megadev-combat
Installation
SKILL.md
Megadev combat
Start with the game's rules: who can damage whom, active windows, guard direction, interruptions, repeated contacts, simultaneous hits and what death removes. The Lab's court, sword, shields, opponents, controls, music and balance are illustrations. Do not copy them into a different game unless its brief calls for them.
co_* is portable application code, not a Megadev combat API. Inspect the selected
ewrogers/megadev:latest headers before using SDK or BIOS services. Keep the game's
existing simulation clock, animation owner, collision geometry and rendering/audio
services; combat consumes their state and emits outcomes.
- Resolution rules: attack identity, hit tracking, guards, interruption and deterministic simultaneous outcomes.
- Bounded integration: pools, lifetime tokens, knockback, Main/Sub boundaries and VBlank publication.
- Validation: executable cases, target checks and the limits of emulator evidence.