Commit Graph
481 Commits
Author SHA1 Message Date
arcattackandClaude Fable 5 0af0407534 MP4.EGG: mixed lance (MadCat/Thor/Vulture/Avatar) -- user-verified 4-pod session
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-18 14:00:22 -05:00
arcattackandClaude Fable 5 7e49fb2284 Vehicle sweep: ALL 18 mech ModelList names certified playable
The egg generator's known-good list was just bhk1+madcat (the only two
ever exercised as egg vehicles); the operator roster therefore leaned on
those.  Swept every ModelList candidate as a solo egg vehicle: 18/18
boot a mission, spawn, and animate with no crash -- avatar, blkhawk,
loki, owens, sunder, thor, vulture and all short variants (ava1, lok1/2,
mad1/2, own1, snd1, thr1, vul1) join bhk1/madcat as first-class picks.
eggmodel now lists the canonical 8 first for the operator dropdown.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-18 13:46:55 -05:00
arcattackandClaude Fable 5 17176058cc First 4-pod session VERIFIED + the EntityID-cast diagnostic trap
4 pods, relay-assigned seats, 4-pilot MP4.EGG (eggmodel-generated incl.
callsign bitmaps): 4 distinct seats, full ladder, every node replicates
all 3 foreign mechs (host-qualified [repl] sets are exact complements),
4 distinct spawn positions (no dropzone stacking), UDP at 4-pod fan-out
(relay tx=3x rx, zero drops), all pods alive through the session.
Per-host [net-rx] census symmetric: 36 NewDynamicEntity makes (mech +
subsystem roster) from every host to every node.

DIAGNOSTIC TRAP that cost a false bug-hunt: EntityID::operator int()
returns localID ONLY, so the [repl] log's (long)GetEntityID() collapsed
different hosts' mechs onto one number and read as 'missing
replicants'.  The log now streams the EntityID object (host:local via
its operator<<).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-18 13:42:38 -05:00
arcattackandClaude Fable 5 7e269d6496 gitignore: dist/ (release zips)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-18 13:26:52 -05:00
arcattackandClaude Fable 5 7c9958e8da btversion: exclude the game-rewritten content/LAST.EGG from the dirty check
The game rewrites LAST.EGG at every run, so every build stamped '+'
(false-dirty) even from a pristine checkout.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-18 13:25:03 -05:00
arcattackandClaude Fable 5 fad962bec8 Version stamping: 4.11.<git commit count> (<hash>[+])
4.10 = the 1995 arcade release; 4.11 = the win32 reconstruction; the
build number is the git commit count -- monotonic, zero-maintenance,
and every exe pins to exact source via the short hash ('+' = built
from an uncommitted tree).  tools/btversion.cmake regenerates
build/btversion.h on every build (write-if-changed, no rebuild churn);
the stamp shows in the boot banner (btl4.log head, replacing the stale
'v4.10' line) and the window title (incl. the MP node tag).

Verified: build stamps 4.11.311 (980c9cd+), banner + title correct on
a live boot.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-18 13:22:15 -05:00
arcattackandClaude Fable 5 980c9cd7e5 Input remap: CONTROLS.MAP binding engine + XInput gamepad support
The pod's controls reach the game through the RIO serial board; on a
desktop that hardware is a keyboard shim of hardcoded GetAsyncKeyState
reads.  New binding engine (game/reconstructed/btinput.cpp) maps PC keys
and an XInput pad onto the authentic channels through a user-editable
file (content/CONTROLS.MAP, community-suggested grammar, corrected):

  key/pad -> button <addr>   real buttonGroup emissions, mirroring the
                             RIO convention exactly (press a+1 w/ mode
                             mask saved, release -a-1 w/ saved mask;
                             L4CTRL.cpp:2470-2520) -- aux/preset banks,
                             hotbox, panic, reverse thrust all reachable
  key/pad -> axis            Throttle rate (lever), pedals/JoystickX
                             deflect (turn/twist) into the existing
                             virtual-controls integrators (feel, gait
                             detent, spring-centering all unchanged)
  keypad pilot|external <n>  keyboardGroup key values ('0'-'F')
  pckey <char>               any authentic 1995 typed hotkey
  action <name>              port dev controls (view, all-stop, ...)

Keys claimed by a binding are SUPPRESSED from the legacy WM_CHAR/KEYUP
feed -- ends the historic double-dispatch ('w' drove AND selected pilot
0; F5's key-up value 0x74 aliased to the 't' hotkey; letter key-ups fed
the developer fake-event dispatcher).  Unbound keys keep their authentic
meaning.  The dual-use 'V' is split: V = view toggle, B = look behind.

Default profile = WASD classic (compiled-in twin; delete the file to
restore).  CONTROLS_NUMPAD.MAP ships the corrected community layout
(keypads are NOT buttons 0x50-0x6F -- that space doesn't exist; no
clickable cockpit exists so everything needs a binding; keyboard fire
buttons added; 0x36/0x37 are hotbox not 'config'; missiles moved off
Ctrl).  XInput loads dynamically (1_4 -> 9_1_0), disconnected-pad
probing rate-limited; pad sticks write the axes as absolute positions
(the spring is physical), triggers/buttons per the file.

Verified live: bindings load (43), W and NumPad8 drive (speedDemand 0 ->
61.5), X all-stop (spd -> 0), aux-bank emission (D1 -> [input] 0x2f
PRESS/release under the numpad profile), suppression both directions
(posted 'r' reaches [keych], posted 'w' swallowed), full-keyspace
WM_CHAR+WM_KEYUP fuzz x3 survived with sim advancing, XInput graceful
with no pad, 2-node relay session un-regressed (full ladder + UDP).
Pad-in-hand testing still needs a physical controller.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-18 13:09:36 -05:00
arcattackandClaude Fable 5 0fcd0c3106 KB sweep: env-gate hub table catches up (BT_RELAY/BT_SELF/BT_KEY_STOP/...); stale MP remaining-work line updated; gauges-hud callsign cross-ref
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-18 12:36:53 -05:00
arcattackandClaude Fable 5 5e993de99d Operator-set callsigns: the console's name-bitmap generator recreated
The 1995 console let the operator type player callsigns; the pods render
them from 1bpp BITMAPS streamed in the egg ([largebitmap]/[smallbitmap]
lists + hex raster pages, bitmapindex per pilot; large 128x32 on the
score/ranking display via DPLRenderer name textures, small 64x16 on the
kill-feed and radar/target labels). The textual name= pilot key is dead
in the shipped binary -- its pilot parse reads bitmapindex only (decomp
part_014). Historical bug surfaced by this work: every egg in the repo
listed only ONE name bitmap (Aeolus) while pilot 2 pointed at index 2,
so player 2+'s callsign has never rendered (null-checked, silently
blank).

eggmodel.py: EggDoc.set_callsigns rewrites the lists + one raster page
per callsign per size + per-pilot name=/bitmapindex= (duplicate names
get disambiguated page tags); get_callsign_rows decodes pages back
(exact inverse of the engine's nibble-stream parse, GRAPH2D.cpp:340,
MSB-first bit order :558); rasterize_callsign/make_callsigns render
text via Qt (auto-shrink to fit, NoAntialias, 1bpp threshold) -- the
only PySide6-dependent corner of the module. validate() now catches
dangling bitmapindexes and missing raster pages.

btoperator.py: Callsign column in the roster (free text, PLAYERn
default); every save rasterizes the column into the egg exactly like
the original console did.

MP_BHMC.EGG template repaired: authentic Aeolus raster preserved
bit-exact, Boreas page generated and listed.

