Add opt-in Lua playground and bundled 100-fireballs example - #14
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Pins snesrecomp to merged framework PR RetroPortingToolKit/snesrecomp#71 (266804e860560ff7084ed74258d803204b7d7bd0) and integrates its opt-in Lua TCP bridge into stock single-player SMW.
Holding the normal fire buttons produces 100 fireballs per second from a 256-projectile host pool. Each shot runs the stock projectile routine in private working memory, copies enemy/score effects back, and renders separately from SNES OAM.
Lua-enabled Windows/Linux packages include lua/100_fireballs.lua, a standalone hold-to-fire example, plus the client, helpers, instructions, and Lua license. Build support defaults OFF; enabled binaries still require SNESRECOMP_LUA_PORT and explicit script loading. AppImage first launch seeds writable examples without overwriting user edits. Packaging tools now use versioned upstream assets after the previous continuous URL drifted.
Validation: full TCP/gameplay suite passed from the extracted Windows ZIP with system-only PATH and from the Linux AppImage. Tests cover entity spawning/hits, exactly 100 shots/60 frames, hold/release on Y and X, the bundled example, and reset. Both packaged launchers were captured and visually checked; Windows 16:9 stream also passed. AppImage state relocation and user Lua/config preservation passed. Owner visually accepted interactive hold-to-fire gameplay.
Known scope: stock USA single-player; extra projectile rendering uses native 256-pixel camera bounds and draws above the finished frame. Extra pool/Lua state is not saved in savestates.