master
27
Commits
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0d032029a0 |
Fix 2 (Gitea #12): gauge tree survives the in-session mech re-stream
The pre-launch host drop/rejoin re-stream re-creates every mech at mission launch; the LOBBY-built gauge tree kept attribute pointers into the freed first-stream mechs, every widget Execute AV'd, and the BT_DEV_GAUGES SEH guard (Gauge::GuardedExecute, GAUGE.cpp:618) disabled each one PERMANENTLY (rate=0, no rebind) -- the frozen dev-gauges window of incident #12. The authentic engine flow only tears the tree down at mission transitions (Application::Shutdown -> gaugeRenderer->Shutdown() -> ShutdownImplementation -> Remove(0), APP.cpp:787 / GAUGREND.cpp:3264); the re-stream bypassed it. Fix: BTL4GaugeRenderer::TearDownForViewpointRestream() performs the ENTITY-BOUND half of that same ShutdownImplementation sequence, in order (gaugeAlarmManager->RemoveAllAlarms() -> Remove(0) -> moving/static entity grid Clear), keeping the mission-scoped state (warehouse, graphics ports, interpreter, controls-owned L4Lamps -- RemoveAllLamps would delete them behind the buttonGroup's &lamp->automaticValue registrations). Called from BTL4Application::MakeViewpointEntity before ConfigureForModel("Init") on any viewpoint RE-make -- that handler runs once per stream (the incident log's [ctrlmap] installing x2) -- so the tree rebuilds bound to the NEW mech via the renderer's existing lazy build. Sentinel: "[gauge] viewpoint re-stream: tearing the gauge tree down for rebuild". Verified with the 2-instance relay harness (port 15600, MP_RELAY.EGG, the incident sequence): join A (dev gauges) + B, kill B by exact PID at WAITING FOR OPERATOR LAUNCH, rejoin B, operator launch. Pod A re-streamed (2x ctrlmap install, 4x zonebuild), logged the sentinel, and post-launch the docked composite is fully live (mission clock/heading/radar advancing between BT_SHOT frames) with ZERO [gauge-fault] DISABLED lines (the incident had 11). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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2215932016 |
KB: Gitea #12 incident findings -- @004bbd04 firing machine recovered, gauge-freeze root cause, dirty-bit gotcha
- decomp-reference: ProjectileWeaponSimulation @004bbd04 FULLY RECOVERED (capstone): fault gate reads simulationState@0x40==1 (not simulationFlags); ammo-bin gates; Loaded-case view/target denial = SetLevel(4);SetLevel(2) blip BEFORE FeedAmmo; updateModel@0x18|=1 is the replication dirty (== ForceUpdate); slot 17 @004b9c9c = rechargeLevel writer; FireWeapon @004bcc60 carries no gating. - gauges-hud: CORRECTION -- launcher recharge dial is NOT authentically static (slot 17 @004b9c9c animates it); MP gauge-window freeze root-caused = lobby-built gauge tree dangling over the launch mech re-stream + permanent SEH disable. - reconstruction-gotchas #20: updateModel@0x18 vs simulationFlags@0x28 bit 0 (DelayWatchersFlag) mis-mapping class (Emitter::SetDirty, mislanch salvo mark). - open-questions: #12 status ledger -- fixes pending a live-verify window; J/K/L preset hypothesis refuted for solo (scripted A/B); symptom-4 pip set unresolved. - GAUGE_COMPOSITE row 13 verdict corrected (WRONG-STATIC, fix pending). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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63b168cb92 |
SeekVoltageGraph: full reconstruction -- the eng-page POWER graph + top-box eraser (Gitea #11)
The #10 audit's one WRONG: the port Execute was a bring-up no-op, so the emitter/myomer engineering pages never erased their top data box -> stale sibling-page ghosts on the shared Eng bit-plane (SYSTEM 10 PPC showing the Streak ammo box, etc). Full faithful widget landed: - btl4gau2: ctor/BecameActive/Execute/clear/ticks/cursor recovered from the capstone disasm of @004c6798/@004c6920/@004c6934/@004c6be4/@004c6c30/ @004c6c6c (Ghidra dropped every x87 arg). Plot: v=0..12000 step 1200, x=Round(response(v)*230), y=Round(v*(1/12000)*187) (ld80 @004c6bd0/@004c6d74 = exactly 1/12000); change-test samples the response at 12000V vs the 9999 activation sentinel; XOR op for tick/cursor move-by-redraw; destroyed branch centres edestryd.pcc and revives via own vtbl+0xC (BecameActive, slot 3 of PTR_0051a1fc -- vtable-dump verified). - The vtbl+0x3C sampler identified from the binary vtables: Emitter slot 15 @004bb42c = sqrt(P(v)/2.0e8), P @004bb3f4 = damageFraction*v^2*0.5* energyCoefficient; Myomers slot 15 @004b8f94 = sqrt(AvailableOutput(v)*3.6/ 350). FUN_004dd138 == sqrt (part_015.c:4026): myomers' fabs reading corrected, GetSpeedReading renamed SeekVoltageResponse. Port dispatch via complete-type bridges BTSeekVoltageSample/BTMyomersSeekSample + BTSubsystemDestroyed (databinding rule). - Emitter's AUTHENTIC attribute table recovered (binary @0x511dd4, ids 0x1D-0x25) and published: Laser*/Seek*/OutputVoltage@0x414 (currentLevel, RAW volts -- the live-cursor feed). Field renames per the table: 0x3F8 minSeekVoltageIndex / 0x3FC maxSeekVoltageIndex (static_assert-locked). The MechWeapon 0x1D OutputVoltage PORT ALIAS retired (binary table ends 0x1C; Find walks lowest-id-first, the alias shadowed the authentic row). PPC::DefaultData -> Emitter::GetAttributeIndex(). - mech4: BT_PRESET_HOLD=<n> (freeze the #9 preset cycler after n pulses) for steady-state pixel verification; BT_SEEK_LOG diag. Verified live (BLH, autofire): both #10 repro pairs held ghost-free for minutes (SYS09->SYS10 PPC, SYS02->SYS04 ERMed, SYS05->SYS06 Myomers); curves draw with live cursors; one replot per activation; quad panels/J-K-L/sec panel un-regressed. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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f1a6ccbaaf |
Gitea #10: systematic gauge-data audit -- 45-row verdict table + findings
docs/GAUGE_COMPOSITE.md gains the AUDIT 2026-07-19 section: every widget on the 6 pod MFD surfaces + the secondary screen + the HUD reticle audited for binary-correct data (static pass vs decomp + two instrumented live sessions). Verdicts: 34 CORRECT / 1 WRONG (filed) / 6 AUTH-STATIC / 6 DEFERRED-FEED. Findings: A. The 'SYSTEM 10 PPC ammo readout' (entry a) root-caused: header/label/screen mapping are CORRECT ([vss] dump == authored sub+0x1dc); the ammo box is a GHOST -- stale pixels from the sibling ballistic/sensor page on the shared Eng plane, persisting because the port SeekVoltageGraph::Execute is a bring-up no-op. In the binary the graph IS the top-box eraser (view = (0x97,0x80)-(0x17d,0x13b) @004c6798; clear @004c6be4 on the @004c6920 activation sentinel) -- ghost-free on the pod. Full reconstruction FILED (4 Seek* attrs + vtbl+0x3C sampler + x87 recovery); no erase-only stand-in. B. HUD attr table @5110c0 conflict (entry b) RESOLVED -- see commit |
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6783619069 |
Gitea #9: the upper-MFD PRESET pages (3 MFDs x 5) live -- SetPresetMode
table re-decoded to the ModeMFD bits + desktop J/K/L page cycle
The preset system was unwired by ONE defect in the message layer: the
SetPresetMode @004d1b24 table @0051dbf0 had been transcribed from the
section dump as BIG-endian dwords ({0x1e,0x01000000} instead of
{0x1e,0x01}), so a preset press set a garbage high bit -- and for group 1
items 3-4 / group 2 items 0-2 stomped the LIVE NonMapping / Intercom /
ModeSecondary* bits -- while the real page bits never moved. Ground
truth (section_dump.txt:72901-72908, little-endian + BTL4MODE.HPP [T0]):
set = ModeMFD{1,2,3}{Quad,Eng1-4} = 1<<(group*5+item), bits 0-14, fully
disjoint from the #6 secondary trio (bits 18-20); group 2 is MFD3, NOT a
duplicate of the secondary views.
