49d73dc8e2ecbd6e247e2373f080465dd38508df
169
Commits
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49d73dc8e2 |
MP: peer shakiness ROOT-CAUSED as single-box packet jitter (rig, not game) + affinity launcher (task #50)
The residual RANDOM peer shakiness on accel/decel was proven (BT_RXJIT record inter-arrival probe) to be TEST-RIG packet jitter, not the game: two Debug btl4 nodes on one box contend for CPU, so Windows batches their TCP delivery -- records arrive in bursts (max 56-226ms gaps, burstiness 3-7x) instead of even ~17ms. The peer dead-reckons across the gaps then snaps -> random shake. Pinning the nodes to disjoint cores restored even ~17ms delivery (burstiness ~1.0) and the shakiness vanished (user-confirmed 'that was it'). Real pods = dedicated machines, no contention -> never see it. So NO un-authentic jitter buffer -- the coupled body-channel peer (96a896a/f094d78/23f1532) is the authentic + correct finish. - mech.cpp: BT_RXJIT record-arrival-jitter probe (env-gated). - tools/mp_launch.sh: 2-node launcher that pins nodes to disjoint cores (bakes in the fair-delivery condition; documents why). - context/multiplayer.md: the finding, so it is not re-litigated. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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23f1532fb0 |
MP: peer true-mirror cadence -- drive the body clip from actual replicated motion (task #50)
Toward a truer mirror (user: peer 'hesitates/skips on accel/decel, master has
smoother transitions'). The body channel FOLLOWS the master's replicated STATE
(
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f094d78df1 |
MP: restore peer turn-step on the body channel -- arm turn state 4 from replicated turn (task #50)
The body-channel swap (
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96a896ae43 |
MP: peer poses from the BODY channel following replicated state -- the authentic single-channel design (task #50)
Answers 'is this different from the original?' -- NO, it RESTORES it. Decomp
(workflows wh1h5gnmc/w1s9ou02o): the 1995 game had ONE live skeletal channel,
the BODY channel FUN_004a5678 via IntegrateMotion; the LEG channel FUN_004a5028
is DEAD CODE (zero call sites, SetLegAnimation never runs). Both master and peer
posed the whole skeleton from the body channel, the PEER FOLLOWING the master's
replicated body-anim state (bodyStateAlarm@0x728, set by the type-3 reader's
SetBodyAnimation, mech.cpp:1913) + replicated bodyTargetSpeed@0x6b4.
Our port RESURRECTED the dead leg SM as the peer's poser (mech4.cpp AdvanceLeg-
Animation) fed a LOCALLY re-derived commanded speed. The leg SM's phase-
independent pre-switch wind-down (mech2.cpp:560-568: force-jump {6,7,8,9}->stand
when legCycleSpeed<=0) made the peer SKIP the master's decel state 8 and snap to
stand while the body coasted -- the 'slid forward after legs stopped' slide, the
reverse 'slippy sliding in place', and the whole re-derivation desync class.
FIX (peer branch, gated BT_PEER_LEGCH=1 to revert): pose+travel from
AdvanceBodyAnimation(dt, mj=1) -- the body channel, which follows the replicated
state and has NO early wind-down, playing the master's exact clips (walk/decel-8/
reverse/stand). ZERO new netcode -- the state is already on the wire and already
decoded into the body channel; we were simply posing from the wrong (resurrected,
dead) channel. Single-player untouched (replicant-gated).
Verified autonomous (through-zero sweep): no crash; body channel advances
(frmAvg 0.3-0.75, states 5/6/7/10 following master); slide-in-stand events
519 -> 3.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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3792a04661 |
Fix throttle-detent Abs() macro bug + KB analog-throttle + slide diagnostics (task #50)
Uncommitted work from the speed-model + peer-motion investigation: - btl4mppr.cpp: the L4MechControlsMapper full-throttle detent used the unparenthesized Abs() macro (STYLE.H:118) on an expression -- Abs(throttlePos - 1.0f) mis-expands to -(throttlePos + 1.0f), always <= 0.05, so the detent snapped throttle to full EVERY frame. Diff into a temp first (same class as the |
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a9ab3db952 |
MP: FIX peer gliding-stops -- snap the residual offset when legs are at rest (task #50)
User-reported 'gliding stops': when the master halts, the peer's legs wind down to standing but the error-absorption kept sliding the body forward to close a small residual offset -- visible precisely because no leg motion masks it. With the feet planted a sub-unit correction is imperceptible, so resolve it in one frame (k=1) when replLegAdv~0 and the offset is small, instead of gliding it in. Large offsets at rest (a real teleport) still ease. Measured (stop-emphasis sweep): maxStep 1.77u->0.98u (now sub-unit), peer drift 2.1u->1.0u mean. The remaining <=1u snaps are the leg-vs-body channel-shape mismatch -- likely at/near the in-spec floor for this test rig (the Python console relay batches packets, unlike the real dedicated pod network). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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38fed81d8a |
MP: tighten peer re-anchor -- error-proportional absorption (residual snap, task #50)
Chasing the ~2.9u residual snap: instrumented BT_MIRDIV and isolated it to the PEER side (master send-mirror error is accurate, mean 0.39u < 0.55u threshold; peer drifted 3-11u from received authority). Root: the master models the peer with the BODY channel but the peer moves with the LEG channel -- slightly different travel/frame -- so the master deadband does not fire exactly when the peer drifts, and the fixed ~1/3s offset decay bled slower than accel/decel drift accumulated. A hard ground-snap (authentic FUN_004ab1c8:14985) popped instead (records not perfectly dense on the one-box relay). FIX: error-proportional absorption -- bleed the offset to updateOrigin at a rate that scales with the error (k 0.15..0.6/frame): small steady offset absorbed gently (no foot-pop), large speed-change drift caught in a few frames. Measured (through-zero sweep): peer drift 11u->2.1u, maxStep 2.9u->1.77u, ratio 1.043->1.036. Remaining <=1.8u snaps are the leg-vs-body channel-shape mismatch; fully closing needs a leg-channel send-mirror (second instance) -- deferred. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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b0137427a6 |
MP: PROMOTE coupled peer motion to DEFAULT -- user + metrics confirm (task #50)
User confirms 'way better'; single-player un-regressed (master walks correctly, the bodyTargetSpeed change only affects the invisible mj=0 body channel). Flip the authentic-coupled path ON by default: - peer position: gait-coupled linear (was velocity dead-reckon); BT_DR_POS=1 reverts - master send-mirror: gait projection of projectedOrigin; BT_NO_MASTER_GAITMIRROR reverts The two-source split (position from velocity + animation from commanded speed) that mismatched during speed changes is retired. Residual: occasional ~2.9u snap from the leg(peer)-vs-body(mirror) channel mismatch -- second-order, tracked for follow-up. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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c52a1ad79a |
MP: COUPLED peer motion -- authentic gait-driven position + master gait send-mirror (task #50, env-gated)
Finishes the coupled IntegrateMotion path the decomp workflow (wh1h5gnmc, 3 make-or-break claims CONFIRMED by adversarial verify) proved authentic: - Peer LINEAR position is SINGLE-SOURCE gait: IntegrateMotion integrates the body-channel cycleDistance into projectedOrigin.linear@0x260, copied verbatim to localOrigin -- NOT velocity dead-reckon (that is angular/heading ONLY). 0x260 'motionDelta' and 'projectedOrigin' are literally the same field; the 'contradiction' was our reconstruction's two misnamed shadows. - Master and peer run the SAME predictor; the master's SEND-mirror must run it too (binary FUN_004a9b5c @0x4aab9c) so a gait-driven peer stays anchored. Our mirror used the constant-velocity deadReckoner + overwrote bodyTargetSpeed live every frame -> could not model a gait peer (the tug-of-war). - T4 CONFIRMED: both channels pose the full skeleton (same JointedMover); keep the peer LEG channel (our body channel is unbound on the peer). CHANGES (all behind BT_MASTER_GAITMIRROR / BT_ROOT_POS, DEFAULT OFF -- zero change to shipped behavior until visually confirmed): - mech4.cpp: send-mirror advances projectedOrigin by the mj=0 body channel travel (mirrorBodyAdv) rotated by heading + last-sent angular vel, re-seeded to localOrigin on each send, instead of the deadReckoner; and stops the per-frame live bodyTargetSpeed overwrite so the mirror slews toward last-sent. - mech.hpp/mech.cpp: mirrorBodyAdv member. Measured A/B (autonomous through-zero sweep circle, the speed-change regime): velocity two-source (current default): ratio 1.0022 BUT user-visible glitch coupled, NO mirror (dense): ratio 1.86 (tug-of-war) coupled + gait mirror, dense OFF: ratio 1.14, back-steps 0.1% coupled + gait mirror, dense ON: ratio 1.043, back-steps 0.1%, maxStep 2.9u The single-source coupling is proven (backward-stepping 0.1% vs the split's churn). Residual 2.9u occasional snap = leg(peer)-vs-body(mirror) channel mismatch, second-order. Awaiting visual confirmation before default promotion. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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702822f9c5 |
MP: root-motion peer-position EXPERIMENT (env-gated BT_ROOT_POS; default unchanged) + KB notes (task #50)
The user's architectural question -- 'should animation and velocity even be
allowed to be uncoupled?' -- is decomp-CONFIRMED correct: the original peer
(FUN_004ab430 -> FUN_004ab1c8) drove POSITION FROM THE CLIP'S ROOT TRAVEL
between records (feet<->ground locked by construction) with a pose-sync
offset decay absorbing record corrections. Our port dead-reckons position
from velocity while the legs run on commanded speed -- the two only agree at
steady state, mismatching exactly during speed changes (the reported glitch).
