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reverse-engineering-tools — Claude Code skill: dissect game binaries

A skill for pulling apart game binaries, drivers and dumps: disassembly, decompilation, debugging and interface reconstruction.

Install into Claude Code · Skills CLI (Vercel) All methods and platforms ↓
npx skills add gmh5225/awesome-game-security --skill reverse-engineering-tools -a claude-code
npx skills add gmh5225/awesome-game-security --skill reverse-engineering -a claude-code
Open on GitHub

What reverse-engineering-tools does

The skill sets an order for handling an artifact: record the hash, format, architecture, tool version, environment and observed addresses first. Static inference then stays separate from runtime evidence, and any uncertainty caused by protection gets labelled. That habit keeps a guess from being reported as a finding.

Topic routing lives in reference files. references/evidence-and-tools.md covers binary findings, debuggers, disassemblers, memory tools and DBI. references/analysis-and-protection.md handles anti-analysis, game targets, workflow and obfuscation. references/ecosystem-and-advanced.md goes into plugins, MCP tools, diffing, anti-debugging, virtualization and exploit-oriented analysis. Two more files, references/repository-resources.md and references/repository-map.md, help pick sources.

The skill draws its own boundaries: kernel contracts belong to windows-kernel-security, engine models to game-engine-resources, and consequential conclusions to game-security-research-rigor. Worth knowing before you start — on a protected commercial title some addresses and structures are deliberately distorted, so a conclusion without runtime confirmation stays a hypothesis.

What it helps with

  • record a binary's hash and architecture before analysis
  • keep static inference apart from runtime evidence
  • work through a driver or dump without losing environment context
  • flag findings that protection has distorted
  • diff two builds and list what changed

Example prompts for the agent

  • analyze this game binary: record the hash, architecture and tool version, then show the entry points
  • diff these two driver dumps and list what changed between builds
  • reconstruct the interfaces from this trace and mark where the conclusion rests on static analysis only

How to install reverse-engineering-tools

1Skills CLI (Vercel)

npx skills add gmh5225/awesome-game-security --skill reverse-engineering-tools -a claude-code
npx skills add gmh5225/awesome-game-security --skill reverse-engineering -a claude-code

2Manually: put the files in place

~/.claude/skills/reverse-engineering/SKILL.md

Copy the whole skill folder; for one project use .claude/skills/reverse-engineering/

Step by step, with commands for each platform: How to install skills in Claude Code: five ways

Questions about reverse-engineering-tools

How do I install reverse-engineering-tools in Claude?

Run npx skills add gmh5225/awesome-game-security --skill reverse-engineering-tools -a claude-code. The skill lands in ~/.claude/skills/reverse-engineering/SKILL.md.

What does reverse-engineering-tools do?

It analyzes supplied game binaries, protection components, drivers, dumps and traces through disassembly, decompilation, debugging, diffing and interface reconstruction. It asks you to record the environment and separate static from runtime evidence.

Which skills does it pair with?

It routes kernel contracts to windows-kernel-security, engine models to game-engine-resources, and consequential conclusions to game-security-research-rigor.

Source text

SKILL.md · MIT
---
name: reverse-engineering-tools
description: Analyze supplied game binaries, protection components, drivers, dumps, or traces through reproducible disassembly, decompilation, debugging, diffing, and interface reconstruction.
---

# Reverse-engineering tools

Record the artifact hash, format, architecture, tool version, environment, and observed addresses. Separate static inference from runtime evidence and label protection-induced uncertainty.

## Topic routing

- [Evidence and tools](references/evidence-and-tools.md) for binary findings, debuggers, disassemblers, memory tools, and DBI.
- [Analysis and protection](references/analysis-and-protection.md) for anti-analysis, game targets, workflow, and obfuscation.
- [Ecosystem and advanced work](references/ecosystem-and-advanced.md) for plugins, MCP tools, diffing, anti-debugging, virtualization, and exploit-oriented analysis.
- [Repository resources](references/repository-resources.md) and [repository map](references/repository-map.md) for source selection.

Use `windows-kernel-security` for kernel contracts, `game-engine-resources` for engine models, and `game-security-research-rigor` for consequential conclusions.

© gmh5225 · MIT · gmh5225/awesome-game-security

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