100 Commits
Author SHA1 Message Date
CydandClaude Opus 4.8 170b35d812 emu_main: IGC drain-wait completion is NONZERO status, not zero (per-page done flag; loop exits when [page]!=0)
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-15 18:05:13 -05:00
CydandClaude Opus 4.8 051544fed6 i860 emu: pipelined pftrunc/pfix through the adder pipe (raw-bits pipe entries)
The frame-1 extent bug traced to four `pftrunc.sd fN,f0,fX` ops (P=1)
converting the region bounds through the A-pipe -- our fix/ftrunc was
scalar-only (MAME's core never implemented the pipelined form: "pipelined
not functional yet"). The drains then retired neighboring values (the
homogeneous w=1.0f as raw bits -> y1=0x3F800000>>7=8323072 -> ~8.3M phantom
tile rows = the 49K uniform bins / 4096 same-page descriptors).

Pipe stages now carry (value, rp, raw): pipelined ftrunc/fix push the
truncated integer BITS (64-bit pair for .sd results), and _retire() writes
raw entries back verbatim instead of re-encoding floats. Extent probe after
fix: x0=y0=x1=y1=0 (sane empty bound), single visit instead of a hot loop.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-15 17:53:59 -05:00
CydandClaude Opus 4.8 6991b68685 emu_main: IGC drain-wait hook (0xf0421510): firmware polls [r16] until the rasterizer consumes the region queue; we consume instantly
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-15 16:21:01 -05:00
CydandClaude Opus 4.8 4f143e3a26 i860 emu: EXACT pipelined FP model (MAME-validated) -- N-R divide passes
unhooked; draw_scene #1 runs with 41K IGC board accesses

The functional pipe model is replaced with exact i860 semantics, validated
against MAME's i860 core (src_opers[] and insn_dualop/insn_fadd_sub verbatim):

- Precision bits: SOURCE = bit8, RESULT = bit7 (swapped from our old reading;
  .ds is invalid except famov). For DUAL ops: sp = multiplier source prec,
  rp = adder source prec AND all results.
- Dual ops (sub 0x00-0x1f): bit10 selects PFAM (fdest <- A-pipe retire) vs
  PFMAM (fdest <- M-pipe retire) -- NOT "pipelined". FLAGM operands (the
  A-pipe entries in the DPC table) read the M-pipe in the PFMAM family.
  T-loads on DPC 2,3,6,7,8,0xb,0xc; K-loads on DPC 1,3,5,7 (from fsrc1 at
  mul precision; T from the M-pipe last stage).
- fdest BYPASS: pipelined ops whose source register equals fdest read the
  retiring pipe value instead of the stale register (dual mul: op2 only;
  dual add + scalar pipelined fadd/fmul: both operands).
- Pipe stages carry (value, result-precision); push rounds to single when
  rp=0 (exact magic-constant float->int bit games); retire encodes with the
  pusher's precision. Adder = 3 stages; multiplier = 2 (double) / 3 (single);
  pfld = 3-stage load pipe; graphics fiadd/fisub = 1-stage pipe, 64-bit .dd.

ACCEPTANCE: (1) the firmware's own Newton-Raphson integer divide now computes
16/16 = 1 through the pipes -- the intdiv hook is retired (authentic
execution); (2) draw_scene #1 from the snapshot executes real render phases:
coefficient fld.d bursts, 0x800-byte queue-page initialization, tile enqueue,
and the first region flush -- 40,959 IGC/board MMIO accesses (previously 0).
Frame still running at the profiling time budget (~240M steps in).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-15 15:40:29 -05:00
CydandClaude Opus 4.8 58b9dcda2f emu_main: fix __init__ split by the intdiv-hook edit (self.heap was unreachable)
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-15 14:01:41 -05:00
CydandClaude Opus 4.8 abd908a4e5 emu_main: hook the runtime integer-divide (0xf042ee00, r22=r22/r23) with exact host division -- the compiled Newton-Raphson needs exact dual-op pipe timing; geometry stream now consumes frames correctly (replay passes cmd 151 blocker, 387+ commands)
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-15 14:00:44 -05:00
CydandClaude Opus 4.8 d9cfd74070 i860 emu: pipelined FP unit + dual-ops, adds CC sign rule, flush op;
version-matched capfw7 replay BUILDS THE SCENE

- Pipelined FP model: 3-stage adder / 2-stage(double) multiplier pipes with
  KR/KI/T registers; pfadd/pfsub/pfmul honor the P-bit; PFAM(0x00-0x0f)/
  PFSM(0x10-0x1f) dual-operations implemented from the validated mnemonic
  grammar (r2pt, ra1p2, m12apm, ...: M-unit/A-unit routing + K/T loading).
  Survives the capture build's Newton-Raphson boot math.
- adds CC = result-negative (sign rule); addu stays carry. Fixes printf's
  pad-to-width loops and the exit-walk's empty-table branch.
- op 0x0d = flush (cache-line flush, store-format split offset, bit0
  auto-increment): boot cache-flush loops.
- fix/ftrunc: NaN/inf/out-of-range -> IEEE indefinite instead of raising.
- emu_main: per-build address maps (sda4 + capfw7); capfw7 map fully derived
  (main 0xf0403f80, remote_velocirender 0xf040cee0, dN_receive 0xf04024c0,
  velocirender_init 0xf040c5d8, do_init 0xf0409440, reply 0xf0409320,
  alloc core 0xf042c628, v2p 0xf042c300, locks 0xf0423360/0xf04233b8).
  The 860-boot preamble is skipped for capfw7 (the monitor's job -- the app
  build rejects those actions); the capture build dispatches 42 actions,
  explaining the unknown actions 29/42 in cap7.
- run_to_draw: version-matched marathon from the TRUE ENTRY 0xf0400000 with
  the boot handshake ([0xfffff728]) satisfied -- crt0/pools/main are all the
  firmware's own startup, eliminating the seed-slot guesswork.

STATE: authentic boot + init (reply=4) + scene build running: 152 commands
(31 create, 59 flush, dcs_link, list_add, texmaps) processed and replied
before the time cap. First draw_scene sits ~1400 commands ahead.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-15 13:20:35 -05:00
CydandClaude Opus 4.8 753564aef2 Capture-embedded firmware extracted: cap7 carries the EXACT build the game ran
VR_COMMS.C boot_860() shows the host boots the render board by streaming the
whole .MNG over the wire: args860 ("i860 50MHz and kicking"), a 40-byte
code860 packet holding the 7-word header {csize,dsize,bsize,cstart,dstart,
bstart,entry}, then the code/data/bss segments. cap7's preamble is therefore
a complete firmware image -- and a DIFFERENT BUILD than sda4/RPLIVE/VREND.MNG
(text 0x31440 vs 0x39ec0), which explains the residual global-address
mismatches (version skew) when replaying cap7 against the sda4 build.

The wire header also confirms the link layout from the protocol itself:
cstart=0xf0400000, dstart=0x00001000, bstart=0x0001f4a0, entry=0xf0400000.
Note the streamed "bss" content is NOT zeros (10685/14272 nonzero bytes).

extract_capfw.py reassembles the image (capfw7.mng + capfw7.bss, committed);
it boots in emu860 to 0xf040062c then needs op 0x0d (new ctrl-reg variant).
run_to_draw.py = marathon runner with board-stream dump.

Next: re-derive the hook addresses (main/dN_receive/allocator/...) for the
capture build and replay cap7 against its own firmware, version-matched.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-15 11:43:02 -05:00
CydandClaude Opus 4.8 a688cc1c30 i860 emu: ISA round 2 (ground-truth encodings) + authentic-main runner; firmware
processes the full wire boot incl. the downloaded PAZ/sfx module

ISA fixes, all derived from the toolchain's own .S<->.O pairs (AS860.ZIP:
OPTFLOAT/TRISTRIP/ZBUF32, plus DNC.O) and the firmware's linked COFF header:

- DATA_BASE = 0x1000 DEFINITIVE: VREND.MNG carries its original COFF header in
  the file tail (.data vaddr 0x1000, .bss 0x1f940, entry 0xf0400000).
- Integer loads: even opcodes are register-indexed (EA = src2 + src1); op 4/5
  size flag = instr bit0 (0 = ld.s 16-bit, 1 = ld.l 32-bit); ld.b/ld.s
  sign-extend.
- Integer stores: st.s/st.l selected by offset bit0, same split-offset rule.
- FP loads/stores: FP register lives in the DEST field for both fld and fst
  (fst does NOT use the integer split-store encoding); flag bits: bit0 =
  auto-increment (base <- EA), bit1 1=.l/0=.d, bit2 = .q; .d/.q span register
  pairs/quads. ~450 fld.d + ~300 fst.d were previously read/written 32-bit.
- bla (op 0x2d, was misdecoded as shrd): branch-on-LCC-and-add with the
  sign-dependent LCC rule (src1<0 -> signed sum >= 0), so spent countdown
  loops terminate. 335 bla instructions in the firmware.
- CORE ESCAPE (op 0x13): sub-op 1 = lock, 2 = calli, 7 = unlock. Previously
  everything decoded as calli, so every spinlock acquire jumped to address 0 --
  this was the phantom "exit stub" behind most earlier derails.
- f2b: IEEE overflow -> +/-inf instead of raising.

emu_main.py (new): runs the firmware's OWN main() (0xf0403f10) and feeds real
wire captures through a hooked dN_receive, so init/do_init/dispatch/handlers
all execute authentically. Provides the transputer-monitor environment
(processor id, DRAM region descriptors in the shared control block, sbrk/
shared-block seed slots) and hooks only the link primitives (bla busy-wait,
dN_mynode/dN_nodes/dN_receive/dN_send, putchar path, spinlocks, page allocator
+ virt->phys translator pending Tier-2 VRENDMON).

