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
WAVE 4 (standalone readouts) -- Sensor(0xBC3)/Searchlight(0xBD8)/
ThermalSight(0xBDE)/AmmoBin(0xBCB) un-stubbed via Create<Class>Subsystem
bridges + Torso-style de-shim (drop cross-family shadow fields, redirect
accessors to the real inherited base, static_assert layout locks).
- FIX: Searchlight/ThermalSight ctors gated their Performance on the shadow
segmentFlags(=0) so it NEVER installed; switched to owner->simulationFlags.
- AmmoBin: retype ammoAlarm HeatAlarm->WatcherGaugeAlarm(0x54) + drop the
statusState@0x40 shadow -> exact 0x22C layout.
- Guard HeatWatcher::WatchSimulation against the unresolved watchedLink
(null-deref exposed once these sims run; faithful fix = resolve the link).
- Heat-leaf branch (Sensor) is not byte-exact -> overflow-lock only.
WAVE 6 (Myomers 0xBC6, mover-coupled) -- structural un-stub, gated
BT_MYOMERS (default on; =0 -> Actuator stub). Wired INERT: MyomersSimulation
early-returns (advanced-damage gate stubbed) + no-op mover feed, so the live
JointedMover is untouched and the gait cannot regress. De-shim drops the
owner*/segmentFlags shims to fit the exact-0x358 alloc. Authentic mover/heat
coupling deferred (needs messmgr 0xBD3 + reconciling the mover feed with the
gait cutover).
Verified: BLH tick 20->27, Mad Cat 24, combat DESTROYED un-regressed,
locomotion un-regressed, 0 crashes, 0 heap detections under BT_HEAPCHECK.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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>