haroldo-ok

Neon Revenant Sms — AI skill for Claude Code

AI community

A W.I.P. vibe-port of kanon-ai/NEON_REVENANT — a pseudo-3D night-city shooter written for the MSX turbo R + V9990 — to the Sega Master System, built with SDCC + devkitSMS using the sega-master-system.

How to install Neon Revenant Sms

This entry records only its repository, not the path inside it, so there is no exact command to give. Open haroldo-ok/neon-revenant-sms and copy the folder into ~/.claude/skills/, or the file into ~/.claude/agents/.

What Neon Revenant Sms does

A W.I.P. vibe-port of kanon-ai/NEON_REVENANT — a pseudo-3D night-city shooter written for the MSX turbo R + V9990 — to the Sega Master System, built with SDCC + devkitSMS using the sega-master-system-skill-for-claude toolchain. Created using Arena

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README

NEON REVENANT — Sega Master System port

A port of [kanon-ai/NEON_REVENANT](https://github.com/kanon-ai/NEON_REVENANT) — a pseudo-3D night-city shooter written for the MSX turbo R + V9990 — to the **Sega Master System**, built with SDCC + devkitSMS using the [sega-master-system-skill-for-claude](https://github.com/haroldo-ok/sega-master-system-skill-for-claude) toolchain.

**Output:** `neon_revenant.sms` — 256 KiB, Sega mapper, SEGA header + checksum.

![gameplay](shots/01_play.png)

Build

bash /path/to/sms-skill/scripts/setup_toolchain.sh   # once: SDCC + devkitSMS + smstest
export PATH="$HOME/.devkitsms/bin:$PATH"

make            # encode assets, compile, link, produce the ROM
make playtest   # run the automated playtest in the headless emulator

`NR=../nr` points at a checkout of the original repo (its art is the source material for the asset pipeline); override it if yours lives elsewhere: `make NR=/path/to/NEON_REVENANT`.

The asset encoders need Python 3 with **NumPy** and **Pillow**. Everything under `gen/` is generated and safe to delete — `make assets` rebuilds it.

`gen/cache/` is shipped deliberately: it holds the three per-stage palette searches, which take ~5 minutes each to recompute. Delete it to force a fresh search.

What had to change, and why

The two machines are about as different as two Z80 boxes get:

MSX turbo R + V9990 (original) Master System (this port)
Display 256×212 16-colour framebuffer tilemap + hardware sprites, no framebuffer
Drawing software blit of any W×H rect 8×16 sprites, ≤64 total, 8 per scanline
Buffering double-buffered page flip one nametable, VRAM writes only in VBlank
Colour RGB5, 32768 colours 2 bits/channel, 64-colour gamut, two 16-entry palettes
Background 8–16 pre-rendered frames, blitted whole 16 nametable phases over a resident tile codebook
Audio MSX-MUSIC (FM) + PSG 4-channel PSG only
ROM 512 KiB A