01Built for Daily Use
Android / Native Audio
KotlinJetpack ComposeCoroutines / FlowMedia3ExoPlayerRoomJNIUSB exclusiveAudio effectsLocal mediaDownload / cacheANR diagnostics
Crafting native audio experiences with Kotlin, Compose, and coroutines across a main app and 14 custom libraries. Media3 orchestrates multi-source queues and failover, while local scanning, playlists, offline downloads, and transient caches stay cleanly separated.
Balancing lyric animations, exclusive USB audio, cache boundaries, and crash diagnostics for reliable everyday listening.
02Binaries & Runtime
Reverse Engineering / Native
ARM64x86-64IDAFridaangrKSU · HW breakpointsZydisPEVEHMASMSIMD / YMMPointer recoveryControl-flow analysisPython traces
On ARM64, combining IDA disassembly, hardware breakpoint sampling, Frida logs, and angr deflattening to trace state machines backward from output sinks. On x64, pairing Zydis, VEH, and MASM to correlate instruction flows with live register states.
Aligning static control flow, runtime memory snapshots, and reproducible samples along a single chain of evidence.
03{{stack.usb-kernel.label}}
Linux / Android Kernel
Linux KernelAndroid USB HostC++JNIUSBFSioctlIsochronous URBxHCIQMIsnd_usb_audio_qmiWorkqueueKernel panicContext lifetime
{{stack.usb-kernel.body}}
{{stack.usb-kernel.note}}
04Processor State
Hypervisor / Intel VT-x
C++17MASMIntel VT-xLate launchVMXONVMCSVM-exitNested VMX modelsEPT policy modelsTSC / QPCWHP capability probeCMake / Ninja
In KNHV, investigating Intel VT-x late-launch, VMCS configuration, and VM-exit dispatching on Windows x64—covering hardware capability checks, multi-core teardown, and software contract models for nested VMX, EPT policies, and timing.
Pairing host-side contract verification with live kernel debugging on isolated target hardware.
05Hosts & Extensions
Runtime / Xposed
Kotlin / JavaXposedLibXposedDexKitKSPJNIMMKVClassLoaderMemoryDexLoaderHookItemKotlin DSLProtobufVersion adaptation
ONO parses QQNT Protobuf payloads and resolves runtime signatures for cross-version extensions. WeKit unifies host settings injection, hybrid classloading, DexKit bytecode queries, KSP annotation processing, and Compose UI into a modular hook framework.
Mapping out large commercial client runtimes to keep extension lifecycles clean across host updates.
06Drivers & Memory
Windows Kernel / WDM
CWDMWindows KernelWDKNTIFSWSKIRPKEVENTKernel TCPPEPROCESSPEB / LDRMmCopyVirtualMemoryNonPagedPoolNxSEH
Crossing from user mode into the Windows kernel: MemoryAccessWDM manages TCP sessions via WSK and chains asynchronous I/O through IRP completion routines, implementing process lookup, address validation, cross-process memory access, and PEB/LDR module traversal.
Focused on kernel object reference counting, exception path cleanup, and clean resource teardown on driver unload.
07Cross-Platform Audio
Desktop / Rust Audio
RustTauri 2Vue 3TypeScriptIPCcpalsymphoniaFFmpegTokioreqwestloftyprostsouvlakiAMLL
The desktop preview pairs a Vue 3 and TypeScript interface with a Rust audio core over Tauri 2 IPC. Its backend combines Symphonia and FFmpeg decoding with cpal output, built-in DSP effects, synced lyrics, and native OS media sessions.
Currently in desktop preview, bridging local audio pipelines with native system media controls across Windows, macOS, and Linux.
08Sync & State
Data / Protocols
ProtobufZSTDV4 manifestsGZIPBase64GitHub APIWebDAVThree-way mergeWebSocketCloudflare WorkersDurable ObjectsClock driftReconnect / recovery
Targeting user-controlled GitHub and WebDAV remotes, the GitHub V4 sync protocol combines Protobuf record streams, ZSTD content chunking, and root manifests. Listen Together uses WebSockets and Durable Objects to coordinate room queues, clock skew, and reconnects.
Handling chunk merges, deletion tombstones, and clock drift compensation to keep distributed states consistent.
09Visuals & Data
Graphics / Visualization
GLSL / AGSLRuntimeShaderWebGLAudio-reactive shadersCover colorsLRC / YRC / TTMLPhysXTriangle mesh cookingPillowCanvasUnreal Engine 5.8C++ gameplay
Driving real-time GLSL/AGSL fluid shaders from audio levels and cover palettes while syncing word-by-word lyrics along the playback timeline. Past work also spans 2D molecular grid rendering, x64 PhysX triangle mesh cooking, and an Unreal Engine 5/C++ gameplay source experiment.
Connecting underlying data streams and spatial geometry directly to real-time visual feedback.
10From Experiments to Engineering
Tooling / Engineering
PythonC / C++Kotlin / JavaRustShellGradleCMakeGitHub ActionsTkinterMOL parsingTrace aggregationContract testsCrash logs
Using Python to aggregate hardware breakpoint traces and parse molecular files, orchestrating cross-platform builds with Gradle, CMake, and CI, and writing automated tests in an UE 5.8/C++ source project—treating input validation and diagnostic logging as core implementation.
Relying on automated builds, boundary tests, and structured logs to sustain long-term iteration.
Project update channels
NeriPlayer
@neriplayer_ci—Loading…02 / CI BUILDS ↗WeKit
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