Author's correction to the shape of yesterday's option. The intended workflow
is: place the displays where you want them WITH their frames, quit, then edit
glass_layout.cfg to turn the frame off. So a ,noframe window should be pinned,
not draggable -- removed the WM_NCHITTEST -> HTCAPTION handler that made the
surface a drag handle.
The arrangement being finished is the point: with no caption there is nothing
to drag it by, which is exactly what you want on a wall of monitors. Delete
the flag to get the frame (and the dragging) back.
Unchanged and still needed: SaveLayout writes the flag back, because any later
drag of a FRAMED window rewrites the whole file and would otherwise strip it.
Re-verified live:
- Heat MFD comes up with WS_CAPTION clear and answers WM_NCHITTEST on its
surface with HTCLIENT (pinned) -- no window reports HTCAPTION any more.
- Comm MFD (unflagged) keeps its caption.
- A framed window's WM_EXITSIZEMOVE rewrote the file and BOTH ,noframe flags
survived, with the new header explaining the arrange-first workflow.
- surround / exploded / pod / dev boot and simulate clean.
Docs updated to describe the two-stage workflow rather than surface dragging:
the file's own header, environ.ini's BT_GLASS_LAYOUT block, context/
glass-cockpit.md and the ledger (which records the removed behaviour so the
next reader does not re-add it).
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Append it to a window's line and that window becomes a bare WS_POPUP -- no
caption, no border, just the display and its buttons -- for a multi-monitor
wall where the chrome is only noise:
Heat MFD=1920,0,657,539,noframe
Options are comma-separated after the four numbers and unknown ones are
ignored, so an older build reading a newer file loses the option but never the
line (the bindings.txt grammar rule, applied here).
TWO THINGS THAT WOULD HAVE MADE IT A TRAP, both handled:
- A frameless window has NO TITLE BAR TO DRAG, which is the entire point of
the sticky layout. So a noframe window is dragged BY ITS SURFACE:
WM_NCHITTEST returns HTCAPTION anywhere that is not a button, HTCLIENT over
one. Buttons stay clickable, and because Windows drives the move the drag
still ends in WM_EXITSIZEMOVE -- so it still saves.
- SaveLayout rewrites the WHOLE file, so it writes the flag back. Without
that, the first finished-drag after adding the option would have silently
stripped it.
Ordering: the flag is read BEFORE frame sizing (a quiet LoadLayout pre-pass,
then the normal pass after ComputeLayout), because AdjustWindowRect -- and
therefore the ring placement -- depends on whether a window carries chrome.
The pre-pass is quiet so the restore still logs exactly once.
Verified live: two flagged windows came up with WS_CAPTION clear while the
other five kept it (read back with GetWindowLong(GWL_STYLE)); a click still
dispatched on the frameless radar (CLICK 'Secondary / Radar' addr=0x18); and a
WM_EXITSIZEMOVE save round-tripped both flags back into the rewritten file.
surround / exploded / layout=off / pod / dev all boot and simulate clean.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
The default environ.ini template (BTWriteDefaultEnvironIni) now carries a
commented BT_GLASS_LAYOUT block in the cockpit section, next to
BT_GLASS_PANELS: off/save/load explained in player-facing terms, noting
glass_layout.cfg lives beside the file and delete-to-reset. Ships commented
out like every other option, so a fresh install still applies nothing.
Verified: Release builds clean; the new text is embedded in btl4.exe.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The BT_GLASS_PANELS windows self-place in a pod-faithful ring and re-snap
once the main window is up. They carry WS_CAPTION so a dev can drag them,
but the drag never survived the menu->mission->menu relaunch loop.
BT_GLASS_LAYOUT (L4GLASSWIN.cpp) adds opt-in persistence to a cwd-relative
glass_layout.cfg beside bindings.txt (gitignored):
off/0/unset computed ring only, no file I/O (default, pod-faithful)
load restore saved positions on startup (per-window fallback
to computed); never writes
save/adjust restore first, then rewrite on each finished drag
(WM_EXITSIZEMOVE) and on teardown -- the round trip
One "<title>=x,y,w,h" line per window; position restored, size ignored
(frame size is deterministic from content, so an old w,h can't distort a
later geometry change). A restored window is flagged so ComputeLayout's
post-main-window re-snap leaves hand-placed windows alone. Native
analogue of TeslaRel410 pod-launch's per-rig --bridge-pos/--layout args.
Verified [T2 runtime round-trip]: load restored 7 from a seeded cfg;
save wrote all 7 with a window moved to 777,333 (GetWindowRect read the
live window); relaunch in load put that window physically at 777,333
after the re-snap fired. Release links clean (only the 40 tolerated
/FORCE externals).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The BT_GLASS_PANELS=1 per-display windows tinted the mono MFD surfaces pure
WHITE (MfdMonoTint 0x00FFFFFF) -- the cockpit surround already used phosphor
green via BT_COCKPIT_TINT (L4VB16 CkTint). New GlassMfdTint(): default the
standard green rgb(33,255,66)=0x0021FF42, overridable by the SAME
BT_COCKPIT_TINT=RRGGBB env the surround honours (used verbatim as the
0x00RRGGBB ExpandPlaneToBGRA tint -- no R5G6B5 packing, which is the
surround's D3D path).
Pixel-verified live (BT_GLASS_PANELS=1): all lit interior MFD pixels
R33 G255 B66 = 21FF42 by default (was white); BT_COCKPIT_TINT=FF8000 ->
R255 G128 B0. Radar keeps its amber palette (monoTint -1, unchanged).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Symbols only matter if they survive the build that produced them, so archive
BOTH per version, not just the PDB. The .map is the one that gets used in
practice: tools/symcrash.py resolves btl4+0xNNNN from plain text with no
debugger installed, which is the normal state of an operator box -- this
machine has no cdb either. Warns loudly if either file is missing, since that
silently means a crash in that build can never be read.
Also: d3dx9_43.dll was written into the zip twice. It exists both next to the
exe and in redist/, and both paths land at build/Release/<name> in the archive,
so the entry was duplicated -- about 2 MB wasted and a duplicate-name warning
from Python's zipfile that some extractors also complain about. Redist entries
now skip anything already taken from beside the exe.
Neither the pdb nor the map can reach a zip: .gitignore covers *.pdb and dist/,
and the archive only ever picks up .dll from those directories.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
BTCrashFilter writes `[crash] ... addr=0x... (btl4+0xNNNN)` plus an EBP-chain
walk into the tester's day log, and its own comment claims "we hold the PDB".
We did not. Two independent gaps, both fatal to the point of the thing:
1. No Release PDB was produced AT ALL -- only build/Debug/btl4.pdb, and the
shipped exe embedded no PDB path. btl4+0xNNNN from a tester could not be
turned into a function name by anyone.
2. Release flags were /O2 /Ob2 /DNDEBUG with no /Oy- anywhere, and /O2 implies
/Oy on x86. The walker follows EBP, so the stack it printed was unreliable
even when the faulting address was not.
Net effect: when the Owens crash finally lands we would have received an address
nobody could resolve, and a call chain we could not trust. Cheaper to fix before
tonight's session than to wait for the crash to happen twice.
/Zi emit debug info -> a PDB. Does not change codegen.
/Oy- keep EBP as a frame pointer so the walk is trustworthy.
/DEBUG + /OPT:REF + /OPT:ICF -- /DEBUG turns the last two OFF by default,
which would have quietly bloated the shipped exe with unreferenced
code. The exe grew 512 bytes, the debug directory entry, and nothing else.
Also emitting /MAP, which turned out to matter: this machine has no cdb, and a
tester's operator may not have one either. The .map is plain text, so an offset
can be resolved with a text editor. tools/symcrash.py does it properly --
nearest-preceding-symbol against the archived map, module-external addresses
(ntdll, kernel32) passed through untouched since they are not ours.
Verified end to end rather than assumed, using the BT_CRASHTEST=1 hook that
exists for exactly this:
[crash] addr=0xb8260 (btl4+0x8260) access=1 target=0x0
[crash] stack: btl4+0x8260 btl4+0xfe7ed 0x763ffcc9 ...
btl4+0x8260 -> _WinMain@16 +0x7e0
btl4+0xfe7ed -> __scrt_common_main_seh +0xf8
which is exactly right: BT_CRASHTEST does *(volatile int *)0 = 0 inside WinMain,
called from the CRT entry. Correct stack AND correct names.
The PDB and map are archived per build and never shipped: .gitignore already
covers *.pdb and dist/, and mkdist only picks up .dll next to the exe, so
neither can reach a zip by accident. The session header stamps
build=4.11.<n> (<hash>), so an archived pair matches a tester's log exactly.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Audit of what actually landed in context/ versus what only ever got said in
chat. Five gaps and one stale claim repeated in four files.
New env gates were the biggest hole -- BT_TORSO_LOG, BT_MYOMERS_LOG,
BT_MYOMERS_REPAIR_TEST, BT_SELF_DAMAGE and BT_POWER_DETACH_TEST were all in the
code and none of them in decomp-reference §6, which is supposed to be the hub.
Added with the reasoning that makes them usable: why the myomers probe samples
every frame while unpowered (the NoVoltage window is about a second and a 1 Hz
probe steps straight over it), why the repair test also forces Manual (or
AutoConnect restores power a frame later), why SELF_DAMAGE latches off at the
first death, and why DETACH_TEST taking a NAME is what proves failover rather
than a same-generator re-attach.
The 6am log day was in the code and the player bats but not the KB. Now in
build-and-run with the stem table, the unconditional append, the 8 MB part
roll-over and the BT_LOG-truncates trap, plus the operator-facing note in
operator-console and OPERATOR_GUIDE that you ask for the NEWEST log, never
"today's".
Recorded the crash-symbolization gap, which is the one with teeth. BTCrashFilter
writes a stack into the day log and its own comment claims "we hold the PDB". We
do not: no Release PDB is produced at all, and /O2 implies /Oy so the EBP walk is
unreliable anyway. When the Owens crash finally lands we get an address we cannot
resolve. Written down with the fix (/Oy-, /Zi + /DEBUG, archive the PDB per
build) rather than left as something I mentioned once.
New gotcha 22: HeatModelOff() reads simulationState == 1, i.e. "am I destroyed",
and has nothing to do with the heat model. Behaviour at the call sites is right,
the name is not, and while chasing #70 it reads as "novice pilots cannot twist"
and sends you hunting an experience-level bug that does not exist. Same misnomer
in torso/gyro/sensor headers.
Also documented the dist flavor trap, having nearly shipped it myself: mkdist
reads build/CMakeCache.txt, so a tree configured BT_STEAM=OFF silently produces
a -nosteam zip with no play_steam.bat and no steam_api.dll. OFF is the CMake
default; ON is the documented dev state.
Swept the stale `btl4.log` filename out of reconstruction-gotchas,
reconstruction-method, build-and-run and CLAUDE.md itself -- the log has been
<stem>_YYYYMMDD.log since 1777d5a and every "read btl4.log" instruction was
pointing at a file that is no longer written.
checkctx CLEAN.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
A midnight boundary splits one evening across two files at exactly the moment
the session is most worth reading whole: the 01:30 crash lands in a different
file from the 23:00 run that set it up. And a 02:00 session is "last night" to
everyone who was in it, so filing it under the new calendar date reads wrong
even when nothing goes bad.
So shift the clock back 6h before taking the date for the FILENAME. The log day
runs 06:00 -> 06:00 and one night stays in one file.
Only the filename moves. The session header and the lastrun breadcrumb each
call GetLocalTime separately (three distinct SYSTEMTIMEs in this function), so
every timestamp a human reads is still true local time -- checked the scoping
rather than assuming it, since sharing one variable would have silently
backdated the header by six hours.
FileTimeToSystemTime carries the month and year boundaries, verified against a
scratch harness rather than reasoned about:
2026-07-28 20:00 -> solo_20260728.log one playtest night,
2026-07-28 23:59 -> solo_20260728.log start to finish,
2026-07-29 00:01 -> solo_20260728.log in a single file
2026-07-29 05:59 -> solo_20260728.log
2026-07-29 06:00 -> solo_20260729.log the boundary
2026-08-01 01:00 -> solo_20260731.log month
2027-01-01 03:00 -> solo_20261231.log year
2026-03-01 02:00 -> solo_20260228.log non-leap February
Nothing in the tooling parses these filenames -- the operator app's own log is
operator_relay.log and _collect_egg is mission settings, not logs -- so the
console auto-transfer is unaffected.
The player-facing text did need fixing though: the bats and README told players
to send the log "dated today", which is now wrong for anyone who plays past
midnight. They now say to take the NEWEST one and ignore the date, with a note
on why. That was already the safer instruction.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Amends what 0534e93 asserted. That commit said "the level turrets are scenery"
and called TurretClassID a settled red herring. The first half is right and the
project owner has confirmed it; the second half I stated far more confidently
than the evidence supports, and I missed the thing that explains why the old
timers keep saying turrets should be active.
They are half right, which is exactly why it reads as a mixed bag.
What shipped really is scenery. TT1/TT2/TWR/APC sit in BTL4.RES as
model + damaged-model + name + default with a .sld collision solid -- no
skeleton, no joints, no gun port. The destructible world classes in CULTURAL.h
have no weapon, fire or target members, and the binary has zero occurrences of
turret/sentry/emplac/brain/patrol/aggro/hostile/npc.
But PGN is a genuine, fully-articulated gun emplacement, and I walked straight
past it the first time because I filtered it out as a mech prefix:
[ROOT] pgn_base.bgf dzone=dz_base static base
[jointturret] hingey pgn_tur.bgf yaw = traverse
[jointgun] hingex pgn_gun.bgf pitch = elevation
[sitegunport] tranz=-9.8505 the muzzle
Traverse, elevation, a firing site, a damage zone, PGND* destroyed geometry, and
no legs or arms or torso -- not a mech. It exists only as loose source assets;
BTL4.RES contains zero pgn bytes in any case. So turrets were designed and
modelled and then cut before the content build. Finishing them would be
completing a cut feature rather than inventing one, but no turret code survives
to reconstruct -- it would still need an entity class, targeting, and
replication, since BT is networked PvP.
Its [LAB_ONLY] "not approved for release" header means nothing, by the way: 63
of the 64 .SKL files carry it, MadCat included. Checked before reading anything
into it.
Also flagging a ClassID conflict rather than papering over it. Counting the enum
in VDATA.h gives ThermalSight 0xBD9 and Turret 0xBDE, but CLASSMAP assigns 0xBDE
to ThermalSight from the ctor at @4b8718 -- and that ctor's vtable and
performance pointer do match thermalsight.cpp. The enum count agrees with
CLASSMAP on HUD and Searchlight and disagrees on MechTech, so the port's VDATA.h
ordering has drifted from the shipped binary somewhere in that range. CLASSMAP is
binary-derived and wins for runtime behaviour; the real numeric value of
TurretClassID is unknown. Marked UNRESOLVED so nobody cites either number.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Playtest question: "many levels have turrets/cannons that don't fire, aren't
those supposed to shoot at players?" Chased it properly because the enum really
does look like a smoking gun.
engine/MUNGA/VDATA.h:209 declares TurretClassID as the LAST entry of the BT
block -- right after MechTechClassID, immediately before the ND section -- which
is exactly where a real BattleTech class would live. And the mech factory has a
live `case 0xbde:` for it (part_012.c:10186). Both of those point the wrong way.
That enum slot computes to 3038 = 0xBDE, and 0xBDE in the shipped runtime is
ThermalSight: ctor @4b8718, already reconstructed and done in thermalsight.cpp.
Same enum-vs-runtime label drift CLASSMAP already records for HUD and MechTech
at 0xBD6/0xBDC, which is why the rule is to resolve the ctor address and never
trust the factory case label. The case is also in the mech SUBSYSTEM factory
(roster param_1[0x4a]), not an entity factory, so it could not spawn a world
object even if the label were right.
Everything else agrees. There is no `class Turret` anywhere in the engine or the
port. BTL4OPT.EXE contains zero occurrences of turret, sentry, emplac, brain,
patrol, aggro, hostile or npc (the apparent "ai"/"bot" hits are substrings of
failureheat and verticallimitbottom). jointturret, which looked promising, is a
skeleton joint on OWN/PGN/STI with own_tur.bgf -- a mech turret-torso, not a
world gun. And the destructible world classes in CULTURAL.h -- Landmark,
CulturalIcon, UnscalableTerrain -- have no weapon, fire or target members at
all; they take damage and break, and that is the whole of it.
So the turret and cannon models in the maps (TT1/TT2/TWR/TK1/APC, each with a D
damaged variant) are scenery. They did not fire in 1995. Making them fire would
be inventing a feature rather than reconstructing one, and it would need an
entity class, a targeting model and a threat model that the binary has no trace
of -- which is consistent with the standing T1 finding that BT shipped no AI at
all and is PvP-only by design.
Written up in combat-damage.md next to the No-AI section, since the enum is
convincing enough that someone will find it again.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Correcting my own framing in 7e57816. The dropout players actually reported was
fixed on 2026-07-23 by a999e5c, and nobody has complained since. I read the
leftover ACQUIRE FAILED lines in the night-5 logs as the same live bug and
raised the ceiling by default. They are not the same bug.
What is still in the logs is transient exhaustion, not a leak: the census sits
at 45-60 live, spikes during a firefight, and drains straight back (226 -> 42),
which is the priority steal loop working. A voice dropped in that window is
competing with ~256 already sounding, so it is very likely sub-perceptual --
which is consistent with the thing nobody is reporting.
And raising the cap is not free. The 256 ceiling doubles 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 simultaneously, and with EFX reverb and
the lowpass chains live that is real CPU -- spent precisely during heavy combat,
when the frame budget is already tightest. I verified the ceiling moves. I never
measured frame time under a real firefight, and a solo bench cannot produce one.
Shipping that to testers tonight would be gambling their framerate against a
complaint nobody is making.
So the knob stays and the default does not move. BT_AUDIO_SOURCES=<n> raises it
with no rebuild if dropouts are ever reported again -- measure frame time while
you do. Unset reports `granted mono=255 stereo=1`, exactly what testers have
been running.
Keeping the diagnostic read-back either way, since it earned its keep: asking
for 64 grants 240, because OpenAL Soft has a floor of its own, which is also why
the NULL default lands on 256. A request is not a promise.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Field report from 2026-07-23 was "audio cutting in and out toward the end of the
match". The night-5 logs say it precisely: 2017 ACQUIRE FAILED lines in a single
match, and every last one of them at live=256.
It is not a leak, which is where I started and where the code comments still
pointed. The source census sits at a healthy 45-60 live, spikes during
firefights, and drains right back down afterwards -- 226 back to 42 in one
window -- so the engine's priority steal loop is doing exactly what it should:
AudioSourceStop/SuspendMaintenance -> ReleaseChannels -> ReleaseSourceSet ->
alDeleteSources, with the live counter following it down. The 2026-07-23 fix
(a999e5c, deleting sources one at a time instead of the spec-atomic bulk call)
was real and is what makes that drain work. It just was not the ceiling.
The ceiling was ours. MakeAudioRenderer called alcCreateContext(device, NULL) --
no attribute list at all -- so OpenAL Soft applied its default budget of 256
mono sources. That number has nothing to do with the 1995 audio hardware; it is
just what you get for not asking. Meanwhile a busy match logs about 7200
explosions, each spawning three DPLIndependantEffect voices, so the pool pins at
the cap and every acquire during that window fails outright and drops its sound.
The peak we actually observed was 226 against a 256 cap, i.e. the bursts were
already scraping the ceiling.
So ask. ALC_MONO_SOURCES at 1024 by default, BT_AUDIO_SOURCES to override for
A/B testing, and read back what the driver GRANTED rather than assuming the
request was honoured. That last part earns its keep: asking for 64 grants 240,
because OpenAL Soft has a floor of its own -- which is also the reason the NULL
default landed on 256 in the first place.
requested 1024 -> granted 1024
requested 2048 -> granted 2048
requested 64 -> granted 240 (driver floor)
Costs mixing headroom, not hardware voices -- OpenAL Soft mixes in software and
only touches voices that are actually sounding.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Follow-on to b70654d, which chained the base sim and stopped there. Decoding
the remaining 0x17c bytes of @004b8b9c turned up four more blocks the port had
dropped along with it. In binary order the registered Performance is:
@004b8bab chain PoweredSubsystemSimulation (fixed in b70654d)
@004b8bb9 un-powered self-repair of this myomer's own zone (dead -- see below)
@004b8c1e republish outputVoltage@0x344 from the source
@004b8c5a republish speedEffect@0x31C, the drive fed to the mover
@004b8ceb run the inner integrator, ONLY when outputVoltage > 0
speedEffect is the interesting one. AvailableOutput scales by the Mech base
speed and the wrapper divides by it again, so the two cancel and what lands in
+0x31C is a 0..1 FRACTION of full drive carrying the gear ratio, the thermal
degradation curve and the accumulated zone damage. Neither it nor outputVoltage
was ever written before: outputVoltage sat wherever the ctor left it and
speedEffect stayed pinned at its ctor 1.0f.
Un-stubbed DamageStructureLevel() while in here. It was `return 0.0f`, which
held AvailableOutput's (1 - damage) factor at 1, so a shot-up myomer drove
exactly as well as a fresh one. Routed to the base's GetSubsystemDamageLevel()
bridge, the same cell sensor.cpp:312 already reads. Measured dmg=0.6 -> speed=0.4.
@004b8bb9 does not work, and did not work in 1995 either. It builds a Damage
(Explosive, amount 0xbc343958 ~= -0.011f, impactPoint from owner+0x100, burst 1)
and calls the ZONE's TakeDamage -- vtable +0x18, not the subsystem's +0x24 -- so
the plain `damageLevel += amount * damageScale[type]`. Read on its own that is
"a myomer you power down slowly heals". But a subsystem's private zone is built
by the 2-arg `new DamageZone(this, 0)`, and 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. The sum is always `+= amount * 0`.
Seeded a zone to 0.6, held it at NoVoltage for ~1500 ticks: damageLevel never
moved. Reconstructed and deliberately not "fixed" -- a working repair here would
be behavior we invented. The crit path reaches subsystem damage by writing
damageLevel directly, which is why subsystems still die.
That generalises, so it is written up in context/combat-damage.md on its own:
you cannot damage a subsystem's own zone through DamageZone::TakeDamage at all.
Anything reconstructed later that means to hurt a subsystem has to go the way
the crit path goes, or it will silently do nothing.
Verified, self-damage runs across two death/respawn cycles:
torso 96/96 samples elec=4, zero dips
myomers 96/97 elec=4 (the odd one is the first tick, before the machine runs)
healthy outV=10000 speed=1 un-powered outV=0 speed=0
BT_MYOMERS_LOG probes the four outputs; BT_MYOMERS_REPAIR_TEST=<level> seeds the
zone and drops the subsystem into Manual so the repair branch can be watched
without the AutoConnect hunt restoring power a frame later.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Gitea #70. Torso twist intermittently stops working after a death/respawn and
stays stopped, with the generator at a full 10000V and the voltage link
resolving fine. A stale state, not a live one.
The Torso is a PowerWatcher that mirrors the electrical level of the subsystem
it watches -- for the MadCat that is roster slot 15, Myomers -- and
torso.cpp:570 holds effectiveTwistRate at 0 whenever that mirrored level is not
Ready. So the question was never about the torso. It was: why does Myomers sit
at NoVoltage forever?
Because it never ran the state machine that would walk it back. The Myomers ctor
@004b8fec stores [0x511620] into activePerformance, and that pointer resolves to
0x4b8b9c -- whose first instruction is `call 0x4b0bd0`, which is
PoweredSubsystem::PoweredSubsystemSimulation. @004b8d18, the function this port
had registered, is the INNER drive-heat integrator that wrapper goes on to run.
We registered the inside of the onion. PoweredSubsystemSimulation is the only
code that both enters NoVoltage (source == 0) and leaves it
(NoVoltage -> Starting -> Ready), so a Myomers that lost power during the
death/reset window had no way back out.
Order is load-bearing: the base call precedes the heat-model gate in the binary.
Gating first -- as this did -- also denied the electrical machine to every
non-expert pilot, since OwnerAdvancedDamage() reads the +0x260 heat-model flag
and that is off below veteran.
Measured with BT_SELF_DAMAGE + BT_TORSO_LOG, before and after:
pristine, before 48/48 Ready after 38/38 Ready
post-respawn 95/97 Ready 89/89 Ready
Two dead windows per respawn, now none, and the clean case stays clean.
The wrapper has a tail this does not yet reconstruct: @004b8bb9-0x4b8c1e runs an
effect when electricalStateAlarm == 1 and the myomer's damage zone is below 1.0,
building a small vector (const 0xbc343958, about -0.011f) against the owner's
localOrigin@0x100. Almost certainly the un-powered movement penalty. Flagged in
the KB as T4 rather than guessed at.
Worth generalizing, and noted as such in context/subsystems.md: when a
subsystem's Performance address in a PTR_LAB_* slot does not match the function
we reconstructed, suspect a wrapper that chains the base sim. The whole family
does it -- Generator and PoweredSubsystem both lead with
HeatSink::HeatSinkSimulation, and the Torso's own perf @004b5cf0 leads with
UpdateWatch.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Nothing could kill the LOCAL pilot on a bench. BT_MP_FORCE_DMG only targets
REPLICANTS (mech4.cpp:4884 skips anything else), a solo dummy never shoots back,
and every other damage path needs a second live pod. So the entire respawn
family -- #70 torso twist after respawn, #22 ammo/weapons not resetting, #55
coolant/heat/generator restore, #57 the respawn latch -- could only ever be
tested by asking a playtester to die. That is why they are all still open or
awaiting-verification.
BT_SELF_DAMAGE=<amount/sec> dispatches an unaimed TakeDamage at our OWN mech
through the same virtual Entity::Dispatch a real beam hit uses, so the cylinder
hit-location lookup, the zone cascade, the vital-subsystem kill and the whole
authentic death -> 5s -> DropZone -> Mech::Reset cycle all run for real. No
state is poked. =60 kills a fresh MadCat in about a minute.
It LATCHES OFF at the first death. That matters more than it sounds: live
damage knocks the power bus down, which is exactly the signal a respawn test
wants to read. The first run of this harness produced a torso electrical state
flapping 4 <-> 1 and I nearly filed it as #70 -- it was the harness still
shooting me. One death, then silence, then measure.
FIRST RESULT -- #70 does NOT reproduce in solo, but something near it does.
After the respawn the MadCat's torso recovers fully: rate back to 0.872665
(the authored 50 deg/s), elec=4 Ready. Twist is not broken by a respawn.
However the post-respawn mission shows INTERMITTENT power dropouts that a
pristine mission never shows:
pristine control (no damage, no death): 48/48 samples elec=4, ZERO dips
post-respawn (harness silent): 95/97 elec=4, 2 dips to elec=1
A dip zeroes effectiveTwistRate (torso.cpp:570), so a pilot mid-turn feels the
twist cut out -- plausibly what "torso twist stops working after a respawn"
actually is: not a permanent stop but a stutter. Both dips are transient and
the tail of the run is steady, so it is not a stuck state. Cause not yet
found; the watched subsystem's own electrical level (wElec) dips with it, while
the generator holds a full 10000V against a 5000V brownout threshold -- so it
is NOT the brownout path in PowerWatcher::UpdateWatch. Filed here as the next
thread to pull, with the harness that makes it reproducible in one solo run.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
The #62 verification so far only showed a subsystem detaching and re-attaching to
the SAME generator it started on. That exercises the roster walk but never the
case players actually hit: your generator dies and Auto has to find a DIFFERENT
one. (Raised by the operator, who also pointed out solo has no way to damage a
generator -- but it does not need one: a generator has its own on/off button.)
BT_POWER_DETACH_TEST now accepts a NAME (=PPC_1, =ERSLaser_1, ...) instead of
firing on whichever powered subsystem happens to tick first, so the scenario can
be aimed at a real weapon. "1" keeps the old first-one behaviour.
Verified end-to-end, everything through real paths -- the detach via
DetachFromVoltageSource @004b0e30, the generator kill via its actual RIO button
0x1A through the click seam (EmitButton -> RIO queue -> manager drain ->
Generator::ToggleGeneratorOnOff @004b1ed0), no state pokes:
BT_POWER_DETACH_TEST=PPC_1 BT_BTNTEST=0x1a,300,320 BT_POWER_LOG=1
[power] TEST: detaching PPC_1 (forcing Auto)
[power] AutoConnect RE-ATTACHED PPC_1 -> generator GeneratorA
[btntest] PRESS 0x1a at poll 300 <- GeneratorA switched OFF
[power] AutoConnect RE-ATTACHED PPC_1 -> generator GeneratorB
So the hunt skips the dead generator (HasVoltage requires GeneratorStateOf()==2
plus real measured voltage, powersub.cpp:860-876) and finds a live one. Same
result first observed on Avionics; the named form proves it on a WEAPON, which
is the player-visible case.
Second proof in the same output: EXACTLY ONE re-attach line, then silence. The
hunt re-runs every frame while `mode==Auto && !HasVoltage()`, so an
attached-but-dark weapon (the #21 symptom) would spam that line forever. One
line then quiet means GeneratorB is really supplying it.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Playtest report: "generators don't seem to have an Auto setting" / "no auto mode
is ever displayed", plus the operator's own memory that the BUS MODE button once
stepped through three states. The state machine was NEVER wrong: @004b0abc has
exactly two branches (<2 -> Auto(2); ==2 -> detach + Off(0)), Manual(1) is set
only by the four SelectGenerator buttons, and the auto-hunt gates on ==2 -- all
byte-verified, and the #62 re-attach fires live. Manual is a one-way door out
of BUS MODE by design: a single cycle button cannot know WHICH generator manual
should mean. Verified on-screen by the operator this session: A-D returns to
manual, BUS MODE toggles auto/off thereafter.
What was actually broken: the connect-mode lamp -- and three siblings -- never
drew a pixel. OneOfSeveralStates (@004c5470) and OneOfSeveralInt (@004c5148)
forward caller-supplied background/foreground colours in the binary; the recon
dropped both parameters and hardcoded 0,0 into the base. A BitMap-strip lamp
draws SetColor(bg) + DrawBitMapOpaque(fg,...), so 0/0 painted colour-0 on
colour-0: invisible. Affected: btemode (connect mode, 1x3 -- THE report),
btecmode (coolant on/off, 1x2), and both bteseek gear-step lamps (1x4). The
cluster call sites pass 0xff/0, byte-verified (@004c866c disasm;
part_014.c:1479-1481, :2146-2147). Same dropped-element family as issue #42's
MoveToAbsolute.
THE TRAP THAT WAS NOT LANDED, recorded so it stays unlanded: with the lamp
first made visible, the frames appeared inverted against the levels (art reads
AUTO/MANUAL/OFF top-down; levels run OFF/MANUAL/AUTO), and a
row=(rows-1)-selected "fix" was proposed. An adversarial workflow proved it
wrong: the gauge blit addresses SOURCE rows BOTTOM-UP
(Video16BitBuffered::DrawBitMapOpaque, L4VB16.cpp:3846-3850 -- sTop =
map_max_y - sTop, rows walked upward), the 1995 blit @0046bdfc performs the
identical flip, and the vertical strips are AUTHORED bottom-up to match.
Identity level->row therefore draws the pod-correct display; the inversion
would have created the very bug it claimed to cure. Two of five investigators
(and the first human pass) assumed top-down; the engine source overruled all
three. Convention + warning now recorded in context/gauges-hud.md.
btecmode doubles as the standing tripwire: a second vertical strip that must
show ON when coolant is available -- if it ever reads inverted, the bottom-up
verdict is falsified.
Also corrected: @004c552c is OneOfSeveralStates' EXECUTE override (clamp >= 0,
chain the base draw) -- the port had the body on BecameActive under a wrong
label; vtable-diffed against OneOfSeveral (0x518b24 vs 0x518bf0). BecameActive
is inherited. Behaviorally inert today (the state source never goes negative),
byte-faithful now.
README: the "KNOWN ISSUE -- automatic re-attach is not working yet" text is
replaced with how power routing actually works (A-D = manual, BUS MODE = auto
then off, two presses off / one back to auto). That text shipped in 600, which
already contained the #62 fix -- players were being TOLD auto was broken while
it worked, which is half of how a painted-out lamp became "no auto mode".
Diagnostic kept: BT_GENSEL_TEST=<id> now drives any of the five power-routing
message ids (4..8, default 7) and pulses four times, so the whole mode cycle is
observable headlessly under BT_FIRE_LOG ([gensel] lines).
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Playtest night 5: "heat damage @ launch is lit up like a Christmas tree",
confirmed by two players at ANY spawn -- so not the respawn-reset bug it was
first filed as. Two stacked causes, both fixed here.
1. THE RATIO WAS NEVER RECONSTRUCTED. HeatConnection::Transfer @004c3720 sets
the colour index a ColorMapper pushes into the palette slot. The port wrote
*currentColorIndex = HeatRound(heat->currentTemperature);
straight into an index whose range is 0..99. A stone-cold mech sits at ~77
and the generators idle near 260, so every one of the 24 cmHeat mappers in
GAUGE/L4GAUGE.CFG (GeneratorA-D, Condenser1-6, HUD, Avionics, Gyroscope,
Torso, GAUSS, the lasers, SRM6, Myomers) saturated at the hot end from the
first frame and stayed there.
The real computation was INVISIBLE in the decomp. Ghidra renders the tail as
`uVar1 = FUN_004dcd94();` -- an arg-less __ftol, exactly the carve artifact
reconstruction-gotchas §19 documents: the x87 expression that left the value
in ST0 is dropped from the export. The previous author reconstructed the
only thing visible and flagged the scaling as unreconciled in a comment.
Raw disasm @0x4c379a-0x4c37c1 recovers it:
fld [num] ; fdiv [den] ; ratio
fcomp 1.0f ; jbe -> ratio=1 ; clamp
fmul 99.0f ; call __ftol ; -> 0..99
i.e. "how close to failure am I", not a raw temperature. At spawn that is
77/2000 -> 4, and the schematic reads cold.
The two operands come from one of two branches, chosen by a class flag at
+0x14 that the port did not model at all (ctor disasm @0x4c3682-0x4c36c2):
HeatableSubsystem (0x50e3ec) -> own temp@0x114 / own failureTemperature@0x11C
HeatWatcher (0x50e604) -> WATCHED subsystem's temp@0x114
/ the WATCHER's failureTemperature@0x124
neither -> source NULLed, Transfer writes 100
Note the watcher asymmetry: temperature from the watched subsystem, reference
from the watcher itself. Bridged as BTHeatWatcherSample so the gauge TU need
not include the heat family's headers.
2. THE WATCHER BRANCH COULD NEVER BE SELECTED. With (1) fixed, HUD, Gyroscope
and Torso still pinned at 99 reading temp=1.6369e-35 failAt=0 -- uninitialised
bytes. HeatWatcher's C++ base had been re-based to MechSubsystem, but its
DERIVATION chain still said HeatableSubsystem, so every watcher answered "yes,
I am heat-bearing", took branch one, and read its own watchedLink@0x114 as a
temperature. This is the last surviving instance of the #47 bug -- in the
file that fix's own comment cites as already correct. The two families are
disjoint in the binary and the branch test depends on it.
VERIFIED LIVE (solo, F6 to the Heat schematic, BT_HEATGAUGE_LOG=1): mode mask
reached 0x510421 (ModeSecondaryHeat) and the gauge tracks per subsystem rather
than saturating -- GeneratorA 259.5->13, Condenser3 202.0->10, SRM6 182.8->9,
lasers 90-97->4-5, and AmmoBinSRM6_1 (a watcher) resolves its link and reads
182.7->9 through the branch that previously read 1.6369e-35. Nothing pinned at
99. Operator confirms the panel is blue, not red.
BT_HEATGAUGE_LOG kept as a permanent env-gated diagnostic: bind-time
classification plus per-sample temp/failAt/ratio/index. A fresh spawn reading
99 is this regression returning.
Not covered: ColorMapperCritical (cmCrit / ModeSecondaryCritical) already
computes a proper damageLevel*100 ratio and was read, not measured -- if the
Critical page specifically still misbehaves that is a separate lead.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Conn Man crashed twice in an Owens on 2026-07-27, kept playing, and by the time
we asked for his logs they no longer existed. Not a mystery: every launcher did
if exist content\X.old.log del content\X.old.log
if exist content\X.log ren content\X.log X.old.log
which keeps TWO generations. He relaunched more than twice, so his own bat
deleted both crash sessions. The player who crashes is exactly the player who
relaunches immediately, so the retention window was aimed at the wrong case.
THE LOG. BT_LOG set still means "use this path verbatim" -- that contract is
load-bearing (mp_a.log/mp_b.log for 2-node runs from one cwd, btoperator's
operator_N.log, every scratchpad/mp_*.sh that greps the file it named) and is
untouched. Only when BT_LOG is UNSET does the exe now name the file itself:
content\<stem>_YYYYMMDD.log, appended, one per day, no rotation window to fall
out of. The stem (solo/join/steam/joyconfig) comes from the gates the bat
already sets, so solo still cannot overwrite the MULTIPLAYER log.
Self-named files append UNCONDITIONALLY. The default open mode is ios::out --
TRUNCATE -- and the operator GUI's exported bats never set BT_LOG_APPEND, so
they were truncating already; leaving append implicit would have let the second
launch of the day erase the morning.
IDENTITY, because these arrive from many players at once and Discord renames
half of them to message.txt (most of the night-5 evidence had to be
re-identified by hand):
===== BT411 SESSION build=4.11.603 (d64d75f+) machine=... user=...
callsign=Conn Man mode=solo pid=13192 local=... log=... =====
Also the session separator inside a per-day file, and it puts build+hash ABOVE
any [crash] block so btl4+0xNNNN offsets stay matchable to a PDB across builds.
SIZE. Never delete, but stay sendable: past 8 MB the next launch rolls to
<stem>_YYYYMMDD.1.log. Checked only at open, so a live session is never split.
CONSOLIDATION. launch_report.txt is gone, folded into lastrun_<stem>.txt (one
launch record: the exe appends its block at first breath, the bat appends the
exit line). Per-stem because one shared lastrun.txt let a second launcher's
`del` destroy the first launch's block. Its ABSENCE after a run is now the
#41 "never reached WinMain" probe -- the old "if not exist X.log" test cannot
work against a per-day file, which survives earlier launches, and would have
reported every healthy run as blocked by antivirus. marshal.log folded into
the day log too; it keeps its own handle and gained a CRITICAL_SECTION because
it runs on a worker thread while the engine log stream is single-threaded.
play_steam.bat gained a launch bracket it never had -- which is why a Steam
player killed before WinMain previously left no evidence at all.
_putenv_s, not SetEnvironmentVariableA, to pin the resolved name: MSVC's CRT
keeps its own environment copy, so getenv() in-process does NOT see a
SetEnvironmentVariableA write (measured). btl4console/btl4lobby resolve the
day log via getenv, so with the Win32-only call they silently fell back to
marshal.log and the fold never happened.
logfile.open() is now checked -- a failed open used to rebind cout to a dead
buffer, silently dropping the header, [boot] and any crash stack while
lastrun still claimed log=<name>.
Verified: append across sessions with distinct pids, crash block landing under
its own header, BT_LOG verbatim unmangled, an inherited BT_LOG cleared by the
bats, roll-over at 8 MB, and both forensic verdicts (exe ran / exe blocked).
Console auto-retrieval is unaffected -- it uploads the matchlog, a different
file, and a crashed round never reaches the upload call anyway.
Known gaps, deliberately not in this commit: the setlocal hoist for gate
leakage when two bats share one console (dev-only), and btoperator's exported
bats still lack the lastrun bracket -- do not press Export on a shipped zip.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
The tracker split moves to 26 open (adds #71/#72 filed today). Flags the one
decision left for the road: the :btwait fix is at HEAD but NOT in the 600 zip,
so it ships only if the zip is re-cut -- and names the single manual check that
would close out the fix's verification.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Operator report: "X-closing the game leaves the terminal open and leaves
orphaned processes." Investigated on the rig against 4.11.600.
The terminal half is real and is THIS: :btwait polled
`tasklist /FI "IMAGENAME eq btl4.exe"`, which is machine-wide, so a bat that
launched nothing at all keeps spinning while an unrelated instance lives --
proved with btwait_probe.ps1. A second client, the operator's own pod, or an
orphan from a crash therefore hangs every join window, which reads as "the game
never exited" and invites people to start killing processes. All four
launchers carried the identical block.
Fix: snapshot the btl4 PIDs alive BEFORE the launch; wait only on PIDs absent
from that snapshot. The `if /I "%%P"=="btl4.exe"` guard is deliberately kept --
tokens=2 alone parses tasklist's "INFO: No tasks are running" line as a PID and
spins forever with nothing running, which would be worse than the bug.
Verified with the text lifted verbatim from the shipped play_solo.bat: nothing
running -> signs off (the regression guard); someone else's instance -> signs
off; our own generation -> keeps waiting; decoy gone -> signs off. The patched
bat still launches (pid + launch_report.txt). NOT verified: the full handoff
E2E, because the bat blocks on the FE menu waiting for a human.
The orphan half did NOT reproduce on 600: closing the MAIN window exits cleanly
in ~1s during solo model-load, in the relay join wait, and after a real console
launch, with the relay logging the seat freed. The orphans the playtesters saw
match 584 and earlier, where every close relaunched. Full write-up, including
the aux windows that hide instead of closing and the WM_QUIT that BTLoadPump
swallows, in phases/phase-12-orphan-processes.md.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Written for picking the work back up on a laptop. Facts verified rather than
recalled: the parked relay is NOT running (no listener on 1500/1501/1507), RDP
is up, Tailscale is not installed, and the tracker splits 24 genuinely-open /
26 awaiting-verification.
Also commits the tracker snapshot script so the issue split can be re-derived
from the road instead of trusting the numbers frozen in the doc.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Prompted by "does the steam path still generate our logs?". Answer: yes --
play_steam.bat sets BT_LOG=steam.log with append, and matchlogs arm because both
Steam launch paths pass -net (the default trigger). But the audit found two
evidence-destroying bugs on the way:
1. play_steam.bat DELETED the previous steam.log at every launch -- the same
pattern fixed in join.bat/join_lan.bat last night. A Steam player who
crashes and relaunches loses the stack. Now rotates to steam.old.log.
2. WORSE: play_solo.bat and joyconfig.bat deleted content\join.log -- the
MULTIPLAYER log, not theirs. A player who crashed in MP and then ran solo
to investigate (or ran the joystick wizard) DESTROYED THEIR OWN CRASH
EVIDENCE. That is a very plausible part of how Conn Man's owens-laser stack
vanished (#35) -- he had every reason to poke around after crashing. Each
bat now writes its OWN log (solo.log / joyconfig.log), rotates it, and never
touches join.log. Their launch-forensics + "send the operator" lines are
repointed to match.
VERIFIED in the zip layout (the bats need build\ + content\ beside them, so a
repo-relative test is meaningless -- my first two attempts hit the badpath
guard and proved nothing):
solo.log = [boot] btl4 4.11.599 ... (the NEW run)
solo.old.log = OLD-SOLO-CONTENT (rotated, not deleted)
join.log = SEEDED-MP-EVIDENCE (untouched by the solo run)
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
A weapon detached by two eng-page BUS MODE presses stayed dark for the REST OF
THE MISSION: no voltage, blank recharge arc, dead ready dot, will not fire.
The arcade recovers by pressing bus-mode back to Auto and letting the per-frame
auto-hunt re-tap a generator. In the port that hunt's body was UNREACHABLE.
THE DEFECT, visible in three lines of powersub.cpp:
if (modeAlarm == AutoConnect && GetStatusFlags() == 0) // outer: NOT damaged
for (...)
if (... && GetStatusFlags() != 0 && Attach(sub)) // inner: DAMAGED?!
Both call sites modelled the no-argument GetStatusFlags(), so the outer demanded
"no status flags" and the inner "some status flag", with nothing in between able
to change the value -- mutually exclusive, body never entered. The binary's
@004b0bd0 calls vtable slot +0x40 (slot 16) with TWO SHAPES: slot16(this, 0) == 0
("am I unpowered?") and slot16(this, candidate) != 0 ("would THIS generator
supply me?").
WHAT WAS ACTUALLY WRONG was narrower than the issue assumed -- the BODY was
already a faithful transcription of @004b0b5c (complete-type accessors, no raw
offsets). Only its NAME and its WIRING were wrong:
* it was called `IsSourceShorted`, asserting the INVERSE of what it computes:
state 2 is the generator's ON-LINE state (Generator::GeneratorReady, what
@004b215c's stateAlarm->2 sets) and the fabsf test requires meaningfully
non-zero output voltage. True means "live and supplying".
* it was declared NON-VIRTUAL, so it could not be the slot-16 body, and a weak
stand-in (`electricalStateAlarm == Ready`, no source arg, no voltage test)
occupied `HasVoltage()` instead.
FIX: rename to `virtual Logical HasVoltage(Subsystem *source = 0)`, delete the
stand-in, restore the two AutoConnect call shapes, and rename Myomers' slot-16
override (`HasAdequateVoltage` -> `HasVoltage`) so it actually overrides -- it
tightens the test to "at least the SELECTED SEEK voltage", which is why it
exists.
BLAST RADIUS (the issue's warning): GetStatusFlags ORs the BadPower bit 0x40 on
!HasVoltage(), and that bit feeds #47's annunciator -- so power, firing and
annunciation semantics moved together. Checked: a healthy solo mission shows
zero spurious BadPower, subsystems simulate normally, no faults.
VERIFIED with a new diagnostic hook in the codebase's existing family
(BT_POWER_DETACH_TEST=1, off by default): it reproduces the player's exact state
-- drop the voltage link and force Auto, i.e. what the second BUS MODE press
does -- so the fix can be tested without the eng-page UI. Live result:
[power] TEST: detaching Avionics (forcing Auto) -- the auto-hunt must recover it
[power] AutoConnect RE-ATTACHED Avionics -> generator GeneratorA
Before the fix that second line was impossible. BT_POWER_LOG=1 prints every
re-attach; both hooks stay for regression use.
(The file-static one-shot is deliberate: PoweredSubsystem's layout is byte-locked
by PoweredSubsystemLayoutCheck, so a test flag as an instance member would break
sizeof and every offset assert downstream.)
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
THE HEADLINE: the port's death sweep was a total no-op, and fixing it required
fixing the arg gate in the same commit -- otherwise corpses refill their ammo.
STEP 2 -- the authentic dispatch shape:
* engine/MUNGA/SUBSYSTM.h: Subsystem::DeathShutdown gains the binary's
universal base body { DeathReset(c) } (@004ad10e). It was empty, and NO
port class overrode it, so everything the 1995 game does at death was
skipped entirely.
* mech4.cpp death sweep now passes 0, not 1 (the binary's @0049fe0c arg) --
the wreck shape: alarms/state settle, nothing refills.
* ARG PROPAGATION (mandatory once the sweep runs): AmmoBin::DeathReset is now
arg-gated exactly as @004bd26c -- refill only when arg != 0, ammoAlarm
unconditional. Ignoring the arg was harmless only while the sweep was
dead; with it restored, every corpse would have re-armed. Also forwarded
in PoweredSubsystem / HeatSink / Condenser / HeatableSubsystem / Generator
(each binary body forwards it -- verified addresses in the plan).
STEP 4 -- coverage for 5 classes that had an authentic slot-10 body but no
DeathReset, so the respawn sweep fell through to the empty base:
Torso (this is Gitea #70 -- "loosing torso twist function after a death"),
Gyroscope, Myomers, HUD, Seeker.
STEPS 0/1 -- observability + the David chain:
* Three unconditional matchlog rows: DEAD_NOTIFY (mech + resolved link),
PLAYER_LINK (player <-> vehicle), RESPAWN (mode/alive/zones/subsys/pos).
A respawn was previously INVISIBLE in the matchlog -- night 3's analysis
had to infer them from ammo arithmetic.
* Mech::PlayerLinkMessageHandler + the death dispatch site: when the engine's
one-shot registry lookup misses (no null check, no retry -> the whole
death/respawn cycle silently swallowed), recover the SAME object via the
reverse link the binary's own respawn branch walks (player+0x1FC ==
playerVehicle). Complete-type TU, no raw offsets.
* deathPending cleared in the first-spawn branch (a latch carried in would
permanently kill every later respawn -- the #57 class).
VERIFIED on the 2-pod rig (madcat vs thor, forced kills, 5 death/respawn cycles
per pod): build clean, ZERO new /FORCE unresolved externs from the 5 new
overrides; refill lines appear ONLY immediately before a Mech::Reset and NEVER
between a death and the next respawn (the corpse-refill regression this commit
had to pre-empt); all three probe rows present in both pods' matchlogs; every
DEAD_NOTIFY carried a non-null link.
DELIBERATELY DEFERRED (documented, not forgotten): the mechsub.cpp rename pair
(ResetToInitialState -> GenerateFault, ClearStatus -> the root reset @004ac22c),
deleting HeatableSubsystem::ResetToInitialState, and deleting RespawnRepair.
Those need the HeatableSubsystem vtable-slot-10 pre-flight the plan calls for,
and we have no binary image here to dump the vtable from -- guessing at it
risks the vptr-alias trap. Next session with the decomp shards open.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
THE HUNT (the deterministic rig repro made it a two-hour arc):
1. cdb write-watch armed from the Torso ctor (bp plants `ba w4 this+0x21c`
per torso -- ASLR-proof). The poison reproduced (atUpd=-1250 this run;
-3750 and int-15-as-float before)... and the watch stayed SILENT. Nobody
writes the garbage. The field is never INITIALIZED.
2. Confirmed in our ctor reconstruction: it inits every neighbour but skips
targetTwist @0x218 and twistAtUpdate @0x21C (the function that zeroes
them is a death-reset handler, not the ctor).
3. Confirmed in the BINARY: the real ctor @004b6b0c contains no store to
either offset -- a genuine 1995 latent bug (uninitialized read on the
copy path).
4. Why the pod never showed it: MemoryBlock arenas carve fresh OS-zeroed
pages, one pool per type, low churn -- first allocations read as zero.
The engine's own DEBUG_NEW_ON NaN-fill proves the developers knew the
hazard class. Why WE show it: mechrecon.hpp's Memory::Allocate shim
("a plain heap allocation is behaviour-equivalent" -- false) recycles
dirty heap. Replicant torsos spawned with garbage twist targets; the
limit clamp turned any garbage into FULL TWIST -- rendered "twisted full
right while not using TT" to every peer (playtest night 4, 3 reporters).
THE FIX -- environmental, class-wide, byte-faithful to the binary's code:
Memory::Allocate / AllocateArray / Alloc now ZERO-FILL, reproducing the pod's
EFFECTIVE allocation semantics for every never-stored field in every
reconstructed factory at once (Torso, Reservoir, all of them). No ctor gains
stores the binary lacks.
PROVEN on the rig: the replicant thor now spawns cur=0 target=0 atUpd=0
(was cur=-3.31613 = hard against the limit). Teardown clean.
Ships with part 1 (the dead-reckoning clock fix) in the next zip. Remaining
on #67 for the next games night: live confirmation that twist TRACKING looks
right in play, and whether the fire-from-centre facet (very plausibly the same
never-stored-field class, now zeroed) is cured with it.
Tools kept: scratchpad/torso_watch.cdb + rig_watch.ps1 (the ctor-armed
write-watch pattern -- reusable for any "who wrote this field" hunt).
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
THE CLOCK FIX (landed, verified live). The replicant torso's extrapolation
window was hardwired to ZERO: both shim accessors returned the same field
(torso.hpp, the "dormant in single-player" note). The engine maintains both
clocks exactly as the binary expects -- WriteUpdateRecord stamps
lastUpdate=lastPerformance on the master, ReadUpdateRecord stamps
lastUpdate=Now() on the replicant (SIMULATE.cpp:276/296, the 1995 "HACK"
comment intact) -- so the fix is one mapping: GetCreationTime (misnamed; now
GetLastUpdateTime) reads lastUpdate. ComputeTargetTwist's
`current - lastUpdate` window is real again. Why legs always replicated
while torsos did not: Mover is ENGINE code reading these fields natively; the
Torso is our reconstruction with the collapsed shim. Rig-verified: the
copy-side log now shows distinct lastUpd/now values.
THE FIELD BUG REPRODUCED (2-pod rig, thor vs thor -- thor because the first
attempt used FOGDAY's Black Hawk, whose torso is authentically FIXED like the
Owens: hEn=0, limits +/-0.01 deg):
[torso-copy] cur=-3.31613 target=-3.31613 atUpd=-3750
The replicant renders at EXACTLY its twist limit (thor: +/-3.31613 rad)
because twistAtUpdate holds garbage (-3750) and the limit clamp slams it to
the stop -- "twisted full right but was not using TT", on demand. An earlier
run poisoned it with 2.1e-44 (= int 15 as float, suspiciously the torso's
subsystem index).
NARROWED: the tx/rx probes added here (BT_TORSO_LOG prints every torso record
both directions, header + raw payload dwords) logged ZERO records in the
poisoned runs -- Torso::Read/WriteUpdateRecord never executed. The garbage
therefore arrives OUTSIDE the torso record path: a raw state write during
mech spawn/consolidation spraying the torso's fields (stream-walker framing
or a consolidation blit). That writer is part 2's hunt; the probes and the
deterministic repro make it a short one.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Three back-to-back Steam lobbies, 3+ players, host-and-join, no operator
console: launch worked, DAMAGE APPLIED (previously suspected dead over Steam),
2 kills, clean round end, next mission launched. Records what worked, the one
genuinely Steam-side defect found (#68 silent exit on a failed join), and the
triage lesson -- a bug found in a Steam lobby is only a Steam bug if it lives
in the lobby/token/transport layer; the three replication symptoms that night
produced (#67/#70/#55) are above the seam and would reproduce on the relay.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
BT_MP_FORCE_DMG=<n> now sets the per-tick probe damage (plain =1 keeps the
original amount) -- kill-storm rigs need lethal ticks. rig_killstorm.ps1:
offset-port relay + owens shooter under BT_AUTOFIRE vs a respawning victim.
Result: NEGATIVE, twice. The respawn cycle (death anim + warp + handshake)
caps the harvest at 1-2 kill-teardown windows per 4-minute round, and none
crashed. With July's 254-volley negative the conclusion firms up: the window
needs the reporter's slow-machine timing, not more attempts here. The field
net (crash self-report + join.old.log rotation + the sweep guards) means the
next real occurrence names its own site. Refined theory recorded in the
ledger: six-beam volley vs a target dying mid-volley, 515-class teardown race.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Conn Man's owens-laser crash stack (#35) was in his join.log -- and re-running
join.bat deleted it before it could be sent. The bat now rotates instead:
join.log -> join.old.log at launch. One generation of history, the exact
insurance that would have closed#35 tonight.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Operator report (00:30): "my local instance auto-relaunches whenever I stop and
start a session, even if I close my window." Root cause is the pod's AUTHENTIC
immortality: an arcade cabinet's join loop never exits, so every RunMissions
return relaunches into the join wait -- and a human closing the window was
indistinguishable from a round ending. On a desktop that made the client
unkillable outside Task Manager, and explains every orphaned-plasma zombie
hunted this week (my own test teardowns included), plus tonight's "eventually
all I could find was my plasma display".
FIX, one flag + one gate:
* btl4main WndProc WM_CLOSE stamps gBTUserRequestedExit before DestroyWindow
(covers X, Alt-F4, taskbar close, Task Manager's polite phase).
* BTFE_RelaunchSelfAndExit -- the single choke point every relaunch path
funnels through (round end, console-pad lost, round abort, FE loop) --
exits for real when the flag is set, logging 'window closed by the user
-- exiting for real (no relaunch)' to the marshal log.
Round-end auto-rejoin is UNTOUCHED: the flag only sets on WM_CLOSE.
VERIFIED both directions on the built exe (4.11.591):
* WM_CLOSE posted to a live solo instance -> the whole process tree is GONE
8s later: no relaunched generation, no plasma orphan. [was: immortal]
* Offset-port rig, full launch -> StopMission -> both pods AUTO-REJOINED and
re-ACKed for the next round (2/2 ready, WAITING FOR OPERATOR); zero
exiting-for-real lines fired (nobody closed a window).
Requires the next zip for players; the operator's running instance keeps the
old behavior until restarted onto this build.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
THE 40-MINUTE OUTAGE'S REAL FIX. The GUI's map dropdown offered every RES
name passing the type-14+26 existence check -- which includes INTERNAL
FRAGMENTS: artrucks is an include-node of arena1 (PROGRESS_LOG map anatomy:
arena1 -> {arenall -> cavern, artrucks}), not a mission. Picking it stalled
every pod's mission load forever with no error anywhere, and End/Re-arm kept
restoring the poisoned egg -- 22:02..22:49, three "different" failures, one
cause.
* eggmodel.CONSOLE_MAPS: the Mac 4.10 operator console's own adventure-tree
catalog (Console.ini; the same 8 the solo menu ships in btl4fe.cpp kMaps):
cavern grass rav polar3 polar4 arena1 arena2 dbase. ValueSets.maps now
offers exactly that, catalog order, filtered to what the RES carries
(permissive fallback only if the intersection is empty -- a foreign RES
must not present zero maps). artrucks is the one fragment the old filter
let through; now hidden.
* The relay WARNS at egg load/reload when the mission names a non-catalog
map (the camo-color-warning precedent: hand-edited eggs still work, the
operator just cannot miss it).
* The launch hold gains the PHANTOM-MISSION SIGNATURE diagnostic: 0/N ready
for 60s means every pod is stalled in shared mission content -- one line
naming the egg's map and the recovery (End Mission -> fix map -> Re-arm),
instead of the silent 10s HELD drumbeat the operator stared at for 40
minutes. Hint re-arms per launch.
VERIFIED: new suite scratchpad/test_map_guard.py (5 checks: catalog exact +
ordered, artrucks hidden, warning fires on a doctored egg, silent on a real
one, the 60s hint names the map); all five console suites pass. Python-only.
(While placing the hint, a blind text-insert broke the launch-received block's
indentation -- caught by py_compile before anything ran, repaired, and the
whole area re-verified by the rearm suite.)
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Two destroyers, both in btoperator.py:
* Start Session zeroed operator_relay.log -- took the whole 23:08 session
(the reservoir-crash round's relay trace) minutes after it happened;
* Launch local instances os.remove()'d operator_N.log -- took the pod's
[crash] self-report block before it could be copied.
Both now rotate the previous file to <name>.1 (btrelay_park's pattern: drop
the old .1, os.replace, never block on a locked file). One generation of
history is exactly what post-mortems needed twice tonight. All four console
suites pass; picks up on the console's next restart.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
THE CHAIN (reconstructed from the night's logs, then REPRODUCED offline in
scratchpad/test_seat_identity.py before fixing):
1. At round end every pod relaunches and seat-requests again. SAURON's
request was walk-up-assigned the departed Draco's old seat, and his pref
(callsign/mech) was correctly written -- the assign line even printed
callsign='SAURON'.
2. His request conn then closed BY DESIGN (the pod re-dials to HELLO) --
and the beacon-death branch of _drop_game, added 2026-07-26 for the
departed-player roster fix, treated any beacon death on an unclaimed
seat as a LEAVE: it printed a false 'PLAYER n LEFT' and POPPED the pref
written milliseconds earlier.
3. The next egg release _reload_egg_file()'d the DISK egg -- where the GUI's
Start Session had saved the ADOPTED roster names, including 'Draco' on
that row -- and with no pref left to override it, Draco's callsign
shipped on SAURON's seat. His plasma (and that round's score
attribution) wore the wrong name. Per-seat HELLO-vs-close ordering
roulette explains why only one seat swapped.
THE FIX: a LEFT-grace window (SEAT_LEFT_GRACE_SECONDS=15). A beacon that
dies younger than the grace is the pod's designed post-assign re-dial: keep
the pref and the reservation, print nothing. A real join-menu leaver has
held the seat far longer, so the departed-player roster fix keeps working
(pop + LEFT exactly as before); claimed seats were already exempt.
REGRESSION SUITE (new, offline, drives the real Relay class -- no ports):
A. designed instant close: pref survives, seat stays protected [was FAIL]
B. real leave (aged beacon): pref popped + seat freed [unchanged]
C. claimed seat: pref survives an unrelated conn death [unchanged]
D. a different identity assigned onto a held seat overwrites
the held pref (the operator's original suspicion, locked in) [unchanged]
All four console suites pass (rearm 25, net 17, roster 22, identity 7).
