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smbw_ap
smbw_ap enthält 6 gesammelte Skills von mdietz94, mit Repository-Berufsabdeckung und Skill-Detailseiten auf SkillsMP.
Skills in diesem Repository
Edit and reason about the SMBW Archipelago apworld LOGIC — the item/location/ region data tables and access rules that AP fill uses to place items and prove a seed beatable. Use when changing a region gate or location `requires`, wiring badge/seed/power-up gating, adding a check, touching Rules.py / Regions.py / Options.py / DataValidation.py or data/{items,locations,regions,game}.json, reconciling against the community logic PDF, debugging a generation failure (FillError) or "why was item X placed so late / can I even reach it" softlock, or running the generation + beatability tests. Bundles the logic-reconciliation record and the progression-wall softlock rule. Triggers: "add a region gate", "edit the logic", "regions.json", "locations.json", "why placed in W6", "softlock", "FillError", "is this beatable", "badge gating", "logic PDF", "DataValidation", "Wonder Seed count gate".
Reverse-engineer Super Mario Bros. Wonder (v1.0.0 NSO) and add/maintain Switch subsdk hooks. Use when finding a new hook target in Ghidra, identifying a Nerve or game function, installing a hakkun trampoline (NSO-offset or SDK-symbol), reading the GameDataMgr/save accessors, or debugging a hook crash. Covers the two hook patterns, the Nerve system, NSO address-space layout, the critical crash gotchas, Ghidra setup + the script inventory, and bundles the full RE decompile journal. Triggers: "find a hook", "reverse engineer", "which Nerve", "Ghidra", "hook crashes the game", "NSO offset", "trampoline".
Resolve any named SMBW GameData flag to its hash + container category OFFLINE from the game's RomFS — no Ghidra, no runtime. Use when you need a flag's murmur3 hash, want to know whether a flag is Bool/Int/Enum/Struct (which picks the probe:: writer), are tracing a world-map obstacle/actor (cloud piranhas, castle fly-in, route gates) to the saved bool that gates it, parsing BYML/SARC RomFS data (GameDataList, WorldMapInfo, actor packs, AI graphs, gparam), or brute-recovering a name from a known hash. Bundles the GameDataList schema and the Bowser-approach worked example. Triggers: "resolve a flag hash", "what container category", "murmur3 a name", "GameDataList", "extract the romfs", "BYML", "SARC", "actor pack", "which world-map flag", "name this hash".
Grant items and read/write SMBW save data via the GameDataMgr (gmd::) runtime API. Use when wiring a new AP item to an in-game grant, picking which probe:: primitive an item needs (counter / bool / badge bitfield / per-course / wonder seed), working with hash keys, the container A/B/C/D layout, the save-file byte format, or the save-survival/replay strategy. Bundles the save-file format reference and the save-OUT-vs-live-state warning. Triggers: "grant an item", "GameDataMgr", "hash key", "container A/B/C", "badge bitfield", "royal seed", "wonder seed count", "save file offset", "why doesn't the grant survive reload".
Build, deploy, run, and smoke-test the SMBW Archipelago Switch subsdk and Kivy client. Use whenever you need to compile switch-mod (subsdk9), deploy it to Ryujinx, launch the SMBW Client, tail the in-game [smbwap] log, do the first-time /setup, or run the inbound/outbound end-to-end smoke tests. Covers Windows (PowerShell) and Linux. Triggers: "build the mod", "deploy to Ryujinx", "rebuild subsdk9", "run the client", "tail the log", "smoke test".
Cut a release of the SMBW Archipelago apworld (maintainer-only). Use when tagging a new version, building/inspecting the bundled smbwonder.apworld, running the pre-push release-gate audit, dry-running the GitHub release workflow, recovering with a manual gh release, or deciding the semver bump. Triggers: "cut a release", "tag a version", "release audit", "build the apworld bundle", "publish to GitHub".