Commit Graph
24 Commits
Author SHA1 Message Date
Joe DiPrimaandClaude Opus 5 6a96fb6420 #52 the peer STANDING-LOCK: case 0's fallthrough was intercepted
A replicant could not start walking between gait-change records.  The port's
body case 4 (the task-#64 lockstep twin) is an INSERTION sitting between case 0
and the advance group; in the binary case 4 is a MEMBER of that group
(FUN_004a5678 @004a5678: case 2,3,4,5,8,... -- no turn block, no speed exit),
so case 0's fallthrough is meant to land on Advance().  The insertion caught it.

On a replicant that is not a race but an identity: case 0 arms walk iff
standSpeed < bodyTargetSpeed, and the inserted block resets iff standSpeed <
bspd -- where bspd IS bodyTargetSpeed for a replicant.  Same expression, so arm
and reset fire on the same frame, forever, and a peer parked at Standing with a
live replicated demand never cycles.  bodyCycleSpeed stays 0 while position
advances from dead reckoning: the skate.

This is the sequel to e91d447 (#82).  Before it the replicant branch read the
dead local mapper cell (0 forever), the exit never fired, and the fallthrough
worked BY ACCIDENT.  Fixing the dead cell closed the escape hatch.

Fix: case 0 -> goto advance_body_normally, the leg twin's own idiom, restoring
the binary's structure without touching the #64/#82 turn logic.
BT_NO_BODY_FALLTHRU=1 reverts.

Measured (2-node, scratchpad/night13/skatelock.sh):
  legacy  336 consecutive locked seconds, bspd=39.2324 bts=39.2324 every line
  fixed   0 locks, every pass
  master body-Standing samples 52 -> 21 (it locked too, invisibly at mj=0)
  turn-in-place intact: pivoter body state 4 x9 / leg state 4 x8, in lockstep

Diagnostics (both keepers): [skate] now carries bstate= -- the field lines
proved "both channels idle" but never named the state, which was the whole
answer; [bodySM]/[peergait] under BT_BODY_SM_LOG instrument the arm->reset pair
and a moving replicant's body channel.

NOT claimed: that this accounts for the night-13 field episodes.  That link is
inference -- locked + translating IS the skate signature by construction, but no
bench caught the two together.  bstate= settles it next playtest.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01NCJQkvq6G2JNrpVbA75tVZ
2026-08-07 00:50:54 -05:00
Joe DiPrimaandClaude Fable 5 591d205b19 CROUCH complete: full cycle + MP replication verified
The WIP's 'pose does not hold' was a chain of bench-instrument errors, not a
code bug: every capture ran in COCKPIT view (the pilot cannot see their own
legs; the eye-height residual masked as reversion).  Joint probes prove the
park holds indefinitely (knee 1.138, root -2.219 steady); the 2-node bench
shows the observer's replicant fully crouched and held (duckmpA_031 -- the
type-3 state record carries it with zero new replication code); the second
scripted press (new BT_BTNTEST2 env) verifies RISE -> standing zeros.
MP button delivery confirmed mode-mask-clean (the one miss was round-start
jitter).  Diags added, all BT_DUCK_LOG-gated: SetLegAnimation re-arm tracer,
1 Hz joint probe, RIO press mode-mask, BT_TREE_LOG topology dump, and the
squat-park log.  RESIDUAL filed: pilot's own cockpit eye does not ride the
root drop (DPLEyeRenderable chain composition; cosmetic).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-06 00:50:12 -05:00
Joe DiPrimaandClaude Fable 5 dd70061e0e CROUCH reconstruction (WIP): the master posture/duck machine, decoded + wired
Raw-disasm of the dark master-perf region (@0x4a9cf0-0x4aa0af): the myomer
effectiveness factor (+0x79c, MAX over heatables' +0x31c, scales speedDemand
-- feeder @004b8be3 unreconstructed, neutral 1.0 [T3]), the posture selector
(+0x3f8: mode/novice/leg-state/myomer gates -- novices cannot crouch), and
the DuckRequest consumer (standing -> SetLegAnimation(2) 'sqd', ducked ->
SetLegAnimation(3) 'squ', ForceUpdate 8+1 ships the type-3 state record,
stability alarm flips, request consumed).  +0x1DC = mountSegment... er, the
searchlight learned that one; here: mapPosture @0x3f8 + myomerEffectiveness
@0x79c members land; value-space note (port normal mode == 1, binary 0).

