6bb03aed0bc4e0ba6cd6026d9224c074be897ff7
278
Commits
| Author | SHA1 | Message | Date | |
|---|---|---|---|---|
|
|
6bb03aed0b |
Gitea #48 ROOT-CAUSED + FIXED: MFD "stray blocks / misplaced lamps" = uninitialized translation-table entries leaking pixels into other displays' bit-planes
The conviction was empirical, not theoretical: a new write-site trap
(BT_PLANE_AUDIT) in the seven L4VB16 drawing primitives logs any draw whose
color carries bits outside its port's plane mask -- the exact cross-display
corruption condition (Replace ORs an unmasked color; Or/Xor ignore the mask
entirely; And clears foreign planes). A quiet solo session produced 15-30
leaks per minute:
[plane] PORT 'sec' pixmap draw at(0,0) idx 217 entry=0xffffff00 mask=0x3f
[plane] LEAK DrawPixelMap8[table] at(639,0) color=0xffffff00 mask=0x3f leak=0xff00
THE DEFECT: L4GraphicsPort::translationTable[256] is never initialized in the
ctor, and BuildSecondaryTranslation fills only the entries its BitWrangler
reaches -- 2^numberOfBits: 64 for the sec plane (mask 0x3F), 4 for the overlay
(0xC0). Entries above that stay heap garbage. Every draw resolves color
through this table, and the PIXMAP path indexes it with raw pixel values
0..255: the 480x640 radar background carries pixel index 217, whose garbage
entry's high bits (0xFF00 = ALL EIGHT MFD planes) were stamped into the shared
640x480 buffer -- invisible on the culprit page (the in-plane bits happened
dark) and visible as bright fragments at the same coordinates on every OTHER
display. That is the operator's screenshot exactly: the same-position blips
on Mfd1+Mfd2 and the Heat-display block.
FIX (engine, both layers):
* zero translationTable in the L4GraphicsPort ctor (plane-neutral default);
* BuildSecondaryTranslation now cycles the in-plane pattern across entries
[2^bits..255] -- high-index art degrades to its (index mod 2^bits) colour
IN-PLANE and can never leak. The 1995 binary ships the SAME 64-entry fill
and survived on 6-bit art discipline; garbage is not a preservable
behaviour, so the cycle-fill is a guarded PORT deviation (documented).
A/B PROOF: same probe, 60s -- 0 leaks after the fix (15-30/min before).
sim3 3-pod regression: zero crashes.
SECOND real defect found + fixed en route: sessions configure the CAMERA seat
first ("cameraInit" -- which includes the MISSION-REVIEW context:
configure(0, sec, 0, 0x00FF, native, rgb, mrpal.pcc), a DirectColor context
whose translation tables legitimately hold full RGB565 values spanning all 16
plane bits), and the viewpoint swap to the mech re-configured WITHOUT tearing
that tree down (btl4app's s_gaugeTreeBuilt latch treats the mech build as the
first). The orphaned review gauges kept executing through stale DirectColor
ports. BTL4GaugeRenderer::ConfigureForModel now overrides (ConfigureForModel
made virtual in L4GREND.h) and tears the prior entity-bound tree down before
every rebuild -- safe on first build, and the review screen rebuilds the same
way when the seat returns to the camera.
Also logged (open-questions): the review-screen PlayerStatus panels read the
compiled player at RAW BINARY OFFSETS (+0x1FC vehicle / +0x1C8 score /
+0x1C4 alive-dead box) -- the databinding trap, dormant until the review
screen runs; bridge before enabling the review.
Ruled out along the way (with evidence): the pilot-list label/erase geometry
(erase box 128x32 covers the 64x16 name rasters), the radar name labels
(view-level ClipImage clips them), PlayerStatus in-game execution ([ps] probe:
never runs in-game), and the PNAME bitmap dimensions (egg generator emits
64x16 exactly).
Why it "started with the comms feature" (#43): that wave registered the new
gauge classes with the config interpreter, letting more of the authored page
furniture parse and draw than before -- the leaking high-index pixmaps rode in
with it. [T3 correlation detail; the leak + fix are T2 live-verified.]
Diagnostics kept (env-gated): BT_PLANE_AUDIT (the leak trap, now a permanent
regression tripwire), BT_PS_LOG, the port-level pixmap identity trap.
KB: gauges-hud.md (#48 section), decomp-reference.md (BT_PLANE_AUDIT),
open-questions.md (PlayerStatus databinding entry). checkctx CLEAN.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
|
||
|
|
6f5a264835 |
Gitea #47 COMPLETE: the ENG-button attention FLASH is live (jam / bay fire) -- MechTech status scan + BTL4GaugeAlarmManager + lamp chain, all from the binary
The pod behaviour Cyd described -- "on a jam or bay fire the display eng button
for the system flashes" -- is authored data + a five-stage chain, now running:
MechTech::TechnicalAssistance (@004ad33c, per frame)
edge-scans every monitored subsystem's GetStatusFlags() 7-bit condition
mask (TechStatusType: Destroyed 0, Damaged 1, CoolantLeaking 2,
Overheating 3, AmmoBurning 4, Jammed 5, BadPower 6)
-> Start/StopEntityAlarmMessage (@00436688 id 7 size 0x20 / @004366b8 id 8
size 0x1C; broadcast @004364e4; port shape: direct
Start/StopEntityAlarmImplementation calls on the gauge renderer)
-> GaugeAlarmManager::Activate(alarmModel) -- alarmModel = MechTech+0x100 =
the 'mechalrm' ModelList (id 83) -> SearchList(83, type 31) -> the baked
GaugeAlarmStream (id 331, 11 items {condition, lampCode}), decoded:
Destroyed -> gotoEngineering + engCooling + engBusMode
CoolantLeaking -> gotoEngineering + engCooling
AmmoBurning -> gotoEngineering + engEject
Jammed -> gotoEngineering + engEject
BadPower -> gotoEngineering + engBusMode
-> BTL4GaugeAlarmManager::ReadGaugeAlarmStreamItem -- THE REAL BODY, from
@004cc2fc + helpers @004cc108/148/1a0/264/27c + tables @0051cf1c..0x51d084
(gotoEngineering 0x80 = the subsystem's QUAD-SELECT bezel button via
lamp[aux]/mode[aux] tables; 0x81+ descend the eng-page bank; Condenser /
Generator specials on CoolantLeaking; <0x80 = the heat-bank fixed map).
btl4galm.cpp's old bodies were admitted fabrications and its provenance
note ("no override body exists in the image") was wrong -- corrected.
-> LampManager::FindLamp (@00444c80) -> Lamp::SetAlertState (@00444e64, a
COUNTER so stacked alarms hold the flash) -> L4Lamp::NotifyOfStateChange
emits RIO flashFast states 0x37/0x13 (== T0 L4LAMP.cpp:234-239) -> the
pod's physical lamps AND the glass panels (PadRIO IS rioPointer there).
FOUR load-bearing defects found and fixed en route -- each independently fatal
to the feature:
1. HeatableSubsystem's Derivation chained Subsystem directly, SKIPPING
MechSubsystem (written before the WAVE-1 re-basing) -- so EVERY subsystem
on both family branches failed IsDerivedFrom(MechSubsystem), which is
exactly MechTech's monitor filter: the status scan watched NOTHING.
2. MechSubsystem::GetStatusFlags was non-virtual (binary: vtable slot 12) --
the scan's MechSubsystem* call bound statically to the base tier and the
weapon bits could never surface.
3. ProjectileWeapon::GetStatusFlags sat in a Ghidra export gap -- raw-disasm
@004bbf88: base | 0x20 (weaponAlarm==5 Jammed) | 0x10 (linked bin
cookOffArmed@0x18C AmmoBurning). The port had "defer to base".
4. Mech::Reset's respawn sweep blanket-cast every roster entry to
MechSubsystem and called RespawnRepair -- wrong for the Subsystem-level
entries (MechTech 0xBDC, SubsystemMessageManager 0xBD3). On MechTech the
recon damageZone slot lands on its subsystemMonitors chain head: NULL
while the scan was broken (fix #1's bug MASKED this one), but the moment
the monitors populated, RespawnRepair virtual-called through a
SubsystemMonitor as if it were a DamageZone -> load-time crash in
StateIndicator::SetState (caught with cdb; call [edx+14h] on code bytes).
The sweep now filters IsDerivedFrom(MechSubsystem) before the cast.
Also: GUID identities pinned -- 0x50f4bc = PoweredSubsystem::ClassDerivations
(via @004b1208 = its TestInstance; btl4gau2's two "Generator" comments were
wrong, swept), 0x50fb60 = Generator's. A shadow-field instance documented for
the deferred de-shadow: MechSubsystem::damageZone re-declares the PUBLIC engine
Subsystem::damageZone (SUBSYSTM.h:159) -- mechtech's naive `sub->damageZone`
read the never-written engine member (0 monitors again); now reads the recon
member via GetDamageZoneProxy(). Logged in open-questions.
Wiring: BTL4GaugeRenderer now constructs + assigns the BTL4GaugeAlarmManager
(the base ctor NULLs it and Activate Check()s it); MechTech's Report*/
StatusMessageSink stubs are real; alarmModel confirmed baked (= 83) at runtime.
VERIFIED LIVE (scratchpad/lampflash.py, BT_LAMP_LOG chain trace):
[techstat] MechTech id 32 monitors 29 subsystems, alarmModel 83
[techstat] LRM15_1 condition 4 SET (alarmModel 83) <- bay fire armed
[galarm] condition 4 code 0x80 -> lamp 0xd mode 0x1 FLASH
[lamp] 0xd <- 0x37 (FLASHING) <- the select button
[galarm] condition 4 code 0x85 -> lamp 0xb mode 0x4 FLASH <- engEject
[techstat] LRM15_1 condition 4 CLEARED <- detonation clears
[techstat] AmmoBinLRM15_1 condition 0 SET <- bin Destroyed
Regressions: baytest PASS (bay fire kills), baypurge PASS (purge extinguishes),
sim3 3-pod brawl PASS with ZERO crashes (6 kills, organic heat-route bay fires,
respawns clean through the new sweep filter).
Env: BT_LAMP_LOG ([techstat]/[galarm]/[lamp]). KB: gauges-hud (the flash
section), decomp-reference (the GaugeAlarm closure + tables + GUIDs),
open-questions (built-note + the de-shadow deferred item), btl4gau2 comment
sweep. checkctx CLEAN.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
|
||
|
|
5ae4410914 |
Gitea #46: ammo bay fire now DETONATES and KILLS (+ #47 fire icon) -- three stacked kill-switches removed, the fuse decoded, and a vptr-alias corruption caught by regression
Field report (night 3): "two ammo bay fires and no death" (Cyd + RajelAran; one
purged, one left burning). Root cause = THREE independent kill-switches stacked
on the same path, all in ammobin.cpp:
1. `GameClock::Now() { return 0; }` -- `cookOffTime < Now()` was `0 < 0`, so
an ARMED bay fire never detonated.
2. `InjectHeat(void*) {}` -- the detonation body was a no-op.
3. The bin's Damage record was never stamped -- 0 damage of type 0 (which the
mech TakeDamage handler drops) even if 1+2 had fired.
THE FUSE (raw disasm, scratchpad/disammo.py): the old "RandomDelay" was a Ghidra
carve artifact -- FUN_004dcd94 is __ftol and the export DROPPED the caller's x87
expression. The real bytes @004bd450: fld 10.0 / fmul [ticksPerSecond] /
fadd 0.5 / __ftol -- a FIXED 10.0-SECOND fuse in clock ticks. New gotcha #19
(reconstruction-gotchas.md) documents the __ftol export blind spot.
