Bring the graphics-dev collaborator's dpl3-revive into the repo as first-class
project code (they've handed it off; it's ours now). This is the proven
Division renderer that our in-process rt_draw has been trying to be.
What's here:
- parser/ B2Z/V2Z/SVT/SCN/SPL/BGF/BMF/BSL decoders (pure Python).
- spec/ reverse-engineered format + the definitive VelociRender wire
protocol (from the original DIVISION source, matches our live
VPX node/action tables exactly).
- source-ref/ read-only copies of the original DIVISION C (BIZREAD.C,
DPLTYPES.H, DPL.H) that define the formats.
- patha/ the "virtual VelociRender board": vrboard.py (24-action protocol
server), vrview.py (numpy software rasterizer, the reference),
vrview_gl.py (moderngl GPU backend, 832x512@60Hz), plus the
run/replay/regress tooling and evidence renders. Drives FLYK/BLADE/
Star Trek demos AND our btl4opt/rpl4opt game binaries.
- viewer/ WebGL archive generators (.py); prebuilt HTML/data regeneratable.
- samples/ small test models/textures.
- bt*.raw.bin real BTL4OPT arena wire captures (kept for offline renderer
testing/regression against OUR game).
.gitignore keeps the multi-hundred-MB demo capture dumps + debug logs +
regeneratable viewer bundles out of history (they stay on disk).
Phase 0 of the integration is validated: their board decodes our bt8 capture
with zero errors (3748 nodes, 507 instances, 4 mechs) and renders our arena
(terrain/dome/sky, correct Division DAC gamma). Plan + status in memory;
integration continues in emulator/RENDERER-COLLAB.md.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
49 lines
1.8 KiB
Plaintext
49 lines
1.8 KiB
Plaintext
# flyk_vr.conf -- run the original FLYK.EXE against the virtual VelociRender board.
|
|
#
|
|
# 1. python patha\vrrun.py [prefix] (board, 127.0.0.1:8620)
|
|
# 2. $env:VRLINK='1'; G:\DOSBox-X\dosbox-x-vrlink.exe -conf patha\flyk_vr.conf
|
|
#
|
|
# C: is the staged asset tree (patha notes / stage step):
|
|
# c:\temp\flykc\HPDAVE = sda4\HPDAVE (FLYK.EXE, SHARKS.SCN, BTL, MNG)
|
|
# c:\temp\flykc\GEOMETRY = sda4\DPL3\GEOMETRY (satisfies SCN "GEOMETRY ..\geometry")
|
|
# c:\temp\flykc\TEXTURE = sda4\DPL3\TEXTURE (satisfies SCN "TEXTURE ..\texture")
|
|
# c:\temp\flykc\SHARKS = empty (no source dir survives on the drive)
|
|
# Staging exists because sda4 has no GEOMETRY/SHARKS siblings for HPDAVE: FLYK ran
|
|
# with dead search paths and built an empty world (object=NULL on every instance).
|
|
|
|
[sdl]
|
|
autolock=false
|
|
# PHYSICAL STICK MODE (default): native joystick mapping, as validated on
|
|
# BLADE. For KEYBOARD flight uncomment the two blocks below -- arrows = stick
|
|
# X/Y, A/Z = throttle, Space = trigger (the shipped RPL4.RES has ONLY a
|
|
# Thrustmaster VTV mapper; KEYBOARD-only L4CONTROLS crashes the game, so
|
|
# keyboard flight = DOSBox synthesizing the game-port stick from keys).
|
|
# NOTE: joysticktype=fcs remaps a physical stick's axes (resting throttle
|
|
# reads as constant deflection = steady rotation) -- don't mix modes, and
|
|
# delete the staged JOYSTICK.CAL after switching.
|
|
#mapperfile=c:\temp\flykc\keyjoy.map
|
|
|
|
#[joystick]
|
|
#joysticktype=fcs
|
|
|
|
[dosbox]
|
|
memsize=32
|
|
|
|
# pod network: NETNUB (wattcp over a packet driver) hard-requires a NIC --
|
|
# NE2000 emulation + the drive's ODI stack (LSL+NE2000+ODIPKT, loaded by
|
|
# run_game --netnub) recreate the 1996 BattleTech-center LAN inside DOSBox
|
|
[ne2000]
|
|
ne2000=true
|
|
nicbase=300
|
|
nicirq=3
|
|
backend=auto
|
|
|
|
[cpu]
|
|
core=dynamic
|
|
cycles=max
|
|
|
|
[autoexec]
|
|
mount c c:\temp\flykc
|
|
c:
|
|
call C:\RUNSCN.BAT
|