crouch gate to the LIVE drive value
The myomer system was ALREADY COMPLETE (2026-07-31 seek audit): Performance
wrapper @004b8b9c, AvailableOutput @004b8ac0 (gear clamp x quadratic heat
degrade x (1 - zone damage)), and the master-perf chain walk + speedDemand
scale + turn freeze in mechmppr.cpp:990 -- the same @0x4a9cf2-0x4a9da4 bytes
the crouch dig re-decoded. The 2026-08-05 banners calling the feeder dark
were an export-gap-blind grep (named members, not offsets). Fixes:
mechmppr publishes the chain MAX into mech->myomerEffectiveness (the
binary's +0x79C home) so the crouch posture gate reads the live factor
(dead/overheated myomers now genuinely refuse squat/rise -- previously the
gate read a neutral 1.0 and never fired); the duplicate speedDemand multiply
in the posture block is removed (mechmppr's is the one application); banners
and locomotion.md corrected. Squat re-benched green on the live wiring.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The WIP's 'pose does not hold' was a chain of bench-instrument errors, not a
code bug: every capture ran in COCKPIT view (the pilot cannot see their own
legs; the eye-height residual masked as reversion). Joint probes prove the
park holds indefinitely (knee 1.138, root -2.219 steady); the 2-node bench
shows the observer's replicant fully crouched and held (duckmpA_031 -- the
type-3 state record carries it with zero new replication code); the second
scripted press (new BT_BTNTEST2 env) verifies RISE -> standing zeros.
MP button delivery confirmed mode-mask-clean (the one miss was round-start
jitter). Diags added, all BT_DUCK_LOG-gated: SetLegAnimation re-arm tracer,
1 Hz joint probe, RIO press mode-mask, BT_TREE_LOG topology dump, and the
squat-park log. RESIDUAL filed: pilot's own cockpit eye does not ride the
root drop (DPLEyeRenderable chain composition; cosmetic).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Raw-disasm of the dark master-perf region (@0x4a9cf0-0x4aa0af): the myomer
effectiveness factor (+0x79c, MAX over heatables' +0x31c, scales speedDemand
-- feeder @004b8be3 unreconstructed, neutral 1.0 [T3]), the posture selector
(+0x3f8: mode/novice/leg-state/myomer gates -- novices cannot crouch), and
the DuckRequest consumer (standing -> SetLegAnimation(2) 'sqd', ducked ->
SetLegAnimation(3) 'squ', ForceUpdate 8+1 ships the type-3 state record,
stability alarm flips, request consumed). +0x1DC = mountSegment... er, the
searchlight learned that one; here: mapPosture @0x3f8 + myomerEffectiveness
@0x79c members land; value-space note (port normal mode == 1, binary 0).
VERIFIED: request->consumer chain fires ([duck] SQUAT), the sqd clip plays
(22kf/7joint, ends root -2.22 crouched -- clip data parsed from BTL4.RES,
squ is its exact mirror; loader slot map re-verified byte-exact). OPEN: the
parked crouch pose does not HOLD on screen (reverts ~1 frame after clip end
with NO SetLegAnimation re-arm logged) -- the hold's render path is the
remaining dig; [duck] re-arm tracer left in SetLegAnimation.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
SPOT.BGF decoded: a 7-vert cone from the mount, ~50u forward and ~35deg DOWN
(a ground-pool lamp, not an air beam), verts tinted cyan-white, material
class 'brighten' smuggling its additive factor in DIFFUSE.r (0.25) with a
warm emissive on the night page. The loader had never met the class -- it
drew as an opaque dark-red blob. Now: brightenFactor parsed (name-gated to
brighten*), batch -> L4DRAWOP.brightenAlpha, drawn in the blend pass as an
additive veil (dest += vertexRGB x factor), unlit. [T3] tint compose
(vertex cyan vs night emissive warm) noted in the draw branch -- field
eyeball accepted the current look.
BT_SPOT_SELF=1 (bench-only): builds the cone on the own-cockpit tree so the
BT_CAM=face view can inspect it solo. KB: view toggle is BACKTICK ('V' is
the rear-view hold since #68 -- the toggle skips bound keys); stale V-toggle
claims swept.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The subsystem (sim/toggle/attribute/replication) was already complete; this
lands the missing VISUALS, decoded from MakeMechRenderables @004cef28 case
0xbd8 (raw pseudocode part_014):
- COCKPIT: the 1995 searchlight is a FOG SWAP -- the @00456778/@00456814
watcher switches DPLRenderer::SetFogStyle between the authored fog= (lit)
and nosearchlightfog= (dark) sets per map/time page in BTDPL.INI. The
engine kept the whole system under its real names; completed the stubbed
plane application (currentFogNear/Far) and transcribed the watcher (with
its inverted-cache seed) into TickSearchlight. CONSEQUENCE: night now
STARTS on the authentic dark set (near-plane 5u on arena pages) -- our
builds had rendered the searchlight-ON fog permanently.
