megadev-hardware

Installation
SKILL.md

Megadev hardware

Identify the specific hardware contract the project relies on, then build the smallest safe check for it. Preserve the user's game, renderer, audio policy and controls. Hardware Lab is a diagnostic example, not a game template to impose on their project.

Establish what is running

Record the build region/video mode, Megadev revision, toolchain and emulator/console setup. Inspect the selected ewrogers/megadev:latest source before teaching an unfamiliar register or API. Source citations in these references identify the tested baseline, not every future image.

Read machine contracts for CPU-specific maps, ownership and register access. Read verification when selecting tests or reporting results.

Check the contract, not just the screen

  • Distinguish Main Work RAM, Sub Program RAM, shared Word RAM, PCM wave RAM and VDP memory. A pointer or free-byte count is not proof of access.
  • In 2M mode, establish ownership before touching Word RAM. In 1M mode, account for each bank and its view separately. Stop executing replaceable code and quiesce callbacks before changing ownership or contents.
  • Preserve BIOS workspace, code, stacks and active audio/graphics buffers. Test only explicitly reserved scratch space. A whole-RAM sweep in a running program is destructive to the program itself.
  • Respect original-68000 alignment, access widths, ABI and interrupt contracts. Register reads can have side effects; do not use arbitrary memory scans on I/O.
  • Keep command arguments stable until the acknowledgment protocol allows reuse. Ownership, acknowledgment and completion are separate facts.
  • Keep base-console VDP, Z80 and bus constraints in view; the add-on does not remove them. Audio/ASIC/streaming implementations need their own measured system tests.
Installs
2
First Seen
7 days ago