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THE REPOSITORY DIRECTORY

Games

Browse 491 repositories with project descriptions, upstream links, and license information.

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About this index

This published selection contains 3,500 captured repository records and 3,309 browsable entries. The 187 scope-excluded entries and 4 whose upstream repository is no longer available remain in the published JSON.

This repository index is discovered automatically and unreviewed. Categories come from metadata; descriptions have AI-assisted translations. Stars and last-push months are collection-time snapshots.

Scan methodology ↗ · Scope exclusions ↗

Original public capture evidence 39323601991 (withdrawn)

491 repositories

Selection published: 2026-10-20 UTC

Point Claude at any game. Skills, tools and the fal MCP that let Claude Code mod almost any PC game you own: recon, reverse engineering, fal-generated art/3D/audio, in-game testing, showcase videos.

Injectable LUA scripting system, SDK generator, live property editor and other dumping utilities for UE4/5 games

The PCSX-Redux project is a collection of tools, research, hardware design, and libraries aiming at development and reverse engineering on the PlayStation 1. The core product itself, PCSX-Redux, is yet another fork of the Playstation emulator, PCSX.

Static recompilation of a PSP game into a native executable. Vulkan and SDL3. Bring your own copy of the game.

A powerful utility for Among Us designed to enrich your game experience with custom features!

Perfect Dark PC port fork: jump, combat roll, melee combos, third person, 80 simulants, spectator camera, screenshots and video recording. Bring your own ROM.

Deadly Premonition (Xbox 360) native PC port by static recompilation - v2.0.14: native DirectX 12 renderer ready for testing (up to 4x internal resolution); 60 FPS, mouse look, keyboard driving, FSR 3, ISO installer, PAL + USA

Open Source Cheat for Apex Legends, designed for ease of use. Made to understand reversing of Apex Legends and respawn's modified source engine as well as their Easy Anti Cheat Implementation.

Forza Horizon (Xbox 360) natively on PC, rebuilt around the modern Horizon experience: shared online free roam, leaderboards and rivals, 120/144 fps, and a self-hostable online server.

PC port of GE for Windows and Linux, built from the N64 decompilation. Widescreen, mouse look, modern controller support and in-game settings. Co-op, netplay and mods in development.

Static recompilation of Yu-Gi-Oh! Forbidden Memories (PS1) into a native executable - with a live duel-rank meter, a fusion assistant, adjustable card drops and a cheat menu. Bring your own disc.

An in-progress decompilation of the preview version of Shadow of the Colossus on the PlayStation 2

Halo: Combat Evolved on iPhone, iPad and Mac. The Xbox edition with online matches of up to 128 players and the original campaign, plus Halo Custom Edition with its community servers. Bring your own game and build it on your Mac.

This can probably automatically dump the SDK for any Unreal Engine Game (Educational Purpose Only)

Comprehensive Game Hacking Cheat Sheet for security researchers, reverse engineers, and CTF participants. Covers memory analysis, anti-cheat evasion, exploit development, and game engine reverse engineering for authorized security testing and educational purposes

GalaxyQuest: Super Mario Galaxy in VR on Meta Quest 3, a native port built on the Petari decompilation. Bring your own game files. 100% made by AI (Claude Opus 5.5 in Claude Code).

Lost Odyssey HD Remaster: a native PC build of Lost Odyssey (Xbox 360) via static recompilation. 720p to 4K with an exact interface, 60 fps, Direct3D 12 and Vulkan, texture replacement. Not an emulator. Work in progress.

An offline touchHLE port of "摩尔庄园" Mobile/Deluxe 5.5.0 with a built-in trainer, plus reverse-engineering research on versions 1.1.5, 2.4.3, 5.4.0, and 5.5.0. Revives this old 2D simulation-management game offline after its shutdown and delisting in 2015.

Native SDL3 port of Colin McRae Rally 2.0 built from the CMR2Decomp decompilation. No game data included.

New Base By Kio For Il2CPP Unity Game Hacking. Lua Implementation, UNIVERSAL: ESP Snapline, ESP Box, ESP Skeleton, Chams, Aimbot

Star Wars Episode I: The Phantom Menace (1999) PC modernized with online co-op multiplayer for up to 4 players. Play on Windows 10/11, Steam Deck and Proton with a modern installer, widescreen and ultrawide support, uncapped FPS, FOV fixes, improved controls, restored music and video, engine reimplementation and modding tools.