- EXTERNAL: spot.bgf beam cone hung on the searchlight SITE joint, shown/
hidden from the replicated LightOn attribute (@0045612c watcher). Site
segments now build geometry-less DCS children (posed + parentable, as the
1995 graph did) -- previously they were skipped entirely.
- searchlight.hpp: commandedOn @0x1DC identified as mountSegment (resource
segmentIndex; the cone's mount joint).
Benches: searchfog.sh (solo cockpit: first-tick dark sync, F5/0x14 press ->
SetFogStyle(2), red-fog probe end-to-end), spotcone.sh (2-node: B's button ->
lightState replication -> A logs "[spot] cone SHOWN (seg 20)"). Cone look
(size/aim on the mount) pending an eyeball pass.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Reconstructs the dark-gap tail of Mech::TakeDamageMessageHandler
(@0x4a02f4-0x4a0890, raw disasm): the three id-0x16 score reports (kill to
the shooter's player / type-0 wire-fidelity / received to the victim's
player) and the BT 0x38-byte VehicleDeadMessage extension {killed-by player,
kill zone} dispatched from the death tail. Retires BTPostDamageScore /
BTPostKillScore and the per-hit inflicted credit (never existed in 1995:
@0x4c0200 is bound in no handler-table entry -- byte-scan receipt in
decomp-reference). Suicides now dispatch and the handler negates the award
(the #134 panic penalty). Collision divert falls through to the death tail
per @0x4a0375 (wall deaths respawn + blast; no score). ScoreMessage fields
renamed to decoded truth (vitalHit/zoneIndex/subsysID) + wire asserts;
console VTVDamaged points_transfered corrected (Round(award), not Now()).
Benches: scorekill.sh cross-node kill (kills=1 award=4.88, killedBy=2:1
zone=3, single death cycle), scoreself.sh suicide (type=2 award=-39.00
kills=0), deathblast2.sh re-verified (72 bursts at ~9u).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The missing half of Advanced Damage, found by call-scanning
Explosion::SplashDamage @0042fad0: TWO callers, not one -- Missile::Perform
(the known #62 path) and 0x4a0bda, the UN-EXPORTED tail of
Mech::TakeDamageMessageHandler itself. Raw disasm @0x4a07b8-0x4a0bda:
when the victim ENTERS dead(9)/eject(10) during the applications, the
binary sets the wreck burning (id 0x17, deferred -- handler not yet
reconstructed), spawns the death Explosion (model 0x31 -- our death-list
visuals stand in), and SPLASHES:
gates : owning player's advancedDamageOn (+0x264) AND NOT
suppressConsole (+0x258 -- eject sets it: PUNCH-OUTS NEVER
BLAST, the authentic anti-suicide-bomb rule)
damage: type 2 Explosive, amount = deathSplashDamage (mech+0x520),
bursts = round(0.001 * moverMass * 15.0) -- scales with tonnage
radius: deathSplashRadius (mech+0x524); per-victim falloff
bursts/dist^1.25 in the shared core
Draco's collision-divert suspicion is settled: the blast is TYPE 2, the
divert never touched it -- the tail was simply never reconstructed.
Port: deathSplashDamage/Radius PROMOTED from the Wword scratch bank to
named Mech members (the bank is one GLOBAL array -- authored per-chassis
values were clobbered to the last-loaded mech); BTSplashCore split out of
the #62 weapon splash and shared; BTApplyDeathSplash + the death-edge arm
in the handler tail; BTPlayerConsoleSuppressed bridge (friend).
Bench (2-node, B parked 8.9u from a self-destructing A): blast fired with
authored madcat data (radius=50, amount=5, mass=75000 -> 1125 base
bursts), B took 73 bursts (falloff exact: 1125/8.91^1.25), cross-pod
delivery + cylinder spray verified on B's own log ([dmghit] type=2
burst=73 across zones). ~365 damage at 9u -- Draco's 'double kills on
drops' economy restored.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The night-12 field logs eliminated record starvation (zero [ghost] during
three observed skating windows), so the bug lives in gait APPLICATION on
peers. This adds the [skate] detector to the death-handler tick: a
replicant moving >0.08 u/frame for 90+ frames with BOTH animation
channels idle (legCycleSpeed + bodyCycleSpeed ~ 0) logs one line per
episode + a SKATE matchlog record carrying the discriminating inputs
(legCyc/bodyCyc/cmdSpd/destroyed/mode).
