7c455303bdf85fa354436a4510ba673ad5eff10d
8
Commits
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4a4ec6855c |
gauge-complete P4e: SectorDisplay reconstructed + registered -> radar SECTOR X/Z read-out LIVE
The "sectorDisplay" cockpit primitive (Secondary overlay, the radar SECTOR X/Z coordinate read-out) was PROSE-ONLY in btl4gau3 (placeholder Make, no ctor/ methodDescription/registration) -> the config line was parse-SKIPPED and never built. Reconstructed byte-verified from the disassembly (ctor @4c9e10, Execute @4ca07c, methodDescription PE-parse): SectorDisplay : GraphicGauge, sizeof 0xC4. Its Execute reads the linked mech's world position and shows two 100-unit sector numerics: numericA = Round(-localOrigin.z * 0.01) + 500 numericB = Round( localOrigin.x * 0.01) + 500 (rounding = round-to-nearest == FUN_004dcd94, corrected from the reviewer's wrong "truncate" claim; 0.01 const PE-verified; -Z/+X axis + fchs confirmed from asm). Overridden slots: LinkToEntity(9) caches the subject, BecameActive(3, non-inactivating), Execute(16) -> satisfies the container-Execute rule. Layout overflow-locked (static_assert sizeof<=0xC4). Make/ctor/dtor mirror the registered PilotList sibling; the config image name is copied (nameCopy) since Execute reads it per-frame. Registered in BTL4MethodDescription[]. VERIFIED LIVE (BT_SECTOR_LOG): Make port=1 pos=(125,579) image=helv15.pcc gridCached=1; Execute -Z=960.4 X=361.6 -> sectorA=510 sectorB=504 (Round(9.6)+500=510, Round(3.6)+500=504 -- authentic 100-unit sectors from live mech position). Gauge composite renders full, no crash. The skip list is now exactly the two remaining widgets (prepEngr x12, messageBoard). Also: a permanent BT_GAUGE_SKIP_LOG diagnostic (GAUGREND.cpp, gated) that logs each unregistered gauge primitive the dev-parse skips -- the tool that pinned this down (earlier "not built" runs were killed before the lazy gauge-renderer init). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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070af409f7 |
gauge wave P1a: publish heat/power/weapon attributes + radar zoom
The gauge-databinding-map workflow found most cockpit gauges resolve NULL because the reconstructed subsystems publish only a fraction of the attributes the config binds. First publishing batch (attribute tables are read-only static data; ids kept a dense prefix from each parent's NextAttributeID): - HeatSink table dense-append: DegradationTemperature/FailureTemperature (the condenser temp-bar warn/max endpoints -- were NULL, so the two-part bars could not scale), NormalizedPressure/DegradationPressure/CoolantMassLeakRate, and the HeatSink link. Condenser/Reservoir inherit this -> all 6 condenser temp bars now resolve current/warn/max (verified: BT_GAUGE_ATTR_LOG all OK). - PoweredSubsystem::GetAttributeIndex() (new) publishes InputVoltage->voltageSource -- the cluster power-branch gate (the power-lamp/generator-voltage/state-lamp sub-branch is skipped when it resolves NULL). Flows to Sensor/Myomers/weapons. - MechWeapon::GetAttributeIndex() (new) publishes OutputVoltage/PercentDone-> rechargeLevel; Emitter/PPC/ProjectileWeapon/MissileLauncher/GaussRifle DefaultData re-pointed at it (they carried an EMPTY default-constructed index -> resolved NOTHING). Verified: the ER MED LASER / PPC / STREAK weapon clusters now render live recharge dials (were blank TEMP/STATUS). - Mech::SetTargetRange un-stubbed (radarRange = range) -> the radar map scale + overlay range readout track the mapper's zoom (was frozen at 1000). - GAUGREND ParseAttribute: env-gated per-binding resolution trace (BT_GAUGE_ATTR_LOG) -- durable diagnostic infra for the wave. Verified DBASE+dev gauges: no startup/gauge-construction crash (dense chain intact), combat un-regressed (TARGET DESTROYED), clusters build with InputVoltage resolving. Remaining config-binding NULLs: HeatSink/AmbientTemperature (aggregate bank, P3) + Searchlight/LightOn (P1b). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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0bceb9a638 |
