990ad525632c37c99f5e439228edb4ccca32c48a
854
Commits
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990ad52563 |
podprobe: emit boot-STABLE panel identities + ready-to-paste monitor🆔 lines
Adds a section resolving each screen's panel identity via the SAME Win32 API the game uses (EnumDisplayDevices on the display's MONITOR child) rather than the WmiMonitorID query above -- if probe and engine read different sources the printed fragments could fail to match what the engine tests. Verified on the dev box: probe and engine emit byte-identical identities. Answers the open [T3] multi-panel question WITHOUT deploying a build (pure OS data). When one EDID code appears on SEVERAL panels (identical MFD models) it detects the collision and emits the per-connector UID form instead. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_018SgmXGNMXavXiafKXf9MDC |
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ec080cd61d |
pod displays: bind glass panels to EDID identity, not to Windows' shifting display numbers
Nick, after re-cabling + rebooting the pod: "the order changed ... sometimes
they change when one gets turned off and back on, at least how windows SEEs
them, even if the visual desktop tool looks the same."
Both existing binding forms are boot-fragile: `monitor:2` is an ENUMERATION
INDEX and `monitor:\.\DISPLAY4` is a GDI name Windows reassigns. Neither
survives a panel power-cycle. (His gos-displays.txt shows the same trap next
door in GameOS: -tmon takes DIRECTDRAW device indices -- not Windows monitor
numbers -- and a NULL-device merge shifts every index down by one on top.)
FIX: bind to the panel's own hardware identity. EnumDisplayDevices on a
display's MONITOR child returns a DeviceID embedding the EDID manufacturer +
product code and the connector instance; neither moves across a reboot.
DISCOVER BT_GLASS_IDS=1 logs every attached panel's stable-id AND a
ready-to-paste `cfg form = monitor🆔<fragment>`. It prints the
VOLATILE identifiers alongside on purpose: run it either side of a
power-cycle and index/device move while stable-id does not.
BIND Heat MFD=monitor:id:AUO10ED,bare
NOTHING CHANGES BY DEFAULT -- no env and no `id:` prefix means identical
behaviour; `monitor:<name|index>` and raw x,y keep working, so playtester glass
builds are untouched.
An `id:` that matches nothing WARNS and falls back to computed placement.
Silence would put a picture on the wrong glass and look exactly like the bug
this form exists to prevent.
VERIFIED on a 1-monitor dev box (the pod is offline), end to end:
* discovery printed
stable-id = \?\DISPLAY#AUO10ED#4&31323a6c&1&UID265988#{e6f07b5f-...}
cfg form = monitor:id:AUO10ED
* `Heat MFD=monitor:id:AUO10ED,bare` resolved and CENTRED correctly
[glasswin] 'Heat MFD' bound to monitor 0,0 1920x1080 -> window at 640,300
* a bogus id warned instead of misplacing.
The EDID-code extractor is deliberately STRUCTURAL (3 letters + 4 hex digits,
tokenising on \ # ?) rather than positional: the first cut walked separators by
position and returned EMPTY for the `\?\DISPLAY#...` interface-name form, which
is exactly the form this machine produces. Which form you get depends on
whether EDD_GET_DEVICE_INTERFACE_NAME succeeds, so both must parse.
STILL UNPROVEN [T3] -- the pod is offline: multi-panel disambiguation when
several MFDs share one model (EDID codes collide). The documented answer is a
longer fragment from stable-id, whose UID/instance tail differs per connector,
but that needs the cab to confirm.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_018SgmXGNMXavXiafKXf9MDC
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9657fbb11e |
control mode: REPRODUCE the "centering fought my control" fight, and prove the fix in Sauron's config
Follow-up to
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4ccc2a7eec |
control mode: Basic re-centre used the STICKY held-button cell -- and the elevation-limit swap was never ported
Sauron: "toggled through advanced controls from standard to advanced and back
to standard -- lost torso control."
The cycle is 0 Basic -> 1 Standard -> 2 Veteran -> WRAPS TO BASIC, so getting
from "advanced" back to Standard PASSES THROUGH BASIC, whose arm re-centres the
torso. @004afbe0 is a complete spec and the port got three things wrong:
iVar1 = mech+0x438 (TORSO) iVar2 = mech+0x5b4 (HUD)
if (mode == 0) { // BASIC
*(iVar1 + 0x1f0) = 0; // analogTwistAxis
*(iVar1 + 0x274) = 1; // recenterActive
*(iVar1 + 0x220) = *(iVar1 + 0x228); // vertLimitTop
*(iVar1 + 0x224) = *(iVar1 + 0x22c); // vertLimitBottom
*(iVar2 + 0x2a0) = 1; // HUD flickerActive
} else if (mode - 1U < 2) { // STANDARD/VETERAN
*(iVar1 + 0x220) = *(iVar1 + 0x230);
*(iVar1 + 0x224) = *(iVar1 + 0x234);
}
1. WRONG CELL. Basic called CommandRecenter() -> centerCommand (@0x208), the
HELD-BUTTON cell: TorsoSimulation re-arms recenterActive from it EVERY frame
it is non-zero, and only the input path clears it -- a mode switch has no
button release to follow. Digital twist commands are processed BEFORE the
centerCommand block, so while it is set they are overridden as fast as they
are applied: the torso stops responding. The binary sets recenterActive
(@0x274) directly -- a ONE-SHOT that self-clears on settle
(`recenterActive = Recenter(dt)`) and is cancelled by any twist input.
2. THE ELEVATION-LIMIT SWAP WAS MISSING ENTIRELY. Two authored pairs exist --
BASIC @0x228/@0x22C (full top, HALF bottom) vs STANDARD/VETERAN @0x230/@0x234
(the full pair) -- and all four members were ctor-written and read by NOTHING.
Basic never restricted downward travel; the assisted modes never restored it.
3. Basic also raises the HUD's flickerActive (@0x2A0) so the horizon re-settles
with the torso it just re-centred. Not ported. (New BTSetHudFlickerActive
bridge in hud.cpp -- mechmppr sees Subsystem*, not HUD.)
Also removed an invented SetAnalogElevationAxis(0); the binary zeroes only 0x1F0.
