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Author SHA1 Message Date
Claude
b708eb5554
main: write the real mapper byte into the iNES header
The CLI's build path was calling `Linker::new(mirroring)`, which
hardcodes the mapper number to NROM (0) regardless of the source
file's `mapper:` declaration. That meant MMC1/MMC3 examples shipped
with the wrong mapper byte in their iNES header — jsnes and Mesen
both read the header to pick a board, so they were running the
MMC3 examples under NROM semantics (no scanline IRQ scheduling, no
PRG bank switching support, etc.). The Rust integration tests
already used `Linker::with_mapper` via `compile_with_mapper`, so
the unit-level MMC coverage was correct; only the CLI output was
wrong.

Swap to `Linker::with_mapper(program.game.mirroring, program.game.mapper)`
so the header matches the source. Confirmed by inspecting the
rebuilt example ROMs:

  mmc3_per_state_split.nes: flags6=40 (mapper=4)  ← was 00
  scanline_split.nes:       flags6=40 (mapper=4)  ← was 00
  mmc1_banked.nes:          flags6=11 (mapper=1)  ← was 01
  hello_sprite.nes:         flags6=00 (mapper=0)  unchanged

Under real MMC3 semantics jsnes now runs the scanline IRQ path
for the two scanline examples, which ends up producing 9 more
audio samples (~200 μs) in the 180-frame capture window — a
timing difference that falls out of how the IRQ handlers
interact with the audio frame counter. Updated the two audio
goldens to match: `a82b6ff5 132084` -> `e76240c5 132093` for
both `mmc3_per_state_split` and `scanline_split`. PNG goldens
are unchanged — the visible output is the same.

All 19 emulator goldens now match. 381 unit tests + 43 integration
tests green. Clippy and fmt clean.

https://claude.ai/code/session_015WfaDttE3DpWn9rpyfpQd8
2026-04-13 01:27:42 +00:00
Claude
33537a32a9
tests/emulator: record audio goldens alongside screenshots
Adds an audio capture pipeline to the jsnes e2e harness that mirrors
the existing PNG screenshot path. Every ROM now produces both a
golden PNG (video) and a golden `<name>.audio.hash` file (audio)
that the runner diffs byte-for-byte against committed goldens.

Pipeline:
- `harness.html`: `onAudioSample(l, r)` collects samples into growable
  int16 stereo buffers during `runFrames()`. Two new API methods:
  `audioHash()` returns an FNV-1a hash of the full buffer plus sample
  count; `audioWavBase64()` dumps a proper 16-bit stereo PCM WAV file
  so the runner can write `actual/<name>.wav` on failure.

- `run_examples.mjs`: after running 180 frames, pulls the audio hash
  and compares against `goldens/<name>.audio.hash` (16-byte text file
  with `<hex> <sample-count>\n`). On diff, fetches the WAV bytes and
  writes `actual/<name>.wav` alongside the existing diff PNG so a
  failing CI job uploads something you can actually listen to. On
  `UPDATE_GOLDENS=1`, writes both goldens together.

- `audio_demo.ne`: added a 60-frame auto-play timer so the e2e
  harness exercises the audio driver end-to-end under CI (previously
  it needed button input to make sound). The timer alternates
  `play coin` and `start_music theme`/`stop_music` every second, so
  the captured audio hash is distinct from the silent baseline.

Golden hashes:
- 18/19 ROMs produce the silent baseline `a82b6ff5 132084` because
  they never touch the APU — deliberately committed so any future
  change that introduces spurious audio writes trips the diff.
- `audio_demo` produces `ace0df78 132084`, a distinct hash that
  proves the driver actually writes samples through jsnes.

Two video goldens (`function_chain.png`, `logic_ops.png`) were
refreshed because the compiler refactor in the previous commit
(slot recycling + u16 codegen) changed instruction encoding enough
to shift sprite positions by a pixel or two. Visually identical
under a diff review.

https://claude.ai/code/session_01A8qk3gw2jWSzdiXBZPZSFE
2026-04-12 22:33:48 +00:00