AGENT SKILLS · ミッション装備
実際に使われている Agent Skills
公開リポジトリの検証済み Skills を比較し、機能、内容、導入状況、出典を確認してから追加できます。
- 掲載範囲
- 検証済み
- Skills
- 22,446
- リポジトリ
- 3448
- 最終同期
- 2026/10/29
ewrogerssgdk-best-practices
Write or review SGDK C for defined arithmetic, clear module boundaries, resource lifetimes, safe queued transfers and interrupt sharing. Use for implementation quality and project code organization, rather than toolchain setup, game design or performance profiling alone.
- 1時間の導入数
- 1
- GitHub Stars
- 0
- 更新日
- 10月20日
ewrogerssgdk-cartridge
Plan and implement large SGDK cartridges with Sega/SSF bank switching, FAR resources, pinned shared code and audio, and safe SRAM access. Use when a ROM exceeds the linear address window, stage assets live in separate banks, a FAR pointer becomes invalid, or saving interferes with banked content.
- 1時間の導入数
- 1
- GitHub Stars
- 0
- 更新日
- 10月20日
ewrogerssgdk-compression
Choose and validate SGDK asset compression, measure ROM/CPU/RAM trade-offs, and schedule decoding for loading or preloading. Use for packed graphics or data, not general archive formats or replacing SGDK's renderer.
- 1時間の導入数
- 1
- GitHub Stars
- 0
- 更新日
- 10月20日
ewrogerssgdk-hardware
Validate SGDK games beyond an emulator with reset, PAL/NTSC video, sprite limits, DMA/audio contention, controller and cartridge-save checks. Use for console compatibility, flashcart testing, emulator-versus-hardware differences and reproducible hardware bug reports.
- 1時間の導入数
- 1
- GitHub Stars
- 0
- 更新日
- 10月20日
ewrogerssgdk-input
Implement or debug SGDK input for 3/6-button pads, Mega Mouse, Sega Team Player and EA 4-Way Play. Use for frame sampling, button edges, action bindings, player slots and controller-test ROMs.
- 1時間の導入数
- 1
- GitHub Stars
- 0
- 更新日
- 10月20日
ewrogerssgdk-isometric
Build SGDK isometric views with coordinate projection, height-aware draw order, elevated surfaces and occlusion. Use for diamond maps, bridges, stairs, actors passing behind scenery and camera/picking problems.
- 1時間の導入数
- 1
- GitHub Stars
- 0
- 更新日
- 10月20日
ewrogerssgdk-localization
Prepare SGDK games for translated text with stable message IDs, accented or custom glyphs, font budgets, safe substitutions and translated layout checks. Use for multilingual menus, dialogue and language preferences, rather than general text rendering alone.
- 1時間の導入数
- 1
- GitHub Stars
- 0
- 更新日
- 10月20日
ewrogerssgdk-math
Choose and verify SGDK fixed-point math for movement, angles, aiming, interpolation, distance checks and perspective effects. Use for numeric precision, overflow, trigonometry or math-heavy game effects on the Mega Drive, rather than general gameplay architecture or profiling.
- 1時間の導入数
- 1
- GitHub Stars
- 0
- 更新日
- 10月20日
ewrogerssgdk-multiplayer
Build local SGDK multiplayer with join/leave during play, direct pads and multitaps, shared cameras, independent respawns and fair shared interactions. Use for co-op player ownership and session rules beyond low-level controller polling.
- 1時間の導入数
- 1
- GitHub Stars
- 0
- 更新日
- 10月20日
ewrogerssgdk-multitasking
Schedule spare-time CPU work with SGDK's single user task, including background decompression, procedural calculations, safe publication and cancellation. Use when foreground gameplay must stay responsive during CPU work; not parallel threads or a replacement for DMA streaming.
- 1時間の導入数
- 1
- GitHub Stars
- 0
- 更新日
- 10月20日
ewrogerssgdk-planning
Turn a Mega Drive game idea or feature into playable milestones and a hardware-aware SGDK plan. Use for scope, resource budgets, feasibility probes and growth paths before implementation.
