BT410 5.3.113: the displays lag because the loop is slow, and the loop was slow because the flags were wrong -- authentic OPT.MAK optimizer set adopted
The operator's 'many seconds between display updates', run to ground: MECHANISM (verified in source AND the shipped exe bytes): main passes GetTicksPerSecond() as ApplicationManager's frame RATE, so frameDuration is microscopic and RunMissions runs flat-out -- exactly ONE background slot per loop frame, shipped and ours alike (ctor constant @0044f2d8 == 1.0f, read straight out of BTL4OPT.EXE). That slot feeds a 7-task ring; the gauge renderer gets 1/7th of slots, one ACTIVE gauge per slot, and the screen blits once per completed wheel pass. The wheel is 136 gauges -- and the BT_GAUGE_LOG roster dump shows all 136 are real cockpit instruments (26 armor colormappers, leak gauges, cooling loops, weapon clusters...): a Tesla pod shows everything at once, so the roster is AUTHENTIC and must not be trimmed. Per-instrument latency is therefore 7 x 146 / loop_fps -- the loop rate is the only lever. THE DEFECT: build410.sh compiled -O2 alone. The authentic release tier (CODE/BT/OPT.MAK) is -O2 -Ot -Oc -Og -O -Ol -Z -Ob -Oe -Oi -Om -Op -Ov. Adopting it (all 234 TUs clean, no BC4.52 optimizer ICEs) doubled the loop: 16.7 -> ~30 fps wall on the rig. Shipped fifo throughput is still ~2x ours (11.8KB/s vs 6.4KB/s, governor-conflated) -- residual gap is an open question pinned in GAUGE-CADENCE-NOTES.md with the operator A/B ask. Instrumentation kept, cheap and gated: slot/wheel counters on the [stack] line (BT_STACK_LOG), one-shot roster dump (BT_GAUGE_LOG), tick-delta timers compile-gated BT_TICK_PROBES (OFF -- guest tick sums proved to be trap-burst artifacts in the emulator, not costs; wall rates are the only trustworthy measure). New: MUNGA/APPTASK.CPP shadow, fifofps.py (true board fps from a fifodump), pod_render_bgprobe.conf. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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# Gauge / display cadence — why the cockpit instruments update slowly (2026-08-04)
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Operator report: "the rendering of the displays — many seconds between
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updates" on BTL4REC vs "the original." This file is the evidence chain.
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All measurements on the dev rig, `pod_render_bgprobe.conf` (no per-frame
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logs), DOSBox-X `cycles=max`, arena1 self-drive (BT_FORCE_THROTTLE=0.6).
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## The mechanism (all verified in source AND the shipped binary)
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1. **The manager runs flat-out by design.** `main` passes
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`GetTicksPerSecond()` to `ApplicationManager(Scalar frame_rate)`, so
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`frameDuration = 1/ticksPerSecond` — a microscopic frame budget.
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Verified in the shipped exe: the ctor constant `_DAT_0044f2d8` at
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file offset 0x4f0d8 of BTL4OPT.EXE is exactly `1.0f` (0x3f800000),
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i.e. the shipped 4.10 does the same. Consequence: `RunMissions`
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(@0044f344, structurally identical to the RP donor) finds
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`Now() >= end_of_frame` after every single background pass —
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**exactly one background slot per loop frame**, ours and shipped.
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Measured: `bg=` grows 1001 per 1001-frame period, every period.
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2. **The background slot feeds a 7-task round-robin**
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(`BackgroundTasks::Execute` runs ONE task per call): RoutePacket,
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ProcessEvent, AudioRenderer, GaugeRenderer, NetworkManager,
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CompleteCycles, FryDeathRow. The gauge renderer gets 1/7th of slots.
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3. **The gauge wheel repaints once per pass.** Each gauge-task slot =
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`ProcessOneActiveGauge()` = ONE active gauge. When the active list
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is exhausted the renderer enters its `copy` phase (the changed-line
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blit to the display — ~10 extra slots) and only then restarts.
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So per-instrument latency ≈ `7 × (wheel + copy) / loop_fps`.
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4. **The wheel is 136 gauges and that is AUTHENTIC.** BT_GAUGE_LOG
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roster dump: 26 ColorMapperArmor, 12 VertTwoPartBar, 10 LeakGauge,
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8 TwoState/PowerSource/HorizTwoPartBar/CoolingLoop, weapon clusters,
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generator clusters, myomer cluster, pilot list, message board … all
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real cockpit instruments. A Tesla pod shows every instrument at
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once; nothing pages out. Do NOT "fix" the roster.