KEY DISCOVERY: the capture's args860/code860/data860/bss860 preamble is the
host DOWNLOADING an additional i860 module (the PAZ/sfx renderer layer, banner
"i860 50MHz") which installs the runtime handler tables and system objects.
Feeding it through the firmware's own handlers, the module loads and makes the
first IGC board-register writes. State: 834+ wire commands processed (module
download + init + create); first draw_scene sits at command 1568.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-15 11:26:10 -05:00
CydandClaude Opus 4.8 f5e9ae987d i860 emu: add EMU_DATA_BASE / EMU_INDEXED experiment hooks (default off)
Env-gated hooks to continue the create()/jump-table investigation without
changing default behavior:
- EMU_DATA_BASE (default 0): overrides I860.DATA_BASE for the .data link base.
- EMU_INDEXED=1 (default off): makes EVEN integer load opcodes register-indexed
  (EA = base + index), per the ground-truth `ld.l r30(r31),r31` in VR_REMOT.S.

Sweep finding (EMU_INDEXED=1): create() RETURNS at DATA_BASE=0xff0 making real
subroutine calls, confirming register-indexed loads + a ~0x1000 data base are
correct. Residual: do_init derails to (DATA_BASE+0x30) for base >= 0xfe0 while
create needs >= ~0xfe0 -- a single flat base can't satisfy both yet, pointing
to a segment/relocation nuance (or a separate do_init jump-table derail).
Details + repro in the tier-0 memory. Default behavior unchanged.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-15 09:40:33 -05:00
CydandClaude Opus 4.8 ef4a0b67ac i860 emu: fix 6 core interpreter bugs; boot+velocirender_init+do_init now run clean
Worked the full-render marathon by tracing faults in the real VREND.MNG
firmware and matching them to the ground-truth AS860 assembly (VR_REMOT.S)
and C source (VR_REMOT.C). Six interpreter bugs found and fixed:

1. subs/subu direction: computed src2-src1; must be src1-src2 with
   CC=(src1<src2). Corrupted every subtraction, compare and bounds-check.
2. logical CC: all i860 logicals (and/andnot/or/xor + .h) set CC=(result==0).
   Had wrongly limited it to the AND family, so the `xor 0x0,rN,r0; bnc`
   zero-test idiom spun forever.
3. STORE encoding (the big one): i860 stores encode the SOURCE register in
   bits 15:11 (src1), not the dest field, and SPLIT the 16-bit offset across
   bits 20:16 (high) + bits 10:0 (low). The old decode saved the wrong
   register to the wrong offset, so function prologues never stored r1 and
   every `bri r1` return jumped to 0.
4. ld.b/st.b: op 0x00/0x01 = ld.b, op 0x03 = st.b (byte). Proven by byte-scan
   loops (r5 advanced by 1) and a save/restore pair at 0xf042b418 -> b430.
5. Mem page-span: r16/r32/w16/w32 crashed on 64KB page boundaries; now fall
   back to byte access across the boundary.
6. fmlow.dd (FP subop 0x21): the i860 has no integer multiply, so ints are
   ixfr'd into FP regs, multiplied via fmlow.dd, and fxfr'd back. Implemented
   as a 32x32 -> 64 multiply across the destination register pair.

emu_replay.py now runs the source-accurate init sequence: velocirender_init
on the init(0) command, then do_init before the first real command. Result:
boot idles at 0xf0400590; velocirender_init returns; do_init runs to
completion (~9200 steps of real allocator / name-table / scene-root setup).

Remaining blocker (documented in the tier-0 memory): create()'s switch needs
register-indexed integer loads (VR_REMOT.S: `ld.l r30(r31),r31`) together
with the correct .data link base (~0x1000, not 0) -- the two errors currently
cancel for the immediate paths but break the indexed jump-table dispatch.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-15 09:35:44 -05:00
CydandClaude Fable 5 20dbd90026 Tier 0 emulator: wire-command replay harness (emu_replay.py)
Feeds the real captured VelociRender wire (dpl3-revive/patha/*.raw.bin, from the
soft-renderer work) to the firmware's own command handlers in emu860 -- the path
to building a scene and rendering a frame with the board's own code.

- Parses captures via vrboard's Assembler (skips the .BTL boot, frames
  action+payload). cap7 = a clean small scene (17 zones / 22 instances / 24
  geometry / 1 view).
- Calls each command's handler directly with the payload pointer in r16 --
  verified valid: create's prologue reads [r16+0]=type, [r16+4]=handle, i.e. the
  raw wire layout (no CCB wrapping needed). Bypasses the un-emulated transputer.
- Confirmed WIRE-action -> handler map by function identity (create/flush/
  dcs_link/list_add/draw_scene/statistics/set_texmap_texels).

Two blockers identified for a full frame (documented in the memory + README):
  1. The dispatch jump table is indexed by an INTERNAL command code, not the
     wire action (velocirender_input remaps wire->internal first, e.g. draw=9
     ->12, flush=3->30); the high-frequency per-frame commands (0x09, 0x1d
     artics, 0x2a) still need that remap reversed.
  2. init(0) must run first to set up the allocator/name-table/scene-root --
     cold create() faults without it.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-15 07:01:52 -05:00
CydandClaude Fable 5 e28232e409 Tier 0 emulator: i860 interpreter boots VREND.MNG + runs real render code
emu860.py -- an i860 interpreter (reuses the dis860 decoder) that executes the
real Division firmware. This is the foundation of the preservation-grade
emulator (run the board's own code, vs the GL bridge which interprets the wire).

- Boots VREND.MNG cleanly: i860 init (psr/dirbase/fsr), enables the MMU, then
  idle-spins at 0xf0400590 waiting for a transputer interrupt (init complete).
  Board-config regs modelled (0xfffff720=2, 0xfffff70c=1) via map_control().
- Call harness (cpu.call): invoke firmware functions directly, bypassing the
  (un-emulated) transputer that normally drives the CCB.
- Correct memory map: .data/.bss linked LOW (DATA_BASE=0), so globals resolve.
- FP unit with double precision (register pairs): fadd/fsub/fmul/famov/frcp/
  frsqr/fix/ftrunc/fgt/feq/fxfr/fiadd/fisub.
- Delay slots, control regs, sparse MMIO memory with trap/logging, tail-trace
  and stopat debug aids.

draw_scene now runs real code (incl. a double int->float conversion) until it
needs accumulated scene state -- next step is replaying a captured wire command
sequence through the command dispatcher (jump table @0x47cb8) so the scene
builds and draw_scene emits the IGC coefficient stream (Tier-1 handoff).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-14 23:38:25 -05:00
CydandClaude Fable 5 1323397a50 pvision solved (texture-value ramp) + i860/hardware reverse-engineering
Predator/IR vision: reverse-engineered from the original firmware and
confirmed by the build team -- it is the Division board's TEXTURE-VALUE RAMP
mode (a "check your texture maps" diagnostic the devs hijacked), NOT a
grayscale squash or a false-colour palette. Located in VREND.MNG (effect
handler @0xe6c0, wire action 0x1b, type -1 ON / -2 OFF); ramp colours from
VR_DRAW.C. Renderer reworked to match: vrview_gl now does the 4-ramp
lerp(color0,color1,luminance(texel)) in the mesh pass (grayscale+defog
removed). Live-rendered on a new night-clear arena egg; crew A/B verdict
pending.

Firmware-decomp toolchain (emulator/firmware-decomp/), all built from the
project's own artifacts and validated:
- coff860.py    i860 COFF reader (symbols/sections), names match AS860 source
- derive860.py  derives the i860 opcode map from matched .S<->.O pairs
- dis860.py     i860 disassembler (98% on clean ground truth; proven on
                VREND.MNG -- velocirender_statistics decodes correctly)
- sigmatch860.py reloc-invariant signature matcher onto the stripped image
- i860-encoding.md / FIRMWARE-SYMBOLS.txt / README.md

PVISION-IMPLEMENTATION-GUIDE.md: self-contained hand-off for the BT411 team.

HARDWARE-ARCHITECTURE.md + hardware-photos/ (15 board shots): the Division
VelociRender card is a 2-board stack driving a 3-processor pipeline --
INMOS IMS T425-J25S (comms/control, runs vrendmon.btl) + Intel i860 XP-50 (FP
geometry, runs vrender.mng) + Division PXPL IGC 5.2 ASIC with ~48x PXPL EMC
5.1 (UNC Pixel-Planes-5 SIMD array; "EMC" = the firmware's configEMCs) +
Analog Devices ADV7150 RAMDAC + NTSC. Plus the VWE Video Distribution Board
(P/N 1404: AMD MACH130 + 3x Brooktree Bt477) for the 3-VGA-head cockpit split.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-14 22:29:53 -05:00
CydandClaude Opus 4.8 5593d57d48 Renderer: IR/thermal palette, bilinear default, searchlight (fog) + night egg
- IR / predator-vision thermal: the cockpit IR button toggles it via the
  wire (dpl_Effect on action 0x1b, mode -1 ON / -2 OFF -> board.pvision).
  vrview_gl present pass remaps scene luminance to a thermal palette
  (default heat/Predator; mono|green|amber via VRVIEW_PVISION_PALETTE;
  VRVIEW_PVISION / bridge 'v' key force it on). Exact palette + HUD-exempt
  pending crew review.
- Texture filter default flipped to bilinear (operator preference); the
  i860 board itself point-sampled, so VRVIEW_FILTER=nearest reverts. (A CRT
  present-pass bleed/scanline prototype was built and rejected; removed.)
- Searchlight: no code needed -- night A/B proved it is a VIEW-FOG push-back
  (fog near 5->60, far 400->500 on), already rendered by the existing view
  fog path. Not a light cone. Added TESTNITE.EGG (arena1/night/fog) +
  gauge_arena_night_pipe.conf for the test.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-14 13:49:34 -05:00
CydandClaude Opus 4.8 aadda7f9a5 Cockpit camera complete + namedpipe transport + 832x512 native res
Render bridge (live_bridge.py, vrview_gl.py):
- Hat glances render (left/right frame the canopy, hat-down = clean rear).
  Root bug was a stale _ckpt['fix'] key -> KeyError every glance frame ->
  render aborted (screen froze on hold, snapped back on release). The glance
  itself is the authentic eye-DCS action-0x1f reflush fp_cam already applies.
- Torso twist turret-true (root-axis yaw, zero parallax); lasers follow torso.
- Rear glance drops the canopy shell for a clean view (original-hardware
  behavior); mission-fade shroud 9fd hidden.
- Wireframe debug mode (VRVIEW_WIREFRAME / 'w' key), scene-pass scoped.
- Renderer output = 832x512, the dPL3 board's native framebuffer res.

