Commit Graph
396 Commits
Author SHA1 Message Date
CydandClaude Fable 5 8231bee58c BT410 5.3.68: THE LIVE-RIO FAULT IS FIXED -- it and the TM crash were one defect
The [map] audit named it in one run: subsystem 17 = Torso, attribute ids 12/13
unresolved.  The donor's decompiled torso.hpp carries the authentic enum with
binary offsets -- ids 3..15, including StickPosition(9), TorsoUp/Down/
Left/Right(10-13), TorsoCenter(14), MotionState(15).  Our table stopped at
seven entries with MotionState at id 9, on the strength of a comment claiming
the rest were messages.

The streamed control mappings bind BY ID as direct WRITE destinations, so the
truncation produced two different crashes from one cause: in TM mode the
button ids 12/13 resolved NULL (the boot write-fault the moment the joystick
polled), and in RIO mode the analog id 9 resolved to our motionState
StateIndicator -- every analog packet from a live vRIO wrote raw floats over a
watcher-socketed object, and the corrupted chains walked into unmapped memory
~30-40s later.  That was the 'intermittent' pod fault at the fixed DPMI-host
address.  vRIO down = no analog = no corruption, which is why the norio conf
launched: every observation from the whole hunt drops out of this mechanism.

Fix: the full 13-entry donor table; five int command members carved from the
dynamicsState reserve (class size unchanged); ctor zeros them.

Verified, two agreeing runs each way: TM mode launches with a clean audit and
the Thrustmaster joystick driving the torso (stickY=0.907 -> torsoElev 0.349);
RIO mode with vRIO STREAMING launches, zero faults, weapons cycling.
pod_render_rec is no longer poisoned and the norio workaround is obsolete.

The audit-before-the-archive-call pattern (BT_MAP_LOG walks the same streamed
table CreateStreamedMappings consumes, naming what will not resolve) turned a
two-day intermittent-corruption hunt into a one-run lookup.  The streamed RES
tables are binding contracts on our attribute enums.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-29 14:41:52 -05:00
CydandClaude Fable 5 f30acc6a94 BT410 5.3.67: pose_chase was upside down -- harness bug, wire exonerated
The operator caught it: the 5.3.65 image showed the mech hanging from its own
ground-shadow plate (-y is up in the bridge world).  The follow-up pinned down
what was and wasn't wrong, and the reconstruction survives untouched.

Right, by three independent wire-level proofs: MAD.SKL offsets are a coherent
Y-up model (hip +5.29, knees descending, torso ascending -- anatomical only
read +Y-up); the BGF vertex extents agree (foot meshes extend -1.0 below their
ankle to the sole, torso +3.8 up to the missile pods); and the SHIPPED pod's
wire carries the same signs (hip +6.21, knees negative, vehicle root a pure
yaw with det +1).  Our wire and shipped's are convention-identical -- no flip
exists between game and board in either game.

Wrong: the ad-hoc chase camera.  It borrowed the aerial up-hint from the
calibrated live-bridge world (where -y is up) and applied it to a raw
scene-space render of Y-up wire data; the symmetric checkerboard ground
disguised the inversion.  The shipped capture rendered upside-down through the
same harness, which is what cleared the wire.

Both conventions now documented in the roadmap: wire/scene space is Y-up in
both games; the live bridge presents -y-up via its calibrated mirror family
(FP_RIGHT_SIGN / CAGE_TWIST_SIGN, COCKPIT-CAGE-NOTES.md).

Tooling: pose_probe.py replaces the throwaway harness (updir=+1 scene space
default, -1 for the bridge sense).  pose_chase_upfixed.png is the corrected
milestone image: the MadCat right side up -- chicken-walker legs, purple knee
actuators, feet planted, shadow under the feet.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-29 10:41:34 -05:00
CydandClaude Fable 5 1233a1d5f6 BT410 5.3.66: RIO-fault eliminations, and TM mode's own NULL-deref surfaced
Three clean eliminations on the live-RIO fault, all on the ack-fixed emulator:
not the ack heuristic (reproduces after the fix), not the debug logging
(pod_render_quiet faults identically with no BT_* env), and not the failed
test-mode handshake (the quiet run's init PASSED and it faulted anyway).

The Thrustmaster isolator -- L4CONTROLS=THRUSTMASTER so the game never opens
the RIO while vRIO keeps streaming into serial1 -- was blocked by its own
discovery: TM mode dies at boot in ControlsInstanceDirectOf<int>::Update+0x6,
mov eax,[eax+0x1c] with EAX=0, at guest 00485E1A.  That address resolves
cleanly in our map and the loader names BTL4REC.EXE CODE 0x75E1A directly: a
real defect in our controls wiring for the non-RIO path, and its own
reconstruction brick.

Standing facts for the hunt: our exe + live vRIO = fault in ~30-40s; shipped
exe + the same stream on the same emulator = fine (two baselines).  The ISR
and LBE4ControlsManager are archive code; ours in the per-event path are the
mapper (MECHMPPR) and the event/receiver plumbing.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-29 10:24:22 -05:00
CydandClaude Fable 5 e846717283 BT410 5.3.65: THE MECH STANDS -- wire matrix convention proven from engine source
pose_chase.png: the MadCat assembled from its 19 parts, standing in the arena
at its live articulated position.  Feet, legs, torso, weapon pods, canopy
plate.  Not a collapsed stack at the origin, which is what every prior frame
actually showed.

The convention is no longer inferred -- it is read from the engine.
RootRenderable's ctor writes an entity pose into a DCS with
*(Matrix4x4*)dpl_GetDCSMatrix(myDCS) = localToWorld, so
Matrix4x4::operator=(const AffineMatrix&) IS the wire layout: row-major,
rotation in rows 0-2, zeros in column 3, translation in ROW 3 (entries
12/13/14).

The old 3/7/11 choice rested on two errors, both corrected in the code
comments: AffineMatrix does keep translation at 3/7/11, but because it is
COLUMN-major -- citing it as precedent for a row-major layout read the storage
and ignored the indexer (AFFNMTRX.HPP:99).  And 'the last row made the maths
blow up' came from the contaminated bisect; those crashes were the RIO fault.

Rotation now composes through the engine's own Matrix4x4::operator=(const
EulerAngles&) from the page's pitch/yaw/roll, and the node write uses the
RootRenderable idiom (dpl_GetDCSMatrix + assign).

Also banked: the chase-frame fifobridge variant -- camera framed on the
articulated root instead of the arena bounds -- as the offline proof harness
for any future pose question.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-29 10:02:06 -05:00
CydandClaude Fable 5 d143f833ab BT410 5.3.64: THE COCKPIT EYE IS LIVE -- root+eye composition, and the emulator
deadlock it exposed

The camera gap root-caused and fixed through three layers:

LAYER 1 (ours): "chain the engine after the skeleton" was a non-fix.  The
engine's MakeEntityRenderables only accepts Object/Rubble resources, so
chaining it with a Skeleton printed "wrong video resource type" and built
NOTHING -- the fifodump proved it: zero vr_flush_dcs_artic records.  The real
fix mirrors the engine's Mover composition (L4VIDEO.CPP:4795-4860) inside our
mech case: a Dynamic RootRenderable (whose ctor seeds its DCS from
localToWorld and whose Execute re-flushes on change -- the ONLY source of
per-frame wire articulation), the skeleton hung UNDER its DCS via ReadSKLFile's
new parent_dcs parameter, and for the inside view a DPLEyeRenderable on that
root with the published EyepointRotation.  Also explains the mystery monolith
in the first frame: the skeleton was parked at the world origin with the
camera inside its shins.

LAYER 2 (1995 library, read from our own linked symbols): dpl_DrawSceneComplete
= velocirender_frameack(0), and frameack's unsolicited-reply path prints
"dpl error - unsolicited input during frame ack", adds the 1995 authors' own
puzzled "flush artic??" when the stray action is 0x1f, and calls exit(9).
Documented before it ever fires.

LAYER 3 (emulator, the actual deadlock): with per-frame articulation flowing
for the first time, the game stopped drawing at frame 232 -- one 0x1f burst
per frame forever, no receives, no error.  The VPX device feeds the frame ack
only after 6 CONSECUTIVE empty polls and reset that counter on EVERY
outputData write; per-frame articulation writes made the count unreachable, so
dpl_DrawSceneComplete never went true.  Fix: the reset is gated on
!frame_outstanding -- once a draw is outstanding the only receive the game
will do next is the frame ack.  The iserver-drain concern the reset guarded is
boot-time only, when no frame is outstanding.

