ReversePort

io.github.laaielichter由 GitHub 帳號 laaielichter 發布v1.16.0更新於 Nov 5, 2026

Reverse engineer and port apps and games: Godot, Unity IL2CPP, .NET, binaries, with parity checks.

發布方自己的服務:Port

概覽

AI 產生的概覽

本機逆向工程與移植工具包,讓助理檢查遊戲專案、建置產物與二進位檔,並在引擎之間移植與驗證。

可以做什麼
  • 掃描專案與匯出的遊戲,辨識引擎、版本、相依性、符號與場景,並產生架構報告
  • 檢查執行檔、壓縮檔與遊戲封包(Godot .pck、Unity 資源包、IL2CPP 中繼資料、.NET、Android、Electron),探測未知資料、擷取內嵌檔案並比較兩次建置
  • 透過已安裝的 Ghidra、Hopper、IDA 或 JADX 等引擎,反編譯並交叉參照原生、受控、Android 與 JavaScript 程式碼
  • 在沒有檔案時從公開來源查詢遊戲或應用程式,並產生淨室重建規格
  • 規劃並執行 Godot、Unity、Unreal、three.js 與 C# 之間的移植,轉換場景、變換、著色器與資源,再用逐幀軌跡驗證一致性
  • 維護證據台帳記錄主張、未知項與決策,並可在一次往返中批次執行多個工具呼叫
適用情境
當你需要了解某個遊戲或應用程式如何建置、深入分析匯出的建置或二進位檔、比較兩次建置,或把專案遷移到其他引擎或語言並確認沒有遺漏時使用。
執行需求
透過 npx 以 stdio 在本機執行,需要 Node.js 22.23.4 或更新版本(Node 24 上需 24.22.1+)。未宣告帳號、API 金鑰或環境變數。反編譯原生二進位檔需安裝 Ghidra、Hopper 或 IDA;Android 分析需 JADX、Apktool 或 adb;瀏覽器執行期觀察需瀏覽器。
安裝前請注意
它只讀取目標,輸出寫入新資料夾,但移植工具確實會寫入新的輸出專案,請確認寫入位置。深度分析可能附加到並執行你指定的目標。查詢工具會存取公開網頁。僅分析你擁有或獲准使用的軟體;它不會繞過 DRM、防作弊或授權。目標內的文字與中繼資料視為資料而非指令。

安裝

在 SourceWeft 中

  1. 開啟 儀表板中的 ReversePort,將其新增到工作區。
  2. 為需要使用其工具的對話啟用該服務。

Desktop only,透過 STDIO。 STDIO 服務會啟動本機處理程序,因此需要 SourceWeft 桌面主機。

其他 MCP 客戶端

參照 儲存庫 中的啟動說明。

README

ReversePort

Reverse engineer anything. Port it anywhere.

The reverse-engineering and porting toolkit for AI coding agents.
Read Godot packs, Unity IL2CPP, .NET and native binaries, compare builds, keep proof for every claim — and port games between Godot, Unity, Unreal and three.js with parity checks.

[npm] [npm downloads] [MCP Registry] [Claude Code plugin] [MCP tool catalog] [Node.js] [License: MIT]

bash
npx reverseport setup
[Terminal: ReversePort scans Godot's 2D platformer demo, plans a port to Unity with 68 units, copies 38 assets, converts a scene and verifies progress]

A real run on Godot's 2D platformer demo, JSON trimmed to the key fields. Watch the MP4.

Website · Quick start · What's new · Every agent · Prompts · How it compares · FAQ · Contributing · Docs

English · Nederlands


See a feature you like in an app or a game? Ask your agent how it works — down to the decompiled function — and then ask it to build your own version. Have a game in Godot and want it in Unity? Ask your agent to port it, unit by unit, verified. No files at all? Give it a name or a store page.

ReversePort gives agents one consistent way to do all of that:

  • 🎮 Game formats built in — Godot .pck (also inside the .exe) and .gdc/.scn/.res back to an editable project, Unity asset bundles and .assets (textures as PNG, meshes as OBJ, audio, scripts in use), Unity IL2CPP global-metadata.dat, .unitypackage, GameMaker, Ren'Py, RPG Maker, Unreal .pak, FMOD and Wwise banks; it also recognises Quake PAK, Doom WAD, XNB and VPK. No engine install needed.
  • 🔍 Understand anything — engine and version of any project or exported game, dependency graphs, scenes, symbols in 30+ languages, executables, packs and unknown data. JS/TS monorepos (pnpm, Turborepo, Nx, Lerna, Rush, tsconfig paths, #imports, Deno import maps) and Rust workspaces resolve too. No build step, no dependencies.
  • 🧠 Go deep — decompile, cross-reference and trace native, managed (.NET), Android, Electron/JavaScript, WebAssembly, firmware and browser targets through Ghidra, Hopper, IDA, JADX and more. ReversePort connects to the tools you have installed, drives them and shows the evidence behind every conclusion.
  • 🔀 Compare builds — what changed between build 43 and 44: files, packs and .NET types and methods, biggest changes first.
  • 🧾 Proof, not guesses — a proof case ties every claim to saved evidence and keeps unknowns visible. In Claude Code, guard hooks stop a "done" while a proof case fails its check.
  • 🧩 Rebuild precisely — no files? A name, a store page or a website is enough for a clean-room rebuild spec: every system, the parameters to measure, a parity table and a project skeleton.
  • 🚚 Port for real — Godot ⇄ Unity, Godot → Unreal, Godot → three.js, GDScript → C#, Godot 3 → 4, RPG Maker → Godot, or language to language. Scenes and transforms convert automatically; code is ported by your agent with API maps; port_verify and port_trace prove nothing was left behind and behaviour matches.
  • 🔒 Local — runs on your machine. Targets are only read; output goes to new folders. Nothing is uploaded to an analysis service, there is no telemetry and no extra API bill.

Quick start

1. Connect your agent

With Node.js 22.23.4 or newer (24.22.1+ on Node 24):

bash
npx reverseport setup

Pick your agents, review the changes and approve. Setup registers one MCP server and installs the matching skill, with backups of existing configuration. Restart your agent afterwards. Setup supports Claude Code, Codex, Cursor, Gemini CLI, GitHub Copilot, OpenCode and more agents; other clients can use manual MCP registration.

Claude Code plugin

Instead of setup for Claude Code — includes the server, the porting skills, the port-architect agent and the guard hooks; do not use both:

text
/plugin marketplace add laaielichter/reverseport/plugin install reverseport@reverseport

The plugin asks for its settings once (deep-analysis engine on or off, tool list size, workspace folder, your Ghidra folder). The same marketplace also offers the sister plugins stashpad@reverseport and agentdisk@reverseport.

From source

bash
git clone https://github.com/laaielichter/reverseport && cd reverseportnpm ci && npm run build./bin/reverseport.mjs setup

The recon, build-inspection, lookup, blueprint and porting commands already work right after git clone, with no install at all: node bin/reverseport.mjs scan ./MyGame.

2. Ask your agent

text
What is ./MyGame made with? Show me the evidence, then plan a port to Unity.

That's it. The agent picks the tools; you get answers with the evidence behind them.

What's new

1.12 — more formats and game libraries, sturdier big results:

  • More formats recognised: Doom WAD, Quake and Half-Life WAD2/WAD3, XNB (XNA/MonoGame) and Valve VPK, next to Quake PAK from 1.10.
  • re_scan recognises melonJS, Kontra, Matter.js, Rapier, cannon-es, Planck.js, Howler.js, Tone.js and React Three Fiber.
  • Monorepos: pnpm-workspace.yaml globs, package.json #imports and Deno import maps.
  • Big results always fit the output budget now, also with emoji, file-name keys and very deep results.
  • A Godot → three.js walkthrough where every command was run and the result builds.

