Commit Graph
6 Commits
Author SHA1 Message Date
CydandClaude Opus 4.8 9dd0aa8702 emulator: RIO panel click-to-press + lamp flash blink
Make the in-fork glass cockpit fully interactive and finish the lamp model.

- Click-to-press: clicking a button's region in a VDB head window presses that
  RIO address into the game (lights white-hot while held, releases on mouse-up).
  vpxlog rt_wndproc hit-tests the click against the bezel geometry (MFD 4 top /
  4 bottom, radar 6 left / 6 right; the radar bottom indicators are display-only,
  not clickable); head windows are tagged via GWLP_USERDATA. Clicks arrive on the
  VPX render thread, so the seam serialrio RIO_HostButton() queues them under a
  mutex and pollInput() drains them on the emu tick through the same incHold/
  decHold path as the keyboard/pad -- so a click also lights the bezel.
- Flash blink: decode the lamp byte's flash bits (RioLampState 1 slow / 2 med /
  3 fast) -- an unpressed flashing lamp now toggles between its brightness level
  and off (half-periods 500/250/125ms); solid lamps unchanged, a press still wins.
- Focus: head windows are WS_EX_NOACTIVATE so a button click never pulls
  foreground off DOSBox (which would demote the emu thread and stop SDL polling
  the pad); a click uses MA_NOACTIVATE too. Do NOT enable SDL background joystick
  events -- that raced the emu-thread controller poll against SDL's main-thread
  pump and crashed the process.

Explode layout only, and only when a serial=rio port is present.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-24 11:50:53 -05:00
CydandClaude Opus 4.8 86d6b950e5 emulator: B2 RIO lamp/button bezel on the VDB heads + explode-view polish
Draw the cockpit RIO buttons around the mono-MFD and radar heads (explode
layout), lit by the host-commanded lamp state -- the display side of the
in-fork glass cockpit. Live-validated 2026-07-24 (operator).

- vpxlog.cpp: per-head button bezel in pal_draw, reading serialrio's new
  RIO_GetPanelState seam. The 5 MFD heads get red buttons (4 top / 4 bottom,
  100px tall tucked under a grown 640x500 display so a 10px lip shows); the
  radar gets amber Secondary/Screen side columns (6x 104px each) plus a
  centered bottom indicator strip (the 4 spares). Lamp byte decoded to
  off/dim/bright (vRIO RioLampState, brighter of the two brightness fields);
  a press shows white-hot. No labels -- the MFD shows each button's function.
  Also swapped the two upper-outer MFD window NAMES to match their (already
  position-swapped) desktop locations.
- serialrio.{cpp,h}: RIO_GetPanelState(lamps, pressed) accessor -- returns
  false when no rio port, so non-rio configs and other heads render normally.
- pod-launch: in explode (dev) layout the Division bridge is a normal, freely
  movable window -- not pinned topmost (Focus.cs) and nudged to 8,40 so its
  title bar clears the top of the screen (its client was at 0,0, pushing the
  frame off-screen). Cockpit/kiosk keeps the topmost + 0,0 borderless look.

Only affects the explode layout and only when a serial=rio port is present.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-24 10:43:41 -05:00
CydandClaude Opus 4.8 73b597df35 emulator: in-fork virtual RIO cockpit board (serial1=rio)
Emulate the cockpit RIO board natively inside the DOSBox-X fork, driven by
an SDL game controller + host keyboard -- no external vRIO process and no
named pipe. The game<->board round trip runs in-process at the emulated
UART's own cadence, so the serial round-trip dropouts (livelock, TXMAXIDLE,
rxburst, 15s retry) can't occur.

- serialrio.{cpp,h}: RIO 9600-8N1 device state machine + protocol codec +
  input mapping, transcribed from the vRIO app (VRioDevice + Protocol +
  InputRouter/BindingProfileFormat), minus transport/pacer/UI/locks.
  B0 = gamepad (5 axes + joystick column). B1 = keyboard field: MFD banks on
  the letter rows, F-keys = Secondary/Screen, numpad = flight controls,
  LShift/LCtrl throttle slew; PAUSE/ScrollLock toggle panel<->DOS; vRIO-
  grammar bindings file via bindings:/VWE_RIO_BINDINGS.
- vpx-device/README.md: device notes + apply steps (the DOSBox-X src tree is
  git-ignored, so this dir is the tracked source of truth; the three sdlmain
  keyboard-hook edits are documented there).
- net_{loop,rp}_rio.conf + deploy templates; render-bridge/
  gauge_arena_rio_sound.conf (standalone -egg trim); pod-launch --rio
  (mutually exclusive with --pipe).

Additive: real pods keep directserial realport:COM1; vRIO-over-pipe keeps
namedpipe pipe:vrio. Validated live 2026-07-22 (pad + keyboard field +
console networking) on the dist install.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-24 10:43:41 -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 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 e3c090695d Phase 1 complete: captured VPX boot conversation from shipped binary
Built DOSBox-X from source with a custom VPX link-adapter logging
device (vpx-device/vpxlog.cpp) and captured the game's outbound boot
sequence. Findings:

- Register map confirmed against LINKIO.C: outputData 0x151,
  outputStatus 0x153 (polled bit0), resetRoot 0x160, analyseRoot 0x161.
- Reset preamble captured exactly (analyse=0, reset 0->1->0 + status inits).
- The game streams 85298 bytes to outputData that are BYTE-FOR-BYTE
  identical to VRENDMON.BTL; first byte 0xF0 = transputer boot-from-link
  primary-bootstrap length. Protocol stage 1 (reset + monitor download)
  fully characterized; no hidden bulk/interrupt path.
- Production cockpit dump ALPHA_1 added (git-ignored): its BT is v1.1.0.6
  with a VRENDMON.BTL byte-identical to the captured stream, so this
  result reflects the exact cockpit software. ALPHA_1 is the reference
  image going forward (carries RP + production pod/network boot chain).

Adds analyze_capture.py, capture.conf, PHASE1-RESULTS.md. DOSBox-X
source tree and capture artifacts are git-ignored.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-02 22:46:20 -05:00