THE DAMAGE RECORD: bin+0x1F0..0x21C is a real engine `Damage` (FUN_0041db7c IS
Damage::Damage(), byte-matched to T0 DAMAGE.cpp). The linked ProjectileWeapon's
ctor @004bc3fc stamps it from weapon->damageData @0x3A8 via
owner->roster[0x128][res+0x1C0] -- projweap.cpp's old comment called this "the
bin's HUD display block ... wired in the AmmoBin family"; both halves were wrong
and it was wired nowhere. Now stamped (before MissileLauncher's ctor divides by
missileCount -- a missile bin authentically holds the per-SALVO amount).
THE DETONATION (@004ac274 = MechSubsystem::DistributeCriticalHit -- the old
"HeatableSubsystem::InjectHeat" label was wrong, and the old reconstruction
iterated a stand-in CriticalChain whose First()/Next() returned 0):
statusAlarm pulse Exploding(2)->Destroyed(1) (slot 13 = the printSimulationState
state PRINT @004ac8c0, not an "explosion notify"), own private zone pinned
destroyed, then collect the mech DamageZones whose crit entries plug the bin
(the binary filters plug classID 0x4E = DamageZoneClassID -- VDATA.h idx 78,
cross-checked via idx 28 = AudioStateTrigger), split the amount evenly, and send
the OWNER one full Entity::TakeDamageMessage per zone: inflictingEntity = SELF,
damageZone = the zone index, inflictingSubsystemID = the bin (the message-
manager explosion-bundling key, ENTITY3.h's own NOTE), printing the binary's
exact "ammo explosion damaging <zoneName>" @0050df61.
Port shape: Mech::AmmoExplosionFanOut (mechdmg.cpp) behind a databinding bridge;
guarded deviation: zoneCount==0 warns instead of the binary's unguarded divide.
CriticalChain/CriticalEntry stand-ins DELETED from mechrecon.hpp.
VERIFIED LIVE (BT_BAYTEST hook = message 1, the crit-induced arm channel):
scratchpad/baytest.py : arm -> 10s -> "20 rounds x 35 = 700 (type 2)" ->
"ammo explosion damaging dz_ltorso" -> zone cascade -> mech DESTROYED
(authentic death list).
scratchpad/baypurge.py: arm -> eject-hold purge -> "bay fire EXTINGUISHED
(bin empty)", no detonation.
scratchpad/sim3.py : the HEAT route arms organically in combat (overheated
AFC100), detonates "11 x 25 = 275 (type 1)" split across dz_larm + dz_lgun.
BAYBOOM matchlog record added for MP field forensics.
FIX-OF-THE-FIX (caught by the sim3 regression, would have shipped a crash):
MechSubsystem's ReconDamageZone proxy puts structureLevel at OFFSET 0 -- which
ALIASES THE REAL DamageZone's VTABLE POINTER (the private zone is `new
DamageZone`, mechsub.cpp:154; mechsub.hpp:260 documents the alias). My first
DistributeCriticalHit kept the old body's `damageZone->structureLevel = 1.0f`
and OVERWROTE THE ZONE'S VPTR with 0x3F800000; the respawn sweep's virtual
SetGraphicState (vtable+0xC) then called through it -> AV at 0x3f80000c in
RespawnRepair, one frame after a bay-fire death. ALL EIGHT proxy-view sites in
mechsub.cpp swept to the engine view (((DamageZone*)damageZone)->damageLevel
@0x158) -- including two silently-wrong LIVE readers: GetStatusFlags (vptr as
float -> always "intact") and ApplyDamageAndMeasure (the crit cascade's
measure). Ruled out first by evidence: the weapon->bin stamps were all clean
(six stamps, all classID 0xbcb, logged).
#47 (half 1 -- the FIRE ICON): BallisticWeaponCluster::Execute @004c9a38 reads
bin+0x18C = cookOffArmed into the btefire.pcc TwoState, and while armed computes
(Now - cookOffTime)/ticksPerSecond -- the COOK-OFF COUNTDOWN -- into the numeric
beside it. The old reconstruction misread 0x18C as "the reload state" and
bridged the icon to BTAmmoBinFeeding, so it blinked on every feed and never lit
on a bay fire (RajelAran: "it doesn't"). Now driven by the
BTAmmoBinCookOffArmed/CookOffTime complete-type bridges. [T2 -- the data path
is rig-verified; the pixels await the next live session.]
#47 (half 2 -- the ENG-BUTTON FLASH): fully mapped, deliberately NOT built this
session. The authored data SHIPS (BTL4.RES carries exactly one type-31
GaugeAlarmStream); the chain is alarm SetLevel -> gauge-watcher socket ->
Renderer msg 7 -> GaugeAlarmManager::Activate @00448d00 (T0) -> the BTL4
override @004cc148..@004cc2fc (btl4galm.cpp's provenance note claiming "no
override body exists" is WRONG -- corrected in-file) -> LampManager::FindLamp
@00444c80 -> Lamp::SetAlertState @00444e64 (flash counter) -> the L4 flush
@00474e94 emitting flashFast states 0x37/0x13 (== T0 L4LAMP.cpp:234-239).
Missing: the override bodies, the gauge-watcher sender, the aux-button lamps.
3-piece plan in context/open-questions.md.
Also logged: HandleMessage is vtable slot 8/9 in the binary but NON-virtual
across 10 reconstruction classes (bit the BT_BAYTEST hook; typed call used, gap
documented in open-questions).
KB: combat-damage.md (the full cook-off section), decomp-reference.md (the
cluster addresses + the GaugeAlarm/lamp map + BT_BAYTEST env), gauges-hud.md
(the fire-icon correction), reconstruction-gotchas.md #19 (__ftol),
open-questions.md (2 entries), btl4galm.cpp provenance correction.
checkctx CLEAN. 40 LNK2019 unchanged (the two pre-existing families).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
|
||
|
|
f3bdb3b85a |
Searchlight + ThermalSight ToggleLamp WIRED (#61) -- and a swapped table attribution ROOT-CAUSED, retracting a false "1995 latent bug"
Both classes' Receiver::MessageHandlerSet were default-constructed blackholes (input-path audit systemic cause #1): entryCount 0, no parent chain, Find() returns NullHandler for every id, Receive drops silently. The new unhandled- message trace printed it on the first press: [btntest] PRESS 0x14 at poll 400 [msg] UNHANDLED: Searchlight has no handler for message id 3 Each class now has a GetMessageHandlers() function-local static chained to PowerWatcher's (which name-resolves through HeatWatcher/MechSubsystem to Receiver's empty ROOT set, so id 3 does NOT collide with HeatSink's ToggleCooling), plus a correctly-typed forwarder -- Receiver::Handler is void(const Message*) while the decomp shape is Logical(Message&), so a cast would be UB that merely happens to work on x86 __thiscall. DefaultData re-pointed off the dead empty sets. MessageArg now reads the NAMED ReceiverDataMessageOf<int>::dataContents with a static_assert locking it to the binary's message+0xC (was a raw offset read -- databinding rule). ROOT CAUSE of a long-standing misattribution: @004b860c is **ThermalSight's** ToggleLamp (table @0x51120C), NOT Searchlight's. The two TUs emit parallel shared-data blocks with identical stride (msg entry, +0x5C attrs, +0x84 Performance triple); what pins each entry to its TU is that "ToggleLamp" is NOT pooled across them -- two copies exist, each emitted immediately before its own class-name string ("Searchlight"@0x51144B, "ThermalSight"@0x511475). [T1: reference/decomp/section_dump.txt:69661-69711] Searchlight's own handler is @004b838c, which sits in a Ghidra EXPORT GAP (#60). RECOVERED by raw disassembly of content/BTL4OPT.EXE (scratchpad/dis838c.py, the EjectAmmo technique) -- and it corrected two things I had inferred wrong: * NO ControlsAllowLights/+0x25C novice gate. Searchlight tests the press alone; that lock is ThermalSight-only. A NOVICE pilot CAN work the lamp. * `or word ptr [this+0x18],1` sits AT the jle target -> the graphics-dirty bit (updateModel == ForceUpdate(), per #59) is raised UNCONDITIONALLY. Consequence: the "ORIGINAL 1995 LATENT BUG -- the searchlight can never light" claim is RETRACTED. It compared Searchlight's Performance (@004b841c, reads requestedOn@0x1E0) against ThermalSight's toggle (0x1DC) -- two different classes -- and so invented a missing 0x1DC->0x1E0 bridge. Every sibling toggles the field its own Performance reads. The searchlight DID light in the arcade, the searchlight->fog swap was NOT inert there, and building PullFogRenderable is FAITHFUL rather than a designer-intent deviation (the 2026-07-13 "left as-is" decision is void; the sim needs no repair). Verified live, real click seam (BT_BTNTEST): 0x14 -> [light] requested ON -> reported lightState 0 -> 1 (lamp lights) 0x12 -> [light] thermal sight requested ON -> thermalActive 0 -> 1 UNHANDLED lines for both classes gone; 40 LNK2019 unchanged (the pre-existing CreateStreamedSubsystem + Entity__SharedData::DefaultData families only). Swept the misattribution out of searchlight.cpp/.hpp, thermalsight.cpp/.hpp, hud.cpp:282 (it had claimed @00511180/@004b838c as HUD's), btplayer.cpp's +0x25C consumer list, context/{decomp-reference,subsystems,rendering,open-questions, pod-hardware,experience-levels}.md, docs/{GLASS_COCKPIT,INPUT_PATH_AUDIT}.md. checkctx.py CLEAN. Still open (documented, not fixed): ThermalSight has no visible IR effect (ToggleGlobalThermalVision is a marked no-op, pvision unported, IsLocallyViewed returns False); ThermalSight publishes "LightState"->0x1D8 where the binary has "LightOn"->0x1D8 and "LightState"->0x1E0; Searchlight's commandedOn@0x1DC has no identified role and measured 21 live, hinting our SubsystemResource +0x28 differs from the binary's. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> |
||
|
|
62513b2f8a |
Gitea #53: generators can be switched off -- ToggleGeneratorOnOff reconstructed from @004b1ed0
TWO missing pieces, both now in place.
1. Generator had NO handler set of its own, so every message aimed at it hit a
default-constructed blackhole. Proved empirically with the new
unhandled-message trace by pressing button 0x1A:
[msg] UNHANDLED: Generator has no handler for message id 4 -- silently dropped
Added Generator::GetMessageHandlers() chained to **HeatSink**, deliberately NOT
PoweredSubsystem: id 4 there is SelectGeneratorA (the weapon-side generator
SELECTION that already works), so chaining to it would have made these four
buttons invoke the WRONG function instead of doing nothing. HeatSink owns id 3
(ToggleCooling), leaving id 4 free.
2. ToggleGeneratorOnOff had no body at all (0 references in game/). Transcribed
instruction-for-instruction from @004b1ed0:
- call @004ac9c8 -> BTPlayerRoleLocksAdvanced: a NOVICE pilot cannot use it
- [msg+0xc] <= 0 -> press only, ignore the release
- ON : startTimer = 0; if heatAlarm(@0x184) < 1 also stateAlarm -> 0
(Starting, so it spins up -- a heat-faulted generator keeps its fault
level); generatorOn = 1, coolantAvailable = 1, coolantFlowScale = 1.0
- OFF : stateAlarm -> 1 (GeneratorIdle); generatorOn = 0,
coolantAvailable = 0, coolantFlowScale = 0 (its coolant share is
released back to the loop)
So taking a generator off line idles it, drops its coolant draw and stops it
feeding its taps -- the authentic heat-management trade from the manual.