What the 15 presets show (l4gauge.cfg): group = the MFD (Mfd1 lower left
/ Mfd2 upper center / Mfd3 lower right), item 0 = the btquad.pcx Quad
overview (up to 4 vehicleSubSystems cluster panels), items 1-4 = the
full-screen engineering-detail pages (bteng.pcx + prepEngr screens
group*4+1..4 + the cluster eng children: GENERATOR SELECT A-D, POWER
graph, COOLING loop, DAMAGE, ammo). Empty screens are authored per mech
(Blackhawk: 3/11/12 empty).
Authentic dispatch (streamed "L4" .CTL EventMappings, BT_CTRLMAP_LOG
dump): each MFD owns the 8-button RIO bank around it, MODE-MASK-gated --
Mfd1 = 0x08-0x0F, Mfd2 = 0x20-0x27, Mfd3 = 0x00-0x07. Quad page ->
direct-select buttons for the POPULATED eng pages (mapper msgs
Aux1Eng1-4 0x4-0x7 / Aux2* 0x9-0xC / Aux3* 0xE-0x11); eng page -> one
back-to-Quad button (0x3/0x8/0xD) + per-subsystem controls. These
records already install and fire on desktop (btinput passes the live
manager mask), so the NUMPAD profile's 0x20-0x27 keys page MFD2
authentically.
Port wiring (the #6 pattern): keys J/K/L -> actions Mfd1/2/3Cycle ->
gBTPresetCycle -> L4MechControlsMapper::CyclePresetModeNow(group) -- a
documented desktop shim (24 mode-dependent pod buttons don't fit a
keyboard) that cycles Quad -> populated Eng pages -> Quad, visiting
exactly the pod-reachable set; the body is the authentic SetPresetMode.
Dev-composite: BTDrawGaugeSurfaces now draws the Eng1-3 planes at their
sibling cells and skips any mono plane whose channel is BlankColor,
honoring the mode-driven reconfigure (RemapGraphicsPort) -- each dev
cell shows the ACTIVE page like the pod monitor. This supersedes and
removes the 2026-07-12 GAUGREND "frozen-dial" scaffold (forced all 15
page bits active under BT_DEV_GAUGES; it pinned the shared Eng plane on
the highest screen and ate the page flips).
Pixel-verified (BT_PRESET_TEST + BT_DEV_GAUGES_DOCK + BT_SHOT,
Blackhawk): all three MFDs page Quad -> SYSTEM NN eng details -> back to
Quad in lockstep with the [mode] preset mask log; group 0 skips the
authored-empty screen 3, group 2 skips 11/12. Un-regressed: N display
cycle (0x450421->0x490421->0x510421, page bits intact), M control mode,
CONTROLS.MAP 52 bindings parse clean.
Diags: BT_MODE_LOG ([mode] preset), BT_PRESET_TEST=<frame>.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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1d6339b226 |
Gitea #6: secondary MFD Damage/Critical/Heat cycling -- reconstruct the
NotifyOfDisplayModeChange override (vtbl+0x4C @4d1ae4) + wire desktop 'N'
The secondary screen's schematic selector was mislabeled: @004d1ae4 (the
bits-18..20 ModeSecondary* mask swap) was reconstructed as a non-virtual
"SetControlMode" that nothing called, so the desktop stayed pinned on the
Damage view. The binary's L4 vtable @0051e440 pins the truth:
+0x48 = @004d1acc <- CycleControlModeMessageHandler (FUN_004afbe0):
forwards to the base RET no-op @004b048c. A BAS/MID/ADV
control-mode change never touches the secondary view
(empirically confirmed: BT_MODECYCLE_TEST cycles the CONTROL
MODE lamp, mask bits 18-20 unchanged, schematic stays ARMOR).
+0x4C = @004d1ae4 <- CycleDisplayModeMessageHandler (FUN_004afcac):
THE Damage/Critical/Heat selector, indexed by displayMode
(table @0051dbe4 = ModeSecondaryDamage/Critical/Heat).
Authentic pod inputs (streamed type-6 .CTL EventMappings, dumped via the
new BT_CTRLMAP_LOG EVENT records): secondary-panel button 0x15 -> msg
0x15 CycleDisplayMode (manual p13, the "'Mech status Info center" bottom
left of the secondary screen), button 0x18 -> msg 0x14 CycleControlMode
(manual p6, top right), 0x10/0x11 -> ZoomIn/Out. The DOS keyboard
fallbacks (Keypress 0x13d/0x13e = extended F3/F4) are dead under the
WinTesla VK map, hence the desktop pin.
Port wiring (the M/ModeCycle pattern): key N / pad RightThumb -> action
DisplayCycle -> gBTDisplayCycle -> CycleDisplayModeNow() -- the same body
the pod console button message drives. Both .MAP profiles + the
compiled-in default updated.
