7 Commits
Author SHA1 Message Date
arcattackandClaude Fable 5 b533725ae4 Radar: FIX heading flop every 180deg -- YawPitchRoll not EulerAngles (user-reported)
The radar map derived its rotation from EulerAngles(Quaternion), whose decomposition
is AMBIGUOUS for a yawing mech: as yaw sweeps past +/-pi the quaternion double-cover
flips it onto the pitch=roll=pi branch, so euler.yaw REVERSES -- the whole radar
counter-rotates the wrong way past 180deg (user: 'flops every 180 degrees'). Switched
both radar sites (view-matrix build + blip delta rotation) to YawPitchRoll, which
applies yaw first and yields a clean continuous 360deg heading -- the SAME fix the
compass HeadingPointer already uses (btl4gaug.cpp:2185). A/B verified live (BT_RADAR_LOG,
spinning madcat): euler.yaw folds (-0.30 vs true -2.84 rad) while ypr.yaw tracks clean.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-14 08:09:16 -05:00
arcattackandClaude Fable 5 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>
2026-07-12 17:24:15 -05:00
arcattackandClaude Fable 5 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>
2026-07-12 00:57:45 -05:00
arcattackandClaude Opus 4.8 fb3ed38fa7 map: fix contact-blip projection -- enemy now plots inside the radar FOV wedge
The previous commit found+drew contacts but they landed off-radar.  Debugged with
BT_MAP_LOG entity/blip tracing: the reads were CORRECT all along -- the enemy mech
(cls 0xBB9, own=0) sits at dsq=14400 (exactly 120u) from the player (own=1, dsq=0),
and the grid also carries ~311 cls-0x5E vehicle props per cycle (the map's
scattered vehicles) which the 0xBB9 blip filter correctly skips.

The bug was the PROJECTION: worldToView is a camera (view->world) matrix and
Point3D::Multiply bakes a scale that is wrong for a point transform -- a 120u
contact at ppm=0.366 projected to |167px| instead of |44px| (~3.8x), and with a
spurious rotation.  (The earlier "377-828m" reading was this wrong scale amplifying
the varying player-drift distance, not a distance error.)  Fixed by projecting
delta = (entity - viewpoint) DIRECTLY: rotate by -heading (from the orientation
quaternion's yaw, top-down heading-up) and scale by pixelsPerMeter.  Now |screen|
== |delta|*ppm exactly (blip @(0,44) for the 120u enemy), on-radar inside the view
wedge.  Blip is a cross + box so it reads as a distinct contact marker.

Verified live (BT_DEV_GAUGES): the enemy contact renders as a box marker INSIDE
the FOV wedge (render-confirmed via a 4x radar crop); combat un-regressed (TARGET
DESTROYED after 8 hits), heap-clean under BT_HEAPCHECK.  BT_MAP_LOG traces blip
coords + scale + delta.  Remaining map polish: blip-vs-wedge rotation convention
(the enemy reads ahead/in-wedge, which is correct); the authentic pip symbol/name
infrastructure (still stubbed); SetTargetRange (radar zoom, 1km default).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-06 22:22:33 -05:00
arcattackandClaude Opus 4.8 0bceb9a638 gauges/map: populate the radar entity grid + draw mech contact blips
Root-caused why the radar showed 0 contacts: the gauge renderer's moving/static
entity grids (queried by GetMoving/StaticEntitiesWithinBounds) were NEVER
populated -- the 1995 game fed them from ExecuteImplementation's InterestingEntity
iterator, which the WinTesla port dropped.

Fix (engine): add GaugeRenderer::RebuildEntityGrid() -- Clear + repopulate
movingEntities from the world's DynamicMaster + DynamicReplicant entities (the
vehicles/mechs; AllEntity would flood the grid with ~300 props/effects/terrain).
Called from the map's Execute phase 0 (under the gauge's guarded Execute, so a
fault disables only the map).  Verified: contacts are now found, combat un-
regressed (TARGET DESTROYED), heap-clean under BT_HEAPCHECK.

