Borrowing it
Nothing to install: this file belongs to Ekozmaster/Vibe-Reverse-Engineering. Take a copy, put it at the same path in your own repository, and replace the rules that are about this project with yours.
curl -O https://raw.githubusercontent.com/Ekozmaster/Vibe-Reverse-Engineering/master/.claude/skills/dx9-ffp-port/SKILL.mdgit clone --depth 1 https://github.com/Ekozmaster/Vibe-Reverse-EngineeringWrote this? Show the measurements
A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.
[](https://agentmods.dev/skills/ekozmaster/vibe-reverse-engineering/dx9-ffp-port)<a href="https://agentmods.dev/skills/ekozmaster/vibe-reverse-engineering/dx9-ffp-port"><img src="https://agentmods.dev/badge/skills/ekozmaster/vibe-reverse-engineering/dx9-ffp-port/github.svg" alt="Measured on agentmods" height="20"></a>Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.
<a href="https://agentmods.dev/skills/ekozmaster/vibe-reverse-engineering/dx9-ffp-port"><img src="https://agentmods.dev/badge/skills/ekozmaster/vibe-reverse-engineering/dx9-ffp-port.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- NVIDIA SkillSpector pass
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.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00089 | $0.05066 |
| Opus 5 | $0.00044 | $0.02533 |
| Sonnet 5 | $0.00018 | $0.01013 |
| Haiku 4.5 | $0.00009 | $0.00507 |
Grade A, and why
dx9-ffp-port 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 10d 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.
How it starts
The opening of the file, as written. The whole thing — 325 lines — stays where its author put it; the contents beside it link to each section on GitHub.
DX9 FFP Proxy -- Game Porting
Port a DX9 shader-based game to fixed-function pipeline (FFP) for RTX Remix compatibility. Remix requires FFP geometry to inject path-traced lighting and replaceable assets.
NEVER MODIFY TEMPLATE CODE. The following directories are read-only templates:
rtx_remix_tools/dx/remix-comp-proxy/— remix-comp-proxy framework template
To create a game patch, copy the template to patches/<GameName>/ and edit the copy. If the user asks you to edit remix-comp-proxy code, always confirm whether they mean the template or a game-specific copy under patches/. Only modify the template if the user explicitly says to change the template itself.
SKINNING IS OFF BY DEFAULT. Do NOT enable skinning in remix-comp-proxy.ini, modify skinning code, or discuss skinning infrastructure unless the user explicitly asks for character model / bone / skeletal animation support. When requested, read src/comp/modules/skinning.hpp and src/comp/modules/skinning.cpp for the full implementation.
SKINNING APPROACH: FFP indexed vertex blending, NOT CPU matrix math. When skinning is enabled, the correct approach is:
- Keep BLENDINDICES and BLENDWEIGHT elements in the vertex declaration and vertex buffer
- Upload bone matrices via
SetTransform(D3DTS_WORLDMATRIX(n), &boneMatrix[n])for each bone - Enable
D3DRS_INDEXEDVERTEXBLENDENABLE = TRUE - Set
D3DRS_VERTEXBLENDto the appropriate weight count (e.g.D3DVBF_3WEIGHTS) - Let the FFP hardware pipeline do the blending
CPU-side vertex skinning (manually multiplying vertices by bone matrices) is a last resort only. It is extremely expensive, tanks frame rate, and should only be considered when FFP indexed vertex blending is not feasible. Always prefer the hardware path above.
What remix-comp-proxy Does
Each game folder under patches/<GameName>/ is a self-contained remix-comp-proxy project (copied from rtx_remix_tools/dx/remix-comp-proxy/). It is a d3d9.dll proxy that:
What ships with it
1 file beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.
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.
- 10d ago First seen · 325 lines · 89 tokens per session scan A c75e1298d2f0
dx9-ffp-port is a skill published in the GitHub repository Ekozmaster/Vibe-Reverse-Engineering (51 stars, last pushed 8d ago), licensed MIT. It adds 89 tokens to every session and 5,066 once invoked, about $0.0004 per session on Opus 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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