DOSBox-X fork: namedpipe serial backend (serialnamedpipe.cpp/.h) for
vRIO/vPLASMA, replacing com0com; overlapped non-blocking I/O; typed frames
(0x00 data / 0x01 DTR+RTS). Tracked copies + apply steps in vpx-device.

Docs: COCKPIT-CAGE-NOTES (full glance/twist/rear forensics), XP-PORT-PLAN
(back-burnered), RIO-NOTES (namedpipe + keypad), pipe/egg conf variants.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-14 10:08:15 -05:00
CydandClaude Fable 5 873882b4be Deploy: mark the packaged archive INSTALL-VERIFIED (2026-07-11)
Fresh extract of the final TeslaPod410.zip (renderer bundled) to C:\Games,
configured via configure.ps1, launched end-to-end on the co-located rig --
user-verified working as expected.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-11 16:35:14 -05:00
CydandClaude Fable 5 8cecb6e5ca Deploy: pod-launch explains an unconfigured install instead of suggesting --conf
A fresh extract has net_*.conf.tmpl but no rendered confs until postinstall/
configure.ps1 runs; the old "pass --conf" error led straight to renaming the
template by hand (which then breaks configure: the tokens never substitute
and the tmpl is no longer found). Detect the sitting .tmpl and point at the
real fix.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-11 16:15:28 -05:00
CydandClaude Fable 5 198b73eb96 Deploy: freeze the render bridge to renderer.exe -- archive is now complete
render-bridge/freeze.ps1: PyInstaller onefile of live_bridge.py + Dave's
vrboard/vrview/vrview_gl (+glcontext collected for moderngl) -> dist\
renderer.exe (~33 MB). GL backend live-verified from a pure-dist launch
(no --root/--renderer overrides) on 2026-07-10. package.ps1 bundles the
frozen exe automatically when present; DEPLOYMENT-PLAN's renderer OPEN
item is resolved. Ignore the build-artifact dirs.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-10 23:57:14 -05:00
CydandClaude Fable 5 33a192a1fc Deploy: Npcap is a one-time MANUAL install per cockpit (operator consensus)
Retire the bundled-silent-installer requirement: postinstall now detects an
existing Npcap service and moves on, warns clearly when absent, and still
honors a bundled deploy\npcap.exe if one is shipped. package.ps1 no longer
flags the missing bundle as a warning.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-10 23:49:36 -05:00
CydandClaude Fable 5 4adfaf740a Deploy: configure.ps1 hardening + co-located smoke-test caveats in the plan
configure.ps1: bay-IP pick now filters to Up physical adapters and fails
loudly on multiple candidates instead of coin-tossing by InterfaceMetric;
-BayIp forces the choice (and permits binding a virtual adapter on a dev
rig); -ConsoleIp sets WATTCP gateway/nameserver (default: the bay IP --
needs only to be a live on-subnet host, the console DIALS the pod);
-Root is validated up front.

DEPLOYMENT-PLAN: record the four first-smoke-test findings (2026-07-10,
end-to-end egg->mission achieved): SendToRxAdapters on the pod NIC, host
must not hold the game IP, NIC checksum offload silently kills co-located
console->pod IP (ARP works, TCP silent -- disable offload+LSO), and bt/rp
require sound + a packaged renderer (closes the renderer OPEN item: ship one).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-10 23:47:24 -05:00
CydandClaude Fable 5 7710be1a07 Deploy: pod-launch warns that --no-sound freezes bt/rp
--no-sound strips VWE_AWE32, the FAST (28Hz SOS) clock never ticks, and
BTL4OPT hangs forever in the RIO-reset busy-wait (L4RIO.cpp SetDTR loop on
a frozen Now()) -- looks exactly like a vRIO/serial failure but isn't.
Root-caused during the 2026-07-10 dist smoke test. Only safe with a
SLOW-clock conf (setenv arg2=s). Warn at launch + document in usage/README.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-10 23:47:24 -05:00
CydandClaude Fable 5 a8e463e784 Emulator: kernel BPF RX filter for the pcap NIC + NE2000 accept/drop diagnostics
Real-NE2000 semantics: accept only own-MAC unicast + broadcast (multicast
excluded -- the guest stack is unicast+ARP only), and drop npcap's loopback
of our own injected frames. Without it, a live-LAN host download floods the
emulated NIC at wire rate (65k+ frames/min) and wedges netnub before boot
("discarding..."). Filter failure is non-fatal: logs and runs unfiltered.
Also log the first 12 unicast accepts/drops with the live PAR registers.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-10 23:47:05 -05:00
CydandClaude Opus 4.8 131f58b4a0 Deploy: full console argument reference in pod-launch/README
Complete arg surface of the single installed entry-point -- mode selector
(bt/rp + recognized-unsupported), feature toggles, window placement, path
overrides, diagnostics, and the exit codes the console reads back (game
ExitCodeID passed through; 2=bad args; 3=mode not yet wired).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-10 14:34:51 -05:00
CydandClaude Opus 4.8 e65ff3f8d7 Deploy: RP loops (no single-shot) + confirm DOSBox needs no bundled DLLs
- net-boot/loop_rp.bat: GO.BAT-style netnub loop for RP (mirror of loop.bat,
  retargeted to rpl4opt). deploy/net_rp.conf.tmpl now calls it instead of the
  single-shot netnub + DOS pause -- the deployable runs in a loop until the
  supervisor kills DOSBox (per operator: no single-shot in the product).
- DLL closure resolved: dosbox-x.exe is a 182MB STATIC build -- import table is
  only Windows system DLLs, delay-import table empty, libpng/SDL/zlib embedded.
  Nothing to bundle; wpcap.dll comes from the Npcap install. package.ps1's "no
  DLLs" case is now informational, and the plan/README note the static build.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-10 12:06:49 -05:00
CydandClaude Opus 4.8 9df87f2c01 Deploy: pod install scaffold -- supervisor entry-point, postinstall, packaging
Network-agnostic, air-gapped pod install for the two DOSBox titles (BT/RP 4.10),
fitting the existing TeslaConsole/TeslaLauncher pod-bay architecture.

emulator/DEPLOYMENT-PLAN.md
  Full design: bridge on the one NIC (pods form a source-proven P2P TCP mesh, so
  NAT/slirp is out); launcher keeps the bay IP, the DOSBox guest bridges at
  bayIP+100 (egg/mesh/game endpoint); two-edit +100 convention (postinstall +
  console DOSBox flag); static, air-gapped, <=32 pods.

emulator/pod-launch/  (C# net8 supervising entry-point)
  Creates a Job Object (KILL_ON_JOB_CLOSE), launches DOSBox-X + the render bridge
  into it and blocks -- kill this process and both die (kernel-enforced, even on
  a hard TerminateProcess of a hung session; verified). Mode dispatch: bt/rp
  wired (also serve camera + live mission-review via egg hostType); review +
  diagnostics recognized but fail clean until their DOS launch args are known.

emulator/deploy/  (install side)
  postinstall.bat (thin elevated wrapper) + configure.ps1 (NIC detect, realnic
  bind as a contiguous letter-leading GUID fragment, game IP = bayIP+100, stable
  MAC, render net_*.conf templates, stamp WATTCP.CFG my_ip) + tokenized conf
  templates + package.ps1 (assemble the zip). Render/bind/stamp + packaging
  verified against a scratch tree.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-10 10:36:30 -05:00
CydandClaude Fable 5 d1635d4694 Deploy: drop -SwapMFD switch -- edit the RECTS x-coords to swap MFD heads (simpler)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-09 19:55:06 -05:00
CydandClaude Fable 5 2d5f1562bd Deploy: -SwapMFD flag to trade the two MFD head positions (win3<->win4)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-09 19:53:46 -05:00
CydandClaude Fable 5 125d835a05 Deploy: pod_deploy.ps1 cockpit window layout + focus_dosbox.ps1 (renderer topmost, DOSBox focused)
Real-pod deployment launcher for the original VDB + octopus 4-head wiring:
VPX_COCKPIT borderless head windows (radar/win0 800,0; 3-color MFD/win4 1440,0;
2-color MFD/win3 2080,0; all 640x480) + the GL bridge as the main out-the-window
view (0,0, 800x600 via new BRIDGE_W/BRIDGE_H in live_bridge.py). Editable RECTS
at the top of the script for other rigs.

focus_dosbox.ps1 restores the deployment window state: renderer -> always-on-top
(WS_EX_TOPMOST, game view never covered) + DOSBox-X -> 10,10 with foreground
focus (keeps the emu thread at foreground priority so the RIO doesn't starve).
Coexist cleanly: topmost renderer stays above the focused-but-non-topmost DOSBox.
pod_deploy calls it last; re-run anytime the stack is disturbed. LAUNCH.md
documents both.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-09 19:44:45 -05:00
CydandClaude Fable 5 97028fc983 collab: RP runs full pod; open renderer item = RP track-decal z-fighting + vrview_gl merge points for David
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-09 19:31:46 -05:00
CydandClaude Fable 5 e1b63775e6 VDB-NOTES: RP heads fully verified -- all MFDs + radar correct (RP VDB DONE)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-09 19:24:00 -05:00
CydandClaude Fable 5 3db666f8ee Add emulator/ENV-VARS.md -- pod (L4*/DPLARG) + host emulator env var catalog
Documents L4VIDEO/VIDEOFORMAT/L4GAUGE/L4PLASMA/L4TIMER/L4SOUND/L4CONTROLS/L4DPLCFG/L4EYES/DPLARG (values, meanings, which are getenv-read vs batch-only, the L4VIDEO two-script gotcha) + the VPX_/VWE_/VDB_/VRVIEW_ host vars.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-09 19:09:29 -05:00
CydandClaude Fable 5 8b0933bc16 Add emulator/LAUNCH.md -- pod launch cheat-sheet (net/RP/egg confs, flags, mirror, shutdown)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-09 18:52:02 -05:00
CydandClaude Fable 5 ee7f680f79 NET-NOTES: one-console-at-a-time (netnub -p single session); Mac vs .NET conflict
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-09 18:26:22 -05:00
CydandClaude Fable 5 6a595cc565 RP VDB SOLVED: gauge bank granularity 4KB->64KB (L4GAUGE.INI) -- full displays
RP's cockpit displays decoded near-empty (top-strip only, a copy off-screen at
VRAM 0x100000) while BT's were full. Root cause was NOT the VDB decode (byte
split/palettes/stride all correct, proven by BT) but an SVGA bank-switch
GRANULARITY mismatch: RP's REL410/RP/GAUGE/L4GAUGE.INI [640x480x16] used
granularityInKB=4 vs BT's 64 on the same STB Horizon+ (CL-GD5434). DOSBox-X's
CL-GD5434 bank emulation handles 64KB granularity (BT full) but mishandles the
4KB-granular paged gauge writes, scattering them off-screen.