Honest history: the first build keyed on legCycleSpeed alone and
false-fired on every healthy movement phase -- the current peer
architecture poses joints from the BODY channel (s_peerLegCh=0,
AdvanceBodyAnimation mj=1), so legCycleSpeed==0 is NORMAL there. Caught
same-session by the [gimpfeed] silence (AdvanceLegAnimation never runs
on peers); corrected to channel-agnostic before anything shipped.
Bench (skatebench2.sh, 2-node, autodrive walker + kill every ~40s):
7 death/respawn cycles, ZERO skate hits either side -- no false fires,
and light local conditions do NOT reproduce the field skating. Next
provocations: leg-GIMPED walker (the #82 family transition) and 6-player
load; otherwise the detector rides the next cut and the field names the
failing case for us.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Night-12 field report (Ronin/Conn Man/Oracle, blackhawk-correlated): lock
ring lit with the reticle visibly off the mech + no-reg complaints. Root
cause: TWO port stand-ins answered where the 1995 card (which cast against
the DRAWN geometry) would miss -- the pick's any-object sphere fallback and
the caller's whole-mech AABB fallback. The regime that exposes them: a
LEVEL boresight over a SHORT mech -- the blackhawk's mesh tops out below
eye-ray height, so the ray clears every triangle but pierces the fat cull
spheres; the ring lights with the reticle above the mech's head (the
operator watched exactly this on the sweep bench). Careful aimed-down fire
rides triangles, which is why Oracle's per-panel audit passed on the same
build.
Fix: MechSegmentPick returns 1=drawn-geometry hit / 0=TRUE MISS / -1=no
render tree; the sphere may answer ONLY for a mesh the reader cannot parse
(pm==0 -- currently none exist: counters objs/invFail/noTri all clean);
the AABB survives ONLY as the pre-tree replicant grace. A readable mesh
the ray misses is a MISS -- no lock.
Verified (2-node vs bhk1 at 100u, all runs on force-relinked string-
verified exes after today's stale-link flake):
- LEVEL lock-sweep: 0 locks all run (pre-fix: lock band from 168 sphere
answers; picksrc tri=0 sphereFB=168).
- DOWN-PITCHED sweep: locks return 100%% tri-sourced (tri=158 sphereFB=0),
landing on real parts (rarm/ldleg/rdleg) with honest gaps.
- Full zone-walk matrix: tri=18874 sphereFB=0 box=0; victim took 156 hits
across 16 zones incl. both side torsos -- combat un-regressed.
New instruments (all env-gated): BT_LOCK_SWEEP=<axis> torso pan (the
operator-visible lock-envelope bench), [locksweep] transition log,
BT_LOCK_ENVELOPE synthetic unit-sweep probe, [picksrc]/[pickbox] source
telemetry with objs/invFail/noTri localization counters.
Bench: scratchpad/night12/zonewalk_bhk.sh.
NOTE for the field: locking is now strictly TIGHTER (ring = reticle truly
on the machine). If era testers feel the pods were more forgiving,
Draco's "slight lock linger" memory becomes a deliberate investigation
(sourced hysteresis), not an accidental sphere halo.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The 08-03 zone rule (struck SEGMENT's SKL dzone, ALWAYS -> every aimed
torso hit = center torso) was wrong, and era players' pushback caught it.
Byte-level proof: MAD_TOR.BGF zone-tags the hull PER PANEL (dz_utorso x36,
dz_ltorso/rtorso x18, dz_dtorso x16, all four rear panels, searchlight);
the dpl hit result kept GEOGROUP granularity (dplHitGeoGroup, T0); and the
binary's segment->zone map @49db20 has NO runtime caller (raw call-scan:
sole caller = CreateStreamedDamageZone, load time) -- no segment-level
collapse mechanism exists. Oracle's night-10 'only LCT gets hits' audit
was the BUG's fingerprint, not the pod's design.
Fix: MechSegmentPick attributes the struck triangle to its draw op (index
range) and takes the op's .DZM-bound zone -- the #87 armour-darkening
bindings, the same authored patch->zone mapping that already paints the
panels -- with the segment dzone as the untagged fallback. ZoneAimPoint
now aims hull zones at their patch CENTROIDS (all hull zones previously
shared the chest cull-center), which also upgrades the zone walker.
