4c54f7ef0ccdce702d04f7cd287acbce7ff38607
22
Commits
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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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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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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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77190c93e5 |
Combat: the AUTHENTIC consolidated damage delivery -- TakeDamageStream through the message manager (task #7 tail)
ConsolidateAndSendDamage @0049b784 fully implemented: the beam path submits
into AddDamageMessage; each messmgr tick builds ONE Entity::
TakeDamageStreamMessage (id 0x13; wire-verified 0x34+4+Nx12) with the
common impact record + appended {type, amount, subsystemID} entries and
Dispatches it at the victim -- the T0 handler (ENTITY.cpp:817) re-splits
into per-record TakeDamage; replicants reroute cross-pod. Real
ResolveExplosionID (firing weapon's +0x3E4, guarded) + SubmitExplosion via
the Explosion::Make port; TWO chain-purge bugs fixed (the "iterator dtor
clears it" assumption was wrong -- records re-applied every tick, observed
1->2->3->4 double-counting). @004b9728 identity corrected (SendDamageMessage,
not DrawWeaponPip). Verified solo: 25 clean single-record consolidations ->
kill -> death transition. Residue: weapon-side submission awaits the
damage-economy reconciliation (authored 0.25-scale vs kShotDamage=12).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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afefaeece5 |
Mech: THE 0xBD3 UNTANGLE -- real SubsystemMessageManager in [0x10d], the mapper's one true home is roster slot 0 (task #7)
Binary census [T1]: mech+0x434 has exactly 2 writers (ctor init + factory case 0xBD3) and ONE reader (@0x4b984b in MechWeapon::SendDamageMessage @004b9728) -- pure message-manager semantics, nothing mapper-like. The factory case now builds the real SubsystemMessageManager (ctor @0049bca4, 0x130, ConsolidateAndSendDamage Performance); the misbuilt MechControlsMapper squatter is evicted. Every mapper consumer re-pointed to MappingMapper() (roster slot 0 = the binary's **(mech+0x128); SetMappingSubsystem @0049fe40 touches ONLY slot 0 -- its [0x10d] mirror removed). Non-viewpoint mechs get a slot-0 demand LATCH (base mapper, [T3] accommodation -- the binary leaves slot 0 NULL off-viewpoint but never drives/animates those paths; ours does). Verified: solo drive+gait clean; MP replicant gait through the latch (full run lifecycle); 3x kill/respawn cycle with type-6 records on the observer. Remaining (task #7 tail): the messmgr's consolidated TakeDamageStream send + weapon-path routing (@004b9728 real body). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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63206d7f19 |
Model record: the authoritative 200-byte overlay -- struct skew fixed, floor-25 era retired (task #4)
Two size errors (animationPrefix char[12] vs 4 bytes; a FICTITIOUS 64-byte skeletonName block -- the record has no skl name) skewed every member after word 0x10 by +2/+15 words and pushed the fieldXX block past the record end. Full writer map recovered (FUN_004a2da8 + Mover FUN_004238bc + Reticle FUN_00435ac8 chains) + runtime reader map (ctor pass @0x4a24d1-0x4a2968, capstone-verified). Struct rewritten as the exact overlay (static_assert- locked); all Pass-2 consumers renamed to real fields; retired: ctor + replicant + master-gait floor-25 hacks, the throttle guard, the fictitious classID stamp. Verified: accel=30 superStop=10 throttleAdj=1 (was ~1/OOB/0), deadbands byte-identical via named fields, full walk->run lifecycle clean. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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a652ddcdbc |
MP: authentic update-record deadbands streamed from the model record (task #3)
