BT410 5.3.104: turn-in-place -- the mech STEPS around at a standstill instead of pivoting like a statue
The dispatcher (master perf @0x4aa505-0x4aa588, from the raw disasm -- the
function Ghidra never decompiled), re-hosted at the gait seam in Simulate:
From Standing, arm the trn clip when the mech is TURNING (the binary's
operand is |angularVelocity| > 1e-4; at a standstill the turn rate is
exactly walkingTurnRate, so the test is turnDemand * walkingTurnRate),
the speed demand sits in the FULL sub-walk band [0, standSpeed], the
model carries a trn clip (turnCapable, real since 5.3.103), and the
wind-down debounce is clear.
BOTH channels arm on the same frame -- the lockstep weld. Arming only
the leg lets the body enter its next cycle frames apart and the two walk
cycles run permanently out of phase (the donor's rhythmic-gait-skip
finding). Each trn clip plays one figure and drops back to Standing via
the case-4 group, so a held turn re-arms clip after clip.
The debounce is the master perf's own shape: legResetLatch cleared at the
top of every frame (@0x4a9bff), set by the advancer's wind-down, honoured
here -- a walk that wound down THIS frame cannot re-enter as a turn until
the next.
LIVE (new pod_render_trn.conf: throttle 0, turn 0.5, exterior clips):
pos PINNED at (-641.043, 0, -243.722) across the whole run
yaw sweeping the full circle
spd oscillating +/-0.001347
That last number is the proof of authenticity: it is the trn clip's authored
root translation -- the foot shuffle. The mech turns by STEPPING, not by
having its yaw slid underneath it, and the stride-driven speed model shows
the steps.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
@@ -0,0 +1,87 @@
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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_MECH_LOG=1
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set BT_MAP_LOG=1
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set BT_MER_LOG=1
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set BT_VID_LOG=1
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set BT_LAUNCH_LOG=1
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set BT_STACK_LOG=1
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set BT_FORCE_THROTTLE=0.0
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set BT_FORCE_TURN=0.5
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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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@@ -1596,6 +1596,14 @@ void
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limping = (mode == 3 || mode == 4) && hasGimpClips;
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}
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//
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// The master performance clears the leg reset latch at the top of every
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// frame (@0x4a9bff); the wind-down inside the advancer may set it again,
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// and the turn-in-place dispatcher below honours it -- so a walk that
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// wound down THIS frame cannot re-enter as a turn until the next.
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//
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legResetLatch = 0;
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if (limping)
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{
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AdvanceLegAnimationGimp(time_slice);
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@@ -1604,6 +1612,37 @@ void
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{
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AdvanceLegAnimation(time_slice);
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}
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//
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// THE TURN-IN-PLACE DISPATCHER (master perf @0x4aa505-0x4aa588, decoded
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// from raw disasm -- Ghidra never decompiled the function). From
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// Standing, arm the trn clip when the mech is TURNING (the binary tests
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// |angularVelocity| > 1e-4; at a standstill the turn rate is exactly
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// walkingTurnRate, so the operand is turnDemand * walkingTurnRate), the
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// speed demand sits in the FULL sub-walk band [0, standSpeed], the model
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// has a trn clip, and the wind-down debounce is clear.
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//
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// BOTH channels arm on the same frame -- the lockstep weld. Arming only
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// the leg lets the body enter its next cycle frames apart and the two
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// walk cycles run permanently out of phase. Each trn clip plays one
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// turn figure and drops back to Standing (the case-4 group), so a held
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// turn re-arms clip after clip.
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//
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if (!limping && turnCapable != 0 && legResetLatch == 0)
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{
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Scalar
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standstill_turn_rate = turnDemand * walkingTurnRate;
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if (
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legStateAlarm.GetLevel() == 0 &&
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bodyStateAlarm.GetLevel() == 0 &&
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speedDemand >= 0.0f && speedDemand <= standSpeed &&
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(standstill_turn_rate > 1.0e-4f || standstill_turn_rate < -1.0e-4f)
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)
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{
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SetLegAnimation(4);
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SetBodyAnimation(4);
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}
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}
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{
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Scalar stride = limping
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? AdvanceBodyAnimationGimp(time_slice, 0)
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