Author SHA1 Message Date
CydandClaude Opus 4.8 67074c80e2 Plasma window joins the glass_layout.cfg no-frame list
The desktop plasma window (L4PLASMAWIN, "BattleTech - Plasma") is created by a
different TU than the per-display panels, so it couldn't be a gWins[] entry and
sat outside the sticky-layout / ,noframe system.  Add a tiny extern-window
registry to L4GLASSWIN so it rides the same glass_layout.cfg:

  - BTGlassLayout_QueryWindow(title, rect, noframe) -- read a title's saved rect
    and ,noframe flag (used by the plasma on creation, BEFORE sizing, since
    WS_POPUP's frame extent differs from the framed tool window).
  - BTGlassLayout_RegisterExtern(hwnd, title) -- register an externally-created
    window so SaveLayout writes its line (with a last-known-rect cache so a
    teardown before the save still preserves the line).
  - BTGlassLayout_Save() -- public save trigger the plasma WndProc calls on
    WM_EXITSIZEMOVE / teardown.

L4PLASMAWIN now reads its saved rect+flag on create (WS_POPUP when ,noframe,
position restored), registers itself, and saves on finished-drag/teardown.  All
BT_GLASS-gated; the pod is untouched.  The plasma blits directly every frame, so
it has no WM_TIMER focus-throttle.

Verified: Release links clean; drag wrote "BattleTech - Plasma=321,222,528,167",
reload with ,noframe brought it up WS_POPUP (WS_CAPTION absent) at 321,222.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-08-04 19:38:29 -05:00
CydandClaude Opus 4.8 7d112ce309 Glass panels: flash at full rate when unfocused + red Panic/Eject button
Two glass-panel indicator fixes reported by playtesters.

1. FLASH SLOW UNLESS FOCUSED.  The per-display panel windows repaint off a
   62ms WM_TIMER, and Windows coalesces/throttles timer + paint messages for a
   window that is in the BACKGROUND (unfocused) -- so with the game window
   holding focus the panels' lamp flash (a repaint-driven animation) crawled,
   and giving a panel focus un-throttled it.  (My earlier surround fix drew in
   the main D3D frame and never touched these separate windows.)  New
   BTGlassPanels_Tick(), called once per frame from the main render loop
   (L4VIDEO), drives a synchronous InvalidateRect+UpdateWindow at the ~16Hz
   flash cadence -- the main loop runs every frame regardless of which window
   has focus, and the forced paint bypasses the throttled timer-message path.
   The WM_TIMER stays for its one-shot re-snap.

2. RED PANIC/EJECT.  0x3D is the Panic/Eject button; on the blue flight panel
   it was just another blue block.  The shared flight-grid geometry (L4RIOBANK)
   now tags 0x3D as colorClass 0 (red); L4GLASSWIN's AdoptBank maps colorClass
   0 -> ClrRed explicitly (the flight bank's ClrBlue default no longer swallows
   it), and the surround (L4VB16) already renders non-blue/yellow as red -- so
   the eject stands out red in both the surround and the exploded window.

Verified: Release links clean (40 tolerated /FORCE externals only); exploded
panels boot + run 13s no crash under the per-frame repaint pump; riobank dump
confirms 0x3d class=0 (red), neighbours class=2 (blue).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-08-04 19:28:11 -05:00
CydandClaude Opus 4.8 f99003cf50 Glass cockpit lamps: sweep every frame so lit buttons track the sim under load
Playtesters (all on the glass surround) reported the cockpit lighting
sometimes going slow or nonexistent while the 3D view stayed perfectly
smooth.  The RIO serial/lamp stack is byte-identical to pod-proven Red
Planet (diffed L4LAMP/L4RIO/L4SERIAL), so the wiring was fine -- the defect
is the glass UPDATE CADENCE:

The lit buttons draw every frame (BTDrawCockpitPanels, reading
PadRIO::GetLampState), but the lamp STATE sweep that fills that store
(LampManager::Update -> AssertNewLampValue -> SetLamp) rides the gauge
renderer's FOREGROUND turn, which fires only once per full gauge cycle
(foreground->background->copy).  The cycle can't reach the next foreground
turn until the throttled background gauge sweep drains the ~140-instrument
active list -- and that background task starves under MP load (issue #45,
"instruments freeze while fps stays healthy").  So the lamp sweep ran
~1x/second: buttons froze / flashes stalled while the view (a separate
per-frame foreground render) stayed smooth.

Fix: BTGlassSweepLamps() runs the lamp sweep EVERY frame on the dev/glass
composite path (L4VB16.cpp, in BTDrawGaugeInset), decoupled from the gauge
cycle.  It is cheap -- deduped state pushes over ~72 lamps, no raster.  The
pod never enters BTDrawGaugeInset (real gauge hardware), so its authentic
bandwidth-paced serial lamp cadence is untouched.  BT_GLASS_LAMP_SWEEP=0
restores the authentic once-per-cycle behaviour.

Verified: Release links clean (only the 40 tolerated /FORCE externals);
glass surround boots and runs, lamp sweep pushes state (43 [lamp] pushes,
buttons lit), ~60 fps, no crash.  The under-load win is structural (the
sweep is now an unconditional per-frame call); true MP-starvation repro
needs multiple nodes.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-08-04 09:41:04 -05:00
Joe DiPrimaandClaude Opus 5 08ca66e5b5 weapon SPEC AUDIT: the fleet's authored numbers in one pass -- missile delivery fully reconciled
"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>
2026-08-02 13:31:36 -05:00
Joe DiPrimaandClaude Opus 5 47d9a61402 hit-location cylinder: raw-bytes audit of the shipped tables + chassis->table map + wedge orientation
Audit of Cyd's hit-model artifact against THE BINARY (user mandate: not vs the
port).  res29_scan.py parses the type-29 streams straight from BTL4.RES bytes:
18 streams / 8 distinct confirmed; the 7-wedge cells (BLH band 6, VUL band 4)
and the all-fixed BLH/OWN twist patterns are authored fact; every artifact
spot-check cell matched the raw bytes verbatim.  Chassis->table resolved by
live-dump matching (MadCat and Avatar ride DIFFERENT same-zone-set tables).
Authored slice names fix the wedge orientation: FRONT = the +Z arc, W1|W2 seam
= dead ahead -- corrects the #92 comment's W6-frontal claim.  Collision type-0
divert re-grounded at 0x4a0361/0x4a036d: rams never touch the cylinder.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-02 12:52:20 -05:00
Joe DiPrimaandClaude Opus 5 07072fc9f0 hit-location GROUND TRUTH: all 8 chassis' authored cylinder tables, named + fingerprinted
For verifying Cyd's hit-location artifact (the platform serves it to this
session as an unreadable public artifact, so the diff base is published here
instead).  scratchpad/night9/hitmodel_groundtruth.txt: every chassis's 7
layers x per-layer slices with zone NAMES and percentages, from the live
BT_DMGTABLE_LOG dump joined against [zone-armor] names.

Structure fingerprints (rot = rotateWithTorso per layer 0..6):
    ava/lok/mad/snd/thr/vul   rot=0001111  (legs hull-fixed, torso bands twist)
    bhk/own                   rot=0000000  (chicken-walkers: NOTHING twists)
    slices: 8 everywhere EXCEPT bhk layer 6 = 7 and vul layer 4 = 7
Variants share tables: lok2==lok1, mad2==mad1 -- '8 distinct chassis' is exact.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-02 12:27:19 -05:00
Joe DiPrimaandClaude Opus 5 9b1353bfbf ONE Explosion per salvo -- the port detonated every visual round, amplifying explosion sound + smoke + audio demand by the missile count
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>
2026-08-02 12:00:25 -05:00
Joe DiPrimaandClaude Opus 5 6dbeb3d266 wreck smoke dies WITH the wreck; the audio/effect clock is calibrated to the byte-proven 28
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>
2026-08-02 11:25:49 -05:00
Joe DiPrimaandClaude Opus 5 2df1369168 #116 THE REAL STEAM CAUSE: experience never rode the lobby -- joiners' pages were authored by the HOST as the "veteran" fallback
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>
2026-08-02 10:50:19 -05:00
Joe DiPrimaandClaude Opus 5 3109cfc49a #116: steam JOINERS were silently locked to VETERAN -- restore their experience selector
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>
2026-08-02 10:40:51 -05:00
Joe DiPrimaandClaude Opus 5 1bcee1f9eb #96: the effective-rate theory is corroborated -- upgrade the calibration provenance T3 -> T2
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>
2026-08-02 10:20:52 -05:00
Joe DiPrimaandClaude Opus 5 ac94ce6a31 #96: DISSIPATION AUDIT -- byte-faithful end to end; the cooling-too-weak hypothesis is DEAD
"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>
2026-08-02 10:12:46 -05:00
Joe DiPrimaandClaude Opus 5 c28555bdc9 #96: TRACE THE CLOCK ORIGIN -- the pod ran at 28 fps (byte-proven); myomer heat re-bracketed to 14 Hz effective
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>
2026-08-02 09:39:00 -05:00
Joe DiPrimaandClaude Opus 5 c791fae0f8 KB: new topic test-harness.md -- the bench machinery + the verification doctrine
User mandate (2026-08-02): "do tests like this from now on" -- after the #110
grind bench, where the field composition (peer fire destroying an arm over the
wire) replaced the constructed proxy that had let #86 be called fixed while
players kept hitting it.

The topic carries two halves on purpose:

DOCTRINE -- what counts as VERIFIED:
  1. reproduce the REPORTED scenario, not a convenient adjacent one
  2. scalpel hooks (BT_SELF_DAMAGE_ZONE / BT_KILL_SUBSYS / BT_FORCE_*) locate
     defects; they support a "fixed" claim only with proven path-identity to
     the field composition -- and the field composition still gets run
  3. MP symptom -> two-node proof (master-side correctness says nothing about
     what a peer sees)
  4. visual symptom -> pixel proof (gotcha 23)
  5. coverage claims need the axis enumerated and measured (all gates, all
     chassis), because per-chassis behaviour lives in authored data
  6. an unexplained extra effect in a passing run means the run has not passed

MACHINERY -- the bench_common.sh contract (summarized, file = source of truth),
single-node and two-node skeletons (relay, ports, affinity, fire cadence,
GOTO_STOP standoff), process hygiene (stale-node taskkill first, never
double-background, teardown kill order, stale-exe tells), and log-reading rules
(capped diagnostics are not evidence of absence; alarm lines are not trends;
name the actor at every refusal; field logs have no gates set -- spawn-time
summaries ungated, per-frame traces gated).

Routed: Quick Lookup row, CLAUDE.md reasoning step 4, build-and-run parity
section, reconstruction-method Key Relationships.  checkctx CLEAN.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-02 09:17:01 -05:00
Joe DiPrimaandClaude Opus 5 5d6ded73f0 #110: cross-pod verified BOTH ways -- the cascade replicates, and peer fire alone drives it
Two two-node benches close the last stated gap ("no two-node run has watched a
peer's view of an arm death"), the second at the user's insistence on the REAL
field composition after the first used the self-damage scalpel:

1. mp_armchain.sh (scalpel): B self-destroys dz_rarm mid-fight.  A's screen
   receives the whole cascade -- [zone-repl] dz_rarm lvl 0->1 AND the cascaded
   dz_rgun lvl 0->1 -- plus the respawn reset coming back clean (1->0).  B's
   post-cascade AFC pushes turned out to be the RESPAWN RE-ARM, correct
   behavior, not a gate failure.  (Also confirmed: the self-damage harness
   dispatches a real Entity::TakeDamageMessage -- the identical path a peer's
   round takes, so the scalpel and the field share every line from the handler
   down.)

2. mp_armgrind.sh (the field composition): stand-off at 180, NO self-damage
   anywhere, A grinding B with real cross-pod fire for six minutes.  On B:
     * 25 incremental arm-zone hits from A's weapons via the cylinder tables
       (dz_rgun reached 1.0 from pure accumulation -- 15 cascades on rehits)
     * dz_rarm finished by B's OWN AFC bay cooking off (AmmoBinAFC100 BAY FIRE
       350, half into dz_rarm) -- itself lit by A's fire crits: peer-originated
       end to end
     * [cascade] zone 9 -> AFC100 + AmmoBinAFC100 + Condenser6 force-failed,
       fire gate refusals logged
   On A: [zone-repl] dz_rarm 0->1 and dz_rgun 0->1 -- the shooter SEES the arm
   and pod die.  B symmetrically received A's torso deaths.

Also: DamageZone::ReadUpdateRecord gets a change-only [zone-repl] diagnostic
(BT_MP_LOG) -- the probe that made the peer side measurable; mp_armgrind.sh
opens with the stale-node taskkill the other benches already had (a leftover
node from an aborted launch joined a later lobby as a third instance).

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-02 09:09:49 -05:00
Joe DiPrimaandClaude Opus 5 614849b4a6 #110 coverage: all 8 chassis + all 3 weapon-class gates verified through ZONE death
Answering "are you 100% positive this works for every weapon type" -- it was
not a yes when asked, and the gaps were closed with measurement rather than
assurance:

1. AUTHORED DATA, all eight chassis (zonesweep.sh; the [zone-armor] dump now
   carries the zone NAME):  every arm zone AND every missile-rack zone on every
   chassis authors descend=1 (ava/bhk/lok/mad/own/snd/thr/vul); every gun/rack
   zone lists 1-4 critical subsystems; doors are inert (0/0/0); bhk uniquely
   adds destroySibs=1 on its arm chain.  No chassis is missing the cascade
   authoring.

2. WEAPON-CLASS GATES, end to end through a ZONE death (not direct weapon
   destruction, which was #86's verification gap):
     ballistic  AFC100  (projweap gate1)  -- dz_rarm,    ava1   [prior commit]
     energy     PPC     (emitter gate)    -- dz_larm,    ava1   [prior commit]
     missile    NRK5_2  (projweap gate1)  -- dz_rmissle, own1   [this pass]
        [cascade] zone 12 -> NRK5_2 + AmmoBinNRK5_2 force-failed
        [ammo] NRK5_2 -> NoAmmo (gate1): destroyed=1
   All three fire-gate code paths are now exercised by the cascade.

3. One anomaly chased to ground rather than waved off: the Owens rack cascade
   also killed Avionics/HUD/Searchlight/ThermalSight -- zone 15 dz_searchlight,
   an authored CHILD SEGMENT of the missile rack (the sensor mast sits on the
   shoulder pod).  Authored skeleton + authored descend flag, walked faithfully.

Remaining surface NOT bench-verified, stated plainly: cross-pod -- the cascade
is master-authoritative (crit plugs bind on masters only) and the resulting
alarm states ride the existing weapon update records, but no two-node run has
watched a peer's view of an arm death.  The field re-test (Lynx/Conn Man's own
audit, in MP) covers exactly that.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-02 08:43:33 -05:00
Joe DiPrimaandClaude Opus 5 06adaee523 #110: the zone destruction cascade is LIVE -- an arm now takes its gun pod with it
Lynx: "You can destroy an upper arm, and the gun pod is intact and can still
fire."  Conn Man's audit: three chassis, both arms, reproducible.  And the user
is right that this family was claimed fixed before: #86 gated fire on the
WEAPON's own destruction and was verified by destroying the weapon directly
(BT_KILL_SUBSYS) -- the field scenario was the ARM ZONE dying with the weapon
subsystem healthy, which that bench never reproduced.  Oracle's 693-night "I can
still fire destroyed energy weapons" was almost certainly this mechanism.

ROOT CAUSE -- a silent stub.  Mech__DamageZone::RecurseSegmentTable @0049cad4
was transcribed faithfully... against three local shim types whose iterators
unconditionally return NULL:
    struct SegmentIterator { DZRef *Next() { return 0; } };
    struct SegTableX       { SegmentRecord *operator[](int) { return 0; } };
The cascade fired on zone death (bench: 72 [cascade] lines), "descended", and
touched nothing.  Every line read correct; none of it did anything.

THE REAL WALK (decomp re-read, FUN_0049cad4): iterate the mech's segment table
(mech+0x300, vtbl+0x34 GetNth) to this zone's segment, then
    destroySiblingsOnDestruction (Wword 0x68): recurse every other zone on the
        SAME segment (seg+0xD0), setting graphic state 2 (Gone)
    descendOnDestruction (Wword 0x67): recurse every zone on every CHILD
        segment (seg+0xE8 -> child+0xD0) -- the arm takes the gun
The engine ALREADY HAS both structures: EntitySegment::damageZoneTable @0xD0 /
childIndexTable @0xE8 (TableOf is 0x18 -- byte-identical to the decomp offsets),
populated at stream time by JMOVER.cpp:373 [T0].  The stub was never necessary.
Implemented with the engine iterators via two new read accessors on
EntitySegment (SEGMENT.h); the binary's asymmetry is reproduced as-is (the
sibling loop checks graphic state != 1, the child loop does not; re-hits on a
1.0 zone re-run the cascade -- idempotent in effect).

VERIFIED (ava1, self-damage to one zone, autofire everything):
  dz_rarm -> [cascade] zone 9 -> zone 17; AFC100 + AmmoBinAFC100 + Condenser6
      ForceCriticalFailure'd; "[ammo] AFC100 -> NoAmmo (gate1): destroyed=1";
      torso LRM5/SRM2 keep firing (correct)
  dz_larm -> [cascade] zone 2 -> zone 6; PPC + Condenser4 force-failed;
      "[emitter] 'PPC' fire REFUSED (destroyed=1)" x4998 -- the emitter gate now
      logs refusals BY NAME (the FIRED line never named its weapon, which is how
      #86's verification gap survived)
  regression smoke: frame time 7.13/7.20ms, 0 asserts, 0 cascades in ordinary
      combat (they fire only on genuine zone deaths)

Authored data (now dumped under BT_DMG_LOG): descend=1 on exactly the four arm
zones (ava1: 2/6/9/17), destroySibs=0 everywhere -- so legs/torso behavior is
untouched by this change.

KB: combat-damage.md cascade section; reconstruction-gotchas #26 (the
silent-stub trap: a shim that returns EMPTY converts a reconstruction into
fiction that reads correct -- shims must Fail() loudly or log their emptiness).

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-02 08:26:53 -05:00
Joe DiPrimaandClaude Opus 5 da70bd58b2 #84: the replicant salvo now HOMES AT THE LIVE TARGET -- the stale-point double detonation is gone
Oracle (674): "missile appear to register hit explosions twice, once where
target was and again where the target is".  Rajel (693): "once where the mech
was when I fired and on the expected impact".

MECHANISM, measured on two nodes (BT_PROJ_LOG "DET at" now logs EVERY contact
detonation, including damage-0 rounds, which were invisible before): the
replicant salvo mirror pushed rounds with NO entity handle at the FROZEN
fire-time aim point, and the pool's contact test is proximity to p.targetPos --
so mirror rounds "contacted" the empty air where the target USED to be and
detonated there, on every peer, every salvo (45 salvos -> 234 frozen-point
air bursts in a 200s bench).  The true impact appears at the live position
(the shooter's own homing rounds on his node; the victim's damage reaction on
peers) -- two sites per salvo, exactly as reported.

THE BINARY'S MODEL (CLASSMAP, Missile flight-entity cluster): missiles are
ENTITIES with authoritative/GHOST Performance variants (Projectile
PTR_LAB_005129e8 / 005129f4) and their own WriteUpdateRecord (@4bef4c, slot 7)
-- peers ran ghost missiles updated from the wire and saw the TRUE trajectory.
One explosion, correct place, every node.  The frozen-point mirror is the port
infidelity (the entity Missile itself stays blocked by the documented 2007
Entity-base mismatch; mislanch.cpp:301).

FIX: the MissileLauncher update record now carries the locked target's EntityID
(salvoTargetID; EntityID::Null = point fire).  The mirror resolves it on the
receiving node via HostManager::GetEntityPointer (engine T0, an index-socket
Find -- NULL-safe on any ID), refuses non-mechs via BTIsRegisteredMech, and
pushes the mirror rounds WITH the handle -- they re-lead on the live local
replicant exactly as the master's own rounds do, and detonate at the true
position.  Guards: record-length gate (a short record from an older build has
no ID field -- its tail would be garbage and must not resolve) + Null check +
registered-mech check.

VERIFIED (two nodes, 200s, missile autofire both ways):
  * every record arrives len=52/52 with sane aims ([mlrec] diag)
  * 22/46 salvos resolve (tgtID=3:22 -> the victim's local master) and their
    mirror rounds home: the frozen-air DET population fell 234 -> 102, the
    live-homing population rose to 155/207 per node
  * the unresolved remainder is BENIGN and correct: EntityID::Null point fire
    plus hostID=-1 LOCAL entities -- i.e. the victim's WRECK, which autofire
    keeps shooting after the kill; a wreck does not move, so the frozen aim IS
    its true position
Downstream expectations: Ronin's smoke-screen (#114) should drop by ~the mirror
half, and the audio census (#32) loses the duplicate Static3DPatchSource
explosion sounds on peers -- both to be read from the next field logs.

Also in this commit: [projectile] DET diagnostic (every contact detonation with
position/damage/handle/aim), [mlrec] record-arrival diagnostic (len/recID/
subsys/counter/aim, capped 200), scratchpad/night9/mp_double.sh.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-02 02:29:58 -05:00
Joe DiPrimaandClaude Opus 5 3354db4bd1 #32: RETRACT the retention diagnosis; count what matters (steals + true drops); name the saturating class
The reopen said "the pool fills and never returns a source".  The 30s census in
the SAME field logs disproves it: free returns to ~227-230 between bursts and
reuses climbs ~20/s all session.  free=0 on the failure line is true by
DEFINITION at the instant of a failed acquire -- the third instance of the
counter-sampling trap (live=256-vs-6, then hsparm greps, now this), read off the
alarm line instead of the trend line.

WHAT THE LOGS ACTUALLY SHOW
  * The pool cycles; release-on-stop exists and works (the engine steal loop).
  * During firefights CONCURRENT demand exceeds 240 and the priority steal loop
    services each new sound by killing an old one -- continuously through
    combat (failures spread across every decile of every combat session).
  * Idle standing demand is ~13 sources.  My "each component holds its SourceSet
    to entity teardown, ~20-25 per mech" narrative was wrong.
  * The raw ACQUIRE FAILED line count (6.8k-19k per log) is NOISE: the steal
    loop retries after every failed attempt, so lines accumulate per EVENT and
    most events still play via a steal.  True drops were never counted.

CHANGES
  1. Census now carries steals= and drops= (drops = the steal loop ran dry and
     the sound NEVER played) plus a per-class drop histogram
     ("[audio] dropped by class: {class 1005 x4v: N} ...") -- all ungated, so
     the next field logs are decisive instead of suggestive.
  2. The ACQUIRE FAILED print is rate-limited to 1/30s and now names the
     requesting class + voice count.  19k-line log spam distorted this triage.
  3. BT_AUDIO_SOURCES=<n> now raises the POOL cap too (it previously raised the
     AL context budget while the pool stayed at 240, making the field
     experiment impossible to run).

MEASURED (9 mechs, missile autofire, 150s)
  * cap 240: peak 130 sources, 0 fails -- demand tracks SHOOTER count, not mech
    count; one shooter cannot saturate.  A 6-shooter lobby pins 240.
  * cap 48 (BT_AUDIO_SOURCES=64): saturation reproduced -- census
    steals=223 drops=455, histogram names the classes.
  * Dominant field requester (requested=4) = class 1005 Static3DPatchSource:
    world-placed effect sounds, i.e. EXPLOSIONS.  1001 DirectPatchSource x1v
    dominates drops at low cap; 1002 Dynamic3DPatchSource x3v present.

CONSEQUENCE FOR THE FIX ORDER: #84's stale-aim double detonation duplicates
exactly the saturating class on observer nodes.  Fix #84 FIRST, then re-read the
field census; only if it still saturates does the budget experiment
(BT_AUDIO_SOURCES with frame time measured) become the play.

KB: the wrong night-9 entry in open-questions.md replaced with the corrected
diagnosis; gotcha candidate noted -- an alarm-line counter is not a trend.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-02 01:42:10 -05:00
Joe DiPrimaandClaude Opus 5 202ebbf84a KB + tracker: night-9 playtest (build 4.11.693)
CONFIRMED FIXED and closed: #95 (missile salvo damage), #97 (leak gauge 3 levels),
#98 (loop-6 lamp), #99 (leak alarm audible).

#95 deserves a note: a tester reported "LRMs still doing 3.3 damage", but that is
the PER-MISSILE figure.  382 impacts across three 693 logs show the cluster being
delivered correctly -- LRM20 3.25 x burst 5..20 (total up to 65), LRM15 3.33 x
3..15, LRM10 3.50 x 2..10 -- and those burst ranges match the binary's
Random(n)+n/4 roll exactly.

#32 REOPENED.  The pooling change removed the alloc/free churn (the ~10% frame
time is real) but every 693 field log still shows
    ACQUIRE FAILED (requested=4 live=240 pooled=240 free=0 ...)
19,182 fails (Sauron) / 15,333 (Rajel) / 6,818 (Ronin), high-water 225 of 240,
starting ~1% into every session.  `free=0` is the diagnosis: sources are never
returned.  This is precisely the risk flagged when the fix landed -- retention,
not pool size.  Players called audio "fine" the same night; the log disagrees.

#84 still present, but the surviving explosion is a DIFFERENT mechanism from the
bundled one that was fixed: "where the mech was when I fired" is the stale
fire-time aim point already recorded as an open in rendering.md, i.e. an MP
visual, not the message-manager path.  Needs a two-node bench logging the
OBSERVER -- the earlier two-node run verified damage delivery but never the visual.

New: #108 ghost mech (peer never sees the death; shots still register, so it is a
visual/replication desync, the inverse of #94), #109 panic/eject, #110 arm
parent/child linkage (gun pod survives its mount -- three chassis, both arms;
parentArtifactZone exists but only drives LOD), #111 death warp bubble shown to
peers, #112 AFC shotgun spread (may be authentic Ultra-AFC burst), #113 LRM burn
duration, #114 missile smoke as a smoke screen, #115 hot box, #116 Standard-vs-
Expert heat gating, #117 per-chassis cockpit bounce.

⚠ A MEMBER OF THE ORIGINAL TEAM IS NOW TESTING -- "Ronin" (log user torak).  He
worked on the 1995 game and has played the pods recently.  Treat his pod
comparisons as primary evidence above reconstruction inference.  First two
contributions recorded in the KB: per-chassis cockpit bounce was deliberate, and
NARC likely shipped as data without an implementation.

⚠ Conn Man ran the OLD build (.674) for all seven of his sessions, so his reports
are not evidence about 693.  His arm-linkage audit is still valuable -- nothing in
693 touched that path.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-02 01:15:45 -05:00
Joe DiPrimaandClaude Opus 5 9623399ec4 gitignore: never commit player field logs (Steam IDs / machine names / usernames)
Field logs have been kept out by hand until now -- nothing enforced it, so a
stray 'git add -A' would have published player Steam IDs and machine names.
Ignore *.log/*.rar/*.zip under scratchpad/night*/ while leaving the bench
scripts in those directories committable, which is the existing convention.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-02 00:59:11 -05:00
Joe DiPrimaandClaude Opus 5 5a1a407ed1 pre-ship: resolve the new audio diagnostic gates ONCE instead of per frame
RunSequence and AudioIdleWatcher::Execute run per sequence per frame, so the
BT_ATTRBIND_LOG probes added while chasing #99 were calling getenv ~2700x/sec on
a 15-sequence mech.  Small, but this is the same path the source-pooling fix
(#32) just bought 10% of frame time in, and an unset diagnostic should cost
nothing.  Cached in function-static flags.

Pre-ship smoke (combat, 2 kills, a respawn, clean teardown):
  frame time 7.18 / 8.27 / 8.71 ms  -- matches the post-pooling 7.79ms baseline
  0 asserts, 0 access violations, 0 audio acquireFails

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-01 20:11:06 -05:00
Joe DiPrimaandClaude Opus 5 7c08e8bd03 #99: commit the missed audseq.h probe member (case-mismatched path in the previous commit)
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-01 20:04:14 -05:00
Joe DiPrimaandClaude Opus 5 5a425320b7 #92: map the direct-fire hit->zone path; the FOOT is pickable over only 3% of a mech's height
Oracle, night 7: "Unable to damage the foot panels on Loki via direct fire from
front or side.  Was able to damage on Thor."

FIRST, THE MECHANISM -- it is not what the issue assumed (missing collision
geometry).  A direct-fire hit gets its zone one of two ways, decided at
Mech::TakeDamageMessageHandler by `invalidDamageZone`:

  AIMED   (invalidDamageZone=0): the zone rides in on the message from the
          per-part aim pick, MechSegmentPick (#73, btl4vid.cpp).
  UNAIMED (invalidDamageZone=1): DamageLookupTable::ResolveHit runs the authored
          cylinder lottery -- impact HEIGHT picks a layer, ANGLE picks a pie
          slice, and a weighted random roll picks the zone from that slice.

Measured live, both paths are in use: the Thor logged 16 unaimed hits
(invalidZone=1 zone=-1 -> ResolveHit) alongside aimed ones carrying real zones.

THE FINDING.  MechSegmentPick is a BOUNDING-SPHERE test whose primary key is
SMALLEST RADIUS WINS -- a larger sphere can never beat a smaller one the ray also
grazes.  The leg spheres, dumped in world space and IDENTICAL on both chassis:

    knee  centre y=1.868  r=1.505     spans y 0.364 .. 3.373
    toe   centre y=0.302  r=1.689     spans y -1.387 .. 1.991

The toe sphere is BIGGER than the knee's and they overlap heavily, so the toe can
only win where the ray misses the knee sphere outright -- i.e. below y=0.364.
Against a reference height of 11.16 that is a 0.36-unit window, **3.3% of the
mech's height**, and it sits right on the ground.  Everywhere else a shot at the
foot is credited to the LEG.  That is the reported symptom.

This is a PORT ARTIFACT, not authentic: btl4vid.cpp's own comment concedes the
sphere test approximates "the per-part semantic the 1995 mesh intersection
produced".  Real mesh intersection has no such interference -- aiming at the foot
mesh hits the foot.

NOT EXPLAINED, and stated plainly: the per-CHASSIS asymmetry.  Loki and Thor have
identical leg spheres, identical foot geometry (LOK_LFOT.BGF and THR_LFOT.BGF are
both 3082 bytes with the same token layout), and identical foot layers in their
damage tables (only the upper/cockpit layers differ).  So nothing found here says
the Loki should behave differently from the Thor.  The bench could not settle it
because BT_AIM moves the drawn RETICLE, not the pick ray -- there is currently no
harness to aim the pick at a chosen height.  That harness is the next step.

Diagnostics added:
  [pickgeom]   one-shot dump of every pick sphere in WORLD space (zone, r, centre)
  [pickcand]   which spheres a ray actually threaded, their perpendicular d, and
               which won -- the probe that makes "smallest wins" visible
  [dmgtable]   the whole authored DamageLookupTable: layers, slices, zone weights
  [dmgresolve] per hit: localY, heightRef, layer, theta, resolved zone
  [cylgate]    invalidDamageZone / table pointer / incoming zone at the gate
(the last three under BT_DMGTABLE_LOG, the first two under BT_PICK_LOG)
plus scratchpad/night8/footpick.sh.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-01 19:47:30 -05:00
Joe DiPrimaandClaude Opus 5 8daac37e40 #99: VERIFY IN THE IMAGE -- the shared-alarm Stop is authentic; do not diverge
Answering "did you check the decomp or disassembly?" -- I had not.  I had checked
the authored data (BTL4.RES) and the MUNGA engine source and called it authentic
on source lineage alone.  Now verified in BTL4OPT.EXE:

  same sources compiled in : d:\tesla_bt\munga\AUDSEQ.CPP / AUDWTHR.CPP strings
  object factory           : @00466184  case 0x4b -> alloc 0x5C -> ctor @0043ccec
  vtable                   : 0x4ead48
  ReceiveControl           : @0043d3a4 -- switch on control IDs 1 / 2 / 9 / 12,
                             which is exactly our enum Start / Stop / Idle / Tempo
  Stop case                : @0043d3ca -> unconditional call StopSequence @0043d2d4
  StopSequence             : tests only its OWN isRunning (+0x28) then the Chase
                             loop -- NO refcount, NO awareness of other leak sources

Structurally identical to engine/MUNGA/AUDSEQ.cpp.  So the arcade behaved the same
way: with 19 subsystems sharing one alarm sequence, any one of them clearing its
leak silences the alarm while the others still leak.  AUTHENTIC -- do not "fix".

(The tempo bound check could not be used as an anchor: Verify() compiles out of the
retail build, so the AUDSEQ.CPP assert strings are present in .data but unreferenced
by code and invisible to the decomp export -- gotcha 21 again.  The object-factory
route via the numeric ClassID is what actually located the class.)

Recorded in context/gauges-hud.md with the full chain and the address table, so the
next person does not re-chase it or "fix" it.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-01 18:32:33 -05:00
Joe DiPrimaandClaude Opus 5 e058b6acb7 #99: trace the coolant-leak alarm end to end -- it IS implemented; found the real defect
Oracle: "alarm is not sounding despite an active leak" ... "was sounding,
resolved a leak, but there was another".

RETRACTION FIRST.  I previously told the user the coolant alarm was "genuinely
unbuilt -- there is no alarm implementation to starve".  That was wrong, and it
was asserted without checking.  The alarm is fully implemented and the entire
chain works.  Traced live, in order:

  Condenser6.ReportLeak (= HeatSink::coolantActive) changes 0 -> 1
    -> [watchpoll] CHANGE on that exact address
    -> [matchfire] val=1 -> ctl 1  (StartAudioControlID)
    -> [seqstart] the alarm AudioControlSequence, events=25 looped=1
    -> [seqsend] ctl 8/16 (select), 6/1 (volume), 1/0 (START), 2/0 (STOP), ...
       a three-part looping alarm: two chirps then an 8s sustained tone.

The authored design, read from BTL4.RES: 19 subsystems per mech each bind TWO
AudioLogicalTriggers to their ReportLeak flag -- match 1 -> Start, match 0 ->
Stop -- and ALL of them drive ONE shared alarm sequence.

SO WHY WAS IT SILENT IN .674?  Almost certainly the audio source pool, fixed
after that build in ad9dfad.  Every player log from .674 is saturated with
ACQUIRE FAILED (3k-6.5k lines each, starting ~10% in and never recovering); an
alarm that cannot acquire an OpenAL source is silent.  The bench here shows 0
acquire failures on the current build.  ⚠ NOT PROVEN: this bench has no audio
device (pool census reads live=0 pooled=0), so the control chain is verified but
final playback is not.  Field confirmation needed.

THE SECOND SYMPTOM IS A REAL, REPRODUCED DEFECT AND IT IS IN THE AUTHORED DATA.
All 19 subsystems -- Condenser1-6, GeneratorA-D, Myomers, PPC_1/2, ERMLaser_1-3,
SRM6_1/2, Avionics -- share the single alarm sequence, and EACH one's leak-clear
sends an UNCONDITIONAL Stop.  So the moment any one of them stops leaking the
alarm goes silent, even while others are still leaking.  That is exactly what was
reported.  Since both the authoring and the MUNGA watcher code are authentic,
this is 1995 behaviour, and changing it is a deliberate divergence -- flagged for
a fidelity call rather than "fixed" unilaterally.

Diagnostics added (all under the existing BT_ATTRBIND_LOG gate):
  [seqcfg]  extended: the sequence's authored event list
  [seqstart] extended: events / looped / tempo / divisionsPerBeat
  [seqrun]  RunSequence entry state (isRunning / iterator / current event)
  [seqwait] an event exists but is not yet ready, with the time delta
  [seqsend] the sequence actually emitting a control
  [idlewatch] which components receive the idle tick that advances sequences
  [hsparm] extended with &ReportLeak so audio bindings can be correlated
plus scratchpad/night8/leakaudio.sh.

NOTE ON THE PROBES, because it cost real time twice today: [seqrun] first used a
single shared static counter, which the busy sequences consumed so the alarm
sequence never printed -- reading as "RunSequence is never called".  It is now
throttled PER SEQUENCE (runProbeCount).  A capped diagnostic that is silent is
not evidence of absence; the same trap produced a false "seqsend x0" and a false
"the trigger never fires" earlier in this investigation.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-01 18:07:40 -05:00
Joe DiPrimaandClaude Opus 5 e6103d02b2 #97: leak gauge reaches all THREE levels -- the normalisation was dropped with an x87 expression
Players: "you can get up to three traingles which drains really quickly" ...
"only seeing one level (lowest) right now" (Oracle), corroborated by Draco
("3 triple delta being the top level").

The display was never the problem: BitMapInverseWipe is already built with
frames=3 and stacks three segments at two levels each (0..6).  The LEVEL
computation was wrong.

Our Execute rounded the raw leak rate:
    level = round(value)
The binary's @004c5d08 does NOT.  Ghidra renders the round as a bare
`FUN_004dcd94()` because it drops the x87 expression feeding __ftol -- exactly
KB gotcha 19, which we already had written down.  The real prologue, disassembled:

    fild  dword ptr [ebp-0x14]    ; ST0 = (float)fullWidth   (frames*2 = 6)
    fmul  dword ptr [ebx+0xb4]    ; ST0 *= value             (CoolantMassLeakRate)
    fdiv  dword ptr [ebx+0xb0]    ; ST0 /= third             (full-scale divisor)
    call  0x4dcd94                ; level = round(ST0)

i.e. level = round(fullWidth * leakRate / fullScale).

Without the normalisation the gauge rounded a value that never exceeds ~1.0
(coolantDraw = zoneDamage * heatLoad, and heatLoad is clamp(0.002*T, 0, 1) --
constants re-verified from the image, including the 80-bit extended 0.002).  So
level could only ever be 0, or 1 via the >0.0025 floor: ONE triangle, always, no
matter how bad the leak.  Three of the six condensers being mis-lamped (#98) hid
how systematic this was.

Also corrected on the way:
  * `third` was declared int but the binary FDIVs it -- it is a float.  The two
    call sites passed *(int *)(subsystem+0x150), i.e. the BIT PATTERN of a float
    read from a RAW OFFSET into our own layout (the databinding trap): at +0x150
    our layout has filterDecay, not the binary's field.  Now resolved through a
    complete-type bridge, BTHeatSinkLeakFullScale.
  * filterDecay was initialised 0.4f; @004b8fec writes 0.15f (param_1[0x54] =
    0x3e19999a).  It is written-once-never-read elsewhere in the port, so the
    correction is behaviourally safe and it IS the gauge's full scale.

Verified live: Condenser6 at 10% zone damage -> draw 0.0358 -> level 1 (one
triangle); the same formula reaches all three at heavier damage, and the mapping
spans draw 0.0026 (half of one) to 0.15 (three full).

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-01 13:54:13 -05:00
Joe DiPrimaandClaude Opus 5 ee079083a3 #96: FIX -- normalise the myomer kinetic heat term to a reference frame rate
The previous commit only instrumented.  This is the behavioural change.

The binary's drive-heat integrator (FUN_004b8d18) multiplies its climb and accel
terms by the time slice but NOT the kinetic one:

    heat += ratio^2 * (1+dmg) * [ (1-accEff)*|vy|*m*g*dt
                                + (1-velEff)*(0.5*m*|v|^2)     <-- no dt
                                + (1-accEff)*|v|*|a|*m*dt ]

A per-TICK energy is a constant on a fixed-frame 1995 machine and a variable on a
modern PC: heat/second scales with frame rate, so two players on different
hardware -- or one player in a heavy scene versus an empty one -- get different
heat from identical throttle.  That is a defect independent of what the pod's
rate actually was.

The kinetic term is now multiplied by (dt * kPodFrameHz), which is exactly 1.0
when dt == 1/30 and makes the result machine-independent.  This is the one
deliberate divergence from a verbatim transcription of @004b8d18, and it is
marked as such in the source.

Measured, Owens at seek 4 flat out:
    before   crossed degradeT(1000) at ~27s, peaked 1213, settled ~710
    after    peak 1007, settled ~525
i.e. roughly halved at our measured ~59Hz, which is the direction the players
asked for ("too much IMO", "def need to tone down the myomer heat some").

⚠ CALIBRATION IS NOT PROVEN.  30Hz is the i860 BOARD frame ([T1],
rendering.md:177); the HOST simulation rate is not separately established, and no
fixed-timestep constant exists in the image (searched 1/15..1/60 and 30/60 Hz --
the arcade computed dt from a clock, as we do).  So the reference rate is the
best-documented value, not a proven one.  BT_MYO_HZ overrides it with no rebuild
so it can be calibrated by feel.

Precedent for the bug class, already logged in the KB: "trail density is
frame-rate-dependent (2/frame @60fps = 2x pod density)" (rendering.md:222).

NOT settled: whether the per-chassis ordering matches player memory (a Thor
sustaining seek 4 where a light chicken-walker cannot).  Post-fix benches put the
Thor HOTTER (crosses at 40s vs the Owens at 47s), but those runs are BT_GOTO
path-driven and the acceleration term is large and path-dependent, so they are
too noisy to conclude from.  The cooling data being identical across chassis IS
solid (measured, previous commit).

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-01 13:34:44 -05:00
Joe DiPrimaandClaude Opus 5 9dd7d48b41 #96: instrument the myomer heat model -- per-mech profile CONFIRMED, overheat cause LOCATED
Two player claims, both now answered from the decomp + measurement rather than
inference.

THE EQUATION (FUN_004b8d18, constants read from the image: _DAT_004b8ee4=0.5,
_DAT_004b8ee8=0.0 (the fabs), _DAT_004b8eec=1.0):

  heat += ratio^2 * (1+damageLevel) *
          [ (1-accEff)*|vy|*m*g*dt        climb   POWER
          + (1-velEff)*(0.5*m*|v|^2)      kinetic ENERGY -- NO dt
          + (1-accEff)*|v|*|a|*m*dt ]     accel   POWER

Our implementation already reproduces this verbatim, dt-less term included.

CLAIM 1 -- "each mech has a unique heating profile".  TRUE, and working, but NOT
by the mechanism the player described.  Measured across thr1/own1/mad1/vul1:
  * the myomer record is IDENTICAL on every chassis
    (velEff 0.995, accEff 0.8, gears 3000/5000/7000/9999, rec 2,
     degradeT 1000, failT 2000, thermalMass 250000)
  * the heat-family COUNT is identical too -- 6 Condensers, 1 HeatSinkBank,
    1 Reservoir, 4 Generators on all four
  * every cooling parameter is byte-identical Thor vs Owens (condenser
    conductance 315000 / mass 420000, bank 231000 / 1.39e6, reservoir
    190000 / 3.42e6)
So there is NO authored per-chassis cooling variation.  The profile emerges from
the equation instead: heat ~ m*v^2, and light mechs are faster.  Measured at
seek 4, flat out:
    thr1  mass 70000  |v| 11.34  kinetic/tick 49026
    own1  mass 35000  |v| 17.22  kinetic/tick 57350
The Owens is HALF the mass and generates 17% MORE drive heat, because v^2 beats
m.  That reproduces the player's OUTCOME (a Thor sustains seek 4, a light
chicken-walker cannot) via speed, not heatsink count.

CLAIM 2 -- "it runs too hot".  The kinetic term carries NO dt: it adds an ENERGY
every TICK, so its contribution per SECOND scales with the tick rate.  Measured
dt here is ~0.017 (~59Hz) and variable.  The other two terms are power terms and
are rate-independent.  On flat ground the climb term is additionally dead --
gravity reads 0 (the carried "environment gravity unwired" open), so hills do not
heat at all right now.
NOT yet established: the 1995 tick rate the dt-less term was calibrated against.
Until that is pinned the OVERHEAT FACTOR is unquantified -- flagged, not guessed.

Adds three diagnostics, all under BT_MYO_LOG:
  [myoheat] now splits climb/kinetic/accel + dt + the kinetic share
  [myoparm] one line per myomer: efficiencies, gears, thermal thresholds
  [hsparm]  one line per heat subsystem: conductance + thermal mass
and three benches (myoheat/myoparm/myocmp) that produced the tables above.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-01 13:14:55 -05:00
Joe DiPrimaandClaude Opus 5 56f15b569a #98: prove the lamp fix -- table pinned to the image, three condensers verified live
Follows the request to prove the whole fix rather than the one case I had.

1. TABLE, all indices: scratchpad/night8/lamptable_check.py asserts the
   reconstructed arrays against BTL4OPT.EXE and exits nonzero on drift.
       kBTCondenserLamp @0051d058  MATCH  07 2F 2E 2D 2B 2A 29
       kBTPlacementLamp @0051d070  MATCH  29 1A 1B 1C 1D
       kFixed (FUN_004cc148 switch) MATCH  2F 2E 2D 2C 2B 2A
   This covers condensers 2/3/5 without hunting zones for them: there is no
   per-index code path, only the array contents, and those are now pinned.

2. LOOKUP PATH, live: condensers 1, 4 and 6 resolve 0x2F, 0x2B and 0x29 --
   exactly the table.  Condenser 4 is the meaningful control: my reverted "fix"
   would have given 0x2C.  Myomers (eng-page path, 0x25/0x21) and SRM6_1 (quad
   button, 0xd) still annunciate, so other subsystem classes are unregressed.

3. GUARD: condenserNumber is parsed from the name's trailing digit
   (NameTrailingNumber, mirroring the binary's atoi), and every condenser in
   BTL4.RES is Condenser1..Condenser6 -- no Condenser0, no bare name.  So the
   1..6 guard covers every shipped case and slot 0 (0x7) is unreachable.  This
   was the real risk in changing `n >= 0` to `n >= 1`; it is closed.

4. PIXELS: leaklamp_pixel.{sh,py} capture a leaking run and an undamaged control
   run from the cockpit and difference their per-pixel temporal variance.  The
   leak is visibly real -- the COOLANT reservoir drains on screen (S 331->330
   while the control sits at 329).

⚠ WHAT THE PIXELS DID NOT SETTLE, and it is not a testing gap.  Lamp 0x29 is
ALSO kBTPlacementLamp[0]: DAT_0051d058[6] and DAT_0051d070[0] are the SAME int32
-- the two tables abut.  So condenser 6's lamp may not be its own loop button at
all, and slot 6 may be an overrun in the BINARY too (its read is unchecked).
Reproducing it is the faithful choice either way, and we now do exactly what the
binary computes -- but whether a pilot sees loop 6's own button light is a
question only someone who played the original can answer.  Asked on the issue.

CORRECTION: 0b98370 claimed @0051d058 "holds gauge-type name strings, so the
provenance is questionable".  That was MY bug -- a PE section-header field-order
mistake (unpacking VirtualSize/VirtualAddress/SizeOfRawData/PointerToRawData
then destructuring in a different order).  The original reconstruction's
provenance was accurate.  The checker in (1) uses the corrected reader.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-01 12:26:47 -05:00
Joe DiPrimaandClaude Opus 5 c50236a5e6 bench: shorten the leak-lamp run; verified condensers 1/4/6 resolve 0x2F/0x2B/0x29 (the binary's table), plus Myomers + SRM6 eng/quad lamps unregressed
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-01 11:41:26 -05:00
Joe DiPrimaandClaude Opus 5 0b983703a4 #98: CORRECTION -- restore the byte-verified condenser lamp table; my previous mapping was a guess and was wrong
0254d9e re-mapped condensers onto the coolingLoop1..6 lamps on the reasoning
that "six condensers <-> six loops" and that the table's missing 0x2C was a
transcription slip.  It was not.  Read the decomp -- which was exported the whole
time and which I should have read BEFORE touching the table:

    FUN_004cc264(sub) { return *(int *)(&DAT_0051d058 + sub[0x1d4] * 4); }

indexed by condenserNumber, no bounds check.  And the bytes at 0051d058 are:

    07 00 00 00  2F 00 00 00  2E 00 00 00  2D 00 00 00
    2B 00 00 00  2A 00 00 00  29 00 00 00  1A 00 00 00

So the ORIGINAL table was byte-accurate: the binary really does skip 0x2C.  The
condenser lamps (2F 2E 2D 2B 2A 29) are a DIFFERENT set from the coolingLoop
lamps of FUN_004cc148 (2F 2E 2D 2C 2B 2A) -- overlapping but distinct.  My
"fix" therefore mis-mapped condensers 4, 5 AND 6, replacing a correct mapping
with a plausible-looking wrong one.

What IS a real port defect, and all that should have changed: the bounds check.
`n >= 0 && n < 6` is a 0-based bound on a 1-based index (live: 'Condenser6'
reports 6), so condenser 6 was rejected and annunciated NOTHING, where the
binary resolves it to 0x29.  The table is now 7 slots ending in 0x29 and the
guard admits 1..6 -- kept rather than dropped, so a stray authored number cannot
walk off the end into the adjacent per-placement table the way the binary's
unchecked read would.

Verified: Condenser6 leak -> [galarm] condition 2 -> lamp 0x29 FLASH, which is
what the binary computes for it.

Lesson, and it is the third time this week: I had a live-reproduced symptom and
inferred the cause from internal consistency instead of reading the available
decomp.  The symptom was real; the explanation was invented.  Gotcha 24 covers
over-generalising a verified fact -- this is its sibling: inventing a fact to
explain a verified symptom.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-01 11:23:24 -05:00
Joe DiPrimaandClaude Opus 5 0254d9ef34 #98: leaking condensers now flash the RIGHT button -- half of them flashed the wrong one, one flashed nothing
Field reports were all "intermittent": "the display buttons aren't always
flashing or lighting up on leaking components" (Oracle), "I'm getting leaks but
no indicators" (Lynx), "I am getting indicators sometimes" (Sauron).  It is not
intermittent -- it is per-condenser, and three of the six were wrong.

condenserNumber is 1-BASED (verified live: 'Condenser6' reports 6), which the
lamp table's own comment stated.  The guard was `n >= 0 && n < 6` -- a 0-based
bound -- and the table it indexed was missing 0x2C:

    condenser 1..3  -> 0x2F 0x2E 0x2D    correct
    condenser 4     -> 0x2B              WRONG (loop 5's button)
    condenser 5     -> 0x2A              WRONG (loop 6's button)
    condenser 6     -> rejected          NOTHING flashes

So a leak in loop 6 annunciated nowhere, loops 4-5 lit a neighbour's button, and
loops 1-3 were fine -- which from the cockpit reads exactly as "sometimes".

Condenser N drives cooling-loop N, whose six lamps are the same ones the
coolingLoop1..6 codes already resolve through, so the fix routes condensers
through that verified map (BTFixedLampOf(N-1)) and retires the duplicate,
partly-wrong table rather than patching it.

⚠ PROVENANCE: the retired table cited @0051d058 as byte-verified.  That address
holds gauge-type NAME STRINGS, not lamp ids, and a byte search for the six loop
ids as consecutive int32 finds nothing -- so neither the old table nor the new
mapping is byte-verified.  The correction rests on three checkable things: the
1-based numbering (live), the guard contradicting its own documented indexing,
and six condensers mapping onto the six cooling-loop lamps of the verified fixed
map.  [T2 -- behaviour verified, not byte-grounded.]

Also adds the missing diagnostic on the silent path: an alarm item that matched
its condition but resolved no lamp now names the subsystem and why, instead of
returning quietly.  That is what found this, and it immediately surfaced a
SECOND gap for someone to pick up: a destroyed HeatSink (condition 0) resolves
no lamp either, because it is neither Condenser nor Generator nor a
PoweredSubsystem with an aux screen.

Verified (scratchpad/night8/leaklamp.sh, BT_LAMP_LOG):
  before  [galarm] condition 2 ... sub 'Condenser6' -> NO LAMP RESOLVED
  after   [galarm] condition 2 ... -> lamp 0x2a FLASH

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-01 11:12:46 -05:00
Joe DiPrimaandClaude Opus 5 bb7a6abe70 #32: correct the stale "no field complaints since" note + record the frame-time A/B
Found while checking whether a player had reported this before: the code already
carried a prior analysis of this exact error which deliberately decided NOT to
act on it, concluding the 2026-07-23 atomic-delete fix (a999e5c) had settled it
with "no field complaints since", and that the remaining exhaustion was
transient and likely sub-perceptual.

That claim did not hold, and the note was still sitting there to mislead the next
reader.  All five 4.11.674 player logs are saturated: 3031/4657/5245/6275/6571
failures, first one ~10% into a match, still failing at 97%.

The prior note's core reasoning was about raising the source BUDGET -- more
voices mixing = more CPU during heavy combat -- and it is sound; BT_AUDIO_SOURCES
stays opt-in and unset.  But it does not apply to pooling, which changes no
budget: idle pooled sources are stopped and detached and cost nothing to mix.
The note asks whoever touches this to measure frame time, so I did, same bench
both ways:

    pre-fix   8.672 ms weighted avg over  9390 frames
    post-fix  7.794 ms weighted avg over 10047 frames

Removing ~20k alGenSources/alDeleteSources driver calls per match is a net CPU
WIN, not a cost.  Single run each, so indicative rather than definitive, but it
points the opposite way from the concern.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-01 10:42:12 -05:00
Joe DiPrimaandClaude Opus 5 ad9dfade88 #32: POOL the OpenAL sources instead of creating and destroying one per sound
Every 4.11.674 player log is saturated with acquisition failures -- 3031, 4657,
5245, 6275, 6571 across five machines.  In Lynx's largest session the first
failure lands 9.3% in and they continue to 96.8%: once it starts it never
recovers for the rest of the match.

CAUSE: RequestAudioChannels called alGenSources() per sound event and
ReleaseSourceSet called alDeleteSources() on release -- create and destroy per
sound.  OpenAL sources are a scarce driver resource (OpenAL Soft caps a context
at 256) and a combat burst churned straight through the ceiling.

The two counters looked contradictory and were the tell: ACQUIRE FAILED always
printed live=256 while the 30s census printed live=6.  Same global, sampled at
different moments -- sources spike to the cap during a burst and drain back
between them.  Churn, not a steady leak.

FIX: generate sources once, up to a cap, and recycle them through a free list.
Release scrubs and parks instead of deleting.  Steady-state play performs no AL
allocation at all.

The scrub is load-bearing, not hygiene: a recycled source carries whatever the
previous owner set, and the engine sets AL_LOOPING per sound
(L4AUDLVL.cpp:327).  Hand a looping source to a one-shot and it plays forever --
which is the "sound stuck looping" family (#51, #5).  Every reusable property is
reset at the single point where a source changes owner.

VERIFIED (scratchpad/night8/audiopool.sh + the two-node mp_burst.sh):
  solo, sustained fire  : 0 failures, pooled 152, reuses 21998
  two nodes, 4 min      : 0 failures on both, pooled 148/149, reuses ~7000 each
⚠ HONEST LIMIT: the bench does NOT reproduce the field failure -- the PRE-fix
binary also scores 0 on it (peak 49 live), because solo/2-node combat is not
dense enough to reach 256.  So this verifies the pool works and allocates
nothing in steady state; it does NOT by itself prove the field failures are
gone.  The five field logs remain the "before".

Peak demand is set by how many audio COMPONENTS are alive (each reserves a
SourceSet of up to 25 voices and holds them), not by audible sounds: measured
high-water 138 solo, 149 two-node.  That scales with player count, so the cap is
set near the driver ceiling (240) and the pool now logs its high-water mark once
per 25-source band -- so the next playtest sizes this from field data instead of
a guess.  Growth also self-limits: if a driver offers fewer sources than the cap,
alGenSources simply fails, growth stops, and the pool recycles what it has.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-01 10:29:04 -05:00
Joe DiPrimaandClaude Opus 5 3a22c334ac bench: two-node CROSS-POD damage verification for the #95 burst change
Projectile damage now Dispatches directly at the victim instead of going through
the shooter's SubsystemMessageManager, so cross-pod delivery had to be proven on
real nodes rather than assumed.

RESULT: cross-pod delivery intact, and the cluster count survives the wire.
Node A fired 38 missile rounds with bursts {1:5,2:6,3:6,4:7,5:7,6:7}; node B
received exactly the matching zone applications {2:12,3:18,4:28,5:35,6:42} --
i.e. rounds x burst, per burst band, exact.  135 of B's 142 explosive
applications carried burst > 1 (the manager path used to drop it to 1).
Energy stayed at burst 1 on both nodes; no crash on either.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-01 05:28:45 -05:00
Joe DiPrimaandClaude Opus 5 c23d06cbb5 KB: correct the burstCount claim -- it is honoured by the CALLER, not cosmetic
The KB asserted as [T1] that "burstCount is cosmetic for zone damage".  Half of
that is byte-verified (DamageZone::TakeDamage @0041e4e0 really does ignore it);
the other half was an inference that inherited the [T1] tag and then justified
task #62's salvo-lead design -- which silently divided every missile salvo by its
missile count (gitea #95).

Corrected in both places it appeared (combat-damage.md:334 and :884): the CALLER,
Mech::TakeDamageMessageHandler @0x4a0423-0x4a04d8, applies TakeDamage burstCount
times and re-rolls the struck zone per burst.  burstCount = number of
applications; load-bearing for missile cluster count, splash falloff and the gyro
bounce.  Also records that the arcade Missile dispatches DIRECTLY at the victim
rather than through the message manager (whose consolidation drops burstCount).

New gotcha 24: a verified fact, over-generalised, becomes a wrong design premise.
Detection smell -- a "cosmetic/unused" claim about a field other code still
computes carefully.  Nobody spends instructions randomising a decorative value.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-01 04:43:34 -05:00
Joe DiPrimaandClaude Opus 5 3b7c19c232 #95: REVERT the salvo-damage hack; deliver the cluster the way the binary does
Supersedes the mislanch change in efc3e9f, which multiplied the lead round by
missileCount.  That produced roughly the right average total but as ONE lump on
ONE zone, with no scatter and no variance -- not what the arcade does.

WHAT THE BINARY DOES (all byte-verified):
  * MissileLauncher ctor @004bcff0:  burstCount = missileCount;
                                     damageAmount /= missileCount
  * FireWeapon @004bcc60 spawns exactly ONE Missile -- no loop, missileCount is
    never read there.  The salvo IS one cluster round.
  * Missile::Perform rolls how many of the cluster connect right before it
    dispatches (part_013.c:10082):  b = Random(n) + n/4, clamped to n
    -- i.e. between a quarter of the salvo and all of it.
  * It then dispatches DIRECTLY at the struck entity (FUN_004be078:
    param_2->Dispatch(&msg)) -- NOT through the shooter's message manager.
  * Mech::TakeDamageMessageHandler @0x4a0439-0x4a04d8 applies the hit
    burstCount times, RE-ROLLING the struck zone per burst.

Our handler already implements that loop faithfully (mech.cpp, task #80) -- I
wrongly believed it was missing, because the KB asserts as [T1] that "burstCount
is cosmetic for zone damage".  That is half right: DamageZone::TakeDamage really
does ignore burstCount (verified @0041e4e0), but the HANDLER honours it by
calling that function repeatedly.  KB corrected separately.

The actual defect was that the projectile impact path hardcoded burstCount = 1,
and -- worse -- routed damage through the SubsystemMessageManager, whose
consolidation rebuilds the record from a stream carrying only {damageType,
damageAmount, subsystemID}.  DamageInformation has no burstCount field, so the
cluster count was DROPPED in transit no matter what the round carried.

So: dispatch projectile damage directly, as the binary does, carrying the rolled
burst.  This also retires the #84 double explosion architecturally -- the second
blast came from the manager's bundled explosion, and projectiles no longer go
through the manager at all.  The MarkRoundDetonated suppression added in efc3e9f
is therefore dead and is removed.

ALL-WEAPON-CLASS AUDIT (scratchpad/night8/allweap.{sh,py}), one run, all classes
firing at once:
  EXPLOSIVE (missile)  38 zone applications, bursts spread 1x2,2x6,3x9,4x4,5x5,
                       6x12 across ELEVEN zones -- the [n/4..n] roll plus the
                       per-burst zone re-roll, i.e. the cluster scattering
  ENERGY    (beam)      8 applications, burst 1  -- unchanged, no regression
  type4                 8 applications, burst 1  -- unchanged
  COLLISION             0 applications reached armour -- divert intact
Explosions: 10 projectile impacts produce no bundled blast; direct-fire still
queues its own (11 made).

NOT yet verified: cross-pod delivery.  Dispatch reroutes to a replicant on its
own (and the binary relies on exactly that), but the manager routing is gone, so
MP damage should get a two-node run before this ships.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-01 04:42:15 -05:00
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
Joe DiPrimaandClaude Opus 5 839b040619 KB: night-8 playtest intelligence (build 4.11.674)
Player testimony worth keeping out of the issue tracker alone:

* SENSOR PANEL model, from VGL Lynx -- the last major system without one.
  Sensor damage flickers the HUD (corroborated by period footage), degrades
  radar/map, affects the searchlight, and possibly the hot box.  Gitea #105.
* COOLANT LEAK severity is a THREE-level display (1/2/3 triangles + alarm);
  we only ever produce the lowest.  Our leak rate is a continuous scalar, so
  either the banding is missing or the magnitude never leaves the bottom band.
* MYOMER heat calibration is CHASSIS-RELATIVE: a Thor sustains seek 4
  indefinitely, a chicken-walker cooks in under a minute.  That spread is the
  acceptance test -- a uniform "too hot" indicts the drive-heat coefficient
  rather than the sink capacities.
* RAM damage: the binary's internal-only collision divert MATCHES what players
  observe (gyro/myomer damage, coolant leak, NO armor damage, grinding inert).
  May be working as intended; awaiting a player ruling.  Gitea #103.
* MP stability: 5-player match, no stalls or lag spikes -- bounds how often the
  carried cross-fire-stall / silent-node-crash opens occur.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-31 23:09:56 -05:00
Joe DiPrima 137c151951 #87: mech armour PANELS now darken with damage -- the .DZM material system was loaded and unused
Players: "the actual enemy mech in external view is not showing darkened armor
panels".  We swapped destroyed LIMB meshes but never darkened a panel.

The 1995 game darkens armour through the MATERIALS.  MakeMechRenderables
(FUN_004cef28) built, per (damage zone, material), a watcher
FUN_004573e4(material, &zone->damageLevel, 0.1f) that snapshotted the materials
2026-07-31 19:52:55 -05:00
Joe DiPrimaandClaude Fable 5 5410371b0c #86: destroyed weapons can no longer fire -- the fire gates read a
never-written cell (the split-cell gotcha)

Both weapon fire gates (ProjectileWeapon gate 1 @4bbd36, Emitter
hard-failure @4baab9) test the binary's subsystem+0x40 for Destroyed(1).
In the 1995 layout that offset sits INSIDE the embedded status alarm
(statusAlarm@0x2C + level@+0x14 = 0x40) -- ONE cell, written by
ForceCriticalFailure when a zone's crit cascade kills the subsystem.  The
port models the same address as TWO members: the AlarmIndicator AND a
plain int simulationState@0x40.  Every destruction path writes the ALARM
(so the MFD draws its X correctly) while the gates read the plain int,
which nothing ever writes -- so a weapon on a blown-off arm showed
destroyed on every panel and kept firing and scoring, locally and on
peers (night-7: all three testers, screenshots of a missile leaving a
destroyed pod).

The tell had been sitting in our own logs for weeks:
  [ammo] SRM6_1 -> NoAmmo (gate1): destroyed=0 ...
on a mech whose launcher was X'd out.

Fix: both gates now read statusAlarm.GetLevel()==1 as well as the int.
Also added: the crit-cascade log names the destroyed subsystem, a
BT_SELF_DAMAGE_ZONE=dz_* named-zone bench mode, and BT_KILL_SUBSYS=<name>
(force ForceCriticalFailure on one named subsystem -- the exact call the
zone cascade makes, so a bench can ask 'the panel says dead, does it
still shoot?' without hunting for the zone that carries a given weapon).

Verified A/B in ONE run: before the kill both SRM6 launchers fired 2
salvos each; after, the destroyed launcher fired ZERO (gate log
destroyed=1) while its twin kept firing normally.

KB: new gotcha #22 (the SPLIT CELL -- one binary offset, two port
members, only one written; sibling of #1) + combat-damage entry.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_019Zh7PTkFy4KwTzVighLR9J
2026-07-31 12:11:09 -05:00
Joe DiPrimaandClaude Fable 5 62fc8409b6 seek-4 verification harness (BT_FORCE_SEEK) + the full supercharge/overheat
arc measured live

BT_FORCE_SEEK=<idx> pins the seek gear in MyomersSimulation (env-gated
bench; the eng-page toggle stays the authentic path) -- the supercharge
loop was unreachable on a headless rig.

Measured (Black Hawk, WALLTEST, full autodrive at gear 4):
- cold: drive=1.42843 (exactly 0.9999/0.7), demand 87.85, actual run
  speed 53.7 u/s = 193 kph -- SUPERCHARGE (Oracle's pod figure: 182 for
  a 75-tonner; the 60t Black Hawk runs faster);
- heat at ratio^2 = 2.04: myomer T 531 -> 1765 (deep past the 1000
  degradation line);
- heatFactor governor: drive 1.43 -> 1.10 -> 0.62 (the supercharged mech
  slows BELOW normal while cooked), coolant pulls T back (1765 -> 740),
  drive recovers to ~0.77, oscillates -- the mech self-settles into a
  thermally-limited cruise: 'top speed for less than a minute' exactly;
- the hard freeze (drive -> 0: demand AND turn zeroed) is the same code
  path past failure temp, reachable when the coolant loop is compromised.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_019Zh7PTkFy4KwTzVighLR9J
2026-07-31 11:00:31 -05:00
Joe DiPrimaandClaude Fable 5 905a4a86c0 RETRACTION + FIX: the myomer seek->speed coupling IS in the 4.10 binary --
restored byte-grounded; the morning's removal was export-gap blindness

Player testimony (Oracle, pod veteran: seek-4 humanoid = 182 kph -- the
manual's printed Super Charged figure; overheat = 'freezing up') forced a
re-audit of the morning's 'no dynamic myomer->speed feed' verdict.  The
verdict was WRONG: a raw-image capstone sweep for FPU reads of [reg+0x31C]
found the consumer inside the UN-EXPORTED master-perf region -- the same
decomp gap that hid the #93 crash block.  Decoded @0x4a9cf2-0x4a9da4 [T1]:

  per frame: MAX speedEffect@0x31C over the myomer chain (+0x7AC)
             -> mech+0x79C
             mapper->speedDemand@0x128 *= it        (the SPEED coupling)
             if |drive| <= 1e-4 (@0x4ab16c):
                 mapper->turnDemand@0x12C = 0       (the FREEZE)

Everything the manual + the veterans describe emerges: gear 4 rides
speedEffect ~1.43 into the RegisterMaxOutput gait cap (base x 1.4284 --
the two mechanisms interlock: 61.5 x 1.43 = 87.9 vs cap 87.8 measured) =
SUPERCHARGE; myomer heatFactor degradation slows you; overheat freezes
speed AND turn; damage slows (speedEffect carries 1-damage -- #75's
original premise was RIGHT and its 'falsified' close was wrong).

Restored in mechmppr.cpp, byte-grounded and better than the pre-removal
draft: MAX over the chain (was first-found), NO 1.0 clamp (the old clamp
ate the overdrive), turn-freeze included.  BTMyomersSpeedEffectOf
(unclamped) replaces the deleted BTMyomersDriveOf.

Verified live: healthy drive=1.0 (no speed change), collision-rattled
myomers drive 0.999 -> 0.892 -> 0.742 with demand scaling in lockstep
(61.5 -> 54.9 -> 45.7).

KB corrected in place (subsystems WAVE 6, pod-hardware manual audit
retraction, open-questions resolved) + NEW GOTCHA #21: export-gap
blindness -- 'no callers in the decomp' is not 'no callers in the
binary'; sweep the raw image for the operand pattern before declaring a
data path dead, and when a primary source disagrees with your decomp
sweep, suspect your evidence first.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_019Zh7PTkFy4KwTzVighLR9J
2026-07-31 10:54:11 -05:00
Joe DiPrimaandClaude Fable 5 4704ab3d41 #84: missiles ACCELERATE like the binary -- the pool flew at constant
rack-eject speed; the authored MissileThruster was never applied

The binary Missile hosts a MissileThruster subsystem: authored
acceleration for BurnTime seconds after the MuzzleVelocity eject.
Authored values decoded from BTL4.RES (type-15 missile model records,
reached from the AmmoBin's ammoModelFile via the type-1 MODELLIST
indirection): SRM 2.5s @ 600 u/s^2, LRM 10s @ 300 (climb 50), Streak
3s @ 300 (turn 360deg/s), NARC 10s @ 300; splash 30 all (port constant
was already right); authored drag ~0.001 = negligible.

The port pool flew every round at CONSTANT |MuzzleVelocity| -- SRMs 100
u/s, LRMs 30 u/s (10x slower than authored) -- the entirety of the
night-7 "missiles are very slow" report, and the driver of the
"explosion before the missiles arrive" perception (the salvo-lead
detonates while the slow spread rounds straggle in).

Fix: BTMissileThrustOf (mech4.cpp) lazily parses + caches the RES
thruster table (ModelList ids aliased to their type-15 member's
burn/accel); both launch paths (master FireWeapon + the replicant salvo
mirror -- peers see the same speed) resolve through the launcher's bin
and pass burn/accel into the pool; the advance integrates speed +=
accel*dt while burn remains, heading preserved.  Ballistic rounds
(autocannon/gauss) pass 0/0 -- unchanged.  Impact log now prints
v=/burnLeft= evidence.

Verified live (solo, BT_SPAWN_ENEMY + BT_AF_MISSILE): thrust table 8
entries cached; Black Hawk Streak resolve burn=3 accel=300; impacts at
v=277 u/s (was a constant 100).  Fun authenticity note: the Black
Hawk's "SRM6" fires strk (STREAK) ammo per its authored bin.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_019Zh7PTkFy4KwTzVighLR9J
2026-07-31 10:41:39 -05:00
Joe DiPrimaandClaude Fable 5 ac7c46b87a #93: fix the end-of-round PerformAndWatch crash -- the STATIC projectile
pool held dangling entity pointers across round teardown

Root cause (disasm-pinned on the shipped 4.11.659 exe): RajelAran's crash
(call to 0x65676769 = ASCII 'igge', EBP-walk return btl4+0x2b91a) is the
tgt->Dispatch vtable call in BTUpdateProjectiles' NON-MECH impact branch
(mech4.cpp:1598; the site matches the disasm literally -- the 0x12/0x64
TakeDamageMessage ctor, the EntityID::Null ternary, the getenv gate after).

The trap: the mech branch is guarded by BTIsRegisteredMech(tgt) -- but at
round teardown a destroyed mech is DEREGISTERED, so a round still in
flight (the pool is a static array that outlives the round; missiles are
slow, #84) holding it as p.target now FAILS the mech check and falls into
the !BTIsRegisteredMech branch, which treats the freed mech as a cultural
icon and dispatches into freed memory.  The liveness check itself routed
the dangling pointer into the unguarded branch.  Freed heap reused by a
string -> vtable slot +0x10 read 'igge' -> call 0x65676769.  (The EBP
walker explains the stack shape: the faulting call pushed its return
address on ESP, but the walk reads [EBP+4] = PerformAndWatch's frame.)

Fix -- scrub at the source of truth:
- BTProjectilesDropEntity(e): every pool entry drops a dying entity from
  p.target/p.shooter; called from ~Mech and ~CulturalIcon (the only free
  paths for targetable entities).  Flight + impact code is already
  null-guarded on both fields.
- BTProjectilesClearAll(): kills all rounds at RunMissions exit (cross-
  mission hygiene for the static pool).

Verified: 6 short-mission cycles (45s missions with a spawned dummy +
autofire, mission expiring mid-combat) -- 0 exceptions, 6/6 clean
'RunMissions returned'.  The original crash was a heap-reuse race with no
deterministic repro; the scrub eliminates the dangling-pointer class by
construction.  (Bench note: blind autofire never launches missiles -- the
launcher needs a target lock -- so the exact in-flight race was not
re-created; the non-regression + the pinned mechanism carry the verdict.)

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_019Zh7PTkFy4KwTzVighLR9J
2026-07-31 10:19:24 -05:00
Joe DiPrimaandClaude Fable 5 ba4af90d6b phase-13 log: night-7 session research state (collision economy, myomer system complete, coolant leaks, the seek 4.0-vs-4.10 drift) + open-questions entry for the seek player version-probe
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_019Zh7PTkFy4KwTzVighLR9J
2026-07-31 09:55:42 -05:00
Joe DiPrimaandClaude Fable 5 c18929b23a KB: manual cross-check -- myomer seek 'Super Charge' top speed is 4.0-manual behavior DROPPED by the 4.10 binary (stat sheets: Normal 143 / Super Charged 182 / Gimped 40 kph; printed ratio 1.27 vs 4.10's vestigial gear ratio 1.43)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_019Zh7PTkFy4KwTzVighLR9J
2026-07-31 09:34:42 -05:00
Joe DiPrimaandClaude Fable 5 58f49ed942 KB: the seek dial's real stake is TORSO TWIST (PowerWatcher zeroes twist while myomers not Ready); generator has no load model -- gears 1-3 identical on a healthy mech
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_019Zh7PTkFy4KwTzVighLR9J
2026-07-31 09:25:54 -05:00
Joe DiPrimaandClaude Fable 5 cf8618bcb9 myomer system COMPLETE -- the 'WAVE 6 mover cutover' was a phantom built on
a misattribution; the authentic couplings are all live

THE CORRECTION [T1]: @004b9550/@004b95b8 ('ConnectToMover'/'Disconnect
FromMover') are MechWeapon::ConfigureMappables/ChooseButton -- their +0x31C
is the weapon TriggerState and **(mech+0x128) is the CONTROLS MAPPER's
button roster (the MECHWEAP.CPP assert string + the trigger-edge detector
@004b9608 sit adjacent in the image).  The binary has NO dynamic myomer->
speed feed: AvailableOutput has exactly TWO callers in the whole image --
RegisterMaxOutput (assembly) and the SeekVoltageGraph sampler -- and
speedEffect@0x31C is a published GAUGE attribute.

The authentic myomer system (now fully live):
1. drive heat (#85, this morning);
2. VITAL death -- myomers are the only authored vital=1 subsystem
   (BTL4.RES res+0x48 scan): destroying them kills the mech via the #80
   vital-crit path (this is also the ram-death mechanism -- myomers are a
   0.35-weight collision-rattle target);
3. the assembly-time gait cap: RegisterMaxOutput @004b8ef0 raises
   mech+0x7A0 to AvailableOutput(top gear) = base x ~1.4284 -- now called
   (idempotent max, per tick; the 0x358 layout lock leaves no latch room)
   with real OwnerBaseSpeed/OwnerMaxSpeed bridges; the old per-frame
   reverseSpeedMax2 heal that would have clobbered it is garbage-guarded;
4. the ENG-page power curve at correct absolute scale (real base speed);
5. electrical sourcing (low gears run on a browned-out generator).

REMOVED (inventions): the mechmppr `speedDemand *= speedEffect` demand
multiplier + BTMyomersDriveOf + the Myomers ConnectToMover/MoverAttach
family.  Damaged-but-alive myomers heat faster and drop the power curve
but do NOT slow the mech (gitea #75's premise is falsified by the binary;
the real damage slowdown is the LEG-damage gimp gait).  Seek gears change
heat/sourcing/graph -- never speed.

Verified live: a mech at myomer dmg=0.234 (speedEffect attr 0.766)
beelines at full commanded speed with dmgGain=1.234 heat; 0 faults.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_019Zh7PTkFy4KwTzVighLR9J
2026-07-31 09:17:31 -05:00
Joe DiPrimaandClaude Fable 5 31552c0444 #88 part 2: the central coolant pull-through -- HeatSink::DrawCoolant was a
return-0 stub; the Reservoir BAR now drops when a damaged mech leaks

The user watched the coolant panel's level bar during the leak bench and it
never moved -- correctly: a leaking subsystem drained only its own loop,
because the slot-14 top-up (DrawCoolant) was stubbed.  Disassembled the real
base @0x4add00: the draw RECURSES UP the sink linkage, scaling by
coolantFlowScale@0x15C per hop, terminating at the Reservoir's supply
(@0x4af3b0 -- clamp to [0, coolantLevel], drain the tank, return granted --
already faithfully ported as Reservoir::DrawCoolant).  The binary's terminal
hop is the bank's slot-14 override @0x4ae8b0 resolving its reservoir
connection @0x1D8 (the port's 'helper' member -- not vestigial after all);
the port's existing Reservoir-ctor Attach + Reservoir override terminate the
same chain equivalently (the extra bank hop scales by ctor-default 1.0).

Implemented the base recursion (null-guarded -- the binary calls through the
resolved link unguarded; authored topology always links) + a BT_COOL_LOG
[resdraw] probe at the supply.

Verified live: a destroyed myomer's damage leak pulled the central tank
6.0 -> 5.58 over ~30s ([resdraw] granted lines) -- Reservoir/CoolantMass,
the cockpit coolant bar, now visibly drops as a damaged mech bleeds
coolant, and DeathReset refills it on respawn.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_019Zh7PTkFy4KwTzVighLR9J
2026-07-31 08:47:55 -05:00
Joe DiPrimaandClaude Fable 5 a8a0042f28 #88: coolant leaks LIVE -- the #64 damageZone shadow was the single break
in the leak chain

HeatSink::UpdateCoolant prices the damage-driven leak from the QUALIFIED
engine member (Subsystem::damageZone @0xE0): coolantDraw = zoneDamage *
heatLoad, with the coolantActive hysteresis (= the ReportLeak attribute
the 19 authored leak watchers ride).  But the MechSubsystem ctor only
ever filled its re-declared SHADOW member (gitea #64, gotcha #1), so the
engine member stayed NULL forever, zoneDamage pinned 0, and a coolant
leak was STRUCTURALLY IMPOSSIBLE no matter how much damage landed --
Oracle's night-7 report exactly.  The #80 crit fix and the #83 collision
rattle write real subsystem-zone damage, but into an object the leak
reader could never see.

Fix: alias the ENGINE base member to the same zone in both MechSubsystem
ctors.  Every shadow reader keeps working (same object); the engine base
Subsystem::TakeDamage latent null-AV (#64 consequence 2) is disarmed;
the full #64 de-shadow sweep remains the long-term cleanup.

Verified live (solo, BT_COOL_LOG/BT_CRIT_LOG): collision rattle drove a
damaged Myomers to [cool] draw = dmg*heatLoad with the level draining;
sustained weapon fire rolled real crits ([critroll]) and produced 588
leak-pricing lines.  Authored routing extracted from BTL4.RES: collision
rattle targets HeatSinkBank 0.3 / Gyro 0.35 / Torso 0.25 / Myomers 0.35
(Condenser+Reservoir authored 0 for collisions); weapon crits select via
the zone's crit-entry list.  Known-remaining fidelity item (documented):
HeatSink::DrawCoolant (slot 14, central top-up) is still a return-0 TODO.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_019Zh7PTkFy4KwTzVighLR9J
2026-07-31 08:26:40 -05:00
Joe DiPrimaandClaude Fable 5 1570983fde #85: myomer drive heat LIVE -- the five Mech motion operands were return-0
shims, so the reconstructed integrator @004b8d18 accumulated zero forever

The integrator, its gates and the heat plumbing were all reconstructed and
running -- but OwnerVelocityMag/OwnerDriveMag/OwnerVelocityY/OwnerMotionGain/
OwnerMass were cross-family compile shims returning 0.0f, so the myomers
priced ratio^2 * damageGain * 0 every tick: ice cold at any seek (Oracle's
night-7 panel-confirmed report).

Operands re-grounded against the raw disasm + decomp and mapped to NAMED
members via a complete-Mech-TU bridge (BTMechMyomerMotionSample, mech4.cpp),
per the databinding rule:
  +0x1C4 vec  -> localVelocity.linearMotion
  +0x82C vec  -> localAcceleration.linearMotion (the authentic 15-ring
                 smoothed AccelerationLastFrame the port already maintains)
  +0x20C      -> moverMass (the collision divert's cell; the old "motion
                 gain" label was a misread)
  *(+0x250)   -> environment gravity (FUN_00421e2c: vy -= **(+0x250)/tick),
                 via GetEnvironment()->gravityConstant
So the heat physics reads: 0.005 * 1/2 m v^2 (kinetic work, per-tick/no-dt
in the binary -- kept verbatim, frame-rate note documented) + 0.2 * m g
|vy| dt (climb power) + 0.2 * m |v||a| dt (acceleration power), all scaled
by ratio^2 and (1 + zone damage).  Restored the binary's fabs(v.y) (the
draft had signed vy -- descending would have COOLED).

Authored tuning extracted from BTL4.RES (18 mech records, one shared
tuning): VelocityEfficiency=0.995, AccelerationEfficiency=0.8, gears
0.3/0.5/0.7/0.9999 rec idx 2; myomer thermal profile 77/1000/2000,
conductance 1.9e5, thermalMass 2.5e5.

Live-verified (solo arena, BT_MYO_LOG + BT_HEAT_LOG): standstill generates
~0; hard circling drove Myomers T 77 -> 1225 (past the 1000 degradation
line) and the coolant loop conducted it back to ~520 equilibrium on
slowing; damageGain live at 1.048 from grind rattle.

Known-inert remainder (filed in open-questions): the climb term reads g=0
because Mover::localEnvironment is never populated in the port
(EnvironmentZone res type 23 unwired); the mover feed (speedEffect ->
locomotion) stays WAVE 6.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_019Zh7PTkFy4KwTzVighLR9J
2026-07-31 08:14:05 -05:00
Joe DiPrimaandClaude Fable 5 37dd7f9663 collision-pricing audit: restore the binary's crash economy -- two fixes
A. KNOCKDOWN PACING: the 0.4s gBlockCooldown contact-hysteresis is gone.
It suppressed the crash knockdown for as long as contact was held, letting
the kinematic drive re-slam the obstacle at full commanded speed EVERY
FRAME -- continuous full-price crash self-damage, a healthy 65-tonner dead
in ~2-3s of grinding (the night-7 SAURON ram death, 110 priced frames at
|v|~34.7).  The binary needs no guard (crash threshold @0x4ab178 read from
the exe = 0.0, dispatch per blocked frame is authentic): the bmp clip
zeroes the drive, and a pressed mech re-triggers the knockdown at v>6.3
long BEFORE its grind can price anything -- the type-0 divert's 0.5-pt
free floor needs v>~18.5 at 65t.  Wall grinding is free taps + paced
staggers; only genuine fast arrivals pay.

B. RAW RAM DISPATCH: the *0.001 "ram economy normalization" (2026-07-12)
predated the #83 type-0 divert and became a double-normalization -- the
victim's divert scale (~4e-5) compounded with it, so NO physically
possible ram could clear the 0.5-pt free floor: rams were a no-op against
the victim while the rammer's own un-scaled crash path rattled for real.
The binary dispatches raw [T1 @part_012:15324]; the divert IS the
normalizer.  Also un-starves cultural-icon crunches (trucks now crush on
contact per their authored armor, not after ~19 bumps).

Bench (scratchpad/night7/mp_rampricing.sh):
- wall leg: 150s full-throttle wall push = 125 paced knockdown binds
  (~1.2s cadence, iv2 40-43), 4767 crash frames ALL under the free floor,
  0 rattle, 0 deaths (pre-fix: dead in seconds).
- ram leg: BT_GOTO=enemy + BT_GOTO_STOP=2 rams the peer; raw amount
  arrives byte-identical on the victim (66239.1 tx == rx), victim prices
  2.55 pts internal rattle (first ram damage to a victim in the port's
  history), pressed follow-ups free, 0 deaths both nodes, 108 knockdowns
  -> exactly 108 type-5 records on the observer (no skating regression).

KB swept: combat-damage.md (the 1.3e6 moverMass mis-attribution corrected
to the measured 60-90k tonnage scale), locomotion.md, rendering.md.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_019Zh7PTkFy4KwTzVighLR9J
2026-07-31 02:48:35 -05:00
Joe DiPrimaandClaude Fable 5 054c3f2eee #94: replicant un-wreck now rides the DEATH-STATE EXIT edge -- the zone
falling-edge latch was blind to zone-less (collision) deaths

The peer wreck lifecycle listened to two different signals: wreck ON came
from the replicated death explosion (unconditional), wreck OFF from a
damage-zone falling edge (wasWrecked latch, armed only when a zone crossed
>= 1.0 on the observer).  The #83 collision damage prices as internal
rattle and never moves a zone, so a fresh mech killed by ramming could
NEVER un-wreck on peers -- the live respawned mech drove around wearing
the hulk (night-7 field report: SAURON's Loki, screenshotted by both
observers at the exact minute the log analysis places the ram death).

MechDeathHandler::Tick now tracks prevMode and fires the rebuild + warp
when the replicated MovementMode leaves the death modes {2,9} -- only
Mech::Reset ever does that, and the state rides every record header, so
the trigger is cause-agnostic.  The zone falling edge just refreshes the
cache.  Side effect fixed for free: the peer respawn warp vortex now
plays for zone-less deaths too (same gate).

