BT410 5.3.32b: the weapon-panel work list, measured
With the engineering heads exact, the entire remaining cockpit difference is the three MFD quadrant heads -- the SubsystemCluster panels, which the widget map shows are built by vehicleSubSystems rather than by the CFG, so they are our code end to end. Banked with evidence: the ammo weapon's disc+rays are absent while both energy weapons draw theirs; the ammo digits render as empty cells at exactly the right position; the mech silhouette is misplaced low-left; the state box reads OFF where shipped shows a digit. Also settled by experiment that the title banner is NOT misplaced: 0xb3 is the measured optimum (0xb6 and 0xb0 both score worse), and the equal missing/extra counts are overlap fringes, not an offset. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@@ -722,3 +722,59 @@ NEXT ON THIS HEAD-BY-HEAD LADDER: the three MFD quadrant heads (Mfd1/2/3),
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which now hold essentially all of the remaining difference -- ~22.6K missing
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and ~12K extra between them, against ~0 on the engineering heads. Those are
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the SubsystemCluster quadrant panels ([cluster] port=2/4/6 in the map).
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5.3.32b -- THE WEAPON PANEL: a measured work list for the MFD heads
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With the engineering heads exact, the whole remaining cockpit difference is
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the three MFD quadrant heads (Mfd1/2/3: ~22.6K missing, ~12K extra). Those
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are the SubsystemCluster panels, and they are NOT CFG widgets -- the map
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shows port 2/4/6 carry only a bgBitMap, because every panel is built by the
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`vehicleSubSystems` widget (port 8) walking the mech's aux screens. So this
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is our code end to end.
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Region breakdown of Mfd1 (planes.py bands), shipped vs ours:
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top/bottom soft-button strips 0 missing / 0 extra <- exact
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upper title band 553 / 553
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upper panel bodies 6305 / 2033 <- the work
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mid soft-button strip 386 / 235
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lower panel bodies 1405 / 890
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The title band's missing==extra is NOT a placement error. Correlating our
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extra pixels against the shipped missing set over a +-90px window peaks at
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only 30% for dy=-3, which is the signature of two copies of the SAME bitmap
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already overlapping, with equal-sized fringes where they disagree by a pixel
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or two. Confirmed by experiment: 0xb6 and 0xb0 both measured WORSE than the
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0xb3 in the tree (Mfd1 extra 4063 -> 5010 and -> 6023), so 0xb3 stands as the
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measured optimum and the banner is at most 1-2px off. Do not "fix" it again
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without the rig open.
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WHAT THE PANEL BODIES ARE ACTUALLY MISSING (shipped vs ours, per weapon panel):
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1. THE AMMO DISC + RAYS ARE ABSENT ON THE AMMO WEAPON. Shipped draws every
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weapon panel with a filled disc ringed by radial ticks; the STREAK 6
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panel carries "0024" inside it -- exactly the 24 rounds our own
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[proj] log reports for SRM6_1. We draw disc+rays fine on the two
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ENERGY weapons (PPC, ERMED LASER) and draw NEITHER on STREAK 6. So the
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ammo-bearing path diverges from the energy path -- that is the thread to
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pull, not the disc drawing itself.
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2. THE AMMO DIGITS RENDER AS EMPTY CELLS. Ours draws four hollow boxes at
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exactly the shipped digits' x/y (verified by crop overlay) -- right
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widget, right place, no glyphs. Same failure class as the pilot-name
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bitmap: the cell draws, the raster lookup returns nothing.
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3. THE MECH SILHOUETTE IS MISPLACED. Shipped centres the dotted mech
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figure in the panel; ours puts it low-left, clipped by the panel edge.
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Same bitmap, wrong origin -- likely the largest single pixel
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contributor in the body count.
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4. THE STATE BOX READS "OFF" WHERE SHIPPED SHOWS A DIGIT (4 / 2 / 1).
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This is the lamp-state-frame item already on the list; the letter box
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beside it (A / B / B) already matches.
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Everything in this list came from the per-head instrument in one sitting;
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none of it was visible in the whole-frame score, which moved less than a
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point across the entire session even as Eng1/2/3 went to exact. Score the
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heads, not the frame.
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