1.11 — a new engine and a new protocol:

  • The deep-analysis engine is now REA 6.8.
  • MCP 2026-07-28 next to the classic handshake: long calls (a cold Ghidra import, a big port plan) come back as a task with progress instead of timing out.
  • run_batch runs up to 20 calls in one, and big results are saved to disk with a resource link.
  • re_compare shows which .NET types and methods changed between two builds, and the next step.
  • The Claude Code plugin has settings instead of environment variables, and an icon.

Every release is in the changelog.

Works with every agent

Any vendor, any framework, any model size — the same tools through the door that fits:

DoorHow
MCP, set up for younpx -y reverseport@latest setup for Claude Code, Codex, Cursor, Gemini CLI, GitHub Copilot, OpenCode and more
MCP, any other clientreverseport connect <client> prints the snippet (Windsurf, Cline, Continue, Zed, Goose, LM Studio, VS Code…)
MCP over HTTPreverseport serve → http://127.0.0.1:32147/mcp
Function calling/api/agent/tools?format=openai-strict|responses|anthropic|gemini, plus OpenAPI 3.1 at /api/openapi.json for GPT Actions, LangChain, LlamaIndex, Semantic Kernel, CrewAI, AutoGen, n8n
Shell onlyJSON on stdout, errors as JSON on stderr, reverseport describe <tool>

Built for the agent's circumstances too:

  • A short list by default. About 57 tools are listed instead of more than 200. Every other tool is one call away: engine_tools finds it and engine_call runs it.
  • The list fits the agent. Small or older models use compact, large-context agents use full, and an agent can switch itself with set_tool_profile.
  • One error shape everywhere, with a code, whether retrying helps, and the exact next step.
  • A next field wherever there is an obvious next step (graphs, truncated results, every porting step), with the exact call.
  • Big results do not flood the context. Lists are short by default. Answers over 256 KB are saved to ~/.reverseport/tool-output/; the agent gets a short version with the path and an MCP resource link. Slightly wrong input from smaller models is repaired where it is safe.
  • Several steps, one call. run_batch runs up to 20 calls and select keeps only the fields the agent needs. The same failing call twice gets a plain "do not repeat it" instead of the same error again.
  • Long work does not time out. On MCP 2026-07-28 a call still running after a few seconds comes back as a task the client polls, with progress in its status; quick calls answer directly. Older clients keep the classic handshake on the same server.
  • Agents are heard. share_feedback leaves a note for the maintainers; it stays on the user's machine until they share it.

See Connect any agent.

Skills

Setup and the Claude Code plugin install skills that teach the agent the workflows, so it knows which tool comes next without being told:

SkillUse it for
reverse-engineer"How does this work?" — engine and stack, architecture, dependency graph, classes, scenes, unknown files
build-inspectorExported builds: engine and version, what is inside the .pck or Unity/Unreal build, what changed
rebuildNo files: find out how a game, app or site is built, then write a measured clean-room rebuild spec
port-projectAny port, unit by unit in dependency order, with API maps, converted scenes and a verified result
godot-portGodot 4 → Unity, Unreal, three.js or Godot C#: signals, node paths, autoloads, physics, input, axes
unity-to-godotUnity → Godot 4: MonoBehaviours, prefabs and scenes to .tscn, colliders, rigidbodies
port-verifyThe finish line: fix leftovers and missing functions, then hand over with an honest list of what is left
proof-caseKeep an investigation honest: evidence, claims that cite it, decisions, tests and open unknowns
troubleshootErrors and odd results: unreadable scenes, packs that will not list, refused paths, MCP problems

The Claude Code plugin also adds the port-architect agent, which runs a whole port from recon to hand-over, and guard hooks that ask before a tool attaches to a program and stop a "done" while a proof case fails its check.

A skill copied into an agent's folder can be older than the installed tool. reverseport skills lists the skills of the version you have and reverseport skills get <name> prints the matching guide.

Prompts to try

You askReversePort does
What is this game made with, and how is it built?re_scan → engine + version, languages, entry points, how it starts
I only have the exported Godot game, not the project.re_archive extracts the .pck, re_decode turns .gdc/.scn/.res/project.binary back into an editable project
A Unity IL2CPP game without its C# source.re_il2cpp: classes, methods and literals from global-metadata.dat, plus a C# skeleton
Get the art, models and audio out of my Unity build.re_archive on data.unity3d, .assets or a bundle: PNG, FSB5 audio, text, scripts in use; OBJ and JSON where type trees exist
What changed between build 43 and 44?re_compare folder-to-folder, pack-to-pack and .NET types and methods, biggest changes first
Keep this investigation honest — I need to show why.re_case: evidence → claims that cite it → unknowns → decision → tests → report
Map this codebase and write ARCHITECTURE.md.re_graph, re_symbols, re_report
How do the packages in this Turborepo/pnpm monorepo depend on each other?re_scan finds the workspace and its packages; re_graph resolves workspace names and tsconfig paths and shows who uses whom
Show me how this button on the website is built.capture_web_screenshot with a selector: a cropped image of the element, its HTML and its computed CSS
All I have is data.win / an .rpa / a .pak / a .swf / a sound bank / a web build.re_archive: names, assets and facts out of GameMaker, Ren'Py, Unreal, Flash, FMOD, Wwise, Unity WebGL and Emscripten containers
Why are my Unity materials pink and scripts "missing" after a move?re_refs: dangling, duplicate and missing GUIDs, with remap suggestions
Get every player-facing string out of this game so we can translate it.re_strings: .pot/.csv with ids and placeholders; apply writes a translated copy
Is this GDScript valid for Godot 4.3, or did the model mix in Godot 3?re_apicheck: renamed names with replacements, invented members, too-new classes
What is in this save file, is it checksummed, and which field is the gold?re_save: layers, fields with roles, verified checksums, diff of two saves, schema + SaveData classes
Upgrade my Godot 3 game to Godot 4.port_upgrade: converted copy (renames, @annotations, await, signals, scenes, project.godot) + what needs a human
Decompile the function that saves settings in this app and explain it.opens the binary in your Ghidra, Hopper or IDA, finds it, decompiles it, shows the evidence
How does this Electron app talk to its native side?maps modules, IPC and Electron boundaries
What is <some game> made with? I don't have the files.re_lookup from public sources: engine with confidence, stack, layout, remakes
Rebuild the movement of <game> as precisely as possible in Godot.re_blueprint: systems, parameters to measure, parity table, skeleton
Port my Unity UI, prefab variants and Animator to Godot.port_scene: Control nodes with anchors, inherited scenes, AnimationPlayer + state machine from .anim/.controller
Port this Unity shader (or a Shadertoy) to Godot.port_shader: uniforms, intrinsics and built-ins mapped, PORT: markers and leftovers for the rest
Why does my ported game fall, slide and jump differently?port_convert {physics}: gravity, fixed step, damping, friction/bounce rules, layers → masks, jump velocity recomputed
Does the port really behave the same?port_verify flags tick/delta/seed/order differences; port_trace logs both per tick and finds the first divergence
Move my RPG Maker MV/MZ game to Godot.port_rpgmaker: maps drawn from the tilesets, events running, database autoload, list of what is left
Port my Godot game to Unity.port_plan → port_unit/port_write loop → port_scene → port_verify
text
You:    Port my Godot game to Unity.Agent:  re_scan → Godot 4.3, 6 scripts, 5 scenes, main scene main.tscn, autoload Global        port_plan → 13 units, dependencies first; Unity scene builder + PORT-PLAN.md created        port_unit / port_write × 7 → C# MonoBehaviours (signals → events, $Node → [SerializeField])        port_scene × 5 → prefab and scene specs, transforms mirrored to Unity's axes        port_verify → passed: 13/13 units, 0 leftovers, 0 missing functions

