844edbd2aaeb44c653c9a77f46ecd8a70f18ad39
6
Commits
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35c30bda67 |
Locomotion: replace task-#64 trn stand-ins with the AUTHENTIC dispatcher (disasm-decoded)
The turn-in-place dispatcher lives in the master-perf gap 0x4a9b5c-0x4ab188 that Ghidra never lifted. Disassembled it with objdump (scratchpad/masterperf.asm) and hand-decoded the real logic, replacing the two [T3] stand-ins I had invented: - Entry gate was `commandedSpeed < 0.25*standSpeed` (a near-zero guess). AUTHENTIC (0x4aa505): arm trn when TURNING (|angVel|>1e-4, port proxy = turnDemand deadband) AND speed in the FULL [0, standSpeed] sub-walk range AND turnCapable. trn is gated on TURNING, not on being slow. - Case-4 exit had a ×4 fast-forward + SetLegAnimation(5) invention. Restored the VERBATIM decompiled leg-SM exits (part_012.c:12013): standSpeed<spd or reverse -> Standing, else advance the pivot. Added the master-perf turn-STOP exit (0x4aa5c6): turn stopped -> Standing + legResetLatch=1 (folded into case 4 since the port has no separate master-perf frame). - Body case-4 twin mirrors the authentic exits (mj=0, tracks state for lockstep). The fast-forward was invented to dodge a turn->walk stutter that was ACTUALLY the body channel leaking joints (mj=1) -- already root-caused + fixed by mj=0. The trn->walk seam (legFrm7 cycle-end -> swr legFrm1) is the authentic pose-matched boundary and the same seam the fast-forward version hit, just at the correct release speed. Also decoded (documented, not yet wired) the authentic turn-RATE lerp (walkingTurnRate@0x574 -> runningTurnRate@0x578 by speed; angVel = turnDemand*rate); the bring-up drive still yaws at the constant kDriveTurnRate. Headless-verified (BT_AUTODRIVE/BT_FORCE_TURN/BT_WALK_DELAY/BT_GAIT_TRACE): turn-in- place enters state 4, ramp past standSpeed -> 4->stand->swr->walk, both channels in lockstep. Feel re-verification pending. [T1 logic / T2 runtime] Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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bfdd41bb9d |
Gait: turn-then-walk stutter ROOT-CAUSED + FIXED -- one skeleton writer (task #64)
User repro (100%): turn in place, push forward before the turn stops -> the gait
skips/stutters + visibly reduced bob; standstill starts always clean. Three-layer
fix, user-verified:
1) THE DISPLAY BUG (the actual visible artifact): v5's "body advances first with
mj=1, leg overwrites last, so body drift can't show" was FALSE. Whenever the two
gait channels phase-split, the BODY channel's out-of-phase joint writes leaked
into the rendered skeleton (rhythmic leg skips, averaged-down bob) while every
leg-channel trace read clean -- the leg DATA was fine, the RENDERED pose wasn't
the leg's. v6: AdvanceBodyAnimation(dt, mj=0) -- the body still advances +
projects for replication (records/cycle speeds unchanged) but no longer touches
the skeleton. One writer, structurally; matches the binary's own observable
("body phase drift is locally INVISIBLE in the binary"). BT_BODY_MJ=1 = old A/B.
2) THE SPLIT SEED: the bring-up trn trigger armed only the LEG channel, so a
turn-in-place entry guaranteed the channels re-entered walk frames apart and the
walk cycles ran permanently out of phase. Lockstep: the Standing trn entry arms
BOTH channels the same frame (body case-4 twin added, same rate/keying), gated on
both Standing. The authentic dispatcher (un-decompiled master-perf gap 0x4a9b5c-
0x4ab188, the sole reader of turnDemand/turnCapable) armed both -- the body's
case-4 machinery is dead code otherwise [T1].
3) THE POSE-MATCH INVARIANT: the engine has NO pose blending; transitions avoid
pops purely by authored pose-matched boundaries. The old trn exits cut the pivot
clip MID-STEP (legFrm 7->1 teleport). Now: entry gated on near-zero speed
(turn-IN-place); on forward command the pivot FAST-FORWARDS to completion (x4)
and the authentic finish callback lands Standing at the stand pose -> the normal
pose-matched stand->walk runs. Decompiled reverse abort kept; the standSpeed
mid-clip abort subsumed (it WAS the pose cut). [T3: 0.25*standSpeed threshold +
4x rate stand in for the gap's constants.]
Harness: BT_FORCE_TURN now reaches gBTDrive.turn (was silently inert for the
gait), BT_WALK_DELAY=<s> holds forced throttle then ramps (the turn-first repro),
BT_GAIT_TRACE=1 per-frame gait trace. Regressions: standstill start, turn-entry,
pure pivot loops, run cycle -- all clean, bob full amplitude (1.33/1.32).