PSX recompilation of Bloody Roar II (SLES-01722 EU / SCUS-94424 USA). Anti-copyright: bring your own disc. Dual-region builds, from-scratch widescreen + curated mods.

RedStoneJS: a project porting the free online game RED STONE ONLINE to the web so you can play it in your browser.

Multiplayer co-op mod for Voices of the Void — a UE4SS mod for UE4.27 that syncs the game between a host and up to three clients, without modifying any game files.

Def Jam: Fight for NY PC port — static recompilation of the original Xbox game for native Windows and macOS (Direct3D 11 / Vulkan). Bring your own game dump.

Matching decompilation of Ridge Racer (PlayStation, Namco, 1994, SLPS-00001), and a static recompilation that boots and plays natively on Linux and Windows. No game data here — bring your own disc.

A powerful Il2Cpp inspection and manipulation toolkit for GameGuardian, written in Lua.

Open-source DMA EFT radar and companion toolkit for Escape from Tarkov EFT, built in C++ with ImGui, focused on performance, live raid data, and configurable visual tools.

VRChat IL2CPP deobfuscation pipeline — Unity 6 (6000.0.60f1) baseline. Reverse MethodInfo enumeration, 64K classes / 570K methods / 188K fields, reproducible naming.

Virtua Fighter 2 (Sega Model 2, 1994) for Mac, Windows and Steam Deck: the arcade's i960 program recompiled to native code, up to 6x, widescreen, smooth 120 fps. Bring your own vf2.zip.

Headless Raid: Shadow Legends automation. BepInEx mod (HTTP API), Python tooling, dashboard. Battle logging + sim, CB optimizer, autonomous farm/rank-up loops, gear solver, DWJ/HellHades parity, asset extraction. Mod-API only - no screen automation.

Run your own copy of Cyberpunk 2077 for Mac natively on iPhone and iPad (no game files included)

Ninja Gaiden Black (Xbox, 2005) statically recompiled into native Linux and Windows builds, drawn by its own Vulkan renderer. A steady 60 fps, widescreen and ultrawide, keyboard and mouse, Steam Deck ready. Bring your own copy of the game.

A tool that analyses Unreal Engine 4 and Unreal Engine 5 based games and determines what version of the engine was used to build the game.

Pokémon Stadium for iPhone and iPad via static recompilation, with native Metal rendering, touch controls, and ROM-free builds.

Unofficial native Halo: Combat Evolved for Apple Vision Pro. Immersive panorama, controller support, and visual mods. Experimental; requires Halo PC registration and Apple signing.

Matching decompilation of Colin McRae Rally 2.0 (PC, 2000), rebuilt with MSVC6 and verified byte-for-byte with reccmp. Playable; SDL3 port planned.

A static-recompilation CPU core for Dolphin — run GameCube games as native code, with transparent interpreter fallback

Native Windows hub for the AKI-engine N64 wrestling recompilations - downloads and launches the ports. No game assets included.

A byte-matching decompilation of Sheep, Dog 'n' Wolf (Sheep Raider, 2001, PC): source that compiles with the original Visual C++ 6.0 to the exact original exe, plus a mod loader, a 3D level editor and tools. Bring your own copy of the game.

Recompilation of Need for Speed: Most Wanted (the 2005 PC Black Edition) built on recomp-kit: macOS, iPad, Linux, Windows and browser hosts, with Metal, Vulkan and WebGPU rendering. Bring your own game files.

Virtua Fighter (Sega Model 1, 1993) statically recompiled for Mac, Windows and Steam Deck: up to 6x, widescreen, smooth 120 fps. Bring your own vf.zip.

Sega Model 3 hardware runtime and PowerPC 603e static recompiler. Link a recompiled Model 3 game against native C hardware - no emulator, no interpreter.

Unofficial native PC port of Vampire Savior (CPS-2 arcade) via static recompilation, with a training mode: macOS, Linux, Steam Deck, Windows. Requires your own copy of the game. Beta.

Static recompilation of Jet Set Radio Future (Xbox) to native macOS — playable into chapter 2 at 60 fps via a Direct3D 8 lift. Built on sp00nznet/xboxrecomp. No game data included.

Traditionally, interacting with VidLink APIs required complex WASM bridges or resource-heavy browser automation. This project changes the game by achieving **100% native Python compatibility**. By reverse-engineering the production encryption keys and implementing the `XSalsa20-Poly1305` protocol in pure Python

A fast Unity GUID remapper that remaps scripts, assets, and shaders across two directories, replacing incorrectly referenced files with correct ones.