Verified live (docked gauges + BT_SHOT, BT_VIEWCYCLE_TEST): the sec
panel cycles ARMOR DAMAGE silhouette -> CRITICAL DAMAGE subsystem list
-> HEAT DAMAGE colored list, mask 0x450421 -> 0x490421 -> 0x510421; M
control-mode cycling un-regressed (BAS/MID/ADV lamp cycles, view pinned).
Diags: BT_MODE_LOG, BT_VIEWCYCLE_TEST=<frame>, BT_MODECYCLE_TEST=<frame>,
BT_CTRLMAP_LOG now dumps EVENT records. KB: gauges-hud secondary-view
section rewritten, CLASSMAP +0x48/+0x4C slots, decomp-reference env
gates, GAUGE_COMPOSITE phase-4 entry resolved.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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2ae9bd43ae |
Coolant Flush end-to-end (Gitea #7): InjectCoolant id-4 handler + drain + FLUSH.PFX cloud + 'H' key
The playtest report (sound plays, no gauge drop, no cloud) traced to the
Reservoir's InjectCoolant chain being dead in three places:
- The handler was never REGISTERED: the binary's Reservoir handler table
@0x50e680 has one entry {4, "InjectCoolant", @4aee70}; added
Reservoir::GetMessageHandlers + the press/release handler (press starts
the flush gated on coolantLevel@0x12C > 0 -- the old body misread +0x12C
as currentTemperature; release stops it; novice lockout via FUN_004ac9c8).
- Reservoir::InjectCoolant (@4aefa4, 1019 bytes) was an empty stub -- the
drain the coolant gauge reads. Reconstructed in full: work list =
condenser/weapon/heatable chains (+0x7cc/+0x7bc/+0x7ac, roster-walk
emulation with the binary's duplicate-visit weighting; HeatSink-filtered
[T2 guarded]) + the linked master sink; per sink with flowScale != 0 move
squirtMass x flowScale x dt (clamped to the tank / sink capacity) and
credit pendingHeat with the negative carried-heat delta capped at
sinkMass x reservoir startingTemperature -- the set%-biased flush of the
manual (p24), riding the existing heat model.
- Two latent ctor decode bugs surfaced and fixed: the master gate @4af408
(and @4aeb40 HeatWatcher, swept) reads the OWNER MECH's simulationFlags
(*(param_2+0x28)), not the resource's subsystemFlags (the misread left
the CoolantSimulation Performance unregistered); and the capacity scale
FILDs the bank's INTEGER HeatSinkCount ((float10)*(int*)(link+0x1d0)) --
the float reinterpret gave ~1e-44 -> a permanently empty tank.
Capacity = 0.05 x heatSinkCount x streamed CoolantCapacity (BLH: 6.0).
Visual: the binary's mode-1 coolant-effect renderable (FUN_00456a68, built
for classID 0xBC0 on "ReservoirState", part_014.c:5439; tick @part_007.c:
8780) starts psfx 19 = FLUSH.PFX ("Coolant flush", BTDPL.INI) when the
state changes to 1 -- BTSpawnFlushCloud (mech4.cpp) spawns it on the same
alarm edge as an attached emitter at torso height.
Input: new CONTROLS.MAP action "Flush" on 'H' (HELD; press+release both
dispatch, the held-button payload). Diags: BT_FLUSH_LOG, BT_FLUSH_TEST.
Verified live (FOGDAY): [flush] Reservoir level 6 -> 0.13 -> 0 over ~0.6 s
held (= the manual's 3-4 punches to empty), the coolant vertBar source
Reservoir/CoolantMass drains, and the bluish condensation cloud rises from
the mech (scratchpad/flush_cloud.png vs flush_before.png).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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0bcba26213 |
KB: land the EXPERIENCE-LEVELS decode from glass-cockpit (Cyd)
Brings Cyd's experience-level / simulation-mode research onto master (the KB-decode portion of glass-cockpit 4e01e83; the bundled BT410 source manifest is left for the full glass-cockpit merge). - context/experience-levels.md (NEW): the egg per-pilot 'experience' field (novice/standard/veteran/expert) is the pod's SIMULATION-FIDELITY tier, decoded end-to-end. FUN_004c0bc8 reads btMission->experienceLevel(+0xe4) and fans it into the +0x25c/+0x260/+0x26c/+0x270/+0x274 flag block: +0x25c 'sim live' (novice lockout: jams/searchlight/powersub), +0x260 the HEAT-MODEL master switch (veteran+expert; FUN_004ad7d4), +0x274 raw level (FUN_004ac9c8 = ==0 novice predicate; the valve/advanced-cockpit lockout). 4.0->4.10 drift: the viewscreen hunting-aid gate is GONE in 4.10 (HUD reads none of these flags), and movement heat is veteran+expert not expert-only. - btplayer.cpp/.hpp: CORRECTED comments/labels -- the +0x25c..+0x274 block is seeded from btMission experienceLevel/advancedDamageOn, NOT the scenario role's returnFromDeath; the 'roleClassIndex/showKills' names are scoring-era mislabels. Code logic UNCHANGED (comment-only): the ctor still reads scenarioRole (STAND-IN, defaults 2 = veteran) pending the wiring task. - Corrections swept into gauges-hud.md (ROOKIE->novice lockout), open-questions.md (player+0x260/0x274 semantics now PINNED), pod-hardware.md, subsystems.md, decomp-reference.md; CLAUDE.md router row. No code-logic change -> no rebuild needed (comment + markdown only). The runtime wiring (seed from BTMission::ExperienceLevel()) remains TODO. Co-Authored-By: Cyd <cyd@falloutshelterarcade.com> Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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171c993147 |
HUD: missile/AC weapon pips blink on fire again -- read authentic WeaponState (attr 0x1C)
Reported: the reticle's missile pips no longer momentarily disappear when
firing. Traced it: the pip's 'loaded' flag has read MechWeapon::rechargeLevel
(>= 0.999) since the reticle Execute was recovered (task #37). That's a port
APPROXIMATION of the binary's authentic attr 0x1C (WeaponState @0x350). It
works for emitters -- rechargeLevel is charge-driven and tops off at 1.0 when
Loaded -- but projectile weapons (MissileLauncher/autocannon) never write
rechargeLevel (it's authentically static at 1.0; the recharge DIAL draws full
and never moves). So a missile pip's 'loaded' was permanently true and the pip
never blinked. NOT an audio regression -- it never worked in the port; the
audio wave (
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0fcd0c3106 |
KB sweep: env-gate hub table catches up (BT_RELAY/BT_SELF/BT_KEY_STOP/...); stale MP remaining-work line updated; gauges-hud callsign cross-ref
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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1ed8b05160 |
Radar view-wedge tracks the torso twist (Gitea issue #1)