Fix (map): DrawMoving now draws a cross blip for mech-class contacts (0xBB9) when
the authentic pip raster set is absent (the BT pip table is stubbed in this engine
build).  KEY PROJECTION FIX: worldToView is a camera (view->world) matrix and
Point3D::Multiply applies only rotation+scale (NOT translation), so projecting the
absolute entity position left the viewpoint un-subtracted and the blip landed
off-screen (verified: blip @(580,-1154)).  Project the RELATIVE position (delta =
entity - viewpoint, already computed for the range check) instead -> the blip
projects viewpoint-relative + heading-rotated correctly (@(164,221)).

radarRange default 500->1000 (1km zoom) so contacts within ~500m show on the
radar (SetTargetRange, the real player zoom, is still stubbed).  BT_MAP_LOG traces
the blip coords.

STATE: the grid population + viewpoint-relative blip projection are correct and
combat-safe.  A reliable on-screen contact demo still needs the display-scale vs
spawn-distance reconciliation (the BT_SPAWN_ENEMY dummy sits at a varying, large
distance -- 377-828m -- beyond the display radius across runs) + the authentic pip
symbol/name/video-object infrastructure (still stubbed).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-06 22:07:19 -05:00
arcattackandClaude Opus 4.8 48ed3a8b73 gauges: register + wire the map (radar) -- the tactical display renders
MapDisplay (the radar/threat-map gauge, btl4rdr.cpp) was fully reconstructed
(ctor + Execute + DrawViewWedge/DrawStatic/DrawMoving/DrawNames) but never
registered and its data attributes never published.  Wire it up end-to-end:

DATA (the attributes the map binds):
* Mech table extended to the full 0x15..0x38 (was the 0x21 prefix): add
  RadarRange@0x2f -> radarRange, RadarLinearPosition@0x30 -> radarLinearPosition
  (Point3D* -> &localOrigin.linearPosition), RadarAngularPosition@0x31 ->
  radarAngularPosition (Quaternion* -> &localOrigin.angularPosition), DuckState
  @0x37 -> duckState; the rest bind the shared attrPad (kept dense so Find can't
  strcmp a gap).  New members set in the Mech ctor; radarRange defaults to 500
  (SetTargetRange is still stubbed) so nearby contacts are on-scale.  The map's
  position/angle attributes resolve to Point3D**/Quaternion** (AttributePointer
  is int Simulation::*, so the ATTRIBUTE_ENTRY reinterpret binds pointer members
  fine -- verified live: posPtr/anglePtr resolve).
* Sensor (named "Avionics") publishes RadarPercent/SelfTest/BadVoltage: define
  Sensor::AttributePointers[] + build the previously-empty Sensor::AttributeIndex
  chained to PoweredSubsystem::GetAttributeIndex() (= HeatSink's dense index).

WIDGET (the registration glue -- NOT in the assert-anchored decomp, so
reconstructed from the config + ctor):
* MapDisplay::methodDescription (config "map") + MapDisplay::Make.  The
  offset_position keyword "center"/"bottom" is typed as a STRING and converted
  in Make, avoiding a ModeManager named-constant registration.  Registered in
  BTL4MethodDescription[] (btl4grnd.cpp now includes btl4rdr.hpp).

Three crash fixes exposed once the map ran (each a pre-existing stub the map is
the first consumer of):
* Sensor radarPercent went hugely negative (RadarBaseline - HeatMasterEnergy(),
  where the inherited heatEnergy is un-normalized in the not-byte-exact heat-leaf
  branch) -> the radar reported non-operational.  Guard: treat an out-of-[0,1]
  heat term as no penalty (marked bring-up; real overheat penalty needs the heat
  normalization).
* ResolveOperatorEntity was a stub returning NULL -> EntityPosition(NULL) crashed
  CalculateBounds.  Fixed to the renderer linked-entity + application viewpoint
  fallback (same as HeadingPointer).
* MapName::ExtractFromEntity didn't guard a NULL entity (the binary's Verify(False)
  iterator-mismatch path compiles out at DEBUG_LEVEL 0) -> EntityPosition(NULL).
  Guarded.

Verified live (BT_DEV_GAUGES): the radar now draws the view wedge (the mech's
180-deg FOV cone) and completes the full wedge/static/moving/names cycle with
operating=1, cap=1, scale=500, position/angle resolved, 0 crashes.  Combat un-
regressed (TARGET DESTROYED after 8 hits), heap-clean under BT_HEAPCHECK.
Permanent gated diagnostic: BT_MAP_LOG traces the phase/draw pipeline.  Contacts
show 0 (the spatial-query entity classification is a follow-up); DuckState now
resolves for the duck button too.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-06 21:16:29 -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