4e0fcbf328e997efb294a3a0046bbd5ec453fd0b
19
Commits
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e9db161404 |
Issue #20: wire Mech BalanceCoolant (id 0x16) -- the auto-cooling-balance button
Third instance of the silent-swallow pattern (unregistered handler id ->
Receiver NullHandler). The Mech handler table @0x50BDF8 binds
{0x16, "BalanceCoolant" -> @0049f728}; the reconstruction never registered it.
Disasm-verified body (@0049f728): press-only guard (msg+0xc > 0; the binary
has NO novice lockout on this one), set EVERY condenser's valveState@0x1D0
to 1 (equal weights), then the shared redistribute @0049f788 -- which the
port ALREADY had faithfully as BTRecomputeCondenserValves (flow =
valve/total + condenserAlarm pulse; MoveValve calls it). So the fix is:
- mech.hpp/mech.cpp: BalanceCoolantMessageID=0x16 + handler + MESSAGE_ENTRY
- heatfamily_reslice.cpp: BTBalanceCondenserValves bridge (Condenser is a
complete type there; sets valves to 1 + redistributes)
- mech4.cpp: BT_BALTEST scripted harness (MoveValve press alternating with
a Balance press)
VERIFIED headless (BT_BALTEST=1 BT_VALVE_LOG=1):
boot -> all valves 1, flows 0.1667 each
MoveValve-> condenser#1 valve 5, flows 0.5 / 0.1x5 (the priority boost)
BALANCE -> all valves 1, flows 0.1667 each (equalized)
Awaiting the tester's live ADV-mode confirmation.
KB: decomp-reference.md Mech-table row marked wired.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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cbc5ff9532 |
Wire ToggleCooling (msg 3): restore the coolant on/off button + handler chain
Coolant priority (Lynx: weapon MFD -> Display -> Coolant) was unreachable: the ToggleCooling handler (@004ad6f8, HeatableSubsystem table @0x50E41C id 3) was undefined AND the handler chain skipped it -- PoweredSubsystem::GetMessageHandlers chained straight to the Receiver root, bypassing HeatSink/HeatableSubsystem, so a weapon's dispatch never saw id 3. Reconstructed ToggleCooling from the disassembly (tools/disas2.py 0x4ad6f8): a per-subsystem coolant on/off TOGGLE -- novice-locked (owner->BTPlayer-> roleClassIndex+0x274==0, the same guard as MoveValve), press-only, then flip coolantAvailable(+0x134) 0<->1 and coolantFlowScale(+0x15C) 0.0f<->1.0f. Cutting a system's cooling frees the shared loop for the rest -- the emergent "coolant priority" (the mechanism is a toggle, not a multi-level cycle). - heat.hpp / heatfamily_reslice.cpp: HeatSink::ToggleCoolingMessageHandler (id 3) + HeatSink::GetMessageHandlers. Registered at HeatSink (the abstract HeatableSubsystem never instantiates; every concrete heatable subsystem is a HeatSink, where the coolant fields live) -- identical coverage to the binary's base-table registration, no downcast. - powersub.cpp + Condenser/Reservoir: chain their handler sets through HeatSink::GetMessageHandlers so id 3 reaches every heatable subsystem. - mech4.cpp: BT_COOLTOGGLE_TEST scripted inject (dispatch id 3 to the first weapon) for verification. Verified (BT_COOLTOGGLE_TEST + BT_COOL_LOG, expert egg): "[cool] PPC_1 ToggleCooling reached" then coolant OFF(flow 0.0) <-> ON(flow 1.0) each press -- chain routes, handler toggles, novice guard honored. Both build/ + build-glass/ compile clean; existing ids 4-8 unaffected (found before id 3). NEXT: the #2 MFD button routing. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> |
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2ae9bd43ae |
Coolant Flush end-to-end (Gitea #7): InjectCoolant id-4 handler + drain + FLUSH.PFX cloud + 'H' key
The playtest report (sound plays, no gauge drop, no cloud) traced to the
Reservoir's InjectCoolant chain being dead in three places:
- The handler was never REGISTERED: the binary's Reservoir handler table
@0x50e680 has one entry {4, "InjectCoolant", @4aee70}; added
Reservoir::GetMessageHandlers + the press/release handler (press starts
the flush gated on coolantLevel@0x12C > 0 -- the old body misread +0x12C
as currentTemperature; release stops it; novice lockout via FUN_004ac9c8).
