Paper Mario's internal formats and data structures.
- PaperMario2 (decomp) - Decompilation of Paper Mario: The Thousand Year Door.
- Shufflizer - Randomizer mod for Paper Mario: The Thousand-Year Door that shuffles field item pickups, shop stock, and Pit of 100 Trials encounters, patched onto a retail ISO via a GCI/Gecko REL loader built on PistonMiner's REL framework.
- TTYD Infinite Pit - Roguelike mod of Paper Mario: TTYD's Pit of 100 Trials with seeded random enemy encounters, item drops, and chest rewards, built on PistonMiner's REL framework and patched onto a retail ISO via GCI loader.
- Tower of Trials - Rogue-like mod of Paper Mario: TTYD reworking Hooktail Castle into a seeded roguelike tower with unlockable characters, moves, and badges; ships as a standalone ISO patcher built on PistonMiner's REL framework.
- evt-disassembler - Disassembler for the binary
evtscript format found in Super Paper Mario RAM dumps. - GhidraEvt - Ghidra extension integrating disassembly of the
evtscript format used by Paper Mario: The Thousand-Year Door and Super Paper Mario directly into the disassembly view. - evt-assembler - Assembler for Super Paper Mario's text-format
evtscripts, with minor edits also supporting TTYD. - Flipside-Mod-Manager - Command-line mod manager for Super Paper Mario; installs/uninstalls mods, patches the ROM to support loading REL mods, and backs up files replaced by mods.
- SPME - Command-line editor for Super Paper Mario level data: extracts/repacks U8 archives and TPL textures, and converts
map.binlevel geometry to/from FBX and GLB for editing in 3D tools. - Flint - Editor for Super Paper Mario's in-game text/dialogue, with live in-editor preview of how edited text will render before patching via Riivolution.
- Paper-Mario-Tools - Tools for Paper Mario games, including a LightConverter utility for converting light-probe binaries from Zstd-compressed assets, as used in the Paper Mario: The Thousand-Year Door Switch remake.
- Unsimplifier - Browser-based data editor for the Paper Mario: The Thousand Year Door remake. Opens files from the game's romfs and edits object properties.
- samptool - Repacker for Paper Mario: The Thousand Year Door (GameCube) MusyX
.sampsound archives, originally created by tge-was-taken in 2016. GUI and command-line.
Paper Mario: The Origami King¶
- noclip.website (Paper Mario: The Origami King) - In-browser Paper Mario: The Origami King (Switch) map viewer. Reads the game's Zstd-compressed ELF data files for level/model definitions and object placement (mobj/sobj/aobj/npc/item instances) alongside BFRES models.
- Emblem-Magic - All-purpose ROM hacking tool for the GBA Fire Emblem games.
- PaperMarioTOK - Save data editor for Paper Mario: The Origami King (Switch).
Mattel Electronics (Intellivision)¶
- AstroSmash - Port of Mattel's AstroSmash from its Java ME (J2ME) MIDlet release to Android, using a Java decompiler to recover and restore the original game's logic before porting.
Interaction Studios¶
- Chicken-Extractor - Unpacker/repacker for Chicken Invaders game archives.
Interactive Studios¶
Glover¶
- noclip.website (Glover) - In-browser Glover level viewer.
- libgarib - Glover reverse engineering tools and information library.
- glover-decomp - In-progress N64 decompilation of Glover, driven by an AI-assisted decompilation agent.
HardWar¶
- HardWar-SaveEdit - Web-based save game editor for the cyberpunk PC game HardWar, written in plain JavaScript and HTML.
Interplay / Black Isle Studios¶
Fallout (Interplay)¶
- Fallout Community Edition - Full re-implementation of Fallout with original gameplay, engine bugfixes, and quality-of-life improvements for modern systems.
- falltergeist - Alternative game engine implementation that parses and runs original Fallout 2 data files (master.dat, critter.dat).
- fallout1-re - Reverse-engineered, fully working reconstruction of the original Fallout source code.
- fallout2-re - Reverse-engineered, fully working reconstruction of the original Fallout 2 source code.
- fot-save-edit - Rust CLI that decodes and encodes Fallout Tactics save files (implements the binary save format), for editing character stats and entity properties.
Fallout 2¶
- Fallout 2 Community Edition - Full re-implementation of Fallout 2 engine built from reverse-engineering the original binary; parses DAT archives, FRM sprites, and MAP/PRO data files; supports original mods.
- Fallout 2 Community Edition (BoBoBaSs84 fork) - Community decompilation/re-implementation variant.
- vault13 - Work-in-progress Rust reimplementation of the Fallout 2 engine, reading the original game's data files (e.g.
vault13 /path/to/fallout2 artemple). - Fallout-2-Item-Data-Extractor-for-Wikis - Extracts Fallout 2 item data for use in wiki documentation.
- Fallout-2-Simple-DAT-Archive-Extractor - Simple extractor for unpacking all files from Fallout 2's DAT archives.
- frm_recolour_python - Python script to automatically recolor sprites in Fallout/Fallout 2 FRM sprite files by batch-replacing colors.
- HexWaste - C#/.NET + MonoGame (DesktopGL) re-implementation of a slice of the Fallout 2 engine, loading and running the original data files.
- fallout2-save-editor - Save game editor for Fallout 2.
- fallout-2-editor - Python command-line save game editor for Fallout 2 (written against the GOG version on macOS); edits stats, skills and perks directly in the save file.
- DarkFO - Browser-based (TypeScript/Python) reimplementation of the Fallout 2 engine, reading the original game's data files, with accompanying file format documentation.
Dragon Wars¶
- opendw - Game engine reimplementation for Interplay's Dragon Wars (1989/1990), loading the original game data.
Icewind Dale II¶
- iwd2-re - Reverse-engineered, buildable source code for Icewind Dale II, Black Isle Studios' Infinity Engine RPG.
Baldur's Gate¶
- py-eekeeper - Save game editor for Baldur's Gate: Enhanced Edition and other Infinity Engine games; a Python/PySide6 rewrite of eekeeper-qt, itself based on Shadow Keeper.
- wand_of_saves - Flutter desktop saved-game editor for Baldur's Gate: Enhanced Edition (a successor to EE Keeper) that edits characters in savegames and
.chrfiles, using pure-Dart Infinity Engine format codecs (infinity_formats).
Atomic Bomberman¶
- open-atomic-bomberman-97 - Clean-room C++20 rewrite of Interplay's Atomic Bomberman (1997) that loads and renders the original game's assets, reverse-engineered from the 1997 binary, with a deterministic lockstep simulation core and added online multiplayer.
- Fallout-2-Image-Extractor-FRM-to-PNG-or-GIF - Converts Fallout 2's original FRM sprite format to PNG or GIF.
- Deep-Dive-into-SW-Rebellion-PC-Game-Internals - Reverse-engineering notes on Star Wars: Rebellion's internal game data structures.
The Lord of the Rings¶
- lotr-snes-disassembly - In-progress full disassembly of J.R.R. Tolkien's The Lord of the Rings: Volume 1 (SNES, Interplay, 1994) using DiztinGUIsh.
Boogerman¶
- boogerman-rom-tools - Reverse engineering of the Boogerman: A Pick and Flick Adventure (Sega Mega Drive) cartridge: resource unpacking and map/collision format documentation, plus an experimental Godot remake and native recompilation.
Wasteland¶
- wastelib - TypeScript/JavaScript library for reading Wasteland's (1988) original game assets.
- Formats: title/portrait/ending animations, sprites, tilesets, maps, savegames, shop item lists, the color font, and the
paragraphs.bintext file from the "Wasteland 1 - The Original Classic" re-release. - wlandsuite - Java suite for reading and writing Wasteland's original data files.
- darkwasteland - Browser-based JavaScript reimplementation of the Wasteland 1 engine, built on wastelib/wlandsuite to read the original DOS game files.
IO Interactive¶
- io_scene_glacier - Work-in-progress Blender 3.x/4.x+ add-on for importing and exporting models, skeletons, and textures from IO Interactive Glacier 1 and Glacier 2 engine games.
- Glacier 1 (Hitman 2: Silent Assassin, Freedom Fighters, Hitman: Contracts, Hitman: Blood Money, Mini Ninjas): imports .GMS, .PRM, .TEX.
- Glacier 2 (Hitman: Absolution, Hitman: World of Assassination, 007 First Light): imports .PRIM, .TEXT/.TEXD, .BORG, .CLOS; export is work in progress.
007 First Light¶
- 007-firstlight-toolkit - Toolkit for the RPKG v2 archive format used by IO Interactive's Glacier engine in 007 First Light (2025).
Freedom Fighters¶
- frfi-decomp - Work-in-progress matching decompilation of Freedom Fighters (2003, GameCube).
- Freedom - Reverse-engineering documentation and tools for Freedom Fighters (2003) and other Glacier-engine titles, covering the BUF/GMS/LOC/PRM/TEX/ZGF map and resource formats; includes a texture dumper and a PRM model exporter that reconstructs scene geometry as OBJ for import into Blender.
Kane & Lynch¶
- KaneLynchLoc - Command-line C# tool converting Kane & Lynch locale (.loc) language databases to and from XML language exports, with a console export option.
Ion Storm¶
Anachronox¶
- Anachronox Modding Tools - Mapping and modding tools for Anachronox, includes documentation.
- chronon - Open-source reimplementation of Anachronox (Ion Storm, 2001) built on the Quake 2 engine, reading original game data files.
- anoxtools - Fork of qbism's q2tools-220 map compiler with added support for Anachronox.
Daikatana¶
- daikatana-restoration-project - Restoration/modernization project for Daikatana (Ion Storm, id Tech 2), reading the original game's data files.
- FuseMDX2DKM - Fuses Kingpin: Life of Crime .mdx models into a single Daikatana .dkm model.
- MD22DKM - Converts Quake II .md2 models into Daikatana's .dkm format.
Iron Gate AB¶
- VSideLoader - Texture dumper and replacer for Valheim.
- ValheimExportHelper - AssetRipper plugin that streamlines exporting Valheim's assets into a Unity project.
- valheim-character-editor-python - Python-based character save editor for Valheim.
- MakeFwl - Standalone CLI program to create Valheim world metadata (.fwl) files with specific seeds, for dedicated server operators who want specific world seeds without generating a full world first.
Drew Pictures (Iron Helix)¶
- PACoPlayer - Software preservation project to read and play back video/animation files created with the PICS Animation Compiler (PACo, by the Company of Science and Art), used for Iron Helix (1993)'s pre-rendered CD-ROM graphics.
Iron Lore Entertainment¶
Titan Quest¶
- tq-mapdecompiler - Decompiles Titan Quest map files (.map + .wrl) back into editable form; an updated/fixed version of the original MapDecompiler by p0a.
Ironclad Games / Stardock¶
Sins of a Solar Empire¶
- Sins 3D Max Import export - 3DS Max importer for Sins of a Solar Empire: Rebellion TXT mesh format. Exporter in progress. Trial alpha version.
- sins TXT Tools with export (Sins of a Solar Empire: Rebellion) - This version with export to TXT! Alpha version...adds sins standart material with default settings
- Forge Tools (Sins of a Solar Empire) - Official development tools for creating custom maps and modifications for Sins of a Solar Empire. Includes Galaxy Forge and Particle Forge tools used by the development team.
- Map Conversion (Sins of a Solar Empire) - Convert maps between Sins versions with this user-created tool. Created by Ross Placing. Requires .Net 2.0; Updated for Sins 1.15/Entrenchment 1.01.
Itadaki Street¶
- itadaki-street-2 - Reverse-engineering utilities for Itadaki Street 2 (SNES), in PHP, including a data decompressor for ROM offsets and tools to dump and view the game's text, maps and graphics.
J¶
J.League Pro Soccer Club o Tsukurou! 04¶
- sakatsuku04 - Game and save editor for J.League Pro Soccer Club o Tsukurou! 04 (PS2); edits memory card save files (players, teams and other in-game data) or, alternatively, game data live through PCSX2.
Jagex¶
Old School RuneScape / RuneScape.
- CacheModelTools - Tools for extracting and viewing OSRS cache models.
- OSRS-Environment-Exporter - Environment and map exporter for Old School RuneScape.
- modelviewer - Model viewer for RuneScape cache files.
- clue-chunk-map - Game data mapping tool for Old School RuneScape clue steps and chunk locations.
- RuneBlend - Blender add-on for importing RuneScape 3D assets.
- rscachefinder - Tool to locate RuneScape cache files, developed to support the rs-archive preservation project.
RuneScape Classic¶
- Core-Framework - OpenRSC game server framework, a black-box reverse-engineered reimplementation of RuneScape Classic (RSC)'s server-side game logic and network protocol.
- rsc-remastered - Alternate remake of the original RuneScape Classic.
- rsc-c - RuneScape Classic client ported to C99, refactored from the leaked mudclient204 Java source; supports the 204 and 177 protocols.
- rsc-landscape - (De)serializes RuneScape Classic's original
land/mapsarchive files into tile objects, dumping them as PNGs and re-encoding edits back to the original format. - rsc-sounds - Extracts RuneScape Classic's cache-stored sounds (Sun's
.auformat) to WAV and re-encodes them back to the original format. - rsc-models - (De)serializes RuneScape Classic's 3D model archives to/from Wavefront
.obj/.mtl. - rsc-sprites - (De)serializes RuneScape Classic's entity, UI, and texture sprite images.
- rsc-archiver - Compresses/decompresses RuneScape Classic's
.jag/.memcache archive files. - rsc-config - (De)serializes RuneScape Classic's config/definition archive files.
- RSC-OpenGL-Map-Viewer - Interactive OpenGL landscape and model viewer for RuneScape Classic.
- RSC-Single-Player - Standalone single-player RuneScape Classic client and sandbox that loads the original game's landscape/data files directly, without a server or database backend.
- RSC-Landscape-Generator - Command-line tool that renders RuneScape Classic landscape files to images, covering the RSCD, Jag (maps28+), and legacy Jag (maps27 and earlier) archive format revisions.
- rsc_lwjgl - RuneScape Classic client rewritten to run on LWJGL.
- rsc-client - JavaScript/browser port of the leaked mudclient204 Java client, designed to run against rsc-server.
- rsc-server - Private server/MMORPG emulator for RuneScape Classic, compatible with rsc-client and the java-based mudclient204; uses the JSON data formats from rsc-data.
- rsc-world-map - Standalone JS interactive world map viewer for RuneScape Classic, rendering the landscape/dungeon data extracted by rsc-landscape.
Jellyvision¶
- ydkjx (Jack Player) - Swing-based reader for the SRF resource files used by the You Don't Know Jack (YDKJ) game engine, currently supporting text and audio resources.
Ultimate Play the Game (JETPAC)¶
- jetpac-disassembly - Fully annotated disassembly of JETPAC (1983), Ultimate Play the Game's classic 16K ZX Spectrum cartridge ROM.
Juice Games (Juiced)¶
- JCED.DAT.Tool - Tool for extracting DAT archives from Juiced.
- JCED2.JFS.Tool - Tool for extracting JFS archives from Juiced 2: Hot Import Nights.
- d8wTool - C++/wxWidgets desktop tool for viewing, exporting, importing, and converting
.d8w/.d8ttexture banks used in Juiced.
Julegame¶
League of Angels¶
- LoAHF.PAK.Tool - PAK (JPAK) archive extractor for League of Angels series, supporting League of Angels – Heaven's Fury, League of Angels: Chaos, Eternal Epoch, and other Julegame titles.
Ganbarion (Jump Ultimate Stars)¶
- JUSToolkit - Romhacking toolkit for Jump Ultimate Stars (NDS).
- Formats: ALAR archive containers, text .bin files (including JQuiz), ALFT fonts (.aft), DIG + ALMT textures, DTX sprites (including Koma panels).
- Features: Batch export/import automation. Has a Tinke plugin for unpacking ALAR containers and viewing .dig files, and a SceneGate auto-discovery plugin.
LEGO Media (Junkbot)¶
- junkbot-code - Extracted source code and assets from LEGO's Junkbot (2002), a browser-based Adobe Director/Shockwave puzzle game, preserving Lingo scripts, level data, and cast-ripped sprites/sounds/animations.
- janitorial-android - HTML5 remake of Junkbot and Junkbot Undercover with a fancy level editor, loading the original level format and reusing sprites/sounds ripped from the original Shockwave games.
Jupiter¶
Mario's Picross (Game Boy).
- MarioPicrossRipper - Asset extraction tool for Mario's Picross.
- MeltyTool (Picross) - Format viewer and exporter for Mario's Picross.
- cgrr-mariospicross - Graphics extraction tool for Mario's Picross.
- MarioPicrossLoader3000 - Asset loader and viewer for Mario's Picross.
- Picross Level Data - Technical documentation for Mario's Picross level data format.
K¶
Tate Interactive (Kao the Kangaroo)¶
- KAO_PAK - Extracts files from "Kao the Kangaroo 1" PAK archives.
- KAO2_PAK - Extracts files from "Kao the Kangaroo: Round 2" PAK archives.
- ZookieWizard - Advanced editor for "Kao the Kangaroo: Round 2", supporting custom 3D mesh import into AR files, PAK archive file replacement, texture extraction/reimport, and level creation.
- Challengers2Kao3 - Helps port "Kao Challengers" (PSP) levels to the "Kao: Mystery of Volcano" (PC) engine.
Kawaiinium¶
- kawaiiniumTool - Unpacks Kawaiinium visual novel
.pcarc/.arcarchives, converts.extimages to PNG, and exports.mulscripts to text.
Keen Software House¶
- blender_mwm_importer - Blender importer for Space Engineers .mwm model files.
- SEToolbox - Toolbox for Space Engineers that imports images and 3D models into the game and edits save game content. The README notes it has been non-functional since the 2019 Economy update.
Kemco¶
- Catrap---game-boy-decompilation - Byte-exact disassembly and reverse-engineering kit for Catrap (Kemco, 1990, Game Boy).
Ember Lab (Kena: Bridge of Spirits)¶
- Kena-Bridge-of-Spirits_MeshTool - Patches cooked UE4.25 mesh
.uasset/.uexppairs so custom meshes can be modded into Kena: Bridge of Spirits without crashing.
Lo-Fi Games (Kenshi)¶
- kenshi-mkii-editor - Web-based save game editor for the RPG Kenshi.
- Kenshi-Save-Editor - Python desktop save editor for Kenshi with a binary record parser; edits character stats, limb status, inventories, faction relations and raw record fields, resolving names from
gamedata.baseand mods.
KeroQ¶
- nijuuei-va - Dreamcast content patches and rudimentary asset extraction tools for KeroQ visual novels.
KID¶
Never7, Ever17: The Out of Infinity, Remember11, 12Riven - the Infinity series of visual novels.
- kidfile - Library (Kidfile) and explorer app (Kidfile Explorer) for decoding file formats used across KID's Infinity series. Supports OGDT, TIM2, GIM, PVR, BIP, and other image/archive/compression formats across PS2, PSP, Dreamcast, and PC ports.
- Infinity-PSP-TL - Fan translation/porting toolchain for the Infinity series (Never7, Ever17, Remember11) on PSP: unpacks and repacks game resources, decodes text and the FONT00.FOP font format, and rebuilds the patched ISO/EBOOT.PBP; includes original engine research into the PSP ports and BIP image format. Actively maintained continuation of dreambottle's original Remember11-only R11-psp-english.
- Rivened - Cross-platform script editor for 12Riven (Infinity series), building on format research from the original 12Riven Script Editor by Essometer and chroipahtz's version.
Kid Chameleon¶
- kid-chameleon-disasm - Split disassembly of Kid Chameleon (Sega Genesis/Mega Drive) for the AS assembler:
split.pyseparates ROM data (theme art, mappings, collision, palettes, level layouts, GEMS sound assets) into individual files, with documentation of the ROM and data formats.
Tripwire Interactive (Killing Floor)¶
- KFTempArchiveExtractor - Manually extracts Killing Floor's Steam Workshop TempArchiveXX files when the game's own downloader fails, based on the documented internal format of the TempArchive files.
- killingfloor2musictool - GUI tool for Killing Floor 2 that converts custom WAV audio to Wwise WEM format and swaps it into the game's existing soundtrack banks.
- killingfloor-map-viewer - Desktop (Electron) and browser viewer for Killing Floor
.rommaps (Unreal Engine 2.5) that reads the game's.utx/.usxpackages and draws the BSP, static meshes, terrain and skybox with textures; format notes indocs/RESEARCH.md. - See also killingfloor-map-importer, which converts Counter-Strike 1.6/Half-Life (GoldSrc BSP v30), Quake III Arena/Team Arena (IBSP v46), Lineage 2 (Interlude) and Tactical Ops maps into Killing Floor
.romlevels.
Giant Network (King of Kings 3)¶
- KOK3.LPQ.Tool - Tool for extracting LPQ archives from King of Kings 3.
Glowmade (King of Meat)¶
- KM.ARCHIVE.Tool - Tool for extracting archives from King of Meat (Technical Test build).
King of Route 66¶
- bpy_king_of_route_66 - Blender addon that imports
.mdlmodels from both the PS2 and arcade versions of King of Route 66.
Kingdom Come: Deliverance¶
- Warbox - Modding tool for Kingdom Come: Deliverance II with a table editor for the game's configuration tables and a text editor for localization, saving full or patch-only files and packaging them into PAK files.
Blueside (Kingdom Under Fire II)¶
- KUF2.PKG.Tool - Tool for extracting PKG archives from Kingdom Under Fire II.
- KUF2_2014_vap - Noesis plugin for viewing Kingdom Under Fire II (2014) hero character VAP models with texture binding.
Xatrix Entertainment (Kingpin)¶
- blender_kingpin_models - Blender import/export addon for Quake II and Kingpin: Life of Crime .md2/.mdx models.
- Kingpin Model Viewer - Standalone viewer for Kingpin: Life of Crime's MD2 and MDX model formats.
- kingpin_skin_changer - AutoIt tool for swapping skins on Kingpin/Quake II MD2, MDX, and MD3 models.
- kingpin_noesis - Noesis plugin for importing and exporting Kingpin: Life of Crime's MD2/MDX models.
- KMKingpin - Kingpin-converted fork of Knightmare's KMQuake2 engine (KMKingpin II).
Beam Software (KKnD)¶
- OpenKrush - KKnD and KKnD2: Krossfire mod for the OpenRA engine, with file-format readers (Blit/Mapd/Mobd sprites, Lvl packages, Son/Soun audio, Vbc video) for the original games' assets.
Joymania Entertainment (Knights and Merchants)¶
- kam_remake - "KaM Remake", a from-scratch RTS engine rewrite of Knights and Merchants: The Shattered Kingdom, still relying on the original game's resource files (installer checks for an owned copy). Actively-developed continuation of Kromster80's original repo (378 stars, now archived), per the latter's own README.
- KAM-graphics-edit - Editor for modifying Knights and Merchants: The Peasants Rebellion's building/construction sprite data and animation data (sprite set, count, offset), with live preview of changes.
Knowledge Adventure¶
Dr. Brain: Action Reaction¶
- DrBrainActionReaction_PackageDecomp - Decompiled assets from the package files of Dr. Brain: Action Reaction (1999), an Unreal Engine 1 game developed and published by Knowledge Adventure.
Nifflas (Knytt Underground)¶
- kug-mapper - Map generator for Knytt Underground, reading and rendering the game's terrain, backgrounds, objects, tiles, and warp data directly from the original game files.
Kobo Deluxe¶
- cgrr-kobodeluxe - Python module (part of Classic Game Resource Reader) that reads and writes Kobo Deluxe score and profile files.
Gust (Koei Tecmo)¶
- slpm86183 (decomp) - Matching decompilation of Pop'N Music CS1 (PS1).
- gust_stuff - Modding toolkit for G1M model files used in Gust games (Atelier series).
- gust_tools - Utilities for archive management and data extraction for Gust PC games (Atelier, Blue Reflection, Nights of Azure).
- atelier_pak_decrypt - Small utility to decrypt GUST .pak archives.
- zig-gtx2dds - Zig converter between Gust GTX (
.gtx) and DDS textures; supports only DXT1 (UBC1) and DXT5 (UBC3). - Project-G1M - Noesis plugin for importing G1M 3D model format used in Gust and Bandai Namco games.
- Cethleann - KTGL (Soft Engine) data exploration and research tool for Koei Tecmo games.
- atelier-tools - Library and CLI for decoding modern Atelier PC titles' .pak archives and .g1t textures (Sophie, Firis, Lydie & Suelle, Ryza 1-3, Sophie 2), aiming to be easier to use as a library than gust_tools; powers the author's atelier-wiki format documentation.
- AtelierManager - Tool to translate Atelier EBM script files.
- atelier-resleriana-2-patterns - ImHex patterns for Atelier Resleriana 2 (Red/White) data files; continuation of holly-hacker's initial RE, which points to this fork as the maintained follow-up.
- pssg-g1t-extractor - Extracts G1T texture files from PSSG container files; tested against Atelier Rorona DX.
- AtelierDatamining - Datamining scripts and CheatEngine tables for extracting and mapping data from recent Atelier games (Yumia and earlier), building on gust_tools' PAK extraction.
- resleriana-db - Provides scripted access to game resources and a web API for building third-party tools for Atelier Resleriana.
- AtelierIris1-Randomizer - Randomizer for Atelier Iris: Eternal Mana (PS2), currently covering music and enemies; applies as an xdelta patch to a redump ISO, with accompanying ARMIPS-compiled code injected into the executable.
- psarc-nx - Packer/unpacker for the variant of Sony's PSARC archive format used by Gust in its Nintendo Switch games.
Koei Tecmo¶
- fdata_dump - Extractor for Koei Tecmo's FData archive format.
- Games: Fate/Samurai Remnant, Fairy Tail 2, Dynasty Warriors: Origin, Rise of the Ronin, Atelier Yumia, Fatal Frame II: Crimson Butterfly Remake, Fire Emblem Warriors: Three Hopes, Nioh 3.
- kvs-tools - Tools for extracting and archiving Koei Tecmo's .ktsl2stbin archive format.
Fatal Frame¶
- himuro (decomp) - Matching decompilation of Fatal Frame (PS2).
Nioh¶
- RDBExplorer - GUI archive browser, extractor, and injector for Nioh 3's .fdata/archive_xx.bin/.rdx files, with locale CSV pack/unpack tools.
Hyrule Warriors¶
- HWL-SaveEditor - Save editor for Hyrule Warriors Legends (Nintendo 3DS).
Konami¶
- kbinxmlcs - Decoder/encoder for Konami's binary XML (KBinXML) format, used across many Konami arcade and console games.
- kbinxml - Python decoder/encoder for Konami's binary XML (KBinXML) format.
- kbinxml-rs - Rust library and CLI for Konami's binary XML (KBinXML) format, with a derive macro for mapping nodes onto structs.
- aeptools - Converts Konami's proprietary AEP format between x86/x64 binary and human-readable JSON for inspection and modification. See the wiki for format documentation.
- s3ptools - Tools for working with Konami's proprietary S3P file format.
- txrcconv - Exports the text of Konami
.txrcfiles to editable plain text (one string per line) and converts it back, as long as the string count is unchanged; used by games such as Suikoden Tierkreis, Love Plus and Castlevania: Harmony of Despair. - kcej_ipk_dec - Decodes and extracts IPK files from PS2 games developed by Konami Computer Entertainment Japan; known supported games include Metal Gear Solid 2, Metal Gear Solid 3 and Zone of the Enders: The 2nd Runner.
Teenage Mutant Ninja Turtles¶
- tmnt2 - Reimplementation of the PC version of Teenage Mutant Ninja Turtles 2: Battle Nexus (2004), built from a leaked PS2 prototype's PDB symbols; loads the original game's data files.
- eintourname - RLE tool for decoding/encoding the tile maps in NES Teenage Mutant Ninja Turtles: Tournament Fighters.
- t3gbLz - LZSS compression tool for Teenage Mutant Ninja Turtles III: Radical Rescue (Game Boy).
Ganbare Goemon¶
- sfc-goemon-3-disassembly - Disassembly of Ganbare Goemon 3 (Super Famicom, 1994).
Vandal Hearts¶
- VandalHearts-PcPort - Native PC port of Vandal Hearts (PlayStation), built on a byte-exact matching decompilation; runs on Windows and Linux (bring your own disc).
Shaman King¶
- gba-shaman-king-toolkit - Reverse-engineering notes, tools, and extracted maps for Shaman King: Master of Spirits (Game Boy Advance, Konami/KCEJ, 2003).
BEMANI¶
Konami's arcade rhythm-game brand: beatmania IIDX, DDR, pop'n music, jubeat, GITADORA, Sound Voltex, and others.
- bemaniutils - Collection of utilities implementing a hobby BEMANI game services network for historic arcade titles, including binary/save data and network protocol tooling.
- bemanitools - Runs recent Konami arcade games on PC by emulating their arcade hardware (I/O boards, security dongles) and e-amusement network services from the original game data.
- konami_archive_tools - Library and tools for parsing and extracting Konami arcade update archives.
- VoxCharger - Music asset manager for Sound Voltex, with a built-in KSH-to-VOX/2DX converter/encoder and Music DB metadata editor.
- Formats: VOX (chart), 2DX (audio), KSH import.
- klz77 - Go library implementing Konami's LZ77 variant ("Konmai LZ77") compression, used to compress various BEMANI resource files and network messages.
- BemaniPatcher - Web-based tool for applying community-submitted hex-edit binary patches to BEMANI arcade game binaries.
- mempatcher - Drop-in replacement for bemanitools' mempatch-hook with extra features: auto-loading
.mphpatch files, file-based and host-executable offsets, and load-order guarantees so patches apply before the game's entrypoint runs. - firebeat - Documentation and utilities for hacking Konami's Firebeat arcade hardware (beatmania IIDX, pop'n music, GITADORA).
- twinkle - Documentation and code for working with Konami's Twinkle arcade system (beatmania, PS1-based).
- scharfrichter - Class library and CLI toolset for converting Konami arcade rhythm-game media: djmain and Twinkle (beatmania IIDX) hard drive images, bemanipc files, DDR SSQ charts, and Xbox/XAudio-based XWB/XSB audio banks used in later DDR games; also includes an experimental beatmania IIDX IFS extractor.
- See also RhythmCodex, the author's successor project, a C# rhythm game data tool.
- sm2museca - Conversion utility to replace or add songs to Konami's MÚSECA arcade rhythm game.
- afptools - Tools and an ImHex pattern for working with Konami's AFP graphics/animation format, used across BEMANI arcade titles. See also AfpViewerEx, a hook for dumping rendered frames as transparent PNGs from the beatmania IIDX AFP viewer at runtime.
- SD9Tool - Extracts and imports audio (with loop-point and volume parameters) in Konami's SD9 format and SSP containers, used by Dance Dance Revolution and other BEMANI titles.
- ddr_arc_extract - Extracts files from DDRA (Dance Dance Revolution Arcade) archives.
- ifstools - Extractor/repacker for Konami's IFS container files, used across many BEMANI arcade titles.
- ifs_layeredfs - LayeredFS-style live file-replacement engine for libavs-based Konami arcade games, letting modified files (including IFS contents) override the originals without repacking.
- 2dxTools - Small tools for working with 2dx audio container files.
- 2dxPlay - Command-line player for Konami's 2dx audio container files.
- sdpdump - Extracts audio from Konami's SDP audio container files.
- gitadora-textool - Converter for GITADORA's TEX image archive format.
- gitadora-customs - Custom song/package manager for GITADORA.
- Destroy - Decryption library for Konami's e-amusement arcade network traffic.
- SDVX-Song-Extract - Python script that extracts music from Sound Voltex's
.s3vaudio files (renamed ASF containers) in an installed game folder, copying them as ASF or converting to MP3/WAV via ffmpeg, with title, artist and genre tags read frommusic_db.xml. - card-connect-extract - Asset extractor for Konami's CARD CONNECT arcade game.
- Malody2Jubeat - Converts Malody chart files to jubeat's .eve chart format.
- extdrm - Decrypts and verifies extdrm-encrypted filesystems used by modern AVS2-based Konami arcade titles and their Konasute (Konami Network) client counterparts.
- Games: DANCERUSH STARDOM, beatmania IIDX (30 RESIDENT–current, INFINITAS 2020/2024), SOUND VOLTEX (VIVID WAVE–current, EXCEED GEAR), DanceDanceRevolution GRAND PRIX, GITADORA, NOSTALGIA, pop'n music Lively, DANCE aROUND, Polaris Chord, Bombergirl.
- eapki - EAPKI/drmfs toolkit for AVS2-based Konami arcade games: dumps and file-checks encrypted drmfs filesystems, decrypts PKCS#7-wrapped files (kdm.dll) and obfuscated boot-time files (kbt.dll, avs2-core.dll), and can proxy e-amusement authentication.
- packagetool - Extracts Konami arcade archive formats: BAR (both variants), MAR, and QAR. See also unarchive, a minimal x86 assembly CLI extractor for the same BAR/QAR/MAR formats plus D2.
- eaclient - Client and protocol documentation for Konami's e-amusement (XRPC) network services, for sending arbitrary requests to arcade backend services.
- vibea3 - Typed Rust implementation of the e-Amusement HTTP RPC transport: decodes XML or KBinXML directly into structs, dispatches
{class}.{method}handlers, and reimplements the request packet format, custom LZ77 compression, and RC4 transport wrapper. Includes a module for pop'n music High Cheers (M39). - bio2-tools - Tools, libraries, and documentation for the BI2A/BI2X "BIO2" arcade cabinet I/O board (Renesas RX621 MCU).
- Features: Firmware dumping/decryption from
libaio_iob.dll, encryption/decryption of thebiovideofirmware file, MOT file generation for official Renesas flashing tools, board identification. - avsproperty - Library and CLI for converting Konami AVS2 property files.
- 2dxrender - Renders beatmania IIDX
.1chart files into audio, mixing in BGM and keysounds from 2dx/s3p audio archives; supports beatmania IIDX 25 CANNON BALLERS. - avslz - Library and CLI for Konami AVS2's LZ-based data compression format.
- gobbletools - Archived grab-bag of tools for older Konami/BEMANI arcade systems.
- Systems: System 573 (Dance Maniax video/animation renderer, GuitarFreaks/DrumMania tools, MP3 .DAT decryption, JAMMA I/O), Twinkle (beatmania IIDX video conversion, MGP key generation), Viper (ParaParaParadise 2nd Mix HDD dumper), Python1 (pop'n music HDD dumper), Python2 (DanceDanceRevolution, GuitarFreaks/DrumMania, Toy's March).
- Also includes: DDR character model converter (AC/PS1, outputs glb/gltf/obj/StepMania), DDR animation and chart tools, a TM2C texture converter, and beMouse tools.
- ddr-tools - Tools for extracting and modifying files from Dance Dance Revolution CS games: TCB image extractor and TCB-to-PNG converter/injector, plus a
filedata.binextract/create tool driven by the game ELF file table. - iidx-ps2tools - Work-in-progress tools for PS2 beatmania IIDX games (3rd style onward) that extract data directly from the archives: overlay animations (saved as GIF), movies, and charts convertible to JSON or other IIDX chart formats.
- iidx-datatools - Python scripts for IIDX data: building
texturelist.xmlfrom an image folder and operations onmusic_data.bin. - sys573tools - Konami System 573 miscellany, including py573a (Python recreation of 573a.jar for encrypting/decrypting digital audio data) and a hardware digital-audio decryption patch tool based on Drummania 5th Mix.
- rhythm-game-formats - Documentation of file formats used by Bemani games.
- eamold - Research server reimplementing the old XML-based (pre-binary XML) System 573 e-Amusement network protocol for GuitarFreaks/DrumMania (7th-11th Mix era), including ee'mall content update data handling.
Tokimeki Memorial¶
- Tokimeki-Memorial-2-Substories-Tool - Tool for extracting, editing, and reinserting text in Tokimeki Memorial 2 Substories.
- TM3_Tools - Work-in-progress toolset for a fan translation of Tokimeki Memorial 3: Yakusoku no Ano Basho de (PS2).
- OFS3-TOOL - Unpacks and repacks OFS3 archives (which recursively nest further OFS3 containers and gzip-compressed files) for Tokimeki Memorial Girl's Side 3rd Story (PSP).
Yu-Gi-Oh¶
- TFCardEditGUI - GUI frontend for TFCardEdit to edit the card database format found in Yu-Gi-Oh! Tag Force games, Yu-Gi-Oh! Online, and other Yu-Gi-Oh! titles developed by Other Ocean Interactive. Currently supports Tag Force 1.
- TFCardEdit - Command-line tool for manipulating the card database in Yu-Gi-Oh! Tag Force games; tested with Tag Force 1.
- YGOFM-BGEx - Extracts the campaign-mode background images of Yu-Gi-Oh! Forbidden Memories from
WA_MRG.MRGas DDS (SLUS-01411 only). - UnityLangDataUtil - Extracts all strings from Unity
LangDataassets (found in games such as Yu-Gi-Oh! Cross Duel) into a readable text file; rebuilding is not supported yet. - md_spine_tools - Blender add-on that imports Yu-Gi-Oh! Master Duel's Spine 2D character/Live2D animation files into a 3D Blender model.
- YGO_VN_Toolkit - Localization toolkit for the "Power of Chaos" engine PC games (Yugi the Destiny/Joey the Passion): editor and rebuilder for the language-dependent BIN text assets plus an EXE patcher to inject a new language.
- YGO_SystemDat_Editor - Decoder/editor/encoder for the
system.datconfig format used by "Power of Chaos" engine Yu-Gi-Oh! PC games. - YuGiOh-PoC-ModTools - Launcher and modding toolkit covering the "Power of Chaos" engine across all its PC/Online variants (Yugi the Destiny, Kaiba the Revenge, Joey the Passion, and the Online SHONEN JUMP/Phase 1/Phase 2/Duel Evolution builds).
- Formats:
.datarchives (decompression/decryption),.YGAgraphics (Yu-Gi-Oh Graphic Acronym), LZSS-compressed text/bin files. - Features: Resolution/position editing for graphic elements and effects, modernization fixes for the game launcher.
- yugioh-dor-deckedit - Python tool for editing the deck data in Yu-Gi-Oh! Duelist of Roses (PS2).
- Yu-Gi-OhEarlyDaysCollection - Save data editor for Yu-Gi-Oh! Early Days Collection (Switch).
Contra¶
- nes-contra-us - Annotated disassembly of the Contra (US) NES ROM that reassembles byte-for-byte from source with cc65.
- Includes: control-flow diagrams and enemy AI documentation, graphics/audio/ROM-mapping guides, extracted sprite libraries, and FCEUX/Mesen debugging symbols.
- Also builds the PAL Probotector variant. See also nes-super-c by the same author, an equivalent disassembly of the sequel Super C (US) / Probotector (EU).
Boktai¶
- boktai2 - Work-in-progress disassembly of Boktai 2: Solar Boy Django (GBA, Japan v1.1).
Metal Gear Solid¶
Archive & Data Extraction Tools¶
- Rex - A tool to extract the Stage Dir and Dar files from the game Metal Gear Solid on PS1
- DAR Archive Editor (Metal Gear Solid 2: Sons of Liberty)
- GzsTool - Archive tool for MGSV supporting QAR, GZS, and FPK files.
- MGTools - Tools for extracting and importing data from Metal Gear PC ports.
- Games: Metal Gear, Metal Gear 2: Solid Snake
- Features: Data extraction, conversion, import, export
- MGS4Datless - Tool to unpack and restructure Metal Gear Solid 4's stage.dat archive files.
- tools-mgs - Collection of tools for working with Metal Gear Solid game file formats.
- Arsenal - Extracts Face and Stage archive files from the PS2 version of Metal Gear Solid 2, with a filename dictionary to resolve hashes.
- Chrysalis - Extracts SLOT.DAT and STAGEDAT.PDT archive files from Metal Gear Solid: Peace Walker (PSP and PS3 versions), including DAR/QAR sub-archives.
- Shagohod - Extracts Slot and Stage archive files from Metal Gear Solid 3, including the Subsistence version, with a filename dictionary to resolve hashes.
- Solideye - Extracts and repacks Slot, Stage, DAR, and QAR archive files from Metal Gear Solid 4, with decryption/encryption support for MGS4 Database disc, Metal Gear Online 2, and MGS4 Demo Package stage files.
- MGSDATool - Metal Gear Solid 3/4 translation toolkit.
Models, Textures, Animation & Stage Tools¶
- MGS-KMD-Noesis - Noesis Plugin for Metal Gear Solid PS1 Model (KMD) and Animation (OAR) files
- MGS-MDL-Noesis - Noesis plugin for importing Metal Gear Solid 3 MDL models and MTAR animations.
- MGS-Master-Collection-Noesis - Noesis plugin to load textured models and animations from the Master Collection versions of MGS2 and MGS3.
- MGS4-MDN - Blender addon to import/export models from Metal Gear Solid 4's proprietary MDN model format.
- MTAR-GEAR - Tool for modifying and swapping animations in Metal Gear Solid games on PC.
- MGS-MDN-Noesis - Noesis plugin for viewing textured 3D models and animations from Metal Gear Solid 4: Guns of the Patriots (MDN format).
- MGS-MDP-Noesis - Noesis plugin for viewing textured 3D models and animations from Metal Gear Solid: Peace Walker.
- MGS-KMS-EVM-Noesis - Noesis plugin for viewing textured 3D models and animations from Metal Gear Solid 2: Sons of Liberty (KMS/EVM formats, PS2 GS swizzling).
- CTXR-Converter - Converts CTXR texture files used in the Metal Gear Solid 3 HD/Metal Gear Solid 2 HD (Master Collection) releases to PNG/TGA/DDS and back.
- Haven (HavenStudio) - Stage editor for all games running on the Metal Gear Solid 4 (Fox Engine predecessor) MGS4 engine.
- CtxrTool - Converts CTXR textures from Metal Gear Solid: Master Collection to DDS, BMP, or TGA, with work-in-progress support for converting back to CTXR.
- FMDL - 3ds Max script for working with Metal Gear Solid V's proprietary Foxmodel (FMDL) format.
- kmy2obj - Metal Gear Solid: The Twin Snakes model exporter.
- MilkGear - Metal Gear Solid 3 / Collection HD (PS3)
.ctxrtexture editor.
Save, Audio & Video Tools¶
- MGSV_SaveTranslator - Tool for decrypting and encrypting Metal Gear Solid v save files.
- MGS3-Audio-Converter - Converts Metal Gear Solid 3's proprietary audio formats to standard WAV files and back.
- MG-REXXS - GUI tool for encrypting and decrypting .xxs video files from the Metal Gear Solid Master Collection.
Scripting & Bytecode Tools¶
- Gcx - Decompiles GCX bytecode files from Metal Gear Solid games to original Game Command Language scripts.
- Games: Metal Gear Solid 3, Metal Gear Solid 4+
- Features: GCX bytecode decompilation
- gcx_decompiler - Decompiler for GCX/GCL bytecode scripts used in Metal Gear Solid games, tested on MGS2 (PC) and MGS3 (PS2).
- LiquidGear - Metal Gear Solid 3 / Collection HD
.sdttext editor. - mgsgbLz - Text tool for Metal Gear Solid: Ghost Babel (Game Boy Color), handling the game's MTE and LZ text compression.
Documentation, Decompilation & Disassembly¶
- libgcl - Attempt at reversing the libgcl library used in Metal Gear Solid 4. Expected to be compiled on Big Endian architecture as per the original.
- mgs_reversing (decomp) - Matching decompilation of Metal Gear Solid (PSX).
- MGSV QAR Dictionary Project - Community project documenting QAR archive format and file naming for MGSV Ground Zeroes and The Phantom Pain.
- TPP.FileFormats - Fox Engine file format documentation for Metal Gear Solid V: The Phantom Pain.
- MetalGear - Fully annotated disassembly of the original Metal Gear (MSX2, Konami, 1987).
- mgs3 - Matching decompilation of Metal Gear Solid 3: Snake Eater (PS2, 2004).
Online / Server Tools¶
- mgo2server - Metal Gear Online 2 server emulator for the retail MGS4 disc (BLUS30109), reimplementing the game's network protocol layer.
Silent Hill¶
- silent-hill-decomp (decomp) - Matching decompilation of Silent Hill (PS1, US 1.1).
- sh2SaveTools - Save file tools for Silent Hill 2.
- SH2Unpack - Unpacker for Silent Hill 2 archive files.
- SilentHillOrigins_PS2_AudioExtractor - Audio extractor for Silent Hill Origins (PS2).
- sh3redux - Silent Hill 3 archive extraction and modification tools.
- Sparagas/Silent-Hill - Reverse engineering research and documentation for Silent Hill file formats.
- Murugo/Misc-Game-Research (Silent Hill 2) - Reverse engineering notes for Silent Hill 2 & 3 (PS2).
- Silent Hill Museum - Website dedicated to Silent Hill series with file format documentation.
- dreamingmoths/silent-hill-museum - Repository for Silent Hill Museum website with technical documentation.
- Silent-Hill-2-Enhancements - Project to enhance Silent Hill 2 (PC) graphics and audio, includes scripts to build or modify SH2 audio files (SFX, BGM, Dialog).
- memory-of-alessa - Matching decompilation project of Silent Hill 3 (PS2), reverse-engineering the binary and asset handling.
- SilentEngine - In-progress cross-platform engine port of Silent Hill based on decompilation, parsing original game data with support for translation and modding.
- SilentHillMapExaminer - BizHawk external tool utility to help reverse engineer the map format used in the original Silent Hill (PS1).
- SilentHillDatabase - File format documentation and glossary for Silent Hill 1-3.
- RenderEclipse-Tools - Toolset and documentation for reverse-engineering Climax Studios' RenderWare-based Silent Hill games (Origins, Shattered Memories, Homecoming).
- Silent-Hill-3-Modding - Hub for Silent Hill 3 reverse-engineering and file format documentation.
- sh3-evil-effect - Reverse-engineered reimplementation of the "Another World Evil" procedural texturing visual effect from Silent Hill 3.
- SHresearch - Research project documenting Silent Hill demo builds, with file specifications and format details.
- Climax_Silent-Hill_Engine - Toolkit for reverse-engineering Climax Studios' RenderWare-based Silent Hill engine, covering Silent Hill Origins (PS2/PSP) and related titles.
- Silent-Hill-Shattered-Memories-Localization-Tool - Toolkit for localizing Silent Hill: Shattered Memories across three platforms from a single shared translation source, handling the game's archive/text formats.
- sh2tex - Silent Hill 2 Textures Explorer, a tool born from reverse-engineering Silent Hill 2's proprietary texture resource formats.
- SilentHillOriginsPS2 - Noesis plugin for Silent Hill Origins (PS2) DFF models (with Delta Morph support), TXD textures, and ANM animations.
- DownpourRecomp - Silent Hill: Downpour native Windows PC port via static recompilation of the Xbox 360 binary.
- SH3_chr - Noesis plugin/loader for Silent Hill 3 character CHR/MDL models, exporting to Blender/glTF/OBJ.
- SH4_map_bin_PC - Noesis plugin for viewing Silent Hill 4 (PC) map BIN files.
- SH2_map - Noesis plugin for viewing Silent Hill 2 (PC) map files.
- sh4bin - Unpacks and repacks Silent Hill 4's .bin archive files.
- sh4pac - Unpacks and repacks Silent Hill 4's .PAC sound archives.
- sh4texturetool - Extracts and replaces textures stored in Silent Hill 4's .bin texture chunks.
- sh4sh4 - Packs and unpacks the .sh4 archives used by the PC and Xbox versions of Silent Hill 4: The Room.
- sh4modeltool - Experimental tool for converting Silent Hill 4 models.
- sh4texteditor - Editor for text stored in Silent Hill 4's message_*.bin files.
- MFA-Tool-for-Silent-Hill-3-PS2 - Unpacks and repacks MFA archives from the Silent Hill 3 (PS2) ISO, built from aluigi auriemma's original BMS extraction script.
- See also Silent-Hill-3-MFA-Tool, an independent MFA archive unpacker/repacker for the same game.
Castlevania¶
- Castlevania - Castlevania reverse engineering file formats documentation and tools.
- cv64 (decomp) - Matching decompilation of Castlevania (N64).
- CV64Recomp - Static recompilation of Castlevania (N64) into a native executable, built on the cv64 decompilation above, with a companion CV64Syms repo of reverse-engineered function/data symbol maps.
- cvaos (decomp) - Matching decompilation of Castlevania: Aria of Sorrow.
- sotn-decomp (decomp) - Matching decompilation of Castlevania: Symphony of the Night (PSX, PSP, Saturn).
- ooe (decomp) - Matching decompilation of Castlevania: Order of Ecclesia (Nintendo DS).
- graveyardduck - Compressor/decompressor for the run-length encoding used in Dracula II: Noroi no Fuuin (Famicom Disk System), the Japanese original of Castlevania II: Simon's Quest, and other 8-bit Konami games.
- cotmsav - Save RAM viewer for Castlevania: Circle of the Moon.
- k64-rom-decompressors - Decompresses and recompresses Konami N64 ROMs that use Nisitenma-Ichigo table filesystems, including Castlevania (N64).
- SotN-Editor - Mod tool for Castlevania: Symphony of the Night.
- SNEER - Symphony of the Night Editor and Entity Recompiler.
- DSVEdit - Multi-purpose editor for ROM hacking the Nintendo DS and GBA Castlevania games (Dawn of Sorrow, Portrait of Ruin, Order of Ecclesia, Aria of Sorrow, Circle of the Moon, Harmony of Dissonance).
- dsvrandom - Randomizer for the Nintendo DS Castlevania games, built on DSVEdit. See also DSVania_C_Hacking, notes on DSVania romhacking with C.
- sotnrando - Randomizer for Castlevania: Symphony of the Night (sotn.io), covering PS1, Sega Saturn, PSP, and XBLA versions. See also SotnRandoTools, a companion collection of tools enhancing the randomizer experience, and Sotn-Rando-Write-Diff-Generator, which diffs two game image
.binfiles into the randomizer's preset write format (JSON, CSV, or randomizer writes), accounting for CD-ROM sector layout. - NocturneRecomp - Static recompilation of Castlevania: Symphony of the Night (Xbox Live Arcade) for Windows and Linux, built on the ReXGlue SDK.
- MariaGfxImport - Builds the PS1 version's "Maria" graphics chip data for Symphony of the Night by extracting assets from the PSP Dracula X Chronicles ISO image, using sotn-decomp.
- SotN_StageEditor - Editor for the tilemap layers of Symphony of the Night's stages, written in C with the Allegro 4.2 runtime.
- saturn-sound-player - Offline player for Sega's Saturn sound library, playing Symphony of the Night's in-game sequenced sound effects (Japanese retail
0.BIN) and Scorcher's.MUSsongs from the user's own game files, with Ymir emulating the 68k and SCSP in low-level mode or a C++ reimplementation of Sega's sound driver in high-level mode. - CurseLament-Tool - Tool for managing Castlevania game files for PlayStation 2.
Elebits¶
- noclip.website (Elebits) - In-browser Elebits (Wii) level viewer, built on noclip's NW4R/BRRES loader.
Enthusia Professional Racing¶
- EnthusiaVolumeFS - Extract files from Enthusia Professional Racing volumes (PS2). Supports SLPM_68519 (Subaru Demo), SLPM_65948 (Japan), SLUS_20967 (US), and SLES_53125 (Europe).
Love Plus¶
- NLPUnpacker - Unpacker for New Love Plus's (Nintendo 3DS) img.bin archive.
Zone of the Enders¶
- tools-zoe (Vivid Transparency) - Tools for working with files from Zone of the Enders (PS2).
- Formats: ZOE.DAT/PAK archives, SDX sound archives (EFX/MDX sequences, WVX wave archives → VAG), PSS video/audio streams (M2V/VAG/subtitle demuxing), TEX textures.
- Tools:
dat-extract,pak-extract,sdx-extract,efx-splitter,mdx-parser/mdx-splitter,pss-demux,subtitle-convert,tex-to_image,wvx-extract. - See also the same author's ArmsDepot (archived) for unpacking Zone of the Enders 2's STAGE.DAT archives.
- CyArchiveTool - Tool to extract and repack the .pack archive files from the PC version of the game Zone of Enders 2 MARS.
- See also CyArchivePathGenerator, a companion tool that generates file paths for files stored in those .pack archives from a text file of candidate paths.
- Zoe2PacTool - Unpacks (all files, a single file, or just the filenames) and repacks the .pac archives in the atlas folder of Zone of the Enders 2, with separate modes for the Hexadrive HD Collection version and the PC/PS4 versions.
Yu-Gi-Oh! GX: Duel Academy¶
- yugiohgx-da - Reverse-engineering toolkit for Yu-Gi-Oh! GX: Duel Academy (GBA) with a CLI for extracting/patching card artwork, duelist sprites, and location thumbnails, plus extracting and patching string tables.
Yu-Gi-Oh! Tag Force¶
- CIPTool - Unpacks and repacks CIP/CPM card art package files from the Yu-Gi-Oh! Tag Force series (PSP).
- ehppack - Unpacks and repacks EHP archive files from the Yu-Gi-Oh! Tag Force series (PSP).
- tagforcestring - General-purpose string data utility for the Yu-Gi-Oh! Tag Force series (PSP), designed to aid translation.
- TFSndEdit - Extracts and repacks the
SNDDATsound banks of Yu-Gi-Oh! Tag Force (PSP), tested with Tag Force 1 and 6; needs the SHDS sound header from the executable (EBOOT.BIN). - TagForceMusicEx - Earlier, simpler extractor for the AT3 music files (no repacking).
- EHPScanner - Scans for and extracts EhFolder (EHP) archives embedded in files, mainly Tag Force EBOOT files, with autodetection and filename assignment.
- YGTool - Converts Yu-Gi-Oh! PSP/Nintendo DS game files to editable formats and back; currently supports Yu-Gi-Oh! GX: Tag Force 2 (
.ehparchives,.gimimages in 4bpp/8bpp/DXT1, Huffman and Gzip compression, and.bintext).
Pop'n Music¶
- pop'n rhythmin (source reconstruction) - Reconstructed source code for pop'n rhythmin (jp.konami.popnmusic), the mobile spin-off of Konami's Pop'n Music series, recovered from the original iOS binary's embedded debug/assert strings and RTTI; requires the original game's IPA to build.
- SH-Save-Editor - Save file editor for a Silent Hill title.
REFLEC BEAT¶
- expert-xylophone - Reconstructed source of REFLEC BEAT plus (
jp.konami.rbplus), Konami's iOS rhythm game, recovered from the shipped binary; requires your own IPA with the game assets to build.
jubeat¶
- jubeat plus (source reconstruction) - Reconstructed source code for jubeat plus, Konami's iOS jubeat spin-off, recovered from the shipped binary; requires your own IPA with the game assets to build. By the same author as the pop'n rhythmin and REFLEC BEAT plus reconstructions above.
Green Beret¶
- ZXSpectrumGreenBeret - Fully documented, reverse engineered source code for the ZX Spectrum version of Green Beret.
Konjak¶
Iconoclasts¶
- Iconoclast-Translation-Tool - Extracts and repacks Iconoclasts'
diascript file to/from gettext.pofor translation, for the PC and PS Vita versions.
Sacnoth (Koudelka)¶
- Koudelka-Noesis-Plugin - Noesis plugin for Koudelka models and animations.
PUBG (Krafton)¶
- pubg-maps - Extracts and converts PUBG's (Erangel, Erangel Classic, Miramar, Sanhok, Vikendi, Karakin, Camp Jackal) and Fortnite's (Apollo, Papaya, Athena) Unreal Engine terrain tile textures (.tga/.ubulk, exported via UE Viewer) into lossless 16-bit height and 8-bit normal PNGs.
- ifs-unpacker - Extractor for the
.ifs/.nifsarchive format used to package PUBG Mobile's game data. - pubg-unpacker - C extractor for PUBG Mobile's
.pakfiles, targeting versions prior to the 1.1.0 update. - PR-Pak-Tool - Cross-platform tool to unpack
.pakfiles across multiple PUBG variants (PUBG Mobile, PUBG Mobile Lite, Game For Peace); repacking is planned but not yet implemented. - PUBGLiteExplorerWV - Tool for browsing and exporting content from PUBG Lite pak files.
LEGOLAND (Krisalis Software)¶
- legoland - Matching decompilation of LEGOLAND (2000), the LEGO theme-park management game, in the style of the LEGO Island decompilation. Uses reccmp to verify recompiled functions byte-for-byte against the original binary via the wibo PE loader.
Kuju London¶
- PF2-BMP-Editor - .pf2 file editor for Battalion Wars 2 (BWii).
- Battalion-Wars-SFX-Editor - Sound effects editor for Battalion Wars.
- MeltyTool (BattalionWars) - Battalion Wars format viewer/exporter.
- battalion-level-editor - Level editor for Battalion Wars.
- battalion-tools - Collection of tools for working with Battalion Wars files.
- bw-model-viewer - Model viewer for Battalion Wars.
- bwterrain-blender - Blender addon for Battalion Wars terrain.
- bw-restool - Resource tool for Battalion Wars files.
- bw-texture-conv - Texture converter for Battalion Wars.
- bw-restool-GUI - Battalion Wars Unified Tool combining restool and texture converter. Handles RES archive extraction and texture file conversion with automatic game version detection for both BW1 and BW2.
- BW2_Custom_Unit_Maker - GUI tool for creating custom unit variants in Battalion Wars 2 (Wii).
- bw_lua_docs - Documentation of Battalion Wars/Battalion Wars 2 Lua functions.
Kuro Games¶
Wuthering Waves¶
- WWMI-Tools - Blender addon for importing and modifying 3D models, animations, and textures from Wuthering Waves game files.
- WuwaTools - Collection of Wuthering Waves reverse-engineering scripts.
- Tools: protodumperv2 (Protobuf message dumper), fbsdumper (FlatBuffers schema dumper), WWParser (BinData/TextMap parser for the game's ConfigDB).
L¶
Team Bondi (L.A. Noire)¶
- LANoireNX - Python scripts for repacking modified files back into L.A. Noire's Nintendo Switch port archives (BIG/WAD/DDS formats).
Invictus Games (L.A. Street Racing)¶
- lasr-editors - Windows GUI vehicle-data and save editors for the original L.A. Street Racing (2006); the vehicle editor patches numeric literals in the per-part class bytecode inside
classes.zippackages. README states the code was AI-generated and some parts are unverified.
Lab Zero Games¶
Indivisible¶
- indivisible - Tool to extract
.pkgfiles from Indivisible.
ZOOM Inc. (Lagoon)¶
- lagoon_x68k_trans - English translation patch for Lagoon, the Japan-exclusive Sharp X68000 action RPG; as far as the author knows, the only attempt to translate the original X68000 version rather than the altered SFC/SNES port.
Climax Entertainment (Landstalker)¶
- landstalker_editor - Tool for extracting, viewing, editing, and re-inserting the various data found in Landstalker (Sega Genesis) ROMs and its disassembly.
- landstalker_disasm - Landstalker (Sega Genesis) ROM disassembly.
- landstalker_tools - Collection of tools for editing the compressed/encoded assets found in Landstalker and other Sega Genesis games.
- landstalker_engine - Reimplementation of the DDS520 engine used by Landstalker, running on modern hardware (SDL3) while loading the original game's assets.
Larian Studios¶
- dos2de_collada_exporter - Blender addon for importing/exporting Collada and glTF models from Baldur's Gate 3 and Divinity: Original Sin 2.
- Norbyte's Baldur's Gate 3 Script Extender - Baldur's Gate 3 Script Extender.
- Native Mod Loader - Native DLL plugin loader for Baldur's Gate 3.
- BG3-DialogsBinary-Node-Editor - Node-based editor for Baldur's Gate 3 dialog binary files.
Divinity: Original Sin 2¶
- DoS-2-Savegame-Editor - Save game editor for Divinity: Original Sin 2.
- LSLib - Tools for manipulating Divinity Original Sin and Baldur's Gate 3 files including archive extraction.
- Norbyte's Divinity Script Extender - Divinity: Original Sin 2 script extender toolkit adding features to the scripting language of the game.
Divine Divinity / Beyond Divinity¶
- DivEdit - Level and asset editor for Divine Divinity and Beyond Divinity (Larian Studios), parsing proprietary packed archive formats (CPackedb, CPackedi) with LZO compression; supports editing terrain, textures, and game objects.
- Beyond-Divinity-Translation-Tool - Translation tool for Beyond Divinity (extract/repack .cmp, .gsm).
- OsirisRE - Reverse-engineering project for Larian's Osiris VM, the scripting engine behind Divine Divinity's story files.
- Contents: DLL wrapper/import library for OsirisDLL.dll, a compiler wrapper for building
story.000script files from.divsources, and an ASI-loader mod that fixes INIT-goal recompilation breaking vanilla scripts. - DivineDivinity_StoryEditor - GUI story/script editor for Divine Divinity, built on OsirisRE above.
- bg3-dialog-reader - Tool to view, extract, convert, and listen to dialog files from Baldur's Gate 3.
- bg3-dds-convert - Batch texture converter for Baldur's Gate 3 modding, converting PNG/JPG/BMP/TGA/TIF/HDR images into game-accurate .DDS files using the same texconv settings BG3 itself uses per icon type, verified by inspecting the game's shipped assets.
- BG3SE (Savegame Library) - Baldur's Gate 3 savegame library and editor parsing LSPK/LSF/LSMF from scratch to decode abilities, classes, feats, XP, and items. Not related to Norbyte's Script Extender of the same abbreviation; character edits currently produce saves the game won't load (read-only in practice).
- dos2de-save-game-editor-macos - macOS-compatible save game editor for Divinity: Original Sin 2 - Definitive Edition.
MiCROViSiON (Legend of Galactic Heroes)¶
- LoGHTools - Modding tools for Legend of Galactic Heroes (2008, PC).
Contrail (Legend of Legaia)¶
- LegaiaText - Text editor for Legend of Legaia.
Obb Studio (Legend of Mortal)¶
- lom_modkit - Visual story-modding toolkit for Legend of Mortal (活侠传); a graphical editor (no Lua required) for character dialogue, scene staging, branching plots, and music/sound cues, using the game's own characters/scenes/systems, exporting standalone
.lommodmod packages loaded by an in-game plugin. - lom_save_analyzer - Read-only, browser-based save analyzer for Legend of Mortal (活侠传); implements a custom MS-NRBF parser for
.datsave slots and cross-references the game's own data tables and story text for global collection tracking. - mortal-save-editor - Python CLI save editor for Legend of Mortal (活俠傳) that patches values directly in the binary
Save_XXX.dat(length-prefixed key + little-endian int32 pattern), covering money, martial points, sect stats and character attributes.
LEGO Desktop Toy¶
- ldtsmash - Library and CLI for listing, extracting, and rebuilding LEGO Desktop Toy's
smash.ndx/smash.wadarchive pair. - ldtshp2bmp - Converts LEGO Desktop Toy's
.SHPpixel/.PALpalette image pairs to indexed BMP files.
LEGO Digital Designer¶
- LIF-Extractor - Extracts LEGO Digital Designer's LIF archive files.
TT Games (LEGO Island)¶
- isle (decomp) - Matching decompilation of LEGO Island (1997).
- Lego-City-Undercover-Decompilation (decomp) - Matching decompilation of Lego City Undercover.
- BionicleHeroesTools - Blender plugin for importing Bionicle Heroes files. Supports NUP and HGP model formats and PAK archive extraction. Requires Blender 3.1 to 3.5.
- LegoTools - Tools for working with LEGO game file formats.
- FUSExplorer - Tool for editing LEGO games by unpacking and repacking .loc and .fib archive and localization file formats.
- NuXtractor - Extracts textures and models from Lego Star Wars: The Video Game (PC/Xbox) map files. Deprecated by its author in favor of the unreleased StudSmelter successor.
- nu-blender - Modern Blender addon for importing scene files from the PC and Xbox versions of LEGO Star Wars: The Video Game (.nup and .nux formats).
- DATOneArchiver - Clean-room RE tool for extracting, modifying, and building TT Games DAT archive files.
- MightyStruct - .NET reimagining of KaitaiStruct for binary format declaration, used internally by NuXtractor for LEGO games asset extraction.
- QuesoStruct - C# source-generation library for writing binary serialization code (read/write) for TT Games and related binary file formats.
- CFS.SnabNet - .NET implementation of the SNAB stream format, used in TT Games modding tools.
- SNAB - Struct n' Array Binary (SNAB) format spec for serializing and deserializing struct and array data, underlying CFS.SnabNet.
- SNAB.py - Python implementation of the SNAB binary serialization format.
- BactaTank-Classic - Character creator and viewer for LEGO Star Wars: The Complete Saga, LEGO Indiana Jones: The Original Adventures, and LEGO Batman: The Videogame, previewing models directly from game files.
- SIEdit - Fully graphical viewer and editor for the SI streaming asset pack format used by LEGO Island, supporting textures, sounds, animations, path information, FMVs, and game logic/metadata.
- isle-portable - Portable version of LEGO Island (1997), built on the isle decompilation, reading and running with the original game's SI asset files.
- racers (decomp) - Matching decompilation of LEGO Racers (1999), modeled after the LEGO Island decompilation.
- racers-portable - Portable reimplementation of LEGO Racers (1999) built on the matching decompilation, loading and parsing the original game's assets.
- lego-tt-nxg-formats - Data format descriptions for Traveller's Tales' LEGO games of the NXG (next-generation) engine era.
- TTGames-Extraction-Tools - Collection of TT Games extraction tools originally created by 'sluicer' on Rock Raiders United, decompiled and preserved for researching TT Games' LEGO titles.
- BacTSH - DX11 texture sheet tool for TT Games' titles released after LEGO Batman 3: Beyond Gotham, for creating and editing texture pages.
- LEGO-Modding-Tool - Modding tool for LEGO Star Wars: The Complete Saga supporting mesh and texture import into the game's files.
- BrickBench - Map editor for TT Games' LEGO titles. See also OpenGGEngine's fork with additional features.
- Diorama - Tool for viewing and editing the 3D geometry used in Traveller's Tales' LEGO videogames.
- BrickVault - Cross-platform archive extractor for TT Games' LEGO titles, from the original LEGO Star Wars through the LEGO Harry Potter Collection and LEGO Star Wars: The Skywalker Saga, handling LZHAM- and Oodle-compressed archives.
- DATManager - C# program for extracting files from newer Traveller's Tales (LEGO Dimensions and later) .DAT archives.
- DATPacker - Builds and manages LEGO Dimensions .DAT archives.
- Hologram - LEGO Dimensions level viewer and exporter, with a full level editor planned.
- GCMAudioConverter - Converts stereo WAV files to the GCM music format used by Wii-era LEGO games.
- CBXDecoder - Converts TT Games CBX (ChatterBoX) audio files into WAV files.
- anomaly - Open-source mod loader for LEGO Dimensions on PS4, handling the game's archive/asset formats to load mods.
- SEEditor - SoundEvent editor for LEGO Dimensions sound_event files.
- LEGOIslandRebuilder - Launcher and mod/patch tool for the 1997 video game LEGO Island, from the isledecomp organization behind the isle decompilation.
- saga (decomp) - Matching decompilation of LEGO Star Wars: The Complete Saga, from the ttdecomp organization (sibling project to isle and racers).
- TravellersTalesPSXCollisionViewer - Collision and GFX model viewer for Traveller's Tales' shared PSX-era 3D engine, reading data from PSX emulator savestates.
- Games: Rascal, A Bug's Life, Toy Story 2, Toy Story Racer, Muppet Race Mania, The Weakest Link, Buzz Lightyear of Star Command.
Toy Story 2¶
- Toy-Story-2-Modding - Tools and decompiled assets for Toy Story 2 (1999), documenting the NGN file format (character models, animations, level geometry/textures, area portals, shape links).
- ToyTwoToolbox - Editor for Toy Story 2, loading and saving .SAV save files and .NGN level/model files.
- Toy2LevelDump - Extracts level format data from Toy Story 2.
- ToyStory2Fix - Compatibility fixes and enhancements for the PC version of Toy Story 2, including widescreen support and increased render distance.
Toy Story Racer¶
- TSR-PS1-Tools - Tools for extracting Toy Story Racer (PS1) in-game files.
Sonic R¶
- sonic-r - Decompilation/reimplementation of Sonic R (1997) for modern platforms, currently able to generate a Sega Dreamcast CDI of a beta build.
- sonicr-mod-loader - Mod loader for the 2004 PC version of Sonic R.
- RAW2BMP - Console converter between Sonic R's headerless 24-bit
.raw/.plytexture files (dimensions inferred from file size) and BMP; also includes a MapConverter that builds a map image from a.plyfile. - Sonic-R-Utilities - Archived. Python utilities for Sonic R files: convert tracks and character models to/from Wavefront OBJ, a Blender track importer, a model part reorder script and a modified character model viewer.
- NTT-Model-Dumper - Tool to dump .model files used by Lego Star Wars: The Skywalker Saga.
- tt-save-editor - Browser-based save editor for LEGO Batman: Legacy of the Dark Knight. Decrypts the RC4-encrypted, fixed 32-byte-key save file and parses its Unreal Engine 5 GVAS fields by name to fix the "created on an updated version" error, unlock collectibles and characters, and edit mission progress. Runs entirely client-side.
- Tt-Games-quickbms-scripts - QuickBMS scripts for extracting and modding archives from games made by TT Games.
- LegoRacers2Explorer - Browser and exporter for LEGO Racers 2's game files.
LEGO Loco¶
- LEGO-LOCO-Decompression-Tool - Decompresses LEGO Loco's proprietary bitmap/image compression format (ported from the original ASM) to BMP/raw output, for modding and resource extraction.
- LocoDecomp - AI-assisted decompilation of LEGO Loco's engine binary (
Loco.exe), documenting the game'sresource.RFDarchive and TileKind resource-ID system along the way.
LEGO Racers¶
- Lego-Racers-Mod - Modding tools and experiments for LEGO Racers (1999), working with the game's original files.
Attention to Detail (LEGO Racers 2)¶
- UNGTC - Extracts and rebuilds Attention to Detail's ATD GTC archives (GAMEDATA.GTC/FILELIST.INF/COMPRESS.INF) used by LEGO Racers 2, handling both known format versions and its LZ-style compression.
- atdstrings - Converts LEGO Racers 2's ATD binary string-table format (DBCS-aware key/value pairs with a charset table) to and from human-editable text via
txt2bin/bin2txt.
Data Design Interactive (LEGO Rock Raiders)¶
- legorockraiders-analysis - Reverse engineering and decompilation of LEGO Rock Raiders (1999), covering the underlying Gods98 engine shared with Data Design Interactive's earlier titles. Includes a Ghidra archive, decompiled source dumps, and a VS Code syntax-highlighting plugin for the game's scripting/config formats.
- manic-miners-level-indexer - Level format indexer for Manic Miners, the community-built continuation of LEGO Rock Raiders' Gods98-derived level format.
- vscode-manic-miners - Visual Studio Code extension for Manic Miners
.datlevel files, with syntax highlighting for theinfo,tiles,height,resources,objectives, entity andscriptsections,infofield completion and hover docs, and a live visual map preview with tile-replacement quick actions. - manic-map-tools - TypeScript toolset for parsing Manic Miners
.datlevel files, to clean map files, render PNG images and thumbnails, check tile integrity, and compute map statistics such as size, elevation, and ore and crystal counts. - manic-miner-map-renderer - Related package that reads Manic Miners
.datmap files and renders full-size PNGs and thumbnails of the tile layout. - lrr-tech-docs - Technical documentation wiki (reStructuredText) covering LEGO Rock Raiders' engine internals and file formats (textures, models), for modding and preservation purposes. Archived/inactive.
LEGO Universe¶
- lu-assets - C++20 library with cross-platform parsers for LEGO Universe client asset formats, including DDS, FSB, Havok, and TGA.
- lu-rebuilt - Cross-platform remake of the LEGO Universe client, reading the original game's assets.
- cdclient-manager - Manager for LEGO Universe's CDClient SQLite database, with a table editor, schema patching, loot/vendor editors, and an integrated skill editor.
- zone-tools - LUZ/LVL zone file editor and CLI converters for LEGO Universe.
- model-tools - Viewers for LEGO Universe's NIF, HKX, and LXFML 3D model formats.
- pk-tools - Extractor and viewer for LEGO Universe's PK archive format.
- audio-tools - FMOD audio extraction and conversion tools for LEGO Universe.
- fdb-tools - Converter and viewer for LEGO Universe's FDB database format.
- navmesh-tools - Navigation mesh editor for LEGO Universe zones.
- terrain-viewer - Viewer for LEGO Universe zone terrain heightmaps.
- skill-editor - Behavior tree editor for LEGO Universe skills.
- psb-editor - Editor for LEGO Universe's ForkParticle PSB particle-effect format.
- blender-lu-physics - Blender add-on for authoring LEGO Universe Havok collision geometry.
Level-5¶
- Metanoia - Model viewer and research tool for Level-5 games.
- MeltyTool (Level5) - Level-5 format viewer/exporter for games like Dark Cloud and Professor Layton.
- blender-ymd-io - Blender addon for decompiling .ez files and converting .ymd files to Blender.
- Formats: .ez, .ymd (Level-5 YMD model format).
- CfgBinEditor - Level 5 Bin Editor
- Fougere - Level-5 games tool.
- level5_material - Convert .mtr to .json and back
- Level5Outline - Converter for Level-5 outline files. Converts .sil (XCSL) format to JSON and back for easier editing.
- Level5ResourceEditor - Level-5 Resource Editor (RES.bin)
- Nyanko - Level 5 Text Editor
- Pingouin - Level 5 Archive File Manager
- studio_eleven - Blender addon for Level-5 3DS file formats.
- Formats: XPRM (3D mesh), XPCK (archives), XMTN (bone animation), XIMA (UV animation), XMTM (material animation), XCMA (camera).
- Games: Inazuma Eleven GO series, Yo-Kai Watch series, Professor Layton vs. Phoenix Wright.
- StudioElevenLib - Additional C# library for files supported by the Studio Eleven Blender Addon
- studio_collection - Collection of Blender addons for Level-5 3DS 3D files, bundling Studio Eleven with Studio Optimizer (reduces face counts and splits models using more than 24 bones before export) and Studio X (imports Unity models, textures, animations and cameras from Inazuma Eleven Cross for export via Studio Eleven).
- XtractQuery - Command-line tool to decompile and recompile script files (.xq, .xs) from Level-5 3DS games and (.cq, .lb, .gds) from Level-5 NDS games.
Mobile Suit Gundam AGE¶
- Gundam-AGE-PSP - Asset research tools and age_viewer (Windows) for the Level-5-developed Mobile Suit Gundam AGE PSP game. Extracts XPCK/IMGP/XMPR formats with mesh/texture preview and glTF/OBJ export.
Dark Cloud¶
- dcdecomp (decomp) - Matching decompilation of Dark Cloud (PS2).
- OpenCloud - Open-source reimplementation of the Dark Cloud games, starting with Dark Cloud 2, reading the original game's data files.
- DCExtractor - Unpacker/converter for PS2-era Level-5 games, targeting Dark Cloud 1 & 2.
- Formats: DAT/HD2/HD3 root archives; MDS/WGT/MOT/BBP models; IMG/TM2 textures; PAK/CHR/EFP/IPK/MPK/PCP/SKY/SND package archives.
- Features: Converts models to Wavefront OBJ or Studiomdl SMD (with skeleton/weights) and images to PNG; extraction only, no repacking.
- DarkCloud (LightCloud/WhiteCloud) - WhiteCloud unpacks and LightCloud repacks Dark Cloud 1 & 2 .DAT archives described by their .HD2/.HD3 index files.
- paktools (Level-5 PS2) - Cross-platform (Windows/Linux) command-line tool for managing Level-5 PS2 package files (.chr, .pac, .pak, .snd) used in Dark Cloud and other Level-5 PS2 titles.
- DarkCloud-Toolkit - Modding compendium for Dark Cloud, bundling known community tools (7-Zip, dcmds, Deswizzle, etc.) alongside file format documentation and manual editing techniques.
- Blender-Tools-For-Dark-Cloud - Blender plugin for importing and exporting Dark Cloud 1 .chr character files.
- Dark-Cloud-2-Data-Editor - GUI editor for Dark Cloud 2 gameplay config files (comdat.cfg, comdatmes1.cfg, robodat.cfg, wepdat.cfg), covering weapons and ridepod parts.
Inazuma Eleven¶
- Inazuma-Eleven-Toolbox - Toolbox for Inazuma Eleven game files.
- EnumaLimunada - Converter for Inazuma Eleven GO models. Converts IEGO CS/Galaxy model formats to IEGO format.
- GetNPCPos - Converting minimap coordinates to real NPC positions in Level-5 games
- IEGOFormationEditor - Formation editor for Inazuma Eleven GO series. Edit formations and strategies for Inazuma Eleven GO, Chrono Stone, and Galaxy.
- InazumaElevenGoMapenv - Compiler and decompiler for mapenv files used in Inazuma Eleven GO games.
- InazumaElevenGoScript - Documentation and research on Squirrel scripts used in Inazuma Eleven GO games. Covers script format, event system, and reverse engineering notes.
- InazumaElevenMapEventEditor - Map event editor for Inazuma Eleven GO games.
- InazumaElevenSaveEditor - Save editor for Inazuma Eleven GO series. Supports Inazuma Eleven GO, Chrono Stone, and Galaxy.
- InazumaDSEditor - ROM editor for Inazuma Eleven 1 and 2 (NDS). Edit player data from unitbase.dat, unitbase.STR, and unitstat.dat directly in ROM.
- inz_cond - Condition compiler and decompiler for Level-5 3DS games. Converts Base64-encoded condition data to human-readable C/Squirrel code and back. Supports Inazuma Eleven GO condition system.
- Lynx - Comprehensive game editor for Inazuma Eleven GO Light and Shadow. Includes charabase editor, charaparam editor, shop editor, skill editor, script editor, map viewer, and save editor.
- mini_map_converter - Mini map converter for Inazuma Eleven GO series. Converts mini map formats between IEGO and CS/Galaxy versions.
- MyTagsIE - Enhanced tag definitions for CfgBinEditor. Provides labeled field names for editing .cfg.bin files from Inazuma Eleven GO games.
- Ocelot - Map event editor for Inazuma Eleven GO Light & Shadow. Edit map information, events, NPCs, and heal points with visual interface.
- projectz - Modding template and toolkit for Inazuma Eleven GO Light/Shadow. Provides template for modifying code.bin, enhancement patches, and game documentation. Includes Squirrel scripting engine integration.
- Strikers2013Editor - Modding tool and save editor for Inazuma Eleven GO Strikers 2013. Edit moves and player information.
- UltimateGalaxyRandomizer - Randomizer for Inazuma Eleven GO Galaxy. Randomizes player elements, positions, move power, and other game elements.
- ie3ogres (decomp) - Matching decompilation of Inazuma Eleven 3 - Sekai e no Chousen: The Ogre!! (NDS).
Yo-Kai Watch¶
- Albatross - Game editor for Yo-Kai Watch series. Modifies game data files (yokai tribe, attacks, soultimates) for Yo-Kai Watch, Yo-Kai Watch 2 (BF/FS/PS), Yo-kai Watch 3, and Yo-Kai Watch Blasters.
- YKWrandomizer - Randomizer for Yo-Kai Watch, Yo-Kai Watch 2 (Psychic Specters) and partially Yo-kai Watch 3 (EU/US). Reads and rewrites Level-5 game data via bundled XPCK/ARC0 archive and CfgBin support to randomize yo-kai tribes, stats, attacks and evolutions.
