Commit Graph
346 Commits
Author SHA1 Message Date
Joe DiPrimaandClaude Opus 5 08ca66e5b5 weapon SPEC AUDIT: the fleet's authored numbers in one pass -- missile delivery fully reconciled
"do we need to audit every possible weapon independently?" -- one dump answers
all of them.  [wspec]/[wspec-msl] (BT_SPEC_LOG) print every weapon's AUTHORED
damage/recycle/range/heat + missile count and post-divide per-missile at build.

THE KEY DISCOVERY: the catalog's FULL-NAME loadouts (madcat, thor, avatar,
sunder, vulture, loki, blkhawk, owens) author DIFFERENT weapons than the
4-char variants (mad1, thr1, ...) -- and the named ones are what players fly.
Every night-9 field number reconciles exactly:
    madcat/thor LRM15 = 50 total -> 3.33/missile (field: 3.33, bursts 3..15)
    avatar/sunder LRM10 = 35     -> 3.50          (field: 3.50, bursts 2..10)
    vulture LRM20 = 65           -> 3.25          (field: 3.25, bursts 5..20)
    loki SRM4 = 35               -> 8.75          (field: 8.75, bursts 1..4)
Missile delivery is FAITHFUL across the real fleet: per-missile = authored /
count (divide confirmed live post-ctor), delivered total = per-missile x the
binary's Random(n)+n/4 roll = 25..100% of listed, zone-scattered.

The "80+ point hits" recollection fits the data as an ALPHA: madcat full alpha
= 50 + 25 (AFC100) + 6 + 2 = 83.  A single 4.10 salvo cannot exceed 65
(vulture LRM20).  The "3-5 points" reports read our [projectile] IMPACT
per-missile diagnostic as a total.

Also: bac1 is not a valid vehicle (unhandled AV at btl4+0xac4cd on spawn --
noted for a guard someday); wspec-msl now prints AFTER the ctor divide.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-02 13:31:36 -05:00
Joe DiPrimaandClaude Opus 5 9b1353bfbf ONE Explosion per salvo -- the port detonated every visual round, amplifying explosion sound + smoke + audio demand by the missile count
The user challenged the 7% clock story ("i think its not just a 7% discrepancy.
did you base your analysis in the decomp") -- correctly.  The stop-path trace
it forced found the real amplifier, and it is byte-grounded:

THE ARCADE (byte-verified in the #95 work): FireWeapon @004bcc60 spawns ONE
Missile entity per trigger -- no loop, missileCount never read at fire.  One
Missile -> one detonation (@004be078) -> ONE Explosion entity: one 4-voice
sound + one authored smoke package per salvo.  The cluster's N-fold nature is
delivered as DAMAGE (burstCount), not as N explosions.

THE PORT: the N-round visual ripple (a deliberate [T3] port visual; its rounds
are damage-0 tracers) called BTSpawnRoundDetonation at EVERY round's contact --
N full Explosion entities per salvo, N x BigExpInt x 4 voices, N x the
explosion PFX, N=2..20.  Measured in a 100s solo missile bench: 559 explosion
sound setups; BigExpInt 208.  On observer nodes the stale-point mirror bug
(fixed in da70bd5) DOUBLED the train again.

One infidelity, three field symptoms:
  * Oracle: "prolonged smoke and explosion including sound" -- a staggered
    train of 6-20 overlapping BigExpInt instances per salvo reads as one long
    explosion+roar (Rajel correctly tied it to #84)
  * Ronin: missile-impact smoke "so much it functioned as a smoke screen"
  * #32: the saturating audio class was 1005 Static3DPatchSource requested=4
    -- each surplus detonation reserved 4 more voices

FIX: BTProjectile carries salvoLead; both detonation sites (target contact +
world/terrain burst) gate on it.  Master salvo: lead = round 0 (the damage
carrier).  Mirror salvo: round 0, so observers see exactly one explosion per
salvo at the live target.  AC/laser single rounds default lead=1 (one round =
one explosion, authentic).  Non-lead rounds keep their small tracer end-puffs.

MEASURED A/B (same bench): 80 of 96 contacting rounds no longer spawn the
package; 16 leads ~= the salvo count.  BigExpInt setups 208 -> 72 (~18
packages for ~16 salvos + deaths = one per salvo).  LaserExplosion unchanged
in kind.  Splash was already lead-only (splashBurst) -- damage totals move
NOWHERE in this change.

Also corrected the rack-tube comment that claimed "the binary's Missile
entities each launch from their own rack tube... their 12 detonations" -- there
are no 12 binary missiles; the ripple is ours.

The 28Hz audio-clock calibration from the previous commit stands, but is
demoted to what it is: a small systemic correction, not the explanation for
the field reports.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-02 12:00:25 -05:00
Joe DiPrimaandClaude Opus 5 6dbeb3d266 wreck smoke dies WITH the wreck; the audio/effect clock is calibrated to the byte-proven 28
USER REPORT: "when you destroy a mech, it continues to smoke for a very long
time after the mech disappears... up to 30secs to a minute."

MEASURED (new [pfx] timed census with per-def particle attribution): the
death plume (psfx 1 DDTHSMK) was re-armed on a 10s cadence as a WORLD effect
(ownerTag=0) -- so neither the burial transition nor the respawn cleanup
(StopAllEntityEffects) could touch it.  The last-armed window kept emitting
over the empty spot for up to 10s after the hulk vanished, plus 6+-2s authored
particle lives, and back-to-back windows stretched the visible tail to the
reported range.  The re-arm itself is a marked PORT ADDITION [T3]; the binary
fired DDTHSMK once -- its 10s window + particle lives ended right around the
~17s hulk sink.  The authored design: the smoke dies WITH the burial.

FIX: the plume is spawned ATTACHED (BTStartPfxAttached, tagged to the dying
entity -- it also rides the sinking hulk now), and the burial transition calls
BTStopEntityPfx alongside the respawn cleanup that already did.  Verified over
a 175s run containing FOUR wreck events (the enemy kill + three player bay-
fire deaths): every plume's emission ends at its wreck's burial or respawn,
particles fade within ~8-11s, no orphan emitters remain.

THE COUPLING (user relay of Oracle: "prolonged smoke and explosion INCLUDING
SOUND... same lever?") -- CONFIRMED as a family: the binary's audio layer
times in FRAME COUNTS converted by the engine frame-rate global:
    AudioTime::Seconds_To_Frames == fmul [0x52140c]=28.0; fadd 0.5; round
    (@0x42c611, @0x42dd86 -- the 0x42xxxx cluster of the ~90 global consumers)
Our engine's DefaultRendererRate said 30: every audio duration, sequence
delay and compression window ran ~7% fast.  Calibrated to 28 [T1].  NOT yet
explained by this: a truly SUSTAINED/looping explosion sound (7% is not
"prolonged") -- the effect stop-path trace stays open on #114/#51.

Tooling: BTPfxParticle carries defIndex; [pfx] census (BT_PFX_LOG, 2s) prints
emitters + particles PER EFFECT SLOT with a timestamp; wrecksmoke.sh.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-02 11:25:49 -05:00
Joe DiPrimaandClaude Opus 5 1bcee1f9eb #96: the effective-rate theory is corroborated -- upgrade the calibration provenance T3 -> T2
Frame-rate testimony from the morning follow-up, now on record beside the bytes:
  * Oracle, asked if the pod frame rate was rock solid: "I think I could do as
    well with a flipbook"; heavy fights "would turn to a slide show".
  * Lynx (original era): "RP had a target frame rate of 30FPS.  It wasn't hard
    coded or locked.  BT never had a locked frame rate in 1st release
    testing... coming from 3.0, where 20FPS was a miracle."
  * The engine pacer's own design agrees: fixed budget + background fill + NO
    overrun catch-up (APPMGR.cpp, T0) = "target 28 but allowed to slip", with
    the 18.2065 BIOS fallback anticipating degraded timing.

Also settles epilectrik's open confirmation ("frame rate is advancing at least
some of the subsystems -- i have to fully confirm that"): ALL of them --
UpdateManager::Execute runs every interesting master every frame,
Entity::PerformAndWatch runs every executable subsystem per entity tick, no
throttle at any layer.  The crisp rule: CADENCE is frame-linked for
everything; only terms missing a dt multiply are rate-SENSITIVE.

Corollary worth keeping: a choking 486 generated LESS heat/s exactly during
the biggest fights -- the slideshow was mercy.  Veteran memory of seek-4
endurance encodes the LOADED rate, which is why bracketing by their consensus
is the correct instrument rather than a concession.

Follow-up filed in the KB: sweep the reconstruction for OTHER dt-less per-tick
accumulators (known: particle trail density, rendering.md; the 15-sample
heatFilter window is rate-dependent smoothing, benign).  Each found one should
normalize against the same 28-nominal/bracketed-effective pair.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-02 10:20:52 -05:00
Joe DiPrimaandClaude Opus 5 ac94ce6a31 #96: DISSIPATION AUDIT -- byte-faithful end to end; the cooling-too-weak hypothesis is DEAD
"no guesses. we want to decompile and find the right answer" -- done.  Every
function in the heat-removal chain read from the decomp and diffed against our
reconstruction:

  HeatSinkSimulation @004ad924   E += pending; T = E/mass; alarms       EXACT
  UpdateHeatLoad     @004ad7f0   radiated = T x coolant; clamp(0.002x)  EXACT
  ConductHeat        @004ad8ac   exchange into linked + rebalance       EXACT
  ComputeHeatFlow    @004ad9ec   (T1*mScale - (E1+E2+pend2)/den) * tau
                                 * (1 - e^(-dt*k*(cool/cap)*flow/den))  EXACT
  BalanceCoolant     @004ada94   radiated-equalising move, 3 clamps     EXACT
  Condenser sim      @004ae4d8   mScale = clamp>=1((1-zoneDmg)*refrig)  EXACT
  Reservoir sim      @004aef78   inject-only; thermally passive         EXACT

Every term is properly dt-scaled -- the dissipation side is rate-INDEPENDENT.
The only rate-dependent energy term in the whole thermal system remains the
myomer kinetic generation, i.e. the calibration knob is pointed at the right
factor and nothing on the cooling side can absorb the blame.

LIVE chain verification (new [heatflow] census, incl. a RADIATOR tag on the
bank's own Performance, which the base-sim census could not see):
  Myomers 490 -> Condenser5 420 -> bank 337 -> ambient (relaxing onto the
  300K setpoint).  The exit exists, runs, and holds the bank just above 300.

AND ONE REAL FINDING -- my night-8 "no per-chassis cooling variation" claim was
WRONG, and Oracle's stated mechanism is vindicated to the digit:
  bank k = 0.1 x HeatSinkCount x 231000:   Owens count=5  -> k=115,500
                                           Thor  count=13 -> k=300,300
The Thor sheds 2.6x the Owens' heat through the mech's ONLY ambient exit --
"a thor could run seek 4 for extended periods because of the number of
heatsinks" is exactly the authored model.  My hsparm chassis comparison had
printed RESOURCE constants BEFORE the ctor's count scaling; the dump now
carries a warning to stop the next person misreading it the same way.
(The KB was never wrong -- open-questions.md:593 documented the radiator
scaling when task #9 landed it.  The wrong claim lived in my #96 comment.)

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-02 10:12:46 -05:00
Joe DiPrimaandClaude Opus 5 c28555bdc9 #96: TRACE THE CLOCK ORIGIN -- the pod ran at 28 fps (byte-proven); myomer heat re-bracketed to 14 Hz effective
epilectrik: "the issue seems to be related to a tick rate that advances the
heat accumulation... i need to trace out what the clock origin was."  Traced.

THE CLOCK ORIGIN [T1]: the DOS binary keeps its engine frame rate in the
global DAT_0052140c, set once at startup:
    0x401ace:  mov [0x52140c], 0x41E00000   = 28.0f     (nominal)
    0x401ada:  mov [0x52140c], 0x4191A6E0   = 18.2065f  (BIOS-tick fallback)
The DOS main pushes it straight into the ApplicationManager ctor (0x401189:
push [0x52140c]), and ~90 sites across the image fmul/fdiv by it -- it is THE
per-frame<->per-second conversion scalar of the whole 1995 engine.  The engine
executes every interesting master every frame and every executable subsystem
every entity tick (UPDATE.cpp / ENTITY.cpp, T0 -- no throttle at any layer),
so subsystem Performance cadence == this rate: the pod's myomer tick was
NOMINALLY 28 Hz.  My previous 30 Hz reference (the i860 BOARD frame) was
wrong by 7%, not the 2x the veterans hear.

THE RESIDUAL IS EFFECTIVE RATE, NOT NOMINAL: Oracle, on the halved build,
still asks "If you could please halve the myomer heat rate again.  We will
bracket to something reasonable."  A 486 host missing beats halves the real
Performance cadence without changing any constant -- and the 18.2 fallback
existing at all says slow paths were expected.  Statics cannot settle the
in-pod effective rate, so his bracket is the right instrument:

    effective default = 28 [T1 nominal] x 0.5 [T3 testimony calib] = 14 Hz
    BT_MYO_HZ=<hz> still overrides absolutely for bracketing
    the resolved rate now logs under BT_MYO_LOG, tier tags inline

Measured (Owens, seek 4, flat out): peak T 1007 -> ~640, degradation never
reached -- the halving Oracle requested, delivered as one auditable knob
instead of a silent constant edit.

