f4b2a7f87fdfd49f56e541fe05540d7e4b72ae42
12
Commits
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1d019e8109 |
Audio: footstep pulse VERIFIED end-to-end to the matcher; volume chain traced (task #50)
Footstep chain progress (each step empirically verified): - The FootStep watcher is an AudioMatchOf<Logical> (AudioLogicalTrigger extends AudioMatchOf, NOT AudioTriggerOf): authored config match=1 -> Start(2.0) on a DirectPatchSource. [trigcfg]/[matchcfg] ctor dumps added. - The pulse was pinned at 1: the decay lived in IntegrateMotion, which the current gait path NEVER CALLS. Moved to Mech::PerformAndWatch (provably per-frame) with a time-based 150ms window sized to the ~10Hz watcher poll. The matcher now fires per stride (14/run, was 1). - Every footstep Start is DROPPED at the renderer: the source's volumeScale is 0 (five VolumeAudioHandler sends of exactly 0 = inert/one-shot primes). The volume arrives through the authored control chain (AudioControlMultiplier inputs ctl 100+; one 0 input pins the product). Chain scales identified on this entity: LocalVelocity (live), LocalAcceleration (live), Myomers. SpeedEffect (=1.0 healthy; one authored scale maps [0,1]->[1,0] INVERTED), UnstablePercentage (INERT PAD -- always 0!), HeatSink.CurrentTemperature. PRIME SUSPECT: an UnstablePercentage-fed multiplier input primes 0 once and never updates (the pad never changes), pinning footstep volume at 0. - SF2 numbering fact recorded: 38 presets in AUDIO1 / 5 in AUDIO2 have wPreset != file index (gap at preset 77); my table keys by wPreset. The 184x ProgramButton01 (bank1 patch83) storm at ~7/s needs an identity check against index-numbering (it may be the wrong sample for that patch id). Diagnostics added (BT_AUDIO_SPATIAL/BT_ATTRBIND_LOG): [trigcfg]/[matchcfg] ctor dumps, [matchfire] with component ptr+class, [volset] VolumeAudioHandler, [mult0] multiplier zero-products, scale sends with authored boundaries, [fswatch] dedicated footstep watcher tracer (g_btFootStepAddr), SetupPatch ENTRY with bank/patch/state, Simulation::DebugAudioWatcherCount. NEXT: back UnstablePercentage with a real (live) member -- it is the mech's stability 0..1 (the stabilityAlarm/gyro family) -- or confirm via a one-run chain dump which multiplier input pins the FS source; then the footstep transient should clear the 0.3 drop gate at walking speed. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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744ef8cc16 |
Audio: restore the dropped ExecuteWatchers poll -- polled audio watchers were ALL dead (task #50)
User: "when I start moving all the sounds fade away, no footsteps." Diagnosis chain (all empirical, BT_AUDIO_SPATIAL/BT_ATTRBIND_LOG traces): - The audio head DOES track the mech (listener-relative positioning verified while driving) -- not a spatial bug. - The idle sounds correctly STOP on leaving the standing state; the MOVING sounds never started because every POLLED audio watcher was dead: the reconstructed Mech::PerformAndWatch replaced the engine performance but dropped the ExecuteWatchers() step from the engine tail (Simulation:: PerformAndWatch = Perform -> ExecuteWatchers -> WriteSimulationUpdate). Only PUSHED StateIndicator watchers (SetState->Execute) ever fired -- which is exactly why state sounds worked but footsteps/motion-scaled audio didn't. FIX: poll ExecuteWatchers() (AreWatchersDelayed-gated) before the update write. Immediately unlocks the polled family: MissileLoaded01/LaserLoaded01 ready dings, ProgramButton01, motion scales (PlayNote 15 -> 30 per run). - FootStep (0x1e) backed REAL: was the inert attrPad (an AudioLogicalTrigger polls it -- threshold-crossing pulse per foot plant). New footStep member, pulsed by SetBodyAnimation on entering any locomotion clip 1..0x17 (runtime stride alternation MEASURED as body states 12<->13 -- the enum-name numbering does not match runtime clip ids), decayed by IntegrateMotion (~1/3 s). - Footstep volume is speed-scaled (AudioMotionScale on LocalVelocity): at standstill the transient start computes volume 0 and the renderer drops it (LowAudioVolumeThreshold) -- so footfalls are audible at real walking speed. Diagnostics kept (BT_AUDIO_SPATIAL): spatial dist/vol per source, CLIPPED/DROP/ START at the request gate, vol=0 factor breakdown, scale->0 sends, trigger notifications, watcher poll-rate probe. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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7b1e469ffa |
