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MioROM

License: MIT Python: 3.10+ Tests: 547 Passed [Documentation](MioROM Documentations) Platforms: Multi-Console

MioROM is an advanced, modular Python framework and low-level primitive library for ROM hacking, game localization engineering, and binary reverse engineering.

Designed with a library-first philosophy (analogous to ndspy and pwntools), MioROM provides foundational building blocks, platform container parsers, instruction scanners, and pointer recalculation engines required to build reliable, reproducible game extraction, translation, and repacking pipelines in pure Python.


Documentation

Full online documentation is deployed and accessible at Read more here.

Installation

From GitHub

Install using pip:

pip install miorom

From Source (Development Mode)

git clone https://github.com/MiokoTech/miorom.git
cd miorom
pip install -e .

To run the verification test suite:

pytest

Platform Support Matrix

MioROM provides native parsers, serializers, and filesystem handlers across multiple retro and modern console architectures without external binary dependencies:

Platform Containers & Filesystems Executables & Formats Text, Fonts & Compression
Nintendo DS .nds ROM, NARC (.narc) archives, FAT ARM9/ARM7 binaries, overlays, Thumb-16 NFTR fonts, NCLR/NCGR/NSCR graphics, SDAT audio, LZ10, LZ11, RLE
Nintendo Wii / GameCube Optical Disc (.iso, .gcm), U8 (.arc, .szs), FST DOL executables, ELF objects, PPC32 BRFNT fonts, TPL textures, DSP-ADPCM audio, Yaz0, Yay0
Game Boy Advance .gba ROM, Cartridge headers ARM/Thumb relative branches, ThumbSnippet BGR555 palettes, 4bpp tiles, Complement CRC, aPLib
Nintendo 64 .z64 (BE), .v64 (Swapped), .n64 (LE) MIPS split-pointer scanner, COP1 floats IPL3 CIC checksums, Fast3D textures, Yay0, Yaz0
Super Nintendo .sfc, .smc (LoROM / HiROM / ExHiROM) 65816 memory mapping & REP/SEP tracking 2bpp/4bpp planar tiles, SPC700 BRR audio, SnesSnippet
Nintendo Entertainment System .nes, .unf (iNES, NES 2.0) MOS 6502 disasm & prologue scan Mapper detection (MMC1/3/5, UNROM, etc.), PRG/CHR separation, 2bpp tiles
PlayStation 1 Optical Disc (ISO9660, CUE/BIN multi-track) PS-X EXE, STR video, CD-XA audio TIM textures, SPU-ADPCM VAG audio, MDEC video bitstreams, EDC/ECC
Sega Genesis / Mega Drive .md, .bin, .smd (Interleaved de-interleaving) 68000 header & SRAM registers 16-bit big-endian ROM checksum recalculation, M68K disasm

Core Pillars & Capabilities

1. Low-Level Binary Manipulation & Patching

  • BinaryReader & BinaryWriter: High-performance stream I/O with dynamic endianness switching (< / >), temporary context seeking (with reader.at(offset): ...), and boundary alignment padding.
  • Patch Formats: Native creators and appliers for IPS, BPS (CRC32 verified), UPS (XOR diffing with VLQ encoding), and XDelta (VCDIFF).
  • BinaryStruct: Declarative binary serialization and parsing system with typed fields (U8, U16, U32, Float32, FixedString, Bitfield, PascalString).
  • CStructOverlay & CStructInstance: Interactive ANSI C struct parser compiling C declarations directly into binary layouts with attribute/dict access, table iteration, and in-place binary writes.
  • RecordBuilder: Fluent struct writer constructing binary headers and packed records with fixed-width strings, Pascal strings, and memory alignment without brittle format strings.
  • RelocatableBuffer: Immutable pristine snapshot buffer preventing offset drift across chained text edits, recalculating all registered pointers in a single pass.
  • HexDiffHighlighter: Terminal verification tool rendering colorized ANSI hex diffs (green for additions, red for original bytes) before writing changes to disk.
  • SymbolMap: Memory and ROM address annotator with export to No$GBA (.sym), Dolphin (.map), and Ghidra CSV labels.

