ZX Console Constraints
Comprehensive reference for Nethercore ZX hardware capabilities and constraints. Use this knowledge to validate game concepts, plan memory budgets, and make informed design decisions.
Core Specifications
| Spec |
Value |
Design Implication |
| Resolution |
960×540 fixed |
UI safe zones required, 16:9 aspect |
| Color depth |
32-bit RGBA8 |
Full color, no palette limitations |
| ROM |
16 MB |
WASM + all assets must fit |
| RAM |
4 MB |
Game state only (fast rollback) |
| VRAM |
4 MB |
GPU textures and mesh buffers |
| Tick rate |
24/30/60/120 fps |
Choose based on game needs |
| Max players |
4 |
Local + remote mix supported |
| Alpha |
2-bit Bayer 4×4 |
16 threshold levels for transparency |
Memory Budget Planning
ROM Distribution (16 MB Total)
Typical allocation patterns:
Fighting Game (~12 MB):
- Characters (8): ~6 MB (meshes, textures, animations)
- Stages (4): ~3 MB
- Audio (SFX + music): ~2 MB
- Effects, UI, code: ~1 MB
3D Platformer (~10 MB):
- Player + animations: ~500 KB
- Levels (5 worlds × 4 stages): ~5 MB
- Enemies/NPCs: ~2 MB
- Audio: ~2 MB
- Code: ~500 KB
Racing Game (~8 MB):
- Vehicles (12): ~2 MB
- Tracks (6): ~4 MB
- Audio: ~1.5 MB
- Effects, UI, code: ~500 KB
RAM Usage (4 MB Total)
Keep game state small for fast rollback:
- Typical game state: 50-200 KB
- 8-frame rollback at 60fps: ~2ms (well within budget)
- Stack + heap for logic: remaining space
VRAM Budget (4 MB Total)
Active GPU resources:
- Loaded textures
- Mesh vertex/index buffers
- Careful: large textures consume quickly
Render Modes
Choose ONE render mode in init() — cannot change at runtime.
| Mode |
Name |
Best For |
Cost |
| 0 |
Lambert |
2D games, UI, sprites, flat stylized |
Lowest |
| 1 |
Matcap |
Stylized 3D, toon shading, metallic |
Low |
| 2 |
MR-Blinn-Phong |
PBR materials, realistic surfaces |
Medium |
| 3 |
Blinn-Phong |
5th-gen retro, artistic specular |
Medium |
Mode Selection Guidelines
Mode 0 (Lambert) — Side-scrollers, puzzles, retro aesthetics:
- Texture × vertex color (no lighting without normals)
- Simple Lambert shading if normals present
- Lowest GPU cost
Mode 1 (Matcap) — Stylized 3D, character games:
- View-space normal matcap sampling
- Lighting baked into matcap texture
- Good for toon/cartoon aesthetics
Mode 2 (MR-Blinn-Phong) — Modern/realistic:
- Metallic-roughness workflow
- 4 dynamic lights + procedural sun
- Energy-conserving specular
Mode 3 (Blinn-Phong) — Retro 3D, 5th-gen feel:
- Classic specular-shininess
- Rim lighting support
- Era-authentic aesthetic
Audio System
| Spec |
Value |
| Sample rate |
22,050 Hz |
| Format |
16-bit signed PCM, mono |
| Sound channels |
16 simultaneous |
| Music channel |
1 dedicated (looping) |
| Panning |
Equal-power stereo (-1.0 to +1.0) |
Design implications:
- Lower sample rate = retro sound quality (N64/PS1 era)
- Record/compress as mono, pan in software
- 16 channels is tight for orchestral — plan carefully
- Music via XM tracker format recommended for size
Input System
6th-generation controller layout:
| Input |
Type |
Notes |
| D-Pad |
4-way digital |
Best for 2D precision |
| Face buttons |
A, B, X, Y |
Standard action buttons |
| Bumpers |
L1, R1 |
Digital shoulder buttons |
| Triggers |
L2, R2 |
Analog (0.0-1.0) |
| Sticks |
Left + Right |
Analog (-1.0 to 1.0) with L3/R3 click |
| Menu |
Start, Select |
Standard menu buttons |
Control scheme guidelines:
- 3D games: prefer analog sticks + triggers
- 2D games: D-pad works well, consider stick as alternative
- Fighting games: all face buttons + D-pad
- Racing: triggers for accelerate/brake, stick for steering
Multiplayer Constraints
- Max 4 players — any mix of local and remote
- GGRS rollback netcode — requires deterministic
update()
- Fast rollback — small state enables 8-frame rollback in ~2ms
Determinism requirements:
- All randomness via seeded
random() FFI
- Time from
tick_count(), not system clock
- No floating-point precision tricks
- State changes ONLY in
update(), never in render()
What ZX Excels At
Based on hardware capabilities:
- 3D platformers and action games
- Fighting games (4-player, rollback netcode)
- Racing games (analog triggers, tracks in ROM)
- Third-person adventures
- Split-screen local multiplayer
- Online competitive games
What Requires Careful Planning
- Large open worlds (16 MB ROM limit)
- Orchestral/complex soundtracks (16 channels, 22 kHz)
- Massive texture counts (4 MB VRAM)
- Complex physics simulations (determinism required)
Additional Resources
Reference Files
For detailed constraint breakdowns:
references/memory-budget-calculator.md — ROM/RAM/VRAM allocation templates
references/render-mode-comparison.md — Visual examples and use cases
Validation
Before finalizing a game concept, validate:
- Total asset size fits in 16 MB ROM
- Game state fits comfortably in RAM for rollback
- Render mode matches art style goals
- Audio design fits 16-channel limit
- Control scheme uses available inputs appropriately
1---2name: zx-console-constraints3description: This skill should be used when the user asks about "ZX capabilities", "memory limits", "render mode selection", "console specs", "what can ZX do", "ZX hardware", "ROM size", "RAM limits", "VRAM budget", "audio channels", "controller layout", "tick rate", "resolution", or discusses whether a game concept is feasible on Nethercore ZX.4---5
6# ZX Console Constraints
7
8Comprehensive reference for Nethercore ZX hardware capabilities and constraints. Use this knowledge to validate game concepts, plan memory budgets, and make informed design decisions.
9
10## Core Specifications
11
12| Spec | Value | Design Implication |
13|------|-------|-------------------|
14| Resolution | 960×540 fixed | UI safe zones required, 16:9 aspect |
15| Color depth | 32-bit RGBA8 | Full color, no palette limitations |
16| ROM | 16 MB | WASM + all assets must fit |
17| RAM | 4 MB | Game state only (fast rollback) |
18| VRAM | 4 MB | GPU textures and mesh buffers |
19| Tick rate | 24/30/60/120 fps | Choose based on game needs |
20| Max players | 4 | Local + remote mix supported |
21| Alpha | 2-bit Bayer 4×4 | 16 threshold levels for transparency |
22
23## Memory Budget Planning
24
25### ROM Distribution (16 MB Total)
26
27Typical allocation patterns:
28
29**Fighting Game (~12 MB):**
30- Characters (8): ~6 MB (meshes, textures, animations)
31- Stages (4): ~3 MB
32- Audio (SFX + music): ~2 MB
33- Effects, UI, code: ~1 MB
34
35**3D Platformer (~10 MB):**
36- Player + animations: ~500 KB
37- Levels (5 worlds × 4 stages): ~5 MB
38- Enemies/NPCs: ~2 MB
39- Audio: ~2 MB
40- Code: ~500 KB
41
42**Racing Game (~8 MB):**
43- Vehicles (12): ~2 MB
44- Tracks (6): ~4 MB
45- Audio: ~1.5 MB
46- Effects, UI, code: ~500 KB
47
48### RAM Usage (4 MB Total)
49
50Keep game state small for fast rollback:
51- Typical game state: 50-200 KB
52- 8-frame rollback at 60fps: ~2ms (well within budget)
53- Stack + heap for logic: remaining space
54
55### VRAM Budget (4 MB Total)
56
57Active GPU resources:
58- Loaded textures
59- Mesh vertex/index buffers
60- Careful: large textures consume quickly
61
62## Render Modes
63
64Choose ONE render mode in `init()` — cannot change at runtime.
