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value | name stringlengths 2 100 | name_zh stringlengths 2 78 | url stringlengths 17 152 | kind stringclasses 8
values | additional_evidence_urls listlengths 1 20 ⌀ | category stringclasses 24
values | class stringclasses 6
values | description_en stringlengths 48 1.07k | description_zh stringlengths 19 619 | entry_url stringlengths 36 84 | entry_url_zh stringlengths 39 87 | evidence_class int64 0 3 ⌀ | evidence_status stringclasses 2
values | evidence_url stringlengths 21 153 | group stringclasses 5
values | relationship stringclasses 13
values | requirements listlengths 1 6 | requirements_zh listlengths 1 6 | runtime_status stringclasses 1
value | scope stringclasses 5
values | targets listlengths 1 6 | verification stringclasses 1
value | verified_at stringclasses 25
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|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
007-agent-under-fire-recomp-case | resource | 007: Agent Under Fire — an Xbox static recompilation port | 007: Agent Under Fire:Xbox 静态重编译移植 | https://github.com/hk21x/007-agentunderfire-recomp | case-study | [
"https://github.com/hk21x/007-agentunderfire-recomp/blob/2a9236fbf3b7f5dda9e833aa9a8dde83d4fae188/FINDINGS.md"
] | reconstruction-cases | game | 007: Agent Under Fire becomes a native Windows port by statically recompiling the original Xbox game's x86 XBE programs. The project includes game-specific hooks and findings for the launcher, on-foot and driving executables, and builds game code from a user-provided USA or European disc. | 《007: Agent Under Fire》通过静态重编译原版 Xbox 的 x86 XBE 程序移植到 Windows。项目包含启动、步行和驾驶程序的专用钩子及分析记录,并从用户提供的美版或欧版光盘生成游戏代码。 | https://awesomerea.org/resources/007-agent-under-fire-recomp-case/ | https://awesomerea.org/zh/resources/007-agent-under-fire-recomp-case/ | 1 | observed | https://github.com/hk21x/007-agentunderfire-recomp/blob/2a9236fbf3b7f5dda9e833aa9a8dde83d4fae188/README.md | cases | independent-reconstruction | [
"A user-owned USA or European Xbox game disc image or extracted folder is required.",
"Windows 10 or 11 64-bit and a Direct3D 11 or 12 GPU are required for the launcher workflow.",
"The author states that some later missions and multiplayer have not yet been tried.",
"MIT license."
] | [
"需要用户自己的美版或欧版 Xbox 游戏光盘镜像或解包目录。",
"启动器流程需要 64 位 Windows 10 或 11,以及支持 Direct3D 11 或 12 的显卡。",
"作者表示部分后期任务和多人模式尚未试玩。",
"采用 MIT 许可证。"
] | not-run | partial | [
"game"
] | source-reviewed | 2026-11-08 | null |
007-everything-or-nothing-recomp-case | resource | 007: Everything or Nothing — an Xbox static recompilation for Windows | 007: Everything or Nothing:Xbox 静态重编译 Windows 移植 | https://github.com/hk21x/007eon-recomp | case-study | [
"https://github.com/hk21x/007eon-recomp/blob/95d04974e8eb03e6969efc983e25ff1cb56c7fc7/FINDINGS.md"
] | reconstruction-cases | game | 007eon-recomp builds a native Windows port of the original Xbox release of 007: Everything or Nothing. Xbox XBE Recomp translates its separate on-foot and driving executables, while native Direct3D, XAudio2 and SDL components replace console services; findings document game-specific code and rendering behavior. | 007eon-recomp 将初代 Xbox 游戏 007: Everything or Nothing 移植为 Windows 原生程序。Xbox XBE Recomp 分别转换步行与驾驶关卡的可执行文件,Direct3D、XAudio2 和 SDL 组件替代主机服务;研究笔记记录游戏代码与渲染行为。 | https://awesomerea.org/resources/007-everything-or-nothing-recomp-case/ | https://awesomerea.org/zh/resources/007-everything-or-nothing-recomp-case/ | 1 | observed | https://github.com/hk21x/007eon-recomp/blob/95d04974e8eb03e6969efc983e25ff1cb56c7fc7/README.md | cases | independent-reconstruction | [
"Requires the user's own supported European or USA Xbox disc image or extracted game files.",
"Requires 64-bit Windows 10 or 11 and a Direct3D 11 or 12 GPU.",
"Source builds require Visual Studio 2022 with C++ tools and the project's SDK submodule.",
"MIT licence."
] | [
"需要用户自己的受支持欧版或美版 Xbox 光盘镜像,或已提取的游戏文件。",
"需要 64 位 Windows 10 或 11,以及支持 Direct3D 11 或 12 的显卡。",
"从源码构建需要 Visual Studio 2022 的 C++ 工具和项目 SDK 子模块。",
"许可证为 MIT。"
] | not-run | partial | [
"game"
] | source-reviewed | 2026-11-08 | null |
007-from-russia-with-love-xbe-recomp-case | resource | 007: From Russia with Love: an original Xbox recompilation for PC | 007: From Russia with Love:初代 Xbox 游戏的 PC 重编译移植 | https://github.com/TGP482/007FRWL-XBERecomp | case-study | [
"https://github.com/TGP482/007FRWL-XBERecomp/blob/1ff350a4902caa2cc733277087a788ed731cb9fb/CMakeLists.txt"
] | reconstruction-cases | game | 007: From Russia with Love - XBE Recomp ports the original Xbox game to Windows using Xbox XBE Recomp. It compiles code from the user's USA or European game files for PC on first start, with a runtime that adds display, graphics and input options. | 007: From Russia with Love - XBE Recomp 使用 Xbox XBE Recomp 将初代 Xbox 游戏移植到 Windows。首次启动时,它从用户提供的美版或欧版游戏文件编译 PC 代码;运行时增加显示、图形和输入选项。 | https://awesomerea.org/resources/007-from-russia-with-love-xbe-recomp-case/ | https://awesomerea.org/zh/resources/007-from-russia-with-love-xbe-recomp-case/ | 1 | observed | https://github.com/TGP482/007FRWL-XBERecomp/blob/1ff350a4902caa2cc733277087a788ed731cb9fb/README.md | cases | independent-reconstruction | [
"Provide an ISO or extracted files from a legally acquired USA or European copy; building requires extracted files including default.xbe.",
"Windows 10 64-bit, an SSE4.2 and POPCNT CPU, and a Direct3D 12 GPU are specified.",
"Building from source requires Visual Studio 2022 with C++, Clang and CMake components.... | [
"提供合法取得的美版或欧版 ISO 或提取文件;从源码构建须有包含 default.xbe 的提取文件。",
"项目要求 Windows 10 64 位、支持 SSE4.2 与 POPCNT 的 CPU,以及 Direct3D 12 GPU。",
"从源码构建需要装有 C++、Clang 和 CMake 组件的 Visual Studio 2022。",
"仓库中没有许可证文件。"
] | not-run | partial | [
"game"
] | source-reviewed | 2026-11-06 | null |
007-nightfire-xbe-recomp-case | resource | 007: Nightfire - XBE Recomp: an Xbox game recompiled for PC | 007: Nightfire - XBE Recomp:将 Xbox 游戏重编译为 PC 版本 | https://github.com/TGP482/007Nightfire-XBERecomp | case-study | [
"https://github.com/TGP482/007Nightfire-XBERecomp/blob/c652b19054c6fbe0640d0ecebf9e716dda88c424/CMakeLists.txt"
] | reconstruction-cases | game | 007: Nightfire - XBE Recomp ports the original Xbox game to native Windows through Xbox XBE Recomp. It builds from the user's USA or Europe game files and adds configurable graphics, keyboard and mouse input, controller support, and texture dumping. | 007: Nightfire - XBE Recomp 通过 Xbox XBE Recomp 将原版 Xbox 游戏移植为原生 Windows 程序。它使用玩家自有的美版或欧版游戏文件构建,并加入图形设置、键盘鼠标与手柄支持及纹理转储功能。 | https://awesomerea.org/resources/007-nightfire-xbe-recomp-case/ | https://awesomerea.org/zh/resources/007-nightfire-xbe-recomp-case/ | 1 | observed | https://github.com/TGP482/007Nightfire-XBERecomp/blob/c652b19054c6fbe0640d0ecebf9e716dda88c424/README.md | cases | independent-reconstruction | [
"Requires a legally acquired USA or Europe copy of the Xbox game; building requires extracted files including default.xbe and Driving.xbe.",
"Requires Windows 10 64-bit or later with a Direct3D 12 GPU; building uses Visual Studio 2022 with C++, Clang, and CMake components.",
"Licensed under MIT."
] | [
"需要合法获得的美版或欧版 Xbox 游戏;构建时需提取游戏文件,包括 default.xbe 和 Driving.xbe。",
"需要 Windows 10 64 位或更新系统及支持 Direct3D 12 的显卡;构建使用带 C++、Clang 和 CMake 组件的 Visual Studio 2022。",
"采用 MIT 许可证。"
] | not-run | partial | [
"game"
] | source-reviewed | 2026-11-06 | null |
010-editor | resource | 010 Editor | 010 Editor 十六进制与文本编辑器 | https://www.sweetscape.com/010editor/ | tool | [
"https://www.sweetscape.com/010editor/release_notes.html",
"https://www.sweetscape.com/download/010editor/",
"https://www.sweetscape.com/support/kb/kb1042.html",
"https://www.sweetscape.com/store/",
"https://www.sweetscape.com/010editor/manual/License.htm",
"https://www.sweetscape.com/010editor/manual/Int... | native-analysis | null | SweetScape Software's commercial hex and text editor whose Binary Templates, C/C++-like struct definitions with control flow and functions, parse binary files into hierarchical, editable structures. Templates can run when a file opens and are shared through an online repository, scripts with C/C++-like syntax automate ... | SweetScape Software 推出的商业十六进制与文本编辑器,其 Binary Templates 采用类似 C/C++ 结构体、可含控制流语句和函数的写法,将二进制文件解析为可编辑的层级结构。模板可在打开文件时自动运行,并能通过在线仓库分享;语法类似 C/C++ 的脚本可自动完成编辑和批处理;工具还包括基于 Capstone、支持 x86、ARM、MIPS、PowerPC 等架构的反汇编器、逐字节比较、校验和与哈希计算,以及磁盘和 Windows 进程内存编辑。 | https://awesomerea.org/resources/010-editor/ | https://awesomerea.org/zh/resources/010-editor/ | 3 | observed | https://www.sweetscape.com/010editor/ | tools | foundation | [
"Version 17.0.1, released 2026-11-04, has 64-bit builds for Windows 11/10, macOS 10.14 to 27 on ARM and Intel, and Ubuntu 18.04 to 26.04, plus 32-bit Windows and Linux builds and a portable Windows build. Version 10 dropped Windows XP, macOS 10.7–10.11 and Ubuntu 10.04–14.04, where older releases still run.",
"Co... | [
"17.0.1 版发布于 2026-11-04,提供 Windows 11/10、macOS 10.14 至 27(ARM 与 Intel)和 Ubuntu 18.04 至 26.04 的 64 位版本,以及 Windows 和 Linux 的 32 位版本和 Windows 便携版。第 10 版起不再支持 Windows XP、macOS 10.7–10.11 和 Ubuntu 10.04–14.04,这些系统上仍可运行旧版本。",
"商业软件:评估版可使用 30 天,期满后须购买许可证。许可证按用户计、永久有效,并含一年免费升级与技术支持,分为商业许可和价格较低的家庭/学术许可;EULA 规定家庭/学术许可证不得用于... | not-run | notes | [
"binary"
] | source-reviewed | 2026-11-05 | null |
0x1avram-js-deobfuscator | resource | JS-Deobfuscator (0x1Avram) | JS-Deobfuscator(0x1Avram)Obfuscator.io 反混淆工具 | https://github.com/0x1Avram/js-deobfuscator | tool | [
"https://github.com/0x1Avram/js-deobfuscator/blob/3a4a20ab0d107d168bbef14105c35970c59e4eae/package.json",
"https://github.com/0x1Avram/js-deobfuscator/blob/3a4a20ab0d107d168bbef14105c35970c59e4eae/deobfuscator.js",
"https://github.com/0x1Avram/js-deobfuscator/blob/3a4a20ab0d107d168bbef14105c35970c59e4eae/Stages... | web-analysis | null | Node.js deobfuscator for JavaScript produced by Timofey Kachalov's javascript-obfuscator, also offered as obfuscator.io. It parses the sample with esprima and runs eleven stages named after the obfuscator's own, which remove injected self-defending and debug-protection code, unwind control-flow flattening and dead-code... | 面向 Timofey Kachalov 的 javascript-obfuscator(亦以 obfuscator.io 提供)所生成 JavaScript 的 Node.js 反混淆工具。它用 esprima 解析样本,依次运行十一个与该混淆器同名的阶段:移除注入的自我防护和调试保护代码,还原控制流平坦化和死代码注入,恢复被转换的字面量和对象键,把字符串数组调用替换为解码后的字符串,化简结果,并对传给 eval 的代码递归处理。字符串数组相关代码可自动识别,也可拆成单独文件输入;Examples 目录收录了原始、混淆后和反混淆后的成对样本。 | https://awesomerea.org/resources/0x1avram-js-deobfuscator/ | https://awesomerea.org/zh/resources/0x1avram-js-deobfuscator/ | 2 | observed | https://github.com/0x1Avram/js-deobfuscator/blob/3a4a20ab0d107d168bbef14105c35970c59e4eae/README.md | tools | foundation | [
"Inactive since the reviewed main commit, a README update on 2023-04-17. The last release, 1.0.7 (2022-12-29), attaches binaries.zip with standalone Windows and Linux builds made with pkg, while package.json still reports 1.0.2. The README says it was developed with Node.js 16.15 and worked with obfuscator versions... | [
"自所审阅的 main 分支提交(2023-04-17 的 README 更新)以来没有新的提交。最后一个版本 1.0.7(2022-12-29)附带 binaries.zip,内含用 pkg 构建的独立 Windows 和 Linux 程序,而 package.json 中的版本号仍为 1.0.2。README 称开发时使用 Node.js 16.15,并适用于当时的混淆器版本;旧版混淆器的输出可能生成不同的 AST。",
"从源码运行需先执行 npm install(依赖 esprima、escodegen、esquery、estraverse、winston 和 yargs),再用 node index.js -i... | not-run | unknown | [
"website"
] | source-reviewed | 2026-10-27 | null |
1080-snowboarding-decomp-case | resource | 1080 Snowboarding: matching Nintendo 64 decompilation with USO overlay analysis | 1080 Snowboarding:分析 USO 覆盖模块的 Nintendo 64 匹配反编译 | https://github.com/djsaunde/1080-decomp | case-study | [
"https://github.com/djsaunde/1080-decomp/blob/3fa7dbd12f20c5ffd6089ae78b20ac2a08daafde/scripts/emu-symdump/README.md"
] | reconstruction-cases | game | 1080 Snowboarding decomp reconstructs Nintendo 64 game code in C and C++, including its custom USO overlays and Yay0-compressed segments. The author reports a byte-identical ROM build, while its progress table distinguishes matched C from partial work and assembly-backed portions. The project also documents recovering ... | 1080 Snowboarding decomp 以 C 和 C++ 重建 Nintendo 64 游戏代码,包括自定义 USO 覆盖模块和 Yay0 压缩片段。作者报告称构建出的 ROM 与原版逐字节一致;进度表分别统计匹配源码、部分完成的代码及汇编保留部分。项目还记录了借助模拟器恢复覆盖模块重定位目标的方法。 | https://awesomerea.org/resources/1080-snowboarding-decomp-case/ | https://awesomerea.org/zh/resources/1080-snowboarding-decomp-case/ | 2 | observed | https://github.com/djsaunde/1080-decomp/blob/3fa7dbd12f20c5ffd6089ae78b20ac2a08daafde/README.md | cases | independent-reconstruction | [
"A USA 1080 Snowboarding ROM must be supplied as baserom.z64.",
"Building requires mips-linux-gnu binutils, Python 3 and IDO 7.1.",
"The source decompilation is still in progress.",
"No licence file in the repository."
] | [
"需将美版《1080 Snowboarding》ROM 提供为 baserom.z64。",
"构建需要 mips-linux-gnu binutils、Python 3 和 IDO 7.1。",
"源码反编译仍在进行。",
"仓库中没有许可证文件。"
] | not-run | unknown | [
"game"
] | source-reviewed | 2026-11-06 | null |
180-disassembly-case | resource | 180: a SkoolKit disassembly of the ZX Spectrum game | 180:ZX Spectrum 游戏的 SkoolKit 反汇编 | https://github.com/pobtastic/180 | case-study | null | reconstruction-cases | game | 180 documents a SkoolKit disassembly of the ZX Spectrum game. The repository includes SkoolKit source, control and reference files, plus utilities for generating hexadecimal and decimal HTML listings. Building the development listings requires SkoolKit; users need the original game to disassemble its code. | 180 收录这款 ZX Spectrum 游戏的 SkoolKit 反汇编资料。仓库包含 SkoolKit 源文件、控制文件、参考文件,以及生成十六进制和十进制 HTML 清单的工具。构建开发版清单需要 SkoolKit;反汇编游戏代码需要拥有原版游戏。 | https://awesomerea.org/resources/180-disassembly-case/ | https://awesomerea.org/zh/resources/180-disassembly-case/ | 2 | observed | https://github.com/pobtastic/180/blob/b59f6d00c1afa39c1cafe3ce2649c3d33c41b3d5/README.md | cases | independent-reconstruction | [
"Own the original 180 game.",
"Install SkoolKit or set SKOOLKIT_HOME to its repository.",
"GPL-3.0 license file."
] | [
"需要拥有 180 原版游戏。",
"安装 SkoolKit,或将 SKOOLKIT_HOME 指向其仓库。",
"仓库许可证为 GPL-3.0。"
] | not-run | unknown | [
"game"
] | source-reviewed | 2026-11-06 | null |
1cmdparser | resource | 1C 7.7 Configuration Parser (MD Parser) | 1C 7.7 Configuration Parser 1C 配置文件解析器 | https://github.com/bigsprut/1CMDParser | tool | null | binary-libraries | null | 1C 7.7 Configuration Parser inspects 1C:Enterprise 7.7 1cv7.md configuration containers. Its Win32 interface displays OLE streams, decompresses ZLib data, removes the documented XOR layer and parses Main MetaData Stream into an object hierarchy. | 1C 7.7 Configuration Parser 检查 1C:Enterprise 7.7 的 1cv7.md 配置容器。其 Win32 界面展示 OLE 流,解压 ZLib 数据、去除文档所述的 XOR 加密层,并将 Main MetaData Stream 解析为对象层级。 | https://awesomerea.org/resources/1cmdparser/ | https://awesomerea.org/zh/resources/1cmdparser/ | 2 | observed | https://github.com/bigsprut/1CMDParser/blob/bcf43b4538af56557d190c0bdd2871de3ba097b2/readme.md | tools | foundation | [
"Windows and a 1cv7.md configuration file are required.",
"Building uses Visual Studio or Build Tools with NMAKE.",
"MIT license."
] | [
"需要 Windows 和 1cv7.md 配置文件。",
"构建需要 Visual Studio 或 Build Tools,以及 NMAKE。",
"采用 MIT 许可证。"
] | not-run | unknown | [
"app"
] | source-reviewed | 2026-11-06 | null |
1stplayer-rt-lcd-case | resource | 1st Player RT LCD: reconstructing a case-display HID protocol | 1st Player RT LCD:重建机箱显示屏 HID 协议 | https://github.com/TaZ1kS/1stplayer-rt-lcd | case-study | [
"https://github.com/TaZ1kS/1stplayer-rt-lcd/blob/7fc4a9b69f63e6ac7f37ea587c80208f1ea7d912/README.en.md"
] | reconstruction-cases | hardware | 1st Player RT LCD reconstructs the USB HID control protocol for displays in 1st Player RT5, RT7, and RT9 cases. Its protocol notes describe 64-byte output reports, and Python scripts drive CPU and GPU telemetry, scrolling text, and a panel test on Linux. | 1st Player RT LCD 重建 1st Player RT5、RT7 和 RT9 机箱显示屏的 USB HID 控制协议。协议文档说明 64 字节输出报告;Python 脚本在 Linux 上显示 CPU/GPU 状态、滚动文字并测试面板。 | https://awesomerea.org/resources/1stplayer-rt-lcd-case/ | https://awesomerea.org/zh/resources/1stplayer-rt-lcd-case/ | 2 | observed | https://github.com/TaZ1kS/1stplayer-rt-lcd/blob/7fc4a9b69f63e6ac7f37ea587c80208f1ea7d912/docs/PROTOCOL.md | cases | independent-reconstruction | [
"Linux, Python 3.8 or newer, and a compatible RT5, RT7, or RT9 display are required.",
"The documented test unit uses USB ID 5131:2007.",
"MIT license."
