ewrogers/megadev-skills

megadev-effects

Build bounded particles, explosions, trails, weather and screen shake in Megadev Sega CD games, with effect priorities, resident art and measured rendering budgets.

Ver código-fonte

Como usar

  1. Copie o comando e verifique o pacote antes de instalar no seu ambiente de agente.
  2. Consulte no original as ferramentas, credenciais e ambientes necessários.
  3. Descreva os dados de entrada e a entrega esperada; confira a saída com as fontes.
npx skills add https://github.com/ewrogers/megadev-skills --skill megadev-effects

Antes de começar

  • A instalação não inclui assinatura de modelo, franquia API ou acesso aos seus arquivos.
  • Estrelas e instalações indicam atividade, não um teste independente de qualidade ou segurança.
Documento original do Skill

Renderizado do repositório de origem, preservando títulos, exemplos, código, tabelas, links e imagens.

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.

deterministic timing, burst admission, pause and decorative degradation.

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.

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