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docs: regenerate platformer.gif and lock it as a CI invariant
The optimizer fix in the previous commit changes the observable
gameplay of `examples/platformer.ne` — pre-fix the player got
spurious enemy-1 stomp bounces every time coin 2 drifted into its
pickup window, so the README demo gif showed the player bouncing
mid-air around emu frames 85-125 instead of walking through the
coin at ground level. Regenerate `docs/platformer.gif` from the
fixed compiler so the README matches reality.
To stop this from drifting again, treat the gif the same way the
repo already treats `examples/*.nes`:
- `gifenc` + `jsnes` + the harness are deterministic, so a fresh
recording byte-matches a valid commit. Verified across two
back-to-back runs (identical md5).
- `.github/workflows/ci.yml`'s `emulator` job now renders the gif
into `/tmp/platformer.gif` and `cmp`s it against `docs/platformer.gif`,
emitting a `::error` annotation pointing at the exact rerun
command if the committed copy is stale. This piggybacks on the
existing puppeteer + node setup, adding ~20s to the job.
- `scripts/pre-commit` runs the same check locally, but only when
`examples/platformer.{ne,nes}`, `tests/emulator/record_gif.mjs`,
or `tests/emulator/harness.html` is staged, and only if
`tests/emulator/node_modules` is already installed. Cold-start
puppeteer is ~20s — too slow to pay on every commit, but cheap
enough to pay when something gif-relevant changed.
- The header of `tests/emulator/record_gif.mjs` and the project
conventions section of `CLAUDE.md` both spell out the rerun
command and the invariant, so the next agent doesn't have to
re-derive any of this.
https://claude.ai/code/session_013Bi4H4YQ5or5HtMB4doUFi
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15
.github/workflows/ci.yml
vendored
15
.github/workflows/ci.yml
vendored
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@ -146,6 +146,21 @@ jobs:
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- name: Diff each ROM's framebuffer against its golden
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working-directory: tests/emulator
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run: node run_examples.mjs
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- name: Verify docs/platformer.gif is up to date
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# The README embeds docs/platformer.gif as the project demo.
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# gifenc + jsnes are deterministic, so rebuilding the gif from
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# the current compiler should byte-match the committed copy.
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# If it doesn't, the contributor changed the compiler / source
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# / harness in a way that affects the observable gameplay of
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# platformer.ne but forgot to regenerate the gif — the fix is
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# the exact command printed in the error.
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working-directory: tests/emulator
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run: |
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node record_gif.mjs platformer 360 2 /tmp/platformer.gif
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if ! cmp -s ../../docs/platformer.gif /tmp/platformer.gif; then
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echo "::error file=docs/platformer.gif::committed docs/platformer.gif is stale; rerun \`node tests/emulator/record_gif.mjs platformer 360 2 docs/platformer.gif\` and commit the new gif"
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exit 1
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fi
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- name: Upload actual + diff PNGs on failure
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if: failure()
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uses: actions/upload-artifact@v4
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16
CLAUDE.md
16
CLAUDE.md
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@ -22,6 +22,22 @@ re-derive the project conventions from scratch.
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tmp path and fails if the committed version differs, pointing at
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the exact `cargo run -- build examples/<name>.ne` to run. The
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pre-commit hook under `scripts/pre-commit` catches this locally.
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- **`docs/platformer.gif` is committed** and embedded in the
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top-level README as the project demo. `gifenc` + `jsnes` are
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deterministic, so the gif's bytes are a function of the compiler,
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the runtime, the harness, and `examples/platformer.ne`. Any change
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to those that affects the first ~6 seconds of observable platformer
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gameplay must be followed by regenerating the gif:
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```bash
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node tests/emulator/record_gif.mjs platformer 360 2 docs/platformer.gif
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```
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and committing it in the same change. CI's `emulator` job renders
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a fresh gif and fails if the committed one doesn't byte-match. The
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pre-commit hook rebuilds the gif when `platformer.ne`, `platformer.nes`,
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`record_gif.mjs`, or `harness.html` is staged (and `tests/emulator/node_modules`
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is installed).
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- `docs/future-work.md` lists the remaining gaps. If you implement
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something from that file, update the doc in the same PR.
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Binary file not shown.
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Before Width: | Height: | Size: 438 KiB After Width: | Height: | Size: 438 KiB |
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@ -39,4 +39,26 @@ if [ $stale -ne 0 ]; then
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exit 1
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fi
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# Only rebuild docs/platformer.gif when platformer.nes or the gif
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# recorder itself changed — the gif regeneration takes ~20s due to
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# puppeteer's cold start, so we don't want to pay it on every commit.
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# Skipped entirely if node_modules isn't installed in the emulator
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# harness; the CI `emulator` job is the authoritative check.
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changed_files=$(git diff --cached --name-only)
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if echo "$changed_files" | grep -qE '^(examples/platformer\.(ne|nes)|tests/emulator/record_gif\.mjs|tests/emulator/harness\.html)$'; then
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if [ -d tests/emulator/node_modules ]; then
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echo " Rebuilding docs/platformer.gif (platformer.nes or recorder changed)..."
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(cd tests/emulator && node record_gif.mjs platformer 360 2 /tmp/platformer-precheck.gif >/dev/null)
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if ! cmp -s docs/platformer.gif /tmp/platformer-precheck.gif; then
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echo " STALE: docs/platformer.gif"
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echo " rerun: node tests/emulator/record_gif.mjs platformer 360 2 docs/platformer.gif"
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rm -f /tmp/platformer-precheck.gif
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exit 1
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fi
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rm -f /tmp/platformer-precheck.gif
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else
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echo " (skipping gif freshness check — tests/emulator/node_modules not installed)"
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fi
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fi
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echo "All pre-commit checks passed."
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@ -12,6 +12,18 @@
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// At stride=2 we end up with a 30 fps GIF that maps 1:1 to every
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// other NES frame (NES runs at ~60 fps), which is the right
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// tradeoff between smoothness and file size for a README demo.
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//
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// IMPORTANT: `docs/platformer.gif` is committed and embedded in the
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// README. Any change to the compiler, the runtime, the harness, or
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// `examples/platformer.ne` that alters the gameplay you see in the
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// first ~6 seconds of the demo must be followed by
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//
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// node tests/emulator/record_gif.mjs platformer 360 2 docs/platformer.gif
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//
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// committed alongside the source change. The CI `emulator` job
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// regenerates the gif and fails if the committed copy is stale —
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// gifenc + jsnes are deterministic, so the freshly-rendered bytes
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// byte-match a valid commit. See `.github/workflows/ci.yml`.
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import { promises as fs } from "node:fs";
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import path from "node:path";
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