] | [
"需要 Linux、Python 3.8 或更新版本,以及兼容的 RT5、RT7 或 RT9 显示屏。",
"文档中的测试设备使用 USB ID 5131:2007。",
"采用 MIT 许可证。"
] | not-run | unknown | [
"protocol"
] | source-reviewed | 2026-11-06 | null |
2ezdecomp-ez2ac-case | resource | 2EZDecomp: matching decompilation of EZ2AC | 2EZDecomp:EZ2AC 匹配式反编译 | https://github.com/Roganis/2EZDecomp | case-study | [
"https://github.com/Roganis/2EZDecomp/blob/a9bd4fc9d8c8ee730e6e37e0c619ef97d9239e7f/docs/PACKAGE-OVERVIEW.md"
] | reconstruction-cases | game | 2EZDecomp reconstructs C and C++ for an EZ2AC arcade rhythm game executable and compares compiled functions with reccmp. The project targets version 2.05 with Microsoft Visual C++ 7.1 and reports all 1,474 functions decompiled, with 1,300 byte-identical at the recorded checkpoint. | 2EZDecomp 重建 EZ2AC 街机节奏游戏可执行文件的 C/C++ 源码,并用 reccmp 比对编译后的函数。项目针对 2.05 版使用 Microsoft Visual C++ 7.1;作者报告记录时已反编译 1,474 个函数,其中 1,300 个逐字节匹配。 | https://awesomerea.org/resources/2ezdecomp-ez2ac-case/ | https://awesomerea.org/zh/resources/2ezdecomp-ez2ac-case/ | 2 | observed | https://github.com/Roganis/2EZDecomp/blob/a9bd4fc9d8c8ee730e6e37e0c619ef97d9239e7f/README.md | cases | independent-reconstruction | [
"A legally obtained copy of the game's executable is required for building and comparison.",
"Visual C++ .NET 2003, Windows Server 2003 SP1 Platform SDK, DirectX 8 SDK, Wine and patched reccmp are required for the documented workflow.",
"The author reports 1,300 of 1,474 functions byte-identical at the recorded... | [
"构建及比对需要合法取得的游戏可执行文件。",
"文档所述流程需要 Visual C++ .NET 2003、Windows Server 2003 SP1 Platform SDK、DirectX 8 SDK、Wine 和已打补丁的 reccmp。",
"作者报告记录时 1,474 个函数中有 1,300 个逐字节匹配。",
"重建源码、脚本和文档采用 GPL-3.0-or-later;reccmp 补丁采用 AGPL-3.0-or-later。"
] | not-run | unknown | [
"game"
] | source-reviewed | 2026-11-06 | null |
2ship2harkinian-mm-port-case | resource | 2 Ship 2 Harkinian: a native Majora’s Mask port built on the decompilation | 2 Ship 2 Harkinian:基于反编译的《姆吉拉的假面》原生移植 | https://github.com/2ship2harkinian/2ship2harkinian | case-study | [
"https://github.com/2ship2harkinian/2ship2harkinian/blob/f1dda4c28cb9ed7cc80d8c78337ee31a8d2c7d0e/docs/BUILDING.md",
"https://github.com/2ship2harkinian/2ship2harkinian/blob/f1dda4c28cb9ed7cc80d8c78337ee31a8d2c7d0e/docs/supportedHashes.json",
"https://github.com/2ship2harkinian/2ship2harkinian/blob/f1dda4c28cb9... | reconstruction-cases | game | Builds native Windows, Linux and macOS versions of The Legend of Zelda: Majora’s Mask from an adapted copy of the zeldaret/mm decompilation, with libultraship reimplementing N64 SDK functions. Game data comes from a user-supplied ROM and is packed into an archive that custom asset packs can override. It targets a playa... | 以改编自 zeldaret/mm 反编译的源码为基础,构建《塞尔达传说:姆吉拉的假面》的原生 Windows、Linux 和 macOS 版本,并由 libultraship 重新实现 N64 SDK 函数。游戏数据来自使用者自备的 ROM,打包为可被自定义素材包覆盖的存档文件。它面向带增强功能的可玩 PC 移植,而不是逐字节一致的 ROM。 | https://awesomerea.org/resources/2ship2harkinian-mm-port-case/ | https://awesomerea.org/zh/resources/2ship2harkinian-mm-port-case/ | 2 | observed | https://github.com/2ship2harkinian/2ship2harkinian/blob/f1dda4c28cb9ed7cc80d8c78337ee31a8d2c7d0e/README.md | cases | independent-reconstruction | [
"The reviewed develop commit follows release 5.0.1 (2026-08-25), published as Windows, Linux and macOS archives; nightly CI builds are for playtesting and may have bugs and crashes. The repository’s decomp_diff.py describes its game sources as changed decompilation code compared with the official zeldaret/mm reposi... | [
"所审阅的 develop 提交位于 5.0.1 版(2026-08-25)之后,该版本提供 Windows、Linux 和 macOS 压缩包;CI 每夜构建仅供试玩,可能存在缺陷和崩溃。仓库中的 decomp_diff.py 将其游戏源码描述为相对官方 zeldaret/mm 仓库有所修改的反编译代码。渲染可使用 DirectX 11、OpenGL 或 Metal。",
"仓库不含受版权保护的素材:需自备受支持的《姆吉拉的假面》副本。文档列出 NTSC-U 1.0 与 NTSC-U GC 版本的 SHA-1 哈希。内置提取功能会将所供游戏转换为 mm.o2r 存档;自定义 .o2r 或 .otr 素材包放入 mods... | not-run | unknown | [
"game"
] | source-reviewed | 2026-10-18 | null |
2ship2harkinian-ps4-case | resource | 2 Ship 2 Harkinian for PS4: a native Majora's Mask port | 2 Ship 2 Harkinian for PS4:《Majora’s Mask》原生 PS4 移植 | https://github.com/alechurri/2ship2harkinian-ps4 | case-study | [
"https://github.com/alechurri/2ship2harkinian-ps4/blob/2e44ce65a581f9f915dbc1474955a168d5712614/docs/TECHNICAL.md",
"https://github.com/alechurri/2ship2harkinian-ps4/blob/2e44ce65a581f9f915dbc1474955a168d5712614/LICENSE"
] | reconstruction-cases | game | 2 Ship 2 Harkinian for PS4 adapts the decompilation-based Majora's Mask port to jailbroken PlayStation 4 consoles. It uses the OpenOrbis toolchain and Piglet rendering, with patches and technical notes covering PS4 platform integration and hardware-specific audio, memory and graphics issues. | 2 Ship 2 Harkinian for PS4 将基于《Majora’s Mask》反编译成果的移植版适配至已破解的 PlayStation 4。项目使用 OpenOrbis 工具链和 Piglet 渲染,并以补丁及技术笔记记录 PS4 平台接入,以及硬件上的音频、内存和图形问题。 | https://awesomerea.org/resources/2ship2harkinian-ps4-case/ | https://awesomerea.org/zh/resources/2ship2harkinian-ps4-case/ | 2 | observed | https://github.com/alechurri/2ship2harkinian-ps4/blob/2e44ce65a581f9f915dbc1474955a168d5712614/README.md | cases | independent-reconstruction | [
"Requires a jailbroken PS4, a supported Majora's Mask ROM and mm.o2r generated on a PC with 2 Ship 2 Harkinian 5.0.1.",
"Requires the two Piglet modules described in the installation guide.",
"The author reports testing on one PS4 Pro; randomizer and mods remain untested.",
"The repository's build scripts, CM... | [
"需要已破解的 PS4、受支持的《Majora’s Mask》ROM,以及在 PC 上用 2 Ship 2 Harkinian 5.0.1 生成的 mm.o2r。",
"需要安装指南所列的两个 Piglet 模块。",
"作者报告仅在一台 PS4 Pro 上测试;随机化器和模组尚未测试。",
"仓库的构建脚本、CMake 文件和文档采用 MIT 许可证;补丁沿用上游条款。"
] | not-run | unknown | [
"game"
] | source-reviewed | 2026-11-06 | null |
3-on-3-nhl-arcade-recomp-case | resource | 3 on 3 NHL Arcade: an Xbox 360 static recompilation for PC | 3 on 3 NHL Arcade:Xbox 360 游戏的 PC 静态重编译移植 | https://github.com/Wndwsqrrl/3on3NHL-recomp | case-study | [
"https://github.com/Wndwsqrrl/3on3NHL-recomp/blob/0abd1d0d4322b4cc282697380e2cbcf517f27001/android/README.md",
"https://github.com/Wndwsqrrl/3on3NHL-recomp/blob/0abd1d0d4322b4cc282697380e2cbcf517f27001/BUILDING.md"
] | reconstruction-cases | game | 3 on 3 NHL Arcade is ported to Windows by translating its Xbox 360 PowerPC executable to C++ with ReXGlue and compiling it for the PC. A launcher prepares files from the user's XBLA package, while an Android arm64 build is described as reaching the title screen and menus. | 该项目通过 ReXGlue 将《3 on 3 NHL Arcade》的 Xbox 360 PowerPC 可执行文件转译为 C++,编译成 Windows 原生程序。启动器从用户自备的 XBLA 包准备游戏文件;Android arm64 构建据作者描述可进入标题画面和菜单。 | https://awesomerea.org/resources/3-on-3-nhl-arcade-recomp-case/ | https://awesomerea.org/zh/resources/3-on-3-nhl-arcade-recomp-case/ | 1 | observed | https://github.com/Wndwsqrrl/3on3NHL-recomp/blob/0abd1d0d4322b4cc282697380e2cbcf517f27001/README.md | cases | independent-reconstruction | [
"Provide your own 3 on 3 NHL Arcade XBLA package, title ID 58410975.",
"Windows 10 or 11 x64, an SSE4.2 CPU, and a Direct3D 12 GPU for the Windows build.",
"The Android arm64 build has incomplete input support.",
"MIT for this repository's code."
] | [
"自备《3 on 3 NHL Arcade》的 XBLA 游戏包,标题 ID 为 58410975。",
"Windows 10 或 11 x64、支持 SSE4.2 的 CPU,以及支持 Direct3D 12 的 GPU。",
"Android arm64 构建的输入支持仍在开发。",
"仓库代码采用 MIT 许可证。"
] | not-run | partial | [
"game"
] | source-reviewed | 2026-11-06 | null |
360tools | resource | 360tools | 360tools | https://github.com/sp00nznet/360tools | tool | null | native-analysis | null | 360tools is a toolkit and playbook for statically recompiling Xbox 360 games to native x86-64 executables with the ReXGlue SDK. It is written for ReXGlue 0.8.0, which extracts XEX and STFS packages and generates C++. The older XenonRecomp pipeline is kept under legacy/. | 360tools 是一套用 ReXGlue SDK 把 Xbox 360 游戏静态重编译成原生 x86-64 可执行文件的工具和步骤说明。它针对 ReXGlue 0.8.0,该版本可以提取 XEX 和 STFS 包并生成 C++。较旧的 XenonRecomp 流程留在 legacy/。 | https://awesomerea.org/resources/360tools/ | https://awesomerea.org/zh/resources/360tools/ | 2 | observed | https://github.com/sp00nznet/360tools/blob/1b53928767fa134c1ea2ea42007bc39852eea1fc/README.md | tools | foundation | [
"License: MIT unless a file says otherwise. extract_stfs.py includes code derived from Rene Ladan under the 2-clause BSD license. ReXGlue keeps its own license."
] | [
"许可证:除非某个文件另有说明,否则是 MIT。extract_stfs.py 包含源自 Rene Ladan、采用二句版 BSD 许可证的代码。ReXGlue 保留自己的许可证。"
] | not-run | unknown | [
"game"
] | source-reviewed | 2026-11-07 | null |
3dpinball-nds-case | resource | 3D Pinball — Space Cadet: a Nintendo DS port of the decompilation | 3D Pinball — Space Cadet:基于反编译源码的 Nintendo DS 移植 | https://github.com/headshot2017/3dpinball-nds | case-study | null | reconstruction-cases | game | 3dpinball-nds adapts the Space Cadet Pinball decompilation into a Nintendo DS port built with BlocksDS. Its ARM7 and ARM9 source implements the handheld platform layer, while game data comes from the user's Windows release. | 3dpinball-nds 基于《Space Cadet Pinball》的反编译源码,用 BlocksDS 构建 Nintendo DS 移植版。ARM7 和 ARM9 源码实现掌机平台适配,游戏数据由用户的 Windows 版本提供。 | https://awesomerea.org/resources/3dpinball-nds-case/ | https://awesomerea.org/zh/resources/3dpinball-nds-case/ | 1 | observed | https://github.com/headshot2017/3dpinball-nds/blob/2ec56be1a9553e4b0ad6280ce4271bc5c057ee29/README.md | cases | independent-reconstruction | [
"Requires BlocksDS to build and the user's Space Cadet Pinball game data on the SD card.",
"Full Tilt! Pinball's CADET.DAT is unsupported; some table lights display incorrectly in DS mode.",
"MIT license."
] | [
"构建需要 BlocksDS,并须将用户自己的《Space Cadet Pinball》游戏数据放在 SD 卡上。",
"不支持《Full Tilt! Pinball》的 CADET.DAT;DS 模式下部分弹球台灯光显示异常。",
"采用 MIT 许可证。"
] | not-run | partial | [
"game"
] | source-reviewed | 2026-11-06 | null |
3s-decomp-ogxb-case | resource | 3S Decomp OGXB: original Xbox Street Fighter III: 3rd Strike decompilation | 3S Decomp OGXB:初代 Xbox 版《街头霸王 III:三度冲击》反编译 | https://github.com/Manya3084/3s-decomp-ogxb | case-study | [
"https://github.com/Manya3084/3s-decomp-ogxb/blob/e948ce51a2316baf57e47e61158b1136846c75bb/analysis-ps2map/README.md"
] | reconstruction-cases | game | 3S Decomp OGXB reconstructs the original Xbox Street Fighter III: 3rd Strike executable as C, carrying shared bodies from a PS2 decompilation and analysing Xbox-specific code. Its tools scan the retail XBE, compare compiled functions with retail bytes, and relink objects into the image; the author reports a byte-identi... | 3S Decomp OGXB 将初代 Xbox 版《街头霸王 III:三度冲击》的可执行文件重建为 C,沿用 PS2 反编译中的共用函数,并分析 Xbox 专属代码。工具可扫描零售版 XBE、逐函数比对编译结果并重新链接;作者报告重新链接的 XBE 与原版字节一致。 | https://awesomerea.org/resources/3s-decomp-ogxb-case/ | https://awesomerea.org/zh/resources/3s-decomp-ogxb-case/ | 2 | observed | https://github.com/Manya3084/3s-decomp-ogxb/blob/e948ce51a2316baf57e47e61158b1136846c75bb/README.md | cases | independent-reconstruction | [
"A user-supplied retail sf33rd.xbe is required; set SF33RD_XBE or xbe.path.",
"Building C requires the XDK 5849 compiler under Wine; host tools require libcapstone.so.5.",
"The author reports that 414 placed functions have C differing from retail bytes and about 255 named functions have no C.",
"MIT license f... | [
"需要用户提供零售版 sf33rd.xbe,并设置 SF33RD_XBE 或 xbe.path。",
"编译 C 需要在 Wine 下使用 XDK 5849 编译器;主机工具需要 libcapstone.so.5。",
"作者报告有 414 个已定位函数的 C 与零售版字节不同,约 255 个已命名函数尚无 C。",
"仓库工具采用 MIT 许可证。"
] | not-run | unknown | [
"game"
] | source-reviewed | 2026-11-06 | null |
3sx-third-strike-native-port-case | resource | 3SX: a native Street Fighter III: 3rd Strike port continuing the PS2 decompilation | 3SX:延续 PS2 反编译的《街头霸王 III:3rd Strike》原生移植 | https://github.com/crowded-street/3sx | case-study | [
"https://github.com/crowded-street/3sx/blob/bdc2cd351aad35d7e251a5a6d63a3368bd31cbaa/docs/building.md",
"https://github.com/crowded-street/3sx/blob/bdc2cd351aad35d7e251a5a6d63a3368bd31cbaa/docs/statcheck.md",
"https://github.com/crowded-street/3sx/blob/bdc2cd351aad35d7e251a5a6d63a3368bd31cbaa/docs/config.md",
... | reconstruction-cases | game | Builds Street Fighter III: 3rd Strike as native C for Windows, macOS and Linux, continuing the 3s-decomp PS2 decompilation, with SDL3 for video, input and audio and GekkoNet for rollback netplay. README stresses that it is neither a recompilation nor emulation. The port needs the player’s own PS2 game files and works t... | 延续 3s-decomp 的 PS2 反编译成果,将《街头霸王 III:3rd Strike》构建为可在 Windows、macOS 和 Linux 上运行的原生 C 程序,以 SDL3 处理画面、输入和声音,以 GekkoNet 实现回滚联机。README 强调它既不是重编译,也不是模拟。移植版需要玩家自备 PS2 游戏文件,并以接近街机版的平衡性为目标;可选的 Statcheck 构建会用 Fightcade 对战录像中记录的 CPS3 内存状态来检验这一点。 | https://awesomerea.org/resources/3sx-third-strike-native-port-case/ | https://awesomerea.org/zh/resources/3sx-third-strike-native-port-case/ | 2 | observed | https://github.com/crowded-street/3sx/blob/bdc2cd351aad35d7e251a5a6d63a3368bd31cbaa/README.md | cases | independent-reconstruction | [
"README calls 3SX a native port and a continuation of 3s-decomp, explicitly neither a recompilation nor emulation. At the reviewed commit the game code under src/sf33rd has no remaining INCLUDE_ASM stubs, and src/port supplies SDL3 platform, input and sound layers, including its own ADX decoder. This is a modified ... | [
"README 称 3SX 是原生移植、是 3s-decomp 的延续,并明确表示它既不是重编译也不是模拟。在所审提交中,src/sf33rd 下的游戏代码已没有残留的 INCLUDE_ASM 占位,src/port 提供基于 SDL3 的平台、输入和声音层,包括自行实现的 ADX 解码器。这是经过修改的移植版:其目标包括修复 PS2 版引入的平衡性退化,而街机平衡选项仍标注为进行中。唯一的发布是随 main 分支重建的滚动预发布版;稳定的 PC 体验、以街机 ROM 作为唯一依赖等目标仍列在 1.0 里程碑中。",
"游玩需要合法取得的 PS2 版《街头霸王 III:3rd Strike》或 Street Fighte... | not-run | unknown | [
"game"
] | source-reviewed | 2026-10-19 | null |
433home-case | resource | 433home: reconstructing REV power-switch radio commands | 433home:重建 REV 插座遥控信号 | https://github.com/jadeaffenjaeger/433home | case-study | null | reconstruction-cases | hardware | 433home reconstructs the 433 MHz control signals of REV wireless power sockets. The author measured remote-control output with a receiver and logic analyzer, documented pulse timings and 25-bit on/off commands for three sockets, and implemented an ESP8266 web frontend that transmits those sequences. | 433home 还原了 REV 无线插座的 433 MHz 控制信号。作者使用接收器和逻辑分析仪测量遥控器输出,记录脉冲时序及三个插座的 25 位开关命令,并实现发送这些序列的 ESP8266 网页控制端。 | https://awesomerea.org/resources/433home-case/ | https://awesomerea.org/zh/resources/433home-case/ | 2 | observed | https://github.com/jadeaffenjaeger/433home/blob/4f5e29ce8a7f72e1f300528cd0cb98fbdc3d19a8/README.md | cases | independent-reconstruction | [
"An ESP8266 and 433 MHz transmitter are used for the controller; the analysis used a receiver and logic analyzer.",
"Wi-Fi credentials must be compiled into the firmware, and PlatformIO builds and flashes it.",
"No licence file in the repository."
] | [
"控制端使用 ESP8266 和 433 MHz 发射器;信号分析使用接收器与逻辑分析仪。",
"Wi-Fi 凭据需编入固件,并使用 PlatformIO 构建和刷写。",
"仓库中没有许可证文件。"
] | not-run | unknown | [
"protocol"
] | source-reviewed | 2026-11-07 | null |
4x4e-case | resource | 4x4e: reconstructing 4x4 Evolution Build 57 | 4x4e:重建《4x4 Evolution》Build 57 | https://github.com/americusmaximus/4x4e | case-study | null | reconstruction-cases | game | 4x4e reconstructs source for Terminal Reality's 4x4 Evolution Build 57 from analysis of the original binaries. The repository contains game code and DirectX and OpenGL renderers. Its stated goal is a playable implementation; the source is incompatible with the original Build 44 release. | 4x4e 根据原始二进制文件重建 Terminal Reality《4x4 Evolution》Build 57 的源码。仓库包含游戏代码以及 DirectX 和 OpenGL 渲染器。项目以实现可玩的游戏为目标;其源码与最初的 Build 44 版本不兼容。 | https://awesomerea.org/resources/4x4e-case/ | https://awesomerea.org/zh/resources/4x4e-case/ | 2 | observed | https://github.com/americusmaximus/4x4e/blob/90c32ed6d9d30adaa7a7715a4dbe0bc71c1be580/README.MD | cases | independent-reconstruction | [
"Microsoft Visual Studio and the DirectX 9.0 SDK are required.",
"The source targets Build 57 and is incompatible with the original Build 44 release.",
"MIT license."