Bench (scratchpad/night7/mp_zoneless.sh + the new
BT_SELF_DAMAGE_TYPE=collision harness option, which dispatches type-0
through the real TakeDamage divert): 14/14 zone-less deaths un-wrecked
(mode 9->1) with zero zone rises on the observer; explosive regression
leg 12/12 with zone destruction active.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_019Zh7PTkFy4KwTzVighLR9J
2026-07-31 02:10:04 -05:00
Joe DiPrimaandClaude Fable 5 e91d447405 #82 FINAL LAYER: the peer body-channel trn-lock -- a circling limper skated because the peer's turn-arm had no walk-demand yield and the trn speed exit read a dead replicant mapper cell
The master limped clean (218x gimp-cycle records, zero trn) -- a _ReturnAddress
trap on SetAnimationState(4) proved ALL peer trn arming came from the port's own
mech4 turn-step block, not the type-3 reader.  Two dead ends, one root:
- mech4 peer arm: gated on !wantsWalk (standSpeed < bodyTargetSpeed), exits trn
  when walking demand appears -- the leg twin's authentic precedence
  (part_012.c:12013, the Standing speed test outranks the turn test).
- mech2 body case 4: bspd reads bodyTargetSpeed on ReplicantInstance; the local
  mapper's speedDemand is a dead cell on a peer (reads 0 forever -> no exit).
Verified 2-node timeline: arena circle replicant 218x state-24 / 0x state-4
(was 116x trn churn), grass circle 235-clean, knockdowns bounded, 0 deaths.
Diagnostics kept: BT_TRNTRAP ra-trap, BT_ANIMIND_CAP, [gimpfeed], [replgimp]
extension.  KB: locomotion.md trn-lock entry + the dead-mapper-cell lesson.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01QRjrTQpJd6u9XyfnUbTB3v
2026-07-30 18:26:15 -05:00
Joe DiPrimaandClaude Fable 5 14ff3519ac #83: the COLLISION DIVERT -- type-0 damage prices as internal rattle, never armor
The crash self-damage reconstruction (9c83a46) exposed its missing second
half: the binary's TakeDamage hub DIVERTS damageType 0 (@0x4a0368) into
FUN_0049ffcc -- an export-gap distributor recovered by raw disasm -- so
collision damage NEVER reaches the zone/armor loop.  Without the divert the
mover's raw kinetic-energy figure (60-ton mech: ~1000+ per wall tap, 90k+ on
a hard slam) fell into the WEAPON loop: 'tapped a wall and died instantly'.

The distributor, byte-anchored: gate on the owning player's advancedDamage
copy (+0x268 -- the manual's 'splash/collision damage' technician setting);
scale = (2000/moverMass) / (100 km/h in u/s)^2 / (1 - elasticity^2)
(tbyte 1/3.6 @0x4a0148; mass @+0x20c; elasticity @+0x244); scaled < 0.5 is
FREE; else Round(2x) sub-hits of 0.5 land on random INTERNAL subsystems
(HeatSink family / Gyroscope / Torso, drawn by collisionCriticalHitWeight
@0x10C) via ApplyDamageAndMeasure (@0x4ac07c).  Bridges: family derivations
(heat/gyro/torso.cpp), BTPlayerAdvancedDamageOn (btplayer.cpp).

Verified: bhk1 wall test -- 94k slam = 4.2 rattle pts in 8 sub-hits, taps
free (0.049 < 0.5), armor untouched.  A/B: arena wall-grind now 0 deaths,
27 rattle events, the limper STAYS GIMPED and peers' replicants re-enter the
gimp cycle between bounded staggers; grass circling unchanged (198 replicant
gimp entries).  [crashdmg]/[colldmg] probes document the pricing.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-30 17:04:24 -05:00
Joe DiPrimaandClaude Fable 5 9c83a468db #82 ROOT FIX: reconstruct the crash SELF-DAMAGE -- wall-grinding now hurts,
the knockdown storm self-limits, peers keep the limp

The 'peers see a limping mech skating' report decomposed into a wall-grind
KNOCKDOWN STORM: a gimped mech held against a blocking solid re-crashes each
time its gg cycle rebuilds speed (the gg ceiling is authentically the clip's
natural speed -- bhk1 ~14.9 u/s, ceiling+divisor @0x544/0x548, loader formula
byte-matched -- so iv2 ~222 >> the 40.0 threshold @0x4ab184), and every
type-5 KNOCKDOWN broadcast floors all peers' replicants into knockdown/trn
churn: gliding + leg-lifts = skating.  Turning and crushable cars were
A/B-exonerated (grass circling: 198 replicant gimp entries, 17 crunches,
zero broadcasts).

What the binary has that the port lacked -- recovered from the EXPORT GAP by
raw disasm (scratchpad/night6/gap_4a9770.txt, @4aa89f-4aaab4) -- is the crash
branch's tail: fallDirection = worldToLocal(damageForce) (FUN_0040879c, M^T v,
un-normalized), fallScalar = -(fallDirection . localVelocity.linearMotion),
and a self-dispatched TakeDamageMessage{0x64, zone=-1, the engine-computed
collision Damage verbatim}.  A wall crash COSTS ARMOR, so the grind degrades
the mech instead of looping forever.  That dispatch was the long-standing
'DEFERRED' note in the response policy; now reconstructed.

Falsified en route (comments + KB corrected, do not revive): the stagger's
FUN_004a4c54(1)/(0x20) 'action-request flags' feed NO drive suppressor --
image-wide sweep + full gap disasm show word[this+0x18] is read only by the
net record emitter; the bmp clip applies NO root motion (adv=0 measured); the
'gimp cap 5.8' figure was the BACK-cycle stride printed under a misleading
label (now ggCapL/R; @0x52c has no binary consumer).

Verified (mp_gimpAB rigs): arena1 wall-grind now 4 bounded strikes, limper
dies of its crashes and respawns cleanly twice (START->RESET, no strand);
grass circling unchanged-clean (198 replicant gimp states, 0 knocks).
Rig: pid capture race fixed (a missed winpid left a stale node holding the
-net port -> null runs), per-config sweep added.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-30 16:18:28 -05:00
Joe DiPrimaandClaude Fable 5 19fe1e5fa2 KB: the wall-grind knockdown storm IS the surviving #82 skating -- A/B-isolated
Four-config matrix (mp_gimpAB.sh, [animind] replicant-state verdict):
grass straight/circle = clean replicant limp (198 gimp entries; 17 car
crunches during it -- crushable path broadcasts nothing, cars exonerated);
arena1 straight = one wall strike, replicant recovers into the limp;
arena1 circle = wall GRIND -- the bmp stagger clip's ~6.5 u/s root motion
re-strikes the wall (6.5^2 > iv2 threshold 40), each rebind re-broadcasts
the type-5 knockdown (26x in the user's run), and every peer's replicant
lives in knockdown/recovery churn: gliding + trn leg-lifts = "skating".
Turning while gimped is innocent; single strikes are benign.

Authentic fix filed in open-questions: reconstruct the consumer of the
stagger's action-request flags (FUN_004a4c54 bits 1/0x20 -- the drive
suppressor while the bmp clip plays); the rebind guard at mech4.cpp:6861
is already marked bring-up-pending exactly that.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-30 15:41:56 -05:00
Joe DiPrimaandClaude Fable 5 4e89baeff3 bench parity: local nodes now launch exactly like a player's shortcut
Local benches had drifted from the shipped launchers and every divergence
cost a debugging session:

  * no BT_START_INSIDE -> benches opened in the EXTERNAL CHASE camera while
    every player starts in the COCKPIT.  The first first-person look at a
    bench window was misread as a broken HUD.
  * novice bench eggs  -> every SHIPPED egg is expert; novice gates off the
    entire heat model, crits and jams, so bench combat was not field combat.
    (Verified: the aligned node now boots experience=3 simLive=1
    heatModelOn=1, where it used to boot 0/0/0.)
  * 1-LP affinity pins -> starved the gauge executive and produced a false
    "the comms panel never counts deaths" reading.  Two LPs per node keeps
    the documented single-box jitter fix without the starvation.

scratchpad/night6/bench_common.sh now owns the contract (bt_player_env,
bt_launch, bt_expert_egg, bt_novice_egg) copied verbatim from play_solo.bat,
with bt_assert_player_env warning if the shipped bat ever drifts.  All three
4-node benches source it.  The limp bench keeps a novice egg -- expert crits
the aimed leg and the mech turns-but-never-moves -- and now says so loudly.

Also: BT_SHOT_EVERY=<n> headless backbuffer capture (btl4vid.cpp), the tool
this was diagnosed with.  It must sit above the warp phase-0 early-out since
that fn is the per-frame alpha-pass hook.  OS screen-capture is off-limits:
a foreground-lock failure photographed the user's browser instead of the game.

KB: build-and-run.md gains the bench-parity rule + the capture diag;
cockpit-view.md gains the measured aspect/FOV finding (the surround's 2.05:1
view collapses vertical FOV to 31.5 deg vs the pod's 46.8, so fixed canopy
geometry covers 68.6% of the lower half -- NOT a regression: the shipped 643
binary reports identical geometry).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-30 13:30:30 -05:00
Joe DiPrimaandClaude Fable 5 82f1ea1183 bench: symbolic leg-zone targeting, gimp-follow/goto-release, legal egg colors
- BT_SELF_DAMAGE_ZONE=leg resolves the mech's actual leg zone via the
  streamed LegDamageZone flags (new Mech__DamageZone::IsLegZone) -- numeric
  zone ids are per-mech-type and a wrong one aims at a vital (killed the
  limp bench's mech instead of gimping it: 2 ticks, death cycle, respawn
  healed, harness spent -- 3 minutes of healthy circling).
- BT_GOTO=gimp: beeline mode that prefers the nearest LIMPING peer (gimp
  half-states 3/4 ride the one-cell in every update record); stands and
  waits while nobody limps.  BT_GOTO_RELEASE=1 hands the mech back to the
  keyboard once the beeline arrives.
- MP.EGG/MP4.EGG/MP4L.EGG: color=Red and color=Blue are PATCH values, not
  colors (RES vehicletable colors: Black/Brown/Crimson/Green/Grey/Tan/
  White) -- the two pilots carrying them rendered as untextured pastel
  mechs.  Boreas Red->Crimson, Caicias Blue->Grey.  MP4L.EGG = the 4-pilot
  bench egg on the open grass map.

4-node limp verification (user-eyeballed, all instances): the gimped mech
step-drags with the authentic limp on every observer -- no skating (#82
holds in the 4-node overlap case).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-30 12:32:26 -05:00
Joe DiPrimaandClaude Fable 5 494f32efb4 #45 ROOT CAUSE + FIX: the gauge executive starves in MP -- panels froze at healthy fps
Instruments repaint via the background task pump, which authentically runs
ONLY in the frame's leftover time with a floor of ONE pump per frame; the
gauge renderer is 1 of ~7 round-robin tasks and each turn advances ONE gauge
of ~140 active, with the rate mask advancing once per full sweep.  On a busy
MP mission the foreground eats the whole frame budget, the floor becomes the
norm, and the whole instrument stack rotates once in MINUTES at perfect fps:
comms-panel K/D stuck at 0, recharge tickers frozen, while the tallies and
their replication underneath were exactly right.  Measured: 4-node bench at
70-90 fps gave the PilotList ~2 Execute turns in six minutes.

Fix, both env-tunable, authentic behavior restorable:
  BT_BG_MIN      (APPMGR.cpp, default 32, 0=authentic)  minimum background
                 pumps per frame regardless of slack;
  BT_GAUGE_BATCH (GAUGREND.cpp, default 32, 1=authentic) gauges advanced per
                 gauge-renderer turn (a visit is only a rate-mask check
                 unless the gauge is due).
Verified 4-node self-damage bench: sweeps 0.006/s -> 18-20/s, PilotList ~10
Exec/s, ALL FOUR panels tracked every death live (0->11) within ~1s, bg cost
2-4 ms/frame, respawn ledger clean (40 cycles, 0 swallow / 0 mismatch).

Also: BT_PERF now reports gaugeTurns/sweeps/active alongside bgTasks;
BT_AF_PERIOD now throttles the missile autofire group too (unthrottled spam
trips the documented FailureHeat all-weapons brick, which froze run 1 of the
cross-fire bench).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-30 11:22:47 -05:00
Joe DiPrimaandClaude Fable 5 bfa1b04990 #81 follow-ups: peer warp must not stomp the POV vortex; panel draw probe; mech3 ghost symbols
Two field observations from watching the 4-node stress, both run down:

1. "A respawn happened without the blue vortex" -- REAL.  The translocation
   effect is ONE global slot shared by the POV lifecycle and the world-anchored
   peer sphere (a port extension).  A peer's un-wreck arriving while the local
   pilot's own collapse/wait/expand was in flight overwrote gWarpPhase/gWarpPOV
   and killed the POV vortex.  Invisible before the respawn fix only because
   overlapping respawns barely existed; now they are routine.  Fix: the POV
   lifecycle owns the slot -- BTStartWarpEffect self-skips while it is active
   ([tloc] peer warp SKIPPED).  2-node bench: 20/20 POV collapse+expand pairs,
   9 peer spheres played, 11 correctly skipped; solo: 8/8 pairs unchanged.

2. "Comms panel counted no deaths" -- panel machinery CORRECT; the 4-node
   zeros were the bench's own CPU crush (4 core-pinned instances starved the
   PilotList to <0.6 Hz, so rows redrew minutes-stale).  Added the arbiter:
   [score] panel DRAW slot/pilot/kills/deaths edge log (BT_SCORE_LOG) -- the
   2-node rerun drew 0->9 / 0->11 live on both nodes, local AND replicated
   (SBMIRROR rows confirm owner->replicant tally flow on all 4 stress nodes).

Also: the mech3 offline-authoring stubs declared every <Subsystem>::DefaultData
as Entity__SharedData while the real statics are Simulation__SharedData (this
engine derives Entity FROM Simulation) -- ~20 ghost symbols /FORCE silently
resolved to garbage.  DefaultData half fixed (SubsystemDefaultData now returns
the true common base Simulation::SharedData); the CreateStreamedSubsystem stub
signatures remain wrong (nested SubsystemResource* + ResourceFile*), are
cold (no callers), and are tracked in open-questions + gotchas §6 stub-typedef
corollary.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-30 10:10:29 -05:00
Joe DiPrimaandClaude Fable 5 830a976192 #81: 4-node stress PASS -- 56 overlapping death cycles, zero strands; DEATHS tally exact
Four simultaneous networked nodes, all dying every ~35s on staggered timers so
respawn handshakes overlap (the field condition that stranded 6 of 8 cycles):
56 cycles, every completed one START->RESET, 0 swallowed / 0 mismatch /
0 discarded / 0 ghost / 0 crash.  Scoreboard: every node's PLAYER_DEAD rows
show deaths=N tally=N in lockstep (13/13/15/15) -- exactly one increment per
death, so removing the duplicate VehicleDead dispatch did not drop the DEATHS
column and the latch release did not double it.  The kill-credit path evaluated
all 56 deaths and correctly declined each self-kill (NOCREDIT self=1); KILLS
uses the separate ScoreMessage path the fix never touched.

content/MP4.EGG: the 4-pilot bench egg (ports 1502/1602/1702/1802, novice).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-30 09:37:07 -05:00
Joe DiPrimaandClaude Fable 5 a357dc4265 #81 GHOST MECH FIXED: release the death latch + stop the duplicate VehicleDead
Two defects that were masking each other, both now fixed and benched.

1) THE LATCH NEVER RELEASED ON FAILURE.  The binary's FUN_004c012c tail is
   Post(...) ; *(this+0x290)=0 ; *(this+0x258)=0   (part_013.c:10519-10523).
   We had the Post and the suppressConsole and were missing the middle
   instruction, so deathPending cleared only on SUCCESS paths.  One failed
   respawn latched the pilot for the whole mission: every later death hit the
   dedup and was SWALLOWED, so the cycle could never restart -- a transient
   hiccup became a PERMANENT ghost (dead, un-Reset, still driveable, a burning
   wreck on every peer that sinks after ~18s and can never be drawn again).
   Binary evidence: +0x290 is written in exactly THREE places in all of
   BTL4OPT.EXE (0x0b75fb, 0x0bffe3, 0x0c0a05) and all three store a ZEROED
   register; there is no write of 1 -- or any non-zero, in any instruction form
   -- anywhere.  The dedup gate itself IS authentic (@004c05c4 does
   mov edx,[ebx+0x290]; test edx,edx; jne ret), so it is kept.

2) VehicleDeadMessage WAS DISPATCHED TWICE PER DEATH.  BTPostKillScore
   (btplayer.cpp:2263) sent a second one "to credit a death", but that message
   is the RESPAWN-CYCLE TRIGGER, not a scoreboard increment, and the tally is
   already credited by the handler's ++deathTally (:538).  Both fire inside the
   same death transition (BTPostKillScore at mech4.cpp:2006, the hardened
   authentic notify at :2110), so they were always paired.  Removed; the kill
   credit above it is untouched (it correctly uses a ScoreMessage).

THEY HID EACH OTHER: the duplicate made the latch look necessary, and the latch
made the duplicate invisible.  Every "death ... SWALLOWED" warning in the field
logs was just the latch deduping our own duplicate -- 8 of 8 deaths, a 100% base
rate, which is exactly why it correlated with nothing when tested.  Fixing
either alone makes things visibly worse (the first bench of fix 1 alone produced
a DOUBLE cycle: deathCount double-incremented, cycle 1's re-post gone stale and
tripping the drop-zone MISMATCH).  That is why earlier passes at #57/#55 kept
adding clear-sites instead of finding the root; the binary broke the tie.

VERIFIED
  solo: 17 consecutive death/respawn cycles, every one START->RESET,
        0 swallowed / 0 mismatch / 0 crash.  Pre-fix this strands permanently
        after cycle 1.
  MP  : two nodes over a real network path with cross-machine drop-zone replies
        (each node's request is answered by the OTHER machine) -- A 11 cycles,
        B 12, 0 swallowed / 0 mismatch / 0 discarded / 0 crash.
  harness: BT_SELF_DAMAGE_REPEAT=1 re-arms the self-damage bench after respawn
        so multiple cycles can be driven (a one-death harness can never
        exercise this fix).  scratchpad/night6/mp_ghost.sh.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-30 08:49:27 -05:00
Joe DiPrimaandClaude Fable 5 d4ba91bd39 #81 THE ANSWER: deathPending is OUR invention -- the binary has no death latch
Read BT's own respawn code and checked it against BTL4OPT.EXE itself.

FAITHFUL: BT's Player::VehicleDeadMessageHandler (FUN_0042db80, part_003.c:12029)
gates on message->deathCount == player->deathCount AND player+0x40 != 1
(simulationState != DropZoneAcquiredState) -- exactly WinTesla's two gates --
then runs the same closest-DropZone search skipping "win*" zones, dispatches
AssignDropZone and re-posts to itself on a timer.  So the retry loop and the
cross-machine hunt are authentic 1995 behaviour, not a WinTesla artifact.

NOT FAITHFUL: BT's BTPlayer::VehicleDeadMessageHandler (FUN_004c012c,
part_013.c:10504) ENDS with *(param_1 + 0x290) = 0 -- it CLEARS the field our
reconstruction calls deathPending, at the end of every death.  Verified in the
raw binary: +0x290 is written in exactly three places in the whole executable
(0x0b75fb, 0x0bffe3, 0x0c0a05) and ALL THREE store a zeroed register (xor
ecx,ecx / xor eax,eax / xor edx,edx immediately before).  There is NO write of 1
or of any non-zero value to +0x290 anywhere in BTL4OPT.EXE.  Two are ctor/reset
sweeps; the middle one is the death handler, sitting right after the call to
Post and add esp,0x14, matching the decompiled tail exactly.

So 1995 has NO death-pending gate.  We invented it (btplayer.cpp:505) and then
needed six clear sites to patch the strandings it caused (:382 :469 :1431 :1442
:1461 :1532).  #57 and #55 are artifacts of that invention.  It is also what
makes a ghost PERMANENT: in BT a failed respawn is harmless (the 2s re-post
keeps hunting, the next death starts a clean cycle); in ours the first failure
latches the pilot and every later death is SWALLOWED forever -- exactly the
field signature of 8 cycles, 6 stranded, none recovering.

Fix proposed in the doc (match the binary: clear instead of latch, drop the
dedup gate) but NOT applied -- six sites depend on the latch and the dedup is
load-bearing, so it wants a deliberate two-node bench, not a 1am edit.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-30 08:31:29 -05:00
Joe DiPrimaandClaude Fable 5 bf0555ccf1 #81: every MP respawn is a cross-machine round trip -- one degraded peer ghosts everyone
Two-node bench with the fixed host:local labels shows each player's drop-zone
request is answered by the OTHER machine's DropZone: A asks, B grants; B asks, A
grants.  FindGroup("DropZones") iterates replicants of remotely-mastered zones
too and takes the geometrically closest, so a respawn is
  my request -> an arbitrary peer's DropZone -> that peer's reply -> back to me.
With 5 players that is 5 round trips through arbitrary peers, and ONE degraded
peer can strand everybody else's respawn.  That finally explains the otherwise
unexplained field datum that one machine stopped processing the death-transition
stream 57% into a match and never recovered (0 explosions/wreck swaps/burials
while four other machines logged 4/4/4) -- a node in that state cannot answer
anyone's respawn.  It also explains why solo is 100% reliable (in-process) and
why a healthy 2-node bench passes.

Also fixes the instrumentation before it costs a night: every [dz] line printed
"entity 1" because a player's LOCAL entity id is 1 on every machine -- with five
players the log would have said a respawn stalled but not WHOSE.  All [dz] lines
now print host:local (including the usedBy= owner of each busy slot).

Doc: two candidate fixes recorded (prefer a locally-mastered DropZone / make the
reply path tolerant of a deathCount that is ahead of ours), neither to be guessed
at -- the [ghost] DISCARDED line's mismatch direction decides it in one line.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-30 01:20:13 -05:00
Joe DiPrimaandClaude Fable 5 0dbdad17f3 #81 ghost: light the SILENT DISCARD -- the only path a respawn can vanish on
Walked the respawn handshake end to end and measured the assumptions.  Two
eliminations and one find:

ELIMINATED: the engine hunt re-posts to itself every 2s forever while the mech
is dead (PLAYER.cpp:325-327; its only state-based exit never fires, see below),
and the DropZone re-grants the SAME slot to a repeat request from the same
requester+deathCount even while busy (DROPZONE.cpp:182-194).  So neither a
transient "no slot" nor a single lost reply can strand a respawn -- the request
keeps being re-sent and re-granted.  A permanent strand needs a permanent cause.

THE FIND: BTPlayer::DropZoneReplyMessageHandler ends
  if (!playerVehicle) ... else if (deathCount == message->deathCount) ... else { return; }
and that last branch was a BARE RETURN WITH NO LOG.  The drop zone grants a
spot, replies, the numbers disagree, the reply is dropped, deathPending stays
latched, the mech is never Reset -> permanent ghost, zero evidence.  That is
why 6 of 8 field cycles stranded silently.  Now always-on, printing the
DIRECTION of the mismatch: msgDeath < ours = genuinely stale (dropping is
right); msgDeath > ours = our counter is behind and we just threw away a LIVE
respawn -> points straight at #45 (the death tally does not replicate).
Deliberately NOT auto-recovered: guessing would be a stand-in, and the wrong
guess resets a mech that is still alive.

LANDMINE DOCUMENTED IN CODE: Set_Alarm_Level is an empty stub (btstubs.cpp:87),
so the death path's Set_Alarm_Level(this+0x2c,1) and the reply's (+0x2c,2) are
no-ops.  Their values decode against Player's enum as DropZoneAcquiredState(1)
and VehicleTranslocatedState(2), which makes "these should obviously be
SetSimulationState() calls" both attractive and CATASTROPHIC: the engine hunt is
gated on GetSimulationState() != DropZoneAcquiredState, so setting 1 on death
would stop AssignDropZone ever being dispatched and ghost EVERY pilot.  Measured
our simulationState at 0x24 (not 0x2c) and the write leaves it 0; in the binary
+0x2c is the Simulation-base alarm (the field the mech side calls graphicAlarm,
@0x4ac126 "owner alarm+0x2C -> level 9"), which our layout models only on Mech.

Verified solo: a healthy death+respawn logs the grant and the RESET and emits
ZERO discard/gate-off lines (no false positives).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-30 01:08:01 -05:00
Joe DiPrimaandClaude Fable 5 372cbfa344 docs: GHOST_MECH_ANALYSIS -- the field analysis, durable across sessions
The ghost and the "wreckage moving and shooting" are the SAME failure at two
ages: a stranded respawn (drop-zone reply never arrives) leaves the mech never
Reset and never repainted, and the render-side wreck swap is ONE-WAY -- so the
pilot drives a burning hulk that sinks (pure ~18s timer, btl4vid.cpp:1277) and
then cannot be drawn at all.

Records: the 8-cycle ledger (only 2 of 8 reached RESET; stranded correlates with
ghosting 8/8 and 10/10); the host did not ghost because he never died; the
SWALLOWED warning is BENIGN (100% base rate) and two earlier readings of mine
that were wrong (spurious resets = aggregation artifact, per-match player IDs);
the WinTesla-vs-1995 provenance caveat on DROPZONE.cpp; what the new
instrumentation already killed (slots=8, so dropzone=one is not the bottleneck);
and the four-separate-bugs breakdown of the "desync cluster" including the
machine that stopped processing the death-transition stream mid-match.

Raw per-machine logs + the verbatim agent findings stay in scratchpad/night6/
(uncommitted -- machine names + Steam identities).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-30 00:26:48 -05:00
Joe DiPrimaandClaude Fable 5 ba6756c40a drop-zone / respawn instrumentation: make the GHOST MECH visible in field logs
The ghost (a player who dies, never respawns, stays dead-but-driveable and is a
wreck on every peer) traces to a respawn stalling on drop-zone acquisition:
DropZone::AssignDropZoneMessageHandler grants a slot only if IsAvailable(), and
when none is free it reposts to ITSELF every 0.1s at MaxEventPriority and never
replies -- so deathPending is never cleared.  This whole subsystem was DARK: not
one drop-zone line in a full night of field logs.

ALWAYS-ON (no env gate -- rare, catastrophic, field-only, same rationale as the
#57/#59 guards; volume bounded and rate-limited):
  [dz] POOL   -- slots + downTime + proximity radius, once per mission
  [dz] GRANTED-- one per respawn, with the WAIT time; tags (GHOST RECOVERED)
                 when a long-stalled request finally lands (what testers see as
                 "it fixed itself")
  [dz] STALL / GHOST LIKELY -- escalating, per-waiter rate-limited, and it names
                 WHY each slot is busy (age + last user), which discriminates
                 cooldown saturation from proximity blocking -- different fixes
  [dzreq]     -- the REQUESTER half: re-try count for this death, and msgDeath vs
                 our own deathCount.  The engine gates the hunt on those being
                 equal AND the DropZone resend net is keyed on the same value, so
                 a mismatch breaks both silently (cf #45, tally replication).
BT_DROPZONE_LOG=1 adds the verbose per-request slot dump for bench work.

First run already overturned a theory: slots=8, so an 8-slot pool cannot be
cooldown-starved by 5 players (max 5 on cooldown at once) -- the shared
dropzone=one in eggmodel.py is NOT the bottleneck.  Suspicion moves to the
handshake (lost reply / deathCount mismatch).

Verified with NO env vars set, exactly as a tester runs it: 4 probe lines for a
full death+respawn cycle, all in the normal day log.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-30 00:13:14 -05:00
Joe DiPrimaandClaude Fable 5 e1c15eb806 #82 peers see a limping mech SKATING: the mech erased its own gimp cell every frame
The binary's one mech+0x40 IS Simulation::simulationState, which rides EVERY
update record header -- so in 1995 a peer's replicant learned the gimp level on
every packet and its gait limped with no gimp-specific replication anywhere.
The port's Mech::PerformAndWatch wrote SetMovementMode(1) every frame ("ground,
non-death, non-airborne"), which erased the level once it was mirrored in for
the warning voice (#78): the wire carried 1, bystanders walked while sliding at
limp speed, and the voice sequence restarted on every damage event (1->4 edge
per tick) instead of announcing once.

- mech4: that per-frame write now writes the AUTHORITATIVE level
  (gimped ? 3/4 : 1) via a new alarm-only bridge BTMechGimpAlarmLevel -- which
  deliberately never consults the cell it feeds, so a respawn-cleared alarm
  cannot re-latch stale gimp out of it.
- BTMechGimpLevel: falls back to the replicated cell, with ONE-CELL precedence
  (a fall/death/limbo state wins, so the normal drivers and their death latch
  run -- what the binary's single cell enforced structurally).
- Reverted the #78 record guard: on a replicant the master's records are
  authoritative, so pinning 3/4 against them would keep a peer limping through
  a respawn.  Fixed at the writer instead.
- [simstomp] trap now scoped to the watched mech with a module-relative return
  address (symcrash-able) -- that is what named the writer.
- Also learned + recorded: zone damage levels replicate only when the EXPLOSION
  TABLE's tier is crossed (peer measured at 0.428 vs master 0.857), so peer-side
  damage state must never be inferred from them.

Verified two-node (scratchpad/night6/mp_skate.sh): the observer's replicant gets
sim=4 and its gait runs 23 -> 25 (wgr entry -> ggl limp cycle).  Field clue that
cracked it: "after respawning a peer DID see the limp" (epilectrik/SAURON).
KB: locomotion.md + gotcha #25.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-29 22:29:03 -05:00
Joe DiPrimaandClaude Fable 5 98907f45af hotfix: null-damageZone guard on the crit path (field crash, build 641, Conn Man's Owens)
First field session with real crits (#80) found a weapon subsystem with a
NULL damageZone: Mech__DamageZone::CriticalHit -> ApplyDamageAndMeasure ->
MechWeapon::TakeDamage +0xf (the engine base derefs the zone unguarded --
every 1995 subsystem shipped with one).  Stack symbolized from the field log;
the path was unreachable before tonight because ApplyDamageAndMeasure was a
stub until #80.

Guards at both choke points; a one-shot [crit] log NAMES the zoneless
subsystem when hit so the root cause (build that subsystem's zone) can be
fixed from the next field log.  Owens crit bench: no crash, guard inert on
zoned subsystems.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-29 21:41:02 -05:00
Joe DiPrimaandClaude Fable 5 1ac425860e particles.png recovered (#79, found by cyd) -- particle texture ships at last
content/VIDEO/particles.png (128x128 RGBA): the texture L4PARTICLES has tried
to load since the engine was written.  Boot-verified: [particles] device
objects created (max=8192, texture=loaded).  Every particle effect now draws
textured -- the authored look; the arcade pods displayed untextured quads
because the file never shipped.  Comments updated to match.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-29 20:53:07 -05:00
Joe DiPrima cfa52a28d8 Merge remote-tracking branch 'origin/glass-cockpit-refit' 2026-07-29 19:56:31 -05:00
Joe DiPrimaandClaude Fable 5 5b19cd6c3f demo/bench harness polish: BT_SELF_DAMAGE_DELAY + two harness bug fixes + the OBS limp demo bat
- BT_SELF_DAMAGE_DELAY=<s>: hold the harness off for n seconds (capture demos:
  healthy walking first).  Fixed its underflow bug (the countdown crossed below
  zero, which is also the "read the env" sentinel -- the delay re-armed forever).
- The one-death latch was fed by EVERY mech's update: a mission that generated
  any destroyed mech entity tripped it at frame one and the harness silently
  never fired (random per mission roll).  Now viewpoint-mech only.
- run\limpdemo.cmd: the OBS capture demo -- 30 s healthy auto-walk, then the
  leg crosses half on the final damage tick: klaxon-klaxon-"reverse disabled"
  + the limp, then unlimited limp footage (waypoint 8000,8000).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-29 19:47:20 -05:00
Joe DiPrimaandClaude Fable 5 18766a167b locomotion.md: correct the gimp-audio verdict -- the reverse-disabled voice is real and wired
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-29 19:23:22 -05:00
Joe DiPrimaandClaude Fable 5 1671b7d4b2 the REVERSE DISABLED voice (#78): SimulationState 3/4 IS the trigger -- mirror the gimp level into the engine cell
User + old-timers were right; the earlier "no voice exists" verdict was wrong.
The authored mech audio has state watchers on Entity.SimulationState==3/4
(the binary's one-cell mech+0x40) that start sequence notes 29,16,40 -- two
klaxon hits then Warnings01 zone 8 (key 40-41) = the "reverse disabled"
voice line the testers remember.  The port's cell split (graphicAlarm vs
engine simulationState, gotcha #23) meant the trigger value never arrived.

- mechdmg: mirror gimp 3/4 into SetSimulationState at the leg-half crossing
  (guarded: never stomps disabled/fall/dead states).  Voice verified playing
  end-to-end on the bench: SetupPatch bank2 patch113 note=40 ->
  Warnings01_z7.wav.
- mech.cpp: BT_GIMP_SAFE_BASE_READ on all seven Simulation::ReadUpdateRecord
  sites -- gimp is monotonic per life; a record captured pre-gimp must not
  stomp the cell (the loopback otherwise perpetuates the stale value and
  restarts the warning on every damage event).
- diagnostics (all env-gated): [statefire]/[startreq]/[animind]/[gimp-sim]/
  [simstomp]/[indstomp] + StateIndicator::DebugAudioWatcherCount + raised
  spatial-log caps.  These traced the whole chain and PROVED no SetState
  path stomps the cell.

OPEN (follow-up): a RAW writer (bypasses SetState entirely; invisible to the
indicator-level trap) resets the cell between damage events -- under the
bench's 1 Hz metronome harness it restarted the sequence before the 1.8 s
voice note; sporadic real-play damage is unaffected (one edge -> full
sequence).  Needs a cdb write-watchpoint session; candidates: a recon raw
+0x2c-equivalent write or a struct copy spanning it.

Also decoded en route: the AnimationState triggers on the limp states play
EngineShiftRev01 (the downshift foley) -- working, and NOT the voice.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-29 19:22:01 -05:00
Joe DiPrimaandClaude Fable 5 7838df2924 locomotion.md: the gimp audio verdict (servo loop, no voice line) + rebind watch item
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-29 17:41:33 -05:00
Joe DiPrimaandClaude Fable 5 ed844456af audio: gated [statefire] diagnostic on AudioStateTrigger (BT_AUDIO_SPATIAL)
Logs animation-range state-trigger fires (trigState>=5, capped 60).  Used to
prove the #78 limp audio end-to-end: entering the gimp states fires the
authored strained-servo component (statefire trigState=23 old=7 new=23,
ctl Start) -- the 1995 wounded-leg sound, reachable for the first time now
that the limp gait lands.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-29 17:40:19 -05:00
Joe DiPrimaandClaude Fable 5 0fd33531a4 locomotion.md: record the gimped turn-step relocation find
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-29 16:45:51 -05:00
Joe DiPrimaandClaude Fable 5 95cf49d1b6 gimped turn-in-place (#78 field find): arm the trn step in the gimp leg driver
Field test: a gimped mech pivoted as a rotating statue.  The binary's
turn dispatcher (FUN_004a9b5c, master perf) runs OUTSIDE the driver
selection so it arms trn for gimped mechs too -- 71f4's case 4 exists to
advance it.  The port relocated that dispatcher into the NORMAL leg
driver's Standing case, which stops running when the gimp driver takes
over.  Mirror the arming (same gates + lockstep body arm) into
AdvanceLegAnimationGimp's Standing case.  No gimp-turn clip exists in the
RES -- a limping mech step-turns with the normal trn clip, authentic.

Field-verified: stepping pivots both directions while gimped, heading
sweeping, clean re-entry into the wgr/ggl limp on throttle-up.  [T2]

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-29 16:44:13 -05:00
Joe DiPrimaandClaude Fable 5 3db1062eb6 limp demo bat + the glass controls doc fix (SHIFT is throttle, not W)
run\limp.cmd: double-click #78 demo -- novice copy of DEV.EGG (expert crits
can kill the myomers and fake a no-drive bug), 2x60 into a bhk1 leg zone via
BT_SELF_DAMAGE_TICKS, BT_KEY_NOFOCUS for the glass plasma-window focus trap,
and the REAL controls in the header.  build-and-run.md: the "WASD drive" line
predated the glass merge -- the default profile drives with the 1995 throttle
lever (SHIFT/CTRL slew + stick, ALT reverse).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-29 16:34:43 -05:00
Joe DiPrimaandClaude Fable 5 36f68718c2 the visible limp (#78): there was never a jump-jet clip set -- the 'Airborne' drivers ARE the gimp gait machines
The port had FUN_004a5bf8/71f4 fully reconstructed as AdvanceBody/Leg-
AnimationAirborne, gated on (MovementMode()==3||4) && jumpCapable@0x580 and
believed dead ("the test mech never jumps").  The binary says otherwise:
mech+0x40 in that gate is the graphicAlarm LEVEL (3=left-leg gimp, 4=right)
and +0x580 is hasGimpClips, set by the conditional loader block that probes
'wgl' and fills clip slots 22-27 (wgl/wgr/ggr/ggl/gsl/gsr) plus the four
measurements at 0x53c-0x548 (wg entry strides = speed caps, gg cycle strides).
Renamed the five jump* members + both drivers accordingly.

New: GimpBodyClipFinished @004a6344 / GimpLegClipFinished @004a7970 -- the
gimp transition machines, branched from the normal finished-callbacks.  Phase-
correct limp entry (left-gimp enters 0x16/wgl only from a RIGHT step, right-
gimp 0x17/wgr from a LEFT step), gg cycles at gimp cadence, gs exits, and the
demand clamp to the gimped side's speed cap (leg cb writes it back into the
mapper -- the binary's authentic slowdown; the T3 x0.5 stand-in in mechmppr is
retired, BT_GIMP_SPEED now defaults 1.0).  The binary's gimp machines have no
reverse entry -- the "reverse disabled" behavior is now binary-proven.

Reviving the dead drivers replayed two port-glue bugs (gotcha #24): the raw
*(controlSource) mapper read (null -> crash at first engagement) and the
missing alarm->member state re-sync (machine pinned in one run state).  Both
fixed; bench harness gained BT_SELF_DAMAGE_TICKS=<n> to hold a zone past
LegHalfStructure without destroying it.

Bench-verified (madcat, novice, zone 16): crossing -> alarm 4 -> wgr entry
from a left step -> 8k+ frames stable in the ggl limp cycle at cadence 14.77
(vs 18.5 walk / 22+ run) with raw demand still 50.  [T2]

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-29 15:49:39 -05:00
Joe DiPrimaandClaude Fable 5 520f6eecd3 myomer damage reaches the wheels, legs gimp at half structure, reverse refuses -- and an ODR trap unmasked (#75/#78)
The speed-demand site (MechControlsMapper::InterpretControls) now applies the
drive scale the mover's feed roster applied in 1995: speedDemand multiplies by
the myomers' live speedEffect (gear ratio, thermal curve, 1 - zone damage, via
the BTMyomersDriveOf bridge) and, while GIMPED, by 0.5 [T3: VGL Lynx's
"roughly 50%", BT_GIMP_SPEED overrides]. The gimp states were already being
raised -- mechdmg sets graphicAlarm 3 (left) / 4 (right) when a LegDamageZone-
flagged zone crosses half structure -- but nothing downstream ever saw them.
While gimped, reverse input is refused ("reverse disabled"), matching the
old-timers' account; the pod's audio cue rides the alarm's watchers.

Bench, one trajectory, arithmetically exact: a deterministic right-leg ramp
(the new BT_SELF_DAMAGE_ZONE harness) crosses 0.5 and the demand goes
44.837 -> 6.726 = 44.837 x 0.5 (gimp) x 0.3 (a crit-chewed myomers from the
same ramp -- the #80 crits composing with #75's scale, unprompted).

The reason "nothing downstream ever saw them" is the real find of the night,
now gotcha #23: AlarmIndicator is typedef'd to DIFFERENT TYPES per header
family -- mech.hpp says ReconAlarm (4 bytes), heat.hpp says GaugeAlarm (0x54)
-- so Mech::graphicAlarm and EVERY member after it sit at different offsets
depending on a TU's include order. mechdmg wrote level 4 and read it back;
mechmppr read 0 from the same object, same expression. No compiler error can
catch it: each TU only ever sees one definition. Until the split is audited,
cross-TU reads of the gimp level go through BTMechGimpLevel (compiled in
mechdmg's TU) -- and the same split-brain explains why the port carries the
binary's ONE movementMode cell as two live members (engine simulationState vs
graphicAlarm level) that never meet.

Also landed en route: the Myomers un-powered self-repair observed healing in
the field logs at exactly 0.011 x the authored Explosive scale per tick --
the 2026-07-29 reversal confirmed live; and Mech message 0x15 "RealMaxSpeed"
raw-decoded (@0x49f604: sets mech+0x7a0 from the message unless the +0x7a4
latch holds -- a console-tunable top speed).

Open on #78, documented in locomotion.md: the Gimp animation clips (authored
keys in the binary's model-record parser; mech2's state enum vs mech3's
reverse-fix disagree about slots 0x12-0x17 -- reconcile before wiring) and
the audio-cue binding.

Diags: BT_SELF_DAMAGE_ZONE, BT_DRIVE_LOG, BT_GIMP_SPEED.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-29 14:29:36 -05:00
Joe DiPrimaandClaude Fable 5 8a99972f22 aimed fire strikes the part under the crosshair: the per-segment pick (#73)
The port's target pick was a whole-mech bounding-box slab test, and every hit
-- aimed or not -- dispatched zone -1 into the victim's cylinder lottery. The
recovered 1995 model (the division-card scene intersection) struck a SEGMENT
and credited that segment's own damage zone. This is the port's equivalent.

At render-tree build, each segment's draw object and its PrimaryDamageZone --
authored per segment in the skeleton stream, read by JMOVER.cpp:290 -- are
recorded in MechRenderTree::segPick. The pick (BTL4VideoRenderer::
MechSegmentPick) ray-tests the per-segment bounding spheres on the live posed
skeleton, using the draw-cached mLocalToWorld (at most one frame stale, fine
for aiming).

Selection is SPECIFICITY-FIRST: among the spheres the ray pierces, the
smallest radius wins, normalized-distance tie-break. Both obvious rules were
measured failing the same way before this one: the torso mesh's sphere
(r~4.1 on the MadCat, vs shoulders at r~1.0) envelops nearly the whole mech,
so its front face is nearest for any aim AND any near-body ray normalizes to
~0 against it. Limb spheres nest inside the envelope; smallest-pierced picks
the most specific part on the aim line, and the torso wins only when no limb
is threaded -- the per-part semantic the pod's mesh test produced.

mech4.cpp tries the segment pick per candidate; the box PickRayHit survives
only as the fallback (no tree yet, wrecked, spectator), still carrying zone
-1 into the lottery, and a structure occlusion clears the zone. The winner's
zone rides MECH_TARGET_SUBIDX + targetReticle.targetDamageZone into
SendDamageMessage, so aimed hits now dispatch a real zone; the victim's
handler applies it directly (bursts 2+ still re-lottery, authentic per the
recovered @0x4a0230 loop).

Bench, the same L/C/R sweep that exposed the bug: aiming left now lands
36/41 hits on zone 2 = jointlshoulder -- the left arm -- with a 0.30 thread
score, where the same aim was a 6-way lottery spray before. The MadCat's
authored segment->zone map is rich (shoulders 2/9, guns 6/17, hip 1, six leg
zones, torso 0). Known approximations, flagged for field verification:
sphere bounds rather than triangles, and a torso-envelope graze credits the
torso where the pod's exact mesh test would have missed into air.

The field protocol is the one the testers already ran on night 6: stationary
mechs, short range, fire only at one arm -- the paper doll should now damage
THAT arm.

Diag: BT_PICK_LOG ([segpick] map at build, [pickwin] per pick).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-29 13:04:11 -05:00
Joe DiPrimaandClaude Fable 5 e110b10ac8 the #73 pick dig, part 2: there was never a software pick -- the division card cast the ray
The hunt for the un-decompiled pick writer ends with the reason no scan could
find it: it does not exist. In 1995 the pick was a DPL SCENE INTERSECTION run
by the video board. The evidence converges from five directions:

  - The WinTesla renderer still carries the result slots: dplHitInstance /
    dplHitDCS / dplHitGeoGroup / dplHitGeometry + vehicleReticle, NULL-inited
    in the ctor and never fed by the port.
  - The stubbed 1995-era renderable constructors each took dpl_isect_mode_obj
    ("type of intersections to do on this object") plus an intersection MASK
    -- every scene object was configured for ray queries.
  - Auric, quoted in the KB long before this dig: "the pod's division card
    cast from the view."
  - VGL Lynx's night-6 LOD warning ("the hit test may run against a different
    LOD") reads as firsthand knowledge: the ray tested the DRAWN geometry.
  - Exhaustive byte- and pseudocode-level scans: nothing in the binary writes
    rayIntersection/targetEntity/targetDamageZone. Game code only reads them,
    constructs them (the Mech ctor @0x4a1674 -- identified this dig, along
    with vtable +0x18/+0x1c = Mech::Read/WriteUpdateRecord, nine replication
    groups, reticle not among them), gates them (FUN_004afd10, the look-state
    machine: per-view crosshair positions, the pi rear case, the per-weapon
    rear-fire mask walk), and ships them to the board for drawing
    (FUN_00460a7c packages rayIntersection + elementMask into dpl).

What this means for #73: aimed fire in 1995 had PER-PART precision -- scene
ray, struck triangle on the active LOD, the DCS is the segment, the segment's
dzone is the credited zone. The cylinder lottery was only ever the UNAIMED
path. The port's whole-mech box pick funnels aimed fire through the unaimed
lottery, which is exactly what three testers documented on night 6: aim at
the arm, get the spray.

Fix design recorded in the KB: a per-SEGMENT ray test on the shooter side
(inverse(segmentWorld) * ray vs each segment BGF's local extent box, nearest
wins, its dzone dispatched as the aimed zone), falling back to box+lottery
when no segment resolves.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-29 11:19:52 -05:00
Joe DiPrimaandClaude Fable 5 bcbc7cff12 the #73 pick dig, part 1: mech+0x36c is an embedded engine Reticle -- the writer is still at large
Chasing the un-decompiled targeting pick (the residual of #73). The hunt for
"who writes mech+0x37c/0x388/0x38c" kept coming back empty for a structural
reason now understood: those three fields are the tail of an embedded ENGINE
Reticle struct at mech+0x36c (RETICLE.h lays out position/state/pickPointingOn/
rayIntersection/targetEntity/targetDamageZone/elementMask, landing exactly on
0x37c/0x388/0x38c). Writers carry &mech->reticle and use small reticle-relative
offsets, invisible to any mech-relative displacement scan.

T0 corroboration, ENTITY3.h:131: "For BattleTech, damage zones are only valid
via reticle based weapons."

Ruled out as the writer: the engine Reticle itself (passive container -- ctor
and resource parse only); HudSimulation @0x4b7830 (holds &owner->reticle in esi
for its whole body but only READS the pick -- range caret, designator
transform -- and slews reticlePosition via the @0x4b7ed4 ease); the 0x482xxx
sites (mission-table target bookkeeping, address-of computations); the gyro
coefficient reads at 0x4b2c24/5c/6e (that class's own +0x370..0x38c table).

Still dark, with the candidates mapped: the un-exported 0x4a1674-0x4a2d48
stretch (reticle-touching at 0x4a16a5 in the Make-time init, 0x4a1f93, and a
state+pickPointing+base trio at 0x4a294a-61 near entry 0x4a2971), the two
unidentified Mech vtable overrides +0x18/@0x4a122c and +0x1c/@0x4a0c2c (both
big switch functions), and a few lone sites. One of these computes the
authentic pick; recovering it answers whether the pod tested the aim ray
against the mech's cylinder (as the damage table's geometry suggests) or a box
like the port's stand-in.

Recorded in combat-damage.md \xc2\xa7Targeting so the next session starts from the map
instead of the empty scans.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-29 11:09:01 -05:00
Joe DiPrimaandClaude Fable 5 a5fb96ae96 the crit system, complete: two gap functions recovered, the dead sink revived, and a wrong verdict reversed (#80)
The whole critical-hit pipeline was dark, three layers deep, and one of those
layers had fooled us into a false conclusion about the 1995 binary itself.

LAYER 1 -- the trigger, recovered from the un-exported gap. The Mech MESSAGE
TABLE at 0x50bdf8 ({id, name, handler} rows) names the real
Mech::TakeDamageMessageHandler at 0x4a0230 -- message 0x12 "TakeDamage" --
plus seven sibling handlers (PlayerLink, RealMaxSpeed, BalanceCoolant,
Set/ClearBurningState, EjectPilot, DuckRequest). Inside it, the crit chance
at 0x4a0164: p = clamp(0.7 * damageLevel^2 + 0.01, 0..1), gated on the
player's simLive flag (+0x25c -- novice never crits), rolled PER BURST on the
current zone, skipping a zone already burning. Chance is ~1% on fresh armour,
~18% at half-stripped, ~58% at 90% -- crits arrive exactly as armour fails.

The handler's application loop replaces the engine base's single call, which
ignored burstCount entirely (multi-burst damage under-applied (burst-1)x).
Faithful shape: per burst, crit-roll -> CriticalHit @0049ccc4 (which routes
half the amount through the armour internally and picks ONE critical
subsystem by criticalWeight) else zone->TakeDamage -- then RE-RUN the
cylinder lottery from the impact point for the next burst, stopping early
once the mech is disabled. Multi-burst damage sprays across zones by design.

LAYER 2 -- the sink. MechSubsystem::TakeDamage was an empty btstubs stand-in;
the real body is at 0x4ac0bc (CLASSMAP had that address mislabeled
"HandleMessage"): zone damage, then on level >= 1.0 the Destroyed alarm, the
PrintState gate, the 1.0 pin, and -- for a vital subsystem -- the owner
mech's graphicAlarm to level 9, the same fall/death level the leg path
raises. That is the #28 vital-subsystem kill machinery, now real.

LAYER 3 -- the one that rewrites yesterday. The subsystem ctor DID copy
armour points + per-type scales into the private zone -- through the
ReconDamageZone PROXY, whose fields sit at struct offsets +4/+8, not the
binary's +0x140/+0x144. The floats landed on the engine object's header and
the real damageScale[] stayed zero. The 2026-07-28 experiment that "proved"
subsystem zones cannot be damaged -- and that the Myomers un-powered
self-repair was dead code in the original -- was measuring exactly this port
bug. Both verdicts reversed: the binary ctor (0x4ac7bb) initializes the zone
from the resource keys WeaponDamagePoints (required) + CriticalHitScoreBonus
(required) + Collision/Ballistic/Explosive/Laser/EnergyDamagePoints, none of
which the CSS parsed. Now parsed (with the binary's own error strings), and
the ctor writes the engine's NAMED members -- layout-parity holds, so they
land on +0x140/+0x144 faithfully. The Myomers repair branch is LIVE, in 1995
and here. KB corrected and swept (combat-damage, subsystems WAVE 6,
myomers.cpp, CLASSMAP).

Live-verified twice: [subarmor] prints real parsed scales for every subsystem
at spawn (HeatSink pts=10 scale=0.1x5, Condensers pts=5 scale=0.2x5, ...);
[critroll] landed full-chain crits in both runs (zone -> weighted pick ->
subsystem's own zone driven to 1.0 -> Destroyed); mech death/respawn and the
ammo gates un-regressed; zero crashes/asserts. Honest gaps: burst>1 spraying
is transcribed but not yet exercised live (self-damage fires burst=1), the
damageType==0 COLLISION divert (@0x49ffcc) is documented-not-reconstructed,
and the id-0x16 damage/kill report messages to the players (the authentic
stats plumbing, decoded to field level in the KB) are deferred to the #45
work.

Diags: BT_CRIT_LOG ([subarmor] + [critroll]), the existing BT_DMG_LOG.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-29 10:08:33 -05:00
Joe DiPrimaandClaude Fable 5 f7cf9850b1 crit panel: the roll has no caller and the sink is a stub -- filed as #80
Night-6 observation (Conn Man, with screenshot): armor panel showing damage,
Critical damage display showing no crits. Investigated; it is a real port gap
in three layers, stacked on one authentic fact.

The authentic fact: the paper doll shows per-ZONE armor tint and the Critical
view is a per-SUBSYSTEM list. Different data by design -- the panel staying
dark while armor accumulates is correct right up until a subsystem takes
critical damage.

The gap: subsystem critical damage essentially cannot happen.

  1. Mech__DamageZone::CriticalHit @0049ccc4 -- the authored roll, half the
     hit to armour, half to one critical subsystem by criticalWeight -- has
     ZERO callers in the port. A raw byte-scan of the binary finds exactly
     one call site, @0x4a0461, and it sits in the un-exported decomp gap
     (nothing covers 0x4a03xx-0x4a05xx, the same dark region as the
     targeting-pick writer). The trigger conditions are unknown.
  2. MechSubsystem::TakeDamage is an empty bring-up stub (btstubs.cpp:179),
     so even a wired caller would measure a delta of zero through
     ApplyDamageAndMeasure.
  3. The only live crit sources are zone destruction (SendSubsystemDamage)
     and ammo cook-off (DistributeCriticalHit), which pin subsystem damage
     directly -- so the panel can light after a zone is destroyed outright,
     never from accumulating fire.

#28 (the vital-subsystem-crit death path) very likely shares this root and is
cross-linked. Recovery plan on #80: raw-disasm the 0x4a04xx container for the
trigger, dump MechSubsystem vtable 0050e210 slot +0x24 for the real TakeDamage
body, wire both.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-29 09:06:28 -05:00
Joe DiPrimaandClaude Fable 5 a5dd0eabc5 issue #73 investigated: zone selection is a weighted lottery -- per-limb aiming never existed
Night-6 report: three players, controlled conditions, "fired only at the left
arm, damage credited all over the paper doll, no crits". Chased it to the
bottom and the bottom is the authored 1995 model, working as designed.

The zone a hit credits is chosen by dice, in binary-faithful code reading
binary-shipped tables (dmgtable.cpp, stream format byte-verified): impact
point -> height layer (floor(layerCount*y/heightRef)) -> pie slice
(atan2(z,x) around the vertical axis, optionally rotating with live torso
twist) -> DamageZonePercentTable::SelectZone() = RandomUnit() rolled against
cumulative percent thresholds (@0x49de14). Every slice carries an authored
DISTRIBUTION of zones. Aiming at a limb at best biases which slice you
strike; the zone inside it is a weighted roll. Pixel-precise limb damage
does not exist in Tesla 4.10.

Measured live to be sure the code read was real: solo dummy, walked to 8u,
aim pinned left/center/right across the silhouette, trigger held. 24-46
hits per aim point, each spread across 6+ zones (the percent tables), with
the distribution shifting by aim point (the slice selection responding).
Both halves of the model visibly working.

What remains genuinely open, and is now the whole of #73: the shooter's pick
point comes from Mech::PickRayHit, a whole-mech AABB slab test -- a port
stand-in, since the binary's 0x37c/0x388/0x38c writer sits in an un-exported
gap nobody has decompiled. Theta computed from a flat box FACE clusters
toward the slices facing the shooter, so flank slices (presumably arm-heavy)
may be under-reachable from frontal shots compared with the pod, which
plausibly intersected the mech's cylinder -- the damage table is literally
cylindrical. Deciding that needs a per-hit theta probe and a one-shot wheel
dump; if confirmed, the fix is a ray-vs-cylinder pick replacing the box slab.
Filed on #73 with the plan.

KB: combat-damage.md gets the lottery model as a load-bearing triage fact --
"damage landed somewhere I didn't aim" now has a documented base rate, and
crit expectations from aimed fire are probabilistic by design.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-29 08:42:23 -05:00
Joe DiPrimaandClaude Fable 5 dca2586aa8 the Owens crash: a device reset that never waited for the device (#35)
Eight byte-identical field stacks from night 6, all one player, all in an
Owens: ParticleEngine::Destroy +0x11, access=0 target=0x0, from the plain
per-frame render path. Nothing in the stack touches weapons or the Owens.
Conn Man's Surface Pro 9 (Iris Xe, 128 MB shared) is simply the only GPU in
the fleet that ever actually LOSES the D3D9 device -- his two-trigger
missile+laser bursts are what provoke the timeout, not what crashes.

What crashed is our device-loss handling, which was wrong three ways at once,
in two inline copies (the scene Present and the wait-screen Present):

  1. On D3DERR_DEVICELOST it called Reset() IMMEDIATELY. Reset on a
     still-lost device ALWAYS fails, and V() only logs. There was no
     TestCooperativeLevel gate at all.
  2. It then ran ParticleEngine::Initialize against the lost device. The
     creates fail there and NULL their out-params -- proven, not assumed:
     the bench repro faults at target=0x0, not at a dangling address.
  3. The next lost frame called ParticleEngine::Destroy again, which
     Release()d those NULLs blind. Read of vtable at 0x0. Dead.

So: lost frame 1 tears down and leaves NULLs, lost frame 2 crashes. Two
frames, every time, deterministic -- which is exactly why all 8 field stacks
are byte-identical.

Reproduced before fixing. BT_DEVICELOST_TEST=<frame>,crashrepro runs the
field sequence on the bench; on the unfixed build it died at Destroy +0x11,
access=0 target=0x0, and symbolized to the same four frames as the field
logs. Same shape, same offsets-modulo-hook. That run also proved the
out-param-nulling assumption the whole diagnosis rested on.

The fix -- one shared DPLRenderer::BTResetLostDevice() replacing both inline
copies:

  - Destroy() is idempotent and null-safe, and nulls after release.
  - Reset() is gated on TestCooperativeLevel() != D3DERR_DEVICELOST; while
    the driver still says lost, skip the frame and retry.
  - The Reset HRESULT is checked; on failure, log and retry next frame
    instead of driving on.
  - On success, re-create via the new CreateDeviceObjects(), NOT
    Initialize(): Initialize memsets the installed-effects table, so every
    reset that DID succeed silently killed all particle effects for the rest
    of the mission. The quieter sibling bug, fixed by the same split.
  - Initialize checks its HRESULTs and defends MAXPARTICLES<=0; the draw
    paths guard the NULL buffer, and ExecuteParticles keeps draining
    particles while the engine is dormant so they cannot pile up.

Verified: the crashrepro shape now logs SURVIVED and play continues; three
forced full loss/reset cycles each log "[render] device reset OK"; a plain
run is assert-free.

Found while verifying, worth its own line: VIDEO\particles.png has NEVER
existed -- not in the tree, not in BTL4.RES, not anywhere in git history.
The texture load has failed on every machine since the engine was written,
and every billboard particle ever rendered was untextured quads via
SetTexture(0, NULL). RenderParticles deliberately does NOT gate on the
texture -- that would disable all particles everywhere; untextured IS the
shipped look. Filed separately; a real particle sheet is a content task.

