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TeslaRel410/dpl3-revive/patha/flyk_vr.conf
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CydandClaude Fable 5 afc3fd839e Vendor dpl3-revive: the Division/DPL3 renderer, now ours
Bring the graphics-dev collaborator's dpl3-revive into the repo as first-class
project code (they've handed it off; it's ours now). This is the proven
Division renderer that our in-process rt_draw has been trying to be.

What's here:
- parser/  B2Z/V2Z/SVT/SCN/SPL/BGF/BMF/BSL decoders (pure Python).
- spec/    reverse-engineered format + the definitive VelociRender wire
           protocol (from the original DIVISION source, matches our live
           VPX node/action tables exactly).
- source-ref/  read-only copies of the original DIVISION C (BIZREAD.C,
           DPLTYPES.H, DPL.H) that define the formats.
- patha/   the "virtual VelociRender board": vrboard.py (24-action protocol
           server), vrview.py (numpy software rasterizer, the reference),
           vrview_gl.py (moderngl GPU backend, 832x512@60Hz), plus the
           run/replay/regress tooling and evidence renders. Drives FLYK/BLADE/
           Star Trek demos AND our btl4opt/rpl4opt game binaries.
- viewer/  WebGL archive generators (.py); prebuilt HTML/data regeneratable.
- samples/ small test models/textures.
- bt*.raw.bin  real BTL4OPT arena wire captures (kept for offline renderer
           testing/regression against OUR game).

.gitignore keeps the multi-hundred-MB demo capture dumps + debug logs +
regeneratable viewer bundles out of history (they stay on disk).

Phase 0 of the integration is validated: their board decodes our bt8 capture
with zero errors (3748 nodes, 507 instances, 4 mechs) and renders our arena
(terrain/dome/sky, correct Division DAC gamma). Plan + status in memory;
integration continues in emulator/RENDERER-COLLAB.md.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-05 22:06:25 -05:00

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# flyk_vr.conf -- run the original FLYK.EXE against the virtual VelociRender board.
#
# 1. python patha\vrrun.py [prefix] (board, 127.0.0.1:8620)
# 2. $env:VRLINK='1'; G:\DOSBox-X\dosbox-x-vrlink.exe -conf patha\flyk_vr.conf
#
# C: is the staged asset tree (patha notes / stage step):
# c:\temp\flykc\HPDAVE = sda4\HPDAVE (FLYK.EXE, SHARKS.SCN, BTL, MNG)
# c:\temp\flykc\GEOMETRY = sda4\DPL3\GEOMETRY (satisfies SCN "GEOMETRY ..\geometry")
# c:\temp\flykc\TEXTURE = sda4\DPL3\TEXTURE (satisfies SCN "TEXTURE ..\texture")
# c:\temp\flykc\SHARKS = empty (no source dir survives on the drive)
# Staging exists because sda4 has no GEOMETRY/SHARKS siblings for HPDAVE: FLYK ran
# with dead search paths and built an empty world (object=NULL on every instance).
[sdl]
autolock=false
# PHYSICAL STICK MODE (default): native joystick mapping, as validated on
# BLADE. For KEYBOARD flight uncomment the two blocks below -- arrows = stick
# X/Y, A/Z = throttle, Space = trigger (the shipped RPL4.RES has ONLY a
# Thrustmaster VTV mapper; KEYBOARD-only L4CONTROLS crashes the game, so
# keyboard flight = DOSBox synthesizing the game-port stick from keys).
# NOTE: joysticktype=fcs remaps a physical stick's axes (resting throttle
# reads as constant deflection = steady rotation) -- don't mix modes, and
# delete the staged JOYSTICK.CAL after switching.
#mapperfile=c:\temp\flykc\keyjoy.map
#[joystick]
#joysticktype=fcs
[dosbox]
memsize=32
# pod network: NETNUB (wattcp over a packet driver) hard-requires a NIC --
# NE2000 emulation + the drive's ODI stack (LSL+NE2000+ODIPKT, loaded by
# run_game --netnub) recreate the 1996 BattleTech-center LAN inside DOSBox
[ne2000]
ne2000=true
nicbase=300
nicirq=3
backend=auto
[cpu]
core=dynamic
cycles=max
[autoexec]
mount c c:\temp\flykc
c:
call C:\RUNSCN.BAT