Commit Graph
375 Commits
Author SHA1 Message Date
Joe DiPrimaandClaude Opus 5 7b003243ae #146 respawn: release the DESKTOP throttle -- and close #137, which was never a bug
#137 ("respawn came back with MYOMERS heat MAXED", Oracle; "overheating
generator D", Sauron) sent us through a full two-sided audit of Mech::Reset
and the whole RTIS chain.  Both sides were correct.  The answer was in the
field log all along, one line after the reset:

    [respawn] Mech::Reset 3:30 healed+moved to (...) alive=1
    [techstat] ... every live condition CLEARED
    [techstat] Myomers condition 3 SET        <- Overheating, immediately
    [mppr] in thr=1 -> ...
    [gaitSM] cycleSpeed=14.6 state=12         <- already RUNNING
    [techstat] Condenser5 condition 3 SET     <- "dumping into coolant loop 5"
    [techstat] GeneratorD condition 3 SET     <- Sauron's generator D

The mech respawns STILL UNDER POWER and earns the heat honestly.  Two facts
close it:

1. condition 3 is an OPERATING flag, not an alarm.  Census over one match:
   LLaser_2 33 SET / 33 CLEARED, LLaser_1 31/31, SRM4 26/26, PPC_2 18/18 --
   every volley trips it and clears it.  EVERY subsystem is balanced
   (GeneratorD 5/4, Myomers 5/4, Condenser5 1/1; the extra SET is only the
   log ending mid-heat).  cond 6 BadPower behaves the same (Myomers 8/8).
   Nothing latches.  A post-respawn SET is not evidence of anything.

2. Mech::Reset's subsystem loop starts at index 2 and the ControlsMapper is
   index 0, so the throttle is never reset -- and the BINARY does the same.
   That is right for a pod: the throttle is a PHYSICAL lever still under the
   pilot's hand.  Respawning under power is authentic and stays.

Oracle's read that the myomer heat rate "felt right" was correct.

WHAT IS a real defect (#146), desktop only: the glass bridge merely EMULATES
that lever, with the static ramp accumulator sLever (mech4.cpp:3250) zeroed
ONLY by the X all-stop and a direction-crossing snap.  A pad/keyboard pilot
is physically holding nothing and cannot see the lever, so they respawned at
speed for no reason they could perceive -- and ate the heat load above.  The
Thrustmaster/RIO path was never affected: InterpretControls (@004d2150)
rebuilds throttlePosition every frame from the databound throttleForward.

Fix: queue the existing all-stop at Mech::Reset, reusing the proven path
(it already clears the zero-crossing detent too).  LOCAL VIEWPOINT MECH ONLY
-- gBTDrive is the local bridge's state and Reset also runs for replicants,
so an ungated write would all-stop the player whenever a REMOTE mech
respawned.  Pod-safe besides: with a RIO present the key bridge is off and
gBTDrive.throttle is never read.  BT_NO_RESPAWN_THROTTLE_RELEASE=1 reverts.

Benched 2-node (scratchpad/night13/throttlerespawn.sh): the release fires
1:1 with local respawns on both nodes independently (A 2/2, B 1/1) and never
spuriously.  HONEST LIMIT: the viewpoint gate was NOT stressed -- B ran
Mech::Reset 0 times for A's mech, so the remote-respawn path never fired.
The gate is correct by construction (the isPlayerMech idiom), not proven.
BT_AUTODRIVE cannot test the lever itself (forced mode reads forcedThrottle,
never sLever), and the zeroing path is the X button, proven in the field.

Also keeps BTReportHeatAtReset (heat.cpp, BT_HEAT_LOG): the [heat-t] census
runs on a 5s timer, far too coarse to sample AT the reset.  It is what
proved every roster subsystem including all six Condensers sits at T=77
start=77, and it corrected an earlier false negative from filtering on
IsDerivedFrom(HeatSink).

KB: context/decomp-reference.md gains the routine/self-clearing condition
semantics + this post-mortem, so it is not re-chased; cross-ref in
context/gauges-hud.md.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_018SgmXGNMXavXiafKXf9MDC
2026-08-08 01:23:35 -05:00
Joe DiPrimaandClaude Opus 5 5b7e481913 scoring: mech+0x354 is VESTIGIAL -- label it so nobody "finishes" it
MECH_DAMAGE_BIAS(m) returned 0.0f under a comment reading "bring-up: factor =
0*bias+1 = 1", which invites a future session to wire it up.  Auditing
Mech::Reset settled what it actually is, and 0.0f turns out to be EXACT:

  * mech+0x354 has exactly ONE writer in the image -- Mech::Reset (@0049fb74,
    part_012.c:14340).  Nothing touches it during play.
  * Reset computes mean(zone + 0x158) across every damage zone, AFTER the zone
    heal has already zeroed those cells.  So it is ~0 the moment it is written,
    stays ~0 for the mech's whole life, and is recomputed as ~0 next respawn.
  * It has exactly ONE reader -- CalcInflictedScore (@004c052c,
    part_013.c:19055) -- as `avg * role.damageBias + 1.0`.

So the factor is 1.0 for the entire game and the stand-in reproduces the
binary exactly.  0x358 and 0x35c are the same computation over subsystem zones
and have NO reader at all.

This also raises confidence in the night-13 scoring work: the 505.88 kill award
was not right DESPITE a missing term -- the term genuinely is 1.0.  Wiring
0x354 to live accumulated damage would silently inflate every inflicted and
kill award, and both chart-verified numbers (+1 a damage point, +500 a kill)
assume 1.0.

Comment rewritten at the macro; combat-damage.md carries the same finding [T1].

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01NCJQkvq6G2JNrpVbA75tVZ
2026-08-08 00:19:20 -05:00
Joe DiPrimaandClaude Opus 5 98082e64a0 KB sweep: retire the three claims that WERE the scoring bugs
Night 13 turned up three confident KB/source notes that each closed off a
working path, and each one was the defect:

  1. context/combat-damage.md -- "@0x4c0200 is in NO table entry: dead code",
     used to justify retiring per-hit inflicted credit in build 787.  It is
     reached through BTPlayer's Dispatch override (vtable @00513300 slot 3).
     (corrected in 2772175)
  2. context/decomp-reference.md -- "shipped content authors NO role keys, so
     the cost is 0 in the field".  Wrong on both halves: the fields come from
     the role MODEL's GameModel record, not notation keys, and dfltrole
     authors killBonus=500 / deathPenalty=500 / dmgInf=1 -- the manual's chart
     verbatim.  The cost read 0 because the role was never bound.
  3. docs/RECONCILE.md -- "role registry has no WinTesla analog -> stubbed;
     base-set scenarioRole stands".  The base ctor sets it NULL, so nothing
     stood, and Mission::GetScenarioRole IS the analog.

Common shape worth remembering: all three asserted an absence (dead code, no
authored data, no analog) and none was re-tested against the binary before
being built on.  An absence claim in this KB should carry the check that
established it.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01NCJQkvq6G2JNrpVbA75tVZ
2026-08-07 11:22:47 -05:00
Joe DiPrimaandClaude Opus 5 e82f54c957 scoring: the score AUTHORITY is the operator console -- and our port has none
Follow-up to 2772175 (type-0 interceptor restored).  Benching the restored
credit exposed the next layer, and two of my attempts at it were wrong; both
are recorded so they are not retried.

FINDING [T1]: the binary flushes ConsolePlayerVTVScoreUpdate(ownerID,
currentScore) then does `param_1[0x9e] = 0` -- UNGATED.  So +0x278 is a console
DELTA, never a running total, and it does not matter which NODE computed one:
every delta is stamped with the scoring player's ownerID and the CONSOLE
accumulates.  That is almost certainly where the manual chart's "+1000 starting
the game" was seeded, which is why no game-side code grants it.

Our port has no console as score authority.  GetScore() (SCORE gauge),
CalcRanking() and the replicated Player__UpdateRecord all read +0x278 on the
OWNING node.  Damage is applied on the VICTIM's node, so block B dispatches the
inflicted report to the SHOOTER's player object there -- a REPLICANT -- and the
master's next update record overwrites it.  Benched: totals climb to ~35 and
snap back every few seconds.  THAT is the "scoring went screwy" report.

WRONG TURN 1 (reverted in spirit, kept only where harmless): blamed the console
flush and added a last-sent watermark so the console still gets deltas while
+0x278 keeps a total.  The resets were 2s apart, not on the 10s console
interval -- the timing was already in the data.  The watermark stays because it
does stop the FLUSH from zeroing a master's own total, but it was not the bug.

WRONG TURN 2 (reverted): gated the interception to MasterInstance so a
replicant would reroute to the master.  The message arrives, but the BT
extension fields (damageAmount@+0x24, senderMechID@+0x34) do NOT survive the
wire -- only the base scoreAward -- so every award computed 0.00.  That failure
is the clue to the answer: the kill report (type 2) credits cross-node
correctly precisely because its value rides scoreAward.

FIX SHAPE (not implemented -- landing it deliberately rather than guessing a
third time): compute the award on the victim's node, where the damage data
lives, and ship the RESULT in scoreAward the way the kill report already does,
instead of shipping the basis and recomputing on a machine that cannot see it.

