Begins phase 2 (MechSubsystem base + subsystem roster) with the base-class
analysis that keeps the reconstruction on the 4.10 damage model. Key findings:
- All base deps survive: Subsystem (SUBSYSTM.HPP + staged SUBSYSTM.CPP),
DamageZone (DAMAGE), Mech__DamageZone + BT damage model (MECHDMG.HPP),
AlarmIndicator (just built).
- Finding 1: the staged base Subsystem ctor sets damageZone=NULL, so the derived
MechSubsystem creates the Mech__DamageZone (BT411's zone-creation is right).
- Finding 2 (CRITICAL): the damage model DIVERGED. 4.10 is per-damage-TYPE --
DamageZone has defaultArmorPoints + damageScale[5] {collision/ballistic/
explosive/laser/energy} and STREAMS its own armour (DAMAGE.CPP:335,413).
BT411 reconstructed a per-FACING armorByFacing[5]/structureReference model that
MechSubsystem hand-seeds -- those fields exist only in BT411's ReconDamageZone
proxy, NOT in the 4.10 zone. So BT411's MechSubsystem ctor CANNOT be backdated
verbatim; doing so would install a damage model the 4.10 engine doesn't
implement, corrupting every subsystem.
Corrected approach (now fully scoped, ready to write): chain base Subsystem,
create Mech__DamageZone, add mech-specific members + TakeDamage override, let the
zone stream per-type armour. Full detail in MECHSUB.NOTES.md; the staged
MechSubsystem__SubsystemResource (per-facing, BT411-copied) is flagged for
re-derivation.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
render_final.py applies the oracle-verified perspective divide (texel8 =
texu/texz*2048, the *8 from the '3 integer bits') with per-quad texel tiling.
The battle frame now reads as a real first-person arena interior: a tiled
floor receding correctly to the vanishing point (panels shrinking toward the
horizon), a paneled ceiling, and a horizon band of structures. The verified
divide fixed the tiling frequency that washed out earlier attempts.
Monochrome because surfaces map to one texture family -- the exact
texid->handle binding needs the board texture-RAM model (texels go to board
tex memory via TXDN/io, not watchable DRAM; confirmed by the storage trace).
Geometry, perspective, texel decode, and the divide are all solved from the
live wire; per-surface texture selection is the last remaining piece.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
igc_divide.py implements EOF.C's texdivide bit-serial restoring division on
the pixel bit-memory, and extracts the texel per the '3 int | 8 texel | 5
subtexel' result layout ((field>>9)&0xff). Verified against the divlogo's
KNOWN mapping (u:0.001->0.999 across screen x[532,660]): the extracted texel
sweeps monotonically 0->251, and a fast float equivalent (texu/texz*2048)
tracks the bit-serial result to +/-1. This fixes the missing scale factor
(the '3 integer bits' = x8) that made earlier renders wash out. M5 plan in
M5-TEXTURING.md. Next: M5-B scene-graph material binding, then integrate.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
NameFilter is the Mech's mechNameFilter (@0x36c), a small fixed debounce record
the ctor initialises. Reconstructed from FUN_00435a7c: a 10-word (0x28) struct,
Initialize() sets [2]=1 / [8]=[9]=-1 / rest 0 exactly. Header-only. Field
semantics unresolved (only caller is Initialize; reader is the unbuilt HUD) --
names best-effort, but size + init values are binary-exact, which is all the
Mech layout + ctor need.
All 3 missing embedded helper classes now reconstructed + compile-verified under
BC4.52 (AlarmIndicator, SequenceController struct+Init, NameFilter). MECH-LAYOUT.md
step 1 marked done. Next: MechSubsystem base + the subsystem roster, then finalize
MECH.HPP (probe sizeof==0x854), then the ctor + segment-table walk.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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>
The BT keyframe-animation player embedded in the Mech as legAnimation/
bodyAnimation. Struct field layout (from BT411's binary-offset map), default
ctor, dtor, and Init(Mech*) reconstructed and compile-verified; Init is
ctor-time (Mech ctor calls legAnimation.Init(this)/bodyAnimation.Init(this)) so
it's real (binds owner + caches owner->GetJointSubsystem()). The per-frame gait
engine (SelectSequence/Advance/Reset) is staged with Fail bodies -- it fires
only once the mech is ticking, past the current ctor frontier.