MEASURED A/B (scratchpad/night13/modecycle.sh, LEGACY=1 for the old path;
BT_LEGACY_MODE_RECENTER=1 is the revert switch):
ctrCmd=1 samples legacy 26 fixed 0
vLim pairs fixed run shows BOTH -- (-0.698..0.349) = -40..20 deg
assisted, and (-0.349..0.349) = -20..20 deg Basic.
Before this commit only the ctor pair ever appeared.
WHAT IS *NOT* PROVEN. I did not reproduce Sauron's PERMANENT loss. In this
bench the legacy latch is periodic, not sticky:
..........LLLL......LLLL......LLLL......LLLL......LLLL......LL
because the desktop key bridge writes centerCommand every frame and zeroes it
when no button is held, so it self-recovers. The torso IS locked while the cell
is set, which is the symptom -- but whether it stays locked depends on the input
path OWNING that cell. On the glass/pad route (Sauron's) nothing may clear it,
which would make it permanent. So: mechanism fixed and binary-grounded, exact
field persistence unverified. Field-verify by cycling modes on a pad build.
Probe: the BT_TORSO_LOG gate line now carries ctrCmd / recen / vLim.
Bench hook: BT_MODECYCLE_EVERY=<n> cycles the mode from the mapper (the pod's
own route is console key 0x13d -- not a RIO button, so BT_BTNTEST cannot press
it, and mech4's BT_MODECYCLE_TEST counter did not advance in a solo run).
NOTE the bench needs BT_KEY_BRIDGE=1: with a PadRIO present the key-bridge
block that consumes the cycle is skipped.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_018SgmXGNMXavXiafKXf9MDC
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43777569f9 |
night13: close #148 as not-a-bug on the tracker
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_018SgmXGNMXavXiafKXf9MDC |
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cacca58836 |
#148 is NOT A BUG: a peer mech does not tick before RunningMission -- by engine design
Chased to the bottom instead of stopping. The answer is that there was
nothing to fix, and my bench was lying to me.
Entity::Execute (ENTITY.cpp:556, real engine source [T0]) calls PerformAndWatch
ONLY when the app state is RunningMission/EndingMission or the entity
IsPreRunnable(); otherwise it merely WriteSimulationUpdate()s.
Entity::DefaultFlags is DynamicFlag|MasterInstance -- no PreRunFlag. Only
Player and Director add it, and Mech::Reset sets it for a reset MASTER ("a
reset master must tick"). A REPLICANT mech never gets it.
So a peer mech performs ZERO subsystem ticks until the round actually starts,
however much correctly-replicated data is arriving. Measured on the observer:
235 [perf-first] mech 3:161 master <- own mech, immediately
402 [torso-rec-rx] <- peer torso records arriving
2754 [perf-first] mech 2:55 REPLICANT <- peer's FIRST performance
2758 [torso] PushTwist COPY <- its torso ticks 4 lines later
2761 [ent-exec] state=5 <- RunningMission
The peer starts performing exactly at the RunningMission transition. That is
the engine doing what it says.
WHICH MEANS THE PREFIX WAS A BENCH ARTIFACT. BT_AUTOFIRE starts shooting
immediately, during WaitingForLaunch -- something no player can do in a real
match -- so those 60 leading salvos measured a peer whose torso had never run.
Every "ZZZZ...XXXX" pattern in this investigation was that, and the first X
lands within a few lines of the state transition. #141's fix is unaffected and
remains verified: the segment-cache defect was real and mid-match.
Chain of things ruled out on the way, all measured:
* record CADENCE is authentic -- sends on RATE CHANGE (payloads are the sweep
extremes, rate flips sign), peer dead-reckons between them. 12 records for
12 reversals is correct, not starved. My "only 13 records" premise was wrong.
* ComputeTargetTwist clamp -- limits load fine on the copy (+/-2.44346).
* the torso's own executable flag -- restoring the engine's instance branch
(
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bb6605d53b |
night13: #148 tracker correction script
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_018SgmXGNMXavXiafKXf9MDC |
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f36f0136c8 |
#148: restore the ENGINE's replicant instance-branch in the Mech subsystem tick
Correct on its own merits as a fidelity fix; it is NOT the cause of #148, and I am not claiming it is. Entity::Perform (ENTITY.cpp:733-793, real engine source [T0]) picks the executable predicate BY INSTANCE: if (GetInstance() != ReplicantInstance) IsNonReplicantExecutable() else IsReplicantExecutable() and the two differ exactly on the replicant case (SIMULATE.h:195-206): NonReplicant : (flags & DontExecuteFlag) == 0 Replicant : (flags & DontExecuteFlag) == 0 || lastUpdate >= lastPerformance `ExecuteOnUpdate()` SETS DontExecuteFlag -- it means "do not tick me every frame, tick me when an UPDATE ARRIVES". Mech's reconstructed tick loop used the NonReplicant predicate for EVERY mech, dropping the branch, so on a replicant any ExecuteOnUpdate subsystem could never run however many records arrived. Restored. Measured: it does NOT move #148 (first TorsoCopySimulation call 1014 -> 1006, noise). So the torso's own flag was not the gate. Keeping it because the engine source is unambiguous about what the loop is supposed to do. WHAT #148 ACTUALLY IS, now much better characterised: * The record CADENCE is authentic -- my original "only 13 records" framing was wrong. Payloads are the sweep EXTREMES with `rate` flipping sign each time (atUpd 0.0437, 2.3558, -2.3928, 2.3854, ...): the master sends on RATE CHANGE and the peer dead-reckons `atUpd + rate * elapsed` between them. 12 records for 12 direction reversals is correct, not starved. * The real defect is that the peer's copy torso PERFORMANCE does not run at all until log line ~1006, while its first record arrived at line 205 -- ~800 lines of correctly-replicated twist integrated by nobody. The first tick coincides with the replicant's MODEL bring-up, not with record arrival: [loadclips] end: fScale=0.8 ... hasGimpClips=1 [clipfix] mech 05769358 -> EXTERIOR (lean) [torso] PushTwist COPY node=057A3C68 type=1 twist=-1.52319 so the gate is above the subsystem level, in replicant model/clip init. Not yet found; #148 stays OPEN. Also: [torso-copy] logs on call #0 (s_cl++ % 120), so its first line IS the first Performance call -- that is what makes the 205-vs-1006 gap readable, and it is why the earlier "first copy currentTwist != 0 at 1016" reading was a SAMPLING artifact, not a measurement of when the twist started. Probe additions kept: [torso-copy] now prints limL/limR/enab (which ruled out the ComputeTargetTwist clamp -- limits load correctly at +/-2.44346 on the copy), and [launchframe] now prints the shooter's live torso twist so twistDelta and its driver sit on the SAME line. That pairing is what proved #141 is fully fixed: every zero-twistDelta peer launch reads liveTwist=0, and the first launch with liveTwist=-1.84061 reads twistDelta=-1.83813. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_018SgmXGNMXavXiafKXf9MDC |
