184121c59770c8b59c1529df7e1fa4237c656fa1
48
Commits
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61563c9efe |
Glass cockpit refit: one mode resolver, one button geometry, and a cockpit that scales
Replicates the RP412 cockpit line into BT411's own architecture -- porting the geometry and keeping our renderers, so BT_SHOT single-frame verification stays intact. MODE RESOLVER. Where the secondary displays go was decided in TWO places with duplicated precedence, and the boot banner read NEITHER -- it announced "per-display cockpit windows" for every glass boot, surround included. The split had also broken BT_COCKPIT=0: documented as the dock-bottom opt-out, the profile block converted it to BT_GLASS_PANELS=1, so the docked strip was UNREACHABLE under the glass profile. One resolver now, consumed by the banner, the pad-panel decision and the window sizing; BT_GLASS_PANELS is explicit-only; dock/window modes auto-raise BT_PAD_PANEL so the button field always has a home. L4RIOBANK -- one button geometry. Both renderers carried their own copy and had drifted: an MFD button was 156x138 reaching under the glass in the exploded window and a 76x24 sliver entirely OUTSIDE the glass in the surround. One module owns it now, both are consumers, placement stays per-renderer. The pod's under-glass rule (RP412 L4MFDVIEW): reach half the glass in behind the display, leave a lamp strip clearing the edge, paint buttons first and imagery over -- so the lamp reads as a bar and practically the whole display is the press target. The strip scales off the display's SHORT axis (the map is portrait) with a readable floor. Retired L4GLASSWIN's three local placers and seven layout constants. LAMP FLASH DECODE was wrong [T1]. BTLampBrightnessOf returned max(state1, state2) and blanked on the alternate phase; RIO::LampState (L4RIO.h [T0]) says solid shows state 1 and flashing ALTERNATES the two. Agrees only when one state is Off -- true for the Panic lamp, which is why it survived -- but L4LAMP.cpp:252 commands flashFast + state1Dim + state2Bright, a dim->bright pulse that rendered as a hard bright->off blink. Three copies existed (l4vb16.h, L4GLASSWIN, L4PADPANEL), all three wrong; the two locals now forward to the one fixed inline. THE COCKPIT SCALES. The fixed canvas was stretched into whatever the client area was, so a window dragged to a different shape squashed the instruments (the projection was aspect-corrected in task #20; the panels never were). Now one uniform scale, centred, leftover black. D3D9 applies it as a Present destination rect, which DISCARD forbids -- so the WINDOWED swap effect becomes COPY when the surround is up and multisampling is off. The click mapping had to follow (mapping against the full client drifts the hit test off every button by the bar width), as did the world aspect (under a uniform scale it is the view rect's own). -fit / -windowed-fullscreen: borderless over the monitor. - ordering trap: the first WM_SIZE beats the device, so a -fit boot logged aspect=3.14 and applied it on frame 1. The letterbox INTENT is decided in btl4main; L4VIDEO only confirms or withdraws it. PLAYER-TUNABLE DISPLAYS. BT_MFD_SCALE (+ _UL/_UC/_UR/_LL/_LR), BT_RADAR_SCALE, BT_RADAR_POS (CENTER/LEFT/RIGHT/MIDLEFT/MIDRIGHT). The surround BANDS derive from the resolved sizes -- that is why the sizes could not stay constants: the band a display hangs in has to grow with it or the canvas clips it. 100% reproduces the historical L276 R276 T223 B336 exactly. A corner map goes flush to the CANVAS edge and the lower MFD slides beside it (measuring off the view edge overlapped them by 232px). MAP LEGEND GRID -- measured, not inherited. scratchpad/measurelegend.py over a native capture: top 3, cell 102, pitch 107 of 640. RP412's map is 13 + 6x102 @ 105 -- same cell height, different top and pitch, so its numbers do NOT transfer. Our old even division had the pitch right by luck and sat 3px high of the labels. environ.ini. It was read ~300 lines into WinMain, AFTER the platform-profile block had run its getenv()s -- so every setting the profile reads was silently ignored FROM THE FILE and only worked as a real env var. It also putenv()'d comments verbatim. Now loaded immediately after the first-breath line, comments skipped, the real environment WINS over the file, and a fully documented default is written on first run (the bindings.txt convention: untracked, so extract-over-top never clobbers a player's settings). VERIFICATION HARNESS (new, reusable): BT_RIOBANK_LOG=1 dumps every bank; checkbank.py proves no address is SHADOWED (an address whose rect is covered by earlier buttons is dead however big it looks -- the overlapping under-glass banks make that a live hazard); clickbank.py posts a real click at every button centre. Verified: 72/72 placed, 0 shadowed, 72/72 dispatched in BOTH modes, after a resize, at 150%/135%, and at 75%+BOTTOMRIGHT; wide/tall drags and -fit undistorted on a 3440x1440; exploded/dock/pod/dev un-regressed. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> |
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48d47ef806 |
#45 review pass: correct three claims the fix's own comments got wrong
An adversarial review of the change returned NO BLOCKERS but caught three
statements that were wrong or unverifiable. All three are corrections to my own
comments/docs, not behaviour changes -- the verified binary is unchanged.
1. The phantom-kill note had the ORDERING backwards. It claimed the owner's
record "overwrites it on the next record -- the phantom stops being visible".
The engine's event priorities run the other way: an inbound update record is
posted at UpdateEventPriority == MaxEventPriority and drained by
ExecuteBackgroundTask, while the rerouted score message sits at
EntityManagerEventPriority == DefaultEventPriority and is popped later -- so
the correction usually lands FIRST and the phantom AFTER it. The artifact is
BOUNDED, not masked: on the killer's pod only, that victim's KILLS reads +1
until the next record, i.e. <= one 2s heartbeat instead of "until the victim
next scores or dies". Swept in btplayer.cpp, KD_SCOREBOARD_PLAN.md and
RECONCILE.md.
2. The corpus figures were not reproducible, and were mis-tiered. I cited
"125 of 125 SCORE type=2 over 255 node-logs" and "0 of 8800 DMG rows" -- true
when measured, but the corpus is append-only and this fix's OWN verification
runs grew it from ~255 to 425 files, so nobody can re-derive them. Replaced
everywhere with invariant RATIOS that hold at any corpus size, re-measured
here:
* 0 of 18818 DMG rows are inst=R (damage is applied master-side only)
* 439 of 439 DEATH inst=R rows read killer=0:0 killdmg=0.000, against
0 of 225 inst=M rows (sole lastInflictingID writer: mech.cpp:746)
Also re-tagged T1 -> T2: log-corpus field evidence is T2 per the CLAUDE.md
tier table. Lesson recorded in the banner: cite ratios, not counts, for a
corpus your own rigs append to.
3. The recordLength guard's justification was wrong (and the plan's risk 5 with
it). A short legacy record does NOT desync the stream -- both sides advance
by the WRITER's stamped recordLength and no reader asserts a length. The real
hazard is a read PAST THE ALLOCATION: an inbound update message lives in a
per-event heap block sized from messageLength, so on a TRAILING legacy record
the two new fields would be read off the end of it.
Plus: the record struct's own field comment still said "deathCount -- the DEATHS
column", the exact wrong-field belief #45 removed, sitting on the wire struct.
Filed the review's other finding on #60: a SECOND decomp export gap, index
jumping FUN_0049fe80 (ends 0x49ffc8) -> FUN_004a1232, 4714 unexported bytes
containing Mech::TakeDamageMessageHandler @0x4a0230 -- the producer of every
score and death message in the game. Verified independently against
functions_index.tsv before posting.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
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a52207d779 |
#45 scoreboard: reclaim the binary's DEATHS field, add a heartbeat, sweep the false KB claims
Follow-up to
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1d31af61d7 |
Gitea #48: arm the artifact tripwires BY DEFAULT + surface detections through the matchlog
The user's ask: if the translation-table fix did not quite catch it, will the
next playtest LOG the artifact? Before this commit, no -- BT_PLANE_AUDIT was
opt-in via env var, and playtest machines set none.
Changes (all engine L4VB16):
* BT_PLANE_AUDIT is now DEFAULT-ON, =0 opts out. Armed cost is a couple of
integer compares per DRAW CALL (not per pixel); confirmed zero log noise
on a clean default-env run post-fix.
* A SECOND trap class: out-of-bounds draw STARTS, checked always-on in
buildDestPointer (the funnel every primitive builds its pointer through).
Release builds compile Verify() to nothing, so a wild start previously
computed a silent rogue pointer into (or past) the shared buffer. Now
logged ([plane] OOB) and CLAMPED in-bounds.
* First detection of each class writes a GLITCH matchlog record
(kind=plane / kind=oob with position+color+mask), so the evidence arrives
with the round logs the operator already collects -- unattended.
* Both existing plane-leak trap levels (display primitives + the port-level
pixmap table scan) flipped to the same default-on gate.
Honest coverage note (in gauges-hud.md): an in-buffer EXTENT overrun from a
valid start (a blit walking past the right/bottom edge into later rows of the
SAME plane) is not trapped -- per-pixel walk checks are too hot. The plane
trap still catches any such overrun whose color leaks planes, which is the
class the night-3 artifacts belonged to.
Verified: full clean rebuild -- 40 pre-existing LNK2019 only (the
engine->game BTMatchLog linkage resolved, /FORCE-trap checked); default-env
probe run: 0 [plane] lines, game unaffected.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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6bb03aed0b |
Gitea #48 ROOT-CAUSED + FIXED: MFD "stray blocks / misplaced lamps" = uninitialized translation-table entries leaking pixels into other displays' bit-planes
The conviction was empirical, not theoretical: a new write-site trap
(BT_PLANE_AUDIT) in the seven L4VB16 drawing primitives logs any draw whose
color carries bits outside its port's plane mask -- the exact cross-display
corruption condition (Replace ORs an unmasked color; Or/Xor ignore the mask
entirely; And clears foreign planes). A quiet solo session produced 15-30
leaks per minute:
[plane] PORT 'sec' pixmap draw at(0,0) idx 217 entry=0xffffff00 mask=0x3f
[plane] LEAK DrawPixelMap8[table] at(639,0) color=0xffffff00 mask=0x3f leak=0xff00
THE DEFECT: L4GraphicsPort::translationTable[256] is never initialized in the
ctor, and BuildSecondaryTranslation fills only the entries its BitWrangler
reaches -- 2^numberOfBits: 64 for the sec plane (mask 0x3F), 4 for the overlay
(0xC0). Entries above that stay heap garbage. Every draw resolves color
through this table, and the PIXMAP path indexes it with raw pixel values
0..255: the 480x640 radar background carries pixel index 217, whose garbage
entry's high bits (0xFF00 = ALL EIGHT MFD planes) were stamped into the shared
640x480 buffer -- invisible on the culprit page (the in-plane bits happened
dark) and visible as bright fragments at the same coordinates on every OTHER
display. That is the operator's screenshot exactly: the same-position blips
on Mfd1+Mfd2 and the Heat-display block.
FIX (engine, both layers):
* zero translationTable in the L4GraphicsPort ctor (plane-neutral default);
* BuildSecondaryTranslation now cycles the in-plane pattern across entries
[2^bits..255] -- high-index art degrades to its (index mod 2^bits) colour
IN-PLANE and can never leak. The 1995 binary ships the SAME 64-entry fill
and survived on 6-bit art discipline; garbage is not a preservable
behaviour, so the cycle-fill is a guarded PORT deviation (documented).