Python-only: no client update needed; the running console picks it up on its
next Start Session. Awaiting live verification next games night.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
THE CLASS (established by Gitea #35's 515 fix, confirmed growing tonight):
code the binary could run bare because a pod's mission world always existed,
crashing in the port's MP join/teardown/respawn windows where mission, player,
or a roster link is briefly NULL. Swept every GetMissionPlayer()/
GetPlayerVehicle()/GetCurrentMission() chain in the tree (23+7 sites).
GUARDED (the 515 pattern -- authentic behavior whenever the object exists,
skip/degrade + loud log when mid-teardown):
1. DPLRenderer::SortAndReloadNameBitmaps -- runs in the round-STOP path (the
end-of-round circle), raw mission+player+entity-manager derefs.
2. DPLRenderer::LoadOrdinalBitmaps -- called from (1); raw
GetMissionPlayer()->GetInstance() evaluated on EVERY machine (the camera-
director test derefs before it branches).
3. DPLRenderer::LoadNameBitmaps -- same window, raw GetPlayerCount() chain.
4. Reservoir::Reservoir master-gate block -- THE CAPTURED GAMES-NIGHT CRASH
([crash] btl4+0x4990d = this ctor inlined into CreateReservoirSubsystem,
AV reading NULL+0x1d0): linkedSinks.Resolve() derefed raw; +0x1d0 is
exactly the masterScale FILD of the resolved master heat-sink bank
(heatSinkCount @0x1D0 -- the offset the crash named). Observed trigger: a
DUPLICATE-PILOT egg (the seat-ghost bug put one identity in two seats)
poisoning the ID registry, so Resolve() nulled during viewpoint-entity
construction and at least two pods died loading the same egg. Now: loud
'[spawn] FATAL-AVOIDED' + degrade to the inactive-copy shape. The
duplicate-pilot ROOT CAUSE is the seat-ghost fix (tracked separately);
this guard makes the failure survivable and self-identifying either way.
CLASSIFIED SAFE, not touched: btl4mppr/btplayer/mechmppr/btl4gau3 chains
(guarded or null-tolerant by design); APP.cpp's five Check(player) sites
(mission state machine -- player exists by construction, original engine
ordering); CAMMGR/CULTURAL GetCurrentMission chains (construction-time).
VERIFIED: build clean (0 errors, no new unresolved externs); solo smoke on the
guarded exe -- zero FATAL-AVOIDED lines (guards silent on the healthy path),
subsystems simulating, no faults. STILL OWED: a full launch->stop rig cycle
(exercises the guarded round-stop path live) and the duplicate-pilot-egg repro
-- both blocked on port 1500 while the operator's console session is up.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
The night's evidence file, preserved against the log truncation that ate the
primary sources twice. Highlights: map=artrucks (an art sub-node the dropdown
offers as a mission) stalled every load for 40 minutes; the post-freeze reload
crash resolved to CreateReservoirSubsystem+0x13d (null->0x1d0) with a
duplicate-pilot egg as prime suspect; a held seat walk-up-assigned to a
different player kept the old callsign (SAURON played as 'Draco'); and the
23:14 first domino was Conn Man in OWENS firing lasers -- matching an older
verbal report never filed. Fix list + evidence-collection asks recorded.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
The merge brought Cyd's cockpit refit into the build testers will run tonight,
so the question that decides the evening is whether a 554 client can still join.
Rather than reason about it, tested it: extracted the real BT411_4.11.554.zip
and ran ONE 554 pod and ONE 584 pod against the same relay through a real
launch.
WIRE-COMPATIBLE. Both staged, both REGISTERED, the relay launched the mixed
round, and 30s in both were still registered AND still on the UDP fast path
(registered [2, 3] udp-known [2, 3]), zero drops, both processes alive.
=> NOBODY HAS TO UPDATE TONIGHT. The new zip is an upgrade, not a
flag day (unlike 554, which changed the scoreboard wire format).
Supporting evidence for why that held: the merge did NOT change the attribute
table's shape -- 36 ATTRIBUTE_ENTRY(Mech,...) rows before and after. Cyd's
crouch work POPULATED an existing pad slot (0x37 DuckState, previously
attrPad), so no index shifted.
The zip itself (dist/BT411_4.11.584.zip, 47.0 MB):
* built clean at HEAD 2b0506d, 0 compile errors, the 40 /FORCE-tolerated
externs byte-identical to every prior build;
* 34-check document audit passes, now including "the README does NOT
advertise the RGB keylight" since that feature was unshipped today;
* CLEAN-EXTRACT BOOT from the packaged zip: 0 faults, GLASS profile with the
cockpit surround, environ.ini written, 74-key board loaded, and
content\bindings.txt generated carrying the "# bindings-board 2" marker --
i.e. a fresh install lands on the new board with the migration armed;
* the zip ships NEITHER bindings.txt NOR operator_secret.txt (verified) --
player files and a live credential both stay out;
* screenshot from the extracted build confirms the refit renders: under-glass
buttons, corrected hat labels, both weapon columns, radar centred.
One harness bug fixed here: the drop check matched a bare "dropped", which also
matches the stats line's own counter -- "(dropped 0, tcp-fallback 0)" -- and the
operator's control socket closing normally. It reported a compatibility FAILURE
on a perfectly healthy mixed round. Now matches real pod drops only.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Setting up remote access exposed this: 'python' works for the operator's own
account only. It resolves through pyenv SHIMS driven by PYENV/PYENV_HOME/
PYENV_ROOT, and all three are USER-scoped to that account; the single
machine-wide PATH entry points at a Python39-32 folder that no longer exists.
So a dedicated remote-admin login (the account just created for SSH/RDP) gets
NO python at all -- parking the relay from the road would have failed with
'python is not recognized', at night, with players waiting.
park_relay.cmd now resolves an interpreter explicitly and prints which one:
BT_PYTHON override -> the project's pyenv 3.11.4 (calling account's profile,
then the operator's -- Administrators can read it) -> the machine-wide py
launcher -> whatever is on PATH -> a clear error naming the fix. Verified both
as the operator and with a simulated second-account environment (machine PATH
only, PYENV cleared): both resolve 3.11.4.
Also dropped a delayed-expansion bug in the first cut (!CAND! without
EnableDelayedExpansion would have silently evaluated to nothing).
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Completes the travelling-operator deployment. The relay stays parked on the
home machine (so no player ever edits join.bat) and the console dials in from
anywhere -- but until now two things needed hands on that machine: bringing the
relay back when it died, and restarting it (the only way to clear a wedge or
pick up a roster resize). Both are covered now.
tools/btrelay_park.py -- the supervisor:
* runs the relay with cwd=content\ , which is what pins WHICH
operator_secret.txt is live (the trap documented last commit);
* relaunches on ANY exit, with 2/5/15/30/60s backoff when a relay dies inside
20s, so a permanent fault (port taken, missing egg) cannot become a spin;
* rotates content\parked_relay.log to .1 first, so the dead generation's
evidence survives the relaunch that replaces it;
* Ctrl-C stops it for good. NOT a Windows service on purpose: session 0
would hide the window an operator wants to tail.
tools/park_relay.cmd -- double-click to park; a shortcut to it in shell:startup
gives start-after-reboot with no admin rights.
`restart` on the control port (btconsole.py): sets restart_requested, the run
loop returns, relay_main exits RESTART_EXIT_CODE=42 and the supervisor relaunches
-- re-reading the egg. REFUSED while a mission is running (launches_sent >= 2
and not stop_sent): bouncing then would drop every pod out of a live round.
Local stdin gets the same command for parity.
btoperator.py: Restart Session in REMOTE mode now sends `restart` and reconnects
6s later instead of just tearing down our own link -- the old behaviour looked
like "Restart does nothing" against a parked relay. (QTimer had to be imported;
it was missing, which py_compile does not catch -- it would have been a runtime
NameError on the first click.)
VERIFIED by scratchpad/test_parked_supervisor.py, 12/12, and the full
test_remote_console_e2e.py re-run green afterwards (15/15):
* kill the relay -> a NEW pid is serving again, and the old log is kept as .1;
* remote `restart` -> ACKed, new pid, egg re-read, serving again;
* the supervisor distinguishes the two -- "operator requested a restart" vs
the crash/backoff path -- proven from its own log, not assumed;
* the mid-mission guard is present and wired to launches_sent/stop_sent.
Two harness defects fixed while proving it, both mine: a check written with
`or True` that could never fail (replaced with two real assertions against the
supervisor's log), and a recv that treated the relay's correct
close-after-restart as a ConnectionResetError failure.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
The operator asked whether the console is actually set for the parked-relay
deployment or whether I was just vouching for earlier work. Honest answer was
that prior verification was unit-level (relay log lines fed to an offscreen
widget) plus LOCAL-relay rig cycles -- the remote path had never been driven for
real. Now it has:
parked relay (standalone btconsole.py, cwd=content, all interfaces)
+ 2 real pods dialling in
+ the REAL operator GUI in REMOTE mode over a real TCP control socket
15/15, twice, with clean teardown. Proven: AUTH; the relay REGISTERS both pods;
the GUI adopts the roster and lights the seats; LAUNCH / END MISSION / Re-arm all
ENABLE over the remote link (the exact things that were broken before today);
LAUNCH really reaches the pods (RunMission pair) and END MISSION really stops
them; mission settings cross the wire and rewrite the relay's OWN egg
(map=cavern time=night weather=soup verified in the relay log); and the parked
relay SURVIVES the operator disconnecting -- the property the whole deployment
depends on.
A LAN address is used deliberately, not loopback: btoperator treats
localhost/127.0.0.1 in the relay-host field as LOCAL mode, so a loopback test
would have silently exercised the wrong code path and proved nothing.
Three defects found in my own harness on the way, all fixed here (none in the
product):
1. Pods announced BT_SELF on the LAN address while FOGDAY.EGG's roster lists
127.0.0.1:1502/1602 -- seat identity mismatch, so they took the egg and
closed. The relay was RIGHT to refuse: "LAUNCH pressed but NO players are
seated yet". Pods now announce the address the egg's roster lists.
2. The roster assertion counted EGG-CONFIGURED callsigns (always present) and
would have passed with zero live players. It now counts the relay's own
REGISTERED lines.
3. The relay's `set` really rewrites its egg -- pointed at a TRACKED file it
dirtied content\FOGDAY.EGG (caught by git status, restored with git
checkout). The test now runs on a throwaway copy and deletes it.
Also: cleanup now walks the PROCESS TREE, because btl4's front-end relaunches
itself for the mission, so the surviving pod is a CHILD of the spawned PID --
killing only our own handles left a live pod holding its log open. Still
PID-only, never by image name.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Operator caught me re-investigating a feature we already shipped today. Root
cause was a self-contradicting knowledge base, not just my compaction: the
§Modes entry still said "Remote relay -- KNOWN BROKEN: the LAUNCH button can
never enable in this mode", while §Mode-specific traps 60 lines later documented
the same thing as FIXED. Reading the summary line first is exactly what a
future session does. Swept: that was the only stale copy.
Now recorded once, authoritatively (context/operator-console.md §Parked relay +
remote console, and a sysop recipe in docs/OPERATOR_GUIDE.md):
* THE PRODUCTION TOPOLOGY the operator actually wants: the relay parked
permanently on the home machine so no player ever edits join.bat, with the
console dialling in from anywhere (cell internet is fine -- outbound only).
* The exact standalone park command, and why the control port is what makes a
GUI-less relay usable at all (backgrounded, it has no stdin).
* The COMPLETE remote command set as a table, read out of _ctl_command /
_ctl_get_mission / _ctl_set_mission: launch, stop, rearm|newround, get,
set (the six CONTROL_SET_KEYS, written to the relay's OWN egg, effective
next round), ping, plus the log stream and the roster re-issued at AUTH.
Written down so the next session reads instead of re-deriving.
* The hard limits: remote mode ATTACHES -- it cannot start or restart the
relay, cannot resize the roster, cannot edit callsign/mech/colour.
* Multiple operators ARE accepted concurrently (ctl_conns is a list, each
AUTHing independently), so hand-off is seamless -- but nothing arbitrates
two people pressing LAUNCH.
Two live hazards found while verifying, both new:
1. THE SECRET'S CWD TRAP. control_secret() opens a bare relative
"operator_secret.txt" and SILENTLY GENERATES A NEW ONE if absent, so the
live secret depends on the relay's working directory. This repo really has
TWO secret files with DIFFERENT values (repo root and content\) -- a remote
operator holding the wrong one fails AUTH as a CONTROL_AUTH_TIMEOUT drop,
with no "wrong password" anywhere. Documented in both files.
2. operator_secret.txt was untracked but NOT ignored -- one `git add -A` from
publishing a live credential. Now in .gitignore.
Also corrected a nearby overreach: "the console must STAY CONNECTED" is about
the console channel to the PODS; an operator GUI dropping off a parked relay's
control port is harmless and the pods never notice.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Operator decision: the player base is not on Windows 11, so the RGB keyboard
mirror should not be shipped or promised. The feature is NOT deleted -- Cyd's
implementation stays intact behind the gate for whoever wants it -- it is
simply off by default and invisible:
* PadRIO gate flips from opt-out (BT_KEYLIGHT=0 disables) to OPT-IN
(BT_KEYLIGHT=1 enables). Default boots produce zero keylight lines, and a
stub build and a real build now behave identically for players: nothing.
* Removed from every user-facing artifact: the README paragraph, the
CONTROLS.md section, the CONTROLS.html footer line.
* environ.ini template: the entry stays (it is the discoverable home for the
opt-in) but now says OFF-unless-1, Windows 11 22H2+, and why it is
unshipped.
* mkdist's cut-time stub warning removed -- it existed to protect a README
promise that no longer exists.
* context/glass-cockpit.md records the decision, the opt-in, and the
build-time SDK stub gate in one place.
VERIFIED: default boot logs zero keylight lines; BT_KEYLIGHT=1 engages the
feature (the stub on this machine: its one honest log line + the key map).
All three console suites pass; checkctx CLEAN.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Full audit of every user-facing artifact in a freshly cut zip (33 checks, all
passing -- README substitutions/controls/migration story, CONTROLS.txt ASCII
flatten, CONTROLS.html loader + wrap, launchers byte-identical, exe carries the
migration):
* README's intro still said 'Press V any time to toggle the external camera'
-- the one key claim outside the rewritten controls block, stale for every
fresh/migrated install since the board took V. Backtick now.
* mkdist warns at cut time when the exe carries the KEYLIGHT STUB (build
machine's SDK < 10.0.22000), because the README promises the RGB feature
-- nobody should ship a stub build believing that promise ships with it.
The audit zip itself was deleted after verification: its version stamp predates
today's doc commits, and a release cut should rebuild the exe at final HEAD
first (the 554 procedure).
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
The interactive controls page was a static picture of the stock layout -- a
player's carried migration rows, rebinds and HOTAS setup were invisible to it,
and the mismatch grew with every customization. Now a "Load your bindings.txt"
box (file picker + drag-drop) parses the real bindings grammar client-side and
rewrites the interactive keyboard in place:
* every key shows the loaded file's truth; keys that differ from the stock
board get a hazard outline (the legend says so); hover readouts follow
because they were already attribute-driven;
* the game's bindings-row-wins rule is modelled: the PgUp/PgDn volume and
backtick view BUILT-INS keep their face only while their key is unbound;
* rows that have no keyboard geometry (pad / padaxis / wizard joyaxis-
joybutton-joyhat / MOUSE keys) land in an "also in your file" list;
* one click restores the stock view. Nothing is uploaded -- FileReader on a
user-chosen local file, works from the extracted zip on file://.
Key-name registry walks the three key blocks in DOM order (Shift/Ctrl/Alt
resolve left-then-right; the numpad's U+2212 minus and its ASCII twin both map
to NUMPADMINUS), address meanings are harvested from the stock board itself
plus a small table for the slots the default board leaves off (unwired columns,
the cabinet-only throttle bank, PANIC).
Two self-inflicted bugs found by the harness and fixed before landing: the
address harvest invented a "BTN" label for the many stock keys that have none,
which made EVERY default row read as a customization; and generated axis labels
("AIM +") differed from the page's hand-authored vocabulary ("AIM UP"), custom-
marking the whole stock numpad. Both now speak the board's own labels.
VERIFIED headlessly (no browser extension needed): scratchpad/
test_controls_page.py injects a self-test harness into a copy of the page,
feeds it scratchpad/fixture_migrated_bindings.txt -- a REAL board-2 migrated
file (full defaults + two authored rows + a wizard section) -- and runs it
under chrome --headless=new --dump-dom. 11/11: the two authored rows carried
and marked, zero stray custom marks across the rest of the board, both
built-ins survive, wizard rows listed, status line honest, and reset restores
the stock board exactly.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
The interactive controls page had drifted from the markdown fix-ups: PgUp/PgDn
rendered as unbound keys with no meaning (the volume keys live there now), and
the Rebinding section still promised 'an existing file is never overwritten' --
made false by the board-2 migration. Both corrected; the page and CONTROLS.txt
now tell the same story.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
The picker matched any visible window whose title contains the substring and
took windows[0] -- which for a live game is 'BattleTech - Plasma', a 0x0-client
window. Every posted click landed in it: 144 clicks, zero dispatches, and what
looked exactly like the click/render alignment regression being checked for.
Windows with a client smaller than 50x50 are skipped now; verified by re-running
the full 72-button pass with the broad 'BattleTech' title straight through to
72/72 dispatches.
(Found during the post-merge alignment regression check: boot geometry, a
mid-session resize to an odd 1120x640 letterbox, and a minimize/restore cycle --
72/72 dispatched in every round, 288 clicks total, zero Gitea #56 tripwire
lines. The merge did NOT regress click-vs-render alignment.)
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Operator decision: "make this version devour their custom settings and re-output
the correct binding file with the updates -- I'd like to eliminate competing
code paths." Before this, the preserved-bindings.txt convention meant upgraders
stayed frozen on whatever layout their file was written under, forever: two
player populations, two sets of true documentation, and every future default
improvement reaching only fresh installs.
THE MIGRATION (PadBindingProfile::MigrateBindingsFile, run once at load):
* A file carrying the new "# bindings-board 2" marker is left alone -- the
check is the first thing that runs, so this is a no-op forever after.
* Otherwise: every row matching the UNION OF EVERY DEFAULT SET EVER SHIPPED
(85 canonical rows, harvested from c2ee729..1cda880 and embedded as a
table; comments stripped, whitespace collapsed, uppercased) is dropped --
those rows were never a player's choice, they were just the old board.
* Rows the player actually authored are CARRIED with their original text and
comments, and WIN over the new defaults: the losing default row is emitted
commented out as "# (yours wins) ...", keyed by the control ("KEY T",
"PAD A", "PADAXIS LX") so key rows only displace key rows.
* The joystick wizard's marker-delimited section is preserved VERBATIM (the
same markers L4JOY rewrites between), so HOTAS players migrate without
re-running the wizard.
* The previous file is saved as bindings.old.txt first. Restoring it over
bindings.txt just re-migrates next boot -- deliberate: the old WORLD is not
restorable, only the player's own rows persist. That is the point.
VERIFIED end-to-end with the real exe (three planted scenarios):
A. old-world file (8 old-default rows + 2 authored rows incl. a rate tweak +
a wizard section): both authored rows carried with comments, both
conflicting new defaults stood down with "(yours wins)", wizard section
byte-preserved, backup written, log line states all counts, and the
migrated file parses with ZERO malformed lines.
B. already-migrated file: byte-identical md5 after a full boot, no migration
line, no backup touched. (First attempt at this check clobbered its own
evidence by running case C first -- re-run properly.)
C. no file: fresh defaults now carry the marker as line 1, no migration.
The operator's real bindings.txt was stashed before testing and restored
untouched; it will migrate on their own next launch, as intended.
Docs flipped to the new reality: the README's "your keys DO NOT change"
upgrade promise is replaced by the migration story (customs + stick kept, old
stock keys replaced, bindings.old.txt escape hatch); CONTROLS.md gains the same
note; context/glass-cockpit.md records the mechanism, the 85-row table's
provenance, and why restoring the backup re-migrates.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Applied on top of the glass-cockpit-refit merge, all from the pre-merge review:
1. README CONTROLS TABLE REWRITTEN for the new default board. It still taught
"W/S throttle, A/D turn" while the defaults moved flight to the numpad and
handed the letter rows to the MFD banks -- a fresh install would read
controls that do not work. The new table teaches the numpad flight block,
the panel-on-your-keys groups, F7 for control mode (was M), backtick for the
camera (was V), the coolant valves on 1-3/QWE with the detent warning kept,
and PgUp/PgDn volume. UPGRADERS ARE TOLD EXPLICITLY that their preserved
bindings.txt keeps their old keys, and that deleting it opts into the board.
2. BACKTICK VIEW-TOGGLE GUARDED. The bindings-row-wins rule (KeyHasBinding)
covered V and J/K/L but not backtick itself, which polled unconditionally --
and BACKTICK is a nameable, unbound key, so binding it to a button
double-dispatched (button + camera). Both halves of the view poll are now
guarded.
3. ENVIRON.INI REFUSES ONE-SHOTS. The loader applied ANY key=value line, and
BT_JOYCONFIG in the file would defeat the #66 one-shot in a sneaky way: the
wizard DELETES the process var after running, so in every relaunched child
there is no real env var left to win over the file -- capture wizard at
every mission start. BT_JOYCONFIG is now skipped with the reason in the
template header, which also warns that test/debug hooks (BT_MP_FORCE_DMG
and friends) do not belong in a file that silently persists forever.
4. VOLUME DOCUMENTED EVERYWHERE IT WAS MISSING. CONTROLS.md gains the
PgUp/PgDn row (the old "- / = (see below)" cell pointed at a note that never
mentioned volume) and the note that the keys moved so they no longer share a
key with anything in any layout; the bindings template header reserves
PgUp/PgDn informally.
5. L4KEYLIGHT BUILD GATE (found by building the merge on this machine). The
C++/WinRT Dynamic Lighting TU does not compile against SDK 10.0.19041 --
its bundled cppwinrt fails inside winrt/base itself (C2039 'wait_for').
CMake now detects an SDK older than 10.0.22000 and builds a dormant stub
with the same five-function scalar interface (logs once at Start, identical
behaviour otherwise) -- extending the feature's own runtime philosophy
("no Dynamic Lighting -> log once, stay dormant") to build time. Dynamic
Lighting is a Windows 11 22H2 feature, so nothing real is lost on an older
build machine, and machines with a newer SDK build the real mirror
unchanged.
VERIFIED on the merged tree (4.11.572):
* build clean -- 0 compile errors; the 40 /FORCE-tolerated unresolved
externals are byte-identical to every pre-merge build (20
CreateStreamedSubsystem + 20 DefaultData; the earlier claim that all 40
were CSS was shorthand -- corrected here for the record).
* solo boot: environ.ini template written + loaded, mode resolver announces
the surround, historical bands L276/R276/T223/B336 confirmed, keylight
stub logs its dormant line, BT_SHOT capture shows the under-glass button
treatment and the corrected hat labels, 0 faults.
* PgUp/PgDn volume PROVEN LIVE via injected keys: 5%->10%->15%->10%, saved
to volume.cfg. (Side catch: content\volume.cfg had been sitting at 0.00
from an old test -- anyone using this tree had a silent game; reset.)
* full relay cycle on the merged exe: 2 pods staged, launch pair, mission,
StopMission, round RESET -- all clean.
* all three console suites still pass; checkctx CLEAN.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Cyd's 9-commit branch, reviewed before merge (clean merge-tree, zero overlap
with the console/relay work that landed after his fork point; his L4VB16 refit
preserves the #48 plane-audit tripwires, and his lamp-decode fix corrects the
#47 flash rendering). Four review findings are fixed in the follow-up commit:
the stale README controls table, the unguarded backtick view-toggle, the
environ.ini one-shot loophole, and volume-key documentation (the -/= -> PgUp/
PgDn move itself landed pre-merge so this branch's Comm-bank -/= bindings are
collision-free).
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
The issue #26 volume poll watched VK_OEM_MINUS/VK_OEM_PLUS -- the same physical
keys the authentic 1995 typed-character target-zoom hotkeys ('+'/'-') live on,
so a single press zoomed AND stepped the volume (operator-reported annoyance).
The incoming glass-cockpit-refit branch also binds -/= as Comm-bank buttons,
which would have made it a TRIPLE dispatch on fresh installs.
PgUp/PgDn produce no WM_CHAR at all, so they cannot collide with any typed
hotkey in any install; they are unbound in every bindings layout including the
refit's 74-key board; and they exist on tenkeyless keyboards. Numpad +/- were
considered and rejected: their typed characters feed the same zoom channel that
made -/= wrong.
README/CONTROLS documentation follows in the merge-fixes commit (the whole
controls table is being redone there for the new default board).
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
The changelog line in game/original/BT/BTCNSL.CPP -- '06/03/95 GAH Added
corresponding Macintosh message definitions' -- implies the 1995 sysop station
was a Mac application in a separate codebase, which explains its total absence
from the pod-side archives. Recorded so the provenance question ('is our
console a port or a recreation?') has a durable answer: wire-faithful
recreation, from the surviving parser side.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
The 4-dimension review of 4736cba..820caf8 returned 14 surviving findings. All
six must-fixes plus the four deferables are in; one of the review's own
prescriptions was wrong and is fixed differently (below).
THE REAPER, FINAL DOCTRINE (blocker + major). Rev 2 -- "reap anything silent in
the staging window" -- was still wrong twice over: a pad sends exactly ONE
message in its life (the egg ACK, L4NET.CPP:1259) and is then silent FOREVER, so
any manual-launch hold >180s reaped every healthy ACKed pad and force-relaunched
their clients; and a REGISTERED game conn is quiet on TCP while loading, so with
BT_RELAY_TCP_ONLY=1 (or blocked UDP) the reaper _abort_round()ed the whole night
every ~3 minutes blaming a healthy player. The rule is now: an app-level
deadline is valid only while a RESPONSE IS OWED. Only egg-sent-never-ACKed pads
are reaped, with the debt clock starting at EGG SEND (a pad that sat through a
long held-egg wait gets its full window -- an edge neither review round caught);
game conns are never reaped at all. Half-open ghosts are TCP keepalive's job
(~130s, faster than the deadline anyway).
RE-ARM GUARDED ON EVERY CHANNEL (major). The launch_at guard lived only on the
LAUNCH-press path; the ctl `rearm` command, stdin, and the always-lit GUI button
reached _rearm_for_new_round unconditionally -- one press mid-mission zeroed the
counters, permanently killing the mission clock AND making End Mission print "no
mission is running": an unstoppable round, the exact class this feature exists
to eliminate. Now refused (loudly) while a mission is running or a pair is in
flight, and the button greys while launched. THE REVIEW'S OWN FIX WAS WRONG
here: it prescribed refusing on `launches_sent >= 2`, but that stays 2 after a
FINISHED round -- applying it verbatim resurrected the original dead-LAUNCH
wedge, caught immediately by the regression suite. "Running" is
`launches_sent >= 2 AND not stop_sent`.
RE-ARM RE-KEYS SEATS (major). It restored the template roster but left
seat_beacons/seat_prefs keyed by the trimmed round's positional ids, so round
2's trim minted a departed player's tag into the egg and trimmed a present
player's out, shifting every callsign/mech a slot. The re-key block is factored
out of _maybe_reset_round (_rekey_seats_to_roster) and shared.
RESTART SESSION NO LONGER BAKES A WALK-UP'S NAME INTO THE EGG (major).
_stop_session and _start_session now restore the stashed configured
callsign/mech into the cells BEFORE _collect_egg can snapshot them
(_restore_seat_defaults); previously the departed name went into the egg (name=
plus rasterized bitmaps) and was then re-captured as the seat's permanent
"configured default".
LATE REMOTE OPERATOR GETS A ROSTER (major). The only line the GUI can adopt
tags from was printed once at relay startup and aged out of the 400-line control
history in ~33 minutes of stats chatter -- AUTH now re-issues the live roster
line ahead of the replay, so a remote operator connecting at any point gets
pilot lights and a working LAUNCH button.
DEFERABLES, all four: _drop_game blames the tag stashed AT REGISTRATION (the
live-roster resolve named the wrong tag for a trimmed-round conn dying after a
re-arm restore -- and the tag-trusting GUI would clear the wrong seat); an
operator-BLANKED callsign cell now restores (empty string is a real configured
value; the falsy skip left the departed name up and re-captured it); a returning
player displaces their own half-open registered ghost (same IP, no mission
running) instead of eating ROSTER FULL until keepalive fires; udp_spoofed now
rides the [relay-stats] line when non-zero and the warn set is capped at 256.
VERIFIED: rearm suite grown to 25 checks (ACKed pad never reaped however silent;
never-ACKed pad reaped; game conns never reaped; the egg-send debt clock; re-arm
refused mid-mission, allowed after round end) -- plus net 17/17, roster 22/22,
checkctx CLEAN. Live rig: mid-mission `rearm` refused with the message and the
mission survived; End Mission -> re-arm -> full re-seat -> second mission
launched. One bounded artifact observed and documented: each waiting pod
bounces once (identity resync) after an explicit re-arm.
Docs rewritten to the final doctrine (context/operator-console.md reaper +
re-arm + roster-replay + udp_spoofed sections; OPERATOR_GUIDE + tooltip now say
re-arm is between-rounds-only and warn about the one-bounce resync).
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
BUTTONS (shipped). Win32 hands mouse buttons out as virtual keys, and the
binding path already stores VKs and polls GetAsyncKeyState -- so this needed no
verb, no parser change and no new machinery, just names:
key MOUSE4 button 0x40 # side buttons
key MOUSE5 button 0x46
key MOUSEMIDDLE button 0x41
MOUSELEFT/MOUSERIGHT are named too, with a warning in the file header and the
docs: they are how the player presses cockpit buttons (left = press, right =
latch), and the poll is focus-guarded but not click-aware, so binding either
ALSO fires on every panel click. The side and middle buttons are the free
ones. Axes work as well (`key MOUSE4 axis Throttle slew + 0.7`).
One guard: the RGB lamp mirror skips mouse VKs when building its map -- a
keyboard lamp array has no mouse buttons to paint (BTPadBindingIsMouseKey).
Verified live: a bindings.txt carrying two mouse rows loads 76 keys (74 + 2),
and a real injected XBUTTON1 press produced `[emitter] FIRED #1`. Clean A/B --
the earlier run whose SendInput failed the struct-size check logged no fire at
all. Shipped commented-out examples in the default profile so the capability
is discoverable.
LOOK (scoped only). docs/MOUSELOOK_PLAN.md. Mouse MOVEMENT is a real feature,
not a table entry, and the hard part is not reading the device:
- The cursor is already spoken for. The glass cockpit's premise is that all
72 buttons are mouse targets; mouse-look wants a captured, hidden, recentred
cursor. Both cannot be true, so this is a MODE question first -- four
models compared, recommending hold-to-look (costs nothing when unbound,
cannot strand a player, behaves the same in surround and exploded layouts).
- The channels are POSITIONAL (JoystickX/Y are -1..1 deflections the mapper
reads per control mode); a mouse gives deltas. Accumulate-into-a-virtual-
stick reuses every existing rule; a rate model would need new mapper
semantics.
- Control mode changes what it MEANS: BASIC steers with the stick, MID/ADV
twist the torso -- so mouse-look steers in one and aims in the other.
Proposed grammar (new row type, so old builds skip it with a warning),
where the code goes, ~250 lines, and a verification plan whose load-bearing
item is "panel clicks still work when a mouselook binding exists but is not
engaged". Also flagged: the pod had NO mouse, so nothing here is
reconstruction -- every choice is design, judged on feel, and it must stay out
of the pod build's path.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Self-review of 3a69448 (plus an adversarial pass still in flight) turned up two
real defects in the work I just shipped:
1. THE STASH LIFECYCLE LEAKED ACROSS SESSIONS AND EGGS. _seat_defaults was
keyed by ROW INDEX and initialised once in __init__ -- never cleared on Start
Session, on Open/New egg (which rebuilds the table), or on a seat-count
change. Concrete harm: stop a session while a seat is OCCUPIED (the stash is
only popped when a seat empties, so it survives), reconfigure or open a
different egg, start again -- and when that seat next empties the GUI
restores LAST SESSION'S snapshot over the new configuration. Fixed by (a)
keying the stash by TAG, the seat's actual identity, so a changed roster
makes stale keys inert instead of landing on whatever row now sits at that
index, and (b) clearing it at both natural boundaries: session start (both
local and remote paths -- the clear sits before the remote branch) and the
table rebuild in _load_egg_into_ui.
2. POSITIONAL hostID->tag MAPPING IS WRONG AFTER A LAUNCH TRIM -- and 3a69448
widened its blast radius. The GUI resolves REGISTERED/dropped lines via
host_tag(), position into the UNTRIMMED egg roster; after a trim remaps seat
ids (e.g. the lone returning player reclaim-held at seat 3 becomes host 2),
those lines light the wrong row -- and, with the new seat_info pop on
dropped, CLEAR the wrong seat's identity, leaving the real one's name up:
the exact reported bug, resurfacing in the trimmed case. Fixed on both
sides: the relay's REGISTERED and dropped prints now carry tag='...' from
its LIVE (possibly trimmed) roster via a new _tag_of() helper, and the GUI
regexes prefer the explicit tag with the positional fallback kept for old
logs. SEATED/READY/LEFT already carried tags; only these two were
positional.
VERIFIED
* test_operator_roster.py grown to 22 checks, all passing: post-trim lines
light and clear the RIGHT row while the wrong row stays untouched; the
legacy no-tag format still resolves positionally; a stopped-while-occupied
session cannot leak GHOST into the next session's empty seat; a stale
foreign-tag stash never touches a live row.
* Live 2-pod rig: both new formats confirmed on the wire
(REGISTERED (1/2) tag='...' / dropped: closed tag='...'), mission launched
and stopped cleanly, round RESET intact. rearm 19/19, net 17/17.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Operator report: "if a player disconnects from the console, it leaves their name
up in the roster ... it should turn their seat back to empty." I had not noticed
or fixed this -- the earlier review raised adjacent roster issues (lights mapped
through the untrimmed tag list after a trim) but not this one.
CAUSE. The GUI only ever WROTE walk-up names into the table. On a disconnect
the relay pops seat_info, the write-back loop hit `if not info: continue`, and
the cell kept the departed callsign for the rest of the session -- while the
pilot light beside it correctly said "waiting". So the table and the light
disagreed and a free seat looked occupied.
Two changes, because the relay's two seat-clearing signals are NOT symmetric:
* SessionMonitor now pops seat_info when a pilot goes idle from EITHER signal.
"PLAYER n LEFT" is only printed inside the beacon-close branch gated on
`if seat not in self.by_host` (the relay's own comment: "never claimed:
player left"), so a player who was fully REGISTERED and then dropped
produced only `game[...] dropped` -- the common case, and the one that left
the name up. Keying "seat is empty" off LEFT alone could never have worked.
* _refresh_pod_status stashes the operator's configured callsign/mech PER
OCCUPANCY when a seat fills, and restores it when the seat empties.
Per-occupancy rather than once at egg load, so an edit the operator makes
while a seat is empty is respected instead of being overwritten by a stale
snapshot.
It restores the CONFIGURED PILOT, not a literal blank, deliberately: that cell is
editable and is what gets written to the egg on Save, so a placeholder like
"-- empty --" would end up in the mission file. The "unoccupied" signal is the
grey `waiting` light beside it.
NOT CHANGED, and explained instead: a vacated seat is held for its player for 90s
(seat_reclaim) so a crash or a reconnect returns them to the same seat and mech.
Assignment skips claimed/reserved/reclaim-held seats, so a brand-new joiner in
that window gets the next free seat, or ROSTER FULL if there wasn't one; after 90s
the seat is fair game. The operator said they were happy with players keeping
their seat/address, so this stays -- it is now documented in both docs rather than
silently removed.
VERIFIED: scratchpad/test_operator_roster.py (new, 14 checks) drives the REAL Qt
widget offscreen and feeds it the REAL relay log lines: a walk-up name appears;
after REGISTERED then `dropped` the light returns to waiting AND the seat shows
the configured pilot again; the seat is reusable by a different player and clears
for them too; the `PLAYER n LEFT` path clears it as well; an operator edit made
while the seat was empty survives an occupancy; and a neighbouring row is never
touched by another seat's traffic. Other suites still pass (rearm 19/19, net
17/17); checkctx CLEAN.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
1. UDP ENDPOINT HIJACK. `from_host` in a UDP envelope is the sender's OWN claim,
and the relay used it directly to refresh that host's downstream endpoint --
so ANY datagram claiming host N silently stole host N's traffic (a zombie pod
from a previous round, a stale NAT mapping, or anyone who guessed a host id).
The victim simply stopped receiving on a channel that still looked healthy.
The claim is now bound to the identity we actually authenticated: the IP of
that host's live TCP game connection. The PORT is deliberately not checked --
it moves on a NAT rebind, which is the whole reason the endpoint map refreshes
per datagram -- and a genuine IP change cannot happen without the TCP
connection breaking and re-registering, so a legitimate pod is never rejected.
Rejections are counted (udp_spoofed) and logged once per offending (host, IP).
Known limit: two pods on one machine share an IP, so this cannot separate
them; same-machine trust is assumed.
2. THE EGG ACK COULD BE MISSED ENTIRELY -- a silent, unrecoverable wedge. The
pod's ACK is the launch gate's ONLY signal, and it was detected by parsing a
single recv() at fixed offset 0 behind a `len(data) >= 24` test. On a real
network (loopback hid both cases) the 28-byte ACK arriving SPLIT -- 16 bytes
then 12 -- was dropped by that test and never looked at again, and two
COALESCED messages meant only the first was read. A missed ACK means that
seat never counts toward the gate, so the round can never be released.
_console_read now buffers per connection and walks every complete frame
(16 + messageLength); an implausible length drops the connection WITH A REASON
rather than mis-reading that pod all night, since a stream protocol cannot be
resynced by guessing. Bounds: CONSOLE_MSG_MAX 64K, CONSOLE_INBUF_MAX 1 MiB.
3. REMOTE-OPERATOR MODE WAS HALF A CONSOLE. LAUNCH and END MISSION could never
enable (both conditions required `console_proc is not None`, which the remote
path never sets), the pilot lights were permanently blank (SessionMonitor was
built with an empty tag list, so `seated` was always 0), and Launch-local was
refused by the same guard even though the code below it already built
BT_RELAY from the remote host. All three enable conditions now accept EITHER
channel, and the monitor ADOPTS THE ROSTER from the relay's
"roster: N pilot(s) -> hostIDs [...]: [...]" line -- which the relay replays to
every newly AUTHed operator -- so a remote operator gets real lights and a
real seat count.
VERIFIED
* scratchpad/test_relay_net.py (new, 17 checks): spoofed datagram cannot move
an endpoint and is counted; a NAT rebind on the same IP still is honoured; an
unregistered host id still dropped; the ACK is found whole, split in two,
split three ways mid-header, and when hiding behind another message;
a garbage length drops the conn; the roster line is adopted, maps a
subsequent SEATED onto a real tag, lifts `seated` off 0, and re-feeding it
preserves known state.
* Live 2-pod rig: real pods ACKed through the new reassembly path (2/2 ready,
zero desync drops), the mission launched and ran, UDP flowed throughout
(93 rx / 85 tx, udp-known [2,3]) with ZERO false spoof rejections, then a
clean StopMission + round RESET.
* scratchpad/test_relay_rearm.py still 19/19; checkctx CLEAN.
Docs updated to match (context/operator-console.md gains reassembly and
anti-hijack sections; the guide no longer claims remote mode is crippled).
Remaining open items are now recorded in the topic's frontmatter: mesh mode's
operator buttons are inert by construction (no stdin reader in that path -- left
alone, mesh self-launches), _log_launch_readiness can cry STALL on a healthy
launch-with-whoever, and a straggler's late FIN is still misread as a pod dying
mid-load.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Ported RP412's bindings design and made it the DEFAULT: the letter and number
rows are the MFD button banks laid out WHERE THEY SIT ON THE PANEL, flight
moves to the numpad so the board stays free, F1-F12 are the map's two columns,
and G/B stay unbound as the physical gap between the lower clusters. Expressed
in BT's OWN grammar (slew/deflect/set, the Turn channel) -- bindings.txt is a
documented compatibility surface and was not touched.
Coverage: 61 of 72 addresses on the keyboard, and the 11 absent ones are
exactly those the pod never wired (0x16/0x17/0x1E/0x1F column gaps, 0x38-0x3E
intercom/door). All 72 stay clickable on the panel.
It lands on BT's addresses unreasonably well: 1-4 + QWER are the ENTIRE coolant
system (Condensers 1-6, flush, balance), F6/F7 the display and control-mode
cycles, F9-F12 Generators A-D, F4 the crouch button reconstructed earlier
today.
THE DELIBERATE COST. A bound key is removed from the authentic 1995
typed-hotkey channel so it cannot double-dispatch, and this board binds nearly
everything -- so 5 (Quad page), z (Eng1), t/y/u/i/o (pilot select) and +/-
(target zoom) are given up. Unbind a key to get its 1995 meaning back.
Documented in the file header, the markdown and the page.
NEW RULE: A BINDINGS ROW WINS OVER A BUILT-IN CONVENIENCE KEY
(PadRIO::KeyHasBinding). V and J/K/L are board buttons now, and those polls
read GetAsyncKeyState directly -- without this they would have fired BOTH the
button and the built-in. View toggle lives on BACKTICK alone.
CONTROLS.MAP rewritten to mirror the board so glass/pod/dev still feel
identical (the 2026-07-21 settlement): 90 bindings, 0 parse complaints.
HAT LABELS CORRECTED [T1]. INPUT_PATH_AUDIT flagged 0x41-0x44 and was right.
Settled from the streamed mapping (BT_CTRLMAP_LOG): elem 66 -> subsys 17
attrID 14, i.e. 0x42 is the TORSO subsystem, not a look; 0x44/0x43/0x41 are the
mapper's LookLeft/LookRight/LookBehind (attrID 10/11/12). The .RES has no
"TORSO CENTER" string -- its names are LookBehind/Down/Forward/Left/Right -- so
the audit's wording was loose but its substance correct. Swept L4GLASSWIN,
L4PADPANEL and L4VB16.
docs/CONTROLS.html: interactive keyboard (hover a key for its address and
meaning, MFD clusters outlined), pad diagram, panel map, the under-glass
press-target figure, radar placement thumbnails and the environ.ini table --
modelled on RP412's page, rewritten for BT's addresses and hazards. mkdist
wraps the fragment in a doctype/charset shell and ships it beside CONTROLS.txt.
Verified: bindings.txt regenerates and loads (74 keys, 0 errors); CONTROLS.MAP
90 bindings, 0 errors; 72/72 panel addresses still dispatch; surround /
exploded / dock / pod / dev boot and simulate with zero faults.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Field report with a screenshot: `btl4.exe -fit` renders tiny MFDs hugging the
corners, an over-wide world view, and a horizontally squashed scene.
CAUSE. L4VIDEO pins the windowed backbuffer to the CLIENT RECT (Gitea #56, so
a device Reset cannot silently re-derive it). That is correct precisely while
client == canvas -- true on a normal boot, and FALSE under -fit, which sizes the
window to the whole monitor BEFORE the device exists. The backbuffer came out
3440x1440 against a 1452x1059 canvas, and everything downstream disagreed:
- BTApplyWorldViewport and BTDrawCockpitPanels lay out from the BACKBUFFER,
so the canvas they drew was 3440 wide: bands unchanged, MFDs still 320x240
(hence tiny), view rect 2888x881 instead of 900x500;
- the world projection used the aspect of the INTENDED view (1.8) inside a
3.28 viewport, stretching the scene;
- Present then scaled that oversized backbuffer into the 1974x1440 letterbox,
squashing it horizontally by 0.574;
- and every button was hit-tested through gBTCockpitCanvasW/H while being
drawn in backbuffer space -- the exact #50 divergence the pinning comment
warns about, unnoticed because nothing had clicked under -fit.
FIX: when the cockpit surround is up, the backbuffer IS the canvas, whatever
the window is doing. Pin to gBTCockpitCanvasW/H and let the letterbox do the
scaling -- which is what the rest of the design already assumed. Drag-resize
was always right for this reason (the device is created while client == canvas
and a later resize does not recreate it); only -fit, which changes the client
first, exposed it.
MY EARLIER VERIFICATION WAS WRONG. I called -fit good from a screenshot that
was centred and letterboxed, without checking that the backbuffer matched the
canvas or that a single button could be clicked. Both are checked now.
Verified: -fit on 3440x1440 renders correct proportions (captured), and 72/72
buttons dispatch under -fit; surround/exploded/dock/pod/dev all boot and
simulate with zero faults.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
The bare-launch crash was a symptom; the cause is that BT411 hands players a
developer tree. mkdist zips tracked repo paths verbatim, so the dist inherited
build\Release\btl4.exe + content\ -- while the 1995 pod (BTL4OPT.EXE sits
beside BTL4.RES to this day, in content\) and RP411/RP412 all ship ONE folder,
where cwd is right by construction and a double-click just works.
docs/DIST_LAYOUT_PLAN.md sets out the proposed tree, the file-by-file change
(~50 lines total, no game code), what it buys, and the part that actually needs
a decision: the upgrade story. Four migration options with a recommendation,
plus the wrinkle that decides between them -- the zip root is VERSIONED, so
every version may already land in its own folder, in which case the documented
extract-over-top has never worked and the migration cost is near zero.
Four open questions listed for the other author, including whether the .bat
launchers still earn their keep and whether the pod cabinet's own install shape
should be confirmed against Nick's notes before we call one folder authentic
for the cabinet too.
Not implemented pending that discussion. The 4.11.560 cwd guard stands either
way and makes both layouts work.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
The 1995 pod and RP411/RP412 ship ONE folder (BTL4OPT.EXE sits beside BTL4.RES
to this day, in content\); BT411's build\Release + content\ split is an artifact
of mkdist zipping tracked repo paths, not a decision -- and it is the reason
this class of bug exists here and nowhere else.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Field report: `.\btl4.exe -fit` from build\Release opens the mission console,
then the mission crashes on Launch.
ROOT CAUSE (pre-existing landmine, newly reachable). The engine resolves
BTL4.RES, VIDEO\, BTDPL.INI, the eggs AND both player config files
(bindings.txt, environ.ini) RELATIVE TO CWD. Every launcher .bat does
`cd content` first, so this never showed. A bare launch of the exe therefore
found no resources ("Resource file btl4.res v1.0.0.0 is obsolete!"), wrote a
stray bindings.txt / environ.ini / btl4.log NEXT TO THE EXE -- so the player's
real ones in content\ looked like they had never been created -- and killed the
mission generation the menu launched (the child inherits the parent's cwd).
Recent work made that path inviting rather than obscure: glass is the desktop
default, a zero-arg launch opens the menu, and -fit is documented as something
you pass on the command line.
FIX: BTEnsureContentDirectory() runs before anything resolves a relative path
(the log file included, so a bare launch logs where the launchers log). If cwd
has no BTL4.RES, probe from the exe's own directory -- ..\..\content for the
shipped layout, plus the flattened and in-content cases -- and
SetCurrentDirectory there. Says so in the boot line when it had to go looking.
Belt and braces: the environ.ini writer refuses to write unless BTL4.RES is
beside it, so a failed probe cannot scatter a settings file either.
ALSO: -fit was silently dropped when the menu relaunched into a mission. The
front end rebuilds the child's command line from scratch, and the flag was
parsed at window creation -- code the menu process exits long before reaching.
Parsed early into gBTFitDisplay now, and appended to the relaunch.
Verified: bare `btl4.exe -fit` from build\Release leaves ZERO files next to the
exe, writes environ.ini + btl4.log into content\, and the mission child's exact
command line (-net 1501 -platform glass) from that same wrong cwd now logs
"cwd: found the content directory from the exe path", loads resources and
enters RunMissions instead of dying.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
KEYBOARD LAMP MIRROR (L4KEYLIGHT). Ported from RP412, itself a port of vRIO's
KeyboardLampMirror. Keys bound to a lamp address in bindings.txt glow with the
panel palette through Windows Dynamic Lighting -- yellow for the map's side
columns (0x10-0x1F), red for the rest -- flashing in step with the on-screen
buttons (its LampLevel copy matches the FIXED BTLampBrightnessOf). Per-key
boards light each bound key; zone-lit boards mirror the strongest lamp
board-wide. All WinRT runs on a private worker thread: watcher, claim, and a
100 ms paint loop that repaints only on change.
RP412's packing hazard does NOT transfer: it forces default struct packing there
because its engine is /Zp1, which would break the WinRT ABI. BT411's BT_OPTS
carries no /Zp, so only the dialect flags are needed -- /std:c++17
/permissive- per-file, since the project otherwise builds C++14 /permissive.
The scalars-only interface is kept anyway so the isolation survives if packing
is ever added.
Wired in PadRIO: map built from bindings.keyBindings (ActionButton binds only,
first-binding-wins per key), fed from PadRIO::SetLamp, stopped in the dtor
(which hands the LEDs back to Windows). BT_KEYLIGHT=0 opts out; a machine
without Dynamic Lighting logs once and stays dormant.
Verified live: claimed this machine's 24-zone keyboard and mirrors 25 bound
keys; BT_KEYLIGHT=0 and the pod profile produce zero keylight lines and run
clean.
SHIPPED CONTROLS REFERENCE. docs/CONTROLS.md carries the keyboard table plus
the full 72-BUTTON POD MAP, grouped by the display each bank surrounds, with the
coolant-valve detent warning (1-5-50-CLOSED, one press past max shuts the loop)
and the jam/eject procedure. mkdist flattens it to ASCII as CONTROLS.txt at the
zip root, the README's own idiom. players/README.txt gained pointers to it, to
environ.ini, to -fit, and to the RGB mirror.
KB: context/glass-cockpit.md and docs/GLASS_COCKPIT.md updated for the whole
branch -- layout modes, L4RIOBANK and the under-glass rule, the letterbox fit
and its ordering trap, player-tunable displays, the measured legend grid, the
closed dead-button backlog, and this mirror.
Verified: five-mode regression (surround/exploded/dock/pod/dev) boots and
simulates with zero faults; mkdist writes a 5149-byte pure-ASCII CONTROLS.txt.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
The 2026-07-20 audit listed 8 panel buttons dispatching a streamed message with
no reconstructed handler. Only ONE was still missing: generator on/off,
ToggleSeekVoltage, EjectAmmo, ToggleCooling and BalanceCoolant had all landed
between 07-20 and 07-25 while pod-hardware.md and open-questions.md still called
them dead. docs/INPUT_PATH_AUDIT.md had already flagged the census as "stale in
both directions" and was right -- swept both files, and recorded the rule: check
the code, not the census.
DuckRequest @0049fa00 (id 0x1a, RIO 0x13 -- the manual gives crouch a whole
section). The binary's entire body:
if (0 < *(int *)(param_2 + 0xc)) { *(undefined4 *)(param_1 + 0x398) = 1; }
Press-only; sets duckState (mech+0x398, attribute 0x37). A one-shot REQUEST
flag, not a posture toggle -- the handler never clears it and the only other
writer in the whole binary is the mech reset (part_012.c:9439, the same reset
that zeroes incomingLock, which is how that region was already mapped).
WHY THE FLAG HAS NO READER, AND WHY THAT IS CORRECT. duckState has ZERO readers
anywhere in the decomp, because it is published as an ATTRIBUTE and consumed
through DATABINDING: content/GAUGE/L4GAUGE.CFG runs a 3-frame bduck.pcc
oneOfSeveralPixInt bound to DuckState -- "crouch mode: button 4" on the map's
legend column. Verified live by capturing the Secondary/Radar window before and
after a 0x13 press: the crouch icon goes grey -> orange. So the handler is
COMPLETE. A crouch pose invented here would be a stand-in for data we have not
found (no SQUAT clip name survives in the decomp or in content/, only
DuckServo01.wav in AUDIO1.RES).
Bonus: those gauge widgets sit at offsets 537/430/322/215/108 -- a 107 pitch,
independently corroborating the map legend grid measured from pixels.
Still open from that census: MechRIOMapper's own Keypress @004d2514 (id 0x19).
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Replicates the RP412 cockpit line into BT411's own architecture -- porting the
geometry and keeping our renderers, so BT_SHOT single-frame verification stays
intact.
MODE RESOLVER. Where the secondary displays go was decided in TWO places with
duplicated precedence, and the boot banner read NEITHER -- it announced
"per-display cockpit windows" for every glass boot, surround included. The
split had also broken BT_COCKPIT=0: documented as the dock-bottom opt-out, the
profile block converted it to BT_GLASS_PANELS=1, so the docked strip was
UNREACHABLE under the glass profile. One resolver now, consumed by the banner,
the pad-panel decision and the window sizing; BT_GLASS_PANELS is explicit-only;
dock/window modes auto-raise BT_PAD_PANEL so the button field always has a home.
L4RIOBANK -- one button geometry. Both renderers carried their own copy and had
drifted: an MFD button was 156x138 reaching under the glass in the exploded
window and a 76x24 sliver entirely OUTSIDE the glass in the surround. One
module owns it now, both are consumers, placement stays per-renderer. The pod's
under-glass rule (RP412 L4MFDVIEW): reach half the glass in behind the display,
leave a lamp strip clearing the edge, paint buttons first and imagery over --
so the lamp reads as a bar and practically the whole display is the press
target. The strip scales off the display's SHORT axis (the map is portrait)
with a readable floor. Retired L4GLASSWIN's three local placers and seven
layout constants.
LAMP FLASH DECODE was wrong [T1]. BTLampBrightnessOf returned max(state1,
state2) and blanked on the alternate phase; RIO::LampState (L4RIO.h [T0]) says
solid shows state 1 and flashing ALTERNATES the two. Agrees only when one state
is Off -- true for the Panic lamp, which is why it survived -- but L4LAMP.cpp:252
commands flashFast + state1Dim + state2Bright, a dim->bright pulse that rendered
as a hard bright->off blink. Three copies existed (l4vb16.h, L4GLASSWIN,
L4PADPANEL), all three wrong; the two locals now forward to the one fixed inline.
THE COCKPIT SCALES. The fixed canvas was stretched into whatever the client
area was, so a window dragged to a different shape squashed the instruments (the
projection was aspect-corrected in task #20; the panels never were). Now one
uniform scale, centred, leftover black. D3D9 applies it as a Present
destination rect, which DISCARD forbids -- so the WINDOWED swap effect becomes
COPY when the surround is up and multisampling is off. The click mapping had to
follow (mapping against the full client drifts the hit test off every button by
the bar width), as did the world aspect (under a uniform scale it is the view
rect's own). -fit / -windowed-fullscreen: borderless over the monitor.
- ordering trap: the first WM_SIZE beats the device, so a -fit boot logged
aspect=3.14 and applied it on frame 1. The letterbox INTENT is decided in
btl4main; L4VIDEO only confirms or withdraws it.
PLAYER-TUNABLE DISPLAYS. BT_MFD_SCALE (+ _UL/_UC/_UR/_LL/_LR), BT_RADAR_SCALE,
BT_RADAR_POS (CENTER/LEFT/RIGHT/MIDLEFT/MIDRIGHT). The surround BANDS derive
from the resolved sizes -- that is why the sizes could not stay constants: the
band a display hangs in has to grow with it or the canvas clips it. 100%
reproduces the historical L276 R276 T223 B336 exactly. A corner map goes flush
to the CANVAS edge and the lower MFD slides beside it (measuring off the view
edge overlapped them by 232px).
MAP LEGEND GRID -- measured, not inherited. scratchpad/measurelegend.py over a
native capture: top 3, cell 102, pitch 107 of 640. RP412's map is 13 + 6x102 @
105 -- same cell height, different top and pitch, so its numbers do NOT
transfer. Our old even division had the pitch right by luck and sat 3px high of
the labels.
environ.ini. It was read ~300 lines into WinMain, AFTER the platform-profile
block had run its getenv()s -- so every setting the profile reads was silently
ignored FROM THE FILE and only worked as a real env var. It also putenv()'d
comments verbatim. Now loaded immediately after the first-breath line, comments
skipped, the real environment WINS over the file, and a fully documented default
is written on first run (the bindings.txt convention: untracked, so
extract-over-top never clobbers a player's settings).
VERIFICATION HARNESS (new, reusable): BT_RIOBANK_LOG=1 dumps every bank;
checkbank.py proves no address is SHADOWED (an address whose rect is covered by
earlier buttons is dead however big it looks -- the overlapping under-glass banks
make that a live hazard); clickbank.py posts a real click at every button centre.
Verified: 72/72 placed, 0 shadowed, 72/72 dispatched in BOTH modes, after a
resize, at 150%/135%, and at 75%+BOTTOMRIGHT; wide/tall drags and -fit
undistorted on a 3440x1440; exploded/dock/pod/dev un-regressed.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
DOCS (the ask: after a compaction this session lost track of how the console
works and launched the wrong program, twice).
* NEW context/operator-console.md -- the dedicated topic that was missing.
Leads with the thing I got wrong: btoperator.py is the PySide6 GUI the
operator uses; btconsole.py is the headless relay it spawns. Then ports,
the route table, the roster/seat/identity model, the full round lifecycle
with every launch gate, liveness, mode-specific traps, and log locations.
* NEW docs/OPERATOR_GUIDE.md -- sysop-facing: start the console, set up a
mission, watch pods arrive, launch, run back-to-back rounds, what to press
when LAUNCH looks dead, a troubleshooting table keyed on the exact log
lines, and what to save BEFORE restarting a session (Start Session
truncates operator_relay.log, so restarting to clear a problem destroys the
evidence of it).
* CLAUDE.md: two Quick Lookup rows + a DO-NOT entry naming the two programs,
so the distinction survives the next compaction.
* context/multiplayer.md: a pointer out of the scattered console notes to the
new topic (they were buried across ~8 places in a large file, which is
exactly why they evaporated).
FIXES -- both are regressions in my own previous commit, found by the review
pass, and one would have made a games night WORSE:
* THE REAPER WOULD HAVE KILLED HEALTHY PLAYERS. It was gated only on "no
mission running", which a round RESET satisfies -- so it was armed for the
whole BETWEEN-ROUNDS wait, and that is a period when a pod is legitimately
byte-silent: its seat beacon is write-only for the process lifetime
(L4NET.CPP: "the relay ignores its silence") and its console pad has no egg
yet so it cannot ACK. A real night showed 12-minute and 5-minute gaps; the
180s deadline would have dropped healthy pods and forced their clients to
relaunch. It now runs ONLY in the active staging window, skips pads with no
egg and conns that have not HELLO'd, and last_seen is also stamped from
inbound UDP (a pod streaming updates while its TCP idles was being counted
as silent). Half-open detection is keepalive's job; this is just a backstop.
* UnboundLocalError in the operator UI. My end_sent reset was an `elif` in
the chain that assigns `head`, so that branch left `head` unbound -- a crash
on the first status refresh after End Mission, which is exactly the path the
relay's "StopMission sent" line produces. Moved out of the chain.
Plus one pre-existing wedge with the same symptom as the reported bug, live-
proven in operator_relay.log (~5 minutes of a night lost): _abort_round clears
eggs_released BEFORE the survivors' sockets close, so _maybe_reset_round's own
`if not self.eggs_released: return` skips the template restore forever -- the
roster stays trimmed, the release gates can never be met, and walk-ups get
ROSTER FULL. _rearm_for_new_round's restore is therefore now UNCONDITIONAL (it
was gated on eggs_released, which made Re-arm useless in the one state that most
needs it) and it clears round_hold_until so an abort's settle window is not
inherited. Aborts are ordinary: nothing on the wire distinguishes a straggler's
late FIN from a pod dying mid-load.
scratchpad/test_relay_rearm.py now 19 checks, all passing, including the two new
regression guards (a 15-minute-silent waiting pod is NOT reaped; a pad that was
never sent an egg is NOT reaped) and the mid-pair no-re-arm guard.
Still open, recorded in the new topic's frontmatter: the UDP endpoint map trusts
the sender's self-declared fromHost; the egg-ACK is a fixed-offset parse of one
recv with no reassembly; remote-operator mode can never enable LAUNCH.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
THE SYMPTOM: "after a game ends I push LAUNCH and nothing happens until I reset
the session entirely or reboot the console." The operator also observed the
mirror image, which is the tell: with a STABLE group, relaunching worked fine
several times in a row.
