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lastbattle/Harepacker-resurrected

Harepacker resurrected: editing MapleStory .wz files and maps on Windows

All in one .wz file/map editor for MapleStory game files

666 stars234 forksC#MPL-2.0

At a glance

What is it?
Harepacker-resurrected is a Windows toolset for MapleStory, combining HaRepacker for .wz archives with HaCreator for level editing, plus AI upscaling, audio generation and a Codex MCP server for image data. It suits modders who work on MapleStory assets with Visual Studio in hand, and it is heavy in every sense, from the C++ workload to the 8 GB of RAM and DirectX 12 requirement.
Who is it for?
Harepacker-resurrected is for modders who already own the MapleStory client files and want a real editor rather than a hex editor: it gives you HaRepacker for .wz archives, HaCreator for maps, and documentation of the format itself. It is the wrong tool for a casual viewer, for Linux or macOS users, and for anyone who needs issues fixed quickly, since the README states the project is community-driven work done in the maintainer's free time.
Can I use it commercially?
Yes, with conditions. MPL-2.0 is a weak copyleft licence: you can use it inside commercial and closed-source software, but if you distribute changes to its own files, you must publish those changes under the same licence.
Is it still maintained?
Yes. The repository last received commits 17 days ago.
What is it written in?
Mainly C#, according to GitHub's language statistics.

Answers come from the project's GitHub data, last synced on October 23, 2026, and from our analysis. They are not legal advice.

Editorial analysis

What the resurrected HaSuite actually contains

The repository description is one line: a collection of tools for MapleStory, including a .wz file and level, field and map editor. The project is a resurrection of HaSuite, whose original thread covers HaCreator 2.1 and HaRepacker 4.2.3, with a separate discussion thread on Ragezone for this fork.

The project contents list names the pieces. HaCreator is the MapleStory level editor, and HaRepacker is the .wz file editor, with HaSharedLibrary described as a shared library between the two, mostly for GUI. That split is the practical shape of the toolset: one application opens the game's packed asset archives, the other lays out and plays maps, and the shared library keeps the two looking and behaving alike.

Underneath sit the format libraries. MapleLib2 is credited as based on MapleLib by Snow, WzLib by JonyLeeson, and information from Fiel and Koolk. That lineage explains the project's reach: the WZ format is proprietary and undocumented, so the ability to read it across client versions comes from a lineage of reverse-engineered libraries, and this fork inherits it.

Also included are spine-csharp 2.1.25 as a 2D animation library, Real-ESRGAN for AI 2D image upscaling, and ACE-Step 1.5 as an AI music and sound generator used by the Audio Studio. A UnitTest_WzFile project exists for testing wz files across versions, and the repository root shows dedicated test projects for the animation editor, audio editor, map simulator, skill editor and world map editor.

The legal position is worth stating plainly. This is a modding tool for a commercial game. It ships no game assets, and using it requires files you obtained yourself; the licence text in the repository covers the tool, not MapleStory, which remains the property of its publisher.

Building the solution on Windows with Visual Studio 2022

The build requirements are stated up front. You need at least Microsoft Visual Studio 2022, including the Desktop development with C++ workload with all default components, and you need Git, either standalone or the version bundled with GitHub Desktop, for cloning and for downloading the related sub-module components in the repository.

The runtime requirements are stricter than the build ones, which is unusual but explicable for an application that renders game assets. The README lists .NET 8.0 as the platform requirement, then the operating system as Windows 10 or 11 version 1607 and later, or Windows Server 2016 and later. Processor architecture can be x64, ARM64 or x86. Memory is 8GB and above as the minimum recommended. Graphics needs DirectX 12 with a minimum of 2GB of VRAM.

The DirectX requirement is the one that rules the tool out for a lot of people, and it is a hardware requirement rather than a preference: the application is not a text editor, it draws sprites, tiles and animation previews, and it expects a modern GPU stack to do it. A virtual machine or a low-end laptop without a discrete or integrated GPU meeting that bar will not be a comfortable environment for this toolset.

The repository root also shows MapleHaSuite.sln as the main solution, alongside a MonoGame Font Builder directory, an artifacts directory, a tools directory, a release.py script and a libapng directory, which together suggest a build that produces packaged output rather than only an IDE run.