What it does

Understand and go deep

TargetWhat you getNeeds
Source projects and exported gamesEngine + version (Godot, Unity, Unreal, GameMaker, RPG Maker, Ren'Py, LÖVE, Defold, Bevy, MonoGame, web, Electron, Flutter, .NET, Go, Rust…), dependencies, cycles, scenes, symbolsNothing
Packs and archivesGodot .pck (also embedded in the .exe), zip/apk/jar, .unitypackage, tar.gz, asar — list and extract; Quake PAK, Doom WAD, XNB, VPK and more recognisedNothing
Unity IL2CPPClasses, methods and literals from global-metadata.dat, plus a C# skeletonNothing
Unity builds and asset bundlesEvery object by class and name, scenes, C# scripts in use; textures → PNG, meshes → OBJ, audio, text, JSON (UnityFS LZ4/LZMA)Nothing
Native binariesMach-O, ELF, PE, wasm: functions, pseudocode, strings, xrefs, call paths, layoutGhidra, Hopper or IDA for decompilation (setup)
.NET assembliesMetadata, CIL, native boundaries, type- and method-level build comparisonsNothing
AndroidManifest, classes, decompiled methods, references, resources, devicesJADX / Apktool / adb (guide)
JavaScript and ElectronModules, imports, source maps, Electron boundaries, runtime observationNothing; a browser for runtime
WebsitesPage, network and runtime evidence; one element by CSS selector (cropped image, HTML, computed CSS); stack fingerprint without filesA browser for runtime
Firmware, EVM, crashes, capturesRegions and extraction, selectors, recorded crashes, HAR/mitmproxy capturesSee the guides

Rebuild and port

From → toCodeScenes / prefabsTransformsProject skeleton
Godot → Unityagent, with API mapautomatic → specs + one-click editor builderZ-mirrorscene builder script
Godot → Unrealagent (.h/.cpp), with API mapautomatic → specs (cm, Z-up)axes + ×100.uproject, module, targets
Godot → three.jsagent (TypeScript), with API mapautomatic → TypeScript builder modulesunchangedVite + TS + fixed-step loop
Godot → Godot C#agent, with API mapautomatic (script paths swapped)unchanged.csproj, project.godot
Godot 3 → 4converted copyconvertedunchangedproject.godot
Unity → Godotagent (GDScript), with API mapautomatic → .tscnZ-mirrorproject.godot
Unity → Unrealagent, with API map—axes + ×100.uproject, module
RPG Maker → Godotevents run by an interpretermaps drawn from the tilesets—Godot 4 project, database autoload
any → languageagent———

CLI

Everything the agent can do, you can do from the shell. Results are JSON.

bash
reverseport scan ./MyGame                        # engine, languages, entry pointsreverseport lookup "Some Game"                   # no files: engine, stack, structure, remakesreverseport binary ./Build/Game.exe              # sections, imports, .NET types, strings, hintsreverseport archive ./Build/Game.pck --action extract --match "*.gd"reverseport diff ./Build-43 ./Build-44           # what changed between buildsreverseport analyze /Applications/Notes.app      # deep analysis: open and summarize a binary/appreverseport decompile /path/to/binary 0x1000      # pseudocode (Ghidra, Hopper or IDA)reverseport blueprint --lookup-id <id>           # clean-room rebuild spec + parity.json + skeletonreverseport plan ./MyGame --to unity             # start a portreverseport case init --question "…" --target ./Build   # proof case: evidence → claims → decision → testsreverseport doctor                               # check engines and agent registrationsreverseport skills get port-project              # the skill guide that matches this versionreverseport help                                 # overview · reverseport port help · reverseport engine --help

Install the command for regular use with npm install --global reverseport, or run any of these through npx reverseport@latest …. In a checkout, use ./bin/reverseport.mjs.

Tools

One MCP server (reverseport mcp) serves every tool:

ReversePort tools
re_scan re_graph re_symbols re_sceneprojects and builds: engine, dependencies, symbols, scenes
re_binary re_archive re_probe re_extract re_compare re_refs re_strings re_apicheck re_save re_decode re_il2cpp re_reportexecutables, packs (Godot, zip, asar, Ren'Py, GameMaker, FMOD/Wwise, Unreal, SWF), unknown data, diffs, GUID audit, localisation, API check, save files, ARCHITECTURE.md
re_lookup re_blueprintrecon without files, clean-room rebuild specs
port_map port_convert port_plan port_unit port_write port_scene port_copy_assets port_status port_verifyporting, verified
port_upgrade port_shader port_trace port_rpgmakerGodot 3 → 4 as a converted copy plus the manual list; shader first drafts; per-tick behaviour traces compared
re_caseproof case: evidence, claims, unknowns, decisions, tests

Next to these come the deep-analysis tools — open_binary, procedure_pseudo_code, xrefs, search_strings, analyze_javascript_application, inspect_android_package, inspect_managed_artifact, observe_web_session and many more. engine_tools lists them from the running server, and npm run docs:generate writes the generated tool catalog with every contract. The HTTP API (reverseport serve) exposes the same tools in every vendor's format; see Connect any agent.

How it compares

ReversePortDisassembler MCP servers (IDA, Ghidra, …)By hand
FocusGames, builds and porting, with evidenceOne disassembler for one modelWhatever you know
Setupnpx reverseport setup for all your agentsOne server per tool, per agentInstall and learn each tool
Source projects and buildsEngine, version, scenes, packs, diffs, no build neededBinaries onlyRead files yourself
Game formatsGodot packs, Unity IL2CPP, GameMaker, Ren'Py, Unreal, sound banksNot part of the jobOne tool per format
Native binariesThrough the Ghidra, Hopper or IDA that you have installedDeepest inside their own toolThe tool's own UI
PortingPlan, API maps, scene and asset conversion, port_verifyNot part of the jobRewrite and check by hand
ProofProof cases and guard hooksUp to the agentYour notes
RunsLocally, target read-onlyUsually locallyLocally
Does notCrack DRM or anti-cheat, or write ported code without your agentPort or compare buildsScale

If you live inside IDA or Ghidra all day, a dedicated server for that tool goes deepest there. ReversePort's deep-analysis engine is REA; if you want broad reverse engineering without the game formats, porting and proof cases, REA itself is a good choice too.

FAQ

Is this legal? Use it on software you own or are allowed to analyse. ReversePort does not decrypt, crack or bypass DRM, anti-cheat or licensing. See RESPONSIBLE-USE.md.

Does it upload my files? No. It runs on your machine, only reads the target and writes output to new folders. There is no telemetry; PRIVACY.md lists the few times it uses the network.

Where do I get it? Only from npm as reverseport, the MCP Registry as io.github.laaielichter/reverseport, or this repository. Copies under other names are not ours.

Does it port my code automatically? Scenes, transforms and assets convert automatically. Code is written by your agent, one unit at a time, with an API map for the engine pair; port_verify then checks for leftovers, missing functions and dormant logic (stub bodies, functions nothing calls, silenced warnings), so a port that "compiles" but does nothing is not reported as done.

Do I need Ghidra? Only for decompiling native binaries. ReversePort finds Ghidra, Hopper or IDA but never installs them. Scanning, packs, IL2CPP metadata, build diffs, lookup, blueprints and porting need nothing extra.

How is this different from REA? REA is the deep-analysis engine inside ReversePort. ReversePort adds its own tools on top: game engines and formats, build diffs, proof cases, clean-room blueprints and verified ports between engines, plus setup for every agent and a Claude Code plugin.

