wreck smoke dies WITH the wreck; the audio/effect clock is calibrated to the byte-proven 28

USER REPORT: "when you destroy a mech, it continues to smoke for a very long
time after the mech disappears... up to 30secs to a minute."

MEASURED (new [pfx] timed census with per-def particle attribution): the
death plume (psfx 1 DDTHSMK) was re-armed on a 10s cadence as a WORLD effect
(ownerTag=0) -- so neither the burial transition nor the respawn cleanup
(StopAllEntityEffects) could touch it.  The last-armed window kept emitting
over the empty spot for up to 10s after the hulk vanished, plus 6+-2s authored
particle lives, and back-to-back windows stretched the visible tail to the
reported range.  The re-arm itself is a marked PORT ADDITION [T3]; the binary
fired DDTHSMK once -- its 10s window + particle lives ended right around the
~17s hulk sink.  The authored design: the smoke dies WITH the burial.

FIX: the plume is spawned ATTACHED (BTStartPfxAttached, tagged to the dying
entity -- it also rides the sinking hulk now), and the burial transition calls
BTStopEntityPfx alongside the respawn cleanup that already did.  Verified over
a 175s run containing FOUR wreck events (the enemy kill + three player bay-
fire deaths): every plume's emission ends at its wreck's burial or respawn,
particles fade within ~8-11s, no orphan emitters remain.

THE COUPLING (user relay of Oracle: "prolonged smoke and explosion INCLUDING
SOUND... same lever?") -- CONFIRMED as a family: the binary's audio layer
times in FRAME COUNTS converted by the engine frame-rate global:
    AudioTime::Seconds_To_Frames == fmul [0x52140c]=28.0; fadd 0.5; round
    (@0x42c611, @0x42dd86 -- the 0x42xxxx cluster of the ~90 global consumers)
Our engine's DefaultRendererRate said 30: every audio duration, sequence
delay and compression window ran ~7% fast.  Calibrated to 28 [T1].  NOT yet
explained by this: a truly SUSTAINED/looping explosion sound (7% is not
"prolonged") -- the effect stop-path trace stays open on #114/#51.

