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2
Commits
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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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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>
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