vpx-device/vpxlog.cpp -- WEAPONS FIRE. The game's fire gate is targetReticle.targetEntity (mech+0x388), filled every frame by a Division-board reticle pick (dpl_RapidSectPixel) our HLE never answered, so every shot misfired. The device now casts the camera centre ray against the live scene (Moller-Trumbore) and returns the full hit -- instance + DCS + geogroup + geometry -- piggybacked on the draw_scene reply; terrain is a valid target so you can fire and miss. Sending geogroup=0 was hanging the game (GetAppSpecific on a null); returning the real geogroup fixed it. Pick is default-on with a single VPX_NO_PICK escape hatch. Also swaps the upper-left/right MFD explode windows (screen location only -- decode untouched, real cause TBD on a pod). dpl3-revive/patha/vrview.py -- HAT-GLANCE fix at the source. One cockpit DCS (0xa2c) flushes a rank-2 rotation (shifted body -> wrong read window) that collapsed the camera chain to rank 2 and smeared the head glance onto the wrong axis (left/right hat read as pitch). chain_matrix(fix_degenerate) treats a degenerate chain DCS as identity: preserves the look exactly and keeps stick-Y torso pitch working (an earlier bridge-level yaw/pitch swap broke stick-Y and was reverted). User-verified live: hat all 4 dirs + stick-Y both correct. render-bridge/launch_pod.ps1 -- launch the bridge with pyw (windowless) so no console window parks over the cockpit displays (Start-Process ignores -WindowStyle once stdout/stderr are redirected). render-bridge/live_bridge.py -- surface bridge render errors, flush the status line; reverted glance-swap note. Also vendored HUD (dpl2d) renderer work in vrboard/vrview_gl and RENDERER-COLLAB / RIO notes. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
VPX + AWE32 devices — DOSBox-X integration
Our original source for the emulated pod hardware. Kept here under
version control because the DOSBox-X source tree itself
(emulator/src/, ~490 MB) is git-ignored.
vpxlog.cpp— the Division VPX link adapter (INMOS C012 at I/O base0x150), grown through Phase 3: iserver handshake responder, FIFO scene decode, GL Division renderer (gallery shading model), VDB video-head splitter windows.vweawe.cpp— the dual-AWE32 sound device: two vendored EMU8000 cores at 0x620/0x640 (+0x400/+0x800 triplets), rear-card DSP/mixer stub at 0x240, autonomous render thread with direct winmm output. Needs the GM ROM (emulator/roms/awe32.raw) viaVWE_AWE_ROMor SoundFont uploads are refused (banks declareirom=1MGM). Seeemulator/SOUND-NOTES.md.emu8k.cpp/emu8k.h/emu8k_shim.h— EMU8000 wavetable core vendored from 86Box (GPL-2.0-or-later, same license as DOSBox-X), with a minimal shim; local changes are listed in the emu8k.cpp header.
Applying to a DOSBox-X source checkout
Tested against DOSBox-X v2026.06.02, MSYS2 mingw64.
- Copy the devices in:
cp emulator/vpx-device/vpxlog.cpp emulator/src/src/hardware/ cp emulator/vpx-device/emu8k.cpp emulator/src/src/hardware/ cp emulator/vpx-device/emu8k.h emulator/src/src/hardware/ cp emulator/vpx-device/emu8k_shim.h emulator/src/src/hardware/ cp emulator/vpx-device/vweawe.cpp emulator/src/src/hardware/ - Add them to the hardware build — in
src/src/hardware/Makefile.am, appendvpxlog.cpp emu8k.cpp vweawe.cpptolibhardware_a_SOURCES(we inserted them afterglide.cpp; if you edit the generatedMakefile/Makefile.inby hand instead of re-running automake, also mirror the$(OBJEXT)list, the.Podepfile list, and the depfile include markers — grep for howvpxlogappears and copy the pattern). - Call the inits — in
src/src/gui/sdlmain.cpp, declarevoid VPXLOG_Init();andvoid VWEAWE_Init();next to the other*_Init()prototypes; callVPXLOG_Init();right afterGLIDE_Init();andVWEAWE_Init();right afterSBLASTER_Init();(it needs the mixer initialized). - Build:
Output:
cd emulator/src ./build-mingw-sdl2 --enable-debug=heavysrc/src/dosbox-x.exe.
Running
set VPXLOG=C:\VWE\TeslaRel410\emulator\vpxlog.txt
emulator\src\src\dosbox-x.exe -conf emulator\capture.conf
python emulator\analyze_capture.py
With VPXLOG unset the device is inert and the build behaves like stock
DOSBox-X.