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https://github.com/bryanthaboi/gen1recomp
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3cf9e23178
Ships the CI fix together with the test-harness work that supports it, so every tier stays honest on every machine. scripts/test.sh - T6 records missing-artifact failures as skips when no imported game3 data exists at all (empty CI identity, no data/generated): the data-driven top-level suites assert instead of self-skipping on a fresh runner. The skipped suite names are printed with that reason; with data present the same failure gates exactly as before. - The T3 content verdict now weighs the exit code and the FAIL-line allowlist together. The exit code used to be discarded, so a mid-run crash (unresolvable require under POKEPORT_DATA_DIR) printed green checks, zero FAIL lines, and passed. A non-zero exit with no FAIL line is reported as a crash with the error line captured - a crash is not a pass. Test-suite fixes, each run green (several twice) - tests/run_tests.lua: restore per-suite leaked state and add the Data seam, so one suite's loaded data cannot leak into the next. - tests/mod_runtime_tests.lua: save and restore the environment around each case. - tests/parity_ss_anne_rooms.lua: _loadModule raw-order fix (30/30). - tests/parity_ss_anne_departure.lua: the Data seams plus the playMap stub. - playMap stubs for parity_rival_walkoff, parity_tower_rival, parity_silph_rival_bug2241 and parity_ss_anne_guard. - Class-B seams in mod_registry_tests, mod_catalog_tests, mod_ui_tests, parity_ball_shake_anim, parity_wavy_screen, parity_hidden_coins_bcd_bug1810, parity_mart_stock and parity_rocket3_sight_bug1814. Together these close the 57 failing checks that were on the content tier (allowlist stays at 0), so a content run on a machine with imports ends ALL TESTS PASSED.