Restores the PPC's authentic secondary-display effect: an EnergyDamageType hit scrambles every secondary cockpit display for 0.8s while the main out-the-window view stays clean. Was fully specced (phase-14) with the engine half already present under the original VWE names; only the trigger and the visual were missing (the visual STUBBED since 2007). A -- TRIGGER (game/reconstructed/mech.cpp): in TakeDamageMessageHandler, at the binary's @0x4a03f3 position (after the cylinder resolve, before the burst loop, so ONCE per damage message) fire GetGaugeRenderer()->SpecialEffect(scrambleVideo, damageType*0.2f) on EnergyDamageType (==4). That type is authored on exactly the 14 PPC/ERPPC records, so the branch is structurally PPC-exclusive -- no weapon-class check. Duration DERIVED from the ordinal (4*0.2==0.8s), not a literal. BT_DMG_LOG prints [ppc-scramble]. B -- VISUAL (SVGA16::FunkyVideo, was the 2007 stub): FunkyVideo now arms scrambleActive; new SVGA16::ScrambleRowShift is a per-source-row horizontal shear+roll, read by BOTH DrawDevSurface (surround/dock) and ExpandPlaneToBGRA (glass windows, native + rotated radar), so all secondary surfaces shear together in source space and the main 3D view (separate timing chain) is untouched -- the modern stand-in for the VGA CRTC Horizontal-Total detune. Tunable: BT_SCRAMBLE_SHEAR (px/line, def 4), BT_SCRAMBLE_ROLL (px/sec, def 220); BT_SCRAMBLE_TEST=1 forces it on for tuning by eye. C -- NON-STACKING LATCH (L4GaugeRenderer::SpecialEffect): ignore the re-arm while scrambleVideoFlag is set (matches the binary's `modified` latch) -- a second PPC during the window no longer extends it. Was a divergence. Verified: Release links clean; surround boots + runs with the effect forced on, every secondary MFD + the radar shear while the out-the-window view stays clean, no crash (screenshot). Open (for the playtesters who filed the report): live PPC-fire confirmation + by-eye shear tuning -- k/roll are not recoverable from the binary. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
236 lines
11 KiB
Markdown
236 lines
11 KiB
Markdown
# Phase 14 — PPC hit = `scrambleVideo`, the cockpit-CRT sync detune
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**Goal:** restore the PPC's authentic secondary effect — a PPC strike scrambles
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**every secondary cockpit display for 0.8 s**, leaving the main view untouched.
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**Status:** ✅ IMPLEMENTED 2026-08-06 (branch `ppc-sync-distortion`) [T2 —
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visual screenshot-verified, trigger by construction]. Discovered 2026-08-06 by
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disassembly of the shipped `BTL4OPT.EXE` (md5 `a97075bcb5634d13263e9ad5a2b96fd0`)
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after playtesters reported *"being hit by a PPC makes it look like all of the
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secondary CRTs were being degaussed."* Full findings: `context/gauges-hud.md`
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§"PPC HIT = a deliberate CRTC horizontal-sync DETUNE"; cross-ref in
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`context/combat-damage.md`.
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**What shipped (all three work items):**
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- **A — trigger:** `game/reconstructed/mech.cpp`, `Mech::TakeDamageMessageHandler`
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@0x4a03f3 position (after the cylinder resolve, before the burst loop) — fires
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`GetGaugeRenderer()->SpecialEffect(scrambleVideo, damageType*0.2f)` once per
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EnergyDamageType message. `BT_DMG_LOG` prints `[ppc-scramble]`.
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- **B — visual:** `SVGA16::FunkyVideo` (was the 2007 stub) now arms `scrambleActive`;
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`SVGA16::ScrambleRowShift` (new) is the per-source-row horizontal shear, read by
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BOTH `DrawDevSurface` (surround/dock) and `ExpandPlaneToBGRA` (glass windows), so
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all secondary surfaces + the rotated radar shear together and the main 3D view
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(a separate timing chain) is untouched. Tunable: `BT_SCRAMBLE_SHEAR` (px/line,
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default 4), `BT_SCRAMBLE_ROLL` (px/sec, default 220). **`BT_SCRAMBLE_TEST=1`
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forces it always-on for tuning by eye without waiting for a PPC hit.**
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- **C — non-stacking latch:** `L4GaugeRenderer::SpecialEffect` now ignores the
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re-arm while `scrambleVideoFlag` is set (matches the binary's `modified` latch);
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a second PPC during the window no longer extends it.
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- Verified: Release links clean; surround boots + runs with the effect forced on,
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every secondary MFD + the radar shear while the out-the-window view stays clean,
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no crash. **Open:** live PPC-fire confirmation (one arm per hit, non-stacking
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across two hits) + the by-eye shear tuning belong to the playtesters who filed
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the report — `k`/`roll` are not recoverable from the binary.
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**Good news up front:** the engine half already exists in our tree under the
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**original VWE names** (`SpecialEffect` / `scrambleVideo` / `FunkyVideo`). Only
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two things are missing: the **trigger** (never ported) and the **visual**
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(stubbed out in 2007). This is a small, well-bounded job.
