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reverse-engineering

reverse-engineering

github.com/rehan-remadeDevelopment9.2k1.7k installsUpdated today
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About reverse-engineering

reverse-engineering is a modding skill for examining a game's code, data, runtime state, and graphics rather than relying on assumptions. It helps modders select analysis tools, document confirmed details, and validate format changes or gameplay logic against real game behavior.

Key features

  1. 01Tool selection by engine and code type
  2. 02Static and live code inspection
  3. 03Game data and asset format analysis
  4. 04Round-trip validation for file formats
  5. 05Trace-based checks of implemented logic

Use cases

  1. 01Find a gameplay function in decompiled code
  2. 02Inspect runtime values while debugging a mod
  3. 03Decode an undocumented asset format
  4. 04Check a port against recorded game behavior

MCP support

The skill names MCP servers and tools for querying decompiled code, analyzing binaries, inspecting live processes, and capturing graphics, including ILSpy-MCP, GhidraMCP, and RenderDoc MCP.

Install

Copy the command and run it in a terminal.

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

After installing, type/reverse-engineeringin Claude Code to confirm it loaded.

Bundled filesreferences/ue3-packages/README.mdreferences/ue3-packages/unpack_upk.py

Details

From the project README

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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