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So at our measured ~25–33 loop fps: 7 × 146 / 30 ≈ **34 s** worst-case
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per-instrument latency. That is the operator's symptom, exactly.
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## The real defect found: build flags
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`build410.sh` compiled with `-O2` alone. The authentic release tier
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(`CODE/BT/OPT.MAK`) is:
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-O2 -Ot -Oc -Og -O -Ol -Z -Ob -Oe -Oi -Om -Op -Ov
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(global CSE + global register allocation, invariant code motion, copy
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propagation, inline intrinsics, redundant-load suppression, loop opts).
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Adopting the full set (all 234 TUs compile clean, no BC4.52 optimizer
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ICEs) took the loop from **16.7 → ~30 loop fps wall** on the rig — a
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~2× display-cadence improvement for free. `-w` was kept as `-w-`.
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Note: RP-era MAKE.CFG uses `bcc32i` (BC5 toolchain, RP 4.11+); BT 4.10's
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OPT.MAK says `BCC = bcc32` — we match 4.10.
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## Measurement traps recorded (they cost hours tonight)
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- **Incremental-build staging:** the link consumes `build410/lib/*.lib`;
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rebuilding `engine` without `libs` ships STALE members. Also a
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same-minute mtime tie made the engine step skip freshly patched TUs.
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When probing: `rm` the target objs, then `engine`, `libs`, `link`.
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(l4grend's obj dir is `obj/mungal4` — no underscore.)
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- **Guest tick-delta profiling is unreliable in the emulator.** The SOS
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clock advances in bursts at trap points, so per-stage
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`Now()`-bracket sums measure where the burst LANDS, not cost:
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five timed foreground stages summed 8.7 "ticks/frame" while the whole
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function measured 17.0, with provably empty code between them.
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Wall-clock rates (log-line arrival, fifodump growth) are the only
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trustworthy measure. The tick probes are compile-gated behind
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`BT_TICK_PROBES` (default OFF); the pure counters (`bg= g= p= c=` on
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the `[stack]` line, BT_STACK_LOG) stay, they never touch the clock.
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- **`draw_scene` rate ≠ loop rate.** The board renderer is
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rate-governed by the RendererManager: 2.9 board-fps while the loop ran
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33 fps. `fifofps.py` counts true board frames (action 9 records).
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## Where the ours-vs-shipped gap stands
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fifodump growth mid-mission: shipped ≈ 11.8 KB/s, ours ≈ 4.1 KB/s before
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the flag fix, ≈ 6.4 KB/s after. Byte rate conflates the render governor
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with loop rate, so treat as indicative only. Under `cycles=max` wall
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time is trap-dominated; both exes drive the same VPX/serial/AWE devices.
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**OPEN QUESTION for the operator:** on THIS RIG, do BTL4OPT's cockpit
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instruments visibly update faster than BTL4REC's (post-flag-fix)? If
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yes, the residual is ours-specific guest work and the next tool is a
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DOSBox-side sampling profiler (we own the fork) — not more guest
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probes. If no — the rig was always like this and the "original"
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baseline was the real pod, whose identical architecture ran at real-
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hardware loop rates.
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## Probe inventory (all in source410, cheap, env/compile gated)
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- `MUNGA/APP.CPP`: counters `bgSlots/bgTaskRuns/gaugeSlices/gaugePasses/
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gaugeCopySlices` + `[stack]` print (env BT_STACK_LOG); tick-delta
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stage/slot timers behind `BT_TICK_PROBES`.
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- `MUNGA/APPTASK.CPP` (new shadow, from CODE/RP donor): per-ring-task
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timers behind `BT_TICK_PROBES`.
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- `MUNGA/GAUGREND.CPP`: wheel slice/pass counters; one-shot `[roster]`
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dump (env BT_GAUGE_LOG).
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- `emulator/render-bridge/fifofps.py`: true board-fps from a fifodump.
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- `emulator/render-bridge/pod_render_bgprobe.conf`: clean probe conf
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(BT_STACK_LOG + BT_GAUGE_LOG, no per-frame logs).
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@@ -0,0 +1,31 @@
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"""Count draw_scene (action 9) records in a fifodump = true board fps.
