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reverse-engineering

Inspect game code, data files, live memory, and graphics captures to understand the internals needed for a mod. Choose tools for the game’s technology, document findings, and validate unknown file formats by decoding and re-encoding them.

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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".

See how to install

Good for

  • Finding boss behavior or damage calculations
  • Investigating an undocumented game file format
  • Locating player coordinates in live memory
  • Finding where to insert graphics or effects

Files included (3)

  • SKILL.md6.3 KB
  • references/ue3-packages/README.md3.2 KB
  • references/ue3-packages/unpack_upk.py5.0 KB

SKILL.md (original)

Review the instructions the agent will receive before you install.

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 (um scan tells you)

Managed .NET (XNA/FNA, Unity Mono, most indie C#)

  • dotnet tool install -g ilspycmd, then ilspycmd -p -o ~/<game>-decomp <Game>.exe (or Assembly-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.dat gives types, fields, method signatures and addresses, plus dummy DLLs for ILSpy.
  • Method bodies are native: load GameAssembly.dll in 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 (LaurieWired), 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:
    1. Strings, then cross-references, then the function.
    2. Name and type everything you understand. Renames accumulate into a readable program.
    3. 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
    • Fully compressed UE3 .upk (UELib shows Exports=0): unpack a copy with Gildor's decompress (from UE Viewer), or, for LZO packages, with unpack_upk.py.
  • Bethesda: xEdit, BSArch
  • GameMaker: UndertaleModTool
  • Genie: genieutils
  • Source: VRF, Crowbar
  • FromSoft: WitchyBND, Smithbox
  • Godot: GDRE Tools

Before reversing a format yourself, search the community archives. Most game formats from the 2000s and 2010s were worked out there:

Use them for format knowledge and tools, whatever its origin (betas, leaked SDKs). Don't download game files, leaked code, SDKs or license keys from them.

For an undocumented format:

  1. 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.
  2. Form a hypothesis for the header, then the frame/record layout, then the compression. Check it by parsing every stock file without errors.
  3. Write a reader that decodes to something viewable (PNGs, JSON) and look at it.
  4. 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).
  5. 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.

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