A/B PROOF: same probe, 60s -- 0 leaks after the fix (15-30/min before).
sim3 3-pod regression: zero crashes.
SECOND real defect found + fixed en route: sessions configure the CAMERA seat
first ("cameraInit" -- which includes the MISSION-REVIEW context:
configure(0, sec, 0, 0x00FF, native, rgb, mrpal.pcc), a DirectColor context
whose translation tables legitimately hold full RGB565 values spanning all 16
plane bits), and the viewpoint swap to the mech re-configured WITHOUT tearing
that tree down (btl4app's s_gaugeTreeBuilt latch treats the mech build as the
first). The orphaned review gauges kept executing through stale DirectColor
ports. BTL4GaugeRenderer::ConfigureForModel now overrides (ConfigureForModel
made virtual in L4GREND.h) and tears the prior entity-bound tree down before
every rebuild -- safe on first build, and the review screen rebuilds the same
way when the seat returns to the camera.
Also logged (open-questions): the review-screen PlayerStatus panels read the
compiled player at RAW BINARY OFFSETS (+0x1FC vehicle / +0x1C8 score /
+0x1C4 alive-dead box) -- the databinding trap, dormant until the review
screen runs; bridge before enabling the review.
Ruled out along the way (with evidence): the pilot-list label/erase geometry
(erase box 128x32 covers the 64x16 name rasters), the radar name labels
(view-level ClipImage clips them), PlayerStatus in-game execution ([ps] probe:
never runs in-game), and the PNAME bitmap dimensions (egg generator emits
64x16 exactly).
Why it "started with the comms feature" (#43): that wave registered the new
gauge classes with the config interpreter, letting more of the authored page
furniture parse and draw than before -- the leaking high-index pixmaps rode in
with it. [T3 correlation detail; the leak + fix are T2 live-verified.]
Diagnostics kept (env-gated): BT_PLANE_AUDIT (the leak trap, now a permanent
regression tripwire), BT_PS_LOG, the port-level pixmap identity trap.
KB: gauges-hud.md (#48 section), decomp-reference.md (BT_PLANE_AUDIT),
open-questions.md (PlayerStatus databinding entry). checkctx CLEAN.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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6f5a264835 |
Gitea #47 COMPLETE: the ENG-button attention FLASH is live (jam / bay fire) -- MechTech status scan + BTL4GaugeAlarmManager + lamp chain, all from the binary
The pod behaviour Cyd described -- "on a jam or bay fire the display eng button
for the system flashes" -- is authored data + a five-stage chain, now running:
MechTech::TechnicalAssistance (@004ad33c, per frame)
edge-scans every monitored subsystem's GetStatusFlags() 7-bit condition
mask (TechStatusType: Destroyed 0, Damaged 1, CoolantLeaking 2,
Overheating 3, AmmoBurning 4, Jammed 5, BadPower 6)
-> Start/StopEntityAlarmMessage (@00436688 id 7 size 0x20 / @004366b8 id 8
size 0x1C; broadcast @004364e4; port shape: direct
Start/StopEntityAlarmImplementation calls on the gauge renderer)
-> GaugeAlarmManager::Activate(alarmModel) -- alarmModel = MechTech+0x100 =
the 'mechalrm' ModelList (id 83) -> SearchList(83, type 31) -> the baked
GaugeAlarmStream (id 331, 11 items {condition, lampCode}), decoded:
Destroyed -> gotoEngineering + engCooling + engBusMode
CoolantLeaking -> gotoEngineering + engCooling
AmmoBurning -> gotoEngineering + engEject
Jammed -> gotoEngineering + engEject
BadPower -> gotoEngineering + engBusMode
-> BTL4GaugeAlarmManager::ReadGaugeAlarmStreamItem -- THE REAL BODY, from
@004cc2fc + helpers @004cc108/148/1a0/264/27c + tables @0051cf1c..0x51d084
(gotoEngineering 0x80 = the subsystem's QUAD-SELECT bezel button via
lamp[aux]/mode[aux] tables; 0x81+ descend the eng-page bank; Condenser /
Generator specials on CoolantLeaking; <0x80 = the heat-bank fixed map).
btl4galm.cpp's old bodies were admitted fabrications and its provenance
note ("no override body exists in the image") was wrong -- corrected.
-> LampManager::FindLamp (@00444c80) -> Lamp::SetAlertState (@00444e64, a
COUNTER so stacked alarms hold the flash) -> L4Lamp::NotifyOfStateChange
emits RIO flashFast states 0x37/0x13 (== T0 L4LAMP.cpp:234-239) -> the
pod's physical lamps AND the glass panels (PadRIO IS rioPointer there).
FOUR load-bearing defects found and fixed en route -- each independently fatal
to the feature:
1. HeatableSubsystem's Derivation chained Subsystem directly, SKIPPING
MechSubsystem (written before the WAVE-1 re-basing) -- so EVERY subsystem
on both family branches failed IsDerivedFrom(MechSubsystem), which is
exactly MechTech's monitor filter: the status scan watched NOTHING.
2. MechSubsystem::GetStatusFlags was non-virtual (binary: vtable slot 12) --
the scan's MechSubsystem* call bound statically to the base tier and the
weapon bits could never surface.
3. ProjectileWeapon::GetStatusFlags sat in a Ghidra export gap -- raw-disasm
@004bbf88: base | 0x20 (weaponAlarm==5 Jammed) | 0x10 (linked bin
cookOffArmed@0x18C AmmoBurning). The port had "defer to base".
4. Mech::Reset's respawn sweep blanket-cast every roster entry to
MechSubsystem and called RespawnRepair -- wrong for the Subsystem-level
entries (MechTech 0xBDC, SubsystemMessageManager 0xBD3). On MechTech the
recon damageZone slot lands on its subsystemMonitors chain head: NULL
while the scan was broken (fix #1's bug MASKED this one), but the moment
the monitors populated, RespawnRepair virtual-called through a
SubsystemMonitor as if it were a DamageZone -> load-time crash in
StateIndicator::SetState (caught with cdb; call [edx+14h] on code bytes).
The sweep now filters IsDerivedFrom(MechSubsystem) before the cast.
Also: GUID identities pinned -- 0x50f4bc = PoweredSubsystem::ClassDerivations
(via @004b1208 = its TestInstance; btl4gau2's two "Generator" comments were
wrong, swept), 0x50fb60 = Generator's. A shadow-field instance documented for
the deferred de-shadow: MechSubsystem::damageZone re-declares the PUBLIC engine
Subsystem::damageZone (SUBSYSTM.h:159) -- mechtech's naive `sub->damageZone`
read the never-written engine member (0 monitors again); now reads the recon
member via GetDamageZoneProxy(). Logged in open-questions.
Wiring: BTL4GaugeRenderer now constructs + assigns the BTL4GaugeAlarmManager
(the base ctor NULLs it and Activate Check()s it); MechTech's Report*/
StatusMessageSink stubs are real; alarmModel confirmed baked (= 83) at runtime.
VERIFIED LIVE (scratchpad/lampflash.py, BT_LAMP_LOG chain trace):
[techstat] MechTech id 32 monitors 29 subsystems, alarmModel 83
[techstat] LRM15_1 condition 4 SET (alarmModel 83) <- bay fire armed
[galarm] condition 4 code 0x80 -> lamp 0xd mode 0x1 FLASH
[lamp] 0xd <- 0x37 (FLASHING) <- the select button
[galarm] condition 4 code 0x85 -> lamp 0xb mode 0x4 FLASH <- engEject
[techstat] LRM15_1 condition 4 CLEARED <- detonation clears
[techstat] AmmoBinLRM15_1 condition 0 SET <- bin Destroyed
Regressions: baytest PASS (bay fire kills), baypurge PASS (purge extinguishes),
sim3 3-pod brawl PASS with ZERO crashes (6 kills, organic heat-route bay fires,
respawns clean through the new sweep filter).
Env: BT_LAMP_LOG ([techstat]/[galarm]/[lamp]). KB: gauges-hud (the flash
section), decomp-reference (the GaugeAlarm closure + tables + GUIDs),
open-questions (built-note + the de-shadow deferred item), btl4gau2 comment
sweep. checkctx CLEAN.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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5ae4410914 |
Gitea #46: ammo bay fire now DETONATES and KILLS (+ #47 fire icon) -- three stacked kill-switches removed, the fuse decoded, and a vptr-alias corruption caught by regression
Field report (night 3): "two ammo bay fires and no death" (Cyd + RajelAran; one
purged, one left burning). Root cause = THREE independent kill-switches stacked
on the same path, all in ammobin.cpp:
1. `GameClock::Now() { return 0; }` -- `cookOffTime < Now()` was `0 < 0`, so
an ARMED bay fire never detonated.
2. `InjectHeat(void*) {}` -- the detonation body was a no-op.
3. The bin's Damage record was never stamped -- 0 damage of type 0 (which the
mech TakeDamage handler drops) even if 1+2 had fired.
THE FUSE (raw disasm, scratchpad/disammo.py): the old "RandomDelay" was a Ghidra
carve artifact -- FUN_004dcd94 is __ftol and the export DROPPED the caller's x87
expression. The real bytes @004bd450: fld 10.0 / fmul [ticksPerSecond] /
fadd 0.5 / __ftol -- a FIXED 10.0-SECOND fuse in clock ticks. New gotcha #19
(reconstruction-gotchas.md) documents the __ftol export blind spot.
THE DAMAGE RECORD: bin+0x1F0..0x21C is a real engine `Damage` (FUN_0041db7c IS
Damage::Damage(), byte-matched to T0 DAMAGE.cpp). The linked ProjectileWeapon's
ctor @004bc3fc stamps it from weapon->damageData @0x3A8 via
owner->roster[0x128][res+0x1C0] -- projweap.cpp's old comment called this "the
bin's HUD display block ... wired in the AmmoBin family"; both halves were wrong
and it was wired nowhere. Now stamped (before MissileLauncher's ctor divides by
missileCount -- a missile bin authentically holds the per-SALVO amount).
THE DETONATION (@004ac274 = MechSubsystem::DistributeCriticalHit -- the old
"HeatableSubsystem::InjectHeat" label was wrong, and the old reconstruction
iterated a stand-in CriticalChain whose First()/Next() returned 0):
statusAlarm pulse Exploding(2)->Destroyed(1) (slot 13 = the printSimulationState
state PRINT @004ac8c0, not an "explosion notify"), own private zone pinned
destroyed, then collect the mech DamageZones whose crit entries plug the bin
(the binary filters plug classID 0x4E = DamageZoneClassID -- VDATA.h idx 78,
cross-checked via idx 28 = AudioStateTrigger), split the amount evenly, and send
the OWNER one full Entity::TakeDamageMessage per zone: inflictingEntity = SELF,
damageZone = the zone index, inflictingSubsystemID = the bin (the message-
manager explosion-bundling key, ENTITY3.h's own NOTE), printing the binary's
exact "ammo explosion damaging <zoneName>" @0050df61.
Port shape: Mech::AmmoExplosionFanOut (mechdmg.cpp) behind a databinding bridge;
guarded deviation: zoneCount==0 warns instead of the binary's unguarded divide.
CriticalChain/CriticalEntry stand-ins DELETED from mechrecon.hpp.
