console-physics
Skill92 starsChanged 21 days agoMITView on GitHub
Physics Tuner. Finds the numbers that decide how the game moves (speed, gravity, grip, jump height, frame rate) and tunes them. Scans the user's own game ELF for a float32 value stored in data or built in code (lui, ori or addiu, then mtc1), shows the instructions that read it, lists frame-timing candidates, and prints the exact pnach lines to test a new value in PCSX2 plus the PS2Recomp fix (TOML instruction patches or the data write /console-mod bakes in). Reads only; writes nothing. Use when the user says "make the car faster", "lower the gravity", "jump higher", "more grip", "change the damage", "wider camera", "unlock 60 fps", "find the speed value", or when /console-mod needs a number found.
In this repository10 other files it gives its agents.
- console-anywhereSkill
- console-backendSkill
- console-controllerSkill
- console-graphicsSkill
- console-levelsSkill
- console-modSkill
- console-reverseSkill
- console-savesSkill
- console-soundSkill
- console-testerSkill
The file
We split this skill into the rules it gives an agent
1 rule. About 0 are common, 1 is distinctive, and 0 are very specific to this project.
≈0
Common · estimate
Many files like this have a rule of this kind.
≈1
Distinctive · estimate
This author's own choices. Worth a look.
0
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Distinctive: line 113
Bring your own game: Only a game the user owns, dumped from their own disc.
≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.
Files
console-physics
The Physics Tuner finds the constants behind how a game feels and changes
them. PS2 games do their physics in single-precision floats (the EE's FPU has
no doubles), so a top speed, a gravity or a jump impulse is a 32-bit float
somewhere: in the ELF's data, or built straight into the code by two
instructions. The tool finds the candidates; PCSX2 tells you which one is the
real one; /console-mod builds the winner into the port.
Honest limits: a value the game computes while it runs (from a car's stats file, a level script, a menu setting) is not in the ELF. Then you find it in RAM while playing and change the code or the file that sets it. Units are rarely obvious: 9.8 may be stored as 980, 0.163 (per frame) or 588 (per second squared at 60 fps). And frame-rate unlocks are often more than one number.
${CLAUDE_SKILL_DIR} below is this skill's folder (where this SKILL.md lives).
python3 "${CLAUDE_SKILL_DIR}/tune.py" scan SLUS_203.12 --value 9.8 # data floats + lui/ori/mtc1 constants
python3 "${CLAUDE_SKILL_DIR}/tune.py" scan SLUS_203.12 --value 9.8 --tol 0.05 # a wider net
python3 "${CLAUDE_SKILL_DIR}/tune.py" fps SLUS_203.12 # 1/60, 1/30, 60, 30, PAL 50/25
python3 "${CLAUDE_SKILL_DIR}/tune.py" patch SLUS_203.12 --addr 0x0034A2C0 --float 12.5Flags: --json on all three, --limit N, --place 0|1|2 (pnach place; the
default is 0 for data, 1 for code), --exact (refuse rather than round when a
lone lui cannot hold the new value).
What it reads and writes
| file | what |
| the game's main ELF | read only: data words, code, sections, $gp |
| stdout | hits, the instructions around them, pnach lines, TOML blocks, the override write |
| nothing else | the user (or /console-mod) puts the lines where they belong |
How a float hides in a PS2 ELF
| form | looks like | scan reports | patch prints |
a word in data (.data, .rodata, .lit4, .sdata) | 0x411CCCCD = 9.8 | DATA, plus the lwc1/lw that read it (through lui or $gp) | one pnach line and the override write /console-mod bakes in at load |
| built in code | lui $v0, 0x411C + ori $v0, $v0, 0xCCCD + mtc1 $v0, $f12 | CODE with the instructions around it | two pnach lines (new lui and ori words) and two TOML instruction patches |
lui + addiu | the low half is sign-extended | CODE | the high half is adjusted for the carry |
a lone lui | values with a zero low half (1.0, 0.5, 12.5, 60.0) | CODE | one word; a value needing a low half is rounded to the nearest one it can hold (said plainly, exit 1) |
| set at run time | zero-filled BSS, heap | nothing in the ELF | a place 1 pnach line and the /console-mod frame-hook route |
Float encodings, unit tricks and the Ghidra and PCSX2 steps are in reference/float-hunting.md.
The method
- Name the feel and guess the number. "The car is too slow": top speed, acceleration, a drag factor. Ask what the game shows (a speedometer, a jump that clears two crates). Start from a value you can see.
- Scan.
tune.py scan <ELF> --value N. Too many hits: narrow by section (physics constants live in.rodata/.lit4or in code next tomtc1), by the readers (onelwc1in a function Ghidra callsUpdateCarbeats 40 readers), or by a second related value nearby. None: widen--tol, try other units, or go to step 3. - Find it while playing (when the scan cannot): PCSX2's debugger memory
search for the float, change it in game (jump, brake), search again; then a
write breakpoint on the address shows the code that computes it, and that
code's constants are what you tune. With GhydraMCP (optional, see
/console-reverse) ask for the function's xrefs and decompile it. - Change it in PCSX2 first.
tune.py patch <ELF> --addr ... --float ...prints the pnach lines. Put them in the game's pnach (/console-modpnach.py crcnames the file), enable, play. One value at a time, write down what changed. - Bake it in with
/console-mod: code constants go in the game's TOML (patchprints the[[patches.instructions]]blocks; re-runps2_recomp), data constants go in a game override (pnach.py overrideon the pnach, or paste the printedPs2FastWrite32line into anoverride.pymodule). - Playtest with
/console-tester, then play the part of the game it touches. A shared constant (patchwarns when several instructions read it) changes everything that reads it.
Typical targets
| feel | look for | note |
| top speed, acceleration | the max-speed clamp and the per-frame add | often per frame: divide km/h by the frame rate |
| gravity, jump height | a negative per-frame velocity add, the jump impulse | jump height grows with the square of the impulse |
| grip, friction | a multiplier just under 1.0 (0.95, 0.98) applied every frame | small changes are large |
| damage | integers more often than floats: find them in RAM, see /console-mod | tables live in data |
| camera FOV | a float near 0.75 to 1.3, or a focal length near 1.0 to 2.0 | /console-graphics widescreen.py scans the aspect ones |
| frame rate | tune.py fps; the vsync wait count in the main loop | read the caveat below |
Frame rate, plainly: fps lists candidates, not answers. Many games pace
frames with a vsync count (wait 2 vsyncs for 30 fps), an integer the scan
cannot see. A 60 fps unlock also needs the game's logic to scale by the frame
time: if movement, physics or animation are counted per frame, doubling the
frame rate doubles the game speed. Test in PCSX2 first.
Guard rails
- Bring your own game. Only a game the user owns, dumped from their own disc. Never download or look for ISOs, ELFs or BIOS files, never ask for them. PS2Recomp needs no BIOS.
- Nothing from the game gets published. Share the pnach lines, TOML
patches and override files. Never the ELF, the disc or the generated
runner/*.cpp. - Not affiliated with Sony. PlayStation is a trademark of Sony Interactive Entertainment.
- The tool only reads. It never edits the ELF, the TOML or the runtime: the user decides what gets applied, PCSX2 first. Change one value per test.
Hands off to
/console-modto bake a tested value into the port (TOML or override)./console-graphicsfor camera aspect and widescreen./console-testerto playtest the change and check nothing else broke.
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