Verified: eggmodel self-test 20/20 (bit-exact raster round-trip, dup
disambiguation, dangling-index catch); ASCII-art decode of the
app-generated VIPER/MONGOOSE rasters reads correctly; live 2-node
relay session on the generated egg -- full ladder, launch, zero
name-bitmap load warnings; operator GUI e2e PASS after the column
shift.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-18 12:29:57 -05:00
arcattackandClaude Fable 5 f04e8019c2 D1: relay-assigned seats -- players never need a player number
A pod launched with no BT_SELF asks the relay for a seat before joining:
new control frames SEAT_REQUEST (-6) -> relay reserves the lowest roster
seat not claimed or reserved (60s reservation so simultaneous joiners
can't race onto one seat) -> SEAT_ASSIGN (-7, int32 hostID + NUL tag)
becomes relaySelf; everything downstream (egg self-match, HELLO) runs
exactly as if BT_SELF had been set. Roster full -> SEAT_FULL (-8) ->
clean Fail(). A real HELLO pops the reservation; a pod drop frees the
seat. Explicit BT_SELF still claims a specific seat (the operator's
local launches use it).

Client: L4NetworkManager::RelayRequestSeat (throwaway TCP dial to the
relay game port, 10s reply window). Relay: SEAT_REQUEST branch in
_handle_game_frame. Operator exporter collapsed from per-seat
join_as_playerN.bat to ONE universal join.bat (+ join_lan.bat with
BT_RELAY=auto) -- every player gets the same file, first come first
served, the arcade walk-up-to-a-pod model. players/ regenerated.

Verified: 8/8 seat stub tests (distinct seats in roster order, FULL on
exhaustion, claimed+reserved stays FULL, HELLO claim accepted, duplicate
HELLO refused); 2-node localhost e2e with NO BT_SELF on either pod ->
both seated, full ladder, RunMission pair, UDP flowing post-launch;
regression smoke: explicit-BT_SELF relay session clean with zero seat
requests, classic mesh (no BT_RELAY) un-regressed.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-18 12:11:03 -05:00
arcattackandClaude Fable 5 efd440c64b Relay hardening: only ACKED pods count toward the launch gate
Found live during the port-forward verification: external port-checker nodes
(and by extension any internet scanner) that connect to the exposed console
port were streamed the egg AND counted as pods ('1/2 pods have it' from a
node in Turkey) -- a lingering scanner could hold a phantom roster slot or
nudge the ready/launch state.

Real pods send AcknowledgeEggFileMessage (clientID=0, msgID=4) after parsing
the egg (L4NET StartConnecting); scanners never speak the protocol.  The
launch gate (auto timer AND manual-launch READY) now counts only console
connections that ACKED:

- RelayConsoleConn.acked; _console_read detects the ACK, logs
  'pod ACK from <addr> (n/m ready)', drives _check_launch_gate.
- _eggs_out (egg_sent count) replaced by _pods_ready (acked count);
  gate logic extracted to _check_launch_gate (called on each ACK).
- btoperator monitor regex updated to the ACK line.

Verified: scanner-simulation (3 lingering non-protocol connections + 1 real
ACK on a 3-pilot roster -> gate NOT tripped, ACK counted 1/3); full operator
e2e PASS (registered -> READY held -> operator launch -> both pods LAUNCHED).

(The two intermediate e2e failures during this work were a stale port-check
relay squatting on 1500 -- a test-rig cleanup bug (Get-Process CommandLine
filter matches nothing; use Get-CimInstance Win32_Process), not the
hardening.)

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-18 11:49:58 -05:00
arcattackandClaude Fable 5 5df5c954ae Operator: manual launch gate + restart-session flow
The operator now holds the lobby: with 'Manual launch' checked (default),
the relay stops at 'all pods have the egg; WAITING FOR OPERATOR LAUNCH'
instead of auto-firing on a 20s timer -- the app shows 'ALL PODS READY --
press LAUNCH MISSION' with the roster lights, and the big green button
fires the mission when the operator is ready (everyone seated, voice chat
confirmed).  A 'Restart session' button cycles the same mission/roster for
the next round (players just re-run their join script).

- btconsole.py --relay --manual-launch: launch armed by the line 'launch'
  on stdin (a daemon reader thread; the app's Launch button writes it via
  QProcess).  The settle window is still honoured relative to egg delivery
  (max(now, eggs_done + 20s)) -- firing RunMission before the pods reach
  WaitingForLaunch Fail()s them, the same hazard the auto timer guards.
  Auto mode (no flag) unchanged -- CLI/test recipes unaffected.
- btoperator.py: Manual-launch checkbox (Network box, default on), LAUNCH
  MISSION button (enabled by the relay's READY line, disabled after fire),
  Restart session button, status headline shows the ready state.
- operator_e2e.py: now exercises the gate -- waits for READY, asserts the
  button enabled, presses it, verifies the operator-gated LAUNCH.

Verified: scripted e2e PASS -- registered -> READY (held) -> operator
launch -> settle honoured -> both pods LAUNCHED (operator-gated=True).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-18 11:32:54 -05:00
arcattackandClaude Fable 5 1436d27ac6 D1 phase 7: LAN auto-discovery (BT_RELAY=auto) + operator LAN scripts
LAN players now find the game with zero configuration -- the 90s arcade
model (cabinets locate the operator station) restored:

- Client (L4NET RelayDiscover): BT_RELAY=auto broadcasts 'BTR1DISC' on
  udp/15999 (255.255.255.255 AND 127.0.0.1 -- broadcast doesn't reliably
  loop back on Windows; covers same-box sessions), 5 x 1s attempts; the
  answering relay's SOURCE IP + its advertised console port become the
  relay address.  Explicit <host>:<port> path unchanged; mesh untouched.
- Relay (btconsole.py): best-effort discovery responder on udp/15999
  answers 'BTR1HERE' + <u16 consolePort>; degrades gracefully (logged) if
  the port is taken.
- Operator app: Export player scripts now writes a join_as_playerN_lan.bat
  pair (BT_RELAY=auto) next to each internet script -- LAN guests
  double-click and are found; internet guests use the public-host script.

Verified 2-node: both pods BT_RELAY=auto -> probe answered through a real
interface (not just loopback) -> discovered 172.19.x.x:1500 -> full session
to RunningMission.  KB: multiplayer.md D1 section updated (+ the operator
console entry).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-18 11:12:01 -05:00
arcattackandClaude Fable 5 43fa53d542 Operator console app: PySide6 station + validated egg model (the lost 1995 console, recreated)
The operator station the archive never preserved: build missions with
authoritative dropdowns, run the console/relay, watch pods arrive, launch --
LAN mesh or internet relay -- plus one-click local instances for testing.

tools/eggmodel.py (headless, importable, self-tested 14/14):
- Order-preserving egg parse/emit: the editor manages [mission]/[pilots]/
  per-pilot pages; bitmap rasters, ordinals and role pages survive untouched.
- EVERY value set read LIVE from content/BTL4.RES (the resscan parser,
  importable): maps = MakeMessageStream(14) INTERSECT ExistanceBoxStream(26)
  (the game aborts unless both exist); colors/badges/patches from the
  VehicleTable resource (type 25, NUL-line NotationFile text with ;-comments);
  vehicles = ModelList names, known-good mechs (bhk1, madcat) surfaced first.
- validate(): the full required-key ruleset from MISSION.cpp/btl4mssn.cpp
  (missing map/time/weather/scenario, per-pilot hostType/vehicle/dropzone/
  color/patch/badge/experience/role, role page model=, illegal values,
  duplicate addresses) -- kills the hand-edited-egg crash class, incl. the
  color=Red-vs-Crimson gotcha that bit the dev eggs.

tools/btoperator.py (PySide6, dark Fusion theme):
- Mission form + pilot roster table (all dropdowns from eggmodel), relay-tag
  auto-numbering, add/remove pilots, egg New/Open/Save/Validate.
- Mode switch: Relay (internet; runs btconsole --relay) / Mesh (LAN legacy;
  dial-out console at address-port minus 1 per the +1 rule).
- Session panel: QProcess drives btconsole.py; stdout parsed live into
  per-pilot state lights (waiting/egg/registered/LAUNCHED) + relay stats.
- Local launcher: spawns btl4.exe per roster row with BT_RELAY/BT_SELF (or
  mesh -net port), BT_DEV_GAUGES/BT_START_INSIDE toggles.
- Export player scripts: per-pilot join_as_playerN.bat with the public
  relay hostname (a remote player's whole setup = run one .bat).
- Wire/protocol code stays in btconsole.py/eggmodel.py -- the GUI is only
  UI + process management; CLI + test harnesses share the same tested core.