KB: decomp-reference.md gains the DAT_0052140c section (~90 consumer sites --
whenever the decomp shows an unexplained mul/div by _DAT_0052140c it is
per-second<->per-frame at 28); btl4main.cpp's "30 = pod authentic" pacer note
corrected (30 kept deliberately for display smoothness, the divergence now
documented).  Candidate follow-up recorded: the frame-rate-dependent particle
trail density (rendering.md) should normalize against the same 28, which may
bear on Ronin's smoke-density report (#114).

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-02 09:39:00 -05:00
Joe DiPrimaandClaude Opus 5 614849b4a6 #110 coverage: all 8 chassis + all 3 weapon-class gates verified through ZONE death
Answering "are you 100% positive this works for every weapon type" -- it was
not a yes when asked, and the gaps were closed with measurement rather than
assurance:

1. AUTHORED DATA, all eight chassis (zonesweep.sh; the [zone-armor] dump now
   carries the zone NAME):  every arm zone AND every missile-rack zone on every
   chassis authors descend=1 (ava/bhk/lok/mad/own/snd/thr/vul); every gun/rack
   zone lists 1-4 critical subsystems; doors are inert (0/0/0); bhk uniquely
   adds destroySibs=1 on its arm chain.  No chassis is missing the cascade
   authoring.

2. WEAPON-CLASS GATES, end to end through a ZONE death (not direct weapon
   destruction, which was #86's verification gap):
     ballistic  AFC100  (projweap gate1)  -- dz_rarm,    ava1   [prior commit]
     energy     PPC     (emitter gate)    -- dz_larm,    ava1   [prior commit]
     missile    NRK5_2  (projweap gate1)  -- dz_rmissle, own1   [this pass]
        [cascade] zone 12 -> NRK5_2 + AmmoBinNRK5_2 force-failed
        [ammo] NRK5_2 -> NoAmmo (gate1): destroyed=1
   All three fire-gate code paths are now exercised by the cascade.

3. One anomaly chased to ground rather than waved off: the Owens rack cascade
   also killed Avionics/HUD/Searchlight/ThermalSight -- zone 15 dz_searchlight,
   an authored CHILD SEGMENT of the missile rack (the sensor mast sits on the
   shoulder pod).  Authored skeleton + authored descend flag, walked faithfully.

Remaining surface NOT bench-verified, stated plainly: cross-pod -- the cascade
is master-authoritative (crit plugs bind on masters only) and the resulting
alarm states ride the existing weapon update records, but no two-node run has
watched a peer's view of an arm death.  The field re-test (Lynx/Conn Man's own
audit, in MP) covers exactly that.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-02 08:43:33 -05:00
Joe DiPrimaandClaude Opus 5 06adaee523 #110: the zone destruction cascade is LIVE -- an arm now takes its gun pod with it
Lynx: "You can destroy an upper arm, and the gun pod is intact and can still
fire."  Conn Man's audit: three chassis, both arms, reproducible.  And the user
is right that this family was claimed fixed before: #86 gated fire on the
WEAPON's own destruction and was verified by destroying the weapon directly
(BT_KILL_SUBSYS) -- the field scenario was the ARM ZONE dying with the weapon
subsystem healthy, which that bench never reproduced.  Oracle's 693-night "I can
still fire destroyed energy weapons" was almost certainly this mechanism.

ROOT CAUSE -- a silent stub.  Mech__DamageZone::RecurseSegmentTable @0049cad4
was transcribed faithfully... against three local shim types whose iterators
unconditionally return NULL:
    struct SegmentIterator { DZRef *Next() { return 0; } };
    struct SegTableX       { SegmentRecord *operator[](int) { return 0; } };
The cascade fired on zone death (bench: 72 [cascade] lines), "descended", and
touched nothing.  Every line read correct; none of it did anything.

THE REAL WALK (decomp re-read, FUN_0049cad4): iterate the mech's segment table
(mech+0x300, vtbl+0x34 GetNth) to this zone's segment, then
    destroySiblingsOnDestruction (Wword 0x68): recurse every other zone on the
        SAME segment (seg+0xD0), setting graphic state 2 (Gone)
    descendOnDestruction (Wword 0x67): recurse every zone on every CHILD
        segment (seg+0xE8 -> child+0xD0) -- the arm takes the gun
The engine ALREADY HAS both structures: EntitySegment::damageZoneTable @0xD0 /
childIndexTable @0xE8 (TableOf is 0x18 -- byte-identical to the decomp offsets),
populated at stream time by JMOVER.cpp:373 [T0].  The stub was never necessary.
Implemented with the engine iterators via two new read accessors on
EntitySegment (SEGMENT.h); the binary's asymmetry is reproduced as-is (the
sibling loop checks graphic state != 1, the child loop does not; re-hits on a
1.0 zone re-run the cascade -- idempotent in effect).

VERIFIED (ava1, self-damage to one zone, autofire everything):
  dz_rarm -> [cascade] zone 9 -> zone 17; AFC100 + AmmoBinAFC100 + Condenser6
      ForceCriticalFailure'd; "[ammo] AFC100 -> NoAmmo (gate1): destroyed=1";
      torso LRM5/SRM2 keep firing (correct)
  dz_larm -> [cascade] zone 2 -> zone 6; PPC + Condenser4 force-failed;
      "[emitter] 'PPC' fire REFUSED (destroyed=1)" x4998 -- the emitter gate now
      logs refusals BY NAME (the FIRED line never named its weapon, which is how
      #86's verification gap survived)
  regression smoke: frame time 7.13/7.20ms, 0 asserts, 0 cascades in ordinary
      combat (they fire only on genuine zone deaths)

Authored data (now dumped under BT_DMG_LOG): descend=1 on exactly the four arm
zones (ava1: 2/6/9/17), destroySibs=0 everywhere -- so legs/torso behavior is
untouched by this change.

KB: combat-damage.md cascade section; reconstruction-gotchas #26 (the
silent-stub trap: a shim that returns EMPTY converts a reconstruction into
fiction that reads correct -- shims must Fail() loudly or log their emptiness).

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-02 08:26:53 -05:00
Joe DiPrimaandClaude Opus 5 da70bd58b2 #84: the replicant salvo now HOMES AT THE LIVE TARGET -- the stale-point double detonation is gone
Oracle (674): "missile appear to register hit explosions twice, once where
target was and again where the target is".  Rajel (693): "once where the mech
was when I fired and on the expected impact".

MECHANISM, measured on two nodes (BT_PROJ_LOG "DET at" now logs EVERY contact
detonation, including damage-0 rounds, which were invisible before): the
replicant salvo mirror pushed rounds with NO entity handle at the FROZEN
fire-time aim point, and the pool's contact test is proximity to p.targetPos --
so mirror rounds "contacted" the empty air where the target USED to be and
detonated there, on every peer, every salvo (45 salvos -> 234 frozen-point
air bursts in a 200s bench).  The true impact appears at the live position
(the shooter's own homing rounds on his node; the victim's damage reaction on
peers) -- two sites per salvo, exactly as reported.

THE BINARY'S MODEL (CLASSMAP, Missile flight-entity cluster): missiles are
ENTITIES with authoritative/GHOST Performance variants (Projectile
PTR_LAB_005129e8 / 005129f4) and their own WriteUpdateRecord (@4bef4c, slot 7)
-- peers ran ghost missiles updated from the wire and saw the TRUE trajectory.
One explosion, correct place, every node.  The frozen-point mirror is the port
infidelity (the entity Missile itself stays blocked by the documented 2007
Entity-base mismatch; mislanch.cpp:301).

FIX: the MissileLauncher update record now carries the locked target's EntityID
(salvoTargetID; EntityID::Null = point fire).  The mirror resolves it on the
receiving node via HostManager::GetEntityPointer (engine T0, an index-socket
Find -- NULL-safe on any ID), refuses non-mechs via BTIsRegisteredMech, and
pushes the mirror rounds WITH the handle -- they re-lead on the live local
replicant exactly as the master's own rounds do, and detonate at the true
position.  Guards: record-length gate (a short record from an older build has
no ID field -- its tail would be garbage and must not resolve) + Null check +
registered-mech check.

VERIFIED (two nodes, 200s, missile autofire both ways):
  * every record arrives len=52/52 with sane aims ([mlrec] diag)
  * 22/46 salvos resolve (tgtID=3:22 -> the victim's local master) and their
    mirror rounds home: the frozen-air DET population fell 234 -> 102, the
    live-homing population rose to 155/207 per node
  * the unresolved remainder is BENIGN and correct: EntityID::Null point fire
    plus hostID=-1 LOCAL entities -- i.e. the victim's WRECK, which autofire
    keeps shooting after the kill; a wreck does not move, so the frozen aim IS
    its true position
Downstream expectations: Ronin's smoke-screen (#114) should drop by ~the mirror
half, and the audio census (#32) loses the duplicate Static3DPatchSource
explosion sounds on peers -- both to be read from the next field logs.

Also in this commit: [projectile] DET diagnostic (every contact detonation with
position/damage/handle/aim), [mlrec] record-arrival diagnostic (len/recID/
subsys/counter/aim, capped 200), scratchpad/night9/mp_double.sh.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-02 02:29:58 -05:00
Joe DiPrimaandClaude Opus 5 5a425320b7 #92: map the direct-fire hit->zone path; the FOOT is pickable over only 3% of a mech's height
Oracle, night 7: "Unable to damage the foot panels on Loki via direct fire from
front or side.  Was able to damage on Thor."

FIRST, THE MECHANISM -- it is not what the issue assumed (missing collision
geometry).  A direct-fire hit gets its zone one of two ways, decided at
Mech::TakeDamageMessageHandler by `invalidDamageZone`:

  AIMED   (invalidDamageZone=0): the zone rides in on the message from the
          per-part aim pick, MechSegmentPick (#73, btl4vid.cpp).
  UNAIMED (invalidDamageZone=1): DamageLookupTable::ResolveHit runs the authored
          cylinder lottery -- impact HEIGHT picks a layer, ANGLE picks a pie
          slice, and a weighted random roll picks the zone from that slice.

Measured live, both paths are in use: the Thor logged 16 unaimed hits
(invalidZone=1 zone=-1 -> ResolveHit) alongside aimed ones carrying real zones.

THE FINDING.  MechSegmentPick is a BOUNDING-SPHERE test whose primary key is
SMALLEST RADIUS WINS -- a larger sphere can never beat a smaller one the ray also
grazes.  The leg spheres, dumped in world space and IDENTICAL on both chassis:

    knee  centre y=1.868  r=1.505     spans y 0.364 .. 3.373
    toe   centre y=0.302  r=1.689     spans y -1.387 .. 1.991

The toe sphere is BIGGER than the knee's and they overlap heavily, so the toe can
only win where the ray misses the knee sphere outright -- i.e. below y=0.364.
Against a reference height of 11.16 that is a 0.36-unit window, **3.3% of the
mech's height**, and it sits right on the ground.  Everywhere else a shot at the
foot is credited to the LEG.  That is the reported symptom.

This is a PORT ARTIFACT, not authentic: btl4vid.cpp's own comment concedes the
sphere test approximates "the per-part semantic the 1995 mesh intersection
produced".  Real mesh intersection has no such interference -- aiming at the foot
mesh hits the foot.

NOT EXPLAINED, and stated plainly: the per-CHASSIS asymmetry.  Loki and Thor have
identical leg spheres, identical foot geometry (LOK_LFOT.BGF and THR_LFOT.BGF are
both 3082 bytes with the same token layout), and identical foot layers in their
damage tables (only the upper/cockpit layers differ).  So nothing found here says
the Loki should behave differently from the Thor.  The bench could not settle it
because BT_AIM moves the drawn RETICLE, not the pick ray -- there is currently no
harness to aim the pick at a chosen height.  That harness is the next step.

Diagnostics added:
  [pickgeom]   one-shot dump of every pick sphere in WORLD space (zone, r, centre)
  [pickcand]   which spheres a ray actually threaded, their perpendicular d, and
               which won -- the probe that makes "smallest wins" visible
  [dmgtable]   the whole authored DamageLookupTable: layers, slices, zone weights
  [dmgresolve] per hit: localY, heightRef, layer, theta, resolved zone
  [cylgate]    invalidDamageZone / table pointer / incoming zone at the gate
(the last three under BT_DMGTABLE_LOG, the first two under BT_PICK_LOG)
plus scratchpad/night8/footpick.sh.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-01 19:47:30 -05:00
Joe DiPrimaandClaude Opus 5 e058b6acb7 #99: trace the coolant-leak alarm end to end -- it IS implemented; found the real defect
Oracle: "alarm is not sounding despite an active leak" ... "was sounding,
resolved a leak, but there was another".

RETRACTION FIRST.  I previously told the user the coolant alarm was "genuinely
unbuilt -- there is no alarm implementation to starve".  That was wrong, and it
was asserted without checking.  The alarm is fully implemented and the entire
chain works.  Traced live, in order:

  Condenser6.ReportLeak (= HeatSink::coolantActive) changes 0 -> 1
    -> [watchpoll] CHANGE on that exact address
    -> [matchfire] val=1 -> ctl 1  (StartAudioControlID)
    -> [seqstart] the alarm AudioControlSequence, events=25 looped=1
    -> [seqsend] ctl 8/16 (select), 6/1 (volume), 1/0 (START), 2/0 (STOP), ...
       a three-part looping alarm: two chirps then an 8s sustained tone.

