Use when writing, editing, or generating HM64 cutscene DSL scripts (.cutscene files), or when adding a brand-new cutscene bank to the game (source-build modding on `dev` / `dev-qol`). Covers bytecode opcodes, DSL syntax, transpiler directives, built-in constants, common cutscene patterns, and the spec / C-array / index-header wiring needed to make a new cutscene reachable in-game. Trigger on mentions of cutscene DSL, .cutscene files, cutscene bytecode, cutscene scripting, adding a new cutscene, or wiring up a new cutscene bank.
Use when the user wants to mod Harvest Moon 64 music — converting a MIDI to the game's `.seq` format, replacing an existing in-game song, adding a brand-new song to the ROM, patching a built `hm64.z64` in place, or parsing/inspecting an existing `.seq` file. Trigger proactively whenever the user mentions MIDI→HM64 conversion, `.seq` files, `tools/modding/music/`, `insert_song.py`, `mozart-sample.mid`, "replace the spring theme", "swap out a song", "add custom music", "General MIDI mapping", "sequence looping", "patch the ROM with a new song", or any variant that would plausibly be handled by the modding music tooling. Do NOT use this skill for questions about the runtime audio C code in `src/system/audio.c` or for sound-effect/wave-table work — those are not handled by these tools.