s3k-zone-analysis

Analyze Sonic 3&K zone disassembly into a structured analysis spec.

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

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

This Skill removes the manual burden of reverse-engineering a Sonic 3&K zone by turning disassembly routines into a structured implementation-ready analysis spec.

Core Features & Use Cases

  • Zone feature cataloging: Identifies events, parallax, animated tiles, palette cycling, and notable objects for a named zone.
  • Cross-system tracing: Tracks shared state across events, tiles, palettes, and background logic to expose dependencies and ownership conflicts.
  • Implementation support: Produces confidence-rated notes, boss sequence details, and cross-cutting concerns that downstream build or port work can consume.

Quick Start

Ask for a zone analysis of a specific Sonic 3&K zone and have it return a full structured spec covering routines, dependencies, and implementation notes.

Frequently Asked Questions about s3k-zone-analysis

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

FAQPage Schema
How do I analyze Sonic 3&K zone disassembly to extract events and parallax specs?

Analyzing Sonic 3&K zone disassembly requires reading Dynamic_Resize, Deform, AniPLC, and AnPal routines to trace shared state and produce a structured zone spec covering events, parallax, and animated tiles.

What does palette cycling analysis involve when reverse engineering a Sonic 3 & Knuckles zone?

Palette cycling analysis in Sonic 3 & Knuckles involves reading AnPal routines within the zone disassembly to trace VRAM ownership, detect palette conflicts, and document cross-category dependencies for the implementation spec.

How do I trace animated tile scripts and shared state in Sonic 3 & Knuckles disassembly?

Tracing animated tile scripts requires reading AniPLC routines in the Sonic 3 & Knuckles disassembly to identify shared state, VRAM ownership conflicts, and cross-category dependencies, then mapping them into a confidence-rated spec.

Can I extract boss sequence details and notable objects from a Sonic 3&K zone disassembly?

Yes, you can extract boss sequence details and notable objects from Sonic 3&K zone disassembly by tracing routines and shared state to catalog events and objects into a structured, implementation-ready analysis spec.

What confidence levels are assigned when investigating a new Sonic 3 & Knuckles zone?

Investigating a new Sonic 3 & Knuckles zone assigns confidence levels to notes by tracing Dynamic_Resize, Deform, AniPLC, and AnPal routines, exposing dependencies and ownership conflicts for downstream build or port work.

Are there limitations when analyzing cross-category dependencies in Sonic 3&K disassembly?

Limitations arise when cross-category dependencies in Sonic 3&K disassembly involve shared state and VRAM ownership conflicts that cannot be fully resolved without tracing all related Deform and AniPLC routines simultaneously.