KB: locomotion.md v6 section + trn reconstruction + symptom-family closure.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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02cdfd6576 |
Torso: the TWIST goes LIVE -- electrical watchdog chain, centered crosshair, coherent controls (task #57/#58)
The MadCat torso twists, the view turns with it, and targeting follows. Three reconstruction fronts closed: THE ELECTRICAL WATCHDOG CHAIN (why the torso never powered up): - PowerWatcher::UpdateWatch reconstructed (@004b181c, the REAL registered Performance -- PTR @0050f5fc; Ghidra missed the fn start): the watchdog MIRRORS the watched subsystem's electrical level (+0x278), brownout downgrade when gen output <= minVoltage% x rated. @004b1804 relabeled ResetToInitialState (slot 10) -- the old "Simulation" tag was wrong. - The factory watcher-CONNECT pass reconstructed (vtable slot +0x38, @004aee2c/@004b1a40 byte-identical, recovered from raw exe bytes): watchedLink.Add(roster[watchedSubsystem]) on the master node. Was the SubProxy::Start() no-op -- every watchdog sat at 0 forever. - MinVoltageScale = 0.01 (a 10-byte x87 literal @0x4b1924; was 1.0f = permanent brownout) and PowerWatcher's Derivation chains its REAL base HeatWatcher (the HeatableSubsystem stand-in broke IsDerivedFrom for the whole Torso/Searchlight/ThermalSight family). - KB correction swept: derivation tag 0x50e604 = HEATWATCHER (not "HeatSink"); the btl4gaug heat-widget gate now tests it via the BTIsHeatWatcher bridge. THE CROSSHAIR (task #58 forensics, 6-agent workflow + live probes): - The VIEW is TORSO-MOUNTED: jointtorso -> jointeye -> siteeyepoint in every twist-capable .SKL; the camera + canopy ride the same hinge subtree through HingeRenderable's live matrix-stack compose -- ALREADY WORKING in the port. The crosshair stays screen-centered (center IS the boresight); the twist reads on the tape carets/compass/radar. - The real bug was the port's gBTAimX = tan(twist) slew (the falsified "body-mounted view" model): the camera already carried the twist, so the crosshair counter-slid to hull-forward and the fire ray with it. Deleted; the pick ray inherits the twist from the yawing eye basis. - Two instrumentation traps documented (chase-eye-as-default-camera, BT_FORCE_TORSO clobbering real joints -> the hook now only fills unresolved ones); an over-correcting explicit eye compose was added on those false readings and retired the same day. CONTROLS + REPLICATION: - Q/E spring-center on release (the axis is a twist-RATE demand; the old hold-deflection model drifted forever); X also zeroes the axis and pulses the authentic torso Recenter (@004b6918). M cycles control mode via the real CycleControlMode body. - Torso update-record DIRECTION fixed: engine truth is Write=serialize / Read=apply; @004b6a78 is the READ (was mislabeled Write) and the missing WRITE @004b6a1c recovered from raw disasm (recordLength 0x1C, twist/vel/rate at +0x10/14/18) -- kills the replicant's 0xCDCDCDCD -140-degree ghost twist. - Marching-ghost desync: 4 Standing-case guards zero stale reverse cycleSpeed (negative cadence passed the <= ZeroSpeed stop gate). - Kill credit rerouted to the OBSERVED killer (lastInflictingID -> killer's player link) -- kills count, target K/D populates. KB: subsystems.md (watcher chain), multiplayer.md (record direction), combat-damage.md + gauges-hud.md + cockpit-view.md (torso-mounted view re-correction), decomp-reference.md (new addresses + tag fix), open-questions.md (dead capability-roster loops 2-4, snapshot CD read). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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afefaeece5 |
Mech: THE 0xBD3 UNTANGLE -- real SubsystemMessageManager in [0x10d], the mapper's one true home is roster slot 0 (task #7)
Binary census [T1]: mech+0x434 has exactly 2 writers (ctor init + factory case 0xBD3) and ONE reader (@0x4b984b in MechWeapon::SendDamageMessage @004b9728) -- pure message-manager semantics, nothing mapper-like. The factory case now builds the real SubsystemMessageManager (ctor @0049bca4, 0x130, ConsolidateAndSendDamage Performance); the misbuilt MechControlsMapper squatter is evicted. Every mapper consumer re-pointed to MappingMapper() (roster slot 0 = the binary's **(mech+0x128); SetMappingSubsystem @0049fe40 touches ONLY slot 0 -- its [0x10d] mirror removed). Non-viewpoint mechs get a slot-0 demand LATCH (base mapper, [T3] accommodation -- the binary leaves slot 0 NULL off-viewpoint but never drives/animates those paths; ours does). Verified: solo drive+gait clean; MP replicant gait through the latch (full run lifecycle); 3x kill/respawn cycle with type-6 records on the observer. Remaining (task #7 tail): the messmgr's consolidated TakeDamageStream send + weapon-path routing (@004b9728 real body). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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c9f0c2a7f1 |
MP: the Mech-level update records @0x4a0c2c/@0x4a1232 -- all 9 types byte-exact (task #1)
- Writer transcribed from the recovered disasm; reader rewritten from part_012.c with every Wword absorber promoted to named engine/port members (updateOrigin/updateVelocity/projectedOrigin/projectedVelocity/nextUpdate/ lastUpdate + bodyTargetSpeed/latches/alarms). Wire sizes verified live: 0x14/0x20/0x2c/0x78. - movementMode UNIFIED with Simulation::simulationState (binary mech+0x40 = StateIndicator@0x2c currentState) -- death/limbo/airborne now replicate in every record header. Three mislabels of the same binary fns retired: SetInstanceFlags + RequestActionFlags -> Mech::ForceUpdate (updateModel |= mask, 0xfe03 disabled filter); IsNetworkCopy -> IsDisabled. - Senders wired byte-exact: gait transitions Force(8), knockdown Force(1|0x20), death Force(1|0x40), Reset Force(0x1f) + binary zero-set, perf-loop deadbands (speed type 2, orientation type 4, heat type 7). - 2-node verified: types 2/3/4 flow while driving; kill -> type-6 record (simState=9) -> the OBSERVER's replicant runs the wreck sink loop with no double death transition; respawn 0x1f burst snaps + un-wrecks the peer; walking replicant un-regressed (run 12, cycle tracking); solo clean. Co-Authored-By: Claude Fable 5 <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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