e26f4e6285218ca37485a19801c83fa691d65c47
10
Commits
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f3179ef020 |
#47 follow-up: restore the DAMAGE TIER to the heat branch -- HeatableSubsystem::GetStatusFlags was a stub returning 0
Found while auditing today's vtable change before release. The binary's
HeatSink::GetStatusFlags @004add30 OPENS with `call 0x4ac144` --
MechSubsystem::GetStatusFlags, the damage tier (damageLevel >= 1.0 -> bit 0
Destroyed; > 0 -> bit 1 Damaged). There is no zero-returning
HeatableSubsystem override anywhere in the image.
Our port routed that call through `HeatableSubsystem::GetStatusFlags()
{ return 0; }` -- a "neutral default" that silently dropped bits 0 and 1 for
the ENTIRE heat branch (every weapon, sensor, emitter, PPC, generator,
powered subsystem). Two live consequences:
* Destroyed / Damaged could never reach MechTech's annunciator scan --
gutting half the shipped mechalrm table (Destroyed -> gotoEngineering +
engCooling + engBusMode) hours after #47 shipped the flash;
* PoweredSubsystem's AutoConnect gate (`GetStatusFlags() == 0`,
powersub.cpp:358) read a DAMAGED subsystem as pristine.
One-line fix: chain the real tier, reproducing @004add30 exactly. The call
site's own comment already said `// FUN_004ac144` -- the implementation had
simply never matched it.
Also corrected a stale comment on MechSubsystem::GetStatusFlags that read the
field as a STRUCTURE level ("1.0 = intact, 0 = dead") -- backwards. The
engine member is damageLevel and ACCUMULATES to 1.0 = destroyed (mechdmg's
crit cascade tests `level >= StructureMax` for exactly that), which is what
makes bits 0/1 line up with TechStatusType Destroyed/Damaged. Behaviour was
always right; the comment was a leftover of the same structureLevel misreading
#46 retired.
VERIFIED (3-pod combat sim, BT_LAMP_LOG): the annunciator is genuinely live --
Jammed x7, AmmoBurning x5, BadPower x20, Overheating x207 (Overheating
correctly maps to NO lamp: the shipped table has no entry for it). The lamp
resolution is per-subsystem as designed -- different weapons flash their own
panel buttons (lamps 0xf/0x5/0xb/0x3 under distinct mode masks), 32 flash
writes across a whole battle, no thrash. Zero crashes, zero plane/OOB
tripwire hits across all three pods.
FILED, deliberately NOT fixed tonight (open-questions.md): vtable slot +0x40
is misattributed. The binary calls it `(this, 0)` in AutoConnect's outer gate
and `(this, candidateGenerator)` in the roster walk -- a one-arg voltage query
(HasVoltage(source)), not GetStatusFlags(). Modelling both as the no-arg
GetStatusFlags makes the outer gate demand "no flags" and the inner "some
flag" with nothing between them, so AutoConnect's loop body can never execute.
Pre-existing before and after this change; it is a live power-bus behaviour
change and deserves its own playtest cycle, not a release-eve patch.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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5ae4410914 |
Gitea #46: ammo bay fire now DETONATES and KILLS (+ #47 fire icon) -- three stacked kill-switches removed, the fuse decoded, and a vptr-alias corruption caught by regression
Field report (night 3): "two ammo bay fires and no death" (Cyd + RajelAran; one
purged, one left burning). Root cause = THREE independent kill-switches stacked
on the same path, all in ammobin.cpp:
1. `GameClock::Now() { return 0; }` -- `cookOffTime < Now()` was `0 < 0`, so
an ARMED bay fire never detonated.
2. `InjectHeat(void*) {}` -- the detonation body was a no-op.
3. The bin's Damage record was never stamped -- 0 damage of type 0 (which the
mech TakeDamage handler drops) even if 1+2 had fired.
THE FUSE (raw disasm, scratchpad/disammo.py): the old "RandomDelay" was a Ghidra
carve artifact -- FUN_004dcd94 is __ftol and the export DROPPED the caller's x87
expression. The real bytes @004bd450: fld 10.0 / fmul [ticksPerSecond] /
fadd 0.5 / __ftol -- a FIXED 10.0-SECOND fuse in clock ticks. New gotcha #19
(reconstruction-gotchas.md) documents the __ftol export blind spot.
