# Phase 2 — Boot Protocol Emulation: Progress **Status: boot handshake + i860 download + FIFO transport solved; blocked on one unknown constant in `velocirender_sync`. Phase 5 (RIO) validated on real hardware.** ## Update 2 (2026-07-02): FIFO transport working; RIO validated - **Phase 5 — RIO passthrough validated with real hardware.** A physical RIO was attached to the host's COM1 (Prolific USB-serial). With `serial1=directserial realport:COM1` (see `rio.conf`) and `L4CONTROLS=RIO`, the game's 1996 RIO driver (`L4RIO.CPP`, 9600 baud) talks to the real board: the `RIO never came back from check request?` error **disappears**, and the **expected activity was observed on the RIO board**. The cockpit control path works end-to-end, unmodified, through DOSBox-X serial passthrough. - **FIFO fast path decoded and implemented (send side).** The board is dual-register: the render protocol switches to a FIFO channel after the i860 boots. From `OUTSW.ASM` + the capture: each message writes an `outsw` tag byte to `outputData`, then pumps the payload as 16-bit words to the FIFO data port, which DOSBox-X sees as byte writes to **0x154 (low) / 0x155 (high)**. The payload begins with the 4-byte action. The device now parses this and extracts the action of each FIFO message (confirmed: `vr_init`=0 with the `/device~…` args string, then `vr_create`=1 with node-type `0x2D`). - **Handler-specific reply actions (from board source).** `velocirender_receive` reads replies on the **slow path** (already served); the device echoes the sent action, with per-handler exceptions found in `VRENDER/VR_REMOT.C`: `velocirender_init` and `velocirender_statistics` do `*data = 1`, so their reply action is **1**, not the sent action. The device implements this map. - **Remaining blocker — one constant.** The game reaches `velocirender_sync`, which sends `vr_init` (action 0) and checks the reply action against a specific value that is **neither 0 (echo) nor 1 (the DPL3 board's `init` return)** — so the Rel 4.10 board returns a different value than the DPL3 dev-tree source. Determining it needs the Rel 4.10 LIBDPL/VRENDER source or a disassembly of `BTL4OPT.EXE` around the format string at file offset **0x107772** (`"unexpected action %d returned in velocirender_sync"`). The device has an experiment hook (`VPX_INIT_REPLY=`) to try candidate values. Original Update 1 analysis (handshake + i860 download) follows. --- **Status: substantial progress; boot handshake + i860 download solved; render transport (FIFO fast path) identified as the remaining sub-protocol.** The VPX device (`vpx-device/vpxlog.cpp`, env `VPX_RESPOND=1`) now drives the production **BattleTech v4.10** (ALPHA_1 image) through the entire transputer/i860 boot sequence — far past the Phase 1 wall — and reaches the live renderer protocol. Each layer below was solved by reading the normative sources on the drive (`sda4/DPL3/VR_COMMS.C`, `DPL_HOST.C`, `VRENDER/VR_REMOT.C`, `LINKIO.C`, `OUTSW.ASM`) and iterating against the running binary. ## Solved ### 1. iserver boot handshake After the monitor (`VRENDMON.BTL`) download, `boot_xputer()` calls `startup_handshake()`, which does **3 iserver transactions** (Phil's comment in `VR_COMMS.C`: "the C run-time boots up and does 3 iserver transactions"). Each is a `receive_protocol()` read of a 4-byte little-endian length/route word (bit31=iserver, low16=payload length) + payload, answered by `iserver_action()`; only success is checked. The device feeds **3 well-formed iserver "version" requests** (tag 42, no request-content dependency) and the handshake completes. ### 2. i860 renderer download `boot_860()` then streams the i860 image (`VRNOSTEX.MNG`) as framed renderer messages on the slow byte path: `vr_860args` (21), `vr_860code` (18, ×118), `vr_860data` (19, ×37), `vr_860bss` (20, ×9). The device parses the outbound frame stream (`[length_word:4][action:4][data]`, `nb = length_word & 0xffff`) and absorbs them, staying byte-aligned throughout. ### 3. The echo-action reply model (validated against board source) Renderer request/reply calls (`velocirender_create`/`delete`/`flush`/`sync` in `DPL_HOST.C`) send an action and require the **same action echoed back**. The board side confirms this exactly: `VRENDER/VR_REMOT.C remote_velocirender()` replies with its `data` buffer whose first word is still the received action (`reply()` → `dN_send`). The device tracks the last outbound action and echoes it; this is the general model for every render call, not a one-off. ## The remaining sub-protocol: the FIFO fast path After the i860 boots, the host stops using the slow byte