
Create All Cg Save
io.github.xixi048Published by GitHub account xixi048v1.3.0Updated Nov 2, 2026
Byte-patch CG unlock flags in offline single-player game saves, with backup and rollback.
The publisher's own server: Feeling Search — Art Style Reference & Prompt Encyclopedia
Overview
Locally run MCP server that finds offline single-player game saves and byte-patches CG unlock flags, with dry-run, backup and rollback.
- What you can do
- Locate and fingerprint save files on this machine and identify the game engine
- Inspect save structure and current switch state for RPG Maker formats
- Build unlock plans by flipping switch IDs, or by diffing a before/after save and fitting a start + stride flag array
- Apply, verify and roll back plans, with automatic backup before every write
- When to use it
- For unlocking every CG, gallery or recollection room in your own offline single-player saves without downloading a stranger's save file. Useful when you want a minimal, reversible edit and can dry-run and verify it yourself.
- Requirements
- Runs as a local stdio process started with Python 3.8+ (standard library only, no third-party dependencies). Needs access to the save files on the local machine; cloud-only saves must be synced locally first. On legacy Windows code pages, UTF-8 output may need chcp 65001 or PYTHONIOENCODING=utf-8.
Installation
In SourceWeft
- Open Create All Cg Save in the dashboard and add it to a workspace.
- Enable the server for the chats that should use its tools.
Desktop only via STDIO. STDIO servers start a local process, so they need the SourceWeft desktop host.
Other MCP clients
Follow the launch instructions in the repository.
README
create-all-cg-save
Create an all-CG save — unlock every CG, gallery, and recollection room in your own offline single-player saves.
An agent skill (plus a small zero-dependency Python toolkit) that turns "I want all CGs unlocked" into a precise, reversible byte patch instead of a downloaded stranger's save file.
中文说明见 README.zh-CN.md.
What it does
- Scans the usual save locations on this machine and finds candidate save files for a game
- Identifies the engine (RPG Maker, Ren'Py, Kirikiri, Unity, Siglus, BGI, …)
- For parseable formats (e.g. RPG Maker's Ruby Marshal) it computes the exact byte offset of every unlock flag
- For opaque private binaries it reconstructs the unlock flags by diffing a "before" and an "after" save, fits the
start + stridearray, and extrapolates to the whole gallery - Emits a human-readable unlock plan with dry-run, verification, automatic backup, and one-command rollback
It never downloads the game, never touches CG images or game assets, and never replaces your save with someone else's — it only makes a minimal, surgical edit to a save you already own.
Two routes
Decision tree lives in skills/create-all-cg-save/SKILL.md.
Quick start
Unknown engine? Go through the diff path:
--stride/--startmatter. With only one or two observed flag positions the fitted stride is ambiguous (a stride-4 array where slots 0 and 5 were unlocked makes GCD report 20). The script warns loudly; pin the layout explicitly when you can.
Verified target
RPG Maker VX Ace (RGSS3) — e.g. Save0X.rvdata2:
- The save is Ruby Marshal with two concatenated Marshal streams (stream 1 is
make_save_headerfor the load menu, stream 2 is the 11-keymake_save_contentshash) :switches→@datais a boolean array;'T'/'F'/'0'(nil) are one byte each, so the patch is an equal-length replacement — file size not changed by a single byte- Result: 59 switch slots flipped ON, size 617,987 → 617,987 bytes, re-parsed as genuinely
true, androllbackrestored the file byte-for-byte
Repository layout
Install as a skill
Straight from the public repo (no clone needed):
Or copy the folder into your agent's skills directory:
Drop the whole skills/create-all-cg-save/ directory into your agent's skills directory:
- User level:
~/.workbuddy/skills/create-all-cg-save/ - Project level:
<repo>/.workbuddy/skills/create-all-cg-save/
The directory name must match the name field in SKILL.md frontmatter (create-all-cg-save).
The frontmatter follows the standard agent-skill shape: name, description (what + when, with
Chinese and English trigger keywords), license, and metadata.
Why the extra
skills/level? Directory sites that crawl GitHub (skills.sh, SkillsMP,npx skills, and Claude Code's plugin marketplaces) only look forskills/<name>/SKILL.md. A skill folder sitting at the repo root is never discovered, no matter how good it is.
Note: all relative paths inside
SKILL.mdare relative to the skill directory, not your working directory.cdinto it first, or prefix the commands with the absolute skill path.
Use as an MCP server
The whole toolkit is also exposed over MCP (stdio, zero dependencies), so any MCP-capable agent can drive it without knowing the repo layout:
Tools: save_scout · engine_inspect · plan_unlock_switches · diff_saves · infer_unlock_plan · apply_plan
(apply_plan takes action: dry_run | apply | verify | rollback; apply always backs up first).
Machine-discoverable index:
Requirements
Python 3.8+, zero third-party dependencies (standard library only).
On a Windows console with a legacy code page you may need chcp 65001 (or
PYTHONIOENCODING=utf-8) for the Chinese progress output to render correctly.
Safety model
- Every write is backed up first as
<save>.allcg-bak-<timestamp>— never an in-place overwrite sha256_beforeis verified before patching; a plan built for a different save is refused- Patches that would change the file length are refused unless
--allow-resizeis passed - Always dry-run before applying, and always load the game afterwards to confirm
See references/safety.md for the full list.
Known limits
- RPG Maker XP / VX / VX Ace has full automation; MV / MZ is easy when the save is plain JSON
- Ren'Py, Kirikiri, Unity, Siglus, BGI etc. usually need the diff method, and some saves are compressed/encrypted end-to-end, where plain diffing simply fails
- Cloud-only saves must be synced locally first
- Unlocking every switch can also trip story branches or game-over conditions — start with the IDs you have verified inside the game
Disclaimer
This tool is for personal research and modification of offline single-player games you legally own. Do not use it on online / multiplayer games, leaderboards, or anything where it could affect other people. You are responsible for whatever happens to your save — every write is backed up, though.
License
MIT — see LICENSE.
Source: README.md at commit 9744e65
Tools
0Version history
1- v1.3.0LatestOct 26, 2026
Score
50% of the applicable checks met
How complete this listing is, computed from the registry entry, the endpoint and public sources. Not a rating of the server and not a statement that it is safe or working today: reachability is a dated check, and no installs or reviews go into the score.
- Reached in the last 30 days25 pts
Keep the endpoint answering the MCP handshake; SourceWeft probes it every 30 days.
- Auth declared10 pts
Declare the credential headers in the registry entry, or keep the endpoint answering the probe so its auth can be classified.
- Tools listed15 pts
Answer tools/list without a credential, or ship a package that starts in a sandbox without one.
- DescriptionRequired15 pts
- Logo10 pts
- Documentation15 pts
- License10 pts