VERIFIED LIVE (BT_BTNTEST=0x1A,400,900 through the real click seam):
[btntest] PRESS 0x1a at poll 400
[gensel] GeneratorA generator OFF LINE (stateAlarm 1, coolantFlowScale 0)
and the UNHANDLED warning for Generator is gone.
Answers Cyd's report from two playtests ('still cannot turn of gennies'). Note
this is the ON/OFF control -- generator SELECTION (which generator a subsystem
draws from) is a different message and already worked.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0166KTsC7ADm7VXEi1HF1jNg
|
||
|
|
33ca99eb69 |
Input-audit cause #1: revive the Avionics power bank + add the unhandled-message trace
THE CLASS OF BUG. A default-constructed Receiver::MessageHandlerSet is a total blackhole: entryCount 0 and NO parent chain, so Find() returns NullHandler for every id and Receiver::Receive dropped the message with no log, no counter, nothing. docs/INPUT_PATH_AUDIT.md ranked this systemic cause #1; running its own lint finds SEVEN such sets (Sensor, Searchlight, ThermalSight, Gyroscope, MechTech, SubsystemMessageManager, Torso). It is also why generators cannot be switched off (#53) -- same shape. FIX 1 -- Sensor / Avionics (the big one). The streamed mappings aim 108 records across the 18 mechs at it: the MFD2 ENG1 power bank, 6 clickable buttons plus keys F5-F9 (route Avionics power to generators A-D, gen mode, coolant cut). All silently swallowed. Sensor needed NO handlers of its own -- ids 4-8 already live on PoweredSubsystem, which chains HeatSink for id 3, covering the whole 3-8 range those buttons send. It only ever needed to CHAIN, which is exactly why the byte-identical bank on ENG2 works (Myomers chains, myomers.cpp:88-100; Sensor did not). Added Sensor::GetMessageHandlers() with the same function-local-static idiom and pointed DefaultData at it instead of the empty set. VERIFIED LIVE (scratchpad/avionics.py -- pages MFD2 and presses the bank): [gensel] Avionics -> GeneratorA (tapped) ... B, C, D [gensel] Avionics mode -> 2 i.e. Avionics now behaves exactly like Myomers. 24 handler hits, 0 unhandled. FIX 2 -- the standing guard. Receiver::Receive now logs once per (class, message id) pair when no handler is found: '[msg] UNHANDLED: <class> has no handler for message id N -- silently dropped (is its MessageHandlerSet chained?)'. Once-per-pair on purpose, since some ids broadcast every frame. This one line would have printed Avionics, Searchlight, ThermalSight, crouch and all four generator buttons on the first boot instead of costing us months of player reports. Uses SharedData::derivedClasses -> Derivation::className. DEFERRED, with reasons (not guessed at): Searchlight's ToggleLamp body exists but is unreachable -- it needs a correctly-typed forwarder (Receiver::Handler is void(const Message*); ToggleLamp is Logical(Message&), so a cast would be UB that happens to work on x86) AND an id check, because its id 3 collides with HeatSink's ToggleCooling and I have not traced whether PowerWatcher's chain reaches HeatSink. #53 needs more than chaining: ToggleGeneratorOnOff @004b1ed0 has no body at all. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_0166KTsC7ADm7VXEi1HF1jNg |
||
|
|
08977ff128 |
Gitea #55: respawn now restores COOLANT / heat / generator state (+ a Generator reset re-transcribed from the binary)
THE GAP: Mech::Reset sweeps every subsystem with the virtual DeathReset (mech4.cpp:1789), but only 7 weapon/ammo classes overrode it -- the entire heat/coolant/power family fell through to the empty Subsystem::DeathReset base (SUBSYSTM.h:161), so the respawn reset was a SILENT NO-OP for them. All the ResetToInitialState bodies already existed; nothing ever called them. Hence the field report: 'respawned with drained coolant'. Added DeathReset forwarders (ResetToInitialState is not virtual, so each class with its own body needs one): HeatableSubsystem, HeatSink, Condenser, PoweredSubsystem, Generator. HeatSink's also serves Reservoir -- the coolant tank -- which has no body of its own; that is the one that refills coolant. TWO MIS-TRANSCRIPTIONS FIXED, both verified against the binary with capstone: 1. HeatSink::ResetToInitialState chained HeatableSubsystem::ResetToInitialState with the comment 'FUN_004ac22c'. But @004ac22c is Subsystem's terminus -- disassembled: it reads the damage zone at this+0xe0, clears zone+0x158, and Set_Alarm_Levels zone+0x10 and this+0x2c to 0. And the binary's HeatSink @004ad760 calls only @004ad884 (ClearHeatFilter), @004ad7f0 (UpdateHeatLoad) and @004ac22c -- never HeatableSubsystem. Worse, HeatableSubsystem's body sets currentTemperature = 300.0f, CLOBBERING the startingTemperature that HeatSink assigned four lines earlier. Dropped the call; the terminus work is already done for every subsystem by MechSubsystem::RespawnRepair (mech4.cpp:1790). 2. Generator::ResetToInitialState chained HeatableSubsystem and set outputVoltage = 0 -- which matches GNRATOR.TCP, but BT's BINARY DIVERGES from the TCP source, and the binary is what shipped. Disassembled @004b215c instruction by instruction: it chains HeatSink (so the coolant refill DOES run for a generator), then generatorOn=1, startTimer=0, stateAlarm 0 then 2, **outputVoltage = ratedVoltage**, coolantAvailable=1, coolantFlowScale=1.0, startTimer=startTime. Every offset matches our declared members exactly. The old version brought generators back from a respawn at ZERO output voltage, so energy weapons could never charge -- no recharge ring, no ready dot, nothing damaged. That is a strong candidate for #54 (David's three dead lasers). LIVE VERIFICATION (sim3.py, 3 mechs + force damage): 4 death/respawn cycles, and every heat sink logged coolant == capacity on every respawn, with temp restored to startingTemperature (77) rather than the clobbered 300. Left as a silent regression guard that only speaks if a respawn leaves coolant short. KNOWN REMAINING [T3, noted in code]: Condenser's body chains HeatableSubsystem rather than HeatSink, so a coolant loop's VALVE DETENT may still persist across a respawn -- the binary's Condenser reset is not yet decompiled. Do not claim valves are fixed. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_0166KTsC7ADm7VXEi1HF1jNg |
||
|
|
2518e43719 |
Gitea #59: the first death permanently disabled ExecuteWatchers -- simulationFlags |= 0x1 should be ForceUpdate()
Verified the claim in the binary myself with capstone before changing behaviour: 0x4c0155: or word ptr [ebx + 0x18], 1 +0x18 is Simulation::updateModel, a **Word** -- and the 16-bit 'or word ptr' settles it, since simulationFlags is an LWord at +0x28 and would assemble as 'or dword ptr'. So the authentic op is updateModel |= DefaultUpdateModelFlag, which is exactly Simulation::ForceUpdate() (SIMULATE.h:146-147). The old transcription wrote simulationFlags |= 0x1 instead. Bit 0 there is DelayWatchersFlag (SIMULATE.h:170); Simulation::Simulate then skips ExecuteWatchers() forever (SIMULATE.cpp:461), and NOTHING clears it -- the only ClearWatcherDelay() in the tree is in the encore path (UPDATE.cpp:215), which a Player never takes. So every pilot's first death permanently disabled watcher execution on their simulation, and the replication mark the binary intended was never set at all. context/reconstruction-gotchas.md had flagged this exact line as the un-audited sibling of the #12 dirty-bit class, asking for the disasm first; that is now on the record. LIVE VERIFICATION (scratchpad/sim3.py, 3 mechs + BT_MP_FORCE_DMG, 180s): 4 consecutive death/respawn cycles on pod3, every one completing -- death cycle START (death #N) -> RESET at drop zone [COMPLETE] with 'player watchersDelayed=0' after every death, and no crash. Also re-confirms the #57 latch fix under repeated deaths (the interleaved SWALLOWED lines are the authentic dedup of a second notification, each followed by a completed RESET). Leaves a silent regression guard: the death path now logs only if it ever finds the watcher-delay flag set again. Rigs: sim3.py (3-mech combat + force damage), destest.py (2-node designation proof: 18 designations, deathPending clean on all of them). Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_0166KTsC7ADm7VXEi1HF1jNg |
||
|
|
2dd4ee3910 |
ROOT CAUSE: target designation wrote a Mech* into deathPending, disabling respawn (#57/#48)
MEASURED our compiled BTPlayer layout (new one-shot [layout] ctor diagnostic): sizeof=652 (0x28c) killCount@0x270 pad_0x280@0x274 objectiveMech@0x278 deathPending@0x284 The three target-designation sites wrote RAW at pilotArray[0]+0x284 intending the BINARY's objectiveMech. On our object 0x284 is deathPending -- the death-cycle latch. So EVERY target designation (the Comm bank 0x30-0x37, or the typed t/y/u/i/o keys) stored a Mech pointer into deathPending, and a non-zero deathPending makes VehicleDeadMessageHandler take its dedup early-return, which skips the warp, ++deathCount, the PLAYER_DEAD record AND the drop-zone hunt. => designating a target silently disabled your respawn for the rest of the process. That is #57's missing first cause: it explains David's very first death being swallowed with no prior death, and the 3-of-3 swallowed deaths in the final round. It also explains the operator's persistent observation that the trouble began when the comms panel went live -- before the pilot list populated, there was nothing to designate. And the designation never worked either: the value never reached objectiveMech (input-audit finding #1). FIX: all three sites now use named-member bridges in the complete-BTPlayer TU -- BTPilotSetObjectiveMech / BTPilotObjectiveMech / BTPilotVehicle / BTPilotPosition / BTVehicleDestroyed. Also retires the raw +0x1fc (playerVehicle) reads and the raw +0x100 position reads in ChooseNearestPilot, and routes its destroyed-check through the real Mech predicate instead of the Is_Destroyed stub. LAYOUT LOCKS: static_asserts on objectiveMech@0x278, deathPending@0x284, killCount@0x270 and sizeof==0x28c, in the friend fn BTPlayerLayoutSelfCheck, so a member shift fails the BUILD instead of silently clobbering the latch again. Rigs: scratchpad/commstest.py (drives designation + captures panels), valvetest.py, lampgallery.py (428-bitmap gallery for #48 visual search). Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_0166KTsC7ADm7VXEi1HF1jNg |
||
|
|
cb50a1d491 |
Gitea #48: add BT_NO_PILOTLIST=1 -- make the operator's comms hypothesis decidable
The operator reports consistently, across two sessions, that the MFD artifacts began the night the Comm pilot list was enabled (#43) and were never seen before. Four static theories of mine died -- plane masks (all 7 primitives invert correctly), L4GraphicLamp (never instantiated, dead code), the sec-port lamps (wrong plane AND wrong colour, operator confirmed on sight from the decoded art), vertBar/VertTwoPartBar (clamps every value, sets its cursor per draw). And no rig reproduces it: not 2 pilots, not 5 pilots on last night's exact roster, not autofire + repeated valve moves. So stop theorising and make the field observation decidable: BT_NO_PILOTLIST=1 makes PilotList::Execute draw nothing, everything else untouched. artifacts gone with it / present without => confirmed, and it is the workaround artifacts either way => not the pilot list Diagnostic only, default OFF. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_0166KTsC7ADm7VXEi1HF1jNg |
||
|
|
5174c638ce |
K/D scoreboard ROOT-CAUSED (#45) + respawn latch fix (#57) + plate stage ops (#58)
