Commit Graph
2 Commits
Author SHA1 Message Date
arcattackandClaude Opus 4.8 0060a3e1ca gauge wave P2b: build the Comm KILLS/DEATHS pilot roster (PilotList)
PilotList (keyword "pilotList") was PROSE-ONLY, so the Comm surface showed only
the baked btcomm.pcx labels.  Reconstructed all 7 functions from part_014.c:
3156-3434 (Make/ctor/dtor/BecameActive/TestInstance/Execute/DrawMechIcon), with
the 8x(x,y,layoutMode) layout table DAT_0051af88 PE-parsed exact from BTL4OPT.EXE.
Draws ONE roster slot/frame (round-robin) from the viewpoint mech's cockpit-mapper
pilot roster.

- Roster FEED: new BTResolveRosterPilot(slot) bridge in mechmppr.cpp (a complete-Mech
  TU) resolves the viewpoint mech's ControlsMapper (subsystemArray[0]) -> GetPilot;
  btl4gau3.cpp reads the returned pilot at raw BTPlayer offsets.  The mapper's
  FillPilotArray already fills the roster (pilotArray[0]=GetMissionPlayer,
  [1..]=FindGroup("Players")).
- KILLS = killCount@0x27c (real; ScoreMessageHandler increments it in combat).
- DEATHS: the binary reads pad_0x280 which has NO writer anywhere (a shipped dead
  field -> perpetual 0).  FIX per "if it doesn't work, fix it": read the real
  deaths counter Player::deathCount@0x200 (VehicleDeadMessageHandler increments it)
  so DEATHS is meaningful in MP.
- DrawMechIcon: App+0xC8 name-bitmap cache is unwired (same deferral PlayerStatus
  uses) -> LookupPlayerNameBitmap returns NULL -> the tinted name box (never an AV).

Dropped the bogus x,y from the header ctor (positions come from DAT_0051af88).
/FORCE-safe (all vtable slots real; link log clean, no unresolved PilotList/
BTResolveRosterPilot).  Verified DBASE+dev gauges: the Comm surface now renders the
live local pilot row (KILLS 0 DEATHS 0 + name box; 0/0 authentic in solo -- the
combat scoring feed that moves them is Phase 3), combat un-regressed (DESTROYED),
0 crashes.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-07 17:24:24 -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