Modding research
Tools
Everything on this site was produced with a set of purpose-built tools. None of them are available to download.
Not publicly available
The repository holding the research and the tooling is private, and the decision about whether to open it has not been made. There is nothing to link to here, and this page will not link to it before that decision is taken.
If and when anything is released, it will be released as original work — parsers, writers and analysis. No game data, artwork, audio or archive contents will ever be distributed from here.
What exists, for context
So that the findings elsewhere on this site are readable as claims someone could check: the work is backed by a native parser and writer for the map, sprite, savegame and archive formats; an experimental interpreter for the game's scripting language; a disassembly harness used to read the game's own code; and a small map editor that has had the game load what it wrote.
There is no mod build pipeline, no packaging step, and no replacement game engine. Today the capability is inspect, decode, render, export and measure — plus writing a map back and placing a single sprite by hand.
On the community's existing tools
The long-standing community sprite editor writes no placement data, which is why art edited through it drifts a few pixels out of position and cannot be corrected by re-cropping. That is a description of a limitation, not a complaint: it was written without any of the information on the sprite format page, and it did far more good than harm.
A more recent community tool is described by its author as preserving that data. That claim has not been verified here.