MCPInstall

reverse-engineering

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".

Installs
1.6K
Last 24h
+23
Trending rank
#5163
Security
Not audited

Install

Works with every agent the skills CLI supports.

npx skills add https://github.com/rehan-remade/universal-modder --skill reverse-engineering
  1. 01

    Install

    Run the command in your project. The CLI asks which agents to install for.

  2. 02

    Describe the task

    Ask your agent for something this skill covers. It loads reverse-engineering automatically when relevant.

  3. 03

    Review the result

    The agent follows the SKILL.md steps, scripts and references bundled with the skill.

SKILL.md

The instructions your agent reads when the skill is triggered.

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.

FAQ

What does the reverse-engineering skill do?

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".

How do I install reverse-engineering?

Run npx skills add https://github.com/rehan-remade/universal-modder --skill reverse-engineering in your project. The skills CLI detects the agents you use and copies the skill into the right folder. For Claude Code you can also place the skill folder at ~/.claude/skills/reverse-engineering/ (personal) or .claude/skills/reverse-engineering/ (project).

Which AI agents can use reverse-engineering?

Any agent that supports the open Agent Skills format (a folder with a SKILL.md file), including Claude Code, Codex, Cursor, GitHub Copilot, Gemini CLI, Windsurf, Cline, OpenCode and more.

Is reverse-engineering safe to install?

No partner security audit is available yet. Skills can run commands and scripts, so read the SKILL.md and any bundled files before installing.

Who maintains reverse-engineering?

It is published by rehan-remade in rehan-remade/universal-modder. It has 1,597 recorded installs.

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