The authored design, read from BTL4.RES: 19 subsystems per mech each bind TWO
AudioLogicalTriggers to their ReportLeak flag -- match 1 -> Start, match 0 ->
Stop -- and ALL of them drive ONE shared alarm sequence.

SO WHY WAS IT SILENT IN .674?  Almost certainly the audio source pool, fixed
after that build in ad9dfad.  Every player log from .674 is saturated with
ACQUIRE FAILED (3k-6.5k lines each, starting ~10% in and never recovering); an
alarm that cannot acquire an OpenAL source is silent.  The bench here shows 0
acquire failures on the current build.  ⚠ NOT PROVEN: this bench has no audio
device (pool census reads live=0 pooled=0), so the control chain is verified but
final playback is not.  Field confirmation needed.

THE SECOND SYMPTOM IS A REAL, REPRODUCED DEFECT AND IT IS IN THE AUTHORED DATA.
All 19 subsystems -- Condenser1-6, GeneratorA-D, Myomers, PPC_1/2, ERMLaser_1-3,
SRM6_1/2, Avionics -- share the single alarm sequence, and EACH one's leak-clear
sends an UNCONDITIONAL Stop.  So the moment any one of them stops leaking the
alarm goes silent, even while others are still leaking.  That is exactly what was
reported.  Since both the authoring and the MUNGA watcher code are authentic,
this is 1995 behaviour, and changing it is a deliberate divergence -- flagged for
a fidelity call rather than "fixed" unilaterally.

Diagnostics added (all under the existing BT_ATTRBIND_LOG gate):
  [seqcfg]  extended: the sequence's authored event list
  [seqstart] extended: events / looped / tempo / divisionsPerBeat
  [seqrun]  RunSequence entry state (isRunning / iterator / current event)
  [seqwait] an event exists but is not yet ready, with the time delta
  [seqsend] the sequence actually emitting a control
  [idlewatch] which components receive the idle tick that advances sequences
  [hsparm] extended with &ReportLeak so audio bindings can be correlated
plus scratchpad/night8/leakaudio.sh.

NOTE ON THE PROBES, because it cost real time twice today: [seqrun] first used a
single shared static counter, which the busy sequences consumed so the alarm
sequence never printed -- reading as "RunSequence is never called".  It is now
throttled PER SEQUENCE (runProbeCount).  A capped diagnostic that is silent is
not evidence of absence; the same trap produced a false "seqsend x0" and a false
"the trigger never fires" earlier in this investigation.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-01 18:07:40 -05:00
Joe DiPrimaandClaude Opus 5 e6103d02b2 #97: leak gauge reaches all THREE levels -- the normalisation was dropped with an x87 expression
Players: "you can get up to three traingles which drains really quickly" ...
"only seeing one level (lowest) right now" (Oracle), corroborated by Draco
("3 triple delta being the top level").

The display was never the problem: BitMapInverseWipe is already built with
frames=3 and stacks three segments at two levels each (0..6).  The LEVEL
computation was wrong.

Our Execute rounded the raw leak rate:
    level = round(value)
The binary's @004c5d08 does NOT.  Ghidra renders the round as a bare
`FUN_004dcd94()` because it drops the x87 expression feeding __ftol -- exactly
KB gotcha 19, which we already had written down.  The real prologue, disassembled:

    fild  dword ptr [ebp-0x14]    ; ST0 = (float)fullWidth   (frames*2 = 6)
    fmul  dword ptr [ebx+0xb4]    ; ST0 *= value             (CoolantMassLeakRate)
    fdiv  dword ptr [ebx+0xb0]    ; ST0 /= third             (full-scale divisor)
    call  0x4dcd94                ; level = round(ST0)

i.e. level = round(fullWidth * leakRate / fullScale).

Without the normalisation the gauge rounded a value that never exceeds ~1.0
(coolantDraw = zoneDamage * heatLoad, and heatLoad is clamp(0.002*T, 0, 1) --
constants re-verified from the image, including the 80-bit extended 0.002).  So
level could only ever be 0, or 1 via the >0.0025 floor: ONE triangle, always, no
matter how bad the leak.  Three of the six condensers being mis-lamped (#98) hid
how systematic this was.

Also corrected on the way:
  * `third` was declared int but the binary FDIVs it -- it is a float.  The two
    call sites passed *(int *)(subsystem+0x150), i.e. the BIT PATTERN of a float
    read from a RAW OFFSET into our own layout (the databinding trap): at +0x150
    our layout has filterDecay, not the binary's field.  Now resolved through a
    complete-type bridge, BTHeatSinkLeakFullScale.
  * filterDecay was initialised 0.4f; @004b8fec writes 0.15f (param_1[0x54] =
    0x3e19999a).  It is written-once-never-read elsewhere in the port, so the
    correction is behaviourally safe and it IS the gauge's full scale.

Verified live: Condenser6 at 10% zone damage -> draw 0.0358 -> level 1 (one
triangle); the same formula reaches all three at heavier damage, and the mapping
spans draw 0.0026 (half of one) to 0.15 (three full).

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-01 13:54:13 -05:00
Joe DiPrimaandClaude Opus 5 ee079083a3 #96: FIX -- normalise the myomer kinetic heat term to a reference frame rate
The previous commit only instrumented.  This is the behavioural change.

The binary's drive-heat integrator (FUN_004b8d18) multiplies its climb and accel
terms by the time slice but NOT the kinetic one:

    heat += ratio^2 * (1+dmg) * [ (1-accEff)*|vy|*m*g*dt
                                + (1-velEff)*(0.5*m*|v|^2)     <-- no dt
                                + (1-accEff)*|v|*|a|*m*dt ]

A per-TICK energy is a constant on a fixed-frame 1995 machine and a variable on a
modern PC: heat/second scales with frame rate, so two players on different
hardware -- or one player in a heavy scene versus an empty one -- get different
heat from identical throttle.  That is a defect independent of what the pod's
rate actually was.

The kinetic term is now multiplied by (dt * kPodFrameHz), which is exactly 1.0
when dt == 1/30 and makes the result machine-independent.  This is the one
deliberate divergence from a verbatim transcription of @004b8d18, and it is
marked as such in the source.

Measured, Owens at seek 4 flat out:
    before   crossed degradeT(1000) at ~27s, peaked 1213, settled ~710
    after    peak 1007, settled ~525
i.e. roughly halved at our measured ~59Hz, which is the direction the players
asked for ("too much IMO", "def need to tone down the myomer heat some").

⚠ CALIBRATION IS NOT PROVEN.  30Hz is the i860 BOARD frame ([T1],
rendering.md:177); the HOST simulation rate is not separately established, and no
fixed-timestep constant exists in the image (searched 1/15..1/60 and 30/60 Hz --
the arcade computed dt from a clock, as we do).  So the reference rate is the
best-documented value, not a proven one.  BT_MYO_HZ overrides it with no rebuild
so it can be calibrated by feel.

Precedent for the bug class, already logged in the KB: "trail density is
frame-rate-dependent (2/frame @60fps = 2x pod density)" (rendering.md:222).

NOT settled: whether the per-chassis ordering matches player memory (a Thor
sustaining seek 4 where a light chicken-walker cannot).  Post-fix benches put the
Thor HOTTER (crosses at 40s vs the Owens at 47s), but those runs are BT_GOTO
path-driven and the acceleration term is large and path-dependent, so they are
too noisy to conclude from.  The cooling data being identical across chassis IS
solid (measured, previous commit).

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-01 13:34:44 -05:00
Joe DiPrimaandClaude Opus 5 9dd7d48b41 #96: instrument the myomer heat model -- per-mech profile CONFIRMED, overheat cause LOCATED
Two player claims, both now answered from the decomp + measurement rather than
inference.

THE EQUATION (FUN_004b8d18, constants read from the image: _DAT_004b8ee4=0.5,
_DAT_004b8ee8=0.0 (the fabs), _DAT_004b8eec=1.0):

  heat += ratio^2 * (1+damageLevel) *
          [ (1-accEff)*|vy|*m*g*dt        climb   POWER
          + (1-velEff)*(0.5*m*|v|^2)      kinetic ENERGY -- NO dt
          + (1-accEff)*|v|*|a|*m*dt ]     accel   POWER

Our implementation already reproduces this verbatim, dt-less term included.

CLAIM 1 -- "each mech has a unique heating profile".  TRUE, and working, but NOT
by the mechanism the player described.  Measured across thr1/own1/mad1/vul1:
  * the myomer record is IDENTICAL on every chassis
    (velEff 0.995, accEff 0.8, gears 3000/5000/7000/9999, rec 2,
     degradeT 1000, failT 2000, thermalMass 250000)
  * the heat-family COUNT is identical too -- 6 Condensers, 1 HeatSinkBank,
    1 Reservoir, 4 Generators on all four
  * every cooling parameter is byte-identical Thor vs Owens (condenser
    conductance 315000 / mass 420000, bank 231000 / 1.39e6, reservoir
    190000 / 3.42e6)
So there is NO authored per-chassis cooling variation.  The profile emerges from
the equation instead: heat ~ m*v^2, and light mechs are faster.  Measured at
seek 4, flat out:
    thr1  mass 70000  |v| 11.34  kinetic/tick 49026
    own1  mass 35000  |v| 17.22  kinetic/tick 57350
The Owens is HALF the mass and generates 17% MORE drive heat, because v^2 beats
m.  That reproduces the player's OUTCOME (a Thor sustains seek 4, a light
chicken-walker cannot) via speed, not heatsink count.

CLAIM 2 -- "it runs too hot".  The kinetic term carries NO dt: it adds an ENERGY
every TICK, so its contribution per SECOND scales with the tick rate.  Measured
dt here is ~0.017 (~59Hz) and variable.  The other two terms are power terms and
are rate-independent.  On flat ground the climb term is additionally dead --
gravity reads 0 (the carried "environment gravity unwired" open), so hills do not
heat at all right now.
NOT yet established: the 1995 tick rate the dt-less term was calibrated against.
Until that is pinned the OVERHEAT FACTOR is unquantified -- flagged, not guessed.

Adds three diagnostics, all under BT_MYO_LOG:
  [myoheat] now splits climb/kinetic/accel + dt + the kinetic share
  [myoparm] one line per myomer: efficiencies, gears, thermal thresholds
  [hsparm]  one line per heat subsystem: conductance + thermal mass
and three benches (myoheat/myoparm/myocmp) that produced the tables above.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-01 13:14:55 -05:00
Joe DiPrimaandClaude Opus 5 0b983703a4 #98: CORRECTION -- restore the byte-verified condenser lamp table; my previous mapping was a guess and was wrong
0254d9e re-mapped condensers onto the coolingLoop1..6 lamps on the reasoning
that "six condensers <-> six loops" and that the table's missing 0x2C was a
transcription slip.  It was not.  Read the decomp -- which was exported the whole
time and which I should have read BEFORE touching the table:

    FUN_004cc264(sub) { return *(int *)(&DAT_0051d058 + sub[0x1d4] * 4); }

indexed by condenserNumber, no bounds check.  And the bytes at 0051d058 are:

    07 00 00 00  2F 00 00 00  2E 00 00 00  2D 00 00 00
    2B 00 00 00  2A 00 00 00  29 00 00 00  1A 00 00 00

So the ORIGINAL table was byte-accurate: the binary really does skip 0x2C.  The
condenser lamps (2F 2E 2D 2B 2A 29) are a DIFFERENT set from the coolingLoop
lamps of FUN_004cc148 (2F 2E 2D 2C 2B 2A) -- overlapping but distinct.  My
"fix" therefore mis-mapped condensers 4, 5 AND 6, replacing a correct mapping
with a plausible-looking wrong one.

What IS a real port defect, and all that should have changed: the bounds check.
`n >= 0 && n < 6` is a 0-based bound on a 1-based index (live: 'Condenser6'
reports 6), so condenser 6 was rejected and annunciated NOTHING, where the
binary resolves it to 0x29.  The table is now 7 slots ending in 0x29 and the
guard admits 1..6 -- kept rather than dropped, so a stray authored number cannot
walk off the end into the adjacent per-placement table the way the binary's
unchecked read would.

Verified: Condenser6 leak -> [galarm] condition 2 -> lamp 0x29 FLASH, which is
what the binary computes for it.

Lesson, and it is the third time this week: I had a live-reproduced symptom and
inferred the cause from internal consistency instead of reading the available
decomp.  The symptom was real; the explanation was invented.  Gotcha 24 covers
over-generalising a verified fact -- this is its sibling: inventing a fact to
explain a verified symptom.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-01 11:23:24 -05:00
Joe DiPrimaandClaude Opus 5 0254d9ef34 #98: leaking condensers now flash the RIGHT button -- half of them flashed the wrong one, one flashed nothing
Field reports were all "intermittent": "the display buttons aren't always
flashing or lighting up on leaking components" (Oracle), "I'm getting leaks but
no indicators" (Lynx), "I am getting indicators sometimes" (Sauron).  It is not
intermittent -- it is per-condenser, and three of the six were wrong.

condenserNumber is 1-BASED (verified live: 'Condenser6' reports 6), which the
lamp table's own comment stated.  The guard was `n >= 0 && n < 6` -- a 0-based
bound -- and the table it indexed was missing 0x2C:

    condenser 1..3  -> 0x2F 0x2E 0x2D    correct
    condenser 4     -> 0x2B              WRONG (loop 5's button)
    condenser 5     -> 0x2A              WRONG (loop 6's button)
    condenser 6     -> rejected          NOTHING flashes

So a leak in loop 6 annunciated nowhere, loops 4-5 lit a neighbour's button, and
loops 1-3 were fine -- which from the cockpit reads exactly as "sometimes".

