Add archived repository descriptions for N batch

Co-authored-by: gmh5225.eth <gmh5225@users.noreply.github.com>
This commit is contained in:
Cursor Agent
2026-02-24 20:17:09 +00:00
co-authored by gmh5225.eth
parent 5d84fe20e4
commit c61799bfd2
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This project is an external Call of Duty: Warzone cheat framework built around a manually mapped kernel driver.
It combines user-mode memory access with an overlay hijacking approach to render ESP visuals and related on-screen features.
The codebase is primarily C++ with separate client and driver Visual Studio projects, plus game SDK and offset scaffolding.
It is aimed at game hacking and anti-cheat research on driver-assisted external tooling.
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This project is an internal cheat DLL for Modern Warfare and Warzone that hooks the game's rendering flow.
It implements ESP, aimbot, and recoil control features with an ImGui-based in-game menu and DX12 present-hook rendering.
The implementation is mainly C++ with assembly syscall stubs and custom utility and game abstraction layers.
It is intended as a base for reverse engineering and cheat feature prototyping in competitive shooter environments.
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This project is an Android Xposed module that disables protections provided by Inka AppSealing.
It targets root and cheat detection bypasses and can dump decrypted Dex content for inspection and debugging.
The module uses Java for Xposed integration and C++ native hooking components with Dobby in an LSPosed and Magisk workflow.
It is primarily aimed at mobile app and game security testing, reverse engineering, and anti-tamper analysis.
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This project is a Windows kernel driver that plays animated frames during a forced system crash screen.
It uses Bootvid routines such as VidBitBlt for VGA-style rendering and then triggers a bugcheck after playback.
The code is written in C for kernel-mode execution and includes low-level frame loading and display handling logic.
It is a proof-of-concept for Windows kernel graphics experimentation around BSOD behavior.
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This project is an updated kernel BSOD visual hack that renders Bad Apple frames through the crash framebuffer path.
Instead of relying on legacy Bootvid VGA output, it maps and writes to the display framebuffer and hooks KeBugCheckEx to intercept crash flow.
The implementation is mainly C and C++ kernel code and uses stb_image parsing with direct memory copy routines for frame drawing.
It targets Windows internals research focused on bugcheck hooking, display ownership, and crash-screen rendering behavior.
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This project is a Windows driver and user-mode utility for modifying BSOD appearance and behavior.
It manages kernel loading through a service workflow, resolves required kernel offsets, and patches bugcheck-related routines.
The codebase is mostly C and C++ with a desktop controller application and supporting kernel components.
It is intended for low-level Windows crash mechanism research and demonstration of kernel patching techniques.
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This project is a kernel driver that suppresses standard Windows BSOD handling by patching KeBugCheckEx.
It overwrites crash entry behavior so fatal errors do not immediately trigger the normal bugcheck path.
The implementation is written in C and C++ for Windows kernel mode with direct code patching and restoration logic.
It is mainly a Windows internals and kernel-hooking experiment that demonstrates the risks of bypassing safety mechanisms.
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This project is a UEFI-based no-BSOD proof of concept that patches the kernel during boot.
It moves patching from a runtime Windows driver into an EFI-stage loader and then alters crash handling behavior early in startup.
The code combines C and C++ kernel and firmware components, including export lookup, pattern search, and low-level memory overwrite helpers.
It is designed for advanced firmware-to-kernel security research on early boot patching and bugcheck interception.
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This project is a Windows kernel port that runs DOOM from a kernel driver context.
It uses win32k-side syscall handling, thread context spoofing, and kernel-side graphics and input interactions to execute gameplay logic.
The implementation is primarily C and C++ driver code with substantial NT internals work and an adapted PureDOOM base.
It serves as a research demo for extreme kernel GUI and syscall experimentation rather than practical game development.
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This project is a forensic NTFS parser suite that links artifacts across MFT, LogFile, and UsnJrnl data sources.
It provides command-line tools for record export, transaction parsing, data extraction, and combined proof-of-concept timeline analysis.
The implementation is written in Python with modular parsers, helper scripts, and structured output formats such as parsed text and CSV.
It is intended for digital forensics and file-system research rather than game cheating or anti-cheat bypass work.
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This project is the source release of NVIDIA PhysX, a real-time physics SDK for games and interactive simulation.
It includes multi-platform rigid-body and collision systems, sample applications, documentation, and integration material used by major game engines.
The codebase is predominantly C++ with CMake and Python-driven build generation across Windows, Linux, Android, and Apple platforms.
It is aimed at engine and gameplay developers who need production-grade physics technology for game development and related simulation research.
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This project is a binary lifting framework that converts assembly behavior into LLVM IR for deeper analysis.
It focuses on symbolic execution, control-flow recovery, deobfuscation, and devirtualization of protected binaries.
The implementation is primarily C and C++ with LLVM-oriented workflows and disassembly support components.
It is designed for reverse engineers and software security researchers, including analysts studying protected game binaries.
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This project is an internal Apex Legends cheat base intended as a starting framework for feature development.
It provides hooking scaffolding, game and entity abstractions, math and utility types, and an ImGui-based menu layer.
The implementation is mostly C++ in a Visual Studio environment with Windows and DirectX integration.
It is aimed at cheat development practice and reverse engineering experimentation in FPS game contexts.
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This project is a Ghidra extension that embeds angr symbolic execution into interactive reverse engineering workflows.
It allows analysts to set start, find, and avoid addresses, launch symbolic exploration, and apply patched bytes back to analysis state.
The plugin uses Java for Ghidra integration and Python with angr and claripy for analysis automation.
It is intended for CTF solving, malware and binary research, and general software or game reverse engineering tasks.
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This project is a desktop utility for automating a UE4SS-based starter mod setup for Palworld.
It provides a PyQt GUI to download patch files, apply or revert modifications, and manage mod enable or disable states.
The repository mixes Python application code with Lua mod scripts that adjust gameplay settings such as stamina costs, map visibility, and progression values.
It is intended for modding convenience and experimentation with Unreal Engine game behavior.