The production image's VWETEST diagnostic suite provides a clean,
game-independent render harness. FLYK (VGLTEST, 32rtm build, newer
token-based sync) + clear.scn drives the ENTIRE VPX protocol through
the emulated board with zero errors: boot, iserver handshake, i860
download, token sync, scene build, draw_scene, frame-ack, clean exit
('Exiting rendering'). This validates the VPX emulation for an
arbitrary DPL renderer, not just the game.
Notes: the CYCLE flyk is a DOS/4GW build using the OLDER DPL3-style
velocirender_sync (action-check) and needs separate handling; the
VPX/DBE0151 iserver board test + reference TGAs are a future
golden-image validation avenue.
Adds RENDER-HARNESS.md and harness configs (flyk/cycle/alpha1).
Next (Phase 3): flyk DIVRGB.SCN color bars -> decode FIFO geometry
(same DIV-BIZ2 formats as restoration/divformats.py) -> OpenGL.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
3.5 KiB
Render harness — FLYK + the VWETEST diagnostic suite
The production cockpit image ALPHA_1/VWETEST/ contains VWE's hardware
diagnostic suite, which turns out to be an excellent, minimal harness for
developing and validating the VPX board emulation — far simpler than driving
the full game.
What's in VWETEST
VGLTEST/FLYK.EXE— Division's standalone scene flyer (flyk <scene.scn> <camera.spl>). Boots the VPX renderer and draws a scene along a camera spline. No game logic, no RIO, no NetNub. Uses the Borland 32RTM extender and the newer token-basedvelocirender_sync(the one this device already handles). This is the primary harness.VGLTEST/*.SCN— calibration scenes of increasing complexity:CLEAR.SCN(black, no geometry),DIVRGB.SCN/DIVBRT.SCN/DIVPA.SCN(color-bar / brightness / RGB calibration geometry fromDIVISION/*.BGF),DIVCAL.SCN.CYCLE/— a full render-cycle test:flyk yip.scn camera.splrendering real Red Planet geometry (REDPLANT.BGF) with dynamic objects and events. NOTE: this FLYK is a DOS/4GW build using the older DPL3-stylevelocirender_sync(action-check, not token) — it currently hitsunexpected action 1 in velocirender_syncagainst this device. Two sync protocol variants exist; the device implements the newer one.VPX/DBE0151,VPX/DBI0152— low-level board diagnostics that use the actual INMOSISERVER.EXEto boot aTEST.BTLonto the board (RR 0 TEST.BTL), plus 65 referenceTST00xx.TGAimages. A future avenue for validating the raw iserver/link emulation and for golden-image comparison.
Validated: full render loop, clean
emulator\src\src\dosbox-x.exe -conf emulator\flyk.conf
# (VPXLOG + VPX_RESPOND=1 in the environment)
flyk.conf mounts C: at ALPHA_1, runs flyk clear.scn ..\cycle\camera.spl
from \VWETEST\VGLTEST. Result — the game-independent DPL app drives the
entire protocol through the emulated board with no errors:
flyk.exe clear.scn ..\cycle\camera.spl
load scene, zone=0x1307a0
fog ... / set background ... / Starting position ...
added . to USER geometry/material/texture search path
set tracking to KEYBOARD ...
hey, read the scene
Exiting rendering <- rendered, frame-ack fired, clean exit
The device log shows the expected sync reply token handshake and a
frame ack (action 9). This confirms the VPX emulation (boot → iserver
handshake → i860 download → token sync → scene build → draw_scene → frame-ack →
clean shutdown) is correct for an arbitrary DPL renderer, not just the game.
Configs (this directory)
flyk.conf— FLYK +clear.scn(minimal render loop). Works.cycle.conf— CYCLEyip.scnreal geometry (DOS/4GW FLYK; older sync — WIP).alpha1.conf— full game rooted at the production image (btdpl.iniconfig).rio.conf— game with the real RIO on COM1 (Phase 5, validated).respond.conf— game with the minimal test image.
Next (Phase 3): pixels
Use flyk DIVRGB.SCN (color bars) as the first geometry target. The geometry /
material / texture commands already flow over the FIFO as framed messages
(vr_create, vr_set_geom_verts (22), vr_set_texmap_texels (23),
vr_list_add, vr_draw_scene). Phase 3 decodes those payloads — the same
DIV-BIZ2 vertex/material formats already implemented in
restoration/divformats.py — into an OpenGL backend and presents to a window,
turning the emulated board's frame into actual pixels.