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-scaling시작 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 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.