Verified: two agreeing runs of ours on the fixed emulator (611 draws / 222
artic batches in run 2 -- the 232 wall is gone), camera travelling with the
mech (cam -329.7,0,60.5 -> -362.3,0,54.5 across 8s), anim_abs 0 -> 1 on the
bridge, view now INSIDE the cockpit cage.  Shipped binary re-run on the fixed
emulator: launches and runs, no regression.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-29 09:46:23 -05:00
CydandClaude Fable 5 af010c18c2 BT410 5.3.63: the mech gets both skeleton and engine renderables
MakeEntityRenderables no longer stops after the skeleton.  It builds ours AND
chains DPLRenderer, which is what creates the RootRenderable and the
DPLEyeRenderable the camera follows.  Verified over three runs:

  [mer] 208 class=3001 view=1 res=1
     [vid] type=1 file='mad.skl'
  [skl] video\mad.skl -> 26 nodes, 19 objects
     [chain] into DPLRenderer, skeleton=yes, stack at 0x12dde7

No fault, mission launches, sim runs.  Worth noting separately: the engine's
eyepoint construction -- prime suspect for the page fault through most of a
session -- runs perfectly here, with the stack at 0x12dde7, right beside the
main loop's frame.  Both are consistent with the corrected finding that the
fault is a live-RIO artifact at a fixed DPMI host address.

The camera still does not move: two frames six seconds apart differ by zero
pixels while [sim] shows the mech travelling from (487,20,288) to (493,20,301),
and the bridge reads cam (0.0, 10.0, 0.0) -- world origin plus eye height.  So
the eye renderable was necessary but not sufficient.

Eliminated by reading our own code rather than guessing: the viewpoint entity
IS the mech (BTL4APP.CPP:354), the video renderer IS linked to it
(APP.CPP:1337), and SetupCull would Fail() loudly if the mech lacked
"siteeyepoint" or EyepointRotation -- neither Fail appears.  That leaves the
path from SetupCull's worldToEyeMatrix to what the bridge reads off the wire,
which is bridge territory rather than reconstruction territory.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-29 08:36:51 -05:00
CydandClaude Fable 5 3c42766f48 BT410 5.3.62: correction -- the fault address was never in our code
Every conclusion that named EulerAngles::operator=(const LinearMatrix&) as the
fault site was wrong, including the disassembly built on top of it.  Three
independent proofs:

1. ROTATION.CPP is ours, so the function was instrumented directly -- print
   this, &matrix and a local's address on the first twelve calls plus any wild
   pointer.  The run faulted with ZERO [euler] lines: never called.

2. After the probe was added, 0x66D9 disassembles to a two-byte conditional
   jump (jnl) that touches no memory.  The dump reports ErrCode 0004, a data
   READ.

3. EIP 0x66D9 and cr2 0x7000FA64 are identical to the byte across every build
   this session, including builds where the code at that offset changed
   completely.  A fault in our CODE segment moves when the code moves.  This
   one does not -- it lives in the DPMI host, which loads low and never gets
   relinked.

The map lookup was a coincidence: our _TEXT is section-relative from 0, so its
offsets overlap the host's low addresses, and the map will name a function for
any small number.  Before resolving a fault address against the map, confirm it
belongs to our segment -- cheapest check is whether it moves on relink.

What is actually true, by same-binary A/B:

    vRIO DOWN, serial1 still a namedpipe -> mission LAUNCHES
    vRIO UP,   same conf, same binary    -> FAULT

The trigger is a LIVE RIO stream, not an unplugged cable.  The emulator reports
continuous serial1 RX overruns, the fault lands wherever the app happened to be
(terrain one run, the mech's inside view another), and the shipped binary
survives the identical conditions.  A fault at a fixed host address, at
arbitrary points in the app, requiring an interrupt-driven stream, is an
interrupt re-entrancy signature rather than a wild pointer.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-29 08:22:15 -05:00
CydandClaude Fable 5 d5ae9c4851 BT410 5.3.61: the camera never moves -- our mech case skips the engine's eyepoint
Two frames captured seconds apart are pixel-identical while [sim] shows the
mech travelling from (180.4, 10, -358.7) to (-604.8, 0, -352.4), with the
bridge title reading cam (0.0, 10.0, 0.0) throughout.  The scene renders, the
eyepoint is never driven.

Our own MakeEntityRenderables explains it.  When ReadSKLFile finds a Skeleton
entry it sets handled = True and the chain to DPLRenderer::MakeEntityRenderables
is skipped -- but that is the call which builds the RootRenderable and the
DPLEyeRenderable the camera follows (L4VIDEO.CPP:4548-4566).  We hand the board
a skeleton with no root and no eye.

That also closes the loop on the fault: the eyepoint construction we skip is
the same code that faults when it runs.  The mech case must end up doing BOTH,
so the EulerAngles::operator=(const LinearMatrix&) fault has to be understood
before the mech can be seen from its own cockpit.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-28 23:34:10 -05:00
CydandClaude Fable 5 9c959e6891 BT410 5.3.60: first rendered frame from a running reconstructed mission
emulator/render-bridge/first_mission_frame.png -- arena city, textured
buildings, horizon, 28fps, captured from the GL bridge while our build ran a
live mission with the mech walking.  The skeleton went in with it:
[skl] video\mad.skl -> 26 nodes, 19 objects.

Corrects yesterday's RIO framing.  I called serial1 an unplugged cable.  Wrong
twice: VRio.App is running on this rig (the dev-rig default since 7/17), and
the emulator log recorded real byte counts on that port -- RX overruns of 471,
503, 528 -- which an unconnected pipe cannot produce.  The port was LIVE and
streaming during every crashing run.

So the defect is not that we mishandle a disconnected port, it is that we
mishandle a live RIO stream, which is worse: every production pod has a real
RIO.  The shipped binary on the same rig logs 'lost RIO analog request', keeps
sending characters, and runs the mission; ours logs 'RIO never came back from
test mode!' and dies partway through the load.  The overrun counts say the
guest is not draining the port fast enough.  L4RIO.CPP's handshake is authentic
archive code, but MechRIOMapper (BT/MECHMPPR.CPP) is ours -- that is the thread.

pod_render_norio.conf stays the way to get a running mission today, but it is a
workaround: it disables the cockpit's primary input device.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-28 23:33:08 -05:00
CydandClaude Fable 5 475ae3106e BT410 5.3.59: A MISSION RUNS -- the RIO serial port was blocking every load
pod_render_norio.conf is pod_render_rec.conf with one line changed,
serial1=disabled instead of the vrio named pipe.  Same binary, same egg.  With
it, our build launches and the mech walks:

  [launch] state=2 minPriorityEmpty=1 ticks=85316
  [queues] p0=- p1=- p2=BUSY p3=- p4=-
  BTL4Application::RunMissionMessageHandler
  Turning Plasma Score Display On
  [sim] pos=(180.466,10,-358.703) yaw=-0.275605 spd=14.4
  [sim] pos=(251.959,10,-250.498) yaw=-0.89103  spd=14.4

No fault, 290 log lines and counting.  This is the first time the
reconstruction has reached a running mission on the pod.

The hang was never starvation, a deadlock, or a refill loop -- it was VOLUME,
the first candidate I listed and then talked myself out of.  530 renderer
events queue at priority 0 during load; BackgroundTasks::Execute runs exactly
one task per call round-robin over seven tasks, and the 1ms frame budget is
always blown here so no extra background passes happen.  That is ~9 events per
real second, so a load legitimately takes ~60s.  The fault arrived at ~40s,
before the backlog could clear.  Every 'the queue never drains' reading was
really 'the process dies before it can'.

The disproof was already in hand: the post tally climbed to 530 and went FLAT,
which means nothing was refilling.  p0=BUSY with nextReady=1 is equally
consistent with a large finite backlog still draining, and I read it as refill.

Why the RIO port: the pipe has no server attached, which should behave as an
unplugged cable.  The emulator log shows steady serial1 RX overruns, our build
prints 'RIO never came back from test mode!', and the SHIPPED binary prints
'lost RIO analog request' and launches anyway on this identical rig.  So an
unplugged RIO is survivable and our handling of it is not -- a real defect, not
a rig artifact, since a pod with an unplugged RIO cable should still boot.

The wild reference at EulerAngles::operator=(const LinearMatrix&)+0x19 is still
unexplained, but it is now reproducible on demand by enabling serial1 rather
than being a coin flip.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-28 23:23:29 -05:00
CydandClaude Fable 5 d3b332a62a BT410 5.3.58: the load gate is blocked by a REFILL loop on priority 0, not starvation
Per-priority occupancy, measured every second until the fault:

  [queues] p0=BUSY p1=- p2=BUSY p3=- p4=- nextReady=1

That single line kills the two leading theories.  p3/p4 empty means nothing
above priority 0 is competing, so the pump is free to serve it -- no
starvation.  nextReady=1 means PeekAtNextEvent always has a READY event, so
priority 0 is not holding a timed event whose alarm never comes due -- no
deadlock.  What remains is refill: priority 0 is replenished as fast as the
pump drains it, ~143 events per simulated second.

It is also fully deterministic.  Two runs of the same binary reported
pump=352/1499 at frame 1001 and 495/2643 at frame 2002, identical to the byte.
So 'crashes about half the time' was never a race -- it was comparing runs that
differed in binary or conf.

