AyeZeeBB 3fddd1433a Trainer: quiet by default, host's setup for guests; drop the out-of-view cut
Follow-ups to the trainer (PR 37), and one multiplayer change.

Off until asked for (Extension/Trainer)
- The jump read-out and the LB+RB controller shortcuts start off. Jumps
  are logged only while the read-out or telemetry recording is on, and
  trick launches only when the trainer scaled them. A saved trainer.json
  keeps what the player chose.

Memory search on demand (trainer.cpp, trainer_classes.cpp)
- The search for the game's tuning classes reads all writable memory.
  It ran for every player after a level loaded, and up to seven times
  when it found nothing. It now runs only when a class value or the flip
  speed is not the game's own (the player's, or a host's they skate
  with) or the EVERYTHING list is open, and at most three times a level.
- For those players it runs again on each level, which brings fresh
  copies; a search from an earlier level used to count as done.

Guests under enforced physics
- A guest is locked by the session's enforce setting, from the moment
  of joining (Engine/Game/Multiplayer/session_physics.h), not by whether
  the enforcement status text was set yet.
- A guest's class values no longer come back after a map change.

The host's whole setup reaches its guests (protocol 39)
- Only Gameplay/SkatePhysicsTuning travelled, so a host could push,
  sprint or jump further than the guests it held to the game's own.
- New packet physics_extras (30): the host's class values, trick
  multipliers and auto push (trainer_session.h), sent when they change
  and to players who join later, taken from the host only. A dedicated
  server's are the game's own and it ignores the packet.
- Under enforcement a guest's own trick multipliers stand down for the
  host's, whatever the boosts switch says. With enforcement off nothing
  changes.
- A guest refuses bytes that are not an encoding, holds values to the
  trainer's own ranges, and leaves out class values written for another
  game build's table.
- protocol_version 38 -> 39: released versions disconnect from a peer
  that sends a packet they cannot decode.

Out-of-view players are posed every frame again (Session/session.cpp)
- Players outside the camera's view and past 8 m were sampled at 20 Hz
  (b763631). The game's replays record each skater as it stood every
  frame and their camera looks anywhere, so those players moved at
  20 Hz in replays. Removed; the distance rule (20 Hz past 200 m, 10 Hz
  past 350 m) stays. This gives back the client-tick time it saved on
  busy servers.
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ReSkate

play it offline, host your own lobbies and dedicated servers, and mod it. the launcher, the runtime that loads into the game, and the dedicated server.

ReSkate is a fan project. It is not affiliated with or endorsed by Electronic Arts or Full Circle. You need your own copy of skate. on Steam.

Features

  • Offline play. No EA servers needed. Your skater, outfits, unlocks and progress are saved on your PC, and the game runs even with Steam closed.
  • Multiplayer.
    • Host a Steam lobby for up to 32 players: public, or joined with a code, with an optional password.
    • Join dedicated servers from the in-game server browser.
    • Proximity voice chat, and text chat with emotes and an optional bad-word filter.
    • Parties in lobbies and on dedicated servers: invite, join, leave, promote.
    • Throwdowns with other players (Jam, Spot Battle and S.K.A.T.E.), and co-op challenges.
  • In-game menu and console.
    • Map and fast travel.
    • World: time of day, population, district levels, rotating parks.
    • The Park Editor: place, move and save objects with freecam, snapping and undo.
    • Skater options: first person, movement, boosts, noclip.
    • Progression, controls, graphics and multiplayer settings.
  • Mods.
    • Drop a mod in Mods/ and it is merged into the game at launch. Mods can add custom maps, loading screens, cosmetics and scripts.
    • Browse and install mods from the Thunderstore community in the launcher.
    • Most mod changes apply in game without a restart.
  • Launcher.
    • Checks that you have the supported game build, and can download exactly that build with your Steam account.
    • Keeps ReSkate itself up to date.

Getting started

  1. Download the latest ReSkate-<version>.zip from Releases.
  2. Extract ReSkateLauncher.exe and ReSkate.dll into either folder:
    • your skate. folder, beside Skate.exe (Steam → skate. → Manage → Browse local files); or
    • an empty folder, where the launcher installs the game for you (about 14 GB).
  3. Run ReSkateLauncher.exe.
    • It checks for ReSkate updates, then checks the game files against the supported build.
    • If the game is missing, or Steam has updated it past the supported build, sign in when asked. You can scan a QR code with the Steam app, or use your username and password with Steam Guard. It then downloads only the files it needs.
  4. Press PLAY.