This commit lands the peer half of the coupled architecture, env-gated:
- BT_ROOT_POS=1: peer position += clip travel rotated by heading (mirror of
the master world-step @3325, == IntegrateMotion tail @004ab1c8); pose
records absorbed via the authentic offset-decay (motionEventVector
mechanism) instead of snapping.
- Measured A/B (through-zero sweep circle, harshest speed-change regime):
velocity-lerp (default): step ratio 1.0022 (clean)
root-motion + sparse records: 11-17u anchor snaps (master's velocity
mirror no longer models a gait-driven peer -> under-sends)
root-motion + dense + offset-decay: evenness OK but ratio 1.86 --
authority tug-of-war (double-authoring, exactly the D5 risk).
CONCLUSION: the coupled peer requires the MASTER side of the original
architecture too (gait-driven send-gate mirror / channel-B IntegrateMotion
projection) -- a coherent rebuild for a fresh session, not a peer-only
patch. Default therefore stays velocity dead-reckon.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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2c6db6a2de |
Diag: speed-change investigation -- authentic analog throttle CONFIRMED, harnesses + gait probes (task #50)
Decomp workflow w0odszxro settled the speed model: the pod throttle was ANALOG- CONTINUOUS (RIO Ranger, 800 ADC counts, 0.05 deadband; sole detent = snap-to-1.0 within 0.05 @004d196c). '5 speeds' is FALSE -- the 1-5 keys are MFD mode pages; the 0..5 stepper is HUD/radar zoom. BONUS: throttleState@0x4a4 is a MISNOMER -- binary census proves it is the fall-contact surface material cache (0..7, init 2=Concrete), written only at knockdown; rename pending. Empirical rule-outs (autonomous drive-sweep harness, this commit): - Record density: with the clock guard + incremental heading in, a per-frame continuous demand sweep measures IDENTICAL to constant throttle on position evenness ([repljit]), render heading ([rendhdg]), and gait cadence ([gaitev]). - Type-3 stomps: ~0 fire in sustained sweeps (only at launch) -- not the driver. - The 0.05-grid keyboard publish experiment is retained env-gated OFF (BT_GRID_LEVER) -- the ADC was ~continuous, so the grid is NOT authentic and gains nothing measurable; default publish stays continuous (authentic). New tooling: BT_DRIVE_SWEEP[0] (forced-drive triangle sweep, optional through- zero), BT_FORCE_STEP (0.05-grid variant), BT_GAITEV (per-frame leg-clip advance + state-flip + demand-change stats), [t3rx] (type-3 stomp trace). STATUS: user still reports visible speed-change glitches in interactive play; all harness metrics saturate at baseline -- next step is probes ON the user's interactive session (their eyes + instruments on the same run). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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93456be051 |
MP: FIX keyboard-driving peer skip -- non-pose records no longer kick the dead-reckon clock (task #50)
The discriminating user report: peer motion was smooth under the autonomous harness but skipped when driven by KEYBOARD -- even pure walking / pure spinning. The harness pins throttle/turn constant; the keyboard SWEEPS the throttle lever every frame of a key-hold (mech4 sLever integrator), so mapper->speedDemand changes every frame, and the speed-deadband gate (authentic exact !=) fires a type-2 speed record EVERY FRAME for the whole accel/decel. The base reader Simulation::ReadUpdateRecord stamps lastUpdate=Now() on EVERY record (flagged 'HACK - should be based upon message->timeStamp' in the 1995 source) -- so each type-2 SHRINKS the peer reckoner's projection span (nextUpdate-lastUpdate) without refreshing updateOrigin: the position target jumps backward toward the stale origin, the next pose record yanks it forward -> target oscillation every frame during any input sweep. Matches the session-long 'worst on accel/decel'. FIX (mech.cpp Mech::ReadUpdateRecord): non-pose records (2,3,5,6,7,8) preserve lastUpdate around the base call (keeping the real payload, simulationState). Pose (0) and resync (4) keep their authentic clock behavior. BT_T2_CLOCK restores the old stamping for A/B. REPRO HARNESS (mechmppr.cpp): BT_FORCE_SWEEP=<period> triangle-sweeps the forced throttle 0.2..0.9 -- a type-2 record per frame, the keyboard-skip repro the constant-throttle harness could never produce. Verified A/B, autonomous circle+sweep (the keyboard regime): old clock: worst frame spike 10.4x avg, path/net ratio 1.069 (backtracking) guarded: worst 4.6x, ratio 1.0022 (no backtracking) Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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d78e77bf84 |
MP: FIX walk+turn peer skip -- incremental heading integration + scalar yaw mirror (task #50)
The user-keyboard regime (steering WHILE walking) fired BOTH dense record streams at once and exposed the last divergence: our peer heading used the engine Mover::DeadReckon slerp-toward-projection, whose angular projection reads the SHARED lastUpdate/nextUpdate timebase. The dense type-0 pose stream resets that timebase every frame while walking while RESTORING a stale orientation (the authentic case-0 strip, verified against FUN_004a1232 case 0) -- so the angular target barely advances from a stale base and the slerp DRAGS the heading back every frame. Measured: peer yaw advancing at ~40% rate with half the frames stepping BACKWARD. Pure-spin and pure-walk tests never showed it (single stream) -- why autonomous looked smooth while keyboard play skipped. AUTHENTIC FIX (decomp FUN_004ab1c8 -> FUN_004ab188/FUN_00409f58): the original replicant integrates its heading INCREMENTALLY from the CURRENT pose -- exact rotation of (replicated yaw rate * dt) composed on each frame -- and re-anchors on type-4 receipt. It never slerps toward a projected angular target. - mech4.cpp peer branch: save heading, let DeadReckon own LINEAR only, then integrate heading incrementally (ReconQuatIntegrate); on angSyncLatch (new type-4) re-anchor to updateOrigin. - mech.hpp/mech.cpp: angSyncLatch member (angular analog of poseSyncLatch), armed by ReadUpdateRecord case 4. - SCALAR peer-yaw mirror (angMirrorYaw/Rate/Time, re-based in the type-4 writer): replaces the quaternion projectedOrigin mirror for the ANGLE deadband -- the old one was recomputed each frame by the master's own reckoner from timing it does not control and false-fired in pi-waves (measured maxAng~=pi bursts -> periodic resync floods). - Dense-rot type-4 send REMOVED (was masking the old crude projection; not authentic; churned the shared horizon). Orientation now rides the sparse angle/velocity deadband resyncs exactly as the binary's. Verified live-autonomous: - pure spin: 59/59 perfectly regular peer yaw steps; master resyncs 0/s with mirror drift ~5e-7 (records near-silent, authentic sparse model). - walk+turn circle (the user regime): peer sim yaw monotonic at exactly the master's rate (0.00556/frame @ 0.327 rad/s), no backward steps, no stalls. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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b7be95b584 |
Diag: BT_TRNRATE probe -- turn-in-place body-rate vs trn-clip cadence (task #50)
Confirmed via BT_TRNRATE + direct disasm of the un-exported perf drive (0x4aa3d3) that turn-in-place rate == walkingTurnRate (speed=0 collapses the lerp) and the trn clip cadence is authentically FIXED -- so the reconstruction is faithful and the residual legs-vs-body slip is authentic (decoupled by design; scaling the clip would deviate from the decomp). Probe left env-gated for future asset-tuning checks. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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a8eb8a427f |
MP: FIX peer spin hang/divergence -- exact quaternion integration + frequent orientation (task #50)
Answers 'how did the original handle this?' from the decomp (subagent hunt):
the 1995 binary's replicant reckoner (FUN_004ab1c8 -> FUN_00409f58, part_000.c:9359)
integrates heading EXACTLY: build a unit axis-angle rotation quaternion from
angularVelocity*dt ({axis*sin(t/2), cos(t/2)}) and Hamilton-multiply it onto the
heading (FUN_00409d9c) -- exact for any timestep, stays on the unit sphere. It
further carries the full orientation quaternion in the FREQUENT pose record
(FUN_0040a938, 7-float pose), so the dead-reckon gap stays tiny.
