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>
This commit is contained in:
Cyd
2026-07-16 17:16:22 -05:00
co-authored by Claude Opus 4.8
parent 533c14b102
commit 0019770bea
2 changed files with 77 additions and 7 deletions
+9 -7
View File
@@ -350,14 +350,15 @@
</ul>
</div>
<p class="sub" style="margin-top:16px">What this is <b>not</b>, yet: a full from-scratch run of
the compiled <b>micro-code</b> the DMA ships (§02) — the form the ground and sky take, since they
carry no stored vertices. But that stream is now largely decoded: the command lists read cleanly,
the compiled <b>micro-code</b> the DMA ships (§02) — the form the geometry takes on the wire to the
card. But that stream is now largely decoded: the command lists read cleanly,
the <span class="mono">SENDE</span> z-sweep resolves into a regular 4-word instruction, and its
coefficients are the same ones driving this depth buffer — the array's inputs are
<b>cross-validated against the hardware's own compiled stream</b>. The full frame, we now know,
cycles its primitives through <b>two double-buffered coefficient blocks</b> — 1051 SENDs, 384
TILE ops across <b>105 tiles</b>so what remains is capturing each primitive as its SEND fires
and running them all, not reversing an opaque binary.</p>
<b>cross-validated against the hardware's own compiled stream</b>. And scanning
<b>all 14,223 payload writes</b> of this draw, every screen coordinate lands in the object's own
range (<span class="mono">x 66236</span>)this death-cam frame carries <b>no geometry beyond
the object</b>; the rest is a background clear. So the array's render above isn't one primitive of
many: for this frame, it <b>is</b> the geometry.</p>
</section>
<section>
@@ -395,7 +396,8 @@
<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>
<li>The per-region <b>DMA command lists decode cleanly</b> (§02) — SEND / SENDE / TXDN / TILE / GOTO, tile-relative</li>
<li>The SEND payloads carry <b>real float coefficients</b> in a regular bit-serial sweep — recoverable, not opaque</li>
<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>
<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>
<li>Wider battle scenes with terrain live in mid-mission frames — a separate capture, since this death-cam view holds one object</li>
</ul>
</div>
</div>