Live preview (JavaScript)
The loop is played live in your browser from the validated loop table (the same data the reference render below was made from); the badge on the player is its self-test (seam + motion probes). The pre-rendered reference follows.
Bombardment Cruiser — from the unit’s FBI.
COB-exact: timeline 1:1 from anabel.cob (aim/fire (COB VM), disassembled with _cob_dis.py). StateChg staged-deploy family: 1 open stages, then the compiled close order — not a reversed activate. Fire/hit/death/smoke scripts are engine-driven or firing-only and not part of this loop.
Animation

PNG frames

COB timeline (ANABEL.COB)
- 0.00–0.40 s — Rest pose (3DO zero point)
- 0.40–8.40 s — AimPrimary(8192, 3641): +45° yaw / +20° pitch at the COB aim speeds (concurrent)
- 14.40–17.60 s — 4 shots at the ANAbel_Gun reloadtime (800 ms) — barrels/flares per the compiled script (barrel1a/barrel1b/barrel1c/barrel1d)
- 17.60–27.20 s — AimSecondary(8192, 3641) + 2 shots at the ANAbel_Gun reloadtime (800 ms) — barrels/flares per the compiled script (barrel2a/barrel2b)
- 27.20–45.70 s — AimTertiary(8192, 3641) + 2 shots at the ANAbel_ROCKETS reloadtime (250 ms) — barrels/flares per the compiled script (flashes only)
- 57.70–57.70 s — AimPrimary(0, 0) and the other weapons’ close calls: back to the rest aim (the aim calls the engine sends next; RestoreAfterDelay pacing is engine-driven)
- 57.70–58.30 s — rest again — loop restarts seam-clean (frame N = frame 0, pixel-verified)
Every stage duration equals its COB sleep exactly; values are raw COB units (turns: BAM 65536 = 360°, moves: elmo × 163840). Renderer conversions follow the proven family conventions (_cob_anim.py).