Jak używać
- Skopiuj polecenie instalacji i sprawdź źródła przed instalacją we własnym środowisku agenta.
- W oryginale sprawdź wymagane narzędzia, dane dostępowe i obsługiwane środowiska.
- Opisz dane wejściowe i oczekiwany rezultat; porównaj wynik ze źródłami.
npx skills add https://github.com/ewrogers/sgdk-skills --skill sgdk-rpgPrzed rozpoczęciem
- Instalacja nie obejmuje subskrypcji modelu, limitu API ani uprawnień do plików.
- Gwiazdki i instalacje pokazują aktywność, a nie niezależny test jakości lub bezpieczeństwa.
Treść z repozytorium z zachowaniem nagłówków, przykładów, kodu, tabel, linków i obrazów.
SGDK RPG
Build the game's rules as ordinary C, then connect them to SGDK's display, input, audio and storage services. SGDK has no built-in party, battle or item API. Preserve the project's architecture and chosen combat design.
Start with the rules that matter
Establish party size, battle participants, targeting, action costs, turn/time policy, progression and what defeat restores. Turn-based, active-time and action RPGs need different clocks and interruption rules; do not turn one Lab's model into a requirement for every RPG. Match the project's setting, artwork, music and pacing. The example's coastal fantasy is illustrative.
Choose one complete loop to prove: prepare a party, enter an encounter, commit an action, resolve its effects, apply the outcome once, then resume exploration. Keep those rules independent of rendering where useful. Do not introduce a universal game framework to demonstrate a small combat system.
Use the relevant reference
- Party and combat: immutable definitions,
derived stats, inventory transactions, targeting, turn order, status duration, seeded randomness, rewards and defeat recovery.
- SGDK integration: region-aware presentation,
readable targeting, palette/VRAM/DMA budgets, sound ownership and checkpoints.
- Adventure Lab: a standalone three-keeper RPG
with exploration, equipment, consumables, three encounters and a boss.
Other installed skills are optional: sgdk-ui for shared menu/text foundations, sgdk-dialogue for conversations, sgdk-levels for streamed exploration, sgdk-ai for roaming enemies, sgdk-save for storage formats, and sgdk-performance for measured bottlenecks. The Lab builds on its own.
Keep the important contracts visible
- Keep definitions in ROM and mutable party/battle state bounded in RAM. Choose
capacities for this game's content and report exhaustion; a console budget does not mandate a particular party size, level cap or battle formation.
- Derive equipment stats from base definitions and equipped IDs. Avoid repeatedly
adding/removing bonuses from already-modified values.
- Validate the actor, target, item stock and MP before changing state or RNG.
A rejected action must not consume resources or take a turn.
- Specify when order is sampled, which dead/removed participants are skipped,
and when status durations decrease. Distinguish turns from display frames.
- Separate committing an action from presenting its result. Message pacing,
target markers and animation must not apply damage or rewards again.
- Save semantic IDs and explicit bytes, not pointers, C struct images, sprite
handles or transient battle effects. Validate a complete record before replacing the current campaign.
Use ewrogers/sgdk:latest, pulled before validation. Verify unfamiliar APIs in its actual headers and source; the references were checked with SGDK 2.11 and GCC 16.2.0. Treat the Lab's functions as game code, not SGDK API names.
Prove the loop
Test missing MP/stock, invalid and fallen targets, healing caps, revival, equipment changes, status expiry, skipped turns, deterministic ties/RNG, zero-survivor defeat and exactly-once rewards. Check cancellation and message acknowledgment without replaying an action. Exercise corrupt/interrupted checkpoint recovery separately from battle rules.
Compile the actual adapters/resources in release and debug. Execute portable rules on host and base M68000 when possible. Then playtest complete encounters: targets should be distinct, attack messages readable, UI unobscured, and audio and pause consistent. Host tests or ROM compilation cannot establish frame-time headroom, VDP timing, SRAM retention or artistic quality on physical hardware.