Verified: eggmodel self-test 14/14; scripted end-to-end
(scratchpad/operator_e2e.py) drives the real window through its own methods --
start relay session -> launch 2 local instances -> monitor observes the
mission LAUNCH (user-confirmed live on screen: both pods in-mission).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-18 10:57:30 -05:00
arcattackandClaude Fable 5 dbb9af2dfa D1 phase 5+6: UDP unreliable channel (restores the 1995 reliable/unreliable split)
The ~60Hz entity update records now ride UDP in relay mode, so a lost/late
datagram is dropped (dead reckoning absorbs the gap) instead of head-of-line-
blocking the reliable TCP stream -- the fix for internet rubber-banding.
Reliable traffic (make/damage/death/control/egg/launch) stays on TCP.

This RESTORES the authentic 1995 NETNUB split, it doesn't invent one:
Receiver::Message defaults messageFlags=ReliableFlag; the update path clears
it (flags=0, ENTITY.cpp:590); Mode(UnreliableMode) fires at LoadingMission
(APP.cpp:704 -- the 2007 port's Mode() was a no-op, now it STORES the mode).
Routing gate = (mode==UnreliableMode && !(flags & ReliableFlag)) -- flag AND
mode, so the map-stream creation messages (also flags=0 but flowing during the
still-Reliable CreatingMission window) ride TCP for free.

Client (L4NET):
- Mode() stores currentNetworkMode (was ignored).
- ConnectRelayUdp: UDP socket connect()ed to the relay game port; HELLO
  (outbound punch-through, relay learns our endpoint); udpUp on HELLO-ACK.
  BT_RELAY_TCP_ONLY=1 disables the channel (UDP-blocked nets degrade to the
  pure-TCP checkpoint automatically -- no ACK => everything stays on TCP).
- RelayUdpSendFrame: {route, fromHost, seq} envelope + frame, best-effort.
- RelayUdpKeepalive: ~15s NAT-hold + ~1s HELLO retry until acked.
- CheckRelayUdp: HELLO-ACK sets udpUp; per-sender seq gate drops stale/
  out-of-order datagrams; frames handed up envelope-stripped like TCP.
- Send / ExclusiveBroadcast: route unreliable-window traffic to UDP, else TCP.
- CheckBuffers polls the UDP channel first, then TCP; keepalive tick.
(The relay-side UDP forwarder + endpoint learning + --udp-drop hook landed in
phase 1.)

Verified 2-node localhost relay: during a drive the update stream flows on UDP
(relay udp tx 2->190+, TCP frozen at 53) and the peer's replicant tracks the
master to sub-2u; 15% forced drop (--udp-drop 15) stays coherent (tracked to
0.1u); TCP-only fallback confirmed (udp-known drops the TCP-only pod); no
crashes; mesh mode un-regressed.  KB: context/multiplayer.md gains the D1
RELAY MODE section.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-18 10:00:26 -05:00
arcattackandClaude Fable 5 c029df6e6b D1 phase 2+3: client TCP relay mode (L4NET) + 2-node verification
The pod can now run entirely over the relay: one outbound TCP connection
carries both the console protocol (egg/launch) and all game traffic
(envelope-multiplexed), so internet play works behind NAT with no port
forwarding.  All new code is behind 'if (relayMode)' (BT_RELAY unset => mesh
mode byte-for-byte untouched; verified un-regressed).

Env gates (parsed once in the ctor, after WSAStartup so gethostbyname works):
- BT_RELAY=<host>:<consolePort>  (host may be a DNS name; game port = +1)
- BT_SELF=<exact [pilots] entry> (NIC matching can't identify us across NAT)

L4NET changes:
- CreateConsoleHost: relay branch dials OUT to the relay console port
  (bounded retry; console-less continue on a re-dial) instead of listening.
- StartConnecting: relay self-match by BT_SELF string; peers become VIRTUAL
  hosts (INVALID_SOCKET, NoNetworkConnectionStatus) flipped online by the
  relay's PEER_UP; then ConnectRelayGame dials the game port + HELLOs.  HostID
  assignment / remoteHostCount / the connection gate / app ladder unchanged.
- CheckRelay (new): the receive seam -- drains {route,length} envelopes,
  synthesizes HostConnected/Disconnected from PEER_UP/DOWN (same messages the
  mesh accept path routes), returns game frames envelope-stripped (they
  self-identify via NetworkPacketHeader.fromHost; consumers route by payload).
- Send: game-host traffic -> relay unicast envelope (console host excluded --
  its legacy protocol is relay-TERMINATED, not routed).
- ExclusiveBroadcast: build ONCE, send ONCE with the broadcast route -- the
  relay fans out, killing the mesh's (N-1)x upload duplication.
- RelaySendAll (new): partial-send-safe transmit (required on the multiplexed
  socket -- a partial write would desync framing for all peers).
- CheckBuffers: polls CheckRelay first; skips recv on virtual game hosts.
- RelayGameDown: relay-loss synthesizes all-peers-disconnected (match
  continues peer-less; pod never exits mid-match).
- Mode(): now STORES the reliable/unreliable mode (was ignored) for the UDP
  phase's authentic mode+flag routing.

Verified 2-node localhost relay (MP_RELAY.EGG, tagged [pilots]):
- both pods reach 'All connections completed!' via PEER_UP, then
  RunningMission; both mechs' MakeMessages cross the relay (paint x2 each) and
  bidirectional 148-byte update records flow (net-tx/net-rx traces; relay
  stats tcp rx==tx, registered [2,3]); cockpit/HUD render; no crashes.
- driving one node transmits pose/damage/death frames through the relay.
- mesh smoke (no BT_RELAY): 2-node session still forms + simulates unchanged.

Plan: ~/.claude/plans/partitioned-snuggling-piglet.md.  Next: UDP channel.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-18 09:01:54 -05:00
arcattackandClaude Fable 5 bf8c2ffaae D1 phase 1: relay TCP core in btconsole.py (--relay mode)
The console emulator gains a relay/dispatcher mode for internet play (D1):
pods dial OUT to this process (NAT-friendly) instead of the console dialing
into each pod.  Legacy dial-out mode is untouched (verified: an unmodified
2-node mesh session still forms end-to-end through it).

--relay <consolePort> <egg> [--bind ADDR] [--udp-drop PCT], single
selectors-based event loop:
- console listener (consolePort): streams the NUL-line egg to each pod on
  connect; GLOBAL launch timer -- RunMission x2 to ALL pods at +20s/+4s after
  the LAST pod has its egg (fixes the per-pod skew of the legacy tool).
- game TCP listener (consolePort+1): envelope router {route i32, length u32}.
  First frame must be HELLO ('BTR1' + hostID validated against the egg
  [pilots] roster); PEER_UP/PEER_DOWN exchange; route>=2 unicast (route
  rewritten to sender), -1 broadcast-except-sender (the client sends each
  broadcast ONCE -- kills the N-1x upload duplication).  Frame cap 1600
  (NETWORKMANAGER_BUFFER_SIZE); protocol violations drop the connection.
- game UDP socket (consolePort+1/udp): endpoint learned per-datagram
  (NAT-rebind tolerant), HELLO->HELLO-ACK, verbatim forward by route,
  TCP-wrap fallback when the target's UDP endpoint is unknown; --udp-drop
  test hook for the robustness phase.

Verified: scratchpad/relay_stub_test.py (self-contained; spawns the relay +
stub clients) -- 24/24 checks pass: egg delivery, registration, PEER events,
unicast route-rewrite, broadcast fan-out (sender excluded), UDP ack/forward/
fallback, and all reject paths (bad magic, dup id, out-of-roster, oversize).

