Audit a game’s checks before changing the bytes
A developer used Claude Code with Ghidra to uncover every gate behind a 2013 Disney Infinity restriction and patch around it.
- What they did
- They fed Claude Code’s Opus reasoning mode a 2013 Disney Infinity binary, along with Ghidra output, and asked it to work out how the game enforced a character-use limit. Claude walked the FindPlaysetForCharacter chain, surfaced 13 validation points in six separate code regions, and matched the x86 branch shapes that followed each call. After some failed tries, it helped pinpoint the exact bytes to edit.
- How it went
- The finished release contained 17 binary patches and 3 changed data files, allowing any character to be used in any playset. The poster said the mod was open source, could be installed in about two minutes, and that earlier single-fix attempts did not work because other checks still stopped the game. The whole process took less than 24 hours.
- Tips
- If one patch does not remove the restriction, keep tracing until you know where every duplicate check lives. Have the agent summarize the patch plan first, then approve each irreversible step yourself.
Try it yourself with Claude Code
I’m examining [old game or software binary] that I own for [research, compatibility, or preservation]. Using the Ghidra output in [project folder], follow the references from [function name, string, or observed behavior] and identify every location where [restriction] is verified. For each location, describe the nearby branch behavior and suggest a patch approach, but leave the files untouched for now. Before any irreversible action, such as editing, saving, exporting, deleting, or submitting, pause and ask me to confirm.
Fill in the [brackets]. Agents can make mistakes, so review anything before it is sent, paid or deleted.
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