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eebe7e61a4 |
gotcha #28: hand-composing an engine-derived transform reads a stale cache (replicant-only)
The #141 bug class, written up so it is not re-introduced. GetSegmentToEntity recomputes ONLY when segmentModified is set; JointedMover::GetSegmentToWorld is what sets it -- and the binary's own GetMuzzlePoint @004b9948 goes through it (FUN_00424da8), so every muzzle query in the 1995 image performs the joints->segments refresh. Four port sites hand-composed instead, one of them commented "the faithful FUN_004b9948". Records the four rules the investigation actually cost: (a) never hand-compose; call GetSegmentToWorld (b) never force the dirty flag to fix a stale read -- that stand-in scored IDENTICALLY to the faithful fix while patching only one consumer (c) "peer POV only" geometry bugs = suspect a cache the local render pass refreshes for free, before suspecting replication (it was provably fine) (d) a partial-looking score: check PREFIX vs interleaved before calling it partial -- these were a clean prefix ending when the peer first had a twist to carry, so the fix was complete and "64% fixed" was wrong (e) the probe trap: one shared static sampled every Nth call hides one of two alternating instances entirely #141 closed with the full write-up; #148 filed for the torso replication cadence (13 records in a 5-minute run) which is a separate, real problem and likely bears on #37 and #70. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_018SgmXGNMXavXiafKXf9MDC |
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e6c5ac951e |
#141 sweep: every hand-composed segment->world now goes through the engine accessor
Finishing the audit the #141 fix implied. The unfaithful pattern
mw.Multiply(seg->GetSegmentToEntity(), mech->localToWorld);
appeared at FOUR sites, not one. GetSegmentToEntity only recomputes when
segmentModified is already set (SEGMENT.cpp:262); the thing that sets it is the
binary's FUN_00424da8 == JointedMover::GetSegmentToWorld, which tests
AreJointsModified() and marks the whole segment table dirty. Compose by hand
and you read whatever cache is there -- fresh on the local mech (the render pass
refreshes it every frame), BIND POSE on any replicant.
Swept (the muzzle path was fixed in
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f01de8cbfa |
#141 follow-up: do it the BINARY's way -- the muzzle query IS the segment refresh
The previous commit's fix worked but was NOT faithful: it set
ModifyJoints(True) to force the engine's dirty flag before reading the
segment. The binary never does that. Called out by the user; corrected.
WHAT THE BINARY ACTUALLY DOES. MechWeapon::GetMuzzlePoint @004b9948 ends in
`FUN_00424da8(owner, segment, out)`, which is JointedMover::GetSegmentToWorld
instruction-for-instruction:
iVar1 = FUN_00417ab4(param_1 + 0x31c); // GetJointSubsystem()
if (*(int *)(iVar1 + 0xfc) != 0) { // AreJointsModified() <- TESTED
... walk owner+0x300, seg+0xc = 1 ... // ModifySegment()
*(int *)(iVar1 + 0xfc) = 0; // ModifyJoints(False)
}
FUN_0040b104(out, FUN_004244dc(seg), owner+0xd0); // x localToWorld
So in the 1995 image EVERY muzzle query performs the joints->segments refresh,
and the flag is only ever TESTED, never set.
THE REAL DEFECT. BTResolveWeaponMuzzle -- labelled "the faithful FUN_004b9948"
-- hand-composed `seg->GetSegmentToEntity() x localToWorld` and skipped
@00424da8 entirely. GetSegmentToEntity only recomputes when segmentModified is
already set (SEGMENT.cpp:262), so it returned a stale cache. On the MASTER the
render pass refreshes the local mech every frame and hid it; a REPLICANT got no
refresh, so peer muzzles sat at the BIND POSE and the missile left along the leg
facing. Fixed at the muzzle path, where the binary puts it -- and the forced
flag in BTPushProjectile is REMOVED (the launcher calls GetMuzzlePoint just
above, so the cache is already current when the launch frame is composed).
MEASURED -- the faithful path scores exactly what the hack did, so the hack
bought nothing and is gone:
master n=165 max 2.1389 mean 1.2718 >0.1rad 100%
REPLICANT n=165 max 1.9426 mean 0.8051 >0.1rad 64%
AND THE 64% IS NOT A PARTIAL FIX -- I called that wrong last commit. The
failures are a contiguous PREFIX, not interleaved:
ZZZZ...(60)...ZZZZXXXX...(105)...XXXX
and they end exactly when the peer acquires a twist to carry:
first torso RECORD received : line 206
first copy currentTwist != 0 : line 1016
first CORRECT launch frame : line 1054 (38 lines = probe granularity)
Those 60 salvos fired while the replicated twist was genuinely 0, so launching
along the body facing was CORRECT. Once the peer has a twist, 100% of launches
carry it. #141 is fixed.
SEPARATE ISSUE FOUND, not fixed here: the peer's copy torso takes far too long
to first reflect the master's twist -- the master was twisted from the start,
only 13 torso records arrived across the whole run, and the copy's twist stayed
0 until line 1016. That is a torso REPLICATION CADENCE problem, and it would
also make peer torsos visibly lag -- likely relevant to #37 (MadCat torso
backwards) and #70 (twist stops after respawn).
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_018SgmXGNMXavXiafKXf9MDC
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05d7b5890a |
#141 peer missiles: the launch frame read a STALE segment cache on replicants
Oracle: "missiles are firing in the direction the mech feet are facing ...
and then coming around to track the target", peer POV only -- the shooter's
own view is correct.
REPRODUCED AND MEASURED (scratchpad/night13/missileframe.sh, 2-node: only A
sweeps its torso and only A fires, so every REPLICANT line in B's log is the
mirror of one A salvo). New [launchframe] receipt prints the yaw of the
launch forward vs the BODY forward on both nodes:
master n=165 |twistDelta| max=2.2962 mean=1.2283 >0.1rad: 100%
REPLICANT n=165 |twistDelta| max=0.0000 mean=0.0000 >0.1rad: 0%
segResolved=1 on BOTH, and segYaw == bodyYaw EXACTLY on the peer.
