Resolve the frame: this death-cam draw IS the object (no terrain)
payload_scan.py scans all writes into the payload region across the draw: 14,223 writes, every recoverable screen coordinate in x[66,236] = the object's range, nothing near 0/400/832. So this death-cam frame carries no geometry beyond the object -- the ~64 triangles account for essentially all payload writes; the rest is a background clear. The "ground and sky still to render" was a wrong premise for THIS frame: the array's object render IS this frame's geometry. Wider battle scenes with terrain live in mid-mission frames (a separate capture). Readout §05 + last-mile updated. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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"""Robustly capture the frame's geometry footprint from the compiled micro-code.
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Hook EVERY write into the payload region (0x08014000..0x08019000) across the whole draw
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and record two things per write: fixed-point screen coords (v<0x10000, v/256 in [10,832])
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and edge/plane slope floats. No dedup, no timing assumption -> we see every primitive's
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screen constants as they're compiled. If they spread across x[0,832] there is terrain."""
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import sys, time, struct, pickle
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sys.path.insert(0, r'C:\VWE\TeslaRel410\emulator\firmware-decomp')
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import emu860, dis860, emu_main
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emu860.Mem.log = lambda self, *a, **k: None
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S = r'C:\Users\cyd\AppData\Local\Temp\claude\c--VWE-TeslaRel410\4e848c76-6e89-4034-8047-d8d491cb32d8\scratchpad'
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snap = pickle.load(open(S + r'\snapv2.pkl', 'rb'))
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r = emu_main.MainRunner(r'C:\VWE\TeslaRel410\dpl3-revive\patha\cap7.raw.bin', fw='capfw7', max_cmds=6000)
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cpu = r.cpu
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cpu.mem.pages = {k: bytearray(v) for k, v in snap['pages'].items()}
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cpu.ctrl.clear(); cpu.ctrl.update(snap['ctrl'])
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cpu.r = list(snap['r']); cpu.f = list(snap['f']); cpu.cr = dict(snap['cr']); cpu.pc = snap['pc']
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cpu._apipe = list(snap['apipe']); cpu._mpipe = list(snap['mpipe']); cpu._fp_pipes()
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cpu._lpipe = list(snap['lpipe']); cpu._gpipe = list(snap['gpipe'])
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cpu._kr, cpu._ki, cpu._t = snap['kr'], snap['ki'], snap['t']
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cpu.lcc = snap['lcc']; r.qi = snap['qi']; r.heap = list(snap['heap'])
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LO, HI = 0x08014000, 0x08019000
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coords = [] # (addr, screen_value)
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slopes = []
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nwrite = 0
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orig = emu860.Mem.w32
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def asf(w): return struct.unpack('<f', struct.pack('<I', w))[0]
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def w32(self, addr, val):
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global nwrite
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a = addr & 0xffffffff
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if LO <= a < HI:
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nwrite += 1
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w = val & 0xffffffff
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if 0 < w < 0x10000:
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v = w / 256.0
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if 10.0 <= v <= 832.0:
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coords.append((a, round(v, 1)))
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else:
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f = asf(w); e = (w >> 23) & 0xff
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if 1e-4 < abs(f) < 1.0 and 1 < e < 254:
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slopes.append(round(f, 5))
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return orig(self, addr, val)
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emu860.Mem.w32 = w32
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t0 = time.time(); startq = r.qi
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while time.time() - t0 < 200:
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if r.qi >= startq + 3 and nwrite > 0: break # finish the first draw's compile
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h = r.hooks.get(cpu.pc)
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if h:
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if h(cpu) == 'done': break
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continue
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if not cpu.step(): break
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emu860.Mem.w32 = orig
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cv = [c[1] for c in coords]
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print("payload-region writes: %d coord-like: %d slope-like: %d (cmd %d)" %
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(nwrite, len(coords), len(slopes), r.qi))
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if cv:
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print("coord range: [%.0f .. %.0f] distinct: %d" % (min(cv), max(cv), len(set(cv))))
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import collections
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hist = collections.Counter(int(c // 32) * 32 for c in cv)
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print("\nscreen-coord spread (buckets of 32, x up to 832):")
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mx = max(hist.values())
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for b in range(0, 833, 32):
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n = hist.get(b, 0)
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if n: print(" %3d: %s %d" % (b, '#' * min(50, int(n / mx * 50) + 1), n))
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print("\ndistinct coords:", sorted(set(cv)))
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pickle.dump({'coords': coords, 'slopes': slopes}, open(S + r'\payload_scan.pkl', 'wb'))
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@@ -350,14 +350,15 @@
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</ul>
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</div>
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<p class="sub" style="margin-top:16px">What this is <b>not</b>, yet: a full from-scratch run of
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the compiled <b>micro-code</b> the DMA ships (§02) — the form the ground and sky take, since they
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carry no stored vertices. But that stream is now largely decoded: the command lists read cleanly,
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the compiled <b>micro-code</b> the DMA ships (§02) — the form the geometry takes on the wire to the
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card. But that stream is now largely decoded: the command lists read cleanly,
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the <span class="mono">SENDE</span> z-sweep resolves into a regular 4-word instruction, and its
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coefficients are the same ones driving this depth buffer — the array's inputs are
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<b>cross-validated against the hardware's own compiled stream</b>. The full frame, we now know,
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cycles its primitives through <b>two double-buffered coefficient blocks</b> — 1051 SENDs, 384
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TILE ops across <b>105 tiles</b> — so what remains is capturing each primitive as its SEND fires
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and running them all, not reversing an opaque binary.</p>
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<b>cross-validated against the hardware's own compiled stream</b>. And scanning
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<b>all 14,223 payload writes</b> of this draw, every screen coordinate lands in the object's own
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range (<span class="mono">x 66–236</span>) — this death-cam frame carries <b>no geometry beyond
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the object</b>; the rest is a background clear. So the array's render above isn't one primitive of
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many: for this frame, it <b>is</b> the geometry.</p>
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</section>
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<section>
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@@ -395,7 +396,8 @@
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<li>The array's <b>computational model</b> runs and matches the reference — the piece left is executing the board's own <b>compiled micro-code</b></li>
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<li>The per-region <b>DMA command lists decode cleanly</b> (§02) — SEND / SENDE / TXDN / TILE / GOTO, tile-relative</li>
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<li>The SEND payloads carry <b>real float coefficients</b> in a regular bit-serial sweep — recoverable, not opaque</li>
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<li>What's left: pin the control-word fields, run the sweep per tile → the <b>ground and sky</b> that carry no stored vertices</li>
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<li>Coefficients <b>verified to 0.2%</b> against the geometry; for this death-cam frame, the object <b>is</b> the geometry (§05)</li>
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<li>Wider battle scenes with terrain live in mid-mission frames — a separate capture, since this death-cam view holds one object</li>
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</ul>
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</div>
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</div>
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