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But what exactely is it you "would like to mess about with"?
The gamefiles as they are on your computer are compiled (if it's really C/C++) so they are actually machinecode/assembler now.
// EDIT:
Yeah, pretty sure it's done in C++, though, can't tell what compiler was used....
The compiled binaries are of little help there.
For just more scrap you can *cough*editthesavefile*cough*
check mate.
http://www.ftlgame.com/forum/viewtopic.php?f=4&t=2400#p9524
Since shortly after launch there has been an open source project to remake the core engine in C#. As long as they don't ship assets or break trademark/copyright there shouldn't be any issues with the project. If you don't mind C# this would be something worth monitoring and contributing to.
http://www.ftlgame.com/forum/viewtopic.php?f=12&t=2866
I can't comment on the current status of the C# project but with them the best of luck.
I would love it if FTL:EE was followed by an end of development and subsequent source release.
Back on topic: If you're still looking for something to play about with gave a look around github. You might be lucky enough to find something interesting/useful to you and after digging through the code manage to provide a bug fix. Personally, having not used C++ since university I thought it was worth checking how poor my graphs was but that quickly became a partial rekindling of the relationship when I grasped the novelty of the Bitcoind architecture and how BOOST revolutionized multi threading.
Saying that, I still mainly work in Python2.7 because pip has access to anything you're likely to hear about and any undertaking that would require full OO and performance gains of a compiled language would be a team endeavour and go based on a consensus (better be C).