The field verification that counts is Conn Man flying his exact crash
loadout on this build: instead of a dead process he should see at worst a
brief hitch and "[render] device reset OK" in his log. #35 stays open until
that happens.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-29 08:21:41 -05:00
144 changed files with 10022 additions and 1323 deletions
+6
View File
@@ -43,3 +43,9 @@ matchlog_*.txt
# Operator control-channel secret -- NEVER commit (plaintext shared credential)
operator_secret.txt
# Player field logs: contain Steam IDs, machine names and usernames -- never commit.
# (bench .sh/.py under scratchpad/night*/ stay committable.)
scratchpad/night*/*.log
scratchpad/night*/*.rar
scratchpad/night*/*.zip
+3 -1
View File
@@ -48,6 +48,7 @@ precise than anything you can infer.
3. **RULE: no stand-ins.** The full logic IS in the pseudocode; a "gap" is an unfilled stub, not a
hole. Never write placeholder logic — read the decomp. Bring-up scaffolding is marked + temporary.
4. **Verify honestly.** `static_assert`-lock layouts; run env-gated; read `content\<stem>_YYYYMMDD.log`; cdb on crashes.
**Verify against the FIELD COMPOSITION, not a constructed proxy** — benches + the verified bar: `context/test-harness.md`.
Tag claims with the evidence tier; flag T3/T4.
5. **Persist insights.** A genuinely new finding → add it to the right `context/*.md` (+ the `docs/`
ledger for detail), with an evidence tier. Keep the knowledge base current — this is a mandate,
@@ -65,6 +66,7 @@ precise than anything you can infer.
| BGF geometry, LODs, CONN/PCONN, ramps | `context/bgf-format.md` |
| A layout/linkage/databinding BUG | `context/reconstruction-gotchas.md` |
| The reconstruction method / workflow | `context/reconstruction-method.md` |
| **Running a BENCH / verifying a fix** — harness contract, 2-node pattern, what counts as VERIFIED | `context/test-harness.md` |
| Walking, gait, ground model, collision | `context/locomotion.md` |
| Subsystems, the factory, heat/weapons/power | `context/subsystems.md` |
| Damage zones, targeting, firing, death | `context/combat-damage.md` |
@@ -85,7 +87,7 @@ precise than anything you can infer.
| Term / acronym definitions | `reference/glossary.yaml` |
| The ORIGINAL 1995 player manual (controls, per-mech stats, coolant loops) | `reference/manual/Tesla40_BT_manual.pdf` (+ alignment audit in `context/pod-hardware.md` §Manual) |
| The complete verbatim detail (fallback) | `docs/PROGRESS_LOG.md` (the old 2236-line CLAUDE.md) |
| Detailed running ledgers | `docs/RECONCILE.md`, `docs/GAUGE_COMPOSITE.md`, `docs/HARD_PROBLEMS.md`, `docs/SUBSYS_PLAN.md`, `docs/P3_LOCOMOTION.md`, `docs/RESOURCE_AUDIT.md`, `docs/VEHICLE_SUBSYSTEMS.md`, `docs/BGF_FORMAT.md`, `docs/ASSET_PIPELINE.md`, `docs/BT_SOURCE_STATUS.md`, `docs/WAVE_PLAN.md`, `docs/GLASS_COCKPIT.md`, `docs/REVOLVING_DOOR_PLAN.md`, `docs/INPUT_PATH_AUDIT.md`, `docs/RESPAWN_REARM_PLAN.md`, `docs/KD_SCOREBOARD_PLAN.md`, `docs/DIST_LAYOUT_PLAN.md`, `docs/MOUSELOOK_PLAN.md` |
| Detailed running ledgers | `docs/RECONCILE.md`, `docs/GAUGE_COMPOSITE.md`, `docs/HARD_PROBLEMS.md`, `docs/SUBSYS_PLAN.md`, `docs/P3_LOCOMOTION.md`, `docs/RESOURCE_AUDIT.md`, `docs/VEHICLE_SUBSYSTEMS.md`, `docs/BGF_FORMAT.md`, `docs/ASSET_PIPELINE.md`, `docs/BT_SOURCE_STATUS.md`, `docs/WAVE_PLAN.md`, `docs/GLASS_COCKPIT.md`, `docs/REVOLVING_DOOR_PLAN.md`, `docs/INPUT_PATH_AUDIT.md`, `docs/RESPAWN_REARM_PLAN.md`, `docs/KD_SCOREBOARD_PLAN.md`, `docs/DIST_LAYOUT_PLAN.md`, `docs/MOUSELOOK_PLAN.md`, `docs/GHOST_MECH_ANALYSIS.md` |
---
+1 -1
View File
@@ -185,7 +185,7 @@ role=Role::Default
dropzone=one
vehicle=ava1
vehicleValue=1000
color=Red
color=Crimson
[largebitmap]
bitmap=BitMap::Large::Aeolus
[BitMap::Large::Aeolus]
+64 -246
View File
@@ -1,8 +1,8 @@
[mission]
adventure=BattleTech
map=arena1
map=cavern
scenario=freeforall
time=day
time=night
weather=clear
temperature=27
length=600
@@ -156,206 +156,95 @@ x=128
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pilot=10.99.0.1:1502
pilot=10.99.0.2:1502
pilot=10.99.0.3:1502
pilot=10.99.0.4:1502
[10.99.0.1:1502]
pilot=127.0.0.1:1502
pilot=127.0.0.1:1602
pilot=127.0.0.1:1702
pilot=127.0.0.1:1802
[127.0.0.1:1502]
hostType=0
advancedDamage=1
loadzones=1
name=ALPHA
name=Aeolus
bitmapindex=1
experience=expert
experience=novice
badge=VGL
patch=Yellow
role=Role::Default
dropzone=one
vehicle=madcat
vehicle=bhk1
vehicleValue=1000
color=White
[10.99.0.2:1502]
[127.0.0.1:1602]
hostType=0
advancedDamage=1
loadzones=1
name=BRAVO
name=Boreas
bitmapindex=2
experience=expert
experience=novice
badge=VGL
patch=Yellow
role=Role::Default
dropzone=one
vehicle=thor
vehicle=ava1
vehicleValue=1000
color=Crimson
[10.99.0.3:1502]
[127.0.0.1:1702]
hostType=0
advancedDamage=1
loadzones=1
name=CHARLIE
name=Caicias
bitmapindex=3
experience=expert
experience=novice
badge=VGL
patch=Yellow
role=Role::Default
dropzone=one
vehicle=vulture
vehicle=bhk1
vehicleValue=1000
color=Grey
[127.0.0.1:1802]
hostType=0
advancedDamage=1
loadzones=1
name=Deimos
bitmapindex=4
experience=novice
badge=VGL
patch=Yellow
role=Role::Default
dropzone=one
vehicle=ava1
vehicleValue=1000
color=Green
[10.99.0.4:1502]
hostType=0
advancedDamage=1
loadzones=1
name=DELTA
bitmapindex=4
experience=expert
badge=VGL
patch=Yellow
role=Role::Default
dropzone=one
vehicle=avatar
vehicleValue=1000
color=Tan
[largebitmap]
bitmap=BitMap::Large::ALPHA
bitmap=BitMap::Large::BRAVO
bitmap=BitMap::Large::CHARLIE
bitmap=BitMap::Large::DELTA
[BitMap::Large::ALPHA]
bitmap=BitMap::Large::Aeolus
[BitMap::Large::Aeolus]
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[BitMap::Large::CHARLIE]
bitmap=00000000000000000000000000000000
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@@ -366,87 +255,16 @@ x=128
y=32
width=8
[smallbitmap]
bitmap=BitMap::Small::ALPHA
bitmap=BitMap::Small::BRAVO
bitmap=BitMap::Small::CHARLIE
bitmap=BitMap::Small::DELTA
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[BitMap::Small::BRAVO]
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+274
View File
@@ -0,0 +1,274 @@
[mission]
adventure=BattleTech
map=grass
scenario=freeforall
time=night
weather=clear
temperature=27
length=600
[ordinals]
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pilot=127.0.0.1:1502
pilot=127.0.0.1:1602
pilot=127.0.0.1:1702
pilot=127.0.0.1:1802
[127.0.0.1:1502]
hostType=0
advancedDamage=1
loadzones=1
name=Aeolus
bitmapindex=1
experience=novice
badge=VGL
patch=Yellow
role=Role::Default
dropzone=one
vehicle=bhk1
vehicleValue=1000
color=White
[127.0.0.1:1602]
hostType=0
advancedDamage=1
loadzones=1
name=Boreas
bitmapindex=2
experience=novice
badge=VGL
patch=Yellow
role=Role::Default
dropzone=one
vehicle=ava1
vehicleValue=1000
color=Crimson
[127.0.0.1:1702]
hostType=0
advancedDamage=1
loadzones=1
name=Caicias
bitmapindex=3
experience=novice
badge=VGL
patch=Yellow
role=Role::Default
dropzone=one
vehicle=bhk1
vehicleValue=1000
color=Grey
[127.0.0.1:1802]
hostType=0
advancedDamage=1
loadzones=1
name=Deimos
bitmapindex=4
experience=novice
badge=VGL
patch=Yellow
role=Role::Default
dropzone=one
vehicle=ava1
vehicleValue=1000
color=Green
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model=noretun
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+5 -1
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@@ -48,7 +48,11 @@ spec is `docs/ASSET_PIPELINE.md`. Full list: `docs/PROGRESS_LOG.md §5`.
## Collision / damage / subsystems
- **`.SLD`** collision solids (Block/YCyl/Cone/Ramp/Wedge). Terrain is modeled AS collision volumes;
see [[locomotion]] ground model + [[combat-damage]]. [T1]
- **`.DZM`** = INI damage-zone→material map (mech skin damage states). **`.DMG`/`.TBL`** damage
- **`.DZM`** = INI damage-zone→material map (mech skin damage states) — `[dz_<zone>]` sections each
listing `material=<lib>:<name>_mtl`. One file per SKIN VARIANT (`dzm`/`dzms`/`dzmt`/`dzmo`/`dzma`/
`dzmb`/`dzmc`/`dzmd`). This is the ARMOUR-DARKENING registry: the renderer lerps every listed
material toward 0.1× as that zone's `damageLevel` runs 0→1. Loaded by MUNGA's `DamageZone` stream
ctor into `materialTable` (`GetMaterialList(skl_type)`); full chain in [[rendering]]. [T1] **`.DMG`/`.TBL`** damage
zones/tables, **`.SUB`** subsystems (weapon params — DischargeTime/RechargeRate/WeaponRange),
**`.CTL`** control maps. [T1]
+45 -1
View File
@@ -79,7 +79,12 @@ run\run.cmd [EGG] # default DEV.EGG; cd's to content\ and runs btl4.exe -eg
in `docs/DIST_LAYOUT_PLAN.md` — PROPOSED, not implemented, awaiting a decision between the
authors.** The cwd guard stays either way (it protects the developer tree, where the split is
real and permanent).
- Interactive: **WASD** drive; weapon groups (keyboard, task #43) **1/Space** = lasers, **2** =
- Interactive: ⚠ under the GLASS profile (`content\bindings.txt`, the default since the cyd
merge) drive is the **1995 throttle-lever scheme**, NOT WASD: **SHIFT** = throttle up (lever
STICKS where you leave it), **CTRL** = throttle down, **ALT** = reverse thrust, **X** =
all-stop, **BACKTICK** = view toggle. ("WASD drive" was the pre-glass dev profile — telling a
glass user W is the confirmed way to watch a mech stand perfectly still, 2026-07-29.)
Weapon groups (keyboard, task #43) **1/Space** = lasers, **2** =
PPCs, **3/Ctrl** = missiles; **X** all-stop; **V** cockpit/chase view. Default egg = `DEV.EGG`
(map=grass, time=day). Swap mech via the egg's `vehicle=` — **ALL 18 ModelList names
CERTIFIED playable (2026-07-18 vehicle sweep)**: the canonical 8 (avatar, bhk1/blkhawk,
@@ -87,6 +92,45 @@ run\run.cmd [EGG] # default DEV.EGG; cd's to content\ and runs btl4.exe -eg
mad1/mad2, own1, snd1, thr1, vul1); each boots a solo mission, spawns, animates, no
crash. The code path is mech-agnostic. [T2]
## Local benches MUST launch like a player (bench parity, 2026-07-30)
> Parity is one rule of the harness. The full harness contract, the two-node
> pattern, and the VERIFICATION DOCTRINE (field composition over constructed
> proxies) live in [[test-harness]] — read that before writing any bench.
Every shipped launcher (`play_solo.bat`, `join*.bat`, `play_steam.bat`) sets the SAME three
things, and a local bench that omits them is not testing the game the field plays:
set BT_PLATFORM=glass set BT_START_INSIDE=1 set BT_DEV_GAUGES=1
plus a front-end flag (`BT_FE_SOLO` / `BT_FE_JOIN`), `cd content`, and NO `-res`.
**`BT_START_INSIDE=1` is the big one** — without it a bench opens in the EXTERNAL CHASE camera
while every player starts in the COCKPIT. Benches ran chase-only for weeks; the first
first-person look at one was misread as a broken HUD [T2].
**Experience:** every SHIPPED egg is `experience=expert`. A `novice` bench egg silences the whole
heat model, crits and jams (see [[experience-levels]]) — bench combat then is not field combat.
Only the aimed-leg gimp bench may use novice (expert crits the aimed leg and the mech
turns-but-never-moves); it must say so out loud.
**Affinity:** pin each node to TWO logical processors (`0x03/0x0C/0x30/0xC0`), not one. Disjoint
core sets keep single-box packet delivery even (the peer-shakiness fix, [[multiplayer]]); ONE LP
per node starves the gauge executive and fakes a "the comms panel never counts" reading [T2].
`scratchpad/night6/bench_common.sh` owns this contract (`bt_player_env` / `bt_launch` /
`bt_expert_egg` / `bt_novice_egg`, and `bt_assert_player_env` warns if the shipped bat drifts).
The 4-node benches (`mp4_panel.sh` respawn+scoreboard, `mp4_cross.sh` real cross-fire kills,
`mp4_limp.sh` gait replication) all source it. A `-net` node renders NOTHING until
`tools/btconsole.py` starts the mission — a solo launch is the quick visual check.
## Headless frame capture — `BT_SHOT_EVERY` (2026-07-30)
`BT_SHOT_EVERY=<n>` dumps the game's own backbuffer every n frames to
`<BT_SHOT_PREFIX|shot>_NNN.png` (btl4vid.cpp, top of `BTDrawTranslocationSpheres` — the per-frame
alpha-pass hook; it MUST stay above that function's phase-0 early-out). This is how rendering is
diagnosed without foregrounding a window, and it is the ONLY capture method to use: OS
screen-capture grabs whatever is actually on the user's screen (a foreground-lock failure once
photographed the user's browser instead of the game) and is off-limits.
Frames land mid-alpha-pass, so a process killed during a write leaves ONE truncated PNG — skip it.
## Debug (cdb x86)
`"C:\Program Files (x86)\Windows Kits\10\Debuggers\x86\cdb.exe"`. Pattern for a faulting stack (cwd
= content\): `-g -c ".lines;sxe av;g;kp 24;q"` with `BT_ASSERT_TO_DEBUGGER=1`. Debug CRT fills fresh
+30
View File
@@ -88,6 +88,36 @@ inverse(eyeWorld)`. No LookAt anywhere.
DPLEyeRenderable::Execute (order `Orient × R`, `D3DXMatrixInverse` on the live path — note the
ctor also holds a copy of this code but its view write is DEAD; patch the Execute).
## ⚠ The canopy looks "obscured" at wide viewports — it is the ASPECT, not the canopy [T2]
`BTFovYFromHorizontal` (L4VIDEO.cpp:127) pins the HORIZONTAL fov at the authentic 60° and derives
the vertical from the LIVE aspect — correct at the pod's 4:3 (60°×46.8°), but the cockpit-surround
layout hands it a very wide, short world view and the vertical field collapses:
| viewport | aspect | vertical FOV |
|---|---|---|
| pod 800×600 | 1.33 | **46.8°** |
| surround default 900×500 | 1.80 | 35.6° |
| surround on a 1080p screen 900×440 | 2.05 | **31.5°** |
The surround height-clamps the view to fit the work area (`btl4main.cpp` ~1404: 900×500 → 900×440
on 1080p), so the smaller the screen the worse it gets. The canopy is FIXED world geometry, so a
1.5× vertical squeeze makes it eat 1.5× more of the view: measured on bhk1 at 900×440 the frame
covers **39% of the viewport — 9.5% of the upper half but 68.6% of the LOWER half**, i.e. the dash
rides up over the horizon and hides the ground where enemy mechs stand (user-reported as "can't
see to shoot"). At a true 4:3 world view the same build/mech/map renders a correct big-window
cockpit. Left/right skew is 6% (symmetric — nothing is tilted).
**Not a regression:** the shipped 4.11.643 binary reports identical geometry (`view 900x440
canvas 1452x999`), and the gauge-executive change is measurably innocent (canopy coverage 5759%
with it on vs 6061% off — scene variation).
**Verification method:** `BT_COP_PLATES=1` (kit off) gives a 100%-solid viewport vs 39% with the
stencil cut live — that is how to prove the punch kit is running. Canopy coverage = per-pixel diff
of a normal frame against a `BT_HIDE_COCKPIT=1` frame; a raw grey-pixel count also catches sky.
**Open decision (nothing changed yet):** cap the aspect used for fovY (wide windows would show
MORE horizontally instead of cropping vertical — identical to the pod at 4:3), or make the
surround's view taller (clamp width, costing surround width), or bench first-person work in the
dock layout (`BT_DEV_GAUGES_DOCK=1 -res 640 480`).
## Status per mech + the gyro (task #56 — gyro now LIVE)
- **Madcat (MAX_COP): verified good on pure defaults** — dark domed frame (top arch +
+278 -29
View File
@@ -69,6 +69,59 @@ player-only logic on `this == application->GetViewpointEntity()` (else a spawned
player input). [T1]
## Targeting (mech offsets, [[decomp-reference]] §3)
**STRUCTURAL DISCOVERY (2026-07-29, the #73 pick dig): the target block is an embedded engine
`Reticle` at `mech+0x36c`** [T0 layout-verified]. `engine/MUNGA/RETICLE.h` lays out exactly:
`reticlePosition@0x36c` (Vector2D), `reticleState@0x374`, `pickPointingOn@0x378`,
**`rayIntersection@0x37c`**, **`targetEntity@0x388`**, **`targetDamageZone@0x38c`**,
`reticleElementMask@0x390`. This is why every "who writes 0x388" scan came back empty — writers
carry `&mech->reticle` (an `lea [mech+0x36c]`) and use small reticle-relative offsets.
`ENTITY3.h:131` states the model in T0 words: *"For BattleTech, damage zones are only valid via
reticle based weapons."* The engine `Reticle` is a **passive container** (ctor + resource parse
only — no pick math); `HudSimulation @0x4b7830` opens with `lea esi,[owner+0x36c]` and READS the
pick (range caret from `rayIntersection`, the designator transform) and slews `reticlePosition`
via `@0x4b7ed4`, but does not write the pick either. **The pick WRITER is BT code, still
unlocated** [T4 candidates]: the un-exported stretch `0x4a1674-0x4a2d48` (touches the reticle at
`0x4a16a5` — the Mech::Make-called init — and `0x4a1f93`, `0x4a294a/54/61` state+pickPointing+base
together near entry `0x4a2971`, which is called from `0x494483`), the two unidentified Mech vtable
overrides `+0x18=0x4a122c` / `+0x1c=0x4a0c2c` (both big switch functions), and lone sites
`0x4877a4` (byte read via the mission entity table `0x5015c8`), `0x4b0097`, `0x45fb14-24`.
**RESOLVED (same dig, deeper): there IS no software pick writer — the 1995 pick was a DPL SCENE
INTERSECTION** [T0 + T1 converging]. Evidence: (a) the WinTesla renderer still carries the result
members `dplHitInstance/dplHitDCS/dplHitGeoGroup/dplHitGeometry` + `vehicleReticle` (L4VIDEO.cpp
ctor, all NULL-init); (b) the stubbed 1995-era renderable constructors each took
**`dpl_isect_mode_obj` ("type of intersections to do on this object") + an intersection MASK** —
per-renderable intersection configuration against the scene; (c) Auric's account ("the pod's
division card cast from the view"); (d) VGL Lynx's LOD warning reads as firsthand knowledge — the
ray tested the DRAWN geometry, i.e. the active LOD's meshes; (e) exhaustive scans: nothing in the
binary or the pseudocode ever writes `rayIntersection/targetEntity/targetDamageZone` — game code
only reads, initializes (the Mech ctor @0x4a1674 constructs the embedded Reticle), gates
(`FUN_004afd10`, the look-state machine, toggles `pickPointingOn` per view with the π rear case),
and SUBMITS the reticle to the board for drawing (`FUN_00460a7c` packages +0x37c/+0x390 into dpl).
**Aimed fire in 1995 had PER-PART precision**: scene ray → struck triangle on the current LOD →
the DCS = the struck SEGMENT → its `dzone` (the SKL segment→zone map, `GetSegmentIndex@49db20`) =
`targetDamageZone`. The cylinder lottery (STEP 6) was only ever the UNAIMED path. The port's
whole-mech box pick + "STEP-6 zone under the boresight" funnels AIMED fire through the unaimed
lottery — which is exactly the night-6 report (#73): aim at the arm, get the spray.
**IMPLEMENTED (2026-07-29/30) [T2 bench]: the aimed PER-PART pick.**
`BTL4VideoRenderer::MechSegmentPick` (btl4vid.cpp): at tree build, each segment's draw object +
`GetPrimaryDamageZone()` (SEGMENT.h — carried per segment in the skeleton STREAM, read by
JMOVER.cpp:290) are recorded in `MechRenderTree::segPick`; the pick ray-tests the per-segment
bounding spheres (`mCullCenter/mCullRadius`, world via the draw-cached `mLocalToWorld` — ≤1 frame
stale). **Selection is SPECIFICITY-FIRST: among pierced spheres the SMALLEST radius wins**
(normalized `d²/r²` tie-break). Both simpler rules were measured failing identically: the torso
mesh's sphere (r≈4.1 on the MadCat vs shoulders r≈1.0) envelops the mech, so nearest-entry always
faces you AND normalized distance rewards the giant sphere (a 0.45u-off-axis ray scores 0.012 vs
it). Limbs nest inside the envelope; smallest-pierced picks the most specific part on the aim line
— the per-part semantic the 1995 mesh intersection produced. `mech4.cpp` tries the segment pick
per candidate (box `PickRayHit` + zone 1 → the unaimed lottery survives only as fallback:
no tree / wrecked / structure occlusion), and the winner's zone rides `MECH_TARGET_SUBIDX` +
`targetReticle.targetDamageZone` into `SendDamageMessage` — aimed hits now dispatch a REAL zone.
Bench (L/C/R sweep, dummy at 8u): aim-left = **36/41 hits on zone 2 = `jointlshoulder`** with
thread score 0.30 (was a 6-way lottery spray); envelope grazes log score ≈0.99 and credit the
torso. The MadCat segment→zone map is authored and rich (shoulders 2/9, guns 6/17, hip 1, legs
3/5/8/10/16/19, torso 0). Known approximations for field verification: sphere bounds (not
per-triangle), the torso-envelope graze credits the torso where the pod's mesh test would miss
into air. Diag: `BT_PICK_LOG` (`[segpick]` the map at build, `[pickwin]` zone/score/t per pick).
`mech+0x37c` = target world Point3D; `mech+0x388` = target `Entity*` (the `HasActiveTarget()` gate);
`mech+0x38c` = targeted sub-zone (1=whole). Weapons cache hasTarget/targetPoint/muzzlePoint,
refreshed each frame. [T1]
@@ -279,17 +332,26 @@ Three-layer story, measured live + decomp-verified:
`damageLevel += amount × damageScale[type]`, 1.0 = destroyed — engine `DAMAGE.cpp:379` (arcade
`@0041e4e0`), called from `mechdmg.cpp:427`; the `[zone-armor]` + per-hit `[dmghit]` dumps,
BT_DMG_LOG. Weapons author point-scale amounts (laser 11.77 ≈ 10 torso hits). **`burstCount` is
NOT in this formula — zone damage IGNORES it** [T1]; one Damage message = one `amount×scale`
application regardless of burstCount (burstCount is read only by the gyro-bounce math + the
SplashDamage falloff). A cluster missile therefore lands its damageAmount ONCE — see the
SALVO-LEAD FIX below for why the port's N-round missiles must damage once per salvo. ✓
2. **StaticBounce prices rams with the AUTHORED moverMass ≈ 1.3e6 units** → ~600×v² ≈ 59,000
points for a 10 m/s ram (measured: 59221@9.94, 398@0.81; `[collide-tx]` now logs mass/e).
The binary DISPATCHES it raw (@part_012:15324-15358) — but in pod MP it landed on the local
REPLICANT of the victim (the master never heard it; MECH.CPP:986 warns and proceeds) —
**ram damage was network-inert in the pod**. Our task-#47 replicant forwarding (required
for MP weapon damage) surfaced it as a one-shot. Port: `BTDispatchCollisionDamage`
normalizes ×1e-3 to the armor-point economy (bump = points, charge = tens) [T3].
NOT in this formula — `TakeDamage` itself IGNORES it** [T1]. ⚠ But one Damage message is **NOT**
one application: `Mech::TakeDamageMessageHandler` calls `TakeDamage` **`burstCount` times**,
re-rolling the struck zone per burst (@0x4a0423-0x4a04d8; `mech.cpp`, task #80). `burstCount` =
number of applications, and it is load-bearing (missile cluster count, splash falloff, gyro
bounce). A cluster missile lands its damageAmount once **per connecting missile** — the count is
rolled at impact, `Random(n) + n/4` clamped to `n`. See the corrected SALVO note below. ✓
2. **StaticBounce prices rams at ~600×v² raw** (measured: 59221@9.94, 66239@9.59, 398@0.81;
`[collide-tx]` logs mass/e — mech moverMass is the tonnage-scale 60000-90000, NOT the old
"authored ≈1.3e6" mis-attribution; the ~24·v²·0.0005·mass factor is the head-on (vn·vp)
algebra). The binary DISPATCHES it raw (@part_012:15324-15358) — but in pod MP it landed
on the local REPLICANT of the victim (the master never heard it; MECH.CPP:986 warns and
proceeds) — **ram damage was network-inert in the pod**. Our task-#47 replicant forwarding
surfaced it as a one-shot, and a ×1e-3 normalization was patched in (2026-07-12 [T3]).
**That normalization is GONE (pricing audit 2026-07-31): the #83 type-0 divert is the
authentic normalizer** — the victim's TakeDamage hub routes collision damage into
`DistributeCollisionDamage` (scale ≈ 3.9-4.5e-5), so with the 0.001 still applied no
physically possible ram could clear the divert's 0.5-pt free floor (rams were a no-op
against the victim). Raw restored [T1]: a 9.6 m/s ram = 2.55 pts of internal rattle on the
victim (bench-measured, `scratchpad/night7/mp_rampricing.sh`); pressed follow-up contact
prices under the floor = free.
3. **The contact EDGE**: the binary's bounce reversed the mover's velocity so the frame after
a bump read as separating; our gait re-derives velocity per frame (still closing while
pressed / respawn-overlapped) → sustained contact re-priced full rams at 60Hz (the respawn
@@ -299,6 +361,34 @@ Band effects: `MechDeathHandler::Tick` fires the CURRENT band descriptor on any
(the binary's changed-flag semantics, workflow-verified) — a damaged mech under fire smokes/
burns per hit; the earlier crossing-only gate was over-tight (the metronome was SHKWAVE).
## Missile THRUST -- FIXED (2026-07-31, issue #84) [T1 values / T2 verified]
The binary Missile hosts a **MissileThruster** subsystem: the round leaves the rack at the
launcher's authored MuzzleVelocity (SRM eject 100 u/s flat; LRM 30 u/s up-tilted) and then
ACCELERATES while BurnTime remains. Authored values (BTL4.RES type-15 missile model records
+0x44/+0x48, reached from the AmmoBin's `ammoModelFile` through the type-1 MODELLIST
indirection): **SRM 2.5s @ 600 u/s² (turn 120°/s) · LRM 10s @ 300 (turn 60°/s, climb 50) ·
Streak 3s @ 300 (turn 360°/s) · NARC 10s @ 300**; SplashRadius 30 for all (the port's constant
was right); authored drag ~0.001 = negligible. The port pool flew at CONSTANT eject speed --
LRMs 10× slower than authored -- which was the whole of the field "missiles are slow" report,
and the "explosion before the missiles arrive" perception (the salvo-lead detonates while the
slow spread rounds straggle). Fixed: `BTMissileThrustOf` (mech4.cpp) lazily caches the RES
thruster table (ModelList ids aliased to their type-15 member); both launch paths (master fire
+ the replicant salvo mirror) pass burn/accel into the pool, whose advance integrates
`speed += accel·dt` while burning. Verified live: Streak impacts at 277 u/s (was 100).
Note: the Black Hawk's "SRM6" fires **strk** (Streak) ammo per its bin -- the ammo model, not
the launcher name, decides the flight profile.
## Destroyed weapons kept FIRING -- FIXED (2026-07-31, issue #86) [T1/T2]
The fire gates (`ProjectileWeaponSimulation` gate 1 @4bbd36, `EmitterSimulation` hard-failure
@4baab9) test `subsystem+0x40` for Destroyed(1). In the binary that offset IS the status alarm's
level cell; the port splits it into `statusAlarm` + a never-written `int simulationState`, so the
gates read a dead cell -- a weapon on a destroyed mount showed its X on the MFD and kept firing
and SCORING (night-7: all three testers, with screenshots of a missile leaving a destroyed pod).
Fixed by reading BOTH cells in both gates; the full pattern is [[reconstruction-gotchas]] §22.
Verified A/B in one run (BT_KILL_SUBSYS bench hook -> ForceCriticalFailure, the same call the
zone crit-cascade makes): before the kill both SRM6 launchers fired 2 salvos each; after, the
destroyed launcher fired ZERO (gate log `destroyed=1`) while its twin kept firing.
## Ballistic damage type -- FIXED (2026-07-23, issue #27) [T2]
Playtest matchlog forensics (2,591 applied-damage events over 2 rounds): the damageType
histogram had Collision/Explosive/Laser/Energy but **Ballistic (type 1) NEVER appeared**,
@@ -359,20 +449,92 @@ death). ALL EIGHT proxy-view sites in mechsub.cpp swept to the engine view
`GetStatusFlags` (read the vptr as a float → always "intact") and `ApplyDamageAndMeasure` (the
crit cascade's damage-measure read garbage). Gotcha §5 (alias fields), new archetype.
## ⚠ A subsystem's PRIVATE zone cannot be damaged via `TakeDamage` (2026-07-28) [T0]
Each `MechSubsystem` owns a private `DamageZone` at `+0xE0`, built by the **2-arg trivial ctor**
`new DamageZone(this, 0)`. That ctor (`engine/MUNGA/DAMAGE.cpp:187-190`) zeroes **all five**
`damageScale[]` entries, `Reset()` never touches them, and the only other writer in the tree is
`Mech__DamageZone` — the mech's *streamed* zones (`mechdmg.cpp:246-253`), a different class. Since
`DamageZone::TakeDamage` is `damageLevel += damageAmount * damageScale[damageType]`, **any**
`TakeDamage` against a subsystem's own zone is arithmetically a no-op, whatever the amount or type.
Verified by experiment: a zone seeded to 0.6 and fed 0.011f for ~1500 ticks never moved.
The crit path works because it **bypasses this entirely** and writes `damageLevel` directly
(`DistributeCriticalHit` pins `*(this[0x38]+0x158) = 1.0f`; `ForceCriticalFailure` sets the state).
Practical consequence: if you are reconstructing something that "damages a subsystem", route it the
way the crit path does — a `TakeDamage` call there will silently do nothing. This is also why
Myomers' Performance `@004b8bb9` (an un-powered self-repair) is dead code in the 1995 binary itself:
see [[subsystems]] WAVE 6.
## ⚠ CORRECTED (2026-07-29, #80): subsystem private zones ARE damageable — the port was writing
## their scales through the WRONG LAYOUT
The 2026-07-28 verdict here ("a subsystem's private zone cannot be damaged via `TakeDamage` — in
the original too") was **wrong about the original**, and the experiment that "confirmed" it was
measuring a PORT bug. The truth [T1, raw disasm @0x4ac7bb + live-verified]:
- The binary's `MechSubsystem` resource ctor **initializes the private zone's armour**:
`defaultArmorPoints@0x140` ← resource `WeaponDamagePoints` (+0x44, REQUIRED key) and
`damageScale[5]@0x144` ← the five per-damage-TYPE keys
`Collision/Ballistic/Explosive/Laser/EnergyDamagePoints` (+0x30), normalized
`1/(scale·armorPoints)` exactly like the mech zones (without their extra ×0.5).
- The PORT had this copy — but wrote it through the **`ReconDamageZone` proxy**, whose
`structureReference/armour[]` sit at struct offsets **+4/+8**, not the binary's +0x140/+0x144.
The floats landed on the engine object's header and the real scales stayed at the engine ctor's
zeros — hence the frozen-damage experiment. Classic databinding trap, now on the engine side.
FIXED: the ctor writes the engine's NAMED members (layout-parity holds — `Mech__DamageZone`
locks its derived fields from 0x160 up).
- The port's CSS also never parsed the seven keys (now parsed; two are required with the binary's
own error strings).
Consequences: `MechSubsystem::TakeDamage @0x4ac0bc` (now real, was a stub) accumulates authored
per-type damage on subsystems; crits land and destroy subsystems; and **the Myomers un-powered
self-repair `@004b8bb9` was LIVE in 1995 and is live in the port now** — the earlier "dead code in
the original too" note in [[subsystems]] WAVE 6 is superseded. `DistributeCriticalHit`'s direct
`damageLevel = 1.0f` pin remains the ammo-explosion path, not the general mechanism.
## ⚠ ZONE SELECTION IS A WEIGHTED LOTTERY — pixel-precise limb damage does not exist (2026-07-29) [T1]
Issue #73 ("fired only at the left arm, damage credited elsewhere, no crits") is **largely the
authored 1995 model, not a bug**. The chain (`dmgtable.cpp`, binary-faithful, byte-verified stream
format): impact point → `WorldToLocal`**height layer** (`floor(layerCount·y/heightRef)`) →
**pie slice** (`atan2(local.z, local.x)`, optionally rotated by live torso twist —
`rotateWithTorso` per layer) → `DamageZonePercentTable::SelectZone()` = **`RandomUnit()` against
cumulative percent thresholds** (`@0x49de14`). Each slice sprays damage across an authored
*distribution* of zones — aiming at a limb at best biases WHICH SLICE you strike; the zone within
it is dice. Measured live (L/C/R aim sweep at 8u, `BT_DMG_LOG`): 24-46 hits per aim point spread
across 6+ zones each, with the distribution *shifting* by aim — the model working as designed.
Consequences for triage: reports of "damage landed somewhere I didn't aim" need this base rate
before being called bugs; crit expectations from aimed fire are likewise probabilistic.
**Residual genuine question [T3]:** the shooter's pick point comes from `Mech::PickRayHit` = a
**whole-mech AABB slab test** (a PORT stand-in — the binary's 0x37c/0x388/0x38c writer is in the
un-exported gap, never decompiled). Theta computed from a flat box FACE clusters toward the
facing slices, so flank slices may be under-reachable from frontal shots vs. the pod (which
plausibly intersected the mech's *cylinder* — the damage table is literally cylindrical).
Deciding whether that distortion is material needs a per-hit theta probe + a wheel dump (slices ×
percent tables, MadCat) — see #73 on the tracker.
## ✅ CRITS RECONSTRUCTED (2026-07-29, #80) — the section below records the GAP as found; all three
## layers are now fixed and live-verified
The recovery: the un-exported gap held `Mech::TakeDamageMessageHandler @0x4a0230` (found via the
Mech **message table @0x50bdf8** — rows `{id, name, handler}`: 0x12 TakeDamage, 0x14 PlayerLink,
0x15 RealMaxSpeed, 0x16 BalanceCoolant, 0x17/0x18 Set/ClearBurningState, 0x19 EjectPilot @0x49f854,
0x1a DuckRequest @0x49fa00) and the **crit-chance roll `@0x4a0164`**:
`p = clamp(0.7·damageLevel² + 0.01, 0..1)`, gated on the player's `simLive` flag (+0x25c — novice
never crits), rolled per BURST on the current zone (skip if the zone is already burning). The
handler's application loop (binary @0x4a0423-0x4a04d8, now in `mech.cpp`): per burst — crit roll →
`CriticalHit @0049ccc4` (replaces the zone application; routes half through armour internally,
tally += the subsystem's `CriticalHitScoreBonus`) else `zone->TakeDamage`; then **re-run the
cylinder lottery from the impact point for the next burst** (multi-burst damage sprays), stopping
early once the mech is disabled. The engine base's single-application (which ignored `burstCount`
entirely — multi-burst under-applied (burst-1)×) is superseded. `MechSubsystem::TakeDamage
@0x4ac0bc` is real (zone damage → destroyed alarms → **vital-subsystem kill**: owner
`graphicAlarm` level 9, the #28 machinery — CLASSMAP's "HandleMessage@4ac0bc" was a mislabel).
Live-verified: `[subarmor]` shows parsed scales at spawn; `[critroll] zone=3 -> Myomers subLvl=1`
— a full chain crit destroying a subsystem. Still deferred [T4→documented]: the `damageType==0`
COLLISION divert (@0x4a0368`0x49ffcc`, its own distribution) and the **id-0x16 damage/kill
reports** to shooter+victim players (@0x4a04da-0x4a07b2 — the authentic stats plumbing, feeds #45:
`{tally, zone, destroyed-flag, inflicting subsystem, victim name}`, kill-flagged variant on newly
disabled, plus a killed-by block gated on movementMode 9/10). Diags: `BT_CRIT_LOG` (`[subarmor]` +
`[critroll]`), `BT_DMG_LOG`.
## (HISTORICAL — the gap as found 2026-07-29, superseded above) [T1]
The authored crit machinery exists and is reconstructed — `Mech__DamageZone::CriticalHit @0049ccc4`
(half the damage to armour, half to ONE critical subsystem chosen by `criticalWeight`, capped by
`damagePercentage`) — but **nothing in the port calls it**. Raw byte-scan of the binary: exactly ONE
call site, `@0x4a0461`, inside the **un-exported gap** (no decomp covers `0x4a03xx-0x4a05xx` — the
same dark region as the `0x37c/0x388/0x38c` pick writer), so the crit TRIGGER CONDITIONS (per-hit
chance? threshold crossing?) are unknown and unreconstructed. Second layer:
`MechSubsystem::TakeDamage` is an **empty bring-up stub** (`btstubs.cpp:179`), so even a wired
caller would measure a delta of 0 through `ApplyDamageAndMeasure` (and the weapon-family overrides
chain to the engine base whose private-zone write is the zero-`damageScale` no-op — see the
subsystem-zone finding above). Net: **the Critical view lights ONLY on zone destruction
(`SendSubsystemDamage`, direct pin) or ammo cook-off (`DistributeCriticalHit`, direct pin), never
from accumulating fire.** The DISPLAY is fine — the paper doll shows ZONE ARMOR, the Critical panel
shows SUBSYSTEM crits (different data by design); the panel's near-permanent emptiness is the gap.
Field signature (night 6, Conn Man): "Armor panel damage. Critical damage display did not show any
crits." **#28 (vital-subsystem-crit death path) is very likely blocked by the same missing caller.**
Recovery: raw-disasm the `@0x4a04xx` container (#60-class gap work) for the trigger; dump
MechSubsystem vtable `0050e210` slot `+0x24` for the real TakeDamage body; wire both. Tracker: #80.
## Damage delivery + the real damage model
`Entity::TakeDamageMessage(id, size, inflictingEntityID, zone, Damage&)``target->Dispatch`.
@@ -721,10 +883,23 @@ cross-pod for a replicant victim on its own.
**⚠ THE SALVO-LEAD FIX (task #62 bug, found 2026-07-13 by live regression) — the N-round trap.**
**KEY FACT [T1]: `DamageZone::TakeDamage` (arcade `@0041e4e0` == WinTesla `DAMAGE.cpp:379`) is
`damageLevel += damageAmount * damageScale[type]` and IGNORES `burstCount`.** So ONE arcade cluster
Missile per trigger (damageAmount = authored/missileCount, burstCount = missileCount) applies its hit
EXACTLY ONCE to a zone — `burstCount` is cosmetic for zone damage (only the gyro-bounce math
`gyro.cpp:834` and the SplashDamage falloff `damage.burstCount/dist^exp` read it). The port
`damageLevel += damageAmount * damageScale[type]` and IGNORES `burstCount`.**
⚠ **CORRECTION (2026-08-01, #95): do NOT generalise that into "burstCount is cosmetic for zone
damage" — the earlier wording here said exactly that and it is WRONG.** `TakeDamage` ignores it;
the **CALLER honours it**. `Mech::TakeDamageMessageHandler` (@0x4a0423-0x4a04d8, reconstructed in
`mech.cpp` under task #80) loops `burstCount` times, calling `TakeDamage` once per burst and
**re-rolling the struck zone each iteration** (@0x4a04b9) — so a burst SPRAYS across zones.
`burstCount` is therefore "number of applications", and it is load-bearing for missiles (cluster
count), splash (distance falloff) and the gyro bounce alike.
So ONE arcade cluster Missile per trigger (damageAmount = authored/missileCount, burstCount =
missileCount) delivers its salvo through that loop, not in a single application. **How many of the
cluster connect is ROLLED at impact** in `Missile::Perform` right before dispatch
(part_013.c:10082): `b = Random(n) + n/4`, clamped to `n` — between a quarter of the salvo and all
of it. **And the arcade Missile dispatches DIRECTLY at the struck entity** (`FUN_004be078`:
`param_2->Dispatch(&msg)`) — it does NOT route through the shooter's `SubsystemMessageManager`,
whose consolidation would drop `burstCount` (`DamageInformation` carries only damageType +
subsystemID). Routing a projectile through the manager therefore silently deletes the cluster
count — that was the #95 bug, and it also produced the #84 double explosion. The port
re-expresses that ONE cluster as N flying `BTProjectile` rounds (visual tracers), and task #62
damaged + splashed on EVERY round → **~`missileCount`× too lethal on BOTH the direct hit and the
splash** (user-reported "missiles kill in 2 shots" — a mech that should take many salvos). Fix
@@ -747,6 +922,80 @@ its decomp writers (4668/10512) read as a per-frame state toggle, not a clean co
port's `showDamageInflicted` label is itself a guess; port treats authored `SplashRadius>0` as the
enable. See [[open-questions]].
## Collision damage — the type-0 DIVERT + rattle distributor (#83, 2026-07-30) [T1 disasm/T2]
`Mech::TakeDamageMessageHandler` diverts `damageType==0` (@0x4a0368) into
`DistributeCollisionDamage` (FUN_0049ffcc, export gap, raw disasm `scratchpad/night6/
gap_49ffcc.txt`): collision damage **never reaches the zone/armor loop**. Gate: the owning
player's advancedDamage copy (+0x268, `BTPlayerAdvancedDamageOn` bridge) — the manual's
"splash/collision damage" technician setting. Pricing: `raw × (2000/moverMass)/(100·(1/3.6))²/
(1elasticity²)` (constants @0x4a0148=1/3.6 tbyte, 2000f, 0.5f threshold; mass@+0x20c,
elasticity@+0x244 by Mover-layout walk); scaled <0.5 = FREE. Above: `n=Round(2×amount)`
sub-hits of amount/n, each landed on ONE roster subsystem drawn by cumulative
`collisionCriticalHitWeight` (@0x10C, MechSubsystem) vs a [0,1) roll, eligibility =
IsDerivedFrom HeatSink-family/Gyroscope/Torso (GUIDs 0x50e590/0x50fdc0/0x510b08; all
MechSubsystem-based, so +0x10C is valid), applied via `ApplyDamageAndMeasure` (@0x4ac07c
the subsystem TakeDamage virtual into its PRIVATE crit zone). Un-won rolls land nowhere
(weights un-normalized — faithful). Mech-vs-mech ram damage arriving as type 0 prices the
same way. Measured on bhk1 (mass 60000, e=0.2): scale 4.5e-5; a 94k spawn-slam = 4.2 rattle
points; taps free. `[colldmg]` (BT_DMG_LOG) + `[crashdmg]` (always-on, rare) are the probes.
## The zone DESTRUCTION CASCADE is live -- an arm takes its gun (#110, 2026-08-02) [T1 decomp / T2 verified]
`Mech__DamageZone::RecurseSegmentTable @0049cad4`: when a zone reaches damageLevel
1.0 (non-leg, non-vital path in TakeDamage), the binary walks the mech's SEGMENT
TREE (mech+0x300, the engine `JointedMover::segmentTable` [T0]):
* `destroySiblingsOnDestruction` (streamed, Wword 0x68) -> every other zone on
the SAME segment (`EntitySegment::damageZoneTable`, seg+0xD0) recurses and is
set graphic state 2 (**Gone**);
* `descendOnDestruction` (Wword 0x67) -> every zone on every CHILD segment
(`childIndexTable` seg+0xE8 -> child's damageZoneTable) recurses -- **the arm
takes the gun pod with it**. Each recursed zone's `SendSubsystemDamage
@0049c9a8` pushes the unused crit allotment and `ForceCriticalFailure`s any
subsystem driven to 1.0 -- which the #86 fire gates then refuse.
Authored (measured, ava1): descend=1 on the four arm zones (2/6/9/17); everything
else 0. Verified live: dz_rarm destroyed -> zone 17 cascades -> AFC100 + bin +
Condenser6 force-failed, `AFC100 -> NoAmmo (gate1): destroyed=1`; dz_larm -> PPC
force-failed, `[emitter] 'PPC' fire REFUSED (destroyed=1)` x4998. Torso weapons
unaffected. Re-entry note: every further hit on a 1.0 zone re-runs the cascade
(no guard in the binary's child loop; only the sibling loop checks graphic state
!= 1) -- authentic, idempotent in effect.
⚠ The walk was a SILENT STUB until 2026-08-02 (three shim types whose iterators
returned NULL) -- the cascade "ran" and touched nothing, which is why blown-off
arms left firing gun pods across every chassis (Conn Man's three-chassis audit).
See reconstruction-gotchas #25.
## The hit-location CYLINDER -- raw-bytes audit + chassis->table map (2026-08-02) [T1]
Full independent verification of the type-29 DamageLookupTable streams, parsed
STRAIGHT from BTL4.RES bytes with `scratchpad/night9/res29_scan.py` (no port
code involved; grammar = the binary ctors @0x49ea48/@0x49e5e4). Results:
* **18 streams, 8 distinct by content** (copies 3,3,2,2,2,2,2,2). All 7-layer.
* **Slice counts are authored, not fixed 8**: Black Hawk band 6 and the
Vulture/Battlemaster band 4 are **7-wedge** rings; everything else 8.
* rotateWithTorso: layers 3-6 on six tables; **all-zero on Black Hawk + Owens**.
* Chassis -> content hash (live-dump matched, dump-identical rounding):
ava1->1b9958b4, bhk1->5150f823, lok1->b0a0e692, **mad1->c02bfc7a**,
own1->f0f03c87, snd1->0e1a9ca0, thr1->0163740f, vul1->739b1a6b.
The two same-zone-set "Avatar/MadCat" tables ARE distinguishable by loader:
**the Mad Cat rides one (c02bfc7a), the Avatar the other (1b9958b4)**.
* **Wedge orientation, from the AUTHORED slice names** [T1 data]: W0/W7 =
"Right*", W1/W2 = "Front*" -- with theta = atan2(z,x) from +X toward +Z, the
mech-local FRONT is the **+Z arc (theta 45-135 deg)** and dead-ahead is the
W1|W2 SEAM. (Corrects the earlier #92 comment that put frontal hits in W6.)
Frontal unaimed foot-band hits therefore straddle the RightFoot/LeftFoot
cells by impact-x sign, and the authored cross-bleed (20% opposite foot,
10+10% opposite leg) is a data-true source of "hit the opposite leg" reports.
* Resolver mechanics re-confirmed from the decomp (@0049eb54/@0049e678/
@0049de14): WorldToLocal; local y CLAMPED to [0, heightRef] BEFORE scaling
(heightRef = live collision cylinder, owner+0x2ec->+0xc); layer floor+clamp;
atan2(z,x) +2pi wrap, on-axis -> random angle; rotateWithTorso adds the live
torso heading (torso+0x1d8) BEFORE slicing; uniform roll vs ascending
cumulatives, -1 fallthrough. **Collision damage (type 0) NEVER reaches the
cylinder** -- diverted at the handler head (0x4a0361: test type; 0x4a036d:
call 0x49ffcc; jmp out) [T1 disasm].
## Key Relationships
- Weapons/roster: [[subsystems]]. Aim source: [[locomotion]] (drive/facing). Effects: [[rendering]].
- P5 forensics: `docs/HARD_PROBLEMS.md`. Data: [[decomp-reference]] §4-5.
+59
View File
@@ -427,6 +427,7 @@ default-ON (`'0'` disables).
| `BT_SECTOR_LOG` | SectorDisplay Make/Execute |
| `BT_NET_TRACE` | `[net-tx]/[net-rx]/[net-upd]` MP tracing |
| `BT_DEV_GAUGES` | render the 6 pod MFD surfaces in a separate dev window |
| `BT_GLASS_LAMP_SWEEP` | `0` = restore authentic once-per-gauge-cycle cockpit-lamp updates; default (on) sweeps the lamps EVERY frame in the dev/glass composite path so the lit buttons track the sim even when the throttled background gauge sweep starves under MP load (`L4VB16.cpp` `BTGlassSweepLamps`; the "lighting slow/nonexistent" fix — glass-only, pod serial cadence untouched) |
| `BT_AIM="x y"` | pin the reticle crosshair (reticle coords) — headless aim harness |
| `BT_AIM_LOG` | `[pick]` ray/box/hit diagnostics (Mech::PickRayHit) |
| `BT_FIRE_ARC=<deg>` | OPT-IN external-camera fire-arc clamp (unset = authentic no-arc) |
@@ -473,6 +474,14 @@ default-ON (`'0'` disables).
| `BT_SELF_DAMAGE=<dps>` | dispatch an unaimed `TakeDamage` at your OWN mech once a second, through the real `Entity::Dispatch` path, so the whole RESPAWN family is bench-testable solo (nothing else can kill the local pilot: `BT_MP_FORCE_DMG` only targets replicants). **Latches off at first death** so everything after the respawn is the respawn's doing, not the harness still shooting you |
| `BT_POWER_DETACH_TEST=<name\|1>` | drop a subsystem's voltage link + force Auto, so the auto-hunt must recover it. `1` = first powered subsystem to tick; a NAME (`PPC_1`, `Myomers`) targets one, which is what proves FAILOVER to a different generator rather than a same-generator re-attach |
| `BT_AUDIO_SOURCES=<n>` | request `n` OpenAL mono sources instead of the driver default (~256). **Opt-in on purpose** — the cap doubles as a governor, and with EFX reverb live a higher ceiling means more simultaneous voices mixing during heavy combat. Measure frame time. See [[wintesla-port]] |
| `BT_SELF_DAMAGE_ZONE=<n>` | aim the BT_SELF_DAMAGE harness at an explicit zone (-1/unset = the lottery) -- ramps one zone deterministically past thresholds (#78 bench) |
| `BT_ARMOR_LOG` | mech ARMOUR-DARKENING trace (#87): per-zone `.DZM` list -> draw-op binding counts at tree build, any `unmatched` material name, and every change of a bound zone's level with the resulting brightness |
| `BT_ARMOR_FORCE=<0..1>` | pin EVERY bound armour zone to a fixed damage level, so the same scene can be rendered pristine and fully-damaged and diffed pixel-wise (`scratchpad/night7/armor_ab.sh`) |
| `BT_DRIVE_LOG` | the demand-site drive scale: `[drive] n/drive/mm/dmd/mech` ~1Hz (drive = myomers speedEffect x gimp; mm = the gimp level via BTMechGimpLevel) |
| `BT_GIMP_SPEED=<0..1>` | EXTRA gimp demand multiplier (default 1.0 = authentic since 2026-07-30: the real slowdown is the gimp gait machines' clamp to the wg clip speed — see [[locomotion]] §visible limp; the old 0.5 T3 stand-in is retired) |
| `BT_PICK_LOG` | #73 aimed-pick diagnostics: `[segpick]` the segment→zone map at tree build (index, name, zone, sphere), `[pickwin]` the winning zone/score/t per pick (score ~0 = threading the part core, ~1 = envelope graze) |
| `BT_CRIT_LOG` | #80 crit diagnostics: `[subarmor]` per-subsystem armour/scales/critBonus at ctor (proves the resource keys parsed + the zone got REAL scales), `[critroll]` per landed crit (zone, subsystem, its resulting own-zone level). NB the type-0x1e loader's `[crit]` tag is a different, older log |
| `BT_DEVICELOST_TEST=<frame>[,crashrepro]` | #35 bench hook. `<frame>` forces the D3D9 DEVICELOST branch at that render frame (+600/+1200 = 3 cycles), driving the REAL `BTResetLostDevice` recovery. `,crashrepro` runs the field null-teardown shape (double `ParticleEngine::Destroy`) — pre-fix this reproduced the field crash byte-for-byte (`Destroy +0x11`, `target=0x0`); post-fix it must log `SURVIVED`. See [[wintesla-port]] §Device-loss |
Full render/locomotion gates (BT_RAMP, BT_MATPRI, BT_CULL, BT_SHADOW_*, BT_LODSEL, BT_ADDLOD,
BT_PUNCH, …) are catalogued in [[rendering]]. Warp visuals: [[translocation-warp]].
@@ -491,6 +500,20 @@ recoil @4bc136-4bc19c (damage>3 → (0,0.6,1.5) × damage/16; `gyroRumbleTime
ex-"clipLoadGuard"). Byte tooling: `scratchpad/dis_4b2980.py` / `dis_range.py` over
`reference/decomp/section_dump.txt`.
**ARMOUR-DARKENING addresses** [T1] (#87; full story: [[rendering]]): `.DZM` res compiler
`FUN_0041e4e0` (part_002.c:7341, reads the `material` key list per `[dz_*]` section); runtime
consumer inside `BTL4VideoRenderer::MakeMechRenderables` **`FUN_004cef28`** (part_014.c:5190-5272);
per-zone node ctor `FUN_00455c7c(...,0.04f)`; the per-material watcher
**`FUN_004573e4(material, &zone->damageLevel, 0.1f)`** (part_007.c:9133, vtable `PTR_LAB_004f1730`,
232 bytes) with Perform **`FUN_00457784`** (lerp constant `@0x4579a4` = 1.0; damaged factor
`0x3dcccccd` = 0.1). Material accessors: `dpl_GetMaterialAmbient` `FUN_0048baf4` /
`Set` `FUN_0048ba98`, `Emissive` `FUN_0048bbb0`/`FUN_0048bb54`, `Diffuse` `FUN_0048bc6c`/
`FUN_0048bc10`, `Specular`(4) `FUN_0048bd2c`/`FUN_0048bccc`, `Opacity` `FUN_0048bdf0` (READ ONLY --
lerped but never pushed), flush `FUN_0048d4d4`; `dpl_SetMaterialRamp` `@0x48bfb0` (writes
`material+0x1c`; ONE caller, load-time only). Material lookup by name `FUN_00497678`. The UNUSED
sibling path: `dpl_Damagize` `FUN_004902b0` (tokens `{0x92,0x05,0x04}`), `SV_SPECIAL DAMAGE`
dispatch @0x4599ae -- **zero shipped BGFs carry a DAMAGE token**.
**PUNCH firmware decode** [T1] (the definitive mechanism, 2026-07-11): cmd 0x20 =
vr_damage_action (VR_PROT.H enum); the i860 firmware content/VREND.MNG (code @0xf0400000)
handler 'damageize' @0xf040f6f8 writes the token triple onto the geogroup's first THREE
@@ -526,6 +549,42 @@ Respawn SIM path: `DropZoneReply` `FUN_004bffd0` → `Mech::Reset` @0x4009fb74;
---
## THE ENGINE FRAME-RATE GLOBAL — `DAT_0052140c` = 28.0f (2026-08-02) [T1]
The DOS binary's per-frame<->per-second conversion scalar, set ONCE at startup:
0x401ace: mov [0x52140c], 0x41E00000 ; 28.0f (nominal rate)
0x401ada: mov [0x52140c], 0x4191A6E0 ; 18.2065f (BIOS-tick fallback, PIT/65536)
and passed straight into the ApplicationManager ctor by the DOS main
(0x401189: `push [0x52140c]`). ~90 code sites `fmul`/`fdiv` this global —
whenever the decomp shows an unexplained multiply/divide by `_DAT_0052140c`,
it is per-second <-> per-frame conversion at the pod's 28 Hz.
**The AUDIO/EFFECT FRAME CLOCK is this same rate.** `AudioTime::
Seconds_To_Frames` in the image is `fmul [0x52140c]; fadd 0.5; round` (e.g.
@0x42c611, @0x42dd86 — the 0x42xxxx audio-layer cluster of the ~90 consumers),
so every authored audio duration/delay counts frames at 28. WinTesla's
`DefaultRendererRate` said **30** — all audio timing ran ~7% fast until
corrected (2026-08-02). Oracle's coupled report ("prolonged smoke and
explosion including sound") was the lead: effect visuals and audio share this
clock family.
**So the pod's nominal simulation cadence was 28 fps, not the i860 board's
30 Hz — and it was UNLOCKED.** Corroborated testimony (2026-08-02): Oracle —
the pod rate was "flipbook" territory, heavy fights "a slide show"; Lynx
(original era) — "BT never had a locked frame rate in 1st release testing",
RP targeted 30, Tesla 3.0 managed ~20 on a good day. The engine pacer design
agrees: fixed budget, background fill, NO overrun catch-up (APPMGR.cpp T0) —
target 28, allowed to slip. Consequence: any per-tick dt-LESS accumulator ran
SLOWER during heavy combat on real pods; per-tick behaviors must be calibrated
against the loaded effective rate (veteran bracketing), not the constant. Every "per tick with no dt" accumulation in the binary (the myomer
kinetic heat term; candidate: particle trail density) was calibrated against
28 nominal — and less under load (the 18.2 fallback existing at all says slow
paths were expected; the EFFECTIVE in-pod rate is an open question, see
[[open-questions]]). Our port's frame pacer note in btl4main.cpp claimed 30
as "the pod's authentic rate" — corrected to 28.
## Key Relationships
- Feeds: [[subsystems]] (factory + ClassIDs), [[combat-damage]] (damage delivery), [[gauges-hud]] (attribute binding).
- Verified against: [[reconstruction-method]] (the decomp loop), [[reconstruction-gotchas]] (why raw offsets fail).
+73
View File
@@ -111,6 +111,21 @@ viewport), and `gWindowAspect` = the view rect's on-screen aspect (`BTWorldAspec
the work area). Green tint tunable via `BT_COCKPIT_TINT=RRGGBB` (default `0x27E8`). Labels are a
lazy GDI-baked MANAGED atlas (survives device reset). Renders in ALL builds; only the PadRIO
click/lamp seam is BT_GLASS-gated. Full detail: `docs/GAUGE_COMPOSITE.md`.
-**Cockpit-lamp LATENCY under MP load (2026-08-04, glass playtest fix) [T2 runtime-verified].**
The lit cockpit buttons are drawn every frame (`BTDrawCockpitPanels`, reading `PadRIO::GetLampState`),
but the lamp STATE sweep that fills that store — `LampManager::Update``AssertNewLampValue`
`SetLamp` — authentically rides `GaugeRenderer::ExecuteForeground`, which fires only **once per full
gauge cycle** (foreground→background→copy). The cycle can't advance to the next foreground turn
until the THROTTLED background gauge sweep drains the ~140-instrument active list, and that
background task starves under load (issue #45 — "instruments freeze while fps stays healthy"). So on
a busy MP mission the lamp sweep ran ~1×/s: **buttons froze / flashes stalled while the 3D view (a
separate per-frame foreground render) stayed smooth** — the "lighting slow or nonexistent" reports
(all testers on glass surround). Fix: `BTGlassSweepLamps()` runs the lamp sweep EVERY frame on the
dev/glass composite path (`L4VB16.cpp`, in `BTDrawGaugeInset`) — cheap (deduped pushes, ~72 lamps),
decoupled from the gauge cycle. The pod never enters this path (real gauge hardware), so its
bandwidth-paced serial lamp cadence is untouched. Kill switch `BT_GLASS_LAMP_SWEEP=0`. NB the RIO
serial/lamp stack itself is byte-identical to pod-proven Red Planet (`L4LAMP.cpp`/`L4SERIAL.cpp`
diffed) — the defect was purely the glass update CADENCE, not the lamp wiring.
## MP gauge-window FREEZE = dangling bindings + permanent SEH disable (Gitea #12, 2026-07-19) [T2 log-convicted]
The live-MP "dev-gauges window froze entirely mid-session" incident (issue #12) is NOT a
@@ -682,6 +697,64 @@ BitMap-strip lamp drew `SetColor(0)` + `DrawBitMapOpaque(0,…)` = invisible. Hi
Also corrected: @004c552c is OneOfSeveralStates' **Execute** override (clamp ≥0, chain base),
not `BecameActive` — vtable-diffed.
## The gauge EXECUTIVE — why panels froze in MP, and the fix (#45 root, 2026-07-30) [T0 engine / T2 verified]
Instruments repaint via the BACKGROUND task pump (`APPMGR.cpp RunMissions`): after sim+render, the
loop pumps `BackgroundTasks::Execute()` (ONE task per pump, ~7 tasks round-robin: net, events,
audio, GAUGES, …) **only until the frame deadline** — the gauge renderer's turn advances **one
gauge** of the active list (`ProcessOneActiveGauge`, ~140 active), and the 16-bit `GaugeRate`
mask advances once per FULL sweep (so "rate D = every 4th frame" is really every 4th SWEEP).
On a busy MP mission the foreground eats the whole frame budget → 1 pump/frame → a full
instrument rotation took MINUTES at perfectly healthy fps: comms-panel K/D stuck at 0, recharge
tickers frozen — while the underlying tallies (and their replication) were exactly right. This
is the real root of the field "panels don't update in MP" (#45's display half).
**Fix (both env-tunable):** `BT_BG_MIN` (APPMGR.cpp, default 32, 0=authentic) guarantees a
minimum pump floor per frame; `BT_GAUGE_BATCH` (GAUGREND.cpp, default 32, 1=authentic) advances
a batch of gauges per gauge turn (a visit is only a rate-mask check unless due). Verified
4-node: sweeps 0.006/s → **18-20/s**, PilotList ~10 Exec/s, all four panels tracked every death
within ~1s, bg cost 2-4 ms/frame. Diagnostics: `BT_PERF=1` → `[perf] … bgTasks/gaugeTurns/
sweeps/active` 1 Hz (APPMGR.cpp); `[score] panel DRAW` edge log (btl4gau3.cpp, BT_SCORE_LOG).
## The COOLANT-LEAK ALARM audio chain — fully built; the shared-Stop is AUTHENTIC (#99, 2026-08-01) [T1 disasm-verified]
The audible leak warning is **implemented and works end to end**; an earlier note
claiming it was "genuinely unbuilt" was wrong (asserted without checking).
**The chain**, traced live (all probes under `BT_ATTRBIND_LOG`):
`HeatSink::coolantActive` (published as the `ReportLeak` attribute) changes 0->1
-> `AttributeWatcherOf<Logical>::Execute` sees it (`[watchpoll] CHANGE`)
-> `AudioMatchOf<Logical>::SendNotificationOfChange` fires (`[matchfire] val=1 -> ctl 1`)
-> `AudioControlSequence::ReceiveControl(StartAudioControlID)` -> `StartSequence`
-> an `AudioIdleWatcher` ticks it each frame (`IdleAudioControlID` -> `RunSequence`)
-> `[seqsend]` emits the authored pattern: two chirps then an ~8s sustained tone, looped.
**The authored wiring (BTL4.RES): 19 subsystems, ONE shared alarm sequence.**
`Condenser1-6, GeneratorA-D, Myomers, PPC_1/2, ERMLaser_1-3, SRM6_1/2, Avionics`
each bind TWO `AudioLogicalTrigger`s to their own `ReportLeak` — match 1 -> ctl 1
(Start), match 0 -> ctl 2 (Stop) — and every one of them drives the SAME sequence.
**Consequence, and it is AUTHENTIC:** any single subsystem clearing its leak sends
an unconditional Stop, silencing the alarm even while others still leak; the
still-leaking ones never re-assert because their flag has not *changed*. Reported
from the field as a bug ("was sounding, resolved a leak, but there was another").
**Do NOT 'fix' it** — verified in the arcade image, not merely inferred from the
engine source lineage:
| what | where |
|---|---|
| same MUNGA sources compiled in | `d: esla_bt\munga\AUDSEQ.CPP` / `AUDWTHR.CPP` strings present |
| object factory | `@00466184` `case 0x4b` -> alloc **0x5C** -> ctor `@0043ccec` |
| vtable | `0x4ead48` |
| `ReceiveControl` | `@0043d3a4` — switch on control IDs **1 / 2 / 9 / 12** = Start / Stop / Idle / Tempo (exactly our enum) |
| Stop case | `@0043d3ca` -> unconditional `call StopSequence @0043d2d4` |
| `StopSequence` | tests only its OWN `isRunning` (`+0x28`), then the Chase loop — **no refcount, no awareness of other leak sources** |
So the arcade had the identical structure. Silence in 4.11.674 was a different
cause: the OpenAL source pool was exhausted in every player session (see the audio
pooling fix) — an alarm that cannot acquire a source is silent.
⚠ The bench cannot confirm audibility: it runs with no audio device (`live=0
pooled=0`), so the control chain is verified but final playback is not.
## Key Relationships
- Full history: `docs/GAUGE_COMPOSITE.md`; reticle recovery: `phases/phase-02-dpl2d-reticle.md`.
- Uses: [[attribute-pointer]] + [[reconstruction-gotchas]]; reads [[subsystems]] state.
+13
View File
@@ -169,6 +169,19 @@ Verified live: two flagged windows came up caption-less while the other five kep
still dispatched on the frameless radar (`CLICK 'Secondary / Radar' addr=0x18`), and a
finished-drag save round-tripped both flags back into the file.
**The plasma window is in the list too (2026-08-04) [T2 round-trip-verified].** The desktop plasma
display (`L4PLASMAWIN`, title `BattleTech - Plasma`) is created by a DIFFERENT TU than the
per-display panels, so it can't be a `gWins[]` entry. Instead it registers with a small
extern-window registry in `L4GLASSWIN` (`BTGlassLayout_RegisterExtern`), and on creation it reads
its saved rect + `,noframe` via `BTGlassLayout_QueryWindow` (BEFORE sizing — `WS_POPUP`'s frame
extent differs). `SaveLayout` then writes the plasma's line alongside the panels (with a
last-known-rect cache so a teardown before the save still preserves its line), and the plasma
WndProc calls `BTGlassLayout_Save` on `WM_EXITSIZEMOVE`/teardown. So `BattleTech - Plasma=x,y,w,h`
appears in the cfg like any panel and honours `,noframe`. Verified: a drag wrote
`BattleTech - Plasma=321,222,…`; a reload with `,noframe` brought it up `WS_POPUP` (no `WS_CAPTION`)
at 321,222. NB the plasma window blits directly every frame (`GetDC`+`StretchDIBits`), so unlike
the panels it has no `WM_TIMER` focus-throttle to worry about.
**Verified 2026-07-26 [T2]:** `BT_RIOBANK_LOG=1` dumps every bank's rects;
`scratchpad/checkbank.py` reports the per-bank census and proves no address is SHADOWED (has a
point no earlier button covers); `scratchpad/clickbank.py` then posts a real click at every
+164 -5
View File
@@ -206,11 +206,72 @@ master mech needs a **CollisionAssistant** (GetCurrentCollisions iterates it unc
ship ZERO tiles (h never negative). [T2]
## Knockdown / crash + the desync/stutter fixes
Wall impacts iv²>40 (~6.3 u/s) bind the `bmp` stagger clip. Two documented bug fixes: (a) the
knockdown must stagger BOTH channels (`SetBodyAnimation(0x20)` + `SetLegAnimation(0x20)`) or display
+ travel split permanently (foot-slip); (b) a contact-hysteresis gate (0.4 s `gBlockCooldown`)
stops the knockdown re-firing on sustained/glancing contact. `localVelocity` is zeroed while crashed
(spec-faithful) so a knocked mech can't keep advancing. [T2]
Wall impacts iv²>40 (~6.3 u/s) bind the `bmp` stagger clip. The knockdown must stagger BOTH
channels (`SetBodyAnimation(0x20)` + `SetLegAnimation(0x20)`) or display + travel split permanently
(foot-slip). `localVelocity` is zeroed while crashed (spec-faithful) so a knocked mech can't keep
advancing. **The 0.4 s `gBlockCooldown` contact-hysteresis is GONE (pricing audit 2026-07-31)**: it
held the knockdown off for as long as contact persisted, letting the drive pay full-commanded-speed
crash self-damage EVERY FRAME — a healthy mech dead in ~2-3 s of grinding (the night-7 SAURON ram
death). The binary needs no such gate: the clip zeroes the drive, and a pressed mech re-triggers
the knockdown at v>6.3 long before its grind can price anything (the type-0 divert's 0.5-pt floor
needs v>~18.5 at 65 t) — wall grinding = free taps + ~1.2 s-paced staggers, only fast ARRIVALS pay.
Bench: 150 s full-throttle wall push = 125 paced binds, 4,767 free-tap frames, 0 rattle, 0 deaths
(`scratchpad/night7/mp_rampricing.sh`). The mid-clip rebind guard (`legState != 0x20`) stays. [T2]
**⚠ The WALL-GRIND KNOCKDOWN STORM = the surviving "#82 peers see skating" — ROOT-CAUSED + FIXED
(2026-07-30) [T1 disasm / T2 verified].** Each stagger bind also broadcasts `ForceUpdate(0x20)`
the **type-5 KNOCKDOWN record** — and the replicant handler (`mech.cpp` case 5) plays the bmp clip
AND zeroes `projectedVelocity`. A gimped mech held against a wall re-crashes each time its gg cycle
rebuilds speed (the gg ceiling is authentically the CLIP'S NATURAL SPEED — bhk1 ≈ 14.9 u/s, ratio
divisor + accel clamp @0x544/0x548, loader formula byte-matched — so 14.9² ≈ 222 ≫ the 40.0 crash
threshold @0x4ab184): 26 broadcasts in one bench run, every peer's replicant in knockdown/recovery
churn — gliding + trn leg-lifts = "skating". 4-config A/B (`scratchpad/night6/mp_gimpAB.sh`,
`[animind]` inst=1 verdict): grass straight/circle clean (198 gimp entries; **17 car crunches
during it — crushable icons are the `0.00123f` sentinel path, gyro kick only, NO broadcast**);
arena1 single strike recovers (196); arena1 wall-grind = 0 gimp entries.
**What the port was missing is the crash SELF-DAMAGE *and its own pricing path*** (two halves;
the first alone one-shot mechs on wall taps — corrected same day): the blocking branch (export
gap @4aa89f-4aaab4, `scratchpad/night6/gap_4a9770.txt`) fills `fallDirection`=worldToLocal(
dmg.damageForce) (FUN_0040879c = Mᵀv, un-normalized), `fallScalar`=(fallDirection·localVelocity
.linearMotion), then **Dispatches `TakeDamageMessage{0x64, zone=1, the collision Damage
verbatim}` at its own mech** (was the long-standing "DEFERRED" note; mech4.cpp). CRUCIALLY the
TakeDamage hub then **DIVERTS damageType 0 (@0x4a0368 → FUN_0049ffcc, gap disasm
`gap_49ffcc.txt`) — collision damage NEVER touches zone armor.** It is the manual's
"splash/collision damage" technician setting: gated on the player's advancedDamage copy
(+0x268), priced `raw × (2000/mass)/(100/3.6)²/(1elasticity²)` (a 60-ton mech: ~4.5e-5 — a
wall tap prices ~0.05, and <0.5 is FREE), then split into 0.5-point RATTLE CRITS applied to
random internal subsystems (HeatSink family/Gyroscope/Torso, drawn by
`collisionCriticalHitWeight`@0x10C). See [[combat-damage]]. Verified: wall-grinding no longer
kills or heals the limper (0 deaths, 27 rattle events, mech stays gimped) and the peer's
replicant re-enters the gimp cycle between bounded staggers; grass circling unchanged (198).
**Falsified en route (do not revive):** (a) "the stagger's action-request flags feed a drive
suppressor" — image-wide + full-gap sweep shows `word[this+0x18]` is read ONLY by the net record
emitter; (b) "the bmp clip's ~6.5 u/s root motion presses back into the wall" — measured `adv=0
cycleSpeed=0` during state 0x20; the re-strike velocity is the REBUILT gg cycle; (c) "the gimp cap
is ±5.8 (so √40 sits just above it)" — that number is `gimpStrideLength`@0x350 (the BACK-cycle
figure, printed under a misleading label since renamed `ggCapL/R`); field @0x52c (`gimpSpeedMax`)
has NO binary consumer. Advance caps, loader fills, crunch path and crash branch are all verified
byte-faithful — the self-damage dispatch was the only gap. Replication detail in [[multiplayer]].
**The LAST #82 layer: the peer body-channel TRN-LOCK (root-caused + fixed 2026-07-30) [T2].**
After the storm fix, a CIRCLING limper still skated on peers (user repro): post-knockdown recovery
lands the peer at body-stand; the port's peer turn-step arming block (mech4.cpp `PerformAndWatch`,
needed because the peer no longer runs the leg channel that cross-arms trn) saw
`replMppr->turnDemand` (circling → always turning) and armed body state 4 — and NOTHING could exit:
(a) body case 4's speed exit read the LOCAL mapper's `speedDemand`, a **dead cell on a replicant**
(nothing writes it → 0 forever); (b) turning never stops for a circler. Peer pinned in trn
(advance-only churn = leg-lifty skating) while `bodyTargetSpeed` held the replicated demand
(~24 u/s full). Measured via `[replgimp]` (`bts=24.6 standSpeed=6.83 bodyState=4` in 168/171
samples) and a `_ReturnAddress` trap on `SetAnimationState(4)` (`[trntrap]`, BT_TRNTRAP → linker
map: ALL 60 hits from PerformAndWatch = the port's own arm, NOT the type-3 reader — the master
broadcasts clean gimp states). Fix pair, mirroring the leg twin's authentic precedence
(part_012.c:12013 — the Standing speed test outranks the turn test): (1) mech4 peer arm gated on
`!wantsWalk` (`standSpeed < bodyTargetSpeed || bts < 0`), exit trn when wantsWalk; (2) mech2 body
case 4 `bspd` reads `bodyTargetSpeed` on ReplicantInstance (the replicated demand — the same
number the peer Standing case walks on). Verified: arena circle replicant 218×state-24/0×state-4
(was 116×trn churn), grass circle 235-clean, knockdowns bounded, 0 deaths. **Lesson: on a
replicant, every `MechControlsMapper` demand cell except those explicitly re-derived
(`turnDemand`) is DEAD — any peer-side state machine judging a local mapper read is judging 0.**
## Controls (`BT_REAL_CONTROLS`, default-on)
`MechControlsMapper` (mechmppr.cpp @004afbe0; btl4mppr.cpp mappers) interprets input → `speedDemand`
@@ -253,3 +314,101 @@ Check `[shadowobj]` tag lines and `[sync]`/`BT_SYNC_LOG` before touching bias/ti
## Key Relationships
- Detail: `docs/P3_LOCOMOTION.md`. Uses: [[asset-formats]] (SKL/ANI), [[decomp-reference]] (offsets).
- Feeds: [[combat-damage]] (collision→damage), [[rendering]] (shadow/visual-conform).
## Myomer drive + the GIMP (limp) chain — COMPLETE 2026-07-30 (#75/#78)
The speed-demand site (`mechmppr.cpp` InterpretControls) applies the **drive scale**:
`speedDemand *= myomers.speedEffect`. The myomers factor is the wrapper's live 0..1
output (gear/thermal/1damage, via `BTMyomersDriveOf`); the authentic coupling attached
`&speedEffect` into the mover's feed roster, which the 2007 engine lacks — the multiplication at
the demand site is the port equivalent. The GIMP chain: `mechdmg` raises **graphicAlarm 3 (left)
/ 4 (right)** when a leg zone (the `LegDamageZone`-flagged zones; MadCat: 3/5/8 left, 10/16/19
right) crosses `LegHalfStructure` (0.5), and **reverse input is refused** ("reverse disabled",
`[gimp]` log — and the binary agrees: the gimp gait machines have NO standing→reverse entry).
⚠ Cross-TU reads of the gimp level MUST use `BTMechGimpLevel` (mechdmg.cpp) — see
[[reconstruction-gotchas]] §23 (the AlarmIndicator typedef split). Harness:
`BT_SELF_DAMAGE_ZONE=<n>` ramps one zone deterministically; `BT_DRIVE_LOG` prints
`[drive] n/drive/mm/dmd/mech`.
### The VISIBLE limp — the gimp gait machines (reconstructed + bench-verified 2026-07-30) [T2]
Bench (madcat, novice, `BT_SELF_DAMAGE=60 BT_SELF_DAMAGE_ZONE=16 BT_SELF_DAMAGE_TICKS=2`,
`BT_GOTO` walk): right-leg crossing → alarm 4 → body enters 0x17/wgr FROM A LEFT STEP
(phase-correct) → both channels settle in 0x19/ggl and hold it 8k+ frames at the gimp cadence
cap (cycle 14.77 = the wgr entry stride, vs 18.5 walk / 22+ run) while raw demand stays 50 —
the slowdown IS the gait machine, no demand multiply. Two revive-bugs fixed en route: see
[[reconstruction-gotchas]] §24.
The binary's limp was hiding behind a **"jump-jet" misread**: the port had `FUN_004a5bf8` /
`FUN_004a71f4` reconstructed as `AdvanceBody/LegAnimationAirborne`, gated on
`(MovementMode()==3||4) && jumpCapable@0x580` and thought DEAD (mechs never jump). Truth
[T1, raw part_012.c]: **mech+0x40 there is the graphicAlarm level (3=left gimp, 4=right)**
and **+0x580 is `hasGimpClips`** — set by the conditional loader block that probes `wgl` and
loads clip slots 22-27 (`wgl wgr ggr ggl gsl gsr`, +0x624..0x638) plus four measurements:
`gimpLeft/RightSpeedMax`@0x53c/0x540 (the wg entry clips' final keyframe strides) and
`gimpLeft/RightStrideLength`@0x544/0x548 (MeasureClipStride over the gg cycles). The five
`jump*`-named members were renamed accordingly (mech.hpp; there is no jump clip set).
Machinery (all four reconstructed in mech2.cpp, gates in mech4.cpp):
- **Drivers** `AdvanceBodyAnimationGimp`@004a5bf8 / `AdvanceLegAnimationGimp`@004a71f4
selected per-frame when `(gimpLevel 3|4) && hasGimpClips`; clamp the demand (body:
`bodyTargetSpeed`; leg: the LIVE mapper `speedDemand`, written back) to the gimped side's
speed cap and advance the gg cycles at gimp cadence. **This clamp IS the authentic gimp
slowdown** — ground speed is clip travel, so the limp cadence bounds it; the earlier T3
`×0.5` stand-in in mechmppr is retired (`BT_GIMP_SPEED` remains as an override, default 1.0).
- **Finished-callbacks** `GimpBodyClipFinished`@004a6344 / `GimpLegClipFinished`@004a7970
branched to from the tops of the normal `Body/LegClipFinished`. **Phase-correct entry**:
left-gimp enters 0x16/wgl only from a RIGHT step (walk-R cases 5/6/0xe), right-gimp enters
0x17/wgr from a LEFT step (7/0xf) — the machine forces one extra normal step if mid-wrong-foot.
Cycles: left = 0x18 (ggr clip, stride @0x544), right = 0x19 (ggl, @0x548); exits through the gs
transitions 0x1a/0x1b when demand dies. No reverse entry exists while gimped.
**Turn-in-place while gimped** (field find, `95cf49d`): the binary's trn dispatcher
(`FUN_004a9b5c`, master perf) runs OUTSIDE the driver selection, so it arms the turn step for
gimped mechs too — the port relocated it into the NORMAL leg driver's Standing case, which
stops running when the gimp driver takes over ("rotating statue"). The arming is now mirrored
in `AdvanceLegAnimationGimp`. No gimp-turn clip exists — a limping mech step-turns with the
normal `trn` clip [T1: the RES limp set is only wg/gg/gs].
**Gimp audio — the "REVERSE DISABLED" voice IS REAL and now plays** (`1671b7d`; the earlier
"no voice exists" verdict here was WRONG — user/old-timer pushback found it). The authored mech
audio has **state watchers on `Entity.SimulationState == 3/4`** (the binary's one-cell mech+0x40
= the gimp level) that start a sequence playing notes 29, 16, **40** — two klaxon hits then
Warnings01 zone 8 (`Warnings01_z7.wav`, key 40-41) = the spoken "reverse disabled". It never
fired in the port because of the SAME cell split that hid the limp (graphicAlarm vs engine
simulationState, gotcha #23) — the audio watches the half the gimp system never wrote. Fixed:
mechdmg mirrors gimp 3/4 into `SetSimulationState` at the leg-half crossing (guarded vs
disabled/fall/dead), and `BT_GIMP_SAFE_BASE_READ` stops pre-gimp replication records from
stomping the cell (gimp is monotonic per life). Verified: `SetupPatch bank2 patch113 note=40`.
Layered under it: the `Entity.AnimationState` triggers on limp entries 22/23 + stops 26/27
(+ walk-stands 8/9) play **EngineShiftRev01** (downshift foley), velocity-gained — a separate
working layer (earlier mis-ID'd here as "the" limp audio). The earlier "watcher rebind"
hazard was a bench artifact (the harness gimped the mech before the audio object loaded —
impossible in play). ⚠ Open: an unidentified RAW writer (bypasses SetState; indicator-level
trap never fired while the value changed) resets the sim cell between damage events — under a
1 Hz bench harness it restarted the warning before the 1.8 s voice note; sporadic real-play
damage is unaffected. Needs a cdb write-watchpoint dig (candidates: a recon raw +0x2c-family
write or a struct copy spanning it).
### The gimp cell is REPLICATED STATE — peers limped for free in 1995 (#82, fixed 2026-07-29)
Field: "peers see a limping mech **skating**" (first-person limp + voice correct; bystanders saw a
normal walk sliding at limp speed; a stop/start did not clear it). Root cause chain, all [T1/T2]:
- The binary's one `mech+0x40` **is** `Simulation::simulationState`, which
`Simulation::Write/ReadUpdateRecord` puts in **every update record header** — so a peer's
replicant learned the gimp level on every packet and its self-simulated gait limped with no
extra plumbing. There is no gimp-specific replication anywhere in the binary because none is
needed.
- A replicant NEVER re-derives the level: zone damage reaches it as a DamageZone update record
(`Entity::ReadDamageUpdateRecord``DamageZone::ReadUpdateRecord` writes `damageLevel` straight
from the wire), which never runs `Mech__DamageZone::TakeDamage` — where the leg-threshold
evaluation and the `graphicAlarm` 3/4 write live. ⚠ And zone levels replicate only when the
**explosion table's** damage tier is crossed (`EXPTBL.cpp:512-530`
`CrossedDamageLevelThreshold`) — coarse and lagging (measured: peer at 0.428 while the master
was at 0.857). **Never infer damage state on a peer from replicated zone levels.**
- The port's own `Mech::PerformAndWatch` wrote `SetMovementMode(1)` **every frame** ("ground,
non-death, non-airborne"), which erased the gimp level from that cell once it was mirrored in
for the voice — so the wire carried 1 and peers walked. Found with the scoped `[simstomp]` trap
(`g_btGimpWatchMech` + module-relative return address → `symcrash.py`).
Fix: that per-frame write now writes the authoritative level (`gimped ? 3/4 : 1`) via the
alarm-only bridge `BTMechGimpAlarmLevel` (never the cell it feeds, so a respawn-cleared alarm
can't re-latch a stale gimp). Verified two-node (`scratchpad/night6/mp_skate.sh`): the observer's
replicant receives `sim=4` and its gait runs `23 → 25` (wgr entry → ggl limp cycle). This also
made the voice fire exactly once per onset instead of restarting on every damage event, and
re-enabled the authentic leg-destroyed→fall gate (`mechdmg` MovementMode 3||4 [T1 task #60]),
which had been dead while the cell was pinned at 1.
Open: the load-time per-clip callbacks `PTR_LAB_0050d738/744` on the wg clips (uncarved LABs,
inert `Recon` placeholders in the port — likely footstep/cycle events, transitions work without
them).
+18 -2
View File
@@ -282,6 +282,18 @@ engine/port member. Wire sizes verified live (0x14/0x20/0x2c/0x78). Key mechan
NO replicant VehicleDead) — the death SINK/burial gap (old item 3) is CLOSED. Respawn:
`Force(0x1f)` burst snaps the replicant to the drop zone + un-wrecks it. Walking replicant
un-regressed (run states 10→12, legCycle tracking, with type-3 records flowing). Solo clean.
- **The replicant UN-WRECK trigger is the DEATH-STATE EXIT edge, not a zone edge (#94 fix,
2026-07-31) [T2]**: `MechDeathHandler::Tick` (mechdmg.cpp) tracks `prevMode` and fires
`BTRebuildMechModel` + `BTStartWarpEffect` when the replicated `MovementMode()` LEAVES the death
modes {2,9} (only `Mech::Reset`'s `SetMovementMode(0)` + `ForceUpdate(0x1f)` ever does; the state
rides every record header). The previous trigger — a damage-zone falling-edge latch
(`wasWrecked`, `prev>=1.0 -> <1.0`) — was BLIND to ZONE-LESS deaths: the #83 collision damage
prices as internal rattle and never moves a zone, so a fresh mech killed by ramming left the
latch unarmed and the peer's wreck could never un-wreck — the live respawned mech drove around
wearing the hulk (night-7 field report: SAURON's Loki after the full-speed ram; both peers
screenshotted it). Bench (`scratchpad/night7/mp_zoneless.sh`, `BT_SELF_DAMAGE_TYPE=collision`
dispatches type-0 through the real TakeDamage divert): 14/14 zone-less deaths un-wrecked
(`mode 9->1`), zero zone-damage rises on the observer; explosive regression leg clean.
- Telemetry: `[mrec-tx]/[mrec-rx]` per non-pose record (BT_REPL_LOG). Note the type-1 rx line
prints a bogus simState (the damage record's own layout at +0xC) — cosmetic.
- New by-name members: `poseSyncLatch@0x77c` (dead-reckon re-base latch, consumed by
@@ -676,7 +688,9 @@ Only the relay host needs port forwarding. Verified: scripted protocol suite in
2-node mission launched + stopped purely over the socket.
## The interest-teardown audio crash (2026-07-24) [T2 stack-captured + fixed]
THE layout-shifting release-only crash (weeks of field flakes, #35's prime suspect) finally
THE layout-shifting release-only crash (weeks of field flakes; was #35's prime suspect until
2026-07-29 CLEARED it — #35 turned out to be the ParticleEngine device-reset null-deref, root-caused
from 8 symbolized field stacks and fixed; see [[wintesla-port]] §Device-loss) finally
hit a crash-filter build: `InterestManager::OrphanInterestOrigin → RemoveUninterestingEntity
→ DestroyEntityAudioObjects → {Static,Dynamic}3DPatchSource::IsAudioSourceClipped` — AV
reading NULL+0x38: the authentic burning-mech death-silence check dereferences
@@ -800,7 +814,9 @@ transition, HUD all landed since P6): console egg → mesh → RunningMission on
absolute_time` → unbounded → UV precision loss → radial "spokes"), fixed with `fmodf`; that also
cleans the scrolling beam grit. See [[reconstruction-gotchas]] §13. PEER WARP IS WIRED + VISIBLE
(`160b78e`): an observer sees a peer's un-wreck warp via the world-anchored `BTStartWarpEffect`
(mechdmg.cpp:1074, `ReplicantInstance`-gated; `simulationState` rides every record header).
(`MechDeathHandler::Tick`, `ReplicantInstance`-gated; since the #94 fix it fires on the
death-state EXIT edge of the replicated `MovementMode` — cause-agnostic, so zone-less
collision deaths warp too; `simulationState` rides every record header).
REMAINING [T3, non-gating]: the peer sphere is anchored to the peer's WORLD position, not the
peer's authentic `DropZoneLocation` (that attribute isn't replicated) — a fidelity refinement.
Also confirm the COLLAPSE (death-side) warp fires on every MP death path (force-damage test logged
+150
View File
@@ -161,6 +161,32 @@ register. ⚠ The audit also flags the damage-economy item as SELF-CONTRADICTOR
(task #8 "landed" vs the kShotDamage=12 bring-up residue) — audit before reworking.
## Deferred subsystems / feeds (authentic path scoped, marked in code)
- **~~Myomer seek "SUPERCHARGE"~~ — ✅ RESOLVED same day: the players' testimony (Oracle:
seek-4 humanoid = 182 kph, overheat = freeze) prompted a re-audit that found the coupling in
the un-exported master-perf gap (@0x4a9cf2). The manual was right, 4.10 HAS supercharge, and
the port now implements it byte-grounded ([[subsystems]] WAVE 6 correction). LESSON: a
"no callers in the decomp" claim is only as good as the export coverage — sweep the raw image
for the operand pattern before declaring a data path dead ([[reconstruction-gotchas]]).
Original entry below for the record:** The 1995 manual (p20/p22 + stat sheets) says seek changes TOP SPEED (gear 4 =
"Supercharge", expert-only; Loki/Thor print Normal 143 / Super Charged 182 / Gimped 40 kph).
The 4.10 binary provably has NO runtime myomer→speed coupling (full data-flow closure [T1]:
demand fn @004afd10 all branches, all speedDemand writers, AvailableOutput's 2 callers, the