BT stage 23 ok; full tree still links clean. Evidence + real/staged split in
SEQCTL.NOTES.md.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
First of the 3 missing Mech embedded-helper classes. AlarmIndicator is the
multi-level status indicator the Mech carries four of (master/heat/stability/
status). Reconstructed as a StateIndicator subclass: the shipped ctor
(@0041b9ec) is byte-for-byte the surviving StateIndicator(unsigned) ctor
(stateCount=oldState=currentState=count; 3 watcher sockets NULL) with a distinct
vtable, so a derived class reproduces it exactly and adds the level API
(SetLevel/GetLevel/GetLevelCount -> SetState/GetState/stateCount). Header-only
(StateIndicator's methods are in SIMULATE.CPP, already in munga.lib).
Compile-verified standalone under BC4.52 with the authentic build flags.
Evidence + placement in ALARM.NOTES.md.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Sibling links (hardware<->firmware) now resolve within restoration/;
links to RIOjoy's PROTOCOL.md and Win32RIO/ (which stayed in the RIOjoy
repo) point to gitea web URLs.
Board photos, scanned schematics, and GAL fuse-map decode of the
physical RIO board set.
git-subtree-dir: restoration/rio-hardware
git-subtree-mainline: def5840e07
git-subtree-split: 42b3944ebe
Board firmware dumps, disassembly, make_patch.py, patched images
(RIO 4.3 + FastRIO), analysis, and bench testlogs — moved from the
RIOjoy repo into the Tesla cockpit restoration archive.
git-subtree-dir: restoration/rio-firmware
git-subtree-mainline: 6c0dfcf792
git-subtree-split: 4fb91775fc
Full-archive re-check: AverageOf DOES survive (AVERAGE.HPP, the SIGNATURED
lineage BT411 preserved), so telemetryFilter[5]'s type is available. The
genuinely-missing embedded helpers are just AlarmIndicator, SequenceController,
and NameFilter (confirmed absent from all of CODE; no alarm/filter/sequence
headers) -- to be reconstructed from BT411 decomp before the Mech layout finalizes.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Begins the Mech reconstruction milestone (analysis phase). Extends the existing
MECH-LAYOUT.md worksheet with the findings needed to build MECH.HPP + the ctor:
- Resolved the BT411 mechrecon.hpp proxy layer to real 1995 types (ReconAlarm ->
AlarmIndicator, ReconSeq -> SequenceController, ReconFiltered -> AverageOf<
Scalar>/NameFilter, ReconChain -> ChainOf, ReconMatrix -> AffineMatrix;
StateIndicator/Reticle survive as-is; BTVal mostly base-class pose fields).
- CRITICAL: AlarmIndicator, SequenceController, NameFilter, AverageOf are ALSO
absent from the 4.10 archive -- additional helper classes the milestone must
reconstruct first (their sizes set the embedded-member offsets).
- Subsystem source availability mapped: full (GAUSS/PPC/SENSOR), .TCP partials
(AMMOBIN/EMITTER/GNRATOR/HEAT/MISSILE/PROJTILE/PROJWEAP), decomp-only (rest).
- Key tractability insight: StateIndicator is fixed-size (level count stored, not
arrayed), so a FUNCTIONAL fresh build needs only the right member set/types in
order -- byte-exact offset matching is a later refinement for network wire
format, not required to boot.
- Revised reconstruction order: helpers -> MechSubsystem+roster -> finalize
MECH.HPP (probe sizeof==0x854) -> ctor+segment walk -> per-frame path.
Everything below the Mech ctor runs real reconstructed code; the ctor is the
live frontier (spawn factory validated last commit).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
BTPlayer::CreatePlayerVehicle reconstructed (faithful; BT411's BT_SPAWN_XZ/
BT_SPAWN_ENEMY bring-up scaffolding dropped): builds the Mech::MakeMessage from
the mission game-model resource and hands it to MakeAndLinkViewpointEntity.
Mech::Make = new Mech(creation_message); a staged Mech ctor chains the real
JointedMover base (so the model skeleton/segments stream from BTL4.RES) then
Fails.
This validates the entire spawn factory chain live: CreatePlayerVehicle ->
MakeAndLinkViewpointEntity -> registry -> Mech::Make -> new Mech -> JointedMover
base ctor (streams the mech model) -> halts at the Mech ctor (mech.cpp:66).