WHAT IT IS NOT. Both sides already pass the mount segment (mislanch.cpp:363
master, :478 replicant mirror, both `GetSegmentIndex()` from task #67), and
the peer's torso data is fine end to end: records arrive (atUpd=2.44/-2.39,
rate 0.305), the copy extrapolates correctly (cur=-2.13987 target=-2.13987
copy=1), and the copy torso demonstrably writes its joint (PushTwist COPY
twist=-1.49601). Hierarchy is identical too: same seg 18, same parentIdx 4,
non-null parent + joint subsystem on both.
ROOT CAUSE. BTPushProjectile composed the frame BY HAND --
`mw.Multiply(seg->GetSegmentToEntity(), localToWorld)`. But
EntitySegment::GetSegmentToEntity (SEGMENT.cpp:262) recomputes ONLY when
`segmentModified` is set, and the thing that sets it after a joint moves is
JointedMover::GetSegmentToWorld (JMOVER.cpp:136-146), which tests
AreJointsModified() and then marks every segment dirty. Hand-composing skips
that, so you read whatever cache is sitting there. On the MASTER that was
invisible -- the renderer/cockpit camera call GetSegmentToWorld for the local
mech every frame, AFTER the local torso pushes its joint, so the cache was
already correct. A REPLICANT gets no such refresh: its cache stayed at the
BIND POSE, and the twist never reached the launch direction.
FIX. Use the engine accessor, and set the joints-dirty flag first so it
actually refreshes (by fire time the frame's render pass has already consumed
and cleared it -- measured jointsDirty=0 on BOTH nodes).
RESULT (same bench):
REPLICANT max 0.0000 -> 2.1145 mean 0.0000 -> 0.8252 0% -> 64%
PARTIAL, and I am not claiming otherwise. 36% of peer salvos still read the
exact-zero stale signature while the master is 100%. Forcing every per-joint
`jointModified` flag as well (GetSegmentToParent's own gate, SEGMENT.cpp:196)
was tried and moved the number by NOTHING -- 64% either way -- so the residual
is a different cause, most likely frame ORDER (the salvo mirror running before
the copy torso has posed that frame). Cheap form kept.
Also fixes a SAMPLING TRAP in the torso probe: PushTwist sampled one shared
static every 30th call, and with a master torso and a copy torso ticking 1:1
every 30th call is always the SAME instance -- so the probe showed only the
local untwisted torso and hid the copy's writes entirely. Now sampled per
instance-kind, which is what made the copy's correct joint writes visible and
moved the search downstream to the segment cache.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_018SgmXGNMXavXiafKXf9MDC
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1ae57398f1 |
#147 range caret: NaN poisons a process-lifetime static -- and the caret's input was never logged
Oracle: "no range finder on this drop" + a screenshot -- tick marks present,
moving caret absent, one drop, only tester affected.
Not the host, not the chassis, not his destroyed HUD. From the four field
logs: he WAS hosting (`[lobby] host:` appears only in his log) but range
computed fine on his node (1806 nonzero samples) and the reticle built on all
6 drops; a second tester flew a Thor the same night without hosting and saw
nothing, and the ladder is shared HudSimulation/BTReticleRenderable, not
per-chassis content; his HUD was destroyed twice but for 11s and 26s only, and
a destroyed HUD costs the LOCK (_DAT_004b7ec4 = 0.75), not the caret.
THE DEFECT. sShownRange -- what the caret binds to -- is a function-level
static in mech4's targeting step: one cell for the whole process, shared by
every mech, carried across drops, never re-seeded. NaN is ABSORBING in
step = trueRange - sShownRange;
if (step > maxStep) step = maxStep; // false for NaN
if (step < -maxStep) step = -maxStep; // false for NaN
sShownRange += step;
so one poisoned frame makes it NaN for the life of the process. The consumer
repeats the mistake -- BTReticleRenderable::Draw clamps with the same two
comparisons -- so NaN reaches AddPoint/ConcatMatrix and the caret + its bar
become degenerate geometry that STOPS RENDERING, while every static reticle
element including the tick marks still draws. That is the reported symptom
exactly, and it is sticky until relaunch.
WHY NO LOG COULD SETTLE IT. The caret's actual input had NO diagnostic
anywhere: BT_RANGE_LOG instruments the PICK (#4), and [target]'s `range=` is a
SEPARATE locally-recomputed Sqrt in the weapon-range check -- neither is
sShownRange or gBTHudRangeStorage. Grepping the field logs for NaN returns
nothing because the poisoned variable was never printed. Absence of the
signal was not evidence of absence.
FIX (4 parts):
1. re-seed sShownRange when the viewpoint mech CHANGES, so a new drop starts
at the binary's 1200 default. Deliberately NOT on respawn -- that reuses
the entity, and the binary does not reset the readout on respawn either.
2. producer NaN trap -> re-seed to 1200 instead of propagating.
3. NaN-safe consumer clamp (test x == x first) -> fall back to the authentic
no-target peg rather than rendering nothing.
4. BT_RANGE_LOG now prints the caret's real input at 1 Hz plus a
"[range] NaN TRAPPED" receipt, so the next field log CAN settle it.
STATUS [T3 on the field link]. The defect and the symptom match exactly and
the fix stands on its own merits -- a process-lifetime static feeding unguarded
float geometry is a bug regardless. But the causal link to Oracle's report is
INFERENCE: the NaN source is unidentified and this has not been reproduced.
Field-verify with BT_RANGE_LOG=1.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_018SgmXGNMXavXiafKXf9MDC
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832bec0966 |
hud.cpp: byte-ground the HudSimulation constants -- all five were stand-ins under guessed names
Found chasing the Thor "no range finder" report: _DAT_004b7ec4 was documented
as two incompatible things -- the 0.75 LOCK damage threshold (mech4.cpp:6325)
and a "heat threshold for HUD page visibility" valued 0.0f (hud.cpp:59).
