Verwendung
- Installationsbefehl kopieren und das Quellpaket vor der Installation in der eigenen Agentenumgebung prüfen.
- Benötigte Werkzeuge, Zugangsdaten und Hosts im Original prüfen.
- Eingabe und gewünschtes Ergebnis beschreiben und die Ausgabe mit den Quellen abgleichen.
npx skills add https://github.com/ewrogers/megadev-skills --skill megadev-rasterVor dem Start
- Die Installation umfasst weder Modellabo noch API-Kontingent oder Dateizugriffsrechte.
- Sterne und Installationen zeigen Aktivität, keine unabhängige Qualitäts- oder Sicherheitsprüfung.
Aus dem Quell-Repository gerendert; Überschriften, Beispiele, Code, Tabellen, Links und Bilder bleiben erhalten.
Megadev raster effects
Use raster effects when the design needs different display state within a frame. Mega CD still uses the Mega Drive VDP: extra CPUs, Word RAM and the ASIC do not add palettes, planes, sprite capacity or a second independent display. The Labs' scenery, audio, controls and split sizes are illustrative.
- Read Interrupt ownership and timing before installing
a handler or changing VDP state during display.
- Read Water and split-screen for reflected tilemaps,
line scroll, palette pairs, camera transforms and seam/sprite budgets.
- Read Validation for failure tests, regional builds,
emulator checks and physical-hardware limits.
Inspect actual source in ewrogers/megadev:latest. The Lab's rt_* functions and raster_* assembly are application code, not Megadev raster APIs. Do not import SGDK interrupt, DMA-queue or sprite-engine calls.
Essential rules:
- Reuse the game's VBlank, input, audio and Main/Sub service owners. One owner
schedules VDP access; an H handler must not compete with foreground uploads.
- Build an immutable frame outside interrupts. Commit its line, scroll, palette
and seam sprites together, then latch a dedicated HBlank plan in VBlank.
- Restore dry/top state early in VBlank. Program the next counter before bulk
uploads, finish within a measured blank interval, then arm the current epoch. Reject pending blank-edge/early interrupts without consuming that plan.
- Keep HBlank assembly short and bounded. Save used registers, return with RTE,
and perform no BIOS, C, allocator, CD or decoder calls there. Bound edge polling and interrupt masking; reject late writes rather than coloring another frame.
- Minimize active-display CRAM writes. Prefer prepared palette banks and line
scroll; if needed, preload a tiny color pair and write on a fresh HBlank. A foam sprite can hide the seam, but cannot excuse an unbounded palette upload.
- Split-screen shares planes, SAT, palettes and VRAM. Transform and clip sprites
for each view, budget scanlines, and explicitly reserve divider rows.
- Measure repeated movement and boundary cases, not just a fixed waterline.
Emulator success does not prove CRAM-dot absence or interrupt/bus timing on physical hardware. Offer an effect-off comparison and a simpler fallback.
Raster Labs generate separate water and split discs with scripts/create_project.py --demo water|split. The renderer uploads resident art once and bounds steady-state DMA. Reuse megadev-graphics for general VDP rendering, megadev-system for Main/Sub work, megadev-audio for audio ownership and megadev-performance/megadev-hardware for broader qualification. This skill owns scanline scheduling and the within-frame transforms, not those systems.