Tooling: BTPfxParticle carries defIndex; [pfx] census (BT_PFX_LOG, 2s) prints
emitters + particles PER EFFECT SLOT with a timestamp; wrecksmoke.sh.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
This commit is contained in:
Joe DiPrima
2026-08-02 11:25:49 -05:00
co-authored by Claude Opus 5
parent 2df1369168
commit 6dbeb3d266
5 changed files with 88 additions and 4 deletions
+9
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@@ -560,6 +560,15 @@ and passed straight into the ApplicationManager ctor by the DOS main
whenever the decomp shows an unexplained multiply/divide by `_DAT_0052140c`,
it is per-second <-> per-frame conversion at the pod's 28 Hz.
**The AUDIO/EFFECT FRAME CLOCK is this same rate.** `AudioTime::
Seconds_To_Frames` in the image is `fmul [0x52140c]; fadd 0.5; round` (e.g.
@0x42c611, @0x42dd86 — the 0x42xxxx audio-layer cluster of the ~90 consumers),
so every authored audio duration/delay counts frames at 28. WinTesla's
`DefaultRendererRate` said **30** — all audio timing ran ~7% fast until
corrected (2026-08-02). Oracle's coupled report ("prolonged smoke and
explosion including sound") was the lead: effect visuals and audio share this
clock family.
**So the pod's nominal simulation cadence was 28 fps, not the i860 board's
30 Hz — and it was UNLOCKED.** Corroborated testimony (2026-08-02): Oracle —
the pod rate was "flipbook" territory, heavy fights "a slide show"; Lynx
+6 -1
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@@ -13,7 +13,12 @@
//############################ Renderer #################################
//#############################################################################
const RendererRate DefaultRendererRate = 30.0f;
// 2026-08-02 (#96 clock trace): the DOS binary's audio/effect frame clock runs
// at the ENGINE FRAME RATE GLOBAL DAT_0052140c = 28.0f (0x401ace), not 30 --
// AudioTime::Seconds_To_Frames in the image is `fmul [0x52140c]; fadd 0.5`
// (e.g. @0x42c611), and every authored frame-count duration assumes 28.
// 30 here ran ALL audio timing ~7% fast. [T1]
const RendererRate DefaultRendererRate = 28.0f;
const RendererComplexity MaxRendererComplexity = 3.0f;
const RendererComplexity MinRendererComplexity = 0.0f;
const RendererFrameBudget DefaultRendererFrameBudget = 0.14f; //0.12f; // 0.16f;
+36
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@@ -745,6 +745,7 @@ struct BTPfxEmitter
struct BTPfxParticle
{
D3DXVECTOR3 pos, vel, accel;
int defIndex; // census attribution (#114 / wreck-smoke tail)
float age, life;
float rad, exp, dexp;
float colorWarp, alphaWarp; // def-level warps, carried per particle
@@ -875,6 +876,39 @@ void BTStartPfxFrame(int effect_number, float x, float y, float z,
gBTPfxEmitters.push_back(e);
}
// #114/wreck-smoke census (BT_PFX_LOG): every emitter start + a 2s population
// line, so "what is still smoking 40s after the kill" is a log fact.
static void BTPfxCensus()
{
if (!getenv("BT_PFX_LOG")) return;
static unsigned long s_at = 0;
unsigned long now = GetTickCount();
if (now - s_at < 2000) return;
s_at = now;
int perDef[BT_PFX_SLOTS]; memset(perDef, 0, sizeof(perDef));
int emitters = 0;
for (size_t i = 0; i < gBTPfxEmitters.size(); ++i)
if (gBTPfxEmitters[i].active)
{
++emitters;
int di = (int)(gBTPfxEmitters[i].def - gBTPfxDefs);
if (di >= 0 && di < BT_PFX_SLOTS) ++perDef[di];
}
int partDef[BT_PFX_SLOTS]; memset(partDef, 0, sizeof(partDef));
for (size_t i = 0; i < gBTPfxParticles.size(); ++i)
{
int di = gBTPfxParticles[i].defIndex;
if (di >= 0 && di < BT_PFX_SLOTS) ++partDef[di];
}
DEBUG_STREAM << "[pfx] t=" << (now / 1000) << "s census: emitters=" << emitters
<< " particles=" << (int)gBTPfxParticles.size();
for (int d = 0; d < BT_PFX_SLOTS; ++d)
if (perDef[d] > 0) DEBUG_STREAM << " {E" << d << ":" << perDef[d] << "}";
for (int d = 0; d < BT_PFX_SLOTS; ++d)
if (partDef[d] > 0) DEBUG_STREAM << " {p" << d << ":" << partDef[d] << "}";
DEBUG_STREAM << std::endl;
}
void BTStartPfx(int effect_number, float x, float y, float z)
{
BTStartPfxFrame(effect_number, x, y, z, 0, 0, 0);
@@ -964,6 +998,7 @@ static void BTPfxSpawn(const BTPfxEmitter &e)
// laser bursts during missile volleys)
return;
BTPfxParticle p;
p.defIndex = (int)(e.def - gBTPfxDefs); // census attribution
// Sample in the effect's LOCAL frame, then orient into the world through
// the emitter's basis (the victim's localToWorld rows). The position
// jitter pv is an isotropic scatter about the base offset -> symmetric
@@ -1181,6 +1216,7 @@ void BTDrawPfx(LPDIRECT3DDEVICE9 dev, const D3DXMATRIX *view, float dt)
}
}
}
BTPfxCensus();
for (size_t ei = 0; ei < gBTPfxEmitters.size(); ++ei)
{
BTPfxEmitter &e = gBTPfxEmitters[ei];
+18 -3
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@@ -2204,6 +2204,18 @@ void
// the empty spot).
if (!wreck_visible && collisionVolumeCount != 0)
{
// #114-family (user report: smoke continues 30-60s after the mech
// disappears): the re-armed plume was a WORLD effect (ownerTag=0),
// so the respawn/burial cleanups could not kill it -- the last 10s
// emission window played out over an empty spot, plus 6+-2s
// particle lives. The plume is entity-tagged now (below), so end
// the emitters WITH the burial; spawned particles fade in <=8s,
// which is the authored envelope (DDTHSMK once: window 10s,
// life 6+-2 -- the binary's smoke died WITH the sink).
{
extern void BTStopEntityPfx(void *owner);
BTStopEntityPfx((void *)this);
}
// Zeroing the count stops MoveCollisionVolume from re-placing the
// box -- but the mech-vs-mech gather (Mover::GetCurrentCollisions)
// tests mover->collisionVolume DIRECTLY, never the count, so the
@@ -2225,11 +2237,14 @@ void
if (wreck_visible && wreckSmokeTimer <= 0.0f)
{
wreckSmokeTimer = 10.0f; // DDTHSMK's release window
extern void BTStartPfx(int effect_number, float x, float y, float z);
BTStartPfx(1,
// ATTACHED (not world): tagged to this entity so the burial /
// respawn cleanups can end it, and it rides the sinking hulk.
extern void BTStartPfxAttached(int effect_number, void *owner,
int seg_index, float x, float y, float z, const float *rows9);
BTStartPfxAttached(1, (void *)this, 0,
(float)localOrigin.linearPosition.x,
(float)(localOrigin.linearPosition.y + kMuzzleHeight),
(float)localOrigin.linearPosition.z);
(float)localOrigin.linearPosition.z, 0);
if (getenv("BT_DEATH_LOG"))
DEBUG_STREAM << "[death] wreck smoke plume re-armed (psfx 1)\n" << std::flush;
}
+19
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@@ -0,0 +1,19 @@
#!/usr/bin/env bash
# Wreck-smoke tail: kill the enemy, then WATCH 90s after the kill.
# Reads: [pfx] census every 2s (emitters by psfx slot + particle count),
# [death] wreck re-arm lines, BT_SHOT frames for the visual tail.
set -x
. /c/git/bt411/scratchpad/night6/bench_common.sh
cd /c/git/bt411/content || exit 1
taskkill //F //IM btl4.exe > /dev/null 2>&1
sleep 2
sed "s/^map=.*/map=grass/; s/^time=.*/time=day/" MP.EGG > WS.EGG
rm -f wrecksmoke.log smoke_*.png
export BT_SPAWN_ENEMY=1 BT_GOTO=enemy BT_GOTO_STOP=60
export BT_AUTOFIRE=1 BT_AF_MISSILE=1 BT_AF_PERIOD=3
export BT_PFX_LOG=1 BT_DEATH_LOG=1 BT_DMG_LOG=1
export BT_SHOT_EVERY=60 BT_SHOT_PREFIX=smoke
bt_launch wrecksmoke.log WS.EGG 0x03
sleep 190
taskkill //F //IM btl4.exe > /dev/null 2>&1
sleep 2