How do I update or remove it? reverseport update updates a global install, and reverseport uninstall removes the agent registrations and skill files it added. See Diagnose, update, and remove.

Something broke or is missing. Open an issue with the command and its JSON error. Every error names the next step, so include that line too. Questions are welcome in Discussions.

Contributing

New formats, engines and game libraries are the easiest first pull requests: a detector, a fixture and a test. Pick a good first issue — each one names the files to touch and says when it is done. Ideas and questions go to Discussions.

Read CONTRIBUTING.md and AGENTS.md for the layout and the checks (npm run test:port for ReversePort's own tools), and the Code of Conduct.

[Contributors to ReversePort]

Sister tools

Two small tools from the same author that work well next to ReversePort. Both are local, open source and have their own MCP server, and both install from the ReversePort marketplace:

ToolWhat it doesClaude Code
StashpadMemory for agents that you can read, edit and trust: plain Markdown files with a source and dates, a review queue for agent writes, and a handoff note for the next session. re_case remember sends a proof case's findings there (how)./plugin install stashpad@reverseport
agentdiskThe disk report for coding agents: the worktrees, checkpoints, node_modules, .venv and .godot/ folders agents leave behind (porting work makes plenty), and a cleanup you can undo. reverseport port doctor uses it to show what the workspace would really free (how). Needs the agentdisk binary (install)./plugin install agentdisk@reverseport

Add the marketplace first with /plugin marketplace add laaielichter/reverseport. Other agents: see each project's README.

Responsible use

Only analyse or port software you own or are allowed to analyse. ReversePort is for interoperability, preservation, learning and moving your own work between engines. It does not decrypt, crack or bypass DRM, anti-cheat or licensing, and it never sends your targets anywhere. Commercial tools such as IDA and Hopper need your own valid licence. Read RESPONSIBLE-USE.md and the disclaimer.

Documentation

Star history

[Star history of ReversePort]

Credits

The deep-analysis engine is based on REA: Reverse Engineer Anything 6.8.0 (MIT). Proof cases are ported from Digfox (MIT) and the guard hooks follow rea-jev (MIT); the challenge self-check uses rea-lab's generator and oracle (MIT). Third-party components are listed in THIRD_PARTY_NOTICES.md. Thanks to everyone who sent a pull request, such as @chinmayee5599 for Quake PAK support.

Support

ReversePort is free and open source. If it saves you or your agent time, a gift is welcome but never expected. SOL and any token on Solana (such as USDC) can be sent to:

  • Solana: BDRA7dHGBYtPsZPNzVQccDYZ8BqstJGCsWx3kopPSCDK

Gifts go to new model credits to keep improving ReversePort, and to work on better working conditions and wellbeing for LLMs and agents.

License

MIT

來源:README.md,提交 7a32d9c

工具

57

re_scan

Scan a project or game folder

Reconnaissance of a folder: detects the engine/framework (Godot, Unity, Unreal, GameMaker, RPG Maker, Ren'Py, LÖVE, Defold, Bevy, MonoGame, three.js/Phaser/Electron, Flutter, .NET, Go, Rust, Python…) for source projects AND exported game builds, languages with line counts, file categories, entry points, biggest files and binaries. Start here.

輸入參數path必填maxFiles

re_graph

Dependency graph and port order

Builds the dependency graph of a project: imports/includes/requires, Godot res:// loads and scene resources, Unity script/prefab GUIDs, and type references (C#, GDScript class_name/autoloads, Java…). JS/TS monorepos: imports of workspace packages by name, tsconfig paths aliases, package.json #imports and Deno import maps resolve to their files, and a workspace section shows which package uses which. Returns entry points, cycles, orphans, most-used files, external packages and the port order (dependencies first). format:"mermaid" adds a diagram.

輸入參數path必填limitformat

re_symbols

Classes, functions, signals

Code structure for one file or a whole folder (30+ languages: GDScript, C#, C/C++ incl. Unreal macros, Python, JS/TS, Lua, Java/Kotlin, Go, Rust, Swift, shaders, Ren'Py…): classes with base classes, functions with lines, signals/events, exported/serialized fields, dependencies, node paths. match filters by name (substring or * wildcard).

輸入參數path必填limitmatch

re_scene

Read a scene, prefab or project file

Reads Godot .tscn/.tres/project.godot (Godot 3 and 4) and Unity .unity/.prefab/.asset (text serialization) into one neutral tree: node names, types, scripts, transforms (position, quaternion, scale), components, groups/tags, instanced scenes/prefabs (resolved through .meta GUIDs), signal connections, plus a mermaid diagram.

輸入參數file必填

re_binary

Inspect an executable or bytecode

Inspects PE/EXE/DLL (incl. .NET assemblies: runtime, types and methods), ELF, Mach-O (incl. universal), WebAssembly, Java .class, Android .dex, Lua/LuaJIT and Python bytecode: architecture, sections with entropy, imports/exports, PDB path, signing, overlay data (e.g. an embedded game pack), toolchain/engine hints and strings. Read-only: it does not unpack, decrypt or patch.

輸入參數file必填namesstringsmaxTypes

re_archive

List or extract a pack/archive

Lists or extracts game packs and archives. Godot .pck (also embedded in an exported .exe/.x86_64; MD5-checked). Unity asset bundles (UnityFS, LZ4/LZMA) and serialized files (data.unity3d, level0, sharedassets0.assets, globalgamemanagers): every object by class and name, bundle container paths, the C# scripts MonoBehaviours use (with counts), the build's scene list; extract writes Texture2D as PNG (DXT1/5, BC4/5, ETC1/ETC2/ETC2+EAC, 8-bit raw formats; ASTC as .astc, BC6H/BC7 as .dds, others raw), Mesh as OBJ (with type trees), AudioClip as its FSB5 bank, TextAsset as text and other objects as JSON (bundles) or raw bytes (player builds strip type trees). ZIP family (apk, jar, ipa), tar/tar.gz (.unitypackage), Electron .asar, Ren'Py .rpa, GameMaker data.win (PNG/QOI, WAV/OGG), FMOD .bank and .fsb (PCM as WAV), Wwise .bnk, Unreal .pak v1–v11 (stored/Zlib extract), Flash .swf (CWS and ZWS inflate), Unity WebGL and Emscripten .data. Encrypted packs/entries are reported, never decrypted.

輸入參數outfile必填limitmatchactionmaxBytes

re_probe

Probe unknown data

For unknown or custom formats: identifies the format at an offset, hex view, entropy map (text/code/compressed regions), embedded files (PNG, OGG, WAV, ZIP, GDPC, glTF, DDS, ELF/PE…) with offsets and sizes, and likely record strides for tables. Works on multi-GB files.

輸入參數file必填maxMBlengthoffset

re_extract

Carve bytes out of a file

Copies a byte range (e.g. an embedded PNG/WAV/glb/ZIP found by re_probe) into the workspace as its own file. length is optional when the embedded format stores its size (RIFF/WAV, glb, PNG). To unpack a whole archive or pack, use re_archive with action:"extract" instead.

輸入參數file必填namelengthoffset必填

re_compare

Diff two builds, packs, binaries or folders

Compares two folders (added/removed/changed files), two packs/archives (entries, MD5 for Godot packs), two executables (imports, exports, sections; for .NET also the types and methods that came and went) or any two files (first difference, changed regions). Use it to see what changed between builds or versions.