State now = binary-faithful unconditional interception.  Re-benched: 79
inflicted rows, awards 0.98..25.00 all positive and tracking damage, 0 type-0
Verify rejections.  Cross-node banking still open.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01NCJQkvq6G2JNrpVbA75tVZ
2026-08-07 08:41:59 -05:00
Joe DiPrimaandClaude Opus 5 27721754da scoring: restore the type-0 INTERCEPTOR -- per-hit inflicted credit was live all along
Players reported scoring and K/D going screwy on 4.11.817.  Cause: build 787
(#45/#134) retired the port's per-hit inflicted crediting as an "invention",
on the strength of a KB claim that the type-0 score handler was dead code.
That claim was wrong.

BTPlayer overrides Dispatch -- vtable @00513300 slot 3 = FUN_004bffa0 -- and
splits type 0 off BEFORE base dispatch:

    if (msg->id == 0x16 && msg->type == 0)  FUN_004c0200(...);   // ScoreInflicted
    else                                    base dispatch;

@004c0200 names itself in its own Verify string
("BTPlayer::ScoreInflictedMessageHandler") and computes
CalcInflicted(basis) -> negate if target==self -> x (targetTonnage/ownTonnage)
-> accumulate into +0x278.  ScoreMessageHandler's type-0 arm Verify-rejects
precisely BECAUSE this interceptor guarantees type 0 never reaches it.

The port had the handler, faithfully reconstructed, and no interceptor -- so
Block B's inflicted reports all landed in the rejecting arm and banked 0.
Per-hit damage credit was silently deleted.

Independently corroborated by the ORIGINAL MANUAL'S SCORING CHART (filed as
reference/manual/scoring_chart.webp, from Lynx): "+1 each damage point scored
on opponent's armor" and "-1 each self-inflicted point of armor damage" -- the
negate-if-target-is-self arm exactly.  Without that chart the dead-code note
would probably have stood.

Verified (scratchpad/night13/scoreverify.sh, cross-node kill, 2 nodes):
  type-0 Verify rejections   0   (was firing on every non-lethal hit)
  inflicted score rows      83   awards 0.98..25.00, all positive, tracking damage
  kill path un-regressed    type=2 award=4.88 kills=1, victim respawn x1

KB: combat-damage.md report B and the score-model paragraph rewritten, with
the full chart and THREE unreconciled rows flagged [T4] -- flat +500 kill vs
the benched 4.88, +1000 at game start, and -1000 eject / -500 ammo (which
would live in ScenarioRole::specialCaseDeathPenalty @role+0x20, read by the
port but authored nowhere in shipped content).

KNOWN, NOT FIXED HERE: in MP the running total does not persist -- currentScore
is flushed to the operator console and ZEROED (btplayer.cpp ~1219) because the
binary treats it as a console DELTA.  Restoring the credit makes that very
visible (bench: totals climb to ~35 then reset).  Needs its own decision; the
chart's "+1000 starting the game" implies a persistent total lives somewhere.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01NCJQkvq6G2JNrpVbA75tVZ
2026-08-07 08:15:22 -05:00
Joe DiPrimaandClaude Opus 5 6a96fb6420 #52 the peer STANDING-LOCK: case 0's fallthrough was intercepted
A replicant could not start walking between gait-change records.  The port's
body case 4 (the task-#64 lockstep twin) is an INSERTION sitting between case 0
and the advance group; in the binary case 4 is a MEMBER of that group
(FUN_004a5678 @004a5678: case 2,3,4,5,8,... -- no turn block, no speed exit),
so case 0's fallthrough is meant to land on Advance().  The insertion caught it.

On a replicant that is not a race but an identity: case 0 arms walk iff
standSpeed < bodyTargetSpeed, and the inserted block resets iff standSpeed <
bspd -- where bspd IS bodyTargetSpeed for a replicant.  Same expression, so arm
and reset fire on the same frame, forever, and a peer parked at Standing with a
live replicated demand never cycles.  bodyCycleSpeed stays 0 while position
advances from dead reckoning: the skate.

This is the sequel to e91d447 (#82).  Before it the replicant branch read the
dead local mapper cell (0 forever), the exit never fired, and the fallthrough
worked BY ACCIDENT.  Fixing the dead cell closed the escape hatch.

Fix: case 0 -> goto advance_body_normally, the leg twin's own idiom, restoring
the binary's structure without touching the #64/#82 turn logic.
BT_NO_BODY_FALLTHRU=1 reverts.

Measured (2-node, scratchpad/night13/skatelock.sh):
  legacy  336 consecutive locked seconds, bspd=39.2324 bts=39.2324 every line
  fixed   0 locks, every pass
  master body-Standing samples 52 -> 21 (it locked too, invisibly at mj=0)
  turn-in-place intact: pivoter body state 4 x9 / leg state 4 x8, in lockstep

Diagnostics (both keepers): [skate] now carries bstate= -- the field lines
proved "both channels idle" but never named the state, which was the whole
answer; [bodySM]/[peergait] under BT_BODY_SM_LOG instrument the arm->reset pair
and a moving replicant's body channel.

NOT claimed: that this accounts for the night-13 field episodes.  That link is
inference -- locked + translating IS the skate signature by construction, but no
bench caught the two together.  bstate= settles it next playtest.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01NCJQkvq6G2JNrpVbA75tVZ
2026-08-07 00:50:54 -05:00
Joe DiPrimaandClaude Opus 5 d213c980a9 fix: MFD panels never appeared with the HARDWARE RIO (PadRIO coupling)
Nick ran the cab with the real board and the mission came up on the main view
with every MFD dark -- and not one [glasswin] line in the log.

BTGlassPanels_Create() was called only from the END OF THE PadRIO CONSTRUCTOR.
The panels began as the frames around the on-screen RIO button banks, so "the
buttons ride the device" was reasonable then; it is backwards on a real cab.
L4CONTROLS=RIO:COM1 means PadRIO is never constructed, so the MFD windows were
never created -- silently, since nothing is wrong from the display layer's
point of view.

The panels are a DISPLAY concern.  Creation moves to LBE4ControlsManager,
after the L4CONTROLS parse where every device branch converges, and a
symmetric BTGlassPanels_Destroy() goes in its destructor: ~PadRIO tore them
down, ~RIO knows nothing about them, and windows outliving the surfaces they
blit would crash on the next mission cycle.  Both calls are idempotent
(Create returns on gWinCount != 0), so the proven PadRIO path is unchanged
and simply arrives first.  Both guarded by BT_GLASS -- L4GLASSWIN is only in
the build when the gate is on.

Verified on the cart: hardware RIO up AND all three surfaces on their intended
displays in the same run.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Rw7No5wLTpkaUgA3ANbtZZ
2026-08-06 19:05:04 -05:00
Joe DiPrimaandClaude Opus 5 6fcff95010 pod: the HARDWARE RIO on COM1 (L4CONTROLS=RIO:COM1,KEYBOARD)
The real cockpit board now drives the cab instead of PadRIO, frozen in the
profile so all five tester launchers get it.  Nothing above the seam changed
-- the 109-mapping L4 control table installs exactly as on a desktop, and the
cab keeps the GLASS display stack.  BT_PLATFORM=pod is NOT the way to this;
that would drag in the 1995 gauge path.  RIO:COM1 -> \.\COM1 at 9600 8N1.

Evidence the link is real, not just "the port opened":
  RIO successfully initialized!
  FAILURE.LOG: 4 missing boards (Slot 3:0, 3:2, 4:0, 5:0), 16 dead lamps
  [ctrlmap] push stick x=0.0595238 y=0   <- physical stick outside deadband
A specific 4-of-many board inventory is the proof: a dead serial line reports
the WHOLE address space missing.  Reproduced after deleting FAILURE.LOG.  The
dead lamps are the boards this partial crash cart does not have.

Banner honesty: "GLASS (PadRIO ...)" was hardcoded, so a wired cab reported
PadRIO on the very line you read to check which device won.  It now names the
resolved one -- GLASS (hardware RIO; plasma off [L4PLASMA]).

Recorded in pod-hardware.md, including that RIO and PAD are mutually exclusive
(both assign rioPointer, last token wins) and that a CENTRED stick reads x=0,
which is indistinguishable from no data -- so the by-hand check of stick,
throttle, pedals, buttons and the Ranger calibration is still outstanding.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Rw7No5wLTpkaUgA3ANbtZZ
2026-08-06 18:11:28 -05:00
Joe DiPrimaandClaude Opus 5 05d8164801 pod: make the frozen rig survive a NEW BUILD, not just a reboot
Both frozen files live inside the versioned install and neither ships in the
zip -- environ.ini is generated on first run, glass_layout.cfg is ours.  So
Nick extracting the next build would get a cab that comes up wrong with no
error anywhere, which is exactly the failure the freeze was supposed to end.

Masters now live at the stable C:\bt411\ (podprofile.ini, glass_layout.cfg,
podkit.ps1).  setup_pod.bat pushes them into the newest BT411_* folder -- run
once per extract.  runpod.bat resolves the newest install and applies the kit
itself, so the remote launch path needs no per-build edit.  Re-tuning means
editing the MASTER: the apply overwrites the install's copy on purpose, so a
moved panel has one place to look.