Age of war clone made in unity in order to speed up the neat algorithm training process. The values are extracted from the original game. It Communicates with a python script

A simple DNS proxy for users who are unable to resolve custom DNS servers from their ISP

Python parser for Unreal Engine .uasset files — read blueprints, extract variables, decompile Kismet bytecode, generate C++ skeletons without the UE editor

🚀Comprehensive documentation of Hytale's QUIC/UDP network protocol. Automatically extracts, decompiles, and documents all packets, enums, and data structures from server JAR files. Version-tracked with wiki documentation. ✅

Open-source engine for Harry Potter and the Philosopher's Stone / Sorcerer's Stone (2001 PC): widescreen, any resolution, no SafeDisc. Built on SurrealEngine. Requires your own game files.

Unofficial native PC port of Muscle March (WiiWare) via static recompilation: macOS, Linux, Steam Deck, Windows. Requires your own copy of the game. Beta.

Prototype and Prototype 2 (Xbox 360) for Nintendo Switch: static recompilation with ReXGlue, native Vulkan renderer. Free, not for sale. No game files.

Native Windows port of Dead or Alive 3 (Xbox), built by static recompilation with a hand-written runtime. Requires your own copy of the game.

This repository contains reverse engineering assets and data extracted from the game, intended for research, modding (if permitted by the game's EULA), or educational purposes.

Native PC port of Virtual Pro Wrestling 64 (N64) via static recompilation. No game assets included - bring your own ROM.

Native PC port of Final Fantasy Crystal Chronicles: Echoes of Time (DS) by static recompilation. Bring your own ROM: the game is built on your PC, nothing of the game is included. Windows and Linux. Alpha.

Passive network sniffer and protobuf decoder for the Dofus 3 game protocol, and the trading dashboard built on what it captures. Rust + libpcap, Next.js, Postgres.

Native PC port of Downhill Domination (PS2) for Linux/Windows, by the community. Engine reimplementation loading data from your own disc: levels, collision and bike physics work. A native port by and for the community. No game data included.

A Sega Model 2 hardware runtime for statically recompiled games: geometry engine, rasterizer, tilemaps and TGP coprocessor.

Play: https://nolanvenhola.github.io/zeliard/ — Complete C/WebAssembly port and bit-perfect MASM source-code reconstruction of Zeliard, with reverse-engineering tools and parity tests.

Native PC port of Namco's Point Blank (PlayStation) via static recompilation (PSXRecomp). Aim with your mouse or a controller, no light gun needed. Bring your own disc.

Reverse engineering notes, format documentation and analysis tooling for Infinite Undiscovery (tri-Ace / Square Enix, Xbox 360, 2008) and its ASKA engine.

Experimental native Nintendo Switch port of WiiCompiled, with GX capture/replay and GPU diagnostics. Recognizable game rendering remains unproven.

A reverse-engineering research toolkit for the Nicai/MStar CBE game format, including CBE unpacking, a resource viewer, structure probing, system-file samples, and early web emulator experiments.

Educational matching decompilation of Need for Speed: Underground 2 (GameCube + PC), aiming at a native PC port

Toolkit for reverse-engineering and porting Unity games, with a full Unity → Godot 4 pipeline (GUI, CLI, MCP server).

A client side JavaScript utility to automatically complete all active Discord Quests directly from your console by spoofing game play, stream, and video playback activity.

Portable gameplay modifiers for Touhou 8: Hidden, Flashlight, Mirror, Double Time, Relax, and more — playable on Web and Linux.

Static recompilation research for The Lord of the Rings: The Third Age on original Xbox; user-supplied game data required

BL2 rebased is a project where I try to decode all the files from bl2 and run them through an importer into UE5.8, this is long as hell and i appreciate your patience and any donations to help me pay for any fees i may encounter !

Nostalgia Dumper. High-performance, multi-threaded offset discovery for Unreal, Unity IL2CPP, and Unity Mono, Source and Source 2, Godot, CryEngine, GameMaker, and UNIGINE.

Engine-neutral Ocarina of Time Link gameplay SDK, extracted from the zeldaret/oot decomp (inspired by libsm64). No ROM or game asset included.