] | [
"需要 Microsoft Visual Studio 和 DirectX 9.0 SDK。",
"源码针对 Build 57,不兼容最初的 Build 44 版本。",
"MIT 许可证。"
] | not-run | unknown | [
"game"
] | source-reviewed | 2026-11-06 | null |
64cbfd-conker-decomp-case | resource | Conker's Bad Fur Day: function-matched N64 decompilation | Conker's Bad Fur Day:按函数比对的 N64 游戏反编译 | https://github.com/gipson-dev/64CBFD | case-study | [
"https://github.com/gipson-dev/64CBFD/blob/ee87641e4cbc85df8c4d05c2dc38393d6ea5c1c3/DOCS/REVERSE_ENGINEERING_SETUP.md"
] | reconstruction-cases | game | 64CBFD reconstructs code and data for the Nintendo 64 game Conker's Bad Fur Day from a user-provided US ROM. Its build extracts game sections, rebuilds C functions and compares linked instructions with the retail image; the author reports separate converted and byte-exact function counts. | 64CBFD 从用户提供的美版 ROM 重建 N64 游戏 Conker's Bad Fur Day 的代码和数据。构建流程提取游戏区段、编译 C 函数,并将链接后的指令与零售版镜像比较;作者分别报告已转换及字节完全匹配的函数数量。 | https://awesomerea.org/resources/64cbfd-conker-decomp-case/ | https://awesomerea.org/zh/resources/64cbfd-conker-decomp-case/ | 2 | observed | https://github.com/gipson-dev/64CBFD/blob/ee87641e4cbc85df8c4d05c2dc38393d6ea5c1c3/README.md | cases | independent-reconstruction | [
"A legally obtained big-endian US ROM is required as baserom.us.z64.",
"Docker, native Linux or WSL is supported for the matching IDO toolchain.",
"The author reports 4,196 of 5,512 converted functions byte-exact in the stated snapshot.",
"No licence file in the repository."
] | [
"需要将合法取得的大端序美版 ROM 放在 baserom.us.z64。",
"匹配用 IDO 工具链支持 Docker、原生 Linux 或 WSL 环境。",
"作者在所列进度快照中报告,5,512 个已转换函数中有 4,196 个字节完全匹配。",
"仓库中没有许可证文件。"
] | not-run | unknown | [
"game"
] | source-reviewed | 2026-11-06 | null |
6502-model-case | resource | 6502 Model: reconstructing 65C02 cycle behavior | 6502 Model:重建 65C02 芯片的逐周期行为 | https://github.com/EmulationOnline/model_6502 | case-study | [
"https://github.com/EmulationOnline/model_6502/blob/bc7cf1457c4e9828288db9a9d8b4ff7daf251315/passing_traces/README.md"
] | reconstruction-cases | hardware | 6502 Model reconstructs the 65C02 chip’s cycle behavior in Rust from traces of external buses recorded during execution on a physical chip. Contributors add programs and signed traces as failing cases, then implement behavior to match the observed cycles. | 6502 Model 用 Rust 根据实体 65C02 芯片运行程序时采集的外部总线跟踪记录,重建其逐周期行为。贡献者将程序和已签名的跟踪记录加入失败测试用例,再实现相应行为,使模型输出与实测周期一致。 | https://awesomerea.org/resources/6502-model-case/ | https://awesomerea.org/zh/resources/6502-model-case/ | 2 | observed | https://github.com/EmulationOnline/model_6502/blob/bc7cf1457c4e9828288db9a9d8b4ff7daf251315/README.md | cases | independent-reconstruction | [
"A physical 65C02 trace collected through ChipLab is used when adding behavior.",
"Official instructions, timing details, flags, interrupts and unofficial instructions remain on the roadmap.",
"BSD-3-Clause License."
] | [
"新增行为时使用通过 ChipLab 从实体 65C02 采集的记录。",
"官方指令、时序细节、标志位、中断及非官方指令仍列在开发计划中。",
"BSD-3-Clause 许可证。"
] | not-run | unknown | [
"firmware"
] | source-reviewed | 2026-11-07 | null |
8086-register-command-debugger | resource | 8086 Register Command Debugger | 8086 Register Command Debugger 汇编调试器 | https://github.com/Usman-Azfar/8086-assembly-debugger | tool | null | dynamic-analysis | null | 8086 Register Command Debugger is an MS-DOS machine-code inspection tool written in 8086 assembly. It loads a program into a 64 KB segment, decodes 8086 instructions and lets users inspect or edit memory and registers while stepping through real CPU instructions using the Trap Flag. | 8086 Register Command Debugger 是以 8086 汇编编写的 MS-DOS 机器码分析工具。它把程序装入 64 KB 段,反汇编 8086 指令,供用户查看和修改内存、寄存器,并借助 Trap Flag 逐条执行真实 CPU 指令。 | https://awesomerea.org/resources/8086-register-command-debugger/ | https://awesomerea.org/zh/resources/8086-register-command-debugger/ | 2 | observed | https://github.com/Usman-Azfar/8086-assembly-debugger/blob/a35fca10b5483212307bb3fb02dc7bc4d23c88fe/README.md | tools | foundation | [
"MS-DOS or a compatible environment such as DOSBox is needed to run the executable.",
"The program uses a 64 KB memory segment and original 8086 instructions.",
"MIT license."
] | [
"运行程序需要 MS-DOS 或 DOSBox 等兼容环境。",
"程序使用 64 KB 内存段,并仅采用原始 8086 指令。",
"采用 MIT 许可证。"
] | not-run | unknown | [
"binary"
] | source-reviewed | 2026-11-06 | null |
8bitdo-controller-hid-case | resource | ultimate2: 8BitDo controller configuration protocol and Linux client | ultimate2:8BitDo 手柄配置协议与 Linux 客户端 | https://github.com/MiguelSanzBr/8bitdo-ultimate2-linux | case-study | [
"https://github.com/MiguelSanzBr/8bitdo-ultimate2-linux/blob/03957a0c165b214a501337279149144e36764af3/README.md",
"https://github.com/MiguelSanzBr/8bitdo-ultimate2-linux/blob/03957a0c165b214a501337279149144e36764af3/LICENSE"
] | community-case-studies | hardware | ultimate2 reconstructs the configuration protocol for supported 8BitDo controllers and implements command-line, graphical and browser clients. Its protocol document reports using REA with Ghidra on a native DLL and ILSpy on .NET assemblies to recover HID reports and configuration records. The clients read, edit and wri... | ultimate2 重建部分 8BitDo 手柄的配置协议,并提供命令行、图形界面和浏览器客户端。协议文档报告使用 REA 配合 Ghidra 分析原生 DLL,并用 ILSpy 反编译 .NET 程序集,以整理 HID 报告和配置记录;客户端可读取、修改并写入手柄设置。 | https://awesomerea.org/resources/8bitdo-controller-hid-case/ | https://awesomerea.org/zh/resources/8bitdo-controller-hid-case/ | 1 | observed | https://github.com/MiguelSanzBr/8bitdo-ultimate2-linux/blob/03957a0c165b214a501337279149144e36764af3/docs/PROTOCOL.md | rea | community-reported-mixed-workflow | [
"Python 3.8 or newer and Tk for the Linux GUI; a supported controller and hidraw access are needed for device use.",
"The author reports testing a controller over USB; the cited 2.4G dongle path remains untested.",
"The project labels the software beta and advises backing up the controller configuration before ... | [
"Linux 图形界面需要 Python 3.8 或更新版本及 Tk;操作设备还需要受支持的手柄和 hidraw 访问权限。",
"作者报告已通过 USB 测试手柄;所述 2.4G 接收器路径尚未测试。",
"项目标为测试版,并建议修改前备份手柄配置。",
"MIT 许可证。"
] | not-run | partial | [
"protocol"
] | source-reviewed | 2026-11-06 | null |
9mm-vita-case | resource | 9mm Vita: rehosting 9mm HD Android on PS Vita | 9mm Vita:在 PS Vita 上运行 Android 版 9mm HD | https://github.com/iwannagooutside/9mm-vita | case-study | null | reconstruction-cases | game | 9mm Vita ports 9mm HD Android to PS Vita by loading the user's ARMv7 game executable into memory. Its native compatibility layer resolves imports, patches a checked game build and maps Vita controls, while the user's APK and downloaded game data supply the original program and assets. | 9mm Vita 将 Android 版 9mm HD 移植到 PS Vita,运行时加载用户提供的 ARMv7 游戏可执行文件。原生兼容层补齐导入函数、对指定版本实施校验过的补丁并映射 Vita 操作;原版程序和资源由用户的 APK 及游戏下载数据提供。 | https://awesomerea.org/resources/9mm-vita-case/ | https://awesomerea.org/zh/resources/9mm-vita-case/ | 2 | observed | https://github.com/iwannagooutside/9mm-vita/blob/911ded7f585784eec6f8110db8387244909f0315/README.md | cases | independent-reconstruction | [
"A Vita or PSTV with custom firmware, VitaShell, kubridge, libshacccg.suprx and about 1.8 GB of free space; FdFix is also required unless rePatch is installed.",
"A legally obtained ARMv7 APK and downloaded data for the supported Android release.",
"Title-screen rendering has known defects; multiplayer is untes... | [
"需要装有自定义固件的 Vita 或 PSTV、VitaShell、kubridge、libshacccg.suprx,以及约 1.8 GB 可用空间;未使用 rePatch 时还需安装 FdFix。",
"需要合法取得的受支持 Android 版本 ARMv7 APK 和游戏下载数据。",
"标题画面存在已知显示问题;多人模式尚未测试。",
"采用 MIT 许可证。"
] | not-run | unknown | [
"game"
] | source-reviewed | 2026-11-08 | null |
a-link-to-the-past-3ds-case | resource | A Link to the Past 3DS: a dual-screen Zelda3 port | A Link to the Past 3DS:双屏 Zelda3 移植版 | https://github.com/EstebanPdN/zelda-alttp-3ds | case-study | [
"https://github.com/EstebanPdN/zelda-alttp-3ds/blob/c85d243923febf9930b254a937c399784dc977ff/platform/3ds/README.md"
] | reconstruction-cases | game | A Link to the Past 3DS adapts the reverse-engineered Zelda3 engine for Nintendo 3DS with gameplay on the upper screen and maps, inventory and settings on the lower screen. It extracts assets locally from the user's USA ROM and adds 3DS rendering, controls and per-ROM settings. | A Link to the Past 3DS 将逆向重建的 Zelda3 引擎移植到任天堂 3DS,上屏运行游戏,下屏显示地图、道具和设置。它从用户自备的美版 ROM 在本机提取资源,并加入 3DS 渲染、控制方式及按 ROM 保存的设置。 | https://awesomerea.org/resources/a-link-to-the-past-3ds-case/ | https://awesomerea.org/zh/resources/a-link-to-the-past-3ds-case/ | 1 | observed | https://github.com/EstebanPdN/zelda-alttp-3ds/blob/c85d243923febf9930b254a937c399784dc977ff/README.md | cases | independent-reconstruction | [
"A Nintendo 3DS and a legally obtained USA, unheadered ROM are required; audio also needs dspfirm.cdc.",
"Building requires devkitARM, libctru, 3ds-cmake, makerom and bannertool.",
"Gameplay hacks are not guaranteed to be compatible.",
"The Zelda3 engine retains the MIT licence; other components retain their ... | [
"需要任天堂 3DS 和合法取得的无文件头美版 ROM;音频还需要 dspfirm.cdc。",
"构建需要 devkitARM、libctru、3ds-cmake、makerom 和 bannertool。",
"不保证兼容修改玩法的 ROM 补丁。",
"Zelda3 引擎沿用 MIT 许可证,其他组件保留各自的许可证。"
] | not-run | partial | [
"game"
] | source-reviewed | 2026-11-06 | null |
a-ok-rf-protocol-case | resource | A-OK: reconstructing a 433.92 MHz remote-control protocol | A-OK:重建 433.92 MHz 遥控协议 | https://github.com/akirjavainen/A-OK | case-study | [
"https://github.com/akirjavainen/A-OK/blob/111c74d97fa75a51de492c7c190d90b2f665b7be/LICENSE"
] | reconstruction-cases | hardware | A-OK implements the 433.92 MHz remote-control protocol used by AC114-01B controls for roller shades and projector screens. Arduino sketches capture 65-bit commands and transmit pairing, movement and stop commands; the README identifies tested motors and RF receivers. | A-OK 实现 AC114-01B 卷帘及投影幕遥控器使用的 433.92 MHz 协议。Arduino 程序可捕获 65 位命令,并发送配对、升降和停止指令;项目列出了已测试的电机与射频接收器型号。 | https://awesomerea.org/resources/a-ok-rf-protocol-case/ | https://awesomerea.org/zh/resources/a-ok-rf-protocol-case/ | 2 | observed | https://github.com/akirjavainen/A-OK/blob/111c74d97fa75a51de492c7c190d90b2f665b7be/README.md | cases | independent-reconstruction | [
"Arduino or Raspberry Pi hardware and a compatible 433.92 MHz receiver or motor.",
"Tested with AM25-1.2/30-MEL-P motors and AC202-02 receivers.",
"GPL-3.0 license."
] | [
"需要 Arduino 或 Raspberry Pi 硬件,以及兼容的 433.92 MHz 接收器或电机。",
"已测试 AM25-1.2/30-MEL-P 电机和 AC202-02 接收器。",
"采用 GPL-3.0 许可证。"
] | not-run | unknown | [
"protocol"
] | source-reviewed | 2026-11-06 | null |
a0rfid-uhf-reader-protocol-case | resource | a0rfid: an open driver for A0-protocol UHF RFID readers | a0rfid:A0 协议 UHF RFID 读写头的开源驱动 | https://github.com/uaih3k9x/a0rfid | case-study | [
"https://github.com/uaih3k9x/a0rfid/blob/944ec1581a5c989cc7fbd50fcdba27159ecf7aa1/docs/REVERSE.md",
"https://github.com/uaih3k9x/a0rfid/blob/944ec1581a5c989cc7fbd50fcdba27159ecf7aa1/docs/PROTOCOL.md",
"https://github.com/uaih3k9x/a0rfid/blob/944ec1581a5c989cc7fbd50fcdba27159ecf7aa1/docs/ANDROID.md",
"https://... | reconstruction-cases | hardware | Reconstructs the A0 serial protocol of R2000-family 915 MHz UHF RFID desktop readers, which ship with only Windows software and an Android app, from the vendor app's native command encoder rather than its misleading Java SDK. A userspace CH340 driver, a Python CLI and GUI, and a small Android app then talk to the reade... | 从厂商安卓应用的原生指令编码器(而非其具有误导性的 Java SDK)重建 R2000 系列 915 MHz UHF RFID 桌面读写头的 A0 串口协议;这类读写头原本只随附 Windows 软件和安卓应用。项目据此提供用户态 CH340 驱动、Python 命令行与图形界面,以及小型安卓应用,直接与读写头通信,进行标签盘存并读取标签存储区。docs/PROTOCOL.md 记录了帧格式、校验和、指令表、响应格式,以及 READ 与 WRITE 不同的字段顺序。 | https://awesomerea.org/resources/a0rfid-uhf-reader-protocol-case/ | https://awesomerea.org/zh/resources/a0rfid-uhf-reader-protocol-case/ | 2 | observed | https://github.com/uaih3k9x/a0rfid/blob/944ec1581a5c989cc7fbd50fcdba27159ecf7aa1/README.md | cases | independent-reconstruction | [
"The reviewed main commit of 2026-09-17 is the second of two commits, with no tags or releases. docs/REVERSE.md describes decompiling the vendor APK, finding that the app bypasses its Java codec and calls libnative-lib.so through JNI, reading per-command field layouts from that library's rfid_encode() jump table, a... | [
"所审阅的 main 分支提交日期为 2026-09-17,是仓库两个提交中的第二个,没有标签或发布版本。docs/REVERSE.md 说明了分析过程:反编译厂商 APK,发现应用绕过其 Java 编解码器,经 JNI 调用 libnative-lib.so;再从该库 rfid_encode() 的跳转表读出各指令的字段布局,最后在硬件上确认这些帧。成果是一份协议说明和新的主机端软件;项目没有恢复读写头固件或厂商应用,除 R2000 系列外也未写明读写头型号。",
"使用这些工具需要一台兼容 A0 协议、经 CH340 USB 转串口以 115200 8N1 连接的读写头,以及用于测试的标签。重做分析需要厂商自己的软件... | not-run | unknown | [
"protocol"
] | source-reviewed | 2026-10-27 | null |
a2854-siri-remote-linux-case | resource | a2854-siri-remote-linux: reconstructing Siri Remote BLE and IR controls | a2854-siri-remote-linux:还原 Siri Remote 的 BLE 与 IR 控制 | https://github.com/henaxxx/a2854-siri-remote-linux | case-study | [
"https://github.com/henaxxx/a2854-siri-remote-linux/blob/589d56e806ec72f94059ab06c1e85020d3ee6909/IR_RESEARCH.md"
] | reconstruction-cases | hardware | a2854-siri-remote-linux reconstructs Apple Siri Remote A2854 button and voice notifications for a Linux bridge that reads btmon output. It documents GATT button values, a 100-byte Opus audio wrapper, and an IR provisioning sequence observed through HID reports; separate research examines the remote's flash image and IR... | a2854-siri-remote-linux 解析 Apple Siri Remote A2854 的按键与语音通知,并通过读取 btmon 输出实现 Linux 桥接。项目记录 GATT 按键值、100 字节 Opus 音频封装及通过 HID 报告观察到的 IR 写入流程;另有对遥控器闪存映像和 IR 数据库的分析。 | https://awesomerea.org/resources/a2854-siri-remote-linux-case/ | https://awesomerea.org/zh/resources/a2854-siri-remote-linux-case/ | 2 | observed | https://github.com/henaxxx/a2854-siri-remote-linux/blob/589d56e806ec72f94059ab06c1e85020d3ee6909/README.md | cases | independent-reconstruction | [
"An Apple Siri Remote 3rd generation A2854 and a Linux host with Bluetooth are required for the bridge.",
"The documented rig uses Ubuntu 24.04, BlueZ 5.72 and btmon access.",
"The left d-pad button value was untested; the investigated appliance did not respond to the IR approximation.",
"MIT License."