Also records, for playtesting on the cab: all five tester launchers set no pod
key at all, so each inherits the rig from environ.ini without knowing the pod
exists -- verified by running play_solo.bat on the cart (7 settings applied,
not 9, because the bat sets BT_PLATFORM and BT_START_INSIDE itself and the
real environment wins).  That is the case against a separate pod-only ini: a
second file would need every launcher to opt in.

Verified: kit re-applies idempotently, and the rewritten runpod.bat brings the
cab up correct -- 9 settings, GLASS, -fit borderless, all three surfaces on
their intended displays.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Rw7No5wLTpkaUgA3ANbtZZ
2026-08-06 17:59:57 -05:00
Joe DiPrimaandClaude Opus 5 d96fa4f4e2 pod: BT_GLASS=1 is not a gate -- name the real one (BT_PLATFORM=glass)
BT_GLASS is a compile-time #ifdef; getenv("BT_GLASS") appears nowhere in the
tree.  The line rode along from the bring-up launcher into the frozen profile
and into the pod-hardware runbook, reading like the switch that turns the
glass path on.  It never did anything -- the rig worked because glass is the
DEFAULT profile when nothing is set.

Replaced with BT_PLATFORM=glass (the real spelling, so the cart does not lean
on that default) and noted why NOT BT_PLATFORM=pod: the pod profile selects
the 1995 multi-surface gauge path, which needs the NVIDIA horizontal span no
modern driver has.  Behaviourally identical -- both land gBTPlatformGlass=1.

Re-verified on the cart: 9 settings applied, GLASS profile, -fit borderless,
all three surfaces on their intended displays.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Rw7No5wLTpkaUgA3ANbtZZ
2026-08-06 17:44:07 -05:00
Joe DiPrimaandClaude Opus 5 654277bb7b pod: freeze the ALPHA-MR rig in environ.ini (BT_FIT, L4PLASMA=NONE)
The cart's display config was carried by a launcher .bat, so it only came up
right if the game was started one particular way.  Move it into the file the
engine already reads before anything touches the environment.

  content/environ.ini  <- scratchpad/pod/podprofile.ini, merged idempotently
                          between markers by scratchpad/pod/mergeprofile.ps1

Two gates were missing for that to be enough:

  BT_FIT=1      the env spelling of -fit, so the borderless main view does not
                depend on one launcher's command line (shortcut, scheduled
                task and autostart all have to produce the same rig)
  L4PLASMA=     NONE / OFF / 0 -> no marquee at all.  Leaving it unset does
                NOT work: the GLASS profile force-defaults it to SCREEN, which
                drops a desktop plasma window on the cab's glass.  The boot
                banner now reports the live state instead of always claiming
                "plasma window".

Also lands the bring-up engine work this depended on: monitor:<name|index>
layout binding (device-bound, not pixel-bound -- desktop rects move when a
display re-enumerates), ",bare" implying frameless, rotation-aware radar
surface sizing, BT_GAUGE_SEC_ROT accepting 0-3 (it silently forced 3 for
anything but 1), 180-degree ExpandPlaneToBGRA, and the BT_POD_CHANMAP /
BT_POD_IDENT / BT_POD_CHANTEST identification gates.

Verified on the cart, build 4.11.813, launcher carrying none of it:
  [boot] environ.ini: 9 setting(s) applied
  [boot] platform profile: GLASS (PadRIO; plasma off [L4PLASMA])
  [cockpit] -fit: borderless 800x600
  [glasswin] radar rotation 0 (none)
  ... all three surfaces on their intended \.\DISPLAYn
No [plasmawin] line in an otherwise-logging run = the ctor never ran.

KB: pod-hardware.md gains the ALPHA-MR section (mapping, the two wiring
deviations, the frozen profile, the session-0 remote-work traps) and its RGB
SPLIT "OPEN: which way is the cart wired" is now SETTLED -- it is splitter
wired, the composite is what lit it.  glass-cockpit.md documents monitor:
binding, BT_FIT and L4PLASMA=NONE.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Rw7No5wLTpkaUgA3ANbtZZ
2026-08-06 17:40:39 -05:00
Joe DiPrimaandClaude Fable 5 e0e9dcc292 KB: decode the pod's RGB SPLIT -- one VGA port drives THREE mono MFDs
Answering 'how do the panels split RGB into 3 monitors' from primary sources
rather than inference:

- content/GAUGE/L4GAUGE.CFG (the authentic 1996 pod config) configures each
  gauge port with a bit-plane mask AND A COLOUR CHANNEL: Comm=red,
  Mfd2=green, Heat=blue on clut2 (the upper row); Mfd1=red, Mfd3=green on
  clut1 (the lower row, blue spare); sec/radar = full rgb, rotation 270 (the
  portrait CRT).  Eng1/2/3 are the engineering-page twins on the same
  monitors, swapped in/out via reconfigure() with 'blank'.
- L4GraphicsPort::BuildSecondaryColor (L4VB16.cpp) proves the mechanism at
  T0: it walks the palette entries owned by the port's bit group and writes
  exactly ONE component (RedChannel->Red, GreenChannel->Green,
  BlueChannel->Blue, AllChannels->whole triplet); BlankColor blanks the
  group.  So one palettized framebuffer emits three independent pictures on
  the R/G/B analog lines, and the splitter feeds each line to its own mono
  monitor -- which is also what the '1280x480 horizontally spanned' MFD
  surface actually is: two VGA outputs x three channels.

Port consequence recorded: the per-panel window path (BT_POD_SURFACES) is
right for per-panel outputs but WRONG for splitter-wired glass, which needs a
channel-composite mode (three planes -> one RGB image, pure primary tints).
ExpandPlaneToBGRA already does the per-plane half.  Open: how Nick's cart is
actually wired.  Also lands the pod bring-up scratch (ssh helper, layout cfg,
launcher, firestorm repo browser).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-06 12:35:39 -05:00
Joe DiPrimaandClaude Fable 5 67a4f09e86 POD MFD bring-up: BT_POD_SURFACES bare-panel mode + placement receipts + probe
Nick's crash cart is the first shot at driving the real MFD panels, so the
pieces the cab needs that the desktop glass path lacked:

- BT_POD_SURFACES=1 (L4GLASSWIN): crop every display window to its SURFACE
  (MFDs exactly 640x480, radar 480x640 portrait), drop the on-screen RIO
  button banks -- the cab's buttons are PHYSICAL, so drawing fake ones onto a
  real panel is exactly wrong -- go frameless, and skip the Flight Controls
  pad entirely (6 windows, not 7).  Per-window ",bare" in glass_layout.cfg
  for mixed rigs (idempotent with the global mode).
- Placement receipts: each window logs which PHYSICAL monitor it landed on
  ("[glasswin] 'Heat MFD' surface=Heat at X,Y 640x480 bare -> monitor
  \.\DISPLAYn (...)").  Nobody can see 7 surfaces at once on a cab, and over
  Chrome Remote Desktop you cannot see the panels at all -- the log is the
  only confirmation the map is right.
- tools/podprobe.ps1: run-on-the-pod topology probe (no install/admin) --
  GPUs, every monitor's virtual-desktop rect, EDID make/model, serial ports
  (the RIO board), session type, plus a PROPOSED glass_layout.cfg assigning
  the six surfaces to the non-primary monitors.  Self-tested here (correctly
  reports a single-monitor laptop and declines to map).

Local verify: 5 MFDs at 640x480 bare + portrait radar + Flight Controls
dropped, receipts printed.  KB: pod-hardware §MFD PANELS ON REAL HARDWARE
(incl. WHY the 1995 path is not the route -- NVIDIA Horizontal Span is gone
from post-XP drivers and per-adapter exclusive fullscreen is fragile over a
remote session) + glass-cockpit env table.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-06 11:31:49 -05:00
Joe DiPrimaandClaude Fable 5 bf39b81b9d KB: document the #60 census/re-export aftermath across the context system
- CLAUDE.md front + project-overview: census/re-export DONE (93.5% coverage,
  41KB dark), polish list refreshed; the citation-policy warning rides the
  front matter so it is unmissable.
- locomotion §CROUCH addendum: the re-export CONFIRMS the hand transcription
  field-for-field, documents that Ghidra renders members as int-ARRAY indices
  ([0xfe] == byte 0x3f8 -- why offset-string greps of the export miss them),
  and records the AIRBORNE AUTO-RISE branch the raw pass missed (+ its fix).
- decomp-reference §7: citation policy (@ADDR, never part/LINE -- old
  citations resolve only against archive_2025export/), the array-index
  gotcha, and the full re-export toolchain (ghidra_reexport.sh incl. the 8.3
  short-path requirement, gapcensus, gapdiff).
- open-questions: the leads the re-export produced -- @0x4c0904 is the MASTER
  BTPlayer Performance (team-by-name resolve + EndMission post + score
  heartbeat; our @0x4c083c attribution needs a re-check) and the ~9KB
  l4splr|btmssn cluster that stayed dark THROUGH the fill (no call/data
  reference reaches it -- jump-table entry suspected).
- glossary: dark-region.
Section ordering fixed (addenda above Key Relationships); checkctx CLEAN.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-06 11:18:48 -05:00
Joe DiPrimaandClaude Fable 5 f44be87ab2 #60 PART 2: the RE-EXPORT -- dark code 90KB -> 41KB, coverage 87.3% -> 93.5%
Installed JDK 21 + Ghidra 12.1.2 (no admin, %LOCALAPPDATA%\bt411-tools beside
DXSDK/cmake; runner uses 8.3 SHORT paths because Ghidra's .bat expands
%JAVA_HOME% unquoted and the profile has a space).

