Texturing (validated live -- game-live-textured.png, the ravine's brown dirt terrain): the wire model is Division's intensity+ramp scheme. action 26 uploads 8-bit intensity texels ([node][nbytes][w][h] + rows; type 13 = texture); texmap (12) references the texture; material (11) references its texmap and a ramp (14: lo/hi RGB); texel color = lerp(lo, hi, i/255). The backend bakes RGBA per material, uploads to GL, maps with wire UVs (stride-5: floats 3-4; stride-8/9: floats 6-7). Serial (directserial fork options, tracked in vpx-device/serialport/): - rxpollus:<us> -- receive poll tick (stock 1ms); 100us discovers inbound bytes ~10x sooner. Validated: sim advanced, camera moved with real RIO. - rxburst:<n> -- stock DOSBox re-serializes received bytes at emulated wire speed (~1ms/byte at 9600) though they already paid wire time on the real cable; a 15-byte analog reply gained ~14ms, blowing the RIO's few-ms ACK window and dropping the game into its 15-second retry fallback (L4CTRL.CPP limit=15.0 //0.2). rxburst:16 delivers buffered bytes 16x faster. game_rio.conf: realport:COM1 rxpollus:100 rxburst:16. Crash-on-advance fixed: *_TSHD.BGF terrain shadows live only in arena subdirs the search path misses; null shadow renderable was dereferenced once the sim moved. All 11 copied into VIDEO/GEO in the working image; game now runs sustained (560+ frames, textured, no crash). Details in RIO-NOTES.md. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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389 B
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22 lines
389 B
Plaintext
# Local working artifacts
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dosbox-x/
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image/
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*.png
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# Phase 3 evidence renders (keep: decoded from the captured VPX stream)
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!divrgb-decoded.png
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!divrgb-frame0.png
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!divrgb-live-gl.png
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!game-cockpit-decoded.png
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!game-mech-decoded.png
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!game-live-gl.png
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!game-live-textured.png
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dbx_out.txt
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vpx*.txt
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sweep_*.txt
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dbx_err.txt
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src/
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vpxlog.txt
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sent_hex.txt
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build.log
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run_build.sh
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