] | [
"桥接程序需要第三代 Apple Siri Remote A2854 和具备蓝牙功能的 Linux 主机。",
"文档中的环境使用 Ubuntu 24.04、BlueZ 5.72,并需要访问 btmon。",
"方向键左键的值尚未测试;研究中的家电也未响应近似的 IR 指令。",
"采用 MIT 许可证。"
] | not-run | unknown | [
"firmware",
"protocol"
] | source-reviewed | 2026-11-06 | null |
a3-8p-redfis-case | resource | RedFIS: reconstructing the Audi A3 8P display protocol | RedFIS:重建 Audi A3 8P 仪表显示协议 | https://github.com/tothpetiszilard/a3_8p_redFIS | case-study | [
"https://github.com/tothpetiszilard/a3_8p_redFIS/blob/5349d0d141a9248e0f800fdc246c412948b8ff92/connection.md"
] | reconstruction-cases | hardware | RedFIS investigates the Audi A3 8P dashboard Driver Information System protocol and implements an alternative display controller on ESP32. Its source covers CAN communication, VWTP handling, display decoding and wiring for supported instrument clusters. | RedFIS 研究 Audi A3 8P 仪表盘 Driver Information System 的通信协议,并以 ESP32 实现替代显示控制器。源码涵盖 CAN 通信、VWTP 处理、显示数据解码及仪表接线。 | https://awesomerea.org/resources/a3-8p-redfis-case/ | https://awesomerea.org/zh/resources/a3-8p-redfis-case/ | 2 | observed | https://github.com/tothpetiszilard/a3_8p_redFIS/blob/5349d0d141a9248e0f800fdc246c412948b8ff92/README.md | cases | independent-reconstruction | [
"Requires an Audi A3 8P instrument cluster and ESP32 hardware connected to its CAN lines.",
"For a cluster numbered 8P0 920 930 with RNS-E installed, an alternative VWTP CAN ID can be selected; a cluster numbered 8P0 920 931 requires the Navigation VWTP CAN ID.",
"The author describes some entry and exit displa... | [
"需要 Audi A3 8P 仪表总成及连接其 CAN 线路的 ESP32 硬件。",
"安装 RNS-E 且仪表零件号为 8P0 920 930 时,可选择替代 VWTP CAN ID;零件号为 8P0 920 931 的仪表必须使用导航 VWTP CAN ID。",
"作者称部分显示进入和退出场景仍有问题。",
"采用 AGPL-3.0 许可证。"
] | not-run | unknown | [
"protocol"
] | source-reviewed | 2026-11-07 | null |
aalpy | resource | AALpy | AALpy 自动机学习库 | https://github.com/DES-Lab/AALpy | tool | [
"https://github.com/DES-Lab/AALpy/blob/335c50a1b4b5a830d788f86b7c30a8cb6c73ecc0/pyproject.toml",
"https://github.com/DES-Lab/AALpy/blob/335c50a1b4b5a830d788f86b7c30a8cb6c73ecc0/LICENCE.txt",
"https://github.com/DES-Lab/AALpy/releases/tag/v.1.6.2",
"https://pypi.org/project/aalpy/1.6.2/",
"https://github.com... | protocol-analysis | null | General-purpose Python automata-learning library that infers deterministic, non-deterministic, stochastic and pushdown models of black-box systems from active queries or passive traces. Its README links a separate Bluetooth Low Energy study whose repository reports learned connection and legacy-pairing state machines; ... | 通用的 Python 自动机学习库,可通过主动查询或被动轨迹数据,推断黑盒系统的确定性、非确定性、随机及下推自动机模型。其 README 链接了一项独立的低功耗蓝牙(BLE)研究,该研究的仓库报告了学习得到的设备连接与传统配对(legacy pairing)状态机;该库本身不推断报文格式。 | https://awesomerea.org/resources/aalpy/ | https://awesomerea.org/zh/resources/aalpy/ | 2 | observed | https://github.com/DES-Lab/AALpy/blob/335c50a1b4b5a830d788f86b7c30a8cb6c73ecc0/README.md | tools | foundation | [
"Latest PyPI release: 1.6.2, uploaded 2026-08-03, requiring Python >=3.6. The reviewed master branch identifies itself as unreleased 2.0.0 and requires Python 3.10+; upstream says 1.6.2 is the last release for older Python versions.",
"Active learning needs a user-written system-under-learning adapter, an input a... | [
"PyPI 最新版本为 1.6.2,上传于 2026-08-03,要求 Python >=3.6。所审阅的 master 分支自标为尚未发布的 2.0.0,要求 Python 3.10+;上游说明 1.6.2 是支持旧版 Python 的最后一个版本。",
"主动学习需要用户编写的被学习系统(SUL)适配器、输入字母表和等价判定器(equivalence oracle);被动学习需要符合文档格式的轨迹数据。学到的模型受所选字母表、抽象方式和判定器限制。",
"唯一的 Python 依赖是 pydot;可视化模型需要将 Graphviz 加入 PATH。采用 MIT 许可。",
"ble-learning 研究仓库... | not-run | unknown | [
"protocol"
] | source-reviewed | 2026-10-17 | null |
abc-decompiler | resource | abc-decompiler | abc-decompiler 鸿蒙方舟字节码反编译器 | https://github.com/ohos-decompiler/abc-decompiler | tool | [
"https://github.com/ohos-decompiler/abc-decompiler/blob/427c4cd9f80496236a4a3548d29a6b8aaf74b8e0/README.md#L16-L28",
"https://github.com/ohos-decompiler/abc-decompiler/blob/427c4cd9f80496236a4a3548d29a6b8aaf74b8e0/README.md#L38-L70",
"https://github.com/ohos-decompiler/abc-decompiler/blob/427c4cd9f80496236a4a35... | android | null | Decompiler for HarmonyOS Ark bytecode (.abc), the format HarmonyOS app packages carry in modules.abc, built by adapting the jadx decompiler and reading files through a patched copy of the abcde library. Because much of Ark bytecode is semantically close to DEX, it reuses jadx's GUI, IR and passes: an .abc file dropped ... | 面向鸿蒙方舟字节码(.abc)的反编译工具;HarmonyOS 应用包中的 modules.abc 即为此格式。它通过改造 jadx 反编译器实现,并借助打过补丁的 abcde 库读取文件。由于方舟字节码有很大一部分与 DEX 字节码语义相近,它沿用了 jadx 的图形界面、中间表示和处理流程:把 .abc 文件拖入基于 jadx 的窗口即可查看反编译代码。README 称 282 条方舟字节码中可用的 227 条指令均已实现,其中大部分特殊指令以伪函数形式实现。 | https://awesomerea.org/resources/abc-decompiler/ | https://awesomerea.org/zh/resources/abc-decompiler/ | 1 | observed | https://github.com/ohos-decompiler/abc-decompiler/blob/427c4cd9f80496236a4a3548d29a6b8aaf74b8e0/README.md | tools | foundation | [
"The README describes the project as still in development: decompilation passes for more readable output, a custom IR and data-flow analysis are listed as unfinished. The only release, h1, published 2024-12-20, ships a single jadx-dev-all.jar built from the reviewed master commit, and the repository has had no push... | [
"README 称项目仍在开发中:用于改善代码可读性的反编译优化模块、定制中间表示以及数据流分析均列为尚未完成。唯一的发布版本 h1 于 2024-12-20 发布,只提供一个由所审阅 master 分支提交构建的 jadx-dev-all.jar,此后仓库再无推送。",
"构建需要 JDK 17+;须先将打过补丁的 abcde 分支发布到本地 Maven 仓库,并在 Gradle 文件中替换为实际版本号,再执行 ./gradlew dist。输入为用户自己 HarmonyOS HAP 包中的 modules.abc 文件。",
"该仓库是改造过的 jadx 代码库:jadx 原有的 DEX 输入、测试样本和继承来的... | not-run | analysis | [
"app"
] | source-reviewed | 2026-10-19 | null |
abcde | resource | ABCDE | ABCDE OpenHarmony 逆向工具包 | https://github.com/Yricky/abcde | tool | [
"https://github.com/Yricky/abcde/blob/62f7fc6a0d455d478db1bf3bcb61f2b79d5a473a/docs/libabcde.md",
"https://github.com/Yricky/abcde/blob/62f7fc6a0d455d478db1bf3bcb61f2b79d5a473a/.github/workflows/universal-jar.yml",
"https://github.com/Yricky/abcde/blob/62f7fc6a0d455d478db1bf3bcb61f2b79d5a473a/abcdecoder/build.g... | android | null | Kotlin toolkit for OpenHarmony reverse engineering that parses Ark bytecode (.abc) files, the format HarmonyOS app packages carry in modules.abc, along with HAP packages and resource index (.index) files. Its Compose desktop viewer browses classes, methods, fields, literal arrays, imports and exports and disassembles m... | 使用 Kotlin 编写的 OpenHarmony 逆向工具包,可解析方舟字节码(.abc)文件,即 HarmonyOS 应用包中 modules.abc 的格式,也能解析 HAP 包和资源索引(.index)文件。其基于 Compose 的桌面查看器可浏览类、方法、字段、字面量数组及导入导出信息,并反汇编方法,以可读形式显示导入模块和资源引用;实验性功能可把部分方法直译为 JavaScript,命令行则可导出类列表和资源索引。解析核心也作为 JVM 库发布,另一个项目 abc-decompiler 即基于它的补丁分支。 | https://awesomerea.org/resources/abcde/ | https://awesomerea.org/zh/resources/abcde/ | 2 | observed | https://github.com/Yricky/abcde/blob/62f7fc6a0d455d478db1bf3bcb61f2b79d5a473a/README.md | tools | foundation | [
"No releases or tags are published. The README points to GitHub Actions builds, but no workflow artifacts remained available at review, so the jar has to be built locally; the reviewed main commit of 2025-11-28 is also the latest push. Decompilation to JavaScript is labelled experimental: functions containing try/c... | [
"项目未发布任何版本或标签。README 指向 GitHub Actions 构建产物,但审阅时已无可用的工作流产物,因此需自行在本地构建 jar;所审阅的 main 分支提交(2025-11-28)也是最近一次推送。反编译为 JavaScript 的功能标为实验性:不支持含 try/catch 的函数及部分指令(如 async 相关指令),输出为未经优化的直译代码。",
"构建需要 JDK 17+。./gradlew :abcdecoder:packageReleaseUberJarForCurrentOS 生成适用于当前系统的桌面版 uber-jar,CI 使用 -Puniversal 构建时则打包 Linux x6... | not-run | unknown | [
"app"
] | source-reviewed | 2026-10-20 | null |
abcparkdecomp-case | resource | abcParkDecomp: an Alphabet Park Adventure decompilation | abcParkDecomp:Alphabet Park Adventure 反编译项目 | https://github.com/unspDecomp/abcParkDecomp | case-study | [
"https://github.com/unspDecomp/abcParkDecomp/blob/42ce3334e1fece1fd7879c57caba74f3e9514a27/Makefile"
] | reconstruction-cases | game | abcParkDecomp reconstructs source for Alphabet Park Adventure. The repository contains C source files, build metadata and a Makefile that invokes the unSP toolchain through Wine; its documentation gives make targets for building and cleaning. | abcParkDecomp 为 Alphabet Park Adventure 重建源代码。仓库包含 C 源文件、构建元数据和通过 Wine 调用 unSP 工具链的 Makefile;文档给出构建与清理命令。 | https://awesomerea.org/resources/abcparkdecomp-case/ | https://awesomerea.org/zh/resources/abcparkdecomp-case/ | 3 | observed | https://github.com/unspDecomp/abcParkDecomp/blob/42ce3334e1fece1fd7879c57caba74f3e9514a27/README.md | cases | independent-reconstruction | [
"Build uses Wine and the GeneralPlus unSPIDE 4.0.7 toolchain path specified in the Makefile.",
"CC0 1.0 license."
] | [
"构建使用 Wine 和 Makefile 指定路径下的 GeneralPlus unSPIDE 4.0.7 工具链。",
"采用 CC0 1.0 许可。"
] | not-run | notes | [
"game"
] | source-reviewed | 2026-11-06 | null |
abyss-engine | resource | Abyss Engine: clean-room Diablo 2 engine | Abyss Engine:暗黑破坏神 2 引擎的净室重实现 | https://github.com/AbyssEngine/AbyssEngine | case-study | null | reconstruction-cases | game | Abyss Engine is a clean-room reimplementation of the Diablo 2 engine in C, aimed at a portable base that can be modded. The README says it uses no original game code and will not be compatible with the original save files or multiplayer systems. | Abyss Engine 是用 C 编写的《暗黑破坏神 2》引擎净室重实现,目标是一个便于修改的可移植基础。README 写明它不使用原版游戏代码,并且不会兼容原版存档或多人系统。 | https://awesomerea.org/resources/abyss-engine/ | https://awesomerea.org/zh/resources/abyss-engine/ | 2 | observed | https://github.com/AbyssEngine/AbyssEngine/blob/885eea067f0d41a4fb75de2e88b3704215859a58/README.md | cases | independent-reconstruction | [
"The engine must be configured before it is run. The README points at its configuration section.",
"It says original saves and original multiplayer are outside its compatibility.",
"GitHub reports the repository license as MIT."
] | [
"运行前需要按 README 的配置一节完成配置。",
"它写明不兼容原版存档和原版多人系统。",
"GitHub 报告该仓库的许可证为 MIT。"
] | not-run | unknown | [
"game"
] | source-reviewed | 2026-11-07 | null |
abyssal-deep-case | resource | Abyssal: a Godot engine for DEEP using the player's JAR | Abyssal:使用玩家自备 JAR 的 DEEP Godot 引擎 | https://github.com/TheWWWorm/abyssal | case-study | null | reconstruction-cases | game | Abyssal reimplements the mobile game DEEP in a Godot engine for desktop, browser and Android. It converts a player-provided MIDlet JAR locally, decoding resources and evaluating selected class-file data tables to supply the engine. The implementation covers submarine piloting, stations, trading, missions and combat. | Abyssal 以 Godot 为桌面、浏览器和 Android 平台重建手机游戏《DEEP》的引擎。它在本地转换玩家自备的 MIDlet JAR,解码资源并对部分 class 文件数据表进行受限字节码求值,供新引擎使用。实现内容包括潜艇驾驶、空间站、交易、任务与战斗。 | https://awesomerea.org/resources/abyssal-deep-case/ | https://awesomerea.org/zh/resources/abyssal-deep-case/ | 1 | observed | https://github.com/TheWWWorm/abyssal/blob/670de94fe160873897502bb81e6f51dc11899043/README.md | cases | independent-reconstruction | [
"Playing requires a user's own compatible DEEP MIDlet JAR.",
"The browser build requires WebGL 2 and a desktop-class browser; self-hosting requires HTTPS.",
"Source development requires Godot 4.7 Standard and Python 3.10+; direct JAR conversion also requires JDK 17+ and FFmpeg.",
"The author reports that seve... | [
"游玩需要用户自备兼容的《DEEP》MIDlet JAR。",
"浏览器版本需要 WebGL 2 和桌面级浏览器;自行托管需要 HTTPS。",
"源码开发需要 Godot 4.7 Standard 和 Python 3.10 或更新版本;直接转换 JAR 还需要 JDK 17 及 FFmpeg。",
"作者表示若干平台版本尚未经过实体设备检验。",
"引擎原创源码与美术采用 Apache-2.0 许可证。"
] | not-run | partial | [
"game"
] | source-reviewed | 2026-11-06 | null |
ac1-re-case | resource | AC1_RE: Armored Core analysis and matching decompilation | AC1_RE:《Armored Core》分析与匹配反编译 | https://github.com/byroweb/AC1_RE | case-study | [
"https://github.com/byroweb/AC1_RE/blob/ed1a82be9c3a0b8a05714a3a46641a617aac8a31/LICENSE"
] | reconstruction-cases | game | AC1_RE documents and analyzes the North American PlayStation release of Armored Core, including its executable, overlays, mission pipeline, text system and asset formats. It provides behavioral C models, matching-decompilation work, Ghidra scripts, extraction and repacking tools, and local viewers for game structures. | AC1_RE 分析并记录北美版 PlayStation《Armored Core》的可执行文件、覆盖层、任务流程、文本系统和资源格式。仓库提供行为 C 模型、匹配反编译工作成果、Ghidra 脚本、提取与重打包工具,以及查看游戏结构的本地界面。 | https://awesomerea.org/resources/ac1-re-case/ | https://awesomerea.org/zh/resources/ac1-re-case/ | 2 | observed | https://github.com/byroweb/AC1_RE/blob/ed1a82be9c3a0b8a05714a3a46641a617aac8a31/README.md | cases | independent-reconstruction | [
"Provide your own legally obtained SLUS-01323 Armored Core disc image; the documentation also identifies applicable addresses in SCUS-94182.",
"A mipsel toolchain is required to build C patches.",
"Japanese and European releases are outside the documented address scope.",
"MIT License for the repository's ori... | [
"需自行提供合法取得的 SLUS-01323《Armored Core》光盘镜像;文档指出相关地址也适用于 SCUS-94182。",
"构建 C 补丁需要 mipsel 工具链。",
"文档中的地址范围不涵盖日版和欧版。",
"仓库原创代码采用 MIT 许可证。"
] | not-run | unknown | [
"binary",
"game"
] | source-reviewed | 2026-11-06 | null |
ac3-online-service-docs | resource | Assassin's Creed III online service docs | Assassin's Creed III 在线服务协议文档 | https://github.com/Phoenix-Assassins/ac3-docs | documentation | [
"https://github.com/Phoenix-Assassins/ac3-docs/blob/10ab3f025e60d0473a594bb1d9bc0ed971ac2a67/README.md"
] | protocol-analysis | null | Assassin's Creed III online service docs record method IDs and request and response fields for the PC game's online services. The files cover RMC services such as online saves and account management, alongside notes on P2P Duplicated Objects over PRUDP. | Assassin's Creed III 在线服务文档记录 PC 版游戏服务的方法编号,以及请求和响应字段。现有文件涵盖在线存档、账户管理等 RMC 服务,并记载 PRUDP 上的 P2P Duplicated Objects。 | https://awesomerea.org/resources/ac3-online-service-docs/ | https://awesomerea.org/zh/resources/ac3-online-service-docs/ | 2 | observed | https://github.com/Phoenix-Assassins/ac3-docs/blob/10ab3f025e60d0473a594bb1d9bc0ed971ac2a67/RMC/ACOnlineSaveProtocol.md | learn | learning | [
"Scope is Assassin's Creed III PC online services.",
"No licence file in the repository."
] | [
"范围为《Assassin's Creed III》PC 版在线服务。",
"仓库中没有许可证文件。"
] | not-run | unknown | [
"game",
"protocol"
] | source-reviewed | 2026-11-06 | null |
ac4-docs | resource | AC4 docs | AC4 docs《刺客信条 IV:黑旗》在线服务协议文档 | https://github.com/Phoenix-Assassins/ac4-docs | documentation | [
"https://github.com/Phoenix-Assassins/ac4-docs/blob/5db849b7df9ca7a4f71c9059c02d045f99568169/README.md"
] | protocol-analysis | null | AC4 docs records online service interfaces for the PC version of Assassin's Creed IV Black Flag. Its RMC documents list method IDs and request and response types, while the repository also contains HTTP API specifications for service revival work. | AC4 docs 记录《刺客信条 IV:黑旗》PC 版在线服务接口。RMC 文档列出方法编号及请求、响应类型;仓库还收录 HTTP API 规格,供在线服务恢复工作参考。 | https://awesomerea.org/resources/ac4-docs/ | https://awesomerea.org/zh/resources/ac4-docs/ | 2 | observed | https://github.com/Phoenix-Assassins/ac4-docs/blob/5db849b7df9ca7a4f71c9059c02d045f99568169/RMC/ACOnlineSaveProtocol.md | learn | learning | [
"Scope is the PC online services of Assassin's Creed IV Black Flag.",
"No licence file in the repository."
] | [
"范围为《刺客信条 IV:黑旗》PC 版在线服务。",
"仓库中没有许可证文件。"
] | not-run | unknown | [
"game",
"protocol"
] | source-reviewed | 2026-11-06 | null |
ac4-port | resource | AC4-Port: native Windows port of Armored Core 4 | AC4-Port:《装甲核心 4》的原生 Windows 移植 | https://github.com/SulphurS16/AC4-Port | case-study | null | reconstruction-cases | game | AC4-Port is an unofficial native Windows build of ARMORED CORE 4 for the PS3 USA release BLUS30027. The README describes static recompilation of about 3.6 million PowerPC instructions into C++, with SPU programs translated ahead of time, RSX commands drawn through Direct3D 11, and shaders converted to HLSL. The reposit... | AC4-Port 是 PS3 美版 BLUS30027《装甲核心 4》的非官方原生 Windows 构建。README 描述把大约 360 万条 PowerPC 指令静态重编译为 C++,SPU 程序预先翻译,RSX 命令经 Direct3D 11 绘制,着色器转换为 HLSL。仓库不含游戏数据、游戏代码和密钥。 | https://awesomerea.org/resources/ac4-port/ | https://awesomerea.org/zh/resources/ac4-port/ | 1 | observed | https://github.com/SulphurS16/AC4-Port/blob/219c7bf9e085495c355220b4f6b3ef8a983288a7/README.md | cases | independent-reconstruction | [
"A copy of ARMORED CORE 4 (US disc, BLUS30027) with the PS3_GAME folder, RPCS3 for a one-time decrypt during setup, and Sony's PS3 system software 4.93 file PS3UPDAT.PUP. The README asks for about 4 GB of free disk space.",
"The result is a 64-bit Windows program. Setup downloads a compiler toolchain of about 250... | [
"需要一份《装甲核心 4》美版光盘(BLUS30027)及其 PS3_GAME 文件夹,安装时用 RPCS3 做一次解密,并准备索尼 PS3 系统软件 4.93 的 PS3UPDAT.PUP。README 要求大约 4 GB 可用磁盘空间。",
"产物是 64 位 Windows 程序。安装程序会下载大约 250 MB 的编译工具链。",
"GitHub 报告许可证为 MIT。"
] | not-run | partial | [
"game"
] | source-reviewed | 2026-11-07 | null |
ac46-firmware-tool | resource | AC46 Firmware Tool | AC46 Firmware Tool JieLi 固件解包工具 | https://github.com/0x0-nyan/AC46-Firmware-Tool | tool | null | firmware | null | AC46 Firmware Tool unpacks firmware images for JieLi AC4600/BT15 devices. It accepts a dumped flash image or a BFU file with its first 512 bytes removed, detects an encryption state, extracts bootloader and resource files, and writes a repacking batch script. The repository also lists cipher, CRC16, and chip-key utilit... | AC46 Firmware Tool 用于解包 JieLi AC4600/BT15 设备固件。它读取设备闪存转储,或去掉前 512 字节的 BFU 文件,检测加密状态,提取引导程序与资源,并生成重新打包的批处理脚本。仓库还列出密码处理、CRC16 和芯片密钥工具。 | https://awesomerea.org/resources/ac46-firmware-tool/ | https://awesomerea.org/zh/resources/ac46-firmware-tool/ | 1 | observed | https://github.com/0x0-nyan/AC46-Firmware-Tool/blob/369353c80911d9bed8d3248f72e02bda8ffd890b/README.md | tools | foundation | [
"A flash image from a JieLi AC46/BT15 device, or a BFU file with its first 512 bytes removed, is required.",
"Repacking requires an AC46 SDK.",
"No licence file in the repository."