ROOT CAUSE. Two gates, both all-or-nothing, and a UI latch that agreed with
them:
* btconsole.py: the manual LAUNCH branch is guarded on `launches_sent == 0`,
but a finished mission leaves it at 2. The only paths back to 0 were
_check_launch_gate (needs EVERY seat of the last round to re-ACK) and
_maybe_reset_round (needs EVERY pod gone). A games night lives between
those -- most pods rejoin, one player closes their window. Worse, the
"not all seats filled" diagnostic sits INSIDE the `launches_sent == 0`
guard, so in exactly that state NOTHING was printed.
* btoperator.py: the LAUNCH button is gated on `not monitor.launched`, and
`launched` was cleared ONLY by the two relay lines those same gates emit
("WAITING FOR OPERATOR", "round RESET"). So the button was greyed out in
precisely the wedged state -- the click was a no-op by construction.
That is why a stable group worked (everyone re-ACKs -> gate fires) and why only
a session restart recovered (fresh relay process = fresh state).
FIXES
* An explicit operator LAUNCH is now sufficient authority to start a new
round: _rearm_for_new_round() clears the finished round's state and restores
the template roster/egg, KEEPING seats/beacons/connections, so whoever is
here stays here. Triggered on a press while a round is latched.
* New `rearm`/`newround` operator command + a Re-arm button, so recovery never
needs a session restart. Proven live over the control port.
* Every operator command is logged AT RECEIPT with the state that decides its
fate, so "did it arrive or was it ignored?" is answerable from the log.
* A stale End Mission can no longer kill the next mission: _tick_stop consumed
a stop_requested set between rounds by latching it until launches_sent hit 2,
then StopMissioning the new mission in the tick it launched -- also
indistinguishable from "launch did nothing". It is now consumed + announced
while idle. The UI's end_sent likewise reset per round, not per session
(End Mission used to work exactly once a night).
* The UI clears `launched` on "StopMission sent" and on the re-arm line, so the
button returns when the round actually ends, and only greys once a command
has really been written (a dead relay now says so instead of logging
">> sent" into the void -- _console_finished leaves console_proc non-None).
HARDENING (the "reboot the console" half)
* SO_KEEPALIVE on every accepted socket + a last_seen deadline and a reaper:
nothing detected a pod that vanished WITHOUT a FIN (sleeping laptop, dropped
Wi-Fi, killed process, NAT timeout). Such a conn kept acked=True forever,
which permanently blocked the round reset and held a phantom seat. The
reaper stands down while a mission is running.
* Every pod-facing send went blocking with NO timeout on the single-threaded
selector loop, so one wedged peer could freeze the entire relay. All sends
now go through _send_all_guarded (10s timeout, drops the peer on failure).
* _send_egg no longer calls getpeername() on a possibly-dead socket.
REGRESSION I INTRODUCED AND CAUGHT ON THE RIG: the first cut re-armed whenever
launches_sent >= 1, which also matched the NORMAL state between RunMission #1 and
#2 (launch_requested deliberately stays set across the pair). That reset the
pair mid-flight and re-released eggs every tick -- a re-arm storm that kicked
every pod into an identity-resync loop. The re-arm now additionally requires
`launch_at is None`, i.e. no launch sequence in flight. Verified: 0 REJOIN lines
and exactly 1 RE-ARM line across a full 3-mission rig session.
VERIFIED
* scratchpad/test_relay_rearm.py -- 6 groups, all passing: the exact wedge
state recovers; a stale stop is consumed while idle; staging is NOT restarted
under an impatient operator; mid-pair never re-arms; the happy path is
untouched and RunMission still reaches the pods; the reaper drops a silent
conn and keeps a live one, and stands down mid-mission.
* Live 2-pod rig (scratchpad/rig_relay.ps1 + relay_ctl.py over the control
port): two clean back-to-back missions, StopMission, round RESET, a live
`rearm`, and LAUNCH-with-nobody-present now printing why instead of nothing.
NOT reproduced end-to-end: the field wedge needs 3+ pods with staggered rejoins
(this rig's pods re-exec together, so the all-gone reset always fires). The
state itself is covered by the unit test. Awaiting live confirmation on a real
games night.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
An adversarial review of the change returned NO BLOCKERS but caught three
statements that were wrong or unverifiable. All three are corrections to my own
comments/docs, not behaviour changes -- the verified binary is unchanged.
1. The phantom-kill note had the ORDERING backwards. It claimed the owner's
record "overwrites it on the next record -- the phantom stops being visible".
The engine's event priorities run the other way: an inbound update record is
posted at UpdateEventPriority == MaxEventPriority and drained by
ExecuteBackgroundTask, while the rerouted score message sits at
EntityManagerEventPriority == DefaultEventPriority and is popped later -- so
the correction usually lands FIRST and the phantom AFTER it. The artifact is
BOUNDED, not masked: on the killer's pod only, that victim's KILLS reads +1
until the next record, i.e. <= one 2s heartbeat instead of "until the victim
next scores or dies". Swept in btplayer.cpp, KD_SCOREBOARD_PLAN.md and
RECONCILE.md.
2. The corpus figures were not reproducible, and were mis-tiered. I cited
"125 of 125 SCORE type=2 over 255 node-logs" and "0 of 8800 DMG rows" -- true
when measured, but the corpus is append-only and this fix's OWN verification
runs grew it from ~255 to 425 files, so nobody can re-derive them. Replaced
everywhere with invariant RATIOS that hold at any corpus size, re-measured
here:
* 0 of 18818 DMG rows are inst=R (damage is applied master-side only)
* 439 of 439 DEATH inst=R rows read killer=0:0 killdmg=0.000, against
0 of 225 inst=M rows (sole lastInflictingID writer: mech.cpp:746)
Also re-tagged T1 -> T2: log-corpus field evidence is T2 per the CLAUDE.md
tier table. Lesson recorded in the banner: cite ratios, not counts, for a
corpus your own rigs append to.
3. The recordLength guard's justification was wrong (and the plan's risk 5 with
it). A short legacy record does NOT desync the stream -- both sides advance
by the WRITER's stamped recordLength and no reader asserts a length. The real
hazard is a read PAST THE ALLOCATION: an inbound update message lives in a
per-event heap block sized from messageLength, so on a TRAILING legacy record
the two new fields would be read off the end of it.
Plus: the record struct's own field comment still said "deathCount -- the DEATHS
column", the exact wrong-field belief #45 removed, sitting on the wire struct.
Filed the review's other finding on #60: a SECOND decomp export gap, index
jumping FUN_0049fe80 (ends 0x49ffc8) -> FUN_004a1232, 4714 unexported bytes
containing Mech::TakeDamageMessageHandler @0x4a0230 -- the producer of every
score and death message in the game. Verified independently against
functions_index.tsv before posting.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Follow-up to 4fa7eee, driven by an adversarial review pass and three rig cycles.
Each item below is a real defect that pass found, not polish.
DEATHS now uses the binary's own column. PilotList::Execute @0x4cabd0 draws
`fild [edi+0x27c]` (KILLS) and `fild [edi+0x280]` (DEATHS); +0x280 has exactly
two runtime writers image-wide plus the ctor zero. Our port had declared it
`pad_0x280`, never written, and displayed the ENGINE's Player::deathCount
(+0x200) instead -- which is the respawn-handshake identity, seeded -2, and is
why it needed a clamp to pass as a count. It is now BTPlayer::deathTally (our
offset 0x274, offsetof-locked), incremented beside ++deathCount, read by the
gauge, and replicated. deathCount is left to the engine's handshake. So this
half moves TOWARD the binary; it also closes the plan's Headline-1.
(`deathTally`, NOT `deaths`/`deathCount` -- those would shadow the base.)
The mirror was not self-healing: update records are UNRELIABLE by construction
(Entity::UpdateMessage clears ReliableFlag, ENTITY3.h:112; the relay's UDP path
also drops stale/reordered datagrams), and the pair was dirtied only on an
event. One lost datagram left every peer stale until that pilot's next kill or
death -- forever for the last kill of a round. Added a 2s heartbeat that
re-dirties the record, which also bounds how long the binary's phantom
partner-increment stays visible. The timer is a function static deliberately: a
data member would change sizeof(BTPlayer) and break the offset locks.
Also fixed: the SBMIRROR row AND its change-detect both still read deathCount (a
constant -2 here), so the "log only the edge" guard could never be false and
every row printed deaths=-2. That is what made the first rig runs look like
DEATHS was broken when a WRITE/READ trace proved the transport correct. Row
count per node fell from ~20 to 3, one per real change.
Guarded the record against per-bit layouts: update_model is a BIT INDEX and
Entity::WriteUpdateRecord switches on it (ENTITY.cpp:329-352) -- the DamageZone
bit emits a variable-length packed stream whose length it computes itself, so
appending two ints and re-stamping recordLength over that would corrupt it.
Deleted BTPlayerCountObservedDeath -- definition, call site, extern and friend
together, since /FORCE hides stragglers. It never executed (its call site sat
inside the once-per-death transition, which a replicant never enters) and could
not have worked (0 of 8800 corpus DMG rows target a replicant, which is why every
DEATH inst=R row reads killer=0:0). Under replication it would have been a
second writer of a replicated counter.
New forensics: NOCREDIT names the failing link when a kill credit is skipped (it
used to be completely silent -- the counter simply never moved), and PLAYER_LINK
records whether the one-shot link resolved. Both retire the NULL-playerLink
theory: every rig shows `PLAYER_LINK inst=R resolved=1` and no NOCREDIT rows.
PLAYER_DEAD now logs both counters (deaths=handshake, tally=scoreboard).
KB sweep of the claims that hid this bug for so long:
* context/gauges-hud.md's "RESOLVED -- deaths tally per node from locally
observed events" was FALSE; corrected with the measured evidence.
* docs/GAUGE_COMPOSITE.md + btl4gau3.cpp "the dead pad_0x280" -- never dead,
merely unwritten.
* btplayer.hpp attributed VehicleDeadMessageHandler to @004c012c; it is
@004c05c4 (absent from the decomp export -- the #60 gap).
* docs/RESPAWN_REARM_PLAN.md's "#45 SUBSUMED" -- the PLAYER_DEAD symptom was
subsumed, the scoreboard defect was not.
* The corpus figure in the record banner now states its method so it is
reproducible.
Rig-verified (2-node loopback, several cycles): owner 3:1 kills 2/tally 1 read
`kills=2 deaths=1` on the peer; owner 2:1 kills 1/tally 2 read `kills=1 deaths=2`
on the peer. Respawn unaffected, no crash, no GLITCH rows. Still awaiting live
multi-pod verification by a human; all pods must run the same build.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Kills/deaths only ever appeared on ONE machine. The cause is not a missing
tally -- it is Entity::Dispatch:
if (GetInstance() == ReplicantInstance) // ENTITY.cpp:244-251
application->SendMessage(ownerID, EntityManagerClientID, message);
BTPostKillScore runs on the VICTIM's node (the only node whose mech carries a
populated lastInflictingID), resolves the killer's Player -- a REPLICANT there --
and Dispatch()es to it. The engine reroutes that to the owning host, so
++killCount lands on the killer's own PC and nowhere else, and nothing carried it
back out: Player__UpdateRecord is currentScore + dropZoneLocation only. Every
other pod's copy therefore read 0 all mission. playerLink was never NULL for
these kills -- the dispatch proves it resolved.
Field proof over the whole corpus (255 node-logs): 125 of 125 SCORE type=2 rows
credit the LOGGING node's own player, not one credits a remote pilot; and 0 of
8800 DMG rows target a replicant, so no other node can even know the killer.
This means the owner's counter is already the single authoritative copy,
incremented exactly once per kill. So the "design decision" the plan was blocked
on collapses: there is no second writer to reconcile, only a one-way
owner->replicant mirror to add.
* BTPlayer__UpdateRecord = Player::UpdateRecord + killTally + deathTally, with
Read/WriteUpdateRecord overrides. No new data member, no new virtual ->
sizeof(BTPlayer)==0x28c and every existing offset lock still holds.
* Both counter writes already ForceUpdate() (:508 death, :829/:840 score), so
no dirty-bit edit was needed (plan risk 6 avoided).
* recordLength guard in ReadUpdateRecord: a pod on a build without the
extension degrades to "remote counters don't move" instead of reading a
neighbouring record as a kill count.
* Size locks added per plan risk 2 (no false offsetof assert).
Rig-verified, 2-node loopback (scratchpad/rig45_up.ps1, BT_MP_FORCE_DMG):
owner 3:1 finished kills 3/deaths 2 and the peer read kills=3 deaths=2; owner 2:1
finished kills 2/deaths 3 and the peer read kills=2 deaths=3. Exact convergence
where a remote column previously never left 0. 3 respawns per side with intact
death sequences (deathCount is only overwritten on replicant copies; the
handshake runs on masters), no crash, no GLITCH rows.
Kept byte-faithful: the kill handler's partner increment (the binary's
inc [ebx+0x27c] / inc [edx+0x27c] wrong-column slip) is still reproduced. It
always lands on a replicant copy, so the owner's record now overwrites it -- the
rig caught the correction repeatedly (wasKills=3 -> kills=2). The phantom kill
stops being visible without silently deciding the fidelity question.
Still open and deliberately untouched: which field the LOCAL pod's DEATHS column
should read (+0x280 vs deathCount), last-hitter-takes-all/ram kills, and the
slip's fidelity. Awaiting live multi-pod verification by a human.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
The operator caught this: I had carried the old "please send the operator your
matchlog" instruction into the release notes, and the shipped README has said
it for a while. It is out of date.
Since 2026-07-22 the client auto-uploads its match forensic log to the relay
after every round: btl4main.cpp:914 calls BTRelayUploadMatchLog() once
RunMissions() returns, and the console receives it on route -9 and saves it as
matchlogs/<peer>_<name> (btconsole.py:1026-1042). content/matchlogs/ is
already full of them.
So the instruction was making every tester hunt down and attach a file the
operator already had. Corrected to state the real contract, including the
gaps the auto-upload genuinely cannot cover:
* RELAY modes only -- join.bat and join_lan.bat both set BT_RELAY, so both
upload. play_solo.bat and play_steam.bat set none, so those still need a
manual send.
* The upload fires when a round ends CLEANLY (after RunMissions returns), so
a mid-round CRASH loses it -- exactly the case we most want the file for.
* join.log is NEVER uploaded -- no mechanism exists -- so that one is still
a manual ask, and is now called out separately rather than buried.
Also added the same correction to dist/RELEASE_NOTES_4.11.550.md.
The zip cut before this (BT411_4.11.550.zip) carries the stale README and must
be re-cut.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Asked to double-check the launchers and make sure the user-facing docs in the
zip are up to date. players/README.txt is the ONLY user-facing doc mkdist
ships (content/VIDEO/RESULT2.TXT is a game asset), and it was last touched
2026-07-24 -- before all of today's work.
1. CORRUPTED PATHS (real defect, worst possible placement). The file
contained literal CONTROL BYTES where two paths should be:
offset 440 0x08 ...personal files (content<BS>indings.txt with...
offset 490 0x0b ...joystick setup, content<VT>olume.cfg with...
i.e. `content\bindings.txt` and `content\volume.cfg` had been written
through a string that interpreted \b as backspace and \v as vertical tab.
Testers read "contentindings.txt" / "contentolume.cfg" -- files that do not
exist -- in the UPGRADE paragraph, the one place that tells them which
personal files to preserve when extracting over an old install. Repaired
by byte, and verified: 0 control bytes remain in all four packaging
variants. (The other two occurrences, content\join.log and a later
content\bindings.txt, were undamaged -- \j and the second \b happened to
survive.)
2. CONTENT now current with today's 13-issue wave, tester-relevant parts only:
* AMMO BAY FIRE is now LETHAL (#46) -- flagged prominently as a gameplay
change, with the ~10 s fuse, what it costs, and the EJECT-hold escape.
Previously these fires were harmless; a tester who ignores one now dies.
* ENG-page buttons FLASH on a jam or bay fire (#47) -- the restored pod
annunciator, so testers know to look for it.
* KNOWN ISSUE + WORKAROUND for #62: the BUS MODE button's second press
detaches a weapon from its generator and the auto re-attach is dead, so a
weapon can go permanently dark. Documented with the recovery (press a
GENERATOR SELECT A/B/C/D button) to pre-empt a wave of "my weapon broke"
reports.
Verified by simulating mkdist's own marker processing across all four
steam-on/off x expire-on/off variants: new content survives every path, no
leftover {VERSION}/{STEAM}/{EXPIRE} markers reach the tester, no control bytes.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Found while sweeping the shipped launchers for the PATH-shadowing bug class.
Previously recorded ONLY as row 10 of docs/INPUT_PATH_AUDIT.md and never
filed, so it was invisible on the tracker.
joyconfig.bat sets BOTH `BT_JOYCONFIG=1` and `BT_FE_SOLO=1`, so after the
wizard writes bindings.txt the boot continues into the FRONT END, which hands
off by CreateProcessW()ing the next generation with the CURRENT environment.
That clear-list (btl4console.cpp) covers only BT_FE_EGG/PODS/SECS/LOOP --
BT_JOYCONFIG is never cleared -- so the handed-off generation re-entered
BTJoyConfigWizard() and blocked on _getch() BEHIND the 3D window: an
unrecoverable hang, hitting exactly the players most likely to run that bat
(flight stick / HOTAS / pedals).
Fix: SetEnvironmentVariableA("BT_JOYCONFIG", NULL) immediately after the
wizard returns. Cleared in the WIN32 environment (what CreateProcess
inherits, matching the console's own pattern) rather than the CRT copy, so
exactly one generation ever runs it. Chosen over extending the console's
clear-list because it also covers any future relaunch path.
NOT YET REBUILT: the exe was locked by a live play session when this landed.
Must be rebuilt + verified (run joyconfig.bat, finish the wizard, confirm no
second "=== BattleTech joystick setup ===" banner and that the game proceeds
into the menu) before the next zip is cut.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Regression in my own fix from an hour ago, reported immediately by the
operator on relaunch:
find: '/I': No such file or directory
find: 'btl4.exe': No such file or directory
The game has exited. ...
The wait loop called bare `find`, which resolves to the MSYS/Git-Bash **Unix**
find on any box with git on PATH (confirmed here: `which find` ->
/usr/bin/find, `which timeout` -> /usr/bin/timeout). So the loop errored out
and fell straight through -- restoring exactly the misleading "The game has
exited" message it was meant to remove. `timeout` was the same exposure one
line later (GNU coreutils ships one, with different arguments), so the block
had TWO PATH-dependent failures.
Harmless to the game (the loop only reports; it never touched the session),
but it made the fix a no-op for anyone with git installed -- which is every
developer and a fair number of players.
FIX: no external tools at all.
* detection is now a pure-cmd `for /f "tokens=1"` over tasklist output,
comparing the first token to btl4.exe -- no find/findstr;
* tasklist and timeout are both invoked by ABSOLUTE %SystemRoot%\System32
path, so a shadowing PATH cannot reach them.
Failure modes stay safe: if tasklist is unavailable the variable never gets
set and the loop degrades to reporting immediately (the old behaviour, never a
hang), and a genuinely dead exe still falls straight through so the #41 launch
forensics are untouched.
VERIFIED both branches by running the shipped detection lines from THIS bash
shell -- i.e. the hostile shadowed PATH that broke v1, a harder case than a
playtester's clean environment:
game running -> RESULT: WOULD-WAIT [process detected]
absent-name control -> RESULT: WOULD-EXIT [no process]
No find/timeout errors in either.
(players/ is the shipped source per tools/mkdist.py:78; the gitignored root
copies re-synced byte-identical.)
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Operator report while trying the build: the window said the game had exited
"with an error", yet the game loaded and played fine.
There was no error. The launchers were lying. The front end does NOT stay
resident: btl4console.cpp CreateProcessW()es the mission generation, closes
both handles and ExitProcess(0)s itself. So the bat's child exiting means
"the menu handed off", not "the game closed". All four launchers then
immediately printed
[.. ] btl4.exe exited with code 0
The game has exited. If it closed unexpectedly, send the operator ...
while the game was still loading in the handed-off process. Verified live on
the operator's own session: first process pid 33352 = MENU profile, handed off
to pid 12564 = GLASS profile, which was the one actually running; exit code 0
throughout. Harmless in itself, but it reads as a crash to a playtester and
would have generated false bug reports on a test night.
FIX: after the front-end child exits, poll until no btl4.exe remains, THEN
report. Applied to play_solo / join / join_lan / play_steam.
The #41 launch forensics are preserved: an exe that dies before it can run
leaves no process, so the wait falls straight through and launch_report.txt
still records timing, exit code and whether the log was ever created.
Verified the wait condition both ways against the live session (read-only, no
second instance spawned): btl4.exe present -> WOULD-WAIT; absent -> WOULD-EXIT.
NOTE for future edits: players/ is the SOURCE OF TRUTH (mkdist packages from
there, tools/mkdist.py:78); the root-level copies are gitignored local
conveniences AND were LF-only, while players/ is correctly CRLF. Since this
change adds a `goto` label -- the construct most likely to misbehave in an
LF-only bat -- the root copies have been re-synced byte-identical from
players/ so local runs match the shipped artifact.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Findings from the #46/#47/#48 work were living only in context/open-questions.md.
Each is a real defect with player-visible or latent-crash impact, so each now has
a tracker item with evidence + fix design; the KB entries point at them by number
so the two stay in sync.
Found while auditing today's vtable change before release. The binary's
HeatSink::GetStatusFlags @004add30 OPENS with `call 0x4ac144` --
MechSubsystem::GetStatusFlags, the damage tier (damageLevel >= 1.0 -> bit 0
Destroyed; > 0 -> bit 1 Damaged). There is no zero-returning
HeatableSubsystem override anywhere in the image.
Our port routed that call through `HeatableSubsystem::GetStatusFlags()
{ return 0; }` -- a "neutral default" that silently dropped bits 0 and 1 for
the ENTIRE heat branch (every weapon, sensor, emitter, PPC, generator,
powered subsystem). Two live consequences:
* Destroyed / Damaged could never reach MechTech's annunciator scan --
gutting half the shipped mechalrm table (Destroyed -> gotoEngineering +
engCooling + engBusMode) hours after #47 shipped the flash;
* PoweredSubsystem's AutoConnect gate (`GetStatusFlags() == 0`,
powersub.cpp:358) read a DAMAGED subsystem as pristine.
One-line fix: chain the real tier, reproducing @004add30 exactly. The call
site's own comment already said `// FUN_004ac144` -- the implementation had
simply never matched it.
Also corrected a stale comment on MechSubsystem::GetStatusFlags that read the
field as a STRUCTURE level ("1.0 = intact, 0 = dead") -- backwards. The
engine member is damageLevel and ACCUMULATES to 1.0 = destroyed (mechdmg's
crit cascade tests `level >= StructureMax` for exactly that), which is what
makes bits 0/1 line up with TechStatusType Destroyed/Damaged. Behaviour was
always right; the comment was a leftover of the same structureLevel misreading
#46 retired.
VERIFIED (3-pod combat sim, BT_LAMP_LOG): the annunciator is genuinely live --
Jammed x7, AmmoBurning x5, BadPower x20, Overheating x207 (Overheating
correctly maps to NO lamp: the shipped table has no entry for it). The lamp
resolution is per-subsystem as designed -- different weapons flash their own
panel buttons (lamps 0xf/0x5/0xb/0x3 under distinct mode masks), 32 flash
writes across a whole battle, no thrash. Zero crashes, zero plane/OOB
tripwire hits across all three pods.
FILED, deliberately NOT fixed tonight (open-questions.md): vtable slot +0x40
is misattributed. The binary calls it `(this, 0)` in AutoConnect's outer gate
and `(this, candidateGenerator)` in the roster walk -- a one-arg voltage query
(HasVoltage(source)), not GetStatusFlags(). Modelling both as the no-arg
GetStatusFlags makes the outer gate demand "no flags" and the inner "some
flag" with nothing between them, so AutoConnect's loop body can never execute.
Pre-existing before and after this change; it is a live power-bus behaviour
change and deserves its own playtest cycle, not a release-eve patch.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The user's ask: if the translation-table fix did not quite catch it, will the
next playtest LOG the artifact? Before this commit, no -- BT_PLANE_AUDIT was
opt-in via env var, and playtest machines set none.
Changes (all engine L4VB16):
* BT_PLANE_AUDIT is now DEFAULT-ON, =0 opts out. Armed cost is a couple of
integer compares per DRAW CALL (not per pixel); confirmed zero log noise
on a clean default-env run post-fix.
* A SECOND trap class: out-of-bounds draw STARTS, checked always-on in
buildDestPointer (the funnel every primitive builds its pointer through).
Release builds compile Verify() to nothing, so a wild start previously
computed a silent rogue pointer into (or past) the shared buffer. Now
logged ([plane] OOB) and CLAMPED in-bounds.
* First detection of each class writes a GLITCH matchlog record
(kind=plane / kind=oob with position+color+mask), so the evidence arrives
with the round logs the operator already collects -- unattended.
* Both existing plane-leak trap levels (display primitives + the port-level
pixmap table scan) flipped to the same default-on gate.
Honest coverage note (in gauges-hud.md): an in-buffer EXTENT overrun from a
valid start (a blit walking past the right/bottom edge into later rows of the
SAME plane) is not trapped -- per-pixel walk checks are too hot. The plane
trap still catches any such overrun whose color leaks planes, which is the
class the night-3 artifacts belonged to.
Verified: full clean rebuild -- 40 pre-existing LNK2019 only (the
engine->game BTMatchLog linkage resolved, /FORCE-trap checked); default-env
probe run: 0 [plane] lines, game unaffected.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The conviction was empirical, not theoretical: a new write-site trap
(BT_PLANE_AUDIT) in the seven L4VB16 drawing primitives logs any draw whose
color carries bits outside its port's plane mask -- the exact cross-display
corruption condition (Replace ORs an unmasked color; Or/Xor ignore the mask
entirely; And clears foreign planes). A quiet solo session produced 15-30
leaks per minute:
[plane] PORT 'sec' pixmap draw at(0,0) idx 217 entry=0xffffff00 mask=0x3f
[plane] LEAK DrawPixelMap8[table] at(639,0) color=0xffffff00 mask=0x3f leak=0xff00
THE DEFECT: L4GraphicsPort::translationTable[256] is never initialized in the
ctor, and BuildSecondaryTranslation fills only the entries its BitWrangler
reaches -- 2^numberOfBits: 64 for the sec plane (mask 0x3F), 4 for the overlay
(0xC0). Entries above that stay heap garbage. Every draw resolves color
through this table, and the PIXMAP path indexes it with raw pixel values
0..255: the 480x640 radar background carries pixel index 217, whose garbage
entry's high bits (0xFF00 = ALL EIGHT MFD planes) were stamped into the shared
640x480 buffer -- invisible on the culprit page (the in-plane bits happened
dark) and visible as bright fragments at the same coordinates on every OTHER
display. That is the operator's screenshot exactly: the same-position blips
on Mfd1+Mfd2 and the Heat-display block.
FIX (engine, both layers):
* zero translationTable in the L4GraphicsPort ctor (plane-neutral default);
* BuildSecondaryTranslation now cycles the in-plane pattern across entries
[2^bits..255] -- high-index art degrades to its (index mod 2^bits) colour
IN-PLANE and can never leak. The 1995 binary ships the SAME 64-entry fill
and survived on 6-bit art discipline; garbage is not a preservable
behaviour, so the cycle-fill is a guarded PORT deviation (documented).
A/B PROOF: same probe, 60s -- 0 leaks after the fix (15-30/min before).
sim3 3-pod regression: zero crashes.
SECOND real defect found + fixed en route: sessions configure the CAMERA seat
first ("cameraInit" -- which includes the MISSION-REVIEW context:
configure(0, sec, 0, 0x00FF, native, rgb, mrpal.pcc), a DirectColor context
whose translation tables legitimately hold full RGB565 values spanning all 16
plane bits), and the viewpoint swap to the mech re-configured WITHOUT tearing
that tree down (btl4app's s_gaugeTreeBuilt latch treats the mech build as the
first). The orphaned review gauges kept executing through stale DirectColor
ports. BTL4GaugeRenderer::ConfigureForModel now overrides (ConfigureForModel
made virtual in L4GREND.h) and tears the prior entity-bound tree down before
every rebuild -- safe on first build, and the review screen rebuilds the same
way when the seat returns to the camera.
Also logged (open-questions): the review-screen PlayerStatus panels read the
compiled player at RAW BINARY OFFSETS (+0x1FC vehicle / +0x1C8 score /
+0x1C4 alive-dead box) -- the databinding trap, dormant until the review
screen runs; bridge before enabling the review.
Ruled out along the way (with evidence): the pilot-list label/erase geometry
(erase box 128x32 covers the 64x16 name rasters), the radar name labels
(view-level ClipImage clips them), PlayerStatus in-game execution ([ps] probe:
never runs in-game), and the PNAME bitmap dimensions (egg generator emits
64x16 exactly).
Why it "started with the comms feature" (#43): that wave registered the new
gauge classes with the config interpreter, letting more of the authored page
furniture parse and draw than before -- the leaking high-index pixmaps rode in
with it. [T3 correlation detail; the leak + fix are T2 live-verified.]
Diagnostics kept (env-gated): BT_PLANE_AUDIT (the leak trap, now a permanent
regression tripwire), BT_PS_LOG, the port-level pixmap identity trap.
KB: gauges-hud.md (#48 section), decomp-reference.md (BT_PLANE_AUDIT),
open-questions.md (PlayerStatus databinding entry). checkctx CLEAN.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The pod behaviour Cyd described -- "on a jam or bay fire the display eng button
for the system flashes" -- is authored data + a five-stage chain, now running:
MechTech::TechnicalAssistance (@004ad33c, per frame)
edge-scans every monitored subsystem's GetStatusFlags() 7-bit condition
mask (TechStatusType: Destroyed 0, Damaged 1, CoolantLeaking 2,
Overheating 3, AmmoBurning 4, Jammed 5, BadPower 6)
-> Start/StopEntityAlarmMessage (@00436688 id 7 size 0x20 / @004366b8 id 8
size 0x1C; broadcast @004364e4; port shape: direct
Start/StopEntityAlarmImplementation calls on the gauge renderer)
-> GaugeAlarmManager::Activate(alarmModel) -- alarmModel = MechTech+0x100 =
the 'mechalrm' ModelList (id 83) -> SearchList(83, type 31) -> the baked
GaugeAlarmStream (id 331, 11 items {condition, lampCode}), decoded:
Destroyed -> gotoEngineering + engCooling + engBusMode
CoolantLeaking -> gotoEngineering + engCooling
AmmoBurning -> gotoEngineering + engEject
Jammed -> gotoEngineering + engEject
BadPower -> gotoEngineering + engBusMode
-> BTL4GaugeAlarmManager::ReadGaugeAlarmStreamItem -- THE REAL BODY, from
@004cc2fc + helpers @004cc108/148/1a0/264/27c + tables @0051cf1c..0x51d084
(gotoEngineering 0x80 = the subsystem's QUAD-SELECT bezel button via
lamp[aux]/mode[aux] tables; 0x81+ descend the eng-page bank; Condenser /
Generator specials on CoolantLeaking; <0x80 = the heat-bank fixed map).
btl4galm.cpp's old bodies were admitted fabrications and its provenance
note ("no override body exists in the image") was wrong -- corrected.
-> LampManager::FindLamp (@00444c80) -> Lamp::SetAlertState (@00444e64, a
COUNTER so stacked alarms hold the flash) -> L4Lamp::NotifyOfStateChange
emits RIO flashFast states 0x37/0x13 (== T0 L4LAMP.cpp:234-239) -> the
pod's physical lamps AND the glass panels (PadRIO IS rioPointer there).
FOUR load-bearing defects found and fixed en route -- each independently fatal
to the feature:
1. HeatableSubsystem's Derivation chained Subsystem directly, SKIPPING
MechSubsystem (written before the WAVE-1 re-basing) -- so EVERY subsystem
on both family branches failed IsDerivedFrom(MechSubsystem), which is
exactly MechTech's monitor filter: the status scan watched NOTHING.
2. MechSubsystem::GetStatusFlags was non-virtual (binary: vtable slot 12) --
the scan's MechSubsystem* call bound statically to the base tier and the
weapon bits could never surface.
3. ProjectileWeapon::GetStatusFlags sat in a Ghidra export gap -- raw-disasm
@004bbf88: base | 0x20 (weaponAlarm==5 Jammed) | 0x10 (linked bin
cookOffArmed@0x18C AmmoBurning). The port had "defer to base".
4. Mech::Reset's respawn sweep blanket-cast every roster entry to
MechSubsystem and called RespawnRepair -- wrong for the Subsystem-level
entries (MechTech 0xBDC, SubsystemMessageManager 0xBD3). On MechTech the
recon damageZone slot lands on its subsystemMonitors chain head: NULL
while the scan was broken (fix#1's bug MASKED this one), but the moment
the monitors populated, RespawnRepair virtual-called through a
SubsystemMonitor as if it were a DamageZone -> load-time crash in
StateIndicator::SetState (caught with cdb; call [edx+14h] on code bytes).
The sweep now filters IsDerivedFrom(MechSubsystem) before the cast.
Also: GUID identities pinned -- 0x50f4bc = PoweredSubsystem::ClassDerivations
(via @004b1208 = its TestInstance; btl4gau2's two "Generator" comments were
wrong, swept), 0x50fb60 = Generator's. A shadow-field instance documented for
the deferred de-shadow: MechSubsystem::damageZone re-declares the PUBLIC engine
Subsystem::damageZone (SUBSYSTM.h:159) -- mechtech's naive `sub->damageZone`
read the never-written engine member (0 monitors again); now reads the recon
member via GetDamageZoneProxy(). Logged in open-questions.
Wiring: BTL4GaugeRenderer now constructs + assigns the BTL4GaugeAlarmManager
(the base ctor NULLs it and Activate Check()s it); MechTech's Report*/
StatusMessageSink stubs are real; alarmModel confirmed baked (= 83) at runtime.
VERIFIED LIVE (scratchpad/lampflash.py, BT_LAMP_LOG chain trace):
[techstat] MechTech id 32 monitors 29 subsystems, alarmModel 83
[techstat] LRM15_1 condition 4 SET (alarmModel 83) <- bay fire armed
[galarm] condition 4 code 0x80 -> lamp 0xd mode 0x1 FLASH
[lamp] 0xd <- 0x37 (FLASHING) <- the select button
[galarm] condition 4 code 0x85 -> lamp 0xb mode 0x4 FLASH <- engEject
[techstat] LRM15_1 condition 4 CLEARED <- detonation clears
[techstat] AmmoBinLRM15_1 condition 0 SET <- bin Destroyed
Regressions: baytest PASS (bay fire kills), baypurge PASS (purge extinguishes),
sim3 3-pod brawl PASS with ZERO crashes (6 kills, organic heat-route bay fires,
respawns clean through the new sweep filter).
Env: BT_LAMP_LOG ([techstat]/[galarm]/[lamp]). KB: gauges-hud (the flash
section), decomp-reference (the GaugeAlarm closure + tables + GUIDs),
open-questions (built-note + the de-shadow deferred item), btl4gau2 comment
sweep. checkctx CLEAN.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Field report (night 3): "two ammo bay fires and no death" (Cyd + RajelAran; one
purged, one left burning). Root cause = THREE independent kill-switches stacked
on the same path, all in ammobin.cpp:
1. `GameClock::Now() { return 0; }` -- `cookOffTime < Now()` was `0 < 0`, so
an ARMED bay fire never detonated.
2. `InjectHeat(void*) {}` -- the detonation body was a no-op.
3. The bin's Damage record was never stamped -- 0 damage of type 0 (which the
mech TakeDamage handler drops) even if 1+2 had fired.
THE FUSE (raw disasm, scratchpad/disammo.py): the old "RandomDelay" was a Ghidra
carve artifact -- FUN_004dcd94 is __ftol and the export DROPPED the caller's x87
expression. The real bytes @004bd450: fld 10.0 / fmul [ticksPerSecond] /
fadd 0.5 / __ftol -- a FIXED 10.0-SECOND fuse in clock ticks. New gotcha #19
(reconstruction-gotchas.md) documents the __ftol export blind spot.
THE DAMAGE RECORD: bin+0x1F0..0x21C is a real engine `Damage` (FUN_0041db7c IS
Damage::Damage(), byte-matched to T0 DAMAGE.cpp). The linked ProjectileWeapon's
ctor @004bc3fc stamps it from weapon->damageData @0x3A8 via
owner->roster[0x128][res+0x1C0] -- projweap.cpp's old comment called this "the
bin's HUD display block ... wired in the AmmoBin family"; both halves were wrong
and it was wired nowhere. Now stamped (before MissileLauncher's ctor divides by
missileCount -- a missile bin authentically holds the per-SALVO amount).
THE DETONATION (@004ac274 = MechSubsystem::DistributeCriticalHit -- the old
"HeatableSubsystem::InjectHeat" label was wrong, and the old reconstruction
iterated a stand-in CriticalChain whose First()/Next() returned 0):
statusAlarm pulse Exploding(2)->Destroyed(1) (slot 13 = the printSimulationState
state PRINT @004ac8c0, not an "explosion notify"), own private zone pinned
destroyed, then collect the mech DamageZones whose crit entries plug the bin
(the binary filters plug classID 0x4E = DamageZoneClassID -- VDATA.h idx 78,
cross-checked via idx 28 = AudioStateTrigger), split the amount evenly, and send
the OWNER one full Entity::TakeDamageMessage per zone: inflictingEntity = SELF,
damageZone = the zone index, inflictingSubsystemID = the bin (the message-
manager explosion-bundling key, ENTITY3.h's own NOTE), printing the binary's
exact "ammo explosion damaging <zoneName>" @0050df61.
Port shape: Mech::AmmoExplosionFanOut (mechdmg.cpp) behind a databinding bridge;
guarded deviation: zoneCount==0 warns instead of the binary's unguarded divide.
CriticalChain/CriticalEntry stand-ins DELETED from mechrecon.hpp.
VERIFIED LIVE (BT_BAYTEST hook = message 1, the crit-induced arm channel):
scratchpad/baytest.py : arm -> 10s -> "20 rounds x 35 = 700 (type 2)" ->
"ammo explosion damaging dz_ltorso" -> zone cascade -> mech DESTROYED
(authentic death list).
scratchpad/baypurge.py: arm -> eject-hold purge -> "bay fire EXTINGUISHED
(bin empty)", no detonation.
scratchpad/sim3.py : the HEAT route arms organically in combat (overheated
AFC100), detonates "11 x 25 = 275 (type 1)" split across dz_larm + dz_lgun.
BAYBOOM matchlog record added for MP field forensics.
FIX-OF-THE-FIX (caught by the sim3 regression, would have shipped a crash):
MechSubsystem's ReconDamageZone proxy puts structureLevel at OFFSET 0 -- which
ALIASES THE REAL DamageZone's VTABLE POINTER (the private zone is `new
DamageZone`, mechsub.cpp:154; mechsub.hpp:260 documents the alias). My first
DistributeCriticalHit kept the old body's `damageZone->structureLevel = 1.0f`
and OVERWROTE THE ZONE'S VPTR with 0x3F800000; the respawn sweep's virtual
SetGraphicState (vtable+0xC) then called through it -> AV at 0x3f80000c in
RespawnRepair, one frame after a bay-fire death. ALL EIGHT proxy-view sites in
mechsub.cpp swept to the engine view (((DamageZone*)damageZone)->damageLevel
@0x158) -- including two silently-wrong LIVE readers: GetStatusFlags (vptr as
float -> always "intact") and ApplyDamageAndMeasure (the crit cascade's
measure). Ruled out first by evidence: the weapon->bin stamps were all clean
(six stamps, all classID 0xbcb, logged).
#47 (half 1 -- the FIRE ICON): BallisticWeaponCluster::Execute @004c9a38 reads
bin+0x18C = cookOffArmed into the btefire.pcc TwoState, and while armed computes
(Now - cookOffTime)/ticksPerSecond -- the COOK-OFF COUNTDOWN -- into the numeric
beside it. The old reconstruction misread 0x18C as "the reload state" and
bridged the icon to BTAmmoBinFeeding, so it blinked on every feed and never lit
on a bay fire (RajelAran: "it doesn't"). Now driven by the
BTAmmoBinCookOffArmed/CookOffTime complete-type bridges. [T2 -- the data path
is rig-verified; the pixels await the next live session.]
#47 (half 2 -- the ENG-BUTTON FLASH): fully mapped, deliberately NOT built this
session. The authored data SHIPS (BTL4.RES carries exactly one type-31
GaugeAlarmStream); the chain is alarm SetLevel -> gauge-watcher socket ->
Renderer msg 7 -> GaugeAlarmManager::Activate @00448d00 (T0) -> the BTL4
override @004cc148..@004cc2fc (btl4galm.cpp's provenance note claiming "no
override body exists" is WRONG -- corrected in-file) -> LampManager::FindLamp
@00444c80 -> Lamp::SetAlertState @00444e64 (flash counter) -> the L4 flush
@00474e94 emitting flashFast states 0x37/0x13 (== T0 L4LAMP.cpp:234-239).
Missing: the override bodies, the gauge-watcher sender, the aux-button lamps.
3-piece plan in context/open-questions.md.
Also logged: HandleMessage is vtable slot 8/9 in the binary but NON-virtual
across 10 reconstruction classes (bit the BT_BAYTEST hook; typed call used, gap
documented in open-questions).
KB: combat-damage.md (the full cook-off section), decomp-reference.md (the
cluster addresses + the GaugeAlarm/lamp map + BT_BAYTEST env), gauges-hud.md
(the fire-icon correction), reconstruction-gotchas.md #19 (__ftol),
open-questions.md (2 entries), btl4galm.cpp provenance correction.
checkctx CLEAN. 40 LNK2019 unchanged (the two pre-existing families).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
SAURON's "coolant flush sound glitched and perma" is one instance of a systemic
defect. SetupPatch (L4AUDLVL.cpp) decided looping from the SAMPLE flag alone:
AL_LOOPING = (info.loop != ForceStatic)
That armed every non-ForceStatic sample -- 224 of the 603 authored zones,
including unmistakable one-shots -- as an OpenAL source that never ends on its
own. Any such sound whose note-off never arrives plays forever. Measured 1946
LoopAtWill x Transient arming events in one short session.
The sample flag expresses PERMISSION; the SOURCE decides. Three facts [T1]:
* the enum's own comments (L4AUDLVL.h:14-19) -- LoopAtWill = "will play once
OR LOOP AS DESIRED", ForceStatic = "plays only once EVEN IF LOOPED" (a
veto), LoopAlways = "ramp up and then down";
* LoopAtWill is enum value 0, i.e. the DEFAULT an unauthored sample receives
(WTPresets.cpp:37) -- it cannot mean "loop forever";
* LoopAlways, the real always-loop, is used by ZERO shipped samples.
"As desired" is the source's authored AudioRenderType (Transient=one-shot vs
Sustained=held), streamed from AUDIO*.RES (AUDLVL.cpp:28) and already consulted
by the renderer (L4AUDRND.cpp:567, AUDREND.cpp:184). SetupPatch now takes it,
threaded from all three L4AudioSource call sites (Direct/Dynamic3D/Static3D).
New rule: LoopAlways->1, ForceStatic->0, LoopAtWill->the source's render type.
MEASURED before changing behaviour (BT_LOOP_AUDIT=1, scratchpad/loopaudit.py):
LoopAtWill x Transient -> loop=0 (was 1) 1946 events
LoopAtWill x Sustained -> loop=1 unchanged 65 events
ForceStatic x Transient -> loop=0 unchanged 292 events
The engine loops (EngineAccel07_z0..z2, EngineMotor01, EnginePower01) are all
LoopAtWill/Sustained and PRESERVED -- no regression there. All 24 reclassified
samples are genuine one-shots: laser charge/fire/explosion/loaded, missile
loading, engine shift, coolant pressure inc/dec.
A/B PROOF (scratchpad/loopab.py, same session both arms, only BT_LOOP_LEGACY
differs), asking the engine's own BT_AUDIO_DUMP what is still playing with
loop=1 long after every release:
[legacy] EnginePower01, CoolantPresInc03_z2, CoolantPresDcr03_z2
[fixed] EnginePower01
The two stuck coolant sources are the reported symptom. They were eventually
reclaimed when a later trigger reused the source, which is why the bug was
intermittent -- the "perma" case is when nothing else retriggers it. The fix
removes the mechanism.
BT_LOOP_LEGACY=1 restores the old rule for a field A/B without a rebuild. The
layers to listen to are the beam sustains: LaserA/CSustain* are authored
LoopAtWill on a TRANSIENT source, so they now end with the sample instead of
looping until note-off. The render type is T1 authored data; the interpretation
that LoopAtWill defers to it is a strong reading of the enum + defaults rather
than a disassembled statement, and is flagged as such in the KB.
Plausibly bears on #32 (audio cutting in/out late in a match): a stuck looping
source holds its pool slot for the rest of the round.
Rigs: scratchpad/flushsnd.py (flush start/stop pairing), flushsnd2.py (stuck-
source hunt), loopaudit.py (the classification matrix), loopab.py (the A/B).
KB: context/wintesla-port.md audio section, context/decomp-reference.md env
table (BT_LOOP_AUDIT / BT_LOOP_LEGACY / BT_AUDIO_DUMP / BT_AUD_TAIL),
docs/AUDIO_FIDELITY.md F38. checkctx.py CLEAN.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Both classes' Receiver::MessageHandlerSet were default-constructed blackholes
(input-path audit systemic cause #1): entryCount 0, no parent chain, Find()
returns NullHandler for every id, Receive drops silently. The new unhandled-
message trace printed it on the first press:
[btntest] PRESS 0x14 at poll 400
[msg] UNHANDLED: Searchlight has no handler for message id 3
Each class now has a GetMessageHandlers() function-local static chained to
PowerWatcher's (which name-resolves through HeatWatcher/MechSubsystem to
Receiver's empty ROOT set, so id 3 does NOT collide with HeatSink's
ToggleCooling), plus a correctly-typed forwarder -- Receiver::Handler is
void(const Message*) while the decomp shape is Logical(Message&), so a cast
would be UB that merely happens to work on x86 __thiscall. DefaultData
re-pointed off the dead empty sets. MessageArg now reads the NAMED
ReceiverDataMessageOf<int>::dataContents with a static_assert locking it to the
binary's message+0xC (was a raw offset read -- databinding rule).
ROOT CAUSE of a long-standing misattribution: @004b860c is **ThermalSight's**
ToggleLamp (table @0x51120C), NOT Searchlight's. The two TUs emit parallel
shared-data blocks with identical stride (msg entry, +0x5C attrs, +0x84
Performance triple); what pins each entry to its TU is that "ToggleLamp" is NOT
pooled across them -- two copies exist, each emitted immediately before its own
class-name string ("Searchlight"@0x51144B, "ThermalSight"@0x511475).
[T1: reference/decomp/section_dump.txt:69661-69711]
Searchlight's own handler is @004b838c, which sits in a Ghidra EXPORT GAP (#60).
RECOVERED by raw disassembly of content/BTL4OPT.EXE (scratchpad/dis838c.py, the
EjectAmmo technique) -- and it corrected two things I had inferred wrong:
* NO ControlsAllowLights/+0x25C novice gate. Searchlight tests the press
alone; that lock is ThermalSight-only. A NOVICE pilot CAN work the lamp.
* `or word ptr [this+0x18],1` sits AT the jle target -> the graphics-dirty bit
(updateModel == ForceUpdate(), per #59) is raised UNCONDITIONALLY.
Consequence: the "ORIGINAL 1995 LATENT BUG -- the searchlight can never light"
claim is RETRACTED. It compared Searchlight's Performance (@004b841c, reads
requestedOn@0x1E0) against ThermalSight's toggle (0x1DC) -- two different
classes -- and so invented a missing 0x1DC->0x1E0 bridge. Every sibling toggles
the field its own Performance reads. The searchlight DID light in the arcade,
the searchlight->fog swap was NOT inert there, and building PullFogRenderable is
FAITHFUL rather than a designer-intent deviation (the 2026-07-13 "left as-is"
decision is void; the sim needs no repair).
Verified live, real click seam (BT_BTNTEST):
0x14 -> [light] requested ON -> reported lightState 0 -> 1 (lamp lights)
0x12 -> [light] thermal sight requested ON -> thermalActive 0 -> 1
UNHANDLED lines for both classes gone; 40 LNK2019 unchanged (the pre-existing
CreateStreamedSubsystem + Entity__SharedData::DefaultData families only).
Swept the misattribution out of searchlight.cpp/.hpp, thermalsight.cpp/.hpp,
hud.cpp:282 (it had claimed @00511180/@004b838c as HUD's), btplayer.cpp's +0x25C
consumer list, context/{decomp-reference,subsystems,rendering,open-questions,
pod-hardware,experience-levels}.md, docs/{GLASS_COCKPIT,INPUT_PATH_AUDIT}.md.
checkctx.py CLEAN.
Still open (documented, not fixed): ThermalSight has no visible IR effect
(ToggleGlobalThermalVision is a marked no-op, pvision unported, IsLocallyViewed
returns False); ThermalSight publishes "LightState"->0x1D8 where the binary has
"LightOn"->0x1D8 and "LightState"->0x1E0; Searchlight's commandedOn@0x1DC has no
identified role and measured 21 live, hinting our SubsystemResource +0x28 differs
from the binary's.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
TWO missing pieces, both now in place.
1. Generator had NO handler set of its own, so every message aimed at it hit a
default-constructed blackhole. Proved empirically with the new
unhandled-message trace by pressing button 0x1A:
[msg] UNHANDLED: Generator has no handler for message id 4 -- silently dropped
Added Generator::GetMessageHandlers() chained to **HeatSink**, deliberately NOT
PoweredSubsystem: id 4 there is SelectGeneratorA (the weapon-side generator
SELECTION that already works), so chaining to it would have made these four
buttons invoke the WRONG function instead of doing nothing. HeatSink owns id 3
(ToggleCooling), leaving id 4 free.
2. ToggleGeneratorOnOff had no body at all (0 references in game/). Transcribed
instruction-for-instruction from @004b1ed0:
- call @004ac9c8 -> BTPlayerRoleLocksAdvanced: a NOVICE pilot cannot use it
- [msg+0xc] <= 0 -> press only, ignore the release
- ON : startTimer = 0; if heatAlarm(@0x184) < 1 also stateAlarm -> 0
(Starting, so it spins up -- a heat-faulted generator keeps its fault
level); generatorOn = 1, coolantAvailable = 1, coolantFlowScale = 1.0
- OFF : stateAlarm -> 1 (GeneratorIdle); generatorOn = 0,
coolantAvailable = 0, coolantFlowScale = 0 (its coolant share is
released back to the loop)
So taking a generator off line idles it, drops its coolant draw and stops it
feeding its taps -- the authentic heat-management trade from the manual.
VERIFIED LIVE (BT_BTNTEST=0x1A,400,900 through the real click seam):
[btntest] PRESS 0x1a at poll 400
[gensel] GeneratorA generator OFF LINE (stateAlarm 1, coolantFlowScale 0)
and the UNHANDLED warning for Generator is gone.
Answers Cyd's report from two playtests ('still cannot turn of gennies'). Note
this is the ON/OFF control -- generator SELECTION (which generator a subsystem
draws from) is a different message and already worked.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0166KTsC7ADm7VXEi1HF1jNg
THE CLASS OF BUG. A default-constructed Receiver::MessageHandlerSet is a total
blackhole: entryCount 0 and NO parent chain, so Find() returns NullHandler for
every id and Receiver::Receive dropped the message with no log, no counter,
nothing. docs/INPUT_PATH_AUDIT.md ranked this systemic cause #1; running its own
lint finds SEVEN such sets (Sensor, Searchlight, ThermalSight, Gyroscope,
MechTech, SubsystemMessageManager, Torso). It is also why generators cannot be
switched off (#53) -- same shape.
FIX 1 -- Sensor / Avionics (the big one). The streamed mappings aim 108 records
across the 18 mechs at it: the MFD2 ENG1 power bank, 6 clickable buttons plus keys
F5-F9 (route Avionics power to generators A-D, gen mode, coolant cut). All
silently swallowed. Sensor needed NO handlers of its own -- ids 4-8 already live
on PoweredSubsystem, which chains HeatSink for id 3, covering the whole 3-8 range
those buttons send. It only ever needed to CHAIN, which is exactly why the
byte-identical bank on ENG2 works (Myomers chains, myomers.cpp:88-100; Sensor did
not). Added Sensor::GetMessageHandlers() with the same function-local-static
idiom and pointed DefaultData at it instead of the empty set.
VERIFIED LIVE (scratchpad/avionics.py -- pages MFD2 and presses the bank):
[gensel] Avionics -> GeneratorA (tapped) ... B, C, D
[gensel] Avionics mode -> 2
i.e. Avionics now behaves exactly like Myomers. 24 handler hits, 0 unhandled.
FIX 2 -- the standing guard. Receiver::Receive now logs once per (class,
message id) pair when no handler is found: '[msg] UNHANDLED: <class> has no
handler for message id N -- silently dropped (is its MessageHandlerSet chained?)'.
Once-per-pair on purpose, since some ids broadcast every frame. This one line
would have printed Avionics, Searchlight, ThermalSight, crouch and all four
generator buttons on the first boot instead of costing us months of player
reports. Uses SharedData::derivedClasses -> Derivation::className.
DEFERRED, with reasons (not guessed at): Searchlight's ToggleLamp body exists but
is unreachable -- it needs a correctly-typed forwarder (Receiver::Handler is
void(const Message*); ToggleLamp is Logical(Message&), so a cast would be UB that
happens to work on x86) AND an id check, because its id 3 collides with HeatSink's
ToggleCooling and I have not traced whether PowerWatcher's chain reaches HeatSink.
#53 needs more than chaining: ToggleGeneratorOnOff @004b1ed0 has no body at all.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0166KTsC7ADm7VXEi1HF1jNg
ROOT CAUSE. mPresentParams.BackBufferWidth/Height were assigned ONLY in the
fullscreen branch (L4VIDEO.cpp:3430-3434); windowed they stayed 0, which tells
D3D9 to derive the backbuffer from the device window's client area at
CreateDevice. Fine at startup -- but the device-lost recovery path saves and
restores mPresentParams around Reset(), so it faithfully preserved those ZEROS
and Reset re-derived the backbuffer from whatever the client area was at THAT
moment, while gBTCockpitCanvasW/H still described the startup canvas.
The cockpit layout is computed in backbuffer space and clicks are mapped
client -> canvas (L4VB16.cpp BTCockpitMouseDown), so after that divergence panels
are drawn for one geometry and clicks are mapped in another: buttons drift off
their artwork, and at a large enough mismatch nothing is clickable at all -- which
is #50 (SAURON: 'none of my MFDs clickable' while other players' worked).
It needs BOTH a resize/maximise AND a device loss (alt-tab, Steam overlay,
monitor sleep, UAC, RDP, driver hiccup), in that order. That is why it hits some
players and never the operator, who does not resize the cockpit window -- and it
matches the report exactly: the buttons 'become' misaligned rather than starting
that way.
FIX
* windowed: record the client rect into BackBufferWidth/Height at CreateDevice.
That is exactly what D3D would have derived, so startup behaviour is
unchanged, but the save/restore now preserves a REAL size and Reset can never
pick a different one. Deliberately NOT screenWidth/screenHeight -- those are
the app's -res values (default 800x600) while the cockpit window is sized
independently, so pinning to them would shrink the backbuffer.
* BTVerifyCockpitCanvasAfterReset(): called at both device-lost recovery sites;
compares the real backbuffer against the canvas globals, and if they ever
disagree it says so and re-syncs instead of drifting silently.
VERIFIED: solo cockpit run unchanged -- '[cockpit] view 900x440 canvas 1452x999',
BT_SHOT still 1452x999, Heat panel renders correctly, no mismatch warning.
NOTE: reverted an earlier scripted edit of this file that had corrupted an
unrelated line -- L4VIDEO.cpp is CRLF and a Python join('\n') introduced a bare
LF inside a string literal. Use the edit tool on this file, not line surgery.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0166KTsC7ADm7VXEi1HF1jNg
THE GAP: Mech::Reset sweeps every subsystem with the virtual DeathReset
(mech4.cpp:1789), but only 7 weapon/ammo classes overrode it -- the entire
heat/coolant/power family fell through to the empty Subsystem::DeathReset base
(SUBSYSTM.h:161), so the respawn reset was a SILENT NO-OP for them. All the
ResetToInitialState bodies already existed; nothing ever called them. Hence the
field report: 'respawned with drained coolant'.
Added DeathReset forwarders (ResetToInitialState is not virtual, so each class
with its own body needs one): HeatableSubsystem, HeatSink, Condenser,
PoweredSubsystem, Generator. HeatSink's also serves Reservoir -- the coolant
tank -- which has no body of its own; that is the one that refills coolant.
TWO MIS-TRANSCRIPTIONS FIXED, both verified against the binary with capstone:
1. HeatSink::ResetToInitialState chained HeatableSubsystem::ResetToInitialState
with the comment 'FUN_004ac22c'. But @004ac22c is Subsystem's terminus --
disassembled: it reads the damage zone at this+0xe0, clears zone+0x158, and
Set_Alarm_Levels zone+0x10 and this+0x2c to 0. And the binary's HeatSink
@004ad760 calls only @004ad884 (ClearHeatFilter), @004ad7f0 (UpdateHeatLoad)
and @004ac22c -- never HeatableSubsystem. Worse, HeatableSubsystem's body sets
currentTemperature = 300.0f, CLOBBERING the startingTemperature that HeatSink
assigned four lines earlier. Dropped the call; the terminus work is already
done for every subsystem by MechSubsystem::RespawnRepair (mech4.cpp:1790).
2. Generator::ResetToInitialState chained HeatableSubsystem and set
outputVoltage = 0 -- which matches GNRATOR.TCP, but BT's BINARY DIVERGES from
the TCP source, and the binary is what shipped. Disassembled @004b215c
instruction by instruction: it chains HeatSink (so the coolant refill DOES run
for a generator), then generatorOn=1, startTimer=0, stateAlarm 0 then 2,
**outputVoltage = ratedVoltage**, coolantAvailable=1, coolantFlowScale=1.0,
startTimer=startTime. Every offset matches our declared members exactly.
The old version brought generators back from a respawn at ZERO output voltage,
so energy weapons could never charge -- no recharge ring, no ready dot, nothing
damaged. That is a strong candidate for #54 (David's three dead lasers).
LIVE VERIFICATION (sim3.py, 3 mechs + force damage): 4 death/respawn cycles, and
every heat sink logged coolant == capacity on every respawn, with temp restored to
startingTemperature (77) rather than the clobbered 300. Left as a silent
regression guard that only speaks if a respawn leaves coolant short.
KNOWN REMAINING [T3, noted in code]: Condenser's body chains HeatableSubsystem
rather than HeatSink, so a coolant loop's VALVE DETENT may still persist across a
respawn -- the binary's Condenser reset is not yet decompiled. Do not claim
valves are fixed.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0166KTsC7ADm7VXEi1HF1jNg
Verified the claim in the binary myself with capstone before changing behaviour:
0x4c0155: or word ptr [ebx + 0x18], 1
+0x18 is Simulation::updateModel, a **Word** -- and the 16-bit 'or word ptr'
settles it, since simulationFlags is an LWord at +0x28 and would assemble as
'or dword ptr'. So the authentic op is updateModel |= DefaultUpdateModelFlag,
which is exactly Simulation::ForceUpdate() (SIMULATE.h:146-147).
The old transcription wrote simulationFlags |= 0x1 instead. Bit 0 there is
DelayWatchersFlag (SIMULATE.h:170); Simulation::Simulate then skips
ExecuteWatchers() forever (SIMULATE.cpp:461), and NOTHING clears it -- the only
ClearWatcherDelay() in the tree is in the encore path (UPDATE.cpp:215), which a
Player never takes. So every pilot's first death permanently disabled watcher
execution on their simulation, and the replication mark the binary intended was
never set at all. context/reconstruction-gotchas.md had flagged this exact line
as the un-audited sibling of the #12 dirty-bit class, asking for the disasm
first; that is now on the record.
LIVE VERIFICATION (scratchpad/sim3.py, 3 mechs + BT_MP_FORCE_DMG, 180s):
4 consecutive death/respawn cycles on pod3, every one completing --
death cycle START (death #N) -> RESET at drop zone [COMPLETE]
with 'player watchersDelayed=0' after every death, and no crash. Also
re-confirms the #57 latch fix under repeated deaths (the interleaved SWALLOWED
lines are the authentic dedup of a second notification, each followed by a
completed RESET).
Leaves a silent regression guard: the death path now logs only if it ever finds
the watcher-delay flag set again.
Rigs: sim3.py (3-mech combat + force damage), destest.py (2-node designation
proof: 18 designations, deathPending clean on all of them).