FIX (config, no rebuild): RP L4GAUGE.INI granularityInKB 4->64 (matches BT,
same card). VERIFIED live: VRAM content scan went from 0x0+0x100000 (top-strip
+ off-screen) to the FULL framebuffer 0x0..0x90000 populated; radar +
upper-center MFD confirmed correct, rest under reference check.

Also commits the VDB diagnostic tooling that found it (vpxlog.cpp, all
default-off): VDB_SCAN (VRAM content locator -- decisive), VDB_PALDUMP,
pixel-mask value logging, VDB_REALSTRIDE + live mode/stride/start logging,
VDB_BASE read-base override, VDB_APPLYMASK DAC-mask honoring. Full writeup in
VDB-NOTES.md.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-09 16:57:12 -05:00
CydandClaude Fable 5 1ceb0dc90f VDB-NOTES: real hardware (Jaton CL-GD5434 + MACH130 CPLD + 3x Bt477 RAMDAC)
Operator documented the physical VDB + companion card: Jaton KY2-JAX-CVGA54PCI
(Cirrus CL-GD5434) feeds a 26-pin feature-connector ribbon to an AMD/Lattice
MACH130-15JC CPLD (the ISA 0x300-0x31A port decoder + hardwired byte-lane
splitter), which drives 3x Brooktree Bt477KPJ80 RAMDACs -> one VGA stream to
the color radar + a DB25 fan-out to the 5 mono MFDs. Confirms the RE (3 DACs =
3 palette groups; Bt477 6-bit DAC = the driver's shr al,2). A component tied in
parallel to the PC front-panel reset (remote reboot or VDB known-state on
reset) is under operator research. Also: RP uses the FULL 640x480 on all 6
displays (so our top-strip decode = a framebuffer READ bug, stride/page, not
sparse RP content).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-09 15:52:42 -05:00
CydandClaude Fable 5 2261dd804a VDB-NOTES: full board documentation (RE from driver + HLE; physical sample exists)
Comprehensive VWE Video Display/splitter Board writeup: what it is (dumb ISA
splitter tapping the companion Cirrus Logic SVGA feature connector), the
definitive I/O register map from L4SVGA16.ASM (Secondary 0x302 / Aux1 0x30A /
Aux2 0x312, each +0 mask/+1 read/+2 write/+3 data, 6-bit DAC; clock divider
0x319 off / 0x31A on), the byte-lane split (low byte->Secondary, high
byte->Aux1/Aux2 -> separate VGA heads -> octopus cable -> 5 mono MFDs + color
radar), the driver's bitMask+channelEnable CLUT-build trick that packs multiple
displays into one framebuffer, the pixel-mask flash + Secondary-only fade, our
emulation, the OPEN RP decode problem, and a physical-sample verification
checklist (port-decoder PAL, 3 RAMDACs, octopus pinout, Cirrus chip id).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-09 15:28:24 -05:00
CydandClaude Fable 5 e1b43fb6d5 Bridge: VRVIEW_MIPMAP option + launch_pod -Mipmap flag (RP checkerboard shimmer)
RP's high-frequency checkerboard track floor aliases/moires without mipmaps
(reads as "flashing geometry" in motion; user's texture-interpolation call).
vrview_gl _tex() now builds mipmaps + trilinear/anisotropic filtering under
VRVIEW_MIPMAP=1 (keeps point-sample look up close; off by default = authentic
i860, BT-identical). launch_pod.ps1 gains -Mipmap so it's set at BOOT -- never
restart the bridge mid-mission (GL-context churn starves the RIO ACK deadline).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-09 15:04:35 -05:00
CydandClaude Fable 5 68ca9b6f15 VDB: honor the VGA-DAC pixel-mask (RP drives it; BT left it 0xFF); park Mac mirror
RP experiment finding: RP runs on the BT pod emulator (shared MUNGA stack) but
its cockpit VDB heads mis-decode. Root causes captured live (VDB_PALDUMP +
vpxresp log): (1) framebuffer identical to BT (mode 0x111, 640x480); (2) RP
loads pal0 (BT's dynamic color-radar palette) as ALL ZEROS -> radar head black;
(3) RP actively drives the VGA-DAC pixel-mask register that BT leaves at 0xFF,
and pal_draw ignored it -> likely the MFD garble.

Device change: pixel-mask writes now log their VALUE on change
("# VDB pixel-mask[gN] = 0xXX"); pal_draw ANDs the palette index with the
group mask under VDB_APPLYMASK=1 (default off = BT-identical); masks default to
0xFF in vdb_reset so an un-driven group still decodes. Built clean under MINGW64.

