- vpxlog.cpp: VPX_FIFODUMP=<path> records every FIFO burst ('VPXM' records)
- decode_fifodump.py: action census + payload dumps of a capture
- render_capture.py: reconstruct the DPL scene graph from a capture and
software-render each draw_scene frame (camera, view, materials, geometry
all taken from the wire)
- divrgb.conf + divrgb.fifodump: flyk divrgb.scn capture fixture
- divrgb-decoded.png / divrgb-frame0.png: first images ever produced from
the Rel 4.10 VPX protocol without a real board -- the textbook SMPTE
color-bar pattern, validating verts/conns/materials/camera in one shot
- PHASE3-PROGRESS.md: the established Rel 4.10 wire protocol (action map,
node types, message layouts); RENDER-HARNESS.md updated
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
72 lines
3.4 KiB
Markdown
72 lines
3.4 KiB
Markdown
# Render harness — FLYK + the VWETEST diagnostic suite
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The production cockpit image `ALPHA_1/VWETEST/` contains VWE's hardware
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diagnostic suite, which turns out to be an excellent, minimal harness for
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developing and validating the VPX board emulation — far simpler than driving
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the full game.
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## What's in VWETEST
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- **`VGLTEST/FLYK.EXE`** — Division's standalone scene *flyer* (`flyk
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<scene.scn> <camera.spl>`). Boots the VPX renderer and draws a scene along a
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camera spline. No game logic, no RIO, no NetNub. Uses the Borland **32RTM**
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extender and the **newer token-based `velocirender_sync`** (the one this
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device already handles). This is the primary harness.
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- **`VGLTEST/*.SCN`** — calibration scenes of increasing complexity:
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`CLEAR.SCN` (black, no geometry), `DIVRGB.SCN` / `DIVBRT.SCN` / `DIVPA.SCN`
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(color-bar / brightness / RGB calibration geometry from `DIVISION/*.BGF`),
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`DIVCAL.SCN`.
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- **`CYCLE/`** — a full render-cycle test: `flyk yip.scn camera.spl` rendering
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real **Red Planet** geometry (`REDPLANT.BGF`) with dynamic objects and events.
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NOTE: this FLYK is a **DOS/4GW** build using the *older* DPL3-style
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`velocirender_sync` (action-check, not token) — it currently hits
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`unexpected action 1 in velocirender_sync` against this device. Two sync
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protocol variants exist; the device implements the newer one.
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- **`VPX/DBE0151`, `VPX/DBI0152`** — low-level board diagnostics that use the
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actual INMOS **`ISERVER.EXE`** to boot a `TEST.BTL` onto the board
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(`RR 0 TEST.BTL`), plus 65 reference `TST00xx.TGA` images. A future avenue for
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validating the raw iserver/link emulation and for golden-image comparison.
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## Validated: full render loop, clean
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```
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emulator\src\src\dosbox-x.exe -conf emulator\flyk.conf
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# (VPXLOG + VPX_RESPOND=1 in the environment)
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```
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`flyk.conf` mounts C: at `ALPHA_1`, runs `flyk clear.scn ..\cycle\camera.spl`
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from `\VWETEST\VGLTEST`. Result — the game-independent DPL app drives the
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**entire** protocol through the emulated board with no errors:
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```
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flyk.exe clear.scn ..\cycle\camera.spl
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load scene, zone=0x1307a0
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fog ... / set background ... / Starting position ...
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added . to USER geometry/material/texture search path
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set tracking to KEYBOARD ...
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hey, read the scene
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Exiting rendering <- rendered, frame-ack fired, clean exit
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```
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The device log shows the expected `sync reply token` handshake and a
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`frame ack (action 9)`. This confirms the VPX emulation (boot → iserver
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handshake → i860 download → token sync → scene build → draw_scene → frame-ack →
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clean shutdown) is correct for an arbitrary DPL renderer, not just the game.
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## Configs (this directory)
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- `flyk.conf` — FLYK + `clear.scn` (minimal render loop). **Works.**
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- `cycle.conf` — CYCLE `yip.scn` real geometry (DOS/4GW FLYK; older sync — WIP).
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- `alpha1.conf` — full game rooted at the production image (`btdpl.ini` config).
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- `rio.conf` — game with the real RIO on COM1 (Phase 5, validated).
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- `respond.conf` — game with the minimal test image.
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## Phase 3a: pixels (DONE — see PHASE3-PROGRESS.md)
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`flyk DIVRGB.SCN` was captured with `VPX_FIFODUMP` (`divrgb.conf` →
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`divrgb.fifodump`), the full Rel 4.10 FIFO message set was decoded
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(`decode_fifodump.py`), and the captured frame was reconstructed to pixels
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(`render_capture.py` → `divrgb-decoded.png`): the textbook SMPTE color-bar
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pattern, drawn entirely from the wire protocol. Phase 3b is the live OpenGL
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backend inside DOSBox-X.
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