🛡️ TA Archive

Sea Serpent (ARMSS) Render Control

COB-exact: timeline 1:1 from armss.cob (activatescr/deactivatescr, 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

Sea Serpent animation

PNG frames

Sea Serpent frame
Frame 0 / 710.00 s

COB timeline (ARMSS.COB)

  • 0.00–0.40 s — Closed rest pose (3DO zero point)
  • 0.40–2.17 s — activatescr stage 1: door1 z-turn 0.0°→-129.6°, door2 z-turn 0.0°→131.4°, door3 x-turn 0.0°→-128.7°, door4 x-turn 0.0°→129.6°
  • 3.37–5.15 s — deactivatescr stage 1: door1 z-turn -129.6°→0.0°, door2 z-turn 131.4°→0.0°, door3 x-turn -128.7°→0.0°, door4 x-turn 129.6°→0.0°
  • 5.15–5.75 s — closed again — loop restarts (fire/hit/death scripts are engine-driven, not in this loop)

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).