THE DAMAGE RECORD: bin+0x1F0..0x21C is a real engine `Damage` (FUN_0041db7c IS
Damage::Damage(), byte-matched to T0 DAMAGE.cpp). The linked ProjectileWeapon's
ctor @004bc3fc stamps it from weapon->damageData @0x3A8 via
owner->roster[0x128][res+0x1C0] -- projweap.cpp's old comment called this "the
bin's HUD display block ... wired in the AmmoBin family"; both halves were wrong
and it was wired nowhere. Now stamped (before MissileLauncher's ctor divides by
missileCount -- a missile bin authentically holds the per-SALVO amount).
THE DETONATION (@004ac274 = MechSubsystem::DistributeCriticalHit -- the old
"HeatableSubsystem::InjectHeat" label was wrong, and the old reconstruction
iterated a stand-in CriticalChain whose First()/Next() returned 0):
statusAlarm pulse Exploding(2)->Destroyed(1) (slot 13 = the printSimulationState
state PRINT @004ac8c0, not an "explosion notify"), own private zone pinned
destroyed, then collect the mech DamageZones whose crit entries plug the bin
(the binary filters plug classID 0x4E = DamageZoneClassID -- VDATA.h idx 78,
cross-checked via idx 28 = AudioStateTrigger), split the amount evenly, and send
the OWNER one full Entity::TakeDamageMessage per zone: inflictingEntity = SELF,
damageZone = the zone index, inflictingSubsystemID = the bin (the message-
manager explosion-bundling key, ENTITY3.h's own NOTE), printing the binary's
exact "ammo explosion damaging <zoneName>" @0050df61.
Port shape: Mech::AmmoExplosionFanOut (mechdmg.cpp) behind a databinding bridge;
guarded deviation: zoneCount==0 warns instead of the binary's unguarded divide.
CriticalChain/CriticalEntry stand-ins DELETED from mechrecon.hpp.
VERIFIED LIVE (BT_BAYTEST hook = message 1, the crit-induced arm channel):
scratchpad/baytest.py : arm -> 10s -> "20 rounds x 35 = 700 (type 2)" ->
"ammo explosion damaging dz_ltorso" -> zone cascade -> mech DESTROYED
(authentic death list).
scratchpad/baypurge.py: arm -> eject-hold purge -> "bay fire EXTINGUISHED
(bin empty)", no detonation.
scratchpad/sim3.py : the HEAT route arms organically in combat (overheated
AFC100), detonates "11 x 25 = 275 (type 1)" split across dz_larm + dz_lgun.
BAYBOOM matchlog record added for MP field forensics.
FIX-OF-THE-FIX (caught by the sim3 regression, would have shipped a crash):
MechSubsystem's ReconDamageZone proxy puts structureLevel at OFFSET 0 -- which
ALIASES THE REAL DamageZone's VTABLE POINTER (the private zone is `new
DamageZone`, mechsub.cpp:154; mechsub.hpp:260 documents the alias). My first
DistributeCriticalHit kept the old body's `damageZone->structureLevel = 1.0f`
and OVERWROTE THE ZONE'S VPTR with 0x3F800000; the respawn sweep's virtual
SetGraphicState (vtable+0xC) then called through it -> AV at 0x3f80000c in
RespawnRepair, one frame after a bay-fire death. ALL EIGHT proxy-view sites in
mechsub.cpp swept to the engine view (((DamageZone*)damageZone)->damageLevel
@0x158) -- including two silently-wrong LIVE readers: GetStatusFlags (vptr as
float -> always "intact") and ApplyDamageAndMeasure (the crit cascade's
measure). Ruled out first by evidence: the weapon->bin stamps were all clean
(six stamps, all classID 0xbcb, logged).
#47 (half 1 -- the FIRE ICON): BallisticWeaponCluster::Execute @004c9a38 reads
bin+0x18C = cookOffArmed into the btefire.pcc TwoState, and while armed computes
(Now - cookOffTime)/ticksPerSecond -- the COOK-OFF COUNTDOWN -- into the numeric
beside it. The old reconstruction misread 0x18C as "the reload state" and
bridged the icon to BTAmmoBinFeeding, so it blinked on every feed and never lit
on a bay fire (RajelAran: "it doesn't"). Now driven by the
BTAmmoBinCookOffArmed/CookOffTime complete-type bridges. [T2 -- the data path
is rig-verified; the pixels await the next live session.]
