join.bat + join_lan.bat + the btoperator.py generator template now prefer
build-glass\Release\btl4.exe when present and set BT_PLATFORM=glass with it
-- so MP sessions on a dev checkout get PadRIO (mouse-clickable cockpit
buttons: trigger config, MFD banks, radar rails) and the bindings.txt keymap,
identical to solo play. Player zips (which ship only build\) fall back to
the pod build exactly as before.
Verified: 2-node loopback MP smoke on the GLASS build (the documented
procedure: A -egg MP.EGG -net 1501 + B -net 1601 + tools/btconsole.py) --
both nodes cross-connected (GameMachineHost 1502/1602), ~150 sim ticks
each, no errors. btoperator.py syntax-checked; regenerated bats carry the
same guard.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
context/glass-cockpit.md: record the BT_PLATFORM=glass/PadRIO click gating
(the dead-clicks root cause), the verified live regroup loop, the [cfgmap]/
BT_BTNTEST diagnostics, and the one-keymap settlement (babf5b1).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The user standardized on the "newer" layout (numpad aim cluster, arrows =
throttle/pedals, Alt = reverse thrust). That layout lived only in
bindings.txt (PadRIO, GLASS-profile boots); CONTROLS.MAP (btinput, DEV/pod
boots) lacked the numpad cluster entirely and had NO reverse binding -- so
the felt keymap flip-flopped with the boot flavor.
Added to CONTROLS.MAP + the byte-identical compiled-in default profile
(btinput.cpp sDefaultProfile):
Alt -> button 0x3F (throttle-head REVERSE THRUST)
NumPad8/2 -> JoystickY aim up/down
NumPad4/6 -> JoystickX torso twist
NumPad7/9 -> pedals (turn)
NumPad5 -> AllStop
Shift -> throttle up (alt)
Parse-verified: [input] loaded 61 binding(s) from CONTROLS.MAP, no warnings.
Both engines now carry the same layout, so DEV/pod boots (MP join bats) and
GLASS boots (play_solo) feel identical.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The user held the MFD PROGRAM button and nothing happened (weapons kept
firing). Diagnosis, verified end-to-end:
- The cockpit mouse handler DID register the click ([cockpit] CLICK addr=0x8
press) and 0x8 IS a streamed PROGRAM element (EVENT msg 0x9 -> weapon,
Mfd1 quad page mask).
- But every launch ran the DEV platform profile (no BT_PLATFORM) ->
L4CONTROLS=KEYBOARD -> no PadRIO instance -> PadRIO::SetScreenButton
no-ops (activeInstance NULL) -> the press never entered the RIO queue ->
ConfigureMappables (id 9) never dispatched -> the mode never flipped ->
fire keys kept firing. The config machinery itself was never broken.
- With BT_PLATFORM=glass (the GLASS profile: L4CONTROLS=PAD -> PadRIO), the
full chain now proves out headlessly:
[btntest] PRESS 0x8 -> [cfgmap] ENTER session on ERMLaser_1
mode 0x450421 -> 0x448421 (NonMapping 0x10000 -> Mapping 0x8000)
[btntest] RELEASE 0x8 -> [cfgmap] EXIT (mode restored)
Landed:
- mechweap.cpp: [cfgmap] BT_FIRE_LOG diagnostics in the real
ConfigureMappables/ChooseButton handlers (they were silent -- the G-key
harness had logs but the authentic button path had none).
- L4PADRIO.cpp: BT_BTNTEST="addr,pressPoll,releasePoll" scripted screen-
button harness through the REAL click seam (EmitButton -> RIO queue ->
manager drain -> buttonGroup mapping) for headless verification.
- play_solo.bat: prefer the glass build when present AND set
BT_PLATFORM=glass so PadRIO exists and cockpit clicks work.
Side finding (the user's keymap "flip-flop"): CONTROLS.MAP (btinput, DEV/pod
profile) and bindings.txt (PadRIO, GLASS profile) are two parallel binding
engines; which one runs depends on the platform profile, so the felt keymap
changes with the boot flavor. Unification pending (user decision).
Awaiting live verification of the full hold-PROGRAM + tap-fire regroup flow.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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>
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 4fbc911.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Follow-up to the tiled-render fix: the two colour params were swapped. The
binary caller (@004c8269) pushes the colours 0xff then 0; they land at
[this+0xA0]=fillColor (0xff green) and [this+0xA4]=backgroundColor (0 black).
The binary uses the GREEN for zone 1 (tile SetColor / dots) and zone 2 (the
over-degrade fill), and BLACK only for zone 3 (the unfilled remainder
[valPix,width]).
