plan-milk-preset

Generates structured MilkDrop preset plans from decompiled WMP visualization rendering pipelines.

5|Updated Jul 12, 2026
One-click install
npx skills add https://github.com/kugg/wmp-viz-ports --skill plan-milk-preset-kugg
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: plan-milk-preset
Source: https://github.com/kugg/wmp-viz-ports/tree/main/skills/plan-milk-preset
Command: npx skills add https://github.com/kugg/wmp-viz-ports --skill plan-milk-preset-kugg

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve? Porting a Windows Media Player visualization to a ProjectM MilkDrop .milk preset requires translating decompiled C rendering code into MilkDrop's per-pixel and per-frame equation model, which is error-prone without a structured mapping. This Skill analyzes the decompiled rendering pipeline and produces a complete preset plan document that maps every WMP visual behavior to its MilkDrop equivalent. ## Core Features & Use Cases - Pipeline Analysis: Identifies per-pixel transforms, polar coordinate math, direction filtering, RGB channel mixing, blend modes, and texture ping-pong in decompiled code. - WMP-to-MilkDrop Mapping: Provides a complete translation table covering rad/ang built-ins, q variables, samplers, blend modes, and audio-reactive inputs like bass and beat. - Structured Plan Output: Produces a .milk-plan.md document with per-pixel equations, per-frame equations, textures, shapes, waves, q variable ranges, and a validation checklist. - Use Case: After decompiling TrilogyIII.dll with Ghidra and documenting its rendering pipeline, use this Skill to generate a preset plan that a coder can directly implement as a working lava.milk file. ## Quick Start Analyze the RENDERING-PIPELINE.md and decompiled C source for this WMP visualization and generate a MilkDrop preset plan document.

Frequently Asked Questions about plan-milk-preset

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I port a WMP visualization to a MilkDrop preset?

Decompile the visualization DLL with Ghidra, document its rendering pipeline, then map each behavior to MilkDrop components. Per-pixel loops become per-pixel equations using rad and ang, animation logic becomes per-frame equations updating q variables, and generated textures map to samplers.

How to convert per-pixel C rendering code to MilkDrop equations?

Identify the innermost pixel loop computing dx and dy from the center, then translate polar math to MilkDrop's built-in rad and ang variables. Sin LUT lookups become sin(ang * multiplier + time * speed), and RGB mixing becomes red, green, and blue output equations.

What inputs does the preset planning process require?

It requires a RENDERING-PIPELINE.md document mapping decompiled code to visual behavior, the renamed decompiled C source, the state struct definition, and optionally a vtable mapping. The disassembly and deep decompilation steps must be completed first.

Does MilkDrop support WMP blend modes like Screen and Overlay?

MilkDrop supports Screen blending via the screenblend parameter and Multiply through per-pixel blend equations. Overlay and SoftLight require custom shader-style equations in the per-pixel section since they have no direct built-in equivalent.

Why does a ported preset look different from the original WMP visualization?

Differences usually come from resolution changes (WMP used 180x120 or 350x320 working buffers versus MilkDrop's internal 512x512), sin LUT approximations, or unmapped direction filters. Check the plan's validation checklist for division-by-zero and clamping issues.