Condenser N drives cooling-loop N, whose six lamps are the same ones the
coolingLoop1..6 codes already resolve through, so the fix routes condensers
through that verified map (BTFixedLampOf(N-1)) and retires the duplicate,
partly-wrong table rather than patching it.

⚠ PROVENANCE: the retired table cited @0051d058 as byte-verified.  That address
holds gauge-type NAME STRINGS, not lamp ids, and a byte search for the six loop
ids as consecutive int32 finds nothing -- so neither the old table nor the new
mapping is byte-verified.  The correction rests on three checkable things: the
1-based numbering (live), the guard contradicting its own documented indexing,
and six condensers mapping onto the six cooling-loop lamps of the verified fixed
map.  [T2 -- behaviour verified, not byte-grounded.]

Also adds the missing diagnostic on the silent path: an alarm item that matched
its condition but resolved no lamp now names the subsystem and why, instead of
returning quietly.  That is what found this, and it immediately surfaced a
SECOND gap for someone to pick up: a destroyed HeatSink (condition 0) resolves
no lamp either, because it is neither Condenser nor Generator nor a
PoweredSubsystem with an aux screen.

Verified (scratchpad/night8/leaklamp.sh, BT_LAMP_LOG):
  before  [galarm] condition 2 ... sub 'Condenser6' -> NO LAMP RESOLVED
  after   [galarm] condition 2 ... -> lamp 0x2a FLASH

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-01 11:12:46 -05:00
Joe DiPrimaandClaude Opus 5 3b7c19c232 #95: REVERT the salvo-damage hack; deliver the cluster the way the binary does
Supersedes the mislanch change in efc3e9f, which multiplied the lead round by
missileCount.  That produced roughly the right average total but as ONE lump on
ONE zone, with no scatter and no variance -- not what the arcade does.

WHAT THE BINARY DOES (all byte-verified):
  * MissileLauncher ctor @004bcff0:  burstCount = missileCount;
                                     damageAmount /= missileCount
  * FireWeapon @004bcc60 spawns exactly ONE Missile -- no loop, missileCount is
    never read there.  The salvo IS one cluster round.
  * Missile::Perform rolls how many of the cluster connect right before it
    dispatches (part_013.c:10082):  b = Random(n) + n/4, clamped to n
    -- i.e. between a quarter of the salvo and all of it.
  * It then dispatches DIRECTLY at the struck entity (FUN_004be078:
    param_2->Dispatch(&msg)) -- NOT through the shooter's message manager.
  * Mech::TakeDamageMessageHandler @0x4a0439-0x4a04d8 applies the hit
    burstCount times, RE-ROLLING the struck zone per burst.

Our handler already implements that loop faithfully (mech.cpp, task #80) -- I
wrongly believed it was missing, because the KB asserts as [T1] that "burstCount
is cosmetic for zone damage".  That is half right: DamageZone::TakeDamage really
does ignore burstCount (verified @0041e4e0), but the HANDLER honours it by
calling that function repeatedly.  KB corrected separately.

The actual defect was that the projectile impact path hardcoded burstCount = 1,
and -- worse -- routed damage through the SubsystemMessageManager, whose
consolidation rebuilds the record from a stream carrying only {damageType,
damageAmount, subsystemID}.  DamageInformation has no burstCount field, so the
cluster count was DROPPED in transit no matter what the round carried.

So: dispatch projectile damage directly, as the binary does, carrying the rolled
burst.  This also retires the #84 double explosion architecturally -- the second
blast came from the manager's bundled explosion, and projectiles no longer go
through the manager at all.  The MarkRoundDetonated suppression added in efc3e9f
is therefore dead and is removed.

ALL-WEAPON-CLASS AUDIT (scratchpad/night8/allweap.{sh,py}), one run, all classes
firing at once:
  EXPLOSIVE (missile)  38 zone applications, bursts spread 1x2,2x6,3x9,4x4,5x5,
                       6x12 across ELEVEN zones -- the [n/4..n] roll plus the
                       per-burst zone re-roll, i.e. the cluster scattering
  ENERGY    (beam)      8 applications, burst 1  -- unchanged, no regression
  type4                 8 applications, burst 1  -- unchanged
  COLLISION             0 applications reached armour -- divert intact
Explosions: 10 projectile impacts produce no bundled blast; direct-fire still
queues its own (11 made).

NOT yet verified: cross-pod delivery.  Dispatch reroutes to a replicant on its
own (and the binary relies on exactly that), but the manager routing is gone, so
MP damage should get a two-node run before this ships.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-01 04:42:15 -05:00
Joe DiPrimaandClaude Opus 5 efc3e9ff1a #95/#84: missile salvos deliver their FULL authored damage, and stop double-exploding
THE SALVO DAMAGE (#95).  Players measured an LRM 15 landing "3ish points".  The
logs agreed: [projectile] IMPACT damage=3.33333 (Oracle, LRM15) and 3.5 (Rajel,
LRM10).  Those are right PER MISSILE -- 50/15 and 35/10 -- and the bench shows
why the salvo still under-delivers: each launcher pushes N rounds of which
exactly ONE carries damage.

Two individually-correct changes composed into an N-fold shortfall:

  * The ctor does what the binary's MissileLauncher ctor does (@0x3ac/@0x3d4):
        damageData.burstCount    = missileCount;
        damageData.damageAmount /= missileCount;
    The record holds the PER-MISSILE amount plus the count; the arcade
    reconstitutes amount x burstCount when it applies the hit.
  * Task #62 then correctly stopped the port applying the hit once per visual
    round (that was ~missileCount-x too lethal) by damaging only the lead round
    -- but handed it the already-divided amount.

Our DamageZone::TakeDamage is `damageLevel += amount * scale` and drops
burstCount, so the salvo delivered amount/missileCount.  Since the port collapses
the cluster to one damaging round, multiply the count back in there.  Bench: an
SRM6 salvo now lands amt=35 (the authored total) taking a zone 0 -> 0.556, where
it previously landed 5.83.

THE DOUBLE EXPLOSION (#84).  Oracle: "missile appear to register hit explosions
twice, once where target was and again where the target is."  There are two
spawn sites: BTSpawnRoundDetonation at the round's own impact point, and the
message manager's bundled explosion at the CONSOLIDATED point a frame later.
The duplicate was known and thought harmless -- "among a rippled volley it is
invisible" -- which held only while a salvo landed N detonations.  A projectile
now marks its weapon (MarkRoundDetonated) and the consolidation skips queueing a
second blast for it; direct-fire weapons never mark, so lasers/AC keep the
bundled explosion they rely on.  Bench: 4 missile impacts -> 4 SKIPPED, while 11
direct-fire hits still queue normally.

SWEPT CONTACT (#84 tail).  Contact was a 10-unit sphere sampled only at the END
of each step.  With the authored thruster live (#84) field rounds arrive at
v=955 -- a ~16 unit step at 60fps, larger than the radius -- so samples can
straddle the target.  (Pre-#84 rounds flew ~100-300 = a 1.7-5 unit step and could
never skip it: the velocity fix exposed this, it did not cause it.)  Now tests
the whole segment travelled and bursts at the point of NEAREST APPROACH, which
also stops the detonation being flung past the target at speed.

RETRACTION: I posted tunnelling as the leading explanation for the lost salvo.
The bench disproves it -- zero fizzles, and the "missing" rounds are the dmg=0
visual rounds of the cluster, which never registered damage by design.  The
sweep is kept as speed-independent robustness, not as the #95 fix.

Bench: scratchpad/night8/salvo.sh (BT_PROJ_LOG + BT_FIRE_LOG).

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-31 23:59:44 -05:00
Joe DiPrima 137c151951 #87: mech armour PANELS now darken with damage -- the .DZM material system was loaded and unused
Players: "the actual enemy mech in external view is not showing darkened armor
panels".  We swapped destroyed LIMB meshes but never darkened a panel.

The 1995 game darkens armour through the MATERIALS.  MakeMechRenderables
(FUN_004cef28) built, per (damage zone, material), a watcher
FUN_004573e4(material, &zone->damageLevel, 0.1f) that snapshotted the materials
2026-07-31 19:52:55 -05:00
Joe DiPrimaandClaude Fable 5 5410371b0c #86: destroyed weapons can no longer fire -- the fire gates read a
never-written cell (the split-cell gotcha)

Both weapon fire gates (ProjectileWeapon gate 1 @4bbd36, Emitter
hard-failure @4baab9) test the binary's subsystem+0x40 for Destroyed(1).
In the 1995 layout that offset sits INSIDE the embedded status alarm
(statusAlarm@0x2C + level@+0x14 = 0x40) -- ONE cell, written by
ForceCriticalFailure when a zone's crit cascade kills the subsystem.  The
port models the same address as TWO members: the AlarmIndicator AND a
plain int simulationState@0x40.  Every destruction path writes the ALARM
(so the MFD draws its X correctly) while the gates read the plain int,
which nothing ever writes -- so a weapon on a blown-off arm showed
destroyed on every panel and kept firing and scoring, locally and on
peers (night-7: all three testers, screenshots of a missile leaving a
destroyed pod).

The tell had been sitting in our own logs for weeks:
  [ammo] SRM6_1 -> NoAmmo (gate1): destroyed=0 ...
on a mech whose launcher was X'd out.

Fix: both gates now read statusAlarm.GetLevel()==1 as well as the int.
Also added: the crit-cascade log names the destroyed subsystem, a
BT_SELF_DAMAGE_ZONE=dz_* named-zone bench mode, and BT_KILL_SUBSYS=<name>
(force ForceCriticalFailure on one named subsystem -- the exact call the
zone cascade makes, so a bench can ask 'the panel says dead, does it
still shoot?' without hunting for the zone that carries a given weapon).

Verified A/B in ONE run: before the kill both SRM6 launchers fired 2
salvos each; after, the destroyed launcher fired ZERO (gate log
destroyed=1) while its twin kept firing normally.

KB: new gotcha #22 (the SPLIT CELL -- one binary offset, two port
members, only one written; sibling of #1) + combat-damage entry.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_019Zh7PTkFy4KwTzVighLR9J
2026-07-31 12:11:09 -05:00
Joe DiPrimaandClaude Fable 5 62fc8409b6 seek-4 verification harness (BT_FORCE_SEEK) + the full supercharge/overheat
arc measured live

BT_FORCE_SEEK=<idx> pins the seek gear in MyomersSimulation (env-gated
bench; the eng-page toggle stays the authentic path) -- the supercharge
loop was unreachable on a headless rig.

Measured (Black Hawk, WALLTEST, full autodrive at gear 4):
- cold: drive=1.42843 (exactly 0.9999/0.7), demand 87.85, actual run
  speed 53.7 u/s = 193 kph -- SUPERCHARGE (Oracle's pod figure: 182 for
  a 75-tonner; the 60t Black Hawk runs faster);
- heat at ratio^2 = 2.04: myomer T 531 -> 1765 (deep past the 1000
  degradation line);
- heatFactor governor: drive 1.43 -> 1.10 -> 0.62 (the supercharged mech
  slows BELOW normal while cooked), coolant pulls T back (1765 -> 740),
  drive recovers to ~0.77, oscillates -- the mech self-settles into a
  thermally-limited cruise: 'top speed for less than a minute' exactly;
- the hard freeze (drive -> 0: demand AND turn zeroed) is the same code
  path past failure temp, reachable when the coolant loop is compromised.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_019Zh7PTkFy4KwTzVighLR9J
2026-07-31 11:00:31 -05:00
Joe DiPrimaandClaude Fable 5 905a4a86c0 RETRACTION + FIX: the myomer seek->speed coupling IS in the 4.10 binary --
restored byte-grounded; the morning's removal was export-gap blindness

Player testimony (Oracle, pod veteran: seek-4 humanoid = 182 kph -- the
manual's printed Super Charged figure; overheat = 'freezing up') forced a
re-audit of the morning's 'no dynamic myomer->speed feed' verdict.  The
verdict was WRONG: a raw-image capstone sweep for FPU reads of [reg+0x31C]
found the consumer inside the UN-EXPORTED master-perf region -- the same
decomp gap that hid the #93 crash block.  Decoded @0x4a9cf2-0x4a9da4 [T1]:

  per frame: MAX speedEffect@0x31C over the myomer chain (+0x7AC)
             -> mech+0x79C
             mapper->speedDemand@0x128 *= it        (the SPEED coupling)
             if |drive| <= 1e-4 (@0x4ab16c):
                 mapper->turnDemand@0x12C = 0       (the FREEZE)

Everything the manual + the veterans describe emerges: gear 4 rides
speedEffect ~1.43 into the RegisterMaxOutput gait cap (base x 1.4284 --
the two mechanisms interlock: 61.5 x 1.43 = 87.9 vs cap 87.8 measured) =
SUPERCHARGE; myomer heatFactor degradation slows you; overheat freezes
speed AND turn; damage slows (speedEffect carries 1-damage -- #75's
original premise was RIGHT and its 'falsified' close was wrong).