- yw-cond - Web-based UI and toolkit for parsing, decompiling, analyzing and generating Yo-kai Watch Conds (CExpressions). Supports Yo-kai Watch franchise condition system with more complex features than Inazuma Eleven GO.
- madhatter - Low-level library for data formats used by early Nintendo DS Professor Layton games (Curious Village through Unwound Future), handling asset/archive unpacking, LZ77/RLE/Huffman compression, scripts, animations, backgrounds, and save files.
- InazumaElevenSaveEditor - Save file editor for the Inazuma Eleven series.
Ni no Kuni¶
- NinoImager - Batch image importer/exporter for Ni no Kuni: Shikkoku no Madoushi (NDS). Supports NPCK pack files (N2D/N3D) and NitroImage formats: NCLR/NCGR/NSCR backgrounds, NCLR/NCGR/NCER sprites, and BTX0/BMD0 textures.
- NiNoKuni - Save data editor for Ni no Kuni (Switch).
Professor Layton¶
- widebrim - Playable high-level reimplementation of the engine for Professor Layton and the Diabolical Box / Pandora's Box (LAYTON2, NDS), loading the original game's data.
- widebrim_editor - High-level editor for LAYTON2 game files, built for the widebrim engine.
- widebrim_hd - Work-in-progress high-level reimplementation of the LAYTON2 HD remaster's engine.
- tools_motdm - Tools for understanding files from Professor Layton and the Mansion of the Deathly Mirror.
- madhatter - Low-level library for asset, archive, scripting, animation, background, database, savefile, room, and puzzle formats across the NDS Professor Layton trilogy (Curious Village, Diabolical Box, Unwound Future), with the most complete support for Diabolical Box; supersedes the archived tools_layton3.
- LayTea - Modding tools and .NET library for Professor Layton - London Life (NDS), covering DARC/DENC/ARCHIVE containers, DENC-LZSS and LZX compression, MSG text (with PO import/export), ACL/ACG/ACB palettes/pixels, and ASC/NCCL/NCCG/NCSC screen maps.
Deck Nine (Life is Strange: Before the Storm)¶
- LSBExtractImport - Console tool for extracting
.lsbsubtitle files from Life is Strange: Before the Storm to.txtfor editing, and importing them back.
Innoxia (Lilith's Throne)¶
- LTSaveEd - Browser-based save editor (Blazor WebAssembly) for Lilith's Throne, editing player/NPC names, stats, attributes, and body configuration in save files.
Artem Skakunov (Little Bombers Returns)¶
- ArtemSkakunovResourceExtractor - Extraction tool for "Artem Skakunov's resource file", a custom archive format used by Little Bombers Returns (Alawar Entertainment, 2004), reverse-engineered from scratch (no prior documentation existed) from the game's
resource.dat; covers both zlib-compressed text/data entries and image/sprite entries. Now integrated into GameExtractor.
Little Witch Nobeta¶
- LittleDecryptedNobeta - JavaScript save and achievement progress viewer/editor that decrypts and re-encrypts Little Witch Nobeta save data.
Sean Young (Littlewood)¶
- LittleTownViewer - Save editor for Littlewood.
Looking Glass Studios¶
System Shock¶
- hacked - HackEd, the main graphical resource/level editor of the InkyBlackness project, editing System Shock 1's proprietary archive and level data.
- shockmac - Official GPL source code release of System Shock (PowerMac version) by Night Dive Studios, including the original engine and its file format implementations.
- Shockolate - Minimalist, cross-platform System Shock source port built on Night Dive's official PowerPC source release, implementing the original engine's file format handling.
- chunkie - InkyBlackness project CLI tool providing import/export access to System Shock 1's proprietary resource files, complementing the project's HackEd GUI editor.
- ss-specs - Unofficial System Shock 1 Specifications, documenting the game's proprietary resource/archive and level data formats; continuation of the earlier System Shock Hack Project (TSSHP) research.
System Shock 2¶
- shock2quest - Engine recreation of the Dark Engine targeting Meta Quest VR, reading original System Shock 2 game data files. See also Dark Engine for general Dark Engine format tools.
Thief¶
- KCTools - Tools for working with Thief fan missions under the NewDark 1.27 engine.
- Features: Multithreaded lightmapper (KCLight) as a drop-in replacement for DromEd's single-threaded lighter — dramatically faster (up to 185× speedup) with better shadow accuracy; model exporter converting NewDark .BIN models to .GLB (GLTF binary) with sub-object hierarchy and bundled textures.
Ultima Underworld¶
- UnderworldExporter - Unity-based reimplementation and asset exporter for Ultima Underworld I & II; loads original game levels, geometry, textures, objects, and save files. Development has since migrated to UnderworldGodot.
- UWReverseEngineering - Reverse engineering research for Ultima Underworld I & II; includes IDA Pro 5 databases (UW.idb / UW2.idb) with annotated disassembly and a detailed game mechanics guide.
- See UltimaHacks under Origin Systems → Ultima VII below; its assembly patches and UltimaPatcher executable-patching tool also add mouse-look and other engine changes to Ultima Underworld I & II.
- UnderworldAdventures - Project to recreate Ultima Underworld 1: The Stygian Abyss for modern operating systems, reading and rendering original game files.
- Ultima-Underworld-Save-Editor - Work-in-progress C# save game editor for Ultima Underworld.
- UUUSaveEditor - Python save editor for Kweepa's Unity port of Ultima Underworld that decompresses the
.json.gzsave slots, edits character stats and skills, and repacks them.
Looney Tunes: Carrot Crazy¶
- carrotpatch - Map editor (work in progress) for the Looney Tunes: Carrot Crazy disassembly project.
Mike Singleton (Lords of Midnight)¶
- lords-of-midnight-disassembly - Unofficial disassembly of both the ZX Spectrum and PC DOS versions of The Lords of Midnight (1984), reconstructing readable source code from the original binaries.
Deck13 Interactive (Lords of the Fallen)¶
- LOTF.PKG.Tool - Tool for extracting PKG archives from Lords of the Fallen (2014).
Lords of Xulima¶
- LoX_Editor - C# save game editor for Lords of Xulima; edits the XML save (repacking it and setting the password as needed) with a dialog for saved characters.
Lost Saga¶
- mxs_lost_saga_online_pc - MaxScript for importing
.msh3D models from Lost Saga Online.
Magnetic Fields (Lotus Esprit Turbo Challenge)¶
- lotus-ste - Reverse-engineered enhancements to the Atari ST version of Lotus Esprit Turbo Challenge (1990), adding STE-specific Blitter-rendered graphics and digital sound support.
KLab (Love Live! School Idol Festival ALL STARS)¶
- reversing-sifas - Reverse-engineering diary for the mobile rhythm game Love Live! School Idol Festival ALL STARS; documents the game's encrypted
masterdata.dbSQLite database (customklb_vfsVFS, key derivation) and the client-server login/asset-sync protocol (RSA-encrypted requests,asset_stateasset-pack tracking), with Python snippets for decrypting and querying the master database directly.
Love Once¶
- LoveOnceExt - Extraction tool for the PS3 game Love Once: Mermaids' Tears (BLJM60322), unpacking
data.bin/list.bininto CG/background and character DDS textures plus BGM/SE/voice BNK audio.
Crazy Diamond (LoveBeat)¶
- LoveBeat_Tools - Suite of tools for extracting, analyzing, exporting, and visualizing assets from the LoveBeat rhythm game engine (and its LoveRitmo regional release), decrypting the game's containers to SLK, OBJ, OGG, DDS, XML, GLB, and JSON.
Lowiro¶
Arcaea¶
- ArcCreate - Community-made rhythm game editor and player for Arcaea, built with Unity; reads and writes the game's
.affchart file format. - Arcade-plus - Continuation of the original Arcade editor (taken down via DMCA takedown) for previewing and editing Arcaea's
.affchart files. - vscode-arcaea-file-format - VS Code extension for reading and editing Arcaea
.affchart files, with syntax highlighting, snippets, parsing, and semantic diagnostics for known metadata and events. - Arcaea-server - Local server reimplementing Arcaea's Flask-based client-server API for offline/private play.
- Arcaea-Bundler - Bundles and debundles Arcaea's content bundle files.
Asmik Ace Entertainment (LSD: Dream Emulator)¶
- lsddecomp (decomp) - Matching decompilation of LSD: Dream Emulator (PS1).
Johan Kotlinski (LSDj)¶
- lsdj-decompiled - pret-style, byte-exact disassembly of LSDj (Little Sound Dj) 9.4.0 for the Game Boy, with full symbol coverage (~8,800 named symbols) and annotated RAM/SRAM maps.
- LSDPatcher - Tool by LSDj's creator for modifying songs, samples, fonts, and palettes on LSDj Game Boy ROM images and save files.
- pylsdj - Python library for reading, writing, and editing LSDj's Game Boy save data (songs and instruments).
- lsmc - Little Sound MC, a wxPython GUI multitool for LSDj .sav files built on pylsdj.
- lsdj-rs - Rust library and CLI for manipulating LSDj save files/SRAM, including the .lsdsng song format and LSDj's compression algorithm.
- lsdpack - Standalone LSDj song recorder/player, converting LSDj songs for .gbs conversion or embedding in stand-alone Game Boy ROMs.
- libLSDJ - Cross-platform C library for the LSDj Game Boy save format (.sav) and song format (.lsdsng), including LSDj's compression algorithm. Ships with the lsdsng-export, lsdsng-import, lsdj-mono, and lsdj-wavetable-import command-line tools; used by TommityTom's RetroPlug for save file management.
LucasArts¶
- rogue_squadron64 (decomp) - Matching decompilation of Star Wars: Rogue Squadron (N64).
- SW_RACER_RE (decomp) - Matching decompilation of Star Wars Episode 1: Racer.
- openswe1r - Open-source reimplementation of Star Wars Episode 1: Racer that patches the original game binary at runtime with open-source code (x86 CPU emulation and a Windows API compatibility layer), requiring the original game data.
- scummtools - Tools for SCUMM (Script Creation Utility For Maniac Mansion).
- Grim Fandango model viewer
- Easy Saber Editing Script 2.0 (Star Wars: Jedi Academy) - Script for skipping the saber menu and receiving a default saber in Star Wars: Jedi Academy (v2.0).
- JK editing manuals (Star Wars Jedi Knight: Dark Forces II) - Offline archive of notable JED level editor tutorials for Star Wars Jedi Knight: Dark Forces II.
- jkversions - Uses the official Jedi Knight: Dark Forces II 1.0.1 patch to generate three versions of the JK.EXE binary suitable for using mods or bypassing Steam DRM.
- Urgon - Mod tools and asset extraction utilities for Indiana Jones and the Infernal Machine.
- Tools: gobext (GOB archive extractor), cndtool (CND/NDY level file manipulation, OBJ export), matool (MAT texture editor).
- Formats: GOB, CND, NDY, MAT, KEY, 3DO.
- Indy3DModInstaller - Graphical mod installer for Indiana Jones and the Infernal Machine that unpacks the game files (optionally converting
.CNDlevels to.NDY), installs and uninstalls mods, and can install OpenJones3D. - OpenJones3D - Function-by-function C reconstruction of the Jones3D engine (a Sith engine derivative) behind Indiana Jones and the Infernal Machine, reverse-engineered from the original Indy3D.exe and loading the original game assets.
- SED - Delphi port of the JED level editor for Sith engine games (Jedi Knight: Dark Forces II, Mysteries of the Sith, Indiana Jones and the Infernal Machine), with a rewritten 3D preview and many fixes.
- OpenSith - Engine reimplementation of Jedi Knight Dark Forces II in Unity, parsing and rendering .JKL levels, .3DO models, and .GOB archive containers.
- The Force Engine - Modern reverse-engineered replacement for the Jedi Engine supporting Dark Forces and Outlaws with modern tools including a level editor.
- gorc - Early-development engine recreation of Jedi Knight: Dark Forces II that parses the original game's GOB archives, JKL levels, and 3DO models.
- habitat - Preservation archive of the original 1986 Habitat (Commodore 64 MMORPG) source, restored by The Museum of Art and Digital Entertainment from Lucasfilm Games' technology-transfer tapes.
- Contents: Commodore 64 6502 assembly source and art (
macross), PL/I server source for Stratus VOS, server database tools (ghu/muddle), and design/beta documentation. - OpenJKDF2 - Reimplementation of the Jedi Knight: Dark Forces II engine (Sith engine) built from reverse-engineered original binaries, reading the original game's assets.
- JkGfxMod - Graphics enhancement and compatibility mod for Star Wars Jedi Knight: Dark Forces II, patching the original engine's rendering to run on modern systems.
- Necrofy - Level editor for Zombies Ate My Neighbors (SNES).
- YOGEME - All-in-one mission editor for the X-wing series (X-Wing, TIE Fighter, X-Wing vs. TIE Fighter, X-Wing Alliance), reading and writing the games' original mission file formats.
- swe1r-re - Reverse engineering research and documentation for Star Wars Episode 1: Racer, companion to the same organization's openswe1r reimplementation.
- Star-Wars-Starfighter-C3PO-Converter - Decompiles the C3PO file format used by Star Wars: Starfighter to JSON and back.
- jediknight2blender - Blender addon to import Jedi Knight: Dark Forces II / Mysteries of the Sith level files (.jkl).
- blender-sith - Blender addon for games built on LucasArts' Sith engine (Jedi Knight: Dark Forces II, Mysteries of the Sith, Outlaws).
- jkview - 3D preview tool for Star Wars Jedi Knight: Dark Forces II and Mysteries of the Sith level and model formats.
- gimp-ijim - GIMP 3 plugin for importing/exporting Indiana Jones and the Infernal Machine texture files (.mat), complementing Urgon's matool above.
- swe1r-assets - C#/.NET library, published as a NuGet package, for reading and writing Star Wars Episode I: Racer's proprietary asset formats (models, textures, and data blocks). See also swe1r-assets-unity, a Unity package built on it for bit-perfect importing, modifying, and re-exporting the game's assets from inside the Unity Editor.
- Obi-Wan Importer - Autodesk Maya plug-in that imports levels, environments, props, characters, rigs, textures, and character animations from an extracted Xbox copy of Star Wars: Obi-Wan.
- ROTS Maya Importer - Autodesk Maya 2024.2/2027.2 plug-in that imports complete editor levels, characters, props, textures, materials, skeletons, skin weights, and animations from the Xbox version of Star Wars: Episode III - Revenge of the Sith.
- Maniac.Mansion.Disassembly - Commented disassembly of Maniac Mansion's SCUMM game scripts, with spreadsheets detailing room objects, variables, and their usage.
- mm-explained - Fully-commented, reconstructed disassembly of the Commodore 64 version of Maniac Mansion, covering the main engine code and the game's special disk loaders. See also law-of-the-west-explained, the same author's partial disassembly of Access Software's Law of the West (C64), documenting its branching dialogue system, scoring, and Rapidlok disk-loader protection.
- Jones3D-The-Infernal-Engine Documentation - Unofficial documentation of Indiana Jones and the Infernal Machine's file structures and modding, companion to Urgon's extraction tools above.
- Blender-scripts (Jones3D-The-Infernal-Engine) - Blender scripts for Indiana Jones and the Infernal Machine, exporting objects to NDY/JKL level format and re-importing MAT texture files; requires the blender-sith addon above.
- ImFlagger - Editor for viewing and modifying the 32-bit flags used by Indiana Jones and the Infernal Machine's game scripts.
- swep1r_decomp - Ghidra-derived decompilation reference for the Star Wars Episode 1: Racer Steam executable, feeding type information back into the SW_RACER_RE decompiler effort above.
- Sw_Racer - C tools for understanding Star Wars Episode I: Racer's file formats, extracting models to Collada for use in 3D software.
- swe1r-tools - Python scripts for Star Wars Episode I: Racer covering spline, sprite, and texture block extraction (to OBJ/PNG), SCR-to-WAV audio conversion, executable string extraction for translation, and save data parsing.
- SWE1R-Mods - Collection of texture packs, track modifications, and unpack/repack scripts for Star Wars Episode I: Racer's asset blocks, building on OpenSWE1R's swe1r-tools.
- blender-swe1r - Blender add-on for importing, modifying, and exporting Star Wars Episode I: Racer's proprietary asset (.bin) files.
- Star-Wars-Racer-Revenge-Extraction-Tools - Tools for extracting assets from Star Wars Racer Revenge (PS2), from the same author as the Episode I: Racer tools above.
- DesktopAdventuresToolkit - Unpacker/repacker for Desktop Adventure Games engine archives (Indiana Jones and Yoda Stories), also usable as a Java library. Unpacks zones to Tiled-compatible .tmx files, sounds to .wav/.mid, images to .png, and characters/weapons/puzzles to .xml; can repack either game's archive from an unpacked folder, including converting between the two games' formats.
- DesktopAdventures - Reimplementation of the Desktop Adventures engine (Indiana Jones and his Desktop Adventures, Star Wars: Yoda Stories), parsing the original .DAT game data (VERS, STUP, SNDS, TILE, ZONE, CHAR, and other sections) to run on Linux, 3DS, and Wii U; complements DesktopAdventuresToolkit above.
- Yodecomp - AI-assisted decompilation of Star Wars: Yoda Stories' engine binary (
Yodesk.exe) into buildable C++ source, including its original asset-loading code. - dftools - Python tools for Star Wars: Dark Forces and Outlaws assets, covering GOB/LFD/LAB archives and BM/CMP/FME/FNT/PAL/WAX/GMD formats.
- DarkForces - .NET file format library (MZZT.DarkForces) for reading and generating Dark Forces PC file formats, with Unity scripts and a showcase app of asset tools. Works with the DOS and Steam remaster versions, but not the remaster's enhanced formats.
Star Wars: Galactic Battlegrounds¶
- Star-Wars-Galactic-Battlegrounds-Save-Game-Editor - Resource editor for Star Wars: Galactic Battlegrounds save games.
Lumines Remastered¶
- lumines-remastered-decrypt - Go tool that decrypts LUMINES REMASTERED (Steam, Unity)
.bytesasset bundles, e.g.skin001sound.bytesexported with AssetRipper, so the contents can be extracted.
Working Designs (Lunar)¶
- lunar2-psx-decomp (decomp) - Matching decompilation of Lunar 2: Eternal Blue Complete (PS1).
Epoch Co. (Lupin Sansei - Pandora no Isan)¶
- Lupin Sansei - Pandora no Isan (disassembly) - Annotated disassembly of the Famicom game Lupin Sansei: Pandora no Isan (1987).
M¶
Charybdis (Machines: Wired for War)¶
- machines - GL port of Machines: Wired for War (1999), released as free software with permission from rights holder Night Dive Studios; loads and reads the original game's data files.
Macrospace¶
Fatal Force: Earth Assault¶
- mff-extract - Command-line utility for extracting PAK archives from Fatal Force: Earth Assault.
- Formats: .pak archives (J2ME game resources).
- Features: List archive contents, extract specific or all files, verbose output support.
Madagascar¶
- madagascar-tfbtool - Parser and decompiler for TFB script (
.ai) files used by Madagascar - The Game (2005). - madagascar-game-asset-tools - Python toolset for modding Madagascar (2005), loading the game's RenderWare-based asset formats.
- Formats:
.stream,.dff,.txd,.bsp,.txl,.rws,.lpa. - Baobab - Level editor for Madagascar (2005), also known as MODagascar.
- madagascar-2-tools - Reverse-engineered reader for Madagascar 2 (PC)
.bldlevel files, an igArchive version 2 container distinct from the versions handled by igRewrite8; also includes a tool that recovers the engine's reflection metadata from the game's DLLs.
MAGES.¶
- mpk_tool - CLI tool for extracting and modifying MAGES MPK archives.
- impacto - Open-source reimplementation of the "MAGES." visual novel engine used across 5pb./Chiyomaru Studio's Science Adventure series (Steins;Gate, Chaos;Child, Robotics;Notes, Occultic;Nine, and others), reading the engine's proprietary script and asset formats. Actively maintained.
- TUNER - Conversion framework that transplants the Kaleido ADV Workshop (MAGES. engine) PS4 release of Occultic;Nine onto PC, unpacking, converting, and repacking its script, asset, audio, and video archives.
- DoNut - Kaleidoscope ADV Workshop (MAGES. engine) tool for creating archives containing patch assets.
- LanguageBarrier64 - Core runtime component for Committee of Zero's MAGES. engine game patches, hooking engine functions to redirect filesystem/asset access and enable rendering changes.
- compendium - Unofficial specification and reverse-engineering guide for the MAGES. visual novel engine, documenting the SC3 scripting VM used across the Science Adventure series.
- sc3ntist - Interactive disassembler/debugger for MAGES. engine SC3 scripts (work-in-progress). Also includes SCXParser, for batch-disassembling all .scx script files in a directory.
- MAGES-Tools - Tools for modifying MPK and other file formats used by the MAGES. (ex 5pb.) engine.
- MagesTools (wetor) - Go rewrite of a general-purpose MAGES. engine toolset, importing/exporting MES (msb) and SC3 (scx) script files with configurable charset/TBL character tables.
- ChaosChildPCTools - Python scripts for Chaos;Child PC version files:
.mpkarchive extraction,.lay/.mvllayer-to-PNG conversion, and.gxttexture-to-PNG conversion. - mvl_preview - GUI viewer for MAGES. engine
.mvlcharacter tachie/sprite files from console releases (2016 onward), also reading Kaleido ADV Workshop's decompiled.psb.mcharacter JSON exports; a console-focused counterpart to ChaosChildPCTools' PC-version.mvlhandling above. - RNE_image_converter - Image conversion tool for several MAGES./5pb. PS3 and PS Vita releases from 2012-2014, including Robotics;Notes, Chaos;Head Love Chu Chu, Memories Off 6/7, and multiple Steins;Gate PS3 editions; adapted and extended from wetor's original script.
Magicraft¶
- Game-Save-Editor-Magicraft - Browser-based save editor for Magicraft that decodes the XOR-encrypted
WorldDatasave files to JSON for editing and re-encrypts them on save.
LKA (Martha Is Dead)¶
- MarthaIsDead-TextTool - Extracts and imports text from
.uexpfiles for Martha Is Dead.
CR-Space (Martial Heroes)¶
- Diamond - Reverse engineering and enhancement project for Martial Heroes. Provides tooling, parsers, and client-side improvements including binary parsers, VFS archive tools, and 010 Editor templates.
Martian Gothic: Unification¶
- mgu-speech-exporter - Exports speech audio and text files from Martian Gothic: Unification (PC), based on file format notes from the Xentax forum.
Massive Development¶
Archimedean Dynasty¶
- SF-Converter - Batch converter for Archimedean Dynasty (Schleichfahrt) resources; converts R16/IMB/PCX/IMG images to PNG, PCM audio to WAV, MOD models to glTF 2.0, and MVI movies to MP4.
- vertigo - Engine recreation of Archimedean Dynasty (Schleichfahrt) that loads and renders original game data files.
Massive Entertainment¶
AquaNox¶
- aquanox-tools - Reverse engineering tools for the first AquaNox's file formats. Includes 010 Editor binary template (
.bt) to decrypt and open.pakfiles and their filenames/sizes, and extractor script (.1sc). Documents internal formats:.dds,.tgatextures,.scoLua bytecode,.desconfiguration files,.fogvolumetric fog tables, and.msbmesh files. - AquaNox 1-2 modding tools - Modding tools for AquaNox 1-2 including: save editor, file unpacker (for PAK files containing models, scripts, materials, etc.), model converter (MSB to X format), and modding guides. Tools and guides by GodGell and ProjectAqua.
World in Conflict¶
- massgate - Official open-sourced online backend server for World in Conflict, enabling self-hosting of matchmaking, stats, and account services. Archived.
- Broadcast Tool v6 (World in Conflict) - Allows DX10 users to broadcast a game T.V.-like. Good for LAN or other multi-player matches for spectators. Just a way for someone to watch a match without having to crowd around the two players' screens.
- Broadcast Tool v7 (World in Conflict) - Allows DX10 users to broadcast a game T.V.-like. Good for LAN or other multi-player matches for spectators. Just a way for someone to watch a match without having to crowd around the two players' screens.
- Broadcast Tool v8 (World in Conflict) - Allows DX10 users to broadcast a game T.V.-like. Good for LAN or other multi-player matches for spectators. Just a way for someone to watch a match without having to crowd around the two players' screens.
Master of Dimensions¶
- master-of-dimension-rewrite - Reverse-engineered decoders for Master of Dimensions' palette, picture, video, script, and icon formats, aimed at a ScummVM port.
Mastertronic¶
- feud - Complete disassembly of the Amiga version of Feud, almost fully decoded and re-assemblable into a working game.
Maxis¶
3D Pinball for Windows¶
- SpaceCadetPinball - Decompilation of 3D Pinball for Windows – Space Cadet with support for original game data files from Windows and Full Tilt versions.
- DatPartoutExplorer - Parses and displays the contents of the PARTOUT(4.0)RESOURCE file format used by Maxis/Cinematronics in Full Tilt Pinball.
SimCity¶
- snescityeditor - Map creator/editor for the NES and Super NES versions of SimCity, modifying the games' SRAM save files.
- SimCity (SNES) Static Recomp - Static recompilation of the SNES port of SimCity into a native Windows executable; no ROM included.
SimCity 2000¶
- SC2k-docs - Unofficial documentation of the implementation of SimCity 2000, covering its .sc2/.scn city file format and other game data.
- OpenSC2K - Open-source WebGL/Phaser 3 remake of SimCity 2000 that parses the original game's data files (LARGE.DAT, PAL_MSTR.BMP from the Windows 95 Special Edition) directly for graphics and city loading.
- sc2kfix - Bugfix and modding plugin (DLL) for SimCity 2000 Special Edition (1996) that reverse-engineers and reimplements parts of the game's rendering, palette-cycling animation, and sound engine to fix crashes and bugs, restore cut content, and add new features, while remaining compatible with original .sc2/.scn city files.
SimCity 3000¶
- sc3k_unradio - Removes permanent radiation from SimCity 3000 city save files.
SimCity BuildIt¶
- simcitybuildit - Documentation of SimCity BuildIt (mobile, Marmalade engine) internals, including its asset/data formats.
The Sims 1¶
- Simitone - Re-implementation of The Sims 1 based on FreeSO, parsing original Sims game data files (IFF/FAR proprietary formats).
The Sims Bustin' Out¶
- Breakin-In - Lobby server emulator for The Sims Bustin' Out (PS2)'s Online Weekend mode.
The Sims 2¶
- OpenTS2 - Open-source re-implementation of The Sims 2 in Unity, reading the original game's proprietary data files.
- sims2_mac_decomp (decomp) - Work-in-progress matching decompilation of the Mac port of The Sims 2.
- DBPF.js - TypeScript/JavaScript library for reading DBPF (Database Packed File) archives, the container format shared across Maxis titles including The Sims and SimCity. Supports DBPF v1.0-v2.x with v3 support in progress; currently on hold but documented for others to continue.
- clod - Command-line multi-tool for The Sims 2 that extracts original outfit and hair templates (from Skins.package and globalcatbin.bundle.package) and original object packages as .package files for making default replacements.
- sims-package2glb - Windows desktop/CLI tool that reads The Sims 2, 3 and 4
.packagemods and exports their meshes, UVs, normals and textures as glTF.glb(with recolour selection and a built-in 3D preview); can also dump the raw resources and textures as.dds/.png. - S2GBADecomp - Work-in-progress disassembly and decompilation of The Sims 2 (Game Boy Advance).
The Sims 4¶
- FastDec-TS4 - Fast Python decompiler for The Sims 4's compiled .pyc script files, used to decompile the game's own scripts and TS4Script mods back to readable Python source.
- Sims-4-Modding-Docs - Archive of official Maxis/EA Sims 4 modding documentation (the original Custom Content Guide, forum discussions, and binary templates for .package resource formats), preserved from now-defunct forum pages via the Internet Archive.
- Project Dollhouse - Reconstruction of The Sims Online from the ground up in C#, requiring the original TSO client assets to run alongside its Docker-based server implementation.
MySims¶
- MySims-Str-Tool - Tool for extracting and inserting text from
.strfiles in MySims (PC and Wii).
Spore¶
- SporeModder-FX - Modding tool for Spore, with a syntax-highlighting text editor for the game's text-based resource formats, a Spore UI editor, an image/texture viewer, and a model viewer for Spore's proprietary model format.
- SporeModder-Blender-Addons - Blender add-ons for Spore: RW4 importer/exporter for game models (with textures, materials, and animations), an animation exporter for creature animations, and a GMDL importer for Spore creations.
- SporeTools - Browser-based TypeScript tools for Spore: an asset tool that decodes the data embedded in Spore creation PNGs and queries Spore.com for an asset ID, and a hash tool for the FNV hashes used in package files.
- PNG-Decoder-NetCore - .NET Core console app that reads a Spore creation PNG and outputs the embedded Pollen metadata and Spore model XML; adventure data must be processed separately with the Java decoder below.
- Adventure-Decoder - Java app that extracts data from Spore: Galactic Adventures adventures, taking the output of the PNG decoder as input; includes DBPF and property-file classes.
- PNG-Decoder-Python - Older Python 2 Spore PNG decoder by ymgve and rick that writes the creation's metadata header and model XML; does not handle adventures.
- Spore_EP1Stegano-Python - Python encoder/decoder for the steganography used by Spore: Galactic Adventures to store additional data in PNG files alongside thumbnails.
- starmap - Interactive 3D viewer of the Spore galaxy built from the game's
stars.dbstar-record data (cStarRecord, 42,010 generated stars), with a work-in-progress 010 Editor binary template for thecStarRecordresource. - Sims4Tools - The Sims 4 modding library and tool suite (S4PE package editor and related tools) for reading/writing DBPF .package resource files; actively maintained continuation of the now-deprecated Kuree/Sims4Tools.
- FreeSO - Open-source re-implementation of The Sims Online, reading the original game's client assets.
- TSO-Version-Patcher - .NET Core filesystem patcher (based on bsdiff) for patching a The Sims Online client back to an earlier version (e.g. v1.1239.1.0 to N&I) needed to run against FreeSO.
Day 1 Studios / FASA Interactive (MechAssault)¶
- MGF Explorer - C++/Qt GUI tool for opening and viewing assets contained in Meyer/Glass Interactive archive files used by MechAssault and MechAssault 2: Lone Wolf; supports BMP, DXT-compressed textures, FBX models, animation, and audio. Inspired by Adjutant, the Halo map viewer.
- MATif - CLI tool to convert common image formats into MechAssault's proprietary TIF texture format for both games (DXT5 for MechAssault 1, ARGB8888 for MechAssault 2); pairs with a companion MGF-Packer tool to repack textures into the game.
- MGF-Editor - Fork of Sony's Authoring Tools Framework LevelEditor adapted into an experimental level editor for MechAssault 1 and 2.
Media.Vision¶
- MVGLTools - Modding tools for Media.Vision's MVGL game engine, supporting packing, unpacking, decrypting and encrypting file formats used in Digimon Story: Cyber Sleuth, Digimon Story: Time Stranger, and The Hundred Line -Last Defense Academy-.
- Valkyria4MxeReader - Python script for working with the MXE format found in Valkyria Chronicles 4.
- Ginnungagap - Program for editing MXE files in Valkyria Chronicles 4.
- wa1tools - Suite of command-line translation and hacking tools for the PlayStation 1 version of Wild Arms (1996), focused on dumping and editing in-game text and map script code.
- Wild-Arms-2-Retranslation - Translation toolkit and browser-based editor for a Wild Arms 2 (PS1) retranslation: extracts and aligns the US and JP script boxes from disc images, with notes on the JP kanji encoding, and exports in-place, PPF3 or xdelta patches.
- Blender-Tools-for-DSCS - WIP Blender addon for importing and exporting Digimon Story: Cyber Sleuth (PC) model files, with experimental support for the PS4 version and Digimon Story: Cyber Sleuth Complete Edition's Megido 72 crossover assets.
- DSCSRenderer - C++ library for loading and rendering Digimon Story: Cyber Sleuth models in an OpenGL context.
- DSCSModelDataEditor - Software to edit and visualize the data and shaders of Digimon Story: Cyber Sleuth models.
- SimpleDSCSModManager - Mod manager for the PC release of Digimon Story: Cyber Sleuth Complete Edition, bundling GUI tools built on MVGLTools above for extracting/repacking game archives and on NutCracker for decompiling the game's Squirrel scripts.
- CSGeom - Experimental model viewer and exporter for
.geommodel files from Digimon Story: Cyber Sleuth, using separately converted.pvrtexture files. - pyValkLib - Python library for reading and writing files in the Valkyria Chronicles game series.
- MXEEditor - Program for unpacking and re-packing Valkyria Chronicles MXE files to and from CSV, built on pyValkLib above; complements Ginnungagap above, which targets Valkyria Chronicles 4 specifically.
Megapede¶
- cgrr-megapede - Python module (part of Classic Game Resource Reader) that reads Megapede
MEGAPEDE.SCOscore files and, experimentally, theMEGAPEDE.RESresource file.
MercurySteam¶
Metroid Dread¶
- MercuryEngine.Data - .NET library for parsing and working with data formats used in MercurySteam's game engine (Metroid Dread, Metroid: Samus Returns).
- MD.PKG.Tool - Tool for extracting PKG archives from Metroid Dread.
- mercury-engine-data-structures - Construct-based type definitions for MercurySteam's Mercury Engine file formats.
- open-dread-rando - Randomizer patcher for Metroid Dread, directly modifying the game's original assets for Randovania.
- open-samus-returns-rando - Randomizer patcher for Metroid: Samus Returns, directly modifying the game's original assets for Randovania.
- dread-editor - Visualizer for Metroid Dread's BRFLD level/actor-layout files.
Scrapland¶
- ScrapHacks - Reverse-engineering notes and tools for Scrapland:
scrapper.pyextracts and repacks*.packedarchives, a work-in-progress parser for the game's chunked model/animation/map format, a save-to-JSON converter, and Frida and radare2 scripts plus Python documentation for the in-game scripting system.
Archetype Interactive (Meridian 59)¶
- GZDoomBuilder (Meridian 59 port) - Port of the GZDoomBuilder map editor for editing Meridian 59 MMORPG rooms in the game's native .roo (v15) format, in 2D and 3D.
Metal Arms¶
- DJs_MA_TOOLs - Extraction/conversion tools for Metal Arms: Glitch in the System's .MST format.
- io_scene_metal_arms - Blender addon for importing/exporting Metal Arms models, compiling with PASM.
Metropolis Software¶
Gorky 17¶
- Gorky 17 .dat and .kdt extractor tool - Extractor tool for .dat and/.kdtr files. You can now extract the contents of these data containers. I'm started to working on the gui version of the program that will supports more filetypes and will include a scripter, updated extractor - builder, you will be able to pl...
Microids¶
Still Life 2¶
- pff_life - Python scripts for Still Life 2 file formats: extracts frames and audio from PFF video files (optionally converting to MP4 via FFmpeg), and packs directories into the game's DAT asset archives.
Syberia¶
- SyberiaDatamine - Viewer/extractor for Syberia and Syberia II game files, inspired by AssetStudio; supports videos, audio, meshes, textures, 3D objects, and behaviors.
MicroProse¶
Civilization¶
- Civilization (SNES) Static Recomp - Static recompilation of the SNES port of Sid Meier's Civilization into a native Windows executable; no ROM included.
X-COM (UFO Defense / Terror from the Deep)¶
- OpenXcom - Open-source engine recreation of the original X-COM (UFO: Enemy Unknown / Terror from the Deep), reading the original game's proprietary data files (GEODATA, UFOGRAPH, map blocks, and more).
- openxcom-save-editor - Python save game editor for OpenXCom Extended aimed at the X-Com Files mod; edits funds, research progress, soldier stats, base facilities, production queues and inventory.
- xcom2edi - MS-DOS saved-game editor (C++) for X-COM: Terror from the Deep; edits soldiers (names, armour), tactical battle state and other saved game data, and can carry soldiers over from the first X-COM.
XCOM Apocalypse¶
- OpenApoc - Open-source re-implementation of XCOM: Apocalypse engine written in C++/SDL2; requires and parses original game files for assets and data structures.
F-15 Strike Eagle II¶
- f15se2-re (decomp) - Reconstructed source code for MicroProse's F-15 Strike Eagle 2 (MS-DOS), based on disassembly of the original executable.
- f15se2-ex - Port of the reconstructed F-15 Strike Eagle 2 to modern architectures, with bugfixes and enhancements, built on f15se2-re.
Sid Meier's Covert Action¶
- CovertActionTools - Tools for inspecting and modifying game files for Sid Meier's Covert Action.
- PanAnimationPlayer - Browser-based viewer for the .PAN animation files used by Sid Meier's Covert Action (1990).
Darklands¶
- Darklands - File reading utilities and preserved file format documentation for Darklands (MicroProse, 1992).
- darklandscompanion - Save game editor for Darklands (MicroProse, 1992), reading and modifying the original save file structures.
MPS Show¶
- mps-show - Reverse-engineering and extraction tools for the MicroProse MPS Show slideshow data format used with some of their DOS game demos.
Master of Magic¶
- openmom - Cross-platform open-source port of Master of Magic (1994, MicroProse/SimTex), reading the original game's LBX archive files for graphics, sound, and data.
Master of Orion II¶
- reorion2 - Work-in-progress native Windows port of Master of Orion II (MicroProse/SimTex, 1996), turning a decompilation of the original DOS binary into readable C++/SDL3 behind a small BIOS/DOS/VGA port layer. Requires the original game's LBX archives and is checked frame by frame against the original running under DOSBox-X.
RollerCoaster Tycoon¶
- OpenRCT2 - Open-source re-implementation of RollerCoaster Tycoon 2, loading the original game's data files (including add-ins RCT1 and Time Twister) and extending the engine with new features.
- RCT_tools - Scripts for working with RollerCoaster Tycoon 2's files, including sprite exporting; requires the original game.
- libsawyer - C++ library and CLI utilities (
fsaw,gxc) shared by OpenRCT2 and OpenLoco: inspects, compresses, and decompresses Sawyer-encoded RollerCoaster Tycoon 2/Locomotion save files, and builds/extracts the two engines' graphics data files. - G1Extract - Extractor for the
g1.datgraphics data file from RollerCoaster Tycoon 2. - OpenRCT2 Title Sequence Editor - Plugin for creating, editing, and previewing custom
.parkseqtitle sequence files played on OpenRCT2's title screen; split out from the base game into an optional plugin.
Star Trek: The Next Generation - Klingon Honor Guard¶
- KlingonHonorGuard_UCSource - Decompiled UnrealScript source code for Star Trek: The Next Generation - Klingon Honor Guard (1998), an Unreal Engine 1 game.
Microsoft Studios / Bungie / Turn 10¶
- XbxDeTool - Xbox file format tool.
- Halo Asset Blender Development Toolset - Blender addon for creating and exporting assets for multiple Halo titles (Halo CE, 2, 3, ODST, Reach, 4, 5, Infinite).
- Foundry - Blender extension for Halo Reach, 4, and 2A Multiplayer asset pipeline.
- Halo-CR4B-Tool - One-click game-accuracy tool for Halo 3/ODST/Reach assets in Blender that also exports assets from every Halo game.
SkiFree¶
- skifree_decomp - Decompilation project for SkiFree.
Hover!¶
- Merlin - Reverse engineering research and tools for Hover!, the Windows 95-era pack-in game from Microsoft.
Halo¶
Engine, Tag Formats & Documentation¶
- halo (decomp) - Work-in-progress matching decompilation of Halo: Combat Evolved (build 2342,
cachebeta.exe). - KSoft - Toolkit for working with Halo engine file formats.
- ekur - Blam! engine (Halo) format library and research tools.
- HaloWarsDocs - Documentation and 010 Editor templates for modding Halo Wars 1 and 2.
- Osoyoos Launcher - Halo Editing Kit (HEK) launcher and toolset manager supporting various HEK versions and community modifications for editing level files, tags, textures, models, and scenarios.
- Assembly - Multi-generation Blam engine research and modding tool for browsing/editing map and cache file formats.
- c20 (The Reclaimers Library) - Living knowledge base/wiki for the Halo CE modding community, documenting Halo engine tag and file formats.
- vkblam - Re-implementation of the Halo 1 Blam engine's graphics library in Vulkan.
- blf - Rust workspace of crates for reading and writing Blam! engine (Halo) files.
- megalo - TypeScript library for parsing, compiling, and decompiling Halo: Reach Megalo scripts (gametypes and custom map variants), built on blf above for BLF chunk I/O and game variant layouts.
- blam-tags - Cross-platform Rust library for parsing and manipulating Halo tag files.
- See also blam-tags-cs, a C# port of the same tag file manipulation library.
- Related: definitions, JSON tag definitions for Halo MCC titles.
- ida-halo-scripts - IDA Pro scripts useful for reverse engineering Halo games.
- Blam-Creation-Suite - Collection of modular C++ frameworks (Mandrill tag/resource editor, Blofeld tag layout framework) for creating custom Blam engine content across Halo Combat Evolved through Halo Infinite.
- Reach (decomp) - Work-in-progress matching decompilation of Halo: Reach (Xbox 360 build
tag_debug_untracked_jul_11_2011), companion project to the halo (decomp) Combat Evolved effort above. - HaloKSY - Kaitai Struct definitions for Halo tag file formats.
- halo-guerilla-sounds - Analysis notes and prototype tools for decoding sound and music tags from the Guerilla authoring tool (Halo: Combat Evolved and Halo 2 mod tools), which differ in structure from shipping-game tags.
- ImHex patterns for HCE and Halo 2 sound tags, plus a Zig decoder for HCE sound tags and a Python tool with a native ADPCM decoder for Halo 2 sound tags.
Asset Extraction & Viewing Tools¶
- Reclaimer - Halo asset extraction and analysis tool supporting Halo 1, 2, 3, 4, Reach, and Online.
- See also ReclaimerFiles, per-tag XML definition files for Halo 5 and Halo Infinite meant for use with Reclaimer.
- IndexV2 - Tool for Halo: Combat Evolved Anniversary and Halo 2 Anniversary that extracts textures, models, and more.
- h5_dumper - Simple tag dumper for Halo 5 and Halo 5 Forge written in Rust. Recursively goes through each .module file in directory and writes tags to specified path.
- FiveTool - Unofficial Halo 5 modding toolkit; its ModuleExtractor unpacks the
.modulefiles used by the Windows Store version of the game (the README notes there is no way to rebuild modules after editing). - libpyinfinite - Typed Python library for parsing Halo Infinite binary files, with module and tag readers (Oodle decompression through the game's oo2core DLL) usable separately or together.
- infinite-rs - Rust deserialization library for Halo Infinite, loading the game's .module archives and reading tags from them, with a derive macro for defining tag structures.
- libInfinite - C++ library for working with Halo Infinite files, based on MontagueM's HIMU, with module and tag readers, bitmap batch extraction and material JSON export; tag headers can be generated from IRTV/HIRT XML definitions.
- infiniteExplorer - GUI frontend for libInfinite with bitmap, BSP and 3D model viewers, texture export, and optional mounting of module contents through FUSE3 or WinFsp.
- blender-halo-infinite - Blender add-on based on HIME that imports Halo Infinite
.render_modelfiles with their chunk files and textures. - infinitebnk - Extracts Wwise SoundBanks from Halo Infinite modules, built on libInfinite and optionally mapping tag IDs to paths using a tagnames.txt list.
- inf_vectorart - Rust command-line tool that extracts vector art tags from a Halo Infinite deploy folder and writes them as SVG, built on infinite-rs above.
- Olympus - Blender add-on for importing Halo Infinite render models, material styles (coatings) and bitmaps from the game's modules; a fork of Coreforge's Blender Halo Infinite importer.
- XTraction - Halo 3/ODST texture extractor - Versatile texture extractor for Halo 3 and ODST. Extracts textures from MAP files as TIFF images, enabling editing and replacement of Halo 3 era textures. Originally created for WMClan members.
- Stream Ripping Tools - Halo 3/4/ODST/CEA/HR Game Asset Extractors Converters Kit - Large collection of tools for extracting, modding, and converting game assets from up to 2100 games. Includes Halo 3/2/4/ODST/Reach tools. Contains help instructions, documentation, and links to sources.
- Halo2 Gravemind Tool Extractor v1.6B - Extractor tool for Halo 2 assets including models, sounds, textures, and maps (v1.6B).
- Bonobo [Version 1.0.0.3] Halo2/3/ODST/Reach Animation Extractor - Animation extractor for Halo 2, 3, ODST, and Reach (v1.0.0.3).
- Composer Halo 4 Audio Extractor - Tool used with QuickBMS to extract and convert Halo 4's .XMA audio files to WAV format. Includes all necessary tools and documentation.
- noclip.website (Halo: Combat Evolved) - In-browser Halo: Combat Evolved viewer.
- Halo CE Batch Bitmap Extractor
- H2PC_TagExtraction - Tool for extracting assets and tags from Halo 2 PC cache files using BlamLib.
- halo2-color-plate-extractor - Extracts Halo 2 tag color plate data (used for team-color bitmap masking).
- PckTool - .NET library and CLI tool for manipulating Wwise PCK/BNK audio packages, used by Halo Wars: Definitive Edition.
- phxtool - Rust CLI toolkit for Halo Wars: Definitive Edition modding, covering ERA, XMB, UGX, Wwise, ECF, BDT, and Scaleform formats; a modern successor to KornnerStudios' PhxTool.
- HaloWwise - Unpacks Wwise
.pckaudio packages from Halo 4/Halo 5 into their.wem/.bnkcontents, preserving pack folder structure and Bank info for tracing sounds back to their Blam tag. - Built on pcktool-rs (zero-copy Rust library/CLI for parsing and writing Wwise PCK/BNK audio packages).
- Related: ensemble-assets (Ensemble game asset resolution and typed database schemas), hwm (command-line manager for Halo Wars installations and mods), sevenzip-era (7-Zip plugin for reading/writing Ensemble ERA archive files).
- Composer (XboxChaos) - Extracts audio from Halo 4's
soundbank.pckandsoundstream.pck, with bundled helper utilities to convert the extracted files to common formats. - aera - Standalone renderer for Halo 1 maps, reading original Xbox build (
cachebeta.exe) map files with in-progress support for Gearbox PC and MCC map formats. - Composer (Sigmmma) - Standalone music player that reads and plays Halo 1's
sound/sound_loopingtag files directly, reproducing the game's dynamic music system outside the game.
Map Editing, Modding & DCC Tools¶
- 3ds Max GBX Importer (Halo CE) - 3DS Max plugin for importing Halo: Combat Evolved GBX model formats.
- Halo 2 Xbox Modding Tools - Collection of 5 tools for modding Xbox Halo 2 maps.
- Halo-Spartan-Translation-Toolkit - Translation toolkit for Halo: Spartan Assault and Spartan Strike, extracting text from game archives and converting .GFxPackage font files.
- invader - Toolkit for creating maps and assets for Halo: Combat Evolved.
- Formats: Bitmap tags, sound tags, model files (.JMS), cache files (.map)
- Features: Map and scenario creation, asset editing
- Related tools by the same author: riat (Rust compiler for Halo: CE scripts), ceaflate (compresses and decompresses MCC: CEA PC map files), proximity-mine (C tool that "implodes" Halo PC maps, rewriting scenario, bitmap, and sound data offsets), gorilla (dumps tag definitions from the HEK's guerilla.exe to JSON), last-resort (converts Gearbox tags for the Xbox version of Halo, including HUD meter channel order and Xbox ADPCM sound), mcc-cshd-map-patcher (patches or unpatches MCC CEA maps for client-side hit detection), and xbadpcm (Rust Xbox ADPCM encoder/decoder).
- Baboon - Native Rust GUI, built on blam-tags, for editing Halo MCC editing-kit tag files (Halo 3, ODST, Reach, Halo 4, H2A). Provides byte-exact tag reading/editing, asset extraction (bitmaps, geometry, animation), and a Guerilla-style editing surface.
- Reclaimer.Architect - Visual editor for Halo scenario/map files, directly parsing and editing game format structures.
- OpenH2 - Open-source engine and tools for Halo 2 with reverse-engineered map file format and tag deserialization. See also OpenBlam, the same author's base libraries factored out for building Halo engine tech, and h2-speedmod, a companion set of Halo 2 map script patches (applied directly to map files via OpenH2's MccBulkPatcher tool) that skip repetitive/non-interactive sections for speedrunning.
- H2Codez - Mod for Halo 2 Editing Kit restoring and adding functionality, enabling asset format handling and tag editing.
- HaloOnlineTagTool - Low-level Halo Online
tags.dateditor and research project. - AusarDocs - Documentation of the Ausar/Halo Online engine's tag and cache file formats, compiled from ElDewrito's reverse-engineering work.
- Halo Online Variant Editor - Editor for Halo Online game variant and map variant files, exposing the full variant file structure including settings not present in the in-game interface. Includes an 010 Editor binary template documenting the variant format.
- Liberty - Free campaign save editor for Halo 4, Halo: Reach, Halo: Combat Evolved Anniversary, Halo 3 and Halo 3: ODST.
- halosigner - Rehashes Halo content files after hex editing: campaign saves from Halo Anniversary, Halo 3, Halo 3: ODST, Halo: Reach and Halo 4, plus Halo: Reach GPDs.
- nitrogen - .NET interface to Halo 4 map and game variants (variant BLF files), including a WumboScript Viewer that outputs Megalo scripts in a human-readable format.
- HaloMD - Community continuation project for Halo: Combat Evolved on Mac, built on packet-sniffing research into the original network protocol.
- Features: master server replacement reimplementing the original protocol, versioned mod distribution via delta binary patches, run-time game extensions.
- ManagedDonkey - Ongoing project to reimplement/mod Halo Online (
ms23 1.106708build), reading the original client simulation and broadcast (systemlink) logic while documenting the process. - Rampancy - Halo level creation toolset bridging modern level editors like TrenchBroom into the Halo Editing Kit (HEK) workflow.
- See also Rampancy.LightBridge, the bridge component connecting TrenchBroom's level geometry output to Halo's map compiling pipeline.
- Prometheus-Alpha - Modding tool for the original Xbox version of Halo 2, allowing map modification/creation, spawn placement, and object property editing.
- AnvilDedicatedServer - Modification for Halo Online (build 11.1.604673 cert_ms29) restoring missing dedicated-server hosting features, part of the Anvil Station project reviving the original Halo Online game.
- InfiniteTool - Speedrunning companion tool for Halo Infinite Campaign (PC), reading and writing the game's own progression save data for gamesave import/export, alongside keybind remapping.
- Mozzarilla - Visual tag editor/IDE for Halo CE content, intended as a full-featured replacement for the HEK's Guerilla.
- Built on Reclaimer (Sigmmma) (Python library for creating/modifying Halo tag content), Binilla (its generic visual editor for structures defined with the Supyr Struct binary serialization library), and Arbytmap (bitmap conversion library handling raw and DXT1-5/DXN texture formats, swizzling, and mipmap generation).
- Related: Refinery (extractor for compiled Halo 1 Xbox/PC/CE/Demo/Yelo maps), Librarian (Halo CE tag <-> YAML converter for version-controlling mod projects), Blendkrieg (Halo model importer/exporter for Blender), Ghostbuster (detects and fixes phantom BSP collision artifacts in
scenario_structure_bsptags), and MEK (installer bundling this whole toolchain). - Halo 3 Map Variant Editor - Browser-based editor for Halo 3 Forge map variants that opens
.map,.mvar,.binor.blffiles as YAML via a Rust/WebAssembly codec, resolves object and quota indices to tag names, and exports a new map-variant binary. - Alteration - Halo 3 modding tool (created in 2008) used by the modding community to research the game's file formats and modify or extract its assets, with map package support. Also includes HaloDevelopmentExtender, a library for talking to Xbox 360 development units over the debug socket (TCP 730).
- ScaleformTools - Desktop editor for Halo MCC Scaleform UI assets: inspects and edits GFX/SWF layouts, decompiles and recompiles AS3 (AVM2) scripts, and edits UFG
.perm.bin/.temp.bintexture packs with PNG/DDS import and export.
Destiny¶
- alkahest - Multi-tool for viewing Destiny 2 assets, with a focus on an accurate recreation of the renderer. Supports Tiger engine formats.
- tiger-pkg - Destiny 1/2 package library and tools (unpacker, verification). Supports Destiny 1 (Internal Alpha, The Taken King, Rise of Iron), Destiny 2 (Beta through Edge of Fate), and Marathon. Handles PKG files across PS3, PS4, X360, XONE, and Windows platforms.
- tiger - TypeScript libraries for Destiny's Tiger engine: reading
.pkgpackages and decoding tags with per-build definitions, a VM and decompiler for compiled activity scripts, package block decompression, and an RSAT bitstream encoder/decoder. - quicktag - Destiny 1/2 package file data structure explorer. Scans and analyzes Tiger engine structure files (8080 files) to discover structures, patterns, strings, and more. Features tag viewer, localized/raw strings browser, and asset preview for textures and Wwise audio streams.
- Charm - Destiny 2 reverse engineering tool for extracting assets from game files. Supports multiple Tiger engine versions and Destiny 2 game versions (Shadowkeep through Lightfall). Focuses on providing access to information in game files for artists and content preservation.
- d2-map-importer-addon - Blender 4.0+ addon for importing Destiny 2 rips from Charm. Assembles maps (statics, dynamics, lights, terrain), auto-assigns gear shaders and textures to player gear, compatible with DARE/DCG skeletons and IK Player Skeleton.
- Destiny-Collada-Generator - Tool to generate Collada files of items from Destiny 2 via web/mobile API. Exports geometry, mesh weights, UV coordinates, normals, tangents, vertex colors, and dye slots. Generates textures in PNG format and shader parameter lists.
- SBox-Destiny-2-Map-Importer - Tool for importing ripped Destiny 2 maps from Charm into S&Box Hammer. Imports maps with materials, shaders, and models into S&Box scenes.
- MIDA - Fork of Charm designed for Marathon. Tool for extracting assets from Marathon game files, focused on artists and content preservation. Supports Marathon Closed Alpha. Note: Most features currently non-functional, development status uncertain.
- destinydocs - Documentation for Destiny 1/2 internals.
- DestinyDocs - Documentation on Destiny game files, particularly for recent versions of Destiny 2. Includes Charm wiki, engine overview, and tag format explanations.
- D2StaticDocs - Documentation on the Destiny 2 Beyond Light static model format. Covers main model files, subfiles, material tables, and loadzone structures.
- destinypkgtool - Rust library and tools for working with Destiny 1 pkg files (unpacker, verification).
- DestinyUnpackerCPP - C++ unpacker for Destiny 1 (PS4/PS3/X360) and Destiny 2 PC packages. Supports WEM conversion, TXTP generation, hex ID naming, and music-only extraction. See also MontagueM/DestinyUnpackerCPP for the original version.
- DestinyPKGTool - Package extractor for Destiny (Xbox 360/PS3) packages.
- destiny-unpacker-rs - Rust implementation of Destiny unpacker (archived).
- D2StaticExtractor - Static model extraction tool that converts Destiny 2 static models into FBX files. Supports Beyond Light and later versions. Note: Superseded by Charm, but still useful for specific use cases (archived).
- D2TextureRipper - Batch texture and image ripper for Destiny 2. Supports versions 1.0.0.1 through 4.0.0.1 (The Witch Queen). Extracts textures from package files with batch processing support.
- MontevenDynamicExtractor - Fork of MDE for extracting Destiny 2 dynamic models to FBX. Supports textures, skeletons, weighted models, and batch extraction. See also MontagueM/MontevenDynamicExtractor for the original version.
- Destiny-API-Ripper-Extension - Extension and GUI for Destiny Collada Generator and Monteven Dynamic Extractor. Provides automated workflow for extracting Destiny 2 assets via API.
- Destiny-Collada-Generator - Fork of tool to generate Collada files of items from Destiny 2 via web/mobile API. Exports geometry, mesh weights, UV coordinates, normals, tangents, vertex colors, and dye slots. See also DeltaDesigns/Destiny-Collada-Generator for the maintained version.
- DestinyOSTListGen - Tool to generate a list (OSTs.db) of all GinsorIDs of music from Destiny. Uses WwiseParser to parse soundbanks. Supports comparison with previous lists and SFX filtering.
- DestinyWwiseParserScript - Python script to create and parse JSON files created by WwiseParser, specialized for Destiny and Destiny 2. Supports automatic WAV export and version switching (D1/pre-BL).
- bungie-lua-decompiler - Tool to decompile Bungie's Lua scripts found in the Destiny 1 Alpha with format 14.
Marathon (1994)¶
- alephone - Open source continuation of Bungie's Marathon, Marathon 2: Durandal, and Marathon Infinity game engines; loads and plays the original commercial scenario/map, Shapes, and Sounds data files.
- m2-infinity-source-code - Original Bungie-released source code for Marathon 2: Durandal and Marathon Infinity, the authoritative reference for the original engine's native map/shapes/sounds format handling.
Myth¶
- Myth2ools - Console tools for extracting, editing, and rebuilding Myth II: Soulblighter map assets.
- Tools: extract_map (dumps mesh tags, terrain layers as indexed BMPs, screens, strings, and PNG reference layers, with optional OpenRaster
.oralayered export), a matching build tool that reassembles edited layers back into the original tag format, and an imgui-based graphical shell wrapping the console tools. - Workflow: supports round-tripping terrain/flag edits through Blender via a
displacement.objmesh for precise 3D editing, plus placing units, monsters, and sounds.
Phantom Dust¶
- Esper-RE - Tools and a C library for researching and modding Phantom Dust file formats.
- Tools: Polaris (graphical ALR editor with texture/mesh/animation import-export), Deck Reader (TUI editor for deck/arsenal files), SSB Tool (function export table dumper).
- Formats: ALR (textures, meshes, animations, skeletons), Deck/Arsenal, SSB scripts, stage layout (.dat), music (.stx), sound effects (.bin), quest data (.qdt), NPC bundles (.ak/.mk).
Gears of War¶
- Gears of War Map Cooker Tool for Newbies - .NET application for simplifying map cooking for H.I.V.E Mode and Multiplayer Enhancement Mod.
Forza¶
- ForzaTech-extraction-tools - Documentation and tools for ForzaTech .carbin and .modelbin file structures.
- forzatech-localization-toolkit - Reverse engineering documentation and tools for ForzaTech engine's text/localization system (string tables, font formats, UI archives), covering Forza Horizon 4/5/6 and Forza Motorsport.
- Forza-X360-IO - Blender addon for importing Xbox 360-era Forza racetracks, 3D models, and materials.
- Games: Forza Motorsport 3/4, Forza Horizon 1/2 (not FM2).
- Formats: PVS (track model instances/textures), STX.BIN/BIN (CAFF textures), FXOBJ (Effects Lite shaders), RMB.BIN (3D geometry), BIX (textures).
- Features: Model/instance placement, vertex buffer layout support, DDS texture repacking without re-encoding.
Age of Empires¶
- Audio Modding Guide (AoE2DE) - Comprehensive tutorial for audio modding in Age of Empires II: Definitive Edition.
- Topics: Scenario triggers, SFX replacement, music, voice-overs, taunts, data file editing with Wwise audio system.
- Tools: Ravioli Tools, vgmstream, Advanced Genie Editor.
- halo (decomp) - Matching decompilation of Halo: Combat Evolved (Xbox).
- OniFoxed - Bungie's Oni source modified to build with modern Visual Studio, enabling study and modification of the game and its original data formats.
- openage - Free/open-source clone of the Age of Empires II engine, reading the original game's .dat/.drs data files to reproduce gameplay, graphics, and sound.
- aoc-mgx-format - Reverse-engineered file format specification for Age of Empires II: The Conquerors savegame (.mgx) files.
- Resource-Manager - Utility for viewing, comparing, creating, and extracting files from Age of Empires III
.BARarchives. - AoE2ScenarioParser - Python library for reading and editing Age of Empires II: Definitive Edition
.aoe2scenariofiles, exposing triggers, conditions, effects, units, maps, players, and messages across all supported game versions. - extract-drs - Small C utility to extract Age of Empires 1
.drsresource archives [archived].
Microsoft Plus! for Windows XP¶
- noclip.website (Plus! for XP) - In-browser recreation of the 3D screensavers shipped with Microsoft Plus! for Windows XP (Mercury Pool, Robot Circus, Sand Pendulum), including a parser for the games' SCX scene format, light baking, keyframe animation, and reimplementations of each screensaver's simulation logic.
Microsoft Bob¶
- robert.js - JavaScript tools for working with Microsoft Bob data files (also used, in an upgraded version, by the Office 97 Assistants), with live demos for actors and rooms.
3D Movie Maker¶
- Microsoft-3D-Movie-Maker - Official Microsoft-released original 1995 source code for 3D Movie Maker, the upstream basis for the preservation/reverse-engineering projects below.
- 3DMMForever - Preservation and modernization project for Microsoft 3D Movie Maker, reading and importing the original program's archive, model, and asset formats.
- 3dmm-source-notes - Research notes on Microsoft 3D Movie Maker's leaked source code, documenting its internal data structures and file formats.
- 3dmmInternals - Reverse engineering notes and tools for Microsoft 3D Movie Maker's internal formats.
- DecompVM - x86 emulator in Python for running 3D Movie Maker's native decompression functions directly, to decode its custom-compressed asset data.
- PyQ - Python remake of 3D Movie Maker's HighQ tool for importing high-quality WAV audio into the game's format.
- 7gen - Collection of utilities for generating v3dmm expansion packs for 3D Movie Maker.
- 3dmmDecompress - Standalone implementation of the decompression algorithms used by 3D Movie Maker's data files.
- zbmp-sweeper - Generates zbuffer-sweeping animations from 3D Movie Maker's ZBMP background format.
- 3DMMEx - Source port of Microsoft 3D Movie Maker built on top of the 3DMMForever preservation project, reading the original program's archive, model, and asset formats with minor modern enhancements.
- pymaginopolis - Collection of Python and Ghidra scripts for reverse engineering Microsoft 3D Movie Maker.
- audioman-decomp - Decompilation of AudioMan, the sound mixer library used by Microsoft 3D Movie Maker, based on reverse engineering of its debug static library.
- 3dmm-notes - Reverse engineering notes on Microsoft 3D Movie Maker's internal classes and script interpreters (KidWorld, GOKs, Help Balloons).
- 3dmm-dissolve - Reimplementation of Microsoft 3D Movie Maker's dissolve transition effect, based on the original patent and reverse engineering of the program.
- 3dmm-pencil-2 - 3DMM Pencil++ 2, a C++ utility for examining and editing Microsoft 3D Movie Maker data files, extracting music, sounds, textures, images, video frames, and 3D models.
Minesweeper¶
- ReversingMinesweeper - Ongoing project to reconstruct the full source code of Microsoft Minesweeper through binary reverse engineering.
- H2AMap - Map tool for Halo 2: Anniversary, working with the game's original map data.
Midway¶
Area 51¶
- area51 - Source code release for Area 51 (2005) by Midway Games / Midway Studios Austin.
- engine-51 - Experimental tools for Area 51 (2005) engine.
- dfs-tool - CLI utility for working with Area 51's DFS (Data File System) archive format, based on Inevitable Entertainment's original C++ implementation.
- json-playsurface-processer - Blender script that rebuilds Area 51 playsurface maps by placing glTF models at the transforms from a playsurface
.jsonexported by engine-51's DFS Viewer. - Inevitable-MATX-Toolkit - Blender add-on for importing and exporting
.matxmesh files (File > Import/Export > MATX), including skinned/armature data and a rigid-body visualizer, made for the GeomCompiler and Art2Code tools from the Area 51 source release. - audiopkgextractor - QuickBMS-based extractor for Area 51's audiopkg audio package files.
- xbmp-converter - Converts Area 51's XBMP texture files to and from standard image formats.
- 000extractor - QuickBMS script for extracting Area 51's 000 archive files.
Gauntlet¶
- gdl-tools (haekb) - Toolkit for Gauntlet Dark Legacy files.
- gdl_wad_decoder - WAD archive decoder for Gauntlet Dark Legacy.
- gdl_vbnk_decoder - Voice bank decoder for Gauntlet Dark Legacy.
- gl_rom_decoder - ROM decoder for Gauntlet Legends.
- io_scene_gdl - Blender addon for Gauntlet Dark Legacy scene format.
- gdl_tools (MosesofEgypt) - Alternative toolkit for Gauntlet Dark Legacy.
- MeltyTool (Gauntlet) - Gauntlet Dark Legacy format viewer/exporter.
- gex - Gauntlet II arcade ROM tile, stamp, and maze extractor, rendering tiles, stamps, floors, walls, items, monsters, and complete mazes as PNG images. See also the author's python-gex port.
- gauntlet-soundrom-ai-reveng - AI-assisted reverse engineering of the Gauntlet II arcade sound coprocessor ROM.
- gauntlet-gamerom-ai-reveng - AI-assisted reverse engineering of the Gauntlet II arcade main 68010 game ROM.
Mortal Kombat¶
- MortalKombat (leeao) - Noesis plugin for Mortal Kombat: Deadly Alliance, Deception, and Armageddon (PS2), and Mortal Kombat: Unchained (PSP) DFF/MKA models.
- Ultimate Mortal Kombat 3 iOS Recomp - Decompilation of Ultimate Mortal Kombat 3 (iOS, EA Mobile 2011) into readable C for a native Windows/Linux port; recovers 4,342 named functions across 135 source files from the retail binary's STABS table, validated by differential testing against a static ARM-to-C recompiler. Requires the player's own copy of the game.
- Unpacker-and-Repacker-to-MK-Shaolin-Monks-pack-PS2 - Unpacks and repacks the archive format used by Mortal Kombat: Shaolin Monks (PS2).
- SSFExplorer - Tool to view and edit Mortal Kombat PS2-era archive files.
- rewolf-mortal-kombat - Parser for Mortal Kombat's GRA graphics resource files (compressed sprites and palettes). See also the companion rewolf-mortal-kombat-viewer, a viewer for the uncompressed GRA files it produces.
NARC¶
- narc - Rebuildable source and assets for the 1988 Williams/Midway arcade game N.A.R.C., an actively fixed-up fork of Luigi30/narc (8 additional commits); documents IMG sprite/mugshot data and RLE-encoded assets and produces MAME-compatible ROM images.
NBA Hangtime¶
- nba-hangtime-rebuild - Actively-developed rebuild of NBA Hangtime (1996, Midway) source, a heavily extended fork of historicalsource/nba-hangtime (300+ additional commits) adding DCS audio sample support (.GLO/.TBL), a new playable court, updated rosters, and a pure-Python build pipeline producing MAME-compatible GFX/DCS ROMs.
NBA Jam¶
- Roaster - Tool to patch the EPROM images (character graphics/palettes and text) of the NBA Jam Tournament Edition (rev 4.0) arcade board.
- jamedit - Edits an NBA Jam cartridge dump's rosters, portraits, artwork, and league marks, and produces a patch.
NFL Blitz¶
- NFL-Blitz-File-Editor - File editor for NFL Blitz game data.
- NFL-Blitz-Play-Maker - Playbook editor for NFL Blitz.
- NFL_Blitz_Roster_Manager - Roster management tool for NFL Blitz.
- NFLBlitzDataEditor.Core - Core library for editing NFL Blitz data files.
- afsys - Filesystem I/O library for reading Atari Games and Midway Games West arcade game disks and images.
- midway-loadimg - Replacement for the MS-DOS LOAD2/LOADW tool used to build graphics ROM images for Williams/Midway arcade games.
- midway-univiewer - 3D viewer for Midway arcade game universe files (UNI format), written in C99 with SDL2.
- midway-bddtool - Viewer/editor for Midway arcade game background and sprite data (BDB/BDD formats).
- midway-imgtool - IMGTOOL for creating and editing IMG container files used by various Midway arcade games; runs under DOSBox.
- elf2ol - Converts m68k-elf ELF object files to llf's .ol format; bundles the author's 1990s elf2zo/rdelf tools that compressed MIPS ELF boot images for Midway Games arcade hardware.
- macxx - Macro assembler for 6502, 6800, 6809, 68000/68010, 8080/8085, Z80, PDP11, and the Atari ASAP/Tom&Jerry DSP processors; the author's modernized rebuild of the in-house assembler originally used at Atari Games/Midway to build 1980s arcade coin-op game code.
- dmp_vlda - Dumps the .ob (macxx) and .vlda/.lb (llf) binary object/library file formats produced by the macxx/llf Atari/Midway arcade build toolchain.
- gca - Resurrected 1990s port of gcc 1.40 targeting the Atari Simplified Architecture Processor (ASAP) used in Atari Games arcade hardware, emitting macxx-compatible assembly for use with the macxx/llf toolchain.
- llf - Link+Locate+Format linker, companion to macxx, tracing back to the original in-house Atari Games coin-op cross-development toolchain.
San Francisco Rush: The Rock¶
- rushtherock-build-tooling - Docker-based reproducible build environment that compiles San Francisco Rush: The Rock (1997, Atari Games) from the historicalsource source dump using a period-correct gcc 2.7.2.3/newlib 1.6.1 MIPS toolchain, producing a MAME/cabinet-compatible ELF.
Wizard of Wor¶
- wizardofwor - Reverse-engineered disassembly of the Commodore 64 version of Wizard of Wor (1983), reconstructed into re-assemblable 6502 source code.
Millennium Kitchen¶
Attack of the Friday Monsters! A Tokyo Tale¶
- AttackFridayMonsters - Tools and format documentation for translating the 3DS game Attack of the Friday Monsters! A Tokyo Tale. (Archived on GitHub; development continues at the author's self-hosted Forgejo instance.)
Milon's Secret Castle¶
- milondasm - Complete disassembly of Milon's Secret Castle (NES) that assembles to the original version, with music data parsed from the ROM into LilyPond (.ly) files; graphics binaries must be supplied by the user.
Mindscape¶
- Days-of-Thunder-NES-Unpublished - Recovered source code for an unpublished Days of Thunder game for the NES developed for Mindscape (distinct from the game the publisher released in 1990), recovered from Chris Oberth's personal archives.
- eaglenest - Complete disassembly of the Amiga version of Into The Eagle's Nest, fully decoded and re-assemblable into a working game.
MindStorm Software¶
- Dr. Riptide Dissected - Reverse-engineered tool for "In Search of Dr. Riptide" (1994, MindStorm Software), loading the game's DAT files to view/play animated sprite lumps, maps (with entities/triggers/tile sets/palette rotation), PCX images, Adlib/CMF music, VOC sound effects and text; supports hex-editing assets back into the DAT and exporting sprites/images as GIF/PNG. Includes an independently reverse-engineered map file format writeup.
MiST Land / GFI¶
- mgc-file-formats - Game resource format documentation and viewing tools for games by GFI/MiST Land.
Virtys (Mist Legacy)¶
- ML.DAT.Parsed - Parsed database tables extracted from Mist Legacy.
Mithis Entertainment¶
Nexus: The Jupiter Incident¶
- Nexus Mesh Importer - A plug-in for Milkshape 3d that'll allow you to work on existing Nexus ship mesh & tex files.
- Nexus Texture Converter - converts Nexus' proprietary .tex file format to regular .tga images .NET Framework 3.5 required
Dragon Soul (MMORPG)¶
- .AUP File Type Decryptor and Viewer - Client-side decryptor/viewer for Dragon Soul's custom .aup packed asset format, reverse-engineering its LZSS-variant ring-buffer compression.
- Features: Batch export with folder structure preservation; previews PNG, JPG, BMP, TGA, DDS, custom game icons, and WAV; GB18030 Chinese text decoding.
Mojang Studios¶
- NBT (twoolie) - Python library for parsing and writing Minecraft's NBT file format and its RegionFile container; the original NBT library used by early Minecraft modding tools including pymclevel and MCEdit.
- Substrate - .NET SDK for reading and writing Minecraft Java Edition worlds, chunks, and NBT data. See also NBToolkit, a command-line map-processing toolkit built on it.
- Burger - "Topping"-based framework that decompiles and analyzes a Minecraft client JAR to automatically extract blocks, items, entities, packets, language strings, and other internal game data, primarily for building protocol/data specifications.
- NBTSerializer - Minecraft NBT serialization library.
- PCK-Studio - Editor for Minecraft Legacy Console Edition .PCK archive format. See also Quiver, its IDE-style successor for editing LCE DLC packs (formerly PCK++), and LegacyPlusPlus, a Legacy Console Edition file editor built on the same author's libLCE library.
- MCLCEArchiver - CLI tool and library for reading Minecraft Legacy Console Edition
.arcarchive files (work-in-progress; archive creation not yet supported). - CompareNbt - Tool for comparing and analyzing Minecraft NBT binary data format files.
- MinecraftLCE - Decompilation of Minecraft: Legacy Console Edition with asset parsing. See also Minecraft-Xbox-360-Decompilation, a separate decompilation/rewrite effort targeting the Xbox 360 version.
- DumpModel - Forge mod to export Minecraft models (items, blocks, entities) to .OBJ format.
- YSMParser - Decrypts and converts .ysm model files used by the Yes Steve Model mod (all encrypted format versions, including its custom-encrypted C++ rewrite) into Blockbench projects, restoring models, animations, controllers, textures, sounds, and language files.
- Minecraft-Unstitcher - Unstitches pre-1.6.4 stitched Minecraft texture atlases into individual named sprites, easing porting of older mods.
- MinecraftLocTool - Tool to edit Minecraft .loc game files; parses and modifies localization/config binary data.
- NBT Studio - Up-to-date NBT viewer and editor for Minecraft. Supports Java and Bedrock formats with undo/redo, drag-and-drop, multiselect, and SNBT support.
- minecraft-ttf - Rust tool that converts Minecraft: Java Edition font definitions (bitmap and Unifont hex glyph providers read from the game jar) into TrueType fonts, including regular/bold/italic variants; can also build fonts from resource packs and across version history.
- NBT (Querz) - Java library for reading, writing, and manipulating Minecraft's NBT (Named Binary Tag) format, including support for implementing custom tags.
- CombinedAudioTool - GUI/CLI tool for extracting and manipulating Minecraft New Nintendo 3DS Edition audio archives (CombinedAudio.bin, FSB SoundBank files).
- NBCraft - Cross-platform decompilation-based Minecraft Pocket Edition re-implementation, parsing original game assets and resources.
- mcaselector - Tool for selecting, exporting, and deleting chunks and regions from Minecraft Java Edition world saves (MCA format). See also arvitus/mcascripts, a collection of custom filter scripts for it.
- WorldPruner - GUI and command-line app to prune chunks from a Minecraft Java Edition world (Anvil region/MCA format), by the same author as mcaselector above.
- MCMapViewer - Tool to view and edit Minecraft maps.
- Minecraft-Overviewer - Renders high-resolution, zoomable Leaflet maps of a Minecraft world directly from its Anvil region/chunk save data.
- mcmap - Pixel-art isometric map visualizer for Minecraft, rendering images directly from world save data.
- MinedMap - Incremental Minecraft world map renderer/viewer written in Rust, parsing Anvil region/chunk data directly to generate tiled web maps for large multiplayer worlds.
- Minutor - Cross-platform Minecraft world map viewer, rendering biome, height, spawn, and other overlays directly from Anvil region/chunk save data.
- Project Lodestone - Documentation - Comprehensive documentation for Minecraft file formats (NBT, world structure, MCRegion, LCE editions); supports all platforms (Java, Bedrock, 3DS, PS Vita, PS3/PS4, Xbox 360/One, Nintendo Switch).
- libLodestone - Project Lodestone's library for reading and writing Minecraft file types and converting worlds between editions, with converters for Java Edition, Legacy Console Edition, New Nintendo 3DS Edition, and classic.minecraft.net worlds.
- nbt-edit - Svelte NBT editor and viewer component for the web.
- mcSavefileParsers - C utilities for Minecraft save files: extract chunk NBT from region files (all chunks or a single one), generate Wavefront OBJ/MTL from resource packs, and generate 3D models of a save.
- hematite - Minecraft client/renderer written in Rust with the Piston game engine; loads and renders actual .minecraft world saves.
- WorldEdit - In-game map/world editor and mod for Minecraft; reads and writes world data and schematic (.schem/.schematic) files for large-scale terrain and structure editing.
- SchematicWebViewer - NPM package for importing and viewing modern Minecraft schematic (.schem) files in the browser.
- muscode - Encoder/decoder for Minecraft's XOR-encrypted .mus background music files, converting them to and from standard Ogg Vorbis.
- nbtpp - Modern C++ library for reading and writing Minecraft's NBT (Named Binary Tag) file format.
- mc-anvil - TypeScript library for reading Minecraft's Anvil region-file format and NBT data in the browser.
- libanvil - C++ library for reading and writing Minecraft's Anvil region-file format. (Archived.)
- rpw (Resource Pack Workbench) - Standalone application for editing and managing Minecraft resource packs.
- MCEdit-Unified - Combined MCEdit and Pymclevel world editor for Minecraft Java Edition; reads and edits chunk/region world save data for large-scale terrain and structure editing.
- Amulet Editor - Actively maintained Minecraft world editor/converter supporting all versions since Java 1.12 and Bedrock 1.7, the spiritual successor to MCEdit. Reads and writes world/chunk save data through its own library stack: Amulet-Core (Java/Bedrock save format I/O), PyMCTranslate (cross-version block/entity/biome translation), Amulet-NBT (binary/stringified NBT library), and Minecraft-Model-Reader (block model/resource pack reader).
- In-development rewrite: Amulet-Editor reimplements the same editor on a new modular library stack — Amulet-Level (world/structure API), Amulet-Anvil (Java Anvil region format), Amulet-LevelDB (Mojang's modified LevelDB for Bedrock worlds), Amulet-Game (per-version data translation), and Amulet-Resource-Pack (resource pack parsing) — and documents a new cross-version Construction schematic format for exchanging world sections between editors.
- Mineways - Actively maintained Minecraft world exporter, reading Java and Bedrock world save data directly to produce 3D-printable or renderable models (OBJ, VRML, USD, and other formats), with terrain/schematic export and texture-atlas generation.
- MiEx - Modern Minecraft (and Hytale) world exporter for high-fidelity rendering, reading world save data and resource packs directly to produce renderable models.
- minecraftfinder - Tool to locate Minecraft installation and world files on disk, adapted from the author's RuneScape cache-finding work for the rs-archive preservation project.
- LCE-MultiTool - Work-in-progress suite of tools for previewing Minecraft Legacy Console Edition files (preview-only, no editing yet), based on file formats documented by Team LodeStone and the OMI Filetype Library.
- bedrock-viz - Minecraft Bedrock Edition world visualization and reporting tool with a web app frontend, reading Bedrock's LevelDB-based world save data. Active fork (206 commits ahead) of the original paulgrahek/bedrock-viz, which has been stale since 2020.
- nbtui - Terminal viewer and editor for Minecraft Bedrock Edition
.mcstructureNBT files, with a 3D block-grid navigator, block-palette editing, validation, and undo/redo.
Minecraft Dungeons¶
- DungeonsModMerger - Merges Minecraft: Dungeons custom level mods (
.levelmodfiles) into a single.pakfile for use with DungeonsLevelLoader. - DungeonsLevelLoader - Custom level loader for Minecraft: Dungeons, reading merged
.pak/customlevels.jsonmod data at runtime; modified version of flat20's dungeoneer.
Minecraft Legends¶
- LegendsToolbox - Work-in-progress tool for parsing Minecraft: Legends save files and its custom serialization format, including Xbox/Store save files,
level.dat+ LevelDB world storage, and serialized "badger" ECS world-database components, with (de)serialization code generation for C# component representations.