The SECTOR radar's view cone read viewHorizontalRotation, wired by the MapDisplay ctor from the mech's Torso -- but FindSubObject and GetHorizontalRotation were NULL stubs, so the connection was never created and the wedge sat at heading 0 regardless of twist. Reconstructed from the binary: - FindSubObject (FUN_0041f98c): a subsystem-ROSTER walk (count @+0x124, array @+0x128) matching the streamed subsystem name (sub+0xd4) with a tolower-strcmp (FUN_004d4b58) -- the 'Torso' sub-object IS the roster Torso subsystem. - GetHorizontalRotation: torso+0x1D8 == Torso::currentTwist (layout-locked), via the existing task-#56 bridge BTGetTorsoTwistAddr (Radian is layout- identical to Scalar). Verified live (MadCat, Standard mode Q/E): the wedge tracks the twist in lockstep (rot 0 -> -2.21 rad), and the semantic test passes -- body turned away, torso twisted back onto the enemy: reticle green + wedge pointing at the enemy's blip on the body-fixed scope. NB the Blackhawk's torso is FIXED (+/-0.01 deg limits) -- its wedge authentically never moves; test with a twisting mech. Diag env: BT_RADAR_LOG. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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02cdfd6576 |
Torso: the TWIST goes LIVE -- electrical watchdog chain, centered crosshair, coherent controls (task #57/#58)
The MadCat torso twists, the view turns with it, and targeting follows. Three reconstruction fronts closed: THE ELECTRICAL WATCHDOG CHAIN (why the torso never powered up): - PowerWatcher::UpdateWatch reconstructed (@004b181c, the REAL registered Performance -- PTR @0050f5fc; Ghidra missed the fn start): the watchdog MIRRORS the watched subsystem's electrical level (+0x278), brownout downgrade when gen output <= minVoltage% x rated. @004b1804 relabeled ResetToInitialState (slot 10) -- the old "Simulation" tag was wrong. - The factory watcher-CONNECT pass reconstructed (vtable slot +0x38, @004aee2c/@004b1a40 byte-identical, recovered from raw exe bytes): watchedLink.Add(roster[watchedSubsystem]) on the master node. Was the SubProxy::Start() no-op -- every watchdog sat at 0 forever. - MinVoltageScale = 0.01 (a 10-byte x87 literal @0x4b1924; was 1.0f = permanent brownout) and PowerWatcher's Derivation chains its REAL base HeatWatcher (the HeatableSubsystem stand-in broke IsDerivedFrom for the whole Torso/Searchlight/ThermalSight family). - KB correction swept: derivation tag 0x50e604 = HEATWATCHER (not "HeatSink"); the btl4gaug heat-widget gate now tests it via the BTIsHeatWatcher bridge. THE CROSSHAIR (task #58 forensics, 6-agent workflow + live probes): - The VIEW is TORSO-MOUNTED: jointtorso -> jointeye -> siteeyepoint in every twist-capable .SKL; the camera + canopy ride the same hinge subtree through HingeRenderable's live matrix-stack compose -- ALREADY WORKING in the port. The crosshair stays screen-centered (center IS the boresight); the twist reads on the tape carets/compass/radar. - The real bug was the port's gBTAimX = tan(twist) slew (the falsified "body-mounted view" model): the camera already carried the twist, so the crosshair counter-slid to hull-forward and the fire ray with it. Deleted; the pick ray inherits the twist from the yawing eye basis. - Two instrumentation traps documented (chase-eye-as-default-camera, BT_FORCE_TORSO clobbering real joints -> the hook now only fills unresolved ones); an over-correcting explicit eye compose was added on those false readings and retired the same day. CONTROLS + REPLICATION: - Q/E spring-center on release (the axis is a twist-RATE demand; the old hold-deflection model drifted forever); X also zeroes the axis and pulses the authentic torso Recenter (@004b6918). M cycles control mode via the real CycleControlMode body. - Torso update-record DIRECTION fixed: engine truth is Write=serialize / Read=apply; @004b6a78 is the READ (was mislabeled Write) and the missing WRITE @004b6a1c recovered from raw disasm (recordLength 0x1C, twist/vel/rate at +0x10/14/18) -- kills the replicant's 0xCDCDCDCD -140-degree ghost twist. - Marching-ghost desync: 4 Standing-case guards zero stale reverse cycleSpeed (negative cadence passed the <= ZeroSpeed stop gate). - Kill credit rerouted to the OBSERVED killer (lastInflictingID -> killer's player link) -- kills count, target K/D populates. KB: subsystems.md (watcher chain), multiplayer.md (record direction), combat-damage.md + gauges-hud.md + cockpit-view.md (torso-mounted view re-correction), decomp-reference.md (new addresses + tag fix), open-questions.md (dead capability-roster loops 2-4, snapshot CD read). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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48c9c8444f |
Fire VISUALS wave: the authored firesmoke sheet, vertex-alpha effect cards, the case-4 wreck dressing
The "fireballs like the demo vids" arc, decomp/content-grounded end to end,
plus the live-play UX batch verified over the same sessions:
FIRESMOKE SHEET (the PFX fireball fix): every firesmokeN_scr_tex in BTFX.VMF
maps the SAME 64x64 tileable noise image bintA (variants differ only in SCROLL
rate) and firesmoke1_mtl colours it through the "fiery" ramp (0.3,0.1,0.1)->
(0.9,0.7,0.3). The particle layer now bakes ramp(lum(bintA)) as its sprite
colour (noise detail in alpha) and SCROLLS it at firesmoke1's authored rate
via a texture-transform; the port's radial soft-edge mask moved to a second
CLAMPed stage so the WRAPPED scroll rolls flame through the sprite without
scrolling the edge away. Old grit x radial bake kept as the no-BINTA fallback.
Impact hits, damage-band smoke and death booms all ride this layer.
AUTHORED TEXTURE SCROLL in the model path: the BMF TEXTURE records carry
SPECIAL " SCROLL u0 v0 du dv" (tag 0x2037); the draw path always supported
per-op scrolling (SetTextureScrolling) but the BGF loader never parsed it, so
every scrolling material rendered frozen. Wired TexRef -> MatInfo -> batch ->
L4TEXOP.doScroll: the flame cards (flamebig/fire5) now roll fire noise.
VERTEX-ALPHA EFFECT CARDS (the "twisted drill bit of fire" fix): FLAMEBIG's
verts carry authored float RGBA -- white-hot base (1.0,0.99,0.97) -> dark-red
tip fading to alpha -0.2 (the DPL clamp convention). The loader kept a flat
batch colour and drew it OPAQUE = a solid orange spike. Corpus sweep: exactly
14 shipped BGFs carry vertex alpha, ALL effect cards (flames, MUZFLASH,
EXDISK_A/B/C, TMST_A/B/C, beam models, DECLOUDS). Such batches now keep the
authored per-vertex gradient and route to the alpha-blend pass, unlit,
colour = texture x gradient, alpha = the vertex fade; sky objects excluded
(drawAsSky + alphaTest passes NEITHER pass filter -- DECLOUDS stays in the
sky pass). MUZFLASH/EXDISK render correctly for free when the muzzle-model
work lands.