The port had them reversed -- zone 3 used fillColor -- so the whole remainder
of the bar (most of it, since valPix is small when cold) rendered solid green
instead of black. Swapped: zone 1 + zone 2 = fillColor (green), zone 3 =
backgroundColor (black). Render-verified: black background + green dotted tick
scale + a green hatch fill growing from the left, matching the reference.
Both builds clean.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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 4d4436e.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The per-weapon TEMP/STATUS bar (HorizTwoPartBar) rendered as a solid block
starting at the warn-threshold pixel -- it "started in the middle" and was
never striped. The port's Execute had been rewritten with DrawFilledRectangle
and never used the interned tile image, unlike the (correct) VertTwoPartBar
which tiles via DrawTiledBitmap.
Restored the binary's three-zone render (disasm @004c4340), along X:
[0, warnPix) DrawTiledBitmap(tileImage) -- the striped/dotted pattern
[warnPix, valPix) backgroundColor solid (only when value > low)
[valPix, width) fillColor solid
So the bar now fills the striped tile from the beginning and matches the
reference (hatched fill block on the left + dotted tick scale). Render-
verified vs the DOSBox reference capture. Both builds clean.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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 66dcdf2.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The base-page missile/round count sat on the fire-ready "dot" (the cluster
image blitted green when charged) as green digits on an opaque black box --
a messy dark rectangle punched into the solid green dot.
The binary swaps the ammo count's colours with the dot state. Verified from
the decomp: BallisticWeaponCluster overrides DrawWarningLamp (@004c9b50) --
it chains the base (@004c932c, which blits the dot in on-colour 0xff /
off-colour 0) and then calls the ammo NumericDisplayInteger's SetColors:
dot ABSENT -> SetColors(0, 0xff) == green digits on black
dot PRESENT -> SetColors(0xff, 0) == BLACK digits cut out of the green dot
so the count is always legible (a stencil against the solid dot -- the same
black-on-green look as the loop/generator squares). SetColors ForceUpdate()s
the numeric so it repaints over the freshly drawn dot.
The port had only the base WeaponCluster::DrawWarningLamp (non-virtual, no
swap), so the count stayed green-on-black and clashed with the green dot.
Made DrawWarningLamp virtual and added the BallisticWeaponCluster override.
Render-verified (STREAK "0024" now black-cut-out of the solid dot); energy
weapons (no ammo count) unaffected. Both builds clean.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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>
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 e634709.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
context/gauges-hud.md: new section recording the color-drop + shadow-field +
attribute-table-shift fixes for the btploop/btpbus lamps (commit e634709),
with the lesson that gauge value feeds must read named members through a
complete-type bridge, not AttributePointerOf+ResolveLink. Notes the eng-page
GeneratorVoltageConnection as the remaining sibling on the old path.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The SubsystemCluster per-weapon MFD panels render two image-strip lamps in
the TEMP/STATUS area: the cooling-loop number (btploop, 1..6) and the
generator letter (btpbus, A..D). Both drew as completely empty boxes.
Three stacked databinding bugs, all now fixed:
1. Color drop (btl4gau2.cpp): AnimatedSubsystemLamp/AnimatedSourceLamp
ctors dropped the bg/fg color params the binary passes (bg=0xff,fg=0,
same as the neighboring temp bar) and hardcoded 0,0 -> OneOfSeveral::
Execute did SetColor(0)+DrawBitMapOpaque(0), i.e. black-on-black.
Restored 0xff,0 (verified vs @004c70a4 / caller SubsystemCluster
@004c8140).
2. Shadow-field trap (btl4gau2.hpp, gotcha #2): both lamp classes
re-declared `int selected;` while already inheriting it from
OneOfSeveral (@0xAC). The CoolingLoop/PowerSource connection wrote the
derived shadow copy while OneOfSeveral::Execute read the base @0xAC
(always 0) -> every lamp stuck on frame 0 ("OFF"). Removed the
redeclarations so &selected binds the inherited member. Loop numbers
now render (verified: PPC->4, Myomers->5, ERMLaser->1/6, etc.).
3. Attribute-table shift (powersub.cpp + btl4gau2.cpp, gotcha #8): the
generator-letter lamp resolved its source via
ResolveLink(AttributePointerOf(subsystem,"InputVoltage")), but the
BT_DEV_GAUGES audio attribute rows shifted the chained attribute ids so
AttributePointerOf no longer landed on voltageSource@0x1D0 -> the link
always resolved to 0 (OFF) even though the master PoweredSubsystem ctor
DID bind voltageSource to its Generator. New BTPowerSourceFrame bridge
reads the NAMED member via PoweredSubsystem::ResolveVoltageSource() and
returns Generator::generatorNumber (@0x1E0), bypassing the attribute
table -- the same pattern as the BTCoolingLoopFrame fix. Generator
letters now render (verified: PPC_1->GeneratorA="A", Myomers->
GeneratorD="D", SRM6->GeneratorB="B").