Binary ctor @0x4a26a7-0x4a26ef: mech+0x768/76c/770 <- raw record words 0x26/0x27/0x28 (UpdatePositionDiffrence / UpdateTurnVelocityDiffrence / UpdateTurnDegreeDiffrence x pi/180 [const @0x4a2d44]). Read at RAW record offsets -- the Mech__ModelResource struct is layout-skewed (field98 gave -1.5 where the record holds 0.3; audit filed as task #4, also explains the old forwardCycleRate "floor 25" hack). Sender triggers now use the authored constants: pos-deadband type 0, quat-Y delta + yaw-rate delta + stopped-turn edge type 4 (binary @0x4aad35/@0x4aac2b/@0x4aac6c). Verified 2-node: madcat streams 0.3/0.045/3deg, type-4 spam gone, walking replicant clean. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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c9f0c2a7f1 |
MP: the Mech-level update records @0x4a0c2c/@0x4a1232 -- all 9 types byte-exact (task #1)
- Writer transcribed from the recovered disasm; reader rewritten from part_012.c with every Wword absorber promoted to named engine/port members (updateOrigin/updateVelocity/projectedOrigin/projectedVelocity/nextUpdate/ lastUpdate + bodyTargetSpeed/latches/alarms). Wire sizes verified live: 0x14/0x20/0x2c/0x78. - movementMode UNIFIED with Simulation::simulationState (binary mech+0x40 = StateIndicator@0x2c currentState) -- death/limbo/airborne now replicate in every record header. Three mislabels of the same binary fns retired: SetInstanceFlags + RequestActionFlags -> Mech::ForceUpdate (updateModel |= mask, 0xfe03 disabled filter); IsNetworkCopy -> IsDisabled. - Senders wired byte-exact: gait transitions Force(8), knockdown Force(1|0x20), death Force(1|0x40), Reset Force(0x1f) + binary zero-set, perf-loop deadbands (speed type 2, orientation type 4, heat type 7). - 2-node verified: types 2/3/4 flow while driving; kill -> type-6 record (simState=9) -> the OBSERVER's replicant runs the wreck sink loop with no double death transition; respawn 0x1f burst snaps + un-wrecks the peer; walking replicant un-regressed (run 12, cycle tracking); solo clean. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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946323b696 |
Gyro: damage fan-out FUN_004b2980 -- the cockpit hit-BOUNCE is live (task #56)
Re-disassembled the unexported gap 0x4b2980-0x4b2d8b byte-exact (capstone over
section_dump.txt) and reconstructed Gyroscope::ApplyDamageResponse:
- zero-damage + Collision(type 0) no-op; hit direction = Damage::damageForce
or a RANDOM horizontal fallback when ~zero (per-component sign roll then
value roll -- binary-legal until senders fill damageForce)
- direction rotated by the yaw-only torso-twist frame (placeRot=(0,twist,0)
-> euler->matrix, the FUN_00408744 raw row-dot reproduced verbatim)
- per-type scaling amount / damageMultiplier[type] * damageResponse[type]
.{trans,pitchRoll,yaw,vibration}; Explosive alone multiplies burstCount;
each clamped at 1.3f
- four kicks: impulse(trans, dir), torque(pitchRoll, dir), impulse(vibration,
vibrationDirection@0x390) and verticalImpulse(yaw, dir)
Layout corrections (byte-verified): gyro+0x390 is ONE Vector3D vibration axis
init (0,1,0) -- was mis-split as scalars animationOffset/Scale/Phase; mech
+0x5c4 is a FLOAT rumble-period countdown (gyroRumbleTimer) -- was mis-typed
int clipLoadGuard.
Call sites wired (binary-gated):
- take-damage hub: mech.cpp TakeDamageMessageHandler, FIRST action (@0x4a0264
in hub FUN_004a0230) -- an invalid-zone hit still bounces
- crushable-icon crunch: mech4.cpp, torque 0.4 along the bounce delta-v + up
impulse 0.2 (@4aa81e/@4aa86c)
- firing recoil: projweap.cpp FireWeapon, damage>3 -> impulse (0,0.6,-1.5)
x damage/16 (@4bc136-4bc19c) via the new Mech::GetGyroSubsystem accessor
DEFERRED (recorded in KB with the byte recipe): the alternate-gait engage
jolt + 0.4s rumble (@4aa158-4aa365) -- its gates are [T3]-flagged and it
mutates the #49/#50-stabilized gait machine.
Verified live: [gyro-dmg] fires per hit with correct type scaling; eyePosition
shows the damped bounce (ramp to ~0.015u, oscillating Y, decay to zero); kill
chain un-regressed; no NaN.
