智能体工作流

reverse-engineering

rehan-remade/un…l-modder

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".

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安装命令

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

SKILL.md

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.