s3k-palette-cycling

Implement and validate Sonic 3 & Knuckles AnPal palette cycling against disassembly routines.

6|1|Updated Jan 16, 2013
One-click install
npx skills add https://github.com/OpenGGF/OpenGGF --skill s3k-palette-cycling
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: s3k-palette-cycling
Source: https://github.com/OpenGGF/OpenGGF/tree/main/.agents/skills/s3k-palette-cycling
Command: npx skills add https://github.com/OpenGGF/OpenGGF --skill s3k-palette-cycling

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

This Skill removes the guesswork from implementing and validating Sonic 3 & Knuckles palette cycling logic, helping you match in-game color animation to the original disassembly.

Core Features & Use Cases

  • Zone-specific cycling implementation: Build or correct AnPal handlers for individual zones and acts.
  • Disassembly validation: Compare timer, counter, wrap, palette-line, and ROM-table behavior against the source routines.
  • Accuracy-focused debugging: Catch subtle issues such as shared timers, per-act differences, camera-dependent switching, and ROM bug reproduction.
  • Use case: A developer can audit a zone’s palette shimmer and fix mismatched colors, timing, or table offsets in Sonic3kPaletteCycler.

Quick Start

Use the s3k-palette-cycling skill to validate the target zone’s AnPal routine against the disassembly and update the engine until the cycling logic, palette destinations, and ROM constants match exactly.

Frequently Asked Questions about s3k-palette-cycling

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

FAQPage Schema
How do I implement Sonic 3 & Knuckles palette cycling to match the original disassembly?

Sonic 3 & Knuckles palette cycling is implemented by reproducing exact timer reloads, counter step and wrap logic, palette destination mapping, and ROM constant addresses from the AnPal routines. This ensures color animation tables match the original game engine behavior.

Can I use this to debug per-act and per-zone palette shimmer mismatches?

Yes, per-act and per-zone palette shimmer mismatches are debugged by auditing the Sonic3kPaletteCycler logic against the disassembly. You can fix mismatched colors, timing, or table offsets by validating gating conditions and palette destination mappings.

Does palette cycling validation account for documented ROM bugs in Sonic 3 & Knuckles?

Palette cycling validation explicitly accounts for documented ROM bugs by requiring their exact reproduction within the Sonic3kPaletteCycler. This means your implementation must mirror the original game engine's flawed counter stepping and timer reload logic accurately.

What ROM data addresses are needed for Sonic 3 & Knuckles AnPal color animation tables?

ROM data addresses required for AnPal color animation tables include the exact ROM constant addresses and sizes used for palette-line targeting and table loading. Accurate loading of this ROM data ensures the cycling logic applies to the correct memory destinations.