Also recorded in KB: the OFFSET-COCKPIT verification -- Thor's authored
jointeye tranx=+1.13 matches its canopy X-center exactly AND our in-game eye
reproduces it to the hundredth (the placement model is correct per-mech); and
the playable roster is 8 models (strider/raptor/firstrtr/blkjack have assets
but no model resource -- BT_FORCE_MODEL with those names = NULL-resource AV,
cdb-verified, not a code bug).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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29035028fd |
Cross-pod beams: replicate emitter discharge via subsystem update records
User report: lasers only visible on the window firing them. The peer's replicant emitters never learned the master fired. THE AUTHENTIC PIPE (decomp-verified): - FUN_0041c350 (the "beam keepalive" ServiceDischarge/ContinueDischarge call) does TWO things: queue the LOCAL deferred beam-effect callback (@0x4bac0c) on the app+0x34 manager -- our per-weapon render walk already plays that role -- and set the subsystem DIRTY bit, which maps to the 2007 engine's updateModel / ForceUpdate(). - Replication rides SUBSYSTEM UPDATE RECORDS inside the mech's update message: the roster walk already hands the entity's stream to every subsystem's PerformAndWatch; Simulation::WriteSimulationUpdate serializes each requested updateModel bit; Entity::UpdateMessageHandler routes received records by subsystemID to the subsystem's ReadUpdateRecord. All engine machinery -- the missing pieces were the Emitter's serialize/apply pair + the triggers. CORRECTIONS to the dormant task-33-era transcriptions (never exercised -- nothing ever set updateModel -- so the latent misreads never surfaced): - The weapon-family VTABLE SLOT MAP was swapped: slot 6 = ReadUpdateRecord, 7 = WriteUpdateRecord, 9 = TakeDamage (evidence: Mech hierarchy symmetry + body semantics; @004ba568 resolves an EntityID at rec+0x30 through the entity index -- record semantics, not Damage). Renamed across MechWeapon / Emitter / ProjectileWeapon; the real Emitter::TakeDamage @004bafc8 is undecoded (inherits MechWeapon for now). - Emitter/MechWeapon Write: `*record = 0x38/0x18` is the record LENGTH, not recordID; rec+0x30 is the TARGET's EntityID (GetEntityID()), not a colour -- the old `CopyColor(targetEntity+0x184)` was also a databinding trap. - OVERRIDE-SIGNATURE TRAP: the decls used each class's own shadowing UpdateRecord typedef as the param type, silently NOT overriding the engine virtual (the base ran instead; nothing would ever have serialized). Base-typed params (Simulation__UpdateRecord*), casts inside. - Emitter::ReadUpdateRecord reconstructed (@004ba568): target EntityID resolve (drop unknown non-null targets), MechWeapon alarm apply chain, beam fields. - ServiceDischarge/ContinueDischarge: ForceUpdate() per keepalive tick + one final record at beam end (turns the peer's beam off). - Mech::DrawWeaponBeams extracted from the player-only drive block so the walk runs for REPLICANTS (+ per-mech gun-port cache -- the process-wide statics would have served the player's segment pointers as the replicant's muzzles). VERIFIED 2-node: A fires 57 volleys -> 225 emitter records -> B applies all 225 -> B draws 414 beams (PPC blue / laser red, from A's replicant's own gun ports). Solo un-regressed (150 beams, kill chain, no crash). Also preserved: the full Mech::WriteUpdateRecord @0x4a0c2c recovery (reference/decomp/mech_writeupdate_004a0c2c.disasm.txt) with all 9 record types decoded (pose/alarm/leg-state+heat with the body-channel write-through re-sync, knockdown, death, impact, movementMode) -- transcription deferred; it replicates remote knockdown/death/heat and was not needed for beams. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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d78bde066d |
Authentic target acquisition LIVE: reticle slew + pick-ray lock + aimed zone damage (task #36)
The engine Reticle model (MUNGA/RETICLE.h [T0]) reconstructed end to end: - Mech::targetReticle is a real Reticle member bound to the TargetReticle attribute (0x1d), per the RP VTV analog (VTV.h targetReticle). - Crosshair slew: mouse -> client rect -> reticle coords (the pod stick free-aim channel's dev-box stand-in); BT_AIM="x y" pins it headless. LMB fires lasers / RMB missiles (alongside SPACE/CTRL). - Pick ray: the ACTIVE eye publishes pos + LookAtRH basis (BTSetAimCamera, L4VIDRND view-write site) + the render loop publishes proj._22; BTGetAimRay builds the world ray, Mech::PickRayHit slab-tests it against the collision template's ExtentBox via the engine's BoundingBox::HitBy (local frame; clips the Line at entry) -> world hull point. - Designation: the