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AI Agent Workflow Collection

Skill pack
7 skills0 selected
jaymcgavrenSkills in this pack

Identify what the routines in a ROM disassembly actually do and write evidence-backed comments, using the romdev MCP's live debugger (breakpoints, watchpoints, RAM injection, save states) instead of playing the game — plus deliberate, batched human help for the things only a human can do (play to a moment, name what's on screen, confirm a visual effect). Trigger on /rom-debug:annotate-disassembly, or when the user asks to comment/annotate/document disassembled code, figure out what a routine does, trace a game behavior to code, or continue reverse-engineering a disassembly project. Spans many sessions — progress lives in TODO.md, RAMMAP.md, and the source comments themselves.

English

Turn a bare retro-console ROM into a rebuildable, byte-exact disassembly project using the romdev MCP — one call disassembles every bank, a second call reassembles it, and a byte-compare against the original proves the source is trustworthy before any annotation starts. Scaffolds the repo (canonical src/, CLAUDE.md build rule, RAMMAP.md, TODO.md backlog) so later sessions can comment the code incrementally. Works across romdev's classic platforms (NES, SNES, Game Boy, Genesis, ...) via one universal rebuild path. Trigger on /rom-debug:disassemble-rom, or when the user says "disassemble this ROM", "set up a disassembly project", "I have a ROM and want commented source", or hands you a .nes/.sfc/.gb/.md/etc. file with no source.

English

Discover and document what every player input does in a retro game you don't know, using the romdev MCP. Reach gameplay from a save state (recording one with a human's help if none exists), then exercise each input, find the code it triggers, and annotate the disassembly. Trigger on /rom-debug:drive-input, or when the user asks to map controls to code, document what buttons do, reverse-engineer player input handling, or "drive the game and see what each action calls" for a ROM project. Spans multiple sessions — progress lives in checklists and source annotations.

English

Mine a documented disassembly for interesting single-byte ROM patches and turn them into verified, published Game Genie codes. Use when the user asks for Game Genie / cheat codes for a game that has an annotated disassembly, ROM map, or RAM map available — especially when they want unusual codes that demonstrate how the program works, not the classic infinite-lives set.

English

Locate the RAM address that holds a game value using the romdev MCP's Cheat-Engine-style search loop — seed a search on the value, change it in-game, narrow with searchNext, confirm by writing the byte. Works for HUD numbers (lives, score, HP), values you can only push in a known direction (player position), and values you can't read at all (snapshot/diff fallback). Trigger on /rom-debug:locate-value, or when the user asks "which RAM address holds X", "find the lives/score/HP/power byte", "where is the player position stored", or wants to pin any observable value to an address.

English

Build NES ROMs from 6502 assembly using ca65 + ld65 on macOS, and optionally launch the result in Mesen. Trigger on /retro-build:nes-build, or when the user asks to build/compile/assemble an NES ROM, run make in a clear NES project, or open a .nes file in Mesen. Do NOT trigger on generic 6502 assembly, .s files for Apple II / Commodore 64 / Atari / other targets, or ambiguous "build this assembly" requests — only when the project is unambiguously NES.

English

Build a reusable library of save states for documenting a retro ROM, using the romdev MCP. A human plays each notable moment in a playtest window and the agent records the state to disk, paired with a per-state analysis task for later sessions. Trigger on /rom-debug:record-states, or when the user asks to record/capture save states for reverse-engineering a game, set up a state library so future sessions can analyze specific moments, or "park the game at the interesting bits so we can document them later". The capture loop is run interactively — the orchestrator drives it directly by default, optionally delegating to a sonnet subagent; the analysis itself is left as a checklist.

English

Includes Annotate Disassembly, Disassemble Rom, Drive Input, and other workflows.

Install with
Claude CodeCodexCursorGitHub CopilotGemini CLI

Supported by the Atlas install prompt. Skill-specific requirements vary.