Plan: ~/.claude/plans/partitioned-snuggling-piglet.md (D1 relay + UDP).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-18 08:44:01 -05:00
CydandClaude Fable 5 75f136e9ff KB: step-4 closeout -- Steam wire documented, live-test procedure, router
docs/GLASS_COCKPIT.md gains the step-4 ledger (seam/transport/lobby + THE
FAKEIP LESSON); NEW context/steam-networking.md topic (+ router row) and
docs/STEAM_TEST.md (the 2-machine live procedure = the step-4 exit criterion
on user hardware).  context/glass-cockpit.md: steps 3+4 status.  Final purity
re-check: pod build clean, forced-walk mission runs, ZERO glass/steam tags in
the pod log.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-18 00:05:51 -05:00
CydandClaude Fable 5 f703bb1d56 Steam: the lobby + IDENTITY-TOKEN roster -- internet MP code-complete (step 4c)
NEW gated (BT_STEAM) game/glass/btl4lobby: an ISteamMatchmaking room replacing
the arcade Site-Management screen -- host creates (lobby data btl4=1), members
join by filter, pilots publish name/mech/color, the host ENTER mints the
roster and signals GO.

THE FAKEIP LESSON (live-verified, prior-art assumption DISPROVEN): a fresh
process gets a DIFFERENT FakeIP, so menu-time fake addresses go stale by
mission time -- the first cycle timed out connecting to its own stale address.
Redesign: roster addresses are opaque ipv4-shaped TOKENS (169.254.77.N with
ports 1501/1502) minted by the host at GO, mapped to Steam IDENTITIES;
connections ride ConnectP2P(identity, channel) with console=0/game=1 virtual
ports; the map reaches mission processes via env (BT_FE_MYFAKE +
BT_FE_STEAMMAP); the GetMyAddress seam feeds the pod its own token for roster
self-match; CheckSocket reports peers by token.  L4STEAMNET reworked (no
FakeIP allocation at all); the marshal gained the Steam-wire branch.

Verified single-machine (ON/ON, live Steam): menu -> HOST STEAM LOBBY ->
room -> GO -> token map minted -> egg roster carries the token -> mission
process up with 1 roster token incl. self -> pod self-matches -> stock
console ladder -> mission RUNS (46 ticks).  Remaining: the live 2-account
cross-machine session (docs/STEAM_TEST.md).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-18 00:03:17 -05:00
CydandClaude Fable 5 48ede2f7d7 Net: the Steam transport -- FakeIP + SDR behind the wire seam (step 4b)
NEW gated (BT_STEAM) TU L4STEAMNET: ISteamNetworkingSockets with FakeIP --
pseudo-SOCKET handles (0x5EA0xxxx) behind the L4NET BTNet* seam; the engine
TCP byte stream rides reliable-NoNagle Steam messages re-assembled into
per-connection rings (nonblocking recv semantics preserved: empty ->
WSAEWOULDBLOCK, peer-closed -> 0); two FakeIP ports mirror the arcade
console/game channel convention; listen sockets + accept queues via the
global status-changed callback; graceful degrade to Winsock at every step.
Seam completions in L4NET.CPP: CheckSocket reports a pseudo-socket peer as
its FAKE ipv4:port (the lobby egg roster matches unchanged); OpenConnection
TCP_OPEN delegates FakeIP targets to BTSteamNet_Connect.  WinMain installs
on BT_STEAM_NET=1 (lobby launch path / by hand).  CMake: gated SDK include/
lib/dll-copy.  Both pumps (SteamAPI_RunCallbacks + sockets RunCallbacks)
drive it -- the FakeIP result rides the GENERAL dispatch (first attempt with
only the sockets pump timed out).

Verified live (ON/ON build, Steam client running): SteamAPI_Init OK,
steam_appid.txt(480) auto-written, FakeIP allocated
(169.254.36.58, console 54464 / game 54465); without BT_STEAM_NET or
without Steam the game stays pure Winsock.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-17 23:47:47 -05:00
CydandClaude Fable 5 e79e8faeed Net: the wire seam -- file-local Winsock primitive wrappers (step 4a)
BTNetSend/Recv/Accept/Close wrap the 9 raw wire sites in L4NET.CPP (send
@x3, recv, accept @x2, closesocket @x2).  OFF builds are PURE CODE MOTION
(bodies are the original calls; the statics inline back); under BT_STEAM
each wrapper first offers the op to the Steam transport (BTSteamNet_*,
lands next) -- handles stay SOCKET-typed so L4Host and every call site
above the seam are identical on both wires.  Connection-ESTABLISHMENT
delegates (OpenConnection/listener arms) land with the transport.  The 3
BT_NET_TRACE blocks stay at call-site level, untouched.

Regression (pod build, 2-node loopback MP + btconsole relay): mesh forms
through BTNetAccept (console + peer accepts logged), both nodes reach the
full 31/31-subsystem running mission, 71/76 ticks -- byte-identical wire
behavior.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-17 23:41:28 -05:00
CydandClaude Fable 5 6c9edc8de3 KB: step-3 closeout -- miniconsole verification + SDK vendor note
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-17 23:37:39 -05:00
CydandClaude Fable 5 23c001938b Extern: vendor Steamworks SDK 1.64 (headers + redistributables) for BT_STEAM
The official Valve SDK zip (provided by Cyd), trimmed to what the gated
build consumes: public/ (steam_api.h, ISteamNetworkingSockets,
ISteamMatchmaking, the full public header set) + redistributable_bin/
(steam_api.lib/.dll all platforms) + Readme.  glmgr/steamworksexample/
tools dropped.  Used ONLY under -DBT_STEAM=ON (step 4); the pod and plain
glass builds never reference it.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-17 23:34:28 -05:00
CydandClaude Fable 5 c4ca87b808 Miniconsole: the front end + LocalConsole marshal -- self-launched missions (step 3)
NEW gated dir game/glass/: btl4fe (green-on-black GDI catalog menu -- map/
time/weather/length/mech/color/pilot/mode/port/peers; egg writer emitting the
FULL console egg shape, golden-tested vs MP.EGG: identical section sequence
at identical line offsets, the 4 static ordinal pages verbatim, GDI-rendered
128x32/64x16 pilot-name plasma bitmaps in MP.EGG framing) and btl4console
(the marshal: a worker-thread console CLIENT speaking the btconsole.py wire
protocol verbatim -- 1040-byte chunked egg, 20s settle, RunMission x2,
STAY CONNECTED, own the clock, StopMission at expiry; logs marshal.log).
The engine sees a real connected console and runs the 100% stock ladder --
NO engine hooks (less invasive than planned: the L4APP.H setters proved
unnecessary; launches go through real argv on relaunch).

WinMain (one gated block): zero-mission-arg glass launch -> menu -> relaunch
self with the mission argv (per-mission process relaunch; BT_FE_* env arms
the marshal); post-RunMissions BT_FE_LOOP tail returns to the menu.  Menu
relaunches CLEAR the BT_FE_* handoff (found live: the inherited env re-armed
a marshal instead of showing the menu).

Verified end-to-end (synthetic menu drive): menu -> frontend.egg -> relaunch
-> marshal feeds self over loopback -> stock console ladder -> mission RUNS
(58+ ticks) -> 60s clock -> StopMission -> clean menu return, no env leak.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-17 23:33:39 -05:00
CydandClaude Fable 5 82b53b7ad7 KB: step-2 closeout -- verification matrix + ledger detail (glass cockpit)
docs/GLASS_COCKPIT.md gains the 2b-2e detail + the full verification matrix
(purity build + seam audit, pod forced-walk, 2-node loopback MP via btconsole
relay on the POD build -- both nodes reach the running mission, PadRIO
authentic-path input, panel-click survival).  context/glass-cockpit.md status
updated: step 2 DONE [T2]; steps 3-4 pending.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-17 22:34:20 -05:00
CydandClaude Fable 5 418acf07e4 Panel: the vRIO layout + coloration, plasma flip fix, button-trap guard
Per Cyd: the on-screen panel now mirrors vRIO (C:\VWE\vrio -- CockpitLayout.cs
+ PanelCanvas.cs, itself the RIOJoy profile-editor layout from the original
Win32 RIO mockup): five 4x2 MFD clusters (addresses descending), four 1x8
board columns (Throttle/Secondary/Screen/Joystick), the two 4x4 hex keypads
(0x50/0x60 -- cells emit real keypad KeyEvents: internal=pilot unit, external=
operator unit), physical names (Panic/Main/Hat*/Pinky...), vRIO colors: red
lamp cells + yellow Secondary/Screen + neutral-blue keypads, flash half-
periods 500/250/125ms, right-click latch (gold outline).  104 controls.