Restored in mechmppr.cpp, byte-grounded and better than the pre-removal
draft: MAX over the chain (was first-found), NO 1.0 clamp (the old clamp
ate the overdrive), turn-freeze included.  BTMyomersSpeedEffectOf
(unclamped) replaces the deleted BTMyomersDriveOf.

Verified live: healthy drive=1.0 (no speed change), collision-rattled
myomers drive 0.999 -> 0.892 -> 0.742 with demand scaling in lockstep
(61.5 -> 54.9 -> 45.7).

KB corrected in place (subsystems WAVE 6, pod-hardware manual audit
retraction, open-questions resolved) + NEW GOTCHA #21: export-gap
blindness -- 'no callers in the decomp' is not 'no callers in the
binary'; sweep the raw image for the operand pattern before declaring a
data path dead, and when a primary source disagrees with your decomp
sweep, suspect your evidence first.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_019Zh7PTkFy4KwTzVighLR9J
2026-07-31 10:54:11 -05:00
Joe DiPrimaandClaude Fable 5 4704ab3d41 #84: missiles ACCELERATE like the binary -- the pool flew at constant
rack-eject speed; the authored MissileThruster was never applied

The binary Missile hosts a MissileThruster subsystem: authored
acceleration for BurnTime seconds after the MuzzleVelocity eject.
Authored values decoded from BTL4.RES (type-15 missile model records,
reached from the AmmoBin's ammoModelFile via the type-1 MODELLIST
indirection): SRM 2.5s @ 600 u/s^2, LRM 10s @ 300 (climb 50), Streak
3s @ 300 (turn 360deg/s), NARC 10s @ 300; splash 30 all (port constant
was already right); authored drag ~0.001 = negligible.

The port pool flew every round at CONSTANT |MuzzleVelocity| -- SRMs 100
u/s, LRMs 30 u/s (10x slower than authored) -- the entirety of the
night-7 "missiles are very slow" report, and the driver of the
"explosion before the missiles arrive" perception (the salvo-lead
detonates while the slow spread rounds straggle in).

Fix: BTMissileThrustOf (mech4.cpp) lazily parses + caches the RES
thruster table (ModelList ids aliased to their type-15 member's
burn/accel); both launch paths (master FireWeapon + the replicant salvo
mirror -- peers see the same speed) resolve through the launcher's bin
and pass burn/accel into the pool; the advance integrates speed +=
accel*dt while burn remains, heading preserved.  Ballistic rounds
(autocannon/gauss) pass 0/0 -- unchanged.  Impact log now prints
v=/burnLeft= evidence.

Verified live (solo, BT_SPAWN_ENEMY + BT_AF_MISSILE): thrust table 8
entries cached; Black Hawk Streak resolve burn=3 accel=300; impacts at
v=277 u/s (was a constant 100).  Fun authenticity note: the Black
Hawk's "SRM6" fires strk (STREAK) ammo per its authored bin.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_019Zh7PTkFy4KwTzVighLR9J
2026-07-31 10:41:39 -05:00
Joe DiPrimaandClaude Fable 5 ac7c46b87a #93: fix the end-of-round PerformAndWatch crash -- the STATIC projectile
pool held dangling entity pointers across round teardown

Root cause (disasm-pinned on the shipped 4.11.659 exe): RajelAran's crash
(call to 0x65676769 = ASCII 'igge', EBP-walk return btl4+0x2b91a) is the
tgt->Dispatch vtable call in BTUpdateProjectiles' NON-MECH impact branch
(mech4.cpp:1598; the site matches the disasm literally -- the 0x12/0x64
TakeDamageMessage ctor, the EntityID::Null ternary, the getenv gate after).

The trap: the mech branch is guarded by BTIsRegisteredMech(tgt) -- but at
round teardown a destroyed mech is DEREGISTERED, so a round still in
flight (the pool is a static array that outlives the round; missiles are
slow, #84) holding it as p.target now FAILS the mech check and falls into
the !BTIsRegisteredMech branch, which treats the freed mech as a cultural
icon and dispatches into freed memory.  The liveness check itself routed
the dangling pointer into the unguarded branch.  Freed heap reused by a
string -> vtable slot +0x10 read 'igge' -> call 0x65676769.  (The EBP
walker explains the stack shape: the faulting call pushed its return
address on ESP, but the walk reads [EBP+4] = PerformAndWatch's frame.)

Fix -- scrub at the source of truth:
- BTProjectilesDropEntity(e): every pool entry drops a dying entity from
  p.target/p.shooter; called from ~Mech and ~CulturalIcon (the only free
  paths for targetable entities).  Flight + impact code is already
  null-guarded on both fields.
- BTProjectilesClearAll(): kills all rounds at RunMissions exit (cross-
  mission hygiene for the static pool).

Verified: 6 short-mission cycles (45s missions with a spawned dummy +
autofire, mission expiring mid-combat) -- 0 exceptions, 6/6 clean
'RunMissions returned'.  The original crash was a heap-reuse race with no
deterministic repro; the scrub eliminates the dangling-pointer class by
construction.  (Bench note: blind autofire never launches missiles -- the
launcher needs a target lock -- so the exact in-flight race was not
re-created; the non-regression + the pinned mechanism carry the verdict.)

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_019Zh7PTkFy4KwTzVighLR9J
2026-07-31 10:19:24 -05:00
Joe DiPrimaandClaude Fable 5 cf8618bcb9 myomer system COMPLETE -- the 'WAVE 6 mover cutover' was a phantom built on
a misattribution; the authentic couplings are all live

THE CORRECTION [T1]: @004b9550/@004b95b8 ('ConnectToMover'/'Disconnect
FromMover') are MechWeapon::ConfigureMappables/ChooseButton -- their +0x31C
is the weapon TriggerState and **(mech+0x128) is the CONTROLS MAPPER's
button roster (the MECHWEAP.CPP assert string + the trigger-edge detector
@004b9608 sit adjacent in the image).  The binary has NO dynamic myomer->
speed feed: AvailableOutput has exactly TWO callers in the whole image --
RegisterMaxOutput (assembly) and the SeekVoltageGraph sampler -- and
speedEffect@0x31C is a published GAUGE attribute.

The authentic myomer system (now fully live):
1. drive heat (#85, this morning);
2. VITAL death -- myomers are the only authored vital=1 subsystem
   (BTL4.RES res+0x48 scan): destroying them kills the mech via the #80
   vital-crit path (this is also the ram-death mechanism -- myomers are a
   0.35-weight collision-rattle target);
3. the assembly-time gait cap: RegisterMaxOutput @004b8ef0 raises
   mech+0x7A0 to AvailableOutput(top gear) = base x ~1.4284 -- now called
   (idempotent max, per tick; the 0x358 layout lock leaves no latch room)
   with real OwnerBaseSpeed/OwnerMaxSpeed bridges; the old per-frame
   reverseSpeedMax2 heal that would have clobbered it is garbage-guarded;
4. the ENG-page power curve at correct absolute scale (real base speed);
5. electrical sourcing (low gears run on a browned-out generator).

REMOVED (inventions): the mechmppr `speedDemand *= speedEffect` demand
multiplier + BTMyomersDriveOf + the Myomers ConnectToMover/MoverAttach
family.  Damaged-but-alive myomers heat faster and drop the power curve
but do NOT slow the mech (gitea #75's premise is falsified by the binary;
the real damage slowdown is the LEG-damage gimp gait).  Seek gears change
heat/sourcing/graph -- never speed.

Verified live: a mech at myomer dmg=0.234 (speedEffect attr 0.766)
beelines at full commanded speed with dmgGain=1.234 heat; 0 faults.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_019Zh7PTkFy4KwTzVighLR9J
2026-07-31 09:17:31 -05:00
Joe DiPrimaandClaude Fable 5 31552c0444 #88 part 2: the central coolant pull-through -- HeatSink::DrawCoolant was a
return-0 stub; the Reservoir BAR now drops when a damaged mech leaks

The user watched the coolant panel's level bar during the leak bench and it
never moved -- correctly: a leaking subsystem drained only its own loop,
because the slot-14 top-up (DrawCoolant) was stubbed.  Disassembled the real
base @0x4add00: the draw RECURSES UP the sink linkage, scaling by
coolantFlowScale@0x15C per hop, terminating at the Reservoir's supply
(@0x4af3b0 -- clamp to [0, coolantLevel], drain the tank, return granted --
already faithfully ported as Reservoir::DrawCoolant).  The binary's terminal
hop is the bank's slot-14 override @0x4ae8b0 resolving its reservoir
connection @0x1D8 (the port's 'helper' member -- not vestigial after all);
the port's existing Reservoir-ctor Attach + Reservoir override terminate the
same chain equivalently (the extra bank hop scales by ctor-default 1.0).

Implemented the base recursion (null-guarded -- the binary calls through the
resolved link unguarded; authored topology always links) + a BT_COOL_LOG
[resdraw] probe at the supply.

Verified live: a destroyed myomer's damage leak pulled the central tank
6.0 -> 5.58 over ~30s ([resdraw] granted lines) -- Reservoir/CoolantMass,
the cockpit coolant bar, now visibly drops as a damaged mech bleeds
coolant, and DeathReset refills it on respawn.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_019Zh7PTkFy4KwTzVighLR9J
2026-07-31 08:47:55 -05:00
Joe DiPrimaandClaude Fable 5 a8a0042f28 #88: coolant leaks LIVE -- the #64 damageZone shadow was the single break
in the leak chain

HeatSink::UpdateCoolant prices the damage-driven leak from the QUALIFIED
engine member (Subsystem::damageZone @0xE0): coolantDraw = zoneDamage *
heatLoad, with the coolantActive hysteresis (= the ReportLeak attribute
the 19 authored leak watchers ride).  But the MechSubsystem ctor only
ever filled its re-declared SHADOW member (gitea #64, gotcha #1), so the
engine member stayed NULL forever, zoneDamage pinned 0, and a coolant
leak was STRUCTURALLY IMPOSSIBLE no matter how much damage landed --
Oracle's night-7 report exactly.  The #80 crit fix and the #83 collision
rattle write real subsystem-zone damage, but into an object the leak
reader could never see.

Fix: alias the ENGINE base member to the same zone in both MechSubsystem
ctors.  Every shadow reader keeps working (same object); the engine base
Subsystem::TakeDamage latent null-AV (#64 consequence 2) is disarmed;
the full #64 de-shadow sweep remains the long-term cleanup.

Verified live (solo, BT_COOL_LOG/BT_CRIT_LOG): collision rattle drove a
damaged Myomers to [cool] draw = dmg*heatLoad with the level draining;
sustained weapon fire rolled real crits ([critroll]) and produced 588
leak-pricing lines.  Authored routing extracted from BTL4.RES: collision
rattle targets HeatSinkBank 0.3 / Gyro 0.35 / Torso 0.25 / Myomers 0.35
(Condenser+Reservoir authored 0 for collisions); weapon crits select via
the zone's crit-entry list.  Known-remaining fidelity item (documented):
HeatSink::DrawCoolant (slot 14, central top-up) is still a return-0 TODO.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_019Zh7PTkFy4KwTzVighLR9J
2026-07-31 08:26:40 -05:00
Joe DiPrimaandClaude Fable 5 1570983fde #85: myomer drive heat LIVE -- the five Mech motion operands were return-0
shims, so the reconstructed integrator @004b8d18 accumulated zero forever

The integrator, its gates and the heat plumbing were all reconstructed and
running -- but OwnerVelocityMag/OwnerDriveMag/OwnerVelocityY/OwnerMotionGain/
OwnerMass were cross-family compile shims returning 0.0f, so the myomers
priced ratio^2 * damageGain * 0 every tick: ice cold at any seek (Oracle's
night-7 panel-confirmed report).

Operands re-grounded against the raw disasm + decomp and mapped to NAMED
members via a complete-Mech-TU bridge (BTMechMyomerMotionSample, mech4.cpp),
per the databinding rule:
  +0x1C4 vec  -> localVelocity.linearMotion
  +0x82C vec  -> localAcceleration.linearMotion (the authentic 15-ring
                 smoothed AccelerationLastFrame the port already maintains)
  +0x20C      -> moverMass (the collision divert's cell; the old "motion
                 gain" label was a misread)
  *(+0x250)   -> environment gravity (FUN_00421e2c: vy -= **(+0x250)/tick),
                 via GetEnvironment()->gravityConstant
So the heat physics reads: 0.005 * 1/2 m v^2 (kinetic work, per-tick/no-dt
in the binary -- kept verbatim, frame-rate note documented) + 0.2 * m g
|vy| dt (climb power) + 0.2 * m |v||a| dt (acceleration power), all scaled
by ratio^2 and (1 + zone damage).  Restored the binary's fabs(v.y) (the
draft had signed vy -- descending would have COOLED).

Authored tuning extracted from BTL4.RES (18 mech records, one shared
tuning): VelocityEfficiency=0.995, AccelerationEfficiency=0.8, gears
0.3/0.5/0.7/0.9999 rec idx 2; myomer thermal profile 77/1000/2000,
conductance 1.9e5, thermalMass 2.5e5.