A modern, reverse-engineered revival of Code Mafia. Built with Next.js 16, React 19, Tailwind v4, WebSockets (PartyKit), and in-browser Python (Pyodide).

C++ Unity runtime resolver and hook template for IL2CPP/Mono with automatic method/field resolution, MinHook integration, and optional Debug dumper tools.

Matching decompilation of `Wild 9` for the Sony PlayStation 1, targeting the NTSC-U SLUS_004.25 executable, built with a reproducible GCC 2.8.1 PSX and GNU binutils 2.42 toolchain

Unreal Engine plugin that recreates Burnout Paradise’s Environment Settings system for time-of-day driven post process effects and color grading using Timelines and Keyframes. General purpose and game agnostic.

Self-hosted revival backend for The Last of Us: Factions (PS3) multiplayer under RPCS3, plus the protocol reverse-engineering research behind it.

Local web IDE for Pokemon GBA ROM hacking. Scans a decomp project into one manifest, edits maps, trainers, species and scripts visually or by AI agent, then compiles a playable .gba.

Free, open-source Windows game trainer & memory editor — Cheat Engine alternative with code-patch injection, Mono/IL2CPP support, and .CT import/export. Includes Valheim and Elden Ring cheats.

A 1:1 Rust (Bevy) rewrite of Gauntlet: Dark Legacy (GameCube) that aims to play exactly like the original, plus convenient extras: online co-op for up to 4 with invite codes and drop-in joining, Windows/macOS/Linux, widescreen, rebindable keyboard & mouse or any pad. Bring your own disc.

Xbox 360 James Bond games (Quantum of Solace, Blood Stone, 007 Legends) statically recompiled for Windows PC with ReXGlue: Direct3D 12, GDK. Configs and research only, no game files.

A practical game-asset extraction library drawn from three real reverse-engineering projects involving Unity IL2CPP/YooAsset/XOR and Cocos2d-lua/XXTEA/Spine. It provides 29 tools, 3 standardized workflows, and exception handling across unpacking, decryption, decoding, classification, and character aggregation. New AI agents can follow the documentation independently without human explanation.

Reimplementation-grade spec of Diablo II: LoD 1.14d: item generation, monster spawning and level generation (DRLG), reverse-engineered from Game.exe with evidence-tagged claims. Documentation only, no game data.

Static recompilation of Dreams to Reality (Cryo, 1997) for modern PCs: the Windows game lifted to C, with a GPU renderer, SDL3, a disc-image launcher, smooth motion, Cryo's restored level editor and a browser demo. Bring your own discs.

Horse Star Reconstructed is a reverse engineering and preservation project focused on reconstructing the data and systems of the 2010 Mindscape MMO "Horse Star".

Map editor for Heroes of Might & Magic V: Tribes of the East, on Electron. Reverse-engineered .pak/map.xdb/GroundTerrain.bin, live 3D terrain rendering and editing. Contains no game content.

Measuring how much Unity game code survives IL2CPP: 0.00% of method bodies decompile to compilable C#, vs 93-95% for Mono. Then rebuilding enough of MiSide by hand to run in a browser

Preserving The Elder Scrolls Adventures: Redguard (1998) — reverse-engineered file format specifications, engine documentation, and a Rust CLI for parsing and converting game assets.

Fire & Forget II (Titus, 1990) — faithful decompilation/recompilation of the DOS/EGA racer to modern C11+SDL2; bit-exact vs the original (pixels + AdLib sound), runs natively and in the browser. Play: https://titustribute.com/ff2/

Complete offline datamine of Chiikawa Pocket (Global) v2.4.1 — all game formulas verified from native code, all 236 master-data tables decoded, guides, and a team calculator webapp

Frida-based tool to dump a clean (deobfuscated) IL2CPP global-metadata header from a running Unity app on iOS, for use with Il2CppDumper. Personal RE research tool — not a cheat/hack tool.

A local server for Seth Robinson's November 2012 Growtopia prototype ("Buildo"), plus the reverse-engineering notes that made it playable again. Preservation, not a private server.

🔍 Enhance codebase indexing and semantic search with ace-tool for efficient AI prompt optimization.

Open community toolkit and bugfix patches for SSI's Dark Sun CRPGs: Shattered Lands (1993) and Wake of the Ravager (1994). Tools first, patches second.

Native PC reimplementation of Highlander: The Last of the MacLeods (Atari Jaguar CD, 1995). Engine documentation, disc-format reverse engineering and extraction tools. BYOA.