WRECK DRESSING (the 1996 ExplosionScripts case-4 transcription): pieces spawn
HIDDEN and reveal 0.25s after the boom (the InstanceSwitch delay, behind the
dnboom flash); flamebig hangs over the pile, Y-BILLBOARDED at the camera
(SetOffsetYaw + a camera-pos getter -- the dpl_SetDCSReorientAxes analog);
the MakeDCSFall settle arms at the reveal with the two authored rates (hulk/
debris -0.025 t^2, fires -0.01 t^2 -- the flames ride above the sinking pile
and die with it at burial). EMPTY-PLACEHOLDER hulk guard: THRDBR.BGF is a
153-byte zero-geometry stub that "loads fine" -- vertex-count check now routes
it to the gendbr fallback (a Thor wreck was invisible). Hulk content census
recorded: AVADBR==MADDBR==VULDBR geometry (palette-only prefix diffs),
RAPDBR==SNDDBR==STIDBR byte-identical -- wreck variety is materials + the
dressing, not unique piles.
LIVE-PLAY BATCH: muzzle resolve uses the named segmentIndex (raw +0xdc read
was layout garbage); forward launch frame (authored MuzzleVelocity +Z vs the
mech's -Z facing); dock-bottom single window (gauge strip appended below the
world viewport, 1100x600 default, BT_DEV_GAUGES_WINDOW=1 restores the separate
window); portrait sec surface unrotated CW; ammo counters live via typed
bridges (BTAmmoBinCountPtr/BTAmmoBinFeeding/BTWeaponAmmoBin -- raw bin+0x180
and a hand-rolled link walk were garbage); fourth fire key ('4' = Pinky);
panel/arc probes de-aliased (%61 prime).
KB: rendering.md (vertex-alpha card family + scroll), combat-damage.md (hulk
census + THRDBR stub), gauges-hud.md (ammo bridges).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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bb795e2805 |
MP live-play wave: collision economy, missiles, radar transform, panel polarity, comm ticker
The interactive 2-node playtest wave -- every fix decomp-grounded and live-verified: COLLISION ECONOMY (the ram one-shot): StaticBounce mutates worldLinearVelocity per contact and ProcessCollisionList walks EVERY touched solid per frame; with 2007 terrain-as-solids the reflections compounded x4-x40 within one frame and a walking bump one-shot a pristine mech for 112,375 pts (62-pt authentic economy). Fix: frameEntryWorldVelocity restore per contact (damage always priced at the real approach speed -- all the binary's physics ever saw); Mech::Reset zeroes the mover motion (respawn = teleport); [collide-tx]/[mp-hdlr] telemetry. Gotcha #16 (engine-facility drift class). MISSILES: peer-visible salvos (the launcher record extension carries a salvo counter + aim point; ForceUpdate actually enqueues it -- the dirty flag alone never serialized), the authentic arc (authored MuzzleVelocity vector + the Seeker's 200m/0.1/300 loft + gain-4 steering, decoded from @004beae4/@004bef78), world-impact bursts (rounds detonate on cave geometry instead of phasing through), contact-only damage (flight-cap expiry = fizzle, no more teleport damage), live re-lead, and ballistic (unguided) shells for autocannons. projweap's stale BTPushProjectile extern (the /FORCE signature trap, gotcha #6 corollary) crashed the Avatar's first AFC100 shot -- fixed + sweep rule recorded. RADAR: two transcription bugs made the scope permanently empty -- FUN_0040b244 is the affine INVERSE (not a copy) and FUN_0040adec writes ONLY the 3x3 rotation (never the translation); worldToView now Invert(view) built rotation-first. CulturalIcons sorted out of the moving grid (the phantom red pips were map props), visible-radius culls on all three draw passes, live pip verified at |delta| x ppm px. Gotcha #17 (verify the FUN_ body, not its call shape). WEAPON PANELS (the frozen-dial hunt): the binary's *(subsystem+0x40) means FAILED -- the recon's 'operating' name was backwards, inverting the destroyed-X lamps, the panel look, the children enable and the ready-lamp gate (which had NEVER executed). Polarity chain corrected end-to-end (failedState, fed by real damage saturation). Root cause of the freezes: MFD page-mode gating -- the dev composite shows ALL pages at once, so off-page dials legitimately stopped; under BT_DEV_GAUGES the 15 page-plane bits stay active (the exclusive secondary trio untouched). The SEH gauge guard now names its kills; repaint-heal resets the incremental arc after panel repaints; [panel]/[arc] probes added. COMM/SCORE: MessageBoard LIVE (the engine already shipped the whole Player__StatusMessage queue; wired the binary's one producer -- the kill branch, victim's name, 6s -- plus the consumer bridge and a lazy source bind); MP DEATHS counted via the observed-death tally (each node scores every pilot from locally observed events, the same model as the KILLS credit) and the -2/-1 engine seed clamped for display. DEV UX: node-tagged window titles (-net port), gauge panel reworked (1320x480, true 4:3 MFD cells, the portrait secondary UNROTATED upright, linear filtering, BT_GAUGE_SCALE), fixed close spawns via BT_SPAWN_XZ, Boreas flies an Avatar (first second-chassis live outing). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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dd27238ceb |
Gauges: the CLOSEOUT wave -- radar pips, Myomers dedup, attribute parity, ledger sweep (tasks #14-#17)
TASK #17 -- AUTHENTIC RADAR SYMBOLOGY (the cross-blip stand-in retired). The recon proved the 'missing pip raster set' never existed as BT game code: pips are the ENGINE's L4GaugeImage vector-stroke system (T0 source in tree, L4GAUIMA.cpp == FUN_0046f0c0 line-for-line), the 'pip table' is L4Warehouse:: gaugeImageBin keyed by Entity::resourceID, and BTL4.RES ships 110 type-0x12 shapes (every mech/vehicle/building/tree). The six btl4rdr stubs are wired to the real facilities: contacts draw their authentic model silhouettes with LOD selection, the target gets the binary's 4px-inflated box highlight, and player-name labels resolve via Mission::GetSmallNameBitmap (the prebuilt 64x16 egg rasters keyed by the player's bitmapindex). DECODED: the invented 'VideoObject' was Entity::owningPlayer all along (+0x190; nameID = playerBitmapIndex@0x1E0, target = BTPlayer::objectiveMech@0x284 -- new bridge BTPlayerObjectiveMechOf); the 'LabelledEntity' class is Landmark (cultural.h; label path dormant -- no landmark content ships, no runtime landmarkID writer). The L4GREND BT_DEV_GAUGES warehouse guard is removed (its AV had a different culprit, below); resource type 18 corrected to GaugeImageStream in decomp-reference (was mislabeled 'ModelList'). TASK #14 -- the Myomers ODR duplicate ELIMINATED: the powersub.cpp/hpp 'Myomers' (classID 0xBC3 -- actually Sensor) is retired whole; it duplicated ?DefaultData@Myomers@@ against the real class (dumpbin-verified) and /FORCE picked the winner by link order. The real Myomers (0xBC6) now chains PoweredSubsystem's handler set (ids 4-8) and publishes its SEVEN binary attributes (@00511588: SpeedEffect/Current/Recommended/Min/MaxSeekVoltage- Index/SeekVoltage/OutputVoltage) -- the old empty unchained index starved the Myomer engineering panel of every resolve. TASK #16 -- attribute parity: MechWeapon publishes the FULL binary table @0x511890 (11 entries; ids renumbered to binary truth -- the port aliases had squatted the binary's DistanceToTarget/TargetWithinRange ids; the streamed TriggerState 0x13 binding unchanged). Binary names resolved two TODO members: pipState -> estimatedReadyTime (attr 0x1A), and the EXT-model flag is the binary's RearFiring (0x1B). ThermalSight LightState published. HUD (offset conflicts) + missile-side tables (id encoding suspect) documented for a re-dump instead of publishing blind. THE CRASH THIS EXPOSED [T2, cdb-verified]: gotcha #11's dense-table gap is a LATENT AV, not a guaranteed one -- the old table's 0x0D..0x12 gap (task #5) survived on heap luck; the renumber reshuffled allocations and Find() AV'd on a garbage entryName in WeaponCluster's PercentDone resolve. Fixed with five named PAD entries (the mech.cpp attrPad idiom) + a static_assert locking the pad base to PoweredSubsystem::NextAttributeID. Gotcha #11 amended with the proof. TASK #15 -- stale-ledger sweep: GAUGE_COMPOSITE ('composite not yet built', Reservoir shadow, PlayerStatus/vehicleSubSystems 'remaining', valve-dormant- until-0xBD3, sensor guard, the superseded 'Heat MFD near-static' reframe -- all banner-corrected), gauges-hud frontmatter, L4VB16 + powersub comments. Verified live: 50/50 config attribute bindings resolve, 0 NULLs, 0 parse skips, mech spawns and simulates 31/31 subsystems, no cross-blip fallbacks, the pip cache fills through entity registration without the old guard. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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80cadc98c7 |
Cockpit: the COOLANT VALVE control -- the heat-management triad completes (task #13)
The pilot's third heat tool: Condenser::MoveValve (id 4, the Condenser handler table @0x50E52C -- PE-verified, exactly one entry) registered via the order-proof function-local accessor and GUARDED by the real FUN_004ac9c8 (task #12's BTPlayerRoleLocksAdvanced rookie-role bridge -- the old deferral note blamed the 0xBD3 messmgr, a stale misattribution, swept). Each press cycles the valve 1 -> 5 -> 50 -> 0 -> 1 and RecomputeCondenserValves re-shares the fixed total coolant flow across all six condensers -- opening one valve wide starves the others: the pilot's cooling-triage lever. Desktop: 'C' cycles the selected condenser's valve (BT_VALVE_SLOT picks the roster slot; default Condenser1). BT_VALVE_TEST scripts a headless press. Verified live: press -> "[valve] condenser#1 valveState=5 flow=0.5 (total=10)" -- exactly the authored redistribution math (5/(5+5x1)), through the real role gate. The heat-management triad is now complete and all-authentic: G + fire buttons = regroup weapons across buttons (task #6) F5-F8 / F9 = reassign weapon generators / mode (task #12) C = coolant valve triage (task #13) Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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092408041c |
Cockpit: the CONFIG-MODE weapon-regrouping session + the live-play fire fixes (tasks #6+#11)
TASK #6 -- the pod's in-cockpit weapon regrouping, fully reconstructed and live-verified (hold-configure -> tap fire button -> toggle membership -> release-commit): - MechWeapon handlers id 9 ConfigureMappables @004b9550 / id 10 ChooseButton @004b95b8 (binary table @0x511860; the old "Myomers fns" mislabel swept) + the GetMessageHandlers() accessor chain through Emitter/ProjectileWeapon/ MissileLauncher/GAUSS/PPC (empty per-class sets swallowed dispatch). - Mapper vtable truth: +0x38 EnterConfiguration / +0x3C ExitConfiguration / +0x40,+0x44 AddOrErase evt/dir. No "secondary vtable @0050f498", no "CreateTemporaryEventMappings" virtual (RP-name drift; swept incl CLASSMAP). L4 Enter/Exit rebuilt complete: StartMappableButtonsConfigure (the NonMapping 0x10000 <-> Mapping 0x8000 mode flip + the gauge's active-weapon latch) + the held-button re-arm + the 4 fire-button temp maps; only the RIO mapper implements the toggle (Thrustmaster no-ops = can't regroup). - MechSubsystem +0xE8/+0xEC corrected to controlDestination/controlMessageID (ex hostEntity/subsystemId2 mislabel); MechWeapon ctor defaults the destination to &fireImpulse (@004b99a8). - ConfigMapGauge state loop reconstructed (PE-recovered DAT_00518eb4 table; buttonGroup GetMapState sampler -- the "needs ModeManager" guard rationale was wrong). Finding [T1]: the shipped binary NEVER enables this gauge (no SetColor caller) -- authentically dormant; BT_CONFIGMAP=1 is the dev enable. - Dev harness: HOLD 'G' opens the session (BT_CONFIG_SLOT picks the weapon); BT_CONFIG_TEST scripts a headless verify. @004afbc4 corrected to its real Fail-trap body (the guessed AddOrErase(NULL) body would corrupt groups). - Bonus [T1]: the binary MechWeapon ATTRIBUTE table has ELEVEN entries (PercentDone..WeaponState) -- "TriggerState is the only one" was wrong. TASK #11 -- the user-reported live-play regressions (both real bugs): - PHANTOM FIRE: the mech4 bring-up shot block painted an explosion at the victim on its OWN 0.3s cadence whenever fire was held -- desynced once the authentic recharges landed. Retired (the real impact visual flows from each discharge via the messmgr SubmitExplosion). - WEAPON BRICKING (the "cuts out" bug): the Loading->Loaded snap window (+-0.01 around seekV) assumes the pod's LOCKED 60 fps; one port dt-spike jumps it, the byte-verified >1.0 clamp (_DAT_004ba830=0) zeroes readiness, and the weapon sticks in Loading at level ~10000 forever (observed live). Fixed with pod-frame (1/60s) sub-stepping of the binary's own Loading tick -- also fixes the I^2R integral over-heating generators on big steps. NEW GOTCHA CLASS recorded: reconstruction-gotchas #12 (frame-pacing trap). - Duty-cycle measured (max-rate autofire): generators equilibrate in the degradation band (recharge stretch ~3.5-4.4x), the FailureHeat breaker never trips solo, PPCs sustain ~11.8-damage full-charge fire. The slow kill pacing and recharge gaps are the AUTHENTIC heat economy; the pilot's counters (this regrouping UI, generator reassignment, coolant valves) are the reconstruction queue. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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4e63a7b6c3 |