Bench (2-node zone-walk vs spinning madcat, zonewalk_madcat.sh): every
hull panel resolves individually -- utorso 11/12 in-zone, no L/R
mirroring, all four rear panels register; misses are the panel facing the
shooter mid-spin (correct geometry, not misattribution). Victim applied
254 hits spread across every panel family. Was 102/102 hull aims ->
dtorso before the fix.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The night-11 instrumentation that makes the next ghost/K-D report
diagnosable instead of anecdotal:
- UNGATED [ghost] stale-replicant detector: ReadUpdateRecord stamps every
applied record; the death-handler tick logs ONE line per starvation
episode (>600 frames, unburied) with entity id + mode + last position,
plus a GHOST matchlog record. Verified both ways: zero false positives
on a healthy 2-node session; fires on both nodes at frame 601 after a
mid-session relay kill.
- Entity IDs on the render forensics (MakeMechRenderables / RemakeEntity /
wreck-swap fallbacks) and the replicant un-wreck line un-gated -- ghost
triage no longer needs players to set envs.
- players/*.bat (steam + both joins): BT_MATCHLOG/BT_SCORE_LOG/BT_DEATH_LOG
on for every field session.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Operator reports audited vs the binary (full matrix in RESPAWN_REARM_PLAN
addendum):
- VALVES (real gap): Condenser reset @004ae534 was missing from the decomp
export -- raw disasm shows it chains HEATSINK (coolant refill runs; the
old body chained HeatableSubsystem per the stale TCP shard) then, respawn-
side, resets valveState to detent 1 and restores massScale from
refrigerationFactor. Mech::Reset now also runs the binary's tail call
(@0049f788 BTRecomputeCondenserValves) so flow fractions rebuild from the
reset detents. Bench: detent 5 -> death -> "[respawn] Condenser1 valve
detent 5 -> 1".
- #129 SMOKE (real gap, peers-only): the replicant un-wreck edge rebuilt
the model without the @004d0c14 per-entity effect cleanup, so the
observer's last 10s wreck-plume window rode the teleport onto the fresh
mech. BTStopEntityPfx now runs on the edge; bench shows no plume line
after any un-wreck until the next death.
- AUTHENTIC (no fix): weapon->generator taps persist (@004b0e6c only
resolves the link) and MFD display/control modes persist (mapper vtables
0050f45c/0051e440 slots 8-11 = plain root bodies, read from the exe).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The frame-adapter's inferred twist-sign flip (SelectSlice theta -= twist,
vs the binary's += pre-reflection) was the last unverified half of #124 --
every earlier probe ran at twist 0. Bench: stationary madcat target with
the torso PINNED at 0 / +140 / -140 deg, LRM salvos from a fixed shooter
(missiles = the authentic cylinder path; the binary DROPPED zone -1 beam
damage). Result: slice picks track the physically-facing flank in BOTH
directions (twist-left -> right-family zones for left-flank impacts,
twist-right -> left-family), deterministic, wrong-sign outcome (slice 7
vs observed slice 1) clearly excluded. No game-code change needed.
Instrumentation added (all env-gated):
- torso.cpp BT_FORCE_TWIST=<-1..1>: HOLD the sim's analogTwistAxis (the
input-level pin was dead -- live input rides the CONTROLS.MAP device
push, and Basic mode auto-centers; sim-level is plumbing-independent).
- dmgtable.cpp [slice] line: rot flag, live twist, thetaIn/thetaAdj,
chosen slice -- the weighted leaf roll made zone-only logs ambiguous.
- [dmgresolve] now names the zone (BTMechZoneSegAndName).
- mech4.cpp BT_FORCE_TWIST input pin + one-shot mode cycle (kept as doc
of the dead path), mechmppr [mppr] mode probe.
- scratchpad/night11/twistsign.sh: the 3-config bench.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Three testers reported a black rectangle swaying with the footsteps in the
thor cockpit (Summoner = the thr1 label, same THX canopy -- no isolation).
Decode: the inside view is a PER-MECH AUTHORED type-A set, not the cop
alone (no fallback in EntitySegment::GetVideoObjectName -- authored data):
madcat/vulture/bhk1 = cop; sunder/loki/avatar = +tor; thor = +tor +MSL
(the shoulder pod, the reported rectangle); owens = +both legs +tshd.