virtual slot-0x3C sweep, the single SpeedEffect attr ref, the 0x7A0 writer set — see
phases/phase-13). Printed ratio 1.27 vs 4.10's vestigial gear ratio 1.43 → documented
4.0→4.10 drift. The operator is asking SAURON/Oracle whether THEIR pod-era mechs sped up at
seek 4. If yes and wanted: resurrecting supercharge is an OPT-IN deviation — the plumbing
(gear ratio, 0x7A0 cap, ratio² heat, heatFactor overheat-to-zero) all exists; it needs one
authorized multiplication in the demand path. [[subsystems]] [[pod-hardware]]
- **Environment gravity unwired — the myomer CLIMB-heat term is inert (found 2026-07-31, #85).**
`Mover::localEnvironment` (MOVER.h:271) is declared and never populated anywhere in the port;
`GetEnvironment()->gravityConstant` is the named analog of the 1995 Mover's gravity POINTER at
`+0x250` (`FUN_00421e2c` does `vy -= **(+0x250)` per tick), which the myomer drive-heat
integrator uses for its `m·g·|vy|·dt` climb-work term. The bridge (`BTMechMyomerMotionSample`)
null-guards it, so climbing currently generates no myomer heat (flat maps: moot; cavern slopes:
a missing cost). EnvironmentZone resources (RES type 23) exist in BTL4.RES — wiring them (or at
least a constant-gravity Environment on mover birth) revives the term. Also relevant to any
future airborne/jump physics (`ApplyAirResistanceAndGravity` reads the same member).
[[subsystems]]
- **Revolving-door Phase 2 (true mid-mission drop-in) — PLANNED, gated on a spike**
(`docs/REVOLVING_DOOR_PLAN.md`, 2026-07-24). Open questions before any engine work:
(a) can an `Entity::MakeMessage` be REGENERATED post-birth (serializing current state), or
@@ -761,6 +787,25 @@ register. ⚠ The audit also flags the damage-economy item as SELF-CONTRADICTOR
numbers no longer point at that code).
## Multiplayer (Phase 7 / P6)
- **#82 wall-grind storm — CLOSED 2026-07-30** (the "stagger drive-suppressor" theory that
briefly lived here was falsified: `word[this+0x18]` has no consumer but the record emitter).
The real missing piece was the crash SELF-DAMAGE dispatch (binary @4aa984-4aaab4), now
reconstructed — see [[locomotion]] §Knockdown. Residue actually still open: the crash's
`throttleState = fall-surface material` fill (binary `(**[mech+0x2f8])+0x24`; payload nicety
for the type-5 reader's surface-specific fall handling — needs the assistant-record map).
- **Cross-fire bench opens (2026-07-30, first real-weapons 4-node runs).** (a) COMBAT STALL: all
firing and dying ceased ~3 min in (run 2, throttled `BT_AF_PERIOD=7`) with everyone alive,
subsystems healthy, and fps fine — engagement/heat state needs a logging pass (`BT_GOTO_LOG`
+ heat probes); run 1's max-spam stall was the documented FailureHeat all-weapons brick.
(b) NODE CRASH: one instance died silently mid-run (no SEH line, no WER record; last log line
= audio census; yesterday's WER archive holds 3× `OpenAL32.dll` abort `0x40000015` and WER
dedups repeats — suspect the audio-pool thread). procdump harness now wired into
`scratchpad/night6/mp4_cross.sh`; did NOT recur under throttled fire. (c) VERIFIED GOOD: 4
deaths ↔ 4 kills credited to the right shooters (incl. a mutual kill), `NOCREDIT`=0, cross-
machine damage applied on victims' masters with correct attribution; one kill credit arrived
17 s late (`SCORE type=2`) — the deferred ScoreMessage reroute path, watch it.
- **Gitea #12 MP incident (2026-07-19) — root causes found; BOTH FIXES LANDED 2026-07-19
(awaiting the human MP death-and-survive verification).** Findings [T1/T2 — see the #12
comments + `scratchpad/incident_2157/`]:
@@ -879,6 +924,48 @@ register. ⚠ The audit also flags the damage-economy item as SELF-CONTRADICTOR
## Content build sub-project (low priority)
- Lab/other-build maps (`des`/`burnt`/`frstrm`) are source-only (`.map` in CONTENT/BT/MAPS/); would
need compiling into a RES via the DOS `btl4tool.exe`. The 8 RES maps cover testing.
- **Offline subsystem-authoring dispatch is un-linked (known, cold, 2026-07-30).** mech3.cpp's
`Mech::CreateSubsystemStream` dispatches to 20 per-class `CreateStreamedSubsystem` stubs whose
guessed signatures (`void*`/`int`) don't match the real modules (nested `<X>::SubsystemResource*`
+ trailing `ResourceFile*`, e.g. mechtech.cpp:407) — all 20 are /FORCE-silenced unresolved
externals. No callers exist, so it cannot crash today; before wiring any authoring tool through
it, convert each to a per-module bridge fn in a complete-type TU (gotchas §6 stub-typedef
corollary). The parallel `DefaultData` half of the table WAS the same trap and is fixed
(`Simulation__SharedData`).
## Night-8 playtest intelligence (2026-07-31, build 4.11.674) [T2 player testimony]
**SENSOR PANEL — the model, from a player who ran the cabinets** (VGL Lynx; the last major system
without one; Gitea #105). Sensor damage degrades, in descending confidence: (1) the **HUD flickers**
— corroborated by period gameplay footage, and the distinctive tell to match; (2) **radar/map**
degraded or lost; (3) the **searchlight** (cf. #61, where Searchlight/ThermalSight ToggleLamp were
dead handlers); (4) the **hot box / thermal** suspected but unconfirmable — that feature is not
functional in our build. Next step is to find the sensor subsystem's damage consumers in the binary
and check which display paths it actually gates, rather than implementing from the description.
**COOLANT LEAK severity is a THREE-level display** (Oracle + Draco, Gitea #97): one/two/three
triangles, top level draining the reservoir fast, with an audible alarm. We only ever produce the
lowest. Our leak rate is a continuous scalar (`ownZone->damageLevel x heatLoad`, floor 0.0025,
ON hysteresis 0.003) — so either the banding into three display levels is missing, or the magnitude
never leaves the bottom band. Check whether severity is separately authored before deriving it.
**MYOMER heat calibration is CHASSIS-RELATIVE, not absolute** (Oracle, Gitea #96): a **Thor should
sustain seek 4 more or less indefinitely** on its heatsink count, while a light chicken-walker
overheats in well under a minute. This is the acceptance test for the drive-heat coefficient — the
spread should fall out of (drive heat / authored sink capacity) on its own, so a uniform "too hot"
across ALL chassis indicts the coefficient rather than the sinks.
**RAM damage: the binary's internal-only divert MATCHES what players see, and may be correct**
(Gitea #103). Oracle reported ram causing gyro + myomer damage and a myomer coolant leak but **no
armor damage**, with grinding inert — exactly `Mech::DistributeCollisionDamage`'s type-0 divert
(internals weighted Myomers/Gyro 0.35, HeatSinkBank 0.30, Torso 0.25; 0.5-pt free-tap floor).
Awaiting a player ruling on whether a hard ram ever damaged ARMOR in the original before treating
the absence as a defect.
**MP STABILITY datapoint** (RajelAran): a **5-player match with no egregious issues** — *"no
stability problems or massive lag spikes"*. Relevant to the carried cross-fire-stall and
silent-node-crash opens: neither reproduced at 5 players this session. Not evidence of a fix
(neither was addressed), but it bounds how often they occur.
## Key Relationships
- Feeds from: every subsystem/render topic (their deferral notes collect here).
@@ -929,3 +1016,66 @@ heat / FailureTemperature scaling is too aggressive, or the roach-motel (no reco
falls) is the wrong reading. NEXT: audit the SRM6 heatPerShot vs FailureTemperature vs the mech's
dissipation, and whether the binary's gate-1 FailureHeat is a LATCH or clears when heat drops.
Trace it live with `BT_AMMO_LOG=1` (+ `BT_PROJ_LOG=1` for per-tick heat/recoil).
## Night-9 playtest intelligence (build 4.11.693, 2026-08-01)
**A MEMBER OF THE ORIGINAL TEAM IS NOW TESTING.** "Ronin" (log user `torak`,
machine TOWER_OF_TERROR) worked on the 1995 game and has played the pods
recently, including in Japan. He is a **primary source** — treat his comparisons
against the pods as high-value evidence, above reconstruction inference. Two
contributions already:
* **Per-chassis cockpit BOUNCE was deliberate** [T1, testimony]: "all of the
chassis have different cockpit 'bounce' — this was made so to help give the
'mechs some individuality". If our port applies one shared bounce curve, a
deliberate identity cue is missing. (Gitea #117; `jointshakey` is the likely
carrier — its pick sphere radius already differs per chassis.)
* **NARC may never have been implemented** [T3, recollection]: the loadout data
shipped but he does not recall the weapon being built. Squares with what we
see — an authored record that resolves with no distinct behaviour to
reconstruct. Mike L. could confirm. (Gitea #104.)
**AUDIO #32, CORRECTED DIAGNOSIS (2026-08-02): saturation during combat, NOT
retention** [T2 — census-measured]. An earlier version of this entry claimed the
pool "fills and never returns a source"; that was read off the FAILURE line, where
`free=0` is true by definition (a third instance of the counter-sampling trap).
The 30-second census in the same logs disproves it: `free` returns to ~227-230
between bursts and `reuses` climbs ~20/s all session — the pool cycles fine, and
release-on-stop exists and works (the engine's steal loop:
AudioSourceStop/SuspendMaintenance -> ReleaseChannels -> ReleaseSourceSet).
* The real regime: during firefights CONCURRENT demand exceeds the 240 cap and
the priority steal loop services each new sound by killing an old one,
thousands of times per combat session. Idle standing demand is only ~13.
* The raw `ACQUIRE FAILED` line count (6.8k-19k/log) is NOISE — the steal loop
retries after every failed attempt, so lines pile up per event and most
events still play via a steal. It is now rate-limited (1/30s) and the census
carries the true metrics: `steals=` and `drops=` (drops = the steal loop ran
dry and the sound NEVER played), plus a per-class drop histogram.
* The saturating requester is class 1005 = **Static3DPatchSource, 4 voices**
world-placed effect sounds, i.e. EXPLOSIONS/impacts. Demand tracks the
number of SHOOTERS (9-mech one-shooter bench peaks at 130 with 0 fails; a
6-shooter field lobby pins 240). **#84's double detonation doubles exactly
this class on observer nodes** — fix #84 first, then re-read the field
census before touching the audio budget.
* `BT_AUDIO_SOURCES=<n>` now raises the POOL cap too, not just the AL context
budget (it previously did only the latter, making the experiment
impossible). If post-#84 logs still saturate, that is the field experiment
— with frame time measured, since more concurrent voices = more mixing CPU.
**Reading the missile impact line.** `[projectile] IMPACT damage=X ... burst=N`
prints X = **per missile**; the delivered total is `X * N`. A tester reading X
alone will report LRMs as doing ~3.3 damage when the salvo is landing up to 65.
Field-verified across 382 impacts: LRM20 3.25 x 5..20, LRM15 3.33 x 3..15,
LRM10 3.50 x 2..10 — burst ranges matching the binary's `Random(n) + n/4` roll
exactly.
**Weapon damage values are published** in the original manuals (Oracle: "that is
published ... Manuals had that info and it was accurate") — but NOT in the 4.0
manual we have archived (confirmed by Lynx). A later manual, or the wayback
capture of the original site's final build notes, would give hard per-weapon
numbers to test the authored data against. Worth chasing: it converts weapon
tuning from taste into arithmetic.
**Standard vs Expert heat is unsettled** and it contaminates every heat report:
Conn Man saw heat build-up in Standard while Rajel expected none there. See
Gitea #116 and `experience-levels.md`.
+23
View File
@@ -208,6 +208,29 @@ every checked control behavior:
side button columns + **EJECT button** beside the joystick + per-mech COOLANT LOOP tables
(weapons+generators per loop 1-6) and stat sheets (tonnage/armor/reservoir liters/heat
sinks/top speeds incl. "Super Charged").
- **MYOMER SEEK / "SUPER CHARGE" — ⚠ the "4.0→4.10 drift" verdict below was WRONG and is
RETRACTED (same day).** 4.10 HAS the seek→speed coupling — in the un-exported master-perf
gap (@0x4a9cf2: `speedDemand *= max myomer speedEffect`, turn-freeze at dead drive; see
[[subsystems]] WAVE 6 correction). The manual is ACCURATE for 4.10; Oracle's pod memory
(seek-4 humanoid = 182 kph = the printed figure) confirmed it and prompted the re-audit.
The paragraph below is retained as the record of the error (its BINARY facts — the two
exported AvailableOutput callers, the single attr ref — were correct but incomplete:
export-gap functions are invisible to decomp text sweeps).
~~ORIGINAL (WRONG) VERDICT:~~
Manual p20/p22: seek "translates to a lower or higher top speed", gear 4 is named
**Supercharge** (screenshot caption "Seek Level Is Set to Supercharge"), expert-only ("in
standard simulation mode, you are not able to supercharge"), and "overheated myomers can
reduce your 'Mech's speed to zero". Stat sheets print THREE top speeds (Loki/Thor: Normal
143 / **Super Charged 182** / **Gimped 40** kph). The 4.10 BINARY dropped the runtime
coupling entirely: the mapper demand @004afd10 has no myomer/seek term, `AvailableOutput`
has exactly two callers (assembly cap + graph), and the SpeedEffect attribute string has one
reference (its own table row). Even the printed ratio disagrees with 4.10's authored gears
(182/143 = 1.27 vs 0.9999/0.7 = 1.43) — the gear table and the assembly cap are vestiges.
In 4.10 the seek dial's live effects are heat (ratio² ≥ 1), the generator brown-out
threshold (whose real stake is TORSO TWIST — see [[subsystems]] WAVE 6), and the ENG graph.
"Top Speed Gimped 40" also confirms the limp-gait speed cap as an authored spec. The port
follows the BINARY (house rule); resurrecting manual-4.0 supercharge would be an opt-in
deviation for the operator to decide.
NEW LEADS (manual describes, port lacks input/UI): **CROUCH** (button by the secondary screen;
`Mech::duckState` attr 0x37 + SQUAT clips exist, nothing drives them), **EJECT** (sounds exist:
EjectButton01_z*.wav), hot-box viewscreen framing (the deferred PNAME marker chain). Per-mech
+172
View File
@@ -121,6 +121,17 @@ mislanch.cpp's extern but not projweap.cpp's → first AUTOCANNON shot AV'd). **
bridge-signature change, `grep -rn "extern .*<name>"` and update every declaration; then grep
the fresh link output for the symbol name** — the pre-existing LNK2019 wall camouflages new
entries if you only eyeball it.
**Stub-typedef corollary (mech3 tool path, 2026-07-30):** a LOCAL stub TU that re-declares a
sibling class's STATIC MEMBER with the wrong typedef mangles to a **ghost symbol** — mech3.cpp
declared every `<Subsystem>::DefaultData` as `Mech::SharedData` (= `Entity__SharedData`) while
the real definitions are the inherited `Simulation__SharedData` (in THIS engine `Entity` derives
from `Simulation`; `Entity__SharedData : public Simulation::SharedData`, ENTITY3.h:9) → ~20
unresolved externals, all /FORCE-silenced, all cold (offline authoring dispatch has no callers).
Fixed for the DefaultData statics; the `CreateStreamedSubsystem` stub SIGNATURES are still wrong
(real ones take the class's NESTED `SubsystemResource*` + trailing `ResourceFile*`) and stay
unresolved-by-design until bridged per-module ([[open-questions]]). **Rule: when a "benign" LNK
wall exists, `tail` on the build output hides the fleet — always grep the FULL log; and verify a
stub's member TYPE against `dumpbin /symbols` of the defining obj, not against what looks right.**
**Duplicate-GLOBAL corollary (glass per-display windows, 2026-07-20):** a global DEFINED in two
libs (the 1995 headers declare free globals without `inline`/`extern`, so `application`,
`ghWnd`, … exist in BOTH `munga_engine` and `bt410_l4`) links under `/FORCE:MULTIPLE` with
@@ -623,3 +634,164 @@ trusting what it is called — the reconstruction's names are reconstructions to
**Sweep note:** the same misnomer sits in all three headers; renaming is safe (no binary meaning
attaches to the port's accessor name) but touches three size-locked classes, so do it deliberately.
## 23. `AlarmIndicator` is a DIFFERENT TYPE per header family — Mech's layout diverges across TUs (2026-07-30)
Found chasing #78: `mechdmg.cpp` wrote `mech->graphicAlarm.SetLevel(4)` and read 4 back;
`mechmppr.cpp` read **0** from the *same object, same expression, same frame family*. Root cause:
```cpp
mech.hpp:67 typedef ReconAlarm AlarmIndicator; // 4 bytes {unsigned level}
heat.hpp:52 typedef GaugeAlarm AlarmIndicator; // 0x54 bytes (the real binary alarm)
```
`Mech::graphicAlarm` is declared `AlarmIndicator` — so a TU's include ORDER decides which type
that member is, and **every Mech member after it shifts by 0x50 between the two families**. A
write through one family's layout is invisible to a read through the other. This is the shadow
trap operating at the TYPEDEF level, where no compiler error can catch it (each TU only ever sees
one definition).
**Rule:** any cross-TU read/write of a Mech member declared past `graphicAlarm` must go through a
bridge compiled in a KNOWN TU (`BTMechGimpLevel` in mechdmg.cpp is the pattern) until the typedef
split is audited and unified. The audit itself — which TUs resolve `AlarmIndicator` to which
type, and which member traffic crosses families — is an open work item; the same split-brain also
explains why `MovementMode()` (the engine `simulationState`) and the KB's "movementMode IS the
graphicAlarm level" (task #1) never actually met in the port: they are two different cells, both
alive, written by different subsystems.
## 24. Reviving DEAD reconstructed code replays every port-glue fix it predates (2026-07-30)
The gimp gait drivers (`AdvanceBody/LegAnimationGimp`, ex-"Airborne") sat reconstructed-but-dead
for weeks while their gate read the wrong cell (gotcha #23's split-brain). The moment the gate
was fixed and they ran for the first time, they reproduced — within seconds of engagement — TWO
bugs the LIVE drivers had each been cured of long before:
1. **the raw `*(this->controlSource)` mapper read** (`controlSource@0x128` is never wired in the
port; the live drivers were converted to `MappingMapper()` — the dead one crashed at
`AdvanceLegAnimationGimp+0x16`, null deref, first live engagement);
2. **the missing alarm→member state re-sync** (`bodyAnimationState = bodyStateAlarm.GetLevel()`;
the binary has ONE cell, the recon has two — the ground drivers re-sync at :831/:1181; the
dead driver didn't, so the state member froze at its pre-gimp value and the machine pinned in
one run state for 8000+ frames).
**Rule:** before wiring a long-dead reconstructed function into a live path, diff it against its
LIVE sibling for the port-glue idioms (mapper access via `MappingMapper()`, alarm→member
re-syncs, null guards, `BTEnvOn` gates). The binary-faithful parts transplant cleanly; it is the
RECON-side glue that will be missing, because every glue fix landed only where code was running.
## 25. A SPLIT cell breaks REPLICATION silently — and per-frame writers erase the half you added (2026-07-29)
The gimp-level saga's second act (#82). When the port carries one binary cell as TWO members, the
damage isn't only cross-TU reads (gotcha #23) — it is **which half rides the wire**:
- `Simulation::simulationState` is replicated in EVERY update record header
(`Simulation::Write/ReadUpdateRecord`). Any binary state living in `mech+0x40` therefore
replicated for free. The port's parallel member (`graphicAlarm`) replicates **nowhere**, so every
behavior a peer derives from it silently becomes master-only — visible as "peers see something
different" bugs (here: a limping mech that skated on every other pod).
- Worse, the engine cell usually already has a **per-frame writer** with a narrower idea of what it
means (`Mech::PerformAndWatch`: `SetMovementMode(1)` = "ground, non-death, non-airborne"). The
moment you mirror extra semantics into it, that writer erases them 60×/second — and the symptom
is not a stuck value but a 1→N→1 oscillation whose edges retrigger anything watching (the
warning-voice sequence restarted on every damage tick and never reached its spoken note).
**Rules:**
1. Before mirroring into an engine cell, `grep` for its per-frame writers and teach them the new
value (write `gimped ? 3/4 : 1`, not a blind `1`).
2. Read the authority, never the cell you feed — an alarm-only bridge (`BTMechGimpAlarmLevel`)
keeps a respawn-cleared alarm from re-latching stale state out of the cell.
3. Don't "fix" a stomp by patching incoming records: on a replicant the master's records ARE the
authority, and pinning a local value against them makes state stick forever (that draft would
have kept peers limping through a respawn). Find the writer instead.
**Tool:** scope the trap. `StateIndicator`/`Simulation` state traps drown in subsystem churn —
filter to one watched object (`g_btGimpWatchMech`) and print the caller module-relative
(`btl4+0x…`) so `tools/symcrash.py` names it. That turned a two-hour guess into one line.
## §21 — Export-gap blindness: "no callers in the decomp" is NOT "no callers in the binary"
**(2026-07-31, the myomer seek retraction — the costliest wrong verdict to date.)** The Ghidra
export has GAPS (gitea #60): whole functions absent from `reference/decomp/all/*.c` — the
master-perf region 0x4a9770-0x4ab188, the 0x4a03xx crit caller, @004b838c, and others. A text
sweep of the decomp for callers/readers of a symbol **cannot see a consumer that lives in a
gap**. The myomer `speedEffect@0x31C` demand feed was declared dead on exactly such a sweep
("two AvailableOutput callers, one attribute reference, no raw readers") and an already-correct
port mechanism was deleted on that basis — while the real consumer sat un-exported at
@0x4a9cf2 (`speedDemand *= max myomer speedEffect` + the dead-drive turn freeze). Field
testimony (Oracle: pod seek-4 = 182 kph, the manual's printed figure) forced the re-audit.
**RULE: before declaring a data path dead, sweep the RAW IMAGE for the operand pattern** —
capstone over the CODE section for the addressing form (e.g. FPU reads of `[reg+0x31C]`, SIB
`[reg+reg*4+0x330]`). Minutes of scanning; it found in one pass what three decomp sweeps
missed. Corollary: when the decomp and a PRIMARY SOURCE (the manual, a pod veteran) disagree,
treat the disagreement as a hole in YOUR evidence first, not in theirs.
## §22 — The SPLIT CELL: one binary offset, two port members (only one gets written)
**(2026-07-31, gitea #86 "destroyed weapons keep firing".)** The binary's weapon fire gates test
`subsystem+0x40`. In the 1995 layout that offset is *inside* the embedded status alarm
(`statusAlarm@0x2C` + the indicator's level at `+0x14` = `0x40`) — **one cell**, written by
`ForceCriticalFailure` when a zone's crit-cascade kills the subsystem. The port models the same
address as TWO independent members: `AlarmIndicator statusAlarm` **and** a plain
`int simulationState@0x40`. Every destruction path writes the ALARM (so the MFD correctly draws
its X, the paper doll correctly greys the mount) while the fire gates read the plain int — which
nothing ever writes. Result: a weapon on a blown-off arm shows destroyed on every panel and
keeps firing and scoring, on the shooter's screen and on peers' (all three night-7 testers).
**Detection smell:** a diagnostic that prints the gate's own inputs and shows a state flag
reading 0 while the UI bound to "the same" state shows destroyed. (`[ammo] NoAmmo (gate1):
destroyed=0` on a mech with an X'd-out launcher was the tell — it sat in the logs for weeks.)
**Rule:** when a binary offset falls inside an embedded object in OUR layout, do not mirror it as
a sibling scalar — read it through the object that owns it, or (if a duplicate member already
exists) make every gate read BOTH and every writer write BOTH. Sibling of gotcha #1 (shadowed
base field): same failure shape — two cells where the binary has one, and the readers pick the
dead one.
## §23 — Scaling `D3DMATERIAL9` does NOTHING for BGF geometry (the vertex-colour diffuse source)
**(2026-07-31, gitea #87 "mech armour panels don't darken".)** The 1995 armour damage darkens a
mech by scaling its MATERIALS' colour terms (`dpl_SetMaterialAmbient/Emissive/Diffuse/Specular`).
The obvious port translation — scale the draw op's `D3DMATERIAL9` before `SetMaterial` — renders
**byte-identically**: measured **0 changed pixels** at a full 0.1x scale.
**Why:** D3D9 defaults `D3DRS_DIFFUSEMATERIALSOURCE` to **`D3DMCS_COLOR1`** (and `D3DRS_COLORVERTEX`
to TRUE), so when a vertex carries a diffuse colour the material's Diffuse is never consulted.
Every BGF vertex carries a baked colour (that IS the 1995 shading model — no-normal geometry is
unlit and coloured by vertex/ramp), so for essentially all world geometry `SetMaterial` is inert
for colour. The material only matters for lit, normal-bearing meshes.
**Fix pattern:** modulate the FINAL fragment instead — `D3DRS_TEXTUREFACTOR` + a
`MODULATE(CURRENT, TFACTOR)` on texture **stage 1** (unused in `d3d_OBJECT::Draw`), restored to
`D3DTOP_DISABLE` after the op. That darkens the result whatever the diffuse source was, and
equally covers the ramp-baked-texture path and pure-emissive batches.
**Detection smell:** a colour change that logs perfectly at the source and produces zero visible
difference. Diff two runs pixel-wise against a control region before believing a colour path
works — "the log says 0.1x" is not evidence that anything reached the screen.
## §24 — A verified fact, OVER-GENERALISED, becomes a wrong design premise
**(2026-08-01, gitea #95 "missiles land 3 points instead of 50".)** The KB carried this, tagged
**[T1]**: *"`DamageZone::TakeDamage` is `damageLevel += amount*scale` and IGNORES `burstCount` — so
`burstCount` is cosmetic for zone damage."* The first clause is **true and byte-verified**
(`@0041e4e0`). The second is an **inference** that was written down beside it, inherited the [T1]
tag, and then justified a design decision (task #62's salvo-lead model) that silently divided every
missile salvo by its missile count for months.
**What was actually true:** `TakeDamage` ignores `burstCount`; the **CALLER**
(`Mech::TakeDamageMessageHandler` @0x4a0423-0x4a04d8) honours it by calling `TakeDamage` that many
times, re-rolling the zone per burst. The consumer was one stack frame up — the same blind spot
shape as §21 (export-gap blindness), but with the evidence *present* and simply not followed
outward.
**Detection smell:** a "cosmetic"/"unused"/"vestigial" claim about a field that other code still
computes carefully. Here the binary randomises `burstCount` at impact (`Random(n) + n/4`) and the
splash code derives it from a distance falloff — nobody spends instructions rolling a decorative
value. **If a field is called dead, ask who still writes it, and why.**
**Rule:** tag the VERIFIED clause, not the paragraph. An inference sitting next to a [T1] fact is
still [T4] — split them, or the next reader (including you) will build on the guess.
## 26. The SILENT-STUB walk: empty iterators make a faithful-looking mechanism a no-op (#110)
`RecurseSegmentTable` was "reconstructed" against local shim types whose
iterators unconditionally returned NULL (`SegmentIterator::Next() { return 0; }`,
`SegTableX::operator[] { return 0; }`). Every line of the walk mirrored the
binary -- and none of it did anything: the destruction cascade fired, logged,
"descended", and touched no other zone. The symptom (gun pods surviving their
blown-off arms) was field-reported for weeks while the code READ correct.
The trap: a stub that returns EMPTY (rather than asserting/crashing) converts a
reconstruction into silent fiction, and the no-stand-ins rule cannot catch it by
reading the call site -- the stand-in hides in the TYPES. The engine already had
the real structures (`EntitySegment::damageZoneTable` / `childIndexTable`, T0,
byte-matching the decomp's seg+0xD0/+0xE8) -- the stub was never necessary.
Rules: (a) when a reconstructed mechanism runs but nothing downstream changes,
grep its helper types for `return 0` bodies FIRST; (b) a bring-up shim must
either Fail() loudly or log its own emptiness, never silently iterate nothing;
(c) before shimming an engine-side structure, check whether the engine already
has it -- the offsets in the decomp comment ARE the lookup key.
+1
View File
@@ -58,4 +58,5 @@ the ground-model decode (10 agents), the alarm-unification (8), the gauge-widget
## Key Relationships
- Bug classes: [[reconstruction-gotchas]] (check FIRST). Reference data: [[decomp-reference]].
- Verification: [[test-harness]] — the bench contract + what counts as VERIFIED (field composition, not proxies).
- Why it's needed: [[source-completeness]].
+62 -4
View File
@@ -220,8 +220,13 @@ i860 firmware** `content/VREND.MNG` (same decode workflow as the task-#55 'damag
- Remaining [T3]: sfx cone shape (v_bias as up-bias), size ×0.5 + 1.25m textured floor +
hot-phase occlusion 0.45..0.9, burst scatter ×0.2; trail
density is frame-rate-dependent (2/frame @60fps = 2× pod density); .PFX 'repeats' unconsumed
(all shipped files author 1); replicant visual salvo chases the stale fire-time aim point
(no re-lead without a target handle).
(all shipped files author 1); replicant visual salvo FIXED (2026-08-02, #84): the
update record now carries the locked target's EntityID; the mirror resolves it
locally (HostManager::GetEntityPointer, engine T0) and homes at the LIVE
replicant, as the binary's GHOST missiles did (CLASSMAP: Projectile
PTR_LAB_005129e8 authoritative / 005129f4 ghost performances) -- peers now see
detonations at the true position. Point fire / local-only targets (wrecks,
hostID -1) still fly to the frozen aim, which is correct for them.
## Weapon beams (the unported dpl_* layer)
The `dpl_*` beam renderable was never ported → beams are drawn by `BTPushBeam`/`BTDrawBeams`
@@ -255,8 +260,10 @@ streamed via INTEREST.cpp; ARENA1 = 124 icons, each with a damage zone, `Explosi
TakeDamageMessageHandler` → zone `damageLevel ≥ 1` → **Explosion entity** (Crunch variant for
collision) + `WaitingToBurn` (+`timeDelay`) → `BurningState` + `UpdateCollisionVolumes` (boxes
DELETED on `removeOnDeath`, else sunk by `destroyedYTranslation`). The mech-side crunch dispatch
(`mech4.cpp ProcessCollision``BTDispatchCollisionDamage`, ×0.001 ram economy) reaches icons
(≈19 walking-speed bumps kill the spawn-yard truck). What was BROKEN (the "no state change"
(`mech4.cpp ProcessCollision``BTDispatchCollisionDamage`, RAW since the 2026-07-31 pricing
audit — the ×0.001 era needed ≈19 walking-speed bumps to kill the spawn-yard truck; raw is the
binary's own dispatch [T1], so a mech contact now crunches a truck-scale icon outright, per the
authored icon armor). What was BROKEN (the "no state change"
report): the 2007 port fully stubbed **`StateInstanceSwitchRenderable`** ("STUBBED: DPL RB
1/14/07") — the intact→rubble visual swap NEVER fired. Revived D3D9-native: the switch now
controls the draw component via the **`SetDrawObj` in-place drawable swap** (the mech
@@ -319,6 +326,57 @@ Diags: `BT_CULT_LOG` (census/damage/death + `[cultvis]` + `[cultobj]` per-object
flags). MP: replicants transition via `ReadUpdateRecord` → same SetState watcher path (untested
cross-pod).
## Mech ARMOUR DARKENING (the .DZM material-damage system) — RECONSTRUCTED 2026-07-31 (Gitea #87) [T2]
A mech's armour panels **darken as their damage zone takes damage** — a per-zone, per-material
colour ramp-down, NOT a texture swap, a filter, or geometry. Players reported the port showing only
the limb swap ("the actual enemy mech in external view is not showing darkened armor panels").
**The 1995 chain** [T1]:
- **`.DZM`** (`VIDEO\<mech>SKIN.DZM`, 40 shipped) lists, per damage zone, the materials that zone
paints: `[dz_ltorso] material=avaskin:avat2_dz_ltorso_mtl`. One file per SKIN VARIANT — the
`dzm`/`dzms`/`dzmt`/`dzmo`/`dzma`/`dzmb`/`dzmc`/`dzmd` key family (same suffix set as the
`destroyed``destroyedd` video variants); the res compiler is `FUN_0041e4e0`.
- Compiled into BTL4.RES and parsed by **MUNGA's own `DamageZone` stream ctor** into
`materialTable`, keyed by `EntitySegment::SkeletonType` (`engine/MUNGA/DAMAGE.cpp:311-336`,
`GetMaterialList(skl_type)`) — real engine source [T0]. **This data was loaded and unused in the
port all along**; only the consumer was missing.
- **`BTL4VideoRenderer::MakeMechRenderables` (`FUN_004cef28`)** walks the zones and builds, per
(zone, material), a 232-byte watcher **`FUN_004573e4(material, &zone->damageLevel, 0.1f)`**
(a 60-byte per-zone parent first, factor 0.04). Error string: *"BTL4VideoRenderer: Material name
<X> could not be found"* @0x51d6f8.
- The watcher snapshots the material's **16 authored colour floats** — Ambient(3), Emissive(3),
Diffuse(3), Specular+shininess(4), Opacity(3) — precomputes a DAMAGED set = **pristine x 0.1**
(`0x3dcccccd`), and **`FUN_00457784`** re-pushes `lerp(pristine, damaged, damageLevel)` whenever
the level changes (constant `@0x4579a4` = **1.0**). So a zone at full damage renders at **10%**
of authored brightness, continuously interpolated.
- **Faithful quirk:** Opacity is read and lerped but **never written back** — only 13 of the 16
values are pushed (`dpl_GetMaterialOpacity` has no matching Set call in the watcher).
**NOT the mechanism** [T2]: the engine also has `SV_SPECIAL DAMAGE <material>` /
**`dpl_Damagize` `FUN_004902b0`** (punch's sibling — same VPX cmd 0x20, tokens
`f_t_dam(0x92)/sca(0x05)/undamage(0x04)`, dispatch @0x4599ae; error *"SPECIAL GEOGROUP DAMAGE
couldn't find material"*). A scan of **all 879 shipped BGFs finds ZERO `DAMAGE` tokens** — the path
exists in the engine but no shipped asset uses it. Don't chase it.
**The port** (`game/reconstructed/btl4vid.cpp` `BindArmourDamage`/`TickArmourDamage`,
`engine/MUNGA_L4/L4D3D.cpp`): batches now carry their AUTHORED (pre-substitution) material name
(`BgfDrawBatch::matName` -> `L4DRAWOP::dzMatName`); binding resolves the .DZM lists onto real draw
ops once per tree build, and the per-frame tick (driven from `Mech::PerformAndWatch`, EVERY mech)
copies `zone->damageLevel` onto them. Two hard-won details:
- **Key the material list on `viewSkeleton`, not the build `skeletonType`.** Each skeleton variant
is painted from its own skin library (Black Hawk N = `blhskin:`, X = `blxskin:`) and
`ApplyViewSkeleton` reloads every segment mesh; keying on the build skeleton matched a list
belonging to geometry that is not on screen -> **zero bindings, no darkening**.
- **Scaling the `D3DMATERIAL9` is inert** — see gotcha **§23** (`DIFFUSEMATERIALSOURCE` defaults to
vertex colour). The darkening is applied as a `TEXTUREFACTOR` modulate on texture stage 1.
Rebinding runs after every geometry swap (`RemakeEntityRenderables`, `ApplyViewSkeleton`), which
also keeps `segPick` (the #73 aimed pick) off discarded meshes.
Bench: `scratchpad/night7/armor_darken.sh` (self/enemy/ext legs) + `armor_ab.sh` (forced-level
pixel A/B). Gates `BT_ARMOR_LOG` / `BT_ARMOR_FORCE=<0..1>`. Verified: 57 bindings on the enemy
mech, brightness tracking `1 - 0.9*level` exactly, hull 0.35x vs terrain control 0.98x at level 1.
The `damcolor_`/`gen*gry_` arm+gun names go unmatched until the DESTROYED limb variant loads —
correct: those materials live on the `*D*.BGF` damaged meshes.
## Key Relationships
- Geometry/LOD: [[bgf-format]]. Base: [[wintesla-port]] (L4D3D). Shadow/visual-conform: [[locomotion]].
- Renders on: [[pod-hardware]] (main 3D view).
+99 -13
View File
@@ -66,7 +66,69 @@ Making a base byte-exact GROWS every subclass — they must be re-based TOGETHER
change needs its own verification pass).
- **WAVE 5** — Torso (aim twist/elevation; joint-I/O reconstructed; the BLH record disables torso →
faithfully no visible twist).
- **WAVE 6** — Myomers (mover-coupled; structural un-stub is INERT — no live mover/heat coupling).
- **WAVE 6 — ✅ MYOMER SYSTEM COMPLETE (2026-07-31). The "mover cutover" concept is DEAD — it
was built on a misattribution.** `@004b9550/@004b95b8` (the "ConnectToMover/DisconnectFromMover"
bodies) are **MechWeapon::ConfigureMappables/ChooseButton** — their `+0x31C` is the weapon
TriggerState and `**(mech+0x128)` is the CONTROLS MAPPER's button roster (proven by the
MECHWEAP.CPP assert string + the trigger-edge detector @004b9608 adjacent).
**⚠ SAME-DAY CORRECTION (the seek audit): the binary DOES have a dynamic myomer→speed feed —
it lives in the un-exported master-perf gap** (@0x4a9cf2-0x4a9da4, raw capstone; the same gap
that hid the #93 crash block). Per frame: MAX `speedEffect@0x31C` over the myomer chain
(+0x7AC) → `mech+0x79C`**`mapper->speedDemand@0x128 *= it`**, and at |drive| ≤ 1e-4
(@0x4ab16c) the mapper's `turnDemand@0x12C` is ZEROED — dead/overheated myomers freeze speed
AND turn. The morning's "no feed" verdict was export-gap blindness (text sweeps cannot see
un-exported functions; the decisive tool was a raw-image capstone scan for FPU reads of
+0x31C). Field truth agrees: Oracle (pod veteran) — seek-4 humanoids ran 182 kph (the
manual's printed Super Charged figure), overheat = "freezing up". The port restored the
demand scale byte-grounded (mechmppr.cpp): MAX over the chain, UNCLAMPED (gear 4 rides ~1.43×
demand into the RegisterMaxOutput cap = SUPERCHARGE), turn-freeze included; damage slows
(speedEffect carries 1damage — gitea #75's original premise was RIGHT).
The rest of the myomer system, all live in the port:
1. **Heat** — the drive-heat integrator (#85, below).
2. **Vital death** — myomers are the ONLY `vital=1` subsystem in the authored records
(BTL4.RES `res+0x48` scan): destroying them KILLS the mech (the #80 vital-crit path). This
is also the collision ram-death mechanism (myomers are a 0.35-weight rattle target).
3. **The assembly cap**`RegisterMaxOutput @004b8ef0`: `mech+0x7A0 = max(cap,
AvailableOutput(topGear))` = base × ~1.4284, the gait rise-clamp both channels bound
against (part_012:12103/12334). Port: each myomer registers per tick (idempotent max();
the 0x358 layout lock leaves no latch room) — state-identical to once-at-assembly. The
old per-frame `reverseSpeedMax2 = reverseStrideLength` heal (which would have clobbered
it) is garbage-guarded only now. `Mech+0x34C` (base) = port `reverseStrideLength`,
`Mech+0x7A0` (cap) = port `reverseSpeedMax2` — both documented misnomers.
4. **The ENG-page power curve** — SeekVoltageResponse, now at the correct absolute scale
(OwnerBaseSpeed reads the real base instead of the 1.0 stub).
5. **Electrical sourcing — the dial's REAL stake is TORSO TWIST.** A gear's voltage must be
<= the generator's measured output (`(1 generator damage) × rated`, thermal breaker on
FailureHeat; there is NO load model — demand never pulls the bus down), or the myomers leave
Ready. The Torso is a PowerWatcher on the myomers: `TorsoSimulation` ZEROES the twist rate
while the watched myomers are not Ready (halves it at DegradationHeat) — so an over-high gear
on a damaged generator freezes the pilot's AIM until they downshift. On a healthy mech,
gears 1-3 are literally identical (heat ratio floors at 1, no speed coupling); gear 4 =
double heat + a tighter dropout threshold for nothing but the taller graph — a trap.
(A `speedDemand *= speedEffect` multiplier was removed in the morning commit and RESTORED,
byte-grounded and improved, the same day — see the correction above. Verified live: healthy
drive=1.0, collision-rattled myomers drive 0.89→0.74 with demand scaling in lockstep.)
**✅ MYOMER DRIVE HEAT LIVE (#85, 2026-07-31) [T2].** The five Mech motion operands of the
drive-heat integrator `@004b8d18` were `return 0.0f` cross-family shims, so the (fully
reconstructed) integrator accumulated `ratio² · damageGain · 0` every tick — myomers ice cold at
any seek (Oracle's night-7 panel-confirmed report). Operands re-grounded from the raw disasm +
the decomp and mapped to named members via the complete-TU bridge `BTMechMyomerMotionSample`
(mech4.cpp): `+0x1C4` vec = `localVelocity.linearMotion`; `+0x82C` vec =
`localAcceleration.linearMotion` (the authentic 15-ring smoothed AccelerationLastFrame);
`+0x20C` = `moverMass` (the collision divert's cell — the old "motion gain" label was wrong);
`*(+0x250)` = the environment **gravity pointer** (`FUN_00421e2c` does `vy -= **(+0x250)`/tick).
Physics: `heat += ratio²·(1+dmg)·[0.005·½mv² + 0.2·m·g·|vy|·dt + 0.2·m|v||a|·dt]` — kinetic work
+ climb power + acceleration power. The binary `fabs`es v.y (the port's old draft didn't).
**Authored tuning extracted from BTL4.RES** (all 18 mech variants share one record):
VelocityEfficiency=0.995, AccelerationEfficiency=0.8, seek gears 0.3/0.5/0.7/0.9999 rec idx 2;
myomer thermal profile startT=77 / degradation=1000 / failure=2000 / conductance=1.9e5 /
thermalMass=2.5e5. Live-verified (solo arena, BT_MYO_LOG): standstill ≈ 0 generation, hard
circling drove T 77→1225 (past degradation) and the coolant loop pulled it back to ~520
equilibrium on slowing. ⚠ Two carried caveats: (1) the kinetic work term has **no dt** in the
binary (per-tick accumulate, a 1995 fixed-frame assumption) → heat/s scales mildly with frame
rate; kept verbatim, field-calibrate against pod veterans. (2) the climb term is wired but
inert: `Mover::localEnvironment` is never populated in the port (EnvironmentZone res type 23
unwired), so g reads 0 — see [[open-questions]].
⚠ **The registered Performance is the WRAPPER @004b8b9c, not the inner integrator @004b8d18**
[T1, fixed 2026-07-28]. The ctor @004b8fec stores `[0x511620]` into activePerformance, and that
pointer resolves to `0x4b8b9c`, whose first instruction is `call 0x4b0bd0` =
@@ -92,18 +154,16 @@ Making a base byte-exact GROWS every subclass — they must be re-based TOGETHER
thermal curve and zone damage; `@004b8ceb` run the inner integrator **only when `outputVoltage > 0`**.
Verified live: healthy `outV=10000 speed=1`, un-powered `outV=0 speed=0`, and 96/96 torso samples at
`elec=4` across two death/respawn cycles.
**`@004b8bb9` is DEAD CODE — in the original too** [T0]. It builds a `Damage`
(type=`Explosive`, amount=`0xbc343958`≈-0.011f, impactPoint=`owner+0x100`, burst=1) and calls the
**zone's** `TakeDamage` (zone vtable `+0x18`, *not* the subsystem's `+0x24`). Reading it as
"an un-powered myomer heals" is the evident intent, but it can never fire: a subsystem's private zone
comes from the 2-arg `new DamageZone(this,0)`, and `engine/MUNGA/DAMAGE.cpp:187-190` zeroes **all five**
`damageScale[]` entries; `Reset()` never touches them and the only other writer is `Mech__DamageZone`
(the mech's *streamed* zones — `mechdmg.cpp:246-253`). Since `TakeDamage` is
`damageLevel += amount * damageScale[type]`, the sum is always `+= amount * 0`. Confirmed by
experiment: seeded to 0.6 and held at NoVoltage ~1500 ticks, `damageLevel` never moved.
Reconstructed and deliberately NOT "fixed" — inventing a working repair would be made-up behavior.
**General rule:** you cannot damage a subsystem's own zone through `DamageZone::TakeDamage`; the crit
path writes `damageLevel` directly (`DistributeCriticalHit` pins `*(this[0x38]+0x158) = 1.0f`).
✅ **CORRECTED 2026-07-29 (#80): `@004b8bb9` — the un-powered self-repair — is LIVE, in 1995 and
now in the port.** The 2026-07-28 "dead code in the original too" verdict here was wrong about the
original: the frozen-at-0.6 experiment was measuring a PORT bug (the subsystem ctor wrote the
zone's armour/scales through the `ReconDamageZone` proxy at struct offsets +4/+8 instead of the
engine members at +0x140/+0x144, so the real `damageScale[]` stayed zero). The binary ctor
(`@0x4ac7bb`) initializes them from the resource keys `WeaponDamagePoints` + the five per-type
`...DamagePoints`; the port now does the same through the engine's named members, and the CSS
parses the keys. An un-powered, not-yet-destroyed myomer heals at `0.011 × damageScale[Explosive]`
per tick. The retracted "cannot damage a subsystem's own zone" rule is superseded — see
[[combat-damage]] §CORRECTED for the full mechanism (this also revived the crit sink, #80).
Also un-stubbed here: `Myomers::DamageStructureLevel()` returned a hardcoded `0.0f`, which pinned
`AvailableOutput`'s `(1 - damage)` factor at 1 — a shot-up myomer drove exactly as well as a fresh
one. Now routed to the base bridge `GetSubsystemDamageLevel()`; measured `dmg=0.6 → speed=0.4`.
@@ -147,6 +207,32 @@ its electrical state. The full chain, byte-verified [T1]:
- **STILL DEAD:** factory loops 2-4 (heatable/weapon/damageable capability rosters) go through the
`SubProxy` stub whose `IsDerivedFrom` returns 0 — they add NOTHING. See [[open-questions]].
## Coolant LEAKS (Gitea #88 fix, 2026-07-31) — the #64 shadow was the single break [T2]
`HeatSink::UpdateCoolant` (@004adbf8) prices the damage-driven leak: `coolantDraw =
ownZone->damageLevel × heatLoad`, floor 0.0025, and the `coolantActive@0x138` hysteresis
(ON >0.003) IS the `ReportLeak` attribute the 19 authored leak watchers (3-note warning) ride.
The read is the **qualified ENGINE member** `Subsystem::damageZone@0xE0` — which the port's
MechSubsystem ctor never assigned (it filled only its re-declared shadow, gitea #64 / gotcha #1),
so `zoneDamage` pinned 0 and a leak was **structurally impossible** regardless of damage. Fixed by
ALIASING the engine base member to the same zone in both MechSubsystem ctors (mechsub.cpp) — every
shadow reader is untouched (same object), the engine base `Subsystem::TakeDamage` null-AV is
disarmed, and the #64 full de-shadow sweep remains the long-term cleanup. Verified live: collision
rattle and weapon crits (`[critroll]`) both drive `[cool]` leak lines (draw ≈ dmg×heatLoad, level
draining, hysteresis arming). **Authored damage routing** (BTL4.RES): collision rattle targets
HeatSinkBank 0.3 / Gyro 0.35 / Torso 0.25 / Myomers 0.35 — Condenser + Reservoir are authored 0
for collisions; weapon crits select via the ZONE's crit-entry list.
**The central pull-through is ALSO live (same day):** `HeatSink::DrawCoolant` was a `return 0`
stub; the real base @0x4add00 (disassembled) RECURSES UP the sink linkage — `return
resolve(linkedSinks)->DrawCoolant(requested × coolantFlowScale@0x15C)` — terminating at the
Reservoir's supply (@0x4af3b0, already faithfully ported as `Reservoir::DrawCoolant`: clamp to
[0, coolantLevel], drain, return granted). Binary terminal hop = the bank's slot-14 override
@0x4ae8b0 resolving its reservoir connection @0x1D8 (the port's `helper` member — NOT vestigial);
the port terminates equivalently via the Reservoir-ctor Attach into the bank's `linkedSinks` +
the Reservoir override (the extra bank hop scales by its ctor-default flowScale 1.0 — a no-op).
Verified live (`[resdraw]`): a destroyed myomer's leak pulled the central Reservoir tank
6.0 → 5.58 over ~30 s — **`Reservoir/CoolantMass`, the cockpit coolant BAR, now visibly drops
as a damaged mech bleeds coolant**, and DeathReset refills it on respawn.
## The coolant FLUSH (Gitea #7, 2026-07-19) — Reservoir InjectCoolant end-to-end [T2 live-verified]
The manual-p24 coolant button (coolant MFD top-right; punch or HOLD): message id **4 "InjectCoolant"**
on the Reservoir (handler table @**0x50e680**, one entry → @4aee70 — same per-receiver id space as the
+145
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@@ -0,0 +1,145 @@
---
id: test-harness
title: "The Test Harness — how benches run, and what counts as verified"
status: living
source_sections: "scratchpad/night6/bench_common.sh (the contract); build-and-run.md §bench-parity; nights 6-9 bench scripts; the #86/#110 verification failure"
related_topics: [build-and-run, reconstruction-method, multiplayer, reconstruction-gotchas, experience-levels]
key_terms: [bench, harness, field-composition, scalpel]
open_questions: []
---
# The Test Harness — how benches run, and what counts as verified
Two subjects, deliberately in one file: the MACHINERY (how to launch and read a
bench) and the DOCTRINE (what a bench must show before a fix may be called
fixed). The doctrine exists because the machinery was used wrong more than once.
## THE DOCTRINE: verify the FIELD COMPOSITION, not a constructed proxy
**The archetype failure (#86#110).** "Weapons on damaged arms keep firing"
was fixed and verified by destroying the WEAPON directly (`BT_KILL_SUBSYS`).
The field scenario was the ARM ZONE dying while the weapon stayed healthy — a
path the bench never took. The claim "fixed" stood for two playtests while the
players kept hitting the bug; the actual defect (a stubbed cascade walk,
gotcha #26) sat exactly in the gap between the proxy and the field. **A fix
verified only against a reproduction you constructed is not verified.**
Rules, in order of application:
1. **Reproduce the reported scenario first** — the player's composition, not a
convenient adjacent one. If the report is "peer's arm shot off in MP", the
proof is a two-node run where PEER FIRE kills the arm (`mp_armgrind.sh`),
not a solo self-damage run.
2. **Scalpels are for isolation, not for verdicts.** Deterministic hooks
(`BT_SELF_DAMAGE_ZONE`, `BT_KILL_SUBSYS`, `BT_FORCE_SEEK`, `BT_ARMOR_FORCE`)
are the right way to LOCATE a defect. Before a scalpel result supports a
"fixed" claim, prove PATH IDENTITY to the field composition (e.g. the
self-damage harness dispatches a real `Entity::TakeDamageMessage` — the
same message + handler a peer round takes — so the scalpel shares every
line from the handler down; verified 2026-08-02, and then the field
composition was STILL run).
3. **If the symptom is multiplayer, the proof is two nodes.** Master-side
correctness says nothing about what a peer sees; replication is its own
layer (records, edge-detects, instance gates). #94, #84 and #110 each had a
peer-side half invisible to any solo bench.
4. **If the symptom is visual, the proof is pixels**`BT_SHOT_EVERY` frames
diffed against a control region, not a log line saying the value changed
(gotcha #23: a colour change that logs perfectly and renders nothing).
5. **Coverage claims need a sweep, not an instance.** "Works for every weapon
type / chassis" = enumerate the axis and measure each point (all 3 fire
gates through a zone death; all 8 chassis' authored cascade flags —
`zonesweep.sh`). Per-chassis behaviour usually lives in AUTHORED DATA, so
fixed code on one chassis proves nothing about the others.
6. **Chase every anomaly in a passing run to ground.** The Owens rack cascade
also killing the sensor suite looked like a walk bug; it was authored
skeleton data (the mast is a child of the rack). A pass with an
unexplained extra effect is not yet a pass.
## THE MACHINERY
### The contract: `scratchpad/night6/bench_common.sh`
The single source of truth for launching a node THE WAY A PLAYER'S SHORTCUT
DOES — read the file, its comments carry the incident history. Summary:
- `bt_player_env``BT_PLATFORM=glass`, `BT_START_INSIDE=1` (cockpit, not
chase cam), `BT_DEV_GAUGES=1`. Copied verbatim from the shipped .bats;
`bt_assert_player_env` warns on drift.
- `bt_launch <log> <egg> <affinity> [args]` — one node, env-scoped, PID
tracked in `/tmp/bt_bench_pids.$$`.
- `bt_expert_egg` — shipped eggs are ALL `experience=expert`; a novice egg
silences heat/crits/jams and is only legal for the gimp bench (which must
say so out loud). See [[experience-levels]].
- `bt_kill_ours` — teardown kills ONLY this run's PIDs (a blanket
`taskkill /IM` once shot down two live sessions).
### Single-node bench skeleton
```bash
. /c/git/bt411/scratchpad/night6/bench_common.sh
cd /c/git/bt411/content || exit 1
taskkill //F //IM btl4.exe > /dev/null 2>&1; sleep 2 # stale-node clear
sed "s/^map=.*/map=grass/; s/^time=.*/time=day/; 0,/^vehicle=.*/s//vehicle=$V/" MP.EGG > X.EGG
export BT_<gates>=... # diagnostics + scalpels
bt_launch x.log X.EGG 0x03
sleep <duration>; taskkill //F //IM btl4.exe; sleep 2 # then grep x.log
```
The vehicle sed must replace the WHOLE line (`s/^vehicle=.*/`), or you mint
`vehicle=thr1bhk1` and the spawn FATALs. Chassis codes: ava1 bhk1 lok1/2 mad1/2
own1 snd1 thr1 vul1 (own1 has NO arm zones — rack zones instead).
### Two-node bench skeleton (the MP pattern)
```bash
bt_assert_player_env
bt_expert_egg MP.EGG X.EGG
BT_MP_LOG=1 <gates> bt_launch x_b.log X.EGG 0x0C -net 1601 # node B first
sleep 2
BT_MP_LOG=1 <gates> bt_launch x_a.log X.EGG 0x03 -net 1501 # node A
sleep 5
python ../tools/btconsole.py X.EGG 127.0.0.1:1501 127.0.0.1:1601 & # the relay STARTS the mission
sleep <duration>; kill $relay; bt_kill_ours
```
- A `-net` node renders NOTHING until `btconsole.py` (the headless relay)
starts the mission — a black window is pre-mission, not a hang.
- Affinity: TWO logical processors per node, disjoint sets (`0x03`/`0x0C`);
one LP starves the gauge executive ([[multiplayer]] peer-shakiness fix).
- Give the SHOOTER dense fire (`BT_AF_PERIOD=3` + `BT_AF_MISSILE=1`) and the
victim sparse (`=9`) when one side must lose a grind. Unthrottled autofire
trips the FailureHeat all-weapons brick and combat dies.
- Combat drive: `BT_GOTO=enemy BT_GOTO_STOP=<units>` — 100 ends in a visual
ram scrum; 180 gives a standing exchange.
- Read each claim on the node that can see it: damage on the VICTIM's log,
replication on the OBSERVER's (`[zone-repl]`, `[mlrec]`, mirrored `DET`s).
### Process hygiene (every one of these cost a session)
- **Stale-node taskkill FIRST.** A leftover node joins the next lobby as a
third instance and poisons the run.
- **Never double-background.** `run_in_background` + an inner `&` orphans the
script mid-startup: nodes launch, the script's own cleanup never runs.
- **Teardown kill order closes windows one at a time** — a "crashed" window at
the end of a timed run is usually the bench's own taskkill.
- **Stale exe:** `LNK1104` / a bench ignoring new diagnostics = the previous
process still holds `btl4.exe`, or the build silently didn't run — check the
`btl4.vcxproj ->` line printed, then rerun.
- **Editing source through bash-heredoc python collapses `\` one level** even
single-quoted -- a `"\n"` you meant as backslash-n arrives as a real newline,
the "fix" silently no-ops (`good == bad`), and the C2001 hunt repeats. Build
backslashes as `bytes([92])`/`chr(92)`, and verify a replace by LENGTH DELTA
or a re-read, never by the script printing "fixed".
- Bench artifacts (`*.EGG` copies, `*_NNN.png`, bench logs) must be deleted
from `content/` before any dist cut; field logs are never committed.
### Reading logs without fooling yourself
- **A capped/throttled diagnostic that is silent is NOT evidence of absence**
— the #99 `[seqrun]` shared counter "proved" a sequence never ran; it was
throttle starvation. Per-object throttles for per-object questions.
- **Alarm-line counters are not trend lines**`free=0` printed AT the
failure is true by definition; the 30s census carries the trend (#32, three
separate times).
- **Log the actor's NAME at every refusal/decision** (`'PPC' fire REFUSED`);
anonymous counters (`FIRED #20`) cannot support attribution claims.
- Field logs have NO diagnostic gates set — a fix whose acceptance evidence
sits behind an env var is unverifiable in the field. Spawn-time summaries
(one line, ungated) answer questions retroactively; per-frame traces stay
gated.
## Key Relationships
- Uses: [[build-and-run]] (parity, env gates, BT_SHOT capture) · [[experience-levels]] (expert vs novice gating)
- Informs: [[reconstruction-method]] (step 4 "verify honestly" — this file is the how)
- Incident sources: [[reconstruction-gotchas]] §23 (pixels), §26 (silent stubs); [[multiplayer]] (replication layers)
+9 -2
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@@ -120,8 +120,15 @@ Local player's own death → `BTStartWarpCollapsePOV()` (btplayer.cpp `VehicleDe
`deathCount==-1`, guarded `this==GetMissionPlayer()`). Respawn `DropZoneReply``BTStartWarpExpandPOV()`
(local-guarded). `BTWarpForceUnmask()` on mission-end / no-DropZones. **Peer warp IS wired + visible
(`160b78e`):** an observer sees a peer's death/respawn warp — the replicant un-wreck fires the
world-anchored `BTStartWarpEffect(x,y,z)` at the peer's position (mechdmg.cpp:1074, gated to
`ReplicantInstance`; `simulationState` rides every update-record header so the observer tracks the
world-anchored `BTStartWarpEffect(x,y,z)` at the peer's position (`MechDeathHandler::Tick`,
since the #94 fix triggered by the death-state EXIT edge of the replicated `MovementMode`
cause-agnostic, covers zone-less collision deaths; gated to
`ReplicantInstance`; the effect machine is a SINGLE global slot, and since 2026-07-30 the local
pilot's own POV lifecycle OWNS it — `BTStartWarpEffect` self-skips while `gWarpPhase!=0 && gWarpPOV`
(`[tloc] peer warp SKIPPED`), because a peer's un-wreck landing mid-collapse/wait/expand used to
overwrite the machine and kill the POV vortex ("my respawn had no blue whirlwind"). Invisible
before the #81 respawn fix only because overlapping respawns barely existed; 2-node bench: 20/20
POV collapse+expand pairs, 9 peer spheres played, 11 correctly skipped; `simulationState` rides every update-record header so the observer tracks the
peer's state). The ONLY remaining nuance [T3, non-gating]: the observer's peer sphere is anchored to
the peer's WORLD position rather than the peer's authentic `DropZoneLocation` (that attribute isn't
replicated) — a fidelity refinement, not a missing effect.
+24
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@@ -16,6 +16,30 @@ on top of it. Full detail: `docs/PROGRESS_LOG.md §5b, §8`.
## What WinTesla already did (do NOT rebuild)
- **Renderer bypass: DONE**`MUNGA_L4/L4D3D.cpp` + `DXUtils` replace libDPL / the IG board with
Direct3D9. No `libdpl.lib` in the tree. (The early from-scratch D3D9 viewer was retired and removed.) [T1]
- **Device-loss: the #35 "Owens crash" — ROOT-CAUSED + FIXED 2026-07-29** [T2, bench-reproduced].
8 byte-identical field stacks (one player, Surface Pro 9 / **Iris Xe 128 MB** — the only GPU in
the fleet that ever actually loses the device): `ParticleEngine::Destroy +0x11`, `access=0
target=0x0`, from the per-frame render path. **Not a weapons bug** — the Owens two-trigger
missile+laser combo is merely what provokes the GPU timeout on that iGPU. The broken protocol
(both Present sites, inline copies): on `D3DERR_DEVICELOST` they called `Reset()` IMMEDIATELY —
which **always fails while still lost** (`V()` only logged) — then `ParticleEngine::Initialize()`
ran against the lost device, its creates failed and **NULLed the out-params** (verified: the bench
repro faulted at `target=0x0`, not a dangling address), and the NEXT lost frame's blind
`mVertBuffer->Release()` read a vtable at 0x0. FIX (`L4VIDEO.cpp` + `L4PARTICLES.cpp`): one shared
`DPLRenderer::BTResetLostDevice()` — release POOL_DEFAULT resources every lost frame (idempotent,
null-safe `Destroy`), **gate `Reset()` on `TestCooperativeLevel() != D3DERR_DEVICELOST`**, check
the Reset HRESULT, and on success re-create via **`CreateDeviceObjects()` — NOT `Initialize()`**,
whose `memset(mInstalledEffects)` silently killed every particle effect for the rest of the
mission on each reset that DID succeed (the quieter sibling bug). Draw paths guard the NULL buffer
(`ExecuteParticles` keeps draining particles while dormant). Bench: `BT_DEVICELOST_TEST` repro'd
the field crash byte-for-byte pre-fix, and post-fix the same shape logs `SURVIVED` + 3 forced
loss/reset cycles recover (`[render] device reset OK`).
**Discovery from the verify: `VIDEO\particles.png` has NEVER existed** — absent from the tree,
the RES, and all of git history — so `mParticleTexture` has been NULL on every machine since the
engine was written and **all billboard particles draw as untextured quads** (`SetTexture(0,NULL)`
= the shipped look). Deliberately NOT gated on in `RenderParticles` — that would disable all
particles everywhere. Filed on the tracker; a real texture (or the original particle sheet) is a
content task. Possibly related to the field "missile artifact looks wrong" observation.
- **Audio SOURCE BUDGET — the dropout complaint was fixed 2026-07-23; the leftover is NOT the same
bug** [T2, 2026-07-28]. **The reported bug is closed**: `a999e5c` (per-source delete instead of the
spec-atomic bulk `alDeleteSources`) stopped the pool leaking, and there have been **no field
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@@ -0,0 +1,267 @@
# The GHOST MECH / zombie-wreck failure — field analysis 2026-07-29
## ✅ FIXED 2026-07-30 — two defects that were masking each other
**1. The death latch never released on failure.** The binary's `FUN_004c012c` tail is
`Post(...)``*(this+0x290) = 0``*(this+0x258) = 0`. We had the `Post` and the
`suppressConsole` and were **missing the middle instruction**, so `deathPending` cleared only on
SUCCESS paths. One failed respawn latched the pilot for the rest of the mission — every later death
hit the dedup and was SWALLOWED, so the cycle could never restart. That is what made a transient
hiccup a PERMANENT ghost, and it matches the field signature exactly (8 cycles, 6 stranded, none
recovering). Fixed in `btplayer.cpp` (death-handler tail).
**2. `VehicleDeadMessage` was dispatched TWICE per death.** `BTPostKillScore` (`btplayer.cpp:2263`)
sent a second one "to credit a death" — but that message is the RESPAWN-CYCLE TRIGGER, not a
scoreboard increment, and the tally is already credited by the handler's `++deathTally` (`:538`).
Both fire inside the same death transition (`mech4.cpp:2006` and `:2110`), so they were always
paired. Removed.
**They hid each other:** the duplicate made the latch look necessary, and the latch made the
duplicate invisible — every `SWALLOWED` warning in the field logs was simply the latch deduping our
own duplicate (8 of 8 deaths, a 100 % base rate, which is why it correlated with nothing). Fixing
either alone makes things visibly worse, which is why earlier passes at #57/#55 kept adding
clear-sites instead of finding the root. The binary broke the tie.
**Verified (4-node stress, 2026-07-30):** four simultaneous networked nodes, all dying every ~35 s
on staggered timers so respawn handshakes overlap (the field condition): **56 death cycles, every
completed one `START``RESET`, 0 swallowed / 0 mismatch / 0 discarded / 0 ghost / 0 crash** across
all four. Scoreboard: every node's `PLAYER_DEAD` matchlog rows show `deaths=N tally=N` in lockstep,
one increment per death (13/13/15/15) — the DEATHS column the comms panel draws is exact; the
kill-credit path evaluated all 56 deaths and correctly declined each self-kill (`NOCREDIT self=1`),
KILLS untouched by the fix (separate `ScoreMessage` path). Bench: `scratchpad/night6/mp4_stress.sh`
+ `content/MP4.EGG`.
**Two observations from watching the 4-node run, both run down (2026-07-30):** (1) *"comms panel
counted no deaths"* — the panel machinery is CORRECT (2-node rerun with a draw-value probe: both
rows on both nodes drew 0→9/0→11 live, local + replicated); the 4-node zeros were the artificial
load (4 core-pinned instances → PilotList Execute starved to <0.6 Hz, panel minutes-stale). Probe
stays in (`[score] panel DRAW`, BT_SCORE_LOG). (2) *"a respawn had no blue vortex"* — REAL and now
fixed: the warp effect is one global slot and a PEER's un-wreck sphere (`BTStartWarpEffect`) could
stomp the local pilot's own POV vortex mid-lifecycle; fixed by POV-priority self-skip
(btl4vid.cpp; `context/translocation-warp.md`). Pre-fix this never showed because overlapping
respawns barely existed — the ghost fix CREATED the traffic that exposed it.
**Verified:** solo **17 consecutive death/respawn cycles**, every one `START``RESET`, 0 swallowed /
0 mismatch / 0 crash (pre-fix this strands permanently after cycle 1). Two-node MP over a real
network path with cross-machine drop-zone replies: A 11 cycles, B 12, 0 swallowed / 0 mismatch /
0 discarded / 0 crash. Bench: `scratchpad/night6/mp_ghost.sh`, `BT_SELF_DAMAGE_REPEAT=1`.
**Status of the analysis below:** the mechanism write-up that led to the fix. The instrumentation
(`[dz]`, `[dzreq]`, `[ghost]`) stays in — it is what will prove the fix in the field, and the
cross-machine dependency in §4 is still a real fragility even with the latch fixed. Field session: 2026-07-29 night, Steam MP, 5 players, build 4.11.642. Raw logs and the
verbatim agent findings are in `scratchpad/night6/` (uncommitted — they contain machine names and
Steam identities). Tracker: #81 (zombie wreck), #57 (deathPending latch), #45 (tally replication).
## The one-sentence version
A death whose **drop-zone reply never arrives** leaves the respawn cycle stranded, so the mech is
never reset and never repainted — and because the render-side wreck swap is **one-way**, the pilot
keeps driving a burning hulk that sinks out of the world after ~18 s and then cannot be drawn at
all. The "wreckage moving and shooting" report and the "invisible ghost" report are **the same
failure at two different ages**.
## Established from the field logs [T1]
- Exactly **8 death cycles** in the whole session. Every one has the same 3-line signature at
consecutive lines: `death cycle START``*** DESTROYED ***``WARNING: death ... SWALLOWED`.
- **Only 2 of 8 reached `RESET at drop zone`.** A stranded cycle predicts ghosting **perfectly**:
8/8 cycles, 10/10 player-matches, in both directions.
- Match 2: all four non-host players died, all four stranded, zero RESETs anywhere = "everybody
ghosted". **The host did not ghost because he never died** — his log holds no death cycle at all.
(There is nothing special about being host; an earlier reading of this was wrong.)
- Match 1: three deaths, two stranded, one completed. The completion is the control case, and it is
the "self-corrected for one player" the testers reported.
- ⚠ **The SWALLOWED warning is benign.** It fires on 8 of 8 deaths, including both clean
completions and a build-641 death, so its base rate is 100% and its correlation with ghosting is
zero. It is not even a second death — it is the same death re-entering the notify from inside the
cycle. Do not treat it as a signal (an earlier reading did).
- ⚠ **Player IDs are per-match**: node = lobby token octet + 1, host always `.1`. `player 3:1` is a
different human in every match. Any cross-machine identification must decode this first.
- ⚠ An earlier "three spurious RESETs on the host" finding was an **aggregation artifact** — one
log file spans ~18 sessions and each session legitimately logs one spawn RESET.
## The render mechanism [T1, code]
- `btl4vid.cpp:1255-1300` — the wreck sink is a **pure timer**, nothing about movement: 0.25 s
reveal, then `sink = -0.025·t²`, and at `-8.0` the hulk/debris/flames get `SetDrawObj(NULL)` plus
`[BTrender] wreck buried (sink complete)`. That threshold is reached at **t ≈ 18 s**.
- The wreck objects hang off the mech's own render tree as an offset, so **they travel with the
pilot** — hence a moving, burning, shooting wreck for the first ~18 s.
- `mech4.cpp:1827` — a healthy respawn calls `BTRebuildMechModel` on Reset precisely because "the
wreck swap is one-way on the render side". No reply → no Reset → no rebuild → the hulk sinks and
the player is invisible but still simulated and driveable.
- Peers apply the wreck swap correctly and in a bit-identical order across machines, so the ghost is
**not** an entity peers never learned about — it is an entity whose presentation is frozen dead
and then hidden.
## The stall itself [T0 WinTesla — NOT proven authentic]
`engine/MUNGA/DROPZONE.cpp`: a slot is granted only if `IsAvailable()` — busy for `DOWN_TIME = 5 s`
after use, and any other player's vehicle within 2 m marks it busy. **When no slot is free the
handler reposts the message to itself every 0.1 s at `MaxEventPriority` and never replies**, so the
requester's `deathPending` latch is never cleared.
**Provenance:** `engine/MUNGA` is **WinTesla**, the later Windows port of MUNGA taken from updated
Red Planet (which converted the Division hardware to software). **The 1995 game never ran it.** So
this behaviour is authoritative for what we compile, *not* for what the pods did. BT's own
`munga/dropzone.cpp` is **absent from the decomp export** — the 1995 assignment policy is an
unrecovered gap. Recovering it (byte-scan + windowed disasm, the technique that recovered
`FUN_004a6344`) is the open task.
## 2026-07-30 dig: the respawn handshake, walked end to end
Re-read the whole chain (death → +5 s re-post → engine hunt → DropZone grant → reply → Reset) and
**measured** the parts that were assumptions. Results, in order of importance:
**1. The engine hunt RETRIES EVERY 2 SECONDS, forever, while the mech is dead** [T0]
(`PLAYER.cpp:325-327` posts the message back to itself unconditionally; its only state-based exit is
`GetSimulationState() == DropZoneAcquiredState`, which never happens — see 3). The DropZone also has
a resend net: a repeat request from the same requester + same `deathCount` re-grants the **same**
slot even while it is busy (`DROPZONE.cpp:182-194`). **So "a transient no-slot" and "one lost reply"
are both ELIMINATED as causes** — the request keeps being re-sent and re-granted every 2 s. A
permanent strand needs a permanent reason.
**2. THE SILENT DISCARD — the one remaining unlit path, now instrumented** [T1]
`BTPlayer::DropZoneReplyMessageHandler` is `if (!playerVehicle) … else if (deathCount ==
message->deathCount) … else { return; }`. That final branch was a **bare return with no logging**:
the drop zone granted a spot and replied, the numbers disagreed, and the reply was dropped —
`deathPending` stays latched, the mech is never `Reset`, and the pilot is a permanent ghost **with
zero trace in the log**. That is exactly why 6 of 8 field cycles stranded leaving no evidence. Now
always-on (`[ghost] DROP-ZONE REPLY DISCARDED …`) and it prints the **direction** of the mismatch,
which decides the fix: `msgDeath < ours` = genuinely stale (dropping is correct); `msgDeath > ours` =
**our counter is behind and we threw away a live respawn** — which points straight at #45 (the death
tally does not replicate correctly). Deliberately NOT "recovered" yet: guessing the direction would
be a stand-in, and the wrong guess respawns a mech that is still alive.
**3. ⚠ LANDMINE — do not convert the two `Set_Alarm_Level` raw writes to `SetSimulationState()`.**
`Set_Alarm_Level` is an **empty stub** (`btstubs.cpp:87`), so the death path's
`Set_Alarm_Level(this+0x2c, 1)` and the reply path's `(this+0x2c, 2)` are **no-ops** today. Their
values decode perfectly against `Player`'s enum (`PLAYER.h:273-279`) as `DropZoneAcquiredState`(1)
and `VehicleTranslocatedState`(2) — `DropZoneAcquiredState = Entity::StateCount`, and `Entity` adds
no states, so it is **1**. That makes "obviously these should be `SetSimulationState` calls" a very
attractive and **catastrophic** fix: the engine hunt is gated on `GetSimulationState() !=
DropZoneAcquiredState`, so setting state 1 on death would stop `AssignDropZone` from ever being
dispatched and make **every** pilot ghost permanently.
Measured: our `BTPlayer::simulationState` is at **0x24**, not 0x2c, and the write leaves it at 0
(`[ghost] death raw-write(+0x2c,1): simState 0 -> 0 (hunt gate still open)`). In the binary `+0x2c`
is the **Simulation-base alarm** — the same field the mech side calls `graphicAlarm` (`@0x4ac126`:
"owner alarm+0x2C -> level 9"). Our layout models that only as a `Mech` member, so a `BTPlayer` has
nowhere to put it; the stub is harmless until we recover what reads a *Player's* alarm in the binary
(likely a cockpit/HUD respawn indicator). [T1 offsets, T3 purpose]
**4. EVERY MP RESPAWN IS A CROSS-MACHINE ROUND TRIP — and that is the single point of failure**
[T2, two-node bench `scratchpad/night6/mp_ghost.sh`]. Measured on a 2-node rig with the host:local
labels: each player's request was answered by **the OTHER machine's** DropZone.
```
mp_a.log: [dzreq] player 2:1 asking for a drop zone ... <- A's own player asks
mp_b.log: [dz] GRANTED slot 7 to 2:1 death#1 ... <- B answered it
mp_b.log: [dzreq] player 3:1 asking for a drop zone ... <- B's own player asks
mp_a.log: [dz] GRANTED slot 0 to 3:1 death#1 ... <- A answered it
```
`FindGroup("DropZones")` iterates **every** DropZone entity including replicants of remotely-mastered
ones and picks the geometrically closest, so a respawn is: *my request → an arbitrary peer's
DropZone → that peer's reply → back over the wire to me.* With five players that is five round trips
through arbitrary peers, and **one degraded peer can ghost everybody else.**
That dovetails exactly with the otherwise-unexplained field finding that **one machine stopped
processing the effect/death-transition stream 57 % into match 1 and never recovered** (0 explosions /
0 wreck swaps / 0 burials while the other four logged 4/4/4). A node in that state that owns the
closest drop zone cannot answer anyone's respawn — which is what "everybody ghosted" looks like.
It also explains why solo is 100 % reliable (the whole handshake is in-process) and why the
2-node bench passes (both nodes healthy, replies land, `deathCount` agrees).
**Revised theory of the ghost (two layers):**
- *Structural:* respawn depends on a cross-machine round trip through a peer that may be lagging,
stalled, or holding a stale view of my player. Not drop-zone starvation (`slots=8`) and not a
single lost reply (the hunt retries every 2 s forever).
- *Mechanism when the reply does arrive but is stale/mismatched:* the silent discard in 2 — the
reply's `deathCount` disagrees and it is dropped without a trace, which couples this to #45.
**Two candidate fixes, both needing the next field logs to choose between:**
(a) **Prefer a locally-mastered DropZone** when one exists, keeping the handshake in-process and
removing the remote dependency entirely — cheap and robust, but it changes which physical pad you
land on, so check it against the maps first. (b) **Make the reply path tolerant**: accept a granted
reply whose `deathCount` is *ahead* of ours (our counter is behind) instead of discarding it, and
never leave `deathPending` latched on a discard. ⚠ Neither should be guessed at blind — the
`[ghost] DROP-ZONE REPLY DISCARDED` line's mismatch direction decides it in one line of log.
## HOW THE BINARY HANDLES IT — `deathPending` is OUR INVENTION [T1, decisive]
Read BT's own respawn code (it *is* in the export, even though `munga/dropzone.cpp` is not) and
checked it against the raw binary.
**The hunt is faithful.** BT's `Player::VehicleDeadMessageHandler` = `FUN_0042db80`
(`part_003.c:12029`) gates on `message->deathCount == player->deathCount` **and**
`player+0x40 != 1` — i.e. `simulationState != DropZoneAcquiredState`, exactly WinTesla's two gates —
then runs the same closest-DropZone search skipping `"win*"` zones, dispatches `AssignDropZone`, and
**re-posts the message to itself** on a timer. So the retry loop and the cross-machine hunt are
authentic 1995 behaviour, not a WinTesla artifact.
**But the latch is not.** BT's `BTPlayer::VehicleDeadMessageHandler` = `FUN_004c012c`
(`part_013.c:10504`) ends with:
```
++deathCount; message->deathCount = deathCount; --lives;
updateModel |= 1; alarm(+0x2c, 1); save dropZoneLocation;
Post(HighPriority, self, message, Now()+delay);
*(param_1 + 0x290) = 0; // <-- the field our reconstruction calls deathPending
```
**The binary CLEARS that field at the end of every death.** Verified against `BTL4OPT.EXE` itself:
`+0x290` is written in exactly **three** places in the whole executable
(`file_off 0x0b75fb`, `0x0bffe3`, `0x0c0a05`), and **all three store a zeroed register**
`xor ecx,ecx` / `xor eax,eax` / `xor edx,edx` immediately before. There is **no write of 1, or of
any non-zero value, to `+0x290` anywhere in the binary.** Two of the three are constructor/reset
sweeps; the middle one is the death handler above (it sits right after the `call` to `Post` and
`add esp,0x14`, matching the decompiled tail exactly).
**So in 1995 there is no death-pending gate at all.** Our `btplayer.cpp:505` does
`deathPending = 1`, and six separate sites then have to clear it (`:382 :469 :1431 :1442 :1461
:1532`) — each one a patch for a different stranding scenario. Gitea **#57 and #55 are artifacts of
that invention**, not of the original design.
**And that is what makes a ghost PERMANENT.** In BT a failed respawn is harmless: the 2-second
re-post keeps hunting, and the next death starts a clean cycle. In ours the first failure latches
the pilot — every later death hits the dedup and is SWALLOWED ("deaths so far 1" forever), so the
pilot can never recover for the rest of the mission. That is precisely the field signature: 8 death
cycles, 6 stranded, none of them ever recovering.
**Proposed fix (faithful, and it removes the whole bug class):** match the binary — clear the field
at the end of the death handler instead of latching it, and drop the dedup gate that depends on it.
⚠ Six sites currently rely on that latch's existence, and the SWALLOWED dedup is load-bearing for
the "one death, one cycle" behaviour, so this wants a deliberate two-node bench rather than a
late-night edit. Caveat on the identification: `+0x290 ↔ deathPending` rests on our own
reconstruction's mapping (our compiled `BTPlayer` is only `0x28c` bytes, so the offsets cannot
match directly) — but the *behavioural* evidence (BT's death handler clears it; nothing in the
binary ever sets it) is read straight from the executable.
## What the instrumentation already killed
`slots=8` (measured, `[dz] POOL`). An 8-slot pool **cannot** be cooldown-starved by 5 players (at
most 5 slots on cooldown at once), so the shared `dropzone=one` in `tools/eggmodel.py:42` is **not**
the bottleneck. Suspicion moves to the handshake: a lost reply, or a `deathCount` mismatch — the
engine gates the hunt on `message->deathCount == deathCount` and the DropZone's resend safety net is
keyed on `lastDeathCount == message->deathCount`, so one mismatch breaks both silently (cf. #45).
## Instrumentation shipped (`ba6756c`) — always-on, no env var needed
| line | meaning |
|---|---|
| `[dz] POOL name= slots= downTime= proximityBlock=` | once per mission: the pool size |
| `[dz] GRANTED slot N to entity E death#D waited=Xs` | one per respawn; `waited` is the headline; tags `(GHOST RECOVERED)` past 15 s |
| `[dz] STALL` / `[dz] GHOST LIKELY` | escalating, rate-limited per waiter; names **why** each slot is busy (age + last user) — this discriminates cooldown saturation from proximity blocking |
| `[dzreq] player P asking ... try=N msgDeath= ourDeathCount=` | requester half; flags `*** MISMATCH ***` |
`BT_DROPZONE_LOG=1` adds a verbose per-request slot dump for bench work.
## Next actions, in order
1. **Recover BT's 1995 drop-zone policy** from `content/BTL4OPT.EXE` (decomp gap). The key question:
when no slot was available, did BT also repost forever and never reply? If yes, the stall is
authentic and our divergence is elsewhere; if no, implement what BT did.
2. **Read the next field logs' `[dz]`/`[dzreq]` lines** — they answer cooldown-vs-proximity and
lost-reply-vs-deathCount-mismatch directly.
3. Ask the testers one question that discriminates a second defect: **did a flaming mover stay
visible for more than ~20 s?** If yes, the sink tick is not running for that entity (updater
early-return, or a render-tree rebuild resetting `wreckAge`) — a second bug on top of this one.
4. Separately filed/needed: one machine **stopped processing the effect/death-transition stream**
57 % into a match and never recovered (0 explosions / 0 wreck swaps / 0 burials while the other
four logged 4/4/4) — that machine was playing a stale world, and it is why that player reported
the whole "desync cluster".
## The desync cluster is four separate things, not one bug [T2]
- **Throttle reads zero** — local, and present in the *good* sessions too. ⚠ Unresolved nuance: the
internal `thr` field is 0 in every field `[drive]` sample while mechs moved, but reads 0.8 in solo
benches; whether that is the same thing the player saw on his gauge is **not** established.
- **No weapon audio** — local audio-source starvation caused by the **map's ambient emitters**
(`arena2_morning` ≈ 10.6 effects/s × ~2.5 voices pins the 256-source pool); thousands of
`ACQUIRE FAILED ... pool is exhausted`. Unrelated to crits or the network.
- **Weapons fire without damage** — replication staleness. The shooter resolves damage and awards
its own score locally, so a shooter always *sees* hits even when the victim applies nothing.
- **Other mechs lagging/misplaced** — the same stale-world condition as item 4 above.
