Commit Graph
13 Commits
Author SHA1 Message Date
arcattackandClaude Fable 5 48c9c8444f Fire VISUALS wave: the authored firesmoke sheet, vertex-alpha effect cards, the case-4 wreck dressing
The "fireballs like the demo vids" arc, decomp/content-grounded end to end,
plus the live-play UX batch verified over the same sessions:

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

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

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

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

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

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

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-12 20:04:29 -05:00
arcattackandClaude Fable 5 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>
2026-07-12 17:24:15 -05:00
arcattackandClaude Fable 5 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>
2026-07-11 19:39:35 -05:00
arcattackandClaude Opus 4.8 c0d2eb0aae gauge-complete P4f: PrepEngrScreen reconstructed + registered -> 12 engineering-screen label overlays build
The "prepEngr" cockpit primitive (the per-engineering-screen static label overlay,
12 CFG calls at L4GAUGE.CFG:4595-4759) was a MISLABELED stub (base Gauge, an Execute
override, mech/screenNumber SWAPPED) with no methodDescription -> parse-SKIPPED, none built.

Reconstructed byte-verified (ctor @4c7bf0, BecameActive @4c7e48, Make @4c7b30; vtable
0051a06c). THREE corrections vs the stub (decode workflow + vtables.tsv proof):
(1) base = GraphicGaugeBackground, not Gauge -- vtable-identical shape to the engine's
BackgroundBitmap (only dtor + BecameActive overridden); (2) the overridden slot is
BecameActive (a paint-on-activation), NOT Execute -- GraphicGaugeBackground has no Execute
virtual, so the Gauge::Execute->Fail->abort hazard doesn't apply; (3) screenNumber@0x6C /
mech@0x70 were swapped. sizeof 0x90.

BecameActive walks the mech roster (databinding-safe GetSubsystemCount/GetSubsystem +
BTGetSubsystemAuxScreen bridge, like VehicleSubSystems::Make), finds the subsystem whose
auxScreenNumber == this screen (1..12), and paints the screen-number numeric + subsystem
label + type-specific label cells dispatched on GetClassID (Sensor/Myomers/Emitter/PPC/
Projectile/Missile/GaussRifle). methodDescription = 9 params (mode, screen, 7 .pcc names).
Registered in BTL4MethodDescription[]. Two raw subsystem reads (heat-sink #, +0x224 label)
are guarded fail-soft best-efforts (marked; the aux-screen bridge label64 substitutes).

VERIFIED: the skip list drops from {prepEngr x12, messageBoard} to just {messageBoard} --
all 12 prepEngr gauges build; no screen-range/crash; boot+sim+combat run; gauge composite
renders identically (COOLANT 300/77, clusters, radar all un-regressed). The prepEngr labels
paint on the Eng (ModeMFD*Eng*) screens, not the default composite view.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-07 21:32:12 -05:00
arcattackandClaude Opus 4.8 12c4254aae gauge-complete P4a: heat-leaf data fixes (radar heat-degradation authentic)
The gauge-complete-decode workflow found the "deep heat-leaf byte-exact re-base" is
STALE -- the leaf layout already shipped byte-exact (alarm-unification/P7), and the
real work is a small misidentified-field data fix (highest value, lowest risk):