Cloning with submodules and restoring NuGet packages

Cloning is two commands, and the second one is the part people forget:

bash
 git clone https://github.com/lastbattle/Harepacker-resurrected.git
 git submodule update --init --recursive

Because the repository carries sub-modules for components such as the Spine runtime, the MapleLib format library and the WzImg MCP server, a plain clone leaves those directories empty and the solution will not build. The README's module list names them explicitly: Spine-Runtime from Esoteric Software, MapleLib from the same author as the fork, and WzImg-MCP-Server, described as Codex MCP tooling for IMG data access.

After cloning, the README gives a single package restore step:

nuget
nuget Update-Package

That ordering makes sense given the project layout. The C++ and managed dependencies arrive through NuGet, the third-party components arrive through Git submodules, and the visual components arrive through the shared library. Three different delivery mechanisms have to line up before anything compiles, and the documentation under docs/ describes the internals in enough detail to help when they do not.

The repository also carries AGENTS.md, a Directory.Build.props file and a .gitmodules file, and the presence of an AGENTS.md alongside the documentation set is a signal about how the project expects contributors and coding assistants to work in the codebase.

AI tooling in the editor: upscaling, audio generation and the Codex MCP server

The 11.1.0 release is named for an AI map-editing overhaul, and the bundled components explain how much of the AI work happens inside the editor rather than in an external tool.

Real-ESRGAN is included for AI 2D image upscaling, which matters for a map editor because the original art in older MapleStory clients is low resolution and tile art scaled up looks wrong. The repository has a RealESRGAN_AI_Upscale directory, and the README links both the ncnn-vulkan and the standard official repositories for the project.

ACE-Step 1.5 is the audio side, described as an AI music and sound generator used by Audio Studio, with the Audio Studio also covered by a dedicated unit test project in the tree.

The third piece is the most unusual. The WzImg-MCP-Server is an MCP server exposing IMG data access, and the README documents how to use it with OpenAI Codex. Build it after cloning with submodules:

bash
dotnet publish .\\WzImg-MCP-Server\\WzImgMCP\\WzImgMCP.csproj -c Release -r win-x64 --self-contained false

Then configure it in Codex with a codex mcp add command pointing at the published executable, which the README gives as WzImg-MCP-Server\WzImgMCP\bin\Release\net10.0-windows\win-x64\publish\WzImgMCP.exe. The section is marked optional, and the publish target in the path points at net10.0-windows, which is a newer target than the .NET 8.0 runtime requirement listed for running the editors, so the two parts of the project do not share a runtime floor.

The practical reading is that an AI coding agent can query image data from the game's IMG structures directly, which is a meaningful shortcut when you are writing a script that touches thousands of asset entries.

Documentation of the format, the IMG migration and hot swapping

The docs/ directory is one of the more valuable parts of this repository, because the WZ format has no vendor documentation and every tool for it depends on reverse engineering.

The format documentation covers the WZ and IMG file structure, encryption and format history, in docs/wz-format/README.md. Two companion documents go deeper: a WzFileManager reference for the central WZ file loading and management class, and a page on the Canvas and Outlink system covering _Canvas directories and _outlink and _inlink resolution, which is the mechanism that lets one file point at another rather than duplicating data.

The architecture section describes the data source abstraction and the component architecture across HaCreator and HaRepacker, plus an IMG filesystem migration plan and a page on IMG hot swapping, described as hot-swapping IMG files during development. That last one is a workflow feature rather than a format feature, and it is the sort of thing that separates a usable tool from a raw editor: you change an asset and see the effect without restarting the application.

There is documentation for the Map Simulator as well, including an analysis of damage number rendering, and an architecture folder with an AI map edit window redesign plan and a skill editor architecture page covering a lazy catalog, detached editing, lossless WZ persistence, animation and character preview. Lossless persistence is the property that matters for anyone editing a commercial game's data: a round trip through the editor must not alter what the client reads back.

The Map Simulator is also the newest feature area. The 11.0.0 release notes describe MapSimulator parity with v95 and add World Map, Audio, Cut Scene and Skill editors plus a quest relationship graph.