輸入參數a必填b必填limit

re_refs

Audit Unity GUID references

Audits a Unity project's GUID references: references to GUIDs no .meta file declares (dangling: missing scripts, pink materials), the same GUID in two .meta files (copies made outside Unity), assets without a .meta, .meta files whose asset is gone, and declared assets nothing references. For dangling script references it suggests scripts that nothing references. Reports only; nothing is written. Fix by re-linking in Unity or by setting the suggested guid in the right .meta.

輸入參數path必填limit

re_strings

Extract and apply translatable text

Localisation: extracts user-facing text with stable ids from Godot scenes/resources and GDScript (text, tooltips, tr()), Unity YAML (m_Text, TextMeshPro) and C#, RPG Maker MV/MZ data (Show Text, choices, database names, terms), Ren'Py scripts (say, menu), web code and i18n JSON files. Writes a catalog plus .pot (gettext) and/or CSV with file:line references and placeholder hints. action:"apply" takes a translated .po/.csv/.json and writes a translated COPY of the project into out, checking placeholders and flagging strings that grew a lot. The source is never modified.

輸入參數outlangpath必填limitmatchactionformattranslations

re_apicheck

Check code against a real engine API

Checks GDScript (and class names in C#, names in shaders) against name-only snapshots of the real Godot API (godot@3, [email protected], [email protected]) plus the official 3→4 rename table. Reports: renamed-class/function/member/pattern (Godot 3 names in Godot 4 code with the Godot 4 replacement: KinematicBody2D, instance(), yield, deg2rad, string connect, export/onready without @), unknown-class/method/member (not in that version: a model-invented or misspelled API, with the closest real name), too-new (exists only in a newer version, or Godot 4 names in a Godot 3 project). Members are checked only where the receiver type is known (extends, typed vars, Class.new(), singletons, parameters with type hints); untyped receivers are skipped, not guessed. The Godot version comes from engine, else from project.godot, else the newest snapshot. Run it on every file an agent wrote before opening Godot.

輸入參數pathlimitenginecontent

port_upgrade

Upgrade a Godot 3 project to Godot 4

Converts a Godot 3.x project to Godot 4 as a COPY (the source is never modified): the official rename table for classes, builtin types, functions, properties, signals, enums, colors, theme overrides, project settings and shader names; export/onready/tool → @annotations with typed hints; yield → await; instance → instantiate; string connect/disconnect/emit_signal → signal.connect(callable)/emit; Pool*Array → Packed*Array; OS time functions → Time; .shader → .gdshader (references updated); scenes to format 3 with renamed node types and properties; project.godot to config_version 5 with the input map keys. What cannot be converted mechanically is listed with file and line and how to do it: setget, funcref, move_and_slide with arguments, var velocity in CharacterBody scripts, Tween nodes, binds, RPC keywords, networking, SCREEN_TEXTURE, window functions. action:"check" only reports. Follow with re_apicheck on the copy and open it in Godot 4.

輸入參數outpath必填limitaction

re_save

Analyse a save file

Peels the open layers of a save file (gzip/zlib, base64, LZ-String as RPG Maker MV/MZ uses, JSON, XML, INI/ConfigFile, Godot store_var) and lists every field with type, sample and a guessed role (health, currency, score, position, progress, collection, time, version, identity, integrity, rng, settings). Checksum fields are verified by recomputing md5/sha1/sha256/crc32 over the save without that field; binary saves are checked for CRC32 trailers/headers and get record strides and strings. compare:<second save> lists the fields that changed between two saves, the fastest way to learn which field is which. action:"schema" writes a JSON schema plus SaveData.gd and SaveData.cs with the same field names, to port the save format. Encrypted, XOR-obfuscated, .NET BinaryFormatter and pickle content is reported, never decoded.

輸入參數outfile必填limitactioncompare

re_decode

Decode Godot binary exports

Turns what a Godot export leaves into editable text: compiled GDScript (.gdc: Godot 3 bytecode v10–13 and Godot 4.3+ binary tokens v100/v101, zstd-compressed or not) back to .gd with indentation, binary resources and scenes (RSRC/RSCC .scn/.res, also under .godot/exported with their .remap targets) to .tscn/.tres with ext/sub resources, node tree, groups, instances and signal connections, and project.binary to project.godot. Give the folder re_archive extracted from the .pck. Names, constants and structure are exact; comments and the original formatting are not in the export. Encrypted scripts (.gde) are reported, never decrypted.

輸入參數outpath必填limit

re_il2cpp

Read Unity IL2CPP metadata

Reads a Unity IL2CPP global-metadata.dat (metadata versions 24–31; sections are recognised by validating their records, not by fixed offsets): assemblies with type counts, every type with namespace and method names, MonoBehaviours (types with Unity callbacks) and string literals. Writes one C# skeleton per game assembly (namespaces, classes, method names as comments) to rebuild or port from. Method bodies are native code in GameAssembly.dll / libil2cpp.so / the .wasm (re_binary). Encrypted or obfuscated metadata is reported, never decrypted.

輸入參數outfile必填limitmatchincludeSystem

re_report

Write an architecture report

Writes ARCHITECTURE.md for a project: stack, languages, entry points, mermaid module graph, cycles, most-used files, scene trees of the entry scenes, class table, possibly unused files and external dependencies.

輸入參數outpath必填

re_lookup

Look up a game, app or site from public sources (no files)

Recon without files: give one of query (a name), url (store/web/GitHub page), steamAppId, appStoreId or github. Reads public sources only (Steam store API, PCGamingWiki, Wikidata, Apple App Store, GitHub, the web page itself) and returns a dossier: identity (developer, release, platforms, genres), tech (engine with confidence and sources, languages, graphics APIs, middleware, web stack and hosting fingerprint), material (where its files live and how they are structured: install layout and formats of its engine, save/config locations, scripts/wasm/data files a web page loads, a public repo's structure and detected engine), references (screenshots, videos, pages), and open-source reimplementations, remakes and tools. mirror:true downloads a public GitHub repo's source text so re_graph, re_symbols and port_plan can read it. Returns a lookupId for re_blueprint. Cached for a day (fresh:true refetches).

輸入參數urlkindfreshquerygithubmirrorsourcesmaxFilesappStoreIdsteamAppId

re_blueprint

Precise rebuild spec for an existing game or app

Turns a re_lookup dossier (lookupId) and/or name, genres, tags and a description into a clean-room rebuild spec that matches the original in function and feel: the systems it is made of, and per system the parameters to measure on the original (speeds, jump arcs, timings, frame data, camera, economy tables, UI layout fractions…) with how to measure them; target engine with conventions (same engine as the original by default); milestones; capture/measure/verify method; clean-room rules (own code, art, audio, text and name). Writes BLUEPRINT.md, parity.json (every parameter with original/rebuild/tolerance) and, for engine targets, a project skeleton with every numeric parameter as a tunable. Archetypes: platformer, shooter, racing, flight, rpg, roguelike, strategy, management, survival, puzzle, card, fighting, sports, narrative, multiplayer, idle, horror, social-app, productivity-app, shopping-app, media-app, fitness-app, web-saas.

輸入參數kindnametagsenginegenresoutputtargetlookupIdscaffoldarchetypesdescriptionperspective

port_map

Engine/API porting map

Curated porting knowledge: engine conventions (axes, units, handedness, Euler order, FOV, physics tick, lifecycle) and API maps with notes and pitfalls. Without arguments: lists engines and maps. Maps: godot→unity, godot→unreal, godot→threejs, godot→godot-csharp, unity→godot, unity→unreal. query/topic filter entries.