- Sensor radarPercent read the INHERITED heatEnergy (~1.3e7) -> hugely negative ->
  needed a bring-up guard forcing it to 1.0.  The binary (@004b1c4c:1829) reads
  *(this[0x38]+0x158) = the subsystem's OWN DamageZone::damageLevel [0,1] (0 intact ..
  1 destroyed).  Fixed: radarPercent = RadarBaseline - GetSubsystemDamageLevel(); guard
  DELETED (damageLevel is engine-clamped).  So the radar authentically degrades with
  sensor structural damage (RadarBaseline-damage, x0.5 on DegradationHeat, 0 on Failure).
- New databinding-SAFE accessor MechSubsystem::GetSubsystemDamageLevel()/Set... reads the
  ENGINE DamageZone::damageLevel NAMED member (NOT the ReconDamageZone proxy, whose
  offset-0 structureLevel aliases the vtable ptr as a float = garbage).
- HeatSink::HandleMessage msg==1: same misidentification -> SetSubsystemDamageLevel(0.5)
  (was linkedSinks->heatEnergy=0.5, wrong object+field).
- MyomerCluster seek lamp: subsys+0x800 (OOB for 0x358 Myomers) -> currentSeekVoltageIndex
  @0x320 (the Emitter+0x3f0 analog; INFERRED -- ctor not in the assert-anchored export).
- numericSpeed (~225 vs 61.5): verified NOT A BUG (NumericDisplaySpeed applies x3.6; the
  feed is correct u/s) -- closed, no code.

No layout change (already byte-exact); pure data-read retargets.  Verified DBASE+dev
gauges: no crash, combat un-regressed (TARGET DESTROYED).  (radarPercent degrade is only
OBSERVABLE once per-subsystem damage routes to each engine DamageZone -- a separate task;
today the sensor is undamaged so radarPercent = full 1.0, which is correct.)

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-07 20:03:07 -05:00
arcattackandClaude Opus 4.8 88cd68aaa1 gauge wave P2d: GeneratorCluster un-gated -- the 4 generator panels render
Root-caused the P2c abort with a cdb attach to the frozen abort dialog: the stack
was Gauge::Execute (GAUGE.cpp:598) -> abort, via GuardedExecute <- Update <-
ProcessOneActiveGauge.  The engine base Gauge::Execute is Fail("not overridden")
-> abort, so an ACTIVE container that doesn't override Execute aborts by design;
GuardedExecute's SEH can't catch an abort().  The decode's "GeneratorCluster
overrides ONLY the dtor / renders via its children" was wrong -- the 1995 base
Gauge::Execute was a no-op, the 2007 WinTesla engine's aborts, so the container
MUST override Execute (the sibling SubsystemCluster does).

FIX: give GeneratorCluster the two container overrides (mirroring SubsystemCluster):
- BecameActive() -- blit the panel's static background pixmap (DrawPixelMap8) and,
  by overriding the default, DON'T self-inactivate so the panel stays active.
- Execute() -- no-op (the 5 self-registered child gauges draw the dynamic content;
  the override exists only to avoid the base Fail->abort).

Re-registered in BTL4MethodDescription[].  Verified DBASE+dev gauges: all 4
generator panels (A/B/C/D) render -- blue OutputVoltage bars (the @004c72ac
ScalarBarGauge Scalar* variant), labels, status lamps -- 0 "BecameActive not
defined" warnings, NO abort, combat un-regressed (TARGET DESTROYED).  Phase 2 is
now COMPLETE (4/4 widgets: LeakGauge, VertNormalSlider, PilotList, GeneratorCluster).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-07 17:57:20 -05:00
arcattackandClaude Opus 4.8 b44e908101 gauge wave P2c: GeneratorCluster reconstructed + infra (gated -- parent aborts)
Reconstructed the 4th unbuilt widget (the 4 generator engineering panels, buttons
9-12) + its companions, but left it UNREGISTERED pending a runtime-abort fix:

- Generator OutputVoltage attribute table (powersub) -> outputVoltage@0x1DC, chained
  to HeatSink's dense index (temps already reach it).  Correct + reusable.
- ScalarBarGauge @004c72ac plain-Scalar variant (btl4gau2) -- the DIRECT-Scalar* bar
  the GeneratorCluster voltage bar needs (the existing @004c721c takes a resolved
  source object).  Correct + harmless.
- GeneratorCluster Make/ctor/dtor + 15-param methodDescription reconstructed from
  part_014.c:891-1013 (replacing the prose + placeholder Make + the bogus DAT pool);
  builds the 5 children (temp bar / voltage bar / leak wipe / 2 lamps).  Header fixed
  to the binary ctor param order (secondaryColor@0x94, +_reserved0xB0 -> sizeof 0xB4).
  ChildRate forward-declared.