VERIFIED: request->consumer chain fires ([duck] SQUAT), the sqd clip plays
(22kf/7joint, ends root -2.22 crouched -- clip data parsed from BTL4.RES,
squ is its exact mirror; loader slot map re-verified byte-exact).  OPEN: the
parked crouch pose does not HOLD on screen (reverts ~1 frame after clip end
with NO SetLegAnimation re-arm logged) -- the hold's render path is the
remaining dig; [duck] re-arm tracer left in SetLegAnimation.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-05 23:09:51 -05:00
Joe DiPrimaandClaude Fable 5 e91d447405 #82 FINAL LAYER: the peer body-channel trn-lock -- a circling limper skated because the peer's turn-arm had no walk-demand yield and the trn speed exit read a dead replicant mapper cell
The master limped clean (218x gimp-cycle records, zero trn) -- a _ReturnAddress
trap on SetAnimationState(4) proved ALL peer trn arming came from the port's own
mech4 turn-step block, not the type-3 reader.  Two dead ends, one root:
- mech4 peer arm: gated on !wantsWalk (standSpeed < bodyTargetSpeed), exits trn
  when walking demand appears -- the leg twin's authentic precedence
  (part_012.c:12013, the Standing speed test outranks the turn test).
- mech2 body case 4: bspd reads bodyTargetSpeed on ReplicantInstance; the local
  mapper's speedDemand is a dead cell on a peer (reads 0 forever -> no exit).
Verified 2-node timeline: arena circle replicant 218x state-24 / 0x state-4
(was 116x trn churn), grass circle 235-clean, knockdowns bounded, 0 deaths.
Diagnostics kept: BT_TRNTRAP ra-trap, BT_ANIMIND_CAP, [gimpfeed], [replgimp]
extension.  KB: locomotion.md trn-lock entry + the dead-mapper-cell lesson.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01QRjrTQpJd6u9XyfnUbTB3v
2026-07-30 18:26:15 -05:00
Joe DiPrimaandClaude Fable 5 1671b7d4b2 the REVERSE DISABLED voice (#78): SimulationState 3/4 IS the trigger -- mirror the gimp level into the engine cell
User + old-timers were right; the earlier "no voice exists" verdict was wrong.
The authored mech audio has state watchers on Entity.SimulationState==3/4
(the binary's one-cell mech+0x40) that start sequence notes 29,16,40 -- two
klaxon hits then Warnings01 zone 8 (key 40-41) = the "reverse disabled"
voice line the testers remember.  The port's cell split (graphicAlarm vs
engine simulationState, gotcha #23) meant the trigger value never arrived.

- mechdmg: mirror gimp 3/4 into SetSimulationState at the leg-half crossing
  (guarded: never stomps disabled/fall/dead states).  Voice verified playing
  end-to-end on the bench: SetupPatch bank2 patch113 note=40 ->
  Warnings01_z7.wav.
- mech.cpp: BT_GIMP_SAFE_BASE_READ on all seven Simulation::ReadUpdateRecord
  sites -- gimp is monotonic per life; a record captured pre-gimp must not
  stomp the cell (the loopback otherwise perpetuates the stale value and
  restarts the warning on every damage event).
- diagnostics (all env-gated): [statefire]/[startreq]/[animind]/[gimp-sim]/
  [simstomp]/[indstomp] + StateIndicator::DebugAudioWatcherCount + raised
  spatial-log caps.  These traced the whole chain and PROVED no SetState
  path stomps the cell.

OPEN (follow-up): a RAW writer (bypasses SetState entirely; invisible to the
indicator-level trap) resets the cell between damage events -- under the
bench's 1 Hz metronome harness it restarted the sequence before the 1.8 s
voice note; sporadic real-play damage is unaffected (one edge -> full
sequence).  Needs a cdb write-watchpoint session; candidates: a recon raw
+0x2c-equivalent write or a struct copy spanning it.