Result: the "4 A / 1 B / 5 D" boxes render with both the loop number and
generator letter, matching the reference. Kept BT_LOOP_LOG-gated
[loopfeed]/[busfeed] feed diagnostics; both pod + glass builds clean.
Awaiting live playtest verification.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The #2 audit (BT_CTRLMAP_LOG) proves the Eng-page button->msg-3 route was always
authored (121-mapping L4 ControlMappingsList, ~a dozen EVENT msg 0x3 entries;
weapons via Eng-page aux elem 0x21 mask-gated per ModeMFD page). It was "silently
dead" ONLY for lack of the id-3 handler, which the prior commit wired -- so coolant
priority via the MFD "Display -> Coolant" button now works end-to-end. (The
mask-0xffffffff msg-3 entries at 0x12/0x14 go to ThermalSight/Searchlight on the
PowerWatcher branch -- separate, untouched, no collision.)
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Coolant priority (Lynx: weapon MFD -> Display -> Coolant) was unreachable: the
ToggleCooling handler (@004ad6f8, HeatableSubsystem table @0x50E41C id 3) was
undefined AND the handler chain skipped it -- PoweredSubsystem::GetMessageHandlers
chained straight to the Receiver root, bypassing HeatSink/HeatableSubsystem, so a
weapon's dispatch never saw id 3.
Reconstructed ToggleCooling from the disassembly (tools/disas2.py 0x4ad6f8): a
per-subsystem coolant on/off TOGGLE -- novice-locked (owner->BTPlayer->
roleClassIndex+0x274==0, the same guard as MoveValve), press-only, then flip
coolantAvailable(+0x134) 0<->1 and coolantFlowScale(+0x15C) 0.0f<->1.0f. Cutting a
system's cooling frees the shared loop for the rest -- the emergent "coolant
priority" (the mechanism is a toggle, not a multi-level cycle).
- heat.hpp / heatfamily_reslice.cpp: HeatSink::ToggleCoolingMessageHandler (id 3)
+ HeatSink::GetMessageHandlers. Registered at HeatSink (the abstract
HeatableSubsystem never instantiates; every concrete heatable subsystem is a
HeatSink, where the coolant fields live) -- identical coverage to the binary's
base-table registration, no downcast.
- powersub.cpp + Condenser/Reservoir: chain their handler sets through
HeatSink::GetMessageHandlers so id 3 reaches every heatable subsystem.
- mech4.cpp: BT_COOLTOGGLE_TEST scripted inject (dispatch id 3 to the first weapon)
for verification.
Verified (BT_COOLTOGGLE_TEST + BT_COOL_LOG, expert egg): "[cool] PPC_1 ToggleCooling
reached" then coolant OFF(flow 0.0) <-> ON(flow 1.0) each press -- chain routes,
handler toggles, novice guard honored. Both build/ + build-glass/ compile clean;
existing ids 4-8 unaffected (found before id 3). NEXT: the #2 MFD button routing.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Field report: LAN auto-discovery (BT_RELAY=auto) didn't work -- a joiner had to
hand-set BT_RELAY=10.0.0.46:1500 to reach the console every time.
- players/join_lan.bat: BT_RELAY=auto -> BT_RELAY=10.0.0.46:1500 (the operator PC's
LAN IP), with a comment on updating it if the IP changes.
- tools/btoperator.py: the export now DETECTS the operator PC's LAN IP (UDP
default-route probe, no packet sent) and stamps BT_RELAY=<lan-ip>:port into the
generated join_lan.bat instead of "auto" -- so regeneration keeps it correct and
doesn't revert to the broken auto-discovery. Verified: detects 10.0.0.46 here.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Playtest: "after I destroyed the mech the red blip was still on my radar." The
authentic engine adds/removes radar contacts through the interest feed
(GaugeRenderer::NotifyOfNewInterestingEntity / NotifyOfBecomingUninterestingEntity),
and the game decides what's a contact -- a dying mech becoming uninteresting is
removed, so the blip drops. The port DROPPED that feed and rebuilds the radar grid
every frame from EVERY dynamic mover (RebuildEntityGrid), so it never removed the
dead one and the red blip lingered on the frozen wreck (the wreck stays as an entity
by design; only its model sinks/buries).
Fix: in RebuildEntityGrid, skip a destroyed/disabled mover (GetSimulationState() ==
2 || 9 -- the movementMode wreck latch, unified with simulationState) so it leaves
the moving/red-contact grid. Live movers unaffected; the blip drops on death.