- 1時間の導入数
- 1
- GitHub Stars
- 0
- 更新日
- 10月20日
ewrogerssgdk-platformer
Build and tune side-scrolling SGDK platformers with responsive jumps, slopes, one-way and moving platforms, enemy stomps, power-ups and hidden passages. Use for platformer movement feel and interactions, rather than general top-down movement or SDK setup alone.
- 1時間の導入数
- 1
- GitHub Stars
- 0
- 更新日
- 10月20日
ewrogerssgdk-release
Validate and package an existing SGDK game ROM for distribution, with ROM headers, SGDK checksums, cartridge size checks, release documents and matching-build records. Use when preparing a downloadable release or reviewing a release candidate, rather than implementing gameplay or publishing a Docker image.
- 1時間の導入数
- 1
- GitHub Stars
- 0
- 更新日
- 10月20日
ewrogerssgdk-rpg
Implement SGDK RPG party stats, equipment, inventory, abilities, status effects, turn order, battle resolution and progression. Use for RPG mechanics and their exploration/menu/save integration, rather than dialogue authoring or general UI alone.
- 1時間の導入数
- 1
- GitHub Stars
- 0
- 更新日
- 10月20日
ewrogerssgdk-scenes
Build SGDK game flow with title screens, character select, levels, pause, continue and credits; manage fades, input handoff, audio and resource cleanup between screens. Use when a scene transition leaves stale graphics or callbacks, repeats a held button, leaks memory, loses progress or needs a safe loading fallback.
- 1時間の導入数
- 1
- GitHub Stars
- 0
- 更新日
- 10月20日
ewrogerssgdk-shmup
Build SGDK shoot-em-ups with scrolling stages, aimed/spread/ring/spiral bullets, bounded projectile pools, weapon upgrades, scoring, enemy waves and boss phases. Use for vertical or horizontal shooter design and implementation, rather than general projectile code alone.
- 1時間の導入数
- 1
- GitHub Stars
- 0
- 更新日
- 10月20日
ewrogerssgdk-ui
Build SGDK fonts, text, menus and HUDs with bounded formatting, controller navigation and clear tile/palette ownership. Use for title screens, options, pause menus, score displays and text glitches, rather than general sprite or scrolling-map work.
- 1時間の導入数
- 1
- GitHub Stars
- 0
- 更新日
- 10月20日
fenregame-graphics
Game graphics and visual art reference covering pixel art, sprite creation, character design, animation, concept art, tilesets, UI/HUD design, VFX, and art direction. Includes color theory, shading techniques, sprite sheet specifications, animation cycles, sub-pixel animation, anti-aliasing, outline styles, parallax, lighting, and style guide creation. Tool guidance for Aseprite, Pyxel Edit, Piskel, Krita, and Photoshop. Use when creating game art, designing characters, making pixel art, buildin
- 1時間の導入数
- 1
- GitHub Stars
- 0
- 更新日
- 6月18日
howarewoowoostack-design-system
Use when asked to create a project-adapted design system and component catalog, inspect an existing catalog for gaps or drift, or explicitly add, repair, or update selected catalog content.
- 1時間の導入数
- 1
- GitHub Stars
- 0
- 更新日
- 10月20日
jinyongpdevtools
Operate the devtools CLI for project setup, managed servers, local networking and sharing, task/workstream coordination, and profile backup/recovery. Use when a repository has devtools.toml or when the user asks to inspect, configure, run, coordinate, or recover devtools-managed work.
- 1時間の導入数
- 1
- GitHub Stars
- 0
- 更新日
- 10月20日
jssblckbabysit
Use when asked to babysit a GitHub PR or wait for its CI or review checks.
- 1時間の導入数
- 1
- GitHub Stars
- 0
- 更新日
- 10月9日
jssblckcode-craft
Apply Jess's engineering conventions to invariants, boundary typing, state, effects, proofs, error handling, and abstraction decisions.
- 1時間の導入数
- 1
- GitHub Stars
- 0
- 更新日
- 10月9日
jssblckgh-stack
Use when working in a checked-out PR stack, handling dependent PRs or branch layers, or planning to split work into stacked PRs.
- 1時間の導入数
- 1
- GitHub Stars
- 0
- 更新日
- 10月9日
jssblckmerge-open-prs
Use when asked to merge all open PRs or land a specified set of PRs together.
- 1時間の導入数
- 1
- GitHub Stars
- 0
- 更新日
- 10月9日