Audio: in-game TRIGGERING works -- real StateIndicator attrs + audio-watcher databinding (task #50)
Enabling audio unlocked L4AudioRenderer::CreateEntityAudioObjects, which binds AudioStateWatchers to entity/subsystem state attrs BY NAME (attribute-pointer databinding) and calls AddAudioWatcher on them. The reconstruction pointed the Mech's state attrs at the scalar read-pad `attrPad` (fine for gauges that READ a value, fatal for a state watcher that calls a METHOD) -> AV in SChainOf::Add on 0xCDCDCDCD. Root-caused via cdb + a BT_ATTRBIND_LOG trace in AttributeWatcher. Mech-level state audio now REAL + driven (verified: walking fires SetupPatch + PlayNote/alSourcePlay, patches 78/80/116): - AnimationState (0x1f) / ReplicantAnimationState (0x20): real StateIndicators (0x21 states covering MechAnimationState 0..0x20), driven from SetBodyAnimation so footstep/gait/transition sounds fire on animation change. - CollisionState (0x16): real 4-state StateIndicator driven from ProcessCollision via collisionTemporaryState (the deferred @4aa741 per-frame zero + the part_012.c:15406-15413 contact tail, InitialHit accumulation; the 1-vs-2 Slide split awaits the 0x240/0x244 floats still stubbed by fieldAt()). - @0x44c CORRECTED: "ammoState (0/1 leaking/2 dry)" was a mislabel -> it is collisionTemporaryState (never read as ammo). Bring-up guards [T3, temporary, self-clearing] so audio-on is STABLE while the subsystem state models are still stubs (Generators/Condensers/Myomers/Torso/ Avionics/Reservoir/ControlsMapper -- ~15 subsystems, ~40 attrs: GeneratorState, CondenserState, ReportLeak, ...): a NULL subsystem attr redirects to an inert pad (was a fatal Fail); an AudioStateWatcher on an unconstructed StateIndicator (null/ 0xCDCDCDCD) skips instead of AV. Both pass automatically once the subsystem is reconstructed. Those subsystem sounds stay silent until then (their audio wave). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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23f1532fb0 |
MP: peer true-mirror cadence -- drive the body clip from actual replicated motion (task #50)
Toward a truer mirror (user: peer 'hesitates/skips on accel/decel, master has
smoother transitions'). The body channel FOLLOWS the master's replicated STATE
(
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02ce55194e |
Gait: FIX replicant statue + jerky walk -- replicant-tuned trn entry (regression)
Two more master rules in the trn entry broke replicants:
(1) the LOCKSTEP body weld: a replicant never runs the body SM ('joints only',
mech4.cpp:1989), so the first trn entry armed the body to state 4 where it stuck
forever -- bodyAnimationState==Standing then blocked EVERY later trn entry (the
peer 'rotates as a statue'). Replicants now skip the weld gate and do not arm
the inert body channel.
(2) today's authentic full [0,standSpeed] entry range: a replicant's DERIVED speed
sweeps that band on every dead-reckoned start/stop with derived turnDemand
pinned +-1, so trn kept arming mid-locomotion and speed-exiting (jerky walking).
Replicants keep the narrow near-zero entry gate (the pre-#64b accommodation).
Masters keep the authentic dispatcher (full range + lockstep weld) unchanged. [T3
replicant accommodation / T1 master logic]
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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992aedece8 |
Gait: FIX replicant trn regression -- gate master-perf turn-stop exit to masters
Today's authentic trn dispatcher folded the master-perf turn-STOP exit into leg/body case 4. But the master perf (FUN_004a9b5c) runs on MasterInstance mechs, NOT replicants -- and a replicant derives turnDemand from the noisy REPLICATED yaw rate (mech4.cpp:1968), which dips into the +-0.05 deadband between dead-reckon updates. So the exit kicked the peer out of trn every few frames -> the peer 'rotated as a statue' + jerky (user-reported regression from yesterday). Gate both turn-stop exits to GetInstance() != ReplicantInstance; the replicant advances the trn clip from its replicated turn signal exactly as before the exit was added. Also BT_REPL_TRN probe (mech4.cpp) logs the replicant yawRate/turnDemand/legState. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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35c30bda67 |
