Some projects I have contributed (code) to:
list
Also, have a look at the things I've built myself:
A MIDI / SoundFont player. It's built on top of RustySynth, but uses a custom sequencer that supports features like seeking.

A command line tool for building SoundFont 2 files with a workflow that resembles software development. Just a janky proof of concept, but it works.
A project that explores emulation and inner workings of a computer. I built this during and after the computer organization course at university.

I ripped out the core from titomachine and replaced it with 8-bit nintendo hardware. It passes a couple test roms I threw at it, but doesn't boot real games, which is probably because I didn't implement CPU interrupts.

I made an Android app with flutter. I was going to publish it on Play Store, but gave up because navigating Google's hoops for developer accounts and publishing felt more time consuming than developing the app itself.

An unfinished spline-based terrain generator for Godot game engine.
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A 3D model viewer & archive explorer for No More Heroes games. The games use custom asset formats that I reverse-engineered myself, except for the RSL archive format.

A chunk (open world piece) viewer for Saints Row 2. The game uses custom asset formats that I reverse-engineered myself. I originally got interested upon learning that Volition, the game studio, had documented some of their file formats for players mess with. Unfortunately it seemed that no one there wanted to touch the chunk format as it's a massive blob with dependencies in other files, loaded by a complex rube goldberg machine in multiple passes. It was refactored into more sensible pieces in later games.

My first model tool. A Blender import addon for Metal Gear Solid 4 .mdn files. The game uses custom asset formats that someone else had reverse-engineered before me.
