Files
TeslaRel410/emulator/firmware-decomp/emu860c
CydandClaude Opus 4.8 60d812484e M3 sampling framework + honest calibration boundary
render_textured.py samples the game textures with the quads' texu/texv/texz
planes, z-buffered. Empirical finding: the planes are texscale-encoded
(2^16) homogeneous coords needing the exact perspective_divides mapping
(texu/texz * .Cturn_z_to_tex from FOOTER.SS) -- measured texu/texz ~0.12 on
the ground quad. That final texel-coordinate calibration is a precise
reverse-engineering step against EOF.C, not a guess; left as the last mile.

The verified M3 result is the texture DECODE: the netdeath textures are real
game art (texstore.py). Geometry + texel format are both solved from the
live wire.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-19 16:23:29 -05:00
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