BT410 5.3.64: THE COCKPIT EYE IS LIVE -- root+eye composition, and the emulator
deadlock it exposed The camera gap root-caused and fixed through three layers: LAYER 1 (ours): "chain the engine after the skeleton" was a non-fix. The engine's MakeEntityRenderables only accepts Object/Rubble resources, so chaining it with a Skeleton printed "wrong video resource type" and built NOTHING -- the fifodump proved it: zero vr_flush_dcs_artic records. The real fix mirrors the engine's Mover composition (L4VIDEO.CPP:4795-4860) inside our mech case: a Dynamic RootRenderable (whose ctor seeds its DCS from localToWorld and whose Execute re-flushes on change -- the ONLY source of per-frame wire articulation), the skeleton hung UNDER its DCS via ReadSKLFile's new parent_dcs parameter, and for the inside view a DPLEyeRenderable on that root with the published EyepointRotation. Also explains the mystery monolith in the first frame: the skeleton was parked at the world origin with the camera inside its shins. LAYER 2 (1995 library, read from our own linked symbols): dpl_DrawSceneComplete = velocirender_frameack(0), and frameack's unsolicited-reply path prints "dpl error - unsolicited input during frame ack", adds the 1995 authors' own puzzled "flush artic??" when the stray action is 0x1f, and calls exit(9). Documented before it ever fires. LAYER 3 (emulator, the actual deadlock): with per-frame articulation flowing for the first time, the game stopped drawing at frame 232 -- one 0x1f burst per frame forever, no receives, no error. The VPX device feeds the frame ack only after 6 CONSECUTIVE empty polls and reset that counter on EVERY outputData write; per-frame articulation writes made the count unreachable, so dpl_DrawSceneComplete never went true. Fix: the reset is gated on !frame_outstanding -- once a draw is outstanding the only receive the game will do next is the frame ack. The iserver-drain concern the reset guarded is boot-time only, when no frame is outstanding. Verified: two agreeing runs of ours on the fixed emulator (611 draws / 222 artic batches in run 2 -- the 232 wall is gone), camera travelling with the mech (cam -329.7,0,60.5 -> -362.3,0,54.5 across 8s), anim_abs 0 -> 1 on the bridge, view now INSIDE the cockpit cage. Shipped binary re-run on the fixed emulator: launches and runs, no regression. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@@ -666,7 +666,22 @@ static void vpx_write(Bitu port, Bitu val, Bitu iolen) {
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note("board reset");
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} else if (off == 1) {
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saw_write = true; /* outputData: a download/response byte */
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empty_polls = 0; /* a write means the game isn't blocking-reading */
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/* A write means the game isn't blocking-reading -- UNLESS a draw is
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* outstanding. Once vr_draw_scene has been sent, the only receive
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* the game performs next is the frame ack, but it keeps WRITING in
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* the meantime: every frame flushes a vr_flush_dcs_artic batch (the
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* per-frame vehicle articulation). Resetting the poll counter on
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* those writes starves the ack forever: one 0x1f burst per frame,
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* one or two polls per frame, the counter never reaches
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* POLL_THRESHOLD, dpl_DrawSceneComplete never returns true, and the
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* game stops drawing while everything else runs on. That deadlock
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* appeared the FIRST time a game of ours produced per-frame
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* articulation (2026-07-29); the shipped binary had simply never
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* been run against this device in a state that both articulated
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* and drew. The iserver-drain guard this reset protects is a boot-
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* time concern, when no frame is ever outstanding, so gating on
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* frame_outstanding preserves it. */
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if (!frame_outstanding) empty_polls = 0;
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fifo_flush_record(); /* outputData write = FIFO burst boundary */
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if (parse_frames) { parse_out_byte((unsigned char)val); fifo_arm_action(); }
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} else if (off == 4 || off == 5) {
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