Games & Studios: B–C¶
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.
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.