- Reservoir::InjectCoolant (@4aefa4, 1019 bytes) was an empty stub -- the
drain the coolant gauge reads. Reconstructed in full: work list =
condenser/weapon/heatable chains (+0x7cc/+0x7bc/+0x7ac, roster-walk
emulation with the binary's duplicate-visit weighting; HeatSink-filtered
[T2 guarded]) + the linked master sink; per sink with flowScale != 0 move
squirtMass x flowScale x dt (clamped to the tank / sink capacity) and
credit pendingHeat with the negative carried-heat delta capped at
sinkMass x reservoir startingTemperature -- the set%-biased flush of the
manual (p24), riding the existing heat model.
- Two latent ctor decode bugs surfaced and fixed: the master gate @4af408
(and @4aeb40 HeatWatcher, swept) reads the OWNER MECH's simulationFlags
(*(param_2+0x28)), not the resource's subsystemFlags (the misread left
the CoolantSimulation Performance unregistered); and the capacity scale
FILDs the bank's INTEGER HeatSinkCount ((float10)*(int*)(link+0x1d0)) --
the float reinterpret gave ~1e-44 -> a permanently empty tank.
Capacity = 0.05 x heatSinkCount x streamed CoolantCapacity (BLH: 6.0).
Visual: the binary's mode-1 coolant-effect renderable (FUN_00456a68, built
for classID 0xBC0 on "ReservoirState", part_014.c:5439; tick @part_007.c:
8780) starts psfx 19 = FLUSH.PFX ("Coolant flush", BTDPL.INI) when the
state changes to 1 -- BTSpawnFlushCloud (mech4.cpp) spawns it on the same
alarm edge as an attached emitter at torso height.
Input: new CONTROLS.MAP action "Flush" on 'H' (HELD; press+release both
dispatch, the held-button payload). Diags: BT_FLUSH_LOG, BT_FLUSH_TEST.
Verified live (FOGDAY): [flush] Reservoir level 6 -> 0.13 -> 0 over ~0.6 s
held (= the manual's 3-4 punches to empty), the coolant vertBar source
Reservoir/CoolantMass drains, and the bluish condensation cloud rises from
the mech (scratchpad/flush_cloud.png vs flush_before.png).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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f4cf1e631a |
Spec cross-check vs the 1995 manual: reads CORRECT, numbers are 4.0-vs-4.10 drift
Audited our live streamed subsystem config against the manual's per-mech stat sheets (new BT_SPEC_LOG dump: torso speed/limits, heat-sink count, reservoir capacity, at subsystem ctor). RESULT: structure + semantics align perfectly; the tuning NUMBERS differ -- because the manual is Tesla 4.0 and our content is release 4.10. Point-release balance drift, NOT a reconstruction bug: - Owens + Blackhawk are the two fixed-torso mechs in BOTH (speed 0, limit ~0, torsoHorizontalEnabled=0); the other four twist-enabled -- our reads correctly identify every case - torso speed/limit + heat-sink count exist per-mech exactly as the manual documents; only the values were retuned 4.0->4.10 (e.g. torso speed MadCat 80->50, heat sinks Loki 38->15) - reservoir coolantCapacity reads a flat 20 = the coolant THERMAL capacity (game units), NOT the manual's per-mech 'liters' (a display/flavor quantity with no single subsystem field) -- different measures, not a bug CONCLUSION: do NOT retune content to the manual -- BTL4.RES is the authentic 4.10 shipping data; the 4.0 manual's numbers are an earlier pass. The manual CONFIRMS our structural fidelity. BT_SPEC_LOG retained for re-auditing. Follow-up (structural, less drift-prone): the per-mech coolant-loop weapon/generator assignments. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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4459262b9c |
Camera seat LIVE + Mech::PlayerLinkMessageHandler reconstructed (@0049f624)
The spectator/broadcast seat works end-to-end: a hostType=1 +
vehicle=camera pilot page boots a CameraShip whose 62-camera arena1
network loads from the BTL4.RES type-27 resource (the engine's
CreateStreamedCameraInstances existed all along -- the file probe falls
back to it), the BTCameraDirector locks onto the first live mech, and
the ship TRACKS it (sees=1, goal advancing) and CUTS between authored
camera positions (screenshot-verified: wide arena shot -> close
tracking shot).
