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Welcome to the workshop manual for SwanSong Story Forge, a graphics-first production workflow for original WonderSwan Color visual novels.
The main repository is the showroom. This wiki explains the machinery: project shape, hardware limits, art conversion, audio timing, build evidence, release verification, and the companion SwanSong Desktop lane.
| If you want to… | Read… |
|---|---|
| Install the toolchain and build a game | Getting Started |
| Understand the folders and tracked artifacts | Repository Map |
| Develop, draft, revise, and approve a strong novel | Light Novel Framework |
| Write nodes, choices, flags, and endings | Story and Project Format |
| Make sprites and backgrounds that survive 224×144 | Graphics Pipeline |
| Compose tracker cues without timing surprises | Audio and Timing |
| Build, test, package, and verify a ROM | Build, Test, and Release |
| Debug exhaustive routes, saves, audio, or input | SwanSong Playtesting and Debugging |
| Bind a ROM release to SwanSong Desktop evidence | SwanSong Desktop Release Lane |
| Diagnose common failures | Troubleshooting |
Story quality and graphics quality are product goals. A technically valid ROM does not rescue a repetitive manuscript, and a strong manuscript does not excuse weak production art. The novel framework locks causality, voice, genre pleasure, chemistry, signature moments, emotional rhythm, reader evidence, ImageGen illustration provenance, publication polish, and human approval before adaptation; the graphics pipeline then protects the result at handheld scale.
The Forge therefore keeps creative and technical evidence together:
- editable
.wscvn.jsonprojects; - prose-first
novel.jsonmanifests and manuscripts; - causal scene plans, delight/rhythm maps, revision ledgers, reports, scorecards, reader tests, and EPUB/PDF proofs;
- approved source art and runtime-ready assets;
- native-size review sheets;
- build, emulator, playthrough, and release reports;
- hash-bound packages that prove which files produced the shipped ROM.
Story Forge builds and proves the game. SwanSong Desktop provides a native macOS player and an additional deterministic compatibility lane. A coordinated release can bind the exact ROM hash to the exact app build without confusing “booted,” “reached video,” and “fully compatible.”
The normal game ship command now drives every reachable compiled route through SwanSong, validates its native audio stream, replays a save state, and proves save/settings persistence across a fresh engine instance before packaging.
This project is for original and homebrew work. Commercial ROMs, firmware, System Startup Files, save states, and private owned-game diagnostics do not belong in the public repository or release archives.