Commit Graph
2 Commits
Author SHA1 Message Date
CydandClaude Opus 4.8 4b6d910f7b Phase 3a: decode captured VPX render stream to pixels (SMPTE bars)
- vpxlog.cpp: VPX_FIFODUMP=<path> records every FIFO burst ('VPXM' records)
- decode_fifodump.py: action census + payload dumps of a capture
- render_capture.py: reconstruct the DPL scene graph from a capture and
  software-render each draw_scene frame (camera, view, materials, geometry
  all taken from the wire)
- divrgb.conf + divrgb.fifodump: flyk divrgb.scn capture fixture
- divrgb-decoded.png / divrgb-frame0.png: first images ever produced from
  the Rel 4.10 VPX protocol without a real board -- the textbook SMPTE
  color-bar pattern, validating verts/conns/materials/camera in one shot
- PHASE3-PROGRESS.md: the established Rel 4.10 wire protocol (action map,
  node types, message layouts); RENDER-HARNESS.md updated

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-03 14:13:02 -05:00
CydandClaude Fable 5 2c29bf928d Add FLYK render harness from VWETEST diagnostic suite
The production image's VWETEST diagnostic suite provides a clean,
game-independent render harness. FLYK (VGLTEST, 32rtm build, newer
token-based sync) + clear.scn drives the ENTIRE VPX protocol through
the emulated board with zero errors: boot, iserver handshake, i860
download, token sync, scene build, draw_scene, frame-ack, clean exit
('Exiting rendering'). This validates the VPX emulation for an
arbitrary DPL renderer, not just the game.

Notes: the CYCLE flyk is a DOS/4GW build using the OLDER DPL3-style
velocirender_sync (action-check) and needs separate handling; the
VPX/DBE0151 iserver board test + reference TGAs are a future
golden-image validation avenue.

Adds RENDER-HARNESS.md and harness configs (flyk/cycle/alpha1).
Next (Phase 3): flyk DIVRGB.SCN color bars -> decode FIFO geometry
(same DIV-BIZ2 formats as restoration/divformats.py) -> OpenGL.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-03 09:27:52 -05:00