Our reconstruction diverged two ways, both fixed:
1. ReconQuatIntegrate (mechrecon.hpp) -- the reconstruction of FUN_00409f58 -- was
STUBBED as , a crude small-angle VECTOR add. Restored to
the real exact axis-angle composition. (A 'no stand-ins' violation: the comment
even wrongly claimed Quaternion::Add == FUN_00409f58.)
2. The engine Mover reckoner (MOVER.cpp AcceleratedDeadReckoner/LinearDeadReckoner)
also did the vector Add on projectedOrigin.angularPosition -> over a long peer
record gap it diverged to ~180deg then snapped (the reported spin HANG/hesitation).
Routed both through a new ExactAngularProject() helper (same exact math).
3. Orientation only rode the sparse type-4 resync; during a PURE spin the linear
dense-send never fires (not translating), so the gap ballooned (~1.6s) and the now-
exact projection sat far ahead -> the slerp jumped. Added an ANGULAR dense-send
(resync every frame while |yawRate|>0.1), mirroring the original's frequent-
orientation model -> gap stays tiny -> smooth.
Verified live-autonomous (BT_AUTODRIVE+BT_FORCE_TURN + BT_RENDHDG render-rate probe):
the ~180deg divergence + multi-radian snaps are GONE (rendered maxStep 0.05-0.10 rad,
no jumps). User confirms: no frame hang/hesitation. MOVER.cpp change is strictly
more correct (exact==crude for the small per-frame master case; only large-gap peer
extrapolation changes), so walking is unaffected.
KNOWN REMAINING (separate, smaller): the turn-STEP leg animation (trn clip, mech2.cpp
advance_normally) runs at a FIXED idleStrideScale cadence that does not scale with the
rotation rate, so the legs lag/skip vs the (now-correct) body rotation. Next.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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9eff043973 |
Diag: render-rate rotation-evenness probe + angular-drift instrumentation (task #50 spin residual)
Autonomous headless spin harness (BT_AUTODRIVE+BT_FORCE_TURN) + probes that finally measure what the eye sees, not the sim heading: - BT_RENDHDG (L4VIDEO render loop): per-RENDERED-frame peer heading step evenness -- avgStep/maxStep/max-avg ratio. Confirmed the residual spin 'hesitation' is UNEVEN rendered rotation (max/avg ~2.8x), correlated with the byAngle resync-flood bursts (maxAng ~= pi), NOT a render-vs-sim rate stall (render redraws a fresh heading every frame). - BT_SPIN / BT_ANGSIGN: resync trigger breakdown (byAngle/byVel/byRest) + the frame-level local/update/projected angular-Y that exposed the Abs() macro bug. - gBTReplRenderYaw: peer heading published from the sim to the render probe. - Normalize projectedOrigin.angularPosition after the peer-mirror advance (adding a scaled ang-vel VECTOR to a quaternion denormalizes it) -- correct, but NOT sufficient: the pi divergence is REAL, from the crude large-angle quaternion projection over the sparse angular-record interval during a PURE spin (linear dense-send doesn't fire when not translating; type-4 is the only orientation carrier and resets the horizon, so dense type-4 -> half-rate). Residual ROOT (scoped, not yet fixed): the reckoner (MOVER.cpp:457-466) projects rotation by ADDING vector*t to the heading quaternion -- a small-angle approx the original kept valid via dense records; our pure-spin case has 1.6s record gaps so it diverges to ~180deg -> uneven render. Fix path = proper quaternion integration in the reckoner, or refresh the angular origin without the type-4 horizon reset. Both touch the shared engine dead-reckon -> aligning before the change. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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7615ecd316 |
MP: FIX peer spin freeze/half-rate -- unparenthesized Abs() macro floods angular resync (task #50)
Root cause found via autonomous headless spin (BT_AUTODRIVE+BT_FORCE_TURN) +
frame-level [angsign] probe: the STYLE.H:118 macro
#define Abs(value) ((value>0) ? value : -value)
has NO parens around value, so Abs(a-b) mis-expands to (a-b>0 ? a-b : -a-b) ==
-(a+b) on the false branch, NOT |a-b|. The angular resync velocity gate passed
an EXPRESSION: Abs(localVelocity.angular.y - updateVelocity.angular.y). For a
steady spin the two are equal, so a-b==0 takes the false branch and yields
-(2*rate): on a REVERSE spin that is +2*rate > velDb, firing a type-4 resync
EVERY frame. The resync flood reset the peer's dead-reckon horizon every frame,
pinning its angular slerp at ~half rate and (as the drift periodically ran to
180deg) freezing the rotation for seconds while the leg turn-clip kept stomping.
Confirmed live-autonomous: velDrift 0 (was +2.618), byVel 0 (was 55/55), peer
rendered-rotation median dyaw/expected 1.00 (was 0.49), no multi-second dt gaps.
Fix (mech4.cpp resync gate, reconstruction side -- the engine macro is original,
the original master-perf avoided it by diffing into a temp):
- velDrift: diff into a temp, explicit (d<0?-d:d) so the macro never sees an
expression.
- angDrift: already reworked to a single-variable wrap-safe yaw delta (also
dodges the macro) -- and it corrects a prior units/wrap bug (was comparing a
raw quaternion-Y component against a radian deadband).
- velocity gate now diffs vs updateVelocity (the value the peer extrapolates
with), same scalar representation as localVelocity.
- BT_SPIN / BT_ANGSIGN / updYaw diagnostic probes (env-gated).
KNOWN RESIDUAL (smaller, follow-up): the ANGLE gate still bursts when the crude
large-angle quaternion projection in the reckoner runs updateOrigin stale between
writes and drifts ~180deg; causes occasional single-frame hitches (peer median is
still 1.0), not the freeze. Separate from this fix.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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6374efc26a |
MP: FIX peer gait jitter -- feed the leg channel the REPLICATED commanded speed (task #50)
Decomp-verified via multi-agent investigation (workflow wv1km7lvc, adversarially
checked against reference/decomp/all/part_012.c + engine T0).
ROOT CAUSE (D3 CONFIRMED): the peer's leg channel FUN_004a5028 reads its speed
demand from mapper->speedDemand (**(mech+0x128)+0x128, part_012.c:11947/11975/
12028). The reconstruction FABRICATED that input from the noisy dead-reckoned
velocity magnitude and PINNED it flat with a standSpeed*1.05 floor across the
walk threshold -- the leg stutter/skip + cadence-vs-travel desync, worst on
accel/decel. The authentic input is the replicated commanded speed
bodyTargetSpeed@0x6b4 -- the master's own throttle-commanded speedDemand
(mechmppr.cpp:749), stamped into every record (mech.cpp:2036) and read back on
the peer (mech.cpp:1833/1841/1871). It is the IDENTICAL value the master's leg
channel consumes, so the peer clears the stand->walk gate exactly when the master
does and ramps cadence continuously through accel/decel.
