Console Skill: how Claude helps you move a PS2 game from your disc to your computer
A free, open source package of 11 skills for Claude. It helps you turn a PS2 game you own into a program that runs on your computer, then change it in plain language. How to install it, what you need, and what to watch out for.

Console Skill is a free, open source package of 11 skills for Claude. Its goal is to move a PlayStation 2 game you own to your computer as a program that runs directly, then let you modify it by describing the change in plain language.
Three things you should know before anything else:
- The package is for PS2 games only, and only for a game from your own disc. Don't download copies from the internet.
- This doesn't happen at the push of a button. The first boot can take days, the full game can take weeks, and some games will never get there.
- The project is independent and has nothing to do with Sony.
We wrote this article from the project page and its skill files on November 4, 2026 (version 1.0), and we have not tried the package on a real game. Commands change between versions, so check the project page before you run anything.
github.com/Jakeschincariol/console-skill
This is not an emulator
An emulator runs the game as is, inside a virtual machine. The idea here is different. A project called PS2Recomp translates the game's code from the console's machine language (MIPS) into C++, then builds it as a program that runs directly on your machine.
Translation alone isn't enough. Getting from "the game builds" to "the game plays" is long work: reading crash logs, identifying functions in Ghidra, and writing the missing parts of the console. That is the part these skills help you with. They don't translate anything themselves.
The package is by Jake Schincariol under the MIT license, and it builds on an earlier skill by hkmodd. PS2Recomp is a separate project by ran-j under GPL-3.0. It isn't included in the package, so you download it yourself.
What do you need?
- A PS2 game you own, and a DVD drive in your computer so you can copy your disc to an ISO file yourself.
- PS2Recomp, which you download and build on your machine. It needs CMake 3.20 or later and a C++20 compiler.
- Ghidra with the EmotionEngine Reloaded extension, to map the game's functions. The project page recommends it for any commercial game.
- Python 3.8 or later. The package's tools don't need anything installed through pip.
- Optional: PCSX2 to try your changes and compare the original game with your version, plus GhydraMCP and PCSX2-MCP so Claude can control Ghidra and PCSX2 itself.
The build works on Windows, macOS and Linux, but PS2Recomp says it is tested mainly on MSVC, so the other systems have seen less testing.
Install it
In Claude Code, install it as a plugin:
/plugin marketplace add Jakeschincariol/console-skill
/plugin install console-skill@console-skillWith this method, the package name comes before every command, like this:
/console-skill:console-reverseIf you want the short command without the package name, copy the folders instead:
git clone https://github.com/Jakeschincariol/console-skill.git
cp -r console-skill/console-* ~/.claude/skills/The 11 skills
You run each skill with a command that starts with a slash (/) before its name, or you ask Claude for it by name.
console-reverse: Opens your disc copy, finds the game's executable, and maps its functions. It leads the whole project, and it's where you start.console-backend: Builds the layer the game runs on, such as system calls and reading files from the disc.console-tester: Runs your build again and again, reads the crashes, and ranks what to fix first.console-graphics: Extracts textures so you can edit them or replace them with your own art, and looks for a widescreen fix.console-controller: Connects the game to a DualSense, Xbox or Switch Pro controller, a keyboard, or touch, and lets you map the buttons however you like.console-sound: Extracts the music and sound effects, and puts your own clips back in their place.console-levels: Maps the disc's files, unpacks the archives where the game stores its levels, and reassembles them with your changes. It won't design a level for you from scratch, and what the data inside each level means varies from game to game.console-physics: Finds the numbers that control speed, gravity, jumping and frame rate, so you can change them.console-mod: Turns a change you describe in words into a modification inside the game.console-saves: Moves memory card saves, keeps backups, and syncs them with the cloud.console-anywhere: Builds your version for Windows, Mac, Linux, Steam Deck, Android and PS Vita, and refuses to package the game's files with it.
How do you start?
Always start with the console-reverse skill. It creates the file console/STATE.md, which is the project's memory: where everything is, what stage you're at, and every crash and fix so far. All the skills read from it and write to it, so you can stop today and pick up days later in a new conversation.
Use the console-reverse skill. I have a PS2 game and own its original disc, and I copied it myself to an ISO file in this folder. Check what's on my machine and tell me what's missing before we start. Don't download any game or BIOS file from the internet.The order the project page suggests:
console-reverse: Copy the disc, extract the executable, map the functions, then translate and build.console-testerandconsole-backend, taking turns: Run, read the crashes, fix, repeat. The page says this loop is most of the work.console-controller,console-graphics,console-soundandconsole-physics: Make the game the way you like it.console-mod: Add your own modifications.console-savesthenconsole-anywhere: Bring over your old saves, and play on your other devices.
Change the game in plain language
Once the game runs, you describe the change you want: a wider camera, a faster car, gold camouflage. The result is small text files that you own, built along with the game. The disc, the executable and the translated code are not modified.
Use the console-mod skill. The game runs now and I want a wider camera. First work with me to identify which value controls that, and test it in PCSX2. Then build the mod without touching the original game files.The skill's page is blunt about this: the real work is finding where the game stores that value, and that varies from game to game. Big mods, such as a new game mode or new levels, are long projects you build piece by piece.
What to watch out for
The project is experimental. Its page says many games don't work yet, that graphics and vector unit code are slow, and that large parts of the console haven't been written yet. Some games will take weeks, and some will never get there. The skills make the work faster and more organized, but they don't make it instant.
Your own game only. Copy your disc on your own machine. Don't download ISO, ELF or BIOS files. The project page says the skills won't help you find them, and that PS2Recomp doesn't need a BIOS at all.
Don't publish anything from the game. The disc, the executable, the textures, the audio, the level files and the translated code all stay on your machine. Share only your mods and your original art. Even the final program is built from the game's code, so it is for your own devices and not for uploading to the internet.
Laws vary. The rules on copying and modifying games aren't the same in every country, so check what applies to you. This is our own note, not legal advice.
Time and cost. The package is free and doesn't ask for an API key, but Claude usage still depends on your subscription, and a project that runs for weeks can use a lot. A from-scratch rebuild of a large game can take hours, so keep that in mind before you delete the build folder.
No connection to Sony. PlayStation and PS2 are trademarks of Sony Interactive Entertainment. The project isn't affiliated with the company or endorsed by it.
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