Commit Graph
2 Commits
Author SHA1 Message Date
Joe DiPrimaandClaude Fable 5 1671b7d4b2 the REVERSE DISABLED voice (#78): SimulationState 3/4 IS the trigger -- mirror the gimp level into the engine cell
User + old-timers were right; the earlier "no voice exists" verdict was wrong.
The authored mech audio has state watchers on Entity.SimulationState==3/4
(the binary's one-cell mech+0x40) that start sequence notes 29,16,40 -- two
klaxon hits then Warnings01 zone 8 (key 40-41) = the "reverse disabled"
voice line the testers remember.  The port's cell split (graphicAlarm vs
engine simulationState, gotcha #23) meant the trigger value never arrived.

- mechdmg: mirror gimp 3/4 into SetSimulationState at the leg-half crossing
  (guarded: never stomps disabled/fall/dead states).  Voice verified playing
  end-to-end on the bench: SetupPatch bank2 patch113 note=40 ->
  Warnings01_z7.wav.
- mech.cpp: BT_GIMP_SAFE_BASE_READ on all seven Simulation::ReadUpdateRecord
  sites -- gimp is monotonic per life; a record captured pre-gimp must not
  stomp the cell (the loopback otherwise perpetuates the stale value and
  restarts the warning on every damage event).
- diagnostics (all env-gated): [statefire]/[startreq]/[animind]/[gimp-sim]/
  [simstomp]/[indstomp] + StateIndicator::DebugAudioWatcherCount + raised
  spatial-log caps.  These traced the whole chain and PROVED no SetState
  path stomps the cell.

OPEN (follow-up): a RAW writer (bypasses SetState entirely; invisible to the
indicator-level trap) resets the cell between damage events -- under the
bench's 1 Hz metronome harness it restarted the sequence before the 1.8 s
voice note; sporadic real-play damage is unaffected (one edge -> full
sequence).  Needs a cdb write-watchpoint session; candidates: a recon raw
+0x2c-equivalent write or a struct copy spanning it.

Also decoded en route: the AnimationState triggers on the limp states play
EngineShiftRev01 (the downshift foley) -- working, and NOT the voice.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-29 19:22:01 -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