battle_frames.py extracts the per-draw effect programs (the production
build emits them at ~0x815f000, like fxtest's 0x816f000) and rasterizes
their {edge, z, u/v} primitives through the render_fx GPU path. Running the
netdeath battle capture on the production firmware (vrend410) + emu860c +
GPU: 8 frames in 2.8s showing the actual mech-combat arena -- ground plane,
horizon, a building, receding structures -- with 31..148 primitives/frame
growing as the scene loads (cmd 8125 deep).
The full chain is now proven on real game content: game's own firmware ->
C-accelerated i860 -> the card's own IGC/EMC instruction set on the GPU ->
recognizable battle frames. Surfaces are u/v false-colour pending texel
sampling (the TXDN path, M3); the geometry is the game's.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>