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nescript/tests/emulator/record_gif.mjs
Claude 5e3e68ca11
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
2026-04-13 18:04:17 +00:00

117 lines
4.7 KiB
JavaScript

// Record a GIF of a .nes ROM running in jsnes.
//
// Usage:
// node record_gif.mjs <rom-name> [frames] [stride] [output.gif]
//
// Example:
// node record_gif.mjs platformer 360 2 docs/platformer.gif
//
// The recorder drives `harness.html` via puppeteer, collects one
// canvas frame every `stride` NES frames for `frames` total, and
// encodes the sequence as a paletted GIF via the `gifenc` library.
// At stride=2 we end up with a 30 fps GIF that maps 1:1 to every
// other NES frame (NES runs at ~60 fps), which is the right
// tradeoff between smoothness and file size for a README demo.
//
// IMPORTANT: `docs/platformer.gif` is committed and embedded in the
// README. Any change to the compiler, the runtime, the harness, or
// `examples/platformer.ne` that alters the gameplay you see in the
// first ~6 seconds of the demo must be followed by
//
// node tests/emulator/record_gif.mjs platformer 360 2 docs/platformer.gif
//
// committed alongside the source change. The CI `emulator` job
// regenerates the gif and fails if the committed copy is stale —
// gifenc + jsnes are deterministic, so the freshly-rendered bytes
// byte-match a valid commit. See `.github/workflows/ci.yml`.
import { promises as fs } from "node:fs";
import path from "node:path";
import { fileURLToPath, pathToFileURL } from "node:url";
import puppeteer from "puppeteer";
import gifenc from "gifenc";
const { GIFEncoder, quantize, applyPalette } = gifenc;
const __dirname = path.dirname(fileURLToPath(import.meta.url));
const repoRoot = path.resolve(__dirname, "..", "..");
const harnessUrl = pathToFileURL(path.join(__dirname, "harness.html")).toString();
const WIDTH = 256;
const HEIGHT = 240;
const romName = process.argv[2] ?? "platformer";
const totalFrames = parseInt(process.argv[3] ?? "360", 10);
const stride = parseInt(process.argv[4] ?? "2", 10); // captured every Nth NES frame
const outputPath = path.resolve(repoRoot, process.argv[5] ?? `docs/${romName}.gif`);
const romPath = path.join(repoRoot, "examples", `${romName}.nes`);
const romBytes = await fs.readFile(romPath);
const romB64 = romBytes.toString("base64");
const browser = await puppeteer.launch({
headless: "new",
args: [
"--no-sandbox",
"--disable-setuid-sandbox",
"--allow-file-access-from-files",
],
});
const page = await browser.newPage();
page.on("pageerror", (e) => console.log("[pageerror]", e.message));
await page.goto(harnessUrl, { waitUntil: "load" });
await page.waitForFunction(
"window.nesHarness && document.getElementById('info').textContent === 'ready'",
);
await page.evaluate((b) => window.nesHarness.loadRomBase64(b), romB64);
// Warm-up: skip past the reset stall and any title screen so the
// first captured frame shows real gameplay. 30 frames at 60 fps
// covers ~0.5 s which is enough for the platformer example's
// Title → Playing auto-transition at frame 20.
const warmupFrames = parseInt(process.env.WARMUP ?? "30", 10);
await page.evaluate((n) => window.nesHarness.runFrames(n), warmupFrames);
console.log(
`recording ${romName}.nes: ${totalFrames} frames, stride ${stride}, ` +
`~${Math.round((totalFrames / 60) * 100) / 100}s of gameplay`,
);
const frames = [];
for (let i = 0; i < totalFrames; i += stride) {
await page.evaluate((n) => window.nesHarness.runFrames(n), stride);
const pixelsB64 = await page.evaluate(() => window.nesHarness.rawPixelsBase64());
const rgba = Buffer.from(pixelsB64, "base64");
// gifenc wants a Uint8Array or Uint8ClampedArray of RGBA pixels.
frames.push(new Uint8Array(rgba));
if (i % 20 === 0) process.stdout.write(".");
}
process.stdout.write("\n");
await browser.close();
// Encode. We quantize a representative middle frame to build a
// shared palette — this avoids the dithering / palette-drift
// artifacts you get with per-frame palettes and keeps the file
// size down. The NES only renders out of a fixed master palette
// anyway, so a single shared palette is the right answer.
console.log(`encoding ${frames.length} frames as GIF → ${path.relative(repoRoot, outputPath)}`);
const paletteSource = frames[Math.floor(frames.length / 2)];
const palette = quantize(paletteSource, 256, { format: "rgba4444" });
const gif = GIFEncoder();
for (let i = 0; i < frames.length; i++) {
const indexed = applyPalette(frames[i], palette, "rgba4444");
// delay is in milliseconds. stride NES frames at ~60 fps =
// stride * 16.67 ms per captured frame.
gif.writeFrame(indexed, WIDTH, HEIGHT, {
palette,
delay: Math.round((stride * 1000) / 60),
transparent: false,
});
}
gif.finish();
await fs.mkdir(path.dirname(outputPath), { recursive: true });
await fs.writeFile(outputPath, Buffer.from(gif.bytes()));
console.log(`wrote ${outputPath} (${(gif.bytes().length / 1024).toFixed(1)} KB)`);