30 open-source projects similar to seriouscache/uabe, ranked by shared indexed features. Tags may describe platforms or build tools rather than the same primary purpose. Check each project’s use case, license, and deployment requirements before treating it as a replacement.
UtinyRipper is a utility for extracting meshes, textures, audio, and scene data from Unity serialized files and asset bundles. It functions as a resource converter that recovers 3D models and textures from compiled game data, translating internal serialized structures into native file formats. The tool provides a dual-interface model, offering both a graphical user interface for exporting resources and a command-line interface for automated batch extraction. These interfaces enable the conversion of proprietary engine textures and audio streams into standard image and wave files. The system
AssetRipper is a suite of tools designed for the recovery and analysis of Unity game projects. It functions as an asset extractor, project reconstructor, shader decompiler, binary analysis tool, and dependency auditor. The project specializes in recovering high-level structures from compiled binaries. It reconstructs prefabs from inlined scene instances, reverses static batching to separate merged meshes, and translates compiled shader code from multiple platforms back into a readable format. Its broader capabilities include converting serialized files and bundles back into native engine for
gdsdecomp is a project recovery suite and game engine reverse engineering toolset. It functions as a bytecode decompiler, binary resource converter, and asset extraction tool designed to reconstruct original directory hierarchies and scripts from compiled binary game assets. The toolset specializes in GDScript bytecode decompilation and compilation, translating compiled bytecode back into human-readable source code or converting source code into executable bytecode for specific engine versions and commit hashes. It includes a game archive patcher to modify project archives by replacing intern
Universal Modder is a toolkit that guides AI coding agents through modding PC games the user owns. It walks an agent through one repeatable loop: researching the game, identifying its engine, reverse engineering its code and file formats, building a mod, testing it in the running game, and then packaging and publishing it. It also includes a shared knowledge base of per-game field notes covering engine versions, modding routes, verification steps and known pitfalls. Several capabilities set it apart. Cross-game mashup tooling embeds one game inside another by compositing rendered frames and b
AssetStudio is a desktop application designed for browsing, inspecting, and extracting assets from proprietary game engine archive files. It provides a comprehensive interface for navigating complex file structures to identify, preview, and export individual media components such as textures, audio, and 3D meshes. The software distinguishes itself through its ability to parse and reconstruct serialized object hierarchies and script data. By resolving assembly dependencies and traversing internal metadata trees, it translates proprietary game data into standard industry formats, including supp
Geode is a game modification SDK and mod loader for Geometry Dash. It functions as a hooking engine and UI framework that allows for the injection of dynamic libraries to alter game behavior and add new features. The toolkit distinguishes itself through a centralized mod compatibility manager and hook registry that tracks active modifications to prevent logic conflicts and application crashes. It utilizes a trampoline-based hooking engine to redirect game function calls while preserving native call stacks, alongside a dedicated UI framework for rendering custom popups and interface components
Fabric API is a modular framework designed for Minecraft mod development, providing a standardized set of hooks and libraries that enable the integration of custom content into the game. It serves as a foundational toolkit for injecting custom logic, assets, and networked data into the game environment during both startup and runtime phases. The framework distinguishes itself by facilitating interoperability between independent modifications through shared events and interface-based contracts, which allow different mods to interact without requiring direct dependencies. It manages the complex
Poml is a prompt management framework and templating engine designed for authoring, versioning, and rendering structured prompts for large language models. It uses a semantic markup language to organize prompts into reusable templates, combining them with dynamic context and data to generate formatted inputs. The system distinguishes itself by decoupling core prompt logic from final presentation through a stylesheet-based approach. It provides a dedicated JSON schema output generator to enforce strict, machine-parsable model responses and a configuration interface for managing function tool s
NBTExplorer is a viewer and editor for Named Binary Tag data. It functions as a processor for the hierarchical binary tag files used within Minecraft save files and game configuration. The tool enables the exploration and modification of game world settings, player data, and entity states. It supports reading and updating structured binary data across standard, uncompressed, and region-based file formats. The project provides capabilities for binary tag deserialization and in-place modification. It handles data through buffered stream reading, zlib-based decompression, and region-file indexi
FiveM is a multiplayer modification framework and game engine modding tool. It serves as a platform for creating and hosting community-driven modifications for open-world game engines, functioning specifically as a framework for Grand Theft Auto V to enable custom servers and multiplayer game modes. The project provides a dedicated game server host for managing network traffic and synchronized game states in modified environments. Its capabilities extend to modding Red Dead Redemption 2, allowing for the extension of game mechanics and the addition of custom content. The framework supports c
