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OpenGGF
OpenGGF enthält 21 gesammelte Skills von OpenGGF, mit Repository-Berufsabdeckung und Skill-Detailseiten auf SkillsMP.
Skills in diesem Repository
Use when implementing S3K animated tile triggers for a zone -- AniPLC script registration, gating conditions, dynamic art overrides in Sonic3kPatternAnimator.
Use when implementing or validating S3K palette cycling (AnPal handlers) for a zone -- counter/step/limit cycling, palette line targets, ROM data verification in Sonic3kPaletteCycler.
Use when starting work on a new S3K zone to catalogue its features from the disassembly. Reads Dynamic_Resize, Deform, AniPLC, and AnPal routines and produces a structured zone analysis spec.
Use when bringing up a new S3K zone — orchestrates analysis, parallel feature implementation (events, parallax, animated tiles, palette cycling), merge, and validation for a target zone.
Use when implementing S3K zone event handlers — camera locks, boss arenas, cutscenes, act transitions, palette mutations. Ports Dynamic_Resize routines from the disassembly.
Use when validating S3K zone feature implementations — captures stable-retro reference screenshots and compares against engine output using image recognition for feature presence verification.
Record Sonic 1 physics traces using stable-retro (cross-platform Python). Produces output identical to BizHawk Lua recorder for Java trace replay tests.
Use when implementing S3K zone parallax scroll handlers — deform routines, HScroll tables, scatter-fill, water splits, dynamic BG changes.
Use when recording Sonic 1 physics traces using stable-retro for trace replay tests.
Use when working with Pattern Load Cue systems across any game — runtime art loading, PLC table parsing, art decompression queuing.
Use when implementing a Sonic 1 boss — ports boss object logic from s1disasm, arena setup, hit detection, defeat sequence.
Use when implementing a Sonic 1 object or badnik — ports object logic from s1disasm, art loading, collision, movement patterns.
Use when running or creating Sonic 1 trace replay tests that compare engine physics against recorded reference data.
Use when navigating the Sonic 1 disassembly — label conventions, file structure, RomOffsetFinder commands for s1disasm.
Use when implementing a Sonic 2 boss — ports boss object logic from s2disasm, arena setup, hit detection, defeat sequence.
Use when navigating the Sonic 2 disassembly — label conventions, file structure, RomOffsetFinder commands for s2disasm.
Use when navigating the Sonic 3&K disassembly — label conventions, file structure, RomOffsetFinder commands, zone-set system for skdisasm.
Use when implementing a Sonic 3&K boss — ports boss object logic from skdisasm, arena setup, multi-phase patterns, character variants.
Use when implementing a Sonic 3&K object or badnik — ports object logic from skdisasm, zone-set-aware IDs, art loading, collision.
Use when implementing S3K zone parallax scroll handlers — deform routines, HScroll tables, scatter-fill, water splits, dynamic BG changes.
Use when working with the S3K Pattern Load Cue system — runtime art loading, act transition PLCs, boss art, PLC table format.