Locomotion: replace task-#64 trn stand-ins with the AUTHENTIC dispatcher (disasm-decoded)
The turn-in-place dispatcher lives in the master-perf gap 0x4a9b5c-0x4ab188 that Ghidra never lifted. Disassembled it with objdump (scratchpad/masterperf.asm) and hand-decoded the real logic, replacing the two [T3] stand-ins I had invented: - Entry gate was `commandedSpeed < 0.25*standSpeed` (a near-zero guess). AUTHENTIC (0x4aa505): arm trn when TURNING (|angVel|>1e-4, port proxy = turnDemand deadband) AND speed in the FULL [0, standSpeed] sub-walk range AND turnCapable. trn is gated on TURNING, not on being slow. - Case-4 exit had a ×4 fast-forward + SetLegAnimation(5) invention. Restored the VERBATIM decompiled leg-SM exits (part_012.c:12013): standSpeed<spd or reverse -> Standing, else advance the pivot. Added the master-perf turn-STOP exit (0x4aa5c6): turn stopped -> Standing + legResetLatch=1 (folded into case 4 since the port has no separate master-perf frame). - Body case-4 twin mirrors the authentic exits (mj=0, tracks state for lockstep). The fast-forward was invented to dodge a turn->walk stutter that was ACTUALLY the body channel leaking joints (mj=1) -- already root-caused + fixed by mj=0. The trn->walk seam (legFrm7 cycle-end -> swr legFrm1) is the authentic pose-matched boundary and the same seam the fast-forward version hit, just at the correct release speed. Also decoded (documented, not yet wired) the authentic turn-RATE lerp (walkingTurnRate@0x574 -> runningTurnRate@0x578 by speed; angVel = turnDemand*rate); the bring-up drive still yaws at the constant kDriveTurnRate. Headless-verified (BT_AUTODRIVE/BT_FORCE_TURN/BT_WALK_DELAY/BT_GAIT_TRACE): turn-in- place enters state 4, ramp past standSpeed -> 4->stand->swr->walk, both channels in lockstep. Feel re-verification pending. [T1 logic / T2 runtime] Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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bfdd41bb9d |
Gait: turn-then-walk stutter ROOT-CAUSED + FIXED -- one skeleton writer (task #64)
User repro (100%): turn in place, push forward before the turn stops -> the gait
skips/stutters + visibly reduced bob; standstill starts always clean. Three-layer
fix, user-verified:
1) THE DISPLAY BUG (the actual visible artifact): v5's "body advances first with
mj=1, leg overwrites last, so body drift can't show" was FALSE. Whenever the two
gait channels phase-split, the BODY channel's out-of-phase joint writes leaked
into the rendered skeleton (rhythmic leg skips, averaged-down bob) while every
leg-channel trace read clean -- the leg DATA was fine, the RENDERED pose wasn't
the leg's. v6: AdvanceBodyAnimation(dt, mj=0) -- the body still advances +
projects for replication (records/cycle speeds unchanged) but no longer touches
the skeleton. One writer, structurally; matches the binary's own observable
("body phase drift is locally INVISIBLE in the binary"). BT_BODY_MJ=1 = old A/B.
2) THE SPLIT SEED: the bring-up trn trigger armed only the LEG channel, so a
turn-in-place entry guaranteed the channels re-entered walk frames apart and the
walk cycles ran permanently out of phase. Lockstep: the Standing trn entry arms
BOTH channels the same frame (body case-4 twin added, same rate/keying), gated on
both Standing. The authentic dispatcher (un-decompiled master-perf gap 0x4a9b5c-
0x4ab188, the sole reader of turnDemand/turnCapable) armed both -- the body's
case-4 machinery is dead code otherwise [T1].
3) THE POSE-MATCH INVARIANT: the engine has NO pose blending; transitions avoid
pops purely by authored pose-matched boundaries. The old trn exits cut the pivot
clip MID-STEP (legFrm 7->1 teleport). Now: entry gated on near-zero speed
(turn-IN-place); on forward command the pivot FAST-FORWARDS to completion (x4)
and the authentic finish callback lands Standing at the stand pose -> the normal
pose-matched stand->walk runs. Decompiled reverse abort kept; the standSpeed
mid-clip abort subsumed (it WAS the pose cut). [T3: 0.25*standSpeed threshold +
4x rate stand in for the gap's constants.]
Harness: BT_FORCE_TURN now reaches gBTDrive.turn (was silently inert for the
gait), BT_WALK_DELAY=<s> holds forced throttle then ramps (the turn-first repro),
BT_GAIT_TRACE=1 per-frame gait trace. Regressions: standstill start, turn-entry,
pure pivot loops, run cycle -- all clean, bob full amplitude (1.33/1.32).
