Reverse engineer the game for co-op
- Prefer source: open source ports, decompilations, shipped script source, SDKs.
- Script layer: find or write an archive reader, dump scripts to text, round-trip test any packer.
- Native layer: ask the owner before installing tools. Options: REA (
npx rea-agents setup, owner runs it, restart the agent), GhidraMCP, ida-pro-mcp, or Ghidra headless decompile-all to one.cfile plus a function index. - Engine dumpers: UE4SS and Dumper-7 for Unreal 4/5, Il2CppDumper or Cpp2IL for IL2CPP Unity, dnSpyEx for Mono Unity.
- Map for co-op: netcode (if any), where story and AI logic run, what is client-only (UI, cutscenes, dialog), save and level transitions, single-instance checks.
- Record byte signatures for the exact build you analysed.
- Keep dumps and decompiled code in
local/. Publish findings, names, offsets and your own code only.
Details: playbook/reverse-engineering.md, playbook/tools.md.