Confirms the 07-13/07-14 regression:
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d5d512e087 |
WIP checkpoint: TCP_NODELAY + dense-send + BT_JIT/BT_ANIM probes + FOGDAY test egg (task #50 investigation)
Session-in-progress peer-motion work, checkpointed before bisecting the 07-13/07-14 gait regression. Contains: TCP_NODELAY on game sockets (L4NET), every-frame dense position send while moving + came-to-rest/REST send + per-frame BT_JIT/BT_ANIM smoothness probes (mech4). bodyTargetSpeed feed reverted to derived-velocity default. MOVER.cpp spline experiment already reverted. NOT a fix -- a checkpoint. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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94647dd378 |
MP: FIX phantom walk-in-place -- master sends a pose record on came-to-rest (task #50)
The linear pose send-gate watched only POSITION drift + the 2s heartbeat. When a mech stops, its localOrigin is pinned and the master's own dead-reckon projection re-bases to it each frame, so error->0 and NO pose record fires -- leaving the peer holding the last WALKING velocity (updateVelocity). The replicant then dead-reckons + animates a phantom walk-in-place until the 2s heartbeat (stretched to ~30s when the master window is OS-throttled to ~8fps while backgrounded during solo two-window testing). Add the symmetric linear 'came-to-rest' trigger -- the exact analog of the angular (live yaw-rate==0 && replicated yaw-rate!=0) resync trigger already present in the type-4 gate: fire a pose record the frame the live horizontal speed collapses while the last-SENT speed was still non-zero, so the replicant receives velocity=0 immediately instead of waiting for the heartbeat. Diagnosis established via BT_WIRE tx0/rx0 probes: records deliver 1:1 (239 tx =~ 240 rx), velocities match -- NOT a replication stall; the master simply never transmitted the stop. Also confirmed the dominant choppiness is OS window-throttling (master 8fps backgrounded vs observer 63fps), a two-windows-on-one-box test artifact absent on real pod hardware. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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2aba89f962 |
MP: FIX replicant walk-entry floor -- gate on standSpeed not walkStrideLength (task #50)
The prior floor gated on walkStrideLength*0.5, but walkStrideLength is a stride METRIC (~22.0), not the walk velocity (~6.1) -- so the condition sd > 11 was never true for a walking peer and the floor never fired. The replicant's derived speedDemand (== actual velocity 6.13) sits BELOW standSpeed (6.83), so the leg SM's stand->walk gate (standSpeed < demand) never tripped and the peer slid forward in the Standing pose. Gate on standSpeed instead: floor the demand to standSpeed*1.05 when the peer is clearly walking (demand in (standSpeed*0.5, standSpeed*1.05)). Verified live: uvel=6.13 -> spd=7.169 floored, legState enters 5 (walk) on frame 1 with no Standing-pose slide. standSpeed=6.8277 confirmed. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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936c34c997 |
MP: FIX replicant 'slides before it steps' -- walk-entry floor on derived demand
Root-caused from a live per-frame [replmov] trace (user's session, where replication works -- the headless rig won't spawn a replicant): the replicant's leg SM sat in Standing (legState 0, legFrm pinned at 19) while dead-reckoning forward at spd=6.13, until the master's speed rose to 6.99, then it snapped to StandToWalk. Cause: the replicant derives speedDemand from the master's ACTUAL velocity, but a mech's forward walk velocity == walkStrideLength, which sits BELOW standSpeed (bhk1: walk 6.13 < stand ~6.8). The leg SM's stand->walk gate is , so a steadily-walking peer's derived demand NEVER crosses it -> the peer slides in the standing pose until the master happens to accelerate past standSpeed. The master never hits this: it feeds the leg SM its COMMANDED throttle speed (>> standSpeed), not the actual velocity. Fix: when the peer is clearly moving forward, floor the derived demand just past standSpeed so it enters the walk cycle immediately; the walk case clamps legCycleSpeed back to walkStrideLength, so cadence still matches travel (no foot-slip). Reverse needs no floor (its gate is commandedSpeed < ZeroSpeed, tripped by any negative). Diag: BT_REPL_MOV (per-frame replicant pos/vel/speed/legState/legFrm + master twin). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> EOF |
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a3b735d5da |
MP: replicant motion chop ROOT-CAUSED + FIXED -- stale peer-mirror spammed re-base
records; also the 2007 call-counter clock stub + two crash fixes
User-reported: peer mechs turn/move choppy ("missing frames"). Measured per-frame
(BT_REPL_HDG): 13% of frames the replicant's heading STALLED, 11% it JUMPED 2-6x.
THREE layered defects found:
1) THE CLOCK STUB (engine substrate): TIMESTUB.cpp's GetRTC/GetHiRes were 2007
`return time++` call-counters -- the "clock" advanced per CALL, not per ms --
and TIMESTUB won the /FORCE duplicate-symbol race over the REAL QPC clock in
L4TIME.cpp (LNK4006). Every Now()-domain consumer (dead-reckon above all) ran
on call-count pseudo-time. Removed TIMESTUB from the build; L4TIME covers every
symbol. [The real clock alone did NOT cure the chop -- but it was objectively
broken and un-gated the two latent bugs below.]
2) TWO CRASH FIXES the real clock exposed:
- legAnimationState@0x3b0 never ctor-initialized (the task-#56 0xCDCDCDCD
family): the type-3 writer re-dispatches SetBodyAnimation(legAnimationState)
on the WRITER; a record emitted before the leg SM's first tick passed raw
0xCDCDCDCD as a clip index -> AV (cdb-pinned, mech2.cpp:233). Init 0.
- Replicants were SERIALIZING update records: the tail WriteSimulationUpdate ran
for every instance, and the port's replicant leg-SM accommodation (task #50)
calls ForceUpdate -> replicants emitted derived/uninitialized state into the
stream. Master-gated; replicant marks discarded (master-authoritative).
3) THE CHOP ITSELF: the master's resync send-gate compares localOrigin vs
projectedOrigin -- the PEER-ESTIMATE mirror -- but the port master never
maintained projectedOrigin (the bring-up drive replaced Mover::Perform; the
engine only updates the projection inside replicant-only DeadReckon). Stale
mirror -> |local-projected| > deadband EVERY frame -> a type-4 re-base record
EVERY frame -> the replicant hard-copied the master's deadband-quantized
heading each frame (the engine lerp never engaged; nextUpdate always behind
till) -> stall/snap beat = the chop. FIX: advance the mirror each frame by the
last-SENT angular velocity (what the peer is extrapolating) and re-base it in
the type-4 writer. Records now flow only on TRUE drift (~1 per 5 frames in a
steady spin), the replicant extrapolates smoothly between them, and the lerp
horizon finally engages. Measured: STALLS 13%->1%, JUMPS 11%->1% (residue: tiny
sub-degree backward corrections on record arrival -- inherent dead-reckon
overshoot the lerp absorbs).
Diag probes: BT_REPL_HDG (per-frame replicant heading + dead-reckon internals),
BT_REPL_TRN (replicant turn/leg state). scratchpad/clockcrash_bp.txt (cdb).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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02ce55194e |
Gait: FIX replicant statue + jerky walk -- replicant-tuned trn entry (regression)
Two more master rules in the trn entry broke replicants:
(1) the LOCKSTEP body weld: a replicant never runs the body SM ('joints only',
mech4.cpp:1989), so the first trn entry armed the body to state 4 where it stuck
forever -- bodyAnimationState==Standing then blocked EVERY later trn entry (the
peer 'rotates as a statue'). Replicants now skip the weld gate and do not arm
the inert body channel.
(2) today's authentic full [0,standSpeed] entry range: a replicant's DERIVED speed
sweeps that band on every dead-reckoned start/stop with derived turnDemand
pinned +-1, so trn kept arming mid-locomotion and speed-exiting (jerky walking).
Replicants keep the narrow near-zero entry gate (the pre-#64b accommodation).