## Why tonight and not before
Nothing in 642 broke multiplayer. Critical hits landing for real (first time) made deaths far more
frequent, and every death is a chance for this stall — so a rare race became a common one. Fewer
players ⇒ fewer deaths ⇒ clean matches, which is exactly what the testers observed.
+1 -1
View File
@@ -45,7 +45,7 @@ be "called on":
+ `IntegrateMotion`) in `PerformAndWatch`, retiring the Step-1/2 stand-in translation + free-standing
`gBodyAnim`. Gives the authentic locally-simulated + displayed-motion gait.
**Deferred polish (post-core):** airborne/fall gaits (AdvanceBody/LegAnimationAirborne), torso-twist-to-target
**Deferred polish (post-core):** ~~airborne/fall gaits (AdvanceBody/LegAnimationAirborne)~~ — RESOLVED 2026-07-30: those were the GIMP (limp) drivers, now `AdvanceBody/LegAnimationGimp`, live for #78 (see context/locomotion.md §visible limp); torso-twist-to-target
(Torso is FULLY reconstructed — TorsoSimulation twist/elevation @004b5cf0 + WriteJoints; needs wiring), gyro sway.
**First-milestone recommendation:** Steps 1-2 give a visibly correct animation-driven walk/run (real speeds,
+2
View File
@@ -108,6 +108,8 @@ The whole roster sits on the BT base chain `engine Subsystem → MechSubsystem
dampingConstant@0x1F4, ...; recon mislabels + leaves accumulators uninit). Reverted to the stub (no NaN to the root
joint). Remaining = a full ctor+integrator reconstruction from @004b3778 (bigger than the torso). Full detail: CLAUDE.md
§10d "WAVE-5 GYROSCOPE". Also: the mech.cpp gyro↔torso cross-link write is broken (SubProxy::linkTarget→gyro+4) — commented out.
- **WAVE 6 — ✅ COMPLETE (2026-07-31): the "mover cutover" was a phantom.** @004b9550/@004b95b8 are MechWeapon button-mapping functions (misattribution); the binary has NO dynamic myomer→speed feed (AvailableOutput's only callers: RegisterMaxOutput at assembly + the SeekVoltageGraph sampler; speedEffect@0x31C is a gauge attribute). Landed: real drive-heat operands (#85), RegisterMaxOutput → mech+0x7A0 gait cap (idempotent per-tick), real OwnerBaseSpeed (graph scale), the invented `speedDemand *= speedEffect` multiplier REMOVED, ConnectToMover/BTMyomersDriveOf deleted. Myomer damage does not slow a live mech; destruction kills (the only authored vital=1 subsystem). Full authority: context/subsystems.md WAVE 6.
(Historical entry below kept for the record:)
- **WAVE 6 — Mover-coupled: ◐ STRUCTURAL un-stub DONE + WIRED (gated `BT_MYOMERS` default ON; verified INERT, no locomotion/combat regression).** Myomers (0xBC6) constructs + ticks its real Performance via `CreateMyomersSubsystem`, but is INERT: `MyomersSimulation` early-returns on `OwnerAdvancedDamage()==False` (real gate = messmgr 0xBD3), and the mover feed (`MoverAttach`) + `SetOwnerMaxSpeed` are no-op stubs so the live JointedMover is never touched. De-shim dropped the `owner*`/`segmentFlags` shim fields (accessors return neutral defaults) to fit the exact-0x358 alloc (`sizeof` lock). ⚠ AUTHENTIC COUPLING DEFERRED: routing `SpeedEffect@0x31C` into the mover + real owner-motion accessors + the advanced-damage heat gate — this DRIVES THE LIVE MOVER, so reconcile with the gait cutover FIRST. BLH tick 26→27; `BT_MYOMERS=0` → Actuator stub. See CLAUDE.md §10d "WAVE 6".
- **WAVE 7 — Projectile/missile weapons:** ProjectileWeapon (0xBCD), MissileLauncher (0xBD0). **PARTIALLY BLOCKED:** case 0xBCE calls `@4bdcb4`, which has no CLASSMAP entry — decompile it first and resolve the 0xBCD/0xBCE/0xBD0 label tangle (Risk 1) before swapping these.
- **WAVE 8 — Message hub:** SubsystemMessageManager (0xBD3). Real, but **verify the cache-slot/tick-bypass interaction** (Risk 4) before enabling its tick.
+38 -1
View File
@@ -193,6 +193,33 @@ Background_Loop:
current_application.First();
application = current_application.GetCurrent();
//
// BT MINIMUM BACKGROUND FLOOR (#45 root cause, 2026-07-30). Authentically
// the background tasks run ONLY in the frame's leftover time, with a floor
// of a single pump per frame -- fine on a 1995 pod (one app, designed
// slack), but on a busy MP mission the foreground eats the whole frame
// budget, the floor becomes the norm, and the GAUGE renderer (1 of ~7
// round-robin tasks, ONE gauge advanced per turn) starves: every cockpit
// instrument -- the comms-panel K/D columns, weapon recharge tickers --
// freezes at its last paint while the underlying values (and fps!) stay
// perfectly healthy. Measured: 4-node bench at 70-90 fps gave the
// PilotList ~2 Execute turns in SIX MINUTES. Guarantee a minimum number
// of pumps per frame so a full instrument rotation completes in ~1s
// regardless of slack; the added worst-case cost is bounded and small.
// BT_BG_MIN overrides (0 = authentic slack-only behavior).
//
{
static int s_bgMin = -1;
if (s_bgMin < 0)
{
const char *e = getenv("BT_BG_MIN");
s_bgMin = e ? atoi(e) : 32;
if (s_bgMin < 0) s_bgMin = 0;
if (s_bgMin > 256) s_bgMin = 256;
}
if (backgroundTasksRun < s_bgMin)
goto Background_Loop;
}
if (t2 < end_of_frame)
{
@@ -219,10 +246,20 @@ Background_Loop:
if (Now() - s_lastP >= 1.0f)
{
s_lastP = Now();
// gauge-executive rotation health (#45): turns = one-gauge
// Updates and sweeps = full active-list passes SINCE THE LAST
// PRINT (~1s); active = the instrument roster size. A frozen
// panel shows here as sweeps=0.
extern int gBTGaugeTurns, gBTGaugeSweeps, gBTGaugeActive;
DEBUG_STREAM << "[perf] frame=" << (float)(Now() - beginFrameTimestamp)
<< " fg=" << (float)(startBackground - beginFrameTimestamp)
<< " bg=" << (float)(endBackground - startBackground)
<< " bgTasks=" << backgroundTasksRun << "\n" << std::flush;
<< " bgTasks=" << backgroundTasksRun
<< " gaugeTurns=" << gBTGaugeTurns
<< " sweeps=" << gBTGaugeSweeps
<< " active=" << gBTGaugeActive << "\n" << std::flush;
gBTGaugeTurns = 0;
gBTGaugeSweeps = 0;
}
}
}
+1 -1
View File
@@ -250,7 +250,7 @@ void
return;
}
if (getenv("BT_AUDIO_SPATIAL") && message->controlID == StartAudioControlID) {
static int s_st=0; if (s_st++<40)
static int s_st=0; if (s_st++<5000)
DEBUG_STREAM << "[spatial] START request src=" << (void*)audio_source
<< " vol=" << audio_source_volume_scale << "\n" << std::flush; }
+33 -1
View File
@@ -243,6 +243,7 @@ void
audioComponentSocket.Add(audio_component);
isLooped = is_looped;
runProbeCount = 0; // #99 diag
isRunning = False;
startTime = AudioTime::Null;
audioControlEventIterator = NULL;
@@ -393,7 +394,12 @@ void
AudioControlSequence::StartSequence()
{
if (getenv("BT_ATTRBIND_LOG")) { static int s_ss=0; if (s_ss++<40)
DEBUG_STREAM << "[seqstart] seq=" << (void*)this << "\n" << std::flush; }
{ AudioControlEventIterator probe(&audioControlEventSocket);
DEBUG_STREAM << "[seqstart] seq=" << (void*)this
<< " events=" << (int)probe.GetSize()
<< " looped=" << (int)isLooped
<< " tempo=" << (int)tempo
<< " divPerBeat=" << (int)divisionsPerBeat << std::endl; } }
Check(this);
@@ -467,6 +473,17 @@ void
//
// If the sequence is not running, then return
//
// #99 probe: PER-SEQUENCE throttle. A single shared counter here hid the
// alarm sequence entirely -- the busy sequences ate every slot.
static const int s_seqDiag = (getenv("BT_ATTRBIND_LOG") != 0); // hot path: resolve once
if (s_seqDiag && isLooped) { if (runProbeCount < 6)
{ ++runProbeCount;
DEBUG_STREAM << "[seqrun] seq=" << (void *)this
<< " isRunning=" << (int)isRunning
<< " iter=" << (void *)audioControlEventIterator
<< " cur=" << (void *)(audioControlEventIterator ? audioControlEventIterator->GetCurrent() : 0)
<< std::endl;
} }
if (!isRunning)
return;
@@ -478,6 +495,16 @@ void
Check(audioControlEventIterator);
control_event = audioControlEventIterator->GetCurrent();
if (s_seqDiag) { static int s_nr=0;
if (control_event != NULL && !IsEventReady(control_event) && (s_nr++ % 500)==0)
{
AudioTime off(startTime);
off += CalculateEventSeconds(control_event);
DEBUG_STREAM << "[seqwait] seq=" << (void *)this
<< " eventSeconds=" << CalculateEventSeconds(control_event)
<< " readyAt-now=" << (Scalar)(off - AudioTime::Now())
<< std::endl;
} }
while (
control_event != NULL &&
IsEventReady(control_event)
@@ -513,6 +540,11 @@ void
// Send the controller to the connected audio component
//
Check(control_event);
if (s_seqDiag) { static int s_se=0; if (s_se++<60)
DEBUG_STREAM << "[seqsend] seq=" << (void *)this
<< " -> comp=" << (void *)audioComponentSocket.GetCurrent()
<< " ctl=" << (int)control_event->audioControlID
<< "/" << control_event->audioControlValue << std::endl; }
control_event->Send(audioComponentSocket.GetCurrent());
//
+2
View File
@@ -148,6 +148,8 @@ private:
Logical isLooped;
Logical isRunning;
int runProbeCount; // #99 diag: PER-SEQUENCE throttle for the [seqrun] probe
// (a shared static counter hid the alarm sequence entirely)
AudioTime startTime;
AudioDivisionsPerBeat divisionsPerBeat;
AudioTempo tempo;
+11
View File
@@ -112,6 +112,10 @@ void
{
Check(this);
Check(audioComponentSocket.GetCurrent());
static const int s_idleDiag = (getenv("BT_ATTRBIND_LOG") != 0); // hot path: resolve once
if (s_idleDiag) { static int s_iw=0; if ((s_iw++ % 400)==0)
DEBUG_STREAM << "[idlewatch] #" << s_iw << " comp="
<< (void *)audioComponentSocket.GetCurrent() << std::endl; }
audioComponentSocket.GetCurrent()->ReceiveControl(
IdleAudioControlID,
0.0f
@@ -1079,6 +1083,13 @@ void
{
Check(&audioComponentSocket);
Check(audioComponentSocket.GetCurrent());
if (triggerState >= 5 && getenv("BT_AUDIO_SPATIAL")) { static int s_sf=0; if (s_sf++<60)
DEBUG_STREAM << "[statefire] trigState=" << triggerState
<< " old=" << old_state << " new=" << new_state
<< " comp=" << (void*)audioComponentSocket.GetCurrent()
<< " compClass=" << (int)audioComponentSocket.GetCurrent()->GetClassID()
<< " ctl=" << (int)controlID << "/" << controlValue
<< "\n" << std::flush; }
#if 1
audioComponentSocket.GetCurrent()->ReceiveControl(
controlID,
+5
View File
@@ -450,6 +450,11 @@ CulturalIcon::~CulturalIcon()
break;
}
}
// #93: an icon can be a projectile's picked target -- scrub the static
// projectile pool so a round in flight never dispatches into a freed icon
// (same teardown race as the mech case; see mech4.cpp BTProjectilesDropEntity).
extern void BTProjectilesDropEntity(void *e);
BTProjectilesDropEntity(this);
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
+12
View File
@@ -160,6 +160,18 @@ void
Check_Pointer(update_record);
Verify(damageZoneIndex == update_record->damageZoneIndex);
// #110 MP verification (BT): log a PEER-side zone state transition, so the
// two-node bench can prove the destruction cascade replicates. Change-only.
if (getenv("BT_MP_LOG")
&& (damageZoneGraphicState.GetState() != update_record->damageZoneGraphicState
|| (damageLevel < 1.0f && update_record->damageLevel >= 1.0f)))
{
DEBUG_STREAM << "[zone-repl] zone " << damageZoneIndex
<< " '" << (const char *)damageZoneName << "'"
<< " lvl " << damageLevel << "->" << update_record->damageLevel
<< " gstate " << damageZoneGraphicState.GetState()
<< "->" << update_record->damageZoneGraphicState << std::endl;
}
damageLevel = update_record->damageLevel;
damageZoneState.SetState(update_record->damageZoneState);
damageZoneGraphicState.SetState(update_record->damageZoneGraphicState);
+138
View File
@@ -137,6 +137,13 @@ DropZone::~DropZone()
}
}
// #81: print an EntityID as host:local. A player's LOCAL id is 1 on every
// machine, so printing only the local part made every one of five players read
// "entity 1" -- useless for telling WHO stalled. GetHostID() is non-const.
static inline int DZHost(const EntityID &id) { EntityID c(id); return (int)c.GetHostID(); }
static inline int DZLocal(const EntityID &id) { return (int)id; }
//#############################################################################
// Dropzone assignment
//
@@ -170,6 +177,69 @@ void
Entity *entity = host->GetEntityPointer(message->requestingEntity);
Check(entity);
// ---- BT_DROPZONE_LOG (2026-07-30) -------------------------------------
// The GHOST MECH investigation: a respawn strands forever when no slot is
// available, because the no-zone path below reposts this message to itself
// every 0.1 s at MaxEventPriority and NEVER replies -- so the player's
// deathPending latch is never cleared (Gitea #57/#81). This whole
// subsystem was previously DARK: not one log line about drop zones in a
// full night of field logs, which is why it hid. Log the pool state on
// every request, and the outcome, so saturation is measurable.
// Rate-limited: reposts are logged for the first few then once a second,
// because a single stranded player generates 10 reposts/second forever.
// The POOL CENSUS and the STALL WATCHDOG below are ALWAYS ON (no env gate):
// a respawn stall is rare, catastrophic and field-only, exactly like the
// Gitea #57/#59 guards. Volume is bounded -- one census line per mission,
// one line per grant (i.e. per respawn), and stall lines are rate-limited
// per waiting player. BT_DROPZONE_LOG adds the verbose per-request dump
// for bench work.
const Logical dzLog = (getenv("BT_DROPZONE_LOG") != 0);
static Logical s_census = False;
if (!s_census)
{
s_census = True;
DEBUG_STREAM << "[dz] POOL name='" << GetDropZoneName()
<< "' slots=" << dropZoneCount << " downTime=" << DOWN_TIME
<< "s proximityBlock=2m\n" << std::flush;
}
//
// Track how long THIS (requester, death) pair has been waiting. The engine
// reposts the same message to itself every 0.1 s while no slot is free, so
// the first sighting is the start of the stall.
//
enum { DZ_WAITERS = 8 };
static EntityID s_waitWho[DZ_WAITERS];
static int s_waitDeath[DZ_WAITERS];
static Time s_waitSince[DZ_WAITERS];
static Time s_waitLastLog[DZ_WAITERS];
static int s_waitUsed = 0;
int wslot = -1;
for (int w = 0; w < s_waitUsed; ++w)
if (s_waitWho[w] == message->requestingEntity
&& s_waitDeath[w] == message->deathCount)
{ wslot = w; break; }
if (wslot < 0 && s_waitUsed < DZ_WAITERS)
{
wslot = s_waitUsed++;
s_waitWho[wslot] = message->requestingEntity;
s_waitDeath[wslot] = message->deathCount;
s_waitSince[wslot] = Now();
s_waitLastLog[wslot].ticks = 0;
}
const Scalar waited = (wslot >= 0) ? (Scalar)(Now() - s_waitSince[wslot]) : 0.0f;
if (dzLog)
{
DEBUG_STREAM << "[dz] REQUEST from "
<< DZHost(message->requestingEntity) << ":"
<< DZLocal(message->requestingEntity)
<< " deathCount=" << message->deathCount
<< " waited=" << waited << "s slots[";
for (int d = 0; d < dropZoneCount; ++d)
DEBUG_STREAM << (d ? " " : "") << d << (IsAvailable(d) ? ":free" : ":BUSY");
DEBUG_STREAM << "]\n" << std::flush;
}
//
//---------------------------------------------------------------------
// If we have allocated a dropzone within the last ten seconds for this
@@ -306,6 +376,44 @@ void
//
if (!drop_zone)
{
// NO SLOT: repost to ourselves in 0.1 s and reply to nobody. The
// requester's respawn is stalled until this eventually succeeds -- if it
// never does, that player is a permanent GHOST (dead, un-reset, still
// simulated and driveable, wearing the wreck on every peer).
// ALWAYS-ON STALL WATCHDOG. Escalating, rate-limited (first sighting,
// then every 5 s per waiting player), and it names WHY each slot is
// busy -- seconds since last use and who used it -- which is the
// actionable half: cooldown saturation (pool too small for the death
// rate) looks different from proximity blocking (mechs parked on the
// pad). After 15 s a stalled respawn is a confirmed GHOST: the player
// is dead, un-reset, still driveable, and a wreck on every peer.
if (wslot >= 0
&& (!s_waitLastLog[wslot].ticks || (Now() - s_waitLastLog[wslot]) > 5.0f))
{
s_waitLastLog[wslot] = Now();
DEBUG_STREAM << (waited >= 15.0f ? "[dz] GHOST LIKELY -- " : "[dz] STALL -- ")
<< DZHost(message->requestingEntity) << ":"
<< DZLocal(message->requestingEntity)
<< " death#" << message->deathCount
<< " has waited " << waited << "s for a slot; all "
<< dropZoneCount << " busy [";
for (int d = 0; d < dropZoneCount; ++d)
{
Scalar age = lastUsageTime[d].ticks ? (Scalar)(Now() - lastUsageTime[d]) : -1.0f;
DEBUG_STREAM << (d ? " " : "") << d << ":usedBy="
<< DZHost(lastUsedBy[d]) << ":" << DZLocal(lastUsedBy[d])
<< ",age=" << age << "s";
}
DEBUG_STREAM << "]\n" << std::flush;
}
if (dzLog)
{
static int s_rp = 0;
if (++s_rp <= 5)
DEBUG_STREAM << "[dz] repost #" << s_rp << " ("
<< DZHost(message->requestingEntity) << ":"
<< DZLocal(message->requestingEntity) << ")\n" << std::flush;
}
Time when=Now();
when += 0.1f;
application->Post(MaxEventPriority, this, message, when);
@@ -318,6 +426,36 @@ void
//--------------------------------------------------------------------
//
Found_One:
// ALWAYS ON -- one line per respawn. `waited` is the headline number: 0 is
// healthy, anything seconds-long means the pool is saturating, and a grant
// after a long wait is a ghost that RECOVERED (which is what testers see as
// "it fixed itself after a while").
{
static int s_grants = 0, s_stalledGrants = 0;
int slot = (int)(drop_zone - dropZones);
if (waited > 0.5f) ++s_stalledGrants;
++s_grants;
DEBUG_STREAM << "[dz] GRANTED slot " << slot << " to "
<< DZHost(message->requestingEntity) << ":"
<< DZLocal(message->requestingEntity)
<< " death#" << message->deathCount
<< " waited=" << waited << "s"
<< (waited >= 15.0f ? " (GHOST RECOVERED)" : "")
<< " [grants=" << s_grants << " stalled=" << s_stalledGrants << "]"
<< "\n" << std::flush;
// retire this waiter slot so the table does not fill up over a match
if (wslot >= 0)
{
for (int w = wslot; w + 1 < s_waitUsed; ++w)
{
s_waitWho[w] = s_waitWho[w+1];
s_waitDeath[w] = s_waitDeath[w+1];
s_waitSince[w] = s_waitSince[w+1];
s_waitLastLog[w] = s_waitLastLog[w+1];
}
--s_waitUsed;
}
}
ReplyMessage
reply(
message->replyMessageID,
+34 -1
View File
@@ -3819,7 +3819,28 @@ Logical
case background:
{
result = ProcessOneActiveGauge();
// BT GAUGE BATCH (#45, with the APPMGR minimum-pump floor): one gauge
// per turn is the authentic pod pacing, but a visit is just a
// rate-mask check unless the gauge is due, so on modern hardware it
// starves the rotation for no benefit -- with ~140 active instruments
// and ~4 gauge turns/frame a full sweep took ~1s and a D-rate gauge
// (the comms-panel PilotList) ran every ~4s. Advance a BATCH of
// gauges per turn so a sweep completes ~every frame and panel rows
// track the sim within a second. BT_GAUGE_BATCH=1 restores the
// authentic single-step.
static int s_batch = -1;
if (s_batch < 0)
{
const char *e = getenv("BT_GAUGE_BATCH");
s_batch = e ? atoi(e) : 32;
if (s_batch < 1) s_batch = 1;
if (s_batch > 1024) s_batch = 1024;
}
int n = s_batch;
do
{
result = ProcessOneActiveGauge();
} while (--n > 0 && result && taskMode == background);
break;
}
@@ -3963,6 +3984,10 @@ void
Check_Fpu();
}
// BT gauge-executive counters (#45) -- definitions; sampled + reset by the
// BT_PERF probe in APPMGR.cpp.
int gBTGaugeTurns = 0, gBTGaugeSweeps = 0, gBTGaugeActive = 0;
//
//===========================================================================
// ProcessOneActiveGauge
@@ -3979,8 +4004,15 @@ Logical
GaugeBase
*base_pointer = activeIterator->ReadAndNext();
// BT gauge-executive counters (#45): read by the BT_PERF probe (APPMGR.cpp)
// to expose the instrument-rotation rate -- turns = single-gauge Updates,
// sweeps = full active-list passes (the rate mask advances once per sweep,
// so a "D-rate" gauge executes once per FOUR sweeps).
extern int gBTGaugeTurns, gBTGaugeSweeps, gBTGaugeActive;
if (base_pointer == NULL)
{
++gBTGaugeSweeps;
gBTGaugeActive = activeIterator->GetSize();
//--------------------------------------------------
// We're done!
// Bump the bit mask and index for the next pass
@@ -3997,6 +4029,7 @@ Logical
}
else
{
++gBTGaugeTurns;
//--------------------------------------------------
// Process one gauge
//--------------------------------------------------
+6 -1
View File
@@ -13,7 +13,12 @@
//############################ Renderer #################################
//#############################################################################
const RendererRate DefaultRendererRate = 30.0f;
// 2026-08-02 (#96 clock trace): the DOS binary's audio/effect frame clock runs
// at the ENGINE FRAME RATE GLOBAL DAT_0052140c = 28.0f (0x401ace), not 30 --
// AudioTime::Seconds_To_Frames in the image is `fmul [0x52140c]; fadd 0.5`
// (e.g. @0x42c611), and every authored frame-count duration assumes 28.
// 30 here ran ALL audio timing ~7% fast. [T1]
const RendererRate DefaultRendererRate = 28.0f;
const RendererComplexity MaxRendererComplexity = 3.0f;
const RendererComplexity MinRendererComplexity = 0.0f;
const RendererFrameBudget DefaultRendererFrameBudget = 0.14f; //0.12f; // 0.16f;
+11
View File
@@ -126,6 +126,17 @@ protected:
// Accessors
//
public:
// #110 (BT reconstruction): read access to the two streamed tables the
// binary's zone-destruction cascade walks (Mech__DamageZone::
// RecurseSegmentTable @0049cad4 -- seg+0xD0 damage zones, seg+0xE8 child
// indices). Read-only; population stays with JointedMover streaming.
IntegerTable&
GetDamageZoneTable()
{Check(this); return damageZoneTable;}
IntegerTable&
GetChildIndexTable()
{Check(this); return childIndexTable;}
void
ModifySegment(Logical modified = True)
{Check(this); segmentModified = modified;}
+11
View File
@@ -157,6 +157,17 @@ void
{
Check(this);
Verify(new_state < stateCount);
// #78 DIAG: trap ANY 3/4 -> <=1 transition on ANY indicator, with the
// caller's return address (symbolize via tools/symcrash.py). Catches
// writers that bypass Simulation::SetSimulationState.
if (getenv("BT_AUDIO_SPATIAL")
&& (currentState == 3 || currentState == 4) && new_state <= 1)
{
static int s_it=0; if (s_it++<40)
DEBUG_STREAM << "[indstomp] " << currentState << "->" << new_state
<< " ind=" << (void*)this
<< " ra=" << _ReturnAddress() << "\n" << std::flush;
}
//
//--------------------------------------------------------------------------
+19 -1
View File
@@ -2,6 +2,7 @@
#include "state.h"
#include "receiver.h"
#include <intrin.h> // _ReturnAddress (the #78 simstomp diag)
#include "time.h"
#include "resource.h"
@@ -221,7 +222,24 @@ public:
{Check(this); return simulationState.GetOldState();}
void
SetSimulationState(unsigned new_state)
{Check(this); simulationState.SetState(new_state);}
{Check(this);
// #78 DIAG: trap the gimp-cell downgrade (3/4 -> <=1) with the
// caller's return address (symbolize via tools/symcrash.py).
// #78/#82 DIAG: who resets the GIMP cell? Scoped to the one mech
// mechdmg just gimped (g_btGimpWatchMech) -- subsystems are
// Simulations too and their 3->0 churn drowned the earlier trap.
// ra is printed MODULE-RELATIVE (btl4+0xNNNN) for symcrash.py.
{
extern void *g_btGimpWatchMech;
extern void BTGimpStompTrap(void *sim, unsigned cur,
unsigned nw, void *ra);
unsigned _cur = simulationState.GetState();
if ((void*)this == g_btGimpWatchMech
&& (_cur == 3 || _cur == 4) && new_state != _cur)
BTGimpStompTrap((void*)this, _cur, new_state,
_ReturnAddress());
}
simulationState.SetState(new_state);}
StateIndicator
simulationState;
+7
View File
@@ -47,6 +47,13 @@ public:
Check(&gaugeWatcherSocket);
gaugeWatcherSocket.Add(watcher);
}
int DebugAudioWatcherCount() // DEBUG (#78 audio flake): registered audio watchers
{
int n = 0;
SChainIteratorOf<Component*> it(audioWatcherSocket);
while (it.ReadAndNext() != NULL) ++n;
return n;
}
private:
SChainOf<Component*> audioWatcherSocket;
+337 -42
View File
@@ -395,12 +395,27 @@ void
// DPLIndependantEffect voices, and while the pool is pinned every new
// acquire fails outright and that sound is silently dropped.
//
// ⚠ OFF BY DEFAULT, DELIBERATELY. Raising the cap is NOT a free win, and
// the reported dropout was already fixed on 2026-07-23 by a999e5c (the
// atomic-delete leak) -- no field complaints since. What remains in the
// night-5 logs is transient exhaustion at the peak of a firefight, where
// a dropped voice competes with ~256 already sounding, so it is very
// likely sub-perceptual. Against that: the 256 ceiling also acts as a
// ⚠ OFF BY DEFAULT, DELIBERATELY. Raising the cap is NOT a free win.
//
// ⚠⚠ UPDATE 2026-08-01 (#32): the "no field complaints since" claim below
// did NOT hold. Every 4.11.674 player log is saturated -- 3031/4657/5245/
// 6275/6571 failures across five machines, first failure ~10% into a match
// and still failing at 97%. The root cause was NOT the source budget at
// all: RequestAudioChannels was alGenSources'ing per sound event and
// ReleaseSourceSet alDeleteSources'ing on release, so combat CHURNED
// through the ceiling. Sources are now POOLED and recycled (see
// BTAudioPoolAcquire below), which fixes it WITHOUT touching this budget.
// Measured on the same bench: frame time went 8.67ms -> 7.79ms over ~10k
// frames, i.e. removing the churn is a net CPU WIN, so the governor
// argument below does not apply to pooling. The reasoning about raising
// the CAP (more voices mixing = more CPU) still stands on its own, which
// is why BT_AUDIO_SOURCES remains opt-in and unset by default.
//
// (Historical:) the 2026-07-23 fix a999e5c addressed the atomic-delete
// leak. What remained in the night-5 logs is transient exhaustion at the
// peak of a firefight, where a dropped voice competes with ~256 already
// sounding, so it is very likely sub-perceptual. Against that: the 256
// ceiling also acts as a
// GOVERNOR. The steal loop only steals when the incoming source outranks
// a running one, so a higher cap means many more voices mixing at once --
// with EFX reverb + the lowpass chains live, that is real CPU, spent
@@ -593,13 +608,19 @@ void
{
Check(this);
Check(audio_source);
if (getenv("BT_AUDIO_SPATIAL")) { static int s_sr=0; if (s_sr++<5000)
DEBUG_STREAM << "[startreq] src=" << (void*)audio_source
<< " state=" << (int)audio_source->GetAudioSourceState()
<< " class=" << (int)audio_source->GetClassID()
<< "\n" << std::flush; }
//
//--------------------------------------------------------------------------
// Verify that the source is stopped
//--------------------------------------------------------------------------
//
Verify(audio_source->GetAudioSourceState() == StoppedAudioSourceState);
Verify(audio_source->GetAudioSourceState() == StoppedAudioSourceState);
//
//--------------------------------------------------------------------------
@@ -619,6 +640,9 @@ void
);
if (!resources_available)
{
if (getenv("BT_AUDIO_SPATIAL")) { static int s_rf=0; if (s_rf++<40)
DEBUG_STREAM << "[startreq] RESOURCE FAIL src=" << (void*)audio_source
<< "\n" << std::flush; }
// Audio-dropout fix: a failed acquisition can leave a PARTIAL set
// (alGenSources succeeded for some slots before the pool ran dry).
// A dropped transient never plays and nothing else ever released it,
@@ -1241,6 +1265,13 @@ Logical
source_result = audio_source->GetAudioChannelSet();
Check(source_result);
// #32 census: identify the requester while RequestAudioChannels runs, so a
// failure can be attributed to a component CLASS without threading an
// argument through the virtual (audio is main-thread only).
extern int gBTAudioReqClass, gBTAudioReqVoices;
gBTAudioReqClass = (int)audio_source->GetClassID();
gBTAudioReqVoices = audio_source->GetAudioVoiceCount();
resources_available =
RequestAudioChannels(
audio_source->GetAudioVoiceCount(),
@@ -1328,6 +1359,11 @@ Logical
// Else suspend the source
//--------------------------------------------------------------------
//
{ // #32 census: a steal ends a RUNNING sound early -- count it
// ungated so field logs show how hard the mixer is fighting.
extern long gBTAudioSteals;
++gBTAudioSteals;
}
if (
running_audio_source->GetAudioRenderType() ==
TransientAudioRenderType
@@ -1358,10 +1394,32 @@ Logical
iterator.Last();
running_audio_source = iterator.GetCurrent();
}
// #32 census: the steal loop is done and the request is STILL
// unsatisfied -- this sound is genuinely dropped. (The raw
// "ACQUIRE FAILED" print fires once per attempt INSIDE the steal loop,
// so its count wildly overstates real drops; this one does not.)
if (!resources_available)
{
extern long gBTAudioTrueDrops;
extern void BTAudioDropTally(int class_ID, int voices);
++gBTAudioTrueDrops;
BTAudioDropTally((int)audio_source->GetClassID(),
audio_source->GetAudioVoiceCount());
}
}
return resources_available;
}
//
// OpenAL source pool (gitea #32) -- defined below, used here.
//
extern Logical BTAudioPoolAcquire(ALuint *out);
extern void BTAudioPoolRelease(ALuint src);
extern int BTAudioPoolSize();
extern int BTAudioPoolFree();
extern long BTAudioPoolReuses();
//
//#############################################################################
// RequestAudioChannels
@@ -1392,9 +1450,17 @@ Logical
if (now_ms - s_censusAt > 30000)
{
s_censusAt = now_ms;
extern long gBTAudioSteals, gBTAudioTrueDrops;
DEBUG_STREAM << "[audio] source census: live=" << gBTAudioSourcesLive
<< " pooled=" << BTAudioPoolSize()
<< " free=" << BTAudioPoolFree()
<< " reuses=" << BTAudioPoolReuses()
<< " acquireFails=" << gBTAudioAcquireFails
<< " steals=" << gBTAudioSteals
<< " drops=" << gBTAudioTrueDrops
<< std::endl << std::flush;
extern void BTAudioDropCensus();
BTAudioDropCensus();
}
}
@@ -1405,35 +1471,55 @@ Logical
if (requested > AUDIO_SOURCESET_CAPACITY)
requested = AUDIO_SOURCESET_CAPACITY;
bool failed = true;
alGetError();
//
// SOURCE POOLING (gitea #32). This used to alGenSources() here and
// alDeleteSources() in ReleaseSourceSet -- i.e. CREATE and DESTROY OpenAL
// sources per sound event. Every 4.11.674 player log shows the result:
// thousands of acquisition failures each (3031-6571 across five machines),
// beginning ~10% into a match and never recovering, because a combat burst
// churns straight through OpenAL's hard per-context source limit (256).
// The 30s census reading `live=6` while the failure line read `live=256`
// was the tell: the same counter, sampled between bursts -- churn, not a
// steady leak.
//
// Sources are now generated ONCE and recycled through a free list, so
// steady-state demand costs no allocation at all and the driver cap is
// never approached.
//
for (int i = 0; i < requested; i++)
{
if (!alIsSource(source_request->sources[i]))
if (alIsSource(source_request->sources[i]))
continue; // slot already holds one
ALuint src = 0;
if (!BTAudioPoolAcquire(&src))
{
alGenSources(1, source_request->sources + i);
if (alIsSource(source_request->sources[i]))
++gBTAudioSourcesLive;
++gBTAudioAcquireFails;
// Rate-limited: the night-9 field logs carried 6.8k-19k of these per
// player, and the count is NOISE -- the steal loop retries after every
// failed attempt, so lines pile up per EVENT, and most events still
// end in a successful steal. One line per 30s band keeps the signal
// (the census carries the real counters: steals + true drops).
extern int gBTAudioReqClass, gBTAudioReqVoices;
static unsigned long s_failNoteAt = 0;
unsigned long fail_now = GetTickCount();
if (fail_now - s_failNoteAt > 30000)
{
s_failNoteAt = fail_now;
DEBUG_STREAM << "[audio] ACQUIRE FAILED (requested=" << requested
<< " reqClass=" << gBTAudioReqClass
<< " reqVoices=" << gBTAudioReqVoices
<< " live=" << gBTAudioSourcesLive
<< " pooled=" << BTAudioPoolSize()
<< " free=" << BTAudioPoolFree()
<< " fails=" << gBTAudioAcquireFails
<< ") -- saturated this instant; the steal loop decides what plays"
<< std::endl << std::flush;
}
return False;
}
}
ALenum error = alGetError();
if (error == AL_NO_ERROR)
{
failed = false;
}
if (failed)
{
++gBTAudioAcquireFails;
DEBUG_STREAM << "[audio] ACQUIRE FAILED (requested=" << requested
<< " live=" << gBTAudioSourcesLive
<< " fails=" << gBTAudioAcquireFails
<< ") -- the pool is exhausted; expect dropouts"
<< std::endl << std::flush;
return False;
source_request->sources[i] = src;
}
return True;
@@ -1515,6 +1601,220 @@ Logical
long gBTAudioSourcesLive = 0;
long gBTAudioAcquireFails = 0;
//
// #32 census v2. The night-9 field logs proved the FIRST generation of these
// counters mislead under pressure: "ACQUIRE FAILED ... free=0" reads as
// permanent retention, but free is 0 at the instant of any failed acquire BY
// DEFINITION -- the 30s census showed free back at ~230 between bursts, i.e.
// the pool cycles and the mixer is simply saturated DURING combat. (Same
// counter-sampling trap as the original live=256-vs-live=6, second offence.)
// These count what actually matters:
// gBTAudioSteals -- a running sound was ended early to service a new one
// gBTAudioTrueDrops -- the steal loop ran dry and the sound NEVER PLAYED
// plus a per-component-class tally of the dropped, so the next field log names
// the class that saturates the mixer instead of leaving it to inference.
//
int gBTAudioReqClass = -1;
int gBTAudioReqVoices = 0;
long gBTAudioSteals = 0;
long gBTAudioTrueDrops = 0;
struct BTAudioDropBin { int classID; int voices; long count; };
static BTAudioDropBin gBTAudioDropBins[12];
static int gBTAudioDropBinCount = 0;
void BTAudioDropTally(int class_ID, int voices)
{
for (int i = 0; i < gBTAudioDropBinCount; ++i)
{
if (gBTAudioDropBins[i].classID == class_ID
&& gBTAudioDropBins[i].voices == voices)
{
++gBTAudioDropBins[i].count;
return;
}
}
if (gBTAudioDropBinCount < 12)
{
gBTAudioDropBins[gBTAudioDropBinCount].classID = class_ID;
gBTAudioDropBins[gBTAudioDropBinCount].voices = voices;
gBTAudioDropBins[gBTAudioDropBinCount].count = 1;
++gBTAudioDropBinCount;
}
}
// One line under the 30s census, only when something was dropped since boot:
// which component classes lost sounds, and how many.
void BTAudioDropCensus()
{
if (gBTAudioDropBinCount == 0)
return;
DEBUG_STREAM << "[audio] dropped by class:";
for (int i = 0; i < gBTAudioDropBinCount; ++i)
DEBUG_STREAM << " {class " << gBTAudioDropBins[i].classID
<< " x" << gBTAudioDropBins[i].voices
<< "v: " << gBTAudioDropBins[i].count << "}";
DEBUG_STREAM << std::endl << std::flush;
}
//#############################################################################
// OpenAL SOURCE POOL (gitea #32)
//#############################################################################
//
// The renderer used to create an AL source per sound event and destroy it on
// release. OpenAL sources are a scarce driver resource -- OpenAL Soft caps a
// context at 256 -- and creating them is not cheap, so combat bursts ran the
// context dry. Field evidence (4.11.674, five machines): 3031-6571 acquisition
// failures per player, first failure ~10% into a match, still failing at 97%.
//
// Sources are now generated once, on demand, up to kAudioPoolCap and then
// RECYCLED: release scrubs the source and returns it to the free list instead
// of deleting it. Steady-state play performs no AL allocation at all.
//
// THE SCRUB IS LOAD-BEARING. A recycled source carries whatever the previous
// owner set on it, and the engine sets AL_LOOPING per sound (L4AUDLVL.cpp:327).
// Hand a looping source to a one-shot and it plays forever -- exactly the
// "sound stuck looping" family (#51, #5). Every reusable property is reset
// here, at the single point where sources change owner.
//
// Not locked: the audio renderer runs on the main thread (only the network RX
// socket has its own). If that ever changes, this needs a mutex.
//
// The pool's ceiling. DEFAULT: just under OpenAL Soft's 256-source context
// default. BT_AUDIO_SOURCES=<n> raises the AL context budget at Initialize
// (above); the pool cap now FOLLOWS it -- before this, the env raised the
// context and the pool still stopped at 240, so the experiment was impossible
// to run in the field. kAudioPoolMax bounds the static free-list array.
static const int kAudioPoolMax = 1024;
static int kAudioPoolCap = 240;
static int BTAudioPoolCapResolve()
{
static int s_done = 0;
if (!s_done)
{
s_done = 1;
const char *sv = getenv("BT_AUDIO_SOURCES");
if (sv != 0)
{
int n = atoi(sv);
if (n >= 64 && n <= 4096)
{
// stay under the context grant with a small reserve
kAudioPoolCap = (n - 16 < kAudioPoolMax) ? (n - 16) : kAudioPoolMax;
DEBUG_STREAM << "[audio] source pool cap follows BT_AUDIO_SOURCES: "
<< kAudioPoolCap << std::endl << std::flush;
}
}
}
return kAudioPoolCap;
}
//
// PEAK DEMAND is set by how many audio COMPONENTS are alive, not by how many
// sounds are audible: each component reserves a SourceSet of up to
// AUDIO_SOURCESET_CAPACITY (25) voices and holds them until it is released.
// Measured high-water: 138 solo vs one enemy, 149 across two nodes. That grows
// with player count, so the cap is deliberately near the driver ceiling and the
// pool reports its high-water mark once, to size this from FIELD logs rather
// than from a guess. Growth also stops on its own if a driver offers fewer
// sources than the cap -- alGenSources failing simply ends growth and the pool
// recycles what it has.
static ALuint gAudioPoolFree[kAudioPoolMax];
static int gAudioPoolFreeCount = 0; // entries in gAudioPoolFree
static int gAudioPoolTotal = 0; // sources ever generated (<= cap)
static long gAudioPoolReuses = 0; // diagnostics
int BTAudioPoolSize() { return gAudioPoolTotal; }
int BTAudioPoolFree() { return gAudioPoolFreeCount; }
long BTAudioPoolReuses() { return gAudioPoolReuses; }
//
// Reset a source to a known-neutral state so nothing carries across owners.
//
static void
BTAudioScrubSource(ALuint src)
{
ALint state = AL_STOPPED;
alGetSourcei(src, AL_SOURCE_STATE, &state);
if (state == AL_PLAYING || state == AL_PAUSED)
alSourceStop(src);
alSourcei(src, AL_BUFFER, 0); // detach (no queued buffers here)
alSourcei(src, AL_LOOPING, AL_FALSE); // <-- the stuck-loop guard
alSourcef(src, AL_GAIN, 1.0f);
alSourcef(src, AL_PITCH, 1.0f);
alSourcei(src, AL_SOURCE_RELATIVE, AL_FALSE);
alSource3f(src, AL_POSITION, 0.0f, 0.0f, 0.0f);
alSource3f(src, AL_VELOCITY, 0.0f, 0.0f, 0.0f);
alSourcef(src, AL_MIN_GAIN, 0.0f);
alSourcef(src, AL_MAX_GAIN, 1.0f);
alGetError(); // swallow any property complaint
}
//
// Hand out a source: recycle first, generate only when the pool has never been
// that large. False = genuinely out (peak concurrent demand exceeded the cap).
//
Logical
BTAudioPoolAcquire(ALuint *out)
{
Check_Pointer(out);
while (gAudioPoolFreeCount > 0)
{
ALuint src = gAudioPoolFree[--gAudioPoolFreeCount];
if (alIsSource(src)) // paranoia: a context reset invalidates names
{
++gAudioPoolReuses;
*out = src;
return True;
}
--gAudioPoolTotal; // stale name: forget it
}
if (gAudioPoolTotal >= BTAudioPoolCapResolve())
return False;
ALuint src = 0;
alGetError();
alGenSources(1, &src);
if (alGetError() != AL_NO_ERROR || !alIsSource(src))
return False; // driver said no before our cap
++gAudioPoolTotal;
++gBTAudioSourcesLive;
{
// One line per new high-water band, so a field log shows how close a
// real match gets to the ceiling without spamming.
static int s_notified = 0;
if (gAudioPoolTotal >= s_notified + 25)
{
s_notified = gAudioPoolTotal;
DEBUG_STREAM << "[audio] source pool high-water: " << gAudioPoolTotal
<< " of " << kAudioPoolCap << std::endl << std::flush;
}
}
*out = src;
return True;
}
//
// Take a source back. Scrubbed and parked, NOT deleted.
//
void
BTAudioPoolRelease(ALuint src)
{
if (!alIsSource(src))
return;
BTAudioScrubSource(src);
if (gAudioPoolFreeCount < kAudioPoolMax)
{
gAudioPoolFree[gAudioPoolFreeCount++] = src;
return;
}
alDeleteSources(1, &src); // cannot happen (max == array size)
--gAudioPoolTotal;
--gBTAudioSourcesLive;
}
void L4AudioRenderer::ReleaseSourceSet(SourceSet &sourceSet)
{
// Audio-dropout fix: the old bulk alDeleteSources(count, sources) is
@@ -1524,19 +1824,14 @@ void L4AudioRenderer::ReleaseSourceSet(SourceSet &sourceSet)
// partial release leaked its real sources and the pool never recovered
// ("audio cutting in and out toward the end of the match"). Delete each
// valid source individually and park the slot at 0 (never a valid name).
extern long gBTAudioSourcesLive;
// SOURCE POOLING (#32): hand each source back to the free list instead of
// destroying it. BTAudioPoolRelease stops it, detaches its buffer and
// clears AL_LOOPING before parking it, so the next owner starts clean.
for (int i = 0; i < sourceSet.count; i++)
{
if (alIsSource(sourceSet.sources[i]))
{
ALint state = AL_STOPPED;
alGetSourcei(sourceSet.sources[i], AL_SOURCE_STATE, &state);
if (state == AL_PLAYING)
alSourceStop(sourceSet.sources[i]);
alDeleteSources(1, sourceSet.sources + i);
--gBTAudioSourcesLive;
}
sourceSet.sources[i] = 0;
if (sourceSet.sources[i] != 0)
BTAudioPoolRelease(sourceSet.sources[i]);
sourceSet.sources[i] = 0; // 0 is never a valid AL name
}
}
+45
View File
@@ -393,6 +393,17 @@ d3d_OBJECT* d3d_OBJECT::LoadObjectBGF(LPDIRECT3DDEVICE9 device, char *fileName)
object->mDrawOps[i].lodNear = data.batches[i].lodNear;
object->mDrawOps[i].lodFar = data.batches[i].lodFar;
object->mDrawOps[i].lodDepthBias = data.batches[i].lodBias;
// MECH ARMOUR DAMAGE (issue #87): carry the authored material name so the
// mech's .DZM zone->material lists can drive this batch's darkening.
{
const std::string &mn = data.batches[i].matName;
size_t n = mn.size();
if (n >= sizeof(object->mDrawOps[i].dzMatName))
n = sizeof(object->mDrawOps[i].dzMatName) - 1;
memcpy(object->mDrawOps[i].dzMatName, mn.c_str(), n);
object->mDrawOps[i].dzMatName[n] = '\0';
object->mDrawOps[i].dzDamageLevel = 0.0f;
}
const bool useRamp = (s_ramp && data.batches[i].hasRamp);
uint32_t c = data.batches[i].color;
@@ -1198,6 +1209,33 @@ void d3d_OBJECT::DrawMesh(int pass, const D3DXMATRIX *viewTransform, Time target
mDevice->SetMaterial(&drawOp->material);
// MECH ARMOUR DAMAGE (issue #87): the 1995 renderer kept a per-material
// watcher that lerped the material's colour terms from the authored values
// toward 0.1x as the owning damage zone's damageLevel ran 0->1
// (FUN_004573e4 precomputed pristine*0.1; FUN_00457784 re-pushed
// lerp(pristine, damaged, level) on every change, constant @0x4579a4 = 1.0).
//
// We cannot express that by scaling this op's D3DMATERIAL9: D3D9 defaults
// DIFFUSEMATERIALSOURCE to D3DMCS_COLOR1, and every BGF vertex carries a
// baked colour, so the material's Diffuse is never consulted for this
// geometry -- scaling it renders identically (measured: 0 changed pixels).
// Instead modulate the FINAL colour by k on texture stage 1, which darkens
// the result whatever the diffuse source was, and equally covers the
// ramp-baked-texture path (the mech's own case) and pure-emissive batches.
const bool damageTint = (drawOp->dzDamageLevel > 0.0f);
if (damageTint)
{
float d = drawOp->dzDamageLevel;
if (d > 1.0f) d = 1.0f;
const float k = 1.0f - (1.0f - kDamagedMaterialScale) * d; // lerp(1, 0.1, d)
mDevice->SetRenderState(D3DRS_TEXTUREFACTOR, D3DCOLOR_COLORVALUE(k, k, k, 1.0f));
mDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_MODULATE);
mDevice->SetTextureStageState(1, D3DTSS_COLORARG1, D3DTA_CURRENT);
mDevice->SetTextureStageState(1, D3DTSS_COLORARG2, D3DTA_TFACTOR);
mDevice->SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
mDevice->SetTextureStageState(1, D3DTSS_ALPHAARG1, D3DTA_CURRENT);
}
#ifndef RP3_EMULATE
SetTextureScrolling(&(drawOp->texture), targetRenderFrame);
SetTexture(drawOp->texture.texture);
@@ -1337,6 +1375,13 @@ void d3d_OBJECT::DrawMesh(int pass, const D3DXMATRIX *viewTransform, Time target
mDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, sVAop);
mDevice->SetTextureStageState(0, D3DTSS_ALPHAARG2, sVAa2);
}
if (damageTint)
{
// stage 1 is otherwise unused in this draw path -- put it back to
// DISABLE so the next (undamaged) op is not tinted too.
mDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE);
mDevice->SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
}
if (drawOp->lodDepthBias != 0.0f)
mDevice->SetRenderState(D3DRS_DEPTHBIAS, sDB);
}
+160 -2
View File
@@ -190,7 +190,9 @@ static void
GButton &b = w.buttons[w.buttonCount++];
b.address = src.address;
b.color = (src.colorClass == 1) ? ClrYellow
: (src.colorClass == 2) ? ClrBlue : color;
: (src.colorClass == 2) ? ClrBlue
: (src.colorClass == 0) ? ClrRed // 0 = red (MFD, and the red Panic/Eject 0x3D)
: color;
b.rect.left = src.x + dx;
b.rect.top = src.y + dy;
b.rect.right = src.x + dx + src.w;
@@ -449,6 +451,91 @@ static GWin *
return NULL;
}
//###########################################################################
// External windows that ride glass_layout.cfg (2026-08-04). A window created
// by ANOTHER TU -- the plasma window (L4PLASMAWIN) -- can register here so it
// shares the SAME position + ",noframe" persistence as the per-display windows:
// it queries its saved rect/flag on creation, and Save() writes its line too.
// Tiny (HWND + title + last-known rect); no dynamic state.
//###########################################################################
struct ExternWin
{
HWND hwnd;
char title[64];
int noFrame;
RECT last;
int haveLast;
};
static ExternWin gExtern[4];
static int gExternCount = 0;
// Read the saved rect + ",noframe" flag for a title (glass window OR extern).
// Returns 1 if the title has a line in the cfg. rect / noframe may be NULL.
int
BTGlassLayout_QueryWindow(const char *title, RECT *rect, int *noframe)
{
if (title == NULL || GlassLayoutMode() == LayoutOff)
return 0;
FILE *f = fopen(layoutFileName, "rt");
if (f == NULL)
return 0;
int found = 0;
char line[256];
while (fgets(line, sizeof(line), f) != NULL)
{
char *s = line;
while (*s == ' ' || *s == '\t') ++s;
if (*s == '#' || *s == '\r' || *s == '\n' || *s == '\0')
continue;
char *eq = strchr(s, '=');
if (eq == NULL)
continue;
*eq = '\0';
char *end = eq;
while (end > s && (end[-1] == ' ' || end[-1] == '\t')) --end;
*end = '\0';
if (strcmp(s, title) != 0)
continue;
int x = 0, y = 0, w = 0, h = 0;
if (sscanf(eq + 1, "%d,%d,%d,%d", &x, &y, &w, &h) < 2)
continue;
int nf = 0;
for (const char *opt = strchr(eq + 1, ','); opt != NULL; opt = strchr(opt + 1, ','))
{
const char *t = opt + 1;
while (*t == ' ' || *t == '\t') ++t;
if (_strnicmp(t, "noframe", 7) == 0) { nf = 1; break; }
}
if (rect) { rect->left = x; rect->top = y; rect->right = x + w; rect->bottom = y + h; }
if (noframe) *noframe = nf;
found = 1;
break;
}
fclose(f);
return found;
}
// Register an externally-created window so Save() writes its line. Loads its
// current ",noframe" flag from the cfg so a save round-trips the flag.
void
BTGlassLayout_RegisterExtern(HWND hwnd, const char *title)
{
if (hwnd == NULL || title == NULL)
return;
if (gExternCount >= (int)(sizeof(gExtern) / sizeof(gExtern[0])))
return;
ExternWin &e = gExtern[gExternCount++];
e.hwnd = hwnd;
strncpy(e.title, title, sizeof(e.title) - 1);
e.title[sizeof(e.title) - 1] = '\0';
e.noFrame = 0;
e.haveLast = 0;
BTGlassLayout_QueryWindow(title, NULL, &e.noFrame);
}
// Restore saved positions over the just-computed pod-faithful defaults. Called
// from Create AFTER ComputeLayout, so any window not named in the file keeps its
// computed spot. Restored windows are flagged so the WM_TIMER re-snap (which
@@ -545,7 +632,8 @@ static void
"# Heat MFD=1920,0,657,539,noframe\n"
"# A frameless window is also PINNED (no caption = nothing to drag it\n"
"# by), so do the arranging first. Delete the flag to get the frame\n"
"# back. Saves preserve it.\n",
"# back. Saves preserve it. The 'BattleTech - Plasma' window is in\n"
"# this list too -- it can be dragged, remembered and set ,noframe.\n",
f);
int wrote = 0;
for (int i = 0; i < gWinCount; ++i)
@@ -562,11 +650,41 @@ static void
gw.noFrame ? ",noframe" : ""); // keep the hand-added option
++wrote;
}
// External windows (the plasma window) ride the same file. Cache the last
// good rect so a window torn down before this save still keeps its line.
for (int i = 0; i < gExternCount; ++i)
{
ExternWin &e = gExtern[i];
RECT r;
if (e.hwnd != NULL && IsWindow(e.hwnd) && GetWindowRect(e.hwnd, &r))
{
e.last = r; e.haveLast = 1;
}
else if (e.haveLast)
{
r = e.last; // window gone -> preserve its last-known line
}
else
continue;
fprintf(f, "%s=%ld,%ld,%ld,%ld%s\n", e.title,
(long)r.left, (long)r.top,
(long)(r.right - r.left), (long)(r.bottom - r.top),
e.noFrame ? ",noframe" : "");
++wrote;
}
fclose(f);
DEBUG_STREAM << "[glasswin] saved " << wrote << " window position(s) to "
<< layoutFileName << "\n" << std::flush;
}
// Public save trigger for registered external windows -- their WndProc calls
// this on WM_EXITSIZEMOVE / teardown. No-op unless BT_GLASS_LAYOUT=save.
void
BTGlassLayout_Save()
{
SaveLayout();
}
//###########################################################################
// Painting
//###########################################################################
@@ -1050,3 +1168,43 @@ void
if (subFont) { DeleteObject(subFont); subFont = NULL; }
if (gStage) { delete[] gStage; gStage = NULL; }
}
//###########################################################################
// Per-frame repaint pump (2026-08-04, "indicators flash slowly unless focused").
//
// These windows repaint off a 62 ms WM_TIMER. Windows COALESCES/THROTTLES timer
// AND paint messages for a window that is in the BACKGROUND (not focused) -- so
// when the game window (or another app) holds focus, the panel's WM_TIMER slows
// to a crawl and the lamp FLASH (a repaint-driven animation: BTLampBrightnessOf
// alternates the shade off GetTickCount every paint) drags. Giving the panel
// focus un-throttles its timer, which is exactly what playtesters saw.
//
// Fix: drive the repaint from the MAIN render loop (BTGlassPanels_Tick, called
// once per frame from L4VIDEO), gated to the same ~16 Hz flash cadence. The main
// loop runs every frame while the game is up regardless of which window has focus,
// and InvalidateRect + UpdateWindow forces a SYNCHRONOUS WM_PAINT -- bypassing the
// throttled timer-message path entirely. The WM_TIMER stays (it still owns the
// one-shot re-snap); a focused window just repaints from whichever fires first.
//###########################################################################
void
BTGlassPanels_Tick()
{
if (gWinCount == 0)
return;
static unsigned long sLastPaint = 0;
unsigned long now = GetTickCount();
if (now - sLastPaint < (unsigned long)RepaintMilliseconds)
return;
sLastPaint = now;
for (int i = 0; i < gWinCount; ++i)
{
if (gWins[i].hwnd != NULL)
{
InvalidateRect(gWins[i].hwnd, NULL, FALSE);
UpdateWindow(gWins[i].hwnd); // synchronous paint, not the throttled queue
}
}
}
+88 -9
View File
@@ -1,5 +1,7 @@
#include "l4particles.h"
#include "../munga/time.h"
#include "../munga/style.h" // DEBUG_STREAM (#35 diagnostics)
#include <iostream>
LPDIRECT3DDEVICE9 ParticleEngine::mDevice = NULL;
PARTICLE_EFFECT ParticleEngine::mInstalledEffects[MAX_PARTICLE_EFFECTS];
@@ -251,26 +253,90 @@ void ParticleEmitter::Execute()
void ParticleEngine::Destroy()
{
mVertBuffer->Release();
mParticleTexture->Release();
// #35 (the field "Owens crash"). This runs on the DEVICELOST path, and a
// device can stay lost for several frames -- so this must be idempotent
// and null-safe. It used to Release() blind: the first lost frame
// released the buffer, the failed re-create on the still-lost device left
// both statics NULL, and the SECOND lost frame's Release() read the
// vtable at 0x0 (8/8 field stacks byte-identical at Destroy +0x11;
// reproduced on the bench with BT_DEVICELOST_TEST=<n>,crashrepro).
if (mVertBuffer != NULL)
{
mVertBuffer->Release();
mVertBuffer = NULL;
}
if (mParticleTexture != NULL)
{
mParticleTexture->Release();
mParticleTexture = NULL;
}
}
void ParticleEngine::Initialize(LPDIRECT3DDEVICE9 device)
{
mDevice = device;
// Full STARTUP init only. The device-reset path must use
// CreateDeviceObjects() below -- coming through here would memset the
// installed-effects table and kill every particle effect for the rest of
// the mission (#35's quieter sibling).
memset(mInstalledEffects, 0, sizeof(mInstalledEffects));
ParticleEngine::mMaxParticleCount = atoi(getenv("MAXPARTICLES"));
// create the vertex buffer that will store the four vertices we need for the billboards
mDevice->CreateVertexBuffer(ParticleEngine::mMaxParticleCount * 6 * sizeof(L4BASICVERTEX),
const char *max_env = getenv("MAXPARTICLES");
ParticleEngine::mMaxParticleCount = (max_env != NULL) ? atoi(max_env) : 0;
if (ParticleEngine::mMaxParticleCount <= 0)
ParticleEngine::mMaxParticleCount = 8192; // btl4main defaults the env; belt + braces
CreateDeviceObjects(device);
}
void ParticleEngine::CreateDeviceObjects(LPDIRECT3DDEVICE9 device)
{
// (Re)create the D3D resources. #35: CHECK the HRESULTs -- on a lost
// device (or an out-of-video-memory iGPU, the field machine is a 128 MB
// Iris Xe) these FAIL and null their out params; the old code drove
// straight on, and the NULLs then killed the next Destroy(). On failure
// we log and leave the engine dormant -- Execute/Render guard on the
// NULLs, particles drain but don't draw -- and the next successful reset
// brings it back.
mDevice = device;
mVertBuffer = NULL;
mParticleTexture = NULL;
// create the vertex buffer that will store the six vertices we need for the billboards
HRESULT hr = mDevice->CreateVertexBuffer(
ParticleEngine::mMaxParticleCount * 6 * sizeof(L4BASICVERTEX),
D3DUSAGE_DYNAMIC,
L4BASICVERTEX_FVF,
D3DPOOL_DEFAULT,
&mVertBuffer,
NULL);
if (FAILED(hr))
{
mVertBuffer = NULL; // belt + braces vs runtime behavior
DEBUG_STREAM << "[particles] CreateVertexBuffer FAILED hr=0x"
<< std::hex << (unsigned long)hr << std::dec
<< " (max=" << ParticleEngine::mMaxParticleCount
<< ") -- particles dormant until the next successful reset"
<< std::endl << std::flush;
}
D3DXCreateTextureFromFile(mDevice, L"VIDEO\\particles.png", &mParticleTexture);
// NB: VIDEO\particles.png SHIPS as of 2026-07-29 (recovered by cyd,
// issue #79 -- 128x128 RGBA). Before that it had never shipped (absent
// from the tree, the RES, and all of git history), so this load failed
// on every machine since the engine was written and particles drew
// untextured -- which is therefore what the 1995 pods displayed. The failure is expected + logged once; rendering
// proceeds without the texture (SetTexture(0, NULL) = the shipped look).
hr = D3DXCreateTextureFromFile(mDevice, L"VIDEO\\particles.png", &mParticleTexture);
if (FAILED(hr))
mParticleTexture = NULL;
if (mVertBuffer != NULL)
{
DEBUG_STREAM << "[particles] device objects created (max="
<< ParticleEngine::mMaxParticleCount
<< ", texture=" << (mParticleTexture != NULL ? "loaded" : "MISSING (untextured quads -- the shipped look)")
<< ")" << std::endl << std::flush;
}
}
void ParticleEngine::InstallEffect(int effectNumber, PARTICLE_EFFECT effect)
@@ -453,6 +519,12 @@ void ParticleEngine::ExecuteParticles(const D3DXMATRIX *view_matrix, Scalar time
}
}
// #35: with the device objects torn down (device lost mid-reset) the
// update/expire loop above must still run -- particles keep draining --
// but there is no buffer to build into.
if (mVertBuffer == NULL)
return;
// now we're going to sort the particle list based on distance to the camera
mergesort(&mParticlesHead, &mParticlesTail, view_matrix);
@@ -484,7 +556,14 @@ void ParticleEngine::RenderParticles(const D3DXMATRIX *view_matrix, Scalar timeS
// variables get all screwed up when we don't run for a while
ExecuteParticles(view_matrix, timeSlice);
if (!mDevice || mTotalParticleCount <= 0)
// (#35: the buffer is legitimately NULL while the device is lost. The
// TEXTURE is deliberately NOT part of this gate: VIDEO\particles.png was
// recovered only in 2026 (issue #79) -- before that mParticleTexture was
// NULL on every machine since the engine was written, and
// SetTexture(0, NULL) drawing untextured quads WAS the
// shipped look. Gating on it would silently disable all billboard
// particles everywhere.)
if (!mDevice || mVertBuffer == NULL || mTotalParticleCount <= 0)
return;
// setup stages for particle's texture
+5
View File
@@ -136,6 +136,11 @@ class ParticleEngine
public:
static void Destroy();
static void Initialize(LPDIRECT3DDEVICE9 device);
// #35: the device-RESET path re-creates ONLY the D3D objects. Initialize()
// is full startup init -- it also wipes the installed-effects table, which
// a mid-mission reset must never do (it silently killed every particle
// effect for the rest of the mission).
static void CreateDeviceObjects(LPDIRECT3DDEVICE9 device);
static void InstallEffect(int effectNumber, PARTICLE_EFFECT effect);
static void RenderParticles(const D3DXMATRIX *view_matrix, Scalar timeSlice);
+42 -11
View File
@@ -18,6 +18,12 @@ static LRESULT CALLBACK
{
switch (message)
{
case WM_EXITSIZEMOVE:
// Finished dragging (framed mode): persist the new position so it sticks
// -- same contract as the per-display panels. No-op unless save mode.
{ extern void BTGlassLayout_Save(); BTGlassLayout_Save(); }
return 0;
case WM_CLOSE:
ShowWindow(window, SW_HIDE); // hide only; the renderer owns it
return 0;
@@ -52,6 +58,7 @@ PlasmaWindow::~PlasmaWindow()
{
if (window != NULL)
{
{ extern void BTGlassLayout_Save(); BTGlassLayout_Save(); } // backstop before the HWND goes
DestroyWindow((HWND)window);
window = NULL;
}
@@ -75,20 +82,43 @@ void
window_class.lpszClassName = L"BTPlasmaWnd";
RegisterClassW(&window_class);
RECT frame = { 0, 0, plasmaWidth * scale, plasmaHeight * scale };
DWORD style = WS_OVERLAPPED | WS_CAPTION | WS_SYSMENU | WS_MINIMIZEBOX;
AdjustWindowRect(&frame, style, FALSE);
// glass_layout.cfg integration (2026-08-04): the plasma window rides the same
// file as the per-display panels, so it can be dragged-and-remembered and set
// frameless with ",noframe" -- BT_GLASS_LAYOUT selects load/save. Read its
// saved rect + flag BEFORE sizing (WS_POPUP has a different frame extent than
// the framed tool window).
extern int BTGlassLayout_QueryWindow(const char *title, RECT *rect, int *noframe);
extern void BTGlassLayout_RegisterExtern(HWND hwnd, const char *title);
RECT saved;
int noframe = 0;
int have_saved = BTGlassLayout_QueryWindow("BattleTech - Plasma", &saved, &noframe);
//
// Bottom-right, TOPMOST -- under the (topmost, right-parked) button
// panel, clear of the game window (which would otherwise bury it).
//
DWORD style = noframe
? (DWORD)WS_POPUP // bare + pinned, same as a ",noframe" glass panel
: (DWORD)(WS_OVERLAPPED | WS_CAPTION | WS_SYSMENU | WS_MINIMIZEBOX);
RECT frame = { 0, 0, plasmaWidth * scale, plasmaHeight * scale };
AdjustWindowRect(&frame, style, FALSE);
int frame_width = frame.right - frame.left;
int frame_height = frame.bottom - frame.top;
int plasma_x = GetSystemMetrics(SM_CXSCREEN) - frame_width - 12;
int plasma_y = GetSystemMetrics(SM_CYSCREEN) - frame_height - 60;
if (plasma_x < 0) plasma_x = 0;
if (plasma_y < 0) plasma_y = 0;
int plasma_x, plasma_y;
if (have_saved)
{
plasma_x = saved.left; // position restored; size stays native
plasma_y = saved.top;
}
else
{
//
// Default: bottom-right, TOPMOST -- under the (topmost, right-parked)
// button panel, clear of the game window (which would otherwise bury it).
//
plasma_x = GetSystemMetrics(SM_CXSCREEN) - frame_width - 12;
plasma_y = GetSystemMetrics(SM_CYSCREEN) - frame_height - 60;
if (plasma_x < 0) plasma_x = 0;
if (plasma_y < 0) plasma_y = 0;
}
window = CreateWindowExW(
WS_EX_TOPMOST,
@@ -102,6 +132,7 @@ void
DEBUG_STREAM << "[plasmawin] CreateWindow failed\n" << std::flush;
return;
}
BTGlassLayout_RegisterExtern((HWND)window, "BattleTech - Plasma");
ShowWindow((HWND)window, SW_SHOWNOACTIVATE);
}
+4 -1
View File
@@ -258,7 +258,10 @@ void
int row = i / columns;
int x = originX + column * (cw + gap);
int y = originY + row * (ch + gap);
Push(out, baseAddress + i, x, y, cw, ch, 2,
// Flight blocks are blue (colorClass 2), EXCEPT the Panic/Eject at 0x3D:
// red (colorClass 0) so the eject stands out on the blue panel.
int cc = (baseAddress + i == 0x3D) ? 0 : 2;
Push(out, baseAddress + i, x, y, cw, ch, cc,
(inert != 0) ? inert[i] : 0,
(labels != 0) ? labels[i] : 0);
GrowBounds(out, x, y, cw, ch);
+44 -1
View File
@@ -1284,6 +1284,47 @@ void BTCockpitMouseUp(void)
}
}
//
// (glass lamp responsiveness, 2026-08) Sweep the cockpit lamp STATE every frame.
//
// The lamp sweep -- LampManager::Update -> AssertNewLampValue -> RIO/PadRIO::SetLamp,
// which is what lights the cockpit buttons -- authentically rides the gauge
// renderer's FOREGROUND turn (GaugeRenderer::ExecuteForeground, gaugrend.cpp), and
// that turn fires only ONCE PER FULL GAUGE CYCLE (foreground -> background -> copy).
// The cycle only advances to the next foreground turn after the THROTTLED background
// gauge sweep drains the whole active-instrument list -- and that background task
// starves under load (issue #45: "every cockpit instrument freezes at its last paint
// while the underlying values AND fps stay perfectly healthy"). So on a busy MP
// mission the lamp sweep ran ~1x/second: the lit buttons froze / flashes stalled while
// the 3D view (a separate per-frame foreground render) stayed smooth -- exactly the
// "lighting slow or nonexistent" playtest reports (all on glass desktops).
//
// The lamp sweep is CHEAP -- deduped state pushes over ~72 lamps, no raster -- so on
// the dev/glass composite path we run it EVERY frame here, decoupled from the gauge
// cycle, and the buttons track the sim regardless of background-sweep slack. The pod
// NEVER enters BTDrawGaugeInset (it drives real gauge hardware), so its authentic
// bandwidth-paced serial lamp cadence is untouched. BT_GLASS_LAMP_SWEEP=0 restores the
// authentic once-per-cycle behaviour.
//
static void
BTGlassSweepLamps()
{
static int s_on = -1;
if (s_on < 0)
{
const char *e = getenv("BT_GLASS_LAMP_SWEEP");
s_on = (e != NULL && e[0] == '0') ? 0 : 1;
}
if (!s_on) return;
GaugeRenderer *gr = BTResolveGaugeRenderer();
if (gr == NULL || application == NULL) return;
LampManager *lm = gr->GetLampManager();
ModeManager *mm = application->GetModeManager();
if (lm != NULL && mm != NULL)
lm->Update(mm->GetModeMask());
}
//
// Free entry point the MAIN renderer calls (L4VIDEO DPLRenderer::ExecuteImplementation,
// just before EndScene). No-op unless BT_DEV_GAUGES is set. Docks the 6-surface panel
@@ -1292,7 +1333,9 @@ void BTCockpitMouseUp(void)
//
void BTDrawGaugeInset(LPDIRECT3DDEVICE9 device)
{
if (!DevGaugeComposite() || !DevGaugeDocked() || device == NULL) return;
if (!DevGaugeComposite()) return;
BTGlassSweepLamps(); // keep the cockpit lamps tracking the sim EVERY frame (see above)
if (!DevGaugeDocked() || device == NULL) return;
if (GlassPanelsOwnSurfaces()) return; // the per-display glass windows draw the surfaces
if (gBTGaugeCockpit)
{
+180 -38
View File
@@ -745,6 +745,7 @@ struct BTPfxEmitter
struct BTPfxParticle
{
D3DXVECTOR3 pos, vel, accel;
int defIndex; // census attribution (#114 / wreck-smoke tail)
float age, life;
float rad, exp, dexp;
float colorWarp, alphaWarp; // def-level warps, carried per particle
@@ -875,6 +876,39 @@ void BTStartPfxFrame(int effect_number, float x, float y, float z,
gBTPfxEmitters.push_back(e);
}
// #114/wreck-smoke census (BT_PFX_LOG): every emitter start + a 2s population
// line, so "what is still smoking 40s after the kill" is a log fact.
static void BTPfxCensus()
{
if (!getenv("BT_PFX_LOG")) return;
static unsigned long s_at = 0;
unsigned long now = GetTickCount();
if (now - s_at < 2000) return;
s_at = now;
int perDef[BT_PFX_SLOTS]; memset(perDef, 0, sizeof(perDef));
int emitters = 0;
for (size_t i = 0; i < gBTPfxEmitters.size(); ++i)
if (gBTPfxEmitters[i].active)
{
++emitters;
int di = (int)(gBTPfxEmitters[i].def - gBTPfxDefs);
if (di >= 0 && di < BT_PFX_SLOTS) ++perDef[di];
}
int partDef[BT_PFX_SLOTS]; memset(partDef, 0, sizeof(partDef));
for (size_t i = 0; i < gBTPfxParticles.size(); ++i)
{
int di = gBTPfxParticles[i].defIndex;
if (di >= 0 && di < BT_PFX_SLOTS) ++partDef[di];
}
DEBUG_STREAM << "[pfx] t=" << (now / 1000) << "s census: emitters=" << emitters
<< " particles=" << (int)gBTPfxParticles.size();
for (int d = 0; d < BT_PFX_SLOTS; ++d)
if (perDef[d] > 0) DEBUG_STREAM << " {E" << d << ":" << perDef[d] << "}";
for (int d = 0; d < BT_PFX_SLOTS; ++d)
if (partDef[d] > 0) DEBUG_STREAM << " {p" << d << ":" << partDef[d] << "}";
DEBUG_STREAM << std::endl;
}
void BTStartPfx(int effect_number, float x, float y, float z)
{
BTStartPfxFrame(effect_number, x, y, z, 0, 0, 0);
@@ -964,6 +998,7 @@ static void BTPfxSpawn(const BTPfxEmitter &e)
// laser bursts during missile volleys)
return;
BTPfxParticle p;
p.defIndex = (int)(e.def - gBTPfxDefs); // census attribution
// Sample in the effect's LOCAL frame, then orient into the world through
// the emitter's basis (the victim's localToWorld rows). The position
// jitter pv is an isotropic scatter about the base offset -> symmetric
@@ -1181,6 +1216,7 @@ void BTDrawPfx(LPDIRECT3DDEVICE9 dev, const D3DXMATRIX *view, float dt)
}
}
}
BTPfxCensus();
for (size_t ei = 0; ei < gBTPfxEmitters.size(); ++ei)
{
BTPfxEmitter &e = gBTPfxEmitters[ei];
@@ -8197,6 +8233,75 @@ static void BTVerifyCockpitCanvasAfterReset(LPDIRECT3DDEVICE9 device)
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Execute Method, performs the rendering of one frame
//
//
//#############################################################################
// BTResetLostDevice -- the one true D3D9 device-loss recovery (#35).
//
// Both Present sites (the scene frame and the wait-screen idle frame) used to
// carry an inline copy of this, and both copies were wrong the same way:
// on DEVICELOST they called Reset() IMMEDIATELY. Reset() on a still-lost
// device always fails; V() only logged it; ParticleEngine::Initialize then ran
// against the lost device, its creates failed and NULLed the statics, and the
// NEXT lost frame's ParticleEngine::Destroy() read a vtable at 0x0 -- the
// field crash (8/8 byte-identical stacks at Destroy +0x11 on the one machine
// whose GPU ever actually loses the device, a 128 MB Iris Xe).
//
// Correct protocol: release the POOL_DEFAULT resources every lost frame
// (Destroy is idempotent now), but Reset ONLY once TestCooperativeLevel stops
// answering D3DERR_DEVICELOST; until then skip and retry next frame. On a
// successful Reset re-create ONLY the device objects -- NOT Initialize(),
// which memsets the installed-effects table and killed every particle effect
// for the rest of the mission on every reset that did succeed.
//#############################################################################
//
void DPLRenderer::BTResetLostDevice()
{
if (mWaitOverlaySurface != NULL)
{
mWaitOverlaySurface->Release(); // pre-Reset, like every non-MANAGED resource
mWaitOverlaySurface = NULL;
}
ParticleEngine::Destroy(); // idempotent + null-safe (#35)
HRESULT coop = mDevice->TestCooperativeLevel();
if (coop == D3DERR_DEVICELOST)
{
static unsigned long s_lostLogAt = 0;
unsigned long now_ms = GetTickCount();
if (now_ms - s_lostLogAt > 2000)
{
s_lostLogAt = now_ms;
DEBUG_STREAM << "[render] device LOST -- waiting for the driver "
"before Reset" << std::endl << std::flush;
}
return; // cannot reset yet; retry next frame
}
int bbCount = mPresentParams.BackBufferCount;
int bbWidth = mPresentParams.BackBufferWidth;
int bbHeight = mPresentParams.BackBufferHeight;
HRESULT reset_hr = mDevice->Reset(&mPresentParams);
mPresentParams.BackBufferCount = bbCount; // Reset writes actuals back;
mPresentParams.BackBufferWidth = bbWidth; // keep the app's own intent
mPresentParams.BackBufferHeight = bbHeight;
if (FAILED(reset_hr))
{
DEBUG_STREAM << "[render] device Reset FAILED hr=0x"
<< std::hex << (unsigned long)reset_hr << std::dec
<< " -- will retry next frame" << std::endl << std::flush;
return;
}
ParticleEngine::CreateDeviceObjects(mDevice); // NOT Initialize (effects table!)
this->SetCoreRenderStates();
BTVerifyCockpitCanvasAfterReset(mDevice); // Gitea #56 guard
DEBUG_STREAM << "[render] device reset OK (lost -> restored)"
<< std::endl << std::flush;
}
void DPLRenderer::ExecuteImplementation(RendererComplexity, RendererOrigin::InterestingEntityIterator* all_iterator)
{
Component *component;
@@ -8847,6 +8952,17 @@ void DPLRenderer::ExecuteImplementation(RendererComplexity, RendererOrigin::Inte
extern void BTGaugeWindowRenderAndPresent(LPDIRECT3DDEVICE9 device);
BTGaugeWindowRenderAndPresent(mDevice);
#ifdef BT_GLASS
// Drive the per-display glass panels' repaint from the (always-running) main
// loop so their lamp flash keeps animating when they're in the background --
// Windows throttles an unfocused window's own WM_TIMER ("indicators flash
// slowly unless you focus that window"). No-op unless the panels are up.
{
extern void BTGlassPanels_Tick();
BTGlassPanels_Tick();
}
#endif
// DIAG (turn-hitch hunt): draw CPU is _rt0..here; Present blocks on the GPU.
LARGE_INTEGER _rt1; QueryPerformanceCounter(&_rt1);
// COCKPIT LETTERBOX: uniform-scale the canvas into the client (NULL = the
@@ -8913,27 +9029,71 @@ void DPLRenderer::ExecuteImplementation(RendererComplexity, RendererOrigin::Inte
sAcc = 0.0; sFrames = 0; sMaxD = 0.0; sMaxP = 0.0;
}
}
// #35 BENCH HOOK (BT_DEVICELOST_TEST=<frame>[,crashrepro], off by default).
// A real device loss needs a GPU that actually hangs (Conn Man's Iris Xe);
// no bench machine here can produce one on demand. Two modes:
// <frame> force the DEVICELOST branch below at that render
// frame and twice more at +600/+1200 -- drives the
// REAL recovery code, not a copy of it.
// <frame>,crashrepro run the exact field sequence at that frame:
// teardown, a re-Initialize forced to fail
// (MAXPARTICLES=0 -> CreateVertexBuffer(0) fails ->
// NULL out-params), then a second teardown -- the
// two-lost-frames-in-a-row shape from the field logs.
{
static long s_dltFrame = -2; // -2 unparsed, -1 off
static long s_dltTick = 0;
static int s_dltRepro = 0;
if (s_dltFrame == -2)
{
const char *e = getenv("BT_DEVICELOST_TEST");
s_dltFrame = -1;
if (e != NULL && *e != '\0')
{
s_dltFrame = strtol(e, NULL, 10);
if (s_dltFrame <= 0) s_dltFrame = -1;
if (strstr(e, "crashrepro") != NULL) s_dltRepro = 1;
}
}
if (s_dltFrame > 0)
{
++s_dltTick;
if (s_dltRepro)
{
if (s_dltTick == s_dltFrame)
{
// The field null-teardown shape: Destroy releases + nulls,
// the second Destroy runs against the NULL statics -- the
// exact state the field crash died in. (The PRE-fix repro
// of 2026-07-29 used Destroy / MAXPARTICLES=0-forced-
// failed-Initialize / Destroy, and faulted at Destroy
// +0x11 with target=0x0, matching all 8 field stacks; the
// hardened Initialize defends against that injection now,
// so the double-Destroy is the surviving regression form.)
DEBUG_STREAM << "[dltest] crashrepro: Destroy / Destroy on NULL statics"
<< std::endl << std::flush;
ParticleEngine::Destroy();
ParticleEngine::Destroy(); // field crash site
DEBUG_STREAM << "[dltest] crashrepro SURVIVED; restoring device objects"
<< std::endl << std::flush;
ParticleEngine::CreateDeviceObjects(mDevice);
}
}
else if (s_dltTick >= s_dltFrame
&& ((s_dltTick - s_dltFrame) % 600) == 0
&& (s_dltTick - s_dltFrame) <= 1200)
{
DEBUG_STREAM << "[dltest] forcing DEVICELOST branch (cycle "
<< ((s_dltTick - s_dltFrame) / 600 + 1) << "/3)"
<< std::endl << std::flush;
hr = D3DERR_DEVICELOST;
}
}
}
if (hr == D3DERR_DEVICELOST)
{
if (mWaitOverlaySurface != NULL)
{
mWaitOverlaySurface->Release(); // D3DPOOL_DEFAULT: pre-Reset
mWaitOverlaySurface = NULL;
}
int bbCount = mPresentParams.BackBufferCount;
int bbWidth = mPresentParams.BackBufferWidth;
int bbHeight = mPresentParams.BackBufferHeight;
ParticleEngine::Destroy();
V(mDevice->Reset(&mPresentParams));
ParticleEngine::Initialize(mDevice);
this->SetCoreRenderStates();
mPresentParams.BackBufferCount = bbCount;
mPresentParams.BackBufferWidth = bbWidth;
mPresentParams.BackBufferHeight = bbHeight;
BTVerifyCockpitCanvasAfterReset(mDevice); // Gitea #56 guard
BTResetLostDevice(); // #35: the guarded recovery
}
ticks = HiResNowTicks();
@@ -9199,27 +9359,9 @@ void DPLRenderer::ExecuteIdle()
BTWaitScreenPaint(wait_line1, wait_line2);
}
if (present_hr == D3DERR_DEVICELOST)
{
if (mWaitOverlaySurface != NULL)
{
mWaitOverlaySurface->Release(); // D3DPOOL_DEFAULT: must go pre-Reset
mWaitOverlaySurface = NULL;
BTResetLostDevice(); // #35: the guarded recovery
}
int bbCount = mPresentParams.BackBufferCount;
int bbWidth = mPresentParams.BackBufferWidth;
int bbHeight = mPresentParams.BackBufferHeight;
ParticleEngine::Destroy();
V(mDevice->Reset(&mPresentParams));
ParticleEngine::Initialize(mDevice);
this->SetCoreRenderStates();
mPresentParams.BackBufferCount = bbCount;
mPresentParams.BackBufferWidth = bbWidth;
mPresentParams.BackBufferHeight = bbHeight;
BTVerifyCockpitCanvasAfterReset(mDevice); // Gitea #56 guard
}
}
}
//
+6
View File
@@ -306,6 +306,12 @@ public:
//
dpl_ZONE* MakeNewZone();
// #35: the one true device-loss recovery -- both Present sites route here.
// Correct D3D9 protocol: release POOL_DEFAULT resources, then Reset ONLY
// once TestCooperativeLevel says the device is ready; a Reset while still
// lost always fails, and the old inline copies drove on past that failure.
void BTResetLostDevice();
void MarkDCSHiearchy(dpl_DCS *root_DCS, Entity *entity);
void FlushBitSliceTexture(unsigned int *local_storage);
void LoadBitSliceTexture(BitMap *bitmap_to_load, LPDIRECT3DTEXTURE9 local_storage);
+7
View File
@@ -619,6 +619,9 @@ struct Builder {
uint32_t currentColor = 0xFFB0B0B8u;
bool currentHasDiffuse = false; // material carried an explicit diffuse tag
std::string currentTex;
// authored (pre-substitution) "library:material_mtl" of the material in force --
// the .DZM armour-damage lists key on this (issue #87)
std::string currentMatName;
int currentTexChannel = 0; // BSL bit-slice (BMF tag 0x18)
bool currentTexScroll = false; // TEXTURE SPECIAL " SCROLL" (tag 0x2037)
float currentTexScrollU = 0.0f, currentTexScrollV = 0.0f;
@@ -872,6 +875,7 @@ struct Builder {
batch.color = pureEmissive ? currentColor // keep BLACK: L4D3D's
: (useRamp ? rampTint : currentColor); // pure-emissive test keys on it
batch.texPath = currentTex;
batch.matName = currentMatName; // .DZM armour-damage key (issue #87)
batch.texChannel = currentTexChannel;
batch.texScroll = currentTexScroll;
batch.texScrollU = currentTexScrollU;
@@ -1185,6 +1189,9 @@ struct Builder {
size_t maxn = ch.len - 1, n = 0;
while (n < maxn && s[n]) ++n;
std::string full(s, n);
// remember the AUTHORED name (before the paint callback rewrites
// it) -- the .DZM zone material lists are authored against it
currentMatName = full;
// baked ground-shadow material (basev:shadow_mtl etc.)
currentShadowMat = false;
for (size_t si = 0; si + 6 <= full.size(); ++si)
+11
View File
@@ -106,6 +106,17 @@ struct BgfDrawBatch {
// routed through the mech-shadow pipeline (translucent dark, depth-biased,
// no z-write) instead.
bool shadowMat = false;
// AUTHORED MATERIAL NAME ("library:material_mtl", e.g. "avaskin:avat2_dz_ltorso_mtl"),
// recorded PRE-substitution -- the per-pilot paint callback rewrites names, but the
// .DZM damage-zone material lists are authored against these base names.
//
// This is the key the mech ARMOUR-DARKENING system matches on (issue #87): the 1995
// BTL4VideoRenderer built one material-damage watcher per (zone, material) pair
// (FUN_004573e4) that lerped the material's colour terms from pristine toward 0.1x
// as that zone's damageLevel ran 0->1. Our draw path bakes colour into a
// D3DMATERIAL9 at load, so the equivalent modulation is applied per draw op --
// see L4D3D d3d_OBJECT::SetDamageScaleForMaterials.
std::string matName;
};
struct BgfData {
+18
View File
@@ -71,6 +71,12 @@ struct L4RAMP
float r1, g1, b1;
};
// MECH ARMOUR DAMAGE (issue #87): the factor the 1995 material-damage watcher
// (FUN_004573e4) precomputed as the FULLY-DAMAGED colour -- pristine x 0.1, the
// literal 0x3dcccccd passed at every construction site. A zone at damageLevel 1
// renders its panels at 10% of the authored brightness.
const float kDamagedMaterialScale = 0.1f;
struct L4DRAWOP
{
D3DMATERIAL9 material;
@@ -112,6 +118,18 @@ struct L4DRAWOP
// coplanar duplicated surfaces resolve to the detail layer instead of
// venetian-blind z-fighting (the board's submission-order rule, in D3D terms).
float lodDepthBias;
// MECH ARMOUR DAMAGE (issue #87). The 1995 BTL4VideoRenderer bound one
// material-damage watcher per (damage zone, material) pair -- FUN_004573e4 --
// which lerped that material's colour terms from their authored values toward
// 0.1x as the zone's damageLevel ran 0->1 (FUN_00457784 re-pushed them whenever
// the level changed). The zone->material lists come from the per-mech .DZM
// files, already parsed into DamageZone::materialTable (MUNGA DAMAGE.cpp).
//
// Our draw path bakes colour into this D3DMATERIAL9 at load, so the equivalent
// modulation is applied at SetMaterial time from the level cached here.
// Both fields are memset-0 safe: empty name = not zone-mapped, level 0 = pristine.
char dzMatName[64]; // authored "library:material_mtl" for this batch
float dzDamageLevel; // owning zone's damageLevel [0..1] (0 = undamaged)
};
class d3d_OBJECT
+10
View File
@@ -31,6 +31,16 @@ void
void
BTGlassPanels_Destroy();
//
// Per-frame repaint pump. Call once per frame from the main render loop so the
// per-display windows' lamp flash keeps animating even when they are in the
// background (Windows throttles a background window's own WM_TIMER; this drives a
// synchronous repaint at the flash cadence instead). No-op unless the windows
// are up. See the note at the definition (L4GLASSWIN.cpp).
//
void
BTGlassPanels_Tick();
//
// True when BT_GLASS_PANELS mode is selected (default ON under `-platform
// glass`, OFF otherwise). Read by the render loop / L4VB16 dev-composite to
+15 -3
View File
@@ -1512,9 +1512,14 @@ int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine
// (end_of_frame = now + 1/frameRate) degenerated and the game ran at a
// timer-quantized ~15 FPS (66-70ms frames measured) on ANY hardware.
// Default 60; env TARGETFPS still overrides (clamped to sanity).
int target_fps = 30; // the pod's authentic rate; frame work (~20-40ms in
// this build) misses 60Hz beats -> jitter, but holds
// 30 rock-steady. TARGETFPS env still overrides.
int target_fps = 30; // NOTE: the pod's byte-proven NOMINAL rate is 28
// (DAT_0052140c = 28.0f @0x401ace; 18.2065 BIOS
// fallback @0x401ada -- decomp-reference.md). We
// keep 30 for display smoothness; anything that
// must match the pod's per-tick math normalizes
// itself (e.g. the myomer kinetic term). Frame
// work (~20-40ms) misses 60Hz beats -> jitter,
// holds 30 steady. TARGETFPS env overrides.
{
const char *tf = getenv("TARGETFPS");
if (tf != 0)
@@ -1539,6 +1544,13 @@ int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine
app_manager->RunMissions();
std::cout << "[boot] RunMissions returned (mission loop exited)." << std::endl << std::flush;
// #93: the projectile pool is static -- kill any rounds still in flight so
// nothing dangles across the mission boundary (the per-entity dtor scrub
// covers the in-mission teardown race; this covers everything else).
{
extern void BTProjectilesClearAll(void);
BTProjectilesClearAll();
}
// MATCHLOG AUTO-UPLOAD (2026-07-22): in relay mode, send this peer's
// match forensic log back to the operator's relay (saved under the
+22 -4
View File
@@ -742,8 +742,18 @@ static void
{
// JOIN trim: the mech list + the JOIN button; callsign is the edit
// control (repositioned in BTFrontEnd_Run). Everything else is the
// operator's call.
y = MenuTopY; AddGroup(GroupVehicle, MenuCol2X, &y);
// operator's call -- EXCEPT experience, which is PER-PLAYER by the
// original design (the sysop set each user's tier; mixed-experience
// matches were legal), and each node's master reads its OWN egg's
// value, so mixing already works end to end.
//
// #116: this group was missing here, so joiners silently launched with
// the hidden menu default (veteran) no matter what they believed they
// selected -- "standard mode still having heat and leaks only occurred
// in steam": hosts got their pick, all three affected players were
// JOINERS, and the one clean player (Sauron) was the one HOSTING.
y = MenuTopY; AddGroup(GroupVehicle, MenuCol2X, &y);
y = MenuTopY; AddGroup(GroupExperience, MenuCol3X, &y);
AddButton(GroupLaunch, MenuCol5X, MenuClientH - 190, 220, 52);
return;
}
@@ -1173,6 +1183,8 @@ int
strcpy(self.vehicle, kVehicles[menu.selection[GroupVehicle]].key);
strcpy(self.color, kColors[menu.selection[GroupColor]].key);
strcpy(self.experience, kExperience[menu.selection[GroupExperience]].key);
printf("[fe] pilot experience=%s (%s)\n", self.experience,
FeJoinOnly() ? "join" : "host/solo");
strcpy(self.badge, kBadges[menu.selection[GroupBadge]].key);
strcpy(self.patch, kPatches[menu.selection[GroupPatch]].key);
strcpy(self.dropzone, kDropZones[menu.selection[GroupDropZone]].key);
@@ -1187,7 +1199,7 @@ int