2. Disassembly, Assembly & Static Analysis

  • UniversalDisassembler: Multi-architecture disassembler supporting 8 architectures: ARM32, Thumb-16, PowerPC, MIPS I-IV / COP1, Game Boy (SM83), Motorola 68000, MOS 6502 (NES), and W65C816 (SNES with dynamic REP/SEP tracking) without native C dependencies.
  • SymbolicXrefEngine & XRefDatabase: Multi-architecture symbolic cross-reference discovery (ARM, Thumb, PowerPC, MIPS, W65C816, MOS 6502) and call graph builder with IDA/Ghidra style ; CODE XREF: and ; DATA XREF: disassembly annotations.
  • AsmSnippet: Fluent pure-Python micro-assembler for compiling instruction sequences without external toolchains:
    • AsmSnippet.arm() (ARM32)
    • AsmSnippet.thumb() (16-bit Thumb for GBA / NDS)
    • AsmSnippet.mips() (MIPS32 for PS1 / N64 / PSP)
    • AsmSnippet.ppc() (PowerPC 32-bit for GameCube / Wii)
    • AsmSnippet.sm83() (Game Boy)
    • AsmSnippet.snes() (W65C816 for SNES)
  • PPCInstructionScanner & MIPSInstructionScanner: Searches binary executables for split-pointer load pairs (lis + addi / lui + addiu) and patches them in-place.
  • CodeCaveFinder & TrampolineHook: Locates contiguous unused padding bytes (0x00/0xFF) and constructs multi-architecture trampolines preserving original opcodes.
  • AntiPiracyBypasser: Scans and applies surgical patches to NDS cartridge checks, checksum verification loops, and PowerPC integrity branches.

3. Pointer Tables & Relocation Engines

  • PointerTable & PointerEntry: Manages absolute, relative, segmented, and flagged pointers (offset + flags) with 1:1 relocation.
  • MultiLevelPointerTable: Resolves cascading multi-tier pointer hierarchies (Chapter -> Scene -> Text Block).
  • ByteOffsetMapper: Computes exact 1:1 address relocation using Longest Common Subsequence (LCS) alignment when text data expands.
  • FarPointerRelocator & RomLayoutExpander: Relocates binary assets into expanded ROM memory banks (GBA 32MB, N64 64MB) with automatic hardware checksum repairs.

4. Text, Typography & Localization Engineering

  • PixelWordWrapper & FontMetrics: Measures dialogue lines against true on-screen pixel boundaries for Variable-Width Fonts (VWF), preventing textbox overflows.
  • BMFont & PNGCodec: AngelCode BMFont reader/writer (Text & XML formats), automatic glyph atlas texture packing, and built-in pure-Python PNG encoder/decoder without external dependencies.
  • TrieTranscoder: High-performance greedy longest-prefix transcoder for Dual-Tile Encoding (DTE), Byte-Pair Encoding (BPE), and custom .tbl character tables.
  • GameTextTemplate: Bidirectional dialogue template engine with dynamic control tags and reverse parameter extraction.
  • StringAligner: Correlates and transfers translated strings between regional releases (e.g. Japanese v1.0 to USA v1.1) despite shifted or inserted rows.
  • PoHandler: Two-way bridge connecting game text to GNU gettext PO files for standard translation toolchains (Weblate, Crowdin, Poedit).