Verified (BT_MAP_LOG): the killed enemy (ent cls=0xbb9) is drawn ONCE at the
death-transition frame (the 1-frame lag before movementMode latches to 9) then never
again for the rest of the session, while the owner keeps drawing every cycle.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Playtest: "lost missiles mid-fight, no pips, sad noise -- out of ammo?" The default
build didn't trace ammo, so it couldn't be answered from the log. Added a [ammo]
trace (env BT_AMMO_LOG) at the four ProjectileWeaponSimulation decision points --
FIRED+rounds-left, gate1/gate2 dry-transition edge, dry-fire blip, and denial -- plus
a public AmmoBin::GetAmmoCount() const getter.
Reproduced the actual cause: NOT ammo depletion. The SRM6 trips gate 1 FailureHeat
(heatLvl=2) after ~5 volleys and latches into the permanent NoAmmo roach-motel with
19 rounds still in the bin:
[ammo] SRM6_2 FIRED, rounds left=19
[ammo] SRM6_2 -> NoAmmo (gate1): destroyed=0 failHeat=1 heatLvl=2 mechDisabled=0
Logged as the concrete instance of the heat-economy open question (open-questions.md).
Trace-only; no behavior change (all output gated on BT_AMMO_LOG).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Playtest feedback: the red MFD lamp buttons were obstructed (only a thin sliver
showed under the surface, crammed against the DISPLAY/PROGRAM legends), and the blue
THROTTLE/JOYSTICK flight blocks overlapped the bottom MFDs.
- Red lamps now sit FULLY OUTSIDE the MFD (kCkRedGap=3 off the edge, kCkRedH=24 tall)
instead of reaching kCkRedCell into the display -- nothing occludes them and they
read as real buttons, clear of the DISPLAY/PROGRAM legends. topBand grows to 223.
- Flight blocks drop below the MFD's bottom red lamps (belowLamp) -- no overlap.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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>
Clicking a per-display glass Engineering panel button (0x21 on an Eng page)
hard-crashed via a wild call through an uninitialised pointer (eip=cdcdcdcd
debug / 0x01048748 release), zero btl4 frames above Receiver::Receive.
Root cause is the dense message-handler-table gap hazard (reconstruction-
gotchas #11), the message-side twin of the attribute-table one -- NOT a /FORCE
unresolved external (the glass link log carried only the known-benign mech3.obj
CreateStreamedSubsystem set). Receiver::MessageHandlerSet::Find(id) returns
messageHandlers[id-1].entryHandler for any id <= entryCount with no populated-
check, and Receive() calls it when != NullHandler. The streamed Eng-page .CTL
dispatches subsystem msg id 3/0xb to whatever subsystem is shown; a weapon
(Emitter) registers only PoweredSubsystem 4-8 + MechWeapon 9-10, so id 3 is a
gap below entryCount 10. Build did new HandlerEntry[entryCount] and left gaps
uninitialised -> (this->*garbage)(msg). The 1995 binary has the identical non-
zeroing new[] (part_002.c Build) and survived only on fresh-heap-zero luck: a
weapon receiving id 3 was always meant to IGNORE it (id 3 = a Condenser/
Reservoir action in a different subsystem branch; the uniform Eng-page button
template makes buttons for unimplemented actions authentically inert). The new
per-display windows just made the id reachable live.
Fix (engine, class-wide, faithful): Build now null-inits every slot
(entryID=0/entryName=""/entryHandler=NullHandler) before copying inherited /
placing supplied, so a gap is deterministically NullHandler -> Receive drops it
(the authentic "Receiver ignores unhandled messages"), with an empty never-NULL
name so the name-based Find() strcmp can't deref a gap. Correct dispatch
contract, not a glass-path guard -> protects the whole dead-button class (#14).
Also lands the [glasswin] CLICK crash-forensics log (names the button before
dispatch).
Verified under cdb: click-soaked every MFD bank (Engineering/L+R Weapons/Heat/
Comm, ~130 clicks through Quad<->Eng page cycles) -> zero AVs, reconstructed
mapper preset selects still fire ([mode] preset (1,1)/(2,1)...); pod build +
solo mission un-regressed.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
One window per pod display (Heat/Engineering/Comm/Weapons x2/radar +
Flight Controls), each carrying its surface with its RIO button bank
arranged pod-faithfully; CPU-expanded surfaces, buttons under the
imagery. Runtime gate BT_GLASS_PANELS (=0 = the legacy single panel).
Merged on top of today's landed fix pile (audio-crash, experience,
parallax); the L4PADRIO overlap with the gait-detent commit resolved
preserving BOTH (his window refactor + our at-rest band snap).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
# Conflicts:
# context/glass-cockpit.md
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>
BTPlayer's master ctor now seeds the flag block from
btMission->ExperienceLevel() + AdvancedDamageOn() (accessors from the
SURVIVED 1995 BTMSSN.HPP [T0]) instead of the NULL-stubbed scenario
role -- the egg experience knob works for the first time. Both switch
slot errors fixed vs the binary @4c0bc8; phantom btMission duplicate
member removed (+0x1f8 IS Player::playerMission).