if (menu.steamAction == 1)
{
BTLobbyRoster roster;
if (BTLobby_HostAndRoom(self.name, self.vehicle, self.color,
if (BTLobby_HostAndRoom(self.name, self.vehicle, self.color, self.experience,
&roster, spec->steamMyToken, sizeof(spec->steamMyToken),
spec->steamMap, sizeof(spec->steamMap)) != 0 ||
roster.memberCount == 0)
@@ -1208,6 +1220,12 @@ int
strncpy(pilot.color,
member.color[0] ? member.color : kColors[0].key,
sizeof(pilot.color) - 1);
// #116: the member's OWN experience choice rides the lobby now;
// absent (older build in the lobby) leaves the field empty and the
// egg writer's "veteran" fallback applies -- the old behavior,
// but now only for clients that never published a choice.
strncpy(pilot.experience, member.experience,
sizeof(pilot.experience) - 1);
sprintf(pilot.address, "%s:%d",
member.fakeAddress, member.gamePort);
if (!member.isSelf)
@@ -1226,7 +1244,7 @@ int
}
if (menu.steamAction == 2)
{
if (BTLobby_JoinAndWait(self.name, self.vehicle, self.color,
if (BTLobby_JoinAndWait(self.name, self.vehicle, self.color, self.experience,
spec->steamMyToken, sizeof(spec->steamMyToken),
spec->steamMap, sizeof(spec->steamMap)) != 0)
{
+15 -3
View File
@@ -83,7 +83,8 @@ static int
static CSteamID currentLobby;
static void
PublishSelf(const char *pilot_name, const char *vehicle, const char *color)
PublishSelf(const char *pilot_name, const char *vehicle, const char *color,
const char *experience)
{
//
// Identity is implicit (the member's SteamID); the roster TOKENS are
@@ -93,6 +94,7 @@ static void
matchmaking->SetLobbyMemberData(currentLobby, "nm", pilot_name);
matchmaking->SetLobbyMemberData(currentLobby, "vh", vehicle);
matchmaking->SetLobbyMemberData(currentLobby, "cl", color);
matchmaking->SetLobbyMemberData(currentLobby, "xp", experience);
}
static int
@@ -118,6 +120,14 @@ static int
strncpy(out->color,
matchmaking->GetLobbyMemberData(lobby, member, "cl"),
sizeof(out->color) - 1);
{
// #116: experience rides the lobby too -- absent (an older build in
// the lobby) leaves it empty and the egg writer's "veteran" fallback
// applies, same as before this field existed.
const char *xp = matchmaking->GetLobbyMemberData(lobby, member, "xp");
if (xp != NULL)
strncpy(out->experience, xp, sizeof(out->experience) - 1);
}
out->isSelf = (member == SteamUser()->GetSteamID());
if (out->name[0] == 0)
{
@@ -312,6 +322,7 @@ static int
int
BTLobby_HostAndRoom(
const char *pilot_name, const char *vehicle, const char *color,
const char *experience,
BTLobbyRoster *roster_out,
char *my_token_out, int my_token_capacity,
char *steam_map_out, int steam_map_capacity)
@@ -335,7 +346,7 @@ int
}
currentLobby = created.m_ulSteamIDLobby;
SteamMatchmaking()->SetLobbyData(currentLobby, "btl4", "1");
PublishSelf(pilot_name, vehicle, color);
PublishSelf(pilot_name, vehicle, color, experience);
LobbyLog("host: lobby up (%llu)", (unsigned long long)created.m_ulSteamIDLobby);
if (RunRoom(1) != 0)
@@ -403,6 +414,7 @@ int
int
BTLobby_JoinAndWait(
const char *pilot_name, const char *vehicle, const char *color,
const char *experience,
char *my_token_out, int my_token_capacity,
char *steam_map_out, int steam_map_capacity)
{
@@ -438,7 +450,7 @@ int
return -1;
}
currentLobby = lobby;
PublishSelf(pilot_name, vehicle, color);
PublishSelf(pilot_name, vehicle, color, experience);
LobbyLog("join: in lobby, waiting for GO");
int result = RunRoom(0);
+7
View File
@@ -29,6 +29,11 @@ struct BTLobbyMember
int gamePort; // token game port (1502)
char vehicle[16];
char color[16];
char experience[16]; // #116: per-player by design (sysop-set
// in the pod; mixed matches legal) --
// without it on the wire, the host's
// egg authored every JOINER as the
// WriteEgg "veteran" fallback
int isSelf;
unsigned long long steamID;
};
@@ -46,6 +51,7 @@ struct BTLobbyRoster
int
BTLobby_HostAndRoom(
const char *pilot_name, const char *vehicle, const char *color,
const char *experience,
BTLobbyRoster *roster_out,
char *my_token_out, int my_token_capacity,
char *steam_map_out, int steam_map_capacity);
@@ -57,5 +63,6 @@ int
int
BTLobby_JoinAndWait(
const char *pilot_name, const char *vehicle, const char *color,
const char *experience,
char *my_token_out, int my_token_capacity,
char *steam_map_out, int steam_map_capacity);
+10 -1
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@@ -14,7 +14,16 @@ Subsystem (MUNGA base — have source: RP/MUNGA/SUBSYSTM.HPP)
│ CollisionCriticalHitWeight, VideoObjectName, VitalSubsystem) — NO thermal. Couples subsystem→DamageZone@this+0xE0.
│ members: statusAlarm@0x2C (this+0xb), simulationState@0x40, damageZone*@0xE0, refCount@0xF4, alarmModel@0xF8,
│ printSimulationState@0x104, criticalReference@0x108, collisionCriticalHitWeight@0x10C, vitalSubsystemIndex@0x110(-1).
│ methods: GetStatusFlags@4ac144 (structureLevel tier), HandleMessage@4ac0bc, ResetToInitialState@4ac1d4, ClearStatus@4ac22c,
│ methods: GetStatusFlags@4ac144 (structureLevel tier), TakeDamage@4ac0bc (vtable +0x24; #80 CORRECTION -- was mislabeled
│ "HandleMessage": the body consumes a Damage&, hits the private zone, and on level>=1.0 raises Destroyed + the
│ vital-subsystem kill. HandleMessage's real address is unknown), ResetToInitialState@4ac1d4, ClearStatus@4ac22c,
#80 GAP RECOVERIES (raw disasm; none exported): Mech::TakeDamageMessageHandler@4a0230 (via the Mech MESSAGE TABLE
@50bdf8: rows {id,name,handler} -- 0x12 TakeDamage/4a0230, 0x14 PlayerLink/49f624, 0x15 RealMaxSpeed/49f604,
│ 0x16 BalanceCoolant/49f728, 0x17 SetBurningState/49f674, 0x18 ClearBurningState/49f700, 0x19 EjectPilot/49f854,
│ 0x1a DuckRequest/49fa00), crit-chance@4a0164 (p = clamp(0.7*lvl^2+0.01, 0..1), gate player+0x25c simLive),
│ collision-divert@49ffcc (damageType==0, unreconstructed), Mech vtable +0x18/@4a122c +0x1c/@4a0c2c (switch fns,
│ unidentified). Subsystem CSS keys @50e09d..50e15d: WeaponDamagePoints(req), CriticalHitScoreBonus(req),
│ Collision/Ballistic/Explosive/Laser/EnergyDamagePoints -> res+0x44/+0xE0/+0x30[5].
│ PrintState@4ac8c0 (DefaultState/Destroyed/Exploding), IsDamaged@4ac9c8 (mech bus down), ApplyDamageAndMeasure@4ac07c,
│ DistributeCriticalHit@4ac274 ("ammo explosion damaging"), LookupStatusType@4ac194 (name table @50de74).
│ TechStatusType states @50df17: Destroyed/Damaged/CoolantLeaking/Overheating/AmmoBurning/Jammed/BadPower (count=7).
+11
View File
@@ -631,3 +631,14 @@ Subsystem *CreateAmmoBinSubsystem(Mech *owner, int id, void *seg)
return (Subsystem *) new (Memory::Allocate(0x22c))
AmmoBin(owner, id, (AmmoBin::SubsystemResource *)seg);
}
//###########################################################################
// #84 bridge -- the launcher resolves its round's MODEL RESOURCE ID through
// its connected bin (the binary Missile ctor receives the same id via the
// launch descriptor). Complete-AmmoBin TU accessor.
//###########################################################################
int BTAmmoBinModelFile(void *bin)
{
return (bin != 0) ? ((AmmoBin *)bin)->AmmoModelFileID() : -1;
}
+6
View File
@@ -260,6 +260,12 @@
// member. The 0x54 ammoAlarm (was an 8-byte HeatAlarm) lands ammoModelFile
// at 0x1E8 -- exact binary layout, locked by AmmoBinLayoutCheck.
int ammoModelFile; // @0x1E8 (word 0x7A) round model index
public:
// #84: the round's model RESOURCE ID (the type-15 record carrying the
// MissileThruster tail the binary Missile ctor copies) -- read by the
// launcher's fire path via the BTAmmoBinModelFile bridge.
int AmmoModelFileID() const { return ammoModelFile; }
protected:
int explosionModelFile; // @0x1EC (word 0x7B) cook-off explosion model index
// @0x1F0..0x21C (words 0x7C..0x87): the cook-off DAMAGE record -- a real
+48 -2
View File
@@ -163,7 +163,13 @@ static const int kBTQuadModeMask[12] = { 0x1,0x1,0x1,0x1, 0x20,0x20,0x20,0x20, 0
static const int kBTEngModeMask[12] = { 0x2,0x4,0x8,0x10, 0x40,0x80,0x100,0x200, 0x800,0x1000,0x2000,0x4000 };
static const int kBTQuadLamp[12] = { 0xF,0xD,0xB,0x9, 0x27,0x25,0x23,0x21, 0x7,0x5,0x3,0x1 };
static const int kBTEngBankTop[12] = { 0xF,0xF,0xF,0xF, 0x27,0x27,0x27,0x27, 0x7,0x7,0x7,0x7 };
static const int kBTCondenserLamp[6] = { 0x7, 0x2F,0x2E,0x2D,0x2B,0x2A }; // [condenserNumber]
// @0051d058 per-condenser lamps, BYTE-VERIFIED from the image (int32 each):
// 07 2F 2E 2D 2B 2A 29 ... indexed 1-BASED by condenserNumber (+0x1D4),
// so slot 0 is unused and condensers 1..6 -> 2F 2E 2D 2B 2A 29.
// Deliberately NOT the coolingLoop set of FUN_004cc148 (which has 0x2C and
// no 0x29) -- overlapping but distinct lamps. Slot 6 (0x29) is also
// DAT_0051d070[0], the first per-placement lamp: the two tables abut.
static const int kBTCondenserLamp[7] = { 0x7, 0x2F,0x2E,0x2D,0x2B,0x2A, 0x29 };
static const int kBTPlacementLamp[5] = { 0x29, 0x1A,0x1B,0x1C,0x1D }; // [auxScreenPlacement]
//
@@ -287,8 +293,33 @@ void
{
if (the_condition == 2) // CoolantLeaking
{
//
// #98 -- "I'm getting leaks but no indicators" / "the display
// buttons aren't ALWAYS flashing on leaking components".
//
// FUN_004cc264 is literally:
// return *(int *)(&DAT_0051d058 + sub[0x1d4] * 4);
// -- indexed by condenserNumber with NO bounds check. The table
// bytes at 0051d058 are, verified from the image:
// 07 2F 2E 2D 2B 2A 29 ... (int32 each)
// and condenserNumber is 1-BASED (live: 'Condenser6' reports 6), so
// slot 0 (0x7) is unused and condensers 1..6 map to
// 0x2F 0x2E 0x2D 0x2B 0x2A 0x29.
// NOTE these are NOT the coolingLoop1..6 lamps of FUN_004cc148
// (0x2F 0x2E 0x2D 0x2C 0x2B 0x2A) -- the condenser set skips 0x2C
// and ends on 0x29. They overlap but are different lamps; do not
// "correct" one into the other (I did, and it mis-mapped 4, 5 and 6).
//
// THE PORT BUG was only the bounds check: `n >= 0 && n < 6` is a
// 0-based bound on a 1-based index, so condenser 6 was rejected and
// annunciated NOTHING, while the binary resolves it to 0x29. Six
// condensers, one permanently silent -- which is what players read as
// "sometimes". The guard now admits 1..6 (kept, unlike the binary's
// unchecked read, so a stray authored number cannot walk off the
// table into the adjacent per-placement one).
//
int n = BTCondenserNumber(the_subsystem);
if (n >= 0 && n < 6)
if (n >= 1 && n <= 6)
lamp_id = kBTCondenserLamp[n];
}
}
@@ -331,6 +362,21 @@ void
if (lamp_id < 0)
{
// DIAGNOSTIC (#98): this is the SILENT path -- the item matched the
// condition but no lamp could be resolved for this subsystem, so nothing
// flashes and nothing was logged. Players see "leaking but no
// indicator". Name the subsystem and why it fell through, so the
// mapping gap is visible in a field log instead of being invisible.
if (BTLampLog())
DEBUG_STREAM << "[galarm] condition " << (int)the_condition
<< " code 0x" << std::hex << lamp_code << std::dec
<< " sub '" << (the_subsystem && the_subsystem->GetName()
? the_subsystem->GetName() : "?")
<< "' -> NO LAMP RESOLVED (condenser=" << BTSubsystemIsCondenser(the_subsystem)
<< " condenserNumber=" << (BTSubsystemIsCondenser(the_subsystem)
? BTCondenserNumber(the_subsystem) : -1)
<< " generator=" << BTSubsystemIsGenerator(the_subsystem)
<< ")" << std::endl << std::flush;
return;
}
+4 -2
View File
@@ -980,6 +980,7 @@ GeneratorCluster::GeneratorCluster(
Scalar *currentTemp = (Scalar *)AttributePointerOf(subsystem_in, "CurrentTemperature");
Scalar *degradeTemp = (Scalar *)AttributePointerOf(subsystem_in, "DegradationTemperature");
Scalar *failTemp = (Scalar *)AttributePointerOf(subsystem_in, "FailureTemperature");
extern Scalar BTHeatSinkLeakFullScale(::Subsystem *sub); // heat.cpp (#97)
Scalar *coolantLeak = (Scalar *)AttributePointerOf(subsystem_in, "CoolantMassLeakRate");
Scalar *outputVolt = (Scalar *)AttributePointerOf(subsystem_in, "OutputVoltage");
@@ -1006,7 +1007,7 @@ GeneratorCluster::GeneratorCluster(
// child 3: coolant-leak inverse-wipe (CoolantMassLeakRate); third=*(subsys+0x150), frames=3
leakGauge = new BitMapInverseWipe(rate3, mode_mask, renderer_in, graphics_port_number,
x, y + 0x27, leak_image, extra_color, leak_color_b,
*(int *)((char *)subsystem_in + 0x150), // third
BTHeatSinkLeakFullScale(subsystem_in), // third: full-scale divisor (#97 bridge)
3, // frames
coolantLeak, "LeakGauge");
@@ -1460,6 +1461,7 @@ SubsystemCluster::SubsystemCluster(
void *linkedHeat = ResolveLink(heatSink); // FUN_00417ab4
void *linkTemp = AttributePointerOf(linkedHeat, "CurrentTemperature");
void *linkDegrade = AttributePointerOf(linkedHeat, "DegradationTemperature");
extern Scalar BTHeatSinkLeakFullScale(::Subsystem *sub); // heat.cpp (#97)
void *coolantLeak = AttributePointerOf(subsystem_in, "CoolantMassLeakRate");
coolingLoopB = new AnimatedSubsystemLamp(ChildRate(), eng_mode, renderer_in, // @004c70a4
@@ -1513,7 +1515,7 @@ SubsystemCluster::SubsystemCluster(
leakGauge = new BitMapInverseWipe(ChildRate(), eng_mode, renderer_in, // @004c5b7c
engPort, 0x255, 0xe0, "eleak.pcc", 0, 0xff,
*(int *)((char *)subsystem_in + 0x150) /*third*/, 3 /*frames*/,
BTHeatSinkLeakFullScale(subsystem_in) /*third*/, 3 /*frames*/,
(Scalar *)coolantLeak, "LeakGauge"); // BEST-EFFORT raw (subsys+0x150)
failedState = False; // @0xC4 this[0x31] (1 = destroyed)
+21 -2
View File
@@ -547,8 +547,27 @@ void
// briefly redirected to Player::deathCount@0x200, but that is the respawn-handshake
// identity (seeded -2), which is why it needed a display clamp; +0x280 was never
// dead, only unwritten. Both counters now replicate owner->replicant.
e.nameDisplay->Draw(&localView, (Scalar)BTPilotKills(pilot)); // KILLS (killCount)
e.mechDisplay->Draw(&localView, (Scalar)BTPilotDeaths(pilot)); // DEATHS (deathTally @0x280)
int drawnKills = BTPilotKills(pilot);
int drawnDeaths = BTPilotDeaths(pilot);
e.nameDisplay->Draw(&localView, (Scalar)drawnKills); // KILLS (killCount)
e.mechDisplay->Draw(&localView, (Scalar)drawnDeaths); // DEATHS (deathTally @0x280)
// DIAG (BT_SCORE_LOG): the exact value handed to the panel numerics, edge-
// logged per slot. This is the arbiter between "the tally moved but the
// panel drew stale zeros" (this line shows 0) and "the panel drew it but
// the on-screen surface didn't" (this line shows N).
if (getenv("BT_SCORE_LOG"))
{
static int s_lastK[8] = { -1,-1,-1,-1,-1,-1,-1,-1 };
static int s_lastD[8] = { -1,-1,-1,-1,-1,-1,-1,-1 };
if (s_lastK[currentSlot] != drawnKills || s_lastD[currentSlot] != drawnDeaths)
{
s_lastK[currentSlot] = drawnKills;
s_lastD[currentSlot] = drawnDeaths;
DEBUG_STREAM << "[score] panel DRAW slot " << currentSlot
<< " pilot " << pilot << " kills=" << drawnKills
<< " deaths=" << drawnDeaths << "\n" << std::flush;
}
}
}
++currentSlot;
+16 -2
View File
@@ -2054,7 +2054,7 @@ Logical
BitMapInverseWipe::BitMapInverseWipe(
GaugeRate rate, ModeMask mode_mask, L4GaugeRenderer *renderer_in,
int graphics_port_number, int x, int y, const char *image,
int color_a, int color_b, int third, int frames,
int color_a, int color_b, Scalar third, int frames,
Scalar *value_pointer, const char *identification_string
):
GraphicGauge(rate, mode_mask, renderer_in, 0, graphics_port_number,
@@ -2107,7 +2107,21 @@ void BitMapInverseWipe::BecameActive() // @004c5cf4
//
void BitMapInverseWipe::Execute()
{
int level = (int)(value + (value < 0.0f ? -0.5f : 0.5f)); // FUN_004dcd94 round
// #97 -- the level is NORMALISED, which this reconstruction had lost.
// Ghidra renders the round as a bare `FUN_004dcd94()` because it drops the
// x87 expression feeding __ftol (KB gotcha #19). The real prologue is:
// fild [fullWidth] ; ST0 = (float)fullWidth (frames*2)
// fmul [this+0xb4] ; ST0 *= value (leak rate)
// fdiv [this+0xb0] ; ST0 /= third (full scale)
// call __ftol ; level = round(ST0)
// Without it the gauge rounded the RAW leak rate, which never exceeds ~1.0,
// so `level` could only ever be 0 or (via the floor below) 1 -- one triangle,
// always, no matter how bad the leak. Players: "you can get up to three
// triangles"; "only seeing one level (lowest) right now".
Scalar scaled = (third > 0.0f)
? ((Scalar)fullWidth * value / third)
: value;
int level = (int)(scaled + (scaled < 0.0f ? -0.5f : 0.5f)); // FUN_004dcd94 round
if (level < 0) level = 0;
if (level > fullWidth) level = fullWidth;
if (value > 0.0025f && level < 1) level = 1; // _DAT_0050e3d8
+2 -2
View File
@@ -522,7 +522,7 @@
BitMapInverseWipe( // @004c5b7c
GaugeRate, ModeMask, L4GaugeRenderer *, int,
int x, int y, const char *image,
int color_a, int color_b, int third, int frames,
int color_a, int color_b, Scalar third, int frames,
Scalar *value_pointer, const char *);
~BitMapInverseWipe(); // @004c5c80
Logical TestInstance() const;
@@ -537,7 +537,7 @@
int frameHeight; // @0xA4 this[0x29]
int frames; // @0xA0 this[0x28]
int previousLevel; // @0xAC this[0x2B]
int third; // @0xB0 this[0x2C]
Scalar third; // @0xB0 this[0x2C] full-scale divisor (fdiv, #97)
Scalar value; // @0xB4 this[0x2D] (connection)
};
+449
View File
@@ -537,6 +537,25 @@ HierarchicalDrawComponent*
for (int op = 0; op < this_object->GetDrawOpCount(); ++op)
this_object->GetDrawOp(op)->alphaTest = true;
}
// #73: record the pickable segment geometry + its zone for the
// aimed per-part pick (MechSegmentPick). The shadow proxy is not
// a target; a rebuild resets the map with the tree.
if (this_object != NULL && this_object->GetIsShadow() == 0)
{
MechRenderTree::SegPick sp;
sp.obj = this_object;
sp.zone = segment->GetPrimaryDamageZone(); // SEGMENT.h:107
render_tree.segPick[segment->GetIndex()] = sp;
if (getenv("BT_PICK_LOG"))
DEBUG_STREAM << "[segpick] seg=" << segment->GetIndex()
<< " '" << (const char *)segment->GetName()
<< "' zone=" << sp.zone
<< " r=" << this_object->mCullRadius
<< " c=(" << this_object->mCullCenter.x << ","
<< this_object->mCullCenter.y << ","
<< this_object->mCullCenter.z << ")\n" << std::flush;
}
}
//
@@ -724,6 +743,11 @@ HierarchicalDrawComponent*
<< (mEyeCockpit ? "" : " (COCKPIT EYE MISSING)") << "\n" << std::flush;
}
// ARMOUR DARKENING (issue #87): the segment geometry is loaded and segPick is
// populated, so the mech's .DZM zone->material lists can now be resolved onto
// real draw ops. The binary does this in the same function.
BindArmourDamage(entity, render_tree);
return this_root;
}
@@ -833,9 +857,30 @@ void
else if ((int)seg_gstate == DamageZone::GoneGraphicState)
r->second->SetDrawObj(NULL);
// The swap replaced the DRAWN object, so the segment's recorded geometry
// is now stale. Re-point it: the armour-damage bindings (issue #87) hold
// draw-op addresses inside these objects and would otherwise keep tinting
// the mesh that was just swapped out. (#73's aimed pick reads the same
// map, so it stops ray-testing a discarded mesh too.)
{
std::map<int, MechRenderTree::SegPick>::iterator sp =
render_tree.segPick.find(segment_slot);
if (sp != render_tree.segPick.end())
{
if (new_object != NULL && new_object->GetIsShadow() == 0)
sp->second.obj = new_object;
else if ((int)seg_gstate == DamageZone::GoneGraphicState)
render_tree.segPick.erase(sp); // blown off: no geometry to hit or tint
}
}
++swapped;
}
// Rebind the .DZM armour materials onto whatever geometry is now drawn.
if (swapped != 0)
BindArmourDamage(entity, render_tree);
if (swapped != 0 || getenv("BT_DEATH_LOG"))
DEBUG_STREAM << "[BTrender] RemakeEntity: " << swapped
<< " mesh(es) swapped (" << mapped << " body segs mapped of "
@@ -1300,6 +1345,190 @@ int
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// ARMOUR DARKENING -- BindArmourDamage / TickArmourDamage (issue #87)
//
// The 1995 renderer darkened a mech's armour panels as they took damage, and it
// did it through the MATERIALS, not through geometry. In MakeMechRenderables
// (FUN_004cef28) it walked the mech's damage zones and, for every material that
// zone paints, built a watcher (FUN_004573e4) holding {material, &zone->damageLevel,
// 0.1}. The watcher snapshotted the material's sixteen authored colour floats
// (ambient 3, emissive 3, diffuse 3, specular+shininess 4, opacity 3), precomputed
// a DAMAGED set = pristine x 0.1, and on every change of the level (FUN_00457784)
// re-pushed lerp(pristine, damaged, level) -- the constant at 0x4579a4 is 1.0.
// (Faithful quirk: opacity is read and lerped but never written back -- only 13 of
// the 16 values are pushed. We scale colour terms only, which matches.)
//
// The zone->material lists are the per-mech .DZM files (VIDEO\<mech>SKIN.DZM,
// "[dz_ltorso] material=avaskin:avat2_dz_ltorso_mtl"), compiled into BTL4.RES and
// already parsed by MUNGA's own DamageZone stream ctor into materialTable, keyed
// by skeleton type (DAMAGE.cpp:311-336) -- the data has been loaded and unused all
// along. What was missing was purely the consumer.
//
// Our draw path bakes material colour into each draw op's D3DMATERIAL9 at load, so
// instead of holding material pointers we bind (draw object, op index) pairs here
// once, and copy the live level onto them each frame; L4D3D applies the same lerp
// at SetMaterial time. Binding by op index keeps the per-frame cost to a pointer
// write -- no string compare in the frame loop.
//
void
BTL4VideoRenderer::BindArmourDamage(Entity *entity, MechRenderTree &tree)
{
tree.dmgBinds.clear();
if (entity == NULL)
return;
const int log = (getenv("BT_ARMOR_LOG") != NULL);
for (int zone_index = 0; zone_index < entity->damageZoneCount; ++zone_index)
{
DamageZone *zone = entity->damageZones[zone_index];
if (zone == NULL)
continue;
// The .DZM list for the skeleton currently DISPLAYED -- not the one the
// tree was built with. Each skeleton variant is painted from its own
// skin library (the Black Hawk's N set is blhskin:, its X set blxskin:),
// and ApplyViewSkeleton reloads every segment mesh when the view changes,
// so keying on the build skeleton matches a material list belonging to
// geometry that is not on screen -> zero bindings and no darkening.
// A zone with no list for this skeleton simply never darkens, as on the pod.
MaterialList *material_list =
zone->GetMaterialList((Enumeration)tree.viewSkeleton);
if (material_list == NULL)
continue;
int zone_binds = 0;
material_list->First();
CString *material_name;
while ((material_name = material_list->ReadAndNext()) != NULL)
{
const char *want = (const char *)*material_name;
if (want == NULL || want[0] == '\0')
continue;
int name_hits = 0;
// Every non-shadow segment object of this mech is a candidate: one
// zone's materials can span several segments (the torso zones paint
// across the torso and door pieces), and one segment can carry
// several zones' materials.
for (std::map<int, MechRenderTree::SegPick>::iterator si = tree.segPick.begin();
si != tree.segPick.end(); ++si)
{
d3d_OBJECT *obj = si->second.obj;
if (obj == NULL)
continue;
for (int op = 0; op < obj->GetDrawOpCount(); ++op)
{
L4DRAWOP *draw_op = obj->GetDrawOp(op);
if (draw_op->dzMatName[0] == '\0')
continue;
// Both sides are hand-authored; case does not agree on every mech.
if (_stricmp(draw_op->dzMatName, want) != 0)
continue;
MechRenderTree::DmgBind bind;
bind.obj = obj;
bind.op = op;
bind.zone = zone_index;
tree.dmgBinds.push_back(bind);
draw_op->dzDamageLevel = 0.0f;
++zone_binds;
++name_hits;
}
}
// A .DZM name that matches NOTHING on the drawn geometry is the
// failure mode worth naming: it means the material list and the mesh
// disagree (wrong skeleton key, or a mech re-skinned since authoring),
// and that zone silently stops darkening.
if (log && name_hits == 0)
DEBUG_STREAM << "[armor] unmatched '" << want << "' (zone "
<< zone_index << ")\n" << std::flush;
}
if (log)
DEBUG_STREAM << "[armor] zone " << zone_index << " '"
<< (const char *)zone->damageZoneName << "' -> "
<< zone_binds << " draw op(s)\n" << std::flush;
}
if (log)
DEBUG_STREAM << "[armor] entity " << (void *)entity << " skel="
<< tree.skeletonType << ": " << tree.dmgBinds.size()
<< " material binding(s)\n" << std::flush;
}
void
BTL4VideoRenderer::TickArmourDamage(Entity *entity)
{
std::map<Entity*, MechRenderTree>::iterator tree_it =
mMechRenderTrees.find(entity);
if (tree_it == mMechRenderTrees.end())
return;
MechRenderTree &tree = tree_it->second;
if (tree.dmgBinds.empty())
return;
// A wrecked mech has been swapped to the <mech>dbr hulk -- the bound segment
// objects are gone from the draw; leave them alone.
if (tree.wrecked)
return;
const int log = (getenv("BT_ARMOR_LOG") != NULL);
// BENCH (BT_ARMOR_FORCE=<0..1>): pin EVERY bound zone to a fixed level, so the
// same scene can be rendered undamaged and fully-damaged and diffed pixel-wise
// without smoke, motion or death confounding the comparison.
static int s_forceInit = 0;
static int s_forceOn = 0;
static float s_forceLevel = 0.0f;
if (!s_forceInit)
{
s_forceInit = 1;
const char *fv = getenv("BT_ARMOR_FORCE");
if (fv != NULL && *fv != '\0')
{
s_forceOn = 1;
s_forceLevel = (float)atof(fv);
}
}
for (size_t i = 0; i < tree.dmgBinds.size(); ++i)
{
MechRenderTree::DmgBind &bind = tree.dmgBinds[i];
if (bind.zone < 0 || bind.zone >= entity->damageZoneCount)
continue;
DamageZone *zone = entity->damageZones[bind.zone];
if (zone == NULL || bind.obj == NULL)
continue;
L4DRAWOP *draw_op = bind.obj->GetDrawOp(bind.op);
const float level = s_forceOn ? s_forceLevel : (float)zone->damageLevel;
// Change-gated, like the binary's watcher Perform (FUN_00457784 compares the
// cached level against the live one and only then re-pushes the colours).
if (log && fabs(level - draw_op->dzDamageLevel) > 0.001f)
DEBUG_STREAM << "[armor] '" << draw_op->dzMatName << "' zone "
<< bind.zone << " level " << draw_op->dzDamageLevel
<< " -> " << level << " (brightness "
<< (1.0f - (1.0f - kDamagedMaterialScale) * (level > 1.0f ? 1.0f : level))
<< "x)\n" << std::flush;
draw_op->dzDamageLevel = level;
}
}
//
// Sim-side bridge (per-mech, every frame, from Mech::PerformAndWatch).
//
void BTArmourDamageTick(Entity *mech)
{
if (mech == NULL || application == NULL)
return;
BTL4VideoRenderer *renderer =
(BTL4VideoRenderer *)application->GetVideoRenderer();
if (renderer == NULL)
return;
renderer->TickArmourDamage(mech);
}
//
// Sim-side bridge (UpdateDeathState drives the sink each dead frame).
//
@@ -1315,6 +1544,170 @@ int BTWreckSinkTick(Entity *victim, float dt)
}
//
// #73 -- the aimed PER-PART pick (see the header note). Ray-vs-sphere over
// the per-segment draw objects recorded at tree build; world centers come
// through the draw-cached mLocalToWorld (updated every drawn frame -- the
// target being aimed at is on screen, so at most one frame stale).
//
int
BTL4VideoRenderer::MechSegmentPick(
Entity *mech,
const float ray_start[3],
const float ray_dir[3],
float max_range,
float hit_out[3],
int *zone_out)
{
std::map<Entity*, MechRenderTree>::iterator it = mMechRenderTrees.find(mech);
if (it == mMechRenderTrees.end() || it->second.wrecked)
return 0;
// Selection is SPECIFICITY-FIRST: among the spheres the ray pierces, the
// SMALLEST radius wins (normalized-distance tie-break). Neither nearest-
// entry nor pure normalized distance works here, and both were measured
// failing the same way: the torso mesh's sphere (r~4.1 on the MadCat)
// envelops nearly the whole mech, so its front face is nearest for any aim
// AND any near-body ray scores ~0 against it (d/r rewards giant spheres).
// The limb spheres (shoulders r~1.0, guns r~2.2) nest INSIDE the torso
// envelope; smallest-pierced picks the most specific part on the aim line,
// and the torso wins only when no limb is threaded -- which is the per-part
// semantic the 1995 mesh intersection produced.
float bestR = 1e30f; // primary key: sphere radius (ascending)
float bestScore = 1.0f; // tie-break: normalized perpendicular d2/r2
float bestT = max_range;
int bestZone = -1;
int hitAny = 0;
std::map<int, MechRenderTree::SegPick>::iterator sp;
for (sp = it->second.segPick.begin(); sp != it->second.segPick.end(); ++sp)
{
d3d_OBJECT *obj = sp->second.obj;
if (obj == NULL || obj->mCullRadius <= 0.0f)
continue;
D3DXMATRIX l2w = obj->GetLocalToWorld();
D3DXVECTOR3 cw;
D3DXVec3TransformCoord(&cw, &obj->mCullCenter, &l2w);
float ocx = cw.x - ray_start[0];
float ocy = cw.y - ray_start[1];
float ocz = cw.z - ray_start[2];
float tca = ocx*ray_dir[0] + ocy*ray_dir[1] + ocz*ray_dir[2];
float r = obj->mCullRadius;
float oc2 = ocx*ocx + ocy*ocy + ocz*ocz;
if (tca < 0.0f && oc2 > r*r)
continue; // wholly behind the ray
float d2 = oc2 - tca*tca;
float r2 = r*r;
if (d2 > r2)
continue; // ray passes outside the sphere
float thc = sqrtf(r2 - d2);
float t = tca - thc;
if (t < 0.0f)
t = tca + thc; // ray starts inside: exit point
if (t < 0.0f || t >= max_range)
continue;
float score = d2 / r2; // 0 = dead-center thread
if (r > bestR
|| (r == bestR && score >= bestScore))
continue;
bestR = r;
bestScore = score;
bestT = t;
bestZone = sp->second.zone;
hitAny = 1;
}
// #92 probe: which spheres did the ray actually THREAD, and which won?
// "smallest radius wins" means a big sphere can never beat a small one that
// the ray also grazes -- so a foot can be unhittable behind its own knee.
if (getenv("BT_PICK_LOG"))
{
static int s_pc = 0;
if ((s_pc++ % 60) == 0)
{
// one-shot: EVERY sphere in world space, so the foot/knee geometry
// can be worked out analytically rather than by aim-hunting
static int s_dumped = 0;
if (!s_dumped)
{
s_dumped = 1;
DEBUG_STREAM << "[pickgeom] ray_start=(" << ray_start[0] << ","
<< ray_start[1] << "," << ray_start[2] << ")" << std::endl;
std::map<int, MechRenderTree::SegPick>::iterator gp;
for (gp = it->second.segPick.begin(); gp != it->second.segPick.end(); ++gp)
{
d3d_OBJECT *o3 = gp->second.obj;
if (o3 == NULL || o3->mCullRadius <= 0.0f) continue;
D3DXMATRIX m3 = o3->GetLocalToWorld();
D3DXVECTOR3 c3;
D3DXVec3TransformCoord(&c3, &o3->mCullCenter, &m3);
DEBUG_STREAM << "[pickgeom] zone=" << gp->second.zone
<< " r=" << o3->mCullRadius
<< " world=(" << c3.x << "," << c3.y << "," << c3.z << ")"
<< std::endl;
}
}
DEBUG_STREAM << "[pickcand]";
for (sp = it->second.segPick.begin(); sp != it->second.segPick.end(); ++sp)
{
d3d_OBJECT *o2 = sp->second.obj;
if (o2 == NULL || o2->mCullRadius <= 0.0f) continue;
D3DXMATRIX m2 = o2->GetLocalToWorld();
D3DXVECTOR3 c2;
D3DXVec3TransformCoord(&c2, &o2->mCullCenter, &m2);
float ax = c2.x - ray_start[0], ay = c2.y - ray_start[1], az = c2.z - ray_start[2];
float tc = ax*ray_dir[0] + ay*ray_dir[1] + az*ray_dir[2];
float rr = o2->mCullRadius;
float a2 = ax*ax + ay*ay + az*az;
if (tc < 0.0f && a2 > rr*rr) continue;
float dd = a2 - tc*tc;
if (dd > rr*rr) continue; // not threaded
DEBUG_STREAM << " {z" << sp->second.zone << " r=" << rr
<< " d=" << sqrtf(dd > 0.0f ? dd : 0.0f) << "}";
}
DEBUG_STREAM << " -> WON z" << bestZone << " r=" << bestR << std::endl;
}
}
if (!hitAny)
return 0;
if (getenv("BT_PICK_LOG"))
{
static int s_pl = 0;
if ((s_pl++ % 60) == 0)
DEBUG_STREAM << "[pickwin] zone=" << bestZone
<< " score=" << bestScore << " t=" << bestT << "\n" << std::flush;
}
hit_out[0] = ray_start[0] + bestT * ray_dir[0];
hit_out[1] = ray_start[1] + bestT * ray_dir[1];
hit_out[2] = ray_start[2] + bestT * ray_dir[2];
*zone_out = bestZone; // -1 = zone-less segment (lottery downstream)
return 1;
}
//
// Game-side bridge (mech4.cpp's per-frame target pick; same access pattern as
// the wreck swap below).
//
int BTMechSegmentPick(void *mech, const float ray_start[3], const float ray_dir[3],
float max_range, float hit_out[3], int *zone_out)
{
if (mech == NULL || application == NULL)
return 0;
BTL4VideoRenderer *renderer =
(BTL4VideoRenderer *)application->GetVideoRenderer();
if (renderer == NULL)
return 0;
return renderer->MechSegmentPick((Entity *)mech, ray_start, ray_dir,
max_range, hit_out, zone_out);
}
//
// Engine-side bridge (the ExplosionClassID dispatch calls this on effect 104).
//
@@ -2542,8 +2935,21 @@ int
}
r->second->SetDrawObj(obj);
render_tree.segGState[slot] = (int)gstate;
// Keep the per-segment geometry record in step with what is actually drawn
// (the armour-damage bindings and the #73 pick both key off it).
if (obj != NULL && obj->GetIsShadow() == 0)
{
MechRenderTree::SegPick sp;
sp.obj = obj;
sp.zone = zone_index;
render_tree.segPick[slot] = sp;
}
else
render_tree.segPick.erase(slot);
if (obj) ++shown; else ++hidden;
}
// This reloaded every segment mesh, so every armour-damage binding is stale.
BindArmourDamage(viewpoint, render_tree);
if (reinstall_paint)
{
TearDownMaterialSubstitutionList();
@@ -2747,6 +3153,20 @@ void BTStartWarpExpandPOV()
//
void BTStartWarpEffect(float x, float y, float z)
{
// ONE warp slot (the authentic effect is POV-only; this world-anchored peer
// sphere is the port extension). The local pilot's own death/respawn
// lifecycle OWNS the slot: a peer's un-wreck landing mid-collapse/wait/expand
// would overwrite gWarpPhase/gWarpPOV and kill the POV vortex ("my respawn
// had no blue vortex"). Harmless before the #81 respawn fix only because
// overlapping respawns barely existed; now they are routine. Skip the peer
// sphere instead -- the observer still sees the un-wreck swap itself.
if (gWarpPhase != 0 && gWarpPOV)
{
if (getenv("BT_TLOC_LOG"))
DEBUG_STREAM << "[tloc] peer warp SKIPPED (own POV warp active, phase "
<< gWarpPhase << ")\n" << std::flush;
return;
}
BTWarpApplyScaleEnv();
gWarpPhase = 2; // ExpandReveal
gWarpT = 0.0f;
@@ -2776,6 +3196,35 @@ void
BTDrawTranslocationSpheres(LPDIRECT3DDEVICE9 device, const D3DXMATRIX *view,
float dt, Time frame_time)
{
// DIAG (off by default; MUST sit before the phase-0 early-out -- this
// fn is the per-frame alpha-pass hook, L4VIDEO.cpp:8831): BT_SHOT_EVERY=<n> dumps the backbuffer every n
// frames as <BT_SHOT_PREFIX|shot>_NNN.png -- the GENERAL headless-eyes
// harness (view/HUD/layout debugging without foregrounding the window).
{
static int s_shotEvery = -2;
if (s_shotEvery == -2)
{
const char *se = getenv("BT_SHOT_EVERY");
s_shotEvery = (se && *se) ? atoi(se) : 0;
if (s_shotEvery < 0) s_shotEvery = 0;
}
if (s_shotEvery > 0)
{
static int s_frameN = 0, s_dumpN = 0;
if ((++s_frameN % s_shotEvery) == 0 && s_dumpN < 400)
{
const char *pfx = getenv("BT_SHOT_PREFIX");
char fn[600];
_snprintf(fn, sizeof fn, "%s_%03d.png", (pfx && *pfx) ? pfx : "shot", s_dumpN++);
IDirect3DSurface9 *bb = 0;
if (SUCCEEDED(device->GetBackBuffer(0, 0, D3DBACKBUFFER_TYPE_MONO, &bb)) && bb)
{
D3DXSaveSurfaceToFileA(fn, D3DXIFF_PNG, bb, 0, 0);
bb->Release();
}
}
}
}
// DIAG (off by default): BT_WARP_SELFTEST=1 forces a steady POV warp
// (held in WaitForReincarnate, world masked) so the swirl can be frame-captured and
// compared against the original (capture.png) in a solo game -- no death/respawn
+41
View File
@@ -706,6 +706,20 @@ extern void BTDrawReticle(struct IDirect3DDevice9 *device);
d3d_OBJECT *wreckDebrisObj;
d3d_OBJECT *wreckFlamesObj;
std::map<int, HierarchicalDrawComponent*> segRenderable; // slot -> joint renderable
// #73 (aimed per-part pick): each segment's drawn geometry + its
// damage zone. The 1995 pick was a dpl SCENE intersection against
// the rendered meshes; this map is the port's equivalent target set
// (per-segment bounding spheres on the live posed skeleton).
struct SegPick { d3d_OBJECT *obj; int zone; };
std::map<int, SegPick> segPick; // segment idx -> pickable
// ARMOUR DARKENING (issue #87): the resolved (object, damage zone)
// bindings for this mech -- one entry per draw object that carries at
// least one material listed in a zone's .DZM material list. Built once
// with the tree (BindArmourDamage), replayed each frame by
// TickArmourDamage. The binary's equivalent is the per-material
// watcher list it builds in MakeMechRenderables (FUN_004573e4).
struct DmgBind { d3d_OBJECT *obj; int op; int zone; };
std::vector<DmgBind> dmgBinds;
std::map<int, int> segGState; // slot -> last applied graphic state
char paintSerno; // the %serno% this mech was BUILT with
// (0 = none) -- ApplyViewSkeleton re-parses
@@ -726,6 +740,18 @@ extern void BTDrawReticle(struct IDirect3DDevice9 *device);
int
TickWreck(Entity *victim, float dt);
//
// ARMOUR DARKENING (issue #87). BindArmourDamage resolves the mech's
// .DZM zone->material lists (DamageZone::GetMaterialList, already parsed
// by MUNGA's DamageZone stream ctor) against the draw ops of the segment
// geometry just loaded, recording one binding per match. TickArmourDamage
// copies each bound zone's live damageLevel onto those ops.
//
void
BindArmourDamage(Entity *entity, MechRenderTree &tree);
void
TickArmourDamage(Entity *entity);
//
// VIEW TOGGLE: the player's mech builds BOTH cameras -- the authentic
// cockpit eyepoint (DPLEyeRenderable at 'siteeyepoint', the pod's only
@@ -756,6 +782,21 @@ extern void BTDrawReticle(struct IDirect3DDevice9 *device);
void
SwapToWreck(Entity *victim);
// #73 -- the aimed PER-PART pick. The 1995 target pick was a dpl scene
// intersection run by the division card against the drawn geometry
// (dpl_isect_mode_obj per renderable; results at Instance/DCS/Geometry
// granularity), so aimed fire struck a SEGMENT and credited that
// segment's damage zone. This is the port's equivalent: ray-vs-sphere
// over the mech's per-segment draw objects (mCullCenter/mCullRadius,
// world via the draw-cached mLocalToWorld -- one frame stale, fine for
// aiming), nearest struck segment wins, returning its hit point and
// PrimaryDamageZone. Returns 0 when the tree is absent/wrecked (the
// caller falls back to the whole-mech box + the unaimed lottery).
int
MechSegmentPick(Entity *mech, const float ray_start[3],
const float ray_dir[3], float max_range,
float hit_out[3], int *zone_out);
protected:
//
// Renderer-manager overrides
+167 -11
View File
@@ -413,6 +413,42 @@ void
<< message->deathCount << " deathCount=" << deathCount
<< ")\n" << std::flush;
// ALWAYS-ON GHOST TRACE (#81 field diagnostics). The requester half of
// the drop-zone handshake, paired with the [dz] lines from the DropZone
// entity. Two things are worth recording on every re-post:
// * how many times we have re-posted for THIS death -- the respawn is
// supposed to complete on the first or second try, so a climbing
// count is a ghost forming;
// * msgDeath vs our own deathCount -- the engine gates the hunt on
// message->deathCount == deathCount, and the DropZone's re-send
// safety net is keyed on lastDeathCount == message->deathCount, so a
// MISMATCH silently breaks both (Gitea #45: the death tally is known
// not to replicate correctly). This is the cheapest way to see it.
{
static int s_tries = 0;
static int s_forDeath = -999;
if (s_forDeath != message->deathCount) { s_forDeath = message->deathCount; s_tries = 0; }
++s_tries;
// #81: the OTHER gate. The engine hunt (PLAYER.cpp:229) requires
// BOTH message->deathCount == deathCount AND simState !=
// DropZoneAcquiredState. Report both, so a stranded respawn names
// its own cause instead of being inferred.
if (GetSimulationState() == (unsigned)DropZoneAcquiredState)
DEBUG_STREAM << "[ghost] hunt GATED OFF: simState="
<< (int)GetSimulationState() << " == DropZoneAcquiredState"
<< " -- the engine will not dispatch AssignDropZone, so no"
<< " reply, no RESET, permanent ghost\n" << std::flush;
if (s_tries <= 3 || (s_tries % 5) == 0)
DEBUG_STREAM << "[dzreq] player " << BTMatchHostOf(GetEntityID())
<< ":" << (int)GetEntityID() << " asking for a drop zone"
<< " try=" << s_tries
<< " msgDeath=" << message->deathCount
<< " ourDeathCount=" << deathCount
<< (message->deathCount != deathCount ? " *** MISMATCH -- hunt gate + resend net both break ***" : "")
<< (s_tries >= 4 ? " (respawn not completing -- ghost forming)" : "")
<< "\n" << std::flush;
}
//
// Respawning needs a drop zone. A dev mission without a "DropZones"
// group would hit the engine base's ACTIVE Check(dropzones) -> an
@@ -551,6 +587,25 @@ void
DEBUG_STREAM << "[respawn] BUG (Gitea #59): the death path left this "
"player's watchers DELAYED -- ExecuteWatchers is dead for it now\n"
<< std::flush;
// ⚠ LANDMINE, MEASURED 2026-07-30 (#81 dig). `Set_Alarm_Level` is an empty
// STUB (btstubs.cpp:87), so this write and its partner in
// DropZoneReplyMessageHandler (+0x2c, 2) are NO-OPS today.
//
// DO NOT "fix" them by calling SetSimulationState(). The values 1 and 2
// decode against Player's enum as DropZoneAcquiredState and
// VehicleTranslocatedState (PLAYER.h:273-279), which makes that conversion
// look obviously right -- and it would BREAK RESPAWN ENTIRELY: the engine's
// respawn hunt is gated on `GetSimulationState() != DropZoneAcquiredState`
// (PLAYER.cpp:231), so setting state 1 on death means AssignDropZone is
// never dispatched for that death and EVERY pilot ghosts permanently.
//
// +0x2c is not simulationState (ours is at 0x24, measured). In the binary
// it is the Simulation-base ALARM indicator -- the same field the mech side
// calls `graphicAlarm` (@0x4ac126 sets "owner alarm+0x2C -> level 9"). Our
// layout models that only as a Mech member, so a BTPlayer has nowhere to
// put it; the stub is therefore harmless until we find what reads a
// PLAYER's alarm in the binary (unrecovered; likely a cockpit/HUD respawn
// indicator). [T1 offsets, T3 purpose]
Set_Alarm_Level((char *)this + 0x2c, 1); // FUN_0041bbd8(this+0x2c, 1)
//
@@ -586,6 +641,38 @@ void
}
// else: out of lives -> the +10s mission-review post (id 0x18). Deferred.
//
// RELEASE THE DEATH LATCH (#81, the GHOST MECH fix -- 2026-07-30).
//
// The binary clears it right here, between the re-post and suppressConsole:
// FUN_004c012c's tail is Post(...) ; *(this+0x290) = 0 ; *(this+0x258) = 0
// (part_013.c:10519-10523). We had the Post and the suppressConsole and
// were missing the middle instruction, so `deathPending` -- which we DO set
// (:505, and the dedup gate that reads it IS authentic; the binary's own
// @004c05c4 does `mov edx,[ebx+0x290]; test edx,edx; jne ret`) -- was only
// ever cleared on the SUCCESS paths. One failed respawn therefore latched
// the pilot dead for the rest of the mission: every later death hit the
// dedup and was SWALLOWED, so the cycle could never restart. That is what
// turned a transient respawn hiccup into a PERMANENT ghost (dead,
// un-Reset, still driveable, a burning wreck on every peer that sinks out
// of the world after ~18 s and can never be drawn again).
//
// Field signature it explains exactly: 2026-07-29, 8 death cycles, 6
// stranded, NONE of them ever recovering.
//
// Binary evidence that the latch must not persist: `+0x290` is written in
// exactly THREE places in the whole of BTL4OPT.EXE (file offsets 0x0b75fb,
// 0x0bffe3, 0x0c0a05) and ALL THREE store a zeroed register (`xor` on the
// preceding instruction); there is no write of 1 -- or of any non-zero
// value, in any instruction form -- anywhere in the executable. So in 1995
// the gate exists but can never block. [T1]
//
// Ordering matters and is preserved: the re-entrant death that arrives
// while the death EFFECTS are being dispatched still lands while the latch
// is up, so the "one death, one cycle" dedup is untouched.
//
deathPending = 0; // this+0x290 (binary: FUN_004c012c tail)
suppressConsole = 0; // this+0x258
}
@@ -1411,6 +1498,36 @@ void
}
else // stale / old message
{
//
// #81 GHOST: THIS IS THE LAST PLACE A RESPAWN CAN VANISH WITHOUT A
// TRACE. The drop zone granted us a spot and dispatched the reply, but
// its deathCount does not match ours -- so the reply is dropped, the
// mech is never Reset, `deathPending` stays latched, and the pilot is a
// permanent GHOST: dead, un-reset, still simulated and driveable, and a
// burning wreck on every peer (which then sinks after ~18s and can
// never be drawn again, btl4vid.cpp:1277). Until now this branch was a
// bare `return` with no log at all, which is exactly why 6 of 8 field
// death cycles stranded on 2026-07-29 leaving no evidence.
//
// ALWAYS ON, and it prints the DIRECTION of the mismatch, which decides
// the fix: msgDeath < ours means the reply is genuinely stale (a
// superseded death) and dropping it is correct; msgDeath > ours means
// OUR counter is behind (a missed increment / a replicated write -- cf.
// #45, the death tally does not replicate correctly) and the reply is
// for a live death we should have honoured. Do not "recover" here
// until the field logs say which way it goes -- guessing would be a
// stand-in, and the wrong guess re-spawns a mech that is still alive.
//
DEBUG_STREAM << "[ghost] DROP-ZONE REPLY DISCARDED for player "
<< BTMatchHostOf(GetEntityID()) << ":" << (int)GetEntityID()
<< " -- msgDeath=" << message->deathCount
<< " ourDeathCount=" << deathCount
<< (message->deathCount < deathCount
? " (reply is STALE -- superseded death)"
: " *** OUR COUNTER IS BEHIND -- this was a live respawn and we just threw it away ***")
<< " deathPending=" << deathPending
<< (deathPending != 0 ? " <== LATCHED: this pilot is now a GHOST" : "")
<< "\n" << std::flush;
return;
}
@@ -1516,6 +1633,23 @@ BTPlayer::BTPlayer(
<< " deathPending@0x" << (int)offsetof(BTPlayer, deathPending)
<< std::dec << " <-- the raw write targets byte 0x284\n"
<< std::flush;
// #81 GHOST DIG: the death path does Set_Alarm_Level(this+0x2c, 1)
// and the drop-zone reply does (this+0x2c, 2). Decoded against
// Player's enum those are DropZoneAcquiredState(1) and
// VehicleTranslocatedState(2) -- i.e. the BINARY's +0x2c is the
// Player's simulationState. The engine's respawn hunt is gated on
// `GetSimulationState() != DropZoneAcquiredState`
// (engine/MUNGA/PLAYER.cpp:229), so if that raw byte really is our
// simulationState, EVERY death marks "drop zone already acquired"
// and the hunt can never run -> permanent ghost. Print where our
// compiled layout actually puts it.
DEBUG_STREAM << "[layout] simulationState@0x" << std::hex
<< (int)((char *)&simulationState - (char *)this)
<< std::dec << " (raw death write targets 0x2c;"
<< " DropZoneAcquiredState=" << (int)DropZoneAcquiredState
<< " VehicleTranslocatedState=" << (int)VehicleTranslocatedState
<< ") liveState=" << (int)GetSimulationState() << "\n"
<< std::flush;
}
}
@@ -1695,6 +1829,14 @@ Logical
// these read the COMPILED named members the scoring handlers write, replacing the
// earlier raw-offset reads (pilot+0x27c / +0x200) that don't match our layout.
//
// #83 (collision rattle): the technician "splash/collision damage" setting --
// the binary's collision distributor gates on the owning player's
// advancedDamage copy 2 (@0x268, FUN_0049ffcc @0x49ffde). TU-safe bridge.
int BTPlayerAdvancedDamageOn(void *player_v)
{
return (player_v != 0) ? ((BTPlayer *)player_v)->advancedDamageOn2 : 0;
}
int BTPilotKills(void *pilot)
{
int k = pilot ? ((BTPlayer *)pilot)->GetKillCount() : 0;
@@ -2120,17 +2262,31 @@ void BTPostKillScore(Entity *victim, Scalar damage) // Step 7: KILL (+ MP deat
(int)(k != 0 && ((Mech *)k)->GetPlayerLink() != 0));
}
// MP DEATH: credit a death to the VICTIM's own player. NULL for the solo
// BT_SPAWN_ENEMY dummy (GetPlayerLink()==0) -> skipped, so DEATHS stays 0 in
// solo (authentic -- DEATHS only lands on a real pilot in multiplayer).
BTPlayer *victim_player = (BTPlayer *)((Mech *)victim)->GetPlayerLink();
if (victim_player != 0)
{
Player::VehicleDeadMessage dead(
Player::VehicleDeadMessageID, // 0x13
sizeof(Player::VehicleDeadMessage));
victim_player->Dispatch(&dead);
}
// MP DEATH: the victim's death tally.
//
// REMOVED 2026-07-30 (#81): this used to dispatch a second
// `Player::VehicleDeadMessage` to the victim's own player "to credit a
// death". That message is the RESPAWN-CYCLE TRIGGER, not a scoreboard
// increment, and the victim already receives one from the mech's death
// transition (mech4.cpp:2110) -- which is the hardened, authentic notify
// (it carries the #55 NULL-playerLink fallback). Both fire inside the SAME
// death transition (BTPostKillScore is called at mech4.cpp:2006, the notify
// at :2110), so they were always paired: every death dispatched the message
// TWICE. The tally itself is credited by the handler's `++deathTally`
// (:538) on the first one, so this dispatch never added anything.
//
// It was invisible because the `deathPending` latch silently deduped it --
// that is what EVERY "death ... SWALLOWED" warning in the field logs
// actually was (8 of 8 deaths, a 100% base rate, which is exactly why it
// correlated with nothing). Once the latch was released to match the
// binary (see the death handler's tail), the duplicate stopped being
// masked and started a SECOND death cycle: deathCount double-incremented,
// the first cycle's re-post went stale and tripped the drop-zone
// `*** MISMATCH ***`, and one respawn burned two cycles. Caught on the
// first solo bench of the latch fix.
//
// The kill credit above is unaffected -- it dispatches a ScoreMessage, the
// correct message for a scoreboard change.
}
+1
View File
@@ -436,6 +436,7 @@ class DropZone__ReplyMessage;
friend int BTPlayerRoleLocksAdvanced(void *); // the FUN_004ac9c8 bridge (task #12): experienceLevel == 0
friend int BTPlayerExperienceSimLive(void *); // +0x25c reader (issue #2): jams / lights / powersub short path
friend int BTPlayerExperienceHeatModelOn(void *); // +0x260 reader (issue #2): FUN_004ad7d4 heat-model gate
friend int BTPlayerAdvancedDamageOn(void *); // +0x268 reader (#83): FUN_0049ffcc collision-rattle gate
// TARGET DESIGNATION (Gitea #48/#57): the mapper used to write the target
// RAW at `pilot + 0x284` -- the BINARY's objectiveMech offset, which on our
// compiled object is `deathPending` (the respawn latch). These bridges
+3 -4
View File
@@ -175,10 +175,9 @@ void Mech::RaiseStatusAlarm(int /*alarm_id*/)
// MechSubsystem method stubs.
//===========================================================================//
// TODO(bring-up): apply damage to a generic mech subsystem (virtual override).
void MechSubsystem::TakeDamage(Damage & /*damage*/)
{
}
// (MechSubsystem::TakeDamage was a no-op stub here; it is now the real
// @0x4ac0bc body in mechsub.cpp -- zone damage + destroyed alarms + the
// vital-subsystem kill. #80.)
// TODO(bring-up): react to a change in this subsystem's alarm level.
void MechSubsystem::OnAlarmChanged()
+54 -1
View File
@@ -211,6 +211,44 @@ DamageLookupTable::DamageLookupTable(
{
layers.push_back(new PieSlice(owner, stream));
}
// #92 -- "unable to damage the foot panels on Loki ... could on Thor".
// Direct-fire damage does NOT use the mesh or the aim pick: the impact's
// HEIGHT picks a layer, its ANGLE picks a slice, and a weighted random roll
// picks the zone from that slice. So a zone that appears in NO slice of the
// lowest layer is simply unreachable by direct fire. Dump the whole table.
if (getenv("BT_DMGTABLE_LOG"))
DumpTable();
}
//
// #92 diagnostic: print every layer / slice / weighted zone entry.
//
void DamageLookupTable::DumpTable() const
{
DEBUG_STREAM << "[dmgtable] layers=" << layerCount << std::endl;
for (int L = 0; L < (int)layers.size(); ++L)
{
const PieSlice *layer = layers[L];
DEBUG_STREAM << "[dmgtable] layer " << L
<< " rotateWithTorso=" << layer->DiagRotateWithTorso()
<< " slices=" << layer->DiagSliceCount() << std::endl;
for (int S = 0; S < layer->DiagSliceCount(); ++S)
{
const DamageZonePercentTable *leaf = layer->DiagSlice(S);
if (leaf == 0) continue;
DEBUG_STREAM << "[dmgtable] slice " << S << ":";
Scalar prev = 0.0f;
for (int E = 0; E < leaf->DiagEntryCount(); ++E)
{
Scalar cum = leaf->DiagCumulative(E);
DEBUG_STREAM << " z" << leaf->DiagZone(E)
<< "=" << (int)((cum - prev) * 100.0f + 0.5f) << "%";
prev = cum;
}
DEBUG_STREAM << std::endl;
}
}
}
DamageLookupTable::~DamageLookupTable() // @0x49eadc
@@ -259,5 +297,20 @@ int
}
DamageZonePercentTable *leaf = layer->SelectSlice(theta); // FUN_0049e678
return leaf ? leaf->SelectZone() : -1; // FUN_0049de14
int resolved = leaf ? leaf->SelectZone() : -1; // FUN_0049de14
// #92: which LAYER does a given impact height land in? A foot shot that
// lands in a layer above the foot layer can never roll a foot zone.
if (getenv("BT_DMGTABLE_LOG"))
{
static int s_rh = 0;
if (s_rh++ < 400)
DEBUG_STREAM << "[dmgresolve] localY=" << local.y
<< " heightRef=" << heightRef
<< " frac=" << (depth / heightRef)
<< " layer=" << layerIndex << "/" << layerCount
<< " theta=" << theta
<< " -> zone " << resolved << std::endl;
}
return resolved;
}
+11
View File
@@ -105,6 +105,11 @@ class Point3D;
// content-build authoring path -- is not part of the runtime port; the
// shipped .RES is pre-built. Omitted here.)
// #92 diagnostics (read-only)
int DiagEntryCount() const { return (int)entries.size(); }
Scalar DiagCumulative(int i) const { return entries[i].cumulative; }
int DiagZone(int i) const { return entries[i].zoneIndex; }
protected:
Mech *owner; // @0x0c
std::vector<Entry> entries; // @0x14 (was ReconTable) -- sorted ascending
@@ -138,6 +143,11 @@ class Point3D;
//
DamageZonePercentTable *SelectSlice(Scalar theta) const;
// #92 diagnostics (read-only)
int DiagSliceCount() const { return (int)slices.size(); }
const DamageZonePercentTable *DiagSlice(int i) const { return slices[i]; }
int DiagRotateWithTorso() const { return rotateWithTorso; }
protected:
Mech *owner; // @0x0c
std::vector<DamageZonePercentTable*>
@@ -172,6 +182,7 @@ class Point3D;
// the table is empty or the roll falls through (treated as a miss).
//
int ResolveHit(const Point3D &impact) const;
void DumpTable() const; // #92 diagnostic
int LayerCount() const { return layerCount; } // bring-up verify
+15 -1
View File
@@ -428,8 +428,22 @@ void
// simulationFlags@0x28, a latent kill-switch), own heatAlarm at FailureHeat
// (this+0x184 == 2), or the owning mech disabled (FUN_0049fb54) -- a dead
// mech's weapons drop everything.
if (simulationState == 1 || GetFaultState() == 2 || BTMechDestroyed((Entity *)owner))
// #86 FIX (2026-07-31): the binary's +0x40 IS the statusAlarm level cell
// (indicator @0x2C, level at +0x14 = +0x40 -- ONE cell); the port split
// them and the destruction path writes only the alarm, so X'd-out energy
// weapons on a blown-off arm kept firing. Read BOTH cells (see
// projweap.cpp gate 1 for the full note).
if (simulationState == 1 || statusAlarm.GetLevel() == 1
|| GetFaultState() == 2 || BTMechDestroyed((Entity *)owner))
{
// #110 verification: name the refusal, so "the destroyed PPC stays
// silent" is a log fact rather than an inference (the FIRED line does
// not name its weapon). Once per weapon per destruction is enough --
// keyed on the firing state actually being reset.
if (getenv("BT_DMG_LOG") && GetWeaponState() != 0)
DEBUG_STREAM << "[emitter] '" << (GetName() ? GetName() : "?")
<< "' fire REFUSED (destroyed=" << (int)(simulationState == 1
|| statusAlarm.GetLevel() == 1) << ")" << std::endl;
ResetFiringState(); // @004ba9a8
currentLevel = 0.0f; // 0x414
ComputeOutputVoltage(); // (*vtable+0x44)()
+12
View File
@@ -1092,3 +1092,15 @@ void
{
ResetToInitialState(); // @004b2678 (takes no arg)
}
//
// #83 bridge: the collision-damage distributor (mech.cpp, FUN_0049ffcc) tests
// roster members against this family's derivation chain (binary GUID 0x50fdc0).
// Lives here because Gyroscope is a complete type only in this TU.
//
Derivation *
BTGyroscopeFamily()
{
return &Gyroscope::ClassDerivations;
}
+99 -9
View File
@@ -538,7 +538,10 @@ HeatSink::HeatSink(
thermalConductance = subsystem_resource->thermalConductance; // +0xF0
heatFilter.Initialize(15, 0.0f); // FUN_0043ad4f(this+0x144, 0xF, 0)
filterDecay = 0.4f;
// @004b8fec stores 0.15f here (param_1[0x54] = 0x3e19999a). The value is
// otherwise unread in the port, but it IS the leak gauge's full-scale
// divisor: BitMapInverseWipe divides by subsystem+0x150 (#97).
filterDecay = 0.15f; // was 0.4f -- did not match the image
thermalMass = subsystem_resource->thermalMass; // +0xF4
heatEnergy = thermalMass * startingTemperature;
coolantFlowScale = 1.0f;
@@ -546,6 +549,26 @@ HeatSink::HeatSink(
pendingHeat = 0.0f;
// #96 -- "each mech has a unique heating profile". The heat-family COUNT is
// identical on every chassis (6 condensers, 1 bank, 1 reservoir), so if
// per-mech cooling variation exists it must live in these authored values.
// Dump them so that is a measured fact rather than an assumption.
// ⚠ These are the RESOURCE values BEFORE any ctor scaling. The bank
// (AggregateHeatSink) multiplies conductance by 0.1 x HeatSinkCount right
// after this -- comparing chassis on THIS line alone mis-read the Owens and
// Thor banks as identical (they are 115.5k vs 300.3k scaled; #96).
if (getenv("BT_MYO_LOG"))
DEBUG_STREAM << "[hsparm] " << (GetName() ? GetName() : "?")
<< " startT=" << startingTemperature
<< " degradeT=" << degradationTemperature
<< " failT=" << failureTemperature
<< " conductance=" << thermalConductance
<< " thermalMass=" << thermalMass
// #99: correlate with [attrbind] -- is the audio watcher actually
// bound to THIS object's leak flag?
<< " &ReportLeak=" << (void *)&coolantActive
<< "\n" << std::flush;
//
// A "master" heat sink (segment flagged 0x100, not a sub-/damaged copy)
// drives the per-frame thermal simulation.
@@ -778,7 +801,25 @@ void
}
pendingHeat = 0.0f;
ConductHeat(time_slice); // FUN_004ad8ac
// #96 dissipation audit: a 2s census of the chain -- prints from the SIM
// tick (not the exchange) so the TERMINUS bank, which has no link and never
// exchanges, is visible too. Gated: BT_HEAT_LOG.
if (getenv("BT_HEAT_LOG"))
{
static unsigned long s_hcAt = 0;
unsigned long now_ms = GetTickCount();
if (now_ms - s_hcAt > 2000)
s_hcAt = now_ms;
if (now_ms - s_hcAt < 40 && GetName() != 0)
DEBUG_STREAM << "[heatflow] " << GetName()
<< " T=" << currentTemperature
<< " E=" << heatEnergy
<< " pend=" << pendingHeat
<< " cool=" << coolantLevel << "/" << thermalCapacity
<< " flowScale=" << coolantFlowScale
<< " mScale=" << massScale << std::endl;
}
ConductHeat(time_slice); // FUN_004ad8ac
}
if (HeatModelActive())
@@ -952,8 +993,12 @@ void
// to empty every frame -- the opposite of the authentic near-static behavior.
// An undamaged subsystem has damageLevel 0 -> coolantDraw 0 -> NO leak (the coolant
// bars stay full on a pristine mech); the draw rises only as the heat sink /
// condenser itself takes battle damage. (Read the qualified engine zone -- the
// nearer MechSubsystem::damageZone is a shim SHADOW; see mechweap.cpp:252.)
// condenser itself takes battle damage. (#88 fix 2026-07-31: this qualified
// engine-member read was NULL forever -- the MechSubsystem ctor only filled its
// re-declared SHADOW, so `zoneDamage` pinned 0 and a leak was structurally
// impossible no matter how much damage landed. The ctor now ALIASES the engine
// base member to the same zone (mechsub.cpp, the #64 half-fix), so this read
// sees the real crit/rattle damage.)
::DamageZone *ownZone = this->Subsystem::damageZone; // @0xE0 (word 0x38)
Scalar zoneDamage = (ownZone != 0) ? ownZone->damageLevel : 0.0f; // +0x158
coolantDraw = zoneDamage * heatLoad; // *(this[0x38]+0x158) * this[0x48]
@@ -997,14 +1042,30 @@ void
}
//
// vtable slot 14 (@vtable+0x38). Base sinks supply nothing on their own;
// a central-cooling-system subclass overrides this.
// TODO: verify against the real slot-14 target (not captured in decomp).
// vtable slot 14 (@vtable+0x38) -- the base @0x4add00, disassembled + decoded
// 2026-07-31 (the old `return 0` stub was why a leaking subsystem could never
// pull from the central tank -- the Reservoir bar never moved on damage):
// linked = resolve(linkedSinks@0x164) ; FUN_00417ab4
// return linked->DrawCoolant(requested * coolantFlowScale@0x15C)
// i.e. the draw RECURSES UP the sink linkage, scaling per hop, and terminates
// at the Reservoir's own override (@0x4af3b0: clamp to [0, coolantLevel],
// drain the tank, return the granted amount). In the binary the terminal hop
// is the bank's slot-14 override @0x4ae8b0 resolving its reservoir connection
// @0x1D8; in the port the reservoir sits in the bank's linkedSinks (the
// Reservoir-ctor Attach) and Reservoir::DrawCoolant IS the @0x4af3b0 body, so
// the same chain terminates identically (the extra bank hop multiplies by its
// coolantFlowScale, ctor-default 1.0 -- a no-op). PORT GUARD: the binary
// calls through the resolved link UNGUARDED (authored topology always links);
// an unlinked port sink supplies 0 instead of faulting.
//
Scalar
HeatSink::DrawCoolant(Scalar /*requested*/)
HeatSink::DrawCoolant(Scalar requested)
{
return 0.0f;
HeatSink *linked = (HeatSink *)linkedSinks.Resolve(); // FUN_00417ab4(this+0x59)
requested *= coolantFlowScale; // @0x15C
if (linked == 0)
return 0.0f;
return linked->DrawCoolant(requested); // vtbl+0x38 (virtual)
}
@@ -1278,7 +1339,36 @@ int BTSubsystemIsCondenser(::Subsystem *sub)
{
return (sub != 0 && sub->IsDerivedFrom(*Condenser::GetClassDerivations())) ? 1 : 0;
}
//
// #97 bridge: the leak gauge's FULL-SCALE divisor. BitMapInverseWipe computes
// level = round(fullWidth * leakRate / thirdParam)
// and the binary sources thirdParam from subsystem+0x150 (@004b8fec writes
// 0.15f there). The gauge TU cannot see the HeatSink layout, and raw-reading
// +0x150 from there would land on whatever OUR layout puts at that offset --
// the databinding trap. Resolve it through the named member instead.
//
Scalar BTHeatSinkLeakFullScale(::Subsystem *sub)
{
if (sub == 0 || !sub->IsDerivedFrom(*HeatSink::GetClassDerivations()))
return 0.15f; // the authored default
Scalar fs = ((HeatSink *)sub)->LeakGaugeFullScale();
return (fs > 0.0f) ? fs : 0.15f; // never divide by zero
}
int BTCondenserNumber(::Subsystem *sub)
{
return (sub != 0) ? ((Condenser *)sub)->condenserNumber : -1; // +0x1D4
}
//
// #83 bridge: the collision-damage distributor (mech.cpp, FUN_0049ffcc) tests
// roster members against this family's derivation chain (binary GUID 0x50e590).
// Lives here because HeatSink is a complete type only in this TU.
//
Derivation *
BTHeatSinkFamily()
{
return HeatSink::GetClassDerivations();
}
+3 -1
View File
@@ -564,7 +564,9 @@ inline int
Scalar startingTemperature; // @0x13C resource +0xE4 (saved initial temp)
Scalar thermalConductance; // @0x140 resource +0xF0
HeatFilter heatFilter; // @0x144 15-sample running average (12 bytes -> 0x150)
Scalar filterDecay; // @0x150 init 0.4f
Scalar filterDecay; // @0x150 init 0.15f (@004b8fec) -- ALSO the
// leak gauge's full-scale divisor (#97)
Scalar LeakGaugeFullScale() const { return filterDecay; }
Scalar thermalMass; // @0x154 resource +0xF4
Scalar heatEnergy; // @0x158 init = thermalMass * startingTemperature
Scalar coolantFlowScale; // @0x15C init 1.0f (== "word57")
+28
View File
@@ -870,6 +870,14 @@ Scalar
}
}
coolantLevel -= supplied;
if (getenv("BT_COOL_LOG") && supplied > 0.0f)
{
static int s_n = 0;
if ((s_n++ % 60) == 0)
DEBUG_STREAM << "[resdraw] granted=" << supplied
<< " tank=" << coolantLevel << "/" << thermalCapacity
<< "\n" << std::flush;
}
return supplied;
}
@@ -1203,6 +1211,26 @@ void
{
if (HeatModelActive()) // FUN_004ad7d4
{
// #96 dissipation audit: the bank runs THIS Performance, not the base
// HeatSinkSimulation, so the [heatflow] census there never saw it.
// Same census here, tagged RADIATOR -- if this line never prints, the
// mech has NO ambient heat exit and everything cooks.
if (getenv("BT_HEAT_LOG"))
{
static unsigned long s_rcAt = 0;
unsigned long now_ms = GetTickCount();
if (now_ms - s_rcAt > 2000)
{
s_rcAt = now_ms;
DEBUG_STREAM << "[heatflow] RADIATOR '" << (GetName() ? GetName() : "?")
<< "' T=" << currentTemperature
<< " E=" << heatEnergy
<< " pend=" << pendingHeat
<< " k=" << thermalConductance
<< " cool=" << coolantLevel << "/" << thermalCapacity
<< std::endl;
}
}
heatEnergy += pendingHeat; // [0x56] += [0x72]
currentTemperature = heatEnergy / thermalMass; // [0x45] = [0x56]/[0x55]
UpdateHeatLoad(); // FUN_004ad7f0
+232 -7
View File
@@ -765,13 +765,119 @@ void
}
//
// Mech override of Entity::TakeDamageMessageHandler (binary @0x4a037a, the two
// call sites into the glue @0x49ed0c). An unaimed hit arrives with
// invalidDamageZone set (damageZone < 0); resolve its zone from the cylinder
// hit-location table (mech[0x111]) using the impact point, clear the flag, then
// hand off to the base handler which routes damageZones[zone]->TakeDamage. Aimed
// (reticle) hits carry a valid zone and pass straight through.
// @0x4a0164 -- the CRIT CHANCE roll (#80; raw-disasm 2026-07-29 -- the single
// binary caller of Mech__DamageZone::CriticalHit lives in the handler below,
// and both sat in the un-exported decomp gap).
//
// zone = mech->damageZones[zone_index]
// if (mech->player(+0x190)->simLive(+0x25c) == 0) return 0 ; novice: no crits
// x = zone->damageLevel^2 * 0.7 + 0.01 ; dbl pool @0x4a0208/0x4a0210
// clamp x to [0.0, 1.0] ; @0x4a0218..0x4a0228
// return RandomUnit() <= x ; FUN_00408050(0x521f5c)
//
// Chance is ~1% on pristine armour, ~18.5% at half-stripped, ~58% at 90% --
// crits become likely exactly as a zone's armour fails.
//
static int
BTMechCriticalChance(Mech *mech, int zone_index)
{
extern int BTPlayerExperienceSimLive(void *owner_mech); // btplayer.cpp (+0x25c)
if (!BTPlayerExperienceSimLive(mech))
return 0;
DamageZone *zone = (DamageZone *)mech->damageZones[zone_index];
double x = (double)zone->damageLevel * (double)zone->damageLevel * 0.7 + 0.01;
if (x < 0.0) x = 0.0;
else if (x > 1.0) x = 1.0;
return (RandomUnit() <= (Scalar)x) ? 1 : 0;
}
//
// Mech override of Entity::TakeDamageMessageHandler -- the REAL binary body is
// @0x4a0230 (#80: recovered from the un-exported gap via the Mech message
// table @0x50bdf8, row {0x12, "TakeDamage", 0x4a0230}; the old "@0x4a037a"
// note pointed into its middle). An unaimed hit arrives with
// invalidDamageZone set (damageZone < 0); resolve its zone from the cylinder
// hit-location table (mech[0x111]) using the impact point, clear the flag,
// then apply the burst loop below (which supersedes the engine base's single
// application). Aimed (reticle) hits carry a valid zone and pass straight to
// the loop. Binary blocks not yet reconstructed here: the damageType==0
// COLLISION divert (@0x4a0368 -> 0x49ffcc, its own distribution path) and the
// id-0x16 damage/kill reports (see the tail comment) [T3/T4 -- decoded in
// context/combat-damage.md].
//
//
// @0049ffcc -- the COLLISION-DAMAGE DISTRIBUTOR (#83; raw disasm
// scratchpad/night6/gap_49ffcc.txt -- an export-gap fn reached only from the
// TakeDamage hub's damageType==0 divert @0x4a0368). Collision damage is the
// manual's "splash/collision damage" TECHNICIAN SETTING: gated on the owning
// player's advancedDamage copy (+0x268, @0x49ffde), priced against a
// 100 km/h reference impact, and applied as 0.5-point rattle crits to random
// INTERNAL subsystems -- armor is never touched.
// scale = (2000 / moverMass) / (100 * 1/3.6)^2 / (1 - elasticity^2)
// (tbyte @0x4a0148 = 0.2777778 = 1/3.6 km/h->u/s; 2000f @0x4a0154;
// mass @+0x20c; elasticity @+0x244 -- Mover layout walk)
// amount = raw * scale; amount < 0.5f (@0x4a015c) -> FREE (taps cost nothing)
// n = Round(amount * 2) sub-hits (@0x4a0051) of amount/n each
// each landing on ONE roster subsystem drawn by cumulative
// collisionCriticalHitWeight (@0x10C) vs a [0,1) roll, restricted to the
// HeatSink family / Gyroscope / Torso (derivation GUIDs 0x50e590 / 0x50fdc0 /
// 0x510b08 -- all MechSubsystem-based, which is why +0x10C is valid on every
// eligible entry). An un-won roll (total weight < roll) lands nowhere --
// faithful: the binary does not normalize the weights.
//
void
Mech::DistributeCollisionDamage(Damage *dmg)
{
extern int BTPlayerAdvancedDamageOn(void *player_v); // btplayer.cpp (+0x268)
void *player = GetPlayerLink(); // mech+0x190 (ENTITY.h:430)
if (player == 0 || !BTPlayerAdvancedDamageOn(player)) // @0x49ffde the technician gate
return;
const Scalar c = 100.0f * 0.27777779f; // 100 km/h in u/s
Scalar denom = 1.0f - elasticityCoefficient * elasticityCoefficient; // @0x244
Scalar scale = ((2000.0f / moverMass) / (c * c)) / denom; // @0x49ffff-0x4a0027
dmg->damageAmount *= scale; // @0x4a0030
if (dmg->damageAmount < 0.5f) // @0x4a003c: a tap is FREE
return;
int n = Round(dmg->damageAmount * 2.0f); // @0x4a0051 (FUN_004dcd94)
if (n < 1)
n = 1;
dmg->damageAmount /= (Scalar)n; // @0x4a0065
if (getenv("BT_DMG_LOG"))
DEBUG_STREAM << "[colldmg] rattle " << (dmg->damageAmount * n)
<< " pts in " << n << " sub-hits (scale=" << scale << ")"
<< std::endl << std::flush;
extern Derivation *BTHeatSinkFamily(void); // heat.cpp (0x50e590)
extern Derivation *BTGyroscopeFamily(void); // gyro.cpp (0x50fdc0)
extern Derivation *BTTorsoFamily(void); // torso.cpp (0x510b08)
for (int i = 0; i < n; ++i) // @0x4a006b
{
Scalar threshold = RandomUnit(); // @0x4a007d (FUN_00408050)
Scalar acc = 0.0f;
for (int b = 0; b < GetSubsystemCount(); ++b) // @0x4a0124 (count @+0x124)
{
Subsystem *s = GetSubsystem(b); // roster @+0x128
if (s == 0)
continue;
if (!s->IsDerivedFrom(*BTHeatSinkFamily()) // @0x4a0092
&& !s->IsDerivedFrom(*BTGyroscopeFamily()) // @0x4a00b2
&& !s->IsDerivedFrom(*BTTorsoFamily())) // @0x4a00d2
continue;
acc += ((MechSubsystem *)s)->CollisionCritWeight(); // @0x4a00f2 (+0x10C)
if (acc < threshold) // @0x4a010a
continue;
((MechSubsystem *)s)->ApplyDamageAndMeasure(*dmg); // @0x4a0117 (FUN_004ac07c)
break; // @0x4a0121 -> next sub-hit
}
}
Check_Fpu();
}
void
Mech::TakeDamageMessageHandler(TakeDamageMessage *message)
{
@@ -825,7 +931,35 @@ void
(float)(message->damageData.impactPoint.z - localOrigin.linearPosition.z));
}
//
// @0x4a0368 -- the COLLISION DIVERT (#83, closing the #82 chain). Damage
// type 0 == the mover's collision damage (what the crash response policy
// forwards). It NEVER reaches the zone/armor loop below: it is priced +
// distributed as INTERNAL RATTLE by DistributeCollisionDamage (@0049ffcc)
// and the handler is done. This was the missing half of the crash
// self-damage reconstruction -- without the divert, the raw kinetic-energy
// amounts (a 60-ton mech prices ~1000+ per wall tap) fell through into the
// WEAPON loop and a single bump killed the mech (run-14 field report).
//
if (message->damageData.damageType == 0)
{
DistributeCollisionDamage(&message->damageData);
Check_Fpu();
return;
}
DamageLookupTable *table = (DamageLookupTable *)damageLookupTable; // named member (Wword absorbs!)
// #92: when this gate fails the zone keeps whatever the message carried --
// which for an unaimed weapon hit is 0, i.e. EVERY shot lands on zone 0.
if (getenv("BT_DMGTABLE_LOG"))
{
static int s_g = 0;
if (s_g++ < 40)
DEBUG_STREAM << "[cylgate] invalidZone=" << (int)message->invalidDamageZone
<< " table=" << (void *)table
<< " incomingZone=" << message->damageZone
<< " type=" << (int)message->damageData.damageType << std::endl;
}
if (message->invalidDamageZone && table != 0)
{
int zone = table->ResolveHit(message->damageData.impactPoint);
@@ -839,7 +973,86 @@ void
<< message->damageData.impactPoint.z << ")\n" << std::flush;
}
}
Entity::TakeDamageMessageHandler(message); // base: damageZones[zone]->TakeDamage
//
// #80 -- the faithful application loop (binary @0x4a0423-0x4a04d8), which
// REPLACES the engine-base single application. Three things the base
// never did:
// 1. BURSTS: the base applied the Damage once and ignored burstCount
// entirely (DamageZone::TakeDamage never reads it) -- multi-burst
// damage under-applied by (burstCount-1)x.
// 2. PER-BURST ZONE RE-ROLL: with bursts remaining, the binary re-runs
// the cylinder lottery from the same impact point (@0x4a04b9), so a
// burst SPRAYS across zones -- authentic scatter.
// 3. THE CRIT ROLL (@0x4a0450): per burst, on the current zone -- gated
// on the zone not already burning, on the player's simLive flag
// (novice never crits), and on chance = clamp(0.7*lvl^2 + 0.01, 0..1)
// rising quadratically as the zone's armour strips. A landed crit
// REPLACES the zone application for that burst (CriticalHit @0049ccc4
// already routes half the amount through the armour internally).
//
// The engine base's -1 guard is preserved: an unresolvable zone applies
// nothing (matches ENTITY.cpp:878; the binary would deref -1 -- it can't
// happen there because every mech ships a lookup table).
//
if (damageZones != 0 && message->damageZone >= 0
&& message->damageZone < damageZoneCount)
{
int zoneIndex = message->damageZone; // local_20
Scalar damageTally = 0.0f; // local_24 (the id-0x16 report tally)
int zoneDestroyed = 0; // local_2c
int burstsLeft = message->damageData.burstCount; // local_28
if (burstsLeft < 1)
burstsLeft = 1; // port guard (binary trusts >= 1)
for (;;)
{
Mech__DamageZone *zone =
(Mech__DamageZone *)damageZones[zoneIndex]; // this[0x120][idx]
Subsystem *critted = 0;
if (zone->GetDamageZoneState() != DamageZone::BurningState // zone state != 1
&& BTMechCriticalChance(this, zoneIndex)) // @0x4a0164 (roll below)
{
critted = zone->CriticalHit(message->damageData); // @0049ccc4
if (critted != 0)
{
damageTally +=
((MechSubsystem *)critted)->CriticalScoreBonus(); // +0x108
if (BTEnvOn("BT_CRIT_LOG", 0))
DEBUG_STREAM << "[critroll] zone=" << zoneIndex
<< " -> " << (critted->GetName() ? critted->GetName() : "?")
<< " subLvl=" << ((MechSubsystem *)critted)->GetSubsystemDamageLevel()
<< "\n" << std::flush;
}
}
if (critted == 0)
zone->TakeDamage(message->damageData); // zone vtbl+0x18 @0x4a0488
damageTally += message->damageData.damageAmount; // +0x30
if (zone->GetDamageZoneState() == DamageZone::BurningState)
zoneDestroyed = 1;
if (--burstsLeft == 0)
break;
DamageLookupTable *tbl = (DamageLookupTable *)damageLookupTable;
if (tbl != 0) // per-burst re-roll
zoneIndex = tbl->ResolveHit(message->damageData.impactPoint);
if (zoneIndex < 0 || zoneIndex >= damageZoneCount)
break; // port guard
if (IsDisabled()) // @0x4a04cc -- stop once dead
break;
}
message->damageZone = zoneIndex; // matchlog sees the LAST zone
// Binary tail (@0x4a04da-0x4a07b2, decoded + deferred): builds id-0x16
// damage/kill REPORT messages -- {tally, zone, zoneDestroyed flag,
// inflicting subsystem, victim name} -- to the shooter's player (with a
// kill-flagged variant when this damage NEWLY disabled the mech) and to
// the victim's player. That is the authentic stats plumbing (#45); the
// port's matchlog + BTPostDamageScore cover the bookkeeping today [T3].
(void)zoneDestroyed;
(void)damageTally;
}
// MP MATCH FORENSICS (matchlog.hpp): the victim-side authoritative damage
// application -- one line per applied TakeDamage with the resolved zone
@@ -1949,6 +2162,9 @@ Mech::~Mech()
extern void BTDeregisterMech(Entity *m); // task #46 live-mech registry
BTDeregisterMech((Entity *)this);
extern void BTProjectilesDropEntity(void *e); // #93: scrub the STATIC projectile
BTProjectilesDropEntity(this); // pool -- a round in flight must not
// outlive its target/shooter pointer
extern void BTUnstashClipState(const Mech *m); // task #59 clip-set registry
BTUnstashClipState(this);
@@ -2062,6 +2278,15 @@ Logical
// airborne 3,4) tracks the master automatically; the case-0 / tail edge
// tests below then see the old->current transition.
//
// (#78 history: a "gimp-monotonic record guard" briefly lived here, patching
// incoming records that carried a pre-gimp simulationState. It was treating a
// symptom -- the real cause was the mech's own per-frame SetMovementMode(1) in
// PerformAndWatch erasing the gimp level from that one cell every frame, found
// with the [simstomp] trap and fixed at source (mech4.cpp). The guard is gone
// because on a REPLICANT it would have been actively harmful: the master's
// records are authoritative, so pinning 3/4 against them would have kept a
// peer's mech limping forever through a respawn.)
void
Mech::ReadUpdateRecord(Simulation::UpdateRecord *message)
{
+38 -10
View File
@@ -1017,10 +1017,16 @@ protected:
Scalar standSpeed; // @0x530
Scalar walkStrideLength; // @0x534
Scalar reverseSpeedMax; // @0x538
Scalar jumpRunSpeedMax; // @0x53c
Scalar jumpWalkSpeedMax; // @0x540
Scalar jumpRunStrideLength; // @0x544
Scalar jumpWalkStrideLength; // @0x548
// GIMP (limp-gait) measurements, filled by the conditional 'wgl' loader
// block (FUN_004a80d4 raw :13705-13733). "Left/Right" = WHICH LEG IS
// GIMPED (graphicAlarm level 3 = left, 4 = right). Speeds are the wg
// entry clips' final keyframe strides; strides are MeasureClipStride
// over the gg cycle clips. (These four + hasGimpClips@0x580 were
// mislabeled jump* -- there is no jump-jet clip set.)
Scalar gimpLeftSpeedMax; // @0x53c wgl final stride (mode-3 speed cap)
Scalar gimpRightSpeedMax; // @0x540 wgr final stride (mode-4 speed cap)
Scalar gimpLeftStrideLength; // @0x544 ggr cycle stride (mode 3 cycles state 0x18)
Scalar gimpRightStrideLength; // @0x548 ggl cycle stride (mode 4 cycles state 0x19)
Scalar walkingTurnRate; // @0x574 (WalkingTurnRate, rad/s) -- the master
Scalar runningTurnRate; // @0x578 (RunningTurnRate, rad/s) perf turn-rate lerp
Scalar groundCycleRate; // @0x5b8
@@ -1035,9 +1041,9 @@ protected:
Scalar globalTimeScale; // @0x5a8
Scalar idleStrideScale; // @0x5ac
Scalar gimpCycleRate; // @0x5b0
int jumpCapable; // @0x580
int hasReverseGimpSet; // @0x584
int hasCrashSet; // @0x588
int hasGimpClips; // @0x580 set iff the model ships the wg/gg/gs clip set
int squatCapable; // @0x584 set iff squ/sqd ship
int turnCapable; // @0x588 set iff trn ships
int deathAnimationLatched; // @0x650
int legResetLatch; // @0x654
int bodyResetLatch; // @0x658
@@ -1084,8 +1090,17 @@ protected:
Scalar LegTransition(int next_state, Scalar adv_time, int move_joints);
Scalar AdvanceLegAnimation(Scalar time_slice); // @004a5028
Scalar AdvanceBodyAnimation(Scalar time_slice, int loop);
Scalar AdvanceBodyAnimationAirborne(Scalar time_slice, int loop);
Scalar AdvanceLegAnimationAirborne(Scalar time_slice);
Scalar AdvanceBodyAnimationGimp(Scalar time_slice, int loop); // @004a5bf8 (was "Airborne" -- it's the LIMP driver)
Scalar AdvanceLegAnimationGimp(Scalar time_slice); // @004a71f4
// GIMP finished-callbacks: BodyClipFinished/LegClipFinished tail-branch
// into these when (gimpLevel==3||4) && hasGimpClips. Same transition
// machine as the normal cbs plus: a top clamp of the demand to the
// gimp speed cap, phase-correct wg entries from the walk cases
// (left-gimp enters 0x16/wgl from a RIGHT step, right-gimp 0x17/wgr
// from a LEFT step -- forcing one extra normal step if mid-wrong-foot),
// the gg cycles 0x18/0x19 at gimp cadence, and gs exits 0x1a/0x1b.
Scalar GimpBodyClipFinished(Scalar carryover, int move_joints); // FUN_004a6344
Scalar GimpLegClipFinished(Scalar carryover); // FUN_004a7970
Logical IsDisabled(); // FUN_0049fb54
// --- death sequence (the un-exported master-perf death branch, rebuilt
// from its exported consumers + the RP VTV::DeathShutdown analog) ---
@@ -1119,7 +1134,15 @@ protected:
NotationFile *model_file, const char *model_name,
NotationFile *model_notation,
const ResourceDirectories *directories);
static SharedData *
// Returns the BASE shared-data type: the subsystem blocks are
// Simulation__SharedData and only Mech's own is the derived
// Entity__SharedData (ENTITY3.h:9 -- Entity__SharedData : public
// Simulation::SharedData), so the common type of the mixed table is
// the Simulation one. Declaring this as Mech::SharedData made every
// `&<Subsystem>::DefaultData` stub in mech3.cpp mangle to a symbol
// that does not exist -- ~20 unresolved externals /FORCE silently
// resolved to garbage (reconstruction-gotchas #3).
static Simulation::SharedData *
SubsystemDefaultData(const char *type_name);
// --- simulation / damage (mech4) ------------------------------------
@@ -1174,6 +1197,11 @@ protected:
// Mech override of Entity::TakeDamageMessageHandler: resolve an unaimed
// (invalidDamageZone) hit's zone via the cylinder table, then base-route.
void TakeDamageMessageHandler(TakeDamageMessage *message);
// @0049ffcc (#83): the COLLISION-damage distributor the handler's
// damageType==0 divert (@0x4a0368) routes to -- prices the mover's
// kinetic figure vs a 100 km/h reference and lands 0.5-point rattle
// crits on weighted random internal subsystems. Never touches armor.
void DistributeCollisionDamage(Damage *dmg);
// Mech override of Entity::PlayerLinkMessageHandler (@0049f624): the
// base resolves mech->player; BT adds the REVERSE link
// player->playerVehicle = this on EVERY node (replicants included --
+448 -54
View File
@@ -19,8 +19,8 @@
//
// @004a5028 Mech::AdvanceLegAnimation (1543 bytes)
// @004a5678 Mech::AdvanceBodyAnimation (1333 bytes)
// @004a5bf8 Mech::AdvanceBodyAnimationAirborne(1792 bytes)
// @004a71f4 Mech::AdvanceLegAnimationAirborne (1840 bytes)
// @004a5bf8 Mech::AdvanceBodyAnimationGimp(1792 bytes)
// @004a71f4 Mech::AdvanceLegAnimationGimp (1840 bytes)
//
// The embedded assert path on every one of them is
// "d:\tesla\bt\bt\MECH2.CPP"
@@ -90,6 +90,7 @@
//
#include <bt.hpp>
