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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@@ -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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