Agent skill
testing
Testing Nethercore games for determinism and correctness. Covers sync testing, replay recording and playback, debug actions, and desync diagnosis. Use when running sync tests, setting up replay-based regression tests, or diagnosing determinism failures.
Install this agent skill to your Project
npx add-skill https://github.com/nethercore-systems/nethercore-ai-plugins/tree/main/nethercore/skills/testing
Metadata
Additional technical details for this skill
- author
- nethercore-systems
- version
- 1.0.0
SKILL.md
Nethercore Testing
Sync Testing
Runs two identical instances, compares checksums each frame.
nether run --sync-test
nether run --sync-test --frames 3000 # Specific duration
Pass criteria: Identical checksums for 1000+ frames.
Replay Testing
Record and replay for regression testing:
nether run --record replay.bin # Record
nether run --replay replay.bin # Playback
Workflow:
- Record on known-good build
- Replay on new build
- Compare outcomes
Determinism Rules
| Do | Don't |
|---|---|
random() FFI |
rand::thread_rng() |
BTreeMap, BTreeSet |
HashMap, HashSet |
| Frame counter | Instant::now() |
| Fixed-point math | Floating-point accumulation |
Test Organization
| Type | Tool | Purpose |
|---|---|---|
| Unit | cargo test |
Pure logic |
| Sync | nether run --sync-test |
Runtime determinism |
| Replay | --record/--replay |
Cross-build validation |
Common Desync Causes
- Non-deterministic RNG - Using rand crate instead of FFI
- HashMap iteration - Order varies between runs
- System time - Reading wall clock
- Uninitialized memory - Undefined values
- State in render() - Skipped during rollback
Debugging Desyncs
- Run sync test to confirm failure
- Add
log()calls around suspicious code - Check for forbidden patterns
- Verify all state is in static variables
Debug Actions (Efficient Testing)
Instead of recording long input sequences, use debug actions to skip directly to test scenarios:
# Skip to level 3 boss
[[frames]]
f = 0
action = "Load Level"
action_params = { level = 3 }
[[frames]]
f = 1
snap = true
assert = "$boss_health > 0"
Games register actions in init():
debug_action_begin(b"Load Level".as_ptr(), 10, b"debug_load_level".as_ptr(), 16);
debug_action_param_i32(b"level".as_ptr(), 5, 1);
debug_action_end();
When to use:
- Testing specific levels without playing through earlier ones
- Setting up edge-case scenarios (low health, specific enemy spawns)
- Regression tests that need consistent starting state
Recommended Agent Skills
Expand your agent's capabilities with these related and highly-rated skills.
ffi-reference
ZX fantasy console FFI bindings reference. Documents 250+ functions for rendering, input, audio, camera, transforms, textures, materials, and debug. Includes init-only vs render-only call rules and the coordinate system. Use when writing or debugging ZX FFI calls in game code.
console-specs
ZX fantasy console hardware specifications and resource budgets. Covers resolution (960x540), memory limits (4 MB RAM/VRAM, 16 MB ROM), render modes, audio system (22 kHz, 16 channels), and input layout. Use when planning resource budgets or checking console capabilities.
rendering
ZX rendering techniques and patterns. Covers camera systems (follow, orbit), stencil buffer effects (portals, masks), billboard particles, custom fonts, and render pass management. Use when implementing cameras, visual effects, particle systems, or choosing between 2D and 3D rendering approaches.
debugging
Runtime debugging tools for Nethercore games on all consoles. Covers the F4 Debug Inspector, live value editing, watch variables, frame stepping, and time-scale controls. Use when tuning game parameters at runtime, tracking state over time, or stepping through frames to find bugs.
optimization
Optimization techniques for Nethercore WASM games. Covers WASM binary size reduction (LTO, wasm-opt), texture and mesh compression, audio optimization, and state size minimization. Use when a ROM exceeds size limits or when reducing build output size.
publishing
Publishing Nethercore games to nethercore.systems. Covers ROM packaging with nether pack, release builds, platform upload requirements, versioning, and CI/CD pipeline setup with GitHub Actions. Use when preparing a game for release or setting up automated builds.
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