- build-wasm.sh emits to manifold/public/ (transitional copy to playground/public/ until P1 retires the playground) - parity-check.sh + parity_wasm.mjs read the manifold artifact - fix stale MLP<2,...> arity in AGENT-REFERENCE.md + nisps/wasm/README.md - gitignore .claude/worktrees/ - plan one-core-engine-refactor.md: P0 marked landed Gate: run-all-tests green; parity PASS from manifold artifact (2.4e-7); manifold builds against freshly-built nisps.wasm.
205 lines
12 KiB
Markdown
205 lines
12 KiB
Markdown
# Detailed Agent Reference — MEMLNaut-NISPS
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Supplement to [`../AGENTS.md`](../AGENTS.md); deep target, schema, build, and verification
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detail lives here.
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This file provides guidance to coding agents working with this repository.
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## Overview
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MEMLNaut-NISPS — Neural Interactive Shaping of Parameter Spaces. A research platform for interactive ML control of audio. **One C++20 codebase** (`nisps/`) compiles to two targets:
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1. **RP2350 firmware** for the MEMLNaut hardware platform (`firmware/`).
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2. **WASM** in a SolidJS browser playground (`playground/`) — same engines + ML, run through an AudioWorklet.
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Browser audio engines are a superset of firmware engines (C15 is browser-only). Parameter contracts are JSON schemas (`schemas/`) with codegen producing both C++ headers and TypeScript types.
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Project documentation: https://musicallyembodiedml.github.io/memlnaut/approaches/nisps
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For the codebase index, see `MAP.md`. For strategic gaps and open mission questions, see `ALIGNMENT.md`.
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**For anything UI-related in the Manifold front-end (`manifold/`), read `manifold/ONBOARDING.md` first** — it's a single-file agent orientation (run/build/deploy/test, the UI/engine-spine/WASM layering, the convertible Stages, the Dock + drawers, and the non-obvious gotchas).
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## The `nisps/` core
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```
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nisps/
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├── core/ types, perf attrs, concepts (AudioEngine, MLEngine, Mode), fixed/ring buffers, deterministic RNG, math
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├── ml/ MLP class template (4-layer, 3 hidden); SGD, gradient clipping, spread-aware Xavier init,
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│ RL move_weights with output pin mask + per-layer scaling + weight decay
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├── dsp/ biquad, delay, reverb, filter, env, osc, pitch_shift, dc_blocker
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├── engines/ 8 audio engines (paf_synth, channel_strip, xiasri, verb_fx, memlcelium, breakor,
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│ elysiamorf, analysis) + NoOpEngine. Each satisfies the AudioEngine concept.
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├── modes/ 8 platform-agnostic modes binding {ML, engine, voice space, abstract I/O channels}.
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│ CRTP base eliminates the duplication that plagued firmware modes.
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└── wasm/ Emscripten C API bindings (compiled only for WASM target)
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```
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Build: `cmake -S nisps -B nisps/build -G Ninja && cmake --build nisps/build && ctest --test-dir nisps/build`.
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Tests: 4 executables (`nisps_core_tests`, `nisps_dsp_engine_tests`, `nisps_modes_tests`, `nisps_golden_tests`). Run all: `bash scripts/build-cpp-tests.sh`. Parity vs WASM: `bash scripts/parity-check.sh` (asserts native and WASM produce identical outputs within 1e-5).
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### Performance contract (RP2350)
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These rules apply to **all** code under `nisps/`. They are inert in WASM but kept globally for consistency.
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- **No heap.** No `new`, `malloc`, `std::vector` in hot paths. Use `nisps::FixedBuffer<T, N>` or `std::array<T, N>`.
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- **Constants discipline.** Float literals >255 used in hot paths must be `static const float val = X.f;` not inline.
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- **`.f` suffix on all float literals.** No double promotion in audio/inference paths.
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- **Memory section attributes.** Apply `NISPS_AUDIO_MEM` / `NISPS_AUDIO_FUNC` / `NISPS_APP_SRAM` / `NISPS_HOT` / `NISPS_FORCE_INLINE` (from `nisps/core/perf.hpp`).
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- **No virtual dispatch in audio path.** `AudioEngine` and `Mode` are C++20 concepts, not interfaces.
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- **Deterministic RNG.** All RNG state is per-instance; constructors take a seed; cross-platform parity tests rely on this.
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Lint: `bash scripts/lint-cpp.sh` warns on missing `.f` and fails on heap/`Arduino.h` use under `nisps/`.