PlasmaWindow: the gauge renderer writes the 128x32 buffer TOP-DOWN -- the
bottom-up flip rendered the marquee upside down (user-reported); copy straight.

Button-trap guard (the e2c21c4 pattern): the authentic base
ConfigureMappableMessageHandler FAIL trap is abort() under DEBUGOFF -- any
aux/zoom button without its L4 override reconstructed KILLED the game on
press.  Default now: loud [FAIL] log + ignore; BT_BUTTON_TRAP=1 restores the
hard trap.  Verified live: synthetic click on a Secondary cell -> 2 [FAIL]
lines (press+release through panel->PadRIO->ProcessRIOEvent->streamed
mapping), game survives and keeps ticking.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-17 22:30:35 -05:00
CydandClaude Fable 5 db9ac947f7 Displays: on-screen cockpit buttons + desktop plasma + the glass preset (steps 2d/2e)
NEW gated TUs: L4PADPANEL (GDI top-level window, all-W APIs: the pod button
banks -- upper/lower aux, 12 secondary, specials/hat/handle, 63 buttons --
clickable via PadRIO::SetScreenButton with lamp-lit faces from GetLampState,
10 Hz repaint; created by the PadRIO ctor on BT_PAD_PANEL=1) and L4PLASMAWIN
(PlasmaWindow : Video8BitBuffered -- the gauge renderer draws the 128x32
plasma into its pixelBuffer through the SAME code path as the serial device;
Update() blits orange-on-black at L4PLASMASCALE, default x4).  Gated seams:
L4GREND.cpp L4PLASMA=SCREEN branch; btl4main.cpp -platform glass preset
(PAD,KEYBOARD + BT_DEV_GAUGES + SCREEN plasma + panel; env always overrides;
non-glass builds log+fall back to DEV); run.cmd glass token.  MFD surfaces
need NO new code: the existing dock-bottom / BT_DEV_GAUGES_WINDOW=1 /
BT_DEV_GAUGES_DOCK=1 modes are the display story.

Verified live: -platform glass boots GLASS profile, panel + plasma windows
up, pad detected, dev gauges awake, mission loop clean.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-17 22:21:22 -05:00
CydandClaude Fable 5 9f35a8034a Controls: the keyboard bridges STAND DOWN for a live device (step 2c)
New engine query BTRIODevicePresent() (L4CTRL.cpp, ungated -- pod-correct for
the serial RIO too): device exists AND IsOperational().  Both dev input
bridges -- the mech4.cpp mapper-attr writes and the mechmppr.cpp BT_KEY_BRIDGE
block -- now gate their WRITES on it: BT_KEY_BRIDGE unset = auto (bridge only
when no device), 0 = force off (the documented pod setting, honored), else
force on.  The BT_FORCE_THROTTLE headless harness always rides the bridge.
The mapper demand READ (turn = turnDemand) always runs.

Verified live (glass build, PAD): OS-injected LSHIFT hold slews the PadRIO
throttle 0 -> 0.33 -> 1.0 with pre==thr every frame -- the value arrives via
the ENGINE push through the streamed .CTL binding, not the bridge -- and
speedDemand=61.501 comes out of the authentic InterpretControls.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-17 22:14:37 -05:00
CydandClaude Fable 5 ac57a474ef Input: the RIOBase seam + PadRIO -- the glass cockpit gets hands (step 2b)
L4RIO.h splits the abstract cockpit-control surface (RIOBase: enums, the five
analog Scalars, GetNextEvent/SetLamp, no-op serial ops, NEW IsOperational) out
of the serial RIO (RIO : PCSerialPacket, RIOBase -- byte-for-byte behavior kept,
ctor assigns as before); LBE4ControlsManager holds a RIOBase* and gains the
gated L4CONTROLS=PAD factory arm (BT_GLASS; OFF build logs+ignores the token).
NEW gated TUs: L4PADRIO (XInput+keyboard synthesize the surface; 3s hot-plug
re-probe; focus-guarded keys; per-poll AnalogEvent heartbeat; lampState[] +
static SetScreenButton/GetLampState for the panel) and L4PADBINDINGS
(content\bindings.txt profile, self-documenting default written on first run;
deflect/slew/set axis model; addresses validated against ButtonCount).
Verified live (glass build, L4CONTROLS=PAD): bindings written+parsed 44/10/5,
XInput pad detected, 121 streamed mappings install via stock PrimaryRIO path,
2157 frames clean. Pod build (gates OFF) compiles the split with zero
behavioral delta.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-17 22:11:16 -05:00
CydandClaude Fable 5 b26e8205e3 Controls: the .CTL positional-id off-by-one -- CONFIRMED live and FIXED (step 2a)
The streamed L4 mapping resource carries the binary's positional attribute ids
(stick=3, throttle=4) but MechControlsMapper chained from Subsystem::NextAttributeID
== 2 -- every streamed record resolved ONE MEMBER LATE (attr 4 -> pedalsPosition,
verified via the new permanent BT_CTRLMAP_LOG diagnostic in CreateStreamedMappings).
A latent real-pod bug: the serial RIO throttle would drive the pedals member; the
dev keyboard bridge masked it. Fix per the mechweap/mech attrPad idiom: ids pinned
to the binary numbering, id-2 gap padded, static_assert-locked. Torso + weapon
chains verified already aligned. Regression: BT_FORCE_THROTTLE headless walk clean
(speedDemand=61.501 through authentic InterpretControls, gait cycles, no faults).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-17 21:59:51 -05:00
CydandClaude Fable 5 3f49915d76 Build: the BT_GLASS/BT_STEAM compile gates -- glass-cockpit dev-layer scaffolding
Step 1 of the desktop developer layer: option(BT_GLASS OFF) + option(BT_STEAM OFF)
(BT_STEAM requires BT_GLASS, configure-time FATAL_ERROR), defines flow to all three
targets via BT_DEFS. Defaults build = the pure pod game, verified: 3-config configure
matrix + negative test + defaults Debug build (known mech3 /FORCE externals only).
New topic context/glass-cockpit.md + ledger docs/GLASS_COCKPIT.md; router rows added.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-17 21:48:35 -05:00
arcattackandClaude Opus 4.8 e2c21c4db2 Fix the tester 'buttons crash the game' report: two keyboard killers
Reproduced by full-keyboard fuzz (every WM_CHAR + WM_KEYUP posted to the
game window, per-key liveness; delivery proven by the new BT_KEY_LOG
[keych] trace).  Two distinct issues:

1) '&' == Shift+7 is the engine's dev-console STOP-MISSION keystroke --
   one shifted-key slip while hunting unmapped panel keys (MAP zoom '+'
   is Shift+'=') instantly ended the session, indistinguishable from a
   crash.  Now env-gated (APP.cpp): default ignored with a log line;
   BT_KEY_STOP=1 restores the authentic stop (verified both ways live).
   Same hazard class as the arrow-release '&' alias already swallowed in
   L4CTRL.cpp:1516.

2) '\' (the developer fake-event key) was a REAL wild-jump crash:
   Entity::Dispatch STAMPS entityID/interestZoneID into the message at
   Entity::Message offsets (ENTITY.cpp:236), and the '\' case dispatched
   a bare Receiver-sized ReceiverDataMessageOf<ControlsButton> at the
   Mech -- the stamp wrote past the stack object and corrupted the frame
   (cdb: call to eip=1 out of Receiver::Receive).  The 1995 binary does
   the identical overwrite and survived on stack-layout luck.  Fixed with
   Entity::Message-sized placement-new backing (btl4mppr.cpp); the only
   such call site (grep-verified).

