Commit Graph
370 Commits
Author SHA1 Message Date
Joe DiPrimaandClaude Fable 5 a728fa6de9 #118 alarm dig complete: the TechStatus bit model -- MarkGeneratorOut bridge removed
The gauge-alarm "condition" is a STATUS-FLAG BIT INDEX edge-scanned by
MechTech (bit 0/1 structure, 2 leak, 3 heat, 4 AmmoBurning, 5 Jammed,
6 !HasVoltage). Conditions 4/5 -> the engEject flash = the AMMO purge/unjam
invite (flashing the very key whose streamed function is EjectAmmo) --
never pilot eject; cond 6 -> the bus-switch invite; the PANIC lamp is the
sole pilot-eject indicator.

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

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

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-04 03:18:50 -05:00
Joe DiPrimaandClaude Fable 5 609dde8051 #118 strict: REMOVE the coolant-clause hysteresis -- the flap is authentic
The operator's causality challenge held up: the hysteresis did NOT fix the
audio tick (the tick persisted past it and was the autofire scalpel's
20/sec jam clicks -- no game bug; control run without autofire is clean).
With the dead-code claim corrected, the boundary flap is AUTHENTIC: the
arcade evaluated the identical plain < 0.05 compare per frame, so a pod
hovering at the line flapped the same way -- cosmetic mode/lamp churn,
crash-free across hundreds of bench transitions. Deviation unjustified;
the binary's compare is restored.

Verified on the reverted build: armed PANIC press -> PUNCH-OUT (1); audio
profile clean (sparse explosions/warnings only).

Eject deviation ledger now: ONE item -- the Panic-button->pilot-keypad
desktop wire (hardware emulation, not behavior).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-04 02:57:03 -05:00
Joe DiPrimaandClaude Fable 5 675fe68cb0 #118 correction sweep: the ARCADE's eject was LIVE -- 'dead code in 4.10' was wrong
The absolute-pointer scan missed the E8-relative call; the later byte-scan
found it (FUN_004a9b5c+0x10 -- the master performance evaluates eject
permission per frame in the shipped binary). Under deadline pressure the
disproven 'unfinished/dead code' claim leaked back into three comments and
the handoff; swept per the correction mandate.

Settled press model, now stated correctly everywhere: pilot eject = the
pilot KEYPAD bank while armed (+ the PANIC key reporting through that
matrix). The MFD soft keys NEVER pilot-eject in the binary -- every page
routes them to authored functions; the flashing engEject cell is the
INVITE LAMP. The port's page-gated eng-key eject is a MARKED CONVENIENCE
deviation (operator-requested), and the coolant hysteresis is a MARKED
smoothing deviation for a degenerate boundary oscillation -- not
completions of unfinished code.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-04 02:40:39 -05:00
Joe DiPrimaandClaude Fable 5 38872ac726 #118: coolant-clause hysteresis kills the panic-arm flap (10 Hz mode churn)
Post-respawn under sustained fire the bank fraction hovers at the 0.05 arm
threshold and the plain compare flipped ejectPermitted EVERY FRAME --
hundreds of mode ON/off pairs churning the mask, the lamp, and the arm cue.
The evaluator was dead code in shipped 4.10, so the boundary flap is a
first-ever-exercised condition; completed with the engine's own idiom
(HeatSink coolantActive dual thresholds): ARM below 0.05 (the binary
constant), release above 0.06, no new members.  Stress bench: 1 arm
transition in 3 minutes (was: hundreds).

NOTE: the operator's ticking SOUND persists past this fix -- it is the
separate, pre-existing night-10 "audio stutter on coolant leak" family;
hunt continues at the audio-cue chokepoint.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-04 02:18:58 -05:00
Joe DiPrimaandClaude Fable 5 5a4ee55e4e #118: the eject slot graphic returns -- vtbl+0x58 is DrawBitMapOpaque [T0]
The proper RE the corruption arc demanded: counting GRAPH2D.h's declared
virtual order, GraphicsView vtbl+0x18 = SetColor and +0x24 = MoveToAbsolute
land exactly -- and +0x58 is NOT DrawBitMap (+0x54) but the NEXT virtual,
DrawBitMapOpaque(background, rotation, bmp, sx1, sy1, sx2, sy2).  The wipe
is a two-span OPAQUE draw with INVERTED fg/bg pairs -- the literal "inverse
wipe" -- and FUN_004c5fb8 transcribes byte-exactly with the real signature
(the ++level between spans is inclusive-bounds bookkeeping, no gap).  The
base ctor fields were already right (colors +0x94/+0x98, bitmap Size.x/y at
+0x9C/+0xA0, decomp @004c5e84).

BallisticWeaponCluster::ejectWipe re-wired (bteejtm.pcc <- PercentOfEject).
Stress-verified: 4 gens dead + autofire jams + leak warning, weapon pages
pristine end to end.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-03 23:56:53 -05:00
Joe DiPrimaandClaude Fable 5 3ec30ee28a #118 fix: eject-wipe DrawBitMap arg smeared the weapon MFDs (capture.png)
The BitMapInverseWipeScalar Execute passed the colour constants as
DrawBitMap's first argument; the sibling wipe always passes 0 there (colour
selection is SetColor only). The nonzero arg smeared striped garbage across
the weapon MFD pages from the gauge's first draw (operator's capture.png).
Pixel-verified clean after the fix (weapon pages pristine, eject graphic
path unchanged).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-03 20:50:50 -05:00
Joe DiPrimaandClaude Fable 5 aa54655980 #118: the FLASHING eject invite fires -- generator OUT state + pilot keypad
The last hop lands: a destroyed Generator now reaches its OUT display state
(stateAlarm 4 -- enum renamed from the placeholder "GeneratorRecovered";
[T3 inferred link, both endpoints byte-verified: the eject evaluator's
state==4 dead clause @0049fa1c and the authored alarm streams' conditions
4/5 -> gotoEngineering 0x80 + engEject 0x85]). Wired from the one crit
chokepoint (MechSubsystem::ForceCriticalFailure -> BTGeneratorMarkOut
bridge). Verified live: gen kill -> the quad-select columns FLASH
(RIO 0x37 fast-flash) -- the pod's guided "punch out now" trail.

Plus the authentic panel eject input: CONTROLS.MAP binds the desktop
NUMPAD to the pilot keypad (keypad pilot 0-9) -- while armed, any pilot-
keypad key fires the eject (the binary's only armed binding); un-armed
they feed program entry.

The full 1995 eject experience is now live: alarm -> flashing invite trail
-> lit Panic button -> press (Panic / numpad / Backspace) -> punch-out ->
death without honor -> respawn.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-03 20:11:05 -05:00
Joe DiPrimaandClaude Fable 5 0bd9bb6f51 #118: the FLASHING eject invite is authored -- engEject alarm items found
BT_LAMP_LOG now dumps each gauge-alarm stream item as it reads
([galm-item] sub/cond/itemCond/lampCode). First dump against the shipped
content settles the operator's "shouldn't something flash?" question:

  GeneratorA itemCond=4 -> lampCode 0x85 (engEject) + 0x80 (gotoEngineering)
  GeneratorA itemCond=5 -> lampCode 0x85 + 0x80

The 1995 pod FLASHES "GOTO ENGINEERING" and the engineering page's EJECT
cell when a generator goes OUT (conditions 4/5) -- the authored eject
invite. The Panic button lamp itself is solid by authoring ([lamp] 0x3d <-
0x3c, no flash bits) -- both halves of the field observation are genuine.

Remaining: the BT_KILL_SUBSYS scalpel skips the authentic state-4
transition, so the flash did not fire in the bench; verify a genuinely
damaged/overheated generator reaches state 4/5 and lights the invite
(the #118 "Generator Out vs !=4 clause" tail).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-03 18:49:36 -05:00
Joe DiPrimaandClaude Fable 5 751b1159b5 #118: the eject slot graphic lands -- BitMapInverseWipeScalar reconstructed
The operator's field report ("eject slot flashing but no graphic in it") was
the tracked-NULL bring-up stub in BallisticWeaponCluster. Reconstructed the
missing gauge class from the binary:

- BitMapInverseWipeScalar @004c61c8 (vtable 0x518a14; base @004c5e84,
  Execute @004c5fb8, BecameActive @004c5fa4): a bitmap COLUMN SWEEP whose
  level tracks a live Scalar -- two spans with INVERTED colour pairs,
  [0..level] fg colorA / bg colorB, remainder the inverse.
- Wired per the binary call site (part_014.c:2312): bteejtm.pcc at (0xF,0)
  on the weapon's eng port, colours 0/0xFF, watching the weapon's
  PercentOfEject (@0x3F8, the round-eject 0..1 progress) via a new
  complete-type bridge BTWeaponPercentOfEjectPtr (databinding rule).

At idle (level 0) the EJECT graphic now renders in the slot; during a
round-eject cycle it sweeps with the countdown. BTEEJTM.PCC ships in
content/GAUGE (the loose gauge bitmap set). Smoke-tested: constructs clean.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-03 17:53:33 -05:00
Joe DiPrimaandClaude Fable 5 611b1a8bbd #118: the PANIC BUTTON ejects -- keypad-bank routing + the 0x17/0x19 id bug
Two finds close the press path the operator field-tested:

1. The pod's guarded PANIC key reports through the PILOT KEYPAD bank -- the
   binary's ONLY panic press binding is keyboardGroup[KeyboardPilot].Add(
   mode 0x200000, mech, 0x19) (FUN_004d266c); there is NO buttonGroup[0x3d]
   consumer (0x3d is the lamp address). The desktop Panic click now ALSO
   lands as a pilot-keypad key (PadRIO::EmitButton -> EmitKeypad), so the
   armed-mode binding fires; a healthy press stays a mode-masked no-op,
   exactly the pod behaviour.

2. KeypressMessageID resolved to 0x17 via enum-chain arithmetic; the binary
   passes LITERAL 0x19 (two mapper ids are unreconstructed). The armed
   keypad send arrived at the Mech as msg 0x17 -- no handler, silently
   swallowed. Pinned to 0x19 (Mech::EjectPilot's id on the OWNER receiver --
   the collision is the design).