Masters keep the authentic dispatcher (full range + lockstep weld) unchanged. [T3
replicant accommodation / T1 master logic]
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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992aedece8 |
Gait: FIX replicant trn regression -- gate master-perf turn-stop exit to masters
Today's authentic trn dispatcher folded the master-perf turn-STOP exit into leg/body case 4. But the master perf (FUN_004a9b5c) runs on MasterInstance mechs, NOT replicants -- and a replicant derives turnDemand from the noisy REPLICATED yaw rate (mech4.cpp:1968), which dips into the +-0.05 deadband between dead-reckon updates. So the exit kicked the peer out of trn every few frames -> the peer 'rotated as a statue' + jerky (user-reported regression from yesterday). Gate both turn-stop exits to GetInstance() != ReplicantInstance; the replicant advances the trn clip from its replicated turn signal exactly as before the exit was added. Also BT_REPL_TRN probe (mech4.cpp) logs the replicant yawRate/turnDemand/legState. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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530bbeb959 |
Fix BT_SPAWN_AT terrain embed + add BT_COOL_LOG probe
BT_SPAWN_AT teleport set only X/Z, keeping the old (dropzone) Y -- so teleporting to a new spot embedded the mech in sloped terrain (user-reported). Lift the teleport +500 above the old elevation so the authentic per-frame ground SNAP (BoxTree FindBoundingBoxUnder, no gravity) settles it onto the surface next frame (the snap only lowers, so it must start above the surface). Diagnostic only. Also BT_COOL_LOG (heat.cpp): logs a heat subsystem's damageLevel/heatLoad/coolantDraw when it carries damage -- for the 'do damaged mechs leak coolant' investigation. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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b533725ae4 |
Radar: FIX heading flop every 180deg -- YawPitchRoll not EulerAngles (user-reported)
The radar map derived its rotation from EulerAngles(Quaternion), whose decomposition is AMBIGUOUS for a yawing mech: as yaw sweeps past +/-pi the quaternion double-cover flips it onto the pitch=roll=pi branch, so euler.yaw REVERSES -- the whole radar counter-rotates the wrong way past 180deg (user: 'flops every 180 degrees'). Switched both radar sites (view-matrix build + blip delta rotation) to YawPitchRoll, which applies yaw first and yields a clean continuous 360deg heading -- the SAME fix the compass HeadingPointer already uses (btl4gaug.cpp:2185). A/B verified live (BT_RADAR_LOG, spinning madcat): euler.yaw folds (-0.30 vs true -2.84 rad) while ypr.yaw tracks clean. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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c4c51545fc |
Diag: BT_TEMPBAR_LOG -- verify the subsystem temperature-bar cluster renders live
Logs each SubsystemCluster::Execute's drawn CurrentTemperature vs the degradation/ failure thresholds + drawState. Confirmed (BT_DEV_GAUGES + madcat + autofire): the per-subsystem temperature bars build lazily on the engineering MFD screen, execute live with animating values (weapons heat toward the 1000K degradation line = the jam threshold) and correct 1000/2000 markers, drawState=0 online. No behavior change (env). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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fcaea1862a |
Diag: BT_AF_PERIOD=<sec> autofire cadence throttle + afc_dump.py (raw RES verify)
Closes the coolant/jam investigation. BT_AF_PERIOD pulses the trigger every <sec>s so a slower-than-max fire rate can be tested; afc_dump.py reads the AFC100 record raw from BTL4.RES. Both confirm the QA report is FAITHFULLY reproduced (see KB). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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4e72f0c4f4 |
Diag: BT_VALVE_BOOST=<condenserNumber> (route coolant priority to one condenser)
Extends the coolant/jam probe: boost one condenser's valve to 50 and starve the rest to 1 (share ~0.9 vs the ~1/N baseline) -- the authentic 'coolant priority' scenario, for measuring the per-weapon boost effect. No behavior change (env-gated). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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3acab416ee |
Diag: BT_JAM_LOG (per-shot weapon temp/jam roll) + BT_VALVE (force condenser detent)
Probes for verifying the autocannon jam/coolant mechanic against QA ground-truth (AFCs jam on ~3rd shot uncooled). BT_JAM_LOG logs currentTemp/degradT/failT/alarm/p at each fire attempt; BT_VALVE=<n> forces every condenser valveState so cooling can be tested at a known level. No behavior change (both gated on env). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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a83995a755 |
Locomotion: wire the AUTHENTIC per-mech turn-rate lerp (task #64b)
The master-perf disasm (0x4aa3d3-0x4aa4ff) computes the yaw rate as lerp(walkingTurnRate@0x574, runningTurnRate@0x578) by ground speed, not a constant. Wired it into the drive, replacing the bring-up constant kDriveTurnRate: - walkingTurnRate/runningTurnRate are now REAL named members. The ctor's `Wword(0x15d)/(0x15e) = model->...TurnRate * DegreesToRadians` writes were NO-OPS -- Wword() returns a shared static scratch cell, so the rates were silently discarded. Now stored + read by name. - The drive (mech4.cpp) computes authTurnRate: base = walkingTurnRate; above reverseSpeedMax(0x538) lerp walk->run across [walkStride 0x534 .. topSpeed 0x34c] with an over-run falloff runningTurnRate/t^2; clamp >=0; zeroed in the death/limbo/airborne leg states (1/2/3) or when deathAnimationLatched(0x650) is set. Falls back to kDriveTurnRate if the model gave no rates. The lerp is a RUN-speed refinement -- below reverseSpeedMax (walk / turn-in-place) the rate is the constant walkTR base; runningTurnRate < walkingTurnRate (a running mech is less maneuverable). Verified headless (DEV mech, BT_TURN_LOG): walkTR 1.309 rad/s (75 deg/s), runTR 0.873 (50 deg/s), turn-in-place + walk yaw at walkTR, no crash. [T1 logic / T2 runtime] Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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35c30bda67 |
Locomotion: replace task-#64 trn stand-ins with the AUTHENTIC dispatcher (disasm-decoded)
The turn-in-place dispatcher lives in the master-perf gap 0x4a9b5c-0x4ab188 that Ghidra never lifted. Disassembled it with objdump (scratchpad/masterperf.asm) and hand-decoded the real logic, replacing the two [T3] stand-ins I had invented: - Entry gate was `commandedSpeed < 0.25*standSpeed` (a near-zero guess). AUTHENTIC (0x4aa505): arm trn when TURNING (|angVel|>1e-4, port proxy = turnDemand deadband) AND speed in the FULL [0, standSpeed] sub-walk range AND turnCapable. trn is gated on TURNING, not on being slow. - Case-4 exit had a ×4 fast-forward + SetLegAnimation(5) invention. Restored the VERBATIM decompiled leg-SM exits (part_012.c:12013): standSpeed<spd or reverse -> Standing, else advance the pivot. Added the master-perf turn-STOP exit (0x4aa5c6): turn stopped -> Standing + legResetLatch=1 (folded into case 4 since the port has no separate master-perf frame). - Body case-4 twin mirrors the authentic exits (mj=0, tracks state for lockstep). The fast-forward was invented to dodge a turn->walk stutter that was ACTUALLY the body channel leaking joints (mj=1) -- already root-caused + fixed by mj=0. The trn->walk seam (legFrm7 cycle-end -> swr legFrm1) is the authentic pose-matched boundary and the same seam the fast-forward version hit, just at the correct release speed. Also decoded (documented, not yet wired) the authentic turn-RATE lerp (walkingTurnRate@0x574 -> runningTurnRate@0x578 by speed; angVel = turnDemand*rate); the bring-up drive still yaws at the constant kDriveTurnRate. Headless-verified (BT_AUTODRIVE/BT_FORCE_TURN/BT_WALK_DELAY/BT_GAIT_TRACE): turn-in- place enters state 4, ramp past standSpeed -> 4->stand->swr->walk, both channels in lockstep. Feel re-verification pending. [T1 logic / T2 runtime] Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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bfdd41bb9d |
Gait: turn-then-walk stutter ROOT-CAUSED + FIXED -- one skeleton writer (task #64)
User repro (100%): turn in place, push forward before the turn stops -> the gait
skips/stutters + visibly reduced bob; standstill starts always clean. Three-layer
fix, user-verified:
1) THE DISPLAY BUG (the actual visible artifact): v5's "body advances first with
mj=1, leg overwrites last, so body drift can't show" was FALSE. Whenever the two
gait channels phase-split, the BODY channel's out-of-phase joint writes leaked
into the rendered skeleton (rhythmic leg skips, averaged-down bob) while every
leg-channel trace read clean -- the leg DATA was fine, the RENDERED pose wasn't
the leg's. v6: AdvanceBodyAnimation(dt, mj=0) -- the body still advances +
projects for replication (records/cycle speeds unchanged) but no longer touches
the skeleton. One writer, structurally; matches the binary's own observable
("body phase drift is locally INVISIBLE in the binary"). BT_BODY_MJ=1 = old A/B.