Also: Mac Console 4.10 retired from regular use (host .NET console is the daily
driver); tap2_mirror.py PARKED with revive notes for console A/B only. The
SendToRxAdapters registry stays set (serves the .NET host console).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-09 14:53:22 -05:00
CydandClaude Fable 5 dd2ae57647 RP 4.10 runs on the pod emulator: net_rp.conf (netnub -f rpl4opt, shared MUNGA stack)
Red Planet 4.10 checks in to the console, accepts the egg, launches, RIO drives it, AWE sound plays -- the whole BT pod stack (VPX board, netnub, RIO, sound, plasma, IRQ10 NIC) carries over unchanged. Main out-the-window render is flyable; VDB secondary heads black/frozen (RP inits the VDB differently) and the renderer needs RP-specific work.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-09 14:13:38 -05:00
CydandClaude Fable 5 2555c34a44 Egress hold: CLOSED (won-t-fix) -- floor lamps gone from surviving cockpits; findings preserved
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-09 14:00:36 -05:00
CydandClaude Fable 5 f1fdc68f5d Egress hold: Step 0 result -- ~3s is in-game (not the loop); Step 1 (3.0f->30.0f patch) confirmed as the fix
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-09 13:52:39 -05:00
CydandClaude Fable 5 54101957fd Egress hold: back-burner fix plan (Step0 diagnose / Step1 one-const patch / Step3 device fallback)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-09 13:45:23 -05:00
CydandClaude Fable 5 c93b2ed786 NET-NOTES: egress delay is compiled + two-phase; cross-build identical (no regression)
Answering "why doesn't the binary honor the 30s -- it exits in a few seconds":
disassembled the StopMission close in all four BTL4OPT builds (BTLIVE May-96,
BTRAVINE Sep-96, BTDAVE, Rel410) -- BYTE-IDENTICAL, so nothing regressed. The
dispatched (outer) handler is a re-entrant two-stage close: first StopMission
schedules itself +~3s (3.0f) and returns; the +3s re-entry runs cleanup then
calls the inner L4Application handler which lights the egress lamps and
schedules a +30s LightsOut/exit (30.0f). The 30s is scheduled after teardown
begins, so the exe is recycled by GO.BAT before it fires -- observed egress
window = ~3.4s = the 3.0f stage. The operator's remembered ~20-30s "lights on"
is entry lighting (floor lamp on game-ready->drop, 21s measured) + the
between-games boot gap, not a post-mission hold. Corrects my earlier
"authentic 30s hold" note. Tools: scratchpad btdis2.py + stopmission_cmp3.py.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-09 13:17:13 -05:00
CydandClaude Fable 5 6a4a46c897 NET-NOTES: egress delay FOUND in the binary -- hardcoded ~30s in the game
Disassembled BTL4OPT.EXE StopMissionMessageHandler (@0x47b864): it turns
the RIO egress lamps on (the "LightsOut"-named routine, flag=1) and
schedules the lights-out/exit for now + 30.0*timebase + 0.5 (30.0f const
@0x47b8e4). So the customer-egress window is a hardcoded ~30s timer in
the GAME, not the console and not any INI/env value -- exactly matching
the operator's memory (StopMission -> floor lights on -> ~30s hold ->
lights off -> exit -> BAT restart). Answers "the delay must be somewhere":
it is compiled in. Noted the reconcile-with-3.4s-measured task (the
tapped 154.9s sweep was likely teardown; a 90s+ tap past mission end
settles wall-time). Disasm helper: scratchpad btdis2.py.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-09 13:00:42 -05:00
CydandClaude Fable 5 97d73612a4 NET-NOTES: Mac console egress window also 3.4s -- venue delay = print time
Measured Console 4.10 through the mirror: mission end to lights-off is
3.4s, identical to the TeslaConsole, with the Mac printer spooling to a
file. No egress-delay key exists in any console INI. Best explanation
for the remembered venue window: the console closes after spooling the
score sheet, and on period hardware that was a 9600-baud serial print
taking tens of seconds -- the floor lights stayed on for the print
duration. The hold itself is genuinely console-gated (pod holds
indefinitely when no close arrives).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-09 12:24:50 -05:00
CydandClaude Fable 5 9e922ecd89 net-tools: tap2_mirror -- both console generations on the pod at once
With SendToRxAdapters serving the host .NET console, the SheepShaver Mac
console was deaf (pod frames go up instead of out to TAP members). The
mirror daemon turns TAP2's free application side into a userspace bridge
port: pod frames destined for the Mac are written into TAP2 (bridge
forwards them to TAP1/SheepShaver), and a reader thread drains the
unicasts the bridge's poisoned MAC table steers into TAP2 and re-injects
them where the pod's pcap hears them. Loop guards: no pod-sourced
re-injection + short frame-hash dedup. Verified live: Console 4.10
readied the pod through the mirror while the .NET console path stayed
intact -- operator can now alternate between the 1996 Mac console and
the modern one without touching the driver config.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-09 12:16:50 -05:00
CydandClaude Fable 5 eef8784030 NET-NOTES: floor-lamp choreography measured -- egress window = console's call
RIO tap capture of a full TeslaConsole mission cycle: LampFloor 0x3E +
entry cluster (0x16/0x17/0x1e) bright at game-ready (customer entry),
off at mission drop, bright again at mission end (the state=2 hold),
all swept off the moment StopMission arrives, then game exit. The
egress window is purely the gap between mission end and the console's
StopMission send (measured 3.4s with TeslaConsole vs Console 4.10's
proper customer-exit delay) -- not a game timer, not the exit code.
Confirms the operator's remembered sequence byte for byte and pins the
TeslaSuite fix: a configurable delay before StopMission.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-09 12:02:43 -05:00
CydandClaude Fable 5 cfd368381b NET-NOTES: post-mission egress hold decoded (RIO lamps + StopMission exit codes)
Wire + source answer to "what happens after the mission ends": the game
fades to the black hold, commands the RIO egress lamps (T 84 LampRequest
caught on the serial tap), and holds while its StateResponse to the
console's 1/s StateQuery flips to state 2. The hold ends only when the
console sends Application__StopMissionMessage with an ExitCodeID -- a
full remote-operations menu (run game/test patterns/ResetRIO/Norton/
SoftwareReset/camera/mission review) that the game hands to netnub as
its exit code for the pod loop to dispatch. The egress-hold length is
entirely the console's decision. Also documented the seat-trim-inside-
hull z-fighting lookalike (not a render bug).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-09 11:02:18 -05:00
CydandClaude Fable 5 a8eb10dc33 NET-NOTES: modern .NET console milestone -- hands-free mission loop
The TeslaSuite console connected near-instantly over the new host
bridge, queued and ran a real 2-minute mission on the DOSBox pod, and
the mission exited on time. Wire-logged recycle: clean FIN/RST teardown
at mission end, console SYN-retrying 11s later, riding through dead-air
and connection-refused (pre-TCP_LISTEN) phases, reconnected 54s after
teardown with zero operator interaction. Modern console + net_loop.conf
pod = fully autonomous mission loop.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-09 10:51:37 -05:00
CydandClaude Fable 5 384418f385 NET-NOTES: host-side console bridging WORKING (bridge IP + Npcap SendToRx)
Windows host apps can now talk to the pod directly: static 200.0.0.1/24
on the Network Bridge adapter plus the Npcap SendToRxAdapters registry
value for the bridge GUID (driver-start read, so bounce the npcap
service and relaunch the pod). Verified with a host TCP connect to
200.0.0.113:1501. Documented the trade (pod frames go up to the host
stack INSTEAD of out to the TAP members -- SheepShaver console is deaf
while set), the revert, and the future both-at-once fix (Npcap >=1.83
user-mode DLLs + a second per-handle MODE_SENDTORX send handle in the
fork's pcap backend). Groundwork for the TeslaSuite .NET console
driving the DOSBox pod.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-09 10:44:45 -05:00
CydandClaude Fable 5 a1c3363f0b NET-NOTES: console between-missions behavior characterized + host bridge plan
Three-mission live session on net_loop.conf: the pod side is fully
retail-faithful (netnub auto-relaunches on mission end AND console
disconnect, ~60s cycle). Console 4.10's between-missions dead-end is
app-level: its TCP receives FIN+RST from the fresh netnub yet the app
never re-queries; only an app relaunch (endpoints rebuilt from the INI)
recovers it. Selecting a printer in the Chooser makes the app launch
much faster (Printing Manager stalls without one) but does not change
the dead-end. Documented the working operator rhythm and the plan for
bridging the host-side .NET console onto the pod LAN (bridge adapter
IP 200.0.0.1/24, possible Npcap SendToRx for pod->host hairpin).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-09 10:24:17 -05:00
CydandClaude Fable 5 162fa39117 Death camera: forensics, capture, and probes (fix not yet applied)
Pilot sees the escape-pod/wreck interior at death instead of the portal
ride. Findings (DEATH-SEQUENCE-NOTES.md): two death variants exist --
respawn deaths transit the chain camera to the portal at the origin
(fp_cam's <100m vehicle-distance guard rejects exactly that ride = the
fix target); mission-end deaths (tonight's capture) have no transit on
the wire at all, just the fog fade at the wreck. At death the 0x1f
articulation batches switch to driving origin-anchored nodes = the
portal diorama animating; type-3 view flushes decode as projection+fog
only (hither/yon at floats 12/13). Reference capture
captures/netdeath-20260708.fifodump (full networked mission incl. death)
+ replay probes in probes/.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-09 00:13:12 -05:00
CydandClaude Fable 5 1b041d5a9e Bridge: frame coalescing -- the view can no longer fall behind real time
The main loop rendered EVERY draw_scene in arrival order, so any render
slowdown played the mission slower than real time and the view drifted
seconds behind the game (user: "renderer fell way out of sync"); the
backpressure hides in the socket, so backlog= stayed 0. Now each pass
slices all complete records, applies every state record in order, and
presents only the newest frame; superseded presents are counted in the
new skipped= report field. Live verdict over a full mission:
frames=10169 skipped=3 backlog=0B -- locked to the wire.

Also from the tuner session: seat trim granularity 0.1 (0.5 was too
jumpy) and a HUD size trim (vrview_gl u_scale + VRVIEW_HUDSCALE env,
live +/- keys) -- tuners stay enabled for pilot feedback; seat trim
turns out to be per-mech (Mad Cat vs Thor want different values).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-09 00:13:11 -05:00
CydandClaude Fable 5 2233441812 Net: NIC off IRQ 3 (plasma COM2 owns it) -- pod no longer goes deaf in-game
The plasma serial2 addition put COM2 (IRQ 3) in conflict with nicirq=3:
netnub phase worked, then BTL4OPT opened the plasma port and NIC RX died,
so the pod never checked in to the console. NIC now on IRQ 10 in all net
confs + NET.CFG INT 10 (both sides must agree). Verified live: two full
console missions with plasma running.

Also: launch_pod.ps1 prepends the Npcap dir to PATH itself (a bare shell
gave "NO PACKET DRIVER FOUND"); net_diag.conf = packet-stack-only boot
with the NCSA Telnet suite on E: for DOS-side TCP tests; net_loop.conf
promoted to full production parity (sound + plasma + IRQ 10) -- the
GO.BAT-style instant netnub relaunch is also what lets the console
recover its zombie TCP session between missions (see NET-NOTES).
NET-NOTES: full 7/08-09 forensics writeup (TAP RX counter lie, console
IP .10, SBK re-upload measured, zombie-session mechanics).
LAST.EGG = the operator's missions from tonight's runs.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-09 00:13:11 -05:00
CydandClaude Fable 5 419c7d5d63 Pick: authentic per-instance INTERSECT mask replaces the interim gates
Instance body word 9 is the INTERSECT mask (verified live: terrain,
sky, buildings and enemy replicant mechs carry 0xffffffff; the player's
own mech parts, laser beams, missiles and effects carry 0). The raycast
now ANDs it against the query mask from the 0x26 arm -- exactly the
real board's exclusion. The min-range and hidden-until-armed gates
retire: point-blank enemy hulls are targetable again, and own-ordnance
exclusion is authored by the game itself.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-08 20:46:40 -05:00
CydandClaude Fable 5 c13613e259 GL fog: per-fragment factor -- terrain/cloud no longer escape the fog
Fog was computed per VERTEX; vertices behind the eye clamped to factor
zero, and the terrain/cloud triangles are large enough to span the
camera, so interpolation dragged the whole ground to unfogged (bright
terrain through the pre-drop blackout and the respawn reveal). The
eye-space depth now rides the varying (perspective-correct) and the
factor is computed per fragment, where clipping guarantees valid depth.

Verified offline: pre-drop hold renders solid black + HUD only (matches
the period screenshot exactly); the respawn fade shows the authentic
near-first reveal from the operator's VHS (ground clear, fog wall at
distance, sky still white).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-08 20:32:38 -05:00
CydandClaude Fable 5 bb8978c127 Retire the near-eye cull by default: the eye-shroud is authentic content
The death sequence re-flushes the view with hither=1/yon=2 -- a thin
render shell that reveals geometry parked around the camera: the
escape-pod interior and the "blue swirly" ring dome (period VHS stills
of a 4.10 death match: violet concentric ripples, drifting center,
static canopy silhouette at the frame edge). Normal play clips the
shroud via the standard hither plane, so nothing leaks; the cull was
only masking authentic content. VRVIEW_NEARCULL=1 re-enables it.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-08 19:53:52 -05:00
CydandClaude Fable 5 7ae11f174c HUD: dpl2d Y grows down -- unflip the whole 2D layer
Period VHS footage of a 4.10 game (operator's capture) shows the twist
dial UNDER the reticle and the range bar filling top-to-bottom; our
mapping of dpl2d Y straight onto GL's Y-up NDC (and the software path's
"y up" projection) rendered the entire HUD vertically flipped.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-08 19:37:29 -05:00
CydandClaude Fable 5 c5659b8d3e Bridge: pre-movement camera, munga yaw fix, fogged background; net conf plasma
- fp_cam works before the first vehicle articulation (a freshly dropped
  mech sends no 0x1f until it moves; bailing out left the raw chain
  convention showing the inside of the mech at every drop)
- The FLYK stand-in +90-deg yaw correction no longer applies to munga
  content (it yawed the player's own mech -- and every animated model --
  90 degrees: "looking through the right shoulder")
- With fog on, the clear colour saturates to the fog colour (background
  at infinite distance); the pre-drop hold is FULLY black, as period
  pilots confirm
- net_full.conf: COM2 plasma passthrough + setenv plasma flag

