2 Commits
Author SHA1 Message Date
arcattackandClaude Opus 4.8 fc7f311771 Audio Phase 1 (AUDIO_FIDELITY F3/F4/F10/F15/F18/F20 + KB): the quick wins
F3 distance: alDistanceModel(AL_NONE); restored the commented authored
  distance multiply in Dynamic3D::CalculateSourceVolumeScale, added the same
  override to Static3D, dropped the (now inert) AL_MAX_DISTANCE writes.  Far
  battle audio follows the authored knee/rolloff curve again, and the volume
  cull / voice steal / ducking chains are distance-aware.
F4 volume law: AL_GAIN = volume_scale^2 at all 3 per-frame sites (Direct/
  Dyn3D/Static3D) -- the GM CC7 squared curve; linear was ~+6 dB at mids.
F10 doppler: alDopplerFactor(0) (AL's model ran wrong constants + sign-
  inverted velocity: approaching sources pitched DOWN); the AUTHORED
  dopplerCents (AUDIO.INI range/speed-of-sound model, decomp-proven consumer
  part_008.c:7466) now adds into the Dynamic3D pitch chain.
F15 ConfigureActivePress: published at the MechSubsystem BASE (binary id 2,
  descriptor @0x50de5c -> +0x110); renamed the misnamed vitalSubsystemIndex
  member (the weapon ConfigureMappables handler already drives it 0/-1).
  Removed the invented Sensor/Myomers duplicates and RESTORED their byte-
  exact layouts (0x328/0x358 allocs + asserts).  MechWeapon's pinned-id pad
  absorbed the +1 chain shift -- which matches the binary's own numbering.
F18 cook-off warning: AmmoBin FireCountdownStarted -> the existing
  cookOffArmed @0x18C (binary table @0x512600); the countdown klaxon can fire.
F20 zoom blip: L4MechControlsMapper publishes TargetRangeExponent -> the live
  @0x1a4 zoom member (own table chained to MechControlsMapper).
KB: replaced the bogus divisionParameters+0x10 rate read with
  SystemClock::GetTicksPerSecond() (FUN_0044e19c is GetFrameRate -- original
  audio frames were CLOCK TICKS).

Regression (35s drive+fire): stable; ConfigureActivePress binds real on all 9
subsystems (idle -1, zero pad redirects); FireCountdownStarted +
TargetRangeExponent bind live members; attrnull 53 -> 41; chirp still dead;
footfalls still fire (gain now correctly squared).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-16 10:43:38 -05:00
arcattackandClaude Opus 4.8 7b7d465e5e Initial commit: bt411 -- standalone Windows BattleTech (Tesla 4.10 port)
Clean, self-contained extraction of the BattleTech-specific work from the
reverse-engineering workspace -- engine + game + content + build, with nothing
from Red Planet or the raw archive dumps. Builds green (Win32) and runs the
single-player drive->animate->target->fire->damage->destroy loop out of the box.

Layout:
  engine/   MUNGA + MUNGA_L4 shared 2007 engine, carrying our BT render/loader
            work (bgfload/L4D3D/L4VIDEO: BSL bit-slice decode, LOD/ground/shadow
            models) + image codec; the minimal rp/ headers the audio HAL needs
  game/     reconstructed BT logic + surviving-original BT source + fwd shims
            + WinMain launcher
  content/  full runtime tree (BTL4.RES, VIDEO/, GAUGE/, AUDIO/, eggs, BTDPL.INI)
  docs/     format specs + reconstruction ledgers
  reference/ raw Ghidra pseudocode (recon source-of-truth) + decomp exporter
  tools/    MP console emulator + map/resource scanners

One top-level CMake builds munga_engine lib + bt410_l4 game lib + btl4.exe.
All paths relativized (186 fwd shims + ~437 CMake abs paths -> repo-relative);
DXSDK is the one external, overridable via -DDXSDK. Verified: builds to a
byte-identical 2.27MB exe and runs combat (TARGET DESTROYED, 0 crashes) against
the bundled content.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-05 21:03:40 -05:00