Monolith Productions¶
F.E.A.R¶
- F.E.A.R. 3dsmax 7 model import plugin
- F.E.A.R. 2 unofficial extraction tools - Unofficial tools for extracting F.E.A.R. 2 archives, textures, and sounds.
- Fear2Tools - F.E.A.R 2 Project Origin LTArchive extractor/packer & database editor.
- LithTechLokiResearch - Research materials for the LithTech 5 ("Loki") engine used in F.E.A.R. 2 and Condemned 2. Includes 010 Editor templates and code examples for parsing world files.
- Formats: .wld (world/map), .WldSrvr, .WldClnt, .bndl (bundle archives), .inst (prefab/instances), .mdl (models), .txanim (animated materials).
- FEAR Online 3dsmax script (F.E.A.R. 2)
- Video Tutorial: 3DSMax Plugin (F.E.A.R.)
- FEAR Database Extractor
- FEAR Public Tools v2 - FEAR sdk v2, allows making singleplayer levels on the Steam version
- FEAR Tweaking Tool and Guide - Designed to squeeze more FPS from the game without doing any drastic changes.
- ltar - Python CLI for I/O on LTAR archive files found in games using the Lithtech Jupiter engine.
- Lithtech Jupiter Ex FX Decompiler (F.E.A.R.)
Condemned 2: Bloodshot¶
- Condemned2Recomp - Static recompilation of Condemned 2: Bloodshot (Xbox 360) to a native PC executable using RexGlue, requiring assets extracted from a legitimately owned copy.
Trespasser¶
- Blender 2.6 Trespasser Exporter - Rewrite of the exporter to work with Blender 2.6 . This script exports models into trespasser formats. Supports writting TPM files as well as values.txt files. Also adds UI elements to configurate the export easily. For the individual types of meshes a basic set of values is exported. For meshes,...
- Blender3D Trespasser Exporter 1.0 - Blender script for exporting models to Trespasser formats. Exports TPM files and values.txt files with mesh type filtering (v1.0).
Blood¶
- BLOOD ULTIMATE BUNDLE TOOLS KIT - A complete collection of editors for creating your own mod or even a full-fledged Total Conversion.
- BLOOD UNOFFICIAL TOOLS - Unofficial toolkit for Blood with documentation for DOS tools (Mapedit, EditArt, ArEdit). Includes professional-style documentation for users of DOS tools or those seeking nostalgia.
- Spill Some: The Blood Tool - Launcher and demo utility for Blood/Cryptic Passage running under DOS/DOSBox. Enables playback of user-recorded demo files by automatically renaming default demos.
- BlooM - Modern modding suite for Blood, reading and editing the original Build engine MAP/ART/RFF/GRP game data while preserving compatibility with the retail engine's limitations.
- XMAPEDIT - Extended, modernized version of the original Blood map editor for Windows: edits maps plus QAV/SEQ animation and ART graphics files, with widescreen support and new object types while staying compatible with vanilla Blood. Built on nuke.YKT's SAMapedit, a JFBuild-based port of the original DOS Blood MAPEDIT.
Blood 2: The Chosen¶
- Updated 3dsmax plugin (Blood 2: The Chosen) - Updated 3dsmax plugin for Blood 2 and Shogo. Obtained from Monolith's old FTP server
- Blood 2 Modding tools - Complete modding toolkit for Blood 2: The Chosen, including ABC exporter and other essential tools.
- Blood 2 Toolset 64 bit fix - 64-bit compatible version of Blood 2 toolset. The default installer doesn't work on 64-bit Windows, so these are the extracted files.
- Milkshape ABC Plugin (Blood 2: The Chosen) - Milkshape ABC plugin for Blood 2. Includes import/export plugins
No One Lives Forever¶
- Lithtech Jupiter Maya/3dsmax plugins (No One Lives Forever 2) - Collection of Lithtech Jupiter model and level import/export plugins for 3DS Max 3-7 and Maya 4-7.
- Lithtech 2.2 toolset (No One Lives Forever) - Updated version of the Lithtech 2.0 tools with enhancements including .lta support and rebinding buttons (v2.2).
- NOLF Tools (No One Lives Forever) - Official modding tools for No One Lives Forever.
- No One Lives Forever 2 Toolkit - Complete toolkit for No One Lives Forever 2 including editing tools and source code. Provided as-is without official support.
- No One Lives Forever (Source Code) - Official source code release (v1.003) of No One Lives Forever, containing game engine code with file format implementations.
- ps2rezdecoder - PS2 REZ format decoder and extractor for Lithtech games.
- io_scene_abc - Blender addon for importing ABC model files from Lithtech 2.1 engine games.
Shogo: Mobile Armor Division¶
- Shogo Mobile Armor Division Modding Tools - Modding tools for Shogo Mobile Armor Division. Includes help for Shogo API:s used in the Source Code.
- Shogo tools 64 bit - 64-bit compatible SDK files for Shogo: Mobile Armor Division. The official SDK installer only works on 16-bit and 32-bit systems, so these are the extracted files for 64-bit systems.
Captain Claw¶
- OpenClaw - Multiplatform C++ reimplementation of Captain Claw (1997), written from scratch but reading assets from the original game's CLAW.REZ archive.
Monolith Soft¶
Japanese studio (distinct from Monolith Productions, USA).
Xenoblade Chronicles¶
- xenoblade (decomp) - Matching decompilation of Xenoblade Chronicles (Wii, JP).
- XenoTools - Tools for Xenoblade Chronicles file formats.
- XbTool - Tool for reading, processing and exporting data from Xenoblade Chronicles, Xenoblade Chronicles X and Xenoblade Chronicles 2.
- Features: ARD/ARH archive extraction and replacement, BDAT decryption and conversion to HTML/JSON/PSQL, XB2 save reading, script reading, and CATEX texture decoding.
- Companion: xenoblade2-data - HTML data tables from Xenoblade Chronicles 2.
- bdat-rs - Rust library for reading and writing BDAT format used in Xenoblade Chronicles games for data tables.
- xcnx-file-loader - File replacement mod for Switch Xenoblade games allowing custom files to be loaded from RomFS instead of ARD archives.
- ard-tools - Tools for working with ARD/ARH archive files from Switch Xenoblade Chronicles games. Includes ardain library, ard-tools CLI, and fuse-ard FUSE driver.
- XCXDE-ModLoader - Mod loader for Xenoblade Chronicles X: Definitive Edition (Switch) that loads replacement files without repacking ARD/ARH archives.
- xb3tool - Tools and notes for researching/analyzing Xenoblade Chronicles 3 data. Supports BDAT database format and map generation.
- Xenoblade3 - Save data editor for Xenoblade Chronicles 3 (Switch).
- XenobladeSave - Save parser for Xenoblade Chronicles (Wii) that renames saves from their contents, converts the embedded RGB565 TPL images to BMP, and documents the big-endian save layout.
- Xenoblade-Switch-Model-Importer-Noesis - Noesis plugin for importing 3D models from all 3 Xenoblade Chronicles Switch titles (Definitive Edition, X, 3), with mesh/material/texture export, morph support, and LOD toggles.
- XenoLib - Independent serialization library and CLI toolset for Xenoblade Engine formats.
- Formats: MXMD models (camdo/wimdo), DRSM/MXMD streams (casmt/wismt), MTXT/LBIM textures (witex/catex), XBC1 compression, SAR archives, BDAT data, MTHS shaders, BC (SKEL/ANIM/ASM), ARH/ARD archives, MSMD streamed maps (casm/wism).
- XenoMax - 3ds Max plugin built on XenoLib for importing Xenoblade Engine models, built on the same format support.
- xc3_lib - Rust libraries and tools for Xenoblade Engine rendering file formats across Xenoblade Chronicles X, 1 (Definitive Edition), 2, 3, and X Definitive Edition (Switch/PC/Wii U). Covers MXMD models (wimdo/pcmdo/camdo), MSRD/MSMD streaming data (wismt/pcsmt/casmt), BC skeletal animations, and more; complements XenoLib above with broader multi-title/platform coverage. See also xc3_model_py for Python bindings.
- xenoblade_blender - Blender addon built on xc3_lib for importing Xenoblade Engine models, maps, and animations.
- recordkeeper - Save file editor for Xenoblade Chronicles 3 and Future Redeemed.
- xeno-lvb - Extracts gimmick disposition data from
.lvbfiles in Xenoblade Chronicles 2 and 3, dumping enemy/field gimmick placement data to JSON by hash ID, name, or BDAT ID. - xc3fr-unlock-kit-balance - Edits Xenoblade Chronicles 3: Future Redeemed's unlock kit distribution by patching a BDAT dump (extracted with bdat-rs above) to make kits character-specific, then repacking for use with xcnx-file-loader above.
Monster Jam¶
- Monster-Jam-Unpack - Documents and unpacks the custom "PAK" .dat archive format used by Monster Jam (2007), covering the main header/directory/file tables, the pointer-table chunk index, and both zlib-compressed and raw data chunks.
Moorhuhn¶
- MHLIB - Engine reimplementation for classic Moorhuhn games written in Rust and Godot; preprocesses and loads original game assets from installed game copies.
- MoorhuhnSDP - Reverse engineering research on the file formats of "Moorhuhn Adventure - Der Schatz des Pharaos" (Crazy Chicken Adventure - The Pharao's Treasure).
Mucky Foot Productions¶
- MuckyFoot-UrbanChaos - Recovered source code snapshot for Urban Chaos (1999, PC/PSX/Dreamcast), including the game's map/animation editor and the shared MFlib1/MFStdLib libraries also used by Startopia.
MumboJumbo¶
- LuxorDecomp - Work-in-progress decompilation of Luxor 1, based on the latest Steam release of the game.
BeeWorks (Mushroom Garden Neo)¶
- NamekoNeoExtractor - Data extractor and WPF viewer for Mushroom Garden Neo's (なめこ栽培NEO) iOS ipa package, decoding the MessagePack-based
library.binnameko (mushroom) data and its WebP sprite images.
Amistech Games (My Summer Car)¶
- MSCEditor - Feature-packed save-file editor for My Summer Car.
N-LOG Soft (Mystic Nights)¶
- Mystic-Nights-Online - Open-source private server reviving the online multiplayer of Mystic Nights (PS2), a Korea-exclusive N-LOG Soft survival horror title, reverse-engineered from the client binaries via Ghidra decompilation and packet analysis.
- Mystic-Nights-Translation - English fan translation of Mystic Nights (PS2), reverse engineering the Korea-exclusive N-LOG Soft survival horror title's text and archive formats; companion project to Mystic-Nights-Online above.
N¶
Metanet Software (N+)¶
- N-PSP-ModTools - Converts N+ (PSP)'s raw 16-bit ABGR 4444 textures to and from editable DDS format.
Nadeo¶
- GbxDump - Windows application that decodes and displays the header contents of Nadeo GameBox (.Gbx) files, covering maps, challenges, replays, packs, blocks, objects, and items across Trackmania and other Nadeo titles.
- gbx-net - General-purpose C#/.NET library for Nadeo GameBox (.Gbx) files used by Trackmania and ShootMania; supports high-performance serialization/deserialization of 400+ Gbx classes.
- TMTelemetry - Windows tool displaying real-time telemetry data from TrackMania.
- gbx-ts - TypeScript library for parsing Trackmania Gbx files.
- pygbx - Python library for parsing Gbx files.
- gbx - PHP library for reading Gbx metadata, part of the ManiaLib framework.
- gbxc - XML to GBX compiler.
- GbxRemote.Net - Async .NET library for the XML-RPC protocol used by Trackmania dedicated servers.
- tm-essentials - Lightweight library providing common formatting helpers for Trackmania development.
- GbxMapBrowser - Browser/explorer for Trackmania/ShootMania
.gbxmap and replay files, powered by GBX.NET. - nations-converter - Converts Trackmania Sunrise/Nations ESWC/United Forever/Turbo maps to Trackmania (2020), powered by GBX.NET.
- tm-map-gbx-to-advanced - Converts Trackmania
Map.Gbxfiles from Simple to Advanced editor mode. - gbxclient-node - Node.js XML-RPC client for Trackmania dedicated servers.
- island-converter - Converts any Island environment map from Trackmania (TMUF, TMU, or TMS) to be compatible with the community-made ManiaPlanet titlepack TM² Island.
- win-file-explorer-gbx-addons - Gbx-related property/thumbnail addons for Windows File Explorer.
- clip-input - Converts input data available inside a Trackmania replay or ghost into its Clip.Gbx visualization overlay.
- 3ds2gbxml - Experimental tool to convert .3ds model files to GBXML visual and surface model files for Nadeo GameBox (Gbx) titles.
- GBX-REHexPlugin - REHex plugin for the .Gbx (GameBox) file format.
- CarSkin2DAE - Exports GBX vehicle skins from Trackmania 2 to COLLADA (.dae) model files.
- blender_export_tmf - Blender add-on for exporting 3DS models suitable for TrackMania Forever and Trackmania 2.
- Frames-Manager-TM-2020 - Plugin to manage in-game camera frames for Trackmania (2020).
NanaOn-Sha¶
- PaRappaSource (decomp) - Decompilation of the original PaRappa the Rapper (PS1).
- parappa2 (decomp) - Matching decompilation of PaRappa the Rapper 2 (PS2).
- open-ribbon (decomp) - Matching decompilation of VIB Ribbon (PS1, PAL).
- Murugo/Misc-Game-Research (Vib-Ribbon) - Reverse engineering notes for Vib-Ribbon (PS1).
- VibRipper - Actively-maintained successor to VibRibbonPakExtractor below, unpacking and repacking Vib-Ribbon's PAK archive format.
- VibRibbonPakExtractor - Extraction tool for Vib-Ribbon's original PAK archive format. Superseded by VibRipper above.
Her Interactive (Nancy Drew)¶
- AVFExt - AVF file converter/extractor for Her Interactive games (in particular the Nancy Drew series).
Eighting (Naruto: Gekitō Ninja Taisen!)¶
- Naruto-GNT-Modding - Modding toolset and documentation for the Naruto: Gekitō Ninja Taisen! (Clash of Ninja) series' file formats.
- GNTool - Tool for extracting, modifying, and repacking files in a Naruto GNT ISO, including workspace creation for modding GNT4. See also SEQ-Search for searching SEQ files for a specific hex sequence.
- doldecomp/gnt4 - Decompilation of Naruto: Gekitō Ninja Taisen! 4 (GameCube).
- noclip.website (Naruto: Gekitō Ninja Taisen! 4) - In-browser stage viewer for Naruto: Gekitō Ninja Taisen! 4 (GameCube), the Japan-only fourth entry in the series known in the West as Naruto: Clash of Ninja. Unpacks the game's FPK archives and their compression.
Natsuiro no Sunadokei¶
- Natsuiro-no-Sunadokei-PAC - Extractor for the PS2 game Natsuiro no Sunadokei's (SLPM-65136) signature-less, headerless
PAC/PAC.HEDarchive pair, decoding its TM2 texture images.
NCSoft¶
Aion¶
- monono2 - Aion geo (world geometry) viewer.
- AION-Encdec - Dual-interface (GUI and CLI) tool for encoding/decoding Aion game files.
- aion-geobuilder - Parses collision data from Aion game clients.
- Aion_blender_level_importer - Blender add-on for importing Aion level geometry.
Blade & Soul¶
- BnsDatTool - GUI tool for extracting, repacking, and unpacking Blade & Soul .dat archive files.
- UPKManager - Blade & Soul Unreal Engine 3 Package (UPK) extractor and rebuilder; views, exports, and imports textures and sounds, with DDS load/save support.
JoWooD Vienna (Neighbours from Hell)¶
- NFH-archiver - Web-based tool to extract and repack .BND archive files used by Neighbours from Hell, for accessing language resources and game data for modding.
Alfa System (Neon Genesis Evangelion 2)¶
- nge_2_re - Reverse-engineering and Simplified Chinese localization project for Neon Genesis Evangelion 2: Tsukurareshi Sekai -Another Cases- (PSP); parses and repacks the game's HGPT, TEXT, and BIND file formats, dynamically patches the EBOOT executable, and builds a full translation import/export toolchain.
Angel Matrix (Neon White)¶
- noclip.website (Neon White) - In-browser Neon White viewer.
NetEase Games¶
Beyond the World¶
- BW.WPK.Tool - Tool for extracting WPK archives from the mobile game Beyond the World. Mirror; the original Ekey/BW.WPK.Tool was blocked by a DMCA takedown.
LifeAfter¶
- LA.NPK.Tool - Tool for extracting NPK archives from LifeAfter, NetEase's post-apocalyptic survival game.
NeoX Engine¶
- neox_tools - Extracts NetEase NeoX Engine EXPK/NXPK archives and converts the resulting
.meshmodels to OBJ/IQE; includes a dedicated extractor variant for Onmyoji. - Aexadev_NeoX_Extractor - Tool to extract/convert assets from NetEase's NeoX game engine, used across many NetEase titles.
Messiah Engine¶
- Aexadev_MESSIAH_extractor - Model extractor/viewer for NetEase's Messiah Engine.
Super Mecha Champions¶
- SMC_NPK_Tool - Command-line tool to extract resources from Super Mecha Champions.
NetEase Multi-Title Unpackers¶
- NeteaseUnpackTools - Python and C++ tools for decrypting/unpacking NetEase game files:
.nxsdecoder,.npkunpacker and.pycconverter.
Kalisto Entertainment (New York Race)¶
- kunp - Unpacker for the Kallisto (KBF/KIX) data files used in New York Race (2001), a racing game developed by Kalisto Entertainment.
Nexomon¶
- Nexomon-Extinction-Save-Editor - Save editor for Nexomon: Extinction (Steam, Switch and PS4 saves, up to save version 23) covering inventory, player data, party and storage monsters with their skills and cores, and the wallet. Includes an 010 Editor template for the start of the save file.
Nexon¶
MapleStory¶
- wzpp - C++ library for reading MapleStory's WZ archive format.
- wzmapeditor - Map editor for MapleStory.
- WzComparerR2 - MapleStory WZ archive extractor and viewer, with support for browsing and exporting game assets.
- reWZ - C# library for reading MapleStory's WZ archive format.
- reNX - C# library for reading MapleStory's NX (PKG4) archive format, the successor to WZ.
- wz2nx - Tool to convert MapleStory WZ archives to the NX (PKG4) format.
- MapleStory-Porting (Pharaoh) - Collection of MapleStory tools including a client-editor, file-browser, and client, supporting the game's WZ files.
- WzTools - C++ reader library for MapleStory's WZ client resource files, exposing a node-based (
WzFile/WzNode) API for browsing archive contents. - Limbs_XML_Parser - GUI tool for parsing and diffing XML exports of MapleStory's Map.wz data, extracting and comparing object, NPC, monster, reactor, and background placements across map versions.
MapleStory 2¶
- Maple2-Client - Research and tools for the MapleStory 2 client.
- MapleServer2 - MapleStory 2 server emulator with protocol research.
- MS2Lib - Library for reading and manipulating MapleStory 2 game archives (M2D/M2H).
- Maple2.File - MapleStory 2 M2D file parsing library. See also MS2Community's fork with additional community maintenance.
Dave the Diver¶
- DiveSaveEd - Native macOS save editor for Dave the Diver (Mintrocket/Nexon), decoding the game's GameSave_XX_GD.sav format, including its character-level XOR codec, to edit currencies, inventory, and items via a read-only JSON save inspector.
Mabinogi¶
- MabinogiFileFormats - Collection of 010 Editor binary templates documenting Mabinogi's game file formats.
- Mabioned - 2D region editor for Mabinogi.
- MackLib - .NET library for reading Mabinogi pack files.
- Fetitor - Editor for Mabinogi's compiled feature files.
- DataDog - Viewer for Mabinogi data files.
- Morrighan - Client proxy for Mabinogi, used for modding and protocol inspection.
- mabi-pack - Rust CLI to extract, list, and create Mabinogi
.packarchives. - See also mabi-pack2, a successor tool for the newer
.itpackage format (no longer updated since the developers began actively resisting unpacking).
Blue Archive¶
- Kivotos Halo Asset Tool - Cross-platform (Windows/Android via Termux) toolkit for extracting and repacking Blue Archive's Unity asset bundles, with an interactive menu tailored to the game's file structure.
- gonx - Reader/library for Nexon's NX file format, used by MapleStory and other Nexon games.
- BA2LW - Blue Archive Memorial Lobby interactive live wallpaper, rendering the game's lobby character assets on the desktop.
- blue-archive-viewer - Blue Archive resource viewer and asset-catalog fetcher, covering both EN and JP servers, with a CG gallery and Live2D/Spine skeleton viewer.
- SteamBARecord - Toolset for the Steam release of Blue Archive: decrypts table zip/byte data (MersenneTwister-based cipher) and converts the game's FlatBuffer table data to JSON via generated schema classes for hundreds of game data tables.
GameHouse (Nickelodeon Jigsaw)¶
- NickJiggler - Puzzle creator for Nickelodeon Jigsaw (2003), writing the game's proprietary chunk-based .jig puzzle file format from scratch (JIGC/JVER/DNAM/DESC/IURL/PURL/PKID/PKNM/TRIL/THMB/PIMG chunks).
Infinite Fall (Night in the Woods)¶
- NITW-Dialogue-Tool - Tool to edit Night in the Woods dialogue files.
- NITW-Save-Editor - Tool to edit Night in the Woods save files (
player.dat,persist.dat).
Nihilistic Software¶
-
VAMPTools - Extraction and conversion tools for the VAMP engine.
-
CTR-ModSDK (decomp) - Matching decompilation of Crash Team Racing (PS1).
- nod_nad_to_fbx - Converts NOD engine model (.nod) and animation (.nad) files from Vampire: The Masquerade - Redemption to FBX.
- RedemptionUnity - Reverse-engineering of Vampire: The Masquerade – Redemption model formats (NOD/NAD) and NOB archives for Unity port.
- Vampire.T.M.R_Noesis_plugin - Noesis plugin for importing Vampire: The Masquerade – Redemption's NOD/NAD model and animation formats.
- q2_map_to_fbx - Converts Vampire: The Masquerade - Redemption's Quake 2-derived QuakeEd4
.mapformat files to FBX, exporting brushes and texture coordinates for viewing in 3D software.
Nikita¶
- parkan-file-formats - File formats and tools for the Parkan game series.
Nintendo EAD¶
First-party Nintendo titles. Many GameCube/Wii games use JSYSTEM middleware.
Animal Crossing¶
See also JSYSTEM for additional format tools used in this game.
- 010Editor-AnimalCrossing-Templates - Binary templates for analyzing Animal Crossing file formats in 010 Editor.
- AC-Audiobank-Dumper - Tool for extracting audio from Animal Crossing audio banks.
- ACNESCreator - NES ROM editor for Animal Crossing.
- ACWC24 - Creates distributable DLC files (items, patterns, and letters) for Animal Crossing: City Folk as U8 archives, with WC24 encryption when the user supplies the keys, for use with RiiConnect24. (Archived.)
- LibACNH - C++ library for parsing file formats and algorithms used by Animal Crossing: New Horizons.
- CylindricalEarth - Tools for researching the internals of Animal Crossing: New Horizons, by Ash Wolf (Ninji).
- Formats: BCSV (binary CSV data tables), MSBT (message archives), PBC (island collision/heightmap data), savefile schema (encrypted savefile field/type hashes, SaveIO structure dumps).
- Features: Ghidra scripts for scraping BCSV enumerations, importing the savefile schema, and building RTTI class hierarchies; a browser-based savefile viewer/editor.
- NHSE - Save editor for Animal Crossing: New Horizons.
- ACNHDesignPatternEditor - Editor for Animal Crossing: New Horizons design patterns, used alongside JKSV-exported save data.
- ACNH_Dumper - Tool to decompress and unpack the romfs for Animal Crossing: New Horizons.
- HeavenTool - Nintendo file editor focused on Animal Crossing: New Horizons. Opens and edits BCSV, SARC and RSTB/RSTC files, and opens PBC files.
- acnh-eventflow-decompiler - Decompiles Animal Crossing: New Horizons EventFlow flowcharts (
.bfevfl) into a readable, code-like format. - acnh-eventflow-compiler - Companion compiler for the same EventFlow flowcharts.
- MyHorizons - Archived. Work-in-progress Animal Crossing: New Horizons save editor.
- HorizonCrypt - Archived. Animal Crossing: New Horizons save encryptor/decryptor.
- ACSE - Animal Crossing Save Editor for GameCube.
- Animal-Crossing-Model-Editor - 3D model editor for Animal Crossing.
- Animal-Crossing-Texture-Editor - Texture editing tool for Animal Crossing.
- Cross-View - Model viewer for Animal Crossing.
- ac-editor-stringtables - Kotlin/TornadoFX string table editor for Animal Crossing (GameCube); the tables are extracted from
forest_1st.arcandforest_2nd.arcwith a RARC unpacker. - RELDumper - Tool for dumping REL files from Animal Crossing.
- af (decomp) - Matching decompilation of Animal Forest.
- ac-decomp (decomp) - Matching decompilation of Animal Crossing (GameCube).
- afe-decomp (decomp) - Matching decompilation of Animal Forest e+ (JP).
- ACGC-PC-Port - PC port of Animal Crossing (GameCube) based on ac-decomp decompilation project. X86-native code with OpenGL 3.3 graphics layer. Requires original game copy.
- acnl-editor - Animal Crossing: New Leaf savegame editor made in HTML5.
- ACNLPatternTool - Browser-based editor for Animal Crossing: New Leaf's ACNL pattern file format, reading/writing patterns as multi-part QR codes. See also react-acnl-pattern-tool, a React.js rewrite of an earlier version (Archived), and acpatterns-js, a standalone JavaScript library extracted from that rewrite for parsing, editing, and previewing Animal Crossing pattern data/files.
- Animal-Crossing-Pocket-Camp-Complete-Save-UnPacker - Python tool that unpacks and deserializes Animal Crossing: Pocket Camp Complete save files into raw and JSON files and repacks them; not a validating save editor.
- ACNL_Research - Research on Animal Crossing: New Leaf's inner workings, obtained through reverse engineering the game's code and savefile.
- Contents: 010 Editor templates, MSBT tag research, SpotPass research, Dream Town downloading, HHS Exhibition data, fish data.
- NLTK - Archived. Animal Crossing: New Leaf save editor and toolkit.
- ACNL_REditor - Animal Crossing: New Leaf ROM editor for patching the game's code and files with quality-of-life gameplay changes.
- ACNL_SFC - Archived proof-of-concept C++ tool that creates custom SpotPass (DLC) files for Animal Crossing: New Leaf (Post Office presents and Campground RVs); needs CFW and a
boot9.bindump for encryption and decryption. - CGFXModel - Attempt at editing Animal Crossing: New Leaf villagers and other CGFX model data. (Archived.)
- Turnips - Homebrew Nintendo Switch application that reads Animal Crossing: New Horizons save data directly to preview turnip (stalk market) prices.
- ACNHMobileSpawner - Real-time multi-tool for Animal Crossing: New Horizons (via sys-botbase/USB-Botbase on a modded Switch); injects inventory items, edits villagers/turnip prices, and saves/loads the game's
.nhi/.nhv/.nhvhinventory and villager file formats. - effective-guacamole - Proof-of-concept tool for decrypting and re-signing Animal Crossing: New Horizons save data.
- ACNHPokerCore - Real-time item-spawning tool for Animal Crossing: New Horizons.
- ACWW-Letter-Editor - Qt5 editor for letters in Animal Crossing: Wild World save files, extracting stationery and fonts from the ROM for authentic preview rendering.
AST¶
PCM audio format used in various Nintendo games.
- Nintendo-AST-Creator - Tool for creating AST audio files for Nintendo games.
- ast_to_wav - Converter for AST audio files to WAV format.
- MeltyTool (AST) - AST audio format viewer/converter.
- jatast - JAudio AST format tool.
Luigi's Mansion¶
See also JSYSTEM for additional format tools used in this game.
- Luigis-Mansion-Blender-Toolkit - Blender toolkit for Luigi's Mansion models.
- Dolhouse - Level editor for Luigi's Mansion (GameCube).
- Booldozer - Collision editor for Luigi's Mansion.
- LuigisMansion_Ghidra_NTSC - Ghidra project for the NTSC-U version of Luigi's Mansion for the Nintendo GameCube.
- SuperLM - Library for working with the BIN and MP formats found in Luigi's Mansion.
- noclip.website (Luigi's Mansion) - In-browser Luigi's Mansion viewer.
- LM2L - Extractor and parser for Luigi's Mansion 2: Dark Moon files; handles archive extraction, ETC1 texture decoding, and model export to OBJ.
- LM3Toolkit - Extracts and imports Luigi's Mansion 3 game formats (.dict text files, fonts, patches).
- LM2Decomp - Work-in-progress decompilation of Luigi's Mansion 2: Dark Moon (3DS), reverse engineering the Next Level Games engine's resource/dictionary file loading, texture parsing, and rendering code.
- LM2_SaveEditor - Save editor/converter for Luigi's Mansion 2: Dark Moon (3DS/Switch).
- NLOC-Tool - Tool for working with NLOC localization/message files from Luigi's Mansion: Dark Moon.
- MdlConverter - Converter for Luigi's Mansion (GameCube)'s
.mdlmodel format, building on format research by opeyx and SpaceCats. - NLG_Research - Wiki documenting Next Level Games' internal engine and file formats, covering Luigi's Mansion 2, Luigi's Mansion 3, and Mario Strikers.
- NextLevelLibrary - Library for Next Level Games' NLG file formats, specifically the LM2 and LM3 archive/asset formats used in Luigi's Mansion 2 and Luigi's Mansion 3.
Pikmin¶
See also JSYSTEM for additional format tools used in this game.
- pikmin (decomp) - Matching decompilation of Pikmin.
- pik1wii (decomp) - Matching decompilation of New Play Control! Pikmin 1 (Wii, USA).
- pik2wii (decomp) - Matching decompilation of New Play Control! Pikmin 2 (Wii, USA).
- pikmin2 (decomp) - Matching decompilation of Pikmin 2 (GameCube, USA).
- Pikmin1Toolset - Collection of modding tools including mod2obj converter for Pikmin 1.
- PikBinGen - Binary file generator for creating custom Pikmin levels.
- MeltyTool (Pikmin1) - Pikmin 1 format viewer/exporter.
- piki-tools - Collection of tools for working with Pikmin file formats.
- bxpack - Packs and unpacks the
.bxarchives of Pikmin 1 (part of libJAudio; archived). - Pikmin PC Port - Native PC port of Pikmin built on projectPiki's decompilation, reading the original disc image with no bundled assets.
Pikmin 2¶
See also JSYSTEM for additional Pikmin 2 tools.
- PikminEnemyParms - GUI editor for modifying enemy parameters in Pikmin 2.
- MeltyTool (Pikmin2) - Pikmin 2 format viewer/exporter.
- Pikmin-2-Symbol-Maps - Debug symbol maps for Pikmin 2 reverse engineering.
- p2d-aoi - Command-line cleanup tool for the Pikmin 2 decompilation repository, automating file formatting, de-duplication, and generating reports of files recommended for decompilation.
- pikmin-tools - Collection of various tools for working with Pikmin 2 files.
- noclip.website (Pikmin 2) - In-browser Pikmin 2 viewer.
- Jenny - Generator viewer and editor for Pikmin 2 level files.
- CaveGenerator - A tool to generate caves for Pikmin 2.
- obj2grid - Converts Wavefront OBJ files to Pikmin 2 grid.bin (collision) and mapcode.bin files, and back.
- pik2cutscene - Tool for working with Pikmin 2's cutscene (STB) files.
- pikminBMG - Converter between Pikmin 2 BMG message files and JSON text files.
- pikConfig - Python module for reading and writing Pikmin 2 config files.
Pikmin 3¶
See also JSYSTEM for additional format tools used in this game.
- p3-editor - Editor for Pikmin 3 Generator files (object placement in levels). Work in progress.
- obj2bjmp - Converter between Pikmin 3 BJMP files and OBJ models for import into a 3D modelling program.
Mario Artist¶
Mario Artist series (Nintendo 64DD Disk Drive).
- leotools - Toolkit for extracting and working with 64DD disk images.
- leo64dd_python - Python-based tools for 64DD disk manipulation.
- mfs_manager - Manager for MFS (Multi File System) used on 64DD disks.
- MeltyTool (MarioArtist) - Format viewer and exporter for Mario Artist series.
- ma3d1toOBJ - Mario Artist Polygon Studio Model File to OBJ
Mario Kart: Double Dash¶
See also JSYSTEM.
- MeltyTool (MarioKartDoubleDash) - Format viewer/exporter for Mario Kart Double Dash.
- mkdd-collision - Tool for viewing and editing collision data in Mario Kart Double Dash.
- tarsa129/mkdd-collision - Fork adding a Blender plugin for importing/exporting
.bcocollision, with sound-value and collision-flag handling. - mkdd-track-editor - Full-featured track editor for Mario Kart Double Dash.
- DouBOL-Dash - BOL file format tool for editing race course layouts in Mario Kart Double Dash.
- mkdd-memory-card-editor - Windows editor for Mario Kart: Double Dash memory card save
.gcifiles (as exported from Dolphin), covering settings, unlockables, and course times. - mkdd_gci_to_ght - Python script that extracts the ghost data from a Mario Kart: Double Dash
.gcighost save into a course-named.ghtstaff ghost file. - mkdd-.set-file-editor- - VB.NET editor for Mario Kart: Double Dash kart setting
.setfiles, with notes documenting the file's float fields. - noclip.website (Mario Kart: Double Dash) - In-browser Mario Kart Double Dash viewer.
- mkdd (decomp) - Matching decompilation of Mario Kart: Double Dash!!.
Super Mario 64¶
See also Fast3d/F3dex for N64 graphics middleware tools.
- Quad64 - Level editor for Super Mario 64.
- MeltyTool (SuperMario64) - Super Mario 64 format viewer/exporter.
- SM64Paint - Texture editor for Super Mario 64.
- Hack64 Super Mario 64 - Documentation for Super Mario 64 formats.
- sm64-lsdec - Decodes level scripts from Super Mario 64 ROMs.
- sm64 (decomp) - Matching decompilation of Super Mario 64.
- STRM64 - Converts audio files into Super Mario 64 streaming audio formats (AIFF, M64, JSON soundbank).
- modconv 2 - Model converter for the Super Mario 64 decompilation project; converts models to be compatible with decompiled game data formats.
- sm64tools - Collection of tools for Super Mario 64 ROM hacking and analysis.
- Tools: n64split (ROM splitter, disassembler, asset extractor), MIO0/YAY0 compression handlers.
- Formats: N64 ROM, MIO0, YAY0 archives.
- See also n64SplitConfigs, a collection of n64split config files for other N64 games.
- libsm64 - Library built from Super Mario 64 decompilation; loads official ROM to extract texture and animation data for use in other engines.
- HackerSM64 - Modding/ROM-hacking framework built on the Super Mario 64 decompilation, with extensive configuration options for creating SM64 hacks.
- sm64-port - Multi-platform port of the Super Mario 64 decompilation. See also mrneo240's fork with additional platform support, jnmartin84's Dreamcast port, malucard's sm64-psx fork retargeting the decompilation to the PlayStation 1 (and PC, for debugging), and sm64_3ds, a Nintendo 3DS port.
- libsm64-blender - Blender add-on integrating libsm64 above with Fast64, letting a controller-playable Mario run around levels built in Blender.
- sm64nx - Extension of the Super Mario 64 decompilation targeting non-N64 platforms, introducing a PAK mod-package format for loading game assets externally at runtime instead of compiling them in.
- Mario-64-Tools - Miscellaneous Super Mario 64 editing tools, including N64.TextureTool for converting images to/from the RGBA5551 format and splitting high-resolution images into N64-sized texture fragments.
- dynlistdumper - Rust tool that dumps the binary dynlists used by the Super Mario 64 Press Start head screen into assembler (GAS) macros, with generators for the matching assembler and C macro definitions.
- Companion: facevtxdump, which dumps the face, vertex, and animation data structures of the same head screen from a binary.
- sm64eep - Super Mario 64 save editor with accompanying documentation of the console's EEPROM save format.
- Mario-64-Randomizer - Randomizes warps, objects, music, and Mario's colors directly in a Super Mario 64 ROM; works with vanilla and romhacks, and includes an optional star-requirement-removing sequence randomizer patch.
Super Mario 64 DS¶
- SM64DSe - Level editor for Super Mario 64 DS.
- SM64DSe-Ultimate - Enhanced version of SM64DSe.
- noclip.website (SM64DS) - In-browser Super Mario 64 DS viewer.
- MeltyTool (SuperMario64Ds) - Super Mario 64 DS format viewer/exporter.
- sm64ds-decomp - From-scratch, byte-matching decompilation of Super Mario 64 DS into C, with a live progress atlas and matching tools.
Super Mario (Other)¶
See also JSYSTEM for Super Mario Sunshine and Galaxy.
Super Mario Sunshine¶
- sms (decomp) - Matching decompilation of Super Mario Sunshine.
- smstools - Toolkit for decoding and working with Super Mario Sunshine data files.
- Bin-editor-improvements - Enhanced version of miluaces' bin editor for Super Mario Sunshine with fixed orthogonal mode, duplicate/translate/subdivide buttons, improved UI, and Camera Intro editor (WIP).
- Corona - Toolkit designed for custom C++ code injection in Super Mario Sunshine. Can be used to create new enemies, objects, bosses, items, and more.
- flaaffy - Audio toolchain for Super Mario Sunshine. Runtime library for loading, utilizing, and playing various audio-related formats with tools and utilities to convert and create these formats.
- noclip.website (Super Mario Sunshine) - In-browser Super Mario Sunshine viewer.
- prm-parser - Editor for Nintendo's PRM file format used in Super Mario Sunshine (GameCube). See also the author's sms-tools, a CLI for the same format.
- SMS-Message-Editor - Visual editing tool for Super Mario Sunshine BMG message files, with built-in command shortcuts and support for various BMG forms.
- Super-Mario-Eclipse - Source code for compiling the Super Mario Eclipse total-conversion mod, built on the Kuribo mod loader.
- ssc - Work-in-progress compiler for SunScript, supporting the byte-code functionality of Super Mario Sunshine's SPC interpreter and compiling to the SPC binary format (.sb files) used by the game, allowing new/custom scripts.
- sunshine-bmp-fix - Script to fix BMP files for use with Super Mario Sunshine's BMP format.
- PADconv - Converts Super Mario Sunshine PAD files (recorded input for Shadow Mario and Piantissimo) to and from text.
Super Mario Galaxy & Odyssey¶
- OdysseyDecomp (decomp) - Matching decompilation of Super Mario Odyssey for all versions. See also OdysseyHeaders, auto-generated C++ header files for all of the game's symbols, aiding manual documentation/modding work.
- OdysseyEditor - Level editor for Super Mario Odyssey and other Switch games using the same engine.
- noclip.website (Super Mario Odyssey) - In-browser Super Mario Odyssey viewer, with a from-scratch reader for the Switch NX graphics formats: BFRES models, BNTX textures (including Tegra swizzle/block-linear decoding), and SARC archives.
- noclip.website (Super Mario Galaxy) - In-browser Super Mario Galaxy viewer.
- noclip.website (Super Mario Galaxy 2) - In-browser Super Mario Galaxy 2 viewer.
- GSTExtract - Extracts the data out of .gst files found in Super Mario Galaxy 1 and 2.
- galaxydatabase - Object database for Super Mario Galaxy 1 and 2 (archived); development continues in SMGCommunity/galaxydatabase, which adds an editor for the JSON configs and generates HTML pages.
- SMG2-HashLookup - Looks up hashed field/object names in Super Mario Galaxy 2 against a string table extracted from the game's DOL.
- Petari (encounter) - Decompilation of Super Mario Galaxy 1 (Korean version).
- Petari (Gota7) - Decompilation of Super Mario Galaxy 1 (Korean version).
- Petari - Super Mario Galaxy 1 decompilation with full engine reconstruction.
- Garigari (decomp) - Work-in-progress decompilation of Super Mario Galaxy 2 (USA Rev 0,
SB4E01) built with decomp-toolkit and objdiff, tracking progress on decomp.dev; requires a copy of the game and contains no game assets. - Whitehole - Level editor for Super Mario Galaxy 1 and 2, reading/writing the games' scene and layout data. Actively maintained continuation of the original Arisotura/Whitehole editor.
- Whitehole Neo - Java rewrite of the Whitehole level editor for Super Mario Galaxy 1 and 2, adding undo, copy/paste, a reworked SMG2 world map editor, new galaxy templates, and support for the galaxydatabase object database.
- galaxymsbt - Text editor for Super Mario Galaxy 2 MSBT message files, editing attributes and tags and creating or editing the RARC archives that hold them (MSBF not supported). (Archived.)
- pygapa - Python GUI and command-line tool for Super Mario Galaxy 1 and 2 particle and effect data, opening and saving
Effect.arcfiles and extracting, dumping, importing, and packing particle data; full particle editing was not implemented. (Archived.) - smguseres - Generates Super Mario Galaxy 2
UseResource.arcpreload-list archives from Dolphin emulator log files, built on pyjmap and pyjkernel. (Archived.) - Supernova - Early-alpha C# level editor for Super Mario Galaxy 1 and 2 (Dear ImGui and OpenGL) covering objects, cameras, paths, scenarios, and stage data, writing Yaz0, RARC, and BCSV files back byte-identical to the originals.
- Syati - Custom code injection framework for Super Mario Galaxy 2, compiling and linking custom C++ code against the original game's code, similar in purpose to Kamek for Wii NSMB-series games. See also SyatiManager, a GUI application for managing Syati solutions and modules and generating Riivolution XML, and SyatiModuleBuildTool, a command-line builder that compiles modules into
CustomCode.bin. - Bussun - Work-in-progress custom code injection framework for Super Mario Galaxy 1, providing Kamek headers, per-region symbol maps (USA, PAL, JPN, KOR), and a loader for linking new code against the game (loader currently USA only).
- SM3DAllStarsGalaxyConverter - Converts Super Mario Galaxy (Wii)'s big-endian
.arcarchives, including.bdlmodels,.kclcollision, and.bcsvtables, to the little-endian format used by Super Mario 3D All-Stars' version of the game. - SMGEndianConv - Command-line converter between Wii big-endian and Switch little-endian Super Mario Galaxy files, handling RARC
.arcarchives and their contents (.bcsv,.kcl,.bti,.msbt,.msbf,.bck,.btk,.brk, and other animation formats), optionally recursive. - Scenaristar - Standalone scenario editor for Super Mario Galaxy 1 and 2, adding, removing and renaming scenarios, setting which Power Stars are declared and star types, setting up comets, and choosing the layers each zone uses per scenario.
- NeoKCLCreate - Collision importer for the Super Mario Galaxy games, creating
.kclcollision files from triangulated Wavefront.objmodels with per-material collision and sound codes, and dumping existing.kclfiles back to.obj(requires the matching.pafile). - LaunchCamPlus - Standalone camera editor for Super Mario Galaxy 1 and 2, with camera presets (including user-made ones), type-specific editors and a camera ID identification assistant.
- GalaxyMessageFlowStudio - Node-based
MSBFmessage flow editor for Super Mario Galaxy 2, opening the MSBT/MSBF inside message archives to edit conditions, entries and flow paths. - SMG2MarioConstEditor - Editor for the 540 player parameters in Super Mario Galaxy 2's
MarioConst.bin,LuigiConst.binandYoshiConst.bin(Mario, Luigi and Yoshi), highlighting values that differ from Mario's defaults. - GalaxyBMSConverter - Converts MIDI files into Super Mario Galaxy BMS sequence files, with instrument remapping, chord and loop point setup, and MIDI channel to BMS track mapping.
- SMGWiimoteSoundPlayer - Plays the Wii Remote sound effects extracted from Super Mario Galaxy 1/2.
Super Mario 3D Land & 3D World¶
- Redpepper - Matching decompilation of Super Mario 3D Land (EU).
- RedCarpet-S - Matching decompilation of Super Mario 3D World + Bowser's Fury.
- RedPepper-ClassDataBase - Class database supporting the Redpepper decompilation of Super Mario 3D Land.
- mizuna-utils - Scripts for games built on Nintendo's ActionLibrary (AL) engine, including an object search tool across a game's romfs stages and readers/writers for Yaz0, SARC/SZS, BYML, and MSBP files.
- Games: Super Mario Odyssey, Super Mario 3D World.
Mario Kart¶
- mk64 (decomp) - Matching decompilation of Mario Kart 64.
- tkmk00 - Tools and documentation for Mario Kart 64's TKMK00 format.
- mkds-re (decomp) - Reverse engineering work for Mario Kart DS (EU).
- mkw (decomp) - Matching decompilation of Mario Kart Wii.
- Track-Studio - Full-featured track and course editor for Mario Kart 8, by the same developer as the original KillzXGaming/Track-Studio; more actively maintained.
- CTR-Studio - Editor for 3DS BCH/BCRES formats used in Mario Kart 7 and other 3DS games.
- noclip.website (Mario Kart 64) - In-browser Mario Kart 64 viewer.
- noclip.website (Mario Kart DS) - In-browser Mario Kart DS viewer.
- noclip.website (Mario Kart Wii) - In-browser Mario Kart Wii viewer.
- noclip.website (Mario Kart 8 Deluxe) - In-browser Mario Kart 8 Deluxe viewer.
-
Mk7se - In-game save data editor for Mario Kart 7 (3DS), running as homebrew directly on-console.
-
mk64project - ROM documentation, extractor, and course viewer for Mario Kart 64.
- MarioKart64SaveEditor - EEPROM save editor for Mario Kart 64.
- mk64-dc - Sega Dreamcast port of the Mario Kart 64 decompilation.
- MK64AudioFiles - Dumps Mario Kart 64's Audiobank, Audiotable, and Audioseq sound data (with their indexes) out of the ROM for editing, and rebuilds a patched ROM from the modified files.
- Mario-Kart-8-Blender-Path-XML-Exporter - Blender exporter for Mario Kart 8 path data to an XML format convertable with yamlconv, supporting custom objects.
- MK8-Parts-Bin-Converter - Converter that serializes Mario Kart 8's parts.bin to JSON and back, for patching in kart part edits.
- SpaghettiKart - Mario Kart 64 PC port built on the mk64 decompilation, packaging original ROM assets into the O2R archive format via the companion ZAPDTR asset processor (sibling project to Starship and Shipwright). Requires a supported game copy.
- Kinoko - Reimplementation of Mario Kart Wii's physics engine in C++.
- Wiicompiled - Native PC port of Mario Kart Wii built via static recompilation of the original game.
- wii-ct-code - CT-CODE, the original custom track (CT) distribution engine/mod for Mario Kart Wii, predating and later superseded by the Kamek-based Pulsar/CTTP toolchain below.
- Pulsar - Kamek-based Mario Kart Wii engine for building custom track (CT) distributions. Same author's CTTP is a template project for building a Pulsar-based custom track pack, and Mario-Kart-Wii-Kamek-Documentation documents the game alongside the Kamek code loader. See also Retro-Rewind-Team's fork, an actively maintained fork powering the Retro Rewind custom track distribution.
- Mario-Kart-Wii-Kamek-Documentation - Documentation of Mario Kart Wii's game code, plus a Kamek code loader, used as the base for various Kamek-based Mario Kart Wii mods including Pulsar (above).
- mkw-structures - Documentation of various data structures used in Mario Kart Wii.
- gcn-kmp-editor-demake - Python/PyQt editor for Mario Kart Wii
.kmpcourse files, ported from the Mario Kart: Double Dash track editor (.bol); work in progress. - MarioKartToolbox - New version of Mario Kart Toolbox, a fully fledged Mario Kart DS editor.
- GRPEdit - Editor for Mario Kart DS grpconf.tbl file.
- LocalMapGen - Generates the vector-quantized local (mini-)map tile data used by Mario Kart DS course files from an input image.
- MKDSTTEncoder - Accurate decompilation of Mario Kart DS' Time Trial ghost data encoder.
- mkjs - Experimental JavaScript reimplementation of the Mario Kart DS engine.
- reverse_engineering_MKT_for_fun - Write-up and scripts reverse engineering Mario Kart Tour's APK/asset bundle structure.
- mariokart64 - Hacking notes, disassembly, and partial decompilation for Mario Kart 64, mostly documented in the repo's wiki.
- mk64-practice-rom - ROM patch framework and speedrun practice tools for Mario Kart 64, adding a title-screen quick-start menu, improved debug/input display, and a crash handler.
- MK8-Baking-Tool - Bake tool for replicating GSYS bake maps used by Mario Kart 8 and similar Nintendo EAD/EPD titles.
Mario Party¶
- marioparty (decomp) - Matching decompilation of Mario Party.
- marioparty2 (decomp) - Matching decompilation of Mario Party 2.
- marioparty3 (decomp) - Matching decompilation of Mario Party 3.
- marioparty4 (decomp) - Matching decompilation of Mario Party 4.
- bea-extract - Extracts BEA files from Super Mario Party.
- MPLibrary - Library for reading and writing Mario Party file formats.
- Party-Studio - Board editor for Mario Party Superstars (and planned support for older games), by the same developer as the original KillzXGaming/Party-Studio; more actively maintained.
- BEA-Library-Editor - Library and editor for rebuilding, adding, and removing files in Bezel Engine Archive (.bea) files, used by the Super Mario Party series.
- partyboard - Work-in-progress PC port of Mario Party 4 that loads the original game's assets.
- MP8RE - Reverse engineering and language tools for Mario Party 8, converting the game's "mess" language files between JSON and binary with documented control-code and encoding tables.
New Super Mario Bros.¶
- red-pro2 (decomp) - Matching decompilation of New Super Mario Bros. U v1.3.0 (US).
- Miyamoto - Level editor for New Super Mario Bros. U on Wii U. Works with game level files (SZS format), Yaz0 compression, tileset and sprite data.
- Puzzle-HD - Graphical tileset editor for New Super Mario Bros. U.
- CoinKiller - Level editor for New Super Mario Bros. 2.
- nsmb2-headers - Partial documentation of New Super Mario Bros. 2 header structures, stripped from the SMBNext decompilation project (no longer updated).
- codedx - Build system and code-injection framework for New Super Mario Bros. U Deluxe (Switch), compiling and hooking custom C code into the game with header definitions for its actors, collision, and effects systems.
- NSMBU-Music-extractor-injector - Extracts and injects music (BFWAV tracks) in New Super Mario Bros. U's BFSAR. Needs the original BFSAR, since the music offsets are hardcoded.
- NSMB-Editor (NSMBe4) - C# editor for New Super Mario Bros. (Nintendo DS) ROMs, with level editing, graphics and tileset editors, NSBMD model handling, a DS filesystem browser and ROM patcher.
Classic & 2D Mario¶
- SMM2CourseDecryptor - Decrypts course data from Super Mario Maker 2.
- SMM2Reversing - Reverse engineering notes for Super Mario Maker 2, including a course (
.bcd) level format document, actor lists, and Ghidra scripts. - smb-tools - Tools for Super Mario Bros. file formats.
- PGE-File-Library-STL - Moondust File Library (PGE-FL), a C++ library for reading and writing Super Mario Bros. X (SMBX 1-64 and 38A) level, world, save, game config, and NPC text config files, plus the Moondust PGE-X formats.
- Yoshi's Acid Trip - Editor for Super Mario Bros. Wonder with ROMFS conversion and level viewing.
- rstb - Python script converting Super Mario Bros. Wonder RSTB (resource size table) files to and from YAML, using pyzstd.
- smw - Reverse-engineered reimplementation of Super Mario World; parses original game ROM (levels, graphics, audio).
- WL1-Editor - Level editor for Super Mario Land 3 / Wario Land (1993, Game Boy).
- WL3-Editor - Java level editor for Wario Land 3 by Drenn, editing levels, warps, regions, tilesets, object sets, music, text and credits.
- moojelly - Level editor for Super Mario Land 2 and Super Mario Land 3 / Wario Land, extracting levels from the original ROM, modifying them, and patching them back in. See also GB_emu, the minimal Game Boy CPU emulator moojelly embeds to extract computed level data from RAM after emulating level loading.
- wl (disasm) - Disassembly of Super Mario Land 3: Wario Land (Game Boy).
- warioland4 (decomp) - Clean-room decompilation of Wario Land 4 (GBA).
- Super Mario Bros. 2 Disassembly - Comprehensive disassembly and reverse engineering of Super Mario Bros. 2 (NES).
- mmlinx - Homebrew app for browsing and injecting community-made Super Mario Maker 2 level files directly on Switch, for players without server access.
- Super Mario Bros. Remastered - Recreation of Super Mario Bros., The Lost Levels, Super Mario Bros. Special, and All Night Nippon: Super Mario Bros., requiring an original SMB1 NES ROM at runtime (no original assets bundled); includes a full level editor and custom level system.
- SMWDisX - Disassembly of Super Mario World (SNES).
- yoshisisland-disassembly - Full disassembly of Super Mario World 2: Yoshi's Island (SNES).
- Advynia - Level editor for Yoshi's Island: Super Mario Advance 3 (GBA remake of Super Mario World 2: Yoshi's Island).
- GoldenEgg - Decompiled source of Golden Egg, a level editor for Super Mario World 2: Yoshi's Island (SNES).
- yoshis-funland-randomizer - Randomizer and alternate game modes for Super Mario World 2: Yoshi's Island (SNES), patching the original ROM.
- wide-snes - Widescreen hack/ROM patching project for Super Mario World (SNES).
- SMW-Data - Compiled technical documentation on Super Mario World and SNES-related ROM internals.
- smb3 (disasm) - Disassembly of Super Mario Bros. 3 (NES).
- SMAS-Disassembly - Disassembly of the Super Mario All-Stars ROM (SNES).
- SMB3Utilties - NoDice level editor and MusConv music converter companion tools for captainsouthbird's Super Mario Bros. 3 disassembly.
- SMBLevelDrawer - Draws images of Super Mario Bros. (NES) level data.
- sma2-disasm, sma3-disasm, sma4-disasm, and smbdx-disasm - Disassemblies of the four Super Mario Advance GBA ports: Super Mario World, Yoshi's Island, Super Mario Bros. 3, and Super Mario Bros. Deluxe respectively, by the same author as Advynia above.
- See also smbdxtll, a Super Mario Bros. Deluxe: The Lost Levels hack built on smbdx-disasm.
- mwl2bin - Converts Lunar Magic MWL level files (Super Mario World) to BIN level format.
- PIXI - Tool to insert custom sprites into Super Mario World (SNES) ROMs, assembling via Asar; a maintained continuation of Romi's original Sprite Tool.
- See also CFGEditor, a GUI editor for PIXI's sprite configuration files.
- mockup - Open-source level editor for Super Mario World (SNES), reading and rendering level/graphics data directly from the original ROM.
- smb-disassembly - ca65-based disassembly of Super Mario Bros. (NES), building on doppelganger's original disassembly.
- smb2j-disassembly - Same CC65 conversion of doppelganger's Super Mario Bros. 2 (Japan) disassembly.
- smm-course-viewer - Package for reading course (*.cdt) files from the original Super Mario Maker (Wii U).
- Metamaker - Work-in-progress course editor for the original Super Mario Maker (Wii U) running on PC.
- MarioUnmaker - Qt viewer for Super Mario Maker (Wii U)
.cdtlevel files, with reverse-engineered format notes (FormatNotes.md). - smb1_src - Byte-identical ca65 source reconstruction of seven official Super Mario Bros. releases across NES, Vs. System, and FDS, with reverse-engineering documentation and authoring tools.
- SuperMarioBros-C - Translation of the original Super Mario Bros. (NES) disassembly into readable, buildable C/C++.
Other Games & Decompilations¶
- bba-wd (decomp) - Matching decompilation of Big Brain Academy: Wii Degree.
- bodyharvestdecomp (decomp) - Matching decompilation of Body Harvest (N64).
- chameleontwistv1.0-jp (decomp) - Matching decompilation of Chameleon Twist (N64, JP).
- ChameleonTwist1-JP-Recomp - Static recompilation of Chameleon Twist (N64, JP) into a native executable, built on chameleontwistv1.0-jp's decompilation.
- ChameleonTwist2-JP-Recomp - Static recompilation of Chameleon Twist 2 (N64, JP) into a native executable.
- doshin-gc (decomp) - Matching decompilation of Doshin the Giant (GameCube).
- pcopter_wii (decomp) - Matching decompilation of Radio Helicopter (Wii).
- cttt-decomp (decomp) - Matching decompilation of Captain Toad: Treasure Tracker for Nintendo Switch.
- KinopioDB - Public modding database for Captain Toad: Treasure Tracker (Switch and 3DS), documenting the game's objects and classes (internal names, lists, links, models) as JSON with Python tools. (Archived.)
- drmario64 (decomp) - Matching decompilation of Dr. Mario 64.
- ArikaTools - Tools for extracting data from Arika-developed games, such as their Dr. Mario/Dr. Luigi titles.
- mariogolf64 (decomp) - Matching decompilation of Mario Golf (N64).
- smstrikers-decomp (decomp) - Matching decompilation of Super Mario Strikers.
- Companion: smstrikers-viewer - Cross-platform (C++/OpenGL/CMake) asset viewer for Super Mario Strikers (GameCube) built on the decompilation's findings; loads most
.glttexture bundles, with.glgmodel bundles not yet implemented. - StrikersRecomp - Static recompilation of Super Mario Strikers (GameCube, G4QE01) into native code, the worked-example game for the RecompCore/GXRuntime GameCube static-recompilation toolchain (see Static Recompilation above); companion project to smstrikers-decomp.
- ToadsTool - Tool for editing Mario Golf: Toadstool Tour files including map containers, text, events, zone headers, entities, and encounters.
- camelotgcdatatool - Camelot GameCube games (Mario Golf: Toadstool Tour and Mario Power Tennis) data decoder/encoder.
- MarioTennisAces0x50Decompressor - Decompressor implementation for Mario Tennis Aces' type-0x50 compression, made by reverse engineering the game's code.
- M-LTool - Tool to extract archives from Mario & Luigi: Partner's in Time and Mario & Luigi: Bowser's Inside Story (NDS).
- PartnersInTime-Decomp - Matching decompilation of Mario & Luigi: Partners in Time (NDS).
- MLSS_SE - Save editor for Mario & Luigi: Superstar Saga (3DS remake). See also MLSSE, another save editor for the same 3DS release. (Archived)
- MLDT_SE - Save editor for Mario & Luigi: Dream Team (3DS).
- ML1 - Save data editor for Mario & Luigi RPG1 DX (3DS), the Superstar Saga + Bowser's Minions remake.
- PartrickSharp - Decrypts/encrypts course data from Super Mario Maker 2. See also SMM2CourseDecryptor.
- partrick - NodeJS module for decrypting, parsing, editing, and encrypting Super Mario Maker 2 course data; referenced by PartrickSharp above.
- smm2-level-viewer - Barebones course viewer for Super Mario Maker 2, rendering decrypted level data with partial game-style/theme support.
- LazyShell - Editor for Super Mario RPG, based on Giangurgolo's original Lazy Shell with recreated source changes.
Classic & Portable Mario Recompilations¶
- SuperMarioBrosNESRecomp - Static recompilation of Super Mario Bros. (NES) into native code.
- SuperMarioWorldRecomp - Static recompilation of Super Mario World (SNES) into native code.
- SuperMarioRPGRecomp - Static recompilation of Super Mario RPG: Legend of the Seven Stars (SNES) into native code.
- SuperMarioAdvance2Recomp - Static recompilation of Super Mario Advance 2 (GBA) into native code.
- SuperMarioAdvance4Recomp - Static recompilation of Super Mario Advance 4 (GBA) into native code.
- MarioKartSuperCircuitRecomp - Static recompilation of Mario Kart: Super Circuit (GBA) into native code.
- WarioWareTwistedRecomp - Static recompilation of WarioWare: Twisted! (GBA) into native code.
- DrMarioNesRecomp - Static recompilation of Dr. Mario (NES) into native code.
- MarioTennisVirtualBoyRecomp - Static V810-to-C recompilation of Mario's Tennis (Virtual Boy, 1995) into native code.
- HotelMarioRecomp - Static recompilation of Hotel Mario (Philips CD-i) into native code.
Other Nintendo NES/Game Boy Recompilations¶
- DuckHuntNESRecomp - Static recompilation of Duck Hunt (NES) into native code.
- GumshoeNESRecomp - Static recompilation of Gumshoe (NES) into native code.
- YoshiNESRecomp - Static recompilation of Yoshi (NES) into native code.
- YoshisCookieRecomp - Static recompilation of Yoshi's Cookie (NES) into native code.
- Mother1NESRecomp - Static recompilation of Mother (NES) into native code.
- TetrisGBRecomp - Static recompilation of Tetris (Game Boy) into native code.
New Super Mario Bros Wii¶
- NSMBW-Decomp (decomp) - Matching decompilation of New Super Mario Bros. Wii.
- BerryBush - Blender addon focused on importing and exporting BRRES models.
- Games: New Super Mario Bros. Wii (BRRES assets including characters, levels, props).
- Features: BRRES importer/exporter, render engine, material editing interface, and verifier to catch malformed model data before export.
- Reggie! Level Editor - Original level editor for New Super Mario Bros. Wii, created by Treeki and Tempus; parses and edits the game's level file format. Basis for the various Reggie! forks below.
- Reggie! Next M3 - Advanced level editor for New Super Mario Bros. Wii with enhancements from multiple community forks.
- Reggie! Level Editor (Updated) - Reggie! Level Editor for New Super Mario Bros. Wii with Python 3/PyQt5 support and level format research updates.
- Reggie! Level Editor Next - Advanced level editor for New Super Mario Bros. Wii; parses and edits game level file formats with modern features.
- Puzzle Tileset Editor (Updated) - Advanced tileset editor for New Super Mario Bros. Wii, originally created by Tempus; this fork focuses on stability, bugfixes, and continued tileset-format research.
- Cobra - Editor for world map scripts in the New Super Mario Bros. series.
- Koopatlas-Updated - 2D New Super Mario Bros. Wii world map editor, updated for Python 3/PyQt5 compatibility with additional fixes and improvements.
- EnvironmentEditor - Environment editor for New Super Mario Bros. Wii. See also RoadrunnerWMC's Updated fork with ongoing bloom/lighting (blmap/bdof) format support work.
- onetileset-creator - Wizard for creating New Super Mario Bros. Wii "OneTileset" tileset packs.
- nsmbpy - Python library for file formats from the New Super Mario Bros. game series.
- Papyrus - Text-based level editor for the New Super Mario Bros. series, powered by the nsmbpy library.
- BRFNTify-Next - Editor for Nintendo's BRFNT bitmap font format, used across many Wii/DS-era games including New Super Mario Bros. Wii.
- NSMBW-Bahp-Editor - Edits New Super Mario Bros. Wii "bahp" song metadata.
- Penguin - Rust save editor for New Super Mario Bros. Wii that parses and edits the save header and save slots.
- Moviedata-Editor - C++/wxWidgets tool for editing the moviedata and moviesound files of New Super Mario Bros. Wii cutscenes.
- Terrain-Lighting-Eliminator - Batch-removes terrain lighting from New Super Mario Bros. Wii levels.
- nsmbw-symbols - Collection of New Super Mario Bros. Wii debug symbols. See also NSMBW-Maps, a companion symbol/address map project, and RootCubed's symbol-hash-cracking tools: nsmbw-hashing-toolbox (GUI for cracking NSMBW symbol hashes), nsmbw_hashAttack (recovers function name/argument lengths from hashes), and fpga_nsmbw_hash (FPGA design for cracking symbol hashes).
- nsmbw-syms-brace-expansion-bruteforcer - Bruteforcer for recovering New Super Mario Bros. Wii ALF debug symbols from brace-expansion patterns.
- RELocator - Relocates New Super Mario Bros. Wii .rel module files to a memory address and writes them out as ELF files, which can then be converted to a binary for disassembly/decompilation.
- LoadRetimer - Retimes New Super Mario Bros. Wii speedruns to exclude load times, using a custom .lds format to store segment load-timing data.
- NSMBW-Practice-Mode - Riivolution/Kamek-based speedrunning practice mod for New Super Mario Bros. Wii. See also NSMBW-ILs-Mod, a companion mod adding instant level resets, attempt counters, and precise timing for individual-level (IL) speedruns.
- newsouper - Riivolution mod builder for New Super Mario Bros. Wii code hacks, patching the game's original files directly via Riivolution. See also two example mods built with it: BetterIGT (adds 3 decimal places to the in-game timer) and ShakeWithB (replaces controller-shake input with a button press).
- NewerSMBW - Source code and tools for Newer Super Mario Bros. Wii, a total-conversion mod built on the game's original engine and BRRES/level file formats.
- Companion tools: Level-Info-Editor (level info file editor), Newer-Credits-Editor and Newer-DS-Credits-Editor (credits data editors), Newer-Messages-Editor (in-level message box text editor), Newer-Tileset-Animations-Tool (tileset animation import/export), Koopuzzle-Tileset-Generator (compiled Koopuzzle tileset texture editor).
Zelda¶
See also JSYSTEM for Wind Waker and Twilight Princess, and Fast3d/F3dex for Ocarina of Time and Majora's Mask.
Ocarina of Time & Majora's Mask¶
- CloudModding OoT Wiki - Comprehensive technical wiki for Ocarina of Time with 331+ articles covering actors, objects, scenes, file formats, animations, cutscenes, audio, textures, collision, decompilation project, and modding guides.
- noclip.website (Ocarina of Time) - In-browser Ocarina of Time viewer.
- noclip.website (Ocarina of Time Beta) - In-browser Ocarina of Time Beta viewer.
- noclip.website (Majora's Mask 3D) - In-browser Majora's Mask 3D viewer.
- Zelda64Recomp - Static recompilation of The Legend of Zelda: Majora's Mask (and Ocarina of Time) N64 ROMs into native PC executables for Windows, Linux, and macOS.
- sw97 - Reverse-engineered recreation of the Nintendo Space World 1997 demo of The Legend of Zelda: Ocarina of Time.
- 2ship2harkinian - PC port of The Legend of Zelda: Majora's Mask, built on the zeldaret/mm decompilation and packaging original assets into the O2R archive format (sibling project to Shipwright for Ocarina of Time).
- Shipwright - Ship of Harkinian, a PC port of The Legend of Zelda: Ocarina of Time built on the OoT decompilation, requiring original game assets.
- ooot - Open Ocarina, a distinct PC port of The Legend of Zelda: Ocarina of Time built on the OoT decompilation project, requiring original game assets.
- zelda_ocarina_mq_debug - Disassembly of the debug build of The Legend of Zelda: Ocarina of Time Master Quest (N64).
- zeldaldr - Whole-ROM IDA loader for the Nintendo 64 Zelda games Ocarina of Time and Majora's Mask.
- mm3d_re - Savedata format reverse-engineering notes for The Legend of Zelda: Majora's Mask 3D (3DS), including an item table dump and
mm3d_savetool.c, a CRC-updating tool for the save file. - zcamedit - Zelda 64 (Ocarina of Time/Majora's Mask) cutscene camera editor Blender plugin.
- ci4tool - Companion tool to ZAPD for creating N64 CI4 (4-bit color-indexed/palette) textures used by Ocarina of Time and Majora's Mask decompilation projects, converting and applying palettes that ZAPD's own PNG-to-C conversion does not handle.
- link-rig - Blender IK rig for animating Link and exporting custom animations to Ocarina of Time's native animation format (via objex2), including interpolation with existing in-game animations and animated eye/mouth textures.
- OoT-Anim-Copy - Copies a Zelda Ocarina of Time animation between ZOBJ files.
- OoT-NPC-Maker - NPC creation tool for The Legend of Zelda: Ocarina of Time.
- ozmav - Legacy N64 emulation and game modding tools (unmaintained, automatically exported from code.google.com/p/ozmav).
- SceneNavi - Level editor for The Legend of Zelda: Ocarina of Time (N64) (unmaintained).
- sharpocarina - Automatically exported from code.google.com/p/sharpocarina (unmaintained).
- CloudModding Wiki (OoT Animation) - Animation format documentation for Ocarina of Time.
- mm (decomp) - Matching decompilation of The Legend of Zelda: Majora's Mask.
- oot (decomp) - Matching decompilation of The Legend of Zelda: Ocarina of Time.
- oot-vc (decomp) - Matching decompilation of the Wii Virtual Console N64 emulator for Ocarina of Time (JP).
- oot3d (decomp) - Matching decompilation of The Legend of Zelda: Ocarina of Time 3D.
- OoT3D_Randomizer - Item randomizer for The Legend of Zelda: Ocarina of Time 3D (3DS), patching item, location, and other placement data directly into the game's code/RomFS via an IPS patch and replacement files.
- oot3d_practice_menu - Practice/debug menu for The Legend of Zelda: Ocarina of Time 3D, built via the same IPS/exheader ROM-patching mechanism as OoT3D_Randomizer above.
- mm3d-practice-tools - Practice plugin for The Legend of Zelda: Majora's Mask 3D, patching the game's code/RomFS to add speedrun practice tooling.
- Project-Zeldas-Letter - Python simulator for Ocarina of Time and Majora's Mask's actor heap, used to find solutions to heap-placement/glitch routing problems.
- mm3dr - Item randomizer for The Legend of Zelda: Majora's Mask 3D, patching item/location placement data into the game's code/RomFS; actively maintained continuation of PhlexPlexico/mm3dr (266 commits ahead, 0 behind).
- project-restoration - Widely-used Majora's Mask 3D patch restoring original-game mechanics and quality-of-life fixes, built as a BPS code.bin/exheader patch via Magikoopa.
- jktool - Library and tool for creating, updating, extracting, and listing Majora's Mask 3D GAR archives, with partial documentation of the game's layout file format. Unmaintained.
- HackerOoT - Modding/ROM-hacking framework built on the zeldaret Ocarina of Time decompilation, providing a flexible, easy-to-use base for creating OoT romhacks (sibling project to HackerSM64).
- OoT-Randomizer - Widely-used randomizer for The Legend of Zelda: Ocarina of Time, patching item, location, and other placement data directly into the ROM.
- OoTMM - Combo randomizer for The Legend of Zelda: Ocarina of Time and Majora's Mask, merging both games into a single ROM and randomizing item/location placement across both.
- zelda64_compare - Version comparison scripts for Zelda64 decompilation projects, extracting and diffing baseroms across regions/versions for Ocarina of Time, Majora's Mask, and Animal Forest to assist with matching decompilation.
- zelda64 - Command-line save game name editor for The Legend of Zelda: Ocarina of Time and Majora's Mask N64 save files.
Zelda 64 Generic Tools & Decomp Infrastructure¶
- MasterOcarina - Collection of Zelda 64 programs
- zelda-internal-file-extractor - Command-line utility that extracts the internal files of Zelda 64 ROMs.
- Zelda64Loader - Ghidra loader for Zelda 64 ROMs.
- PyZelda64-Text-Editor - Cross-platform Zelda 64 Text Editor
- zev - ZEV, a ZElda 64 level Viewer
- z64font - The first font editor for Zelda games on the Nintendo 64
- z64viewer - HLE Zelda 64 model rendering in modern OpenGL
- zzrtl - the lightweight Zelda 64 filesystem management utility
- z64audio - Somewhat flexible audio converter for Zelda 64 games.
- Z64Utils - Asset viewer for the Zelda64 Engine
- ZAPD - Zelda Asset Processor for Decomp, used by the zeldaret Ocarina of Time/Majora's Mask decompilation projects to extract and process game assets.
- fado - Relocation generator for Zelda64 overlay files, used alongside ZAPD above by the zeldaret decompilation projects.
- zztexview - Program for viewing, converting, and locating texture data in Nintendo 64 ROM images and files dumped from them.
- zelda64-collision-import-blender - Blender add-on for importing collision data from Zelda64 files.
- io_export_objex - Blender addon exporting the OBJEX model format used by Zelda 64 decompilation/romhacking projects.
- CustomActorToolkit - Tool to create custom actors for Zelda64 games.
- SharpOcarina - Map and actor editor for Ocarina of Time/Majora's Mask, reading and writing the games' scene/room and actor data.
- SimpleMaterialHelper - Blender addon for simplifying material setup, intended for Zelda64 modding.
- gbd - Zelda 64 Graphics Binary Debugger, inspecting F3DEX display list binaries.
- dlcopy - Utility for copying and relocating Zelda64 object display lists and everything they reference between files.
- csdis - Ocarina of Time cutscene disassembler that turns raw cutscene data (binary or a hex integer list) into a macro representation.
- Z64CompDecGUI - GUI wrapper for z64compress/z64decompress, tools for compressing/decompressing Zelda64 ROMs.
- z64decompress - Decompresses retail Zelda 64 ROMs or individual files, including ones compressed with z64compress in its yaz, lzo, ucl, and aplib encodings (also handles ROMs using the ZZRTL dmaext hack).
- z64yartool - Command-line tool for Zelda 64
.yartexture archives: decompresses them into raw texture data, writes a recipe listing each texture, then dumps to PNG images and rebuilds the.yarfrom a recipe. - t64conv - Python script converting Wii Virtual Console T64 (VC64) texture files to TEX0, optionally decoding to PNG through wimgt; color-indexed (CI) textures are not supported yet.
- z64rom - Cross-compatible Zelda OoT MQ Debug ROM/project managing tool. See also the original z64tools/z64rom (archived).
- zelda-binary-templates - 010 Editor binary templates for exploring the file types inside N64 Zelda ROMs (mostly Majora's Mask), including viewing image data as it appears in the ROM.
Wind Waker & Twilight Princess¶
- WindEditor - Map viewer/editor for The Legend of Zelda: The Wind Waker.
- bfntoolkit - Extract and repack BFN font files from The Legend of Zelda: The Wind Waker (GameCube). Generates PNG images and JSON metadata. Requires separate BTI conversion tool for repacking.
- noclip.website (Wind Waker) - In-browser Wind Waker viewer.
- noclip.website (Twilight Princess) - In-browser Twilight Princess viewer.
- EventWaker - Editor for the map events in The Legend of Zelda: The Wind Waker.
- Event_List_Editor - Editor for the event_list.dat files found in The Legend of Zelda: The Wind Waker.
- WindWakerCollisionEditor - Editor for the DZB collision format found in Nintendo's GameCube games, covering all collision in The Wind Waker and object collision in Twilight Princess.
- Twilight Princess Modding Toolchain - Modding toolchain for The Legend of Zelda: Twilight Princess (GameCube, NTSC-U). Unpacks vanilla ISO into decoded, editable files and rebuilds patched ISOs. Currently supports dialogue and UI text editing.
- GCZelda Map Entity Info Dumper - Extracts map entity data from GameCube Zelda games (Wind Waker, Twilight Princess) to CSV.
- Dusklight - Reverse-engineered reimplementation of The Legend of Zelda: Twilight Princess (GameCube), aiming for accuracy to the original while adding enhancements; requires the player's own game dump.
- Dusklight Asset Tools - Command-line tool to unpack a Twilight Princess (GameCube) ISO into standardized, editable formats for the Dusklight mod toolchain, and repack them to the nearest-available binary match.
- Formats: ARC archives, BTI textures (to/from PNG), and AST audio (to/from WAV) fully supported; BMG text, J2D (BLO), J3D (BMD/BTK), JAudio (BMS/AW/BAA), stage (DZS/DZR), collision (KCL/PLC), and event (DAT/STB) formats planned.
- tww (decomp) - Matching decompilation of The Legend of Zelda: The Wind Waker.
- tp (decomp) - Matching decompilation of The Legend of Zelda: Twilight Princess.
- wwrando - Widely-used randomizer for The Legend of Zelda: The Wind Waker, patching item, location, and other placement data directly into the game's files.
- Twilight Princess Randomizer - Official randomizer for The Legend of Zelda: Twilight Princess, patching item, location, and other placement data directly into the game's files; supersedes the author's deprecated zsrtp/GC-Randomizer.
- WW-Hacking-Docs - Notes and documentation on hacking The Wind Waker's file formats and internals.
- WW_Hacking_API - Tools for writing custom code that hooks into The Wind Waker, complementing the documentation above.
- blender_dzb_tools - Blender import/export addon for the DZB collision format used in The Wind Waker.
- ww_model_helpers - Scripts for building custom player character models for The Wind Waker.
- TPHDConverter - Converts Twilight Princess HD (Wii U) files from the original GameCube Twilight Princess's TPSD format, for use alongside SuperBMD-TPHD above.
- EFSAdvent - Level editor for The Legend of Zelda: Four Swords Adventures (GameCube), continuing the original EFSAdvent; opens and saves stage archives with RARC support and handles actors, tiles and sprites rendered from
data.arc, Tiled TMX import/export and PNG level export. - Companion tool: FSATileConverter (archived; tile and sprite converter, now included in EFSAdvent).
Skyward Sword, Breath of the Wild & Tears of the Kingdom¶
- noclip.website (Skyward Sword) - In-browser Skyward Sword viewer.
- ss (decomp) - Matching decompilation of The Legend of Zelda: Skyward Sword.
- ZELDA-TOTK-ZS - Batch scripts for extracting and repacking Zstandard (.zs) archives in The Legend of Zelda: Tears of the Kingdom.
- xlink2 - Converts XLINK (XLNK) binary link-table files to and from YAML, for Tears of the Kingdom and Splatoon 3; actively maintained continuation of the author's earlier research (superseding the archived dt-12345/xlink2-old).
- TOTK_Research - Research and templates for The Legend of Zelda: Tears of the Kingdom.
- MapEditor - Map editor for The Legend of Zelda: Tears of the Kingdom.
- ZeldaTOTK - Save data editor for The Legend of Zelda: Tears of the Kingdom (Switch).
- botw-editor - Editor for The Legend of Zelda: Breath of the Wild game files. Includes dungeon editor and world viewer components. Supports BLWP and BFRES formats.
- Totk-ZstdTool - Simple tool for decompressing .zs (Zstandard) files from The Legend of Zelda: Tears of the Kingdom.
- totk-meshcodec - Python library and CLI that inspects and packs Tears of the Kingdom
.bfres.mcmodel files, writing the FMSH geometry section the game requires; includes a documented format specification. - Totk.HashCalculator - Command-line tool that scans The Legend of Zelda: Tears of the Kingdom game files to generate the hash table and strings list used to decode RSTB/RESTBL hashes; the repository ships string tables for game versions 1.0.0 to 1.2.1.
- botw_chest_manager - GUI tool to manage chest contents in The Legend of Zelda: Breath of the Wild, faster than editing via Ice Spear.
- botw-tools - Collection of datamining/reverse-engineering scripts for The Legend of Zelda: Breath of the Wild.
- TSCB - Small C++ tool that reads The Legend of Zelda: Breath of the Wild .tscb files (e.g. MainField.tscb) and exports their data as YAML.
- event-editor - Event flow editor for The Legend of Zelda: Breath of the Wild, for editing the game's cutscene/event flowchart data.
- BotW-SBFRES-to-FBX - Batch export tool combining custom Python/MAXScript with existing libraries to convert Nintendo SBFRES compressed model files from The Legend of Zelda: Breath of the Wild to FBX.
- botw (decomp) - Matching decompilation of The Legend of Zelda: Breath of the Wild (Switch 1.5.0).
- TotK-Tools-Mod-Manager - Mod manager and toolset for The Legend of Zelda: Tears of the Kingdom, working with the game's original asset formats. See also lchmagKekse's TOTK-SaveGame-Editor for save file editing.