Verified: full fuzz (95 chars + F-keys + letter/digit keyups, 118 keys
delivered) survives end-to-end; '&' stops cleanly under BT_KEY_STOP=1.
KB: reconstruction-gotchas.md gains gotcha 19 (Entity::Dispatch message
stamping) + the '&' note.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-17 16:06:46 -05:00
arcattackandClaude Opus 4.8 1ed8b05160 Radar view-wedge tracks the torso twist (Gitea issue #1)
The SECTOR radar's view cone read viewHorizontalRotation, wired by the
MapDisplay ctor from the mech's Torso -- but FindSubObject and
GetHorizontalRotation were NULL stubs, so the connection was never created
and the wedge sat at heading 0 regardless of twist.

Reconstructed from the binary:
- FindSubObject (FUN_0041f98c): a subsystem-ROSTER walk (count @+0x124,
  array @+0x128) matching the streamed subsystem name (sub+0xd4) with a
  tolower-strcmp (FUN_004d4b58) -- the 'Torso' sub-object IS the roster
  Torso subsystem.
- GetHorizontalRotation: torso+0x1D8 == Torso::currentTwist (layout-locked),
  via the existing task-#56 bridge BTGetTorsoTwistAddr (Radian is layout-
  identical to Scalar).

Verified live (MadCat, Standard mode Q/E): the wedge tracks the twist in
lockstep (rot 0 -> -2.21 rad), and the semantic test passes -- body turned
away, torso twisted back onto the enemy: reticle green + wedge pointing at
the enemy's blip on the body-fixed scope.  NB the Blackhawk's torso is FIXED
(+/-0.01 deg limits) -- its wedge authentically never moves; test with a
twisting mech.  Diag env: BT_RADAR_LOG.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-17 15:24:52 -05:00
arcattackandClaude Opus 4.8 8616b62405 LAST.EGG: pilot-2 -> crimson MadCat (Red->Crimson: vehicletable has no Red)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-17 14:25:17 -05:00
arcattackandClaude Opus 4.8 63250aee41 Fix two Jul-16 regressions: BT_DEV_GAUGES crash + -net dead controls mapper
Both surfaced today (dormant ~1 day) the moment the pod launch flags
(BT_DEV_GAUGES=1 BT_START_INSIDE=1, tools/mp_launch.sh) were used to drive in
multiplayer -- which made the same-day paint change look guilty.  Confirmed on
the pre-paint build too; the trigger was the Jul-16 audio attribute work.

1) BT_DEV_GAUGES crash (cdb: CoolingLoopConnection::Update, ~15s in as the gauge
   builds lazily).  The dev-gauge cooling-loop lamp reached the cooling master by
   RAW attribute index -- GetAttributePointer(3) + *(master+0x1d4).  The audio
   commits (cc2b109 ReportLeak etc.) inserted rows into the chained attribute
   tables, so index 3 shifted onto a scalar, the resolve walked garbage, and the
   background pass AV'd.  Fix: route through a complete-type bridge reading NAMED
   members (heat.cpp BTCoolingLoopFrame: linkedSinks.Resolve() +
   Condenser::condenserNumber) -- the databinding rule; never a raw numeric
   attribute index.  Removed the now-orphaned GetAttributePointer-by-index
   helper.  Name-keyed samplers (InputVoltage) were unaffected.

2) -net dead controls mapper (mech wouldn't walk; turning/weapons still worked).
   The RIO mapper is built from a stack SubsystemResource in btl4app.cpp that set
   only name/classID/modelSize -- leaving subsystemFlags as stack GARBAGE, which
   Subsystem::Subsystem copies into simulationFlags.  A stray DontExecuteFlag
   (0x2) froze the mapper (speedDemand stuck at 0).  Config-dependent: clean in
   SP, dirty in -net; the audio commits shifted the stack and flipped the bit.
   Fix: memset each hand-built control-mapper resource to 0 (flags 0 =
   AlwaysExecute, the faithful value -- a mapper must tick every frame).

Verified with the pod launch flags: SP alive 32s no crash; MP mech walks
(speedDemand 61.5 at full throttle, ~430u traveled), both nodes alive, no crash.

KB: reconstruction-gotchas.md gains gotcha 18 (uninitialized stack-resource
flags + the raw-attribute-index-into-a-growing-table variant) and a
verify-under-the-user's-launch-flags note.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-17 13:58:32 -05:00
arcattackandClaude Fable 5 e0474ff92a Per-pilot mech paint: wire the color/badge/patch substitution end-to-end
- Mech::resourceNameA/B/C -> real CString members (the binary's 16-byte
  CStringRepresentation; deep-copy bind from the MakeMessage = FUN_00402a98,
  implicit member dtors) + paint-name accessors
- SetupMaterialSubstitutionList reads the real egg names ([paint] log);
  TearDown clears the callback first (FUN_004d11e8)
- dpl_SetMaterialNameCallback is real now (L4VIDEO registry); bgfload
  MaterialResolver::resolve() applies it to every material name -- the
  port analogue of the dpl board rewriting names at load
- MP_BHMC.EGG: color=Red -> Crimson (vehicletable has no Red; binary Fail()ed)

Verified live 2-node MP: crimson MadCat with hip hazard stripes + yellow VGL
leg emblems; white Blackhawk + emblems; replicants painted on both nodes.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-17 09:50:23 -05:00
arcattackandClaude Fable 5 dda517b65c KB: mech paint audit -- per-pilot color/badge/patch substitution authored but unwired (the 'missing stripes/coloration' report)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-17 09:32:53 -05:00
arcattackandClaude Opus 4.8 46446f3870 KB: pod-hardware readiness gaps -> open-questions (Phase 8 assessment)
What's carried + plausibly functional vs what will need real work on modern
hardware: RIO serial chain / RGB-splitter channel packing / multi-output
selection / plasma driver all EXIST but are pod-untested; expected work =
multi-head D3D9 fullscreen modernization, the folded-away rear sound card
(4-speaker split), RIO protocol timing, and the undocumented pod bring-up.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-17 07:32:20 -05:00
arcattackandClaude Opus 4.8 abed41e711 gitignore: __pycache__
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-16 18:07:37 -05:00
arcattackandClaude Opus 4.8 224092aaff KB: reconcile the context system with the day's work
- decomp-reference.md: the binary ATTRIBUTE-TABLE section -- 16-byte
  {id,name,off+1,0} row format (alignment warning), the walker technique,
  and the three recovered tables (Mech ids 21-56 incl the corrected
  EyepointRotation@0x360 / RearFiring@0x410 / DistanceToMissile@0x400
  labels; HeatSink 3-12; Torso 3-15; the weapon RearFiring 'b' marker).
- combat-damage.md: the REAR-FIRE + look-view system (roster survey: the
  Blackhawk's ERMLaser_2/3 are the game's only rear weapons; every missile
  rack forward), the missile mount-frame launch truth, and the BANKED
  full Missile flight-model decode (three performances, proximity fuse).
- wintesla-port.md: post-Phase-4 closures (instability model live, F14
  static filter baked, the footstep warm-up bug + its trace-cap lesson);
  deferred list trimmed to F21/HRTF.
- AUDIO_FIDELITY.md: status block -- F14 FIXED, warm-up bug noted.
- open-questions.md: "which mechs used rear fire" answered from data;
  remaining look-view key bindings noted.
checkctx: CLEAN.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-16 18:07:15 -05:00
arcattackandClaude Opus 4.8 ebdfa40d95 HUD (task #68 follow-up): authentic reticle pip GROUPS -- front vs rear
The binary reticle registration resolves each weapon's RearFiring attribute
and registers its pip in group 1 (front) or 2 (rear) (part_014.c:5429-5434)
[T1]; the reticle draws the group selected by the mech's reticleElementMask
low bits (= binary mech+0x390, driven by the weapon-update view switch
part_013.c:5588-5595: forward |1&~2, look-back |2&~1).