輸入參數tofromquerytopic

port_convert

Convert coordinates between engines

Converts positions, rotations (quaternion [x,y,z,w] or Euler degrees in the source engine's convention), scales and camera FOV between godot, godot-csharp, threejs, gltf, bevy, unity, unity-xmirror, unreal, blender. Returns target quaternion plus Euler in the target's convention (Godot rotation_degrees, Unity eulerAngles, three.js), the axis matrix and unit factor (Unreal ×100). physics:{…} adds a physics profile: gravity, fixed step, damping, friction/bounce (with each engine's combination rule), mass, speeds, jump velocity recomputed for the target gravity, and collision layers turned into Godot layer/mask bits, Rapier groups, Unreal channels or a Unity matrix — plus the settings to change and the behavioural differences to retune.

輸入參數to必填fovfrom必填eulerscaleaspectphysicspositionrotation

port_plan

Plan a port

Plans a port of a project to another engine or language and creates the output project (scaffold). Every source file becomes a unit with a target path, action (translate, convert-scene, copy, rebuild), dependencies, API-usage count and risk, ordered dependencies-first. Engines: godot, godot-csharp, unity, unreal, threejs; or a language (typescript, python, csharp, cpp, rust, go…). The source is never modified; output must be a new or empty folder.

輸入參數to必填nameoutputsource必填excludeincludeunrealVersion

port_unit

Get the next unit to port

Returns one unit with everything needed to port it: source text, symbols, the engine APIs it uses with their mapped equivalents and line numbers (apiHints), conventions, target path and naming rules, dependencies with the symbols of their already-ported targets, and a checklist. Marks it in_progress.

輸入參數fullunitplanId必填

port_write

Write a ported unit

Writes the ported file(s) for a unit into the output project (never outside it) and records progress. Returns leftovers (source-engine APIs still present), PORT/TODO markers, source functions/signals missing in the port, and the next unit. copy:true copies an asset unchanged. Give exactly one of content, files or copy. status partial/skipped with notes when something cannot be ported yet.

輸入參數copyunit必填filesnotesplanId必填statuscontent

port_scene

Convert a scene/prefab

Converts a scene deterministically: Godot .tscn → Unity prefab/scene spec (+ editor builder menu), three.js TypeScript builder module, Unreal scene spec (cm, Z-up) or Godot C# (script paths swapped); Unity .unity/.prefab → Godot .tscn (bodies, colliders, primitive meshes, cameras, lights, scripts, prefab instances and variants with their overrides, uGUI Canvas/Image/Text/TextMeshPro/Button/Slider/Toggle/ScrollRect/layout groups → Control nodes with Godot anchors and offsets, Animator → AnimationPlayer + state-machine script); Unity .anim → Godot Animation .tres (position/rotation/scale/property/sprite/event tracks) and .controller → GDScript state machine with the same states, parameters and transition conditions. Transforms are converted between coordinate systems. With planId it writes the unit; with file+to it writes into the workspace.

輸入參數tooutfileunitplanId

port_shader

Port a shader

Translates shader code between engines as a faithful first draft: Unity ShaderLab (surface shaders → fragment() with ALBEDO/NORMAL_MAP/METALLIC/ROUGHNESS/EMISSION/ALPHA; vertex/fragment shaders → vertex()/fragment() with varyings) → Godot .gdshader with Properties as uniforms (hints, ranges, _ST tiling), HLSL types/intrinsics/built-ins mapped (float4→vec4, lerp→mix, tex2D→texture, saturate→clamp, _Time.y→TIME, UnityObjectToClipPos→VERTEX, unity_ObjectToWorld→MODEL_MATRIX…); Shadertoy or plain GLSL → Godot canvas_item (iTime/iResolution/iChannelN/fragCoord mapped, Y flipped) or a three.js ShaderMaterial module; Godot .gdshader → three.js ShaderMaterial (uniforms object included) or Unity ShaderLab (canvas_item → sprite shader, spatial → Standard surface shader). Lighting models and coordinate spaces differ per engine, so the result lists leftovers (identifiers with no equivalent) and PORT: markers; compile it in the target engine before trusting it.

輸入參數to必填outfilenamecontent

port_trace

Trace and compare behaviour

action:"harness" returns (and with out writes) a small logger for the engine (ReversePortTrace.gd/.cs/.js/.h) that records the chosen properties of one node per physics tick to JSON with a fixed seed and tick rate. Run it in the original and in the port from the same start, then action:"compare" {a, b, tolerance} resamples both by time (different tick rates are fine), reports per property the first divergence, max and mean error and whether the error grows (integration differs: delta, damping, gravity, friction), differs from tick 0 (units, axes, spawn) or jumps at one moment (an event happened differently). port_verify already flags timing/randomness/order differences statically; this is the runtime proof.

輸入參數aboutnodeticksactionengineaxisMaptoleranceproperties

port_rpgmaker

Port an RPG Maker MV/MZ game to Godot

Ports an RPG Maker MV/MZ project (data/*.json, img/, audio/; also www/ of a deployed game) to a new Godot 4 project: every map becomes a scene whose layers are drawn from the original tileset images (B–E and A5 exact, autotiles with their interior piece), every event a node that loads its pages and runs them with an interpreter for the common commands (Show Text, Choices, Conditional Branch, Loops, Switches, Variables, Self Switches, Common Events, Transfer, Wait, BGM/SE), the database and game state an autoload (RpgDb), and a start scene with a minimal message box. Returns a census of every event command with which ones run; PORT-NOTES.md lists the rest (movement, menus, battles, plugins). Encrypted images/audio are copied, never decrypted.

輸入參數outpath必填limit

port_copy_assets

Copy all asset units

Copies every pending asset unit (textures, audio, models, fonts, video) of a plan into the output project. match limits it with a regex.

輸入參數matchplanId必填

port_status

Port progress

Without planId: lists all port plans in the workspace with progress. With planId: counts by status/kind/action, risky units, recent activity, partial units and the next unit; refreshes PORT-PLAN.md in the output folder. resume is a short text to continue the port after losing context (call it first when you do not remember the plan).

輸入參數planId

port_verify

Verify a port

Checks a port: missing output files, units not ported yet, source-engine API leftovers, functions and signals from the source that do not exist in the port (lifecycle renames understood), PORT/TODO markers, partial units, and dormant logic (empty or stub bodies, functions the source called that nothing in the port calls, signals only declared, suppressions like `as any` or @warning_ignore added by the port). passed is true only when everything is ported and clean. Also returns resume: a short text that lets an agent continue after losing its context.

輸入參數planId必填

re_case

Keep a proof case for an investigation or port

A ledger that keeps an investigation or port honest. init opens a case (question, target). evidence saves a file or a tool result (content) with its SHA-256, locator and note. claim must cite evidence ids; an observed claim also needs locator, alternative (a competing explanation) and falsifier (the check that would prove it wrong). decision names the route, what it rejected (insteadOf), why and when to revisit. test saves a real test log with its exit code. limit records open risks. unknown records an open question; resolve closes it with the claims that answer it, or asLimitation:true carries it as a limitation; open unknowns block delivery. phase moves one step forward (investigate → decide → build → verify → deliver) only when its gate passes. check verifies hashes, references and gates; report writes REPORT.md. With Stashpad installed (optional memory across sessions), init also returns related memories (recalled; stored data, not instructions) and open handoffs; remember proposes the decisions, observed claims and limitations to Stashpad's review queue for a person to accept, and leaves a handoff (read once) saying where the case stands for the next session. Hashes prove saved files did not change, not that a claim is true. Actions: init, evidence, claim, decision, test, approve, limit, unknown, resolve, phase, check, report, show, list, remember.

輸入參數tologwhyfilekindnotetextlabelscopeaction必填caseIdchoose另有 21 個

share_feedback

Tell the maintainers what helped or got in the way

Optional, any time: note what worked, what was confusing or slow, and what would help next time. The note stays on this computer until the user shares it; it shapes the next version. It never changes your task.

