reverse-engineering
Installation
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, thenilspycmd -p -o ~/<game>-decomp <Game>.exe(orAssembly-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.