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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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CLAUDE.md
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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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