Tomb Raider II demo (Venice)

Core Design's 1998 Windows playable demo, tr2_demo_02.exe from tombraiderchronicles.com, a WinZip SFX opened with 7z without running it. Provenance and hashes: test/binaries/candidates/tomb-raider-2-demo/provenance.json. Registry id tomb_raider_2_demo (localhost-only).

Route (headless, default 200 ms/batch clock)

node test/run.js --app=tomb_raider_2_demo --quiet-api --quiet-blocks \
  --max-seconds=60 --max-batches=26001 --stuck-after=0 --no-close \
  --input=700:mousedown:379:398,720:mouseup:379:398,\
21000:keydown:37,22500:keyup:37,22600:keydown:38,26000:keyup:38,26000:png:out.png
batch screen
~10 options property sheet (Graphics tab: Hardware 3D Acceleration, 640x480 High Color, Z Buffer)
700 mouse click on OK at (379,398). --input=N:dlg-cmd:1 reaches the sheet's hwnd but does not close comctl32's own property sheet.
~6000 Venice alley, Lara idle. No title menu in this demo.
21000+ Left turns her round to face the camera; Up then runs her down the other alley, where a doberman attacks and the health bar appears

No emulator change was needed: it ran on origin/main 9c9dc59d, which already had the TR3 fixes (MOV r32,CRn, the ACM driver enumeration, the D3D ZENABLE default). Holding Up from the start position moves her only a step and then she stops facing the slope ahead (not investigated); turning first and then running is the clean movement check.

Not evaluated

Audio, FPS, browser.

Evidence: scratch/runs/20261005T224500Z-tomb-raider-2-demo-claude202b4b39-venice-fcf8f2f1.