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0166KTsC7ADm7VXEi1HF1jNg
MEASURED our compiled BTPlayer layout (new one-shot [layout] ctor diagnostic):
sizeof=652 (0x28c) killCount@0x270 pad_0x280@0x274
objectiveMech@0x278 deathPending@0x284
The three target-designation sites wrote RAW at pilotArray[0]+0x284 intending the
BINARY's objectiveMech. On our object 0x284 is deathPending -- the death-cycle
latch. So EVERY target designation (the Comm bank 0x30-0x37, or the typed
t/y/u/i/o keys) stored a Mech pointer into deathPending, and a non-zero
deathPending makes VehicleDeadMessageHandler take its dedup early-return, which
skips the warp, ++deathCount, the PLAYER_DEAD record AND the drop-zone hunt.
=> designating a target silently disabled your respawn for the rest of the
process. That is #57's missing first cause: it explains David's very first
death being swallowed with no prior death, and the 3-of-3 swallowed deaths in
the final round. It also explains the operator's persistent observation that
the trouble began when the comms panel went live -- before the pilot list
populated, there was nothing to designate.
And the designation never worked either: the value never reached
objectiveMech (input-audit finding #1).
FIX: all three sites now use named-member bridges in the complete-BTPlayer TU --
BTPilotSetObjectiveMech / BTPilotObjectiveMech / BTPilotVehicle / BTPilotPosition
/ BTVehicleDestroyed. Also retires the raw +0x1fc (playerVehicle) reads and the
raw +0x100 position reads in ChooseNearestPilot, and routes its destroyed-check
through the real Mech predicate instead of the Is_Destroyed stub.
LAYOUT LOCKS: static_asserts on objectiveMech@0x278, deathPending@0x284,
killCount@0x270 and sizeof==0x28c, in the friend fn BTPlayerLayoutSelfCheck, so
a member shift fails the BUILD instead of silently clobbering the latch again.
Rigs: scratchpad/commstest.py (drives designation + captures panels),
valvetest.py, lampgallery.py (428-bitmap gallery for #48 visual search).
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0166KTsC7ADm7VXEi1HF1jNg
The operator reports consistently, across two sessions, that the MFD artifacts
began the night the Comm pilot list was enabled (#43) and were never seen before.
Four static theories of mine died -- plane masks (all 7 primitives invert
correctly), L4GraphicLamp (never instantiated, dead code), the sec-port lamps
(wrong plane AND wrong colour, operator confirmed on sight from the decoded art),
vertBar/VertTwoPartBar (clamps every value, sets its cursor per draw). And no
rig reproduces it: not 2 pilots, not 5 pilots on last night's exact roster, not
autofire + repeated valve moves.
So stop theorising and make the field observation decidable: BT_NO_PILOTLIST=1
makes PilotList::Execute draw nothing, everything else untouched.
artifacts gone with it / present without => confirmed, and it is the workaround
artifacts either way => not the pilot list
Diagnostic only, default OFF.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0166KTsC7ADm7VXEi1HF1jNg
Scans the gauge TUs for cursor-relative draws with no MoveToAbsolute in scope.
Found 6 of 29, three of them STATE-CHANGE-ONLY draws -- notably
L4GraphicLamp::NotifyOfStateChange (L4LAMP.cpp:376/380), which blits a lamp using
whatever cursor the view happens to hold. That is the '#48 misplaced lamp'
class: lamp-shaped, on the panels that have lamps, only on damage/jam/heat state
changes, and persistent. Explains why the 5-pilot rig capture was clean (no
combat = no lamp state change).
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0166KTsC7ADm7VXEi1HF1jNg
FIXES (compile clean; exe link pending -- a game client still holds btl4.exe):
#57 respawn latch: deathPending was released in ONE place (btplayer.cpp:343) and
only if a LATER re-post happened to find the mech alive -- so if the +5s re-post
landed before the drop-zone reply, or never arrived, the flag stayed set while
the pilot respawned and fought on, and their NEXT death hit the dedup at :391
and was swallowed whole (no warp, no tally, no hunt) for the rest of the
process. Tonight 3 of 3 deaths in the final round were swallowed, each by a
player who had respawned successfully earlier in the same process. Clear moved
to the actual completion point (after Mech::Reset at the drop zone) + the four
abandon paths that also stranded it. Cycle logging promoted to always-on
(START / RESET / SWALLOWED warning) + a RESPAWN matchlog record.
#58 reticle callsign plate drew as a SOLID RECTANGLE on some maps: my
dpl2d_DrawTexturedRect bound a texture but never set COLOROP/ALPHAOP, and
L4D3D.cpp:1085 sets both to SELECTARG1 from TFACTOR (ignores the texture, fills
with a constant). Which state was live depended on what the 3D pass drew last
-- hence 'depends on the level'. Now sets MODULATE texture x diffuse for both
channels and restores. Latent sibling noted (CameraHUDDrawQuad, same omission).
ROOT-CAUSE DOC (no code): docs/KD_SCOREBOARD_PLAN.md. Headlines:
- the port reads DEATHS from the WRONG FIELD: the binary's PilotList draws
+0x27c/+0x280; we labelled +0x280 'pad_0x280', never write it, and
substituted the engine's Player::deathCount (+0x200, the respawn identity
number seeded to -2) -> remote rows read a clamped fake 0 by construction;
- BTPlayer::VehicleDeadMessageHandler @0x4c05c4 is MISSING from our decomp
export (functions_index.tsv jumps 4c052c -> 4c083c, verified) -- that silence
is what produced the 'pad' belief. An absent function is not evidence of an
absent behaviour;
- neither counter rides an update record, so divergence never self-heals and
bystanders show 0/0 all mission; BTPlayerCountObservedDeath is unreachable
dead code;
- 'a kill I didn't earn' = last-hitter-takes-all via lastInflictingID, and
COLLISIONS count (5 of 47 deaths had a type=0 killing blow);
- the phantom kill is authentic 1995 (the kill handler bumps the victim's
killCount too);
- btplayer.cpp:453 does simulationFlags |= 0x1 where the binary does
ForceUpdate() -- bit 0 is DelayWatchersFlag and nothing clears it, so the
first death of any pilot permanently disables ExecuteWatchers on that
player's simulation. Filing separately.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0166KTsC7ADm7VXEi1HF1jNg
9-agent read-only investigation, every binary claim re-verified with capstone.
VERDICT: respawn re-arm WORKS in 4.11.524 -- 21 own-deaths in tonight's
matchlogs each have a 1:1 PLAYER_DEAD, except David's (1 death, 0 PLAYER_DEAD).
So #22's fix is holding and is NOT implicated (my earlier claim retracted).
His cycle never STARTED: PLAYER_DEAD is written unconditionally at
btplayer.cpp:422 in the same straight-line block as ++deathCount, so its absence
proves VehicleDeadMessageHandler never entered the deathCount==-1 branch -> no
drop-zone hunt -> no DropZoneReply -> Mech::Reset never ran. Corroborated: a
zone reads lvl=1.0000 11.18s AFTER death, which Reset would have healed.
With no Reset movementMode stays 9, and ONE predicate -- Mech::IsDisabled()
(mode 2||9) -- darkens all six panels via two authentic gates (emitter.cpp:431
currentLevel=0; projweap.cpp:707 recoil=rechargeRate + alarm 7). Ring and
ready-disc are the SAME scalar, so six dark panels is one data fault.
SEPARATE second bug: his AFC 100 went silent 123s BEFORE death holding 13
rounds, and one LRM 66s before while its twin kept firing -- that is the #21
family, untouched by this.
Port divergences found on the way: mech4.cpp:1928 calls DeathShutdown(1) but the
binary sweeps with 0 and forwards to DeathReset -- and our DeathShutdown is an
empty base nobody overrides, so the whole death sweep is a no-op; only 7 of ~20
subsystem classes implement DeathReset; HeatSink::ResetToInitialState clobbers
the startingTemperature it just wrote and stops short of the authentic terminus
@004ac22c (which heals each subsystem's own crit zone + status alarm).
UNKNOWN: why the -1 branch never ran. One survivor after static elimination
(GetPlayerLink()==0 on his own master mech); section 6 'Check 0' settles it with
no code change. Do that first.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0166KTsC7ADm7VXEi1HF1jNg
13-agent read-only audit (6 tracers -> adversarial verifiers -> triage), validated
against 2,294 streamed control-mapping records decoded from all 18 mechs in
BTL4.RES plus the live 121-record install dump. Verdict: 22 dead dispatch
routes, 11 player-visible, 8 documentation defects, 2 entirely dormant input
layers (CONTROLS.MAP and the whole DirectInput grammar).
RETRACTS MY OWN DIAGNOSIS from the reverse-thrust fix earlier today: streamed
BUTTON mappings ARE consumed (L4CTRL.cpp:2254-2262 / :2327-2336, and
ctrlmap.log:32 shows reverse's record resolving to +0xec). The AddOrErase Fail
bodies are the config-session base traps, overridden by MechRIOMapper. So
'reconstruct AddOrErase' would clear 0 of 2,294 records. The false claim is in
pod-hardware.md:121-135 AND in mechmppr.cpp:894-919 -- both owed a sweep, and
reverseThrust now has two writers (unknown #2 decides which to keep). The
'how did it break' question is therefore reopened; leading candidate is the
unhandled WM_SYSKEYDOWN/SC_KEYMENU menu-modal loop on a held ALT.
Biggest new finding: a default-constructed Receiver::MessageHandlerSet is a
silent blackhole -- Sensor/Avionics alone kills 108 records (6 cockpit buttons +
F5-F9). One accessor in sensor.cpp is the best findings-cleared/risk ratio.
Worse-than-dead: target designation writes raw +0x284 on a modern-layout object,
possibly out of bounds, reachable by pressing 't' -- flagged as a playtest
safety note.
Also lands scratchpad/keysweep.py: the empirical counterpart (presses every
bound key, records what actually moves). Not yet run -- needs the machine idle.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0166KTsC7ADm7VXEi1HF1jNg
Found during the input-path audit: RECONCILE.md's 'DEEPEST RENDER FAULT =
ASSET PIPELINE GAP' paragraph is stale -- d3d_OBJECT::LoadObject falls through
to LoadObjectBGF (L4D3D.cpp:98/230, bgfload.cpp LoadBgfFile) and BGF geometry
loads natively today. Docs only.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0166KTsC7ADm7VXEi1HF1jNg
LALT -> button 0x3F was bound in both binding layers and PadRIO pushed the RIO
ButtonPressed event correctly, but nothing ever set the mapper's ReverseThrust:
- the authentic route is BTL4.RES 'L4' streamed record [2] (Button Throttle1
0x3F -> attr 6 ReverseThrust@0x124), but our streamed BUTTON mappings are
not consumed at all -- MechControlsMapper::AddOrErase is still the
unreconstructed Fail stub, so the event never reaches the attribute;
- the ONLY writer of reverseThrust was the keyboard bridge's
'key_throttle < 0' test, which is bypassed whenever a RIO is operational
(the pad RIO always is, so the bridge is OFF on the desktop) AND is
unreachable regardless, because L4PADRIO clamps the Throttle channel to
[0,1]. Net: Alt did nothing and the flag was re-zeroed every frame.
FIX: publish the 0x3F hold state from PadRIO::EmitButton -- the one chokepoint
every desktop source funnels through (keyboard, gamepad, DirectInput joystick,
glass-panel clicks via SetScreenButton) -- and apply it in InterpretControls
gated on BTPadRIOActive() so real pod hardware is untouched (there the streamed
mapping owns the flag). Marked [T3]; delete once streamed button mappings land.
Reverse is a HOLD (manual: hold the red throttle button, release = forward).
Verified with scratchpad/revtest.py (keybd_event injection, BT_KEY_NOFOCUS):
forward = rev=0 dmd +61.501; LALT held = rev=1 dmd -61.501; release edge logged.
KB: pod-hardware.md now records the streamed-button-mapping gap + this seam.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0166KTsC7ADm7VXEi1HF1jNg
Found from the user's live 2-node demo: a Crimson MadCat went GREY in its own
view after a V (inside/outside) toggle, with NO new [paint] or
MakeMechRenderables line in the log -- so no rebuild, just a re-parse.
ROOT CAUSE: the per-pilot colour/badge/patch is applied by rewriting MATERIAL
NAMES while a BGF parses, and only while the substitution callback is installed
(SetupMaterialSubstitutionList .. TearDown, bgfload.cpp:15-18).
BTL4VideoRenderer::ApplyViewSkeleton re-parses every shown segment BGF on each
view toggle AND on respawn (that is what its fresh graphic-state read is for),
but did so OUTSIDE that bracket -> raw %color% placeholders -> unpainted
materials -> grey. Nothing caches the geometry (d3d_OBJECT caches only
textures), so every call re-parses. This is #38's mechanism: 'colors not
preserved on respawn' was never a replication or teardown bug.
FIX: re-install the substitution list around the reload, reusing the serial the
mech was BUILT with -- SetupMaterialSubstitutionList advances the global %serno%
per call, so a naive re-bracket would stamp a different serial and still resolve
the wrong names. MechRenderTree gains paintSerno (captured before Setup at
build); ApplyViewSkeleton installs/restores around the loop and logs it.
Rig-verified: the crimson MadCat stays crimson (yellow patch intact) across
repeated inside/outside toggles; each toggle now logs '[paint] color=red
serno=0' + '(paint serno 0)'.
ALSO -- corrections to yesterday's #44 name plate from the adversarial pass:
- kPlateARGB 0xFF808080 -> 0x80FFFFFF. BMAP.BMF tag 0x0027 is
dpfB_MATERIAL_OPACITY_TAG [T0 libDPL/dsys/PFBIZTAG.H], NOT a diffuse colour:
the materials carry NO colour tag at all, so the plate is the unmodulated
callsign raster at ~50% opacity, not a grey label. (Two independent
workflows converged on this.)
- the plate's K = 1/2.8 is NOT the hotbox's constant (2.8145) -- de-unified.
- the Lock attribute is HUD attr id 10, an int/Logical*, not a Scalar*.
- the PNAME pair split is the V half, not U (our per-player texture is one
128x32 cell, so the port quad samples v 0..1).
- retracted bgf-format's 'tag 0x0027 likely SPECULAR [T4]'.
KB: new reconstruction-gotchas section on the whole bug class (load-time-only
state must be re-installed on every RE-load, incl. the serno trap).
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0166KTsC7ADm7VXEi1HF1jNg
Reconstructed the last deferred piece of the 1995 reticle, decoded from the
Execute disassembly @004cdcf0 [T1]:
- selection: target_mech+0x190 (owning BTPlayer) -> player+0x1e0
(playerBitmapIndex), 1-based into the mesh table at this+0x2e8
- placement: re-placed every frame the aim moves -- scale 0.12 uniform,
translate (K*retPos.x, K*retPos.y - 0.08, -1.0), K = 1/2.8 (the x87 long
double @0x4cee64) -- so the label TRACKS THE AIM POINT, not screen centre
- visibility: the LOCK attribute (this+0x184, cached +0x188) AND an owning
player; reticle-off / simple-X also hide it
- art: the plate quad UV-addresses a shared 128x64 bitslice texmap whose
texels the pod OVERWROTE each mission with the egg's callsign rasters
(original source commented out at L4VIDEO.cpp:5682-5710) -- the baked
'PLAYER n' art in BMAP.BSL is only the shipped fallback. Material colour
is a neutral (0.5,0.5,0.5): grey-white, not phosphor green.
Port: same geometry in reticle units (0.224 below the aim point, 0.336x0.084)
drawn as the target's egg callsign texture through the reticle's own MapX/MapY
mapping, so it follows the world view in every layout and BT_SHOT captures it.
New: dpl2d_DrawTexturedRect, BTReticleTargetPlate, BTGetPlayerNameTexture.
Also: kRetCaret corrected 0.02f -> 0.025f (_DAT_004cd7f4 read from the binary;
the old value was a T3 guess, 20% small).
KB: gauges-hud + open-questions corrected (the chain was filed as deferred and
mis-attributed to 'the 3D marker'); TWO PNAME consumers now distinguished (this
plate, and CameraShipHUDRenderable's ranking window which shipped 2026-07-18);
new bgf-format section on the plate atlas.
Rig-verified: 2-node relay, BT_GOTO=enemy -> '[hud] name plate: bmp=2 tex=1'
and 'Boreas' rendered under the crosshair on the locked target. Solo clean.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0166KTsC7ADm7VXEi1HF1jNg
1. Roster count used the binary's raw entry+0x29&0x40 read on our compiled
objects (databinding trap) -> garbage latched pilotCount=1. Decoded: the
flag is Player::NonScoringPlayerFlag (bit 14 = Entity::NextBit); both
loops now use IsScoringPlayer(). Also closes the pilotIDs[1] overrun.
2. The build-once latch races async replicant arrival (rig-proven 1-then-2):
rebuild on scoring-census change [T3 accommodation, demand-latch
precedent]; also un-dangles departed peers. Forensic: '[score] pilot
roster built: N'.
3. Name icons were a NULL stub + zeros blank authentically -> rows invisible.
Wired BTPilotNameBitmap (playerBitmapIndex -> Mission small callsign
raster, the radar-label chain); replaces the raw pilot+0x1e0 key.
Rig-verified: Aeolus + Boreas rows with callsigns on both nodes incl. the
staggered-start race; solo unregressed (1 scoring pilot).
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0166KTsC7ADm7VXEi1HF1jNg
The 1995 engine tolerates late HOST attach but never finished late ENTITY
sync (NotifyOfReplacementEntityCreation = Fail stub, makes broadcast-once).
Routes to docs/REVOLVING_DOOR_PLAN.md.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0166KTsC7ADm7VXEi1HF1jNg
Phase 1 = console-only round carousel (relay door mode, no new zip);
Phase 2 = true drop-in (engine make re-send on late PEER_UP), gated on a
2-node spike. No code modified -- plan for the next work session.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0166KTsC7ADm7VXEi1HF1jNg
The same careful tester hit the BASIC-mode trap twice because 'expert/
veteran modes' (menu experience) sound like control modes (M key).
Spelled out the distinction + the numpad NumLock dependency.
REMOTE OPERATORS (dev-channel ask): the relay grows a control TCP
listener (console port + 7) speaking a line protocol -- AUTH <secret>
(auto-generated content\operator_secret.txt), then launch / stop /
ping / get mission / set key=value;... The relay's timestamped log
stream tees to the authenticated operator (bounded per-conn buffers --
a stalled operator can NEVER stall the relay; overflow = drop), with a
400-line history replay on connect so mid-session operators see
current state. One operator at a time; a new AUTH displaces the old.
stdin commands unchanged (rigs/GUI local mode untouched).
The operator GUI gains a 'Relay host' field: blank = today's local
flow byte-for-byte (child relay dies with the window); a hostname =
drive that machine's relay remotely (launch/stop/apply-settings over
the wire, roster rebuilt from the teed log, local-instance joins point
at the remote relay). Only the relay host needs port forwarding.
Scripted protocol test: auth reject/accept, takeover, get/set, ping,
history replay, and a FULL 2-node mission launched and stopped
entirely over the socket.
CRASH FIX (the layout-shifting heisenbug -- and almost certainly issue
#35): the new crash self-report finally captured its 24-frame stack:
InterestManager::OrphanInterestOrigin -> RemoveUninterestingEntity ->
DestroyEntityAudioObjects -> {Static,Dynamic}3DPatchSource::
IsAudioSourceClipped, AV reading NULL+0x38 -- the unguarded chain
GetMissionPlayer()->GetPlayerVehicle()->GetSimulationState() (the
authentic burning-mech death-silence check) hit a NULL vehicle during
MP teardown windows. Both sites now null-guard; burning semantics
preserved whenever the vehicle exists. Also live-confirms that
interest-based entity teardown RUNS in MP (the #38 paint mechanism).
Regression: full combat round + control-channel drive, zero crashes.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The advertised upgrade flow was delete-and-unzip, which wipes the two
per-player files (key/joystick bindings incl. joyconfig output, saved
volume) every version. The zip carries neither file, so extract-over-
top preserves them by construction -- now the documented flow, with the
copy-out fallback for clean-delete preferrers.
Field report (new tester, 510): keyboard A/D + arrows 'not working' --
can twist and drive but not turn. Root-caused live via key injection:
fresh spawns start in BASIC control mode, where steering rides the
STICK (authentic rookie mode) and the pedal-bound keys are inert by
design; one M press (MID) makes A/D steer. (A false regression-bisect
chase established the metric noise came from an attached pad's stick
drift nudging BASIC steering.) README now warns about the default
mode; kept the env-gated [padwrite] diagnostic from the hunt.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
David's failures leave a 0-byte (or absent) join.log -- the exe can't
testify about a death before WinMain. The bats now bracket it from
OUTSIDE: launch_report.txt records the launch timestamp, the exe's
EXIT CODE (fingerprints the failure class: 0xC0000135 DLL-not-found,
0xC0000005 AV, AV-kill signatures, our clean exits), whether join.log
was ever created (never-created = blocked before our first
instruction), and its size. Verified with a synthetic -1073741819
exit. The 'exited' message now asks players to send BOTH files.
With this + the 507 first-breath line + the crash self-report, every
failure mode now leaves evidence somewhere: bat report (pre-WinMain),
first-breath (WinMain reached), [crash] stack (anything after).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
#39 (field: 'I was able to input before the game screen actually came
up -- fired weapons, moving, could hear the audio'): the simulation
runs during load/wait and PadRIO fed it live input. Poll now emits
only the analog heartbeat until gBTSceneHasPresented -- keyboard, pad
and joystick all stand down; edge state stays parked so keys held
across the boundary press cleanly at first frame. BT_BTNTEST and the
panel-click seam stay live (event injection, same as before).
#40 (field: 'GPU usage during waiting screen is sometimes consuming up
to 45-50%'): ExecuteIdle Cleared+Presented uncapped for the whole join
wait. Now capped at ~40 Hz with a 5 ms sleep on skipped passes (the
overlay's change gate is 12.5 Hz -- nothing visible changes faster).
Regression: 2-node relay round through the wait screen -> load ->
mission (135 in-mission ticks, autofire) -> clean. Awaiting the
reporter's live confirm on both.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The binary's ConfigMapGauge dirty-redraw (@004c6f1c) is SetColor(0xFF)
-> MoveToAbsolute(0,0) -> DrawBitMapOpaque; the transcription dropped
the reposition. The FIRST draw worked by accident (fresh view cursor
at the origin); every forced redraw -- the weapon panel's DISPLAY
round-trip (main -> ENG DATA -> main, BecameActive sets dirty) --
blitted btjoy.pcc at the state-lamp loop's leftover cursor (0xc, 0x55),
painting an offset ghost joystick over the original on every MFD.
Repro pinned live by the operator (initial draw correct; doubles on
the DISPLAY round-trip, every MFD). LIVE-VERIFIED fixed by the
operator: round-trips redraw cleanly. NOT a regression -- present
since the joystick went live (89b4f53; bisect-confirmed).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
CRASH SELF-REPORT (the #35/#41 heisenbug hunt): every unhandled
exception now logs its code, address, and an EBP-walked stack as
module-relative offsets (btl4+0xNNNN) into BT_LOG before dying --
any field crash on any machine hands us a resolvable stack. The
walker is per-dereference guarded (a corrupt chain truncates).
BT_CRASHTEST=1 exercises the path end-to-end (verified: forced AV
logs code/addr/5-frame stack). mkdist archives each build's PDB
next to its zip so offsets resolve per distributed version.
Context: a flaky release-only crash in the mech build path surfaced
during #38 rigs -- it moves with build layout, spares neither peer,
and masks under a debugger heap (13 clean cdb runs vs 2/3 crashes
without). A real latent memory bug; the self-report will catch it
wherever it strikes next.
ROUND-COMPLETED LATCH (issue #38, awaiting verification): relay-mode
clients refuse RunMission after a round has ended -- the lobby-loop
relaunch owns the next round (in-process round 2 rebuilt every
player/mech entity on stale globals; matchlog caught player=3:1->3:36
in one generation). Latch sets ONLY when the stop ends a RUNNING
mission (a stray pre-mission StopMission must not poison round 1 --
the first cut ate a legit launch, caught + fixed in rig). Regression
verification pending (contaminated by the heisenbug above).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Respawn-paint investigation: 10 forced respawns on the i22 rig showed
paint STABLE across in-place respawns on both master and replicant --
the in-place reset does NOT repaint. Two real findings landed:
1. 'Red' is NOT a camo color (the vehicle table authors Crimson=red for
camo; Red exists only as a PATCH color) -- an egg with color=Red
paints the mech silent gray from first spawn (the engine tolerates
the table miss by design). The relay now WARNS at egg load on any
color= outside the camo set; our MPSHORT test egg had exactly this
bug (fixed).
2. [paint] log now carries the entity id, so the one-time-observed
nondeterministic video-model rebuilds (sernos 2-5 with swapped
colors, run 1 only) will be attributable when they recur.
The reported color/style change on respawn remains unreproduced in the
deterministic rig -- needs the observer detail (whose mech, which view)
from the next field sighting.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Found during the #35 (Owens laser crash) hunt: FindResourceDescription
returns NULL for an unknown vehicle name and release builds (Check
compiled out) segfaulted on Lock() -- a typo'd or corrupted vehicle
tag in a served egg would crash EVERY pod at drop. Now logs
'[spawn] FATAL: unknown vehicle' + Fail() with a clean exit.
Verified: vehicle=nosuch -> message + exit 127 (was a segfault).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Night-2 (RajelAran): 'the game is not seeing axis release for turn --
the mech may keep turning when control is released.' Root cause: the
direct-mode axis write was gated on raw != 0, so an axis returning
INSIDE the deadzone just stopped writing and the channel LATCHED at
the last deflection -- fatal on channels with no keyboard spring (the
Turn composite in the twin-stick profile).
Fix: per-binding previous-value tracking (pad + joystick paths); the
outside->inside transition writes 0 exactly once, then the centered
axis leaves the channel to other inputs (composition preserved; slew
bindings excluded by design -- a lever stays where slewed). Plus the
#24 rule, axis edition: a pad/stick that DIES while deflected releases
its direct channels (throttle keeps the last lever position -- safer
than an all-stop mid-fight).
Verified: build + 45s glass mission with an idle XInput pad (no
spurious writes, no regression). The deflect-release cycle itself
needs a human hand -- awaiting RajelAran's next session.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Night-2 capture: one flapping pod cascaded 3 ROUND ABORTs in 8s; every
client relaunch-churned (~1 gen/s) until the D3D device-creation 20s
deadline fired on every machine ('could not connect direct 3d'), and
claim-less restarts minted duplicate roster seats.
Console (relay):
- Round abort clears stale console-conn ACK flags and HOLDS the next
egg release for an 8s settle window (_tick_settle re-releases when
quiet) -- the abort->instant-re-release->drop->abort cycle is broken.
- HELLO from a stale identity gets a REJOIN reply (identity resync via
the seat-request path, 5s/IP rate limit) instead of a bare drop.
- STATIC SEATS: seats remember (IP + callsign); a claim-less restart
from the same machine+name RECLAIMS its own seat (displacing its
zombie beacon) instead of minting a duplicate -- the pod contract:
same box, same seat, always.
- Operator local instances log with BT_LOG_APPEND (the night-2 crash
loop left a 2-line file; generations now leave a full trail).
Client:
- Relaunch storm damper: a generation that lived <15s sleeps 5s before
respawning (storm decays to a gentle cadence; normal multi-minute
round relaunches untouched; menu clicks explicitly never delayed).
Rig-verified: normal round + mid-MISSION drop = no abort (correct);
mid-LOAD kill = exactly ONE abort + 8s hold + seat reclaimed + no
cascade. The night-2 'host 7' identity-derivation subtlety remains
under forensics (append logs + first-breath line will capture it).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Field 2026-07-23 (second night): a player's join.bat failed 3x in a row
with a 0-byte join.log -- indistinguishable from 'never ran'. Two
causes of evidence loss fixed:
1. The first flushed log line now happens the INSTANT the log opens
(version, pid, args, first-process vs relaunched-generation). An
empty log after this build means the exe was killed before WinMain
-- an external cause (antivirus/loader), not ours.
2. The menu->game relaunch chain truncated join.log each generation
(BT_LOG_APPEND was unset in the player bats): the crashed
generation's evidence was erased by the next attempt. The bats now
delete the log once per bat run and append across generations.
Also explains the confusing 'The game has exited' bat message on
SUCCESSFUL launches (the menu process exits after relaunching the game
detached) -- the log now records the whole chain.
The 1-5-50-0 cycle's closed detent one press past max is what cooked
both SRM6s in the 2026-07-23 field session -- players need the warning
and the shared-supply note.
Tester ask: configure non-Xbox controllers. New L4JOY layer (DI8):
enumerates every non-XInput game device (up to 4), DIJOYSTATE2 polling
with range normalization, reacquire-on-loss, 3s hot-plug re-enum.
XInput devices are excluded via the documented RawInput IG_ VID/PID
check (live-verified skipping a real XBOX360 pad -- no double-feed).
bindings.txt grows joydev/joyaxis/joybutton/joyhat rows (device slots
by name substring or ordinal; axes X..RZ/SL0/SL1 with invert/slew/
deadzone; hats as 4-direction buttons with diagonal chords). PadRIO
runs them through the existing channel/event machinery -- per-binding
edge arrays release automatically on detach (the #24 rule), and a
direct throttle axis maps full lever travel onto the 0..1 channel
while the gait detent still snaps a lever parked in the walk/run dead
band.
BT_JOYCONFIG=1 (joyconfig.bat) runs a console capture wizard: move
each control when prompted (stick/twist/throttle/fire), invert derived
from the move direction, hat look cluster auto-added, output written
between markers in bindings.txt with the rest of the file preserved.
Legacy L4DINPUT DIJoystick (L4CONTROLS=DIJOYSTICK) untouched.
Verified: grammar accept/reject per line, XInput-exclusion live,
30s in-mission no-device polling clean. Awaiting a tester with real
stick hardware for axis verification.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Measured A/B/C (Blackhawk, sustained autofire, 150s soaks): SRM6 on
Condenser2 plateaus ~531 and COOLS at share 0.91 (boost 2), climbs to
the jam band at balanced (0.167), and runs at the 2000 failure line
starved (0.018). MoveValve reruns the redistribute every press;
veteran passes the novice guard. The field 'boosted loop 2 still
cooked' therefore means the valve was NOT at the 50 detent during the
fight -- the 1->5->50->0 cycle turns the loop OFF one press past max.
MoveValve presses now log always-on ('[valve] <name> -> detent N' +
a CLOSED warning) so the next field session records the detents.
Also: solo mission clock verified live (60s egg self-ends,
'[mission] solo game clock expired' -> RunMissions returns).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Field 2026-07-23: a 20-minute solo mission was still running at 53
minutes. In the arcade the OPERATOR CONSOLE owned the game clock and
sent StopMission at zero; the engine only computes the HUD countdown
(secondsRemainingInGame) -- nothing consumes it. The desktop FE-solo
mode has no console, so timed solo missions ran forever.
Shim at the countdown site (Application::Execute): when no
console/relay owns the session (BT_RELAY unset), post the console's
own StopMissionMessage when the clock runs out -- the normal end flow
(EndingMission -> review -> FE relaunch) takes over. length=0 (raw
solo) stays endless; console-driven sessions untouched. One-shot
latch resets outside RunningMission.
Awaiting live verification (a 60s-length solo egg must end itself).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Field capture 2026-07-23: right SRM6 tripped FailureHeat and went dark
with no indication -- reported as a suspected bug. Decomp @004c9a38:
the gauge cluster's only weapon-state read is ==5 (jam lamp); state 7
has no presentation anywhere. EJECT tap revives it while rounds
remain. (Same session: first live verification of the #31 eject
wiring -- jammed left SRM6 cleared by a tap.)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Disasm-faithful transcription of the export-gap handler onto
ProjectileWeapon (MESSAGE_ENTRY id 0xb, the #19 pattern). PRESS arms
the ~3s UpdateEject countdown (bin alarm -> Ejecting(3); gate 2 parks
the weapon offline mid-eject -- authentic). HOLD to completion =
DumpAmmo jettisons the bay -> NoAmmo. TAP (release early) cycles ONE
round out via FeedAmmo and returns the weapon to Loading -- clears a
jam at the cost of a round (and recovers a FailureHeat 7 while rounds
remain). Binary structure kept exactly incl. the press-no-bin
fall-through into the release block.
AmmoBin: Ejecting(3)/Ejected(4) alarm levels decoded + named
SetAmmoState accessor (databinding rule). Always-on forensics:
'[weap] EJECT tap' + '[ammo] bay DUMPED overboard (N rounds)'.
Rig-verified live (BT_EJECTTEST=1 / =hold on LRM15): taps eject one
round each and return the weapon to service (15->8 across cycles);
hold dumps all 16 -> NoAmmo. Awaiting a human press of the actual
ENG-page button on a jammed weapon.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Old-timer testimony (tap = eject one round, hold = eject the bay, eject
clears a jam) checked against the binary: raw disasm of the export-gap
handler @004bb9b8 confirms it byte-for-byte. PRESS arms the ~3s
UpdateEject countdown (hold-to-completion = DumpAmmo whole bay ->
NoAmmo); RELEASE before completion (TAP) ejects ONE round (@004bd4f4)
and, with ammo remaining, sets weaponAlarm 3 + restarts the reload --
the weapon returns to service. A tap even recovers a FailureHeat
level-7 launcher while rounds remain (empty-bin gate 2 re-pins 7 only
when the bay is dry).
The earlier 'jams are mission-permanent / no unjam exists' claim read
only the HOLD path -- corrected + swept: projweap.cpp case-5/jam-log/
CheckForJam comments, players/README.txt, decomp-reference.md
(message-tables entry), open-questions.md (state-7 recovery note).
Gitea #31 updated; wiring the handler now restores the pod's actual
jam-recovery mechanic.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Field report: audio cutting in and out toward the end of the match.
Three structural defects in the port's source-pool lifecycle:
1. SourceSet.sources[] was uninitialized heap garbage until first
acquisition -- AL names are small ints, so a recycled-heap slot could
alias a LIVE source owned by another sound; alIsSource() skipped
generation, two sounds shared one source, and whichever released
first deleted the other's mid-play. SourceSet ctor now zero-inits.
2. ReleaseSourceSet's bulk alDeleteSources(count, sources) is ATOMIC on
invalid names (AL spec) -- one empty/-1 slot and NOTHING deleted;
after the first pool exhaustion every partial release leaked and the
pool never recovered. Now per-slot guarded delete, slots parked at 0.
3. Failed acquisitions stranded partial sets forever (dropped transients
are never released by anything). ReleaseChannels() handback at both
failure sites (StartRequest + dormant-resume) + a dtor backstop.
Verified: 2-node MP smoke (mission + lobby-loop relaunch clean, census
live/acquireFails 0/0) + 100s solo combat smoke (52 audio triggers,
zero AL errors). Awaiting live playtest confirmation at scale.
KB: context/wintesla-port.md audio-dropout section.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Field report (playtest night + operator): audio cutting in and out
toward the end of the match -- the classic shape of source-pool
pressure (sources release only at entity teardown; long matches
accumulate looping occupants like wreck burn/smoke until transients
lose the voice fight; OpenAL mixing capacity is finite). L4AUDRND now
tracks live/deleted/failed sources: a 30s '[audio] source census' line
plus an ALWAYS-logged line on every acquisition failure (the smoking
gun). Soak test next to confirm the leak/occupation slope.
Also: the ffa3933 jam-entry log had a raw newline in a string literal
(committed unbuilt -- process violation, caught by this build).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
HandleMessage @004bcabc: message 2 -> SetLevel(weaponAlarm, 5) -- a
malfunction INDUCER, not an unjam; the state-machine comment had it
backwards. There is NO in-mission unjam in the binary (jams clear only
at ResetToInitialState = mission reset/respawn), and the EJECT cycle is
the anti-cook-off ammo jettison (DumpAmmo -> NoAmmo), not an unjam.
The old 'unjam delay' follow-up suggestion is retired as unauthentic.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Live verification closed the loop on issue #30: heat-jammed SRMs light
the authentic BTEJAM lamp on the weapon panel's ENG DATA page; the
default view shows nothing (authentic). Testers get told where to look.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Solo field report: both SRM launchers went inert with ammo remaining and
the default log could not answer whether they jammed or heat-failed --
every weapon-state transition log was gated behind BT_AMMO_LOG. The
edges are rare and mission-permanent, so they now log unconditionally:
[weap] JAMMED with temperature/alarm evidence at the CheckForJam hit,
and both NoAmmo edge logs (gate 1 destroyed/failHeat/disabled, gate 2
dry bin) ungated. The missing MFD presentation for these states is
issue #30.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Field report (playtest night, voice channel): everyone's HUD showed
them in 1st place. Root cause: the engine's score-replication
machinery was complete -- Player::WriteUpdateRecord ships currentScore,
the replicant ReadUpdateRecord applies it, CalcRanking sums every
scoring player -- but nothing marked the player's update record dirty
on a score change (the engine only ForceUpdates at mission end for the
fade sync). Every peer's replicant player therefore stayed at score 0
and each machine ranked its own (only-nonzero) player first.
Fix: ForceUpdate() after every score application in the BTPlayer
handlers (main, inflicted, and the severed-vehicle branch) -- the
existing update-record path does the rest.
Verified 2-node (force-damage kill scoring): the victim's machine ranks
the killer's REPLICANT at its replicated score (24) above its own
master (0); standings consistent on both nodes. BT_RANK_LOG=1 kept as
the 1 Hz per-player ranking dump.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Systematic actor-death x lifecycle-phase sweep (operator request after
the WaitingForEgg zombie). New handling, all live-verified:
1. PRE-EGG console-pad loss (the real zombie phase): before the egg the
pod's only link is the console pad -- the game socket doesn't exist,
so the earlier RelayGameDown hook could never fire (the verification
run itself caught this). Detection now lives in
HostDisconnectedMessageHandler ConsoleHostType (relayMode +
pre-scene -> BTRelayRejoinNow); mesh keeps 1995 behavior.
2. MID-MISSION relay loss: the STOP is relay-sent (1995: the console
owned the clock), so a pod losing its relay mid-match played a
peer-less FOREVER-mission. RelayGameDown (scene presented) now
posts StopMissionMessage at +15s -> normal end -> lobby relaunch.
3. POST-RELEASE pod death stalled the round (survivors wait forever on
the dead peer's connection gate): relay _abort_round -> route -11
REJOIN to survivors -> everyone re-seats in seconds (reset-first
ordering makes the drop cascade re-trigger-proof).
4. BTRelayRejoinNow carries BT_SEAT_CLAIM (mirrored tag): without it
the rejoiner's own reclaim-hold blocked assignment -> ROSTER FULL
loop for the 90s window (found by verification round 2).
5. Beacon NAT keepalive (SIO_KEEPALIVE_VALS 60s/10s) so long
between-rounds waits can't be silently unseated.
6. BT_LOG_APPEND=1 preserves the log across lobby-loop generations
(truncation erased round-1 verification evidence).
Verified non-issues: relay pods never bind the -net listener (no
double-launch collision on the internet path); mesh bind-fail exits
cleanly. Full matrix + evidence: context/multiplayer.md;
scratchpad/audit_verify.sh is the repeatable rig.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The operator challenged the "inevitable ~minute" load (Task Manager
showed idle CPU) and was right. Measured chain:
- A/B same box/egg: dev 7s, +glass 30s, +BT_DEV_GAUGES 72s+.
- Drain census: identical ~560-event make streams; 190 events/s in dev
vs a metronomic 7/s in the console shape -- the loop, not the events.
- Stack sampling: 4/6 samples inside ExecuteIdle's wait-screen paint --
GDI GetDC/FillRect on the D3DPOOL_DEFAULT offscreen surface forces a
full GPU pipeline sync (~140ms/frame at glass window size). The
2026-07-22 flicker fix traded a cosmetic bug for a 25x load throttle,
worst on the operator box (bigger window + gauge-window GPU work),
with idle CPU because a GPU-sync stall isn't compute.
Fix (ExecuteIdle): the staging surface is D3DPOOL_SYSTEMMEM (GetDC is
pure CPU; survives Reset for free) uploaded via UpdateSurface, and a
change gate skips the whole idle frame unless the spinner phase
(12.5Hz) or state text changed -- between paints the loop runs free.
Result: console-shape load 72s+ -> 4.1s (BEGIN -> READY), drain at 345
events/s; every pod benefits (same code), and the all-ready launch gate
now waits on a seconds-scale slowest loader. Permanent pre-run
diagnostics kept: the drain census + >50ms slow-event lines (EVENT.cpp,
stand down at scene-live; slow-event identity captured BEFORE Process
-- Receiver::Receive(Event*) deletes the event).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Field report (2026-07-23): with open seats the roster stays blue until
LAUNCH -- correct (loading cannot start before the roster is finalized,
and the LAUNCH press is what finalizes a partial roster) -- but the
operator lost all visibility into the post-launch staging, and worse,
the LAUNCH button's re-arm rode the "WAITING FOR OPERATOR" line that
only prints on a FULL-roster ACK, so in partial mode the button stayed
dead after round 1.
- The relay's 10s "launch HELD -- still loading: PLAYER n (k/m ready)"
lines now surface as the status banner ("STAGING -- PLAYER 2 still
loading (1/2 ready)") while the per-seat lights walk teal->green.
- "round RESET" re-arms the console (launched/ready/held cleared) so
every round's LAUNCH works regardless of roster fullness.
- The standby banner explains the mode: seated players are STANDING BY,
LAUNCH starts their loading, the mission fires itself at all-green.
- The seated count includes registered/ready players (it undercounted
once pods advanced past blue).
Monitor states unit-tested (held -> launch -> clear -> reset -> re-arm).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Playtest matchlog forensics: across 2,591 applied-damage events in two
rounds, Ballistic (type 1) damage NEVER appeared -- Collision/Explosive/
Laser/Energy only -- despite 136 projectile impacts and autocannon/Gauss
mechs. The weapon parses its authentic damageData.damageType correctly
(mechweap.cpp:316 maps "BallisticDamage" -> 1), but BTPushProjectile
never carried the type and every projectile-impact site in mech4.cpp
hardcoded ExplosiveDamageType. So autocannon/Gauss rounds were scaled
against armor by damageScale[Explosive] instead of damageScale[Ballistic]
(the model indexes a distinct scale cell per damage type) -- every
ballistic weapon did the wrong damage all night.
Lasers/PPCs were unaffected (their SendDamageMessage path carries the
weapon's own damageData); missiles happen to BE Explosive so only
autocannon & Gauss were mis-scaled.
BTProjectile gains a damageType field, threaded from the firing weapon
(damageData.damageType) at launch through to the impact dispatch;
missiles resolve Explosive from their own streamed type, autocannon/
Gauss now resolve Ballistic. The missile-splash template stays
Explosive. Enum is anonymous so the field casts to Enumeration.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Gamepad players expect stick X = turn; the pod-faithful default maps it
to torso twist, and the pedal pair couldn't take a single signed axis.
New bindings channel "Turn": a signed composite that decomposes into
the pedal pair at the RIO publish (+ = right pedal, - = left), ADDING
to direct pedal bindings so mixed rigs compose, clamped 0..1 per pedal.
The default bindings.txt stays pod-faithful and documents the
twin-stick alternative inline:
padaxis LX axis Turn
padaxis RX axis JoystickX
Also covers the HOTAS ask (any signed axis can now drive turning).
Verified: regenerated defaults carry the doc lines; a twin-stick-edited
bindings.txt parses and boots clean. Awaiting live pad verification.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The game audio plays hot with no in-game control -- testers couldn't
hear voice chat without the Windows mixer (playtest night). The -/=
keys now step the OpenAL listener gain (the master scale every source
inherits) in 5% steps, clamped 0..150%, edge-detected in the per-frame
poll with a foreground guard; the value persists to content\volume.cfg
and reloads at boot (BT_AUDIO_VOLUME env still wins when set; default
stays 0.6). README updated.
Verified: volume.cfg 0.25 -> boot log "master gain=0.25"; key stepping
needs a live focused session (awaiting live verification).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
XInput button emission is edge-based against previousPadButtons; the
disconnect path zeroed that memory WITHOUT emitting release edges, so
any button held when a controller (wrapper) died stayed pressed
game-side forever -- and the zeroing also erased what a reconnect would
have released. Field signature (playtest night): a PS3-pad-in-xbox-
mode wrapper died mid-hat-hold -> the look-view machine (hold-based,
mppr) latched a side view with the authored look pitch ("stuck side
view + pitch at ground, no recovery"); the keyboard-only run was clean.
On the connected->disconnected transition PadRIO now emits
EmitButton(address, 0) for every binding whose mask was held, then
forgets. Not reproducible headless (needs a real hardware unplug
mid-hold) -- awaiting the reporter's controller for live verification.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
ROOT CAUSE [T1]: Mech::Reset's subsystem sweep (@0049fb74 loop-2) calls
vtable slot +0x28, which the DATA-section vtables prove is
ResetToInitialState (0050f9d8/00511d2c/00512078/0051242c all carry the
class RTIS at +0x28) -- our reconstruction mislabeled it DeathReset,
the EMPTY engine base virtual, so the whole per-subsystem reset was a
silent no-op ("ammo and weapons do not reset on respawn", playtest
night; matchlogs: 3 of 7 players fired zero projectiles after their
first death).
SECOND LAYER: the binary never refilled ammo at all -- its respawn
severed the vehicle and DropZoneReply built a NEW mech (fresh ctor =
full bins, pristine subsystems: the pod behavior testers remember).
Our port deliberately reuses the entity (the new-mech path was the
two-mech/camera-glitch family), so Reset now EMULATES ctor-freshness:
- the sweep starts at i=2 (binary-faithful: skips mapper + voltage
bus) and dispatches the engine DeathReset virtual as the vehicle;
per-class overrides chain each class's own authentic slot-10 RTIS
body (the recon RTIS namesakes are statically bound -- no common
virtual): MechWeapon @004b96ec, Emitter @004ba4d0 (charge cycle
restarts from Loading), ProjectileWeapon @004bbaf8 (unjams).
- MechSubsystem::RespawnRepair (PORT): heals the subsystem's PRIVATE
crit damage zone + status alarm -- the mech-zone heal never touched
those, which kept destroyed weapons dead across respawns.
- AmmoBin::DeathReset (PORT): refills to initialAmmoCount (@0x220, the
ctor value) + Loaded alarm + idle feed + cook-off disarmed;
ResetToInitialState stays authentically EMPTY per AMMOBIN.TCP.
Verified (2-node force-damage kill/respawn rig, BT_DEATH_LOG): every
respawn logs [respawn] ammo bin refills for both bins to streamed
capacity across 4 death cycles; mission un-regressed. KB corrected +
swept (multiplayer.md task #52 notes). Awaiting live tester
verification of depleted-bin refill + revived weapons.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The between-rounds arcade flow (first-playtest-night field request): at
mission end every pod exited, seats dropped, and every round required
everyone to re-run join.bat with no way to adjust the mission.
1. AUTO-REJOIN: StopMission (operator END / mission clock -- NOT a
window close) sets gBTMissionStoppedByConsole; after the matchlog
upload btl4main relaunches the pod into the join wait with the same
cmdline (BT_CALLSIGN/BT_MECH ride the inherited environment).
2. SEAT RECLAIM: the assigned tag is mirrored file-scope
(BTRelaySelfTag) and re-presented as the 3rd SEAT_REQUEST payload
field (BT_SEAT_CLAIM); the relay holds a dropped seat for its tag
for 90s and a returning player gets their EXACT seat back -- static
ordering across rounds, the real-pod model. Non-claim joiners skip
reclaim-held seats.
3. LIVE MISSION EDITS: the console gains "Apply mission settings"
(enabled while a session runs) writing arena/time/weather/length
into the session egg; the relay re-reads the file at round reset and
egg release (roster shape locked mid-session).
Verified 2-pod 3-round: pods self-relaunched after each clock end; the
SECOND-to-rejoin still reclaimed its original seat (ordering held); the
between-rounds edit landed ("mission length now 75s"). Known edge
noted in the KB: a stale ready flag from a not-yet-exited old conn can
satisfy the launch gate mid-rejoin -- operators launch on green dots.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Live finding (round 3): firing RunMission while a pod is still loading
drowns that pod's load in the running mission's update streams -- the
same event queue serves both, so the load starves (the operator, always
last to join via the mech menu, loaded 5+ minutes or crashed while
testers took ~20s; solo loads on the same box take ~60s). The launch
timer now also waits for every registered pod's READY (route -10) so
everyone enters together, 1995-style; a held launch announces who's
still loading every 10s, and a 180s cap force-fires so a wedged pod
can't hold the night hostage.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The game self-pins to core 0 by default; on the operator box core 0 is
shared with the console/relay/desktop, and the mission load drains
frame-paced -- a starved frame rate multiplied the operator's load time
to 3-5 min while internet testers loaded in ~20s (live finding, round
2). The local-instance launcher now spreads the game across the upper
cores unless BT_AFFINITY is explicitly set.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
When every pod disconnects at once (normal end of a multiplayer round),
a failed send inside the PEER_DOWN fanout recursively drops that peer
and mutates by_host mid-iteration -> RuntimeError -> THE RELAY DIES,
taking the round reset and the matchlog uploads with it (live crash,
first 3-player internet round). Iterate over snapshots.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
'SEAT 2 READY' for the first (only) player read as an off-by-one (field
report) -- host 1 is the CONSOLE in the authentic 1995 numbering, so
pods start at host 2. Human-facing lines now read PLAYER 1/2/... with
the host id in parentheses for cross-reference against the game[host=N]
wire lines; GUI monitor regexes updated (tag-keyed as before, verified
seated/ready/left in isolation).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Measured (loadphase markers + queue blocker dump): renderer LoadMission
31ms, model loads 0.2s -- the teal->green minute is the LoadingMission
ready-gate (IsPriorityEmpty counts timed events too) waiting out the
THREE renderers' entity-make streams: every entity/subsystem creation
posts message 3 to each Renderer receiver (classIDs 8/30/36 =
video/audio/gauge), hundreds deep per queue, draining across the whole
window (the audio renderer's share is why sound starts mid-load).
Instrumentation kept: [loadphase] markers (renderer span + busy-pass
counter) always on; GeneralEventQueue::DumpBlockers + the class-named
DumpData fallback behind BT_LOAD_DIAG=1 (hundreds of lines per load).
Optimizing the drain (batching/budget) is an open perf item --
deliberately untouched before the 8-player night.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The measured 58s uncontended load has ~0.2s of model loads -- the rest
is unattributed. Stamp the renderer LoadMission span and count the
CheckLoad passes that find the event queue still busy (each delays the
ready transition by its 1s re-post), so the next live run names the
cost.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Every relay/console print now carries a wall-clock prefix (_StampedOut
stdout wrapper; the GUI monitor regexes use search() so the prefix is
transparent), and the pod's READY/pend lines carry wall time + tick --
post-mortems measure delays instead of guessing (the 3m40s load
reconstruction needed heartbeat-counting archaeology).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
silently replaced the WAITING-FOR-OPERATOR matcher (class-body last
assignment wins), breaking the LAUNCH button re-arm for back-to-back
missions. Renamed the old matcher RE_RELAY_WAITOP; both paths
regression-checked in isolation.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The roster showed "registered" for a still-loading pod and a ready one
alike -- with multi-minute contended loads the operator couldn't tell
who they'd be waiting on. When the app ladder reaches WaitingForLaunch
the pod sends one empty route -10 frame on its live relay game socket
(BTRelayNotifyReady; socket mirrored at HELLO); the relay announces
SEAT n READY (k/m loaded) and the console GUI lights the seat
bright-green with a "N pod(s) LOADED+READY" banner.
Verified LIVE by the operator: blue (seated) -> teal (registered) ->
green (ready) in order, twice. Also resolved the load-speed mystery:
loads are ~30s uncontended; the 1-2+ minute cases were assistant
background test runs competing with the user's interactive sessions on
the same machine (memory note added -- no game-spawning tests while the
user is testing).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The take-1 deferral (re-post at +1s, capped at 120) turned a SLOW load
into a crash: loads on a busy operator box measure 1-2+ minutes, the
cap expired, and the original "Not ready to run" Fail/abort fired
(field report: sound after ~1 min, crash ~2 min later; the log shows
exactly 120 deferrals all in LoadingMission).
A mid-load RunMission now just bumps gBTRunMissionPendCount -- nothing
enters the event queue and there is NO timeout to outlive -- and
CheckLoadMessageHandler drains the counter immediately after advancing
LoadingMission -> WaitingForLaunch, re-posting that many stack
RunMissionMessages (the engine's own no-console launch pattern at the
same site, which also demonstrates Post spools stack messages safely).
Verified (two-round rig, round 1): both relay launches pended through
the load, fired at load completion, the requested mech spawned and the
scene went live. Round reset + round-2 rejoin remain verified from the
prior run; why loads take 1-2+ min on a busy box is left as an open
perf question.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
1. ROUND RESET (the "picked Hellbringer, got a Blackhawk" field bug):
trim/prefs finalize the session egg for ONE round, and that was
permanent for the relay's lifetime -- a rejoin after a mission or
crash got the stale finalized egg and its new callsign/mech request
was recorded but never applied. _maybe_reset_round() (both drop
paths) restores the original egg/roster/launch state once every pod
is gone; live beacons re-key by tag position (conn.seat_tag).
Verified two-round e2e: blkhawk mission -> exit -> RESET -> lok1
request -> egg rewritten -> the Hellbringer spawned.
2. DEVICE-CREATION RETRY: CreateDevice(HARDWARE_VERTEXPROCESSING) fails
transiently when a just-exited instance still holds the adapter
(caught live; also the parked "exit 139" join crash). The old
double-failure path called PostQuitMessage(1) -- which does NOT stop
execution -- and the NULL mDevice deref right after was the real
crash. Now: HW->SW retry with 500ms backoff and a 20s deadline,
then a clean error box + ExitProcess.
3. LOAD-TIME PUMP: mission load is thousands of back-to-back
synchronous model loads; the starved message pump ghosted the window
"Not Responding" mid-load. BTLoadPump() (hooked from
d3d_OBJECT::LoadObject) pumps + repaints the wait screen at most
every 150ms pre-run; no-op once the scene is live.
Also: round-reset originals captured after the roster parse (the first
cut crashed the relay constructor -- caught by the two-round test).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The relay fires the RunMission pair a fixed 20s after the egg ACK -- but
the ACK happens at egg RECEIPT, and a long mission load (glass + dev
gauges on a busy box measured ~50s) is still in LoadingMission when the
launch lands. L4Application::RunMissionMessageHandler's default case
Fail()ed on that state -- an abort() the 1995 code could afford because
the real console launched operator-paced -- which presented as a SILENT
crash at mission start (c0000409, no WER record; cdb stack:
ucrtbase!abort <- RunMissionMessageHandler <- RoutePacket; 3/3
reproducible; matches the field report's 464 crash that died
mid-LOD-load).
The default case now DEFERS: re-post the message to ourselves at +1s
(the VehicleDead re-post pattern) until the ladder reaches
WaitingForLaunch, bounded at 120 deferrals so a truly wedged load still
surfaces the original Fail. Verified: the crashing console-shaped run
deferred 104x through its ~50s load, then launched, rendered (scene
LIVE) and ran clean.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The launch handoff (LoadingMission -> RunningMission) could interleave
the idle wait-overlay presents with the first real game frames (user
report: "the wait screen is still there when game graphics come up").
gBTSceneHasPresented latches at the render path's Present; ExecuteIdle
stands down permanently once set -- the overlay can never paint over
(or alternate with) live graphics. Permanent one-shot/1Hz [waitscreen]
diagnostics record the active paint path, the scene-live moment, and
idle paints.
Verified: 70-frame 0.5s capture across the handoff -- 54 wait frames,
then game frames with at most ONE ambiguous frame at the cut (was
repeated interleaving); no black frames.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The pre-mission overlay painted the window DC AFTER ExecuteIdle's
Present -- every cycle flashed the black D3D frame before the GDI
redraw, visible as flicker while the game loads (user report). The
overlay now lands IN the presented frame: the backbuffer refuses GetDC
on this driver (D3DERR_INVALIDCALL without LOCKABLE_BACKBUFFER, not
worth forcing game-wide), so the text+spinner GDI-paint goes into a
cached offscreen plain surface (GetDC always legal there) and
StretchRects onto the backbuffer before Present. D3DPOOL_DEFAULT cache
released at every device-Reset site; window-DC path remains for the
pre-device seat wait and as the fallback; one-shot [waitscreen] boot log
says which path is live.
Verified: 14 rapid PrintWindow captures of the waiting state all carry
the text (pre-fix runs alternated black frames).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Rows are capacity + per-seat defaults now -- joiners auto-populate them
live and launch trims to whoever is seated, so hand-managing rows is
busywork. A Seats spinner (1-8) maintains the row count in relay mode;
Add pilot / Remove selected remain for mesh mode, where explicit
addresses matter.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
join out -- ROSTER FULL on every seat request, field report). Local
instances seat-request like every joiner now; trim-on-launch makes
exact seat ownership moot.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The operator no longer has to match the roster row count to the exact
player count (or watch the "empty seats will STALL" warning). Two
mechanisms:
1. PRESENCE BEACONS: the pod keeps its seat-request TCP connection open
for the process lifetime; the relay reads a live beacon as "seated"
and a pre-claim FIN frees the seat (no ghost seats -- a ghost stalls
every pod at the connection gate). Reservation expiry spares
beaconed seats.
2. TRIM-ON-LAUNCH (manual/GUI mode): operator LAUNCH before the roster
fills shrinks the session to the seats present -- egg [pilots]/pages
trimmed, seat ids REMAPPED by position (pods re-derive their host id
from their tag's roster position, so walk-up prefs and beacons re-key
consistently), roster/expected_ids shrink, eggs release, the launch
pair fires as ACKs land.
GUI: roster rows now update LIVE from the walk-up requests (SEAT n
PRESENT/FREED lines -> callsign/mech cells + a blue "seated" status
light), and LAUNCH MISSION enables from the first seated player with a
"starts with whoever is here" banner.
Verified 2-node: 2-of-4 trim ran the mission with the requested mechs;
and the mid-roster GAP case -- three joined, the middle player quit
pre-launch (beacon FIN freed the seat), trim remapped seat 4->3 with the
survivor's callsign/mech following, both survivors registered under the
remapped ids and ran the mission. Also: stdin reader guarded against
sys.stdin=None spawn shapes (the GUI QProcess pipe is the supported
operator channel).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The Launch-local-instances path pinned BT_SELF, which claims a seat
directly and SKIPS the seat request -- the join menu (and the callsign/
mech choice it carries) never ran, so a local test instance couldn't
exercise the walk-up flow. Relay-mode local instances now launch
zero-arg with BT_FE_JOIN=1: the JOIN-GAME menu opens, the relay assigns
the seat, and the choice lands in the egg like any join.bat player.
Each instance gets a distinct relaunch port via BT_FE_JOINPORT
(btl4main JoinRelay case; default 1501) -- two -net listeners can't
share a port on one box. Mesh-mode locals keep the direct path.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The 1995 front-desk conversation, over the internet. join.bat/
join_lan.bat now open a JOIN-GAME menu (the FE in BT_FE_JOIN trim:
CALLSIGN edit + the 18-mech list + JOIN); the choice relaunches into the
normal join with BT_CALLSIGN/BT_MECH env, rides the relay SEAT_REQUEST
as {callsign NUL mech NUL} (empty payload = roster defaults, wire-
compatible), and the relay validates the mech tag, HOLDS egg delivery
until every pod's console pad is connected, rewrites the egg via
eggmodel (vehicle= + rasterized callsign bitmaps, graceful no-PySide6
fallback) and streams it to all pads -- so every player's egg copy
carries every player's callsign.
The hold is gated on CONSOLE-PAD count, not game-side registration: a
pod HELLOs only after parsing the egg's roster, so a registration gate
deadlocks (hit live in the first run; pods animate in WAITING FOR
MISSION ASSIGNMENT during the hold).
Verified 2-node e2e (env-injected requests): thor/vulture requested over
roster defaults bhk1/ava1 -> relay held 1/2, released at 2/2, rewrote
both seats (relay log), the delivered egg carries vehicle=thor/vulture +
name=VIPER/MONGOOSE, both pods launched and built [cyl] tables for both
requested mechs. Join-menu layout screenshot-verified; the menu's
click-through relaunch awaits live human verification.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Distributed test zips go stale and stray. BT_EXPIRE (CMake option,
DEFAULT ON so a zip can never accidentally ship without it) makes the
exe refuse to start BT_EXPIRE_DAYS (default 14) after its build day:
boot logs the remaining window, an expired build logs + shows a
"test build expired -- ask the operator for the current build" box and
exits. btversion.h now stamps BT_BUILD_UNIX (UTC-midnight-rounded so
the only-on-change header churns once per day, not every build) +
BT_BUILD_DATE. Dev is unaffected: every build re-stamps the day.