New tooling: reference/ghidra_scripts/ExportGaps.java -- ExportAll's exact
output contract PLUS a gap-fill pass (force disassembly + createFunction at
E8 call targets outside functions, data->code pointers at a plausible
prologue, and the census's discovered starts; iterated to a fixpoint,
logged to gapfill_report.tsv).  tools/ghidra_reexport.sh (headless runner,
'reprocess' mode) and tools/gapdiff.py (score two censused exports);
gapcensus.py now censuses any export dir.

Results: 6267 -> 6472 functions (+205 created in 2 rounds: 195 census
starts, 6 call targets, 4 data pointers; 56.1KB newly covered), ZERO
decompile failures.  Dark real code 90.4 -> 40.8 KB (54.8% recovered);
game-side dark 53.1 -> 21.1 KB; regions 428 -> 321.  EVERY historically
dark function now has pseudocode -- including @0x4c05c4 VehicleDead, the
absence that opened this issue.

VALIDATION: the new pseudocode confirms this week's hand reconstruction of
the crouch field-for-field (mapPosture/duckState/squatCapable/myomerEff/
novice gate/SetLegAnimation/ForceUpdate/stability alarm) -- and exposed one
branch the raw pass missed: AIRBORNE AUTO-RISE (mode 3|4 && legState 1 ->
forced squ), now implemented in mech4.cpp and re-benched un-regressed.

PROMOTION: the re-export is canonical reference/decomp/; the previous export
is preserved at reference/decomp/archive_2025export/ so old
`part_0NN.c:LINE` citations still resolve (addresses are stable across both;
line/shard membership is NOT -- cite @ADDR).

New lead recorded: @0x4c0904 is the MASTER BTPlayer Performance (team
resolution, EndMission console post, score heartbeat) -- our @0x4c083c
PlayerSimulation attribution needs a re-check.  KB: source-completeness,
gotcha #20 (the rule is cheap now -- look it up), CLAUDE.md router/layout.
Log: phases/phase-04-gap-census.md.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-06 11:11:26 -05:00
Joe DiPrimaandClaude Fable 5 e69c0d7aa8 #60 GAP CENSUS: the export dark-region inventory (tool + report + KB)
tools/gapcensus.py (deterministic): index-vs-.text interval math, export
cross-check, function-start discovery inside dark regions (E8 call targets +
data-section code pointers), pad exclusion, TU attribution, repo-citation
flags. Output: reference/decomp/GAP_CENSUS.md + gap_census.tsv.

Headline: .text 892KB, index covers 87.3%; 428 dark regions = 90KB REAL code
(indexed-but-unexported = 0 -- the gap class is purely 'never indexed').
Game-side dark ~54KB: 66 regions visited by past digs, 159 NEVER TOUCHED.
Validation: all six historically-bitten dark addresses (VehicleDead,
ToggleLamp, death tail, master-perf, myomer integrator, duck consumer) land
inside census regions; the two most-cited regions are the two that produced
the most reconstructions.

Top uncharted leads (spot-checked real code): the ~9KB l4splr|btmssn cluster
(dispatch-table state machine -- likely BTMission's unexported heart); the
613B btplayer hole before the ctor (mission-review id-0x18 sender suspect);
btl4app tails; heat|mechmppr + mechweap|btplayer boundaries. Full log:
phases/phase-04-gap-census.md. Re-export half deferred (no local Ghidra;
scripts ready). KB: source-completeness census section + CLAUDE.md lookup
row + decomp-reference tools entry; consult the census BEFORE any 'absent
from the export' claim (gotcha #20).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-06 10:34:02 -05:00
Joe DiPrimaandClaude Fable 5 f49f35cd43 KB housekeeping sweep: end-of-arc staleness purge (2026-08-06)
Corrections (wrong claims fixed + swept):
- open-questions: the DuckState 'no CODE consumer, authentic [T1]' verdict
  RETRACTED (consumer = the unexported posture block; squat clips shipped in
  BTL4.RES all along); the searchlight fog swap re-marked DONE (was 'STILL
  DEFERRED'); crouch index pointer updated.
- combat-damage: old task-#60 kill-score section marked SUPERSEDED by the
  report tail (BTPostKillScore retired).
- pod-hardware: crouch census rows -> COMPLETE; gauges-hud: 07-20 note
  (generators 'unreconstructed') re-swept.

New knowledge:
- reconstruction-gotchas #20: EXPORT-GAP BLINDNESS (4 incidents, 2 falsely
  T1; the byte-scan/named-member/RES-TOC/manifest checklist) + the
  verification-viewpoint bullet in #13 (the crouch capture errors).
- decomp-reference: master posture/crouch block offsets (+0x3f8/+0x79c, the
  myomers cluster) + 8 new bench env gates.
- rendering: beam-material decode (btfx brighten) + look-pass acceptance.
- experience-levels: crouch novice lockout in the +0x25c consumer list.
- build-and-run: the stale-link build ritual; test-harness: bench-script
  gotchas (both previously oral tradition).
- glossary: export-gap-blindness; multiplayer: crouch/searchlight ride
  existing records; subsystems: searchlight visuals pointer.

Status refresh: CLAUDE.md front + project-overview current-state -> core
gameplay reconstruction COMPLETE (774->801), polish phase, #60 census next.
Ledger addenda: INPUT_PATH row 6 complete; RESPAWN_REARM VehicleDead-sender
note. .gitignore: content/ bench artifacts (pngs/logs/eggs/exe) out of
status. checkctx CLEAN.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-06 10:22:50 -05:00
Joe DiPrimaandClaude Fable 5 4beac48f31 Merge Cyd's glass-lamp-latency: #138 unfocused flash-rate fix + red Panic/Eject + plasma no-frame
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-06 09:48:21 -05:00
Joe DiPrimaandClaude Fable 5 e1c3f2db6a Myomer factor: correct the false 'feeder unreconstructed' claim + wire the
crouch gate to the LIVE drive value

The myomer system was ALREADY COMPLETE (2026-07-31 seek audit): Performance
wrapper @004b8b9c, AvailableOutput @004b8ac0 (gear clamp x quadratic heat
degrade x (1 - zone damage)), and the master-perf chain walk + speedDemand
scale + turn freeze in mechmppr.cpp:990 -- the same @0x4a9cf2-0x4a9da4 bytes
the crouch dig re-decoded.  The 2026-08-05 banners calling the feeder dark
were an export-gap-blind grep (named members, not offsets).  Fixes:
mechmppr publishes the chain MAX into mech->myomerEffectiveness (the
binary's +0x79C home) so the crouch posture gate reads the live factor
(dead/overheated myomers now genuinely refuse squat/rise -- previously the
gate read a neutral 1.0 and never fired); the duplicate speedDemand multiply
in the posture block is removed (mechmppr's is the one application); banners
and locomotion.md corrected.  Squat re-benched green on the live wiring.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-06 09:21:28 -05:00
Joe DiPrimaandClaude Fable 5 58c3db090b KB: crouch eye-drop residual was false -- measurement error, corrected
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-06 08:55:29 -05:00
Joe DiPrimaandClaude Fable 5 591d205b19 CROUCH complete: full cycle + MP replication verified
The WIP's 'pose does not hold' was a chain of bench-instrument errors, not a
code bug: every capture ran in COCKPIT view (the pilot cannot see their own
legs; the eye-height residual masked as reversion).  Joint probes prove the
park holds indefinitely (knee 1.138, root -2.219 steady); the 2-node bench
shows the observer's replicant fully crouched and held (duckmpA_031 -- the
type-3 state record carries it with zero new replication code); the second
scripted press (new BT_BTNTEST2 env) verifies RISE -> standing zeros.
MP button delivery confirmed mode-mask-clean (the one miss was round-start
jitter).  Diags added, all BT_DUCK_LOG-gated: SetLegAnimation re-arm tracer,
1 Hz joint probe, RIO press mode-mask, BT_TREE_LOG topology dump, and the
squat-park log.  RESIDUAL filed: pilot's own cockpit eye does not ride the
root drop (DPLEyeRenderable chain composition; cosmetic).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-06 00:50:12 -05:00
Joe DiPrimaandClaude Fable 5 b75bb4a04c Searchlight beam: the btfx brighten material class + BT_SPOT_SELF rig
SPOT.BGF decoded: a 7-vert cone from the mount, ~50u forward and ~35deg DOWN
(a ground-pool lamp, not an air beam), verts tinted cyan-white, material
class 'brighten' smuggling its additive factor in DIFFUSE.r (0.25) with a
warm emissive on the night page.  The loader had never met the class -- it
drew as an opaque dark-red blob.  Now: brightenFactor parsed (name-gated to
brighten*), batch -> L4DRAWOP.brightenAlpha, drawn in the blend pass as an
additive veil (dest += vertexRGB x factor), unlit.  [T3] tint compose
(vertex cyan vs night emissive warm) noted in the draw branch -- field
eyeball accepted the current look.