mech under the crosshair designates (sticky; re-hover refreshes; cleared when the target leaves the roster at burial); the entity target slots 0x37c/0x388/0x38c feed the whole weapon path. - Aimed fire: while HOT the impact point is the PICKED hull point -> the STEP-6 cylinder lookup resolves the zone under the crosshair (verified: center-aim -> head-band zone 13 dominant). Off-crosshair the sticky designation converges on center mass. - HUD: the aim group draws at the slewed position ([0x9a] translate, contained by push/pop); the designator ring tracks the target's projected point (subB9 hot / subB8 designated, BTProjectToReticle); edge arrows when off-screen/behind. - AUTHENTIC gating: no fire arc exists in the binary (FireWeapon fires whenever HasActiveTarget, part_013.c:7758) -> BT_FIRE_ARC is now an explicit OPT-IN presentation clamp; the hardwired gEnemyMech lock and the projectile path's gEnemyMech fallback are removed. - Fixed en route: every renderable rebuild stomped mCamera back to the chase eye (start-inside silently lost the cockpit camera; the aim feed exposed it). BTL4VideoRenderer::mViewInside persists the chosen view. Verified headless: BT_AIM="0 0" -> HOT lock, pick hits the hull face at exact range, aimed zones resolve; BT_AIM="0.8 0.3" -> no lock, zero damage, zero missile launches; kill chain completes to wreck + smoke. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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48b17750e5 |
HUD reticle + weapon pips LIVE: dpl2d 2D display-list port (task #35)
- dpl2d API fully recovered from the binary recorders (@487f34-488630): opcode model (points/lines/polyline/circle/color/width/matrix/push-pop), CallList = INLINE include (state persists to caller), centered coordinate frame (unit = half viewport height). game/reconstructed/dpl2d.cpp rework. - BTReticleRenderable ctor @004cc40c transcribed with the authentic calibration (originX .35, originY .25, scaleY .5, 0..1200m right range ladder, bottom heading tape, FUN_004cd938 tick ladders, lock rings, turn arrows); range caret slides from the live target range fed by the mech4 targeting step (BTSetHudTargetRange). - Weapon pips: the binary gate is IsDerivedFrom(0x511830 = MechWeapon::ClassDerivations) [T1: part_014.c:5386 hard-aborts on missing weapon attrs; part_012 counts + roster ORs capabilityFlags@+0x334] so ALL 7 BLH weapons register (3 lasers + 2 PPCs + 2 MissileLaunchers). Pip A (lit, authored PipColor) on TargetWithinRange, else dark ring B. - AddWeapon @004cdac0 store map corrected to the verified order (part_014.c:4827-4837); both state attrs are literally named "SimulationState" (strings @51d526/51d577) -> weapon simulationState. - Mech roster this[0x1ef] renamed poweredSubsystems -> weaponRoster (0x511830 is MechWeapon, not PoweredSubsystem=0x50f4bc); derivation-tag table added to context/decomp-reference.md. - Draw hook BTDrawReticle after the 3D scene, cockpit view only. Binary Execute @004cdcf0 is an un-exported gap -> Draw dynamics [T3], tracked in context/open-questions.md with the blx_cop canopy + PNAME pip meshes. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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56f02b2176 |
Cockpit view live: V toggle, camera gate, real EyepointRotation, inside skeleton
- V toggles the authentic cockpit eyepoint <-> the chase camera. Both eyes coexist; DPLEyeRenderable::Execute now writes the VIEW only when it IS mCamera (unconditional writes let the last-executed eye stomp the toggle). - EyepointRotation is a real zeroed EulerAngles member on Mech (was bound to the shared junk attrPad -- the eye composes this attribute into the view EVERY frame, so the cockpit camera was rotated by garbage: the canted horizon, then the black screen). The eye-slew systems write it later. - The cockpit eye mounts at the eyepoint's REST position with a clean upright forward basis on the tree root (the live joint chain fed it the site tilt + torso pose; authentic pitch/yaw is the deferred gyro eye chain). - The inside view swaps the player to the INSIDE skeleton mesh set (SkeletonType_A): 19 body segments hide, exactly one mesh remains -- blx_cop.bgf, the authentic cockpit canopy shell around the eyepoint. It currently renders as a black enclosure (the black-screen report), so it is HIDDEN pending its interior/punch-material rendering (BT_INSIDE_COCKPIT=1 shows it for that work). Damage gstates respected in both directions; RemakeEntity keys off the DISPLAYED skeleton. - Dev: BT_START_INSIDE=1 starts in the cockpit view. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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b44c0f98f6 |