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---
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## 1. What the original did [T1 — disasm-verified]
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On the **victim's** machine, `Mech::TakeDamageMessageHandler` @`0x4a0230` tests
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the damage type between the collision divert and the burst loop:
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```
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004a03f3 mov ecx,[esi+0x2c] ; damage.damageType
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004a03f6 cmp ecx,4 ; EnergyDamageType
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004a03f9 jne 0x4a0423 ; everything else -> burst loop
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004a03fb mov eax,[0x4efc94] ; global `application`
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004a0400 mov eax,[eax+0x4c] ; -> gauge renderer
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004a0405 je 0x4a0423 ; null-guarded
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004a0407 fild dword [esi+0x2c] ; (float)damageType == 4.0
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004a040a fld xword [0x4a0c08] ; long double 0.2
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004a0410 fmulp st(1) ; => 0.8
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004a041d call dword [edx+0x4c] ; vtable slot 19 == SpecialEffect(0, 0.8f)
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```
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→ `L4GaugeRenderer::SpecialEffect(scrambleVideo, 0.8f)` @`0x46ffcc`
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→ `SVGA16::FunkyVideo(True)` @`0x47d76d`, which reprograms the **VGA CRT
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controller**:
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```
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out(0x3D4,0x11); v=in(0x3D5); out(0x3D5, v & 0x7F) ; unlock CRTC regs 0-7
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out(0x3D4,0x00) ; CRTC 0 = HORIZONTAL TOTAL
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saved = in(0x3D5); out(0x3D5, saved - 9) ; shorten every scanline
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out(0x3D4,0x11); out(0x3D5, v) ; restore write-protect
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```
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A per-frame timer @`0x47003c` writes `saved` back 0.8 s later.
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**Why only the PPC:** a `BTL4.RES` census gives `damageType` 4 (`Energy`) =
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**14 subsystem records, every one PPC or ERPPC**. Everything else is Ballistic
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(16), Explosive (30), Laser (78). The branch is structurally PPC-exclusive —
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no extra gating needed.
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**Why only the secondaries:** all six secondary displays are derived by the VDB
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from that one VGA's timing, so they break together. The main out-the-window
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view comes off the Division VPX card on an independent timing chain and is
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unaffected. Playtesters confirm both halves.
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---
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## 2. What our tree already has
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| Piece | Where | State |
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| `enum VideoEffectType { scrambleVideo }` (value **0**) | `engine/MUNGA/GAUGREND.h:482` | ✅ present |
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| `virtual void GaugeRenderer::SpecialEffect(VideoEffectType, Scalar) {}` | `engine/MUNGA/GAUGREND.h:488` | ✅ base no-op |
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| `L4GaugeRenderer::SpecialEffect` — sets `scrambleVideoFlag`, `scrambleVideoTimeout = Now()+duration`, calls `FunkyVideo(True)` | `engine/MUNGA_L4/L4GREND.cpp:806` | ✅ implemented |
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| `L4GaugeRenderer::ProcessVideoEffects()` — on timeout, `FunkyVideo(False)` | `engine/MUNGA_L4/L4GREND.cpp:832` | ✅ implemented |
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| …called every frame from `ExecuteForeground` | `engine/MUNGA_L4/L4GREND.cpp:370` | ✅ live |
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| `SVGA16::FunkyVideo(Logical)` | `engine/MUNGA_L4/L4VB16.cpp:6358` | ❌ **STUBBED** (`//STUBBED: VIDEO RB 1/15/07`, body commented out) |
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| Any caller of `SpecialEffect` | — | ❌ **NONE** |
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The base-class declaration carries its original comment:
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> `// Quick and dirty hack to allow calling L4GaugeRenderer::SpecialEffect`
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> `// from non L4 level. GDU 2/28/96`
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That hack exists **because the damage handler (non-L4 level) had to call it** —
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independent corroboration that the trigger belonged in `mech.cpp`, and the
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reason you can call it through the base pointer without dragging L4 headers
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into a game-layer TU.
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---
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## 3. Work item A — the trigger (`game/reconstructed/mech.cpp`)
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In `Mech::TakeDamageMessageHandler`, **after** the `damageType==0` collision
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divert and **before** the burst loop, add the type-4 branch.
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```cpp
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// @0x4a03f3 [T1] -- PPC/ERPPC only: EnergyDamageType is authored on exactly
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// the 14 PPC/ERPPC subsystem records and nothing else. Duration is DERIVED
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// from the type ordinal, not a constant: (float)damageType * 0.2 == 0.8f.
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if (damage.damageType == Damage::EnergyDamageType) // == 4
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{
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GaugeRenderer *gauges = (application != 0)
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? application->GetGaugeRenderer() : 0; // APP.h:355
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if (gauges != 0) // binary null-guards too
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{
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gauges->SpecialEffect(
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GaugeRenderer::scrambleVideo,
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(Scalar)damage.damageType * 0.2f); // long double 0.2 @0x4a0c08
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}
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}
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```
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**Placement matters.** The binary's branch is *outside* the burst loop, so it
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fires **once per damage message**, not once per burst. Putting it inside the
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loop would re-arm it `burstCount` times.
