Skills

console-skill: 11 Claude skills for reverse-engineering your own PS2 disc and porting it to PC

For people who have imaged their own PS2 disc and want to use Claude to reverse-engineer that disc and recompile it to run on PC — provided you image the disc yourself and build the PS2Recomp runtime yourself.

Official source · Jakeschincariol/console-skill

Install

https://github.com/Jakeschincariol/console-skill

Who it's for

You have a PS2 disc you bought yourself, and you're willing to image it into a disc image file on your own machine, then carry that private copy over to the PC to keep playing and keep modding it. What the repository gives you is 11 Claude skills that break a single porting job into steps you can invoke one at a time; the one actually doing the work is the Claude in your conversation — the repository itself will not hand you a finished port you can double-click.

It explicitly rules out another kind of person: there are no downloadable ISOs here, no BIOS, no assets of dubious provenance — everything starts from the disc you own yourself, so a "find the resources first" route does not work here. It is also not for people who just want to see the effect — imaging the disc, preparing the build environment, and making reverse-engineering judgment calls section by section are all yours to shoulder. If what you want is a game that already runs and never lets you touch the toolchain, this route will not get you there: the runtime that carries the port has to be prepared by your own hands, and all the skills do is break the process down and explain it clearly.

The rough profile: individual developers and enthusiasts who can type at a command line, read compiler errors, and are willing to spend time reverse-engineering for the sake of a private copy — people who treat this disc as a subject for research and tinkering rather than a product to ship.

Your first attempt in 3 minutes

The official installation method is very direct: paste the two lines below into your Claude conversation.

https://github.com/Jakeschincariol/console-skill
install skill

Before you paste, confirm two things: which directory the image file sits in and whether the current session can reach it; and whether this machine already has CMake 3.20 or newer plus a C++20 compiler.

Two premises to know up front. First, the skill scripts themselves are pure Python with nothing to install; after you paste, Claude reads the repository and prepares the 11 skills — what actually takes time is the PS2Recomp runtime needed for the run phase, which you have to clone and build yourself, with CMake 3.20+ and a C++20 compiler as the environment requirements. Second, the starting point of the whole chain is the disc image you imaged yourself; there is no ready-made asset available.

Installation location: once the skill is installed it shows up in Claude as a slash command; if you install it as a plugin in Claude Code instead, the command gets namespaced and is written /console-skill:console-reverse.

For your first trial run, pick the read-only step: have Claude invoke /console-reverse, open your local disc image, identify the boot ELF, list the functions, and produce a design document. That step does not modify your image and does not produce an executable. There is only one side effect — the analysis output (the design document and the function list) lands in the working directory you specify, so confirm the output directory before letting it continue, and do not let it write to the place where the image lives.

Observable success signals: the command is recognized and runs all the way through, and the output shows the location of the boot ELF, the number of functions, and the path to a design document.

Use cases

Case one: turn a disc you own into an analyzable code structure. /console-reverse opens your disc image, finds the game code, and maps out the boot ELF, every function, and a design document, which the repository's documentation presents as the step that drives the whole port. The only input to this step is your own disc image; its output is a design document and a function-level map, and it does not produce a runnable program by itself. What is documented ends there: this step is explained in detail, but the step-by-step commands and output lists for the later stages are not given in the official documentation — in other words, what exactly to do next is something you have to keep asking about in the conversation.

Case two: prepare a real place where the recompilation can run. The repository lists PS2Recomp as a required component, positioned as the recompiler and as the runtime the port lives in, and it must be cloned and built by you, using CMake 3.20+ and a C++20 compiler. The evidence stops at the build requirements: the specific clone URL and the build commands belong to the scope of the upstream PS2Recomp repository, and this repository's documentation does not repeat them.

Boundaries of use

  • The starting point can only be a disc you own and imaged yourself; there are no ISOs here, no BIOS, nothing downloaded, and game data will not end up in any repository or mod you intend to share.
  • PS2Recomp is not turnkey: you need a working C++20 toolchain and CMake, and the willingness to handle build problems yourself.
  • What you get are skills and step-by-step instructions, not a finished port; whether it runs depends on image quality, reverse-engineering judgment, and the build environment.
  • Plugin-style installation applies only to Claude Code, and the command gets namespaced; installing by pasting into Claude leaves no prefix, and the command name is not the same in the two forms.
  • The public documentation gives the overall division of labor across the 11 skills and the prerequisites each step depends on; the command lists and acceptance criteria inside a specific skill are not expanded item by item, so you need to confirm those when you actually invoke it.