User video evidence (lasers firing at nothing) + the colleague's
torso-locked report + the binary all reconcile into one model:
The boresight pick hits the WORLD, and the target slot mech+0x388 holds
whatever entity is downrange:
- enemy mech under the boresight -> aimed target (hull point -> STEP-6
zone under the boresight, hotbox + lock ring, damage);
- else the TERRAIN downrange (BTGroundRayHit to 1200) -> the beam and
missiles fire at the scenery ("firing at nothing", as in the pod
videos), range caret reads the ground distance (authentic :5639), no
damage;
- else (sky) -> no target, and the weapon's own double 0x388 gate
refuses the discharge.
Binary evidence for non-mech targets: HudSimulation :5620 explicitly
handles a target WITHOUT damage zones (target->0x120 == 0) -- dead code
if only mechs were ever targeted. The pick is automatic every frame
(0x388: 11 reads / 0 direct stores in CODE).
Implementation: gBTTerrainEntity captured in MakeEntityRenderables
(Terrain::GetClassDerivations); mech4 pick = enemy PickRayHit else
ground ray -> terrain entity + ground point; damage/hotbox/lock only
for the mech pick; the task-40 enemy auto-converge REMOVED (facing away
now fires at the scenery, not magically at the enemy -- the user's
complaint). Verified all three states headless (BT_AIM 0,0 / .6,.5 /
0,-.8): aimed zone hits / terrain beams + 0 damage / no discharge.
Fourth (and evidence-complete) targeting model iteration; KB updated.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
BT_ROSTER dump (the shipped subsystem stream is the authority): the pod
Blackhawk mounts 5 Emitters (two laser types) + 2 MissileLaunchers each with
its own AmmoBin -- the periodic missile volleys are the real loadout firing
on its own recharge, NOT a placeholder weapon.
What WASN'T authentic: one key firing everything (the bring-up collapse of
the controls mapper). Interim split toward the real weapon groups:
SPACE = energy weapons (lasers)
CTRL = missile launchers (the projectile-weapon channel)
New gBTMissileTrigger pulse; projweap's fireImpulse moves onto it; the
BT_AUTOFIRE harness drives both channels. The full controls-mapper weapon
grouping stays the deferred authentic reconstruction.
Also: BT_ROSTER=1 one-shot loadout dump (class name + id per subsystem).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The gauge-databinding-map workflow found most cockpit gauges resolve NULL
because the reconstructed subsystems publish only a fraction of the attributes
the config binds. First publishing batch (attribute tables are read-only static
data; ids kept a dense prefix from each parent's NextAttributeID):
- HeatSink table dense-append: DegradationTemperature/FailureTemperature (the
condenser temp-bar warn/max endpoints -- were NULL, so the two-part bars could
not scale), NormalizedPressure/DegradationPressure/CoolantMassLeakRate, and the
HeatSink link. Condenser/Reservoir inherit this -> all 6 condenser temp bars
now resolve current/warn/max (verified: BT_GAUGE_ATTR_LOG all OK).
- PoweredSubsystem::GetAttributeIndex() (new) publishes InputVoltage->voltageSource
-- the cluster power-branch gate (the power-lamp/generator-voltage/state-lamp
sub-branch is skipped when it resolves NULL). Flows to Sensor/Myomers/weapons.
- MechWeapon::GetAttributeIndex() (new) publishes OutputVoltage/PercentDone->
rechargeLevel; Emitter/PPC/ProjectileWeapon/MissileLauncher/GaussRifle DefaultData
re-pointed at it (they carried an EMPTY default-constructed index -> resolved
NOTHING). Verified: the ER MED LASER / PPC / STREAK weapon clusters now render
live recharge dials (were blank TEMP/STATUS).
- Mech::SetTargetRange un-stubbed (radarRange = range) -> the radar map scale +
overlay range readout track the mapper's zoom (was frozen at 1000).
- GAUGREND ParseAttribute: env-gated per-binding resolution trace (BT_GAUGE_ATTR_LOG)
-- durable diagnostic infra for the wave.
Verified DBASE+dev gauges: no startup/gauge-construction crash (dense chain intact),
combat un-regressed (TARGET DESTROYED), clusters build with InputVoltage resolving.
Remaining config-binding NULLs: HeatSink/AmbientTemperature (aggregate bank, P3) +
Searchlight/LightOn (P1b).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Two issues the user hit driving the Mad Cat: (1) projectiles appeared to launch from the
mech's FEET -- MechWeapon::GetMuzzlePoint falls back to the mech origin (localOrigin) when the
weapon's mount segment (this+0xdc) doesn't resolve, so the passed muzzle was at ground level;
(2) they rendered as a thin laser-like line, not a missile.
