parasite-eve-2-decomp: Instructions file for Claude Code

CLAUDE.md

parasite-eve-2-decomp CLAUDE.md is an instructions file for Claude Code from GabeRealB/parasite-eve-2-decomp. It costs 12,399 tokens per session, scanned A, original, CC0-1.0.

Repository instructions for recreating the exact machine code of Parasite Eve 2, a PlayStation game, from C source code. They describe where source files, headers, assembly files, libraries, and extracted game data live.

In plain words
What is it for?
Use them when editing decompiled game code, locating matched or unmatched functions, or working with overlay build configurations.
Why use it?
They help an agent navigate a large matching-decompilation project and understand which files are generated and which are maintained by hand.

Instructions file for Claude Code

Written for Claude Code: the file is CLAUDE.md. Also seen: mentions CLAUDE.md; mentions Claude Code.

This is GabeRealB/parasite-eve-2-decomp's own configuration. It tells Claude Code how to work on parasite-eve-2-decomp itself, so it is not a mod to install elsewhere. Copy it as a starting point and replace the rules that are about this project. Everything parasite-eve-2-decomp configures →

Reuse

Borrowing it

Nothing to install: this file belongs to GabeRealB/parasite-eve-2-decomp. Take a copy, put it at the same path in your own repository, and replace the rules that are about this project with yours.

Copy the file
curl -O https://raw.githubusercontent.com/GabeRealB/parasite-eve-2-decomp/main/CLAUDE.md
Clone the repo
git clone --depth 1 https://github.com/GabeRealB/parasite-eve-2-decomp

Made for: Claude Code.

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Per session 12,399 This file is loaded in full into every session.
When invoked 12,399 The same file — it is already loaded in full.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5.1 $0.12399 $0.12399
Opus 5.5 $0.04960 $0.04960
Sonnet 5.5 $0.02480 $0.02480
Haiku 4.5 $0.01240 $0.01240

Measured 12d ago against content hash ccb32d828143, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

parasite-eve-2-decomp CLAUDE.md scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 12d ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

CLAUDE.md · 768 lines

How it starts

The opening of the file, as written. The whole thing — 768 lines — stays where its author put it; the contents beside it link to each section on GitHub.

CLAUDE.md

This file provides guidance to Claude Code (claude.ai/code) when working with code in this repository.

Repository Overview

This is a matching decompilation project for Parasite Eve 2 (PS1). The goal is to create C code that, when compiled, produces the exact same assembly as the original game ROM.

Project Structure

  • src/<overlay> decompiled C (src/main, src/gameplay, src/title) and src/<family>/<overlay> for the generated overlay families (src/weapons/m93r, …)
  • include/<overlay> headers for that unit (include/main, include/gameplay, …)
  • asm/<ver>/<overlay>/nonmatchings unmatched functions (one .s per function). Overlays may be nested (e.g. asm/USA/stage1/101/nonmatchings).
  • asm/<ver>/<overlay>/matchings already-matched functions
  • lib library code such as Psy-Q objects we link against
  • assets binary asset blobs extracted from the rom

Generated overlay configs

main / gameplay / title have hand-written splat configs; each has quirks a template cannot express. Every other overlay is a flat .pe2pkg with the same shape, and there are 446 of them, so their configs are generated:

File Role
configs/USA/overlays.toml the manifest — keyed by package name, holding only what the decomp adds
configs/USA/overlay.template.yaml the shared config body
configs/USA/generated/*.yaml output, gitignored, rewritten by every ninja_config.py run
configs/USA/sym/<family>/<name>.txt per-overlay symbol map
configs/USA/sym/<family>.imports.txt main + gameplay imports, shared by the family

sha1, size and the .text span are derived from the package, never written in the manifest, so a config cannot drift from the data it describes.

Model streams are named too, by SHA-1 in asset_data.MODELS, because dedup otherwise lets whichever package sorts first name a shared mesh. A named mesh shows under that name in every package carrying it.

An overlay is an extracted package. Identified packages — and the folders and stage-0 files that contain them — are named in the extractor (tools/peassets/asset_data.py, preserved across dump_asset_db.py regeneration by sha1), so they extract as m93r.pe2pkg rather than pe2pkg_2.pe2pkg. The manifest key is that name and the config is built from assets/USA/pe2pkg/<key>.pe2pkg — file ids appear nowhere in the decomp. Several stage-0 ids can load one package (the extractor dedups by SHA-1, so 10500 and 10600 are one file); naming it once in the extractor is what makes it one thing here. The generator errors if two entries resolve to the same package.

Read the full file on GitHub · 768 lines

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 12d ago Changed · +2 lines · +56 tokens per session ccb32d828143
  2. 16d ago Changed · +56 lines · +944 tokens per session bad92c4d6abc
  3. 20d ago Changed · -6 lines · -111 tokens per session dc30ca16c607
  4. 25d ago Changed · +59 tokens per session 73b7f1de488f
  5. 26d ago Changed · +3 lines · +49 tokens per session 2576e8243f88
  6. 27d ago Changed · +3 tokens per session e5c51831867a
  7. 28d ago Changed · -4 tokens per session 9675c81c5db7
  8. 1mo ago Changed · +1 tokens per session 8f88237f8488
  9. 1mo ago Changed · +22 lines · +345 tokens per session c3f3a33c1535
  10. 1mo ago First seen · 691 lines · 11,057 tokens per session scan A 6bfa0586de61

Subscribe to this mod's changes

parasite-eve-2-decomp CLAUDE.md is an instructions file published in the GitHub repository GabeRealB/parasite-eve-2-decomp (77 stars, last pushed 12d ago), licensed CC0-1.0. It adds 12,399 tokens to every session, about $0.0496 per session on Opus 5.5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.

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