A Haskell command-line tool to parse Rocket League replays into JSON and generate replays from JSON.
Rattletrap is a command-line application written in Haskell that parses Rocket League replay files into JSON and generates replay files from JSON. It solves the problem of accessing and manipulating the structured data within Rocket League replays, which is otherwise stored in a proprietary binary format. This enables data analysis, statistic collection, and custom replay modifications.
Developers, data analysts, and modders working with Rocket League replay data who need to extract, analyze, or programmatically modify replay content. Users should be comfortable with command-line tools and JSON processing.
Rattletrap offers a complete, version-compatible toolset for losslessly converting Rocket League replays to and from JSON, unlike partial or language-specific alternatives. Its reliability and round-trip accuracy make it the definitive choice for replay manipulation.
:car: Parse and generate Rocket League replays.
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Supports all Rocket League replay versions up to 2.46, ensuring compatibility with every replay playable by the official client, as stated in the README.
Encodes JSON back into replays that are bit-for-bit identical to the original, enabling precise modifications without data loss.
Accepts input from local files or URLs and outputs to files or stdout, with automatic mode detection based on file extensions for ease of use.
Designed for shell pipelines, allowing JSON output to be modified by other tools before re-encoding, facilitating automated replay customization.
Explicitly marked as not maintained, meaning no future updates for new replay versions, bug fixes, or compatibility with game changes.
Decoding produces JSON up to 100 times larger than the replay file, as noted in the README, making storage and processing inefficient.
Requires command-line proficiency with no GUI or web interface, hindering accessibility for non-technical users or quick inspections.