The pod/leg pilot-facing surfaces use the SAME "<pfx>skin:blakskn_dz_*"
interior-structure material as the canopy frame, but the unlit frame
constant was keyed on the _cop FILENAME -- identical material rendered
(0.13,0.12,0.15) on the canopy and pure (0,0,0) on the pod/legs
([matlog]: owx_cop blakskn vcol=FF211F26 vs owx_lule vcol=FF000000).
Fix (bgfload.cpp): the frame-constant treatment keys on meshIsCop OR
material contains "skin:blakskn_dz_". mechfx:blakskn_mtl (tshd shadow
quads) deliberately excluded. Verified: zero pure-black px in the lower
view band across walk captures, the pod plate renders frame-toned and
blends with the bar at rest (the reported anomaly dissolves), owens legs
read as coherent structure, canopy/terrain un-regressed.
Diags added: BT_MAT_LOG=<stem> per-batch material routing dump (bgfload),
BT_HIDE_INSIDE_SEG=<substr> inside-mesh hide (btl4vid), [view] per-segment
inside-roster names. KB: cockpit-view.md exactly-one claim corrected +
the #91 section; bench scratchpad/night11/thorrect.sh.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
A failed join returns 1 to the FE, which QUITS the exe -- so every
rejection so far was a log line plus "the game just closed" (#68's exact
complaint). New LobbyNotice() = same text in the day log (flattened, still
greppable) + blocking MessageBox. Wired to every join-side bail:
- BUILD MISMATCH: when the version-filtered search is empty, probe once
without the version filter; if a lobby IS up, the box names the host's
build vs ours (lobby data rides the list result -- no join needed).
Post-entry verify mismatch gets the same box.
- NO LOBBY FOUND: probe empty too -> plain no-lobby box naming our build.
- STEAM UNAVAILABLE: transport install failed.
- LEFT BEHIND: host launched without us (no token in btl4map).
Old exes still exit silently on rejection -- nothing shipped today can
add text to a binary players already have; the host's roster marker +
REJECT log line remain the operator's view of those.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The joiner-side filter only runs on builds that HAVE it -- a stale-zip
player runs an old exe with no filter, finds the lobby, and joins anyway.
The host must do the rejecting, and the lever already ships in every old
build: a member omitted from btl4map hits its own "the host's map is
missing us" path and fails the join cleanly.
1. PublishSelf stamps per-member data bv=BT_VERSION_STRING; an old exe
cannot fake a key it never sets.
2. Host GO mint: any non-self member with absent/mismatched bv gets NO
token -- omitted from the map, loud REJECT LobbyLog with both builds.
3. Room screen: mismatched members show [WRONG BUILD -- WILL NOT LAUNCH]
so the host sees who's stale BEFORE pressing GO, not after the match
starts short-handed.
Verified in the deployed exe by string scan (btl4ver, REJECT-at-GO,
BUILD MISMATCH ascii + WRONG BUILD utf16 all present). Field behavior to
verify on the next Steam night.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Mixed-build lobbies silently corrupt raw-struct replication (night-9: one
stale-zip player, one desynced stream, ghost mechs + K/D doubt). Three
additive edits in btl4lobby.cpp:
1. HOST stamps the lobby with its exact build (btl4ver = BT_VERSION_STRING).
2. JOINER's lobby search filters on build equality -- a stale-zip player
simply finds no lobby, and the "no lobby found" log line NAMES the local
build so the report is self-diagnosing (#68's silent-exit lesson).
3. Post-entry verify (covers invites/direct joins + unstamped older hosts):
mismatch -> log both versions loudly, LeaveLobby, fail the join.
LAN/relay (join.bat) handshake remains a separate 717 item -- this covers
the Steam path the operator asked about.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Deterministic leak bench (BT_KILL_SUBSYS partial form, "Condenser4=0.5":
zone level without the crit -- a clean leak source) + the aud-tail receipts
decode the voice stutter end to end: the warning is a phrase-sequenced
voice patch (Warnings01 zones as notes), and every techstat leak-bit edge
restarts/stops the sequence mid-phrase (authored zero-release = hard cut).
At a drained tank the draw HUNTS the authored 0.0025/0.003 band -> edge
streams -> progressive clipping as more systems hunt.
The anti-spam wooHoo latch would bound exactly this -- but no armer exists
anywhere in the flat export, and the authored tuning is minDur=0 range=0
chance=0 (dumped live): DORMANT BY AUTHORING. The clipping is the 1995
experience; the port's one real bug here was the 2x hunt cadence, already
fixed by the 28 Hz filter (#119, 1df2c57). No code change warranted.