- Research - Extensive per-format file research for Tears of the Kingdom, documenting dozens of extensions (AAMP, AINB, ASB, BFRES, BYML, SARC, and more).
- BCML - Breath of the Wild Cross-Platform Mod Loader: merges and manages mods that modify BOTW's SARC/BYML/AAMP game archives.
- botwfstools - FUSE-based virtual filesystem for Breath of the Wild's content, exposing SARC archive contents as regular directories for direct editing without manual unpacking/repacking; includes an overlay filesystem for merging content layers and an RSTB-aware patcher for producing LayeredFS-ready mods.
- rstb - Python library and
rstbtoolcommand-line utility for reading and editing the Breath of the Wild Resource Size Table (RSTB), in either Wii U (big endian) or Switch form, with automatic size calculation from a file. - objmap - Interactive object map for The Legend of Zelda: Breath of the Wild, the Breath of the Wild counterpart of objmap-totk below.
- See also radar, a server for querying placement objects in Breath of the Wild, and radar-totk, its Tears of the Kingdom counterpart that builds a map database from the extracted Banc YAML map files.
- objmap-totk - Interactive object map viewer for The Legend of Zelda: Tears of the Kingdom, browsing and searching the game's placed objects (enemies, treasure chests, Koroks, shrines, weapons) parsed from its map data, with object detail inspection and route/polygon drawing tools.
- botw-re-notes - Reverse engineering notes and tools for The Legend of Zelda: Breath of the Wild, including game internals documentation, IDA scripts for dumping structures, and a 010 Editor template for
beco(map/tower area) files. - botwtools - Extractor (with planned repacking) for several Breath of the Wild file types including SARC, AAMP, and BYML archives and BNTX textures, designed to be extensible to other games' formats.
- botw-randomizer - Randomizer for The Legend of Zelda: Breath of the Wild (Wii U) that generates replacement content files, loaded via SDCafiine or an emulator, to randomize enemy and item placement.
- BOTW-Research - Format documentation for The Legend of Zelda: Breath of the Wild, including a 010 Editor template for the BFEVFL (Event Flow) format.
- Wild-Bits - Editor for the commonly modded non-graphical Breath of the Wild formats: SARC archives, RSTB, BYML, AAMP and MSBT, built largely on the oead library.
- BotWUnpacker - Breath of the Wild modding tool for unpacking and building SARC archives and decoding/encoding Yaz0.
- BotwDecompiler - Asset decompiler for Breath of the Wild that aims to convert AAMP, BARS, BFEVFL, BFRES, BYML, Havok and SARC files into readable formats such as YAML and JSON.
- TotkRSTB - Command-line tool for editing, merging and patching Tears of the Kingdom RSTB/RESTBL resource size tables, with YAML conversion.
- RSTBPatcher - ResourceSizeTable (RSTB) parser and patcher for Nintendo Switch games.
- TOTKActorRepacker - Batch editor for values in Tears of the Kingdom actorpack BYML files.
Classic & Handheld Zelda¶
- oracles-disasm - Complete documented disassembly of The Legend of Zelda: Oracle of Ages and Oracle of Seasons (Game Boy Color).
- LynnaLab - Level editor for The Legend of Zelda: Oracle of Ages & Oracle of Seasons, built on top of the oracles-disasm disassembly.
- ZOLE-4.5 - Level editor for The Legend of Zelda: Oracle of Ages and Oracle of Seasons (Game Boy Color) ROMs, with loaders and savers for maps, chests, enemies, interactions, signs and palettes plus optional ASM patches; originally by Lin20 and updated by Drenn.
- Sibling editors: ZOSE (script editor with a script compiler and decompilers) and ZOTE (text editor).
- oracles-randomizer-ng - Randomizer for The Legend of Zelda: Oracle of Seasons and Oracle of Ages that reads a ROM, shuffles item and mystical seed locations, and writes the modified ROM to a new file; built on oracles-disasm.
- ZLADE - C# level editor for The Legend of Zelda: Link's Awakening ROMs (originally by Lin20), with bundled tileset images, sprite definitions and a Map Planner.
- zelda3 - Reverse-engineered reimplementation of The Legend of Zelda: A Link to the Past; parses original game ROM (levels, images, assets).
- alttprandomizer - The original Legend of Zelda: A Link to the Past Randomizer, created by Dessyreqt, Karkat, ChristosOwen, and Smallhacker; patches item/enemy placement directly into the SNES ROM. Predecessor to the VT Randomizer below.
- alttp_vt_randomizer - The widely-used "VT Randomizer" and API for The Legend of Zelda: A Link to the Past, patching item and enemy placement directly into the SNES ROM.
- ALTTPSRAMEditor - Editor for the SRAM save data of The Legend of Zelda: A Link to the Past (SNES).
- zelda1-disassembly - Complete disassembly of The Legend of Zelda (NES).
- Loz - Remake of The Legend of Zelda (NES) in C++/Allegro, with tools that extract resources from the original game into a format usable by the remake's code. See also Loz_enhanced with additional enhancements.
- vibespriter - Browser-based sprite editor for The Legend of Zelda and Metroid (NES) that imports/exports the RDC (Retro Data Container) sprite format and PNGs with embedded palettes, with an NES palette editor and direct ROM patching.
- minishmaker - Level editing suite for The Legend of Zelda: The Minish Cap.
- LADX-Disassembly - Disassembly of The Legend of Zelda: Link's Awakening DX (Game Boy Color).
- las-decomp (decomp) - Matching decompilation of Link's Awakening Switch (2019 remake).
- la-re-notes - Reverse engineering notes, IDA scripts, and tools (including a Grezzo GAR/layout file reader) for The Legend of Zelda: Link's Awakening (Switch).
- LADXR - Randomizer for The Legend of Zelda: Link's Awakening DX (Game Boy Color) that patches item and enemy placement directly into the ROM.
- LADX-Hackers-Toolbox - ROM hacking toolbox for Link's Awakening DX built on LADXR; exports the original ROM's item, map, and entity data to editable files (using the Tiled map editor) and rebuilds a patched ROM.
- KoholintLab - Map editor for the LADX-Disassembly project, exporting Link's Awakening DX room/tileset/palette data to JSON for editing and reimporting it into the disassembly.
- tmc (decomp) - Matching decompilation of The Legend of Zelda: The Minish Cap.
- Project Picori - Native PC port of The Legend of Zelda: The Minish Cap, built on the tmc decompilation above.
- ph (decomp) - Matching decompilation of The Legend of Zelda: Phantom Hourglass.
- st (decomp) - Matching decompilation of The Legend of Zelda: Spirit Tracks.
- fastds - Blender add-on (work in progress) for importing and exporting Nintendo DS model (NSBMD) and collision (ZCB) files for The Legend of Zelda: Phantom Hourglass and Spirit Tracks, inspired by Fast64.
- zed - Unfinished library and toolset for viewing and editing files from The Legend of Zelda: Phantom Hourglass and Spirit Tracks (archived).
- MCEdit - Multi-purpose editor for ROM hacking The Legend of Zelda: The Minish Cap, built on the mclib Python library. See also the author's MC-Hacking-Docs notes.
- LegendOfZeldaNESRecomp - Static recompilation of The Legend of Zelda (NES) into native code.
- ZeldaAlttPSNESRecomp - Static recompilation of The Legend of Zelda: A Link to the Past (SNES) into native code.
- MinishCapRecomp - Static recompilation of The Legend of Zelda: The Minish Cap (GBA) into native code.
- oracle-redux - Research-oriented reimplementation workspace for The Legend of Zelda: Oracle of Seasons and Oracle of Ages, cataloging ROM banks, importing oracles-disasm linker symbols, and decoding call graphs from the retail ROMs.
- z3-map-rando - In-progress randomizer for generating A Link to the Past games with a randomly rearranged and rethemed overworld; builds on Z3OverworldEditor.
- Z3OverworldEditor - In-progress editor for The Legend of Zelda: A Link to the Past's overworld, supporting custom palettes and tilesets beyond what the vanilla game engine allows.
- z3-json-data - JSON representation of The Legend of Zelda: A Link to the Past's rooms (overworld areas, dungeons, caves, houses), entrance/teleport/whirlpool connections, items, and routing logic, sister project to sm-json-data and used by z3-map-rando.
- jpdasm - Accurate and annotated disassembly of Zelda no Densetsu: Kamigami no Triforce, the Japanese release of The Legend of Zelda: A Link to the Past.
- usdasm - Full disassembly of the US version of The Legend of Zelda: A Link to the Past, converted from jpdasm above and assembled with the Futaba assembler; raw binaries must be extracted from your own ROM.
- zelda-alttp-re - Reverse engineering tools and documentation for the Game Boy Advance port of The Legend of Zelda: A Link to the Past, covering entity IDs, dialog format, and memory offsets, plus scripts to unpack resources and dump dialog text.
- savezelda-gba - Save editor for the Game Boy Advance port of The Legend of Zelda: A Link to the Past.
- zspr-sprite-viewer - Extracts and renders preview images from ZSPR sprite files (as used by A Link to the Past Randomizer's custom Link sprites), generating an HTML gallery of the tunic and bunny sprites.
- ALttPNG - Spriting toolset for The Legend of Zelda: A Link to the Past (SNES).
- Tools: PNGto4BPP (converts a composite PNG sprite sheet to a .spr file for ROM import), SpriteAnimator (previews animations of sprites loaded from ZSPR, SFC ROM, or PNG files), SpriteFilter (applies filters to .spr files and re-exports them).
- lozsrame - SRAM save data editor for The Legend of Zelda (NES).
- z2se - SRAM save data editor for Zelda II: The Adventure of Link (NES).
Wii Sports¶
- wii-ipl (decomp) - Matching decompilation of Wii Menu.
- ogws (decomp) - Matching decompilation of Wii Sports.
- noclip.website (Wii Sports) - In-browser Wii Sports viewer.
- noclip.website (Wii Sports Resort) - In-browser Wii Sports Resort viewer.
- ogws_info - Documentation of data structures referenced in the Wii Sports decompilation, companion to doldecomp/ogws.
- Resort2OG - Command-line tool for converting KCL (collision) and PMP files from Wii Sports Resort to Wii Sports.
Star Fox (SNES)¶
- StarFoxSNESRecomp - Static recompilation of Star Fox (SNES) into native code.
- starfox_spc_driver - Disassembly of Star Fox (SNES)'s SPC700 sound driver.
- ebmused4sf - Fork of PKHackers/ebmused (EarthBound Music Editor) adding an export mode producing Star Fox (SNES)-compatible SONG_DATA files for assembly with asar; companion to the same author's starfox_spc_driver above.
Star Fox Adventures¶
- noclip.website (Star Fox Adventures) - In-browser Star Fox Adventures viewer.
- StarFoxAdventures - Reverse engineering notes and research on Star Fox Adventures (GameCube) file formats.
- sfa-kiosk-default-dol - Work-in-progress decompilation of the default.dol executable found inside the Star Fox Adventures Kiosk ROM.
- SFA-Amethyst - Star Fox Adventures: Amethyst Edition mod; extracts and patches the original GameCube ISO's file system to add debug menus and gameplay enhancements, rebuilding a patched ISO or xdelta3 patch file. By the same author as the StarFoxAdventures RE notes above.
- SFA-Decomp - Matching decompilation of Star Fox Adventures (GameCube), covering the Japanese, English (v1.00/v1.01), and PAL versions.
- sfadebug - Decompilation of the debug build of Star Fox Adventures, complementing the retail decompilation above.
- SFA-defaultdol - Restoration project for the debug build's original default.dol executable, companion to the debug decompilation above.
- SFA-Browser - Web-based data browser for Star Fox Adventures' game files.
Star Fox 64¶
- sf64ex - Extractor for extracting files from Star Fox 64 ROMs.
- Starship - Star Fox 64 PC port based on SF64 decomposition project. Requires supported game copy.
- sf64-dc - Sega Dreamcast port of the Star Fox 64 decompilation.
- Starfox64Recomp - Static recompilation of Star Fox 64 (N64) for native PC (Windows/Linux); the only surviving copy of the original sonicdcer/Starfox64Recomp project, which has since been deleted.
- Star-Fox-64-Randomizer - Randomizer for Star Fox 64 with a variety of options, coded entirely in ASM; extracts, rebuilds, and xdelta-patches the original ROM rather than patching live memory.
Star Fox 64 3D¶
- SF643D_Tools - Collection of tools for viewing and potentially modifying data from Star Fox 64 3D.
Super Monkey Ball¶
- noclip.website (Super Monkey Ball) - In-browser Super Monkey Ball viewer.
F-Zero¶
- fzerox (decomp) - Matching decompilation of F-Zero X.
- fzerox-expansion-kit (decomp) - Matching decompilation of F-Zero X Expansion Kit.
- f-zerox (decomp) - Independent decompilation effort for F-Zero X.
- G-Diffuser - Unofficial native PC port of F-Zero X, built on inspectredc's decompilation.
Chibi-Robo¶
- cbr_decomp (decomp) - Matching decompilation of Chibi-Robo! (GameCube).
Snowboard Kids¶
- snowboardkids2-decomp (decomp) - Matching decompilation of Snowboard Kids 2 (N64).
- snowboardkids-decomp - Decompilation of Snowboard Kids (N64).
Wave Race 64¶
- wave-race-64 (decomp) - Matching decompilation of Wave Race 64.
- WaveRace64SaveEditor - Save editor for Wave Race 64 (N64).
- WR64SRCSave - Generates Wave Race 64
.eepand.mpksave files pre-populated with Speedrun.com leaderboard times, for loading into an emulator or a physical N64 via a Raphnet adapter; companion to the same author's WaveRace64SaveEditor above.
Wave Race: Blue Storm & 1080° Avalanche¶
- snddata - Extracts the shared
snddata.objsound data format used by Wave Race: Blue Storm and 1080° Avalanche (GameCube).
Yoshi's Story¶
- yoshis-story (decomp) - In-progress matching decompilation of Yoshi's Story (N64).
Tetris¶
- tetris (disasm) - Disassembly of the original Tetris for Game Boy.
- Reverse-Engineering-the-GameBoy-Tetris - Personal reverse-engineering research and documentation of Tetris for Game Boy.
- tetris.gb.js - Reverse-engineered Tetris for Game Boy assembly code, annotated and ported to JavaScript.
- agbtetris - Port and decompilation of the 1989 Game Boy Tetris to Game Boy Advance.
The New Tetris¶
- tnt (decomp) - Matching decompilation of The New Tetris (N64).
New Super Mario Bros DS¶
- nsmb (decomp) - Matching decompilation of New Super Mario Bros.
- noclip.website (New Super Mario Bros DS) - In-browser New Super Mario Bros DS viewer.
- Goombatlas - Editor for New Super Mario Bros DS's retail world map system; supersedes the same author's earlier NSMB-Worldmap-Editor.
- EnpgCreator - Batch encoder for New Super Mario Bros DS's ENPG format.
Metroid (Classic)¶
- MetroidNESRecomp - Static recompilation of Metroid (NES) into native code.
- SuperMetroidRecomp - LLE-first static recompilation of Super Metroid (SNES) into native code.
- sm - Early-stage reverse-engineered C reimplementation of Super Metroid (SNES) that loads the original
sm.smcROM, with Python scripts for decoding game data tables (animated tiles, enemy instructions, projectiles, PLMs, palette effects, text) and a frame-by-frame comparison mode against the original ROM code. - supermetroid - Disassembly of Super Metroid (SNES) that reconstructs several original ROM builds, documenting the game's assembly and data layout.
- Torizo - Attempt at creating a modern level editor for Super Metroid, inspired by SMILE.
- MapRandomizer - Super Metroid Map Rando; randomizes room connections and item placements by patching a supplied vanilla ROM image, producing a freshly explorable randomized ROM.
- sm_disassembly - Relocatable disassembly of Super Metroid (SNES) based on P.JBoy's bank logs, assembling back to the original ROM builds with asar.
- maprando-plando - Plandomizer (manual room/item placement) GUI built on MapRandomizer, using sm-json-data logic and Mosaic tilesets.
- lznint - Rust library for compressing and decompressing data using Nintendo's LZ-based compression format used in Super Metroid.
- smrng - Command-line tool analyzing Super Metroid's pseudo-random number generator, printing RNG loop/branch structure and simulating enemy drop-chance probabilities.
- sm-json-data - JSON representation of Super Metroid's room layout, door connections, enemy data, and item-placement logic, used as the data backbone for MapRandomizer and other Super Metroid tools.
- smrandomizer - Super Metroid Randomizer; patches a vanilla ROM to shuffle item locations for a fresh playthrough.
- lua - Lua scripts for TAS-capable emulators (BizHawk, Mesen, snes9x-rr, lsnes, VBA-rr, FCEUX) providing hitbox viewers and RAM-state inspectors for reverse engineering.
- Games: primarily Super Metroid, plus hitbox/data viewers for Metroid Fusion, Metroid II: Return of Samus, and Castlevania II: Simon's Quest.
- sm_banklog_parser - Converts P.JBoy's Super Metroid bank logs into an asar-assemblable disassembly that reassembles to the original ROM.
- Also see pjboy-sm-bank-logs, a daily-updated Git mirror of the source bank logs from patrickjohnston.org.
- smart2asm - Converts XML project files from the SMART Super Metroid editor into assembly and binary data (compressing if necessary), for use in asm-based workflows such as sm_disassembly; works directly on the project files without needing a ROM.
- SM_Debugging - Super Metroid debugging symbol maps for Mesen-S, Mesen2, and bsnes-plus.
- truepeacein.space - Web-based password generator for Metroid (NES), implementing the game's password format as documented in jdratlif's Password Format Guide.
- LAMP - Feature-rich level/data editor for Metroid II: Return of Samus (Game Boy).
- SM-SPC - Fully symbolic, asar-assemblable disassembly/rewrite of Super Metroid's SPC (audio) engine, reproducing the original data block byte-for-byte.
- M2RoS - In-progress disassembly of Metroid II: Return of Samus (Game Boy).
- smse - SRAM save data editor for Super Metroid (SNES).
Metroid Prime¶
- noclip.website (Metroid Prime) - In-browser Metroid Prime viewer.
- DreadGhidraPlugin - Ghidra plugin to assist with reverse engineering Metroid Dread.
- noclip.website (Metroid Prime 2) - In-browser Metroid Prime 2: Echoes viewer.
- noclip.website (Metroid Prime 3) - In-browser Metroid Prime 3: Corruption viewer.
- noclip.website (Metroid Prime Hunters) - In-browser Metroid Prime Hunters viewer.
- mzm (decomp) - Matching decompilation of Metroid: Zero Mission.
- mf (decomp) - Matching decompilation of Metroid Fusion.
- prime (decomp) - Matching decompilation of Metroid Prime.
- echoes (decomp) - Matching decompilation of Metroid Prime 2: Echoes.
- Metaforce - Native reimplementation of the Metroid Prime engine with asset parsing.
- PrimeWorldEditor - Modding tools and world/level editor suite for the Metroid Prime series, providing asset browsing and editing across Metroid Prime 1-3.
- retro-data-structures - Construct-based type definitions for Retro Studios' Metroid Prime trilogy file formats.
- randomprime - ISO patcher directly modifying Metroid Prime's original assets for Randovania's randomizer; actively maintained fork with over 1000 commits ahead of aprilwade's original.
- open-prime-rando - Open-source randomizer patcher for Metroid Prime 2: Echoes (Metroid Prime 3: Corruption support planned).
- open-prime-hunters-rando - Randomizer patcher for Metroid Prime Hunters (Nintendo DS).
- Metroid-Fed-Force-Dumper - Tool to dump models and textures from Metroid Prime: Federation Force.
- MphRead - Model viewer, scene renderer, and general file format parser for Metroid Prime Hunters (Nintendo DS), with export to COLLADA, PNG, and WAV.
- mxf-json-data - JSON representation of Metroid Fusion's room layout, door connections, and item-placement logic, sibling project to sm-json-data.
- mzmr - Randomizer for Metroid: Zero Mission.
- maps - Web app (labk.org/maps) for browsing GBA Metroid (Fusion/Zero Mission) RAM/ROM data maps.
- mage-old - Source for MAGE (Metroid Advance Game Editor) 1.4.0, a level/data editor for the GBA Metroid games.
- bin_to_c - Python script for extracting binary data from GBA ROMs into formatted C code, supporting a variety of complex data types and formatting options.
- MPR-Model-Dumper - CLI for dumping models with skeletons and rigs from Metroid Prime Remastered.
Donkey Kong Country Returns¶
- noclip.website (Donkey Kong Country Returns) - In-browser Donkey Kong Country Returns (Wii) viewer, reusing noclip's Retro Studios engine loader from the Metroid Prime viewers.
Pokemon¶
- noclip.website (Pokemon Snap) - In-browser Pokemon Snap viewer.
- noclip.website (Pokemon Platinum) - In-browser Pokemon Platinum viewer.
- noclip.website (Pokemon HeartGold/SoulSilver) - In-browser Pokemon HeartGold/SoulSilver viewer.
- Pokemon-DS-Map-Studio - Map editor for the Nintendo DS Pokemon games (Diamond/Pearl/Platinum, HeartGold/SoulSilver).
- pokemonsnap - Work-in-progress decompilation of Pokémon Snap (N64).
- Tera Finder - PKHeX.Core-based editor for Pokémon Scarlet & Violet; edits save data, raids, and mass outbreak formats.
- pokemonstadium - Pokémon Stadium decompilation project that extracts and re-assembles original game code and data.
- stadiumfrag - Documents and maps the binary formats used by Pokémon Stadium (US, N64): Fragments, PresJPEG, PERS-SZP, and Yay0-compressed data.
- Pokemon-Legends-Z-A-Tools - Format notes and Python unpackers for Pokemon Legends Z-A on Switch: NSP (PFS0) containers, NCA files, and the
data.trpfs/data.trpfdONEPACK archive (pack names are matched by FNV-1a hash), with a table of extracted file types (BNTX textures, BNSH shaders, fonts, TRSKL/TRSLP textures). - PKSM - Save/box editor for Pokemon games on 3DS and Switch, with cloud storage, event injection, and legality checking.
- PHBank - Homebrew Pokémon Bank for the Nintendo 3DS, reading/writing Pokémon save data to store and transfer Pokémon like the official Bank service.
- shinpokered-save-editor - Browser editor for Shin Pokémon and Gen 1 Game Boy 32 KiB battery saves with byte-exact round-trip and checksum repair: trainer data, party, boxes, inventory, Pokédex, story flags and Hall of Fame, plus PKHeX-compatible
.pk1import/export. - PKSM-Core - Core save-editing library extracted from PKSM, handling the Pokémon save data parsing shared across PKSM's platforms.
- hypdisasm - Disassembly project for Hey You, Pikachu! (Nintendo 64).
- EventsGalleryPacker - Packs ProjectPokemon's EventsGallery distribution data into compact JSON + binary files for PKSM event distribution.
- TeamListFiller - Tool to fill VGC18 team list files on the 3DS from Pokémon save data. Archived.
- pokefont - Pokemon Generation III (Ruby/Sapphire/Emerald/FireRed/LeafGreen) in-game font extracted and converted to an OpenType font.
- pokemon-reverse-engineering-tools - Shared disassembler, build scripts and base makefiles used by the pret Pokémon Red/Blue and Crystal decompilation projects. (Archived.)
- pokedex - Python library and dataset built by parsing disassembled Pokémon game data into CSV/YAML, powering the veekun.com Pokédex; includes a CLI to generate/dump a SQLite database from the extracted data.
- gen3tools - Tools for TASing and data analysis of Pokemon Generation 3 games (Ruby, Sapphire, Emerald, FireRed, LeafGreen).
- pokanalysis - Viewer-only analyser for first-generation Pokémon ROMs (Red and Blue, US), with an online view of the Pokémon Red analysis.
- pokemon-sprites-rby - Go tool for extracting Pokémon sprites from the first- through fifth-generation games (Red/Blue/Yellow through Black 2/White 2).
- g1utils - Python library for datamining glitch information from Generation 1 Pokémon Game Boy ROMs, dumping stats, decoding text, and exporting PNG images of glitch maps and glitch Pokémon sprites.
- Tachyon - Save game viewer and editor for Pokémon Generations I-III, originally meant for transferring Pokémon between saves, including across generations.
- PokemonRedAndBlueRecomp - Static recompilation of Pokemon Red and Blue (Game Boy) into native code.
- PokemonYellowRecomp - Extended Pokemon Yellow, statically recompiled from the pret/pokeyellow disassembly into native code.
- RubySapphireRecomp - Static recompilation of Pokemon Ruby and Sapphire (GBA) into native code.
- EmeraldRecomp - Static recompilation of Pokemon Emerald (GBA) into native code.
- FireRedLeafGreenRecomp - Static recompilation of Pokemon FireRed and LeafGreen (GBA) into native code.
- PokemonStadiumRecomp - Static recompilation of Pokemon Stadium (N64) into native code.
- PocketMonstersStadiumRecomp - Static recompilation of Pocket Monsters Stadium (N64) into native code.
- pokepicross - Detailed retrospective documenting the reverse engineering of the unreleased, leaked Pokemon Picross (Game Boy Color, ~2000) ROM, tracing its penalty-timer logic through RAM analysis and ASM patching.
- KM Editor - Windows modding toolkit for Pokémon Sword/Shield, Scarlet/Violet, and Legends Z-A; editors for Pokémon, moves, trainers, items, encounters, raids, and other game-data tables, plus CSV/TSV/JSON import and mod-merging workflows.
- pkmn-chest - Pokemon Bank for the 3rd through 5th generation Pokemon games on Nintendo DS(i).
- EventsGallery - ProjectPokemon's archive of distributable event Pokémon files across generations, used as the source data for EventsGalleryPacker above.
- CTRMap-CE - Extensible level editor for Pokémon Black/White/Black 2/White 2 (Nintendo DS). See also CTRMapV, its Gen V level editor plug-in.
- DS Pokémon Hacking Wiki - Guides, tutorials, and file-format resources for hacking the Nintendo DS Pokémon games (Diamond/Pearl/Platinum, HeartGold/SoulSilver, Black/White/Black 2/White 2).
- LuStarterEditBW - Starter Pokémon editor for Black/White/Black 2/White 2 save files.
- town-map-editor - Custom Town Map creator for Pokémon Diamond/Pearl/Platinum/HeartGold/SoulSilver, editing town positions, fly locations, and descriptions.
- pw - Human-readable matching decompilation of the Pokéwalker's firmware.
- siren - Converts WAV recordings into Game Boy pulse/wave/noise-channel audio and generates the matching assembly, for building Pokémon cries for the pokecrystal disassembly.
Punch-Out!!¶
- punch-out-wii-noesis-plugin - Noesis plugin to extract Punch-Out!! Wii models with their meshes and rig.
- Punch-Out-Wii-.dsp-to-.wem-for-.bnk-Files-Converter - Converts two-channel DSP files to two-channel WEM files for repacking into Punch-Out!! Wii's BNK sound banks with BNKEditor or similar tools.
- punch-out-wii-audio-file-notes-sorter - Uses leftover developer notes containing audio file names and locations to help sort Punch-Out!! Wii's extracted audio files.
- Punch-Out-Wii-Vertex-Coordinate-Converter - Converts pasted-in vertex position array numbers from Punch-Out!! Wii model data into usable coordinates.
1080° Snowboarding¶
- 1080-decomp - In-progress matching decompilation of 1080° Snowboarding (N64) that has reached a ROM-exact build; USO overlay segments use a custom relocatable format, some Yay0-compressed. See also snddata for the GameCube sequel 1080° Avalanche's sound data format.
Game Builder Garage¶
- game-builder-garage-editor - Web-based, experimental savedata editor/viewer for Nintendo's Game Builder Garage (Switch). (On hold)
Splatoon¶
See also Splatoon Technical Wiki for additional format documentation.
- effective-spoon (splatsave) - C++ implementation of Splatoon 2 save data decryption/encryption, supporting up to save version 8 (update 5.1.0).
- Gambit-Headers - Reverse-engineered headers documenting internal code/data structures of Splatoon (Wii U), for building custom code.
- Woomiibo - Decrypts, decodes, encodes, and encrypts Splatoon 3 amiibo app-area data.
- NintendoSwitchRESTAPI - Reverse-engineered REST API used by the Nintendo Switch companion app for iOS, including documentation of Splatoon 2's API.
Nippon Ichi Software¶
- ykcmp - Decompressor and compressor for the YKCMP_V1 format used extensively in Nippon Ichi Software games.
Disgaea¶
- pg_disatools - Modding tools for Disgaea PC, with map editor, model/texture extraction, and file format parsing.
- nisview - Early-stage resource viewer for Disgaea 1 and 2 (and other Nippon Ichi games), for browsing nested archives across multiple proprietary formats.
- makaikit - Collection of utilities for modifying Disgaea and other Nippon Ichi Software (NIS) games, including a mod loader, DAT archive extraction/packing, and sound tools.
- disgaea-pc-tools - PHP tools for decrypting and decompressing Disgaea PC save files, with scripts for injecting edits and editing save objects.
- disgaea-5-pc-tools - DeNIS, a small C tool that decodes and re-encodes Disgaea 5 PC
.datand.savfiles (XOR0xF0plus nybble swap). - dsarc - Unpacker for the
DSARC FLarchive format used by Disgaea 6. - DisgaeaMap - Rudimentary, experimental map viewer for Disgaea: Hour of Darkness (PS2).
- NisAnim - Work-in-progress viewer and exporter for Disgaea 4: A Promise Unforgotten (PS3) files such as images (
*.txf) and 2D animations (anm*.dat). - Desco - Unpolished renderer for Disgaea 4
.obfmodel files, as found in map archives.
Yomawari¶
- YomawariMidnightArchiveTool - Tool to extract and edit .arc archive files from Yomawari: Midnight Shadows (PSVita).
Process of Elimination¶
- ProcessofElimination_CHS - Proof-of-concept Chinese translation tooling for Process of Elimination, documenting and extracting/reimporting text from the game's
Talk.datfile (entry table with offset-delimited, length-prefixed UTF-8 string records).
Lapis Re Abyss¶
- Lapis - Save data editor for Lapis Re Abyss (Switch).
Nitroplus¶
Chaos;Head¶
- nitrosharp - Open-source reimplementation of the N2System visual novel engine used by Nitroplus's original Chaos;Head (2008), reading the game's proprietary script and asset formats. Not to be confused with NitroSharp (an unrelated Nintendo DS format library) or the "MAGES." engine used by the Science Adventure series' later entries.
- NPCSManager - DLL library (Nitro+ Console Script Manager) for editing strings in Nitro+/MAGES. engine scripts, for titles outside the N2System-based Chaos;Head.
- nipa - Extraction and repacking utility for archives used by Nitro+/Nitro+ CHiRAL N2System-based games.
Nival¶
- nival-file-formats - File formats and hex-editor templates for Nival games.
- Blitzkrieg-2 - Official source code release of Blitzkrieg 2 (2005), Nival's in-house engine real-time tactics game, published by the original studio.
- homm5-editor - From-scratch Electron/Node map and campaign editor for Heroes of Might & Magic V: Tribes of the East.
- Reverse-engineers the game's
.pak,map.xdb, andGroundTerrain.binformats. - Live 3D terrain rendering and editing; ships no game content.
- EIrepack - Automatic decompiler for Evil Islands, extracting the game's archived resource files.
- EI-HD-tiles - Tools for generating tile atlases for Evil Islands: Curse of the Lost Soul.
- EIDBEditor - Evil Islands database editor.
- ei_figer - Blender addon to import/export Evil Islands' 3D models.
- ei_maper - Editor for Evil Islands'
.MOBmap files.
Hello Games (No Man's Sky)¶
- NMS Mod Installer for macOS - Command-line mod installer for No Man's Sky on macOS, extracting and repacking HGPAK
.pakarchives (LZ4 compression) with EXML/MBIN support, working around the game's mod folder not functioning on macOS. - NMS-Save-Parser - Python GUI and
convert.pyconverter that reads No Man's Sky.hgsave files (LZ4 block-compressed JSON), maps their obfuscated keys to readable names, and writes edited saves back.
Grasshopper Manufacture (No More Heroes, Killer7)¶
- No-More-RSL - Unpacker/repacker for Grasshopper Manufacture .RSL format. Works with most if not all Grasshopper Manufacture games using this format.
- ghm_docs - Documentation of reverse-engineered file formats (GHM) used across Grasshopper Manufacture's games.
- lid-utils - Windows desktop editor for Let It Die: stages edits to decoded save values (storage, fighters, Death Bag, weapon mastery, decals) with JSON export and backups, and inspects/edits the game's
masters.dbdatabase. - NMH Viewer - Godot-based viewer for No More Heroes assets, with partial support for FLCG collision models (.gcl), GMF2 models (.gm2), and RMHG archives (.rsl, .pak).
Sine Mora¶
- SM.BIN.Tool - Tool for extracting BIN archives from Sine Mora / Sine Mora EX, co-developed with Digital Reality.
- SMM.OBB.Tool - Tool for extracting OBB archives from the Sine Mora mobile port.
Moon Studios (No Rest for the Wicked)¶
- nrftw-save-editor - Save editor for No Rest for the Wicked, allowing stat edits, new inventory items, and save file inspection.
Noble Empire Corp¶
World of Guns: Gun Disassembly¶
- WOG - Script to download, decrypt, and unpack 3D models from World of Guns: Gun Disassembly. See also Luffyyy's WOG-dump fork with additional features.
Nolla Games (Noita)¶
- noita-data - Lua and PHP scripts for reading Noita's unpacked
data.wakcontents, with shims for game engine functions to run the game's own scripts and dump spell and perk data.
Nosferatu: The Wrath of Malachi¶
- ntwm-file-formats - File formats for Nosferatu: The Wrath of Malachi.
Novotrade¶
Story Painting¶
- storypaint-parse - Command-line tool that extracts sprites, backgrounds, and audio from .RSC resource archives used by Novotrade's Story Painting point-and-click adventure games.
Ntreev Soft¶
- PangLib - Ecosystem of libraries and tools for reverse-engineered Pangya PC MMO golf game file formats (migrated from GitHub to Codeberg).
- Platforms: PangLib.PSP (Pangya: Fantasy Golf, PSP), PangLib.Wii (Pangya: Super Swing Golf, Wii).
- Tools: PETViewer - PET model viewer built on PangLib and OpenTK (supersedes the Unity-based PETViewer.Unity, whose own README says further development moved to PETViewer); io_scene_mpet - Blender import script for PangYa
.mpetmodels; Saeroun - Pangya XML UI renderer tools. - Data/Docs: Documentation - general Pangya reverse-engineering documentation; pangya.ksy - Kaitai Struct format definitions for Pangya formats; Paechijanjae and wep-archive - archives of files/WEP assets left behind in Pangya patches; ProjectG-tree - PangYa (ProjectG) source tree representation extracted from debug files.
- Related: PangCrypt - separate library implementing PangYa's transport encryption.
- Pangya .iff formats - Blog post detailing the IFF file format used in Pangya.
- Pangya .dat formats - Documentation on the .dat file format from the PangLib project.
- packetdoc - Documentation of PangYa's network packet protocol.
- pangfiles - Go library for reading PangYa's on-disk and network file formats, pairing with pangcrypt, a standalone implementation of PangYa's encryption routines.
- server - Work-in-progress reimplementation of the PangYa server, reverse-engineering the game's client-server protocol on top of pangfiles.
- wireshark-dissector - Wireshark dissector for PangYa network packets (WIP).
- pantrant - Packet analysis tool for inspecting captured PangYa network traffic.
O¶
O2Jam¶
- CXO2 - Faithful, customizable, cross-platform reimplementation of the O2Jam client in C++, reading original OJN chart and OJM audio files.
- Mozart.Encore - Cross-platform C# re-implementation of O2Jam game servers spanning six client versions (Mozart, Amadeus, CrossTime, Identity, IdentityP2, Memoryer), with build-specific metadata parsers for each client's game data.
- O2FS - Experimental O2Jam virtual filesystem tool adding BMS chart support to the original OTwo.exe client.
- O2MusicList - Generator for O2Jam music list files.
- O2MusicBox - OpenAL-based audio playback library for O2Jam's OJM audio format.
- o2jam-workshop-center - Browser-based toolkit for inspecting, editing, and building O2Jam assets, scene data, avatar tables, music lists, and client launch arguments.
- render-ojn - Renders O2Jam OJN/OJM chart and audio files to MP3, WAV, or OGG music files.
Obsidian Entertainment¶
Neverwinter Nights 2¶
- NWN2MDK - Neverwinter Nights 2 Modding & Development Kit. Includes a Blender add-on for meshes/animations and command-line converters.
Pillars of Eternity¶
- Eternity-Keeper - Save editor and character importer/exporter for Pillars of Eternity.
- eternity-ssge - Command-line save game editor for Pillars of Eternity, for simple inspection/editing of character data without a GUI.
Ocean Software¶
Chase H.Q.¶
- ChaseHQ - In-progress disassembly and reconstruction of the ZX Spectrum port of Chase H.Q. in portable C, reverse-engineering the original Z80 binary.
Head Over Heels¶
- Head-Over-Heels - Byte-exact, 100%-line-commented Z80 disassembly of Head Over Heels (ZX Spectrum, Jon Ritman & Bernie Drummond/Ocean, 1987), reassembling to the same SHA-256 as the original; includes a narrated code-walk, extracted room graphics, and a Python reimplementation.
Cobra¶
- ZXSpectrumCobra - Full reverse engineered source code of Jonathan "Joffa" Smith's ZX Spectrum game Cobra.
Oddworld Inhabitants¶
- Asset Tool (Oddworld: Abe's Exoddus) - Tool for converting Oddworld: Abe's Exoddus cutscenes to MP4 and previewing/exporting sprites from both Abe's Oddysee and Abe's Exoddus. Requires level files from both games, the tool, and ffmpeg.exe.
- Sprite / CAM Extractor (Oddworld: Abe's Exoddus) - Application for converting "cam" files from the PC versions of Oddworld: Abe's Exoddus and Oddworld: Abe's Oddysee.
- alive_reversing - Open-source engine replacement and decompilation for Oddworld: Abe's Oddysee and Oddworld: Abe's Exoddus with bug fixes and modding support.
Clover Studio (Okami)¶
- noclip.website (Okami) - In-browser Okami viewer.
- GodHand-Noesis-Plugin - Noesis plugin for viewing God Hand models, skeletons, and textures.
- GOD_HAND_TRIGGERZONE_EDIT - Trigger zone editor for God Hand's SCA, ACD, EAR, FAR, and LAR files.
- God-Hand-Tools - Converter and repacker for God Hand's DAT/SCP/CMP/EFF/EMD archive files, plus Blender tools for the game's MOT animation and SEQ formats.
- Okami-HD-Tools - DaTool for extracting, editing, and batch-decrypting Okami HD's DAT/DDP container files, plus Okami MD Studio, a Blender add-on for importing/exporting the game's MD/MDB models and SCR data.
Mohawk Games (Old World)¶
- Per-Ankh - Web analytics and visualizer for Old World save files; parses saves client-side (a TypeScript port of the project's original Rust parser) and stores structured per-game data in Cloudflare D1/R2 for browsable per-game dashboards.
- prospector - Old World tournament save analyzer; documents the save file format (a ZIP archive containing a single game-state XML) and parses it into a DuckDB-backed dashboard with turn-by-turn progression, law/tech, and map analytics.
- quarry - Generic extraction pipeline for Old World's static
Reference/XML/Infosdata files, inferring field types from Hungarian-notation tag prefixes and exporting structured JSON per category (technologies, units, wonders, etc.) for wiki/encyclopedia use. - OldWorldMapGen - Standalone CLI that runs Old World's own map-generation code (from
TenCrowns.GameCore.dll) outside Unity via stubbed shims, producing the same premade-map XML files the game itself loads. - Pinacotheca - Extracts and catalogs 4000+ sprites, unit/improvement 3D renders, and mod visual assets from Old World's Unity asset bundles using UnityPy, with a browsable gallery site.
- Kithara - Soundboard/music player that parses Old World's Wwise
.bnksoundbanks (BKHD/DIDX/DATA chunks) and their metadata XML to extract embedded.wemaudio, converting it via vgmstream/ffmpeg into a searchable sound catalog. - ow-replay-analyzer - Reconstructs full Old World multiplayer games from Play-by-Cloud's per-turn save archives (one zip per half-turn), parsing the game's
Reference/XML rules and asset icon dumps to render an interactive dual-POV fog-of-war replay and analysis report. - Companion site: owreplays, a library of published replays and reports.
- owreference - Reference site for Old World, auto-updated each patch by parsing the game's
Reference/XML/Infosdata files and extracting crests/portraits from its Unity asset bundles. - owtt - Interactive Old World tech tree planner, with all technology and nation data extracted directly from the game's XML files.
OMOCAT (OMORI)¶
- OmoriSource - Source code of OMORI, recovered in the form of its original RPG Maker project.
Origin Systems¶
Ultima I¶
- ultima1_reveng - Byte-perfect literate reverse engineering of Ultima I (Origin Systems' 1986 Apple II remake, from the 4am crack ProDOS disk image), covering the engine, play-mode overlays, town/castle maps, hi-res images, fonts and tiles, with a searchable HTML site.
- ultima1_save_editor - Go saved-game editor for Ultima 1.
Ultima IV¶
- u4-decompiled - Decompiled source code for the PC version of Ultima IV: Quest of the Avatar.
Ultima V¶
- UltimaVSaveGameEditor - Editor and summarizer for Ultima V save games, reading and writing the original proprietary save file format; built to speed up scenario recreation for the Ultima V Redux fan remake project.
- u5d - Ongoing decompilation project for Ultima V: Warriors of Destiny.
Ultima VI¶
- u6-decompiled - Decompilation of the PC/MS-DOS version of Ultima VI: The False Prophet.
Ultima VII¶
- exult - Long-running project to recreate Ultima VII: The Black Gate and Serpent Isle for modern operating systems, reading original game data and graphics files.
- U7Revisited - Replacement engine for Ultima VII: The Black Gate (and Serpent Isle) presenting a new camera angle, reading original game data files.
- UltimaHacks - Assembly patches and a companion Java "UltimaPatcher" tool for Ultima VII: The Black Gate and Serpent Isle (keyboard control and other usability fixes); UltimaPatcher analyzes the segment layout of DOS executables that use FBOV overlays, expands overlay segments to make room for new code, and compiles/applies patches via a custom "hack proto" format. See also Looking Glass Studios → Ultima Underworld above, which the same patches and tool also support.
Ultima IX: Ascension¶
- Ultima-9-Blender-Importer - Blender importer for Ultima IX: Ascension assets; supports terrain heightmaps (from the static directory), map object models (fixed/nonfixed), and bulk import from the sappear.flx model archive (3,764 model IDs), with Eevee/Cycles shader approximations.
Strike Commander¶
- libRealSpace - Cross-platform reimplementation of Origin Systems' RealSpace engine used by Strike Commander and Wing Commander I/II, parsing the original TRE archive, IFF, and PAK asset formats (3D jet models with LODs, terrain/map textures, animations, VOC audio, and XMIDI music).
Wing Commander¶
- WCPrivateer - Recreation of Wing Commander Privateer that uses the original PRIV.TRE/RF.TRE data files.
Orion Games¶
- og-file-formats - File formats and hex-editor templates for Orion Games titles.
ppy (osu!)¶
- CollectionManager - Extensive tool for creating, editing, and exporting osu! collections.
- CollectionDowngrader - Downgrades osu! (lazer) collection data to the osu! (stable) format.
- qua3osu - Converts Quaver map files to osu! map files.
- osu-database-reader - Library for parsing and reading osu!'s database files (osu!.db, collection.db, scores.db).
- osu-db - Rust library for both reading and writing osu!'s binary files: osu!.db, collection.db, scores.db, and .osr replay files.
- rosu-map - Rust library to decode and encode osu!
.osubeatmap files. - rosu-storyboard - Rust library to decode and encode osu!
.osbstoryboard files. - oppai-ng - Difficulty and pp calculator for osu! (standard and experimental taiko) that parses
.osubeatmap files directly; ships as a CLI and single-header C library, with bindings/reimplementations in JavaScript (ojsama), Java (koohii), Python (pyttanko), Go (oppai5), C# (OppaiSharp), and Rust (osu-perf). - Mapping Tools - Suite of tools for creating and editing osu! beatmaps (.osu format).
- Tools: Map Cleaner, Slider Merger/Completionator/Picturator, Hitsound Studio/Copier/Preview Helper, Property Transformer, Timing Helper/Copier, Metadata Manager, Rhythm Guide, Geometry Dashboard, Combo Colour Studio, Sliderator, Pattern Gallery, Mapset Merger, Tumour Generator 2.
- osu-realm-combiner - CLI tool to merge multiple osu!lazer
client.realmdatabase files into one. - gh2osu - Converts Guitar Hero/Clone Hero .chart files to osu!mania .osu beatmaps.
- osu2sm - Flexible batch converter from osu! beatmaps to StepMania simfiles, with support for various map transformations.
- slider - Python library for working with osu! files and data, including beatmaps, replays, and the game's database formats.
- osz2.py - Python library for reading and writing osu!'s osz2/osf2 archive formats. See also the author's osz2-go (Go) and 7mochi's osz2.jar (Java) implementations.
- Hexis-to-osu-Beatmap-Converter - Converts Hexis .hbxml beatmaps to osu!'s .osu format.
- osu-replay-viewer-continued - Reads osu! .osr replay files to generate playback videos without launching the game, based on nahkd123's osu-replay-viewer.
- osu!mania Fast Renderer - GPU-based renderer that reads osu!mania .osr replay files together with their matching beatmap and skin.ini data to produce skinned MP4 videos.
Mobius Digital (Outer Wilds)¶
- noclip.website (Outer Wilds) - In-browser Outer Wilds viewer.
- OW-SaveEditor - Mod for editing Outer Wilds save files.
Outrage Entertainment¶
Descent 3¶
- Descent3 - Official open-source release of Descent 3 (Outrage Entertainment, 1999), preserving the full game engine and assets for modern platforms.
Wolfire Games (Overgrowth)¶
- overgrowth - Official open-source engine code for Overgrowth; the game data (art assets and levels) is proprietary and must be obtained by purchasing the game, but this repository includes the original level/asset-reading and rendering code.
Triumph Studios (Overlord II)¶
- PRP_IO - Work-in-progress unpacker for Overlord II's PRP archive format.
Owlcat Games¶
- OwlCatPortraitTool - Portrait tool for Owlcat Games' RPGs (Pathfinder: Kingmaker/Wrath of the Righteous, Rogue Trader, Warhammer 40,000).
- Baron_Builder - Cross-platform (Linux, Windows, macOS) save game editor for Pathfinder: Kingmaker, written in Python 3.
- Arcemi Save Game Editor - Cross-platform (Electron.NET) save game editor covering Pathfinder: Kingmaker, Pathfinder: Wrath of the Righteous, and Warhammer 40,000: Rogue Trader.
Klei Entertainment (Oxygen Not Included)¶
- oni-duplicity - Web-hosted, locally-running save editor for Oxygen Not Included, parsing and modifying the game's original save file format.
- Built on the same author's oni-save-parser, a standalone JS/TS library that parses and writes the save format directly (idempotent load-save round-trip, typed API).
- KleiTEXConverter - Batch converter for Klei Entertainment's TEX texture format (used across Klei's catalog, including Oxygen Not Included) to PNG; based on nsimplex's ktech.
P¶
画皮世界 (Painted Skin World)¶
- HP.EPK.Tool - Tool for extracting EPK archives from the mobile game 画皮世界 (Painted Skin World).
Pocket Pair (Palworld)¶
- pal-mod-toolkit - Console-driven toolkit of in-game reverse-engineering tools for Palworld modders, built as a UE4SS C++ mod.
- palschema-hub - Schema/data hub for Palworld save and game data structures.
- PalForge - Content framework for Palworld asset modding, reading and writing the game's archives and asset data.
- Palworld-Pal-Editor - Save file editor for Palworld.
- palworld-save-tools - Converts Palworld
.savsave files to and from JSON, parsing the game's Unreal Engine save data structures (characters, pals, guilds, bases, and more); the base library many other Palworld save tools build on. - palworld-server-toolkit - Toolkit for Palworld dedicated server saves: edits player/pal data and inventories, transfers characters between servers, and repairs corrupted
.savfiles. - PalEdit - Tool for editing and generating Pals within Palworld save files, including Global Palbox support.
- Palworld - Save data editor for Palworld (Steam).
- Same author's Craftopia save data editor for Craftopia (Steam).
- pal-registry - Stdlib-only Python save editor for Palworld 1.0 on Xbox Game Pass / Microsoft Store: edits pals (species, level, IVs, souls, passive skills, moves) and pal eggs; reading the DPS and Global Palbox tabs needs the optional
pyooz.
Enterbrain (Panzer Front)¶
- PanzerFront-ModTools - Experimental modding tools for Panzer Front (PS1, Dreamcast), covering model and texture formats.
- PanzerFront-DC-Translation-Source - Source files for an English fan translation patch of Panzer Front (Dreamcast).
Paradigm Entertainment¶
Pilotwings 64 and Beetle Adventure Racing! share the same N64 engine and its UV* format family.
- noclip.website (Pilotwings 64) - In-browser Pilotwings 64 viewer, parsing the engine's
UV*resource chunks (UVTR terrain regions, UVCT contours, UVMD models, UVTX textures, UVEN environments) out of the ROM. - noclip.website (Beetle Adventure Racing!) - In-browser Beetle Adventure Racing! (N64) track viewer, reading the game's filesystem and the same
UV*chunk formats as Pilotwings 64 (plus UVTS texture sequences and UVTT track data). - pilotwings_64 - Tools and notes for hacking Pilotwings 64, including a filesystem dumper for the ROM's
UV*resource chunks. - Pilotwings64Decomp - Matching decompilation of Pilotwings 64 (WIP).
- Pilotwings64Recomp - Static recompilation of Pilotwings 64 into a native port, built on N64Recomp with RT64 for rendering.
- bar-decomp - Decompilation of Beetle Adventure Racing!.
Paradox Interactive¶
- io_pdx_mesh - Blender addon for importing Paradox Interactive mesh formats.
- EU4_Savegame_Editor - Save game editor for Europa Universalis IV.
- Victoria3ModdingToolkit - Python toolkit for parsing, loading, and diffing Victoria 3's Clausewitz-engine game data files, generating JSON-based patch files for mods.
- jomini - Low-level, performance-oriented Rust parser for the Clausewitz-engine save and game files used by EU4, EU5, CK3, HOI4, Vic3, Imperator, and other Paradox titles.
- Jomini.js - JavaScript/WASM library (unrelated to the Rust
jominiabove, despite the shared name) for reading and writing the plaintext Clausewitz-engine save and game files used by EU4, CK3, HOI4, Stellaris, and other Paradox titles, into plain JS objects. - Rakaly CLI - Command-line tool built on the
jominiparser for melting Paradox Clausewitz-engine binary/Ironman save files to plaintext/JSON; the "Rakaly CLI" referenced by V3SAT and eu5-stats below. - pdx_unlimiter - Savegame manager, editor, and toolbox for Paradox Interactive's Grand Strategy games.
- Paradox-Language-Support - IntelliJ IDEA plugin for Paradox Interactive game mod developers, parsing and providing tooling support for the Clausewitz script language.
- stellarmaps - Renders stylized, customizable galaxy maps directly from Stellaris save files.
- pdx-tools - Browser-based save file analyzer/visualizer built on the same author's jomini/rakaly parser stack, rendering maps, timelapses, and charts, plus an EU4 achievement speedrun leaderboard, entirely client-side.
- Games: EU4, EU5, CK3, HOI4, Victoria 3, Imperator: Rome.
- tiger - Linter/validator for Paradox Interactive mod files, parsing the Clausewitz script format to catch common scripting mistakes.
- Games: Crusader Kings III, Victoria 3, Imperator: Rome.
- Pdoxcl2Sharp - General-purpose C# parser for Paradox Interactive's Clausewitz-engine text file format.
- stellaris-tech-tree - Parses a Stellaris install's game/mod data (via CWTools) into an interactive, filterable tech tree dependency graph.
- hoi4.py - Python library for parsing Hearts of Iron IV save files (binary or plaintext) and plotting statistics from them.
- The Cartographer - Discord bot and website for multiplayer EU4 communities, parsing save files to generate after-action-report images (borders, army/navy stats, top wars) and manage nation reservations.
- SkanderKit - Skanderbeg's dev kit: a C++ toolkit including a Clausewitz save/game file parser (to JSON/MsgPack), an Ironman savefile binary decoder, and a province/map
.bmp-to-vector (SVG/GeoJSON) converter. - PDX-Save-Analyzer - Live file-watcher and dashboard for Paradox grand strategy saves, tracking country stats, wars, and events over time for AAR writing; EU5 is the first supported game.
- V3SAT - Scripts to convert Victoria 3 save files from Paradox's compressed binary format to JSON (via the Rakaly CLI) and generate reports/visualizations from them.
- CK3-history-extractor - Parses a Crusader Kings III save file's full character/title/religion/culture lineage and renders it as a browsable, graph-illustrated "wiki" of the playthrough.
- eu5-stats - Analyzes Europa Universalis V multiplayer save files (melted via pdx-tools/Rakaly) and generates per-country comparison reports covering economy, military, technology, and societal values.
- v3ref - Static reference site for Victoria 3, regenerated each patch by parsing the game's own Clausewitz script files (
game/common/**, localization) via thejominilibrary into JSON, rendered with Astro. - Sibling projects by the same author: ck3ref (Crusader Kings III) and eu5ref (Europa Universalis V, via the PyHelpersForPDXWikis parser).
- stellaris-dashboard - Reads Stellaris save files while you play and renders a historical graph dashboard and event ledger of the playthrough; Ironman-compatible via an in-game companion mod. See also Stellaru, a similar autosave-monitoring dashboard with real-time chart updates.
- ck3-savetools - Base savefile-scanning library for extracting data from Crusader Kings III savefiles; does not handle Ironman saves, which require additional undocumented Paradox-specific handling.
- Babblewitz - Test corpus and benchmark harness qualifying the ecosystem of Clausewitz/Jomini parsers (including
jominiabove) for conformance, performance, and ergonomics; by the same author as thejominiRust parser and pdx-tools site.
Parasite In City¶
- parasite_in_city_inspector - Viewer for assets embedded in the
data.win(GameMaker) file of Parasite In City.
Grinding Gear Games (Path of Exile)¶
- libggpk - Original C++ library and command-line tool for extracting information from the GGPK archive format used by Path of Exile. See also LibGGPK3, an actively maintained rewrite supporting both Path of Exile 1 and 2, and VisualGGPK2, a GUI application for viewing and editing Path of Exile's Content.ggpk built on that library.
Evening Star (Penny's Big Breakaway)¶
- PennysBigTools - Tools and format notes for Penny's Big Breakaway: MDL model exporters to OBJ and SMD, ImHex patterns for the game's model (
STAR_MDL), layer (STAR_LYR), and palette (STAR_PAL) formats, and notes on model section layouts (vertices, UVs, bone weights, skeletons).
People Can Fly¶
Painkiller¶
- Painkiller 3ds Max Plugins (Upd270522) - 3ds Max import/export plug-ins for Painkiller assets (Upd270522) by dilettante
- HavokXML2HKE converter for Ragdoll physics 3ds Max (Painkiller) - Converter Havok-XML to *.HKE (Havok Exporter) for ragdoll physics by dilettante. HavokPcXsContentTools_X64_2010-2-0_20101115 for 3dsmax9 x64 is also included.
- PainFull Extractor v1.3.2 (Painkiller) - Unpacker for Painkiller & NecroVision game resources (.pak files). This program is outdated and should be run in the WindowsXP (SP 2) compatibly mode. Use Dragon UnPACKer or QuickBMS as an alternative.
- Painkiller converters mpk/dat to ASE and ASE to mpk/dat - Console utilities to convert the Painkiller mpk and dat geometry format to and from Ascii Scene (ASE): ase2mpk, mpk2ase, blend, PKBlend, dat2ase, and mpk2dat.
Dreamkiller¶
- Dreamkiller Mapping Tools for 3ds Max - DKStaticMeshImp.dli - 3dsMax static mesh import plugin. UnpackTEXT.exe - texture extractor.
Perfect World International¶
- pko-tools - Converts Perfect World / TOP (PKO) client character assets to glTF and back, enabling import, editing, and export of game models.
- PKO-file-viewer - Viewer/importer/exporter for Pirate King Online (PKO) and Tales of Pirates client resources, reading
Lgo/Lmo/Lxo/Labmodel and animation files along with various game data tables. - lab-parser - Converts Tales of Pirates
.labanimation files (also used by the PKO client) to Collada (.dae), for viewing and editing character bone structure and animations in Blender.
Petroglyph Games¶
- alo/ala max importer exporter (Star Wars: Empire at War) - the files needed for 3ds max to make ALO/ALA files.
- Blender-ALAMAO-Plugin for 4.2LTS (Star Wars: Empire at War: Forces of Corruption) - A plugin that allow reading and writing of ALAMO-Engine model(.alo) and animation(.ala) files. Specifically designed to work with Empire at War: Forces of Corruption.
- Grey Goo Official Asset Adding Tools - Official Grey Goo SDK and asset tools for importing custom assets. Includes 32-bit 3DS Max plugin and tools for handling .meg files.
- 3DS Max 7 and 8 Plugin for Map Editor (Star Wars: Empire At War) - 3DS Max 7 and 8 Plugin for Map Editor.
- Star Wars Empire At War FOC DDS Tool - DDS texture tool for Star Wars: Empire at War modding. Part of Dr. Chelli Lona Aphra's modding resource collection. Provides general assistance for modding (may not apply to all situations).
- Star Wars Empire At War FOC DDS Viewer & Thumbplug _tga1.10 - DDS viewer and TGA thumbnail plugin for Star Wars: Empire at War modding (v1.10). Part of Dr. Chelli Lona Aphra's modding resource collection. Provides general assistance for modding.
- Star Wars Empire At War FOC Alamo Object Importer 1.2 - Alamo object importer for 3DS Max for Star Wars: Empire at War modding (v1.2). Part of Dr. Chelli Lona Aphra's modding resource collection. Provides general assistance for modding.
- Star Wars Empire At War FOC Alamo Viewer 1.2 - Alamo viewer for Star Wars: Empire at War modding (v1.2). Part of Dr. Chelli Lona Aphra's modding resource collection. Provides general modding assistance.
Phenomic¶
SpellForce¶
- spellforce_data_editor - Data editor for the SpellForce series, reading and writing the game's Gamedata.cff data file.
- spellforce_blender_plugins - Blender plugins for importing/exporting SpellForce's 3D model, animation, and level formats, by the same author as spellforce_data_editor.
- Spellforce-Spell-Framework - Modding framework easing the creation of new spells for SpellForce: Platinum Edition.
- tirganach - Python library for easier editing of SpellForce's GameData.cff file, an alternative to spellforce_data_editor.
- SF2-ImpEx-for-Blender - Blender import/export tool for SpellForce 2 assets.
- SpellForce-Freegame-Save-Editor - C# editor for SpellForce: The Order of Dawn Free Game mode save files (campaign saves unsupported), with avatar validation and automatic backup.
BattleForge¶
- SR-ImpEx-for-Blender - Blender add-on to import/export BattleForge / Skylords Reborn 3D models, animations, materials, and collisions (DRS, BMG, SKA formats). Same author's earlier BattleForgeToDDCs mass-converts .DRS models to glTF for use in other DCC tools (Maya, Houdini, 3ds Max).
Phoenix Games¶
- PhoenixFATExtract - Extracts the
.FAT/.Afile pairs of Phoenix Games' games (the.Afile must sit next to the.FAT).
Cocktail Soft (Pia Carrot e Youkoso)¶
- Pia-Carrot-e-Youkoso-3.3-Tool - Extracts and repacks in-game text from the GBA visual novel Pia Carrot e Youkoso!! 3.3 (Japan).
Doki Denki Studio (Piglet's Big Game)¶
- pbg (decomp) - Matching decompilation of Piglet's Big Game (GameCube).
Piranha Bytes¶
- ZenLib - Loading library for proprietary formats used by the engine in Gothic and Gothic II games.
- OpenGothic - Open-source reimplementation of the Gothic 2: Night of the Raven game client, loading the original game's data files and mods; requires an existing installation of Gothic 2.
Gothic 3¶
- gothic3sdk - Unofficial Gothic 3 SDK documenting the Genome engine's DLLs and their exported functionality, for modders and reverse engineers.
- G3Archive - Gothic 3 .pak archive extractor and creator, based on NicoDE's G3Pak file format specification.
- G3Archive-MassUnpack - Mass unpacker for Gothic 3 data files, built on top of G3Archive.
- G3Randomizer - Gothic 3 data randomizer built on a cropped version of G3Archive, for randomizer-style modding of the game's data files.
- g3blend - Blender addon to import and export Gothic 3 actors (.xact) and animations (.xmot).
Elex 2¶
- crony-gui - Small scripting framework for Elex 2.
Pivotal Games¶
- CE.DAT.Tool - Tool for extracting DAT archives from Pivotal Games titles.
- Games: Conflict: Desert Storm, Conflict: Desert Storm II, Conflict: Vietnam, Conflict: Global Terror, Conflict: Denied Ops, The Great Escape.
PlatinumGames¶
- platinumgames_stuff - Collection of Python scripts for PlatinumGames titles including Bayonetta 3 and Metal Gear Rising: Revengeance.
Bayonetta¶
- bayonetta_patch - Patching system for modifying Bayonetta executable.
- noesis_bayonetta_pc - Noesis plugin for PlatinumGames models/animations.
- Games: Bayonetta series (1-3, Origins), Nier Automata, Metal Gear Rising Revengeance, MadWorld, The Legend of Korra, TMNT Mutants in Manhattan, Transformers Devastation, Starfox Zero, Astral Chain, The Wonderful 101, Vanquish, Anarchy Reigns, Babylon's Fall.
- bayonetta_tools - Ruby toolkit for extracting/converting PlatinumGames assets (models, textures, animations). Supports Bayonetta 1-3, NieR: Automata, Astral Chain.
- IDDTool - Editor for Bayonetta *.idd texture files.
- MESTool - Bayonetta text editing tool.
- Bayonetta-2-Advanced-Save-Editor - Python save editor for Bayonetta 2 giving access to unused story-mode features and game checkpoints.
Nier: Automata / Replicant¶
- kaine - C# library for working with Nier Replicant 1.22 file formats.
- replicant_templates - 010 Editor binary templates for NieR Replicant ver.1.22474487139 file formats including ARC archives, PACK containers, BXON files, and various model/material/texture formats.
- replicant_toolkit - Toolkit for working with NieR Replicant file formats.
- Blender2NieR - Blender addon for exporting WMB/WTP/WTA/DAT/DTT formats to NieR games.
- NieR2Blender - Blender addon for importing NieR Automata and Replicant models.
- Replicant2Blender - Blender addon for importing NieR Replicant ver.1.22 mesh packs and textures into Blender (alpha).
- Automata_MCD_Patcher - Python script that unpacks NieR: Automata .mcd (text/font) files to JSON and repacks edited JSON back into an MCD, using a base MCD for fonts and glyphs.
- Nier-Automata-editor - Save file editor for NieR: Automata.
- NierEditora - Cross-platform save editor for NieR: Automata with CLI and Qt GUI, reading and writing both PC (
SlotData_*.dat) and PS4 (GameData) saves, converting between them, and editing name, play time, money, XP, items, weapons and chips. - att - NieR: Automata Text Tools for disassembling scripts and replacing files already extracted from the game's .cpk archives.
- NierBlenderato - Blender addon for importing NieR: Automata assets.
- NierPDK - Python development kit for working with NieR: Automata file formats.
Panic (Playdate)¶
- playdate-reverse-engineering - Reverse engineering notes and tools for Playdate handheld console.
- librif - Lightweight library to encode and decode RIF, the grayscale image format used by Panic's Playdate handheld.
- noclip.website (A Short Hike) - In-browser A Short Hike viewer.
MDF (Polanie)¶
- polanie_sound_extractor - Extracts sound samples from the original sound archive file format of Polanie (1996 Polish RTS).
- polanie-src - Original 1996 source code (game and level editor) for Polanie (also known as VICTORY/OSADNICI), a Polish RTS, mirrored/reformatted from the developer's now-defunct site.
- OpenPol - Work-in-progress open source reimplementation of Polanie, loading the original game's proprietary data files.
- Polanie CD data - Data ripped from the CD version of Polanie for format research.
- polanie-resources - Curated list of resources on Polanie, including official materials, fan sites, remakes/reimplementations, and reviews.
Pole Chudes 2¶
- pole-chudes-2 - Faithful browser port of Pole Chudes 2 (1993 Russian DOS game show), reimplementing the game from its original binary assets and a disassembly-based reconstruction.
PopCap Games¶
- PopStudio - Converter for many file formats used by PopCap Games (Plants vs. Zombies and others).
- Formats: dz (Android, BlackBerry), rsb (Android, iOS, PS3, PS4, Xbox 360), ptx textures, xml.compiled, pam animations (versions 1-6).
- Thunderball (decomp) - WIP decompilation of the Peggle Deluxe 1.01 Windows/Steam executable.
- PeggleEdit - WYSIWYG level editor for Peggle Nights, PopCap's standalone Peggle expansion.
- re-plants-vs-zombies - Decompilation and engine modernization project for Plants vs. Zombies (GOTY), reading the original game's SexyAppFramework data files; replaces the legacy DirectDraw/Direct3D7 renderer with GLFW.
- Ed1th's PvZ Toolkit - Cross-platform Rust/Dioxus app for inspecting, editing, converting, and archiving Plants vs. Zombies resources.
- Formats: RTON, PAM (PopAnim) animations, Compiled Text, WEM (Wwise audio), BNK (Wwise SoundBank), NEWTON manifests, PAK archives, RSB/RSG bundles, RSBPatch, DZip archives, SMF containers, CryptData, particle/trail effects, REANIM.
- Backed by standalone Rust libraries published separately: serde-rton, pam-codec, wem-audio, bnk-archive, rsb-archive, rsb-patch, pak-archive, dzip-archive, newton-manifest, smf-container, compiled-text, crypt-data, particle-codec, reanim-codec.
- Standalone GUI/CLI tools by the same author: RTON Editor, PAM Viewer, dzip-tools.
- TwinStar ToolKit - Cross-platform CLI/GUI toolkit (
twins) for modding PopCap Plants vs. Zombies 1 & 2 resources, with Windows/macOS/Android/iPhone right-click and share-sheet forwarders. - pvz - Work-in-progress matching decompilation of the 0.9.9 beta build of Plants vs. Zombies, distinct from the existing GOTY-based re-plants-vs-zombies engine-modernization project.
- CircleShootApp - Decompilation of Zuma Deluxe (1.0.0).
- XPR2 - Extracts and repacks Xbox 360 XPR2 archives, as used in Zuma and a few other games.
Potion Craft¶
- PotionCraftSaveEditor - Rust command-line tool that decodes Potion Craft saves (JSON wrapped in XOR encryption and base64) into editable
meta.jsonandprogress.jsonfiles and re-encodes them.
Lobotomy Software (PowerSlave / Duke Nukem 3D Saturn)¶
- SlaveDriver-Engine - Official GPLv3 source release of Lobotomy Software's SlaveDriver Engine for the Sega Saturn (used for the Saturn ports of Duke Nukem 3D and the studio's other Saturn titles); game data is excluded from the release but the engine's original asset-loading code is included.
- PowerslaveEX - Unofficial recreation of Lobotomy Software's PowerSlave/Exhumed FPS, built on original game logic and reading original asset data.
Primal Software¶
The I of the Dragon¶
- Archive files plugin for Noesis (The I of the Dragon) - Basic tools to work with archive resource files (.res).
- primal-file-formats - File formats and tools for games by Primal Software.
Jordan Mechner (Prince of Persia)¶
- Prince-of-Persia-Apple-II - Official original 1985-89 Apple II source code for Prince of Persia, released by creator Jordan Mechner.
- pop-beeb - Port of the original Apple II version of Prince of Persia to the BBC Master, converting the game's original level and animation data.
- PR (Princed Resources) - Tool to export and import graphics and other data from and to DAT resource files of Prince of Persia 1 and 2.
- pop2 (static recompilation) - Static recompilation of the Macintosh build of Prince of Persia 2: The Shadow and the Flame into native C++/WebAssembly; engine and tools only, requiring the original game data.
- SDLPoP - Open-source port of Prince of Persia, based on disassembly of the DOS version.
SynSophia (PriPara)¶
- Prineo_RE - Reverse engineering of PriPara (SynSophia's arcade rhythm game)'s proprietary model format, documenting the
.BINgeometry/skeleton container and_tex.BINtexture container (including the game's custom FNV-1 and Mersenne Twister crypto variants), plus a Noesis import plugin.
Pajamas Soft (Prism Ark)¶
- PrismArkTools - Toolset for Prism Ark covering everything but standard archive extraction (for which the author recommends Asmodean's tool): packs standard archives, unpacks/repacks the separate battle-archive format, converts EPA images to/from PNG, and (de)compiles the scenario/text/filename script data.
Procedural Arts¶
Façade¶
- facade_editor - Randomizer, corruptor, and editor for Façade. Randomizes sounds, textures, cursors, animations, and subtitles; replaces custom sound files with automatic downsampling; decompiles .bin, .map, and .rul files (Jess rule language); enables built-in debug features.
- Facade (decompiled) - Decompiled back-end source code of Façade, which was written entirely in Java.
The Indie Stone (Project Zomboid)¶
- pzdataspec - Parser and Kaitai Struct specifications for Project Zomboid save and game data files, built to support the companion pzmap2dzi project.
Toradora Portable (PSP)¶
- Toradora-Portable-Dat-Extractor - Command-line tool for extracting files from .dat archives used by the Toradora Portable (PSP) game.
- OBJEditor - DLL library for building custom string editors for Toradora! Portable's OBJ files.
Double Fine (Psychonauts, Costume Quest)¶
- CostumeQuest-Decomp (decomp) - Matching decompilation of Costume Quest (PC).
- noclip.website (Psychonauts) - In-browser Psychonauts viewer.
- DoubleFine-Explorer - Explorer, viewer, and dumper for Double Fine game archives (Moai, Buddha, Remonkeyed engines). View, extract, and convert text, speech, music, scripts, and images.
- Games: Broken Age, Brutal Legend, Costume Quest, Costume Quest 2, Day of the Tentacle Remastered, Full Throttle Remastered, Grim Fandango Remastered, Headlander, Iron Brigade, Massive Chalice, Psychonauts (Steam/GOG), Stacking, The Cave, Kinect Party.
- Psychonauts-Explorer - Tool to extract, view, and convert game resources from Psychonauts, supporting archives, DDS images, audio extraction (WAV/OGG), and PC/Xbox/PS2 versions.
- BLPT - Package extractor/inserter for Brutal Legend's .~h and .~p archive files.
- PsyShrink - Prototype tool to extract and repack Psychonauts' original archive files.
- PsychonautsStudio - Collection of file tools for the original Psychonauts.
- Open-Li-Po - Reverse-engineering effort for Li-Po, the engine used by Psychonauts.
Psygnosis¶
Lemmings¶
- lemmings_3ds - Nintendo 3DS homebrew port of Lemmings, reading the original DOS game's data files.
- Lemmings.ts - TypeScript/browser Lemmings remake that reads the original Lemmings, OhNo and Holiday game binaries on the fly (levels, graphics) and plays the original music by interpreting
adlib.dat. - lemmings_music_player - DOS player reading Lemmings' original
AdLib.datfile to play back its music and sounds. - modlem - Graphics editor for the MS-DOS versions of Lemmings: compresses and decompresses the
.DATformat, extracts and recreates VGA graphics sets and menu graphics, and rebuildsmain.dat.
WipeOut¶
- wipeout-rewrite - Re-implementation of the 1995 PSX game wipEout, reading the original game's data files. See also jnmartin84's Dreamcast port.
- WipeOut Phantom Edition - Enhanced PC source port of the original PlayStation WipeOut with improved graphics, physics, and audio; automatically extracts game data and music from the original PS1 bin/cue disc images.
Pump It Up¶
- piupsp-tools - Go tools for modding the two PlayStation Portable Pump It Up games, Exceed Portable and Zero Portable.
piu-respackunpacks and repacks the games' RESPACK resource archives.piu-makestxconverts StepMania SSC charts to the games' STX chart format (experimental; the README lists known issues such as unsupported tempo changes).
Punchline¶
- Murugo/Misc-Game-Research (Rule of Rose) - Reverse engineering notes for Rule of Rose (PS2).
Evil Dog Games (Punk-O-Matic 2)¶
- punkomatic-js - Punk-O-Matic 2 song data parser and player, running in-browser or Node.js; converts the game's proprietary song format to playable/exportable audio.
Purple Software¶
- CMVS_VideoDecode - Transcodes Purple Software's proprietary CMV video format used by the CMVS visual novel engine.
- See also CMV6Encode, the counterpart encoder.
- PS3Packer - Repacks Purple Software's PS3 opcode-based script format after translation.
- CMVS-Engine - Tools for Purple Software's CMVS engine: CPZV6Unpacker (
.cpzversion 6 archives), Pb3Decoder (.pb3to BMP), Ps2TextDumper/Ps3TextDumper (dump strings from.ps2/.ps3scripts) and PurplePS3Packer (repacks.ps3scripts for translation).
Q¶
OnNet (QPang)¶
- QPang2OBJ - Converts QPang's proprietary 3D model format to OBJ.
Quantic Dream¶
- QD.BIG.Tool - Extractor for BigFile archives from Quantic Dream games.
- Games: Beyond: Two Souls, Heavy Rain, Detroit: Become Human.
- OMK - From-scratch, dependency-free C++20 reimplementation of the engine behind Omikron: The Nomad Soul (1999), built from original research into the game's data formats.
Imagineer (Quest 64)¶
- Quest64-Recomp - Static recompilation of Quest 64 (N64) into a native executable.
- Quest64-Decomp - Matching decompilation of Quest 64 (N64).
ADvertainment Software (Quiver)¶
- quiver_ripper - Resource extractor for Quiver (1997, DOS).
R¶
Semiwork (R.E.P.O.)¶
- R.E.P.O-Save-Editor - Python GUI save editor for R.E.P.O, allowing edits to stats, currency, level, and other save variables.
- R.E.P.O.GameSaveEditor - Python GUI tool to decrypt, edit, and re-encrypt R.E.P.O. save files, with views of inventory, item instances, and player stats.
Ruud van Gaal / Dolphinity (Racer)¶
- Racer.DOF1Converter - Reads Racer (car simulator)'s proprietary
.dof3D model format and converts it to Wavefront.obj.
Racjin¶
Busin 0: Wizardry Alternative Neo¶
- Busin0Translation - English fan translation toolchain for Busin 0: Wizardry Alternative Neo (PS2), including the scripts that decode the game's text and graphics (font atlases), the translation data, and the build pipeline that produces a patched, real-hardware-compatible disc image.
Radical Entertainment¶
- scarface-p3d - Code to deal with P3D files from "Scarface: The World is Yours".
- map-data-editor - Blender 2.80+ addon for editing SHAR map data like road networks, fences, paths, locators, and level trees in The Simpsons: Hit & Run.
- BITSS-Batch-Image-To-Shader-Script - Windows Forms (C#) tool that batch-converts PNG/JPG images into appendable .p3dxml Pure3D XML files, writing shader and texture parameter chunks for use with Lucas' Pure3D Editor.
- Pure3D - .NET library for loading and manipulating the Pure3D file format used in Radical Entertainment games (The Simpsons: Road Rage, The Simpsons: Hit & Run, Crash Tag Team Racing).
- cttr - Work-in-progress matching decompilation of Crash Tag Team Racing (GameCube), also covering the Japanese "Crash Bandicoot: Gatchanko World" release.
- NetP3DLib - Actively maintained .NET library for reading/writing Radical Entertainment Pure3D files (Simpsons Hit & Run; extensible to Hulk, Scarface, Prototype, Crash Tag Team Racing). See also Pure3D above.
- P3DTool - Command-line tool for merging, sorting, deduplicating, and (de)compressing Pure3D file chunks.
- Pure3DDataViewer - GUI tool for viewing and editing Pure3D file data.
- LuaP3DLib - Lua class system for parsing and dynamically editing Pure3D (P3D) file chunks in Simpsons: Hit & Run mods.
- SHAR-Save-Game - Library and editor for Simpsons: Hit & Run save game files.
- SHARCarPhysicsObjectGenerator - CLI tool that generates vehicle Physics Object chunks in Simpsons: Hit & Run P3D car files.
- SHARMipMapGenerator - Generates and inserts MipMap texture chunks into Simpsons: Hit & Run Pure3D files.
- LuaSPTLib - Lua library for parsing and modifying Simpsons: Hit & Run SPT sound-parameter files.
Gravity (Ragnarok Online)¶
- libgrf - Library for reading GRF archives found in Ragnarok Online.
- grf-python - Python wrapper for libgrf.
- noclip.website (Ragnarok Online) - In-browser Ragnarok Online map viewer.
- Formats: RSW (world), GND (ground/terrain), RSM (models), GAT (altitude/collision), SPR/ACT (sprites and sprite animation), STR (effects), Granny (
.gr2models and animation). - Features: Water, weather and particle effects, dynamic lights, shadows, warp portals, name tags, pathfinding, era selection, and BGM playback.
- GrfUnpack - PAK and GRF archive unpacker for Ragnarok Online (Arcturus/RO).
- midgarts - Multi-platform Ragnarok Online MMORPG client reimplementation using an ECS architecture, reading original sprites and configuration from
.grfclient files. - RagnarokRebuildTcp - Unity-based Ragnarok Online-like server/client that imports maps, sprites, and music extracted from an original
data.grfclient. Active successor to the archived Doddler/RagnarokRebuild. - korangar - Next-gen Ragnarok Online client written in Rust, reading original client GRF data; adds real-time lighting, a customizable UI, and removes the fixed-aspect-ratio limitation of the official client.
- unityro - Unity-based Ragnarok Online client with runtime-threaded loading of original client
.grffiles, connecting to rAthena/Hercules-based servers. - GRF - C# library for loading Ragnarok Online GRF archive files.
- BrowEdit3 - Editor for Ragnarok Online's RSW (world), GND (ground/terrain), and GAT (altitude/collision) map files. Actively maintained successor to the older browedit.
Atari, Inc. (Raiders of the Lost Ark)¶
- Raiders2600 - Fully reverse-engineered and commented disassembly source code for the Atari 2600 classic Raiders of the Lost Ark (1982).
I, Robot¶
- I-Robot-Editor - Work-in-progress level viewer/editor for Atari's 1983 coin-op game I, Robot.
Pole Position¶
- ppengine - 3D remake of Atari's Pole Position coin-op, with game logic reverse-engineered directly from the arcade ROMs.
Star Raiders¶
- StarRaiders - Reverse-engineered, complete, and fully documented 6502 assembly language source code for Star Raiders (Atari 8-bit, 1979).
RAD Graphics Files (Atari/Tengen)¶
- RadViewer - Viewer for the graphic RAD files used internally at Atari/Tengen during the 80s and 90s, with basic support for pages, cells, animation and sequences. SDL3/OpenGL/Dear ImGui-based.
RealSpace3 Engine Games (RaiderZ, GunZ)¶
- z3ResEx - Extracts the filesystem from RaiderZ and GunZ: The Second Duel clients, with listing and filtering by filename criteria (archived).
