ewrogers/sgdk-skills

sgdk-compression

Choose and validate SGDK asset compression, measure ROM/CPU/RAM trade-offs, and schedule decoding for loading or preloading.

소스 보기

사용 방법

  1. 설치 명령을 복사하고 자신의 에이전트 환경에 설치하기 전에 소스 패키지를 확인하세요.
  2. 필요한 도구, 인증 정보, 지원 환경은 원본 문서에서 확인하세요.
  3. 입력과 원하는 산출물을 설명하고 출처와 결과를 대조하세요.
npx skills add https://github.com/ewrogers/sgdk-skills --skill sgdk-compression

시작 전 확인

  • 설치에는 모델 구독, API 한도, 파일 접근 권한이 포함되지 않습니다.
  • 별점 수와 설치 수는 활동 지표이며 독립적인 품질·보안 검증이 아닙니다.
원본 Skill 문서

원본 저장소의 제목, 예시, 코드, 표, 링크, 이미지를 유지해 표시합니다.

SGDK compression

Choose compression for the asset's access pattern and the game's frame budget. Smaller ROM data can cost more CPU and staging RAM; decoded graphics still use the same VRAM and transfer bytes. A game need not compress every asset.

Start from the existing project and its loading requirements. Preserve its design, controls and resource ownership. Compression Lab is optional executable evidence, not a game template or required loading architecture.

Workflow

  1. Inspect the selected ewrogers/sgdk:latest container's resource manual,

headers and decoder source. Pull it before validation. Record SDK/compiler versions for measurements; do not assume online master matches the image.

  1. Identify when each asset is needed, how long it stays resident, its decoded

bytes and whether it must support random access. Compare representative art and a low-redundancy control, not just repeated zeroes.

  1. Try NONE, APLIB and LZ4W where supported. Check actual emitted format/size,

alignment, dictionary dependencies and final padded ROM. Do not interpret AUTO/BEST as the fastest runtime choice.

  1. Measure release decoding with interrupts and normal audio behavior. Account

for staging lifetime and upload bandwidth separately. Use direct mapped ROM uploads for suitable uncompressed data instead of adding an unnecessary copy.

  1. Pick an explicit loading strategy: synchronous work while covered, preload

before a deadline, or independently packed chunks. Ordinary unpack() is synchronous and cannot be resumed at an arbitrary byte boundary.

  1. Check decoded byte equality, output guards, insufficient-capacity rejection

before decoding, queue rejection/retry, and publication after completion. Verify PAL/NTSC display behavior in an emulator; console timing needs hardware.

Read formats and measurement when choosing a codec, preparing resources or interpreting size/time numbers. Read loading and preloading when assigning buffers, chunking an asset or combining decoding with DMA and banked ROM.

Compression Lab includes a standalone generator, RAW/APLIB/LZ4W comparison, fade-covered loading and independent-chunk preloading. Its host contracts and real-SDK base-M68000 tests live in repository tests; the installed example does not depend on those tests or another installed skill.

Boundaries

  • sgdk-assets: source art/audio preparation, palettes and ResComp import errors.

This skill owns codec selection, decode correctness and decoding cost.

  • sgdk-streaming: tile caches, residency, visibility and bounded uploads.

This skill prepares decoded bytes; a streaming system decides where they live.

  • sgdk-memory / sgdk-performance: whole-game RAM accounting and profiling.

Supply codec measurements without replacing those broader budgets.

  • sgdk-cartridge: bank mappings, far pointers and audio reachability.

Compression does not make an invalid banked pointer safe.

These are responsibility links, not required installations. The references explain this skill's essential contracts directly.

관련 작업

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