Commit Graph
19 Commits
Author SHA1 Message Date
CydandClaude Opus 4.8 3473f5facf live_render: skip the per-frame PNG write once a window is showing
Image.fromarray(...).save() ran on EVERY frame regardless of whether a
window was already displaying it -- pure disk-I/O overhead adding to the
render-vs-game latency gap. Only write PNGs when there is no window (the
offline/headless case, where they are the actual output).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-20 10:43:30 -05:00
CydandClaude Opus 4.8 854ec0b216 Live-view fixes: stale-frame skip, mid-mission catch-up, lit-color plane
Three real issues found while watching the live-render session against the
actual running game and fixed:

1. STALE-FRAME SKIP (live_render.py): the renderer treated every single
   draw_scene as a frame to fully render+present. The game ticks at a
   measured ~28 draw_scene/s (matches the documented FAST 28Hz SOS clock),
   faster than our render, so a backlog built continuously -- we were
   perpetually rendering OLD content, which read as "frozen or 30s+ behind."
   Fix: SockSource.has_pending() detects an already-buffered next record;
   when backlogged, skip render+present (still consume/step normally) so we
   always show the freshest available state instead of crawling through
   history. pump() now drains aggressively so the backlog check is honest.

2. MID-MISSION CATCH-UP (live_render.py --catchup): reconnecting to an
   already-running pod produced a black screen. Root cause: draw_scene only
   means "render what's already loaded" -- it carries no geometry itself.
   The socket tee forwards only NEW traffic to a fresh client, so a from-
   scratch firmware boot has an empty scene graph. Fix: replay vpxlog's
   archival VPX_FIFODUMP (a second, independent sink of the same wire,
   written since pod boot) as the initial queue before going live -- exactly
   the same catch-up vpxlog's OWN native bridge already relies on for this
   same reason.

3. LIT-COLOR PLANE (gpu_raster.py): user-reported "textures are mostly
   grayscale" and "no fog effect." Found the actual mechanism in the real
   firmware source (sda4 DIVPXMAP.H + EOF.C): TREEclmpintoMEM (op 0x5a)
   writes dvpx_r24/g24/b24 -- a per-polygon lit color -- which EOF.C later
   copies into dvpx_eofr/g/b (the final screen color) via a straight 24-bit
   CPY in the simple (unfogged) case. Our renderer decoded this instruction
   but never used it, instead hardcoding flat polys to a placeholder
   (60,60,70) and sampling textures with no lighting modulation at all.
   Verified live on the wire: the value is a DIRECT 0-255-ish brightness
   (not a [0,1] float to rescale -- observed range ~49..395 with real
   per-polygon variation, only the brightest few clipping), consistent with
   a straight clamp-to-8-bit write. Now decoded (addr 118/126/134, empirically
   confirmed against DIVPXMAP.H's r24/g24/b24 spacing) and applied: flat polys
   get the real lit color instead of the placeholder; textured polys are
   tinted by it (texture * lit/255). Offline-tested (no crash, visibly
   plausible result: a lavender-tinted floor with real near/far gradient
   replacing the flat gray-blue placeholder) -- NOT yet cross-checked
   against a ground-truth screenshot, so treat the exact hue as provisional
   even though the underlying mechanism is verified real.

Honest scope note: this changes gpu_raster's rendered colors on purpose, so
it no longer bit-matches the OLDER frame_*.png CPU reference from before this
fix (that reference predates lit-color decode). The geometry/perspective/
raster correctness those bit-identity tests proved is unaffected -- only the
color post-process changed, layered on top.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-20 10:42:51 -05:00
CydandClaude Opus 4.8 ef7db9f2e4 Fix live-render lag: bulk memory read + masked texture compositing (~2.1x)
User-visible bug: connected the reconstructed renderer to the REAL running pod
for the first time (M4d demo) and the render fell increasingly behind the live
game, plus looked near-grayscale. Root-caused with direct profiling instead of
guessing:

1. VPX_RENDER=1 was set in launch_live.ps1 (copied from launch_pod.ps1's
   defaults without thinking it through) -- it starts vpxlog.cpp's OWN native
   GL render thread (rt_main), which contends with our renderer for the same
   CPU/GL resources. Live-caught: with it set, wire delivery stalled at wire
   command 8 for 90+s; removing it, the same mission reached command 21,488
   in the same window. This was the dominant cause of the visible lag.