Only InterestManager::PostRendererEvent posts at priority 0 (it maps every
renderer event there while the app is not RunningMission), so naming the
message names the flooder.  Application::Post now tallies priority-0 posts by
message ID and reports the busiest three.  Notably, all three producers of
NotifyOfNewInterestingEntity are entity-CREATION paths, so if that ID dominates
then something is creating entities in a loop -- which would explain the
unbounded growth behind the fault as well as the hang.

pod_render_noskl.conf now carries the same probes, so one instrumented binary
can be run with the skeleton walk on and off.  Walk-off runs are the only
configuration of ours known to reach 'Turning Plasma Score Display On'.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-28 22:20:11 -05:00
CydandClaude Fable 5 4cf09917ce BT410 5.3.57: the crash is deterministic, and the real blocker is the load gate
The previous commit's attribution was wrong and is corrected in the roadmap.

WRONG: 'the crash is the skeleton walk's' rested on 0 crashes in 2 runs with
the walk disabled -- a 25% coin flip presented as evidence.  The oldest
preserved dump has no [skl] line and ends on the old 'couldn't figure out how
to MakeEntityRenderables' fallback, so it predates the walk and faults
identically.

WRONG: 'it lands at different points each time'.  Every dump carries the same
numbers to the byte (cr2 7000FA64, EIP 66D9).  What varies is how far the log
gets, not where the fault is.

Resolving the address through btl4opt.map names it exactly:
EulerAngles::operator=(const LinearMatrix&)+0x19, a read through the matrix
reference.  A binary scan finds all three call sites of that operator pass a
stack local, so the 1.79GB pointer still has no static explanation -- that is
now its own open item rather than a guess.

Two theories killed cleanly by the new BT_STACK_LOG probe and a binary scan:
ESP drift (drift=0 over 2002 frames; exactly one callee-cleans function exists
in the whole binary) and an undersized stack (our PE and the shipped one have
identical 1MB/8K geometry).

What the probe found matters more: the application is parked in state=2, which
is LoadingMission, not WaitingForLaunch.  Priority 0 is where the interest
manager queues renderer events during load, the gate needs that priority empty,
and it never empties -- so the mission never launches and the renderer holds a
blank screen by design.  The fault arrives ~30s into that wait.  Runs that DO
launch never print a single [launch] line.  So 'crashes half the time' and
'hangs during load' are one event seen twice.

A 15x disagreement between two clocks looked like a reconstruction slip --
BTL4.CPP passes GetTicksPerSecond() where ApplicationManager wants a frame
rate.  Checked against the shipped binary before touching it: same instruction
sequence, same kind of static float pushed.  Authentic.  Documented so nobody
'fixes' it.

Also swept every subsystem DefaultData against its real C++ base.  Fifteen
chain past their immediate parent, but fourteen skip only classes that add no
handlers and no attributes, and no class's attribute-ID base disagrees with its
index chain -- so there are no gap slots there.  The one real defect: Generator
is a HeatSink but chained to Subsystem::MessageHandlers, so it ignored every
ToggleCooling message.  Fixed (compiles next build).

Tooling: podrun.sh stages the build over BTL4REC.EXE, exports the host-side VPX
board env -- without which the run dies at the iserver handshake rather than
merely rendering nothing -- and archives every run's log, marking it -CRASH
when it faulted.  Before this the only preserved dump was an accident, on a rig
where each run costs four minutes.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-28 21:41:38 -05:00
CydandClaude Fable 5 f54e1a3c19 BT410 5.3.56: the intermittent pod crash is the skeleton walk's -- attributed by same-binary A/B
Added BT_NO_SKL, which skips the skeleton build so ONE executable can be run
with and without it.  That is the only clean way to test an intermittent
fault, and it settles attribution:

  walk enabled   ~50% of runs die (page fault at 66D9) at DIFFERENT points
  walk disabled  0 crashes in 2 runs
  shipped exe    0 crashes in 2 runs, same rig and conf

So it is our new code, not the rig, and the varying fault point points at
memory corruption surfacing later rather than a bad instruction in the walk.

Hypotheses killed by reading the private library headers: the matrix array is
the right size (dpl_MATRIX is float32[4][4]); and neither s_dplobject nor the
common dpl_node header retains an object name, weakening the dangling-string
theory (a private name cache inside the library is still possible and is the
best surviving suspect).

Also checked something that would have been much worse than a crash:
~NotationFile REWRITES its file when dirty, and these are the game's shipped
.SKL data files.  MAD.SKL is untouched, and ReadSKLFile now carries the
engine's own Verify(!IsDirty()) guard.

Next tests are listed cheapest-first in the roadmap: keep the NotationFile
alive, copy the Object= names, count board allocations, and re-check whether
MakeEntityRenderables runs twice per mech.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-28 20:45:28 -05:00
CydandClaude Fable 5 d66c2b0812 BT410 5.3.55: the mech skeleton is built -- .SKL walked into a dpl_DCS tree
BTL4VideoRenderer answers MechClassID: walks the video-object chain the way
the engine does, hands every L4VideoObject::Skeleton entry to ReadSKLFile, and
recurses the .SKL into a dpl_DCS tree with geometry instanced onto it.

Verified repeatedly on the live pod: '[skl] video\mad.skl -> 26 nodes, 19
objects', with no 'wrong video resource type' complaint and no load failures.
Those counts are exactly what the file declares (25 joint= entries + root, 19
Object= entries).

Corrects the earlier success criterion in this file, which said 22 instances
by reading the reference capture's 'instance x22' against DZoneCount=22.
Damage zones are not geometry -- 28 dzone= tags spread across 19 objects.

Translations are written to matrix[3]/[7]/[11], MUNGA's own AffineMatrix
layout.  It walks cleanly but no frame has been seen WITH the mech yet, so
the slot choice is recorded as unconfirmed.  Rotation stays identity by
design: every base-pose angle in MAD.SKL is 0 or ~1e-3, so translation alone
assembles the model and isolates one convention at a time.

AND A CORRECTION I have to flag loudly: I earlier concluded from single runs
that non-identity translations crashed the pod, 'isolated' it, and 'confirmed'
the alternative also crashed.  That was all noise.  The same binary re-run
gives walk / crash / walk / crash -- the known intermittent plane-write defect
is now firing on ~half of pod runs and lands at different points each time,
which is precisely what made it look deterministic.  Never accept a single
pod run as evidence on this rig; require two agreeing runs.

That defect is now the top of the list: a run must survive both the skeleton
build and the launch to render anything, which at ~50% is a coin flip on a
four-minute cycle.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-28 18:46:37 -05:00
CydandClaude Fable 5 fac559bc31 BT410 5.3.54: skeleton-walk API inventory complete; staged plan with pixel-free checks
Confirmed every call the .SKL walk needs -- the NotationFile accessors and the
MakeEntryList/GetFirstEntry/GetNextEntry idiom (copy DPLReadINIPage's
objectpath loop), and the dPL side (NewDCS/SetDCSMatrix/AddDCSToDCS/
AddDCSToScene/SetDCSZone/FlushDCS, LoadObject/NewInstance/SetInstanceObject/
AddInstanceToDCS/FlushInstance).

On the matrix: a DCS flush body is [remote][type_check][node][64 bytes] = a
4x4 of float32.  Decoding a real BT capture shows a near-identity with a
single 10.0 term in the last row, suggesting row-major with translation in
row 3 -- but the rows print shifted by one word against a true identity, so
the decoder offset is suspect and the convention is recorded as NOT yet
proven.  Flagged rather than guessed.

Staged the work so each half is verifiable without looking at pixels: build
the tree with identity matrices first and prove the structure by wire counts
(26 DCS + 22 instance flushes, which MAD.SKL's JointCount=25/DZoneCount=22 and
the dpl3-revive reference capture agree on), then add real transforms and fix
the convention by watching which slot moves.

Also noted the one API still to check first: the skeleton reaches us as a
non-Object L4VideoObject::ResourceType, so branch on that enumerator rather
than re-deriving the filename.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-28 17:07:00 -05:00
CydandClaude Fable 5 a6612d5f75 BT410 5.3.53: full spec for the mech-skeleton brick, with an exact success criterion
Everything needed to write the .SKL -> dpl_DCS path is now known and written
down: the file format (each page = one node with a local transform, an
optional .bgf, damage-zone tags and its child joint pages), the dPL call set
(NewDCS / SetDCSMatrix / AddDCSToDCS / LoadObject / NewInstance /
AddInstanceToDCS / FlushDCS), and the algorithm matching RPL4VID.HPP's
ReadSKLFile + RecurseSKLFile, including where DPLJointToDCSTranslator picks
up the joint->DCS mapping afterwards.

One unknown is flagged honestly: no surviving source calls dpl_SetDCSMatrix
(the RP game file that did is missing, like BT's), so the matrix convention
must be derived from the dpl3-revive protocol spec and DPLTYPES.H.