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Use the named accessor — do not raw-read `application+0x4c` (databinding rule,
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`context/reconstruction-gotchas.md`).
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---
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## 4. Work item B — the visual (`SVGA16::FunkyVideo`)
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There is no CRTC to detune, so reproduce the **look**, applied to the gauge
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composite only.
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What the original did physically: Horizontal Total sets character clocks per
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scanline. Subtracting 9 shortens every line by roughly **9%**, far outside any
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monitor's sync lock range, so the picture breaks into a rolling diagonal tear
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until the value is restored. VWE's own name for it — `scrambleVideo` — is the
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best description of the intended result.
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Suggested model (per-scanline horizontal displacement of the gauge buffer):
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```
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shift(y, t) = ( y * k + roll(t) ) mod width
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```
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- `k` — per-line shear, the fraction of a line lost. ~9% of width is the
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physically-derived starting point; **tune by eye** against the playtester
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description rather than treating it as exact, because the on-screen result
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depended on how each pod monitor's H-sync PLL misbehaved — that is not
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recoverable from the binary.
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- `roll(t)` — a time-varying offset so the tear drifts rather than sitting
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static. The original rolled because the monitor never re-locked.
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Constraints:
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- **Gauge composite only.** Apply to the `SVGA16` `pixelBuffer`
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(`engine/MUNGA_L4/l4vb16.h:243`) or at the point the strip/surfaces are
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presented — *never* the main 3D view. The main view being clean is a
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confirmed observation, not an assumption.
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- **All secondary surfaces together.** They are bit-planes of one shared
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buffer, so a single buffer-level effect is authentic by construction; do not
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implement it per-MFD.
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- **Keep the existing timing path.** `SpecialEffect` / `ProcessVideoEffects`
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already own the flag and the 0.8 s timeout and are already called per frame.
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`FunkyVideo` should only set/clear state — no timing logic of its own.
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---
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## 5. Fidelity constraints (do not "improve" these)
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1. Duration is `damageType * 0.2f`, **not** a literal `0.8f`.
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2. Fires on `EnergyDamageType` — never add an explicit PPC class check; the
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data authorship *is* the gate.
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3. **Idempotent, non-stacking.** The binary latches on `modified` @`0x4fe0fe`:
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a second PPC hit while the effect is live does **not** re-save the (already
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detuned) value and does **not** extend or double the effect. Our
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`SpecialEffect` currently *does* overwrite `scrambleVideoTimeout`, which
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extends the effect on a second hit — **that is a divergence.** Match the
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binary: ignore re-arm while `scrambleVideoFlag` is set. (The original's
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latch was in `FunkyVideo`; ours must go in `SpecialEffect` or `FunkyVideo`,
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but it must exist.)
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4. Victim-side only. The shooter sees nothing; this runs in the victim's
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damage handler.
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5. Null-guard the gauge renderer — the binary does, and headless/bench runs
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have none.
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---
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## 6. Verification
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- **Headless:** add a one-line log in the new branch; fire a PPC at a dummy
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with `BT_DMG_LOG`. Expect exactly one arm per PPC message, zero for laser /
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autocannon / missile / Gauss.
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- **Non-stacking:** two PPC hits ~0.2 s apart must produce one 0.8 s effect
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measured from the *first* hit, not 1.0 s or two effects.
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- **Live:** confirm every secondary MFD scrambles together and the main view
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stays clean. Have the playtesters who filed the report compare — they are
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the only ground truth for `k` and `roll`.
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- **Against the original (optional, decisive):** in the DOSBox-X fork, log
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writes to CRTC index 0 via `0x3D4`/`0x3D5` during a real BT mission.
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Prediction: exactly one write of `saved-9` per PPC strike, one restore 0.8 s
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later, zero for every other weapon.
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---
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## 7. Gotchas
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- Do **not** confuse this with `SVGA16::FlashPalette` (the pixel-mask cycler on
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ports `0x302/0x30A/0x312`). That machinery is linked and its per-frame cycler
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runs, but `FlashPalette` @`0x46d5f4` has **zero call sites and zero
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address-of references** in `BTL4OPT.EXE` — BT never arms it. **RP does**
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(`RPL4OPT.EXE` @`0x4addce`, palette 1, rate 2.0, masks `{FF,BF,7F,3F}`) for
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alarm blinking. Wrong mechanism, wrong game.
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- The `LampTesla1/2/3` "solid-state relays" in `L4CTRL.HPP` are **not**
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involved and are driven by nothing in the surviving tree.
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- Scope note: callers of gauge-renderer vtable slot 19 were not exhaustively
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enumerated (virtual dispatch), so another arming site may exist. The
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low-level path *is* exhaustive — @`0x47d76d` has one caller, @`0x46d840` two
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(set @`0x47002b`, restore @`0x470076`).
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## References
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- `context/gauges-hud.md` §"PPC HIT = a deliberate CRTC horizontal-sync DETUNE"
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- `context/combat-damage.md` §`Mech::TakeDamageMessageHandler` (Energy branch)
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- `HISTORY.md` (TeslaRel410) §"Anatomy of a surviving weapon — the PPC"
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