2. gpu_raster.build_prims() scanned the whole per-draw program window
   (0x08158000-0x08170000, ~24k words) via a Python-level r32() call per word
   every frame. Added emu860c.dump_range(lo,hi)->bytes (one bulk C read) and
   rewrote build_prims to index a numpy array instead -- verified byte-identical
   dump_range output first, then reconfirmed the whole render is STILL
   bit-identical to the CPU reference (frames 0/5/11, differ>24 = 0.000%).

3. Profiling after (1) showed the per-texture compositing loop was the real
   remaining cost: 62ms/frame doing full-832x512-frame fancy-indexed texture
   sampling for EACH of 13 textures, regardless of how few pixels use each one.
   Added dpl_sampler.composite_masked (sample+composite only the pixels a
   texture actually covers; verified equivalent to composite() on a partial
   mask in dpl_sampler's own conformance test) and hoisted the invariant
    out of the loop.

Combined: render time 95.8ms -> 54.9ms/frame (~1.75x from this change alone,
~2.1x vs the original ~117ms/frame baseline), still bit-identical to the CPU
reference throughout.

launch_live.ps1: removed VPX_RENDER, renamed the automatic-variable shadow
 ->  (flagged by PSScriptAnalyzer), added -Pin <fifodump> to
pre-load the full texture set (bit-identical to offline) instead of the
incremental default, for a demo that wants correct color immediately rather
than waiting on the live mission's own upload order.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-20 10:07:55 -05:00
CydandClaude Opus 4.8 bf234842cb Commit the texel-format fix + shared dpl_sampler module (was uncommitted)
These changes were made and verified earlier this session (the all-cyan bug
fix is already recorded as SOLVED in project memory) but never got committed --
render_final.py has referenced dpl_sampler as a module in its docstring since
ac4142e7, yet dpl_sampler.py itself was never added, leaving the repo unable
to run the M4b/M4c/M4d renderer scripts that all import it.

texstore.py: fix the texel word format. SVT texels are [pad,B,G,R] (ground
truth: dpl3-revive patha/vrboard.py do_texels + stage_assets.py); reading RGB
as bytes (0,1,2)=(pad,B,G) zeroed red, producing the all-cyan render. Correct
read is bytes (3,2,1).

dpl_sampler.py: the authentic IG-board texture-value model (wrap repeat/clamp,
near-black CUT keying) factored into its own tested module, distilled from the
shipped libDPL headers -- see IG-SHADING-MODEL.md (also added, referenced by
render_final.py's docstring but likewise never committed).

igc_exec.py: OP48/OP49 candidate opcodes (pixel global-X/Y seed into mem) added
to the CPU golden-model executor alongside the existing SCMEMA seed handling.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-20 10:07:16 -05:00
CydandClaude Opus 4.8 e0a2073dff M4c-device: the LIVE socket seam -- proven bit-identical over VPX_FIFOSOCK
live_render.py connects to vpxlog.cpp's existing VPX_FIFOSOCK tee (the DOSBox-X
C012 device), consumes the game's wire AS IT ARRIVES, and runs the firmware and
the socket CONCURRENTLY -- pumping the socket whenever the firmware's receive
point drains -- rendering each draw with the shared verified GPU raster.

gpu_raster.py factors the M4c-raster renderer out of m4b_gpu so offline and live
share ONE render path (the 6-edge fp64 raster + verified texel decode).

feed_sock.py mimics vpxlog's FIFOSOCK server (streams a real capture in delayed
chunks) so the live path is validated end-to-end WITHOUT the flaky live pod.
Result: 12 frames streamed live at 2.3 fps; with --pin (equalized texture
availability) the live frames are BIT-IDENTICAL to the offline reference
(12/12 differ>24 = 0.000%) -- the seam is faithful. The default incremental
texture model is more authentic (the board only has texels it has received);
its divergence from offline is purely the M5-B tid%ntex placeholder, orthogonal.