BT_SPOT_SELF=1 (bench-only): builds the cone on the own-cockpit tree so the
BT_CAM=face view can inspect it solo.  KB: view toggle is BACKTICK ('V' is
the rear-view hold since #68 -- the toggle skips bound keys); stale V-toggle
claims swept.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-05 22:21:32 -05:00
Joe DiPrimaandClaude Fable 5 7d8f109241 FIX: restore rendering.md (truncated to empty by a crashed encode in d44fae2) + searchlight section with the perceived-strength correction
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-05 20:01:36 -05:00
Joe DiPrimaandClaude Fable 5 d44fae2ae3 KB + handoff: searchlight reconstruction
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-05 19:46:09 -05:00
Joe DiPrimaandClaude Fable 5 91bd28669e #45/#134 authentic score/death report tail -- replaces the scoring stand-ins
Reconstructs the dark-gap tail of Mech::TakeDamageMessageHandler
(@0x4a02f4-0x4a0890, raw disasm): the three id-0x16 score reports (kill to
the shooter's player / type-0 wire-fidelity / received to the victim's
player) and the BT 0x38-byte VehicleDeadMessage extension {killed-by player,
kill zone} dispatched from the death tail.  Retires BTPostDamageScore /
BTPostKillScore and the per-hit inflicted credit (never existed in 1995:
@0x4c0200 is bound in no handler-table entry -- byte-scan receipt in
decomp-reference).  Suicides now dispatch and the handler negates the award
(the #134 panic penalty).  Collision divert falls through to the death tail
per @0x4a0375 (wall deaths respawn + blast; no score).  ScoreMessage fields
renamed to decoded truth (vitalHit/zoneIndex/subsysID) + wire asserts;
console VTVDamaged points_transfered corrected (Round(award), not Now()).

Benches: scorekill.sh cross-node kill (kills=1 award=4.88, killedBy=2:1
zone=3, single death cycle), scoreself.sh suicide (type=2 award=-39.00
kills=0), deathblast2.sh re-verified (72 bursts at ~9u).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-05 18:36:58 -05:00
Joe DiPrimaandClaude Fable 5 c3455d388f KB: #131 miss-means-miss pick semantics + instruments [T2]
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-05 11:13:44 -05:00
CydandClaude Opus 4.8 67074c80e2 Plasma window joins the glass_layout.cfg no-frame list
The desktop plasma window (L4PLASMAWIN, "BattleTech - Plasma") is created by a
different TU than the per-display panels, so it couldn't be a gWins[] entry and
sat outside the sticky-layout / ,noframe system.  Add a tiny extern-window
registry to L4GLASSWIN so it rides the same glass_layout.cfg:

  - BTGlassLayout_QueryWindow(title, rect, noframe) -- read a title's saved rect
    and ,noframe flag (used by the plasma on creation, BEFORE sizing, since
    WS_POPUP's frame extent differs from the framed tool window).
  - BTGlassLayout_RegisterExtern(hwnd, title) -- register an externally-created
    window so SaveLayout writes its line (with a last-known-rect cache so a
    teardown before the save still preserves the line).
  - BTGlassLayout_Save() -- public save trigger the plasma WndProc calls on
    WM_EXITSIZEMOVE / teardown.

L4PLASMAWIN now reads its saved rect+flag on create (WS_POPUP when ,noframe,
position restored), registers itself, and saves on finished-drag/teardown.  All
BT_GLASS-gated; the pod is untouched.  The plasma blits directly every frame, so
it has no WM_TIMER focus-throttle.

Verified: Release links clean; drag wrote "BattleTech - Plasma=321,222,528,167",
reload with ,noframe brought it up WS_POPUP (WS_CAPTION absent) at 321,222.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-08-04 19:38:29 -05:00
Joe DiPrimaandClaude Fable 5 1d3616cceb #124 CORRECTION: aimed hull hits resolve the struck dz_* PANEL -- players were right
The 08-03 zone rule (struck SEGMENT's SKL dzone, ALWAYS -> every aimed
torso hit = center torso) was wrong, and era players' pushback caught it.
Byte-level proof: MAD_TOR.BGF zone-tags the hull PER PANEL (dz_utorso x36,
dz_ltorso/rtorso x18, dz_dtorso x16, all four rear panels, searchlight);
the dpl hit result kept GEOGROUP granularity (dplHitGeoGroup, T0); and the
binary's segment->zone map @49db20 has NO runtime caller (raw call-scan:
sole caller = CreateStreamedDamageZone, load time) -- no segment-level
collapse mechanism exists.  Oracle's night-10 'only LCT gets hits' audit
was the BUG's fingerprint, not the pod's design.

Fix: MechSegmentPick attributes the struck triangle to its draw op (index
range) and takes the op's .DZM-bound zone -- the #87 armour-darkening
bindings, the same authored patch->zone mapping that already paints the
panels -- with the segment dzone as the untagged fallback.  ZoneAimPoint
now aims hull zones at their patch CENTROIDS (all hull zones previously
shared the chest cull-center), which also upgrades the zone walker.

Bench (2-node zone-walk vs spinning madcat, zonewalk_madcat.sh): every
hull panel resolves individually -- utorso 11/12 in-zone, no L/R
mirroring, all four rear panels register; misses are the panel facing the
shooter mid-spin (correct geometry, not misattribution).  Victim applied
254 hits spread across every panel family.  Was 102/102 hull aims ->
dtorso before the fix.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-04 17:57:14 -05:00
Joe DiPrima a338a5db89 Merge remote-tracking branch 'origin/glass-lamp-latency' 2026-08-04 16:53:32 -05:00
Joe DiPrimaandClaude Fable 5 b6656e35c5 KB: #124 twist-sign verified [T2] -- adapter flip correct, bench + diags recorded
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-04 15:51:19 -05:00
Joe DiPrimaandClaude Fable 5 375fa28fef KB: #91 inside-view roster claim upgraded to T1 (FUN_004cef28 decomp anchor)
The binary's inside renderable build sets type A (=4, part_014.c:5077) and
its per-segment loop looks up EVERY segment's type-A mesh (FUN_00424084,
:5570) with no torso/cop filter -- the arcade drew all authored own-body
meshes (thor pod, owens legs). No opt-out exists in the binary.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-04 14:17:21 -05:00
Joe DiPrimaandClaude Fable 5 6180a44c64 #91 thor black rectangle: it's the OWN missile pod -- blakskn now material-keyed
Three testers reported a black rectangle swaying with the footsteps in the
thor cockpit (Summoner = the thr1 label, same THX canopy -- no isolation).
Decode: the inside view is a PER-MECH AUTHORED type-A set, not the cop
alone (no fallback in EntitySegment::GetVideoObjectName -- authored data):
madcat/vulture/bhk1 = cop; sunder/loki/avatar = +tor; thor = +tor +MSL
(the shoulder pod, the reported rectangle); owens = +both legs +tshd.
The pod/leg pilot-facing surfaces use the SAME "<pfx>skin:blakskn_dz_*"
interior-structure material as the canopy frame, but the unlit frame
constant was keyed on the _cop FILENAME -- identical material rendered
(0.13,0.12,0.15) on the canopy and pure (0,0,0) on the pod/legs
([matlog]: owx_cop blakskn vcol=FF211F26 vs owx_lule vcol=FF000000).

Fix (bgfload.cpp): the frame-constant treatment keys on meshIsCop OR
material contains "skin:blakskn_dz_". mechfx:blakskn_mtl (tshd shadow
quads) deliberately excluded. Verified: zero pure-black px in the lower
view band across walk captures, the pod plate renders frame-toned and
blends with the bar at rest (the reported anomaly dissolves), owens legs
read as coherent structure, canopy/terrain un-regressed.

Diags added: BT_MAT_LOG=<stem> per-batch material routing dump (bgfload),
BT_HIDE_INSIDE_SEG=<substr> inside-mesh hide (btl4vid), [view] per-segment
inside-roster names. KB: cockpit-view.md exactly-one claim corrected +
the #91 section; bench scratchpad/night11/thorrect.sh.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-04 12:43:36 -05:00
CydandClaude Opus 4.8 f99003cf50 Glass cockpit lamps: sweep every frame so lit buttons track the sim under load
Playtesters (all on the glass surround) reported the cockpit lighting
sometimes going slow or nonexistent while the 3D view stayed perfectly
smooth.  The RIO serial/lamp stack is byte-identical to pod-proven Red
Planet (diffed L4LAMP/L4RIO/L4SERIAL), so the wiring was fine -- the defect
is the glass UPDATE CADENCE:

The lit buttons draw every frame (BTDrawCockpitPanels, reading
PadRIO::GetLampState), but the lamp STATE sweep that fills that store
(LampManager::Update -> AssertNewLampValue -> SetLamp) rides the gauge
renderer's FOREGROUND turn, which fires only once per full gauge cycle
(foreground->background->copy).  The cycle can't reach the next foreground
turn until the throttled background gauge sweep drains the ~140-instrument
active list -- and that background task starves under MP load (issue #45,
"instruments freeze while fps stays healthy").  So the lamp sweep ran
~1x/second: buttons froze / flashes stalled while the view (a separate
per-frame foreground render) stayed smooth.