FIXES (compile clean; exe link pending -- a game client still holds btl4.exe): #57 respawn latch: deathPending was released in ONE place (btplayer.cpp:343) and only if a LATER re-post happened to find the mech alive -- so if the +5s re-post landed before the drop-zone reply, or never arrived, the flag stayed set while the pilot respawned and fought on, and their NEXT death hit the dedup at :391 and was swallowed whole (no warp, no tally, no hunt) for the rest of the process. Tonight 3 of 3 deaths in the final round were swallowed, each by a player who had respawned successfully earlier in the same process. Clear moved to the actual completion point (after Mech::Reset at the drop zone) + the four abandon paths that also stranded it. Cycle logging promoted to always-on (START / RESET / SWALLOWED warning) + a RESPAWN matchlog record. #58 reticle callsign plate drew as a SOLID RECTANGLE on some maps: my dpl2d_DrawTexturedRect bound a texture but never set COLOROP/ALPHAOP, and L4D3D.cpp:1085 sets both to SELECTARG1 from TFACTOR (ignores the texture, fills with a constant). Which state was live depended on what the 3D pass drew last -- hence 'depends on the level'. Now sets MODULATE texture x diffuse for both channels and restores. Latent sibling noted (CameraHUDDrawQuad, same omission). ROOT-CAUSE DOC (no code): docs/KD_SCOREBOARD_PLAN.md. Headlines: - the port reads DEATHS from the WRONG FIELD: the binary's PilotList draws +0x27c/+0x280; we labelled +0x280 'pad_0x280', never write it, and substituted the engine's Player::deathCount (+0x200, the respawn identity number seeded to -2) -> remote rows read a clamped fake 0 by construction; - BTPlayer::VehicleDeadMessageHandler @0x4c05c4 is MISSING from our decomp export (functions_index.tsv jumps 4c052c -> 4c083c, verified) -- that silence is what produced the 'pad' belief. An absent function is not evidence of an absent behaviour; - neither counter rides an update record, so divergence never self-heals and bystanders show 0/0 all mission; BTPlayerCountObservedDeath is unreachable dead code; - 'a kill I didn't earn' = last-hitter-takes-all via lastInflictingID, and COLLISIONS count (5 of 47 deaths had a type=0 killing blow); - the phantom kill is authentic 1995 (the kill handler bumps the victim's killCount too); - btplayer.cpp:453 does simulationFlags |= 0x1 where the binary does ForceUpdate() -- bit 0 is DelayWatchersFlag and nothing clears it, so the first death of any pilot permanently disables ExecuteWatchers on that player's simulation. Filing separately. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_0166KTsC7ADm7VXEi1HF1jNg |
||
|
|
23229e573e |
Reverse thrust was dead on the desktop (user report): wire the 0x3F throttle-handle button
LALT -> button 0x3F was bound in both binding layers and PadRIO pushed the RIO ButtonPressed event correctly, but nothing ever set the mapper's ReverseThrust: - the authentic route is BTL4.RES 'L4' streamed record [2] (Button Throttle1 0x3F -> attr 6 ReverseThrust@0x124), but our streamed BUTTON mappings are not consumed at all -- MechControlsMapper::AddOrErase is still the unreconstructed Fail stub, so the event never reaches the attribute; - the ONLY writer of reverseThrust was the keyboard bridge's 'key_throttle < 0' test, which is bypassed whenever a RIO is operational (the pad RIO always is, so the bridge is OFF on the desktop) AND is unreachable regardless, because L4PADRIO clamps the Throttle channel to [0,1]. Net: Alt did nothing and the flag was re-zeroed every frame. FIX: publish the 0x3F hold state from PadRIO::EmitButton -- the one chokepoint every desktop source funnels through (keyboard, gamepad, DirectInput joystick, glass-panel clicks via SetScreenButton) -- and apply it in InterpretControls gated on BTPadRIOActive() so real pod hardware is untouched (there the streamed mapping owns the flag). Marked [T3]; delete once streamed button mappings land. Reverse is a HOLD (manual: hold the red throttle button, release = forward). Verified with scratchpad/revtest.py (keybd_event injection, BT_KEY_NOFOCUS): forward = rev=0 dmd +61.501; LALT held = rev=1 dmd -61.501; release edge logged. KB: pod-hardware.md now records the streamed-button-mapping gap + this seam. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_0166KTsC7ADm7VXEi1HF1jNg |
||
|
|
6c3fca2f67 |
Gitea #38 ROOT CAUSE + FIX: mech paint lost on geometry re-load (view toggle / respawn)
Found from the user's live 2-node demo: a Crimson MadCat went GREY in its own view after a V (inside/outside) toggle, with NO new [paint] or MakeMechRenderables line in the log -- so no rebuild, just a re-parse. ROOT CAUSE: the per-pilot colour/badge/patch is applied by rewriting MATERIAL NAMES while a BGF parses, and only while the substitution callback is installed (SetupMaterialSubstitutionList .. TearDown, bgfload.cpp:15-18). BTL4VideoRenderer::ApplyViewSkeleton re-parses every shown segment BGF on each view toggle AND on respawn (that is what its fresh graphic-state read is for), but did so OUTSIDE that bracket -> raw %color% placeholders -> unpainted materials -> grey. Nothing caches the geometry (d3d_OBJECT caches only textures), so every call re-parses. This is #38's mechanism: 'colors not preserved on respawn' was never a replication or teardown bug. FIX: re-install the substitution list around the reload, reusing the serial the mech was BUILT with -- SetupMaterialSubstitutionList advances the global %serno% per call, so a naive re-bracket would stamp a different serial and still resolve the wrong names. MechRenderTree gains paintSerno (captured before Setup at build); ApplyViewSkeleton installs/restores around the loop and logs it. Rig-verified: the crimson MadCat stays crimson (yellow patch intact) across repeated inside/outside toggles; each toggle now logs '[paint] color=red serno=0' + '(paint serno 0)'. ALSO -- corrections to yesterday's #44 name plate from the adversarial pass: - kPlateARGB 0xFF808080 -> 0x80FFFFFF. BMAP.BMF tag 0x0027 is dpfB_MATERIAL_OPACITY_TAG [T0 libDPL/dsys/PFBIZTAG.H], NOT a diffuse colour: the materials carry NO colour tag at all, so the plate is the unmodulated callsign raster at ~50% opacity, not a grey label. (Two independent workflows converged on this.) - the plate's K = 1/2.8 is NOT the hotbox's constant (2.8145) -- de-unified. - the Lock attribute is HUD attr id 10, an int/Logical*, not a Scalar*. - the PNAME pair split is the V half, not U (our per-player texture is one 128x32 cell, so the port quad samples v 0..1). - retracted bgf-format's 'tag 0x0027 likely SPECULAR [T4]'. KB: new reconstruction-gotchas section on the whole bug class (load-time-only state must be re-installed on every RE-load, incl. the serno trap). Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_0166KTsC7ADm7VXEi1HF1jNg |
||
|
|
35c750dc7c |
Gitea #44: the reticle TARGET NAME PLATE (PNAME1-8) -- the target's callsign under the crosshair
Reconstructed the last deferred piece of the 1995 reticle, decoded from the Execute disassembly @004cdcf0 [T1]: - selection: target_mech+0x190 (owning BTPlayer) -> player+0x1e0 (playerBitmapIndex), 1-based into the mesh table at this+0x2e8 - placement: re-placed every frame the aim moves -- scale 0.12 uniform, translate (K*retPos.x, K*retPos.y - 0.08, -1.0), K = 1/2.8 (the x87 long double @0x4cee64) -- so the label TRACKS THE AIM POINT, not screen centre - visibility: the LOCK attribute (this+0x184, cached +0x188) AND an owning player; reticle-off / simple-X also hide it - art: the plate quad UV-addresses a shared 128x64 bitslice texmap whose texels the pod OVERWROTE each mission with the egg's callsign rasters (original source commented out at L4VIDEO.cpp:5682-5710) -- the baked 'PLAYER n' art in BMAP.BSL is only the shipped fallback. Material colour is a neutral (0.5,0.5,0.5): grey-white, not phosphor green. Port: same geometry in reticle units (0.224 below the aim point, 0.336x0.084) drawn as the target's egg callsign texture through the reticle's own MapX/MapY mapping, so it follows the world view in every layout and BT_SHOT captures it. New: dpl2d_DrawTexturedRect, BTReticleTargetPlate, BTGetPlayerNameTexture. Also: kRetCaret corrected 0.02f -> 0.025f (_DAT_004cd7f4 read from the binary; the old value was a T3 guess, 20% small). KB: gauges-hud + open-questions corrected (the chain was filed as deferred and mis-attributed to 'the 3D marker'); TWO PNAME consumers now distinguished (this plate, and CameraShipHUDRenderable's ranking window which shipped 2026-07-18); new bgf-format section on the plate atlas. Rig-verified: 2-node relay, BT_GOTO=enemy -> '[hud] name plate: bmp=2 tex=1' and 'Boreas' rendered under the crosshair on the locked target. Solo clean. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_0166KTsC7ADm7VXEi1HF1jNg |
||
|
|
b7107b1020 |
Gitea #43: the Comm pilot list now shows EVERY pilot -- three stacked fixes
1. Roster count used the binary's raw entry+0x29&0x40 read on our compiled objects (databinding trap) -> garbage latched pilotCount=1. Decoded: the flag is Player::NonScoringPlayerFlag (bit 14 = Entity::NextBit); both loops now use IsScoringPlayer(). Also closes the pilotIDs[1] overrun. 2. The build-once latch races async replicant arrival (rig-proven 1-then-2): rebuild on scoring-census change [T3 accommodation, demand-latch precedent]; also un-dangles departed peers. Forensic: '[score] pilot roster built: N'. 3. Name icons were a NULL stub + zeros blank authentically -> rows invisible. Wired BTPilotNameBitmap (playerBitmapIndex -> Mission small callsign raster, the radar-label chain); replaces the raw pilot+0x1e0 key. Rig-verified: Aeolus + Boreas rows with callsigns on both nodes incl. the staggered-start race; solo unregressed (1 scoring pilot). Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_0166KTsC7ADm7VXEi1HF1jNg |
||
|
|
a35cef4c01 |
Issue #42: doubled MFD joystick -- restore the dropped MoveToAbsolute(0,0)
The binary's ConfigMapGauge dirty-redraw (@004c6f1c) is SetColor(0xFF) -> MoveToAbsolute(0,0) -> DrawBitMapOpaque; the transcription dropped the reposition. The FIRST draw worked by accident (fresh view cursor at the origin); every forced redraw -- the weapon panel's DISPLAY round-trip (main -> ENG DATA -> main, BecameActive sets dirty) -- blitted btjoy.pcc at the state-lamp loop's leftover cursor (0xc, 0x55), painting an offset ghost joystick over the original on every MFD. Repro pinned live by the operator (initial draw correct; doubles on the DISPLAY round-trip, every MFD). LIVE-VERIFIED fixed by the operator: round-trips redraw cleanly. NOT a regression -- present since the joystick went live (89b4f53; bisect-confirmed). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
||
|
|
ac7f0cb13a |
Issue #38 (partial): egg camo-color validation + paint forensics
Respawn-paint investigation: 10 forced respawns on the i22 rig showed paint STABLE across in-place respawns on both master and replicant -- the in-place reset does NOT repaint. Two real findings landed: 1. 'Red' is NOT a camo color (the vehicle table authors Crimson=red for camo; Red exists only as a PATCH color) -- an egg with color=Red paints the mech silent gray from first spawn (the engine tolerates the table miss by design). The relay now WARNS at egg load on any color= outside the camo set; our MPSHORT test egg had exactly this bug (fixed). 2. [paint] log now carries the entity id, so the one-time-observed nondeterministic video-model rebuilds (sernos 2-5 with swapped colors, run 1 only) will be attributable when they recur. The reported color/style change on respawn remains unreproduced in the deterministic rig -- needs the observer detail (whose mech, which view) from the next field sighting. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
||
|
|
3d8bfdeba6 |
Hardening: unknown vehicle= in the egg fails loud instead of segfaulting
Found during the #35 (Owens laser crash) hunt: FindResourceDescription returns NULL for an unknown vehicle name and release builds (Check compiled out) segfaulted on Lock() -- a typo'd or corrupted vehicle tag in a served egg would crash EVERY pod at drop. Now logs '[spawn] FATAL: unknown vehicle' + Fail() with a clean exit. Verified: vehicle=nosuch -> message + exit 127 (was a segfault). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
||
|
|
86e387b6c7 |
Valve forensics + KB: the boost mechanic is real; the field cook-off was a detent question
Measured A/B/C (Blackhawk, sustained autofire, 150s soaks): SRM6 on
Condenser2 plateaus ~531 and COOLS at share 0.91 (boost 2), climbs to
the jam band at balanced (0.167), and runs at the 2000 failure line
starved (0.018). MoveValve reruns the redistribute every press;
veteran passes the novice guard. The field 'boosted loop 2 still
cooked' therefore means the valve was NOT at the 50 detent during the
fight -- the 1->5->50->0 cycle turns the loop OFF one press past max.