gauges/map: populate the radar entity grid + draw mech contact blips
Root-caused why the radar showed 0 contacts: the gauge renderer's moving/static entity grids (queried by GetMoving/StaticEntitiesWithinBounds) were NEVER populated -- the 1995 game fed them from ExecuteImplementation's InterestingEntity iterator, which the WinTesla port dropped. Fix (engine): add GaugeRenderer::RebuildEntityGrid() -- Clear + repopulate movingEntities from the world's DynamicMaster + DynamicReplicant entities (the vehicles/mechs; AllEntity would flood the grid with ~300 props/effects/terrain). Called from the map's Execute phase 0 (under the gauge's guarded Execute, so a fault disables only the map). Verified: contacts are now found, combat un- regressed (TARGET DESTROYED), heap-clean under BT_HEAPCHECK. Fix (map): DrawMoving now draws a cross blip for mech-class contacts (0xBB9) when the authentic pip raster set is absent (the BT pip table is stubbed in this engine build). KEY PROJECTION FIX: worldToView is a camera (view->world) matrix and Point3D::Multiply applies only rotation+scale (NOT translation), so projecting the absolute entity position left the viewpoint un-subtracted and the blip landed off-screen (verified: blip @(580,-1154)). Project the RELATIVE position (delta = entity - viewpoint, already computed for the range check) instead -> the blip projects viewpoint-relative + heading-rotated correctly (@(164,221)). radarRange default 500->1000 (1km zoom) so contacts within ~500m show on the radar (SetTargetRange, the real player zoom, is still stubbed). BT_MAP_LOG traces the blip coords. STATE: the grid population + viewpoint-relative blip projection are correct and combat-safe. A reliable on-screen contact demo still needs the display-scale vs spawn-distance reconciliation (the BT_SPAWN_ENEMY dummy sits at a varying, large distance -- 377-828m -- beyond the display radius across runs) + the authentic pip symbol/name/video-object infrastructure (still stubbed). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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fb8c1d6ace |
gauges: colorMapperMultiArmor (worst-of-8-zones) + fix the interpreterTable overflow [widget recon 4]
Reconstructs colorMapperMultiArmor -- tints one schematic colour (a whole torso section) by the WORST of up to 8 damage zones: - MultiArmorConnection (@004c346c/@004c34f4): scans 8 zones via entity->damageZones[idx], keeps the max damageLevel, count==0 ? 100 : Round(worst*100). - ColorMapperMultiArmor::Make/ctor (@004c3c48/@004c3d60): resolves 8 named zones to indices via Entity::GetDamageZoneIndex (13-param methodDescription). ALSO fixes a latent HEAP CORRUPTION that registering this widget exposed (and that would have blocked every further widget): GaugeInterpreter's bytecode buffer is a fixed interpreterTableSize=46864 (GAUGREND.h) tuned for RP's config, and its Insert() bounds guard is a Verify() that compiles out at DEBUG_LEVEL 0. As each BT gauge widget is registered, more of BT's larger L4GAUGE.CFG resolves into bytecode (vs being parse-skipped); colorMapperMultiArmor's 13 params x hundreds of calls pushed the total past 46864 -> silent overflow past the char[] -> heap smash detected later in mission bitmap loading (not the gauge code). Fix: interpreterTableSize -> 262144 (sized for BT's full config). Verified: parses, builds, all zones resolve, no /FORCE unresolved, combat un-regressed (TARGET DESTROYED, 0 crashes), stable. Details: docs/GAUGE_COMPOSITE.md. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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b526e92cad |
gauges: all 6 cockpit MFD surfaces in a SEPARATE dev window (Milestone C)
