render_textured.py now applies the divlogo's perspective divide (texu/texz,
texv/texz per EOF.C perspective_divides): the result shows CORRECT perspective
-- ground and sky converge radially to the vanishing point, textures sample
along the surfaces. Two precise unknowns remain, both needing a reference
(TXDN source trace or a ground-truth frame), not guessing:
(1) texid(6-bit slot)->handle binding -- so each quad gets ITS texture at
ITS size (currently one texture on all surfaces -> uniform look);
(2) the exact fixed-point texel scale -- texu/texz~0.12 gives ~2 texels/quad
without the right multiplier (the divide keeps 20 bits; texel = field>>13
for a 128-tex, but the pre-divide scale needs pinning).
Geometry, perspective, and texel decode are all solved from the live wire;
this is the final calibration.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
render_textured.py samples the game textures with the quads' texu/texv/texz
planes, z-buffered. Empirical finding: the planes are texscale-encoded
(2^16) homogeneous coords needing the exact perspective_divides mapping
(texu/texz * .Cturn_z_to_tex from FOOTER.SS) -- measured texu/texz ~0.12 on
the ground quad. That final texel-coordinate calibration is a precise
reverse-engineering step against EOF.C, not a guess; left as the last mile.
The verified M3 result is the texture DECODE: the netdeath textures are real
game art (texstore.py). Geometry + texel format are both solved from the
live wire.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Action 0x1a carries the textures: header[32] {handle, byte_size, u, v, mode}
+ v rows of 256 bytes, texels in 0x00BBGGRR words. The netdeath session's 20
textures decode to real game art -- 'PLAYER 1/5' HUD labels, a squadron
dragon emblem, metal-panel/grating/terrain surfaces, and the pilot callsign
'Cyd' (texsheet.png in the session scratchpad). The M3 texel FORMAT is
solved; texstore.py builds the handle->RGB store. Remaining: per-quad texid
binding + (texu,texv) sampling to skin the geometry.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Fixed the readout: the effect packets are 3-4 edge TEXTURED quads (0x2c/0x42/
0x0d edges + z + texz/texu/texv planes -- NO Gouraud colour, confirming the
scene is textured). Two bugs in the first pass: (1) 0x2c edges were treated
as 'accept both sides', turning every quad into a full-plane fill; (2) only
2-edge packets were caught, dropping ~3/4 of the geometry. render_battle.py
applies the render_wide30 polygon-winding rule (inside = all-edges>=0 OR
all<0) -> 78 polygons of 141 setups.
Result (flat-per-polygon + depth): a geometrically coherent first-person
scene -- sky at far depth, a ground plane ramping smoothly from horizon to
foreground, a clean horizon line, upright structures. The perspective is
consistent; this is real scene geometry, not the muddy u/v wedges of the
first attempt. Surfaces still need texels (TXDN/M3) for their skin.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
battle_frames.py extracts the per-draw effect programs (the production
build emits them at ~0x815f000, like fxtest's 0x816f000) and rasterizes
their {edge, z, u/v} primitives through the render_fx GPU path. Running the
netdeath battle capture on the production firmware (vrend410) + emu860c +
GPU: 8 frames in 2.8s showing the actual mech-combat arena -- ground plane,
horizon, a building, receding structures -- with 31..148 primitives/frame
growing as the scene loads (cmd 8125 deep).
The full chain is now proven on real game content: game's own firmware ->
C-accelerated i860 -> the card's own IGC/EMC instruction set on the GPU ->
recognizable battle frames. Surfaces are u/v false-colour pending texel
sampling (the TXDN path, M3); the geometry is the game's.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
live_server now boots fw=vrend410 (the shipped game build) and replays the
netdeath battle capture's 53,088-record VelociRender wire through emu860c +
the GPU tile path: 8 frames in 5.8s, thousands of commands deep (cmd 6235),
25 tiles/100 sends each. The whole authentic backend -- vpxlog transport,
production firmware, C core, GPU raster -- is proven on real game wire.
Honest scope: the rendered image is still the bench readout (texu->SMPTE
ramp via the texz=x seed), not the battle scene -- live_server uses the bars
readout path, not the per-draw effect-primitive extraction (render_fx). The
battle geometry is present in the wire and executes; wiring the fx-primitive
readout into the live loop is the remaining refinement for real content.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Consumes VPXM records (fifodump file or live VPX_FIFOSOCK) and renders
through emu860c + the GPU tile path. The 'new C012 device' of the plan
turned out to already exist: vpxlog.cpp IS the link adapter and already
streams the wire over TCP; this server is the drop-in authentic listener
beside the GL bridge.
Validation on the netdeath battle capture (53,088 records) found the real
gap: the firmware dies with 'unrecognised or illegal action 0x2d' -- the
battle games speak a newer protocol than capfw7 (cap7's booted build).
Census: every boot-carrying capture ships the same old build; the 0x2d
sessions were all captured mid-run. The production build is in the game
files themselves: ALPHA_1/REL410/{BT,RP}/VREND.MNG (identical, 385KB,
csize 0x3ac80). Next: re-derive the hook map for that build (signature
anchors in emu_main) and replay the battle wire on its matching firmware.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
emu860c gains a C-side write-watch (watch_add/watch_drain: watched ranges
log (addr,val) into a ring buffer at negligible cost). frames.py runs the
cap7 mission on the C core, drains the DMA queue-page writes at each
receive->receive draw span, reconstructs the frame's SEND payloads from
live C memory, dispatches the GPU tile shader per TILE entry, and
accumulates interlaced fields. Result: the complete SMPTE test card
(frame_0004) -- 6 draw frames in 2.0s including boot; the content draws
alternate 25-tile fields with eof/present passes, matching the hardware
cadence.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The complete cap7 mission -- every command, all 8,562 draws -- executes in
39 seconds at 89.6M steps/s sustained (199,857 Python hook services). The
replayed dict matches the QUEUE ground truth exactly; the old 'baseline'
dict (16793/8397) is exposed as a budget-truncated artifact: the historic
Python regressions hit the 2e9-step budget ~96% through and silently
dropped the last 497 commands. This is the first complete execution of the
whole mission. + M4-LIVE-SEAM.md (the remaining path to live DOSBox) and
emu860c.step1() for hook-driven single-steps.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Full mechanical port of emu860.py's validated semantics: paged memory,
integer ISA, control flow with delayed branches + bc.t/bnc.t annul, DIM
tracking, and the complete FP model (pipes with per-entry result precision,
PFAM/PFMAM dual-op routing, fdest bypass, raw-retire fix/ftrunc, K/T loads).
Python keeps the hooks via a shim; the C loop returns at hook pcs.
Differential result vs the hook-aligned reference trace (ref_trace2):
139.7M steps/s (Python: 398K/s = 351x), 35.8M steps, 2195 hooks,
43/43 checkpoints matched (pc + step count + full reg CRC).
The original i860 ran ~40 MIPS: real-time geometry is cleared 3.5x over --
M4's gate (GPU-RETARGET.md) is open.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>