nethercore-systems
- 8 skills
- 0 followers
- 1 week ago last updated
- ▌ Debugging · nethercore-systems bundleRuntime debugging tools for Nethercore games on all consoles. Covers the F4 Debug Inspector, live value editing, watch variables, frame stepping, and time-scale controls. Use when tuning game parameters at runtime, tracking state over time, or stepping through frames to find bugs.
- ▌ Publishing · nethercore-systems bundlePublishing Nethercore games to nethercore.systems. Covers ROM packaging with nether pack, release builds, platform upload requirements, versioning, and CI/CD pipeline setup with GitHub Actions. Use when preparing a game for release or setting up automated builds.
- ▌ Development · nethercore-systems bundleCore development workflow for Nethercore WASM games. Covers the nether CLI (build, run, pack), nether.toml manifest authoring, required WASM exports, and determinism rules for rollback netcode. Use when building, configuring, or structuring a Nethercore game project.
- ▌ Optimization · nethercore-systems bundleOptimization techniques for Nethercore WASM games. Covers WASM binary size reduction (LTO, wasm-opt), texture and mesh compression, audio optimization, and state size minimization. Use when a ROM exceeds size limits or when reducing build output size.
- ▌ Console Specs · nethercore-systems bundleZX fantasy console hardware specifications and resource budgets. Covers resolution (960x540), memory limits (4 MB RAM/VRAM, 16 MB ROM), render modes, audio system (22 kHz, 16 channels), and input layout. Use when planning resource budgets or checking console capabilities.
- ▌ Ffi Reference · nethercore-systems bundleZX fantasy console FFI bindings reference. Documents the current functions for rendering, input, audio, camera, transforms, textures, materials, and debug. Includes init-only vs render-only call rules and the coordinate system. Use when writing or debugging ZX FFI calls in game code.
- ▌ Testing · nethercore-systems bundleTest Nethercore games with real ROM-backed replay assertions, semantic state snapshots, debug actions, and bounded rollback sync tests. Use for regression testing, automated game verification, and desync diagnosis.
- ▌ Rendering · nethercore-systems bundleZX rendering techniques and patterns. Covers camera systems (follow, orbit), stencil buffer effects (portals, masks), billboard particles, custom fonts, and render pass management. Use when implementing cameras, visual effects, particle systems, or choosing between 2D and 3D rendering approaches.