PFX continuous-rate emission (data-verified) + persistent wreck smoke
The one-burst emitter batching was wrong: in EVERY shipped .PFX, maxIssue/rate == release_period (DAFC 25/100~=0.2, DNBOOM 35/150~=0.2, DDAM2 35/16~=2, DDTHSMK 30/3=10) -- release_period is the EMISSION WINDOW and rate is particles/second emitted continuously across it. The death smoke plume is authored as a 3/sec trickle for 10 seconds (+6s particle life), not one same-frame puff. Emitters now integrate rate*dt until maximum_issue. Wreck smoke (port addition, [T3]): a destroyed mech re-arms the death/rubble smoke plume (psfx 1, DDTHSMK) every 10s -- its own authored window -- so the dead hulk visibly keeps smoking instead of standing there looking alive (the freeze-death is invisible on an already-stationary target). New member Mech::wreckSmokeTimer; UpdateDeathState takes dt. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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a3d67cc639 |
Combat visible + killable: Wword root-cause fix, .PFX effect layer, RemakeEntity swap
The 'can't kill the enemy / no visible damage' cluster, root-caused and fixed faithfully: - STEP-6 unaimed path was INERT: the cylinder table was 'cached' at Wword(0x111) -- the recon ABSORBER bank (stores nothing, reads 0) -- so every unaimed hit silently no-op'd. Promoted to the named member Mech::damageLookupTable (binary this[0x111], was mislabeled ammoExpended). New gotcha class recorded (reconstruction-gotchas §2) + sweep; 2 dead multiplayer branches logged. - Fire path migrated off the stale vital-zone aim onto the completed STEP-6 unaimed dispatch (zone=-1 + beam entry point -> cylinder resolves the exterior zone). No more invisible 1-shot kills; death via the authentic cascade (~14 center-mass hits). Wreck stays TARGETED on kill (beams stop on it); scoring latches off. - SendSubsystemDamage AV fixed: unbound critical-subsystem plug guard (43 unbound plugs/mech logged as an open question -- the binding itself is a gap). - RemakeEntity (render damage swap): the 1996 render state machine's missing Remake state, reconstructed as an in-place SetDrawObj mesh swap keyed by each segment's damage-zone graphic state (tree dtor doesn't cascade -> never rebuild). Destroyed arms/guns visibly wreck (the only variants the RES registers). - BT .PFX particle layer (L4VIDEO.cpp): the 1995 explosion/damage effect layer, unported since 2007 (DPLIndependantEffect/ReadPSFX/ExplosionScripts all stubs). Parses the authentic VIDEO/*.PFX definitions via the [pfx_day] psfxN mapping; premultiplied blending renders BOTH families from the same data (additive-style fire + occluding smoke -- DDAM2 is 30% grey, DDTHSMK ramps negative: impossible additively); depth-sorted billboards with a radial-masked grit sprite; impact-frame orientation (.PFX offsets are authored mech-local, -Z = out of the struck armor toward the shooter) for weapon hits AND damage bands (via lastInflictingID, now maintained -- was declared but never written). Both effect-number encodings route (raw dpl <100 + WinTesla 1000+slot carried by the band resources). Death fires the authentic dnboom (7) + ddthsmk smoke plume (1). - Effects anchor at the impact point / damaged zone's segment, not the mech origin (no more fire at the feet). - Dev force-input gates BT_AUTOFIRE / BT_AUTODRIVE for headless fire-chain verification; BT_PFX_ADD=1 flips the particle blend for A/B. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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a9467481c5 |
Death-state sequence: collapse + subsystem shutdown + freeze (wreck stays)
Reconstructs the mech DEATH state machine — the un-exported master-perf death
branch (region 0x4a9770-0x4ab188) — from its EXPORTED consumers + the RP
VTV::DeathShutdown analog, wired into the active path (the bring-up drive
override bypasses the authentic Simulate where this normally lives).
Mech::UpdateDeathState() + IsMechDestroyed() (mech4.cpp), called for every mech
early in PerformAndWatch: on a vital kill (graphicAlarm >= 9, raised by the
damage side) it
1. sets movementMode = 5 -> the collapse clip's one-shot latch in
AdvanceBodyAnimation (fall direction 5-8 is un-exported -> 5 [T3]);
2. loops the roster calling Subsystem::DeathShutdown(1) (RP VTV::DeathShutdown
analog; the base is a no-op virtual, overrides act -- a SHUTDOWN not a
teardown, so it frees nothing and never removes the entity: the wreck STAYS);
3. next frame settles to movementMode = 9 -> IsDisabled -> locomotion frozen.
The drive's lone `movementMode = 1` write (mech4.cpp ~1309) is guarded on
!IsMechDestroyed so the death state is not clobbered back to a live gait.