LIEF is a framework for parsing, modifying, and analyzing executable binary formats and system shared caches across multiple platforms. It serves as a cross-platform library for the programmatic manipulation of ELF, PE, and MachO binary files. The project provides tools for altering the internal structure and sections of executable files to change program behavior. It also includes a dedicated parser for recovering individual dynamic libraries from combined system shared caches. The toolset covers binary executable analysis, machine code disassembly, and the extraction of debug metadata and
UEFITool is a firmware analysis tool and image editor designed for parsing, visualizing, and modifying UEFI firmware images. It functions as a specification parser that converts binary firmware data into structured formats based on standard platform interface specifications. The tool provides a visual interface to analyze the tree structure and internal data elements of UEFI platform images. It allows for the modification of firmware images to adjust system boot environments and includes capabilities to search for specific data patterns within binary images. The software covers a range of fi
The GoldSrc game engine is a 3D game framework and first-person shooter engine designed for building and running interactive software. It functions as a moddable game framework, providing a system for creating custom game rules and content through client-side code and shared libraries. The project includes a game engine SDK and development tools for compiling custom game logic into dynamic link libraries. This modular structure allows for the development and distribution of game modifications on Windows and Linux platforms.
This repository contains the original source code for a classic real-time strategy game, serving as a legacy game engine implementation for managing units, maps, and combat mechanics in a military strategy setting. It functions as a real-time strategy game source code archive intended for preservation and technical study. The codebase acts as a game modification base, allowing developers to create custom content and modifications using the original source. It provides a foundation for retro game modding and software archeology to analyze how historical game mechanics were programmed. The pro
Luma3DS is a custom firmware for the Nintendo 3DS that removes factory restrictions to enable the execution of unsigned homebrew and game modifications. It functions as a kernel-level system extension that hooks system calls to bypass hardware limitations and introduce new operating system capabilities. The project serves as a homebrew payload loader, using boot-time mechanisms to launch third-party software and custom firmware versions. It also provides a game modding framework capable of patching executable code and intercepting file requests to load custom assets and modified data. The en
Lona is a framework and set of utilities designed to synthesize centralized design definitions into cross-platform UI code, visual artifacts, and motion assets. It functions as a design system generator that converts a single set of specifications into native code for multiple operating systems, Sketch files, and other visual outputs. The system includes a motion design renderer that integrates motion files and renders them into video files to maintain consistent animation experiences. It also features a design artifact exporter for generating localized screenshots and bulk image exports base
gen1recomp is a native recreation of early-generation Pokémon games, written in Lua on the LÖVE2D framework. The game logic is hand-written rather than run through an emulator. On first launch it decodes data, text, graphics and audio programs from a ROM you supply, then keeps a private cache so later launches skip the ROM. No copyrighted assets ship with the source, and several supported game versions can be kept side by side. The project is built to be extended and played online. Mods add content through registries, events and hooks without touching base game code, and each mod gets its own
ExecuTorch is a lightweight C++ runtime for deploying PyTorch models on mobile, embedded, and edge hardware. It provides an ahead-of-time compilation pipeline that exports, quantizes, and lowers model graphs into compact serialized programs, then executes them through a minimal runtime with hardware acceleration and on-device large language model inference capabilities. The project distinguishes itself through a hardware accelerator delegate system that partitions model subgraphs and offloads computation to specialized backends including NPUs, GPUs, and DSPs from Apple, Arm, Intel, MediaTek,
EQAI is a toolkit for transplanting character geometry between PlayStation 2 game client versions and patching the result directly into a game disc image. It moves original-game character meshes into a different client's model files while keeping the target's skeleton, materials, and packed vertex structures intact, so the engine can still render the swapped characters. The patched output is written into a locally supplied ISO in place, without rebuilding the disc. What sets it apart is how it keeps the engine's expectations satisfied. Whole geometry blocks are relocated as complete units so
mcaselector is a Minecraft save file editor, world chunk selector, and region manager. It allows for the modification of the structure and size of world files by removing unwanted chunks or managing regional data. The tool provides a visual interface for selecting specific world chunks to be exported or deleted from a save file. It enables the extraction of selected chunks and regions into separate files for backups or transfers. The software performs low-level binary processing, including NBT parsing and coordinate-to-region mapping, to identify and modify specific world entity and tile str
