🛡️ TA Archive

Crasher (CORCRASH) Render Control

COB-exact: timeline 1:1 from corcrash.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

Crasher animation

PNG frames

Crasher frame
Frame 0 / 1370.00 s

COB timeline (CORCRASH.COB)

  • 0.00–0.40 s — Rest pose (3DO zero point)
  • 0.40–0.60 s — AimPrimary(8192, 3641): +45° yaw / +20° pitch at the COB aim speeds (concurrent)
  • 0.60–10.40 s — salvo: 4 shots at the weapon reloadtime (2400 ms) — barrels/flares alternate per the compiled toggle (gun1, gun2, gun1, gun2)
  • 10.40–10.40 s — AimPrimary(0, 0): back to the rest aim (the aim call the engine sends next; RestoreAfterDelay pacing is engine-driven)
  • 10.40–11.00 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).