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nescript/tests/emulator/record_gif.mjs
Claude 688d9afcec
platformer: end-to-end side-scroller demo + three runtime bug fixes
Adds `examples/platformer.ne`, a full side-scrolling game that
exercises nearly every subsystem of the compiler in one program:
custom CHR tileset, 32×30 background nametable with per-region
attribute palettes, 2×2 metasprite hero with gravity/jump physics,
wrap-around horizontal scrolling, moving enemies, coin pickups,
user-declared SFX + music, and a Title → Playing state machine
with autopilot so the headless jsnes harness captures real
gameplay at frame 180. Tile art + nametable are generated by
`scripts/gen_platformer_tiles.rs` (`cargo run --bin gen_platformer_tiles`).

Building this out uncovered three independent runtime bugs that
together made the example render as black-on-black smileys. All
three are fixed in this commit:

1. **`gen_init` enabled sprite rendering before the linker's
   initial palette/background load runs.** The PPU's v-register
   auto-increments on every `$2007` write *during active
   rendering*, so the palette load (32 B) and nametable load
   (1024 B) were scrambled past the first ~72 bytes — every
   existing program with a `background Level { ... }` block was
   silently rendering zero-filled VRAM. Fix: leave `PPU_MASK = 0`
   at the end of `gen_init` and emit a new `gen_enable_rendering`
   call *after* all initial VRAM writes complete.

2. **Audio tick corrupted `ZP_CURRENT_STATE`.** The audio
   driver's period-table lookup reused `$02/$03` as a temporary
   indirect pointer with a comment claiming the slots were free
   because the tick doesn't call mul/div. But `$03` is also
   `ZP_CURRENT_STATE` used by the state dispatch loop, so every
   music note silently overwrote the state index with the high
   byte of `__period_table` (`0xC5` in the platformer ROM),
   wedging the state machine forever. Fix: `gen_nmi` now PHAs
   `$02/$03` on entry and PLA-restores them on exit, and the
   audio tick JSR moves inside that save/restore window (it used
   to be spliced by the linker *before* the register saves, so
   even A/X/Y were technically being trashed pre-save). Only
   `audio_demo`'s audio hash shifts (its note timings move a few
   cycles); every other golden is unchanged.

3. **Sub-palette mirroring footgun.** Writing a 32-byte palette
   blob sequentially causes the sprite sub-palettes' "index 0"
   slots at `$3F10/$3F14/$3F18/$3F1C` to clobber the background
   universal colour at `$3F00/$3F04/$3F08/$3F0C` via NES hardware
   mirroring. The example's palette sets all eight first bytes
   to `$22` (sky blue) for this reason; `docs/future-work.md`
   picks up a TODO to warn on inconsistent first-byte values in
   the analyzer.

Also:

- `docs/platformer.gif` — 6-second recording of the example
  running in jsnes, generated by the new
  `tests/emulator/record_gif.mjs` puppeteer helper (encodes via
  `gifenc`, committed as a dev-dependency under
  `tests/emulator/package.json`).
- README / examples/README tables and the 497-test count are
  updated to cover the new example.

https://claude.ai/code/session_01BcCcHi6FUmTh8jC7UgkA3A
2026-04-13 13:04:26 +00:00

105 lines
4.1 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.
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)`);