5. Fan Translation Reverse Engineering Toolkit

  • JapaneseCharMapMiner: Gojūon relative search engine that discovers game-specific Japanese encodings by mining hiragana/katakana character rows with dakuten variants; auto-generates draft .tbl files without prior encoding knowledge.
  • FontDissector: Heuristic font bank scanner combining entropy scoring, stroke density analysis, and glyph diversity checks; locates adjacent VWF width tables, exports PNG spritesheets, and round-trips glyph and width data back into ROM buffers.
  • TextCompressionHunter: Forensic scanner discovering embedded Huffman trees via root-0 graph traversal (no fixed node count required), DTE bigram tables, and produces optimal re-compressed bitstreams for translated text.
  • ScriptVMDissector: Linear sweep bytecode disassembler for arbitrary opcode schemas with full handling of TEXT, BRANCH_REL, BRANCH_ABS, SWITCH, CONTROL, and TERMINATOR categories; splice_and_relink() rewrites translated strings and automatically recalculates all branch deltas, absolute jump targets, and switch tables in-place.
  • TilemapDissector: Menu nametable RE suite — scans horizontal/vertical graphic text runs, renders ASCII grid layouts, splices translated labels with left/center/right alignment and boundary guards, exports/imports JSON layout files for pipeline integration, and applies batch translations in a single pass.
  • VWFHookEngine: End-to-end VWF hook deployer — verifies hook site byte integrity, synthesizes architecture-specific width lookup routines (ARM32, Thumb, MIPS32, SNES W65C816, MOS 6502), allocates code caves automatically, and atomically patches ROM buffers with simulate mode for safe preflight validation.

6. Filesystem, Containers & Disc Images

  • RomManager: Unified auto-detecting ROM unpacker and repacker for NDS, GameCube/Wii ISO, U8 Archive, NARC, NES, ISO9660, and Cartridges.
  • NESRom & NESHeaderStruct: iNES and NES 2.0 container parser with mapper identification (MMC1/3/5, UNROM, etc.), PRG/CHR separation, and 512-byte trainer handling.
  • ISO9660 & CueBinDisc: Pure-Python optical disc filesystem parser and injector with LBA sector reallocation and ECMA-130 EDC/ECC recalculation.
  • VirtualFileSystem (VFS): In-memory hierarchical filesystem layer allowing transparent archive mounting, file browsing, and in-place node editing.
  • FstInjector: In-place GameCube and Wii File System Table modifier without external tools like wit or gcit.

7. Compression, Audio & Graphics Codecs

  • Compression Codecs:
    • Nintendo BIOS: LZ10 (0x10), LZ11 (0x11), RLE (0x30), and Huffman 4/8-bit (0x24, 0x28).
    • Nintendo Yaz0 & Yay0: Standard Yaz0 and N64/GC Yay0 3-stream LZSS.
    • aPLib: High-ratio pure-Python decompressor and compressor supporting raw streams and AP32 containers.
  • Audio Codecs & Exporters:
    • Sony PS1/PS2 VAG (VAGFile, VAGCodec): SPU-ADPCM 16-byte block parser, encoder, decoder, and direct WAV exporter.
    • SNES SPC700 BRR (BRRCodec): 9-byte BRR block encoder/decoder with S-DSP 4-filter interpolation and WAV generation.
    • Nintendo GameCube / Wii DSP-ADPCM (DSPADPCMCodec): 8-byte frame audio decoder and WAV converter.
    • PlayStation CD-XA: CdXaDecoder ADPCM sector decoder and WAV exporter.
    • Nintendo DS SDAT & SSEQ: SDATContainer and SSEQSequence parser.
  • Graphics Suite:
    • Nintendo DS 2D Engine: NCLRFile (palettes), NCGRFile (character graphics), and NSCRFile (screen map layouts).
    • Tile Graphics: 1bpp, 2bpp (GB/NES), 4bpp chunky/planar (SNES/GBA/NDS), and 8bpp codecs with TileReducer deduplication.
    • Pillow / PNG Bridge (ImageBridge): Two-way converter between game tilemaps/palettes and standard PNG images.
    • PlayStation Video: PS1 MDEC / STR movie stream demuxer.