Release cadence, community maintenance and the practical limits

The release history shows rapid work on a big feature set. Version 10.1.0 on 2026-07-28 was a fixes release for issues reported against 10.0.0. Version 11.0.0 on 2026-08-11 brought MapSimulator parity with v95, the World Map, Audio, Cut Scene and Skill editors, a quest relationship graph and the ability to import maps from any version. Version 11.1.0 on 2026-09-06 was the AI map-editing overhaul. The last push to the repository was on 2026-10-06 and the project is not archived.

Against that, the README's Development section is direct about expectations: this is a community-driven project that the maintainer works on in his free time, and you should not expect issues to be fixed or new features to be added quickly. Development is funded by a Bitcoin address rather than by a licence change or a commercial tier, which is worth knowing if you plan to depend on it.

The licence also deserves a note, because the two places it appears do not agree. The project's licence identifier is MPL-2.0, while the README's License section and the bundled LICENSE file carry the MIT permission notice, with copyright lines for LastBattle covering 2018 to 2024 and for haha01haha covering 2010 to 2013. If you intend to redistribute or build on the tool, resolve that discrepancy against the actual LICENSE file rather than assuming the identifier is authoritative, and note that the MIT text quoted in the README places conditions on redistribution of the tool while saying nothing about the MapleStory assets it operates on.

The practical limits stack up. Windows only, with a specific version floor. Visual Studio 2022 with the C++ workload, so a machine that only has the .NET SDK cannot build it. DirectX 12 with 2GB of VRAM for the graphics work. A .NET and NuGet plus Git submodule supply chain that has to be brought up correctly before the first build. And a base of reverse-engineered format code whose behaviour varies across game client versions, which is exactly why the importer and the version-testing unit test exist.

Set against that, the alternative is not really another editor. The realistic comparison is with a general-purpose archive tool plus a hex editor for .wz files, which can extract and replace assets but gives you no tile layout, no map preview, no animation playback and no format documentation. If your work is one-off asset replacement, that is enough and much lighter. If your work is map design, the level editor is the whole point, and the price is the toolchain.

Editorial conclusion

Harepacker-resurrected is for modders who already own the MapleStory client files and want a real editor rather than a hex editor: it gives you HaRepacker for .wz archives, HaCreator for maps, and documentation of the format itself. It is the wrong tool for a casual viewer, for Linux or macOS users, and for anyone who needs issues fixed quickly, since the README states the project is community-driven work done in the maintainer's free time. Verify first that you have Visual Studio 2022 with the C++ desktop workload, that the submodules and NuGet packages restore cleanly, and that your MapleStory files are a version the importer supports, since the 11.0.0 release notes specifically advertise importing maps from any version.

Frequently asked questions

What do I need to build Harepacker-resurrected?

The README says you need at least Microsoft Visual Studio 2022 including the Desktop development with C++ workload with all default components, and Git, either standalone or the version bundled with GitHub Desktop, for cloning and downloading the sub-module components. After cloning with submodules you also run nuget Update-Package.

What are the system requirements to run the HaSuite tools?

The README lists .NET 8.0, Windows 10 or 11 version 1607 and later or Windows Server 2016 and later, x64, ARM64 or x86 processors, 8GB of RAM as the minimum recommended, and DirectX 12 with a minimum of 2GB of VRAM.

What is the WzImg-MCP-Server for?

It is the Codex MCP tooling for IMG data access, listed among the submodules used by the repository. The README marks it optional, gives a dotnet publish command for building it on win-x64, and shows the published executable path to point codex mcp add at.

Which libraries does the MapleStory format support come from?

The README credits MapleLib2 as based on MapleLib by Snow, WzLib by JonyLeeson, and information from Fiel and Koolk. The submodules used are Spine-Runtime from Esoteric Software, MapleLib, and the WzImg-MCP-Server.

Can I import maps from an older MapleStory client version?

The 11.0.0 release notes, published on 2026-08-11, list import maps from any version among the changes in that release, alongside MapSimulator parity with v95 and the World Map, Audio, Cut Scene and Skill editors.

How quickly are issues fixed in this project?

The README's Development section states that this is a community-driven project worked on in the maintainer's free time, and that you should not expect issues to be fixed or new features added quickly. The repository is funded by a Bitcoin donation address and is not archived, with the last push on 2026-10-06.

Official sources

  1. Issues
  2. lastbattle/Harepacker-resurrected on GitHub
  3. License: MPL-2.0
  4. README
  5. Releases
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