ReSkate supports one game build at a time (Steam build 25414733).

Controls

Key Opens
Insert the ReSkate menu
~ (grave/tilde) the command console (help lists the commands)
T chat, in multiplayer

The menu and console keys can be changed in the launcher's Settings.

Where things are

What Where
Mods Mods\<mod name>\ beside Skate.exe, ordered by Mods\mods.json
Logs logs\ReSkate.log beside Skate.exe
Profile (skater, progress, parks) %LOCALAPPDATA%\ReSkate\profiles\offline\
The game's own settings and saves %LOCALAPPDATA%\ReSkate\Game\ (kept apart from the normal game)
Launcher settings ReSkateLauncher.settings.json beside the launcher

Mods

  • Install mods from the launcher's MODS page: browse Thunderstore, or drag a .zip or folder onto the window.

  • In game, the MODS tab of the ReSkate menu (Insert) turns mods on and off and applies the changes.

  • Mods are checked against the game build they were made for. Outdated mods, or mods that can't be merged cleanly, are left out with a message naming them, and the rest still load.

  • A mod that adds songs can give them their own playlist in the game's music screen with a reskate-music.json in its folder:

    {"schema": 1, "playlists": [{"name": "My Playlist", "songs": ["Artist - Title", "Artist - Other Title"]}]}
    

    Each entry is the song's artist and title exactly as the mod registers them, joined by -. Entries that match no song are ignored, and a playlist with no matching songs is not shown. A file that does not follow this shape is skipped and logged. The songs themselves still have to be added by the mod.

Only install mods you trust. Mods change game data, and custom scripts can run code.

Dedicated servers

ReSkateServer.exe is a headless lobby that needs neither the game nor Steam installed. It is in the ReSkateServer-<version>.zip of each release. See Server/README.txt for setup, ReSkateServer.json, admin commands, votes and the anti-cheat checks.

Linux servers

Each release also ships ReSkateServer-Linux-<version>.zip: the same headless lobby as a native x86_64 Linux binary (no Wine, no game install). Setup in short:

unzip ReSkateServer-Linux-<version>.zip -d reskate-server && cd reskate-server
./setup-linux-server-libs.sh
./ReSkateServer            # writes ReSkateServer.json on first run; edit name/admins, restart

Details (Steam .so files, world-layers.json, systemd, ports, building from source with cmake --preset linux-x64) are in Server/README-linux.md.

Building from source

Requirements

  • Windows 10 or 11, x64.
  • Visual Studio 2022 with the Desktop development with C++ workload (MSVC v143 and a Windows SDK).
  • CMake 3.24 or newer. Visual Studio's C++ CMake tools for Windows component provides one.

All third-party libraries are in the repository, so the build needs no package manager or network access.

Build

From a Developer PowerShell for VS 2022 in the repository folder:

cmake --preset vs2022-x64
cmake --build --preset release --parallel 4

The files are written to build/vs2022-x64/Release/:

File What it is
ReSkateLauncher.exe the launcher (also hosts crash reporting)
ReSkate.dll the runtime the launcher loads into the game
ReSkateServer.exe the dedicated server
ReSkateEmotePacker.exe builds the chat emote pack in assets/emotes

To work in Visual Studio, open build/vs2022-x64/DingoSDK.sln after configuring and select Release | x64.

Running your build

Close the game. Copy ReSkateLauncher.exe and ReSkate.dll beside Skate.exe, then run the launcher.

Local builds never replace themselves. They only report that an update exists, so a release can't overwrite the DLL you are testing.