Runtime-verified (forced kill, BT_DEATH_LOG=1):
[death] mech destroyed -> collapse + subsystem shutdown (wreck stays)
[death] mech settled -> disabled (IsDisabled=1, frozen wreck)
mech frozen in place, subsystem tick + renderer keep running, no crash, wreck
stays.
Also records the full death-sequence decomp map in combat-damage.md (the
exported consumers: AdvanceLeg/BodyAnimation collapse latch, IsDestroyed, the
MechDeathHandler effect engine; and the un-exported orchestration gap).
Deferred (honest): the visible collapse ANIMATION latch through the active path
(gait SM shows state=0 post-death; spawned mechs don't advance body anim);
MechDeathHandler (FUN_0042a984/FUN_0042aa2c -- the exported per-subsystem
destroyed-skin + explosion engine, still a stub) for death explosions; the
whole-mech DeathSplash radius damage (un-exported).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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d07ac7dd49 |
STEP 6 COMPLETE: cylinder hit-location LIVE — unaimed hits resolve to zones
The Mech per-impact hit-location resolver (the cylinder damage table) is now functional, wired, and runtime-verified [T2]. Unaimed (zone==-1) hits — the collision-damage path — now resolve an impact point to a damage zone via the authentic height x angle grid + weighted dice roll, instead of dropping. dmgtable.cpp/.hpp was a non-functional skeleton on no-op ReconTable/stream shims; backed it with real std::vector storage and fixed 5 latent runtime bugs: - ReadEntries now consumes the leading cell name-string ([i32 len][len+1]) - PieSlice ctor reads rotateWithTorso into the correct member - SelectSlice direct-indexes (was int lookup on a float-keyed table) - ResolveHit returns the zone (chains SelectSlice -> SelectZone) - real MemoryStream::ReadBytes (was a variadic no-op) mech.cpp ctor: replaced the empty-name StandingAnimation stub with the real load — FindResourceDescription(dzRes->resourceName, type 0x1d) -> stream -> new DamageLookupTable, cached at mech[0x111]; ~Mech deletes it. Mech::TakeDamageMessageHandler override registered (MESSAGE_ENTRY overlays Entity's by ID): on invalidDamageZone, resolve via the table then base-route; aimed reticle hits pass through unchanged. Three named accessors (no databinding-trap raw reads): WorldToLocal (localToWorld.MultiplyByInverse), CylinderReferenceHeight (standingTemplateMaxY == collisionTemplate->maxY == binary mech+0x2ec[+0xc]), TorsoHeading via a BTGetTorsoTwist bridge in torso.cpp (Torso::CurrentTwist == torso+0x1d8; torso.hpp cannot be included into mech.cpp — subsystem-stub collision). Stream format + geometry + roll + handler were all byte-verified against the shipped BTL4.RES type-29 resources (18 tables, exact consumption) and the disassembly (FUN_0049eb54/e678/de14, glue 0x49ed0c, handler @0x4a037a). Runtime: boots clean, "[cyl] table 'bhk1' layers=7" (exact byte-verified layer count, found by name), mech spawns + walks, no asserts/AV/0xCDCDCDCD. Env gate BT_CYL_LOG=1. Unblocks collision-damage application. KB updated (combat-damage.md STEP 6 COMPLETE, open-questions.md marked done). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> |
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f52bf057e6 |
WAVE 7 Phase B: the Mad Cat's LRMs LAUNCH flying missiles that fly + damage (autocannon too)
The byte-exact WORLD-ENTITY reconstruction (Projectile @4be1bc 0x340 / Missile @4bf5b4 0x368)
is infeasible on the 2007 engine: measured sizeof(engine Entity)=0x1BC vs the 1995 binary's
0x300, so the reconstruction's raw base-offset reads (velocity@0x1dc, roster@0x124, motion@0x250)
read GARBAGE on the engine (the Mech 0x638-vs-0x854 gap, but the entity integrator DEPENDS on
those offsets). So -- like the mech drive and the beam renderer -- flying projectiles are a PORT
reconstruction (BTPushProjectile/BTUpdateProjectiles in mech4.cpp, a static array + stack
messages, ZERO heap ops): seeded from the launcher's fire with the decomp's real muzzle
(GetMuzzlePoint) / launch speed (|launchVelocity|) / per-shot damage (damageData, split across
missileCount), they fly to the target (tracer via BTPushBeam) and deliver the weapon's damage on
impact through the SAME Entity::TakeDamage path as the beam (aim Mech::FirstVitalZone()).
