Vibe-Reverse-Engineering: Skill for Claude Code

.claude/skills/dx9-ffp-port/SKILL.md

dx9-ffp-port is a skill for Claude Code from Ekozmaster/Vibe-Reverse-Engineering. It costs 89 tokens per session (5,066 once invoked), scanned A, original, MIT.

A game-porting tool for converting a DirectX 9 game's shader-based graphics to an older graphics method required by RTX Remix, a toolkit for adding ray-traced lighting and replacement assets to older games.

In plain words
What is it for?
It is for adapting a DirectX 9 game to RTX Remix, building or deploying a game-specific graphics patch, and investigating rendering problems such as white or incorrect graphics.
Why use it?
It provides guidance for the renderer, drawing paths, vertex data, and transformation matrices involved in the conversion. It also prevents changes to shared template code unless the user explicitly requests them.

Skill for Claude Code

Written for Claude Code: installed under .claude/.

This is Ekozmaster/Vibe-Reverse-Engineering's own configuration. It tells Claude Code how to work on Vibe-Reverse-Engineering 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 Vibe-Reverse-Engineering configures →

Needs its repository: it runs a file that does not travel with it, so clone the repository first. The line is python rtx_remix_tools/dx/scripts/find_d3d_calls.py "<game.exe>".

Reuse

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.

Copy the file
curl -O https://raw.githubusercontent.com/Ekozmaster/Vibe-Reverse-Engineering/master/.claude/skills/dx9-ffp-port/SKILL.md
Clone the repo
git clone --depth 1 https://github.com/Ekozmaster/Vibe-Reverse-Engineering

Made for: Claude Code.

Wrote this? Show the measurements

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README.md
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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.

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Your own site · 80×15
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Per session 89 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 5,066 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe. Third-party audits
  • NVIDIA SkillSpector pass 7 Sept 2026
How audits are shown
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 $0.00089 $0.05066
Opus 5 $0.00044 $0.02533
Sonnet 5 $0.00018 $0.01013
Haiku 4.5 $0.00009 $0.00507

Measured 10d ago against content hash c75e1298d2f0, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-10, from the pricing page.

Security

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.

.claude/skills/dx9-ffp-port/SKILL.md · 325 lines

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:

  1. Keep BLENDINDICES and BLENDWEIGHT elements in the vertex declaration and vertex buffer
  2. Upload bone matrices via SetTransform(D3DTS_WORLDMATRIX(n), &boneMatrix[n]) for each bone
  3. Enable D3DRS_INDEXEDVERTEXBLENDENABLE = TRUE
  4. Set D3DRS_VERTEXBLEND to the appropriate weight count (e.g. D3DVBF_3WEIGHTS)
  5. 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:

Read the full file on GitHub · 325 lines

Files

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.

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. 10d ago First seen · 325 lines · 89 tokens per session scan A c75e1298d2f0

Subscribe to this mod's changes

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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