Unity AssetBundle Modder, Inspector & Hex Padder Telegram Bot powered by ArisuFxPy. Supports Termux, VPS & Windows.

A Cheat Engine for browser games — Chrome extension that scans WebAssembly memory, edits and freezes values, and controls game speed. Zero dependencies.

Source reconstruction of 東方錦上京 ~ Fossilized Wonders. Japanese 1.00a (Steamless)

An open-source, HD, browser-native game engine compatible with MapleStory v83 content. Rust, wgpu, WebAssembly.

Reflection extraction and analysis for Unreal Engine, Unity IL2CPP and Unity Mono. No engine-version table: every offset is derived at runtime, and Unity metadata is solved by constraint rather than parsed with a per-version struct table.

Reverse-engineering notes and tooling for Immercenary (3DO, 1995), aiming at a native PC port. Tools and docs only - no game data.

Reverse-engineering research and documentation for Final Fantasy XIV 1.x / 1.23b client behavior, packet formats, Lua scripts, static data, and server compatibility requirements.

Rust mod framework for UE5 (Grounded 2, Outworld Station), Unity (Wild West Miner), and DLL injection (Horsey Game)

BrickPark: matching decompilation of LEGOLAND (Windows, 2000). VC6-exact C reconstruction, analysis tools and data-format documentation. Unofficial fan project; no game data included.

MCP server for VRoid Studio. Lets AI agents create and edit characters in the editor — choose presets, tune sliders and colors, frame the camera, and save. Drives the editor's own API through a BepInEx/IL2CPP plugin: no mouse or OCR automation; works with the window minimized

Recover the encryption password of Unity Easy Save 3 (.es3) save files - extracts password candidates from dnlib/DLL/.assets files and brute-forces AES, with a bilingual (EN/ZH) Tkinter GUI.

Handwriting text recognition (using reverse engineered Google Translate API) made into a game with a simple SRS (spaced repetition system) algorithm.

Browser recreations of the two J2ME feature-phone games 《红魔特种兵》 1 & 2 (TypeScript + Canvas).

🐱🌙 An original pixel-art endless runner. We reverse engineered the Chrome dino game and rebuilt it as a cat on neon rooftops. Web + standalone Windows app.

Localization toolkit for the Kingdom Hearts PC releases — text, fonts and textures. KH1 FM, Re:CoM, Birth by Sleep FM, Dream Drop Distance, 358/2 Days, Re:coded, Theater. Made in Ukraine by Dmytro Bidlov (Little Bit Team).

Knowledge base for AI agents: ~790 game decompilation/RE projects, modding field notes, engine playbooks, and 8 skills with tested scripts for decomp, recon, hooking, formats and ports

Theme Hospital (1997) rebuilt in C++20 from a matching decompilation: any resolution, on Windows, macOS, Linux and in the browser. Bring your own copy of the game.

Il2CppDumper-style dump for Combat Master, which ships no usable global-metadata.dat. Injects, reads the runtime's own structures, and re-fits every struct offset on each run so game updates don't break it.

A fusion of two gaming classics with Super Mario Runner! This Java-based recreation seamlessly blends the timeless charm of the Chrome Dino game with the vibrant world of Super Mario Bros.

L2Walker-style headless client for Killing Floor (Unreal Engine 2.5). Speaks the native UE2 network protocol over UDP — no game launch, no injection: connects as a real client, passes Steam auth and enters the game.

Decompilation of US BattleTanx .z64 (Required Decomp for BattleTanx Studio & porting of BattleTanx assets into BattleTanx: Global Assault port)

🪝 The in-game Frida agent for Sacred Gold: hooks, game addresses, and the bundle the launcher downloads

The 2010 Danish school game Matematik i Måneby+, rebuilt from its Macromedia Director files to run in a browser. Play it in the link below.

Experimental open-source C++20 Ashes of Creation private-server / server-emulation lab: local Verra exploration, terrain collision, movement, flight and live browser tools. Very buggy; bring your own client. No combat or quests.

A daily browser puzzle: peel a real obfuscated one-liner apart one decode at a time until the plaintext shows. Fewest moves wins.

Fan-made offline single-player RTS mod for Foxhole (UE4SS/Lua): logistics-first, squads, supply chains, AI enemy. Early prototype.