Bench additions: the partial-damage killsub form + the authored-tuning
dump (BT_LAMP_LOG).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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>
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>
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>
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>
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>
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>
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>
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>
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>
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>
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>
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>
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>
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>
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>
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>
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>
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>
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>
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>
* 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>
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>
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>
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>
"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>
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>
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>
The user's question broke my first story: "did lynx host tho?" He did (Oracle
joined LYNX's lobby that night) -- but more importantly the affected players'
logs read mode=steam, which gets the FULL menu, so the FeJoinOnly fix in
3109cfc patched a real gap (mode=join) that is NOT the path the affected trio
ran. Oracle COULD see and cycle the selector; it still didn't matter. Traced:
* The steam lobby serialized exactly three member fields: nm / vh / cl.
Experience never travelled.
* The steam HOST rebuilds mission.pilots[] from the lobby roster
(name/vehicle/color only), so every non-self page has EMPTY experience --
and BTFeMission_WriteEgg stamps the "veteran" fallback on empty.
* The steam JOINER writes NO egg at all (spec->eggPath[0]=0); his mission
arrives from the HOST's console feed -- i.e. the host's egg, where HIS
page says veteran no matter what his own console shows.
* The host's own page keeps his menu choice only as slot-0 residue of the
pre-roster self fill -- why BOTH hosts (Sauron AND Lynx) were clean while
all three joiners heated in "standard".
FIX: experience is now published as lobby member data ("xp") beside nm/vh/cl,
unpacked into BTLobbyMember, and stamped onto each member's egg page in the
host's roster loop. Both exported lobby entry points + PublishSelf gain the
parameter; the fe passes the local menu selection. An older client in the
lobby simply has no "xp" -- the veteran fallback applies to THAT member only,
exactly the pre-fix behavior, so mixed-build lobbies do not break.
Per-player mixing (the original design, per the user: the sysop set each
user's tier; mixed matches were legal) now works over steam end to end: each
member's OWN choice -> lobby -> the host-authored egg page -> the console feed
-> that node's master player.
VERIFICATION BOUNDARY: builds both configs; the chain is code-traced; the
lobby legs need a real Steam session -- field re-test is a JOINER selecting
Standard and logging [exp] experience=1 heatModelOn=0 (plus the [fe] line on
both sides). The 3109cfc join-trim selector stays: correct for mode=join.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Oracle isolated it: "standard mode still having heat and leaks only occurred in
steam not in solo. Sauron and Lynx did not have the issue but Conn Man, Rajel
and myself did." The night-9 logs close the case:
affected (Oracle/ConnMan/Rajel): [exp] experience=2 heatModelOn=1
clean (Sauron's std sessions): [exp] experience=1 heatModelOn=0
CAUSE: the glass front end's JOIN layout trimmed the menu to "the mech list +
the JOIN button; everything else is the operator's call" -- and the experience
selector's hidden default is 2 (veteran). So HOSTS got whatever they picked
(Sauron hosted the lobbies all night -> his standard landed), while every
JOINER launched as veteran regardless of anything they did -- which is why
Oracle's cycling-the-settings experiment changed nothing, and why solo (full
menu) never showed the problem. heat >= veteran, hence "standard but heating".
DESIGN CONFIRMED BY THE USER before fixing: experience is PER-PLAYER by the
original design -- the sysop set each user's tier and mixed-experience matches
were legal. Architecture already supports it end to end: each node's master
player reads its OWN egg's experience (btMission+0xE4 -> BTPlayer @004c0bc8),
so per-node choice IS per-player choice.
FIX: the join layout gains the GroupExperience selector (the selection->egg
write path is the pre-existing host path, field-proven). Also: the front end
now prints "[fe] pilot experience=<x> (join|host/solo)" at launch, so every
future field log answers this class of report without asking anyone.
VERIFICATION BOUNDARY, stated plainly: builds both configs; the write path is
shared with the host flow which the field already exercises; the visible
selector + the [fe] line need one join-mode launch to eyeball, and the field
re-test is Oracle running a standard steam match as a JOINER and seeing no
heat.
Tooling note recorded in test-harness.md: bash-heredoc python collapses one
backslash level even single-quoted -- a "\n" arrives as a real newline and
replaces silently no-op. Build backslashes from bytes([92]); verify replaces
by length delta, not by the script saying "fixed". (This burned four edit
rounds tonight and several earlier C2001 hunts.)
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
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>
"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>
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>