MoveValve presses now log always-on ('[valve] <name> -> detent N' +
a CLOSED warning) so the next field session records the detents.
Also: solo mission clock verified live (60s egg self-ends,
'[mission] solo game clock expired' -> RunMissions returns).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
|
||
|
|
2edd1b5363 |
Issue #31: wire the EJECT button (EjectAmmo msg 0xb @004bb9b8) -- the in-mission unjam
Disasm-faithful transcription of the export-gap handler onto ProjectileWeapon (MESSAGE_ENTRY id 0xb, the #19 pattern). PRESS arms the ~3s UpdateEject countdown (bin alarm -> Ejecting(3); gate 2 parks the weapon offline mid-eject -- authentic). HOLD to completion = DumpAmmo jettisons the bay -> NoAmmo. TAP (release early) cycles ONE round out via FeedAmmo and returns the weapon to Loading -- clears a jam at the cost of a round (and recovers a FailureHeat 7 while rounds remain). Binary structure kept exactly incl. the press-no-bin fall-through into the release block. AmmoBin: Ejecting(3)/Ejected(4) alarm levels decoded + named SetAmmoState accessor (databinding rule). Always-on forensics: '[weap] EJECT tap' + '[ammo] bay DUMPED overboard (N rounds)'. Rig-verified live (BT_EJECTTEST=1 / =hold on LRM15): taps eject one round each and return the weapon to service (15->8 across cycles); hold dumps all 16 -> NoAmmo. Awaiting a human press of the actual ENG-page button on a jammed weapon. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
||
|
|
225fe43f0c |
CORRECTION: EJECT tap IS the in-mission unjam (EjectAmmo @004bb9b8 decoded)
Old-timer testimony (tap = eject one round, hold = eject the bay, eject clears a jam) checked against the binary: raw disasm of the export-gap handler @004bb9b8 confirms it byte-for-byte. PRESS arms the ~3s UpdateEject countdown (hold-to-completion = DumpAmmo whole bay -> NoAmmo); RELEASE before completion (TAP) ejects ONE round (@004bd4f4) and, with ammo remaining, sets weaponAlarm 3 + restarts the reload -- the weapon returns to service. A tap even recovers a FailureHeat level-7 launcher while rounds remain (empty-bin gate 2 re-pins 7 only when the bay is dry). The earlier 'jams are mission-permanent / no unjam exists' claim read only the HOLD path -- corrected + swept: projweap.cpp case-5/jam-log/ CheckForJam comments, players/README.txt, decomp-reference.md (message-tables entry), open-questions.md (state-7 recovery note). Gitea #31 updated; wiring the handler now restores the pod's actual jam-recovery mechanic. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
||
|
|
cbebb0f1c1 |
Audio source-pool census + fix the unbuilt jam-log literal
Field report (playtest night + operator): audio cutting in and out
toward the end of the match -- the classic shape of source-pool
pressure (sources release only at entity teardown; long matches
accumulate looping occupants like wreck burn/smoke until transients
lose the voice fight; OpenAL mixing capacity is finite). L4AUDRND now
tracks live/deleted/failed sources: a 30s '[audio] source census' line
plus an ALWAYS-logged line on every acquisition failure (the smoking
gun). Soak test next to confirm the leak/occupation slope.
Also: the
|
||
|
|
cc6639d952 |
projweap: correct the msg-2 jam claim (it CAUSES jams, decomp-verified)
HandleMessage @004bcabc: message 2 -> SetLevel(weaponAlarm, 5) -- a malfunction INDUCER, not an unjam; the state-machine comment had it backwards. There is NO in-mission unjam in the binary (jams clear only at ResetToInitialState = mission reset/respawn), and the EJECT cycle is the anti-cook-off ammo jettison (DumpAmmo -> NoAmmo), not an unjam. The old 'unjam delay' follow-up suggestion is retired as unauthentic. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
||
|
|
ffa39335e0 |
Weapon jam/failure/dry transitions always log (field diagnosability)
Solo field report: both SRM launchers went inert with ammo remaining and the default log could not answer whether they jammed or heat-failed -- every weapon-state transition log was gated behind BT_AMMO_LOG. The edges are rare and mission-permanent, so they now log unconditionally: [weap] JAMMED with temperature/alarm evidence at the CheckForJam hit, and both NoAmmo edge logs (gate 1 destroyed/failHeat/disabled, gate 2 dry bin) ungated. The missing MFD presentation for these states is issue #30. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
||
|
|
12a1fea823 |
Score replication: peers' scores now reach every pod (rank fix)
Field report (playtest night, voice channel): everyone's HUD showed them in 1st place. Root cause: the engine's score-replication machinery was complete -- Player::WriteUpdateRecord ships currentScore, the replicant ReadUpdateRecord applies it, CalcRanking sums every scoring player -- but nothing marked the player's update record dirty on a score change (the engine only ForceUpdates at mission end for the fade sync). Every peer's replicant player therefore stayed at score 0 and each machine ranked its own (only-nonzero) player first. Fix: ForceUpdate() after every score application in the BTPlayer handlers (main, inflicted, and the severed-vehicle branch) -- the existing update-record path does the rest. Verified 2-node (force-damage kill scoring): the victim's machine ranks the killer's REPLICANT at its replicated score (24) above its own master (0); standings consistent on both nodes. BT_RANK_LOG=1 kept as the 1 Hz per-player ranking dump. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
||
|
|
02a41f165f |
Issue #27: projectiles carry the weapon's real damage type (ballistic)
Playtest matchlog forensics: across 2,591 applied-damage events in two rounds, Ballistic (type 1) damage NEVER appeared -- Collision/Explosive/ Laser/Energy only -- despite 136 projectile impacts and autocannon/Gauss mechs. The weapon parses its authentic damageData.damageType correctly (mechweap.cpp:316 maps "BallisticDamage" -> 1), but BTPushProjectile never carried the type and every projectile-impact site in mech4.cpp hardcoded ExplosiveDamageType. So autocannon/Gauss rounds were scaled against armor by damageScale[Explosive] instead of damageScale[Ballistic] (the model indexes a distinct scale cell per damage type) -- every ballistic weapon did the wrong damage all night. Lasers/PPCs were unaffected (their SendDamageMessage path carries the weapon's own damageData); missiles happen to BE Explosive so only autocannon & Gauss were mis-scaled. BTProjectile gains a damageType field, threaded from the firing weapon (damageData.damageType) at launch through to the impact dispatch; missiles resolve Explosive from their own streamed type, autocannon/ Gauss now resolve Ballistic. The missile-splash template stays Explosive. Enum is anonymous so the field casts to Enumeration. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
||
|
|
4e0fcbf328 |
Issue #26: runtime master volume (-/= keys, persisted)
The game audio plays hot with no in-game control -- testers couldn't hear voice chat without the Windows mixer (playtest night). The -/= keys now step the OpenAL listener gain (the master scale every source inherits) in 5% steps, clamped 0..150%, edge-detected in the per-frame poll with a foreground guard; the value persists to content\volume.cfg and reloads at boot (BT_AUDIO_VOLUME env still wins when set; default stays 0.6). README updated. Verified: volume.cfg 0.25 -> boot log "master gain=0.25"; key stepping needs a live focused session (awaiting live verification). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
||
|
|
5f115eca19 |
Issue #22: respawn resets ammo + repairs weapons (the +0x28 mislabel)
ROOT CAUSE [T1]: Mech::Reset's subsystem sweep (@0049fb74 loop-2) calls
vtable slot +0x28, which the DATA-section vtables prove is
ResetToInitialState (0050f9d8/00511d2c/00512078/0051242c all carry the
class RTIS at +0x28) -- our reconstruction mislabeled it DeathReset,
the EMPTY engine base virtual, so the whole per-subsystem reset was a
silent no-op ("ammo and weapons do not reset on respawn", playtest
night; matchlogs: 3 of 7 players fired zero projectiles after their
first death).
SECOND LAYER: the binary never refilled ammo at all -- its respawn
severed the vehicle and DropZoneReply built a NEW mech (fresh ctor =
full bins, pristine subsystems: the pod behavior testers remember).
Our port deliberately reuses the entity (the new-mech path was the
two-mech/camera-glitch family), so Reset now EMULATES ctor-freshness:
- the sweep starts at i=2 (binary-faithful: skips mapper + voltage
bus) and dispatches the engine DeathReset virtual as the vehicle;
per-class overrides chain each class's own authentic slot-10 RTIS
body (the recon RTIS namesakes are statically bound -- no common
virtual): MechWeapon @004b96ec, Emitter @004ba4d0 (charge cycle
restarts from Loading), ProjectileWeapon @004bbaf8 (unjams).
- MechSubsystem::RespawnRepair (PORT): heals the subsystem's PRIVATE
crit damage zone + status alarm -- the mech-zone heal never touched
those, which kept destroyed weapons dead across respawns.
- AmmoBin::DeathReset (PORT): refills to initialAmmoCount (@0x220, the
ctor value) + Loaded alarm + idle feed + cook-off disarmed;
ResetToInitialState stays authentically EMPTY per AMMOBIN.TCP.
