使い方
- インストールコマンドをコピーし、自分の環境へ導入する前にソースを確認します。
- 必要なツール、認証情報、対応環境を原文で確認します。
- 入力と成果物を指定し、出力を資料と照合します。
npx skills add https://github.com/ewrogers/megadev-skills --skill megadev-compression開始前の確認
- 導入にはモデル契約、API枠、ファイルへのアクセス許可は含まれません。
- スター数や導入数は活動の指標であり、独立した品質・安全性試験ではありません。
見出し、例、コード、表、リンク、参照画像を含む原文を表示しています。
Megadev compression
Choose compression per asset and loading path. A smaller file can still cost more sectors, more working RAM or more time before an asset is usable. Preserve the game's asset formats, visual design and loading behavior.
- Read Formats and authoring for audited Megadev/BIOS
support, a deterministic Kosinski encoder and input/output validation.
- Read Loading and budgets for ownership, sector-sized
staging, peak RAM, Sub decoding and preloading trade-offs.
- Read Measurement and validation for real decoder
execution, timing limits, ARM64/AMD64 comparison and PAL/NTSC auditions.
Use ewrogers/megadev:latest; inspect its actual decoder and ABI before teaching calls. The audited SDK revision and primary links are in the references. Do not port SGDK's resource compiler, unpack calls or codec names as Megadev APIs.
Essential contracts:
- Bound source consumption, decoded length and history references before
calling a decoder that has no bounds arguments. Keep that validated source immutable until decoding completes. Validate the decoded asset before use.
- Round CD reads to 2048-byte sectors and reserve that full writable range.
Keep encoded input and output disjoint, with exclusive CPU ownership.
- A request acknowledgement, read completion, decode completion and visible
upload completion are different events. Cancellation/timeouts do not free buffers from a live reader or decoder.
- Keep decoding out of VBlank/interrupt handlers. Main/Sub separation can keep
gameplay responsive, but does not make decode cost or shared-bus work free.
- Report stored bytes, sectors, decoded bytes, active buffer usage and reserved
capacity separately. Compression does not shrink the final VRAM requirements.
The self-contained Compression Lab compares raw versus Kosinski artwork and an explicitly labeled random-noise sample. scripts/create_project.py generates a new project without replacing files. Its encoder, validator, measurement helpers and protocol are application code; Kos_Decomp is the actual SDK assembly decoder. Both raw and packed versions are included for comparison, not as a recommended shipping layout.
Reuse the game's existing reader, clock, memory leases and renderer. megadev-streaming owns loading mechanics, megadev-memory covers lifetimes, and megadev-performance covers broader profiling. This skill adds compression choice, validation and decode integration; it prescribes no art style or game flow.