Also decoded en route: the AnimationState triggers on the limp states play
EngineShiftRev01 (the downshift foley) -- working, and NOT the voice.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-29 19:22:01 -05:00
Joe DiPrimaandClaude Fable 5 95cf49d1b6 gimped turn-in-place (#78 field find): arm the trn step in the gimp leg driver
Field test: a gimped mech pivoted as a rotating statue.  The binary's
turn dispatcher (FUN_004a9b5c, master perf) runs OUTSIDE the driver
selection so it arms trn for gimped mechs too -- 71f4's case 4 exists to
advance it.  The port relocated that dispatcher into the NORMAL leg
driver's Standing case, which stops running when the gimp driver takes
over.  Mirror the arming (same gates + lockstep body arm) into
AdvanceLegAnimationGimp's Standing case.  No gimp-turn clip exists in the
RES -- a limping mech step-turns with the normal trn clip, authentic.

Field-verified: stepping pivots both directions while gimped, heading
sweeping, clean re-entry into the wgr/ggl limp on throttle-up.  [T2]

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-29 16:44:13 -05:00
Joe DiPrimaandClaude Fable 5 36f68718c2 the visible limp (#78): there was never a jump-jet clip set -- the 'Airborne' drivers ARE the gimp gait machines
The port had FUN_004a5bf8/71f4 fully reconstructed as AdvanceBody/Leg-
AnimationAirborne, gated on (MovementMode()==3||4) && jumpCapable@0x580 and
believed dead ("the test mech never jumps").  The binary says otherwise:
mech+0x40 in that gate is the graphicAlarm LEVEL (3=left-leg gimp, 4=right)
and +0x580 is hasGimpClips, set by the conditional loader block that probes
'wgl' and fills clip slots 22-27 (wgl/wgr/ggr/ggl/gsl/gsr) plus the four
measurements at 0x53c-0x548 (wg entry strides = speed caps, gg cycle strides).
Renamed the five jump* members + both drivers accordingly.

New: GimpBodyClipFinished @004a6344 / GimpLegClipFinished @004a7970 -- the
gimp transition machines, branched from the normal finished-callbacks.  Phase-
correct limp entry (left-gimp enters 0x16/wgl only from a RIGHT step, right-
gimp 0x17/wgr from a LEFT step), gg cycles at gimp cadence, gs exits, and the
demand clamp to the gimped side's speed cap (leg cb writes it back into the
mapper -- the binary's authentic slowdown; the T3 x0.5 stand-in in mechmppr is
retired, BT_GIMP_SPEED now defaults 1.0).  The binary's gimp machines have no
reverse entry -- the "reverse disabled" behavior is now binary-proven.

Reviving the dead drivers replayed two port-glue bugs (gotcha #24): the raw
*(controlSource) mapper read (null -> crash at first engagement) and the
missing alarm->member state re-sync (machine pinned in one run state).  Both
fixed; bench harness gained BT_SELF_DAMAGE_TICKS=<n> to hold a zone past
LegHalfStructure without destroying it.

Bench-verified (madcat, novice, zone 16): crossing -> alarm 4 -> wgr entry
from a left step -> 8k+ frames stable in the ggl limp cycle at cadence 14.77
(vs 18.5 walk / 22+ run) with raw demand still 50.  [T2]

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-29 15:49:39 -05:00
arcattackandClaude Opus 4.8 0e2401fb52 Audio Phase 4d (AUDIO_FIDELITY F5): footStep is the authored CONTACT LEVEL
The binary's per-frame perf (disasm @0x4a9e80-0x4a9eb6 leg / @0x4aba86-
0x4abab9 body) computes footStep@0x394 = (jointlocal.y <= *footStepThreshold)
with the threshold pointer = SequenceController+0x20 = &ANI hdr[2] -- the
header word the engine's own AnimationInstance captures (JMOVER.cpp:1415)
and our SelectSequence skipped.  States 0/1 retain the value.

Port: SelectSequence captures hdr[2]; PerformAndWatch evaluates the contact
level per frame from the cached jointlocal root joint (leg channel drives
the pose); the 150 ms clip-transition pulse + decay are RETIRED (steps fired
at clip boundaries with a fixed width; clips whose root crosses twice or
never counted wrong).

Live verification (30s walk): the authored threshold decodes real
(-0.232 root height); rootY oscillates across it per stride (-0.26 contact /
-0.19 swing) with clean 0->1->0 transitions per leg state (5/6/7); 34
footfall deliveries at stride rate with per-stride varying gains.

