A reverse-engineering utility I wrote for the RPCS3 PlayStation 3 emulator. It dumps all allocated guest memory and every SPU local store into a sparse image whose file offsets match PS3 guest addresses, with a JSON manifest of regions. Merged into RPCS3 and shipped in a tagged release.
Tools: C++ · Qt · PS3 internals
When you are statically recompiling a game you constantly need to look at what the real thing has in memory at a given moment: which segments are mapped, what the SPU local stores contain, where a structure lives. RPCS3 could pause a game but had no clean way to export that state.
Reviewed and merged by the RPCS3 maintainers as pull request #19068, and shipped in tagged release v0.0.42.