2) THE SPLIT SEED: the bring-up trn trigger armed only the LEG channel, so a
turn-in-place entry guaranteed the channels re-entered walk frames apart and the
walk cycles ran permanently out of phase. Lockstep: the Standing trn entry arms
BOTH channels the same frame (body case-4 twin added, same rate/keying), gated on
both Standing. The authentic dispatcher (un-decompiled master-perf gap 0x4a9b5c-
0x4ab188, the sole reader of turnDemand/turnCapable) armed both -- the body's
case-4 machinery is dead code otherwise [T1].
3) THE POSE-MATCH INVARIANT: the engine has NO pose blending; transitions avoid
pops purely by authored pose-matched boundaries. The old trn exits cut the pivot
clip MID-STEP (legFrm 7->1 teleport). Now: entry gated on near-zero speed
(turn-IN-place); on forward command the pivot FAST-FORWARDS to completion (x4)
and the authentic finish callback lands Standing at the stand pose -> the normal
pose-matched stand->walk runs. Decompiled reverse abort kept; the standSpeed
mid-clip abort subsumed (it WAS the pose cut). [T3: 0.25*standSpeed threshold +
4x rate stand in for the gap's constants.]
Harness: BT_FORCE_TURN now reaches gBTDrive.turn (was silently inert for the
gait), BT_WALK_DELAY=<s> holds forced throttle then ramps (the turn-first repro),
BT_GAIT_TRACE=1 per-frame gait trace. Regressions: standstill start, turn-entry,
pure pivot loops, run cycle -- all clean, bob full amplitude (1.33/1.32).
KB: locomotion.md v6 section + trn reconstruction + symptom-family closure.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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a9c0d2c854 |
Combat: FIX splash mis-routed onto the direct victim via the msgmgr (task #62)
User: struck a mech ~4x, still standing -- but the [dmghit] trace showed the DIRECT victim taking 16 applications for 8 impacts while the intended splash bystander took 0. Root cause: BTApplySplashDamage delivered splash through the shooter's SubsystemMessageManager::AddDamageMessage, which CONSOLIDATES every damage message of a frame onto the FIRST hit entity (commonDamageInformation. entityHit, messmgr.cpp:279). The direct hit registered the primary as the common entity, so the bystander's splash was consolidated onto the primary too -- the excluded direct victim took 8 direct + 8 mis-routed splash = 2x, and the real bystander took nothing. Fix: deliver splash with a DIRECT e->Dispatch to each victim, matching the T0 source (EXPLODE.cpp:246 target_entity->Dispatch); Dispatch reroutes cross-pod for a replicant on its own. Verified (BT_DMG_LOG): 8 impacts -> 8 dmghit on the direct victim + 8 on the bystander (was 16/0); no death; per-hit 5.83. KB: combat-damage.md warns not to route splash through the consolidating msgmgr. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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fa0b825b60 |
Combat: FIX missile direct damage 6x over-application -- damage once per salvo (task #62)
User live regression: missiles killed a mech in ~2 shots ("takes way more than 2
normally"). Root cause -- DamageZone::TakeDamage (arcade @0041e4e0 == WinTesla
DAMAGE.cpp:379) is `damageLevel += amount*scale` and IGNORES burstCount. So the
arcade's ONE cluster Missile per trigger lands its damageAmount EXACTLY ONCE; the
missileCount/burstCount split is cosmetic for zone damage (only gyro-bounce +
splash-falloff read burstCount). The port re-expresses that one cluster as N
flying rounds and was damaging on EVERY round = ~missileCount x too lethal on the
direct hit (mirrors the splash over-application fixed in
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145a69f865 |
Combat: FIX missile splash over-application -- once per salvo, not per round (task #62)
Live regression: a clustered bystander died in ~2 missile salvos ("suddenly
lethal"). Root cause, not authentic: the arcade fires ONE cluster Missile per
trigger (burstCount=missileCount) doing ONE SplashDamage event with baseBurst =
missileCount, floored at 1 ONCE. The port re-expresses that cluster as N flying
BTProjectile rounds, and task #62 fired splash PER ROUND -- each baseBurst=1,
each floored at 1 -- so the distance floor was applied N times = ~missileCount x
too much splash.
Fix: BTProjectile.splashBurst tags ONLY the salvo-lead round. MissileLauncher::
FireWeapon passes nmiss (the cluster count) on i==0 and 0 on every other round;
the contact + world-impact splash hooks fire only when splashBurst>0, using it as
baseBurst. One splash event per salvo with baseBurst=missileCount -- matches the
single arcade cluster missile. Replicant mirror rounds carry 0 (damage 0 too) so
the master's cross-pod splash isn't doubled. AC unaffected (not a MissileLauncher;
splash_burst defaults 0).
Verified headless (BT_SPAWN_ENEMY=2 clustered rig, 45s): bystander now takes 6
splash events (1/salvo, baseBurst=6) and SURVIVES (was ~2 shots); primary dies to
direct hits in ~3 trigger pulls (36 missiles == single-enemy TTK); AC does not
splash; no crash. Also: BT_SPAWN_ENEMY read as a COUNT (=2 clusters a bystander
within SplashRadius) for eyeballing splash; entity-id logging on [enemy]/[splash].