- z3-tools - Early tools for RealSpace3 games, including launcher .bin to plaintext conversion and a parser for MAIET Patch File update files (archived).
- gzreplayex - GunZ replay examiner parsing the REC (Korean beta) and GZR v1.0 to v11.0 replay formats (archived).
Rain World¶
- rain-world-save-editor - Python command-line tool that converts a Rain World save file to human-readable text and back, updating the checksum; intended for narrowing down the part of a save that crashes the game.
Cygnus Studios (Raptor: Call of the Shadows)¶
- dosraptor - Original DOS source code (v1.2) for Cygnus Studios' Raptor: Call of the Shadows (published by Apogee Software, 1994), including the Apogee Sound System and a free DMX-library replacement (APODMX) in place of the proprietary DMX library.
- raptor - Reverse engineering and tooling project for Raptor: Call of the Shadows, working with the game's original data files.
Rare¶
- sssv (decomp) - Matching decompilation of Space Station Silicon Valley (N64).
Battletoads¶
- battlemaniacs-restoration - Restoration project for Battletoads in Battlemaniacs (Sega Master System), reverse engineering the ROM to reinstate content cut relative to the SNES original.
- BattletoadsRaceEditor - C# hex-table editor for Battletoads race (track) objects (NES, per its README); reads and writes the 114 race-object records (type, X/Y/Z position, blink time, jump power) stored at ROM offset 0x1EDFE.
Donkey Kong Country¶
- DKC2-disassembly - Disassembly of Donkey Kong Country 2: Diddy's Kong Quest (SNES).
- UnDKC3 - Text editor for Donkey Kong Country 3: Dixie Kong's Double Trouble!.
- dkc2-maps - Level viewer for Donkey Kong Country 2: Diddy's Kong Quest (SNES).
Banjo-Kazooie¶
- noclip.website (Banjo-Kazooie) - In-browser Banjo-Kazooie viewer.
- Banjo-Kazooie-Floor-Tool - Tool to modify floor collision properties in Banjo-Kazooie.
- Banjo-s-Backpack - Level editor for Banjo-Kazooie (map and object editing).
- See also io_scene_obj_rgba, a Blender addon adding vertex color support to the OBJ importer for files exported by RareExports's tools above.
- Bottles_Glasses - Model and map renderer for Banjo-Kazooie and Banjo-Tooie.
- banjo-kazooie (decomp) - Matching decompilation of Banjo-Kazooie (N64).
- BinjoKazooie - Parses, exports, and replaces data within Banjo-Kazooie model BIN files.
- bk_level - Converts binary level blobs from Banjo-Kazooie to/from
.objand.yaml. - stop-n-swop-toolkit - Toolkit for swapping Stop 'n' Swop data between Banjo-Kazooie and N64 homebrew carts.
Banjo-Tooie¶
- noclip.website (Banjo-Tooie) - In-browser Banjo-Tooie viewer.
- WumbasWigwam - Level exporter for Banjo-Tooie (Blender import support).
- BK2BT - Fast3DEX to Fast3DEX2 microcode converter for Banjo-Kazooie model files to Banjo-Tooie format. Includes model previewer and converter.
- banjo-tooie (decomp) - Work-in-progress matching decompilation of Banjo-Tooie (N64).
Donkey Kong 64¶
- noclip.website (Donkey Kong 64) - In-browser Donkey Kong 64 viewer.
- DK64MapGenerator - Tool for generating Donkey Kong 64 map and floor files from 3D meshes.
- DK64-Viewer - Model and map viewer for Donkey Kong 64.
- dk64_lib - Library for extracting data from Donkey Kong 64 ROMs.
- Donkey-Kong-64-Recompiled - Static recompilation of Donkey Kong 64 (N64) into a native executable.
Diddy Kong Racing¶
- noclip.website (Diddy Kong Racing) - In-browser Diddy Kong Racing viewer.
- DKR-Decompressor - Command-line tool for compressing and decompressing game assets from Diddy Kong Racing (N64).
- dkr_model_tool - Model conversion tool for Diddy Kong Racing (N64). Converts between 3D model formats and DKR binary format.
Perfect Dark¶
- diddy-kong-racing (decomp) - Matching decompilation of Diddy Kong Racing.
- perfect_dark (PC port) - Decompilation-based PC port of Perfect Dark (N64), built on n64decomp/perfect_dark and reading original game assets.
- perfect_dark (N64 decomp) - Matching decompilation of Perfect Dark (N64) that the PC port above is built on (mirror of the canonical GitLab repo).
- pd_blendtools - Blender addon for editing Perfect Dark (N64) levels and models.
GoldenEye 007¶
- GoldenRecomp - Decompilation-based PC recompilation of GoldenEye 007 (N64), built on the n64decomp/007 decompilation and reading original game assets.
- 007 (N64 decomp) - Matching decompilation of GoldenEye 007 (N64) that the recompilation above is built on (mirror of the canonical GitLab repo).
- noclip.website (GoldenEye 007) - In-browser GoldenEye 007 viewer (pinned to last commit before viewer was removed).
- GoldEditor - Setup editor for GoldenEye 007 game configurations.
- GE64SaveEditorWV - Savegame editor for GoldenEye 64 EEPROM saves in the .eep format used by Project64.
- ge_bgfile_optimizer - Documents and optimizes GoldenEye 007's background (bg) file format: room data tables, portal/visibility data, and 1172-compressed room mapping/point-table binaries.
- XBLA-Setup-Editor - Modding tool for GoldenEye 007 XBLA (Xbox Live Arcade), editing XEX files, setup files, and weapon configurations.
- Features: STR/ADB string database editor for in-game text/localization, multiplayer weapon set editor, setup file conversion/patching.
- getools - GoldenEye 007 (N64) tools for extracting and converting the game's original assets.
- GoldeneyeDoorCalc - Calculates door setup values for GoldenEye 007 (N64) level data, companion to the same author's getools.
- beanRecomp - Static recompilation of the GoldenEye 007 Xbox 360 Live Arcade (XBLA) remaster.
Conker's Bad Fur Day¶
- conker (decomp) - Matching decompilation of Conker's Bad Fur Day (N64).
- clr_unpack - Tool for unpacking the .RBM CAFF files of Conker: Live & Reloaded (retail and demo builds), with file listing and individual file dumping.
Dinosaur Planet¶
- dinosaur-planet - In-progress matching decompilation of the unreleased Dinosaur Planet (N64), predecessor to Star Fox Adventures.
- dinosaur-planet-precomp - Precompilation tooling for the Dinosaur Planet decompilation above.
Banjo-Kazooie (Xbox 360)¶
- bk360 (decomp) - Matching decompilation of Banjo-Kazooie (Xbox 360).
Banjo-Kazooie: Nuts & Bolts¶
- garage - PC vehicle editor (Garage Opener) for Banjo-Kazooie: Nuts & Bolts that opens vehicle files from Xenia or the Xbox 360 STFS save container, with a 3D view of parts, part search and overlap/size validity checks.
Blast Corps¶
- blastcorps (decomp) - Matching decompilation of Blast Corps (N64).
- blastimation - Texture and animation viewer for Blast Corps, reading directly from the ROM or from the blastcorps decomp's splat asset YAML.
- BlastCorpsEditor - Level editor for Blast Corps (N64).
- Blast-Corps-Save-editor - Save editor for Blast Corps (N64) EEPROM512 save files, including the save checksum calculation.
Grabbed by the Ghoulies¶
- project-grabbed - Reverse engineering toolkit to explore and extract files from Grabbed by the Ghoulies and other Rare Xbox/Xbox 360 titles.
- Games: Grabbed by the Ghoulies (demo & retail), Kameo: Elements of Power, Conker: Live & Reloaded, Perfect Dark Zero, Viva Piñata, Banjo-Kazooie: Nuts & Bolts, 1 vs. 100.
- Formats: CAFF (multiple versions), localisation files, audio, fonts, textures; includes a reverse hash lookup tool and loose bundle extractor.
- tooie-save-edit - Nintendo 64 EEPROM save data editor for Banjo-Tooie.
Kameo: Elements of Power¶
- KameoRePowered - Static recompilation of Kameo: Elements of Power (Xbox 360) into a native executable.
Viva Piñata¶
- TiP-Recomp - Static recompilation of Viva Piñata: Trouble in Paradise (Xbox 360) into a native executable.
- VivaPinata_010Editor_Templates - 010 Editor binary templates for Viva Piñata's in-house asset formats, currently covering the Piñata requirements files (
aid_reqspinata), with an auto-run template list. - VP-Unpack - Work-in-progress unpacker for Viva Pinata .PKG archives, currently extracting the embedded .CAFF, .VREF and .VDAT files; support for Trouble in Paradise, the Xbox edition and Banjo-Kazooie: Nuts & Bolts is planned.
Jeopardy!¶
- JeopardyNesTextTool - Huffman compression tool and text editor for NES Jeopardy! 25th Anniversary Edition and its hacks.
Raven Software¶
Shadowcaster¶
- Windowcaster - Open-source port of Shadowcaster (1993, Raven Software) to modern Windows, reading the original game's data files.
- libby - Command-line utility to extract or replace the contents of Shadowcaster's .LIB archive files (DOS).
Heretic II¶
- Quake Model to FlexModel Converter - Converts Quake models to FlexModel format. Preserves vertex placement only (no skeletal structure), suitable for static models, not animated player models.
- FlexModel to Wavefront Object Converter (FM2OBJ) - Exports Heretic II animation frames (e.g., conjure11, draw5) as 3D meshes in Alias/Wavefront OBJ format. Can export Corvus or Kiera in specific poses, with option to export each mesh node (head, arm, etc.) as separate meshes.
- Heretic II Toolkit v1.06 - Official Heretic II modding toolkit. Usually included with the Heretic II CD, but available for download here (v1.06).
- Heretic2R - Reverse-engineered/reconstructed source port of Raven Software's Heretic II, reading the original game's data files.
Soldier of Fortune¶
- Official 3dsmax 3x plugin (Soldier of Fortune) - Official GHOUL exporter for 3DS Max 3.x. Includes Controller for 3D Studio Max (avg_ctrl.dlc), Softimage|3D import plugin, and GHOUL prep program.
- .m32 to .tga/.adp to .wav file converters (Soldier of Fortune) - Convert your .m32 (SoF) texture files to manageable .tga texture files with an easy to use GUI. Also includes .adp to .wav for audio conversion. Also includes source code.
- .m32 tool (Soldier of Fortune) - .m32 tool is a texture conversion utility for Soldier of Fortune. Allows batch conversion of .tga files to .m32.
- .os script decompiler v2.0 (Soldier of Fortune) - Command line program that tries to convert .os files back into .ds file form.
Jedi Knight: Jedi Academy / Jedi Outcast¶
- OpenJK - Community-maintained continuation of Raven Software's GPL-released engine source for Star Wars Jedi Knight: Jedi Academy (singleplayer & multiplayer) and Jedi Knight II: Jedi Outcast (singleplayer), forming the base engine for ongoing modding and format work on both titles.
- OpenJK-Tools - Community effort to maintain and improve Raven Software's original SDK tools for Star Wars Jedi Academy and Jedi Outcast.
- Blender-Jedi-Academy-Tools - Blender importer and exporter for Raven Software's Ghoul2 model/animation format (.gla/.glm).
Marvel: Ultimate Alliance¶
- MUA.BIN.Tool - Tool for extracting BIN archives from Marvel: Ultimate Alliance 1/2 (2016 Zoe Mode re-release; originals developed by Raven Software).
DreamForge Intertainment (Ravenloft)¶
- LoftRES - Extracts/generates and decrypts/converts RES resource archives and RAW images for Ravenloft: Strahd's Possession and Ravenloft: Stone Prophet.
- LoftANM - Extracts/generates ANM animation files for Ravenloft videogames such as Ravenloft: Strahd's Possession.
- LoftTExt - Extracts/generates the in-game text stored in T files for Ravenloft: Strahd's Possession and Ravenloft: Stone Prophet.
Experience Inc. (Ray Gigant)¶
- RG.BIN.Tool - Tool for extracting BIN archives from Ray Gigant.
- bra_tool - Unpacker for Spirit Hunter: NG's
.braresource archives.
Rebel Act¶
- 3D tools for Severance v2.5 - Tools needed to import / export animations, obsjects and characters into the game. It's recommended to use also the TPTPT Scripts.
- 3D Tools & Scripts v1.2.1 - Collection of 3DS Max tools and scripts for Severance: Blade of Darkness. Includes: TPBladeToolsChar for Max 2.5 (v1.2.0 Patch 1.2.1), BladeTools for Max 8 (v1.2.0 Patch 1.2.1), TPBladeCharEditorTools for Max 8 (v1.2.0 Patch 1.2.1), Python 2.4, and Py2exe for Python 2.4 (v1.2.1).
- Blade of Darkness Mod Tools & Tutorials - Comprehensive collection of tools, tutorials, demonstration files, textures, and maps for Severance: Blade of Darkness. Includes most resources needed to get started with making maps and characters. Collection organized by bigtruck.
- Blade Tools English. Severance - SDK - SDK and modding tools for Severance: Blade of Darkness (English version).
- Blade Tools Spanish. Blade SDK - Herramientas de edición del juego Blade: The Edge of Darkness.
- BldMystery - Matching decompilation project for Severance: Blade of Darkness (classic v1.01, 2001), reconstructing C++ source from x86 assembly with several DLLs (Bladex.dll, Netblade.dll, netgame.dll, Raster.dll) fully recovered.
Double Damage Games (Rebel Galaxy Outlaw)¶
- bpy_rebel_galaxy_outlaw - Blender addon for importing
.mdlmodels from Rebel Galaxy Outlaw.
Rebellion Developments¶
- AvP Editing Tools - Collection of modding tools for Aliens versus Predator including old modding programs and Rebellion's official Gold tools. Includes: AVPTweak, AVP Launcher, Fastfile Backup, Fastfile Explorer, Leadworks, Level Tweaker, nelev, Patch Editor, Patch Installer, PREtweak, Profile Tweaker, Ripley2, ScreamED, Texture Infector, and more.
- AVP Gold Tools and Source Code (Aliens versus Predator - Classic) - Official editing tools by Rebellion for Aliens versus Predator Gold Edition, including game source code and complete instructions/guidelines. Essential for editing and creating new content....
Judge Dredd: Dredd vs Death¶
- JAMC - JusticeAsura model convertor script for processing and converting binary model files from Judge Dredd vs. Death.
Aliens vs. Predator 2¶
- AVP2 official tools - AVP2's official tools created by Monolith. Mirrored here for archival purposes.
Aliens vs. Predator (2010)¶
- Asura Engine Extractor (Aliens vs. Predator 2010) - A very experimental tool to unpack textures and repack it with live preview. The tool is open Source so anyone has the freedom to modify it. Enjoy!. Build with help of Codex
- AVP2010MapViewer - 3D map viewer for Aliens vs. Predator (2010); renders level geometry, props, and entities from unpacked
.pcarchives (requires QuickBMS + asura.bms script). Supports entity inspection and map mesh export. - AVP2010ModelViewer - 3D model and animation viewer for Aliens vs. Predator (2010); fork of AVP2010MapViewer focused on character/object models with skeleton display and GLTF export.
- NakedAVP - Independent modern port of Aliens versus Predator Classic (2000), reading the original game's data files.
Zombie Army 4¶
- zombie_army_4_findings - Reverse engineering findings and Python scripts for Zombie Army 4's archive, model, and texture formats.
- Scripts: unpack.py (archive extraction), load_model.py / load_inst_model.py (models), load_hmpt.py, load_OCMH.py (level/prop data), fix_textures.py.
Recettear: An Item Shop's Tale¶
- recettear-repacker - Python scripts to unpack Recettear's
dataxxx.bin(vialnkdatas.bin) andbmpdata.binarchives and repackbmpdata.bin.
Red Storm Entertainment¶
- RSE-file-formats - File-format templates, specifications, and tools for Red Storm Entertainment's classic games (Rainbow Six, Rogue Spear, and related), covering their texture, model, and map/mission formats.
- RainbowSixFileConverters - Converts data files from the classic Rainbow Six and Rogue Spear to open formats.
- RSEFileFormatTemplates - 010 Editor templates for Red Storm Entertainment's RSE-engine file formats (Rainbow Six, Rogue Spear, Ghost Recon), the actively-maintained continuation of AlexKimov's original RSE-file-formats repository under the RainbowRedux reorganization.
- RainbowRedux - Unreal Engine 4 remake of the original Rainbow Six engine, requiring a legitimate copy of the game and using RainbowSixFileConverters (above) to bring the original data files into UE4.
Redmoon Online¶
- Novluno - Rust file parsers for Redmoon Online's data formats (LST lists, RLE sprites, RMD data, RMM maps, RMI info files), part of an effort to build a modern client that runs against the original game files.
- rm-lib - .NET library for editing Redmoon Online client/server data and config files, aiming to cover all non-executable file formats. Includes sprite color decoding and map file header work contributed by cjschneider2 (author of Novluno, above).
Reflections Interactive¶
Driver¶
- driver-tools - Modding tools for DRIV3R, Driver: Parallel Lines, and Driver: San Francisco.
- Zartex2 - Modified version of the Zartex mission editor, allowing more precise Lua-based editing of Driv3r and Driver: Parallel Lines missions.
- REDRIVER2 - Driver 2 Playstation game reverse engineering effort.
- OpenDriver2Tools - Driver 1 and Driver 2 (PS1) tools, sibling project to REDRIVER2 above.
- OpenDriverEngine - Research project aiming to run Driver 1 and Driver 2 (PS1) on the same reverse-engineered codebase.
- Driver model tools - Package contains the model extractor/replacement tool, import and export plugins for Milkshape 3D
- driver-sfx-extractor - Tool for extracting SFX and audio from Driver 1 and Driver 2 (PSX) BLK audio files.
- Companion: driver-music-extractor, which extracts and converts the music modules from the headerless MUSIC.BIN archive of Driver 1 and Driver 2 (PSX).
- Explor3r - Experimental resource explorer for Driv3r, researched from the official demo only (archived).
Moonstone¶
- OpenMoonstone - Open-source reimplementation of Moonstone: A Hard Day's Knight (Amiga/DOS), reading the original game's data files.
- moonstone - Independent C port of Moonstone: A Hard Day's Knight (Amiga), documenting the original 68000 binary's RNC ProPack and LZSS decompression, and its .cel (sprite), .stile (bitplane RLE tile), and .PIV (proprietary background) file formats.
Relic Entertainment¶
Homeworld¶
- Homeworld - Actively maintained source port of the original Homeworld (Relic Entertainment, 1999), built from the officially released source code and reading the original game's data files.
- bigDecrypter - Decrypts Homeworld Remastered's
.bigarchive files into a usable format. - smbod - Converter for Warhammer 40,000: Space Marine's BOD model/animation files to/from XML, with decompression and compression support.
Space Marine¶
- smupc - Decompressor/compressor for Warhammer 40,000: Space Marine's UPC (
.pc) locale text files, converting them to an editable.localeformat and back. - xml2baf - Converter between Warhammer 40,000: Space Marine's BAF animation format and XML, companion to smbod/smupc.
- smhasher - .NET implementation of Warhammer 40,000: Space Marine's 64-bit string hashing algorithm (lower-cased input), used when building BOD files and for type names in OPPC; companion to smbod/smupc/xml2baf.
Whirlpool (Relirium - Iseki to Deai to Bouken to)¶
- ydg-Converter - Converter for Whirlpool's
.ydgimage format, used in Relirium - Iseki to Deai to Bouken to.
Remedy Entertainment¶
Max Payne¶
- Game Levels Importing plugin for Maya (Max Payne)
- MAX-FX Tools (Max Payne) - Official modding package for Max Payne 1. Tools are not included with the Steam version, so they are provided here.
- Max Payne 1-2 Packer - For guys who don't wanna write bat-file for RasMaker
- MaxPayne Toolset - Max Payne Toolset to pack/extract Mod/RAS Files for Max Payne 1/2. And extracting Textures from LDB Files.
- Mod Tools (Max Payne 2) - Official toolset for creating mods, levels, and custom content for Max Payne 2.
- msftool - Command-line tool to pack and unpack Max Payne Mobile's MSF sound archive files.
- max_vita - PS Vita port/loader for Max Payne Mobile, patching and running the original Android game binary and asset files (including its MSF sound archives) natively on the Vita. See also max_nx, the same author's Nintendo Switch port.
- Max-Payne-KFS-SKD-importer-exporter-for-blender - Blender model importer for Remedy's
.kfs/.skd/.kf2formats used by the Max Payne games.
Alan Wake 2¶
- AW2_material.bt - 010 Editor template for Alan Wake 2 materials.
- fmt_AW2_TEX-Noesis-Plugin - Noesis plugin for Alan Wake 2 textures.
- Alan-Wake-2-RMDTOC-Tool - Tool for working with Alan Wake 2
.rmdtocfiles. - AW2-Modding-Documentation - Modding and research documentation for Alan Wake 2 covering file extraction, textures, materials, models, and scripts.
RESET¶
- RESET-dat-extractor - Command-line tool for extracting and repacking .dat archives from the unreleased indie game RESET's Greenlight demo build.
GAMEDUCHY (Resonance Solstice)¶
- ResonanceTools - Parses and extracts the custom archive formats used by Resonance Solstice, GAMEDUCHY's real-time trading RPG published by Ujoy Games.
Amnesty Design (Reunion)¶
- reunion-save-editor - Save game editor for Reunion (1994, DOS), documenting the byte-offset layout of the 41,670-byte
SPIDYSAV.Nsave file format (credits, minerals, invention research status, unit stockpiles).
BLUEPOCH (Reverse: 1999)¶
- Reverse1999-Anarchist - Encoder/decoder for Reverse: 1999 game assets, handling the game's bundle, BNK/WEM audio, and WinRX-encrypted files.
- 1999decrypt - Decrypts Reverse: 1999 resource files.
Enhance Games (Rez)¶
- Rezun - Unpacks .dat and .bnk files in Rez Infinite.
CCR (RF Online)¶
- RF Online Addon - Blender 4.3 importer/exporter for RF Online
.msh,.bn,.ani, and.bspformats. - RFMapToolSharp - C# (.NET 8) tool for extracting RF Online map geometry and exporting it to glTF Binary (.glb) format.
Riot Games¶
League of Legends¶
Format Libraries, Hashing & Documentation¶
- LeagueToolkit - Foundational C# library for parsing and editing League of Legends assets (WAD archives, SKN/SKL meshes, ANM animations, MAPGEO maps, property .bin files, textures). Many community tools build on it.
- CDTB - CommunityDragon Toolbox: Python library to extract files from the client, parse manifests (rman), and resolve WAD hashes. See also cdragon-rs with the Rust reimplementation.
- ritobin - Converter for Riot property
.binfiles between binary and human-readable text. See also ritobin-lsp providing a language server for editing them. - yordle - League of Legends research project for file formats.
- poropack - Monorepo of League of Legends-specific compression/encoding schemes, including brex (encodes/decodes the repetitive file-name strings used in LoL archives).
- CommunityDragon/Docs - Documentation of League of Legends client file formats (bin files, WAD hash schemes) and CommunityDragon's data services, complementing CDTB/LeagueToolkit with written format specs.
- CommunityDragon/Data - Hash tables (WAD paths, bin entries/fields) for reversing hashed strings inside League of Legends game/client archives.
- lol-meta-wiki - Wiki documenting League of Legends Meta (.bin) classes and properties.
- awesome-league - Curated list of League of Legends modding and reverse-engineering tools and libraries.
- trueshot-spec - Wire protocol specification documenting how a server must communicate with a League of Legends client to connect, load a match, and play, versioned per client build.
WAD Archive & Property File Tools¶
- Obsidian - League of Legends WAD archive explorer and editor for viewing and extracting game-specific archive formats.
- ManifestDownloader - Commandline tool to download Riot manifest files from the CDN, parse them, and download their content.
- LtMAO - Modding toolpack handling BNK, DDS, FBX, WAD, and .bin files.
- Scavenger - Property
.binfile editor for League of Legends. - ReysTroybinEditor - WPF editor for League of Legends
.troybinparticle files, editing each particle's enabled state, duration, position, scale, and RGBA color with automatic backups on save. - wadtools - High-performance CLI tooling for reading and extracting League of Legends WAD archives.
- LeagueDownloader - Downloads any historical League of Legends client version, useful for obtaining game files to reverse engineer.
- AssetsManager - Desktop tool for analyzing, managing, and tracking changes to League of Legends game assets across PBE updates, with archive exploration and 3D model visualization.
- RiotManifestCore - CLI engine for parsing Riot's
.rmanmanifest format and performing differential asset downloads (Blake3-hashed chunk diffing) for League of Legends and Valorant. - cd-dd - CLI tool to recursively download directories of League of Legends assets from CommunityDragon's CDN mirror.
- RAFTools - Java viewer/extraction toolkit (GUI and CLI) for League of Legends
.rafarchives, with DDS texture viewing/export and preliminary Wwise soundbank extraction [archived]; superseded for current clients by the WAD tools above, see Obsidian.
Model, Texture, Map & Animation Tools¶
- lol2gltf - Convert between League of Legends mesh formats (SKN/SKL/ANM) and the glTF runtime format.
- LeagueConvert - Convert champion models to glTF with textures and animations [archived].
- lol_maya - Maya plugin (updated RiotFileTranslator) for importing/exporting SKN/SKL/ANM assets [archived].
- lol-blender - Blender plugin for League of Legends asset import/export. Modern successor to the original lolblender.
- LoL-NGRID-converter - Converter for the NGRID navigation-grid (AIMesh) format.
- MindCorpViewer - Model viewer for League of Legends SKN/SKL/DDS files [archived].
- MindCorpViewer-Rust - Modern Rust rewrite of League of Legends model viewer with improved performance.
- ReyEngine - Modern map & asset editor for League of Legends mods.
- MapgeoAddon - Blender 5.0+ add-on for importing, editing, and exporting League of Legends
.mapgeomaps, with.materials.binimport, map particle and map object placement import, and a bundled suite for Troybin, WAD, SCO/SCB, SKN/SKL, and property/config BIN files. - Avatar - Alpha-stage League of Legends map editor based on LeagueToolbox that loads OBJ files, detects the layer system by filename prefix, and saves
.mapgeo; also includes an NVR map-conversion window. - KSMapCreator - Console tool converting OBJ models (with MTL materials) into League of Legends
.mapgeofiles, built on Fantome.Libraries.League. - NVR-Converter - Converts the old League of Legends NVR (SimpleEnvironment)
room.nvrmap format into model files, built on Fantome.Libraries.League. - LoL-MAPGEO-Converter - Converts League of Legends
.MAPGEOmap-geometry files to OBJ/MTL. - LeagueFileTranslator - Maya 2019 plugin for importing/exporting League of Legends models and animations.
- ltk-tex-utils - CLI utilities for working with League of Legends TEX textures, built on LeagueToolkit. See also Uvee, which exports model UVs to PNG files.
- Ripple - Map editor for League of Legends.
- TexSharp - .NET library for decoding Riot Games
.texand DDS textures (BC1-BC7, BGRA8) directly to PNG, with mipmap support and encrypted-TEX detection. - Ritoddstex - Converter between DDS and League of Legends
.textexture files.
Mod Managers & Skin Modding Tools¶
- cslol-manager - The de-facto mod manager for installing WAD-based skin/asset mods (Fantome/.fantome format), succeeding the original Fantome installer that defined the format [archived].
- ltk-manager - Next-generation League of Legends mod manager (TypeScript), successor to cslol-manager.
- Cs-lol-go - C# mod manager mimicking cslol-manager with an improved skin fixer and quality-of-life features.
- hexbelt - Set of tools for League of Legends custom skin creation.
- league-mod - Toolkit for creating, managing, and distributing League of Legends mods.
- SentinelAIO - WPF map-modding tool for League of Legends that creates map mod templates, recolors maps with 3D LUTs, swaps maps and minion/champion skin
.binfiles, fixes DDS compression, and downloads patch files. - Includes a UI version of ReysRitoFixer, which extracts
.wad.clientfiles, converts.binto text, replacesTextureNamewithTexturePathto fix white-texture issues in custom skins, then recompiles and repacks the WAD.
Valorant¶
- Uiana-MapImporter - Unreal Engine plugin that imports Valorant maps (meshes, materials, lighting) directly from the game's archives.
Legends of Runeterra¶
- lor-vo-extractor - GUI utility to extract voiceover audio files from Legends of Runeterra, reading the game's Unity assets via AssetStudio.
Ritual Entertainment¶
- realice - Reverse-engineered reimplementation of Ritual Entertainment's FAKK2 engine, reading original BSP map data from Heavy Metal: F.A.K.K.² (version 12) and American McGee's Alice (version 42).
Rival Interactive¶
Real War¶
-
real-war-decomp - Work-in-progress decompilation of Real War (2001).
-
real-war-asset-viewer - Work-in-progress viewer for Real War (2001, PC) asset files, rendering supported formats directly without conversion; currently handles .bse/.s16 models and sprites, .tgc images, and .vag audio.
Activ Pub (Rival Realms)¶
- Open Rival - Remake of Rival Realms (1998), a little-known RTS game by Activ Pub; all assets are extracted from an installed copy of the original game.
Aether Studios (Rivals of Aether)¶
- rivals-modding-tool - Modding tool for Rivals of Aether (GameMaker-based fighting game).
Road Rash 64¶
- rr64project - Hacking notes and tools for Road Rash 64 (N64), including a web-based map/model viewer and a 2D path-data viewer for the game's track and path formats.
Roblox¶
- RBXGSdecomp (decomp) - Decompilation of RBXGS (Roblox Grid Service) version 0.3.634.0, the legacy Roblox game/asset delivery service.
- Roblox RBXL Extractor - Extracts and recovers Lua scripts, assets, and resources from Roblox
.rbxlplace files, using heuristics for script recovery. - Roblox-File-Format - C# library for creating and manipulating files in Roblox's serialized DOM format (RBXL/RBXM, binary and XML).
- rbx-dom - Roblox DOM and (de)serialization implementation in Rust, covering the binary and XML RBXL/RBXM formats plus the reflection database describing Instance properties.
- Roblox-Client-Tracker - Automated repository tracking each Roblox client release, publishing API dumps, reflection metadata, and version hashes used to keep Roblox format-parsing tools in sync with client changes.
- Source2Roblox - Toolset that automatically ports Source engine levels (VMF/BSP/MDL) into Roblox assets and models.
- Rbx2Source - Utility that assembles Roblox assets into geometry data compiled into the Source engine's MDL format, the inverse of Source2Roblox.
- rbx_mesh - Rust library of deserializers for Roblox's
.meshgeometry format (versions 1-5), plus the separate MeshData (Union Graphics CSG) and PhysicsData (Union Physics convex hull) binary formats stored on UnionOperation instances. Decodes into structures reflecting each version's on-disk layout rather than a unified representation.
RobTop Games¶
Geometry Dash¶
Decompilation & Reverse Engineering¶
- GD-Decompiled - Attempt to recover the source code of Geometry Dash 2.11 through reverse engineering and decompilation.
- gdp (GD Physics) - Ongoing decompilation of Geometry Dash's physics engine.
- GD - Work-in-progress decompilation of Geometry Dash version 1.710.
- GD-2.205-Decompiled - Fork of Wyliemaster/GD-Decompiled updated to target Geometry Dash 2.2/2.205 specifically.
- GD-2.206-Decompiled - Independent decompilation attempt targeting Geometry Dash 2.206/2.2074.
- open-source-gd-project - Manually-verified reconstructions of individual Geometry Dash functions for modders, cross-referencing and correcting Geode bindings variable names.
- OpenGD - Open-source reimplementation of Geometry Dash aiming for 1:1 gameplay, built on axmol (a cocos2d-x 4.0 fork). Unmaintained; superseded by gdrender and gdclone.
- gddemo - Deobfuscated, moddable version of the geometrydash.com browser demo.
- gd.docs - Community documentation for Geometry Dash internals.
- CPP-AST - Modified C++ AST tool for repairing broken Ghidra-decompiled code and converting it back to valid C++, used to clean up Geometry Dash decompilation output.
- Geometry-Dash-Miscellaneous-Decomp-Tools - Collection of miscellaneous tools for decompiling Geometry Dash, focused on version 2.2 and later.
- GD-Decomp-Deploy - Portable tool for bootstrapping a Geometry Dash decompilation environment, using Geode SDK bindings and PyBroma.
- GD-Reverse-Engineering-Scripts - Ghidra and Python scripts for assisting decompilation of the Geometry Dash Android binary.
- GD-1.0-Decompiled - Decompilation of the very first released version of Geometry Dash.
- rtsha1 - Decompilation of Geometry Dash's custom SHA1 implementation, used in the game's save/request checksum logic.
- GD-Android32-Class-Members-Importer - Script for importing cocos2d-x and Geometry Dash class members, with accurate offsets and vtables, into Ghidra and IDA.
- silene - Early-stage Android emulator that exclusively runs the original Geometry Dash APK (currently the ARMv7 1.6 release), loading the game's actual binary and resources (with a resource-redirection flag for newer split-APK versions) rather than reimplementing it.
Geode Modding Framework, Bindings & SDK¶
- PyBroma - Python embed of Broma, the DSL used by Geode's Geometry Dash bindings, for parsing Broma binding definition files and generating code.
- geode - The primary Geometry Dash modding framework, providing the loader/API most GD RE and modding tools (bindings, Broma, PyBroma) build on top of.
- bindings - Addresses and function signatures for Geometry Dash, defined in the Broma DSL; the canonical binding data consumed by PyBroma and BromaIDA.
- BromaIDA - Actively-improved fork of SpaghettDev/BromaIDA with refactors, processing Broma files from the Geometry Dash Geode bindings for use inside IDA.
- cocos2d-x-gd - Recreation of RobTop's custom changes to cocos2d-x specifically for Geometry Dash, by the Geode SDK founder.
- Allium - Geode mod adding an in-editor drawing tool for Geometry Dash that generates lines, curves, freeform paths, polygons, and custom text (via TTF fonts) as native level objects.
- cocos-headers - Actively-maintained fork of HJfod's archived cocos-headers, updated with RobTop's modified cocos2d-x headers and additional external libraries used by Geometry Dash, for RE/modding tooling.
- broma-sys - Rust bindings for parsing Geode SDK's Broma binding-definition language, used across Geometry Dash RE/modding tools.
- Serpent - Geode mod for Geometry Dash that runs Python scripts as mods via pybind11.
- PyCreate - Automated Python bindings generator for Geode, the Geometry Dash modding SDK.
- textureldr - Geode mod for managing and loading Geometry Dash texture packs.
Level Format, Editors & Rendering Tools¶
- svg-to-gd - Converts SVG vector images into Geometry Dash's level object/trigger format for use as in-game vector art.
- gd3ds - Demake of Geometry Dash for the Nintendo 3DS, supporting custom level importing (via SD card) using GD's level data format.
- GDWeb - Web-based Geometry Dash level viewer using Emscripten and WebGL.
- SPWN - Programming language that compiles to Geometry Dash triggers, generating the game's native level object/trigger format.
- GD-Editor-Leak - Reverse-engineered structures and editor code needed to reimplement the level editor from the 2019 Geometry Dash 2.2 leak.
- GDLiveEditor - Loads a Geometry Dash level string directly into the live in-game editor for real-time preview.
- GDRenderW - Rendering engine for Geometry Dash online levels, parsing the game's level object/trigger format to render levels outside the game.
- Geometry-Dash-Structure-Search - Searches Geometry Dash level files for a given object structure.
- GDLevel - C++ API for parsing and building Geometry Dash level object/trigger data.
- gdrender - Rendering engine for Geometry Dash levels outside the game, parsing the game's level object/trigger format. Referenced as a successor by OpenGD.
- GDShare - Geode mod for sharing Geometry Dash levels as .gmd files, (de)serializing the game's level data format for export/import.
- GDShare-CLI - Command-line version of GDShare for exporting/importing Geometry Dash levels as .gmd files.
- gd_mesh_render_tools - Tools for visualizing Geometry Dash 3D objects/meshes using a parallax-based rendering technique.
- GDRWeb - WebGL2 Geometry Dash level rendering engine for the browser, parsing the game's texture-sheet plists and level object/trigger format with support for color, alpha, pulse, move, toggle and stop triggers. Successor to the same author's GDRenderW.
- Geome3Dash - Geode mod that renders Geometry Dash's 2D level geometry in 3D, reading and reinterpreting the game's original level format.
- BetterEdit - Popular (archived) Geometry Dash mod overhauling the in-game level editor, working directly with GMD level data.
- GMD-API - Geode API mod for reading and writing Geometry Dash's GMD level file format.
- lvlshare - Standalone Rust utility (no Geode dependency) that exports/imports Geometry Dash levels as portable .lvl files, reading the game's save file directly to list available levels.
- gdlevelconverter - Converts Geometry Dash levels between the 2.0+ and 1.9 level-string formats. See also gdlevelconverter-web, a browser-based wrapper for the same converter.
Save Data, Encryption & Asset Tools¶
- SpritePacker - Cross-platform CLI tool for packing and unpacking cocos2d-style .plist sprite sheets, as used by Geometry Dash.
- GDMusic - Extracts music from Geometry Dash's cache with added metadata.
- Robdantic - Pydantic BaseModel library for decoding/encoding Geometry Dash's "Robtop String" format used in save data and level/server responses; planned successor to gdpy's encoding utilities.
- gd.py - Python API wrapper and data-model library for Geometry Dash, decoding the game's Robtop String format for levels, songs, and user data. Archived; see also CallocGD's Robdantic and gdpy2 as spiritual successors.
- GeometryDash-Game-Assets-2.206 - Reference sheet documenting Geometry Dash's level object IDs and frame strings, extracted from the game's asset plists, for RE and modding use.
- PyCCGameManager - Editor for Geometry Dash's CCLocalLevels/CCGameManager save files.
- GDCrypto - Library implementing Geometry Dash's save/level data encoding scheme (zlib compression, Base64, and XOR/SHA1 checksums).
- GD-Save-Decryptor - Python script that decrypts Geometry Dash save files (e.g.
CCGameManager.dat) on Windows, Mac, iOS and Android, handling the XOR/Base64/zlib and AES layers. - BetterSave - Geode mod that saves Geometry Dash levels individually instead of dumping everything into a single CCLocalLevels save file.
Private Servers & Bots¶
- GDPY2 - Client/server library for Geometry Dash private servers (GDPS), improving on the original gdpy for handling GD 2.2's Robtop-encoded data formats.
- GMDprivateServer - Geometry Dash private server implementation, handling the game's level upload/download and save-data protocol formats.
- robtop-bot - Small DLL for demonstrating RobTop's internal Geometry Dash bot/replay functionality via game hooking.
Climax Studios (Rocket Knight)¶
- RK.ARC.Tool - Tool for extracting ARC archives from Rocket Knight (2010).
Sudeki¶
- Sudeki_Extractor - Experimental extractor and 010 Editor templates for Sudeki's BAF archive format, resolving filenames via the game's checksum scheme, plus SOL data file parsing.
SpongeBob SquarePants: SuperSponge¶
- SBSPSS - Recovered source code repository (converted from VSS history) for SpongeBob SquarePants: SuperSponge (PS1, 2001), developed by Climax Studios.
Psyonix (Rocket League)¶
- boxcars - Rust library for parsing Rocket League replay files into structured data. See also rrrocket, a CLI built on it that converts replays to JSON, and boxcars-py, Python bindings.
- carball - Python library for decompiling Rocket League
.replayfiles and analyzing the resulting game data (player stats, positions, boost, and more). - WebReplayViewer - Browser-based Rocket League replay viewer built in React, rendering matches decoded by carball above.
- RocketLeagueReplayParser - C# library and CLI for parsing Rocket League
.replayfiles to JSON; the first parser able to fully decode replays, and long the reference implementation other parsers were built against. - CPPRP - C++ Rocket League replay parser.
- RocketRP - C# Rocket League replay parser and generator; also converts custom training pack files to/from JSON.
- rattletrap - Original Haskell Rocket League replay parser/generator (archived, but historically the reference implementation several other parsers followed).
Rockstar Games¶
General Grand Theft Auto series tools not specific to a single Rockstar studio. See also Angel Studios / Rockstar San Diego above for that studio's own titles.
- gta5-nativedb-data - Native function database for Grand Theft Auto V.
- snapmatic-image-converter - Python tool for converting GTA V's Snapmatic snapshot files to JPEG format.
- SnapmaticStudio - GUI application to preview, rename, and export GTA V's Snapmatic in-game photo files to standard image formats.
- Sollumz - Blender plugin to import CodeWalker converter XML files from GTA V. GTA V modding suite for Blender (RAGE engine formats). Documentation here. Its import/export layer is published as szio, a Python library for importing and exporting RAGE assets (drawables, fragments, bounds, cloths, maps, textures, and CodeWalker XML).
- pyrpfiv - Python library for parsing and manipulating GTA IV's RPF (Resource Package Format) archives. Supports file extraction, modification, and encrypted TOC handling.
- noclip.website (Grand Theft Auto III) - In-browser Grand Theft Auto III viewer.
- openrw - Open source recreation of the classic Grand Theft Auto III game executable (Open ReWrite).
- noclip.website (Grand Theft Auto: Vice City) - In-browser Grand Theft Auto: Vice City viewer.
- noclip.website (Grand Theft Auto: San Andreas) - In-browser Grand Theft Auto: San Andreas viewer.
- RGLExtractor - Tool for extracting content from Rockstar Games Launcher RAGE packfiles (currently just Launcher.rpf). Uses RPF7 format with different AES encryption key.
- CLEO library v2.0.0.5 by Seemann (Grand Theft Auto III) - Welcome to the CLEO library (or simply CLEO) - a hugely popular extensible plugin for the Grand Theft Auto games series by Rockstar Games, allowing the use of thousands of unique mods which change or expand the gameplay. There are different versions of CLEO made for GTA III, GTA Vice City and GTA...
- CLEO library v2.0.0.5 by Seemann (Grand Theft Auto: Vice City) - Welcome to the CLEO library (or simply CLEO) - a hugely popular extensible plugin for the Grand Theft Auto games series by Rockstar Games, allowing the use of thousands of unique mods which change or expand the gameplay. There are different versions of CLEO made for GTA III, GTA Vice City and GTA...
- CLEO library v4.3.22 by Seemann (Grand Theft Auto: San Andreas) - Welcome to the CLEO library (or simply CLEO) - a hugely popular extensible plugin for the Grand Theft Auto games series by Rockstar Games, allowing the use of thousands of unique mods which change or expand the gameplay. There are different versions of CLEO made for GTA III, GTA Vice City and GTA...
- Epic GTA2 Script Decompiler Source Code (Grand Theft Auto 2) - Source code for the Epic GTA2 Script Decompiler included with Epic's level editor. Created by T.M.
- GMP/STY file format descriptions (Grand Theft Auto 2) - Official file format documentation for GMP and STY files in Grand Theft Auto 2. Created by DMA Design.
- GTA Font compiler (Grand Theft Auto) - Tool for viewing, creating, and editing Grand Theft Auto 1 font files. Can also view other hidden game content.
- GTA V Suspend Resume tool (Grand Theft Auto V)
- IMG Tool v1.3 (Grand Theft Auto III)
- IMG Tool 2.0 (Grand Theft Auto: San Andreas) - Tool for working with GTA3.img archive files from Grand Theft Auto 3, Vice City, and San Andreas. Required for installing modifications such as cars, skins, weapons, and other game assets (v2.0).
- carnage3d - Reimplementation of the original Grand Theft Auto (GTA1) engine, loading the original game data.
- g3GXT - GXT (text table) compiler for GTA III and GTA Vice City, also usable for GTA: Liberty City Stories and Vice City Stories.
- gta-reversed - Community reimplementation/reverse-engineering project for GTA: San Andreas (1.0 US), rewriting and documenting the game's functions.
- GTAViewer - Engine/viewer for the top-down (2D) Grand Theft Auto games, reading original level and asset data.
- BlenDR - Work-in-progress Blender add-on for working with Rockstar Advanced Game Engine (RAGE) file formats and OpenIV openFormats.
- BLeeds - Work-in-progress Blender add-on for Rockstar Leeds Engine formats (GTA: Liberty City Stories/Vice City Stories, Chinatown Wars, Manhunt 2); imports MDL models, CHK/XTX/TEX textures, COL2 collision, WRLD/WBL/BSP maps, and ANIM animations, with experimental export for models, collision, and maps.
- Storyland - Analyzer, editor, and viewer for GTA Stories (Liberty City Stories/Vice City Stories) file formats, intended to also support Chinatown Wars: MDL/WBL models, CHK/XTX/TEX textures, COL2 collision, WRLD maps, LVZ/DTZ zlib files, IMG archives, and ANIM animations (all but IMG still experimental).
- lcs-save-editor - Save editor for Grand Theft Auto: Liberty City Stories covering PS2, PSP, Android and iOS saves: player attributes, garage vehicles, stats, global variables and collectible tracking.
- unIMG-2 - Reimplementation of unimg for GTA: Liberty City Stories and Vice City Stories; rebuilds WRLD/tex files and recovers exact resource payloads from LVZ files and their companion IMG archives, with automatic or forced LCS/VCS layout detection.
- MDL_importer - 3ds Max MaxScript importer for GTA Stories MDL models (originally by Alex/AK73 per the repo description); includes a Blender branch.
- Allens-MH2-Scripts - 3ds Max import/export scripts for Manhunt 2 and Manhunt: MDL (PC) and DFF (PSP/PS2/Wii) models, IFP and BIN animations, and COL collision, with a helper that extracts Manhunt TXD/TEX textures.
- WDR-Analyzer - Java analyzer for GTA IV WDR (drawable model) files, based on decompiled source of an older tool by Shadow-Link; reads the RAGE resource header and LZX/Deflate-compressed data, then parses geometry, shader, and skeleton data.
- mtasa-blue - Multi Theft Auto: San Andreas, a large-scale multiplayer modification platform for GTA: San Andreas, reading and extending the original game's IMG/DFF/TXD/COL/IPL/IDE formats.
- wazz-android-editor-gxt - Editor for GXT text format files used in the Android ports of the GTA series.
- GTAModTools - Collection of tools for building mods and extracting game data from GTA Trilogy: Definitive Edition.
- gta3sc - Native compiler/decompiler for GTA3script, the language used for the mission scripts of the 3D Universe GTA games, also usable as a framework for working with SCM data.
- gta-map-converters - Converts SAMP, MTA, and GTA:SA IPL and CSV map formats between each other.
- re3 - Reverse-engineered source code for GTA III and GTA Vice City, documenting the original game's engine and file formats.
- IMGEditor - IMG archive editor for GTA III, Vice City, San Andreas, and Bully: Scholarship Edition.
- saamt-rs - Rust command-line toolkit for GTA: San Andreas audio archives on PC and PS2: export and create SFX archives, edit bank slot, lookup table and PAK name configs, and convert VAG and WAV audio. Early-stage; stream management is not yet implemented.
- SilentPatch - Reverse-engineered compatibility and bug-fix patch for the PC releases of GTA III, Vice City, and San Andreas, correcting original engine issues without altering game logic.
- GTA2-SaveEdit (Grand Theft Auto 2) - Savegame editor for Grand Theft Auto 2: edit weapons, ammo, cash, health, armor, lives, and enable power-ups.
- VC-Save-Toolkit - Desktop save editor for Grand Theft Auto: Vice City covering retail PC, Steam, reVC and Vice City VR (Windows 64-bit and Quest ARM64) save layouts: edits player, world, weapons, pickups, vehicles, gangs and stats, converts between supported formats, and repairs persistent effects of two pedestrian cheats; unrecognized layouts open read-only.
- SC-CL - Clang-based compiler targeting the RAGE engine scripting formats: SCO (GTA IV, RDR), XSC/CSC (RDR, GTA V), and YSC (GTA V, RDR2). See also Foxxyyy's fork adapted for RDR's Nintendo Switch scripts.
- RASM - Assembler and disassembler for RAGE engine scripting formats: SCO (GTA IV, RDR), XSC/CSC (RDR, GTA V, RDR2), and YSC (GTA V, RDR2).
- gtaivtools - Classic GTA IV/Episodes from Liberty City modding toolkit bundle (originally by Aru/Arushan, mirrored from its Google Code export), built around a shared RageLib for RAGE engine resource formats.
- Tools: SparkIV (GUI browser/exporter for RPF archives, models, and textures), Resoursaur (RAGE resource file decompressor), Scruff (RAGE SCO script decompiler/disassembler with multiple output formats).
Cellar Door Games (Rogue Legacy)¶
- Rogue-Legacy-Save-Editor - Tauri/Svelte save editor for Rogue Legacy 1 and 2 that decodes save files to editable JSON, encodes JSON back into valid saves, and keeps backups; also has a CLI.
Yeti (Root Double: Before Crime * After Days)¶
- yetireg_tools - Scripts to decompress
sn.binscript archives and extract.opcodescripttext resources from the PSP and Xbox 360 versions of Root Double: Before Crime * After Days, co-developed by Yeti and Regista.
Rovio Entertainment¶
Bad Piggies¶
- Bad Piggies Editor - Cross-platform Rust/Dioxus level and save editor for Bad Piggies; edits
.bytes/.yaml/.yml/.tomllevel data and decrypts/re-encryptsProgress.dat,*.contraption, andAchievements.xmlsaves (its CLI mode supersedes the same author's standalone badpiggies-cryptor-cli). - Bad-Piggies-Original - Reverse-engineered, buildable Unity project restored from the Bad Piggies Android APK (v2.3.6), enabling a Windows/Android port with ads removed and legacy bugs fixed.
Angry Birds Fusion¶
- Angry Birds Fusion Toolkit - Decrypts and encrypts Angry Birds Fusion-engine data files (levels, save progress, high scores, DLC, and registry blobs) using the game's AES-256-CBC scheme with automatic key/game detection, plus Lua bytecode decompilation via unluac.
Angry Birds (Classic PC Ports)¶
- Angry_Birds_Decompilation - Decompilation-based tool for modding the classic PC ports of Angry Birds, Angry Birds Rio, Angry Birds Seasons, Angry Birds Space, Angry Birds Star Wars, and Angry Birds Star Wars II.
Bounce Tales¶
- BounceTales - Decompilation of Rovio's Bounce Tales (2008), a J2ME game shipped on many Nokia S40 devices; reconstructs the game's classes and original resource data.
Rozen Maiden¶
- RozenMaidenExt - Extraction tool for the PS3 game Rozen Maiden: Wechseln Sie Welt ab (BLJM61120), unpacking
Graph.datcharacter/CG images; view the archive's.mfssound files with vgmstream.
Neverland (Rune Factory Frontier)¶
- Rune-Factory-Frontier-Tools - Python tools using Kaitai Struct definitions for extracting and repacking Rune Factory Frontier's data files.
Runecraft¶
- esa (decomp) - Matching decompilation of Evo's Space Adventures (PS1).
Runic Games¶
Torchlight¶
- Nimet - Ogre3D Mesh Viewer (Torchlight) - Nimet is an advanced 3D model viewer for Ogre3D engine.
- Cliffside tile set build 1.0.00 (Torchlight) - Mod adding a new tile set and prop set called CliffSide for Torchlight. Outdoor set for creating areas based around mountains, forests, and water (v1.0.00).
Torchlight II¶
- Modified PAK Extractor Tool - Tool for extracting data files from Torchlight 2's DATA.PAK file. Developed by Jarcho, modified by timebomb. Enables modding by extracting game assets.
- GUTS Tools and Assets - This .ZIP includes raw media, assets, and tools which will be useful to you when creating mods for Torchlight II. Below is a brief description of the resources you will find in this package.
- libtorchlight2 - C++ library and tools for extracting data from Torchlight 2's PAK archive files.
S¶
Saber Interactive¶
- saber-file-formats - File formats and viewer plugins for Saber Interactive games.
- SnowRunner-Save-Editor - Desktop save editor for SnowRunner (also a website version) that edits money, rank, game rules, difficulty and time settings, completes missions/tasks/contests, unlocks upgrades, watchtowers and garages, and edits fog of war and achievements; supports the base maps and Seasons 1-18.
Sachi Soft¶
- pikachu-volleyball - JavaScript reimplementation of Pikachu Volleyball (1997 Windows game by SACHI SOFT/SAWAYAKAN Programmers), reverse-engineered from the original machine code.
- Methods: Ghidra decompilation of the physics engine and AI, Cheat Engine for locating key variables, OllyDbg for machine-code patching, and Resource Hacker for extracting the original sprites and sound assets.
- pikachu-volleyball-p2p-online - Peer-to-peer online multiplayer add-on for the same reverse-engineered Pikachu Volleyball above, by the same author.
Ascaron Entertainment (Sacred)¶
- sacred-sdk - Lua scripting framework and bytecode toolchain for Sacred Gold (2004), enabling mods without patching the game's EXE.
- Format: FunkCode.bin bytecode baking, achieving byte-perfect roundtrip against all 132 vanilla game .bin files.
- sacred-minimap-viewer - Tool to view the whole minimap of Sacred.
Southend Interactive (Sacred Citadel)¶
- SC.VFS.Tool - Tool for extracting and repacking VFS archives from Sacred Citadel.
Safari Software¶
- LineWarsII-DOS - Reconstruction in C of LineWars II (1994, DOS space-combat game by Patrick Aalto, published by Safari Software), rebuilt from the shipped binary and held to the original by dozens of test gates, several of which execute the 1994 machine code in an emulator for comparison.
Sakura Dungeon¶
- zngconv - Converts Sakura Dungeon ZNG images (custom container using double LZ4 compression) to PNG.
- vfsindex - Dumps the contents of Sakura Dungeon's VFS ~INDEX file and generates a new one from a directory.
Ska Studios (Salt and Sanctuary)¶
- Basil & Basilica - Modernized save editor for Salt and Sanctuary, built on the original "Pepper and Church" tool; inventory helper, backup manager, and skill-tree builder.
San Guo Ba Ye (三国霸业)¶
- SanMapEditor - Map/scenario editor for the Chinese strategy game San Guo Ba Ye (三国霸业), with Kaitai Struct (.ksy) format descriptors and binary read/write support for the game's .m/.dor/.stg map and scenario files.
SCEE London Studio¶
- scee-london - Extracts and decrypts SCEE London Studio's PS3 package formats (.PKF/.PKD/.PKG/.PAK/.THEMES) used in SingStar, EyePet, DanceStar Party, and TV Superstars.
TVGS (Schedule I)¶
- S1Atlas - Local, offline developer-intelligence platform for Schedule I mod development; turns the game's compiled internals into a searchable, provenance-tracked map for modders and coding agents.
- Schedule-1-Save-File-Editor - Save file editor for Schedule I; edits money, rank, properties, and other save data.
0verflow (School Days)¶
- sd_video_hook - Fixes School Days (gEngine) video playback on modern GPUs, based on reverse engineering FILMEngine.gem's render-target/DrawPrimitiveUP pipeline; implemented as a Direct3D 9 vtable hook DLL.
Zyrinx (Scorcher)¶
- reverse-engineering-scorcher - Extraction scripts for Scorcher (1996, DOS/Windows/Sega Saturn), decoding the
TAGDEN.BINasset archive and converting.r0v15-bit images to PNG; documents additional in-house formats (.wl33D models,.hmpheightmaps,.palpalettes) not yet fully decoded. See also saturn-sound-player, which plays the Saturn version's.MUSsongs.
Secrets of Grindea¶
- SoG-Savegame-Editor - C# editor for Secrets of Grindea character savegames; edits nickname, skill points, gold, equipment, inventory and pets.
- sog-character-editor - Stripped-down companion that only changes the character name and gender in Secrets of Grindea character savegames.
Sega¶
Homebrew & Audio/Video Format Tools¶
- segacd-fmv-cavc - Decoder/tools for the Sega CD's Cinepak-derived CAVC full-motion-video codec used by Sega CD FMV games.
- midi2vgm - Converts MIDI files into VGM (Video Game Music) format used by Sega Genesis/Mega Drive and Sega CD sound drivers.
- buram - Mega CD/Sega CD backup RAM cartridge/image management tool.
- MDSDRV - Widely-used sound driver for Sega Mega Drive/Genesis homebrew, with its own MDSDRV (.mds) music data format. See also ctrmml, its MML compiler, and mmlgui, a GUI for composing/editing MDSDRV MML source.
- dmf2esf - Converts DefleMask DMF modules to ESF files for use with the Echo Mega Drive sound driver.
- MDPlayer - Player and emulator for Mega Drive/Genesis sound chip music formats (VGM, XGM, XGM2, ZGM).
- mml2vgm - Compiles MML music source into Mega Drive/Genesis VGM/XGM/XGM2/ZGM sound files.
- sms-hq-samples - Patches Sega Master System games with high-quality audio samples.
- Dreamcast FMV Auto-Subber - Batch re-encodes Dreamcast SFD video files with SRT or ASS subtitle files baked in, producing new subtitled SFD videos as output.
Model 2 Arcade Games¶
- m2me - Sega Model 2 Music Extractor, extracting audio samples from Model 2 arcade sample ROMs (tested with Daytona USA).
Golden Axe¶
- rewolf-golden-axe-explorer - Parser and viewer for the graphic resource files of the PC version of Golden Axe.
maimai¶
- MaiConverter - Python library for reading and writing maimai chart formats.
- Formats: Simai, Ma2, and SDT (and predecessor formats).
- SimaiSharp - C# serializer/deserializer for the maimai community chart format simai.
- See also the author's simai.js (JavaScript) and simai-rs (Rust) ports of the same parser.
- maidata-rs - Rust library for working with
maidata.txtfiles from the simai chart-authoring community. - ultimai-score - Score format converter between simai (3simai specification) and ma2 maimai chart formats.
- AstroDX_ChartCat - Converts charts for AstroDX (a maimai-compatible rhythm game using the
maidata.txtcommunity chart format) from its legacy storage structure into the newer one. See also the Rust rewrite.
Project DIVA¶
- DSC Merger - Command-line utility for merging multiple Project DIVA
.dscscript files into one, useful for patching charts exported from Comfy Studio with additional commands. - DIVAFILE Tool - Command-line tool for extracting and creating the DIVAFILE container used by Project DIVA F2 and X (PS3/PSV), documenting its header layout and AES-128-ECB encryption reverse-engineered from the game executable.
- DIVA Mod Loader - File replacement mod loader for Hatsune Miku: Project DIVA Mega Mix+, used as the backend by front-ends like DIVA Mod Manager, d4m, and Rust4Diva.
- RGTC_decompress - Lua module reversing the raw, header-stripped RGTC2/BC5 textures found in Project DIVA F 2nd's containers back to RGBA bitmaps, including channel swizzle control and YCbCr mipmap restoration.
- diva_exp_gen - Python script converting an MMD morph animation exported as CSV (from VMD) into Project DIVA DSC script expression commands.
Project Sekai¶
- SekaiToon - Unity (Built-in Render Pipeline) shader replicating Project Sekai: Colorful Stage!'s in-game character shading, for datamined assets. (Archived)
Crazy Taxi¶
- Crazy Taxi Reverse Engineering - Detailed retrospective series on reverse engineering the GameCube version of Crazy Taxi.
- Formats: Archive (.all), 3D models (.shp), textures (.tex), audio (.adp).
- Topics: Rendering, file formats, GameCube.
- noclip.website (Crazy Taxi) - In-browser Crazy Taxi viewer (GameCube).
- Crazy Taxi Dreamcast Restoration - Restores removed Dreamcast exclusive content (music, licensing) to the PC version.
- SilentPatch for Crazy Taxi - Fixes common issues in the PC version of Crazy Taxi, including frame rate and resolution fixes.
Initial D¶
- Initial-D-VFS-tools - Extracts and repacks the virtual filesystem (VFS) used by Initial D Street Stage (PSP) and other Initial D titles, including XBB and ANA files.
- IDCardEditor - Web-based editor for the arcade IC card save data used by Lindbergh/RingEdge-based Initial D games.
Panzer Dragoon Saga¶
- Azel - Reverse engineering toolkit for Panzer Dragoon Saga (Sega Saturn), covering the game's executable and file formats.
Ryu Ga Gotoku Studio (Dragon Engine)¶
- ParManager - Tools for Yakuza series PAR archive files.
- yk_gmd_io - Import/export addon for Blender 3.2+ that allows .gmd files from the Yakuza game series to be imported/exported.
- FighterCommander - Extractor and repacker for Yakuza Dragon Engine
fighter_command.cfcandhact.chpfiles. - ogre-decomp (decomp) - Matching decompilation of Yakuza 1 (PS2).
- Gibbed.Yakuza0 - Archive unpacking/packing tools for Yakuza 0 (.par archives).
- pxdArchiverCE - Open-source recreation of Ryu Ga Gotoku Studio's pxdArchiver tool for extracting PXD archives used in Yakuza/Like a Dragon games.
- YAMP - Yakuza Arcade Machine Player, letting Virtua Fighter 5: Final Showdown run on PC using the Dragon Engine files from Yakuza 6.
- LibARMP - Library to read and write Ryu Ga Gotoku Studio's proprietary ARMP file format.
- Sakazuki - C# library for working with Yakuza Kiwami 2 files (and possibly other Dragon Engine entries in the series).
- Yakuza MT Texture Creator - Windows tool for Yakuza/Like a Dragon modders that merges up to three PNG images into the RGB channels of a single texture.
- Unity-Yakuza-CustomImporters - Unity ScriptedImporter for various Yakuza/Ryu Ga Gotoku Studio formats.
- HActLib - Library for reading and modifying Yakuza HAct/BEP animation-event data across engine generations (YAct in Yakuza 1-2, hact_tev.bin in Yakuza 3-4, CMN HAct in Yakuza 5-current), including the AuthEdit editing tool.
- PIB-Library - Library to read and write Yakuza series .pib (particle) files.
- SoundLib - Library for reading the sound_def sound-definition format used in Yakuza 0 and Yakuza 5.
- OgreCommand - Editor (Ogre Commander) for Yakuza 3 and Yakuza 4's Player Fighter Command
.ofcfiles. - gmt_lib - Library for reading/writing Yakuza series GMT animation files; maintained continuation of mosamadeeb's archived original.
- yakuza-gmt-blender - Blender import/export script for Yakuza series GMT animation files, built on gmt_lib above; maintained continuation of mosamadeeb's archived original.
- Yakuza-010-Editor-Templates - 010 Editor templates for file formats used in the Yakuza games; extends Ret-HZ's original template set.
- reARMP - ARMP
.binfile exporter/importer for Dragon Engine games, built on LibARMP above. - Lib20070319 - Library to read/write Ryu Ga Gotoku Studio's proprietary "20070319" data-table format used across Yakuza games.
- DungeonMaster - Dungeon layout editor for Like a Dragon: Infinite Wealth's DGRF format, covering grid and room-type mechanics.
- rELPKckr - ELPK archive extractor/packer for Kurohyou: Ryu Ga Gotoku Shinsho and Kurohyou 2: Ryu Ga Gotoku Ashura Hen, RGG Studio's syn Sophia-developed PSP spin-offs.
- yagami-decryption-agency - Decrypts/encrypts Judgment and Lost Judgment's PC
chara.pararchives. See also PARCrypt, a companion PXD Archive (PARC) decryptor/encryptor built on this library. - kuma - Python GUI karaoke editor for Dragon Engine games (Like a Dragon/Yakuza series). Imports maps from Lost Judgment dancing, Persona Dancing, old-engine karaoke, Yakuza 5 Princess League, Ishin dancing, Zero disco, Project DIVA MegaMix+ beatmaps and Project Heartbeat JSON; exports JSON and experimental Lost Judgment dbd.
- karaConv - Converts karaoke song bin files between Yakuza 4/Dead Souls and Yakuza 5/Ishin/Zero/Kiwami.
Shenmue¶
- ShenmueDKSharp - Shenmue I & II HD Modding SDK for C#. See also ShenmueModTools, a GUI modding tool suite built on this library as a centralized file-format reader/writer.
- new-yokosuka - Asset extractor and web-based model viewer for Shenmue 1 (Dreamcast).
- Shenmunity - Lets you use Shenmue assets in Unity; automatically finds the Shenmue install via Steam.
- wudecon - Multi-purpose tool built with ShenmueDKSharp to convert/unpack a variety of file formats used in Shenmue I and Shenmue II.
- Shenmue-Export-Tools - Tools for exporting meshes from Shenmue for Blender and Noesis.
- ShenmueDK - Shenmue I & II HD Modding SDK for C++, a port of ShenmueDKSharp above.
- event_sdk - Cross-compiler toolchain (GCC/binutils) for writing custom EV1/2/3 event scripts used by Shenmue II (Dreamcast) to drive game logic.
- GhidraSCN3 - Work-in-progress Ghidra processor module for Shenmue's Scenario Script v3 (
.d3t) bytecode format. - S3TextDataAssetEditor - CLI utility to extract and modify strings inside S3TextDataAsset files from Shenmue III.
- IMGExtractor - Extracts IMG/IDX archive files found only in "What's Shenmue" prototype builds (not seen in released Shenmue I/II builds).
- ShenmueHDTools - Modding and tweak tools for the Shenmue I & II HD release, unpacking, editing, and exporting .tad/.tac files.
- DTPKUtil - Extracts and decompresses samples from Dreamcast AM2 DTPK
.SNDaudio files used in Shenmue, converting ADPCM to PCM and expanding decompressed.SNDfiles for playback in the 2018 HD ports. - shenmue-translation-pack - Mirror of the original Pascal/Delphi Shenmue Translation Pack, a toolset for translating What's Shenmue (DC), Shenmue (DC) and Shenmue 2 (DC/Xbox).
- pvrx2png - Converts PVR-X texture images used by some original Xbox games (e.g. Shenmue II) to PNG; supports GBIX/PVR-X, plain PVR-X and DDS variants.
Phantasy Star¶
- PSO2-Aqua-Library - Library for handling Phantasy Star Online 2 Aqua formats, with a focus on models. Functional in grabbing model data from the game's format.
- Phantasy-Star-Online-2-Model-Tools - Tools for handling PSO2 model and texture formats.
- PSO2-Salon-Tool - Program to edit and convert between Phantasy Star Online 2 .xxp and .cml files.
- FpkTool - Unpacks and repacks Phantasy Star Online 2 FPK archives (pre NGS).
- PSO2 Tools - Blender add-on for Phantasy Star Online 2 assets (
.aqp,.aqn, ICE archives). Features model search, archive browsing, and automatic texture assignment. - Aqua-Toolset - Toolkit primarily for Phantasy Star Online 2 file formats.
- PSO2Downloader - Official patch downloader for Phantasy Star Online 2.
- PSOBMLExtract - Tool to extract and repack PSO .bml and .gsl files using PRS compression.
- PigPSO2Cam - Camera/FOV tool for PSO2 NGS (JP+NA).
- NgsPacker - Pack and Unpack tool for PSO2 New Genesis (NGS) archives.
- PSO2-CRID-Player - Tool to play CRIware audio files from PSO2.
- PSO2USMHandler - C# DLL library for decoding PSO2 and NGS USM video files (USM demuxing via GI-cutscenes, decoding via FFmpeg.Autogen), with a WPF test app.
- phantasmal-world - Web-based suite of tools for PSO.
- Features: Model viewer, quest editor, floor viewer, and proxy server.
- pso-blender - Blender plugin for Phantasy Star Online Blue Burst (PSOBB).
- pso-pac - Extract and create .pac files for PSO.
- gasetools - Original set of command-line tools to manipulate SEGA game file formats, including Phantasy Star Universe.
- gasetoolsWin - Windows port of essen/gasetools, rebuilt with Visual Studio for easy Windows builds.
- tenora-works - PSULib and PSU Generic Parser for Phantasy Star Universe.
- PSO2 CLI Tools - Command-line tools for parsing and editing Phantasy Star Online 2 game data files (character making index, color channels, game formats).
- newserv - Game server, proxy, and reverse-engineering tool for Phantasy Star Online (PC, GameCube, Blue Burst, Episode 3). Handles quest files, client patch files, item tables, and GameCube DOL binaries.
- rust-ages-prs - PRS compression/decompression library for Rust, used across SEGA game formats including Phantasy Star Online.
- yaqp - Phantasy Star Online Blue Burst (PSOBB) quest file (.qst) parser with a disassembler; dumps binary quest data and outputs enemy counts as JSON.
- psobbaddonplugin - Plugin enabling graphical UI addons for Phantasy Star Online Blue Burst.
- Addons built on it: PSOBBMod-Addons and psobb-dropbox-tracker (shows drop contents and on-screen location).
- Blue-Burst-Patch-Project - Collection of client patches for Phantasy Star Online Blue Burst.
- PSO-Tools - Phantasy Star Online tool collection, including PSOCT, a console
unitxttext editor with Dreamcast, GameCube, and Xbox variants and JSON support, multi-languageunitxtJSON dumps, and a link to the author's PRS compression library. - rust-ages-ice-archive - Rust library (with CLI utilities
agesice/agesdeice) for loading and writing ICE archives, the asset storage format used by Phantasy Star Online 2. - PSO2_SymbolArt_ThumbnailHandler - Windows Explorer shell extension that renders thumbnails and previews for Phantasy Star Online 2 SymbolArt (.sar) files.
- psrp - Phantasy Star Retranslation Project.
- prsutil - Archive of fuzziqer's original PRS compression/decompression tool (C), the reference implementation behind later PRS ports (prs.net, rust-ages-prs). PRS is used in numerous SEGA games since the Saturn, including Phantasy Star Universe's .nbl format.
- pso-character-editor - Online JavaScript character editor for Phantasy Star Online.
- PStarSaveEditor - Windows Forms save state editor for Phantasy Star, Phantasy Star 2, Phantasy Star 3, and Phantasy Star 4 (Sega Master System/Genesis).
- Zipper - Decryptor/decompressor for Phantasy Star Zero's (Nintendo DS) ZPR format, with .narc/.zarc extraction support.
Sonic Team (Hedgehog Engine)¶
Decompilations & Reconstructions¶
- Sonic-1-2-2013-Decompilation (decomp) - Matching decompilation of Sonic 1 & 2 (2013 mobile) and Retro Engine v4.
- Sonic-CD-11-Decompilation (decomp) - Matching decompilation of Sonic CD (2011 mobile) and Retro Engine v3.
- sa1 (decomp) - Matching decompilation of Sonic Advance (GBA, Europe).
- sa2 (decomp) - Matching decompilation of Sonic Advance 2 (GBA).
- sa3 (decomp) - Matching decompilation of Sonic Advance 3 (GBA).
- SA-Trilogy-Animation-Exporter - Extracts animation data from Sonic Advance 1-3 ROMs.
- tiled-advance - Tiled map editor projects for the Sonic Advance games (GBA) that load data from a supplied ROM file (US ROMs).
- Sonic-Mania-Decompilation (decomp) - Matching decompilation of Sonic Mania (2017).
- RunnersDecomp (decomp) - Matching decompilation of Sonic Runners.
- SonicRushAdventure-Decomp (decomp) - Matching decompilation of Sonic Rush Adventure.
- UnleashedRecomp - Unofficial PC port of the Xbox 360 version of Sonic Unleashed created through static recompilation.
- OpenLW - Open-source recreation of Sonic Lost World for Wii U/PC, built from Ghidra decompilations of both versions and reading the original CRIWARE/Havok-formatted game assets; also hosts the LWAPI DLL-modding library.
- MarathonRecomp - Unofficial PC port of the Xbox 360 version of Sonic the Hedgehog (2006) created through static recompilation (via the companion XenonRecomp/XenosRecomp tools); requires original game files (
.xex,.ar.00,.arl, and others) to install. - Sonic 3 A.I.R. - Reconstruction of Sonic 3 & Knuckles from the original Genesis ROM, extracting sprites, audio, and level data via decompilation-adjacent ROM analysis.
- RSDKv5-Decompilation - Complete decompilation of Retro Engine v5/v5Ultimate (used by Sonic Mania and other games). See also SaturnSH2x2's fork with a built-in mod loader/API (save file redirection, XML asset loading), shader compiler, and extra backends.
- sonicriders - WIP decompilation of Sonic Riders (USA) with original DOL file reconstruction. See also Riders.Tweakbox, a discontinued all-in-one mod adding online multiplayer, widescreen, and controller support to the PC version.
- RunnersAssetBundleDecomp - Decompilation of Sonic Runners' Unity AssetBundles, companion to RunnersDecomp for restoring the game's client-delivered assets.
- s1disasm - Disassembly of Sonic the Hedgehog (1991, Sega Genesis/Mega Drive).
- s2disasm - Disassembly of Sonic the Hedgehog 2 (1992, Sega Genesis/Mega Drive).
- stfdecomp - Decompilation attempt of Sonic the Fighters (arcade).
- RSDKv2-Decompilation - Decompilation of the 2008 Retro Engine v2 demo of Sonic Nexus.
- RSDKv3-Script-Decompilation - Decompilation of Retro Engine v3 (Sonic CD) scripts.
- RSDKv4-Script-Decompilation - Decompilation of Retro Engine v4 scripts, covering Sonic 1 & 2 (2013 mobile) and Sonic CD (Sega Classics release).
- CD-Proto-Diffs - Ghidra-diff analysis documenting binary changes across a sequence of leaked Sonic CD (2011 mobile) prototype builds.
- RSonic3D-Decompilation - Decompilation of Retro-Sonic 3D: Sky Worlds (2005), an early Retro Engine tech demo fan game; requires original assets and adds a mod loader plus an OpenGL/SDL renderer replacing the original DirectX 7 code.
- SoniCPort - C port of Sonic the Hedgehog (1991, Sega Genesis/Mega Drive), built on the s1disasm disassembly.
- stfdisasm - Disassembly of Sonic the Fighters (arcade), the basis for the stfdecomp decompilation attempt above.
- SonicCD-WindowsPhone-Decompilation (decomp) - Decompilation and PC port of the Windows Phone version of Sonic CD (archived).
- s2smsdisasm - Disassembly of Sonic the Hedgehog 2 (1992, Sega Master System).
- Sonic-1-Prototype - Research disassembly of the Sonic 1 (Genesis) prototype released by Hidden Palace in 2020.
- skdisasm - Disassembly of Sonic & Knuckles (Sega Genesis/Mega Drive).
- scddisasm - Incomplete disassembly of Sonic CD (Sega CD) that builds a working ISO when the remaining original files are supplied; covers the main and system programs, SMPS Z80 sound driver and SMPS-PCM banks, title screen, special stage, FMVs, and a couple of levels.
- s3ddisasm - Disassembly of Sonic 3D Blast (Sega Genesis/Mega Drive) as IDA64 database IDC dumps, with the SMPS sound driver source.
- sonic2mod - Converts SMPS Sonic music files to Amiga MOD format.
-
smps-rips - Raw SMPS sound driver data ripped from Sega Genesis/Mega Drive games.
-
SR2Wii - Decompilation of the Wii prototype build of Sonic Riders: Zero Gravity.
- SonicBattleDecomp - Matching decompilation of Sonic Battle (GBA).
- sbhs - Sonic Battle Hack Suite: GUI program for reverse engineering and patching Sonic Battle (GBA).
- SR2 (PS2 prototype) - Decompilation of the PS2 prototype build of Sonic Riders: Zero Gravity, distinct from the Wii prototype decompilation (SR2Wii) above.
- sonicriderste - Disassembly and decompilation of Sonic Riders: Tournament Edition.
- Sewer56.Patcher.Riders - Extensible GameCube/Wii ROM patcher originally built for the Riders Regravitified conversion project, also supporting SRDX and SRTE (Sonic Riders: Tournament Edition) conversion modes.
- sonic_riders_lzss - LZSS compression tool for Sonic Riders games.
Retro Engine (RSDK)¶
- RetroED - All-in-one editor suite for Retro Engine (RSDKv1 through v5U) games, covering scenes, tilesets, animations, palettes, gameconfigs, models, and scripts. "v2.0" successor to Rubberduckycooly's original RetroED.
- Tools: Scene Editor, Animation Editor, GameConfig Editor, Palette Editor, Model Manager, Script Compiler, GFX Manager, UserDB Manager, RSV Manager.
- See also RSDK-Export-CLI, a companion CLI for exporting Retro Engine file data to common formats, and S3KOEditorLink, which loads Sonic 3 & Knuckles data from Sonic Origins into RetroED-compatible editors.
- SonicMania-SaveEditor - Save editor for Sonic Mania.
- SonLVL-RSDK - Level editor for RSDK v3/v4 games (Sonic CD, Sonic 1, Sonic 2).
- RSDK-Reverse - Reverse engineering tools for Retro Engine games (Sonic CD, Sonic 1, Sonic 2).
- rsdkv6-extract - Extractor for RSDK v6 format files.
- Retro-Engine-Animation-Editor - Animation file editor for every Retro Engine/Retro Sonic Engine game.
- ModelManiac - Importer/exporter for RSDK model formats.
- PDN-RSDK-GFX-Plugin - Paint.NET plugin for direct editing of RSDK
.gfxfiles. - ConfigManiac - Editor for RSDKv5 Config files.
- Tile-Maniac - RSDKv5 collision editor.
- ObjectTypeFixer - Re-aligns RSDK object types when a gameconfig's object count has changed.
- Sonic-1-2-Save-Editor - Save file editor for the Retro Engine Sonic 1 & 2 Remasters.
- SonicCD-SaveEditor - Save file editor for Sonic CD (2011).
- RSDK - Reverse engineering of the Retro Engine RSDK format, including a Sonic Mania animation editor.
- See also vscode-rsdk, a Visual Studio Code extension providing syntax highlighting for decompiled RSDK (RetroScript) script files; forked and actively maintained from Xeeynamo's original.
- rsdkv5_extract - Extraction/packing tools for Sonic Mania's RSDK v5 archive format, plus MDL (3D model), SPR (sprite info), and SCN (scenario/scene) sub-formats.
- ManiacEditor - Scene editor for Sonic Mania, reading and writing RSDK scene/tileset formats.
- ManiaBSEdit - Blue Spheres bonus stage editor for Sonic Mania, opening
Scene*.binfiles through the RSDKv5 library. -
ManiaPal - Palette editor for Sonic Mania with extensions for
GameConfig.bin/StageConfig.bin, the Player, ChaosEmerald and UIBackground object.binfiles,.palpalettes and Adobe Color Table (.act) files. -
spindisasm - Disassembly of Sonic Spinball (Sega Genesis/Mega Drive).
- chaotix - Disassembly and toolkit for Knuckles' Chaotix (32X).
- ristar - Disassembly of Ristar (Sega Genesis/Mega Drive).
Sonic Adventure¶
- SCHG:Sonic_Adventure - Sonic Community Hacking Guide documentation for Sonic Adventure.
- sadtools - Command-line tools for Sonic Adventure file formats.
- sa_tools - Modding toolkit for Sonic Adventure series. Supports Sonic Adventure DX (SADX) and Sonic Adventure 2 PC (SA2PC).
- Companion repo sa_tools_research: command-line tools moved out of SA Tools for advanced users, including MLTExtract, RecreatePVM, GBIXScan, njConvert and SoundBankEditor.
- SACompGC: Decompressor library/CLI for the
SaCompGC-headed.relfiles of the GameCube version of Sonic Adventure DX. - sadx-mod-loader - Sonic Adventure DX PC mod loader, patching the game at runtime to load community mods from loose files.
- SonicAdventureBlenderIO - Blender 4.0+ add-on for exporting Sonic Adventure 1 & 2 3D formats.
- Formats: .nj, .gj, .njm, .nja.
- Sonic Retro (SA2 Hacking Guide) - Sonic Hacking Guide for Sonic Adventure 2.
