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>
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>
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>