VERIFIED LIVE (BT_BAYTEST hook = message 1, the crit-induced arm channel):
scratchpad/baytest.py : arm -> 10s -> "20 rounds x 35 = 700 (type 2)" ->
"ammo explosion damaging dz_ltorso" -> zone cascade -> mech DESTROYED
(authentic death list).
scratchpad/baypurge.py: arm -> eject-hold purge -> "bay fire EXTINGUISHED
(bin empty)", no detonation.
scratchpad/sim3.py : the HEAT route arms organically in combat (overheated
AFC100), detonates "11 x 25 = 275 (type 1)" split across dz_larm + dz_lgun.
BAYBOOM matchlog record added for MP field forensics.
FIX-OF-THE-FIX (caught by the sim3 regression, would have shipped a crash):
MechSubsystem's ReconDamageZone proxy puts structureLevel at OFFSET 0 -- which
ALIASES THE REAL DamageZone's VTABLE POINTER (the private zone is `new
DamageZone`, mechsub.cpp:154; mechsub.hpp:260 documents the alias). My first
DistributeCriticalHit kept the old body's `damageZone->structureLevel = 1.0f`
and OVERWROTE THE ZONE'S VPTR with 0x3F800000; the respawn sweep's virtual
SetGraphicState (vtable+0xC) then called through it -> AV at 0x3f80000c in
RespawnRepair, one frame after a bay-fire death. ALL EIGHT proxy-view sites in
mechsub.cpp swept to the engine view (((DamageZone*)damageZone)->damageLevel
@0x158) -- including two silently-wrong LIVE readers: GetStatusFlags (vptr as
float -> always "intact") and ApplyDamageAndMeasure (the crit cascade's
measure). Ruled out first by evidence: the weapon->bin stamps were all clean
(six stamps, all classID 0xbcb, logged).
#47 (half 1 -- the FIRE ICON): BallisticWeaponCluster::Execute @004c9a38 reads
bin+0x18C = cookOffArmed into the btefire.pcc TwoState, and while armed computes
(Now - cookOffTime)/ticksPerSecond -- the COOK-OFF COUNTDOWN -- into the numeric
beside it. The old reconstruction misread 0x18C as "the reload state" and
bridged the icon to BTAmmoBinFeeding, so it blinked on every feed and never lit
on a bay fire (RajelAran: "it doesn't"). Now driven by the
BTAmmoBinCookOffArmed/CookOffTime complete-type bridges. [T2 -- the data path
is rig-verified; the pixels await the next live session.]
#47 (half 2 -- the ENG-BUTTON FLASH): fully mapped, deliberately NOT built this
session. The authored data SHIPS (BTL4.RES carries exactly one type-31
GaugeAlarmStream); the chain is alarm SetLevel -> gauge-watcher socket ->
Renderer msg 7 -> GaugeAlarmManager::Activate @00448d00 (T0) -> the BTL4
override @004cc148..@004cc2fc (btl4galm.cpp's provenance note claiming "no
override body exists" is WRONG -- corrected in-file) -> LampManager::FindLamp
@00444c80 -> Lamp::SetAlertState @00444e64 (flash counter) -> the L4 flush
@00474e94 emitting flashFast states 0x37/0x13 (== T0 L4LAMP.cpp:234-239).
Missing: the override bodies, the gauge-watcher sender, the aux-button lamps.
3-piece plan in context/open-questions.md.
Also logged: HandleMessage is vtable slot 8/9 in the binary but NON-virtual
across 10 reconstruction classes (bit the BT_BAYTEST hook; typed call used, gap
documented in open-questions).
KB: combat-damage.md (the full cook-off section), decomp-reference.md (the
cluster addresses + the GaugeAlarm/lamp map + BT_BAYTEST env), gauges-hud.md
(the fire-icon correction), reconstruction-gotchas.md #19 (__ftol),
open-questions.md (2 entries), btl4galm.cpp provenance correction.
checkctx CLEAN. 40 LNK2019 unchanged (the two pre-existing families).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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35c750dc7c |
Gitea #44: the reticle TARGET NAME PLATE (PNAME1-8) -- the target's callsign under the crosshair
Reconstructed the last deferred piece of the 1995 reticle, decoded from the Execute disassembly @004cdcf0 [T1]: - selection: target_mech+0x190 (owning BTPlayer) -> player+0x1e0 (playerBitmapIndex), 1-based into the mesh table at this+0x2e8 - placement: re-placed every frame the aim moves -- scale 0.12 uniform, translate (K*retPos.x, K*retPos.y - 0.08, -1.0), K = 1/2.8 (the x87 long double @0x4cee64) -- so the label TRACKS THE AIM POINT, not screen centre - visibility: the LOCK attribute (this+0x184, cached +0x188) AND an owning player; reticle-off / simple-X also hide it - art: the plate quad UV-addresses a shared 128x64 bitslice texmap whose texels the pod OVERWROTE each mission with the egg's callsign rasters (original source commented out at L4VIDEO.cpp:5682-5710) -- the baked 'PLAYER n' art in BMAP.BSL is only the shipped fallback. Material colour is a neutral (0.5,0.5,0.5): grey-white, not phosphor green. Port: same geometry in reticle units (0.224 below the aim point, 0.336x0.084) drawn as the target's egg callsign texture through the reticle's own MapX/MapY mapping, so it follows the world view in every layout and BT_SHOT captures it. New: dpl2d_DrawTexturedRect, BTReticleTargetPlate, BTGetPlayerNameTexture. Also: kRetCaret corrected 0.02f -> 0.025f (_DAT_004cd7f4 read from the binary; the old value was a T3 guess, 20% small). KB: gauges-hud + open-questions corrected (the chain was filed as deferred and mis-attributed to 'the 3D marker'); TWO PNAME consumers now distinguished (this plate, and CameraShipHUDRenderable's ranking window which shipped 2026-07-18); new bgf-format section on the plate atlas. Rig-verified: 2-node relay, BT_GOTO=enemy -> '[hud] name plate: bmp=2 tex=1' and 'Boreas' rendered under the crosshair on the locked target. Solo clean. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_0166KTsC7ADm7VXEi1HF1jNg |
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b7107b1020 |
Gitea #43: the Comm pilot list now shows EVERY pilot -- three stacked fixes
1. Roster count used the binary's raw entry+0x29&0x40 read on our compiled objects (databinding trap) -> garbage latched pilotCount=1. Decoded: the flag is Player::NonScoringPlayerFlag (bit 14 = Entity::NextBit); both loops now use IsScoringPlayer(). Also closes the pilotIDs[1] overrun. 2. The build-once latch races async replicant arrival (rig-proven 1-then-2): rebuild on scoring-census change [T3 accommodation, demand-latch precedent]; also un-dangles departed peers. Forensic: '[score] pilot roster built: N'. 3. Name icons were a NULL stub + zeros blank authentically -> rows invisible. Wired BTPilotNameBitmap (playerBitmapIndex -> Mission small callsign raster, the radar-label chain); replaces the raw pilot+0x1e0 key. Rig-verified: Aeolus + Boreas rows with callsigns on both nodes incl. the staggered-start race; solo unregressed (1 scoring pilot). Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_0166KTsC7ADm7VXEi1HF1jNg |
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7494e2ec6c |
KB: pilotList MP claim corrected -- only the local row renders live (Gitea #43, rig-reproduced)
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_0166KTsC7ADm7VXEi1HF1jNg |
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9b0f571d16 |
KB: state-7 (heat-failed) weapons go dark with no lamp -- authentic (#30 remainder closed)
Field capture 2026-07-23: right SRM6 tripped FailureHeat and went dark with no indication -- reported as a suspected bug. Decomp @004c9a38: the gauge cluster's only weapon-state read is ==5 (jam lamp); state 7 has no presentation anywhere. EJECT tap revives it while rounds remain. (Same session: first live verification of the #31 eject wiring -- jammed left SRM6 cleared by a tap.) Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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89b4f53046 |
Gauges: trigger-config joystick is LIVE -- @004c6ee0 is LinkToEntity, not SetColor
The weapon panel's btjoy trigger-config display (ConfigMapGauge) never rendered because the reconstruction labelled @004c6ee0 as "SetColor(int)" and, finding no caller, concluded the gauge was authentically dormant (task #6), gating it behind a BT_CONFIGMAP dev env. The user challenged this (the PROGRAM/TRIGGER CONFIG button implies the display visualizes your config). Re-verification found the old analysis failed twice: the "no caller" search looked for direct calls to a VIRTUAL, and its slot math used the wrong vtable copy. The real ConfigMapGauge vtable @0051a1b8, matched against the T0 GaugeBase virtual roster (GAUGE.h), pins @004c6ee0 at slot 9 (+0x24) == GaugeBase::LinkToEntity, and @0x94 is the linkedEntity -- the Execute gate is "not yet linked", not "disabled". The engine broadcasts LinkToEntity(viewpointEntity) to every gauge at viewpoint bind (APP.cpp:1277 -> GaugeRenderer::LinkToEntity GAUGREND.cpp:3011), arming the gate -- the joystick DOES render in the shipped game, showing per-trigger mapping state (solid = mapped, matching the DOSBox reference). Port fix: SetColor(int color) -> LinkToEntity(Entity*), color -> linkedEntity, BT_CONFIGMAP dev enable deleted (the authentic path lights it). Render-verified with no env override: the joystick + mapped-trigger lamp draw on weapon panels. KB swept per the correction mandate: gauges-hud.md, decomp-reference.md, open-questions.md, GAUGE_COMPOSITE.md, VEHICLE_SUBSYSTEMS.md. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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77cc62886f |
KB: correct the HorizTwoPartBar colour map (green tile, black remainder)
context/gauges-hud.md: record [this+0xA0]=fillColor(green)/[this+0xA4]=
backgroundColor(black), the zone colours, and the swapped-colour bug that
rendered the remainder green. Commit
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2e9c1c7c0d |
KB: document the HorizTwoPartBar tiled-pattern fix
context/gauges-hud.md: new section on the TEMP/STATUS bar's three-zone tiled
render (@004c4340) and the port bug where Execute solid-filled from warnPix and
ignored the tile image. Commit
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cfc7b27ba3 |
KB: document the ammo-count-stencils-out-of-dot fix
context/gauges-hud.md: new section on BallisticWeaponCluster::DrawWarningLamp
(@004c9b50) swapping the ammo NumericDisplayInteger colours by the fire-ready
dot state (green-on-black when absent, black-cut-out when present), and the
port bug where only the non-virtual base existed. Commit
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f2eaf3d0ac |
Gauges: convert generator-voltage bar to named-member bridge
The eng-page generator-voltage bar (evolt.pcc, ScalarBarGauge @004c721c) and the MyomerCluster seek-voltage graph were fed by GeneratorVoltageConnection, which walked the same dead path as the generator-letter lamp: ResolveLink(AttributePointerOf(subsystem,"InputVoltage")) -> read resolved +0x1DC == Generator::outputVoltage. The BT_DEV_GAUGES audio attribute rows shifted the chained attribute ids so AttributePointerOf no longer lands on voltageSource@0x1D0 -> the bar always read 0. New BTGeneratorVoltage(subsystem) bridge (powersub.cpp) reads the NAMED member via PoweredSubsystem::ResolveVoltageSource()->Generator::MeasuredVoltage() (outputVoltage@0x1DC), bypassing the attribute table -- same pattern as BTPowerSourceFrame/BTCoolingLoopFrame. Both GeneratorVoltageConnection callers (the ScalarBarGauge param + the MyomerCluster seekValue) now pass subsystem_in. [voltfeed]-verified: Myomers -> 10000V from GeneratorD (was 0 on the dead path). Both pod + glass builds clean. Eng-page render awaiting live playtest. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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8c7ff639de |
KB: mark per-weapon loop/generator lamp fix human-verified
User confirmed live (pod build, solo ARENA1 cockpit) that the loop-number
and generator-letter boxes render correctly on the weapon MFD panels.
