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https://github.com/imjasonh/nescript
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Record a 6-second gif of examples/pong.nes running in jsnes and embed it alongside docs/platformer.gif and docs/war.gif as the third project demo. The gif opens on Pong's title menu (CPU VS CPU / 1 PLAYER / 2 PLAYERS) — warmup = 4 frames keeps the menu as the thumbnail the way war's recording does, and then the headless autopilot advances to gameplay partway through the clip. - docs/pong.gif committed (128 KB) - README.md links it under the war demo - scripts/pre-commit rebuilds it when examples/pong* or the recorder/harness change - .github/workflows/ci.yml fails if the committed copy is stale - CLAUDE.md and tests/emulator/record_gif.mjs reference the new gif in the "how to regenerate" sections https://claude.ai/code/session_0134F5uwDEVTes2Ee9S7JeXy
135 lines
5.6 KiB
JavaScript
135 lines
5.6 KiB
JavaScript
// Record a GIF of a .nes ROM running in jsnes.
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//
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// Usage:
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// node record_gif.mjs <rom-name> [frames] [stride] [output.gif] [warmup]
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//
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// Examples:
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// node record_gif.mjs platformer 360 2 docs/platformer.gif
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// node record_gif.mjs war 360 2 docs/war.gif 4
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// node record_gif.mjs pong 360 2 docs/pong.gif 4
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//
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// The recorder drives `harness.html` via puppeteer, collects one
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// canvas frame every `stride` NES frames for `frames` total, and
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// encodes the sequence as a paletted GIF via the `gifenc` library.
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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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// `warmup` is the number of NES frames to advance before the first
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// captured frame. The default of 30 skips past the reset stall and
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// the platformer's auto-Title→Play handoff at frame 20; the war
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// recording uses 4 instead because that demo opens on its menu and
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// we want the title screen to be the gif's thumbnail.
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//
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// IMPORTANT: `docs/platformer.gif`, `docs/war.gif`, and
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// `docs/pong.gif` are committed and embedded in the README. Any
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// change to the compiler, the runtime, the harness, or the
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// underlying `.ne` source that alters the gameplay you see in the
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// first ~6 seconds of any of the three demos 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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// node tests/emulator/record_gif.mjs war 360 2 docs/war.gif 4
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// node tests/emulator/record_gif.mjs pong 360 2 docs/pong.gif 4
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//
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// committed alongside the source change. The CI `emulator` job
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// regenerates both gifs and fails if the committed copies are 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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import { fileURLToPath, pathToFileURL } from "node:url";
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import puppeteer from "puppeteer";
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import gifenc from "gifenc";
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const { GIFEncoder, quantize, applyPalette } = gifenc;
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const __dirname = path.dirname(fileURLToPath(import.meta.url));
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const repoRoot = path.resolve(__dirname, "..", "..");
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const harnessUrl = pathToFileURL(path.join(__dirname, "harness.html")).toString();
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const WIDTH = 256;
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const HEIGHT = 240;
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const romName = process.argv[2] ?? "platformer";
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const totalFrames = parseInt(process.argv[3] ?? "360", 10);
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const stride = parseInt(process.argv[4] ?? "2", 10); // captured every Nth NES frame
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const outputPath = path.resolve(repoRoot, process.argv[5] ?? `docs/${romName}.gif`);
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const romPath = path.join(repoRoot, "examples", `${romName}.nes`);
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const romBytes = await fs.readFile(romPath);
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const romB64 = romBytes.toString("base64");
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const browser = await puppeteer.launch({
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headless: "new",
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args: [
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"--no-sandbox",
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"--disable-setuid-sandbox",
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"--allow-file-access-from-files",
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],
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});
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const page = await browser.newPage();
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page.on("pageerror", (e) => console.log("[pageerror]", e.message));
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await page.goto(harnessUrl, { waitUntil: "load" });
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await page.waitForFunction(
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"window.nesHarness && document.getElementById('info').textContent === 'ready'",
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);
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await page.evaluate((b) => window.nesHarness.loadRomBase64(b), romB64);
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// Warm-up: skip past the reset stall and (optionally) any title
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// screen so the first captured frame shows what we want as the
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// gif's thumbnail. 30 frames at 60 fps covers ~0.5 s which is
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// enough for the platformer example's Title → Playing auto-
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// transition at frame 20. The war recording overrides this with
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// `4` (positional arg below) so the title menu is the first frame.
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// Positional arg wins; `WARMUP=…` env var is honoured for ad-hoc
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// experimentation.
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const warmupFrames = parseInt(
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process.argv[6] ?? process.env.WARMUP ?? "30",
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10,
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);
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await page.evaluate((n) => window.nesHarness.runFrames(n), warmupFrames);
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console.log(
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`recording ${romName}.nes: ${totalFrames} frames, stride ${stride}, ` +
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`~${Math.round((totalFrames / 60) * 100) / 100}s of gameplay`,
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);
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const frames = [];
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for (let i = 0; i < totalFrames; i += stride) {
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await page.evaluate((n) => window.nesHarness.runFrames(n), stride);
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const pixelsB64 = await page.evaluate(() => window.nesHarness.rawPixelsBase64());
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const rgba = Buffer.from(pixelsB64, "base64");
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// gifenc wants a Uint8Array or Uint8ClampedArray of RGBA pixels.
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frames.push(new Uint8Array(rgba));
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if (i % 20 === 0) process.stdout.write(".");
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}
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process.stdout.write("\n");
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await browser.close();
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// Encode. We quantize a representative middle frame to build a
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// shared palette — this avoids the dithering / palette-drift
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// artifacts you get with per-frame palettes and keeps the file
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// size down. The NES only renders out of a fixed master palette
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// anyway, so a single shared palette is the right answer.
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console.log(`encoding ${frames.length} frames as GIF → ${path.relative(repoRoot, outputPath)}`);
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const paletteSource = frames[Math.floor(frames.length / 2)];
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const palette = quantize(paletteSource, 256, { format: "rgba4444" });
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const gif = GIFEncoder();
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for (let i = 0; i < frames.length; i++) {
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const indexed = applyPalette(frames[i], palette, "rgba4444");
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// delay is in milliseconds. stride NES frames at ~60 fps =
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// stride * 16.67 ms per captured frame.
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gif.writeFrame(indexed, WIDTH, HEIGHT, {
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palette,
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delay: Math.round((stride * 1000) / 60),
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transparent: false,
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});
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}
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gif.finish();
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await fs.mkdir(path.dirname(outputPath), { recursive: true });
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await fs.writeFile(outputPath, Buffer.from(gif.bytes()));
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console.log(`wrote ${outputPath} (${(gif.bytes().length / 1024).toFixed(1)} KB)`);
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