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What was done
A collection of reverse-engineering research notes, struct layouts, and tooling for Call of Duty engines (WaW, BO1, BO2, BO3, BO4). The project includes asset format documentation and custom utilities for map conversion and perk modification, excluding all game assets.
The CoD-RE repository serves as a centralized archive for reverse-engineering research concerning Call of Duty engines from World at War (T4) through Black Ops 4 (T8). The project documents struct layouts, binary formats, and engine-specific research notes, including zombie AI, renderer workflows, and asset pool offsets. The author explicitly states that no game files or dumped assets are included in the repository.
Technical contributions include a BO1 to BO2 map converter, a Lua-to-GSC compiler for BO2 Zombies perks, and various extractors for BO3 and BO4 formats such as CASC/TVFS and XPAK. Research notes are provided as paraphrased summaries with file and function references rather than decompiled listings. The repository utilizes various tools for analysis, including Ghidra and custom Python scripts for struct diffing and binary probing. Development was supported by co-authoring contributions from Claude Opus 4.8 and 5.5. The project is licensed under GPL-3.0.
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