vpx-device/vpxlog.cpp -- WEAPONS FIRE. The game's fire gate is
targetReticle.targetEntity (mech+0x388), filled every frame by a Division-board
reticle pick (dpl_RapidSectPixel) our HLE never answered, so every shot
misfired. The device now casts the camera centre ray against the live scene
(Moller-Trumbore) and returns the full hit -- instance + DCS + geogroup +
geometry -- piggybacked on the draw_scene reply; terrain is a valid target so
you can fire and miss. Sending geogroup=0 was hanging the game (GetAppSpecific
on a null); returning the real geogroup fixed it. Pick is default-on with a
single VPX_NO_PICK escape hatch. Also swaps the upper-left/right MFD explode
windows (screen location only -- decode untouched, real cause TBD on a pod).
dpl3-revive/patha/vrview.py -- HAT-GLANCE fix at the source. One cockpit DCS
(0xa2c) flushes a rank-2 rotation (shifted body -> wrong read window) that
collapsed the camera chain to rank 2 and smeared the head glance onto the wrong
axis (left/right hat read as pitch). chain_matrix(fix_degenerate) treats a
degenerate chain DCS as identity: preserves the look exactly and keeps stick-Y
torso pitch working (an earlier bridge-level yaw/pitch swap broke stick-Y and
was reverted). User-verified live: hat all 4 dirs + stick-Y both correct.
render-bridge/launch_pod.ps1 -- launch the bridge with pyw (windowless) so no
console window parks over the cockpit displays (Start-Process ignores
-WindowStyle once stdout/stderr are redirected).
render-bridge/live_bridge.py -- surface bridge render errors, flush the status
line; reverted glance-swap note.
Also vendored HUD (dpl2d) renderer work in vrboard/vrview_gl and RENDERER-COLLAB
/ RIO notes.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Decoded from L4RIO.CPP/HPP and verified byte-for-byte against a real
v4.2 board tap: CheckRequest 80 -> board must send TestModeChange ENTER
(8C 01 0D), self-test status stream (85 <status> <unit> <ck>), EXIT
(8C 00 0C), then answer VersionRequest 81 with 86 <maj> <min> <ck>.
Full command map 80-8C both directions, ACK/retransmit rules, and the
~1ms/byte 9600-baud pacing requirement. This is the implementation spec
for the user's vRIO (virtual RIO on COM1): its missing 8C packets are
exactly why the game logs 'RIO never came back from check request!'.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
68HC11 recursive-descent disassembler (disasm_6811.py, follows the
pointer-based RX/TX state dispatch) + full disassembly + analysis doc.
Root cause of the stress wedge: an orphaned reply-in-progress latch
($2521). It gates every analog request ($D758); it is set when a reply is
generated ($D84C) but the 4-retry give-up path ($D9DD -> $DA2F) tears down
reply state without clearing it, and the success teardown ($DA00) clears
it only conditionally on $2522. Once leaked, all analog requests are
dropped -> board mute, while RX/event stays alive; only the game-start
host-reset command ($C686) clears it -- matching the field button-resync
ritual exactly. Proposed minimal in-place fix (clear $2521 on every
teardown) documented with byte patches and a hardware validation plan;
untested pending a spare EPROM. RIOv4_2-ANALYSIS.md has the details.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
RIOv4_2.bin dumped from our own board EPROM (64KB, code $C000-$FFFF).
Vector table confirms 68HC11: RESET->$C000, SCI serial interrupt->$D630 =
the protocol state machine entry for the planned disassembly. Board patch
plan steps 1-2 done (RIO-NOTES.md updated); next: disassemble from the
SCI handler, find the reply-path wedge (button/event path survives it),
patch, burn to a fresh EPROM, preserve the original.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The RIO cockpit board now runs sustained sessions with button mashing;
dropouts self-heal in ~1-3s. Documented in RIO-NOTES.md:
- directserial RIO_TAP=<path> (host env): logs every TX/RX byte with
host-us + emu-ms timestamps, plus config/RTS/DTR/break lines. This
instrument found every root cause below.
- Confs: rxburst:16 restored (no-burst reply pacing made the game ACK
~14ms late -> board dropped on the first long analog stream; the old
'rxburst corrupts boot' belief was the then-unpatched PCSPAK crash).
priority=highest,highest (unfocused DOSBox was demoted and blew the
ACK deadline).
- BTL4OPT.EXE patch lineage (in ALPHA_1/, zip left pristine):
v2 full DISABLE_AND_DIE NOPs (v1 left the IRQ/RTS-retract prologue
live -> first protocol error deafened the driver), v3 TXMAXIDLE 4->32
(kills the button-press ACK-window livelock), v4 analog retry limit
15s->0.5s (dev value was 0.2s; recovery now near-instant).
- Board firmware patch plan recorded for the EPROM-dump route.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Texturing (validated live -- game-live-textured.png, the ravine's brown dirt
terrain): the wire model is Division's intensity+ramp scheme. action 26
uploads 8-bit intensity texels ([node][nbytes][w][h] + rows; type 13 =
texture); texmap (12) references the texture; material (11) references its
texmap and a ramp (14: lo/hi RGB); texel color = lerp(lo, hi, i/255). The
backend bakes RGBA per material, uploads to GL, maps with wire UVs
(stride-5: floats 3-4; stride-8/9: floats 6-7).
Serial (directserial fork options, tracked in vpx-device/serialport/):
- rxpollus:<us> -- receive poll tick (stock 1ms); 100us discovers inbound
bytes ~10x sooner. Validated: sim advanced, camera moved with real RIO.
- rxburst:<n> -- stock DOSBox re-serializes received bytes at emulated wire
speed (~1ms/byte at 9600) though they already paid wire time on the real
cable; a 15-byte analog reply gained ~14ms, blowing the RIO's few-ms ACK
window and dropping the game into its 15-second retry fallback
(L4CTRL.CPP limit=15.0 //0.2). rxburst:16 delivers buffered bytes 16x
faster. game_rio.conf: realport:COM1 rxpollus:100 rxburst:16.
Crash-on-advance fixed: *_TSHD.BGF terrain shadows live only in arena
subdirs the search path misses; null shadow renderable was dereferenced once
the sim moved. All 11 copied into VIDEO/GEO in the working image; game now
runs sustained (560+ frames, textured, no crash). Details in RIO-NOTES.md.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The RIO drops comms if the analog-reply ACK is late by more than a few ms.
Empirically a slower CPU failed sooner, so the latency was dominated by how
fast the game processes the RIO packet and ACKs -- core=dynamic (recompiler)
+ cycles=max keeps the board in sync (user-confirmed). game_rio.conf passes
the real RIO through serial1=directserial realport:COM1.
With real control input the sim advances and then faults (null-ptr deref at
BTL4OPT.EXE CODE+0x123B) -- downstream of the minimal test.egg not setting the
arena objectpath, so VIDEO/GEO/ARENA/thr_tshd.bgf isn't found. That is content
config, separate from the now-working VPX protocol / renderer / RIO. Details
in RIO-NOTES.md.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>