Commit Graph
4 Commits
Author SHA1 Message Date
arcattackandClaude Fable 5 bb795e2805 MP live-play wave: collision economy, missiles, radar transform, panel polarity, comm ticker
The interactive 2-node playtest wave -- every fix decomp-grounded and live-verified:

COLLISION ECONOMY (the ram one-shot): StaticBounce mutates worldLinearVelocity
per contact and ProcessCollisionList walks EVERY touched solid per frame; with
2007 terrain-as-solids the reflections compounded x4-x40 within one frame and a
walking bump one-shot a pristine mech for 112,375 pts (62-pt authentic economy).
Fix: frameEntryWorldVelocity restore per contact (damage always priced at the
real approach speed -- all the binary's physics ever saw); Mech::Reset zeroes
the mover motion (respawn = teleport); [collide-tx]/[mp-hdlr] telemetry.
Gotcha #16 (engine-facility drift class).

MISSILES: peer-visible salvos (the launcher record extension carries a salvo
counter + aim point; ForceUpdate actually enqueues it -- the dirty flag alone
never serialized), the authentic arc (authored MuzzleVelocity vector + the
Seeker's 200m/0.1/300 loft + gain-4 steering, decoded from @004beae4/@004bef78),
world-impact bursts (rounds detonate on cave geometry instead of phasing
through), contact-only damage (flight-cap expiry = fizzle, no more teleport
damage), live re-lead, and ballistic (unguided) shells for autocannons.
projweap's stale BTPushProjectile extern (the /FORCE signature trap, gotcha #6
corollary) crashed the Avatar's first AFC100 shot -- fixed + sweep rule recorded.

RADAR: two transcription bugs made the scope permanently empty -- FUN_0040b244
is the affine INVERSE (not a copy) and FUN_0040adec writes ONLY the 3x3 rotation
(never the translation); worldToView now Invert(view) built rotation-first.
CulturalIcons sorted out of the moving grid (the phantom red pips were map
props), visible-radius culls on all three draw passes, live pip verified at
|delta| x ppm px.  Gotcha #17 (verify the FUN_ body, not its call shape).

WEAPON PANELS (the frozen-dial hunt): the binary's *(subsystem+0x40) means
FAILED -- the recon's 'operating' name was backwards, inverting the destroyed-X
lamps, the panel look, the children enable and the ready-lamp gate (which had
NEVER executed).  Polarity chain corrected end-to-end (failedState, fed by real
damage saturation).  Root cause of the freezes: MFD page-mode gating -- the dev
composite shows ALL pages at once, so off-page dials legitimately stopped; under
BT_DEV_GAUGES the 15 page-plane bits stay active (the exclusive secondary trio
untouched).  The SEH gauge guard now names its kills; repaint-heal resets the
incremental arc after panel repaints; [panel]/[arc] probes added.

COMM/SCORE: MessageBoard LIVE (the engine already shipped the whole
Player__StatusMessage queue; wired the binary's one producer -- the kill branch,
victim's name, 6s -- plus the consumer bridge and a lazy source bind); MP DEATHS
counted via the observed-death tally (each node scores every pilot from locally
observed events, the same model as the KILLS credit) and the -2/-1 engine seed
clamped for display.

DEV UX: node-tagged window titles (-net port), gauge panel reworked (1320x480,
true 4:3 MFD cells, the portrait secondary UNROTATED upright, linear filtering,
BT_GAUGE_SCALE), fixed close spawns via BT_SPAWN_XZ, Boreas flies an Avatar
(first second-chassis live outing).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-12 17:24:15 -05:00
arcattackandClaude Fable 5 77190c93e5 Combat: the AUTHENTIC consolidated damage delivery -- TakeDamageStream through the message manager (task #7 tail)
ConsolidateAndSendDamage @0049b784 fully implemented: the beam path submits
into AddDamageMessage; each messmgr tick builds ONE Entity::
TakeDamageStreamMessage (id 0x13; wire-verified 0x34+4+Nx12) with the
common impact record + appended {type, amount, subsystemID} entries and
Dispatches it at the victim -- the T0 handler (ENTITY.cpp:817) re-splits
into per-record TakeDamage; replicants reroute cross-pod.  Real
ResolveExplosionID (firing weapon's +0x3E4, guarded) + SubmitExplosion via
the Explosion::Make port; TWO chain-purge bugs fixed (the "iterator dtor
clears it" assumption was wrong -- records re-applied every tick, observed
1->2->3->4 double-counting).  @004b9728 identity corrected (SendDamageMessage,
not DrawWeaponPip).  Verified solo: 25 clean single-record consolidations ->
kill -> death transition.  Residue: weapon-side submission awaits the
damage-economy reconciliation (authored 0.25-scale vs kShotDamage=12).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-11 14:30:30 -05:00
arcattackandClaude Fable 5 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>
2026-07-11 14:16:27 -05:00
arcattackandClaude Opus 4.8 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>
2026-07-05 21:03:40 -05:00