SEVEN gate stubs unified onto the real flags (two found empirically):
HeatModelActive, OwnerAdvancedDamage, LiveFireEnabled,
ControlsAllowLights, powersub @4b0efc, emitter's file-local FUN_004ad7d4
+ FUN_004ac9c8 stubs. FUN_004ac9c8 family swept (incl. a live raw-offset
databinding trap in MechSubsystem::IsDamaged). Flag block renamed to its
true semantics (simLive/heatModelOn/...), scoring-era names kept as
comments. Includes the #5 [aud-tail] diag in emitter.cpp.
ALL 19 shipped eggs say experience=expert -> default behavior UNCHANGED
(per-tier verified: novice/standard = no heat/jams, authentic; veteran/
expert = today's exact behavior). Real delta: egg advancedDamage=1 now
reaches player+0x264/0x268 (was hardwired 0). Follow-up flagged: the
glass FE defaults empty experience to veteran (one tier below shipped).
Awaiting human verification.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The weekend's crash family root-caused under cdb: SourceSet.sources[5]
receives the AllExplosion death preset's 25 streamed voices --
RequestAudioChannels wrote 20 OpenAL source ids past the array, smashing
the neighbouring heap object (Release: a vtable overwritten with a source
id -> delayed silent AV at AudioControlEvent::Send; Debug: CRT heap-
corruption abort in the death Explosion's audio teardown). Explains all
three #12 crash flavors (solo enemy kill -- stack-confirmed; MP self-
death; MP peer PEER_DOWN cascade -- same generic teardown).
Fix: sources[] sized to AUDIO_SOURCESET_CAPACITY=25, static_assert
lockstep with MAX_PRESET_SAMPLES, + defence-in-depth clamps at the ctor
and acquisition sites. Soak: 26+ deaths across glass AND pod builds
under cdb, zero faults, full wreck lifecycle every time. Gotchas S21:
the fixed-array-vs-streamed-count overflow class + sweep note.
Awaiting human verification: the MP death-and-survive session.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Break the desktop glass cockpit's secondary displays out of the single
combined pad panel + D3D gauge strip into ONE window per pod display, each
carrying that display's surface with its RIO button bank, arranged
pod-faithfully around the main view. New TU engine/MUNGA_L4/L4GLASSWIN.*
(BT_GLASS-only), selected by the -platform glass preset via the new runtime
gate BT_GLASS_PANELS (=0 falls back to the legacy single panel + dock).
- Surfaces are CPU-expanded from the shared gauge buffer
(SVGA16::ExpandPlaneToBGRA, no D3D) and StretchDIBits'd in -- the D3D
dev-composite path (dock / window / overlay) stands down while active.
- Buttons sit UNDER the imagery: big hidden click targets that reach into
the display, with only a small protruding edge showing as a lamp light.
Red MFD banks tile the top/bottom; radar rails run the sides + a bottom
row; a Flight Controls window hosts the no-display banks.
- Windows: Heat / Engineering / Comm / Left Weapons / Right Weapons / radar
+ Flight Controls; edge-to-edge (no in-client margin/title; OS caption
labels each).
- Fix blank surfaces: application/ghWnd are duplicate-defined and bind
non-deterministically under /FORCE, so the fresh L4GLASSWIN TU read NULL.
Reach the renderer/window via BTResolveGaugeRenderer/BTResolveMainWindow
defined in btl4main.cpp off the real btl4App/hWnd pointers. New gotcha:
reconstruction-gotchas.md S6 duplicate-GLOBAL corollary.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Human re-test on the fresh build: zero-stop OK, but the lever could PARK inside
the walk/run hysteresis band (walkStrideLength@0x534 .. reverseSpeedMax@0x538)
where the gait SM has no stable state -- walk<->run hunt, EngineShiftFwd/Rev
retriggering ("mixed walk/run mode + repeated acceleration sample"). The
pod-build keyboard lever already snaps out of the band to the NEARER edge at
key-rest (mech4.cpp GAIT DETENT); the PadRIO slew channel lacked it.
Faithful port, not an invention: mech4.cpp publishes the band in lever units
every driven frame (gBTGaitDetentLo/Hi seam, same guards + the same +0.002
engage margin); L4PADRIO Poll() applies the identical nearer-edge snap to the
Throttle channel when the slew rests (no slew key held, no pad slew axis
deflected). Sweeping through the band while held stays continuous (the
authentic moving lever, one authentic shift).
