# Native macOS Playable Table ## Status The native playable-cabinet implementation lives under `emulation/`. It combines two independently useful runtimes: - QEMU 11 with HVF runs the generated ARM64 guest and genuine Pokémon Pro game code. Its Cocoa window and CoreAudio output are the backbox, game display, music, speech, and game effects. - Visual Pinball X 10.8.1 owns the physical balls, collision geometry, switches, trough inventory, and moving playfield mechanisms. The default VPX frontend is now the clean-room table assembled at `emulation/vpx-rebuild/dist/PokemonPro_Rebuild.vpx`. The supported first release is deliberately two-window. It does not use VNC, noVNC, browser capture, JPEG screendumps, or the dashboard for gameplay. The dashboard remains an optional diagnostic monitor. This is an evidence-calibrated playable development recreation; it is not a measurement-validated replica of ramp heights, coil forces, or rebound curves. The one-command Finder entry point is `emulation/run-playable.command`; the terminal entry point is `emulation/scripts/run-playable-macos.sh`. ### Clean rebuild workflow With no table override, `emulation/scripts/run-playable-macos.sh` runs `emulation/vpx-rebuild/build.sh` and selects `emulation/vpx-rebuild/dist/PokemonPro_Rebuild.vpx`. The maintained sources are `design/geometry.json`, `design/lights.json`, the VBS template, procedural assets, and generator under `emulation/vpx-rebuild/`; generated `source/` and `dist/` files must not be hand-edited. `emulation/vpx-rebuild/run-standalone.sh` provides the short no-QEMU physics/render path. `SPIKE3_VPX_TABLE` still permits an explicit custom table. If that table needs a preparation step, set `SPIKE3_VPX_BUILD`; setting the custom table without a build override prevents the clean rebuild script from modifying it. The historical `emulation/vpx/PokemonPro_Greybox.vpx` and `emulation/vpx/manual/PokemonPro_Manual.vpx` are deprecated historical artifacts. The clean workflow does not inspect or write either file, and neither is the active geometry source or default. ### Current stop point (2026-07-20) The bridge now ingests host events immediately and routes service controls over active-low CPU-SPI. Start and Action use the installed power-distribution command `0x15` path, including unsolicited input reports. The genuine display has acknowledged service navigation, and protocol tests cover a Start change without a preceding host poll. Those are transport results, not a completed game. The clean table and canonical hardware contract pass their static validators. `emulation/vpx-rebuild/qa/runtime-smoke.log` records a bounded VPX 10.8.1 `CaptureAttract` pass on the exact current table SHA-256 `ddce5d48033ee3c6e67248910a73897293e8b9c36eee29df164160a93572a30e`, with table/VBS load, script compile/start, Metal initialization, two rendered frames, clean close, and exit code 0. In integrated modes, the clean script publishes physical contacts, consumes exact-address lamp components, preserves ordered driver pulses, establishes reconnect baselines, and releases transients/mechanisms on disconnect. Cabinet edges move the flippers locally while cabinet/EOS state is still sent to the genuine game. The final clean table also completed the supervised native QEMU/VPX startup gate on 2026-07-20. The accepted session reached `Playable cabinet connected` with synchronized VPX physics, 392 lamp updates, 7 LED frames, 1 driver pulse, stable captive-ball contacts, and QEMU-keyboard coin/Start press-release records. The default hardware-output wait is 420 seconds because normal game initialization can take about five minutes. A transient bridge blip is accepted only after a later synchronized reconnect; unrecovered disconnects still fail closed. The remaining immediate cabinet gate is completing and preserving a genuine normal game cycle. The generated QEMU disk is writable and persistent, but the current conagent `data_store` model is memory-only. After that gate, the final clean table still needs a captured normal game, multiball, full physical shot coverage, integrated RGB/driver/mechanism traces, restart recovery, and a 60-minute inventory soak. Earlier greybox/manual runtime logs remain useful historical bridge evidence, but they do not prove the clean table's geometry or final trajectories. ## Runtime ownership | Concern | Authority | | --- | --- | | Rules, scoring, player/ball progression | Genuine game process in QEMU | | Display, music, speech, game effects | QEMU Cocoa/CoreAudio | | Ball physics and collision geometry | Native VPX at a 1,000 Hz physics step | | Physical switch state and pulses | VPX table script and controller plugin | | Lamps and mechanism driver commands | Genuine game through netbridge | | Mechanical ball/rubber/flipper/gate sounds | VPX only | | Window placement and focus | Native macOS helper | `emulation/playfield-contract/pokemon-pro-hardware.json` is the canonical geometry-free mapping. It records 45 playfield switches, 11 sensors, 9 cabinet controls, 13 drivers, and 113 logical lamps expanded to 176 component bindings at 150 exact SPIKE addresses. The plugin mapping header is generated from this contract by `emulation/vpx-plugin/generate-layout-mapping.py`; it is not a second handwritten address map. Ball inventory and placement live separately in the clean geometry/script rather than becoming transport fields. ## Playfield protocol and safe recovery `analysis/netbridge-emulator/netbridge_emu.py` provides a persistent, loopback-only JSONL endpoint at `127.0.0.1:8091` using `spike3-playfield/v1`. VPX sends `hello`, `switch.set`, `switch.pulse`, `cabinet.set`, `release_transient`, and `heartbeat`. The bridge sends complete `snapshot` records, coalescible `lamp.delta` records, lossless ordered `driver.pulse` records, and `status` records. Every server record has a process-unique `bridge_session`, a monotonic launcher `bridge_generation`, sequence, model revision, and monotonic timestamp. A new connection is not considered ready after TCP connect or `hello`. The bridge first sends a disconnected snapshot and `synchronizing`; the plugin releases transients, restores stable switch/cabinet state, and sends a heartbeat as an ordering barrier. The bridge reports `ready` and sends QEMU monitor `cont` only after that barrier and after the guest UART is connected. With `physics_authority=vpx`, the netbridge synthetic shooter, trough, outlane, VUK, flipper-EOS, and ball-return shortcuts are disabled from process start. On a VPX disconnect, transient contacts open, VPX mechanisms de-energize, stable trough/held-ball contacts remain, and QEMU receives monitor `stop`. A supervised bridge restart removes the old readiness record, restores only stable contacts plus lamp/driver snapshot baselines, assigns a new session and generation, and never replays cumulative driver counts as new pulses. The implementation and synchronization tests are in `analysis/netbridge-emulator/test_netbridge_emu.py`. The native supervisor is `emulation/scripts/run-macos.sh`; the outer cabinet lifecycle and identity checks are in `emulation/scripts/run-playable-macos.sh`. ## VPX plugin and table modes `emulation/vpx-plugin/` is rebased to the installed VPX commit `ca80d1604e6a525db2a3f6d1ec704fc651d573fa`. Its builder checks the exact Git revision, host binary SHA-256, ARM64 architecture, and bundle version before writing `emulation/work/vpx-plugin/Spike3Controller/vpx-host-attestation.txt`. The playable launcher copies the attested app to a private workspace runtime, installs the matching plugin there, and ad-hoc signs that private copy. It does not modify the user's source VPX app. Network work runs on a background thread. Bounded queues keep socket I/O away from VPX's render/physics thread; lamp state is coalesced, while driver events retain order and cumulative counters. Reconnect snapshots establish a driver counter baseline and cannot become stale physical events. The table has explicit modes: - `standalone`: provides local serving, flipper/plunger control, and mechanism behavior for no-QEMU physics/render checks. - `spike3`: QEMU is authoritative for lamps and every driver-driven mechanism. - `qa-spike3`: integrated handshake/input/output acceptance without falling back to standalone behavior. In integrated mode, a missing controller is fail-safe: the table remains in SPIKE mode, disables standalone serving/GI, de-energizes driver-controlled mechanisms, and logs the error. Flippers are the deliberate exception to game driver ownership: cabinet buttons actuate them locally and publish their cabinet/EOS states to the bridge. Slings, pops, trough eject, auto-launch, posts, gate, Meowth motor, and ejects move only from mapped game driver pulses. ## Physics and private visual assets `emulation/vpx-rebuild/design/geometry.json` is the active clean-room geometry and physics source. It fixes a 952 by 2115 VPX plane, 6.5-degree pitch, and standard 50-unit-diameter ball. XY references follow the full 451 by 998 Pro locator registration; Z paths, clearances, restitution, friction, coil force, and mechanism timing remain simulation values until measured on a physical Pro machine. `design/lights.json` independently records lamp placement and confidence rather than deriving visual coordinates from the transport map. The deterministically registered official Pro