Also closes F23(2): the 17 authored AnimationState trigger states fire
empirically -- the EngineShiftFwd/Rev heard during the gait dead-band hunt
WERE states 10/11/14/15; the runtime clip numbering is correct.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-16 14:16:14 -05:00
arcattackandClaude Opus 4.8 9dcb4752de Audio Phase 4c (AUDIO_FIDELITY F17/F19): impact scaling + the authored footstep feed
F17 CollisionSpeed (binary id 24 @0x4B4): real member captured as
|worldLinearVelocity| when the contact accumulator arms (0->1) -- the authored
AttackVolume [0.9,1] / Brightness [0.7,1] scales over impact speed [0,25] now
make harder hits sound louder and brighter.  ReduceButton (id 46 @0x340): real
watchable member (the keyboard rig never presses it).  UnstablePercentage
stays deferred: its sway/overspeed model @0x3F0 is the known gyro-ledger gap
(live writer unexported); binding without the model would be a stand-in.

F19 footstep feed (the invention is dead, long live the authored chain):
new [motionscalecfg/motiontrigcfg] traces recovered the authored configs --
EVERY motion watcher extracts |linearMotion| (motionValue=3); the footstep
volume mixer is fed by LocalAcceleration [0,10] -> ctl100 (per-stride kick)
+ LocalVelocity [0,0.6] -> ctl101 (0.4 base while moving).  The port never
wrote Mover::localAcceleration, so ctl100 read 0 and the old mech2.cpp
step-intensity broadcast (patch-sniffing, invented curve) fought the live
authored scale.  Now: localAcceleration.linear = d(published velocity)/dt --
EXACTLY the binary's derivation ((avgVel - prev)/avgDt into +0x1e4,
part_012.c:15186-15195) -- and the broadcast is REMOVED.

Regression (30s, walk throttle): stable; footfalls deliver through the
wholly-authored chain with per-stride VARYING gains (0.61/0.72/0.62 -- real
step dynamics, impossible under the old constant-curve invention).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-16 14:11:36 -05:00
arcattackandClaude Opus 4.8 847b9b85cd Audio: target the step-intensity send at FOOTSTEP sources only (task #50)
The output-filtered broadcast still fed EVERY volume/brightness mixer -- the
always-on ambience pulse's own volume mixer got cranked to step intensity on
every stride ('a stuck button', 3/s, loud).  The send now identifies footstep
sources by authored patch (FootFallInt/Ext: bank2 37-39, bank1 106/107) through
mixer->GetTargetComponent() -> AudioSource -> PatchResource LOD bank/patch
(new accessors: GetTargetComponent, GetBankID/GetPatchID,
AudioResource::PeekAudioLevelOfDetail).

Also: step intensity curve raised (speed/25, floor 0.55 -- a mech stomp is
never subtle; it was firing at ~0.4 gain and masked under 0.9-gain layers,
heard as an unrecognizable 'orchestral hit').

Verified: FootFallInt at 0.78 gain in the live tape; the ambience pulse back
to its brief authored form (absent from 1/s snapshots).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-16 08:36:28 -05:00
arcattackandClaude Opus 4.8 e454e97617 Audio: fix step-broadcast misfire -- feed ONLY volume/brightness mix stages (task #50)
The blind foot-plant broadcast hit every entity-registered component; mixers
whose authored OUTPUT control is Start forwarded the send as a Start and fired
their sound on every stride (the per-step ProgramButton 'chirp').  Added
GetOutputControlID() to AudioControlMixer/Multiplier and the broadcast now
feeds only stages outputting Volume(3)/Brightness(5) -- the footstep loudness
inputs -- directly (mixers are entity-registered, no splitter hop needed).

Verified: FootFallInt01 delivers on BOTH gaits now (11/run, walk input included);
ProgramButton deliveries 188 -> 38 (the remainder are authored looped-sequence
cockpit ambience, not the broadcast); stable 28s drive+fire.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-16 07:54:36 -05:00
arcattackandClaude Opus 4.8 90f99fe4b5 Audio: FOOTSTEPS WORK -- reconstruct the lost game-side step-intensity broadcast (task #50)
The final link: the footstep source's volume + brightness mix from two
AudioControlMixer inputs (ctl 100 walk / 101 run) behind an entity-registered
AudioControlSplitter.  The object stream only ZERO-initializes those inputs
(AudioControlSend one-shot initializers; mixer ctor inits 0.0) -- the runtime
feed was BT game code (lost with the source), using the engine's game-facing
Entity::AudioSocketIterator broadcast (the only path to those anonymous
components; the splitter registers via entity->AddAudioComponent).

