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https://github.com/gmh5225/awesome-game-security
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Add archived repository descriptions for N batch
Co-authored-by: gmh5225.eth <gmh5225@users.noreply.github.com>
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This project is an external Call of Duty: Warzone cheat framework built around a manually mapped kernel driver.
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It combines user-mode memory access with an overlay hijacking approach to render ESP visuals and related on-screen features.
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The codebase is primarily C++ with separate client and driver Visual Studio projects, plus game SDK and offset scaffolding.
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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.
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It implements ESP, aimbot, and recoil control features with an ImGui-based in-game menu and DX12 present-hook rendering.
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The implementation is mainly C++ with assembly syscall stubs and custom utility and game abstraction layers.
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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.
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It targets root and cheat detection bypasses and can dump decrypted Dex content for inspection and debugging.
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The module uses Java for Xposed integration and C++ native hooking components with Dobby in an LSPosed and Magisk workflow.
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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.
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It uses Bootvid routines such as VidBitBlt for VGA-style rendering and then triggers a bugcheck after playback.
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The code is written in C for kernel-mode execution and includes low-level frame loading and display handling logic.
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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.
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Instead of relying on legacy Bootvid VGA output, it maps and writes to the display framebuffer and hooks KeBugCheckEx to intercept crash flow.
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The implementation is mainly C and C++ kernel code and uses stb_image parsing with direct memory copy routines for frame drawing.
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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.
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It manages kernel loading through a service workflow, resolves required kernel offsets, and patches bugcheck-related routines.
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The codebase is mostly C and C++ with a desktop controller application and supporting kernel components.
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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.
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It overwrites crash entry behavior so fatal errors do not immediately trigger the normal bugcheck path.
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The implementation is written in C and C++ for Windows kernel mode with direct code patching and restoration logic.
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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.
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It moves patching from a runtime Windows driver into an EFI-stage loader and then alters crash handling behavior early in startup.
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The code combines C and C++ kernel and firmware components, including export lookup, pattern search, and low-level memory overwrite helpers.
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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.
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It uses win32k-side syscall handling, thread context spoofing, and kernel-side graphics and input interactions to execute gameplay logic.
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The implementation is primarily C and C++ driver code with substantial NT internals work and an adapted PureDOOM base.
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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.
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It provides command-line tools for record export, transaction parsing, data extraction, and combined proof-of-concept timeline analysis.
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The implementation is written in Python with modular parsers, helper scripts, and structured output formats such as parsed text and CSV.
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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.
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It includes multi-platform rigid-body and collision systems, sample applications, documentation, and integration material used by major game engines.
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The codebase is predominantly C++ with CMake and Python-driven build generation across Windows, Linux, Android, and Apple platforms.
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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.
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It focuses on symbolic execution, control-flow recovery, deobfuscation, and devirtualization of protected binaries.
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The implementation is primarily C and C++ with LLVM-oriented workflows and disassembly support components.
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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.
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It provides hooking scaffolding, game and entity abstractions, math and utility types, and an ImGui-based menu layer.
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The implementation is mostly C++ in a Visual Studio environment with Windows and DirectX integration.
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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.
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It allows analysts to set start, find, and avoid addresses, launch symbolic exploration, and apply patched bytes back to analysis state.
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The plugin uses Java for Ghidra integration and Python with angr and claripy for analysis automation.
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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.
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It provides a PyQt GUI to download patch files, apply or revert modifications, and manage mod enable or disable states.
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The repository mixes Python application code with Lua mod scripts that adjust gameplay settings such as stamina costs, map visibility, and progression values.
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It is intended for modding convenience and experimentation with Unreal Engine game behavior.
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