The .rdata settles it (reference/decomp/section_dump.txt):
4b7ec0 8be55dc3 0000403f 0000803f 0000c842
4b7ed0 00000000
_DAT_004b7ec4 = 0.75f _DAT_004b7ec8 = 1.0f
_DAT_004b7ecc = 100.0f _DAT_004b7ed0 = 0.0f _DAT_004b7f90 = 0.0f
mech4.cpp was right on both thresholds. hud.cpp's whole tuning block was
wrong -- every entry a 0.0f/500.0f stand-in, and three of five names named the
wrong mechanism:
* ec4/ec8 are the fire-control LOCK limits (own HUD host zone < 0.75 damage,
targeted zone < 1.0), NOT heat/page-visibility. A shot-up cockpit drops to
"target held, no lock"; a dead zone cannot be re-locked.
* ed0 is the shared ZERO -- the right-hand side of the range-slide Abs()
idiom (`dt * 500.0 <= 0.0` picks the sign) and of an `== 0.0f` test at
@0x28C. The 500 m/s slide rate is an IMMEDIATE (0x43fa0000). The old
"MaxTorsoSlew = 500.0f" read that backwards.
* f90 (FlickerFloor 0.0f) was the only correct entry. Its decay RATE is the
object's own @0x298, not a constant -- the step-6 banner said "up to
MaxTorsoSlew (500/sec)" and is corrected too (hud.cpp:229 already had it
right, so the file disagreed with itself).
All four wrong constants were DEAD (zero code uses; MaxTorsoSlew appeared only
in a comment), so this changes no behaviour -- it stops the next reader
trusting them. Renamed to what they are: LockOwnZoneDamageLimit,
LockTargetZoneDamageLimit, RangeBias, HudZero. Builds clean.
GAP FOUND, filed not fixed: HudSimulation subtracts _DAT_004b7ecc (100.0f)
from RangeToTarget@0x1EC every frame while the timed flag @0x22C is set
(timer @0x21C accumulates to @0x1D8, then both clear). Our targeting step
does the 500 m/s slide but never this bias, so the authentic timed -100 m
range offset is missing. What sets @0x22C is unidentified. -> open-questions.
KB swept: no context/ or docs/ file repeated the wrong constants (gauges-hud's
0-1200 ladder / 500 m/s / pegs-at-1200 claims are all correct); the error was
confined to hud.cpp. gauges-hud.md gains the byte-grounded table + the gap.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_018SgmXGNMXavXiafKXf9MDC
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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 |
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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
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1f0923747b |
Mech::Reset: restore the POSTURE clears the port had dropped (#142)
Oracle: "crouch wasn't resetting on respawn ... mechs always spawn standing".
Correct -- Mech::Reset (@0049fb74) stands the mech up and the port cleared
none of it:
*(this+0x398) = 0 duckState
Set_Alarm_Level(this+0x39c,0) legStateAlarm -> standing
Set_Alarm_Level(this+0x714,0) bodyStateAlarm -> standing
*(this+0x650/0x654/0x658) = 0 death + leg/body reset latches
*(this+0x5ac) = 1.0f idleStrideScale
A pilot who died CROUCHED came back crouched -- leg parked in 'sqd' -- and now
that the cockpit strip works, showing the up-arrow "press to rise" frame on a
standing mech.
Benched (crouchrespawn.sh): A squats, dies while down, respawns -> legLvl 0
(standing) after Mech::Reset. Weak but the failure mode (stuck legLvl=1) is
absent. NB the first attempt was void: force-damage kept A dying before it
could crouch (legLvl 22/24 = death clips), so the run tested a STANDING death.
Switched to self-damage so the mech is stopped long enough to crouch.
Also carries the #142 gauge work: the crouch strip is a BUTTON-STATE indicator
(grey unavailable / orange down-arrow ready / orange up-arrow crouched),
decoded by rendering BDUCK.PCC rather than inferring it; and the gauge
factory's missing-image path no longer uses the no-op DebugStream.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01NCJQkvq6G2JNrpVbA75tVZ
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03c4d55672 |
#142 crouch: duckState is a THREE-state posture -- the strip is an animation
Operator confirmed on screen: bduck.pcc is a real duck ANIMATION, and stepping
duckState 0->1->2 plays it. So the attribute is not a flag:
0 = standing 1 = moving between 2 = crouched
Everything else was already right -- asset, element (OneOfSeveralPixInt
@004c5204), factory registration, L4GAUGE.CFG:5001, and the attribute binding
(new [gauge] receipt confirms 'bduck.pcc' frames=3x1 attr=BOUND). We were
writing a two-value flag into a three-frame strip, so frame 2 was unreachable
and the cockpit saw a snap: "it lights up and sticks, no animation".
The handler is back to the binary's exact write (duckState = 1, @0049fa00).
That value now MEANS the middle frame, so the press gives immediate visual
feedback and the earlier toggle divergence is retired.
Needed a separate duckRequest cell, which I tried twice to avoid:
* duckState cannot be both the request and the display. Settling it to the
real posture destroys the request, so on the frame the squat clip parked
the consumer read "crouched + pending" and issued the opposite direction --
69 transitions from 2 presses, benched, twice.
* reading the CACHED legAnimationState instead of the alarm made it worse:
the cache refreshes only at the top of AdvanceLegAnimation, so right after
SetLegAnimation it still reads the old state. Read the alarm.
duckRequest is port-only, appended, never read by offset.
Also fixes a silent failure in the gauge factory: the missing-image path used
DebugStream -- the no-op ReconStream (project gotcha) -- so a strip that failed
to load reported NOTHING. Now DEBUG_STREAM, plus an ungated one-line receipt
per element naming the image, frame grid, port and whether the attribute BOUND
or came back NULL. That receipt is what proved the element was healthy and
sent me looking at the value instead of the plumbing.
Benched (crouch142.sh, madcat): 2 presses -> exactly 2 transitions,
SQUAT -> parked (settles to 2) then RISE (settles to 0). Refusal while moving
still holds (posture=0, authentic per Lynx).