Verified headless through the REAL click seam (BT_BTNTEST=61): generators
killed -> panic-arm ON -> screen-click Panic -> [lbe4key] unit 0 mode
0x650421 -> PUNCH-OUT. Also: IsDisabled eject refusals now log; [padkey]/
[lbe4key] seam tracing under BT_PAD_LOG.

Still open (cosmetic): the flashing eject slot on the engineering MFD shows
no graphic -- the streamed page element's pixmap is unreconstructed.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-03 17:31:16 -05:00
Joe DiPrimaandClaude Fable 5 0089b3284f Eject firsthand prep: G = coolant Flush binding + BT_FLUSH_HOLD scalpel
The Flush ACTION existed in the input engine but no key was bound in the
shipped CONTROLS.MAP -- desktop players could never hold the flush. G (free)
now maps to it. BT_FLUSH_HOLD=<frames> extends the BT_FLUSH_TEST scalpel
past its 60-frame edge test for tank-dry benches.

Dry-run finding (fl.log): a full flush drains the tank to 0/14 in ~30 s,
but does NOT arm eject by itself -- InjectCoolant moves tank coolant INTO
the loops (the bank RISES), and idle heat draw is too slow to burn the
loops down to the 5% arm threshold in minutes. Firsthand arming needs
sustained fire after tank-dry (or coolant-loop leak damage / generator
loss). Matches the binary's intent: eject arms when LEAKED nearly dry.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-03 14:10:43 -05:00
Joe DiPrimaandClaude Fable 5 8165cee9da #118: the eject option comes alive -- per-frame arm chain closed (FUN_004a9b5c+0x10)
The evaluator's "unexported caller" found by E8-scan: the Mech MASTER
PERFORMANCE (FUN_004a9b5c, in the 004a977x..004ab188 export hole) calls
EvaluateEjectPermission as its FIRST act every frame. Without that call the
port's ejectPermitted stayed at ctor-0 forever -- the panic-armed mode never
raised, so the PANIC lamp never lit and testers "never saw the option for
eject come alive". Restored at the top of Mech::PerformAndWatch (masters
only, like the binary).

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

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

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

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

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

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

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

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

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

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

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-03 12:24:36 -05:00
Joe DiPrimaandClaude Fable 5 00dfbf8f9f #124 RESOLVED against the authored skeleton: the pick's zone is the
struck drawn segment's dzone, ALWAYS -- the cylinder embellishment removed

The open question ('what zone did 1995 designate for hull hits') was
already answered in the KB's #73 dig [T0+T1]: no software pick writer
exists -- the pod's pick was a dpl scene intersection, struck triangle
-> DCS segment -> its SKL-authored dzone; the cylinder lottery was only
ever the UNAIMED path (missiles/splash/rams). The live segpick dump
completes it with the authored data: the madcat's pickable skeleton is
18 segments -- hip, shoulders, guns, thighs, knees, ankles+toes, and
ONE hull piece (jointshakey -> dtorso). No ltorso/rtorso/utorso/rear/
door/searchlight segments exist. Aimed fire at any torso panel
authentically designates CENTER TORSO; the side/rear/upper panels strip
via the unaimed path.

Changes:
* the shared-carrier -> cylinder override (yesterday's embellishment)
  is REMOVED: triangle hit -> that segment's dzone, period;
* SegAimPoint: the walker's hull anchor moves from the joint ORIGIN
  (crotch gap -- rays sailed between the legs to the terrain sentinel)
  to the carrier segment's cull center (the chest);
* [picktri]/[pickwin] diagnostics grew tri/seg/zone fields -- three
  consecutive 'mystery' regressions in this stretch were the STALE-EXE
  trap (CWD-relative cmake --build from content/ resolved to a
  nonexistent dir and the old binary kept running) -- the harness doc's
  warning, hit again.

Final zone-walk matrix (spinning target, real MP, full cycles):
limbs 55/70 in-zone (legs/feet 6/6; arm strays = hull/occlusion);
hull-family aims -> dtorso 56/69; victim consumption matches. The
night-10 field table now reads as this model's fingerprint: 'only LCT
gets hits' from aimed energy IS the pod -- one hull piece, dtorso.
What was actually broken and is now fixed: the sphere mis-picks
(rgun-from-a-dtorso-aim class), the unaimed path's 180-degree frame,
and the vertical scatter.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-03 11:31:45 -05:00
Joe DiPrimaandClaude Fable 5 1a3c268278 #124: the aimed pick now intersects the DRAWN GEOMETRY -- sphere
approximation retired; shared-hull hits route through the cylinder

The zone-walk matrix caught the pick red-handed: with the servo
verifiably holding the reticle on the dtorso segment, the per-segment
BOUNDING-SPHERE pick returned rgun/ruleg -- the gun pods and legs
thread the ray before the torso from most angles (its own comments
admitted a foot could be unhittable behind its own knee). The 1995
pick was a dpl scene intersection against the drawn geometry.

Restored that semantic:
* BTGetPickMesh caches each segment d3d_OBJECT's triangles CPU-side
  once (its own BGF VB/IB, managed-pool locks); MechSegmentPick now
  runs sphere PRE-FILTER -> Moller-Trumbore nearest-hit across the
  threaded segments' posed meshes; the old smallest-sphere selection
  survives only as the no-triangle fallback.
* Segments claimed as CARRIER by 2+ zones (the shared hull: madcat
  seg 4 carries dtorso+ltorso+rtorso+utorso+rears) cannot resolve one
  zone from geometry -- those hits return zone -1 WITH the accurate
  triangle point, and the victim's bit-verified (frame-fixed) cylinder
  assigns the panel by band/wedge. Unique carriers (legs, feet, arms,
  gun pods) keep the direct zone.
* ZoneAimPoint: the walker aims at a zone's VISUAL center (largest
  pick object's cull-center) instead of the segment origin -- joint
  origins made feet/lower legs strike the part above.
* Walker upgrades from live operation: 3-column truth (aim/pick/land),
  engage gate, damped servo with polarity watchdog, approach port.

Zone-walk verdict (full cycles, spinning target, real MP): limbs 5-6/6
direct in-zone; every hull panel routes CYL; the victim's landed zones
now include ltorso/rtorso/reardtorso/rearutorso/rearrtorso -- the
panels night-10 reported unhittable. Residuals tracked on #124:
rtorso/utorso aim-anchor placement, doors/searchlight small-zone
sample, twisted-torso twist-sign verify.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-03 10:38:24 -05:00
Joe DiPrimaandClaude Fable 5 16e75d6e1a #124 bench: the ZONE-WALK MATRIX -- systematic per-panel targeting, operator-watchable
The precision rig the operator specified: two nodes, target visible,
every zone aimed at deliberately through the REAL reticle/pick path.

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

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

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

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

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

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

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

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

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

The BT_ASPECT_TEST probe + BTWeaponMuzzleWorld bridge stay as bench
scalpels.

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

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

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

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

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-03 01:12:32 -05:00
Joe DiPrimaandClaude Fable 5 1df2c571ee #119: heatLoad filter restored to the POD's 28 Hz sample cadence
The clipping coolant-leak voice ("warning... war... warning coo...")
measured to a ReportLeak relaxation oscillation at a drained tank:
draw = zoneDamage x heatLoad hunts across the authored 0.0025/0.003
hysteresis band (constants byte-verified) as the dry sink's conduction
collapses and the tank trickle refills it. State machine, constants,
refill dynamics and the sequencer's chase-and-cut stop (T0 AUDSEQ.cpp)
are all the binary's own -- the ONE divergence was the 15-sample
heatLoad filter: per-Perform in the binary = a 0.536 s window at the
pod's 28 Hz, but only 0.25 s at the port's ~59 fps -- heatLoad twice as
twitchy, the flap at double the pod cadence (the myomer-kinetic dt-less
class, third instance).

UpdateHeatLoad now accrues real time and samples at 28 Hz on any
machine (catch-up capped at the 15-sample window). Per-instance clock
in a static map -- the heat-family layouts are factory-size-locked
(sizeof(Myomers) == 0x358 exact), no new members. Ctor/reset prime
calls sample unconditionally.

A/B (260 s leak-to-empty bench): trigger fires 12 -> 8, transitions
11 -> 7. The residual slow restart at a bone-dry tank is authentic 1995
behavior (same engine sequencer chase-cut); a minimum-retrigger
interval would be an opt-in deviation for the operator to decide.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-02 20:05:06 -05:00
Joe DiPrimaandClaude Fable 5 1efe8efc68 #118 tails: death score cost + the DeathWithoutHonor console notice
* SpecialCaseDeathPenalty restored to the engine ScenarioRole (SCNROLE.h/
  .cpp) -- the 4.10-only role field the 2007 WinTesla source dropped
  (record slot [1] after KillBonus, fail-hard read; role+0x20; the
  DefaultRendererRate pattern). Its consumer decoded from the @004c05c4
  export gap (@004c07cd, missing from the #52 reconstruction): every
  death with advancedDamageOn hands the ENGINE base ScoreMessageHandler
  (@0042da20 == PLAYER.cpp:138, a DIRECT call bypassing the BT type
  Verifies) a type-1 award of -penalty. Wired verbatim. Shipped content
  authors the key nowhere -> cost 0 in the field. NUANCE [T4]: the 1995
  engine adds at Player+0x1c8, which no BT scoreboard reads (+0x278) --
  the pod's cost may never have displayed; our single-cell port shows it.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-02 16:01:04 -05:00
Joe DiPrimaandClaude Fable 5 152249cb76 #95: the SCOREBOARD banked one missile per salvo -- credit the DELIVERED amount
Two consumers of one impact, only one was ever verified: the victim gets
TakeDamage{amount=per-missile, burstCount=cluster roll} and applies it
burstCount times (armor was always right); the score post on the next line
sent the bare per-missile amount. An LRM10 salvo dealing 7-35 armor banked
3.5 points -- Rajel's "~3 points to score", to the digit.

