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-scaling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 scaling
Decide whether the asset and effect benefit from an ASIC-generated image. The ASIC samples a stamp map into Word RAM; it does not give a VDP sprite a rotation flag, add palette lines or display the result by itself.
- Read ASIC layouts and projection before preparing stamps,
trace lines or register values. Read the selected Megadev headers rather than inventing convenience APIs or importing SGDK types.
- Read Ownership and publication for Main/Sub leases,
completion, cached snapshots, hidden VRAM uploads and cost accounting. Its performance section explains the measured 5→30 image/s improvements and how to profile copying, HUD work and handoff delays without weakening correctness.
- Read Validation for math, compiled adapters, ares and
checks that still need a physical console.
Essential contracts:
- The graphics operation requires 2M Word RAM and Sub ownership. Build immutable
source/map/trace inputs before writing the start register. No CPU modifies them or hands away Word RAM while the ASIC is active.
- Wait for hardware completion, then confirm the ownership handoff. A matching
mailbox reply alone does not authorize a Main read. Timeouts report failure; they do not cancel hardware or make a pending buffer safe to reuse.
- Validate alignments, region extents, image dimensions, signed step ranges and
the selected stamp/map layout. Keep output separate from source/map/trace.
- Treat the inverse projection and its fixed-point units explicitly. Floor
perspective uses a different start/step per output line; this is an image sampler, not a polygon engine, depth buffer or general camera system.
- Budget trace generation, ASIC work, Main copying, VRAM residency and VBlank
transfers separately. Publish an image only after every staged chunk completes. Extra RAM/VRAM can avoid visible tearing, but they are not free.
- Share the game's existing memory, Main/Sub, renderer and interrupt owners.
This skill does not introduce a competing CD, audio, allocator or input system.
The standalone Scaling Lab demonstrates zoom, rotation and a repeating perspective floor with original native-resolution art. Its scale_* helpers and fixed profile are project code, not Megadev APIs. The mosaic, colors, controls and layout are illustrative, not a game-design template.
Use ewrogers/megadev:latest; pull it before validation and inspect its SDK source. Limit Docker containers to two CPUs. Record actual compiler/SDK revisions and separate compiled model evidence from emulator and real-hardware observations.