⚠ REGISTRATION GATED (commented out in BTL4MethodDescription[]): registering it
aborts at runtime -- the 4 panels build (the 4 "BecameActive not defined" warnings
fire) then abort().  ISOLATED to the PARENT lifecycle: the abort PERSISTS with all 5
children nulled; there are no pure virtuals; Execute is SEH-guarded under BT_DEV_GAUGES
so the fault is in the unguarded ctor/lifecycle path.  The sibling SubsystemCluster
overrides BecameActive/Execute/TestInstance whereas the decode has GeneratorCluster
overriding ONLY the dtor -- that "inherits only the dtor" claim is the prime suspect.
Deferred; the 3 other P2 widgets (LeakGauge/VertNormalSlider/PilotList) ship clean.

Verified: unregistered -> parse-skips -> no abort; combat un-regressed (DESTROYED),
0 crashes.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-07 17:43:47 -05:00
arcattackandClaude Opus 4.8 dc6af8cef6 vehicleSubSystems: reconstruct the stubbed connection helpers from decomp
Replace the return-0 stubs with the real functions:
- ResolveLink (FUN_00417ab4) = SubsystemConnection::Resolve (two-level deref of the
  plug's bound link); an unbound plug resolves to 0, the authentic no-source branch.
- FindLinkedSubsystem (FUN_0041bf44) = GetAttributePointer(index) via the engine
  Simulation attribute-index system (the cooling-loop master at slot 3).
- IsGeneratorDerived (FUN_0041a1a4) = the real IsDerivedFrom(PoweredSubsystem
  ClassDerivations 0x50f4bc) via a new powersub.cpp bridge BTIsPoweredSubsystem
  (shared with the aux-screen filter) -> the generator stateLamp now builds.

So the cooling/power/voltage connections resolve real data when the plug is bound,
instead of always reading 0.  Build clean.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-07 07:45:57 -05:00
arcattackandClaude Opus 4.8 fbf5118c9c vehicleSubSystems follow-up: reconstruct SegmentArc270 recharge dial
Reconstruct SegmentArc270 (@004c6244): engine SegmentArc base + a Scalar connection
driving currentValue + the |n|/(|n|-1)*0.75 segment-span factor.  Wire it into
WeaponCluster as the recharge dial (was a deferred NULL), reading the weapon's real
PercentDone attribute.  Render-verified (BT_DEV_GAUGES_DOCK): the green segmented
recharge circles draw in the weapon panels; 7 panels build, 0 crashes.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-07 07:30:44 -05:00
arcattackandClaude Opus 4.8 6fceb58439 vehicleSubSystems Phase 2: authentic aux-screen assignment -> panels build
The engineering-screen cluster panels now build for each subsystem on its real
aux-screen position.  Two pieces:

1. Aux-screen bridge (powersub.cpp BTGetSubsystemAuxScreen): the assignment lives
   on PoweredSubsystem (auxScreenNumber/Placement/Label, resource +0x104/108/10C)
   which our ctor already populates -- but the reconstructed heat-leaf branch is
   NOT byte-exact, so the Make's raw sub[0x1dc]/[0x1e0]/[0x1e4] reads were garbage
   (0xCDCDCDCD).  The bridge casts through the real PoweredSubsystem type + returns
   the NAMED fields (and is the FUN_0041a1a4/0x50f4bc type filter).  Make + Subsystem
   Cluster now read via the bridge.

2. Reconstruct the 4 child gauges the clusters build that were declared-but-undefined
   (only VertTwoPartBar/OneOfSeveral/PixInt existed): HorizTwoPartBar (full, mirrors
   Vert), OneOfSeveralInt (ctor), OneOfSeveralStates (ctor + BecameActive + State
   Connection @004c3324), BitMapInverseWipe/LeakGauge (full) + SeekVoltageGraph's
   Execute/BecameActive/dtor -- their /FORCE-stubbed ctors were segfaulting when a
   cluster built them.

