megadev-assets

Installation
SKILL.md

Megadev assets

Preserve the user's art direction and source pixels. Megadev does not use SGDK's ResComp resource declarations; inspect the project's actual converter, binary layout and loader before adding assets. This skill supports those choices, not a competing game architecture.

Agree on the asset contract

Identify intended native dimensions, view, transparency, frame grid, palette ownership and where the data will live. Look for the project's existing palette and art rules first. If none exists and color choice matters, ask the artist rather than silently adopting the Lab's palette.

A Mega Drive pattern is 8×8 pixels at 4 bpp. Larger images use multiple patterns. A single hardware sprite supports 8–32 pixels per axis in steps of eight; split larger subjects deliberately. There are four active 16-entry palette lines, not one universal 16-color limit for the entire game. Read art contracts before changing size, color or transparency.

When art generation is requested, use the available PixelLab MCP with explicit dimensions, palette and view. Inspect its current tool schema, follow the user's generation budget and validate the result as you would imported artwork. The Lab's prompts/results are recorded, but its style is illustrative. Do not generate paid art merely to run conversion tests.

Prepare and inspect

Use the preparation workflow for the supplied PNG helper, dependencies and regeneration steps. It never resizes, pads or performs nearest-palette reduction. Off-grid RGB snapping requires an explicit flag; missing palette colors and partial alpha are errors. Inspect native pixels and the used preview, not only a scaled screenshot.

For an existing pipeline, retain its formats when practical. The included MDA1 container is an optional teaching format with a bounded C decoder, not a standard Megadev asset type. Read format and validation when using or adapting it.

Package with a lifetime plan

Installs
2
First Seen
7 days ago