Live-verified (solo arena, BT_MYO_LOG + BT_HEAT_LOG): standstill generates
~0; hard circling drove Myomers T 77 -> 1225 (past the 1000 degradation
line) and the coolant loop conducted it back to ~520 equilibrium on
slowing; damageGain live at 1.048 from grind rattle.

Known-inert remainder (filed in open-questions): the climb term reads g=0
because Mover::localEnvironment is never populated in the port
(EnvironmentZone res type 23 unwired); the mover feed (speedEffect ->
locomotion) stays WAVE 6.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_019Zh7PTkFy4KwTzVighLR9J
2026-07-31 08:14:05 -05:00
Joe DiPrimaandClaude Fable 5 37dd7f9663 collision-pricing audit: restore the binary's crash economy -- two fixes
A. KNOCKDOWN PACING: the 0.4s gBlockCooldown contact-hysteresis is gone.
It suppressed the crash knockdown for as long as contact was held, letting
the kinematic drive re-slam the obstacle at full commanded speed EVERY
FRAME -- continuous full-price crash self-damage, a healthy 65-tonner dead
in ~2-3s of grinding (the night-7 SAURON ram death, 110 priced frames at
|v|~34.7).  The binary needs no guard (crash threshold @0x4ab178 read from
the exe = 0.0, dispatch per blocked frame is authentic): the bmp clip
zeroes the drive, and a pressed mech re-triggers the knockdown at v>6.3
long BEFORE its grind can price anything -- the type-0 divert's 0.5-pt
free floor needs v>~18.5 at 65t.  Wall grinding is free taps + paced
staggers; only genuine fast arrivals pay.

B. RAW RAM DISPATCH: the *0.001 "ram economy normalization" (2026-07-12)
predated the #83 type-0 divert and became a double-normalization -- the
victim's divert scale (~4e-5) compounded with it, so NO physically
possible ram could clear the 0.5-pt free floor: rams were a no-op against
the victim while the rammer's own un-scaled crash path rattled for real.
The binary dispatches raw [T1 @part_012:15324]; the divert IS the
normalizer.  Also un-starves cultural-icon crunches (trucks now crush on
contact per their authored armor, not after ~19 bumps).

Bench (scratchpad/night7/mp_rampricing.sh):
- wall leg: 150s full-throttle wall push = 125 paced knockdown binds
  (~1.2s cadence, iv2 40-43), 4767 crash frames ALL under the free floor,
  0 rattle, 0 deaths (pre-fix: dead in seconds).
- ram leg: BT_GOTO=enemy + BT_GOTO_STOP=2 rams the peer; raw amount
  arrives byte-identical on the victim (66239.1 tx == rx), victim prices
  2.55 pts internal rattle (first ram damage to a victim in the port's
  history), pressed follow-ups free, 0 deaths both nodes, 108 knockdowns
  -> exactly 108 type-5 records on the observer (no skating regression).

KB swept: combat-damage.md (the 1.3e6 moverMass mis-attribution corrected
to the measured 60-90k tonnage scale), locomotion.md, rendering.md.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_019Zh7PTkFy4KwTzVighLR9J
2026-07-31 02:48:35 -05:00
Joe DiPrimaandClaude Fable 5 054c3f2eee #94: replicant un-wreck now rides the DEATH-STATE EXIT edge -- the zone
falling-edge latch was blind to zone-less (collision) deaths

The peer wreck lifecycle listened to two different signals: wreck ON came
from the replicated death explosion (unconditional), wreck OFF from a
damage-zone falling edge (wasWrecked latch, armed only when a zone crossed
>= 1.0 on the observer).  The #83 collision damage prices as internal
rattle and never moves a zone, so a fresh mech killed by ramming could
NEVER un-wreck on peers -- the live respawned mech drove around wearing
the hulk (night-7 field report: SAURON's Loki, screenshotted by both
observers at the exact minute the log analysis places the ram death).

MechDeathHandler::Tick now tracks prevMode and fires the rebuild + warp
when the replicated MovementMode leaves the death modes {2,9} -- only
Mech::Reset ever does that, and the state rides every record header, so
the trigger is cause-agnostic.  The zone falling edge just refreshes the
cache.  Side effect fixed for free: the peer respawn warp vortex now
plays for zone-less deaths too (same gate).

Bench (scratchpad/night7/mp_zoneless.sh + the new
BT_SELF_DAMAGE_TYPE=collision harness option, which dispatches type-0
through the real TakeDamage divert): 14/14 zone-less deaths un-wrecked
(mode 9->1) with zero zone rises on the observer; explosive regression
leg 12/12 with zone destruction active.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_019Zh7PTkFy4KwTzVighLR9J
2026-07-31 02:10:04 -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 14ff3519ac #83: the COLLISION DIVERT -- type-0 damage prices as internal rattle, never armor
The crash self-damage reconstruction (9c83a46) exposed its missing second
half: the binary's TakeDamage hub DIVERTS damageType 0 (@0x4a0368) into
FUN_0049ffcc -- an export-gap distributor recovered by raw disasm -- so
collision damage NEVER reaches the zone/armor loop.  Without the divert the
mover's raw kinetic-energy figure (60-ton mech: ~1000+ per wall tap, 90k+ on
a hard slam) fell into the WEAPON loop: 'tapped a wall and died instantly'.

The distributor, byte-anchored: gate on the owning player's advancedDamage
copy (+0x268 -- the manual's 'splash/collision damage' technician setting);
scale = (2000/moverMass) / (100 km/h in u/s)^2 / (1 - elasticity^2)
(tbyte 1/3.6 @0x4a0148; mass @+0x20c; elasticity @+0x244); scaled < 0.5 is
FREE; else Round(2x) sub-hits of 0.5 land on random INTERNAL subsystems
(HeatSink family / Gyroscope / Torso, drawn by collisionCriticalHitWeight
@0x10C) via ApplyDamageAndMeasure (@0x4ac07c).  Bridges: family derivations
(heat/gyro/torso.cpp), BTPlayerAdvancedDamageOn (btplayer.cpp).

Verified: bhk1 wall test -- 94k slam = 4.2 rattle pts in 8 sub-hits, taps
free (0.049 < 0.5), armor untouched.  A/B: arena wall-grind now 0 deaths,
27 rattle events, the limper STAYS GIMPED and peers' replicants re-enter the
gimp cycle between bounded staggers; grass circling unchanged (198 replicant
gimp entries).  [crashdmg]/[colldmg] probes document the pricing.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-30 17:04:24 -05:00
Joe DiPrimaandClaude Fable 5 9c83a468db #82 ROOT FIX: reconstruct the crash SELF-DAMAGE -- wall-grinding now hurts,
the knockdown storm self-limits, peers keep the limp

The 'peers see a limping mech skating' report decomposed into a wall-grind
KNOCKDOWN STORM: a gimped mech held against a blocking solid re-crashes each
time its gg cycle rebuilds speed (the gg ceiling is authentically the clip's
natural speed -- bhk1 ~14.9 u/s, ceiling+divisor @0x544/0x548, loader formula
byte-matched -- so iv2 ~222 >> the 40.0 threshold @0x4ab184), and every
type-5 KNOCKDOWN broadcast floors all peers' replicants into knockdown/trn
churn: gliding + leg-lifts = skating.  Turning and crushable cars were
A/B-exonerated (grass circling: 198 replicant gimp entries, 17 crunches,
zero broadcasts).

What the binary has that the port lacked -- recovered from the EXPORT GAP by
raw disasm (scratchpad/night6/gap_4a9770.txt, @4aa89f-4aaab4) -- is the crash
branch's tail: fallDirection = worldToLocal(damageForce) (FUN_0040879c, M^T v,
un-normalized), fallScalar = -(fallDirection . localVelocity.linearMotion),
and a self-dispatched TakeDamageMessage{0x64, zone=-1, the engine-computed
collision Damage verbatim}.  A wall crash COSTS ARMOR, so the grind degrades
the mech instead of looping forever.  That dispatch was the long-standing
'DEFERRED' note in the response policy; now reconstructed.

Falsified en route (comments + KB corrected, do not revive): the stagger's
FUN_004a4c54(1)/(0x20) 'action-request flags' feed NO drive suppressor --
image-wide sweep + full gap disasm show word[this+0x18] is read only by the
net record emitter; the bmp clip applies NO root motion (adv=0 measured); the
'gimp cap 5.8' figure was the BACK-cycle stride printed under a misleading
label (now ggCapL/R; @0x52c has no binary consumer).

Verified (mp_gimpAB rigs): arena1 wall-grind now 4 bounded strikes, limper
dies of its crashes and respawns cleanly twice (START->RESET, no strand);
grass circling unchanged-clean (198 replicant gimp states, 0 knocks).
Rig: pid capture race fixed (a missed winpid left a stale node holding the
-net port -> null runs), per-config sweep added.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-30 16:18:28 -05:00
Joe DiPrimaandClaude Fable 5 4e89baeff3 bench parity: local nodes now launch exactly like a player's shortcut
Local benches had drifted from the shipped launchers and every divergence
cost a debugging session:

  * no BT_START_INSIDE -> benches opened in the EXTERNAL CHASE camera while
    every player starts in the COCKPIT.  The first first-person look at a
    bench window was misread as a broken HUD.
  * novice bench eggs  -> every SHIPPED egg is expert; novice gates off the
    entire heat model, crits and jams, so bench combat was not field combat.
    (Verified: the aligned node now boots experience=3 simLive=1
    heatModelOn=1, where it used to boot 0/0/0.)
  * 1-LP affinity pins -> starved the gauge executive and produced a false
    "the comms panel never counts deaths" reading.  Two LPs per node keeps
    the documented single-box jitter fix without the starvation.

scratchpad/night6/bench_common.sh now owns the contract (bt_player_env,
bt_launch, bt_expert_egg, bt_novice_egg) copied verbatim from play_solo.bat,
with bt_assert_player_env warning if the shipped bat ever drifts.  All three
4-node benches source it.  The limp bench keeps a novice egg -- expert crits
the aimed leg and the mech turns-but-never-moves -- and now says so loudly.

Also: BT_SHOT_EVERY=<n> headless backbuffer capture (btl4vid.cpp), the tool
this was diagnosed with.  It must sit above the warp phase-0 early-out since
that fn is the per-frame alpha-pass hook.  OS screen-capture is off-limits:
a foreground-lock failure photographed the user's browser instead of the game.

KB: build-and-run.md gains the bench-parity rule + the capture diag;
cockpit-view.md gains the measured aspect/FOV finding (the surround's 2.05:1
view collapses vertical FOV to 31.5 deg vs the pod's 46.8, so fixed canopy
geometry covers 68.6% of the lower half -- NOT a regression: the shipped 643
binary reports identical geometry).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-30 13:30:30 -05:00
Joe DiPrimaandClaude Fable 5 82f1ea1183 bench: symbolic leg-zone targeting, gimp-follow/goto-release, legal egg colors
- BT_SELF_DAMAGE_ZONE=leg resolves the mech's actual leg zone via the
  streamed LegDamageZone flags (new Mech__DamageZone::IsLegZone) -- numeric
  zone ids are per-mech-type and a wrong one aims at a vital (killed the
  limp bench's mech instead of gimping it: 2 ticks, death cycle, respawn
  healed, harness spent -- 3 minutes of healthy circling).
- BT_GOTO=gimp: beeline mode that prefers the nearest LIMPING peer (gimp
  half-states 3/4 ride the one-cell in every update record); stands and
  waits while nobody limps.  BT_GOTO_RELEASE=1 hands the mech back to the
  keyboard once the beeline arrives.
- MP.EGG/MP4.EGG/MP4L.EGG: color=Red and color=Blue are PATCH values, not
  colors (RES vehicletable colors: Black/Brown/Crimson/Green/Grey/Tan/
  White) -- the two pilots carrying them rendered as untextured pastel
  mechs.  Boreas Red->Crimson, Caicias Blue->Grey.  MP4L.EGG = the 4-pilot
  bench egg on the open grass map.

4-node limp verification (user-eyeballed, all instances): the gimped mech
step-drags with the authentic limp on every observer -- no skating (#82
holds in the 4-node overlap case).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-30 12:32:26 -05:00
Joe DiPrimaandClaude Fable 5 494f32efb4 #45 ROOT CAUSE + FIX: the gauge executive starves in MP -- panels froze at healthy fps
Instruments repaint via the background task pump, which authentically runs
ONLY in the frame's leftover time with a floor of ONE pump per frame; the
gauge renderer is 1 of ~7 round-robin tasks and each turn advances ONE gauge
of ~140 active, with the rate mask advancing once per full sweep.  On a busy
MP mission the foreground eats the whole frame budget, the floor becomes the
norm, and the whole instrument stack rotates once in MINUTES at perfect fps:
comms-panel K/D stuck at 0, recharge tickers frozen, while the tallies and
their replication underneath were exactly right.  Measured: 4-node bench at
70-90 fps gave the PilotList ~2 Execute turns in six minutes.

Fix, both env-tunable, authentic behavior restorable:
  BT_BG_MIN      (APPMGR.cpp, default 32, 0=authentic)  minimum background
                 pumps per frame regardless of slack;
  BT_GAUGE_BATCH (GAUGREND.cpp, default 32, 1=authentic) gauges advanced per
                 gauge-renderer turn (a visit is only a rate-mask check
                 unless the gauge is due).
Verified 4-node self-damage bench: sweeps 0.006/s -> 18-20/s, PilotList ~10
Exec/s, ALL FOUR panels tracked every death live (0->11) within ~1s, bg cost
2-4 ms/frame, respawn ledger clean (40 cycles, 0 swallow / 0 mismatch).