Fix commit
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0477802971 |
KB: document the 3 per-weapon loop/generator lamp databinding bugs
context/gauges-hud.md: new section recording the color-drop + shadow-field +
attribute-table-shift fixes for the btploop/btpbus lamps (commit
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129b27499d |
Cockpit surround: composite the gauges around the 3D view (default desktop layout)
Under BT_DEV_GAUGES the DEFAULT is now the pod-faithful cockpit surround: the 3D world CENTERED with the six gauge surfaces composited AROUND it in the single main window at 1/2 native scale, plus clickable RIO button lamps. Iterated as a visual reference with the user, then landed in the engine. - L4VB16.cpp/.h: BTCockpitLayout + BTCockpitComputeLayout (layout single source of truth, computed from the backbuffer canvas); BTDrawCockpitPanels (band fill -> button lamp quads -> 9-entry surface loop, phosphor-green mono / amber palette sec, Eng-sibling slot map -> GDI-atlas flight labels; D3DSBT_ALL state-block isolation = the floating-rocks trap); BTCockpitMouseDown/Up (client->bb hit-test + glass press/release/right-latch contract); BTApplyWorldViewport + DevGaugeDocked cockpit branches; shared BTLampBrightnessOf inline. Hooked at the top of BTDrawGaugeInset (before BT_SHOT, so shots include it). - btl4main.cpp: glass preset (cockpit default, per-display panels opt-in); mode resolution -> gBTGaugeCockpit with work-area-clamped window sizing (-res = view size); WndProc WM_L/RBUTTON routing. - L4VIDEO.cpp: BTWorldAspectOf cockpit branch (view rect on-screen aspect). - L4VIDRND.cpp: CameraShipHUDRenderable::Render made viewport-relative. Buttons = the L4GLASSWIN address banks x0.5 (Heat 0x2F, Mfd2 0x27, Comm 0x37, Mfd1 0x0F, Mfd3 0x07 red; radar rails 0x10-0x1B yellow; flight 0x38-0x47 blue, labeled). Full rect is the hit target; the surface draws over it so only the lamp edge shows. Precedence: BT_GLASS_PANELS=1 stands cockpit down > BT_COCKPIT=1 > _WINDOW/_DOCK opt-out > cockpit default; BT_COCKPIT=0 = dock-bottom. Green tunable via BT_COCKPIT_TINT. Renders in ALL builds; only the PadRIO click/lamp seam is BT_GLASS-gated. Verified (awaiting playtest): both build/ + build-glass/ compile (0 error C); glass BT_SHOT matches the mockup; 500-click storm during a live mission survived (Gitea #18 Receiver-gap fix holds); BT_COCKPIT=0 dock-bottom unregressed; BT_GLASS_PANELS=1 stands cockpit down; pod build renders the panels. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> |
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70eea6c1a4 |
Boresight parallax FIXED + the #4/#5 verdict instrumentation (Gitea #16, #4, #5)
PARALLAX (#16): the pick/fire ray was anchored at mech.y+5.0 (a port improvisation) while the sight line ran from the eyepoint (y=6.23) -- two parallel rays whose constant offset grew into the reported low-miss as range closed (measured ry +0.072 @50u -> +1.54 @2.7u). The decomp's sight and pick share the eye origin (HudSimulation @4b7830 chain). Fix: the viewpoint mech's cockpit eye owns the aim-camera publish in BOTH views, origin = its own eye translation; leveling + deliberate elevation untouched; chase view now converges to cockpit ballistics (V cannot change where shots land). After: pick pinned to the crosshair (ry <= 5e-6) from 50u to point-blank; 26 laser + 8 missile center-mass hits at 3/4-screen. Awaiting the reporters' approach-test. VERDICT INSTRUMENTATION (#4 closed authentic, #5 verdict posted): BT_RANGE_LOG per-frame pick tracing + BTGroundRayHitExact analytic cross-check (0/8000 arena fall-throughs; cavern 6/8400 single-frame grazes -- the 'crazy sliding' is the authentic world-pick + 500 m/s slide over depth discontinuities); BT_AUD_TAIL StopNote/fade timing + BT_FIRE_PULSE single-shot driver (the energy 'buzz' is the AUTHORED charging loop: crescendo through recharge, 1.309s authored release, measured within one frame). CAVERN.EGG: solo cavern test egg. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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5dd35365c7 |
Glass input audit: RIO mapper id fix (panel banks live), keyboard reconciliation
Root cause of the dead on-screen panel: MechRIOMapper's message-id enum
chained off L4MechControlsMapper::NextMessageID (=0x19), registering all 18
RIO override handlers at 0x19-0x2a while the streamed .CTL EventMapping
records carry the binary's ids -- the binary RIO table @0051dd30 re-registers
the BASE aux/zoom ids 3..0x13 (Hotbox 0x1a @0051de98). Every MFD-bank/zoom
press hit the base ConfigureMappableMessageHandler FAIL trap (26/72 buttons
dead; an abort() on a trap-armed pod). Ids now pinned to the binary
numbering + static_assert-locked (btl4mppr.hpp) -- panel goes 26 -> 52
working buttons (8 await handler reconstruction, filed on Gitea; 12 have no
streamed mapping authored = authentically inert).
Keyboard reconciliation (glass-only): the merged map -- keyboard hosts the
~20 core gameplay actions on the CONTROLS.MAP keys, the panel covers every
pod address by click (right-click = hold latch):
- W/S throttle lever, A/D pedals, Q/E twist, R/F elevation, X all-stop,
arrows drive; numpad flight cluster kept (Cyd)
- 1/2/3/4/Space/LCTRL/RCTRL fire, LALT reverse, B look-behind (0x41)
- M=0x18 mode cycle, N=0x15 display cycle, H=0x2C coolant flush (hold),
C=0x2F Condenser1 valve, G=0x0E weapon-1 configure (Mfd1-Quad-gated)
- F5-F9 = Mfd2 bank 0x27-0x24 + 0x22 (page-gated gen A-D / gen mode)
- hardcoded: ` or V = view toggle, J/K/L = Mfd1/2/3 preset-page cycle
(PadRIO edges -> gBTPresetCycle; no pod "cycle" button exists)
- PadRIO::SuppressKey: bound keys are swallowed from the typed 1995 channel
(the btinput suppression pattern, glass side) -- ends the glass double
dispatch ('w'=pilot select 0, 'a'..'g'=MFD2 presets, NUMPAD/F-key key-up
VK aliases like VK_F5=0x74='t'). Unbound keys keep their authentic
meanings (5/z presets, t-o pilot select, +/- zoom, F1/F2 align).
DISPLACED from Cyd's default bindings (each reachable on the panel or by a
bindings.txt edit -- flagging for Cyd's veto): number row -> secondary panel
(1-4 now fire), QWERTY row -> pilot keypad (dropped), arrows -> hat looks
(now drive), V/C/B -> fire 0x47/0x46/0x45 (now view/valve/look-behind),
LCTRL -> throttle-down (now fire). XInput pad section untouched.
Audit by-products (KB updated): the always-active msg-4 records identified
(0x2C = Reservoir flush, 0x29-0x2F = condenser valves, 0x1A-0x1D =
GeneratorA-D ToggleGeneratorOnOff @004b1ed0 unreconstructed); 0x13 = Mech
DuckRequest (crouch), 0x28 = BalanceCoolant; Searchlight/ThermalSight
ToggleLamp handler-sets are default-constructed EMPTY; weapon Eng-page msgs
0x3/0xb = ToggleCooling / ToggleSeekVoltage / EjectAmmo, all unwired;
unhandled messages are SILENT (no [FAIL] -- census = BT_CTRLMAP_LOG dump x
handler tables).
Verified live (build-glass2, ARENA1): panel presets/zoom/display/flush;
W drive (speedDemand 61.5, gait advances), Q turn (BAS), M -> MID, A turn
(MID), Space fires, N display, J/K/L presets, H flush drain, C valve 1->5;
suppression ('w' swallowed, 't' flows, F5-keyup swallowed); BT_SHOT frame.