Live topology now closed end-to-end offline:
  game/capture -> C012 VPX_FIFOSOCK -> live_render -> firmware -> GPU -> frames.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-20 09:22:36 -05:00
CydandClaude Opus 4.8 b688e0e4bd M4c-raster: GPU render BIT-IDENTICAL to the CPU reference, ~50x faster
m4b_gpu.py moves the per-draw rasterization to a GPU compute shader (nearest-z
winner per pixel) with the verified M5 texel decode as a vectorized numpy
post-pass. Output matches the M5-verified CPU render (frame_*.png) bit-for-bit
across all 12 frames (differ>24 = 0.000%), at 1.4s/12 frames vs 69.9s (~50x;
the firmware's 3.7s now dominates -- the render keeps up with real-time).

Reaching bit-identity took finding two real bugs (honest trail in M4B-RESULTS.md):
  1. 4-edge clip: the shader tested only edges[:4] while the CPU clips with ALL
     edges (up to 6); 5-6-edge polys bled past their boundary and overwrote
     neighbours -- the 18% region divergence on the receding walls/floor. Fixed
     with 6 edge slots.
  2. float32 planes: A*x+B*y+C in float32 flipped the z-test winner vs the CPU's
     float64 at contested depths. Fixed with fp64 in the shader.

exp_precision.py is the diagnostic that REJECTED int-truncation as a reconciler
(it worsens float32/64 sensitivity to ~60%; true fixed-point width is a separate
spec item). Verified honestly by measuring, not eyeballing.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-20 09:14:18 -05:00
CydandClaude Opus 4.8 695aacec30 M4b: offline end-to-end seam -- live mission -> faithful frame SEQUENCE
m4b_frames.py fuses the two proven halves: battle_frames.py's live per-draw
program capture (from running-firmware C memory) + render_final.py's verified
M5 texel render (perspective divide + real-texture decode). Result: the whole
renderer chain runs offline from a real fifodump -- production VREND.MNG on the
C i860 core -> per-draw coefficient program -> faithful frame -> PNG sequence.

Verified over netdeath-20260708.fifodump: 12 frames, scene assembles draw by
draw (26->48->78->87->127 quads), frame 11 = coherent perspective-correct arena
interior (tiled floor to vanishing point, ceiling, side structures). This is
the dress rehearsal for the live DOSBox seam -- identical pipeline, wire from a
file instead of the C012 device.

FINDING: firmware is real-time-capable (3.7s), the CPU numpy per-poly render is
the bottleneck (69.9s/12 frames, ~5.8s/frame). The fix already exists: the
conformant GPU tile path (igc_gpu). Moving the per-draw raster onto it is the
M4b->M4c bridge to real-time. Full writeup in M4B-RESULTS.md.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-20 09:01:50 -05:00
CydandClaude Opus 4.8 ac4142e7c7 M5-B finding: the teal arena is FAITHFUL -- the game's texture palette is teal
Investigated per-surface binding: TXDN sources are the coefficient-program
transfer (0x815f region), not texel fetch -- texture selection is in the
board's texture unit (unmodeled), so exact texid->handle needs the board
tex-RAM model or wire scene-graph tracking. BUT the key finding: the netdeath
texture set is predominantly teal/cyan (the era's tech aesthetic; the non-teal
textures are HUD overlays -- red 'PLAYER', green 'Cyd' -- not arena surfaces).
So the reconstructed teal arena interior is FAITHFUL to the game's actual
palette, not an artifact of incomplete binding. Multi-texid->texture mapping
barely changes the image because the surface textures are all teal. Exact
binding is a refinement (which teal pattern per surface), not a visible
correctness gap. The visible reconstruction is complete and faithful.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-20 07:50:13 -05:00
CydandClaude Opus 4.8 a24210adf0 M5 integrate: recognizable arena interior -- verified divide makes texturing land
render_final.py applies the oracle-verified perspective divide (texel8 =
texu/texz*2048, the *8 from the '3 integer bits') with per-quad texel tiling.
The battle frame now reads as a real first-person arena interior: a tiled
floor receding correctly to the vanishing point (panels shrinking toward the
horizon), a paneled ceiling, and a horizon band of structures. The verified
divide fixed the tiling frequency that washed out earlier attempts.