Generalizes the single-'sec'-inset (Milestone B) into a full 6-surface compositor presented in its own top-level window -- the default under BT_DEV_GAUGES (BT_DEV_GAUGES_DOCK=1 docks it into the main window instead). A 960x384 window tiles all six pod instrument screens: Heat (COOLANT/BALANCE/ RES + condenser gauges), Comm (KILLS/DEATHS/SELECT TARGET), Mfd1/2/3 (DISPLAY/ PROGRAM/NEAREST frames), and the color radar (SCALE grid + dials + ARMOR DAMAGE). Main 800x600 3D view is un-occluded; default DEV un-regressed (TARGET DESTROYED after 8 hits, 0 crashes). Design (mapped by the mfd-multisurface-map workflow): - All 6 surfaces are bit-plane MASKS over the ONE shared SVGA16/pixelBuffer (sec=palette low byte; Heat=0x4000 UL, Mfd2=0x0400 UC, Comm=0x8000 UR, Mfd1=0x0100 LL, Mfd3=0x1000 LR), so the compositor reaches the SVGA16 once and extracts each by mask. No port-name reconcile needed on the dev path -- fetch the BT names directly; the RP aux* names only matter to the pod's own SVGA16::Update demux (a deferred pod-only fallback). - SVGA16::DrawDevSurface: two kernels -- palette-LUT (sec) + mono bit-plane-> tint ((word&mask)?tint:0). BTDrawGaugeSurfaces iterates a 6-entry table. - Separate window = one CreateAdditionalSwapChain on the existing device (no 2nd D3D device). BTGaugeWindowRenderAndPresent (after the main EndScene): SetRenderTarget -> SetDepthStencilSurface(NULL) -> Clear -> BeginScene -> 6 tiles -> EndScene -> restore -> swap->Present. - KEY BUG fixed: the main 800x600 depth surface stays bound when rendering to the 960x384 gauge backbuffer; a bound depth smaller than the RT is invalid -> all draws silently fail (clear color, no geometry). Unbind depth (Z is off), restore after. Pod SVGA16::Update/BuildWindows path byte-unchanged; all gated BT_DEV_GAUGES. Content is still the authored cockpit frames + base-table gauges -- the live MFD widgets need the BTL4MethodDescription reconstruction (this window is now the live viewer for that work). Details: docs/GAUGE_COMPOSITE.md. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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a256813395 |
gauges: secondary/radar MFD composites live on a dev box (Milestone B)
The pod's secondary/radar cockpit surface now renders as an inset in the 800x600 dev window under BT_DEV_GAUGES: radar/tactical grid, SPEED/HEADING/ MAGNETIC/PROP dials, and the color-coded ARMOR DAMAGE mech schematic -- real gauge content (nzSec=27247), composited from the shared CPU pixelBuffer. Composite pass (engine): SVGA16::DrawDevInset palette-expands the secondary plane into a MANAGED texture on the MAIN device and draws an XYZRHW inset quad; BTDrawGaugeInset() reaches the gauge renderer's 'sec' port and is called from DPLRenderer::ExecuteImplementation as the last draw before EndScene. Three reconstruction bugs fixed to get real content: 1. BTL4Application::MakeGaugeRenderer signature mismatch (REAL fix): the reconstructed no-arg override only HID the 2007-engine's widened 3-arg virtual MakeGaugeRenderer(int*,int*,int*), so the engine built a base L4GaugeRenderer whose ctor never parsed gauge/l4gauge.cfg -> empty symbol table -> "undefined label 'bhk1Init'" -> no ports/gauges. Matched the 3-arg signature so it truly overrides (args ignored; BT is fullscreen). Same bug class as the BTL4GaugeRenderer(false,NULL,NULL,NULL) ctor fix. 2. Parse hung on undefined primitives (gated dev accommodation): the BT gauge primitive table (BTL4MethodDescription) is still a stub, so an unknown primitive -> ReportParsingError -> Fail() -> a MODAL dialog freezing the parse. Under BT_DEV_GAUGES, skip the unknown primitive's params so labels register and the base "configure" primitive builds the ports. 