Skip to content
alyn
Jakeschincariol

Console Anywhere skill

Play Anywhere. Builds the port for Windows, Mac, Linux, Steam Deck, Android and PS Vita and packages it without any game files inside. doctor checks this machine's tools for a target and prints the exact install command for anything missing; plan prints the build steps taken from PS2Recomp's own README, android/README.md and vita scripts; package makes a player folder in console/dist/ (the runner, its libraries, an e

$npx skills add Jakeschincariol/console-skill --skill console-anywhere
View this skill on GitHubJakeschincariol/console-skill/console-anywhere/SKILL.md
Pack stars
366
Pack installs
245
Alyn Score
52/99
Updated
19 days ago
License
MIT
– views – installs via Alyn

Jakeschincariol

Console Anywhere

Install Console Anywhere

Pick your agent. Every command is ready to paste.

$npx skills add Jakeschincariol/console-skill --skill console-anywhere

The open skills CLI detects your agents (Claude Code, Cursor, Codex and 70+ more) and installs to the right folder. Add -g to install globally.

01

Install it

Run the command above, or upload the folder in Claude.

02

Ask naturally

Describe the task. Your agent loads console-anywhere when the request matches its description.

03

Name it if needed

If it does not trigger, say “use the console-anywhere skill”. In Codex, type $console-anywhere.

The skill itself

SKILL.md

FolderGitHub

console-anywhere

A PS2Recomp port is a normal native program (ps2EntryRunner) built from the recompiled game code plus the runtime, drawn with raylib. The same CMake project builds it on Windows, macOS (Apple silicon through sse2neon), Linux and the Steam Deck; android/ makes an APK and vita/ makes a vpk. This skill checks the toolchain, prints the right steps for each device, and packages the result so the player brings the game from their own disc.

Honest limits: PS2Recomp says it is tested mainly with MSVC, so Mac, Linux, Android and Vita builds get less testing; the Vita is far slower than a PC; Android has no on-screen controls yet. And the runner is compiled from your game's recompiled code, so a package is for your own devices: it never contains the disc, but it is still derived from the game, so it is not something to upload.

${CLAUDE_SKILL_DIR} below is this skill's folder (where this SKILL.md lives).

python3 "${CLAUDE_SKILL_DIR}/targets.py" doctor                       # this machine's own OS
python3 "${CLAUDE_SKILL_DIR}/targets.py" doctor --target android --target vita   # or --target all
python3 "${CLAUDE_SKILL_DIR}/targets.py" plan --target steamdeck --elf-name SLUS_203.12
python3 "${CLAUDE_SKILL_DIR}/targets.py" package --runner out/release/ps2xRuntime/ps2EntryRunner \
        --target linux --elf-name SLUS_203.12 --game "My Game" --serial SLUS-20312 \
        --out console/dist/mygame-linux
python3 "${CLAUDE_SKILL_DIR}/targets.py" guard console/dist/mygame-linux   # before you zip or push anything
python3 "${CLAUDE_SKILL_DIR}/targets.py" recomp-json --game "My Game" --serial SLUS-20312 --status playable

Targets: windows, macos, linux, steamdeck, android, vita, and web (plan and doctor only: a separate toolchain). plan takes --repo (your PS2Recomp checkout) and --build-dir. package takes --lib FILE (extra libraries), --allow FILE, --replace, --status, --json. Exit codes: 0 ok, 1 something missing or refused, 2 bad input.

What it reads and writes

file what
your build output ps2EntryRunner (+ .dll / .so / .dylib next to it), app-release.apk, or ps2EntryRunner.vpk
console/dist/<name>/ the player folder: runner, libraries, game/ (empty), PLAYERS.md, play.bat / play.command / play.sh / install-android.sh, .recomp.json, .console-dist.json
templates/PLAYERS.md the player instructions template
.recomp.json optional project description read by recomp lists (PS2Recomp itself ignores it)
console/STATE.md read the build folder and checkout path from it; log what was built