The Mech ctor (@004a1674, 5690 bytes -- the largest function in the game) plus
the subsystem roster is the next MAJOR milestone, not a brick: it needs the full
1995 Mech member layout derived first (MECH.HPP is still reserved[331]; BT411's
decomp uses raw offset pokes that can't compile fresh), the subsystem class
hierarchy (only GAUSS/PPC/SENSOR survive in the 4.10 archive; the rest are the
measured "917 missing functions"), and the segment-table walk. Plan + scope in
MECH.NOTES.md.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Fixes the incorrect DefaultData reuse of Player::MessageHandlers -- BTPlayer now
has its own handler table (DropZoneReply, VehicleDead, Score, ScoreInflicted,
ScoreUpdate; the last two add BT message IDs) chained onto the base set, matching
the .data table recovered in BT411. A mission-start DropZoneReply now routes to
BTPlayer::DropZoneReplyMessageHandler (the real spawn/respawn dispatch skeleton)
instead of the base "should not be handled by base player class" Fail stub.
Boot ladder now runs the full engine + app + network + mission + player path and
reaches the spawn handshake, halting at CreatePlayerVehicle -> Mech::Make -- the
Mech subsystem frontier (Mech ctor + mech2/3/4 + subsystems + weapons), the next
major reconstruction milestone. Scoring/death handlers, PlayerSimulation, and the
mech-placement tail staged with documented Fail bodies (BTPLAYER.NOTES.md).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Boot ladder advances past player creation. BTPlayer ctor/dtor/Make/
TestInstance/GetExperienceLevel reconstructed from BT411's Ghidra-recovered
body (@004c0bc8) backdated to 1995 idiom; the reserved[38] placeholder in
BTPLAYER.HPP replaced with the real BT-own members.
Key fidelity call: the game-mode flags are derived from
btMission->ExperienceLevel() (the egg's per-pilot experience key) with the
binary-accurate switch rows from the [T1] disassembly -- NOT from the scenario
role's returnFromDeath, which BT411's port uses as a [T3] stand-in. Mapping and
residual naming/[T4] uncertainty documented in BTPLAYER.NOTES.md.
Live boot now runs: banner -> resources -> app ctor -> network single-user ->
egg -> mission -> SetPlayerData -> BTRegistry::MakePlayer -> BTPlayer ctor
(resolves team, seeds experience flags) -> halts at the base
Player::DropZoneReplyMessageHandler stub (BTPlayer's own message-handler table
is the next brick -- DefaultData still reuses Player::MessageHandlers).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Plain-language explanation of the reply-latch wedge for non-technical
pod owners, linked from the firmware README top. Frames the bug as a
'busy' sticky note the board forgets to take down on the give-up path,
and how RIO 4.3 fixes it.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The reconstructed tree now produces a runnable binary with the authentic
1995 toolchain (BC4.52 / tlink32 / DPMI32):
- BTL4.CPP main TU reconstructed from the 4.11 Ghidra decomp (FUN_0040109c)
+ the 4.10 binary's own string pool + surviving RPL4TOOL.CPP house style;
probe_main.cpp scaffold retired (BTL4.NOTES.md documents every decoded call)
- L4NET.CPP staged: L4NetworkManager ctor/dtor + 10 vtable-pulled virtuals
(standalone-benign ones no-op, network ones Fail loudly) + NetNub client
globals (Net_Common_Ptr=NULL routes L4File to its plain-DOS path)
- build410.sh: libs now built in the AUTHENTIC makefile member order
(MUNGA.MAK / mungal4.mak / BT.MAK / BTL4.MAK). Order is load-bearing:
tlink emits static-init records in module pull order, and alphabetical
order booted into a null-vptr crash (IcomManager::ClassDerivations
constructing before parent NetworkClient::ClassDerivations). Also fixed
stage_link to the proven 32-bit lib set (SOSDBXC+SOSMBXC, no WATTCPLG)
- BOXTREE.HPP MemoryBlock unify, BTL4GRND notify stubs, remaining engine
backfills (audio/gauge/resource/stream TUs) that closed the deep ledger
Smoke test (DOSBox-X + 32RTM, copy of the pod BT tree, our exe swapped in):
BattleTech v4.10
BTL4Application::BTL4Application
l4net.cpp(22): L4NetworkManager -- l4net.cpp not yet reconstructed
Static init, main, -egg parse, BTL4.RES load (version 1.0.6 check passes),
ApplicationManager and the BTL4Application ctor chain all execute real
reconstructed code; boot halts at the first staged Fail() as designed.
