ewrogers/sgdk-skills

sgdk-planning

Turn a Mega Drive game idea or feature into playable milestones and a hardware-aware SGDK plan.

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-planning

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 planning

Help the developer choose the next playable proof, understand its hardware risks, and leave room for the game to grow. Produce a useful plan for an ordinary SGDK project, not a new engine or a generic game-design document.

Find the smallest useful proof

Read the request and existing project decisions first. Ask only about choices that materially change the initial proof, such as the core mechanic, target region, simultaneous players or a required cartridge. Record reversible assumptions and proceed instead of making the developer answer a fixed survey.

Choose mechanics, controls and progression from that brief, not from the nearest Lab. Examples can reveal a technical risk or a useful solution; their game loop, content and tuning are not defaults for the plan. If creative direction is open, offer choices suited to the request rather than silently reproducing an example.

Describe what the player will see and do in the first milestone, including how to tell whether it works. Keep the intended game recognizable while reducing content. A scrolling game needs an early scrolling proof; a busy shooter needs an early crowded-screen proof. An empty screen reaching 60 Hz proves neither.

Use the planning workflow for examples of scoping milestones, exposing assumptions and choosing feasibility checks.

Budget the busiest useful moment

Read hardware budgets for the relevant constraints. Keep hardware ceilings, SDK reservations and project targets separate. Account for these independently:

  • Main RAM, including SDK state, game state, buffers, heap and stack.
  • VRAM residency, including patterns and all VDP tables.
  • Shared palettes, hardware sprite pieces and worst-case scanline overlap.
  • ROM content, final padding and any deliberate mapper requirement.
  • Peak transfers/decompression and CPU work per update.

Label figures measured, estimated or unknown and state their basis. Do not invent a CPU percentage, a universal safe entity count or a fixed amount of free SGDK memory. Choose project headroom based on the proposed workload; spare RAM cannot fix a scanline or palette overflow.

For a useful static calculation, optionally create a worksheet and use the bundled budget checker. Its format and limits explain what it can check. It does not measure timing or prove that a game is feasible.

sh
python3 /path/to/sgdk-planning/scripts/budget_check.py budget.json

Verify risky assumptions

Planning does not require Docker to be running. Use sourced hardware facts and mark untested SDK or workload assumptions honestly. Before committing to an unfamiliar API or resource behavior, inspect the project's installed SGDK headers, implementation, resource manual and matching sample. Use the Docker image and verification guidance in hardware budgets. Do not silently upgrade an existing project or guess an API from another SDK.

Put the highest-risk assumption in a small feasibility probe. Match its display mode, update rate, asset sizes and peak workload to the planned game. Build optimized release code for performance checks. A successful build proves compiler/resource compatibility; visuals, controls, audio and timing still need emulator or hardware checks. Report only validation that actually ran.

Leave a plan someone can use

Adapt the game-plan template to the request. Remove irrelevant sections and keep the summary readable without hardware expertise. Include the first playable milestone, the next growth step, relevant budgets, unresolved risks and a concrete way to settle each risk.

If a budget does not fit, offer choices that preserve the game: share graphics, change the busiest formation, stream a map, alter an upload strategy or reduce optional effects. Explain the tradeoff before proposing a lower update rate or a different cartridge. Do not silently remove required behavior, claim that banking solves RAM, or turn a planning request into an implementation rewrite.

관련 작업

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