Files
TeslaRel410/emulator/render-bridge/pod_render_gyro.conf
T
CydandClaude Fable 5 41fca98f85 BT410 5.3.110: the gyroscope lives -- the cockpit's springs, the hit bounce, and the crunch, all wired
The feel wave's cornerstone, transcribed from the task-#56 byte-exact donor
per the GYRO.NOTES.md plan:

  THE SPRINGS.  IntegrateEyeJoint (@004b2ec0): the eye TRANSLATION spring
  whose equilibrium (posSpring+negSpring)/2 IS the authentic steady eye
  offset, with the byte-verified quirks intact -- the damping step
  OVERWRITES the force accumulator (it carries last frame's damping and
  the damage impulses by design) and the position step has NO dt.
  IntegrateBody (@004b30ec): the body ROTATION spring, X/Z-crossed on the
  spring force and crossed AGAIN on the orientation step.

  THE SIM (@004b275c): chain the power watch (5.3.109's mirrors), slew the
  sway angle between the powered and impaired percentages -- impaired reads
  the gyro's OWN mirrored alarms: watchdog != Ready or heat == Failure --
  band-clamp, run both integrators.  The Performance ends there.

  THE JOINT WRITES (@004b33e0/@004b34ec) live where the binary calls them:
  the MECH master-perf tail after the gait pass, death-gated -- the idle
  sway onto the EyeJoint, and TRANSLATION <- eyePosition + ROTATION <-
  bodyOrientation onto 'jointeye', the BallTranslation joint the cockpit
  eyepoint rides.  Every write QuantiseEps-gated.

  THE HIT BOUNCE (@004b2980): every non-collision hit shakes the cockpit.
  Direction from the damage force (random horizontal when ~zero), rotated
  into the yaw-only torso frame, per-type priced amount/multiplier*response
  (Explosive alone reads burstCount), clamped 1.3 UPPER only, then the four
  kicks -- impulse, torque (which zeroes .y and negates itself), the fixed
  up-axis vibration, and the vertical mirror.  Fed from the damage hub's
  step 1, BEFORE zone resolution -- an invalid-zone hit still shakes you.

  THE CRUNCH: driving through a crushable prop now kicks the gyro (torque
  0.4 along the contact normal, upward impulse 0.2) -- the 5.3.102 staged
  site, closed.

Resource: the five DamageResponse quads {trans,pitchRoll,yaw,vibration}
appended after the multipliers (record 0x21C, binary-verified layout) --
they were always in the stream; we simply never read them.  The ctor now
zeroes every accumulator (the donor's history records a NaN poison from
exactly that omission), copies the clamp pairs (body doubled), self-points
externalPitchPtr at spare0 until a torso binds it, and REGISTERS the
Performance on the master -- it ticks live, no fault.

Stub census: 19 across 13 files.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-03 16:42:56 -05:00

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# pod_render_norio.conf -- pod_render_rec with the RIO serial port OFF.
#
# The emulator log shows a steady stream of serial1 RX OVERRUN errors on
# the RIO pipe, and controls post their events at HighEventPriority
# UNCONDITIONALLY (CONTROLS.HPP:250) -- so a chattering RIO port would
# flood a priority the background pump always serves first, starving the
# priority-0 renderer events the load gate waits on. This conf tests that
# by removing the port entirely. Everything else is identical to the rec
# conf, so a launch here and a hang there isolates the RIO.
#
[sdl]
output=opengl
# higher,higher not highest: HIGH_PRIORITY_CLASS starved the host desktop;
# with the retry patches a rare dropout self-recovers (see gauge_rio.conf).
priority=higher,higher
[dosbox]
memsize=32
machine=svga_s3
[cpu]
core=dynamic
cputype=pentium
cycles=max
[sblaster]
sbtype=sb16
sbbase=220
irq=5
dma=1
hdma=5
[mixer]
# match the EMU8000s' native rate (no resample) and buffer ~60ms so brief
# emulation-thread stalls (RIO retry recovery) don't audibly chop
rate=44100
blocksize=1024
prebuffer=60
[serial]
# RIO on COM1 with the low-latency options (rxpollus/rxburst) so the board's
# few-ms ACK deadline is met; plasma display on COM2 (real pod has both).
# VWE fork namedpipe backend (com0com/realport retired -- COM1/COM2 gone):
# DOSBox = pipe client (retry), vRIO/vPLASMA apps = servers; an unconnected
# pipe behaves as an unplugged cable so the mission still runs. serialnamedpipe.h
serial1=disabled
serial2=namedpipe pipe:vplasma
# live UNBUFFERED game output: DOS char devices are not buffered, so
# redirecting stdout to COM3 lands every line immediately. A normal
# '> file' redirect stays 0 bytes until the process exits, which hides
# all progress on a run that does NOT crash.
serial3=file file:C:\VWE\TeslaRel410\emulator\render-bridge\podlog.txt
[autoexec]
mount c "C:\VWE\TeslaRel410\ALPHA_1"
c:
cd \REL410\BT
set VIDEOFORMAT=svga
rem production pod card init (PARAMETR.BAT:181-186): DIAGNOSE + AWEUTIL per
rem card -- AWEUTIL /S does the EMU8000 bring-up and DRAM detect the HMI SOS
rem driver relies on; skipping it left the cards uninitialized (silent).
rem aweutil /s SKIPPED for now: it verifies the AWE32 GM ROM, which the
rem emulated cards lack (hangs in a retry loop) -- restore once the ROM is
rem dumped from a real card. diagnose /s kept (passes, sets mixer config).
set BLASTER=A220 I5 D1 H5 P330 T6
c:\sb16\diagnose /s
set BLASTER=A240 I7 D3 H6 P300 T6
c:\sb16\diagnose /s
set BLASTER=A220 I5 D1 H5 P330 T6
set TEMP=c:\
rem arena1 city mission (TESTARN.EGG: map=arena1, time=day) with the RIO
rem attached; stdout redirected so mission-load progress survives kills.
set BT_JOINTS=1
set L4VIEWEXT=1
set BT_MECH_LOG=1
set BT_GYRO_LOG=1
set BT_MAP_LOG=1
set BT_MER_LOG=1
set BT_VID_LOG=1
set BT_LAUNCH_LOG=1
set BT_STACK_LOG=1
set BT_FORCE_THROTTLE=0.6
set BT_FORCE_TURN=0.25
set HEAPSIZE=15000000
set L4GAUGE=640x480x16
call setenv.bat r s n p
32rtm.exe -x
BTL4REC.EXE -egg testarn.egg > COM3
echo GAME-RC=%errorlevel% >> RC.TXT
32rtm.exe -u
echo ALPHA1-RUN-DONE
pause