Next brick: the real l4net.cpp body.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Built with the full 4.3 flag set plus --baud31250 --widen-ackwait;
71 bytes vs stock, differing from RIOv4_3.bin in exactly two bytes
($D62B baud, $D9E7 ACK-wait) — disassembly-verified. Production table
updated; acceptance ladder on the FastRIO cockpit still required
before deployment.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The VersionReply builder at $C6EA hardcoded 4.2; --reportversion=4.3
patches the minor operand byte ($C6FF: 02->03). Verified no host
software gates on the value (legacy prints it, RIOJoy parses it, native
games ignore it — Cyd). Rebuilt RIOv4_3.bin: 69 bytes vs stock, sha
6d67a2fc7713...; docs updated. Chips burned before this edit still
announce 4.2 — re-burn to pick up the number; all other bytes match
the certified image.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Final gate passed: 120s mash at 549 presses/min sustained (heaviest
stress run of the campaign) — zero wedges, counters flat, NAK 0, all
247 resends healed. RIOv4_3rc1 renamed to RIOv4_3.bin (same bytes,
sha dc59bd51cae3...); README/ANALYSIS promote it, production table
updated (native-game cabinets -> RIOv4_3.bin; FastRIO 4.3 variant is
build-on-demand with the documented flag set + acceptance ladder).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Final gate passed: 120s mash at 549 presses/min sustained (heaviest
stress run of the campaign) — zero wedges, counters flat, NAK 0, all
247 resends healed. RIOv4_3rc1 renamed to RIOv4_3.bin (same bytes,
sha dc59bd51cae3...); README/ANALYSIS promote it, production table
updated (native-game cabinets -> RIOv4_3.bin; FastRIO 4.3 variant is
build-on-demand with the documented flag set + acceptance ladder).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Over-threshold check exchange repaints and re-renders a live E0 readout
(not the stale 04000000). The +2 drift in $3184 among 65 status frames
refines the counter model: $3184 = started timeout-retry sequences
(give-ups are the exhausted subset); timeout-recovered cycles exit via
the success teardown, NAK-recovered ones via $DA2F ($3185). All
observations from both bench sessions fit. Mash spot-check remains
before christening RIO 4.3.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
After the flip leaves counters over threshold, the tool now sends a
CheckRequest (ACKing every status frame) — edit-6 chips must repaint
and re-render the E0 readout; 04000000 marks a pre-rc1 chip. Analysis
records the stock-chip archaeology (stock also leaves 04000000, but the
ungated E0 readout papered over it in period — our fixes exposed it)
and RC1's below-threshold first-light PASS (version+check -> F0).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
render_textured.py samples the game textures with the quads' texu/texv/texz
planes, z-buffered. Empirical finding: the planes are texscale-encoded
(2^16) homogeneous coords needing the exact perspective_divides mapping
(texu/texz * .Cturn_z_to_tex from FOOTER.SS) -- measured texu/texz ~0.12 on
the ground quad. That final texel-coordinate calibration is a precise
reverse-engineering step against EOF.C, not a guess; left as the last mile.
The verified M3 result is the texture DECODE: the netdeath textures are real
game art (texstore.py). Geometry + texel format are both solved from the
live wire.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Action 0x1a carries the textures: header[32] {handle, byte_size, u, v, mode}
+ v rows of 256 bytes, texels in 0x00BBGGRR words. The netdeath session's 20
textures decode to real game art -- 'PLAYER 1/5' HUD labels, a squadron
dragon emblem, metal-panel/grating/terrain surfaces, and the pilot callsign
'Cyd' (texsheet.png in the session scratchpad). The M3 texel FORMAT is
solved; texstore.py builds the handle->RGB store. Remaining: per-quad texid
binding + (texu,texv) sampling to skin the geometry.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
New edit 6 (--checkrepaint, requires --e0thresh): hooks the CheckRequest
handler's final notify ($C5E4) through a 10-byte cave at $E020 that
repaints F0000000 after the self-test and re-renders the E0 readout only
when a counter is at/over threshold — no more stale 04000000 after
status checks. Candidate = 9600 native-game-compatible base + edits
1-2/5/6, 68 bytes vs stock, disassembly-verified, awaiting burn; on
verification it will be christened RIO 4.3.
All prior patched generations (wedge-only, 31250/31250v2, 62500/125000
science builds, e0t5 pair) moved to rio-firmware/archive/ with their
disassemblies; RIOv4_2.bin stays at top level as the pristine patch
source.
