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>