-DBT_EXPIRE=OFF builds a non-expiring exe; mkdist reads the cache and
marks such a zip "-noexpire" + prints a warning, and the tester README
expiry note is {EXPIRE}-marker-gated like the steam lines. Second
compile-gate exception after BT_STEAM (convention updated in
glass-cockpit.md). Quality gate, not DRM -- a clock rollback defeats it.
Verified live: default build logs "test build window: 14 day(s) left";
a -DBT_EXPIRE_DAYS=0 build logs TEST BUILD EXPIRED and parks on the
explanation box (window title checked) without starting the game;
restored to 14 and rebuilt clean.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
For the 8-player playtest. Damage authority is VICTIM-side, so no single
peer sees the whole match: every -net instance now writes a compact
machine-parseable matchlog_<date>_<time>_<pid>.txt (auto-armed by -net;
BT_MATCHLOG=1/0 overrides; solo silent), and at mission end a relay-mode
pod dials the relay game port (the seat-request throwaway-dial pattern,
envelope route -9) and streams the file back -- the relay saves every
peer's copy under matchlogs/ on the operator's machine, so testers send
nothing by hand. tools/matchcheck.py <dir> reconciles all of them:
damage claimed (FIRE/PROJ/SPLASH/RAM, shooter-side) vs applied (DMG,
victim-side authoritative), kill/death replication across observers,
PLAYER_DEAD counts, scores, version skew, replicant-application and
unattributed-damage anomalies, mid-mission disconnects.
Hooks at the authoritative sites: Mech::TakeDamageMessageHandler (DMG,
post-base, zone + post-application damageLevel), MechWeapon::
SendDamageMessage (FIRE), projectile impact/splash/collision dispatch
(PROJ/SPLASH/RAM), wreck entry (DEATH -- a ONE-SHOT latch at
MovementMode 9, NOT the transition: a replicant arrives at 9 straight
from the type-6 record header and never runs the transition branch),
BTPlayer vehicle/death/score handlers (VEHICLE/PLAYER_DEAD/SCORE), zone
crit cascade (CRIT), APP.cpp RunningMission (MISSION), L4NET host
handlers (PEER_UP/PEER_DOWN). Every line t=/w=/st=-stamped + fflushed.
Verified 2-node: mesh run pairs A's 22 FIRE 1:1 with B's 22 DMG (same
amounts, cylinder-resolved zones, ~200ms latency); force-damage kill run
logs 103 DMG + 3 DEATH inst=M + 3 PLAYER_DEAD across three respawn
cycles victim-side and the kill SCOREs shooter-side; relay-mode run
auto-uploaded BOTH peers' files at the mission-clock stop and matchcheck
produced the full report with exactly one (correct) anomaly -- the force
hook's claim-less damage, the unattributed-damage detector working.
Relay gained a route-specific 8MB cap for the upload frame (game frames
stay capped at 1600).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Root cause of the keymap whack-a-mole: three input layers exist (PadRIO/
bindings.txt under glass; btinput/CONTROLS.MAP under DEV; the bring-up
drive bridge also under DEV, which clobbers e.g. Alt-reverse every frame),
and DEV was the DEFAULT -- so every launcher that forgot BT_PLATFORM=glass
booted the old stack: the play bats, then play_steam, then the operator
console's local instances, each fixed with the same one line.
Omission can't resurrect it now: with no BT_PLATFORM, desktop boots GLASS
(and the menu on a zero-arg launch -- bare double-click of btl4.exe opens
the mission menu). BT_PLATFORM=dev explicitly opts into the legacy DEV
profile for debugging. BT_PLATFORM=pod is the cabinet profile; the real
pod's SETENV.BAT must set it (contract recorded in glass-cockpit.md --
the old "bare boot == cabinet shape" menu-guard assumption is retired).
Verified: no-env mission launch boots GLASS; bare no-env launch opens the
MENU; BT_PLATFORM=dev boots DEV.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The console's one-click local-instance launcher predates the unified build
and never set the platform env -- instances booted the DEV profile (no
PadRIO), so the legacy arrow-drive bridge owned the keyboard instead of the
bindings.txt keymap (arrows drove fwd/back/turn, Alt-reverse dead). The
join bats already set it; now the operator's QProcess env does too.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Two follow-ups to the waiting-screen work, both user-reported:
1. "Animation frozen after connecting": once the console seats the player
and sends the egg, the state advances LoadingMission -> WaitingForLaunch
-- where NOTHING presents until the operator's RunMission, so the last
idle frame froze on screen with the mission audio already running.
ExecuteForeground now keeps the idle clear + overlay alive through
LoadingMission/WaitingForLaunch/LaunchingMission (no early return -- the
load/replication work continues), and ExecuteIdle picks per-state text:
WaitingForEgg "WAITING FOR MISSION ASSIGNMENT"
Loading/Launching "LOADING MISSION / stand by"
WaitingForLaunch "MISSION READY / waiting for the operator to launch"
2. The roster-full retry pause was a raw Sleep(3000) -- with the relay up
and answering SEAT_FULL instantly, the process spent ~95% of its time
unpumped (IsHungAppWindow TRUE, spinner frozen). Now 30 pumped 100ms
slices with the reason on screen ("session is FULL -- waiting for a
seat to free up").
Verified live against the running operator relay: roster-full wait shows
the reason text, spinner advances across 500ms captures, IsHungAppWindow
false on every sample.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
User-reported after the waiting-screen fix: "the animation keeps hanging."
Cause: RelayDialTcp used a BLOCKING connect() -- against a down/unreachable
operator each attempt froze the window thread for the OS SYN-retry window
(seconds), so the spinner ran only during the 2s sleep between attempts.
RelayDialTcp now connects NON-blocking and select()s in 100ms slices,
pumping the message loop + repainting the waiting screen every slice (both
in-flight and between retry attempts). The success path already returned a
non-blocking socket (FIONBIO), so caller semantics are unchanged; the other
dial sites (console dial, game-socket dial) inherit the smooth behavior.
Verified: 4 window captures at 400ms intervals during a dead-host dial all
differ in the spinner region (uniform diff energy == continuous animation)
and IsHungAppWindow reads false on every sample.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The relay seat-wait loop (RelayRequestSeat -- the join/join_lan "patient
walk-up") blocked the window thread's message pump for its whole 30-minute
patience window: dial (2s timeout) -> Sleep(2000) -> repeat, with status
going only to the parent bat console. Windows flagged the frozen game
window "Not Responding" until the operator started the session
(user-reported).
- BTWaitScreenPaint (L4VIDEO.cpp): a GDI waiting screen on the main window
-- headline + detail line in the console green + a 12-segment marching
spinner phased on the tick clock. Pure GDI: flicker-free during the
seat wait (no D3D presenting yet), and re-painted after each
ExecuteIdle Present so the WaitingForEgg phase (previously a bare black
frame) shows "WAITING FOR MISSION ASSIGNMENT" too.
- RelayWaitTick (L4NET.CPP): PeekMessage pump + paint. The outer dial
loop's Sleep(2000) becomes 20 pumped 100ms slices ("WAITING FOR THE
OPERATOR'S SESSION" / "session at <ip:port> -- close this window to
cancel"); the inner seat-reply wait pumps per 200ms select slice.
Verified live against a dead relay address: window-only PrintWindow capture
shows the animated screen, and user32 IsHungAppWindow (the API behind "Not
Responding") reports FALSE throughout the wait.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The col-1 stack (MAP 8 + SCENARIO 2 + TIME 4 + WEATHER 3 + LENGTH 4 with
headers/gaps) needs 630px; at 620 the last LENGTH rows collided with the
'click to select' footer band (client.bottom-30) -- user-reported from a
screenshot. 672 fits the stack + footer. The LAUNCH/steam buttons and
frame rect derive from MenuClientH and follow automatically.
Also: 'No Return (one life)' clipped at the column edge -> '(1 life)'.
Verified by screen capture of the live menu: LENGTH fully above the
footer, scenario label unclipped.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Lynx supplied a photo of the period credits page (preserved at
reference/manual/credits_page.webp). It confirms, corrects and completes
the oral-history identifications:
- ECH = Eric Huffman (Audio Director / 3D audio framework) -- corrects the
uncertain "Eric Nichols" guess
- JMA = Joanna Mason (Simulation Code and Cameras) -- inferred mapping
confirmed
- CPB = Chris Brewer: "Secondary/Auxiliary Screens and Low Level I/O" --
the exact MFD gauge/mode layer this project reconstructs
- GDU = Gabe Underwood: "Simulation Code and 'Mech Internal Systems" --
the heat/coolant/generator/seek economy
- Full roster: Jordan Weisman (producer/designer), David McCoy (art
director), J.M. Albertson (technical director), Bill Redmann (corporate
director of technology), plus Corson, Edsall, Ciolek, Olsen, the artists
(Burlington, Molitor, McCoy, Story; Allen Workshop: Bonilla, Peters) and
sound (Bing McCoy, Effinger, Huffman).
- 10 software engineers + 6 artists == Lynx's "maybe 8 dev, 6 art" memory.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Source archaeology (the per-file modification tables in the surviving
headers) surfaced six programmer initials: JM, ECH, CPB, GDU, JMA, GAH.
Read to VWE veterans on the project Discord (2026-07-21), VGL Lynx --
who watched the first multiplayer Thor walk terrain on a Red Planet map --
identified them: Jim Albertson, Eric Nichols (uncertain), Chris Brewer,
Gabe Underwood, Joanna Mason (mapping inferred), Garth Hermanson; hardware
initials MC = Marek Ciolek (AC unresolved), via Cyd.
Team size per Lynx: dev ~8, art ~6, MUNGA by a smaller parallel internal
team with crossovers, no outsourcing. Identifications marked T3 (oral
history, as-typed spellings) against the T0 initials; a corrections
invitation is included. Linked from context/project-overview.md.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The tester's ER small laser died permanently (recharge arc + ready dot dark,
no fire) after idle seek-gear clicking. Root cause, byte-verified + headless-
reproduced -- a latent bug in the SHIPPED ARCADE BINARY:
- The charge integrates toward the GENERATOR voltage (@004ba838), not the
gear target; "full" is only detected inside the +-1% snap window around
seekVoltage[idx] (@004ba738), and overcharge reads ZERO (the byte-verified
_DAT_004ba830 = 0.0 clamp).
- Toggle seek while a charge is in flight and the level can land ABOVE the
new gear's window: rechargeLevel pins to 0, the ==1.0 Loaded test can
never fire, and charging continues to the generator ceiling where EVERY
gear reads overcharged. Permanent brick; generator reselect cannot help.
- The arcade dodged it by circumstance (locked 60 fps, rare seek use); the
port's clickable seek button hits it in seconds of casual clicking.
Fix (marked divergence in the Loading tick): overcharge counts as fully
charged -> Loaded. The arcade's own discharge algebra says full == the
gear's seek voltage, so an overcharged weapon IS full.
Verified: the same 2.5-min BT_SEEKTEST abuse that bricked the laser pre-fix
now fires 38 overcharge rescues and ends Loaded/pct=1. [seek] log now also
prints the per-gear voltage table + gen voltages (diagnosis instrumentation).
Ruled out on the way (documented in #21): overheat fuse (no firing occurred;
a 4-min autofire+coolant-abuse run wouldn't fuse), generator detach (gen
cycling + healthy siblings), seek-table corruption (table {6000,7000,8000,
9900} healthy).
KB: decomp-reference.md records the arcade-latent-bug analysis.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Third instance of the silent-swallow pattern (unregistered handler id ->
Receiver NullHandler). The Mech handler table @0x50BDF8 binds
{0x16, "BalanceCoolant" -> @0049f728}; the reconstruction never registered it.
Disasm-verified body (@0049f728): press-only guard (msg+0xc > 0; the binary
has NO novice lockout on this one), set EVERY condenser's valveState@0x1D0
to 1 (equal weights), then the shared redistribute @0049f788 -- which the
port ALREADY had faithfully as BTRecomputeCondenserValves (flow =
valve/total + condenserAlarm pulse; MoveValve calls it). So the fix is:
- mech.hpp/mech.cpp: BalanceCoolantMessageID=0x16 + handler + MESSAGE_ENTRY
- heatfamily_reslice.cpp: BTBalanceCondenserValves bridge (Condenser is a
complete type there; sets valves to 1 + redistributes)
- mech4.cpp: BT_BALTEST scripted harness (MoveValve press alternating with
a Balance press)
VERIFIED headless (BT_BALTEST=1 BT_VALVE_LOG=1):
boot -> all valves 1, flows 0.1667 each
MoveValve-> condenser#1 valve 5, flows 0.5 / 0.1x5 (the priority boost)
BALANCE -> all valves 1, flows 0.1667 each (equalized)
Awaiting the tester's live ADV-mode confirmation.
KB: decomp-reference.md Mech-table row marked wired.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Root cause -- NOT issue #2 (the experience mis-seed pins everyone to VETERAN,
which PASSES the novice lockout; the gates were never the blocker). Two
unwired handlers, the same silent-swallow pattern ToggleCooling had
(Receiver::Receive -> NullHandler for an unregistered id):
- Myomers (handler table @0x51158C {9,"ToggleSeekVoltage"@004b8a48}): the
reconstruction had an EMPTY stub (the address falls in the untagged decomp
gap 0x4b8837..0x4b8a8c) and never registered the id. Body reconstructed
faithfully from the raw disassembly (tools/disas2.py 0x4b8a48): novice
lockout (@4ac9c8) -> heat-model gate (@4ad7d4) -> press-only (msg+0xc>0) ->
currentSeekVoltageIndex@0x320 = (idx+1) % (maxSeekVoltageIndex@0x32C + 1).
Modulo from zero, min index not consulted, no ResetFiringState.
- Emitter (energy-weapon table @0x511DB8 {0xb,"ToggleSeekVoltage"@004ba478}):
the faithful body already existed as the orphaned "AdvanceSeekVoltage"
(ZERO callers) -- converted to the registered message handler (same guards;
cycle + ResetFiringState when not wrapping, disasm re-verified). PPC and
GaussRifle copy-inherit the set; the ammo branch keeps its own id 0xb ==
EjectAmmo (still unwired, tracked separately).
Both registered via MESSAGE_ENTRY on top of the inherited chains. Permanent
diagnostics: [seek] gear log (BT_SEEK_LOG) + BT_SEEKTEST scripted dispatch
harness (mech4.cpp, the cooltoggle pattern).
VERIFIED headless: [seek] Myomers -> 3,0,1,2,3... and [seek] PPC_1 ->
3,0,1,2,3... (modulo-4 wrap, matching the binary's arithmetic). Awaiting
the tester's live ADV-mode confirmation for the real MFD button route (the
routing layer is the same streamed-EventMapping path ToggleCooling verified).
KB: decomp-reference.md message-table rows marked wired.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The user hit the full session menu from play_solo -- HOST/JOIN LAN modes,
NET PORT and the Steam buttons don't belong in the solo flow (LAN goes
through the join bats + operator; Steam through play_steam.bat).
BT_FE_SOLO=1 (set by play_solo.bat + the btoperator generated bat):
- the MODE cycle keeps only the two solo entries (kModes lists them first:
SOLO MISSION, RAW SOLO) via the GroupSize clamp
- NET PORT row and the HOST/JOIN STEAM buttons are not laid out
- a stale fe_last.ini mode of hostlan/joinlan is rejected by the existing
LoadPersisted GroupSize clamp, so the selection can never land on a
hidden mode
play_steam.bat keeps the full menu.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
play_solo hardcoded -egg ARENA1.EGG, bypassing the miniconsole front end
that already carries the full pickers: SOLO/RAW-SOLO/HOST-LAN/JOIN-LAN
modes, 8 maps, all 18 mechs, 4 experience levels, colours/badges/patches,
drop zones, advanced damage, time-of-day, weather and mission length.
The bat now launches zero-arg (BT_PLATFORM=glass -> the menu); the menu
relaunches the exe with the generated egg and the cockpit/gauge env
(BT_START_INSIDE/BT_DEV_GAUGES) inherits into the mission child. Menu-boot
verified with the bat's exact env; the solo menu->mission->menu cycle was
verified at FE landing. README + the btoperator generated-bat template
updated to match.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The steam bat missed the two client flags the join bats set -- steam-launched
missions booted 3rd-person (the same field bug fixed for join.bat earlier).
Env inherits through the menu's mission relaunch.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The unification flattened BT_STEAM into the always-on exe; the user flagged
the constraint that makes it the one legitimate compile gate: the Steamworks
SDK license bars a public release with Steam inside, so a release build must
exclude it entirely.
- CMakeLists: option(BT_STEAM OFF) restored around the Steamworks block --
an OFF configure touches no SDK headers, no steam_api.lib, no DLL copy.
BT_GLASS stays retired (always defined); ONE build dir either way.
Dev checkout: build/ configured once with -DBT_STEAM=ON.
- mkdist: reads BT_STEAM from build/CMakeCache.txt. Steam-OFF zips exclude
play_steam.bat + steam_api.dll (explicitly filtering a STALE DLL left by
an earlier ON build), strip the README steam section ({STEAM} line
markers), and take a -nosteam name suffix so the flavors never clobber
(found live: both stamped 4.11.436 and the release zip overwrote the dev
zip).
Verified both flavors:
ON (dev build): steam smoke degrades to Winsock without the client;
zip carries play_steam.bat + steam_api.dll + README steam lines.
OFF (scratch build-relcheck, deleted after): 0 compile errors; exe dir =
btl4.exe + OpenAL32.dll only; boots + simulates; BT_STEAM_NET=1 inert
(transport not in the binary); end-to-end zip has zero steam bits and
a clean README.
KB: context/glass-cockpit.md unified-build section records the license gate.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The first zips (pre-mkdist) shipped d3dx9_43.dll / msvcp140.dll /
vcruntime140.dll next to the exe -- testers without the VC++ / DirectX
redistributables cannot load the exe otherwise. mkdist missed them (the
clean-extract boot test passed only because this machine has them system-
wide). Carried into redist/ (recovered from BT411_4.11.341.zip) and
packaged next to the exe.
Also: players/README.txt -- the tester instructions (updated for the
unified build: one exe, clickable cockpit surround, trigger-config regroup,
the settled keymap, play_steam.bat) -- stamped with the version and placed
at the zip root, matching the original zips' shape.
Clean-extract verified on BT411_4.11.435.zip: root has README + 4 bats,
exe dir carries all 4 DLLs, glass-profile boot simulates.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The three build dirs (build\ pod, build-glass\, build-steam\) were compile-
time splits of the same game; the tax was real: a stale steam exe shipped 2
days behind, the felt keymap flipped with the boot flavor, and cockpit
clicks were silently dead in the pod build (the trigger-config incident).
Now everything compiles into the single build\ exe:
- CMakeLists: BT_GLASS/BT_STEAM options removed; the glass TUs (PadRIO,
bindings, panel, glass windows, plasma) + FE/console + Steam transport
compile unconditionally; both macros always defined (seam markers).
- Steam: steam_api.lib linked with /DELAYLOAD:steam_api.dll + delayimp --
the DLL maps only when SteamAPI is first called, and every call site
gates on BT_STEAM_NET=1 (BTSteamNet_* short-circuit on steamActive), so
machines without the DLL run everything but Steam sessions.
- CABINET GUARD (btl4main): the miniconsole menu previously claimed any
zero-arg launch -- unified, that would hijack the pod cabinet's boot
shape. The menu now requires BT_PLATFORM=glass (or BT_FE_MENU=1);
platform parse moved above the fe_menu_mode computation. A bare boot
behaves exactly like the old pod build (DEV profile, wait for egg).
- Bats (play_solo/join/join_lan/play_steam) + the btoperator.py template:
single build\ path + BT_PLATFORM=glass. mkdist: one exe (+DLL scan
picks up OpenAL32 + steam_api). build-glass\/build-steam\/build-glass2\
(a stale Jul-20 cache) deleted.
Verified matrix on the unified exe:
bare zero-arg boot == old pod exe (same DEV profile + egg-load path;
the segfault on a missing egg is pre-existing, baselined vs the zip exe)
glass + BT_BTNTEST scripted click -> [cfgmap] ENTER/EXIT (trigger config)
runs with steam_api.dll ABSENT (delay-load proven)
glass zero-arg -> miniconsole menu
2-node loopback MP: 145 ticks each, cross-connected
BT_STEAM_NET=1 without Steam client -> "staying on Winsock", game runs
KB: context/glass-cockpit.md compile-gates section rewritten for the
unified model.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Rebuilt build-steam fresh (was stale at Jul 20 -- predated today's gauge/
trigger-config/keymap fixes); the DLL scan picks up steam_api.dll
automatically. Clean-extract verified: the steam exe boots to the front-end
menu (Steam client only needed for live lobbies).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Packages the player bats (zip root), BOTH exes (build\ pod fallback +
build-glass\ preferred -- the bats auto-select glass = clickable cockpit /
trigger config / bindings.txt keymap), the runtime DLLs next to each exe
(OpenAL32.dll -- the first clean-extract boot test failed without it), and
the git-TRACKED content/ files only (the working tree carries dev junk that
must not ship). Output: dist/BT411-<date>-<hash>.zip (dist/ gitignored).
Verified: clean-extract boot test -- glass exe boots the GLASS profile and
simulates; pod exe boots as fallback.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
join.bat + join_lan.bat + the btoperator.py generator template now prefer
build-glass\Release\btl4.exe when present and set BT_PLATFORM=glass with it
-- so MP sessions on a dev checkout get PadRIO (mouse-clickable cockpit
buttons: trigger config, MFD banks, radar rails) and the bindings.txt keymap,
identical to solo play. Player zips (which ship only build\) fall back to
the pod build exactly as before.
Verified: 2-node loopback MP smoke on the GLASS build (the documented
procedure: A -egg MP.EGG -net 1501 + B -net 1601 + tools/btconsole.py) --
both nodes cross-connected (GameMachineHost 1502/1602), ~150 sim ticks
each, no errors. btoperator.py syntax-checked; regenerated bats carry the
same guard.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
context/glass-cockpit.md: record the BT_PLATFORM=glass/PadRIO click gating
(the dead-clicks root cause), the verified live regroup loop, the [cfgmap]/
BT_BTNTEST diagnostics, and the one-keymap settlement (babf5b1).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The user standardized on the "newer" layout (numpad aim cluster, arrows =
throttle/pedals, Alt = reverse thrust). That layout lived only in
bindings.txt (PadRIO, GLASS-profile boots); CONTROLS.MAP (btinput, DEV/pod
boots) lacked the numpad cluster entirely and had NO reverse binding -- so
the felt keymap flip-flopped with the boot flavor.
Added to CONTROLS.MAP + the byte-identical compiled-in default profile
(btinput.cpp sDefaultProfile):
Alt -> button 0x3F (throttle-head REVERSE THRUST)
NumPad8/2 -> JoystickY aim up/down
NumPad4/6 -> JoystickX torso twist
NumPad7/9 -> pedals (turn)
NumPad5 -> AllStop
Shift -> throttle up (alt)
Parse-verified: [input] loaded 61 binding(s) from CONTROLS.MAP, no warnings.
Both engines now carry the same layout, so DEV/pod boots (MP join bats) and
GLASS boots (play_solo) feel identical.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The user held the MFD PROGRAM button and nothing happened (weapons kept
firing). Diagnosis, verified end-to-end:
- The cockpit mouse handler DID register the click ([cockpit] CLICK addr=0x8
press) and 0x8 IS a streamed PROGRAM element (EVENT msg 0x9 -> weapon,
Mfd1 quad page mask).
- But every launch ran the DEV platform profile (no BT_PLATFORM) ->
L4CONTROLS=KEYBOARD -> no PadRIO instance -> PadRIO::SetScreenButton
no-ops (activeInstance NULL) -> the press never entered the RIO queue ->
ConfigureMappables (id 9) never dispatched -> the mode never flipped ->
fire keys kept firing. The config machinery itself was never broken.
- With BT_PLATFORM=glass (the GLASS profile: L4CONTROLS=PAD -> PadRIO), the
full chain now proves out headlessly:
[btntest] PRESS 0x8 -> [cfgmap] ENTER session on ERMLaser_1
mode 0x450421 -> 0x448421 (NonMapping 0x10000 -> Mapping 0x8000)
[btntest] RELEASE 0x8 -> [cfgmap] EXIT (mode restored)
Landed:
- mechweap.cpp: [cfgmap] BT_FIRE_LOG diagnostics in the real
ConfigureMappables/ChooseButton handlers (they were silent -- the G-key
harness had logs but the authentic button path had none).
- L4PADRIO.cpp: BT_BTNTEST="addr,pressPoll,releasePoll" scripted screen-
button harness through the REAL click seam (EmitButton -> RIO queue ->
manager drain -> buttonGroup mapping) for headless verification.
- play_solo.bat: prefer the glass build when present AND set
BT_PLATFORM=glass so PadRIO exists and cockpit clicks work.
Side finding (the user's keymap "flip-flop"): CONTROLS.MAP (btinput, DEV/pod
profile) and bindings.txt (PadRIO, GLASS profile) are two parallel binding
engines; which one runs depends on the platform profile, so the felt keymap
changes with the boot flavor. Unification pending (user decision).
Awaiting live verification of the full hold-PROGRAM + tap-fire regroup flow.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The weapon panel's btjoy trigger-config display (ConfigMapGauge) never rendered
because the reconstruction labelled @004c6ee0 as "SetColor(int)" and, finding no
caller, concluded the gauge was authentically dormant (task #6), gating it
behind a BT_CONFIGMAP dev env.
The user challenged this (the PROGRAM/TRIGGER CONFIG button implies the display
visualizes your config). Re-verification found the old analysis failed twice:
the "no caller" search looked for direct calls to a VIRTUAL, and its slot math
used the wrong vtable copy. The real ConfigMapGauge vtable @0051a1b8, matched
against the T0 GaugeBase virtual roster (GAUGE.h), pins @004c6ee0 at slot 9
(+0x24) == GaugeBase::LinkToEntity, and @0x94 is the linkedEntity -- the
Execute gate is "not yet linked", not "disabled". The engine broadcasts
LinkToEntity(viewpointEntity) to every gauge at viewpoint bind (APP.cpp:1277 ->
GaugeRenderer::LinkToEntity GAUGREND.cpp:3011), arming the gate -- the joystick
DOES render in the shipped game, showing per-trigger mapping state (solid =
mapped, matching the DOSBox reference).
Port fix: SetColor(int color) -> LinkToEntity(Entity*), color -> linkedEntity,
BT_CONFIGMAP dev enable deleted (the authentic path lights it). Render-verified
with no env override: the joystick + mapped-trigger lamp draw on weapon panels.
KB swept per the correction mandate: gauges-hud.md, decomp-reference.md,
open-questions.md, GAUGE_COMPOSITE.md, VEHICLE_SUBSYSTEMS.md.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
context/gauges-hud.md: record [this+0xA0]=fillColor(green)/[this+0xA4]=
backgroundColor(black), the zone colours, and the swapped-colour bug that
rendered the remainder green. Commit 4fbc911.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Follow-up to the tiled-render fix: the two colour params were swapped. The
binary caller (@004c8269) pushes the colours 0xff then 0; they land at
[this+0xA0]=fillColor (0xff green) and [this+0xA4]=backgroundColor (0 black).
The binary uses the GREEN for zone 1 (tile SetColor / dots) and zone 2 (the
over-degrade fill), and BLACK only for zone 3 (the unfilled remainder
[valPix,width]).
The port had them reversed -- zone 3 used fillColor -- so the whole remainder
of the bar (most of it, since valPix is small when cold) rendered solid green
instead of black. Swapped: zone 1 + zone 2 = fillColor (green), zone 3 =
backgroundColor (black). Render-verified: black background + green dotted tick
scale + a green hatch fill growing from the left, matching the reference.
Both builds clean.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
context/gauges-hud.md: new section on the TEMP/STATUS bar's three-zone tiled
render (@004c4340) and the port bug where Execute solid-filled from warnPix and
ignored the tile image. Commit 4d4436e.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The per-weapon TEMP/STATUS bar (HorizTwoPartBar) rendered as a solid block
starting at the warn-threshold pixel -- it "started in the middle" and was
never striped. The port's Execute had been rewritten with DrawFilledRectangle
and never used the interned tile image, unlike the (correct) VertTwoPartBar
which tiles via DrawTiledBitmap.
Restored the binary's three-zone render (disasm @004c4340), along X:
[0, warnPix) DrawTiledBitmap(tileImage) -- the striped/dotted pattern
[warnPix, valPix) backgroundColor solid (only when value > low)
[valPix, width) fillColor solid
So the bar now fills the striped tile from the beginning and matches the
reference (hatched fill block on the left + dotted tick scale). Render-
verified vs the DOSBox reference capture. Both builds clean.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
context/gauges-hud.md: new section on BallisticWeaponCluster::DrawWarningLamp
(@004c9b50) swapping the ammo NumericDisplayInteger colours by the fire-ready
dot state (green-on-black when absent, black-cut-out when present), and the
port bug where only the non-virtual base existed. Commit 66dcdf2.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The base-page missile/round count sat on the fire-ready "dot" (the cluster
image blitted green when charged) as green digits on an opaque black box --
a messy dark rectangle punched into the solid green dot.
The binary swaps the ammo count's colours with the dot state. Verified from
the decomp: BallisticWeaponCluster overrides DrawWarningLamp (@004c9b50) --
it chains the base (@004c932c, which blits the dot in on-colour 0xff /
off-colour 0) and then calls the ammo NumericDisplayInteger's SetColors:
dot ABSENT -> SetColors(0, 0xff) == green digits on black
dot PRESENT -> SetColors(0xff, 0) == BLACK digits cut out of the green dot
so the count is always legible (a stencil against the solid dot -- the same
black-on-green look as the loop/generator squares). SetColors ForceUpdate()s
the numeric so it repaints over the freshly drawn dot.
The port had only the base WeaponCluster::DrawWarningLamp (non-virtual, no
swap), so the count stayed green-on-black and clashed with the green dot.
Made DrawWarningLamp virtual and added the BallisticWeaponCluster override.
Render-verified (STREAK "0024" now black-cut-out of the solid dot); energy
weapons (no ammo count) unaffected. Both builds clean.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The eng-page generator-voltage bar (evolt.pcc, ScalarBarGauge @004c721c) and
the MyomerCluster seek-voltage graph were fed by GeneratorVoltageConnection,
which walked the same dead path as the generator-letter lamp:
ResolveLink(AttributePointerOf(subsystem,"InputVoltage")) -> read resolved
+0x1DC == Generator::outputVoltage. The BT_DEV_GAUGES audio attribute rows
shifted the chained attribute ids so AttributePointerOf no longer lands on
voltageSource@0x1D0 -> the bar always read 0.
New BTGeneratorVoltage(subsystem) bridge (powersub.cpp) reads the NAMED member
via PoweredSubsystem::ResolveVoltageSource()->Generator::MeasuredVoltage()
(outputVoltage@0x1DC), bypassing the attribute table -- same pattern as
BTPowerSourceFrame/BTCoolingLoopFrame. Both GeneratorVoltageConnection callers
(the ScalarBarGauge param + the MyomerCluster seekValue) now pass subsystem_in.
[voltfeed]-verified: Myomers -> 10000V from GeneratorD (was 0 on the dead
path). Both pod + glass builds clean. Eng-page render awaiting live playtest.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
User confirmed live (pod build, solo ARENA1 cockpit) that the loop-number
and generator-letter boxes render correctly on the weapon MFD panels.
Fix commit e634709.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
context/gauges-hud.md: new section recording the color-drop + shadow-field +
attribute-table-shift fixes for the btploop/btpbus lamps (commit e634709),
with the lesson that gauge value feeds must read named members through a
complete-type bridge, not AttributePointerOf+ResolveLink. Notes the eng-page
GeneratorVoltageConnection as the remaining sibling on the old path.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The SubsystemCluster per-weapon MFD panels render two image-strip lamps in
the TEMP/STATUS area: the cooling-loop number (btploop, 1..6) and the
generator letter (btpbus, A..D). Both drew as completely empty boxes.
Three stacked databinding bugs, all now fixed:
1. Color drop (btl4gau2.cpp): AnimatedSubsystemLamp/AnimatedSourceLamp
ctors dropped the bg/fg color params the binary passes (bg=0xff,fg=0,
same as the neighboring temp bar) and hardcoded 0,0 -> OneOfSeveral::
Execute did SetColor(0)+DrawBitMapOpaque(0), i.e. black-on-black.
Restored 0xff,0 (verified vs @004c70a4 / caller SubsystemCluster
@004c8140).
2. Shadow-field trap (btl4gau2.hpp, gotcha #2): both lamp classes
re-declared `int selected;` while already inheriting it from
OneOfSeveral (@0xAC). The CoolingLoop/PowerSource connection wrote the
derived shadow copy while OneOfSeveral::Execute read the base @0xAC
(always 0) -> every lamp stuck on frame 0 ("OFF"). Removed the
redeclarations so &selected binds the inherited member. Loop numbers
now render (verified: PPC->4, Myomers->5, ERMLaser->1/6, etc.).
3. Attribute-table shift (powersub.cpp + btl4gau2.cpp, gotcha #8): the
generator-letter lamp resolved its source via
ResolveLink(AttributePointerOf(subsystem,"InputVoltage")), but the
BT_DEV_GAUGES audio attribute rows shifted the chained attribute ids so
AttributePointerOf no longer landed on voltageSource@0x1D0 -> the link
always resolved to 0 (OFF) even though the master PoweredSubsystem ctor
DID bind voltageSource to its Generator. New BTPowerSourceFrame bridge
reads the NAMED member via PoweredSubsystem::ResolveVoltageSource() and
returns Generator::generatorNumber (@0x1E0), bypassing the attribute
table -- the same pattern as the BTCoolingLoopFrame fix. Generator
letters now render (verified: PPC_1->GeneratorA="A", Myomers->
GeneratorD="D", SRM6->GeneratorB="B").
Result: the "4 A / 1 B / 5 D" boxes render with both the loop number and
generator letter, matching the reference. Kept BT_LOOP_LOG-gated
[loopfeed]/[busfeed] feed diagnostics; both pod + glass builds clean.
Awaiting live playtest verification.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The #2 audit (BT_CTRLMAP_LOG) proves the Eng-page button->msg-3 route was always
authored (121-mapping L4 ControlMappingsList, ~a dozen EVENT msg 0x3 entries;
weapons via Eng-page aux elem 0x21 mask-gated per ModeMFD page). It was "silently
dead" ONLY for lack of the id-3 handler, which the prior commit wired -- so coolant
priority via the MFD "Display -> Coolant" button now works end-to-end. (The
mask-0xffffffff msg-3 entries at 0x12/0x14 go to ThermalSight/Searchlight on the
PowerWatcher branch -- separate, untouched, no collision.)
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Coolant priority (Lynx: weapon MFD -> Display -> Coolant) was unreachable: the
ToggleCooling handler (@004ad6f8, HeatableSubsystem table @0x50E41C id 3) was
undefined AND the handler chain skipped it -- PoweredSubsystem::GetMessageHandlers
chained straight to the Receiver root, bypassing HeatSink/HeatableSubsystem, so a
weapon's dispatch never saw id 3.
Reconstructed ToggleCooling from the disassembly (tools/disas2.py 0x4ad6f8): a
per-subsystem coolant on/off TOGGLE -- novice-locked (owner->BTPlayer->
roleClassIndex+0x274==0, the same guard as MoveValve), press-only, then flip
coolantAvailable(+0x134) 0<->1 and coolantFlowScale(+0x15C) 0.0f<->1.0f. Cutting a
system's cooling frees the shared loop for the rest -- the emergent "coolant
priority" (the mechanism is a toggle, not a multi-level cycle).
- heat.hpp / heatfamily_reslice.cpp: HeatSink::ToggleCoolingMessageHandler (id 3)
+ HeatSink::GetMessageHandlers. Registered at HeatSink (the abstract
HeatableSubsystem never instantiates; every concrete heatable subsystem is a
HeatSink, where the coolant fields live) -- identical coverage to the binary's
base-table registration, no downcast.
- powersub.cpp + Condenser/Reservoir: chain their handler sets through
HeatSink::GetMessageHandlers so id 3 reaches every heatable subsystem.
- mech4.cpp: BT_COOLTOGGLE_TEST scripted inject (dispatch id 3 to the first weapon)
for verification.
Verified (BT_COOLTOGGLE_TEST + BT_COOL_LOG, expert egg): "[cool] PPC_1 ToggleCooling
reached" then coolant OFF(flow 0.0) <-> ON(flow 1.0) each press -- chain routes,
handler toggles, novice guard honored. Both build/ + build-glass/ compile clean;
existing ids 4-8 unaffected (found before id 3). NEXT: the #2 MFD button routing.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Field report: LAN auto-discovery (BT_RELAY=auto) didn't work -- a joiner had to
hand-set BT_RELAY=10.0.0.46:1500 to reach the console every time.
- players/join_lan.bat: BT_RELAY=auto -> BT_RELAY=10.0.0.46:1500 (the operator PC's
LAN IP), with a comment on updating it if the IP changes.
- tools/btoperator.py: the export now DETECTS the operator PC's LAN IP (UDP
default-route probe, no packet sent) and stamps BT_RELAY=<lan-ip>:port into the
generated join_lan.bat instead of "auto" -- so regeneration keeps it correct and
doesn't revert to the broken auto-discovery. Verified: detects 10.0.0.46 here.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Playtest: "after I destroyed the mech the red blip was still on my radar." The
authentic engine adds/removes radar contacts through the interest feed
(GaugeRenderer::NotifyOfNewInterestingEntity / NotifyOfBecomingUninterestingEntity),
and the game decides what's a contact -- a dying mech becoming uninteresting is
removed, so the blip drops. The port DROPPED that feed and rebuilds the radar grid
every frame from EVERY dynamic mover (RebuildEntityGrid), so it never removed the
dead one and the red blip lingered on the frozen wreck (the wreck stays as an entity
by design; only its model sinks/buries).
Fix: in RebuildEntityGrid, skip a destroyed/disabled mover (GetSimulationState() ==
2 || 9 -- the movementMode wreck latch, unified with simulationState) so it leaves
the moving/red-contact grid. Live movers unaffected; the blip drops on death.
Verified (BT_MAP_LOG): the killed enemy (ent cls=0xbb9) is drawn ONCE at the
death-transition frame (the 1-frame lag before movementMode latches to 9) then never
again for the rest of the session, while the owner keeps drawing every cycle.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Playtest: "lost missiles mid-fight, no pips, sad noise -- out of ammo?" The default
build didn't trace ammo, so it couldn't be answered from the log. Added a [ammo]
trace (env BT_AMMO_LOG) at the four ProjectileWeaponSimulation decision points --
FIRED+rounds-left, gate1/gate2 dry-transition edge, dry-fire blip, and denial -- plus
a public AmmoBin::GetAmmoCount() const getter.
Reproduced the actual cause: NOT ammo depletion. The SRM6 trips gate 1 FailureHeat
(heatLvl=2) after ~5 volleys and latches into the permanent NoAmmo roach-motel with
19 rounds still in the bin:
[ammo] SRM6_2 FIRED, rounds left=19
[ammo] SRM6_2 -> NoAmmo (gate1): destroyed=0 failHeat=1 heatLvl=2 mechDisabled=0
Logged as the concrete instance of the heat-economy open question (open-questions.md).
Trace-only; no behavior change (all output gated on BT_AMMO_LOG).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Playtest feedback: the red MFD lamp buttons were obstructed (only a thin sliver
showed under the surface, crammed against the DISPLAY/PROGRAM legends), and the blue
THROTTLE/JOYSTICK flight blocks overlapped the bottom MFDs.
- Red lamps now sit FULLY OUTSIDE the MFD (kCkRedGap=3 off the edge, kCkRedH=24 tall)
instead of reaching kCkRedCell into the display -- nothing occludes them and they
read as real buttons, clear of the DISPLAY/PROGRAM legends. topBand grows to 223.
- Flight blocks drop below the MFD's bottom red lamps (belowLamp) -- no overlap.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Under BT_DEV_GAUGES the DEFAULT is now the pod-faithful cockpit surround: the 3D
world CENTERED with the six gauge surfaces composited AROUND it in the single main
window at 1/2 native scale, plus clickable RIO button lamps. Iterated as a visual
reference with the user, then landed in the engine.
- L4VB16.cpp/.h: BTCockpitLayout + BTCockpitComputeLayout (layout single source of
truth, computed from the backbuffer canvas); BTDrawCockpitPanels (band fill ->
button lamp quads -> 9-entry surface loop, phosphor-green mono / amber palette
sec, Eng-sibling slot map -> GDI-atlas flight labels; D3DSBT_ALL state-block
isolation = the floating-rocks trap); BTCockpitMouseDown/Up (client->bb hit-test
+ glass press/release/right-latch contract); BTApplyWorldViewport + DevGaugeDocked
cockpit branches; shared BTLampBrightnessOf inline. Hooked at the top of
BTDrawGaugeInset (before BT_SHOT, so shots include it).
- btl4main.cpp: glass preset (cockpit default, per-display panels opt-in); mode
resolution -> gBTGaugeCockpit with work-area-clamped window sizing (-res = view
size); WndProc WM_L/RBUTTON routing.
- L4VIDEO.cpp: BTWorldAspectOf cockpit branch (view rect on-screen aspect).
- L4VIDRND.cpp: CameraShipHUDRenderable::Render made viewport-relative.
Buttons = the L4GLASSWIN address banks x0.5 (Heat 0x2F, Mfd2 0x27, Comm 0x37, Mfd1
0x0F, Mfd3 0x07 red; radar rails 0x10-0x1B yellow; flight 0x38-0x47 blue, labeled).
Full rect is the hit target; the surface draws over it so only the lamp edge shows.
Precedence: BT_GLASS_PANELS=1 stands cockpit down > BT_COCKPIT=1 > _WINDOW/_DOCK
opt-out > cockpit default; BT_COCKPIT=0 = dock-bottom. Green tunable via
BT_COCKPIT_TINT. Renders in ALL builds; only the PadRIO click/lamp seam is
BT_GLASS-gated.
Verified (awaiting playtest): both build/ + build-glass/ compile (0 error C);
glass BT_SHOT matches the mockup; 500-click storm during a live mission survived
(Gitea #18 Receiver-gap fix holds); BT_COCKPIT=0 dock-bottom unregressed;
BT_GLASS_PANELS=1 stands cockpit down; pod build renders the panels.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Clicking a per-display glass Engineering panel button (0x21 on an Eng page)
hard-crashed via a wild call through an uninitialised pointer (eip=cdcdcdcd
debug / 0x01048748 release), zero btl4 frames above Receiver::Receive.
Root cause is the dense message-handler-table gap hazard (reconstruction-
gotchas #11), the message-side twin of the attribute-table one -- NOT a /FORCE
unresolved external (the glass link log carried only the known-benign mech3.obj
CreateStreamedSubsystem set). Receiver::MessageHandlerSet::Find(id) returns
messageHandlers[id-1].entryHandler for any id <= entryCount with no populated-
check, and Receive() calls it when != NullHandler. The streamed Eng-page .CTL
dispatches subsystem msg id 3/0xb to whatever subsystem is shown; a weapon
(Emitter) registers only PoweredSubsystem 4-8 + MechWeapon 9-10, so id 3 is a
gap below entryCount 10. Build did new HandlerEntry[entryCount] and left gaps
uninitialised -> (this->*garbage)(msg). The 1995 binary has the identical non-
zeroing new[] (part_002.c Build) and survived only on fresh-heap-zero luck: a
weapon receiving id 3 was always meant to IGNORE it (id 3 = a Condenser/
Reservoir action in a different subsystem branch; the uniform Eng-page button
template makes buttons for unimplemented actions authentically inert). The new
per-display windows just made the id reachable live.
Fix (engine, class-wide, faithful): Build now null-inits every slot
(entryID=0/entryName=""/entryHandler=NullHandler) before copying inherited /
placing supplied, so a gap is deterministically NullHandler -> Receive drops it
(the authentic "Receiver ignores unhandled messages"), with an empty never-NULL
name so the name-based Find() strcmp can't deref a gap. Correct dispatch
contract, not a glass-path guard -> protects the whole dead-button class (#14).
Also lands the [glasswin] CLICK crash-forensics log (names the button before
dispatch).
Verified under cdb: click-soaked every MFD bank (Engineering/L+R Weapons/Heat/
Comm, ~130 clicks through Quad<->Eng page cycles) -> zero AVs, reconstructed
mapper preset selects still fire ([mode] preset (1,1)/(2,1)...); pod build +
solo mission un-regressed.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
One window per pod display (Heat/Engineering/Comm/Weapons x2/radar +
Flight Controls), each carrying its surface with its RIO button bank
arranged pod-faithfully; CPU-expanded surfaces, buttons under the
imagery. Runtime gate BT_GLASS_PANELS (=0 = the legacy single panel).
Merged on top of today's landed fix pile (audio-crash, experience,
parallax); the L4PADRIO overlap with the gait-detent commit resolved
preserving BOTH (his window refactor + our at-rest band snap).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
# Conflicts:
# context/glass-cockpit.md
PARALLAX (#16): the pick/fire ray was anchored at mech.y+5.0 (a port
improvisation) while the sight line ran from the eyepoint (y=6.23) --
two parallel rays whose constant offset grew into the reported low-miss
as range closed (measured ry +0.072 @50u -> +1.54 @2.7u). The decomp's
sight and pick share the eye origin (HudSimulation @4b7830 chain). Fix:
the viewpoint mech's cockpit eye owns the aim-camera publish in BOTH
views, origin = its own eye translation; leveling + deliberate elevation
untouched; chase view now converges to cockpit ballistics (V cannot
change where shots land). After: pick pinned to the crosshair (ry <=
5e-6) from 50u to point-blank; 26 laser + 8 missile center-mass hits at
3/4-screen. Awaiting the reporters' approach-test.
VERDICT INSTRUMENTATION (#4 closed authentic, #5 verdict posted):
BT_RANGE_LOG per-frame pick tracing + BTGroundRayHitExact analytic
cross-check (0/8000 arena fall-throughs; cavern 6/8400 single-frame
grazes -- the 'crazy sliding' is the authentic world-pick + 500 m/s
slide over depth discontinuities); BT_AUD_TAIL StopNote/fade timing +
BT_FIRE_PULSE single-shot driver (the energy 'buzz' is the AUTHORED
charging loop: crescendo through recharge, 1.309s authored release,
measured within one frame). CAVERN.EGG: solo cavern test egg.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
BTPlayer's master ctor now seeds the flag block from
btMission->ExperienceLevel() + AdvancedDamageOn() (accessors from the
SURVIVED 1995 BTMSSN.HPP [T0]) instead of the NULL-stubbed scenario
role -- the egg experience knob works for the first time. Both switch
slot errors fixed vs the binary @4c0bc8; phantom btMission duplicate
member removed (+0x1f8 IS Player::playerMission).
SEVEN gate stubs unified onto the real flags (two found empirically):
HeatModelActive, OwnerAdvancedDamage, LiveFireEnabled,
ControlsAllowLights, powersub @4b0efc, emitter's file-local FUN_004ad7d4
+ FUN_004ac9c8 stubs. FUN_004ac9c8 family swept (incl. a live raw-offset
databinding trap in MechSubsystem::IsDamaged). Flag block renamed to its
true semantics (simLive/heatModelOn/...), scoring-era names kept as
comments. Includes the #5 [aud-tail] diag in emitter.cpp.
ALL 19 shipped eggs say experience=expert -> default behavior UNCHANGED
(per-tier verified: novice/standard = no heat/jams, authentic; veteran/
expert = today's exact behavior). Real delta: egg advancedDamage=1 now
reaches player+0x264/0x268 (was hardwired 0). Follow-up flagged: the
glass FE defaults empty experience to veteran (one tier below shipped).
Awaiting human verification.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The weekend's crash family root-caused under cdb: SourceSet.sources[5]
receives the AllExplosion death preset's 25 streamed voices --
RequestAudioChannels wrote 20 OpenAL source ids past the array, smashing
the neighbouring heap object (Release: a vtable overwritten with a source
id -> delayed silent AV at AudioControlEvent::Send; Debug: CRT heap-
corruption abort in the death Explosion's audio teardown). Explains all
three #12 crash flavors (solo enemy kill -- stack-confirmed; MP self-
death; MP peer PEER_DOWN cascade -- same generic teardown).
Fix: sources[] sized to AUDIO_SOURCESET_CAPACITY=25, static_assert
lockstep with MAX_PRESET_SAMPLES, + defence-in-depth clamps at the ctor
and acquisition sites. Soak: 26+ deaths across glass AND pod builds
under cdb, zero faults, full wreck lifecycle every time. Gotchas S21:
the fixed-array-vs-streamed-count overflow class + sweep note.
Awaiting human verification: the MP death-and-survive session.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Break the desktop glass cockpit's secondary displays out of the single
combined pad panel + D3D gauge strip into ONE window per pod display, each
carrying that display's surface with its RIO button bank, arranged
pod-faithfully around the main view. New TU engine/MUNGA_L4/L4GLASSWIN.*
(BT_GLASS-only), selected by the -platform glass preset via the new runtime
gate BT_GLASS_PANELS (=0 falls back to the legacy single panel + dock).
- Surfaces are CPU-expanded from the shared gauge buffer
(SVGA16::ExpandPlaneToBGRA, no D3D) and StretchDIBits'd in -- the D3D
dev-composite path (dock / window / overlay) stands down while active.
- Buttons sit UNDER the imagery: big hidden click targets that reach into
the display, with only a small protruding edge showing as a lamp light.
Red MFD banks tile the top/bottom; radar rails run the sides + a bottom
row; a Flight Controls window hosts the no-display banks.
- Windows: Heat / Engineering / Comm / Left Weapons / Right Weapons / radar
+ Flight Controls; edge-to-edge (no in-client margin/title; OS caption
labels each).
- Fix blank surfaces: application/ghWnd are duplicate-defined and bind
non-deterministically under /FORCE, so the fresh L4GLASSWIN TU read NULL.
Reach the renderer/window via BTResolveGaugeRenderer/BTResolveMainWindow
defined in btl4main.cpp off the real btl4App/hWnd pointers. New gotcha:
reconstruction-gotchas.md S6 duplicate-GLOBAL corollary.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Human re-test on the fresh build: zero-stop OK, but the lever could PARK inside
the walk/run hysteresis band (walkStrideLength@0x534 .. reverseSpeedMax@0x538)
where the gait SM has no stable state -- walk<->run hunt, EngineShiftFwd/Rev
retriggering ("mixed walk/run mode + repeated acceleration sample"). The
pod-build keyboard lever already snaps out of the band to the NEARER edge at
key-rest (mech4.cpp GAIT DETENT); the PadRIO slew channel lacked it.
Faithful port, not an invention: mech4.cpp publishes the band in lever units
every driven frame (gBTGaitDetentLo/Hi seam, same guards + the same +0.002
engage margin); L4PADRIO Poll() applies the identical nearer-edge snap to the
Throttle channel when the slew rests (no slew key held, no pad slew axis
deflected). Sweeping through the band while held stays continuous (the
authentic moving lever, one authentic shift).
Verified (DEV.EGG glass, graduated parks each ~0.10 of the sweep,
BT_GAIT_TRACE+BT_MPPR_TRACE): band [0.358026,0.50388) = demand 22.02-30.87;
in-band parks snap both directions (0.4137->lo, 0.465126->hi); no at-rest
sample in the band; exactly ONE walk->run clip (state 10) up and ONE run->walk
(state 14) down across the whole sweep; zero-stop unaffected; pod build
rebuilt + BT_AUTODRIVE smoke clean.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The live-reported glass regressions (arrows dead / lever+detent missing /
V+J/K/L+N inert / weapons into the ground) were build-glass/Release/btl4.exe
built at 07:47 running the pre-5dd3536 image: no suppression tables, no V/J/K/L
keys, unpinned RIO ids. content\bindings.txt already carried the merged map
(arrows = W/S lever + A/D pedals) and parsed clean. Clean rebuild closed every
symptom; SendInput re-verification: lever holds on release + stops at zero,
LEFT/RIGHT turn in MID (wire-sign correct), V toggles with BT_SHOT pair, level
boresight at spawn, R/F elevation drive; pod build rebuilt + smoked un-regressed.
Code delta: BT_MPPR_TRACE [mppr-c] line enriched with mode/pedals/stick/turn/elev
so one env-gated line proves the whole control surface.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Zero-mission-arg launch of the build-steam exe -> lands in the glass FE
menu, where Steam sessions actually form (host or join an ISteamMatchmaking
lobby; there is no address to dial, so this is a LAUNCHER not a joiner --
unlike join.bat/join_lan.bat). Sets BT_PLATFORM=glass + BT_STEAM_NET=1,
logs to content\steam.log. Guarded like the sibling bats, with the two
failure modes spelled out (zip without build-steam\; Steam client not
running = menu works, no lobbies).
Requires distributing the build-steam variant (BT_GLASS+BT_STEAM) alongside
content\ -- a different zip shape; the pod-build zips are unaffected. For
dev testers to exercise the Steam path further (prior tests were buggy);
NOT for general players yet: the live 2-machine exit criterion
(docs/STEAM_TEST.md) is still open and the AppID is the 480 test id.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Human-verified (epilectrik, live): the panel is steady on the SAME monitor
as the game. Two root causes, both cured:
1. D3D-vs-GDI presentation contention -- the game's ~60Hz presents fought
the panel's GDI redraws on a shared display (single-monitor users had
no escape; moving the panel to another monitor cleaned it, the tell).
WS_EX_LAYERED + opaque SetLayeredWindowAttributes: DWM now composites
the panel independently of the D3D swap chain.
2. Sampling beat -- the 100ms repaint timer sampled the authentic RIO lamp
flash half-periods (125/250/500ms) into an irregular 'broken lamp'
strobe. Timer -> 62ms (~half the fastest half-period): flashing lamps
now blink at their even, authored tempo.
(Stacked on the earlier double-buffer/erase-suppression cleanup.)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The panel repainted control-by-control straight onto the window DC on a
100ms timer. Compose to a memory bitmap + single BitBlt; erase suppressed.
NOT the whole fix: the reporter's flicker is monitor-dependent (clean on a
display without the game window) = D3D-vs-GDI presentation contention, plus
a 100ms-timer-vs-125ms-lamp-flash sampling beat -- directions filed on #13.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The mission-control menu was missing player experience + many options. Added
the complete set recovered from the Mac 4.10 operator console's BT:: adventure
tree (TeslaSuite/410console/.../Console.ini) -- the tag= values are the egg
fields; cross-checked vs the port spec + reference/cavern.egg:
NEW groups: SCENARIO (Free For All / No Return respawn role), EXPERIENCE
(novice/standard/veteran/expert), BADGE (7 team emblems), PATCH (8 badge
colours), DROP ZONE (one..five), ADV. DAMAGE (on/off).
CORRECTED: TIME (evening, not 'dusk'); COLOR (full 7: +Brown/Green/Grey/Tan,
Red->Crimson, Gray->Grey); MECH (full 18 with console friendly names ->
tags, was 8).
btl4fe.hpp: BTFePilot gains experience/badge/patch/dropzone/advancedDamage;
BTFeMission gains roleKey/roleModel. The egg writer emits the selected values
(were hardcoded expert/VGL/Yellow/one/advancedDamage=1); No-Return role model
= the game's 8.3 resource 'noretun'. 5-column layout (mission | mech | pilot |
emblem/patch | session+controls); loadout persists across the relaunch
(fe_last.ini, all 14 groups).
Verified: menu drives (click Expert+Davion -> egg experience=expert
badge=Davion, persisted), and the generated egg parses + runs a full mission
(no egg errors, drive 61.501).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The pre-launch host drop/rejoin re-stream re-creates every mech at mission
launch; the LOBBY-built gauge tree kept attribute pointers into the freed
first-stream mechs, every widget Execute AV'd, and the BT_DEV_GAUGES SEH
guard (Gauge::GuardedExecute, GAUGE.cpp:618) disabled each one PERMANENTLY
(rate=0, no rebind) -- the frozen dev-gauges window of incident #12. The
authentic engine flow only tears the tree down at mission transitions
(Application::Shutdown -> gaugeRenderer->Shutdown() -> ShutdownImplementation
-> Remove(0), APP.cpp:787 / GAUGREND.cpp:3264); the re-stream bypassed it.
Fix: BTL4GaugeRenderer::TearDownForViewpointRestream() performs the
ENTITY-BOUND half of that same ShutdownImplementation sequence, in order
(gaugeAlarmManager->RemoveAllAlarms() -> Remove(0) -> moving/static entity
grid Clear), keeping the mission-scoped state (warehouse, graphics ports,
interpreter, controls-owned L4Lamps -- RemoveAllLamps would delete them
behind the buttonGroup's &lamp->automaticValue registrations). Called from
BTL4Application::MakeViewpointEntity before ConfigureForModel("Init") on any
viewpoint RE-make -- that handler runs once per stream (the incident log's
[ctrlmap] installing x2) -- so the tree rebuilds bound to the NEW mech via
the renderer's existing lazy build. Sentinel: "[gauge] viewpoint re-stream:
tearing the gauge tree down for rebuild".
Verified with the 2-instance relay harness (port 15600, MP_RELAY.EGG,
the incident sequence): join A (dev gauges) + B, kill B by exact PID at
WAITING FOR OPERATOR LAUNCH, rejoin B, operator launch. Pod A re-streamed
(2x ctrlmap install, 4x zonebuild), logged the sentinel, and post-launch the
docked composite is fully live (mission clock/heading/radar advancing between
BT_SHOT frames) with ZERO [gauge-fault] DISABLED lines (the incident had 11).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Replace the RivetGun-modeled ProjectileWeaponSimulation body with the fully
recovered binary machine (capstone disasm, every branch address-cited):
- gate 1 @4bbd36: simulationState@0x40==1 (destroyed) || heatAlarm==FailureHeat
|| owner disabled -> recoil=rechargeRate + alarm 7 (was: simulationFlags==1)
- gate 2 @4bbd71: bin alarm 2/3 or bin destroyed -> alarm 7 re-pinned per frame
- Loaded @4bbec2: DENIED shots (viewFireEnable off / no owner target) blip
SetLevel(4);SetLevel(2) and STAY LOADED, no ammo pull (the old FireWeapon
early-returns under an unconditionally-cycling caller faked a full firing
pip cycle -- the "missiles cycle but never launch" incident mechanic);
the ammo pull is bin->FeedAmmo @4bbee6 in the CALLER; both updateModel|=1
marks (@4bbf05/@4bbf4c = ForceUpdate) bracket FireWeapon; recoil set @4bbf51
- Loading @4bbdd2: recoil bleeds ONLY here at electrical Ready and CLAMPS at 0
(it ran to -114 before); bin Loaded -> weapon Loaded
- 7 @4bbe4d: binary-faithful roach motel (re-asserted unconditionally;
recovery = ResetToInitialState only)
- slot 17 @004b9c9c reconstructed as MechWeapon::ComputeOutputVoltage
(rechargeLevel=(rechargeRate-recoil)/rechargeRate, Emitter overrides with
@4ba738) and called from Loading/7 -- the launcher recharge dial ANIMATES
(the old "authentically static" claim was wrong)
FireWeapon bodies stripped to heat+spawn only per @004bcc60 (no view gate, no
ConsumeRound, no recoil); ConsumeRound retired (not a binary method).
Gotcha #20 sweep (all sites disasm-verified): simulationFlags|=0x1 == engine
DelayWatchersFlag (audio watchers muted forever) removed everywhere --
projweap/mislanch fire marks, ProjectileWeapon::ResetToInitialState (@4bbb47
= updateModel|=1); Emitter::SetDirty retired and split per binary site into
ForceUpdate() (@4bafaa/@4ba55d) vs ExecuteOnUpdate() (@4ba99a/@4ba943);
Emitter fault gate GetFlags()==1 -> simulationState==1 (@4baab9).
AmmoBin::GetAmmoState() accessor added (named-member read of ammoAlarm@0x1A8).
BT_LOOK_TEST=<frame> scripted verify added (mech4.cpp): holds the rear-view
button 300f on/300f off to drive viewFireEnable headlessly.