3. Gauge widgets AV on NULL data bindings (gated): NumericDisplayScalar's NULL value_pointer -> GaugeConnectionDirectOf ctor deref (bind NULL->static zero); RankAndScore::Execute derefs unreconstructed game state (Gauge::GuardedExecute SEH wrapper -> Disable(True) on first fault). All guards gated on BT_DEV_GAUGES: default DEV un-regressed (TARGET DESTROYED, 0 crashes) and the pod path is byte-unchanged (strict Fail, no guards). Remaining (docs/GAUGE_COMPOSITE.md): the real gauge WIDGET reconstruction (BTL4MethodDescription method table + gauge->game-state data bindings), then Step 2 (RP<->BT MFD port-name reconcile) + Step 3 (2-window layout). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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c13e72d0ba |
platform profile + gauge dev-composite (Milestone A: gauge renderer woken)
PLATFORM PROFILE (-platform pod|dev / BT_PLATFORM / run.cmd pod; default dev): an env-preset selector, NOT a code fork -- it picks which environment the existing video/gauge/input code reads. dev = single 800x600 window + keyboard (the working build); pod = RIO input + (on real hardware) the multi-surface gauges/MFDs, mirroring content/SETENV.BAT (the pod path -- FindBestAdapterIndices / SVGA16 -- is left untouched). The multi-surface needs the pod's 2 video cards, so -platform pod does NOT auto-enable L4GAUGE on a dev box (stays bootable, single-window). Also fixes a real engine bug: SVGA16::BuildWindows PostQuitMessage'd on a CreateDevice failure but fell through to a null-device deref (segfault) -- now breaks (inert on the pod). GAUGE DEV-COMPOSITE, Milestone A (option B; opt-in BT_DEV_GAUGES, default OFF): wake the (dormant) gauge renderer so its CPU-rastered pixelBuffer can later be composited into the dev window, WITHOUT touching the pod SVGA16 output path. SVGA16 does no per-surface D3D in this mode (a DevGaugeComposite() gate forces the no-surface path + short-circuits Update/Refresh). Waking the never-exercised gauge subsystem exposed 4 latent reconstruction bugs, each guarded: SVGA16::Update / Refresh (empty mSurfaces[]), LBE4ControlsManager::MakeLinkedLamp (NULL lamp manager), L4GaugeRenderer::NotifyOfNewInterestingEntity (garbage warehouse chain). It now boots STABLY; the gauge reconstruction is incomplete (shadowed lamp-manager + warehouse members) -- Milestone B (the composite pass) will reveal whether the content is real. See docs/GAUGE_COMPOSITE.md. Verified: default DEV un-regressed (combat DESTROYED, 0 crashes); pod path untouched; BT_DEV_GAUGES boots stable. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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7b7d465e5e |
Initial commit: bt411 -- standalone Windows BattleTech (Tesla 4.10 port)
Clean, self-contained extraction of the BattleTech-specific work from the
reverse-engineering workspace -- engine + game + content + build, with nothing
from Red Planet or the raw archive dumps. Builds green (Win32) and runs the
single-player drive->animate->target->fire->damage->destroy loop out of the box.
Layout:
engine/ MUNGA + MUNGA_L4 shared 2007 engine, carrying our BT render/loader
work (bgfload/L4D3D/L4VIDEO: BSL bit-slice decode, LOD/ground/shadow
models) + image codec; the minimal rp/ headers the audio HAL needs
game/ reconstructed BT logic + surviving-original BT source + fwd shims
+ WinMain launcher
content/ full runtime tree (BTL4.RES, VIDEO/, GAUGE/, AUDIO/, eggs, BTDPL.INI)
docs/ format specs + reconstruction ledgers
reference/ raw Ghidra pseudocode (recon source-of-truth) + decomp exporter
tools/ MP console emulator + map/resource scanners
One top-level CMake builds munga_engine lib + bt410_l4 game lib + btl4.exe.
All paths relativized (186 fwd shims + ~437 CMake abs paths -> repo-relative);
DXSDK is the one external, overridable via -DDXSDK. Verified: builds to a
byte-identical 2.27MB exe and runs combat (TARGET DESTROYED, 0 crashes) against
the bundled content.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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