The missing piece was the Mech override of PlayerLinkMessageHandler
(@0049f624), which the reconstruction never filled. The engine base
resolves mech->player; BT's override adds:
1. the REVERSE link player->playerVehicle = this on EVERY node
(replicants included) -- how the camera director and scoreboard
find a REMOTE player's mech; without it a spectator parks forever
('NO goal entity')
2. clears NonScoringPlayerFlag (0x4000 = bit 14): a pilot with a
vehicle is a SCORING player -- this admits REPLICATED players to
the ranking pass, so cross-node rank/score displays work
3. master only: seeds the heat bank's ambientTemperature (bank
@0x1d4) from the mission [mission] temperature= (BTMission+0xf4)
-- correcting the heat family's 'frozen 300' deviation note (it
was never frozen; THIS is the writer)
Bridge BTSetBankAmbientTemperature lives in heatfamily_reslice.cpp
(mech.cpp cannot include subsystem headers -- local-stub collision).
BT_CAM_LOG diagnostics: camera-network count, director pick + Players
group census, ship follow state, link dispatch/receive.
Verified live: 2-seat (mech + camera) relay session -- replicated
player shows +veh, director goal locked w/ 30s timer, ship tracking a
moving mech through camera cuts; standard 2-node mech smoke PASS
(un-regressed). Lesson re-learned: a 'clean' build filtered on 'error
C' missed a linker file-lock failure -- one whole test cycle ran
against a stale exe (the /FORCE gotcha's cousin; grep -i error, not
error C).
Remaining (task open): ranking-window overlay draw (L4VIDRND stubs),
operator-app camera-seat row, shot polish.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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5ba541ed56 |
Audio: subsystem STATE sounds -- GaugeAlarm54 IS a StateIndicator; register Generator/Condenser/Reservoir state (task #50)
The audio subsystem binds AudioStateWatchers (class 28) to per-subsystem state attrs (GeneratorState/CondenserState/ReservoirState) BY NAME. Recovered the watcher TYPE per attribute via a MakeObjectImplementation ClassID trace. Root cause of the subsystem-state crash: the binary's 0x54-byte subsystem alarm (FUN_0041b9ec, reconstructed as GaugeAlarm54) IS a StateIndicator -- its "three sub-indicators" @0x18/0x2c/0x40 are the audio/video/gauge watcher SChains, and level@0x14 is currentState. The reconstruction had modeled that tail as an opaque `_tail`, so the sockets were never constructed -> AddAudioWatcher AV'd on 0xCDCDCDCD. - GaugeAlarm54: give it the three REAL, constructed SChainOf<Component*> sockets + AddAudioWatcher/Video/Gauge; SetLevel now fires the watchers on a level CHANGE (empty sockets = no-op, so the ~all other alarms are unaffected). levelB (weapon LevelCountB "reset source") is left untouched -- weapons unchanged. sizeof stays 0x54 (static_assert holds -> SChainOf<Component*> is 0x14, layout exact). - Register the state attrs -> the subsystem's own alarm (own AttributePointers[] chained to the parent): Generator.GeneratorState->stateAlarm, Condenser. CondenserState->condenserAlarm, Reservoir.ReservoirState->reservoirAlarm. Those alarms are already SetLevel'd by the sim, so the state audio fires on transition. - AudioStateWatcher guard now validates the +0x18 SOCKET (what AddAudioWatcher touches), not the +0 vtable -- GaugeAlarm54 is non-polymorphic at +0 (raw header) but has a real socket at +0x18. audiostate skips 85 -> 10 (only AmmoBin AmmoState/SimulationState left). The Logical/Scalar/Enum subsystem attrs (ReportLeak/GeneratorOn/ConfigureActivePress/ MotionState/SpeedOfTorsoHorizontal/TargetRangeExponent) stay inert (read 0, silent, non-crashing) -- they need backing members in size-locked layouts (a polish wave). Co-Authored-By: Claude Opus 4.8 (1M context) <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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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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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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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> |
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4ed2bbc293 |