- Sonic-Adventure-Animation-.JSON-Input-Output - Imports and exports Sonic Adventure, Sonic Adventure DX, Sonic Adventure 2, and Sonic Adventure 2 Battle animations extracted with SA Tools into and out of 3ds Max.
- SA3D.Modeling - .NET library for handling Sonic Adventure/Sonic Adventure 2 model and animation data.
- Companion libraries: SA3D.Archival (PRS, PAK, PVM/PVR/PVP, GVM/GVR/GVP and PVMX/PVRX archive and texture reader/writer), SA3D.Modeling.Convert (converts SA3D.Modeling data between formats and to an intermediate format), SA3D.Texturing (texture handler) and SA3D.SA2Event (SA2 event data handler).
- SA3DEditor: Work-in-progress SA3D model, level and animation viewer/editor loading all Sonic Adventure model formats, intended to replace SAMDL and SALVL.
- SA3DFileCartographer: Command-line tool that maps which bytes of model, level, animation and SA2 event files belong to which structure type and exports the result as a colored image.
- ChaoConvert - Converts Fusion's Chao Editor .chao files exported from the GameCube version of Sonic Adventure 2 Battle so they work on the PC version, byte-swapping the affected fields.
Sonic Heroes & Shadow¶
- HeroesPowerPlant - Full-featured level editor for Sonic Heroes and Shadow the Hedgehog.
- Renderware-.anm-IO-Tool - Tool for importing and exporting RenderWare .anm animation files into and out of 3ds Max.
- rwio - 3ds Max plugin for importing and exporting RenderWare models and animations.
- Blender-3D-STH-Mtn-plugin - Blender animation plugin for Shadow the Hedgehog (STH) mountain files (.mtn).
- Heroes.SDK - Unified library for manipulating Sonic Heroes at runtime and definitions for internal data structures and functions. Includes format parsers for creating/extracting various game formats.
- HeroesCollisionTool - Collision tool for Sonic Heroes.
- Heroes-Collision-Library: .NET library for generating Sonic Heroes collision files from a vertex and triangle list or Wavefront OBJ, with a simple importer/exporter example tool.
- HeroesVisibilityEditor - Visibility editor for Sonic Heroes.
- HeroesSPLTool - RenderWare Spline (
.SPL) converter for Sonic Heroes. - HeroesTweaker - EXE editor for Sonic Heroes. Legacy tool, but useful for extracting splines from the executable.
- ShadowSETIDTBLEditor - SET ID Table editor for Shadow the Hedgehog.
- ShadowSplineTool - Extracts
.PTPsplines from Shadow the Hedgehog. - HeroesONE-R - C# library for reading and writing .ONE archive files from Sonic Heroes and Shadow the Hedgehog.
- HeroesONE-Reloaded (archived): Rewrite of HeroesONE with a C# library and GUI for parsing, modifying and saving
.ONEarchives from Sonic Heroes and Shadow the Hedgehog. Succeeded by ShadowONE, a cross-platform.ONEeditor with search/filter, in-archive file moves and compression metadata display. - Heroes-Disassembly - Community-maintained IDA disassembly of Sonic Heroes.
- Blender-3D-SH-Dma-plugin - Blender plugin to import and export Sonic Heroes Delta Morph animation (.dma) files.
- prs-rs - Fast compressor/decompressor for the Sega PRS compression scheme used by Sonic Heroes and other Sega titles.
- dlang-prs (archived): Earlier D-language PRS compressor/decompressor with a C# wrapper, superseded by prs-rs.
- HeroesLayoutEditor - Layout editor for Sonic Heroes.
- HeroesModelTool - BSP model file importer/exporter for Sonic Heroes.
- HeroesCameraEditor - Camera editor for Sonic Heroes.
- HeroesSETIDTBLEditor - SET ID Table editor for Sonic Heroes.
- PACTool - Library and front-end for archiving and unarchiving
.PACarchives in the PC and Xbox versions of Sonic Heroes and Shadow the Hedgehog. - Heroes.Hint.Editor - Message editor for Sonic Heroes hint and talk-trigger text (
hint001e.binand similar), with filtering and English, French, German, Italian and Spanish ANSI text support. - rail-canyon - Level viewer/editor for Sonic Heroes.
- ShadowMTP - Unpacks and repacks Shadow the Hedgehog
.MTPmotion package animation archives. - HeroesPS2BetaToolkit - Scripts and notes for working with the PS2 Sonic Heroes 2nd of October prototype, with a workflow for extracted ISO, CVM,
.ONEand.AFScontents. - ShadowCollisionTool - BSP collision importer/exporter for Shadow the Hedgehog.
- sonicheroes - WIP matching decompilation of Sonic Heroes (GameCube), complementing the community disassembly above.
Sonic Riders¶
- SonicRiders.Index - Work-in-progress community wiki for modding the PC version of Sonic Riders, documenting file formats and other resources (online version).
- srdx-gear-format - Packer/unpacker for Sonic Riders DX 2.0 Extreme Gear archives, with an 010 Editor template (
srdx-gear.bt) specifying the format.
Classic & Handheld Sonic¶
- BBSonicDSTool - Tool for Sonic DS file formats.
- blue-sphere - Tool for Sonic 3 & Knuckles special stage files.
- S3KSE - Save editor for the PC Sonic & Knuckles Collection, editing Sonic 3 & Knuckles and Sonic the Hedgehog 3 save slots (emeralds, lives, continues, zones) and toggling options such as debug mode and the frame counter.
- sonic-rush-tools - Map ripper for the Sonic Rush series (Nintendo DS), extracting and decompressing NARC-packed level map data from ROMs and converting it to image files.
- mdcomp - Compressors and decompressors for the assorted compression formats used by Sega Mega Drive games (Kosinski, Nemesis, Enigma, Saxman, and more).
- SMPSPlay - Player for SMPS files, the sound driver format commonly used in Sega Mega Drive games. See also SMPSPlay-DLL, a library for playing SMPS music from Mega Drive Sonic games.
- libsonassmd - Library for reading and writing the assets of Mega Drive Sonic the Hedgehog games.
- ClownMapEd - Portable clone of Xenowhirl's SonMapEd, a sprite editor for Mega Drive Sonic games.
- STH1EDWV - ROM editor for Sonic the Hedgehog (Sega Master System) for editing levels and related data.
- tales - Qt-based level editor suite for Tails Adventures, with a manual included.
- CaptainPlaneEd - Enhanced SDL2 port of PlaneEd, a classic Sonic level/plane-map editor.
- s2ssedit - Editor for Sonic 2 Special Stage data.
- SoniConverter - Converts object and ring layout data between Sonic 1 and Sonic 3 & Knuckles formats in both directions, with optional conversion of known objects and splitting or packing of ring strings.
- mdtools - Suite of Mega Drive format tools: plane-map converter, art-chunk splitter/census, SMPS-to-assembly converter, FM voice-bank dumper, and special-stage expander.
- FW-KENSC-ShellExt - Windows shell extension exposing flamewing's mdcomp Mega Drive compression codecs (Kosinski, Nemesis, and more) for right-click compress/decompress.
- KENSSharp - C# port of KENS: compression and decompression library for Kosinski, Kosinski+, Nemesis, Enigma, Saxman, and Comper, with a GUI front end and a Windows shell extension.
- SonicCPTDecryptor - Decrypts .CPT files from Sonic Mega Collection Plus.
- SonicTheHedgehogRecomp - Native x64 static recompilation of Sonic the Hedgehog (Genesis).
- SonicTheHedgehog2Recomp - Static recompilation of Sonic the Hedgehog 2 (Genesis) into native code.
- Sonic3AndKnucklesRecomp - Native x64 static recompilation of Sonic the Hedgehog 3 and Sonic & Knuckles (Genesis).
- SonicTheHedgehogSMSRecomp - Static recompilation of Sonic the Hedgehog (Sega Master System, 1991) into native code.
- SonicBlastGGRecomp - Static recompilation of Sonic Blast (Sega Game Gear, 1996) into native code.
Modern Hedgehog Engine & Mod Managers¶
See also: Hedgehog Engine under Engines, including HedgeLib and other engine-wide libraries.
- Sonic-Colors-Set-Editor - Set editor for Sonic Colors.
- Glitter - Format library and editor application to open, modify, and resave GTE/GTM particle files for Sonic Generations.
- libgens-sonicglvl - Level editor and formats library for the PC version of Sonic Generations; parses and edits .GEN level format files.
- ModelConverter - Converts 3D model files (e.g. FBX) to and from Hedgehog Engine
.modelformats for Sonic Unleashed, Generations, Lost World, Forces, and Frontiers/Shadow Generations. - Marathon - Toolkit and library for Sonic The Hedgehog file formats.
- noclip.website (Sonic Colors) - In-browser Sonic Colors viewer.
- AllStarsRacingTools - Unfinished tools for Sonic & Sega All Stars Racing. Incomplete and mostly for reference purposes.
- Shuriken - XNCP/YNCP UI Editor for Sonic games.
- mst06 - Sonic '06 MST string table file format converter supporting XML and MST formats for game localization data.
- Sonic '06 Randomiser Suite - Software suite for randomizing game elements in Sonic '06 (Xbox 360, PS3).
- Sonic Next Mod Manager - Mod manager for Sonic games with game file format and asset management.
- Hedge Mod Manager - Mod manager for Hedgehog Engine PC games (Sonic Generations, Lost World, Forces, Colours Ultimate, Origins). See also Hedge Mod Manager 8, an in-development multiplatform rewrite adding Linux/Steam Deck support and further games (Puyo Puyo Tetris 2, Olympic Games Tokyo 2020).
- HedgeMatEdit - Material editor for Hedgehog Engine Sonic games.
- HMMCodes - Hedge Mod Manager community codes and tools for Sonic game modding and file format work.
- Converse - Editor for .fco (Font Converse) files from Sonic Unleashed.
- kunai - Editor for Ninja CSD Project files (XNCP, YNCP, GNCP) used by Sonic games.
- SharpNeedle - Format library for Hedgehog Engine, covering models, animations, and other game data.
- libHSON-csharp - C# serialization library for the Hedgehog Set Object Notation (HSON) format used by modern Hedgehog Engine games.
- KnuxLib - Library and CLI tools for miscellaneous Sonic-related file formats, with conversion utilities where applicable.
- Sonic-06-Character-Swapper - Character swapping tool for Sonic the Hedgehog (2006), built on the Marathon toolkit's file format APIs.
- RFL2HMM - Converts Hedgehog Engine 2 reflection (RFL) data into Hedge Mod Manager code definitions.
- PXDAnimationTools - Blender addon for importing and exporting compressed Hedgehog Engine 2
.anm.pxdanimations and.skl.pxdskeletons (batch import/export as actions, root motion support), with a C++ ACL-based decompression helper for Sonic Frontiers animations (not archived). - Unleashed-Mod-Manager - Tool to handle mod copying and organisation for Sonic Unleashed.
- HavokAnimationExporter - Tool for generating animation and skeleton data for Sonic games that use Havok.
- SonicUnleashed_ModToolbox - Batch-script toolbox automating common Sonic Unleashed modding tasks.
- ForcesModInstaller - Installs mods into Sonic Forces using PackCPK.exe.
- ShadowToGensSetConverter - Converts Shadow the Hedgehog set (object placement) data into Sonic Generations-compatible set data.
- CompressAR - Tool to compress and decompress Sonic Generations AR archive files, using makecab/expand.
- GenerationsSkillEdit - Skill set editor for Sonic Generations
.savsave files. - HedgeGI - Global illumination baker for Hedgehog Engine games.
- sonic06 (decomp) - Matching decompilation of Sonic the Hedgehog (2006).
- BlueBlur - Modding API for the Steam version of Sonic Generations, interfacing with the game's original C++ types for DLL mods.
Creative Assembly¶
Alien: Isolation¶
- Alien Isolation Animation Exporter - Exports animations and bone structures from Alien Isolation.
- Alien Isolation Model Exporter - Exports models from Alien Isolation for re-import into Blender.
- Alien Isolation Texture Exporter - Extracts textures from Alien Isolation. By Cra0kalo, modified by MattFiler.
- Alien Isolation Audio Converter - Converts audio in Alien Isolation. Includes revorb, bnkextr, ww2ogg, and instructions.
- Alien Isolation BML Converter - BML file converter for Alien Isolation enabling modding of behaviors, weapons, and more.
- Alien Isolation UI Mod Tool
- Alien Isolation Audio Extractor - Extracts and names sound files from Alien: Isolation's Wwise BNK/WEM audio banks, outputting files with human-readable names derived from the game's sound event data.
- AssetEditor - Browse and modify Alien: Isolation's asset PAK archives.
- Formats: PAK2 (UI.PAK, ANIMATIONS.PAK), Texture PAK (LEVEL_TEXTURES.ALL.PAK, GLOBAL_TEXTURES.ALL.PAK), Models PAK (LEVEL_MODELS.PAK, GLOBAL_MODELS.PAK), Shaders PAK (*_SHADERS_DX11.PAK), Material Mappings PAK (MATERIAL_MAPPINGS.PAK).
- AlienBML - Command-line C# tool converting Alien: Isolation's XML to and from its binary BML format.
- LevelViewer - Views Alien: Isolation levels in Unity, companion to the OpenCAGE modding toolkit and AssetEditor above.
- OpenIsolation - Reverse-engineering project for Alien: Isolation's CATHODE engine, publishing headers and a growing SDK for the entity/resource-database and composite-file runtime structures underlying the same asset PAK archives handled by OpenCAGE/AssetEditor above.
Total War Series¶
- Texture 2 DDS Converter (Medieval II: Total War)
- Vercengetorix's CAS Import/Export (Medieval II: Total War) - Allows you to import and export .CAS files to and from 3ds Max.
- CAS Exporter (Medieval II: Total War) - Public release of model and animation exporter for Rome: Total War and Medieval II: Total War.
- Community Modding Framework (Total War: Warhammer II) - Community Modding Framework v1.10.4, authored by Crynsos. This mod acts as a central compatibility manager for all script mods that have been registered to prevent any potential conflicts.
- Symphony Sound Packer (Empire: Total War) - British Line Infantry starts shouting "Revolutionary Guard!" when you click them after installing a mod with new units? This tool should help you. All credits to crux3D.
- OpenCAGE - Modding toolkit for Alien: Isolation supporting model, texture, material import/export, and comprehensive asset management.
- IDX-extractor - Assembles and disassembles IDX/DAT compressed audio archive pairs used by Total War games including Rome and Medieval II.
Puyo Puyo¶
- puyotools - Collection of tools and libraries for accessing contents of various game files. Initially built for Puyo Puyo games but can handle files from other games as well.
- puyo-pac - Command-line app for creating and extracting PAC archives used in Puyo Puyo Tetris 2.
- PP20thDataExtractor - Extracts and builds GAME.DAT in the Wii and PSP versions of Puyo Puyo!! 20th Anniversary.
- OSBExtract - Extracts OSB archives from Puyo Puyo~n; also extracts OSBs from MLT files and converts P04/P16 files to WAV.
- puyo20-text-tool - Extracts and rebuilds font and text files for translating the Wii version of Puyo Puyo!! 20th Anniversary.
- PuyoEdit - Animation editor for the ncsc format used by Sega in Puyo Puyo games.
- Games: Puyo Puyo 15th Anniversary, Puyo Puyo 7, Puyo Puyo 20th Anniversary, Puyo Puyo!! Quest, Puyo Puyo Touch.
- Requires the companion Puyo-Puyo-Animation-Converter to convert to/from the games' binary ncsc files.
- Puyo-Puyo-Animation-Converter - Converts Puyo Puyo animation files to and from JSON.
- Formats: .snc (PS2/PSP), .dncs (DS/3DS/mobile), .gncs (Wii).
- Puyo-Sprite-Editor - Sprite viewer/editor for Puyo Puyo animation files (15th Anniversary through 20th Anniversary, excluding DS/3DS).
- Puyo-Puyo-lesson-scripts - Documentation and tooling for the .pss lesson-script format found in Puyo Puyo Champions and other Puyo Puyo games, including a field-data builder tool.
- puyopuyotetris-3ds-english-patch - Ports Sega's official English text and voices from the Steam release of Puyo Puyo Tetris (DLC included) onto the Japanese Nintendo 3DS release.
System & Middleware¶
- NaomiMod/games-ExtractTools - QuickBMS scripts to extract NaomiLib models from Dreamcast/Naomi arcade games. Supports Dead or Alive 2, Initial D3, Mortal Kombat 4, Super Monkey Ball, Virtua Tennis, Castlevania Resurrection, Rent-A-Hero, and more.
- NaomiLib Blender Addon - Blender addon for importing NaomiLib 3D models from SEGA Dreamcast and Naomi arcade games.
- Sega_NN_tools - Python library for Blender with tools for games using Sega's NN libraries.
- gpgx_debugger - Sega Mega Drive/Genesis reverse-engineering toolkit and debugger built on top of Genesis Plus GX.
- megapack-megadrive - Source code for the Sega Mega Drive MEGAPACK, including Jon Menzies' original 68k decompression algorithm used by the compilation's game data.
- smd_ida_tools2 - IDA Pro tools for reverse-engineering Sega Mega Drive/Genesis ROMs.
- xgm-standalone - Standalone build of SGDK's XGM sound driver and xgmtool, converting VGM music data into the Sega Mega Drive's native XGM sound format.
- gdisofs - FUSE module for mounting Sega Dreamcast GD-ROM (.gdi) disc images. See also gdi_mgr, Perl scripts by the same author that verify a
.gdidump's track files against a TOSEC XML MD5 list and convert.gdidumps to CHD withchdman. - ds2png - Converts Sega Digitizer System III data files to split PNG images.
- lzkn - Compression/decompression tools for the LZ Konami algorithm used across Konami's Sega Mega Drive/Genesis games. See also zida80, a Z80 sound driver debugger for IDA Pro targeting the same platform.
- gdworkbench - CLI tool for inspecting, extracting, and building Sega Dreamcast GD-ROM (.gdi) images.
- GDIbuilder - Cross-platform (Windows/macOS/Linux) GUI and CLI utility for building, patching, and extracting Sega Dreamcast GD-ROM (.gdi) images, including IP.BIN bootsector generation and CDDA track handling.
- AicaADPCM2WAV - Command-line tool that converts Sega Dreamcast AICA ADPCM audio data to WAV or raw PCM.
- AFS2WAV - GUI for ADXUtil that converts CRI ADX audio, typically embedded in AFS archives on the Dreamcast, PlayStation 2 and GameCube, to WAV.
- pvr2image - Converts Sega Dreamcast/NAOMI PVR texture files to PNG, TGA, and BMP.
- pvrtool - Dreamcast image format and VQ conversion tool, originally authored by Sega of Europe and Imagination Technologies.
- dcdis - Simple disassembler for Sega Dreamcast binaries.
- HopperSH4-Plugin - Hitachi SH4 disassembly plugin for the Hopper Disassembler, used for reverse-engineering Sega Dreamcast (and other SH4-based) binaries.
- jc-bootrom-font - Python script that unpacks the embedded glyph fonts from the Sega Dreamcast bootROM.
- Rings of Saturn - Compilation of reverse-engineering knowledge on the Sega Saturn system disc format, and a method for replicating it (making bootable Saturn discs from a burner) dubbed the "Rings of Saturn".
- vcdextract - Extracts files out of Sega Saturn disc images for later rebuilding.
- Ninja_Extractor - Extracts SEGA Ninja model files (.NJ, .NJM, .NJL, .NJD), used across Dreamcast and Saturn-era games, from any uncompressed archive.
- SegaAFSTools - Libraries and tools for working with Sega's own AFS archive format, used across a number of Sega-published titles.
- PDN-FileTypePVR - Paint.NET plugin for reading and writing Sega Dreamcast PVR texture files.
- Universal Dreamcast Patcher - Cross-platform GUI toolkit for Dreamcast disc image operations: applying/building patches, editing IP.BIN, and converting between disc image formats.
- Orbital Organizer - Cross-platform GUI SD card management tool for the SEGA Saturn optical drive emulators Rhea and Phoebe.
- openMenu Virtual Folder Bundle - Rewrite of the openMenu GDEMU frontend adding virtual folder/subfolder support, bundled with a modified GD MENU Card Manager to build compatible SD cards.
- Convert GDEMU SD Card to MODE - Converts a GDEMU-formatted Dreamcast/Saturn ODE SD card to the layout expected by the MODE optical drive emulator, including single-folder multi-disc support.
- VMU Disc Builder - Compiles a custom CDI containing Dreamcast VMU save files (VMI/VMS pairs), covering game save data, mini-games, or icons.
- VMU Tool PC - Windows explorer for managing Sega Dreamcast saves (VMI/VMS and DCI/Nexus files) on a PC, showing and editing VMU icons, copyright and size information.
- Potato Tool - Portable Haskell command-line toolset for the Dreamcast VMU filesystem: view and remove files, extract and inject Nexus DCI data files, and unlock the 41 unused blocks.
- Saturn 4bpp Graphics Converter - Converts between the SEGA Saturn's 4bpp graphic format and bitmaps for editing, and back again.
- Saturn 15bpp Graphics Converter - Converts between the SEGA Saturn's 15bpp graphic format and bitmaps for editing, and back again.
- unsegaREBORN - Toolkit for decrypting and extracting modern SEGA arcade cabinet system images: APP/PACK archives and OPT images (including the APM3 variant), with AES-NI-accelerated decryption, NTFS/exFAT parsing, and differencing-VHD update merging.
- PyPVR - Python encoder/decoder for Dreamcast/NAOMI PowerVR2 textures and archives (AFS/BIN/DAT/PVM/TEX), with palette conversion via PVP2ACT (.PVP to PNG/.ACT); by the same author as pvr2image/Ninja_Extractor above.
Camelot Software Planning (Shining Force)¶
- SF1DISASM - Documentation disassembly of Shining Force (Genesis). See also SF1RE, the IDA Pro IDC scripts used to reverse-engineer the ROM and regenerate this disassembly from scratch.
- SF2DISASM - Documentation disassembly of Shining Force II. See also SF2RE, the IDA Pro IDC scripts used to reverse-engineer the ROM and regenerate this disassembly from scratch, and SF2JavaToolSuite, the project's consolidated collection of Java-based disassembly/reassembly tools, split out to keep the tooling maintainable separately from the disassembly repo.
- SFCDDISASM - Documentation disassembly of Shining Force CD (Mega-CD), reassembling to a bit-perfect original ISO.
- SITDDISASM - Documentation disassembly of Shining in the Darkness (Genesis), reassembling to a bit-perfect original ROM.
- SFFCRE - Shining Force Final Conflict reverse-engineering notes and tools, with text docs on cutscenes, scripts, and map, music, portrait, and sprite indexes, plus a Java cutscene manager (SFFCCutsceneManager).
- goldensun - Disassembly of Golden Sun (GBA).
- goldensun-decomp - Work-in-progress decompilation of Golden Sun (GBA) building a byte-identical ROM, complementing the goldensun disassembly above.
- camelot-gcc - Recreation of the C compiler used to build Golden Sun (GBA) and Golden Sun: The Lost Age, supporting the goldensun-decomp matching decompilation above.
- GoldenSunTLA_Editor - Golden Sun: The Lost Age (GBA) map editor by Josh "Atrius" VH, archived source-only reference.
- GoldenSunCompression - Compression tools for Golden Sun (GBA) and Golden Sun: The Lost Age.
- ShiningEditor - Genesis/Mega Drive save state editor for Shining in the Darkness, Shining Force, Shining Force II, and Shining Force CD.
Other Games¶
- tbg-decomp (decomp) - Matching decompilation of Tokyo Bus Guide (Dreamcast).
- SkiesofArcadiaLegends (decomp) - Matching decompilation of Skies of Arcadia Legends (GameCube).
- JSRGraffitiTool - Tool for modding Jet Set Radio's graffiti files.
- ArfAFS - Utility for Jet Set Radio's
.AFSfiles, with parsers for its demo and scene bin data. - SGGGE - Texture editor for Segagaga (Dreamcast): unpacks a GDI dump, lets you browse and replace container images, and rebuilds a modified GDI (LZ-compressed assets handled via bundled tools).
- noclip.website (Jet Set Radio) - In-browser Jet Set Radio viewer.
- noclip.website (Mario & Sonic at the London 2012 Olympic Games) - In-browser viewer for the Wii Mario & Sonic Olympic Games title, built on noclip's NW4R/BRRES loader.
- PCSX2 Patches - Game patches for PCSX2 emulator including widescreen and interlacing fixes.
- clownlzss - LZSS compression framework with compressors for Sega Mega Drive game formats. Supports Kosinski, Saxman, Chameleon, and Rocket compression formats.
- SegaRally2006FAHTools - Tools for 'FAH' file archives found in Sega Rally 2006 (PS2, SLPM-66212); extracts files with filenames and subdirectories preserved.
- sega-vr-disasm - Complete static recompilation of Virtua Racing for the Sega 32X.
- or2-tools - Reads OutRun 2 (Original Xbox) proprietary file formats: CVM disc images, gzip-compressed game files, CS_SIN/CSBIN index streams, and OBJSMT/CS_SMT mesh and texture data. Extraction only, no repacking yet.
- Games: OutRun 2, OutRun 2006: Coast to Coast.
- daytona-xbla-recomp - Static recompilation of Daytona USA (Xbox 360/XBLA, 2011).
- AmyStudio - Sonic 2 level viewer written in VB.NET.
- cannonball - Enhanced C++ rewrite of the OutRun arcade engine, requiring the original OutRun ROM set for its graphics, audio, and level data.
- system16_sprite_viewer - Sprite viewer for Sega System 16, System 16B, X-Board, and Y-Board arcade hardware, covering OutRun and related titles.
- mmlr - Decompiles OutRun's Sega MML (Music Macro Language) audio data, from both the original arcade ROMs and the 3DS/Switch ports, into an editable/recompilable format.
- akmw - Disassembly of the original Alex Kidd in Miracle World (Sega Master System).
- satellite7 - Labelled and commented disassembly of Satellite 7 (Sega Master System, 1985).
- SR2Tools - Python modding tools for Sega Rally 2, including a SAR archive extractor, texture converter/classes, a model tool (sr2mdl), and batch BINDATA conversion.
- sms-super-tennis - Full matching disassembly of Super Tennis (Sega Master System, also released in Japan as "Great Tennis"), covering both known ROM revisions.
- Knowledgebase - Modding knowledgebase for Shenmue, documenting the game's original file formats.
- genipak-magicard-tool - Tool for Genipak and Magicard archive formats used in Sonic games.
- RomHackingTools - Collection of tools for reverse-engineering and translating Sega Saturn games, including project-specific tooling for Sakura Taisen.
- st3-translation-notes - Translation notes documenting the data formats used by the Dreamcast game Sakura Taisen 3: Paris wa Moeteiru ka.
- Dramatic-Dungeon-Sakura-Wars-Tool - Tool for extracting, editing, and reinserting text in Dramatic Dungeon: Sakura Taisen.
- SALSA - Skies of Arcadia Legends Script Assistant, a GUI-based tool to assist in editing the game's script files.
- SPICE - Skies Package Interchange and Content Encoder, a successor to the author's Skies of Arcadia tooling covering SCT script parsing, MLD entry-list export, content-graph export, and SA3D-backed geometry/Blender IR support.
- ALX - Cross-platform command-line tool to export and import game data for Skies of Arcadia, Skies of Arcadia Legends, Eternal Arcadia, and Eternal Arcadia Legends.
- shino-legion-decomp - In-progress decompilation project for Shinobi Legions.
- JSRF Dialog Font - Tool for working with the dialog font format used in Jet Set Radio Future (Xbox).
- OllieKingRETools - Reverse engineering tools for Ollie King (Sega Naomi arcade), building on scripts credited to the Xentax community.
- JewelMasterCompression - Tools for the Sega Genesis game Jewel Master's compressed data: RLE-compressed name tables and arithmetic-coded tile sets.
SEGA AM2¶
- HoneyPatcher - Mod installer and tool for SEGA AM2 arcade ports on RPCS3 (Windows/macOS/Linux/SteamOS).
- Games: Sonic the Fighters, Fighting Vipers, Virtua Fighter 2, Cyber Troopers Virtual-On: Operation Moongate, Daytona USA.
- Built on MikuMikuLibrary, SonicAudioTools, and xdelta-sharp.
- Obj2StF - Converts Blender-exported Wavefront OBJ models into Sonic the Fighters' native .stfmdl/.stfmat 3D model/material format, for injecting custom character models via hex-edited pointer tables. GUI-adding fork of GophUndMe/Obj2StF.
- stf-tools - Small utility collection for Sonic the Fighters (Sonic Championship), including a DDS header fixer and a wrapper around MikuMikuLibrary's FarcPack archive tool.
- libHoneyBadger - Utilities for SEGA Model 2 games on PS3, including DDSFixHeader for repairing DDS texture headers so the game reads them correctly.
Septerra Core¶
- Septerra - Septerra Core tools that unpack the game's resources and convert known formats: AM animations to and from TIFF, TX text to TXT, and VSSF audio to and from MP3.
- Includes 010 Editor templates for the AM, CH, GV, IL and LV formats.
Serial Experiments Lain¶
- lainTSX - Browser-based reimplementation of the Serial Experiments Lain PSX game using three.js, with multi-language subtitle support.
- Ships no game assets; a companion extraction script pulls and reformats video, image, and text assets directly from the original disc images.
- lain-bootleg-bootleg - Reverse engineering and remake of Lain Bootleg, a minigame from the Serial Experiments Lain PSX game.
- SEL-SaveFile-Editor - Python command-line editor for Serial Experiments Lain save files: converts the raw save file, marks viewed chapters, and writes the final JSON.
Shadow of Mordor & Shadow of War¶
- MordorUnpacker - Drag-and-drop unpacker for Shadow of Mordor and Shadow of War files; Shadow of War needs the game's Oodle library (oo2core_5_win64.dll) copied next to the tool.
- MordorFormats - C# library for the LTAR archives (.arch05, .arch06) used by both games.
Wolfpack Studios (Shadowbane)¶
- ShadowbaneCacheViewer - Work-in-progress viewer application for parsing and displaying the contents of Shadowbane's .cache client data files.
L2 Games (She Will Punish Them)¶
- SwptEditor - Unofficial save game editor for She Will Punish Them.
Infogrames Lyon House (Sheep, Dog 'n' Wolf)¶
- sheep-dog-n-wolf-decomp - Active decompilation project for Sheep, Dog 'n' Wolf (PS1/PC), reverse-engineering the original game binary; research coordinated on the Sheep Raider Speedrunning Discord.
- Sheep-N-Dog-DAV-Texture-Viewer - Inspects and extracts textures from Sheep, Dog 'n' Wolf's
.davfiles, built from Ghidra decompilation as part of the decompilation effort above.
Shin Hayarigami¶
- ShinHayarigamiExt - Extraction tool for Shin Hayarigami (PS3, BLJS10279)
.datarchives, decoding its image assets; view the extracted.at9audio files with vgmstream. - ShinHayarigami2Ext - Extraction tool for Shin Hayarigami 2 (PS3, BLJS10336)
.datarchives, decoding DDS/TGA images and AT3/VAG audio; includes a separate script to strip a 16-byte header from sound archives before use with vgmstream.
Marvelous (Shinobi Master Senran Kagura: New Link)¶
- bpy_smsk_new_link - Blender addon for importing models from Shinobi Master Senran Kagura: New Link.
Shiny Entertainment¶
- MPON_RE - Reverse-engineering project for The Matrix: Path of Neo (PC), with finished audio extraction (identifying the format as Xbox ADPCM), 010 Editor templates for the game's packages, and in-progress work on textures, 3D models, and subtitle ('Louie') data.
Shiro Games¶
- qbms_shirogames - QuickBMS scripts for Shiro Games' RES.PAK archive format, covering Northgard's res.client.pak (textures, models, sounds, data.cdb) and Farever, building on an earlier community script originally written for Evoland 2.
- Games: Northgard, Farever.
- Wartales-pak-modding-Toolkit - Unpacker and repacker for Wartales' RES.PAK archives, extracting and modifying game resources with full preservation of the original archive structure.
Shuttle: The Space Flight Simulator¶
- shuttle-tools - Unpacks and repacks data assets from Vektor Grafix Ltd's 90s game Shuttle: The Space Flight Simulator, using the
_INDEXand_data1files in itsRESOURCEdirectory.
Sierra On-Line¶
- SCI-Decompilation-Archive - Archive of decompiled source code for Sierra's SCI engine games, covering SCI0, SCI1, and SCI2 eras.
Quest for Glory V: Dragonfire¶
- QFG5Extractor - C# toolkit for extracting and modifying assets from Quest for Glory V: Dragonfire.
- Formats:
.SPKgame archives,.MDLmeshes (Hakenberg format + BMP textures), panorama backgrounds. - Features: Batch extraction, asset modification, cross-platform unified GUI.
- qfg5model - Command-line tool to export and import textures and meshes from Quest for Glory V, with support for importing high-resolution replacement textures and meshes.
- qfg5pano-gui - GUI tool for converting Quest for Glory V panorama files (
.NOD+.IMG) to.BMP. - qfg5-reenigne - Reverse engineering notes and tools for Quest for Glory V: Dragonfire.
Leisure Suit Larry¶
- leisuresuitlarry (historical source) - Collection of original script and definition files for Leisure Suit Larry in the Land of the Lounge Lizards (1987) by Al Lowe, documenting the game's Sierra AGI-era resource/script data.
- agi (historical source) - Recovered original source code of Sierra On-Line's AGI adventure game interpreter, found in unused portions of original game disks (primarily Space Quest II v2.0D), documenting how the AGI engine reads its resource/script data.
- sci-scripts - 100% decompiled scripts for 300+ versions of Sierra's SCI games (King's Quest IV through Leisure Suit Larry 7), across DOS, Amiga, Atari ST, Macintosh, PC-98, and FM-Towns, generated with the author's own SCI bytecode decompiler.
Sigma Team¶
- locoland-formats - File formats for Locoland/Steamland and Alien Shooter (2003).
Silicon Knights¶
Eternal Darkness: Sanity's Requiem¶
- Eternal-Darkness---Decompile - Matching decompilation of Eternal Darkness: Sanity's Requiem (GameCube, GEDE01 revision 0), targeting a byte-identical rebuild of the original Metrowerks CodeWarrior binary.
Joymax (Silkroad Online)¶
- xSROMap - Interactive world map explorer for Silkroad Online, built from NPC, teleport, and region data extracted from the client's media.pk2 archive.
- SRO.PK2API - C# library for reading and writing Silkroad Online's PK2 archive format.
- JMX-File-Editor - Opens, edits, and saves Silkroad Online's JMX model/data files.
- JMXVDDJConverter - Converts between Silkroad Online's DDJ and DDS texture file formats.
- NVMTerrainExtractor - Extracts terrain data from Silkroad Online's navmesh (.nvm) files.
- SR_Db2Media - Extracts, encrypts, and imports Silkroad Online's database files directly into the client's media (PK2) archive.
Spiral House (Silver)¶
- silver-reversing-sct - Reverse-engineering and modding tool for Silver (1999 action RPG, developed by Spiral House and published by Infogrames), decompiling the game's
.sctscript files to a readable.tsctformat and recompiling them back.
SingStar¶
- singstar-toolbox - Custom SingStar disc creator; converts between UltraStar and SingStar song formats, with PS2/PS3 and FTP support.
Sir-Tech¶
Jagged Alliance 2¶
- ja2-stracciatella - Actively maintained continuation of the JA2-Stracciatella source port, making Jagged Alliance 2 available on modern platforms while reading the original game's data files.
- ja2-open-toolset - Python library and tools for reading and writing Jagged Alliance 2 game resources: SLF archives, STI sprite files, and GAP files.
Wizardry 8¶
- Wizardry8Editor - Qt-based save game editor for Wizardry 8.
thatgamecompany (Sky)¶
- sky-browser - Web-based asset explorer for Sky: Children of the Light, decoding the game's ETC2-compressed KTX textures and mesh data directly in the browser.
Digital Illusions (SkyRoads / Pinball Fantasies)¶
SkyRoads¶
- skyhigh_releases - Releases for the Sky High SkyRoads editor, covering the 1993 DOS game's level and graphics data.
- SkyRoads-Codex - Reverse engineering of SkyRoads (1993, DOS) with no original source code available, recovering the game's level and asset data formats.
- OpenRoads - Modern TypeScript/HTML5 reimplementation of SkyRoads (1993, DOS), reading all of the original game's data files (art, music, levels) rather than remaking them from scratch; also runs under Node.js with Oculus Rift support.
Pinball Fantasies¶
- pfr - Rust reimplementation of Pinball Fantasies (1993, DOS) that reads the original game's
.PRG/.MODdata files.
Mega Crit (Slay the Spire)¶
- SimTheSpire - Reverse-engineer Slay the Spire and simulate gameplay to automatically balance cards.
- spire-codex - Decompiling Slay the Spire 2 and creating an API from game data.
- spireslayer - Save file editor/tool for Slay the Spire.
- sts-editor (STS Save Editor) - Terminal-based save file editor for Slay the Spire, built with Python and Textual; can be used locally or over SSH.
- SaveTheSpire - Python save editor for Slay the Spire, run from the game's save folder.
Slitherine / Proxy Studios¶
- Blender Gladius Addon v1.1 (Warhammer 40,000: Gladius - Relics of War) - The first release. It should mostly work but may still have some bugs.
Super Creative (Smilegate)¶
- Chaos Zero Nightmare ASSet Ripper - Extracts encrypted assets from Chaos Zero Nightmare's data.pack (including the Chinese client, 卡厄思梦境), previewing and exporting SCT images as PNG, encrypted databases as JSON, and Spine (SCSP) animation data as JSON via a built-in Spine viewer.
- SCTParser - Parses the SCT custom image format shared by Chaos Zero Nightmare and Epic Seven into PNGs; superseded for Chaos Zero Nightmare by the ASSet Ripper above but still useful standalone, including for Epic Seven assets.
SNK¶
Crystalis¶
- gbc2Tga - Converts GBC Crystalis's Hicolour-technique tiles and palettes to a single .tga file for editing; see also the reverse tool TGA2GBC by Jeff Frohwein.
King of Fighters XIII¶
- TKOF-XIII-Text-Tool - Extractor, text inserter, and file manipulator for The King of Fighters XIII.
The Last Blade¶
- lastblad-rom-extractor - Python script to extract MAME-compatible ROM archives from the DotEmu re-release of The Last Blade. Fork of mslug-rom-extractor (below) adapted for a different game.
Metal Slug¶
- mslug-rom-extractor - Python script to extract MAME-compatible ROM archives from the DotEmu releases of Metal Slug 1, 2, and X.
Neo Geo Pocket¶
- NGPCEdit - Tile editor for the Neo Geo Pocket Color, with bitmap import support for 8-bit greyscale images.
Samurai Shodown¶
- samsho5_fe - Python conversion tool for Samurai Shodown V Special (Final Edition), extracting files from SNK's Samurai Shodown NeoGeo Collection release.
SNK Heroines¶
- SNK.WAD.Tool - Tool for extracting WAD archives from SNK Heroines: Tag Team Frenzy.
Snowblind Studios¶
Baldur's Gate: Dark Alliance¶
- bgda-explorer - Data file explorer for Baldur's Gate: Dark Alliance (PS2).
- jbgda - Java-based tools for Baldur's Gate: Dark Alliance (PS2).
- frostbite - Experimental implementation of the Snowblind engine.
SoftClub¶
Treasure Island (2005)¶
- TI.DAT.Tool - Extractor for RC4-encrypted DAT/PACK archives from Treasure Island (2005), a Russian PC adventure game published by SoftClub.
SoftLab-NN¶
- HardTruck-RignRoll-file-formats - File formats, specs, and script tools for Hard Truck 1/2 and Rig'n'Roll.
- SeelTools - Work-in-progress Python/Qt GUI toolkit for Ex Machina / Hard Truck Apocalypse that loads the game's XML prototypes, resources, affixes and faction relationships and displays them as a tree for inspecting prototype properties. Read-only viewer in practice (data can be written back, but not edited from the GUI); the author describes it as mostly abandoned.
SoftStar Entertainment¶
Publisher of the classic Chinese RPG series Legend of Sword and Fairy (仙剑奇侠传), also known as PAL.
- SDLPAL - SDL-based, cross-platform reimplementation of the original PAL engine, reading the original game's proprietary data files (purchased separately, not included) across Windows, Linux, macOS, mobile, and console ports.
- palresearch - Research and reference tooling for PAL's file formats.
- Formats: MKF archives, RIX music, save/script/battlefield/shop data.
- Tools: MapEditor, PackageUtils, Pal95Tools, PalLibrary, PalScript, PalTools.NET.
- fd2sdl - SDL3 reimplementation of Flame Dragon 2: Legend of Golden Castle (炎龙骑士团 2, Hantang International, DOS 1995), reading the original 11
.DATarchives andFD2.SAVsaves, with format documentation, EXE address and function mapping, and IDA/Ghidra analysis scripts.
Software Projects¶
Manic Miner¶
- manicminer - SkoolKit-based disassembly of Manic Miner (ZX Spectrum), created by SkoolKit's author.
- ManicMiner - Disassembly of the original BBC Micro version of Manic Miner.
- ManicMiner2021 - Manic Miner remastered on the BBC Micro, built on the ManicMiner disassembly above.
- Manic-Miner-Source-Code - Source code disassembly of Manic Miner for the ZX Spectrum.
Jet Set Willy¶
- jetsetwilly - SkoolKit-based disassembly of Jet Set Willy (ZX Spectrum), created by SkoolKit's author.
- jsw - Disassembly of Jet Set Willy for the BBC Micro.
- jsw2021 - Jet Set Willy remastered on the BBC Micro, built on the jsw disassembly above.
Sonic Boom: Rise of Lyric¶
- SynergyTools - Modding tool for Sonic Boom: Rise of Lyric (Wii U paths). Extracts and repacks
.wiiu.streamarchives, exports models as glTF, converts glTF models into shareable.wiiu.streammod files, and imports mods made by others. Fork of ik-01/WiiUStreamTool with these additions.
Sony PlayStation Studios¶
Guerrilla Games (Decima Engine)¶
- ProjectZeroDawn - File format research and tools for Horizon Zero Dawn.
- decima-workshop - GUI application for viewing and editing resources found in games powered by Decima Engine. Supports browsing and editing core objects, previewing models/textures/shaders, exporting assets, and repacking archives. Works with Horizon Zero Dawn, Death Stranding, and other Decima Engine games.
- decima-native - Native library components for Decima Engine tools.
- Decima Explorer - Unpacker and packer for games using the Decima engine (Horizon Zero Dawn, Death Stranding).
- DecimaTools - Tools, notes, and research related to reverse engineering the Decima Game Engine.
- decima-rpcs3-dumper - Tool for dumping Decima Engine resources from RPCS3 emulator.
- odradek - Horizon Forbidden West asset viewer and extractor. Reincarnation of Decima Workshop specifically targeting Horizon Forbidden West for modding purposes.
-
forbidden-west-localizer - Modification that allows changing any localized text in Horizon Forbidden West. Supports text replacement via JSON configuration files.
-
cauldron - Mod loader for Decima engine games (Horizon Zero Dawn/Forbidden West, Death Stranding, etc). Rust-based modding framework with game detection, DLL proxy loading, and RTTI symbol dumping capabilities.
- stormbird - Interop library for Horizon Zero Dawn. Provides interfaces for working with Horizon Zero Dawn file formats and game data.
- decima-dmf - Blender addon for importing DMF files produced by Decima Workshop. Supplementary addon for working with Decima Engine models in Blender.
- ProjectDecima - GUI application for previewing, exporting and modifying game resources in Decima Engine games. Archive explorer with texture preview and export capabilities. (Fork)
- HZDCoreEditor - Editor for Horizon Zero Dawn's Decima engine core/asset files.
- decima-loc - Rust CLI and library for exporting and importing game text from Horizon Zero Dawn (PC) and Death Stranding (PC and PS4) core files as TXT, JSON, or YAML for localization, with batch processing and per-language selection.
- hfw-raw-mesh-point-inspector - Inspector for unknown raw mesh point-cloud binary streams in Horizon Forbidden West's Decima Engine data.
- DeciWaves - Read-only tool that extracts recorded voice lines from installs of Death Stranding (Director's Cut), Horizon Zero Dawn Remastered and Horizon Forbidden West, attaches speaker and subtitle where derivable, and encodes them in story order into MP3 audiobook reels.
Insomniac Games¶
- RatchetLevelEditor - Level editor for Ratchet & Clank games.
- ALERT - Amazing Luna Engine Research Tools. Python toolkit for researching and modifying Insomniac Games assets with dat1lib library and web-based Assets Browser.
- Games: Sunset Overdrive, Marvel's Spider-Man (Remastered, Miles Morales, 2), Marvel's Wolverine, Ratchet & Clank: Rift Apart.
- Features: Model conversions (.model/.ascii/.gltf), animation application, soundbank audio injection, DSAR archive compression, asset extraction.
- rivet - File format research project for Ratchet & Clank: Rift Apart.
- ripped_apart - Modding toolkit for Ratchet & Clank: Rift Apart.
- insomniac-model - Research and tools for Insomniac Games model formats.
- DDLParser - Parser for Insomniac's Data Definition Language (DDL) format.
- replanetizer - Full-featured level editor for PS3 Ratchet & Clank games.
- slimseditor - Savegame editor for the Ratchet & Clank games, written in Python with a Dear ImGui frontend.
- RaCSaveEditor - GUI save editor for the PlayStation 2 Ratchet & Clank 1, 2, 3 and Deadlocked/Gladiator
.binsaves (all versions/regions): bolts, nanotech, weapons/items, ammo, skill points, crystals and raritanium. - RaCTrilogy-PS3-Tools - Python scripts for extracting armor and model meshes from Ratchet & Clank PS3 Trilogy.
- io_mesh_rctrilogy - WIP Blender importer for the Ratchet & Clank Trilogy
armor*.ps3model files (PS3 and Vita). - wrench - Set of modding tools for the Ratchet & Clank PS2 games.
- noclip.website (Ratchet & Clank) - In-browser level viewer for Ratchet & Clank and Ratchet & Clank: Going Commando (PS2). Parses the level
.binTOC/core/gameplay containers and renders tfrag terrain, tie and shrub instances, moby actors, collision meshes, and skies, including a VIF/VU microcode unpacker for the PS2 display lists. - horizon-forge - Map editor for Ratchet: Deadlocked Multiplayer (PS2).
- Overstrike - Open-source mod manager for PC ports of Insomniac Games' games.
- disruptor_ripper - Resource extractor for Disruptor (1996, PS1 PAL), Insomniac Games' debut title.
- MobyViewer - Real-time visualizer for Moby (game object) tables in Ratchet & Clank games.
- RacREpo - Research hub collecting reverse-engineering scripts, tools, and documentation for the Ratchet & Clank series.
- RCHooker - Plugin for reverse engineering and modding Ratchet & Clank (PS Vita).
- RCFiosOverlay - SceFios2 filesystem overlay for loading modded assets in Ratchet & Clank HD (PS Vita).
- ReChimera - Offline level inspector and asset extractor for Insomniac's PS3 titles (Resistance: Fall of Man, Resistance 2, Resistance 3, Ratchet & Clank: Tools of Destruction, A Crack in Time, All 4 One); decodes level meshes, textures, skeletons, animations and sound banks for preview and export from extracted
.psarccontents.
Spyro the Dragon¶
- spyroedit - Emulator plugin for modifying Spyro the Dragon games on PlayStation 1. Compatible with Windows emulators such as ePSXe and PCSX. Features include editing level textures and colors, replacing level skies, modifying object properties, and editing scenery positions.
- spyro-1 (decomp) - Matching decompilation of Spyro the Dragon.
- Same organization's matching decompilations of the other PS1 games: spyro-2 (Spyro 2: Ripto's Rage!, NTSC-U) and spyro-3 (Spyro: Year of the Dragon, NTSC-U).
- noclip.website (Spyro) - In-browser level viewer for the PS1 Spyro trilogy (Spyro the Dragon, Spyro 2: Ripto's Rage!, Spyro: Year of the Dragon), parsing the games' WAD subfile geometry, sky, and texture-tile data. Data structures derived from Kly_Men_COmpany's Spyro World Viewer.
- Spyro-Scope - Program that peers into the PS1 Spyro games' data, converting it for easier viewing and analysis (archived).
- RCRA Forge - Standalone Python/PyQt6 asset browser and model exporter for Ratchet & Clank: Rift Apart (PC), browsing 340,000+ assets and exporting models/zones to glTF/GLB/OBJ/FBX with correct skeletons, skin weights, UVs, and textures, without Ninja Ripper.
- rac-modding-resources - Curated list of resources for modding and reverse engineering the Ratchet & Clank series.
- Mr.Zurkon - Multi-tool for Ratchet & Clank: Size Matters and Secret Agent Clank (PSP), including PAKTool for PAK archives containing GIM images and Relocalizer for LOC_DATA localization files.
SIE Japan Studio (Ape Escape)¶
- ApeEscapeRecomp - Static recompilation of Ape Escape (PS1) into native code.
- salvatoreExtract - Extractor for the PackInfo archive files (DATA0/DATA2/DSKIMG.BIN) used by Ape Escape: Pumped & Primed and Ape Escape: Million Monkeys (PS2).
- MMTextGadget - English fan translation patch for Ape Escape: Million Monkeys (PS2, Japan-only), building a patched ISO from extracted DATA0/DATA1 game files.
Gravity Rush 2¶
- EVD Editor - PyQt5 GUI tool for browsing, editing, and exporting Japan Studio's Gravity Rush 2
.evdfiles.
Flipnic¶
- FlipnicDecomp - Decompilation of Flipnic: Ultimate Pinball (PS2, Sony Computer Entertainment Japan/SIE Japan Studio), created with Ghidra; not a full decompilation, aimed at reverse engineering file formats and cheat codes.
- FlipnicFileTools - Command-line tools with a GUI front-end for Flipnic's file formats, covering ISO disc images,
.BINblob virtual filesystem containers, and.PSSmovie containers (demuxing/remuxing FMVs, including custom video). Supersedes the author's earlier FlipnicBinExtractor and flipnicfs tools. - FlipnicPatterns - ImHex hex patterns documenting Flipnic's file formats.
- Formats: BIN/folder (virtual filesystem), FPC (camera sequences), HD (VAB soundbank header), IPU (video streams), LP4 (3D models/2D text animations), MSG (strings), PSS (audio/video container), save file, SST (stage definitions), SVAG/INT (Sony ADPCM audio), TM2 (textures), save icon.
- FlipnicSaveEditor - JavaFX GUI save file editor for Flipnic, covering rank/options/unlock editing, checksum regeneration for corrupted saves, and creating hybrid saves across regions.
Naughty Dog¶
Crash Bandicoot Series¶
- ReBandicoot - Reverse engineering tools for Crash Bandicoot.
- Crash-Bandicoot-Resources - Comprehensive collection of resources for Crash Bandicoot file formats and reverse engineering. Covers N. Sane Trilogy, Twinsanity, Crash Team Racing, Crash Bash, and original PS1 trilogy. Includes documentation for extracting/modifying PAK archives, IGZ models, NSD/NSF files, plus links to 30+ specialized tools, character mods, decompilation projects, and modding frameworks.
- CTR-tools - Toolkit for Crash Team Racing (PlayStation 1) file formats.
- HowlDataExtractor - Extracts the NDI HOWL audio files used in Crash Team Racing (currently offset tables and sequence packs; the format is not fully documented), with HowlSeq2Midi to convert the sequence packs to MIDI (unfinished).
- CrashEdit - Level and graphics editor for PlayStation 1 Crash Bandicoot games.
- crash-bandicoot-nsf - NSF (Naughty Dog Streaming File) format tools for Crash Bandicoot.
- Crash-Bandicoot-2-Modelexport - Model exporter for Crash Bandicoot 2.
- crashutils - Collection of utilities for Crash Bandicoot file formats.
- Same author's disgool, a disassembler/decompiler for Crash Bandicoot 1 GOOL bytecode (type 11 entries extracted from NSF files), and c1, a C port of the game that loads the original disc's NSD/NSF files and documents their entry item formats.
- noclip.website (Crash Bandicoot: Warped) - In-browser Crash Bandicoot: Warped viewer.
- c2c (decomp) - Matching decompilation of Crash Bandicoot 2: Cortex Strikes Back.
- ctr-native - Native (C++) reverse-engineering of Crash Team Racing (PS1).
- io_ctr_tools - Blender plugin for importing CTR: Crash Team Racing (PS1) levels with vertex colors, parsing LEV format via Kaitai Struct.
- Crash-NST-Level-Editor - Level editor, archive editor, and mod manager for Crash Bandicoot N. Sane Trilogy.
- CrashBashEx - Extractor for Crash Bash archive/music files.
- OpenSanityNeo - Crash Twinsanity (Xbox, PAL) decompilation/disassembly project using Ghidra and code generation, aiming for an accurate rebuildable disassembly.
- crash-ps2 (decomp) - Matching decompilation of Crash Bandicoot: The Wrath of Cortex (PS2).
- LibTWOC - C# library for reading and writing the file formats used by Crash Bandicoot: The Wrath of Cortex. See also twoc-tools, a cross-platform tool built on this library.
- travelers-toolkit - C++/ImGui level viewer for Crash Bandicoot: The Wrath of Cortex, parsing compressed
.gsc(or raw.nuson GameCube) scene files extracted from the disc; aims to grow into a full level editor. - C1 Browser Runtime - C/WebAssembly runtime building the original 1996 PlayStation Crash Bandicoot's engine lineage to run in a browser, using data read from your own game disc.
- CRUST - Independent Rust/WebAssembly compatibility runtime for the original 1996 PlayStation Crash Bandicoot, also running in a browser and reading data from your own game disc.
Jak and Daxter¶
- jak-project - OpenGOAL: reimplementation of the GOAL compiler/runtime and a native PC port for the Jak and Daxter series, built by reverse-engineering the original game code and data.
- goaldis - Standalone disassembler that dumps all code and data from a PlayStation 2 Jak & Daxter disc into GOAL assembly listings.
- jak1-vag-splitter - Tool for splitting VAG audio files from Jak and Daxter 1.
- JakAndDaxter1Sound - Sound extraction and playback tool for Jak and Daxter 1.
- Blender-Script-JaD-Actors - Blender script for importing Jak and Daxter actor models.
- JakAudioTools - Audio extraction and conversion tools for Jak and Daxter series.
- JakAudioTool - GUI tool for working with Jak and Daxter audio files.
- pcsx2-opengoal-texture-port-tools - Scripts for mapping PCSX2 HD texture packs to OpenGOAL/native PC texture replacements for the Jak and Daxter series.
Uncharted¶
- U4.PSARC.Tool - PSARC archive extractor for UNCHARTED: Legacy of Thieves Collection (requires Oodle library).
- big2-ps3-pak-research - PAK format specification and loader function for Uncharted 2: Among Thieves (PS3).
- big4-pak-research - PAK format specification and loader function for Uncharted 4.
- big4-dc-disasm - Disassembler for Uncharted 4 scripts.
The Last of Us¶
- t1-ps3-pak-research - PAK format specification and loader function for The Last of Us (PS3).
- t1x-pak-research - PAK format specification and loader function for The Last of Us Part I.
- t1ps4-dc-disasm - Disassembler for The Last of Us (PS4) scripts.
- t2-dc-disasm - Disassembler for The Last of Us Part II scripts.
- TLOU_PSARC_Tool - Imports and exports raw assets from The Last of Us PSARC archives.
- t2-pak-research - PAK format specification and loader function for The Last of Us: Part II.
- tlou-factions-server - Self-hosted revival server and protocol reverse-engineering project bringing The Last of Us: Factions (PS3, BCUS98174) back online under RPCS3.
Engine & Format Tools (Multi-Game)¶
- drnsf - Format research tool for Naughty Dog games including Crash.
- nd_pak.bt - 010 Editor template for Naughty Dog PAK files.
- fmt_nd_pak - Noesis plugin for Naughty Dog PAK assets.
- UnPSARC - Python tool for extracting PSARC files.
- StringId - Code for generating valid stringIds for various Naughty Dog games.
- dc - Format specification (work in progress) for the script files used in the Naughty Dog Engine.
- sidbase-dumper - Extracts data from sidbase.bin files used in the Naughty Dog engine.
- TLOU_PSARC_Tool - Extraction/repacking tool for The Last of Us PSARC archives.
- NaughtyDogLocalizationTool - Exports and imports localization files (
.subtitles,.common,.subtitles-systemic,.web) across all Naughty Dog games (Uncharted and The Last of Us series) on PS3, PS4, PS5, and PC.
Polyphony Digital¶
- GTAllPaintEditor - Tool to edit Gran Turismo 6's allpaint.bin file for assigning custom paints to cars through GT Auto.
- gt2-reversing - Reverse engineering tools for Gran Turismo 2.
- PDTools - Utilities for extracting and modifying Gran Turismo game files.
- GranTurismoENGNEditor - Editor for creating and editing ENGN (.es) files, containers of Sony HEVAG engine and exhaust sound loops, for PS1 and PS2 Gran Turismo games.
- Newer games: GTESGXEditor extracts, edits and builds the .esgx vehicle sound files of Gran Turismo 5/6 (the format PSP, 5 and 6 use), and GTESDExtractor extracts audio banks (.sxd) and RPM data from Gran Turismo Sport's GTESD files.
- GT4SaveEditor - Save editor for Gran Turismo 4.
- AdhocScriptEngine - Reverse engineering the adhoc script/assembly language & system of the Gran Turismo series.
- esprima-dotnet - Fork of Esprima .NET to target the scripting language for Gran Turismo series, Adhoc.
- GT-File-Specifications-Documentation - File specifications and documentation for various Gran Turismo file types.
- gtseq2midi - Converts Gran Turismo sequence files to MIDI.
- gtarctool - Extracts and repacks Polyphony Digital GT-ARC archives, with filename-list support for archives that ship one (such as MENU_RAW.ARC); tested only with Gran Turismo 1 NTSC-J, and LZSS compression/decompression is not implemented.
- GT2SaveEditor - Save file editor for Gran Turismo 2.
- GT3SaveEditor - Save file editor for Gran Turismo 3.
- GT5SaveEditor - Save file editor for Gran Turismo 5.
- gt7tool - Decrypts and unpacks files from Gran Turismo 7 archives.
- gttool - Earlier unpacking/decryption tool for Gran Turismo volume archives, predating gt7tool.
- Blender-GT-Tonemapper - Blender implementation of the Gran Turismo series' in-game tone mapping, for previewing datamined assets under the game's actual color grading.
Santa Monica Studio¶
- god_of_war_browser - WebGL-based in-browser viewer for God of War I/II (PS2/PS3/Vita) models and textures. See also god_of_war_editor, the same author's newer version with an improved interface (God of War I, PS2 NTSC only); both are maintained in parallel as god_of_war_editor doesn't yet implement all of god_of_war_browser's features.
- GOWTool - Asset browser and extractor for God of War (2018). Supports viewing and extracting meshes, textures, and other resources.
- God of War 2018 PS4 Tools - XeNTaX forum discussion and extraction tools for God of War (2018) on PlayStation 4. (Link archived/dead)
- GowUnreal - Exports God of War (2018) scene resources with correct positioning and imports them into Unreal Engine 5, with an accompanying UE5 plugin to save resources as uasset files.
Sucker Punch¶
- sly1 (decomp) - Matching decompilation of Sly Cooper and the Thievius Raccoonus (PS2).
- SlyTools - Sly Cooper (PS2/PS3 games) modding tools & research
- Sly2ModelRE - Researching the model format in Sly 2: Band of Thieves.
- sly_dec.py - Python script for decrypting Sly Cooper files.
- fmt_GoT_SPS-Noesis-Plugin - Noesis plugin for Ghost of Tsushima assets.
- PS23DFormat (Sly 2) - Archived documentation for Sly 2 3D format.
- PS23DFormat Wiki Archive - Complete archive of PS23DFormat wiki covering PS2 3D formats.
- cane - Work-in-progress level editor for Sly Cooper series with reverse-engineered level format parsing for modding.
- SlyCineTrainer - Trainer for creating camera animations in Sly Cooper games.
Other First Party / Japan Studio¶
- medievil-decomp (decomp) - Matching decompilation of MediEvil (PS1).
- DriveClubFS - Unpacks files from DriveClub .ndx + .dat file system (PS4). Also supports extracting binary resources, XMLs and textures from .rpk resource packs. Supports versions 1.00, 1.28, and NPXX51272 (Alpha/Proto Build).
- RORPSPTOOL - Cars Race-O-Rama PSP/DS .mif/.rbh archive tools.
- pysx - Python Final Fantasy VII (PSX) file extraction and conversion tools.
- Severed Chains - Decompilation and reverse-engineered reimplementation of Legend of Dragoon (PS1), ported to PC/Mac/Linux/Steam Deck, reading and parsing the original game's disc data files.
- Ecosystem: Dragoon-Modifier (RAM editor), lodmods (modding tools), Script-Recompiler (disassembler for the game's scripting engine), and Font-Editor (font viewer/editor, WIP).
- libxb - Python library for the ClapHanz XB archive format, used by Everybody's Golf/Hot Shots Golf and other ClapHanz-developed titles.
Team Ico (Ico / Shadow of the Colossus)¶
- ico-decomp (decomp) - Matching decompilation of Ico (PS2).
- SOTC (decomp) - In-progress decompilation of the preview build of Shadow of the Colossus (PS2).
- ICOview - Map viewer for Ico (PS2), reading the game's original level data files.
- SotC-XFF-Analyzer - Reads XFF symbol files from Shadow of the Colossus (PS2), merging them into a Ghidra-loadable binary and generating disassembly for comparison against a recompilation on decomp.me.
- dormin - Character animation player, geometry viewer and audio decoder for Shadow of the Colossus; indexes models, textures, skeletons and animations from the game's data files (clone of the original repo.or.cz repository).
LittleBigPlanet¶
- NLG-File-Editor-Tool - Simple tool to extract and edit files from .dict/data archives used in LittleBigPlanet 2.
- RSBR.PAK.Tool - Tool for extracting PAK (OBB) archives from mobile game Run Sackboy! Run! (Android/iOS).
- Craftworld Toolkit - Extended version of philosophofee's farctool2 for modding the mainline LittleBigPlanet series. Reads and edits gamedata files/resources, views/exports textures and models (OBJ, glTF 2.0), edits saves and story/extra-content packs, and installs/exports mod files.
- ufg - Tools for working with games made by United Front Games (ModNation Racers, LittleBigPlanet Karting). See also ufg.js, a JavaScript port of the format library.
- lbparc - Unpacks archives from LittleBigPlanet PSP.
- TLoD-Texture-Converter - Texture converter/previewer for The Legend of Dragoon (PS1), decoding TIM, MCQ (skybox), and PXL (submap object) texture formats to PNG from Severed Chains file dumps.
- TLoD-Assets-Manager - Manages The Legend of Dragoon (PS1) game assets (textures, models, animations).
- TLoD-TMD-Converter - Converts The Legend of Dragoon's TMD model format to DAE.
- Blender-Anim-To-TLoD - Blender 2.80 addon for converting object animations into The Legend of Dragoon's SAF (Simple Animation Format).
- DEFF-Basic-Unpacker - Unpacker for The Legend of Dragoon's DEFF archive format.
Sony Online Entertainment¶
- Holocore - Star Wars Galaxies server emulator for the Combat Upgrade (CU) era.
- Sanctuary - Server emulator for Free Realms research, and LibSOE networking library.
- FreeRealmsUnpacker - Browses and extracts assets from Free Realms asset files (.pack/.dat, including the PS3 and TCG assets), with GUI and CLI. Also creates and appends asset files, adds/deletes/validates assets, and repairs corrupted .pack.temp files.
- FreeRealmsLocaleTools - .NET library reading and writing text entries in Free Realms locale files (
<locale>_data.dat/.dir), with name-ID lookup and locale metadata editing. - FreeRealmsMapMaker - Console tool that creates maps from Free Realms
*_TileInfo.txtand*_Tile_*.ddstile assets. - FLATool - Extractor and packer for FlatFile archives (.FAT), used by PlanetSide 1 to store .DDS files.
- PSPack - Extracts and repacks PlanetSide 1 Pack files (.PAK).
- ADBExtractor - Extracts PlanetSide 1's .ADB ASCII database file format.
- Raxicore Editor - Cross-platform viewer/editor/unpacker for PlanetSide 1's client-side asset formats.
- Formats: PACK archives (.pak, LZO1X-compressed), FLAT archives (.fat/.fdx), UberMesh models and skeletal animations (.ubr), ASCII databases (.adb), surface-type tiles (.srf), map manifests (contents_mapNN.mpo), and DDS textures.
- Features: offscreen-Vulkan 3D viewport, continent assembly from map manifests, per-material texture picker with faction (NC/TR/VS) skin swapping, skeletal animation playback, and OBJ+MTL mesh export.
- warpgate - C++ model exporter for PlanetSide 2's Forgelight engine assets.
- synthium - C++ library for extracting assets from PlanetSide 2's
.pack2archive files, used by warpgate above. - dbg-pack - Python library for reading PlanetSide 2's legacy
.packand.pack2archive formats; actively-maintained fork adding convenience search/save methods and multiprocessing for faster loading. - vanguard-saga-of-heroes-asset-extractor - Extracts, converts, and exports 3D models, animations, audio, and other assets from Vanguard: Saga of Heroes, an Unreal Engine 2.5 MMORPG.
- eqsage - Converts EverQuest S3D/EQG assets on the fly to render them in the browser; includes a zone database editor and viewer.
- eqrequiem - Brings EverQuest to the browser using the BabylonJS engine and Go, converting and extracting the original game's assets.
- eq-three-js-zone-viewer - Python-based converter for extracting, converting, and viewing classic EverQuest game assets in a browser with three.js.
- EYE_extractor - Extracts .eye archives from Lords of EverQuest.
- SWGMayaPlugin - Autodesk Maya 2024/2027.2 plugin package for Star Wars Galaxies asset import/export, including helper executables, blend shape and POB (portal object block) tooling, and batch queue support.
- SchematicDump - Dumps ingredient slots and crafting attribute data from Star Wars Galaxies' draft schematic .iff files to text.
- LanternExtractor - EverQuest Trilogy client S3D asset extractor, converting encoded game data into formats usable in modern game engines.
- quail - Command-line EverQuest asset manager (archived, early-preview status): zip/unzip PFS archives (EQG, S3D, PAK, PFS), converts between PFS archives and the .quail/WCE (WorldCom Emu) folder format, and inspects binary WLD/MOD/MDS files.
- LanternUnityTools - EverQuest zone/object/character/equipment importer and visualization toolset for the Unity engine, built on intermediate format exports from LanternExtractor above.
Evolution Studios¶
- motorstorm-modding-resources - WIP modding resources and filetype notes for MotorStorm games (PS3, PS Vita).
- mspr-save-uncorrupter - Fixes corrupted MotorStorm: Pacific Rift save files, including the common freeze-on-load issue for the Wreckreation event.
- WRCEvoTools - Tools for files found in WRC games developed by Evolution Studios (PS2).
Bend Studio¶
- HG2PatchCreator - Tool for creating a valid patch.bin for Uncharted: Golden Abyss (PS Vita).
- SFTOS-TDX-Converter - Converts
.txdtexture files (4bpp, 8bpp, and swizzled) from Syphon Filter: The Omega Strain (PS2) to PNG. - hogger - Packer/unpacker for the HOG archive format used by Syphon Filter: The Omega Strain (PS2).
SuperBot Entertainment¶
- PSAS-Vita-Noesis - Noesis import script for PlayStation All-Stars Battle Royale models.
CampFire Studio (Soulmask)¶
- SoulmaskDataMiner - Command-line program for gathering data from Soulmask's Unreal Engine game assets.
- EditSoulmaskSave - Command-line tool for querying and modifying Soulmask save files.
Bugbyte (Space Haven)¶
- Space-Haven-Save-Game-Editor - Save editor suite for Space Haven, covering new-game setup, save file management, and ship blueprint editing.
- space-haven-editor - Browser-based savegame editor for Space Haven (versions 0.12.2/0.12.3), reading and rewriting save data without installing a desktop app.
Elemental Games (Space Rangers)¶
- SRHD XenoModKit - Headless modding toolkit for Space Rangers HD: A War Apart.
- Formats: BlockPar DAT, RSON, modular RSM, legacy SVR/SCR, GI/PNG image conversion, GAI/HAI/PKG archives, QM/QMM text quests.
- Features: Full mod validation with a reproducible SHA-256-manifested ZIP build, deterministic GAI/PKG packing, CacheData/Main.dat script-registration consistency checks, and CP1251/UTF-8 corrupted-text detection.
NoriaWorks Entertainment (Speed Haste)¶
- SpeedHasteSrc - Original C source code for Speed Haste (1995), released into the public domain by the game's own developer, Javier Arevalo Baeza.
- Speed - Remake/source port of Speed Haste (1995, NoriaWorks Entertainment, published by Friendware), reading the original DOS game's data files.
- SpeedEd - Tile/level editor for Speed Haste.
Speed Racer¶
- SpeedRacerTool - Tool to rip models from Speed Racer (PS2/Wii).
Spike Chunsoft¶
- nonary-mods-tools - Extracts, translates, rebuilds and checks the 60 system messages in
data/etc/sysmes.datof the Nintendo DS release of Nine Hours, Nine Persons, Nine Doors (fixing the byte-position references that text edits would break), and adds accented font characters to four system-font files and replaces the Yes/No and empty-save labels.
Danganronpa¶
- ronpaTool - Tool for extracting files from .wad, .obb, and .ab containers for Danganronpa 1 and 2 (Android versions).
- Danganronpa-Another-Tool - Romhacking tool for extracting and repacking PAK archives (both text/script and texture variants) across Danganronpa: Trigger Happy Havoc, Danganronpa 2, and Danganronpa Another Episode (PSP/PSVita/PC/PS4), with PNG-to-BTX texture conversion.
- RSCTTool - Converter between Danganronpa V3/SS RSCT and TXT files.
- DRV3-Sharp - Tool and library for working with various file formats from Danganronpa V3 for PC, actively maintained successor to the archived DRV3-Tools.
- DRV3-STX-TOOL - Extracts and repacks Danganronpa V3's STX dialogue files to/from gettext
.pofor translation, given STX/WRD pairs obtained via DRV3-Sharp or SpiralFormats above. - Harmony-Tools - Collection of tools to help translate Danganronpa V3: Killing Harmony.
- V3SaveManager - C# save editor with a GUI for Danganronpa V3: Killing Harmony; work in progress, tested with the legacy Steam PC version.
- SpiralFormats - Core format library for SPIRAL, a Danganronpa modding framework.
- Danganronpa-Modding - Documentation of Danganronpa 2's DAT/LIN opcode formats, GMO model format, and other file structures, with Nonstop Debate DAT converters and voice-line extraction utilities.
- danganronpa-tools - LIN script compiler/decompiler (Danganronpa 1 and 2) plus WAD and PAK archive packers/unpackers for the Danganronpa PC releases (archived).
- Ultra-Despair-Extractor - Open native extractor for Danganronpa Another Episode: Ultra Despair Girls (PC), converting .cpk/.bnc/.btx files to posed, UV-mapped, textured .obj models.
Kamaitachi no Yoru¶
- kamaitachi-sfc-english - Fan translation project for Kamaitachi no Yoru (Chunsoft, SNES), working with the game's original script and ROM data formats.
- otogirisou-english - Fan translation patch project for Otogirisou (Chunsoft, Super Famicom, 1992), reverse-engineering the original sound novel's script and font data.
- otogirisou-tools - Translation tooling (script and font extraction/repacking utilities) supporting the Otogirisou (Super Famicom) fan translation project.
- otogirisou-ps1 - Reverse-engineering notes for Otogirisou: Sosei-Hen, Chunsoft's 1999 PlayStation remake of Otogirisou, covering format changes and additions versus the Super Famicom original.
- DRV3-Tools - Toolset for Danganronpa V3's original archive and script formats.
Fushigi no Dungeon: Fuurai no Shiren Gaiden¶
- Shiren_DataBG_ext - Extracts and converts all images from the Dreamcast game's
DATABG.binand rebuilds it with LZ40 compression, preserving the palettes of indexed map-name images.
1047 Games (Splitgate)¶
- SplitgateReplayReader - C# parser for Splitgate's replay files.
THQ Studio Australia (SpongeBob SquarePants: Lights, Camera, Pants!)¶
- PakTool - Qt-based archive editor for the
.pakfiles used by SpongeBob SquarePants: Lights, Camera, Pants! (GameCube/PS2/Xbox). - gm-lcp - Compiles and extracts the GameMonkey Script debug library files embedded in Lights, Camera, Pants!'s archives, supporting both the GameCube and PS2 versions.
Sprite¶
- Sprite4SteamExtractor - Command-line extractor and CG composer for Sprite's encrypted
.datvisual novel archives. Supersedes the author's earlier single-game Aokana-Extractor, Aokana-Ex2-Extract, and Koichoco-Extractor tools. - Games: Aokana: Four Rhythms Across the Blue (base game, Extra 1, Extra 2), Koichoco (Love, Election, and Chocolate).
- Features: Archive entry listing/extraction (
--list/--extract), multi-game decryption key selection (--game), and CG composition from extracted sprite layers (--combine). - aokana_extra2ct - Extracts files from Aokana
.datarchives (e.g.evcg.dat,sprites.dat,adult.dat) and composes complete CGs and character sprites with Magick.NET, using bundled face and CG definition data; the author notes parts of the code were copied from the game's assembly via dnSpy and makes no guarantees of correct functionality.
Square Enix¶
Many titles use CRI or Havok middleware.
- S3Extract - Extractor for the custom PS1 filesystem used by Square Product Development Division 3, covering Xenogears, Chrono Cross, and Dewprism / Threads of Fate (retail .BIN images and demo .IMG/.HED builds).
- OctopathTraveler - Save data editor for Octopath Traveler (Switch).
- Same author's editors for the sequels: OctopathTraveler2 (Octopath Traveler II, Switch) and OctopathTraveler0 (Octopath Traveler 0).
- LegendofMana - Save data editor for Legend of Mana (Switch).
- Setsuna - Save data editor for I Am Setsuna (Switch).
Final Fantasy¶
- FFCC-Decomp (decomp) - Matching decompilation of Final Fantasy Crystal Chronicles.
- CrystalEditor - Savegame editor for the WiiWare title Final Fantasy Crystal Chronicles: My Life as a King.
- ff7tool - Tool for viewing Final Fantasy VII world maps.
- FF16Tools - Tools & Library for Final Fantasy XVI / 16 Engine games (FFXVI, FINAL FANTASY TACTICS - The Ivalice Chronicles).
- Features: PAC unpacker/repacker, TEX to DDS conversion, DDS/image to TEX, NXD (Nex/ExcelDB) conversion, PZD (Panzer dialogue) conversion, save file unpack/pack, FlatBuffer schemas for KDB (KineDriver) & BNMB (Bonamik).
- ffxvi-nex-layouts - Nex sheet layouts for FINAL FANTASY XVI, for use with FF16Tools.
- fftivc-nex-layouts - Nex sheet layouts for FINAL FANTASY TACTICS - The Ivalice Chronicles, for use with FF16Tools.
- ff16.utility.modloader - Final Fantasy XVI / 16 Mod Loader for Reloaded-II using FF16Tools.
- fftivc.utility.modloader - FINAL FANTASY TACTICS - The Ivalice Chronicles Mod loader for Reloaded-II using FF16Tools.
- FaithFramework - Mod Framework for FFXVI using Reloaded-II. Features: ImGui API, Nex Runtime Interface API, Resource Manager, Camera Manager (WorldToScreen/Camera Pos).
- Lumina - A .NET library for reading and interacting with game data files from Final Fantasy XIV.
- SaintCoinach - A .NET library for extracting and reading game assets from Final Fantasy XIV. Supports SqPack extraction, EXH/EXD data parsing, and texture conversion.
- Sapphire - Research-focused Final Fantasy XIV server emulator (targets version 3.3).
- FFXIV Explorer - Modern fork of FFXIV-Explorer with updated support for recent game patches.
- sharlayan - Memory reading and scanning library for Final Fantasy XIV.
- machina - Network capture library for realtime TCP/IP decoding and FFXIV data capture.
- aetherometer - Framework for processing network-level information from Final Fantasy XIV via a GraphQL API.
- xiv-datamining - Repository for sharing Final Fantasy XIV datamining information, including CSV exports and documentation on various systems.
- See also ffxiv-datamining-ko for Korean version specific data.
- FFNx - Next-generation modding platform and graphics enhancement framework for Final Fantasy VII (Steam, 2026 Rerelease, GOG, Windows Store) and Final Fantasy VIII (Steam), supporting DirectX 11/12, OpenGL, and Vulkan.
- ffvii (decomp) - In-progress matching decompilation of Final Fantasy VII (PSX).
- FF16FontMaker - GUI tool for modding fonts in Final Fantasy XVI / 16 Engine games, built on FF16Tools.
- FFPRSaveEditor - Save game editor for the Final Fantasy Pixel Remaster series (FF I-VI).
- FFPixelRemaster - Save data editor for Final Fantasy Pixel Remaster (Switch).
- FF1 - Save data editor for Final Fantasy (3DS).
- FF12 - Save data editor for Final Fantasy XII (Switch).
- FFCC - Save data editor for Final Fantasy Crystal Chronicles (Switch).
- FF6 - Python library for parsing and declaratively modifying a Final Fantasy VI SNES ROM, including basic first-slot save game editing.
- ff6 (disasm) - Disassembly of Final Fantasy VI (Super Famicom, released overseas as Final Fantasy III), building the original ROMs from source.
- FinFan - Remake of Final Fantasy (NES) in C++/Allegro, with tools that extract resources from the original game into a format usable by the remake's code. See also FinFan_script, a fork replacing the C++ NPC event-handling code with a custom scripting language.
- FF16Converter - Tools for converting Final Fantasy XVI file formats, including textures (.tex) and subtiles (.pzd).
- q-gears - Cross-platform RPG engine reimplementation targeting Squaresoft's Final Fantasy VII, VIII, IX, and Xenogears. Inactive since 2017.
- final-fantasy-save-utils - Cross-platform save editor for retro Final Fantasy SNES titles, built with .NET and Avalonia.
- FF3jSRAMEditor - Save game (SRAM) editor for Final Fantasy III (NES, Japanese release).
- ff4 (disasm) - Disassembly of Final Fantasy IV (Super Famicom, released overseas as Final Fantasy II), building the original ROM from source.
- ff4kster - ROM editor and hacking tool for Final Fantasy IV (FF2US v1.1), covering spells, characters, jobs, items, shops, maps/tilesets, monsters, battle formations, and event scripts, reading graphics directly from the ROM.
- gamingway - Python library for reading and modifying Final Fantasy IV (FF2US v1.1) SNES ROMs, exposing spells, spellbooks, items, equips, characters, monsters, map/tileset, and overworld tile data as structured objects for building custom rom-hacking tools and randomizers.
- ff5 (disasm) - Disassembly and ROM documentation for Final Fantasy V (Super Famicom), building the original ROM from source.
- FFTools - Browser-based data editor for 8-bit and 16-bit Final Fantasy ROMs; extracts ROM data to JSON for editing, then reassembles a new ROM via a full game disassembly and cc65.