Un-regression: pod build (gates OFF) compiles 0 errors, forced-walk drives,
streamed ids unchanged; CONTROLS.MAP/btinput untouched.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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0d032029a0 |
Fix 2 (Gitea #12): gauge tree survives the in-session mech re-stream
The pre-launch host drop/rejoin re-stream re-creates every mech at mission launch; the LOBBY-built gauge tree kept attribute pointers into the freed first-stream mechs, every widget Execute AV'd, and the BT_DEV_GAUGES SEH guard (Gauge::GuardedExecute, GAUGE.cpp:618) disabled each one PERMANENTLY (rate=0, no rebind) -- the frozen dev-gauges window of incident #12. The authentic engine flow only tears the tree down at mission transitions (Application::Shutdown -> gaugeRenderer->Shutdown() -> ShutdownImplementation -> Remove(0), APP.cpp:787 / GAUGREND.cpp:3264); the re-stream bypassed it. Fix: BTL4GaugeRenderer::TearDownForViewpointRestream() performs the ENTITY-BOUND half of that same ShutdownImplementation sequence, in order (gaugeAlarmManager->RemoveAllAlarms() -> Remove(0) -> moving/static entity grid Clear), keeping the mission-scoped state (warehouse, graphics ports, interpreter, controls-owned L4Lamps -- RemoveAllLamps would delete them behind the buttonGroup's &lamp->automaticValue registrations). Called from BTL4Application::MakeViewpointEntity before ConfigureForModel("Init") on any viewpoint RE-make -- that handler runs once per stream (the incident log's [ctrlmap] installing x2) -- so the tree rebuilds bound to the NEW mech via the renderer's existing lazy build. Sentinel: "[gauge] viewpoint re-stream: tearing the gauge tree down for rebuild". Verified with the 2-instance relay harness (port 15600, MP_RELAY.EGG, the incident sequence): join A (dev gauges) + B, kill B by exact PID at WAITING FOR OPERATOR LAUNCH, rejoin B, operator launch. Pod A re-streamed (2x ctrlmap install, 4x zonebuild), logged the sentinel, and post-launch the docked composite is fully live (mission clock/heading/radar advancing between BT_SHOT frames) with ZERO [gauge-fault] DISABLED lines (the incident had 11). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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2215932016 |
KB: Gitea #12 incident findings -- @004bbd04 firing machine recovered, gauge-freeze root cause, dirty-bit gotcha
- decomp-reference: ProjectileWeaponSimulation @004bbd04 FULLY RECOVERED (capstone): fault gate reads simulationState@0x40==1 (not simulationFlags); ammo-bin gates; Loaded-case view/target denial = SetLevel(4);SetLevel(2) blip BEFORE FeedAmmo; updateModel@0x18|=1 is the replication dirty (== ForceUpdate); slot 17 @004b9c9c = rechargeLevel writer; FireWeapon @004bcc60 carries no gating. - gauges-hud: CORRECTION -- launcher recharge dial is NOT authentically static (slot 17 @004b9c9c animates it); MP gauge-window freeze root-caused = lobby-built gauge tree dangling over the launch mech re-stream + permanent SEH disable. - reconstruction-gotchas #20: updateModel@0x18 vs simulationFlags@0x28 bit 0 (DelayWatchersFlag) mis-mapping class (Emitter::SetDirty, mislanch salvo mark). - open-questions: #12 status ledger -- fixes pending a live-verify window; J/K/L preset hypothesis refuted for solo (scripted A/B); symptom-4 pip set unresolved. - GAUGE_COMPOSITE row 13 verdict corrected (WRONG-STATIC, fix pending). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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63b168cb92 |
SeekVoltageGraph: full reconstruction -- the eng-page POWER graph + top-box eraser (Gitea #11)
The #10 audit's one WRONG: the port Execute was a bring-up no-op, so the emitter/myomer engineering pages never erased their top data box -> stale sibling-page ghosts on the shared Eng bit-plane (SYSTEM 10 PPC showing the Streak ammo box, etc). Full faithful widget landed: - btl4gau2: ctor/BecameActive/Execute/clear/ticks/cursor recovered from the capstone disasm of @004c6798/@004c6920/@004c6934/@004c6be4/@004c6c30/ @004c6c6c (Ghidra dropped every x87 arg). Plot: v=0..12000 step 1200, x=Round(response(v)*230), y=Round(v*(1/12000)*187) (ld80 @004c6bd0/@004c6d74 = exactly 1/12000); change-test samples the response at 12000V vs the 9999 activation sentinel; XOR op for tick/cursor move-by-redraw; destroyed branch centres edestryd.pcc and revives via own vtbl+0xC (BecameActive, slot 3 of PTR_0051a1fc -- vtable-dump verified). - The vtbl+0x3C sampler identified from the binary vtables: Emitter slot 15 @004bb42c = sqrt(P(v)/2.0e8), P @004bb3f4 = damageFraction*v^2*0.5* energyCoefficient; Myomers slot 15 @004b8f94 = sqrt(AvailableOutput(v)*3.6/ 350). FUN_004dd138 == sqrt (part_015.c:4026): myomers' fabs reading corrected, GetSpeedReading renamed SeekVoltageResponse. Port dispatch via complete-type bridges BTSeekVoltageSample/BTMyomersSeekSample + BTSubsystemDestroyed (databinding rule). - Emitter's AUTHENTIC attribute table recovered (binary @0x511dd4, ids 0x1D-0x25) and published: Laser*/Seek*/OutputVoltage@0x414 (currentLevel, RAW volts -- the live-cursor feed). Field renames per the table: 0x3F8 minSeekVoltageIndex / 0x3FC maxSeekVoltageIndex (static_assert-locked). The MechWeapon 0x1D OutputVoltage PORT ALIAS retired (binary table ends 0x1C; Find walks lowest-id-first, the alias shadowed the authentic row). PPC::DefaultData -> Emitter::GetAttributeIndex(). - mech4: BT_PRESET_HOLD=<n> (freeze the #9 preset cycler after n pulses) for steady-state pixel verification; BT_SEEK_LOG diag. Verified live (BLH, autofire): both #10 repro pairs held ghost-free for minutes (SYS09->SYS10 PPC, SYS02->SYS04 ERMed, SYS05->SYS06 Myomers); curves draw with live cursors; one replot per activation; quad panels/J-K-L/sec panel un-regressed. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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f1a6ccbaaf |
Gitea #10: systematic gauge-data audit -- 45-row verdict table + findings
docs/GAUGE_COMPOSITE.md gains the AUDIT 2026-07-19 section: every widget on the 6 pod MFD surfaces + the secondary screen + the HUD reticle audited for binary-correct data (static pass vs decomp + two instrumented live sessions). Verdicts: 34 CORRECT / 1 WRONG (filed) / 6 AUTH-STATIC / 6 DEFERRED-FEED. Findings: A. The 'SYSTEM 10 PPC ammo readout' (entry a) root-caused: header/label/screen mapping are CORRECT ([vss] dump == authored sub+0x1dc); the ammo box is a GHOST -- stale pixels from the sibling ballistic/sensor page on the shared Eng plane, persisting because the port SeekVoltageGraph::Execute is a bring-up no-op. In the binary the graph IS the top-box eraser (view = (0x97,0x80)-(0x17d,0x13b) @004c6798; clear @004c6be4 on the @004c6920 activation sentinel) -- ghost-free on the pod. Full reconstruction FILED (4 Seek* attrs + vtbl+0x3C sampler + x87 recovery); no erase-only stand-in. B. HUD attr table @5110c0 conflict (entry b) RESOLVED -- see commit |
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6783619069 |
Gitea #9: the upper-MFD PRESET pages (3 MFDs x 5) live -- SetPresetMode
table re-decoded to the ModeMFD bits + desktop J/K/L page cycle
The preset system was unwired by ONE defect in the message layer: the
SetPresetMode @004d1b24 table @0051dbf0 had been transcribed from the
section dump as BIG-endian dwords ({0x1e,0x01000000} instead of
{0x1e,0x01}), so a preset press set a garbage high bit -- and for group 1
items 3-4 / group 2 items 0-2 stomped the LIVE NonMapping / Intercom /
ModeSecondary* bits -- while the real page bits never moved. Ground
truth (section_dump.txt:72901-72908, little-endian + BTL4MODE.HPP [T0]):
set = ModeMFD{1,2,3}{Quad,Eng1-4} = 1<<(group*5+item), bits 0-14, fully
disjoint from the #6 secondary trio (bits 18-20); group 2 is MFD3, NOT a
duplicate of the secondary views.
What the 15 presets show (l4gauge.cfg): group = the MFD (Mfd1 lower left
/ Mfd2 upper center / Mfd3 lower right), item 0 = the btquad.pcx Quad
overview (up to 4 vehicleSubSystems cluster panels), items 1-4 = the
full-screen engineering-detail pages (bteng.pcx + prepEngr screens
group*4+1..4 + the cluster eng children: GENERATOR SELECT A-D, POWER
graph, COOLING loop, DAMAGE, ammo). Empty screens are authored per mech
(Blackhawk: 3/11/12 empty).
Authentic dispatch (streamed "L4" .CTL EventMappings, BT_CTRLMAP_LOG
dump): each MFD owns the 8-button RIO bank around it, MODE-MASK-gated --
Mfd1 = 0x08-0x0F, Mfd2 = 0x20-0x27, Mfd3 = 0x00-0x07. Quad page ->
direct-select buttons for the POPULATED eng pages (mapper msgs
Aux1Eng1-4 0x4-0x7 / Aux2* 0x9-0xC / Aux3* 0xE-0x11); eng page -> one
back-to-Quad button (0x3/0x8/0xD) + per-subsystem controls. These
records already install and fire on desktop (btinput passes the live
manager mask), so the NUMPAD profile's 0x20-0x27 keys page MFD2
authentically.
Port wiring (the #6 pattern): keys J/K/L -> actions Mfd1/2/3Cycle ->
gBTPresetCycle -> L4MechControlsMapper::CyclePresetModeNow(group) -- a
documented desktop shim (24 mode-dependent pod buttons don't fit a
keyboard) that cycles Quad -> populated Eng pages -> Quad, visiting
exactly the pod-reachable set; the body is the authentic SetPresetMode.
Dev-composite: BTDrawGaugeSurfaces now draws the Eng1-3 planes at their
sibling cells and skips any mono plane whose channel is BlankColor,
honoring the mode-driven reconfigure (RemapGraphicsPort) -- each dev
cell shows the ACTIVE page like the pod monitor. This supersedes and
removes the 2026-07-12 GAUGREND "frozen-dial" scaffold (forced all 15
page bits active under BT_DEV_GAUGES; it pinned the shared Eng plane on
the highest screen and ate the page flips).
Pixel-verified (BT_PRESET_TEST + BT_DEV_GAUGES_DOCK + BT_SHOT,
Blackhawk): all three MFDs page Quad -> SYSTEM NN eng details -> back to
Quad in lockstep with the [mode] preset mask log; group 0 skips the
authored-empty screen 3, group 2 skips 11/12. Un-regressed: N display
cycle (0x450421->0x490421->0x510421, page bits intact), M control mode,
CONTROLS.MAP 52 bindings parse clean.
Diags: BT_MODE_LOG ([mode] preset), BT_PRESET_TEST=<frame>.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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1d6339b226 |
Gitea #6: secondary MFD Damage/Critical/Heat cycling -- reconstruct the
NotifyOfDisplayModeChange override (vtbl+0x4C @4d1ae4) + wire desktop 'N'
The secondary screen's schematic selector was mislabeled: @004d1ae4 (the
bits-18..20 ModeSecondary* mask swap) was reconstructed as a non-virtual
"SetControlMode" that nothing called, so the desktop stayed pinned on the
Damage view. The binary's L4 vtable @0051e440 pins the truth:
+0x48 = @004d1acc <- CycleControlModeMessageHandler (FUN_004afbe0):
forwards to the base RET no-op @004b048c. A BAS/MID/ADV
control-mode change never touches the secondary view
(empirically confirmed: BT_MODECYCLE_TEST cycles the CONTROL
MODE lamp, mask bits 18-20 unchanged, schematic stays ARMOR).
+0x4C = @004d1ae4 <- CycleDisplayModeMessageHandler (FUN_004afcac):
THE Damage/Critical/Heat selector, indexed by displayMode
(table @0051dbe4 = ModeSecondaryDamage/Critical/Heat).
Authentic pod inputs (streamed type-6 .CTL EventMappings, dumped via the
new BT_CTRLMAP_LOG EVENT records): secondary-panel button 0x15 -> msg
0x15 CycleDisplayMode (manual p13, the "'Mech status Info center" bottom
left of the secondary screen), button 0x18 -> msg 0x14 CycleControlMode
(manual p6, top right), 0x10/0x11 -> ZoomIn/Out. The DOS keyboard
fallbacks (Keypress 0x13d/0x13e = extended F3/F4) are dead under the
WinTesla VK map, hence the desktop pin.
Port wiring (the M/ModeCycle pattern): key N / pad RightThumb -> action
DisplayCycle -> gBTDisplayCycle -> CycleDisplayModeNow() -- the same body
the pod console button message drives. Both .MAP profiles + the
compiled-in default updated.
Verified live (docked gauges + BT_SHOT, BT_VIEWCYCLE_TEST): the sec
panel cycles ARMOR DAMAGE silhouette -> CRITICAL DAMAGE subsystem list
-> HEAT DAMAGE colored list, mask 0x450421 -> 0x490421 -> 0x510421; M
control-mode cycling un-regressed (BAS/MID/ADV lamp cycles, view pinned).
Diags: BT_MODE_LOG, BT_VIEWCYCLE_TEST=<frame>, BT_MODECYCLE_TEST=<frame>,
BT_CTRLMAP_LOG now dumps EVENT records. KB: gauges-hud secondary-view
section rewritten, CLASSMAP +0x48/+0x4C slots, decomp-reference env
gates, GAUGE_COMPOSITE phase-4 entry resolved.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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2ae9bd43ae |
Coolant Flush end-to-end (Gitea #7): InjectCoolant id-4 handler + drain + FLUSH.PFX cloud + 'H' key
The playtest report (sound plays, no gauge drop, no cloud) traced to the
Reservoir's InjectCoolant chain being dead in three places:
- The handler was never REGISTERED: the binary's Reservoir handler table
@0x50e680 has one entry {4, "InjectCoolant", @4aee70}; added
Reservoir::GetMessageHandlers + the press/release handler (press starts
the flush gated on coolantLevel@0x12C > 0 -- the old body misread +0x12C
as currentTemperature; release stops it; novice lockout via FUN_004ac9c8).
