Commit Graph
4 Commits
Author SHA1 Message Date
arcattackandClaude Opus 4.8 12fbc023a8 Combat: MISSILE SPLASH DAMAGE -- Explosion::SplashDamage reconstructed (task #62)
Area-of-effect blast on missile detonation, from the T0 source EXPLODE.cpp:50-254
(@0042fad0) + the arcade decomp. Fires on ANY missile impact (world or mech) --
the +0x360 gate sits in the Missile::Perform collision branch (part_013.c:10097).
Only missiles splash; the AC's tracer is not a Missile.

Radius source CORRECTED: it is the ROUND's own GameModel (type-0xf) +0x50, seeded
from the launcher's linked AmmoBin ammoModelFile @0x1e8 (part_013.c:8778) -- NOT
the launcher's ExplosionModelFile (which resolved to 0). Live-resolved radius = 30
for both MP missile launchers; 0 for AC/Emitters.

Burst falloff = baseBurst / dist^exp floored at 1 (arcade 1.25 = decomp 0x3ff40000;
WinTesla EXPLODE.cpp:209 drifted to 1.2f). damageType/amount pass through unchanged;
only burstCount, radial damageForce, and impactPoint are set. Excludes shooter +
direct victim; dist>radius gated; delivered via msgmgr (cross-pod) or Dispatch.

New: BTResolveSplashRadius / BTApplySplashDamage (mech4.cpp), hooked at both the
world-impact and contact detonation paths; BTAmmoRoundModelResource bridge
(ammobin). Env: BT_SPLASH_LOG, BT_SPLASH_TEST (synthetic near-miss), BT_AF_MISSILE
(missile autofire). Verified: near-miss dist=15 -> 1 burst to a bystander; live
missiles detonate + exclude the direct victim; AC does not splash; no crash.

Deferred (T3): per-player enable sub-gate missile+0x360 = BTPlayer+0x264 (writers
read as a per-frame toggle, not a config flag) -- port treats SplashRadius>0 as the
enable. KB: combat-damage.md + open-questions.md updated.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-13 19:06:24 -05:00
arcattackandClaude Fable 5 48c9c8444f Fire VISUALS wave: the authored firesmoke sheet, vertex-alpha effect cards, the case-4 wreck dressing
The "fireballs like the demo vids" arc, decomp/content-grounded end to end,
plus the live-play UX batch verified over the same sessions:

FIRESMOKE SHEET (the PFX fireball fix): every firesmokeN_scr_tex in BTFX.VMF
maps the SAME 64x64 tileable noise image bintA (variants differ only in SCROLL
rate) and firesmoke1_mtl colours it through the "fiery" ramp (0.3,0.1,0.1)->
(0.9,0.7,0.3).  The particle layer now bakes ramp(lum(bintA)) as its sprite
colour (noise detail in alpha) and SCROLLS it at firesmoke1's authored rate
via a texture-transform; the port's radial soft-edge mask moved to a second
CLAMPed stage so the WRAPPED scroll rolls flame through the sprite without
scrolling the edge away.  Old grit x radial bake kept as the no-BINTA fallback.
Impact hits, damage-band smoke and death booms all ride this layer.

AUTHORED TEXTURE SCROLL in the model path: the BMF TEXTURE records carry
SPECIAL " SCROLL u0 v0 du dv" (tag 0x2037); the draw path always supported
per-op scrolling (SetTextureScrolling) but the BGF loader never parsed it, so
every scrolling material rendered frozen.  Wired TexRef -> MatInfo -> batch ->
L4TEXOP.doScroll: the flame cards (flamebig/fire5) now roll fire noise.

VERTEX-ALPHA EFFECT CARDS (the "twisted drill bit of fire" fix): FLAMEBIG's
verts carry authored float RGBA -- white-hot base (1.0,0.99,0.97) -> dark-red
tip fading to alpha -0.2 (the DPL clamp convention).  The loader kept a flat
batch colour and drew it OPAQUE = a solid orange spike.  Corpus sweep: exactly
14 shipped BGFs carry vertex alpha, ALL effect cards (flames, MUZFLASH,
EXDISK_A/B/C, TMST_A/B/C, beam models, DECLOUDS).  Such batches now keep the
authored per-vertex gradient and route to the alpha-blend pass, unlit,
colour = texture x gradient, alpha = the vertex fade; sky objects excluded
(drawAsSky + alphaTest passes NEITHER pass filter -- DECLOUDS stays in the
sky pass).  MUZFLASH/EXDISK render correctly for free when the muzzle-model
work lands.

