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console-backend

@jakeschincariol⭐ 20 stars

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// RATINGS

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// README

The Console skill

11 Claude skills that port PlayStation 2 games you own to PC: reverse engineer the code, rebuild the graphics and backend, any controller, play it anywhere, then mod it however you want.

Free, MIT, no signup, no API key. The tools are plain Python with nothing to install. The heavy lifting is done by PS2Recomp, ran-j's open-source static recompiler, and the method started life as hkmodd/ps2-recomp-Agent-SKILL.

This is not an emulator. PS2Recomp translates a game's MIPS machine code into C++ and compiles it into a native program for your computer. Getting a game from "it compiles" to "it plays" is weeks of reverse engineering: reading crash logs, finding functions in Ghidra, writing the missing pieces of the console in C++. That grind is what these skills do with you.

One reverse engineers the game and drives the whole port. One builds the backend the game runs on. One rebuilds the graphics, one the sound, one hooks it up to any controller, and one ships it to your laptop, your Steam Deck and your phone. And the craziest one is the Mod skill: describe a change in plain English, a new camo, a faster car, a widescreen camera, and Claude builds it into the game as code that never touches the original files.

Bring your own game. Everything here starts from a disc you own, dumped on your own computer. No ISOs, no BIOS, no downloads, and nothing from the game ever goes into a repo or a mod you share. See the fine print.

Install

Paste this into Claude:

https://github.com/Jakeschincariol/console-skill

install skill

Or as a plugin, in Claude Code:

/plugin marketplace add Jakeschincariol/console-skill
/plugin install console-skill@console-skill

Claude Code namespaces plugin skills, so installed as a plugin they show up as /console-skill:console-reverse and so on. Copy the folders instead if you want plain /console-reverse:

git clone https://github.com/Jakeschincariol/console-skill.git
cp -r console-skill/console-* ~/.claude/skills/

The tools need Python 3.8 or newer. Nothing to pip install.

What you need

whatwhy
A PlayStation 2 game you own, and a computer DVD drivedump your own disc to an ISO. /console-reverse shows you how
PS2Recomp, cloned and builtthe recompiler and the runtime the port runs on (CMake 3.20+, a C++20 compiler)
Ghidra with the EmotionEngine Reloaded extensionmaps every function in the game. Recommended for any retail game
PCSX2 (optional)test patches before you bake them in, and compare the real game against your port
GhydraMCP and PCSX2-MCP (optional)let Claude drive Ghidra and the PCSX2 debugger itself

Windows, macOS (Apple silicon too) and Linux all work for building. PS2Recomp also has Android and PS Vita targets.

The eleven

commandjobwhat it does
/console-reverseReverse EngineerOpens your own disc image, finds the game's code and maps how it works: the boot ELF, every function, the design doc. Drives the whole port.
/console-backendBackend EngineerBuilds the engine room the recompiled game runs on: syscalls, kernel stubs, file and disc I/O, the IOP.
/console-graphicsGraphics ArtistRebuilds the graphics: dumps every texture, lets you repaint or replace them with your own art, finds the widescreen fix.
/console-controllerController MapperHooks the game up to any controller: DualSense, Xbox, Switch Pro, keyboard or touch, remapped how you like.
/console-modMod MakerDescribe any change in plain English and Claude builds it into the game: patches, cheats, new behaviour, as code that never touches the original files.
/console-levelsLevel DesignerMaps the disc's data files, unpacks the archives the levels live in, and swaps in your edits.
/console-soundSound DesignerRips the music and sound effects and puts your own tracks back in.
/console-physicsPhysics TunerFinds the numbers that decide how the game moves (speed, gravity, grip, jump height, frame rate) and tunes them.
/console-savesSave ManagerBrings your old memory card saves over, backs them up and syncs them to the cloud so you continue on any device.
/console-anywherePlay AnywhereBuilds the port for Windows, Mac, Linux, Steam Deck, Android and PS Vita and packages it without any game files inside.
/console-testerPlaytesterRuns the port again and again, reads every crash, ranks what to fix next and checks nothing broke.

How to use it

Start with /console-reverse. It sets up console/STATE.md, the port's memory: where everything lives, which phase you are in, every crash and fix so far. Every skill reads it and writes back to it, so you can stop on Monday and pick up on Thursday in a new chat.

reverse -> backend <-> tester               (until it boots, then until it plays)
graphics / sound / controller / physics / levels      (make it yours)
mod                                          (ship your changes as patches)
saves -> anywhere                            (play it everywhere)
  1. /console-reverse: dump your disc, read SYSTEM.CNF to find the boot ELF, pull it out, fingerprint it (serial, region, both CRCs), map it in Ghidra, write the PS2Recomp config, recompile, build. It also writes console/design.md: how the game plays, its menus and its files.
  2. /console-tester boots the port with a hard timeout and reads the log. /console-backend turns every "unimplemented stub" and "syscall TODO" into a ranked fix list and implements them in the runtime. Repeat. This loop is most of the work.
  3. /console-controller writes your button layout into the runtime's pad code. /console-graphics and /console-sound dump textures and audio so you can replace them with your own. /console-physics finds the numbers behind speed, gravity and frame rate.
  4. /console-mod turns a plain-English change, or a PCSX2 .pnach patch you already use, into instruction patches and a game override module.
  5. /console-saves brings your PCSX2 or real memory card saves over. /console-anywhere builds and packages the port for each device, with a guard that refuses to package anything from the game.

The tools

All standard-library Python, run from the repo (or from ~/.claude/skills/). Everything lands in a console/ folder in your game workspace.

python3 console-reverse/iso.py boot game.iso                          # boot ELF, serial, region
python3 console-reverse/iso.py extract game.iso --out console/disc    # the port's cdrom0: root
python3 console-reverse/elf.py info console/disc/SLUS_203.12          # segments, both CRCs, IRX modules
python3 console-reverse/elf.py toml console/disc/SLUS_203.12 --ghidra-csv console/functions.csv
python3 console-reverse/state.py init --game "My Game"                # console/STATE.md
python3 console-tester/run.py boot --runner out/build/ps2xRuntime/ps2EntryRunner --elf console/disc/SLUS_203.12
python3 console-tester/triage.py scan console/runs/latest.log --map console/functions.csv
python3 console-backend/stubs.py scan console/runs/latest.log --repo ../PS2Recomp
python3 console-controller/padmap.py init --layout xbox && python3 console-controller/padmap.py gen
python3 console-graphics/tim2.py topng console/disc/DATA --out console/textures/png
python3 console-graphics/widescreen.py scan console/disc/SLUS_203.12 --out console/patches/widescreen-try.pnach
python3 console-graphics/gspacket.py dma console/dumps/r

// HOW IT'S BUILT

KEY FILES

console-backend/SKILL.mdREADME.md

// REPO STATS

20 stars