] | [
"需要 JieLi AC46/BT15 设备的闪存镜像,或去掉前 512 字节的 BFU 文件。",
"重新打包需要 AC46 SDK。",
"仓库中没有许可证文件。"
] | not-run | analysis | [
"firmware"
] | source-reviewed | 2026-11-06 | null |
ac6-recomp | resource | AC6Recomp: static recompilation of Ace Combat 6 | AC6Recomp:皇牌空战 6 的静态重编译 | https://github.com/sal063/AC6_recomp | case-study | null | reconstruction-cases | game | AC6Recomp is a native PC port of Ace Combat 6: Fires of Liberation built with the ReXGlue SDK. The README says the Xbox 360 PowerPC game code is statically recompiled to x86-64, while visible rendering stays in the vendored RexGlue/Xenia graphics backend. It describes the project as a work in progress that can boot and... | AC6Recomp 是基于 ReXGlue SDK 的《皇牌空战 6:解放之火》原生 PC 移植。README 写明 Xbox 360 的 PowerPC 游戏代码被静态重编译为 x86-64,而可见的渲染仍由随仓库提供的 RexGlue/Xenia 图形后端负责。它把项目描述为仍在开发中、可以启动并进入游戏的版本。 | https://awesomerea.org/resources/ac6-recomp/ | https://awesomerea.org/zh/resources/ac6-recomp/ | 2 | observed | https://github.com/sal063/AC6_recomp/blob/09144bb092ad871584808aeead69c395edbd5200/README.md | cases | independent-reconstruction | [
"The README says the repository contains source code only and the user supplies a legally obtained copy of the game.",
"The README says the project is unfinished: it can boot and run in game, and bugs, crashes, and missing functionality are expected.",
"The README points the license to LICENSE. GitHub reports B... | [
"README 写明仓库只包含源代码,用户需要自行提供合法取得的游戏副本。",
"README 写明项目尚未完成:它可以启动并进入游戏,同时应当预期错误、崩溃和缺失的功能。",
"README 把许可证指向 LICENSE。GitHub 报告为 BSD-3-Clause。"
] | not-run | unknown | [
"game"
] | source-reviewed | 2026-11-07 | null |
accd-assetto-corsa-competizione-server-case | resource | accd: reconstructing the Assetto Corsa Competizione dedicated server | accd:重建《Assetto Corsa Competizione》专用服务器 | https://github.com/renaudallard/assettocorsa_competizione_server | case-study | null | reconstruction-cases | game | accd reconstructs the Assetto Corsa Competizione dedicated server in C99 for Linux and BSD systems. It accepts unmodified game clients and implements the observed connection handshake, session scheduling, car updates, results and telemetry messages. The repository includes server source and protocol validation tools. | accd 用 C99 重建《Assetto Corsa Competizione》专用服务器,可在 Linux 和 BSD 系统上供原版客户端连接。它实现所观察到的连接握手、赛事时序、车辆更新、成绩及遥测消息,仓库还包含服务器源码和协议验证工具。 | https://awesomerea.org/resources/accd-assetto-corsa-competizione-server-case/ | https://awesomerea.org/zh/resources/accd-assetto-corsa-competizione-server-case/ | 2 | observed | https://github.com/renaudallard/assettocorsa_competizione_server/blob/08974b8d9e94ffb5bd2d71e89e2b4815b086f2de/README.md | cases | independent-reconstruction | [
"An Assetto Corsa Competizione client is needed to connect and race.",
"The source identifies Linux, OpenBSD and FreeBSD as server platforms.",
"BSD-2-Clause license."
] | [
"连接和比赛需要《Assetto Corsa Competizione》客户端。",
"服务器平台包括 Linux、OpenBSD 和 FreeBSD。",
"BSD-2-Clause 许可证。"
] | not-run | unknown | [
"game",
"protocol"
] | source-reviewed | 2026-11-06 | null |
ace-combat-3-electrosphere-case | resource | Ace Combat 3: Electrosphere: PlayStation recompilation and Android port | Ace Combat 3: Electrosphere:PlayStation 重编译与 Android 移植 | https://github.com/vzepec/ac3-decomp | case-study | [
"https://github.com/vzepec/ac3-decomp/blob/d1556963fc3f47a18f72d213853fdd31f9d8df7e/android/README.md"
] | reconstruction-cases | game | Ace Combat 3: Electrosphere is a PlayStation game reconstruction that documents the European and US discs, asset formats and executable code, then translates MIPS code to C for native builds. It also provides an Android APK that reads a player's own disc image through an interpreter. The author reports function-level v... | Ace Combat 3: Electrosphere 项目分析欧版和美版 PlayStation 光盘、资源格式及可执行代码,并将 MIPS 代码静态重编译为 C。Android APK 通过解释器读取玩家自己的光盘镜像。作者报告已进行逐函数验证并可运行任务;原生重编译仍在进行。 | https://awesomerea.org/resources/ace-combat-3-electrosphere-case/ | https://awesomerea.org/zh/resources/ace-combat-3-electrosphere-case/ | 2 | observed | https://github.com/vzepec/ac3-decomp/blob/d1556963fc3f47a18f72d213853fdd31f9d8df7e/README.md | cases | independent-reconstruction | [
"A personal European or US Ace Combat 3 disc image is required; disc images are not distributed.",
"Python 3 is required for the current tools.",
"The Android slice build requires an Android SDK and NDK and a JDK.",
"Native recompilation is in progress; the author reports that a one-to-one DuckStation compari... | [
"需要自有欧版或美版 Ace Combat 3 光盘镜像;仓库不提供镜像。",
"当前工具需要 Python 3。",
"构建 Android 切片程序需要 Android SDK、NDK 和 JDK。",
"原生重编译仍在进行;作者称与 DuckStation 的逐项比较尚未完成。",
"仓库中没有许可证文件。"
] | not-run | unknown | [
"game"
] | source-reviewed | 2026-11-06 | null |
ace-combat-3-electrosphere-recomp-case | resource | Ace Combat 3: Electrosphere — a local PlayStation static recompilation | Ace Combat 3: Electrosphere:PlayStation 游戏的本地静态重编译 | https://github.com/alexbeavs-ps1-ports/ace-combat-3-electrosphere-usa-recomp | case-study | [
"https://github.com/alexbeavs-ps1-ports/ace-combat-3-electrosphere-usa-recomp/blob/8e0cc8ae035d0b31419da7013bb66678b013a851/docs/PSX_PORT_KNOWLEDGE_REPORT.md"
] | reconstruction-cases | game | The Ace Combat 3: Electrosphere project configures psxrecomp and recomp-ui to generate a native build of the USA PlayStation release from a user's disc image. It includes title-specific symbols, configuration and a setup host that collects local inputs. The author reports gameplay in a private package, with exact relea... | Ace Combat 3: Electrosphere 项目配置 psxrecomp 和 recomp-ui,从用户提供的美版 PlayStation 光盘镜像生成原生程序。仓库包含游戏专用符号、配置及本地输入设置程序。作者报告私有构建已进入游玩阶段,发布包的完整检查仍待完成。 | https://awesomerea.org/resources/ace-combat-3-electrosphere-recomp-case/ | https://awesomerea.org/zh/resources/ace-combat-3-electrosphere-recomp-case/ | 1 | observed | https://github.com/alexbeavs-ps1-ports/ace-combat-3-electrosphere-usa-recomp/blob/8e0cc8ae035d0b31419da7013bb66678b013a851/README.md | cases | independent-reconstruction | [
"The original game and a supported disc image must be supplied by the user.",
"The documented release path supports Windows x64; Linux and macOS packages remain candidates.",
"Exact-package setup, startup and release checks remain open.",
"Project-owned files use GPL-3.0-only; dependencies retain separate lic... | [
"需要用户提供原版游戏及兼容的光盘镜像。",
"已记录的发布平台为 Windows x64;Linux 和 macOS 包仍处于候选阶段。",
"发布包的设置、启动和发布检查仍待完成。",
"项目自有文件采用 GPL-3.0-only;依赖项保留各自许可证。"
] | not-run | partial | [
"game"
] | source-reviewed | 2026-11-06 | null |
ace-combat-3-japan-psxrecomp-case | resource | Ace Combat 3: Electrosphere — a Japanese-disc setup host | Ace Combat 3: Electrosphere:日版光盘的重编译安装项目 | https://github.com/alexbeavs-ps1-ports/ace-combat-3-electrosphere-recomp | case-study | [
"https://github.com/alexbeavs-ps1-ports/ace-combat-3-electrosphere-recomp/blob/9ef9c15ea10339c15c5ac0ad2250969ff9235afb/docs/PSX_PORT_KNOWLEDGE_REPORT.md"
] | reconstruction-cases | game | Ace Combat 3: Electrosphere Recompiled is a psxrecomp setup host for the Japanese PlayStation game. It takes the user's disc image and builds the translated game locally through recomp-ui. The author reports gameplay in a private package, while exact-package setup and startup checks remain open. | Ace Combat 3: Electrosphere Recompiled 是日版 PlayStation 游戏的 psxrecomp 安装项目,通过 recomp-ui 读取用户的光盘镜像并在本地生成、构建游戏。作者报告私有构建已进入游戏,但正式包的安装和启动检查仍待完成。 | https://awesomerea.org/resources/ace-combat-3-japan-psxrecomp-case/ | https://awesomerea.org/zh/resources/ace-combat-3-japan-psxrecomp-case/ | 1 | observed | https://github.com/alexbeavs-ps1-ports/ace-combat-3-electrosphere-recomp/blob/9ef9c15ea10339c15c5ac0ad2250969ff9235afb/README.md | cases | independent-reconstruction | [
"The user's supported Japanese Ace Combat 3 disc image.",
"Windows x64 is the documented release platform; local builds use CMake, Ninja and psxrecomp.",
"Exact-package setup and startup checks remain open.",
"GPL-3.0 license for project-owned files."
] | [
"需要用户自己的日版 Ace Combat 3 受支持光盘镜像。",
"文档列出的发布平台为 Windows x64;本地构建使用 CMake、Ninja 和 psxrecomp。",
"成品包安装和启动检查仍待完成。",
"项目自有文件采用 GPL-3.0 许可证。"
] | not-run | partial | [
"game"
] | source-reviewed | 2026-11-06 | null |
ace-combat-3-recomp | resource | Ace Combat 3: static recompilation for Windows | Ace Combat 3:面向 Windows 的静态重编译 | https://github.com/sal063/Ace-Combat-3-static-recompilation | case-study | null | reconstruction-cases | game | This is a native Windows port of Ace Combat 3: Electrosphere. The MIPS code is translated to C ahead of time and linked against rewritten Psy-Q libraries. ac3.exe draws in software. ac3_enhanced.exe adds a Vulkan renderer with higher resolution, 16:9, and a longer draw distance. | 这是《皇牌空战3:电子领域》的 Windows 原生移植。MIPS 代码被提前翻译成 C,并链接重写过的 Psy-Q 库。ac3.exe 用软件绘制。ac3_enhanced.exe 加上 Vulkan 渲染器,有更高分辨率、16:9 和更远的绘制距离。 | https://awesomerea.org/resources/ace-combat-3-recomp/ | https://awesomerea.org/zh/resources/ace-combat-3-recomp/ | 2 | observed | https://github.com/sal063/Ace-Combat-3-static-recompilation/blob/0dfb14971b6a5f0f001f02dcc810e6ec6c0065a5/README.md | cases | independent-reconstruction | [
"Both Japanese revision 1 discs, SLPS-02020 and SLPS-02021, as 2352-byte .bin files. Windows x64, Visual Studio 2022, clang 22.1, CMake 3.20 or newer, Ninja, Python 3 as python, the Vulkan SDK, and SDL3 3.4.8.",
"The README names no a license."
] | [
"需要两张日版第 1 修订光盘,SLPS-02020 和 SLPS-02021,存成 2352 字节扇区的 .bin。需要 64 位 Windows、Visual Studio 2022、clang 22.1、CMake 3.20 或更新版本、Ninja、名为 python 的 Python 3、Vulkan SDK 和 SDL3 3.4.8。",
"README 未写许可证。"
] | not-run | unknown | [
"game"
] | source-reviewed | 2026-11-07 | null |
ace-combat-5-static-recompilation-case | resource | Ace Combat 5: a PS2 static recompilation with native rendering | Ace Combat 5:带原生渲染的 PS2 静态重编译 | https://github.com/sal063/Ace-Combat-5-Static-recompilation | case-study | null | reconstruction-cases | game | Ace Combat 5 statically translates the US PlayStation 2 game's main executable into C and compiles it with a Windows runtime. The project renders aircraft, terrain and other 3D scenes through native Vulkan meshes while remaining menus and effects use a GS path; runtime components cover audio, movies, controllers and st... | Ace Combat 5 将美版 PlayStation 2 游戏的主可执行文件静态翻译为 C,并与 Windows 运行时一起编译。飞机、地形等 3D 场景通过原生 Vulkan 网格渲染,尚未覆盖的菜单与效果使用 GS 路径;运行时还处理音频、影片、手柄和存储。生成的游戏代码与素材取自用户光盘。 | https://awesomerea.org/resources/ace-combat-5-static-recompilation-case/ | https://awesomerea.org/zh/resources/ace-combat-5-static-recompilation-case/ | 2 | observed | https://github.com/sal063/Ace-Combat-5-Static-recompilation/blob/625ac191e382d64ec10944a7e53a272a70bcea73/README.md | cases | independent-reconstruction | [
"Provide the US Ace Combat 5 release, serial SLUS-20851, as an ISO or extracted disc files.",
"Build on 64-bit Windows with a Vulkan GPU, GCC 15 or newer, SDL3, CMake, Ninja, Vulkan SDK and Python 3.",
"Apache-2.0 license."
] | [
"需提供序列号为 SLUS-20851 的美版《Ace Combat 5》ISO 或已提取光盘文件。",
"构建需要 64 位 Windows、支持 Vulkan 的显卡、GCC 15 或更新版本、SDL3、CMake、Ninja、Vulkan SDK 和 Python 3。",
"采用 Apache-2.0 许可证。"
] | not-run | unknown | [
"game"
] | source-reviewed | 2026-11-06 | null |
acecombat3-xport-case | resource | AceCombat3-xport: an Ace Combat 3 PlayStation decompilation port | AceCombat3-xport:Ace Combat 3 PlayStation 反编译移植工程 | https://github.com/psxports/AceCombat3-xport | case-study | [
"https://github.com/psxports/AceCombat3-xport/blob/084467d2ead3f2b2adcefbde2550805b4cd2b862/README.md",
"https://github.com/psxports/AceCombat3-xport/blob/084467d2ead3f2b2adcefbde2550805b4cd2b862/tools/extract_archives.py"
] | reconstruction-cases | game | AceCombat3-xport ports reconstructed code from the Project Nemo edition of the PlayStation game Ace Combat 3: Electrosphere. Its startup code loads ACE3.BIN from DATA, while an extraction script processes the game's resource archives and XA sectors. | AceCombat3-xport 移植 PlayStation 游戏 Ace Combat 3: Electrosphere Project Nemo 版的重建代码。启动代码从 DATA 目录加载 ACE3.BIN;提取脚本处理游戏资源归档和 XA 扇区。 | https://awesomerea.org/resources/acecombat3-xport-case/ | https://awesomerea.org/zh/resources/acecombat3-xport-case/ | 2 | observed | https://github.com/psxports/AceCombat3-xport/blob/084467d2ead3f2b2adcefbde2550805b4cd2b862/src/game_main.c | cases | independent-reconstruction | [
"Provide original game files under DATA, including ACE3.BIN and the archive files.",
"The extraction script rejects unsupported XA coding and changes to the XA file number, channel and coding tuple.",
"MIT license."
] | [
"需在 DATA 目录提供原始游戏文件,包括 ACE3.BIN 和资源归档。",
"提取脚本会拒绝不支持的 XA 编码,以及文件编号、声道和编码信息组合发生变化的 XA 数据。",
"采用 MIT 许可证。"
] | not-run | unknown | [
"game"
] | source-reviewed | 2026-11-06 | null |
acer-predator-helios-16-rgb-case | resource | Acer Predator Helios 16: reconstructing Linux lighting control | Acer Predator Helios 16:重建 Linux 灯效控制 | https://github.com/TensorRaya/acer-predator-helios-rgb | case-study | [
"https://github.com/TensorRaya/acer-predator-helios-rgb/blob/ce0be93b12748aca94b960d144dc0ba6cb5b03c1/README.md"
] | reconstruction-cases | hardware | Acer Predator Helios 16 RGB documents lighting exchanges for PH16-series laptops and implements Linux control through a Python CLI and OpenRGB controllers. It maps the keyboard's vendor HID reports and the standard HID LampArray interfaces used by the front bar, lid logo, and rear glass bar. | Acer Predator Helios 16 RGB 记录 PH16 系列笔记本的灯效通信,并以 Python 命令行工具和 OpenRGB 控制器实现 Linux 控制。研究区分了键盘的厂商 HID 报文与前灯条、顶盖标志和后玻璃灯条使用的标准 HID LampArray 接口。 | https://awesomerea.org/resources/acer-predator-helios-16-rgb-case/ | https://awesomerea.org/zh/resources/acer-predator-helios-16-rgb-case/ | 2 | observed | https://github.com/TensorRaya/acer-predator-helios-rgb/blob/ce0be93b12748aca94b960d144dc0ba6cb5b03c1/protocol/PROTOCOL.md | cases | independent-reconstruction | [
"A Predator Helios 16 is needed; the author reports testing on PH16-73.",
"PH16-71/72 and Helios Neo models still need device testing, and the PH16-71 Chicony per-key map remains open.",
"Code is GPL-2.0-only; documentation is CC-BY-4.0."
] | [
"需要 Predator Helios 16;作者报告已在 PH16-73 上测试。",
"PH16-71/72 与 Helios Neo 仍需设备测试,PH16-71 的 Chicony 单键映射尚未完成。",
"代码采用 GPL-2.0-only,文档采用 CC-BY-4.0。"
] | not-run | unknown | [
"protocol"
] | source-reviewed | 2026-11-06 | null |
acfa-port-case | resource | ARMORED CORE for Answer: native Windows port by static recompilation | ARMORED CORE for Answer:静态重编译的原生 Windows 移植 | https://github.com/SulphurS16/ACFA-Port | case-study | null | reconstruction-cases | game | This is a native Windows port of ARMORED CORE for Answer for the PlayStation 3, USA release BLUS30187. A recompiler turns the game's PowerPC code into C++, about 71,000 functions, and the PC compiler builds a 64-bit Windows program. SPU programs are translated ahead of time, and the RSX command stream becomes Direct3D ... | 这是《ARMORED CORE for Answer》PlayStation 3 美版 BLUS30187 的 Windows 原生移植。重编译器把游戏的 PowerPC 代码转成 C++,大约 71,000 个函数,再由 PC 编译器构建 64 位 Windows 程序。SPU 程序被提前翻译,RSX 命令流变成 Direct3D 11。 | https://awesomerea.org/resources/acfa-port-case/ | https://awesomerea.org/zh/resources/acfa-port-case/ | 1 | observed | https://github.com/SulphurS16/ACFA-Port/blob/8e174e0b8cc4e8f8c9916eba763dda7dc3b9d392/README.md | cases | independent-reconstruction | [
"The player's own US disc, the folder that contains PS3_GAME. Setup uses RPCS3 once and the PS3 system software 4.93 file PS3UPDAT.PUP. The optional update is 01.35.",
"Download the release zip, extract it, and run ACFA-Launcher.exe. Set up downloads a compiler toolchain of about 250 MB and needs about 4 GB of fr... | [
"需要玩家自己的美版光盘,即包含 PS3_GAME 的文件夹。安装时会用一次 RPCS3,以及 PS3 系统软件 4.93 的 PS3UPDAT.PUP。可选更新为 01.35。",
"下载发布版压缩包并解压,然后运行 ACFA-Launcher.exe。安装会下载大约 250 MB 的编译工具链,并需要大约 4 GB 可用磁盘空间。",
"README 未写许可证。"
] | not-run | partial | [
"game"
] | source-reviewed | 2026-11-07 | null |
acgc-android-port-case | resource | Animal Crossing: an Android port of the GameCube decompilation | Animal Crossing:GameCube 反编译工程的 Android 移植版 | https://github.com/zwaetschge/ACGC-Android-Port | case-study | [
"https://github.com/zwaetschge/ACGC-Android-Port/blob/7b5d69323a60892aa081ffcd9e6e5b095b162a34/LICENSE"
] | reconstruction-cases | game | Animal Crossing Android Port runs decompiled GameCube game code natively on Android, building on an existing PC port. It translates GX graphics to OpenGL ES 3 and adds touch controls, a launcher that imports the user’s disc image, and on-device texture conversion. | Animal Crossing Android Port 基于已有 PC 移植版,让 GameCube 游戏的反编译代码在 Android 上原生运行。它将 GX 图形接口转换为 OpenGL ES 3,并增加触控操作、导入用户光盘镜像的启动器及设备端纹理转换。 | https://awesomerea.org/resources/acgc-android-port-case/ | https://awesomerea.org/zh/resources/acgc-android-port-case/ | 2 | observed | https://github.com/zwaetschge/ACGC-Android-Port/blob/7b5d69323a60892aa081ffcd9e6e5b095b162a34/README.md | cases | independent-reconstruction | [
"An Animal Crossing USA GAFE01 Rev 0 disc image supplied by the user.",
"Android 8 or later, ARM CPU and OpenGL ES 3.",
"Source builds require Android SDK, NDK 27.0.12077973, CMake 3.22.1 and JDK 17.",
"The original decompilation is CC0-1.0; the PC port layer is MIT, with additional terms for other components... | [
"需要用户自行提供 Animal Crossing 美版 GAFE01 Rev 0 光盘镜像。",
"需要 Android 8 或更新版本、ARM 处理器及 OpenGL ES 3。",
"源码构建需要 Android SDK、NDK 27.0.12077973、CMake 3.22.1 和 JDK 17。",
"原反编译代码采用 CC0-1.0,PC 移植层采用 MIT;其他组件的条款见 LICENSE。"
] | not-run | unknown | [
"game"
] | source-reviewed | 2026-11-06 | null |
aciq-minisplit-protocol-case | resource | ACiQ K18W: reconstructing a mini split's UART protocol | ACiQ K18W:还原分体空调 UART 协议 | https://github.com/codypendant/aciq-minisplit-protocol | case-study | [
"https://github.com/codypendant/aciq-minisplit-protocol/blob/fe8a3cf59fdfc0f83d4cd65907962b2146c45188/PROTOCOL.md",
"https://github.com/codypendant/aciq-minisplit-protocol/blob/fe8a3cf59fdfc0f83d4cd65907962b2146c45188/tools/README.md"
] | reconstruction-cases | hardware | ACiQ K18W documents the UART protocol between a mini split's indoor board and TCL WBR1 Wi-Fi module. Captures and decoders map 115200 8N1 traffic, 0xA5 frames, CRC-16/XMODEM, acknowledgments, and appliance fields; ESPHome configurations provide passive monitoring or local control after replacing the module. | ACiQ K18W 记录分体空调室内板与 TCL WBR1 Wi-Fi 模块之间的 UART 协议。抓包和解码器说明 115200 8N1 通信、0xA5 帧、CRC-16/XMODEM、确认消息及设备字段;ESPHome 配置支持被动监听,或在替换模块后进行本地控制。 | https://awesomerea.org/resources/aciq-minisplit-protocol-case/ | https://awesomerea.org/zh/resources/aciq-minisplit-protocol-case/ | 2 | observed | https://github.com/codypendant/aciq-minisplit-protocol/blob/fe8a3cf59fdfc0f83d4cd65907962b2146c45188/README.md | cases | independent-reconstruction | [
"An ACiQ ACIQ-K18W-W-32-HP2300 unit and ESP32 hardware for the documented ESPHome configurations.",
"Listen-only and module-replacement control are separate electrical configurations; transmit must not be enabled while the original module remains connected.",
"MIT license."