#47 (half 2 -- the ENG-BUTTON FLASH): fully mapped, deliberately NOT built this
session. The authored data SHIPS (BTL4.RES carries exactly one type-31
GaugeAlarmStream); the chain is alarm SetLevel -> gauge-watcher socket ->
Renderer msg 7 -> GaugeAlarmManager::Activate @00448d00 (T0) -> the BTL4
override @004cc148..@004cc2fc (btl4galm.cpp's provenance note claiming "no
override body exists" is WRONG -- corrected in-file) -> LampManager::FindLamp
@00444c80 -> Lamp::SetAlertState @00444e64 (flash counter) -> the L4 flush
@00474e94 emitting flashFast states 0x37/0x13 (== T0 L4LAMP.cpp:234-239).
Missing: the override bodies, the gauge-watcher sender, the aux-button lamps.
3-piece plan in context/open-questions.md.
Also logged: HandleMessage is vtable slot 8/9 in the binary but NON-virtual
across 10 reconstruction classes (bit the BT_BAYTEST hook; typed call used, gap
documented in open-questions).
KB: combat-damage.md (the full cook-off section), decomp-reference.md (the
cluster addresses + the GaugeAlarm/lamp map + BT_BAYTEST env), gauges-hud.md
(the fire-icon correction), reconstruction-gotchas.md #19 (__ftol),
open-questions.md (2 entries), btl4galm.cpp provenance correction.
checkctx CLEAN. 40 LNK2019 unchanged (the two pre-existing families).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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5f115eca19 |
Issue #22: respawn resets ammo + repairs weapons (the +0x28 mislabel)
ROOT CAUSE [T1]: Mech::Reset's subsystem sweep (@0049fb74 loop-2) calls
vtable slot +0x28, which the DATA-section vtables prove is
ResetToInitialState (0050f9d8/00511d2c/00512078/0051242c all carry the
class RTIS at +0x28) -- our reconstruction mislabeled it DeathReset,
the EMPTY engine base virtual, so the whole per-subsystem reset was a
silent no-op ("ammo and weapons do not reset on respawn", playtest
night; matchlogs: 3 of 7 players fired zero projectiles after their
first death).
SECOND LAYER: the binary never refilled ammo at all -- its respawn
severed the vehicle and DropZoneReply built a NEW mech (fresh ctor =
full bins, pristine subsystems: the pod behavior testers remember).
Our port deliberately reuses the entity (the new-mech path was the
two-mech/camera-glitch family), so Reset now EMULATES ctor-freshness:
- the sweep starts at i=2 (binary-faithful: skips mapper + voltage
bus) and dispatches the engine DeathReset virtual as the vehicle;
per-class overrides chain each class's own authentic slot-10 RTIS
body (the recon RTIS namesakes are statically bound -- no common
virtual): MechWeapon @004b96ec, Emitter @004ba4d0 (charge cycle
restarts from Loading), ProjectileWeapon @004bbaf8 (unjams).
- MechSubsystem::RespawnRepair (PORT): heals the subsystem's PRIVATE
crit damage zone + status alarm -- the mech-zone heal never touched
those, which kept destroyed weapons dead across respawns.
- AmmoBin::DeathReset (PORT): refills to initialAmmoCount (@0x220, the
ctor value) + Loaded alarm + idle feed + cook-off disarmed;
ResetToInitialState stays authentically EMPTY per AMMOBIN.TCP.