Useful launcher flags:

Flag Effect
--no-gui start the game straight away, without the launcher window
--no-update skip the update check
--offline play offline, without Steam running
--windowed, --width=N, --height=N windowed mode and its size
--log-level=<trace|debug|info|warning|error> how much ReSkate.log records
--menu-key=0x2D, --console-key=0xC0 menu and console keys (virtual-key codes)
--no-loose-files ignore loose Lua and config files beside the game
--gpu-diagnostics record extra detail when the graphics driver crashes (DRED)

CMake options

Option Default Effect
DINGOSDK_VERSION 0.0.0 version stamped into the binaries
DINGOSDK_LAUNCHER_AUTO_UPDATE OFF let the launcher replace itself and ReSkate.dll, and the server replace itself (release builds)
DINGOSDK_RELEASE_REPO Dingo-Shenanigans/ReSkate public GitHub repository whose latest release carries launcher.json and the files it pins
DINGOSDK_BACKTRACE_URL the project's endpoint Backtrace minidump submission URL; empty turns crash uploads off
DINGOSDK_TEST_GAME_ROOT empty a Skate folder, for the tests that read real game data

Tests

Each module keeps its regression tests in a Test/ folder. Turn them on with any of DINGOSDK_BUILD_MULTIPLAYER_TESTS, DINGOSDK_BUILD_LAUNCHER_TESTS, DINGOSDK_BUILD_PARK_EDITOR_TESTS and DINGOSDK_BUILD_BACKTRACE_TESTS, then run CTest:

cmake --preset vs2022-x64 -DDINGOSDK_BUILD_MULTIPLAYER_TESTS=ON -DDINGOSDK_BUILD_LAUNCHER_TESTS=ON
cmake --build --preset release --parallel 4
ctest --test-dir build/vs2022-x64 -C Release

The project builds with /W4 /WX: warnings are errors.

Project layout

The source tree loosely follows Frostbite's own layout.

Folder Contents
Engine/Core/ logging, console, JSON, storage, platform helpers, Detours hooks, crash reporting (Debug/)
Engine/Resource/ Frostbite data formats: EBX, TOC, CAS, bundles, shader lookup
Engine/Vfs/ InitFS, the Mods folder, mod merging, the content cache
Engine/Scripting/ custom Lua scripts
Engine/Game/ the game's native ABI and data models
Engine/Game/Build/<build>/ every address, fingerprint and patch tied to one Skate.exe build, as addr::<area>::<name>
Extension/ ReSkate's features, the in-game UI and diagnostics
Runtime/ ReSkate.dll: entry point, startup and exports
Launcher/ ReSkateLauncher.exe
Server/ ReSkateServer.exe
EmotePacker/ ReSkateEmotePacker.exe
External/ third-party libraries, pinned and hashed (see External/README.md)
assets/, config/ files built into the binaries: launcher art, emotes, default profile settings
cmake/ the build, split by area

Supporting a new game build

Feature code never contains addresses. Everything tied to one Skate.exe lives in Engine/Game/Build/<build>/ and in the pins of supported_build.h: file hashes, the Steam depot and manifest, and the content cache. A new game build means a new table and new pins. Most hooks and patches check the bytes they expect before touching them, so code from the wrong build is refused rather than patched.

Crash reports and privacy

When the launcher or the game crashes, ReSkate uploads a minidump and that session's log to the project's Backtrace account, so crashes can be fixed. The log never contains your Steam password or login name.

To turn it off, untick Send crash reports in the launcher's Settings (ADVANCED), or set the environment variable RESKATE_CRASH_REPORTING=0.

Third-party code

ReSkate uses Dear ImGui, Microsoft Detours, RapidJSON, spdlog, SQLite, LZ4, Zstandard, miniz, bcdec and Valve's networking headers, and the Montserrat and Permanent Marker fonts. Versions, licenses and local patches are in External/README.md. Every release ships their license files in licenses/.

License

Copyright © 2026 the ReSkate contributors.

ReSkate's source code is free software: you can redistribute it and modify it under the terms of the GNU General Public License, version 3. If you share a modified ReSkate, share its source code under the same license.

The license covers ReSkate's own code. It does not cover:

  • Third-party libraries and fonts in External/, which keep their own licenses (see External/README.md).
  • The chat emotes in assets/emotes/, which were made by other people.
  • Images of the game (assets/launcher/background.jpg, assets/startup_splash.jpg) and anything else from skate. The game and its content belong to Electronic Arts, and nothing here grants any rights to them.

AI disclosure

Parts of ReSkate, including code, reverse-engineering notes and documentation, were written with the help of AI coding assistants. The maintainers direct and test that work, but AI-written code can contain mistakes like any other. If something looks wrong, please open an issue.

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