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lushun2014lushun2014/lushibo-skills/reverse-engineering/SKILL.md

reverse-engineering

Skill0 starsChanged 28 days agoNo licenceView on GitHub

Provides reverse engineering techniques. Use when the main job is to understand how a compiled, obfuscated, packed, or virtualized target works before exploiting or solving it, including binaries, APKs, WASM, firmware, custom VMs, bytecode, malware-like loaders, and anti-debug or anti-analysis logic. Do not use it when the vulnerability is already understood and the remaining task is exploitation; use pwn instead. Do not use it for pure web workflows, log or disk forensics, or standalone crypto problems unless reversing the implementation is the real blocker.

  • Installs packages

32 other projects use a version of this, 7 of them edited.

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Projects with it also use game-automation, game-recon and 4 more.

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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.
  • rehan-remadeSkill

    game-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-remadeSkill

    game-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

  • +4 more from rehan-remade

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We split this skill into the rules it gives an agent

14 rules. 0 are common, 3 are distinctive, and 11 are very specific to this project.

  • 0

    Common

    Most of the 25 edited versions we read keep these.

  • 3

    Distinctive

    This author's own choices. Worth a look.

  • 11

    Very specific

    Tied to their project's names, files or tools. Probably skip.

No licence file, so all rights are reserved — read it at the source. We count its rules but don't quote them. Read them on GitHub.

“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.

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