The operator's 'many seconds between display updates', run to ground: MECHANISM (verified in source AND the shipped exe bytes): main passes GetTicksPerSecond() as ApplicationManager's frame RATE, so frameDuration is microscopic and RunMissions runs flat-out -- exactly ONE background slot per loop frame, shipped and ours alike (ctor constant @0044f2d8 == 1.0f, read straight out of BTL4OPT.EXE). That slot feeds a 7-task ring; the gauge renderer gets 1/7th of slots, one ACTIVE gauge per slot, and the screen blits once per completed wheel pass. The wheel is 136 gauges -- and the BT_GAUGE_LOG roster dump shows all 136 are real cockpit instruments (26 armor colormappers, leak gauges, cooling loops, weapon clusters...): a Tesla pod shows everything at once, so the roster is AUTHENTIC and must not be trimmed. Per-instrument latency is therefore 7 x 146 / loop_fps -- the loop rate is the only lever. THE DEFECT: build410.sh compiled -O2 alone. The authentic release tier (CODE/BT/OPT.MAK) is -O2 -Ot -Oc -Og -O -Ol -Z -Ob -Oe -Oi -Om -Op -Ov. Adopting it (all 234 TUs clean, no BC4.52 optimizer ICEs) doubled the loop: 16.7 -> ~30 fps wall on the rig. Shipped fifo throughput is still ~2x ours (11.8KB/s vs 6.4KB/s, governor-conflated) -- residual gap is an open question pinned in GAUGE-CADENCE-NOTES.md with the operator A/B ask. Instrumentation kept, cheap and gated: slot/wheel counters on the [stack] line (BT_STACK_LOG), one-shot roster dump (BT_GAUGE_LOG), tick-delta timers compile-gated BT_TICK_PROBES (OFF -- guest tick sums proved to be trap-burst artifacts in the emulator, not costs; wall rates are the only trustworthy measure). New: MUNGA/APPTASK.CPP shadow, fifofps.py (true board fps from a fifodump), pod_render_bgprobe.conf. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
84 lines
2.9 KiB
Plaintext
84 lines
2.9 KiB
Plaintext
# pod_render_norio.conf -- pod_render_rec with the RIO serial port OFF.
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#
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# The emulator log shows a steady stream of serial1 RX OVERRUN errors on
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# the RIO pipe, and controls post their events at HighEventPriority
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# UNCONDITIONALLY (CONTROLS.HPP:250) -- so a chattering RIO port would
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# flood a priority the background pump always serves first, starving the
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# priority-0 renderer events the load gate waits on. This conf tests that
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# by removing the port entirely. Everything else is identical to the rec
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# conf, so a launch here and a hang there isolates the RIO.
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#
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[sdl]
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output=opengl
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# higher,higher not highest: HIGH_PRIORITY_CLASS starved the host desktop;
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# with the retry patches a rare dropout self-recovers (see gauge_rio.conf).
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priority=higher,higher
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[dosbox]
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memsize=32
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machine=svga_s3
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[cpu]
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core=dynamic
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cputype=pentium
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cycles=max
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[sblaster]
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sbtype=sb16
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sbbase=220
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irq=5
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dma=1
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hdma=5
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[mixer]
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# match the EMU8000s' native rate (no resample) and buffer ~60ms so brief
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# emulation-thread stalls (RIO retry recovery) don't audibly chop
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rate=44100
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blocksize=1024
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prebuffer=60
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[serial]
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# RIO on COM1 with the low-latency options (rxpollus/rxburst) so the board's
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# few-ms ACK deadline is met; plasma display on COM2 (real pod has both).
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# VWE fork namedpipe backend (com0com/realport retired -- COM1/COM2 gone):
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# DOSBox = pipe client (retry), vRIO/vPLASMA apps = servers; an unconnected
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# pipe behaves as an unplugged cable so the mission still runs. serialnamedpipe.h
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serial1=disabled
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serial2=namedpipe pipe:vplasma
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# live UNBUFFERED game output: DOS char devices are not buffered, so
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# redirecting stdout to COM3 lands every line immediately. A normal
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# '> file' redirect stays 0 bytes until the process exits, which hides
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# all progress on a run that does NOT crash.
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serial3=file file:C:\VWE\TeslaRel410\emulator\render-bridge\podlog.txt
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[autoexec]
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mount c "C:\VWE\TeslaRel410\ALPHA_1"
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c:
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cd \REL410\BT
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set VIDEOFORMAT=svga
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rem production pod card init (PARAMETR.BAT:181-186): DIAGNOSE + AWEUTIL per
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rem card -- AWEUTIL /S does the EMU8000 bring-up and DRAM detect the HMI SOS
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rem driver relies on; skipping it left the cards uninitialized (silent).
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rem aweutil /s SKIPPED for now: it verifies the AWE32 GM ROM, which the
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rem emulated cards lack (hangs in a retry loop) -- restore once the ROM is
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rem dumped from a real card. diagnose /s kept (passes, sets mixer config).
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set BLASTER=A220 I5 D1 H5 P330 T6
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c:\sb16\diagnose /s
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set BLASTER=A240 I7 D3 H6 P300 T6
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c:\sb16\diagnose /s
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set BLASTER=A220 I5 D1 H5 P330 T6
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set TEMP=c:\
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rem arena1 city mission (TESTARN.EGG: map=arena1, time=day) with the RIO
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rem attached; stdout redirected so mission-load progress survives kills.
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set BT_JOINTS=1
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set L4VIEWEXT=1
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set BT_STACK_LOG=1
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set BT_GAUGE_LOG=1
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set BT_FORCE_THROTTLE=0.6
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set BT_FORCE_TURN=0.25
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set HEAPSIZE=15000000
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set L4GAUGE=640x480x16
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call setenv.bat r s n p
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32rtm.exe -x
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BTL4REC.EXE -egg testarn.egg > COM3
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echo GAME-RC=%errorlevel% >> RC.TXT
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32rtm.exe -u
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echo ALPHA1-RUN-DONE
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pause
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