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

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

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

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-02 14:11:28 -05:00
Joe DiPrimaandClaude Opus 5 08ca66e5b5 weapon SPEC AUDIT: the fleet's authored numbers in one pass -- missile delivery fully reconciled
"do we need to audit every possible weapon independently?" -- one dump answers
all of them.  [wspec]/[wspec-msl] (BT_SPEC_LOG) print every weapon's AUTHORED
damage/recycle/range/heat + missile count and post-divide per-missile at build.

THE KEY DISCOVERY: the catalog's FULL-NAME loadouts (madcat, thor, avatar,
sunder, vulture, loki, blkhawk, owens) author DIFFERENT weapons than the
4-char variants (mad1, thr1, ...) -- and the named ones are what players fly.
Every night-9 field number reconciles exactly:
    madcat/thor LRM15 = 50 total -> 3.33/missile (field: 3.33, bursts 3..15)
    avatar/sunder LRM10 = 35     -> 3.50          (field: 3.50, bursts 2..10)
    vulture LRM20 = 65           -> 3.25          (field: 3.25, bursts 5..20)
    loki SRM4 = 35               -> 8.75          (field: 8.75, bursts 1..4)
Missile delivery is FAITHFUL across the real fleet: per-missile = authored /
count (divide confirmed live post-ctor), delivered total = per-missile x the
binary's Random(n)+n/4 roll = 25..100% of listed, zone-scattered.

The "80+ point hits" recollection fits the data as an ALPHA: madcat full alpha
= 50 + 25 (AFC100) + 6 + 2 = 83.  A single 4.10 salvo cannot exceed 65
(vulture LRM20).  The "3-5 points" reports read our [projectile] IMPACT
per-missile diagnostic as a total.

Also: bac1 is not a valid vehicle (unhandled AV at btl4+0xac4cd on spawn --
noted for a guard someday); wspec-msl now prints AFTER the ctor divide.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-02 13:31:36 -05:00
Joe DiPrimaandClaude Opus 5 9b1353bfbf ONE Explosion per salvo -- the port detonated every visual round, amplifying explosion sound + smoke + audio demand by the missile count
The user challenged the 7% clock story ("i think its not just a 7% discrepancy.
did you base your analysis in the decomp") -- correctly.  The stop-path trace
it forced found the real amplifier, and it is byte-grounded:

THE ARCADE (byte-verified in the #95 work): FireWeapon @004bcc60 spawns ONE
Missile entity per trigger -- no loop, missileCount never read at fire.  One
Missile -> one detonation (@004be078) -> ONE Explosion entity: one 4-voice
sound + one authored smoke package per salvo.  The cluster's N-fold nature is
delivered as DAMAGE (burstCount), not as N explosions.

THE PORT: the N-round visual ripple (a deliberate [T3] port visual; its rounds
are damage-0 tracers) called BTSpawnRoundDetonation at EVERY round's contact --
N full Explosion entities per salvo, N x BigExpInt x 4 voices, N x the
explosion PFX, N=2..20.  Measured in a 100s solo missile bench: 559 explosion
sound setups; BigExpInt 208.  On observer nodes the stale-point mirror bug
(fixed in da70bd5) DOUBLED the train again.

One infidelity, three field symptoms:
  * Oracle: "prolonged smoke and explosion including sound" -- a staggered
    train of 6-20 overlapping BigExpInt instances per salvo reads as one long
    explosion+roar (Rajel correctly tied it to #84)
  * Ronin: missile-impact smoke "so much it functioned as a smoke screen"
  * #32: the saturating audio class was 1005 Static3DPatchSource requested=4
    -- each surplus detonation reserved 4 more voices

FIX: BTProjectile carries salvoLead; both detonation sites (target contact +
world/terrain burst) gate on it.  Master salvo: lead = round 0 (the damage
carrier).  Mirror salvo: round 0, so observers see exactly one explosion per
salvo at the live target.  AC/laser single rounds default lead=1 (one round =
one explosion, authentic).  Non-lead rounds keep their small tracer end-puffs.

MEASURED A/B (same bench): 80 of 96 contacting rounds no longer spawn the
package; 16 leads ~= the salvo count.  BigExpInt setups 208 -> 72 (~18
packages for ~16 salvos + deaths = one per salvo).  LaserExplosion unchanged
in kind.  Splash was already lead-only (splashBurst) -- damage totals move
NOWHERE in this change.

Also corrected the rack-tube comment that claimed "the binary's Missile
entities each launch from their own rack tube... their 12 detonations" -- there
are no 12 binary missiles; the ripple is ours.

The 28Hz audio-clock calibration from the previous commit stands, but is
demoted to what it is: a small systemic correction, not the explanation for
the field reports.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-02 12:00:25 -05:00
Joe DiPrimaandClaude Opus 5 6dbeb3d266 wreck smoke dies WITH the wreck; the audio/effect clock is calibrated to the byte-proven 28
USER REPORT: "when you destroy a mech, it continues to smoke for a very long
time after the mech disappears... up to 30secs to a minute."

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

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

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

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

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-02 11:25:49 -05:00
Joe DiPrimaandClaude Opus 5 1bcee1f9eb #96: the effective-rate theory is corroborated -- upgrade the calibration provenance T3 -> T2
Frame-rate testimony from the morning follow-up, now on record beside the bytes:
  * Oracle, asked if the pod frame rate was rock solid: "I think I could do as
    well with a flipbook"; heavy fights "would turn to a slide show".
  * Lynx (original era): "RP had a target frame rate of 30FPS.  It wasn't hard
    coded or locked.  BT never had a locked frame rate in 1st release
    testing... coming from 3.0, where 20FPS was a miracle."
  * The engine pacer's own design agrees: fixed budget + background fill + NO
    overrun catch-up (APPMGR.cpp, T0) = "target 28 but allowed to slip", with
    the 18.2065 BIOS fallback anticipating degraded timing.

Also settles epilectrik's open confirmation ("frame rate is advancing at least
some of the subsystems -- i have to fully confirm that"): ALL of them --
UpdateManager::Execute runs every interesting master every frame,
Entity::PerformAndWatch runs every executable subsystem per entity tick, no
throttle at any layer.  The crisp rule: CADENCE is frame-linked for
everything; only terms missing a dt multiply are rate-SENSITIVE.

Corollary worth keeping: a choking 486 generated LESS heat/s exactly during
the biggest fights -- the slideshow was mercy.  Veteran memory of seek-4
endurance encodes the LOADED rate, which is why bracketing by their consensus
is the correct instrument rather than a concession.

Follow-up filed in the KB: sweep the reconstruction for OTHER dt-less per-tick
accumulators (known: particle trail density, rendering.md; the 15-sample
heatFilter window is rate-dependent smoothing, benign).  Each found one should
normalize against the same 28-nominal/bracketed-effective pair.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-02 10:20:52 -05:00
Joe DiPrimaandClaude Opus 5 ac94ce6a31 #96: DISSIPATION AUDIT -- byte-faithful end to end; the cooling-too-weak hypothesis is DEAD
"no guesses. we want to decompile and find the right answer" -- done.  Every
function in the heat-removal chain read from the decomp and diffed against our
reconstruction:

  HeatSinkSimulation @004ad924   E += pending; T = E/mass; alarms       EXACT
  UpdateHeatLoad     @004ad7f0   radiated = T x coolant; clamp(0.002x)  EXACT
  ConductHeat        @004ad8ac   exchange into linked + rebalance       EXACT
  ComputeHeatFlow    @004ad9ec   (T1*mScale - (E1+E2+pend2)/den) * tau
                                 * (1 - e^(-dt*k*(cool/cap)*flow/den))  EXACT
  BalanceCoolant     @004ada94   radiated-equalising move, 3 clamps     EXACT
  Condenser sim      @004ae4d8   mScale = clamp>=1((1-zoneDmg)*refrig)  EXACT
  Reservoir sim      @004aef78   inject-only; thermally passive         EXACT

Every term is properly dt-scaled -- the dissipation side is rate-INDEPENDENT.
The only rate-dependent energy term in the whole thermal system remains the
myomer kinetic generation, i.e. the calibration knob is pointed at the right
factor and nothing on the cooling side can absorb the blame.

LIVE chain verification (new [heatflow] census, incl. a RADIATOR tag on the
bank's own Performance, which the base-sim census could not see):
  Myomers 490 -> Condenser5 420 -> bank 337 -> ambient (relaxing onto the
  300K setpoint).  The exit exists, runs, and holds the bank just above 300.

AND ONE REAL FINDING -- my night-8 "no per-chassis cooling variation" claim was
WRONG, and Oracle's stated mechanism is vindicated to the digit:
  bank k = 0.1 x HeatSinkCount x 231000:   Owens count=5  -> k=115,500
                                           Thor  count=13 -> k=300,300
The Thor sheds 2.6x the Owens' heat through the mech's ONLY ambient exit --
"a thor could run seek 4 for extended periods because of the number of
heatsinks" is exactly the authored model.  My hsparm chassis comparison had
printed RESOURCE constants BEFORE the ctor's count scaling; the dump now
carries a warning to stop the next person misreading it the same way.
(The KB was never wrong -- open-questions.md:593 documented the radiator
scaling when task #9 landed it.  The wrong claim lived in my #96 comment.)

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-02 10:12:46 -05:00
Joe DiPrimaandClaude Opus 5 c28555bdc9 #96: TRACE THE CLOCK ORIGIN -- the pod ran at 28 fps (byte-proven); myomer heat re-bracketed to 14 Hz effective
epilectrik: "the issue seems to be related to a tick rate that advances the
heat accumulation... i need to trace out what the clock origin was."  Traced.

THE CLOCK ORIGIN [T1]: the DOS binary keeps its engine frame rate in the
global DAT_0052140c, set once at startup:
    0x401ace:  mov [0x52140c], 0x41E00000   = 28.0f     (nominal)
    0x401ada:  mov [0x52140c], 0x4191A6E0   = 18.2065f  (BIOS-tick fallback)
The DOS main pushes it straight into the ApplicationManager ctor (0x401189:
push [0x52140c]), and ~90 sites across the image fmul/fdiv by it -- it is THE
per-frame<->per-second conversion scalar of the whole 1995 engine.  The engine
executes every interesting master every frame and every executable subsystem
every entity tick (UPDATE.cpp / ENTITY.cpp, T0 -- no throttle at any layer),
so subsystem Performance cadence == this rate: the pod's myomer tick was
NOMINALLY 28 Hz.  My previous 30 Hz reference (the i860 BOARD frame) was
wrong by 7%, not the 2x the veterans hear.

THE RESIDUAL IS EFFECTIVE RATE, NOT NOMINAL: Oracle, on the halved build,
still asks "If you could please halve the myomer heat rate again.  We will
bracket to something reasonable."  A 486 host missing beats halves the real
Performance cadence without changing any constant -- and the 18.2 fallback
existing at all says slow paths were expected.  Statics cannot settle the
in-pod effective rate, so his bracket is the right instrument:

    effective default = 28 [T1 nominal] x 0.5 [T3 testimony calib] = 14 Hz
    BT_MYO_HZ=<hz> still overrides absolutely for bracketing
    the resolved rate now logs under BT_MYO_LOG, tier tags inline

Measured (Owens, seek 4, flat out): peak T 1007 -> ~640, degradation never
reached -- the halving Oracle requested, delivered as one auditable knob
instead of a silent constant edit.

KB: decomp-reference.md gains the DAT_0052140c section (~90 consumer sites --
whenever the decomp shows an unexplained mul/div by _DAT_0052140c it is
per-second<->per-frame at 28); btl4main.cpp's "30 = pod authentic" pacer note
corrected (30 kept deliberately for display smoothness, the divergence now
documented).  Candidate follow-up recorded: the frame-rate-dependent particle
trail density (rendering.md) should normalize against the same 28, which may
bear on Ronin's smoke-density report (#114).

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-02 09:39:00 -05:00
Joe DiPrimaandClaude Opus 5 614849b4a6 #110 coverage: all 8 chassis + all 3 weapon-class gates verified through ZONE death
Answering "are you 100% positive this works for every weapon type" -- it was
not a yes when asked, and the gaps were closed with measurement rather than
assurance:

1. AUTHORED DATA, all eight chassis (zonesweep.sh; the [zone-armor] dump now
   carries the zone NAME):  every arm zone AND every missile-rack zone on every
   chassis authors descend=1 (ava/bhk/lok/mad/own/snd/thr/vul); every gun/rack
   zone lists 1-4 critical subsystems; doors are inert (0/0/0); bhk uniquely
   adds destroySibs=1 on its arm chain.  No chassis is missing the cascade
   authoring.

2. WEAPON-CLASS GATES, end to end through a ZONE death (not direct weapon
   destruction, which was #86's verification gap):
     ballistic  AFC100  (projweap gate1)  -- dz_rarm,    ava1   [prior commit]
     energy     PPC     (emitter gate)    -- dz_larm,    ava1   [prior commit]
     missile    NRK5_2  (projweap gate1)  -- dz_rmissle, own1   [this pass]
        [cascade] zone 12 -> NRK5_2 + AmmoBinNRK5_2 force-failed
        [ammo] NRK5_2 -> NoAmmo (gate1): destroyed=1
   All three fire-gate code paths are now exercised by the cascade.

3. One anomaly chased to ground rather than waved off: the Owens rack cascade
   also killed Avionics/HUD/Searchlight/ThermalSight -- zone 15 dz_searchlight,
   an authored CHILD SEGMENT of the missile rack (the sensor mast sits on the
   shoulder pod).  Authored skeleton + authored descend flag, walked faithfully.

Remaining surface NOT bench-verified, stated plainly: cross-pod -- the cascade
is master-authoritative (crit plugs bind on masters only) and the resulting
alarm states ride the existing weapon update records, but no two-node run has
watched a peer's view of an arm death.  The field re-test (Lynx/Conn Man's own
audit, in MP) covers exactly that.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-02 08:43:33 -05:00
Joe DiPrimaandClaude Opus 5 06adaee523 #110: the zone destruction cascade is LIVE -- an arm now takes its gun pod with it
Lynx: "You can destroy an upper arm, and the gun pod is intact and can still
fire."  Conn Man's audit: three chassis, both arms, reproducible.  And the user
is right that this family was claimed fixed before: #86 gated fire on the
WEAPON's own destruction and was verified by destroying the weapon directly
(BT_KILL_SUBSYS) -- the field scenario was the ARM ZONE dying with the weapon
subsystem healthy, which that bench never reproduced.  Oracle's 693-night "I can
still fire destroyed energy weapons" was almost certainly this mechanism.

ROOT CAUSE -- a silent stub.  Mech__DamageZone::RecurseSegmentTable @0049cad4
was transcribed faithfully... against three local shim types whose iterators
unconditionally return NULL:
    struct SegmentIterator { DZRef *Next() { return 0; } };
    struct SegTableX       { SegmentRecord *operator[](int) { return 0; } };
The cascade fired on zone death (bench: 72 [cascade] lines), "descended", and
touched nothing.  Every line read correct; none of it did anything.

THE REAL WALK (decomp re-read, FUN_0049cad4): iterate the mech's segment table
(mech+0x300, vtbl+0x34 GetNth) to this zone's segment, then
    destroySiblingsOnDestruction (Wword 0x68): recurse every other zone on the
        SAME segment (seg+0xD0), setting graphic state 2 (Gone)
    descendOnDestruction (Wword 0x67): recurse every zone on every CHILD
        segment (seg+0xE8 -> child+0xD0) -- the arm takes the gun
The engine ALREADY HAS both structures: EntitySegment::damageZoneTable @0xD0 /
childIndexTable @0xE8 (TableOf is 0x18 -- byte-identical to the decomp offsets),
populated at stream time by JMOVER.cpp:373 [T0].  The stub was never necessary.
Implemented with the engine iterators via two new read accessors on
EntitySegment (SEGMENT.h); the binary's asymmetry is reproduced as-is (the
sibling loop checks graphic state != 1, the child loop does not; re-hits on a
1.0 zone re-run the cascade -- idempotent in effect).

VERIFIED (ava1, self-damage to one zone, autofire everything):
  dz_rarm -> [cascade] zone 9 -> zone 17; AFC100 + AmmoBinAFC100 + Condenser6
      ForceCriticalFailure'd; "[ammo] AFC100 -> NoAmmo (gate1): destroyed=1";
      torso LRM5/SRM2 keep firing (correct)
  dz_larm -> [cascade] zone 2 -> zone 6; PPC + Condenser4 force-failed;
      "[emitter] 'PPC' fire REFUSED (destroyed=1)" x4998 -- the emitter gate now
      logs refusals BY NAME (the FIRED line never named its weapon, which is how
      #86's verification gap survived)
  regression smoke: frame time 7.13/7.20ms, 0 asserts, 0 cascades in ordinary
      combat (they fire only on genuine zone deaths)

Authored data (now dumped under BT_DMG_LOG): descend=1 on exactly the four arm
zones (ava1: 2/6/9/17), destroySibs=0 everywhere -- so legs/torso behavior is
untouched by this change.

KB: combat-damage.md cascade section; reconstruction-gotchas #26 (the
silent-stub trap: a shim that returns EMPTY converts a reconstruction into
fiction that reads correct -- shims must Fail() loudly or log their emptiness).

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-02 08:26:53 -05:00
Joe DiPrimaandClaude Opus 5 da70bd58b2 #84: the replicant salvo now HOMES AT THE LIVE TARGET -- the stale-point double detonation is gone
Oracle (674): "missile appear to register hit explosions twice, once where
target was and again where the target is".  Rajel (693): "once where the mech
was when I fired and on the expected impact".

MECHANISM, measured on two nodes (BT_PROJ_LOG "DET at" now logs EVERY contact
detonation, including damage-0 rounds, which were invisible before): the
replicant salvo mirror pushed rounds with NO entity handle at the FROZEN
fire-time aim point, and the pool's contact test is proximity to p.targetPos --
so mirror rounds "contacted" the empty air where the target USED to be and
detonated there, on every peer, every salvo (45 salvos -> 234 frozen-point
air bursts in a 200s bench).  The true impact appears at the live position
(the shooter's own homing rounds on his node; the victim's damage reaction on
peers) -- two sites per salvo, exactly as reported.

THE BINARY'S MODEL (CLASSMAP, Missile flight-entity cluster): missiles are
ENTITIES with authoritative/GHOST Performance variants (Projectile
PTR_LAB_005129e8 / 005129f4) and their own WriteUpdateRecord (@4bef4c, slot 7)
-- peers ran ghost missiles updated from the wire and saw the TRUE trajectory.
One explosion, correct place, every node.  The frozen-point mirror is the port
infidelity (the entity Missile itself stays blocked by the documented 2007
Entity-base mismatch; mislanch.cpp:301).

FIX: the MissileLauncher update record now carries the locked target's EntityID
(salvoTargetID; EntityID::Null = point fire).  The mirror resolves it on the
receiving node via HostManager::GetEntityPointer (engine T0, an index-socket
Find -- NULL-safe on any ID), refuses non-mechs via BTIsRegisteredMech, and
pushes the mirror rounds WITH the handle -- they re-lead on the live local
replicant exactly as the master's own rounds do, and detonate at the true
position.  Guards: record-length gate (a short record from an older build has
no ID field -- its tail would be garbage and must not resolve) + Null check +
registered-mech check.

VERIFIED (two nodes, 200s, missile autofire both ways):
  * every record arrives len=52/52 with sane aims ([mlrec] diag)
  * 22/46 salvos resolve (tgtID=3:22 -> the victim's local master) and their
    mirror rounds home: the frozen-air DET population fell 234 -> 102, the
    live-homing population rose to 155/207 per node
  * the unresolved remainder is BENIGN and correct: EntityID::Null point fire
    plus hostID=-1 LOCAL entities -- i.e. the victim's WRECK, which autofire
    keeps shooting after the kill; a wreck does not move, so the frozen aim IS
    its true position
Downstream expectations: Ronin's smoke-screen (#114) should drop by ~the mirror
half, and the audio census (#32) loses the duplicate Static3DPatchSource
explosion sounds on peers -- both to be read from the next field logs.

Also in this commit: [projectile] DET diagnostic (every contact detonation with
position/damage/handle/aim), [mlrec] record-arrival diagnostic (len/recID/
subsys/counter/aim, capped 200), scratchpad/night9/mp_double.sh.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-02 02:29:58 -05:00
Joe DiPrimaandClaude Opus 5 5a425320b7 #92: map the direct-fire hit->zone path; the FOOT is pickable over only 3% of a mech's height
Oracle, night 7: "Unable to damage the foot panels on Loki via direct fire from
front or side.  Was able to damage on Thor."

FIRST, THE MECHANISM -- it is not what the issue assumed (missing collision
geometry).  A direct-fire hit gets its zone one of two ways, decided at
Mech::TakeDamageMessageHandler by `invalidDamageZone`:

  AIMED   (invalidDamageZone=0): the zone rides in on the message from the
          per-part aim pick, MechSegmentPick (#73, btl4vid.cpp).
  UNAIMED (invalidDamageZone=1): DamageLookupTable::ResolveHit runs the authored
          cylinder lottery -- impact HEIGHT picks a layer, ANGLE picks a pie
          slice, and a weighted random roll picks the zone from that slice.

Measured live, both paths are in use: the Thor logged 16 unaimed hits
(invalidZone=1 zone=-1 -> ResolveHit) alongside aimed ones carrying real zones.

THE FINDING.  MechSegmentPick is a BOUNDING-SPHERE test whose primary key is
SMALLEST RADIUS WINS -- a larger sphere can never beat a smaller one the ray also
grazes.  The leg spheres, dumped in world space and IDENTICAL on both chassis:

    knee  centre y=1.868  r=1.505     spans y 0.364 .. 3.373
    toe   centre y=0.302  r=1.689     spans y -1.387 .. 1.991

The toe sphere is BIGGER than the knee's and they overlap heavily, so the toe can
only win where the ray misses the knee sphere outright -- i.e. below y=0.364.
Against a reference height of 11.16 that is a 0.36-unit window, **3.3% of the
mech's height**, and it sits right on the ground.  Everywhere else a shot at the
foot is credited to the LEG.  That is the reported symptom.

This is a PORT ARTIFACT, not authentic: btl4vid.cpp's own comment concedes the
sphere test approximates "the per-part semantic the 1995 mesh intersection
produced".  Real mesh intersection has no such interference -- aiming at the foot
mesh hits the foot.

NOT EXPLAINED, and stated plainly: the per-CHASSIS asymmetry.  Loki and Thor have
identical leg spheres, identical foot geometry (LOK_LFOT.BGF and THR_LFOT.BGF are
both 3082 bytes with the same token layout), and identical foot layers in their
damage tables (only the upper/cockpit layers differ).  So nothing found here says
the Loki should behave differently from the Thor.  The bench could not settle it
because BT_AIM moves the drawn RETICLE, not the pick ray -- there is currently no
harness to aim the pick at a chosen height.  That harness is the next step.

Diagnostics added:
  [pickgeom]   one-shot dump of every pick sphere in WORLD space (zone, r, centre)
  [pickcand]   which spheres a ray actually threaded, their perpendicular d, and
               which won -- the probe that makes "smallest wins" visible
  [dmgtable]   the whole authored DamageLookupTable: layers, slices, zone weights
  [dmgresolve] per hit: localY, heightRef, layer, theta, resolved zone
  [cylgate]    invalidDamageZone / table pointer / incoming zone at the gate
(the last three under BT_DMGTABLE_LOG, the first two under BT_PICK_LOG)
plus scratchpad/night8/footpick.sh.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-01 19:47:30 -05:00
Joe DiPrimaandClaude Opus 5 e058b6acb7 #99: trace the coolant-leak alarm end to end -- it IS implemented; found the real defect
Oracle: "alarm is not sounding despite an active leak" ... "was sounding,
resolved a leak, but there was another".

RETRACTION FIRST.  I previously told the user the coolant alarm was "genuinely
unbuilt -- there is no alarm implementation to starve".  That was wrong, and it
was asserted without checking.  The alarm is fully implemented and the entire
chain works.  Traced live, in order:

  Condenser6.ReportLeak (= HeatSink::coolantActive) changes 0 -> 1
    -> [watchpoll] CHANGE on that exact address
    -> [matchfire] val=1 -> ctl 1  (StartAudioControlID)
    -> [seqstart] the alarm AudioControlSequence, events=25 looped=1
    -> [seqsend] ctl 8/16 (select), 6/1 (volume), 1/0 (START), 2/0 (STOP), ...
       a three-part looping alarm: two chirps then an 8s sustained tone.

The authored design, read from BTL4.RES: 19 subsystems per mech each bind TWO
AudioLogicalTriggers to their ReportLeak flag -- match 1 -> Start, match 0 ->
Stop -- and ALL of them drive ONE shared alarm sequence.

SO WHY WAS IT SILENT IN .674?  Almost certainly the audio source pool, fixed
after that build in ad9dfad.  Every player log from .674 is saturated with
ACQUIRE FAILED (3k-6.5k lines each, starting ~10% in and never recovering); an
alarm that cannot acquire an OpenAL source is silent.  The bench here shows 0
acquire failures on the current build.  ⚠ NOT PROVEN: this bench has no audio
device (pool census reads live=0 pooled=0), so the control chain is verified but
final playback is not.  Field confirmation needed.

THE SECOND SYMPTOM IS A REAL, REPRODUCED DEFECT AND IT IS IN THE AUTHORED DATA.
All 19 subsystems -- Condenser1-6, GeneratorA-D, Myomers, PPC_1/2, ERMLaser_1-3,
SRM6_1/2, Avionics -- share the single alarm sequence, and EACH one's leak-clear
sends an UNCONDITIONAL Stop.  So the moment any one of them stops leaking the
alarm goes silent, even while others are still leaking.  That is exactly what was
reported.  Since both the authoring and the MUNGA watcher code are authentic,
this is 1995 behaviour, and changing it is a deliberate divergence -- flagged for
a fidelity call rather than "fixed" unilaterally.

Diagnostics added (all under the existing BT_ATTRBIND_LOG gate):
  [seqcfg]  extended: the sequence's authored event list
  [seqstart] extended: events / looped / tempo / divisionsPerBeat
  [seqrun]  RunSequence entry state (isRunning / iterator / current event)
  [seqwait] an event exists but is not yet ready, with the time delta
  [seqsend] the sequence actually emitting a control
  [idlewatch] which components receive the idle tick that advances sequences
  [hsparm] extended with &ReportLeak so audio bindings can be correlated
plus scratchpad/night8/leakaudio.sh.

NOTE ON THE PROBES, because it cost real time twice today: [seqrun] first used a
single shared static counter, which the busy sequences consumed so the alarm
sequence never printed -- reading as "RunSequence is never called".  It is now
throttled PER SEQUENCE (runProbeCount).  A capped diagnostic that is silent is
not evidence of absence; the same trap produced a false "seqsend x0" and a false
"the trigger never fires" earlier in this investigation.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-01 18:07:40 -05:00
Joe DiPrimaandClaude Opus 5 e6103d02b2 #97: leak gauge reaches all THREE levels -- the normalisation was dropped with an x87 expression
Players: "you can get up to three traingles which drains really quickly" ...
"only seeing one level (lowest) right now" (Oracle), corroborated by Draco
("3 triple delta being the top level").

The display was never the problem: BitMapInverseWipe is already built with
frames=3 and stacks three segments at two levels each (0..6).  The LEVEL
computation was wrong.

Our Execute rounded the raw leak rate:
    level = round(value)
The binary's @004c5d08 does NOT.  Ghidra renders the round as a bare
`FUN_004dcd94()` because it drops the x87 expression feeding __ftol -- exactly
KB gotcha 19, which we already had written down.  The real prologue, disassembled:

    fild  dword ptr [ebp-0x14]    ; ST0 = (float)fullWidth   (frames*2 = 6)
    fmul  dword ptr [ebx+0xb4]    ; ST0 *= value             (CoolantMassLeakRate)
    fdiv  dword ptr [ebx+0xb0]    ; ST0 /= third             (full-scale divisor)
    call  0x4dcd94                ; level = round(ST0)

i.e. level = round(fullWidth * leakRate / fullScale).

Without the normalisation the gauge rounded a value that never exceeds ~1.0
(coolantDraw = zoneDamage * heatLoad, and heatLoad is clamp(0.002*T, 0, 1) --
constants re-verified from the image, including the 80-bit extended 0.002).  So
level could only ever be 0, or 1 via the >0.0025 floor: ONE triangle, always, no
matter how bad the leak.  Three of the six condensers being mis-lamped (#98) hid
how systematic this was.

Also corrected on the way:
  * `third` was declared int but the binary FDIVs it -- it is a float.  The two
    call sites passed *(int *)(subsystem+0x150), i.e. the BIT PATTERN of a float
    read from a RAW OFFSET into our own layout (the databinding trap): at +0x150
    our layout has filterDecay, not the binary's field.  Now resolved through a
    complete-type bridge, BTHeatSinkLeakFullScale.
  * filterDecay was initialised 0.4f; @004b8fec writes 0.15f (param_1[0x54] =
    0x3e19999a).  It is written-once-never-read elsewhere in the port, so the
    correction is behaviourally safe and it IS the gauge's full scale.

Verified live: Condenser6 at 10% zone damage -> draw 0.0358 -> level 1 (one
triangle); the same formula reaches all three at heavier damage, and the mapping
spans draw 0.0026 (half of one) to 0.15 (three full).

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-01 13:54:13 -05:00
Joe DiPrimaandClaude Opus 5 ee079083a3 #96: FIX -- normalise the myomer kinetic heat term to a reference frame rate
The previous commit only instrumented.  This is the behavioural change.

The binary's drive-heat integrator (FUN_004b8d18) multiplies its climb and accel
terms by the time slice but NOT the kinetic one:

    heat += ratio^2 * (1+dmg) * [ (1-accEff)*|vy|*m*g*dt
                                + (1-velEff)*(0.5*m*|v|^2)     <-- no dt
                                + (1-accEff)*|v|*|a|*m*dt ]

A per-TICK energy is a constant on a fixed-frame 1995 machine and a variable on a
modern PC: heat/second scales with frame rate, so two players on different
hardware -- or one player in a heavy scene versus an empty one -- get different
heat from identical throttle.  That is a defect independent of what the pod's
rate actually was.

The kinetic term is now multiplied by (dt * kPodFrameHz), which is exactly 1.0
when dt == 1/30 and makes the result machine-independent.  This is the one
deliberate divergence from a verbatim transcription of @004b8d18, and it is
marked as such in the source.

Measured, Owens at seek 4 flat out:
    before   crossed degradeT(1000) at ~27s, peaked 1213, settled ~710
    after    peak 1007, settled ~525
i.e. roughly halved at our measured ~59Hz, which is the direction the players
asked for ("too much IMO", "def need to tone down the myomer heat some").

⚠ CALIBRATION IS NOT PROVEN.  30Hz is the i860 BOARD frame ([T1],
rendering.md:177); the HOST simulation rate is not separately established, and no
fixed-timestep constant exists in the image (searched 1/15..1/60 and 30/60 Hz --
the arcade computed dt from a clock, as we do).  So the reference rate is the
best-documented value, not a proven one.  BT_MYO_HZ overrides it with no rebuild
so it can be calibrated by feel.

Precedent for the bug class, already logged in the KB: "trail density is
frame-rate-dependent (2/frame @60fps = 2x pod density)" (rendering.md:222).

NOT settled: whether the per-chassis ordering matches player memory (a Thor
sustaining seek 4 where a light chicken-walker cannot).  Post-fix benches put the
Thor HOTTER (crosses at 40s vs the Owens at 47s), but those runs are BT_GOTO
path-driven and the acceleration term is large and path-dependent, so they are
too noisy to conclude from.  The cooling data being identical across chassis IS
solid (measured, previous commit).

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-01 13:34:44 -05:00
Joe DiPrimaandClaude Opus 5 9dd7d48b41 #96: instrument the myomer heat model -- per-mech profile CONFIRMED, overheat cause LOCATED
Two player claims, both now answered from the decomp + measurement rather than
inference.

THE EQUATION (FUN_004b8d18, constants read from the image: _DAT_004b8ee4=0.5,
_DAT_004b8ee8=0.0 (the fabs), _DAT_004b8eec=1.0):

  heat += ratio^2 * (1+damageLevel) *
          [ (1-accEff)*|vy|*m*g*dt        climb   POWER
          + (1-velEff)*(0.5*m*|v|^2)      kinetic ENERGY -- NO dt
          + (1-accEff)*|v|*|a|*m*dt ]     accel   POWER

Our implementation already reproduces this verbatim, dt-less term included.

CLAIM 1 -- "each mech has a unique heating profile".  TRUE, and working, but NOT
by the mechanism the player described.  Measured across thr1/own1/mad1/vul1:
  * the myomer record is IDENTICAL on every chassis
    (velEff 0.995, accEff 0.8, gears 3000/5000/7000/9999, rec 2,
     degradeT 1000, failT 2000, thermalMass 250000)
  * the heat-family COUNT is identical too -- 6 Condensers, 1 HeatSinkBank,
    1 Reservoir, 4 Generators on all four
  * every cooling parameter is byte-identical Thor vs Owens (condenser
    conductance 315000 / mass 420000, bank 231000 / 1.39e6, reservoir
    190000 / 3.42e6)
So there is NO authored per-chassis cooling variation.  The profile emerges from
the equation instead: heat ~ m*v^2, and light mechs are faster.  Measured at
seek 4, flat out:
    thr1  mass 70000  |v| 11.34  kinetic/tick 49026
    own1  mass 35000  |v| 17.22  kinetic/tick 57350
The Owens is HALF the mass and generates 17% MORE drive heat, because v^2 beats
m.  That reproduces the player's OUTCOME (a Thor sustains seek 4, a light
chicken-walker cannot) via speed, not heatsink count.

CLAIM 2 -- "it runs too hot".  The kinetic term carries NO dt: it adds an ENERGY
every TICK, so its contribution per SECOND scales with the tick rate.  Measured
dt here is ~0.017 (~59Hz) and variable.  The other two terms are power terms and
are rate-independent.  On flat ground the climb term is additionally dead --
gravity reads 0 (the carried "environment gravity unwired" open), so hills do not
heat at all right now.
NOT yet established: the 1995 tick rate the dt-less term was calibrated against.
Until that is pinned the OVERHEAT FACTOR is unquantified -- flagged, not guessed.

Adds three diagnostics, all under BT_MYO_LOG:
  [myoheat] now splits climb/kinetic/accel + dt + the kinetic share
  [myoparm] one line per myomer: efficiencies, gears, thermal thresholds
  [hsparm]  one line per heat subsystem: conductance + thermal mass
and three benches (myoheat/myoparm/myocmp) that produced the tables above.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-01 13:14:55 -05:00
Joe DiPrimaandClaude Opus 5 0b983703a4 #98: CORRECTION -- restore the byte-verified condenser lamp table; my previous mapping was a guess and was wrong
0254d9e re-mapped condensers onto the coolingLoop1..6 lamps on the reasoning
that "six condensers <-> six loops" and that the table's missing 0x2C was a
transcription slip.  It was not.  Read the decomp -- which was exported the whole
time and which I should have read BEFORE touching the table:

    FUN_004cc264(sub) { return *(int *)(&DAT_0051d058 + sub[0x1d4] * 4); }

indexed by condenserNumber, no bounds check.  And the bytes at 0051d058 are:

    07 00 00 00  2F 00 00 00  2E 00 00 00  2D 00 00 00
    2B 00 00 00  2A 00 00 00  29 00 00 00  1A 00 00 00

So the ORIGINAL table was byte-accurate: the binary really does skip 0x2C.  The
condenser lamps (2F 2E 2D 2B 2A 29) are a DIFFERENT set from the coolingLoop
lamps of FUN_004cc148 (2F 2E 2D 2C 2B 2A) -- overlapping but distinct.  My
"fix" therefore mis-mapped condensers 4, 5 AND 6, replacing a correct mapping
with a plausible-looking wrong one.

What IS a real port defect, and all that should have changed: the bounds check.
`n >= 0 && n < 6` is a 0-based bound on a 1-based index (live: 'Condenser6'
reports 6), so condenser 6 was rejected and annunciated NOTHING, where the
binary resolves it to 0x29.  The table is now 7 slots ending in 0x29 and the
guard admits 1..6 -- kept rather than dropped, so a stray authored number cannot
walk off the end into the adjacent per-placement table the way the binary's
unchecked read would.

Verified: Condenser6 leak -> [galarm] condition 2 -> lamp 0x29 FLASH, which is
what the binary computes for it.

Lesson, and it is the third time this week: I had a live-reproduced symptom and
inferred the cause from internal consistency instead of reading the available
decomp.  The symptom was real; the explanation was invented.  Gotcha 24 covers
over-generalising a verified fact -- this is its sibling: inventing a fact to
explain a verified symptom.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-01 11:23:24 -05:00
Joe DiPrimaandClaude Opus 5 0254d9ef34 #98: leaking condensers now flash the RIGHT button -- half of them flashed the wrong one, one flashed nothing
Field reports were all "intermittent": "the display buttons aren't always
flashing or lighting up on leaking components" (Oracle), "I'm getting leaks but
no indicators" (Lynx), "I am getting indicators sometimes" (Sauron).  It is not
intermittent -- it is per-condenser, and three of the six were wrong.

condenserNumber is 1-BASED (verified live: 'Condenser6' reports 6), which the
lamp table's own comment stated.  The guard was `n >= 0 && n < 6` -- a 0-based
bound -- and the table it indexed was missing 0x2C:

    condenser 1..3  -> 0x2F 0x2E 0x2D    correct
    condenser 4     -> 0x2B              WRONG (loop 5's button)
    condenser 5     -> 0x2A              WRONG (loop 6's button)
    condenser 6     -> rejected          NOTHING flashes

So a leak in loop 6 annunciated nowhere, loops 4-5 lit a neighbour's button, and
loops 1-3 were fine -- which from the cockpit reads exactly as "sometimes".

Condenser N drives cooling-loop N, whose six lamps are the same ones the
coolingLoop1..6 codes already resolve through, so the fix routes condensers
through that verified map (BTFixedLampOf(N-1)) and retires the duplicate,
partly-wrong table rather than patching it.

⚠ PROVENANCE: the retired table cited @0051d058 as byte-verified.  That address
holds gauge-type NAME STRINGS, not lamp ids, and a byte search for the six loop
ids as consecutive int32 finds nothing -- so neither the old table nor the new
mapping is byte-verified.  The correction rests on three checkable things: the
1-based numbering (live), the guard contradicting its own documented indexing,
and six condensers mapping onto the six cooling-loop lamps of the verified fixed
map.  [T2 -- behaviour verified, not byte-grounded.]

Also adds the missing diagnostic on the silent path: an alarm item that matched
its condition but resolved no lamp now names the subsystem and why, instead of
returning quietly.  That is what found this, and it immediately surfaced a
SECOND gap for someone to pick up: a destroyed HeatSink (condition 0) resolves
no lamp either, because it is neither Condenser nor Generator nor a
PoweredSubsystem with an aux screen.

Verified (scratchpad/night8/leaklamp.sh, BT_LAMP_LOG):
  before  [galarm] condition 2 ... sub 'Condenser6' -> NO LAMP RESOLVED
  after   [galarm] condition 2 ... -> lamp 0x2a FLASH

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-01 11:12:46 -05:00
Joe DiPrimaandClaude Opus 5 3b7c19c232 #95: REVERT the salvo-damage hack; deliver the cluster the way the binary does
Supersedes the mislanch change in efc3e9f, which multiplied the lead round by
missileCount.  That produced roughly the right average total but as ONE lump on
ONE zone, with no scatter and no variance -- not what the arcade does.

WHAT THE BINARY DOES (all byte-verified):
  * MissileLauncher ctor @004bcff0:  burstCount = missileCount;
                                     damageAmount /= missileCount
  * FireWeapon @004bcc60 spawns exactly ONE Missile -- no loop, missileCount is
    never read there.  The salvo IS one cluster round.
  * Missile::Perform rolls how many of the cluster connect right before it
    dispatches (part_013.c:10082):  b = Random(n) + n/4, clamped to n
    -- i.e. between a quarter of the salvo and all of it.
  * It then dispatches DIRECTLY at the struck entity (FUN_004be078:
    param_2->Dispatch(&msg)) -- NOT through the shooter's message manager.
  * Mech::TakeDamageMessageHandler @0x4a0439-0x4a04d8 applies the hit
    burstCount times, RE-ROLLING the struck zone per burst.

Our handler already implements that loop faithfully (mech.cpp, task #80) -- I
wrongly believed it was missing, because the KB asserts as [T1] that "burstCount
is cosmetic for zone damage".  That is half right: DamageZone::TakeDamage really
does ignore burstCount (verified @0041e4e0), but the HANDLER honours it by
calling that function repeatedly.  KB corrected separately.

The actual defect was that the projectile impact path hardcoded burstCount = 1,
and -- worse -- routed damage through the SubsystemMessageManager, whose
consolidation rebuilds the record from a stream carrying only {damageType,
damageAmount, subsystemID}.  DamageInformation has no burstCount field, so the
cluster count was DROPPED in transit no matter what the round carried.

So: dispatch projectile damage directly, as the binary does, carrying the rolled
burst.  This also retires the #84 double explosion architecturally -- the second
blast came from the manager's bundled explosion, and projectiles no longer go
through the manager at all.  The MarkRoundDetonated suppression added in efc3e9f
is therefore dead and is removed.

ALL-WEAPON-CLASS AUDIT (scratchpad/night8/allweap.{sh,py}), one run, all classes
firing at once:
  EXPLOSIVE (missile)  38 zone applications, bursts spread 1x2,2x6,3x9,4x4,5x5,
                       6x12 across ELEVEN zones -- the [n/4..n] roll plus the
                       per-burst zone re-roll, i.e. the cluster scattering
  ENERGY    (beam)      8 applications, burst 1  -- unchanged, no regression
  type4                 8 applications, burst 1  -- unchanged
  COLLISION             0 applications reached armour -- divert intact
Explosions: 10 projectile impacts produce no bundled blast; direct-fire still
queues its own (11 made).

NOT yet verified: cross-pod delivery.  Dispatch reroutes to a replicant on its
own (and the binary relies on exactly that), but the manager routing is gone, so
MP damage should get a two-node run before this ships.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-01 04:42:15 -05:00
Joe DiPrimaandClaude Opus 5 efc3e9ff1a #95/#84: missile salvos deliver their FULL authored damage, and stop double-exploding
THE SALVO DAMAGE (#95).  Players measured an LRM 15 landing "3ish points".  The
logs agreed: [projectile] IMPACT damage=3.33333 (Oracle, LRM15) and 3.5 (Rajel,
LRM10).  Those are right PER MISSILE -- 50/15 and 35/10 -- and the bench shows
why the salvo still under-delivers: each launcher pushes N rounds of which
exactly ONE carries damage.

Two individually-correct changes composed into an N-fold shortfall:

  * The ctor does what the binary's MissileLauncher ctor does (@0x3ac/@0x3d4):
        damageData.burstCount    = missileCount;
        damageData.damageAmount /= missileCount;
    The record holds the PER-MISSILE amount plus the count; the arcade
    reconstitutes amount x burstCount when it applies the hit.
  * Task #62 then correctly stopped the port applying the hit once per visual
    round (that was ~missileCount-x too lethal) by damaging only the lead round
    -- but handed it the already-divided amount.

Our DamageZone::TakeDamage is `damageLevel += amount * scale` and drops
burstCount, so the salvo delivered amount/missileCount.  Since the port collapses
the cluster to one damaging round, multiply the count back in there.  Bench: an
SRM6 salvo now lands amt=35 (the authored total) taking a zone 0 -> 0.556, where
it previously landed 5.83.

THE DOUBLE EXPLOSION (#84).  Oracle: "missile appear to register hit explosions
twice, once where target was and again where the target is."  There are two
spawn sites: BTSpawnRoundDetonation at the round's own impact point, and the
message manager's bundled explosion at the CONSOLIDATED point a frame later.
The duplicate was known and thought harmless -- "among a rippled volley it is
invisible" -- which held only while a salvo landed N detonations.  A projectile
now marks its weapon (MarkRoundDetonated) and the consolidation skips queueing a
second blast for it; direct-fire weapons never mark, so lasers/AC keep the
bundled explosion they rely on.  Bench: 4 missile impacts -> 4 SKIPPED, while 11
direct-fire hits still queue normally.

SWEPT CONTACT (#84 tail).  Contact was a 10-unit sphere sampled only at the END
of each step.  With the authored thruster live (#84) field rounds arrive at
v=955 -- a ~16 unit step at 60fps, larger than the radius -- so samples can
straddle the target.  (Pre-#84 rounds flew ~100-300 = a 1.7-5 unit step and could
never skip it: the velocity fix exposed this, it did not cause it.)  Now tests
the whole segment travelled and bursts at the point of NEAREST APPROACH, which
also stops the detonation being flung past the target at speed.

RETRACTION: I posted tunnelling as the leading explanation for the lost salvo.
The bench disproves it -- zero fizzles, and the "missing" rounds are the dmg=0
visual rounds of the cluster, which never registered damage by design.  The
sweep is kept as speed-independent robustness, not as the #95 fix.

Bench: scratchpad/night8/salvo.sh (BT_PROJ_LOG + BT_FIRE_LOG).

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-31 23:59:44 -05:00
Joe DiPrima 137c151951 #87: mech armour PANELS now darken with damage -- the .DZM material system was loaded and unused
Players: "the actual enemy mech in external view is not showing darkened armor
panels".  We swapped destroyed LIMB meshes but never darkened a panel.

The 1995 game darkens armour through the MATERIALS.  MakeMechRenderables
(FUN_004cef28) built, per (damage zone, material), a watcher
FUN_004573e4(material, &zone->damageLevel, 0.1f) that snapshotted the materials
2026-07-31 19:52:55 -05:00
Joe DiPrimaandClaude Fable 5 5410371b0c #86: destroyed weapons can no longer fire -- the fire gates read a
never-written cell (the split-cell gotcha)

Both weapon fire gates (ProjectileWeapon gate 1 @4bbd36, Emitter
hard-failure @4baab9) test the binary's subsystem+0x40 for Destroyed(1).
In the 1995 layout that offset sits INSIDE the embedded status alarm
(statusAlarm@0x2C + level@+0x14 = 0x40) -- ONE cell, written by
ForceCriticalFailure when a zone's crit cascade kills the subsystem.  The
port models the same address as TWO members: the AlarmIndicator AND a
plain int simulationState@0x40.  Every destruction path writes the ALARM
(so the MFD draws its X correctly) while the gates read the plain int,
which nothing ever writes -- so a weapon on a blown-off arm showed
destroyed on every panel and kept firing and scoring, locally and on
peers (night-7: all three testers, screenshots of a missile leaving a
destroyed pod).

The tell had been sitting in our own logs for weeks:
  [ammo] SRM6_1 -> NoAmmo (gate1): destroyed=0 ...
on a mech whose launcher was X'd out.

Fix: both gates now read statusAlarm.GetLevel()==1 as well as the int.
Also added: the crit-cascade log names the destroyed subsystem, a
BT_SELF_DAMAGE_ZONE=dz_* named-zone bench mode, and BT_KILL_SUBSYS=<name>
(force ForceCriticalFailure on one named subsystem -- the exact call the
zone cascade makes, so a bench can ask 'the panel says dead, does it
still shoot?' without hunting for the zone that carries a given weapon).

Verified A/B in ONE run: before the kill both SRM6 launchers fired 2
salvos each; after, the destroyed launcher fired ZERO (gate log
destroyed=1) while its twin kept firing normally.

KB: new gotcha #22 (the SPLIT CELL -- one binary offset, two port
members, only one written; sibling of #1) + combat-damage entry.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_019Zh7PTkFy4KwTzVighLR9J
2026-07-31 12:11:09 -05:00
Joe DiPrimaandClaude Fable 5 62fc8409b6 seek-4 verification harness (BT_FORCE_SEEK) + the full supercharge/overheat
arc measured live

BT_FORCE_SEEK=<idx> pins the seek gear in MyomersSimulation (env-gated
bench; the eng-page toggle stays the authentic path) -- the supercharge
loop was unreachable on a headless rig.

Measured (Black Hawk, WALLTEST, full autodrive at gear 4):
- cold: drive=1.42843 (exactly 0.9999/0.7), demand 87.85, actual run
  speed 53.7 u/s = 193 kph -- SUPERCHARGE (Oracle's pod figure: 182 for
  a 75-tonner; the 60t Black Hawk runs faster);
- heat at ratio^2 = 2.04: myomer T 531 -> 1765 (deep past the 1000
  degradation line);
- heatFactor governor: drive 1.43 -> 1.10 -> 0.62 (the supercharged mech
  slows BELOW normal while cooked), coolant pulls T back (1765 -> 740),
  drive recovers to ~0.77, oscillates -- the mech self-settles into a
  thermally-limited cruise: 'top speed for less than a minute' exactly;
- the hard freeze (drive -> 0: demand AND turn zeroed) is the same code
  path past failure temp, reachable when the coolant loop is compromised.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_019Zh7PTkFy4KwTzVighLR9J
2026-07-31 11:00:31 -05:00
Joe DiPrimaandClaude Fable 5 905a4a86c0 RETRACTION + FIX: the myomer seek->speed coupling IS in the 4.10 binary --
restored byte-grounded; the morning's removal was export-gap blindness

Player testimony (Oracle, pod veteran: seek-4 humanoid = 182 kph -- the
manual's printed Super Charged figure; overheat = 'freezing up') forced a
re-audit of the morning's 'no dynamic myomer->speed feed' verdict.  The
verdict was WRONG: a raw-image capstone sweep for FPU reads of [reg+0x31C]
found the consumer inside the UN-EXPORTED master-perf region -- the same
decomp gap that hid the #93 crash block.  Decoded @0x4a9cf2-0x4a9da4 [T1]:

  per frame: MAX speedEffect@0x31C over the myomer chain (+0x7AC)
             -> mech+0x79C
             mapper->speedDemand@0x128 *= it        (the SPEED coupling)
             if |drive| <= 1e-4 (@0x4ab16c):
                 mapper->turnDemand@0x12C = 0       (the FREEZE)

Everything the manual + the veterans describe emerges: gear 4 rides
speedEffect ~1.43 into the RegisterMaxOutput gait cap (base x 1.4284 --
the two mechanisms interlock: 61.5 x 1.43 = 87.9 vs cap 87.8 measured) =
SUPERCHARGE; myomer heatFactor degradation slows you; overheat freezes
speed AND turn; damage slows (speedEffect carries 1-damage -- #75's
original premise was RIGHT and its 'falsified' close was wrong).

Restored in mechmppr.cpp, byte-grounded and better than the pre-removal
draft: MAX over the chain (was first-found), NO 1.0 clamp (the old clamp
ate the overdrive), turn-freeze included.  BTMyomersSpeedEffectOf
(unclamped) replaces the deleted BTMyomersDriveOf.

Verified live: healthy drive=1.0 (no speed change), collision-rattled
myomers drive 0.999 -> 0.892 -> 0.742 with demand scaling in lockstep
(61.5 -> 54.9 -> 45.7).

KB corrected in place (subsystems WAVE 6, pod-hardware manual audit
retraction, open-questions resolved) + NEW GOTCHA #21: export-gap
blindness -- 'no callers in the decomp' is not 'no callers in the
binary'; sweep the raw image for the operand pattern before declaring a
data path dead, and when a primary source disagrees with your decomp
sweep, suspect your evidence first.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_019Zh7PTkFy4KwTzVighLR9J
2026-07-31 10:54:11 -05:00
Joe DiPrimaandClaude Fable 5 4704ab3d41 #84: missiles ACCELERATE like the binary -- the pool flew at constant
rack-eject speed; the authored MissileThruster was never applied

The binary Missile hosts a MissileThruster subsystem: authored
acceleration for BurnTime seconds after the MuzzleVelocity eject.
Authored values decoded from BTL4.RES (type-15 missile model records,
reached from the AmmoBin's ammoModelFile via the type-1 MODELLIST
indirection): SRM 2.5s @ 600 u/s^2, LRM 10s @ 300 (climb 50), Streak
3s @ 300 (turn 360deg/s), NARC 10s @ 300; splash 30 all (port constant
was already right); authored drag ~0.001 = negligible.

The port pool flew every round at CONSTANT |MuzzleVelocity| -- SRMs 100
u/s, LRMs 30 u/s (10x slower than authored) -- the entirety of the
night-7 "missiles are very slow" report, and the driver of the
"explosion before the missiles arrive" perception (the salvo-lead
detonates while the slow spread rounds straggle in).

Fix: BTMissileThrustOf (mech4.cpp) lazily parses + caches the RES
thruster table (ModelList ids aliased to their type-15 member's
burn/accel); both launch paths (master FireWeapon + the replicant salvo
mirror -- peers see the same speed) resolve through the launcher's bin
and pass burn/accel into the pool; the advance integrates speed +=
accel*dt while burn remains, heading preserved.  Ballistic rounds
(autocannon/gauss) pass 0/0 -- unchanged.  Impact log now prints
v=/burnLeft= evidence.

Verified live (solo, BT_SPAWN_ENEMY + BT_AF_MISSILE): thrust table 8
entries cached; Black Hawk Streak resolve burn=3 accel=300; impacts at
v=277 u/s (was a constant 100).  Fun authenticity note: the Black
Hawk's "SRM6" fires strk (STREAK) ammo per its authored bin.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_019Zh7PTkFy4KwTzVighLR9J
2026-07-31 10:41:39 -05:00
Joe DiPrimaandClaude Fable 5 ac7c46b87a #93: fix the end-of-round PerformAndWatch crash -- the STATIC projectile
pool held dangling entity pointers across round teardown

Root cause (disasm-pinned on the shipped 4.11.659 exe): RajelAran's crash
(call to 0x65676769 = ASCII 'igge', EBP-walk return btl4+0x2b91a) is the
tgt->Dispatch vtable call in BTUpdateProjectiles' NON-MECH impact branch
(mech4.cpp:1598; the site matches the disasm literally -- the 0x12/0x64
TakeDamageMessage ctor, the EntityID::Null ternary, the getenv gate after).

The trap: the mech branch is guarded by BTIsRegisteredMech(tgt) -- but at
round teardown a destroyed mech is DEREGISTERED, so a round still in
flight (the pool is a static array that outlives the round; missiles are
slow, #84) holding it as p.target now FAILS the mech check and falls into
the !BTIsRegisteredMech branch, which treats the freed mech as a cultural
icon and dispatches into freed memory.  The liveness check itself routed
the dangling pointer into the unguarded branch.  Freed heap reused by a
string -> vtable slot +0x10 read 'igge' -> call 0x65676769.  (The EBP
walker explains the stack shape: the faulting call pushed its return
address on ESP, but the walk reads [EBP+4] = PerformAndWatch's frame.)

Fix -- scrub at the source of truth:
- BTProjectilesDropEntity(e): every pool entry drops a dying entity from
  p.target/p.shooter; called from ~Mech and ~CulturalIcon (the only free
  paths for targetable entities).  Flight + impact code is already
  null-guarded on both fields.
- BTProjectilesClearAll(): kills all rounds at RunMissions exit (cross-
  mission hygiene for the static pool).

Verified: 6 short-mission cycles (45s missions with a spawned dummy +
autofire, mission expiring mid-combat) -- 0 exceptions, 6/6 clean
'RunMissions returned'.  The original crash was a heap-reuse race with no
deterministic repro; the scrub eliminates the dangling-pointer class by
construction.  (Bench note: blind autofire never launches missiles -- the
launcher needs a target lock -- so the exact in-flight race was not
re-created; the non-regression + the pinned mechanism carry the verdict.)

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_019Zh7PTkFy4KwTzVighLR9J
2026-07-31 10:19:24 -05:00
Joe DiPrimaandClaude Fable 5 cf8618bcb9 myomer system COMPLETE -- the 'WAVE 6 mover cutover' was a phantom built on
a misattribution; the authentic couplings are all live

THE CORRECTION [T1]: @004b9550/@004b95b8 ('ConnectToMover'/'Disconnect
FromMover') are MechWeapon::ConfigureMappables/ChooseButton -- their +0x31C
is the weapon TriggerState and **(mech+0x128) is the CONTROLS MAPPER's
button roster (the MECHWEAP.CPP assert string + the trigger-edge detector
@004b9608 sit adjacent in the image).  The binary has NO dynamic myomer->
speed feed: AvailableOutput has exactly TWO callers in the whole image --
RegisterMaxOutput (assembly) and the SeekVoltageGraph sampler -- and
speedEffect@0x31C is a published GAUGE attribute.

The authentic myomer system (now fully live):
1. drive heat (#85, this morning);
2. VITAL death -- myomers are the only authored vital=1 subsystem
   (BTL4.RES res+0x48 scan): destroying them kills the mech via the #80
   vital-crit path (this is also the ram-death mechanism -- myomers are a
   0.35-weight collision-rattle target);
3. the assembly-time gait cap: RegisterMaxOutput @004b8ef0 raises
   mech+0x7A0 to AvailableOutput(top gear) = base x ~1.4284 -- now called
   (idempotent max, per tick; the 0x358 layout lock leaves no latch room)
   with real OwnerBaseSpeed/OwnerMaxSpeed bridges; the old per-frame
   reverseSpeedMax2 heal that would have clobbered it is garbage-guarded;
4. the ENG-page power curve at correct absolute scale (real base speed);
5. electrical sourcing (low gears run on a browned-out generator).

REMOVED (inventions): the mechmppr `speedDemand *= speedEffect` demand
multiplier + BTMyomersDriveOf + the Myomers ConnectToMover/MoverAttach
family.  Damaged-but-alive myomers heat faster and drop the power curve
but do NOT slow the mech (gitea #75's premise is falsified by the binary;
the real damage slowdown is the LEG-damage gimp gait).  Seek gears change
heat/sourcing/graph -- never speed.

Verified live: a mech at myomer dmg=0.234 (speedEffect attr 0.766)
beelines at full commanded speed with dmgGain=1.234 heat; 0 faults.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_019Zh7PTkFy4KwTzVighLR9J
2026-07-31 09:17:31 -05:00
Joe DiPrimaandClaude Fable 5 31552c0444 #88 part 2: the central coolant pull-through -- HeatSink::DrawCoolant was a
return-0 stub; the Reservoir BAR now drops when a damaged mech leaks

The user watched the coolant panel's level bar during the leak bench and it
never moved -- correctly: a leaking subsystem drained only its own loop,
because the slot-14 top-up (DrawCoolant) was stubbed.  Disassembled the real
base @0x4add00: the draw RECURSES UP the sink linkage, scaling by
coolantFlowScale@0x15C per hop, terminating at the Reservoir's supply
(@0x4af3b0 -- clamp to [0, coolantLevel], drain the tank, return granted --
already faithfully ported as Reservoir::DrawCoolant).  The binary's terminal
hop is the bank's slot-14 override @0x4ae8b0 resolving its reservoir
connection @0x1D8 (the port's 'helper' member -- not vestigial after all);
the port's existing Reservoir-ctor Attach + Reservoir override terminate the
same chain equivalently (the extra bank hop scales by ctor-default 1.0).

Implemented the base recursion (null-guarded -- the binary calls through the
resolved link unguarded; authored topology always links) + a BT_COOL_LOG
[resdraw] probe at the supply.

Verified live: a destroyed myomer's damage leak pulled the central tank
6.0 -> 5.58 over ~30s ([resdraw] granted lines) -- Reservoir/CoolantMass,
the cockpit coolant bar, now visibly drops as a damaged mech bleeds
coolant, and DeathReset refills it on respawn.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_019Zh7PTkFy4KwTzVighLR9J
2026-07-31 08:47:55 -05:00