Heat: authentic 1e7-unit heat + the ambient radiator land (task #9)
- Emitters: heatPortion closed form = heatCostToFire x 1e7 x (charge/seekV)^2 (PPC 1.1e8 -> +632K on its own sink); the missing projectile/missile heat adds (raw -- resources author pre-scaled 1e7 units). - The bank's AMBIENT RADIATOR @4ae73c reconstructed (the system's ONLY heat exit; conductance x 0.1 x HeatSinkCount -- _DAT_004ae974 float80 = 0.1) + the link-attach guard corrected (skip = the 0xBBE bank, not Condenser; the inversion blocked condenser->bank links and closed the system). - Constant corrections (all byte-verified float80s): coolant epsilons 0.0025/0.003/1e-4 (was a single 1e-4 serving three sites); CoolantCapacityScale 0.05 (was 1.738). - Verified: heat flows + exits; max-rate autofire overheats weapons into the authentic heatLoad range-cutout (thermal spam unsustainable by design). - KNOWN REMAINING: linked-sink routing scrambled (heat pools in Condenser1; authored map says PPC->C4/C6) -- the heat-stream offset audit, filed. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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aae3ce29d8 |
gauge-complete P4d: Condenser::MoveValve reconstructed from the REAL @0x4ae464 (was a mislabel)
The reconstructed Condenser::MoveValve carried FUN_004afbe0's body -- a CONTROLS-mapper display-mode cycler (cycles field@0x190 through 0/1/2 + repoints owner HUD gauges), NOT the condenser valve. The real valve handler @0x4ae464 was not captured by the assert-anchored exporter; disassembled it (tools/disas2.py) and reconstructed faithfully: cycle valveState (@0x1D0) 1 -> 5 -> 50 -> 0 -> 1 (byte-verified @4ae480-4ae4bf), then RecomputeCondenserValves(owner) to redistribute flow so every ValveSetting gauge updates. DORMANT by design: the binary guards on owner->messageManager(+0x190)+0x274 (FUN_004ac9c8, the 0xBD3 SubsystemMessageManager) and the message that invokes MoveValve arrives through that same manager -- both DEFERRED to WAVE 8. Reproducing the raw owner+0x190 deref would be a databinding trap in our layout, so the handler is faithful-but-uninvoked; the valve gauge shows the authentic static 1/N (RecomputeCondenserValves at ctor) until 0xBD3 lands. No V-key bring-up stand-in added. Build green; combat TARGET DESTROYED, un-regressed (MoveValve is not yet routed). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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b91057aadc |
gauge-complete P4c: Condenser dedup + RecomputeCondenserValves -> ValveSetting gauge reads authentic 1/N
Two coupled fixes so the condenser valve gauge (ValveSetting -> coolantFlowScale @0x15C) reads its authentic value instead of garbage/zero. STEP 7 (gating dedup): heat.cpp carried STUB Condenser ctor/dtor/TestClass/ TestInstance/CreateStreamedSubsystem that ODR-duplicated the REAL bodies in heatfamily_reslice.cpp and WON under /FORCE (heat.obj links first) -> the real ctor (which sets valveState=1) was shadowed, leaving valveState=0xCDCDCDCD. #if 0'd the heat.cpp stubs so the reslice ctor (@4ae568, byte-verified: valveState=1, coolantFlowScale=0, massScale=refrigerationFactor, condenserNumber from name) is the sole definition. DefaultData/GetClassDerivations/ResetToInitialState (not duplicated) stay in heat.cpp. STEP 9 (the real writer): FinishConstruction() at the Mech ctor tail was a no-op template stub in place of FUN_0049f788 = RecomputeCondenserValves -> coolantFlowScale was never written (stayed 0). Reconstructed it (byte-verified vs part_012.c:9264): distribute coolant flow across the mech's condensers, coolantFlowScale_i = valveState_i / sum(valveState), with the condenserAlarm@0x1DC change pulse (2-if-flow<=old-else-1, then 0). Walks the populated subsystem roster filtering Condensers via IsDerivedFrom (behaviorally identical to the binary's @mech+0x7cc condenser chain, GUID 0x50e4fc). Wired as BTRecomputeCondenserValves(this) at the Mech ctor post-init pass (binary @9457). _DAT_0049f850 fallback confirmed 0.0f (PE read). Verified: [valve] the Blackhawk's 6 condensers each read flow=0.166667 (=1/6, total=6) for both player + spawned enemy, no every-mech crash; combat TARGET DESTROYED, un-regressed. Diagnostic BT_VALVE_LOG added. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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16f5f545ce |
