AGENT SKILLS · ミッション装備 / ewrogers

ewrogers · Agent Skills

32 skills with substantive source documentation and an official publisher or observed installation demand. Read each skill’s original documentation through its card.

ewrogers
コミュニティ

megadev-best-practices

Apply Megadev-specific C/assembly, project-structure and integration practices while preserving CPU, interrupt and resource ownership. Use when writing or reviewing Megadev game code, joining existing systems, or fixing cross-system correctness problems; detailed graphics, audio, loading, save and release implementations remain with their own skills.

導入数
1
GitHub Stars
0
更新日
10月20日
ewrogers
コミュニティ

megadev-combat

Implement attack resolution, directional guards, damage, invulnerability and knockback in Megadev Sega CD games. Use for combat rule ordering, attack-instance hit tracking and bounded projectile handling; animation timing, geometry and enemy decisions remain separate concerns.

導入数
1
GitHub Stars
0
更新日
10月20日
ewrogers
コミュニティ

megadev-compression

Choose and validate compression for Megadev Sega CD assets, comparing sector-rounded disc size, decode time and RAM, with safe Kosinski decoding and loading/preloading integration.

導入数
1
GitHub Stars
0
更新日
10月20日
ewrogers
コミュニティ

megadev-effects

Build bounded particles, explosions, trails, weather and screen shake in Megadev Sega CD games, with effect priorities, resident art and measured rendering budgets.

導入数
1
GitHub Stars
0
更新日
10月20日
ewrogers
コミュニティ

megadev-graphics

Render scrolling planes, parallax, sprites, animation frames and palette effects in Megadev Sega CD/Mega CD projects. Use for VDP layout, display priority, sprite budgets and frame submission; asset conversion and disc-streaming policy are separate concerns.

導入数
1
GitHub Stars
0
更新日
10月20日
ewrogers
コミュニティ

megadev-hardware

Investigate and validate Sega CD/Mega CD hardware behavior in a Megadev project, including CPU-specific memory maps, Word RAM ownership, BIOS services and hardware test evidence. Use for hardware assumptions and diagnostics rather than game design or SGDK API guidance.

導入数
1
GitHub Stars
0
更新日
10月20日
ewrogers
コミュニティ

megadev-input

Integrate 3/6-button pads, Mega Mouse and Sega/EA multitaps into Megadev Sega CD/Mega CD projects, with verified SDK boundaries, bounded protocol readers and stable input snapshots. Use for device polling, input edges/repeat, socket identity and controller testing rather than game-specific controls.

導入数
1
GitHub Stars
0
更新日
10月20日
ewrogers
コミュニティ

megadev-levels

Build authored Megadev Sega CD/Mega CD areas from Tiled maps, with separate collision layers, camera bounds, scrolling tile caches and named connected exits. Use for map import/runtime integration and level residency, rather than a general physics engine or genre-specific game rules.

導入数
1
GitHub Stars
0
更新日
10月20日
ewrogers
コミュニティ

megadev-localization

Prepare Megadev Sega CD games for translated text with stable message IDs, accented glyphs, font budgets, safe substitutions and translated layout checks. Use for multilingual UI, dialogue and language preferences rather than general text rendering alone.

導入数
1
GitHub Stars
0
更新日
10月20日
ewrogers
コミュニティ

megadev-math

Choose and validate fixed-point formats, vectors, trig and interpolation for Megadev on the original Mega CD 68000 CPUs. Use for fractional movement, direction normalization, rotations, easing, overflow or numeric-range bugs; includes a standalone Math Lab and executable checks.

導入数
1
GitHub Stars
0
更新日
10月20日
ewrogers
コミュニティ

megadev-planning

Plan a Sega CD/Mega CD game using Megadev, with CPU responsibilities, memory lifetimes, Word RAM ownership, disc loading and hardware budgets. Use for feasibility, architecture and milestone planning before or during implementation.

導入数
1
GitHub Stars
0
更新日
10月20日
ewrogers
コミュニティ

megadev-raster

Implement bounded HBlank water/reflection and split-screen effects in Megadev Sega CD games, preserving VBlank ownership, interrupt safety and palette/scroll budgets.

導入数
1
GitHub Stars
0
更新日
10月20日
ewrogers
コミュニティ

megadev-scaling

Build and diagnose Sega CD graphics ASIC rotation, scaling and perspective floors in Megadev, covering stamp maps, per-line trace vectors, 2M Word RAM ownership, completion and bounded VDP uploads. Use for the ASIC path rather than ordinary VDP sprite animation or software-only 3D.

導入数
1
GitHub Stars
0
更新日
10月20日
ewrogers
コミュニティ

sgdk-ai

Implement enemy behavior in SGDK games with patrol/chase/attack states, sight cones, target selection, bounded pathfinding and staggered updates. Use when enemies see through walls, get stuck, switch targets erratically, return stale paths or cause frame spikes while searching.

導入数
1
GitHub Stars
0
更新日
10月20日
ewrogers
コミュニティ

sgdk-assets

Prepare, import and troubleshoot Mega Drive graphics, palettes, spritesheets, tiles, maps, fonts and audio resources with SGDK ResComp in Docker. Use for .res files, palette or tile budgets, broken imports, sprite cutting and asset pipeline changes.

導入数
1
GitHub Stars
0
更新日
10月20日
ewrogers
コミュニティ

sgdk-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.

導入数
1
GitHub Stars
0
更新日
10月20日
ewrogers
コミュニティ

sgdk-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.

導入数
1
GitHub Stars
0
更新日
10月20日
ewrogers
コミュニティ

sgdk-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.

導入数
1
GitHub Stars
0
更新日
10月20日
ewrogers
コミュニティ

sgdk-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.

導入数
1
GitHub Stars
0
更新日
10月20日
ewrogers
コミュニティ

sgdk-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.

導入数
1
GitHub Stars
0
更新日
10月20日
ewrogers
コミュニティ

sgdk-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.

導入数
1
GitHub Stars
0
更新日
10月20日
ewrogers
コミュニティ

sgdk-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.

導入数
1
GitHub Stars
0
更新日
10月20日
ewrogers
コミュニティ

sgdk-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.

導入数
1
GitHub Stars
0
更新日
10月20日
ewrogers
コミュニティ

sgdk-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.

導入数
1
GitHub Stars
0
更新日
10月20日