I’m Léo, a student, hobbyist reverse engineer and developer.
Here are some projects that I have recently worked on:
Dolphin - GameCube and Wii emulator (improving HLE, investigating and solving emulation issues)
oead - A C++ library for common proprietary Nintendo file formats, written to get much better performance (80x over a pure Python implementation in some cases)
Breath of the Wild reverse engineering, documentation and tools
- ZeldaMods - Documentation on file formats and internals, obscure game mechanics, guides
- Object Map - An open source website with advanced object inspection features that doubles as a normal game map (TS, Node.js, Python)
- botwfstools - FUSE filesystem and tools to facilitate exploring and editing the ROM (C++)
- EventEditor - Simple event flow editor for the game’s proprietary flowchart format (PyQt5)
- U-King - A work-in-progress decompilation of the game executable to aid with reverse engineering and interoperability with modding tools (C++)
Project Restoration - Majora’s Mask 3D patch that restores mechanics from the original game and fixes misc issues (C++)
A set of small Python libraries to manipulate Nintendo proprietary file formats.
- aamp - Parameter archive (AAMP) library and converters
- byml-v2 - BYML/BYAML parser, writer and converter (v2+)
- evfl - Event flow library (used by EventEditor under the hood) - including a PATRICIA trie implementation
- sarc - SARC archive library and tool
- rstb - Resource Size Table library and tool
Why? One major reason is that I would like to encourage the use and the development of free, cross-platform tools. In this day and age, an alarming number of utilities are unfortunately still either closed-source, Windows-only or both.