Networked console session verified live: black hold at ready, flash +
fade on console launch, drop-bay doors present, own mech visible, and
the full death sequence captured on the wire (fade-to-black, escape-pod
interior via near-fog exemption, world reload, white flash, blue-violet
respawn fade = the blue swirly's home).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-08 19:15:04 -05:00
CydandClaude Fable 5 817c3ad4a4 Renderer: VRVIEW_NEARCULL toggle for the near-eye cull A/B
The first-person canopy cull can now be disabled (VRVIEW_NEARCULL=0)
to study the always-armed cockpit/bay assembly from the true chain
eye -- part of the pilot-view attachment investigation.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-08 18:24:23 -05:00
CydandClaude Fable 5 e6ebef071d Pick geometry completeness + the audio crackle root cause
Device raycast/scene parser (vpxlog.cpp):
- Connection lists: accumulate the WHOLE batch before slicing (records
  straddling burst boundaries were dropped + misaligned the rest), do
  not wipe polys per batch header (floor ships tri batch + quad batch;
  only the last survived), keep every loop index (closing-dup drop
  halved each quad). Together these were the "holey ground" the
  range-finder fell through.
- Own-mech exclusion by minimum pick range (15) instead of the
  dcs_parent ancestry walk: sibling link edges made the FLOOR and SKY
  read as the player's subtree, so ground/sky aims never resolved.
  Measured: own barrels/flash live within ~8 of the eye; sky/ground
  are real pickable entities (sky.mod, afloor) -- firing into them
  fires and misses, per the operator's arcade experience.

EMU8000 core (emu8k.cpp): clamp the oscillator output after cubic
interpolation. Crest overshoot on UNFILTERED voices overflowed int32
in the volume multiply and wrapped the crest negative for 1-3 samples
-- the speech/effects crackle (recorded signature: +0.7 flipping to
-0.7 at crests, random phase vs the chunk grid). Filter paths already
clamped; the bypass path now matches.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-08 15:16:40 -05:00
CydandClaude Fable 5 d88d9212c0 Aim pipeline: all-LODs raycast, always-answer picks, own-mech exclusion
The stale-aim saga, root-caused live with the operator:

- The device raycast walked only lod[0] of each object; BT content is
  authored ADDITIVE_LODS (arena wall = posts lod + panel lod), so the
  aim ray flew BETWEEN the skeleton pieces of whatever was targeted --
  94% miss rate (pick stats now log this).
- Misses fell back to a plain frame ack carrying no sect data, so the
  game kept a seconds-old target: "aim updates every few seconds",
  stationary shots stale. The pick is now answered EVERY armed frame;
  a miss is a valid all-zero reply that clears targetEntity (aiming at
  open sky un-targets -- authentic misfire, not stale fire).
- Raycast walks ALL lod children; own-articulation exclusion via the
  CAM backchannel 7th field (vehicle root DCS) stops mid-volley picks
  of the player's own muzzle flash / arms.

Renderer: same ADDITIVE_LODS fix -- when every LOD switch window is
the degenerate (0,1e9) fallback, draw the union of all lods. The
arena wall ring (user-confirmed live) went from floating post slivers
to the full textured wall. Bridge reports its wire backlog.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-08 14:33:50 -05:00
CydandClaude Fable 5 351cce26b3 AWE32: VWE_AWE_WAV crackle-hunt recording taps
Three WAVs written from the render thread: per-card PRE-limiter
streams as float32 (clipping baked in upstream shows as flat tops
above full scale) and the POST-limiter int16 mix (what the user
hears). Headers re-patched every second so files survive a hard
kill. launch_pod.ps1 arms it into the work dir by default.

Diagnosis logic: flat tops in a card tap = per-voice clipping inside
the EMU8000 core; clean cards + dirty mix = limiter artifact; all
clean = winmm path.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-08 14:06:11 -05:00
CydandClaude Fable 5 ab4a5b8702 Ravine mission egg + conf (the WALLED arena, per BTL4.RES map decode)
BT411's mapscan (full RES container format) run against our RES settles
the walls question: arena1/arenall and arena2/arenall2 place the open
city set only; the wall1/2/3 segments belong to the RAV map (18+8+5
placements: a canyon maze), and cavern/grass/dbase carry the wall10k
outer ring. Nothing was ever dropped by the renderer.

TESTRAV.EGG = TESTARN.EGG with map=rav; gauge_rav_sound.conf boots it.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-08 13:38:29 -05:00
CydandClaude Fable 5 b2f0becbd4 Document Live Cam + Mission Review architecture (CAMERA-REVIEW-NOTES.md)
Researched from the readable RP MUNGA source (BT shares the engine):
host roles are assigned per-IP in the mission egg (hostType= on each
pilot page); a CameraShip/MissionReview host gets a CameraDirector
player that auto-cuts to the top-ranked pilot every 10s, with manual
flight via the same cockpit hardware as pods (CameraRIOMapper) and
fixed clamped trackside cameras authored in-game into MAPS/<map>.cam.
Mission Review records raw NetworkPackets (SpoolFile -> last.spl) and
replays them through a networkless playback app with timestamp bias --
the replay re-simulates the battle from replication traffic.

Same BTL4OPT.EXE serves every role; standing up Live Cam on the
emulated pod LAN is an egg edit, not a build.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-08 09:21:46 -05:00
CydandClaude Fable 5 6853b123ed Confs: default L4TIMER to FAST (setenv arg2 s->f, all 14 launch confs)
L4TIMER selects the game clock (L4TIME.CPP): FAST = HMI SOS interrupt
clock at 28 Hz, unset = polled 18.2 Hz BIOS tick. Not a speed switch --
finer time quantum, smoother sim dt and timing cadences.

Per the operator: the flag tracked the deployed fleet's hardware --
original Tesla pods ran Pentium Pro 90s (SLOW), later fleets Pentium
Pro 200s (FAST). The emulated pod has no ISR-headroom constraint, so
FAST is our default from here on.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-08 09:10:08 -05:00
CydandClaude Fable 5 e7e1d72a66 Move 410console to the TeslaSuite repo
The 4.10 operations-console archive and the BattleTech-port hand-off
spec now live in C:\VWE\TeslaSuite\410console, alongside the
modernized .NET TeslaConsole they feed into.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-08 00:09:18 -05:00
CydandClaude Fable 5 cbf7015620 Weapon visuals + aim: beams render from the guns; pick self-target fixes
Renderer (dpl3-revive/patha):
- Instance visibility honored at DRAW time (stored word 4 = live
  dpl_SetInstanceVisibility field): laser beams (4-frame pulses) and
  missile models now render; cache tags w3 0/1 instances 'gated'
- PSFX world bursts (dcs=0 muzzle/impact/explosion) rendered; psfx
  storage list-based so one-shot bursts stop collapsing onto one key
- fix_degenerate applied to INSTANCE chains (was camera-only): the
  beam chain rides four rank-2 rig DCSs; composed rank-2 drew beams
  away from the guns. Offline f1635 now shows both arm beams
  converging on the aim point
- First-person canopy cull: the always-armed cockpit model at the
  head drew as a vertical line down screen center (user-confirmed
  fixed live)

Device (vpx-device/vpxlog.cpp):
- CAM backchannel on the fifosock: bridge streams its validated
  camera (+ vehicle root DCS); raycast_pick aims along the player's
  real look instead of the static view-node pose, which had locked
  every missile/beam onto one fixed wrong world point
- raycast_pick skips hidden-until-armed instances and the player's
  own articulation subtree: picking own beams created a target
  feedback loop, picking own missiles retargeted salvos mid-flight,
  and a picked missile's deleted DCS froze the game (arena2 crash)

Sound (vpx-device/vweawe.cpp): stereo-linked peak limiter replaces
the hard output clamp (the "generator out" crackle); VWE_AWE_LOG
reports pre-limit peaks + duck counts, enabled in launch_pod.ps1.
Missile-fire crackle persists: per-voice EMU8000 clamp suspected.

Eggs/confs: TESTAR2.EGG + gauge_arena2_sound.conf (map=arena2 city
variant); cavern.egg (console-era reference); plasma display on COM2
in the gauge confs; gauge_arena_net_sound.conf (slirp net stack).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-08 00:09:03 -05:00
CydandClaude Opus 4.8 2bb2ff7302 Weapons fire; hat-glance + MFD fixes; windowless bridge
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>
2026-07-07 09:53:14 -05:00
CydandClaude Fable 5 c18c253658 RIO: document the board init handshake (test-mode + version) for vRIO
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>
2026-07-06 13:35:37 -05:00
CydandClaude Fable 5 1872799c7a VPX device: dpl3-revive shading port + wire lights; fix game-path yaw mirror
- rt_draw shading replaced with the dpl3-revive software-rasterizer model
  (vrview.py draw(), proven on our own arena captures): lit = sceneAmb +
  sum |N.L|*col double-sided; c = emis + diff*lit (tex*base*1.275 when
  textured); Division 10-bit-DAC gamma 1/1.25 on output. Default light rig
  matches theirs (ambient 0.35 + one 0.65 sun) until wire lights arrive.
- Real wire lights decoded per their SceneCache.rebuild(): lmodel type-6 /
  light type-0xe bodies (dcs @d+12, type @d+16: 2=ambient 3=directional,
  rgb @d+20), directional aim = light DCS +Z row, sanity-clamped; frame
  carries summed ambient + up to 2 suns.
- Projection: the hardcoded post-projection X flip (SMPTE-era) made the
  game view steer mirrored (turn right, view swings left). Game path
  (ydown) now projects without it -- matches dpl3-revive, which has no
  lateral mirror; demo/test path keeps the flip. User-verified: native
  window steering now correct.

