사용 방법
- 설치 명령을 복사하고 자신의 에이전트 환경에 설치하기 전에 소스 패키지를 확인하세요.
- 필요한 도구, 인증 정보, 지원 환경은 원본 문서에서 확인하세요.
- 입력과 원하는 산출물을 설명하고 출처와 결과를 대조하세요.
npx skills add https://github.com/ewrogers/megadev-skills --skill megadev-effects시작 전 확인
- 설치에는 모델 구독, API 한도, 파일 접근 권한이 포함되지 않습니다.
- 별점 수와 설치 수는 활동 지표이며 독립적인 품질·보안 검증이 아닙니다.
원본 저장소의 제목, 예시, 코드, 표, 링크, 이미지를 유지해 표시합니다.
Megadev effects
Effects add feedback to the game's existing mechanics and art direction. Adapt these techniques to the user's brief; the Lab's lantern, weather, colors, sound and controls are illustrative.
- Read Pools and simulation for finite lifetimes,
deterministic timing, burst admission, pause and decorative degradation.
- Read Rendering and performance for resident tiles,
SAT/scanline budgets, presentation-only shake and one VBlank publisher.
- Read Validation for behavior tests, original-68000
execution, ARM64/AMD64 comparison, regional checks and measurement limits.
Use ewrogers/megadev:latest and inspect the selected image's source. Megadev exposes VDP and BIOS facilities; this skill's fx_* functions are application code, not a particle engine supplied by the SDK. Do not introduce SGDK's sprite, DMA queue, resource compiler or task APIs as Megadev calls.
Essential choices:
- Reserve room for gameplay and important impacts before decorative weather.
Bound particles, emission per update, simulation catch-up, submitted sprites, per-scanline work and bytes published. A finite pool alone is not a frame budget.
- Keep transient effects allocation-free when a fixed pool fits. Define the
full-pool behavior explicitly: reject, replace a less important effect, or reduce emission. Never evict gameplay entities to show decoration.
- Use the game's existing clock and input edge handling. Pause and slow motion
are deliberate policies; do not multiply speeds by the measured render FPS.
- Keep effect art resident where useful. Animate by choosing existing tiles;
account for remaining VRAM, palette and SAT costs even if no tiles are uploaded.
- Build an immutable frame snapshot outside interrupts. Submit through the
existing VDP owner, in a measured safe interval. Avoid active-display palette writes and unbounded work in a callback.
- Apply shake to camera presentation, not simulation positions or collision.
Keep HUD panels stable and restore scroll offsets when the envelope ends.
The standalone Effects Lab demonstrates these choices. scripts/create_project.py creates a fresh project without replacing files. Its separate burst/trail/weather pools and conservative H40 renderer are one policy, not mandatory capacities or an all-purpose sprite scheduler.
Reuse megadev-graphics for renderer integration and palette ownership, megadev-animation for gameplay animation events, megadev-gameplay for game rules, megadev-audio for the sound owner, and megadev-performance for broader profiling. Effects must not install competing VDP, drive, clock or audio owners.


