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

  1. 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.
  2. 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.
  3. Decide whether pause freezes gameplay only or also animation and sound. Keep input polling and VBlank service running. See timing, input and saves.
  4. Pull ewrogers/sgdk:latest, run doctor, and verify APIs against its headers/source. The linked references were checked with SGDK 2.11.
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