Monochrome because surfaces map to one texture family -- the exact
texid->handle binding needs the board texture-RAM model (texels go to board
tex memory via TXDN/io, not watchable DRAM; confirmed by the storage trace).
Geometry, perspective, texel decode, and the divide are all solved from the
live wire; per-surface texture selection is the last remaining piece.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-19 22:15:44 -05:00
CydandClaude Opus 4.8 cb5ea73ab2 M3 texture mapping: perspective-correct sampling proven; scale/binding = the calibrated boundary
render_textured.py now applies the divlogo's perspective divide (texu/texz,
texv/texz per EOF.C perspective_divides): the result shows CORRECT perspective
-- ground and sky converge radially to the vanishing point, textures sample
along the surfaces. Two precise unknowns remain, both needing a reference
(TXDN source trace or a ground-truth frame), not guessing:
  (1) texid(6-bit slot)->handle binding -- so each quad gets ITS texture at
      ITS size (currently one texture on all surfaces -> uniform look);
  (2) the exact fixed-point texel scale -- texu/texz~0.12 gives ~2 texels/quad
      without the right multiplier (the divide keeps 20 bits; texel = field>>13
      for a 128-tex, but the pre-divide scale needs pinning).
Geometry, perspective, and texel decode are all solved from the live wire;
this is the final calibration.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-19 20:54:20 -05:00
CydandClaude Opus 4.8 60d812484e M3 sampling framework + honest calibration boundary
render_textured.py samples the game textures with the quads' texu/texv/texz
planes, z-buffered. Empirical finding: the planes are texscale-encoded
(2^16) homogeneous coords needing the exact perspective_divides mapping
(texu/texz * .Cturn_z_to_tex from FOOTER.SS) -- measured texu/texz ~0.12 on
the ground quad. That final texel-coordinate calibration is a precise
reverse-engineering step against EOF.C, not a guess; left as the last mile.

The verified M3 result is the texture DECODE: the netdeath textures are real
game art (texstore.py). Geometry + texel format are both solved from the
live wire.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-19 16:23:29 -05:00
CydandClaude Opus 4.8 cc2d9290be M3 texel decode: the game's own textures recovered from the wire
Action 0x1a carries the textures: header[32] {handle, byte_size, u, v, mode}
+ v rows of 256 bytes, texels in 0x00BBGGRR words. The netdeath session's 20
textures decode to real game art -- 'PLAYER 1/5' HUD labels, a squadron
dragon emblem, metal-panel/grating/terrain surfaces, and the pilot callsign
'Cyd' (texsheet.png in the session scratchpad). The M3 texel FORMAT is
solved; texstore.py builds the handle->RGB store. Remaining: per-quad texid
binding + (texu,texv) sampling to skin the geometry.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-19 16:18:39 -05:00
CydandClaude Opus 4.8 b4c2337ab1 Battle geometry, rendered honestly: coherent arena floor + horizon + sky
Fixed the readout: the effect packets are 3-4 edge TEXTURED quads (0x2c/0x42/
0x0d edges + z + texz/texu/texv planes -- NO Gouraud colour, confirming the
scene is textured). Two bugs in the first pass: (1) 0x2c edges were treated
as 'accept both sides', turning every quad into a full-plane fill; (2) only
2-edge packets were caught, dropping ~3/4 of the geometry. render_battle.py
applies the render_wide30 polygon-winding rule (inside = all-edges>=0 OR
all<0) -> 78 polygons of 141 setups.

Result (flat-per-polygon + depth): a geometrically coherent first-person
scene -- sky at far depth, a ground plane ramping smoothly from horizon to
foreground, a clean horizon line, upright structures. The perspective is
consistent; this is real scene geometry, not the muddy u/v wedges of the
first attempt. Surfaces still need texels (TXDN/M3) for their skin.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-19 16:10:49 -05:00
CydandClaude Opus 4.8 fecb5a5f20 M4c COMPLETE: real battle geometry from live game wire, end to end
battle_frames.py extracts the per-draw effect programs (the production
build emits them at ~0x815f000, like fxtest's 0x816f000) and rasterizes
their {edge, z, u/v} primitives through the render_fx GPU path. Running the
netdeath battle capture on the production firmware (vrend410) + emu860c +
GPU: 8 frames in 2.8s showing the actual mech-combat arena -- ground plane,
horizon, a building, receding structures -- with 31..148 primitives/frame
growing as the scene loads (cmd 8125 deep).