Verified solo ARENA1 (bhk1, autofire): 54-60 [projectile] PUSH + impact smoke;
look-back denial window = trigger pulses, state stays 2, zero launches,
resumes on release; enemy (disabled) mech launchers pinned 7 + full recoil;
STREAK-6 recharge dial sweeps across BT_SHOT frames; lasers fire throughout;
zero gauge faults.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The #10 audit's one WRONG: the port Execute was a bring-up no-op, so the
emitter/myomer engineering pages never erased their top data box -> stale
sibling-page ghosts on the shared Eng bit-plane (SYSTEM 10 PPC showing the
Streak ammo box, etc). Full faithful widget landed:
- btl4gau2: ctor/BecameActive/Execute/clear/ticks/cursor recovered from the
capstone disasm of @004c6798/@004c6920/@004c6934/@004c6be4/@004c6c30/
@004c6c6c (Ghidra dropped every x87 arg). Plot: v=0..12000 step 1200,
x=Round(response(v)*230), y=Round(v*(1/12000)*187) (ld80 @004c6bd0/@004c6d74
= exactly 1/12000); change-test samples the response at 12000V vs the 9999
activation sentinel; XOR op for tick/cursor move-by-redraw; destroyed branch
centres edestryd.pcc and revives via own vtbl+0xC (BecameActive, slot 3 of
PTR_0051a1fc -- vtable-dump verified).
- The vtbl+0x3C sampler identified from the binary vtables: Emitter slot 15
@004bb42c = sqrt(P(v)/2.0e8), P @004bb3f4 = damageFraction*v^2*0.5*
energyCoefficient; Myomers slot 15 @004b8f94 = sqrt(AvailableOutput(v)*3.6/
350). FUN_004dd138 == sqrt (part_015.c:4026): myomers' fabs reading
corrected, GetSpeedReading renamed SeekVoltageResponse. Port dispatch via
complete-type bridges BTSeekVoltageSample/BTMyomersSeekSample +
BTSubsystemDestroyed (databinding rule).
- Emitter's AUTHENTIC attribute table recovered (binary @0x511dd4, ids
0x1D-0x25) and published: Laser*/Seek*/OutputVoltage@0x414 (currentLevel,
RAW volts -- the live-cursor feed). Field renames per the table:
0x3F8 minSeekVoltageIndex / 0x3FC maxSeekVoltageIndex (static_assert-locked).
The MechWeapon 0x1D OutputVoltage PORT ALIAS retired (binary table ends
0x1C; Find walks lowest-id-first, the alias shadowed the authentic row).
PPC::DefaultData -> Emitter::GetAttributeIndex().
- mech4: BT_PRESET_HOLD=<n> (freeze the #9 preset cycler after n pulses) for
steady-state pixel verification; BT_SEEK_LOG diag.
Verified live (BLH, autofire): both #10 repro pairs held ghost-free for
minutes (SYS09->SYS10 PPC, SYS02->SYS04 ERMed, SYS05->SYS06 Myomers); curves
draw with live cursors; one replot per activation; quad panels/J-K-L/sec
panel un-regressed.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
docs/GAUGE_COMPOSITE.md gains the AUDIT 2026-07-19 section: every widget on the
6 pod MFD surfaces + the secondary screen + the HUD reticle audited for
binary-correct data (static pass vs decomp + two instrumented live sessions).
Verdicts: 34 CORRECT / 1 WRONG (filed) / 6 AUTH-STATIC / 6 DEFERRED-FEED.
Findings:
A. The 'SYSTEM 10 PPC ammo readout' (entry a) root-caused: header/label/screen
mapping are CORRECT ([vss] dump == authored sub+0x1dc); the ammo box is a
GHOST -- stale pixels from the sibling ballistic/sensor page on the shared
Eng plane, persisting because the port SeekVoltageGraph::Execute is a
bring-up no-op. In the binary the graph IS the top-box eraser (view =
(0x97,0x80)-(0x17d,0x13b) @004c6798; clear @004c6be4 on the @004c6920
activation sentinel) -- ghost-free on the pod. Full reconstruction FILED
(4 Seek* attrs + vtbl+0x3C sampler + x87 recovery); no erase-only stand-in.
B. HUD attr table @5110c0 conflict (entry b) RESOLVED -- see commit 904c75a.
C. Entry c: no [T3] tags remain in gauges-hud.md; the single [T4]
(reticlePosition writer) stays flagged.
D. BT_SHOT dock-capture regression found + fixed (commit 904c75a).
Live re-verifications this audit: heat digits climb (515->680 under autofire),
reservoir flush 6->0 (~1s held) + PFX cloud, ammo counter moves (24->19 after
missile autofire), heading 089->120 + speed 0->182 under BT_GOTO, secondary
dama->crit->heat cycle (masks 0x450421/0x490421/0x510421), preset cycles visit
exactly the populated page set (MFD1:1,2,4 MFD2:1-4 MFD3:1,2), mission clock,
Comm 0/0, pips/compass/tape/caret render.
Audit performed by the agent; findings await human review, fixes await human
verification.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- hud.hpp/hud.cpp/CLASSMAP.md: the binary HUD AttributePointers table starts at
@5110b8 with a FULL id-3 FlickerRate record (the old transcription read it as a
label and shifted every offset one slot). Re-based member names/offsets:
rotationOfTorsoHorizontal@0x1DC (<- Torso+0x1D8 twist), limits@0x1E0/0x1E4,
speed@0x1E8, rangeToTarget@0x1EC, @0x1F0 unbound, Visible@0x1F4 (init 1),
Lock@0x1F8 (init 0), HotBoxVector P3D@0x1FC, ThreatVector P3D@0x208,
CompassHeading Scalar@0x214 (= yaw euler[0] + twist, HudSimulation :5676).
Cross-checked vs ctor @004b7f94 + HudSimulation @004b7830 (Lock rule writes
@0x1F8 :5622/:5633; range default 1200 + 500 m/s slide @0x1EC). SetCompassHeading
renamed SetThreatVector (@004b7810 writes @0x208 = the threat vector; no port
caller). No behavioral change: the reticle feeds via port globals and the CFG
never binds HUD attrs. Resolves the gauges-hud open question (Gitea #10 entry b).
- L4VIDEO.cpp: BT_SHOT capture moved AFTER BTDrawGaugeInset -- the 2026-07-18
reorder had left it before the dock blit, so BT_DEV_GAUGES_DOCK screenshots
silently omitted the gauge panel.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
table re-decoded to the ModeMFD bits + desktop J/K/L page cycle
The preset system was unwired by ONE defect in the message layer: the
SetPresetMode @004d1b24 table @0051dbf0 had been transcribed from the
section dump as BIG-endian dwords ({0x1e,0x01000000} instead of
{0x1e,0x01}), so a preset press set a garbage high bit -- and for group 1
items 3-4 / group 2 items 0-2 stomped the LIVE NonMapping / Intercom /
ModeSecondary* bits -- while the real page bits never moved. Ground
truth (section_dump.txt:72901-72908, little-endian + BTL4MODE.HPP [T0]):
set = ModeMFD{1,2,3}{Quad,Eng1-4} = 1<<(group*5+item), bits 0-14, fully
disjoint from the #6 secondary trio (bits 18-20); group 2 is MFD3, NOT a
duplicate of the secondary views.
What the 15 presets show (l4gauge.cfg): group = the MFD (Mfd1 lower left
/ Mfd2 upper center / Mfd3 lower right), item 0 = the btquad.pcx Quad
overview (up to 4 vehicleSubSystems cluster panels), items 1-4 = the
full-screen engineering-detail pages (bteng.pcx + prepEngr screens
group*4+1..4 + the cluster eng children: GENERATOR SELECT A-D, POWER
graph, COOLING loop, DAMAGE, ammo). Empty screens are authored per mech
(Blackhawk: 3/11/12 empty).
Authentic dispatch (streamed "L4" .CTL EventMappings, BT_CTRLMAP_LOG
dump): each MFD owns the 8-button RIO bank around it, MODE-MASK-gated --
Mfd1 = 0x08-0x0F, Mfd2 = 0x20-0x27, Mfd3 = 0x00-0x07. Quad page ->
direct-select buttons for the POPULATED eng pages (mapper msgs
Aux1Eng1-4 0x4-0x7 / Aux2* 0x9-0xC / Aux3* 0xE-0x11); eng page -> one
back-to-Quad button (0x3/0x8/0xD) + per-subsystem controls. These
records already install and fire on desktop (btinput passes the live
manager mask), so the NUMPAD profile's 0x20-0x27 keys page MFD2
authentically.
Port wiring (the #6 pattern): keys J/K/L -> actions Mfd1/2/3Cycle ->
gBTPresetCycle -> L4MechControlsMapper::CyclePresetModeNow(group) -- a
documented desktop shim (24 mode-dependent pod buttons don't fit a
keyboard) that cycles Quad -> populated Eng pages -> Quad, visiting
exactly the pod-reachable set; the body is the authentic SetPresetMode.
Dev-composite: BTDrawGaugeSurfaces now draws the Eng1-3 planes at their
sibling cells and skips any mono plane whose channel is BlankColor,
honoring the mode-driven reconfigure (RemapGraphicsPort) -- each dev
cell shows the ACTIVE page like the pod monitor. This supersedes and
removes the 2026-07-12 GAUGREND "frozen-dial" scaffold (forced all 15
page bits active under BT_DEV_GAUGES; it pinned the shared Eng plane on
the highest screen and ate the page flips).
Pixel-verified (BT_PRESET_TEST + BT_DEV_GAUGES_DOCK + BT_SHOT,
Blackhawk): all three MFDs page Quad -> SYSTEM NN eng details -> back to
Quad in lockstep with the [mode] preset mask log; group 0 skips the
authored-empty screen 3, group 2 skips 11/12. Un-regressed: N display
cycle (0x450421->0x490421->0x510421, page bits intact), M control mode,
CONTROLS.MAP 52 bindings parse clean.
Diags: BT_MODE_LOG ([mode] preset), BT_PRESET_TEST=<frame>.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
NotifyOfDisplayModeChange override (vtbl+0x4C @4d1ae4) + wire desktop 'N'
The secondary screen's schematic selector was mislabeled: @004d1ae4 (the
bits-18..20 ModeSecondary* mask swap) was reconstructed as a non-virtual
"SetControlMode" that nothing called, so the desktop stayed pinned on the
Damage view. The binary's L4 vtable @0051e440 pins the truth:
+0x48 = @004d1acc <- CycleControlModeMessageHandler (FUN_004afbe0):
forwards to the base RET no-op @004b048c. A BAS/MID/ADV
control-mode change never touches the secondary view
(empirically confirmed: BT_MODECYCLE_TEST cycles the CONTROL
MODE lamp, mask bits 18-20 unchanged, schematic stays ARMOR).
+0x4C = @004d1ae4 <- CycleDisplayModeMessageHandler (FUN_004afcac):
THE Damage/Critical/Heat selector, indexed by displayMode
(table @0051dbe4 = ModeSecondaryDamage/Critical/Heat).
Authentic pod inputs (streamed type-6 .CTL EventMappings, dumped via the
new BT_CTRLMAP_LOG EVENT records): secondary-panel button 0x15 -> msg
0x15 CycleDisplayMode (manual p13, the "'Mech status Info center" bottom
left of the secondary screen), button 0x18 -> msg 0x14 CycleControlMode
(manual p6, top right), 0x10/0x11 -> ZoomIn/Out. The DOS keyboard
fallbacks (Keypress 0x13d/0x13e = extended F3/F4) are dead under the
WinTesla VK map, hence the desktop pin.
Port wiring (the M/ModeCycle pattern): key N / pad RightThumb -> action
DisplayCycle -> gBTDisplayCycle -> CycleDisplayModeNow() -- the same body
the pod console button message drives. Both .MAP profiles + the
compiled-in default updated.
Verified live (docked gauges + BT_SHOT, BT_VIEWCYCLE_TEST): the sec
panel cycles ARMOR DAMAGE silhouette -> CRITICAL DAMAGE subsystem list
-> HEAT DAMAGE colored list, mask 0x450421 -> 0x490421 -> 0x510421; M
control-mode cycling un-regressed (BAS/MID/ADV lamp cycles, view pinned).
Diags: BT_MODE_LOG, BT_VIEWCYCLE_TEST=<frame>, BT_MODECYCLE_TEST=<frame>,
BT_CTRLMAP_LOG now dumps EVENT records. KB: gauges-hud secondary-view
section rewritten, CLASSMAP +0x48/+0x4C slots, decomp-reference env
gates, GAUGE_COMPOSITE phase-4 entry resolved.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The playtest report (sound plays, no gauge drop, no cloud) traced to the
Reservoir's InjectCoolant chain being dead in three places:
- The handler was never REGISTERED: the binary's Reservoir handler table
@0x50e680 has one entry {4, "InjectCoolant", @4aee70}; added
Reservoir::GetMessageHandlers + the press/release handler (press starts
the flush gated on coolantLevel@0x12C > 0 -- the old body misread +0x12C
as currentTemperature; release stops it; novice lockout via FUN_004ac9c8).
- Reservoir::InjectCoolant (@4aefa4, 1019 bytes) was an empty stub -- the
drain the coolant gauge reads. Reconstructed in full: work list =
condenser/weapon/heatable chains (+0x7cc/+0x7bc/+0x7ac, roster-walk
emulation with the binary's duplicate-visit weighting; HeatSink-filtered
[T2 guarded]) + the linked master sink; per sink with flowScale != 0 move
squirtMass x flowScale x dt (clamped to the tank / sink capacity) and
credit pendingHeat with the negative carried-heat delta capped at
sinkMass x reservoir startingTemperature -- the set%-biased flush of the
manual (p24), riding the existing heat model.
- Two latent ctor decode bugs surfaced and fixed: the master gate @4af408
(and @4aeb40 HeatWatcher, swept) reads the OWNER MECH's simulationFlags
(*(param_2+0x28)), not the resource's subsystemFlags (the misread left
the CoolantSimulation Performance unregistered); and the capacity scale
FILDs the bank's INTEGER HeatSinkCount ((float10)*(int*)(link+0x1d0)) --
the float reinterpret gave ~1e-44 -> a permanently empty tank.
Capacity = 0.05 x heatSinkCount x streamed CoolantCapacity (BLH: 6.0).
Visual: the binary's mode-1 coolant-effect renderable (FUN_00456a68, built
for classID 0xBC0 on "ReservoirState", part_014.c:5439; tick @part_007.c:
8780) starts psfx 19 = FLUSH.PFX ("Coolant flush", BTDPL.INI) when the
state changes to 1 -- BTSpawnFlushCloud (mech4.cpp) spawns it on the same
alarm edge as an attached emitter at torso height.
Input: new CONTROLS.MAP action "Flush" on 'H' (HELD; press+release both
dispatch, the held-button payload). Diags: BT_FLUSH_LOG, BT_FLUSH_TEST.
Verified live (FOGDAY): [flush] Reservoir level 6 -> 0.13 -> 0 over ~0.6 s
held (= the manual's 3-4 punches to empty), the coolant vertBar source
Reservoir/CoolantMass drains, and the bluish condensation cloud rises from
the mech (scratchpad/flush_cloud.png vs flush_before.png).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Follow-through on the pitch fix: the view pitched but shots still flew
level (user report). Cause: the task-#48 AIM BORESIGHT leveling in the
eye's aim-camera publish (L4VIDRND) strips ALL pitch from the pick-ray
direction -- correct for the TERRAIN body pitch it was built against, but
it also erased the pilot's deliberate R/F elevation.
Fix: mech4's per-frame eye compose publishes the torso elevation
(gBTEyeElev); the publisher re-applies it onto the LEVELED forward
(fwd = (cos e * level, sin e)) before building the basis -- terrain pitch
stays stripped, the deliberate aim survives into BTGetAimRay. Sign
matches the pixel-calibrated view compose (+ = up).
Harness evidence: pinned-down elevation visibly pitches the chase eye
into the terrain (the ray basis moves); a full headless aimed-kill could
not be driven (the autofire gate needs a designated target and the
random spawns wedged short of the truck row) -- aim-at-truck kill needs
the human pass. Awaiting human verification (issue #8).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
User + tester reports: pitch does not work. Root cause: the Torso sim
integrated the R/F / stick-Y axis into currentElevation (authored limits
and rates all correct) but NOTHING consumed it -- eyepointRotation's only
writer was the look-state switch, so neither the cockpit view nor the aim
ray (camera basis) ever pitched. Shots always flew level; low targets
(trucks) were unhittable.
Fix (faithful: the pod's stick-Y pitches the EYE; the torso geometry does
not tilt): per-frame compose in the HUD tick --
eyepointRotation = EulerAngles(lookPitch + torsoElevation, lookYaw, 0);
BTCommitLookState now stores its look component in gBTLookPitch/Yaw; new
complete-type bridge BTGetTorsoElevation (torso.cpp, mirrors
BTGetTorsoTwist). DPLEyeRenderable consumes it every frame, so the view
and the boresight aim pitch together (crosshair stays screen-centred).
Sign PIXEL-CALIBRATED via new diag BT_FORCE_ELEV=<-1..1> (pins the axis
headless): screenshots confirm axis +1 (key R) = aim UP, -1 (F) = down.
X still recenters. Awaiting human verification.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
(b) The 'tiny explosion' on the ram kill is AUTHORED: crunch res 31 = 'stephit'
(one video object, effect 1008 = ddam5 damage smoke) -- a step/ram squash is
small by design. The FULL explosion res 32 = 'trkdead' = psfx 15 dtrkboom
(fiery omni burst) + psfx 16 dtrkburn (the burning-wreck fire), reached by
WEAPON kills -- which the 1995 binary dispatches [T1]:
- MechWeapon::SendDamageMessage @004b9728 (part_013.c:6765) gates only
"target NOT derived from Mech@0x50bdb4 OR aimed zone set": a non-Mech
boresight target takes the zone=-1 damage UNCONDITIONALLY;
- Missile contact @004be078 dispatches at the struck solid's OWNER entity
with no class test at all.
Port wiring: Mech::WorldStructurePick returns the struck solid's owning entity
(BoxedSolid::GetOwningSimulation; TERRAIN.cpp:107/246 build every static solid
with its Terrain/CulturalIcon/Door entity as owner); the mech4 pick block
designates IT instead of the gBTTerrainEntity sentinel (sentinel = fallback);
the projectile contact path grew the non-mech damage-zoned else-branch
(@004be078 mirror, direct Dispatch). Plain terrain ignores the damage
(ENTITY.cpp:885 zone==-1 guard); an icon's handler maps -1 -> 0 and dies.
Truck armor is WeaponDamagePoints=1 (TRK.DMG): one laser = one dead truck.
(c) The burning fire is dtrkburn.pfx, authored INTO the death package (every
icon family carries 1016: trkdead/bigdead/meddead/msldead/twrdead). There is
NO looping BurningState fire in the binary: the damage-zone effect watcher
ctor @0042a984 has exactly one call site (the Mech ctor, part_012.c:10405), so
icon ExplosionTables are inert, and CulturalIcon has no Performance.
Documented as authentic -- nothing invented.
Verified live (BT_SHOT pixel capture): 26 laser kills, [cult] TakeDamage
type=3 -> DYING res=32 -> DPLIndependantEffect 1015+1016 at the icon origin;
frames show the orange dtrkboom fireball, dtrkburn flames on the fresh wreck,
and the rubble aftermath; ram harness re-run still fires crunch res 31.
Diags: BT_FIRE_AT_ICON (designate nearest ahead icon; live-icon census in
CULTURAL.cpp), BT_FX_TEST="1015,1016".
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
MECHMD's scorch base (basev:bvx9_mtl, bexp9_tex = BEXP.BSL RGBA4444
slice 8, ramp cdusty) drew as a hard-edged dark square for two stacked
reasons:
1. The blanket 'truecolor BSL slice (channel >= 6) never ramps' gate
blocked its cdusty ramp. Corpus scan: only 4 shipped textures use
truecolor slices; bexp9/bdet9 are grayscale in RGB (100% / 98.8%
r==g==b) and their materials author ramps -- only bdam8 (damage
sheet) is truly coloured. bgfload rampableSlice() now probes the
decoded slice: a truecolor slice ramps iff effectively gray (>=95%),
keeping bdam8's colour protected.
2. The RGBA4444 authored alpha channel -- a binary 0/240 cutout mask
(the splat silhouette, 78.5% transparent) -- was never alpha-tested,
so the quad's transparent surround rendered as an opaque rectangle.
New BgfDrawBatch.texAlpha (channel >= 8) routes these batches
through the PUNCH alpha-test draw states, WITHOUT the black-texel
keying (which would hole the near-black charred centre). Side
benefit: tree9 (tree/leaf cards) + bdet9 (trans-rail lattice) get
their authored cutouts too.
Pixel-verified (ram-kill run, BT_SHOT): irregular char splat, dark
brown (71,44,34) lifting to near-terrain tan (115,100,91 vs terrain
131,119,108), no rectangle; pre-death frames unregressed (vehicles
stay lit/diffuse -- hasNormals gate untouched). Awaiting human
verification.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The opaque BLACK rectangle under a destroyed truck was basev:bvx9_mtl (the
MECHMD wreck's 4-vtx scorch base): the material authors NO diffuse, ambient
(0,0,0), texture bexp9_tex (MAP 'bexp' slice 8, BEXP.BSL) + ramp cdusty.
collectMaterials' AMBIENT fallback took the all-zero ambient as a REAL
colour (hasDiffuse=true, black) and tinted the whole quad black regardless
of its texture. An all-zero ambient means UNSET, not 'tint black' (a black
tint renders geometry invisible -- never authored intent): the fallback now
requires r+g+b > 0.001. Pixel-verified (BT_SHOT ram run): the scorch base
draws as the authored charred burn patch under the wreck debris.
Also: cross-library TEXTURE registry (globalTexMaps, BT_TEX_XLIB=0
disables) mirroring the existing globalRamps -- material libs reference
textures DEFINED in other libs (bexp9_tex is defined in BTARENA/BTFX, not
BASEV.BMF); a per-file texMaps miss left such batches untextured. Same
first-wins sweep of the indexed BMFs on first miss.
Regression scope: only materials authoring a zero ambient AND no diffuse
change (they now ramp/texture instead of black); cross-lib refs that
previously resolved keep their same-file definitions (checked first).
Awaiting human verification in a live session (issue #3 stays open).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Human-verified: wreck swap works live; small ram explosion visible.
Remaining detail recorded for the next session.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The playtest falsified the first revival: the truck vanished with no wreck.
Cause: the rubble (and any additional cultural object) was built as a
DPLStaticChildRenderable / DCSInstanceRenderable added at TOP LEVEL of
mRenderables -- those classes read the bare matrix stack (identity at top
level), so the rubble drew at the WORLD ORIGIN, not at the icon (and before
the consolidation exclusion it was consolidated there permanently).
Fix: every cultural video object (intact AND rubble) is a RootRenderable
(Static) -- placed from myEntity->localToWorld, registered into the frame
pass lists by the same per-frame Execute path the intact model draws
through. The revived state switch then genuinely swaps them.
PIXEL-VERIFIED via BT_SHOT screenshot timeline (full-speed BT_GOTO ram,
ARENA1 MECHMOVR truck): intact truck visible -> ram/death -> the MECHMD
wreck debris renders scattered at the truck's exact spot, intact model
gone, mech walks the footprint. ARENA1 census: 57 rubble-typed objects
across the 124 icons (MECHMD/bpip1d/ab07d_FR...).
NOT yet closed (open on #3): (a) the wreck's scorch base quad draws as an
opaque BLACK rectangle (13 plain ops on MECHMD -- material/ramp resolve,
not a blend flag); (b) the death explosion (psfx 1008) still not visibly
confirmed; (c) the authored burning-fire state visual unreconstructed.
Diag added: [cultobj] census (BT_CULT_LOG) -- per-object file/type/op flags.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Human playtest (2026-07-19): ramming a truck makes it disappear entirely --
no rubble, no smoke/fire, no visible explosion. The [cultvis] log evidence
verified the STATE MACHINE (pointer swaps), not pixels: the rubble child
component (DCSInstanceRenderable/DPLStaticChildRenderable) is itself
2007-stubbed and never draws, and the routed psfx 1008 produces nothing
visible. rendering.md section corrected from 'verified live' to PARTIAL
with the three remaining gaps (rubble draw, visible explosion, burning
fire). Gitea #3 reinstated as open/wip.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Playtest report: trucks play a collision sound on impact but never change
state -- no explosion swap, no destroyed model, collision volume persists.
Investigation (BT_CULT_LOG census + BT_GOTO ram harness): the SIM was never
broken. ARENA1 map-streams 124 CulturalIcon entities, each with a damage
zone, explosion resource and removeOnDeath; the mech crunch dispatch
(ProcessCollision -> BTDispatchCollisionDamage) reaches them; ~19 walking
bumps burn the zone -> CulturalIcon::TakeDamageMessageHandler spawns the
Explosion (psfx effect 1008 observed), posts the delayed BurningState and
deletes the collision boxes. All of that ran correctly and invisibly.
The ACTUAL bug: the 2007 WinTesla port fully stubbed
StateInstanceSwitchRenderable ('STUBBED: DPL RB 1/14/07') -- ctor never
registered on the state dial, Execute never toggled anything -- so the
intact->rubble visual swap on BurningState NEVER fired, for every cultural
icon in the game. The destroyed truck kept its intact model: exactly the
reported 'no state change'.
Revival (D3D9-native, 1995 semantics verbatim):
- StateInstanceSwitchRenderable now controls the draw COMPONENT via the
SetDrawObj in-place drawable swap (the mech RemakeEntity mechanism):
visible = captured d3d_OBJECT, hidden = NULL. Initial state in the ctor,
AddVideoWatcher on the SimulationState dial (SetState fires video
watchers), toggle only on a real change.
- L4VIDEO cultural case passes the draw component + object (the dead
dpl_INSTANCE param is gone); [video] Object hides at BurningState,
Rubble shows.
- REQUIRED: cultural objects stay OUT of static-mesh consolidation
(RecurseStaticObject, same exclusion class as banded LODs/shadows) --
a merged static draws forever regardless of DrawObj.
- Permanent env diag BT_CULT_LOG: creation census (zones/explosion/flags/
pos), TakeDamage trace, death transition, [cultvis] switch actions.
Verified live (BT_GOTO=-620,-328 ram, ARENA1): 19 crunches -> DYING ->
explosion 1008 at the icon -> [cultvis] HIDE x2 (intact) + SHOW (rubble)
-> contacts cease, mech walks into the former footprint. Boot + render
un-regressed (statics consolidate as before minus the 124 icons).
KB: context/rendering.md new section (the full chain + the consolidation
gotcha). MP replicant path shares the same SetState watcher (cross-pod
verification pending -- noted in the issue).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- manifest410.py: monotone-DP TU labeling (data-cluster affinity + CLASSMAP
seeds + recon @addr soft votes) replaces naive fill; BT region = 917 fn /
~230 KB, extents match every independently-known TU boundary.
- source-completeness: ROUTE A CLOSED (Nick holds no further assets);
toolchain = BC++ 4.52 PROVEN by CW32.LIB byte-match, archived at
TeslaRel410/BORLAND; OPT.MAK = the shipped binary's exact recipe; extender
corrected to Borland PowerPack DPMI32 (was "Phar Lap TNT"); "all BT headers
survive" corrected (17/36 bt-side; mech.hpp etc. reconstruction-only);
engine gaps enumerated (vdata.hpp first, back-dated from BT412).
- phases/phase-03: rounds 1-3 of the source410 campaign - 6/10 surviving
originals compile clean under BC4.52; console wire IDs recovered from the
binary ctors (Killed=9 Damaged=10 ScoreUpdate=13 DWH=15 [T1], TeamScore
guessed 12 [T4] - answers the TeslaSuite console-port spec's open item);
round-3 finding: MECH.HPP is the capstone grown with the mech TU
reconstructions, BTREG.CPP green = the header-family milestone.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Brings Cyd's experience-level / simulation-mode research onto master (the
KB-decode portion of glass-cockpit 4e01e83; the bundled BT410 source
manifest is left for the full glass-cockpit merge).
- context/experience-levels.md (NEW): the egg per-pilot 'experience' field
(novice/standard/veteran/expert) is the pod's SIMULATION-FIDELITY tier,
decoded end-to-end. FUN_004c0bc8 reads btMission->experienceLevel(+0xe4)
and fans it into the +0x25c/+0x260/+0x26c/+0x270/+0x274 flag block:
+0x25c 'sim live' (novice lockout: jams/searchlight/powersub), +0x260 the
HEAT-MODEL master switch (veteran+expert; FUN_004ad7d4), +0x274 raw level
(FUN_004ac9c8 = ==0 novice predicate; the valve/advanced-cockpit lockout).
4.0->4.10 drift: the viewscreen hunting-aid gate is GONE in 4.10 (HUD reads
none of these flags), and movement heat is veteran+expert not expert-only.
- btplayer.cpp/.hpp: CORRECTED comments/labels -- the +0x25c..+0x274 block is
seeded from btMission experienceLevel/advancedDamageOn, NOT the scenario
role's returnFromDeath; the 'roleClassIndex/showKills' names are scoring-era
mislabels. Code logic UNCHANGED (comment-only): the ctor still reads
scenarioRole (STAND-IN, defaults 2 = veteran) pending the wiring task.
- Corrections swept into gauges-hud.md (ROOKIE->novice lockout),
open-questions.md (player+0x260/0x274 semantics now PINNED),
pod-hardware.md, subsystems.md, decomp-reference.md; CLAUDE.md router row.
No code-logic change -> no rebuild needed (comment + markdown only). The
runtime wiring (seed from BTMission::ExperienceLevel()) remains TODO.
Co-Authored-By: Cyd <cyd@falloutshelterarcade.com>
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The egg's per-pilot 'experience' (novice/standard/veteran/expert) is the
pod's simulation-fidelity tier -- stored at BTMission+0xe4 and seeded into
the BTPlayer ctor's flag block @4c0bc8 [T1]. The old 'per-role display
toggles / returnFromDeath' reading was WRONG: the source is
mission->experienceLevel, and the neighboring pair copies
mission->advancedDamageOn (the egg's technician splash/collision switch),
not role floats. Known consumers: 0x260 = the HEAT-MODEL master switch
(FUN_004ad7d4), 0x25c = the novice sim-lockout (jams/searchlight/powersub),
0x274 = the raw level (FUN_004ac9c8 ==0 novice predicate).
NEW established topic context/experience-levels.md (data path, binary flag
rows per level, manual cross-refs, corrections log) + router row; sweeps in
decomp-reference/gauges-hud/open-questions/pod-hardware/subsystems.
btplayer.cpp/.hpp re-annotated with the corrected semantics; the guarded
role-based seeding stays as a marked [T3] stand-in (slot drift vs the
binary switch documented inline) until the wiring task points it at
BTMission::ExperienceLevel().
(Research by the parallel context session; committed from the glass line.)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Reported: the reticle's missile pips no longer momentarily disappear when
firing. Traced it: the pip's 'loaded' flag has read MechWeapon::rechargeLevel
(>= 0.999) since the reticle Execute was recovered (task #37). That's a port
APPROXIMATION of the binary's authentic attr 0x1C (WeaponState @0x350). It
works for emitters -- rechargeLevel is charge-driven and tops off at 1.0 when
Loaded -- but projectile weapons (MissileLauncher/autocannon) never write
rechargeLevel (it's authentically static at 1.0; the recharge DIAL draws full
and never moves). So a missile pip's 'loaded' was permanently true and the pip
never blinked. NOT an audio regression -- it never worked in the port; the
audio wave (ea85554) is actually what made the projectile fire-cycle state
(weaponAlarm Loaded/Loading/Firing) correct, i.e. the very signal the pip
should have been reading.
Fix (faithful to the binary): the pip now reads attr 0x1C = the weaponAlarm
StateIndicator level (new MechWeapon::WeaponStatePtr -> GaugeAlarm54::LevelPtr)
and compares it '== stateConst2' -- the loaded constant (2) the binary itself
already stores in AddWeapon (param_10). The state cycles
Loaded(2)<->Firing(0)/Loading(3)/Jammed(5) for BOTH weapon families, so every
pip momentarily drops on fire. The authentically-static rechargeLevel dial is
untouched.
Verified live (Blackhawk solo, BT_AUTOFIRE=1 BT_AF_MISSILE=1): both SRM6
missile pips toggle loaded 2<->0/5 on each salvo (emitter pips unchanged);
game boots + runs clean. KB: context/gauges-hud.md pip entry corrected.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Solo practice already started in-cockpit (BT_START_INSIDE) but didn't
open the MFD gauges window -- inconsistent with the join bats. Add
BT_DEV_GAUGES=1 so single-player practice mirrors the pod experience.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The crash (any typed key in a glass session; found via the backtick report):
the merge-reconciliation stand-down declared extern BTRIODevicePresent at
BLOCK scope inside the extern-C BTInputSuppressKey -- the declaration
inherited C linkage, _BTRIODevicePresent went UNRESOLVED, and /FORCE bound
the call to garbage (cdb: wild call into Sensor::DefaultData from
LBE4ControlsManager::Execute's suppression check). The tolerated-LNK2019
batch hid the new unresolved external -- the exact CLAUDE.md /FORCE trap.
Fix: the extern moved to file scope (C++ linkage); link verified clean of
_BTRIODevicePresent.
Backtick feature (per Cyd: backtick = 1st/3rd person): PadRIO edge-detects
VK_OEM_3 in its poll (focus-guarded, message-path-free) and the mech4 view
block consumes it beside the V action (which stands down with the binding
engine in glass mode). Verified live: two real presses -> [view] COCKPIT
eyepoint -> [view] external chase, game alive.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Field report: a remote player had smooth gameplay but in 3RD-PERSON with
NO gauges. Cause: view mode + gauges are CLIENT launch flags, not
something the relay/console can enforce -- and join.bat set neither, so
remote players booted in the game's desktop default (external camera, no
MFDs). The operator's own local launch sets both (the app's 'Start in
cockpit' + 'Dev gauges' checkboxes, on by default), which is why the
operator saw the correct view but remote players didn't.
The pod is a first-person cockpit with MFD gauges and no '3rd person' at
all, so cockpit is the right default for players. join.bat/join_lan.bat
now set BT_START_INSIDE=1 + BT_DEV_GAUGES=1. (Players can still press V
to toggle the external camera.)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Field report: after a mission timed out normally, relaunching a mission
did nothing. The relay was single-mission -- once it fired a launch
(launches_sent==2) it never re-armed.
Fix (operator-side only; the BINARY needs nothing -- a rejoined pod is a
brand-new process at WaitingForLaunch):
- btconsole _check_launch_gate: when a previous mission finished
(launches_sent==2) and ALL seats have RE-ACKED (every pod exited,
re-ran join.bat, reconnected), reset the launch state and re-print
'WAITING FOR OPERATOR LAUNCH'. Only reachable on a pod ACK (never
mid-mission). Launch is CONSUMED after RunMission #2 (launch_at=None,
launch_requested=False) so the next press is a deliberate new round.
- btoperator SessionMonitor: reset on each new
'WAITING FOR OPERATOR' so the LAUNCH button RE-ENABLES for mission 2
(it stayed disabled forever before -- the other half of the bug).
Verified e2e: two full missions on ONE relay session -- mission 1 runs +
times out on the clock, pods rejoin, relay re-arms + re-announces ready,
operator LAUNCH -> mission 2's RunMission #1/#2 fire (total fires 2) ->
pods running. BACK-TO-BACK PASS. Friends' zip unchanged.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
User-reported: glass left/right inverted. Closed with live sign algebra:
the joystick-group wire push was traced end to end (new env-gated
BT_CTRLMAP_LOG push trace + record mode-mask in the install log) --
measured wire stickX=-1 -> turnDemand=-1, the SAME demand the
user-verified dev D-key-RIGHT produces (stickX=+1 -> turnDemand=-1 via the
bridge's negate-once, cb82d8c). The mapper interprets the authentic RIO
WIRE convention: stick right = NEGATIVE JoystickX (the vRIO/RIOJoy
calibration convention). PadRIO now publishes X negated (all sources --
keyboard deflect, pad LX, panel -- uniformly); Y stays screen-sign;
L4PADFLIP still flips both. Also: PadRIO honors BT_KEY_NOFOCUS=1 (the
btinput harness override) for automation.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Field report: a remote player ran join.bat from the wrong place (inside
the zip, or the .bat separated from content\/build\) and got 'The system
cannot find the path specified' + dumps -- the relative 'cd %~dp0content'
failed cryptically.
Now each bat: cd to its own dir, verify build\Release\btl4.exe +
content\<egg> exist, else jump to :badpath and print a clear message
('this file must sit in the extracted folder next to content and build;
right-click the zip - Extract All and run it from there'). Verified: run
from a dir with no content/build -> the guidance prints, no dump.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Steam-host report ('no glass panel, plasma yes'): a direct btl4.exe start ran
the MENU under the DEV profile, whose putenv(L4CONTROLS=KEYBOARD) leaked into
the relaunched mission child -- the child's glass preset (sets-when-unset)
could then never select PAD: no PadRIO, no panel; the plasma appeared only
because DEV never touches L4PLASMA. Menu-mode is now detected FIRST and the
front-end process skips the profile putenvs entirely (profiles belong to game
processes); boot line reads 'MENU (front end -- no profile applied)'.
Verified: zero-arg start -> menu -> launch -> child boots GLASS, PadRIO up,
72-control panel present, plasma present.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
First dist feedback ('there is no glass panel'): both windows opened at the
top-left with no-activate and the game window then covered them. The pod's
physical panel is always visible -- so is the glass one now: the button
panel parks at the screen's right edge, the plasma bottom-right, both
WS_EX_TOPMOST. Verified live: panel left=2616 top=12 topmost, plasma
bottom-right topmost, game window below.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Two additions after the live-session troubleshooting:
1. LAUNCH-SHORT is now VISIBLE (btconsole). Pressing LAUNCH with an
empty roster seat previously did NOTHING (eggs_done_at only sets when
ALL seats ACK, so the manual-launch arming silently no-op'd -- the
'I pressed launch and nothing happened' confusion). Now the relay
logs 'LAUNCH pressed but NOT all seats are filled' + a per-seat
readiness line + a WARNING naming the empty seat(s) and the fix
(reduce the roster). When all seats DO fill it auto-arms (launch
request persists). Verified: 2/3 filled -> clear warning naming
seat3.
2. Friend logs are now retrievable (btoperator exporter). join.bat /
join_lan.bat set BT_LOG=join.log and their exit message tells the
player to send content\join.log to the operator if the game closed
unexpectedly -- closes the friend-side-crash blind spot (their log
was the generic btl4.log, un-named, easy to miss).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Menu (btl4fe, modeled on RP412 RP_L4/RPL4FE.cpp): full catalogs as
always-visible clickable LISTS in three columns with friendly names --
8 maps, the canonical 8 certified mechs, colors, times, weather, lengths,
modes -- bright/dim green with a selection chevron, double-buffered paint,
real EDIT controls for pilot name + LAN peers (green-on-black via
WM_CTLCOLOREDIT), framed LAUNCH / HOST STEAM / JOIN STEAM buttons, and the
loadout persisted across the per-mission relaunch (fe_last.ini, gitignored
implicitly by *.ini? no -- plain file beside the eggs). ENTER/ESC kept.
Lobby room (RP412 RPL4LOBBY look): pilot roster with loadouts (mech, color),
framed L A U N C H M I S S I O N (owner) + LEAVE LOBBY buttons, clickable.
Dist: FLAT layout (the RP412 convention) -- ONE btl4.exe entry point at the
folder root beside the content tree (the shape TeslaConsole manages), DLLs +
launchers at root, content flattened from git-tracked files. Verified: the
staged flat tree boots the Mission Console zero-arg from its own root; the
click-driven menu launches a full marshaled mission (row click -> length=60
in the egg, LAUNCH click -> ladder -> 41+ ticks, fe_last.ini written).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Per Cyd: the two 4x4 hex keypads leave the glass panel (engine keypad units
stay reachable via bindings.txt); the four board columns (Thr/Sec/Scr/Joy)
move to the center between the lower MFD stacks and rise into the vacated
internal-keypad space -- 72 controls, ~5 rows shorter.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Every field bug this session needed the relay's OWN view to diagnose,
but the app only shows it in the (post-mortem-unreadable) GUI log pane.
Now _console_output also appends to content/operator_relay.log (fresh
per session; stderr is merged so relay tracebacks are captured too).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
FIELD BUG (2026-07-18): operator's local instance crashed + the mission
never launched. Root cause (confirmed by code inspection + stub test,
NOT the earlier mis-read of stale logs): the relay assigns a no-BT_SELF
joiner 'the lowest free seat'. The operator's local instance uses an
EXPLICIT seat (BT_SELF) but takes ~15s to boot; a remote join.bat
requests a seat immediately and gets assigned the operator's seat 1
first. The operator's later HELLO for seat 1 -> 'already registered'
-> dropped ('closed by relay') -> its seat sits empty -> the
All-connections-completed gate never fires -> game never starts.
Fix: the operator's LOCAL seats are RESERVED. btoperator passes the
Local roster tags as ; the
relay excludes those host_ids from seat ASSIGNMENT (an explicit HELLO
still claims them). Verified by stub test: a racing joiner is assigned
host 3 (seat 1 skipped), the operator's HELLO for the reserved seat 1
registers fine.
Also fixed the UX bug that produced the EARLIER 4-window mess: Local
now defaults checked only on the operator's own seat (row 0), not every
relay roster row.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Coverage audit of this session's ~30 commits against the docs found
gaps; fixed:
- README §Multiplayer was stale (only the old mesh flow, 'combat in
progress'): now leads with the relay + operator-console path
(internet play, join.bat/play_solo.bat, patient wait) and lists what
the mesh path has verified (4-pod, camera seat, callsigns, clock);
README controls line updated (turn/twist/pitch, pad, CONTROLS.MAP)
- decomp-reference env table: added BT_CAM_LOG, BT_SPEC_LOG (were in
code, not the hub); BT_INPUT_LOG note gains the twist/elev axis
- pod-hardware §input remap: the AXIS SIGN CONVENTION finding
(positive sim = CCW/left; bridge negates once per channel;
screenshot-forensics lesson) was only in commit cb82d8c -- now durable
- multiplayer.md: PATIENT WALK-UP + MISSION CLOCK sections (features
shipped in f9f230c/f57d25f, only incidentally referenced before)
checkctx CLEAN (20 topics, 68 glossary keys). All session features
now have topic-file coverage.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
33 master commits in (relay TCP/UDP + PySide6 operator console, CONTROLS.MAP
+XInput binding engine, camera seats, torso pitch aim, sign fixes, the 1995
manual, version stamping, 18-mech certification). Conflicts: .gitignore +
CLAUDE.md router rows (combined).
SEMANTIC RECONCILIATION (the one real overlap): masters btinput binding
engine (ungated, CONTROLS.MAP) and the glass PadRIO (gated, bindings.txt)
would both read the keyboard/pad in a glass+PAD session. btinput now joins
the stand-down convention: BTInputPoll yields (and BTInputSuppressKey claims
NOTHING, so authentic hotkeys flow) when an operational cockpit device owns
the input path -- BTRIODevicePresent, BT_KEY_BRIDGE force-override honored,
forced harness exempt. One input system per mode: btinput on pod/dev
desktops, PadRIO on glass. The mechmppr/mech4 bridge merges composed clean
(masters negate-once sign fix inside our device-gated bridge). The D1 relay
keeps its own raw sockets by design (an alternative LAN wire; Steam and
relay are separate modes).
Verified post-merge: all 3 configs build; glass boots with [input] binding
engine standing down + PadRIO owning input (30 ticks); pod forced-walk
speedDemand=61.501 with btinput ACTIVE; 2-node loopback MP full 31/31
mission, 76/76 ticks.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Dumped each mech's subsystem->coolant-loop (BT_SPEC_LOG in mech4: walks
the roster once, resolves each subsystem's linked-condenser number via
BTCoolingLoopFrame) and diffed all 6 manual mechs' COOLANT LOOPS tables.
RESULT -- the structure survives the 4.0->4.10 gap remarkably well:
- BACKBONE identical on ALL 6: Generator A/B/C/D on loops 1/2/3/5,
Sensors(our Avionics) on loop 2, Myomers on loop 5, LRMs on 1&3,
autocannon on 4, big energy weapon on 6 -- exact match
- weapon LOADOUT identical on 5 of 6 (Thor/Vulture/MadCat/Owens/
Blackhawk); Loki is the one full rework (4.0 PPCx2/AFC100/SRM6 ->
4.10 AFC50x2/ER Medium x2/SRM4)
- the consistent 4.0->4.10 change is a small-laser REDISTRIBUTION: the
2 ER Small Lasers moved off the sensor/heavy loops onto the energy
loops 4&6 (Thor/MadCat/Vulture); Owens near-perfect (loops 1&3 exact)
- Loop 0 = correctly UNCOOLED infrastructure (condensers, reservoir,
gyro, torso, HUD, ammo bins, ...) -- not a coolant loop
CONCLUSION: the coolant-loop reconstruction is faithful; every diff is
4.0->4.10 balance tuning, not a bug. BT_SPEC_LOG retained.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Audited our live streamed subsystem config against the manual's per-mech
stat sheets (new BT_SPEC_LOG dump: torso speed/limits, heat-sink count,
reservoir capacity, at subsystem ctor).
RESULT: structure + semantics align perfectly; the tuning NUMBERS
differ -- because the manual is Tesla 4.0 and our content is release
4.10. Point-release balance drift, NOT a reconstruction bug:
- Owens + Blackhawk are the two fixed-torso mechs in BOTH (speed 0,
limit ~0, torsoHorizontalEnabled=0); the other four twist-enabled --
our reads correctly identify every case
- torso speed/limit + heat-sink count exist per-mech exactly as the
manual documents; only the values were retuned 4.0->4.10 (e.g. torso
speed MadCat 80->50, heat sinks Loki 38->15)
- reservoir coolantCapacity reads a flat 20 = the coolant THERMAL
capacity (game units), NOT the manual's per-mech 'liters' (a
display/flavor quantity with no single subsystem field) -- different
measures, not a bug
CONCLUSION: do NOT retune content to the manual -- BTL4.RES is the
authentic 4.10 shipping data; the 4.0 manual's numbers are an earlier
pass. The manual CONFIRMS our structural fidelity.
BT_SPEC_LOG retained for re-auditing. Follow-up (structural, less
drift-prone): the per-mech coolant-loop weapon/generator assignments.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
User live-tested: 'if i push the left arrow the mech turns right' --
correct, and it invalidated my earlier screenshot-forensics 'D=right
verified' claim (the yaw telemetry actually agreed with the user all
along: D gave POSITIVE yaw = CCW = LEFT; the sim uses math convention,
positive = counter-clockwise, for turn AND twist).
On the pod the RIO Ranger owned the hardware sign; the desktop bridge
now negates in ONE place per channel family:
- key_turn = -gBTDrive.turn (forced/BT_GOTO harness demands stay
sim-frame, un-negated)
- stickPosition.x = -gBTTwistAxis (Standard/Veteran torso stick)
- SetFreeAimSlew call-site negations REMOVED (the bridge negation now
flows through; double-flip removed)
Matches the manual (p8): 'pulling your joystick to the right torso
twists your Mech to the right.' User verified live: arrows steer
correctly (Blackhawk, basic mode) and MadCat torso twist is correct
in middle mode.
LESSON (recorded): large-rotation screenshot comparisons are AMBIGUOUS
(both directions put 'new scenery at an edge'); trust tracked
landmarks, numeric telemetry with an established convention, or the
user's live observation.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
reference/manual/Tesla40_BT_manual.pdf -- the genuine Tesla 4.0 BT
player manual, 34pp. Primary-source alignment audit (pod-hardware.md
SManual): the reconstruction matches on EVERY checked control behavior:
- control modes are named BAS/MID/ADV in print (mechanics identical to
our Basic/Standard/Veteran incl. the ADV no-auto-slow turn clamp)
- stick right = torso right in MID/ADV (today's sign fix); Blackhawk
and Owens named as THE fixed-torso exceptions; twist arc ~120
(per-mech: Loki/Thor tables say 110 deg limit, 60 deg/s)
- continuous throttle lever; reverse = HOLD the red throttle button
(our 0x3F hold-state model)
- Hot Box MFD = callsign buttons + CLOSEST (our hotbox button 8 ->
ChooseNearestPilot); radar travel-oriented w/ 60-deg wedge sweeping
on twist; map zoom +/- beside the secondary screen
- experience gates the hunting aids (standard sim only); expert adds
movement heat
- per-mech stat sheets + coolant-loop tables = a systematic
cross-check source for our streamed subsystem resources
NEW LEADS the manual surfaces: CROUCH (button by the secondary screen;
duckState attr + SQUAT clips exist, no input drives them), EJECT
(button beside the joystick; EjectButton01 sounds exist), the hot-box
viewscreen framing (deferred PNAME marker chain).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Field report: 'left/right is reversed'. Investigation with screenshot
+ numeric verification found it channel-specific:
- A/D leg steering: CORRECT (D tap -> scenery slides left = turns
right; verified via cockpit screenshots)
- Torso TWIST (turning-torso mechs, e.g. MadCat): CORRECT all along
(E -> currentTwist +0.27 = right -- consistent with weeks of
validated play; an interim blanket negation that broke this is
reverted)
- Fixed-torso FREE-AIM slew (Blackhawk & friends): REVERSED -- E/right
panned the view LEFT. The slew consumer pans opposite the twist
convention; on the pod the RIO layer owned the hardware sign. Fix:
negate stick_x ONLY at the two SetFreeAimSlew call sites
(Standard + Veteran branches).
Verified after fix: MadCat E -> currentTwist +0.270 (right); Blackhawk
E -> view pans right. New BT_INPUT_LOG diags: [input] twist
in/currentTwist (Standard branch) + mechYaw in the Basic elev line.
Note for testers: the tester was almost certainly flying a fixed-torso
mech -- 'reversed' reports should always record WHICH mech.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The mechs could always tilt their aim up/down -- Torso models the full
vertical axis (currentElevation, rate, VerticalLimitTop/Bottom,
recenter) and EVERY 1995 control mode routes stickPosition.y into
Torso::SetAnalogElevationAxis -- but the desktop bridge hard-zeroed
stick Y, so the axis was dead on a keyboard rig. The one pod control
the remap left unwired.
- btinput: JoystickY axis -> elevTarget/elevActive/elevAbsolute
- mech4 shim: sElev integrator (same walk/spring model as the twist;
X recenters pitch too via gBTElevRecenter)
- mechmppr bridge: feeds stickPosition.y every bridged frame (the old
unconditional zero removed); both mode branches covered
- CONTROLS.MAP (+ numpad profile + compiled default): R/F = aim
up/down, pad LeftStickY = elevation (was unused)
- torso.hpp: CurrentElevation()/ElevationVelocity() accessors (diag)
- [mppr] trace gains stickY (note: the trace reads AFTER the next
frame's device push re-zeroes the stick -- input flows regardless)
Verified live: R held -> torso elevation climbs at the authored rate
and clamps at 0.349066 rad = exactly 20.0 deg (the Blackhawk's
VerticalLimitTop); release holds the aim. The eyepoint correctly
stays level -- pitch aims the GUNS and reads on the HUD's vertical
elevation tape, as in the pod.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The stubbed dpl-instance ranking display is reborn as screen-space
quads in CameraShipHUDRenderable::Render:
- followed-player callsign banner (bottom center; the old direct
index was correct -- Execute already converts to the 0-based
texture slot)
- the RANKING WINDOW: one row per scoring player, [ordinal][callsign]
in rank order right of center; visibility = the Director's
authentic flash logic (10s on / 15s off, solid final 30s); rows
follow LIVE playerRank pointers so they re-sort as scores change
- discovery: each 128x32 ordinal bitmap packs TWO ordinals side by
side ('1st|2nd', '3rd|4th' -- why 4 bitmaps serve 8 players);
draw = texture rank/2 with a u-half selected by rank parity
- alpha-blended A4R4G4B4 white-on-transparent textures x green
diffuse = the authentic green look
BT_SHOT moved AFTER the 2D pass -- it captured the backbuffer pre-HUD,
so overlays were on screen but invisible to screenshots (cost one
false debugging round). GetOrdinalTexture accessor added.
Screenshot-verified: '1st MAVERICK' standings + MAVERICK banner over
live auto-directed coverage; 2-node mech smoke PASS (un-regressed;
the new render path only executes when a CameraDirector HUD exists).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The spectator/broadcast seat works end-to-end: a hostType=1 +
vehicle=camera pilot page boots a CameraShip whose 62-camera arena1
network loads from the BTL4.RES type-27 resource (the engine's
CreateStreamedCameraInstances existed all along -- the file probe falls
back to it), the BTCameraDirector locks onto the first live mech, and
the ship TRACKS it (sees=1, goal advancing) and CUTS between authored
camera positions (screenshot-verified: wide arena shot -> close
tracking shot).
The missing piece was the Mech override of PlayerLinkMessageHandler
(@0049f624), which the reconstruction never filled. The engine base
resolves mech->player; BT's override adds:
1. the REVERSE link player->playerVehicle = this on EVERY node
(replicants included) -- how the camera director and scoreboard
find a REMOTE player's mech; without it a spectator parks forever
('NO goal entity')
2. clears NonScoringPlayerFlag (0x4000 = bit 14): a pilot with a
vehicle is a SCORING player -- this admits REPLICATED players to
the ranking pass, so cross-node rank/score displays work
3. master only: seeds the heat bank's ambientTemperature (bank
@0x1d4) from the mission [mission] temperature= (BTMission+0xf4)
-- correcting the heat family's 'frozen 300' deviation note (it
was never frozen; THIS is the writer)
Bridge BTSetBankAmbientTemperature lives in heatfamily_reslice.cpp
(mech.cpp cannot include subsystem headers -- local-stub collision).
BT_CAM_LOG diagnostics: camera-network count, director pick + Players
group census, ship follow state, link dispatch/receive.
Verified live: 2-seat (mech + camera) relay session -- replicated
player shows +veh, director goal locked w/ 30s timer, ship tracking a
moving mech through camera cuts; standard 2-node mech smoke PASS
(un-regressed). Lesson re-learned: a 'clean' build filtered on 'error
C' missed a linker file-lock failure -- one whole test cycle ran
against a stale exe (the /FORCE gotcha's cousin; grep -i error, not
error C).
Remaining (task open): ranking-window overlay draw (L4VIDRND stubs),
operator-app camera-seat row, shot polish.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The 'cameras\ directory missing, ask Nick' entry (a03b16f, same day)
was WRONG: the file path is only the DEV OVERRIDE (the RP-style loose
.CAM files -- present for RP in the nick-games 410SRC archive, which
prompted the re-check). The shipped binary falls back to a BTL4.RES
resource TYPE 27 (0x1b) named after the map (FUN_0042be3c probe ->
FUN_0042c078 res loader; per-cam binary records, parsers @0042ad54/
@0042b9f8) -- and our res has ALL 8 maps' networks (arena1 = 62
cameras; cavern/dbase/grass ~57KB each). First arena1 record parses
clean (pos+quat, type 2).
The spectator/broadcast seat needs no external data: remaining work is
the type-27 loader in the WinTesla CAMMGR (file flavor only today),
the stubbed ranking-window draw, and a camera-vehicle boot test.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The CameraShip spectator system is engine-complete (CameraDirector
auto-follows the score leader, CAMSHIP cuts between fixed map camera
positions like TV coverage, ranking window flashes 10s/15s + final
30s), but the per-map cameras\<mapname> notation files are absent from
the archive -- added to the get-from-Nick list with the reconstruction
alternatives (author our own / chase-cam fallback) and the two code
gaps (stubbed ranking-window draw, camera vehicle never boot-tested).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
User: 'isn't the game supposed to time out tho?' Yes -- and it was
HALF-implemented: the egg's [mission] length drives the pods' countdown
and the final-30s ranking window, and the full StopMission -> fade ->
end chain exists, but nothing ever fired it: in 1995 the CONSOLE sent
StopMission at expiry. Our console never did, so missions ran forever.
- btconsole relay: arms the clock when RunMission #2 fires; sends
Application::StopMissionMessage (clientID 4, msgID 6 per APP.h:383,
exitCode NullExitCodeID) at length + 2s grace; stdin 'stop' command
ends the mission early (works in auto and manual modes).
- btoperator: END MISSION button (enabled once launched; resets per
session).
Verified live: 40s test mission -- relay logged the armed clock, sent
StopMission on time, the pod ran the authentic end chain and exited
cleanly ('[boot] RunMissions returned'). Standard eggs carry
length=600, so real sessions are now authentic 10-minute pod missions
with the score display in the last 30 seconds.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
User request after the first internet join attempt: 'should we modify
the program so it sits and retries with a waiting-for-session?' The
arcade model is a pod that waits for the operator, not one that
aborts.
- RelayRequestSeat: retry loop (2s dials, 30 min cap) with live status
into the join.bat console window (BTRelayWaitStatus: AttachConsole to
the parent cmd; silent without one) -- banner + progress dots, a
distinct 'game is FULL, waiting for a free seat' state, and 'seat
assigned -- joining!' on success. The unreachable MessageBox now
only fires at the 30-minute give-up.
- BT_RELAY=auto discovery: same patient loop ('searching for a game on
this network...'), LAN-only guidance in the give-up box.
Verified live: pod launched against a dead relay, waited 20+s, relay
started, pod seat-requested/registered/UDP-up automatically with no
user action.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
A zip recipient can dork around offline -- no -net argument means the
game self-launches a solo mission (all maps ship in content/). Solo
gets its own exit message (btl4.log pointer, no server language).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Field report (first internet-join attempt): both join bats 'hard
crash' on the remote machine. Root cause was procedural -- the host
session was not running -- but the failure PRESENTATION was the bug:
Release Fail() is a bare abort(), so a dead relay = silent process
death + instantly-closing console window.
- L4NET: the two player-facing dead-ends (LAN discovery no-answer,
seat request unreachable/full) now show a MessageBox saying what
happened and what to do before exiting (verified live against a
dead relay: 'BattleTech -- can't join the game' appears).
- join bats: echo + pause after exit so the window stays readable;
join_lan.bat header now says it is LAN-only (the remote user ran
both -- join_lan can never work over the internet).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
'Launch local instances' did nothing visible when no roster row had
Local checked (log pane quietly said 'launched 0') or when the session
was not started yet (instances would dial a dead relay and fail after
the bounded retry). Both now pop a clear dialog saying what to do.
Found live: user pressed the button with both Local boxes unchecked
and no session running -- 'nothing happened'.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The egg generator's known-good list was just bhk1+madcat (the only two
ever exercised as egg vehicles); the operator roster therefore leaned on
those. Swept every ModelList candidate as a solo egg vehicle: 18/18
boot a mission, spawn, and animate with no crash -- avatar, blkhawk,
loki, owens, sunder, thor, vulture and all short variants (ava1, lok1/2,
mad1/2, own1, snd1, thr1, vul1) join bhk1/madcat as first-class picks.
eggmodel now lists the canonical 8 first for the operator dropdown.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
4 pods, relay-assigned seats, 4-pilot MP4.EGG (eggmodel-generated incl.
callsign bitmaps): 4 distinct seats, full ladder, every node replicates
all 3 foreign mechs (host-qualified [repl] sets are exact complements),
4 distinct spawn positions (no dropzone stacking), UDP at 4-pod fan-out
(relay tx=3x rx, zero drops), all pods alive through the session.
Per-host [net-rx] census symmetric: 36 NewDynamicEntity makes (mech +
subsystem roster) from every host to every node.
DIAGNOSTIC TRAP that cost a false bug-hunt: EntityID::operator int()
returns localID ONLY, so the [repl] log's (long)GetEntityID() collapsed
different hosts' mechs onto one number and read as 'missing
replicants'. The log now streams the EntityID object (host:local via
its operator<<).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The game rewrites LAST.EGG at every run, so every build stamped '+'
(false-dirty) even from a pristine checkout.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
4.10 = the 1995 arcade release; 4.11 = the win32 reconstruction; the
build number is the git commit count -- monotonic, zero-maintenance,
and every exe pins to exact source via the short hash ('+' = built
from an uncommitted tree). tools/btversion.cmake regenerates
build/btversion.h on every build (write-if-changed, no rebuild churn);
the stamp shows in the boot banner (btl4.log head, replacing the stale
'v4.10' line) and the window title (incl. the MP node tag).