Reconstruction [T3]: on each foot plant (the SetBodyAnimation locomotion-clip
pulse), broadcast the step intensity (live ground speed on the authored
0..40 -> 0..1 velocity-curve family, floored at 0.35 to clear the 0.3
transient-drop gate) on the gait-appropriate input (run-family clips
0x0a..0x0f -> 101, walk family -> 100; the other input zeroed so gait
changes don't stack).  Patch-source components (VDATA 1001/1002/1005) are
skipped -- AudioSource::ReceiveControl Fail()s on input-range ids.

VERIFIED: FootFallInt01.wav (bank2 patch39) delivers + plays per stride;
mixer sums nonzero (vol=1 at run speed); 30s drive+fire regression clean --
weapon charge/fire/sustain cycles, ready dings, buttons, engine loops, state
audio (0 skips), gait advancing normally, no crashes, no stuck loops.

Also this session: [seqcfg] sequence config dump (decoded the authored event
streams: ctl 8=note/6=attack-vol/1=start/2=stop patterns), BT_AUDIO_NODROP
diagnostic (force low-volume transient delivery at a 0.7 floor).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-16 07:47:48 -05:00
arcattackandClaude Opus 4.8 1d019e8109 Audio: footstep pulse VERIFIED end-to-end to the matcher; volume chain traced (task #50)
Footstep chain progress (each step empirically verified):
- The FootStep watcher is an AudioMatchOf<Logical> (AudioLogicalTrigger extends
  AudioMatchOf, NOT AudioTriggerOf): authored config match=1 -> Start(2.0) on a
  DirectPatchSource.  [trigcfg]/[matchcfg] ctor dumps added.
- The pulse was pinned at 1: the decay lived in IntegrateMotion, which the
  current gait path NEVER CALLS.  Moved to Mech::PerformAndWatch (provably
  per-frame) with a time-based 150ms window sized to the ~10Hz watcher poll.
  The matcher now fires per stride (14/run, was 1).
- Every footstep Start is DROPPED at the renderer: the source's volumeScale is
  0 (five VolumeAudioHandler sends of exactly 0 = inert/one-shot primes).  The
  volume arrives through the authored control chain (AudioControlMultiplier
  inputs ctl 100+; one 0 input pins the product).  Chain scales identified on
  this entity: LocalVelocity (live), LocalAcceleration (live), Myomers.
  SpeedEffect (=1.0 healthy; one authored scale maps [0,1]->[1,0] INVERTED),
  UnstablePercentage (INERT PAD -- always 0!), HeatSink.CurrentTemperature.
  PRIME SUSPECT: an UnstablePercentage-fed multiplier input primes 0 once and
  never updates (the pad never changes), pinning footstep volume at 0.
- SF2 numbering fact recorded: 38 presets in AUDIO1 / 5 in AUDIO2 have
  wPreset != file index (gap at preset 77); my table keys by wPreset.  The
  184x ProgramButton01 (bank1 patch83) storm at ~7/s needs an identity check
  against index-numbering (it may be the wrong sample for that patch id).

Diagnostics added (BT_AUDIO_SPATIAL/BT_ATTRBIND_LOG): [trigcfg]/[matchcfg]
ctor dumps, [matchfire] with component ptr+class, [volset] VolumeAudioHandler,
[mult0] multiplier zero-products, scale sends with authored boundaries,
[fswatch] dedicated footstep watcher tracer (g_btFootStepAddr), SetupPatch
ENTRY with bank/patch/state, Simulation::DebugAudioWatcherCount.

