🛡️ TA Archive

Sea Serpent (CORSS) Render Control

COB-exact: timeline 1:1 from corss.cob (activatescr/deactivatescr, disassembled with _cob_dis.py). StateChg staged-deploy family: 4 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 / 2250.00 s

COB timeline (CORSS.COB)

  • 0.00–0.40 s — Closed rest pose (3DO zero point)
  • 0.40–2.30 s — activatescr stage 1: door1 z-turn 0.0°→-89.5°, door2 z-turn 0.0°→90.0°
  • 2.30–4.25 s — activatescr stage 2: door1 y-move 0.00 elmo→-6.10 elmo, door2 y-move 0.00 elmo→-6.10 elmo
  • 4.25–6.22 s — activatescr stage 3: plate y-move 0.00 elmo→8.00 elmo
  • 6.22–8.31 s — activatescr stage 4: arm x-turn 0.0°→-90.0°
  • 9.51–11.41 s — deactivatescr stage 1: arm x-turn -90.0°→0.0°
  • 11.41–13.37 s — deactivatescr stage 2: plate y-move 8.00 elmo→0.00 elmo
  • 13.37–15.34 s — deactivatescr stage 3: door1 y-move -6.10 elmo→0.00 elmo, door2 y-move -6.10 elmo→0.00 elmo
  • 15.34–17.42 s — deactivatescr stage 4: door1 z-turn -89.5°→0.0°, door2 z-turn 90.0°→0.0°
  • 17.42–18.02 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).