photograph is the provisional playfield texture; it retains photographed hardware, shadows, and lighting under the separately rendered VPX geometry. Original procedural meshes provide posts, hardware, toys, and mechanisms, and the CC0 mechanical bank supplies physics audio without copying game samples. The table, official photograph, Pokemon/Stern imagery, reference manual, and assembled output are private-use artifacts and are excluded from any redistributable package. ## Controls and native windows The launcher writes a private VPX input profile without overwriting existing service bindings. Defaults are: | Input | Function | | --- | --- | | Left/Right Shift or LB/RB | Flippers | | Return, Space, A, or right trigger | Action/launch | | `1` or Menu | Start | | `5` or View | Coin | | `7`/`8`/`9`/`0` or D-pad | Service back/down/up/enter | The QEMU guest keyboard relay now implements the same map as VPX. Previously, only Shift was a cabinet control when the Cocoa backbox had focus; Return and `1` through `9` still used an obsolete diagnostic switch map. That produced the observed failure where flippers navigated Guided Setup while Start, coin, Action, and service keys did nothing useful. The corrected relay maps `1`, `5`, Return/Space, and `7`/`8`/`9`/`0` to the named cabinet inputs above. The 2026-07-15 generated rootfs was rebuilt with the correction. The installed AArch64 `/usr/local/spike-emu/bin/keyboard-switch-relay` was extracted from the ext4 image and matched an independent source build at SHA-256 `55054003950873900b5ce203292846f158b861060dbdd2e04b5be4a8afa1869c`. A headless QEMU monitor test injected all ten keys and `emulation/work/logs/keyboard-relay.log` recorded matching press/release pairs for both flippers, Start, coin, Action twice, and all four service controls. That event-name check alone was insufficient: CPU and powerdist contacts do not pass through a node input-bank poll. The playfield bridge now runs a bounded host-event pump which routes those edges to their real transports immediately while leaving ordinary node-bus edges queued until the relevant bank read. The cabinet aliases and routes are loaded from `emulation/playfield-contract/pokemon-pro-hardware.json`. VPX normally receives focus. On two displays the AppKit/Accessibility helper attempts a fullscreen VPX playfield plus fullscreen QEMU backbox. On one display it uses approximately 65% for VPX and 35% for a 16:9 backbox. If Accessibility access is declined or a window does not expose fullscreen through AX, both processes remain running and the launcher prints the saved placement log and manual layout. ## Verification boundary The reproducible checks are split by what they prove: - `python3 -m unittest discover -s analysis/netbridge-emulator -v` verifies recovered serial behavior, protocol ordering, output identity, safe pause, snapshot restore, synchronization, and lossless driver delivery. - `emulation/vpx-plugin/tests/run-tests.sh` verifies the generated mapping, background client, ordered input edges, output records, driver baseline, and reconnect behavior against a loopback server. - `python3 emulation/playfield-contract/validate_contract.py --json` verifies the geometry-free schema, channel counts/routes, manual evidence, consumer loading, and generated-header parity. - `emulation/vpx-rebuild/build.sh` regenerates assets/source, verifies the assembled VPX, compares the round-trip VBS, and runs contract/object, geometry, clearance, lamp-route, audio, and no-ball-teleport checks recorded in `emulation/vpx-rebuild/qa/rebuild-validation.json`. - `emulation/vpx-rebuild/qa/runtime-smoke.log` records the exact current table loading, compiling/starting its script, rendering two frames, and closing with exit code 0 under VPX 10.8.1 `CaptureAttract`. It does not claim interactive ball or mechanism coverage. - The accepted live cabinet startup proves the real QEMU game returned lamp, LED, and driver output through the final table/plugin path and received QEMU-keyboard coin/Start edges. It does not prove a complete normal game. Do not infer a normal three-ball game, multiball, measured frame-rate percentile, or 60-minute invariant soak from the static/unit suites. Those acceptance rows must remain explicitly open until their corresponding native run logs exist. ## Optional composed backbox QEMU D-Bus shared-memory scanout is a follow-up only. It must demonstrate correct page flips, sustained 60 fps for ten minutes, and no more than one added frame before being connected to a VPX Backglass/ScoreView texture. The working two-window Cocoa path remains the fallback; VNC/browser/screendump capture is not an accepted gameplay fallback.