Fix: BTPushProjectile now takes the SHOOTER mech and resolves the real launch port by NAME
(sitermissleport / sitelmissleport, alternating L/R for a salvo look; then torso ports, then
gun ports; then a raised fallback) -- the same segment-name -> world-transform mechanism the
visible laser beams use for the gun ports. The tracer is now a 3-part missile look (dim smoke
trail behind + orange body + hot flame tip) instead of a single thin beam. FireWeapon (both
ProjectileWeapon and MissileLauncher) passes owner as the shooter.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Interactive repro: fire one missile salvo, then only lasers. Cause: ProjectileWeapon::
CheckForJam gates the heat-scaled jam roll on `heatLoad > 0` (true whenever firing), and
the roll uses currentTemperature -- which the reconstructed heat model pins at a constant
~77 (thermalMass is huge, so temp doesn't rise/fall with fire yet). So the roll fired
spuriously on ~every shot, and since JammedState clears only on ResetToInitialState, a
weapon that jammed stayed jammed for the whole mission. (The auto-fire harness hid this --
it kills the target before jams accumulate.)
Fix: gate the roll on the weapon being in a degraded HEAT STATE (heatAlarm level >=
DegradationHeat) instead of raw heatLoad -- the authentic "jam risk scales with heat" rule.
In bring-up the alarm stays 0 (temp << degradation threshold), so weapons fire reliably;
real jams return once the heat model drives true temps. FOLLOW-UP noted in-code: make
JammedState recoverable (unjam delay) so even a genuine overheat jam clears.
Verified: 31 projectile impacts sustained over 18s, 0 crashes.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The byte-exact WORLD-ENTITY reconstruction (Projectile @4be1bc 0x340 / Missile @4bf5b4 0x368)
is infeasible on the 2007 engine: measured sizeof(engine Entity)=0x1BC vs the 1995 binary's
0x300, so the reconstruction's raw base-offset reads (velocity@0x1dc, roster@0x124, motion@0x250)
read GARBAGE on the engine (the Mech 0x638-vs-0x854 gap, but the entity integrator DEPENDS on
those offsets). So -- like the mech drive and the beam renderer -- flying projectiles are a PORT
reconstruction (BTPushProjectile/BTUpdateProjectiles in mech4.cpp, a static array + stack
messages, ZERO heap ops): seeded from the launcher's fire with the decomp's real muzzle
(GetMuzzlePoint) / launch speed (|launchVelocity|) / per-shot damage (damageData, split across
missileCount), they fly to the target (tracer via BTPushBeam) and deliver the weapon's damage on
impact through the SAME Entity::TakeDamage path as the beam (aim Mech::FirstVitalZone()).
THREE bring-up fixes were needed to make a projectile weapon fire at all (found by tracing):
1. TRIGGER: fireImpulse was only driven for the Emitter; ProjectileWeaponSimulation now sets
fireImpulse = gBTWeaponTrigger too (else CheckFireEdge never sees an edge).
2. AMMO BIN: OwnerSubsystemCount/OwnerSubsystem were stubbed ->0, so ammoBinLink never resolved
and ConsumeRound always failed; redirected to the real roster (owner->GetSubsystemCount()/
GetSubsystem(i) -- the AmmoBin 0xBCB constructs before the weapons 0xBCD/0xBD0).
3. JAM ROLL: UniformRandom() was stubbed `return 0.0f`, so CheckForJam's `0 < jamChance` ALWAYS
jammed (a projectile weapon could NEVER fire); replaced with a real LCG [0,1) (fires
~1-jamChance of the time -- authentic occasional jams).
Also: the mech's own target slot (owner+0x388) isn't populated in bring-up (the visible fire
targets the gEnemyMech global), so BTPushProjectile falls back to gEnemyMech.
Verified: Mad Cat PUSH=62 / IMPACT=31 (LRM missiles 3.33 dmg each split across the salvo + AFC100
autocannon 25 dmg), TARGET DESTROYED, 0 crashes, construction heapcheck-clean; BLH un-regressed
(also fires its ballistic weapon now). Diagnostics BT_PROJ_LOG ([projectile] PUSH/IMPACT).
