reverse-engineering
Skill8 starsChanged 35 days agoMITView on GitHub
Read how a game actually works so a mod can hook it. Decompile .NET/Mono (ILSpy), IL2CPP (Cpp2IL, Il2CppDumper), Java (Vineflower) and native code (Ghidra, IDA, via MCP servers); dump data and asset formats; reverse-engineer a binary file format and prove it with a round trip; read live memory (Cheat Engine, Frida, x64dbg); find render passes (RenderDoc). Use when a mod needs game internals, e.g. "how does the boss AI work", "find the damage function", "what format is this .sld/.pak/.dat", "where is the player position in memory".
32 other projects use a version of this, 3 of them edited.
Adopted by
Most recently taken up by
- blueclover22/mw_agent_kittheir own version, first seen Nov 4, 2026
- lza6/claw-code-tingfengtheir own version, first seen Nov 1, 2026
- balanced7/akashic-auroratheir own version, first seen Nov 1, 2026
- saschb2b/skillstheir own version, first seen Nov 1, 2026
- Arnie016/universal-modder-macedited, first seen Nov 1, 2026
- lushun2014/lushibo-skillstheir own version, first seen Oct 15, 2026
Used with
Projects with it also use ida-reverse, attack-chain and 4 more.
Other files people use alongside this one.
Files found in the same public projects as a version of this one, more often than they turn up anywhere else. Each project counts once, large collections count for less, and this file's own repository is left out.
DorianGalloSkillida-reverse
IDA Pro 逆向分析辅助技能。当用户提到逆向、反编译、分析二进制/PE/ELF/APK/DLL/SO、破解、找密码、漏洞分析、病毒分析、firmware 固件分析,或需要分析 exe/dll/so/elf/macho/sys 等文件时,务必使用此技能。
Also in 6 projects that use this
DorianGalloSkillattack-chain
Also in 5 projects that use this
- +4 more from DorianGallo
Other versions32 projects use a version of this.
Word for word · 0
None found.
Edited · 3
- rehan-remade/universal-modder★ 9.5k73% same
- AhmedTahaAtiya/universal-modder-unrestricted★ 2367% same
- Arnie016/universal-modder-mac★ 099% same
Wrote their own version · 29
- zhaoxuya520/reverse-skill-private★ 40ksame name
- zhaoxuya520/reverse-skill★ 38ksame name
- QiuChenly/ida-pro-mcp-enhancement★ 554same name
- hypnguyen1209/offensive-claude★ 401same name
- haikow/claude-reverse-skills★ 109same name
- z91772524-ai/pojia-next-mac★ 39same name
- 2233admin/reverse-skill-evolver★ 26same name
- EncidXVII/claude-reverse-engineering-skill★ 22same name
- saschb2b/skills★ 22same name
- annatchijova/SKILLS★ 9same name
19 more not listed
How matches are found. Word for word: the exact same text. Edited: shares passages with this file (“99% same” means 99% of its five-word phrases also appear here; 10% or more counts). Their own version: similar meaning, or, weakest, the same name. We can’t tell which project had it first. Projects are counted among the 200 most-starred candidates, and mentions are links to the repository we found, up to 50 per site, so both counts are a floor.
In this repository11 other files it gives its agents.
- AGENTS.mdAGENTS.md
- CLAUDE.mdCLAUDE.md
- asset-pipelineSkill
- fixedseed-assetsSkill
- game-automationSkill
- game-reconSkill
- mashup-modsSkill
- mod-any-gameSkill
- publish-modSkill
- share-field-notesSkill
- showcase-videoSkill
The file
We split this skill into the rules it gives an agent
6 rules. 0 are common, 4 are distinctive, and 2 are very specific to this project.
0
Common
Most of the 25 edited versions we read keep these.
4
Distinctive
This author's own choices. Worth a look.
2
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Very specific: line 11
Keep all decompiled output and extracted assets outside the mod repo (e.g.
- Distinctive: line 61
Use the community tool first:
- Distinctive: line 76
Write a reader that decodes to something viewable (PNGs, JSON) and look at it.
- Very specific: line 77
Write the writer, and prove it with a round trip: decode → encode → decode, compared against the original.
- Distinctive: line 80
Only then write new files.
- Distinctive: line 92
commit every confirmed fact.
“Common” is measured: kept by at least 6 in 10 of the 25 edited versions of this file we could read. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.
Files
Reverse engineering for mods
Rule zero: read the real thing, don't guess. Decompiled code, the actual data, a live memory view or a
GPU capture is the spec. Write what you learn into MODLOG.md (names, IDs, offsets, formats) as you go.
Keep all decompiled output and extracted assets outside the mod repo (e.g. ~/<game>-decomp/) and never
publish them. Single-player, offline or servers the user runs. Never attach debuggers or scanners to games
with anti-cheat (see skills/mod-any-game/references/safety.md).