Fan-made web port of The Legend of Mata Nui (2001 PC game): C++17 to WebAssembly + WebGPU. Bring your own game files. Not affiliated with LEGO.

Zero-dependency Rust parser for Palworld .sav files. Extracts Pal species, passives, gender, and level to JSON. Compiles to WebAssembly for in-browser parsing — no server uploads.

Reverse-engineers your Deep Rock Galactic save file to track kills per enemy, overclock progress, and stats over time in a local SQLite + Streamlit dashboard. Auto-captures while you play. Rock and Stone! ⛏️

Drive a running Unreal Engine game from outside via UE4SS, and verify that what you asked for actually happened. Negative-control verification: a check that survives its own poison is a failure, not a pass.

A bidirectional, reliable string channel for any shipped Unreal Engine game - no engine source, no C++, no custom RPCs. Built from two RPCs already on APlayerController.

Reproducible disclosure: the GSE Companion app detects, reports and (server-gated) deletes a competing World of Warcraft addon's data, and the in-game GSE addon now locks its sequences away from other addons. Quoted code, hashes, and reproduction steps. I'm a competitor; verify it yourself.

High-speed, multi-threaded Unreal Engine & Tencent .PAK unpacker, repacker, and patcher with auto stem-hash CRC32 signing, SM4 cipher support, and future-proof game compatibility.

High-performance multi-engine game asset extractor, native container parser (Godot, Unreal, Unity, Windows PE), and AI reverse engineering orchestrator with MCP support

Unofficial Rust/WebAssembly research runtime for Crash Bandicoot (PlayStation); users supply their own game data.

Patch SteamStub protection on the fly with a simple DLL, supporting games where other tools like Steamless fail to run properly.

Fan remake of Gremlin's Hogs of War (2000) in Electron + Three.js. Reads assets from a legally installed copy; none are redistributed.

Static recompiler for GameMaker Studio 1.4 games: data.win bytecode to native C, with an ImGui dev/cheat menu

Static recompilation of Unreal Tournament (Epic, 1999; Steam v436) to native C, headed for a modern makeover: its own presenter, widescreen, a modern render device. Built on pcrecomp.

Fan, noncommercial server and browser client for an old Flash tank game. TypeScript server, browser client on a patched Ruffle. No game resources or game client included.

A Node.js project for generating and writing Lego Dimensions Toy Tag data onto blank NFC213 tags. A console application that allows you to recreate character and vehicle tags for use with the Lego Dimensions game.

Desktop and browser viewer for Killing Floor game maps (.rom, Unreal Engine 2.5). Draws the world BSP, static meshes, terrain and skybox with textures, and flies around — no KFEd needed.

UE5 MinHook inline hook example: AOB signature scan + detour for UObject::StaticConstructObject_Internal, with the failure modes found against a real UE 5.6 target

Cell to Singularity (Computer Lunch, Unity 6, Steam): a mobile idle game's PC build - 10,249 terms x 19 languages in one object, three MS-NRBF saves, 1,157 Crunch heads, 45 atlases, a phone's SDK stack on Windows - measured from the bytes, structure not recipes.

Harry Potter and the Philosopher's Stone (PC, Electronic Arts, 2001) measured from the retail disc: ISO 9660 layout, a table hidden in the volume descriptor, the read window that hides the border of a 9,280-sector unreadable region, 249 Unreal Engine 1 packages, and 31 levels in one line.

One object: the Steam install of I am Setsuna (Unity 5.2, never run). 970 files, 1,471,268,535 bytes, 97.85 % somebody else's container. Six readers close all of it on the vendors' own integers -- 35 v15 SerializedFiles at residue 0, 145 UnityWeb bundles, 279 @UTF tables, CRC-16 on 381,077 audio frames, 392 Lua chunks consumed exactly.

Byte-level study of Tesla Effect (PC/Windows, 2014): 17,519,466,565 bytes in which 82.93 % is filmed video and the studio's own code is 0.0090 %. 1,035 Bink 2 headers censused, 20,014.286 s of running time, a script in five Excel workbooks, and a name-closure test that fails both ways.

The Wardrobe (CINIC Games, Unity 6, Steam): 1,207 clear XML in six languages keyed by Italian, 17,368 sprites at format 22, 482 FMOD Studio banks, 31 silent films - measured from the bytes, nothing published.

Learn game hacking by doing it. A 3D game you reverse engineer in your browser: memory scanning, watchpoints, patching, C++ tools.

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