Heat: THE AUTHENTIC ELECTRICAL MODEL -- weapons recharge from generators (task #10)
Task #10 set out to fix "scrambled linked-sink routing"; a [heat-link] attach log proved the routing was NEVER scrambled (every subsystem links its authored condenser exactly; the "pools in Condenser1" read was the diagnostic-sampler aliasing trap). The real defect: emitter.cpp's local FUN_00417ab4 stub returned NULL, so the whole electrical model was inert and the E7 force-charge recharged every emitter in ONE frame (~0.3s cycle, 1501 fires/90s, ~1.7e9 heat/s -- the "runaway"). Landed authentically [T1: disasm + byte-verified constants]: - Emitter ctor @004bb120: seekVoltage = authored fraction x generator ratedVoltage (10000); EC = energyTotal/(seekV^2 x 0.5); voltageScale@0x310 = (RechargeRate / -ln(1 - 1e-4 x seekV)) / EC -- charge reaches seekV[rec] in EXACTLY the authored RechargeRate (PPC 5s, ERL 4s, SRM 3s, ERM 2s) cold. Owner-flags ctor gate (the usual gotcha; the this-flags read never armed). - PoweredSubsystem::ChargeTimeScale (@004b0d50, was a =1.0 stub): voltageScale x (1 + thermalResistivity x srcTempRise) -- hot generators charge slower. ("voltageScale is never read back" was wrong; corrected + swept.) - TrackSeekVoltage @004ba838: charging I^2R -> the GENERATOR's pendingHeat (~3.5e8/full PPC charge) -- generators self-heat, conduct to their authored condensers, and throttle further charging. The feedback economy closes. - FailureHeat consumers found: this+0x184 == 2 gates BOTH weapon families (@004baa88 emitter: reset firing + hold charge 0; @004bbd36 ballistic: recoil=rechargeRate + alarm 7). Emitter::GetFaultState un-stubbed. - ProjectileWeaponSimulation @004bbd04 opens with call 0x4b0bd0 (disasm) -- launchers now run the powered/heat step (their firing heat previously accumulated in pendingHeat forever). - heat.cpp: per-instance BT_HEAT_LOG census (the old shared-static 1-Hz sampler aliased); [heat-link] attach log; the stolen-else Verify restored. Verified live (120s max-rate autofire): PPC ~470-500 (was 55,000), bank plateaus ~600 and sheds to ambient, generators 1100-1400, ERMLaser self-regulates at the authored 2000 failure threshold (shutdown-cool-resume). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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3c34ae6de6 |
KB: full staleness audit + sweep -- 35 verified corrections across 16 topics, 15 new glossary terms
Adversarially-verified audit (18 agents) against the task #46-#56 landings: MP/current-state understatements, superseded punch readings, retired env gates, dead paths, line-cite drift; env-gate hub table completed. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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3430f87305 |
HUD colors corrected vs the binary ctor (validated by a period screenshot)
A period pod screenshot from players who know the game flagged the overlay. Stroke-by-stroke re-read of the ctor (@4546-4587) against it: - The range caret triangle is GREEN width 1 (ctor @4550-4551 sets SetLineWidth(1)+SetColor(0,0.75,0) AFTER the yellow bar's CallList) -- my transcription left it yellow/2. Same for the bottom bowtie carets (@4569-4570). Both fixed; the caret polylines also get the binary's explicit 4th closing point (@4558). - The screenshot otherwise CONFIRMS our layout (yellow range bar, green caret, colored pip dots, tick tape + green bowtie, rotating compass, mid-ladder range with no lock = the world-pick terrain range). - Its crosshair is ~2.5x taller with arrowhead arms -- NOT our binary's +-0.04..0.16 program: a different pod revision. Ours stays [T1] to BTL4OPT.EXE 4.10. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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4e7561714e |
HUD: per-weapon pip data dump + the real authored ranges recorded
[hud] pip diagnostic logs each registered pip's classID/PipPosition/ WeaponRange/PipExtendedRange/PipColor. The live dump corrects the "everything is 500m" assumption: BLH lasers red @500 (x3, ext=1), missiles amber @800 (x2), PPCs blue @900 (x2) -- the pips sit at their weapons' max-range marks on the range ladder (caret below a pip = that weapon reaches), so 7 weapons read as 3 weapon-system groups. KB + comments corrected. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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a8a56c57c9 |
Targeting correction: reticle = TORSO BORESIGHT, not a free mouse cursor (task #39)
Colleague flagged that targeting is torso-locked with no fine cursor. Correct: the pod stick's yaw drove the TORSO TWIST (MechControlsMapper -> HUD::SetFreeAimSlew(stick_x) @cockpit+0x28C, gated on torso-horizontal-enabled; hud.hpp:167) and reticlePosition @HUD+0x1FC is COMPUTED by HudSimulation from the mech pose quaternion + target geometry, zeroed to centre with no target (part_013.c:5680) -- never a free-floating cursor. The engine Reticle struct is general (shared with Red Planet); BT drives it from the torso boresight. Fix: - Removed the mouse-cursor slew (a mis-sourced stand-in from the RP-shared struct). The crosshair is now the torso boresight: BTTwistToReticleX(torsoTwist) = tan(twist) projected through the live per-axis projection. Dead-centre on the fixed-torso BLH (TorsoHorizontalEnabled=0); you aim by steering the whole mech. - BT_AIM="x y" retained as the headless test harness. Verified: face-to-face spawn -> HOT lock + aimed zone hits (36); BT_FORCE_TURN circling -> 31 no-target vs 1 HOT (steering off-target drops the lock, as it must). KB swept (combat-damage / gauges-hud / open-questions); checkctx CLEAN. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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24ea7f13af |
HUD ironing (task #38): authentic Lock producer + simple-X mode