Verified (2-node force-damage kill/respawn rig, BT_DEATH_LOG): every
respawn logs [respawn] ammo bin refills for both bins to streamed
capacity across 4 death cycles; mission un-regressed. KB corrected +
swept (multiplayer.md task #52 notes). Awaiting live tester
verification of depleted-bin refill + revived weapons.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
|
||
|
|
753540de96 |
MP match forensics: per-peer matchlog + relay auto-upload + matchcheck
For the 8-player playtest. Damage authority is VICTIM-side, so no single peer sees the whole match: every -net instance now writes a compact machine-parseable matchlog_<date>_<time>_<pid>.txt (auto-armed by -net; BT_MATCHLOG=1/0 overrides; solo silent), and at mission end a relay-mode pod dials the relay game port (the seat-request throwaway-dial pattern, envelope route -9) and streams the file back -- the relay saves every peer's copy under matchlogs/ on the operator's machine, so testers send nothing by hand. tools/matchcheck.py <dir> reconciles all of them: damage claimed (FIRE/PROJ/SPLASH/RAM, shooter-side) vs applied (DMG, victim-side authoritative), kill/death replication across observers, PLAYER_DEAD counts, scores, version skew, replicant-application and unattributed-damage anomalies, mid-mission disconnects. Hooks at the authoritative sites: Mech::TakeDamageMessageHandler (DMG, post-base, zone + post-application damageLevel), MechWeapon:: SendDamageMessage (FIRE), projectile impact/splash/collision dispatch (PROJ/SPLASH/RAM), wreck entry (DEATH -- a ONE-SHOT latch at MovementMode 9, NOT the transition: a replicant arrives at 9 straight from the type-6 record header and never runs the transition branch), BTPlayer vehicle/death/score handlers (VEHICLE/PLAYER_DEAD/SCORE), zone crit cascade (CRIT), APP.cpp RunningMission (MISSION), L4NET host handlers (PEER_UP/PEER_DOWN). Every line t=/w=/st=-stamped + fflushed. Verified 2-node: mesh run pairs A's 22 FIRE 1:1 with B's 22 DMG (same amounts, cylinder-resolved zones, ~200ms latency); force-damage kill run logs 103 DMG + 3 DEATH inst=M + 3 PLAYER_DEAD across three respawn cycles victim-side and the kill SCOREs shooter-side; relay-mode run auto-uploaded BOTH peers' files at the mission-clock stop and matchcheck produced the full report with exactly one (correct) anomaly -- the force hook's claim-less damage, the unattributed-damage detector working. Relay gained a route-specific 8MB cap for the upload frame (game frames stay capped at 1600). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
||
|
|
21b2bfc1c9 |
Issue #21: overcharge-bricked weapons -- latent ARCADE bug, deliberate divergence
The tester's ER small laser died permanently (recharge arc + ready dot dark, no fire) after idle seek-gear clicking. Root cause, byte-verified + headless- reproduced -- a latent bug in the SHIPPED ARCADE BINARY: - The charge integrates toward the GENERATOR voltage (@004ba838), not the gear target; "full" is only detected inside the +-1% snap window around seekVoltage[idx] (@004ba738), and overcharge reads ZERO (the byte-verified _DAT_004ba830 = 0.0 clamp). - Toggle seek while a charge is in flight and the level can land ABOVE the new gear's window: rechargeLevel pins to 0, the ==1.0 Loaded test can never fire, and charging continues to the generator ceiling where EVERY gear reads overcharged. Permanent brick; generator reselect cannot help. - The arcade dodged it by circumstance (locked 60 fps, rare seek use); the port's clickable seek button hits it in seconds of casual clicking. Fix (marked divergence in the Loading tick): overcharge counts as fully charged -> Loaded. The arcade's own discharge algebra says full == the gear's seek voltage, so an overcharged weapon IS full. Verified: the same 2.5-min BT_SEEKTEST abuse that bricked the laser pre-fix now fires 38 overcharge rescues and ends Loaded/pct=1. [seek] log now also prints the per-gear voltage table + gen voltages (diagnosis instrumentation). Ruled out on the way (documented in #21): overheat fuse (no firing occurred; a 4-min autofire+coolant-abuse run wouldn't fuse), generator detach (gen cycling + healthy siblings), seek-table corruption (table {6000,7000,8000, 9900} healthy). KB: decomp-reference.md records the arcade-latent-bug analysis. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
||
|
|
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>
|
||
|
|
4aab10ba89 |
Issue #19: wire ToggleSeekVoltage (Myomers id 9 + energy weapons id 0xb)
Root cause -- NOT issue #2 (the experience mis-seed pins everyone to VETERAN, which PASSES the novice lockout; the gates were never the blocker). Two unwired handlers, the same silent-swallow pattern ToggleCooling had (Receiver::Receive -> NullHandler for an unregistered id): - Myomers (handler table @0x51158C {9,"ToggleSeekVoltage"@004b8a48}): the reconstruction had an EMPTY stub (the address falls in the untagged decomp gap 0x4b8837..0x4b8a8c) and never registered the id. Body reconstructed faithfully from the raw disassembly (tools/disas2.py 0x4b8a48): novice lockout (@4ac9c8) -> heat-model gate (@4ad7d4) -> press-only (msg+0xc>0) -> currentSeekVoltageIndex@0x320 = (idx+1) % (maxSeekVoltageIndex@0x32C + 1). Modulo from zero, min index not consulted, no ResetFiringState. - Emitter (energy-weapon table @0x511DB8 {0xb,"ToggleSeekVoltage"@004ba478}): the faithful body already existed as the orphaned "AdvanceSeekVoltage" (ZERO callers) -- converted to the registered message handler (same guards; cycle + ResetFiringState when not wrapping, disasm re-verified). PPC and GaussRifle copy-inherit the set; the ammo branch keeps its own id 0xb == EjectAmmo (still unwired, tracked separately). Both registered via MESSAGE_ENTRY on top of the inherited chains. Permanent diagnostics: [seek] gear log (BT_SEEK_LOG) + BT_SEEKTEST scripted dispatch harness (mech4.cpp, the cooltoggle pattern). VERIFIED headless: [seek] Myomers -> 3,0,1,2,3... and [seek] PPC_1 -> 3,0,1,2,3... (modulo-4 wrap, matching the binary's arithmetic). Awaiting the tester's live ADV-mode confirmation for the real MFD button route (the routing layer is the same streamed-EventMapping path ToggleCooling verified). KB: decomp-reference.md message-table rows marked wired. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
||
|
|
babf5b1e77 |
Keymap: sync CONTROLS.MAP to the bindings.txt layout (one map everywhere)
The user standardized on the "newer" layout (numpad aim cluster, arrows = throttle/pedals, Alt = reverse thrust). That layout lived only in bindings.txt (PadRIO, GLASS-profile boots); CONTROLS.MAP (btinput, DEV/pod boots) lacked the numpad cluster entirely and had NO reverse binding -- so the felt keymap flip-flopped with the boot flavor. Added to CONTROLS.MAP + the byte-identical compiled-in default profile (btinput.cpp sDefaultProfile): Alt -> button 0x3F (throttle-head REVERSE THRUST) NumPad8/2 -> JoystickY aim up/down NumPad4/6 -> JoystickX torso twist NumPad7/9 -> pedals (turn) NumPad5 -> AllStop Shift -> throttle up (alt) Parse-verified: [input] loaded 61 binding(s) from CONTROLS.MAP, no warnings. Both engines now carry the same layout, so DEV/pod boots (MP join bats) and GLASS boots (play_solo) feel identical. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
||
|
|
4215b98655 |
Trigger config: root-cause the dead cockpit clicks (missing BT_PLATFORM=glass)
The user held the MFD PROGRAM button and nothing happened (weapons kept
firing). Diagnosis, verified end-to-end:
- The cockpit mouse handler DID register the click ([cockpit] CLICK addr=0x8
press) and 0x8 IS a streamed PROGRAM element (EVENT msg 0x9 -> weapon,
Mfd1 quad page mask).
- But every launch ran the DEV platform profile (no BT_PLATFORM) ->
L4CONTROLS=KEYBOARD -> no PadRIO instance -> PadRIO::SetScreenButton
no-ops (activeInstance NULL) -> the press never entered the RIO queue ->
ConfigureMappables (id 9) never dispatched -> the mode never flipped ->
fire keys kept firing. The config machinery itself was never broken.
- With BT_PLATFORM=glass (the GLASS profile: L4CONTROLS=PAD -> PadRIO), the
full chain now proves out headlessly:
[btntest] PRESS 0x8 -> [cfgmap] ENTER session on ERMLaser_1
mode 0x450421 -> 0x448421 (NonMapping 0x10000 -> Mapping 0x8000)
[btntest] RELEASE 0x8 -> [cfgmap] EXIT (mode restored)
Landed:
- mechweap.cpp: [cfgmap] BT_FIRE_LOG diagnostics in the real
ConfigureMappables/ChooseButton handlers (they were silent -- the G-key
harness had logs but the authentic button path had none).
- L4PADRIO.cpp: BT_BTNTEST="addr,pressPoll,releasePoll" scripted screen-
button harness through the REAL click seam (EmitButton -> RIO queue ->
manager drain -> buttonGroup mapping) for headless verification.
- play_solo.bat: prefer the glass build when present AND set
BT_PLATFORM=glass so PadRIO exists and cockpit clicks work.
Side finding (the user's keymap "flip-flop"): CONTROLS.MAP (btinput, DEV/pod
profile) and bindings.txt (PadRIO, GLASS profile) are two parallel binding
engines; which one runs depends on the platform profile, so the felt keymap
changes with the boot flavor. Unification pending (user decision).