Verified (DEV.EGG glass, graduated parks each ~0.10 of the sweep,
BT_GAIT_TRACE+BT_MPPR_TRACE): band [0.358026,0.50388) = demand 22.02-30.87;
in-band parks snap both directions (0.4137->lo, 0.465126->hi); no at-rest
sample in the band; exactly ONE walk->run clip (state 10) up and ONE run->walk
(state 14) down across the whole sweep; zero-stop unaffected; pod build
rebuilt + BT_AUTODRIVE smoke clean.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The live-reported glass regressions (arrows dead / lever+detent missing /
V+J/K/L+N inert / weapons into the ground) were build-glass/Release/btl4.exe
built at 07:47 running the pre-5dd3536 image: no suppression tables, no V/J/K/L
keys, unpinned RIO ids. content\bindings.txt already carried the merged map
(arrows = W/S lever + A/D pedals) and parsed clean. Clean rebuild closed every
symptom; SendInput re-verification: lever holds on release + stops at zero,
LEFT/RIGHT turn in MID (wire-sign correct), V toggles with BT_SHOT pair, level
boresight at spawn, R/F elevation drive; pod build rebuilt + smoked un-regressed.
Code delta: BT_MPPR_TRACE [mppr-c] line enriched with mode/pedals/stick/turn/elev
so one env-gated line proves the whole control surface.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Zero-mission-arg launch of the build-steam exe -> lands in the glass FE
menu, where Steam sessions actually form (host or join an ISteamMatchmaking
lobby; there is no address to dial, so this is a LAUNCHER not a joiner --
unlike join.bat/join_lan.bat). Sets BT_PLATFORM=glass + BT_STEAM_NET=1,
logs to content\steam.log. Guarded like the sibling bats, with the two
failure modes spelled out (zip without build-steam\; Steam client not
running = menu works, no lobbies).
Requires distributing the build-steam variant (BT_GLASS+BT_STEAM) alongside
content\ -- a different zip shape; the pod-build zips are unaffected. For
dev testers to exercise the Steam path further (prior tests were buggy);
NOT for general players yet: the live 2-machine exit criterion
(docs/STEAM_TEST.md) is still open and the AppID is the 480 test id.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Human-verified (epilectrik, live): the panel is steady on the SAME monitor
as the game. Two root causes, both cured:
1. D3D-vs-GDI presentation contention -- the game's ~60Hz presents fought
the panel's GDI redraws on a shared display (single-monitor users had
no escape; moving the panel to another monitor cleaned it, the tell).
WS_EX_LAYERED + opaque SetLayeredWindowAttributes: DWM now composites
the panel independently of the D3D swap chain.
2. Sampling beat -- the 100ms repaint timer sampled the authentic RIO lamp
flash half-periods (125/250/500ms) into an irregular 'broken lamp'
strobe. Timer -> 62ms (~half the fastest half-period): flashing lamps
now blink at their even, authored tempo.
(Stacked on the earlier double-buffer/erase-suppression cleanup.)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The panel repainted control-by-control straight onto the window DC on a
100ms timer. Compose to a memory bitmap + single BitBlt; erase suppressed.
NOT the whole fix: the reporter's flicker is monitor-dependent (clean on a
display without the game window) = D3D-vs-GDI presentation contention, plus
a 100ms-timer-vs-125ms-lamp-flash sampling beat -- directions filed on #13.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The mission-control menu was missing player experience + many options. Added
the complete set recovered from the Mac 4.10 operator console's BT:: adventure
tree (TeslaSuite/410console/.../Console.ini) -- the tag= values are the egg
fields; cross-checked vs the port spec + reference/cavern.egg:
NEW groups: SCENARIO (Free For All / No Return respawn role), EXPERIENCE
(novice/standard/veteran/expert), BADGE (7 team emblems), PATCH (8 badge
colours), DROP ZONE (one..five), ADV. DAMAGE (on/off).
CORRECTED: TIME (evening, not 'dusk'); COLOR (full 7: +Brown/Green/Grey/Tan,
Red->Crimson, Gray->Grey); MECH (full 18 with console friendly names ->
tags, was 8).
btl4fe.hpp: BTFePilot gains experience/badge/patch/dropzone/advancedDamage;
BTFeMission gains roleKey/roleModel. The egg writer emits the selected values
(were hardcoded expert/VGL/Yellow/one/advancedDamage=1); No-Return role model
= the game's 8.3 resource 'noretun'. 5-column layout (mission | mech | pilot |
emblem/patch | session+controls); loadout persists across the relaunch
(fe_last.ini, all 14 groups).