KB: combat-damage.md documents the N-round cluster trap.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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12fbc023a8 |
Combat: MISSILE SPLASH DAMAGE -- Explosion::SplashDamage reconstructed (task #62)
Area-of-effect blast on missile detonation, from the T0 source EXPLODE.cpp:50-254 (@0042fad0) + the arcade decomp. Fires on ANY missile impact (world or mech) -- the +0x360 gate sits in the Missile::Perform collision branch (part_013.c:10097). Only missiles splash; the AC's tracer is not a Missile. Radius source CORRECTED: it is the ROUND's own GameModel (type-0xf) +0x50, seeded from the launcher's linked AmmoBin ammoModelFile @0x1e8 (part_013.c:8778) -- NOT the launcher's ExplosionModelFile (which resolved to 0). Live-resolved radius = 30 for both MP missile launchers; 0 for AC/Emitters. Burst falloff = baseBurst / dist^exp floored at 1 (arcade 1.25 = decomp 0x3ff40000; WinTesla EXPLODE.cpp:209 drifted to 1.2f). damageType/amount pass through unchanged; only burstCount, radial damageForce, and impactPoint are set. Excludes shooter + direct victim; dist>radius gated; delivered via msgmgr (cross-pod) or Dispatch. New: BTResolveSplashRadius / BTApplySplashDamage (mech4.cpp), hooked at both the world-impact and contact detonation paths; BTAmmoRoundModelResource bridge (ammobin). Env: BT_SPLASH_LOG, BT_SPLASH_TEST (synthetic near-miss), BT_AF_MISSILE (missile autofire). Verified: near-miss dist=15 -> 1 burst to a bystander; live missiles detonate + exclude the direct victim; AC does not splash; no crash. Deferred (T3): per-player enable sub-gate missile+0x360 = BTPlayer+0x264 (writers read as a per-frame toggle, not a config flag) -- port treats SplashRadius>0 as the enable. KB: combat-damage.md + open-questions.md updated. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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4c54f7ef0c |
Ballistic FX: DAFC muzzle flash + autocannon fire replication (task #61)
The autocannon gains its authentic muzzle effect AND becomes visible when an enemy fires it -- the ballistic-FX gap behind "I only see the AC from my own view." MUZZLE FLASH (the genuine shipped effect, not the cut card): - MUZFLASH.BGF is an orphaned/cut asset (nothing references it) -- so it is NOT rendered. The shipped projectile-gun muzzle effect is DAFC.PFX, which BTDPL.INI documents as "the effect used on all projectile guns" (psfx 6 external / 14 internal): an orange fire-smoke blast (btfx:firesmoke1), maxIssue 25 over ~0.2s so the emitter auto-expires = one burst per shot. - BTFlashMuzzle (mech4.cpp) spawns it on the gun-port SEGMENT via the existing BTStartPfxAttached path; the segment frame sprays -Z out the barrel. Hooked at ProjectileWeapon::FireWeapon (the fire edge). Default ON (BT_MUZZLE=0 disables). AC only -- lasers show their beam, missiles their launch. ENEMY AC FIRE NOW REPLICATES (the real find): - ROOT CAUSE: the subsystem-record replication channel EXISTS and works (mech ticks subsystem->PerformAndWatch(update_stream); Entity::UpdateMessageHandler routes incoming records to GetSimulation(subsystemID-1)->ReadUpdateRecord). The emitter (beam) and MissileLauncher (salvo mirror) both call ForceUpdate() so their fire serializes -> enemy lasers + missiles ARE visible on the peer. The AUTOCANNON set only `simulationFlags |= 0x1` (the +0x28 instance flag, NOT the updateModel bit WriteSimulationUpdate walks) and had NO fire record, so its shot never crossed the wire -- the enemy's cannon was invisible. - FIX (the AC twin of the missile salvo mirror): ProjectileWeapon:: WriteUpdateRecord/ReadUpdateRecord (fire counter + aim) + ForceUpdate() in FireWeapon. The replicant edge-detects the counter and mirrors ONE visual round + DAFC muzzle flash from its own resolved muzzle; a null/untargeted aim streaks straight out the barrel (launchVelocity) instead of toward origin. - Verified live 2-node: the watching node logs REPLICANT AC shots + DAFC flashes at the enemy's gun-port (seg 7), aimed shots fly to the real target; no crashes. TRACER: all ACs author TracerInterval=1 (every round is a tracer); the existing amber streak is acceptable-authentic, so no tracer change was needed. KB: open-questions.md -- CORRECTED the (wrong) earlier note that claimed no subsystem-record channel exists; it does, the AC just wasn't using it. Logged the methodology lesson: the coverage audit finds UNWRITTEN functions, not "reconstructed but inert" ones (a function present but never called -- the AC record + the missile mirror both looked done); a LIVENESS audit would catch that class. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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267059ab88 |
Damage economy RECONCILED: 3 stand-ins fixed, 3 paths confirmed authentic (task #60)
Full 5-path audit of the damage economy vs the decomp (5-finder + adversarial-verify workflow), resolving the KB self-contradiction the binary-coverage audit flagged. CONFIRMED AUTHENTIC as-is (no change needed): - Energy beam (emitter.cpp): damagePortion = authored DamageAmount x (charge/seekV)^2; the ctor x1e7 and fire x1e-7 cancel (_DAT_004bafbc dumped from the exe = x87 80-bit 1e-7 exactly). - Autocannon (projweap.cpp): full authored DamageAmount from resource +0x19C delivered unmodified; the 0.0625 at :667 is the shooter's own gyro recoil, not the round. - Zone-armor BASE model: damageLevel += amount x damageScale[type] (engine DAMAGE.cpp:379, called mechdmg.cpp:427), legs x0.5, 1.0=dead. 3 STAND-INS FIXED (all byte-verified against the decomp): - A. mechdmg.cpp:451 -- read the phantom `stance` member (no binary offset, zero writers -> perma-0), so the leg-shot-out -> fall/death branch was DEAD. Now MovementMode() (mech+0x40, @part_012.c:6910). - B. mechdmg.cpp:458 -- guarded the leg partial-failure graphic on the always-0 IsAirborne() stub where the binary calls IsDisabled() (@0049fb54 = movementMode 2||9). On a wreck the binary SUPPRESSES the write; the stub let it corrupt graphicAlarm 9->4/3 -- the task-#52 wreck-graphic bug, now fixed AT SOURCE (was only masked by the IsMechDestroyed latch). - C. mech4.cpp:1551 -- flat kShotDamage=12 fed as the kill-score damageAmount (the KB self-contradiction: task #8 claimed it retired, but it was live). The score handler @0x4c02e4 derives the whole kill award from it, so every kill scored identically regardless of weapon. Now lastInflictingDamage -- the real killing-blow magnitude, latched in TakeDamageMessageHandler (mech.cpp:624), mirroring the per-hit path (mech4.cpp:1207). The phantom `int stance` slot is reused for the new Scalar member (size-neutral, no layout shift); init 0 in the ctor. DEFERRED (task #60-D, documented): the missile CLUSTER model -- the port fires N flying rounds (net armor total authentic) vs the binary's ONE missile with a random burstCount cluster roll (loses cluster variance + single-zone concentration). Blocked on an OPEN decomp semantic (does burstCount multiply armor or only the gyro kick? settle at FUN_004bef78 -> FUN_004be078 -> EXPLODE.cpp:209-210). VERIFIED live: clean build; 2-node fight -> clean center-mass kill (no crash, kills 0->1); [zone-armor] dump confirms per-zone armor 50-140 + legs x0.5. NB the displayed POINTS score still reads 0 -- a SEPARATE open gap (scoreAward + role/team/tonnage multipliers unwired); fix C corrected the damage INPUT to that formula. KB swept: open-questions.md (self-contradiction resolved + task #60 summary + deferred missile item), combat-damage.md (damageScale is type-indexed not even/odd; task-#52 source fix; kill-score section), RECONCILE.md (missile = ONE spawn not N), stale comments in mechweap.cpp (SendDamageMessage is LIVE), mislanch.hpp, mechdmg.cpp (FUN_0049fb54 = IsDisabled). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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2e9c78d604 |
Gait: the AUTHENTIC walk lean -- interior/exterior clip sets, level cockpit + leaning mechs (task #59)
The MadCat (and every leg-mech) leans -8deg into a walk / -11deg into a run --
an authored jointhip (hingex) pose in the EXTERIOR gait clips that the walk/run
CYCLE clips never rebind, so it HOLDS. The 1995 game keeps a separate INTERIOR
('i'-suffix) clip set for the mech you PILOT: those shake jointshakey (cockpit
rattle) and OMIT jointhip, so your own view stays level while everyone else sees
you lean. The port had this entirely dead -- the local cockpit mech pitched
-8deg into the ground (user-reported "staring at the ground").
ROOT CAUSE (two stacked bugs):
- The authentic ctor clip-set gate (@part_012.c:10308-10320) was reconstructed
as no-op stubs: LoadLowDetailBody/LoadHighDetailBody MISLABELED the
FUN_004a80d4/86c8 GAIT-CLIP loader addresses as a "body LOD" pair, so the gate
did nothing and a separate unconditional LoadLocomotionClips always loaded
EXTERIOR clips.
- LoadLocomotionClipsExt (the interior loader) was a stub aliased to the
exterior loader.
FIX:
- Reconstructed the real 4-char INTERIOR loader (byte-exact vs @004a86c8; the
'i'-suffix table dumped from the exe @0x10d74d: swri/wwri/wwli/...; all 18
base clips confirmed present in BTL4.RES for mad/blh/ava).
- Fixed the ctor gate: getenv("L4VIEWEXT") || (instanceFlags&0xC)==4 -> exterior
(replicant / forced external view); else -> interior (local cockpit master).
Removed the mislabeling no-op stubs.
- PORT ADAPTATION (MaintainViewClipSet, per-frame in PerformAndWatch): the port
never sets the replicant COPY bit (all MP mechs build as local masters --
heat-sim/scoring/torso-watcher-connect all run on both, by design), so the
ctor gate lands everyone on interior. Pick the set by VIEWPOINT instead: the
mech you pilot keeps interior (level cockpit), every other mech flips once to
exterior (the lean). Reloads only on a viewpoint-status change; the sets
share stride data so the swap is seamless. Model pointers stashed at ctor.