Verified: build stamps 4.11.311 (980c9cd+), banner + title correct on
a live boot.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The pod's controls reach the game through the RIO serial board; on a
desktop that hardware is a keyboard shim of hardcoded GetAsyncKeyState
reads. New binding engine (game/reconstructed/btinput.cpp) maps PC keys
and an XInput pad onto the authentic channels through a user-editable
file (content/CONTROLS.MAP, community-suggested grammar, corrected):
key/pad -> button <addr> real buttonGroup emissions, mirroring the
RIO convention exactly (press a+1 w/ mode
mask saved, release -a-1 w/ saved mask;
L4CTRL.cpp:2470-2520) -- aux/preset banks,
hotbox, panic, reverse thrust all reachable
key/pad -> axis Throttle rate (lever), pedals/JoystickX
deflect (turn/twist) into the existing
virtual-controls integrators (feel, gait
detent, spring-centering all unchanged)
keypad pilot|external <n> keyboardGroup key values ('0'-'F')
pckey <char> any authentic 1995 typed hotkey
action <name> port dev controls (view, all-stop, ...)
Keys claimed by a binding are SUPPRESSED from the legacy WM_CHAR/KEYUP
feed -- ends the historic double-dispatch ('w' drove AND selected pilot
0; F5's key-up value 0x74 aliased to the 't' hotkey; letter key-ups fed
the developer fake-event dispatcher). Unbound keys keep their authentic
meaning. The dual-use 'V' is split: V = view toggle, B = look behind.
Default profile = WASD classic (compiled-in twin; delete the file to
restore). CONTROLS_NUMPAD.MAP ships the corrected community layout
(keypads are NOT buttons 0x50-0x6F -- that space doesn't exist; no
clickable cockpit exists so everything needs a binding; keyboard fire
buttons added; 0x36/0x37 are hotbox not 'config'; missiles moved off
Ctrl). XInput loads dynamically (1_4 -> 9_1_0), disconnected-pad
probing rate-limited; pad sticks write the axes as absolute positions
(the spring is physical), triggers/buttons per the file.
Verified live: bindings load (43), W and NumPad8 drive (speedDemand 0 ->
61.5), X all-stop (spd -> 0), aux-bank emission (D1 -> [input] 0x2f
PRESS/release under the numpad profile), suppression both directions
(posted 'r' reaches [keych], posted 'w' swallowed), full-keyspace
WM_CHAR+WM_KEYUP fuzz x3 survived with sim advancing, XInput graceful
with no pad, 2-node relay session un-regressed (full ladder + UDP).
Pad-in-hand testing still needs a physical controller.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The 1995 console let the operator type player callsigns; the pods render
them from 1bpp BITMAPS streamed in the egg ([largebitmap]/[smallbitmap]
lists + hex raster pages, bitmapindex per pilot; large 128x32 on the
score/ranking display via DPLRenderer name textures, small 64x16 on the
kill-feed and radar/target labels). The textual name= pilot key is dead
in the shipped binary -- its pilot parse reads bitmapindex only (decomp
part_014). Historical bug surfaced by this work: every egg in the repo
listed only ONE name bitmap (Aeolus) while pilot 2 pointed at index 2,
so player 2+'s callsign has never rendered (null-checked, silently
blank).
eggmodel.py: EggDoc.set_callsigns rewrites the lists + one raster page
per callsign per size + per-pilot name=/bitmapindex= (duplicate names
get disambiguated page tags); get_callsign_rows decodes pages back
(exact inverse of the engine's nibble-stream parse, GRAPH2D.cpp:340,
MSB-first bit order :558); rasterize_callsign/make_callsigns render
text via Qt (auto-shrink to fit, NoAntialias, 1bpp threshold) -- the
only PySide6-dependent corner of the module. validate() now catches
dangling bitmapindexes and missing raster pages.
btoperator.py: Callsign column in the roster (free text, PLAYERn
default); every save rasterizes the column into the egg exactly like
the original console did.
MP_BHMC.EGG template repaired: authentic Aeolus raster preserved
bit-exact, Boreas page generated and listed.
Verified: eggmodel self-test 20/20 (bit-exact raster round-trip, dup
disambiguation, dangling-index catch); ASCII-art decode of the
app-generated VIPER/MONGOOSE rasters reads correctly; live 2-node
relay session on the generated egg -- full ladder, launch, zero
name-bitmap load warnings; operator GUI e2e PASS after the column
shift.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
A pod launched with no BT_SELF asks the relay for a seat before joining:
new control frames SEAT_REQUEST (-6) -> relay reserves the lowest roster
seat not claimed or reserved (60s reservation so simultaneous joiners
can't race onto one seat) -> SEAT_ASSIGN (-7, int32 hostID + NUL tag)
becomes relaySelf; everything downstream (egg self-match, HELLO) runs
exactly as if BT_SELF had been set. Roster full -> SEAT_FULL (-8) ->
clean Fail(). A real HELLO pops the reservation; a pod drop frees the
seat. Explicit BT_SELF still claims a specific seat (the operator's
local launches use it).
Client: L4NetworkManager::RelayRequestSeat (throwaway TCP dial to the
relay game port, 10s reply window). Relay: SEAT_REQUEST branch in
_handle_game_frame. Operator exporter collapsed from per-seat
join_as_playerN.bat to ONE universal join.bat (+ join_lan.bat with
BT_RELAY=auto) -- every player gets the same file, first come first
served, the arcade walk-up-to-a-pod model. players/ regenerated.
Verified: 8/8 seat stub tests (distinct seats in roster order, FULL on
exhaustion, claimed+reserved stays FULL, HELLO claim accepted, duplicate
HELLO refused); 2-node localhost e2e with NO BT_SELF on either pod ->
both seated, full ladder, RunMission pair, UDP flowing post-launch;
regression smoke: explicit-BT_SELF relay session clean with zero seat
requests, classic mesh (no BT_RELAY) un-regressed.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Found live during the port-forward verification: external port-checker nodes
(and by extension any internet scanner) that connect to the exposed console
port were streamed the egg AND counted as pods ('1/2 pods have it' from a
node in Turkey) -- a lingering scanner could hold a phantom roster slot or
nudge the ready/launch state.
Real pods send AcknowledgeEggFileMessage (clientID=0, msgID=4) after parsing
the egg (L4NET StartConnecting); scanners never speak the protocol. The
launch gate (auto timer AND manual-launch READY) now counts only console
connections that ACKED:
- RelayConsoleConn.acked; _console_read detects the ACK, logs
'pod ACK from <addr> (n/m ready)', drives _check_launch_gate.
- _eggs_out (egg_sent count) replaced by _pods_ready (acked count);
gate logic extracted to _check_launch_gate (called on each ACK).
- btoperator monitor regex updated to the ACK line.
Verified: scanner-simulation (3 lingering non-protocol connections + 1 real
ACK on a 3-pilot roster -> gate NOT tripped, ACK counted 1/3); full operator
e2e PASS (registered -> READY held -> operator launch -> both pods LAUNCHED).
(The two intermediate e2e failures during this work were a stale port-check
relay squatting on 1500 -- a test-rig cleanup bug (Get-Process CommandLine
filter matches nothing; use Get-CimInstance Win32_Process), not the
hardening.)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The operator now holds the lobby: with 'Manual launch' checked (default),
the relay stops at 'all pods have the egg; WAITING FOR OPERATOR LAUNCH'
instead of auto-firing on a 20s timer -- the app shows 'ALL PODS READY --
press LAUNCH MISSION' with the roster lights, and the big green button
fires the mission when the operator is ready (everyone seated, voice chat
confirmed). A 'Restart session' button cycles the same mission/roster for
the next round (players just re-run their join script).
- btconsole.py --relay --manual-launch: launch armed by the line 'launch'
on stdin (a daemon reader thread; the app's Launch button writes it via
QProcess). The settle window is still honoured relative to egg delivery
(max(now, eggs_done + 20s)) -- firing RunMission before the pods reach
WaitingForLaunch Fail()s them, the same hazard the auto timer guards.
Auto mode (no flag) unchanged -- CLI/test recipes unaffected.
- btoperator.py: Manual-launch checkbox (Network box, default on), LAUNCH
MISSION button (enabled by the relay's READY line, disabled after fire),
Restart session button, status headline shows the ready state.
- operator_e2e.py: now exercises the gate -- waits for READY, asserts the
button enabled, presses it, verifies the operator-gated LAUNCH.
Verified: scripted e2e PASS -- registered -> READY (held) -> operator
launch -> settle honoured -> both pods LAUNCHED (operator-gated=True).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
LAN players now find the game with zero configuration -- the 90s arcade
model (cabinets locate the operator station) restored:
- Client (L4NET RelayDiscover): BT_RELAY=auto broadcasts 'BTR1DISC' on
udp/15999 (255.255.255.255 AND 127.0.0.1 -- broadcast doesn't reliably
loop back on Windows; covers same-box sessions), 5 x 1s attempts; the
answering relay's SOURCE IP + its advertised console port become the
relay address. Explicit <host>:<port> path unchanged; mesh untouched.
- Relay (btconsole.py): best-effort discovery responder on udp/15999
answers 'BTR1HERE' + <u16 consolePort>; degrades gracefully (logged) if
the port is taken.
- Operator app: Export player scripts now writes a join_as_playerN_lan.bat
pair (BT_RELAY=auto) next to each internet script -- LAN guests
double-click and are found; internet guests use the public-host script.
Verified 2-node: both pods BT_RELAY=auto -> probe answered through a real
interface (not just loopback) -> discovered 172.19.x.x:1500 -> full session
to RunningMission. KB: multiplayer.md D1 section updated (+ the operator
console entry).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The operator station the archive never preserved: build missions with
authoritative dropdowns, run the console/relay, watch pods arrive, launch --
LAN mesh or internet relay -- plus one-click local instances for testing.
tools/eggmodel.py (headless, importable, self-tested 14/14):
- Order-preserving egg parse/emit: the editor manages [mission]/[pilots]/
per-pilot pages; bitmap rasters, ordinals and role pages survive untouched.
- EVERY value set read LIVE from content/BTL4.RES (the resscan parser,
importable): maps = MakeMessageStream(14) INTERSECT ExistanceBoxStream(26)
(the game aborts unless both exist); colors/badges/patches from the
VehicleTable resource (type 25, NUL-line NotationFile text with ;-comments);
vehicles = ModelList names, known-good mechs (bhk1, madcat) surfaced first.
- validate(): the full required-key ruleset from MISSION.cpp/btl4mssn.cpp
(missing map/time/weather/scenario, per-pilot hostType/vehicle/dropzone/
color/patch/badge/experience/role, role page model=, illegal values,
duplicate addresses) -- kills the hand-edited-egg crash class, incl. the
color=Red-vs-Crimson gotcha that bit the dev eggs.
tools/btoperator.py (PySide6, dark Fusion theme):
- Mission form + pilot roster table (all dropdowns from eggmodel), relay-tag
auto-numbering, add/remove pilots, egg New/Open/Save/Validate.
- Mode switch: Relay (internet; runs btconsole --relay) / Mesh (LAN legacy;
dial-out console at address-port minus 1 per the +1 rule).
- Session panel: QProcess drives btconsole.py; stdout parsed live into
per-pilot state lights (waiting/egg/registered/LAUNCHED) + relay stats.
- Local launcher: spawns btl4.exe per roster row with BT_RELAY/BT_SELF (or
mesh -net port), BT_DEV_GAUGES/BT_START_INSIDE toggles.
- Export player scripts: per-pilot join_as_playerN.bat with the public
relay hostname (a remote player's whole setup = run one .bat).
- Wire/protocol code stays in btconsole.py/eggmodel.py -- the GUI is only
UI + process management; CLI + test harnesses share the same tested core.
Verified: eggmodel self-test 14/14; scripted end-to-end
(scratchpad/operator_e2e.py) drives the real window through its own methods --
start relay session -> launch 2 local instances -> monitor observes the
mission LAUNCH (user-confirmed live on screen: both pods in-mission).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The ~60Hz entity update records now ride UDP in relay mode, so a lost/late
datagram is dropped (dead reckoning absorbs the gap) instead of head-of-line-
blocking the reliable TCP stream -- the fix for internet rubber-banding.
Reliable traffic (make/damage/death/control/egg/launch) stays on TCP.
This RESTORES the authentic 1995 NETNUB split, it doesn't invent one:
Receiver::Message defaults messageFlags=ReliableFlag; the update path clears
it (flags=0, ENTITY.cpp:590); Mode(UnreliableMode) fires at LoadingMission
(APP.cpp:704 -- the 2007 port's Mode() was a no-op, now it STORES the mode).
Routing gate = (mode==UnreliableMode && !(flags & ReliableFlag)) -- flag AND
mode, so the map-stream creation messages (also flags=0 but flowing during the
still-Reliable CreatingMission window) ride TCP for free.
Client (L4NET):
- Mode() stores currentNetworkMode (was ignored).
- ConnectRelayUdp: UDP socket connect()ed to the relay game port; HELLO
(outbound punch-through, relay learns our endpoint); udpUp on HELLO-ACK.
BT_RELAY_TCP_ONLY=1 disables the channel (UDP-blocked nets degrade to the
pure-TCP checkpoint automatically -- no ACK => everything stays on TCP).
- RelayUdpSendFrame: {route, fromHost, seq} envelope + frame, best-effort.
- RelayUdpKeepalive: ~15s NAT-hold + ~1s HELLO retry until acked.
- CheckRelayUdp: HELLO-ACK sets udpUp; per-sender seq gate drops stale/
out-of-order datagrams; frames handed up envelope-stripped like TCP.
- Send / ExclusiveBroadcast: route unreliable-window traffic to UDP, else TCP.
- CheckBuffers polls the UDP channel first, then TCP; keepalive tick.
(The relay-side UDP forwarder + endpoint learning + --udp-drop hook landed in
phase 1.)
Verified 2-node localhost relay: during a drive the update stream flows on UDP
(relay udp tx 2->190+, TCP frozen at 53) and the peer's replicant tracks the
master to sub-2u; 15% forced drop (--udp-drop 15) stays coherent (tracked to
0.1u); TCP-only fallback confirmed (udp-known drops the TCP-only pod); no
crashes; mesh mode un-regressed. KB: context/multiplayer.md gains the D1
RELAY MODE section.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The pod can now run entirely over the relay: one outbound TCP connection
carries both the console protocol (egg/launch) and all game traffic
(envelope-multiplexed), so internet play works behind NAT with no port
forwarding. All new code is behind 'if (relayMode)' (BT_RELAY unset => mesh
mode byte-for-byte untouched; verified un-regressed).
Env gates (parsed once in the ctor, after WSAStartup so gethostbyname works):
- BT_RELAY=<host>:<consolePort> (host may be a DNS name; game port = +1)
- BT_SELF=<exact [pilots] entry> (NIC matching can't identify us across NAT)
L4NET changes:
- CreateConsoleHost: relay branch dials OUT to the relay console port
(bounded retry; console-less continue on a re-dial) instead of listening.
- StartConnecting: relay self-match by BT_SELF string; peers become VIRTUAL
hosts (INVALID_SOCKET, NoNetworkConnectionStatus) flipped online by the
relay's PEER_UP; then ConnectRelayGame dials the game port + HELLOs. HostID
assignment / remoteHostCount / the connection gate / app ladder unchanged.
- CheckRelay (new): the receive seam -- drains {route,length} envelopes,
synthesizes HostConnected/Disconnected from PEER_UP/DOWN (same messages the
mesh accept path routes), returns game frames envelope-stripped (they
self-identify via NetworkPacketHeader.fromHost; consumers route by payload).
- Send: game-host traffic -> relay unicast envelope (console host excluded --
its legacy protocol is relay-TERMINATED, not routed).
- ExclusiveBroadcast: build ONCE, send ONCE with the broadcast route -- the
relay fans out, killing the mesh's (N-1)x upload duplication.
- RelaySendAll (new): partial-send-safe transmit (required on the multiplexed
socket -- a partial write would desync framing for all peers).
- CheckBuffers: polls CheckRelay first; skips recv on virtual game hosts.
- RelayGameDown: relay-loss synthesizes all-peers-disconnected (match
continues peer-less; pod never exits mid-match).
- Mode(): now STORES the reliable/unreliable mode (was ignored) for the UDP
phase's authentic mode+flag routing.
Verified 2-node localhost relay (MP_RELAY.EGG, tagged [pilots]):
- both pods reach 'All connections completed!' via PEER_UP, then
RunningMission; both mechs' MakeMessages cross the relay (paint x2 each) and
bidirectional 148-byte update records flow (net-tx/net-rx traces; relay
stats tcp rx==tx, registered [2,3]); cockpit/HUD render; no crashes.
- driving one node transmits pose/damage/death frames through the relay.
- mesh smoke (no BT_RELAY): 2-node session still forms + simulates unchanged.
Plan: ~/.claude/plans/partitioned-snuggling-piglet.md. Next: UDP channel.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The console emulator gains a relay/dispatcher mode for internet play (D1):
pods dial OUT to this process (NAT-friendly) instead of the console dialing
into each pod. Legacy dial-out mode is untouched (verified: an unmodified
2-node mesh session still forms end-to-end through it).
--relay <consolePort> <egg> [--bind ADDR] [--udp-drop PCT], single
selectors-based event loop:
- console listener (consolePort): streams the NUL-line egg to each pod on
connect; GLOBAL launch timer -- RunMission x2 to ALL pods at +20s/+4s after
the LAST pod has its egg (fixes the per-pod skew of the legacy tool).
- game TCP listener (consolePort+1): envelope router {route i32, length u32}.
First frame must be HELLO ('BTR1' + hostID validated against the egg
[pilots] roster); PEER_UP/PEER_DOWN exchange; route>=2 unicast (route
rewritten to sender), -1 broadcast-except-sender (the client sends each
broadcast ONCE -- kills the N-1x upload duplication). Frame cap 1600
(NETWORKMANAGER_BUFFER_SIZE); protocol violations drop the connection.
- game UDP socket (consolePort+1/udp): endpoint learned per-datagram
(NAT-rebind tolerant), HELLO->HELLO-ACK, verbatim forward by route,
TCP-wrap fallback when the target's UDP endpoint is unknown; --udp-drop
test hook for the robustness phase.
Verified: scratchpad/relay_stub_test.py (self-contained; spawns the relay +
stub clients) -- 24/24 checks pass: egg delivery, registration, PEER events,
unicast route-rewrite, broadcast fan-out (sender excluded), UDP ack/forward/
fallback, and all reject paths (bad magic, dup id, out-of-roster, oversize).
Plan: ~/.claude/plans/partitioned-snuggling-piglet.md (D1 relay + UDP).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
docs/GLASS_COCKPIT.md gains the step-4 ledger (seam/transport/lobby + THE
FAKEIP LESSON); NEW context/steam-networking.md topic (+ router row) and
docs/STEAM_TEST.md (the 2-machine live procedure = the step-4 exit criterion
on user hardware). context/glass-cockpit.md: steps 3+4 status. Final purity
re-check: pod build clean, forced-walk mission runs, ZERO glass/steam tags in
the pod log.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
NEW gated (BT_STEAM) game/glass/btl4lobby: an ISteamMatchmaking room replacing
the arcade Site-Management screen -- host creates (lobby data btl4=1), members
join by filter, pilots publish name/mech/color, the host ENTER mints the
roster and signals GO.
THE FAKEIP LESSON (live-verified, prior-art assumption DISPROVEN): a fresh
process gets a DIFFERENT FakeIP, so menu-time fake addresses go stale by
mission time -- the first cycle timed out connecting to its own stale address.
Redesign: roster addresses are opaque ipv4-shaped TOKENS (169.254.77.N with
ports 1501/1502) minted by the host at GO, mapped to Steam IDENTITIES;
connections ride ConnectP2P(identity, channel) with console=0/game=1 virtual
ports; the map reaches mission processes via env (BT_FE_MYFAKE +
BT_FE_STEAMMAP); the GetMyAddress seam feeds the pod its own token for roster
self-match; CheckSocket reports peers by token. L4STEAMNET reworked (no
FakeIP allocation at all); the marshal gained the Steam-wire branch.
Verified single-machine (ON/ON, live Steam): menu -> HOST STEAM LOBBY ->
room -> GO -> token map minted -> egg roster carries the token -> mission
process up with 1 roster token incl. self -> pod self-matches -> stock
console ladder -> mission RUNS (46 ticks). Remaining: the live 2-account
cross-machine session (docs/STEAM_TEST.md).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
NEW gated (BT_STEAM) TU L4STEAMNET: ISteamNetworkingSockets with FakeIP --
pseudo-SOCKET handles (0x5EA0xxxx) behind the L4NET BTNet* seam; the engine
TCP byte stream rides reliable-NoNagle Steam messages re-assembled into
per-connection rings (nonblocking recv semantics preserved: empty ->
WSAEWOULDBLOCK, peer-closed -> 0); two FakeIP ports mirror the arcade
console/game channel convention; listen sockets + accept queues via the
global status-changed callback; graceful degrade to Winsock at every step.
Seam completions in L4NET.CPP: CheckSocket reports a pseudo-socket peer as
its FAKE ipv4:port (the lobby egg roster matches unchanged); OpenConnection
TCP_OPEN delegates FakeIP targets to BTSteamNet_Connect. WinMain installs
on BT_STEAM_NET=1 (lobby launch path / by hand). CMake: gated SDK include/
lib/dll-copy. Both pumps (SteamAPI_RunCallbacks + sockets RunCallbacks)
drive it -- the FakeIP result rides the GENERAL dispatch (first attempt with
only the sockets pump timed out).
Verified live (ON/ON build, Steam client running): SteamAPI_Init OK,
steam_appid.txt(480) auto-written, FakeIP allocated
(169.254.36.58, console 54464 / game 54465); without BT_STEAM_NET or
without Steam the game stays pure Winsock.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
BTNetSend/Recv/Accept/Close wrap the 9 raw wire sites in L4NET.CPP (send
@x3, recv, accept @x2, closesocket @x2). OFF builds are PURE CODE MOTION
(bodies are the original calls; the statics inline back); under BT_STEAM
each wrapper first offers the op to the Steam transport (BTSteamNet_*,
lands next) -- handles stay SOCKET-typed so L4Host and every call site
above the seam are identical on both wires. Connection-ESTABLISHMENT
delegates (OpenConnection/listener arms) land with the transport. The 3
BT_NET_TRACE blocks stay at call-site level, untouched.
Regression (pod build, 2-node loopback MP + btconsole relay): mesh forms
through BTNetAccept (console + peer accepts logged), both nodes reach the
full 31/31-subsystem running mission, 71/76 ticks -- byte-identical wire
behavior.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The official Valve SDK zip (provided by Cyd), trimmed to what the gated
build consumes: public/ (steam_api.h, ISteamNetworkingSockets,
ISteamMatchmaking, the full public header set) + redistributable_bin/
(steam_api.lib/.dll all platforms) + Readme. glmgr/steamworksexample/
tools dropped. Used ONLY under -DBT_STEAM=ON (step 4); the pod and plain
glass builds never reference it.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
NEW gated dir game/glass/: btl4fe (green-on-black GDI catalog menu -- map/
time/weather/length/mech/color/pilot/mode/port/peers; egg writer emitting the
FULL console egg shape, golden-tested vs MP.EGG: identical section sequence
at identical line offsets, the 4 static ordinal pages verbatim, GDI-rendered
128x32/64x16 pilot-name plasma bitmaps in MP.EGG framing) and btl4console
(the marshal: a worker-thread console CLIENT speaking the btconsole.py wire
protocol verbatim -- 1040-byte chunked egg, 20s settle, RunMission x2,
STAY CONNECTED, own the clock, StopMission at expiry; logs marshal.log).
The engine sees a real connected console and runs the 100% stock ladder --
NO engine hooks (less invasive than planned: the L4APP.H setters proved
unnecessary; launches go through real argv on relaunch).
WinMain (one gated block): zero-mission-arg glass launch -> menu -> relaunch
self with the mission argv (per-mission process relaunch; BT_FE_* env arms
the marshal); post-RunMissions BT_FE_LOOP tail returns to the menu. Menu
relaunches CLEAR the BT_FE_* handoff (found live: the inherited env re-armed
a marshal instead of showing the menu).
Verified end-to-end (synthetic menu drive): menu -> frontend.egg -> relaunch
-> marshal feeds self over loopback -> stock console ladder -> mission RUNS
(58+ ticks) -> 60s clock -> StopMission -> clean menu return, no env leak.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
docs/GLASS_COCKPIT.md gains the 2b-2e detail + the full verification matrix
(purity build + seam audit, pod forced-walk, 2-node loopback MP via btconsole
relay on the POD build -- both nodes reach the running mission, PadRIO
authentic-path input, panel-click survival). context/glass-cockpit.md status
updated: step 2 DONE [T2]; steps 3-4 pending.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Per Cyd: the on-screen panel now mirrors vRIO (C:\VWE\vrio -- CockpitLayout.cs
+ PanelCanvas.cs, itself the RIOJoy profile-editor layout from the original
Win32 RIO mockup): five 4x2 MFD clusters (addresses descending), four 1x8
board columns (Throttle/Secondary/Screen/Joystick), the two 4x4 hex keypads
(0x50/0x60 -- cells emit real keypad KeyEvents: internal=pilot unit, external=
operator unit), physical names (Panic/Main/Hat*/Pinky...), vRIO colors: red
lamp cells + yellow Secondary/Screen + neutral-blue keypads, flash half-
periods 500/250/125ms, right-click latch (gold outline). 104 controls.
PlasmaWindow: the gauge renderer writes the 128x32 buffer TOP-DOWN -- the
bottom-up flip rendered the marquee upside down (user-reported); copy straight.
Button-trap guard (the e2c21c4 pattern): the authentic base
ConfigureMappableMessageHandler FAIL trap is abort() under DEBUGOFF -- any
aux/zoom button without its L4 override reconstructed KILLED the game on
press. Default now: loud [FAIL] log + ignore; BT_BUTTON_TRAP=1 restores the
hard trap. Verified live: synthetic click on a Secondary cell -> 2 [FAIL]
lines (press+release through panel->PadRIO->ProcessRIOEvent->streamed
mapping), game survives and keeps ticking.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
NEW gated TUs: L4PADPANEL (GDI top-level window, all-W APIs: the pod button
banks -- upper/lower aux, 12 secondary, specials/hat/handle, 63 buttons --
clickable via PadRIO::SetScreenButton with lamp-lit faces from GetLampState,
10 Hz repaint; created by the PadRIO ctor on BT_PAD_PANEL=1) and L4PLASMAWIN
(PlasmaWindow : Video8BitBuffered -- the gauge renderer draws the 128x32
plasma into its pixelBuffer through the SAME code path as the serial device;
Update() blits orange-on-black at L4PLASMASCALE, default x4). Gated seams:
L4GREND.cpp L4PLASMA=SCREEN branch; btl4main.cpp -platform glass preset
(PAD,KEYBOARD + BT_DEV_GAUGES + SCREEN plasma + panel; env always overrides;
non-glass builds log+fall back to DEV); run.cmd glass token. MFD surfaces
need NO new code: the existing dock-bottom / BT_DEV_GAUGES_WINDOW=1 /
BT_DEV_GAUGES_DOCK=1 modes are the display story.
Verified live: -platform glass boots GLASS profile, panel + plasma windows
up, pad detected, dev gauges awake, mission loop clean.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
New engine query BTRIODevicePresent() (L4CTRL.cpp, ungated -- pod-correct for
the serial RIO too): device exists AND IsOperational(). Both dev input
bridges -- the mech4.cpp mapper-attr writes and the mechmppr.cpp BT_KEY_BRIDGE
block -- now gate their WRITES on it: BT_KEY_BRIDGE unset = auto (bridge only
when no device), 0 = force off (the documented pod setting, honored), else
force on. The BT_FORCE_THROTTLE headless harness always rides the bridge.
The mapper demand READ (turn = turnDemand) always runs.
Verified live (glass build, PAD): OS-injected LSHIFT hold slews the PadRIO
throttle 0 -> 0.33 -> 1.0 with pre==thr every frame -- the value arrives via
the ENGINE push through the streamed .CTL binding, not the bridge -- and
speedDemand=61.501 comes out of the authentic InterpretControls.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
L4RIO.h splits the abstract cockpit-control surface (RIOBase: enums, the five
analog Scalars, GetNextEvent/SetLamp, no-op serial ops, NEW IsOperational) out
of the serial RIO (RIO : PCSerialPacket, RIOBase -- byte-for-byte behavior kept,
ctor assigns as before); LBE4ControlsManager holds a RIOBase* and gains the
gated L4CONTROLS=PAD factory arm (BT_GLASS; OFF build logs+ignores the token).
NEW gated TUs: L4PADRIO (XInput+keyboard synthesize the surface; 3s hot-plug
re-probe; focus-guarded keys; per-poll AnalogEvent heartbeat; lampState[] +
static SetScreenButton/GetLampState for the panel) and L4PADBINDINGS
(content\bindings.txt profile, self-documenting default written on first run;
deflect/slew/set axis model; addresses validated against ButtonCount).
Verified live (glass build, L4CONTROLS=PAD): bindings written+parsed 44/10/5,
XInput pad detected, 121 streamed mappings install via stock PrimaryRIO path,
2157 frames clean. Pod build (gates OFF) compiles the split with zero
behavioral delta.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The streamed L4 mapping resource carries the binary's positional attribute ids
(stick=3, throttle=4) but MechControlsMapper chained from Subsystem::NextAttributeID
== 2 -- every streamed record resolved ONE MEMBER LATE (attr 4 -> pedalsPosition,
verified via the new permanent BT_CTRLMAP_LOG diagnostic in CreateStreamedMappings).
A latent real-pod bug: the serial RIO throttle would drive the pedals member; the
dev keyboard bridge masked it. Fix per the mechweap/mech attrPad idiom: ids pinned
to the binary numbering, id-2 gap padded, static_assert-locked. Torso + weapon
chains verified already aligned. Regression: BT_FORCE_THROTTLE headless walk clean
(speedDemand=61.501 through authentic InterpretControls, gait cycles, no faults).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Reproduced by full-keyboard fuzz (every WM_CHAR + WM_KEYUP posted to the
game window, per-key liveness; delivery proven by the new BT_KEY_LOG
[keych] trace). Two distinct issues:
1) '&' == Shift+7 is the engine's dev-console STOP-MISSION keystroke --
one shifted-key slip while hunting unmapped panel keys (MAP zoom '+'
is Shift+'=') instantly ended the session, indistinguishable from a
crash. Now env-gated (APP.cpp): default ignored with a log line;
BT_KEY_STOP=1 restores the authentic stop (verified both ways live).
Same hazard class as the arrow-release '&' alias already swallowed in
L4CTRL.cpp:1516.
2) '\' (the developer fake-event key) was a REAL wild-jump crash:
Entity::Dispatch STAMPS entityID/interestZoneID into the message at
Entity::Message offsets (ENTITY.cpp:236), and the '\' case dispatched
a bare Receiver-sized ReceiverDataMessageOf<ControlsButton> at the
Mech -- the stamp wrote past the stack object and corrupted the frame
(cdb: call to eip=1 out of Receiver::Receive). The 1995 binary does
the identical overwrite and survived on stack-layout luck. Fixed with
Entity::Message-sized placement-new backing (btl4mppr.cpp); the only
such call site (grep-verified).
Verified: full fuzz (95 chars + F-keys + letter/digit keyups, 118 keys
delivered) survives end-to-end; '&' stops cleanly under BT_KEY_STOP=1.
KB: reconstruction-gotchas.md gains gotcha 19 (Entity::Dispatch message
stamping) + the '&' note.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The SECTOR radar's view cone read viewHorizontalRotation, wired by the
MapDisplay ctor from the mech's Torso -- but FindSubObject and
GetHorizontalRotation were NULL stubs, so the connection was never created
and the wedge sat at heading 0 regardless of twist.
Reconstructed from the binary:
- FindSubObject (FUN_0041f98c): a subsystem-ROSTER walk (count @+0x124,
array @+0x128) matching the streamed subsystem name (sub+0xd4) with a
tolower-strcmp (FUN_004d4b58) -- the 'Torso' sub-object IS the roster
Torso subsystem.
- GetHorizontalRotation: torso+0x1D8 == Torso::currentTwist (layout-locked),
via the existing task-#56 bridge BTGetTorsoTwistAddr (Radian is layout-
identical to Scalar).
Verified live (MadCat, Standard mode Q/E): the wedge tracks the twist in
lockstep (rot 0 -> -2.21 rad), and the semantic test passes -- body turned
away, torso twisted back onto the enemy: reticle green + wedge pointing at
the enemy's blip on the body-fixed scope. NB the Blackhawk's torso is FIXED
(+/-0.01 deg limits) -- its wedge authentically never moves; test with a
twisting mech. Diag env: BT_RADAR_LOG.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Both surfaced today (dormant ~1 day) the moment the pod launch flags
(BT_DEV_GAUGES=1 BT_START_INSIDE=1, tools/mp_launch.sh) were used to drive in
multiplayer -- which made the same-day paint change look guilty. Confirmed on
the pre-paint build too; the trigger was the Jul-16 audio attribute work.
1) BT_DEV_GAUGES crash (cdb: CoolingLoopConnection::Update, ~15s in as the gauge
builds lazily). The dev-gauge cooling-loop lamp reached the cooling master by
RAW attribute index -- GetAttributePointer(3) + *(master+0x1d4). The audio
commits (cc2b109 ReportLeak etc.) inserted rows into the chained attribute
tables, so index 3 shifted onto a scalar, the resolve walked garbage, and the
background pass AV'd. Fix: route through a complete-type bridge reading NAMED
members (heat.cpp BTCoolingLoopFrame: linkedSinks.Resolve() +
Condenser::condenserNumber) -- the databinding rule; never a raw numeric
attribute index. Removed the now-orphaned GetAttributePointer-by-index
helper. Name-keyed samplers (InputVoltage) were unaffected.
2) -net dead controls mapper (mech wouldn't walk; turning/weapons still worked).
The RIO mapper is built from a stack SubsystemResource in btl4app.cpp that set
only name/classID/modelSize -- leaving subsystemFlags as stack GARBAGE, which
Subsystem::Subsystem copies into simulationFlags. A stray DontExecuteFlag
(0x2) froze the mapper (speedDemand stuck at 0). Config-dependent: clean in
SP, dirty in -net; the audio commits shifted the stack and flipped the bit.
Fix: memset each hand-built control-mapper resource to 0 (flags 0 =
AlwaysExecute, the faithful value -- a mapper must tick every frame).
Verified with the pod launch flags: SP alive 32s no crash; MP mech walks
(speedDemand 61.5 at full throttle, ~430u traveled), both nodes alive, no crash.
KB: reconstruction-gotchas.md gains gotcha 18 (uninitialized stack-resource
flags + the raw-attribute-index-into-a-growing-table variant) and a
verify-under-the-user's-launch-flags note.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
- Mech::resourceNameA/B/C -> real CString members (the binary's 16-byte
CStringRepresentation; deep-copy bind from the MakeMessage = FUN_00402a98,
implicit member dtors) + paint-name accessors
- SetupMaterialSubstitutionList reads the real egg names ([paint] log);
TearDown clears the callback first (FUN_004d11e8)
- dpl_SetMaterialNameCallback is real now (L4VIDEO registry); bgfload
MaterialResolver::resolve() applies it to every material name -- the
port analogue of the dpl board rewriting names at load
- MP_BHMC.EGG: color=Red -> Crimson (vehicletable has no Red; binary Fail()ed)
Verified live 2-node MP: crimson MadCat with hip hazard stripes + yellow VGL
leg emblems; white Blackhawk + emblems; replicants painted on both nodes.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
What's carried + plausibly functional vs what will need real work on modern
hardware: RIO serial chain / RGB-splitter channel packing / multi-output
selection / plasma driver all EXIST but are pod-untested; expected work =
multi-head D3D9 fullscreen modernization, the folded-away rear sound card
(4-speaker split), RIO protocol timing, and the undocumented pod bring-up.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
- decomp-reference.md: the binary ATTRIBUTE-TABLE section -- 16-byte
{id,name,off+1,0} row format (alignment warning), the walker technique,
and the three recovered tables (Mech ids 21-56 incl the corrected
EyepointRotation@0x360 / RearFiring@0x410 / DistanceToMissile@0x400
labels; HeatSink 3-12; Torso 3-15; the weapon RearFiring 'b' marker).
- combat-damage.md: the REAR-FIRE + look-view system (roster survey: the
Blackhawk's ERMLaser_2/3 are the game's only rear weapons; every missile
rack forward), the missile mount-frame launch truth, and the BANKED
full Missile flight-model decode (three performances, proximity fuse).
- wintesla-port.md: post-Phase-4 closures (instability model live, F14
static filter baked, the footstep warm-up bug + its trace-cap lesson);
deferred list trimmed to F21/HRTF.
- AUDIO_FIDELITY.md: status block -- F14 FIXED, warm-up bug noted.
- open-questions.md: "which mechs used rear fire" answered from data;
remaining look-view key bindings noted.
checkctx: CLEAN.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The binary reticle registration resolves each weapon's RearFiring attribute
and registers its pip in group 1 (front) or 2 (rear) (part_014.c:5429-5434)
[T1]; the reticle draws the group selected by the mech's reticleElementMask
low bits (= binary mech+0x390, driven by the weapon-update view switch
part_013.c:5588-5595: forward |1&~2, look-back |2&~1).
Port: BTBuildReticle passes the real group (was hardcoded 1 on the disproven
"no BLH weapon is rear" belief); BTCommitLookState drives the mech's
reticleElementMask low bits per view (mech4's HUD tick already publishes
them as gBTHudGroupMask, and the reticle Draw already filters on it).
Resolves the user-reported "only 2 ERM dots but the mech has 3": ERMLaser_1
(front) and ERMLaser_2 (rear) both author pip position 1 -- with every pip
drawn in one group the two red dots sat exactly on top of each other. Now:
forward view = 5 pips (2 PPC + ERM_1 + 2 SRM), look-back = the 2 rear
lasers' own group layout.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The user's tip ("some mechs actually do fire backward") checks out end to
end. Binary ground truth [T1]:
- weapon+0x334 (attr 0x1B "RearFiring"): the ctor tests the MOUNT SEGMENT's
page name for the marker 'b' (@0x511aa2, part_013.c:6913-6930) -- the back
gun ports sitelbgunport/siterbgunport. The old reading ("EXT in the
weapon model name") was a double misread (wrong string, wrong name).
- mech+0x410 (attr id 50 "RearFiring"; the old `stateFlags` label): the ctor
ORs every weapon's flag (part_012.c:10220) -- "carries a rear arsenal".
- The mapper's five-state LOOK machine (part_013.c:396-459): on a state
change it re-aims the eyepoint (mech+0x360 = EyepointRotation -- consumed
by DPLEyeRenderable, already live in the port) and re-arms each weapon's
viewFireEnable(+0x3E0): FORWARD view = the non-rear weapons, LOOK-BACK
(yaw pi + lookBackAngle pitch) = the REAR-mounted ones, side/down = none.
+0x3E0 is the same flag the emitter's Loaded->Firing gate reads (the old
`useConfiguredPip` label) -- pips and fire permission both follow the view.
Port: rearFiring derived from the mount segment name (BTWeaponMountIsRear);
mech rearFiring ORed in the roster pass (the old SubProxy::IsDerivedFrom
stub returned 0 -- that loop never ran; now bridged through
BTWeaponIsRearFiring, which also fixes the weaponRoster fill); the look
commit is LIVE (BTCommitLookState: eyepoint EulerAngles from the authored
per-mech look angles -- now real members, were Wword scratch parks -- +
per-weapon view enables); MissileLauncher/ProjectileWeapon FireWeapon gate
on viewFireEnable like the emitter; RearFiring attrs (mech + weapon) bind
real members. Keyboard: HOLD 'V' = the pod's rear-view button.
Live-verified on the default blackhawk: ERMLaser_2 -> siterbgunport rear=1,
ERMLaser_3 -> sitelbgunport rear=1, PPCs/SRMs/torso mounts forward -- the
blackhawk authors TWO REAR LASERS (owens also has back ports). [rearfire]
trace under BT_PROJ_LOG.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
backward-firing rack
User report (madcat): missiles sometimes leave the mech BACKWARD; lasers
always fine. Root cause: only missiles fly the authored MuzzleVelocity
vector, and BTPushProjectile rotated it through the mech BODY basis
(localToWorld) -- but the madcat's racks ride the TORSO. The muzzle POINT
was segment-resolved (tracked the twist) while the launch DIRECTION followed
the LEGS: twist the torso far enough and rounds left the back. Lasers/ACs
aim straight at the designated pick (no launch vector) -- unaffected, exactly
as observed.
Binary ground truth [T1]: the fire builder FUN_004bcc60 spawns the missile
with the FULL muzzle-segment frame (the real GetMuzzlePoint fills an
AffineMatrix into the descriptor, :8762-8764), composes the authored MV with
the z-NEGATION (:8759-8761 -- confirming the 2026-07-12 telemetry finding)
onto the mech's own localVelocity (FUN_004b9cbc = owner+0x1c4), and the dumb
seeker re-aims 100u ahead of the MISSILE's own frame each frame (0x4be9a0
disasm) -- the mount orientation IS the launch direction.
Port: BTPushProjectile takes muzzle_seg and rotates the launch vector through
the mount segment's world frame (segment-to-entity x localToWorld, the same
matrix the muzzle point already used), keeping the z-negation convention, and
inherits the shooter's world velocity; body-basis fallback for callers
without a segment. All four call sites pass GetSegmentIndex().
Bonus decode banked for the full Missile-entity revival (KB-worthy): the
three authentic performances -- Seeker 0x4be9a0 (aim = target-frame offset /
100u-ahead dumb + loft/lead 0x4beae4), Thruster 0x4be474 (quaternion-slerp
BODY TURN toward the aim at turnRate deg/s), MoveAndCollide 0x4bef78
(velocity aerodynamically aligned to thrust via signed-square per-axis gains,
ballistic droop as fuel burns, PROXIMITY FUSE on seeker rangeToTarget,
max-range + altitude-floor retire).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Byte-decoded the un-exported master-perf block @0x4aad3d-0x4aaf14 (capstone;
the same gap that held the F5 footstep code) [T1]:
instab = (min(|AccelerationLastFrame| / maxUnstableAcceleration, 1)
x unstableAccelerationEffect)^2
instab += clamp((demand - legCycleSpeed)/demand, <=1) # "gun the engine"
x unstableGunTheEngineEffect # (demand clamped to
# [gimpStride(neg), runMax2])
if (legAnimationState == 4 /*turn-in-place*/) instab += unstableStopedTurnEffect
clamp to 1 -> mech+0x3F0 -> gyro->swayBias (gyro+0x3A8)
Every piece resolves to already-reconstructed structure: the model-record
tuning block rec+0x80..0x94 (ctor copy @0x4a2593 -- the six authored
Unstable* fields, previously parked in the Wword scratch bank, now real
members); AccelerationLastFrame@0x82c = the snapshot of the ring-derived
localAcceleration (copied at the perf tail @0x4ab142); CurrentSpeed@0x348 =
legCycleSpeed; the trn state 4 gate; and the gyro feed lands in the
EXISTING swayBias member + GyroscopeSimulation consumer (task #56) --
GyroFrameJointWrite's "0.0f model TBD" argument is now the live value.
UnstablePercentage (binary id 52 @0x3F0) binds the real member: the LAST
dead audio attribute is live -- the authored instability alarm (start
thresh 0.01 + volume = the fraction) sounds under hard maneuvers, and the
cockpit ambient sway now scales with reckless driving.
Live verification (30s, 0.6-throttle run): instab 0.38 during the walk->run
chase (cyc 22.2 vs demand 33.6), settling to 0.002-0.12 per-stride ripple at
steady run; attribute binds with live float values; [instab] trace under
BT_GYRO_TRACE. unstableSuperStopEffect/unstableHighVelocityEffect writers
remain unlocated (plausibly the airborne perf variant) -- noted on members.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
low-pass into the zone WAVs
232 zones author initialFilterFc(8)/initialFilterQ(9) (SBK 0..127) -- the
fixed resonant low-pass the EMU8000 applied in hardware; the port played
them unfiltered (flagship: the LaserLoaded charge hum, fc=57 Q=87, much
brighter/harsher than the arcade). The extractor now applies an RBJ 2-pole
low-pass per zone: cutoff = the AWE NRPN curve (100 + fc*7900/127 Hz),
resonance = SBK Q -> 0..+12 dB peak [T3 curve, endpoints exact], designed at
the zone's baked rate so note-60 playback reproduces the hardware's absolute
cutoff (pitch-shifted notes carry the filter -- same limitation as the
rate-baked tuning). Synthetic sweep verified: flat lows, +5.4 dB at the
authored 3.6 kHz cutoff, -22 dB @10 kHz, -46 dB @14 kHz.
Whole bake pipeline (filter -> attenuation) now runs in float with ONE int16
conversion + peak normalization: an int-per-stage draft hard-clipped 165 of
232 zones (resonance overshoot, worst 3% of samples); now only pre-existing
source-material clipping remains (14 files). 160 WAVs re-baked; the preset
table is unchanged (no engine rebuild).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
User report: footfalls silent for the first 10-20 s of every mission (all
mechs), then solid. Root cause was three interlocking layers, each measured
with timestamped traces:
1. The authored footstep volume chain (LocalAcceleration [0,10]->ctl100 +
LocalVelocity [0,0.6]->ctl101 through authored N=30/N=15
AudioControlSmoothers, fill 0) hangs off the SOURCE's watcher chain
(scale watches smoother watches mixer watches source), and an idle
source's chain executes only at Start attempts -- one smoother sample
per stride.
2. Each hop is frame-gated (AudioComponent::ExecuteWatchers,
DefaultAudioFrameDelay), so any burst collapses to one execution.
3. The transient drop gate (vol < 0.3, AUDREND) rejected every Start while
the smoother average crawled up 1/30th per attempt -> ~25 dropped strides
before the first audible step, then per-frame execution while playing
kept it warm forever ("solid after that").
Fixes (engine-level, each documented in place):
- AudioScaleOf<T>::Execute now sends EVERY poll (scales are continuous
value-feeders; the base bitwise change-gate -- Motion::operator== is
memcmp -- froze on our deterministic gait math, where the original's
noisy physics floats never bit-repeated. Triggers/matchers keep the
change gate: their semantics are edge-based).
- Component/AudioComponent::PrimeWatchers(passes): recursive, GATE-FREE
watcher pump; AUDREND runs 30 passes on every transient Start request so
the authored smoothers evaluate at their true steady state before the
drop gate reads the volume.
- localAcceleration derives via the binary's exact structure: 15-sample
ring buffers of the raw position derivative + dt (ctor part_012.c:9836,
derive :15169-15195), in the PerformAndWatch tail so it runs every frame.
- AttributeWatcherOf::GrabCurrentValue private -> protected (the scale
override calls it).
Verified (30 s walk from cold start): drops 25 -> 3 (the survivors are
authentic quiet-stride gating: first gentle strides at vol ~0.28 vs the 0.3
gate), footfalls deliver from the first stride, 43 delivered with live
per-stride gain variation. Diag traces added: [accwatch]/[fsscale]/
[smooth]/[smoothcfg]/[motionscalecfg] + timestamps on DROP/volset.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The binary's per-frame perf (disasm @0x4a9e80-0x4a9eb6 leg / @0x4aba86-
0x4abab9 body) computes footStep@0x394 = (jointlocal.y <= *footStepThreshold)
with the threshold pointer = SequenceController+0x20 = &ANI hdr[2] -- the
header word the engine's own AnimationInstance captures (JMOVER.cpp:1415)
and our SelectSequence skipped. States 0/1 retain the value.
Port: SelectSequence captures hdr[2]; PerformAndWatch evaluates the contact
level per frame from the cached jointlocal root joint (leg channel drives
the pose); the 150 ms clip-transition pulse + decay are RETIRED (steps fired
at clip boundaries with a fixed width; clips whose root crosses twice or
never counted wrong).
Live verification (30s walk): the authored threshold decodes real
(-0.232 root height); rootY oscillates across it per stride (-0.26 contact /
-0.19 swing) with clean 0->1->0 transitions per leg state (5/6/7); 34
footfall deliveries at stride rate with per-stride varying gains.
Also closes F23(2): the 17 authored AnimationState trigger states fire
empirically -- the EngineShiftFwd/Rev heard during the gait dead-band hunt
WERE states 10/11/14/15; the runtime clip numbering is correct.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
F17 CollisionSpeed (binary id 24 @0x4B4): real member captured as
|worldLinearVelocity| when the contact accumulator arms (0->1) -- the authored
AttackVolume [0.9,1] / Brightness [0.7,1] scales over impact speed [0,25] now
make harder hits sound louder and brighter. ReduceButton (id 46 @0x340): real
watchable member (the keyboard rig never presses it). UnstablePercentage
stays deferred: its sway/overspeed model @0x3F0 is the known gyro-ledger gap
(live writer unexported); binding without the model would be a stand-in.
F19 footstep feed (the invention is dead, long live the authored chain):
new [motionscalecfg/motiontrigcfg] traces recovered the authored configs --
EVERY motion watcher extracts |linearMotion| (motionValue=3); the footstep
volume mixer is fed by LocalAcceleration [0,10] -> ctl100 (per-stride kick)
+ LocalVelocity [0,0.6] -> ctl101 (0.4 base while moving). The port never
wrote Mover::localAcceleration, so ctl100 read 0 and the old mech2.cpp
step-intensity broadcast (patch-sniffing, invented curve) fought the live
authored scale. Now: localAcceleration.linear = d(published velocity)/dt --
EXACTLY the binary's derivation ((avgVel - prev)/avgDt into +0x1e4,
part_012.c:15186-15195) -- and the broadcast is REMOVED.
Regression (30s, walk throttle): stable; footfalls deliver through the
wholly-authored chain with per-stride VARYING gains (0.61/0.72/0.62 -- real
step dynamics, impossible under the old constant-curve invention).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
publishes its real attribute table
Recovered the binary Torso attribute table [T1]: dense ids 3..15 from
MechSubsystem::NextAttributeID (HeatWatcher/PowerWatcher publish nothing --
binary parity), all 13 rows land on already-reconstructed members:
RotationOfTorsoVertical/Horizontal @0x1E4/0x1D8, HorizontalLimitRight/Left
@0x1DC/0x1E0, SpeedOfTorsoVertical/Horizontal @0x1EC/0x1E8 (the |rate| the
binary abs's -- our derive already did), StickPosition @0x1F0, TorsoUp/Down/
Left/Right/Center @0x1F8..0x208, MotionState @0x20C (statusFlags; the binary
writes 2 on the limit-hit frame -- the authored ==2 matcher is the twist-stop
clunk, settling the audit's [T4] guess).
Torso's AttributeIndex was default-constructed EMPTY -- TorsoTwistInt01/
Ext01/Stop01 were unreachable. Now the authored chain (pitch -200..+200
cents over twist speed 0.5..0.9, start/stop gate at 0.25, stop clunk on
MotionState==2) drives them unchanged.
Regression (25s): stable; all three bind real; **attrnull count = 0 -- every
authored audio attribute in the game now binds a real member.**
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
F6 ReportLeak (the largest dead authored block -- 38 of 54 match watchers):
recovered the binary HeatSink attribute table (16-byte {id,name,off+1} rows
@0x50e438..0x50e4c8, ids 3..12) [T1] -- it confirms EVERY existing heat
binding (CurrentTemperature@0x114 .. CoolantMassLeakRate@0x130, HeatSink@
0x164) and adds the one row we never published: ReportLeak (id 12) ->
+0x138 = coolantActive, the INT leak hysteresis flag UpdateCoolant
(@004adbf8) drives 1/0 around draw 0.003/0.0025. PoweredSubsystem derives
from HeatSink, so the single row serves all 19 authored leak watchers
through the chained index, exactly like the binary. MechWeapon's pinned-id
pad absorbed the +1 chain shift (0x0E -> 0x0F, tripwire fired as designed).
F7 IncomingLock/DistanceToMissile (missile alarm): binary Mech table walked
in full (ids 21..56 [T1] -- also settles FootStep@0x394, CollisionSpeed@
0x4B4, UnstablePercentage@0x3F0, ReduceButton@0x340 for the next findings).
IncomingLock id 54 @0x3fc, DistanceToMissile id 56 @0x400; the old
"maxSpeed @0x400 = FLT_MAX" member was a MISREAD of the far default and is
retired (its 1000.0f "override" was RadarRange id 47 @0x404, already
published). Real members + accumulators: Missile::MoveAndCollide reports
target + range each tick (BTReportIncomingMissile bridge); PerformAndWatch
latches per frame. The authored beeper (match 1/0) + range->TEMPO scale
(100..800 -> 600..10, accelerating as the missile closes) read them
unchanged. Drive is intent-level [T3]; init 0/FLT_MAX matches the binary
reset (part_012.c:9446-9447).
Regression (30s): stable; ReportLeak binds real on every subsystem (0 pad
redirects); DistanceToMissile binds with FLT_MAX live; attrnull 41 -> 3.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
New L4AUDEFX bridge (OpenAL Soft ALC_EXT_EFX): one EAXReverb aux slot at the
authentic AUDIO.INI global_reverb_scale (0.3) + a scratch AL_FILTER_LOWPASS
(params copied at attach).
F9 filters (was: computed then thrown away -- everything full-bright at all
distances): Dynamic3D ExecuteModel drives GAINHF from highFreqCutoffScale x
brightnessScale x maxMIDIFilterCutoff, UNGATED (decomp part_008.c:7496,
7589-7604 -- every moving 3D sound dulls with distance per the AUDIO.INI
knee-60/exp-2.0 model); Static3D from brightness x max (:7831-7884); Direct
inside its existing gated NRPN-rate block. AWE 100-8000 Hz curve -> EFX
5 kHz-reference gainhf via a 2-pole approximation [T3 curve, endpoints exact].
F11 reverb (was: bone-dry everywhere): 3D patch sources attach an aux send at
Start, exactly where the original sent CC91 = global_reverb_scale
(part_008.c:7278-7394); Direct cockpit sources keep CC91=0 -- dry. The
wet-exterior vs dry-cockpit contrast is back.
F12 placement (was: every cockpit sound dead-center): DirectPatchSource
Start places sources by the authored 6-value position enum (front/rear card
+ pan CC10, decomp @00463848/@004638a8) as listener-relative directions,
composed with the zone L/C/R pan. New PatchResource GetBankID/GetPatchID
pass-throughs (the LOD accessor is protected).
Regression (35s drive+fire): EFX READY, stable, deliveries unregressed, no AL
errors.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Byte-decoded finding [T1]: the gait SM has no stable state for a demand in
(walkStrideLength@0x534, reverseSpeedMax@0x538). Cap semantics settled from
LoadLocomotionClips @0x4a80d4: 0x538 is the walk->run TRANSITION CLIP's exit
speed (the run ENGAGE threshold -- not a reverse max) and 0x34c (run-cycle avg
root speed) is the mapper's continuous demand multiplier (FUN_004afd10). The
finished-callbacks up-shift when tgt > 0x534 but enter/sustain run only when
tgt >= 0x538, so a demand parked between them (Blackhawk: 22.02-30.87 =
throttle 36-50%) hunts walk -> shift-up -> shift-down forever, firing the
authored EngineShiftFwd/Rev sounds each swing -- the user's repro, faithfully
reproduced by all-authentic logic + data. Likely masked on the pod by
MECHANICAL throttle-quadrant detents ("5 speeds" lore; the software path is
notch-free) [T4] -- added to get-from-Nick.
Accommodation (keyboard = our stand-in lever): at key REST, snap the lever to
the nearer dead-band edge (walk cap, or run engage + margin since the cont
check is >=). Sweeping THROUGH the band while held stays continuous -- an
authentic moving lever; the single shift it fires is the authentic shift.
BT_GAIT_TRACE logs [gaitdetent] snaps.
KB: locomotion.md gait-dead-band section, pod-hardware.md mechanical-notch
hypothesis, open-questions.md Nick item.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
F3 distance: alDistanceModel(AL_NONE); restored the commented authored
distance multiply in Dynamic3D::CalculateSourceVolumeScale, added the same
override to Static3D, dropped the (now inert) AL_MAX_DISTANCE writes. Far
battle audio follows the authored knee/rolloff curve again, and the volume
cull / voice steal / ducking chains are distance-aware.
F4 volume law: AL_GAIN = volume_scale^2 at all 3 per-frame sites (Direct/
Dyn3D/Static3D) -- the GM CC7 squared curve; linear was ~+6 dB at mids.
F10 doppler: alDopplerFactor(0) (AL's model ran wrong constants + sign-
inverted velocity: approaching sources pitched DOWN); the AUTHORED
dopplerCents (AUDIO.INI range/speed-of-sound model, decomp-proven consumer
part_008.c:7466) now adds into the Dynamic3D pitch chain.
F15 ConfigureActivePress: published at the MechSubsystem BASE (binary id 2,
descriptor @0x50de5c -> +0x110); renamed the misnamed vitalSubsystemIndex
member (the weapon ConfigureMappables handler already drives it 0/-1).
Removed the invented Sensor/Myomers duplicates and RESTORED their byte-
exact layouts (0x328/0x358 allocs + asserts). MechWeapon's pinned-id pad
absorbed the +1 chain shift -- which matches the binary's own numbering.
F18 cook-off warning: AmmoBin FireCountdownStarted -> the existing
cookOffArmed @0x18C (binary table @0x512600); the countdown klaxon can fire.
F20 zoom blip: L4MechControlsMapper publishes TargetRangeExponent -> the live
@0x1a4 zoom member (own table chained to MechControlsMapper).
KB: replaced the bogus divisionParameters+0x10 rate read with
SystemClock::GetTicksPerSecond() (FUN_0044e19c is GetFrameRate -- original
audio frames were CLOCK TICKS).
Regression (35s drive+fire): stable; ConfigureActivePress binds real on all 9
subsystems (idle -1, zero pad redirects); FireCountdownStarted +
TargetRangeExponent bind live members; attrnull 53 -> 41; chirp still dead;
footfalls still fire (gain now correctly squared).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The 'footsteps disappear when running' report traced to the authored interior-
footfall volume chain: an AudioScalarScale on LocalVelocity with the INVERTED
curve aB=[0,20] -> cB=[1,0] (through a smoother) drives the FootFallInt source
volume -- full at standstill, fading with speed, ZERO at >=20 (run). The
drop-gate evaluation (CalculateSourceVolumeScale -> ExecuteWatchers) pulls this
authored value and overrides the game-side mixer feed, so run-speed footfalls
are dropped BY DESIGN: at running speed the pod cockpit is engine roar; the
1995 sound design fades the interior footfall out. Timeline evidence:
volset(1,1 from the mixer) -> matchfire Start -> volset(0 from the authored
chain during drop evaluation) -> DROP, exactly once per stride at speed >= 20.
No code change -- this commit records the finding. User-verified state:
chirp gone, per-step static gone (velocity smoothing), footfalls audible at
walk, authentically absent at run.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
User pinpointed it: the per-stride 'static' was NOT the footstep sample -- it
was the ambient engine hum being interrupted in time with the footfalls.
Diagnosis (live tape): EnginePower01 was caught in a rapid Play->Stop cycle
(80x/session). The idle-hum is gated by authored LocalVelocity triggers (hum
ON in speed [1,20], OFF above 20) -- and the port's localVelocity is a RAW
per-frame position derivative that pulses with every stride (gait acceleration
+ ground-snap bob). At walking speed |v| straddles the 20 band edge, so the
trigger Start/Stop-flapped the hum on every foot plant; at run |v| >> 20 keeps
it off (matching 'goes away at higher speeds').
Fix: ~0.25s exponential filter on the PUBLISHED localVelocity.linearMotion
(fwd + vertical) -- kills the stride ripple, tracks real speed changes within
a couple strides. The physics worldLinearVelocity (StaticBounce, collision
damage pricing) is untouched; update records + the impact gate get the
smoother value (both benefit).
VERIFIED: EnginePower 1 play / 0 stops for the whole run (was 80 stop-cycles);
FootFall cycles normally per stride; gear shifts/windup lifecycle intact.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The previous 'chirp killed' verification was WRONG: it checked the 1/s playing
snapshot (which misses 0.12s pulses) instead of delivery counts -- the run had
186 ProgramButton deliveries. Corrected metric + trigcfg now prints its target
component, revealing NINE thresh=-1 Start triggers on the configure-ticker
sequence: ConfigureActivePress on Avionics + Myomers (backed real, -1) AND
SEVEN more subsystems still on the inert pad (0 = "button 0 held" -> ticker on).