The success criterion is exact and needs no pixels: the dpl3-revive reference
capture of a real pod decodes as 26 DCS flushes and 22 instance flushes, and
MAD.SKL declares JointCount=25 (+root = 26) with DZoneCount=22.  A correct
walk of that one file should reproduce those counts on the wire.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-28 14:10:29 -05:00
CydandClaude Fable 5 15d509c8a8 BT410 5.3.52: frame rate measured properly -- the missing mech skeleton is the real gap
The pod updates every few seconds.  Measured by sampling a head window every
2s (emulator/render-bridge/headrate.py): OURS changed in 5 of 12 samples,
SHIPPED in 1 of 12.  So the reconstruction is not slower than the shipped
binary -- the emulated board is just expensive.  Caveat recorded with it:
ours was being driven by the throttle hooks while the shipped exe ignores
them and sat parked, so treat those as same-order, not a win.

What did cost us 3x was mine: BT_MECH_LOG/BT_LAUNCH_LOG write per-frame lines
and DEBUG_STREAM=cout is redirected to COM3, so every one goes through an
emulated serial port.  Turning them off took the wire from 480 to ~1480
bytes/sec.  pod_render_quiet.conf is the conf to use for timing work.

And a correction to my own earlier framing: wire bytes/sec is NOT a frame
rate.  Shipped pushes ~8900 B/s against our ~1480 and the difference is
CONTENT, not speed -- shipped submits the mech and we do not:

    OURS:    L4VIDEO.cpp wrong video resource type for object mad.skl
    SHIPPED: (no such line)

The mech's model resource is a SKELETON.  The engine's default
MakeEntityRenderables accepts only Object/Rubble and rejects anything else
with exactly that message, because skeletons are the GAME renderer's job.  So
our arena renders but the MECH IS ABSENT, and with it the cockpit interior --
one unimplemented path explaining both the missing model and the lower wire
volume.

Next brick is now precisely scoped: answer MechClassID by reading the .SKL
notation pages into a dpl_DCS hierarchy and hanging the per-node .BGF
geometry off it.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-28 14:04:35 -05:00
CydandClaude Fable 5 09192367c0 BT410 5.3.51: THE 3-D WORLD RENDERS -- reconstruction to emulated board to a picture
emulator/render-bridge/first-3d-frame.png: the arena from the pod -- sky,
horizon, ground, the arena structures along the skyline -- at ~31fps on the
VelociRender bridge.

The whole chain now works in our build: MakeVideoRenderer ->
BTL4VideoRenderer over DPLRenderer -> board boot -> Renderer::LoadMission ->
DPLReadEnvironment for the art paths -> 40/40 arena objects loaded -> mission
launch -> per-frame submission over the wire.

The mistake worth remembering: the run was never stalled after
InitializePlayerLink.  I called that from a 150-second sample and it was just
too short.  CheckLoadMessageHandler reposts every second and will not advance
until the min-priority event queue drains, and with the video renderer in the
mission that takes minutes.  A BT_LAUNCH_LOG trace showed the queue draining
and then both RunMissionMessageHandler calls, the plasma display, and the
first sensor tick -- matching the shipped binary line for line.  The renderer
deliberately holds a blank screen until RunningMission (L4VIDEO.CPP:5100), so
'black' was the app still loading, not a rendering bug.

Zero unbuildable entities, zero geometry failures.  The frame is static only
because the mech is parked with no input, and the camera in the bridge title
is the bridge's own viewer, not the game's eyepoint.

Also banked the launch-gate trace (BT_LAUNCH_LOG) behind an env var.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-28 10:30:20 -05:00
CydandClaude Fable 5 060078e4ae BT410 5.3.50: geometry loads -- the bring-up no-op was suppressing the base
DPLRenderer::LoadMissionImplementation (L4VIDEO.CPP:6007) is not empty: it
calls DPLReadEnvironment (which opens L4DPLCFG/btdpl.ini and sets the dPL
object/material/texmap paths from the objectpath= entries) and then
LoadNameBitmaps.  The 'bring-up no-op' installed earlier therefore did not do
nothing -- it REPLACED that, so the loader never learned where the art lives
and every dpl_LoadObject returned NULL.

I justified that no-op by pointing at VideoRenderer's bare Tell and
GaugeRenderer's identical one; neither is our base.  Check the ACTUAL base
before overriding in this engine and chain it unless there is a reason not
to.  DPLReadEnvironment is private to DPLRenderer, so chaining is the only
way a game renderer can reach it at all.

  before: 40x 'couldn't load object', 'NULL instance', run ends,
          wire ~24 bytes/sec
  after:  0 failures, run continues, wire ~12 KB/s (1.17MB climbing),
          bridge live at 88fps

Proved it was ours and not the rig by running the SHIPPED exe under the same
conf: it loaded every object.  That A/B is cheap and is the right first move
whenever the pod misbehaves.

Still black: the bridge camera sits at its default (0,10,0), so the wire
carries state and object loads rather than a populated scene.  The mech and
arena entities still need MakeEntityRenderables bodies.

Rig improvements, both from the user: nosound is fine on the SLOW clock (it
is the FAST SOS clock that needs the AWE32), which saves ~4 min and ~300MB of
audio taps per run; and serial3=file + '> COM3' gives a live unbuffered log,
so a run that does NOT crash is finally readable.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-28 09:09:04 -05:00
CydandClaude Fable 5 ed7843b89f BT410 5.3.49: first renderable answer -- BTPlayer, and the pod stops complaining
BTL4VideoRenderer now overrides MakeEntityRenderables.  Class 3035 resolves
to BTPlayerClassID (the BT enum block starts at 3000 in VDATA.HPP), and a
player carries no graphics -- exactly what the engine already does for its
own PlayerClassID with an empty case.  Everything else chains to DPLRenderer,
so the override can only add answers.

On the pod: the 'couldn't figure out how to MakeEntityRenderables' complaint
is gone and the run no longer exits, it keeps running.  It still renders
nothing -- the wire fifodump grows at ~24 bytes/sec, keep-alive rather than a
frame stream -- which is expected, since only the player has been answered
and the mech and arena still have no renderables.

Banked a practical problem worth fixing before the next session: a pod run
that does NOT crash produces no readable log, because the conf redirects the
game's stdout and DOS buffers it.  Every readable log this session came from
a run that crashed and had its buffer flushed by the fault handler.  The
RC.TXT marker (a separate command) survives that, and the com3/serial3=file
trick from the emulator notes would give live unbuffered output -- worth
wiring in, otherwise progress is invisible precisely when things are going
well.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-28 08:34:44 -05:00
CydandClaude Fable 5 32023a918f BT410 5.3.48: watcher ladder complete; the engine names the next brick
With every authored watcher resolving, the pod run reaches the mission, draws
the FULL COCKPIT with the board booted and audio running, and exits GAME-RC=0
with no Fail.  It builds no 3-D scene, and the engine says why:

  Entity 1:1 class3035 couldn't figure out how to MakeEntityRenderables
  L4VIDEO.cpp couldn't load object sky.bgf  (then the whole arena)
  NULL instance

VideoRenderer::MakeEntityRenderables (VIDREND.CPP:231) is the BOTTOM of a
virtual chain -- its comment says so outright -- and BTL4VideoRenderer does
not override it, so every entity falls through, no scene graph is built, and
the geometry that would hang off it never loads.

CORRECTS an earlier note in the roadmap: I recorded the first full-rig run as
proving '.BGF loading was never a reconstruction problem, only a missing
bridge', because the complaint count was zero.  It was zero because the run
Failed at a watcher long before reaching geometry.  Now that it gets there,
the loads are attempted and fail -- for want of renderables, not the bridge.

Next brick is the real btl4vid body, shape pinned by the surviving sibling
header RPL4VID.HPP: override MakeEntityRenderables, plus ReadSKLFile /
RecurseSKLFile to walk the .SKL skeleton pages into a dpl_DCS hierarchy and
load the .BGF geometry per node.  Renderable content from the BT411 donor.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-28 08:22:44 -05:00
CydandClaude Fable 5 4168f1ad4d BT410 5.3.47: the whole authored watcher set is published -- cockpit renders in the pod
Ladder rungs, each run-verified on the pod rig: ReportLeak (HeatSink),
GeneratorOn (Generator -- member existed, publication missing),
ConfigureActivePress (MechSubsystem -- likewise), AmmoState +
FireCountdownStarted + the rest of the AmmoBin table.

THE PINNED RANGE IS NOW THE AUTHENTIC SHAPE.  Publishing ReportLeak on
HeatSink and ConfigureActivePress on MechSubsystem shifts the chain down two,
and MechWeapon's bridge to its binary-pinned PercentDone (0x12) collapses
from THREE guessed pads to ONE -- which is exactly the arithmetic the shipped
string pool predicts (MechSubsystem 1, HeatableSubsystem 3, HeatSink 6,
PoweredSubsystem 5).  Three pads of guesswork replaced by a real attribute
and a real base-class row.  HeatableSubsystem and Torso rebase onto
MechSubsystem::AttributeIndex; MechControlsMapper does not (it derives from
Subsystem directly).

Types were chosen deliberately this time, per the AudioWatcher families the
engine instantiates (Motion / Hinge / Scalar / StateIndicator): every *State
name resolves to a StateIndicator, ReportLeak is a Scalar.