- Reservoir::InjectCoolant (@4aefa4, 1019 bytes) was an empty stub -- the
drain the coolant gauge reads. Reconstructed in full: work list =
condenser/weapon/heatable chains (+0x7cc/+0x7bc/+0x7ac, roster-walk
emulation with the binary's duplicate-visit weighting; HeatSink-filtered
[T2 guarded]) + the linked master sink; per sink with flowScale != 0 move
squirtMass x flowScale x dt (clamped to the tank / sink capacity) and
credit pendingHeat with the negative carried-heat delta capped at
sinkMass x reservoir startingTemperature -- the set%-biased flush of the
manual (p24), riding the existing heat model.
- Two latent ctor decode bugs surfaced and fixed: the master gate @4af408
(and @4aeb40 HeatWatcher, swept) reads the OWNER MECH's simulationFlags
(*(param_2+0x28)), not the resource's subsystemFlags (the misread left
the CoolantSimulation Performance unregistered); and the capacity scale
FILDs the bank's INTEGER HeatSinkCount ((float10)*(int*)(link+0x1d0)) --
the float reinterpret gave ~1e-44 -> a permanently empty tank.
Capacity = 0.05 x heatSinkCount x streamed CoolantCapacity (BLH: 6.0).
Visual: the binary's mode-1 coolant-effect renderable (FUN_00456a68, built
for classID 0xBC0 on "ReservoirState", part_014.c:5439; tick @part_007.c:
8780) starts psfx 19 = FLUSH.PFX ("Coolant flush", BTDPL.INI) when the
state changes to 1 -- BTSpawnFlushCloud (mech4.cpp) spawns it on the same
alarm edge as an attached emitter at torso height.
Input: new CONTROLS.MAP action "Flush" on 'H' (HELD; press+release both
dispatch, the held-button payload). Diags: BT_FLUSH_LOG, BT_FLUSH_TEST.
Verified live (FOGDAY): [flush] Reservoir level 6 -> 0.13 -> 0 over ~0.6 s
held (= the manual's 3-4 punches to empty), the coolant vertBar source
Reservoir/CoolantMass drains, and the bluish condensation cloud rises from
the mech (scratchpad/flush_cloud.png vs flush_before.png).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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0bcba26213 |
KB: land the EXPERIENCE-LEVELS decode from glass-cockpit (Cyd)
Brings Cyd's experience-level / simulation-mode research onto master (the KB-decode portion of glass-cockpit 4e01e83; the bundled BT410 source manifest is left for the full glass-cockpit merge). - context/experience-levels.md (NEW): the egg per-pilot 'experience' field (novice/standard/veteran/expert) is the pod's SIMULATION-FIDELITY tier, decoded end-to-end. FUN_004c0bc8 reads btMission->experienceLevel(+0xe4) and fans it into the +0x25c/+0x260/+0x26c/+0x270/+0x274 flag block: +0x25c 'sim live' (novice lockout: jams/searchlight/powersub), +0x260 the HEAT-MODEL master switch (veteran+expert; FUN_004ad7d4), +0x274 raw level (FUN_004ac9c8 = ==0 novice predicate; the valve/advanced-cockpit lockout). 4.0->4.10 drift: the viewscreen hunting-aid gate is GONE in 4.10 (HUD reads none of these flags), and movement heat is veteran+expert not expert-only. - btplayer.cpp/.hpp: CORRECTED comments/labels -- the +0x25c..+0x274 block is seeded from btMission experienceLevel/advancedDamageOn, NOT the scenario role's returnFromDeath; the 'roleClassIndex/showKills' names are scoring-era mislabels. Code logic UNCHANGED (comment-only): the ctor still reads scenarioRole (STAND-IN, defaults 2 = veteran) pending the wiring task. - Corrections swept into gauges-hud.md (ROOKIE->novice lockout), open-questions.md (player+0x260/0x274 semantics now PINNED), pod-hardware.md, subsystems.md, decomp-reference.md; CLAUDE.md router row. No code-logic change -> no rebuild needed (comment + markdown only). The runtime wiring (seed from BTMission::ExperienceLevel()) remains TODO. Co-Authored-By: Cyd <cyd@falloutshelterarcade.com> Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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171c993147 |
HUD: missile/AC weapon pips blink on fire again -- read authentic WeaponState (attr 0x1C)
Reported: the reticle's missile pips no longer momentarily disappear when
firing. Traced it: the pip's 'loaded' flag has read MechWeapon::rechargeLevel
(>= 0.999) since the reticle Execute was recovered (task #37). That's a port
APPROXIMATION of the binary's authentic attr 0x1C (WeaponState @0x350). It
works for emitters -- rechargeLevel is charge-driven and tops off at 1.0 when
Loaded -- but projectile weapons (MissileLauncher/autocannon) never write
rechargeLevel (it's authentically static at 1.0; the recharge DIAL draws full
and never moves). So a missile pip's 'loaded' was permanently true and the pip
never blinked. NOT an audio regression -- it never worked in the port; the
audio wave (
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0fcd0c3106 |
KB sweep: env-gate hub table catches up (BT_RELAY/BT_SELF/BT_KEY_STOP/...); stale MP remaining-work line updated; gauges-hud callsign cross-ref
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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1ed8b05160 |
Radar view-wedge tracks the torso twist (Gitea issue #1)
The SECTOR radar's view cone read viewHorizontalRotation, wired by the MapDisplay ctor from the mech's Torso -- but FindSubObject and GetHorizontalRotation were NULL stubs, so the connection was never created and the wedge sat at heading 0 regardless of twist. Reconstructed from the binary: - FindSubObject (FUN_0041f98c): a subsystem-ROSTER walk (count @+0x124, array @+0x128) matching the streamed subsystem name (sub+0xd4) with a tolower-strcmp (FUN_004d4b58) -- the 'Torso' sub-object IS the roster Torso subsystem. - GetHorizontalRotation: torso+0x1D8 == Torso::currentTwist (layout-locked), via the existing task-#56 bridge BTGetTorsoTwistAddr (Radian is layout- identical to Scalar). Verified live (MadCat, Standard mode Q/E): the wedge tracks the twist in lockstep (rot 0 -> -2.21 rad), and the semantic test passes -- body turned away, torso twisted back onto the enemy: reticle green + wedge pointing at the enemy's blip on the body-fixed scope. NB the Blackhawk's torso is FIXED (+/-0.01 deg limits) -- its wedge authentically never moves; test with a twisting mech. Diag env: BT_RADAR_LOG. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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02cdfd6576 |
Torso: the TWIST goes LIVE -- electrical watchdog chain, centered crosshair, coherent controls (task #57/#58)
The MadCat torso twists, the view turns with it, and targeting follows. Three reconstruction fronts closed: THE ELECTRICAL WATCHDOG CHAIN (why the torso never powered up): - PowerWatcher::UpdateWatch reconstructed (@004b181c, the REAL registered Performance -- PTR @0050f5fc; Ghidra missed the fn start): the watchdog MIRRORS the watched subsystem's electrical level (+0x278), brownout downgrade when gen output <= minVoltage% x rated. @004b1804 relabeled ResetToInitialState (slot 10) -- the old "Simulation" tag was wrong. - The factory watcher-CONNECT pass reconstructed (vtable slot +0x38, @004aee2c/@004b1a40 byte-identical, recovered from raw exe bytes): watchedLink.Add(roster[watchedSubsystem]) on the master node. Was the SubProxy::Start() no-op -- every watchdog sat at 0 forever. - MinVoltageScale = 0.01 (a 10-byte x87 literal @0x4b1924; was 1.0f = permanent brownout) and PowerWatcher's Derivation chains its REAL base HeatWatcher (the HeatableSubsystem stand-in broke IsDerivedFrom for the whole Torso/Searchlight/ThermalSight family). - KB correction swept: derivation tag 0x50e604 = HEATWATCHER (not "HeatSink"); the btl4gaug heat-widget gate now tests it via the BTIsHeatWatcher bridge. THE CROSSHAIR (task #58 forensics, 6-agent workflow + live probes): - The VIEW is TORSO-MOUNTED: jointtorso -> jointeye -> siteeyepoint in every twist-capable .SKL; the camera + canopy ride the same hinge subtree through HingeRenderable's live matrix-stack compose -- ALREADY WORKING in the port. The crosshair stays screen-centered (center IS the boresight); the twist reads on the tape carets/compass/radar. - The real bug was the port's gBTAimX = tan(twist) slew (the falsified "body-mounted view" model): the camera already carried the twist, so the crosshair counter-slid to hull-forward and the fire ray with it. Deleted; the pick ray inherits the twist from the yawing eye basis. - Two instrumentation traps documented (chase-eye-as-default-camera, BT_FORCE_TORSO clobbering real joints -> the hook now only fills unresolved ones); an over-correcting explicit eye compose was added on those false readings and retired the same day. CONTROLS + REPLICATION: - Q/E spring-center on release (the axis is a twist-RATE demand; the old hold-deflection model drifted forever); X also zeroes the axis and pulses the authentic torso Recenter (@004b6918). M cycles control mode via the real CycleControlMode body. - Torso update-record DIRECTION fixed: engine truth is Write=serialize / Read=apply; @004b6a78 is the READ (was mislabeled Write) and the missing WRITE @004b6a1c recovered from raw disasm (recordLength 0x1C, twist/vel/rate at +0x10/14/18) -- kills the replicant's 0xCDCDCDCD -140-degree ghost twist. - Marching-ghost desync: 4 Standing-case guards zero stale reverse cycleSpeed (negative cadence passed the <= ZeroSpeed stop gate). - Kill credit rerouted to the OBSERVED killer (lastInflictingID -> killer's player link) -- kills count, target K/D populates. KB: subsystems.md (watcher chain), multiplayer.md (record direction), combat-damage.md + gauges-hud.md + cockpit-view.md (torso-mounted view re-correction), decomp-reference.md (new addresses + tag fix), open-questions.md (dead capability-roster loops 2-4, snapshot CD read). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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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>
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bb795e2805 |
MP live-play wave: collision economy, missiles, radar transform, panel polarity, comm ticker
