Skill rating
13 skills. The A–F grade combines safety (60%) and quality (40%); tests add a bonus. The rating refreshes automatically from open catalogs.
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| # | Grade | Skill | Score ▾ | Safety | Quality | Process | Tests | Popularity | Updated |
|---|---|---|---|---|---|---|---|---|---|
| 1 | B | coop-researchGeneratorDiscordData and analyticsSoftware developmentcranebeaker/coop-anythingAgent Skills Find every existing co-op attempt for a game, its newest build, its bug reports, and co-op work on other games with the same engine. Use before writing any code. | 100 | 76 | D | — | — | 11 d ago | |
| 2 | C | Reverse engineer a game or its engine to learn how its scripts, netcode, saves and level loading work, using agent tools such as REA, GhidraMCP, ida-pro-mcp, Ghidra headless, Frida and engine dumpers. | 100 | 64 | C | — | — | 11 d ago | |
| 3 | C | Maintainer skill. Review open pull requests and issues for coop-anything, merge good directory and game write-up contributions, and keep the directory consistent. | 100 | 64 | D | — | — | 11 d ago | |
| 4 | C | Get a console game running natively on PC as source code (decompilation, static recompilation or engine reimplementation) so co-op can be added in code, the way Ocarina of Time co-op works on Ship of | 100 | 64 | C | — | — | 11 d ago | |
| 5 | C | Mod Nintendo Switch games for co-op or local wireless on a console: find a game's session code (PIA, nn::ldn) with Ghidra, hook it with exlaunch on Atmosphere, test with ldn_mitm or kinnay/LDN, and us | 100 | 66 | C | — | — | 11 d ago | |
| 6 | C | Make a console game (PS1, PS2, N64, GameCube, Wii, GBA, ...) co-op through emulators: netplay for games with local multiplayer, memory-sync mods between two emulator instances for single-player games, | 100 | 54 | C | — | — | 11 d ago | |
| 7 | C | Build co-op for a single-player game that has no co-op mod: choose a hook point, show the second player as a puppet, pick an authority model, sync world and story state, handle level transitions and s | 100 | 54 | C | — | — | 11 d ago | |
| 8 | C | Choose and implement networking for a co-op mod: sync model, transport library, and a way for friends to connect without port forwarding (Steam Spacewar relay, EOS, VPN), plus wrapping an existing UDP | 100 | 54 | C | — | — | 11 d ago | |
| 9 | C | Finish an existing but buggy, stalled or abandoned co-op mod: get its last build, audit its code by subsystem, fix it as a separate package, and test it with real game clients. | 100 | 54 | C | — | — | 11 d ago | |
| 10 | C | Start here for any game. Identify the exact game build and engine, check the coop-anything directory and existing work, and choose a path: finish an existing co-op mod or build co-op from zero. | 100 | 54 | D | — | — | 11 d ago | |
| 11 | C | Prove co-op works without a human playtest: isolated test installs, a launcher for host plus N real clients, an in-game test bot, shared-state assertions, crash detection, lag and loss runs, and mutat | 100 | 54 | C | — | — | 11 d ago | |
| 12 | C | Build and test co-op sync with the hub's ready-made tools in tools/: an in-game RPC bridge and live inspector, hot reload of the mod core inside running games, a UDP chaos box for lag and loss, a flig | 100 | 54 | D | — | — | 5 d ago | |
| 13 | C | Send what you learned back to coop-anything: update the directory, write up the game, improve the playbook, and open a draft pull request after the owner reviews the diff. | 100 | 48 | F missing files | — | — | 11 d ago |