WRECK DRESSING (the 1996 ExplosionScripts case-4 transcription): pieces spawn
HIDDEN and reveal 0.25s after the boom (the InstanceSwitch delay, behind the
dnboom flash); flamebig hangs over the pile, Y-BILLBOARDED at the camera
(SetOffsetYaw + a camera-pos getter -- the dpl_SetDCSReorientAxes analog);
the MakeDCSFall settle arms at the reveal with the two authored rates (hulk/
debris -0.025 t^2, fires -0.01 t^2 -- the flames ride above the sinking pile
and die with it at burial).  EMPTY-PLACEHOLDER hulk guard: THRDBR.BGF is a
153-byte zero-geometry stub that "loads fine" -- vertex-count check now routes
it to the gendbr fallback (a Thor wreck was invisible).  Hulk content census
recorded: AVADBR==MADDBR==VULDBR geometry (palette-only prefix diffs),
RAPDBR==SNDDBR==STIDBR byte-identical -- wreck variety is materials + the
dressing, not unique piles.

LIVE-PLAY BATCH: muzzle resolve uses the named segmentIndex (raw +0xdc read
was layout garbage); forward launch frame (authored MuzzleVelocity +Z vs the
mech's -Z facing); dock-bottom single window (gauge strip appended below the
world viewport, 1100x600 default, BT_DEV_GAUGES_WINDOW=1 restores the separate
window); portrait sec surface unrotated CW; ammo counters live via typed
bridges (BTAmmoBinCountPtr/BTAmmoBinFeeding/BTWeaponAmmoBin -- raw bin+0x180
and a hand-rolled link walk were garbage); fourth fire key ('4' = Pinky);
panel/arc probes de-aliased (%61 prime).

KB: rendering.md (vertex-alpha card family + scroll), combat-damage.md (hulk
census + THRDBR stub), gauges-hud.md (ammo bridges).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-12 20:04:29 -05:00
arcattackandClaude Opus 4.8 8b36440d05 subsystems: un-stub Wave 4 readouts + Wave 6 Myomers (10->15 factory cases)
WAVE 4 (standalone readouts) -- Sensor(0xBC3)/Searchlight(0xBD8)/
ThermalSight(0xBDE)/AmmoBin(0xBCB) un-stubbed via Create<Class>Subsystem
bridges + Torso-style de-shim (drop cross-family shadow fields, redirect
accessors to the real inherited base, static_assert layout locks).
- FIX: Searchlight/ThermalSight ctors gated their Performance on the shadow
  segmentFlags(=0) so it NEVER installed; switched to owner->simulationFlags.
- AmmoBin: retype ammoAlarm HeatAlarm->WatcherGaugeAlarm(0x54) + drop the
  statusState@0x40 shadow -> exact 0x22C layout.
- Guard HeatWatcher::WatchSimulation against the unresolved watchedLink
  (null-deref exposed once these sims run; faithful fix = resolve the link).
- Heat-leaf branch (Sensor) is not byte-exact -> overflow-lock only.

WAVE 6 (Myomers 0xBC6, mover-coupled) -- structural un-stub, gated
BT_MYOMERS (default on; =0 -> Actuator stub). Wired INERT: MyomersSimulation
early-returns (advanced-damage gate stubbed) + no-op mover feed, so the live
JointedMover is untouched and the gait cannot regress. De-shim drops the
owner*/segmentFlags shims to fit the exact-0x358 alloc. Authentic mover/heat
coupling deferred (needs messmgr 0xBD3 + reconciling the mover feed with the
gait cutover).

Verified: BLH tick 20->27, Mad Cat 24, combat DESTROYED un-regressed,
locomotion un-regressed, 0 crashes, 0 heap detections under BT_HEAPCHECK.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-05 23:01:31 -05:00
arcattackandClaude Opus 4.8 7b7d465e5e Initial commit: bt411 -- standalone Windows BattleTech (Tesla 4.10 port)
Clean, self-contained extraction of the BattleTech-specific work from the
reverse-engineering workspace -- engine + game + content + build, with nothing
from Red Planet or the raw archive dumps. Builds green (Win32) and runs the
single-player drive->animate->target->fire->damage->destroy loop out of the box.

Layout:
  engine/   MUNGA + MUNGA_L4 shared 2007 engine, carrying our BT render/loader
            work (bgfload/L4D3D/L4VIDEO: BSL bit-slice decode, LOD/ground/shadow
            models) + image codec; the minimal rp/ headers the audio HAL needs
  game/     reconstructed BT logic + surviving-original BT source + fwd shims
            + WinMain launcher
  content/  full runtime tree (BTL4.RES, VIDEO/, GAUGE/, AUDIO/, eggs, BTDPL.INI)
  docs/     format specs + reconstruction ledgers
  reference/ raw Ghidra pseudocode (recon source-of-truth) + decomp exporter
  tools/    MP console emulator + map/resource scanners

One top-level CMake builds munga_engine lib + bt410_l4 game lib + btl4.exe.
All paths relativized (186 fwd shims + ~437 CMake abs paths -> repo-relative);
DXSDK is the one external, overridable via -DDXSDK. Verified: builds to a
byte-identical 2.27MB exe and runs combat (TARGET DESTROYED, 0 crashes) against
the bundled content.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-05 21:03:40 -05:00