The interactive 2-node playtest wave -- every fix decomp-grounded and live-verified: COLLISION ECONOMY (the ram one-shot): StaticBounce mutates worldLinearVelocity per contact and ProcessCollisionList walks EVERY touched solid per frame; with 2007 terrain-as-solids the reflections compounded x4-x40 within one frame and a walking bump one-shot a pristine mech for 112,375 pts (62-pt authentic economy). Fix: frameEntryWorldVelocity restore per contact (damage always priced at the real approach speed -- all the binary's physics ever saw); Mech::Reset zeroes the mover motion (respawn = teleport); [collide-tx]/[mp-hdlr] telemetry. Gotcha #16 (engine-facility drift class). MISSILES: peer-visible salvos (the launcher record extension carries a salvo counter + aim point; ForceUpdate actually enqueues it -- the dirty flag alone never serialized), the authentic arc (authored MuzzleVelocity vector + the Seeker's 200m/0.1/300 loft + gain-4 steering, decoded from @004beae4/@004bef78), world-impact bursts (rounds detonate on cave geometry instead of phasing through), contact-only damage (flight-cap expiry = fizzle, no more teleport damage), live re-lead, and ballistic (unguided) shells for autocannons. projweap's stale BTPushProjectile extern (the /FORCE signature trap, gotcha #6 corollary) crashed the Avatar's first AFC100 shot -- fixed + sweep rule recorded. RADAR: two transcription bugs made the scope permanently empty -- FUN_0040b244 is the affine INVERSE (not a copy) and FUN_0040adec writes ONLY the 3x3 rotation (never the translation); worldToView now Invert(view) built rotation-first. CulturalIcons sorted out of the moving grid (the phantom red pips were map props), visible-radius culls on all three draw passes, live pip verified at |delta| x ppm px. Gotcha #17 (verify the FUN_ body, not its call shape). WEAPON PANELS (the frozen-dial hunt): the binary's *(subsystem+0x40) means FAILED -- the recon's 'operating' name was backwards, inverting the destroyed-X lamps, the panel look, the children enable and the ready-lamp gate (which had NEVER executed). Polarity chain corrected end-to-end (failedState, fed by real damage saturation). Root cause of the freezes: MFD page-mode gating -- the dev composite shows ALL pages at once, so off-page dials legitimately stopped; under BT_DEV_GAUGES the 15 page-plane bits stay active (the exclusive secondary trio untouched). The SEH gauge guard now names its kills; repaint-heal resets the incremental arc after panel repaints; [panel]/[arc] probes added. COMM/SCORE: MessageBoard LIVE (the engine already shipped the whole Player__StatusMessage queue; wired the binary's one producer -- the kill branch, victim's name, 6s -- plus the consumer bridge and a lazy source bind); MP DEATHS counted via the observed-death tally (each node scores every pilot from locally observed events, the same model as the KILLS credit) and the -2/-1 engine seed clamped for display. DEV UX: node-tagged window titles (-net port), gauge panel reworked (1320x480, true 4:3 MFD cells, the portrait secondary UNROTATED upright, linear filtering, BT_GAUGE_SCALE), fixed close spawns via BT_SPAWN_XZ, Boreas flies an Avatar (first second-chassis live outing). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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dd27238ceb |
Gauges: the CLOSEOUT wave -- radar pips, Myomers dedup, attribute parity, ledger sweep (tasks #14-#17)
TASK #17 -- AUTHENTIC RADAR SYMBOLOGY (the cross-blip stand-in retired). The recon proved the 'missing pip raster set' never existed as BT game code: pips are the ENGINE's L4GaugeImage vector-stroke system (T0 source in tree, L4GAUIMA.cpp == FUN_0046f0c0 line-for-line), the 'pip table' is L4Warehouse:: gaugeImageBin keyed by Entity::resourceID, and BTL4.RES ships 110 type-0x12 shapes (every mech/vehicle/building/tree). The six btl4rdr stubs are wired to the real facilities: contacts draw their authentic model silhouettes with LOD selection, the target gets the binary's 4px-inflated box highlight, and player-name labels resolve via Mission::GetSmallNameBitmap (the prebuilt 64x16 egg rasters keyed by the player's bitmapindex). DECODED: the invented 'VideoObject' was Entity::owningPlayer all along (+0x190; nameID = playerBitmapIndex@0x1E0, target = BTPlayer::objectiveMech@0x284 -- new bridge BTPlayerObjectiveMechOf); the 'LabelledEntity' class is Landmark (cultural.h; label path dormant -- no landmark content ships, no runtime landmarkID writer). The L4GREND BT_DEV_GAUGES warehouse guard is removed (its AV had a different culprit, below); resource type 18 corrected to GaugeImageStream in decomp-reference (was mislabeled 'ModelList'). TASK #14 -- the Myomers ODR duplicate ELIMINATED: the powersub.cpp/hpp 'Myomers' (classID 0xBC3 -- actually Sensor) is retired whole; it duplicated ?DefaultData@Myomers@@ against the real class (dumpbin-verified) and /FORCE picked the winner by link order. The real Myomers (0xBC6) now chains PoweredSubsystem's handler set (ids 4-8) and publishes its SEVEN binary attributes (@00511588: SpeedEffect/Current/Recommended/Min/MaxSeekVoltage- Index/SeekVoltage/OutputVoltage) -- the old empty unchained index starved the Myomer engineering panel of every resolve. TASK #16 -- attribute parity: MechWeapon publishes the FULL binary table @0x511890 (11 entries; ids renumbered to binary truth -- the port aliases had squatted the binary's DistanceToTarget/TargetWithinRange ids; the streamed TriggerState 0x13 binding unchanged). Binary names resolved two TODO members: pipState -> estimatedReadyTime (attr 0x1A), and the EXT-model flag is the binary's RearFiring (0x1B). ThermalSight LightState published. HUD (offset conflicts) + missile-side tables (id encoding suspect) documented for a re-dump instead of publishing blind. THE CRASH THIS EXPOSED [T2, cdb-verified]: gotcha #11's dense-table gap is a LATENT AV, not a guaranteed one -- the old table's 0x0D..0x12 gap (task #5) survived on heap luck; the renumber reshuffled allocations and Find() AV'd on a garbage entryName in WeaponCluster's PercentDone resolve. Fixed with five named PAD entries (the mech.cpp attrPad idiom) + a static_assert locking the pad base to PoweredSubsystem::NextAttributeID. Gotcha #11 amended with the proof. TASK #15 -- stale-ledger sweep: GAUGE_COMPOSITE ('composite not yet built', Reservoir shadow, PlayerStatus/vehicleSubSystems 'remaining', valve-dormant- until-0xBD3, sensor guard, the superseded 'Heat MFD near-static' reframe -- all banner-corrected), gauges-hud frontmatter, L4VB16 + powersub comments. Verified live: 50/50 config attribute bindings resolve, 0 NULLs, 0 parse skips, mech spawns and simulates 31/31 subsystems, no cross-blip fallbacks, the pip cache fills through entity registration without the old guard. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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80cadc98c7 |
Cockpit: the COOLANT VALVE control -- the heat-management triad completes (task #13)
The pilot's third heat tool: Condenser::MoveValve (id 4, the Condenser handler table @0x50E52C -- PE-verified, exactly one entry) registered via the order-proof function-local accessor and GUARDED by the real FUN_004ac9c8 (task #12's BTPlayerRoleLocksAdvanced rookie-role bridge -- the old deferral note blamed the 0xBD3 messmgr, a stale misattribution, swept). Each press cycles the valve 1 -> 5 -> 50 -> 0 -> 1 and RecomputeCondenserValves re-shares the fixed total coolant flow across all six condensers -- opening one valve wide starves the others: the pilot's cooling-triage lever. Desktop: 'C' cycles the selected condenser's valve (BT_VALVE_SLOT picks the roster slot; default Condenser1). BT_VALVE_TEST scripts a headless press. Verified live: press -> "[valve] condenser#1 valveState=5 flow=0.5 (total=10)" -- exactly the authored redistribution math (5/(5+5x1)), through the real role gate. The heat-management triad is now complete and all-authentic: G + fire buttons = regroup weapons across buttons (task #6) F5-F8 / F9 = reassign weapon generators / mode (task #12) C = coolant valve triage (task #13) Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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092408041c |
Cockpit: the CONFIG-MODE weapon-regrouping session + the live-play fire fixes (tasks #6+#11)
TASK #6 -- the pod's in-cockpit weapon regrouping, fully reconstructed and live-verified (hold-configure -> tap fire button -> toggle membership -> release-commit): - MechWeapon handlers id 9 ConfigureMappables @004b9550 / id 10 ChooseButton @004b95b8 (binary table @0x511860; the old "Myomers fns" mislabel swept) + the GetMessageHandlers() accessor chain through Emitter/ProjectileWeapon/ MissileLauncher/GAUSS/PPC (empty per-class sets swallowed dispatch). - Mapper vtable truth: +0x38 EnterConfiguration / +0x3C ExitConfiguration / +0x40,+0x44 AddOrErase evt/dir. No "secondary vtable @0050f498", no "CreateTemporaryEventMappings" virtual (RP-name drift; swept incl CLASSMAP). L4 Enter/Exit rebuilt complete: StartMappableButtonsConfigure (the NonMapping 0x10000 <-> Mapping 0x8000 mode flip + the gauge's active-weapon latch) + the held-button re-arm + the 4 fire-button temp maps; only the RIO mapper implements the toggle (Thrustmaster no-ops = can't regroup). - MechSubsystem +0xE8/+0xEC corrected to controlDestination/controlMessageID (ex hostEntity/subsystemId2 mislabel); MechWeapon ctor defaults the destination to &fireImpulse (@004b99a8). - ConfigMapGauge state loop reconstructed (PE-recovered DAT_00518eb4 table; buttonGroup GetMapState sampler -- the "needs ModeManager" guard rationale was wrong). Finding [T1]: the shipped binary NEVER enables this gauge (no SetColor caller) -- authentically dormant; BT_CONFIGMAP=1 is the dev enable. - Dev harness: HOLD 'G' opens the session (BT_CONFIG_SLOT picks the weapon); BT_CONFIG_TEST scripts a headless verify. @004afbc4 corrected to its real Fail-trap body (the guessed AddOrErase(NULL) body would corrupt groups). - Bonus [T1]: the binary MechWeapon ATTRIBUTE table has ELEVEN entries (PercentDone..WeaponState) -- "TriggerState is the only one" was wrong. TASK #11 -- the user-reported live-play regressions (both real bugs): - PHANTOM FIRE: the mech4 bring-up shot block painted an explosion at the victim on its OWN 0.3s cadence whenever fire was held -- desynced once the authentic recharges landed. Retired (the real impact visual flows from each discharge via the messmgr SubmitExplosion). - WEAPON BRICKING (the "cuts out" bug): the Loading->Loaded snap window (+-0.01 around seekV) assumes the pod's LOCKED 60 fps; one port dt-spike jumps it, the byte-verified >1.0 clamp (_DAT_004ba830=0) zeroes readiness, and the weapon sticks in Loading at level ~10000 forever (observed live). Fixed with pod-frame (1/60s) sub-stepping of the binary's own Loading tick -- also fixes the I^2R integral over-heating generators on big steps. NEW GOTCHA CLASS recorded: reconstruction-gotchas #12 (frame-pacing trap). - Duty-cycle measured (max-rate autofire): generators equilibrate in the degradation band (recharge stretch ~3.5-4.4x), the FailureHeat breaker never trips solo, PPCs sustain ~11.8-damage full-charge fire. The slow kill pacing and recharge gaps are the AUTHENTIC heat economy; the pilot's counters (this regrouping UI, generator reassignment, coolant valves) are the reconstruction queue. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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4e63a7b6c3 |
Heat: THE AUTHENTIC ELECTRICAL MODEL -- weapons recharge from generators (task #10)
Task #10 set out to fix "scrambled linked-sink routing"; a [heat-link] attach log proved the routing was NEVER scrambled (every subsystem links its authored condenser exactly; the "pools in Condenser1" read was the diagnostic-sampler aliasing trap). The real defect: emitter.cpp's local FUN_00417ab4 stub returned NULL, so the whole electrical model was inert and the E7 force-charge recharged every emitter in ONE frame (~0.3s cycle, 1501 fires/90s, ~1.7e9 heat/s -- the "runaway"). Landed authentically [T1: disasm + byte-verified constants]: - Emitter ctor @004bb120: seekVoltage = authored fraction x generator ratedVoltage (10000); EC = energyTotal/(seekV^2 x 0.5); voltageScale@0x310 = (RechargeRate / -ln(1 - 1e-4 x seekV)) / EC -- charge reaches seekV[rec] in EXACTLY the authored RechargeRate (PPC 5s, ERL 4s, SRM 3s, ERM 2s) cold. Owner-flags ctor gate (the usual gotcha; the this-flags read never armed). - PoweredSubsystem::ChargeTimeScale (@004b0d50, was a =1.0 stub): voltageScale x (1 + thermalResistivity x srcTempRise) -- hot generators charge slower. ("voltageScale is never read back" was wrong; corrected + swept.) - TrackSeekVoltage @004ba838: charging I^2R -> the GENERATOR's pendingHeat (~3.5e8/full PPC charge) -- generators self-heat, conduct to their authored condensers, and throttle further charging. The feedback economy closes. - FailureHeat consumers found: this+0x184 == 2 gates BOTH weapon families (@004baa88 emitter: reset firing + hold charge 0; @004bbd36 ballistic: recoil=rechargeRate + alarm 7). Emitter::GetFaultState un-stubbed. - ProjectileWeaponSimulation @004bbd04 opens with call 0x4b0bd0 (disasm) -- launchers now run the powered/heat step (their firing heat previously accumulated in pendingHeat forever). - heat.cpp: per-instance BT_HEAT_LOG census (the old shared-static 1-Hz sampler aliased); [heat-link] attach log; the stolen-else Verify restored. Verified live (120s max-rate autofire): PPC ~470-500 (was 55,000), bank plateaus ~600 and sheds to ambient, generators 1100-1400, ERMLaser self-regulates at the authored 2000 failure threshold (shutdown-cool-resume). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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3c34ae6de6 |