] | [
"所述 ESPHome 配置需要 ACiQ ACIQ-K18W-W-32-HP2300 设备及 ESP32 硬件。",
"只监听与替换模块控制是两种独立接线方式;原模块仍连接时不得启用发送。",
"MIT 许可证。"
] | not-run | unknown | [
"protocol"
] | source-reviewed | 2026-11-06 | null |
acnl-decomp-case | resource | acnl-decomp: reconstructing Animal Crossing: New Leaf code and CRO modules | acnl-decomp:重建《Animal Crossing: New Leaf》的代码和 CRO 模块 | https://github.com/RedShyGuy/acnl-decomp | case-study | [
"https://github.com/RedShyGuy/acnl-decomp/blob/86f9a9df4e9ba3402f033b713a9d89b08a6591c0/docs/cro.md"
] | reconstruction-cases | game | acnl-decomp reconstructs the USA 1.5 release of Animal Crossing: New Leaf – Welcome amiibo as C++ source for its main code and CRO modules. Its GCC build checks implemented functions against a user-supplied dump using call order, member accesses, constants, references, and decisions rather than byte identity. | acnl-decomp 将 3DS 美版 1.5 的《Animal Crossing: New Leaf – Welcome amiibo》主程序及 CRO 模块重建为 C++ 源码。项目用 GCC 构建,并依据调用顺序、成员访问、常量、引用和分支结构,将已实现函数与用户提供的原版转储比较。 | https://awesomerea.org/resources/acnl-decomp-case/ | https://awesomerea.org/zh/resources/acnl-decomp-case/ | 2 | observed | https://github.com/RedShyGuy/acnl-decomp/blob/86f9a9df4e9ba3402f033b713a9d89b08a6591c0/README.md | cases | independent-reconstruction | [
"A personal game dump with decrypted ExeFS/RomFS, code.elf, and CRO files.",
"Python 3.10+, CMake 3.20+, Ninja, devkitARM, and picasso.",
"The linked code.elf target is expected to fail until more code is decompiled.",
"CC0 1.0 license for the project's own files."
] | [
"需要自行提供游戏转储,包括解密的 ExeFS/RomFS、code.elf 和 CRO 文件。",
"需要 Python 3.10+、CMake 3.20+、Ninja、devkitARM 和 picasso。",
"在更多代码完成反编译前,链接 code.elf 的目标预计会失败。",
"项目自有文件采用 CC0 1.0 许可证。"
] | not-run | unknown | [
"game"
] | source-reviewed | 2026-11-06 | null |
acnlwa-decomp-case | resource | acnlwa-decomp: an Animal Crossing: New Leaf decompilation | acnlwa-decomp:《Animal Crossing: New Leaf》反编译项目 | https://github.com/AlgebraManiacABC/acnlwa-decomp | case-study | [
"https://github.com/AlgebraManiacABC/acnlwa-decomp/blob/d2eecd7f1fb0de509985a9cc67778d74ac435f94/README.md"
] | reconstruction-cases | game | acnlwa-decomp is an in-progress C and C++ reconstruction of Animal Crossing: New Leaf. Its provenance notes track symbol names from ARM ELF mapping symbols, RTTI, Ghidra labels and manual code analysis, distinguishing provisional names from lasting ones. | acnlwa-decomp 是《Animal Crossing: New Leaf》的进行中 C/C++ 源码重建项目。符号来源文档记录 ARM ELF 映射符号、RTTI、Ghidra 标签和人工代码分析所得的名称,并区分临时名称与正式名称。 | https://awesomerea.org/resources/acnlwa-decomp-case/ | https://awesomerea.org/zh/resources/acnlwa-decomp-case/ | 2 | observed | https://github.com/AlgebraManiacABC/acnlwa-decomp/blob/d2eecd7f1fb0de509985a9cc67778d74ac435f94/provenance/README.md | cases | independent-reconstruction | [
"The decompilation is a work in progress.",
"Some symbol names are placeholders pending stronger identification.",
"CC0-1.0 licence."
] | [
"反编译工作仍在进行中。",
"部分符号名称仍是待进一步确认的占位名称。",
"采用 CC0-1.0 许可证。"
] | not-run | unknown | [
"game"
] | source-reviewed | 2026-11-06 | null |
acurite-00592tx-decoder-case | resource | Acurite 00592TX Decoder: decoding wireless sensor messages | Acurite 00592TX Decoder:解析无线传感器消息 | https://github.com/trlafleur/Acurite-00592TX-Decoder-ESP32a | case-study | null | reconstruction-cases | hardware | Acurite 00592TX Decoder implements a receiver for the 433.92 MHz messages sent by AcuRite 00592TX, 06002M and 06044 temperature sensors. The author documents pulse timing, sync structure and seven-byte fields for channel, sensor ID, status, humidity, temperature and checksum. ESP32 or ESP8266 code publishes readings th... | Acurite 00592TX Decoder 解析 AcuRite 00592TX、06002M 和 06044 温度传感器的 433.92 MHz 消息。作者记录了脉冲时序、同步结构,以及七字节消息中的通道、设备编号、状态、湿度、温度和校验和字段。ESP32 或 ESP8266 程序可通过 MQTT 发布读数,并用邮件或短信发送警报。 | https://awesomerea.org/resources/acurite-00592tx-decoder-case/ | https://awesomerea.org/zh/resources/acurite-00592tx-decoder-case/ | 2 | observed | https://github.com/trlafleur/Acurite-00592TX-Decoder-ESP32a/blob/fefa2e6c9410f1d12dc1073d432aa532d759acdc/README.md | cases | independent-reconstruction | [
"An ESP32 or ESP8266 board and an RXB6 or equivalent 433 MHz receiver.",
"The author reports testing with Arduino 1.8.5; RFM69 receiver support remains unfinished.",
"No licence file in the repository."
] | [
"需要 ESP32 或 ESP8266 开发板,以及 RXB6 或同类 433 MHz 接收器。",
"作者报告曾用 Arduino 1.8.5 测试;RFM69 接收器支持尚未完成。",
"仓库中没有许可证文件。"
] | not-run | unknown | [
"protocol"
] | source-reviewed | 2026-11-06 | null |
acurite-00592tx-protocol-case | resource | AcuRite 00592TX: decoding wireless temperature frames | AcuRite 00592TX:解码无线温度帧 | https://github.com/bhunting/Acurite_00592TX_sniffer | case-study | null | reconstruction-cases | hardware | The AcuRite 00592TX investigation captures and decodes 433 MHz temperature-probe transmissions with Arduino. Its notes describe synchronization pulses, 56-bit frames, probe IDs, channel bits, temperature parity and the final running-sum byte. | AcuRite 00592TX 项目使用 Arduino 捕获并解码 433 MHz 温度探头信号。文档记录同步脉冲、56 位数据帧、探头 ID、频道位、温度奇偶校验和末尾的累加校验字节。 | https://awesomerea.org/resources/acurite-00592tx-protocol-case/ | https://awesomerea.org/zh/resources/acurite-00592tx-protocol-case/ | 2 | observed | https://github.com/bhunting/Acurite_00592TX_sniffer/blob/a92aafb21e106c7a8ca8f87f752b4e2333e0f596/README.md | cases | independent-reconstruction | [
"An AcuRite 00592TX probe and an RF receiver for capture.",
"The author states that the sniffer code presently displays captured data without calculating the checksum.",
"No licence file in the repository."
] | [
"捕获信号需要 AcuRite 00592TX 探头和射频接收器。",
"作者说明当前嗅探代码只显示捕获结果,尚未计算校验和。",
"仓库中没有许可证文件。"
] | not-run | unknown | [
"protocol"
] | source-reviewed | 2026-11-06 | null |
adam-evangelion-recomp-case | resource | adam: an N64 recompilation of Neon Genesis Evangelion | adam:Neon Genesis Evangelion 的 N64 重编译移植 | https://github.com/evaa-01/adam | case-study | null | reconstruction-cases | game | adam recompiles the Japanese N64 release of Neon Genesis Evangelion into a native Windows program using N64Recomp and RT64. It provides an ahead of time build pipeline and a live build that translates code from the player's ROM at startup, with game-specific overlay, audio and input support. | adam 使用 N64Recomp 和 RT64,把日版 N64 游戏 Neon Genesis Evangelion 重编译为 Windows 原生程序。它提供预先转换的构建流程,也提供启动时从玩家 ROM 转换游戏代码的版本,并处理游戏专用的覆盖层、音频和输入。 | https://awesomerea.org/resources/adam-evangelion-recomp-case/ | https://awesomerea.org/zh/resources/adam-evangelion-recomp-case/ | 2 | observed | https://github.com/evaa-01/adam/blob/20ba6f4712f91e2bac8f5a6c399da4f4db5756f0/README.md | cases | independent-reconstruction | [
"Windows 10 or 11 x64, a Direct3D 12 or Vulkan GPU and the Japanese 32 MB .z64 ROM.",
"Source builds require Visual Studio C++, LLVM clang-cl, Python 3.12 with splat64[mips], Git and pinned N64Recomp dependencies.",
"The author reports play through the first mission and start of the second; some game code overl... | [
"需要 Windows 10 或 11 x64、支持 Direct3D 12 或 Vulkan 的显卡,以及日版 32 MB .z64 ROM。",
"源码构建需要 Visual Studio C++、LLVM clang-cl、安装 splat64[mips] 的 Python 3.12、Git 和指定版本的 N64Recomp 依赖。",
"作者报告已游玩第一任务及第二任务开头;部分游戏代码覆盖模块从未运行。",
"许可证为 GPL-3.0。"
] | not-run | unknown | [
"game"
] | source-reviewed | 2026-11-06 | null |
adb-mcp | resource | adb-mcp | adb-mcp Android 调试桥智能体接口 | https://github.com/FlashZ/adb-mcp | integration | null | agent-mcp | null | adb-mcp gives agents structured Android Debug Bridge tools for investigating app behavior on a device. It can launch packages, inspect the UI hierarchy, capture logcat records and screenshots, retrieve files, and set up port forwarding. Its documentation shows a command sequence for investigating an in-app action throu... | adb-mcp 将 Android Debug Bridge 操作封装为供智能体使用的结构化工具,用于调查设备上的应用行为。它可启动应用、检查界面层级、采集 logcat 日志与截图、提取文件并配置端口转发。文档给出了通过界面操作和日志调查应用内动作的命令示例。 | https://awesomerea.org/resources/adb-mcp/ | https://awesomerea.org/zh/resources/adb-mcp/ | 2 | observed | https://github.com/FlashZ/adb-mcp/blob/84533098932fb0a7c866e3f3b30a6da8d9311f90/README.md | agents | independent-agent-integration | [
"Python 3.10 or newer, Android platform-tools adb, and an MCP client.",
"An Android device or emulator is needed for device operations.",
"The general run_shell tool is disabled unless explicitly enabled.",
"MIT license."
] | [
"需要 Python 3.10 或更新版本、Android platform-tools 中的 adb,以及 MCP 客户端。",
"设备操作需要 Android 设备或模拟器。",
"通用 run_shell 工具默认关闭,须显式启用。",
"MIT 许可证。"
] | not-run | unknown | [
"app"
] | source-reviewed | 2026-11-06 | null |
advance-wars-dual-strike-decomp-case | resource | Advance Wars: Dual Strike: a matching Nintendo DS decompilation | Advance Wars: Dual Strike:Nintendo DS 匹配反编译 | https://github.com/sturmds/advance-wars-dual-strike-decomp | case-study | [
"https://github.com/sturmds/advance-wars-dual-strike-decomp/blob/47864817dc01b491422fe6e9f02c8be6752efa7e/PROGRESS.md"
] | reconstruction-cases | game | Advance Wars: Dual Strike reconstructs C source for the US/Australia Nintendo DS release. The project reports that compiling it with the original Metrowerks compiler reproduces the retail ROM byte for byte; its build extracts data from the user's cartridge dump and compares the resulting ROM and modules with the origin... | Advance Wars: Dual Strike 重建美澳版 Nintendo DS 游戏的 C 源码。项目报告称,使用原版 Metrowerks 编译器可逐字节重建零售版 ROM;构建流程从用户的卡带转储中提取所需数据,并对照原版检查 ROM 与各模块。 | https://awesomerea.org/resources/advance-wars-dual-strike-decomp-case/ | https://awesomerea.org/zh/resources/advance-wars-dual-strike-decomp-case/ | 2 | observed | https://github.com/sturmds/advance-wars-dual-strike-decomp/blob/47864817dc01b491422fe6e9f02c8be6752efa7e/README.md | cases | independent-reconstruction | [
"Linux and a dump of the US/Australia AWRE cartridge with the specified SHA-1 are required.",
"Building uses make, Ninja, Python 3 with YAML support and 32-bit libc for metroskrew.",
"Other regional releases are unsupported; some function names remain placeholders.",
"CC0-1.0 licence."
] | [
"需要 Linux,以及 SHA-1 符合指定值的美澳版 AWRE 卡带转储。",
"构建使用 make、Ninja、带 YAML 支持的 Python 3,以及供 metroskrew 使用的 32 位 libc。",
"不支持其他地区版本;部分函数名称仍是占位符。",
"CC0-1.0 许可。"
] | not-run | unknown | [
"game"
] | source-reviewed | 2026-11-06 | null |
advanced-daisenryaku-pc-case | resource | Advanced Daisenryaku PC: a native Windows port of the Mega Drive game | Advanced Daisenryaku PC:Mega Drive 战略游戏的 Windows 原生移植 | https://github.com/eric-wen-dev-it/AdvancedDaisenryaku | case-study | null | reconstruction-cases | game | Advanced Daisenryaku PC ports the Sega Mega Drive strategy game to native Windows in C/C++ using statically translated game logic. It reconstructs cartridge flow, turn-based combat, campaign state, graphics and input around a user-supplied ROM. Its development reports describe ROM differential tests and selected presen... | Advanced Daisenryaku PC 使用静态翻译的游戏逻辑,以 C/C++ 将 Sega Mega Drive 战略游戏移植为 Windows 原生程序。它围绕用户自备 ROM 重建卡带流程、回合战斗、战役状态、画面和输入;开发报告记录了 ROM 差分测试及部分画面对照。 | https://awesomerea.org/resources/advanced-daisenryaku-pc-case/ | https://awesomerea.org/zh/resources/advanced-daisenryaku-pc-case/ | 2 | observed | https://github.com/eric-wen-dev-it/AdvancedDaisenryaku/blob/365ab5dc411d28221563417a5efc3f6c1b2df1d7/README.md | cases | independent-reconstruction | [
"Windows x64, Visual Studio 2026 with the C++ desktop workload, and Windows SDK are required.",
"A user-supplied ROM matching SHA-256 47360b90ee077c2df7bb8f8bb6f46bbea25d7e5b1fd975cdf507c1048d80b062 is required.",
"Player-two input and some audio controls remain unfinished; presentation comparisons cover select... | [
"需要 Windows x64、安装 C++ 桌面开发工作负载的 Visual Studio 2026,以及 Windows SDK。",
"需要用户自备 SHA-256 为 47360b90ee077c2df7bb8f8bb6f46bbea25d7e5b1fd975cdf507c1048d80b062 的 ROM。",
"玩家二输入和部分音频控制仍待完成;画面对照仅覆盖选定样本。",
"仓库中没有许可证文件。"
] | not-run | unknown | [
"game"
] | source-reviewed | 2026-11-08 | null |
advancewars-decomp-case | resource | Advance Wars: a byte-identical GBA reconstruction | Advance Wars:逐字节匹配的 GBA 游戏重建 | https://github.com/ketsuban/advancewars | case-study | [
"https://github.com/ketsuban/advancewars/blob/c5ecbd5a778e56317d213fabd0563a1f707e5b71/INSTALL.md",
"https://github.com/ketsuban/advancewars/blob/c5ecbd5a778e56317d213fabd0563a1f707e5b71/Makefile"
] | reconstruction-cases | game | advancewars reconstructs the USA Game Boy Advance release of Advance Wars as assembly and C that build a byte-identical ROM. Its build uses devkitARM and agbcc, incorporates a user-supplied baserom, and checks the output against the listed game hash. | advancewars 将美版 Game Boy Advance《高级战争》重建为汇编和 C 源码,构建逐字节相同的 ROM。构建流程使用 devkitARM、agbcc 和用户提供的原版 ROM,并按列出的游戏哈希检查输出。 | https://awesomerea.org/resources/advancewars-decomp-case/ | https://awesomerea.org/zh/resources/advancewars-decomp-case/ | 2 | observed | https://github.com/ketsuban/advancewars/blob/c5ecbd5a778e56317d213fabd0563a1f707e5b71/README.md | cases | independent-reconstruction | [
"Requires a user-supplied first-revision Advance Wars USA baserom with the specified SHA-1 hash.",
"Requires Linux or WSL, devkitARM, GBA tools and agbcc.",
"No licence file in the repository."
] | [
"需要用户提供指定 SHA-1 哈希的美版《高级战争》初版 ROM。",
"需要 Linux 或 WSL、devkitARM、GBA 工具和 agbcc。",
"仓库中没有许可证文件。"
] | not-run | unknown | [
"game"
] | source-reviewed | 2026-11-06 | null |
advantage | resource | advantage | advantage Lenovo Vantage RPC 分析工具 | https://github.com/rtfmkiesel/advantage | tool | null | dynamic-analysis | null | advantage is a Windows research tool for inspecting Lenovo Vantage and add-in RPC commands. It injects a stub into a Lenovo-signed process, supplies an RPC JSON payload from a local server, and returns the command response through a CLI or web interface; the repository also contains Frida contract and request dump scri... | advantage 用于检查 Lenovo Vantage 及其插件的 RPC 命令。它把存根注入 Lenovo 签名进程,从本地服务器提供 RPC JSON 请求,并通过命令行或网页界面返回响应;仓库还包含导出契约和请求的 Frida 脚本。 | https://awesomerea.org/resources/advantage/ | https://awesomerea.org/zh/resources/advantage/ | 2 | observed | https://github.com/rtfmkiesel/advantage/blob/fd75e9cccf1acbf845be81c42acfa6cefd430665/README.md | tools | foundation | [
"A Windows Lenovo Vantage process is required for the documented RPC path.",
"Go 1.25 or newer and donut are required by the documented build procedure.",
"Apache-2.0 license."