Fix: BTGlassSweepLamps() runs the lamp sweep EVERY frame on the dev/glass
composite path (L4VB16.cpp, in BTDrawGaugeInset), decoupled from the gauge
cycle.  It is cheap -- deduped state pushes over ~72 lamps, no raster.  The
pod never enters BTDrawGaugeInset (real gauge hardware), so its authentic
bandwidth-paced serial lamp cadence is untouched.  BT_GLASS_LAMP_SWEEP=0
restores the authentic once-per-cycle behaviour.

Verified: Release links clean (only the 40 tolerated /FORCE externals);
glass surround boots and runs, lamp sweep pushes state (43 [lamp] pushes,
buttons lit), ~60 fps, no crash.  The under-load win is structural (the
sweep is now an unconditional per-frame call); true MP-starvation repro
needs multiple nodes.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-08-04 09:41:04 -05:00
Joe DiPrimaandClaude Fable 5 a728fa6de9 #118 alarm dig complete: the TechStatus bit model -- MarkGeneratorOut bridge removed
The gauge-alarm "condition" is a STATUS-FLAG BIT INDEX edge-scanned by
MechTech (bit 0/1 structure, 2 leak, 3 heat, 4 AmmoBurning, 5 Jammed,
6 !HasVoltage). Conditions 4/5 -> the engEject flash = the AMMO purge/unjam
invite (flashing the very key whose streamed function is EjectAmmo) --
never pilot eject; cond 6 -> the bus-switch invite; the PANIC lamp is the
sole pilot-eject indicator.

The destruction->stateAlarm(4) bridge is REMOVED as unfounded: alarms never
read stateAlarm; state 4 is the THERMAL BREAKER state produced by
GeneratorSimulation itself (byte-matched vs FUN_004b1f7c). And the binary's
crit distributor (@0049c9a8, read raw) touches nothing electrical -- a
generator destroyed in place keeps stale Ready voltage until any transition
recomputes output via (1 - damage) x rated. The port now matches that
subtlety exactly (verified: single-gen force-kill -> no bus invite, no arm,
silent unarmed keypad -- all authentic).

KB: the full bit table + invite semantics + electrical subtlety recorded in
decomp-reference.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-04 03:18:50 -05:00
Joe DiPrimaandClaude Fable 5 0535a7ab74 KB: gotcha #27 -- drawing against compositor invariants (the #118 MFD corruption class)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-03 21:06:55 -05:00
Joe DiPrimaandClaude Fable 5 8165cee9da #118: the eject option comes alive -- per-frame arm chain closed (FUN_004a9b5c+0x10)
The evaluator's "unexported caller" found by E8-scan: the Mech MASTER
PERFORMANCE (FUN_004a9b5c, in the 004a977x..004ab188 export hole) calls
EvaluateEjectPermission as its FIRST act every frame. Without that call the
port's ejectPermitted stayed at ctor-0 forever -- the panic-armed mode never
raised, so the PANIC lamp never lit and testers "never saw the option for
eject come alive". Restored at the top of Mech::PerformAndWatch (masters
only, like the binary).

Mislabel swept: mech+0x414 is ejectPermitted, NOT "missionReviewMode" -- the
mapper's @004d196c edge-watch arms PANIC mode 0x200000 from it (the real
review mode is the GLOBAL DAT_004fd550; btl4pb now reads that global, the
GetMissionReviewMode stub is retired, mapper member renamed
previousEjectPermitted).

Verified live: kill 4 generators -> "[eject] panic-arm mode ON" -> the
miniconsole Panic button lights dark->bright (pixel captures; the pad panel
shades it from the same PadRIO lamp state the pod's physical button uses) ->
BT_EJECT_AT press -> PUNCH-OUT -> respawn heals -> mode disarms -> healthy
presses REFUSED. BT_EJECT_LOG=1 logs the arm edges.

Note: no shipped gauge rides mode 0x200000 -- the 1995 eject indication is
the button lamp; the weapon-eng MFD "UNJAM/EJECT" is the ammo-jam indicator.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-03 13:53:09 -05:00
Joe DiPrimaandClaude Fable 5 440cee1e4f #87 dig closure: host response is linear (raw decomp re-read); the pixel curve was div-card firmware
Re-read the material damage watcher RAW (@004573e4 ctor / @00457784
change-push): 16 floats snapshotted, damaged = pristine x 0.1 (literal at
the MakeMechRenderables call site, watching zone+0x158), linear lerp, 13
floats written back, then FUN_0048d4d4 -- which is "flush_material": a dpl
command-stream marshal (opcode 100) to the i860 division card. The
material->ramp->texel response curve was CARD firmware and is not in
BTL4OPT.EXE; logged as an open question (ask: firmware/DIV docs/period
screenshots).

Field reconciliation, measured live: one 25-pt hit (ERLG class) snaps a
77-pt arm 0 -> 0.3247 in a frame -- "a single missile leaves visible
armor damage" holds under the linear curve for heavy hits; 2-pt ERS creep
(the leg-audit weapon) is the invisible case.

Bench additions: BT_WALK_ZONES=<name-list> walker filter (concentrated
per-region audits, scratchpad/night10/legwalk.sh) + BindArmourDamage
ORPHAN inventory under BT_ARMOR_LOG (proved every drawn op is
zone-claimed on the full tree).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-03 13:10:00 -05:00
Joe DiPrimaandClaude Fable 5 fe48accb6b #87 root cause: the level-crossing zone-record send was missing -- observers never saw damage
The binary's effect watcher (FUN_0042aa2c) raises
ForceUpdate(DamageZoneUpdateModelFlag) when a zone's damageLevel CROSSES a
band-descriptor threshold (FUN_0042a5f4, master-gated on entity+0x28 & 0xc)
-- that send is how every other pod's replicant learns zone levels
mid-fight. The port's band hub kept only the graphic-state branch, so an
observer's copy sat at 0.0 until destruction: no enemy hull darkening, no
doll movement, ever (the night-10 "no armour discoloration" report).

Restored the level branch with the already-reconstructed DescriptorCrossed
(@0042a5f4) + the master gate on both branches (mesh swap still runs on
every instance). 2-node verified: A-side armour watcher pushed 114 level
changes; every replicant peak matched the master's finals to 4 decimals
(dtorso 0.9321 == 0.9321).

Render path cleared separately (gotcha #23 discharged): BT_ARMOR_FORCE 0/1
A/B captures prove the tint renders (hull -> charcoal at 1.0). Solo
perception is the authentic economy: 2-25 pt lasers vs 68-185 pt pools.

Bench: zonewalk.sh node A now carries BT_ARMOR_LOG + BT_SHOT_EVERY (the
standing zone-replication receipt) + digest_walk.py; armorpx.sh is the
force-pair pixel rig.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-03 12:24:36 -05:00
Joe DiPrimaandClaude Fable 5 cb5426cc7f KB: #124 close-out -- triangle pick + the authored one-hull-segment zone rule
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-03 11:32:26 -05:00
Joe DiPrimaandClaude Fable 5 16e75d6e1a #124 bench: the ZONE-WALK MATRIX -- systematic per-panel targeting, operator-watchable
The precision rig the operator specified: two nodes, target visible,
every zone aimed at deliberately through the REAL reticle/pick path.

* BT_SPIN_SELF=<deg/s> (target node): rotates the node's own viewpoint
  mech in place (the BT_SPAWN_AT write pattern per frame) so every
  aspect passes the shooter's boresight; the operator watches this
  node's paper doll take the hits.
* BT_ZONE_WALK=<secs/zone> (shooter node): walks the target's damage
  zones in order, resolves each zone's carrier segment's live world
  position (BTResolveSegmentWorld + the new BTMechZoneSegAndName
  bridge), SERVOS the torso twist + aim elevation until the centered
  reticle ray (BTGetAimRay) points at the segment, fires 3 laser
  pulses, advances. [walk] ZONE/FIRE/HOLD on A pairs with [dmghit]
  zone/level lines on B.
* scratchpad/night10/zonewalk.sh: launch both + relay, map sed'd to
  grass/day, NO kill timer -- the session stays up for observation.

Hard-won servo constraints (documented in test-harness.md so they are
never relearned): the ENGAGE GATE (ray live + range<150 + bearing<1.1;
outside it RELAX the twist -- servoing at the twist limit while the
goto marches is a limit-clamp fight that visibly shakes the mech, and
a 0.55 gate deadlocks against the goto's ~0.55 resting bearing); YAW
POLARITY -1 (the twist cell's angular sense is opposite atan2(x,-z)
world yaw -- operator-observed live, the SECOND witness for the #124
SelectSlice twist-sign flip) with a divergence watchdog that
self-flips; damped correction (gain .40, cap .025/frame -- the aim ray
lags the twist write a frame); and a one-shot approach PORT to 100u
off the target instead of a cross-map march.

First live run: walker cycles zones, settles, fires; the target's
luleg climbed 0.458->0.523 under its own aimed pulses -- aimed shot,
correct panel, damage consumed.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-03 10:04:03 -05:00
Joe DiPrimaandClaude Fable 5 b0b7adc4ea #124 CORRECTION: the frame adapter is a Z-REFLECTION, not a pi rotation --
proven by the mech's own pods

The first fix (c5dfb00) negated x AND z. The operator challenged it:
'they couldn't hit rear panels AT ALL -- a 180 rotation couldn't explain
that' -- and a rotation would also have relocated rear damage, not
erased it, while the bench premise (the dummy faces its attacker) was
assumed, never measured.