This project is a reverse-engineered game port and reimplementation of a classic title designed to run natively on modern hardware. It utilizes a custom game engine that recreates original machine code logic and uses extracted assets to provide a playable experience. The implementation ensures behavioral parity through frame-perfect logic verification, comparing real-time execution against reference logs. It distinguishes itself with a multi-language localization system that extracts dialogue and fonts from regional files, as well as visual enhancements including pixel shaders, widescreen asp
This project is a framework for the efficient serialization and deserialization of data structures. It provides a unified, macro-based interface that automates the conversion of complex internal objects into standardized formats and reconstructs them from raw input streams or buffers. By leveraging compile-time code generation, the library minimizes manual implementation overhead while ensuring consistent logic across diverse data types. The framework distinguishes itself through a format-agnostic data model and a visitor-based parsing architecture that decouples data structures from specific
Style Dictionary is a cross-platform style generator and design token build system. It converts a single source of design variables into multiple output formats and platform-specific files to maintain a consistent source of truth across different interfaces. The system functions as a multi-format style orchestrator that merges modular token sources and transforms them based on target platform requirements. It uses a scriptable transform interface to modify token values and names, allowing for the automation of design system styles for web, iOS, and Android applications. The build process is
Steamless is a specialized utility designed to strip SteamStub digital rights management wrappers from game executables. It functions as a decryptor and unpacker that removes these protection layers to recover the raw binary data of the original application. By removing the platform-specific wrapper, the tool restores original entry points and enables executables to run without requiring an authenticated platform instance. This process prepares game binaries for modification by removing the layers that typically prevent third-party tools from accessing the code. The project utilizes static b
Zerobrew is a standalone package manager that installs and manages Homebrew formulas without requiring the original Homebrew system. It uses content-addressable storage to store each file blob once by its hash, enabling instant APFS clonefile copies for identical package contents across installations, which reduces both installation time and disk usage. The project distributes pre-compiled package binaries as compressed archives verified by checksum, with a fallback to building packages from source using Homebrew's Ruby DSL when bottles are unavailable. It activates installed packages through
JSONExport is a multi-language code generator and JSON schema converter that transforms JSON data structures into strongly typed source code classes. It serves as an API response mapper, converting JSON objects into data transfer objects to automate the creation of model classes. The tool specializes in multi-language model synthesis, allowing users to define data models across different programming languages using a single JSON input. It generates class boilerplate, including constructors and accessors, and provides a preview pipeline to review the resulting source code before it is saved.
MonoGame is a cross-platform game engine and framework built for the C# language and .NET ecosystem. It provides a development environment for creating 2D and 3D games that run across multiple operating systems and hardware platforms. The project serves as an open-source implementation of the XNA game studio API. It includes a dedicated game asset pipeline to convert raw art and sound files into optimized formats for efficient engine loading. The framework provides a hardware-abstraction layer to maintain a consistent interface for graphics and input across different devices. Its capabilitie
fast_jsonapi is a Ruby object serializer designed to transform complex backend data objects into structured JSON representations. It specifically implements the JSON:API format to ensure consistent data exchange between servers and clients. The library functions as a compound document generator, allowing related resources to be embedded within a single response to minimize network requests. It uses a class-based schema definition to decouple internal database models from the public API representation. The project includes a command-line tool for generating serializer boilerplate by scanning
DBML is a domain-specific language and schema definition language used for documenting database architecture and design. It provides a human-readable text format for defining database tables, columns, and relationships in a standardized way. The project functions as a relational schema parser and SQL schema generator. It transforms declarative design specifications into an abstract syntax tree for programmatic manipulation and converts these definitions into executable SQL statements across various database dialects. The system covers relational data modeling, database schema design, and arc
cdk8s is a Kubernetes infrastructure as code framework and manifest generator. It provides a cloud native development environment for defining system components and reusable abstractions using general purpose programming languages, which are then synthesized into standard YAML manifests. The framework uses a declarative API and object-oriented modeling to transform code into pure manifest files. These files are generated for use with any Kubernetes cluster via existing deployment tools. The project enables the creation of hierarchical resource patterns and reusable abstractions. It employs s