- LOCK rules transcribed from the exported HudSimulation (part_013.c:5619-5634): lock requires a target AND your own HUD host zone damage < 0.75 (_DAT_004b7ec4 -- a shot-up targeting computer drops lock) AND the targeted zone damage < 1.0 (_DAT_004b7ec8; whole-mech target checks zone 0 -- a wreck's dead zone can't re-lock). Box and ring are now separate signals like the binary: gBTHudLockState 1 = target held (hotbox draws), 2 = LOCKED (+ the spinning ring). - SIMPLE-X mode: the ctor's [0x99] minimal-reticle list transcribed (@4689-4705: green +-0.02..0.08 cross on the aim translate); Draw switches master <-> simple X on the PrimaryHudOn element bit (0x20), completing the recovered Execute's state-list logic. - Canopy diagnosis sharpened (open-questions): blx_cop is the torso segment's inside-skeleton mesh enclosing the eye; the black box = the skeleton render branch missing its texture + PUNCH cutout (the canopy windows are punch texels). A rendering-branch task; stays hidden by default. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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18d49491b7 |
Reticle Execute @004cdcf0 RECOVERED: every HUD instrument now live (task #37)
The one un-exported gap in the reticle chain, read via capstone (tools/disas2.py; the annotated disasm preserved at reference/decomp/reticle_execute_004cdcf0.disasm.txt). Draw() is now a transcription of the real per-frame logic, and the HUD attr-table names (hud.hpp ids 4/5/6/8/A/B/C/D) are CONFIRMED by their Execute usage: - Range ladder: BAR from ladder-top to the caret + caret translate. - The bottom 21-tick tape is the TORSO-TWIST indicator (NOT heading): deflection = -/+(span/2) x (RotationOfTorsoHorizontal / twist limit), attrs 4/5/6. Fixed-torso BLH reads centred -- authentic static. - The circle-with-stem is the COMPASS (attr 0xD, rad->deg rotation) at (botX, botY - 3*tickMajor - 0.03), with the THREAT trail (attr 0xC) in its rotated frame: 0.05-unit attack-direction marks, fresh < 2s red, expiring at 6s. Port feed: player TakeDamage pushes the impact direction (dormant vs the passive test dummy). - Pips (composed into subB6): hidden when destroyed (attr 1 == 1), LIT when the fire cycle is LOADED (attr 0x1c == 2; port source rechargeLevel >= 1) else the dark charging ring; filtered by the weapon-GROUP bits (weaponMode & elementMask&0xF). Range plays NO part (the stored TargetWithinRange slots are never read by Execute). - Lock ring: subB9 at frame centre SPINNING 4 deg/frame while locked ([0x9d] is the spin matrix, not a heading list). - Target HOTBOX: a rectangle hugging the projected extents (x+-4 around the top-centre hotbox point, +1/-11.5 vertical; baked K=2.8145 -- the port projects through the live per-axis projection), switching to the edge arrows past +-1.6 or behind (BTProjectHotBox, L4VIDEO). - Reticle state Off/On + PrimaryHudOn full-HUD/simple-X switch, aim translate on slew move, 3D marker + PNAME player-name mesh identified (chain still deferred). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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48b17750e5 |
HUD reticle + weapon pips LIVE: dpl2d 2D display-list port (task #35)
- dpl2d API fully recovered from the binary recorders (@487f34-488630): opcode model (points/lines/polyline/circle/color/width/matrix/push-pop), CallList = INLINE include (state persists to caller), centered coordinate frame (unit = half viewport height). game/reconstructed/dpl2d.cpp rework. - BTReticleRenderable ctor @004cc40c transcribed with the authentic calibration (originX .35, originY .25, scaleY .5, 0..1200m right range ladder, bottom heading tape, FUN_004cd938 tick ladders, lock rings, turn arrows); range caret slides from the live target range fed by the mech4 targeting step (BTSetHudTargetRange). - Weapon pips: the binary gate is IsDerivedFrom(0x511830 = MechWeapon::ClassDerivations) [T1: part_014.c:5386 hard-aborts on missing weapon attrs; part_012 counts + roster ORs capabilityFlags@+0x334] so ALL 7 BLH weapons register (3 lasers + 2 PPCs + 2 MissileLaunchers). Pip A (lit, authored PipColor) on TargetWithinRange, else dark ring B. - AddWeapon @004cdac0 store map corrected to the verified order (part_014.c:4827-4837); both state attrs are literally named "SimulationState" (strings @51d526/51d577) -> weapon simulationState. - Mech roster this[0x1ef] renamed poweredSubsystems -> weaponRoster (0x511830 is MechWeapon, not PoweredSubsystem=0x50f4bc); derivation-tag table added to context/decomp-reference.md. - Draw hook BTDrawReticle after the 3D scene, cockpit view only. Binary Execute @004cdcf0 is an un-exported gap -> Draw dynamics [T3], tracked in context/open-questions.md with the blx_cop canopy + PNAME pip meshes. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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5b7f3a1c40 |
context: sweep the 0xBD3/mech+0x190 correction across all topic files
Propagate the verified finding (0xBD3 = damage/explosion hub @0x434, NOT the valve/message gate; the valve/Myomers gates read the owning BTPlayer @mech+0x190) into the topic files that still carried the old claim: decomp-reference (ClassID row + both offset rows), gauges-hud, subsystems, open-questions (Myomers coupling), + frontmatter. Graph validates clean. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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1cd57ade85 |
context-system: bootstrap the progressive-context expert knowledge base (foundation)
Adapt the spark-lesson / expert-seed.md progressive-context pattern to the bt411 port:
a thin router + context/*.md knowledge graph so the 2236-line CLAUDE.md's deep knowledge
loads on-demand instead of every session.
NON-DESTRUCTIVE foundation pass (live CLAUDE.md unchanged; proposed router is a draft):
- reference/glossary.yaml -- ~45 terms (engine/formats/scene/reconstruction)
- context/decomp-reference.md -- the quantitative hub: resource types, ClassID map,
mech offsets, damage delivery, weapon constants, env gates, tools
- context/reconstruction-gotchas.md -- the 12 systemic bug classes (conventions/DO-NOT hub)
- context/bgf-format.md -- geometry format + CONN/PCONN + LOD-sqrt3 + ramp shading
- context/gauges-hud.md -- the gauge/MFD system (the just-completed wave)
- context/open-questions.md -- deferred systems + get-from-Nick
- context/_ROUTER-DRAFT.md -- the proposed slim CLAUDE.md (identity, protocols,
quick-lookup, evidence tiers T0-T4, conventions, structure)
- phases/phase-01-context-restructure.md -- design + migration plan + status
docs/*.md ledgers stay as the DETAILED logs; context/*.md are the curated digests that
route into them. Remaining: ~10 topic files (project-overview, subsystems, combat-damage,
rendering, locomotion, wintesla-port, build-and-run, ...) then the CLAUDE.md swap.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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