Verified: menu drives (click Expert+Davion -> egg experience=expert
badge=Davion, persisted), and the generated egg parses + runs a full mission
(no egg errors, drive 61.501).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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>
Replace the RivetGun-modeled ProjectileWeaponSimulation body with the fully
recovered binary machine (capstone disasm, every branch address-cited):
- gate 1 @4bbd36: simulationState@0x40==1 (destroyed) || heatAlarm==FailureHeat
|| owner disabled -> recoil=rechargeRate + alarm 7 (was: simulationFlags==1)
- gate 2 @4bbd71: bin alarm 2/3 or bin destroyed -> alarm 7 re-pinned per frame
- Loaded @4bbec2: DENIED shots (viewFireEnable off / no owner target) blip
SetLevel(4);SetLevel(2) and STAY LOADED, no ammo pull (the old FireWeapon
early-returns under an unconditionally-cycling caller faked a full firing
pip cycle -- the "missiles cycle but never launch" incident mechanic);
the ammo pull is bin->FeedAmmo @4bbee6 in the CALLER; both updateModel|=1
marks (@4bbf05/@4bbf4c = ForceUpdate) bracket FireWeapon; recoil set @4bbf51
- Loading @4bbdd2: recoil bleeds ONLY here at electrical Ready and CLAMPS at 0
(it ran to -114 before); bin Loaded -> weapon Loaded
- 7 @4bbe4d: binary-faithful roach motel (re-asserted unconditionally;
recovery = ResetToInitialState only)
- slot 17 @004b9c9c reconstructed as MechWeapon::ComputeOutputVoltage
(rechargeLevel=(rechargeRate-recoil)/rechargeRate, Emitter overrides with
@4ba738) and called from Loading/7 -- the launcher recharge dial ANIMATES
(the old "authentically static" claim was wrong)
FireWeapon bodies stripped to heat+spawn only per @004bcc60 (no view gate, no
ConsumeRound, no recoil); ConsumeRound retired (not a binary method).
Gotcha #20 sweep (all sites disasm-verified): simulationFlags|=0x1 == engine
DelayWatchersFlag (audio watchers muted forever) removed everywhere --
projweap/mislanch fire marks, ProjectileWeapon::ResetToInitialState (@4bbb47
= updateModel|=1); Emitter::SetDirty retired and split per binary site into
ForceUpdate() (@4bafaa/@4ba55d) vs ExecuteOnUpdate() (@4ba99a/@4ba943);
Emitter fault gate GetFlags()==1 -> simulationState==1 (@4baab9).
AmmoBin::GetAmmoState() accessor added (named-member read of ammoAlarm@0x1A8).
BT_LOOK_TEST=<frame> scripted verify added (mech4.cpp): holds the rear-view
button 300f on/300f off to drive viewFireEnable headlessly.
Verified solo ARENA1 (bhk1, autofire): 54-60 [projectile] PUSH + impact smoke;
look-back denial window = trigger pulses, state stays 2, zero launches,
resumes on release; enemy (disabled) mech launchers pinned 7 + full recoil;
STREAK-6 recharge dial sweeps across BT_SHOT frames; lasers fire throughout;
zero gauge faults.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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>
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 904c75a.
C. Entry c: no [T3] tags remain in gauges-hud.md; the single [T4]
(reticlePosition writer) stays flagged.
D. BT_SHOT dock-capture regression found + fixed (commit 904c75a).
Live re-verifications this audit: heat digits climb (515->680 under autofire),
reservoir flush 6->0 (~1s held) + PFX cloud, ammo counter moves (24->19 after
missile autofire), heading 089->120 + speed 0->182 under BT_GOTO, secondary
dama->crit->heat cycle (masks 0x450421/0x490421/0x510421), preset cycles visit
exactly the populated page set (MFD1:1,2,4 MFD2:1-4 MFD3:1,2), mission clock,
Comm 0/0, pips/compass/tape/caret render.
Audit performed by the agent; findings await human review, fixes await human
verification.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- hud.hpp/hud.cpp/CLASSMAP.md: the binary HUD AttributePointers table starts at
@5110b8 with a FULL id-3 FlickerRate record (the old transcription read it as a
label and shifted every offset one slot). Re-based member names/offsets:
rotationOfTorsoHorizontal@0x1DC (<- Torso+0x1D8 twist), limits@0x1E0/0x1E4,
speed@0x1E8, rangeToTarget@0x1EC, @0x1F0 unbound, Visible@0x1F4 (init 1),
Lock@0x1F8 (init 0), HotBoxVector P3D@0x1FC, ThreatVector P3D@0x208,
CompassHeading Scalar@0x214 (= yaw euler[0] + twist, HudSimulation :5676).
Cross-checked vs ctor @004b7f94 + HudSimulation @004b7830 (Lock rule writes
@0x1F8 :5622/:5633; range default 1200 + 500 m/s slide @0x1EC). SetCompassHeading
renamed SetThreatVector (@004b7810 writes @0x208 = the threat vector; no port
caller). No behavioral change: the reticle feeds via port globals and the CFG
never binds HUD attrs. Resolves the gauges-hud open question (Gitea #10 entry b).
