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 cortroll.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 / 15730.00 s
COB timeline (CORTROLL.COB)
- 0.00–0.15 s — Rest pose (the seam pose — both window ends settle here)
- 0.15–9.90 s — Walk() — one full stride cycle (compiled slides; form-(c) legs run past the sleep clock)
- 9.90–18.28 s — AimPrimary + 4 x FirePrimary (TROLL_CANNON, 1600 ms) — at the COB aim speeds, shots on that weapon's reload grid
- 18.28–92.51 s — AimSecondary + 2 x FireSecondary (TROLL_ROCKET, 6500 ms) — at the COB aim speeds, shots on that weapon's reload grid
- 92.51–101.10 s — AimTertiary + 2 x FireTertiary (CANCER_LASERH1, 965 ms) — at the COB aim speeds, shots on that weapon's reload grid
- 101.10–116.15 s — Close: Aim(0, 0) calls the engine would send next + the compiled restore scripts — back to the rest aim (engine pacing sleeps stay out)
- 116.15–125.91 s — Walk() again, then settle — the loop restarts seam-clean from the rest pose
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).