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[GH-ISSUE #3698] [Tracker] Interactive entertainment runtime and asset reverse engineering: container formats, scripting VMs, protocols and asset graphs #1410
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opened 2026-10-16 21:05:12 +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/3698
Scope & Strategic Vision
Interactive entertainment applications, simulations, and virtual worlds represent some of the most complex software architectures in existence. They combine high-performance native engines, multi-layer container archives, domain-specific virtual machines, declarative entity-component models, custom binary network protocols, and deeply interconnected asset pipelines.
Rather than treating these targets with ad-hoc unpackers, REA's objective is to establish a rigorous, modular, and reusable Asset and Runtime Reverse Engineering Platform. By separating core foundations (scripting VMs, container formats, protocol forensics) from specific runtime profiles, a small set of shared parsers powers hundreds of diverse titles, virtual worlds, and modification ecosystems.
Strict Non-Goals & Responsible Use
All capabilities developed under this initiative adhere to strict principles of passive, offline reverse engineering:
encrypted/inaccessible..pcapor user-recorded session files; no active probing, server scanning, packet injection, or botting functionality.Architectural Breakdown
Complete Tracked Issues Index
1. Scripting Virtual Machines & Bytecode
[Feature] Lua and LuaJIT bytecode reverse engineering: chunks, prototypes, fastcall opcodes, CFG and source reconstruction[Feature] Modular plugin and master archive reverse engineering: ESM/ESP/ESL record hierarchies, BSA/BA2 containers, FormID references and Papyrus PEX bytecode[Feature] RPF archive and resource reverse engineering: RPF7/RPF8 containers, RSC headers, YSC script bytecode, YDR/YFT models and YTD texture dictionaries[Feature] GRF archive and sprite format reverse engineering: .grf containers, GND/GAT navigation meshes, RSW scenes, SPR/ACT animations and compiled LUB scripts2. Container Archives & Virtual Filesystems
[Feature] RPF archive and resource reverse engineering: RPF7/RPF8 containers, RSC headers, YSC script bytecode, YDR/YFT models and YTD texture dictionaries[Feature] Anvil world container and NBT reverse engineering: .mca chunk regions, level.dat, compound tags, datapacks and modloader metadata graphs[Feature] Mobile world container reverse engineering: .mcworld, .mcpack, .mcaddon packages, Molang expressions, behavior schemas and Script API graphs[Feature] MPQ and CASC hybrid storage reverse engineering: DBC/DB2 tables, WDT/ADT world maps, M2 models, BLP textures and TOC addon graphs[Feature] VPK archive and BSP map reverse engineering: VPK containers, BSP lump entities, VTF/VMT materials, MDL/VVD/VTX meshes and KV3 object graphs[Feature] Modular plugin and master archive reverse engineering: ESM/ESP/ESL record hierarchies, BSA/BA2 containers, FormID references and Papyrus PEX bytecode[Feature] GRF archive and sprite format reverse engineering: .grf containers, GND/GAT navigation meshes, RSW scenes, SPR/ACT animations and compiled LUB scripts[Feature] 2D tile-grid MMO asset reverse engineering: OTB/OTBM binary maps, versioned sprite catalogs, client UI modules and packet framing schemas[Feature] KPKA container and RSZ serialization reverse engineering: KPKA archives, RSZ object reflection graphs, PFB prefabs, SCN scenes and texture dictionaries[Feature] CAT/CAS container and EBX object reverse engineering: CAT/CAS chunk storage, TOC/SB super-bundles, EBX typed reflection trees and RES resource graphs[Feature] CR2W and RED4 resource container reverse engineering: CR2W chunk trees, RTTI reflection tables, compiled script bytecodes and entity component graphs3. Object Reflection, Physics & Asset Pipelines
[Feature] HKX binary packfile and tagfile reverse engineering: reflection metadata, skeleton hierarchies, ragdoll constraints and behavior animation graphs[Feature] XNB Content Pipeline reverse engineering: XNB type reader descriptors, compressed textures, sprite fonts, audio streams and 3D mesh assets[Feature] Video Reverse Engineering: Deconstruct rendered video artifacts into editing timelines, visual effects, motion tracking, and audio stems[Feature] Music and Sound Effects Reverse Engineering: Deconstruct audio into multitrack stems, polyphonic MIDI, synth patches, and DSP effect chains4. Engine Deconstruction & App Runtimes
[Feature] Comprehensive Unity extraction and reverse engineering: IL2CPP metadata recovery, Mono CIL decompilation, and serialized asset analysis[Feature] Read-only inventory of Unity IL2CPP global-metadata.dat (first slice of #3607)[Feature] Unreal Engine reverse engineering: Pak/IoStore, UAsset reflection, and Blueprint bytecode reconstruction[Feature] Godot reverse engineering: PCK unpacking, scene/resource deserialization, GDScript bytecode decompilation, and signal graph reconstruction[Feature] GameMaker reverse engineering: data.win, GML bytecode, objects/events, and room reconstruction[Feature] RPG Maker reverse engineering: RGSS/Ruby Marshal, MV/MZ JavaScript, maps/events, plugins and encrypted asset reconstruction[Feature] Ren'Py reverse engineering: RPA archives, RPYC compiled scripts, screens/ATL, labels and route reconstruction[Feature] Clickteam Fusion reverse engineering: MFA/CCN/EXE packages, event sheets, objects/extensions and runtime graph reconstruction[Feature] Construct 2/3 reverse engineering: runtime bundles, event sheets, object behaviors and JavaScript/WASM reconstruction[Feature] Visual-novel engine reverse engineering: archives, scripts, dialogue trees, flags and route reconstruction[Feature] Modular multiplayer resource package reverse engineering: fxmanifest, client/server/shared scripts, NUI webviews, events and native call graphs