- FF6Tools - Browser-based editor covering NES/Famicom, SNES/Super Famicom, and GBA Final Fantasy ROMs (FF I-VI and their Advance ports), editing maps, battles, monsters, characters, items, attacks, and event/AI scripts, with graphics import/export.
- ff5reader - Python/Qt ROM reader for Final Fantasy V (SNES), with string-block, struct, and glyph definitions for the SNES and RPGe translation ROMs, plus FF4/FF6 helper modules and an SPC700 analyser.
- mystic-editor - Python editor for Mystic Quest (Final Fantasy Adventure, Game Boy) that decodes the ROM into editable maps, scripts, sprites, and audio files, re-encodes them, and can build an expanded ROM.
Final Fantasy XI¶
- XiPackets - Reverse-engineered documentation and tools related to packet functions, data, and systems for Final Fantasy XI.
- XiEvents - Reverse-engineering information and tools related to event data for Final Fantasy XI.
- LandSandBoat - Open-source server emulator for Final Fantasy XI, reimplementing retail server behavior alongside reverse-engineered game data tables (dats) for the game's client.
- FFXI-NavMesh-Builder - Builds navigation meshes (via RecastNavigation) from Final Fantasy XI's collision data for retail-accurate mob/pet pathing on LandSandBoat servers, exporting intermediate .OBJ files. See also xiNavmeshes (the generated navmesh dataset) and xiNavmeshOBJs (hand-cleaned intermediate OBJ output from the builder).
- UpdateExtractor - Extracts and sanitizes Final Fantasy XI client update data (produced by POLUtils' MassExtractor) and applies it in-place to a LandSandBoat server install, avoiding manual fixes for shifted IDs and content changes.
- FFXINAV - DLL that exports pathfinding using DSP navmeshes or custom navmeshes for Final Fantasy XI.
- POLUnpack - Unpacks Square Enix's PlayOnline (POL1) custom-packed PE binaries used by the Final Fantasy XI client, outputting a clean, research-friendly executable.
- ffxi-macro-editor - Windows editor for Final Fantasy XI macro books and sets in the
USERfolder, showing auto-translate phrases as text, with search across all books and characters, drag-and-drop move/copy, and plain text/JSON export and import.
Final Fantasy XV¶
- FFXVTemplates - 010 Editor templates for Final Fantasy XV files.
- Flagrum-Blender - Blender add-on for Final Fantasy XV and Forspoken asset import/export integration with Flagrum.
- Flagrum - All-in-one asset browser and converter for Final Fantasy XV and Forspoken, with asset preview and export capabilities.
- FFXV_NavMeshToObj - Converts Recast navmeshes in Final Fantasy XV .nav files to Wavefront OBJ files.
- ffxv (RE research) - Reverse-engineering research and libraries for Final Fantasy XV (PC, PS4, Xbox One), covering EARC archives, EXML data, and other Luminous Engine formats.
- ffxv-flatbuffers - FlatBuffers schemas for Final Fantasy XV's binary data formats.
- EbonySnapsManager - Views, exports, replaces and adds snapshot (.ss) files in Final Fantasy XV's photo storage menu; adding and removing snaps modifies the save file and snapshotlink.sl.
- FFXVSaveCrypt - Decrypts and encrypts Final Fantasy XV save data files such as gameplay0.save, system_data.save and snapshotlink.sl.
Final Fantasy XIII¶
- Fang - Command-line extraction tool for the PC version of Lightning Returns: Final Fantasy XIII.
- WhiteBinTools - Extracts and repacks game resource archive files (WHITE.BIN) from the Final Fantasy XIII trilogy.
- See also WhiteBinTools_dll, the C# reference library containing the functions WhiteBinTools uses.
- WhiteFilelistManager - Manages the filelist files of the Final Fantasy XIII trilogy: unpacks them to JSON or text, converts them back, and can add paths for new sequential files (needs a layeredFS plugin).
- See also WhiteCryptTool, which decrypts and encrypts the XIII-2 and XIII-LR filelist files as well as the clb files from all three games.
- WPDtool - Unpacks and repacks WPD-type files (.bin, .wdb, .wpd, .wpk, .xfv, .xgr, .xwb, .xwp) from the Final Fantasy XIII trilogy; paired IMGB image data is unpacked with a valid DDS header attached. Repacking is limited to PC files.
- TRBtool - Unpacks and repacks TRB IMGB files from the Final Fantasy XIII trilogy. Repacking is limited to PC files.
- Both TRBtool and WPDtool use IMGBlibrary (.NET Framework; a .NET Core build also exists), a C# library for handling the trilogy's IMGB image headers.
- ZTRtool - Extracts and converts the ZTR text files from the Final Fantasy XIII trilogy.
- WDBJsonTool - Converts WDB database files from the Final Fantasy XIII trilogy to JSON and back, with separate game codes for XIII-1 and XIII-2/Lightning Returns.
- Siblings: WDBXlsxTool (same conversion to and from xlsx) and WDBXlsxConverter (one-way WDB to xlsx).
- TxbImageTool - Extracts and converts image files to a format supported by the Final Fantasy XIII trilogy.
- FFXIIIWMPtool - Unpacks and repacks the WMP movie archive files from Final Fantasy XIII (PC and Xbox 360 movies unpack as .bik, PS3 as .pam).
- 010-binary-templates - 010 Editor templates for Lightning Returns: Final Fantasy XIII's TRB/MTB formats.
- LRFF13-Internal-ID-Extractor - Extracts Lightning Returns: Final Fantasy XIII's internal IDs and maps them to display names from the US ZTR text files, parsing WTB/ZTR game data.
- ff13-save-editor-software - Save editor and decryptor for Final Fantasy XIII (Steam/Xbox/Windows Store version).
Final Fantasy VII¶
- ff7tk - Qt-based toolkit that makes programming Final Fantasy VII tools easier. Used as a shared parsing/editing base by other FF7 modding tools.
- blackchocobo - Save editor for Final Fantasy VII, supporting PC, PSX, PS3, PSP/PS Vita, and Switch save formats (including the 2012 Steam release's metadata.xml), built on ff7tk.
- FF7 - Save data editor for Final Fantasy VII (Switch).
- makoureactor - Final Fantasy VII field archive editor.
- ff7-scarlet - Multipurpose editor for Final Fantasy VII.
- Formats: kernel.bin/kernel2.bin (command, attack, battle, character, item, equipment, materia, and key item data), scene.bin (enemy data, enemy attacks, formations), ff7.exe (in-game text, shop data, limit breaks, character names, audio data).
- touphScript - Text editor for the Final Fantasy VII PC release, for editing in-game dialogue/field text.
- CaitSith - Final Fantasy VII CAM editor.
- Palmer - Final Fantasy VII field background editor. Initial source code release by Aali132.
- Aeris - Tool for working with Final Fantasy VII background files.
- FF7ToBlender - Blender addon to import/export Final Fantasy VII animation files.
- FF7PSXtoPC - Final Fantasy VII PSX-to-PC model converter (WIP).
- FF7SND - Final Fantasy VII audio extraction app, originally made by Qhimm.com.
- KimeraCS - C# rewrite of Borde's original Kimera tool for modding Final Fantasy VII models.
- See also tsunamods-codes/kimera for Borde's original VB6/OpenGL tool.
- Braver - Open-source reimplementation of the original Final Fantasy VII game engine, run alongside an existing FF7 install.
- DoCTextTool - Extracts and re-converts text files for Dirge of Cerberus: Final Fantasy VII.
- DoCCryptTool - Decrypts and encrypts the text bin, class (script), kelstr.bin and .at3 bgm files from Dirge of Cerberus: Final Fantasy VII.
- DoCMovieTool - Unpacks and repacks the movie archive files of Dirge of Cerberus: Final Fantasy VII (can only replace existing files within an archive).
- DoCPathsGenerator - Companion tool that generates paths for Dirge of Cerberus: Final Fantasy VII files that have no path defined in the game's filelist.
- ff7-decomp (decomp) - Matching decomp of Final Fantasy VII for PlayStation 1
- Gaia - Command-line tool for exporting/importing Final Fantasy VII world map .MAP files to/from .OBJ format.
- ff7-worldmap - Decompiled Final Fantasy VII world map engine.
- ff7-coaster - Decompiled code for the Final Fantasy VII "Jet Coaster" minigame.
- ff7-chocobo - Decompiled code for the Final Fantasy VII chocobo racing minigame.
-
FFVIISE_Modding_Tool - All-in-one editor for Final Fantasy VII Steam Edition, covering textures, battle scene enemy stats, materia properties/AP, dialog text, equipment stats, and raw hex data.
-
kujata - Translates Final Fantasy VII PC assets to web-friendly JSON/glTF/PNG: field character models and animations (char.lgp), field scene data (flevel.lgp) including scripts/tiles/textures, kernel data (kernel.bin/kernel2.bin), window.bin icons, and TIM/TEX textures.
- Elena - .NET Standard library for reading Final Fantasy VII data: KERNEL.BIN/kernel2.bin stats and text, LGP archive listing/extraction, and TEX texture conversion.
Final Fantasy VII Remake / Rebirth¶
- FF7R-UMAP - Work-in-progress map (.umap) extractor for Final Fantasy VII Remake Intergrade (PC), built on Unreal Engine.
- FF7R-font-mod-tools - Font modding tools for Final Fantasy VII Remake.
- ff7tools - Suite of command-line translation and hacking tools for the PlayStation 1 version of Final Fantasy VII, focused on dumping and editing in-game text.
- ff7-okteta - Structure definition plugin for the Okteta hex editor, describing the Final Fantasy VII save game format.
- ff7r-subtitle-exporter - Exports Final Fantasy VII Remake subtitles to CSV files by reading the game's extracted text files.
- ff7r-data-editor - Editor for modifying
.uasset/.uexpDataObjectfiles for Final Fantasy VII Remake, changing numeric values, FNames, and array elements in unpacked game files without altering file size. - FF7R2-DataObject-Parser - C# library (NuGet
FF7R2.DataObject.API) for reading and writing Final Fantasy VII Rebirth DataObject files from the original IoStore assets (not Zen-extracted.uasset/.uexp), with a byte-patching save mode and a full parsed-data save mode that allows resizing arrays. - FF7RebirthDataObjectEditor - Editor for Final Fantasy VII Rebirth
DataObject.uassetfiles in their extracted IOStore state: edit primitives, FNames and array sizes, and export/import.csv. - FF7R-mesh-importer - Blender import tool for Final Fantasy VII Remake mesh/asset files.
Final Fantasy VIII¶
- FF8-Rinoa-s-Toolset - All-in-one modding toolkit for Final Fantasy VIII. Supports ripping/viewing battle stages, world map segments, models, and texture mixing.
- Esthar - Resource editor for Final Fantasy VIII.
- ff8-garden - Final Fantasy VIII editor based on Qhimm's source. Supports decompiling data files, editing game text, and recompiling.
- maelstrom - Seed randomizer for Final Fantasy VIII PC (Remastered and 2013 Steam release).
- FF8 - Python tools for reading various Final Fantasy VIII file formats including TIM textures, MCH character models, and battle models.
- deling - Final Fantasy VIII field/worldmap archive editor.
- hyne - Final Fantasy VIII save editor.
- FF8 - Save data converter for Final Fantasy VIII (Switch) that exports the ff8slot save files for editing in tools such as Hyne and imports them back.
- ChocoEdit - Savegame editor for Final Fantasy VIII's Chocobo World minigame on PSX and PC, handling
.mcssaves andCHOCORPGfiles; edits Boko's level, weapon, items, and flags, and can re-associate the save with another Final Fantasy VIII save. - Field-Map-Editor - Editor for Final Fantasy VIII field
.mapfiles, including tile data management and texture swizzling/deswizzling. - OpenVIII_CPP_WIP - C++ library providing an API to read Final Fantasy VIII's
ZZZandFIFLFSarchive formats. - zzzDeArchive - Tool to create, extract, and merge
.zzzarchives for Final Fantasy VIII Remastered. - ff8_mch - Blender plugin for importing/exporting Final Fantasy VIII field MCH character models.
- Moomba - Final Fantasy VIII CAM editor.
- PuPuSharp - C# port of the original PuPu Project, a Final Fantasy VIII field importer/exporter. (Deprecated, superseded by Field-Map-Editor)
- FF8SND - Final Fantasy VIII audio extraction app, originally made by Qhimm.com.
- ff8-decomp - Decompilation of Final Fantasy VIII.
- FF8ModdingWiki - Wiki documenting Final Fantasy VIII file formats and modding techniques. (source)
- FF8UltimateEditor - All-in-one editor for modding Final Fantasy VIII game data.
- ShumiTranslator - Universal translator tool for Final Fantasy VIII text files.
- FF8GameData - Python library exposing Final Fantasy VIII game data structures, used by several other HobbitDur FF8 tools.
- IfritAI - Editor for Final Fantasy VIII monster AI data.
- pandemona - Editor for Final Fantasy VIII Guardian Force (GF) capability data.
- CC-Group - Editor for Final Fantasy VIII's Triple Triad card game data.
- charone_extractor - Blender plugin for importing the chara.one model format (meshes and animations) used in Final Fantasy VIII.
- ff8-sound-remixed - Reader for Final Fantasy VIII audio.dat and audio.fmt sound archive files.
- JumboCactuar - Easy-to-use editor for Final Fantasy VIII .out data files.
- nsw2ff8 - Python3 script to import/export Final Fantasy VIII Remastered save data from Nintendo Switch save files.
- DDSZ_Tool - Decompresses and recompresses the LZ4-based DDSZ texture format found in Final Fantasy VIII Remastered's Nintendo Switch game files.
- phantasia-tools - Text extraction and injection utilities for Final Fantasy VIII (PS1).
Final Fantasy IX¶
- Memoria - Open-source community rewrite of the Final Fantasy IX engine. Adds a mod manager/downloader, model viewer, widescreen support, and framerate/camera/audio improvements on top of the original game data.
- FF9 - Save data editor for Final Fantasy IX (Switch).
Chrono Trigger¶
- CTNx - Next-generation modding platform for Chrono Trigger (native Steam 2018 release support), inspired by FFNx.
- ct-fmv - Encoder/decoder for the FMV files in the Steam version of Chrono Trigger.
- CTViewer - Displays Chrono Trigger scene and world maps with tile/palette animation and debug info, supporting both the SNES and Steam versions.
- ChronoTrigger - Save data editor for Chrono Trigger (Nintendo DS).
Chrono Cross¶
- chrono-cross-decomp (decomp) - Matching decompilation of Chrono Cross (100%, based on Radical Dreamers version).
- ChronoCross - Save data editor for Chrono Cross (Switch).
Xenogears¶
- xenogears-decomp (decomp) - Matching decompilation of Xenogears.
- Noah (decomp) - Non-matching decompilation of Xenogears.
- xenogears-recomp - Static recompilation of Xenogears (PS1) into a native executable.
Xenosaga¶
- xenosaga (decomp) - Matching decompilation of Xenosaga Episode 1 (PS2, USA).
- Xenosaga-2-Editor - ISO and save editor for Xenosaga Episode II (PS2, USA SLUS-20892/SLUS-21133); local web app built with stdlib Python only.
Vagrant Story¶
- rood-reverse (decomp) - Matching decompilation of Vagrant Story.
- Vagrant-Story-Noesis-Python-Plugin - Noesis plugin for Vagrant Story models and animations.
- Vagrant-Story-Unity-Parser - Unity editor script that reads data from the original Vagrant Story game files to build prefabs and databases. See also the author's earlier Vagrant-Story-Scripted-Importer, an initial pass at the same file format support in Unity.
- Vagrant-Story-Patcher - Open-source, universal patch utility for Vagrant Story.
- VSViewer - Model viewer and exporter for Vagrant Story, rendering the game's original character, weapon, and level models beyond their native 256x224 in-game resolution.
Parasite Eve¶
- parasite-eve-decomp - Source-only decompilation of Parasite Eve (PS1), work in progress.
Soul Blazer¶
- RustyBlazer (decomp) - Matching decompilation of Soul Blazer.
- RandoBlazer - Randomizer for Soul Blazer; shuffles enemy/lair types, item and NPC rewards, and edits in-game text directly in the ROM.
Sleeping Dogs¶
- TheoryEngine - WIP reverse-engineered reimplementation of the Sleeping Dogs: Definitive Edition engine using shipped debug symbols (PDB); header-focused for embedding in tools and mods.
- Gibbed.SleepingDogs - Archive unpacking and packing tools for Sleeping Dogs game files.
- MXS_Sleeping_Dogs_Definitive_Edition_PC - MaxScript for importing and exporting 3D character models from Sleeping Dogs: Definitive Edition (PC), building on format research from the SDmodding project.
- CPP_Sleeping_Dogs_Definitive_Edition_PC - Archive manager for Sleeping Dogs: Definitive Edition's
.big/.bixdata buffer and index files, supporting file export/import with CRC32-based file identification. - SD-BigFileExplorer - GUI for browsing, extracting, and creating
.BIG/.BIXarchives across Sleeping Dogs builds (early prototypes, the original game, Definitive Edition) with Triad Wars browse/extract support; ships filename lists for the PC/Steam release. - PermToFBX - Exports models from Sleeping Dogs: Definitive Edition's
perm.binresource files to FBX; companion tool ModelScriber writes new FBX models back intoperm.bin, with a Blender front-end in ModelScriberBlender. - TextureExporter - Exports textures from Sleeping Dogs: Definitive Edition's
perm.binfiles to PNG; TextureScriber and TextureScriberOBJ build texture pack resources back from PNG or OBJ material inputs. SD-UltimateTexTool is a GUI front end that imports aperm.bin/temp.binpair, replaces same-size textures with PNGs, and exports new files via the Triad Wars TextureScriber. - ShaderBin - Unpacks and rebuilds Sleeping Dogs: Definitive Edition's
.temp.binHLSL shader binaries. - UIScreenConv - Converts Sleeping Dogs: Definitive Edition SWF/GFX UI assets to and from the game's UIScreen format.
- TCDatabaseConv - Converts Sleeping Dogs: Definitive Edition's True Crowd Database resource to and from XML.
- SymbolTableScriber - Builds Sleeping Dogs: Definitive Edition Symbol Table Resource binaries from a plain-text symbol list.
The World Ends With You¶
- twewy (decomp) - Matching decompilation of The World Ends With You (NDS).
Babylon's Fall¶
- BabylonsFallTools - Extraction tools for Babylon's Fall PKZL/.pkz and DAT files.
Hitman¶
- re47 (decomp) - Matching decompilation of Hitman: Codename 47 (2000).
- HiTMAN Archive Manager - Use this tool to install HiTMAN mods or extract the *.rpkg archives in which HiTMAN files are stored.
- ZHM5PatchBuilder - Patch builder for Hitman 2 (2018) Rpkg archives.
- HMC47 - Open source implementation of Hitman: Codename 47, parsing and rendering original game data, resource files, models, and textures.
- hitman-file-formats - Documentation and research on IO Interactive (Hitman) game file formats.
- Hitman2Loc - Command-line C# tool converting Hitman 2: Silent Assassin locale (.loc) files to and from XML language exports.
- Glacier Modding Resources - Community-maintained collection of file format templates, structure definitions, and research tools for IO Interactive's Glacier 2 engine, by the Glacier 2 Modding organization.
- Formats: 010 Editor templates and C-style structure definitions for RPKG resources across Hitman: Absolution, Hitman (2016), Hitman 2, and Hitman 3/World of Assassination.
- ReHitman - Reverse engineering project for Hitman: Codename 47 (the Glacier engine's original "Gen 1"), covering the game's file formats and internals.
- Tools: ReHitmanTools (utilities for Glacier-engine game files), GlacierPropertiesExtractorIDAPlugin (IDA Pro plugin extracting RTTI properties from Glacier 1 engine classes), PS2CPPExtractorIDAPlugin (IDA plugin generating C++ class definitions from PS2 ELF vtables).
- BMEdit - Level editor for Hitman: Blood Money (2006), by the same ReGlacier team behind ReHitman above.
- Formats: PRP entity properties (via companion HBM_PRPTool), GMS scene data (via HBM_GMSTool, preview).
- See also BloodMoneySaveEditorWeb, a browser-based
Profile.prosave editor for both the PC and PS2 builds, and ReHitman.ScriptingRuntime, a C# scripting/modding runtime embedded via Mono. - h2sa-arsenal-editor - Desktop editor for the weapon and ammunition tables inside Hitman 2: Silent Assassin (2002).
- hitman-contracts-toolkit - Free camera and weapon-table editor for Hitman: Contracts (2004), patching a compiled-out camera routine into the retail PC exe and exposing all 58 weapons/10 ammo types with automatic backups before any file write.
Kingdom Hearts¶
- OpenKH - Comprehensive reverse-engineering toolkit for Kingdom Hearts series. Handles MDLX/PMO models, PAM/ANB animations, TXA textures, map data, battle configs, and message files. Includes 50+ specialized editors and converters. Supports KH1, KH2, Birth by Sleep, Re:Coded, and Dream Drop Distance.
- AudioMog - Free all-in-one audio modding tool that allows users to unpack and repack supported game's audio binary files. Created for Kingdom Hearts III modding and works on other games such as Melody of Memory, Final Fantasy XV, and more.
- KH2-Worldpoint-Editor - Opens from Kingdom Hearts 2 00Worldpoint.bin and is able to edit the values there.
- KH1_KH2_Sklt_Editor - Editor for Kingdom Hearts 1 (MDLS) and Kingdom Hearts 2 (MDLX) skeleton files.
- KHRecom_ANN_Editor - Editor for .ANN files from Kingdom Hearts Re:Chain of Memories, with import/export support.
- KH3D-FSM-Editor - Experimental editor for Kingdom Hearts 3D [Dream Drop Distance] FSM (Finite State Machine) files.
- KH2-Libretto-Editor - Editor for Libretto files from Kingdom Hearts 2.
- KH2Suite - Suite of programs made to assist the user in Kingdom Hearts 2 or 2 Final Mix modding.
- KHBBS_EXA_Editor - Editor for EXA events in Kingdom Hearts: Birth by Sleep.
- KH1FM_Toolkit - Tool used for modding the game Kingdom Hearts: 1 Final Mix.
- RECOM_Toolkit - Tool used for modding the game Kingdom Hearts: Re Chain of Memories.
- BBSPluginNoesis - Updated Noesis plugin for Kingdom Hearts Birth by Sleep working with modern versions of Visual Studio.
- BBS-Modding-Station - Windows Forms tool for modifying Kingdom Hearts: Birth by Sleep files, with PMO model extract/pack and PMP handling plus bundled Extract, Insert, AnimEx and AnimIn helper executables.
- EAD_Editor - Program to edit EAD files in Kingdom Hearts: Birth by Sleep.
- KH_1.5_MSELF_EXTRACTOR - Small C++ tool that extracts all files from Kingdom Hearts 1.5 MSELF containers.
- KH-ReCOM-Tools - Set of experimental tools for Kingdom Hearts Re:Chain of Memories (PS2).
- Murugo/Misc-Game-Research (Kingdom Hearts II) - Reverse engineering notes for Kingdom Hearts II Final Mix (PS2).
- kh1 - WIP Decompilation of Kingdom Hearts (PS2, JP).
- noclip.website (Kingdom Hearts) - In-browser Kingdom Hearts viewer.
- noclip.website (Kingdom Hearts II Final Mix) - In-browser Kingdom Hearts II Final Mix viewer.
- kh2mdlx - Tool for importing and exporting Kingdom Hearts 2 3D models.
- kh2vif - Model importer for Kingdom Hearts 2 (OBJ to VIF format converter).
- KH2-Anm-Generator - Automated animation cutscene generator for Kingdom Hearts 2 custom character models.
- Hypercrown - Tool for converting models from Kingdom Hearts 1 into more common model formats. Also converts back to the native format so that edited models can be patched into the game.
- KH1FM_Re_Toolkit - Python scripts that patch a Kingdom Hearts 1 Final Mix (PS2) ISO from JSON configs, inserting, replacing, or modifying files in the ISO; includes an optional cutscene-skipping ELF patch. Compression is not yet supported.
- KH1_BD_Parser - Python script for parsing Kingdom Hearts 1
.bdfiles using supplied syscall tables, with an interactive mode. - khdays-decomp (decomp) - Work-in-progress matching decompilation of Kingdom Hearts 358/2 Days (Nintendo DS).
- khdays-port - Experimental native PC runtime for Kingdom Hearts 358/2 Days, developed alongside khdays-decomp above; requires no copyrighted game data of its own.
- KH1 Hex Editor - Windows hex editor for Kingdom Hearts 1 that extracts text sequences from binary files and edits them alongside the hex view using TBL character tables, with highlighting of modified bytes and automatic backups.
- KHMoMVideoReplacer - Standalone GUI tool for replacing the movie video in Kingdom Hearts: Melody of Memory Unity asset bundles (decrypted bundles only) with an H.264 MP4, updating the frame count and size and swapping the
.resourcefile. - KH3-UASSET-SWF-Export-Import - Export/import tool for SWF movie data embedded in Kingdom Hearts III UASSET files.
- SabfMabfExtract - Extracts
.sab/.mabfiles from Kingdom Hearts 0.2 and Kingdom Hearts III (archived). - KH_PS4_Misc-Tools - Collection of PS4-specific Kingdom Hearts modding utilities (archived): GnfHelper (converts images to/from the PS4 GNF texture format), ShimEditor (edits, extracts, and deletes shim files), and ShimEx (drag-and-drop shim file extractor).
Dragon Quest¶
- noclip.website (Dragon Quest VIII) - In-browser Dragon Quest VIII viewer.
- SlimeMoriMori - Reverse engineering tool for the custom compression format used in Slime Mori Mori (Dragon Quest spinoff) on Game Boy Advance.
- fptTool - Dragon Quest VII FPT text converter.
- dq6-sfc - Font and script dumpers for Dragon Quest VI and the Dragon Quest III Super Famicom remake, adapted from the author's Otogirisou translation tooling.
- DQHEditor - DLL library for building extractor/repacker and editor tools for .strs and .lx files from Dragon Quest Heroes: Slime Edition. See also IdxTool for extracting/repacking the game's .IDX/.BIN archives.
- Dragon-Quest-8-Tools - Python toolset for Dragon Quest VIII (PS2), covering HD6/PAK archive extraction and repacking (
HD6Tools.py,PakTools.py) and monster parameter data extraction/modification (MonsterParams.py,modify_monster_param.py). - Dragon-Quest-IX-Decompilation-.spr-item-textures - Converts between Dragon Quest IX's .spr item-icon sprite format and 24x24 PNGs, supporting both extraction and re-injection back into the ROM.
- rocketslime-3ds-english-fixup - Unofficial fix-up patch (single xdelta file, no game data) on top of Team Rocket Slime's English translation of Slime MoriMori Dragon Quest 3 (3DS).
- DQ5SaveEditor - Save state editor for Dragon Quest V: Hand of the Heavenly Bride save states created in the melonDS emulator.
- DQ8SaveEditor - WinForms save state editor for Dragon Quest VIII save states from the PCSX2 emulator.
- dwsrame - SRAM save data editor for Dragon Warrior (NES).
- torneko_lz_tool - LZ compression tool for the PS1 game World of Dragon Warrior - Torneko: The Last Hope (Dragon Quest spinoff).
- DQ7 - Save data editor for Dragon Quest VII (3DS).
- Same author's 3DS save data editors: DQ1 (Dragon Quest), DQ2 (Dragon Quest II), DQ3 (Dragon Quest III), DQ8 (Dragon Quest VIII) and DQ11_3DS (Dragon Quest XI).
- DQB2 - Save data editor for Dragon Quest Builders 2 (Switch and Steam).
- Same author's Switch save data editors: DQB1 (Dragon Quest Builders), DQ11_NS (Dragon Quest XI S) and DQTreasure (Dragon Quest Treasures).
- DQMJoker3Pro - Save data editor for Dragon Quest Monsters: Joker 3 Professional (3DS).
- Same author's Dragon Quest Monsters save data editors: DQM2IruRuka (Dragon Quest Monsters 2: Iru & Ruka, 3DS), DQMTerry3D (Terry's Wonderland 3D, 3DS) and DQMCH (Caravan Heart, GBA).
Final Fantasy X¶
- noclip.website (Final Fantasy X) - In-browser Final Fantasy X viewer.
- Final Fantasy X HD translation tools - Tools for Final Fantasy X HD (PC) to extract and import game data for translation (texts and graphics).
- FFX-Phyre-Tool - GUI and CLI utility for extracting and repacking 3D models and textures from Final Fantasy X/X-2 HD Remaster
.phyrefiles, converting to glTF 2.0 for Blender import; auto-detects DXT1/DXT3/DXT5 texture compression. - FFX_Text_Tool - Editor for Final Fantasy X text/dialogue binary tables (
item_txt.bin,arms_txt.bin,status_txt.bin, etc.); decodes the game's proprietary character encoding and control codes, with safe repacking. - FFX_Shop_Tool - Editor for Final Fantasy X shop inventory, rate, and equipment data files (
item_shop.bin,arms_shop.bin,item_rate.bin, etc.). - FFX_Sphere_Grid_Tool - Visual editor for Final Fantasy X's Sphere Grid data, supporting both the HD Remaster and classic PS2 file formats.
- FFX_AI_Tool - Editor for Final Fantasy X monster stats and battle AI scripts (Atel), with disassembly/decompilation and repacking into the original game chunk structure.
- FFX_Audio_Tool - Browser/editor for FMOD Sound Bank (
.fsb) files, for browsing, exporting, and injecting custom audio in Final Fantasy X/X-2 HD Remaster and other FSB5-based games. - FFXView - Historical (2005) source of the Final Fantasy X/X-2 model viewer, which visualizes models from files extracted with FFXDumper (original releases are hosted on archive.org). Archived.
- FF10 - Save data editor for Final Fantasy X (Switch).
- FF10-2 - Save data editor for Final Fantasy X-2 (Switch).
World of Final Fantasy¶
- WOFFington - Library to process and manage World of Final Fantasy files.
- WoFFCshTool - Converts World of Final Fantasy csh database files to csv and back.
- WOFF - Save data editor for World of Final Fantasy (Switch).
Final Fantasy Tactics¶
- heretic - Final Fantasy Tactics toolkit for modding.
- ExMateria-Sound (smd-player) - Godot 4 addon reproducing Final Fantasy Tactics (PSX) sound output, both
.SMDmusic and battle effect SFX, driven by a native C++ SPU core. - ExMateria-Map - Blender add-on for editing Final Fantasy Tactics (PSX) maps: imports
MAP###.GNSmap files extracted from the disc, supports repainting the texture sheet and reshaping geometry, and exports the edited map bundle (GNS + textures) back. - ExMateria-ISO-Patcher - Patcher for Final Fantasy Tactics (PSX) disc images that replaces music slots through a guided TUI or a TOML recipe, with deterministic byte-identical output, and extracts the disc file tree for the rest of the ExMateria tools.
- ExMateria-DAW-Plugin - VST3 plugin that loads Final Fantasy Tactics (PSX)
WAVESET.WDand.SMDfiles from the disc to play and edit its music in a DAW through PSX SPU emulation. See also ExMateria-SPU-Core, the portable C++20 SPU/SMD sequencer library it builds on. - FFTAUtils - Utilities for hacking the Final Fantasy Tactics Advance (GBA) ROM: a map editor/viewer, an arrange-data decoder, height-map and arrange-map renderers, a map-parameter printer, and Python helpers including conversion of arrange data for CadEditor.
Musashi: Samurai Legend¶
- Murugo/Misc-Game-Research (Musashi: Samurai Legend) - Reverse engineering notes for Musashi: Samurai Legend (PS2).
Final Fantasy XIV¶
- BlenderAssist - Blender add-on for importing and exporting FFXIV animations (.pap format).
- Physis - Rust library for reading and writing FFXIV data, supporting SqPack archives and game formats (MDL models).
- MultiAssist - GUI tool for extracting and repacking FFXIV animation files (.pap format) with support for multiple animations and FBX export.
- Novus - Suite of unofficial FFXIV tools including model/gear viewer, map editor, Excel data editor, and archive explorer.
- ZoneFbx - Driver program and C++/CLI library using the Autodesk FBX SDK to export Final Fantasy XIV zone/territory data to FBX, including textures and object hierarchy.
- FFXIVClientStructs - Reverse-engineering resources for Final Fantasy XIV client's native classes and structures; C# library for interop with native game objects and functions.
- AnimAssist - Basic animation modding workflow tool for Final Fantasy XIV, from the same author as BlenderAssist.
- ff14-strategyboard-decode - Reverse-engineered Python/TypeScript codec for Final Fantasy XIV's in-game Strategy Board binary serialization format, documenting its DEFLATE compression, CRC32 checksum, and obfuscation/substitution layers, with a web interface for creating diagrams and exporting them as in-game strategy codes.
- seventhumbral - Explorer for Final Fantasy XIV 1.0 (the original pre-A Realm Reborn release), previewing levels, animations, and models.
- FFXIV Model Viewer - Stand-alone viewer for the original 2010 Final Fantasy XIV (pre-A Realm Reborn) client's assets.
- Formats: GTEX (textures), MDLC (models), skl (skeletons/animation), Vorbis/ADPCM (audio), DirectX shaders, Lua scripts.
- Features: NPC/monster model browsing, skeleton visualization, map viewer (Cartographer), screenshot capture.
- ffxiv-tex-converter - Batch converter between FFXIV's TEX texture format and DDS, with Kaitai Struct definitions for the DDS, TEX, and MTRL formats.
- FFXIVChnTextPatch - Original (2019) tool that injects a Chinese/Traditional Chinese text and font localization patch into the FFXIV international client by replacing its SqPack
0a0000.win32.dat0/.index/.index2resource files. - See also FFXIVChnTextPatch-Souma, an actively maintained GUI rewrite building on the above, with macOS support via Launch4j/Java.
- ffxiv_7_0_toolbox - Companion scripts/documentation to ffxiv-tex-converter above: an ID-texture upscaler GUI, a Penumbra mod path deobfuscator for making obfuscated mod files human-readable, and Penumbra EQP format documentation/scripts.
- ironworks - Modular Rust toolkit for FFXIV data, with separate features for reading Excel databases, parsing SeString rich text, navigating/extracting SqPack packages, and working with ZiPatch update files. See also the same author's kobold, a modular SqPack reader written in TypeScript, and boilmaster, an FFXIV data web service built on ironworks.
- xivres - C++ library for FFXIV resource files. See also companion projects FFXIV-FontChanger (replacement font generation), FFXIV-ExcelMerge (multi-language Excel text merging), FFXIV-scdtool (builds replacement
.scdmusic files from your own audio tracks and extracts.scdfiles to Ogg), and CruiseChaserExporter (exports FFXIV models with their.sklbskeletons and.papHavok animations to glTF). - libxivdat - Rust library for reading and writing Final Fantasy XIV client
.DATconfiguration files. - EXDSchema - Community-maintained schema repository defining the structure of FFXIV's Excel (EXD/EXH) data sheets, used by Lumina, Physis, ironworks, and other libraries above.
- Same organization's EXDTools, a C# command-line tool that reads column definitions from the game directory and exports, compares, merges, migrates, and validates EXDSchema definitions.
- XIViewer - Cross-platform (web and native) viewer for FFXIV's Excel (EXD/EXH) data files, showing structured in-game data tables such as item stats and NPC data, with EXDSchema integration and filtering.
- Same author's xiv-fuse, which mounts every FFXIV game file for any region and patch as a read-only directory tree streamed from the CDN, ffxiv-downloader, a tool/GitHub Action that downloads regex-selected FFXIV files, and ExdGenerator, generating Lumina sheet bindings from EXDSchema.
- XivExdUnpacker - Command-line tool that uses Lumina to export FFXIV Excel (EXD/EXH) sheets to CSV for chosen languages (en, ja, de, fr, cn, tc, ko), with optional raw hexcode or human-readable decoding of embedded string tags; a replacement for the
rawexdfunction of SaintCoinach.Cmd. - file-formats (xivdev) - 010 Editor templates, ImHex patterns, and FlatBuffer schemas documenting FFXIV file formats.
- Meddle - Dalamud plugin providing a GUI for exporting full FFXIV character models (multiple meshes at once) for use in external 3D tools; see also its companion MeddleTools Blender add-on.
- Icarus - Auto-generated high-level Rust API for FFXIV Excel data, built on EXDSchema and Physis.
- Kawari - Modern unofficial FFXIV server emulator (patch 7.x+), from the author of Physis and Novus.
- Auracite - Dalamud plugin that archives an FFXIV character into a portable, machine-readable JSON format, importable by other tools such as Kawari.
- ZiPatchLib - C# library for parsing and applying Final Fantasy XIV: A Realm Reborn
.patchupdate files (the ZiPatch format). - Ouroboros - Extraction/rebuilding tool and HLSL decompiler pipeline for Final Fantasy XIV's ShPk shader package format, covering character, hair, and iris shaders.
Tactics Ogre: Let Us Cling Together¶
- Gibbed.LetUsClingTogether - File packing and unpacking tool for Tactics Ogre: Let Us Cling Together (.pac archives) supporting asset extraction on PSP and Reborn versions.
- Gibbed.EFX - Tools and code for use with EFX files found in Final Fantasy XII and Tactics Ogre.
Tactics Ogre: The Knight of Lodis¶
- totkol (disasm) - Work-in-progress disassembly of Tactics Ogre: The Knight of Lodis (Game Boy Advance, USA).
Valkyrie Anatomia¶
- vato_mdl_tool - Model extraction and conversion tool for Valkyrie Anatomia: The Origin, extracting mesh, animation, and texture data to standard 3D formats (glTF/glb).
Bravely Default¶
- BDFE.ARC.Tool - Tool for extracting archives from the mobile game Bravely Default: Fairy's Effect.
- BravelyDefault2 - Save data editor for Bravely Default 2 (Switch); recommends the same author's GvasViewer.
Romancing SaGa¶
- RS.BIN.Tool - Tool for extracting and repacking BIN archives from the Romancing SaGa series.
- RS2_snes - Save data editor for Romancing SaGa 2 (SNES).
- Same author's Switch editors: RS2_NS (Romancing SaGa 2) and RS3 (Romancing SaGa 3).
Drakengard¶
- Drakengard1and2Extractor - C# WinForms GUI for extracting and repacking several PS2 file types from Drakengard 1 and 2, with 010 Editor templates documenting the formats and a bundled minilzo decompressor.
- Drakengard3xxxToMp3 - Extracts the audio from Drakengard 3's .XXX sound files to mp3 without transcoding, since the audio inside is already mp3 (mono or stereo only).
- Drakengard3MusicMaker - C# WinForms app for replacing the in-game music tracks of Drakengard 3 with custom audio, tested on RPCS3 with the US and EU PSN versions.
Star Ocean¶
- Star-Ocean-2 - Documents unpacking and repacking Star Ocean: Second Evolution (PS Vita) and Star Ocean 2 (PSP), created as part of an English fan translation effort.
- Formats: PSVita PKG/PSARC package extraction, PSP
so2pack.binarchives with nested SLZ-compressed files,APACsound/script archives. - Tools: pkg2zip, psvpfsparser, QuickBMS scripts (
star_ocean_kcpa.bms,so2pack.bms,slz.bms) for extraction and repacking on both platforms. - so4pc_pack - Unpacker/repacker for archive files used in the PC port of Star Ocean 4: The Last Hope.
- StarOcean2 - Save data editor for Star Ocean: The Second Story R (Switch).
Secret of Evermore¶
- SOE-SRAM-Editor - SRAM (save RAM) editor for the SNES game Secret of Evermore.
- soerominfo - Extracts information from Secret of Evermore ROMs in CSV format.
- SoETilesViewer - Viewer/editor for tile, block, and palette resources of Secret of Evermore (SNES), with import/export via right-click on tiles (US/NTSC, uncompressed ROM only).
- SoEScriptDumper - Dumps and annotates Secret of Evermore's ROM script/trigger data into human-readable listings, decoding sub-instructions where possible; pairs with SoETilesViewer above for a GUI front-end.
- evermizer - SNES ROM randomizer/patcher for Secret of Evermore, shuffling item locations, alchemy formulas, boss drops, and the Energy Core within the ROM data; produces a patched ROM via CLI, browser (WASM), or Windows executable. Python bindings: pyevermizer.
Seiken Densetsu 3¶
- sd3save_editor - Save editor for Seiken Densetsu 3 (SNES).
- seiken_densetsu_3 - Partial extraction toolset for the Japanese SNES release of Seiken Densetsu 3; documents the text compression scheme and extracts font data and simple dialog sequences (complex dialogs and graphics remain unsupported).
Another Mind¶
- anothermind-decomp - Decompilation of Squaresoft's PlayStation visual novel Another Mind.
Einhänder¶
- einhanderTools - Collection of tools used to translate the PSX game Einhänder.
Strategic Simulations (SSI)¶
Red Lightning¶
- ssi-img - Tools and documentation for the IMG file format used by Red Lightning; decodes both the PC and Amiga versions of the game.
Gold Box Series¶
- wish - Save editor and automapper for the Commodore 64 version of Pool of Radiance, with in-progress support for other Gold Box titles (Curse of the Azure Bonds, Secrets of the Silver Blades).
- Gold Box Explorer - Windows Explorer-style tool to decrypt, view, and export the contents of SSI's Gold Box game files, covering titles such as Pool of Radiance and Curse of the Azure Bonds as well as Forgotten Realms: Unlimited Adventures.
- PoR_L10n - Localization toolkit for the GOG release of Pool of Radiance, with a binary string-replacement tool for the game's EXE/OVR files and its compressed ECL resource files, plus a fork of Gold Box Explorer adapted for translation work.
Forgotten Realms: Unlimited Adventures¶
- Dungeon Craft (UAF) - Enhanced continuation of Forgotten Realms: Unlimited Adventures (FRUA, 1993), built on the Gold Box engine and its dungeon design tools; reads and extends the original module/dungeon data formats with higher-resolution graphics and raised hard-coded limits.
Dark Sun¶
- dsun_music - Tools for extracting music, images, and other data from SSI's Dark Sun: Shattered Lands and its sequels (Dark Sun 2: Wake of the Ravager, Dark Sun Online: Crimson Sands); gff-tool extracts/replaces the games' GFF resource archives, xmi-tool describes and modifies their PSEQ/LSEQ/GSEQ music sequences.
- Sol Oscuro - Engine recreation project for Dark Sun: Shattered Lands, Dark Sun 2, and Crimson Sands that reads the original games' GFF resource files, including a GFF asset viewer.
- libgff - Standalone C library and gfftool CLI for the Dark Sun games' GFF resource files, extracting images/palettes to RGBA, XMI music (with MIDI conversion), VOC sound effects, and map/text/GPL script data.
Birthright: The Gorgon's Alliance¶
- Birthright-RE - Extractor for Birthright: The Gorgon's Alliance (1996)'s RES resource archives, decompressing LZSS-compressed entries and converting the game's NOVA-format bitmaps to PNG using its palette file.
Cloud Imperium Games (Star Citizen)¶
- SCExporter - Blender tools for exporting Star Citizen models.
- StarBreaker - Reverse engineering and analyzing Star Citizen's game files (P4k, DataCore, chf, etc.).
- DataCapture - Captures meta-data packets from Star Citizen for statistics.
Trese Brothers (Star Traders: Frontiers)¶
- startradersdecryptor - Decryptor for Star Traders: Frontiers savegames, reverse-engineering the game's SQLite-database save format (Twofish256 in XTS mode, page-based CMAC-Twofish nonces derived via PBKDF2-SHA1) for its
core/data/game/mapdatabase files.
Star Trek: 25th Anniversary¶
- startrek25_rtools - C# tools for dumping and modifying Star Trek: 25th Anniversary files, decompressing the DATA.DIR/DATA.001/DATA.RUN archives (LZSS), recompressing files into a patches folder the game loads, and dumping RDF text tables and scripts.
Star Trek: Armada¶
- Blender_ST_Armada_Tools - Blender add-on for importing SOD mesh files (versions 1.4 to 1.93) and exporting SOD versions 1.8 and 1.93 for Star Trek: Armada and Star Trek: Armada II; previews Armada I materials, with Armada II material settings only partly implemented. See also BZNTools for the BZN map format.
Star Trek: Voyager - Across the Unknown¶
- stvoy-save-editor - Python toolkit for Star Trek: Voyager - Across the Unknown saves, reverse-engineered from the proprietary bit-packed binary (C3Serialize/FunIO, not GVAS)
.savformat; shows chunk structure and edits resources and hull integrity.
Chucklefish (Starbound)¶
- py-starbound - Python package for parsing Starbound's binary save/world/universe file formats (BTreeDB5 key-value stores, versioned entity data).
- See also the same author's earlier prototype parsers: js-starbound-files (JavaScript), js-starbound-assets (asset loading via Web Worker), js-starbound-player (player file reader/renderer), go-starbound (Go), and starbound-info (web tool for inspecting and repairing corrupted
.failworlds). - starbounded - Chrome app for opening a Starbound install and browsing its worlds, universe, and player files.
- starcheat - Starbound player save editor built on py-starbound.
- starbound-map - GUI viewer for exploring Starbound world and universe map files, built on py-starbound.
- Starstructor - Graphical editor for Starbound
.dungeonand.structure(ship) files. - starbound-research - Scripts and reverse-engineered data structures documenting Starbound's file formats for modding.
- StarDB - Python library for reading/writing Starbound's BTree database files. See also TinyWolfGirl's Java port.
- starbound-minimap - Generates a map image from Starbound's saved world/player data (built on py-starbound), with optional live player tracking via process memory.
- SBSE - Desktop Starbound save file editor built with Node-Webkit.
- kt-starbound - Kotlin/Java library for parsing Starbound's file formats.
- starfuse - Mounts Starbound
.pakarchives as a FUSE filesystem; reference implementation for reading and writing the modern Starbound pak format.
Starbreeze Studios¶
- sbengine - Source code for Starbreeze Studios' in-house engine (1996–2012), November 2006 snapshot. Used in The Chronicles of Riddick: Escape from Butcher Bay, The Darkness, and other Starbreeze titles.
- DieselBundleViewer - Viewer for the Diesel Engine bundle format shared across PAYDAY: The Heist, PAYDAY 2, and RAID: World War II, with search/sort, grid view, and on-the-fly WEM-to-WAV playback/conversion. No longer maintained.
- Diesel-Bundle-Modder - Modding tool for Diesel Engine bundle files, complementing DieselBundleViewer above.
- DieselEngineFormats - Library for reading and writing Diesel Engine file formats. Actively maintained fork of simon-wh/DieselEngineFormats.
- DieselToolbox - Diesel Engine asset browser. Actively maintained fork of simon-wh/DieselToolbox.
The Darkness¶
- TheDarkness - Static recompilation of The Darkness (Xbox 360), built on the ReXGlue SDK, converting the game's
default.xexPowerPC code into native x86_64 code at build time.
Payday 2¶
- PD2-SuperBLT-Hasher - GUI and CLI tool to calculate the content hashes PAYDAY 2's SuperBLT mod loader uses to identify and load mod files/folders.
- payday2-model-tool - Diesel Model importer/exporter for Payday 2, with bone/rigging support in progress. See also HW12Dev's Calcium Edition fork with an improved UI, XML-based model/bone-structure scripting, and Collada/glTF import-export support.
- payday2-tools-rust - Miscellaneous Rust tools for Payday 2's Diesel Engine data.
- Features:
Idstringhash function and hashlist search/scanning, a Dokany-based virtual filesystem exposing bundle contents as a mountable volume, and a scriptdata converter between theBinary,Custom_xml, andGeneric_xmlformats. - payday2-bundle-webdav - WebDAV server exposing the contents of Payday 2
.bundlefiles as a mountable network drive, avoiding extraction to disk. - Formats: Optionally converts on the fly —
textureto DDS,movieto BIK,stringsto JSON. - PAYDAY-2-Hashlist - Hashlist of known file paths for reversing PAYDAY 2's hashed Diesel Engine bundle filenames, extending Frankelstner's original hashlist with bruteforced and manually-guessed entries; used by DieselBundleViewer and payday2-model-tool above.
- huffin - Work-in-progress Diesel Engine asset extractor, tested with Payday 2.
Payday 3¶
- wwise_pd3 - Open-source tool to encode PCM WAV audio to WEM and decode WEM back to WAV, for use with Payday 3's Wwise audio.
- PD3AudioModder - GUI tool for replacing PAYDAY 3 audio: converts input audio to WAV with ffmpeg, encodes it to WEM using wwise_pd3, swaps it into the
.ubulk, fixes the size in the.uexp, and can pack the result with repak. - Uses PD3WwiseMappings, JSON lists of PAYDAY 3 Wwise sound IDs (Media and Localized Media), to sort files when auto sort is enabled.
ConcernedApe (Stardew Valley)¶
- StardewValley - Decompiled Stardew Valley source, based on the Steam release.
- stardew-mp-save-editor - Standalone save editor that adds and manages more than four players (up to 8) in a vanilla Stardew Valley multiplayer save without mods; its README warns it is likely no longer stable since Stardew Valley 1.5.
5pb. / Nitroplus (Steins;Gate)¶
- pksgnpa - Tool for creating NPA archives used by the visual novel Steins;Gate, built for a Chinese fan translation. Bundles asmodean's exsgnpa NPA archive extractor/creator for the same format.
- sg-unpack - Unpacker for the Mages Engine
.mpkcontent files used by STEINS;GATE (Steam edition) and STEINS;GATE 0. - MagesPack - Unpacker/repacker for Mages Engine
.mpkarchives, covering Steins;Gate (Steam), Steins;Gate 0, Steins;Gate Elite, Chaos;Child, and other titles. - SGLBPhenogramConverter - Converter for the raw 8-bit indexed "Linear Bounded Phenogram" image format used inside Steins;Gate's Mages Engine archives, reversed and documented by the author (header, 256-color map, then raw pixel data).
Re:Zero: -Starting Life in Another World- Death or Kiss¶
- psv-rz-tool - Extraction/repacking tool for the PS Vita visual novel Re:Zero kara Hajimeru Isekai Seikatsu: Death or Kiss (5pb.).
Memories Off: -Innocent Fille-¶
- Innocent-Fille-MPK - Tool to extract and create MPK archives for the PS Vita game Memories Off: -Innocent Fille-.
MIST Games (Stella Maiden: Girls of the Stars)¶
- SM.PKG.Tool - Tool for extracting PKG archives from the mobile game Stella Maiden: Girls of the Stars (스텔라 메이든).
Stern Pinball¶
- ske-spk-tools - Extracts and packs Stern Spike (Spike 1/2/3) pinball machine software update archives (.spk), including tar.gz-wrapped early titles and LUKS2/squashfs-wrapped Spike 3 packages.
- ske-radium - Decoder and player for scene.radium scene files used by the UI/animation engine of modern Stern Spike pinball machines.
- ske-scanners - Tools to extract data from Stern Spike pinball machine game binaries as part of reverse-engineering the platform.
- ske-dumper - Backs up Stern Spike 1/2 pinball machine EEPROMs and hardware fuses over a debug connection.
- ghidra_whitestar_loader - Ghidra extension that loads Sega/Stern Whitestar pinball game ROMs, building a complete navigable memory map including banked ROM overlays and I/O registers.
Sting¶
Baroque¶
- BaroqueArchiveTool - Extractor for DATA.DIR/DATA.BIN archives from the PS2 game Baroque.
Marvelous (Story of Seasons)¶
- sosawl-font-data-edit - Tool for extracting and repacking the font parameter
.binfiles in Story of Seasons: A Wonderful Life. - SOSSE - C# save editor for Story of Seasons, working on decrypted save files extracted with homebrew or SaveDataFiler.
Guard Crush Games / Lizardcube (Streets of Rage 4)¶
- bigfile_tools - Tools for editing Streets of Rage 4's proprietary bigfile game data format.
- Features: Bigfile Editor (imports/exports compressed and uncompressed bigfiles, browses and edits annotated game data tables in a GUI), Level Editor (individually swaps enemy, pickup, and breakable spawn points in any playable level).
- SOR4TEX - Extracts textures from Streets of Rage 4 texture and texture-table files.
Streets of Rogue¶
- Rogue_Save_Editor_UnlockTool - .NET tool that exports Streets of Rogue
GameUnlocks.datto JSON, repacks it to the game's binary format, creates new unlock files and edits statistics.
Studio Pixel¶
Cave Story¶
- Booster's Lab - Cross-platform level editor for Cave Story.
- Cave Story MD - Fan port of Cave Story to the Sega Mega Drive/Genesis, converting the original game's tilesets, sprites, and music data for Sega Genesis hardware.
- NXEngine-evo - Actively maintained refactor of NXEngine, an open-source reimplementation of the Cave Story engine that reads the original game's PXA/TSC/Organya data files.
- NXEngine (EXL's port) - Multi-platform port of the original NXEngine Cave Story engine rewrite, targeting additional platforms (including MotoMAGX feature phones) not covered by the mainline nxengine-evo fork.
- doukutsu-rs - Cross-platform reimplementation of the Cave Story engine in Rust, reading the original game's PXA/TSC/Organya data files.
- vanilla-extractor - Extracts the original Cave Story game assets (PXA/TSC/Organya data) embedded in the vanilla Doukutsu.exe executable.
- organism - Converts Cave Story's Organya (.org) music format to WAV audio.
- OrgPtcop - Java converter from Cave Story's Organya (.org) music, notes and drum tracks, to the PxTone PtCop (.ptcop) format, one-way only. Includes a document describing the .ptcop binary format.
- DoukutsuPSX - Port of Cave Story to the PlayStation, built on the CSE2 decompilation and converting the original freeware game's data into a bootable PSX ISO.
- organya (Organya Twei) - Original Organya music sequencer source code, created by Studio Pixel in 1999 and used to compose Cave Story's soundtrack in the .org format.
- libpxtone - Library to play and edit music in the PTTUNE and PTCOP (pxtone) formats, a modified version of Pixel's pxtone 220910a with bug fixes and big-endian processor support.
- node-chie - Node.js library and CLI tool for decrypting/encrypting Cave Story's TSC script files.
Ikachan¶
- ikachan (hax0kartik) - Matching decompilation of the Nintendo 3DS port of Ikachan. See also Ikachan Decomp for the original freeware PC release.
Guxt¶
- GuxtDecomp - Matching decompilation of Guxt (v1.0.2.0), Studio Pixel's 2007 freeware shoot-'em-up; 100% playable, built largely on prior reverse engineering work by tilderain.
Kero Blaster / Pink Hour / Pink Heaven¶
- KeroMaster - Level editor for Studio Pixel games. Works with proprietary game file formats for level data and tile assets.
Geoff Crammond (Stunt Car Racer)¶
Stunt Car Racer¶
- stunt-car-racer-ste - Experimental patches for the Atari ST version of Stunt Car Racer (1989), reverse-engineered to offload CPU-driven rendering routines onto the STE's Blitter chip.
The Sentinel¶
- sentland - Python script reverse-engineering The Sentinel's (aka The Sentry) landscape generation algorithm, reproducing the exact tile-height/shape map data and object placement for any of the game's landscapes.
- sentcode - Python script reverse-engineering the secret landscape-access codes for every version of The Sentinel (BBC, C64, CPC, Spectrum, ST, PC, Amiga), replicating each version's RNG and digit-encoding differences.
- Augmentinel - Enhanced remake of The Sentinel that emulates the original Spectrum Z80 game code for authentic logic and landscape data, while adding accelerated 3D rendering, VR support, and assets/music from other original ports.
Distinctive Software (Stunts)¶
- restunts2 - Reverse engineering and modernization effort for Stunts (1990, DOS), using Ghidra analysis and Open Watcom to port the original executable to portable C while preserving behavior; supports building fully-ported or hybrid original/ported executables.
Sudden Attack¶
- mxs_sudden_attack_mobile - MaxScript for importing LithTech Binary (LTB) models with bone hierarchies from the mobile game Sudden Attack.
Suikoden¶
- Suikoden-5-Editor - Browser-based save and ISO editor for Suikoden V (PS2). Edits saves from
.ps2/.mc2/.mcd/.binmemory cards,.psu,.xps/.spsand.cbsexports (NTSC-U, PAL, NTSC-J) and edits game data on NTSC-U (SLUS-21291) and PAL (SLES-54087) disc images, with a field reference indocs/editing-guide.md. - Suikoden-4-Save-Editor - Browser-based save and ISO editor for Suikoden IV (PS2). Edits recruitment, levels, stats, runes, equipment and unite attacks in NTSC-U and PAL saves, re-checksumming and re-ECCing them, and scales the random-encounter rate on the NTSC-U disc.
- Suikoden-3-Editor - Browser-based ISO and save editor for Suikoden III (PS2, USA
SLUS-20387). Rebalances spells, runes, unite attacks, gear, weapons, foods, shops, enemies, war units and characters in the disc image, and edits playthroughs from PS2 memory cards or standalone save exports. - Suikoden-Tactics-Editor - Browser-based save and ISO editor for Suikoden Tactics (USA
SLUS-21245, PALSLES-53769). Edits.sps/.xps/.cbs/.max/.psuexports and raw.ps2memory cards, and edits character growth, weapons, runes, items, shop and enemy tables on the disc in place, exporting a.stmodrecipe or an.xdeltapatch.
Double Cross (Sultan's Game)¶
- kismet - Reverse-engineering and save/asset documentation project for Sultan's Game, a text-driven strategy game developed by Double Cross (Double-Headed Dragon Studio).
Sunsoft¶
- atlantis-no-nazo - Work-in-progress disassembly of Atlantis no Nazo (Mystery of Atlantis, Famicom/NES), building a 1:1 copy of the ROM including its rarely-seen sample release.
- Quest-RPG-Brians-Journey-Decompilation - Byte-identical decompilation of Quest RPG: Brian's Journey (Atelier Double/Sunsoft, Game Boy Color, 2000), disassembled with mgbdis and reassembled with RGBDS.
- Gimmick-ROM-extractor - Extracts the raw NES ROM from the encrypted
AR_win32.mdfresource file of the Steam release of GIMMICK! Special Edition; alternate configs cover Abarenbo Tengu & Zombie Nation, F-117A Stealth Fighter and Streets of Kamurocho.
Assembly Line (Supaplex)¶
- superplexed - Supaplex level and graphics editing suite.
McLeodGaming (Super Smash Flash 2)¶
- ssf2_modloader - Compressor/decompressor for Super Smash Flash 2's
.ssfdata files, which are zlib-compressed.swf(Shockwave Flash) assets.
Qcplay (Super Snail)¶
- Super_Snail_Decrypt_-_Convert_Tool - Python script to decrypt and convert the encrypted image assets of Super Snail (Qcplay Limited).
Supercell¶
- SCEditor - Create or edit Supercell (Clash of Clans, Clash Royale, Brawl Stars, Boom Beach) SC files. Add or edit an existing or custom character, building, or other game object.
- SCP-Unpacker - Unpacker for Supercell's new packer (SCP) format.
- Supercell-Extractor - Fastest tool to extract graphics from Supercell games (Clash of Clans, Clash Royale, etc.).
- sc-compression - Node.js module to decompress and compress game assets from Supercell games. Supports multiple compression signatures: lzma, sc, sclz, sig, sc2, and zstd. Automatically infers compression signature when decompressing.
- gltf-Supercell-IO - glTF Blender IO plugin for import/export Supercell Odin (.glb) files. Supports Blender 5.0+ and Android/iOS games.
- SupercellFlash - C++ library for loading and processing Supercell 2D (.sc) assets.
- SupercellTexture - C++ library for reading, writing, and compressing Supercell games' packed texture formats.
- X-coder - Tool to decode and encode SC files from Supercell games. Decodes SC to PNG and encodes PNG to SC. Supports Clash Royale, Brawl Stars, and other Supercell games. Supports Zstandard and LZMA compression, ZKTX format, and batch processing.
- scw-tool - CLI tool for converting Supercell 3D model formats (*.scw) to COLLADA and other formats.
- SC Editor - Viewer and editor for Supercell SC proprietary graphics file format.
- SC Tools - Unpacker, editor, and player for 2D animations and objects in Supercell games' SC file format.
- SCW Tools - Converts Supercell games' SCW 3D model format to COLLADA (DAE), with format schema documentation.
- scw_parse - Node.js library to parse Brawl Stars' SCW (SC3D) 3D model files.
- coc-messages - Reverse-engineered protocol/message definitions for Clash of Clans' SC-based network format.
- bb-messages - Reverse-engineered protocol/message definitions for Boom Beach's SC-based network format.
- cocdp (Clash of Clans Documentation Project) - Documentation of the Clash of Clans network protocol and message formats.
- Pinocchio - All-in-one reverse engineering toolkit for Clash of Clans, Clash Royale, Boom Beach, and Hay Day.
- GDumper - Packet dumper, protocol parser, and encryption toolkit for Supercell games' SC-based network protocol.
SuperTuxKart¶
- STK Blender Addons - Exporter/importer suite for SuperTuxKart
SPMmeshes andAntarcticaengine assets.
Gas Powered Games (Supreme Commander)¶
-
dungeon-siege-re - Tools and docs for Dungeon Siege and Legends of Aranna assets; opens Tank archives (
.dsres/.dsmap), converts RAW textures to PNG/TGA, and converts Aspect (.asp) and Siege Node (.sno) geometry to Wavefront OBJ (the latter two partially). -
supcom2-map-toolkit - Reverse-engineered toolkit for creating Supreme Commander 2 custom maps, including navmesh editing so units path correctly.
- Formats: hfield.win.bdf (heightfield), terrain.win.bdf, costs.win.bdf, collision2.win.bdf, waterDepth.dds — reverse engineered as a mutually-consistent five-file stack.
Surreal Software¶
- Drakan Editing Tools v1.2 - Surreal Softwares, Level and model Editor for "Drakan Edition"
- reo converter to obj (Drakan: Order of the Flame) - by Roosen5 – useful for level editors and game mods. For developers only! - See more at: arokhslair
Kerberos Productions (Sword of the Stars)¶
- Sots.Sots1.SavedGameEditor - Saved game editor for Sword of the Stars (SotS).
- SOTSedit - C# save game editor for Sword of the Stars 1; the author notes a weak game parser and known issues.
Touch Foo (Swordigo)¶
- swordigo-resources - Community resource hub for Swordigo: original APK source files, converted/decompiled assets, ripping/speedrun tools, and a modding guide.
Synetic¶
- wr_toolkit - Modding toolkit for Synetic's racing games, covering model, map, and archive formats.
- Games: Mercedes-Benz World Racing, World Racing 2, Mercedes-Benz Truck Racing (partial), and the Alarm für Cobra 11 series (Nitro, Crash Time, Burning Wheels, Highway Nights, The Syndicate, Undercover). See also RoadTrain's fork.
- SyneticConverter - Library and tool suite (SyneticPipelineTool, SyneticConverter, SyneticLib) for converting models and maps between Synetic engine games.
- Games: Need for Speed II/Need for Speed: Porsche Unleashed engine-derived NICE1/NICE2 titles, Mercedes-Benz Truck Racing (MBTR), Mercedes-Benz World Racing/World Racing 2 (WR1/WR2), the Cobra 11 series (C11, CT1-5), and Ferrari Virtual Race (FVR).
- MBTR-file-formats - File formats and tools for Mercedes-Benz Truck Racing (2000).
T¶
Primula (TAISHO x ALICE)¶
- TXA.DAT.Tool - Tool for extracting and repacking DAT archives from the TAISHO x ALICE otome game series.
Taito¶
Bubble Bobble¶
- Bubble Bobble (NES) Static Recomp - Static recompilation of Bubble Bobble (NES) into a native Windows executable; no ROM included.
Densha de Go! Final¶
- libdgf - Work-in-progress library for manipulating the archive/container files used by Densha de Go! Final.
- dgf-texture-convert - Texture converter for Densha de Go! Final, built on libdgf, for extracting and injecting texture data.
Groove Coaster¶
- Groove_Coaster_2_Server - Private server reimplementation and protocol/data-format research for the mobile rhythm game Groove Coaster 2: Original Style.
- GCCompanion - Proof-of-concept tool for creating custom Groove Coaster arcade stages, combining a Blender-exported courseline with an Excel-authored chart/timing spreadsheet.
- WTF Is A TUMO? - Converts Groove Coaster's
.tumocourse model format to and from.obj, by the same author as GCCompanion. - gcm-downloader - Archival downloader for Groove Coaster (mobile) server assets that parses the game's
.datchart files to resolve and fetch their referenced.ogg/.m4amusic and preview files, alongside the.pakarchives listing them.
Space Invaders¶
- si78c - Memory-accurate reimplementation of the 1978 arcade game Space Invaders in C; not an emulator, but a restoration that reads the original arcade ROM to load sprites and other data while reimplementing the game code, producing pixel-identical memory states and frames for studying the original system's inner workings.
Take-Two Interactive¶
Ripper¶
- IAVFExtract - Extracts video and audio streams from Take-Two Interactive's proprietary IAVF format, used for FMV cutscenes in Ripper (1996).
TaleWorlds Entertainment¶
Mount&Blade¶
- mab-tools - 010 Editor binary templates for Mount&Blade 1.011 and Warband file formats. Includes templates for
.brf(Binary Resource File),.sco(Scene Object),options.dat(gameplay and graphics settings including battle size),controls.dat(keymapping with support for two assignable key slots per action), andsg*.savsavegame files. - cartographer - Mount&Blade strategic map editor. Allows real-time positioning of world parties/cities. Supports importing/exporting OBJ files, editing map.txt and module_parties.py, with first-person camera controls and terrain visualization.
- openbrf-redux - De-rusted, actively maintained version of Marco Tarini's OpenBRF, the mesh/texture/skeleton/sound editor for Mount&Blade 1.011 and Warband
.brfresource files, with a browsable version history. - WarbandBannerConverter - Converts Warband's standard vertical banner textures into the standard horizontal banner layout, for the game's
banners_*.ddsfiles. - MBCoreDoc - Reverse-engineered documentation of Warband's RGL engine terrain generation (including the SCO format), ground specifications, flora placement, particle systems and shaders.
- warband-l10n - Tiny toolset converting between Transifex (via Joomla INI) and the Mount&Blade .csv language file format, for translating mods and games of the series.
- scotools - Small apps built on the scoUtils library that convert Mount&Blade scene (.sco) files to and from PNG, TGA, BMP and JPG images for editing in image editors (archived).
Mount&Blade II: Bannerlord¶
- ArenaModdingTool - Unofficial XML editor for Mount & Blade II: Bannerlord modules, importing a module's
SubModule.xmlfor editing.
Marigul (Tamagotchi Town)¶
- tamagotchi-town - Reverse-engineering notes and tools for translating Tamagotchi Town (Super Famicom), covering the game's script and data formats.
Tamsoft¶
- BlenderTMD2 - Blender addon for importing models, animations, and textures from Tamsoft games (Senran Kagura, Neptunia, and other TamEngine titles) in .tmd2, .tmd, .tmdv, and .tmo formats.
- CTRONC-Audio-Manager - Batch-script toolkit for extracting and repacking AWB/HCA audio files from Captain Tsubasa: Rise of New Champions to/from WAV, wrapping QuickBMS (awb_hca.bms), clHCA, and VGAudioCli.
- asuka-rs - Tool to analyse, extract, and repack .cat files from the Senran Kagura series.
- SenranKaguraToolkit - Middleware/library for working with PC-version Senran Kagura: Shinovi Versus/Estival Versus files, documented via an accompanying wiki.
- EstivalMesher - Blender 2.9 addon for importing CAT model files from Senran Kagura: Estival Versus.
- GXTExtractor - Extracts textures from GXT files in Senran Kagura: Shinovi Versus.
- Senran-Kagura-File-Manager - Tool to manage resource files from Senran Kagura: Shinovi Versus.
AlternativaPlatform (Tanki Online)¶
- libalternativa - C# library for AlternativaPlatform/Tanki Online formats, with JSON/XSD schemas covering the PropLibrary format (props and images) and four versions of the TanksMap format.
- tankiMapBIN2XML - Converts Tanki Online's binary
.binmap format to the older Flash-client.xmlmap format. - Tanki-map-toolkit - Web-based map-making toolkit for Tanki Online's XML map format (work-in-progress).
- TankiOnlinePatches - Disassembles, patches, and reassembles Tanki Online's Flash (SWF) client using RABCDAsm and JPEXS Free Flash Decompiler, with included patches for dumping map and battle data as JSON.
DeLyric Games (Target)¶
- target_ripper - Resource extractor for Target (1998, Windows).
Taskbar Hero¶
- tbh_saveeditor - Local browser-based Python editor for Taskbar Hero saves that validates edits against the game tables and recalculates the
SystemInfoanti-tamper checksum on save; edits hero item enchantments with a class-based auto-build.
Team17¶
- alienbreed - Complete disassembly of the Amiga CD32 version of Alien Breed 92: Special Edition.
Worms¶
- xom-import - Blender add-on for importing Worms 3D, Worms Ultimate Mayhem, and Worms Forts: Under Siege models (.xom3d) and animations (.xac); pairs with AlexBond's XomView tool for extracting these files from the game's bundles.
- Xombie - Java GUI application for reading and writing Worms 3D (GameCube)
.xomfiles. See also WormsNotes for documentation on the game's save data, maps, and DOL header.
Bugbear Entertainment (Team6 Engine - FlatOut 3)¶
- team6tool - Tool for extracting models and textures from Team6 engine games.
- Games: FlatOut 3, ESR, Pizza Dude (Team6 engine v2 only).
- Formats: .dcm (models), .dct (textures, exports as DDS).
- Features: Extract vehicles, characters, and objects to OBJ format; preserve material data (excludes environment maps).
Techland¶
- Call of Juarez: Bound In Blood - Map Pak Tool - Convert CoJBiB custom maps into Pak file with required folder structure by the game. Portable (no installation) just start and create, Enjoy!
- DL2_Save_Editor - Open-source Tauri/Rust save editor for Dying Light 2 that edits skills and inventory item stats (level, seed, amount, durability), swaps weapons, applies templates, and compresses/decompresses the save file, with an index of in-game IDs.
Tecmo (Tecmo Super Bowl)¶
- Tecmo_Super_Bowl_NES_Disassembly - Disassembly of Tecmo Super Bowl (NES) into rebuildable 6502 source code.
Solomon's Key¶
- skchain - Solomon's Keychain, a Solomon's Key (NES) ROM editor.
- solomon_no_kagi_src - Byte-identical ca65 source reconstruction of the USA and European NES releases of Solomon's Key, combining preservation builds with reverse-engineered source.
N.U.D.E.@¶
- Xbox-NUDE - Unpacker/packer for
.tfsarchive files from N.U.D.E.@: Natural Ultimate Digital Experiment (Xbox).
Telltale Games¶
- TTG-Tools - Translation utility for Telltale Games titles (original version here). Supports texture conversion (d3dtx to dds/pvr), bitmap font editing/export to ttf, archive building/unpacking (ttarch/ttarch2), lua/lenc decryption/encryption, and extended game support including Sam & Max remasters and The Walking Dead: Definitive Series.
- Games: Telltale Texas Hold'em, Bone (Out from Boneville, The Great Cow Race), Sam & Max (Save the World, Beyond Time and Space, The Devil's Playhouse), Strong Bad's Cool Game for Attractive People, Wallace & Gromit's Grand Adventures, Tales of Monkey Island, Hector: Badge of Carnage, Nelson Tethers: Puzzle Agent, Poker Night at the Inventory, Back to the Future: The Game, Puzzle Agent 2, Jurassic Park: The Game, Law & Order: Legacies, The Walking Dead (Season One, Season Two, Michonne, A New Frontier), Poker Night 2, The Wolf Among Us, Tales from the Borderlands, Game of Thrones, Minecraft: Story Mode, Batman: The Telltale Series.
- Telltale-Texture-Tool - GUI application designed to make texture mods possible for Telltale Tool games. Converts D3DTX files to PNG, DDS, TGA, and other image formats and vice versa.
- Telltale-Script-Editor - Unofficial, open source script editor for games made by Telltale.
- D3DMESH-Converter - Application designed for converting .d3dmesh models (Telltale Tool Models) to a standard model format and back (work-in-progress).
- ttarch-docs - Documentation and guide for reading Telltale Archive files programmatically.
- IMAP-Editor - Application designed to edit .imap files that exist within Telltale games.
- Unity_WBOX_Editor - Unity-based tool for importing and generating
.wboxnavigation mesh files. - WalkBoxes-Converter - Console app that reads Telltale
.wbox(WalkBoxes) files and dumps them to JSON, covering games from Jurassic Park: The Game through The Walking Dead: The Telltale Definitive Series. ItsWalkBoxes_File.csdocuments the format. - TelltaleToolPaper - Small informal paper which goes through Telltale file formats and game engine structure.
- TelltaleGames_D3DMesh_Importer - Rewrite of RTB's "Telltale Games Almost-All-In-One Model Importer" for use in Blender (work-in-progress).
- TelltaleInspector - GUI modding app for Telltale Tool games (TWAU and newer, .ttarch2 era); built on an extended version of TelltaleToolLib.
- Features: create/extract/modify .TTARCH2 archives (oodle/zlib/none compression, encryption); edit .PROP, .SCENE, .D3DMESH files; export meshes to OBJ; export .D3DTX textures to PNG; extract OGG audio from FMOD .BANK sound banks; bulk decrypt/encrypt/compile Lua scripts; generic MetaStream viewer/JSON export for any Telltale file.
- Formats: .ttarch2, .prop, .scene, .d3dmesh, .d3dtx, .bank, .lua.
- TelltaleToolLib - C++ library implementing Telltale Tool's MetaStream serialization system for reading and writing game files in TWAU-era and newer Telltale games (.ttarch2 engine, MSV5/MSV6 meta streams).
- Formats: .ttarch2, .d3dmesh, .d3dtx, .landb, .prop, .scene, and most other MetaStream-wrapped Telltale file types.
- Note: supports games from The Wolf Among Us onward; D3DMesh serialization requires The Walking Dead: Michonne or newer.
- TelltaleDevTool - C library for modding Telltale games; targets The Walking Dead Definitive Series.
- Features: archive (.ttarch2) extraction, Lua encryption/decryption, skeleton conversion (.skl), animation conversion (.animation), mesh reading/partial conversion (.d3dmesh).
- Formats: .ttarch2, .d3dmesh, .animation, .skl, .scene, .prop, .chore, .landb, .wbox, .ptable, .style, .dlog.
- d3dmesh-to-gltf - CLI tool (Rust) that converts Telltale D3DMESH meshes, D3DTX textures, and SKL skeletons to glTF 2.0 + PNG for use in Blender and other 3D tools; targets The Walking Dead: The Telltale Definitive Series (format version 55).
- Formats: .d3dmesh, .d3dtx, .skl → .gltf / .bin / .png.
- TelltaleToolKit - .NET library for reading and writing Telltale Tool engine assets and archives.
- DDS-D3DTX-Converter - Texture format converter for Telltale game engines (DDS to D3DTX).
- Telltale-FNT-Editor - Editor for viewing, editing, and exporting .fnt bitmap font files from Telltale Games titles.
- lenctools - Decompiles Telltale .lenc files (Lua bytecode) into .lua and vice versa, handling the swapped opcodes used by some older Telltale games that standard Lua tools cannot process.
- TelltaleLuaScriptingDocumentation - Documentation of Telltale Tool's Lua scripting API functions, useful for modding and reverse engineering Telltale game scripts.
- Telltale-Music-Extractor - Rips music from games built on the Telltale Tool engine, including Skunkape Games' Sam & Max Save the World.
- Telltale-Resdesc-Viewer - Tool to open and view encrypted
resdescfiles from Telltale Games titles. - Telltale-D3DMesh-Editor - Viewer/editor for D3DMesh models from Telltale Games titles, supporting export, reimport, texture, and skeleton data inspection.
Bluehole Studio (TERA)¶
- RealEditor - Tera Online 32-bit and 64-bit client package editor/viewer for
.gpk,.gmp,.upk,.umapand.ufiles. Exports and imports textures (TGA/PNG/DDS), sounds (OGG/CUE), skeletal meshes (FBX/PSK) and SpeedTree (SPT), exports animations, static meshes, maps andDataCenter_Final.dat(XML/JSON), and is used to create Tera mods. - Companion tool: TMM (Tera Mod Manager) installs and manages 64-bit composite GPK mods made with Real Editor without manual
CompositePackageMapper.datpatching. - Tera_blender_level_importer - Blender add-on for importing TERA level geometry.
Terminal Reality¶
Tools / Libraries¶
- Poddy - POD Manipulation tool for all Terminal Reality Inc. games/software formats
- termpod - Terminal Reality POD{1,2,3,4,5,6}/EPD file format archive C++ library
- JPod - Terminal Reality POD archive utility
- JSPod - Online Terminal Reality POD archive viewer
- JPodman - Terminal Reality games POD mounting utility
- TermPod - Terminal Reality POD (archive) managment tool.
- podextract - Python extractor for POD archives from Terminal Reality games.
- JSPod (JSTrackViewer) - Online browser-based 3D viewer for Terminal Reality game track/level archives (POD files); decodes terrain, textures, and object placement client-side. Covers Monster Truck Madness, Monster Truck Madness 2, Terminal Velocity, Fury3/F-Zone, Hellbender, and CART Precision Racing.
- JSTruckViewer - Online browser-based 3D viewer for Monster Truck Madness 2 (MTM2) truck files, decoding truck mesh, textures, and wheel placement client-side from POD/ZIP archives.
- KPodman - Windows-focused Terminal Reality games POD mounting utility, complementing JPodman above with a native GUI.
Documentation¶
- termpod - Terminal Reality POD file format Documentation and related resources.
- jtrfp - Java library providing file parsers for Terminal Reality game formats, intended as a dependency for game re-implementation projects.
POD1 Style (POD1,EPD,POD2,POD6)¶
Terminal Velocity / Fury3¶
- terminal-recall - Open-source engine remake for Terminal Velocity and Fury3 that reads and renders original game data files. Built on jtrfp.
Nocturne¶
- NocturneDecomp (decomp) - Matching decompilation of Nocturne.
POD3 Style (POD3,POD4,POD5)¶
BloodRayne¶
- RedRayne - Open-source reverse-engineered implementation of Terminal Reality's BloodRayne (2002), reading original game assets with DX8, DX9, and OpenGL renderer support.
- br2proj - BloodRayne 2 Blender add-on for importing
.textextures,.smbmodels, and.bfm/.skbskeletal meshes.
4x4 Evolution¶
- 4x4 Evolution - Open source implementation of 4x4 Evolution (Build 57) with resource management, audio, video rendering, and high-resolution display support.
- SMFImportExport - Blender addon for importing/exporting 4x4 Evolution SMF 3D model format with texture support (RAW, ACT, OPA formats).
4x4 Evolution 2¶
- 4x4 Evolution 2 - Open source implementation of 4x4 Evolution 2 (Build 139) with resource management, high-resolution graphics support, and DirectX improvements.
Terminator 3: War of the Machines¶
- T3-ModTools - Experimental Windows toolkit for the PC game that reads
Game.codand patch COD archives, extracts assets by category, converts SCA/LOD/DET geometry to OBJ/MTL and rigged models to glTF 2.0, extracts ANM animations, and includes experimental Blender import/export plug-ins; also manages mod projects and compiles them intomods/Mods.Codwith a separateT3_Modded.exe.
Re-Logic (Terraria)¶
- TEdit - Stand-alone open-source Terraria map editor: edits world (
.wld) files, including world settings, chests and signs. - TerrariaResearchChecklist - CLI that reads a Terraria
.plrplayer save file directly and lists Journey Mode items not yet researched, cross-referenced against the Terraria Wiki's item list. - Includes a Kaitai Struct definition (
terraria_player.ksy) documenting the.plrplayer file format, plus a generated C# reader. - Terrafirma - Cross-platform (Windows/Linux/macOS) world map and Bestiary viewer for Terraria 1.4, reading world save files directly and using the game's own localization files to display translated item/block names.
