Parse and generate Rocket League replays. https://github.com/tfausak/rattletrap#readme

Version on this page:2.1.5
LTS Haskell 9.18:2.5.0
Stackage Nightly 2017-12-16:3.1.2
Latest on Hackage:3.1.2
MIT licensed
Maintained by Taylor Fausak

Module documentation for 2.1.5


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Rattletrap parses and generates Rocket League replays.


Get Rattletrap by downloading and unpacking the latest release for your platform.

To build Rattletrap from source, install Stack. Then run stack --resolver nightly install rattletrap.


Rocket League saves your replays in a folder that depends on your operating system.

  • Windows: %UserProfile%\Documents\My Games\Rocket League\TAGame\Demos
  • macOS: $HOME/Library/Application Support/Rocket League/TAGame/Demos
  • Linux: $HOME/.local/share/Rocket League/TAGame/Demos


Rattletrap can parse (decode) Rocket League replays and output them as JSON.

> rattletrap decode http://example.com/input.replay output.json
# or
> rattletrap decode input.replay > output.json
# or
> rattletrap.decode < input.replay > output.json

The input argument can either be a local path or a URL.

The resulting JSON is minified, but extremely large. The output can be up to 50 times larger than the input.


Rattletrap can also generate (encode) Rocket League replays from JSON files.

> rattletrap encode http://example.com/input.json output.replay
# or
> rattletrap encode input.json > output.replay
# or
> rattletrap.encode < input.json > output.replay

The input argument can either be a local path or a URL.

If the JSON was generated by Rattletrap, the resulting replay should be identical to the original.


By inserting another program between parsing and generating, Rattletrap can be used to modify replays.

> rattletrap decode < original.replay |
  modify-replay-json |
  rattletrap encode > modified.replay


Change log

Rattletrap uses Semantic Versioning. The change log is available through the releases on GitHub.

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