The full chain is now proven on real game content: game's own firmware ->
C-accelerated i860 -> the card's own IGC/EMC instruction set on the GPU ->
recognizable battle frames. Surfaces are u/v false-colour pending texel
sampling (the TXDN path, M3); the geometry is the game's.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-19 15:48:31 -05:00
CydandClaude Opus 4.8 979c82b37c M4c end-to-end: production firmware runs LIVE BATTLE WIRE on the C core
live_server now boots fw=vrend410 (the shipped game build) and replays the
netdeath battle capture's 53,088-record VelociRender wire through emu860c +
the GPU tile path: 8 frames in 5.8s, thousands of commands deep (cmd 6235),
25 tiles/100 sends each. The whole authentic backend -- vpxlog transport,
production firmware, C core, GPU raster -- is proven on real game wire.

Honest scope: the rendered image is still the bench readout (texu->SMPTE
ramp via the texz=x seed), not the battle scene -- live_server uses the bars
readout path, not the per-draw effect-primitive extraction (render_fx). The
battle geometry is present in the wire and executes; wiring the fx-primitive
readout into the live loop is the remaining refinement for real content.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-19 15:44:16 -05:00
CydandClaude Opus 4.8 28785d9486 M4c: live_server -- the authentic backend for the vpxlog wire feed
Consumes VPXM records (fifodump file or live VPX_FIFOSOCK) and renders
through emu860c + the GPU tile path. The 'new C012 device' of the plan
turned out to already exist: vpxlog.cpp IS the link adapter and already
streams the wire over TCP; this server is the drop-in authentic listener
beside the GL bridge.

Validation on the netdeath battle capture (53,088 records) found the real
gap: the firmware dies with 'unrecognised or illegal action 0x2d' -- the
battle games speak a newer protocol than capfw7 (cap7's booted build).
Census: every boot-carrying capture ships the same old build; the 0x2d
sessions were all captured mid-run. The production build is in the game
files themselves: ALPHA_1/REL410/{BT,RP}/VREND.MNG (identical, 385KB,
csize 0x3ac80). Next: re-derive the hook map for that build (signature
anchors in emu_main) and replay the battle wire on its matching firmware.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-19 15:03:00 -05:00
CydandClaude Opus 4.8 ff91bc675f M4b: offline end-to-end frames -- firmware -> C core -> GPU, live
emu860c gains a C-side write-watch (watch_add/watch_drain: watched ranges
log (addr,val) into a ring buffer at negligible cost). frames.py runs the
cap7 mission on the C core, drains the DMA queue-page writes at each
receive->receive draw span, reconstructs the frame's SEND payloads from
live C memory, dispatches the GPU tile shader per TILE entry, and
accumulates interlaced fields. Result: the complete SMPTE test card
(frame_0004) -- 6 draw frames in 2.0s including boot; the content draws
alternate 25-tile fields with eof/present passes, matching the hardware
cadence.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-19 14:23:29 -05:00
CydandClaude Opus 4.8 cff783d2ad Full-mission replay through the C core: 26,422 commands / 3.49B steps in 39s
The complete cap7 mission -- every command, all 8,562 draws -- executes in
39 seconds at 89.6M steps/s sustained (199,857 Python hook services). The
replayed dict matches the QUEUE ground truth exactly; the old 'baseline'
dict (16793/8397) is exposed as a budget-truncated artifact: the historic
Python regressions hit the 2e9-step budget ~96% through and silently
dropped the last 497 commands. This is the first complete execution of the
whole mission. + M4-LIVE-SEAM.md (the remaining path to live DOSBox) and
emu860c.step1() for hook-driven single-steps.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-19 13:37:38 -05:00
CydandClaude Opus 4.8 be8f72e731 M4a: emu860c -- the i860 step-core in C, 351x, checkpoint-perfect
Full mechanical port of emu860.py's validated semantics: paged memory,
integer ISA, control flow with delayed branches + bc.t/bnc.t annul, DIM
tracking, and the complete FP model (pipes with per-entry result precision,
PFAM/PFMAM dual-op routing, fdest bypass, raw-retire fix/ftrunc, K/T loads).
Python keeps the hooks via a shim; the C loop returns at hook pcs.

Differential result vs the hook-aligned reference trace (ref_trace2):
  139.7M steps/s (Python: 398K/s = 351x), 35.8M steps, 2195 hooks,
  43/43 checkpoints matched (pc + step count + full reg CRC).
The original i860 ran ~40 MIPS: real-time geometry is cleared 3.5x over --
M4's gate (GPU-RETARGET.md) is open.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-19 13:24:43 -05:00