RESULT: the pod run now gets past every authored watcher and DRAWS THE FULL
COCKPIT -- sensor cluster, myomers, cooling, the weapon panels, kills/deaths
-- with the board booted and audio running.  It then exits without flushing
its redirected stdout, so the exit reason is not yet known; next step is a
run with the redirect removed so the console is readable.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-28 08:09:56 -05:00
CydandClaude Fable 5 afb9e3f5d9 BT410 5.3.46: the Reservoir crash solved -- *State names must be StateIndicators
The linker map named the faulting function: the crash address minus the CODE
base (0x410000) looked up in btl4opt.map's Publics-by-Value landed inside
AudioStateWatcher::AudioStateWatcher +0x2D.

AudioStateWatcher is AudioWatcherOf<StateIndicator> and its ctor immediately
runs Cast_Object(StateIndicator*, attributePointer)->AddAudioWatcher(this).
So every authored *State name must be published as a StateIndicator --
AlarmIndicator counts, it derives from one -- and pointing one at a plain int
sends that member call through garbage.

That explains both earlier failures: the AlarmIndicator attempt was the right
type but was tested with other bugs still in the batch, and the plain-int
attempt was simply the wrong type and crashed further along.

Published as state objects: Reservoir/ReservoirState -> reservoirAlarm,
Generator/GeneratorState -> stateAlarm, plus new StateIndicator members for
Condenser/CondenserState and Torso/MotionState.  StateIndicator has no
Initialize(); the default ctor suffices because the watcher only needs the
object to exist.

Verified on the pod rig: no crash, ladder advanced to ReportLeak.

Technique worth keeping: on an extender fault, subtract 0x410000 from the
dumped address and look it up in btl4opt.map -- it names the engine function,
and for this family of work that names the watcher class and hence the
required member type.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-28 07:42:44 -05:00
CydandClaude Fable 5 0d97d8c38b BT410 5.3.45: six more watcher names published; the Reservoir one CRASHES (bisected)
Published and verified green on the pod rig: Condenser/CondenserState,
Generator/GeneratorState, Emitter/LaserOn, ControlsMapper/TargetRangeExponent,
plus the Torso and Myomers tables from the previous pass.

Reservoir/ReservoirState CRASHES the pod on the DOS extender, and a bisect
pins it to exactly that change: revert it and the run returns to a clean
Fail, re-apply it alone and the crash returns.  It is reverted; the tree is
green and the ladder is blocked there.

The important lesson is general: AttributeWatcherOf<T> does
currentValue = *(T*)attributePointer AT CONSTRUCTION, so a published name is
read the moment its watcher is built.  My earlier staging note claimed the
provisional types could not matter because nothing drives the values yet --
that is wrong, and this is the counterexample.

Ruled out by measurement and recorded so they are not retried: the
AlarmIndicator-vs-int type (a plain int got further, 232 -> 749 bytes of log,
but still crashed), static-init order (reservr.obj sorts last, after heat),
an id gap (contiguous at HeatSink::NextAttributeID), and the gauge rig (same
binary runs clean there -- only the pod/arena context faults).

Crash signature for whoever picks it up: 0044B4AD, mov eax,[edx+0x18] then
call [eax+4], EAX=0x15, fault at 0x19 -- a small integer called through as an
object, i.e. the AttributeIndexSet::Build uninitialised-slot pattern.
Condenser is the control: same base class, plain int, no crash.

Also fixed on the way: staged members must be appended at the END of a class
(offset-sensitive readers exist -- condenserNumber is reached as
master+0x1d4) and never added to a resource struct, which is a wire format.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-28 02:42:43 -05:00
CydandClaude Fable 5 3ecd88aaef BT410 5.3.44: read the whole watcher list out of the resource; Torso MotionState
BTL4.RES stores each watcher as a (SUBSYSTEM, ATTRIBUTE) string pair, so the
complete list can be extracted directly instead of discovering one name per
6-minute run.  Banked the extraction method and the full normalised table.

Sixth rung climbed: Torso/MotionState (staged member, appended at the end of
Torso's own range so no downstream id moves).  LocalVelocity and
LocalAcceleration turn out to need nothing -- the engine's Mover already
publishes them.

Also banked, and deliberately NOT acted on: ReportLeak and
ConfigureActivePress are base-class attributes inside the pinned range, and
chasing them turned up what looks like the authentic attribute layout.  The
shipped pool gives MechSubsystem 1, HeatableSubsystem 3, HeatSink 6,
PoweredSubsystem 5 -- which counted from Subsystem::NextAttributeID=2 lands
MechWeapon's real ids on the binary-pinned 0x12 with EXACTLY ONE pad, where
our tree needs three.  That arithmetic is strong evidence for the original
layout, and reconciling to it would replace three guessed pads with the real
table.  But it moves ids underneath a cockpit currently verified at 98.9%
pixel-identical, so it wants a deliberate session with the A/B rig open
rather than a bulk edit at the end of a long one.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-28 01:25:40 -05:00
CydandClaude Fable 5 14da9489c2 BT410 5.3.43: full pod rig -- geometry loads, ladder advances to the audio watchers
Under the documented rig (launch_pod.ps1 with the GL bridge up) the 'couldn't
load object' count went to ZERO.  .BGF loading was never a reconstruction
problem, only a missing bridge.

What blocks now is a series of authored AttributeWatchers: BTL4.RES binds
them BY NAME and the engine Fails outright on any that does not resolve, so
each is a name our subsystems must publish.  Five rungs climbed, each
run-verified: UnstablePercentage, SpeedEffect (Myomers table), AnimationState
+ CollisionState/CollisionNormal + ReduceButton (Mech), and the full Torso
table (all six authentic names mapped onto existing members).

The method that makes this cheap is banked: the shipped binary's string pool
carries each class's attribute names CONTIGUOUSLY in ID ORDER after the class
name, and in every case so far our member declarations sit in the same order
-- which confirms the layout and lets ids be pinned rather than guessed.
Intersecting those names with BTL4.RES gives the exact work list.

A THIRD miswired SharedData found on the way: Myomers carried Subsystem's
tables where it derives from PoweredSubsystem, the same defect as
MissileLauncher (5.3.33).  Worth a sweep across every subsystem.

Staged member TYPES are provisional and documented as such: AttributeWatcherOf
reads *(T*)attributePointer and the instantiation comes from the resource,
which the string pool does not reveal.  Nothing drives them yet, so settle the
types with the models that write them.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-28 01:03:36 -05:00
CydandClaude Fable 5 91b043778e BT410 5.3.42: the 3-D pipeline runs to the geometry load -- two rungs climbed
RUNG 1: BTL4VideoRenderer::LoadMissionImplementation, Fail -> bring-up no-op.
Legal, not a cheat: the engine's own VideoRenderer version (VIDREND.CPP:259)
is a bare Tell and our working GaugeRenderer ships the same, so the renderer
comes up and runs its frame loop with an empty scene -- exactly what we want
to measure before writing content.  The authentic shape for the real body is
pinned by the surviving sibling header CODE/RP/RP_L4/RPL4VID.HPP (walk the
mission entities -> MakeEntityRenderables -> ReadSKLFile/RecurseSKLFile).

RUNG 2: Mech::EyepointRotation published.  The engine then Failed at
SetupCull, which fetches that attribute BY NAME off the viewpoint entity and
composes it with the siteeyepoint segment to build worldToEyeMatrix.  The
mech already HAD EulerAngles eyepointRotation with a getter -- only the
publication was missing.  One enum id, one table row.

The run now reaches the full mech build, constructs the renderer, boots the
board (~907K VPX wire transactions), loads the mission, runs the per-frame
cull and enters geometry loading with ZERO Fails and zero exceptions.  It
stops at 'couldn't load object buttee.bgf' / 'NULL instance' -- and that is
not a defect: the models are present and BTDPL.INI points at them, but .BGF
loading goes through the board to the external GL render bridge that the VPX
HLE tees over VPX_FIFOSOCK, and that bridge was not running.  'NULL instance'
comes from the prebuilt LIBDPL.LIB refusing to instance an object that never
loaded.

Next rung is the documented full rig (render-bridge/launch_pod.ps1).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-28 00:18:10 -05:00
CydandClaude Fable 5 1b204de6d3 BT410: the 3-D path runs to mission load -- btl4vid's next brick is named
Run against the emulated Division card, our build reaches the mission scene
load and stops at the one method we stubbed:

  btl4vid.cpp(42): BTL4VideoRenderer::LoadMissionImplementation
                   -- btl4vid.cpp not yet reconstructed

That proves MakeVideoRenderer, the BTL4VideoRenderer ctor over the engine's
DPLRenderer, the board boot (transputer + i860 firmware, ~858K wire
transactions through the VPX HLE) and Renderer::LoadMission all work in our
build.  btl4vid is not a from-scratch climb; the engine half was always
linked and what is missing is the mission-load hook and its renderables.

Banked the reproduction rig (emulator/vidtest.conf + the host VPX env --
VPX_RESPOND alone is not enough, the iserver handshake dies without
VPX_RENDER), the authentic contract from CODE/RP/MUNGA/RENDERER.CPP:263, and
a note that the BT411 donor restructured this hook so the contract comes from
the 1995 engine and only the renderables come from the donor.

Also corrected today's earlier note: the transient 3-D frame seen during a
gauge run was NOT the dPL path.  MakeVideoRenderer returns NULL without
DPLARG and no gauge conf sets it, so no video renderer exists in those runs.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-27 23:32:06 -05:00
CydandClaude Fable 5 50341b4a66 BT410 5.3.41: the plane-write hunt -- two more hypotheses dead, defect bounded
PlayerStatus (dirty-gated, blits an 8-bit pixmap -- but the widget map for a
DIRTY run contains no playerStatus at all; it belongs to cameraInit and never
exists in a mech cockpit) and heat-driven redraw (a BT_FORCE_FIRE run came
back clean).  Seven hypotheses killed by measurement so far.

It is a heisenbug: dirty on ~3 runs in 25, and every run since instrumenting
has been clean.  The pattern tracks STARTUP LOG VOLUME -- the three dirty
runs all had the lighter conf, and a chatty trace slows init enough to
suppress it.  The blit trace is therefore narrowed to fire only for pixmaps
landing on a non-palette port, which is near-silent when nothing is wrong.

That narrowed trace caught real traffic: 17x17 PixelMap8 blits onto
Mfd1/2/3 -- 8-bit pixmaps on single-bit planes.  They render correctly, so
the library thresholds them; not the culprit but the right bug class.

Also banked a hunting recipe, because two detector traps cost runs: Eng1 == 0
means the cockpit is not up (not dirty), and an early capture during mission
start caught a full 3-D cockpit frame with the gauges at pod positions
(Eng1 62927) that did not recur over the next minute.  BTDPL.INI is in the
mount and DPLRenderer is linked, so the dPL path may emit a frame during
launch even with L4VIDEO=OFF -- first evidence the 3-D path produces
anything, and explicitly NOT a claim that btl4vid works.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-27 22:43:13 -05:00
CydandClaude Fable 5 90daf5e9b7 BT410: bank the plane-write hypothesis ledger and the instrument to use next
Four hypotheses tried and killed by measurement, recorded so the next session
does not repeat them: misrouted eng port (traced -- resolves correctly),
OneOfSeveral's DrawPixelMap8 branch (only OneOfSeveralPixInt uses it, and all
four instances are on the 6-bit colour port where it is correct), an 8-bit
value overflowing a 6-bit field (the bits are far too high), and a displaced
copy from elsewhere in the buffer (the rows appear nowhere else).

Observed structure: constant low byte, varying high byte -- one field written
correctly while another is garbage.

The next move is an instrument, not a fifth hypothesis: trace at the VIEW
layer and log every draw whose absolute position lands in the artifact rect,
with port, colour and call site.  The rect is tiny so the log is short.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-27 13:42:26 -05:00
CydandClaude Fable 5 c8350408fc BT410 5.3.40: correction -- the 'exact' heads are exact only on lucky runs
Same binary (md5 identical), different run: Eng1/Eng2/Comm read
17981/17981/15656 on some runs and 19011/19011/16909 on others.  The shipped
binary is STABLE across three runs, so this is ours.  Eleven consecutive
clean runs is what let it hide, and the dirty numbers are exactly the
pre-gate numbers from 5.3.32 -- the same artifact recurring.

Read off the raw words rather than inferred: in the artifact rect the shipped
binary writes ONE masked plane bit per pixel (0x4000 = Heat, 0x002D = sec),
while we write arbitrary 16-bit words (0x8BD6 / 0x8AD6 / 0x8AC0) that light
sec+overlay+Mfd1+Eng1+Eng2+Comm at once.  Raw values going into a
plane-packed buffer -- which is why one bad draw appears as extra pixels on
six heads and as 483 MISSING on Heat at the same time.

Intermittent because these widgets are change-driven: on runs where the
coolant value never moves after the first paint, the bad draw never happens.

The six fixes of 5.3.33-39 stand (each moved specific attributable pixels).
What must be restated is the claim that four heads are exact -- true only
when this defect does not fire.  The rig now needs a run-variance check
before any per-head number is believed.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-27 13:39:11 -05:00
CydandClaude Fable 5 b6426388de BT410: correct what the sec head is -- the colour radar, not the 3-D scene
I had it recorded as 'the 3-D scene head, this is btl4vid'.  It is not.  Port
0 carries map / headingPointer / digitalClock / numericSpeed / messageBoard /
the armour colour-mappers / the four GeneratorClusters, and its plate shows
the radar scope, the SPEED / HEADING / MISSION TIME dials and the ARMOR
DAMAGE diagram -- the pod's colour screen, the one the VDB splits out
alongside the five mono MFDs.

So sec is ordinary gauge work and is now the largest single head delta.
btl4vid is a separate deliverable this rig cannot measure at all: the 3-D
main view never enters the gauge framebuffer -- it goes down the dPL path to
the render board, and these confs run L4VIDEO=OFF, so it is not even being
produced.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-27 13:17:09 -05:00
CydandClaude Fable 5 540c41e497 BT410: correct the leak-gauge note -- both of my guesses about it were wrong
The CFG parameter order is fine (Make already maps third/frames by name,
with a comment saying so), and we do not paint nothing: cropping the plane
shows both binaries draw the hatch, ours about three columns narrower.  So
it is a level/frame-width detail, and most likely the same root as the
coolant numerals -- our coolant value differing by a step.  Folded the two
into one thread and pointed it at the value rather than the widget.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-27 13:00:06 -05:00
CydandClaude Fable 5 ce199103a9 BT410: session landing -- the cockpit at 98.9% identical, four heads exact
Final per-head state, the binding audit (31 CFG bindings resolve, zero NULL),
and the open list in priority order: btl4vid for the sec head, then the
leak-gauge hatch (with the CFG parameter-order question that probably
explains it), the coolant numerals, and the MFD remainders.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-27 12:58:33 -05:00
CydandClaude Fable 5 fc0cafe867 BT410 5.3.39: the Comm page goes exact -- the own row and its name raster
Two things, both read off the shipped framebuffer.

SLOT 0 IS THE OWN ROW.  Its layout entry is the odd one out -- {180,225} at
layout mode 0, KILLS/DEATHS at +0x95/+0xe8 instead of the strip boxes'
+0x48 -- and the shipped Comm page fills it with the LOCAL pilot while the
seven surrounding boxes stay empty in a solo mission.  So slot 0 takes the
mission player directly and only slots 1..7 come from the pod roster.  That
also explains the artifact this session opened with: the ungated walk was
feeding the mission player into the STRIP slots, which is why gating the
roster removed wrong pixels but left the centre row missing.

THE OWN ROW TAKES THE LARGE NAME RASTER.  Mission carries both; we asked for
the small one, so 'Aeolus' drew visibly undersized and low in the box.  The
strip slots keep the small raster -- their boxes are half the height.

  Comm   missing 2099 -> 733 -> 0     extra 0 -> 152 -> 0

The Comm head is now EXACT: 15656 pixels against the shipped binary's 15656.
Four heads exact (Eng1/2/3, Comm), the three MFDs within ~150px, and the
whole cockpit at 98.9% identical / 99% coverage -- from 89.7% / 92% when the
session started.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-27 12:55:21 -05:00
CydandClaude Fable 5 377aec92b0 BT410: the MFD wave landing report (5.3.33-38)
Where the cockpit stands per head, the five defects the rig found and the
order they fell, and the measurement lesson: a large overlapping error makes
a small one measure as already-optimal, which is exactly what I recorded for
the title banner before the strip art was fixed.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-27 12:48:34 -05:00
CydandClaude Fable 5 44aa7a349c BT410 5.3.38: SegmentArc270 never applied its 270 degrees
The class computed segmentSpan = 0.75 in its ctor and nothing ever read it:
the engine SegmentArc base has no span member, and SegmentArc270 declared no
Execute, so the recharge dial lit all 20 segments at PercentDone 1.0 where
the shipped cockpit lights 15 and leaves the quarter gap.  That was the last
MFD delta -- four extra spokes at the upper-left of every weapon disc.

A derived Execute is the only place the 0.75 can reach the draw, which is the
same role SegmentArcRatio's Execute plays with its own copy.  It scales the
raw fraction, draws, then restores: the connection only rewrites currentValue
when its source changes, so scaling in place would compound frame after frame
and walk the dial to zero.

  head   missing        extra
  Mfd1    140 (=)       679 -> 7
  Mfd2     97 (=)       462 -> 14
  Mfd3     31 (=)       461 -> 13

Cockpit: 98.2% identical / 97% coverage.  The three MFD heads and the three
engineering heads are now within a few dozen pixels of the shipped binary.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-27 12:47:48 -05:00
CydandClaude Fable 5 945812fef1 BT410 5.3.37: the panel title banner was off by exactly one row
y+0xb3 -> y+0xb4.  Earlier this session I measured 0xb3 as the optimum and
wrote that the banner was at most 1-2px off -- that reading was confounded:
the strip-art misplacement (5.3.35) was ten times larger and overlapped the
same bands, so it dominated the metric and hid the one-row error.  With the
strip art correct the title fringe isolated cleanly at 553/553 missing/extra
per head, and +1 collapsed it.

  head   missing         extra
  Mfd1   1107 ->  140    1646 ->  679
  Mfd2   1616 ->   97    1981 ->  462
  Mfd3    584 ->   31    1014 ->  461

Cockpit: 97.9% identical / 97% coverage, from 89.7%/92% at the start of the
session.  Method note for the worksheet: fix the largest error on a head
FIRST, then re-measure the small ones -- a big overlapping defect makes a
small one measure as noise, or as already-optimal.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-27 12:42:18 -05:00
CydandClaude Fable 5 6a3cf06ece BT410 5.3.36: the cooling-loop lamp goes live (OFF -> the loop digit)
CoolingLoopConnection::Update wrote a constant 0 -- the documented inert stub
-- because HeatSink::coolantAvailable, HeatSink::linkedSinks and
Condenser::condenserNumber are protected with no accessor, so every MFD panel
showed OFF where the shipped cockpit shows the loop number.

heat.hpp now publishes GetCoolantAvailable(), ResolveCoolingMaster() and
GetCondenserNumber(), and the connection follows the binary: a sink with
coolant reports the loop number of the Condenser it is plumbed to, otherwise
frame 0.  Same shape as PowerSourceConnection beside it, which was already
live and already matched.

The box now reads 4 / A against the shipped binary's 4 / A, pixel for pixel.

  head   missing        extra
  Mfd1   1331 -> 1107   1776 -> 1646
  Mfd2   1908 -> 1616   2196 -> 1981
  Mfd3    730 ->  584   1119 -> 1014

Cockpit: 96.6% identical / 96% coverage.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-27 12:39:07 -05:00
CydandClaude Fable 5 287695fd3b BT410 5.3.35: the MFD strip art belongs in the middle of the quadrant
image_names[auxScreenPlacement] (qblh0..qblh6) is the mech diagram with THIS
subsystem's segment lit, and SubsystemCluster drew it at the panel origin.
Shipped puts it in the quadrant's middle.

Solved from the framebuffer rather than guessed: our extra pixels clustered
at panel x 0..70 against shipped's missing at x 140..230, and a
cross-correlation of the two sets peaked at dx=+144 dy=-54 independently on
all three panels of the head.  +144 is 0x90 exactly; y is bottom-up in this
space, so up the screen is +0x36.

  head   missing         extra
  Mfd1   4908 -> 1331    3960 -> 1776
  Mfd2   6870 -> 1908    5280 -> 2196
  Mfd3   3091 ->  730    2565 -> 1119

~10.9K missing and ~6.7K extra pixels recovered.  The whole cockpit is now
96.4% pixel-identical / 95% coverage against the shipped binary, from
89.7%/92% at the start of the session -- and the MFD weapon panels are
visually indistinguishable apart from the state box, which still reads OFF
where shipped shows a digit.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-27 12:34:37 -05:00
CydandClaude Fable 5 30e4b5885d BT410 5.3.34: the weapon ammo readout goes live (0024)
BallisticWeaponCluster's two round counters pointed at UnboundIntegerSource
because ProjectileWeapon::ammoBinLink is protected -- the documented inert
gap in the ctor ledger.  ProjectileWeapon now exposes GetAmmoCount() (the
resolved bin's rounds, -1 with no bin) and the cluster copies it into a live
cell each Execute, the same pattern it already uses for jammed and
reloadSeconds.  The binary pointed its NumericDisplayInteger straight at the
resolved bin's count.

The STREAK 6 panel now reads 0024 against the shipped binary's 0024, in the
same font, stencilled into the fire-ready disc the same way.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-27 12:30:13 -05:00
CydandClaude Fable 5 341a503641 BT410 5.3.33: MissileLauncher was wired to the wrong shared-data tables
MissileLauncher::DefaultData passed Subsystem::MessageHandlers and
Subsystem::AttributeIndex where every sibling weapon passes MechWeapon's --
and a launcher publishes no tables of its own, so it must chain MechWeapon's
exactly as ProjectileWeapon (its own base) does.  Wired to Subsystem's, EVERY
weapon attribute on a missile launcher resolved to nothing and the gauge read
the unbound zero cell: PercentDone, TriggerState, WeaponState,
DistanceToTarget, RearFiring.

The cockpit is what found it.  The shipped binary lights a fire-ready disc on
the STREAK 6 panel (WeaponCluster gates it on PercentDone >= 0.99) and ours
never did -- while the launcher itself reported state=Loaded recoil=0 level=1
bin=24.  A healthy weapon behind a dead binding.

  head   missing before -> after      extra
  Mfd1        8807 -> 4991            4063 -> 4003
  Mfd3        6935 -> 3174            2659 -> 2608
  Mfd2        6882 -> 6870   (unchanged -- it hosts no missile panel)

~7.6K missing pixels recovered.  The disc, its rays and the stencilled ammo
cells now draw; the digits themselves stay blank pending the ammo feed, which
is the documented inert gap in the BallisticWeaponCluster ledger.

Traces added, all env-gated on BT_VIS_LOG and kept as tooling: [warn]
(cluster percentDone/warn state) and [proj-state] (launcher state, recoil,
recharge rate, bin count) -- the pair that separated "broken weapon" from
"broken binding" in one run.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-27 12:25:53 -05:00
CydandClaude Fable 5 883315a647 BT410 5.3.32b: the weapon-panel work list, measured
With the engineering heads exact, the entire remaining cockpit difference is
the three MFD quadrant heads -- the SubsystemCluster panels, which the widget
map shows are built by vehicleSubSystems rather than by the CFG, so they are
our code end to end.

Banked with evidence: the ammo weapon's disc+rays are absent while both
energy weapons draw theirs; the ammo digits render as empty cells at exactly
the right position; the mech silhouette is misplaced low-left; the state box
reads OFF where shipped shows a digit.

Also settled by experiment that the title banner is NOT misplaced: 0xb3 is
the measured optimum (0xb6 and 0xb0 both score worse), and the equal
missing/extra counts are overlap fringes, not an offset.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-27 12:14:48 -05:00
CydandClaude Fable 5 740ef2b0a7 BT410 Phase 5.3.32: the per-head A/B -- three engineering heads now exact
The gauge framebuffer is PLANE-PACKED: L4GAUGE.CFG gives each port a bit
mask, not a rectangle, so all six heads share the same x/y and are separated
only by bit -- the packing the VDB splits into the pod's physical screens.
Comparing RGB was therefore measuring nothing useful; the "magenta artifact"
just meant the wrong heads were lit at that pixel.

New instruments (emulator/render-bridge/gauge-ab/, with a README):
  planes.py  per-head scoreboard -- shipped vs ours, missing vs extra, per
             port mask, recovering the 16-bit word from DOSBox's RGB565
  BT_VIS_LOG a complete cockpit widget map from the single dispatch every
             gauge widget is built through (MethodDescription::Execute),
             printing name + port + authored position
  ab.sh      stages the fresh build over BTL4REC.EXE and kills any running
             DOSBox before launching -- see below

The fix: the Comm page's pilot roster is the POD roster (the viewpoint mech's
ControlsMapper pilot array, mapper attributes 15/16), not the mission's
player list.  It is zero in a solo mission, so the shipped page draws empty;
ours resolved the local player and painted its icon in colour 0xff.  The gate
belongs in the row source, not PilotList::Execute -- Execute's empty branch
still has to run, because erasing is what the shipped page draws.

  head    shipped    ours   missing   extra          (was)
  Eng1      17981   17981         0       0     (0 / 1030)
  Eng2      17981   17981         0       0
  Eng3      17981   17981         0       0
  Comm      15656   13557      2099       0     (2099 / 1253)
  Heat      21374   20913       566     105     (566 / 990)

Title-band magenta 404 -> 0.  The 2099 Comm pixels we are missing were
missing before the gate, so it is a strict improvement.

Method note, which cost more than the bug: the rig's confs run BTL4REC.EXE
out of the mount while the build writes build410/btl4opt.exe, and nothing
connected the two.  Three measurements ran an hour-old binary, so a change
that "did nothing" three times had never been tested -- and the correct first
hypothesis was discarded on that evidence.  ab.sh now re-stages every launch.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-27 12:04:43 -05:00
CydandClaude Fable 5 c6cafadb28 BT410 Phase 5.3.31: traced the stray blocks -- PilotList, not PlayerStatus
Three rounds of source inspection produced three wrong suspects; one
instrumented run settled it:

    [pl] PilotList slot=0 at (180,225)      <- the only drawer
    (no [ps] lines at all)

So the magenta blocks over the top-left title are PilotList's slot-0 entry
(the local pilot's name art + mech icon) on the Comm port -- content that
SHOULD draw; what is wrong is the entry's coordinate convention inside that
port.  The port geometry itself is proven right: the Comm background
(btcomm.pcx, the KILLS/DEATHS columns) lands pixel-identical in both exes.

Second, separate finding: PlayerStatus never draws at all.  The cfg builds
8 of them (sec port, 4x2, players 1..8) but our roster resolve is 0-based
against 1-based cfg player numbers, so every panel stays unbound and its
Execute returns early.  Fixing that will add a whole scoreboard page, so it
belongs in an A/B session against the shipped reference rather than a blind
edit -- both leads are written up in GAUGE-BLOCK.NOTES.md.

Also recorded: the capture rig's occlusion failure mode (CopyFromScreen
grabs whatever is in front -- one run scored 77%/47% purely because an
editor covered half the window) and the PrintWindow fix for unattended runs.

Verified build, zero faults; last valid A/B measurement stands at 94.7%
identical / 92% coverage.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-27 10:45:20 -05:00
CydandClaude Fable 5 10e1a70055 BT410 Phase 5.3.30: the pilot name resolves -- and the magenta boxes diagnosed
The name art was never missing.  The egg carries it as notation pages of hex
rows ([BitMap::Small::Aeolus]); the engine BitMap has a ctor that reads
exactly that format; and the AUTHENTIC Mission ctor already loads them into
smallNameBitmapChain (MISSION.CPP:525 -- implemented, called, working).  The
break was ours: btl4gau3's LookupPlayerNameBitmap was a bring-up stub
returning NULL.  It now uses the authentic API (GetCurrentMission()->
GetSmallNameBitmap(playerBitmapIndex)) and resolves live -- traced index=1
to a real BitMap, with the fallback-box branch provably never firing.
Coverage 91% -> 92%.

DIAGNOSIS CORRECTED for the stray magenta blocks over the top-left title:
they are NOT a missing-name placeholder.  They are the REAL name bitmap
drawn at the wrong slot coordinates -- PilotList lays its 8 roster slots
out from the PE-recovered DAT_0051af88 (x,y,mode) table, and ours puts them
top-left instead of the shipped exe's centre row.  Recovering that table is
the next cockpit thread; the egg-hex -> live-BitMap pipeline is verified end
to end, so what remains there is layout, not art or lookup.

(A duplicate loader written before finding the authentic one was removed --
CODE/RP/MUNGA/MISSION.CPP already does this job.)

Gauge fight 11/11, smoke and novice clean, zero faults.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-27 09:47:19 -05:00
CydandClaude Fable 5 42ff5c3856 BT410 Phase 5.3.29: the panel titles -- 94.8% identical to the shipped cockpit
Reading the art settled where the titles live: qsensors/qmyomers/qermlas/
qppc/qstrk6.pcc are 299x26 TITLE BANNERS, while the qblh0..7.pcc strings
the cfg hands vehicleSubSystems are 77x120 MECH ICONS (already lit by the
5.3.28 placement fix).  So the authored auxScreenLabel IS the panel title
-- it just belongs on the MFD panel, not only the ENG page.

SubsystemCluster now builds a titleBanner child from the cached label.
Placement was MEASURED against the shipped framebuffer through the A/B rig
(BackgroundBitmap places by left/BOTTOM): a bring-up BT_TITLE_DY knob, then
a green-pixel correlation over the title band, then baked at x+0x09,
y+0xb3 from the panel origin.  "SENSOR CLUSTER", "MYOMERS", "TYPE II 65
TONS" and both "ERMED LASER RANGE 500M" banners now render where the
shipped binary puts them.

Score progression vs the shipped cockpit on identical GAUGE content:
  5.3.26 birth            90.1% identical / 82% coverage
  5.3.28 authored screens 93.2% / 85%
  5.3.29 titles tuned     94.8% / 91%

Also: grab.ps1 now focuses the target window before capturing -- the
screen-copy grabbed whatever was in front, which cost two junk captures
(a white frame and an unrelated 3-D app window).

Gauge fight 11/11 rounds and smoke both clean, zero faults.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-26 23:09:15 -05:00
CydandClaude Fable 5 24ea06574c BT410 Phase 5.3.28: the visual A/B pass -- 93% pixel-identical to the shipped cockpit
Ran the reconstructed exe and the shipped ALPHA_1 binary against the SAME
GAUGE content, same mount, gauges on, and diffed the 640x480x16
framebuffers.  OUR EXE DRAWS THE COCKPIT: 90.1% pixel-identical on the
first run, and every difference traced to a single root cause.

The authored aux-screen block (screen number / background placement /
label) lives in the subsystem resource -- which is freed with the Mech
ctor's stream buffer (the 5.3.24 use-after-free landmine).  Both this tree
and the BT411 port had stubbed it, which is why BT411's displays show the
same artifacting.  PoweredSubsystem now caches the block at ctor time with
accessors, and btl4gau2 uses the AUTHORED screen instead of a roster-order
stand-in and builds the placement strip art.  Panels snapped onto their
authored screens -- weapon dials now land on the same panels as the
shipped exe, mech icons appear on the sensor/myomer panels, generator
letters correct -- taking the match to 93.2% identical / 85% coverage.

Remaining differences are donor-inherited stubs: the panel title art (now
proven to come from the q-strip statusImage path, not auxScreenLabel --
the label blit is wired and guarded regardless), the pilot name bitmap,
and some lamp frames.

The A/B rig is banked at emulator/render-bridge/gauge-ab/ (both confs +
the window-grab script) so the comparison is repeatable.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-26 22:29:01 -05:00
CydandClaude Opus 5 b615f319db RIO: decode the pod-bus I/O architecture end to end
New IO-ARCHITECTURE.md, derived from the v4.2 image, the U7 GAL decode
and schematic sheets 1/3:

- $A010 control-latch bit map (CCK / D_OUT / WR_SB / RD_SB / SEL0-2)
- the 50-byte script format the firmware replays, and the ROM table map
- full port/address population: 9 buttons boards + 2 keypads across all
  8 ports; the 0x00-0x6F logical map and its 0x48-0x4F gap
- the keypad engine ($CC53/$CC7E): 4-row matrix scan, row-patched RAM
  scripts, the $DC14 key-code table, message type $8B
- lamp readback ($21C2) and the 72-byte lamp-fault mask at $DFA8 --
  fault reports are type $03 with the lamp index in $2519
- scan cycle budget: 1.91 ms/pass, 17.3 ms/scan, ~58 Hz; demux is 60%
- expansion: one spare buttons board, and nothing further without a
  protocol revision

Corrections to existing docs:

- $CC53 was cited as the encoder sweep; it is the keypad-1 scanner.
  The sweep is $C8CC-$C9A7, driven from $C0CB.
- U31 is on sheet 3, not sheet 1, and is completely uncommitted: no
  address, data, strobe or pod-bus signal reaches it. Not an expansion
  hook -- populating it does nothing without new wiring.
- No spare HCTL-2016 footprints exist. The decode has 3 free selects on
  U9, but the PCB carries exactly 5 positions and sheet 1 draws 5.
  More analog axes need hardware, not firmware.

Also carries the previously-uncommitted standard-rate (16550)
feasibility analysis and baudscan.py, plus a note that the FastRIO
"FTDI-class adapter" rule really means arbitrary-rate generation:
CP2102N qualifies, classic CP2102 snaps 31250 to 38400. Bench-measured
2026-07-26; on-cockpit latency check still pending.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-26 22:05:29 -05:00
CydandClaude Fable 5 d67f8d5eda BT410 Phase 5.3.27: the attribute wave -- 48/50 cockpit bindings go LIVE
The gauges now read the real simulation: heat/power/sensor/mech attribute
tables published under the 1995 L4GAUGE.CFG spellings the widgets already
bind by name.  Temperatures, coolant mass/capacity/leak rate, condenser
valve settings, generator voltages and numbers, radar percent, and the
mech's radar/speed rows all resolve to live members.

THE NUMBERING IS PINNED: the chain publishes 2..0x0E so
PoweredSubsystem::NextAttributeID lands on the authentic 0x0F -- the
surviving SENSOR.HPP numbers RadarPercent off it and MechWeapon's
binary-pinned table starts at 0x12, so its pads shrank 16 -> 3
(0x0F..0x11) exactly as the 5.3.x header comment predicted.  Sensor's
authentic enum finally has its table defined; MechWeapon/Sensor rechain to
PoweredSubsystem and Reservoir/AggregateHeatSink to HeatSink so the whole
family is visible where the cfg expects it.

Verified with BT_GAUGE_ATTR_LOG: 48 OK / 2 NULL (was 33/17, and 0/50 at
the block's birth).  The two remaining have no member to bind --
HeatSink/AmbientTemperature (a sim constant) and Searchlight/LightOn (a
memberless subclass) -- and fall to the documented zero cell.  Gauge
fight (15/15 rounds, 127 zone hits), smoke and novice all clean.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-24 20:09:08 -05:00