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.
COB-exact: timeline 1:1 from armbehem.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

Frame 0 / 1770.00 s
COB timeline (ARMBEHEM.COB)
- 0.00–0.40 s — Rest pose (3DO zero point)
- 0.40–0.72 s — AimPrimary(8192, 3641): +45° yaw / +20° pitch at the COB aim speeds (concurrent)
- 0.72–6.72 s — 4 shots at the COR_GOL reloadtime (1500 ms) — barrels/flares per the compiled script (barrel1)
- 6.72–8.83 s — AimSecondary(8192, 3641) + 2 shots at the ARM_LASERH1 reloadtime (965 ms) — barrels/flares per the compiled script (flashes only)
- 8.83–12.98 s — AimTertiary(8192, 3641) + 2 shots at the ARMRL_MISSILE reloadtime (2000 ms) — barrels/flares per the compiled script (flashes only)
- 13.63–13.63 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)
- 13.63–14.23 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).