Port: BTBuildReticle passes the real group (was hardcoded 1 on the disproven
"no BLH weapon is rear" belief); BTCommitLookState drives the mech's
reticleElementMask low bits per view (mech4's HUD tick already publishes
them as gBTHudGroupMask, and the reticle Draw already filters on it).

Resolves the user-reported "only 2 ERM dots but the mech has 3": ERMLaser_1
(front) and ERMLaser_2 (rear) both author pip position 1 -- with every pip
drawn in one group the two red dots sat exactly on top of each other.  Now:
forward view = 5 pips (2 PPC + ERM_1 + 2 SRM), look-back = the 2 rear
lasers' own group layout.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-16 17:45:24 -05:00
arcattackandClaude Opus 4.8 38febae36b Rear-fire + look views (task #68): the pod's rear arsenal reconstructed
The user's tip ("some mechs actually do fire backward") checks out end to
end.  Binary ground truth [T1]:
- weapon+0x334 (attr 0x1B "RearFiring"): the ctor tests the MOUNT SEGMENT's
  page name for the marker 'b' (@0x511aa2, part_013.c:6913-6930) -- the back
  gun ports sitelbgunport/siterbgunport.  The old reading ("EXT in the
  weapon model name") was a double misread (wrong string, wrong name).
- mech+0x410 (attr id 50 "RearFiring"; the old `stateFlags` label): the ctor
  ORs every weapon's flag (part_012.c:10220) -- "carries a rear arsenal".
- The mapper's five-state LOOK machine (part_013.c:396-459): on a state
  change it re-aims the eyepoint (mech+0x360 = EyepointRotation -- consumed
  by DPLEyeRenderable, already live in the port) and re-arms each weapon's
  viewFireEnable(+0x3E0): FORWARD view = the non-rear weapons, LOOK-BACK
  (yaw pi + lookBackAngle pitch) = the REAR-mounted ones, side/down = none.
  +0x3E0 is the same flag the emitter's Loaded->Firing gate reads (the old
  `useConfiguredPip` label) -- pips and fire permission both follow the view.

Port: rearFiring derived from the mount segment name (BTWeaponMountIsRear);
mech rearFiring ORed in the roster pass (the old SubProxy::IsDerivedFrom
stub returned 0 -- that loop never ran; now bridged through
BTWeaponIsRearFiring, which also fixes the weaponRoster fill); the look
commit is LIVE (BTCommitLookState: eyepoint EulerAngles from the authored
per-mech look angles -- now real members, were Wword scratch parks -- +
per-weapon view enables); MissileLauncher/ProjectileWeapon FireWeapon gate
on viewFireEnable like the emitter; RearFiring attrs (mech + weapon) bind
real members.  Keyboard: HOLD 'V' = the pod's rear-view button.

Live-verified on the default blackhawk: ERMLaser_2 -> siterbgunport rear=1,
ERMLaser_3 -> sitelbgunport rear=1, PPCs/SRMs/torso mounts forward -- the
blackhawk authors TWO REAR LASERS (owens also has back ports).  [rearfire]
trace under BT_PROJ_LOG.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-16 17:10:40 -05:00
arcattackandClaude Opus 4.8 ab6ea83e3b Missiles (task #67): launch through the WEAPON MOUNT frame -- the
backward-firing rack

User report (madcat): missiles sometimes leave the mech BACKWARD; lasers
always fine.  Root cause: only missiles fly the authored MuzzleVelocity
vector, and BTPushProjectile rotated it through the mech BODY basis
(localToWorld) -- but the madcat's racks ride the TORSO.  The muzzle POINT
was segment-resolved (tracked the twist) while the launch DIRECTION followed
the LEGS: twist the torso far enough and rounds left the back.  Lasers/ACs
aim straight at the designated pick (no launch vector) -- unaffected, exactly
as observed.

Binary ground truth [T1]: the fire builder FUN_004bcc60 spawns the missile
with the FULL muzzle-segment frame (the real GetMuzzlePoint fills an
AffineMatrix into the descriptor, :8762-8764), composes the authored MV with
the z-NEGATION (:8759-8761 -- confirming the 2026-07-12 telemetry finding)
onto the mech's own localVelocity (FUN_004b9cbc = owner+0x1c4), and the dumb
seeker re-aims 100u ahead of the MISSILE's own frame each frame (0x4be9a0
disasm) -- the mount orientation IS the launch direction.

Port: BTPushProjectile takes muzzle_seg and rotates the launch vector through
the mount segment's world frame (segment-to-entity x localToWorld, the same
matrix the muzzle point already used), keeping the z-negation convention, and
inherits the shooter's world velocity; body-basis fallback for callers
without a segment.  All four call sites pass GetSegmentIndex().

Bonus decode banked for the full Missile-entity revival (KB-worthy): the
three authentic performances -- Seeker 0x4be9a0 (aim = target-frame offset /
100u-ahead dumb + loft/lead 0x4beae4), Thruster 0x4be474 (quaternion-slerp
BODY TURN toward the aim at turnRate deg/s), MoveAndCollide 0x4bef78
(velocity aerodynamically aligned to thrust via signed-square per-axis gains,
ballistic droop as fuel burns, PROXIMITY FUSE on seeker rangeToTarget,
max-range + altitude-floor retire).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-16 16:46:56 -05:00
arcattackandClaude Opus 4.8 c51d64a6b8 Gyro tail + audio (task #66): the INSTABILITY MODEL -- mech+0x3F0 reconstructed
Byte-decoded the un-exported master-perf block @0x4aad3d-0x4aaf14 (capstone;
the same gap that held the F5 footstep code) [T1]:

  instab  = (min(|AccelerationLastFrame| / maxUnstableAcceleration, 1)
             x unstableAccelerationEffect)^2
  instab += clamp((demand - legCycleSpeed)/demand, <=1)      # "gun the engine"
             x unstableGunTheEngineEffect                    # (demand clamped to
                                                             #  [gimpStride(neg), runMax2])
  if (legAnimationState == 4 /*turn-in-place*/) instab += unstableStopedTurnEffect
  clamp to 1  ->  mech+0x3F0  ->  gyro->swayBias (gyro+0x3A8)

Every piece resolves to already-reconstructed structure: the model-record
tuning block rec+0x80..0x94 (ctor copy @0x4a2593 -- the six authored
Unstable* fields, previously parked in the Wword scratch bank, now real
members); AccelerationLastFrame@0x82c = the snapshot of the ring-derived
localAcceleration (copied at the perf tail @0x4ab142); CurrentSpeed@0x348 =
legCycleSpeed; the trn state 4 gate; and the gyro feed lands in the
EXISTING swayBias member + GyroscopeSimulation consumer (task #56) --
GyroFrameJointWrite's "0.0f model TBD" argument is now the live value.

UnstablePercentage (binary id 52 @0x3F0) binds the real member: the LAST
dead audio attribute is live -- the authored instability alarm (start
thresh 0.01 + volume = the fraction) sounds under hard maneuvers, and the
cockpit ambient sway now scales with reckless driving.

Live verification (30s, 0.6-throttle run): instab 0.38 during the walk->run
chase (cyc 22.2 vs demand 33.6), settling to 0.002-0.12 per-stride ripple at
steady run; attribute binds with live float values; [instab] trace under
BT_GYRO_TRACE.  unstableSuperStopEffect/unstableHighVelocityEffect writers
remain unlocated (plausibly the airborne perf variant) -- noted on members.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-16 15:51:10 -05:00
arcattackandClaude Opus 4.8 c581553a6c Audio (AUDIO_FIDELITY F14 residue): bake the authored static resonant
low-pass into the zone WAVs

232 zones author initialFilterFc(8)/initialFilterQ(9) (SBK 0..127) -- the
fixed resonant low-pass the EMU8000 applied in hardware; the port played
them unfiltered (flagship: the LaserLoaded charge hum, fc=57 Q=87, much
brighter/harsher than the arcade).  The extractor now applies an RBJ 2-pole
low-pass per zone: cutoff = the AWE NRPN curve (100 + fc*7900/127 Hz),
resonance = SBK Q -> 0..+12 dB peak [T3 curve, endpoints exact], designed at
the zone's baked rate so note-60 playback reproduces the hardware's absolute
cutoff (pitch-shifted notes carry the filter -- same limitation as the
rate-baked tuning).  Synthetic sweep verified: flat lows, +5.4 dB at the
authored 3.6 kHz cutoff, -22 dB @10 kHz, -46 dB @14 kHz.

