Commit Graph
5 Commits
Author SHA1 Message Date
Joe DiPrimaandClaude Opus 5 efc3e9ff1a #95/#84: missile salvos deliver their FULL authored damage, and stop double-exploding
THE SALVO DAMAGE (#95).  Players measured an LRM 15 landing "3ish points".  The
logs agreed: [projectile] IMPACT damage=3.33333 (Oracle, LRM15) and 3.5 (Rajel,
LRM10).  Those are right PER MISSILE -- 50/15 and 35/10 -- and the bench shows
why the salvo still under-delivers: each launcher pushes N rounds of which
exactly ONE carries damage.

Two individually-correct changes composed into an N-fold shortfall:

  * The ctor does what the binary's MissileLauncher ctor does (@0x3ac/@0x3d4):
        damageData.burstCount    = missileCount;
        damageData.damageAmount /= missileCount;
    The record holds the PER-MISSILE amount plus the count; the arcade
    reconstitutes amount x burstCount when it applies the hit.
  * Task #62 then correctly stopped the port applying the hit once per visual
    round (that was ~missileCount-x too lethal) by damaging only the lead round
    -- but handed it the already-divided amount.

Our DamageZone::TakeDamage is `damageLevel += amount * scale` and drops
burstCount, so the salvo delivered amount/missileCount.  Since the port collapses
the cluster to one damaging round, multiply the count back in there.  Bench: an
SRM6 salvo now lands amt=35 (the authored total) taking a zone 0 -> 0.556, where
it previously landed 5.83.

THE DOUBLE EXPLOSION (#84).  Oracle: "missile appear to register hit explosions
twice, once where target was and again where the target is."  There are two
spawn sites: BTSpawnRoundDetonation at the round's own impact point, and the
message manager's bundled explosion at the CONSOLIDATED point a frame later.
The duplicate was known and thought harmless -- "among a rippled volley it is
invisible" -- which held only while a salvo landed N detonations.  A projectile
now marks its weapon (MarkRoundDetonated) and the consolidation skips queueing a
second blast for it; direct-fire weapons never mark, so lasers/AC keep the
bundled explosion they rely on.  Bench: 4 missile impacts -> 4 SKIPPED, while 11
direct-fire hits still queue normally.

SWEPT CONTACT (#84 tail).  Contact was a 10-unit sphere sampled only at the END
of each step.  With the authored thruster live (#84) field rounds arrive at
v=955 -- a ~16 unit step at 60fps, larger than the radius -- so samples can
straddle the target.  (Pre-#84 rounds flew ~100-300 = a 1.7-5 unit step and could
never skip it: the velocity fix exposed this, it did not cause it.)  Now tests
the whole segment travelled and bursts at the point of NEAREST APPROACH, which
also stops the detonation being flung past the target at speed.

RETRACTION: I posted tunnelling as the leading explanation for the lost salvo.
The bench disproves it -- zero fizzles, and the "missing" rounds are the dmg=0
visual rounds of the cluster, which never registered damage by design.  The
sweep is kept as speed-independent robustness, not as the #95 fix.

Bench: scratchpad/night8/salvo.sh (BT_PROJ_LOG + BT_FIRE_LOG).

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-31 23:59:44 -05:00
arcattackandClaude Fable 5 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>
2026-07-12 17:24:15 -05:00
arcattackandClaude Fable 5 77190c93e5 Combat: the AUTHENTIC consolidated damage delivery -- TakeDamageStream through the message manager (task #7 tail)
ConsolidateAndSendDamage @0049b784 fully implemented: the beam path submits
into AddDamageMessage; each messmgr tick builds ONE Entity::
TakeDamageStreamMessage (id 0x13; wire-verified 0x34+4+Nx12) with the
common impact record + appended {type, amount, subsystemID} entries and
Dispatches it at the victim -- the T0 handler (ENTITY.cpp:817) re-splits
into per-record TakeDamage; replicants reroute cross-pod.  Real
ResolveExplosionID (firing weapon's +0x3E4, guarded) + SubmitExplosion via
the Explosion::Make port; TWO chain-purge bugs fixed (the "iterator dtor
clears it" assumption was wrong -- records re-applied every tick, observed
1->2->3->4 double-counting).  @004b9728 identity corrected (SendDamageMessage,
not DrawWeaponPip).  Verified solo: 25 clean single-record consolidations ->
kill -> death transition.  Residue: weapon-side submission awaits the
damage-economy reconciliation (authored 0.25-scale vs kShotDamage=12).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-11 14:30:30 -05:00
arcattackandClaude Fable 5 afefaeece5 Mech: THE 0xBD3 UNTANGLE -- real SubsystemMessageManager in [0x10d], the mapper's one true home is roster slot 0 (task #7)
Binary census [T1]: mech+0x434 has exactly 2 writers (ctor init + factory
case 0xBD3) and ONE reader (@0x4b984b in MechWeapon::SendDamageMessage
@004b9728) -- pure message-manager semantics, nothing mapper-like.  The
factory case now builds the real SubsystemMessageManager (ctor @0049bca4,
0x130, ConsolidateAndSendDamage Performance); the misbuilt MechControlsMapper
squatter is evicted.  Every mapper consumer re-pointed to MappingMapper()
(roster slot 0 = the binary's **(mech+0x128); SetMappingSubsystem @0049fe40
touches ONLY slot 0 -- its [0x10d] mirror removed).  Non-viewpoint mechs get
a slot-0 demand LATCH (base mapper, [T3] accommodation -- the binary leaves
slot 0 NULL off-viewpoint but never drives/animates those paths; ours does).
Verified: solo drive+gait clean; MP replicant gait through the latch (full
run lifecycle); 3x kill/respawn cycle with type-6 records on the observer.
Remaining (task #7 tail): the messmgr's consolidated TakeDamageStream send +
weapon-path routing (@004b9728 real body).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-11 14:16:27 -05:00
arcattackandClaude Opus 4.8 7b7d465e5e Initial commit: bt411 -- standalone Windows BattleTech (Tesla 4.10 port)
Clean, self-contained extraction of the BattleTech-specific work from the
reverse-engineering workspace -- engine + game + content + build, with nothing
from Red Planet or the raw archive dumps. Builds green (Win32) and runs the
single-player drive->animate->target->fire->damage->destroy loop out of the box.

Layout:
  engine/   MUNGA + MUNGA_L4 shared 2007 engine, carrying our BT render/loader
            work (bgfload/L4D3D/L4VIDEO: BSL bit-slice decode, LOD/ground/shadow
            models) + image codec; the minimal rp/ headers the audio HAL needs
  game/     reconstructed BT logic + surviving-original BT source + fwd shims
            + WinMain launcher
  content/  full runtime tree (BTL4.RES, VIDEO/, GAUGE/, AUDIO/, eggs, BTDPL.INI)
  docs/     format specs + reconstruction ledgers
  reference/ raw Ghidra pseudocode (recon source-of-truth) + decomp exporter
  tools/    MP console emulator + map/resource scanners

One top-level CMake builds munga_engine lib + bt410_l4 game lib + btl4.exe.
All paths relativized (186 fwd shims + ~437 CMake abs paths -> repo-relative);
DXSDK is the one external, overridable via -DDXSDK. Verified: builds to a
byte-identical 2.27MB exe and runs combat (TARGET DESTROYED, 0 crashes) against
the bundled content.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-05 21:03:40 -05:00