path and switches to a **FIFO fast path** for the render protocol. This is why the current build still stops at `velocirender_sync` — the device only implements the slow path (0x150–0x153). Discovered mechanics (from the capture + `OUTSW.ASM` + `LINKIO.C`): - The VPX board is **dual-register**: beyond the C012 slow link (0x150 inputData / 0x151 outputData / 0x152 inputStatus / 0x153 outputStatus), there is a **FIFO data port** reached at **0x154/0x155** (observed) and an `ok_to_fifo` status at **0x160**. - `send_FIFO_protocol()` / `velocirender_transmit()` (when `use_fifo`) call the assembly `outsw()` (`OUTSW.ASM`): it writes a `0x40` "use fifo" tag byte, then `add dx,3` and `REP OUTSW` — pumping the message as **16-bit words** into the FIFO port. In the capture these land as alternating byte writes to 0x154/0x155 and decode to the init/args string (e.g. `/device~0x150~/video~svga~…`). - The host switches to `use_fifo` once the board asserts `ok_to_fifo` (`fifo_ok_status()` reads 0x160 bit0); see the commented wait loop in `boot_xputer()`. ### Next step (concrete) Extend the device to implement the FIFO transport: 1. Answer `ok_to_fifo` (0x160 bit0) at the right time so the host enables `use_fifo`. 2. Accept FIFO writes: the `0x40` tag, then word-stream data at the FIFO port (0x154/0x155). Reassemble into `[length_word][action][data]` messages (same framing as the slow path). 3. Serve FIFO reads for replies: `velocirender_receive()` in FIFO mode reads the reply (length_word + `[action][node]`) from the FIFO/status ports. Echo the sent action (model already validated), returning meaningful node handles for `vr_create` so later `vr_delete`/geometry ops have valid remotes. 4. Then the render loop (`vr_draw_scene` + frame-ack, `velocirender_frameack()`) — the Phase 3 boundary, where geometry/material/texture commands can be decoded into the OpenGL backend (formats already implemented in `restoration/divformats.py`). ## Reproduce ``` set VPXLOG=C:\VWE\TeslaRel410\emulator\vpxresp.txt set VPX_RESPOND=1 emulator\src\src\dosbox-x.exe -conf emulator\respond.conf ``` Console progression now: `BattleTech v4.10` → `BTL4Application` → RIO check → (handshake, i860 download succeed) → `unexpected action N in velocirender_sync` (the FIFO-path render handshake, the next target). The log's `#` note lines trace the device's decisions (handshake requests fed, frames parsed, actions echoed, mystery ports resolved to 0x154/0x155). ## Update 3 (2026-07-03): full VPX protocol working — game reaches content load Disassembling `BTL4OPT.EXE` (a PE-in-DOS32RTM binary; CODE @VA 0x401000, `velocirender_sync` @0x48D220) cracked the last protocol unknowns and the emulated board now carries the game through the **entire** boot + render protocol into its own game logic: 1. **velocirender_sync** (was the blocker): from the disassembly, it sends action **0x2D** (a Rel4.10 sync/ping outside the DPL3 enum, which is why my `<24` filter dropped it) with data `[token,0]`, then checks `cmp token, reply.node[0]` at 0x48D271 — the "unexpected action %d" message only *prints* the received action; the real test is the echoed **data token**. Device now replies to 0x2D with `node[0] = token`. **Sync passes.** 2. **Speculative-poll gating**: `velocirender_transmit` calls `handle_iserver_stuff()` which polls inputStatus once and proceeds if not-ready. Feeding a reply into those polls corrupted alignment. The device now only feeds a reply after several *consecutive* empty polls (a blocking `inRecord` spin), not single speculative checks. 3. **Frame-ack**: `velocirender_frameack` expects a message with action **9 (vr_draw_scene)**. The device tracks an outstanding `draw_scene` send and replies 9 to the frame-ack. **Frame-ack passes.** With these, the game now: passes sync, loads the renderer config, builds the scene (create/flush/list_add/draw_scene), completes frame-ack, and enters its own content loader (`L4VIDEO.cpp`), where it tries to load BattleTech models (`buttee.bgf`, `mslr.bgf`, …). The remaining errors are **content packaging / paths** (the minimal `test.egg` lacks these objects) and an **empty renderer config** (`dpldflt.ini`) — *not* VPX protocol issues. **The VPX board emulation is functionally complete for boot + scene setup + frame-ack.** Next: (a) run against a full mission/content set (a real `.egg` or the pod's content tree) so objects load; (b) provide a proper DPL config; (c) Phase 3 — decode the geometry/material/texture commands already flowing over the FIFO into the OpenGL backend (formats in `restoration/divformats.py`) to put actual pixels on screen.