THREE bring-up fixes were needed to make a projectile weapon fire at all (found by tracing):
1. TRIGGER: fireImpulse was only driven for the Emitter; ProjectileWeaponSimulation now sets
fireImpulse = gBTWeaponTrigger too (else CheckFireEdge never sees an edge).
2. AMMO BIN: OwnerSubsystemCount/OwnerSubsystem were stubbed ->0, so ammoBinLink never resolved
and ConsumeRound always failed; redirected to the real roster (owner->GetSubsystemCount()/
GetSubsystem(i) -- the AmmoBin 0xBCB constructs before the weapons 0xBCD/0xBD0).
3. JAM ROLL: UniformRandom() was stubbed `return 0.0f`, so CheckForJam's `0 < jamChance` ALWAYS
jammed (a projectile weapon could NEVER fire); replaced with a real LCG [0,1) (fires
~1-jamChance of the time -- authentic occasional jams).
Also: the mech's own target slot (owner+0x388) isn't populated in bring-up (the visible fire
targets the gEnemyMech global), so BTPushProjectile falls back to gEnemyMech.
Verified: Mad Cat PUSH=62 / IMPACT=31 (LRM missiles 3.33 dmg each split across the salvo + AFC100
autocannon 25 dmg), TARGET DESTROYED, 0 crashes, construction heapcheck-clean; BLH un-regressed
(also fires its ballistic weapon now). Diagnostics BT_PROJ_LOG ([projectile] PUSH/IMPACT).
REMAINING (deferred): the byte-exact world-entity Missile (Projectile : Mover, MP-replicable via
Registry::MakeEntity) -- the port projectile is master-local only (no MP replication); the real
per-weapon fire-rate/heat wiring off the subsystem sim (mech4 beam path is still the bring-up harness).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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48ed3a8b73 |
gauges: register + wire the map (radar) -- the tactical display renders
MapDisplay (the radar/threat-map gauge, btl4rdr.cpp) was fully reconstructed (ctor + Execute + DrawViewWedge/DrawStatic/DrawMoving/DrawNames) but never registered and its data attributes never published. Wire it up end-to-end: DATA (the attributes the map binds): * Mech table extended to the full 0x15..0x38 (was the 0x21 prefix): add RadarRange@0x2f -> radarRange, RadarLinearPosition@0x30 -> radarLinearPosition (Point3D* -> &localOrigin.linearPosition), RadarAngularPosition@0x31 -> radarAngularPosition (Quaternion* -> &localOrigin.angularPosition), DuckState @0x37 -> duckState; the rest bind the shared attrPad (kept dense so Find can't strcmp a gap). New members set in the Mech ctor; radarRange defaults to 500 (SetTargetRange is still stubbed) so nearby contacts are on-scale. The map's position/angle attributes resolve to Point3D**/Quaternion** (AttributePointer is int Simulation::*, so the ATTRIBUTE_ENTRY reinterpret binds pointer members fine -- verified live: posPtr/anglePtr resolve). * Sensor (named "Avionics") publishes RadarPercent/SelfTest/BadVoltage: define Sensor::AttributePointers[] + build the previously-empty Sensor::AttributeIndex chained to PoweredSubsystem::GetAttributeIndex() (= HeatSink's dense index). WIDGET (the registration glue -- NOT in the assert-anchored decomp, so reconstructed from the config + ctor): * MapDisplay::methodDescription (config "map") + MapDisplay::Make. The offset_position keyword "center"/"bottom" is typed as a STRING and converted in Make, avoiding a ModeManager named-constant registration. Registered in BTL4MethodDescription[] (btl4grnd.cpp now includes btl4rdr.hpp). Three crash fixes exposed once the map ran (each a pre-existing stub the map is the first consumer of): * Sensor radarPercent went hugely negative (RadarBaseline - HeatMasterEnergy(), where the inherited heatEnergy is un-normalized in the not-byte-exact heat-leaf branch) -> the radar reported non-operational. Guard: treat an out-of-[0,1] heat term as no penalty (marked bring-up; real overheat penalty needs the heat normalization). * ResolveOperatorEntity was a stub returning NULL -> EntityPosition(NULL) crashed CalculateBounds. Fixed to the renderer linked-entity + application viewpoint fallback (same as HeadingPointer). * MapName::ExtractFromEntity didn't guard a NULL entity (the binary's Verify(False) iterator-mismatch path compiles out at DEBUG_LEVEL 0) -> EntityPosition(NULL). Guarded. Verified live (BT_DEV_GAUGES): the radar now draws the view wedge (the mech's 180-deg FOV cone) and completes the full wedge/static/moving/names cycle with operating=1, cap=1, scale=500, position/angle resolved, 0 crashes. Combat un- regressed (TARGET DESTROYED after 8 hits), heap-clean under BT_HEAPCHECK. Permanent gated diagnostic: BT_MAP_LOG traces the phase/draw pipeline. Contacts show 0 (the spatial-query entity classification is a follow-up); DuckState now resolves for the duck button too. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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9e31408ba2 |