Awaiting live verification of the full hold-PROGRAM + tap-fire regroup flow.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
|
||
|
|
89b4f53046 |
Gauges: trigger-config joystick is LIVE -- @004c6ee0 is LinkToEntity, not SetColor
The weapon panel's btjoy trigger-config display (ConfigMapGauge) never rendered because the reconstruction labelled @004c6ee0 as "SetColor(int)" and, finding no caller, concluded the gauge was authentically dormant (task #6), gating it behind a BT_CONFIGMAP dev env. The user challenged this (the PROGRAM/TRIGGER CONFIG button implies the display visualizes your config). Re-verification found the old analysis failed twice: the "no caller" search looked for direct calls to a VIRTUAL, and its slot math used the wrong vtable copy. The real ConfigMapGauge vtable @0051a1b8, matched against the T0 GaugeBase virtual roster (GAUGE.h), pins @004c6ee0 at slot 9 (+0x24) == GaugeBase::LinkToEntity, and @0x94 is the linkedEntity -- the Execute gate is "not yet linked", not "disabled". The engine broadcasts LinkToEntity(viewpointEntity) to every gauge at viewpoint bind (APP.cpp:1277 -> GaugeRenderer::LinkToEntity GAUGREND.cpp:3011), arming the gate -- the joystick DOES render in the shipped game, showing per-trigger mapping state (solid = mapped, matching the DOSBox reference). Port fix: SetColor(int color) -> LinkToEntity(Entity*), color -> linkedEntity, BT_CONFIGMAP dev enable deleted (the authentic path lights it). Render-verified with no env override: the joystick + mapped-trigger lamp draw on weapon panels. KB swept per the correction mandate: gauges-hud.md, decomp-reference.md, open-questions.md, GAUGE_COMPOSITE.md, VEHICLE_SUBSYSTEMS.md. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
||
|
|
4fbc911f55 |
Gauges: fix temp/status bar colours (black remainder, not green)
Follow-up to the tiled-render fix: the two colour params were swapped. The binary caller (@004c8269) pushes the colours 0xff then 0; they land at [this+0xA0]=fillColor (0xff green) and [this+0xA4]=backgroundColor (0 black). The binary uses the GREEN for zone 1 (tile SetColor / dots) and zone 2 (the over-degrade fill), and BLACK only for zone 3 (the unfilled remainder [valPix,width]). The port had them reversed -- zone 3 used fillColor -- so the whole remainder of the bar (most of it, since valPix is small when cold) rendered solid green instead of black. Swapped: zone 1 + zone 2 = fillColor (green), zone 3 = backgroundColor (black). Render-verified: black background + green dotted tick scale + a green hatch fill growing from the left, matching the reference. Both builds clean. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
||
|
|
4d4436ed03 |
Gauges: temp/status bar tiles the striped pattern from x=0 (HorizTwoPartBar)
The per-weapon TEMP/STATUS bar (HorizTwoPartBar) rendered as a solid block starting at the warn-threshold pixel -- it "started in the middle" and was never striped. The port's Execute had been rewritten with DrawFilledRectangle and never used the interned tile image, unlike the (correct) VertTwoPartBar which tiles via DrawTiledBitmap. Restored the binary's three-zone render (disasm @004c4340), along X: [0, warnPix) DrawTiledBitmap(tileImage) -- the striped/dotted pattern [warnPix, valPix) backgroundColor solid (only when value > low) [valPix, width) fillColor solid So the bar now fills the striped tile from the beginning and matches the reference (hatched fill block on the left + dotted tick scale). Render- verified vs the DOSBox reference capture. Both builds clean. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
||
|
|
66dcdf23db |
Gauges: ammo count stencils out of the fire-ready dot (BallisticWeaponCluster)
The base-page missile/round count sat on the fire-ready "dot" (the cluster image blitted green when charged) as green digits on an opaque black box -- a messy dark rectangle punched into the solid green dot. The binary swaps the ammo count's colours with the dot state. Verified from the decomp: BallisticWeaponCluster overrides DrawWarningLamp (@004c9b50) -- it chains the base (@004c932c, which blits the dot in on-colour 0xff / off-colour 0) and then calls the ammo NumericDisplayInteger's SetColors: dot ABSENT -> SetColors(0, 0xff) == green digits on black dot PRESENT -> SetColors(0xff, 0) == BLACK digits cut out of the green dot so the count is always legible (a stencil against the solid dot -- the same black-on-green look as the loop/generator squares). SetColors ForceUpdate()s the numeric so it repaints over the freshly drawn dot. The port had only the base WeaponCluster::DrawWarningLamp (non-virtual, no swap), so the count stayed green-on-black and clashed with the green dot. Made DrawWarningLamp virtual and added the BallisticWeaponCluster override. Render-verified (STREAK "0024" now black-cut-out of the solid dot); energy weapons (no ammo count) unaffected. Both builds clean. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
||
|
|
f2eaf3d0ac |
Gauges: convert generator-voltage bar to named-member bridge
The eng-page generator-voltage bar (evolt.pcc, ScalarBarGauge @004c721c) and the MyomerCluster seek-voltage graph were fed by GeneratorVoltageConnection, which walked the same dead path as the generator-letter lamp: ResolveLink(AttributePointerOf(subsystem,"InputVoltage")) -> read resolved +0x1DC == Generator::outputVoltage. The BT_DEV_GAUGES audio attribute rows shifted the chained attribute ids so AttributePointerOf no longer lands on voltageSource@0x1D0 -> the bar always read 0. New BTGeneratorVoltage(subsystem) bridge (powersub.cpp) reads the NAMED member via PoweredSubsystem::ResolveVoltageSource()->Generator::MeasuredVoltage() (outputVoltage@0x1DC), bypassing the attribute table -- same pattern as BTPowerSourceFrame/BTCoolingLoopFrame. Both GeneratorVoltageConnection callers (the ScalarBarGauge param + the MyomerCluster seekValue) now pass subsystem_in. [voltfeed]-verified: Myomers -> 10000V from GeneratorD (was 0 on the dead path). Both pod + glass builds clean. Eng-page render awaiting live playtest. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
||
|
|
e634709e5d |
Gauges: fix blank per-weapon loop/generator lamps (4A/1B/5D boxes)
The SubsystemCluster per-weapon MFD panels render two image-strip lamps in the TEMP/STATUS area: the cooling-loop number (btploop, 1..6) and the generator letter (btpbus, A..D). Both drew as completely empty boxes. Three stacked databinding bugs, all now fixed: 1. Color drop (btl4gau2.cpp): AnimatedSubsystemLamp/AnimatedSourceLamp ctors dropped the bg/fg color params the binary passes (bg=0xff,fg=0, same as the neighboring temp bar) and hardcoded 0,0 -> OneOfSeveral:: Execute did SetColor(0)+DrawBitMapOpaque(0), i.e. black-on-black. Restored 0xff,0 (verified vs @004c70a4 / caller SubsystemCluster @004c8140). 2. Shadow-field trap (btl4gau2.hpp, gotcha #2): both lamp classes re-declared `int selected;` while already inheriting it from OneOfSeveral (@0xAC). The CoolingLoop/PowerSource connection wrote the derived shadow copy while OneOfSeveral::Execute read the base @0xAC (always 0) -> every lamp stuck on frame 0 ("OFF"). Removed the redeclarations so &selected binds the inherited member. Loop numbers now render (verified: PPC->4, Myomers->5, ERMLaser->1/6, etc.). 3. Attribute-table shift (powersub.cpp + btl4gau2.cpp, gotcha #8): the generator-letter lamp resolved its source via ResolveLink(AttributePointerOf(subsystem,"InputVoltage")), but the BT_DEV_GAUGES audio attribute rows shifted the chained attribute ids so AttributePointerOf no longer landed on voltageSource@0x1D0 -> the link always resolved to 0 (OFF) even though the master PoweredSubsystem ctor DID bind voltageSource to its Generator. New BTPowerSourceFrame bridge reads the NAMED member via PoweredSubsystem::ResolveVoltageSource() and returns Generator::generatorNumber (@0x1E0), bypassing the attribute table -- the same pattern as the BTCoolingLoopFrame fix. Generator letters now render (verified: PPC_1->GeneratorA="A", Myomers-> GeneratorD="D", SRM6->GeneratorB="B"). Result: the "4 A / 1 B / 5 D" boxes render with both the loop number and generator letter, matching the reference. Kept BT_LOOP_LOG-gated [loopfeed]/[busfeed] feed diagnostics; both pod + glass builds clean. Awaiting live playtest verification. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
||
|
|
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> |
||
|
|
89ddd49283 |
Add [ammo] fire trace (BT_AMMO_LOG); reproduces the missile FailureHeat->NoAmmo brick
Playtest: "lost missiles mid-fight, no pips, sad noise -- out of ammo?" The default build didn't trace ammo, so it couldn't be answered from the log. Added a [ammo] trace (env BT_AMMO_LOG) at the four ProjectileWeaponSimulation decision points -- FIRED+rounds-left, gate1/gate2 dry-transition edge, dry-fire blip, and denial -- plus a public AmmoBin::GetAmmoCount() const getter. Reproduced the actual cause: NOT ammo depletion. The SRM6 trips gate 1 FailureHeat (heatLvl=2) after ~5 volleys and latches into the permanent NoAmmo roach-motel with 19 rounds still in the bin: [ammo] SRM6_2 FIRED, rounds left=19 [ammo] SRM6_2 -> NoAmmo (gate1): destroyed=0 failHeat=1 heatLvl=2 mechDisabled=0 Logged as the concrete instance of the heat-economy open question (open-questions.md). Trace-only; no behavior change (all output gated on BT_AMMO_LOG). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> |
||
|
|
70eea6c1a4 |
Boresight parallax FIXED + the #4/#5 verdict instrumentation (Gitea #16, #4, #5)
PARALLAX (#16): the pick/fire ray was anchored at mech.y+5.0 (a port improvisation) while the sight line ran from the eyepoint (y=6.23) -- two parallel rays whose constant offset grew into the reported low-miss as range closed (measured ry +0.072 @50u -> +1.54 @2.7u). The decomp's sight and pick share the eye origin (HudSimulation @4b7830 chain). Fix: the viewpoint mech's cockpit eye owns the aim-camera publish in BOTH views, origin = its own eye translation; leveling + deliberate elevation untouched; chase view now converges to cockpit ballistics (V cannot change where shots land). After: pick pinned to the crosshair (ry <= 5e-6) from 50u to point-blank; 26 laser + 8 missile center-mass hits at 3/4-screen. Awaiting the reporters' approach-test. VERDICT INSTRUMENTATION (#4 closed authentic, #5 verdict posted): BT_RANGE_LOG per-frame pick tracing + BTGroundRayHitExact analytic cross-check (0/8000 arena fall-throughs; cavern 6/8400 single-frame grazes -- the 'crazy sliding' is the authentic world-pick + 500 m/s slide over depth discontinuities); BT_AUD_TAIL StopNote/fade timing + BT_FIRE_PULSE single-shot driver (the energy 'buzz' is the AUTHORED charging loop: crescendo through recharge, 1.309s authored release, measured within one frame). CAVERN.EGG: solo cavern test egg. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
||
|
|
d7158f1f82 |
Experience levels WIRED: the egg field drives the simulation tier (Gitea #2)
BTPlayer's master ctor now seeds the flag block from btMission->ExperienceLevel() + AdvancedDamageOn() (accessors from the SURVIVED 1995 BTMSSN.HPP [T0]) instead of the NULL-stubbed scenario role -- the egg experience knob works for the first time. Both switch slot errors fixed vs the binary @4c0bc8; phantom btMission duplicate member removed (+0x1f8 IS Player::playerMission). SEVEN gate stubs unified onto the real flags (two found empirically): HeatModelActive, OwnerAdvancedDamage, LiveFireEnabled, ControlsAllowLights, powersub @4b0efc, emitter's file-local FUN_004ad7d4 + FUN_004ac9c8 stubs. FUN_004ac9c8 family swept (incl. a live raw-offset databinding trap in MechSubsystem::IsDamaged). Flag block renamed to its true semantics (simLive/heatModelOn/...), scoring-era names kept as comments. Includes the #5 [aud-tail] diag in emitter.cpp. ALL 19 shipped eggs say experience=expert -> default behavior UNCHANGED (per-tier verified: novice/standard = no heat/jams, authentic; veteran/ expert = today's exact behavior). Real delta: egg advancedDamage=1 now reaches player+0x264/0x268 (was hardwired 0). Follow-up flagged: the glass FE defaults empty experience to veteran (one tier below shipped). Awaiting human verification. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
||
|
|
6ad1e074cc |
Glass lever: port the pod-build GAIT DETENT to the PadRIO throttle slew
Human re-test on the fresh build: zero-stop OK, but the lever could PARK inside
the walk/run hysteresis band (walkStrideLength@0x534 .. reverseSpeedMax@0x538)
where the gait SM has no stable state -- walk<->run hunt, EngineShiftFwd/Rev
retriggering ("mixed walk/run mode + repeated acceleration sample"). The
pod-build keyboard lever already snaps out of the band to the NEARER edge at
key-rest (mech4.cpp GAIT DETENT); the PadRIO slew channel lacked it.
Faithful port, not an invention: mech4.cpp publishes the band in lever units
every driven frame (gBTGaitDetentLo/Hi seam, same guards + the same +0.002
engage margin); L4PADRIO Poll() applies the identical nearer-edge snap to the
Throttle channel when the slew rests (no slew key held, no pad slew axis
deflected). Sweeping through the band while held stays continuous (the
authentic moving lever, one authentic shift).
Verified (DEV.EGG glass, graduated parks each ~0.10 of the sweep,
BT_GAIT_TRACE+BT_MPPR_TRACE): band [0.358026,0.50388) = demand 22.02-30.87;
in-band parks snap both directions (0.4137->lo, 0.465126->hi); no at-rest
sample in the band; exactly ONE walk->run clip (state 10) up and ONE run->walk
(state 14) down across the whole sweep; zero-stop unaffected; pod build
rebuilt + BT_AUTODRIVE smoke clean.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
|
||
|
|
1535e3e48d |
Glass 'keymap regression' triage: stale build-glass exe, not code — rebuild + full re-verify
The live-reported glass regressions (arrows dead / lever+detent missing / V+J/K/L+N inert / weapons into the ground) were build-glass/Release/btl4.exe built at 07:47 running the pre-5dd3536 image: no suppression tables, no V/J/K/L keys, unpinned RIO ids. content\bindings.txt already carried the merged map (arrows = W/S lever + A/D pedals) and parsed clean. Clean rebuild closed every symptom; SendInput re-verification: lever holds on release + stops at zero, LEFT/RIGHT turn in MID (wire-sign correct), V toggles with BT_SHOT pair, level boresight at spawn, R/F elevation drive; pod build rebuilt + smoked un-regressed. Code delta: BT_MPPR_TRACE [mppr-c] line enriched with mode/pedals/stick/turn/elev so one env-gated line proves the whole control surface. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
||
|
|
5dd35365c7 |
Glass input audit: RIO mapper id fix (panel banks live), keyboard reconciliation
Root cause of the dead on-screen panel: MechRIOMapper's message-id enum
chained off L4MechControlsMapper::NextMessageID (=0x19), registering all 18
RIO override handlers at 0x19-0x2a while the streamed .CTL EventMapping
records carry the binary's ids -- the binary RIO table @0051dd30 re-registers
the BASE aux/zoom ids 3..0x13 (Hotbox 0x1a @0051de98). Every MFD-bank/zoom
press hit the base ConfigureMappableMessageHandler FAIL trap (26/72 buttons
dead; an abort() on a trap-armed pod). Ids now pinned to the binary
numbering + static_assert-locked (btl4mppr.hpp) -- panel goes 26 -> 52
working buttons (8 await handler reconstruction, filed on Gitea; 12 have no
streamed mapping authored = authentically inert).
