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Case study

Forza Horizon 6: asset formats and executable findings

Forza Horizon 6 format notes and tools document the PC game's asset layout and investigated swatchbin textures, FMOD/FSB5 audio, Bink 2 video, PGZP containers and .str text tables. Python tools read or repack selected files, while separate scripts inspect RTTI and disassembly in the game's executable.

Targets
Binary · Game
Category
Independent reconstruction cases
Relationship
Independent reconstruction project
Sources reviewed
Stars
0
Last commit
2026-10-24
Language
Python
License (GitHub)
MIT

GitHub data as of 2026-11-09

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Requirements & limits

  • Prerequisites: The game-file tools require a user-provided PC Steam copy of Forza Horizon 6.
  • Prerequisites: Python 3 is required; luttool.py uses numpy, and the reversing scripts use capstone and pefile.
  • Limits: Several formats, including .modelbin and ZIP method 22, remain undeciphered.
  • License: MIT license.

Cite

BibTeX

@misc{fh6-modding-tools-case,
  title = {{Forza Horizon 6: asset formats and executable findings}},
  howpublished = {\url{https://github.com/Adrak2006/fh6-modding-tools}},
  url = {https://github.com/Adrak2006/fh6-modding-tools},
  urldate = {2026-11-06},
  note = {Awesome REA entry: \url{https://awesomerea.org/resources/fh6-modding-tools-case/}}
}

Plain text

Forza Horizon 6: asset formats and executable findings. https://github.com/Adrak2006/fh6-modding-tools (accessed 2026-11-06). Awesome REA entry: https://awesomerea.org/resources/fh6-modding-tools-case/

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About this entry

The description was reviewed against primary sources.

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Primary sources

  1. README.md GitHub · Adrak2006/fh6-modding-tools · Revision 72ab627
  2. docs/FORMATOS.md GitHub · Adrak2006/fh6-modding-tools · Revision 72ab627

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