Verified (2-node force-damage kill/respawn rig, BT_DEATH_LOG): every
respawn logs [respawn] ammo bin refills for both bins to streamed
capacity across 4 death cycles; mission un-regressed. KB corrected +
swept (multiplayer.md task #52 notes). Awaiting live tester
verification of depleted-bin refill + revived weapons.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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d7158f1f82 |
Experience levels WIRED: the egg field drives the simulation tier (Gitea #2)
BTPlayer's master ctor now seeds the flag block from btMission->ExperienceLevel() + AdvancedDamageOn() (accessors from the SURVIVED 1995 BTMSSN.HPP [T0]) instead of the NULL-stubbed scenario role -- the egg experience knob works for the first time. Both switch slot errors fixed vs the binary @4c0bc8; phantom btMission duplicate member removed (+0x1f8 IS Player::playerMission). SEVEN gate stubs unified onto the real flags (two found empirically): HeatModelActive, OwnerAdvancedDamage, LiveFireEnabled, ControlsAllowLights, powersub @4b0efc, emitter's file-local FUN_004ad7d4 + FUN_004ac9c8 stubs. FUN_004ac9c8 family swept (incl. a live raw-offset databinding trap in MechSubsystem::IsDamaged). Flag block renamed to its true semantics (simLive/heatModelOn/...), scoring-era names kept as comments. Includes the #5 [aud-tail] diag in emitter.cpp. ALL 19 shipped eggs say experience=expert -> default behavior UNCHANGED (per-tier verified: novice/standard = no heat/jams, authentic; veteran/ expert = today's exact behavior). Real delta: egg advancedDamage=1 now reaches player+0x264/0x268 (was hardwired 0). Follow-up flagged: the glass FE defaults empty experience to veteran (one tier below shipped). Awaiting human verification. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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fc7f311771 |
Audio Phase 1 (AUDIO_FIDELITY F3/F4/F10/F15/F18/F20 + KB): the quick wins
F3 distance: alDistanceModel(AL_NONE); restored the commented authored distance multiply in Dynamic3D::CalculateSourceVolumeScale, added the same override to Static3D, dropped the (now inert) AL_MAX_DISTANCE writes. Far battle audio follows the authored knee/rolloff curve again, and the volume cull / voice steal / ducking chains are distance-aware. F4 volume law: AL_GAIN = volume_scale^2 at all 3 per-frame sites (Direct/ Dyn3D/Static3D) -- the GM CC7 squared curve; linear was ~+6 dB at mids. F10 doppler: alDopplerFactor(0) (AL's model ran wrong constants + sign- inverted velocity: approaching sources pitched DOWN); the AUTHORED dopplerCents (AUDIO.INI range/speed-of-sound model, decomp-proven consumer part_008.c:7466) now adds into the Dynamic3D pitch chain. F15 ConfigureActivePress: published at the MechSubsystem BASE (binary id 2, descriptor @0x50de5c -> +0x110); renamed the misnamed vitalSubsystemIndex member (the weapon ConfigureMappables handler already drives it 0/-1). Removed the invented Sensor/Myomers duplicates and RESTORED their byte- exact layouts (0x328/0x358 allocs + asserts). MechWeapon's pinned-id pad absorbed the +1 chain shift -- which matches the binary's own numbering. F18 cook-off warning: AmmoBin FireCountdownStarted -> the existing cookOffArmed @0x18C (binary table @0x512600); the countdown klaxon can fire. F20 zoom blip: L4MechControlsMapper publishes TargetRangeExponent -> the live @0x1a4 zoom member (own table chained to MechControlsMapper). KB: replaced the bogus divisionParameters+0x10 rate read with SystemClock::GetTicksPerSecond() (FUN_0044e19c is GetFrameRate -- original audio frames were CLOCK TICKS). Regression (35s drive+fire): stable; ConfigureActivePress binds real on all 9 subsystems (idle -1, zero pad redirects); FireCountdownStarted + TargetRangeExponent bind live members; attrnull 53 -> 41; chirp still dead; footfalls still fire (gain now correctly squared). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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bb795e2805 |
MP live-play wave: collision economy, missiles, radar transform, panel polarity, comm ticker
