reverse-engineering
Skill1 starsChanged 53 days agoMITView on GitHub
Derive software structure, Contracts, architecture, UML/models, and cautiously inferred requirements from existing code, tests, schemas, configuration, and runtime evidence. Use when documentation is missing, stale, or must be reconciled with implementation.
32 other projects use a version of this.
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-mactheir own version, first seen Nov 1, 2026
- lushun2014/lushibo-skillstheir own version, first seen Oct 15, 2026
Used with
Projects with it also use ida-reverse, game-automation and 10 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
rehan-remadeSkillgame-automation
Launch, see and drive a real game so an agent can test its own mods. Covers launching via Steam or the exe, windowed mode at a fixed size, screenshots of the game window (GPU-safe capture), clicking and typing into menus, holding keys, relative mouse, crash-reporter cleanup, killing by PID, reading logs, scripted test scenes, and an in-game JSON bridge that lets an agent observe and act. Windows-first (also from WSL), with notes for Linux and macOS. Use when a mod must be verified in game, when navigating menus automatically, or when building a repeatable test or demo scene.
Also in 4 projects that use this
rehan-remadeSkillgame-recon
Figure out how a specific installed game can be modded, before writing any mod code. Covers where it's installed, the engine and version, managed vs native code, anti-cheat, loaders already present, save and config folders, and the community's modding route. Also whether this machine can run it (a Windows game on macOS or Linux, x64 on ARM). Use when the user asks "can I mod <game>?", "what engine is <game>", "how do people mod <game>", or at the start of any modding task. Produces MODDING_PLAN.md.
Also in 4 projects that use this
DorianGalloSkillattack-chain
Also in 5 projects that use this
- +4 more from rehan-remade
- +4 more from DorianGallo
Other versions32 projects use a version of this.
Word for word · 0
None found.
Edited · 0
None found.
Wrote their own version · 32
- zhaoxuya520/reverse-skill-private★ 40ksame name
- zhaoxuya520/reverse-skill★ 38ksame name
- rehan-remade/universal-modder★ 9.5ksame 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
- AhmedTahaAtiya/universal-modder-unrestricted★ 23same name
- EncidXVII/claude-reverse-engineering-skill★ 22same name
22 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 repository21 other files it gives its agents.
- CLAUDE.mdCLAUDE.md
- adaptive-testingSkill
- architecture-decisionSkill
- artifact-validationSkill
- change-impactSkill
- clarification-gateSkill
- code-reviewSkill
- component-planningSkill
- failure-diagnosisSkill
- failure-escalationSkill
- framework-checkpointSkill
- framework-resumeSkill
- gap-analysisSkill
- implement-componentSkill
- integration-gateSkill
- minimum-pathSkill
- project-intakeSkill
- quality-gateSkill
- stage-gateSkill
- traceabilitySkill
- workflow-assessmentSkill
The file
We split this skill into the rules it gives an agent
8 rules. 0 are common, 5 are distinctive, and 3 are very specific to this project.
0
Common
Most of the 25 edited versions we read keep these.
5
Distinctive
This author's own choices. Worth a look.
3
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Distinctive: line 14
Run for legacy/existing projects, code-to-model requests, missing architecture/Contract documentation, maintenance intake, or design-code …
- Distinctive: line 26
Treat existing tests and behavior as evidence, not automatic truth.
- Very specific: line 35
Create target-relevant UML/domain/behavioral models with confidence and source links.
- Very specific: line 40
Update traceability from each conclusion back to code/test/config evidence.
- Very specific: line 44
Follow Code → Structure → Architecture → UML/Model → Requirement Inference.
- Distinctive: line 45
Do not infer user intent solely because code implements behavior.
- Distinctive: line 67
Use Clarification Gate to confirm inferred product intent, Failure Diagnosis for unexplained runtime behavior, and Architecture Decision …
- Distinctive: line 71
Stop when target-relevant structure and inferences are documented with evidence/confidence, or when access/ambiguity blocks further …
“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
Purpose
Recover an evidence-backed engineering model from existing implementation without confusing observed behavior with confirmed user intent.
Trigger
Run for legacy/existing projects, code-to-model requests, missing architecture/Contract documentation, maintenance intake, or design-code drift analysis.
Inputs
- Scoped code revision, tests, schemas, configuration, build/deployment evidence, and runtime observations.
- Existing Requirements, models, architecture, documentation, decisions, and target.
- Project Constraints, known incidents, and terminology.
Prerequisites
- Define the reverse-engineering scope and desired output depth.
- Confirm access and avoid executing unsafe/untrusted code without authorization.
- Treat existing tests and behavior as evidence, not automatic truth.
Procedure
- Inventory the scoped implementation, entry points, packages, build/runtime boundaries, and dependencies.
- Trace representative control flows, data flows, persistent state, errors, trust boundaries, and external integrations.
- Derive structure: layers, modules, Components, ownership, dependencies, and coupling.
- Recover observable Contracts: inputs, outputs, data structures, behavior, errors, boundaries, protocols, and versions.
- Infer architecture styles, deployment topology, quality mechanisms, and material decisions; cite code/config evidence.
- Create target-relevant UML/domain/behavioral models with confidence and source links.
- Compare recovered structure with existing design Artifacts and record drift/conflicts.
- Infer candidate product Requirements only from supported behavior/evidence.
- Label every inferred Requirement
INFERRED, neverUSER_CONFIRMED; distinguish accidental behavior and defects. - Set derived Artifacts
UNVERIFIEDuntil independent validation or user confirmation. - Update traceability from each conclusion back to code/test/config evidence.
Decision Rules
- Follow
Code → Structure → Architecture → UML/Model → Requirement Inference; skip a layer only with explicit rationale. - Do not infer user intent solely because code implements behavior.
- Tests reveal expected behavior claimed by their authors, not necessarily current business intent.
- Separate observed fact, reasoned inference, and assumption.
- Limit analysis to the target; do not document the entire system by default.
Outputs
- Structure/Component and dependency view.
- Recovered Contracts and architecture/model Artifacts.
- Drift/conflict report and evidence index.
- Candidate Requirements labeled
INFERRED, with confidence and confirmation needs. UNVERIFIEDstates and traceability links.
Failure Cases
- Code does not build or important runtime paths are inaccessible.
- Generated/vendor code obscures ownership.
- Dynamic behavior cannot be established statically.
- Existing artifacts conflict with implementation without clear authority.
Escalation
Use Clarification Gate to confirm inferred product intent, Failure Diagnosis for unexplained runtime behavior, and Architecture Decision only after recovered evidence is sufficient. Keep unknowns explicit.
Stop Conditions
Stop when target-relevant structure and inferences are documented with evidence/confidence, or when access/ambiguity blocks further recovery. Do not rewrite implementation or promote inferred Requirements automatically.
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