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## The `firmware/` target
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```
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firmware/MEMLNaut-NISPS/
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├── MEMLNaut-NISPS.ino # Entry point; mode selected via #define MEMLNAUT_MODE_TYPE
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├── glue/
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│ ├── audio_driver.hpp # memllib AudioDriver block callback → Mode::process per-sample
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│ ├── peripherals.hpp # joystick / pots / buttons → Mode::set_input + ML primitives
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│ ├── midi_io.hpp # MIDI in → mode handlers; drain ControlEvent ring → MIDI UART
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│ ├── mode_select.hpp # type aliases firmware mode name → nisps::modes::*Mode
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│ ├── input_router.hpp # wire_inputs() entry point
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│ ├── output_router.hpp # drain_outputs() entry point
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│ └── settings_view.hpp # wire_settings(): TFT/rotary menu (Joystick Dual/Single for 4-in modes)
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└── src/{memllib,daisysp,nisps} # symlinks (Arduino-CLI sketch tree convention)
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```
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Build: `scripts/build-firmware.sh [VARIANT]`. Verified compiling for PAFSynth, ChannelStrip, BreakOr on `rp2040:rp2040:solderparty_rp2350_stamp_xl:opt=Optimize3` with `-std=gnu++20`. Flash: `scripts/flash-firmware.sh`. One-shot: `scripts/build-and-flash-firmware.sh`.
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### Dual-core orchestration (firmware)
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- **Core 0**: UI loop, ML inference (`Mode::tick_control`), peripheral polling (5ms period).
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- **Core 1**: Real-time audio processing (`Mode::process`), MIDI polling.
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- **Sync**: `nisps::core::ring_buffer` (templated SPSC lock-free, replaces pico/util/queue) + memory barriers (`nisps::core::memory_barrier`, `write_volatile`/`read_volatile`).
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## The `playground/` target
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```
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playground/ # Vite + SolidJS + TypeScript
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├── src/
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│ ├── primitives/ # 16 UI building blocks (Slider, JoyMap, Heatmap, …) + .demo.tsx for /dev/primitives
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│ ├── modes/ # one TSX per firmware mode + C15Mode (browser-only); ModeShell + ModeSwitcher + mode-runtime
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│ ├── stores/ # Solid stores (ml, input, output, mode, control, session, exploration, bus + persistence)
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│ ├── audio/ # engine-host + AudioWorklet processor (loads nisps.wasm separately on each thread)
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│ ├── ml/ # WasmIML class + disposable async-training Worker + dataset
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│ ├── input/, output/ # pure-fn pipelines (deadzone→zoom→curve→smoothing→momentum, then global curve→smoothing→slew→freeze)
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│ ├── features/ # heatmap, snapshots, A/B compare, region/param pin, trail, weight health, gradient flow
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│ └── debug/probe.ts # synchronous window.__nisps for Playwright
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├── public/ # nisps.{wasm,js}, c15.{wasm,glue}
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└── tests/e2e/ # Playwright specs + helpers
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```
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Dev: `cd playground && bun install && bun run dev`. Build: `bun run build`. Typecheck: `bun run typecheck`. E2E: `bunx playwright test`.
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### Stores + reactivity
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All stores use SolidJS `createStore` for objects, `createSignal` for primitives. ML outputs are stored in a separate Float32Array signal (per the migration plan's perf guidance). Persistence (debounced 200ms localStorage round-trip) wired in `playground/src/stores/persistence.ts`. The signal bus (`bus.ts`) handles cross-store events (`ml.*`, `mode.*`, `pin.*`, `ui.*`).
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### Control surface
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Three compound axes (Boldness / Memory / Precision) interpolate per-axis tables to drive ~6 underlying parameters each, with offset overrides ("trim-pot" model). State is in `control-store`. Six built-in control presets (Default, First Touch, Jazz Hands, Sculptor, Improviser, Microscope) available via the ModeShell control bar.
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### Debug probe (Playwright)
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`window.__nisps` is exposed synchronously and bypasses Solid reactivity (uses `untrack`/`batch`). API matches the `.local/recon/04-playground.md` spec — `setInputs`, `getOutputs`, `getLoss`, `train`, `thumbsUp`/`thumbsDown`, `randomise`, `clearExamples`, `inferBatch`, `getLayerStats`, `saveState`, etc.
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## The `schemas/` + `codegen/` contract
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Each mode has a `schemas/modes/<mode>.json` describing its parameters (name, label, range, default, curve, group), ML config (input/output sizes, hidden layers), voice spaces (names — bodies are inline lambdas in the C++ engine), and UI config. The meta-schema at `schemas/schema.json` validates these.
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Codegen (`bun run codegen/generate.ts`) emits:
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- `nisps/modes/generated/<mode>_schema.hpp` — `constexpr` C++ data, namespace `nisps::modes::generated`, re-exports `nisps::Curve` from `nisps/core/math.hpp`.
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- `playground/src/modes/generated/<mode>_schema.ts` — typed const objects + per-mode params interface.
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Codegen is idempotent. Golden test ensures regenerating produces byte-identical output.
