sgdk-scenes
Installation
SKILL.md
SGDK Scenes
Make each screen own its resources and decide exactly when gameplay stops, loading happens and input becomes active again. SGDK supplies the hardware services; a scene enum and update loop are ordinary game code.
Choose a small flow
- List the screens and what survives between them: player choices, options, score and checkpoint. Keep that session data separate from sprites, maps, callbacks and temporary buffers.
- Pick what Continue restores. A level-start checkpoint is simpler than a full mid-frame save. Validate the complete record before changing the live session, and preserve the previous valid slot if a write fails.
- Decide whether pause freezes gameplay only or also animation and sound. Keep input polling and VBlank service running. See timing, input and saves.
- Pull
ewrogers/sgdk:latest, rundoctor, and verify APIs against its headers/source. The linked references were checked with SGDK 2.11.