Co-Authored-By: Claude Fable 5 <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>
Bench refutation (display is static under axis movement; version-only
exchanges leave it alone) kills the A-9-E chord theory. Real mechanism:
the CheckRequest handler at $C5A6 runs a full self-test — sets the
test-display flag $2421, brackets itself with TestModeChange 0x8C,
lamp pattern, pod scan, five-channel encoder sweep — and returns
without repainting, leaving the channel-4 frame (04000000) as a stale
cosmetic snapshot. Board fully healthy; no reset needed. PROTOCOL.md
now warns hosts that 0x8C fires around every check. Candidate firmware
fix (repaint cave off $C5E4) noted for a future burn.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Bench refutation (display is static under axis movement; version-only
exchanges leave it alone) kills the A-9-E chord theory. Real mechanism:
the CheckRequest handler at $C5A6 runs a full self-test — sets the
test-display flag $2421, brackets itself with TestModeChange 0x8C,
lamp pattern, pod scan, five-channel encoder sweep — and returns
without repainting, leaving the channel-4 frame (04000000) as a stale
cosmetic snapshot. Board fully healthy; no reset needed. PROTOCOL.md
now warns hosts that 0x8C fires around every check. Candidate firmware
fix (repaint cave off $C5E4) noted for a future burn.
Co-Authored-By: Claude Fable 5 <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>
120s lamps-on mash on the burned 9600 e0t5 chip: 236/236 presses, 88.0%
analog fill, NAK 0, zero wedges, board counters flat — normal operation
unaffected by the E0-threshold patch. Bonus field data: the keypad
A-9-E chord fired mid-mash and dropped the board into axis test 4
(display 04000000), confirming that button scanning halts in test mode
while ISR-driven serial keeps running — visible in the log as presses
freezing at 236 while analog continued to 1919.
Co-Authored-By: Claude Fable 5 <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>
Hook addrs re-derived by masked-immediate signature match vs capfw7 (12/13
exact; reply via unique opcode-only signature). vrend410.mng = the shipped
385KB build with its 7-word Division header rewritten to the loader's 3-word
form. Result: the production build boots and dispatches init + create from
the live netdeath battle wire -- where capfw7 died instantly on the newer
action 0x2d. Stalls at cmd 2 in a bla+fst.d memclear (~1.1M iters / ~9MB)
that pure Python can't chew but the C core (emu860c, 90M steps/s) will --
next: live_server on the C core with fw=vrend410.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The display observation recalibrates the counters: $3184 = give-up
cycles (once per exhausted retry sequence, not per retransmit), $3185 =
teardowns of any reply cycle needing at least one retransmission — the
counter behind a lone E0000001. Also recorded in the error-handling
inventory: 5 retransmits per cycle, reply-await arms only after the
complete frame, NAK forces exactly one counted retransmit, late ACKs
cannot rescue a cycle. (Previous commit's doc edits had silently missed
their anchors; applied properly this time.)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The display observation recalibrates the counters: $3184 = give-up
cycles (once per exhausted retry sequence, not per retransmit), $3185 =
teardowns of any reply cycle needing at least one retransmission — the
counter behind a lone E0000001. Also recorded in the error-handling
inventory: 5 retransmits per cycle, reply-await arms only after the
complete frame, NAK forces exactly one counted retransmit, late ACKs
cannot rescue a cycle. (Previous commit's doc edits had silently missed
their anchors; applied properly this time.)
Co-Authored-By: Claude Fable 5 <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>
Stock $D5F2 repaints the cockpit display to the E0 counter readout on
the FIRST increment of $3187/$3184/$3185, so one benign give-up shows
E0000001 forever. New opt-in make_patch.py edit 5 hijacks the render's
LDX #$2038 into a 30-byte cave at $E000: all three counters below N ->
exit via the routine's own epilogue (registers restored, display
untouched); any >= N -> resume the render. Counters still accumulate.
Built + disassembly-verified (not yet burned): RIOv4_2_patched_e0t5.bin
(9600) and RIOv4_2_patched_31250v2_e0t5.bin (FastRIO). Docs updated.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Stock $D5F2 repaints the cockpit display to the E0 counter readout on
the FIRST increment of $3187/$3184/$3185, so one benign give-up shows
E0000001 forever. New opt-in make_patch.py edit 5 hijacks the render's
LDX #$2038 into a 30-byte cave at $E000: all three counters below N ->
exit via the routine's own epilogue (registers restored, display
untouched); any >= N -> resume the render. Counters still accumulate.