Quickstart Guide

1. Universal ROM Unpack and Repack

MioROM automatically detects container and ROM formats from magic headers, unpacks system binaries to sys/ and assets to root/, and repacks with hardware checksum fixes:

from miorom import unpack_rom, repack_rom

# Unpack any supported ROM (NDS, ISO, NARC, U8 ARC, Cartridge)
meta = unpack_rom("game.nds", "unpacked/")
print(f"Format: {meta['format']}, Files: {meta.get('file_count')}")

# Modify assets in unpacked/root/ or binaries in unpacked/sys/...

# Repack cleanly into a compliant, bootable ROM
repack_rom("unpacked/", "game_patched.nds")

2. Surgical Binary Patching with PatchWriter and HexDiffHighlighter

Apply precise in-memory modifications, verify the binary changes visually, and export standard distribution patches:

from miorom.patch import PatchWriter
from miorom.core import HexDiffHighlighter

rom_data = open("arm9.bin", "rb").read()
writer = PatchWriter(rom_data)

# Apply contiguous writes and pointer updates
writer.write_at(0x00014000, b"TRANSLATED_TEXT\x00")
writer.write_u32_at(0x00010004, 0x02014000, endian="<")

patched_data = writer.apply()

# Visually verify modified bytes in terminal
HexDiffHighlighter.print_diff(
    original=rom_data,
    modified=patched_data,
    offset=0x00010000,
    size=32,
    use_color=True,
)

# Export as an IPS distribution patch
with open("patch.ips", "wb") as f:
    f.write(writer.build_ips())

3. Assembling Micro-Assembly Routines with AsmSnippet

Emit standalone ARM32 or MIPS routines without requiring external cross-compiler toolchains:

from miorom.asm import AsmSnippet

# Assemble an ARM32 hook routine
arm = AsmSnippet.arm("<")
arm.push(["r4", "r5", "lr"])
arm.mov_imm("r0", 42)
arm.add_imm("r1", "r0", 10)
arm.bx("lr")
machine_code = arm.emit()

# Output: 20 bytes of ARM32 machine code ready for code cave injection

4. Serializing Structs and Records with RecordBuilder

Construct binary table records, fixed-width entries, and headers cleanly:

from miorom.core import RecordBuilder

entry = (
    RecordBuilder(endian="<")
    .u32(0x1001)                                         # Item ID
    .fixed_str("Elixir", length=16, pad_byte=0x00)       # Fixed-length string
    .pascal_str("Fully restores HP/MP", length_size=1)   # Pascal string
    .u16(999)                                            # Price
    .align(4)                                            # Word alignment
    .build()
)

5. String Relocation and Pointer Recalculation

Safely expand game dialogue strings while recalculating internal pointer tables via LCS alignment:

from miorom import RelocatableBuffer

# Load a script segment
buf = RelocatableBuffer.load("dialogue.bin")

# Register pointer offsets and dynamic size headers
buf.register_anchored_field(pos=0x00, size=2, anchor_type="size_delta")
buf.register_pointer(pos=0x04, size=2, endian="<")
buf.register_pointer(pos=0x06, size=2, endian="<")

# Perform chained text replacements safely
buf.replace_text("Hello", "Good morning, adventurer!")
buf.replace_text("Item found.", "You have obtained a rare treasure!")

# Recalculate all registered pointers in one pass
report = buf.relocate_all()
buf.save("dialogue_expanded.bin")

6. Variable-Width Font (VWF) Word Wrapping

Validate and wrap dialogue lines using exact on-screen pixel metrics instead of naive character counts:

from miorom.text import BitmapFont, PixelWordWrapper

# Initialize font with proportional glyph metrics
font = BitmapFont(default_height=12, default_advance=8)
font.set_character_advance("i", 3)
font.set_character_advance("W", 12)

wrapper = PixelWordWrapper(font=font, max_pixel_width=220, max_lines=3)
result = wrapper.wrap("Welcome to the kingdom of Norad! We hope your journey was pleasant.")

print(f"Total lines: {len(result.lines)}, Fits in textbox: {result.fits}")
for line in result.lines:
    print(f"Line ({line.pixel_width}px): {line.text}")

Architecture and Source Layout

miorom/
├── pyproject.toml              # Build system and dependency specifications
├── README.md                   # Project overview and quickstart
├── CHANGELOG.md                # Version history and release notes
├── docs/
│   ├── API_REFERENCE.md        # Comprehensive 70+ class API reference (updated v1.0.0)
│   ├── BINARY_PRIMITIVES.md    # Low-level primitives developer guide
│   ├── CLI_REFERENCE.md        # Terminal command manual
│   ├── COOKBOOK.md             # 10 end-to-end golden pipelines and recipes
│   ├── PLATFORMS.md            # Per-console format specifications
│   ├── WORKFLOW_GUIDE.md       # 6-phase localization pipeline walkthrough
│   ├── PLUGIN_GUIDE.md         # Custom BaseRomHandler registration guide
│   ├── LIBRARY_CONTRACTS.md    # Serialization, streaming, extensibility contracts
│   └── SECURITY.md             # Untrusted-archive extraction safety guide
├── src/miorom/
│   ├── core/                   # Stream I/O, Structs, Relocation, SymbolMap, HexDiff
│   ├── patch/                  # IPS, BPS, UPS, PPF, XDelta, PatchWriter, CheatCode
│   ├── asm/                    # Universal disassembler, AsmSnippet, Hooks, VWFHookEngine ← new
│   ├── script/                 # ScriptVM, ScriptVMDissector, AST decompiler, IR lifter ← new
│   ├── text/                   # VWF wrapper, CharMap, JapaneseCharMapMiner, DTE, PO  ← new
│   ├── platforms/              # NDS, Wii/GC, N64, GBA, GB, SNES, PSX, MD, ISO9660, CD-ROM
│   ├── graphics/               # Tile codecs, FontDissector, TilemapDissector          ← new
│   ├── compression/            # LZ10, LZ11, RLE, Yaz0, Huffman, TextCompressionHunter ← new
│   ├── audio/                  # SDAT, IMA-ADPCM, CD-XA audio decoders and WAV builders
│   ├── save/                   # Checksum calculators (CRC16/32, Fletcher) and DualSlotSave
│   ├── archive/                # Container unpackers and in-memory VirtualFileSystem (VFS)
│   ├── link/                   # In-ROM ELF32 object linker and cave injector
│   ├── rom/                    # Universal ROM unpacker and repacker manager
│   ├── scanner/                # Deep signature inspector, entropy profiling, crypto scans
│   └── cli/                    # Command-line interface commands
└── tests/                      # Pytest verification suite (380 passed)

Contributing & Testing

Contributions are welcome. Please ensure that all changes include comprehensive unit tests and pass the entire test suite:

# Run all unit tests
pytest

# Run tests with coverage reporting
pytest --cov=miorom tests/

References

Technical documentation, hardware specifications, and prior-art resources consulted during the development of MioROM:

Hardware & Format Specifications

Console ROM & Disc Format Documentation

Compression Algorithm References

Audio Format References

Text, Fonts & Localization

Existing Tools & Prior Art

  • ndstool — Nintendo DS ROM header builder (reference for ARM9/ARM7 entry point layout).
  • Tinke — NDS graphic viewer (NCLR/NCGR/NSCR format reference).
  • Crystal Tile 2 — Tile editor (planar tile format documentation).
  • Lunar IPS / LIPS — IPS patch format reference implementation.
  • xdelta3 — VCDIFF streaming delta compression reference.
  • pwntools — CTF toolkit (library-first API design philosophy reference).
  • ndspy — Nintendo DS Python library (ROM container design reference).

License

This project is licensed under the MIT License. See the LICENSE file for details.

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