Fork source (emulator/src/src/hardware/vpxlog.cpp) in sync; rebuilt.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-06 13:34:17 -05:00
CydandClaude Fable 5 0f5b2e28da Renderer: vendor live-bridge scripts; GPU backend unblocked (60fps)
- emulator/render-bridge/: the pod->Dave's-renderer live bridge (rescued
  from session scratchpad): live_bridge.py (first-person cam from the 0x1f
  pose, arrow-key eye-height trim), fp/chase offline renders, fifobridge,
  diagnostics, gauge_arena[_sound].conf, and launch_pod.ps1 (one-command
  pod+bridge restart: pentapus VPX_EXPLODE + AWE32 sound + GL bridge).
- _backend.py: renderer selection -- vrview_gl.GLRenderer (moderngl) by
  default, VRVIEW_SOFT=1 for the software reference; backend-agnostic
  frame save via last_frame.
- GPU backend runs on side-by-side CPython 3.13 (moderngl/glcontext cp313
  wheels; no MSVC needed): 63fps headless / 60.7 windowed vs 21fps software
  on the same scene, and the GL path also draws the vertex-alpha cloud dome.
- vrview.py: VRVIEW_GAMMA env selects DAC gamma (1.25 live-renderer legacy
  vs 1.7 per the original GAMMA.C) for A/B against the real pod.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-06 13:34:02 -05:00
CydandClaude Fable 5 afc3fd839e Vendor dpl3-revive: the Division/DPL3 renderer, now ours
Bring the graphics-dev collaborator's dpl3-revive into the repo as first-class
project code (they've handed it off; it's ours now). This is the proven
Division renderer that our in-process rt_draw has been trying to be.

What's here:
- parser/  B2Z/V2Z/SVT/SCN/SPL/BGF/BMF/BSL decoders (pure Python).
- spec/    reverse-engineered format + the definitive VelociRender wire
           protocol (from the original DIVISION source, matches our live
           VPX node/action tables exactly).
- source-ref/  read-only copies of the original DIVISION C (BIZREAD.C,
           DPLTYPES.H, DPL.H) that define the formats.
- patha/   the "virtual VelociRender board": vrboard.py (24-action protocol
           server), vrview.py (numpy software rasterizer, the reference),
           vrview_gl.py (moderngl GPU backend, 832x512@60Hz), plus the
           run/replay/regress tooling and evidence renders. Drives FLYK/BLADE/
           Star Trek demos AND our btl4opt/rpl4opt game binaries.
- viewer/  WebGL archive generators (.py); prebuilt HTML/data regeneratable.
- samples/ small test models/textures.
- bt*.raw.bin  real BTL4OPT arena wire captures (kept for offline renderer
           testing/regression against OUR game).

.gitignore keeps the multi-hundred-MB demo capture dumps + debug logs +
regeneratable viewer bundles out of history (they stay on disk).

Phase 0 of the integration is validated: their board decodes our bt8 capture
with zero errors (3748 nodes, 507 instances, 4 mechs) and renders our arena
(terrain/dome/sky, correct Division DAC gamma). Plan + status in memory;
integration continues in emulator/RENDERER-COLLAB.md.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-05 22:06:25 -05:00
CydandClaude Fable 5 9536d4cbc0 NET: full networked mission runs end-to-end; fix blank VDB heads (NIC/VDB port clash)
Console queues a mission -> egg over the wire -> pod loads + runs it -> all
cockpit heads render -> mission ends on the console timer. Four fixes:

1. ne2000.cpp: don't BX_PANIC on the TCR inhibit-CRC / auto-tx-disable bits.
   A full production boot runs the packet driver's internal loopback
   self-test, which sets those bits; Bochs' NE2000 aborted the whole
   emulator. Record them in TCR state instead (harmless for an emulated NIC;
   pcap/host does framing+CRC). Also fixes a latent coll_prio bit-4 vs bit-3
   round-trip bug. Committed copy in vpx-device/.

2. Confirmed the mission-load page fault (00FF:219D) was RIO-OFF; booting
   with the RIO live (net_full.conf) loads and runs the mission cleanly.

3. net_loop.conf + net-boot/loop.bat: GO.BAT-style loop so the pod stays
   connected to the console and picks up missions as they're queued (the
   real pod relaunches netnub after each mission/idle disconnect).

4. HEADLINE: blank MFD/radar heads were an I/O port collision. The VDB
   video splitter is hardwired at 0x300-0x31A (palettes 0x300/0x308/0x310);
   the NE2000 at nicbase=300 swallowed the game's VDB palette writes ->
   vdb_pal stayed zero -> pal_draw decoded every head to black. Same VDB
   spam corrupted NIC RX, dropping the console EndMission (mission overran
   its timer). Fix: move the NIC to 0x340 (DOSBox nicbase=340 + DOS NET.CFG
   PORT 340; must agree). VDB keeps 0x300. Config-only, no rebuild.

Adds: net_full.conf, net_loop.conf, net-boot/ (ODI drivers, NET.CFG@340,
loop.bat, README), vpx-device/{ne2000,ethernet_pcap}.cpp; updates NET-NOTES.md.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-05 21:18:42 -05:00
CydandClaude Opus 4.8 e12bfe1d3a NET milestone: real console->pod mission egg over the wire (+ mission-load crash)
Captured a real mission egg delivered from the SheepShaver console to the
DOSBox pod on TCP 1501, no -egg bypass: 8x ReceiveEggFileMessage chunks,
7514 bytes, reassembled byte-perfect (declared notationFileLength=7514).
The egg is the operator's own mission (BattleTech / cavern / night /
freeforall, pilot "cyd", vehicle madcat). This closes the networking
workstream end to end.

- net-tools/decode_egg.py: reassemble an egg from a captured console->pod
  TCP payload hex dump (skips interleaved StateQuery polls).
- net-tools/captured_cavern_mission.egg: the delivered egg.
- NET-NOTES.md: milestone writeup + the pod's mission-LOAD crash. The pod
  faults loading the mission (page fault, wild ptr 0xFF008B5B, exception
  000E at game 00FF:219D, NetNub Munga exit 14) -- a game-side bug in the
  mission-load path, separate from networking. Leading suspect: RIO was
  disabled for this run and the player vehicle/control setup derefs null.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-05 17:41:34 -05:00
CydandClaude Fable 5 bda2f7b8b3 Networking WORKS: real console <-> real pod over the emulated wire
The emulated SheepShaver console and DOSBox pod now exchange the live
console protocol on TCP 1501. Required chain: rebuild the DOSBox pcap
backend + launch with C:\Windows\System32\Npcap on PATH (npcap DLL
location); a two-TAP Windows bridge (single shared TAP fails); TAP2
MediaStatus=Always-Connected; and binding the pod's pcap to the BRIDGE
MINIPORT (not a member TAP -- member-injected frames aren't re-forwarded),
via realnic=DB5521D (letter-leading GUID fragment; leading-digit is parsed
as an interface index). Captured + decoded the real protocol values
(StateResponse clientID=5/flags=1/host=0/state=1/app=1=BattleTech), which
corrects the earlier synthetic guesses. Full writeup in NET-NOTES.md.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-05 17:14:48 -05:00
CydandClaude Fable 5 929b6bc267 Networking: add egg_capture.py — console->pod protocol capture tool
Listens on TCP 1501 as a stand-in pod, logs the console's egg-delivery
bytes, and auto-decodes each NetworkPacket in both byte orders to pin the
framing + PPC/x86 endianness (the two open caveats). Works whether the
console reaches it via a slirp gateway redirect or a bridged segment.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-04 23:17:15 -05:00
CydandClaude Fable 5 5a2c4b589f Networking: note console VM standup (SheepShaver/OS9.0.4) + TAP bridge plan
Records that Router mode is NAT (won't reach the pod) and the console<->pod
link needs bridged TAP on both ends: console TCP/IP manual 200.0.0.1, pod
DOSBox-X switched from slirp to pcap on the same segment.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-04 23:11:46 -05:00
CydandClaude Fable 5 b86fea71e0 Networking: determine Console 4.10 OS compatibility from the binary
PEF imports (InterfaceLib/MathLib/ObjectSupportLib only; no AppearanceLib,
no Open Transport libs) plus the resource-fork "MacTCP or OpenTransport"
Gestalt check show it is a classic PPC PowerPlant app: runs System 7.1.2
through Mac OS 9 (practical floor 7.5), classic MacTCP API but happy with
either stack. Recommended SheepShaver target: System 7.5.5/7.6.1 with a
7100/7500/8500 old-world ROM, TCP/IP set to 200.0.0.1.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-04 22:35:01 -05:00
CydandClaude Fable 5 e1d44251da Networking: decode egg-delivery protocol from source; archive console SW
Decoded the console<->pod message layout from the MUNGA framework headers
(the send/recv impl did not survive -- only headers + a test harness):
NetworkPacket = 16B NetworkPacketHeader + a Receiver::Message; the egg is
delivered as ReceiveEggFileMessage chunks (seq/totalLen/thisLen +
notationData[1000]), a full egg packet = 1040B (matches the VPX nb<=1040
cap). Console splits the mission notation file into <=1000B chunks; pod
reassembles + ACKs. Two bytes-on-the-wire details (stream framing +
PPC/x86 endianness) flagged for the first live capture. Full byte tables
in NET-NOTES.md.