The interactive 2-node playtest wave -- every fix decomp-grounded and live-verified: COLLISION ECONOMY (the ram one-shot): StaticBounce mutates worldLinearVelocity per contact and ProcessCollisionList walks EVERY touched solid per frame; with 2007 terrain-as-solids the reflections compounded x4-x40 within one frame and a walking bump one-shot a pristine mech for 112,375 pts (62-pt authentic economy). Fix: frameEntryWorldVelocity restore per contact (damage always priced at the real approach speed -- all the binary's physics ever saw); Mech::Reset zeroes the mover motion (respawn = teleport); [collide-tx]/[mp-hdlr] telemetry. Gotcha #16 (engine-facility drift class). MISSILES: peer-visible salvos (the launcher record extension carries a salvo counter + aim point; ForceUpdate actually enqueues it -- the dirty flag alone never serialized), the authentic arc (authored MuzzleVelocity vector + the Seeker's 200m/0.1/300 loft + gain-4 steering, decoded from @004beae4/@004bef78), world-impact bursts (rounds detonate on cave geometry instead of phasing through), contact-only damage (flight-cap expiry = fizzle, no more teleport damage), live re-lead, and ballistic (unguided) shells for autocannons. projweap's stale BTPushProjectile extern (the /FORCE signature trap, gotcha #6 corollary) crashed the Avatar's first AFC100 shot -- fixed + sweep rule recorded. RADAR: two transcription bugs made the scope permanently empty -- FUN_0040b244 is the affine INVERSE (not a copy) and FUN_0040adec writes ONLY the 3x3 rotation (never the translation); worldToView now Invert(view) built rotation-first. CulturalIcons sorted out of the moving grid (the phantom red pips were map props), visible-radius culls on all three draw passes, live pip verified at |delta| x ppm px. Gotcha #17 (verify the FUN_ body, not its call shape). WEAPON PANELS (the frozen-dial hunt): the binary's *(subsystem+0x40) means FAILED -- the recon's 'operating' name was backwards, inverting the destroyed-X lamps, the panel look, the children enable and the ready-lamp gate (which had NEVER executed). Polarity chain corrected end-to-end (failedState, fed by real damage saturation). Root cause of the freezes: MFD page-mode gating -- the dev composite shows ALL pages at once, so off-page dials legitimately stopped; under BT_DEV_GAUGES the 15 page-plane bits stay active (the exclusive secondary trio untouched). The SEH gauge guard now names its kills; repaint-heal resets the incremental arc after panel repaints; [panel]/[arc] probes added. COMM/SCORE: MessageBoard LIVE (the engine already shipped the whole Player__StatusMessage queue; wired the binary's one producer -- the kill branch, victim's name, 6s -- plus the consumer bridge and a lazy source bind); MP DEATHS counted via the observed-death tally (each node scores every pilot from locally observed events, the same model as the KILLS credit) and the -2/-1 engine seed clamped for display. DEV UX: node-tagged window titles (-net port), gauge panel reworked (1320x480, true 4:3 MFD cells, the portrait secondary UNROTATED upright, linear filtering, BT_GAUGE_SCALE), fixed close spawns via BT_SPAWN_XZ, Boreas flies an Avatar (first second-chassis live outing). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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092408041c |
Cockpit: the CONFIG-MODE weapon-regrouping session + the live-play fire fixes (tasks #6+#11)
TASK #6 -- the pod's in-cockpit weapon regrouping, fully reconstructed and live-verified (hold-configure -> tap fire button -> toggle membership -> release-commit): - MechWeapon handlers id 9 ConfigureMappables @004b9550 / id 10 ChooseButton @004b95b8 (binary table @0x511860; the old "Myomers fns" mislabel swept) + the GetMessageHandlers() accessor chain through Emitter/ProjectileWeapon/ MissileLauncher/GAUSS/PPC (empty per-class sets swallowed dispatch). - Mapper vtable truth: +0x38 EnterConfiguration / +0x3C ExitConfiguration / +0x40,+0x44 AddOrErase evt/dir. No "secondary vtable @0050f498", no "CreateTemporaryEventMappings" virtual (RP-name drift; swept incl CLASSMAP). L4 Enter/Exit rebuilt complete: StartMappableButtonsConfigure (the NonMapping 0x10000 <-> Mapping 0x8000 mode flip + the gauge's active-weapon latch) + the held-button re-arm + the 4 fire-button temp maps; only the RIO mapper implements the toggle (Thrustmaster no-ops = can't regroup). - MechSubsystem +0xE8/+0xEC corrected to controlDestination/controlMessageID (ex hostEntity/subsystemId2 mislabel); MechWeapon ctor defaults the destination to &fireImpulse (@004b99a8). - ConfigMapGauge state loop reconstructed (PE-recovered DAT_00518eb4 table; buttonGroup GetMapState sampler -- the "needs ModeManager" guard rationale was wrong). Finding [T1]: the shipped binary NEVER enables this gauge (no SetColor caller) -- authentically dormant; BT_CONFIGMAP=1 is the dev enable. - Dev harness: HOLD 'G' opens the session (BT_CONFIG_SLOT picks the weapon); BT_CONFIG_TEST scripts a headless verify. @004afbc4 corrected to