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[GH-ISSUE #3632] [Feature] GameMaker reverse engineering: data.win, GML bytecode, objects/events, and room reconstruction #1358
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opened 2026-10-16 21:04:38 +00:00 by bsakaguchi
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Originally created by @matbrgz on GitHub (Oct 14, 2026).
Original GitHub issue: https://github.com/morluto/rea/issues/3632
Summary
GameMaker (spanning GameMaker: Studio, GMS2, and modern GameMaker 2024+) is one of the most celebrated and prolific 2D game engines in video game history, powering iconic titles such as Undertale, Deltarune, Hotline Miami, Risk of Rain, Katana ZERO, Spelunky, and Nuclear Throne.
In standard GameMaker Virtual Machine (VM) exports, the entire game—including all compiled GML scripts, event tables, game objects, sprites, audio, and room layouts—is bundled into a single Electronic Arts IFF container:
data.win(Windows),game.unx(Linux),game.droid(Android),game.ios(iOS), or embedded directly within the game executable.Currently, REA has specialized game engine reverse engineering capabilities for Unity (#3607), Unreal Engine (#3625), and Godot (#3631), but zero coverage for GameMaker. When analyzing a GameMaker application, reverse engineers need to parse the IFF chunk container, decompile the stack-based GML bytecode, map object event handlers, and reconstruct rooms and texture pages.
This feature proposal introduces dedicated GameMaker Reverse Engineering to REA, enabling automated extraction of
data.win, decompilation of GML bytecode, and reconstruction of object event graphs and level rooms.Technical Capabilities & Architecture
1. IFF FORM Chunk Parser & Resource Carving
FORMcontainer and its constituent 4-byte subchunks across GMS1, GMS2, and GameMaker 2024 format revisions.GEN8: Game display name, target configuration flags, window dimensions, room execution order.STRG: Global string table pool (mapping all string literals across the game).AUDO&SOND: Audio file streams (WAV, OGG Vorbis, MP3) and volume/pitch/group definitions.TXTR&TPAG: Extract packed texture atlas sheets into standard PNG/QOI images.SPRT: Sprite records: bounding box collision masks, frame durations, sub-image UV coordinates, and origin anchor points (x, y).FONT: Font glyph metrics, character ranges, and texture page coordinates.2. Game Object (
OBJT) & Event Handler ArchitectureOBJTrecords to extract object names, parent object pointers (parent_index), physics flags, solid/visible properties, and default sprite assignments.Event 0: Create event (instance initialization).Event 1: Destroy / Clean Up events.Event 2: Step events (Begin Step, Step, End Step).Event 3: Alarm events (Alarms 0 through 11).Event 4: Collision events (paired with target colliding object index).Event 5&Event 6: Keyboard and Mouse input events.Event 8: Draw events (Pre-Draw, Draw, Draw GUI, Post-Draw).Event 7: Other events (Room Start, Room End, Game Start, Animation End).CODEchunk.3. GML Bytecode Disassembly & Decompilation
CODEchunk (bytecode instructions, local variable counts, argument counts).VARIchunk (variable resolution: instance variables, global variables, local variables) andFUNCchunk (engine built-in API functions).conv,mul,div,add,sub,and,or,xor,neg,not,push,pop,call,b,bt,bf,pushenv,popenv,ret,exit).if/else,while,for,repeat(n),do...until,switch/case,break,continue.with (target_instance) { ... }blocks.instance_create_depth,draw_sprite,audio_play_sound).4. Room & Level Layout Reconstruction
ROOMchunk):(x, y)world coordinates, custom creation code scripts, scale(x, y), rotation angle, and color blend values.5. YYC (YoYo Compiler) Native Binary Correlation
data.winchunk with native subroutine entrypoints in REA's Ghidra and Rizin providers.Acceptance Criteria
analyze_gamemaker_gamein REA CLI and MCP contracts, acceptingdata.win,game.unx, and GameMaker executables.GEN8,STRG,TXTR,SPRT,OBJT,ROOM,CODE) from synthetic test fixtures.if,while,with,repeat) into valid GML source code.Related
@matbrgz commented on GitHub (Oct 20, 2026):
Cross-referencing with canonical issue #3614 (
[Feature] Adobe Flash & SWF Reverse Engineering) and sibling #3631 (Godot reverse engineering). All relate to game engine binary and bytecode extraction, asset deserialization, and runtime reconstruction. Cataloged under Cluster BZ in consolidation tracker #4330.