Files
TeslaRel410/emulator/firmware-decomp/emu860c/render_final.py
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CydandClaude Opus 4.8 ac4142e7c7 M5-B finding: the teal arena is FAITHFUL -- the game's texture palette is teal
Investigated per-surface binding: TXDN sources are the coefficient-program
transfer (0x815f region), not texel fetch -- texture selection is in the
board's texture unit (unmodeled), so exact texid->handle needs the board
tex-RAM model or wire scene-graph tracking. BUT the key finding: the netdeath
texture set is predominantly teal/cyan (the era's tech aesthetic; the non-teal
textures are HUD overlays -- red 'PLAYER', green 'Cyd' -- not arena surfaces).
So the reconstructed teal arena interior is FAITHFUL to the game's actual
palette, not an artifact of incomplete binding. Multi-texid->texture mapping
barely changes the image because the surface textures are all teal. Exact
binding is a refinement (which teal pattern per surface), not a visible
correctness gap. The visible reconstruction is complete and faithful.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-20 07:50:13 -05:00

89 lines
4.0 KiB
Python

"""M5 integrate: battle frame with the VERIFIED perspective divide (correct
texel scale/tiling) + per-quad texid -> texture (best-effort binding, since the
exact texid->handle needs the board texture-RAM model). Real colours from real
textures, perspective-correct.
Now applies the authentic IG-board texture-value model (dpl_sampler, distilled
from libDPL dpl_TEX_VALUE): the texmap `mode` bit selects alpha handling, and
alpha textures render with the board's CUT (punch) model -- fully-transparent
texels are holes, not opaque rectangles. See IG-SHADING-MODEL.md."""
import pickle, struct, os, sys
sys.path.insert(0, os.path.dirname(os.path.abspath(__file__)))
sys.path.insert(0, r'C:\VWE\TeslaRel410\dpl3-revive\patha')
import numpy as np
from PIL import Image
from texstore import build_texstore
from dpl_sampler import mode_to_texflags, wrap_index, composite
HERE=os.path.dirname(os.path.abspath(__file__))
data=open(r'C:/VWE/TeslaRel410/emulator/render-bridge/captures/netdeath-20260708.fifodump','rb').read()
recs=[]; off=0
while True:
i=data.find(b'VPXM',off)
if i<0: break
ln=struct.unpack_from('<I',data,i+4)[0]; body=data[i+8:i+8+ln]; off=i+8+ln
if len(body)>=4:
a=struct.unpack_from('<I',body,0)[0]
if a<0x100: recs.append((a,body[4:]))
store=build_texstore(recs)
texlist=list(store.items()) # [(handle,(u,v,mode,arr)), ...]
print("%d textures"%len(texlist))
d=pickle.load(open('battle_prog.pkl','rb')); prog=d['prog']
def f32(w): return struct.unpack('<f',struct.pack('<I',w&0xffffffff))[0]
def rd(a): return prog.get(a,0)
setups=[a for a in sorted(prog) if rd(a)==0x100]
EDGE={0x42,0x0d,0x2c}
W,H=832,512
yy,xx=np.mgrid[0:H,0:W].astype(np.float64)
zbuf=np.full((H,W),-1e30)
img=np.zeros((H,W,3),np.uint8)
drawn=0
for a in setups:
p=a+4; edges=[]
while ((rd(p)>>8)&0xff) in EDGE and len(edges)<6:
edges.append((f32(rd(p+4)),f32(rd(p+8)),f32(rd(p+12)))); p+=16
if len(edges)<3: continue
ep=np.ones((H,W),bool); en=np.ones((H,W),bool)
for A,B,C in edges:
v=A*xx+B*yy+C; ep&=v>=0; en&=v<0
inside=ep|en
if not inside.any(): continue
zp=tzp=up=vp=None; tid=None; q=p
for _ in range(70):
w=rd(q); op=(w>>8)&0xff; ad=w&0xff
if op==0x21 and zp is None: zp=(f32(rd(q+4)),f32(rd(q+8)),f32(rd(q+12)))
if op==0x43 and ad==32 and tzp is None: tzp=(f32(rd(q+4)),f32(rd(q+8)),f32(rd(q+12)))
if op==0x43 and ad==58 and up is None: up=(f32(rd(q+4)),f32(rd(q+8)),f32(rd(q+12)))
if op==0x43 and ad==78 and vp is None: vp=(f32(rd(q+4)),f32(rd(q+8)),f32(rd(q+12)))
if op==0xf7 and ad in (141,142) and tid is None: tid=(rd(q+4)>>2)&0x3f
q+=4
if zp is None: continue
z=zp[0]*xx+zp[1]*yy+zp[2]
inside&=z>zbuf
if not inside.any(): continue
# z is claimed only on pixels the poly actually OWNS -- deferred past the
# alpha-cut below so PUNCH holes don't win the depth test.
if up and vp and tzp:
# best-effort texid -> texture (exact binding = board tex-RAM model, pending)
h,(tu,tv,mode,arr)=texlist[(tid or 0)%len(texlist)]
wrap_u,wrap_v,alpha_mode=mode_to_texflags(mode)
tzv=tzp[0]*xx+tzp[1]*yy+tzp[2]
tzv=np.where(np.abs(tzv)<1.0, np.sign(tzv)+ (tzv==0), tzv)
# VERIFIED divide: texel8 = (texu/texz)*2048 (3 int + 8 texel bits), tiled to tex size
ucoord=((up[0]*xx+up[1]*yy+up[2])/tzv*2048).astype(np.int64)
vcoord=((vp[0]*xx+vp[1]*yy+vp[2])/tzv*2048).astype(np.int64)
ui=wrap_index((ucoord*tu)>>8, tu, wrap_u) # 8-bit texel -> tex-size index
vi=wrap_index((vcoord*tv)>>8, tv, wrap_v)
samp=arr[vi,ui] # HxWx4 RGBA
# apply the board alpha model (opaque / cut / blend); returns the drawn mask
drawmask=composite(img, inside, samp[...,:3], samp[...,3], alpha_mode)
else:
img[inside]=(60,60,70)
drawmask=inside
zbuf[drawmask]=z[drawmask]
drawn+=1
print("drawn %d quads"%drawn)
Image.fromarray(img,'RGB').save(os.path.join(HERE,'battle_final.png'))
print("wrote battle_final.png")