REMAINING (deferred): the byte-exact world-entity Missile (Projectile : Mover, MP-replicable via
Registry::MakeEntity) -- the port projectile is master-local only (no MP replication); the real
per-weapon fire-rate/heat wiring off the subsystem sim (mech4 beam path is still the bring-up harness).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
An 8-agent decomp-mapping workflow mapped every weapon-family ctor + fire/spawn path
(scratchpad/wave7_maps.txt). KEY IDENTITY CORRECTION via VDATA.h enum (base 3000=0xBB8):
the factory ctor-address comments were right but the built CLASS names were stubs/base --
0xBCD == ProjectileWeapon (was building the base MechWeapon stub)
0xBCE == GaussRifle (NOT MissileLauncher -- was a MissileLauncher stub)
0xBD0 == MissileLauncher (NOT BallisticWeapon -- was a BallisticWeapon stub)
Un-mislabeled + wired via Create<Class>Subsystem bridges (mirroring CreateEmitterSubsystem),
each static_assert-locked byte-exact on the now-locked MechWeapon(0x3F0)/Emitter(0x478) bases:
* ProjectileWeapon (0xBCD, @4bc3fc : MechWeapon, sizeof 0x448)
FIX: AmmoBinConnection was an empty 1-byte struct -> retyped to the binary's 0xC
SharedData::Connection (was making the object 8 bytes short, sliding
MissileLauncher's missileCount off 0x448).
* MissileLauncher (0xBD0, @4bcff0 : ProjectileWeapon, sizeof 0x44C)
FIX: deleted muzzleVelocity (ALIAS of inherited ProjectileWeapon launchVelocity@0x410)
and salvoCount (SHADOW of inherited MechWeapon damageData.burstCount@0x3d4),
keeping the single own field missileCount@0x448.
* GaussRifle (0xBCE, @4bdcb4 : Emitter, sizeof 0x484 = Emitter + Vector3D muzzleVelocity)
DEDICATED bridge (not CreateEmitter): its FireWeapon is a no-op (mov [eax+0x414],0) --
a non-functional weapon in this 1995 build. Also fixed GAUSS.CPP's discharge write
rechargeLevel -> currentLevel@0x414 (the binary writes this+0x414).
Phase A safe-stubs FireWeapon (consume round + recoil, NO spawn): the reconstructed
Projectile (@4be1bc, 0x340) + Missile (@4bf5b4, 0x368) ENTITY classes are NOT spawn-ready
(Entity-base phantom members overflow their New() alloc -> heap corruption; New() takes
(int)this instead of the 0xD4 descriptor; Entity base size unconfirmed 2007-vs-1995, the
Mech 0x638-vs-0x854 problem). The workflow's adversarial verify flagged the live spawn as a
heap-overflow hazard and recommended exactly this phasing. Phase B = the entity byte-exactness
+ descriptor build + New(MakeMessage*) so a fired shot becomes a flying entity that damages.
Factory now 18 of 20 cases wired to real ticking classes (remaining: SubsystemMessageManager
0xBD3 [WAVE 8], Gyroscope 0xBC4 [deferred]). Verified: Mad Cat (LRM/ballistic) + BLH construct
the real weapon classes + tick authentic charge/ammo/heat/recoil, DESTROYED-in-8, 0 crashes,
heapcheck-clean through construction. Energy weapons already damage via the mech4 beam path,
so combat is unaffected.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Clean, self-contained extraction of the BattleTech-specific work from the
reverse-engineering workspace -- engine + game + content + build, with nothing
from Red Planet or the raw archive dumps. Builds green (Win32) and runs the
single-player drive->animate->target->fire->damage->destroy loop out of the box.
Layout:
engine/ MUNGA + MUNGA_L4 shared 2007 engine, carrying our BT render/loader
work (bgfload/L4D3D/L4VIDEO: BSL bit-slice decode, LOD/ground/shadow
models) + image codec; the minimal rp/ headers the audio HAL needs
game/ reconstructed BT logic + surviving-original BT source + fwd shims
+ WinMain launcher
content/ full runtime tree (BTL4.RES, VIDEO/, GAUGE/, AUDIO/, eggs, BTDPL.INI)
docs/ format specs + reconstruction ledgers
reference/ raw Ghidra pseudocode (recon source-of-truth) + decomp exporter
tools/ MP console emulator + map/resource scanners
One top-level CMake builds munga_engine lib + bt410_l4 game lib + btl4.exe.
All paths relativized (186 fwd shims + ~437 CMake abs paths -> repo-relative);
DXSDK is the one external, overridable via -DDXSDK. Verified: builds to a
byte-identical 2.27MB exe and runs combat (TARGET DESTROYED, 0 crashes) against
the bundled content.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>