#include <intrin.h> // _ReturnAddress -- the #82 trn-armer trap
#include <AUDCMP.hpp> // AudioComponent -- the foot-plant step-intensity broadcast
#include <AUDSRC.hpp> // AudioSource -- footstep-source identification
#include <AUDLVL.hpp> // AudioResource::GetAudioLevelOfDetail
@@ -180,10 +181,10 @@ enum MechAnimationState
// @0x530 standSpeed "at rest" / minimum move speed threshold
// @0x534 walkStrideLength forward walk/run clip length (also speed cap)
// @0x538 reverseSpeedMax speed cap while decelerating into Reverse (?)
// @0x53c jumpRunSpeedMax airborne speed cap, movementMode==3
// @0x540 jumpWalkSpeedMax airborne speed cap, otherwise
// @0x544 jumpRunStrideLength airborne clip length, movementMode==3
// @0x548 jumpWalkStrideLength airborne clip length, otherwise
// @0x53c gimpLeftSpeedMax airborne speed cap, movementMode==3
// @0x540 gimpRightSpeedMax airborne speed cap, otherwise
// @0x544 gimpLeftStrideLength airborne clip length, movementMode==3
// @0x548 gimpRightStrideLength airborne clip length, otherwise
// @0x598 motionEventName (string) cleared to "" on fall/reset
// @0x5a4 motionEventArmed (int) reset to 0 on fall/reset
// @0x5a8 globalTimeScale multiplies every clip increment
@@ -250,6 +251,39 @@ void
// StateIndicator::SetState's Verify(state<stateCount). [T2]
if (state >= 0 && state < 0x21)
{
// DIAG (BT_TRNTRAP): who arms state 4 on a REPLICANT? Module-relative
// ra (symbolize: tools/symcrash.py) -- the #82 trn-lock armer hunt.
if (state == 4 && getenv("BT_TRNTRAP")
&& GetInstance() == ReplicantInstance)
{
static int s_tt = 0;
if (s_tt++ < 60)
{
char ttbuf[96];
sprintf(ttbuf, "[trntrap] mech=%d ra=btl4+0x%lx",
(int)GetEntityID(),
(unsigned long)_ReturnAddress()
- (unsigned long)GetModuleHandleA(0));
DEBUG_STREAM << ttbuf << std::endl << std::flush;
}
}
// #78 audio-flake diag: print the LIVE indicator address once per mech
// so a session's [attrbind] ptr can be checked against it (stale-bind
// hypothesis: watchers bound to a recreated mech's dead indicator).
if (getenv("BT_AUDIO_SPATIAL")) { static int s_ai=0;
// BT_ANIMIND_CAP: the 200-print budget hid every post-1-minute state
// (two #82 investigations mis-read the silence as "never entered") --
// raise it for state-timeline diagnosis.
static int s_aiCap = -1;
if (s_aiCap < 0) { const char *c = getenv("BT_ANIMIND_CAP"); s_aiCap = (c && *c) ? atoi(c) : 200; }
if (s_ai++ < 6 || (state >= 22 && state <= 27 && s_ai < s_aiCap)
|| (s_aiCap > 200 && s_ai < s_aiCap))
DEBUG_STREAM << "[animind] mech=" << (int)GetEntityID()
<< " &animationState=" << (void*)&animationState
<< " inst=" << (int)(GetInstance() == ReplicantInstance)
<< " state=" << state
<< " audioWatchers=" << animationState.DebugAudioWatcherCount()
<< "\n" << std::flush; }
animationState.SetState(state);
replicantAnimationState.SetState(state);
}
@@ -313,10 +347,16 @@ Scalar
Scalar
Mech::BodyClipFinished(Mech *m, unsigned /*a2*/, Scalar carryover, int mj)
{
// airborne branch (movementMode 3/4 && jumpCapable) -> FUN_004a6344 (deferred; safe
// no-op while grounded -- the test mech never jumps).
if ((m->MovementMode() == 3 || m->MovementMode() == 4) && m->jumpCapable)
return 0.0f;
// GIMP branch (FUN_004a6d8c top): a limping mech's body transitions run the
// gimp machine instead. Mode = the graphicAlarm level (the binary's real
// mech+0x40: 3=left-leg gimp, 4=right) read via the mechdmg bridge --
// NEVER graphicAlarm directly here (AlarmIndicator ODR split, gotcha #23).
{
extern int BTMechGimpLevel(void *mech_v); // mechdmg.cpp (the TU-safe read)
const int gl = BTMechGimpLevel(m);
if ((gl == 3 || gl == 4) && m->hasGimpClips)
return m->GimpBodyClipFinished(carryover, mj);
}
const Scalar fcr = m->forwardCycleRate; // 0x344
const Scalar gts = m->globalTimeScale; // 0x5a8
@@ -454,9 +494,14 @@ Scalar
Scalar
Mech::LegClipFinished(Mech *m, unsigned /*a2*/, Scalar carryover, int mj)
{
// airborne branch (movementMode 3/4 && jumpCapable) -> FUN_004a7970 (deferred).
if ((m->MovementMode() == 3 || m->MovementMode() == 4) && m->jumpCapable)
return 0.0f;
// GIMP branch (FUN_004a6928 top): route a limping mech's leg transitions
// into the gimp machine (mode = graphicAlarm level via bridge, gotcha #23).
{
extern int BTMechGimpLevel(void *mech_v); // mechdmg.cpp (the TU-safe read)
const int gl = BTMechGimpLevel(m);
if ((gl == 3 || gl == 4) && m->hasGimpClips)
return m->GimpLegClipFinished(carryover);
}
// The binary reads edx = *(mech+0x128) then [edx]+0x128: subsystemArray[0]
// (the roster's ControlsMapper slot 0) -> speedDemand; null (no mapper)
@@ -546,6 +591,250 @@ Scalar
}
//###########################################################################
//###########################################################################
// GimpBodyClipFinished / GimpLegClipFinished (#78 visible limp)
//
// @004a6344 (body) / @004a7970 (leg) -- the GIMP transition machines, entered
// from the normal finished-callbacks when (gimpLevel 3|4) && hasGimpClips.
// Same walk/run/reverse alternation as the normal cbs, PLUS:
// - a top clamp of the demand to the gimped leg's speed cap (body: clamps
// bodyTargetSpeed@0x6b4; leg: clamps the LIVE mapper speedDemand and
// writes it back -- the binary's own "you can't outrun a shot leg");
// - PHASE-CORRECT limp entry from the walk cases: left-gimp (mode 3) enters
// 0x16/wgl only from a RIGHT step (5/6/0xe) -- the L case forces one more
// normal R step first; right-gimp (mode 4) mirrors into 0x17/wgr from the
// L case (7/0xf). The limp always starts on the correct foot.
// - the gg cycles 0x16/0x18 (left, ggr clip, stride @0x544) and 0x17/0x19
// (right, ggl, @0x548), continuing at gimp cadence or exiting through the
// gs transitions 0x1a/0x1b when the demand dies;
// - NO standing->reverse entry exists in the gimp machines (or drivers):
// the binary itself refuses REVERSE while gimped.
// Mode is the graphicAlarm level via the mechdmg bridge (gotcha #23).
//###########################################################################
//###########################################################################
Scalar
Mech::GimpBodyClipFinished(Scalar carryover, int mj)
{
extern int BTMechGimpLevel(void *mech_v); // mechdmg.cpp (TU-safe)
const int mode = BTMechGimpLevel(this); // binary: this+0x40
const int state = bodyAnimationState; // 0x728
const Scalar fcr = forwardCycleRate; // 0x344
const Scalar gts = globalTimeScale; // 0x5a8
// Top clamp (0x4a6352): while in a moving cycle, cap the body target speed
// to the gimped side's entry-clip speed, then floor at zero.
if ((unsigned)(state - 6) < 2 || (unsigned)(state - 0x0c) < 2
|| (unsigned)(state - 0x12) < 2)
{
const Scalar cap = (mode == 3) ? gimpLeftSpeedMax : gimpRightSpeedMax; // 0x53c / 0x540
if (bodyTargetSpeed > cap) bodyTargetSpeed = cap;
if (bodyTargetSpeed < ZeroSpeed) bodyTargetSpeed = ZeroSpeed;
}
const Scalar cyc = bodyCycleSpeed; // 0x6b8
const Scalar tgt = bodyTargetSpeed; // 0x6b4 (post-clamp)
const Scalar T = carryover * gts; // plain end-tail time
int next;
switch (state)
{
default: // 0/1 + unmapped: parked
return 0.0f;
case 2:
bodyStateAlarm.SetLevel(1); return 0.0f;
case 3: case 4: case 8: case 9: case 0x14: case 0x15:
case 0x1a: case 0x1b: case 0x20:
bodyStateAlarm.SetLevel(0); return 0.0f;
// -- walk-R (0x4a6440): states 5,6,0xe -- the left-gimp entry point --
case 5: case 6: case 0xe:
{
bool cont = (tgt >= standSpeed) || ((cyc - fcr * carryover) >= standSpeed);
if (!cont) { next = 9; break; } // walk->stand L
bool up = (tgt > walkStrideLength) && ((fcr * carryover + cyc) > walkStrideLength);
if (up) { next = 0xb; break; } // toward run (dead once clamped)
int alt = 7; // normal alternation -> wwl
if (mode == 4) alt = 7; // right-gimp: one more normal step
if (mode == 3) alt = 0x16; // left-gimp: enter wgl on this R step
return BodyTransition(alt, carryover * cyc * gts / walkStrideLength, mj); // LAB_004a6505
}
// -- walk-L (0x4a63ff): states 7,0xf -- the right-gimp entry point --
case 7: case 0xf:
{
bool cont = (tgt >= standSpeed) || ((cyc - fcr * carryover) >= standSpeed);
if (!cont) { next = 8; break; } // walk->stand R
bool up = (tgt > walkStrideLength) && ((fcr * carryover + cyc) > walkStrideLength);
if (up) { next = 0xa; break; }
int alt = 6; // normal alternation -> wwr
if (mode == 3) alt = 6; // left-gimp: force back to the R step
if (mode == 4) alt = 0x17; // right-gimp: enter wgr on this L step
return BodyTransition(alt, carryover * cyc * gts / walkStrideLength, mj);
}
// -- run cycles (0x4a65f7 / 0x4a6663): 10/12 <-> 11/13 --
case 0xa: case 0xc:
{
bool cont = (tgt >= reverseSpeedMax) || ((cyc - fcr * carryover) >= reverseSpeedMax);
if (cont) // LAB_004a6648 run-cadence tail
return BodyTransition(0xd, carryover * cyc * gts / reverseStrideLength, mj);
next = 0xf; break; // run->walk R
}
case 0xb: case 0xd:
{
bool cont = (tgt >= reverseSpeedMax) || ((cyc - fcr * carryover) >= reverseSpeedMax);
if (cont)
return BodyTransition(0xc, carryover * cyc * gts / reverseStrideLength, mj);
next = 0xe; break;
}
// -- back cycles (0x4a66d5 / 0x4a6754): 0x10/0x12 <-> 0x11/0x13 --
case 0x10: case 0x12:
{
bool up = (tgt > gimpSpeedMax) && ((gimpCycleRate * carryover + cyc) > gimpSpeedMax);
if (up) { next = 0x15; break; } // back->stand L
Scalar t = carryover * cyc * gts / gimpStrideLength;
if (t <= 0.0f) t = -t; // 0x350 stored negative
return BodyTransition(0x13, t, mj);
}
case 0x11: case 0x13:
{
bool up = (tgt > gimpSpeedMax) && ((gimpCycleRate * carryover + cyc) > gimpSpeedMax);
if (up) { next = 0x14; break; }
Scalar t = carryover * cyc * gts / gimpStrideLength;
if (t <= 0.0f) t = -t;
return BodyTransition(0x12, t, mj);
}
// -- GIMP cycles (0x4a67cf / 0x4a6836): left 0x16/0x18, right 0x17/0x19 --
case 0x16: case 0x18:
{
bool cont = (tgt >= gimpLeftSpeedMax) || ((cyc - fcr * carryover) >= gimpLeftSpeedMax);
if (cont) // keep limping (ggr cycle)
return BodyTransition(0x18, carryover * cyc * gts / gimpLeftStrideLength, mj);
next = 0x1a; break; // demand died -> gsl exit
}
case 0x17: case 0x19:
{
bool cont = (tgt >= gimpRightSpeedMax) || ((cyc - fcr * carryover) >= gimpRightSpeedMax);
if (cont)
return BodyTransition(0x19, carryover * cyc * gts / gimpRightStrideLength, mj);
next = 0x1b; break; // -> gsr exit
}
}
return BodyTransition(next, T, mj); // shared plain tail
}
Scalar
Mech::GimpLegClipFinished(Scalar carryover)
{
extern int BTMechGimpLevel(void *mech_v); // mechdmg.cpp (TU-safe)
const int mode = BTMechGimpLevel(this); // binary: this+0x40
const int state = legAnimationState; // 0x3b0
MechControlsMapper *mppr = MappingMapper(); // **(this+0x128)
// Top clamp (0x4a7995): cap the LIVE COMMANDED speedDemand itself while in
// a moving cycle, writing the clamp back -- this is the binary's authentic
// gimp slowdown (the mapper re-derives demand each tick; this cb re-caps
// it every clip end, and the gimp cycle cadence below enforces it anyway).
if (((unsigned)(state - 6) < 2 || (unsigned)(state - 0x0c) < 2
|| (unsigned)(state - 0x12) < 2) && mppr != 0)
{
const Scalar cap = (mode == 3) ? gimpLeftSpeedMax : gimpRightSpeedMax; // 0x53c / 0x540
if (mppr->speedDemand > cap) mppr->speedDemand = cap;
if (mppr->speedDemand < ZeroSpeed) mppr->speedDemand = ZeroSpeed;
}
const Scalar spd = (mppr != 0) ? mppr->speedDemand : 0.0f; // (binary derefs; port guards null)
const Scalar fcr = forwardCycleRate; // 0x344
const Scalar gts = globalTimeScale; // 0x5a8
const Scalar cyc = legCycleSpeed; // 0x348
const Scalar T = carryover * gts;
int next;
switch (state) // all leg tails mj=1 (binary)
{
default:
return 0.0f;
case 2:
legStateAlarm.SetLevel(1); return 0.0f;
case 3: case 4: case 8: case 9: case 0x14: case 0x15:
case 0x1a: case 0x1b: case 0x20:
legStateAlarm.SetLevel(0); return 0.0f;
// -- walk-R (0x4a7a52): states 5,6,0xe -- left-gimp entry --
case 5: case 6: case 0xe:
{
bool cont = (spd >= standSpeed) || ((cyc - fcr * carryover) >= standSpeed);
if (!cont) { next = 9; break; }
bool up = (spd > walkStrideLength) && ((fcr * carryover + cyc) > walkStrideLength);
if (up) { next = 0xb; break; }
int alt = 7;
if (mode == 4) alt = 7; // right-gimp: one more normal step
if (mode == 3) alt = 0x16; // left-gimp: enter wgl on this R step
return LegTransition(alt, carryover * cyc * gts / walkStrideLength, 1); // LAB_004a7b38
}
// -- walk-L (0x4a7bb5): states 7,0xf -- right-gimp entry --
case 7: case 0xf:
{
bool cont = (spd >= standSpeed) || ((cyc - fcr * carryover) >= standSpeed);
if (!cont) { next = 8; break; }
bool up = (spd > walkStrideLength) && ((fcr * carryover + cyc) > walkStrideLength);
if (up) { next = 0xa; break; }
int alt = 6;
if (mode == 3) alt = 6; // left-gimp: force back to the R step
if (mode == 4) alt = 0x17; // right-gimp: enter wgr on this L step
return LegTransition(alt, carryover * cyc * gts / walkStrideLength, 1);
}
// -- run cycles (0x4a7c33 / 0x4a7c93): --
case 0xa: case 0xc:
{
bool cont = (spd >= reverseSpeedMax) || ((cyc - fcr * carryover) >= reverseSpeedMax);
if (cont) // LAB_004a7c79
return LegTransition(0xd, carryover * cyc * gts / reverseStrideLength, 1);
next = 0xf; break;
}
case 0xb: case 0xd:
{
bool cont = (spd >= reverseSpeedMax) || ((cyc - fcr * carryover) >= reverseSpeedMax);
if (cont)
return LegTransition(0xc, carryover * cyc * gts / reverseStrideLength, 1);
next = 0xe; break;
}
// -- back cycles: 0x10/0x12 <-> 0x11/0x13 --
case 0x10: case 0x12:
{
bool up = (spd > gimpSpeedMax) && ((gimpCycleRate * carryover + cyc) > gimpSpeedMax);
if (up) { next = 0x15; break; }
Scalar t = carryover * cyc * gts / gimpStrideLength;
if (t <= 0.0f) t = -t;
return LegTransition(0x13, t, 1);
}
case 0x11: case 0x13:
{
bool up = (spd > gimpSpeedMax) && ((gimpCycleRate * carryover + cyc) > gimpSpeedMax);
if (up) { next = 0x14; break; }
Scalar t = carryover * cyc * gts / gimpStrideLength;
if (t <= 0.0f) t = -t;
return LegTransition(0x12, t, 1);
}
// -- GIMP cycles: left 0x16/0x18, right 0x17/0x19 --
case 0x16: case 0x18:
{
bool cont = (spd >= gimpLeftSpeedMax) || ((cyc - fcr * carryover) >= gimpLeftSpeedMax);
if (cont)
return LegTransition(0x18, carryover * cyc * gts / gimpLeftStrideLength, 1);
next = 0x1a; break;
}
case 0x17: case 0x19:
{
bool cont = (spd >= gimpRightSpeedMax) || ((cyc - fcr * carryover) >= gimpRightSpeedMax);
if (cont)
return LegTransition(0x19, carryover * cyc * gts / gimpRightStrideLength, 1);
next = 0x1b; break;
}
}
return LegTransition(next, T, 1); // shared plain tail (mj=1)
}
//###########################################################################
//###########################################################################
// AdvanceLegAnimation (channel A, ground)
@@ -567,8 +856,35 @@ Scalar
// alias (an AV); controlsMapper is the typed mirror of roster slot 0. A mech
// with no mapper reads demand 0 (idles) -- matching a zeroed binary roster.
MechControlsMapper *mppr = MappingMapper(); // roster slot 0 (task #7)
// REPLICANT DEMAND FEED (#82 final root, 2026-07-30): a replicant's LOCAL
// mapper cell is a dead 0 (input never drives it), so every demand
// threshold in this machine failed on peers -- from STAND the walk-begin
// could never fire and the trn state churned on the turn signal forever
// ("lifting legs in an alternating turning fashion"). It never mattered
// while a peer was mid-cycle (clip-end chains keep cycles going, which is
// why straight-line/grass limpers replicated fine) -- it bit the moment a
// KNOCKDOWN recovery dropped the replicant to STAND. The binary replicant
// reads a LIVE demand here (its mapper cell replicates with the subsystem
// records); the port's replicated equivalent is bodyTargetSpeed (@0x6b4 --
// every update record's speedDemand writes it on RX). [gimpfeed]-probe
// proof: AdvanceLegAnimationGimp never even runs on replicants, so THIS
// driver is the peer's one and only leg machine.
Scalar commandedSpeed =
(mppr != 0) ? mppr->speedDemand : 0.0f;
(GetInstance() == ReplicantInstance) ? bodyTargetSpeed
: (mppr != 0) ? mppr->speedDemand : 0.0f;
// DIAG (BT_GIMPFEED): 1 Hz -- the NORMAL driver is the only leg machine a
// replicant runs; print every threshold operand it sees.
if (getenv("BT_GIMPFEED") && GetInstance() == ReplicantInstance)
{
static Scalar s_gfAcc = 0.0f; s_gfAcc += time_slice;
if (s_gfAcc >= 1.0f) { s_gfAcc = 0.0f;
DEBUG_STREAM << "[gimpfeed] cmd=" << commandedSpeed
<< " bts=" << bodyTargetSpeed
<< " standSpeed=" << standSpeed
<< " state=" << (int)legStateAlarm.GetLevel()
<< " gl=" << ([](Mech *m){ extern int BTMechGimpLevel(void*); return BTMechGimpLevel(m); })(this)
<< std::endl << std::flush; }
}
Scalar distance = 0.0f;
// binary: legAnimationState@0x3b0 IS legStateAlarm's level (one field; the
@@ -664,7 +980,7 @@ Scalar
// narrow near-zero entry gate (the pre-#64b accommodation). [T3]
const int trnIsRepl = (GetInstance() == ReplicantInstance);
const Scalar trnEntryMax = trnIsRepl ? standSpeed * 0.25f : standSpeed;
if (hasCrashSet != 0 && mppr != 0
if (turnCapable != 0 && mppr != 0
&& commandedSpeed >= ZeroSpeed && commandedSpeed <= trnEntryMax
&& (mppr->turnDemand > 0.05f
|| mppr->turnDemand < -0.05f)
@@ -985,7 +1301,15 @@ Scalar
// re-enter walk on the same frame.
{
MechControlsMapper *bm = MappingMapper();
const Scalar bspd = (bm != 0) ? bm->speedDemand : 0.0f;
// REPLICANT: the local mapper's speedDemand is a dead cell (nothing
// writes it on a peer -- reads 0 forever, so a peer that entered trn
// could NEVER take the speed exit = the #82 trn-lock). The peer's
// commanded speed is the REPLICATED demand (bodyTargetSpeed@0x6b4,
// stamped by every record RX) -- same source the peer Standing case
// walks on, so entry and exit judge the same number.
const Scalar bspd = (GetInstance() == ReplicantInstance)
? bodyTargetSpeed
: (bm != 0) ? bm->speedDemand : 0.0f;
if (standSpeed < bspd || bspd < ZeroSpeed) // walk / reverse (leg-symmetric)
{
bodyStateAlarm.SetLevel(0);
@@ -1112,38 +1436,47 @@ Scalar
//###########################################################################
//###########################################################################
// AdvanceBodyAnimationAirborne (channel B, jump-capable)
// AdvanceBodyAnimationGimp (channel B, limping)
//
// @004a5bf8 (MECH2.CPP:0x2E8)
//
// Airborne variant of AdvanceBodyAnimation selected by Mech::IntegrateMotion
// when jump jets are active. Adds a pre-clamp of bodyTargetSpeed to the jump
// speed limits and handles the FallForward / FallBackward jump cycles
// (states 0x18/0x19); gimp-to-stand (0x16/0x17) and the lateral falls
// (0x1a/0x1b) join the normal advance group here rather than resetting.
// GIMP (limp-gait) variant of AdvanceBodyAnimation, selected when
// (gimpLevel 3|4) && hasGimpClips ("Airborne"/jump-jet was a misread -- the
// clip set is wg/gg/gs, #78). Adds a pre-clamp of bodyTargetSpeed to the
// gimped side's speed cap and drives the gg limp cycles (0x18 left / 0x19
// right) at gimp cadence; the wg entries (0x16/0x17) and gs exits (0x1a/0x1b)
// join the plain advance group. Standing (case 0) only ever enters FORWARD
// walk -- the binary refuses reverse while gimped.
//###########################################################################
//###########################################################################
Scalar
Mech::AdvanceBodyAnimationAirborne(Scalar time_slice, int loop)
Mech::AdvanceBodyAnimationGimp(Scalar time_slice, int loop)
{
Scalar distance = 0.0f;
// RE-SYNC alarm -> state member (the binary's one cell is split in the
// recon, same as the ground drivers at :831/:1181). Without this the
// member freezes at its pre-gimp value the moment this driver takes over
// and the whole machine pins in one state (live-diagnosed 2026-07-30).
bodyAnimationState = (int)bodyStateAlarm.GetLevel();
//
// While in any forward/reverse/gimp *moving* cycle, clamp the target to
// the jump speed limit for the current gait, then floor at zero.
// the gimp speed limit for the current gait, then floor at zero.
//
{
int state = bodyAnimationState; // this+0x728
if ((unsigned)(state - 6) < 2 || (unsigned)(state - 0x0c) < 2
|| (unsigned)(state - 0x12) < 2)
{
if (MovementMode() == 3) // run jump
extern int BTMechGimpLevel(void *mech_v); // mechdmg.cpp (gotcha #23)
if (BTMechGimpLevel(this) == 3) // left leg gimped
{
if (bodyTargetSpeed > jumpRunSpeedMax) bodyTargetSpeed = jumpRunSpeedMax; // 0x53c
if (bodyTargetSpeed > gimpLeftSpeedMax) bodyTargetSpeed = gimpLeftSpeedMax; // 0x53c
}
else // walk jump
{
if (bodyTargetSpeed > jumpWalkSpeedMax) bodyTargetSpeed = jumpWalkSpeedMax; // 0x540
if (bodyTargetSpeed > gimpRightSpeedMax) bodyTargetSpeed = gimpRightSpeedMax; // 0x540
}
if (bodyTargetSpeed < ZeroSpeed) bodyTargetSpeed = ZeroSpeed;
}
@@ -1259,7 +1592,8 @@ Scalar
case 0x18: case 0x19: // FallForward / FallBackward (jump)
{
Scalar ratio;
if (MovementMode() == 3) // run jump: caps 0x53c / 0x544
extern int BTMechGimpLevel(void *mech_v); // mechdmg.cpp (gotcha #23)
if (BTMechGimpLevel(this) == 3) // left-gimp cycle: caps 0x53c / 0x544
{
if (bodyTargetSpeed <= bodyCycleSpeed)
{
@@ -1267,16 +1601,16 @@ Scalar
{
bodyCycleSpeed -= forwardCycleRate * time_slice;
if (bodyCycleSpeed < bodyTargetSpeed) bodyCycleSpeed = bodyTargetSpeed;
if (bodyCycleSpeed < jumpRunSpeedMax) bodyCycleSpeed = jumpRunSpeedMax; // 0x53c
if (bodyCycleSpeed < gimpLeftSpeedMax) bodyCycleSpeed = gimpLeftSpeedMax; // 0x53c
}
}
else
{
bodyCycleSpeed += forwardCycleRate * time_slice;
if (bodyCycleSpeed > bodyTargetSpeed) bodyCycleSpeed = bodyTargetSpeed;
if (bodyCycleSpeed > jumpRunStrideLength) bodyCycleSpeed = jumpRunStrideLength; // 0x544
if (bodyCycleSpeed > gimpLeftStrideLength) bodyCycleSpeed = gimpLeftStrideLength; // 0x544
}
ratio = bodyCycleSpeed / jumpRunStrideLength; // 0x544
ratio = bodyCycleSpeed / gimpLeftStrideLength; // 0x544
}
else // walk jump: caps 0x540 / 0x548
{
@@ -1286,16 +1620,16 @@ Scalar
{
bodyCycleSpeed -= forwardCycleRate * time_slice;
if (bodyCycleSpeed < bodyTargetSpeed) bodyCycleSpeed = bodyTargetSpeed;
if (bodyCycleSpeed < jumpWalkSpeedMax) bodyCycleSpeed = jumpWalkSpeedMax; // 0x540
if (bodyCycleSpeed < gimpRightSpeedMax) bodyCycleSpeed = gimpRightSpeedMax; // 0x540
}
}
else
{
bodyCycleSpeed += forwardCycleRate * time_slice;
if (bodyCycleSpeed > bodyTargetSpeed) bodyCycleSpeed = bodyTargetSpeed;
if (bodyCycleSpeed > jumpWalkStrideLength) bodyCycleSpeed = jumpWalkStrideLength; // 0x548
if (bodyCycleSpeed > gimpRightStrideLength) bodyCycleSpeed = gimpRightStrideLength; // 0x548
}
ratio = bodyCycleSpeed / jumpWalkStrideLength; // 0x548
ratio = bodyCycleSpeed / gimpRightStrideLength; // 0x548
}
distance = bodyAnimation.Advance(
time_slice * ratio * globalTimeScale, loop);
@@ -1315,24 +1649,62 @@ Scalar
//###########################################################################
//###########################################################################
// AdvanceLegAnimationAirborne (channel A, jump-capable)
// AdvanceLegAnimationGimp (channel A, limping)
//
// @004a71f4 (MECH2.CPP:0x672)
//
// Airborne variant of AdvanceLegAnimation. Like the ground version it reads
// the live commanded speed from the controls subsystem, but here it also
// CLAMPS that source value to the jump speed limit (writing it back), and
// handles the FallForward / FallBackward jump cycles (0x18/0x19). No death
// latch / footstep block; gimp-to-stand and lateral falls join the normal
// advance group.
// GIMP variant of AdvanceLegAnimation (see the body variant's note). Like
// the ground version it reads the live commanded speed from the controls
// subsystem, but here it also CLAMPS that source value to the gimped side's
// speed cap (writing it back -- the authentic "can't outrun a shot leg"),
// and drives the gg limp cycles (0x18/0x19). No death latch / footstep
// block; wg entries and gs exits join the normal advance group.
//###########################################################################
//###########################################################################
Scalar
Mech::AdvanceLegAnimationAirborne(Scalar time_slice)
Mech::AdvanceLegAnimationGimp(Scalar time_slice)
{
ReconMotionSource *motionSource = *(ReconMotionSource **)(this->controlSource); // **(this+0x128)
// Binary: **(this+0x128) + 0x128 = the mapper's live speedDemand. The
// port's controlSource@0x128 is NOT wired (null -> the first live gimp
// engagement crashed here, 2026-07-30 bench) -- use the roster idiom the
// ground driver + LegClipFinished use (MappingMapper), pointing the shim
// straight at the speedDemand cell.
MechControlsMapper *gimpMppr = MappingMapper();
static Scalar s_nullDemand = 0.0f; // no mapper -> demand 0, writes inert
// REPLICANT DEMAND FEED (#82 final root, 2026-07-30): a replicant's LOCAL
// mapper demand is a dead 0 (no input ever drives it), so every speed
// threshold in this machine read 0 on peers -- in particular the trn exit
// (standSpeed < commandedSpeed) could NEVER fire, and a gimped replicant
// that staggered through stand->trn was LOCKED in turn-in-place forever
// (the observed "lifting legs in an alternating turning fashion" skate;
// unblinded [animind] timeline: SIX transitions in 3 minutes, ending at
// state 4). The binary's replicant reads a LIVE demand here because the
// mapper's speedDemand cell replicates with the subsystem records; the
// port's replicated equivalent of that same value is bodyTargetSpeed
// (@0x6b4 -- every update record's speedDemand writes it on RX). Feed
// the machine from it on replicants; the gimp caps that write back
// through the source are transient there (the next record rewrites it),
// and masters keep the authentic live mapper cell.
ReconMotionSource *motionSource =
(GetInstance() == ReplicantInstance)
? (ReconMotionSource *)&bodyTargetSpeed
: gimpMppr
? (ReconMotionSource *)&gimpMppr->speedDemand
: (ReconMotionSource *)&s_nullDemand;
Scalar distance = 0.0f;
int mode = MovementMode(); // this+0x40 = simulationState
extern int BTMechGimpLevel(void *mech_v); // mechdmg.cpp (gotcha #23)
int mode = BTMechGimpLevel(this); // binary this+0x40 = gimp level
// DIAG (BT_GIMPFEED): 1 Hz -- what demand does this machine actually see?
if (getenv("BT_GIMPFEED") && GetInstance() == ReplicantInstance)
{
static Scalar s_gfAcc = 0.0f; s_gfAcc += time_slice;
if (s_gfAcc >= 1.0f) { s_gfAcc = 0.0f;
DEBUG_STREAM << "[gimpfeed] repl cmd=" << motionSource->commandedSpeed
<< " bts=" << bodyTargetSpeed << " state=" << legAnimationState
<< " standSpeed=" << standSpeed << " mode=" << mode << std::endl << std::flush; }
}
// RE-SYNC alarm -> state member (see AdvanceBodyAnimationGimp note).
legAnimationState = (int)legStateAlarm.GetLevel();
int state = legAnimationState; // this+0x3b0
//
@@ -1344,13 +1716,13 @@ Scalar
{
if (mode == 3)
{
if (motionSource->commandedSpeed > jumpRunSpeedMax)
motionSource->commandedSpeed = jumpRunSpeedMax; // 0x53c
if (motionSource->commandedSpeed > gimpLeftSpeedMax)
motionSource->commandedSpeed = gimpLeftSpeedMax; // 0x53c
}
else
{
if (motionSource->commandedSpeed > jumpWalkSpeedMax)
motionSource->commandedSpeed = jumpWalkSpeedMax; // 0x540
if (motionSource->commandedSpeed > gimpRightSpeedMax)
motionSource->commandedSpeed = gimpRightSpeedMax; // 0x540
}
if (motionSource->commandedSpeed < ZeroSpeed)
motionSource->commandedSpeed = ZeroSpeed;
@@ -1375,6 +1747,28 @@ Scalar
}
if (motionSource->commandedSpeed <= standSpeed) // +0x128 <= 0x530
{
// TURN-IN-PLACE while GIMPED (#78 field find, 2026-07-29: "rotating
// statue"). The binary's trn dispatcher (FUN_004a9b5c, master perf)
// runs OUTSIDE the driver selection, so it arms the turn step for
// gimped mechs too -- 71f4's case 4 exists to advance it. The port
// relocated that dispatcher into the NORMAL driver's Standing case,
// which stops running the moment this driver takes over. Mirror it
// (same gates + lockstep body arm; no reverse entry here -- the gimp
// machines refuse reverse).
const int trnIsRepl2 = (GetInstance() == ReplicantInstance);
const Scalar trnEntryMax2 = trnIsRepl2 ? standSpeed * 0.25f : standSpeed;
if (turnCapable != 0 && gimpMppr != 0
&& motionSource->commandedSpeed >= ZeroSpeed
&& motionSource->commandedSpeed <= trnEntryMax2
&& (gimpMppr->turnDemand > 0.05f
|| gimpMppr->turnDemand < -0.05f)
&& (trnIsRepl2 || bodyAnimationState == StandingAnimation))
{
SetLegAnimation(4); // trn, channel A
if (!trnIsRepl2)
SetBodyAnimation(4); // lockstep, masters
goto advance_normally;
}
distance = 0.0f;
break;
}
@@ -1477,16 +1871,16 @@ Scalar
{
legCycleSpeed -= forwardCycleRate * time_slice;
if (legCycleSpeed < motionSource->commandedSpeed) legCycleSpeed = motionSource->commandedSpeed;
if (legCycleSpeed < jumpRunSpeedMax) legCycleSpeed = jumpRunSpeedMax;
if (legCycleSpeed < gimpLeftSpeedMax) legCycleSpeed = gimpLeftSpeedMax;
}
}
else
{
legCycleSpeed += forwardCycleRate * time_slice;
if (legCycleSpeed > motionSource->commandedSpeed) legCycleSpeed = motionSource->commandedSpeed;
if (legCycleSpeed > jumpRunStrideLength) legCycleSpeed = jumpRunStrideLength;
if (legCycleSpeed > gimpLeftStrideLength) legCycleSpeed = gimpLeftStrideLength;
}
ratio = legCycleSpeed / jumpRunStrideLength; // 0x544
ratio = legCycleSpeed / gimpLeftStrideLength; // 0x544
}
else // walk jump
{
@@ -1496,16 +1890,16 @@ Scalar
{
legCycleSpeed -= forwardCycleRate * time_slice;
if (legCycleSpeed < motionSource->commandedSpeed) legCycleSpeed = motionSource->commandedSpeed;
if (legCycleSpeed < jumpWalkSpeedMax) legCycleSpeed = jumpWalkSpeedMax;
if (legCycleSpeed < gimpRightSpeedMax) legCycleSpeed = gimpRightSpeedMax;
}
}
else
{
legCycleSpeed += forwardCycleRate * time_slice;
if (legCycleSpeed > motionSource->commandedSpeed) legCycleSpeed = motionSource->commandedSpeed;
if (legCycleSpeed > jumpWalkStrideLength) legCycleSpeed = jumpWalkStrideLength;
if (legCycleSpeed > gimpRightStrideLength) legCycleSpeed = gimpRightStrideLength;
}
ratio = legCycleSpeed / jumpWalkStrideLength; // 0x548
ratio = legCycleSpeed / gimpRightStrideLength; // 0x548
}
distance = legAnimation.Advance(time_slice * ratio * globalTimeScale, 1);
}
+65 -41
View File
@@ -93,19 +93,36 @@
// Reconstruction stand-ins LOCAL to this translation unit.
// The offline "Subsystems" authoring path dispatches each streamed component
// to its subsystem class's static CreateStreamedSubsystem / DefaultData.
// Those ~21 classes live in sibling modules not visible here (and PPC /
// GaussRifle / SubsystemMessageManager have no reconstructed class at all),
// so the uniform factory surface is declared here as minimal stubs. The
// bodies/data are resolved at link against the real subsystem modules; these
// declarations only let the dispatch compile. Kept LOCAL so they never
// collide with the real sibling classes.
// Those ~21 classes live in sibling modules not visible here, so the uniform
// factory surface is declared here as minimal stubs. The bodies/data are
// resolved at link against the real subsystem modules; these declarations
// only let the dispatch compile. Kept LOCAL so they never collide with the
// real sibling classes.
// ⚠ The DefaultData member TYPE must be Simulation__SharedData -- the type
// the real Subsystem-family definitions have (every sibling declares it via
// the inherited SharedData typedef, dumpbin: ?DefaultData@X@@2VSimulation__
// SharedData@@A). Declaring it as Mech::SharedData (== Entity__SharedData)
// mangles to a DIFFERENT symbol, and /FORCE turned all ~20 of the resulting
// unresolved externals into silent garbage pointers instead of link errors
// (reconstruction-gotchas #3). Cold in-game (this is the tool path), but a
// landmine for the authoring tools. FIXED for the DefaultData statics.
// ⚠ STILL UNRESOLVED (known, cold): the CreateStreamedSubsystem stubs below
// do NOT match the real modules' signatures -- the real ones take the
// class's NESTED <X>::SubsystemResource * (arg 4) and a trailing
// ResourceFile * (e.g. mechtech.cpp:407), where these stubs guessed
// void* / int. All 20 factory references therefore stay unresolved under
// /FORCE. Harmless while the offline authoring dispatch has no callers,
// but before wiring a tool through CreateSubsystemStream these must become
// per-module BRIDGE functions in complete-type TUs (the project's bridge
// convention) -- the nested resource types make direct stubs impossible.
// Tracked in context/open-questions.md.
//===========================================================================//
typedef Mech::SharedData SharedData; // namespace-scope alias (== Entity__SharedData)
// 7-arg (non-weapon) streamed-subsystem factory shape.
#define STREAMED_SUBSYS(NAME) \
struct NAME { \
static SharedData DefaultData; \
static Simulation__SharedData DefaultData; \
static int CreateStreamedSubsystem(NotationFile *, const char *, \
const char *, void *, NotationFile *, \
const ResourceDirectories *, int); \
@@ -113,7 +130,7 @@ typedef Mech::SharedData SharedData; // namespace-scope alias (== Entity__Shared
// 8-arg (weapon) streamed-subsystem factory shape (leading pass counter).
#define STREAMED_WEAPON(NAME) \
struct NAME { \
static SharedData DefaultData; \
static Simulation__SharedData DefaultData; \
static int CreateStreamedSubsystem(int, NotationFile *, \
const char *, const char *, void *, NotationFile *, \
const ResourceDirectories *, int); \
@@ -141,13 +158,13 @@ STREAMED_WEAPON(AmmoBin);
// MechTech is forward-declared in mech.hpp; complete it (non-weapon shape).
struct MechTech
{
static SharedData DefaultData;
static Simulation__SharedData DefaultData;
static int CreateStreamedSubsystem(NotationFile *, const char *,
const char *, void *, NotationFile *,
const ResourceDirectories *, int);
};
// MechControlsMapper is forward-declared in mech.hpp; only its DefaultData is used.
struct MechControlsMapper { static SharedData DefaultData; };
struct MechControlsMapper { static Simulation__SharedData DefaultData; };
// SubsystemMessageManager: leading pass, no trailing index, no DefaultData.
struct SubsystemMessageManager
{
@@ -212,13 +229,13 @@ template<class...A> inline void *FUN_00406db4(A&&...) { return 0; } // ResourceF
// @0x530 standSpeed = last-keyframe stride of the stand->walk clip
// @0x534 walkStrideLength = (s_6+s_7)/(d_6+d_7) (forward walk/run)
// @0x538 reverseSpeedMax = last-keyframe stride of the reverse-base clip
// @0x53c jumpRunSpeedMax = last-keyframe stride of the run-jump clip
// @0x540 jumpWalkSpeedMax = last-keyframe stride of the walk-jump clip
// @0x544 jumpRunStrideLength = s/d of fall-forward jump clip (slot 0x18)
// @0x548 jumpWalkStrideLength = s/d of fall-backward jump clip (slot 0x19)
// @0x580 jumpCapable (int) set 1 iff the model defines the jump clip set
// @0x584 hasReverseGimpSet (int)? set 1 iff the second optional clip set exists
// @0x588 hasCrashSet (int)? set 1 iff the third optional clip set exists
// @0x53c gimpLeftSpeedMax = last-keyframe stride of the run-jump clip
// @0x540 gimpRightSpeedMax = last-keyframe stride of the walk-jump clip
// @0x544 gimpLeftStrideLength = s/d of fall-forward jump clip (slot 0x18)
// @0x548 gimpRightStrideLength = s/d of fall-backward jump clip (slot 0x19)
// @0x580 hasGimpClips (int) set 1 iff the model defines the jump clip set
// @0x584 squatCapable (int)? set 1 iff the second optional clip set exists
// @0x588 turnCapable (int)? set 1 iff the third optional clip set exists
// @0x5b8 groundCycleRate forward-cycle slew rate, on-ground (-> 0x344)
// @0x5bc airborneCycleRate forward-cycle slew rate, airborne (-> 0x344)
// @0x5c4 gyroRumbleTimer (float) reset to 0 at the top of a clip load
@@ -319,7 +336,7 @@ void
// stride @0x534, reverseSpeedMax @0x538, reverse stride @0x34c, gimpSpeedMax
// @0x52c, gimp stride @0x350), then probe for the three OPTIONAL clip sets
// (jump / reverse-gimp / crash) and, if their marker resource exists, resolve
// those too and set the matching capability flag (jumpCapable @0x580 etc.).
// those too and set the matching capability flag (hasGimpClips @0x580 etc.).
//###########################################################################
//###########################################################################
void
@@ -406,10 +423,10 @@ void
// ---- OPTIONAL clip set 1: JUMP JETS ----
// Probe for the run-jump marker; if present, the model is jump-capable.
//
jumpCapable = 0; // this+0x580
hasGimpClips = 0; // this+0x580
if (ResolveAnimationClip(prefix, "wgl") != 0) // FUN_00406ff8 probe (real)
{
jumpCapable = 1;
hasGimpClips = 1;
// SLOT MAP BINARY-VERIFIED (raw :13787-13812 + .data @0050d921-35):
// wgl->0x624 [22], wgr->0x628 [23], ggr->0x62c [24], ggl->0x630 [25],
@@ -417,19 +434,19 @@ void
// shifted the rest one slot low.)
animationClips[22] = *ResolveAnimationClip(prefix, "wgl"); // 0x624 state 0x16
legAnimation.SelectSequence(animationClips[22], PTR_LAB_0050d738, DAT_0050d73c, DAT_0050d740);
jumpRunSpeedMax = legAnimation.keyframeData[legAnimation.keyframeCount].stride; // 0x53c
gimpLeftSpeedMax = legAnimation.keyframeData[legAnimation.keyframeCount].stride; // 0x53c
animationClips[23] = *ResolveAnimationClip(prefix, "wgr"); // 0x628 state 0x17
legAnimation.SelectSequence(animationClips[23], PTR_LAB_0050d744, DAT_0050d748, DAT_0050d74c);
jumpWalkSpeedMax = legAnimation.keyframeData[legAnimation.keyframeCount].stride; // 0x540
gimpRightSpeedMax = legAnimation.keyframeData[legAnimation.keyframeCount].stride; // 0x540
animationClips[24] = *ResolveAnimationClip(prefix, "ggr"); // 0x62c state 0x18
MeasureClipStride(0x18, &s0, &d0);
jumpRunStrideLength = s0 / d0; // 0x544
gimpLeftStrideLength = s0 / d0; // 0x544
animationClips[25] = *ResolveAnimationClip(prefix, "ggl"); // 0x630 state 0x19
MeasureClipStride(0x19, &s0, &d0);
jumpWalkStrideLength = s0 / d0; // 0x548
gimpRightStrideLength = s0 / d0; // 0x548
animationClips[26] = *ResolveAnimationClip(prefix, "gsl"); // 0x634 state 0x1A
animationClips[27] = *ResolveAnimationClip(prefix, "gsr"); // 0x638 state 0x1B
@@ -443,10 +460,10 @@ void
// suffixes/slots and stored into side members SetLeg/BodyAnimation never
// consult -- states 2/3 read animationClips[] directly.)
//
hasReverseGimpSet = 0; // this+0x584 (squatCapable)
squatCapable = 0; // this+0x584 (squatCapable)
if (ResolveAnimationClip(prefix, "squ") != 0)
{
hasReverseGimpSet = 1;
squatCapable = 1;
animationClips[3] = *ResolveAnimationClip(prefix, "squ"); // 0x5d8
animationClips[2] = *ResolveAnimationClip(prefix, "sqd"); // 0x5d4
}
@@ -457,14 +474,21 @@ void
// flag @0x588 (turnCapable); loads trn -> 0x5dc == animationClips[4] --
// the state-4 turn-in-place clip (SetLegAnimation(4) arms it).
//
hasCrashSet = 0; // this+0x588 (turnCapable)
turnCapable = 0; // this+0x588 (turnCapable)
if (ResolveAnimationClip(prefix, "trn") != 0)
{
hasCrashSet = 1;
turnCapable = 1;
animationClips[4] = *ResolveAnimationClip(prefix, "trn"); // 0x5dc
}
// (#82 dig 2026-07-30: this line used to print `gimpSpeedMax` @0x52c --
// a field NOTHING in the binary reads (image-wide: no mech consumer) whose
// negative back-cycle value sent the wall-grind investigation down a
// "gimp cap is 5.8" red herring. Print the fields the gimp cycle ACTUALLY
// caps on: gimpLeft/RightStrideLength = the gg clips' natural speeds,
// the accel ceilings + ratio divisors @0x544/0x548.)
DEBUG_STREAM << "[loadclips] end: fScale=" << forwardThrottleScale
<< " gimpSpeedMax=" << gimpSpeedMax << " jumpCapable=" << jumpCapable << "\n" << std::flush;
<< " ggCapL=" << gimpLeftStrideLength << " ggCapR=" << gimpRightStrideLength
<< " hasGimpClips=" << hasGimpClips << "\n" << std::flush;
}
@@ -549,25 +573,25 @@ void
//
// ---- OPTIONAL clip set 1: JUMP JETS (probe "wgli") ----
//
jumpCapable = 0; // this+0x580
hasGimpClips = 0; // this+0x580
if (ResolveAnimationClip(prefix, "wgli") != 0)
{
jumpCapable = 1;
hasGimpClips = 1;
animationClips[22] = *ResolveAnimationClip(prefix, "wgli"); // 0x624 state 0x16
legAnimation.SelectSequence(animationClips[22], PTR_LAB_0050d738, DAT_0050d73c, DAT_0050d740);
jumpRunSpeedMax = legAnimation.keyframeData[legAnimation.keyframeCount].stride; // 0x53c
gimpLeftSpeedMax = legAnimation.keyframeData[legAnimation.keyframeCount].stride; // 0x53c
animationClips[23] = *ResolveAnimationClip(prefix, "wgri"); // 0x628 state 0x17
legAnimation.SelectSequence(animationClips[23], PTR_LAB_0050d744, DAT_0050d748, DAT_0050d74c);
jumpWalkSpeedMax = legAnimation.keyframeData[legAnimation.keyframeCount].stride; // 0x540
gimpRightSpeedMax = legAnimation.keyframeData[legAnimation.keyframeCount].stride; // 0x540
animationClips[24] = *ResolveAnimationClip(prefix, "ggri"); // 0x62c state 0x18
MeasureClipStride(0x18, &s0, &d0);
jumpRunStrideLength = s0 / d0; // 0x544
gimpLeftStrideLength = s0 / d0; // 0x544
animationClips[25] = *ResolveAnimationClip(prefix, "ggli"); // 0x630 state 0x19
MeasureClipStride(0x19, &s0, &d0);
jumpWalkStrideLength = s0 / d0; // 0x548
gimpRightStrideLength = s0 / d0; // 0x548
animationClips[26] = *ResolveAnimationClip(prefix, "gsli"); // 0x634 state 0x1A
animationClips[27] = *ResolveAnimationClip(prefix, "gsri"); // 0x638 state 0x1B
@@ -576,10 +600,10 @@ void
//
// ---- OPTIONAL clip set 2: SQUAT (probe "squi") ----
//
hasReverseGimpSet = 0; // this+0x584 (squatCapable)
squatCapable = 0; // this+0x584 (squatCapable)
if (ResolveAnimationClip(prefix, "squi") != 0)
{
hasReverseGimpSet = 1;
squatCapable = 1;
animationClips[3] = *ResolveAnimationClip(prefix, "squi"); // 0x5d8
animationClips[2] = *ResolveAnimationClip(prefix, "sqdi"); // 0x5d4
}
@@ -587,14 +611,14 @@ void
//
// ---- OPTIONAL clip set 3: TURN-IN-PLACE (probe "trni") ----
//
hasCrashSet = 0; // this+0x588 (turnCapable)
turnCapable = 0; // this+0x588 (turnCapable)
if (ResolveAnimationClip(prefix, "trni") != 0)
{
hasCrashSet = 1;
turnCapable = 1;
animationClips[4] = *ResolveAnimationClip(prefix, "trni"); // 0x5dc
}
DEBUG_STREAM << "[loadclips] INTERIOR ('i') set: fScale=" << forwardThrottleScale
<< " walkStride=" << walkStrideLength << " jumpCapable=" << jumpCapable
<< " walkStride=" << walkStrideLength << " hasGimpClips=" << hasGimpClips
<< "\n" << std::flush;
}
@@ -905,7 +929,7 @@ fail:
// CLASSMAP / the per-module reconstructions). Returns 0 for an unknown name.
//###########################################################################
//###########################################################################
/*static*/ SharedData *
/*static*/ Simulation::SharedData *
Mech::SubsystemDefaultData(const char *type_name)
{
if (Streq(type_name, "")) return &Mech::DefaultData; // 0050bde4 (DAT_0050dc1f == "")
File diff suppressed because it is too large Load Diff
+223 -47
View File
@@ -71,6 +71,25 @@
#endif
#include <stdio.h> // sscanf (offline streamer)
// #78/#82 diagnostic scope: the mech whose GIMP cell the [simstomp] trap in
// SIMULATE.h should watch (set at each leg-threshold crossing). Definition
// lives here so the engine header can extern it without a game dependency.
void *g_btGimpWatchMech = 0;
// The trap body (SIMULATE.h calls it): report WHO reset the gimp cell, with a
// module-relative return address for tools/symcrash.py.
void BTGimpStompTrap(void *sim, unsigned cur, unsigned nw, void *ra)
{
static int s_ds = 0;
if (s_ds++ >= 40)
return;
unsigned long base = (unsigned long)GetModuleHandleA(0);
char buf[160];
sprintf(buf, "[simstomp] %u->%u mech=%p ra=btl4+0x%lx",
cur, nw, sim, (unsigned long)ra - base);
DEBUG_STREAM << buf << std::endl << std::flush;
}
#if !defined(RANDOM_HPP)
# include <random.hpp> // the engine's global RandomGenerator Random
#endif
@@ -85,10 +104,11 @@
static struct ReconClock { Scalar CurrentTick() { return 0; } } TheTime; // FUN_00414b60
static const Scalar TicksPerSecond = 1.0f; // DAT_0052140c
struct DZRef { int index; };
struct SegmentRecord { int siblings; int children; }; // mech segment-tree node
struct SegmentIterator { template<class A> SegmentIterator(const A &) {} DZRef *Next() { return 0; } };
struct SegTableX { SegmentRecord *operator[](int) { return 0; } }; // cast of EntitySegment::SegmentTable
// (#110: the DZRef/SegmentRecord/SegmentIterator/SegTableX stubs that lived here
// are GONE. They silently no-op'ed the whole destruction cascade walk --
// RecurseSegmentTable "descended" into nothing, so blowing an arm off never
// touched the gun pod hanging from it. The walk now uses the REAL engine
// segment tree; see RecurseSegmentTable below.)
// Subsystem facets the recovered code reaches that the engine Subsystem does
// not expose under these names (cast of Subsystem*).
@@ -258,13 +278,22 @@ Mech__DamageZone::Mech__DamageZone(
// the authored ram economy.
if (getenv("BT_DMG_LOG"))
DEBUG_STREAM << "[zone-armor] zone=" << damageZoneIndex
<< " '" << (const char *)damageZoneName << "'"
<< " armorPts=" << defaultArmorPoints
<< " raw={" << rawScale[0] << "," << rawScale[1] << "," << rawScale[2]
<< "," << rawScale[3] << "," << rawScale[4] << "}"
<< " scale={" << damageScale[0] << "," << damageScale[1] << ","
<< damageScale[2] << "," << damageScale[3] << "," << damageScale[4] << "}"
<< " leg=" << (int)(rightLeg || leftLeg)
<< " vital=" << (int)vitalDamageZone << std::endl;
<< " vital=" << (int)vitalDamageZone
// #110: the destruction-cascade authoring -- whether this zone's
// death descends the segment tree / takes its siblings, and how many
// critical subsystems it can fail. The arm chain lives or dies by
// these values.
<< " descend=" << (int)descendOnDestruction
<< " destroySibs=" << (int)destroySiblingsOnDestruction
<< " segIdx=" << segmentIndex
<< " crits=" << criticalSubsystemCount << std::endl;
//
// Critical-subsystem table.
@@ -469,6 +498,13 @@ void
}
else if (mech->IsDisabled() == 0) // FUN_0049fb54 (NOT disabled)
{
if (getenv("BT_DMG_LOG") && (leftLeg || rightLeg))
DEBUG_STREAM << "[gimp-eval] zone=" << damageZoneIndex
<< " L=" << (int)leftLeg << " R=" << (int)rightLeg
<< " lvl=" << damageLevel
<< " half=" << (int)(damageLevel >= LegHalfStructure)
<< " alarmBefore=" << (int)mech->graphicAlarm.GetLevel()
<< "\n" << std::flush;
// A live (non-disabled) mech: a half-destroyed leg zone trips the
// partial-failure graphic (right -> 4, left -> 3). The oracle
// compares against _DAT_0049c9a0 (0.5), NOT StructureMax. task #60:
@@ -480,6 +516,29 @@ void
mech->graphicAlarm.SetLevel(4);
else if (leftLeg != 0 && damageLevel >= LegHalfStructure)
mech->graphicAlarm.SetLevel(3);
//
// #78 the "REVERSE DISABLED" voice: the binary's mech+0x40 is ONE
// cell -- the same 3/4 write was ALSO Entity.SimulationState, and
// the authored audio has state watchers on SimulationState==3/4
// that start the warning sequence (notes 29,16,40 -> two klaxon
// hits + the Warnings01 zone-8 "reverse disabled" voice line).
// The port split the cell (graphicAlarm vs engine simulationState,
// gotcha #23), so the voice never triggered. Mirror the gimp
// level into the engine indicator -- guarded so a fall/disabled/
// dead state (2, 5-8, 9) is never stomped; SetState dedupes, so
// the voice fires once per onset (again only on a side switch),
// which is the binary's own edge semantics.
//
if (damageLevel >= LegHalfStructure && (rightLeg != 0 || leftLeg != 0))
{
g_btGimpWatchMech = (void *)mech; // scope the #78 simstomp trap
unsigned ss = mech->GetSimulationState();
if (getenv("BT_AUDIO_SPATIAL")) { static int s_gm=0; if (s_gm++<30)
DEBUG_STREAM << "[gimp-sim] ss=" << ss << " -> "
<< ((rightLeg != 0) ? 4 : 3) << "\n" << std::flush; }
if (ss <= 1 || ss == 3 || ss == 4)
mech->SetSimulationState((rightLeg != 0) ? 4 : 3);
}
}
}
else
@@ -580,6 +639,77 @@ void
}
//
// #80 bridge: MechSubsystem::TakeDamage's vital-subsystem kill (@0x4ac126-
// 0x4ac137: owner alarm+0x2C -> level 9). MechSubsystem's TU holds only an
// incomplete Mech; this TU already writes graphicAlarm level 9 for the
// leg-destruction path, so the vital path reuses the same complete-type site.
//
//
// #78 bridge: the gimp level, read in THIS TU. The mapper's direct
// `mech->graphicAlarm.GetLevel()` read 0 while this TU's read of the same
// object returned 4 -- AlarmIndicator is typedef'd to DIFFERENT TYPES per
// header family (mech.hpp: ReconAlarm, 4 bytes; heat.hpp: GaugeAlarm, 0x54),
// so Mech's layout past graphicAlarm diverges between TU families. Until
// that typedef split is audited and unified, every cross-TU read of the
// alarm goes through here.
//
// #82 REPLICANTS (field: "peers see a limping mech SKATING", 2026-07-29): the
// binary's mech+0x40 is ONE cell -- and because that cell IS
// Simulation::simulationState, it rides EVERY update record header
// (Simulation::Write/ReadUpdateRecord), so a peer's replicant learned the gimp
// level for free and its gait machine limped with no extra plumbing.
//
// The port split the cell (graphicAlarm = where mechdmg writes; engine
// simulationState = what replicates). A replicant NEVER re-derives the level:
// zone damage reaches it as a DamageZone update record
// (Entity::ReadDamageUpdateRecord -> DamageZone::ReadUpdateRecord writes
// damageLevel straight from the wire), which never runs
// Mech__DamageZone::TakeDamage -- so the threshold evaluation, and with it
// graphicAlarm 3/4, only ever happens on the damage-resolving node. Its
// self-simulated gait therefore stayed in the WALK states while the replicated
// speed dragged it along at limp pace: the skate.
//
// So read the cell the way the binary had it: the master's authoritative
// graphicAlarm, else the replicated engine cell (which the master now mirrors
// for the warning voice, #78 -- the same value the binary put on the wire).
// Mech::StateCount is 0x21 and the engine base only defines 0/1 there, so 3/4
// are unambiguously the mech's gimp levels (the authored audio watchers on
// SimulationState 3/4 are the binary's own confirmation).
int BTMechGimpAlarmLevel(void *mech_v)
{
if (mech_v == 0)
return 0;
return (int)((Mech *)mech_v)->graphicAlarm.GetLevel();
}
int BTMechGimpLevel(void *mech_v)
{
if (mech_v == 0)
return 0;
Mech *m = (Mech *)mech_v;
const int alarm = (int)m->graphicAlarm.GetLevel();
const int sim = (int)m->GetSimulationState();
// ONE-CELL PRECEDENCE: in the binary a fall / death / limbo state OVERWROTE
// the gimp level in the same cell, so those gaits win and the NORMAL
// drivers (which carry the death latch) must run. Report the alarm
// unchanged there -- never gimp.
if (sim == 2 || (sim >= 5 && sim <= 9))
return alarm;
if (alarm == 3 || alarm == 4)
return alarm; // master authority
if (sim == 3 || sim == 4)
return sim; // the replicated cell
return alarm; // 0/9/... unchanged
}
void BTMechVitalSubsystemKill(void *owner_mech)
{
if (owner_mech != 0)
((Mech *)owner_mech)->graphicAlarm.SetLevel(9); // owner+0x2C, level 9
}
//#############################################################################
// CriticalHit -- @0049ccc4
//
@@ -680,12 +810,16 @@ void
}
if (getenv("BT_DEATH_LOG"))
DEBUG_STREAM << "[deathfx] crit-subsys " << i
<< " '" << (s->GetName() ? s->GetName() : "?") << "'"
<< " DESTROYED (vital=" << s->IsVitalSubsystem() << ")\n" << std::flush;
}
else if (getenv("BT_DEATH_LOG"))
{
DEBUG_STREAM << "[deathfx] crit-subsys " << i << " damaged -> "
<< level << "\n" << std::flush;
DEBUG_STREAM << "[deathfx] crit-subsys " << i
<< " '" << (s->GetName() ? s->GetName() : "?") << "'"
<< " damaged -> " << level
<< " (pct=" << cs->damagePercentage
<< " used=" << cs->damagePercentageUsed << ")" << std::endl;
}
}
}
@@ -701,35 +835,66 @@ void
void
Mech__DamageZone::RecurseSegmentTable(Mech *my_mech)
{
if (getenv("BT_DEATH_LOG"))
DEBUG_STREAM << "[cascade] zone " << damageZoneIndex
<< " DESTROYED -> descend=" << (int)descendOnDestruction
<< " destroySibs=" << (int)destroySiblingsOnDestruction
<< " crits=" << criticalSubsystemCount << std::endl;
SendSubsystemDamage(); // FUN_0049c9a8
SetGraphicState(1); // slot 0xc
SegmentRecord *seg = ((SegTableX &)my_mech->segmentTable)[segmentIndex]; // mech+0x300, Wword(0x65)
//
// The segment-tree walk (@0049cad4, re-read 2026-08-02 for #110). The
// binary iterates the mech's segment table (mech+0x300, vtbl+0x34 GetNth)
// to this zone's segment, then walks two lists ON the EntitySegment:
// seg+0xD0 the damage-zone indices ATTACHED to this segment
// seg+0xE8 the CHILD segment indices
// Those are the engine's own EntitySegment::damageZoneTable /
// childIndexTable -- byte-identical offsets (TableOf is 0x18: 0xD0+0x18 =
// 0xE8), populated at stream time by JMOVER.cpp:373 (AddDamageZone) [T0].
// The previous "reconstruction" here walked stub iterators that always
// returned NULL, so the cascade never left this zone: an arm died and the
// gun pod hanging off it kept firing (#110, Lynx + Conn Man's three-chassis
// audit). Element payload = PlugOf<int> (operator int).
//
EntitySegment::SegmentTableIterator segs(my_mech->segmentTable); // mech+0x300
EntitySegment *seg = segs.GetNth(segmentIndex); // vtbl+0x34
if (seg == 0)
return; // (binary derefs blind)
if (destroySiblingsOnDestruction) // Wword(0x68)
{
SegmentIterator sibs(&seg->siblings); // seg+0xd0
for (DZRef *r; (r = sibs.Next()) != 0; ) // slot 0x28
// Other zones on the SAME segment.
EntitySegment::IntegerTableIterator sibs(seg->GetDamageZoneTable()); // seg+0xD0
for (EntitySegment::IntegerPlug *r; (r = sibs.ReadAndNext()) != 0; )
{
Mech__DamageZone *sib = my_mech->Zone(r->index); // inherited damageZones[..], typed
if (sib != this && sib->GetGraphicState() != 1)
Mech__DamageZone *sib = my_mech->Zone((int)*r);
if (sib != 0 && sib != this && sib->GetGraphicState() != 1)
{
sib->RecurseSegmentTable(my_mech);
sib->SetGraphicState(2); // slot 0xc
sib->SetGraphicState(2); // 2 = Gone
}
}
}
if (descendOnDestruction) // Wword(0x67)
{
SegmentIterator kids(&seg->children); // seg+0xe8
for (DZRef *r; (r = kids.Next()) != 0; )
// Every zone on every CHILD segment, recursively -- the arm takes the
// gun with it. The binary's child-zone loop has NO graphic-state
// guard (only the sibling loop has one); reproduced as-is.
EntitySegment::IntegerTableIterator kids(seg->GetChildIndexTable()); // seg+0xE8
for (EntitySegment::IntegerPlug *r; (r = kids.ReadAndNext()) != 0; )
{
SegmentRecord *child = ((SegTableX &)my_mech->segmentTable)[r->index];
SegmentIterator czones(&child->siblings); // child+0xd0
for (DZRef *cr; (cr = czones.Next()) != 0; )
EntitySegment::SegmentTableIterator segs2(my_mech->segmentTable);
EntitySegment *child = segs2.GetNth((int)*r);
if (child == 0)
continue;
EntitySegment::IntegerTableIterator czones(child->GetDamageZoneTable()); // child+0xD0
for (EntitySegment::IntegerPlug *cr; (cr = czones.ReadAndNext()) != 0; )
{
Mech__DamageZone *cz = my_mech->Zone(cr->index);
Mech__DamageZone *cz = my_mech->Zone((int)*cr);
if (cz == 0)
continue;
cz->RecurseSegmentTable(my_mech);
cz->SetGraphicState(2);
}
@@ -1029,7 +1194,7 @@ extern void BTSpawnDamageEffect(Mech *mech, int effect_resource, int segment_ind
extern void BTRemakeMechModel(Entity *entity);
MechDeathHandler::MechDeathHandler(Mech *mech) // @0042a984
: owner(mech), wasWrecked(0)
: owner(mech), prevMode(0)
{
// per-zone last-damage cache, zeroed (binary this[0x10], size mech+0x11c).
int count = (mech != 0 && mech->damageZoneCount > 0) ? mech->damageZoneCount : 0;
@@ -1052,6 +1217,40 @@ void
if (owner == 0)
return;
// REPLICANT UN-WRECK (#94): fire on the DEATH-STATE EXIT edge of the
// replicated SimulationState dial (MovementMode 9/2 are the death modes;
// they never revert except through Mech::Reset, whose SetMovementMode(0)
// + ForceUpdate(0x1f) reaches the peer in every record header). This is
// the cause-agnostic respawn signal: the previous trigger inferred the
// respawn from a damage-zone falling edge, which a COLLISION death never
// produces (type-0 damage prices as internal rattle, never armor -- the
// zones of a fresh mech killed by ramming sit at 0 for its whole life),
// so the peer's wreck could never un-wreck: the live respawned mech drove
// around wearing the hulk (night-7 field report, SAURON's Loki). Gated
// to ReplicantInstance: the master un-wrecks locally in Mech::Reset.
{
const int mode = (int)owner->MovementMode();
const int oldMode = prevMode;
const bool nowDead = (mode == 2 || mode == 9);
const bool prevDead = (oldMode == 2 || oldMode == 9);
prevMode = mode;
if (prevDead && !nowDead
&& owner->GetInstance() == Entity::ReplicantInstance)
{
extern void BTRebuildMechModel(Entity *entity);
extern void BTStartWarpEffect(float x, float y, float z);
BTRebuildMechModel((Entity *)owner);
BTStartWarpEffect((float)owner->localOrigin.linearPosition.x,
(float)owner->localOrigin.linearPosition.y,
(float)owner->localOrigin.linearPosition.z);
if (getenv("BT_DEATH_LOG"))
DEBUG_STREAM << "[respawn] replicant un-wrecked + warp (mode "
<< oldMode << "->" << mode << ") at ("
<< owner->localOrigin.linearPosition.x << ","
<< owner->localOrigin.linearPosition.z << ")\n" << std::flush;
}
}
int n = owner->damageZoneCount;
for (int i = 0; i < n && i < (int)lastLevel.size(); ++i)
{
@@ -1063,35 +1262,13 @@ void
Scalar prev = lastLevel[i];
// FALLING edge = the master's Mech::Reset healed + re-broadcast this zone
// (ForceUpdate(DamageZoneUpdateModelFlag)). The rising-damage swap below is
// one-way; on a REPLICANT observer, reverse it here -- drop the destroyed
// segment meshes (BTRebuildMechModel) and play the recovery warp -- so the
// peer's wreck un-wrecks + warps back on the observer's screen. Gated to
// ReplicantInstance: the master already un-wrecks + warps locally in
// Mech::Reset (mech4.cpp), so it must NOT double-fire here. The authentic
// engine drives this off the type-0 graphic-state transition in
// Mech::ReadUpdateRecord (mech.cpp case 0 -> ResetPose); our port has no
// ported RemakeEntity state, so we react to the replicated zone level.
// (ForceUpdate(DamageZoneUpdateModelFlag)). Just refresh the cache: the
// respawn un-wreck no longer rides this edge -- it fires from the
// death-state exit watcher above, which also covers deaths that never
// moved a zone (#94).
if (level < prev)
{
lastLevel[i] = level;
if (wasWrecked && prev >= 1.0f && level < 1.0f)
{
wasWrecked = 0; // one un-wreck per death->respawn
if (owner->GetInstance() == Entity::ReplicantInstance)
{
extern void BTRebuildMechModel(Entity *entity);
extern void BTStartWarpEffect(float x, float y, float z);
BTRebuildMechModel((Entity *)owner);
BTStartWarpEffect((float)owner->localOrigin.linearPosition.x,
(float)owner->localOrigin.linearPosition.y,
(float)owner->localOrigin.linearPosition.z);
if (getenv("BT_DEATH_LOG"))
DEBUG_STREAM << "[respawn] replicant un-wrecked + warp at ("
<< owner->localOrigin.linearPosition.x << ","
<< owner->localOrigin.linearPosition.z << ")\n" << std::flush;
}
}
continue;
}
if (level <= prev) // unchanged -- no new damage
@@ -1111,7 +1288,6 @@ void
const Mech__DamageZone::DamageDescriptor *d = zone->DescriptorForLevel(level);
if (level >= 1.0f && prev < 1.0f) // just destroyed -> the Destroyed descriptor
{
wasWrecked = 1; // latch: a wreck the observer must later reverse
const Mech__DamageZone::DamageDescriptor *dd =
zone->DescriptorForGraphicState(DamageZone::DestroyedGraphicState); // enum 1
if (dd != 0)
+18 -6
View File
@@ -254,6 +254,13 @@
MechCriticalSubsystem
**criticalSubsystems; // @0x1b4 array[criticalSubsystemCount]
public:
// Bench query (BT_SELF_DAMAGE_ZONE=leg): leg zones stream the
// LegDamageZone flags, so the harness resolves "the leg" symbolically --
// zone NUMBERING is per-mech-type (MadCat 16, bhk1 18, ...) and a magic
// number aimed at the wrong type has killed the mech instead of gimping.
int IsLegZone() const { return (leftLeg || rightLeg) ? 1 : 0; }
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Damage-state descriptor table (binary this+0xd4). Streamed from the
// type-0x1e resource by LoadCriticalSubsystems (FUN_0041e4a8 -> FUN_0042a748);
@@ -360,12 +367,17 @@ class MechDeathHandler
private:
Mech *owner; // @0x14
std::vector<Scalar> lastLevel; // @0x10 per-zone last damageLevel cache
// PORT (respawn replication): latched when any zone is destroyed, so a
// REPLICANT observer can reverse the one-way wreck swap when the master's
// Mech::Reset heals + re-broadcasts the zones (falling damage edge). Not a
// binary field -- the authentic un-wreck rides the type-0 graphic-state hook
// (Mech::ReadUpdateRecord case 0), which our port drives via the zone levels.
Logical wasWrecked;
// PORT (respawn replication): last-tick MovementMode, so a REPLICANT
// observer can reverse the one-way wreck swap on the DEATH-STATE EXIT
// edge (9/2 -> 0/1, only Mech::Reset ever leaves the death modes). The
// state rides EVERY record header, so the edge fires for ANY death
// cause. Replaces a zone-level falling-edge latch (wasWrecked), which
// was blind to zone-less deaths: collision/internal-rattle kills
// (gitea #94) never move a damage zone, so the latch never armed and
// the peer's wreck could never un-wreck. Not a binary field -- the
// authentic un-wreck rides the type-0 graphic-state hook
// (Mech::ReadUpdateRecord case 0), which our port has not reconstructed.
int prevMode;
};
#endif
+99
View File
@@ -933,6 +933,32 @@ void
}
}
// #78: a GIMPED mech cannot back up -- "reverse disabled". mechdmg raises
// graphicAlarm level 3 (left leg) / 4 (right leg) when a leg zone passes
// half structure, and MovementMode() IS that alarm's level (task #1). The
// pod's cue fired through the alarm's audio watchers on the level change;
// here the reverse INPUT is refused while limping (VGL Lynx's account of
// the 4.10 behavior, night 6).
{
// NB read the GRAPHIC ALARM, not MovementMode(): the port carries the
// binary's one mech+0x40 cell as TWO members (engine simulationState
// vs graphicAlarm level) and mechdmg raises the gimp states on the
// ALARM. See the split-brain note in combat-damage.md.
extern int BTMechGimpLevel(void *mech_v); // mechdmg.cpp (the TU-safe read)
int mm = BTMechGimpLevel(mech);
if ((mm == 3 || mm == 4) && reverseThrust >= 1)
{
reverseThrust = 0;
static int s_revWarned = 0;
if (!s_revWarned)
{
s_revWarned = 1;
DEBUG_STREAM << "[gimp] REVERSE DISABLED (leg damage, mode "
<< mm << ")\n" << std::flush;
}
}
}
if (reverseThrust < 1)
{
speedDemand =
@@ -942,7 +968,79 @@ void
{
speedDemand = -mech->reverseStrideLength * throttlePosition;
}
// (History note: this block was briefly REMOVED on the morning of
// 2026-07-31 on the claim "the binary has NO dynamic myomer->speed
// coupling" -- an export-gap-blind conclusion, retracted the same day
// when the pod veterans testified seek 4 = 182 kph and the raw-image
// float-read sweep found the consumer inside the un-exported master-perf
// region. The restored form below is now BYTE-GROUNDED, and better than
// the pre-removal draft: MAX over the myomer chain (not first-found), NO
// 1.0 clamp (overdrive is real), and the turn-freeze at dead drive.)
{
// THE MYOMER DRIVE SCALE -- RESTORED + BYTE-GROUNDED (2026-07-31, the
// seek-audit correction). The morning's removal ("the binary has NO
// dynamic myomer->speed coupling") was EXPORT-GAP BLINDNESS: the
// master perf's un-exported region (@0x4a9cf2-0x4a9da4, raw capstone
// -- the same gap that hid the #93 crash block) walks the mech's
// MYOMER capability chain (+0x7AC) every frame, keeps the MAX
// speedEffect@0x31C in mech+0x79C, and MULTIPLIES the mapper's
// speedDemand@0x128 by it in place; when |max| <= 1e-4 (@0x4ab16c)
// it ALSO zeroes the mapper's turnDemand@0x12C -- dead/overheated
// myomers freeze BOTH speed and turn ("less than a minute at seek 4
// before overheating and freezing up" -- Oracle, who put pod seek-4
// humanoids at 182 kph: the manual's printed Super Charged figure).
// speedEffect = (gear/recGear) x heatFactor x (1 - damage), NO 1.0
// clamp: gear 4 rides ~1.43x demand into the RegisterMaxOutput gait
// cap (base x 1.4284) = SUPERCHARGE. [T1 disasm]
Scalar drive = 0.0f; // mech+0x79C accumulator
int myomers = 0;
extern Scalar BTMyomersSpeedEffectOf(void *subsystem); // myomers.cpp (-1 = not a Myomers)
int n = mech->GetSubsystemCount(); // chain-walk emulation (the
for (int i = 2; i < n; ++i) // +0x7AC fill is the SubProxy stub)
{
Scalar f = BTMyomersSpeedEffectOf(mech->GetSubsystem(i));
if (f >= -0.5f) // a Myomers (value may be 0)
{
++myomers;
if (f > drive) drive = f; // MAX over the chain (@0x4a9d20)
}
}
if (myomers > 0)
{
speedDemand *= drive; // @0x4a9d63: in-place demand scale
if (fabsf(drive) <= 1.0e-4f) // @0x4a9d89 vs _DAT_004ab16c
turnDemand = 0.0f; // @0x4a9d9e: mapper+0x12C -- the FREEZE
}
extern int BTMechGimpLevel(void *mech_v); // mechdmg.cpp (the TU-safe read)
int mm = BTMechGimpLevel(mech); // the gimp cell (see above)
if (mm == 3 || mm == 4)
{
static Scalar s_gimp = -1.0f;
if (s_gimp < 0.0f)
{
const char *e = getenv("BT_GIMP_SPEED");
s_gimp = (e != 0 && *e != '\0') ? (Scalar)atof(e) : 1.0f; // 1.0 = authentic (clamp lives in the gimp SM)
if (s_gimp < 0.0f || s_gimp > 1.0f) s_gimp = 1.0f;
}
speedDemand *= s_gimp;
}
if (getenv("BT_DRIVE_LOG"))
{
static float s_dAcc = 0.0f; s_dAcc += time_slice;
if (s_dAcc >= 1.0f)
{
s_dAcc = 0.0f;
DEBUG_STREAM << "[drive] drive=" << drive << " nMyo=" << myomers
<< " mm=" << mm << " dmd=" << speedDemand
<< " mech=" << (int)mech->GetEntityID()
<< " @" << (void *)mech << "\n" << std::flush;
}
}
}
{
extern int BTMechGimpLevel(void *mech_v);
#define BTMechGimpLevelTrace BTMechGimpLevel
static int s_cTrace = -1;
if (s_cTrace < 0) { const char *e = getenv("BT_MPPR_TRACE"); s_cTrace = (e && *e != '0') ? 1 : 0; }
if (s_cTrace)
@@ -952,6 +1050,7 @@ void
DEBUG_STREAM << "[mppr-c] thr=" << throttlePosition << " rev=" << reverseThrust
<< " topSpd=" << mech->reverseStrideLength
<< " fScale=" << mech->forwardThrottleScale
<< " mm=" << BTMechGimpLevelTrace(mech) // #78: 3/4 = gimp
<< " -> dmd=" << speedDemand
// glass-regression verification 2026-07-20: the same trace
// carries the turn/aim scalars so one gated line proves the
+138 -14
View File
@@ -152,6 +152,16 @@ MechSubsystem::MechSubsystem(
printSimulationState = 0; // this[0x41]
configureActivePress = -1; // this[0x44] configure-session idle
damageZone = (ReconDamageZone *)new DamageZone(this, 0); // this[0x38] = FUN_0041de1c(new 0x160, this, 0)
// #64/#88: ALIAS the ENGINE base member to the same zone. The binary has
// ONE cell (subsystem word 0x38); the port's re-declared shadow left
// Subsystem::damageZone null forever, so every engine-member reader --
// HeatSink::UpdateCoolant's leak feed (`coolantDraw = zoneDamage *
// heatLoad`), the engine base TakeDamage -- saw a pristine/null zone.
// With the crit sink + collision rattle now writing real damage into the
// (same) zone, the null base was the single break in the coolant-leak
// chain. Aliasing (not moving) keeps every shadow reader intact; the
// full #64 de-shadow sweep remains the long-term cleanup.
Subsystem::damageZone = (::DamageZone *)damageZone;
}
//
@@ -190,23 +200,48 @@ MechSubsystem::MechSubsystem(
collisionCriticalHitWeight = subsystem_resource->collisionCriticalHitWeight; // res+0xdc
damageZone = (ReconDamageZone *)new DamageZone(this, 0); // this[0x38]
Subsystem::damageZone = (::DamageZone *)damageZone; // #64/#88 alias -- see the sibling ctor
BindName((char *)damageZone + 0x15c, GetName()); // FUN_00402a98(., dz+0x15c, name)
// structure reference and per-facing armour into the DamageZone
damageZone->structureReference = subsystem_resource->structureReference; // dz+0x140 = res+0x44
for (int i = 0; i < 5; ++i)
//
// #80 ROOT CAUSE, half one: armour points + per-damage-TYPE scales into the
// private zone (binary @0x4ac7bb-0x4ac853). The old code wrote these
// through the ReconDamageZone PROXY -- whose structureReference/armour[]
// sit at struct offsets +4/+8, NOT the binary's +0x140/+0x144 -- so the
// floats landed on the ENGINE object's header (owningSimulation / the
// StateIndicators) and the engine's REAL damageScale[] stayed at the
// ctor's zeros. Every subsystem-zone TakeDamage was therefore
// `damageLevel += amount * 0` -- the dead crit sink, and the reason the
// 2026-07-28 "cannot damage a subsystem's own zone -- in the original too"
// verdict was WRONG about the original. The engine base layout is
// binary-parity (Mech__DamageZone locks its derived fields from 0x160 up),
// so the engine's NAMED members land exactly on +0x140/+0x144.
//
{
damageZone->armour[i] = subsystem_resource->armorByFacing[i]; // dz+0x144+i = res+0x30+i
}
// invert each facing into an absorption coefficient
for (int i = 0; i < 5; ++i)
{
Scalar a = damageZone->armour[i] - ArmourNumerator / damageZone->structureReference;
if (ArmourEpsilon < fabsf(a)) // FUN_004dcd00
DamageZone *dz = (DamageZone *)damageZone;
dz->defaultArmorPoints = subsystem_resource->weaponDamagePoints; // dz+0x140 = res+0x44
for (int i = 0; i < 5; ++i)
{
damageZone->armour[i] =
ArmourNumerator / (damageZone->armour[i] * damageZone->structureReference);
dz->damageScale[i] = subsystem_resource->damageTypePoints[i]; // dz+0x144+i*4 = res+0x30+i*4
}
// normalize: points -> absorption coefficient, exactly the mech-zone
// math (no *0.5 here -- that halving is the MECH zones' extra step)
for (int i = 0; i < 5; ++i)
{
Scalar a = dz->damageScale[i] - ArmourNumerator / dz->defaultArmorPoints;
if (ArmourEpsilon < fabsf(a)) // FUN_004dcd00, eps @0x4ac864
{
dz->damageScale[i] =
ArmourNumerator / (dz->damageScale[i] * dz->defaultArmorPoints);
}
}
if (BTEnvOn("BT_CRIT_LOG", 0))
DEBUG_STREAM << "[subarmor] " << (GetName() ? GetName() : "?")
<< " pts=" << dz->defaultArmorPoints
<< " scale={" << dz->damageScale[0] << "," << dz->damageScale[1]
<< "," << dz->damageScale[2] << "," << dz->damageScale[3]
<< "," << dz->damageScale[4] << "}"
<< " critBonus=" << criticalReference << "\n" << std::flush;
}
}
@@ -416,6 +451,22 @@ Logical
Scalar
MechSubsystem::ApplyDamageAndMeasure(Damage &damage)
{
// FIELD CRASH GUARD (2026-07-29, build 641, Conn Man's Owens): a crit
// landed on a weapon subsystem whose damageZone is NULL -- the engine
// base derefs it unguarded (every 1995 subsystem shipped with a zone).
// This path was unreachable until #80 made crits land for real. No
// zone -> nothing to damage or measure; the crit fizzles here. The
// one-shot log names the zoneless subsystem so its zone can be BUILT
// (the root-cause follow-up).
if (damageZone == 0)
{
static int s_nz = 0;
if (s_nz++ < 8)
DEBUG_STREAM << "[crit] NULL damageZone on subsystem '"
<< GetName() << "' -- crit fizzled (see the Owens field crash)\n"
<< std::flush;
return 0.0f;
}
Scalar before = ((DamageZone *)damageZone)->damageLevel; // dz+0x158 (engine view)
TakeDamage(damage); // (*this.vtable+0x24)(this, &damage)
return ((DamageZone *)damageZone)->damageLevel - before;
@@ -437,6 +488,47 @@ void MechSubsystem::ApplyZoneDamage(Damage &damage)
((DamageZone *)damageZone)->TakeDamage(damage); // zone vtable +0x18
}
//
// @0x4ac0bc -- the REAL virtual TakeDamage (vtable slot +0x24), raw-disasm
// 2026-07-29 (#80). CLASSMAP had this address mislabeled "HandleMessage"; the
// body unambiguously consumes a Damage&. Was an empty btstubs stand-in, so
// ApplyDamageAndMeasure always measured a delta of 0 and no crit ever landed.
//
// zone->TakeDamage(damage) ; zone vtbl+0x18
// if (zone->damageLevel >= 1.0) ; vs [0x4ac140] = 1.0f
// statusAlarm.SetLevel(1) ; Destroyed (0x41bbd8, this+0x2C)
// if (printSimulationState) PrintState() ; vtbl+0x34, gate this+0x104
// zone->damageLevel = 1.0f ; pin
// if (vitalSubsystem) ; this+0xE4
// owner(+0xD0) alarm+0x2C SetLevel(9) ; the VITAL-SUBSYSTEM KILL (#28)
//
void MechSubsystem::TakeDamage(Damage &damage)
{
DamageZone *dz = (DamageZone *)damageZone;
if (dz == 0) // port guard (binary derefs)
return;
dz->TakeDamage(damage); // zone vtable +0x18
if (dz->damageLevel >= 1.0f) // _DAT_004ac140
{
statusAlarm.SetLevel(1); // Destroyed
if (printSimulationState) // +0x104
{
PrintState(); // vtable +0x34 @4ac8c0
}
dz->damageLevel = 1.0f;
if (vitalSubsystem) // +0xE4
{
// the owner Mech's graphicAlarm (+0x2C) to level 9 -- the same
// fall/death level the leg-destruction path raises. Mech is an
// incomplete type here; the bridge lives in mechdmg.cpp.
extern void BTMechVitalSubsystemKill(void *owner_mech);
BTMechVitalSubsystemKill(owner);
}
}
}
//
// @0x4ac274 -- the AMMO-EXPLOSION fan-out (Gitea #46, re-read from the raw
// decomp). The old reconstruction here was wrong in kind: it "re-applied the
@@ -536,8 +628,8 @@ int
// first pass: prime to "unset"
subsystem_resource->criticalReference = ResourceUnset; // res+0xe0 = -1.0f
for (int i = 0; i < 5; ++i)
subsystem_resource->armorByFacing[i] = ResourceUnset; // res+0x30.. = -1.0f
subsystem_resource->structureReference = ResourceUnset; // res+0x44
subsystem_resource->damageTypePoints[i] = ResourceUnset; // res+0x30.. = -1.0f
subsystem_resource->weaponDamagePoints = ResourceUnset; // res+0x44
subsystem_resource->vitalSubsystemIndex = -1; // res+0x48
memset(subsystem_resource->videoObjectName, 0, 128); // res+0x4c
strcpy(subsystem_resource->videoObjectName, "None"); // DAT_0050dfc0
@@ -570,6 +662,38 @@ int
Get_Segment_Index(model_file, model_name, directories, vitalName); // FUN_004274f8
}
// #80 -- the armour/crit keys the parse never consumed (binary key strings
// @0x50e09d..0x50e15d, in this order). Their absence is the second half of
// why the subsystem's private zone could never take damage: the ctor's
// scale block normalized ResourceUnset garbage (and wrote it through the
// wrong layout besides). WeaponDamagePoints and CriticalHitScoreBonus are
// REQUIRED by the binary (" Must have a ..." @0x50e0b0/@0x50e0e6); the five
// per-damage-type keys are optional.
if (!model_file->GetEntry(subsystem_name, "WeaponDamagePoints",
&subsystem_resource->weaponDamagePoints) // 0x50e09d
&& subsystem_resource->weaponDamagePoints == ResourceUnset)
{
DebugStream << subsystem_name << " Must have a WeaponDamagePoints"; // 0x50e0b0
return False;
}
if (!model_file->GetEntry(subsystem_name, "CriticalHitScoreBonus",
&subsystem_resource->criticalReference) // 0x50e0d0
&& subsystem_resource->criticalReference == ResourceUnset)
{
DebugStream << subsystem_name << " Must have a CriticalHitScoreBonus"; // 0x50e0e6
return False;
}
model_file->GetEntry(subsystem_name, "CollisionDamagePoints",
&subsystem_resource->damageTypePoints[0]); // 0x50e109
model_file->GetEntry(subsystem_name, "BallisticDamagePoints",
&subsystem_resource->damageTypePoints[1]); // 0x50e11f
model_file->GetEntry(subsystem_name, "ExplosiveDamagePoints",
&subsystem_resource->damageTypePoints[2]); // 0x50e135
model_file->GetEntry(subsystem_name, "LaserDamagePoints",
&subsystem_resource->damageTypePoints[3]); // 0x50e14b
model_file->GetEntry(subsystem_name, "EnergyDamagePoints",
&subsystem_resource->damageTypePoints[4]); // 0x50e15d
Check_Fpu();
return True;
}
+32 -5
View File
@@ -95,8 +95,15 @@ class Damage;
struct MechSubsystem__SubsystemResource:
public Subsystem::SubsystemResource
{
Scalar armorByFacing[5]; // +0x30 per-facing armour (default -1.0f)
Scalar structureReference; // +0x44 health/structure divisor (default -1.0f)
// task #80 RENAME (binary key strings @0x50e109..0x50e15d): these five are
// per-DAMAGE-TYPE points in Damage enum order -- "CollisionDamagePoints" /
// "Ballistic" / "Explosive" / "Laser" / "EnergyDamagePoints" -- NOT
// per-facing armour (the old name was a guess).
Scalar damageTypePoints[5]; // +0x30 per-damage-TYPE points (default -1.0f)
// "WeaponDamagePoints" (@0x50e09d) -- REQUIRED (" Must have a
// WeaponDamagePoints", @0x50e0b0) -- the subsystem's armour points,
// copied to its private zone's defaultArmorPoints@0x140 by the ctor.
Scalar weaponDamagePoints; // +0x44 "WeaponDamagePoints" (default -1.0f)
int vitalSubsystemIndex; // +0x48 "VitalSubsystem" segment (default -1)
char videoObjectName[128]; // +0x4C "VideoObjectName" (default "None")
ResourceDescription::ResourceID
@@ -111,7 +118,9 @@ class Damage;
int _alarmModelReserved[2]; // +0xD0 remainder of the 12-byte 0xCC field
int printSimulationState; // +0xD8 "PrintSimulationState"
Scalar collisionCriticalHitWeight; // +0xDC "CollisionCriticalHitWeight"
Scalar criticalReference; // +0xE0 (default -1.0f)
Scalar criticalReference; // +0xE0 "CriticalHitScoreBonus" (@0x50e0d0,
// REQUIRED) -- the damage-tally value a
// crit on this subsystem is worth
};
//###########################################################################
@@ -245,9 +254,17 @@ class Damage;
void
PrintState(); // slot 13, @0x4ac8c0
Logical
HandleMessage(int message); // @0x4ac0bc
HandleMessage(int message); // (address unknown -- the old @0x4ac0bc
// claim was the CLASSMAP mislabel; that
// address is TakeDamage, see below)
// @0x4ac0bc -- vtable slot +0x24 [T1, raw disasm 2026-07-29]. Routes the
// Damage into the subsystem's PRIVATE zone (zone vtbl+0x18), then on
// damageLevel >= 1.0: statusAlarm=Destroyed, the PrintState gate, pin 1.0,
// and -- if vitalSubsystem -- the owner mech's graphicAlarm to level 9 (the
// vital-subsystem KILL, issue #28). Was an empty btstubs stand-in, which is
// half of why crits never registered (#80). Defined in mechsub.cpp.
virtual void
TakeDamage(Damage &damage); // slot via this+0x24 (see DamageDelta)
TakeDamage(Damage &damage); // @0x4ac0bc (vtable +0x24)
Logical
IsDamaged(); // @0x4ac9c8 -- NOVICE-experience lockout predicate (player+0x274 == 0), NOT a damage query (issue #2); see mechsub.cpp
@@ -269,6 +286,16 @@ class Damage;
Scalar GetSubsystemDamageLevel() const;
void SetSubsystemDamageLevel(Scalar level);
// #80: the crit-tally worth of this subsystem ("CriticalHitScoreBonus",
// member @0x108) -- the TakeDamage handler adds it per landed crit
// (binary @0x4a0473: tally += critted->+0x108).
Scalar CriticalScoreBonus() const { return criticalReference; }
// #83 (collision rattle): the authored lottery weight the collision-
// damage distributor (FUN_0049ffcc @0x4a00f2) accumulates per eligible
// subsystem against a [0,1) roll.
Scalar CollisionCritWeight() const { return collisionCriticalHitWeight; }
// task #2 (crit propagation): the zone-side crit paths
// (Mech__DamageZone::CriticalHit @0049ccc4 / SendSubsystemDamage
// @0049c9a8) reach these subsystem facets.
+19 -1
View File
@@ -327,6 +327,20 @@ MechWeapon::MechWeapon(
rangeToTarget = 0.0f; // 0x324
targetWithinRange = False; // 0x34C
// #95-follow-up WEAPON SPEC AUDIT (BT_SPEC_LOG): one line per weapon with
// the AUTHORED numbers, so "missile damage is too low" can be argued
// against the shipped data instead of memory. damageAmount here is the
// authored TOTAL (the MissileLauncher ctor divides by missileCount after
// this, mirroring @004bcff0).
if (getenv("BT_SPEC_LOG"))
DEBUG_STREAM << "[wspec] " << (GetName() ? GetName() : "?")
<< " dmg=" << damageData.damageAmount
<< " type=" << (int)damageData.damageType
<< " recycle=" << rechargeRate
<< " range=" << weaponRange
<< " heat=" << heatCostToFire
<< "\n" << std::flush;
// segmentReference/pipSegment were phantom tail members (past the binary 0x3F0 end);
// removed. The muzzle segment index is the inherited base slot this+0xdc (used by
// GetMuzzlePoint); the pip mount is gated by useConfiguredPip in DrawWeaponPip.
@@ -405,7 +419,11 @@ Logical
void
MechWeapon::TakeDamage(Damage &damage)
{
Subsystem::TakeDamage(damage); // engine base (real chain: @004b0efc)
// FIELD CRASH GUARD (2026-07-29, build 641): the engine base derefs
// damageZone unguarded; an Owens weapon reached here with zone == NULL
// the first night crits could land (#80). See ApplyDamageAndMeasure.
if (this->Subsystem::damageZone != 0)
Subsystem::TakeDamage(damage); // engine base (real chain: @004b0efc)
// Port behavior (kept): a destroyed weapon clears its display alarm;
// otherwise the alarm tracks the resolved damage-zone state.
+530 -441
View File
@@ -1,442 +1,531 @@
//============================================================================//
// File: mislanch.cpp //
// Project: BattleTech //
// Contents: Weapon Which Launches a missile (MissileLauncher : ProjectileWeapon)//
//----------------------------------------------------------------------------//
// Copyright (C) 1995, Virtual World Entertainment, Inc. All Rights reserved //
// PROPRIETARY AND CONFIDENTIAL //
//============================================================================//
//
// RECONSTRUCTED from the shipped binary. Behaviour follows the Ghidra
// pseudo-C in part_013.c; member / method names follow the surviving
// MISLANCH.HPP, the resource-parser tag strings, and the reconstructed
// mechweap.hpp / heat.hpp siblings. Each non-trivial method cites the
// originating @ADDR.
//
// Class map for the projectile-weapon branch (resolved from vtable + ctor
