This skill should be used when the user asks about "ZX capabilities", "memory limits", "render mode selection", "console specs", "what can ZX do", "ZX hardware", "ROM size", "RAM limits", "VRAM budget", "audio channels", "controller layout", "tick rate", "resolution", or discusses whether a game concept is feasible on Nethercore ZX.
/plugin marketplace add nethercore-systems/nethercore-ai-plugins/plugin install zx-game-design@nethercore-ai-pluginsThis skill inherits all available tools. When active, it can use any tool Claude has access to.
references/memory-budget-calculator.mdreferences/render-mode-comparison.mdComprehensive reference for Nethercore ZX hardware capabilities and constraints. Use this knowledge to validate game concepts, plan memory budgets, and make informed design decisions.
| Spec | Value | Design Implication |
|---|---|---|
| Resolution | 960×540 fixed | UI safe zones required, 16:9 aspect |
| Color depth | 32-bit RGBA8 | Full color, no palette limitations |
| ROM | 16 MB | WASM + all assets must fit |
| RAM | 4 MB | Game state only (fast rollback) |
| VRAM | 4 MB | GPU textures and mesh buffers |
| Tick rate | 24/30/60/120 fps | Choose based on game needs |
| Max players | 4 | Local + remote mix supported |
| Alpha | 2-bit Bayer 4×4 | 16 threshold levels for transparency |
Typical allocation patterns:
Fighting Game (~12 MB):
3D Platformer (~10 MB):
Racing Game (~8 MB):
Keep game state small for fast rollback:
Active GPU resources:
Choose ONE render mode in init() — cannot change at runtime.
| Mode | Name | Best For | Cost |
|---|---|---|---|
| 0 | Lambert | 2D games, UI, sprites, flat stylized | Lowest |
| 1 | Matcap | Stylized 3D, toon shading, metallic | Low |
| 2 | MR-Blinn-Phong | PBR materials, realistic surfaces | Medium |
| 3 | Blinn-Phong | 5th-gen retro, artistic specular | Medium |
Mode 0 (Lambert) — Side-scrollers, puzzles, retro aesthetics:
Mode 1 (Matcap) — Stylized 3D, character games:
Mode 2 (MR-Blinn-Phong) — Modern/realistic:
Mode 3 (Blinn-Phong) — Retro 3D, 5th-gen feel:
| Spec | Value |
|---|---|
| Sample rate | 22,050 Hz |
| Format | 16-bit signed PCM, mono |
| Sound channels | 16 simultaneous |
| Music channel | 1 dedicated (looping) |
| Panning | Equal-power stereo (-1.0 to +1.0) |
Design implications:
6th-generation controller layout:
| Input | Type | Notes |
|---|---|---|
| D-Pad | 4-way digital | Best for 2D precision |
| Face buttons | A, B, X, Y | Standard action buttons |
| Bumpers | L1, R1 | Digital shoulder buttons |
| Triggers | L2, R2 | Analog (0.0-1.0) |
| Sticks | Left + Right | Analog (-1.0 to 1.0) with L3/R3 click |
| Menu | Start, Select | Standard menu buttons |
Control scheme guidelines:
update()Determinism requirements:
random() FFItick_count(), not system clockupdate(), never in render()Based on hardware capabilities:
For detailed constraint breakdowns:
references/memory-budget-calculator.md — ROM/RAM/VRAM allocation templatesreferences/render-mode-comparison.md — Visual examples and use casesBefore finalizing a game concept, validate:
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