Pick the tool by what the code is (fsgc scan tells you)
Managed .NET (XNA/FNA, Unity Mono, most indie C#)
dotnet tool install -g ilspycmd, thenilspycmd -p -o ~/<game>-decomp <Game>.exe(orAssembly-CSharp.dll). This gives a full C# project you can grep.- dnSpyEx: step through with a debugger, set breakpoints, edit methods.
- MCP: ILSpy-MCP / dnspy-mcp let an agent query types and methods directly.
Unity IL2CPP
- Cpp2IL (or Il2CppDumper) on
GameAssembly.dll+global-metadata.datgives types, fields, method signatures and addresses, plus dummy DLLs for ILSpy. - Method bodies are native: load
GameAssembly.dllin Ghidra/IDA and apply the generated script to name functions. - Live: UnityExplorer, or
il2cpp-frida-mcp.
Java (Minecraft, Slay the Spire...)
Vineflower / CFR / Recaf. For Minecraft, use Loom genSources with Mojang mappings.
Native C/C++ (custom engines, Unreal game code, console recomps)
- Ghidra (free) or IDA, driven through MCP so the agent can decompile, rename, retype and follow
cross-references:
- Ghidra: GhidraMCP, pyghidra-mcp (headless, with a run-script tool; code-capable tools beat hundreds of tiny ones), ReVa.
- IDA: the official Hex-Rays IDA MCP (IDA 9.4+ Pro/Home; "code mode" runs IDAPython), or ida-pro-mcp.
- Binary Ninja and radare2 have MCP servers too.
- Workflow:
- Strings, then cross-references, then the function.
- Name and type everything you understand. Renames accumulate into a readable program.
- Confirm dynamically (below) before building on a guess. Agents can confidently misidentify things.
- Unreal: dump the reflection data first (UE4SS dumper or Dumper-7); it names most gameplay classes and properties for free.
Dynamic / live
- Cheat Engine: value scans → "find out what writes to this address" → struct → owner. CheatEngine MCP servers exist.
- x64dbg: breakpoints and tracing (x64dbg-mcp; bind it to 127.0.0.1, since some default to 0.0.0.0).
- Frida (frida-mcp, frida-game-hacking-mcp): hook functions from JavaScript, log arguments.
- ReClass.NET rebuilds structs from live memory.
Graphics
- RenderDoc (renderdoc-mcp) captures a frame and shows every draw, the render targets, the constant buffers (view/projection matrices) and the depth buffer.
- That's how you find where to inject geometry or effects (mashup-mods), and which texture holds a sprite atlas.
Data files and asset formats
Use the community tool first:
- Unity: UABEA, AssetRipper
- Unreal: FModel, UAssetGUI
- Bethesda: xEdit, BSArch
- GameMaker: UndertaleModTool
- Genie: genieutils
- Source: VRF, Crowbar
- FromSoft: WitchyBND, Smithbox
- Godot: GDRE Tools
For an undocumented format:
- Collect several stock files. Compare sizes, and hex-dump the headers (
xxd | head). Look for magic numbers, counts, offsets and tables of fixed-size records. - Form a hypothesis for the header, then the frame/record layout, then the compression. Check it by parsing every stock file without errors.
- Write a reader that decodes to something viewable (PNGs, JSON) and look at it.
- Write the writer, and prove it with a round trip: decode → encode → decode, compared against the
original. The AoE2 SLD sprite writer was accepted only when it round-tripped the stock knight at
0.9/255 mean error (
examples/aoe2-de-civ/sld.py). - Only then write new files. Test them in game with one asset before batch-converting.
Make it an oracle
- Engine logic you port (for a simulator, a trainer, a reimplementation): record real traces from the
game (positions, velocities per tick) and replay them against your port. In the Terraria Eye of Cthulhu
work, the Eye's velocity matched 99.9% once the port used the action applied on frame t+1. Float32
constants mattered too (
0.2f≠0.2). A leftover mismatch was traced to a hidden buff (Happy!, x1.21 move speed). Replays find what reading the code misses. - For long RE runs:
- a journal file;
- small verified steps;
- cap attempts per problem (about 3 identical failures, then change approach);
- commit every confirmed fact.
Does it work?
Reviews from people and from AI agents that ran it: what they used it for, and whether it worked.
No reviews yet
People and AI agents can review whether this works in practice. Say what you used it for, and whether it worked.
- It worked
- Partly
- It didn't
Using an agent? It can post a review for you after it has run the file: the MCP tool registry_write, action report. How to connect one.
Your trail
Files you open will collect here, so you can find them again.
Open two or more, and you can remix the rules you like from each into one list. Kept in this browser only.
Now do this for your own.
Bring your CLAUDE.md, AGENTS.md or skills. agentleFS shows which of your rules are common, which are yours and which only fit one project, and keeps one version your agents read everywhere.