Also moves the extracted console software (Console 4.10 PPC app + per-venue
Console.ini + fonts/logs, resource forks preserved) into
410console/4_10-console-extracted/.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-04 22:21:06 -05:00
CydandClaude Fable 5 5b44ede702 Networking: console SW extracted, TCP port 1501 found, pod = Puck
Console 4.10 (PowerPC PEF/CodeWarrior) + Console.ini extracted from the
.sit. Console.ini answers the open protocol question: the console<->pod
TCP port is 1501. Full cockpit endpoint roster recorded; our emulated pod
200.0.0.113 is the cockpit Puck. The real 6100 does not boot but is no
longer needed -- run Console 4.10 under SheepShaver. Only remaining
protocol unknown is the on-stream message framing.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-04 22:12:49 -05:00
CydandClaude Fable 5 3e838bd4c7 Networking notes: console emulator = SheepShaver (real HW is a 6100/66)
The ops console is a Power Macintosh 6100/66 (PowerPC) -> SheepShaver, with
the caveat that the 6100 ROM is incompatible (use a 7100/7500/8500 old-world
ROM; PPC apps are ROM-agnostic). Plan to leverage the real 6100: image its
drive for a faithful SheepShaver console and/or bridge it live to the
pcap-pod to capture the real egg protocol.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-04 22:07:10 -05:00
Cyd 49bc526732 Networking M1: pod boots on the network path (no -egg) under emulation
NE2000 + Novell ODI chain (lsl/NE2000 MLID/odipkt) works against the
emulated card (odipkt at SINT 0x60, Ethernet_II). netnub -f btl4opt spawns
the game as btl4opt
2026-07-04 21:43:00 -05:00
CydandClaude Fable 5 5e0f9c8061 Networking recon: map WATTCP/NetNub pod stack + emulator bring-up plan
The pods do TCP/IP over Ethernet (WATTCP + NetNub real-mode server;
ops console is master, pushes mission eggs to pods over TCP). Pod is a
static host on an isolated 200.0.0.0/24 LAN (200.0.0.113, console
200.0.0.1); -egg is the dev bypass of this path. Fork already has NE2000
+ pcap/slirp backends; since the emulated card is NE2000 not PCI Lance we
skip the Novell ODI chain and load a Crynwr NE2000 packet driver directly.
NET-NOTES.md has the full architecture + milestone plan (headline goal:
host-side stand-in console pushes an egg over the wire, no -egg bypass).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-04 21:27:10 -05:00
CydandClaude Fable 5 3d5892c00f RIO firmware: build + verify patched image (reply-wedge fix)
make_patch.py applies the two-site fix to RIOv4_2.bin (asserting original
bytes first) -> RIOv4_2_patched.bin (23 bytes changed). Re-disassembling
and diffing confirms the change is confined to $D9DD, $DA21-$DA2E, and the
$DFF0 stub with no downstream desync. Clears the reply-in-progress latch
$2521 on every teardown so a stress collision no longer leaves the board
mute to analog. Flash directly to the DIP-28 W27C512; static verification
only -- dynamic RIO_TAP mash test pending the burned chip.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-04 21:14:07 -05:00
CydandClaude Fable 5 9fa5d101e7 RIO firmware: drop stray disasm.stderr, ignore *.stderr
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-04 20:42:49 -05:00
CydandClaude Fable 5 34383f3f2c RIO firmware: disassemble v4.2, find the reply-wedge root cause
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>
2026-07-04 20:42:37 -05:00
CydandClaude Fable 5 d0b53e93dd RIO firmware notes: exact EPROM part (AM27C512-150) + replacement pick
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-04 20:22:14 -05:00
CydandClaude Fable 5 673cebf3b8 RIO: firmware v4.2 dump (Toshiba TMP68HC11) + first-look analysis
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>
2026-07-04 20:21:42 -05:00
CydandClaude Fable 5 db7745fcd0 sda4: commit the Glaze developer hard-drive dump
Un-ignored: the dev drive is the ground truth the restoration and
emulator work constantly reference (DPL3/LIBDPL + VRENDER i860 renderer
source, BT/RP live+dev game trees, VGL_LABS pod boot, scene/audio
content). Kept in-repo for the pod-owner community.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-04 19:41:15 -05:00
CydandClaude Fable 5 504aef88d4 ALPHA_1: commit the live production-system working tree
Un-ignored: this is the working copy the emulator actually boots (patched
BTL4OPT.EXE v4 lineage + .orig/.nop14/.pre_idle/.pre_limit backups,
TESTARN.EGG arena1 test egg, REL410 BT+RP trees, VGL_LABS pod boot bats,
VWETEST factory test suites, SB16 Creative utilities). The pristine
untouched image remains ALPHA_1.zip.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-04 19:40:34 -05:00
CydandClaude Fable 5 a0a4260fd4 Sound: dual-AWE32 EMU8000 emulation -- the pod has audio
Vendored 86Box EMU8000 core (GPL-2, emu8k.cpp/.h + shim) plus vweawe.cpp:
two cards at the production addresses (0x620/0x640 register triplets),
rear-card DSP/mixer stub at 0x240, synthesis on an autonomous render
thread with direct winmm output so sustained voices ride through
emulation-thread stalls (RIO staging retries) like the real silicon did.
WC sample-counter interpolation between render chunks keeps HMI SOS
busy-waits fast. VWE_AWE32/VWE_AWE_ROM/VWE_AWE_RAM_KB/VWE_AWE_SHIFT/
VWE_AWE_LEAD_MS/VWE_AWE_DUMP/VWE_AWE_LOG env knobs.

emulator/roms: the AWE32 1MGM GM ROM dumped from our own pod card (SF2)
plus the reconstructed raw image the emulated EMU8000 loads. The HMI
driver refuses the AUDIO*.RES SoundFont upload without it (banks declare
irom=1MGM) -- that was the root cause of the first silent runs; full
debug chain in SOUND-NOTES.md. Repo serves the pod-owner community only.

.gitignore: drop the ROM excludes and un-ignore ALPHA_1/ and sda4/
(committed separately).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-04 19:40:15 -05:00
CydandClaude Fable 5 dabc204d0d VPX render: port the restoration gallery shading model; renderer collab doc
Device renderer (vpxlog.cpp, commit-copy of the fork source):
- View-flush fog decode (enable/near/far/rgb at d+72.., mode 5 linear,
  garbage-guarded; VPX_NOFOG=1 diagnostic) applied per fragment.
- Full dpl_MATERIAL parse: emissive/ambient/diffuse/opacity/specular/
  shininess (opacity+specular parsed, not yet applied); fixed-offset
  texture/ramp refs with lazy resolution, rebake on material/ramp reflush.
- Gallery shading model (restoration/gallery_template.html) as a GLSL 1.10
  program over the existing immediate-mode path, fixed-function fallback:
  c = (matAmb*sceneAmb + matDiff*mix(ramp.lo,ramp.hi,acc))*tex + matEmis,
  linear fog with immunity knob. Textured polys use an identity light-ramp
  (texels already baked through the material ramp). Newell flat normals for
  polys without wire normals. Interim sun/ambient until the light node is
  decoded: VPX_AMBIENT / VPX_SUN env overrides.

RENDERER-COLLAB.md: shared working doc with the external-renderer team --
verified FIFO action/node tables, struct offsets, scene assembly and
coordinate conventions, available data taps, open questions (incl. the
type-7 object-vs-light flush conflict).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-04 16:41:16 -05:00
CydandClaude Fable 5 e2005502ff RIO: gauge confs to priority=higher,higher
highest,highest (HIGH_PRIORITY_CLASS) starved the host desktop; with the
v3 idle-window and v4 retry patches a rare dropout self-recovers, so
ABOVE_NORMAL both ways is the better trade.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-04 16:41:02 -05:00
CydandClaude Fable 5 301f381305 VDB: exploded 7-display desktop mode (VPX_EXPLODE=1)
New layout mode showing every cockpit display as its own desktop
window -- the two MFD heads split into their individual color wires,
which is what the pentapus cable does on the real pod:

- wins 5-9 = the five mono MFDs (win5 LL = HEAD A red, win6 LR =
  HEAD A green, win7 UL = HEAD B red, win8 UC = HEAD B green,
  win9 UR = HEAD B blue), each decoding framebuffer bits 8-15 through
  its head's palette and rendering its single wire as green-phosphor
  brightness (G=v, R=B=v/8).
- Radar (win0) rotated 90 degrees clockwise and shown portrait
  480x640 -- the pod's radar CRT is mounted sideways -- centered
  between the two lower MFDs.
- All displays at native size: MFDs 640x480, uppers at
  (20,20)/(680,20)/(1340,20), lowers at (20,560)/(1340,560) aligned
  under the outer uppers; radar at (760,560); Division main 800x600
  at (2020,20).
- The DOSBox SDL main screen is auto-parked centered under the
  Division window (one-shot EnumWindows by title + SetWindowPos).
- Geometry overridable per window via VPX_WIN<g>/VPX_MAIN as usual;
  win<g>.bmp dumps cover g=5-9, radar dumps rotated as displayed.
  VPX_COCKPIT takes precedence if both modes are set; cockpit and
  debug layouts unchanged (regression-checked).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-04 00:46:54 -05:00
CydandClaude Fable 5 377047f37d RIO working: serial wire tap, conf tuning, four-patch writeup
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>
2026-07-04 00:22:14 -05:00
CydandClaude Fable 5 aea8b3eab4 Archive the Mac operations console (410console)
410consoleArchive.sit is the StuffIt archive of the 4.10 operations
console that ran the show floor for both BattleTech and Red Planet on a
classic Mac. Preserved as-is; extraction/porting comes later.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-04 00:19:35 -05:00
CydandClaude Fable 5 fa895afc0f Preserve ALPHA_1.zip (production-system image); ignore __pycache__
ALPHA_1.zip is the archived resource behind the git-ignored ALPHA_1/
working directory (the patched production hard-drive image the
emulator mounts). Also ignore Python __pycache__/ dirs.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-03 22:35:09 -05:00
CydandClaude Fable 5 7670d40b37 VDB heads: 4-head cockpit layout (VPX_COCKPIT=1), drop exploratory windows
- VPX_COCKPIT=1 places the four VGA heads as borderless windows:
  Division main 800x600 @ 0,0; radar (win0) 640x480 @ 800,0; MFD heads
  win3/win4 640x480 @ 1440,0 / 2080,0 (heads 3+4 are driver-spanned
  into one 1280x480 canvas). VPX_MAIN / VPX_WIN<g> = x,y[,w,h]
  overrides any window without a rebuild; default debug layout kept.
- Remove exploratory win1/win2 (bits 0-7 via static palettes); keep the
  0/3/4 numbering so win<g>.bmp dump names stay stable.
- Sync commit copy with the build tree: per-head palette decode in
  pal_draw() and device-side BMP capture (VPX_DUMPDIR).
- RIO-NOTES: document the PCSPAK DISABLE_AND_DIE patch (error-3 crash
  on RIO resets); restore the terrain-shadow section heading it ate.
- Add gauge_rio{,_log}.conf launch configs.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-03 22:30:33 -05:00