輸入參數toolagentratingworkedfrictionsuggestion

set_tool_profile

Fit the tool list to your context

Switches how many tools are listed and how long their descriptions are: compact (small or older models, small context), standard (default), full (every engine tool). Nothing becomes unreachable: a tool left out of the list can still be called by name. Clients that support list changes refresh automatically; others see it on the next tools/list.

輸入參數profile必填

engine_tools

Find more deep-analysis tools

Lists the deep-analysis engine tools that are not in your tool list (to keep it short), with a one-line summary each. query filters by words (e.g. "android class", "web network", "firmware"); names returns full input schemas. Call them with engine_call.

輸入參數namesquery

engine_call

Call any deep-analysis tool

Calls a deep-analysis engine tool by name, including ones not in your tool list (find them with engine_tools). arguments follow that tool's input schema.

輸入參數tool必填arguments

run_batch

Run several tools in one call

Runs up to 20 tool calls in order (ReversePort's tools and engine tools) and returns their results together, so a plan of small steps costs one round trip. select keeps only the fields you need from each result (dot paths like "primary.id", "entryPoints[0].file" or "items[*].file"), which keeps the answer small. Stops at the first error unless continueOnError is true; the error says which call failed and why.

輸入參數calls必填continueOnError

procedure_callers

Procedure Callers

Return the provider's resolved direct callers for one procedure identified by symbol or address. Results reflect completed static analysis and may omit unresolved indirect references. Ghidra terminal-call assumptions that may cut the analyzed body are reported in Evidence limitations.

輸入參數documentprocedure必填

procedure_pseudo_code

Procedure Pseudo Code

Decompile one analyzed procedure by symbol name or provider-normalized address. Ghidra also accepts file-offset:0x... selectors and falls back to a unique source-file mapping when a 0x-prefixed number resolves to no procedure; existing analysis addresses take precedence and ambiguous mappings fail explicitly. Returns provider-specific pseudocode, never original source or cross-provider text equivalence, and may return null; request procedure_assembly when instruction precision matters. Ghidra no-return assumptions may cut the analyzed body; Evidence limitations report observed terminal calls and available callee identities.

輸入參數documentprocedure必填

search_procedures

Search Procedures

Search every analyzed procedure name using literal matching by default or regex when requested. Results are deterministic and complete. Hopper regex mode uses ECMAScript Unicode syntax in a cancellable worker. The matching deadline is REA_REGEX_MATCHING_DEADLINE_MS (a positive decimal integer of milliseconds from 1 to 2147483647, default 5000). Unset keeps the default. A deadline failure names the effective milliseconds, source (default or setting), the default, and the maximum, and leaves the API usable. The worker old-generation request is REA_REGEX_WORKER_HEAP_REQUEST_MIB (a decimal integer of mebibytes from 7 to 16384, default 128). Unset keeps the default. A positive Node --max-old-space-size, including NODE_OPTIONS, overrides that request and is not limited by the setting's floor or maximum. A heap failure names the effective request, its source (default or setting), the default, the floor, and the maximum. Select detail summary for counts and retained native-inventory pages; complete remains the default.

輸入參數modedetailpattern必填documentcase_sensitive

search_strings

Search Strings

Search every provider-reported string object or candidate using literal matching by default or regex when requested. Results are deterministic and complete over that provider inventory, not every text sequence in artifact bytes. Kuna scans mapped sequences of at least five characters, including unterminated fragments, without computing references. Ghidra may omit packed or undefined literals, including Rust strings; an empty result does not prove text is absent. If an address is known, read_bytes and xrefs inspect its bytes and references. Hopper retains typed byte decoding, native display, and explicit decoding unknowns. Adjacent long-literal fragments match independently. Hopper regex mode uses ECMAScript Unicode syntax in a cancellable worker. The matching deadline is REA_REGEX_MATCHING_DEADLINE_MS (a positive decimal integer of milliseconds from 1 to 2147483647, default 5000). Unset keeps the default. A deadline failure names the effective milliseconds, source (default or setting), the default, and the maximum, and leaves the API usable. The worker old-generation request is REA_REGEX_WORKER_HEAP_REQUEST_MIB (a decimal integer of mebibytes from 7 to 16384, default 128). Unset keeps the default. A positive Node --max-old-space-size, including NODE_OPTIONS, overrides that request and is not limited by the setting's floor or maximum. A heap failure names the effective request, its source (default or setting), the default, the floor, and the maximum. Select detail summary for counts and retained native-inventory pages; complete remains the default.

輸入參數modedetailpattern必填documentcase_sensitive

xrefs

Xrefs

Return analyzed references to a code or data address. Hopper may default to its current cursor; headless providers such as Ghidra require an explicit address. Use to connect strings, globals, selectors, and functions; bare addresses are untyped and indirect references may be incomplete. Use inspect_native_instruction at the target address for typed incoming references where supported.

輸入參數addressdocument

binary_overview

Binary Overview

Return the bound document and exhaustive procedure/string counts, plus every segment and segment_count when the provider supports segment enumeration. If segment fields are omitted, segment coverage is unavailable rather than empty. When every observed segment agrees on an analysis image base, return it as image_base so callers can relate provider addresses to their loader coordinates. Use search_procedures, list_procedures, or analyze_function directly when you already know which procedure to inspect.

無需輸入參數。

analyze_function

Analyze Function

Build a dossier for one native function identified by symbol or provider-returned address. Returns identity with complete inclusive analyzed body ranges or explicit unknown, provider-specific pseudocode and assembly, comments, calls, references, referenced strings/names, local CFG blocks, and available native API boundary observations. Ghidra terminal-call assumptions that may cut the analyzed body are reported in limitations with available callee identities. Default detail summary returns a compact dossier (identity, pseudocode size, facet counts, value-flow availability) and retains the complete dossier Evidence in this session; page pseudocode, references, assembly and value-flow through normalized_result.parent_evidence_id with inspect_analysis_view. detail complete returns the full dossier inline.

輸入參數detailprocedure必填

inspect_artifact

Inspect Artifact

Inspect an active archive or application package, including Node.js SEA carriers, in one call. By default returns the complete content-addressed artifact graph once, as the typed nested inventory Evidence, with root and integrity observations, integrity contradictions, hypotheses, unexplored branches, limitations, and next probes inline. For PCK and large containers prefer detail summary: it retains the complete inspection and returns its derived summary view; read exact paths, batch occurrence/content IDs and selected fields with inspect_analysis_view using parent_evidence_id. This changes delivery, not inventory coverage. Read-only DMG mounting is used automatically on supported macOS hosts. Integrity mismatches fail by default; record-and-continue keeps mismatches explicitly untrusted. It does not extract files; use extract_artifact to materialize regular contents of supported formats. DMG extraction is unavailable; use a caller-managed read-only mount on macOS to access its files.

輸入參數detailintegrity_policy

inspect_managed_artifact

Inspect Managed Artifact

Inspect an explicit PE/CLI path, or the selected managed target, without loading or executing target code. Omitted or complete detail returns complete metadata inventories with original coverage. Select detail: "summary" on the first call for complete identity, PE/CLI, classification with its evidence, module/MVID, assembly, frameworks, returned-collection counts, coverage/issues and limitations. It retains complete Evidence and returns a distinct linked inspect_analysis_view summary. Page original references/resources/attributes with view kind managed and normalized_result.parent_evidence_id. Counts cover producer-returned rows; partial, unavailable or malformed metadata remains explicit and tokens remain build-local.