Whole bake pipeline (filter -> attenuation) now runs in float with ONE int16
conversion + peak normalization: an int-per-stage draft hard-clipped 165 of
232 zones (resonance overshoot, worst 3% of samples); now only pre-existing
source-material clipping remains (14 files).  160 WAVs re-baked; the preset
table is unchanged (no engine rebuild).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-16 15:36:44 -05:00
arcattackandClaude Opus 4.8 a11a697824 Audio: footsteps arrive on the FIRST stride -- the 10-20 s warm-up bug
User report: footfalls silent for the first 10-20 s of every mission (all
mechs), then solid.  Root cause was three interlocking layers, each measured
with timestamped traces:

1. The authored footstep volume chain (LocalAcceleration [0,10]->ctl100 +
   LocalVelocity [0,0.6]->ctl101 through authored N=30/N=15
   AudioControlSmoothers, fill 0) hangs off the SOURCE's watcher chain
   (scale watches smoother watches mixer watches source), and an idle
   source's chain executes only at Start attempts -- one smoother sample
   per stride.
2. Each hop is frame-gated (AudioComponent::ExecuteWatchers,
   DefaultAudioFrameDelay), so any burst collapses to one execution.
3. The transient drop gate (vol < 0.3, AUDREND) rejected every Start while
   the smoother average crawled up 1/30th per attempt -> ~25 dropped strides
   before the first audible step, then per-frame execution while playing
   kept it warm forever ("solid after that").

Fixes (engine-level, each documented in place):
- AudioScaleOf<T>::Execute now sends EVERY poll (scales are continuous
  value-feeders; the base bitwise change-gate -- Motion::operator== is
  memcmp -- froze on our deterministic gait math, where the original's
  noisy physics floats never bit-repeated.  Triggers/matchers keep the
  change gate: their semantics are edge-based).
- Component/AudioComponent::PrimeWatchers(passes): recursive, GATE-FREE
  watcher pump; AUDREND runs 30 passes on every transient Start request so
  the authored smoothers evaluate at their true steady state before the
  drop gate reads the volume.
- localAcceleration derives via the binary's exact structure: 15-sample
  ring buffers of the raw position derivative + dt (ctor part_012.c:9836,
  derive :15169-15195), in the PerformAndWatch tail so it runs every frame.
- AttributeWatcherOf::GrabCurrentValue private -> protected (the scale
  override calls it).

Verified (30 s walk from cold start): drops 25 -> 3 (the survivors are
authentic quiet-stride gating: first gentle strides at vol ~0.28 vs the 0.3
gate), footfalls deliver from the first stride, 43 delivered with live
per-stride gain variation.  Diag traces added: [accwatch]/[fsscale]/
[smooth]/[smoothcfg]/[motionscalecfg] + timestamps on DROP/volset.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-16 15:11:17 -05:00
arcattackandClaude Opus 4.8 a8f14e1c24 KB: audio Phase 3+4 status -> AUDIO_FIDELITY.md + wintesla-port.md
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-16 14:17:21 -05:00
arcattackandClaude Opus 4.8 0e2401fb52 Audio Phase 4d (AUDIO_FIDELITY F5): footStep is the authored CONTACT LEVEL
The binary's per-frame perf (disasm @0x4a9e80-0x4a9eb6 leg / @0x4aba86-
0x4abab9 body) computes footStep@0x394 = (jointlocal.y <= *footStepThreshold)
with the threshold pointer = SequenceController+0x20 = &ANI hdr[2] -- the
header word the engine's own AnimationInstance captures (JMOVER.cpp:1415)
and our SelectSequence skipped.  States 0/1 retain the value.

Port: SelectSequence captures hdr[2]; PerformAndWatch evaluates the contact
level per frame from the cached jointlocal root joint (leg channel drives
the pose); the 150 ms clip-transition pulse + decay are RETIRED (steps fired
at clip boundaries with a fixed width; clips whose root crosses twice or
never counted wrong).

Live verification (30s walk): the authored threshold decodes real
(-0.232 root height); rootY oscillates across it per stride (-0.26 contact /
-0.19 swing) with clean 0->1->0 transitions per leg state (5/6/7); 34
footfall deliveries at stride rate with per-stride varying gains.

Also closes F23(2): the 17 authored AnimationState trigger states fire
empirically -- the EngineShiftFwd/Rev heard during the gait dead-band hunt
WERE states 10/11/14/15; the runtime clip numbering is correct.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-16 14:16:14 -05:00
arcattackandClaude Opus 4.8 9dcb4752de Audio Phase 4c (AUDIO_FIDELITY F17/F19): impact scaling + the authored footstep feed
F17 CollisionSpeed (binary id 24 @0x4B4): real member captured as
|worldLinearVelocity| when the contact accumulator arms (0->1) -- the authored
AttackVolume [0.9,1] / Brightness [0.7,1] scales over impact speed [0,25] now
make harder hits sound louder and brighter.  ReduceButton (id 46 @0x340): real
watchable member (the keyboard rig never presses it).  UnstablePercentage
stays deferred: its sway/overspeed model @0x3F0 is the known gyro-ledger gap
(live writer unexported); binding without the model would be a stand-in.

F19 footstep feed (the invention is dead, long live the authored chain):
new [motionscalecfg/motiontrigcfg] traces recovered the authored configs --
EVERY motion watcher extracts |linearMotion| (motionValue=3); the footstep
volume mixer is fed by LocalAcceleration [0,10] -> ctl100 (per-stride kick)
+ LocalVelocity [0,0.6] -> ctl101 (0.4 base while moving).  The port never
wrote Mover::localAcceleration, so ctl100 read 0 and the old mech2.cpp
step-intensity broadcast (patch-sniffing, invented curve) fought the live
authored scale.  Now: localAcceleration.linear = d(published velocity)/dt --
EXACTLY the binary's derivation ((avgVel - prev)/avgDt into +0x1e4,
part_012.c:15186-15195) -- and the broadcast is REMOVED.

Regression (30s, walk throttle): stable; footfalls deliver through the
wholly-authored chain with per-stride VARYING gains (0.61/0.72/0.62 -- real
step dynamics, impossible under the old constant-curve invention).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-16 14:11:36 -05:00
arcattackandClaude Opus 4.8 21378ec132 Audio Phase 4b (AUDIO_FIDELITY F16): the torso-twist servo whir -- Torso
publishes its real attribute table

Recovered the binary Torso attribute table [T1]: dense ids 3..15 from
MechSubsystem::NextAttributeID (HeatWatcher/PowerWatcher publish nothing --
binary parity), all 13 rows land on already-reconstructed members:
RotationOfTorsoVertical/Horizontal @0x1E4/0x1D8, HorizontalLimitRight/Left
@0x1DC/0x1E0, SpeedOfTorsoVertical/Horizontal @0x1EC/0x1E8 (the |rate| the
binary abs's -- our derive already did), StickPosition @0x1F0, TorsoUp/Down/
Left/Right/Center @0x1F8..0x208, MotionState @0x20C (statusFlags; the binary
writes 2 on the limit-hit frame -- the authored ==2 matcher is the twist-stop
clunk, settling the audit's [T4] guess).

Torso's AttributeIndex was default-constructed EMPTY -- TorsoTwistInt01/
Ext01/Stop01 were unreachable.  Now the authored chain (pitch -200..+200
cents over twist speed 0.5..0.9, start/stop gate at 0.25, stop clunk on
MotionState==2) drives them unchanged.

Regression (25s): stable; all three bind real; **attrnull count = 0 -- every
authored audio attribute in the game now binds a real member.**

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-16 14:03:38 -05:00