Flashback Sms — Development skill for Claude Code
A W.I.P. vibe-port of Flashback to Sega Master System using Arena and Claude Code.
How to install Flashback Sms
This entry records only its repository, not the path inside it, so there is no
exact command to give. Open haroldo-ok/flashback-sms and copy the folder into
~/.claude/skills/, or the file into ~/.claude/agents/.
What Flashback Sms does
A W.I.P. vibe-port of Flashback to Sega Master System using Arena and Claude Code.
Alternatives in Development
- Tau — A Python port of Pi’s minimalist coding agent 2.5k ★
- Skill-porter - Gemini CLI Extension — Converts Claude Code skills to Gemini CLI extensions and vice versa 160 ★
- Re Skill — Claude Code skill for reverse engineering retro games — disassemble, annotate, extract assets, web port 131 ★
README
Flashback (DOS demo) → Sega Master System
**Status: milestone 3 in progress.** The cutscenes, the room backgrounds of the demo's three levels, and a *replay* of real level-1 gameplay (Conrad, monsters and objects as hardware sprites) all run from a 4 MB ROM, checked pixel-exact against a host model of the same ROM bytes. The **first slice of the game logic** now runs on the Z80: each level's live object table is built from the level data exactly as the original engine builds it, and the result is checked against the engine. The rest of the logic (the object script interpreter, collision, input) is not ported yet, so the gameplay you see is still the recorded replay, and there is no sound.
Build
make fbdump # headless extractor (links REminiscence, GPL)
make capture DEMO=path/to/DATA # real engine renders -> capture/*.fbv, rooms_L*.fbr
make convert # cutscene encoder + room converter + bank packer
make verify # decode the packed bytes, compare with the captures
make # -> flashback.sms (4096 KB)
make check # emulator playtest + pixel-exact comparison
Needs SDCC ≥ 4.2 and devkitSMS (`~/.devkitsms`), plus Python 3 with numpy and Pillow.
What's in the ROM
| Cutscenes | all 34 in the demo. They share one tile dictionary (45,804 tiles, 1.47 MB), and VRAM acts as a cache for 768 cells. Mean error from ideal is 0.0–2.3% per clip. |
| Rooms | 163 room slots, 97 unique images, from levels 1, 3 and 5. The full 256×224 room fills the 32×28 nametable and scrolls vertically. |
| Simulated gameplay | the ported logic drives the sprite renderer: 3820 8x16 sprites (245 KB) keyed by animation number, streaming through 32 VRAM slots. This replaced the recorded replay, which is no longer in the ROM. |
| Level data | object tables, node maps and animation records for all three levels (~50 KB each, bank-safe so no record straddl |
Related Skills
Ck1 Sms
This is a vibe-port of Commander Keen 1 to Sega Master System using Claude Fable 5
Dangerous Dave Sms
A W.I.P. vibe port of "Dangerous Dave", originally from MS-DOS, into a Sega Master System ROM using Claude
Tempest 2k Sms
A W.I.P. vibe-port of the Tempest 2000 game mode to the Sega Master System / Mark III, built from the platform
Square Doom Sms
A W.I.P. vibe-port of Steve McCrea's Commodore 64 SquareDoom (6502 assembly) to the Sega Master System, writte
Hexgl Fmv Sms
A W.I.P. vibe-port of HexGL (Bruno Heller / BKcore's WebGL futuristic racer) to the Sega Master System, as a f
Out Of This World Sms
A W.I.P. vibe-port of Out of This World from MS-DOS to Sega Master System using Claude.
Related Agents
Sms Assistant Test Writer
Use this agent when the user needs to write or improve unit tests for the SMS assistant functionality, particu
Copy Purist
The relentless guardian of high-converting communication. Use this agent to audit UX copy, headlines, CTAs, em
QA Integration
Тестировщик интеграций. Проверяет стыки между системами — фронт↔API, API↔БД, webhook-и, сторонние сервисы (пла