This skill audits uncommitted changes, branches or PRs for bugs, edge cases, SOLID/DRY/SRP, architecture, security, performance and CLAUDE.md violations. Then it automatically fixes ALL the issues and audits again in a loop until the result is clean. Use it for: audit, review, code review, review this PR, check code, look over this, inspect code, or any variation.
日本語の概要は準備中です。原文の説明を表示しています。
scarletnx/ScarletNX☆ 2402026年10月29日 更新
Record what ScarletNX work taught, where the next session will look for it. Use it after a bug took more than one attempt to find, or when the same mistake happened two times. Use it also when a debug technique worked, or when the user corrects how you work.
日本語の概要は準備中です。原文の説明を表示しています。
scarletnx/ScarletNX☆ 2402026年10月29日 更新
Build the ScarletNX runtime and recompile games correctly. Avoid the setups that build "successfully" into something that does not work. It covers the CPM.cmake dependencies, the presets for Clang only and the deploy into games/. It also tells when a game needs a recompile, and which warnings a plain build does not show. Use it when you build or rebuild the runtime, or recompile a game. Use it also after you pull or bump a dependency, or when a build result looks suspicious.
日本語の概要は準備中です。原文の説明を表示しています。
scarletnx/ScarletNX☆ 2402026年10月29日 更新
The C rules of RFC #142: strict ISO C99, no redundant state and indices in place of pointer chains. Also one allocation per owner, atomics apart, no stored pointers and one global struct per file. Use it when you write or review C in src/.
日本語の概要は準備中です。原文の説明を表示しています。
scarletnx/ScarletNX☆ 2402026年10月29日 更新
Take a ScarletNX crash report, svcBreak or hang from the log to the mechanism that causes it. Use the symbolizer and disassembler on the code of the game. Use it when the game crashes (signal 11 or 7), calls svcBreak or fatal, or hangs. Use it also when a log shows "*** Crash", or when game structures contain corrupted data.
日本語の概要は準備中です。原文の説明を表示しています。
scarletnx/ScarletNX☆ 2402026年10月29日 更新
Write and optimize ScarletNX's own compute shaders (astc.comp, vic.comp, future ones) for what the GPU actually executes. It covers constant tables, bit tricks, uniform branches, fewer fetches, and workgroup and subgroup structure. It also covers proofs of exactness, and the GLSL-as-C++ tests and lavapipe time measurements that check them. Use it when you write, review or speed up a GLSL shader under src/nx/gpu/. Use it also when you decide if you split a shader.
日本語の概要は準備中です。原文の説明を表示しています。
scarletnx/ScarletNX☆ 2402026年10月29日 更新