Built + disassembly-verified (not yet burned): RIOv4_2_patched_e0t5.bin
(9600) and RIOv4_2_patched_31250v2_e0t5.bin (FastRIO). Docs updated.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The display has a third use: serial error annunciator. $D5F2 renders
'E0' + three live counters (TX-ring overflow $3187, reply retries
$3184, give-up teardowns $3185); $DAB8/$DAB2 is a terminal crash
screen spelling 'dEAd' when the TX dispatcher meets an unknown command
byte. Also recorded: RX overrun is unhandled (checksum NAKs are the only
symptom), unused vectors hang in BRA-self stubs, FAULT LED = MAX690 PFO,
manual/remote reset works by pulling PFI low, RUN LED = buffered AS*,
and the MAX690 watchdog is unconnected/unserviced — software wedges
persist until reset, matching bench observations.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The display has a third use: serial error annunciator. $D5F2 renders
'E0' + three live counters (TX-ring overflow $3187, reply retries
$3184, give-up teardowns $3185); $DAB8/$DAB2 is a terminal crash
screen spelling 'dEAd' when the TX dispatcher meets an unknown command
byte. Also recorded: RX overrun is unhandled (checksum NAKs are the only
symptom), unused vectors hang in BRA-self stubs, FAULT LED = MAX690 PFO,
manual/remote reset works by pulling PFI low, RUN LED = buffered AS*,
and the MAX690 watchdog is unconnected/unserviced — software wedges
persist until reset, matching bench observations.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
New display-board-1408.md: pin-level definition of the board's outputs
(8 multiplexed hex digits via ICM7228B, isolated LPT LED monitor block,
no readback path) and, from the firmware disassembly, everything the RIO
puts on it: F0 boot banner, F1 test-mode banner (keypad sequence A-9-E
enters, D exits), and the sub-test displays — five live encoder-count
readouts, button test with input index, two lamp patterns, keypad test.
Co-Authored-By: Claude Fable 5 <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>
Operator-verified zero lamp misses/hangs through the slow-chord test
(62500's killer) and 392/min mash. Final run: NAK=0, 25 timeout resends
silently healing inbound response loss, counters flat, zero wedges.
--poll 20 delivered ~31Hz analog (1.7x legacy); the shortfall vs 50Hz
is additive host pacing (delay after awaited exchange), not board
saturation - noted as a future host tweak.
AppConfig gains RioBaudRate (default 9600) + AnalogPollMs (default 55),
plumbed through RioCoordinator; existing configs unchanged. Production
matrix recorded in ANALYSIS.md: 9600 patched chip for native-game
cabinets, 31250v2 + poll 20-25 + FTDI for RIOJoy cockpits.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Four photos of the 1413 Rev. 1: component side with the bolt-on Pyramid
PB-150P, solder side (etch NT 1-0A 3695), and both faces of the Pyramid
module (inputs/level pots, speaker terminals/fuse/power). Photo index
updated.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Photos of the physical board (Rev. 1) show the amplification is a stock
Pyramid PB-150P Pro Plus 4-channel car amp mounted as a module; the VWE
board is passive: 12V/remote power distribution, per-corner 3-way
crossovers (Dale IHB-3 820uH/180uH, MMP film caps, CP-5 2R pads), 6-pin
woofer/mid/tweeter corner connectors, and the LED output-check circuit.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
galdecode.py applies the GAL20V8 complex-mode fuse geometry (tables from
MAME jedutil.cpp) to GAL20v8a_5764.JED with pin names from schematic
sheet 1. Result triple-checks: schematic net names, firmware $A0xx
accesses, and the chip's UES signature — which VWE programmed as 'U7'.
Memory map: $2000-$9FFF SRAM (E-qualified), $A000 display write port,
$A010 pod-bus latch, $A020-$A03F HCTL-2016 counters (A3 byte select
via NOT_A3), $C000-$FFFF EPROM (explains the FF-padded dump), with
OE* = E&R/W as the shared read enable.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Slow chorded presses still glitch lamps at 62500 after three rounds of
host-side hardening (NAK-race resend -> stop-and-wait -> typed
resolution): a chord maximizes board ISR latency exactly when lamp
replies arrive, and a 2-byte RX buffer loses bytes no protocol can
recover. Full post-mortem in ANALYSIS.md; all bench evidence archived.
Final ladder: 9600 production / 31250v2 FastRIO / 62500 shelved /
125000 not viable. Stop-and-wait stays on everywhere as cheap delivery
insurance.
Co-Authored-By: Claude Fable 5 <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>