Pack stats

Skills7CategorygeneralStars0

What’s included

Annotate Disassembly

Identify what the routines in a ROM disassembly actually do and write evidence-backed comments, using the romdev MCP's live debugger (breakpoints, watchpoints, RAM injection, save states) instead of playing the game — plus deliberate, batched human help for the things only a human can do (play to a moment, name what's on screen, confirm a visual effect). Trigger on /rom-debug:annotate-disassembly, or when the user asks to comment/annotate/document disassembled code, figure out what a routine does, trace a game behavior to code, or continue reverse-engineering a disassembly project. Spans many sessions — progress lives in TODO.md, RAMMAP.md, and the source comments themselves.

Disassemble Rom

Turn a bare retro-console ROM into a rebuildable, byte-exact disassembly project using the romdev MCP — one call disassembles every bank, a second call reassembles it, and a byte-compare against the original proves the source is trustworthy before any annotation starts. Scaffolds the repo (canonical src/, CLAUDE.md build rule, RAMMAP.md, TODO.md backlog) so later sessions can comment the code incrementally. Works across romdev's classic platforms (NES, SNES, Game Boy, Genesis, ...) via one universal rebuild path. Trigger on /rom-debug:disassemble-rom, or when the user says "disassemble this ROM", "set up a disassembly project", "I have a ROM and want commented source", or hands you a .nes/.sfc/.gb/.md/etc. file with no source.

Drive Input

Discover and document what every player input does in a retro game you don't know, using the romdev MCP. Reach gameplay from a save state (recording one with a human's help if none exists), then exercise each input, find the code it triggers, and annotate the disassembly. Trigger on /rom-debug:drive-input, or when the user asks to map controls to code, document what buttons do, reverse-engineer player input handling, or "drive the game and see what each action calls" for a ROM project. Spans multiple sessions — progress lives in checklists and source annotations.

Find Game Genie

Mine a documented disassembly for interesting single-byte ROM patches and turn them into verified, published Game Genie codes. Use when the user asks for Game Genie / cheat codes for a game that has an annotated disassembly, ROM map, or RAM map available — especially when they want unusual codes that demonstrate how the program works, not the classic infinite-lives set.

Locate Value

Locate the RAM address that holds a game value using the romdev MCP's Cheat-Engine-style search loop — seed a search on the value, change it in-game, narrow with searchNext, confirm by writing the byte. Works for HUD numbers (lives, score, HP), values you can only push in a known direction (player position), and values you can't read at all (snapshot/diff fallback). Trigger on /rom-debug:locate-value, or when the user asks "which RAM address holds X", "find the lives/score/HP/power byte", "where is the player position stored", or wants to pin any observable value to an address.

Nes Build

Build NES ROMs from 6502 assembly using ca65 + ld65 on macOS, and optionally launch the result in Mesen. Trigger on /retro-build:nes-build, or when the user asks to build/compile/assemble an NES ROM, run make in a clear NES project, or open a .nes file in Mesen. Do NOT trigger on generic 6502 assembly, .s files for Apple II / Commodore 64 / Atari / other targets, or ambiguous "build this assembly" requests — only when the project is unambiguously NES.

Record States

Build a reusable library of save states for documenting a retro ROM, using the romdev MCP. A human plays each notable moment in a playtest window and the agent records the state to disk, paired with a per-state analysis task for later sessions. Trigger on /rom-debug:record-states, or when the user asks to record/capture save states for reverse-engineering a game, set up a state library so future sessions can analyze specific moments, or "park the game at the interesting bits so we can document them later". The capture loop is run interactively — the orchestrator drives it directly by default, optionally delegating to a sonnet subagent; the analysis itself is left as a checklist.

Quick start

  1. Choose your skills. Select individual skills above, or choose the entire pack.
  2. Copy the install prompt. Use Copy install prompt above the list.
  3. Send it to your agent. Paste into your coding agent’s chat. Your agent reviews the source and guides the setup.

Try it with your agent

After installation, start with a request like:

Example request
Use the Annotate Disassembly skill to help with my task.
Ask me for the context you need before getting started.

Requirements & license

  • A coding agent that can access your project files and install skills.
  • Your agent checks each skill’s instructions, dependencies, and permissions during setup.
  • Reported license for the skills shown: MIT. The author’s terms apply.
AI Agent Workflow Collection | Agent Skills Atlas