VERIFIED live (BT_HIP_LOG probe): your walking mech writes jointhip=0 (level);
the peer's replica in the other pod's view leans at exactly -8.0/-11.1deg --
the authored clip values. A/B control: L4VIEWEXT=1 forces the walking master
back to 74 sustained -8/-11 writes.
KB: locomotion.md ("NO walk lean" audit conclusion CORRECTED -- the lean is
authored + sustained + clip-set-specific), asset-formats.md (.ANI parses
pitch/yaw/roll for all joint types; KeyJointPos translation; cycle clips carry
no pitch), open-questions.md (item closed).
Co-Authored-By: Claude Fable 5 <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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065c114590 |
Impact-FX FORENSICS wave: the i860 specialfx engine, per-round detonations, the ram economy closed
The "we're off the rails" reinvestigation -- a 5-thread evidence workflow
(logs / PFX data / RES model lists / decomp / port audit) + the i860 firmware
decode, then surgical fixes. Every claim tiered; the wrong turns are on the
record in the KB alongside the corrections.
THE OLD-STYLE SPECIALFX ENGINE [T1, firmware-decoded from VREND.MNG]:
rebuilt scratchpad/i860dis.py (binutils opcode table); mapped the dispatch
(data+0xdd0c; sfx trigger 0xf040cda0, install 0xf040cdc0, step ~0xf0413698,
instance init 0xf04128d8); decoded the heat model EXACTLY: per 30Hz board
frame h *= cool_a; RGB_ch = h_old*(h_new*cook_ch - 0.25) + 0.25 (K=0.25 =
the ember floor @VA 0xF080; kill at h <= 1e-4 @0xF0A0); alpha fades cool_b
x RAW dt (PER-SECOND -- the x30 scaling made laser hits invisible); 7s cap;
y_off = the kill plane; "variance" is DEAD DATA (binary reads "variance",
INI authors "varience"). The 13 descriptors (PPCHit/LaserHit/MissileHit/
Chunks/Sparks/Fireball...) parse from BTDPL.INI and render via the BTPfx
layer -- heat bursts draw the FIERY sheet (brightness over fire), .PFX keeps
GRAYSCALE (authored colours: DNBOOM orange, DDAM gray).
HIT-PACKAGE CENSUS [T1, RES byte-verified]: ppchit=[8] lzrhit=[9] mghit=[7,11]
canhit=[11] mslhit=[10,12,1023] explode=[6]; all 8 mech death lists identical.
Effect routing corrected in BOTH consumers: <100 = specialfx, >=1000 = psfx.
"SILVER MIST x5" ROOT CAUSE: SHKWAVE.PFX (mslhit's 1023) authors maxIssue=5
relPeriod=0.2 rate=1 -- the ONE file where rate contradicts the window; the
emitter trusted rate -> 5 shells at exactly 1Hz. Emission rate now always
maxIssue/releasePeriod.
PER-ROUND DETONATIONS [T1 @004bef78]: every missile round spawns its own
ExplosionModelFile at ITS impact (hull + terrain) -- a volley ripples 12
fireballs like the demos; rack-tube launch spread [T3] (GUIDED rounds only --
the slot-0 deflection sent every AFC100 shell 3.4deg left/2.5deg down: the
phantom "4th gold beam"); replicant salvos detonate too (launcher index rides
the visual push). Missile damage bundles through the shooter's messmgr with
the launcher's subsystemID (mslhit fires at the consolidated point; the
binary's dedup CONFIRMED [T1 @0049b784] -- a workflow agent's per-record
claim REFUTED by direct decomp read).
DAMAGE-BAND SEMANTICS [T1]: MechDeathHandler fires the CURRENT band effect on
any damage rise (the binary's changed-flag coalescing) -- a mauled mech under
fire smokes/burns per hit; bands 3/4 are authored fire plumes.
THE RAM ECONOMY -- CLOSED (3 layers, measured live):
1. armor = POINTS (every zone: damageScale = 1/armorPoints, armor 50-140;
the [zone-armor] BT_DMG_LOG dump);
2. StaticBounce prices rams with authored moverMass ~1.3e6 -> ~59,000 pts
@10m/s; the binary dispatches it RAW but pod MP dropped it on the local
replicant (MECH.CPP:986 warns) -- ram damage was NETWORK-INERT; our
task-#47 replicant forwarding surfaced it as a one-shot. Port
normalizes x1e-3 to the point economy [T3];
3. contact EDGE (ramLastVictim/ramContactLinger): the binary's bounce made
separation implicit; our gait-derived velocity re-priced full rams at
60Hz (the respawn explode-loop). One bump = one hit; pressed = BLOCK.
PLUS: sfx size x0.5 + 1.25m visibility floor + hot-phase occlusion [T3];
particle pool 2048->8192 (missile traffic starved laser bursts -- the
"intermittent effects"); replicant beam aging (a lost beam-END record pinned
a stale beam on forever); UV-variant noise stamps (mask-safe mirror/swap);
no scroll on particle stamps (material-path only); BT_FX_TEST/fxshot.py
self-verification harness ([beam-draw]/[zone-armor]/[collide-tx] telemetry).
KB: rendering.md (specialfx engine + census + closeout), combat-damage.md
(ram economy + band semantics).
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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d7b900d108 |
Cockpit: GENERATOR POWER ROUTING -- assign weapons to generators (task #12)
The pilot's second heat-management tool: the PoweredSubsystem message table
@0x50F4EC (ids 4-8) registered and implemented -- SelectGeneratorA-D
(@004b099c..@004b0a74: FindGeneratorByNumber roster walk on generatorNumber
@0x1E0 -> AttachToVoltageSource re-tap with tap accounting -> modeAlarm
Connected) and ToggleGeneratorMode (@004b0abc: Manual -> Auto -> detach+Manual
cycle). Weapons inherit via the MechWeapon handler chain. Desktop: F5-F8
assign the selected weapon (BT_CONFIG_SLOT) to Generator A-D, F9 toggles
reconnect mode; BT_GENSEL_TEST scripts a headless verify.
Verified live end-to-end: dispatch -> handler -> re-tap ("PPC_1 ->
GeneratorD (tapped)") -> the charging I^2R physically moved (GenD cold ~90K
baseline -> ~1570K carrying the PPC; GenA relieved), stable over a sustained
autofire soak with thermal-breaker trips.
FOUR defects found and fixed on the way [all T1/T2]:
- THE e17 HEAT EXPLOSION: Generator::SourceLevel misread *(this[0x38]+0x158)
as linkedSinks->heatEnergy; it is the engine-base DamageZone @0xE0 ->
damageLevel [0..1] (the same named-member pattern as the bank radiator's
zone read). A breaker-restarting generator emitted (1 - 4e8) x 10000
volts; squared through the customers' I^2R feed, one restart blew the
whole thermal network to e17. Authentic: a damaged generator yields
proportionally less voltage.
- FUN_004ac9c8 is NOT "IsDamaged": raw body = owner -> mech+0x190 player ->
roleClassIndex(+0x274) == 0 -- the ROOKIE-role lockout for advanced
cockpit systems. New bridge BTPlayerRoleLocksAdvanced (NULL player =
unlocked [T3]; bring-up role 2 = unlocked). The old stand-in gated the
handlers off permanently (healthy subsystems have simulationState==1).
- MESSAGE_ENTRY tables must be FUNCTION-LOCAL statics inside the accessor:
as namespace-scope arrays they are read by other TUs' static-init chains
before their own initializers run -- Build copies zeros and every id in
the table is silently dropped (ids 9/10 only worked by TU-order luck;
both tables relocated; gotcha recorded, reconstruction-gotchas #9).
- The AutoConnect hunt scanned GetSegment() -- the raw @004b0bd0 walks the
subsystem ROSTER (+0x124/+0x128); EntitySegments were being cast to
Subsystems (the classic +0x128 gotcha).
Also: the dense handler table's GAP slots (skipped ids) are uninitialized
heap -- the name-based Find strcmp-walks them and AVs; diagnostic probes use
the id-based Find only (the 1995 binary's own tables carry the same holes).
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> |