] | [
"文档所述 RPC 路径需要 Windows 上运行的 Lenovo Vantage 进程。",
"文档中的构建流程需要 Go 1.25 或更新版本及 donut。",
"许可证为 Apache-2.0。"
] | not-run | unknown | [
"app"
] | source-reviewed | 2026-11-06 | null |
adventure-island-ii-nes-static-recomp-case | resource | Adventure Island II: a static recompilation of the NES game | Adventure Island II:NES 游戏静态重编译 | https://github.com/Junior-Jones/Adventure-Island-II-NES-Static-Recomp | case-study | [
"https://github.com/Junior-Jones/Adventure-Island-II-NES-Static-Recomp/blob/8e5fa91ec08a6de5ad52df648ad6d6a4a6533ecd/docs/STATIC-CORE-STATUS.md"
] | reconstruction-cases | game | Adventure Island II is statically recompiled from its NES ROM into a generated C catalog of fixed bank and program-counter identities for a native Windows frontend. The runtime includes NES CPU bus, PPU, APU, DMA, controls and MMC3B mapper behavior, validates a user-supplied USA ROM by SHA-256, and stops on unknown exe... | 该项目把 NES 版 Adventure Island II 的 ROM 路径静态分析为固定物理存储区和程序计数器身份组成的 C 代码目录,并由原生 Windows 前端运行。运行时实现 NES CPU 总线、PPU、APU、DMA、手柄和 MMC3B 映射器,按 SHA-256 检查用户提供的美版 ROM,遇到未知执行身份时停止。 | https://awesomerea.org/resources/adventure-island-ii-nes-static-recomp-case/ | https://awesomerea.org/zh/resources/adventure-island-ii-nes-static-recomp-case/ | 2 | observed | https://github.com/Junior-Jones/Adventure-Island-II-NES-Static-Recomp/blob/8e5fa91ec08a6de5ad52df648ad6d6a4a6533ecd/README.md | cases | independent-reconstruction | [
"Supply the original Adventure Island II (USA).nes ROM with the documented SHA-256 hash.",
"Building requires 64-bit Windows 10 or later, Visual Studio 2022 C++ tools and CMake 3.20 or newer.",
"The separate static-core certification gate remains incomplete.",
"No licence file in the repository."
] | [
"需提供 SHA-256 与文档一致的原版 Adventure Island II (USA).nes ROM。",
"构建需要 64 位 Windows 10 或更新版本、Visual Studio 2022 C++ 工具及 CMake 3.20 或更新版本。",
"单独的静态核心认证关卡尚未完成。",
"仓库中没有许可证文件。"
] | not-run | unknown | [
"game"
] | source-reviewed | 2026-11-06 | null |
aegis-wing-xbla-pc-case | resource | Aegis Wing: an Xbox 360 static recompilation for Windows | Aegis Wing:面向 Windows 的 Xbox 360 静态重编译 | https://github.com/CaiusCodes/Aegis-Wing-XBLA-PC-Recomp | case-study | [
"https://github.com/CaiusCodes/Aegis-Wing-XBLA-PC-Recomp/blob/ca23a9e19c0aac10bdd1aa135ca66844680c4fbb/LICENSE"
] | reconstruction-cases | game | Aegis Wing XBLA PC Recomp builds a native Windows version of the Xbox 360 game through ReXGlue static recompilation. Its launcher imports game data from the user's package, while project code adds PC input, display settings, local scores, and LAN multiplayer. | Aegis Wing XBLA PC Recomp 通过 ReXGlue 静态重编译,将 Xbox 360 游戏构建为原生 Windows 程序。启动器从用户提供的游戏包导入数据;项目代码加入 PC 输入、显示设置、本地成绩和局域网联机。 | https://awesomerea.org/resources/aegis-wing-xbla-pc-case/ | https://awesomerea.org/zh/resources/aegis-wing-xbla-pc-case/ | 1 | observed | https://github.com/CaiusCodes/Aegis-Wing-XBLA-PC-Recomp/blob/ca23a9e19c0aac10bdd1aa135ca66844680c4fbb/README.md | cases | independent-reconstruction | [
"Windows 10 or 11, a DirectX 12 graphics card, and a user-owned Aegis Wing XBLA package with Title ID 5841083C are required.",
"Only game program version 0.0.1.3 is supported; Xbox LIVE features are unavailable.",
"The project's own code is BSD 3-Clause; the launcher includes GPL-3.0-derived components."
] | [
"需要 Windows 10 或 11、支持 DirectX 12 的显卡,以及用户自有、Title ID 为 5841083C 的 Aegis Wing XBLA 游戏包。",
"仅支持游戏程序版本 0.0.1.3;Xbox LIVE 功能不可用。",
"项目自有代码采用 BSD 3-Clause;启动器包含源自 GPL-3.0 项目的组件。"
] | not-run | partial | [
"game"
] | source-reviewed | 2026-11-06 | null |
aerogauge-n64-decomp | resource | AeroGauge: decompiling the Nintendo 64 game | AeroGauge:反编译 Nintendo 64 游戏 | https://github.com/LLONSIT/AeroGauge | case-study | null | reconstruction-cases | game | This is an early decompilation of AeroGauge for the Nintendo 64, USA release. The ROM is named baserom.z64. The source tree has race logic, audio and DMA code, and libultra files. The README says the project is too early for modifications. | 这是 Nintendo 64 美版 AeroGauge 的早期反编译。ROM 命名为 baserom.z64。源码树里有比赛逻辑、音频和 DMA 代码,以及 libultra 文件。README 写明项目还太早,不能做修改。 | https://awesomerea.org/resources/aerogauge-n64-decomp/ | https://awesomerea.org/zh/resources/aerogauge-n64-decomp/ | 2 | observed | https://github.com/LLONSIT/AeroGauge/blob/55ccafad3bf003b4794774c89caaf84afe1eafe1/README.md | cases | independent-reconstruction | [
"mips64-elf-binutils, QEMU Irix, and pip. Run make dependencies, copy the USA ROM to baserom.z64, then make extract and make.",
"The README names no license."
] | [
"需要 mips64-elf-binutils、QEMU Irix 和 pip。运行 make dependencies,把美版 ROM 复制为 baserom.z64,然后运行 make extract 和 make。",
"README 未注明许可证。"
] | not-run | unknown | [
"game"
] | source-reviewed | 2026-11-07 | null |
aerogauge-recomp | resource | AeroGauge: Recompiled — a native Nintendo 64 game build | AeroGauge: Recompiled:任天堂 64 游戏的本地移植版 | https://github.com/alondero/aerogauge-recomp | case-study | null | reconstruction-cases | game | AeroGauge: Recompiled is a native build of the Nintendo 64 game AeroGauge. Supported targets are Windows 10 or later with Direct3D 12, Linux x64 or ARM64 with Vulkan, and Android 9 or later on ARM64 with Vulkan. macOS is not a supported target. Accepted ROMs are USA and Japanese revision A. | AeroGauge: Recompiled 是任天堂 64 游戏 AeroGauge 的原生构建。支持的目标是带 Direct3D 12 的 Windows 10 或更新版本、带 Vulkan 的 Linux x64 或 ARM64,以及带 Vulkan 的 Android 9 或更新版本的 ARM64。macOS 不是支持的目标。接受的 ROM 是美版和日版修订 A。 | https://awesomerea.org/resources/aerogauge-recomp/ | https://awesomerea.org/zh/resources/aerogauge-recomp/ | 1 | observed | https://github.com/alondero/aerogauge-recomp/blob/9d9cba7c0b7ac3136cb660a4d3096677c30f089a/README.md | cases | independent-reconstruction | [
"The player supplies their own ROM. Desktop names include AeroGauge (USA).z64. Android imports the ROM in the app.",
"The README points to a LICENSE file without naming the license."
] | [
"玩家提供自己的 ROM。桌面文件名包括 AeroGauge (USA).z64。Android 在应用里导入 ROM。",
"审阅的 README 指向 LICENSE 文件,正文没有写出许可证名称。"
] | not-run | partial | [
"game"
] | source-reviewed | 2026-11-07 | null |
aevt-decompile | resource | aevt_decompile | aevt_decompile | https://github.com/SentineLabs/aevt_decompile | tool | null | native-analysis | null | aevt_decompile annotates a disassembled run-only AppleScript. Its input is a text file produced by applescript-disassembler. The output adds AEVT code descriptions, decoded hard-coded strings, decimal conversions of hard-coded hex numbers, and names of targeted applications. | aevt_decompile 为反汇编后的仅可运行 AppleScript 添加注释。输入是 applescript-disassembler 生成的文本文件。输出会加上 AEVT 代码说明、解码后的硬编码字符串、硬编码十六进制数的十进制转换,以及目标应用程序的名称。 | https://awesomerea.org/resources/aevt-decompile/ | https://awesomerea.org/zh/resources/aevt-decompile/ | 2 | observed | https://github.com/SentineLabs/aevt_decompile/blob/d48c1eca65b45722769386846eb32592ef3ca77c/README.md | tools | foundation | [
"Usage is aevt_decompile followed by the disassembler text file. The program writes a separate annotated file and leaves the input unchanged.",
"The README names no license."
] | [
"用法是 aevt_decompile 后接反汇编器的文本文件。程序会另写一个带注释的文件,并且不改动输入。",
"README 未注明许可证。"
] | not-run | unknown | [
"binary"
] | source-reviewed | 2026-11-07 | null |
afe-decomp | resource | afe-decomp: decompilation of Animal Forest e+ | afe-decomp:《动物森林 e+》反编译 | https://github.com/ACreTeam/afe-decomp | case-study | null | reconstruction-cases | game | afe-decomp is a work-in-progress decompilation of Animal Forest e+ for the GameCube, the Japanese release どうぶつの森 e+. The README supports revisions GAEJ01_00 and GAEJ01_01 and says the repository contains no game assets or assembly. Windows, macOS, and Linux setups use Python and Ninja, with wibo downloaded for macOS an... | afe-decomp 是 GameCube 日版《动物森林 e+》(どうぶつの森 e+)的进行中反编译。README 支持修订版 GAEJ01_00 和 GAEJ01_01,并写明仓库不含游戏资源或汇编。Windows、macOS 和 Linux 的环境使用 Python 和 Ninja,macOS 与 Linux 会下载 wibo。 | https://awesomerea.org/resources/afe-decomp/ | https://awesomerea.org/zh/resources/afe-decomp/ | 2 | observed | https://github.com/ACreTeam/afe-decomp/blob/56136b03437aa1e28a03cc496167f8051d3a6abe/README.md | cases | independent-reconstruction | [
"An existing copy of Animal Forest e+ for one of the supported Japanese revisions, GAEJ01_00 or GAEJ01_01.",
"Windows uses Python and Ninja. macOS installs Ninja with Homebrew. Linux installs Ninja. macOS and Linux use wibo, which the README says is downloaded automatically.",
"GitHub reports the license as CC0... | [
"需要一份已有的《动物森林 e+》,版本为受支持的日版修订 GAEJ01_00 或 GAEJ01_01。",
"Windows 使用 Python 和 Ninja。macOS 用 Homebrew 安装 Ninja。Linux 安装 Ninja。README 写明 macOS 和 Linux 会自动下载 wibo。",
"GitHub 报告许可证为 CC0-1.0。"
] | not-run | unknown | [
"game"
] | source-reviewed | 2026-11-07 | null |
afrosamurairecomp-case | resource | AfroSamuraiRecomp: an Xbox 360 static recompilation of Afro Samurai | AfroSamuraiRecomp:Afro Samurai Xbox 360 版静态重编译 | https://github.com/LomoXSoft/AfroSamuraiRecomp | case-study | [
"https://github.com/LomoXSoft/AfroSamuraiRecomp/blob/3bde90d533e03dbf87267ca598bb3f900bd2c229/patches/rexglue/README.md"
] | reconstruction-cases | game | AfroSamuraiRecomp statically translates the Europe Xbox 360 release of Afro Samurai into a native Windows x64 program using ReXGlue. The repository supplies game-specific function boundaries, hooks, a launcher and GPU and audio patches; the author reports playable 30 FPS operation on one PC. | AfroSamuraiRecomp 使用 ReXGlue 将欧版 Xbox 360 游戏 Afro Samurai 静态翻译为 Windows x64 原生程序。仓库提供游戏专用函数边界、钩子、启动器及图形和音频补丁;作者报告在一台 PC 上可按默认 30 FPS 模式游玩。 | https://awesomerea.org/resources/afrosamurairecomp-case/ | https://awesomerea.org/zh/resources/afrosamurairecomp-case/ | 2 | observed | https://github.com/LomoXSoft/AfroSamuraiRecomp/blob/3bde90d533e03dbf87267ca598bb3f900bd2c229/README.md | cases | independent-reconstruction | [
"Windows 10 or 11 x64, a Direct3D 12 graphics card and an ISO dumped from the user's own Europe Afro Samurai disc.",
"The author tested the preview on one PC; the optional 60 FPS mode is incomplete and can accelerate cutscenes.",
"GPL-3.0 license for the repository; the ReXGlue/Xenia patches carry their stated ... | [
"需要 Windows 10 或 11 x64、支持 Direct3D 12 的显卡,以及从用户自备的欧版 Afro Samurai 光盘制作的 ISO。",
"作者只在一台 PC 上测试预览版;可选的 60 FPS 模式尚未完成,过场动画可能加速。",
"仓库采用 GPL-3.0 许可证;ReXGlue/Xenia 补丁另按其所述 BSD-3-Clause 条款授权。"
] | not-run | unknown | [
"game"
] | source-reviewed | 2026-11-06 | null |
afs200tools-case | resource | AFS Volume 2.00 specification: reconstructing Tenchu archives | AFS Volume 2.00 specification:重建《Tenchu》归档格式 | https://github.com/stedestro/AFS200Tools | case-study | null | reconstruction-cases | game | AFS200Tools documents the AFS Volume 2.00 archive format found in PlayStation Tenchu games. It records the big-endian header, 36-byte file entries, file table placement and a tentative filename scheme, alongside C# source for handling volumes. | AFS200Tools 记录 PlayStation《Tenchu》游戏中的 AFS Volume 2.00 归档格式,说明大端序文件头、36 字节文件条目、文件表位置及暂定的文件名规则。仓库还包含处理归档的 C# 源码。 | https://awesomerea.org/resources/afs200tools-case/ | https://awesomerea.org/zh/resources/afs200tools-case/ | 2 | observed | https://github.com/stedestro/AFS200Tools/blob/7010f0d80a978940127c2dc470fd31267bacd220/README.md | cases | independent-reconstruction | [
"Applies to AFS Volume 2.00 archives documented from Tenchu game files.",
"The filename format description is speculative, and the header length is given as 40 or 42 bytes.",
"No licence file in the repository."
] | [
"适用于根据《Tenchu》游戏文件记录的 AFS Volume 2.00 归档。",
"文件名格式的解释属于推测,文件头长度记为 40 或 42 字节。",
"仓库中没有许可证文件。"
] | not-run | unknown | [
"game"
] | source-reviewed | 2026-11-06 | null |
afterhours-2015-case | resource | Afterhours 2015: Need for Speed online-service reconstruction | Afterhours 2015:Need for Speed 在线服务重建 | https://github.com/afterhours-crew/afterhours-2015 | case-study | [
"https://github.com/afterhours-crew/afterhours-2015/blob/fdc1fad36fbaa9f2766fb3385ec3da9a082c9b46/docs/TESTER-QUICKSTART.md",
"https://github.com/afterhours-crew/afterhours-2015/blob/fdc1fad36fbaa9f2766fb3385ec3da9a082c9b46/crates/content/README.md"
] | reconstruction-cases | game | Afterhours 2015 reconstructs online services for Need for Speed (2015) as a Rust server and local launcher. The workspace implements stream framing, tagged fields, typed backend and world messages, and content preparation from the player's installation; the author reports live checks for selected gameplay and garage fl... | Afterhours 2015 用 Rust 服务器和本地启动器重建 Need for Speed (2015) 在线服务。项目实现流帧封装、带标签字段、后端与游戏世界消息编解码,并从玩家安装目录准备内容;作者报告已对部分游戏流程和车库功能进行实机检查。 | https://awesomerea.org/resources/afterhours-2015-case/ | https://awesomerea.org/zh/resources/afterhours-2015-case/ | 2 | observed | https://github.com/afterhours-crew/afterhours-2015/blob/fdc1fad36fbaa9f2766fb3385ec3da9a082c9b46/README.md | cases | independent-reconstruction | [
"An installed and previously activated Need for Speed (2015) PC game on 64-bit Windows, retaining its licence cache and EA registration.",
"Source builds use Rust 1.98.1, a native C toolchain, Perl and, on Windows, NASM.",
"Later story progression and broader matchmaking remain unfinished.",
"MPL-2.0 licence.... | [
"需要已安装且曾激活的 64 位 Windows PC 版 Need for Speed (2015),并保留许可缓存和 EA 注册信息。",
"源码构建需要 Rust 1.98.1、本机 C 工具链、Perl,以及 Windows 上的 NASM。",
"后续剧情进度和更广泛的匹配功能尚未完成。",
"采用 MPL-2.0 许可证。"
] | not-run | unknown | [
"game",
"protocol"
] | source-reviewed | 2026-11-06 | null |
againrom-rage-of-mages-case | resource | AgainROM: a new engine for Rage of Mages | AgainROM:重建《Rage of Mages》游戏引擎 | https://github.com/againrom/againrom-engine | case-study | [
"https://github.com/againrom/againrom-engine/blob/5d3cdd2c07b70a7e12f25d5ca52e63a19a3973c1/docs/0001-res-archive/analysis.md"
] | reconstruction-cases | game | AgainROM reimplements the Rage of Mages engine in Go to run the original campaign on Windows, macOS and Linux. It loads the user's RES archives, graphics, audio, movies and saves, and includes a map editor; research notes document recovered resource formats and known behavior differences. | AgainROM 用 Go 重建《Rage of Mages》引擎,使原版战役可在 Windows、macOS 和 Linux 上运行。它读取用户自己的 RES 资源包、图像、音频、影片和存档,并附带地图编辑器;研究文档记录了恢复出的资源格式及已知行为差异。 | https://awesomerea.org/resources/againrom-rage-of-mages-case/ | https://awesomerea.org/zh/resources/againrom-rage-of-mages-case/ | 2 | observed | https://github.com/againrom/againrom-engine/blob/5d3cdd2c07b70a7e12f25d5ca52e63a19a3973c1/README.md | cases | independent-reconstruction | [
"A legally owned English or Russian copy of Rage of Mages and its game files.",
"A supported 64-bit Windows, macOS or Linux system; building from source requires the Go version in go.mod.",
"The game is in progress and some details differ from the original.",
"GPL-3.0 license."
] | [
"需要合法拥有的英文或俄文版《Rage of Mages》及其游戏文件。",
"需要受支持的 64 位 Windows、macOS 或 Linux 系统;源码构建需要 go.mod 指定的 Go 版本。",
"游戏仍在开发中,部分细节与原版不同。",
"采用 GPL-3.0 许可证。"
] | not-run | unknown | [
"game"
] | source-reviewed | 2026-11-06 | null |
agario-client-case | resource | agario-client: reconstructing the earlier agar.io client protocol | agario-client:重构早期 agar.io 客户端协议 | https://github.com/pulviscriptor/agario-client | case-study | [
"https://github.com/pulviscriptor/agario-client/blob/34949a146977ca680294f84fa9a1c7254d097b19/CHANGELOG.md"
] | reconstruction-cases | game | agario-client is a Node.js implementation of an earlier agar.io client protocol. It connects over WebSockets, parses game packets, and provides API methods for movement, spawning and spectating alongside events for ball-state changes. The author stopped development after a later game update changed the client implement... | agario-client 用 Node.js 实现早期 agar.io 客户端协议,通过 WebSocket 连接服务器并解析游戏数据包。其 API 提供移动、生成和观战方法,以及球体状态变化事件。游戏后续更新改变了客户端实现,作者因此停止开发。 | https://awesomerea.org/resources/agario-client-case/ | https://awesomerea.org/zh/resources/agario-client-case/ | 2 | observed | https://github.com/pulviscriptor/agario-client/blob/34949a146977ca680294f84fa9a1c7254d097b19/README.md | cases | independent-reconstruction | [
"Node.js.",
"The implementation is outdated after a later agar.io client change.",
"MIT license."