gauge-complete P4b: AggregateHeatSink 0xBBE -> HeatSink/AmbientTemperature bound (last config NULL cleared)
The 0xBBE heat-sink BANK was built as a plain HeatSink, so the numeric-R cockpit gauge binding HeatSink/AmbientTemperature (L4GAUGE.CFG:4552) had no publisher -> the LAST unresolved config attribute. Reconstruct AggregateHeatSink : HeatSink (ctor @4ae8d0, own GUID 0x50e590), byte-exact + static_assert-locked (heatSinkCount@0x1D0, ambientTemperature @0x1D4=300, helper@0x1D8 0xC link node, sizeof 0x1E4 == factory alloc @9993). Publish HeatSinkCount + AmbientTemperature via a dense-prefix attribute table chained to HeatSink::NextAttributeID (shared HeatSink table unchanged, so CoolantMass/CoolantCapacity keep resolving). Move CreateHeatSinkBankSubsystem into heatfamily_reslice.cpp (needs the class def) and build the real class at factory case 0xBBE; mech.cpp unchanged. DELIBERATE DEVIATION (documented in the class): keep the base HeatSinkSimulation the HeatSink ctor installs; do NOT reimplement the authentic Performance @4ae73c -- it derefs a raw self+0xE0 -> [+0x158] that does not map in our compiled layout (AV/NaN, and runs for EVERY mech), and ambientTemperature is a frozen constant so the gauge reads 300 either way. Authentic relaxation model deferred. Verified: [attr] HeatSink/AmbientTemperature OK; all 50 config attribute bindings resolve (0 NULL); no every-mech crash; combat TARGET DESTROYED, FIRED #41+, un-regressed. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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64975ec22f |
gauge wave P1b: Searchlight/LightOn + fix coolant/refrigeration source misread
- Searchlight publishes "LightOn" -> lightState@0x1D8 (the button-5 searchlight lamp; the empty default-constructed index resolved NOTHING). The config binds the name "LightOn", so the enum id is renamed LightOnAttributeID and the table is chained to PowerWatcher's dense index. Verified: LightOn resolves OK. - FIX a genuine reconstruction bug the heatmodel decode caught (heat.cpp UpdateCoolant + heatfamily_reslice RefrigerationSimulation): both read linkedSinks.Resolve()->heatEnergy where the binary reads *(this[0x38]+0x158) = the subsystem's OWN DamageZone.damageLevel (the engine base zone @0xE0). Consequences of the misread: coolantDraw = master.heatEnergy(~1.3e7) * heatLoad would SLAM the live CoolantMass bars to empty whenever the link resolved; and RefrigerationSimulation clamped massScale permanently to 1.0 (minimum) instead of the authentic 3.0, plus null-deref'd a Condenser whose linkedSinks is skipped. Now both read this->Subsystem::damageZone->damageLevel (qualified past the MechSubsystem shadow, per mechweap.cpp:252): undamaged 0 -> coolantDraw 0 (no leak, coolant bars stay full = authentic pristine) / massScale = 3.0, rising only as the sink/condenser itself takes battle damage. After this only HeatSink/AmbientTemperature remains NULL (the #if 0'd aggregate HeatSink bank -> P3). Verified DBASE+dev gauges: no crash, combat un-regressed (TARGET DESTROYED). (Also noted: the Condenser dup-ctor links to the REAL heatfamily_reslice definition -- LNK4006 keeps the first/real one; the heat.cpp stub is ignored -- so no bug today; #if 0 cleanup deferred to the Condenser table.) Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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1356870e56 |
P7: byte-exact re-base of the CORE heat leaf (HeatSink/Condenser/Reservoir/Generator/Myomers)
The reconstruction modeled the binary's shared alarm/connection types with undersized
stand-ins, sliding every field above them low (the 72-byte auxScreenNumber gap). Fix the
foundational heat-leaf classes byte-exact + static_assert-lock them, from the ctor decomp:
Shared types corrected:
* SubsystemConnection 4 -> 0xC (binary link node FUN_004af9cf; FUN_00417ab4 derefs +8)
* GaugeAlarm54 = 0x54 (real AlarmIndicator FUN_0041b9ec; STATUS level at +0x14,
so subsystem+0x184 == heatAlarm+0x14 == GetLevel())
WatcherGaugeAlarm now typedefs GaugeAlarm54 (Watcher branch locks stay valid).