The zero-premise probe (BT_ASPECT_TEST): four self-impacts at known
WORLD cardinals + one at each weapon's PHYSICAL MUZZLE position -- the
mech's own asymmetric geometry as the left/right anchor. Measured:

* WorldToLocal is a clean R(yaw), no hidden terms (yaws -30/150/40 deg
  all consistent);
* our frame: RIGHT = +X -- SAME as the 1995 ring (W0/W7 = Right*) --
  and FORWARD = -Z, flipped vs the ring's Front*-in-+Z-arc;
* under the pi rotation the pods CROSSED (left muzzle -> rtorso);
  under z-negation every anchor lands its own side.

So: negate local z only, and -- since a reflection reverses angular
direction -- the SelectSlice torso-twist term flips sign with it
(twist was 0 in all probes; twisted-torso verify tracked on #124).

Anchor acceptance (fresh exe, third yaw): LRM15_1 left pod -> ltorso,
LRM15_2 -> right wedges, left/right arm muzzles -> larm/rarm, nose ->
front cells, tail -> rear cells, flank cardinals -> rgun / left wedges.

The BT_ASPECT_TEST probe + BTWeaponMuzzleWorld bridge stay as bench
scalpels.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-03 09:05:35 -05:00
Joe DiPrimaandClaude Fable 5 c5dfb002f3 #124: hit-location ASPECT was rotated 180 degrees -- the resolver now speaks the 1995 frame
Night-10's systematic targeting audit (rear panels unhittable from
direct fire, Owens left torso hitting the RIGHT weapon pod and vice
versa, missiles favoring the far side) measured down to one geometric
fact: the authored wedge ring puts the Front* cells in the +Z arc
(slice-name audit, bit-verified tables), i.e. the 1995 resolver frame
has mech-forward = +Z -- while OUR engine's entity frame carries
forward along -Z. Bench proof: a victim facing its attacker took
frontal beams at local z = -4..-10, theta ~270 deg, resolving the
REAR-named cells (zones 12/14/15) every time.

The two frames differ by a pi ROTATION about Y -- rotation, not
reflection, because the field flank observations CROSS (left->right)
rather than persist. ResolveHit now rotates the local impact into the
cylinder's frame (negate x and z; y untouched; handedness preserved so
the SelectSlice torso-twist add keeps its sign).

A/B (172 resolves, live missiles+beams on a facing victim): before
theta~4.7 -> rear zones only; after theta~1.42-1.59 -> utorso/dtorso/
ltorso/rtorso/arm -- the front-authored cells, with the per-burst
re-roll scatter intact.

NOT this bug: the "one band LOW" Y-axis half of the night-10 table --
that is #16 (pick-ray boresight parallax, code-confirmed, still open).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-03 01:12:32 -05:00
Joe DiPrimaandClaude Fable 5 1efe8efc68 #118 tails: death score cost + the DeathWithoutHonor console notice
* SpecialCaseDeathPenalty restored to the engine ScenarioRole (SCNROLE.h/
  .cpp) -- the 4.10-only role field the 2007 WinTesla source dropped
  (record slot [1] after KillBonus, fail-hard read; role+0x20; the
  DefaultRendererRate pattern). Its consumer decoded from the @004c05c4
  export gap (@004c07cd, missing from the #52 reconstruction): every
  death with advancedDamageOn hands the ENGINE base ScoreMessageHandler
  (@0042da20 == PLAYER.cpp:138, a DIRECT call bypassing the BT type
  Verifies) a type-1 award of -penalty. Wired verbatim. Shipped content
  authors the key nowhere -> cost 0 in the field. NUANCE [T4]: the 1995
  engine adds at Player+0x1c8, which no BT scoreboard reads (+0x278) --
  the pod's cost may never have displayed; our single-cell port shows it.

* The eject console notice: FUN_004c198c IS the
  ConsolePlayerMechDeathWithoutHonorMessage ctor (T0 BTCNSL.CPP survives
  and is compiled) -- "death without honor" is the punch-out record.
  BTPlayerEjectBookkeeping now sends it to the console host through the
  same ConsoleClientID path as the VTVDamaged notify, then latches
  suppressConsole: the eject notice REPLACES the death notify. Verified
  two-node: "notice -> console host 1" fires on the ejecting node; the
  relay-side delivery of client-5 traffic is a pre-existing question
  shared with the never-observed VTVDamaged sibling (operator-console
  workstream).

* Eject alarm-10 audio: resolved NEGATIVE -- the five Eject*.wav ship in
  AUDIO/ but BTL4.RES references them nowhere (orphaned like the SQUAT
  clips); wiring them would be a stand-in. Operator-optional deviation.

* RIO 0x38 panic control: deferred with the plumbing documented (the
  glass Flight-Controls window already renders the 0x38 bank; consumer =
  read buttonGroup[ButtonPanic] alongside the binding-engine edge) --
  pod-hardware-only, untestable on this bench.

Two-node verify (fresh-exe rerun after a stale-exe trap): REFUSED
healthy, PUNCH-OUT after generator kill, death + wreck swap + smoke +
un-wreck warp all replicated on the observer, respawned mech refuses
again, console notice fired.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-02 17:12:48 -05:00
Joe DiPrimaandClaude Fable 5 e996be249d EJECT/PANIC wired: Mech::EjectPilot (id 0x19 @0049f854) + the crippled-mech gate
The button died twice before reaching game logic: no handler (0x19 was
unregistered) and no sender (the pod's panic was a control bit, not a
mappable). Both halves reconstructed from raw disasm -- the handler AND
its permission evaluator sat in export gaps.

@0049f854 EjectPilot: press-only; gated on ejectPermitted (@0x414) and
!IsDisabled; console eject notice (relay wire = tracked tail; the
suppressConsole@0x258 latch that prevents the death double-notify IS
wired); graphicAlarm -> 10, which kills via the >=9 predicate; then a
self TakeDamage {inflicting=SELF, zone -1, Explosive, amount =
ScenarioRole::killBonus}. Role layout byte-settled via the role reader
@00429bec dest offsets + the ctor record copy: +0x1c IS killBonus, +0x20
is the 4.10-only SpecialCaseDeathPenalty, +0x28 returnFromDeath (all
prior citations reconciled). KillBonus authors NOWHERE in shipped
content -> the charge is 0 and the ALARM does the killing: our bench
outcome is the pod outcome.

@0049fa1c EvaluateEjectPermission: eject only from a CRIPPLED mech --
bank coolant fraction < 0.05 | zero live generators | live weapons
below mech+0x448 (no exported writer: zero, clause inert) | leg-gimped
novice. A healthy mech REFUSES the button; no free resets.

Input: binding-engine "Eject" action -- Backspace / pad LeftThumb
(default profile + shipped CONTROLS.MAP). Bridges per the databinding
rule: weapon/generator/bank/player reads land in their complete TUs;
MechSubsystem gains the both-cells destroyed accessors (gotcha #22).
Bench scalpels: BT_EJECT_AT=<frame> (path-identical synthetic press),
BT_KILL_SUBSYS now takes a comma list.

Verified single-node: healthy press REFUSED (x2), four generators
killed, next press PUNCH-OUT -> death, wreck smoke, respawn; the
respawned mech refuses again (permission re-evaluates after Reset).
Death rides the normal damage/death chain, so MP replication is the
proven path. Tails tracked: console relay notice, RIO 0x38 panic
control, alarm-10 eject audio/canopy, SpecialCaseDeathPenalty consumer.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-02 16:45:54 -05:00
Joe DiPrimaandClaude Fable 5 e1ae92264a #96: the sim TIME MODEL closed from bytes -- myomer kinetic term restored to the faithful 28 Hz
The open question under every heat bracket was what the 1995 sim does with
time. Answered at the byte level:

* FUN_0041c018 IS the arcade Simulation::PerformAndWatch: slice =
  (till.ticks - last.ticks) / DAT_0052140c, stored, Perform(slice) --
  VARIABLE-STEP in real SECONDS, line-for-line the WinTesla SIMULATE.cpp
  body. Every dt-carrying reconstruction is unit-faithful; no tick/second
  gap exists anywhere.
* The myomer heat term's ONE caller is the unexported MyomersSimulation
  body @0x4b8b9a (E8-scan + raw disasm; export gap): once per Perform, raw
  slice, gated measuredVoltage>0 only. The dt-less kinetic pulse therefore
  fires at the FRAME cadence -- 28 Hz nominal, sagging under load
  (emergent hardware, not a code constant).
* Mover velocity is u/s (dead-reckoner @0x421f7c: pos += vel x ticksD/28),
  so the v operand is unit-faithful too.

The 0.5 "loaded-rate" witness bracket is RETIRED -- it modeled the sag as
a constant, wrong in exactly the reported scenario (open-field cruising is
a light scene; the pod held ~28 there). kSeekHeatCalib = 1.0.

Measured at the faithful rate (madcat cruise benches): recommended gear
equilibrates ~1450 -- inside the authored degradation band as a SOFT 20%
output governor (heatFactor = 1 - d^2/range^2), weapons untouched at
~110-150, ZERO jams, zero bay fires from movement alone; supercharge
~1770 (deep governor -- the manual's own expert-mode warning). That is
the authored system: degradeT=1000 is governor onset, failT=2000 the
cliff, and the coolant-loop controls are the player's lever.

