Binary census [T1]: mech+0x434 has exactly 2 writers (ctor init + factory
case 0xBD3) and ONE reader (@0x4b984b in MechWeapon::SendDamageMessage
@004b9728) -- pure message-manager semantics, nothing mapper-like. The
factory case now builds the real SubsystemMessageManager (ctor @0049bca4,
0x130, ConsolidateAndSendDamage Performance); the misbuilt MechControlsMapper
squatter is evicted. Every mapper consumer re-pointed to MappingMapper()
(roster slot 0 = the binary's **(mech+0x128); SetMappingSubsystem @0049fe40
touches ONLY slot 0 -- its [0x10d] mirror removed). Non-viewpoint mechs get
a slot-0 demand LATCH (base mapper, [T3] accommodation -- the binary leaves
slot 0 NULL off-viewpoint but never drives/animates those paths; ours does).
Verified: solo drive+gait clean; MP replicant gait through the latch (full
run lifecycle); 3x kill/respawn cycle with type-6 records on the observer.
Remaining (task #7 tail): the messmgr's consolidated TakeDamageStream send +
weapon-path routing (@004b9728 real body).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- Writer transcribed from the recovered disasm; reader rewritten from
part_012.c with every Wword absorber promoted to named engine/port members
(updateOrigin/updateVelocity/projectedOrigin/projectedVelocity/nextUpdate/
lastUpdate + bodyTargetSpeed/latches/alarms). Wire sizes verified live:
0x14/0x20/0x2c/0x78.
- movementMode UNIFIED with Simulation::simulationState (binary mech+0x40 =
StateIndicator@0x2c currentState) -- death/limbo/airborne now replicate in
every record header. Three mislabels of the same binary fns retired:
SetInstanceFlags + RequestActionFlags -> Mech::ForceUpdate (updateModel |=
mask, 0xfe03 disabled filter); IsNetworkCopy -> IsDisabled.
- Senders wired byte-exact: gait transitions Force(8), knockdown Force(1|0x20),
death Force(1|0x40), Reset Force(0x1f) + binary zero-set, perf-loop
deadbands (speed type 2, orientation type 4, heat type 7).
- 2-node verified: types 2/3/4 flow while driving; kill -> type-6 record
(simState=9) -> the OBSERVER's replicant runs the wreck sink loop with no
double death transition; respawn 0x1f burst snaps + un-wrecks the peer;
walking replicant un-regressed (run 12, cycle tracking); solo clean.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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>