- L4VIDEO.cpp: BT_SHOT capture moved AFTER BTDrawGaugeInset -- the 2026-07-18
reorder had left it before the dock blit, so BT_DEV_GAUGES_DOCK screenshots
silently omitted the gauge panel.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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>
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>
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>
Follow-through on the pitch fix: the view pitched but shots still flew
level (user report). Cause: the task-#48 AIM BORESIGHT leveling in the
eye's aim-camera publish (L4VIDRND) strips ALL pitch from the pick-ray
direction -- correct for the TERRAIN body pitch it was built against, but
it also erased the pilot's deliberate R/F elevation.
Fix: mech4's per-frame eye compose publishes the torso elevation
(gBTEyeElev); the publisher re-applies it onto the LEVELED forward
(fwd = (cos e * level, sin e)) before building the basis -- terrain pitch
stays stripped, the deliberate aim survives into BTGetAimRay. Sign
matches the pixel-calibrated view compose (+ = up).
Harness evidence: pinned-down elevation visibly pitches the chase eye
into the terrain (the ray basis moves); a full headless aimed-kill could
not be driven (the autofire gate needs a designated target and the
random spawns wedged short of the truck row) -- aim-at-truck kill needs
the human pass. Awaiting human verification (issue #8).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
User + tester reports: pitch does not work. Root cause: the Torso sim
integrated the R/F / stick-Y axis into currentElevation (authored limits
and rates all correct) but NOTHING consumed it -- eyepointRotation's only
writer was the look-state switch, so neither the cockpit view nor the aim
ray (camera basis) ever pitched. Shots always flew level; low targets
(trucks) were unhittable.
Fix (faithful: the pod's stick-Y pitches the EYE; the torso geometry does
not tilt): per-frame compose in the HUD tick --
eyepointRotation = EulerAngles(lookPitch + torsoElevation, lookYaw, 0);
BTCommitLookState now stores its look component in gBTLookPitch/Yaw; new
complete-type bridge BTGetTorsoElevation (torso.cpp, mirrors
BTGetTorsoTwist). DPLEyeRenderable consumes it every frame, so the view
and the boresight aim pitch together (crosshair stays screen-centred).
Sign PIXEL-CALIBRATED via new diag BT_FORCE_ELEV=<-1..1> (pins the axis
headless): screenshots confirm axis +1 (key R) = aim UP, -1 (F) = down.
X still recenters. Awaiting human verification.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
(b) The 'tiny explosion' on the ram kill is AUTHORED: crunch res 31 = 'stephit'
(one video object, effect 1008 = ddam5 damage smoke) -- a step/ram squash is
small by design. The FULL explosion res 32 = 'trkdead' = psfx 15 dtrkboom
(fiery omni burst) + psfx 16 dtrkburn (the burning-wreck fire), reached by
WEAPON kills -- which the 1995 binary dispatches [T1]:
- MechWeapon::SendDamageMessage @004b9728 (part_013.c:6765) gates only
"target NOT derived from Mech@0x50bdb4 OR aimed zone set": a non-Mech
boresight target takes the zone=-1 damage UNCONDITIONALLY;
- Missile contact @004be078 dispatches at the struck solid's OWNER entity
with no class test at all.
Port wiring: Mech::WorldStructurePick returns the struck solid's owning entity
(BoxedSolid::GetOwningSimulation; TERRAIN.cpp:107/246 build every static solid
with its Terrain/CulturalIcon/Door entity as owner); the mech4 pick block
designates IT instead of the gBTTerrainEntity sentinel (sentinel = fallback);
the projectile contact path grew the non-mech damage-zoned else-branch
(@004be078 mirror, direct Dispatch). Plain terrain ignores the damage
(ENTITY.cpp:885 zone==-1 guard); an icon's handler maps -1 -> 0 and dies.
Truck armor is WeaponDamagePoints=1 (TRK.DMG): one laser = one dead truck.
(c) The burning fire is dtrkburn.pfx, authored INTO the death package (every
icon family carries 1016: trkdead/bigdead/meddead/msldead/twrdead). There is
NO looping BurningState fire in the binary: the damage-zone effect watcher
ctor @0042a984 has exactly one call site (the Mech ctor, part_012.c:10405), so
icon ExplosionTables are inert, and CulturalIcon has no Performance.
Documented as authentic -- nothing invented.
Verified live (BT_SHOT pixel capture): 26 laser kills, [cult] TakeDamage
type=3 -> DYING res=32 -> DPLIndependantEffect 1015+1016 at the icon origin;
frames show the orange dtrkboom fireball, dtrkburn flames on the fresh wreck,
and the rubble aftermath; ram harness re-run still fires crunch res 31.
Diags: BT_FIRE_AT_ICON (designate nearest ahead icon; live-icon census in
CULTURAL.cpp), BT_FX_TEST="1015,1016".
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>