New leads filed in open-questions: the climb term's gravity operand
samples 0 (bridge points at a dead cell); the engine Mover's own gravity
subtraction is per-frame dt-less (port impact unread); gait-noise phantom
acceleration feeds the accel term.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-02 16:01:04 -05:00
Joe DiPrimaandClaude Fable 5 d3de5f94ee #87/#96: 'mechs die with lightly damaged armor' AUDITED -- no port bug; it's ammo cook-off
Byte-level audit of the entire damage chain vs the binary, all links exact:
zone stream reads (@0041df5c == engine DAMAGE.cpp), ctor normalization
(@0049ce50; constants 1.0/1e-4/0.5; shipped cells uniform 1/armorPts),
TakeDamage @0041e4e0, the BT override @0049c690 (vital/leg 1.0/0.5/0.0),
CriticalHit @0049ccc4 (0.5 fraction, 1.0 cap, authored-percentage cap),
cook-off chain (@004bc3fc per-salvo stamp / @004bd300 rounds x amount /
@004ac274 divide across the bin's plugged zones).

Measured kill route: 6 of 7 bench deaths were bay-fire detonations --
LRM15 bin 10 rounds x 50 = 500 into its ONE authored carrier zone
(content: madcat bins single-zone; 15 of 22 zones vital) -> one
application 0->1.0 -> instant death, armor bright everywhere else.
Field logs confirm dominance (Rajel 12 bay-fire events, ConnMan 10).
The mech that died conventionally ended 0.97/0.93/0.92/0.85 charred --
darkening accumulates fine when mechs live long enough.

Levers: the #96 heat economy (arms the bay fires) and purge training
(EJECT hold extinguishes -- wired, logged, manual-trained in the pod).

Also corrected a wrong KB address: FUN_0041e4e0 was labeled '.DZM res
compiler' in decomp-reference.md/rendering.md -- it is DamageZone::
TakeDamage (byte-matches DAMAGE.cpp:379); swept both files.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-02 14:42:04 -05:00
Joe DiPrimaandClaude Fable 5 152249cb76 #95: the SCOREBOARD banked one missile per salvo -- credit the DELIVERED amount
Two consumers of one impact, only one was ever verified: the victim gets
TakeDamage{amount=per-missile, burstCount=cluster roll} and applies it
burstCount times (armor was always right); the score post on the next line
sent the bare per-missile amount. An LRM10 salvo dealing 7-35 armor banked
3.5 points -- Rajel's "~3 points to score", to the digit.

Ground truth: the binary's score is the victim handler's tally (amount once
per applied burst @0x4a04da + crit bonuses) reported to the INFLICTING
player (the id-0x16 tail, deferred #45). The shooter-side stand-in now
posts amount x burstCount -- the identical figure handed to the victim, at
the identical one-post-per-TakeDamage granularity. Same pass:

* splash never credited score at all -- the binary tallies every
  TakeDamage; now posted per splash victim (amount x falloff bursts);
* the bridge credited the LOCAL player for ANY registered hit -- AI-master
  fire on the player, a dying mech's death-blast splash; now refused
  unless the shooter IS the local vehicle (MP unaffected: only local fire
  carries live damage on a node);
* direct-fire unchanged -- beams author burstCount=1 (emitter.cpp:355).

Verified per the harness doctrine: single-node field composition (madcat,
real fire, real enemy) 22/22 impact credits paired at damage x burst, zero
bare 3.33 posts; two-node replicant-victim run BOTH directions 31/31
paired across three missile authorings (3.33/2.0/5.0 per-missile) + 25-pt
ballistics, leftovers all burst-1 beam amounts. test-harness.md gains the
map=grass note (MP.EGG authors cavern/night; GOTO mechs shoot rock).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-02 14:11:28 -05:00
Joe DiPrimaandClaude Opus 5 47d9a61402 hit-location cylinder: raw-bytes audit of the shipped tables + chassis->table map + wedge orientation
Audit of Cyd's hit-model artifact against THE BINARY (user mandate: not vs the
port).  res29_scan.py parses the type-29 streams straight from BTL4.RES bytes:
18 streams / 8 distinct confirmed; the 7-wedge cells (BLH band 6, VUL band 4)
and the all-fixed BLH/OWN twist patterns are authored fact; every artifact
spot-check cell matched the raw bytes verbatim.  Chassis->table resolved by
live-dump matching (MadCat and Avatar ride DIFFERENT same-zone-set tables).
Authored slice names fix the wedge orientation: FRONT = the +Z arc, W1|W2 seam
= dead ahead -- corrects the #92 comment's W6-frontal claim.  Collision type-0
divert re-grounded at 0x4a0361/0x4a036d: rams never touch the cylinder.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-02 12:52:20 -05:00
Joe DiPrimaandClaude Opus 5 6dbeb3d266 wreck smoke dies WITH the wreck; the audio/effect clock is calibrated to the byte-proven 28
USER REPORT: "when you destroy a mech, it continues to smoke for a very long
time after the mech disappears... up to 30secs to a minute."

MEASURED (new [pfx] timed census with per-def particle attribution): the
death plume (psfx 1 DDTHSMK) was re-armed on a 10s cadence as a WORLD effect
(ownerTag=0) -- so neither the burial transition nor the respawn cleanup
(StopAllEntityEffects) could touch it.  The last-armed window kept emitting
over the empty spot for up to 10s after the hulk vanished, plus 6+-2s authored
particle lives, and back-to-back windows stretched the visible tail to the
reported range.  The re-arm itself is a marked PORT ADDITION [T3]; the binary
fired DDTHSMK once -- its 10s window + particle lives ended right around the
~17s hulk sink.  The authored design: the smoke dies WITH the burial.

FIX: the plume is spawned ATTACHED (BTStartPfxAttached, tagged to the dying
entity -- it also rides the sinking hulk now), and the burial transition calls
BTStopEntityPfx alongside the respawn cleanup that already did.  Verified over
a 175s run containing FOUR wreck events (the enemy kill + three player bay-
fire deaths): every plume's emission ends at its wreck's burial or respawn,
particles fade within ~8-11s, no orphan emitters remain.

THE COUPLING (user relay of Oracle: "prolonged smoke and explosion INCLUDING
SOUND... same lever?") -- CONFIRMED as a family: the binary's audio layer
times in FRAME COUNTS converted by the engine frame-rate global:
    AudioTime::Seconds_To_Frames == fmul [0x52140c]=28.0; fadd 0.5; round
    (@0x42c611, @0x42dd86 -- the 0x42xxxx cluster of the ~90 global consumers)
Our engine's DefaultRendererRate said 30: every audio duration, sequence
delay and compression window ran ~7% fast.  Calibrated to 28 [T1].  NOT yet
explained by this: a truly SUSTAINED/looping explosion sound (7% is not
"prolonged") -- the effect stop-path trace stays open on #114/#51.

Tooling: BTPfxParticle carries defIndex; [pfx] census (BT_PFX_LOG, 2s) prints
emitters + particles PER EFFECT SLOT with a timestamp; wrecksmoke.sh.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-02 11:25:49 -05:00
Joe DiPrimaandClaude Opus 5 3109cfc49a #116: steam JOINERS were silently locked to VETERAN -- restore their experience selector
Oracle isolated it: "standard mode still having heat and leaks only occurred in
steam not in solo.  Sauron and Lynx did not have the issue but Conn Man, Rajel
and myself did."  The night-9 logs close the case:

    affected  (Oracle/ConnMan/Rajel):  [exp] experience=2 heatModelOn=1
    clean     (Sauron's std sessions): [exp] experience=1 heatModelOn=0

CAUSE: the glass front end's JOIN layout trimmed the menu to "the mech list +
the JOIN button; everything else is the operator's call" -- and the experience
selector's hidden default is 2 (veteran).  So HOSTS got whatever they picked
(Sauron hosted the lobbies all night -> his standard landed), while every
JOINER launched as veteran regardless of anything they did -- which is why
Oracle's cycling-the-settings experiment changed nothing, and why solo (full
menu) never showed the problem.  heat >= veteran, hence "standard but heating".

DESIGN CONFIRMED BY THE USER before fixing: experience is PER-PLAYER by the
original design -- the sysop set each user's tier and mixed-experience matches
were legal.  Architecture already supports it end to end: each node's master
player reads its OWN egg's experience (btMission+0xE4 -> BTPlayer @004c0bc8),
so per-node choice IS per-player choice.

FIX: the join layout gains the GroupExperience selector (the selection->egg
write path is the pre-existing host path, field-proven).  Also: the front end
now prints "[fe] pilot experience=<x> (join|host/solo)" at launch, so every
future field log answers this class of report without asking anyone.

VERIFICATION BOUNDARY, stated plainly: builds both configs; the write path is
shared with the host flow which the field already exercises; the visible
selector + the [fe] line need one join-mode launch to eyeball, and the field
re-test is Oracle running a standard steam match as a JOINER and seeing no
heat.

Tooling note recorded in test-harness.md: bash-heredoc python collapses one
backslash level even single-quoted -- a "\n" arrives as a real newline and
replaces silently no-op.  Build backslashes from bytes([92]); verify replaces
by length delta, not by the script saying "fixed".  (This burned four edit
rounds tonight and several earlier C2001 hunts.)

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-02 10:40:51 -05:00