Also: BT_PERF now reports gaugeTurns/sweeps/active alongside bgTasks;
BT_AF_PERIOD now throttles the missile autofire group too (unthrottled spam
trips the documented FailureHeat all-weapons brick, which froze run 1 of the
cross-fire bench).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-30 11:22:47 -05:00
Joe DiPrimaandClaude Fable 5 bfa1b04990 #81 follow-ups: peer warp must not stomp the POV vortex; panel draw probe; mech3 ghost symbols
Two field observations from watching the 4-node stress, both run down:

1. "A respawn happened without the blue vortex" -- REAL.  The translocation
   effect is ONE global slot shared by the POV lifecycle and the world-anchored
   peer sphere (a port extension).  A peer's un-wreck arriving while the local
   pilot's own collapse/wait/expand was in flight overwrote gWarpPhase/gWarpPOV
   and killed the POV vortex.  Invisible before the respawn fix only because
   overlapping respawns barely existed; now they are routine.  Fix: the POV
   lifecycle owns the slot -- BTStartWarpEffect self-skips while it is active
   ([tloc] peer warp SKIPPED).  2-node bench: 20/20 POV collapse+expand pairs,
   9 peer spheres played, 11 correctly skipped; solo: 8/8 pairs unchanged.

2. "Comms panel counted no deaths" -- panel machinery CORRECT; the 4-node
   zeros were the bench's own CPU crush (4 core-pinned instances starved the
   PilotList to <0.6 Hz, so rows redrew minutes-stale).  Added the arbiter:
   [score] panel DRAW slot/pilot/kills/deaths edge log (BT_SCORE_LOG) -- the
   2-node rerun drew 0->9 / 0->11 live on both nodes, local AND replicated
   (SBMIRROR rows confirm owner->replicant tally flow on all 4 stress nodes).

Also: the mech3 offline-authoring stubs declared every <Subsystem>::DefaultData
as Entity__SharedData while the real statics are Simulation__SharedData (this
engine derives Entity FROM Simulation) -- ~20 ghost symbols /FORCE silently
resolved to garbage.  DefaultData half fixed (SubsystemDefaultData now returns
the true common base Simulation::SharedData); the CreateStreamedSubsystem stub
signatures remain wrong (nested SubsystemResource* + ResourceFile*), are
cold (no callers), and are tracked in open-questions + gotchas §6 stub-typedef
corollary.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-30 10:10:29 -05:00
Joe DiPrimaandClaude Fable 5 a357dc4265 #81 GHOST MECH FIXED: release the death latch + stop the duplicate VehicleDead
Two defects that were masking each other, both now fixed and benched.

1) THE LATCH NEVER RELEASED ON FAILURE.  The binary's FUN_004c012c tail is
   Post(...) ; *(this+0x290)=0 ; *(this+0x258)=0   (part_013.c:10519-10523).
   We had the Post and the suppressConsole and were missing the middle
   instruction, so deathPending cleared only on SUCCESS paths.  One failed
   respawn latched the pilot for the whole mission: every later death hit the
   dedup and was SWALLOWED, so the cycle could never restart -- a transient
   hiccup became a PERMANENT ghost (dead, un-Reset, still driveable, a burning
   wreck on every peer that sinks after ~18s and can never be drawn again).
   Binary evidence: +0x290 is written in exactly THREE places in all of
   BTL4OPT.EXE (0x0b75fb, 0x0bffe3, 0x0c0a05) and all three store a ZEROED
   register; there is no write of 1 -- or any non-zero, in any instruction form
   -- anywhere.  The dedup gate itself IS authentic (@004c05c4 does
   mov edx,[ebx+0x290]; test edx,edx; jne ret), so it is kept.

2) VehicleDeadMessage WAS DISPATCHED TWICE PER DEATH.  BTPostKillScore
   (btplayer.cpp:2263) sent a second one "to credit a death", but that message
   is the RESPAWN-CYCLE TRIGGER, not a scoreboard increment, and the tally is
   already credited by the handler's ++deathTally (:538).  Both fire inside the
   same death transition (BTPostKillScore at mech4.cpp:2006, the hardened
   authentic notify at :2110), so they were always paired.  Removed; the kill
   credit above it is untouched (it correctly uses a ScoreMessage).

THEY HID EACH OTHER: the duplicate made the latch look necessary, and the latch
made the duplicate invisible.  Every "death ... SWALLOWED" warning in the field
logs was just the latch deduping our own duplicate -- 8 of 8 deaths, a 100% base
rate, which is exactly why it correlated with nothing when tested.  Fixing
either alone makes things visibly worse (the first bench of fix 1 alone produced
a DOUBLE cycle: deathCount double-incremented, cycle 1's re-post gone stale and
tripping the drop-zone MISMATCH).  That is why earlier passes at #57/#55 kept
adding clear-sites instead of finding the root; the binary broke the tie.

VERIFIED
  solo: 17 consecutive death/respawn cycles, every one START->RESET,
        0 swallowed / 0 mismatch / 0 crash.  Pre-fix this strands permanently
        after cycle 1.
  MP  : two nodes over a real network path with cross-machine drop-zone replies
        (each node's request is answered by the OTHER machine) -- A 11 cycles,
        B 12, 0 swallowed / 0 mismatch / 0 discarded / 0 crash.
  harness: BT_SELF_DAMAGE_REPEAT=1 re-arms the self-damage bench after respawn
        so multiple cycles can be driven (a one-death harness can never
        exercise this fix).  scratchpad/night6/mp_ghost.sh.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-30 08:49:27 -05:00
Joe DiPrimaandClaude Fable 5 0dbdad17f3 #81 ghost: light the SILENT DISCARD -- the only path a respawn can vanish on
Walked the respawn handshake end to end and measured the assumptions.  Two
eliminations and one find:

ELIMINATED: the engine hunt re-posts to itself every 2s forever while the mech
is dead (PLAYER.cpp:325-327; its only state-based exit never fires, see below),
and the DropZone re-grants the SAME slot to a repeat request from the same
requester+deathCount even while busy (DROPZONE.cpp:182-194).  So neither a
transient "no slot" nor a single lost reply can strand a respawn -- the request
keeps being re-sent and re-granted.  A permanent strand needs a permanent cause.

THE FIND: BTPlayer::DropZoneReplyMessageHandler ends
  if (!playerVehicle) ... else if (deathCount == message->deathCount) ... else { return; }
and that last branch was a BARE RETURN WITH NO LOG.  The drop zone grants a
spot, replies, the numbers disagree, the reply is dropped, deathPending stays
latched, the mech is never Reset -> permanent ghost, zero evidence.  That is
why 6 of 8 field cycles stranded silently.  Now always-on, printing the
DIRECTION of the mismatch: msgDeath < ours = genuinely stale (dropping is
right); msgDeath > ours = our counter is behind and we just threw away a LIVE
respawn -> points straight at #45 (the death tally does not replicate).
Deliberately NOT auto-recovered: guessing would be a stand-in, and the wrong
guess resets a mech that is still alive.

LANDMINE DOCUMENTED IN CODE: Set_Alarm_Level is an empty stub (btstubs.cpp:87),
so the death path's Set_Alarm_Level(this+0x2c,1) and the reply's (+0x2c,2) are
no-ops.  Their values decode against Player's enum as DropZoneAcquiredState(1)
and VehicleTranslocatedState(2), which makes "these should obviously be
SetSimulationState() calls" both attractive and CATASTROPHIC: the engine hunt is
gated on GetSimulationState() != DropZoneAcquiredState, so setting 1 on death
would stop AssignDropZone ever being dispatched and ghost EVERY pilot.  Measured
our simulationState at 0x24 (not 0x2c) and the write leaves it 0; in the binary
+0x2c is the Simulation-base alarm (the field the mech side calls graphicAlarm,
@0x4ac126 "owner alarm+0x2C -> level 9"), which our layout models only on Mech.

Verified solo: a healthy death+respawn logs the grant and the RESET and emits
ZERO discard/gate-off lines (no false positives).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-30 01:08:01 -05:00
Joe DiPrimaandClaude Fable 5 ba6756c40a drop-zone / respawn instrumentation: make the GHOST MECH visible in field logs
The ghost (a player who dies, never respawns, stays dead-but-driveable and is a
wreck on every peer) traces to a respawn stalling on drop-zone acquisition:
DropZone::AssignDropZoneMessageHandler grants a slot only if IsAvailable(), and
when none is free it reposts to ITSELF every 0.1s at MaxEventPriority and never
replies -- so deathPending is never cleared.  This whole subsystem was DARK: not
one drop-zone line in a full night of field logs.

ALWAYS-ON (no env gate -- rare, catastrophic, field-only, same rationale as the
#57/#59 guards; volume bounded and rate-limited):
  [dz] POOL   -- slots + downTime + proximity radius, once per mission
  [dz] GRANTED-- one per respawn, with the WAIT time; tags (GHOST RECOVERED)
                 when a long-stalled request finally lands (what testers see as
                 "it fixed itself")
  [dz] STALL / GHOST LIKELY -- escalating, per-waiter rate-limited, and it names
                 WHY each slot is busy (age + last user), which discriminates
                 cooldown saturation from proximity blocking -- different fixes
  [dzreq]     -- the REQUESTER half: re-try count for this death, and msgDeath vs
                 our own deathCount.  The engine gates the hunt on those being
                 equal AND the DropZone resend net is keyed on the same value, so
                 a mismatch breaks both silently (cf #45, tally replication).
BT_DROPZONE_LOG=1 adds the verbose per-request slot dump for bench work.

First run already overturned a theory: slots=8, so an 8-slot pool cannot be
cooldown-starved by 5 players (max 5 on cooldown at once) -- the shared
dropzone=one in eggmodel.py is NOT the bottleneck.  Suspicion moves to the
handshake (lost reply / deathCount mismatch).

Verified with NO env vars set, exactly as a tester runs it: 4 probe lines for a
full death+respawn cycle, all in the normal day log.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-30 00:13:14 -05:00
Joe DiPrimaandClaude Fable 5 e1c15eb806 #82 peers see a limping mech SKATING: the mech erased its own gimp cell every frame
The binary's one mech+0x40 IS Simulation::simulationState, which rides EVERY
update record header -- so in 1995 a peer's replicant learned the gimp level on
every packet and its gait limped with no gimp-specific replication anywhere.
The port's Mech::PerformAndWatch wrote SetMovementMode(1) every frame ("ground,
non-death, non-airborne"), which erased the level once it was mirrored in for
the warning voice (#78): the wire carried 1, bystanders walked while sliding at
limp speed, and the voice sequence restarted on every damage event (1->4 edge
per tick) instead of announcing once.

- mech4: that per-frame write now writes the AUTHORITATIVE level
  (gimped ? 3/4 : 1) via a new alarm-only bridge BTMechGimpAlarmLevel -- which
  deliberately never consults the cell it feeds, so a respawn-cleared alarm
  cannot re-latch stale gimp out of it.
- BTMechGimpLevel: falls back to the replicated cell, with ONE-CELL precedence
  (a fall/death/limbo state wins, so the normal drivers and their death latch
  run -- what the binary's single cell enforced structurally).
- Reverted the #78 record guard: on a replicant the master's records are
  authoritative, so pinning 3/4 against them would keep a peer limping through
  a respawn.  Fixed at the writer instead.
- [simstomp] trap now scoped to the watched mech with a module-relative return
  address (symcrash-able) -- that is what named the writer.
- Also learned + recorded: zone damage levels replicate only when the EXPLOSION
  TABLE's tier is crossed (peer measured at 0.428 vs master 0.857), so peer-side
  damage state must never be inferred from them.

Verified two-node (scratchpad/night6/mp_skate.sh): the observer's replicant gets
sim=4 and its gait runs 23 -> 25 (wgr entry -> ggl limp cycle).  Field clue that
cracked it: "after respawning a peer DID see the limp" (epilectrik/SAURON).
KB: locomotion.md + gotcha #25.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-29 22:29:03 -05:00
Joe DiPrimaandClaude Fable 5 98907f45af hotfix: null-damageZone guard on the crit path (field crash, build 641, Conn Man's Owens)
First field session with real crits (#80) found a weapon subsystem with a
NULL damageZone: Mech__DamageZone::CriticalHit -> ApplyDamageAndMeasure ->
MechWeapon::TakeDamage +0xf (the engine base derefs the zone unguarded --
every 1995 subsystem shipped with one).  Stack symbolized from the field log;
the path was unreachable before tonight because ApplyDamageAndMeasure was a
stub until #80.

