# Render harness — FLYK + the VWETEST diagnostic suite

The production cockpit image `ALPHA_1/VWETEST/` contains VWE's hardware
diagnostic suite, which turns out to be an excellent, minimal harness for
developing and validating the VPX board emulation — far simpler than driving
the full game.

## What's in VWETEST

- **`VGLTEST/FLYK.EXE`** — Division's standalone scene *flyer* (`flyk
  <scene.scn> <camera.spl>`). Boots the VPX renderer and draws a scene along a
  camera spline. No game logic, no RIO, no NetNub. Uses the Borland **32RTM**
  extender and the **newer token-based `velocirender_sync`** (the one this
  device already handles). This is the primary harness.
- **`VGLTEST/*.SCN`** — calibration scenes of increasing complexity:
  `CLEAR.SCN` (black, no geometry), `DIVRGB.SCN` / `DIVBRT.SCN` / `DIVPA.SCN`
  (color-bar / brightness / RGB calibration geometry from `DIVISION/*.BGF`),
  `DIVCAL.SCN`.
- **`CYCLE/`** — a full render-cycle test: `flyk yip.scn camera.spl` rendering
  real **Red Planet** geometry (`REDPLANT.BGF`) with dynamic objects and events.
  NOTE: this FLYK is a **DOS/4GW** build using the *older* DPL3-style
  `velocirender_sync` (action-check, not token) — it currently hits
  `unexpected action 1 in velocirender_sync` against this device. Two sync
  protocol variants exist; the device implements the newer one.
- **`VPX/DBE0151`, `VPX/DBI0152`** — low-level board diagnostics that use the
  actual INMOS **`ISERVER.EXE`** to boot a `TEST.BTL` onto the board
  (`RR 0 TEST.BTL`), plus 65 reference `TST00xx.TGA` images. A future avenue for
  validating the raw iserver/link emulation and for golden-image comparison.

## Validated: full render loop, clean

```
emulator\src\src\dosbox-x.exe -conf emulator\flyk.conf
# (VPXLOG + VPX_RESPOND=1 in the environment)
```

`flyk.conf` mounts C: at `ALPHA_1`, runs `flyk clear.scn ..\cycle\camera.spl`
from `\VWETEST\VGLTEST`. Result — the game-independent DPL app drives the
**entire** protocol through the emulated board with no errors:

```
flyk.exe clear.scn ..\cycle\camera.spl
load scene, zone=0x1307a0
fog ... / set background ... / Starting position ...
added . to USER geometry/material/texture search path
set tracking to KEYBOARD ...
hey, read the scene
Exiting rendering          <- rendered, frame-ack fired, clean exit
```

The device log shows the expected `sync reply token` handshake and a
`frame ack (action 9)`. This confirms the VPX emulation (boot → iserver
handshake → i860 download → token sync → scene build → draw_scene → frame-ack →
clean shutdown) is correct for an arbitrary DPL renderer, not just the game.

## Configs (this directory)

- `flyk.conf` — FLYK + `clear.scn` (minimal render loop). **Works.**
- `cycle.conf` — CYCLE `yip.scn` real geometry (DOS/4GW FLYK; older sync — WIP).
- `alpha1.conf` — full game rooted at the production image (`btdpl.ini` config).
- `rio.conf` — game with the real RIO on COM1 (Phase 5, validated).
- `respond.conf` — game with the minimal test image.

## Phase 3a: pixels (DONE — see PHASE3-PROGRESS.md)

`flyk DIVRGB.SCN` was captured with `VPX_FIFODUMP` (`divrgb.conf` →
`divrgb.fifodump`), the full Rel 4.10 FIFO message set was decoded
(`decode_fifodump.py`), and the captured frame was reconstructed to pixels
(`render_capture.py` → `divrgb-decoded.png`): the textbook SMPTE color-bar
pattern, drawn entirely from the wire protocol. Phase 3b is the live OpenGL
backend inside DOSBox-X.