VERIFIED (BT_DEV_GAUGES + BT_VSS_LOG): 7 authentic panels build -- Sensor(scr5,
qsensors) HeatSinkCluster, Myomers(scr6,qmyomers) MyomerCluster, PPC(scr1,10) +
Emitter(scr4,8,7) Energy/Ballistic clusters -- with real labels + placements, 0
crashes, combat un-regressed.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-07 07:10:47 -05:00
arcattackandClaude Opus 4.8 a02339112a vehicleSubSystems: verify Phase 1 end-to-end + confirm the Phase-2 blocker
Add a BT_VSS_LOG diagnostic (Make entry + per-subsystem classID/auxScreen dump +
the ConfigureForModel path).  Verified under BT_DEV_GAUGES: the gauge renderer
builds, ConfigureForModel(Init) runs bhk1Init, and VehicleSubSystems::Make is
called with the full 33-subsystem roster -- the dispatcher iterates every
subsystem and its classID switch resolves the displayable types (0xBC3 Sensor,
0xBC6 Myomers, 0xBC8/0xBD4 Emitter/PPC, 0xBCD/0xBD0 Proj/Missile).

CONFIRMED (empirically) the Phase-2 blocker: subsystem[0x1dc] (the aux-screen
position the Make gates on) reads 0xCDCDCDCD (uninitialized) / garbage for the
displayable subsystems -> every panel hits the "Illegal aux screen position"
skip, so nothing renders yet.  Phase 2 = populate the aux-screen field from the
subsystem resource.  Combat remains un-regressed (the skip path is inert).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-07 06:54:44 -05:00
arcattackandClaude Opus 4.8 674c172cf8 vehicleSubSystems Phase 1: reconstruct + register the cluster-panel family
Reconstruct the whole engineering-screen (MFD) subsystem cluster-panel system in
btl4gau2 (from the Ghidra decomp of BTL4OPT.EXE) and register the vehicleSubSystems
config primitive:

- Sub-gauges: AnimatedSubsystemLamp/AnimatedSourceLamp (OneOfSeveral + cooling/
  power connections), ScalarBarGauge (BarGraphBitMapScalar + generator-voltage
  connection), ConfigMapGauge, plus the 3 file-private GaugeConnection classes
  (@004c3134/31ec/3288 samplers).
- SubsystemCluster base (ctor builds ~11 child gauges across the MFD + engineering
  ports; Execute/dtor/frame-draw/enable helpers) + the 5 subclasses HeatSink/
  Myomer/Weapon/Energy/Ballistic (ctors + Executes).
- VehicleSubSystems::Make dispatcher (@004cbaf0): per-subsystem factory keyed on
  classID (HeatSink 0xBC3 / Myomer 0xBC6 / Energy 0xBC8,0xBD4 / Ballistic
  0xBCD,0xBD0), placed via the 12-row aux-screen geometry table, + registered in
  BTL4MethodDescription[].

SAFE + gated: gauges only build under BT_DEV_GAUGES/pod, and until Phase 2
populates the subsystem aux-screen field (subsystem[0x1dc]) the Make hits its
"aux screen = zero" skip -> combat untouched.  Two minor children deferred as
marked NULLs (SegmentArc270 recharge dial + BitMapInverseWipeScalar eject wipe --
their ctors are btl4gaug placeholders).  Raw-offset subsystem reads (0x1dc/0x1e0/
0x1e4/0x31c/0x334/0x364/0x43c...) marked BEST-EFFORT pending Phase 2.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-07 06:43:32 -05:00
arcattackandClaude Opus 4.8 7b7d465e5e Initial commit: bt411 -- standalone Windows BattleTech (Tesla 4.10 port)
Clean, self-contained extraction of the BattleTech-specific work from the
reverse-engineering workspace -- engine + game + content + build, with nothing
from Red Planet or the raw archive dumps. Builds green (Win32) and runs the
single-player drive->animate->target->fire->damage->destroy loop out of the box.

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

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

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