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 armyama.cob (gait + aim/fire (COB VM), disassembled with _cob_dis.py). StateChg staged-deploy family: 2 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 / 5830.00 s
COB timeline (ARMYAMA.COB)
- -6.85–0.00 s — StartMoving() — the compiled staged open (from the rest pose into the working stance)
- 0.00–1.50 s — Rest pose (the seam pose — both window ends settle here)
- 1.50–21.21 s — AimPrimary + 4 x FirePrimary (HVY_ARTIL, 5400 ms) — at the COB aim speeds, shots on that weapon's reload grid
- 21.21–26.18 s — AimSecondary + 2 x FireSecondary (ARM_ARCHGUN, 600 ms) — at the COB aim speeds, shots on that weapon's reload grid
- 26.18–41.37 s — AimTertiary + 2 x FireTertiary (BIG_UNIT, 450 ms) — at the COB aim speeds, shots on that weapon's reload grid
- 41.37–46.72 s — Close: Aim(0, 0) calls the engine would send next — back to the rest aim (engine pacing sleeps stay out)
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).