Keyboard reconciliation (glass-only): the merged map -- keyboard hosts the
~20 core gameplay actions on the CONTROLS.MAP keys, the panel covers every
pod address by click (right-click = hold latch):
- W/S throttle lever, A/D pedals, Q/E twist, R/F elevation, X all-stop,
arrows drive; numpad flight cluster kept (Cyd)
- 1/2/3/4/Space/LCTRL/RCTRL fire, LALT reverse, B look-behind (0x41)
- M=0x18 mode cycle, N=0x15 display cycle, H=0x2C coolant flush (hold),
C=0x2F Condenser1 valve, G=0x0E weapon-1 configure (Mfd1-Quad-gated)
- F5-F9 = Mfd2 bank 0x27-0x24 + 0x22 (page-gated gen A-D / gen mode)
- hardcoded: ` or V = view toggle, J/K/L = Mfd1/2/3 preset-page cycle
(PadRIO edges -> gBTPresetCycle; no pod "cycle" button exists)
- PadRIO::SuppressKey: bound keys are swallowed from the typed 1995 channel
(the btinput suppression pattern, glass side) -- ends the glass double
dispatch ('w'=pilot select 0, 'a'..'g'=MFD2 presets, NUMPAD/F-key key-up
VK aliases like VK_F5=0x74='t'). Unbound keys keep their authentic
meanings (5/z presets, t-o pilot select, +/- zoom, F1/F2 align).
DISPLACED from Cyd's default bindings (each reachable on the panel or by a
bindings.txt edit -- flagging for Cyd's veto): number row -> secondary panel
(1-4 now fire), QWERTY row -> pilot keypad (dropped), arrows -> hat looks
(now drive), V/C/B -> fire 0x47/0x46/0x45 (now view/valve/look-behind),
LCTRL -> throttle-down (now fire). XInput pad section untouched.
Audit by-products (KB updated): the always-active msg-4 records identified
(0x2C = Reservoir flush, 0x29-0x2F = condenser valves, 0x1A-0x1D =
GeneratorA-D ToggleGeneratorOnOff @004b1ed0 unreconstructed); 0x13 = Mech
DuckRequest (crouch), 0x28 = BalanceCoolant; Searchlight/ThermalSight
ToggleLamp handler-sets are default-constructed EMPTY; weapon Eng-page msgs
0x3/0xb = ToggleCooling / ToggleSeekVoltage / EjectAmmo, all unwired;
unhandled messages are SILENT (no [FAIL] -- census = BT_CTRLMAP_LOG dump x
handler tables).
Verified live (build-glass2, ARENA1): panel presets/zoom/display/flush;
W drive (speedDemand 61.5, gait advances), Q turn (BAS), M -> MID, A turn
(MID), Space fires, N display, J/K/L presets, H flush drain, C valve 1->5;
suppression ('w' swallowed, 't' flows, F5-keyup swallowed); BT_SHOT frame.
Un-regression: pod build (gates OFF) compiles 0 errors, forced-walk drives,
streamed ids unchanged; CONTROLS.MAP/btinput untouched.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
|
||
|
|
0d032029a0 |
Fix 2 (Gitea #12): gauge tree survives the in-session mech re-stream
The pre-launch host drop/rejoin re-stream re-creates every mech at mission launch; the LOBBY-built gauge tree kept attribute pointers into the freed first-stream mechs, every widget Execute AV'd, and the BT_DEV_GAUGES SEH guard (Gauge::GuardedExecute, GAUGE.cpp:618) disabled each one PERMANENTLY (rate=0, no rebind) -- the frozen dev-gauges window of incident #12. The authentic engine flow only tears the tree down at mission transitions (Application::Shutdown -> gaugeRenderer->Shutdown() -> ShutdownImplementation -> Remove(0), APP.cpp:787 / GAUGREND.cpp:3264); the re-stream bypassed it. Fix: BTL4GaugeRenderer::TearDownForViewpointRestream() performs the ENTITY-BOUND half of that same ShutdownImplementation sequence, in order (gaugeAlarmManager->RemoveAllAlarms() -> Remove(0) -> moving/static entity grid Clear), keeping the mission-scoped state (warehouse, graphics ports, interpreter, controls-owned L4Lamps -- RemoveAllLamps would delete them behind the buttonGroup's &lamp->automaticValue registrations). Called from BTL4Application::MakeViewpointEntity before ConfigureForModel("Init") on any viewpoint RE-make -- that handler runs once per stream (the incident log's [ctrlmap] installing x2) -- so the tree rebuilds bound to the NEW mech via the renderer's existing lazy build. Sentinel: "[gauge] viewpoint re-stream: tearing the gauge tree down for rebuild". Verified with the 2-instance relay harness (port 15600, MP_RELAY.EGG, the incident sequence): join A (dev gauges) + B, kill B by exact PID at WAITING FOR OPERATOR LAUNCH, rejoin B, operator launch. Pod A re-streamed (2x ctrlmap install, 4x zonebuild), logged the sentinel, and post-launch the docked composite is fully live (mission clock/heading/radar advancing between BT_SHOT frames) with ZERO [gauge-fault] DISABLED lines (the incident had 11). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
||
|
|
2edde29671 |
Fix 1 (Gitea #12): disasm-exact ProjectileWeaponSimulation @004bbd04 + the dirty-bit sweep
Replace the RivetGun-modeled ProjectileWeaponSimulation body with the fully recovered binary machine (capstone disasm, every branch address-cited): - gate 1 @4bbd36: simulationState@0x40==1 (destroyed) || heatAlarm==FailureHeat || owner disabled -> recoil=rechargeRate + alarm 7 (was: simulationFlags==1) - gate 2 @4bbd71: bin alarm 2/3 or bin destroyed -> alarm 7 re-pinned per frame - Loaded @4bbec2: DENIED shots (viewFireEnable off / no owner target) blip SetLevel(4);SetLevel(2) and STAY LOADED, no ammo pull (the old FireWeapon early-returns under an unconditionally-cycling caller faked a full firing pip cycle -- the "missiles cycle but never launch" incident mechanic); the ammo pull is bin->FeedAmmo @4bbee6 in the CALLER; both updateModel|=1 marks (@4bbf05/@4bbf4c = ForceUpdate) bracket FireWeapon; recoil set @4bbf51 - Loading @4bbdd2: recoil bleeds ONLY here at electrical Ready and CLAMPS at 0 (it ran to -114 before); bin Loaded -> weapon Loaded - 7 @4bbe4d: binary-faithful roach motel (re-asserted unconditionally; recovery = ResetToInitialState only) - slot 17 @004b9c9c reconstructed as MechWeapon::ComputeOutputVoltage (rechargeLevel=(rechargeRate-recoil)/rechargeRate, Emitter overrides with @4ba738) and called from Loading/7 -- the launcher recharge dial ANIMATES (the old "authentically static" claim was wrong) FireWeapon bodies stripped to heat+spawn only per @004bcc60 (no view gate, no ConsumeRound, no recoil); ConsumeRound retired (not a binary method). Gotcha #20 sweep (all sites disasm-verified): simulationFlags|=0x1 == engine DelayWatchersFlag (audio watchers muted forever) removed everywhere -- projweap/mislanch fire marks, ProjectileWeapon::ResetToInitialState (@4bbb47 = updateModel|=1); Emitter::SetDirty retired and split per binary site into ForceUpdate() (@4bafaa/@4ba55d) vs ExecuteOnUpdate() (@4ba99a/@4ba943); Emitter fault gate GetFlags()==1 -> simulationState==1 (@4baab9). AmmoBin::GetAmmoState() accessor added (named-member read of ammoAlarm@0x1A8). BT_LOOK_TEST=<frame> scripted verify added (mech4.cpp): holds the rear-view button 300f on/300f off to drive viewFireEnable headlessly. Verified solo ARENA1 (bhk1, autofire): 54-60 [projectile] PUSH + impact smoke; look-back denial window = trigger pulses, state stays 2, zero launches, resumes on release; enemy (disabled) mech launchers pinned 7 + full recoil; STREAK-6 recharge dial sweeps across BT_SHOT frames; lasers fire throughout; zero gauge faults. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
||
|
|
63b168cb92 |
SeekVoltageGraph: full reconstruction -- the eng-page POWER graph + top-box eraser (Gitea #11)
The #10 audit's one WRONG: the port Execute was a bring-up no-op, so the emitter/myomer engineering pages never erased their top data box -> stale sibling-page ghosts on the shared Eng bit-plane (SYSTEM 10 PPC showing the Streak ammo box, etc). Full faithful widget landed: - btl4gau2: ctor/BecameActive/Execute/clear/ticks/cursor recovered from the capstone disasm of @004c6798/@004c6920/@004c6934/@004c6be4/@004c6c30/ @004c6c6c (Ghidra dropped every x87 arg). Plot: v=0..12000 step 1200, x=Round(response(v)*230), y=Round(v*(1/12000)*187) (ld80 @004c6bd0/@004c6d74 = exactly 1/12000); change-test samples the response at 12000V vs the 9999 activation sentinel; XOR op for tick/cursor move-by-redraw; destroyed branch centres edestryd.pcc and revives via own vtbl+0xC (BecameActive, slot 3 of PTR_0051a1fc -- vtable-dump verified). - The vtbl+0x3C sampler identified from the binary vtables: Emitter slot 15 @004bb42c = sqrt(P(v)/2.0e8), P @004bb3f4 = damageFraction*v^2*0.5* energyCoefficient; Myomers slot 15 @004b8f94 = sqrt(AvailableOutput(v)*3.6/ 350). FUN_004dd138 == sqrt (part_015.c:4026): myomers' fabs reading corrected, GetSpeedReading renamed SeekVoltageResponse. Port dispatch via complete-type bridges BTSeekVoltageSample/BTMyomersSeekSample + BTSubsystemDestroyed (databinding rule). - Emitter's AUTHENTIC attribute table recovered (binary @0x511dd4, ids 0x1D-0x25) and published: Laser*/Seek*/OutputVoltage@0x414 (currentLevel, RAW volts -- the live-cursor feed). Field renames per the table: 0x3F8 minSeekVoltageIndex / 0x3FC maxSeekVoltageIndex (static_assert-locked). The MechWeapon 0x1D OutputVoltage PORT ALIAS retired (binary table ends 0x1C; Find walks lowest-id-first, the alias shadowed the authentic row). PPC::DefaultData -> Emitter::GetAttributeIndex(). - mech4: BT_PRESET_HOLD=<n> (freeze the #9 preset cycler after n pulses) for steady-state pixel verification; BT_SEEK_LOG diag. Verified live (BLH, autofire): both #10 repro pairs held ghost-free for minutes (SYS09->SYS10 PPC, SYS02->SYS04 ERMed, SYS05->SYS06 Myomers); curves draw with live cursors; one replot per activation; quad panels/J-K-L/sec panel un-regressed. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |