9c959e68919b49f75f736be1d48ec9ab770d94b9
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Commits
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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> |
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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> |
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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> |
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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> |
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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> |
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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> |
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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> |
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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> |
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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>
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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> |
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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>
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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> |
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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> |
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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> |
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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> |
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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> |
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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> |
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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> |
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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>
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BT410: the render roadmap -- headless to visible, researched and mapped
Four-dossier workflow synthesis: the engine half of BOTH render paths (DPLRenderer/libDPL for the division-card 3D view; the L4 gauge stack for the cockpit instruments) ALREADY compiles and links into btl4opt.exe from the CODE originals, and the emulator's VPX board-side device is EXE-agnostic (pure wire-level). What's missing is game-TU work with complete BT411 donors: the 6 gauge TUs (~302 fns, the first rendered milestone -- diffable against the shipped exe on the same GAUGE content) and then btl4vid (the 3D world renderable factory). Full protocol map, env gates, and the staged plan in RENDER-ROADMAP.NOTES.md. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |