Commit Graph
2 Commits
Author SHA1 Message Date
arcattackandClaude Opus 4.8 b6918632fc gauges: reconstruct + register PlayerStatus (mission-review scoreboard)
PlayerStatus (btl4gau3) had only a BUGGY Make defined (it read raw DAT_ pools,
passed (int)entity/(int)gauge_renderer as x/y, and DROPPED the graphics_port_number
param -- the header ctor was one int short); the ctor/Execute/dtor/BecameActive and
the PlayerStatusMappingGroup + CreateMutantPixelmap8 helpers were comment-only
stubs.  Reconstructed the whole family (mapped by the playerstatus-decomp-map
workflow, 6 agents):

* methodDescription (8 params: rate,modeMask,integer player#,string font,4x color)
  + rewired Make reading parameterList[] with the port/x/y bug fixed.
* ctor (@004cb1a8): GraphicGauge base (owner folded to 0), store colours+port,
  SetOrigin, playerIndex=player_number-1, build a score NumericDisplay (fmt 2 =
  signedBlankedZeros).  Fixed the header layout: nameImage is a BitMap* (not a
  Pixmap), and two missing members (dirty@0x2F, previousStatus@0x30).
* dtor / BecameActive / TestInstance.
* PlayerStatusMappingGroup (@004c9bd0): 28 ColorMapperArmor zone tints over the
  mech-outline schematic, one per dz_* damage zone (mech->GetDamageZoneIndex),
  using the EXISTING 10-arg ColorMapperArmor ctor (per the workflow's correction --
  changing it would break cmArmor); added ColorMapper/Armor::SetColor (FUN_004c3c38,
  stores @0x6C).
* Execute (@004cb358): resolve the player (WinTesla-clean via GetMissionPlayer for
  the local player, instead of the binary's raw App+0x24 "Players"-node dictionary
  walk), then draw the score + name box + alive/dead status box; null-guarded.

KEY FINDING: PlayerStatus lives in the config's `cameraInit` block (the MISSION-
REVIEW / spectator camera cockpit), NOT `MechInit` -- so it is NOT part of the mech
cockpit and does not build during normal mech play (which is why the mech test shows
it un-regressed and its Execute never runs).  It is the post-mission scoreboard
(all 8 players' name/score/mech-status), rendered by the BTCameraDirector game
model.  Registered in BTL4MethodDescription[] so `cameraInit` builds it instead of
parse-skipping.

STATE: complete reconstruction; compiles, links (no new /FORCE unresolved), and the
mech cockpit is un-regressed (TARGET DESTROYED, 0 crashes).  NOT runtime-verified --
cameraInit is only built by the mission-review camera model, which a normal
`vehicle=<mech>` egg does not trigger.  BRING-UP STUB (marked): CreateMutantPixelmap8
returns NULL (the mech-outline recolor needs the DynamicMemoryStream read API +
Pixmap pixel-copy mapped) -> the score/name-box/status-box render but not the
recoloured mech schematic.  BT_PS_LOG traces the resolve.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-06 23:13:32 -05:00
arcattackandClaude Opus 4.8 7b7d465e5e Initial commit: bt411 -- standalone Windows BattleTech (Tesla 4.10 port)
Clean, self-contained extraction of the BattleTech-specific work from the
reverse-engineering workspace -- engine + game + content + build, with nothing
from Red Planet or the raw archive dumps. Builds green (Win32) and runs the
single-player drive->animate->target->fire->damage->destroy loop out of the box.

Layout:
  engine/   MUNGA + MUNGA_L4 shared 2007 engine, carrying our BT render/loader
            work (bgfload/L4D3D/L4VIDEO: BSL bit-slice decode, LOD/ground/shadow
            models) + image codec; the minimal rp/ headers the audio HAL needs
  game/     reconstructed BT logic + surviving-original BT source + fwd shims
            + WinMain launcher
  content/  full runtime tree (BTL4.RES, VIDEO/, GAUGE/, AUDIO/, eggs, BTDPL.INI)
  docs/     format specs + reconstruction ledgers
  reference/ raw Ghidra pseudocode (recon source-of-truth) + decomp exporter
  tools/    MP console emulator + map/resource scanners

One top-level CMake builds munga_engine lib + bt410_l4 game lib + btl4.exe.
All paths relativized (186 fwd shims + ~437 CMake abs paths -> repo-relative);
DXSDK is the one external, overridable via -DDXSDK. Verified: builds to a
byte-identical 2.27MB exe and runs combat (TARGET DESTROYED, 0 crashes) against
the bundled content.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-05 21:03:40 -05:00