I build AI tools for reverse engineering and classic GTA modding.
Help AI turn compiled programs back into readable C/C++ code, using Ghidra to understand the original and checks to validate what it rebuilds.
Let AI agents explore decompiled code, types and cross-references through a CLI and Python API.
A modern map editor for GTA III, Vice City and San Andreas. Includes an extension that lets AI explore your maps and turn prompts into map edits (vibe mapping).
A game engine that turns GTA: San Andreas into networked multiplayer. This MTA-Blue fork brings the game’s own NPCs and traffic into multiplayer, with bigger worlds, improved graphics and more control through Lua scripts.
Help AI find the right GTA models and textures for what you want to build, inspect them visually and reuse them in Blender scenes.
Early alpha · preview from the wider Blender workflow.
Let AI visualize, create and edit the road nodes that tell GTA traffic where to drive. Build new networks or change existing ones in Blender, then export them for San Andreas.
Early alpha.
Build C++ mods that work directly with San Andreas’ vehicles, characters and world. This Plugin-SDK fork adds more accurate game definitions based on reverse engineering.
Recreating the original SA-MP 0.3.7 R5 binary, byte for byte.
Create GTA SA mods with AI (CLEO)
Active · Watch on TikTok ↗
Finding the real buildings and texture sources Rockstar photographed in the early 2000s for GTA San Andreas, then visiting them in person to film what they look like today.











