Jakeschincariol/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.

10 skills listed · MIT · 259 stars · last pushed 22 Oct 2026

Jakeschincariol/console-skill on GitHub (opens in a new tab)

Across these 10 skills

Pattern check

Nothing flagged in 10

What it can touch

  • 1 touches credentials
  • 10 run shell commands
  • 10 bundle scripts
  • +2 more
    • 2 name web addresses
    • 1 reaches the network

Checked at commit a508929 on 3 Nov 2026. 1 skill isn't listed while QAI reviews a check result.

Skills

Skills in Jakeschincariol/console-skill
SkillWhat it can touchPattern checkLicenceUpdated
console-backendBackend Engineer. Builds the engine room the recompiled game runs on: syscalls, kernel stubs, file and disc I/O, the IOP. Reads PS2Recomp runtime logs and turns every "Unimplemented PS2 stub", "[Syscall TODO]", missing function, unhandled IOP RPC, failed disc read and untranslated instruction into a ranked fix list: count, first PC and RA, and the exact fix tool (a TOML binding, the runtime .cpp file to implement it in, an entry point and a recompile, or a game override). With the user's PS2Recomp checkout it reads the real handler names and syscall numbers. Writes nothing into the checkout; prints a table for console/STATE.md. Use when the user says "unimplemented stub", "syscall TODO", "it crashes at boot", "fix the backend", "it can't find a file", "the IOP", "what is syscall 0x3C", or after /console-tester reports a stop.
  • Runs shell commands
  • +1 more

Pattern check: Nothing flaggedMITUpdated 22 Oct 2026

  • Runs shell commands
  • Bundles scripts
Pattern check: Nothing flaggedMIT22 Oct 2026
console-controllerController Mapper. Hooks the game up to any controller: DualSense, Xbox, Switch Pro, keyboard or touch, remapped how you like. Reads a mapping in console/controls.json (a layout preset plus per-button overrides, radial deadzone, invert Y, stick swap, analog trigger threshold, keyboard keys, two players, Android touch zones) and writes console/ps2_pad.cpp, a drop-in replacement for PS2Recomp's ps2xRuntime/src/lib/ps2_pad.cpp with the same class, signature and DualShock 2 report. Optional input replay and recording for scripted test runs. Backs up the stock file before installing and only touches the PS2Recomp checkout you name. Use when the user says "my controller doesn't work", "remap the buttons", "use my Xbox pad", "Switch Pro buttons are swapped", "invert the camera", "keyboard controls", "two players", "touch controls on Android", or when /console-tester needs scripted input.
  • Runs shell commands
  • +1 more

Pattern check: Nothing flaggedMITUpdated 22 Oct 2026

  • Runs shell commands
  • Bundles scripts
Pattern check: Nothing flaggedMIT22 Oct 2026
console-graphicsGraphics Artist. Rebuilds the graphics: dumps every texture, lets you repaint or replace them with your own art, finds the widescreen fix. Converts PS2 TIM2 textures (.tm2, 32/24/16-bit and 8/4-bit indexed) from the user's own extracted disc to PNG, rebuilds them from edited PNGs at the same size and format (GS registers kept, palettes refit or quantised), finds TIM2 blobs inside archives and puts edited ones back, and lists the 4:3 aspect and FOV constants in the ELF with 16:9 pnach lines to try in PCSX2. Reads the packets the game sends the GS from a RAM dump (DMA chains, VIF codes, GIF tags, every register write) and flags what breaks rendering. Writes to console/textures/ and console/patches/, never into the disc image. Use when the user says "dump the textures", "repaint", "replace this texture", "my own art", "HD textures", "make it widescreen", "16:9", "the picture is stretched", "black screen", "garbage textures", "nothing draws", or "how does the port draw".
  • Runs shell commands
  • +1 more

Pattern check: Nothing flaggedMITUpdated 22 Oct 2026

  • Runs shell commands
  • Bundles scripts
Pattern check: Nothing flaggedMIT22 Oct 2026
console-levelsLevel Designer. Maps the disc's data files, unpacks the archives the levels live in, and swaps in your edits. Inventories an extracted PS2 disc (size, type by magic, entropy, a table-of-contents guess with a confidence score), unpacks CRI AFS archives and detected table-of-contents archives into a folder with an index.json, repacks them in the same order and alignment (keeping every offset when your edits fit), diffs two files or folders to show which bytes a change touched, lists strings, and reads the port's log to show which disc files a level loads. Writes under console/ and never modifies the original disc files. Use when the user says "where are the levels", "unpack this archive", "what's in DATA.BIN", "edit the level", "swap in my map", "what changed between these two files", "which files does stage 3 load", or before /console-graphics or /console-sound needs a file that sits inside an archive.
  • Runs shell commands
  • +1 more

Pattern check: Nothing flaggedMITUpdated 22 Oct 2026

  • Runs shell commands
  • Bundles scripts
Pattern check: Nothing flaggedMIT22 Oct 2026
console-modMod Maker. Describe any change in plain English and Claude builds it into the game: patches, cheats, new behaviour, as code that never touches the original files. Ports PCSX2 .pnach patches to the PS2Recomp port (code writes become ps2_recomp TOML instruction patches, data writes become a C++ game override that writes RDRAM at load or every frame, the rest are flagged for a manual port with the reason) and scaffolds game overrides that bind, replace or wrap a game function with the real PS2Recomp API. Writes to console/patches/, never to the game's files, the generated runner/*.cpp or headers. Use when the user says "mod this game", "add a cheat", "infinite health", "port this pnach", "make my gun do X", "change how X works", "game override", "turn this PCSX2 patch into the port", or once the port boots and they want to change it.
  • Runs shell commands
  • +1 more

