Start-up team
Use this team on a new game. It takes the game's files and leaves a project that is ready for tracing: the binaries are known, the engine and libraries are named, the code is exported, and the original runs somewhere it can be captured.
Steps
| Order | Agent | Brief | Hands on |
|---|---|---|---|
| 1 | re-surveyor | "Set up and inventory <game> from <path>" | docs/FINDINGS.md with the binaries table and the kind of game |
| 2 | re-identifier | "Identify the engine and libraries" | The engine, libraries and compiler in FINDINGS.md; library labels |
| 3 | re-decompiler | "Export <binaries> with the labels" | The Ghidra export in analysis/ |
| 4 | re-mapper (DOS, home computer, console, arcade) | "Map the hardware and the main RAM variables" | Register and RAM labels; driver functions named |
| 5 | re-observer | "Run the original and capture the title screen and a demo" | A capture script; frames and state in derived/ |
| 6 | re-lander | "Land the start-up work" | A commit; CHECKLIST.md lists the first subjects |
Outcome
docs/FINDINGS.mddescribes the game: binaries, engine, libraries, compiler, kind of game, time model.analysis/holds a labelled export that later agents search as text.- A capture script runs the original and saves frames and state.
docs/CHECKLIST.mdnames the first subjects. The usual first one is the random number generator, for the exact system team.
Choices for the main session
- Skip
re-mapperfor a Windows game that reaches hardware only through DirectX or other APIs. List those imports inFINDINGS.mdinstead. - If
re-identifierfinds an engine with released source, ask the user before any agent reads it (Legal).