
Reverse engineering for mods
Decompile, inspect and trace game code, data and memory so a mod can hook into real game internals.
- Repository
- rehan-remade/universal-modder
- Stars
- 9,328
- Licence
- MIT
- Files
- 3 files
What it does
When installed, the agent works from the actual game files instead of guessing: it decompiles game code (.NET, Unity IL2CPP, Java, native binaries), dumps data and asset formats, and can inspect live memory or graphics frames with debugging tools. It writes confirmed names, IDs, offsets and formats into a mod log, and it is told to verify binary format guesses with a round-trip test before writing new files. It also includes a helper script for unpacking certain compressed Unreal Engine 3 packages.
Great for
- Modders who need to understand how a single-player game's logic or file formats work before writing a mod
- Developers porting or reimplementing game logic who want to check behaviour against recorded traces
- Anyone trying to read an undocumented binary file format from an offline game they own
Skip it if
- Games with anti-cheat or online competitive play: the skill says never to attach debuggers or scanners to such games, and doing so could break terms of service or get accounts banned
- Redistributing game assets, leaked code or decompiled output: the skill says to keep these outside the mod repo and never publish them
- Users without the relevant tools installed: most workflows need external decompilers, debuggers or MCP servers that the agent cannot provide on its own
Try asking
- “How does the boss AI work in this Unity IL2CPP game? Decompile it and show me the relevant methods.”
- “Find the damage function in this native Unreal game binary and name what you learn.”
- “What format is this .pak file, and can you write a reader and prove it round-trips?”
- “Where is the player position stored in memory while the game is running offline?”
Install in 3 steps
- 1
Download the skill
The ZIP contains the 3 original files, the MIT licence and an attribution note.
reverse-engineering.zip - 2
Add it to your agent
Claude Code (all projects)
mkdir -p ~/.claude/skills && unzip reverse-engineering.zip -d ~/.claude/skills/Claude Code / Agent SDK (this project only)
mkdir -p .claude/skills && unzip reverse-engineering.zip -d .claude/skills/Claude apps (web/desktop): Settings → Capabilities → Skills → Upload skill, and choose the ZIP.
- 3
Ask for the task
No special command needed — the agent reads the skill's description and loads it when your request matches. Try one of the prompts above.
Get better results
- Keep decompiled output and extracted assets outside your mod repository, for example in a folder in your home directory, and never publish them.
- Ask for small verified steps and have the agent record each confirmed fact in MODLOG.md rather than building on guesses.
- Check the unpack_upk.py script and its dependencies before running it on any file, since it executes code on your machine.
What's inside
- references/ue3-packages/README.md
- references/ue3-packages/unpack_upk.py
- SKILL.md
Redistributed unmodified from rehan-remade/universal-modder under the MIT licence. The assessment was drafted with AI from the skill's files on 2026-10-29. Skills can instruct your agent to run code — read SKILL.md and any scripts before installing.