Guards at both choke points; a one-shot [crit] log NAMES the zoneless
subsystem when hit so the root cause (build that subsystem's zone) can be
fixed from the next field log.  Owens crit bench: no crash, guard inert on
zoned subsystems.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-29 21:41:02 -05:00
Joe DiPrimaandClaude Fable 5 5b19cd6c3f demo/bench harness polish: BT_SELF_DAMAGE_DELAY + two harness bug fixes + the OBS limp demo bat
- BT_SELF_DAMAGE_DELAY=<s>: hold the harness off for n seconds (capture demos:
  healthy walking first).  Fixed its underflow bug (the countdown crossed below
  zero, which is also the "read the env" sentinel -- the delay re-armed forever).
- The one-death latch was fed by EVERY mech's update: a mission that generated
  any destroyed mech entity tripped it at frame one and the harness silently
  never fired (random per mission roll).  Now viewpoint-mech only.
- run\limpdemo.cmd: the OBS capture demo -- 30 s healthy auto-walk, then the
  leg crosses half on the final damage tick: klaxon-klaxon-"reverse disabled"
  + the limp, then unlimited limp footage (waypoint 8000,8000).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-29 19:47:20 -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
Joe DiPrimaandClaude Fable 5 520f6eecd3 myomer damage reaches the wheels, legs gimp at half structure, reverse refuses -- and an ODR trap unmasked (#75/#78)
The speed-demand site (MechControlsMapper::InterpretControls) now applies the
drive scale the mover's feed roster applied in 1995: speedDemand multiplies by
the myomers' live speedEffect (gear ratio, thermal curve, 1 - zone damage, via
the BTMyomersDriveOf bridge) and, while GIMPED, by 0.5 [T3: VGL Lynx's
"roughly 50%", BT_GIMP_SPEED overrides]. The gimp states were already being
raised -- mechdmg sets graphicAlarm 3 (left) / 4 (right) when a LegDamageZone-
flagged zone crosses half structure -- but nothing downstream ever saw them.
While gimped, reverse input is refused ("reverse disabled"), matching the
old-timers' account; the pod's audio cue rides the alarm's watchers.

Bench, one trajectory, arithmetically exact: a deterministic right-leg ramp
(the new BT_SELF_DAMAGE_ZONE harness) crosses 0.5 and the demand goes
44.837 -> 6.726 = 44.837 x 0.5 (gimp) x 0.3 (a crit-chewed myomers from the
same ramp -- the #80 crits composing with #75's scale, unprompted).

The reason "nothing downstream ever saw them" is the real find of the night,
now gotcha #23: AlarmIndicator is typedef'd to DIFFERENT TYPES per header
family -- mech.hpp says ReconAlarm (4 bytes), heat.hpp says GaugeAlarm (0x54)
-- so Mech::graphicAlarm and EVERY member after it sit at different offsets
depending on a TU's include order. mechdmg wrote level 4 and read it back;
mechmppr read 0 from the same object, same expression. No compiler error can
catch it: each TU only ever sees one definition. Until the split is audited,
cross-TU reads of the gimp level go through BTMechGimpLevel (compiled in
mechdmg's TU) -- and the same split-brain explains why the port carries the
binary's ONE movementMode cell as two live members (engine simulationState vs
graphicAlarm level) that never meet.

Also landed en route: the Myomers un-powered self-repair observed healing in
the field logs at exactly 0.011 x the authored Explosive scale per tick --
the 2026-07-29 reversal confirmed live; and Mech message 0x15 "RealMaxSpeed"
raw-decoded (@0x49f604: sets mech+0x7a0 from the message unless the +0x7a4
latch holds -- a console-tunable top speed).

Open on #78, documented in locomotion.md: the Gimp animation clips (authored
keys in the binary's model-record parser; mech2's state enum vs mech3's
reverse-fix disagree about slots 0x12-0x17 -- reconcile before wiring) and
the audio-cue binding.

Diags: BT_SELF_DAMAGE_ZONE, BT_DRIVE_LOG, BT_GIMP_SPEED.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-29 14:29:36 -05:00
Joe DiPrimaandClaude Fable 5 8a99972f22 aimed fire strikes the part under the crosshair: the per-segment pick (#73)
The port's target pick was a whole-mech bounding-box slab test, and every hit
-- aimed or not -- dispatched zone -1 into the victim's cylinder lottery. The
recovered 1995 model (the division-card scene intersection) struck a SEGMENT
and credited that segment's own damage zone. This is the port's equivalent.

At render-tree build, each segment's draw object and its PrimaryDamageZone --
authored per segment in the skeleton stream, read by JMOVER.cpp:290 -- are
recorded in MechRenderTree::segPick. The pick (BTL4VideoRenderer::
MechSegmentPick) ray-tests the per-segment bounding spheres on the live posed
skeleton, using the draw-cached mLocalToWorld (at most one frame stale, fine
for aiming).

Selection is SPECIFICITY-FIRST: among the spheres the ray pierces, the
smallest radius wins, normalized-distance tie-break. Both obvious rules were
measured failing the same way before this one: the torso mesh's sphere
(r~4.1 on the MadCat, vs shoulders at r~1.0) envelops nearly the whole mech,
so its front face is nearest for any aim AND any near-body ray normalizes to
~0 against it. Limb spheres nest inside the envelope; smallest-pierced picks
the most specific part on the aim line, and the torso wins only when no limb
is threaded -- the per-part semantic the pod's mesh test produced.

mech4.cpp tries the segment pick per candidate; the box PickRayHit survives
only as the fallback (no tree yet, wrecked, spectator), still carrying zone
-1 into the lottery, and a structure occlusion clears the zone. The winner's
zone rides MECH_TARGET_SUBIDX + targetReticle.targetDamageZone into
SendDamageMessage, so aimed hits now dispatch a real zone; the victim's
handler applies it directly (bursts 2+ still re-lottery, authentic per the
recovered @0x4a0230 loop).

Bench, the same L/C/R sweep that exposed the bug: aiming left now lands
36/41 hits on zone 2 = jointlshoulder -- the left arm -- with a 0.30 thread
score, where the same aim was a 6-way lottery spray before. The MadCat's
authored segment->zone map is rich (shoulders 2/9, guns 6/17, hip 1, six leg
zones, torso 0). Known approximations, flagged for field verification:
sphere bounds rather than triangles, and a torso-envelope graze credits the
torso where the pod's exact mesh test would have missed into air.

The field protocol is the one the testers already ran on night 6: stationary
mechs, short range, fire only at one arm -- the paper doll should now damage
THAT arm.

Diag: BT_PICK_LOG ([segpick] map at build, [pickwin] per pick).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-29 13:04:11 -05:00
Joe DiPrimaandClaude Fable 5 a5fb96ae96 the crit system, complete: two gap functions recovered, the dead sink revived, and a wrong verdict reversed (#80)
The whole critical-hit pipeline was dark, three layers deep, and one of those
layers had fooled us into a false conclusion about the 1995 binary itself.

LAYER 1 -- the trigger, recovered from the un-exported gap. The Mech MESSAGE
TABLE at 0x50bdf8 ({id, name, handler} rows) names the real
Mech::TakeDamageMessageHandler at 0x4a0230 -- message 0x12 "TakeDamage" --
plus seven sibling handlers (PlayerLink, RealMaxSpeed, BalanceCoolant,
Set/ClearBurningState, EjectPilot, DuckRequest). Inside it, the crit chance
at 0x4a0164: p = clamp(0.7 * damageLevel^2 + 0.01, 0..1), gated on the
player's simLive flag (+0x25c -- novice never crits), rolled PER BURST on the
current zone, skipping a zone already burning. Chance is ~1% on fresh armour,
~18% at half-stripped, ~58% at 90% -- crits arrive exactly as armour fails.

The handler's application loop replaces the engine base's single call, which
ignored burstCount entirely (multi-burst damage under-applied (burst-1)x).
Faithful shape: per burst, crit-roll -> CriticalHit @0049ccc4 (which routes
half the amount through the armour internally and picks ONE critical
subsystem by criticalWeight) else zone->TakeDamage -- then RE-RUN the
cylinder lottery from the impact point for the next burst, stopping early
once the mech is disabled. Multi-burst damage sprays across zones by design.

LAYER 2 -- the sink. MechSubsystem::TakeDamage was an empty btstubs stand-in;
the real body is at 0x4ac0bc (CLASSMAP had that address mislabeled
"HandleMessage"): zone damage, then on level >= 1.0 the Destroyed alarm, the
PrintState gate, the 1.0 pin, and -- for a vital subsystem -- the owner
mech's graphicAlarm to level 9, the same fall/death level the leg path
raises. That is the #28 vital-subsystem kill machinery, now real.

LAYER 3 -- the one that rewrites yesterday. The subsystem ctor DID copy
armour points + per-type scales into the private zone -- through the
ReconDamageZone PROXY, whose fields sit at struct offsets +4/+8, not the
binary's +0x140/+0x144. The floats landed on the engine object's header and
the real damageScale[] stayed zero. The 2026-07-28 experiment that "proved"
subsystem zones cannot be damaged -- and that the Myomers un-powered
self-repair was dead code in the original -- was measuring exactly this port
bug. Both verdicts reversed: the binary ctor (0x4ac7bb) initializes the zone
from the resource keys WeaponDamagePoints (required) + CriticalHitScoreBonus
(required) + Collision/Ballistic/Explosive/Laser/EnergyDamagePoints, none of
which the CSS parsed. Now parsed (with the binary's own error strings), and
the ctor writes the engine's NAMED members -- layout-parity holds, so they
land on +0x140/+0x144 faithfully. The Myomers repair branch is LIVE, in 1995
and here. KB corrected and swept (combat-damage, subsystems WAVE 6,
myomers.cpp, CLASSMAP).

Live-verified twice: [subarmor] prints real parsed scales for every subsystem
at spawn (HeatSink pts=10 scale=0.1x5, Condensers pts=5 scale=0.2x5, ...);
[critroll] landed full-chain crits in both runs (zone -> weighted pick ->
subsystem's own zone driven to 1.0 -> Destroyed); mech death/respawn and the
ammo gates un-regressed; zero crashes/asserts. Honest gaps: burst>1 spraying
is transcribed but not yet exercised live (self-damage fires burst=1), the
damageType==0 COLLISION divert (@0x49ffcc) is documented-not-reconstructed,
and the id-0x16 damage/kill report messages to the players (the authentic
stats plumbing, decoded to field level in the KB) are deferred to the #45
work.

Diags: BT_CRIT_LOG ([subarmor] + [critroll]), the existing BT_DMG_LOG.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-29 10:08:33 -05:00
Joe DiPrimaandClaude Fable 5 819772f974 the rest of the Myomers wrapper: two live outputs recovered, and one branch that never fires
Follow-on to b70654d, which chained the base sim and stopped there. Decoding
the remaining 0x17c bytes of @004b8b9c turned up four more blocks the port had
dropped along with it. In binary order the registered Performance is:

  @004b8bab  chain PoweredSubsystemSimulation                  (fixed in b70654d)
  @004b8bb9  un-powered self-repair of this myomer's own zone   (dead -- see below)
  @004b8c1e  republish outputVoltage@0x344 from the source
  @004b8c5a  republish speedEffect@0x31C, the drive fed to the mover
  @004b8ceb  run the inner integrator, ONLY when outputVoltage > 0

speedEffect is the interesting one. AvailableOutput scales by the Mech base
speed and the wrapper divides by it again, so the two cancel and what lands in
+0x31C is a 0..1 FRACTION of full drive carrying the gear ratio, the thermal
degradation curve and the accumulated zone damage. Neither it nor outputVoltage
was ever written before: outputVoltage sat wherever the ctor left it and
speedEffect stayed pinned at its ctor 1.0f.

Un-stubbed DamageStructureLevel() while in here. It was `return 0.0f`, which
held AvailableOutput's (1 - damage) factor at 1, so a shot-up myomer drove
exactly as well as a fresh one. Routed to the base's GetSubsystemDamageLevel()
bridge, the same cell sensor.cpp:312 already reads. Measured dmg=0.6 -> speed=0.4.

@004b8bb9 does not work, and did not work in 1995 either. It builds a Damage
(Explosive, amount 0xbc343958 ~= -0.011f, impactPoint from owner+0x100, burst 1)
and calls the ZONE's TakeDamage -- vtable +0x18, not the subsystem's +0x24 -- so
the plain `damageLevel += amount * damageScale[type]`. Read on its own that is
"a myomer you power down slowly heals". But a subsystem's private zone is built
by the 2-arg `new DamageZone(this, 0)`, and DAMAGE.cpp:187-190 zeroes all five
damageScale entries; Reset never touches them and the only other writer is
Mech__DamageZone, the mech's streamed zones. The sum is always `+= amount * 0`.
Seeded a zone to 0.6, held it at NoVoltage for ~1500 ticks: damageLevel never
moved. Reconstructed and deliberately not "fixed" -- a working repair here would
be behavior we invented. The crit path reaches subsystem damage by writing
damageLevel directly, which is why subsystems still die.

That generalises, so it is written up in context/combat-damage.md on its own:
you cannot damage a subsystem's own zone through DamageZone::TakeDamage at all.
Anything reconstructed later that means to hurt a subsystem has to go the way
the crit path goes, or it will silently do nothing.

Verified, self-damage runs across two death/respawn cycles:
  torso    96/96 samples elec=4, zero dips
  myomers  96/97 elec=4 (the odd one is the first tick, before the machine runs)
  healthy  outV=10000 speed=1     un-powered  outV=0 speed=0

BT_MYOMERS_LOG probes the four outputs; BT_MYOMERS_REPAIR_TEST=<level> seeds the
zone and drops the subsystem into Manual so the repair branch can be watched
without the AutoConnect hunt restoring power a frame later.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-28 16:06:56 -05:00