gauges: publish Mech attribute table (dense prefix 0x15..0x21 -> LinearSpeed live)
mech.cpp shipped an EMPTY, unchained Mech::AttributeIndex (a default-constructed AttributeIndexSet passed to DefaultData), so Simulation::GetAttributePointer severed the whole parent chain -> EVERY bare Mech gauge binding (LinearSpeed / MaxRunSpeed / DuckState / RadarRange / ...) resolved to NullAttribute. Add the Mech AttributeID enum (full binary set 0x15..0x38, VA 0x50be84) + a Mech::AttributePointers[] table + Mech::GetAttributeIndex() chained to JointedMover::GetAttributeIndex(), and change DefaultData to pass it. DENSE-TABLE HAZARD (systemic): AttributeIndexSet::Build (SIMULATE.cpp:565) sizes the built index to max(id) and Find (SIMULATE.cpp:663) strcmps EVERY slot, and Build does NOT zero gap slots -> an unpublished id between the parent's NextAttributeID and the max published id holds a garbage entryName -> AV on the next name lookup. So the table is a DENSE PREFIX 0x15..0x21 (JointedMover's NextAttributeID through LinearSpeed): the ids the BLH cockpit doesn't bind (collision/eyepoint/reticle/footstep/anim-state) point at one shared read-only attrPad member; CurrentSpeed/MaxRunSpeed bind to the existing gait members legCycleSpeed/reverseStrideLength; LinearSpeed binds a new linearSpeed member populated each frame in PerformAndWatch (|adv|/dt = forward ground speed). Ids 0x22..0x38 stay declared in the enum for later extension (RadarRange/DuckState when the map/duck widgets land) but are NOT published yet. New members appended to Mech's own region (no locked base/gait offset shifts); inited in the ctor. Verified live (BT_DEV_GAUGES + drive): the radar-surface SPEED readout (numericSpeed(LinearSpeed), a base engine primitive already drawing NULL) now shows 225 (~63 u/s in the widget's display units) instead of 0, tracking the mech's motion. Heat surface CurrentTemperature=77 un-regressed. Combat un- regressed (TARGET DESTROYED after 8 hits), 0 attribute-not-found, and Mech construction + attribute-index build is heap-clean under BT_HEAPCHECK. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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7b7d465e5e |
Initial commit: bt411 -- standalone Windows BattleTech (Tesla 4.10 port)
Clean, self-contained extraction of the BattleTech-specific work from the
reverse-engineering workspace -- engine + game + content + build, with nothing
from Red Planet or the raw archive dumps. Builds green (Win32) and runs the
single-player drive->animate->target->fire->damage->destroy loop out of the box.
Layout:
engine/ MUNGA + MUNGA_L4 shared 2007 engine, carrying our BT render/loader
work (bgfload/L4D3D/L4VIDEO: BSL bit-slice decode, LOD/ground/shadow
models) + image codec; the minimal rp/ headers the audio HAL needs
game/ reconstructed BT logic + surviving-original BT source + fwd shims
+ WinMain launcher
content/ full runtime tree (BTL4.RES, VIDEO/, GAUGE/, AUDIO/, eggs, BTDPL.INI)
docs/ format specs + reconstruction ledgers
reference/ raw Ghidra pseudocode (recon source-of-truth) + decomp exporter
tools/ MP console emulator + map/resource scanners
One top-level CMake builds munga_engine lib + bt410_l4 game lib + btl4.exe.
All paths relativized (186 fwd shims + ~437 CMake abs paths -> repo-relative);
DXSDK is the one external, overridable via -DDXSDK. Verified: builds to a
byte-identical 2.27MB exe and runs combat (TARGET DESTROYED, 0 crashes) against
the bundled content.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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