Pattern check: Nothing flaggedMITUpdated 22 Oct 2026

  • Runs shell commands
  • Bundles scripts
Pattern check: Nothing flaggedMIT22 Oct 2026
console-physicsPhysics Tuner. Finds the numbers that decide how the game moves (speed, gravity, grip, jump height, frame rate) and tunes them. Scans the user's own game ELF for a float32 value stored in data or built in code (lui, ori or addiu, then mtc1), shows the instructions that read it, lists frame-timing candidates, and prints the exact pnach lines to test a new value in PCSX2 plus the PS2Recomp fix (TOML instruction patches or the data write /console-mod bakes in). Reads only; writes nothing. Use when the user says "make the car faster", "lower the gravity", "jump higher", "more grip", "change the damage", "wider camera", "unlock 60 fps", "find the speed value", or when /console-mod needs a number found.
  • Runs shell commands
  • +1 more

Pattern check: Nothing flaggedMITUpdated 22 Oct 2026

  • Runs shell commands
  • Bundles scripts
Pattern check: Nothing flaggedMIT22 Oct 2026
console-reverseReverse Engineer. Opens 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 and is the entry point of the Console pack. Reads ISO 9660 images without loading them whole, reads SYSTEM.CNF and the boot ELF (segments, CRC-32 and PCSX2 CRC, IRX modules), writes a starter PS2Recomp TOML with real keys only, and keeps console/STATE.md, the memory every /console-* skill reads first. Carries the PS2Recomp rules: never clean the build, never edit generated code or headers, a build gate, and a three-strike circuit breaker. Use when the user says "port my PS2 game", "recompile my game", "open my ISO", "what's on this disc", "set up PS2Recomp", "where are we", "continue the port", or at the start of any Console session.
  • Runs shell commands
  • +3 more

Pattern check: Nothing flaggedMITUpdated 22 Oct 2026

  • Runs shell commands
  • Reaches the network
  • +2 more
Pattern check: Nothing flaggedMIT22 Oct 2026
console-savesSave Manager. Brings your old memory card saves over, backs them up and syncs them to the cloud so you continue on any device. Reads PS2 memory card images (PCSX2 .ps2 and .mcd, raw 8 MB dumps, with or without ECC) and PCSX2 folder cards, lists every save with its title, copies saves into the port's folder memory card (mc0 next to the game's ELF), imports and exports single saves as .psu, makes timestamped zip backups, and syncs mc0 with an iCloud Drive, Dropbox, Google Drive or Syncthing folder. Card images are read only; mc0 is backed up before anything replaces a save; a sync never silently overwrites (when both sides changed it keeps both and reports a conflict). Use when the user says "bring my saves over", "import my PCSX2 save", "my memory card", "back up my saves", "sync my saves", "continue on my Steam Deck", "restore a backup", "convert this .psu", or before the first run of a port that needs a save.
  • Runs shell commands
  • +1 more

Pattern check: Nothing flaggedMITUpdated 22 Oct 2026

  • Runs shell commands
  • Bundles scripts
Pattern check: Nothing flaggedMIT22 Oct 2026
console-soundSound Designer. Rips the music and sound effects and puts your own tracks back in. Decodes PS2 VAG files and raw SPU2 ADPCM from sound banks (.bd) to WAV, finds VAGs hidden inside archives and disc files, and encodes your own 16-bit WAV back to VAG at the original's sample rate, looping and size. Everything it writes goes under console/audio/; it refuses a replacement bigger than the original unless told otherwise, and never writes into the disc folder or the PS2Recomp checkout. Use when the user says "rip the music", "extract the sound effects", "put my song in the game", "replace the soundtrack", "convert this VAG", "what is in this .bd", "the music loops wrong", or after /console-levels finds audio files on the disc.
  • Runs shell commands
  • +1 more

Pattern check: Nothing flaggedMITUpdated 22 Oct 2026

  • Runs shell commands
  • Bundles scripts
Pattern check: Nothing flaggedMIT22 Oct 2026
console-testerPlaytester. Runs the port again and again, reads every crash, ranks what to fix next and checks nothing broke. run.py starts ps2EntryRunner with your game's ELF under a hard timeout, kills the whole process tree, keeps the log in console/runs/ and calls the run PASS, HANG, CRASH or FAIL (soak repeats it N times; --input replays a controller script). triage.py reads the runtime's own log lines, clusters them by PC, names the function from your Ghidra CSV map, ranks them and names the /console-* skill that owns each; compare shows fixed, still there and new. abdiff.py finds the first divergence between PCSX2 and the port in register or memory dumps. Use when the user says "run it", "does it boot", "test the port", "why did it crash", "what do I fix next", "did that break anything", "run it 100 times", "compare with PCSX2", or after every build.
  • Touches credentials
  • +3 more

Pattern check: Nothing flaggedMITUpdated 22 Oct 2026

  • Touches credentials
  • Runs shell commands
  • +2 more
Pattern check: Nothing flaggedMIT22 Oct 2026

Repo facts from GitHub on 3 Nov 2026. Files read at commit a508929 (opens in a new tab).

QAI did not write these skills and is not affiliated with their authors unless a page says so. Logos and icons belong to their owners and are not a mark of approval. How we check