Files
TeslaRel410/emulator/game_rio.conf
T
CydandClaude Opus 4.8 0bb493dd5f Phase 3e: live texturing + serial receive-latency fixes for the RIO
Texturing (validated live -- game-live-textured.png, the ravine's brown dirt
terrain): the wire model is Division's intensity+ramp scheme. action 26
uploads 8-bit intensity texels ([node][nbytes][w][h] + rows; type 13 =
texture); texmap (12) references the texture; material (11) references its
texmap and a ramp (14: lo/hi RGB); texel color = lerp(lo, hi, i/255). The
backend bakes RGBA per material, uploads to GL, maps with wire UVs
(stride-5: floats 3-4; stride-8/9: floats 6-7).

Serial (directserial fork options, tracked in vpx-device/serialport/):
- rxpollus:<us> -- receive poll tick (stock 1ms); 100us discovers inbound
  bytes ~10x sooner. Validated: sim advanced, camera moved with real RIO.
- rxburst:<n>  -- stock DOSBox re-serializes received bytes at emulated wire
  speed (~1ms/byte at 9600) though they already paid wire time on the real
  cable; a 15-byte analog reply gained ~14ms, blowing the RIO's few-ms ACK
  window and dropping the game into its 15-second retry fallback
  (L4CTRL.CPP limit=15.0 //0.2). rxburst:16 delivers buffered bytes 16x
  faster. game_rio.conf: realport:COM1 rxpollus:100 rxburst:16.

Crash-on-advance fixed: *_TSHD.BGF terrain shadows live only in arena
subdirs the search path misses; null shadow renderable was dereferenced once
the sim moved. All 11 copied into VIDEO/GEO in the working image; game now
runs sustained (560+ frames, textured, no crash). Details in RIO-NOTES.md.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-03 16:43:21 -05:00

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[sdl]
output=opengl
[dosbox]
memsize=32
machine=svga_s3
[cpu]
# The RIO drops comms if an ACK is late by more than a few ms. Empirically
# (2026-07-03) a SLOWER CPU makes it fail SOONER -> the ACK latency is
# dominated by how fast the game processes the RIO packet and replies, so we
# run the CPU as fast as possible:
# - core=dynamic: recompiler, many x faster than the 'normal' interpreter.
# - cycles=max: full host speed.
core=dynamic
cputype=pentium
cycles=max
# RIO cockpit controls on COM1 (Phase 5 passthrough), plasma COM2 later.
[serial]
# Custom fork options for the RIO's few-ms ACK deadline:
# rxpollus:100 -- host-port receive poll tick in microseconds (stock=1000);
# discovers inbound bytes ~10x sooner.
# rxburst:16 -- deliver host-buffered bytes 16x faster than emulated wire
# speed. Stock DOSBox re-serializes each received byte at
# ~1ms (9600 baud) even though the bytes already paid wire
# time on the physical cable -- a 15-byte analog reply got
# +14ms of artificial latency, blowing the RIO's window and
# dropping the game into its 15-second retry fallback
# ("really slow polling").
serial1=directserial realport:COM1 rxpollus:100 rxburst:16
serial2=disabled
[autoexec]
mount c "C:\VWE\TeslaRel410\ALPHA_1"
c:
cd \REL410\BT
set VIDEOFORMAT=svga
set BLASTER=A220 I5 D1 H5 P330 T6
set TEMP=c:\
call setenv.bat r s n n
32rtm.exe -x
btl4opt.exe -egg test.egg
32rtm.exe -u
echo ALPHA1-RUN-DONE
pause