// chaining + CreateStreamedSubsystem resource strings):
// ProjectileWeapon ctor @004bc3fc dtor @004bc688 vtable @0051242c
// CSS @004bc7cc (TracerInterval, AmmoBin,
// MinTimeOfFlight, MinJamChance,
// MinVoltagePercentToFire)
// MissileLauncher ctor @004bcff0 dtor @004bd060 vtable @00512570
// CSS @004bd08c (MissileCount, MuzzleVelocity)
//
// ProjectileWeapon (base) member offsets used below:
// @0x3ac this[0xeb] damageAmount (divided by missileCount in ctor)
// @0x3d4 this[0xf5] per-salvo count copy
// @0x3f0 this[0xfc] MinTimeOfFlight timer base
// @0x3fc this[0xff] MinJamChance
// @0x404 this[0x101] MinVoltagePercentToFire
// @0x40c this[0x103] MinTimeOfFlight
// @0x410 this[0x104] (MissileLauncher) muzzleVelocity (Vector3D)
// @0x418 this[0x106] jam-chance-derived scalar
// @0x438 this[0x10e] TracerInterval
// @0x43c this[0x10f] AmmoBin SharedData connection (FUN_004bcbb0)
// @0x448 this[0x112] (MissileLauncher) missileCount
//
// Helper-function name mapping:
// FUN_004bc3fc ProjectileWeapon base constructor
// FUN_004bc7cc ProjectileWeapon::CreateStreamedSubsystem
// FUN_004bcbb0 AmmoBin-connection ctor (SharedData, vtable @00512424)
// FUN_004b964c MechWeapon::TakeDamage FUN_004b9690 WriteUpdateRecord
// FUN_004bcabc ProjectileWeapon::HandleMessage (msg 2 -> jam alarm)
// FUN_004bc6c8 ProjectileWeapon::PrintState (Jammed/NoAmmo/Trigger...)
// FUN_004bcc60 spawn-a-Missile (FireWeapon path) FUN_004bf8bc Missile::New
// FUN_00408440 Point3D/Vector3D copy FUN_00404088/004040d8 resource get str/int
// FUN_00404088 ResourceFile::GetString FUN_00408944 parse Vector3D from text
// FUN_004084fc Vector3D approx-equal FUN_004dbb24 error-string append
//
//============================================================================//
// File: mislanch.cpp //
// Project: BattleTech //
// Contents: Weapon Which Launches a missile (MissileLauncher : ProjectileWeapon)//
//----------------------------------------------------------------------------//
// Copyright (C) 1995, Virtual World Entertainment, Inc. All Rights reserved //
// PROPRIETARY AND CONFIDENTIAL //
//============================================================================//
//
// RECONSTRUCTED from the shipped binary. Behaviour follows the Ghidra
// pseudo-C in part_013.c; member / method names follow the surviving
// MISLANCH.HPP, the resource-parser tag strings, and the reconstructed
// mechweap.hpp / heat.hpp siblings. Each non-trivial method cites the
// originating @ADDR.
//
// Class map for the projectile-weapon branch (resolved from vtable + ctor
// chaining + CreateStreamedSubsystem resource strings):
// ProjectileWeapon ctor @004bc3fc dtor @004bc688 vtable @0051242c
// CSS @004bc7cc (TracerInterval, AmmoBin,
// MinTimeOfFlight, MinJamChance,
// MinVoltagePercentToFire)
// MissileLauncher ctor @004bcff0 dtor @004bd060 vtable @00512570
// CSS @004bd08c (MissileCount, MuzzleVelocity)
//
// ProjectileWeapon (base) member offsets used below:
// @0x3ac this[0xeb] damageAmount (divided by missileCount in ctor)
// @0x3d4 this[0xf5] per-salvo count copy
// @0x3f0 this[0xfc] MinTimeOfFlight timer base
// @0x3fc this[0xff] MinJamChance
// @0x404 this[0x101] MinVoltagePercentToFire
// @0x40c this[0x103] MinTimeOfFlight
// @0x410 this[0x104] (MissileLauncher) muzzleVelocity (Vector3D)
// @0x418 this[0x106] jam-chance-derived scalar
// @0x438 this[0x10e] TracerInterval
// @0x43c this[0x10f] AmmoBin SharedData connection (FUN_004bcbb0)
// @0x448 this[0x112] (MissileLauncher) missileCount
//
// Helper-function name mapping:
// FUN_004bc3fc ProjectileWeapon base constructor
// FUN_004bc7cc ProjectileWeapon::CreateStreamedSubsystem
// FUN_004bcbb0 AmmoBin-connection ctor (SharedData, vtable @00512424)
// FUN_004b964c MechWeapon::TakeDamage FUN_004b9690 WriteUpdateRecord
// FUN_004bcabc ProjectileWeapon::HandleMessage (msg 2 -> jam alarm)
// FUN_004bc6c8 ProjectileWeapon::PrintState (Jammed/NoAmmo/Trigger...)
// FUN_004bcc60 spawn-a-Missile (FireWeapon path) FUN_004bf8bc Missile::New
// FUN_00408440 Point3D/Vector3D copy FUN_00404088/004040d8 resource get str/int
// FUN_00404088 ResourceFile::GetString FUN_00408944 parse Vector3D from text
// FUN_004084fc Vector3D approx-equal FUN_004dbb24 error-string append
//
#include <bt.hpp>
#pragma hdrstop
#if !defined(MISLANCH_HPP)
# include <mislanch.hpp>
#endif
#if !defined(MISSILE_HPP)
# include <missile.hpp>
#endif
#if !defined(AMMOBIN_HPP)
# include <ammobin.hpp>
#endif
#if !defined(TESTBT_HPP)
# include <testbt.hpp>
#endif
#if !defined(APP_HPP)
# include <app.hpp> // #84: application -> host manager
#endif
#include <hostmgr.hpp> // #84: HostManager::GetEntityPointer (salvo target resolve)
#include <math.h>
// WAVE 7 Phase B -- the port-side flying-projectile service (defined in mech4.cpp, a
// complete-Mech TU with the render + damage path). A fired missile becomes a tracked
// projectile that flies to the target + delivers this weapon's damage on impact.
// Missile-arc wave: launch_velocity = the authored MuzzleVelocity VECTOR in the
// shooter's frame (up-tilted rack launch); damage <= 0 = a VISUAL-ONLY round.
extern void BTPushProjectile(const Point3D &muzzle, void *shooter, void *target,
const Point3D &targetPos, Scalar speed, Scalar damage,
const Vector3D *launch_velocity = 0, int guided = 1,
int weapon_subsys = -1, int splash_burst = 0, int muzzle_seg = -1,
int damage_type = 2 /*ExplosiveDamageType default*/,
Scalar thrust_accel = 0.0f, Scalar thrust_burn = 0.0f /*#84 thruster*/,
int salvo_lead = 1 /*ONE Explosion per salvo*/);
// #84: resolve this launcher's authored thruster (burn s, accel u/s^2) through
// its connected bin's round-model resource. 0/0 when unresolvable (flies at
// the old constant eject speed -- never worse than before).
extern void *BTWeaponAmmoBin(void *weapon); // projweap.cpp
extern int BTAmmoBinModelFile(void *bin); // ammobin.cpp
extern int BTMissileThrustOf(int model_id, float *out_burn, float *out_accel); // mech4.cpp
//###########################################################################
// Port-side salvo replication state (missile-visibility wave).
//
// The launcher OBJECT is byte-locked at 0x44C (factory alloc) -- salvo state
// cannot live on it. Keyed by launcher identity: on a MASTER, `fired` counts
// FireWeapon salvos (serialized in the extended update record); on a
// REPLICANT, `seen` tracks the last counter applied (-1 = unsynced, so a
// freshly-joined peer does not replay the master's historical count).
//###########################################################################
namespace {
struct BTSalvoState
{
const void *owner;
int fired; // master: salvos launched
int seen; // replicant: last counter applied (-1 = unsynced)
Point3D target; // master: the last salvo's aim point
EntityID targetID; // master: the locked target (#84; Null = point fire)
};
BTSalvoState gSalvoTable[64];
BTSalvoState &BTSalvoOf(const void *launcher)
{
int freeSlot = -1;
for (int i = 0; i < 64; ++i)
{
if (gSalvoTable[i].owner == launcher)
return gSalvoTable[i];
if (gSalvoTable[i].owner == 0 && freeSlot < 0)
freeSlot = i;
}
BTSalvoState &s = gSalvoTable[(freeSlot >= 0) ? freeSlot : 0];
s.owner = launcher;
s.fired = 0;
s.seen = -1;
s.target = Point3D(0.0f, 0.0f, 0.0f);
s.targetID = EntityID::Null;
return s;
}
}
//###########################################################################
//###########################################################################
// MissileLauncher
//###########################################################################
//###########################################################################
//#############################################################################
// Shared Data Support
//
Derivation
MissileLauncher::ClassDerivations(
&ProjectileWeapon::ClassDerivations,
"MissileLauncher"
);
// task #6: inherit ProjectileWeapon's handler set (see emitter.cpp note).
Receiver::MessageHandlerSet&
MissileLauncher::GetMessageHandlers()
{
static Receiver::MessageHandlerSet messageHandlers(
ProjectileWeapon::GetMessageHandlers()); // copy-inherit
return messageHandlers;
}
Simulation::AttributeIndexSet MissileLauncher::AttributeIndex;
MissileLauncher::SharedData
MissileLauncher::DefaultData(
&MissileLauncher::ClassDerivations,
MissileLauncher::GetMessageHandlers(),
MechWeapon::GetAttributeIndex(), // gauge wave: inherit temps/InputVoltage/OutputVoltage/PercentDone (was empty)
MissileLauncher::StateCount
);
//#############################################################################
// Construction
//
// @004bcff0 MissileLauncher::MissileLauncher(...)
//
// Chains the ProjectileWeapon base ctor, stamps the MissileLauncher vtable,
// then reads the two launcher resource fields and splits the damage budget
// evenly across the salvo so each spawned Missile carries
// damageAmount/missileCount.
//
MissileLauncher::MissileLauncher(
Mech *owner,
int subsystem_ID,
SubsystemResource *subsystem_resource,
SharedData &default_data)
:
// ProjectileWeapon base ctor (ammo bin, jam, tracer, targeting).
ProjectileWeapon(owner, subsystem_ID, subsystem_resource, default_data) // @004bc3fc
{
// vtable installed by the compiler (PTR_FUN_00512570)
missileCount = subsystem_resource->missileCount; // @0x448 resource +0x1d0
#include <bt.hpp>
#pragma hdrstop
#if !defined(MISLANCH_HPP)
# include <mislanch.hpp>
#endif
#if !defined(MISSILE_HPP)
# include <missile.hpp>
#endif
#if !defined(AMMOBIN_HPP)
# include <ammobin.hpp>
#endif
#if !defined(TESTBT_HPP)
# include <testbt.hpp>
#endif
#include <math.h>
// WAVE 7 Phase B -- the port-side flying-projectile service (defined in mech4.cpp, a
// complete-Mech TU with the render + damage path). A fired missile becomes a tracked
// projectile that flies to the target + delivers this weapon's damage on impact.
// Missile-arc wave: launch_velocity = the authored MuzzleVelocity VECTOR in the
// shooter's frame (up-tilted rack launch); damage <= 0 = a VISUAL-ONLY round.
extern void BTPushProjectile(const Point3D &muzzle, void *shooter, void *target,
const Point3D &targetPos, Scalar speed, Scalar damage,
const Vector3D *launch_velocity = 0, int guided = 1,
int weapon_subsys = -1, int splash_burst = 0, int muzzle_seg = -1,
int damage_type = 2 /*ExplosiveDamageType default*/);
//###########################################################################
// Port-side salvo replication state (missile-visibility wave).
//
// The launcher OBJECT is byte-locked at 0x44C (factory alloc) -- salvo state
// cannot live on it. Keyed by launcher identity: on a MASTER, `fired` counts
// FireWeapon salvos (serialized in the extended update record); on a
// REPLICANT, `seen` tracks the last counter applied (-1 = unsynced, so a
// freshly-joined peer does not replay the master's historical count).
//###########################################################################
namespace {
struct BTSalvoState
{
const void *owner;
int fired; // master: salvos launched
int seen; // replicant: last counter applied (-1 = unsynced)
Point3D target; // master: the last salvo's aim point
};
BTSalvoState gSalvoTable[64];
BTSalvoState &BTSalvoOf(const void *launcher)
{
int freeSlot = -1;
for (int i = 0; i < 64; ++i)
{
if (gSalvoTable[i].owner == launcher)
return gSalvoTable[i];
if (gSalvoTable[i].owner == 0 && freeSlot < 0)
freeSlot = i;
}
BTSalvoState &s = gSalvoTable[(freeSlot >= 0) ? freeSlot : 0];
s.owner = launcher;
s.fired = 0;
s.seen = -1;
s.target = Point3D(0.0f, 0.0f, 0.0f);
return s;
}
}
//###########################################################################
//###########################################################################
// MissileLauncher
//###########################################################################
//###########################################################################
//#############################################################################
// Shared Data Support
//
Derivation
MissileLauncher::ClassDerivations(
&ProjectileWeapon::ClassDerivations,
"MissileLauncher"
);
// task #6: inherit ProjectileWeapon's handler set (see emitter.cpp note).
Receiver::MessageHandlerSet&
MissileLauncher::GetMessageHandlers()
{
static Receiver::MessageHandlerSet messageHandlers(
ProjectileWeapon::GetMessageHandlers()); // copy-inherit
return messageHandlers;
}
Simulation::AttributeIndexSet MissileLauncher::AttributeIndex;
MissileLauncher::SharedData
MissileLauncher::DefaultData(
&MissileLauncher::ClassDerivations,
MissileLauncher::GetMessageHandlers(),
MechWeapon::GetAttributeIndex(), // gauge wave: inherit temps/InputVoltage/OutputVoltage/PercentDone (was empty)
MissileLauncher::StateCount
);
//#############################################################################
// Construction
//
// @004bcff0 MissileLauncher::MissileLauncher(...)
//
// Chains the ProjectileWeapon base ctor, stamps the MissileLauncher vtable,
// then reads the two launcher resource fields and splits the damage budget
// evenly across the salvo so each spawned Missile carries
// damageAmount/missileCount.
//
MissileLauncher::MissileLauncher(
Mech *owner,
int subsystem_ID,
SubsystemResource *subsystem_resource,
SharedData &default_data)
:
// ProjectileWeapon base ctor (ammo bin, jam, tracer, targeting).
ProjectileWeapon(owner, subsystem_ID, subsystem_resource, default_data) // @004bc3fc
{
// vtable installed by the compiler (PTR_FUN_00512570)
missileCount = subsystem_resource->missileCount; // @0x448 resource +0x1d0
launchVelocity = subsystem_resource->muzzleVelocity; // @0x410 (inherited ProjectileWeapon slot; was aliased "muzzleVelocity")
// per-salvo count copy + per-missile damage (write the inherited Damage fields)
this->damageData.burstCount = missileCount; // @0x3d4 this[0xf5] (was shadow "salvoCount")
this->damageData.damageAmount /= (Scalar)missileCount; // @0x3ac this[0xeb] /= missileCount
}
//#############################################################################
// Destruction
//
// @004bd060 ~MissileLauncher() -- restores the launcher vtable, chains the
// ProjectileWeapon destructor (which releases the AmmoBin connection @00512424).
//
MissileLauncher::~MissileLauncher()
{
// vtable reset + base ~ProjectileWeapon chaining handled by the compiler.
}
//#############################################################################
// CreateStreamedSubsystem
//
// @004bd08c Reads MissileCount (+0x1d0) and MuzzleVelocity (+0x1d4) after
// chaining ProjectileWeapon::CreateStreamedSubsystem (@004bc7cc). Stamps the
// streamed-record class/size header bytes, then validates both fields,
// emitting "missing MissileCount!" / "missing MuzzleVelocity!" on failure.
//
Logical MissileLauncher::CreateStreamedSubsystem(
ResourceFile *resource_file,
NotationFile *model_file,
const char *model_name,
const char *subsystem_name,
SubsystemResource *subsystem_resource,
NotationFile *subsystem_file,
const ResourceDirectories *directories,
int passes)
{
// chain the ProjectileWeapon record parser (ammo/jam/tracer fields)
if (!ProjectileWeapon::CreateStreamedSubsystem(
resource_file, model_file, model_name, subsystem_name,
subsystem_resource, subsystem_file, directories, passes)) // @004bc7cc
return False;
// stamp streamed-record header (classID / size bytes @+0x20/+0x24)
// ... (record housekeeping, see @004bd08c) ...
if (passes == 1)
subsystem_resource->missileCount = -1; // sentinel
// "MissileCount" (+0x1d0)
if (!model_file->GetEntry(subsystem_name, "MissileCount",
&subsystem_resource->missileCount)
&& subsystem_resource->missileCount == -1)
{
DebugStream << subsystem_name << " missing MissileCount!" << endl; // @004bd08c
return False;
}
// "MuzzleVelocity" (+0x1d4, Vector3D parsed from text)
const char *text = "Unspecified";
Vector3D &mv = subsystem_resource->muzzleVelocity;
if (!model_file->GetEntry(subsystem_name, "MuzzleVelocity", &text)
&& (mv.x == 0.0f && mv.y == 0.0f && mv.z == 0.0f))
{
DebugStream << subsystem_name << " missing MuzzleVelocity!" << endl; // @004bd08c
return False;
}
if (strcmp(text, "Unspecified") != 0)
{
// FUN_00408944 -- parse a "x y z" Vector3D from the resource text.
float x = 0.0f, y = 0.0f, z = 0.0f;
if (sscanf(text, "%f %f %f", &x, &y, &z) == 3)
{
mv.x = x; mv.y = y; mv.z = z;
}
}
return True;
}
//#############################################################################
// FireWeapon (ProjectileWeapon spawn path, @004bcc60)
//
// Builds a streamed-entity spawn descriptor for a Missile (entity ClassID
// 0xBD0), seeded from this weapon's muzzle transform, the explosion model
// resource (this->explosionResourceID @0x3e4), the per-missile Damage block
// (this->damageData @0x3a8) and the owning Mech's target. The descriptor is
// handed to Missile::New (FUN_004bf8bc), which allocates the 0x368-byte
// entity and runs the Missile ctor (@004bf5b4). Heat from firing is added
// to the owner here (this->heatCostToFire -> owner heatLoad) when the weapon
// is heat-bearing (FUN_004ad7d4).
//
// NOTE: this body lives in the ProjectileWeapon address range and is shared
// by MissileLauncher; it is documented here because MISLANCH.HPP declares
// FireWeapon() as the launcher's protected entry point.
//
void MissileLauncher::FireWeapon()
{
Check(this);
// Gitea #12: this body is heat + spawn ONLY, per the recovered @004bcc60
// (part_013.c:8741+): NO viewFireEnable gate, NO ammo pull, NO recoil set.
// All of that lives in the CALLER -- the recovered ProjectileWeaponSimulation
// Loaded case (@4bbec2 view/target denial blip, @4bbee6 bin->FeedAmmo,
// @4bbf51 recoil). The old early-returns here, under a caller that cycled
// the alarm unconditionally, faked a full firing pip cycle on every denied
// shot -- the "missiles cycle but never launch" incident mechanic.
// THE FIRING HEAT (task #9): heatCostToFire RAW into the launcher's own
// pendingHeat (pre-scaled 1e7-unit resources: SRM6 = 5e7, LRM15 = 6.5e7)
// -- the binary's add @part_013.c:8744-8747, gated on the heatable check.
if (HeatModelActive()) // FUN_004ad7d4 (heat.hpp -> player+0x260 experience gate; issue #2)
{
pendingHeat += heatCostToFire; // HeatSink @0x1C8, raw
}
// Resolve the muzzle / lead geometry (seeds each flying missile).
Point3D muzzle;
GetMuzzlePoint(muzzle); // @004b9948
damageData.burstCount = missileCount; // @0x3d4 (was shadow "salvoCount")
// WAVE 7 Phase B: launch `missileCount` flying projectiles toward the owner's target.
// (Port reconstruction -- the byte-exact world-entity Missile is blocked by the 2007
// engine Entity base mismatch; see BTPushProjectile / mech4.cpp.) Speed = |launchVelocity|
// (resource MuzzleVelocity); per-missile damage = damageData.damageAmount (already
// divided by missileCount in the ctor).
char *o = (char *)owner; // inherited MechSubsystem::owner (the Mech)
void *target = (o != 0) ? *(void **)(o + 0x388) : 0; // owner's locked target entity (null in bring-up)
Point3D targetPos = (o != 0) ? *(Point3D *)(o + 0x37c) : muzzle; // owner target point
Scalar speed = (Scalar)sqrtf(launchVelocity.x*launchVelocity.x
+ launchVelocity.y*launchVelocity.y
+ launchVelocity.z*launchVelocity.z);
// Always launch -- BTPushProjectile falls back to gEnemyMech when the owner's target
// slot isn't populated (bring-up); missileCount missiles per salvo. The authored
// MuzzleVelocity VECTOR rides along (missile-arc wave): the round leaves the rack
// on the authored up-tilt, then the seeker loft + steering arc it onto the target.
int nmiss = (missileCount > 0 && missileCount < 40) ? missileCount : 1;
for (int i = 0; i < nmiss; ++i)
// DAMAGE + SPLASH ONCE PER SALVO (task #62 fix): the arcade fires ONE
// cluster Missile per trigger, and its zone damage is applied EXACTLY ONCE
// -- DamageZone::TakeDamage (@0041e4e0) is `damageLevel += amount*scale`
// and IGNORES burstCount. The port draws that cluster as N visual rounds;
// damaging on EVERY round applied the hit N times = ~missileCount-x too
// lethal (the "2-shot kill" regression). Only the LEAD round (i==0)
// carries the missile's damageAmount + the cluster splash; the rest are
// VISUAL (damage 0) -- the ripple of tracers, no extra damage.
BTPushProjectile(muzzle, o, target, targetPos, speed,
(i == 0) ? damageData.damageAmount : 0.0f,
&launchVelocity, 1,
subsystemID /*messmgr explosion bundling at impact (task #7)*/,
(i == 0) ? nmiss : 0 /*salvo-lead: cluster splash baseBurst*/,
GetSegmentIndex() /*task #67: launch through the MOUNT frame (torso twist)*/,
(int)damageData.damageType /*missile = Explosive (authentic)*/);
// Salvo replication (missile-visibility wave): bump the fire counter + stamp
// the aim point; the extended update record carries both to peer nodes.
// The CALLER's Loaded case makes the two `updateModel |= 1` marks
// (@4bbf05/@4bbf4c == ForceUpdate) that serialize the record.
// Gitea #12 / gotcha #20: the old `simulationFlags |= 0x1` here set the
// engine DelayWatchersFlag -- permanently muting this launcher's audio
// watchers after the first salvo; removed.
{
BTSalvoState &s = BTSalvoOf(this);
++s.fired;
s.target = targetPos;
}
Check_Fpu();
}
//#############################################################################
// WriteUpdateRecord / ReadUpdateRecord (PORT record extension -- missile-
// visibility wave; see the mislanch.hpp banner). The master serializes the
// salvo counter + aim point after the MechWeapon base fields; the replicant
// edge-detects the counter and mirrors the salvo as VISUAL-ONLY rounds
// (damage 0 -- the master's own rounds deliver the damage cross-pod).
//
void
MissileLauncher::WriteUpdateRecord(Simulation__UpdateRecord *message, int update_model)
{
MechWeapon::WriteUpdateRecord(message, update_model); // @004b9690 (alarm fields)
MissileLauncher__UpdateRecord *rec = (MissileLauncher__UpdateRecord *)message;
BTSalvoState &s = BTSalvoOf(this);
rec->recordLength = sizeof(MissileLauncher__UpdateRecord);
rec->salvoCounter = s.fired;
rec->salvoRounds = missileCount;
rec->salvoTarget = s.target;
}
void
MissileLauncher::ReadUpdateRecord(Simulation__UpdateRecord *message)
{
MechWeapon::ReadUpdateRecord(message); // @004b964c (alarm apply)
MissileLauncher__UpdateRecord *rec = (MissileLauncher__UpdateRecord *)message;
BTSalvoState &s = BTSalvoOf(this);
if (s.seen < 0)
{
// first sync after spawn/join: adopt the master's count silently --
// no replay of salvos fired before we could see them.
s.seen = rec->salvoCounter;
}
else if (rec->salvoCounter != s.seen)
{
s.seen = rec->salvoCounter;
// Mirror ONE salvo (a missed record collapses to one -- catch-up
// replays would draw stale phantom volleys). Rounds fly the same
// authored launch vector + seeker-loft arc as the master's, from
// this replicant's own resolved rack ports, damage 0.
Point3D mz;
GetMuzzlePoint(mz); // @004b9948
Scalar spd = (Scalar)sqrtf(launchVelocity.x*launchVelocity.x
+ launchVelocity.y*launchVelocity.y
+ launchVelocity.z*launchVelocity.z);
int n = rec->salvoRounds;
if (n < 1 || n > 40)
n = (missileCount > 0 && missileCount < 40) ? missileCount : 1;
for (int i = 0; i < n; ++i)
BTPushProjectile(mz, owner, 0 /*no entity: aim point only*/,
rec->salvoTarget, spd, 0.0f /*VISUAL*/, &launchVelocity, 1,
subsystemID /*per-round detonation resolve on this node*/,
0, GetSegmentIndex() /*task #67 mount frame*/);
if (getenv("BT_PROJ_LOG"))
DEBUG_STREAM << "[projectile] REPLICANT salvo x" << n
<< " at(" << rec->salvoTarget.x << "," << rec->salvoTarget.y
<< "," << rec->salvoTarget.z << ")\n" << std::flush;
}
}
//#############################################################################
// TakeDamage / DeathReset
//
// TakeDamage inherits MechWeapon::TakeDamage (vtable slot 6, @004b964c).
// DeathReset chains the ProjectileWeapon ammo/feed reset (@004bbaf8).
//
void MissileLauncher::TakeDamage(Damage &damage)
{
MechWeapon::TakeDamage(damage); // @004b964c
}
void MissileLauncher::DeathReset(Logical /*full_reset*/)
{
// issue #22: the respawn sweep's dispatch vehicle -- chains the authentic
// slot-10 RTIS [T1 vtable +0x28]; ammo itself refills in AmmoBin's own
// DeathReset (the bins are separate roster subsystems).
ProjectileWeapon::ResetToInitialState(); // @004bbaf8
}
//#############################################################################
// TestInstance -- inherits the ProjectileWeapon/MechWeapon base check.
//
Logical MissileLauncher::TestInstance() const
{
return ProjectileWeapon::TestInstance();
}
//===========================================================================//
// WAVE 7 factory bridge -- MissileLauncher (factory case 0xBD0, "BallisticWeapon"
// mislabel). VDATA.h enum: 0xBD0 == MissileLauncherClassID. The real class
// (ctor @004bcff0) is MissileLauncher : ProjectileWeapon (sizeof 0x44C); the
// factory built a BallisticWeapon RECON_SUBSYS stub. alloc 0x44C. Ticks its
// real per-frame sim (charge/ammo/heat, damage split across missileCount);
// FireWeapon consumes a round + recoils but DEFERS the missile spawn (Phase B).
//===========================================================================//
Subsystem *CreateMissileLauncherSubsystem(Mech *owner, int id, void *seg)
{
Check(sizeof(MissileLauncher) <= 0x44C);
return (Subsystem *) new (Memory::Allocate(0x44C))
MissileLauncher(owner, id, (MissileLauncher::SubsystemResource *)seg, MissileLauncher::DefaultData);
}
launchVelocity = subsystem_resource->muzzleVelocity; // @0x410 (inherited ProjectileWeapon slot; was aliased "muzzleVelocity")
// per-salvo count copy + per-missile damage (write the inherited Damage fields)
this->damageData.burstCount = missileCount; // @0x3d4 this[0xf5] (was shadow "salvoCount")
this->damageData.damageAmount /= (Scalar)missileCount;
if (getenv("BT_SPEC_LOG"))
DEBUG_STREAM << "[wspec-msl] " << (GetName() ? GetName() : "?")
<< " count=" << missileCount
<< " perMissile=" << damageData.damageAmount
<< " burstModel=[n/4..n]" << "\n" << std::flush; // @0x3ac this[0xeb] /= missileCount
}
//#############################################################################
// Destruction
//
// @004bd060 ~MissileLauncher() -- restores the launcher vtable, chains the
// ProjectileWeapon destructor (which releases the AmmoBin connection @00512424).
//
MissileLauncher::~MissileLauncher()
{
// vtable reset + base ~ProjectileWeapon chaining handled by the compiler.
}
//#############################################################################
// CreateStreamedSubsystem
//
// @004bd08c Reads MissileCount (+0x1d0) and MuzzleVelocity (+0x1d4) after
// chaining ProjectileWeapon::CreateStreamedSubsystem (@004bc7cc). Stamps the
// streamed-record class/size header bytes, then validates both fields,
// emitting "missing MissileCount!" / "missing MuzzleVelocity!" on failure.
//
Logical MissileLauncher::CreateStreamedSubsystem(
ResourceFile *resource_file,
NotationFile *model_file,
const char *model_name,
const char *subsystem_name,
SubsystemResource *subsystem_resource,
NotationFile *subsystem_file,
const ResourceDirectories *directories,
int passes)
{
// chain the ProjectileWeapon record parser (ammo/jam/tracer fields)
if (!ProjectileWeapon::CreateStreamedSubsystem(
resource_file, model_file, model_name, subsystem_name,
subsystem_resource, subsystem_file, directories, passes)) // @004bc7cc
return False;
// stamp streamed-record header (classID / size bytes @+0x20/+0x24)
// ... (record housekeeping, see @004bd08c) ...
if (passes == 1)
subsystem_resource->missileCount = -1; // sentinel
// "MissileCount" (+0x1d0)
if (!model_file->GetEntry(subsystem_name, "MissileCount",
&subsystem_resource->missileCount)
&& subsystem_resource->missileCount == -1)
{
DebugStream << subsystem_name << " missing MissileCount!" << endl; // @004bd08c
return False;
}
// "MuzzleVelocity" (+0x1d4, Vector3D parsed from text)
const char *text = "Unspecified";
Vector3D &mv = subsystem_resource->muzzleVelocity;
if (!model_file->GetEntry(subsystem_name, "MuzzleVelocity", &text)
&& (mv.x == 0.0f && mv.y == 0.0f && mv.z == 0.0f))
{
DebugStream << subsystem_name << " missing MuzzleVelocity!" << endl; // @004bd08c
return False;
}
if (strcmp(text, "Unspecified") != 0)
{
// FUN_00408944 -- parse a "x y z" Vector3D from the resource text.
float x = 0.0f, y = 0.0f, z = 0.0f;
if (sscanf(text, "%f %f %f", &x, &y, &z) == 3)
{
mv.x = x; mv.y = y; mv.z = z;
}
}
return True;
}
//#############################################################################
// FireWeapon (ProjectileWeapon spawn path, @004bcc60)
//
// Builds a streamed-entity spawn descriptor for a Missile (entity ClassID
// 0xBD0), seeded from this weapon's muzzle transform, the explosion model
// resource (this->explosionResourceID @0x3e4), the per-missile Damage block
// (this->damageData @0x3a8) and the owning Mech's target. The descriptor is
// handed to Missile::New (FUN_004bf8bc), which allocates the 0x368-byte
// entity and runs the Missile ctor (@004bf5b4). Heat from firing is added
// to the owner here (this->heatCostToFire -> owner heatLoad) when the weapon
// is heat-bearing (FUN_004ad7d4).
//
// NOTE: this body lives in the ProjectileWeapon address range and is shared
// by MissileLauncher; it is documented here because MISLANCH.HPP declares
// FireWeapon() as the launcher's protected entry point.
//
void MissileLauncher::FireWeapon()
{
Check(this);
// Gitea #12: this body is heat + spawn ONLY, per the recovered @004bcc60
// (part_013.c:8741+): NO viewFireEnable gate, NO ammo pull, NO recoil set.
// All of that lives in the CALLER -- the recovered ProjectileWeaponSimulation
// Loaded case (@4bbec2 view/target denial blip, @4bbee6 bin->FeedAmmo,
// @4bbf51 recoil). The old early-returns here, under a caller that cycled
// the alarm unconditionally, faked a full firing pip cycle on every denied
// shot -- the "missiles cycle but never launch" incident mechanic.
// THE FIRING HEAT (task #9): heatCostToFire RAW into the launcher's own
// pendingHeat (pre-scaled 1e7-unit resources: SRM6 = 5e7, LRM15 = 6.5e7)
// -- the binary's add @part_013.c:8744-8747, gated on the heatable check.
if (HeatModelActive()) // FUN_004ad7d4 (heat.hpp -> player+0x260 experience gate; issue #2)
{
pendingHeat += heatCostToFire; // HeatSink @0x1C8, raw
}
// Resolve the muzzle / lead geometry (seeds each flying missile).
Point3D muzzle;
GetMuzzlePoint(muzzle); // @004b9948
damageData.burstCount = missileCount; // @0x3d4 (was shadow "salvoCount")
// WAVE 7 Phase B: launch `missileCount` flying projectiles toward the owner's target.
// (Port reconstruction -- the byte-exact world-entity Missile is blocked by the 2007
// engine Entity base mismatch; see BTPushProjectile / mech4.cpp.) Speed = |launchVelocity|
// (resource MuzzleVelocity); per-missile damage = damageData.damageAmount (already
// divided by missileCount in the ctor).
char *o = (char *)owner; // inherited MechSubsystem::owner (the Mech)
void *target = (o != 0) ? *(void **)(o + 0x388) : 0; // owner's locked target entity (null in bring-up)
Point3D targetPos = (o != 0) ? *(Point3D *)(o + 0x37c) : muzzle; // owner target point
Scalar speed = (Scalar)sqrtf(launchVelocity.x*launchVelocity.x
+ launchVelocity.y*launchVelocity.y
+ launchVelocity.z*launchVelocity.z);
// Always launch -- BTPushProjectile falls back to gEnemyMech when the owner's target
// slot isn't populated (bring-up); missileCount missiles per salvo. The authored
// MuzzleVelocity VECTOR rides along (missile-arc wave): the round leaves the rack
// on the authored up-tilt, then the seeker loft + steering arc it onto the target.
int nmiss = (missileCount > 0 && missileCount < 40) ? missileCount : 1;
float tBurn = 0.0f, tAccel = 0.0f; // #84 authored thruster
{
void *bin = BTWeaponAmmoBin(this);
int mid = (bin != 0) ? BTAmmoBinModelFile(bin) : -1;
int hit = 0;
if (mid >= 0)
hit = BTMissileThrustOf(mid, &tBurn, &tAccel);
if (getenv("BT_PROJ_LOG"))
DEBUG_STREAM << "[projectile] thrust resolve: bin=" << bin
<< " modelID=" << mid << " hit=" << hit
<< " burn=" << tBurn << " accel=" << tAccel << "\n" << std::flush;
}
for (int i = 0; i < nmiss; ++i)
// DAMAGE + SPLASH ONCE PER SALVO (task #62 fix): the arcade fires ONE
// cluster Missile per trigger, and its zone damage is applied EXACTLY ONCE
// -- DamageZone::TakeDamage (@0041e4e0) is `damageLevel += amount*scale`
// and IGNORES burstCount. The port draws that cluster as N visual rounds;
// damaging on EVERY round applied the hit N times = ~missileCount-x too
// lethal (the "2-shot kill" regression). Only the LEAD round (i==0)
// carries the missile's damageAmount + the cluster splash; the rest are
// VISUAL (damage 0) -- the ripple of tracers, no extra damage.
//
// The lead round carries the PER-MISSILE amount, exactly as the binary's
// ctor prepared it (damageAmount /= missileCount, burstCount = missileCount).
// The salvo total is reconstituted at IMPACT, where the round hands the
// handler a burstCount and the handler applies the hit that many times
// (Mech::TakeDamageMessageHandler @0x4a0423-0x4a04d8, mech.cpp) -- see the
// cluster-burst note at the impact site in mech4.cpp. Do NOT pre-multiply
// here: that would deliver the salvo as one lump on one zone, losing both
// the per-burst zone re-roll and the arcade's hit-count variance.
BTPushProjectile(muzzle, o, target, targetPos, speed,
(i == 0) ? damageData.damageAmount : 0.0f,
&launchVelocity, 1,
subsystemID /*messmgr explosion bundling at impact (task #7)*/,
(i == 0) ? nmiss : 0 /*salvo-lead: cluster splash baseBurst*/,
GetSegmentIndex() /*task #67: launch through the MOUNT frame (torso twist)*/,
(int)damageData.damageType /*missile = Explosive (authentic)*/,
tAccel, tBurn /*#84 thruster*/,
(i == 0) /*ONE Explosion per salvo: the lead only*/);
// Salvo replication (missile-visibility wave): bump the fire counter + stamp
// the aim point; the extended update record carries both to peer nodes.
// The CALLER's Loaded case makes the two `updateModel |= 1` marks
// (@4bbf05/@4bbf4c == ForceUpdate) that serialize the record.
// Gitea #12 / gotcha #20: the old `simulationFlags |= 0x1` here set the
// engine DelayWatchersFlag -- permanently muting this launcher's audio
// watchers after the first salvo; removed.
{
BTSalvoState &s = BTSalvoOf(this);
++s.fired;
s.target = targetPos;
s.targetID = (target != 0)
? ((Entity *)target)->GetEntityID() : EntityID::Null;
}
Check_Fpu();
}
//#############################################################################
// WriteUpdateRecord / ReadUpdateRecord (PORT record extension -- missile-
// visibility wave; see the mislanch.hpp banner). The master serializes the
// salvo counter + aim point after the MechWeapon base fields; the replicant
// edge-detects the counter and mirrors the salvo as VISUAL-ONLY rounds
// (damage 0 -- the master's own rounds deliver the damage cross-pod).
//
void
MissileLauncher::WriteUpdateRecord(Simulation__UpdateRecord *message, int update_model)
{
MechWeapon::WriteUpdateRecord(message, update_model); // @004b9690 (alarm fields)
MissileLauncher__UpdateRecord *rec = (MissileLauncher__UpdateRecord *)message;
BTSalvoState &s = BTSalvoOf(this);
rec->recordLength = sizeof(MissileLauncher__UpdateRecord);
rec->salvoCounter = s.fired;
rec->salvoRounds = missileCount;
rec->salvoTarget = s.target;
rec->salvoTargetID = s.targetID;
}
void
MissileLauncher::ReadUpdateRecord(Simulation__UpdateRecord *message)
{
MechWeapon::ReadUpdateRecord(message); // @004b964c (alarm apply)
MissileLauncher__UpdateRecord *rec = (MissileLauncher__UpdateRecord *)message;
if (getenv("BT_PROJ_LOG"))
{
static int s_rr = 0;
if (s_rr++ < 200)
DEBUG_STREAM << "[mlrec] len=" << (int)rec->recordLength
<< "/" << (int)sizeof(MissileLauncher__UpdateRecord)
<< " recID=" << (int)rec->recordID
<< " subsys=" << (int)rec->subsystemID
<< " ctr=" << rec->salvoCounter
<< " n=" << rec->salvoRounds
<< " aim=(" << rec->salvoTarget.x << "," << rec->salvoTarget.y
<< "," << rec->salvoTarget.z << ")" << std::endl;
}
BTSalvoState &s = BTSalvoOf(this);
if (s.seen < 0)
{
// first sync after spawn/join: adopt the master's count silently --
// no replay of salvos fired before we could see them.
s.seen = rec->salvoCounter;
}
else if (rec->salvoCounter != s.seen)
{
s.seen = rec->salvoCounter;
// Mirror ONE salvo (a missed record collapses to one -- catch-up
// replays would draw stale phantom volleys). Rounds fly the same
// authored launch vector + seeker-loft arc as the master's, from
// this replicant's own resolved rack ports, damage 0.
Point3D mz;
GetMuzzlePoint(mz); // @004b9948
Scalar spd = (Scalar)sqrtf(launchVelocity.x*launchVelocity.x
+ launchVelocity.y*launchVelocity.y
+ launchVelocity.z*launchVelocity.z);
int n = rec->salvoRounds;
if (n < 1 || n > 40)
n = (missileCount > 0 && missileCount < 40) ? missileCount : 1;
float tBurn = 0.0f, tAccel = 0.0f; // #84: mirror the master's
{ // thruster so peer missiles
void *bin = BTWeaponAmmoBin(this); // fly at the same speed
int mid = (bin != 0) ? BTAmmoBinModelFile(bin) : -1;
if (mid >= 0)
BTMissileThrustOf(mid, &tBurn, &tAccel);
}
// #84 -- home the mirror at the LIVE target, as the binary's GHOST
// missiles did. The record carries the master's locked-target entity
// ID; resolve it against THIS node's registry (the victim's local
// master or replicant -- both track the true position here). The
// frozen salvoTarget remains the launch aim + the fallback for point
// fire, unresolved IDs (target died / not yet replicated here), and
// short records from older builds (length-gated: a stale-build record
// has no ID field and its tail would be garbage).
Entity *mirror_tgt = 0;
if (message->recordLength >= (int)sizeof(MissileLauncher__UpdateRecord)
&& !(rec->salvoTargetID == EntityID::Null)
&& application != 0 && application->GetHostManager() != 0)
{
mirror_tgt = application->GetHostManager()->
GetEntityPointer(rec->salvoTargetID);
extern int BTIsRegisteredMech(Entity *e);
if (mirror_tgt != 0 && !BTIsRegisteredMech(mirror_tgt))
mirror_tgt = 0; // resolved to a non-mech: refuse
}
for (int i = 0; i < n; ++i)
BTPushProjectile(mz, owner, mirror_tgt /*#84 live target; 0 -> point*/,
rec->salvoTarget, spd, 0.0f /*VISUAL*/, &launchVelocity, 1,
subsystemID /*per-round detonation resolve on this node*/,
0, GetSegmentIndex() /*task #67 mount frame*/,
2 /*Explosive*/, tAccel, tBurn,
(i == 0) /*mirror lead: observers see ONE explosion per salvo*/);
if (getenv("BT_PROJ_LOG"))
DEBUG_STREAM << "[projectile] REPLICANT salvo x" << n
<< " at(" << rec->salvoTarget.x << "," << rec->salvoTarget.y
<< "," << rec->salvoTarget.z << ")"
<< " tgtID=" << rec->salvoTargetID
<< " resolved=" << (void *)mirror_tgt << std::endl;
}
}
//#############################################################################
// TakeDamage / DeathReset
//
// TakeDamage inherits MechWeapon::TakeDamage (vtable slot 6, @004b964c).
// DeathReset chains the ProjectileWeapon ammo/feed reset (@004bbaf8).
//
void MissileLauncher::TakeDamage(Damage &damage)
{
MechWeapon::TakeDamage(damage); // @004b964c
}
void MissileLauncher::DeathReset(Logical /*full_reset*/)
{
// issue #22: the respawn sweep's dispatch vehicle -- chains the authentic
// slot-10 RTIS [T1 vtable +0x28]; ammo itself refills in AmmoBin's own
// DeathReset (the bins are separate roster subsystems).
ProjectileWeapon::ResetToInitialState(); // @004bbaf8
}
//#############################################################################
// TestInstance -- inherits the ProjectileWeapon/MechWeapon base check.
//
Logical MissileLauncher::TestInstance() const
{
return ProjectileWeapon::TestInstance();
}
//===========================================================================//
// WAVE 7 factory bridge -- MissileLauncher (factory case 0xBD0, "BallisticWeapon"
// mislabel). VDATA.h enum: 0xBD0 == MissileLauncherClassID. The real class
// (ctor @004bcff0) is MissileLauncher : ProjectileWeapon (sizeof 0x44C); the
// factory built a BallisticWeapon RECON_SUBSYS stub. alloc 0x44C. Ticks its
// real per-frame sim (charge/ammo/heat, damage split across missileCount);
// FireWeapon consumes a round + recoils but DEFERS the missile spawn (Phase B).
//===========================================================================//
Subsystem *CreateMissileLauncherSubsystem(Mech *owner, int id, void *seg)
{
Check(sizeof(MissileLauncher) <= 0x44C);
return (Subsystem *) new (Memory::Allocate(0x44C))
MissileLauncher(owner, id, (MissileLauncher::SubsystemResource *)seg, MissileLauncher::DefaultData);
}
+9
View File
@@ -113,6 +113,15 @@ class Missile;
int salvoCounter; // fires since spawn (edge-detected by peers)
int salvoRounds; // missiles in the salvo (authored missileCount)
Point3D salvoTarget; // the aim point the salvo flew at
// #84: the LOCKED TARGET's entity ID (EntityID::Null = point fire).
// The binary replicated the whole Missile entity, and its peers ran
// a GHOST performance updated from the wire (CLASSMAP: Projectile
// PTR_LAB_005129e8 authoritative / 005129f4 ghost) -- so peers saw
// the TRUE trajectory. The pool's mirror flew at the frozen
// fire-time point instead, detonating "where the target WAS": the
// reported double explosion. Carrying the target ID lets the
// mirror home at the LIVE local replicant, like the ghost did.
EntityID salvoTargetID;
};
typedef MissileLauncher__UpdateRecord UpdateRecord;
+213 -81
View File
@@ -229,6 +229,25 @@ Myomers::Myomers(
recommendedSeekVoltageIndex = resource->seekVoltageRecommendedIndex; // @0x324 res+0x1AC
currentSeekVoltageIndex = recommendedSeekVoltageIndex; // @0x320
minSeekVoltageIndex = 0; // @0x328
// #96 -- "each mech has a unique heating profile". Dump what THIS mech's
// myomer record actually streamed, so per-chassis variation is a measured
// fact rather than an assumption. One line per myomer built.
if (getenv("BT_MYO_LOG"))
{
DEBUG_STREAM << "[myoparm] " << (GetName() ? GetName() : "?")
<< " velEff=" << velocityEfficiency
<< " accEff=" << accelerationEfficiency
<< " gears=[";
for (int g = 0; g <= maxSeekVoltageIndex && g < 5; ++g)
DEBUG_STREAM << (g ? "," : "") << seekVoltage[g];
DEBUG_STREAM << "] rec=" << recommendedSeekVoltageIndex
<< " max=" << maxSeekVoltageIndex
<< " degradeT=" << degradationTemperature
<< " failT=" << failureTemperature
<< " thermalMass=" << thermalMass
<< "\n" << std::flush;
}
}
@@ -414,6 +433,26 @@ Scalar Myomers::SeekVoltageResponse(Scalar input_voltage)
// (see emitter.cpp BTSeekVoltageSample). Guarded: a non-Myomers subsystem
// samples 0 (only emitter/myomer pages own a graph in the shipped config).
//***************************************************************************
//***************************************************************************
// BTMyomersSpeedEffectOf -- the myomer drive fraction for the master perf's
// demand scale (mechmppr.cpp). RESTORED 2026-07-31 (the seek audit): the
// morning's deletion of the predecessor (BTMyomersDriveOf) rested on an
// export-gap-blind sweep -- the REAL consumer lives in the un-exported
// master-perf region @0x4a9cf2-0x4a9da4: MAX speedEffect over the myomer
// chain -> mech+0x79C -> `mapper->speedDemand *= it` (+ turn freeze at
// |drive| <= 1e-4). UNCLAMPED (the old bridge's f>1 -> 1 clamp ate the
// gear-4 overdrive): speedEffect legitimately rides to ~1.43 at seek 4.
// Returns -1 for a non-Myomers subsystem. [T1 disasm]
//***************************************************************************
Scalar BTMyomersSpeedEffectOf(void *subsystem)
{
Entity *entity = (Entity *)subsystem;
if (entity == 0 || !entity->IsDerivedFrom(Myomers::ClassDerivations))
return -1.0f;
Scalar f = ((Myomers *)entity)->SpeedEffect();
return (f > 0.0f) ? f : 0.0f;
}
Scalar BTMyomersSeekSample(void *subsystem, Scalar voltage)
{
Entity *entity = (Entity *)subsystem;
@@ -482,6 +521,35 @@ static const Scalar MyomerRecoveryPerTick = -0.010999999940395355f; // 0xbc34395
//
void Myomers::MyomersSimulation(Scalar time_slice)
{
// 0. RegisterMaxOutput (@004b8ef0) -- the assembly-time top-speed cap.
// The binary calls it from the mech-assembly loop over the myomer chain
// (part_012.c:10322), after the model record is streamed:
// mech[0x7A0] = max(mech[0x7A0], AvailableOutput(seekVoltage[maxIdx]))
// = base x (topGear/recGear) = base x ~1.4284 on a healthy assembly --
// the gait rise-clamp both channels bound against (part_012:12103/12334).
// The port's capability-chain fill is the SubProxy stub (same situation as
// the flush's chain walk), so each myomer registers ITSELF here. Called
// per tick instead of once (the 0x358 layout lock leaves no room for a
// latch member): RegisterMaxOutput is an idempotent max() -- best falls as
// heat/damage degrade AvailableOutput, and max() never lowers the cap --
// so the resulting state is identical to the binary's once-at-assembly.
RegisterMaxOutput(); // @004b8ef0
// BENCH (BT_FORCE_SEEK=<idx 0..max>): pin the seek gear without the eng-page
// button -- the seek-4 supercharge/overheat loop is otherwise unreachable
// on a headless rig. Env-gated, off by default; the toggle handler stays
// the authentic path.
{
static int s_forceSeek = -2;
if (s_forceSeek == -2)
{
const char *e = getenv("BT_FORCE_SEEK");
s_forceSeek = (e != 0 && *e != '\0') ? atoi(e) : -1;
}
if (s_forceSeek >= 0 && s_forceSeek <= maxSeekVoltageIndex)
currentSeekVoltageIndex = s_forceSeek;
}
// 1. @004b8bab -- the base electrical state machine. MUST come first, and
// must precede any heat-model gate: OwnerAdvancedDamage() is off below
// veteran, so gating ahead of this denied the machine to most pilots.
@@ -496,23 +564,16 @@ void Myomers::MyomersSimulation(Scalar time_slice)
// so the READING is "a myomer you power down slowly heals, and the `< 1.0`
// test stops a destroyed zone being resurrected".
//
// ⚠ BUT IT IS INERT -- IN THE ORIGINAL TOO. [T0, measured 2026-07-28]
// A subsystem's private zone is built by the 2-arg trivial ctor
// `new DamageZone(this, 0)`, and DAMAGE.cpp:187-190 zeroes ALL FIVE
// damageScale[] entries; DamageZone::Reset never touches them, and the only
// other writer in the codebase is Mech__DamageZone (the MECH's streamed
// zones, a different class -- mechdmg.cpp:246-253). So damageScale stays
// {0,0,0,0,0} for the life of the zone and the sum above is always
// `damageLevel += amount * 0.0f` == no change. Confirmed live: seeded to
// 0.6, held at NoVoltage for ~1500 ticks, damageLevel never moved off 0.6
// (BT_MYOMERS_REPAIR_TEST below). The crit path reaches subsystem damage a
// different way -- it writes damageLevel DIRECTLY (mechsub.cpp
// DistributeCriticalHit pins *(this[0x38]+0x158) = 1.0f) -- which is why
// subsystems can still be destroyed even though this route cannot.
//
// Reconstructed anyway, and deliberately NOT "fixed": this is what the 1995
// binary does, and inventing a working repair here would be a behavior we
// made up. Kept so the dead branch is visible rather than silently missing.
// ⚠ CORRECTION (2026-07-29, #80): the earlier "inert in the original too"
// note here was WRONG about the original. The 2026-07-28 experiment that
// froze at 0.6 was measuring a PORT bug: the subsystem ctor wrote the
// zone's armour/scales through the ReconDamageZone PROXY (struct offsets
// +4/+8) instead of the engine members at +0x140/+0x144, so the real
// damageScale[] stayed zero. The binary's ctor (@0x4ac7bb) initializes
// them from the resource ("WeaponDamagePoints" + the five per-type
// "...DamagePoints" keys), and the port now does the same -- so this
// branch is LIVE, in 1995 and here: an un-powered, not-yet-destroyed
// myomer heals at 0.011 * damageScale[Explosive] per tick.
// (impactPoint/burstCount are set for fidelity; the callee ignores both.)
if (electricalStateAlarm.GetLevel() == PoweredSubsystem::NoVoltage // this+0x278 == 1
&& DamageStructureLevel() < 1.0f) // zone+0x158 < _DAT_004b8d10
@@ -643,30 +704,137 @@ void Myomers::MyomersSimulation(Scalar time_slice)
//
void Myomers::MyomersDriveHeat(Scalar time_slice)
{
if (!OwnerAdvancedDamage()) // FUN_004ad7d4 gate
return;
if (!OwnerAdvancedDamage()) // FUN_004ad7d4 gate (binary
return; // gates the ACCUMULATE; same outcome)
Scalar velMag = OwnerVelocityMag(); // |Mech velocity| (+0x1C4/0x1C8/0x1CC)
Scalar accMag = OwnerDriveMag(); // |Mech drive vector| (+0x82C/0x830/0x834)
Scalar vy = OwnerVelocityY(); // Mech +0x1C8
Scalar k = OwnerMotionGain(); // Mech +0x20C
Scalar m = OwnerMass(); // *Mech[0x250]
// #85 fix (2026-07-31): the five Mech motion operands were `return 0.0f`
// cross-family shims, so this integrator faithfully accumulated ratio^2 *
// damageGain * ZERO every tick -- the myomers stayed ice cold at any seek
// (Oracle's night-7 panel-confirmed report). Now sampled for real via the
// complete-Mech-TU bridge (mech4.cpp), operands re-grounded against the
// raw disasm of @004b8d18 + the authored resource (BTL4.RES 0x0BC6 records:
// VelocityEfficiency=0.995, AccelerationEfficiency=0.8, gears
// 0.3/0.5/0.7/0.9999 rec idx 2 -- one shared tuning across all 18 mechs).
float velMag, accMag, vy, mass, gravity;
{
extern void BTMechMyomerMotionSample(void *mech,
float *vel_mag, float *acc_mag, float *vel_y,
float *mass, float *gravity);
BTMechMyomerMotionSample(owner, &velMag, &accMag, &vy, &mass, &gravity);
}
Scalar velComplement = 1.0f - accelerationEfficiency; // @0x354
Scalar workComplement = 1.0f - velocityEfficiency; // @0x350
Scalar velComplement = 1.0f - accelerationEfficiency; // @0x354 (= 0.2 authored)
Scalar workComplement = 1.0f - velocityEfficiency; // @0x350 (= 0.005 authored)
Scalar damageGain = 1.0f + DamageStructureLevel(); // this[0xE0]+0x158
Scalar ratio = seekVoltage[currentSeekVoltageIndex] // @0x330[@0x320]
/ seekVoltage[recommendedSeekVoltageIndex];// @0x330[@0x324]
if (ratio < 1.0f) ratio = 1.0f;
Scalar work = k * (velMag * velMag) * 0.5f; // dot(v,v)*0.5 == |v|^2*0.5 (_DAT_004b8ee4)
// The binary fabs()es all three motion operands (the jbe/fchs pairs
// @4b8dd5/@4b8df0/@4b8e16); |v| and |a| are sqrt-positive already, but
// v.y is signed -- descending must heat like climbing, not cool.
if (vy < 0.0f) vy = -vy;
pendingHeat /* @0x1C8 */ +=
ratio * ratio * damageGain *
( velComplement * vy * k * m * time_slice
+ workComplement * work
+ velComplement * velMag * accMag * k * time_slice );
// Physics (operands nailed 2026-07-31): mass@0x20C, gravity=**(0x250) --
// work = 1/2 m v^2 (kinetic energy; NO dt in the
// binary -- the accumulate is per-TICK, an authentic 1995
// fixed-frame assumption, so heat/s scales with frame rate;
// kept verbatim, field-calibrate if the pod veterans object)
// velTerm = m g |vy| dt (climb power)
// accTerm = m |v| |a| dt (acceleration power)
Scalar work = mass * (velMag * velMag) * 0.5f; // dot(v,v)*0.5 (_DAT_004b8ee4)
// The three terms (#96 "myomers run too hot"). Two are POWER (x dt); the
// kinetic one is an ENERGY the binary adds once per TICK with NO dt
// (FUN_004b8d18: param_2 multiplies the climb and accel terms only).
//
// FRAME-RATE NORMALISATION. A per-tick energy makes heat/SECOND scale with
// the tick rate, which on a 1995 fixed-frame machine is a constant and on a
// modern PC is not: two players on different hardware, or the same player in
// a heavy scene, get different heat from identical throttle. Measured here
// at ~59Hz the myomers cross their degradation threshold in ~27s of seek-4
// cruising; at the pod's documented 30Hz board frame that is ~54s.
//
// So the term is rescaled to the reference frame rate: multiply by
// dt * hz, making the heat identical on every machine. This is the ONE
// deliberate divergence from a verbatim transcription of @004b8d18, and it
// exists because the binary's per-tick value depends on the pod's frame
// rate, which our port does not run at.
//
// THE CLOCK ORIGIN, traced 2026-08-02 (was the open question here):
// 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)
// -- and consumed by ~90 fmul/fdiv sites across the image as THE
// per-frame<->per-second conversion. The DOS main passes it straight into
// the ApplicationManager ctor (0x401189: push [0x52140c]). So the pod's
// nominal Performance cadence was 28 Hz, byte-proven. [T1]
//
// CALIBRATION FACTOR 0.5 -- the pod's EFFECTIVE rate under load, now
// corroborated from three directions (2026-08-02):
// * Oracle (pod veteran), asked if the 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's own pacer DESIGN: end_of_frame = Now() + frameDuration
// with background fill and NO overrun catch-up (APPMGR.cpp, T0) --
// "target 28 but allowed to slip" is the construction, and the
// 18.2065 BIOS fallback anticipated degraded timing.
// Corollary: a choking 486 generated LESS heat/s exactly during the
// biggest fights -- veteran memory of seek-4 endurance encodes the LOADED
// rate, so bracketing by their consensus is the correct instrument.
// Effective default 28 * 0.5 = 14 Hz [T2 multi-witness]; BT_MYO_HZ=<hz>
// overrides absolutely for bracketing.
static const Scalar kPodFrameHz = 28.0f; // byte-proven nominal [T1]
static const Scalar kSeekHeatCalib = 0.5f; // Oracle bracket 2026-08-02 [T3]
static Scalar s_hz = -1.0f;
if (s_hz < 0.0f)
{
const char *hv = getenv("BT_MYO_HZ");
s_hz = (hv && *hv) ? (Scalar)atof(hv) : (kPodFrameHz * kSeekHeatCalib);
if (s_hz <= 0.0f) s_hz = kPodFrameHz * kSeekHeatCalib;
if (getenv("BT_MYO_LOG"))
DEBUG_STREAM << "[myoheat] kinetic-term reference rate: " << s_hz
<< " Hz (pod nominal 28 [T1] x calib " << kSeekHeatCalib
<< " [T3]" << (hv ? ", ENV OVERRIDE" : "") << ")" << std::endl;
}
Scalar termClimb = velComplement * vy * mass * gravity * time_slice;
Scalar termKinetic = workComplement * work * (time_slice * s_hz); // rate-normalised
Scalar termAccel = velComplement * velMag * accMag * mass * time_slice;
Scalar gain = ratio * ratio * damageGain;
pendingHeat /* @0x1C8 */ += gain * (termClimb + termKinetic + termAccel);
if (getenv("BT_MYO_LOG"))
{
static int s_n = 0;
static Scalar s_elapsed = 0.0f;
s_elapsed += time_slice; // wall clock since the sim started
if ((s_n++ % 120) == 0)
{
Scalar sum = termClimb + termKinetic + termAccel;
// T and the clock: how long does seek 4 actually take to cook the
// myomers? (#96 -- the players' claim is "under a minute".)
DEBUG_STREAM << "[myotemp] t=" << s_elapsed
<< " T=" << currentTemperature
<< " degradeT=" << degradationTemperature
<< " failT=" << failureTemperature << "\n" << std::flush;
DEBUG_STREAM << "[myoheat] v=" << velMag << " a=" << accMag
<< " m=" << mass << " g=" << gravity
<< " ratio=" << ratio << " dmgGain=" << damageGain
<< " dt=" << time_slice
<< " | climb=" << (gain * termClimb)
<< " kinetic=" << (gain * termKinetic)
<< " accel=" << (gain * termAccel)
<< " kineticShare=" << (sum != 0.0f ? (termKinetic / sum) : 0.0f)
<< " pending=" << pendingHeat << "\n" << std::flush;
}
}
}
@@ -691,52 +859,14 @@ void Myomers::ResetToInitialState(Logical powered)
//***************************************************************************
// Myomers::ConnectToMover (mislabeled)
//***************************************************************************
//
// ⚠ MISATTRIBUTION (task #5 correction): @004b9550/@004b95b8 are NOT Myomers
// functions -- the weapon message-table @0x511860 proves they are
// MechWeapon::ConfigureMappables (id 9) / ChooseButton (id 10), the weapon->
// button grouping handlers (the +0x31C coincidence: Myomers speedEffect vs
// MechWeapon TriggerState). The bodies below are retained as the port's
// Myomers stand-ins but carry no binary address.
//
// Attaches the live SpeedEffect output (@0x31C) into the Mech's JointedMover
// roster (the mover at **(Mech[0xD0]+0x128)). Driven by a connect message
// whose payload index is at message+0xC:
// index = abs(message->value) - 1;
// if (message->value < 1) { mover->Detach(index); this[0x110] = -1; }
// else { this[0x110] = 0; mover->Attach(index, &speedEffect, this, 10, 9, 0); }
// (mover vtable +0x38 = Attach, +0x3C = Detach.)
//
void Myomers::ConnectToMover(SubsystemMessage &message)
{
int index = abs(message.value) - 1; // message+0xC
if (message.value < 1) {
MoverDetach(index); // owner mover vtable +0x3C
/* base+0x110 = -1 (detached) -- inert, no base accessor yet */
} else {
/* base+0x110 = 0 (attached) -- inert, no base accessor yet */
MoverAttach(index, &speedEffect); // owner mover vtable +0x38, feed @0x31C
// (original args: index,&speedEffect,this,10,9,0)
}
}
//***************************************************************************
// Myomers::DisconnectFromMover (stand-in; no binary address)
//***************************************************************************
// Counterpart of ConnectToMover: detaches the SpeedEffect feed.
// if (message->value > 0)
// mover->Release(message->value, &speedEffect); // mover vtable +0x44
void Myomers::DisconnectFromMover(SubsystemMessage &message)
{
if (message.value > 0) { // message+0xC
MoverRelease(message.value, &speedEffect); // owner mover vtable +0x44, feed @0x31C
}
}
// (ConnectToMover / DisconnectFromMover are DELETED -- myomer-system
// completion, 2026-07-31. Their source functions @004b9550/@004b95b8 are
// MechWeapon::ConfigureMappables / ChooseButton (the +0x31C there is the
// weapon TriggerState and **(mech+0x128) is the CONTROLS MAPPER's button
// roster -- proven by the MECHWEAP.CPP assert string and the trigger-edge
// detector @004b9608 adjacent in the image). The binary has NO dynamic
// myomer->mover feed; see the RegisterMaxOutput latch in MyomersSimulation
// for the real (assembly-time cap) locomotion coupling.)
//***************************************************************************
// Myomers::ToggleSeekVoltageMessageHandler @004b8a48
//***************************************************************************
@@ -791,9 +921,11 @@ struct MyomersLayoutCheck
// The real class at 0xBC6 (ctor @004b8fec) is Myomers (the mech's artificial-
// muscle drive); the factory built an Actuator RECON_SUBSYS stub. alloc 0x358.
// The subsystem constructs (resolves its Generator + builds the seek-voltage
// gear table) and ticks its real Performance, but is currently INERT w.r.t.
// locomotion/heat (no-op mover feed + the OwnerAdvancedDamage()==False sim gate)
// -- so it cannot regress the gait/drive. Authentic coupling = a follow-up.
// gear table) and ticks its real Performance. DRIVE HEAT IS LIVE (#85 fix
// 2026-07-31: the motion operands are sampled from the real Mech). Still
// inert: the LOCOMOTION coupling (no-op mover feed -- speedEffect is computed
// but nothing consumes it; WAVE 6 cutover) and the climb heat term (the
// environment gravity is unwired in the port, so g reads 0).
//===========================================================================//
Subsystem *CreateMyomersSubsystem(Mech *owner, int id, void *seg)
{
+42 -25
View File
@@ -274,16 +274,19 @@ class Mech;
HasVoltage(Subsystem *source = 0); // slot 16, @004b8f3c (overrides PoweredSubsystem::HasVoltage; Gitea #62 rename)
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Mover-connection message handlers (bound via the simulation message map;
// route the live SpeedEffect @0x31C into / out of the Mech's JointedMover
// roster at owner Mech[0x128]).
// (The "mover-connection" handlers are GONE -- myomer-system completion,
// 2026-07-31. @004b9550/@004b95b8 are MechWeapon::ConfigureMappables /
// ChooseButton (the +0x31C there is TriggerState, and **(mech+0x128) is
// the CONTROLS MAPPER's button roster, not a mover) -- confirmed by the
// decomp neighborhood (the MECHWEAP.CPP assert string + the trigger-edge
// detector @004b9608 immediately after). The binary has NO dynamic
// myomer->speed feed: AvailableOutput has exactly two callers in the whole
// image (RegisterMaxOutput at assembly + the SeekVoltageGraph sampler),
// and speedEffect@0x31C is a published GAUGE attribute. The authentic
// locomotion couplings are the assembly-time top-speed cap (Mech+0x7A0)
// and the VITAL flag (myomers destroyed = mech dead -- the only vital
// subsystem in the authored records).)
//
protected:
void
ConnectToMover(SubsystemMessage &message); // @004b9550 (attach SpeedEffect feed)
void
DisconnectFromMover(SubsystemMessage &message); // @004b95b8 (detach SpeedEffect feed)
public:
// ToggleSeekVoltage message handler @004b8a48 (Myomers handler table
// @0x51158C: {9, "ToggleSeekVoltage"}). Issue #19: was an EMPTY stub +
@@ -328,14 +331,31 @@ class Mech;
// mech actually slows when damaged/overheated and motion generates heat --
// that path DOES drive the live mover, so reconcile it with the gait cutover
// FIRST (both would feed the mover).
Scalar OwnerBaseSpeed() const { return 1.0f; } // Mech +0x34C (neutral)
Scalar OwnerMaxSpeed() const { return 0.0f; } // Mech +0x7A0
void SetOwnerMaxSpeed(Scalar) { } // no-op (real: write Mech top speed)
Scalar OwnerVelocityMag() const { return 0.0f; } // |Mech velocity|
Scalar OwnerDriveMag() const { return 0.0f; } // |Mech drive/accel|
Scalar OwnerVelocityY() const { return 0.0f; } // Mech velocity.y
Scalar OwnerMotionGain() const { return 0.0f; } // Mech +0x20C
Scalar OwnerMass() const { return 0.0f; } // *Mech +0x250
// Myomer-system completion (2026-07-31): the owner speed cells, via
// complete-Mech-TU bridges (mech4.cpp), per the databinding rule:
// Mech+0x34C = the run-speed base (port member reverseStrideLength --
// documented misnomer; the mapper's demand multiplier)
// Mech+0x7A0 = the gait rise-CLAMP RegisterMaxOutput raises at
// assembly (port member reverseSpeedMax2 -- misnomer)
Scalar OwnerBaseSpeed() const
{
extern float BTMechRunSpeedBase(void *mech);
Scalar v = (Scalar)BTMechRunSpeedBase(owner);
return (v > 0.0f) ? v : 1.0f; // pre-stream guard (record not read yet)
}
Scalar OwnerMaxSpeed() const
{
extern float BTMechTopSpeedGet(void *mech);
return (Scalar)BTMechTopSpeedGet(owner);
}
void SetOwnerMaxSpeed(Scalar v)
{
extern void BTMechTopSpeedSet(void *mech, float v);
BTMechTopSpeedSet(owner, (float)v);
}
// (The five drive-heat motion shims are GONE -- #85 fix 2026-07-31:
// MyomersDriveHeat samples the real Mech via the complete-TU bridge
// BTMechMyomerMotionSample (mech4.cpp).)
// FUN_004ad7d4 [T1] -- the SAME player+0x260 heat-model experience gate
// as HeatSink::HeatModelActive() (the "advanced damage" name was a
// misread; the old `return False` stub kept movement heat off for
@@ -356,26 +376,23 @@ class Mech;
// which sensor.cpp:312 already reads the same way.
Scalar DamageStructureLevel() const{ return GetSubsystemDamageLevel(); } // DamageZone +0x158
void MoverAttach(int index, Scalar *feed) { (void)index; (void)feed; } // JointedMover vtable +0x38 (no-op)
void MoverDetach(int index) { (void)index; } // JointedMover vtable +0x3C (no-op)
void MoverRelease(int handle, Scalar *feed) { (void)handle; (void)feed; } // JointedMover vtable +0x44 (no-op)
// Live-master gate constants (the ctor reads owner->simulationFlags).
enum {
SegmentCopyMask = 0x0C, // (flags & 0xC): 0 == master, 4 == damaged copy
MasterHeatSinkFlag = 0x0100 // live-master segment bit
};
// The mover attachment handle lives at BASE+0x110 (a MechSubsystem slot), NOT a
// Myomers own field -- declaring it here appended a 4-byte tail that overflowed the
// 0x358 alloc once the PoweredSubsystem base became byte-exact. The coupling is
// inert (ConnectToMover -> no-op MoverAttach), so the handle is write-only today;
// when the real mover feed is revived, write base+0x110 via a base accessor.
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Local data. Offsets are byte offsets into the shipped object.
//
protected:
Scalar speedEffect; // @0x31C attr 0x12; ctor 1.0f -- live drive fed to the mover
public:
// speedEffect is a published GAUGE attribute (attr 0x12) -- the demand
// coupling that briefly read it was an invention (removed 2026-07-31).
Scalar SpeedEffect() const { return speedEffect; }
protected:
int currentSeekVoltageIndex; // @0x320 attr 0x13; ctor = recommended -- selected drive "gear"
int recommendedSeekVoltageIndex;// @0x324 attr 0x14; ctor = resource +0x1AC
int minSeekVoltageIndex; // @0x328 attr 0x15; ctor 0
+12 -2
View File
@@ -98,7 +98,9 @@ extern void BTPushProjectile(const Point3D &muzzle, void *shooter, void *target,
const Point3D &targetPos, Scalar speed, Scalar damage,
const Vector3D *launch_velocity = 0, int guided = 1,
int weapon_subsys = -1, int splash_burst = 0, int muzzle_seg = -1,
int damage_type = 2 /*ExplosiveDamageType default*/); // AC: no cluster splash (default 0)
int damage_type = 2 /*ExplosiveDamageType default*/,
Scalar thrust_accel = 0.0f, Scalar thrust_burn = 0.0f,
int salvo_lead = 1); // AC: unpowered; single round = its own lead
//#############################################################################
@@ -751,8 +753,16 @@ void
// FailureTemperature for the ballistic family), or the owning mech disabled
// (FUN_0049fb54) -> pin recoil at the full rechargeRate + latch alarm 7.
// No return: the frame continues into the state machine.
// #86 FIX (2026-07-31): in the BINARY, "simulationState@0x40" IS the
// statusAlarm's current-level cell (the indicator lives at +0x2C and its
// level sits at +0x14 inside it = +0x40) -- ONE cell. The port models
// them as TWO members, and the destruction path (ForceCriticalFailure /
// the crit sink) writes only the ALARM -- so this gate read a
// never-written int and a weapon on a blown-off arm kept firing with its
// MFD X'd out (all three night-7 testers). Read BOTH cells.
{
int gate1Destroyed = (simulationState == 1);
int gate1Destroyed = (simulationState == 1
|| statusAlarm.GetLevel() == 1);
int gate1FailHeat = (heatAlarm.GetLevel() == HeatSink::FailureHeat);
int gate1Disabled = (owner != 0 && owner->IsDerivedFrom(*Mech::GetClassDerivations())
&& ((Mech *)owner)->IsDisabled());
+12
View File
@@ -1101,3 +1101,15 @@ void
{
ResetToInitialState(); // @004b5bf8 (takes no arg)
}
//
// #83 bridge: the collision-damage distributor (mech.cpp, FUN_0049ffcc) tests
// roster members against this family's derivation chain (binary GUID 0x510b08).
// Lives here because Torso is a complete type only in this TU.
//
Derivation *
BTTorsoFamily()
{
return &Torso::ClassDerivations;
}
@@ -0,0 +1,107 @@
# Phase 13 — Night-7 follow-ups: collision economy, myomer system, coolant leaks (2026-07-31)
One session, six commits (`054c3f2..c18929b`), driven by the night-7 field reports (build
4.11.659, testers SAURON / RajelAran / Oracle — Oracle is new, with hands-on original-pod
experience). Every fix is bench-verified; field verification is the next playtest.
KB authority per topic: [[multiplayer]], [[subsystems]], [[locomotion]], [[combat-damage]],
[[pod-hardware]] §Manual, [[translocation-warp]], [[open-questions]].
## 1. #94 — zone-less-death un-wreck (`054c3f2`) [T1 root cause / T2 verified]
Peers saw SAURON's live mech as flaming wreckage after a ram. Root cause: the peer wreck
lifecycle's two halves listened to different signals — wreck ON = the replicated death
explosion (unconditional); wreck OFF = a damage-zone falling-edge latch that a COLLISION
death never produces (type-0 prices as internal rattle, zones never move). Fix: the un-wreck
(+ peer respawn warp) now rides the death-state EXIT edge of the replicated MovementMode
({2,9} → alive; only `Mech::Reset` leaves the death modes; the state rides every record
header). Bench: 14/14 zone-less deaths un-wrecked, 12/12 explosive regression.
Gitea #94: awaiting-verification. (#81's earlier fix stands — different hole, same machinery.)
## 2. Collision-pricing audit → two economy fixes (`37dd7f9`) [T1 formula / T2 verified]
The formula layers were verified authentic (crash gate @0x4ab178 == 0.0 read from the exe;
StaticBounce kinetic-loss pricing [T0]; divert scale + 0.5-pt free floor). Two port defects:
- **A. Grind pacing**: the 0.4 s `gBlockCooldown` hysteresis suppressed the knockdown during
sustained contact → full-commanded-speed crash price EVERY frame → the 2-3 s grind death
(SAURON's ram death, 110 priced frames at |v|≈34.7). Removed; the binary's pacing
(knockdown zeroes the drive; free floor needs v>~18.5 while the knockdown fires at v>6.3)
makes wall grinding free taps + ~1.2 s staggers. Bench: 150 s full-throttle wall push =
125 paced binds, 4,767 crash frames all free, 0 deaths.
- **B. Raw ram dispatch**: the ×0.001 "ram economy normalization" (2026-07-12) predated the
#83 divert and compounded with its ~4e-5 scale — no physically possible ram could clear the
free floor; rams were a no-op against the victim. Raw restored [T1 @part_012:15324].
Bench: tx==rx byte-identical (66239.1), victim priced 2.55 pts rattle, 108 knockdowns ↔
exactly 108 type-5 records on the observer (no skating regression).
## 3. #85 — myomer drive heat LIVE (`1570983`) [T1 operands / T2 verified]
The integrator @004b8d18 was fully reconstructed but its five Mech motion operands were
`return 0.0f` shims → `ratio² × damageGain × 0` forever (Oracle's "ice cold at seek 4").
Operands re-grounded from raw disasm + decomp: `+0x1C4`=localVelocity, `+0x82C`=the 15-ring
smoothed AccelerationLastFrame, `+0x20C`=moverMass, `*(+0x250)`=environment gravity pointer
(FUN_00421e2c). Physics: `heat += ratio²(1+dmg)[0.005·½mv² + 0.2·mg|vy|dt + 0.2·m|v||a|dt]`.
Authored tuning extracted from BTL4.RES (18 records, one tuning): eff 0.995/0.8, gears
0.3/0.5/0.7/0.9999 rec idx 2; myomer thermal 77/1000/2000, thermalMass 2.5e5. Bench: hard
circling drove T 77→1225 and the coolant loop pulled it back to ~520. Caveats documented:
the kinetic term is per-tick (no dt — 1995 fixed-frame assumption, mild fps dependence);
the climb term reads g=0 (environment gravity unwired — open-questions). Gitea #85:
awaiting-verification.
## 4. #88 — coolant leaks, both halves (`a8a0042`, `31552c0`) [T1 root cause / T2 verified]
- **Arming** (the #64 shadow): `UpdateCoolant` prices the leak from the qualified ENGINE
member `Subsystem::damageZone` — which the MechSubsystem ctor never assigned (it filled
only its re-declared shadow). zoneDamage read 0 forever → leaks structurally impossible.
Fix: both ctors alias the engine member to the same zone (#64 half-fix; the de-shadow
sweep stays open). Bench: rattle + weapon crits both drive `[cool]` leak pricing.
- **Central pull-through**: `HeatSink::DrawCoolant` was a `return 0` stub (the operator
noticed the coolant panel bar never moved). Real base @0x4add00 disassembled: the draw
RECURSES up the sink linkage (× coolantFlowScale@0x15C per hop) and terminates at the
Reservoir's supply (@0x4af3b0, already faithfully ported). The bank's `helper@0x1D8`
member is its reservoir connection (not vestigial). Bench: a destroyed myomer's leak
drained the central tank 6.0→5.58 over ~30 s — the cockpit coolant BAR now drops.
Gitea #88: awaiting-verification; #64 half-closed.
## 5. Myomer system COMPLETE — the "WAVE 6 mover cutover" was a phantom (`cf8618b`) [T1]
`@004b9550/@004b95b8` ("ConnectToMover") are MechWeapon::ConfigureMappables/ChooseButton —
the `+0x31C` there is weapon TriggerState and `**(mech+0x128)` is the CONTROLS MAPPER's
button roster. **The binary has NO dynamic myomer→speed feed.** Full data-flow closure
(every check [T1]): the demand fn @004afd10 (all three control-mode branches + turn clamp)
has no myomer term; all `mapper->speedDemand` writers = that fn + the gimp clamps;
`AvailableOutput` has exactly 2 callers (RegisterMaxOutput @assembly + the graph sampler);
the virtual slot-0x3C sweep finds only the graph + the mapper detach; the SpeedEffect
attribute string has 1 reference (its own table row); `mech+0x7A0` writers = ctor-zero +
RegisterMaxOutput. The authentic system, all live: heat; VITAL death (myomers are the only
authored vital=1 subsystem — also the ram-death mechanism, rattle weight 0.35); the
assembly cap (RegisterMaxOutput → mech+0x7A0 = base×~1.4284, now really registered);
the ENG power curve at true scale; electrical sourcing. REMOVED as inventions: the
`speedDemand *= speedEffect` demand multiplier + BTMyomersDriveOf + the Myomers mover
family. #75 CLOSED (premise falsified: myomer damage does not slow a live mech; the
damage slowdown is the leg-damage gimp gait).
## 6. The seek dial — decoded end-to-end, one question OPEN for the players
What seek does in 4.10 [T1]: heat ratio² (floors at 1 — gears 1-3 heat identically);
the generator brown-out threshold, whose real stake is TORSO TWIST (the Torso PowerWatcher
zeroes twist while the myomers are not Ready; generator has NO load model — demand never
pulls the bus down); the ENG graph. Gear 4 = double heat + hair-trigger dropout for a
taller graph. **The 1995 manual (4.0) says otherwise**: seek "translates to a lower or
higher top speed", gear 4 is named SUPERCHARGE (expert-only), stat sheets print three top
speeds (Loki/Thor: Normal 143 / Super Charged 182 / Gimped 40 kph). The printed ratio
(1.27) doesn't even match 4.10's vestigial gear table (1.43) → a documented 4.0→4.10 DRIFT
(third alongside experience gates + coolant-loop redistribution). Plausible motive: MP
fairness (expert-only speed advantage patched out of mixed-experience pods).
**OPEN — the player version-probe**: the operator is asking SAURON/Oracle whether seek 4
made their pod-era mechs faster. If the pods they played had supercharge, resurrecting it
would be an opt-in deviation (all plumbing exists: gear ratio, the 0x7A0 cap, heat penalty,
heatFactor overheat-to-zero — one authorized multiplication in the demand path).
## Carried opens (unchanged this session)
Cross-fire combat stall; silent node crash (procdump armed); 17s-late kill credit; #93
end-of-round PerformAndWatch use-after-free (one occurrence, symbolized); goto
release-to-manual freeze; environment gravity unwired; the #64 full de-shadow sweep;
mech3 CreateStreamedSubsystem stub bridges (/FORCE known-cold).
## Field re-test list for the next session (all labeled awaiting-verification)
1. #94: ram-kill victims respawn visibly (no zombie wreck) on every screen.
2. Collision economy: wall-humping harmless; rams stagger + rattle BOTH parties; no 2-s
grind deaths.
3. #85: myomers warm on the ENG panel while driving; ~2× at seek 4; loops respond.
4. #88: subsystem damage arms the leak warning and the coolant BAR bleeds down.
5. Seek: heat changes with gear, speed does NOT (correct per 4.10) — plus the version-probe
question above.
+23
View File
@@ -0,0 +1,23 @@
@echo off
rem #78 visible-limp demo: Black Hawk, right-leg ramp, then watch it hobble.
rem Double-click me. Controls (bindings.txt, the 1995 throttle-lever scheme):
rem SHIFT = throttle up (sticks where you leave it) CTRL = throttle down
rem ALT = reverse thrust (refuses while limping) BACKTICK = view toggle
rem X = all-stop
rem
rem Uses a NOVICE copy of DEV.EGG: on expert the harness bursts roll CRITS on
rem the aimed leg -- one myomers crit and the mech turns-but-never-moves
rem (drive=0), which ruins the demo. Novice gates crits; leg gimp still fires.
setlocal
set BT_SELF_DAMAGE=60
set BT_SELF_DAMAGE_ZONE=18
set BT_SELF_DAMAGE_TICKS=2
rem GLASS boots with the plasma window holding focus -> keyboard dead until
rem you click the 3D window. NOFOCUS accepts keys regardless.
set BT_KEY_NOFOCUS=1
cd /d "%~dp0..\content"
powershell -NoProfile -Command "(Get-Content DEV.EGG) -replace '^experience=.*','experience=novice' | Set-Content LIMP.EGG"
echo [limp] self-damage 60 x2 ticks into zone 18 (bhk1 right-leg family), novice sim
"%~dp0..\build\Release\btl4.exe" -egg LIMP.EGG
del LIMP.EGG 2>nul
if errorlevel 1 pause
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@echo off
rem #78 OBS capture demo: Black Hawk walks ~12 s, right leg crosses half on
rem the FINAL damage tick (one clean trigger edge), then: klaxon, klaxon,
rem "REVERSE DISABLED" + the limp. Auto-walks via GOTO -- the only input
rem needed is V (or BACKTICK) once, for the 3rd-person chase view.
setlocal
set BT_FE_SOLO=1
set BT_GOTO=8000 8000
set BT_GOTO_THR=0.9
set BT_SELF_DAMAGE=6
set BT_SELF_DAMAGE_ZONE=18
set BT_SELF_DAMAGE_TICKS=12
set BT_SELF_DAMAGE_DELAY=30
set BT_KEY_NOFOCUS=1
cd /d "%~dp0..\content"
powershell -NoProfile -Command "(Get-Content DEV.EGG) -replace '^experience=.*','experience=novice' | Set-Content LIMPDEMO.EGG"
echo [limpdemo] auto-walk, 6x12 into zone 18 (crossing on the last tick), novice
"%~dp0..\build\Release\btl4.exe" -egg LIMPDEMO.EGG
del LIMPDEMO.EGG 2>nul
if errorlevel 1 pause
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#!/usr/bin/env bash
# ===========================================================================
# BENCH COMMON -- launch a local test node EXACTLY as a field player's
# shortcut does, so what we see locally is what they see.
#
# WHY THIS FILE EXISTS (2026-07-30): local benches had drifted from the
# shipped launchers, and every divergence cost a debugging session:
# * no BT_START_INSIDE -> benches opened in the EXTERNAL CHASE camera while
# every player starts in the COCKPIT. Hours were
# spent on a "broken HUD" that was simply the first
# first-person look at a view the benches never showed.
# * novice bench eggs -> every SHIPPED egg is `expert`; novice silences the
# whole heat model, crits and jams, so bench combat
# was not the combat players get.
# * 1-logical-processor affinity pins -> starved the gauge executive and
# produced a false "the comms panel never counts"
# reading. Two LPs per node keeps MP jitter pinned
# (the documented single-box fix) without starving.
#
# THE PLAYER ENV IS THE CONTRACT. It is copied verbatim from the shipped
# play_solo.bat / join.bat (dist zip). bt_assert_player_env compares this
# list against a shipped .bat when one is available, so drift is caught.
# ===========================================================================
BT_ROOT=/c/git/bt411
BT_EXE=$BT_ROOT/build/Release/btl4.exe
# PIDs THIS run launched. A blanket `taskkill /IM btl4.exe` at teardown kills
# every game on the machine -- including a NEWER bench a previous wrapper's
# sleep outlived. That silently shot down two live sessions, so each run now
# tracks and kills only its own children.
BT_PIDFILE=/tmp/bt_bench_pids.$$
# --- the exact env every shipped launcher sets -----------------------------
bt_player_env () {
export BT_PLATFORM=glass # unified build, desktop cockpit layer
export BT_START_INSIDE=1 # COCKPIT eyepoint -- what a player sees
export BT_DEV_GAUGES=1 # MFD/gauge surfaces + cockpit surround
}
# --- warn if the shipped launcher has gained/lost a setting ----------------
bt_assert_player_env () {
local bat="$BT_ROOT/dist/BT411_4.11.643/play_solo.bat"
[ -f "$bat" ] || return 0
for v in BT_PLATFORM BT_START_INSIDE BT_DEV_GAUGES; do
grep -qi "set $v=" "$bat" || echo "[bench] WARNING: shipped bat no longer sets $v"
done
}
# --- launch one node -------------------------------------------------------
# bt_launch <logfile> <egg> <affinity> [extra args...] (env: extra BT_* vars)
# Two logical processors per node: disjoint core sets keep single-box packet
# delivery even (peer-shakiness fix) without starving the gauge executive.
bt_launch () {
local log="$1" egg="$2" aff="$3"; shift 3
( bt_player_env
export BT_LOG="$log" BT_AFFINITY="$aff"
"$BT_EXE" -egg "$egg" "$@" &
# the winpid pseudo-file races process start -- poll briefly; a missed pid
# here left a stale node holding the -net port and null-ran the next config
for _i in 1 2 3 4 5; do
[ -f /proc/$!/winpid ] && { cat /proc/$!/winpid >> "$BT_PIDFILE"; break; }
sleep 0.3
done )
}
# --- an EXPERT copy of an egg (what players actually fly) ------------------
# Shipped eggs are all experience=expert. Bench eggs must match unless the
# harness itself needs otherwise (see bt_novice_egg).
bt_expert_egg () { # bt_expert_egg <src.egg> <dst.egg>
sed 's/^experience=.*/experience=expert/' "$1" > "$2"
}
# --- a NOVICE copy, for the harnesses that genuinely require it ------------
# ONLY the aimed-leg gimp bench: on expert the self-damage bursts roll CRITS on
# the aimed leg, and one myomers crit leaves the mech turning-but-not-moving --
# which destroys the limp demo. Novice gates crits; the leg gimp still fires.
# Any bench using this is NOT showing player-authentic damage behaviour.
bt_novice_egg () { # bt_novice_egg <src.egg> <dst.egg>
sed 's/^experience=.*/experience=novice/' "$1" > "$2"
echo "[bench] NOTE: novice egg $2 -- crits/heat/jams are GATED OFF (harness requirement)"
}
# --- kill ONLY the nodes this run started --------------------------------
bt_kill_ours () {
[ -f "$BT_PIDFILE" ] || return 0
while read -r pid; do
[ -n "$pid" ] && taskkill //F //PID "$pid" > /dev/null 2>&1
done < "$BT_PIDFILE"
rm -f "$BT_PIDFILE"
}

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