Method

  1. Ask where they want to play and on what: a PC, a Mac, a Steam Deck, an Android phone, tablet or TV box, a homebrew Vita. "On the TV" means an Android TV box with a Bluetooth pad, or a PC or Deck plugged into the TV with a controller.
  2. The port must already run here. Build it and check it with /console-tester on the machine you develop on first. A crash on the desktop will not get better on a phone.
  3. Doctor. targets.py doctor --target <t>. Install what is MISSING with the printed command, then run doctor again.
  4. Plan. targets.py plan --target <t> --elf-name <the disc's ELF>. Follow the steps in the user's checkout (the one holding their recompiled code). Per-target details and the source of each fact: reference/targets.md.
  5. Build with the plan's commands. Incremental only; never clean a build folder, never CLEAN=1 for the Vita. A separate release folder (out/release) keeps the day-to-day build intact.
  6. Package. targets.py package --runner <built file> --target <t> --out console/dist/<name>. Add --elf-name (else the launch script reads BOOT2 from the player's SYSTEM.CNF) and --game/--serial for .recomp.json.
  7. Read the guard's verdict. A refusal lists each file and why. Fix the cause (wrong --lib, a disc file next to the runner). Never add an allow line for a disc image, a PS2 ELF, an IRX, SYSTEM.CNF or runner sources: the allow file is only for a false positive that is truly the user's own file, with the reason written next to it. Details: reference/guard.md.
  8. Install on the device following PLAYERS.md, then the player dumps their own disc into game/. Test it there, and log the result in console/STATE.md.

Per target in one line

target runner how the ELF is found notes
Windows ps2EntryRunner.exe + FFmpeg DLLs play.bat passes game\<ELF> MSVC, the most tested path
macOS ps2EntryRunner play.command passes game/<ELF> arm64 builds through sse2neon; needs Homebrew FFmpeg unless built without it
Linux ps2EntryRunner play.sh raylib needs X11 and GL headers to build
Steam Deck the Linux build play.sh, added to Steam as a non-Steam game or the Windows build under Proton (untested here)
Android app-release.apk baked in with -Pps2xBootElf=... files go to /storage/emulated/0/Android/data/com.ps2x.runner/files/ with adb push; pair a controller
PS Vita ps2EntryRunner.vpk baked in by ./vita/build.sh <ux0:data/... path> ./vita/setup.sh once; install with VitaShell; slow
web (not a PS2Recomp target) snuri00/ps2-web-recomp is a different recompiler: a second port of the same disc, experimental

Guard rails

  • Bring your own game. Every player supplies the game from a disc they own, dumped themselves. Never download ISOs, ELFs or BIOS files, never help find them, never ask for them. No BIOS needed.
  • Nothing from the game gets published. package refuses disc images (ISO, BIN, IMG, MDF, NRG, CHD, CSO and ISO 9660 content under any name), PS2 ELFs and IRX modules (by magic and machine), disc-style names like SLUS_203.12, SYSTEM.CNF, recompiled runner/ sources, anything in game/, and any file over 512 MB. The runner itself is built from the recompiled game code: the package is for the user's own devices, not for upload. Share patches, overrides and original assets.
  • Not affiliated with Sony. PlayStation is a trademark of Sony Interactive Entertainment. PS Vita homebrew, Steam, Android and the other platforms belong to their owners.
  • Never destroy the user's files. --replace only replaces a folder this tool made, and refuses while game/ holds anything (the player's disc, saves in mc0/).

Hands off to

  • /console-tester to run the build on this machine before packaging, and after.
  • /console-controller for the device's controls (xbox layout on the Steam Deck, touch zones or a Bluetooth pad on Android).
  • /console-saves to move saves between devices (mc0/ sits next to the game's ELF).

Tips for Console Anywhere

  • • Start a fresh session after installing so your agent picks up the new skill.
  • • This skill ships scripts. Read them before the first run, and run it in a project without secrets first.
  • • It bundles reference files. The agent reads them only when needed, so they cost no context until then.
  • • It is part of a pack with 11 skills. Install only the ones you need with --skill to keep triggers precise.
  • • If two skills overlap, mention the one you want by name.

Questions about Console Anywhere

What does the Console Anywhere skill do?

Play Anywhere. Builds the port for Windows, Mac, Linux, Steam Deck, Android and PS Vita and packages it without any game files inside. doctor checks this machine's tools for a target and prints the exact install command for anything missing; plan prints the build steps taken from PS2Recomp's own README, android/README.md and vita scripts; package makes a player folder in console/dist/ (the runner, its libraries, an e

How do I install Console Anywhere?

Run "npx skills add Jakeschincariol/console-skill --skill console-anywhere" in your project. The skills CLI installs it for Claude Code, Cursor, Codex and 70+ other agents. In Claude on the web, upload the skill folder as a ZIP under Customize > Skills.

Does Console Anywhere work in Cursor and Codex?

Yes. Console Anywhere uses the open SKILL.md format, so it works in Claude Code, Claude, Cursor, OpenAI Codex, Gemini CLI, GitHub Copilot and other agents that support agent skills.

Is Console Anywhere free?

Console Anywhere is open source on GitHub under the MIT license. It is free to install; check the license before commercial use.

Who made Console Anywhere?

Console Anywhere is published by Jakeschincariol in the Jakeschincariol/console-skill repository, together with 10 other skills.

Similar skills. From other creators.