Byte-exact + locked (ctor-verified):
* HeatSink heatEnergy@0x158 linkedSinks@0x164 heatAlarm@0x170 resource@0x1C4
pendingHeat@0x1C8, sizeof 0x1D0 (@004adda0)
* Condenser valveState@0x1D0 condenserAlarm@0x1DC (@004ae568)
* Reservoir reservoirAlarm@0x1D0 ... squirtEfficiency@0x22C, sizeof 0x230 (@4aef78)
* Generator stateAlarm@0x1FC, sizeof 0x250 (@004b225c)
* Myomers phantom moverConnection tail removed (fits 0x358)
Three systemic bug classes fixed (added to the checklist in CLAUDE.md / HARD_PROBLEMS.md):
* alias field - a subclass member re-declaring an inherited slot the ctor reuses
(Condenser refrigerationOutput==massScale@0x160; Reservoir
coolantCapacity==thermalCapacity@0x128) -> use the inherited name
* alarm-interior - a value read at alarm+0x14 modeled as a separate member
(HeatSink heatState@0x184, Reservoir injectActive@0x1e4)
-> route to alarm.GetLevel()
* phantom field - a member past the object end (Generator shortFlag@0x25C is really
*(owner+0x190)+0x25c the msg-manager, @004b0efc; Myomers
moverConnection@0x110 a write-only base slot) -> remove it
Heat conduction now reads the REAL heatEnergy=1.34e7 (not garbage); combat DESTROYED-in-8,
0 crashes, heapcheck-clean through construction.
REMAINING (measured; a distinct larger task): making PoweredSubsystem byte-exact grows it
+0x98 and cascades into MechWeapon/Emitter/PPC/Sensor/Myomers -- all model the 0x54
AlarmIndicator with 4-byte ReconAlarm / 8-byte HeatAlarm stand-ins and are short +
phantom-tailed; retyping without byte-exacting them overflows the Emitter alloc (heap
corruption). PoweredSubsystem kept on HeatAlarm(8) stand-ins (marked) pending a
subsystem-tree ALARM UNIFICATION. See docs/HARD_PROBLEMS.md P7.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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8b36440d05 |
subsystems: un-stub Wave 4 readouts + Wave 6 Myomers (10->15 factory cases)
WAVE 4 (standalone readouts) -- Sensor(0xBC3)/Searchlight(0xBD8)/ ThermalSight(0xBDE)/AmmoBin(0xBCB) un-stubbed via Create<Class>Subsystem bridges + Torso-style de-shim (drop cross-family shadow fields, redirect accessors to the real inherited base, static_assert layout locks). - FIX: Searchlight/ThermalSight ctors gated their Performance on the shadow segmentFlags(=0) so it NEVER installed; switched to owner->simulationFlags. - AmmoBin: retype ammoAlarm HeatAlarm->WatcherGaugeAlarm(0x54) + drop the statusState@0x40 shadow -> exact 0x22C layout. - Guard HeatWatcher::WatchSimulation against the unresolved watchedLink (null-deref exposed once these sims run; faithful fix = resolve the link). - Heat-leaf branch (Sensor) is not byte-exact -> overflow-lock only. WAVE 6 (Myomers 0xBC6, mover-coupled) -- structural un-stub, gated BT_MYOMERS (default on; =0 -> Actuator stub). Wired INERT: MyomersSimulation early-returns (advanced-damage gate stubbed) + no-op mover feed, so the live JointedMover is untouched and the gait cannot regress. De-shim drops the owner*/segmentFlags shims to fit the exact-0x358 alloc. Authentic mover/heat coupling deferred (needs messmgr 0xBD3 + reconciling the mover feed with the gait cutover). Verified: BLH tick 20->27, Mad Cat 24, combat DESTROYED un-regressed, locomotion un-regressed, 0 crashes, 0 heap detections 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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