The combat-effectiveness census (@0049fa1c, the master perf's opening call) runs at the top of every Simulate frame: a mech is combat- INEFFECTIVE when its working weapons fall below the ctor-hardcoded minimum of 2 (+0x448, part_012.c:15749 -- a weapon works when not destroyed and not a dry launcher, fire state 7 == our NoAmmoState exactly), when no generator survives (state != 1 and generator state != GeneratorFailed -- the binary's +0x210 != 4, our enum value matching), when the aggregate bank's coolant fraction drops below 0.05 (@0049fb50), or when limping without the crouch cell held. Census corrections over the first read: 0xBBE is the AGGREGATE HEATSINK BANK (coolant fraction, not generator charge) and 0xBC1 is the GENERATOR (count, not coolant units) -- both re-pinned through our own classID map. EjectPilot (@0049f854, id 0x19) consumes it: only a CRIPPLED mech that is not already dying may eject -- mode 10 (EJECTED, the reason IsMechDestroyed tests >= 9), the mapper's eject latch (+0x258), and a self-dispatched explosive TakeDamage (type 2, zone -1 through the cylinder resolver at the mech's own position). Staged with the decode recorded: the damage amount (the binary reads a bound cell through mapper+0x208 -- no game-side writer exists, the mapper binding-loop decode will name it) and the score notify (@00429078 + app+0x20 vcall, event code 5). Soak (pod_render_eject.conf, BT_FORCE_CRIPPLED + BT_PRESS_EJECT): the census reads the real roster (weapons=6 generators=4 bank=1.0), the press runs the whole chain -- eject, vital kill through the cylinder table, VehicleDead, +5s respawn, HEALED at a fresh drop zone -- crash-sig 0. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
87 lines
3.0 KiB
Plaintext
87 lines
3.0 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_MECH_LOG=1
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set BT_PRESS_EJECT=1
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set BT_FORCE_CRIPPLED=1
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set BT_GAUGE_LOG=1
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set BT_FORCE_THROTTLE=0
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set BT_FORCE_TURN=0
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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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