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01NCJQkvq6G2JNrpVbA75tVZ
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fcd1a0ca8d |
#142 crouch: refuse-and-snap, not queue -- and honour the must-be-stopped rule
Fixes a regression I introduced in
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59f53da07b |
#142 crouch: duckState is the POSTURE the cockpit animation reads
The crouch symbol animation is fully present and we were starving it.
content/GAUGE/BDUCK.PCC the 3-frame strip
OneOfSeveralPixInt @004c5204/@004c52d8 the element, reconstructed
btl4grnd.cpp:144 registered in the factory
L4GAUGE.CFG:5001 oneOfSeveralPixInt(
E,ModeAlwaysActive,
bduck.pcc,3,1,DuckState)
ATTRIBUTE_ENTRY(Mech, DuckState, duckState) attribute 0x37
A 3-frame mech symbol beside the CROUCH button, indexed by duckState -- the
standing<->crouching animation Lynx and Draco describe. It never played
because the consumer zeroed duckState the frame after the press, in BOTH
directions, so the strip sat on frame 0 with a one-frame blip to frame 1.
That is the field report verbatim: "button flickers sometimes on press ...
state does not change. Remains in stand mode."
THE ZEROING WAS OURS. Every writer of +0x398 in the export is the
DuckRequest handler (=1) and Mech::Reset (=0). FUN_004a9b5c -- the master
perf, which contains the address the old comment cited as "the DuckRequest
consumer (@0x4aa011)" -- does not reference 0x398 at all. mech.hpp's own note
already said "duckState has NO code reader anywhere in the decomp ... whatever
consumes it consumes it through DATABINDING". The databinding consumer is
this gauge strip, and we were clearing it behind the gauge's back.
Restructure: drive on DESIRED vs ACTUAL. duckState is the desired posture;
the parked leg alarm is the actual. Act only on a mismatch -- no re-fire, and
nothing clears the attribute. A frame where mapPosture is not ready now
RETRIES (throttled [duck] WAITING) instead of silently dropping the request,
which retires the old "request consumed, posture=N" miss as well.
ONE DOCUMENTED DIVERGENCE: the handler now TOGGLES. The binary writes a bare
1 and clears the cell only in Mech::Reset, with no per-frame reader, so a
second press could never rise -- and a pod pilot's second press must un-crouch
(Lynx: "Mech is immobilized until crouch is pushed again, and mech rises").
One cell, same meaning, noted at the site.
Benched (crouch142.sh, madcat):
duckState -> 1 (crouch) -> SQUAT -> [holds 1 while crouched] ->
duckState -> 0 (rise) -> RISE
Value now persists across the crouched period instead of blipping, so frames
0/1 of the strip are reachable and stable. Also removed the interim REQUEST
DROPPED receipt: after the restructure nothing is dropped, and a receipt that
says otherwise is a trap for the next session.
STILL OPEN on #142: no immobilization while crouched (Lynx) -- nothing gates
movement on duckState or the parked leg alarm. A driven mech with a parked
leg channel is the [skate] signature (#52), so it may not be cosmetic.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01NCJQkvq6G2JNrpVbA75tVZ
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0530366687 |
#142 crouch: the mech is fine -- it is a missing PANEL ANIMATION
Benched solo AND in MP on the same chassis: both presses reach
DuckRequestMessageHandler, zero drops, SQUAT -> squat clip parked -> RISE.
Locomotion is not the bug, and MP is not refusing it.
Added an ungated [duck] REQUEST DROPPED receipt at the consumer's silent miss.
The squatCapable==0 path skips the consumer entirely AND leaves duckState
latched at 1 with NO log today; the posture-gate miss logged only under
BT_DUCK_LOG, which no player sets. Neither fired on madcat.
What the pilot sees, traced with BT_LAMP_LOG: the button lamp is momentary
press feedback, not state --
PRESS -> [lamp] 0x13 <- 0x3c
SQUAT -> mech crouches, clip parked
RELEASE -> [lamp] 0x13 <- 0x14 <-- while still CROUCHED
so crouched and standing look identical.
Era testimony corrects the scope: the button should ANIMATE A MECH SYMBOL
beside it, standing <-> crouching (operator). Lynx: 'When a mech stops,
crouch button lowers its stance and plays crouch animation. Mech is
immobilized until crouch is pushed again, and mech rises.' Draco concurs.
Two real gaps, neither fixed here:
1. no immobilization while crouched -- nothing gates movement on duckState
or the parked leg alarm. NB a driven mech with a parked leg channel is
the [skate] signature (#52), so this may not be cosmetic.
2. no stance symbol -- no gauge element draws one, and the decomp carries no
crouch/squat/stance/duck graphic string, so it is an authored IMAGE on the
secondary MFD; find it in that gauge's element list, not by string.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01NCJQkvq6G2JNrpVbA75tVZ
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61f21107b4 |
#108 THE EJECT GHOST: the death-edge latch tested the wrong field
One substitution, three field symptoms. Mech::TakeDamageMessageHandler arms
the whole death tail -- kill report, VehicleDead, death blast -- from a
was-alive-at-entry latch:
const int deathBlastArmed = !IsMechDestroyed(); // graphicAlarm >= 9
The binary tests movementMode 9|10 there (@0x4a0303). The port swapped in the
graphic alarm and justified it: "the death transition sets mode 9 synchronously
with the structural flag on every path through here, so the edges coincide".
True of every DAMAGE path. False of the one that matters:
Mech::EjectPilotMessageHandler raises graphicAlarm to 10 (the EJECT state)
BEFORE dispatching its self-damage, while movementMode is still 1. So on an
eject the handler entered already reading "destroyed", the latch never armed,
and the death tail was skipped entirely -- including VehicleDead, which IS the
respawn trigger.
Everything the field reported on night 13 follows from that:
* "they all self destructed with panic button and didn't respawn properly"
-- no VehicleDead, so no drop-zone hunt, so no respawn;
* the EJECT GHOST -- the peer wrecks the mech and never un-wrecks it, because
the un-wreck rides the master's respawn. Normal deaths replicated fine all
along (9 deaths -> 8 un-wrecks, benched), which is why only ejects ghosted;
* the manual chart's "-1000 ejecting" never materialised -- the negated kill
award and the death cost both live in the tail that never ran.
Fix: use the binary's own predicate. MovementMode is untouched by the eject's
alarm write, so the latch arms on an eject exactly as on a combat death.
WHY SEVEN RIGS MISSED IT: the punch-out was being REFUSED, not undelivered.
EvaluateEjectPermission (@0049fa1c) grants only on
liveWeapons < ejectMinWeapons || liveGenerators == 0 || coolantFrac < 0.05
|| (leg-gimped && !simLive)
-- armour damage satisfies none of them, and every bench ejected a healthy
mech. An [ejecttest] receipt (2 lines) proved the dispatch fired every time
and the handler declined; the "[eject] REFUSED (mech not crippled enough)" line
was sitting in the very first bench log, ungrepped. BT_KILL_SUBSYS's
comma-list form ("GeneratorA,GeneratorB,...") was already built for this bench.
