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.
Very Heavy Assault Tank — from the unit’s FBI.
COB-exact: timeline 1:1 from gladiator.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

PNG frames

COB timeline (GLADIATOR.COB)
- 0.00–0.40 s — Rest pose (3DO zero point) | perpetual spin: flare1 z-turn, flare2 z-turn — the engine never stops it (started in Create); rendered as one linear turn per loop with the loop end solved to an exact 360°·41 (rate rounding < 0.18°)
- 0.40–1.15 s — AimPrimary(8192, 3641): +45° yaw / +20° pitch at the COB aim speeds (concurrent)
- 1.15–8.15 s — 4 shots at the TANKPULSE reloadtime (1750 ms) — barrels/flares per the compiled script (barrel1/barrel2)
- 8.15–12.60 s — AimTertiary(8192, 3641) + 2 shots at the TANKGAT reloadtime (2000 ms) — barrels/flares per the compiled script (flashes only)
- 13.80–13.80 s — AimPrimary(0, 0) and the other weapons’ close calls: back to the rest aim (the aim calls the engine sends next; RestoreAfterDelay pacing is engine-driven)
- 13.80–14.76 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).