KB: full staleness audit + sweep -- 35 verified corrections across 16 topics, 15 new glossary terms
Adversarially-verified audit (18 agents) against the task #46-#56 landings: MP/current-state understatements, superseded punch readings, retired env gates, dead paths, line-cite drift; env-gate hub table completed. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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3430f87305 |
HUD colors corrected vs the binary ctor (validated by a period screenshot)
A period pod screenshot from players who know the game flagged the overlay. Stroke-by-stroke re-read of the ctor (@4546-4587) against it: - The range caret triangle is GREEN width 1 (ctor @4550-4551 sets SetLineWidth(1)+SetColor(0,0.75,0) AFTER the yellow bar's CallList) -- my transcription left it yellow/2. Same for the bottom bowtie carets (@4569-4570). Both fixed; the caret polylines also get the binary's explicit 4th closing point (@4558). - The screenshot otherwise CONFIRMS our layout (yellow range bar, green caret, colored pip dots, tick tape + green bowtie, rotating compass, mid-ladder range with no lock = the world-pick terrain range). - Its crosshair is ~2.5x taller with arrowhead arms -- NOT our binary's +-0.04..0.16 program: a different pod revision. Ours stays [T1] to BTL4OPT.EXE 4.10. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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4e7561714e |
HUD: per-weapon pip data dump + the real authored ranges recorded
[hud] pip diagnostic logs each registered pip's classID/PipPosition/ WeaponRange/PipExtendedRange/PipColor. The live dump corrects the "everything is 500m" assumption: BLH lasers red @500 (x3, ext=1), missiles amber @800 (x2), PPCs blue @900 (x2) -- the pips sit at their weapons' max-range marks on the range ladder (caret below a pip = that weapon reaches), so 7 weapons read as 3 weapon-system groups. KB + comments corrected. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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a8a56c57c9 |
Targeting correction: reticle = TORSO BORESIGHT, not a free mouse cursor (task #39)
Colleague flagged that targeting is torso-locked with no fine cursor. Correct: the pod stick's yaw drove the TORSO TWIST (MechControlsMapper -> HUD::SetFreeAimSlew(stick_x) @cockpit+0x28C, gated on torso-horizontal-enabled; hud.hpp:167) and reticlePosition @HUD+0x1FC is COMPUTED by HudSimulation from the mech pose quaternion + target geometry, zeroed to centre with no target (part_013.c:5680) -- never a free-floating cursor. The engine Reticle struct is general (shared with Red Planet); BT drives it from the torso boresight. Fix: - Removed the mouse-cursor slew (a mis-sourced stand-in from the RP-shared struct). The crosshair is now the torso boresight: BTTwistToReticleX(torsoTwist) = tan(twist) projected through the live per-axis projection. Dead-centre on the fixed-torso BLH (TorsoHorizontalEnabled=0); you aim by steering the whole mech. - BT_AIM="x y" retained as the headless test harness. Verified: face-to-face spawn -> HOT lock + aimed zone hits (36); BT_FORCE_TURN circling -> 31 no-target vs 1 HOT (steering off-target drops the lock, as it must). KB swept (combat-damage / gauges-hud / open-questions); checkctx CLEAN. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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24ea7f13af |
HUD ironing (task #38): authentic Lock producer + simple-X mode
- LOCK rules transcribed from the exported HudSimulation (part_013.c:5619-5634): lock requires a target AND your own HUD host zone damage < 0.75 (_DAT_004b7ec4 -- a shot-up targeting computer drops lock) AND the targeted zone damage < 1.0 (_DAT_004b7ec8; whole-mech target checks zone 0 -- a wreck's dead zone can't re-lock). Box and ring are now separate signals like the binary: gBTHudLockState 1 = target held (hotbox draws), 2 = LOCKED (+ the spinning ring). - SIMPLE-X mode: the ctor's [0x99] minimal-reticle list transcribed (@4689-4705: green +-0.02..0.08 cross on the aim translate); Draw switches master <-> simple X on the PrimaryHudOn element bit (0x20), completing the recovered Execute's state-list logic. - Canopy diagnosis sharpened (open-questions): blx_cop is the torso segment's inside-skeleton mesh enclosing the eye; the black box = the skeleton render branch missing its texture + PUNCH cutout (the canopy windows are punch texels). A rendering-branch task; stays hidden by default. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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18d49491b7 |
Reticle Execute @004cdcf0 RECOVERED: every HUD instrument now live (task #37)
The one un-exported gap in the reticle chain, read via capstone (tools/disas2.py; the annotated disasm preserved at reference/decomp/reticle_execute_004cdcf0.disasm.txt). Draw() is now a transcription of the real per-frame logic, and the HUD attr-table names (hud.hpp ids 4/5/6/8/A/B/C/D) are CONFIRMED by their Execute usage: - Range ladder: BAR from ladder-top to the caret + caret translate. - The bottom 21-tick tape is the TORSO-TWIST indicator (NOT heading): deflection = -/+(span/2) x (RotationOfTorsoHorizontal / twist limit), attrs 4/5/6. Fixed-torso BLH reads centred -- authentic static. - The circle-with-stem is the COMPASS (attr 0xD, rad->deg rotation) at (botX, botY - 3*tickMajor - 0.03), with the THREAT trail (attr 0xC) in its rotated frame: 0.05-unit attack-direction marks, fresh < 2s red, expiring at 6s. Port feed: player TakeDamage pushes the impact direction (dormant vs the passive test dummy). - Pips (composed into subB6): hidden when destroyed (attr 1 == 1), LIT when the fire cycle is LOADED (attr 0x1c == 2; port source rechargeLevel >= 1) else the dark charging ring; filtered by the weapon-GROUP bits (weaponMode & elementMask&0xF). Range plays NO part (the stored TargetWithinRange slots are never read by Execute). - Lock ring: subB9 at frame centre SPINNING 4 deg/frame while locked ([0x9d] is the spin matrix, not a heading list). - Target HOTBOX: a rectangle hugging the projected extents (x+-4 around the top-centre hotbox point, +1/-11.5 vertical; baked K=2.8145 -- the port projects through the live per-axis projection), switching to the edge arrows past +-1.6 or behind (BTProjectHotBox, L4VIDEO). - Reticle state Off/On + PrimaryHudOn full-HUD/simple-X switch, aim translate on slew move, 3D marker + PNAME player-name mesh identified (chain still deferred). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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48b17750e5 |
HUD reticle + weapon pips LIVE: dpl2d 2D display-list port (task #35)
- dpl2d API fully recovered from the binary recorders (@487f34-488630): opcode model (points/lines/polyline/circle/color/width/matrix/push-pop), CallList = INLINE include (state persists to caller), centered coordinate frame (unit = half viewport height). game/reconstructed/dpl2d.cpp rework. - BTReticleRenderable ctor @004cc40c transcribed with the authentic calibration (originX .35, originY .25, scaleY .5, 0..1200m right range ladder, bottom heading tape, FUN_004cd938 tick ladders, lock rings, turn arrows); range caret slides from the live target range fed by the mech4 targeting step (BTSetHudTargetRange). - Weapon pips: the binary gate is IsDerivedFrom(0x511830 = MechWeapon::ClassDerivations) [T1: part_014.c:5386 hard-aborts on missing weapon attrs; part_012 counts + roster ORs capabilityFlags@+0x334] so ALL 7 BLH weapons register (3 lasers + 2 PPCs + 2 MissileLaunchers). Pip A (lit, authored PipColor) on TargetWithinRange, else dark ring B. - AddWeapon @004cdac0 store map corrected to the verified order (part_014.c:4827-4837); both state attrs are literally named "SimulationState" (strings @51d526/51d577) -> weapon simulationState. - Mech roster this[0x1ef] renamed poweredSubsystems -> weaponRoster (0x511830 is MechWeapon, not PoweredSubsystem=0x50f4bc); derivation-tag table added to context/decomp-reference.md. - Draw hook BTDrawReticle after the 3D scene, cockpit view only. Binary Execute @004cdcf0 is an un-exported gap -> Draw dynamics [T3], tracked in context/open-questions.md with the blx_cop canopy + PNAME pip meshes. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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5b7f3a1c40 |
context: sweep the 0xBD3/mech+0x190 correction across all topic files
Propagate the verified finding (0xBD3 = damage/explosion hub @0x434, NOT the valve/message gate; the valve/Myomers gates read the owning BTPlayer @mech+0x190) into the topic files that still carried the old claim: decomp-reference (ClassID row + both offset rows), gauges-hud, subsystems, open-questions (Myomers coupling), + frontmatter. Graph validates clean. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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1cd57ade85 |
context-system: bootstrap the progressive-context expert knowledge base (foundation)
Adapt the spark-lesson / expert-seed.md progressive-context pattern to the bt411 port:
a thin router + context/*.md knowledge graph so the 2236-line CLAUDE.md's deep knowledge
loads on-demand instead of every session.
NON-DESTRUCTIVE foundation pass (live CLAUDE.md unchanged; proposed router is a draft):
- reference/glossary.yaml -- ~45 terms (engine/formats/scene/reconstruction)
- context/decomp-reference.md -- the quantitative hub: resource types, ClassID map,
mech offsets, damage delivery, weapon constants, env gates, tools
- context/reconstruction-gotchas.md -- the 12 systemic bug classes (conventions/DO-NOT hub)
- context/bgf-format.md -- geometry format + CONN/PCONN + LOD-sqrt3 + ramp shading
- context/gauges-hud.md -- the gauge/MFD system (the just-completed wave)
- context/open-questions.md -- deferred systems + get-from-Nick
- context/_ROUTER-DRAFT.md -- the proposed slim CLAUDE.md (identity, protocols,
quick-lookup, evidence tiers T0-T4, conventions, structure)
- phases/phase-01-context-restructure.md -- design + migration plan + status
docs/*.md ledgers stay as the DETAILED logs; context/*.md are the curated digests that
route into them. Remaining: ~10 topic files (project-overview, subsystems, combat-damage,
rendering, locomotion, wintesla-port, build-and-run, ...) then the CLAUDE.md swap.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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