Audits uncommitted changes, branches, or PRs for bugs, edge cases, SOLID/DRY/SRP, architecture, security, performance, and CLAUDE.md violations — then automatically fixes ALL issues and re-audits in a loop until clean. Use when: audit, review, code review, review this PR, check code, look over this, inspect code, or any variation.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
scarletnx/ScarletNX☆ 2242026년 10월 25일 업데이트
Record what ScarletNX work taught, where the next session will look for it. Use after a bug took more than one attempt to find, when the same mistake happened twice, when a debugging technique worked, or when the user corrects how work is done.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
scarletnx/ScarletNX☆ 2242026년 10월 25일 업데이트
Build the ScarletNX runtime and recompile games correctly, avoiding the setups that build "successfully" into something that doesn't work. Covers the CPM.cmake dependencies, the Clang-only presets, the deploy into games/, when a game needs recompiling, and the warnings a plain build doesn't show. Use when building, rebuilding, recompiling a game, after pulling or bumping a dependency, or when a build result looks suspicious.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
scarletnx/ScarletNX☆ 2242026년 10월 25일 업데이트
RFC #142's C rules: strict ISO C99, no redundant state, indices not pointer chains, one allocation per owner, atomics apart, no stored pointers, one global struct per file. Use when writing or reviewing C in src/.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
scarletnx/ScarletNX☆ 2242026년 10월 25일 업데이트
Take a ScarletNX crash report, svcBreak or hang from the log to the mechanism that causes it, using the symbolizer and disassembler on the game's code. Use when the game crashes (signal 11 or 7), calls svcBreak or fatal, hangs, or when a log shows "*** Crash". Also for corrupted data showing up in game structures.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
scarletnx/ScarletNX☆ 2242026년 10월 25일 업데이트
Write and optimize ScarletNX's own compute shaders (astc.comp, vic.comp, future ones) for what the GPU actually executes: constant tables, bit twiddling, uniform branches, fewer fetches, workgroup and subgroup structure, exactness proofs, and the GLSL-as-C++ tests and lavapipe timing that check them. Use when writing, reviewing or speeding up a GLSL shader under src/nx/gpu/, or when deciding whether to split one.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
scarletnx/ScarletNX☆ 2242026년 10월 25일 업데이트