NEXT: back UnstablePercentage with a real (live) member -- it is the mech's
stability 0..1 (the stabilityAlarm/gyro family) -- or confirm via a one-run
chain dump which multiplier input pins the FS source; then the footstep
transient should clear the 0.3 drop gate at walking speed.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-15 23:52:06 -05:00
arcattackandClaude Opus 4.8 744ef8cc16 Audio: restore the dropped ExecuteWatchers poll -- polled audio watchers were ALL dead (task #50)
User: "when I start moving all the sounds fade away, no footsteps."  Diagnosis
chain (all empirical, BT_AUDIO_SPATIAL/BT_ATTRBIND_LOG traces):
- The audio head DOES track the mech (listener-relative positioning verified
  while driving) -- not a spatial bug.
- The idle sounds correctly STOP on leaving the standing state; the MOVING
  sounds never started because every POLLED audio watcher was dead:
  the reconstructed Mech::PerformAndWatch replaced the engine performance but
  dropped the ExecuteWatchers() step from the engine tail (Simulation::
  PerformAndWatch = Perform -> ExecuteWatchers -> WriteSimulationUpdate).
  Only PUSHED StateIndicator watchers (SetState->Execute) ever fired -- which
  is exactly why state sounds worked but footsteps/motion-scaled audio didn't.
  FIX: poll ExecuteWatchers() (AreWatchersDelayed-gated) before the update
  write.  Immediately unlocks the polled family: MissileLoaded01/LaserLoaded01
  ready dings, ProgramButton01, motion scales (PlayNote 15 -> 30 per run).

- FootStep (0x1e) backed REAL: was the inert attrPad (an AudioLogicalTrigger
  polls it -- threshold-crossing pulse per foot plant).  New footStep member,
  pulsed by SetBodyAnimation on entering any locomotion clip 1..0x17 (runtime
  stride alternation MEASURED as body states 12<->13 -- the enum-name numbering
  does not match runtime clip ids), decayed by IntegrateMotion (~1/3 s).
- Footstep volume is speed-scaled (AudioMotionScale on LocalVelocity): at
  standstill the transient start computes volume 0 and the renderer drops it
  (LowAudioVolumeThreshold) -- so footfalls are audible at real walking speed.

Diagnostics kept (BT_AUDIO_SPATIAL): spatial dist/vol per source, CLIPPED/DROP/
START at the request gate, vol=0 factor breakdown, scale->0 sends, trigger
notifications, watcher poll-rate probe.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-15 23:03:27 -05:00
arcattackandClaude Opus 4.8 7b1e469ffa Audio: in-game TRIGGERING works -- real StateIndicator attrs + audio-watcher databinding (task #50)
Enabling audio unlocked L4AudioRenderer::CreateEntityAudioObjects, which binds
AudioStateWatchers to entity/subsystem state attrs BY NAME (attribute-pointer
databinding) and calls AddAudioWatcher on them.  The reconstruction pointed the
Mech's state attrs at the scalar read-pad `attrPad` (fine for gauges that READ a
value, fatal for a state watcher that calls a METHOD) -> AV in SChainOf::Add on
0xCDCDCDCD.  Root-caused via cdb + a BT_ATTRBIND_LOG trace in AttributeWatcher.

Mech-level state audio now REAL + driven (verified: walking fires SetupPatch +
PlayNote/alSourcePlay, patches 78/80/116):
- AnimationState (0x1f) / ReplicantAnimationState (0x20): real StateIndicators
  (0x21 states covering MechAnimationState 0..0x20), driven from SetBodyAnimation
  so footstep/gait/transition sounds fire on animation change.
- CollisionState (0x16): real 4-state StateIndicator driven from ProcessCollision
  via collisionTemporaryState (the deferred @4aa741 per-frame zero + the
  part_012.c:15406-15413 contact tail, InitialHit accumulation; the 1-vs-2 Slide
  split awaits the 0x240/0x244 floats still stubbed by fieldAt()).
- @0x44c CORRECTED: "ammoState (0/1 leaking/2 dry)" was a mislabel -> it is
  collisionTemporaryState (never read as ammo).

Bring-up guards [T3, temporary, self-clearing] so audio-on is STABLE while the
subsystem state models are still stubs (Generators/Condensers/Myomers/Torso/
Avionics/Reservoir/ControlsMapper -- ~15 subsystems, ~40 attrs: GeneratorState,
CondenserState, ReportLeak, ...): a NULL subsystem attr redirects to an inert pad
(was a fatal Fail); an AudioStateWatcher on an unconstructed StateIndicator (null/
0xCDCDCDCD) skips instead of AV.  Both pass automatically once the subsystem is
reconstructed.  Those subsystem sounds stay silent until then (their audio wave).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-15 19:40:08 -05:00
arcattackandClaude Opus 4.8 23f1532fb0 MP: peer true-mirror cadence -- drive the body clip from actual replicated motion (task #50)
Toward a truer mirror (user: peer 'hesitates/skips on accel/decel, master has
smoother transitions').  The body channel FOLLOWS the master's replicated STATE
(96a896a) but its CADENCE (bodyCycleSpeed) is still slewed LOCALLY toward the
replicated commanded speed -- which drifts from the master's actual cadence, so
the animation phase wanders until a record snaps it (the hesitation).

FIX (replicant-gated, single-player untouched): peerMirrorSpeed member = the
actual replicated ground speed (|updateVelocity|, set in the peer branch); the
body channel walk (6/7) + reverse (0xc/0xd) cases override bodyCycleSpeed with
it (clamped to the state's band) right before the clip advance, so the peer's
clip advances at the master's REAL rate instead of a locally-drifting slew.
peerMirrorSpeed = -1 on the master/single-player -> the authentic slew runs.
BT_NO_MIRROR_CAD / BT_PEER_LEGCH revert.

Verified autonomous (through-zero sweep): no crash, body channel advances forward
(back-steps ~0), feet track (position ratio 1.05, maxStep 1.68u).  Perceived
smoothness is the visual test (harness saturates).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-15 07:58:11 -05:00
arcattackandClaude Fable 5 02ce55194e Gait: FIX replicant statue + jerky walk -- replicant-tuned trn entry (regression)
Two more master rules in the trn entry broke replicants:
(1) the LOCKSTEP body weld: a replicant never runs the body SM ('joints only',
    mech4.cpp:1989), so the first trn entry armed the body to state 4 where it stuck
    forever -- bodyAnimationState==Standing then blocked EVERY later trn entry (the
    peer 'rotates as a statue').  Replicants now skip the weld gate and do not arm
    the inert body channel.
(2) today's authentic full [0,standSpeed] entry range: a replicant's DERIVED speed
    sweeps that band on every dead-reckoned start/stop with derived turnDemand
    pinned +-1, so trn kept arming mid-locomotion and speed-exiting (jerky walking).
    Replicants keep the narrow near-zero entry gate (the pre-#64b accommodation).
Masters keep the authentic dispatcher (full range + lockstep weld) unchanged. [T3
replicant accommodation / T1 master logic]

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-14 09:19:12 -05:00
arcattackandClaude Fable 5 992aedece8 Gait: FIX replicant trn regression -- gate master-perf turn-stop exit to masters
Today's authentic trn dispatcher folded the master-perf turn-STOP exit into leg/body
case 4.  But the master perf (FUN_004a9b5c) runs on MasterInstance mechs, NOT
replicants -- and a replicant derives turnDemand from the noisy REPLICATED yaw rate
(mech4.cpp:1968), which dips into the +-0.05 deadband between dead-reckon updates.  So
the exit kicked the peer out of trn every few frames -> the peer 'rotated as a statue'
+ jerky (user-reported regression from yesterday).  Gate both turn-stop exits to
GetInstance() != ReplicantInstance; the replicant advances the trn clip from its
replicated turn signal exactly as before the exit was added.  Also BT_REPL_TRN probe
(mech4.cpp) logs the replicant yawRate/turnDemand/legState.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-14 09:11:22 -05:00
arcattackandClaude Fable 5 35c30bda67 Locomotion: replace task-#64 trn stand-ins with the AUTHENTIC dispatcher (disasm-decoded)
The turn-in-place dispatcher lives in the master-perf gap 0x4a9b5c-0x4ab188 that
Ghidra never lifted. Disassembled it with objdump (scratchpad/masterperf.asm) and
hand-decoded the real logic, replacing the two [T3] stand-ins I had invented:

- Entry gate was `commandedSpeed < 0.25*standSpeed` (a near-zero guess). AUTHENTIC
  (0x4aa505): arm trn when TURNING (|angVel|>1e-4, port proxy = turnDemand deadband)
  AND speed in the FULL [0, standSpeed] sub-walk range AND turnCapable. trn is gated
  on TURNING, not on being slow.
- Case-4 exit had a ×4 fast-forward + SetLegAnimation(5) invention. Restored the
  VERBATIM decompiled leg-SM exits (part_012.c:12013): standSpeed<spd or reverse ->
  Standing, else advance the pivot. Added the master-perf turn-STOP exit (0x4aa5c6):
  turn stopped -> Standing + legResetLatch=1 (folded into case 4 since the port has
  no separate master-perf frame).
- Body case-4 twin mirrors the authentic exits (mj=0, tracks state for lockstep).

The fast-forward was invented to dodge a turn->walk stutter that was ACTUALLY the
body channel leaking joints (mj=1) -- already root-caused + fixed by mj=0. The
trn->walk seam (legFrm7 cycle-end -> swr legFrm1) is the authentic pose-matched
boundary and the same seam the fast-forward version hit, just at the correct release
speed. Also decoded (documented, not yet wired) the authentic turn-RATE lerp
(walkingTurnRate@0x574 -> runningTurnRate@0x578 by speed; angVel = turnDemand*rate);
the bring-up drive still yaws at the constant kDriveTurnRate.

Headless-verified (BT_AUTODRIVE/BT_FORCE_TURN/BT_WALK_DELAY/BT_GAIT_TRACE): turn-in-
place enters state 4, ramp past standSpeed -> 4->stand->swr->walk, both channels in
lockstep. Feel re-verification pending. [T1 logic / T2 runtime]

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-14 00:31:56 -05:00
arcattackandClaude Opus 4.8 bfdd41bb9d Gait: turn-then-walk stutter ROOT-CAUSED + FIXED -- one skeleton writer (task #64)
User repro (100%): turn in place, push forward before the turn stops -> the gait
skips/stutters + visibly reduced bob; standstill starts always clean.  Three-layer
fix, user-verified:

1) THE DISPLAY BUG (the actual visible artifact): v5's "body advances first with
mj=1, leg overwrites last, so body drift can't show" was FALSE.  Whenever the two
gait channels phase-split, the BODY channel's out-of-phase joint writes leaked
into the rendered skeleton (rhythmic leg skips, averaged-down bob) while every
leg-channel trace read clean -- the leg DATA was fine, the RENDERED pose wasn't
the leg's.  v6: AdvanceBodyAnimation(dt, mj=0) -- the body still advances +
projects for replication (records/cycle speeds unchanged) but no longer touches
the skeleton.  One writer, structurally; matches the binary's own observable
("body phase drift is locally INVISIBLE in the binary").  BT_BODY_MJ=1 = old A/B.

2) THE SPLIT SEED: the bring-up trn trigger armed only the LEG channel, so a
turn-in-place entry guaranteed the channels re-entered walk frames apart and the
walk cycles ran permanently out of phase.  Lockstep: the Standing trn entry arms
BOTH channels the same frame (body case-4 twin added, same rate/keying), gated on
both Standing.  The authentic dispatcher (un-decompiled master-perf gap 0x4a9b5c-
0x4ab188, the sole reader of turnDemand/turnCapable) armed both -- the body's
case-4 machinery is dead code otherwise [T1].

3) THE POSE-MATCH INVARIANT: the engine has NO pose blending; transitions avoid
pops purely by authored pose-matched boundaries.  The old trn exits cut the pivot
clip MID-STEP (legFrm 7->1 teleport).  Now: entry gated on near-zero speed
(turn-IN-place); on forward command the pivot FAST-FORWARDS to completion (x4)
and the authentic finish callback lands Standing at the stand pose -> the normal
pose-matched stand->walk runs.  Decompiled reverse abort kept; the standSpeed
mid-clip abort subsumed (it WAS the pose cut).  [T3: 0.25*standSpeed threshold +
4x rate stand in for the gap's constants.]

Harness: BT_FORCE_TURN now reaches gBTDrive.turn (was silently inert for the
gait), BT_WALK_DELAY=<s> holds forced throttle then ramps (the turn-first repro),
BT_GAIT_TRACE=1 per-frame gait trace.  Regressions: standstill start, turn-entry,
pure pivot loops, run cycle -- all clean, bob full amplitude (1.33/1.32).
KB: locomotion.md v6 section + trn reconstruction + symptom-family closure.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-13 23:52:35 -05:00
arcattackandClaude Fable 5 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>
2026-07-13 13:27:49 -05:00
arcattackandClaude Fable 5 afefaeece5 Mech: THE 0xBD3 UNTANGLE -- real SubsystemMessageManager in [0x10d], the mapper's one true home is roster slot 0 (task #7)
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>
2026-07-11 14:16:27 -05:00
arcattackandClaude Fable 5 c9f0c2a7f1 MP: the Mech-level update records @0x4a0c2c/@0x4a1232 -- all 9 types byte-exact (task #1)
- 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>
2026-07-11 11:38:49 -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