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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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// 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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