KB: locomotion.md v6 section + trn reconstruction + symptom-family closure.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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02cdfd6576 |
Torso: the TWIST goes LIVE -- electrical watchdog chain, centered crosshair, coherent controls (task #57/#58)
The MadCat torso twists, the view turns with it, and targeting follows. Three reconstruction fronts closed: THE ELECTRICAL WATCHDOG CHAIN (why the torso never powered up): - PowerWatcher::UpdateWatch reconstructed (@004b181c, the REAL registered Performance -- PTR @0050f5fc; Ghidra missed the fn start): the watchdog MIRRORS the watched subsystem's electrical level (+0x278), brownout downgrade when gen output <= minVoltage% x rated. @004b1804 relabeled ResetToInitialState (slot 10) -- the old "Simulation" tag was wrong. - The factory watcher-CONNECT pass reconstructed (vtable slot +0x38, @004aee2c/@004b1a40 byte-identical, recovered from raw exe bytes): watchedLink.Add(roster[watchedSubsystem]) on the master node. Was the SubProxy::Start() no-op -- every watchdog sat at 0 forever. - MinVoltageScale = 0.01 (a 10-byte x87 literal @0x4b1924; was 1.0f = permanent brownout) and PowerWatcher's Derivation chains its REAL base HeatWatcher (the HeatableSubsystem stand-in broke IsDerivedFrom for the whole Torso/Searchlight/ThermalSight family). - KB correction swept: derivation tag 0x50e604 = HEATWATCHER (not "HeatSink"); the btl4gaug heat-widget gate now tests it via the BTIsHeatWatcher bridge. THE CROSSHAIR (task #58 forensics, 6-agent workflow + live probes): - The VIEW is TORSO-MOUNTED: jointtorso -> jointeye -> siteeyepoint in every twist-capable .SKL; the camera + canopy ride the same hinge subtree through HingeRenderable's live matrix-stack compose -- ALREADY WORKING in the port. The crosshair stays screen-centered (center IS the boresight); the twist reads on the tape carets/compass/radar. - The real bug was the port's gBTAimX = tan(twist) slew (the falsified "body-mounted view" model): the camera already carried the twist, so the crosshair counter-slid to hull-forward and the fire ray with it. Deleted; the pick ray inherits the twist from the yawing eye basis. - Two instrumentation traps documented (chase-eye-as-default-camera, BT_FORCE_TORSO clobbering real joints -> the hook now only fills unresolved ones); an over-correcting explicit eye compose was added on those false readings and retired the same day. CONTROLS + REPLICATION: - Q/E spring-center on release (the axis is a twist-RATE demand; the old hold-deflection model drifted forever); X also zeroes the axis and pulses the authentic torso Recenter (@004b6918). M cycles control mode via the real CycleControlMode body. - Torso update-record DIRECTION fixed: engine truth is Write=serialize / Read=apply; @004b6a78 is the READ (was mislabeled Write) and the missing WRITE @004b6a1c recovered from raw disasm (recordLength 0x1C, twist/vel/rate at +0x10/14/18) -- kills the replicant's 0xCDCDCDCD -140-degree ghost twist. - Marching-ghost desync: 4 Standing-case guards zero stale reverse cycleSpeed (negative cadence passed the <= ZeroSpeed stop gate). - Kill credit rerouted to the OBSERVED killer (lastInflictingID -> killer's player link) -- kills count, target K/D populates. KB: subsystems.md (watcher chain), multiplayer.md (record direction), combat-damage.md + gauges-hud.md + cockpit-view.md (torso-mounted view re-correction), decomp-reference.md (new addresses + tag fix), open-questions.md (dead capability-roster loops 2-4, snapshot CD read). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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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> |
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c9f0c2a7f1 |
MP: the Mech-level update records @0x4a0c2c/@0x4a1232 -- all 9 types byte-exact (task #1)
- Writer transcribed from the recovered disasm; reader rewritten from part_012.c with every Wword absorber promoted to named engine/port members (updateOrigin/updateVelocity/projectedOrigin/projectedVelocity/nextUpdate/ lastUpdate + bodyTargetSpeed/latches/alarms). Wire sizes verified live: 0x14/0x20/0x2c/0x78. - movementMode UNIFIED with Simulation::simulationState (binary mech+0x40 = StateIndicator@0x2c currentState) -- death/limbo/airborne now replicate in every record header. Three mislabels of the same binary fns retired: SetInstanceFlags + RequestActionFlags -> Mech::ForceUpdate (updateModel |= mask, 0xfe03 disabled filter); IsNetworkCopy -> IsDisabled. - Senders wired byte-exact: gait transitions Force(8), knockdown Force(1|0x20), death Force(1|0x40), Reset Force(0x1f) + binary zero-set, perf-loop deadbands (speed type 2, orientation type 4, heat type 7). - 2-node verified: types 2/3/4 flow while driving; kill -> type-6 record (simState=9) -> the OBSERVER's replicant runs the wreck sink loop with no double death transition; respawn 0x1f burst snaps + un-wrecks the peer; walking replicant un-regressed (run 12, cycle tracking); solo clean. Co-Authored-By: Claude Fable 5 <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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