its real Fail-trap body (the guessed AddOrErase(NULL) body would corrupt groups). - Bonus [T1]: the binary MechWeapon ATTRIBUTE table has ELEVEN entries (PercentDone..WeaponState) -- "TriggerState is the only one" was wrong. TASK #11 -- the user-reported live-play regressions (both real bugs): - PHANTOM FIRE: the mech4 bring-up shot block painted an explosion at the victim on its OWN 0.3s cadence whenever fire was held -- desynced once the authentic recharges landed. Retired (the real impact visual flows from each discharge via the messmgr SubmitExplosion). - WEAPON BRICKING (the "cuts out" bug): the Loading->Loaded snap window (+-0.01 around seekV) assumes the pod's LOCKED 60 fps; one port dt-spike jumps it, the byte-verified >1.0 clamp (_DAT_004ba830=0) zeroes readiness, and the weapon sticks in Loading at level ~10000 forever (observed live). Fixed with pod-frame (1/60s) sub-stepping of the binary's own Loading tick -- also fixes the I^2R integral over-heating generators on big steps. NEW GOTCHA CLASS recorded: reconstruction-gotchas #12 (frame-pacing trap). - Duty-cycle measured (max-rate autofire): generators equilibrate in the degradation band (recharge stretch ~3.5-4.4x), the FailureHeat breaker never trips solo, PPCs sustain ~11.8-damage full-charge fire. The slow kill pacing and recharge gaps are the AUTHENTIC heat economy; the pilot's counters (this regrouping UI, generator reassignment, coolant valves) are the reconstruction queue. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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87c25b9206 |
Combat: critical-subsystem plugs BOUND -- zone destruction damages carried subsystems (task #2)
The binding was in the zone ctor all along: Ghidra dropped the two arg pushes @0049d0e1 (Slot::AddImplementation(subsystemArray[streamedIndex])), making it read as a bare Resolve(). DZSlot stand-in -> engine SlotOf<T>; SendSubsystemDamage rewritten to the recovered @0049c9a8 body (allotment into the subsystem's OWN private zone; vital -> graphicAlarm 9); CriticalHit -> real ApplyDamageAndMeasure; parentArtifactZone.Add revived (LOD damage averaging); videoObjectFlag renamed vitalSubsystem (+0xE4). BT_CRIT_PROBE diag added. Verified: 66 plugs bound/mech; probe-destroyed zone -> crits damaged/DESTROYED, statusAlarm + destroyed-skin chain fire; MP kill + solo un-regressed. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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12c4254aae |
gauge-complete P4a: heat-leaf data fixes (radar heat-degradation authentic)
The gauge-complete-decode workflow found the "deep heat-leaf byte-exact re-base" is STALE -- the leaf layout already shipped byte-exact (alarm-unification/P7), and the real work is a small misidentified-field data fix (highest value, lowest risk): - Sensor radarPercent read the INHERITED heatEnergy (~1.3e7) -> hugely negative -> needed a bring-up guard forcing it to 1.0. The binary (@004b1c4c:1829) reads *(this[0x38]+0x158) = the subsystem's OWN DamageZone::damageLevel [0,1] (0 intact .. 1 destroyed). Fixed: radarPercent = RadarBaseline - GetSubsystemDamageLevel(); guard DELETED (damageLevel is engine-clamped). So the radar authentically degrades with sensor structural damage (RadarBaseline-damage, x0.5 on DegradationHeat, 0 on Failure). - New databinding-SAFE accessor MechSubsystem::GetSubsystemDamageLevel()/Set... reads the ENGINE DamageZone::damageLevel NAMED member (NOT the ReconDamageZone proxy, whose offset-0 structureLevel aliases the vtable ptr as a float = garbage). - HeatSink::HandleMessage msg==1: same misidentification -> SetSubsystemDamageLevel(0.5) (was linkedSinks->heatEnergy=0.5, wrong object+field). - MyomerCluster seek lamp: subsys+0x800 (OOB for 0x358 Myomers) -> currentSeekVoltageIndex @0x320 (the Emitter+0x3f0 analog; INFERRED -- ctor not in the assert-anchored export). - numericSpeed (~225 vs 61.5): verified NOT A BUG (NumericDisplaySpeed applies x3.6; the feed is correct u/s) -- closed, no code. No layout change (already byte-exact); pure data-read retargets. Verified DBASE+dev gauges: no crash, combat un-regressed (TARGET DESTROYED). (radarPercent degrade is only OBSERVABLE once per-subsystem damage routes to each engine DamageZone -- a separate task; today the sensor is undamaged so radarPercent = full 1.0, which is correct.) Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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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>
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