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Reverse Engineering

ASecurity

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", "w...

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  • Added October 10, 2026
ai-agentsjavascriptpythongojavac++c#

Works with

  • mcp

Security analysis

A100/100

Scanned October 10, 2026

npx -y skills add Fixed-Seed/game-changer --skill reverse-engineering --agent claude-code

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SKILL.md
---
name: reverse-engineering
description: 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".
---

# 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 (`fsgc 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, 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
- Bethesda: xEdit, BSArch
- GameMaker: UndertaleModTool
- Genie: genieutils
- Source: VRF, Crowbar
- FromSoft: WitchyBND, Smithbox
- Godot: GDRE Tools

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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