#87 dig closure: host response is linear (raw decomp re-read); the pixel curve was div-card firmware

Re-read the material damage watcher RAW (@004573e4 ctor / @00457784
change-push): 16 floats snapshotted, damaged = pristine x 0.1 (literal at
the MakeMechRenderables call site, watching zone+0x158), linear lerp, 13
floats written back, then FUN_0048d4d4 -- which is "flush_material": a dpl
command-stream marshal (opcode 100) to the i860 division card. The
material->ramp->texel response curve was CARD firmware and is not in
BTL4OPT.EXE; logged as an open question (ask: firmware/DIV docs/period
screenshots).

Field reconciliation, measured live: one 25-pt hit (ERLG class) snaps a
77-pt arm 0 -> 0.3247 in a frame -- "a single missile leaves visible
armor damage" holds under the linear curve for heavy hits; 2-pt ERS creep
(the leg-audit weapon) is the invisible case.

Bench additions: BT_WALK_ZONES=<name-list> walker filter (concentrated
per-region audits, scratchpad/night10/legwalk.sh) + BindArmourDamage
ORPHAN inventory under BT_ARMOR_LOG (proved every drawn op is
zone-claimed on the full tree).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Joe DiPrima
2026-08-03 13:10:00 -05:00
co-authored by Claude Fable 5
parent fe48accb6b
commit 440cee1e4f
5 changed files with 132 additions and 8 deletions
+18 -6
View File
@@ -1044,12 +1044,24 @@ both sides).
Render-path note (gotcha #23 discharged): the tint itself was pixel-proven with
`BT_ARMOR_FORCE` A/B captures -- all-zones 1.0 renders the hull charcoal (0.1x
floor), so "no discoloration" was never the renderer. Solo/master-side
perception is the authentic ECONOMY: 2-25 pt laser events vs 68-185 pt zone
pools = single-digit % levels = a 2-10% darkening + a doll tick of a few color
indices. The cockpit doll maps all 28 zones (L4GAUGE.CFG:4788-4814 cmArmor
lines -- feet + lower legs included); a "leg shots never show" report is those
zones' levels peaking ~0.08-0.13, not a wiring gap.
floor), forced 0.4 reads visibly grey at close range on a light skin, so "no
discoloration" was never the renderer. Solo/master-side perception is the
authentic ECONOMY: 2-25 pt laser events vs 68-185 pt zone pools. The eye
catches SNAPS, not creep: a single heavy hit (ERLG large laser / missile
class, amt=25) jumps a 77-pt arm 0 -> 0.3247 in one frame (measured live) =
the pod veterans' "a single missile leaves visible armor damage"; 2-pt ERS
fire creeps ~1.6%/hit and stays visually silent for a dozen hits (the
"legs never show" reports -- their levels peak ~0.08-0.13). The cockpit doll
maps all 28 zones (L4GAUGE.CFG:4788-4814 cmArmor lines -- feet + lower legs
included); nothing is unwired (orphan audit 2026-08-03: every drawn op with a
material name is claimed by a zone).
Fidelity boundary [T1]: the HOST binary's response is LINEAR (watcher
@004573e4/@00457784: 13 material floats lerped toward x0.1 by level, then
"flush_material" to the division card). The CARD-side material->ramp->texel
curve is i860 firmware absent from BTL4OPT.EXE -- see [[open-questions]]
"i860 DIVISION-CARD firmware". If pod darkening was perceptually steeper at
mid levels, that steepness lived there.
## The hit-location CYLINDER -- raw-bytes audit + chassis->table map (2026-08-02) [T1]