Verified 2-node (scratchpad/night13/ejectreal.sh), before -> after:
PUNCH-OUT landed 0 (785 refusals) -> 1, charge=500
peer wreck-enters 1 -> 1
peer UN-WRECKS 0 (the ghost) -> 1
eject score (type=2) absent -> award=-1000.00, score 1000 -> 0
death cost never ran -> APPLYING, penalty=500
That -1000 is the manual chart's eject row to the digit: killBonus 500 plus the
500 self-damage tally, negated.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01NCJQkvq6G2JNrpVbA75tVZ
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29b4d68ba6 |
scoring: the +1000 START grant -- BT's MissionStarting override was never ported
Seventh chart row. BT overrides MissionStarting purely to seed the score, and
the override was missing, so MESSAGE_ENTRY(BTPlayer, MissionStarting) resolved
to the inherited engine handler (which only does the fade-in) and the grant
never happened.
FUN_004bfbe8(player):
base_MissionStarting(player);
if (app->state == 4 && (player[0x29] & 0x40) == 0)
player[0x1c8] = 0x447a0000; // = 1000.0f
Both operands decode exactly against engine headers: application state 4 is
LaunchingMission (APP.h -- same enum whose 6 is EndingMission, already used by
the console flush), and simulationFlags bit 14 is NonScoringPlayerBit
(PLAYER.h: NonScoringPlayerBit = Entity::NextBit), so `(+0x29 & 0x40) == 0` IS
IsScoringPlayer(). Camera-ship/spectator players are non-scoring and correctly
get nothing.
CELL NOTE: the binary seeds the ENGINE cell (+0x1c8), not BT's own (+0x278) --
1995 carried two accumulators, which is why the KB suspected the pod's death
cost "may never have displayed". Our port has one currentScore, so grant,
awards and death cost land together and the chart reads coherently.
Also resets the console watermark so a fresh mission REPORTS the grant rather
than a difference from last round's tally.
Benched: both players "[score] mission start: player N:1 seeded to 1000",
scores run 1001.98 -> 1908.64 with kills=1 (1000 + ~400 damage + 505 kill).
Also corrects a FOURTH copy of the dead-code claim, in btplayer.hpp's ScoreType
enum ("type 0 has NO scoring arm ... per-hit inflicted credit never existed").
Its byte-scan was right that no TABLE entry binds @004c0200 and wrong to
conclude unreachable -- the vtable Dispatch override calls it directly.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01NCJQkvq6G2JNrpVbA75tVZ
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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
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e0b91df3e1 |
scoring: CORRECTION -- the death cost was never missing; my arithmetic was
Retracts the "open item" claimed in
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2fcce53bb2 |
scoring benches: self-inflicted + deaths counter verified (night 13)
scoreself2.sh -- one rig covering three unverified items, using a SELF-DESTRUCT to reach the same paths an eject does without the panic button that defeated five earlier rigs. VERIFIED: chart '-1 each self-inflicted point' type=0 award=-40.00 x11, total -440 self-kill negation (#134) type=2 award=-539.00, kills NOT incremented deaths counter PLAYER_DEAD deaths=1 tally=1 OPEN, found by arithmetic: the -500 death cost fires on a COMBAT death (prior run: victim total exactly -500.00) but NOT on a self-kill -- A's total is exactly -440 + -539 = -979, with no -500 in it, despite advDamage=1 and the role bound. The cost is dispatched by a DIRECT Player::ScoreMessageHandler() base call, bypassing the BT handler, so it never reaches the matchlog and only the totals expose it. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01NCJQkvq6G2JNrpVbA75tVZ |
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a4bfb64ace |
scoring: BIND the scenario role -- one commented-out line zeroed the whole chart
BTPlayer::scenarioRole was never assigned. The lookup sat commented out with
"the BT role registry (BTMission::GetRoleRegistry()->Lookup) has no WinTesla
analog, so the scenarioRole set by the base Player ctor stands" -- and the base
ctor sets it to NULL (PLAYER.cpp:680). So it stood NULL forever.
Every scoring value the game has hangs off that pointer, and the shipped
content authors them correctly. New ungated receipt in the ScenarioRole ctor
prints what a real mission loads:
[role] 'Role::Default' model='dfltrole' killBonus=500 deathPenalty=500
dmgInf=1 dmgRcv=0 bias=1 ff=1 return=1000
That IS the original manual's scoring chart -- +500 a kill, -500 a special-case
death, +1 per damage point. With the pointer NULL every award multiplied
against zero: kills scored the damage tally alone (4.88), the eject charge read
0 (the field log's "PUNCH-OUT: charge=0 (role killBonus)" = #134's missing
penalty), and the death-cost block was skipped.
The analog DOES exist: Mission::GetScenarioRole(name) (MISSION.h:162) walks
scenarioRoleChain -- the same dictionary BTL4Mission fills via AddScenarioRole()
when it parses the role pages, whose own comment says the WinTesla base exposes
it. Same lookup, same key. Falls back to Role::Default when a creation
message names an unknown role (shipped content authors exactly one page), and
logs BOUND/NULL so this cannot fail silently again.
Benched cross-node:
role binding player 2:1 BOUND, player 3:1 BOUND
KILL AWARD 505.88 (was 4.88) <- chart's +500, verified
death cost victim total -500.00 <- chart's -500
inflicted still tracking, killer total 1017.32 kills=1
The -500 on an ORDINARY combat death is AUTHENTIC, not a bug: the binary's gate
is advancedDamageOn alone (@004c05c4 tail: `if (player+0x264 != 0) { -role+0x20 }`),
verified in the decomp. It only shows now because the role finally binds. It
also reconciles the chart's two death rows: an EJECT costs -500 (death) plus its
self-kill negating its own ~500 award = -1000, and an ammo death costs -500.
