AgentSkillsCN

static-recomp-reference-capture

收集并归一化参考视频/音频及其元数据,用于验证静态重新编译的输出。在创建捕获流水线、策划参考素材,或为对比标准化音视频输入时使用此功能。

SKILL.md
--- frontmatter
name: static-recomp-reference-capture
description: Collect and normalize reference video/audio and metadata for validating static recompilation outputs. Use when creating capture pipelines, curating reference footage, or standardizing A/V inputs for comparison.

Static Recomp Reference Capture

Overview

Gather clean, legally obtained reference captures and normalize them into a consistent format for automated comparison.

Workflow

  1. Confirm legal capture sources.
    • Prefer user-provided hardware captures or authorized recordings.
    • If using emulator footage, record emulator version and settings.
    • Do not ingest proprietary binaries or keys.
  2. Standardize capture settings.
    • Lock resolution, aspect ratio, and frame rate.
    • Disable dynamic resolution and variable frame pacing when possible.
    • Set audio sample rate (example: 48 kHz) and channel layout.
  3. Capture anchor scenes.
    • Identify scenes that stress rendering, audio, UI, and gameplay.
    • Capture from boot to first interactive state.
    • Include a repeatable gameplay loop segment.
  4. Normalize formats.
    • Re-encode to a common container and codec.
    • Trim to exact segments with timestamps.
    • Preserve original captures as raw archives.
  5. Produce metadata.
    • Capture start time, duration, settings, and source details.
    • Record any known differences (patches, mods, settings changes).
  6. Validate capture quality.
    • Check for dropped frames and audio desync.
    • Ensure overlays, watermarks, or UI from capture tools are absent.

Outputs

  • Normalized reference captures (video and audio).
  • A metadata file per capture with settings and source details.
  • A scene list with timestamps for automated comparison.

Quality bar

  • Reference captures must be stable, reproducible, and legally obtained.
  • Metadata must be sufficient to reproduce the capture.
  • Segment selection must cover core rendering, audio, and gameplay behaviors.