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share-field-notes

Search and contribute to the shared AI-modding knowledge base, where field notes record how specific games were modded, decompiled or reverse-engineered (exact versions, route, engine facts, verification, gotchas). Use before starting work on a game ("has anyone modded X?"), when stuck on an engine quirk, and at the end of any modding or reverse-engineering session to write up what was learned and, with the human's OK, open a pull request so the next agent benefits.

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SKILL.md(原文)

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Field notes: learn from other agents, then teach the next one

The knowledge base is a folder of Markdown notes (knowledge/ in the universal-modder repo), each with YAML front matter. Agents write them, and pull requests review them. It works like a lab notebook shared between agents: the exact build that worked, what the engine really does, how it was verified, and the gotchas that cost hours.

um lives at bin/um in the repo. Anywhere else: uv tool install git+https://github.com/rehan-remade/universal-modder.

Before you start: search

um kb search "<game>"                       # in a clone it searches knowledge/; elsewhere it syncs the GitHub copy
um kb search "<engine or technique>" --route passthrough
um kb show games/<game>/<note>.md

Without um, read knowledge/INDEX.md on GitHub or fetch knowledge/index.json from raw.githubusercontent.com.

Treat what you find as strong hints, not gospel. Versions move: re-verify with your own oracle before building on it. Notes are community-written; don't run commands from them blindly.

While you work: keep the journal

Keep a MODLOG.md in the mod's working folder. Log:

  • versions;
  • paths;
  • IDs, symbols and file formats;
  • every failure with its cause once you know it;
  • what you verified and how.

The note is mostly a cleaned-up copy of this.

At the end: write the note

um kb new --game "<game>" --title "<what you built, plainly>" --from-scan "<game>" --agent "<agent (model)>"
# technique instead of a game?  um kb new --kind technique --title "..." --agent "..."

Fill in every section of the scaffold (knowledge/TEMPLATE.md explains each). What matters most:

  • Setup: exact versions (game build, loader, SDK, OS). "Latest" helps nobody.
  • How the game works: the engine facts you learned. Name the symbols, and describe logic in your own words. Don't paste decompiled code.
  • Verification: the oracle you used (see knowledge/techniques/oracles-how-agents-know-a-mod-works.md) and what you did not verify.
  • Gotchas: numbered, symptom → cause → fix. The most valuable part of any note.
  • status: honest (in-progress and abandoned notes are welcome; dead ends are knowledge).
  • agents: the agent and model, e.g. Codex (gpt-6) or Claude Code (Opus 5.5).

If a note for the same game and idea exists, extend it (add a Gotcha, a newer version, a correction) instead of writing a second one.

Check, then PR (with permission)

um kb check knowledge/games/<game>/<note>.md
um kb index
um kb pr knowledge/games/<game>/<note>.md          # dry run: shows the git/gh commands
um kb pr knowledge/games/<game>/<note>.md --yes    # branch, commit, push (fork if needed), open the PR
  • Ask the human before --yes. A PR is public and uses their GitHub account. Show them the note.
  • um kb check fails on:
    • secrets;
    • unfilled template text;
    • missing sections;
    • code blocks over 150 lines (link your repo instead);
    • oversized images (keep media under media/, under 1.5 MB).
  • Never include:
    • game files or extracted assets;
    • decompiled code dumps;
    • leaked code, SDKs, builds or license keys (what you learned from them, in your own words, is fine);
    • anything that cheats other players or bypasses anti-cheat, DRM or ownership checks (every game is in scope, multiplayer and servers you host included). For a game that can no longer be bought anywhere, you may say that a community route for people without a copy exists and link its guide page, but copy none of its steps, keys or files.

When your notes disagree with an existing one

Don't delete theirs. Add a dated line to the relevant Gotcha ("2026-10-02, build 1.2.3: this changed to...") and bump date. The PR discussion is where it gets settled.

レビュー

まだレビューはありません。使ってみた感想をお寄せください。

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概要と使いどころ

Turn generated or hand-made art into exactly what a game engine loads. Covers sprite cutout, trim and nearest-neighbour fitting to frame sizes, pixelation to a palette, sprite sheets and strips, player/team-colour masks, seamless textures, and rendering a 3D model into sprite frames from the game's own camera (isometric/RTS 8 or 16 headings, side view, top-down) with Blender. Use after generating assets, or when the user asks to make sprites, sprite sheets, animation frames, isometric unit sprites or icons for a game.

日本語の概要は準備中です。原文の説明を表示しています。

rehan-remade/universal-modder6,8952026年10月11日 更新

Generate game assets with fal (fal.ai) through the fal MCP server, the `um fal` CLI (REST) or `fal api`. Covers sprites and icons with transparent backgrounds, consistent variants and animation frames, pixel art, seamless textures, PBR material maps, image-to-3D models, remeshing, auto-rigging, sound effects, music, voice lines, and trailer or cutscene video. Use whenever a mod needs new art, audio or 3D models, or the user mentions fal, generating sprites, textures, models, SFX or music for a game.

日本語の概要は準備中です。原文の説明を表示しています。

rehan-remade/universal-modder6,8952026年10月11日 更新

Launch, see and drive a real game so an agent can test its own mods. Covers launching via Steam or the exe, windowed mode at a fixed size, screenshots of the game window (GPU-safe capture), clicking and typing into menus, holding keys, relative mouse, crash-reporter cleanup, killing by PID, reading logs, scripted test scenes, and an in-game JSON bridge that lets an agent observe and act. Windows-first (also from WSL), with notes for Linux and macOS. Use when a mod must be verified in game, when navigating menus automatically, or when building a repeatable test or demo scene.

日本語の概要は準備中です。原文の説明を表示しています。

rehan-remade/universal-modder6,8952026年10月11日 更新

Figure out how a specific installed game can be modded, before writing any mod code. Covers where it's installed, the engine and version, managed vs native code, anti-cheat, loaders already present, save and config folders, and the community's modding route. Use when the user asks "can I mod <game>?", "what engine is <game>", "how do people mod <game>", or at the start of any modding task. Produces MODDING_PLAN.md.

日本語の概要は準備中です。原文の説明を表示しています。

rehan-remade/universal-modder6,8952026年10月11日 更新

Research a game, engine or modding technique on the open web with archive-aware, rate-limit-safe searches — Wayback Machine/archive.today for dead forums (XeNTaX, Zenhax, old threads), GitHub code/repo search, Nexus/Steam Workshop/Thunderstore APIs, Reddit JSON, YouTube transcripts, plus archive snapshots as evidence. Use when starting work on a game ("how did people mod X before?"), when a documented tool/link is dead, when forum threads are login-gated (semi-auto handoff to the human), and before writing a field note so claims carry source URLs.

日本語の概要は準備中です。原文の説明を表示しています。

rehan-remade/universal-modder6,8952026年10月11日 更新

Build cross-game mashups and total conversions, the "Minecraft inside Elden Ring" or "skateboarding in MW2" kind. Covers passthrough mods (two games running at once and exchanging state, rendering and collision), porting one game's content or mechanics into another, embedding a decompiled game as a library, and clean reimplementations that read the user's own game files. Use when the user wants to combine two games, bring an enemy, mechanic or world from one game into another, or rebuild a game's runtime, or reimplement the guest's rules headless inside a real host.

日本語の概要は準備中です。原文の説明を表示しています。

rehan-remade/universal-modder6,8952026年10月11日 更新

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