CORRECTION to my own earlier note: returnFromDeath=1000 is NOT the chart's
"+1000 starting the game" -- role+0x28 is a lives/return gate (`if (< 1)` ->
mission review, else respawn). The 1000 is coincidence. That row is still
unlocated and is most likely console-side.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01NCJQkvq6G2JNrpVbA75tVZ
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b2498ca39a |
scoring: the type-0 arm must RETURN, not break -- it was clobbering scoreAward
Chasing the duplicate rows from
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1324c81719 |
scoring: land inflicted credit on the OWNER's machine (Steam + console safe)
Completes 2772175/e82f54c. The interceptor restored the credit; this puts it
on the right node, so a player's score accumulates again.
The operator corrected two of my claims, and both were load-bearing:
1. Scores DID accumulate before build 787. Checked: build 774 already had
`currentScore = 0` in the console flush, so the flush was never eating
score. My "score zeroed every interval" theory is dropped. The watermark
from
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e82f54c957 |
scoring: the score AUTHORITY is the operator console -- and our port has none
Follow-up to
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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
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4642129e76 |
#108 peer-side WRECK receipt: make ghosts countable
The un-wreck receipt had no partner, so counting ghosts in a field log meant
pairing it against
[BTrender] wreck: 'thrdbr.bgf' missing -> gendbr.bgf fallback
which is a MISSING-ASSET WARNING, not a death -- it only prints for chassis
whose wreck model is absent. Night 13's census found ONE ghost while testers
reported many, and there was no way to separate a real count from a chassis
accident.
Emit one ungated line for every REPLICANT entering the wreck state, symmetric
with the existing un-wreck line, so a log's ghost count is exactly
(wreck-enters minus un-wrecks) per entity:
[wreck] replicant H:E entered wreck state (mode X->9) at (x,z)
[respawn] replicant H:E un-wrecked + warp (mode 9->1) at (x,z)
Verified 2-node (200s, force-damage victim): 5 enters, 5 exits, exactly
paired -- while the old marker printed ZERO times in the same run. That gap
is the point: five real deaths, invisible to what the census was reading.
Also lands the night-13 census tooling (ghostcensus.py) and the eject benches
that did NOT reproduce, with their failure modes in the headers so the next
attempt does not repeat them: five rigs failed to trigger a punch-out at all
(BT_BTNTEST never reached the mapper for 0x3D or 0x14; BT_EJECT_AT did not
fire either). Panic-eject replication remains UNTESTED by bench.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01NCJQkvq6G2JNrpVbA75tVZ
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43d30ca7e4 |
#140 receipts: name the corruption case in a FIELD log
Two ungated one-liners, because no bench here reached the failing path and
the next playtest is a better instrument than more automation:
[glasswin] destroy entry #N windows=M -- N=2,M=0 is the double-destroy
[glasswin] saved ... (live=L remembered=R) -- live=0 IS the corruption case
(pre-cache that wrote a file
holding only the plasma line)
Also lands the benches that did NOT reproduce it, with their failure modes
recorded in the headers so the next attempt does not repeat them:
layoutsave.sh (round trip -- passes on the fixed build), layoutteardown.sh
(graceful WM_CLOSE; still never reaches the dtor chain), layoutround.sh (MP
round boundary; the relay never started the mission inside the window).
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01NCJQkvq6G2JNrpVbA75tVZ
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c04bec0a52 |
#140 glass_layout.cfg lost every MFD line on a desktop teardown
Regression from |
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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
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39144813a4 |
pod: kit carries PODTEST.EGG (it was never in the repo)
First real new-build drop on the cart exposed it: the kit pushed environ.ini and glass_layout.cfg into the fresh 4.11.817 extract, but runpod.bat launches `-egg PODTEST.EGG` and that mission only ever existed on the pod -- mkdist ships git-TRACKED content only, so the new install had no mission to run. Master copy now sits at C:\bt411\ with the other kit files and podkit.ps1 installs it. Does not affect testers: play_solo/join/play_steam pick their own missions. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01Rw7No5wLTpkaUgA3ANbtZZ |
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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 |
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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 |
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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 |
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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
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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
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bef051e837 |
handoff: pod bring-up + RGB split
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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e179c7033f |
BT_POD_RGB: the authentic RGB-split output -- one window per VGA PORT
Implements what the pod actually does (pod-hardware.md THE RGB SPLIT): a VGA port's R/G/B lines each drive a separate mono MFD monitor, so a window is not one MFD -- it is one PORT carrying up to three. BT_POD_RGB=1 collapses the five MFD windows into the two ports the cab drives (Port A: Comm=red, Mfd2=green, Heat=blue; Port B: Mfd1=red, Mfd3=green) and composites each group's planes into the colour channels, leaving the radar on its own full-colour port. Channel comes from the live port (GetEnableID), never a hardcoded table, so an Eng-page swap follows automatically; BlankColor planes contribute nothing, exactly as on the pod. Implies BT_POD_SURFACES (bare 640x480 pictures -- the cab's buttons are physical). Verified locally (bare windows, "RGB COMPOSITE of 2 plane(s): Comm Mfd2") and LIVE ON NICK'S CRASH CART over the tailnet: Port A -> DISPLAY4, Port B -> DISPLAY2, radar -> DISPLAY1, all exact-fit. Pod scratch kit included (ssh helper, layout cfgs for both modes, launcher; the mission-egg launcher fix -- a bare MP.EGG exits the mission loop with no relay, and BT_FE_SOLO parks at the menu, so neither lights the panels). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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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> |
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99956d54e3 |
tools: podshell_setup.ps1 -- one-shot remote-shell setup for the pod PC
OpenSSH server + a single authorized key + a private/domain-only firewall rule, so bring-up can run over a tailnet instead of by hand through Chrome Remote Desktop (CRD paints a canvas -- unreadable to tooling; text and logs need a real shell). Handles the Windows administrators_authorized_keys ACL quirk, refuses to run on pre-Win10 (the period-pod case, which stays on the clipboard/probe route), never opens the public profile, and prints the exact ssh line including the Tailscale address. Undo steps in the header. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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38b08c96d1 |
podprobe: run-compatibility verdict + XP-safe .bat fallback
The crash cart may BE the period pod PC (that is where NVIDIA Horizontal Span still exists), in which case the first question is not the display map but whether btl4.exe can launch at all -- a modern MSVC toolset needs Win7 SP1+. The probe now states the verdict outright, and podprobe.bat covers the case where PowerShell/.NET is not present to run the probe in the first place (wmic + dxdiag, both XP-era tools). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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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>
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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> |
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51dff6bd5a |
handoff: #60 closed (census + re-export)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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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> |