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py fifofps.py <fifodump> -> total count
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py fifofps.py <fifodump> <secs> -> count now, wait, count again, report fps
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"""
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import sys, time, struct
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def count_frames(path):
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n = 0
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with open(path, 'rb') as f:
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data = f.read()
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off = 0
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while off + 8 <= len(data):
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if data[off:off+4] != b'VPXM':
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off += 1
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continue
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ln = struct.unpack_from('<I', data, off+4)[0] & 0x00ffffff
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body = data[off+8:off+8+ln]
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off += 8 + ln
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if len(body) >= 4 and struct.unpack_from('<I', body, 0)[0] == 9:
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n += 1
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return n
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path = sys.argv[1]
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if len(sys.argv) > 2:
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secs = float(sys.argv[2])
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a = count_frames(path)
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time.sleep(secs)
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b = count_frames(path)
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print(f"{a} -> {b} draw_scene in {secs:.0f}s = {(b-a)/secs:.1f} fps")
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else:
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print(count_frames(path), "draw_scene records")
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@@ -0,0 +1,83 @@
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# pod_render_norio.conf -- pod_render_rec with the RIO serial port OFF.
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#
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# The emulator log shows a steady stream of serial1 RX OVERRUN errors on
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# the RIO pipe, and controls post their events at HighEventPriority
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# UNCONDITIONALLY (CONTROLS.HPP:250) -- so a chattering RIO port would
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# flood a priority the background pump always serves first, starving the
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# priority-0 renderer events the load gate waits on. This conf tests that
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# by removing the port entirely. Everything else is identical to the rec
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# conf, so a launch here and a hang there isolates the RIO.
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#
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[sdl]
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output=opengl
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# higher,higher not highest: HIGH_PRIORITY_CLASS starved the host desktop;
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# with the retry patches a rare dropout self-recovers (see gauge_rio.conf).
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priority=higher,higher
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[dosbox]
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memsize=32
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machine=svga_s3
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[cpu]
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core=dynamic
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cputype=pentium
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cycles=max
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[sblaster]
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sbtype=sb16
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sbbase=220
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irq=5
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dma=1
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hdma=5
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[mixer]
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# match the EMU8000s' native rate (no resample) and buffer ~60ms so brief
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# emulation-thread stalls (RIO retry recovery) don't audibly chop
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rate=44100
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blocksize=1024
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prebuffer=60
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[serial]
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# RIO on COM1 with the low-latency options (rxpollus/rxburst) so the board's
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# few-ms ACK deadline is met; plasma display on COM2 (real pod has both).
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# VWE fork namedpipe backend (com0com/realport retired -- COM1/COM2 gone):
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# DOSBox = pipe client (retry), vRIO/vPLASMA apps = servers; an unconnected
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# pipe behaves as an unplugged cable so the mission still runs. serialnamedpipe.h
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serial1=disabled
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serial2=namedpipe pipe:vplasma
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# live UNBUFFERED game output: DOS char devices are not buffered, so
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# redirecting stdout to COM3 lands every line immediately. A normal
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# '> file' redirect stays 0 bytes until the process exits, which hides
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# all progress on a run that does NOT crash.
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serial3=file file:C:\VWE\TeslaRel410\emulator\render-bridge\podlog.txt
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[autoexec]
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mount c "C:\VWE\TeslaRel410\ALPHA_1"
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c:
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cd \REL410\BT
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set VIDEOFORMAT=svga
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rem production pod card init (PARAMETR.BAT:181-186): DIAGNOSE + AWEUTIL per
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rem card -- AWEUTIL /S does the EMU8000 bring-up and DRAM detect the HMI SOS
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rem driver relies on; skipping it left the cards uninitialized (silent).
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rem aweutil /s SKIPPED for now: it verifies the AWE32 GM ROM, which the
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rem emulated cards lack (hangs in a retry loop) -- restore once the ROM is
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rem dumped from a real card. diagnose /s kept (passes, sets mixer config).
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set BLASTER=A220 I5 D1 H5 P330 T6
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c:\sb16\diagnose /s
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set BLASTER=A240 I7 D3 H6 P300 T6
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c:\sb16\diagnose /s
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set BLASTER=A220 I5 D1 H5 P330 T6
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set TEMP=c:\
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rem arena1 city mission (TESTARN.EGG: map=arena1, time=day) with the RIO
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rem attached; stdout redirected so mission-load progress survives kills.
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set BT_JOINTS=1
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set L4VIEWEXT=1
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set BT_STACK_LOG=1
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set BT_GAUGE_LOG=1
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set BT_FORCE_THROTTLE=0.6
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set BT_FORCE_TURN=0.25
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set HEAPSIZE=15000000
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set L4GAUGE=640x480x16
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call setenv.bat r s n p
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32rtm.exe -x
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BTL4REC.EXE -egg testarn.egg > COM3
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echo GAME-RC=%errorlevel% >> RC.TXT
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32rtm.exe -u
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echo ALPHA1-RUN-DONE
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pause
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