- XNB UV Explorer - WinForms tool for inspecting and slicing XNB texture sheets (auto tile detection, grid/dynamic UV modes), built for Terraria modding and XNA/MonoGame asset work generally.
- terrariaxnb2png - Windows command-line converter that turns Terraria
.xnbfiles (a single file or a folder) into PNG images using XNA content loading. - TSGE - Terraria Save Game Editor (C#) for modifying player save files (profiles) and adjusting characters.
Terrible Toybox¶
- Dinky-Explorer - Explorer, viewer, and dumper tool for games using the Dinky engine (ggpack archives).
- Games: Return to Monkey Island, Thimbleweed Park, Delores: A Thimbleweed Park Mini-Adventure.
- death-by-savegame-editor - Save game editor for Death by Scrolling, fully decoding and modifying the game's obfuscated
save.binfile. - twp-ggdump - Lists and extracts files from Thimbleweed Park's data archive files.
- ggtool - Command-line tool for extracting and repacking ggpack archives used in Return to Monkey Island.
- ggutils - Command-line tool that lists and extracts Return to Monkey Island ggpack archives (with wildcard filters) and dumps its save files to JSON.
- DeloresDev - Official source release for Delores: A Thimbleweed Park Mini-Adventure, including its Dinky-engine scripts, game data files, animation control JSON, and translation TSV files.
Terry Cavanagh¶
VVVVVV¶
- extract.vvv - Simple program to extract original music from VVVVVV game. Extracts all 15 tracks from
vvvvvvmusic.vvvfiles and outputs them as OGG Vorbis format. - VVVVVV - Terry Cavanagh's official open-source release of VVVVVV (2010), including the desktop engine's original level/tileset-reading and rendering code.
- VVVVVVSaveEditor - Save file editor for VVVVVV.
Test Drive III¶
- TD3Extract - Extracts Test Drive III: The Passion data from the
DATAA.DAT,DATAB.DAT,DATAC.DAT,C<CAR_ID>.DATandSCENEnn.DATarchives back to their original filenames, patchesTD3.EXEto load the unpacked files, and decompresses LZW/RLE data and converts packed game images to PNG (and back to the RLE+LZW format).
Eden Games (Test Drive Unlimited 2)¶
- TDU2.BIG.Tool - Tool for extracting BIG archives from Test Drive Unlimited 2.
- tdups2checksum - Reverse-engineered and reimplemented checksum algorithm for Test Drive Unlimited (PS2) save game files.
Thalion Software¶
Amberstar¶
- Amberstar - File format specifications and reverse engineering resources for the Atari ST/Amiga/DOS classic Amberstar (1990).
Ambermoon¶
- Ambermoon.net - Full C#/MonoGame rewrite of Ambermoon (1993), reading and running the original Amiga game's data files on Windows, Linux, and Mac.
PONOS (The Battle Cats)¶
- Nyanko - Rust library for handling data, animations, and game quirks from The Battle Cats.
- Battle Cats Complete - All-in-one desktop toolkit for The Battle Cats.
- Loads raw and modded game data and accurately renders in-game animations.
- Exports animations to MP4, AVIF, WebP, and GIF.
- SaveEditorTBC - Save file editor for The Battle Cats.
- The-Battle-Cats-Unite-Editor - Save editor for the Nintendo Switch title The Battle Cats Unite!.
- battle-cats-unite-asset-tools - Python scripts for The Battle Cats Unite! (Nintendo Switch) RomFS data, same author as the save editor above.
- Extracts
FCRA.arcarchives and applies original paths from a bundled hash-to-path table, identifies unnamed files by binary signature, decodesCSBcompiled tables into CSV-style text (data tables,.imgcut,.mamodel,.maanim), and convertsBNTXtextures to PNG via a vendored 3DSkit. - Neko-Ware - Collection of standalone Rust CLI tools for The Battle Cats.
- Tools: neko-arc (unpacks
FCRA/.arcarchives from the Nintendo Switch version and resolves hashed file names back to their mobile originals), neko-pack (decrypts.pack/.listarchives, validating regional keys), neko-apk (injects modded/loose files and assets into the game APK), neko-cloud (pulls game assets directly from the cloud update service). - Burglecats Cryptor - Decrypts The Battle Cats'
.fntfont files; documents reverse-engineeredCryptoManagerdecryption routines from the game's nativelibMyGame.so. - BCU-java-PC - Battle Cats Ultimate, a fan-made Java program for viewing and editing The Battle Cats' data and animations, supporting custom content creation.
- battlecats-cryptor - Java CLI tool to decrypt and encrypt The Battle Cats' data pack files extracted from the game's APK/XAPK, including the older
datalocal1.list/datalocal2.packformat; complements Burglecats Cryptor above, which covers only.fntfont files. - BCSFE-Python - Command-line save file editor for The Battle Cats; downloads/uploads saves via transfer codes or adb and edits cats, upgrades, resources, and tickets across EN/KR/JA/TW regional versions.
Infinity Ltd. (The Battle of Olympus)¶
- hephaestus-toolworks - Hephaestus Toolworks, a data editor for The Battle of Olympus (NES).
Datamost (The Bilestoad)¶
- bilestoad-apple2 - Original developer source code and data for The Bilestoad (Datamost, 1983), an Apple II gladiatorial combat game.
Nicalis / Team Meat (The Binding of Isaac)¶
- rustfu - Rust implementation of the ANM2 graphics/animation engine used by The Binding of Isaac: Rebirth.
- isaac-offline-map-generator - Offline map/seed generator reading The Binding of Isaac's original run data.
- mewgenics-game-data - Documentation and extraction tooling for Mewgenics' (Team Meat) original game data files.
- GPAK-Extractor - Drag-and-drop extractor/packer for the
.gpakarchive format used by Mewgenics and The End Is Nigh.
Future Games (The Black Mirror)¶
- re-posel - Reverse engineering of Posel Smrti / The Black Mirror (2003), covering the game's animation, archive, asset, and audio formats.
Ivory Tower (The Crew)¶
- TCMotorfest.Unpacker - File unpacker for The Crew Motorfest, by Nenkai.
The End Is Nigh¶
- the_end_ex - Unpacker for The End Is Nigh's game archive format, written in Rust. See also GPAK-Extractor under Mewgenics above, which also supports The End Is Nigh's
.gpakarchives.
Mouldy Toof Studios (The Escapists)¶
- escapistscrypto - Python tool for encrypting/decrypting The Escapists' game files (Blowfish) and validating custom data/items/speech .dat files so modified copies work with the game.
Tango Gameworks (The Evil Within)¶
- TheEvilWithinFontTool - Exports and imports font textures for The Evil Within 1 & 2 (PlayStation), converting
.bimagefiles to PNG for editing and.ddsfiles back to.bimagefor game injection. - The-Evil-Within-Tools - Tools for The Evil Within game files (PC and console).
Fun Dog Studios (The Forever Winter)¶
- fw-octo-editor - Web-based save game editor for The Forever Winter.
Denton Designs (The Great Escape)¶
- The Great Escape - Reverse engineering of Denton Designs' classic ZX Spectrum 48K game The Great Escape from a tape image into a cross-referenced, annotated HTML disassembly and buildable assembly source.
- The-Great-Escape-in-C - Portable C rewrite of the same author's The Great Escape disassembly, reimplementing the ZX Spectrum classic from the reverse-engineered game logic.
Topheavy Studios (The Guy Game)¶
- top2ogg - Converts Topheavy Studios' proprietary TOP video container format (Vorbis audio + DivX video) used in The Guy Game (2004) to OGG.
The Learning Company¶
Super Solvers: Gizmos & Gadgets!¶
- reverssg - Reverse engineering notes and documentation for Super Solvers: Gizmos & Gadgets! (1987), covering its file formats.
- widgets_and_doodads - Game modding tools for Super Solvers: Gizmos & Gadgets! (Win32 version), packing and unpacking the game's
.DATresource files. - Formats:
.DAT(barebones Win16 New-Executable-derived resource containers),NFNTfonts (endian-swapped Classic Mac OS font resources),RRGB256-color indexed palettes, Microsoft Waveform audio, separately-stored MIDI background music. - Features:
dattool.pyresource packer/unpacker keyed by FourCC type + index with a JSON repack manifest, plus documentation of the game's custom text control-byte encoding.
DreamWorks Interactive (The Lost World: Jurassic Park)¶
- Jurassic-Park-PSX-File-Viewer - Set of tools to open and view files from the PSX game The Lost World: Jurassic Park.
Neverhood, Inc. (The Neverhood)¶
- pyBLB - Python library for extracting resources from The Neverhood's BLB archive files.
FarSight Studios (The Pinball Arcade)¶
- pba-tools - Converts The Pinball Arcade (PBA) proprietary table files to JSON, TGA, and OBJ/MTL for viewing table meshes and textures. Extraction/conversion only; cannot yet create PBA files.
Miju Games (The Planet Crafter)¶
- PCEdit - Save file editor for The Planet Crafter; view and edit players, world terraforming, inventories, terra tokens, and teleport players between locations.
Supermassive Games (The Quarry)¶
- QuarrySaveManager - Catalog-based save manager and editor for The Quarry (PC), replacing the game's single live-slot
SaveGame0.savwith a browsable library of named save states. Includes a format spec and a standalone payload decoder CLI. - TheDarkPictures-TextTool - Extracts and imports text from
.uexpfiles for The Dark Pictures Anthology (Little Hope, House of Ashes).
Blue Byte (The Settlers)¶
- freeserf - Open-source re-implementation of The Settlers I / Serf City (1993, Blue Byte), reading the original DOS or Amiga game data files.
- Settlers.ts - TypeScript/WebGL browser remake of The Settlers IV that reads the original game data directly; includes in-browser viewers for the game's
.gfx,.gl/.gh,.liband map files, with decoders for its compressed/encrypted resource formats. - sied3 - Early C++ viewer for The Settlers III (Siedler 3) that reads the original map files and GFX image/animation files and renders the maps (map view only).
Albion¶
- ualbion - Remake of the 1995 RPG Albion (Blue Byte), reading data from an original game installation.
Anno 1602¶
- Anno 1602 Sprite Extractor - Extracts graphics from Anno 1602's BSH sprite files (GFX/MGFX/SGFX/TOOLGFX folders), saving building, unit, and interface sprites as images.
- Anno2018 - Browser-based rewrite of Anno 1602 using modern web techniques, importing graphics and configuration extracted from an installed copy of the original game, including savegame loading/rendering.
- mdcii-engine - Platform-independent remake of Anno 1602/1602 A.D., built on decoded original file formats. See also roybaer/mdcii-engine, the earlier project (by the same original author) this was continued from, focused on remaking the game's graphics engine and decoding further Anno 1602 file formats.
- anno16_docs - Knowledge database documenting Anno 1602's file formats and internals.
- anno-tool - Tool for parsing and editing the files of Anno 1602.
- 1602-Island-Editor - Source code of the original Anno 1602 / 1602 A.D. Island Editor, written in 2000 by Sir Henry. See also the same author's grafx1602 (Anno 1602 Grafx graphics tool), scenexplorer (Anno 1602 Szenario/scenario explorer), GoalEdit (Anno 1602 Scenario Goal Editor), and CmpInstall (Anno 1602 Campaign Installer, used to build/install additional multi-scenario campaigns).
- Anno1602-network-analysis-and-reverse-engineering - Reverse engineering of Anno 1602's multiplayer netcode/network protocol.
Red Entertainment (The Twisted Tales of Spike McFang)¶
- mcfang-dec - Decompressor/compressor for The Twisted Tales of Spike McFang's proprietary archive format.
Thekla Inc (The Witness)¶
- noclip.website (The Witness) - In-browser The Witness viewer.
- TheWitnessExplorer - Python tools for exploring The Witness assets: reads the main archive and its
.pkgpackages (uncompressed zips, with optional LZ4 compression), extracts single files, textures (PNG/PPM) and other resource files. - the-witness-research - Modding research for The Witness (2016), usable as an ImHex library with patterns for mesh, texture, sound and save-entity data plus Python/Blender scripts.
- Braid Editor Universe Tools - For information on how to start and use the Braid Universe Tools, make sure you click the link to the official tutorial on ModDB, which you can find after the jump.
Game Arts (Thexder)¶
- thexder - Complete disassembly of the Amiga version of Thexder, including source, data, and manual.
Zeliard¶
- Zeliard - Reimplementation/port of Zeliard (DOS), faithfully recreating the original rendering, data formats, and gameplay systems using the original game assets.
THQ / Rainbow Studios¶
- OpenToshi (decomp) - Matching decompilation of de Blob and Toshi engine (Blue Tongue Entertainment).
- OpenJPOG (decomp) - Matching decompilation of Jurassic Park: Operation Genesis and Toshi Engine v1.0 (Blue Tongue Entertainment).
- Toshi-TML-Tool - Extractor for TML (Toshi Material Library) files used by Blue Tongue Entertainment's Toshi engine.
Barnyard¶
- OpenBarnyard (decomp) - Matching decompilation of Barnyard and TOSHI 2.0 engine (Blue Tongue Entertainment).
- barnyard-noesis-plugin - Noesis plugin for loading and viewing Barnyard (2006) models and their animations.
- BarnyardMods - Collection of mods for Barnyard (2006) built on the OpenBarnyard decompilation.
Cars¶
- carsraceorama - Noesis plugin for Cars Mater-National and Cars Race-O-Rama. Model importer/exporter supporting multiple platform formats: XNG (Xbox 360/PC), P3G (PS3), GCG (Wii/GameCube), DXG (PC/Xbox), PSG (PS2), SLT (text). See also CARS-ROR-PSP-DS, a companion Noesis plugin for the PSP/DS model formats.
MX vs ATV¶
- 3ds Export script (MX vs ATV Reflex) - 3DS Max export plugin for MX vs ATV Reflex.
- reflex-package-tool - Python GUI tool for viewing, extracting and replacing resources in MX vs ATV Reflex
.packagearchives, with a built-in texture converter, localization editor and sound bank manager.
Twisted Metal¶
- tm1_decomp (decomp) - Matching decompilation of Twisted Metal (PS1, NTSC-J).
- tmb_decomp (decomp) - Matching decompilation of Twisted Metal: Black (PS2).
- tmhc (decomp) - Matching decompilation of Twisted Metal: Harbor City (PS2).
- libTwisted - Rust library for reading and writing Twisted Metal game file formats.
Motocross Madness¶
- motocross-madness-file-formats - File format research for the Motocross Madness series.
Drool (Thumper)¶
- Thumper-Wiki - Reverse-engineered documentation wiki for Thumper's internal file formats, covering LVL/LEAF/OBJLIB structures, mesh and animation formats, hashed file names, magic numbers, script nodes, camera/trait data, and modding tooling notes.
- aurora - Mod loader and decompilation tooling for Thumper, by the same author as Thumper-Wiki above.
- Thumper-Custom-Level-Editor - Custom level editor/creator for Thumper.
- Thumper-Modding-Tool-resharp - Mod loader for Thumper, swapping in custom levels (built with the level editor above) over the game's originals.
- thumper-modding-tool - Text-based editor for adding custom levels to Thumper, directly editing the game's level config and
.xfmobject files.
Free Radical Design (TimeSplitters)¶
- tspak - Small utility for extracting TimeSplitters .pak files. Supports P4CK (Timesplitters 1 & 2 PS2), P5CK (TimeSplitters: Future Perfect), and P8CK (TimeSplitters 2 GameCube/Xbox).
- TS-ReSplit - Reverse engineering effort for the TimeSplitters games (currently focused on TimeSplitters 2), aiming to document the file formats and provide a library for reading and writing them.
- TS-RE4 - Extraction tool for .pak archives from a leaked TimeSplitters 4 prototype build.
- TimeSplittersTool - C++ tool that exports TimeSplitters 2 assets to modern formats, parsing
.pakarchives and converting models, skeletons, animations, materials, and textures to glTF/PNG.
Titus Interactive¶
Blues Brothers¶
- blues - Reimplementation of the engine used in Blues Brothers, Blues Brothers: Jukebox Adventure, and Prehistorik 2, reading the original games' data files; ports to PSP and SDL2.
Superman 64¶
- Superman64Decomp (decomp) - Matching decompilation of Superman: The New Superman Adventures, a.k.a. Superman 64 (WIP).
- Superman64Recomp - Static recompilation of Superman: The New Superman Adventures into a native port, built on N64Recomp with RT64 for rendering.
Titus the Fox & Moktar¶
- vtitus - Visual Titus, an editor for the Titus the Fox / Moktar (TTF/Moktar) engine games.
Tlön: A Misty Story¶
- tlon-patch - Patch for Tlön: A Misty Story that lets the game be finished without savegame hacks, with Python scripts to extract
.grpresource data, dump English text from the data files, export backgrounds (optionally with hotspots) to PNG, and dump room hotspots fromTlon.exe.
Toaplan¶
Twin Cobra¶
- twin_cobra_disasm - Partial ROM disassembly and data-table documentation (object structs, RAM/ROM maps) for Twin Cobra (Sega Genesis port).
Whoopee Camp (Tomba!)¶
- psx_tomba (decomp) - Matching decompilation of Tomba! (PS1, 100%).
- tombatools - Collection of utilities for extracting and modifying Tomba! (PS1) game files, including ROM hacking support.
- TombaRecomp - Static recompilation of Tomba! (PS1) into native code.
- Tomba2Recomp - Static recompilation of Tomba! 2: The Evil Swine Return (PS1) into native code.
Tomodachi Life¶
- Tomodachi-Life-Save-Editor - Save editor for Tomodachi Life working on extracted save data (
savedataArc.txt). Edits the island, Miis (name, level, experience and more) and global settings such as concert hall songs and apartment resets. - TomoTexture - Replaces and manages user-generated canvases in Tomodachi Life save files, swapping drawings for your own images. Supports foods, goods (except videos) and faces.
- charinfo-ex - JavaScript parser for Tomodachi Life: Living the Dream CharInfoEx data, readable from save files.
- TomoToolNX - Tomodachi Life save editor that runs on the Nintendo Switch itself as homebrew, editable with a controller or from a phone browser over WiFi.
Tomorrow Corporation¶
Little Inferno¶
- liTools - Compression/decompression tools for Little Inferno's .pak archive files (resource.pak, embed.pak, frontend.pak), plus routines for mod creation and merging.
Human Resource Machine¶
- hrmTools - Compression/decompression tools for Human Resource Machine's .pak resource archive.
Trecision (Tony Tough)¶
- tony-tough-2-localization-tools - Text and font extraction/repacking tools for Tony Tough 2: A Rake's Progress, for modifying translations and font textures.
Boss Game Studios (Top Gear Rally)¶
- noclip.website (Top Gear Rally) - In-browser Top Gear Rally (N64) track viewer covering all five tracks plus mirrored variants, with a Python extractor for pulling track data out of the ROM. Renders spline-animated scenery, animated textures, and reflections on top of an F3DEX display-list interpreter.
XD Games (Torchlight Infinite)¶
- tli-extract - Extracts Torchlight Infinite (Unreal Engine) game files, covering AES key retrieval and unpacking of the game's
.pakarchives. - uerip - CUE4Parse-based extractor for Torchlight Infinite's Unreal Engine
.pakarchives, pulling out textures and other assets.
Torus Games¶
- torus-XM-ripper - Python tool for extracting and converting audio from GBA games made by Torus Games to XM format. Supports Backyard Football series, Cabella's Big Game Hunter, Curious George, and others.
- ashen-decomp - Reverse engineering of Ashen (2004, N-Gage), extracting archive, animation, and audio resources from the game's data files.
- HNK-Studio - Node.js desktop tool (still in development) for Torus Games
.hnkfiles, using per-game providers. Views and exports textures (with texture replacement), plays and exports audio, views and exports 3D models and skeletons, and views and edits sprites and fonts; supports Wii BGRA8888 textures and Wii 3D models. - TorusModLoader - Mod manager for Torus Games titles that use HNK archives or
Packfile.dat; compiles PNG/DDS replacements into texture payloads and applies them as an overlay without modifying the original archives. Texture mods only so far, and the interface is currently Polish-only.
Clipper Software (Touché: The Adventures of the Fifth Musketeer)¶
- touche-tools - .NET toolset for reading, editing, and repacking Touché: The Adventures of the Fifth Musketeer's TOUCHE.DAT archive.
- Components: ToucheTools (library), ToucheTools.App (GUI editor), ToucheTools.ModApp (console/scripting tool).
- Output is compatible with both the original DOS engine and ScummVM.
Team Shanghai Alice (Touhou)¶
- ReC98 (decomp) - Matching decompilation of Touhou PC-98 games (74% complete).
- truth - Multipass compiler/decompiler for Touhou binary script files (STD, ANM, MSG formats).
- eclmap - Mnemonic mapping files for thtk's thecl/thanm compilers/decompilers, giving human-readable instruction names when compiling/decompiling ECL and ANM binary script files across Touhou versions from TH08 through TH17/alcostg.
- parakit - Python scripting framework that extracts and analyzes gameplay-relevant data (RNG state, hitboxes, spawns, and more) directly from running Touhou games, for score players and researchers.
- TH.PAK.Tool - Tool for extracting DAT archives from the Touhou Project games series.
- thcrap - Touhou Community Reliant Automatic Patcher; runtime patching engine that reads and rewrites Touhou games' proprietary archive/DAT formats to apply fan translations and mods.
- th-re-data - Exported Binary Ninja reverse-engineering data (addresses, structures) for various Touhou games, including notes on DAT file layout/renaming across game versions.
- EoSDecomp - In-progress byte-accurate decompilation of Touhou 6: Embodiment of Scarlet Devil (Windows), distinct from the PC-98-era ReC98 decompilation project.
- awesome-touhou - Curated list of Touhou Project reverse-engineering, modding, and format tools.
- OpenInputLagPatch - Open-source replacement for vpatch that fixes frame limiter and input lag issues across most mainline Touhou games (Embodiment of Scarlet Devil through 100th Black Market), reverse-engineered from each game's frame timing/Direct3D9 internals.
- th06 - Actively maintained matching decompilation of Touhou 6: Embodiment of Scarlet Devil (v1.02h).
- th08 - Matching decompilation of Touhou 8: Imperishable Night (v1.00d).
- satsuki - Binary comparison helper tool used to track progress on the th06 decompilation.
- th08 (N0zoM1z0) - Independent byte-exact source reconstruction of Touhou 8: Imperishable Night (v1.00d), distinct from the GensokyoClub th08 decompilation above; ships a playable WebAssembly/WebGL build and a native Linux port.
- Companion reconstructions in the same series: th04 (Lotus Land Story), th09 (Phantasmagoria of Flower View), th095 (Shoot the Bullet), th10 (Mountain of Faith), th105 (Scarlet Weather Rhapsody).
- thrpy - Tool for decompiling, extracting data from, and recompiling Touhou Project replay files.
- th128-replay-fixer - Fixer and decoder for Touhou 12.8 ~ Great Fairy Wars
.rpyreplay files, correcting a route-detection glitch and dumping parsed metadata, stage/input data, and the replay's unencrypted user-comment section. - sht-webedit - Web-based editor for the
.sht(shot) files used across Touhou 07 through 18/alcostg, defining player/option shooter-set data (bullet speed, angle, firing rate, hitbox); README documents the binary format's header, shooterset array, and per-game timer quirks. - ECLplus - Runtime mod for Touhou 17 (Wily Beast and Weakest Creature) that adds new custom instructions and variables to the game's ECL scripting format, for use in fan-made spellcards and mods.
- merlin - ECL resource library providing global constants (bullet types/colors, enemy/aura sprites, sound effects, flags) for writing custom ECL scripts against thecl, covering Touhou 13 through 17.
- uth05win - Port of Touhou 5: Mystic Square to Windows, reading the original PC-98 game's data files.
- Bouhou-Patch - Translation patch engine for Bouhou Koumakyou, Bouhou Youyoumu, and Bouhou Koumakyou 2 (Touhou fan/derivative titles), plus the fangame New Super Marisa Land; designed to be extended to more games.
- Bouhou-tool - Unpacks and repacks DAT archive files from the Bouhou games targeted by Bouhou-Patch above.
AQUA STYLE (Touhou Danmaku Kagura)¶
- tdk_adl - Asset downloader and decryptor for Touhou Danmaku Kagura, pulling and decrypting the game's manifest and DAT files.
- dankagu-local - Private local server reimplementing Touhou Danmaku Kagura's gRPC-based client-server protocol, reviving the game after its 2022 shutdown.
Mizukagami (Tousui Kitan)¶
- tousui-kitan-tools - Extracts, converts, and repacks assets from Tousui Kitan's
.aodand.aimgame data files.
Chris Sawyer (Transport Tycoon & Locomotion)¶
- OpenTTD - Open-source reimplementation of Chris Sawyer's Transport Tycoon Deluxe, able to load the original game's GRF graphics/sound data files and pioneering the widely-used NewGRF format for custom vehicle/graphics data.
- grfcodec - NFO (de)compiler for OpenTTD NewGRF files, converting between the binary GRF format and human-editable NFO source.
- nml - NewGRF Meta Language, a higher-level compiler for authoring OpenTTD NewGRF (GRF) content.
- catcodec - Encoder/decoder for OpenTTD sound base set (CAT) files.
- osie - Extractor for the OpenTTD savegame/game-state information embedded in screenshot files.
- OpenLoco - Open-source re-implementation of Chris Sawyer's Locomotion (Transport Tycoon's successor), loading the original game's graphics and sound data files.
- OpenLoco Object Editor - Modern editor for Locomotion's
.DATobject files (graphics, string tables, scenario/landscape/savegame data viewer), a spiritual successor to the original LocoTool.
Treasure¶
Alien Soldier¶
- alien_soldier_src - Byte-identical source reconstruction of Alien Soldier (Sega Mega Drive/Genesis), disassembling and re-assembling the Japanese release with the AS Macro Assembler; extracts and documents the game's compressed/uncompressed tile, sprite mapping, palette, and PCM sound data.
Mischief Makers¶
- mischief-makers - In-progress matching decompilation of Mischief Makers (N64).
Wario World¶
- warioRSC - Extracts resources from RSC archive files, the resource archive format used by Wario World (GameCube).
Robit Studios (Treasure Adventure World)¶
- PakPakEd - Level editor for Treasure Adventure World's Pak Pak Mini game.
tri-Ace¶
Radiata Stories¶
- RadiataSaveEditor - Windows GUI save editor for Radiata Stories (PS2), reading standalone
BASLUS-*save files and PCSX2.ps2memory cards and rewriting saves with refreshed checksums. - RadiataModdingTool - Desktop modding application for Radiata Stories (PS2), managing the disk's file system in-memory for datamining, reverse engineering, and asset modding without extracting thousands of loose files.
- Formats: FIS (textures), 020 (audio), EVD (event scripts), RMF (in-game messages), plus a raw hex editor/diffing tool for any file.
- Features: Plugin-based format handlers, PNG texture export, WAV audio playback/export, editable EVD event tables, and a "Slimmed" patch that strips ~1GB of non-essential disk data.
- Radiata Stories docs - Reverse-engineering reference site for Radiata Stories (PS2), documenting the boot sequence, the RMF message format, and all 138 EVD event-script opcodes across 863 event scripts, with per-build memory addresses.
Valkyrie Profile¶
- ValkyrieRecomp - Native PC recompilation of Valkyrie Profile (PS1), powered by PSXRecomp.
Andrew Shouldice (Tunic)¶
- TunicTranslationMod - BepInEx mod for Tunic that reverse-engineers the game's fictional in-game rune alphabet and dialog data, showing which real-world letter each symbol maps to in place of an official translation.
Turbine¶
- ACE - Open-source server emulator for Asheron's Call, parsing the client's portal/cell DAT files and implementing the game's original network protocol.
- ACViewer - Viewer/utility for the DAT files of Asheron's Call, supporting the latest client dat files.
- aclogview - Viewer/parser for PCAP network packet captures of Asheron's Call, documenting the client-server protocol; captures are produced by the companion aclog tool.
- GDLCacheBinParser - Parser and exporter for the cache.bin client cache format of Asheron's Call (PhatAC).
- DATUnpacker - Mirror of a 2011 Windows console tool for extracting files from Turbine's .dat game archives, covering Lord of the Rings Online and Dungeons & Dragons Online. Archived; requires .NET 4.0.
Acclaim Entertainment (Turok)¶
- turok3 (decomp) - Matching decompilation of Turok 3: Shadow of Oblivion (N64).
- ReVoltTrackEditor - Track editor for Re-Volt that reads original editor project files (.rtu, WAV, BMP) and exports tracks compatible with Re-Volt/RVGL.
Vexx¶
- Vexx-Decomp - Work-in-progress matching decompilation of the GameCube version of Vexx (2003).
Twilight Frontier¶
- 135tk - Set of tools to view, extract, and edit the files of games using the Touhou Shinkirou ~ Hopeless Masquerade engine (Twilight Frontier's Touhou fighting-game spinoffs).
Twilight Games¶
- TwL-Packer - Unpacks/repacks .DAT archives from Twilight Games titles.
Krome Studios (Ty the Tasmanian Tiger)¶
- ty-1-tools - Modding toolkit for the Windows edition of Ty the Tasmanian Tiger, including RKV Extract for the game's RKV archive format, plus a resource manager and mod manager.
Type-Moon¶
Tsukihime¶
- tsukiweb-public - Web port (React/TypeScript) of the original Tsukihime, reading and converting the original game's
arc.sararchive andnscript.datNScripter-format script from a user-provided copy of the game rather than shipping remade assets. - mangetsu - Tools for reading/writing the MRG/HED/NAM archive and other data formats packaged in the Nintendo Switch version of the Tsukihime Remake.
- deepLuna - Text extractor/injector for translating the Tsukihime Remake.
Witch on the Holy Night¶
- HunexFileArchiveTool - Extraction and build tool for Witch on the Holy Night .hfa archive files.
- WoH_CHS - Chinese localization/porting project for the Steam version of Witch on the Holy Night.
- Formats:
.hfaarchive unpacking,.ccitfont container rebuilding (font atlas glyph mapping and image reconstruction). - Notes: Includes IDA Pro/x64dbg analysis databases; references the HuneX engine's
psp-hunex-xxarchive format tooling for the underlying container layout. - Mikadzuki - Fork of mangetsu ported to the Mahoutsukai no Yoru HD Nintendo Switch Chinese localization.
- mahoyo_tools - Extraction/reinjection tool for the Steam version of Mahoutsukai no Yoru.
- MahoyoHDRepack - Extraction, modification, and repacking tool for the Nintendo Switch release of Mahoutsukai no Yoru (Mahoyo HD).
- MahoyoFileFormatConverter - Converts Witch on the Holy Night's
.hwaudio format to.ogg; pair with HunexFileArchiveTool for unpacking the surrounding.hfaarchives.
Fate/stay night (Remastered)¶
- FSNr_tools - Unpacks and repacks
.epkarchives from the Steam version of Fate/stay night [Remastered].
Fate/EXTELLA¶
- extella_pack - Unpacker/repacker for
*.pkarchive files used in Fate/EXTELLA.
Fate/stay night: Realta Nua (PS2)¶
- mf_pack - Unpacker/repacker for archive files used in the PS2 version of Fate/stay night [Realta Nua].
U¶
Radica Games (U.B. Funkeys)¶
- OpenFK - Open-source replacement for the U.B. Funkeys executable.
- open-fk-rdf - Rust encoding/decoding library for RDFv2 files, ported from OpenFK.
- XmlMessageDoc - Documentation of the packet messages used to communicate with U.B. Funkeys' online servers.
Ubisoft¶
OpenSpace Games (Ubisoft)¶
See also: OpenSpace.
- Rayman2Lib - Various tools for Rayman 2 modding and content extraction.
- Rayman2FunBox - Pack of a few fun mods for Rayman 2 on PC using memory editing, notably the First Person Mod.
- raymap - Map viewer/editor for OpenSpace games including Rayman 2, Rayman 3, Rayman Arena, and Tonic Trouble. Supports multiple platforms (PC, PS1, PS2, N64, GameCube, Xbox, iOS, DS, 3DS). Web version available at raym.app.
- Rayman Control Panel - Powerful community utility and toolkit for Rayman games (Origins, Legends, Rayman 3). Includes an Archive Explorer to modify
.ipkand asset archives. - Raymap - Unity extension for Raymap map viewer/editor supporting Rayman and OpenSpace engine games.
- Rayman3Readvanced - Format reversing tool for Rayman 3 (GBA/N-Gage), supporting decompilation and game data extraction.
- CPATool - Converts modern .OBJ level geometry into the .MOD format used by Rayman 2's CPA engine, enabling level creation with contemporary 3D software instead of 3ds Max 8 plus Ubisoft's proprietary plugin. Companion tool to the same author's Raymap Unity extension.
- OpenSpaceBlendFileGenerator - Python toolchain for generating Blender files (maps, object lists, animations) from OpenSpace engine game assets.
- CPAScriptSerializer - Serializer/deserializer for CPA engine script files.
- CPAModelViewHtmlReader - Reads CPA engine AI view/model view data and exports it to HTML.
- OpenSpaceToolbox - Toolbox and level switcher for Ubisoft OpenSpace engine games.
- OpenSpaceCodeGen - Code generator for binarized OpenSpace (CPA) scripts, used by games including Rayman 2 and Rayman 3.
- Ray2StringEd - String/localization editor for Rayman 2.
- R2MagicDecoder - Library to decode/encode Rayman 2 data files.
- OpenRayman - Open-source reimplementation of the Rayman 2: The Great Escape engine using C++11 and modern OpenGL, loading the original game's assets.
Ubi Pictures¶
- DonaldDuckPatcher - Compatibility patcher for Donald Duck: Goin' Quackers / Quack Attack on modern PCs.
- GoofMap - Map viewer for Disney's Extremely Goofy Skateboarding.
Anvil / Scimitar¶
- Jormungandr - Anvil Engine research and tools for Ubisoft's Anvil Engine (Assassin's Creed series).
- .forge extractor/replacer by Turfster (Assassin's Creed) - Data/files extractor for Assassin's Creed and Assassin's Creed II and some other games using Scimitar engine. It's also capable of replacing archived files, including textures. Its additional plugins are already installed. The program is made by Turfster and it belongs to him (and the full credit...
- Blacksmith - Tool for viewing, extracting, and converting textures, 3D models, and sounds from AC: Odyssey, AC: Origins, AC: Valhalla (AnvilNext engine), and Steep.
- R6-Extractor - Python toolkit for extracting Rainbow Six Siege's Scimitar-engine
.forgearchives, with Oodle Kraken decompression, BC1/3/4 texture conversion, Wwise WEM audio extraction, and glTF model/material export for Blender. - GhostReconWildlands-AnvilNext2.0-Documentation - Reverse-engineering documentation for Ubisoft's AnvilNext 2.0 engine, derived from Ghost Recon Wildlands, covering archive formats, skeletons, camera, and rendering.
- ACBrotherhoodEditor - Reverse-engineered editor for Assassin's Creed Brotherhood's OPTIONS and SAV save files, with a from-scratch LZSS implementation achieving byte-for-byte accurate repacking, uPlay/Facebook-cape unlockers, and PS3 PARAM.PFD encryption handling.
- AC2Editor - uPlay/DLC unlocker for Assassin's Creed II OPTIONS save files, documenting the PC (headerless) vs. PS3 (8-byte header + CRC32) format differences.
- acb-rdv - Reimplementation of Assassin's Creed Brotherhood's Quazal Rendez-Vous (RDV) online backend (matchmaking, authentication, secure service), building on zeroKilo's GRO backend research.
Prince of Persia (2008)¶
- pop-audio-export - Rudimentary
.forgearchive parser for exporting audio from Prince of Persia (2008), extracting.bao(Binary Audio Object, Ubisoft's Dare sound engine),.data, and raw.oggfiles.
Prince of Persia: The Sands of Time Trilogy¶
- io_scene_pop - Blender add-on importing levels from Prince of Persia: The Sands of Time, The Warrior Within and The Two Thrones; needs the .bin files extracted from prince.bf with PersianRug and decompressed with jadepack.
- poptools - Reverse-engineering notes and 010 Editor binary templates for the PC versions of Prince of Persia: The Sands of Time and Warrior Within, including prince.bf, data.bf and profile/save files.
LyN Engine¶
- rgh (decomp) - Decompilation of the LyN engine code from the PC version of Rabbids Go Home (2009), using Ghidra.
Odin Engine¶
- SabTool - CLI tool for managing files for The Saboteur.
- Sab-Toolbox - Multi-function file extractor/packer/editor for The Saboteur (Pandemic Studios/EA), covering Megapack archives, loose files, blueprints, and Lua scripts.
- Saboteur-GameTemplates-Helper - Companion tool for parsing, understanding, and editing The Saboteur's game template files.
YETI Engine¶
- Hawx Model Tool 1.04 (Tom Clancy's H.A.W.X.) - The Original Hawx Modding tool, and the most asked for. This lets you modify the models, All the models in Tom Clancy's hawx. Made by lotsbiss
UbiArt Engine¶
- ubi-canvas Δ - Unity-based level viewer and editor for UbiArt Engine games, with viewing/editing support for Rayman Legends (PC, PS Vita, Xbox 360) and Child of Light, plus limited viewing of Rayman Origins, Rayman Adventures, Rayman Mini, Jungle Run, and Fiesta Run. Can import/export actor (
.act) files and write patch.ipkbundles. - ubiart-id-table - Generator for UbiArt Engine
idtable.idtfiles, used to add new bundles to UbiArt games that verify file-download completion via an ID table; primarily used for modding Just Dance 2017 on PC. - ubiart-loc8-converter - Converter for UbiArt Engine
loc8localization files, supporting decompression, compression, and patching. Used for modding Just Dance, Rayman Legends, and other UbiArt Engine games. - ubiart-secure-fat - Generator for UbiArt Engine
secure_fat.gffiles, used for modding Just Dance, Rayman Legends, and other UbiArt games. - kuro - UbiArt texture encoder for Wii games.
- Unity2UbiArt - Converts Unity-based Just Dance "tape" map files (from JD+ AssetBundles) into UbiArt-format tapes, making them playable in older UbiArt-engine Just Dance games (2016-2022). Requires AssetStudioModCLI for the initial AssetBundle extraction.
- ricky - Picto cutter for the modern Unity pictogram format used by recent Just Dance games (Just Dance 2023 Edition, Just Dance Next/United).
- tpl2tape - Converts UbiArt BlockFlow
.tplfiles into dance tape (.dtape) files for UbiArt Just Dance games.
Unreal Engine Games (Ubisoft)¶
See also: Unreal Engine.
See also Unreal Engine for general engine tools.
- Complete UMP40 Source Code and Assets (Tom Clancy's Rainbow Six 3: Raven Shield) - All the source code, textures, and models for Twi's custom UMP40 submachine gun. Great for learning to make custom guns!
- Damage Triggers - mapping tool (Tom Clancy's Rainbow Six 3: Raven Shield) - Mappers can use this simple tool to add damage ability to their triggers. Set it to kill players or tangos nearby, or to damage objects in your map. SOURCE CODE INCLUDED.
- Flashlights for enemies - mapping tool (Tom Clancy's Rainbow Six 3: Raven Shield) - Mappers can use this simple tool to give flashlights to tangos in their nighttime maps. Flashlights work in singleplayer and multiplayer.
CryEngine / Dunia¶
See also CryEngine for general engine tools.
- FCI.FAT.Tool - Tool for extracting FAT/DAT archives from Far Cry Instincts.
- Gibbed.Dunia - Tools for Dunia engine-based Far Cry games; file format extraction and modding capabilities.
- FFDConverter - Creates and edits custom bitmap font (.ffd) files for AnvilNext/Dunia/Disrupt engine games (Far Cry, Assassin's Creed, Watch Dogs).
- FC2MFTConverter - Creates and edits custom bitmap font (.mft) files for Far Cry 2.
- FCBConverter - Converts binary .fcb files for Far Cry 5 and New Dawn, built on Gibbed's Dunia Tools.
- Dunia-Engine-XBG-Blender-Importer - Blender importer for Dunia Engine XBG models, for James Cameron's Avatar: The Game.
- Avatar-Heightmap-Viewer - Terrain/heightmap viewer for James Cameron's Avatar: The Game, reassembling a map's
sdatsector/chunk terrain data into a viewable and exportable heightmap. - Avatar-Blender-Terrain-Editor - Blender importer/exporter for James Cameron's Avatar: The Game terrain
sdatfiles, allowing heightmap editing via Blender's texture paint tools before re-export to the original format. - Avatar-XBM-Material-Viewer - Viewer for James Cameron's Avatar: The Game
.xbmmaterial files, showing RGB/float/integer parameter values (UV scale, specular power, bioluminescence colors, etc). - PY-DuniaAnimationExtractor - Python script for extracting animations from Dunia Engine games.
- AVATAR-Save-Editor - Save file editor for James Cameron's Avatar: The Game (2009).
- AVATAR-The-Game-Level-Editor - Level editor for Avatar: The Game (2009) and Far Cry 2, converting Dunia engine FCB level files to/from XML with real-time 2D/3D visual entity editing.
- Formats: mapsdata, managers, omnis, sectorsdep, worldsector*.data (.fcb/.xml).
- Features: Drag-and-drop entity placement, rotation gizmos, sector boundary visualization, entity copy/paste/duplication.
- AVATAR-The-Game-Water-Editor - Adds and manages water blocks in Avatar: The Game (2009) sector files.
- AVATAR_The_Game_Mod_Manager - Mod manager for Avatar: The Game (2009).
- AVATAR_XBT_to_DDS_Converter - Converts between .XBT and .DDS texture formats for Avatar: The Game (2009).
- AVATAR_The_Game_Unpacker_and_Repacker - Archive unpacker/repacker for Avatar: The Game (2009), supporting both 32-bit and 64-bit game builds.
- FARCRY_2_Diamond_Editor - Save file editor for modifying the diamond currency count in Far Cry 2.
- Ubitunedec - Decodes and exports .SPK audio files found inside Ubisoft Dunia-engine .DAT game files, with playback support.
Snowdrop Engine¶
- AFoP_Texture_Redirector_Tool - GUI tool for Avatar: Frontiers of Pandora that redirects
.mgraphobjecttexture references, copying and renaming gear files into a mod output folder with internal texture paths auto-patched. - AFoP_mgraphobject_Swapper - GUI utility for swapping gear models in Avatar: Frontiers of Pandora via
.mgraphobjectfile replacement. - AFoP_CamoColorPalette_Editor - Modding tool for editing gear and weapon camo color palettes directly inside Avatar: Frontiers of Pandora's
.rejuicefiles. - AFoP_wem_Converter - Browses, plays, and exports
.wem(Wwise) audio files extracted from Avatar: Frontiers of Pandora. - Snowdrop_Juice_Converter - Converts Snowdrop engine
.juiceasset bundle files for inspection and content replacement in Avatar: Frontiers of Pandora. - Snowdrop_LocPack_Converter - Converts Snowdrop engine
.locpack/.locpackbinlocalization files for subtitle and UI text modding. - Games: Avatar: Frontiers of Pandora, Star Wars Outlaws.
- SnowplowCLI - Experimental data extractor for Snowdrop engine
sdftocarchives (archived/no longer maintained). - Games: Mario + Rabbids: Kingdom Battle, Mario + Rabbids: Sparks of Hope.
- rouge_sdf - Resource extraction tool for Snowdrop engine
.sdfarchives, originally built for The Division.
Jade Engine¶
- jaded - Community fork of Ubisoft's Jade engine (Beyond Good & Evil, Rayman, Peter Jackson's King Kong) with bug fixes, enabling loading of the original games' assets.
Onyx Engine (DS)¶
- OnyxDSExtractor - WIP tool for extracting and converting assets from Ubisoft's Onyx DS games, including Rayman Raving Rabbids (DS) and Rabbids Go Home.
Other Games / General¶
- UplayDB - Comprehensive resource and tools for reversing Ubisoft services, launchers, manifests, and APIs.
- Ray1Map - Map viewer/editor for tile-based Rayman games, focused on Rayman 1; supports tile, collision and object viewing/editing, asset export, and real-time memory-based editing.
- Ray1Editor - 2D game editor derived from Ray1Map for modifying maps in Rayman 1 games. Supports Rayman 1 PS1, PC (multiple versions), Educational, Designer, by his Fans, and 60 Levels versions.
- Ray1ArchiveRepacker - Repacker for modifying the contents of Rayman 1's archive files, including
RAY.LNGlocalized text. - Ray1MapRepacker - Repacker for modifying Rayman 1's level maps and tilesets.
- rllib - Library for manipulating assets from Rayman Legends.
- rayman-ps1-decomp - Community-maintained matching decompilation of the original PlayStation version of Rayman 1; active fork of fuerchter's original decompilation project.
- Rayman DOS/GOG patchers (PluMGMK) - Small executable patchers for classic Rayman titles: ray1_unlocklang fixes the GOG Rayman 1 EXE to honor RAYMAN.CFG's language setting (built on the author's pmw1-rs library for the PMW1/PMODE-W executable format); raykit-instapricklies and raykit_eduobjs patch the Rayman Designer EXE (insta-killing pricklies; fixed EDU object behavior); r2_beta_15h50_decrypter decrypts the leaked Rayman 2 beta demo's obfuscated executable.
- Rayman1Dos-TPLS / rayman-tpls-tsr - Two independent reimplementations of Rayman 1's TPLS (per-level soundtrack) driver as a native DOS TSR, in C++ and Rust respectively.
- rayman-ps1-modding - Modding toolkit for the PS1 version of Rayman 1.
- Raymanimator - Open-source animator for 2D Rayman games.
- GangstarVegasTextTool - Tool to work with ".lng" archives from Gangstar Vegas games on any platforms.
- Gibbed.Disrupt - Tools for Disrupt engine-based games (Watch Dogs, Watch Dogs 2, Watch Dogs: Legion); file format extraction and modding capabilities.
- rayverse - Work-in-progress modern port of Rayman 1 (PC v1.21) for Windows/Linux/macOS, based on a disassembly of the original executable, intended as a drop-in replacement for RAYMAN.EXE.
- Prince-of-Persia-Animation - Noesis script to extract and decode the compressed/encrypted animation data format from the GameCube versions of Prince of Persia: Warrior Within and The Two Thrones.
- DisruptArmory - Unofficial Watch Dogs 1 weapon/item/entity and SPK XML workflow tool; converts SPK to editable XML, inspects/edits fields with diff and validation, and supports source-backed (including clone) SPK export.
- watch-dogs-legion-community-sdk - Unofficial Watch Dogs: Legion community SDK; an evidence-first reverse-engineering database and modding reference for the game's file formats.
- io_scene_landscape - Blender addon for importing and exporting the Watch Dogs series' "Landscape Engine" 3D assets.
- UnpackLegion - Unpacker for Watch Dogs Legion's FAT/DAT archives.
- DriveConverter - Converts between vehicle handling file formats used in the Watch Dogs series.
- DisruptManager - Mod package manager/installer for Watch Dogs, Watch Dogs 2, and Watch Dogs: Legion, with automatic backup/revert.
- ubi-gs - Reverse-engineered emulator for Ubisoft's Game Service (GS), the online SDK used by Ubisoft titles circa 2000-2005 for user auth, friends, matchmaking, in-game chat, and CD key validation over a dedicated network protocol suite. Covers Heroes of Might and Magic V, Tom Clancy's Splinter Cell: Chaos Theory, and Brothers in Arms: Road to Hill 30.
- Ubisoft-Int - Extractor/rebuilder for Ubisoft
.intvideo container files (IPU video + PCM audio). - Rocksmith2014.NET - F#/C# libraries and a cross-platform DLC Builder app for Rocksmith 2014 custom DLC: PSARC archives, SNG/XML arrangement conversion, profile files, wav/ogg/wem audio conversion and DDS conversion.
- BGE20Text - Command-line .NET tool that unpacks and repacks the text
.pakfiles (for exampleText-en_US.pak) of Beyond Good & Evil - 20th Anniversary Edition; tested on PC, PS4 and Switch, not compatible with the original game.
Anno 1800¶
- Anno 1800 Mod Loader - The one and only mod loader for Anno 1800. Supports loading of unpacked RDA files, XML merging, and Python mods.
- Modding Tools for Anno - Visual Studio Code extension with utilities to build Anno 1800 mods.
- RDAExplorer - Windows application to read, extract, and save the RDA archive format used by Anno 1404, 2070, and 2205.
- rda - Linux command-line extractor for the RDA resource archive format used across the Anno series (versions 2.0 and 2.2, covering Anno 1404/2070/117/1800/2205), documenting the header/block/file-header binary layout.
- anno1800-save-tools - Reverse-engineered tooling for Anno 1800 save games (
.a7s): convert a save to readable XML, edit it, pack it back, or change values via a small GUI.
Toby Fox (Undertale)¶
- UndertaleDecomp (decomp) - Matching decompilation of UNDERTALE (Xbox One v1.13X).
- Butterscotch - Open-source re-implementation of GameMaker: Studio's runner targeting Undertale v1.08 (WAD Version 16) with cross-platform support.
- DeltaruneAud - Extracts the
audiogroup1.dataudio archive from Deltarune. - tenna-editor - Browser-based DELTARUNE save editor that runs without external servers.
- DeltaruneSaveConverter - C#/.NET command-line tool to convert DELTARUNE Chapter 1 and 2 save files between the PC and console editions; marked work in progress in its README.
- deltakit - Small Rust toolkit for DELTARUNE saves:
deltainfoshows information about a save anddeltamergemerges two saves.
Unicorn Games Studio¶
- unicorn-file-formats - File formats and hex-editor templates for Unicorn Games Studio titles.
Vanillaware (Unicorn Overlord)¶
- UnicornOverlord - Save data editor for Unicorn Overlord, tested with the Nintendo Switch build.
United Software Artists¶
Amulets & Armor¶
- AmuletsArmor - Official open-source release of the 1997 first-person RPG's DOS/Windows source code and original game data.
Smartly Dressed Games (Unturned)¶
- Unturned-Docs - Official source for Unturned's modding documentation (reStructuredText), covering the
.datdata file format, asset definitions (items, vehicles, objects, spawns, levels, foliage, roads, weather, NPCs), asset bundles, and map/server data; companion to the U3-SDK source. - unturned-godot - Experimental Godot 4 (.NET/C#) port that loads a real Unturned map straight out of an installed Steam copy.
- Loads: terrain (heightmaps, splatmaps), placed objects, foliage (
Foliage.blob), roads, lighting (Lighting.dat), player movement/animations, zombies, and FSB5 audio. - Re-implements every file format from scratch against the game's own data, using Smartly Dressed Games' U3-SDK as reference, and validates decoders against real shipped bundles rather than only self-built fixtures.
Up and Down¶
- UaDSaveEditor - C# save editor for Up and Down, working with the game's ciphered
savegamefile.
V¶
V-Rally¶
- V-Rally-4-Tools - File format specification for V-Rally 4's
PPKG.pkgarchives (header, variable-length-name file index,PKGBdata chunks) plus a Python GUI unpacker.
VTech (V.Smile)¶
- SPG2xx-sound-engines - Documentation and tools for extracting audio instruments and formats from V.Smile and other SPG2xx-based game devices.
Vampire Survivors¶
- vampire-survivors-save-editor - Pure-Python GUI/CLI save editor for Vampire Survivors that handles both the older Electron/JavaScript and current Unity/C# JSON save dialects (including the checksum), and builds its content catalog from your own install.
Troika Games (Vampire: The Masquerade)¶
- Vampire the Masquerade Bloodlines Blender 2.42 plugin - Blender 2.42 plugin for importing and exporting Vampire: The Masquerade - Bloodlines model files (MDLx format) with UV coordinate support.
- NOD Noesis Plugin (Vampire: The Masquerade – Redemption) - Noesis plugin for importing and exporting NOD and NAD model/animation formats. Supports full model and animation import/export (v2). Alternative to Milkshape and Maya 2.5.
- vtmb-sbox-mounter - s&box library that mounts Vampire the Masquerade: Bloodlines VPK archives, providing access to models, materials, textures, and sounds.
Temple of Elemental Evil¶
- tig - Archived OS abstraction library reverse-engineered from Troika Games' Temple of Elemental Evil engine; development has since been folded into the arcanum-ce repository below.
Arcanum¶
- arcanum-ce - Community Edition drop-in replacement for arcanum.exe, running Troika Games' Arcanum: Of Steamworks and Magick Obscura on modern Windows, Linux, macOS, Android, and iOS by parsing the original DAT archives (arcanum1-4.dat), MES text/config files, and BIK/MP3 media.
- VtMBFontEditor - Viewer/editor for Vampire: The Masquerade - Bloodlines .FNT font files (paired with fonts exported to .TGA via the Bloodlines SDK).
- VtMBTranslator - Translation tool for Vampire: The Masquerade - Bloodlines .dlg/.lip files, re-encoding lip-sync data and generating the accompanying .mp3/.wav/.vcd voice lines.
Vicarious Visions¶
Skylanders¶
- igArchiveExtractor - Utility for extracting and repacking .arc/.bld/.pak archives from Skylanders games built with Vicarious Visions Alchemy engine.
Pterodon (Vietcong)¶
- VC_Scripter - Reverse engineering and scripting environment for Vietcong (2003), including a
.scrbytecode decompiler/compiler (SCMP toolchain) and a.scoscene file parser, exposed via MCP servers for AI-agent-assisted script analysis. - vc-spec - Documentation of Vietcong (2003) file formats, covering archives, 3D models, animations, and other data formats used by the game.
- blender-plugin-vietcong - Blender plugin for importing/exporting Vietcong's
.BES3D model files. See also desintegrathor's plugin with Blender 4.x/5.x support. - nogamespy-vietcong - Reimplementation of Vietcong's GameSpy-based multiplayer server discovery/matchmaking protocol.
Volition¶
- Gibbed.Volition - Tools for parsing and datamining Volition game formats (Saints Row, Red Faction series).
- volution-file-formats - File formats and tools for Volition games.
- rf-reversed - Reverse-engineering notes and file-reading utilities for Red Faction.
- CEGTool - Dumper/creator for The Punisher (2005) *.ceg texture files.
- SaintsRowRebootTools - Unpacker and experimental patch tool for Saints Row (2022 reboot), extracting
vpp_pc/str2_pcarchives (recursively) and patching game files with tracked mod data. - SR2 Chonker - Saints Row 2 city map (chunk file) editor built in Godot, with a companion SR2 Types Rust library of reverse-engineered SR2 data types and a chunk-file research tool.
- V Utils - Miscellaneous Saints Row 2 tools: a model viewer with limited smesh/cmesh format support and a CLI packfile (un)packer.
W¶
Walt Disney World Quest¶
- WDWRacing-tools - Blender plugins for Walt Disney World Quest: Magical Racing Tour (PC/PS1) 3D model formats.
Wario's Woods¶
- WariosWoodsEditor - Public-alpha editor for the SNES version of Wario's Woods; currently supports editing Round Game levels only.
WayForward¶
DuckTales: Remastered¶
- DuckTales: Remastered Save File Editor - Save file format editor for DuckTales: Remastered; parses and modifies binary save data (.sav format).
- paktools - WayForward Engine resource packer/unpacker for PAK archive files.
- Games: Duck Tales Remastered, BloodRayne Betrayal, Adventure Time (Russian localization project).
- Tools: Far Manager MultiArc Plugin support (in development).
- wfLZEx - Image-decompressing program for WayForward's .anb format, used in DuckTales: Remastered.
- ltbtools - WayForward Engine text resource (.ltb) packer.
Mighty Switch Force: Hyper Drive Edition¶
- MSFHDEx - Extraction tools for Engine Black's .data file format used in various WayForward games.
- Games: Mighty Switch Force Hyper Drive Edition, Shantae and the Pirate's Curse (should work with other Engine Black titles too).
- Tools: volEx unpacks .vol archives from the outer .data blob; animEx extracts sprites/images from .anim files.
A Boy and His Blob¶
- BlobExtract - Extracts PNG images from WayForward's .anb animation files, for the Wii game A Boy and His Blob.
Double Dragon Neon¶
- DoubleDragonDecomp - Tools for extracting .anb animation files from WayForward's Double Dragon Neon.
Shantae (GBC, unreleased prototype)¶
- ShantaeText - Text injection and extraction tool for the unreleased Game Boy Color version of Shantae.
Webdiver the Game¶
- WebdiverGameFileTool - C# extractor that parses Webdiver the Game's KMP files (model, skeleton, animation, and collision-mesh chunks) and exports the 3D models as glb. Input paths are hardcoded in
Program.cs.
Westwood Studios¶
Blade Runner (1997)¶
- bladerunnermodelviewer - 3D model viewer for Blade Runner (1997), loading the game's proprietary model formats.
Command & Conquer¶
- OpenRA - Open-source real-time strategy engine reimagining early Westwood classics (Command & Conquer: Tiberian Dawn, Command & Conquer: Red Alert, Dune 2000), reading the original games' MIX archives and SHP/VQA/AUD asset formats.
- CnC_Remastered_Collection - Official Electronic Arts open-source release of the original Command & Conquer: Tiberian Dawn and Red Alert game logic, alongside the Remastered Collection.
- Chronoshift - Open-source reimplementation of Command & Conquer: Red Alert in C++, reading the original game's MIX archives and SHP/VQA/AUD asset formats (archived).
- Vanilla-Conquer - Cross-platform build of the first-generation C&C engine running Tiberian Dawn and Red Alert as a drop-in replacement for the original executables, also usable for Remastered Collection mod development; source includes MIX archive (
mixfile) and VQA video loader code. - NevadaToolset - Tools for early Command & Conquer game data:
makemix/unmakemixpack and extract.mixarchives, andstrgen/wxstrgen(CLI and GUI) convert the binary in-game string tables to and from a UTF-8 INI file for translation. - Phobos - Ares-compatible engine extension for Command & Conquer: Red Alert 2 - Yuri's Revenge, adding new logic hooks and features on top of the original game's data formats.
- ChronoStorm - Open-source engine reimplementation of Command & Conquer: Red Alert 2 and Yuri's Revenge in Python/Pygame, reading the original game's
.MIXarchives,.SHPsprites,.VXLvoxels, and.PALpalettes; no assets are bundled, requiring a legal copy of the original game. - Ares - Ares Yuri's Revenge Extension, an engine extension for Command & Conquer: Red Alert 2 - Yuri's Revenge adding new logic hooks and features on top of the original game's data formats; Phobos above builds on the same extension model.
- ra2fnt - CLI utility converting Red Alert 2's Westwood Unicode BitFont format (
game.fnt) to and from a PNG glyph set, including an experimental LZ4-compressed SpriteFont XNB exporter for the CnCNet client.
Nox¶
- opennox - Community reimplementation and extension of the Nox (Westwood Studios, 2000) engine, supporting the full vanilla campaign and multiplayer using original game data files.
- CrescentHawksTools - .NET Core toolkit for extracting assets from BattleTech: The Crescent Hawk's Inception (1988, Westwood Associates); support for The Crescent Hawk's Revenge planned.
- Reko-Btech - Decompilation project for BattleTech: The Crescent Hawk's Inception (1988, Westwood Associates), companion to the same author's CrescentHawksTools asset extractor.
- battletech-maps - Map extraction tools for BattleTech: The Crescent Hawk's Inception.
- BattleTech: The Crescent Hawk's Inception (C64) Static Recomp - Native Windows frontend and game-specific static core for the Commodore 64 release of BattleTech: The Crescent Hawk's Inception, pinning exact SHA-256 hashes of the original
BATTLET0.D64/BATTLET1.D64disk images; no game data is bundled.
Dune II¶
- OpenDUNE - Open-source re-creation of Dune II (1992, Westwood Studios), reading the original game's data files (dune2.exe and the EU/US/HS asset sets).
- dunemaps - Scenario/map editor for Dune II, reading
DUNE2.EXEand the game's DUNE/SCENARIO.PAKfiles, including support for the Amiga version's scenario.ini format.
Emperor: Battle for Dune¶
- xanlib - Python library to handle the XBF 3D data format from Emperor: Battle for Dune (2001, Westwood Studios).
- Xanadu Animation Viewer - Viewer for XBF 3D animation data from Emperor: Battle for Dune, built on xanlib.
- ebfd-re - Reverse engineering of Emperor: Battle for Dune's assets.
- Components: LibEmperor (asset-parsing library), EbfdExtractor (RFH/RFD/BAG archive extraction), XbfViewer (model viewer).
- CorrinoEngine - Open-source C# game engine recreating Emperor: Battle for Dune (2001, Westwood Studios) from its original data files.
- Dune_Emperor_Interceptor - DirectX call interceptor (built on elishacloud/DirectX-Wrappers) that dumps in-game mesh vertex positions and normals from modified vertex buffers to text files.
Zed Two (Wetrix)¶
- wetrix (decomp) - Matching decompilation of Wetrix (1998, N64).
Leaf (White Album 2)¶
- wa2-godot - Godot-based Android port of the visual novel White Album 2, reimplementing the game's proprietary script/resource engine (scripts, save data, image/audio decoding) from scratch in C#, reading the original PC version's game files (which the user must supply).
Carbine Studios (WildStar)¶
- The-Ham-Sandwich - Browses WildStar's index files, renders all maps, and exports them to Blender.
Williams Electronics¶
- WilliamsOKIEditor - Editor for OKI ADPCM sound ROMs used in Williams Electronics arcade games, supporting adding, removing, and truncating samples, plus import/export to VOX ADPCM and WAV.
- wpc-emu - Emulator for Williams/Bally WPC pinball machine hardware (CPU/ASIC board, power driver board, pre-DCS/DCS/DCS-95 sound boards, DMD controller). Documents ROM layout, NVRAM/checksum positions, and includes tooling to rip DMD animations directly from ROM dumps.
- DCSExplorer - Tools for examining and creating DCS (Digital Compression System) pinball audio ROMs used by Williams/Bally pinball machines. Actively-developed fork of mjrgh/DCSExplorer with 20+ additional commits.
- ghidra_wpc_loader - Ghidra extension that loads Williams Pinball Controller (WPC) game ROMs and builds a complete memory map, including banked ROM overlays, ASIC I/O registers, interrupt vectors, and OS-level RAM symbols.
- Covers all six WPC hardware generations (Alphanumeric, DMD, Fliptronic, DCS, Security, WPC-95), 1990-1999.
- cvsd-extractor - Reads WPC-89 pinball ROM images, extracting every CVSD audio sample and decoding sound program bytecode.
- wpclp - Patches WPC/WPC95 pinball lamp matrix driver ROM code to eliminate LED "ghosting".
- pinretune - Utility and library for encrypting and decrypting PinSound pinball sound-pack files.
KingsIsle Entertainment (Wizard101)¶
- BFWE - GUI extractor for Wizard101 client assets, previewing DDS textures and playing back extracted WAV/OGG/MP3 music and sound effects.
- libki - C++ library implementing multiple KingsIsle client/server systems (KINP, DML, and related serialization systems) used by Wizard101.
easytech (World Conqueror, Glory of Generals, European War)¶
- easytech-btl-editor - Documents the BTL scenario file format used by easytech's mobile war games (World Conqueror 3/4, Glory of Generals 1-3, European War 4), including header layout and per-title format versions; ships with a work-in-progress web-based editor.
Wargaming (World of Warships)¶
- wowsdeob - Deobfuscator for World of Warships game scripts.
- yretenai/Akizuki - World of Warships file format research project.
- lesta-file-formats - File format templates and tools for games made by Lesta Studio.
- wows-toolkit - Swiss army knife for World of Warships, unpacking and inspecting the game's asset and replay formats alongside the existing wowsdeob script deobfuscator.
- DAVA Resource Studio - Windows desktop toolkit (Rust/Tauri/React) for inspecting and modifying World of Tanks Blitz resources; understands the outer DVPL container, presents the game Data directory as a virtual filesystem, and supports BNK (Wwise audio).
- dvpl - Simple command-line tool for compressing and decompressing the
.dvplcontainer format used by World of Tanks Blitz. See also dvpl_converter, an alternative implementation of the same format. - WOTBSCPGFormat - Reverse-engineered documentation (plus an in-progress Blender import plugin) for World of Tanks Blitz's SCPG model format, the paired
.scg/.sc2files based on the DAVA engine's SceneFileV2/PolygonGroup structures. - WOTBDVPFormat - Format documentation for World of Tanks Blitz's
.dvpm/.dvpdpack container files (meta section, file table, LZ4/RFC1951-compressed entries), layered on top of the outer.dvplcontainer. - wotbreplay-parser - Rust library and crate for parsing World of Tanks Blitz
.wotbreplayreplay files, extracting battle results and player data.
World of Tanks¶
- WorldOfTanks-Decompiled - Unpacked and decompiled versions of World of Tanks' XML and compiled Python (.pyc) game files.
- wot-model-converter - Converts World of Tanks
.primitives/.visualBigWorld model files (including the HD_processedvariants from patch 0.9.12+) to Wavefront OBJ, extracting geometry, UVs, normals, and skinning weights. - wot-python-lib - Python library for working with World of Tanks game resources: extracts files from the game's package archives (with index caching), unpacks packed XML config files, and reads
.primitives/.visualBigWorld model files into geometry/render-set data. - wot-replay-lib-js - JavaScript library for parsing World of Tanks
.wotreplaybattle replay files in the browser.
Bugbear Entertainment (Wreckfest)¶
- wreckfest_toolbox - Blender addon for importing and exporting Wreckfest game formats (SCNE, VHCL, BMAP).
- Breckfest - Drag-and-drop converter between Wreckfest's compressed BMAP texture format and PNG/DDS/TGA/TIF, with DXT1/DXT5 recompression and raw BMAP compress/decompress support.
- wreckfest2-tuning-editor - Windows save editor for the tuning presets in a Wreckfest 2 career profile (
.sgfi); edits setups within the game's legal values, imports/exports/duplicates presets as JSON, with automatic backups and a CLI scrub command. - RSWreckGarage - Wreckfest garage save editor for
cars5.ccrs(LZ4 container): recolors cars, sets credits, level and tournament fame, and fits owned upgrades; PowerShell GUI and Python CLI with identical output.
JiangHu Studio (Wushu Chronicles 2)¶
- WC2.PACKAGE.Tool - Tool for extracting PACKAGE archives from Wushu Chronicles 2 (武林志2).
WWE Raw 2¶
- Xbox_RAW2 - MaxScript tool for WWE Raw 2 (Xbox) supporting FML model import/export, FPK archive unpacking, and material/texture management.
X¶
EgoSoft (X4)¶
- X4Tools - Standalone plugin for importing and exporting assets from X4 game.
Y¶
Yacht Club Games¶
Shovel Knight¶
- SKDecompress - Rips and stitches together images from Shovel Knight's .anb animation files.
Yogho Yogho¶
- Yogho-Yogho - Reverse-engineering documentation and scripts for the 1995 MS-DOS game Yogho Yogho, covering its palette, font, and level-fruit data formats extracted from the game's single
YOGHODAT.DATfile.
Good-Feel (Yoshi's Wooly World)¶
- gfa-packer - Tool for repacking GFA archives located in Yoshi's Wooly World.
- Tangle - Rust CLI for extracting and creating Good-Feel GFA archives (versions 2.0 to 3.1, with BPE, LZ10 or no compression) used by Wario Land: Shake It!, Kirby's Epic Yarn, Yoshi's Woolly World, Poochy & Yoshi's Woolly World and Kirby's Extra Epic Yarn; its sibling gfarch-rs is the equivalent Rust crate.
- Merino - Yoshi's Woolly World editor that loads files from archives, edits
.mapbinlevels with configurable object parameters, and edits.bsonfiles as JSON. - fleece - CLI converting Good-Feel BSON files to and from JSON, with endianness and BSON version options; its sibling gfbson is the Rust crate for Yoshi's Woolly World and Poochy & Yoshi's Woolly World BSON files.
Yostar¶
Azur Lane¶
- Azure-Gravure - Interactive Live2D viewer for Azur Lane character assets.
- AzurLanePaintingExtract-v1.0 - Reconstructs Azur Lane character illustrations from raw AssetStudio/UABE-extracted Texture2D and Mesh data, restoring split/fragmented character art; also supports Spine atlas splitting and generic Unity Sprite splitting.
Azur Promilia¶
- AP-MetadataDecryptor - Decrypts the encrypted IL2CPP
global-metadata.datfile from Azur Promilia, Yostar's spin-off of Azur Lane. - Promilia_PS - Private server reimplementation for Azur Promilia's closed beta test 2, reverse engineered from the game's damage formulas, drop tables, and shop data.
- Requires the companion Promilia_Config data files.
Revived Witch¶
- unneko - Extraction tool for Revived Witch nekodata files. Supports both regular and patch nekodata files.
- NekoFS.Extractor - C# library (LibNekoFS) and CLI tool reimplementing the NekoFS filesystem used by
.nekodataarchives.
Stella Sora¶
- StellaSoraParser - Parses Stella Sora's BinData asset bundles.
- Formats:
data/bin,data/language,data/bubble,data/dirty_words,lua. - Stella-Sora-Metadata - Decrypts Stella Sora's encrypted
global-metadata.dat(magic0x1357FEDA), combining byte rotation, key-table XOR, and bytecode-driven transforms per 64-byte chunk. - Nebula - Server emulator for Stella Sora, reverse engineered from the game's client-server protocol.
Youthcat Studio¶
Dyson Sphere Program¶
- dspbptk - Dyson Sphere Program Blueprint Toolkit for parsing, editing, and re-encoding the game's Base64-encoded, gzip-compressed blueprint format, including recalculating the format's MD5-variant checksum so edited blueprints remain valid in-game.
Falcom (Ys)¶
- YsViDecomp (decomp) - Matching decompilation of Ys VI (Steam).
- yumia_switch_icons - Modding tool for Atelier Yumia that works with game file formats (.fdata files and resource databases)
- unpackpka - Tool to unpack .pka archive files to .pkg files for Legend of Heroes games (Trails of Cold Steel III/IV)
- unpackpkg - Unpacks
.pkgarchives from Falcom's ED8 / Trails of Cold Steel series (Vita, PS3, PS4, PC, Switch) into a.pkg__directory. - Sen-no-Kiseki-PKG-Sharp - .NET libraries and a command-line tool for extracting and packing Sen no Kiseki (Trails of Cold Steel) PKG archives, with a D-language compression library and C# wrapper.
- misc_kiseki - Collection of utilities for modding Falcom's Trails/Kiseki series including model injection, item table decoders, and name table decoders
- KuroTools - Tools for working with Trails through Daybreak (Kuro no Kiseki) .dat, .mdl, and .tbl file formats; compatible with multiple games using the same engine
- kuro_mdl_tool - Exports and re-imports mesh data from Kuro no Kiseki
.mdlfiles as.fmt/.vb/.ibplus JSON metadata, compatible with the 3DMigoto Blender import plugin. - ed8_dlc_tables - Python scripts for creating custom DLC tables (.tbl files) for Trails of Cold Steel and Tokyo Xanadu eX+
- Ys8_IT3 - Tool for extracting and repacking Ys VIII/IX asset data from IT3 format files; exports meshes, textures, and animations
- YsVIII-tools - Unpacking/packing tools for Ys VIII assets, covering XAST/DAT archives, PLT strings, TBB-to-CSV conversion, and a script bytecode disassembler/assembler.
- ys-rendering - 3D map viewer and extraction pipeline for Falcom's Napishtim Engine titles (Ys: The Oath in Felghana, Ys Origin, Ys VI: The Ark of Napishtim); reads the encrypted
data.ni/data.naarchives, exports maps to glTF/GLB and Wavefront OBJ, and documents the formats. - Trails-Research-Group/Doc - Documentation for modding Trails/Kiseki series games with tools and techniques for modifying game assets (textures, models, scripts, animations)
- Legacy of the Wizard Tool - Editor for Legacy of the Wizard (NES) / Dragon Slayer IV (Famicom, MSX1, MSX2), directly editing the original ROM's map, item, and other game data.
- Ouroboros/Falcom - Tools for many Trails/Kiseki games and other Falcom titles.
- Games: Trails in the Sky FC/SC/the 3rd, Trails of Zero, Trails of Azure, Trails of Cold Steel III/IV, Trails into Reverie, Trails through Daybreak, Zwei II.
- trails-1st-save-converter - Standalone Python script converting Trails in the Sky 1st Chapter slot saves (
saveNNN) and system data (sdmemNNN) between Nintendo Switch and Steam formats in both directions, re-implementing the formats documented by turtle-insect's TrailsintheSky1stChapter save editor. - Aureole - Suite of tools for modding the classic Trails/Kiseki games.
- Cradle - Converts Falcom
.itpimages to and from PNG and DDS; supports Trails in the Sky FC/SC/3rd, Trails from Zero/to Azure, Nayuta: Boundless Trails, Ys Seven, Ys VIII and Ys vs Sora no Kiseki. - Azure-Vitality - Ports the Vita-exclusive quests from Trails to Azure (Trails of Cold Steel) to the PC version.
- Inevitable-Zero - Ports the Vita-exclusive quests from Trails from Zero to the PC version.
- Septluxian-Scope - Decompiler for Ys VIII: Lacrimosa of Dana and The Legend of Nayuta: Boundless Trails.
- FalcomPACTool - Falcom PAC archive extractor for The Legend of Heroes: Trails in the Sky 1st Chapter.
- skytrails-replacer - Reverse-engineering of Trails in the Sky 3D model files: includes an
X/_X3model viewer and decoder for First and Second Chapter plus Kaitai Struct specifications of the formats. - Kiseki-Texture-Tool - Extracts Sora no Kiseki (FC, SC, 3rd) image assets, converting
._CH,._DS(hidden DDS) and._CH+._CPchip/spritesheet files. Marked work-in-progress by its author. - FalcomToolsCollection - Collection of Kaitai Struct definitions, to/from-JSON converters, and compression algorithms for various Falcom data formats.
- Xanadu-BRA-Decompress - Unarchiver for the PC version of Tokyo Xanadu eX+, reverse-engineered day-one of release for modding purposes.
- SenPatcher - Fixes and customizations for the PC versions of Falcom's games in the Phyre engine (Trails of Cold Steel, Trails into Reverie, Tokyo Xanadu eX+).
- toxana-tkit - Mirror of weaknespase's archive/asset toolkit for Tokyo Xanadu (PKG archives, spreadsheet converter) and Utawarerumono: Mask of Deception (PCK/SDAT archives, TEX/FNT converter); original upstream repo has been deleted. See also Utawarerumono-SDAT-Unpacker, a standalone unpacker for the PC remaster's
.sdatfiles. - BZH_AO_NO_KISEKI_Savedata_Editor - Save data editor for The Legend of Heroes VII: Ao no Kiseki (Trails to Azure).
- YS8 - Save data editor for Ys VIII (Switch).
- TrailsintheSky1stChapter - Save data editor for Trails in the Sky 1st Chapter (Switch and Steam).
- Same author's TrailsintheSky2ndChapter editor for Trails in the Sky 2nd Chapter (Switch).
- SST - Analysis/conversion tools for Falcom's Sorcerian, converting the game's map, character, and NPC/monster pattern files to BMP images.
Yuru Camp / Summertime Render¶
- YuruCampHeaderAdder - Restores DDS headers stripped from CPK-packed texture files in the Nintendo Switch adventure games Yuru Camp: Have a Nice Day! and Summertime Render: Another Horizon, auto-detecting texture dimensions from footer data.
Z¶
Z-Axis¶
- ZAxisLevelTool - Research tool for the ZIFF (IFF-based) level file formats used across Z-Axis' Xbox/GameCube games: Dave Mirra Freestyle BMX 2, Aggressive Inline, and BMX XXX.
- SPPS - Matching decompilation of Shaun Palmer's Pro Snowboarder (PS2).
Zachtronics¶
- tex_decoder - Decoder for the
.textexture format used across Zachtronics games, converting to PNG. - Games: NERTS! Online, The Zachtronics Solitaire Collection, Last Call BBS, Exapunks, and others.
Zango Games¶
- Zango-Unpacker - Unpacks/repacks .apk (ARPK) archives from Zango/Full Armor Studios games.
Pixelsoft (Zentia / Xuan Yuan Xin Chuan Qi Online)¶
- Zentia-Xunxian-MMORPG-Fan-Preservation-Project - Research, educational, and reverse-engineering archival preservation project for the MMORPG Zentia (also released as Xunxian/Xuan Yuan Xin Chuan Qi Online).
Duane Blehm (Zero Gravity, StuntCopter, Cairo ShootOut!)¶
- blehm - Archive of the original 1980s source code for Macintosh developer Duane Blehm's three released games, recovered and preserved by a fan after Blehm's death; includes the original data/resource forks for each game.
CABO Studio (ZERO Sievert)¶
- ZERO-Sievert-Sprite-Tool - Extracts and repacks PNG sprites from ZERO Sievert's compressed GameMaker
data.winarchive; may also work with other GameMaker-engine games.
Other / Non-Latin¶
Omega Star (ωstar)¶
Bishoujo Mangekyou series¶
- filepack - Packer/unpacker for the
packarchive format used by Bishoujo Mangekyou -Tsumi to Batsu no Shoujo- (美少女万華鏡 -罪と罰の少女-). - mangekyou_util - Collection of tools for the Bishoujo Mangekyou series (QLIE engine):
.packarchive extraction/building, and splitting/rejoining script text for translation. - bishoujou-mangekyou-resource-tools - Resource extraction tools for two further Bishoujo Mangekyou titles: an Artemis-engine
pf8archive tool (SHA1-derived XOR-keyed audio/image data) and aFilePackVer3.1tool (encrypted filenames, keyfile-derived tables, dual body-encryption modes, optional custom compression).
Longchaoge Studio (归龙潮 / Return of the Dragon Tides)¶
- GuiLongchaoReverse - Reverse engineering project and tools for the gacha ARPG Guilongchao (归龙潮).
- Tools: LuaArchiveUtils (extracts the game's LuaArchive format), HybridCLRDecrypt.py (decrypts HybridCLR-protected DLLs), and a modified unluac fork with batch processing for decompiling the game's Lua bytecode.
- Also documents dumping the game's encrypted IL2CPP global-metadata.dat via runtime memory dumping (x64dbg + Scylla) after standard IL2CPP dumpers failed.
🔗 Related Lists¶
- Awesome Modding - Resources for game modding and customization.
- Awesome Game Decompilations - A curated list of awesome game decompilations.
- Awesome Game Datasets - Datasets and resources for game research.
- Awesome Reverse Engineering - List of reverse engineering resources.
- Awesome Software Reverse Engineering - Comprehensive list of reverse engineering software and tools.
- Awesome Gamedev - Curated list of game development resources.
- Game-Decompilations - Curated list of video game decompilation projects, documenting reverse-engineered game source code and asset parsing.
- Awesome Unofficial PC Ports - Curated list of fan-made, reverse-engineering-driven PC ports and static recompilations of console-only games.
- Awesome-Game-Boy-Camera-and-Game-Boy-Printer-projects - Curated meta-list of Game Boy Camera and Game Boy Printer projects across the internet.
📄 License¶
To the extent possible under law, the contributors have waived all copyright and related rights to this work.
🙏 Acknowledgments¶
Shoutout to MeltyPlayer/awesome-game-file-formats - this started as a fork of it with my own bookmark collection, but I eventually decided to add more sections and reorganize it.