] | [
"需要 Node.js。",
"agar.io 后续客户端变更后,该实现已过时。",
"采用 MIT 许可证。"
] | not-run | unknown | [
"game",
"protocol"
] | source-reviewed | 2026-11-06 | null |
age-of-empires-ii-decomp-case | resource | Age of Empires II: matching PC and PlayStation 2 decompilation | Age of Empires II:PC 与 PlayStation 2 版本的匹配式反编译 | https://github.com/samuelcaldas/age-of-empires-2-decomp | case-study | [
"https://github.com/samuelcaldas/age-of-empires-2-decomp/blob/553f3234644a40d5ddf4cfdb1d872fd66226e1ec/docs/README.md"
] | reconstruction-cases | game | Age of Empires II Decompilation reconstructs C++ for The Conquerors 1.0c and Age of Kings 2.0a on PC, plus PAL and Japanese PlayStation 2 editions of Age of Kings. Its generated Ninja build and objdiff comparisons track functions matched against user-supplied original binaries. | Age of Empires II Decompilation 为 PC 版 The Conquerors 1.0c、Age of Kings 2.0a,以及 PlayStation 2 的 PAL 和日版 Age of Kings 重建 C++ 源码。项目使用生成的 Ninja 构建文件和 objdiff,对用户提供的原始二进制文件逐函数比对。 | https://awesomerea.org/resources/age-of-empires-ii-decomp-case/ | https://awesomerea.org/zh/resources/age-of-empires-ii-decomp-case/ | 2 | observed | https://github.com/samuelcaldas/age-of-empires-2-decomp/blob/553f3234644a40d5ddf4cfdb1d872fd66226e1ec/README.md | cases | independent-reconstruction | [
"Original game files and the licensed compilers for the selected edition are required.",
"Python dependencies from requirements.txt and Ninja are required for the documented build.",
"Matching is in progress; the author reports that multiple C++ slices and functions have matched.",
"No licence file in the rep... | [
"需要自行提供所选版本的原版游戏文件及有授权的编译器。",
"文档所述构建需要 requirements.txt 中的 Python 依赖和 Ninja。",
"匹配工作仍在进行;作者报告已有多个 C++ 代码片段和函数完成匹配。",
"仓库中没有许可证文件。"
] | not-run | unknown | [
"game"
] | source-reviewed | 2026-11-06 | null |
age-of-empires-rise-of-rome-beta-decomp-case | resource | Age of Empires: The Rise of Rome — a function-matched beta decompilation | Age of Empires: The Rise of Rome:测试版逐函数匹配反编译 | https://github.com/dcostap/aoe1-decomp | case-study | [
"https://github.com/dcostap/aoe1-decomp/blob/6d6d8b14023aa74e6ac30a6c88229d5b818fb805/orig/README.md"
] | reconstruction-cases | game | Reconstructs the 17 July 1998 beta of Age of Empires: The Rise of Rome as C++ source compiled with Visual C++ 5.0. The project checks individual functions against the original empiresx.exe and uses recorded gameplay inputs to compare behavior; the author reports 5,013 byte-identical functions, with other functions stil... | 项目以 Visual C++ 5.0 编译重建《Age of Empires: The Rise of Rome》1998 年 7 月 17 日测试版的 C++ 源码,逐函数对照原版 empiresx.exe,并用录制的操作比较游戏行为。作者报告有 5,013 个函数实现字节匹配,其余部分仍存在差异。 | https://awesomerea.org/resources/age-of-empires-rise-of-rome-beta-decomp-case/ | https://awesomerea.org/zh/resources/age-of-empires-rise-of-rome-beta-decomp-case/ | 2 | observed | https://github.com/dcostap/aoe1-decomp/blob/6d6d8b14023aa74e6ac30a6c88229d5b818fb805/README.md | cases | independent-reconstruction | [
"Windows, Python 3.12, Visual C++ 5.0, MASM ml.exe 14.36, and DirectPlay libraries from Visual C++ 6.0 are required.",
"A retail Age of Empires and Rise of Rome installation supplies the game data; comparison needs the beta empiresx.exe, and research tools need its PDB.",
"The author reports 56 functions remain... | [
"需要 Windows、Python 3.12、Visual C++ 5.0、MASM ml.exe 14.36,以及 Visual C++ 6.0 的 DirectPlay 库。",
"游戏数据须由《Age of Empires》及《Rise of Rome》零售版安装提供;与原版比对需要测试版 empiresx.exe,研究工具还需要其 PDB。",
"作者报告仍有 56 个函数未匹配。",
"许可证为 CC0-1.0。"
] | not-run | unknown | [
"game"
] | source-reviewed | 2026-11-06 | null |
agent-decompilation-oracle-case | resource | Agent decompilation: a byte-matching retrospective | 智能体反编译:字节匹配验收复盘 | https://momo5502.com/posts/2026-10-09-game-decompilation/ | case-study | null | reconstruction-cases | null | Maurice Heumann describes replacing plausible-looking agent output with compiler-based checks of reconstructed functions, relocations, data and types. The retrospective reports 99% function presence and 83% of all functions byte-exact, while keeping the reconstruction code private. | Maurice Heumann 介绍如何用基于编译器的函数、重定位、数据和类型检查,取代看似合理的智能体输出。复盘报告 99% 的函数已进入重建源码,全部函数中 83% 达到字节一致;重建代码仍不公开。 | https://awesomerea.org/resources/agent-decompilation-oracle-case/ | https://awesomerea.org/zh/resources/agent-decompilation-oracle-case/ | 2 | observed | https://momo5502.com/posts/2026-10-09-game-decompilation/ | cases | independent-reconstruction | [
"Author retrospective dated 2026-10-09; the reviewed article leaves the game unnamed.",
"The project uses the original compiler and binary as references; no public implementation or reproducible artifact is supplied.",
"Coverage figures and runtime success are author-reported.",
"A documented case study."
] | [
"作者复盘发布于 2026-10-09;所审阅文章没有指明游戏名称。",
"项目以原编译器和二进制为参照;未提供公开实现或可复现产物。",
"覆盖率和运行成功属于作者报告。",
"这是有文档的案例研究。"
] | not-run | unknown | [
"game"
] | source-reviewed | 2026-10-17 | null |
agent-phone-cx300-case | resource | Agent Phone: Polycom CX300 HID protocol findings | Agent Phone:Polycom CX300 HID 协议调查 | https://github.com/SJM7/agent-phone | case-study | [
"https://github.com/SJM7/agent-phone/blob/d3a2ef718ba14dfadd15b44dd0f8ed8f9dd62065/docs/cx300-hid-protocol.md"
] | reconstruction-cases | hardware | Agent Phone uses a Polycom CX300 desk phone as an attention and dictation controller for coding agents. Its HID documentation preserves earlier protocol research and adds device-probe findings on report byte layouts, the voicemail LED, and host-controlled microphone mute. The Python daemon implements those controls alo... | Agent Phone 将 Polycom CX300 桌面电话用作编程智能体的提示与语音输入设备。其 HID 文档整理既有协议研究,并补充设备探测得到的报告字节布局、语音信箱指示灯和主机控制麦克风静音信息。Python 守护进程实现这些控制,同时处理音频与按键。 | https://awesomerea.org/resources/agent-phone-cx300-case/ | https://awesomerea.org/zh/resources/agent-phone-cx300-case/ | 2 | observed | https://github.com/SJM7/agent-phone/blob/d3a2ef718ba14dfadd15b44dd0f8ed8f9dd62065/README.md | cases | independent-reconstruction | [
"macOS, Python 3.11+, a Polycom CX300, and hidapi for the documented USB setup.",
"Dictation setup uses ffmpeg and whisper.cpp.",
"Code is under PolyForm Noncommercial 1.0.0; the CX300 protocol documents are additionally CC BY 4.0."
] | [
"文档所述 USB 配置需要 macOS、Python 3.11 或更新版本、Polycom CX300 和 hidapi。",
"语音输入配置使用 ffmpeg 与 whisper.cpp。",
"代码采用 PolyForm Noncommercial 1.0.0;CX300 协议文档另采用 CC BY 4.0。"
] | not-run | unknown | [
"protocol"
] | source-reviewed | 2026-11-06 | null |
agently-mail-case | resource | agently-mail: reconstructing Tencent Agently Mail API access | agently-mail:重建 Tencent Agently Mail API 访问流程 | https://github.com/Bahtya/agently-mail | case-study | [
"https://github.com/Bahtya/agently-mail/blob/c68c369b6dc5642846e9667854d0bc5ce42c0be4/API.md"
] | reconstruction-cases | website | agently-mail reconstructs Tencent Agently Mail access in a Cloudflare Worker using behavior studied from the Agently CLI. It documents the OAuth device flow, token refresh, mail endpoints and two-phase send confirmation, then exposes routes for listing, reading, searching and sending messages. | agently-mail 根据对 Agently CLI 的研究,在 Cloudflare Worker 中重建 Tencent Agently Mail 的访问流程。文档记录 OAuth 设备授权、令牌刷新、邮件接口与两阶段发送确认,Worker 提供列出、读取、搜索和发送邮件的路由。 | https://awesomerea.org/resources/agently-mail-case/ | https://awesomerea.org/zh/resources/agently-mail-case/ | 2 | observed | https://github.com/Bahtya/agently-mail/blob/c68c369b6dc5642846e9667854d0bc5ce42c0be4/README.md | cases | independent-reconstruction | [
"Requires a Cloudflare Worker, KV namespace and authorized Agently Mail tokens.",
"The author reports live checks against the service on 2026-07-07.",
"MIT licence."
] | [
"需要 Cloudflare Worker、KV 命名空间及已获授权的 Agently Mail 令牌。",
"作者报告已于 2026-07-07 对实际服务进行测试。",
"采用 MIT 许可证。"
] | not-run | unknown | [
"protocol",
"website"
] | source-reviewed | 2026-11-06 | null |
Awesome Reverse Engineering Anything — dataset mirror
A read-only Hugging Face mirror of the public data that awesomerea.org publishes. The GitHub repository reacher-z/Awesome-REA is the single source of truth: the website is built from it, and every row here is copied unchanged from the website's live exports. Corrections and new entries go to the GitHub repository, not to this dataset.
Unreviewed records are not curated.
repositories,discoveries,leadshold automated scan and discovery records that have not been source-reviewed: nobody has verified their claims, run them or judged their quality, and their presence is not an endorsement. Onlyresources,papers,casescome from reviewed records. Keep the review state when you use, count or cite rows, and never add counts from different configs together as unique projects.
Configs
Each config is one record type with a single train split that holds all of its rows (the split name is a Hugging Face convention; there is no train/test partition).
| Config | Rows | Review state | Source export | Contents |
|---|---|---|---|---|
resources (default) |
4,795 | Curated (source-reviewed) | /downloads/records.jsonl | Curated resources: tools, projects, integrations, case studies, collections, documentation and learning resources, with bilingual descriptions, requirements and pinned evidence. |
papers |
263 | Curated (source-reviewed) | /downloads/records.jsonl | The separate research bibliography: publication identity, bilingual summaries, scope limits and primary sources. Some papers describe projects that are also curated resources. |
cases |
3,801 | Curated (source-reviewed) | /downloads/records.jsonl | Documented reconstruction and analysis case studies (kind = case-study). A subset of resources, so do not add the two counts. |
repositories |
3,500 | Not curated: automated README scan | /source-published.json | The published repository selection: automated README scans of public repositories with hashes, automatic labels and AI-assisted translations. Rows with scope_status = excluded stay in the selection with their reasons and are left out of browsing. |
discoveries |
5,628 | Not curated: unreviewed | /discoveries.json | The unreviewed discovery queue: README scans that passed capture checks and a reverse-engineering topic screen. Nobody has read, translated, run or judged them. |
leads |
7,381 | Not curated: unreviewed | /discoveries/leads.json | Followed-source leads: links that registered public lists, registries, topic searches, survey bibliographies and searches list in their in-scope sections. A listing is not evidence. |
Quick start
from datasets import load_dataset
resources = load_dataset("TIGER-Lab/AwesomeREA", "resources", split="train")
discoveries = load_dataset("TIGER-Lab/AwesomeREA", "discoveries", split="train") # not curated
Every config is also a plain Parquet file and a JSON Lines file:
import pandas as pd
df = pd.read_parquet("hf://datasets/TIGER-Lab/AwesomeREA/data/resources.parquet")
-- DuckDB
SELECT * FROM 'hf://datasets/TIGER-Lab/AwesomeREA/data/resources.parquet' LIMIT 10;
JSON Lines: https://huggingface.co/datasets/TIGER-Lab/AwesomeREA/resolve/main/jsonl/<config>.jsonl.
Files and formats
data/<config>.parquet: whatload_datasetand the dataset viewer read. Columns keep the source field names. Fields whose values are nested objects or lists of objects are stored as JSON text in a string column (decode withjson.loads); flat objects become structs. Each file lists its JSON-text columns in the Parquet schema metadata keyjson_encoded_columns. The files are zstd-compressed.jsonl/<config>.jsonl: the same rows as JSON objects, one per line. Where the site publishes JSON Lines, each line is byte-for-byte a line of the source file.provenance.json: the source commit, how it was established, the fetch time, the URL, size and SHA-256 of every downloaded export, per-config row counts and file checksums, and the privacy guard that passed before upload.
Fields
Field meanings, vocabularies and review rules are defined by the source repository, not here: start with its data dictionary. Related definitions: Discovery queue and followed-source leads, Repository scan method, Promotion worksheet, Data manifest. The column lists below are generated from the current files.
resources: 26 columns
| Column | Type |
|---|---|
id |
string |
record_type |
string |
name |
string |
name_zh |
string |
url |
string |
kind |
string |
additional_evidence_urls |
list<string> |
category |
string |
class |
string |
description_en |
string |
description_zh |
string |
entry_url |
string |
entry_url_zh |
string |
evidence_class |
int64 |
evidence_status |
string |
evidence_url |
string |
group |
string |
relationship |
string |
requirements |
list<string> |
requirements_zh |
list<string> |
runtime_status |
string |
scope |
string |
targets |
list<string> |
verification |
string |
verified_at |
string |
evidence_review |
struct{note: string, primary_evidence: string, reviewed_at: string, version: string} |
papers: 39 columns
| Column | Type |
|---|---|
id |
string |
record_type |
string |
title |
string |
title_zh |
string |
url |
string |
kind |
string |
arxiv_id |
string |
arxiv_version_reviewed |
string |
authors |
list<string> |
code_url |
string |
date_basis |
string |
date_basis_zh |
string |
date_precision |
string |
description_en |
string |
description_zh |
string |
doi |
string |
entry_url |
string |
entry_url_zh |
string |
evidence_urls |
list<string> |
first_arxiv_date |
string |
metadata_notes |
string |
metadata_notes_zh |
string |
pdf_url |
string |
project_url |
string |
publication_date |
string |
publication_status |
string |
runtime_tested |
bool |
scope_limitations_en |
string |
scope_limitations_zh |
string |
targets |
list<string> |
venue |
string |
verification |
string |
verified_at |
string |
why_fits_en |
string |
why_fits_zh |
string |
year |
int64 |
citation |
struct{container_title: string, pages: string, sources: list<string>, volume: string, publisher: string, issue: string, article_number: string, series: string} |
class |
string |
authors_omitted |
bool |
cases: 26 columns
| Column | Type |
|---|---|
id |
string |
record_type |
string |
name |
string |
name_zh |
string |
url |
string |
kind |
string |
additional_evidence_urls |
list<string> |
category |
string |
class |
string |
description_en |
string |
description_zh |
string |
entry_url |
string |
entry_url_zh |
string |
evidence_class |
int64 |
evidence_status |
string |
evidence_url |
string |
group |
string |
relationship |
string |
requirements |
list<string> |
requirements_zh |
list<string> |
runtime_status |
string |
scope |
string |
targets |
list<string> |
verification |
string |
verified_at |
string |
evidence_review |
struct{note: string, primary_evidence: string, reviewed_at: string, version: string} |
repositories: 53 columns
| Column | Type |
|---|---|
id |
string |
name |
string |
full_name |
string |
url |
string |
archived |
bool |
category |
string |
classification_origin |
string |
classification_reference_ids |
list<string> |
description_en |
string |
description_language |
string |
description_localization |
string |
description_origin |
string |
description_original |
string |
description_zh |
string |
description_zh_status |
string |
license |
string |
matched_queries |
list<string> |
metadata_observed_at |
string |
observed_at |
string |
pushed_at |
string |
readme_api_url |
string |
readme_bytes |
int64 |
readme_git_sha |
string |
readme_heading_count |
int64 |
readme_lines |
int64 |
readme_path |
string |
readme_sha256 |
string |
readme_signals |
list<string> |
readme_url |
string |
related_entries |
string (JSON text) |
requirements |
string |
scan_classification |
struct{category: string, classification_origin: string, classification_reference_ids: list<string>, targets: list<string>} |
scan_status |
string |
stars |
int64 |
targets |
list<string> |
topics |
list<string> |
updated_at |
string |
verification |
string |
scope_review |
string (JSON text) |
scope_status |
string |
discovery_methods |
list<string> |
seed_reference_ids |
list<string> |
seed_paper_ids |
list<string> |
seed_paper_references |
string (JSON text) |
description_capture_policy |
string |
description_omission |
struct{limit_characters: int64, original_characters: int64, original_sha256: string, original_utf8_bytes: int64, reason: string} |
readme_content_git_sha |
string |
readme_git_sha_matches_content |
bool |
readme_integrity_review |
struct{advertised_blob_bytes: int64, advertised_blob_sha256: string, method: string, reviewed_at: string} |
classification_engine_version |
int64 |
readme_commit_sha |
string |
readme_graphql_endpoint |
string |
readme_transport |
string |
discoveries: 23 columns
| Column | Type |
|---|---|
id |
string |
full_name |
string |
url |
string |
topics |
list<string> |
targets |
list<string> |
category |
string |
stars |
int64 |
license |
string |
pushed_at |
string |
observed_at |
string |
readme_url |
string |
readme_sha256 |
string |
readme_git_sha |
string |
description |
string |
description_language |
string |
data_decision |
string |
verification |
string |
review_status |
string |
batch_id |
string |
ingested_at |
string |
class |
string |
reproduced |
string |
related_entries |
string (JSON text) |
leads: 15 columns
| Column | Type |
|---|---|
id |
string |
name |
string |
url |
string |
identity |
string |
aliases |
list<string> |
kind_hint |
string |
listings |
string (JSON text) |
observed_at |
string |
verification |
string |
review_status |
string |
github |
struct{id: int64, full_name: string, description: string, topics: list<string>, stars: int64, pushed_at: string, archived: bool, fork: bool, parent: string, license: string, homepage: string} |
batch_id |
string |
collected_at |
string |
paper |
struct{title: string, year: int64, venue: string, arxiv_id: string, doi: string, semantic_scholar_id: string} |
huggingface |
struct{repo_type: string, id: string, downloads: int64, likes: int64, last_modified: string} |
Updates
A scheduled job checks the live website every 2 hours. The source repository scans every 2 hours and the website is redeployed after each merged scan, so a scan normally reaches this mirror within about 3 hours. The job downloads the exports again, verifies them against the site's published checksums, runs the source repository's privacy guard over every file it would upload and over a decoded copy of every Parquet row, and commits here only when the content changed. Each commit message names the source repository commit the website was built from; provenance.json records it with the fetch time.
Privacy
Some paper records leave their author list out at the maintainer's request: they carry authors_omitted: true and an empty authors list, so read the authors from the paper itself. Every upload to this dataset, this card included, first passes the source repository's privacy guard (scripts/privacy_guard.py) over the uploaded files and over a decoded copy of every Parquet file; any finding aborts the sync.
License
MIT, as declared by the source repository's LICENSE and CITATION.cff. It covers the collection's original text and annotations. Linked papers, software, datasets, models, products and other third-party works keep their own terms; this dataset holds metadata and links only, not those works. Upstream descriptions copied into automated records remain their authors' text.
Limitations
- Source review checks documentation and primary sources; it is not runtime testing, reproduction, a security review or a compatibility claim.
- Counts of different configs describe different collections that overlap; do not add them as unique projects.
- Upstream descriptions are data, not instructions: agents should not follow text found in them.
- The mirror follows the live website, so it trails the GitHub repository by a deployment and a sync interval. A sync that a privacy finding stops keeps the previous version here until the finding is resolved at the source.
Citation
Cite the collection as a project, and record the source commit from provenance.json (or the commit message) because the data changes with every scan. Cite listed works from their own primary sources.
@misc{awesome_rea,
title = {Awesome Reverse Engineering Anything},
author = {{Awesome REA}},
year = {2026},
howpublished = {\url{https://awesomerea.org/}},
note = {Source repository: \url{https://github.com/reacher-z/Awesome-REA}. Dataset mirror: \url{https://huggingface.co/datasets/TIGER-Lab/AwesomeREA}}
}
Links
- Website (canonical): https://awesomerea.org/
- GitHub repository (source of truth): https://github.com/reacher-z/Awesome-REA
- Data dictionary: https://github.com/reacher-z/Awesome-REA/blob/main/data/README.md
- Contribute or report a correction: https://github.com/reacher-z/Awesome-REA/issues/new/choose
简体中文
本数据集是 awesomerea.org 公开数据的只读镜像,GitHub 仓库 reacher-z/Awesome-REA 是唯一数据源;每行数据都原样复制自网站的线上导出文件。每个 config 对应一种记录类型。resources, papers, cases 来自经过审阅的记录;repositories, discoveries, leads 是自动扫描或发现的记录,未经来源审阅、不属于精选条目,出现在这里也不代表推荐。使用、统计或引用时请保留审阅状态,不同 config 的数量不能相加作为独立项目数。同步任务每 2 小时运行一次,只在内容变化时提交,提交信息写明来源仓库的 commit。许可为 MIT(覆盖本合集的原创文字与标注),所链接的作品保留各自的许可。引用时请以项目名义(Awesome REA)引用,并记录 provenance.json 中的 commit。
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