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smbw_ap
smbw_ap contient 6 skills collectées depuis mdietz94, avec une couverture métier par dépôt et des pages de détail sur le site.
Skills dans ce dépôt
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".