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## WASM bridge
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Two WASM instances at runtime:
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1. **Main thread** (`playground/src/ml/wasm-iml.ts`): ML inference + sync training + RL primitives. Update store after each call. Async training via disposable Web Worker (`wasm-worker.ts`).
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2. **AudioWorklet** (`playground/src/audio/worklet/nisps-processor.ts`): runs engine `process_block` per audio block. Loads `nisps.wasm` directly via `WebAssembly.compile` (no Emscripten glue in worklet). Bytes posted from main thread.
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C API is in `nisps/wasm/bindings.cpp`. Build: `bash scripts/build-wasm.sh` (~94KB output to `manifold/public/`, transitional copy to `playground/public/` until P1).
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The WASM target is fixed at `MLP<32u, 10u, 14u, 18u, 126u>` (`nisps_ml_create` ignores requested dims — see `docs/specs/plans/one-core-engine-refactor.md` P2). Modes with smaller `input_size`/`output_size` use a slice.
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### Known limitations
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- Loss history not yet plumbed through C API; `lossHistory` in the store is a single-element array per training run.
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- Engine MLP architecture is fixed at compile time — supporting per-mode hidden-layer shapes would need either multiple WASM modules or runtime variation.
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- Mic input through the worklet for XIASRI / SoundAnalysisMIDI is not wired; UI scaffolds render but feature is TODO.
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- C15 voice space integration in C15Mode is a placeholder.
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- The browser Jolt/OU controls (`playground/src/ml/jolt.ts`, `playground/src/output/ou-explore.ts`) reimplement the gesture math in TS rather than calling the C++ `ml::Jolt`/`ml::OUNoise` through WASM. They drive weights via the existing `nisps_ml_get/set_weights` bindings and use `Math.random()` (not the deterministic `Rng`) — fine for stochastic exploration aids, but firmware↔browser bit-parity of the noise itself is intentionally not guaranteed.
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## URL parameters (playground)
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| Param | Range | Default | Effect |
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|-------|-------|---------|--------|
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| `tame` | 0–1 | 1 | Constrains synth output ranges toward safe limits. |
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| `spread` | 0–1 | 0.6 | Master noise regime (init scale, RL noise cap, per-layer Xavier scaling, weight decay). |
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| `preset` | preset id | _(none)_ | Auto-loads a synth preset on first visit. |
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| `debug` | 1 | _(off)_ | Exposes `window.__nisps` debug probe. |
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### `spread` — sigmoid saturation control
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The MLP uses ReLU hidden layers with a sigmoid output. With uniform [-1,1] weights, the sum of many weighted inputs at each layer drives sigmoid pre-activations far from zero (std dev ≈ √fan_in), causing outputs to saturate. The `spread` parameter addresses this:
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- `spread=0` (polarised): uniform [-1,1] weights, RL noise cap 0.3, no decay. Outputs cluster at extremes — good for radical exploration.
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- `spread=1` (centered): Xavier-scaled weights, RL noise cap 0.05, 10% weight decay per move. Outputs spread across [0,1] — better for fine-grained shaping.
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- Intermediate values interpolate.
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## Verification chokepoints (user-confirmed)
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- **A. Hardware**: each firmware mode flashes and produces correct audio on RP2350.
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- **B. RP2350 perf**: no regression vs current main.
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- **C. Browser parity**: each firmware mode runs in browser via WASM, sounds equivalent.
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- **D. a-immersive feature parity**: control surface, snapshots, A/B compare, region/param pins, heatmap, weight health, gradient flow, output pipeline, session presets.
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- **E. CI green**: `bash scripts/run-all-tests.sh` (cmake build + ctest + WASM build + parity + lint + Playwright).
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## Build system summary
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```bash
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# Initialize submodules (required for memllib + daisysp)
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git submodule update --init --recursive
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# Codegen (run after editing any schemas/modes/*.json)
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cd codegen && bun install && bun run generate.ts
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# C++ host tests
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bash scripts/build-cpp-tests.sh
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# WASM
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bash scripts/build-wasm.sh
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# Cross-platform parity
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bash scripts/parity-check.sh
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# Lint
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bash scripts/lint-cpp.sh
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# Firmware
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scripts/build-firmware.sh PAFSynth # or any other variant
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scripts/flash-firmware.sh
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scripts/build-and-flash-firmware.sh
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# Playground
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cd playground && bun install
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bun run dev # Vite dev (COOP/COEP enabled)
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bun run typecheck
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bun run build
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bunx playwright test
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# All tests
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bash scripts/run-all-tests.sh
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```
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## Issue tracking
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Use `ergo` exclusively for coding-work tasks over the Holon core; see the `ergo` skill.
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Do not use TodoWrite or markdown task lists. Legacy tracker stores are retired/frozen
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and reference-only.
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