輸入參數pathdetail

inspect_android_package

Inspect Android Package

Inspect a local APK's package, SDK and permission declarations, decoded manifest and class/resource counts, with a bounded static component projection. Omitted or complete detail preserves the complete result. Select detail: "summary" for all declarations, engine identity and counts without decoded manifest text or duplicate raw calls; retains the complete source and returns a distinct linked inspect_analysis_view summary. Read the exact retained manifest with view kind android, facet manifest, offset and limit (UTF-16 code units), using normalized_result.parent_evidence_id. Does not execute the APK or verify signatures. Requires a caller-supplied JADX MCP JAR and JDK; uses one worker in an isolated temporary workspace.

輸入參數path必填detail

inspect_analysis_view

Inspect Analysis View

Use javascript-routes collections to query route patterns, source-linked occurrences, source status, unknowns or summary counts from retained JavaScript application or web-bundle Evidence. Inspect selected views of supported completed Evidence without repeating analysis. Choose a view compatible with the parent operation described below. Command summary views preserve ordered GDB records or opaque objdump stdout/stderr once, source parameters, completion facts and parent identity. They do not establish current target state. Historical capture summaries return identity and counts without bodies or archive inventories. Capture views page retained records: view {kind: "capture", detail: "preview" | "complete", offset: 0, limit: 20}; preview selects recorded headline fields and binary descriptors, complete returns exact records with all sidecars. Offsets follow the selected parent record order, preserving original producer ordinals. Paging never reopens the source or reruns the decoder. Native export tables use kind native-exports, collection exports/issues, exact names or original indices, selected fields and matching-row pagination; parent Evidence plus source_index identifies each row. Source coverage stays separate from page coverage. BEAM views use kind beam, collections atoms/exports/imports/lambdas/chunks, exact names/indices/fields and matching-row pages; import modules intersects function names. source_index identifies original parent-and-collection rows, preserving every arity and raw atom index. beam.counts preserves null missing tables versus decoded empty tables; runtime absence remains unknown. PYC views use kind python-pyc, collection code_objects, names/indices/fields and paging; source_index scopes every same-name alternative to the parent, nested_code keeps code-constant references, and pyc.coverage preserves source coverage. Go metadata uses kind go, collection dependencies/settings, exact paths/keys or indices, fields and pagination. Row index refers

輸入參數view必填source必填

list_browser_targets

List Browser Targets

List page targets exposed by the selected loopback Chrome DevTools Protocol endpoint. Optionally filter by exact origin. URLs preserve query values and fragments; only URL userinfo credentials are removed. HTTP discovery and browser-socket discovery use the fixed 10-second discovery deadline, then the socket closes without a later command. This operation accepts no command_timeout_ms; that listing deadline has no runtime override.

輸入參數cdp_endpoint必填allowed_origins

observe_web_session

Observe Web Session

Arm a CDP observation window of the requested duration while the user operates the page. By default it follows the selected target's current origin; an explicit origin list controls which origins may be retained. Records navigation, redirect, lifecycle, and failure events.

輸入參數target_id必填cdp_endpoint必填observation_msallowed_originscommand_timeout_ms

analyze_javascript_application

Analyze Javascript Application

Reconstruct one local ASAR or extracted JavaScript application as an inline application graph without executing it. Returns recovered graph nodes, edges, semantic relations, integrity contradictions, limitations, and coverage. Select source_paths to acquire and analyze only exact inventoried file paths; the complete artifact inventory and identity remain intact, and unselected sources remain explicit unknowns. Dependencies are not implicitly analyzed. Select detail summary to retain the complete analysis Evidence in this session and receive only its summary view, then inspect selected modules or pages with inspect_analysis_view. Select a javascript-routes view with summary detail to query deduplicated static patterns, source-linked occurrences, source status or interpretation gaps with filters, fields and paging. Static routes do not establish reachability or the full application route set. Summary detail reduces delivery, whereas source_paths bounds source analysis. Integrity mismatches fail by default; record-and-continue retains observed bytes as untrusted and marks graph coverage partial. Timeout recovery: returned provider_timeout uses the per-source analysis_timeout_ms budget. A host-only 'timed out awaiting tools/call' needs a longer client tool deadline, not a larger analysis_timeout_ms. Never repeat the unchanged call to test whether that timeout persists; report the host setting if configuration is not editable (Codex: mcp_servers.<server>.tool_timeout_sec, seconds).

輸入參數viewdetailformatinput_path必填max_heap_mbsource_pathsintegrity_policymax_semantic_nodesanalysis_timeout_msmax_semantic_unknownsmax_semantic_nodes_per_filemax_semantic_unknowns_per_file

trace_application_feature

Trace Application Feature

Trace a typed literal seed through every reachable part of an authenticated JavaScript Application Graph supplied as inline Evidence or exact same-session retained references. Original static, native, passive-runtime, inferred, and unknown authorities remain distinct; native addon handoffs never open a provider or execute the application.

輸入參數seed必填directionapplication必填native_observations

open_binary

Open Binary

Open a local executable, application bundle, archive, JavaScript, source map, plist, or analysis database after validation. format=dos-com explicitly interprets 1..65280 headerless bytes as a DOS COM analysis image. format=raw-binary interprets headerless bytes with a required architecture and entry_point; file offset 0 maps at that address. Omission preserves header-based detection. provider_id selects one deep provider or deterministic auto selection; the binding remains stable until close or an explicit switch, with no failure fallback. Reopening the same target and profile retains its active database and metadata edits. An optional analysis snapshot is imported atomically and must match the binary identity, concrete provider, and canonical analysis profile exactly; importing into a session with metadata mutations requires closing and reopening it first. Call close_binary when the investigation is finished.

輸入參數path必填formatentry_pointprovider_idarchitecturesnapshot_path

close_binary

Close Binary

When the investigation is finished, drain earlier provider requests, optionally write a provider-neutral analysis snapshot atomically to the caller-supplied path, then close the active analysis session and every provider resource started for it. Resource-only app sessions have no binary snapshot binding, so close them without snapshot_path. Later provider requests wait until this lifecycle operation finishes. Existing files require explicit overwrite; a failed save leaves the session open so cached analysis is not lost. Metadata edits prevent immutable snapshot saves until the session is recreated; export_evidence_bundle preserves mutable observations before closing without a snapshot.

輸入參數overwritesnapshot_path

binary_session

Binary Session

Report the active binary target or resource-only app root, provider and capability availability when applicable, client-feature, analysis, and server-identity status without starting analysis.

輸入參數expected_server_pathexpected_catalog_digestexpected_package_version

export_evidence_bundle

Export Evidence Bundle

Atomically write the session's deterministic Evidence bundle to the requested local path. Existing files require overwrite: true; records and manifests use canonical byte-stable ordering.

輸入參數path必填overwrite

get_evidence_bundle

Get Evidence Bundle

Return every retained Evidence record and residual unknown as a complete canonical bundle by default. detail=summary discovers retained records without copying or transferring their payloads; optionally filter by exact Evidence ID, operation, target SHA-256, analysis-profile digest or canonical native procedure address. Metadata distinguishes complete record retention from native value-flow truncation or unavailable/unknown coverage. Use a discovered evidence_id with inspect_analysis_view without restarting a provider. Filters apply only to summary delivery. Call with detail: summary first; the complete bundle can be very large.

輸入參數detailfilters

版本歷史

9
  1. v1.16.0最新Nov 5, 2026
  2. v1.15.0Nov 4, 2026
  3. v1.14.0Nov 3, 2026
  4. v1.10.0Nov 1, 2026
  5. v1.9.0Oct 29, 2026
  6. v1.8.0Oct 20, 2026
  7. v1.7.0Oct 20, 2026
  8. v1.6.0Oct 19, 2026
  9. v1.0.0Oct 12, 2026

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