65
66| Mode | Name | Best For | Cost |
67|------|------|----------|------|
68| 0 | Lambert | 2D games, UI, sprites, flat stylized | Lowest |
69| 1 | Matcap | Stylized 3D, toon shading, metallic | Low |
70| 2 | MR-Blinn-Phong | PBR materials, realistic surfaces | Medium |
71| 3 | Blinn-Phong | 5th-gen retro, artistic specular | Medium |
72
73### Mode Selection Guidelines
74
75**Mode 0 (Lambert)** — Side-scrollers, puzzles, retro aesthetics:
76- Texture × vertex color (no lighting without normals)
77- Simple Lambert shading if normals present
78- Lowest GPU cost
79
80**Mode 1 (Matcap)** — Stylized 3D, character games:
81- View-space normal matcap sampling
82- Lighting baked into matcap texture
83- Good for toon/cartoon aesthetics
84
85**Mode 2 (MR-Blinn-Phong)** — Modern/realistic:
86- Metallic-roughness workflow
87- 4 dynamic lights + procedural sun
88- Energy-conserving specular
89
90**Mode 3 (Blinn-Phong)** — Retro 3D, 5th-gen feel:
91- Classic specular-shininess
92- Rim lighting support
93- Era-authentic aesthetic
94
95## Audio System
96
97| Spec | Value |
98|------|-------|
99| Sample rate | 22,050 Hz |
100| Format | 16-bit signed PCM, mono |
101| Sound channels | 16 simultaneous |
102| Music channel | 1 dedicated (looping) |
103| Panning | Equal-power stereo (-1.0 to +1.0) |
104
105**Design implications:**
106- Lower sample rate = retro sound quality (N64/PS1 era)
107- Record/compress as mono, pan in software
108- 16 channels is tight for orchestral — plan carefully
109- Music via XM tracker format recommended for size
110
111## Input System
112
1136th-generation controller layout:
114
115| Input | Type | Notes |
116|-------|------|-------|
117| D-Pad | 4-way digital | Best for 2D precision |
118| Face buttons | A, B, X, Y | Standard action buttons |
119| Bumpers | L1, R1 | Digital shoulder buttons |
120| Triggers | L2, R2 | Analog (0.0-1.0) |
121| Sticks | Left + Right | Analog (-1.0 to 1.0) with L3/R3 click |
122| Menu | Start, Select | Standard menu buttons |
123
124**Control scheme guidelines:**
125- 3D games: prefer analog sticks + triggers
126- 2D games: D-pad works well, consider stick as alternative
127- Fighting games: all face buttons + D-pad
128- Racing: triggers for accelerate/brake, stick for steering
129
130## Multiplayer Constraints
131
132- **Max 4 players** — any mix of local and remote
133- **GGRS rollback netcode** — requires deterministic `update()`
134- **Fast rollback** — small state enables 8-frame rollback in ~2ms
135
136**Determinism requirements:**
137- All randomness via seeded `random()` FFI
138- Time from `tick_count()`, not system clock
139- No floating-point precision tricks
140- State changes ONLY in `update()`, never in `render()`
141
142## What ZX Excels At
143
144Based on hardware capabilities:
145- 3D platformers and action games
146- Fighting games (4-player, rollback netcode)
147- Racing games (analog triggers, tracks in ROM)
148- Third-person adventures
149- Split-screen local multiplayer
150- Online competitive games
151
152## What Requires Careful Planning
153
154- Large open worlds (16 MB ROM limit)
155- Orchestral/complex soundtracks (16 channels, 22 kHz)
156- Massive texture counts (4 MB VRAM)
157- Complex physics simulations (determinism required)
158
159## Additional Resources
160
161### Reference Files
162
163For detailed constraint breakdowns:
164- **`references/memory-budget-calculator.md`** — ROM/RAM/VRAM allocation templates
165- **`references/render-mode-comparison.md`** — Visual examples and use cases
166
167### Validation
168
169Before finalizing a game concept, validate:
1701. Total asset size fits in 16 MB ROM
1712. Game state fits comfortably in RAM for rollback
1723. Render mode matches art style goals
1734. Audio design fits 16-channel limit
1745. Control scheme uses available inputs appropriately