Fix: a TYPED pad in the missing-attribute redirect -- ConfigureActivePress
resolves to a shared static int = -1 (the authored none-held idle) instead of
the zero pad; every other missing attr keeps the zero pad. Covers all
configurable subsystems at once with no layout changes; self-clears per
subsystem as each gets a real driven member.
VERIFIED BY DELIVERY COUNT: ProgramButton01 deliveries = 0 (was 31-186/run);
7 attrs took the -1 pad; the rest of the soundscape intact (weapon cycles,
loops, translocate).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The obnoxious always-on clicking was the cockpit CONFIGURE-MODE ticker: an
authored looped sequence gated by an AudioIntegerTrigger with threshold -1 on
<subsystem>.ConfigureActivePress (the held-configure-button index; -1 = none).
The attribute was one of the inert-pad redirects -- the pad reads 0 = "button 0
held forever" -> the ticker Start-fired at load and pulsed 2.7/s eternally.
Found via [sendcfg]/[seqstart] traces: the first seq start immediately follows
the trigcfg(thresh=-1, onID=Start) construction on the pad address.
Fix: real int configureActivePress = -1 APPENDED to Sensor ("Avionics") and
Myomers, registered in their attribute tables. Both classes are byte-exact
factory allocs, so the sizeof locks AND the placement-new alloc constants are
bumped TOGETHER (Sensor 0x328->0x32C, Myomers 0x358->0x35C) -- the tripwire
caught a mid-layout insert (seekVoltage@0x330 shift) and a fixed-alloc overrun
before they shipped; member moved to the true tail. Wiring the live value
(EnterConfiguration/ExitConfiguration sets/clears the index) restores the
authored hold-to-configure tick later; idle -1 is the correct silent state.
VERIFIED: ProgramButton01 plays ZERO times (was the 2.7/s chirp);
ConfigureActivePress binds real (vtbl=FFFFFFFF = the -1); FootFallInt at 0.98
gain; stable.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The output-filtered broadcast still fed EVERY volume/brightness mixer -- the
always-on ambience pulse's own volume mixer got cranked to step intensity on
every stride ('a stuck button', 3/s, loud). The send now identifies footstep
sources by authored patch (FootFallInt/Ext: bank2 37-39, bank1 106/107) through
mixer->GetTargetComponent() -> AudioSource -> PatchResource LOD bank/patch
(new accessors: GetTargetComponent, GetBankID/GetPatchID,
AudioResource::PeekAudioLevelOfDetail).
Also: step intensity curve raised (speed/25, floor 0.55 -- a mech stomp is
never subtle; it was firing at ~0.4 gain and masked under 0.9-gain layers,
heard as an unrecognizable 'orchestral hit').
Verified: FootFallInt at 0.78 gain in the live tape; the ambience pulse back
to its brief authored form (absent from 1/s snapshots).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The whole pitch system existed but was discarded: NoteAudioHandler captured the
MIDI note, ExecuteModel computed relativePitch from the control-chain cents --
and NOTHING ever called alSourcef(AL_PITCH). Every sample played at root.
Consequences fixed:
- The load-time 'chirping' ambience: an authored looped sequence (div=120
tempo=160, note 51 events on bank1:83) plays a rhythmic tick pitched ~9
semitones DOWN; at root it was a high click ('chirp'). Identified live via
the new BT_AUDIO_DUMP playing-source tape + user ear-match at cadence.
- Engine now revs: EngineMotor pitch rides the throttle (measured 1.0 -> 1.12).
- All sequence-authored patterns (alarms/klaxons/ambience) regain their pitch.
Implementation: BTNotePitchFactor(note) = 2^((note-60)/12); applied at all 3
patch-source StartImplementations (fresh attach) and all 3 ExecuteModels
(combined with the control-chain relativePitch, clamped 0.5..2.0 as before).
Uses the existing AudioSource::GetCurrentNoteValue().
Also: [seqcfg] sequence-config dump, g_bufferNames + BT_AUDIO_DUMP live tape
(1/s: every playing AL source with sample name/gain/pitch/loop),
tools/soundboard.py updated mapping.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Stdlib-only (tkinter + winsound) sample browser: filter box, per-button
[bank:patch] tags parsed from audiopresets.cpp so an ear-identified sound maps
straight back to the game's (bankID, patchID), Play-All sweep, STOP/ESC.
For verifying sample identity/pitch (the 22050 Hz extraction guess) by ear.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The blind foot-plant broadcast hit every entity-registered component; mixers
whose authored OUTPUT control is Start forwarded the send as a Start and fired
their sound on every stride (the per-step ProgramButton 'chirp'). Added
GetOutputControlID() to AudioControlMixer/Multiplier and the broadcast now
feeds only stages outputting Volume(3)/Brightness(5) -- the footstep loudness
inputs -- directly (mixers are entity-registered, no splitter hop needed).
Verified: FootFallInt01 delivers on BOTH gaits now (11/run, walk input included);
ProgramButton deliveries 188 -> 38 (the remainder are authored looped-sequence
cockpit ambience, not the broadcast); stable 28s drive+fire.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The final link: the footstep source's volume + brightness mix from two
AudioControlMixer inputs (ctl 100 walk / 101 run) behind an entity-registered
AudioControlSplitter. The object stream only ZERO-initializes those inputs
(AudioControlSend one-shot initializers; mixer ctor inits 0.0) -- the runtime
feed was BT game code (lost with the source), using the engine's game-facing
Entity::AudioSocketIterator broadcast (the only path to those anonymous
components; the splitter registers via entity->AddAudioComponent).
Reconstruction [T3]: on each foot plant (the SetBodyAnimation locomotion-clip
pulse), broadcast the step intensity (live ground speed on the authored
0..40 -> 0..1 velocity-curve family, floored at 0.35 to clear the 0.3
transient-drop gate) on the gait-appropriate input (run-family clips
0x0a..0x0f -> 101, walk family -> 100; the other input zeroed so gait
changes don't stack). Patch-source components (VDATA 1001/1002/1005) are
skipped -- AudioSource::ReceiveControl Fail()s on input-range ids.
VERIFIED: FootFallInt01.wav (bank2 patch39) delivers + plays per stride;
mixer sums nonzero (vol=1 at run speed); 30s drive+fire regression clean --
weapon charge/fire/sustain cycles, ready dings, buttons, engine loops, state
audio (0 skips), gait advancing normally, no crashes, no stuck loops.
Also this session: [seqcfg] sequence config dump (decoded the authored event
streams: ctl 8=note/6=attack-vol/1=start/2=stop patterns), BT_AUDIO_NODROP
diagnostic (force low-volume transient delivery at a 0.7 floor).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Two real bugs found + fixed chasing the footstep volume:
1. BTL4Application::MakeAudioRenderer read sample_rate from a raw 1995-layout
offset (divisionParameters+0x10) -- the databinding trap: it yielded
-1.6e14 (measured), poisoning Renderer::calibrationRate for the ENTIRE
audio system. Every AudioTime conversion (sequence event scheduling,
compression curve durations, Seconds_To_Frames) was garbage. Sanity-clamp
to the authored 1000 frames/sec default (BT_AUDIO_LOG logs the value).
2. AudioHead::Execute fed audioFrameCount raw OS ticks; now converts
ticks -> calibrated frames via SystemClock::GetTicksPerSecond (1000ms
fallback when the static isn't measured yet), so AudioTime consumers see
the rate they were calibrated for. With rate=1000 + ms ticks the units
now align end-to-end.
Footstep status: chain verified through pulse -> matcher -> Start -> renderer;
the volume mixer's two inputs receive only value-0 AudioControlSequence events
even with correct timing -- the authored event VALUES need decoding next
(sequence tempo/divisions ctor dump; possibly Verify()-stripped tempo garbage
or the events are resets and the true volume rides another control id).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
MAJOR RESULT -- THE GAIT IS CORRECT, the enum was mislabeled:
LoadLocomotionClips (binary-verified slot map) proves namedClip==&animationClips[5]:
clips 6/7 = wwr/wwl (WALK cycle), 12/13 = rrr/rrl (RUN cycle -- what autodrive
uses at full throttle), 10/11 = wrr/wrl, 14/15 = rwr/rwl, 16-21 = reverse set.
The mech2.cpp "MechAnimationState" enum (0x3c-stride name table) does NOT match
the runtime clip ids -- it is the mislabel (12/13 are NOT StandToReverse).
The authored AudioStateTriggers on AnimationState (statecfg dump: states
1,2,5,8,9,10,11,14,15,16,17,20,21,22,23,26,27 -> Start) align EXACTLY with the
TRANSITION clips under the true map; the CYCLING strides (6/7, 12/13) have no
state triggers because the FootStep pulse attribute serves them -- our FootStep
reconstruction is the authentic design. DO NOT renumber the gait.
Footstep chain, fully mapped (all empirtical):
pulse -> AudioMatchOf(match=1) -> Start on the FootFall DirectPatchSource ->
DROPPED at volume 0. Volume path: an AudioControlMixer (2 inputs, never fed)
<- an AudioControlSplitter <- AudioControlSequence timeline events. The
sequences DO fire -- but only value-0 events (the tick-0 initializers); the
later (real-volume) events never land.
NEW ROOT-CAUSE CANDIDATE [T3]: audio clock unit mismatch. The renderer is
constructed with DefaultRendererRate=30 (calibrationRate: Seconds_To_Frames =
s*30) but AudioHead::Execute sets audioFrameCount = Now().ticks which advances
~550/s (measured via the [audioclock] probe) -- sequence event scheduling runs
~18x off the authored timing. Fix candidate: calibrate the audio renderer to
the actual Now().ticks rate (or drive audioFrameCount at the calibrated 30/s).
Also corrected en route: FUN_004b9550/95b8 are MechWeapon ConfigureMappables/
ChooseButton (mapper EnterConfiguration +0x38), NOT Myomers::ConnectToMover;
+0x31c there is fireImpulse. Myomers::speedEffect has NO binary writer found
beyond the ctor 1.0f (its 'mover coupling' stand-in is spurious).
Diagnostics added: [statecfg] AudioStateTrigger ctor dump, [split] splitter
forwards, [seqev] sequence timeline events, [audioclock] frame-rate probe.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Chain (every hop verified live): FootStep pulse (SetBodyAnimation, decay in
PerformAndWatch) -> AudioMatchOf match=1 -> Start(2.0) on the FootFall
DirectPatchSource... which the renderer DROPS because its volume is 0:
an AudioControlMixer (outCtl=3/Volume + a second outCtl=5 mixer) feeds the
source, and BOTH mixer inputs are 0 -- nothing ever sends them.
Eliminated as senders (all traced): AudioScaleOf scales (29 total, none target
the mixer), AudioControlMultiplier (one instance, other target), Random/
AudioSampleAndHold (RNG verified WORKING -- varied samples; RANDOM.cpp is in
the build, the self-init ctor runs).
HYPOTHESIS [T4, next session]: the mixer inputs are fed by AudioStateTriggers
on AnimationState keyed to the AUTHORED gait-clip ids (walk 2/3, run 8/9 =
per-gait footstep volume). Our runtime body SM walks in states 12<->13 --
which the recovered MechAnimationState enum names RightStandToReverse/
LeftStandToReverse. If the authored audio expects 2/3 for forward walk, the
runtime clip NUMBERING in the reconstructed gait SM is offset from the
authentic ids -- a locomotion-layer mismatch with implications beyond audio
(the audio config is an independent witness to the true clip numbering).
Verify via the AudioStateTrigger configs on the AnimationState watcher
(trigcfg dump exists) and cross-check the SetBodyAnimation clip table.
New diagnostics: [snh] SampleAndHold sends, [mix] mixer forwards with input
index + sum, [scalecfg] authored scale bindings/boundaries, [volset].
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Footstep chain progress (each step empirically verified):
- The FootStep watcher is an AudioMatchOf<Logical> (AudioLogicalTrigger extends
AudioMatchOf, NOT AudioTriggerOf): authored config match=1 -> Start(2.0) on a
DirectPatchSource. [trigcfg]/[matchcfg] ctor dumps added.
- The pulse was pinned at 1: the decay lived in IntegrateMotion, which the
current gait path NEVER CALLS. Moved to Mech::PerformAndWatch (provably
per-frame) with a time-based 150ms window sized to the ~10Hz watcher poll.
The matcher now fires per stride (14/run, was 1).
- Every footstep Start is DROPPED at the renderer: the source's volumeScale is
0 (five VolumeAudioHandler sends of exactly 0 = inert/one-shot primes). The
volume arrives through the authored control chain (AudioControlMultiplier
inputs ctl 100+; one 0 input pins the product). Chain scales identified on
this entity: LocalVelocity (live), LocalAcceleration (live), Myomers.
SpeedEffect (=1.0 healthy; one authored scale maps [0,1]->[1,0] INVERTED),
UnstablePercentage (INERT PAD -- always 0!), HeatSink.CurrentTemperature.
PRIME SUSPECT: an UnstablePercentage-fed multiplier input primes 0 once and
never updates (the pad never changes), pinning footstep volume at 0.
- SF2 numbering fact recorded: 38 presets in AUDIO1 / 5 in AUDIO2 have
wPreset != file index (gap at preset 77); my table keys by wPreset. The
184x ProgramButton01 (bank1 patch83) storm at ~7/s needs an identity check
against index-numbering (it may be the wrong sample for that patch id).
Diagnostics added (BT_AUDIO_SPATIAL/BT_ATTRBIND_LOG): [trigcfg]/[matchcfg]
ctor dumps, [matchfire] with component ptr+class, [volset] VolumeAudioHandler,
[mult0] multiplier zero-products, scale sends with authored boundaries,
[fswatch] dedicated footstep watcher tracer (g_btFootStepAddr), SetupPatch
ENTRY with bank/patch/state, Simulation::DebugAudioWatcherCount.
NEXT: back UnstablePercentage with a real (live) member -- it is the mech's
stability 0..1 (the stabilityAlarm/gyro family) -- or confirm via a one-run
chain dump which multiplier input pins the FS source; then the footstep
transient should clear the 0.3 drop gate at walking speed.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Instrumentation (all BT_AUDIO_LOG/BT_AUDIO_SPATIAL-gated): mech watcher-poll
probe (delayed flag + socket count via new Simulation::DebugAudioWatcherCount),
per-sim audio-socket size in ExecuteWatchers, trigger notifications (val>0),
watcher poll-rate/change probes, footstep pulse address trace.
VERIFIED working: FootStep binds to the real member (pulse addr == bound ptr,
same run); pulses fire per stride (40/run); the watcher registers on the mech
(audioWatchers=20 after audio-object creation); the mech's poll runs
(delayed=0, simFlags=0x1110); Logical == int (STYLE.H:132) matches the member
type. The idle<->moving engine crossfade (AudioMotionScale on LocalVelocity
through the restored watcher poll) is CONFIRMED audible in play.
REMAINING: the FootFall transient still doesn't reach SetupPatch -- next probe
is the trigger's streamed threshold/inverse config and the speed-scaled
transient volume at the renderer drop gate (LowAudioVolumeThreshold=0.3).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
User: "when I start moving all the sounds fade away, no footsteps." Diagnosis
chain (all empirical, BT_AUDIO_SPATIAL/BT_ATTRBIND_LOG traces):
- The audio head DOES track the mech (listener-relative positioning verified
while driving) -- not a spatial bug.
- The idle sounds correctly STOP on leaving the standing state; the MOVING
sounds never started because every POLLED audio watcher was dead:
the reconstructed Mech::PerformAndWatch replaced the engine performance but
dropped the ExecuteWatchers() step from the engine tail (Simulation::
PerformAndWatch = Perform -> ExecuteWatchers -> WriteSimulationUpdate).
Only PUSHED StateIndicator watchers (SetState->Execute) ever fired -- which
is exactly why state sounds worked but footsteps/motion-scaled audio didn't.
FIX: poll ExecuteWatchers() (AreWatchersDelayed-gated) before the update
write. Immediately unlocks the polled family: MissileLoaded01/LaserLoaded01
ready dings, ProgramButton01, motion scales (PlayNote 15 -> 30 per run).
- FootStep (0x1e) backed REAL: was the inert attrPad (an AudioLogicalTrigger
polls it -- threshold-crossing pulse per foot plant). New footStep member,
pulsed by SetBodyAnimation on entering any locomotion clip 1..0x17 (runtime
stride alternation MEASURED as body states 12<->13 -- the enum-name numbering
does not match runtime clip ids), decayed by IntegrateMotion (~1/3 s).
- Footstep volume is speed-scaled (AudioMotionScale on LocalVelocity): at
standstill the transient start computes volume 0 and the renderer drops it
(LowAudioVolumeThreshold) -- so footfalls are audible at real walking speed.
Diagnostics kept (BT_AUDIO_SPATIAL): spatial dist/vol per source, CLIPPED/DROP/
START at the request gate, vol=0 factor breakdown, scale->0 sends, trigger
notifications, watcher poll-rate probe.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The runaway loop the user heard was MissileLoading01: the ProjectileWeapon
(SRM/ballistic) state machine set Firing(0)/Loading(3)/Jammed(5)/NoAmmo(7) but
NEVER a ready/Loaded level, so at idle the launcher parked in Loading(3) forever.
Its WeaponState audio (weaponAlarm, now StateIndicator-firing) therefore looped
MissileLoading indefinitely -- the loop stops only when the alarm LEAVES the
loading state. (The laser sibling was fine: the Emitter DOES reach Loaded when
its charge tops off, so LaserACharge stopped.)
Fix: in ProjectileWeaponSimulation's default (idle/ready) branch, drive the state
from readiness -- Loaded(2, charge + ammo up = silent ready) once ReadyToFire,
else Loading(3, reloading). SetLevel fires audio only on a real change, so this
yields the natural Firing -> Loading(reload) -> Loaded(ready) cycle and the
MissileLoading loop now stops when the launcher finishes reloading. Verified:
weapon cycles Loading(3, recoil>0)->Loaded(2, recoil<=0); the only remaining
continuous loop is EnginePower (correct). Fire path unchanged.
Also: master volume default kept; richer BT_AUDIO_LOG StopNote/SetupPatch traces.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The raw AWE32 samples are hot and everything plays at full per-source gain, so the
mix was loud. Set alListenerf(AL_GAIN) once at device init -- it scales EVERY
source (master volume). Default 0.6; override with BT_AUDIO_VOLUME=<0.0..1.0+>
(0 = mute, 1 = full, >1 = boost).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
WeaponState -> weaponAlarm (mechweap.cpp:149), and the weapon's looping audio
(LaserACharge/LaserASustain/MissileLoading, all SF2 sampleModes=1) is STARTED by an
AudioStateWatcher on the firing/charging state and STOPPED by an inverse
AudioStateTrigger that keys on old_state (== the state being LEFT).
The subsystem-state commit fired GaugeAlarm54 watchers on SetLevel but deliberately
left levelB (the oldState slot @0x10) untouched to avoid disturbing the weapon's
LevelCountB read. Consequence: the audio watcher's StateChanged(oldState,newState)
saw a stale oldState, so the inverse/STOP triggers never matched -> the charge/
sustain/loading loops played forever.
Fix: SetLevel now sets levelB := level (oldState := currentState) before the change,
exactly like StateIndicator::SetState. The stop triggers now match on leaving the
state and StopNote the loop. This is also authentic: in the binary the 0x54 alarm
+0x10 IS oldState, and the weapon's LevelCountB()/weaponIdle read of +0x10 is that
same oldState (the old static-count reading was the reconstruction's accident).
weaponIdle is only consumed in the MP replicant record-apply path, so single-player
firing is unaffected; the value is now the authentic oldState-based one.
Subsystem state audio unaffected (0 skips). Diagnostics: BT_AUDIO_LOG now traces
SetupPatch src/file/loop + StopNote.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Weapon fire (and ~all one-shots) played FOREVER: sf2extract flagged a sample as
looping whenever the SF2 shdr had loop points -- but almost every SoundFont sample
has loop points; whether to actually loop is the instrument's sampleModes generator
(igen oper 54): 0/2 = one-shot, 1 = loop, 3 = loop-until-release. The old heuristic
looped 239/241 samples, so SetupPatch set AL_LOOPING=1 on fire/explosion/step sounds.
Read sampleModes at the same igen zone as sampleID and loop only on 1/3. Now
166 one-shot / 75 loop: LaserAFire/BigExplosion/BasicClick -> ForceStatic (one-shot),
EnginePower/EngineMotor/coolant -> LoopAtWill (correctly sustained). Regenerated
audiopresets.cpp; the WAV PCM is unchanged.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The last cleanly-backed subsystem audio attr: GeneratorOn (AudioLogicalTrigger)
now resolves to the real generatorOn member instead of the inert pad. Static for
now (init 1, no shutdown writer drives it to 0 yet), but bound correctly.
Remaining inert attrs (ReportLeak/ConfigureActivePress/MotionState/
SpeedOfTorsoHorizontal/TargetRangeExponent) have no modeled backing member in
their size-locked subsystem layouts -- they read the inert pad (silent, no crash)
until those members are reconstructed.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
AmmoBin::AttributeIndex was a bare, default-constructed static with NO parent
chain, so nothing resolved on an AmmoBin -- even the inherited SimulationState
came back NULL (the audio AmmoState + SimulationState watchers were skipped).
- Chain AmmoBin::AttributeIndex to HeatWatcher::GetAttributeIndex() and give it a
real AttributePointers[] with AmmoState -> ammoAlarm (@0x194, the 6-level 0x54
StateIndicator-compatible feed alarm, already SetLevel'd Feeding/Loaded/Empty/
Dumped by the sim) so reload/empty/feed audio fires on the ammo transition.
With this every StateIndicator audio attribute across the mech + all subsystems
binds to a real indicator: audiostate skips 85 -> 0. Remaining audio gaps are the
inert Logical/Scalar/Enum subsystem attrs (ReportLeak/GeneratorOn/ConfigureActive
Press/MotionState/SpeedOfTorsoHorizontal/TargetRangeExponent), which read 0 (silent,
non-crashing) pending backing members in their size-locked layouts.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The audio subsystem binds AudioStateWatchers (class 28) to per-subsystem state
attrs (GeneratorState/CondenserState/ReservoirState) BY NAME. Recovered the
watcher TYPE per attribute via a MakeObjectImplementation ClassID trace.
Root cause of the subsystem-state crash: the binary's 0x54-byte subsystem alarm
(FUN_0041b9ec, reconstructed as GaugeAlarm54) IS a StateIndicator -- its "three
sub-indicators" @0x18/0x2c/0x40 are the audio/video/gauge watcher SChains, and
level@0x14 is currentState. The reconstruction had modeled that tail as an opaque
`_tail`, so the sockets were never constructed -> AddAudioWatcher AV'd on 0xCDCDCDCD.
- GaugeAlarm54: give it the three REAL, constructed SChainOf<Component*> sockets +
AddAudioWatcher/Video/Gauge; SetLevel now fires the watchers on a level CHANGE
(empty sockets = no-op, so the ~all other alarms are unaffected). levelB (weapon
LevelCountB "reset source") is left untouched -- weapons unchanged. sizeof stays
0x54 (static_assert holds -> SChainOf<Component*> is 0x14, layout exact).
- Register the state attrs -> the subsystem's own alarm (own AttributePointers[]
chained to the parent): Generator.GeneratorState->stateAlarm, Condenser.
CondenserState->condenserAlarm, Reservoir.ReservoirState->reservoirAlarm. Those
alarms are already SetLevel'd by the sim, so the state audio fires on transition.
- AudioStateWatcher guard now validates the +0x18 SOCKET (what AddAudioWatcher
touches), not the +0 vtable -- GaugeAlarm54 is non-polymorphic at +0 (raw header)
but has a real socket at +0x18.
audiostate skips 85 -> 10 (only AmmoBin AmmoState/SimulationState left). The
Logical/Scalar/Enum subsystem attrs (ReportLeak/GeneratorOn/ConfigureActivePress/
MotionState/SpeedOfTorsoHorizontal/TargetRangeExponent) stay inert (read 0, silent,
non-crashing) -- they need backing members in size-locked layouts (a polish wave).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Enabling audio unlocked L4AudioRenderer::CreateEntityAudioObjects, which binds
AudioStateWatchers to entity/subsystem state attrs BY NAME (attribute-pointer
databinding) and calls AddAudioWatcher on them. The reconstruction pointed the
Mech's state attrs at the scalar read-pad `attrPad` (fine for gauges that READ a
value, fatal for a state watcher that calls a METHOD) -> AV in SChainOf::Add on
0xCDCDCDCD. Root-caused via cdb + a BT_ATTRBIND_LOG trace in AttributeWatcher.
Mech-level state audio now REAL + driven (verified: walking fires SetupPatch +
PlayNote/alSourcePlay, patches 78/80/116):
- AnimationState (0x1f) / ReplicantAnimationState (0x20): real StateIndicators
(0x21 states covering MechAnimationState 0..0x20), driven from SetBodyAnimation
so footstep/gait/transition sounds fire on animation change.
- CollisionState (0x16): real 4-state StateIndicator driven from ProcessCollision
via collisionTemporaryState (the deferred @4aa741 per-frame zero + the
part_012.c:15406-15413 contact tail, InitialHit accumulation; the 1-vs-2 Slide
split awaits the 0x240/0x244 floats still stubbed by fieldAt()).
- @0x44c CORRECTED: "ammoState (0/1 leaking/2 dry)" was a mislabel -> it is
collisionTemporaryState (never read as ammo).
Bring-up guards [T3, temporary, self-clearing] so audio-on is STABLE while the
subsystem state models are still stubs (Generators/Condensers/Myomers/Torso/
Avionics/Reservoir/ControlsMapper -- ~15 subsystems, ~40 attrs: GeneratorState,
CondenserState, ReportLeak, ...): a NULL subsystem attr redirects to an inert pad
(was a fatal Fail); an AudioStateWatcher on an unconstructed StateIndicator (null/
0xCDCDCDCD) skips instead of AV. Both pass automatically once the subsystem is
reconstructed. Those subsystem sounds stay silent until then (their audio wave).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Correct the audio digest in wintesla-port.md + project-overview.md: the "no
sound ever" root cause was that BOTH engine/lib backend DLLs were no-op stubs
(libsndfile ordinal-only sf_open->NULL; OpenAL32 imports only KERNEL32). Now
real OpenAL Soft + LoadWavPCM; soundbank cracked (241 samples). Only remaining
gap = game triggering (AudioEntities).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Root cause of "no sound, ever": the two audio backend DLLs shipped in the repo
are fakes. libsndfile-1.dll exports 15 funcs BY ORDINAL ONLY (no names) and
sf_open() always returns NULL; OpenAL32.dll (72KB) imports only KERNEL32 -- no
dsound/wasapi/winmm -- so it is a pure no-op that returns fake handles
(ctx=0x00000001, alGenSources->0) and never touches the hardware. The whole
render->device->buffer->source->play chain ran clean and silent.
Fixes:
- OpenAL32.dll: replace the stub with the real OpenAL Soft 1.25.2 Win32 build
(imports AVRT/ole32/WINMM, real WASAPI backend). The exe imports the 25 AL
funcs by NAME so it is a drop-in; alGenSources now yields a live source and
alSourcePlay reaches AL_PLAYING.
- libsndfile: DROPPED entirely. It is replaced by LoadWavPCM() in L4AUDRES --
a tiny RIFF/WAVE fmt+data reader that loads our soundbank WAVs (16-bit PCM)
straight into the AL buffer. Removed the .lib/.dll from the link + copy and
git-rm'd the stub. (This also kills the "ordinal 50 could not be located in
libsndfile-1.dll" load-failure popup: adding an sf_strerror import bound to
an ordinal the 2..16-only stub could not satisfy.)
- Soundbank: 241 samples cracked from AUDIO1/2.RES (SF2 v1.0) by
tools/sf2extract.py into content/AUDIO/*.wav + the allPresets[2][128] table
(audiopresets.cpp), replacing the zero-init btstubs stub. All 241 now load
(alErr=0). BT_AUDIO_TEST plays buffer0 as proof-of-life; BT_AUDIO_LOG traces
the chain.
Remaining: in-game triggering (AudioEntities on fire/step/engine/explosion)
so PlayNote fires during play -- next audio wave.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
User reported never hearing any audio. Root-caused: the KB "Audio: DONE" was wrong.
The OpenAL playback chain IS fully implemented (device/buffers/sources; PlayNote
really calls alSourcePlay), but three gaps kept it silent:
1. GATED OFF (the "no sound" root cause): BTL4Application::MakeAudioRenderer returned
NULL unless the pod's AWE_FRONT/AWE_REAR AWE32-card env vars were set -- authentic
1995 pod behavior, dead on modern hardware, so the renderer was NEVER created.
FIXED: default audio ON (BT_NO_AUDIO=1 restores silence; AWE vars still force-on).
Verified: the OpenAL device now opens with no env vars ([audio] device OPENED).
2. Soundbank STUB: allPresets[2][100] (btstubs.cpp) is zero-init -> PRESET_isImplemented
false -> 0 buffers load. Sample data exists (AUDIO1/2.RES: EnginePower/LaserAFire/...)
but the event->sample map is gone (not in the decomp). STILL OPEN.
3. No triggering: the reconstructed game never creates AudioEntities on events. STILL OPEN.
So the device opens but nothing loads/plays yet -- enabling real sound needs the
soundbank reconstructed + the game triggers wired (a proper audio wave). Added a
BT_AUDIO_LOG trace harness across L4AUDRND/L4AUDRES/L4AUDLVL. KB corrected.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Tested the real-IP config path (not just 127.0.0.1): an egg with this machine's
real LAN IP (10.0.0.46) in [pilots] connected + replicated + moved end-to-end
between two nodes (Connected to GameMachineHost at 10.0.0.46:1602 / All
connections completed! / peer telemetry flowing). Confirms gethostbyname
local-address matching + WSAStringToAddressA IP:PORT parse work with real
addresses. Recorded the LAN recipe + noted the one remaining unknown: an actual
two-physical-machine run (firewall) -- validated single-box via the real IP.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Went after the flagged ~2.9u peer-motion snap. Added a BT_SNAPLOG diagnostic
(mech4.cpp: logs the re-anchor drift eMag = |authority - dead-reckon| absorbed per
frame) and ran a controlled accel/decel soak: node B BT_AUTODRIVE + BT_DRIVE_SWEEP0
sweeping the throttle through STOP, node A observing, affinity-pinned.
Result: peer drift maxes at ~0.64u (median 0.54u, 18 events >0.5u over 48s), gently
absorbed at k~0.24/frame -- SUB-UNIT, at the noise floor. The ~2.9u figure was stale:
it predated the peer body-channel swap (96a896a, which put the peer on the same
channel the master's mirror predicts) AND was measured without the CPU-affinity fix
(packet-jitter-sparse records inflate the drift). The old "run the master mirror on a
leg-channel prediction" plan is moot now the peer is on the body channel.
No motion-code change -- just the measurement + the BT_SNAPLOG diagnostic (retained).
KB (multiplayer.md, open-questions.md) corrected to the measured value. checkctx CLEAN.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Investigated the "console death froze peer replication" open question (2026-07-14)
with a direct 2-node repro (BT_REPL_LOG on a circling peer, affinity-pinned):
- Clean relay kill -> replicant kept circling smoothly through the kill, NO
disconnect logged, node survived. Replication did NOT freeze.
- Deliberately STUCK console (scratchpad/btconsole_stuck.py: connect, start
mission, then stop recv() while holding the socket OPEN = the exact
"receive pad full -> close never seen" mode hypothesized) -> replicant kept
moving the whole run. Replication did NOT freeze.
Conclusion: peer replication is INDEPENDENT of the console (pods replicate
peer-to-peer over the GAME socket; the console is a separate egg/mission/status
channel). The original freeze was a transient -- plausibly the same single-box
packet-jitter/CPU-contention artifact root-caused in 49d73dc -- or was fixed by
later MP work.
FIX (the one real bug found): L4NetworkManager::HostDisconnectedMessageHandler's
ConsoleHostType branch closed gameListenerSocket (the GAME listener) on a CONSOLE
disconnect -- a naming bug (the comment + commented-out OpenConnection intended a
CONSOLE re-listen, which CreateConsoleHost already does). Removed. Harmless to
established peer sockets (why a live match survives console loss) but it would
have blocked a NEW peer from joining after a console cycle. Verified: 2-node
still connects (All connections completed!) + the peer circles.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Targeted pass on "stand-in / not-wired / stub / no-op" claims, verified against
CODE + runtime (not KB wording -- the trap that hid the peer-warp staleness):
- combat-damage.md STEP-6 "remaining = fix ResourceFindByName no-op -> empty
table" (reads present-tense above the "STEP 6 COMPLETE" header): STALE. The
table LOADS live ([cyl] table 'bhk1'/'madcat'/'ava1' layers=7); the name-load
BYPASSED the no-op ResourceFindByName via SearchList(type=0x14) (mech.cpp:1631).
d07ac7d. ResolveHit resolves unaimed hits.
- multiplayer.md "Mech::Reset full subsystem-reset sweep is still a bring-up TODO":
STALE. mech4.cpp:1616 loops every subsystem -> DeathReset(mode) (heat/power/ammo/
charge) + heals zones + ForceUpdate(0x1f). Per-subsystem DeathReset bodies are
authentically trivial for some classes -- not a missing sweep.
Verified ACCURATE (not stale, left as-is): GaussRifle FireWeapon no-op (a decomp
fact -- inert in the 1995 binary; btl4gau2 faithfully marks it "not yet supported");
StatusMessagePool NULL stub (kill ticker live, non-kill status messages genuinely
deferred); Myomers coupling inert (genuinely open); searchlight fog-swap (open by
decision). checkctx CLEAN.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
User observed peer warp spheres in 2-player mode; the KB (translocation-warp.md
frontmatter+body, multiplayer.md frontmatter+body) still called the peer path a
"local-player sphere stand-in until SimulationState/DropZoneLocation replication."
STALE: mechdmg.cpp:1074 fires BTStartWarpEffect at the peer's position gated to
ReplicantInstance, and simulationState rides every update-record header -- so an
observer DOES see a peer's un-wreck/respawn warp. Committed 160b78e ("observer
sees peer un-wreck"). The only genuine remainder is a [T3] fidelity nuance: the
peer sphere is anchored to the peer's WORLD position rather than the peer's
authentic (un-replicated) DropZoneLocation. (The staleness audit itself missed
this -- it trusted the file's own stale wording over its body + the code.)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The open-questions.md block was the old completion PLAN (ea39af1) and was never
updated after the work actually landed + the residual was root-caused. It
contradicted multiplayer.md (which correctly documents both "Authentic coupled
peer motion -- DONE" and the packet-jitter resolution). Reconciled to DONE:
coupled single-source gait pipeline default-on (c52a1ad/b013742/96a896a/f094d78/
23f1532); the "needs master half" conclusion superseded by 49d73dc (residual
shakiness = single-box packet jitter, a test-rig artifact, fixed with CPU
affinity, user-confirmed -- NOT a game bug). Minor follow-ups (2.9u channel-snap,
decay constant) tracked in multiplayer.md. No code change -- KB currency only.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
MechWeapon::UpdateTargeting computed effectiveRange = (1 - heatLoad) * weaponRange,
reading the weapon's own inherited HeatableSubsystem heatLoad. The authentic decomp
(@004b9bdc:6983) reads *(weapon+0xE0)+0x158 = Subsystem::damageZone->damageLevel --
i.e. effectiveRange = (1 - HOST-ZONE DAMAGE) * weaponRange. Same @0xE0-DamageZone-vs-
heat misattribution already corrected in HeatSink::UpdateCoolant (heat.cpp:803).
Impact: for a charge/discharge weapon (ER laser) the weapon's OWN heatLoad swings
0..1 every fire cycle, so effectiveRange collapsed toward 0 and the weapon was
perpetually "out of range" -> Emitter::FireWeapon's `if (dist <= effectiveRange)`
gate skipped SendDamageMessage -> NO damage submission and hence NO impact explosion.
The beam still rendered (beamFlag/beamEndpoint set before the gate), so the shot LOOKED
like a hit but did nothing -- the user-reported "lackluster/absent laser hits, esp.
the ER medium, on mechs AND buildings". PPCs mostly worked only because their heatLoad
happened to sit low/stable.
Fix: read the QUALIFIED this->Subsystem::damageZone->damageLevel (the MechSubsystem
shadow is a shim -- heat.cpp:812) so an UNDAMAGED weapon holds its full, STABLE
weaponRange, and range shortens only as the weapon's host zone takes battle damage.
Verified (parked in range of a building, autofire): laser effRange 500 STABLE
(was fluctuating 0/59/340/424 -> mostly out of range); impact explosions 13 in 22s
(11 laser id=16 + 2 PPC), up from ~2. Lasers now consistently damage + spawn FX.
Also adds env-gated diagnostics used to root-cause this: [fireW] range trace +
per-weapon explID (emitter.cpp), and BT_FIRE_AT_STRUCT (mech4.cpp) which designates
the nearest world structure so weapon-vs-structure fire can be tested without the
screen aim ray.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The boresight's non-mech pick only sampled the VISUAL heightfield (BTGroundRayHit),
which on arena1 is a single flat 'sky'-named ground mesh (and class-42 BuildTables
likewise holds only 'sky') -- so shots passed THROUGH the garages/walls and only mechs
moved the HUD range axis (user-reported regression: "buildings used to move the range
axis; now only mechs do, and you can only fire at a peer").
Real fix: the boresight now ALSO ray-tests the ZONE'S STATIC COLLISION SOLID TREE --
the same geometry that already blocks the mech's walk. Authentic engine mechanism:
Mover::FindBoxedSolidHitBy already tests the static world via
zone->GetCollisionRoot()->FindBoundingBoxHitBy(line). Factored its "static world" tail
into Mover::FindStaticSolidHitBy(Line*) (static solids only, no movers), wrapped by
Mech::WorldStructurePick(start,dir,range,&hit) (builds the world-space Line, reads the
entry point back via line->FindEnd since HitByBounded clips line->length=enter).
Boresight pick order is now: closest MECH (PickRayHit, damage zones + lock) -> closest
STRUCTURE (WorldStructurePick; occludes a mech BEHIND it; designates the gBTTerrainEntity
sentinel + entry point, so the range caret reads the structure distance and NO lock ring
draws, mech4.cpp:4529) -> flat ground (BTGroundRayHit) -> sky (fire-at-nothing). Also
un-skips arena1's misnamed-'sky' flat ground so the ground tier works (btvisgnd
geometry-aware skip + [mapent]/[rendent] census).
Verified headless: a BT_WSWEEP horizontal ray-fan on arena1 tracks position (3/24 hits
near the boundary -> 17-21/24 inside the interior garage cluster -> 3/24 past it =
DISCRETE interior solids, not an enclosing box), no crash/assert/AV. Interactive aim
(BTGetAimRay) can't run headless (no window -> noRay), so the sweep is the headless proof;
interactive aim is user-verified.
Note: FindBoundingBoxUnder (the ground/containedByNode BoundingBoxTree) is DOWNWARD-only
(gravity/ground-snap: *height = FindDistanceBelowBounded), useless for a horizontal
boresight; the static SOLID tree's FindBoundingBoxHitBy is the only ray-vs-world query.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Determined the authentic behavior from the decomp (HudSimulation + Emitter,
part_013.c:5619-5670 / 7689-7778) and fixed two regressions the players hit:
(A) You could only fire when a MECH was locked (couldn't fire at nothing).
(B) Buildings/structures/ground stopped moving the range axis; only mechs did.
AUTHENTIC (T1): a weapon discharges iff the target slot mech+0x388 != 0
(Emitter::FireWeapon FUN_004bace8:7727), and 0x388 is whatever the BORESIGHT
designates -- mech OR world geometry -- NOT a manual mech lock. The RANGE readout
(HUD+0x1ec) moves for ANY designated target (mech OR structure/ground); the LOCK
ring is mech-only (target has a damage-zone table, HudSim :5619). So the pod
'fired freely at nothing' and buildings moved the range caret.
ROOT CAUSES (both content-triggered, not a targeting-code change):
1. arena1's ONLY class-42 world entity is the 10000x10000 FLAT GROUND plane at
y=0, MISNAMED 'sky' -- SkippedName filtered it out by name, so BuildTables
ingested 0 geometry and gBTTerrainEntity stayed null -> nothing groundable ->
mech-only targeting. (LAST.EGG rewrite ~bb795e2 lost whatever terrain the
working scene had.)
2. A boresight that hit nothing set MECH_TARGET_ENTITY=0 -> no discharge.
FIXES:
- btvisgnd.cpp: geometry-aware skip -- keep a wide, near-flat, near-ground plane
even if name-skipped (it is the arena floor); still skip true domes/backdrops.
Adds mesh y-bounds. arena1 now ingests 1 ground instance (was 0).
- btl4vid.cpp: capture ANY world-geometry entity as the non-mech pick sentinel
(the default render case is world-only), not only Terrain-derived ones.
- mech4.cpp: FIRE-AT-NOTHING -- when nothing pickable is hit, designate a
max-range point (1200, the HUD default 0x44960000) along the boresight using
the world sentinel, so 0x388 != 0 and the weapon discharges (no zone damage /
no lock ring, since the sentinel has no damage-zone table -- mechs only).
Verified autonomous: arena1 ground ingested; [target] shows 'fire-at-nothing
(max-range designate)'; weapon discharges at empty space ([fire] explode
resolved); range axis (sShownRange->BTSetHudTargetRange) slides to the designated
distance. Diagnostic: BT_GROUND_LOG (world-geometry ingest + skip reasons).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The residual RANDOM peer shakiness on accel/decel was proven (BT_RXJIT record
inter-arrival probe) to be TEST-RIG packet jitter, not the game: two Debug btl4
nodes on one box contend for CPU, so Windows batches their TCP delivery -- records
arrive in bursts (max 56-226ms gaps, burstiness 3-7x) instead of even ~17ms. The
peer dead-reckons across the gaps then snaps -> random shake. Pinning the nodes to
disjoint cores restored even ~17ms delivery (burstiness ~1.0) and the shakiness
vanished (user-confirmed 'that was it'). Real pods = dedicated machines, no
contention -> never see it. So NO un-authentic jitter buffer -- the coupled
body-channel peer (96a896a/f094d78/23f1532) is the authentic + correct finish.
- mech.cpp: BT_RXJIT record-arrival-jitter probe (env-gated).
- tools/mp_launch.sh: 2-node launcher that pins nodes to disjoint cores (bakes in
the fair-delivery condition; documents why).
- context/multiplayer.md: the finding, so it is not re-litigated.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Toward a truer mirror (user: peer 'hesitates/skips on accel/decel, master has
smoother transitions'). The body channel FOLLOWS the master's replicated STATE
(96a896a) but its CADENCE (bodyCycleSpeed) is still slewed LOCALLY toward the
replicated commanded speed -- which drifts from the master's actual cadence, so
the animation phase wanders until a record snaps it (the hesitation).
FIX (replicant-gated, single-player untouched): peerMirrorSpeed member = the
actual replicated ground speed (|updateVelocity|, set in the peer branch); the
body channel walk (6/7) + reverse (0xc/0xd) cases override bodyCycleSpeed with
it (clamped to the state's band) right before the clip advance, so the peer's
clip advances at the master's REAL rate instead of a locally-drifting slew.
peerMirrorSpeed = -1 on the master/single-player -> the authentic slew runs.
BT_NO_MIRROR_CAD / BT_PEER_LEGCH revert.
Verified autonomous (through-zero sweep): no crash, body channel advances forward
(back-steps ~0), feet track (position ratio 1.05, maxStep 1.68u). Perceived
smoothness is the visual test (harness saturates).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The body-channel swap (96a896a) fixed the stop-slide but regressed turn-in-place
to a rotating statue: the body Standing case only enters walk/reverse/stand, never
the turn clip (state 4). On the master that arming comes from the LEG Standing
case cross-arming both channels (mech2.cpp:937) -- which the peer no longer runs.
FIX (peer branch): arm/exit the body turn state from the replicated turn
(replMppr->turnDemand, already derived from the replicated yaw rate with
hysteresis): standing + turning -> SetBodyAnimation(4) so the body case 4 advances
the trn clip (peer STEPS through the pivot); turn stops -> back to Standing.
Walk/reverse transitions still own their own exits.
Verified autonomous (forced spin): peer body channel holds state 4, trn clip
advances (frmAvg 0.2-0.3, frmMax 1-2), back-steps 0, no crash.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Answers 'is this different from the original?' -- NO, it RESTORES it. Decomp
(workflows wh1h5gnmc/w1s9ou02o): the 1995 game had ONE live skeletal channel,
the BODY channel FUN_004a5678 via IntegrateMotion; the LEG channel FUN_004a5028
is DEAD CODE (zero call sites, SetLegAnimation never runs). Both master and peer
posed the whole skeleton from the body channel, the PEER FOLLOWING the master's
replicated body-anim state (bodyStateAlarm@0x728, set by the type-3 reader's
SetBodyAnimation, mech.cpp:1913) + replicated bodyTargetSpeed@0x6b4.
Our port RESURRECTED the dead leg SM as the peer's poser (mech4.cpp AdvanceLeg-
Animation) fed a LOCALLY re-derived commanded speed. The leg SM's phase-
independent pre-switch wind-down (mech2.cpp:560-568: force-jump {6,7,8,9}->stand
when legCycleSpeed<=0) made the peer SKIP the master's decel state 8 and snap to
stand while the body coasted -- the 'slid forward after legs stopped' slide, the
reverse 'slippy sliding in place', and the whole re-derivation desync class.
FIX (peer branch, gated BT_PEER_LEGCH=1 to revert): pose+travel from
AdvanceBodyAnimation(dt, mj=1) -- the body channel, which follows the replicated
state and has NO early wind-down, playing the master's exact clips (walk/decel-8/
reverse/stand). ZERO new netcode -- the state is already on the wire and already
decoded into the body channel; we were simply posing from the wrong (resurrected,
dead) channel. Single-player untouched (replicant-gated).
Verified autonomous (through-zero sweep): no crash; body channel advances
(frmAvg 0.3-0.75, states 5/6/7/10 following master); slide-in-stand events
519 -> 3.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Uncommitted work from the speed-model + peer-motion investigation:
- btl4mppr.cpp: the L4MechControlsMapper full-throttle detent used the
unparenthesized Abs() macro (STYLE.H:118) on an expression -- Abs(throttlePos
- 1.0f) mis-expands to -(throttlePos + 1.0f), always <= 0.05, so the detent
snapped throttle to full EVERY frame. Diff into a temp first (same class as
the 7615ecd angular-resync Abs fix).
- context/pod-hardware.md: document the decomp-verified analog-continuous pod
throttle path (RIO Ranger 0-800 counts, 0.05 deadband, no notching; '5 speeds'
is false) from workflow w0odszxro.
- mech4.cpp: BT_SLIDE/[mslide] per-frame slide diagnostics (peer position moving
while legs in stand; master decel profile) -- used to prove the stop-slide is a
peer leg-SM-winds-down-early desync, not master momentum. Env-gated.
The 'pretty good' coupled-motion gameplay state is already shipped (a9ab3db).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
User-reported 'gliding stops': when the master halts, the peer's legs wind down
to standing but the error-absorption kept sliding the body forward to close a
small residual offset -- visible precisely because no leg motion masks it. With
the feet planted a sub-unit correction is imperceptible, so resolve it in one
frame (k=1) when replLegAdv~0 and the offset is small, instead of gliding it in.
Large offsets at rest (a real teleport) still ease.
Measured (stop-emphasis sweep): maxStep 1.77u->0.98u (now sub-unit), peer drift
2.1u->1.0u mean. The remaining <=1u snaps are the leg-vs-body channel-shape
mismatch -- likely at/near the in-spec floor for this test rig (the Python
console relay batches packets, unlike the real dedicated pod network).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Chasing the ~2.9u residual snap: instrumented BT_MIRDIV and isolated it to the
PEER side (master send-mirror error is accurate, mean 0.39u < 0.55u threshold;
peer drifted 3-11u from received authority). Root: the master models the peer
with the BODY channel but the peer moves with the LEG channel -- slightly
different travel/frame -- so the master deadband does not fire exactly when the
peer drifts, and the fixed ~1/3s offset decay bled slower than accel/decel drift
accumulated. A hard ground-snap (authentic FUN_004ab1c8:14985) popped instead
(records not perfectly dense on the one-box relay).
FIX: error-proportional absorption -- bleed the offset to updateOrigin at a rate
that scales with the error (k 0.15..0.6/frame): small steady offset absorbed
gently (no foot-pop), large speed-change drift caught in a few frames.
Measured (through-zero sweep): peer drift 11u->2.1u, maxStep 2.9u->1.77u, ratio
1.043->1.036. Remaining <=1.8u snaps are the leg-vs-body channel-shape mismatch;
fully closing needs a leg-channel send-mirror (second instance) -- deferred.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
User confirms 'way better'; single-player un-regressed (master walks correctly,
the bodyTargetSpeed change only affects the invisible mj=0 body channel).
Flip the authentic-coupled path ON by default:
- peer position: gait-coupled linear (was velocity dead-reckon); BT_DR_POS=1 reverts
- master send-mirror: gait projection of projectedOrigin; BT_NO_MASTER_GAITMIRROR reverts
The two-source split (position from velocity + animation from commanded speed)
that mismatched during speed changes is retired. Residual: occasional ~2.9u
snap from the leg(peer)-vs-body(mirror) channel mismatch -- second-order,
tracked for follow-up.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Finishes the coupled IntegrateMotion path the decomp workflow (wh1h5gnmc, 3
make-or-break claims CONFIRMED by adversarial verify) proved authentic:
- Peer LINEAR position is SINGLE-SOURCE gait: IntegrateMotion integrates the
body-channel cycleDistance into projectedOrigin.linear@0x260, copied verbatim
to localOrigin -- NOT velocity dead-reckon (that is angular/heading ONLY).
0x260 'motionDelta' and 'projectedOrigin' are literally the same field; the
'contradiction' was our reconstruction's two misnamed shadows.
- Master and peer run the SAME predictor; the master's SEND-mirror must run it
too (binary FUN_004a9b5c @0x4aab9c) so a gait-driven peer stays anchored. Our
mirror used the constant-velocity deadReckoner + overwrote bodyTargetSpeed
live every frame -> could not model a gait peer (the tug-of-war).
- T4 CONFIRMED: both channels pose the full skeleton (same JointedMover); keep
the peer LEG channel (our body channel is unbound on the peer).
CHANGES (all behind BT_MASTER_GAITMIRROR / BT_ROOT_POS, DEFAULT OFF -- zero
change to shipped behavior until visually confirmed):
- mech4.cpp: send-mirror advances projectedOrigin by the mj=0 body channel
travel (mirrorBodyAdv) rotated by heading + last-sent angular vel, re-seeded
to localOrigin on each send, instead of the deadReckoner; and stops the
per-frame live bodyTargetSpeed overwrite so the mirror slews toward last-sent.
- mech.hpp/mech.cpp: mirrorBodyAdv member.
Measured A/B (autonomous through-zero sweep circle, the speed-change regime):
velocity two-source (current default): ratio 1.0022 BUT user-visible glitch
coupled, NO mirror (dense): ratio 1.86 (tug-of-war)
coupled + gait mirror, dense OFF: ratio 1.14, back-steps 0.1%
coupled + gait mirror, dense ON: ratio 1.043, back-steps 0.1%, maxStep 2.9u
The single-source coupling is proven (backward-stepping 0.1% vs the split's
churn). Residual 2.9u occasional snap = leg(peer)-vs-body(mirror) channel
mismatch, second-order. Awaiting visual confirmation before default promotion.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The user's architectural question -- 'should animation and velocity even be
allowed to be uncoupled?' -- is decomp-CONFIRMED correct: the original peer
(FUN_004ab430 -> FUN_004ab1c8) drove POSITION FROM THE CLIP'S ROOT TRAVEL
between records (feet<->ground locked by construction) with a pose-sync
offset decay absorbing record corrections. Our port dead-reckons position
from velocity while the legs run on commanded speed -- the two only agree at
steady state, mismatching exactly during speed changes (the reported glitch).
This commit lands the peer half of the coupled architecture, env-gated:
- BT_ROOT_POS=1: peer position += clip travel rotated by heading (mirror of
the master world-step @3325, == IntegrateMotion tail @004ab1c8); pose
records absorbed via the authentic offset-decay (motionEventVector
mechanism) instead of snapping.
- Measured A/B (through-zero sweep circle, harshest speed-change regime):
velocity-lerp (default): step ratio 1.0022 (clean)
root-motion + sparse records: 11-17u anchor snaps (master's velocity
mirror no longer models a gait-driven peer -> under-sends)
root-motion + dense + offset-decay: evenness OK but ratio 1.86 --
authority tug-of-war (double-authoring, exactly the D5 risk).
CONCLUSION: the coupled peer requires the MASTER side of the original
architecture too (gait-driven send-gate mirror / channel-B IntegrateMotion
projection) -- a coherent rebuild for a fresh session, not a peer-only
patch. Default therefore stays velocity dead-reckon.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Decomp workflow w0odszxro settled the speed model: the pod throttle was ANALOG-
CONTINUOUS (RIO Ranger, 800 ADC counts, 0.05 deadband; sole detent = snap-to-1.0
within 0.05 @004d196c). '5 speeds' is FALSE -- the 1-5 keys are MFD mode pages;
the 0..5 stepper is HUD/radar zoom. BONUS: throttleState@0x4a4 is a MISNOMER --
binary census proves it is the fall-contact surface material cache (0..7, init
2=Concrete), written only at knockdown; rename pending.
Empirical rule-outs (autonomous drive-sweep harness, this commit):
- Record density: with the clock guard + incremental heading in, a per-frame
continuous demand sweep measures IDENTICAL to constant throttle on position
evenness ([repljit]), render heading ([rendhdg]), and gait cadence ([gaitev]).
- Type-3 stomps: ~0 fire in sustained sweeps (only at launch) -- not the driver.
- The 0.05-grid keyboard publish experiment is retained env-gated OFF
(BT_GRID_LEVER) -- the ADC was ~continuous, so the grid is NOT authentic and
gains nothing measurable; default publish stays continuous (authentic).
New tooling: BT_DRIVE_SWEEP[0] (forced-drive triangle sweep, optional through-
zero), BT_FORCE_STEP (0.05-grid variant), BT_GAITEV (per-frame leg-clip advance
+ state-flip + demand-change stats), [t3rx] (type-3 stomp trace).
STATUS: user still reports visible speed-change glitches in interactive play;
all harness metrics saturate at baseline -- next step is probes ON the user's
interactive session (their eyes + instruments on the same run).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The discriminating user report: peer motion was smooth under the autonomous
harness but skipped when driven by KEYBOARD -- even pure walking / pure spinning.
The harness pins throttle/turn constant; the keyboard SWEEPS the throttle lever
every frame of a key-hold (mech4 sLever integrator), so mapper->speedDemand
changes every frame, and the speed-deadband gate (authentic exact !=) fires a
type-2 speed record EVERY FRAME for the whole accel/decel. The base reader
Simulation::ReadUpdateRecord stamps lastUpdate=Now() on EVERY record (flagged
'HACK - should be based upon message->timeStamp' in the 1995 source) -- so each
type-2 SHRINKS the peer reckoner's projection span (nextUpdate-lastUpdate)
without refreshing updateOrigin: the position target jumps backward toward the
stale origin, the next pose record yanks it forward -> target oscillation every
frame during any input sweep. Matches the session-long 'worst on accel/decel'.
FIX (mech.cpp Mech::ReadUpdateRecord): non-pose records (2,3,5,6,7,8) preserve
lastUpdate around the base call (keeping the real payload, simulationState).
Pose (0) and resync (4) keep their authentic clock behavior. BT_T2_CLOCK
restores the old stamping for A/B.
REPRO HARNESS (mechmppr.cpp): BT_FORCE_SWEEP=<period> triangle-sweeps the forced
throttle 0.2..0.9 -- a type-2 record per frame, the keyboard-skip repro the
constant-throttle harness could never produce.
Verified A/B, autonomous circle+sweep (the keyboard regime):
old clock: worst frame spike 10.4x avg, path/net ratio 1.069 (backtracking)
guarded: worst 4.6x, ratio 1.0022 (no backtracking)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The user-keyboard regime (steering WHILE walking) fired BOTH dense record streams
at once and exposed the last divergence: our peer heading used the engine
Mover::DeadReckon slerp-toward-projection, whose angular projection reads the
SHARED lastUpdate/nextUpdate timebase. The dense type-0 pose stream resets that
timebase every frame while walking while RESTORING a stale orientation (the
authentic case-0 strip, verified against FUN_004a1232 case 0) -- so the angular
target barely advances from a stale base and the slerp DRAGS the heading back
every frame. Measured: peer yaw advancing at ~40% rate with half the frames
stepping BACKWARD. Pure-spin and pure-walk tests never showed it (single
stream) -- why autonomous looked smooth while keyboard play skipped.
AUTHENTIC FIX (decomp FUN_004ab1c8 -> FUN_004ab188/FUN_00409f58): the original
replicant integrates its heading INCREMENTALLY from the CURRENT pose -- exact
rotation of (replicated yaw rate * dt) composed on each frame -- and re-anchors
on type-4 receipt. It never slerps toward a projected angular target.
- mech4.cpp peer branch: save heading, let DeadReckon own LINEAR only, then
integrate heading incrementally (ReconQuatIntegrate); on angSyncLatch (new
type-4) re-anchor to updateOrigin.
- mech.hpp/mech.cpp: angSyncLatch member (angular analog of poseSyncLatch),
armed by ReadUpdateRecord case 4.
- SCALAR peer-yaw mirror (angMirrorYaw/Rate/Time, re-based in the type-4
writer): replaces the quaternion projectedOrigin mirror for the ANGLE
deadband -- the old one was recomputed each frame by the master's own
reckoner from timing it does not control and false-fired in pi-waves
(measured maxAng~=pi bursts -> periodic resync floods).
- Dense-rot type-4 send REMOVED (was masking the old crude projection; not
authentic; churned the shared horizon). Orientation now rides the sparse
angle/velocity deadband resyncs exactly as the binary's.
Verified live-autonomous:
- pure spin: 59/59 perfectly regular peer yaw steps; master resyncs 0/s with
mirror drift ~5e-7 (records near-silent, authentic sparse model).
- walk+turn circle (the user regime): peer sim yaw monotonic at exactly the
master's rate (0.00556/frame @ 0.327 rad/s), no backward steps, no stalls.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Confirmed via BT_TRNRATE + direct disasm of the un-exported perf drive (0x4aa3d3)
that turn-in-place rate == walkingTurnRate (speed=0 collapses the lerp) and the trn
clip cadence is authentically FIXED -- so the reconstruction is faithful and the
residual legs-vs-body slip is authentic (decoupled by design; scaling the clip would
deviate from the decomp). Probe left env-gated for future asset-tuning checks.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Answers 'how did the original handle this?' from the decomp (subagent hunt):
the 1995 binary's replicant reckoner (FUN_004ab1c8 -> FUN_00409f58, part_000.c:9359)
integrates heading EXACTLY: build a unit axis-angle rotation quaternion from
angularVelocity*dt ({axis*sin(t/2), cos(t/2)}) and Hamilton-multiply it onto the
heading (FUN_00409d9c) -- exact for any timestep, stays on the unit sphere. It
further carries the full orientation quaternion in the FREQUENT pose record
(FUN_0040a938, 7-float pose), so the dead-reckon gap stays tiny.
Our reconstruction diverged two ways, both fixed:
1. ReconQuatIntegrate (mechrecon.hpp) -- the reconstruction of FUN_00409f58 -- was
STUBBED as , a crude small-angle VECTOR add. Restored to
the real exact axis-angle composition. (A 'no stand-ins' violation: the comment
even wrongly claimed Quaternion::Add == FUN_00409f58.)
2. The engine Mover reckoner (MOVER.cpp AcceleratedDeadReckoner/LinearDeadReckoner)
also did the vector Add on projectedOrigin.angularPosition -> over a long peer
record gap it diverged to ~180deg then snapped (the reported spin HANG/hesitation).
Routed both through a new ExactAngularProject() helper (same exact math).
3. Orientation only rode the sparse type-4 resync; during a PURE spin the linear
dense-send never fires (not translating), so the gap ballooned (~1.6s) and the now-
exact projection sat far ahead -> the slerp jumped. Added an ANGULAR dense-send
(resync every frame while |yawRate|>0.1), mirroring the original's frequent-
orientation model -> gap stays tiny -> smooth.
Verified live-autonomous (BT_AUTODRIVE+BT_FORCE_TURN + BT_RENDHDG render-rate probe):
the ~180deg divergence + multi-radian snaps are GONE (rendered maxStep 0.05-0.10 rad,
no jumps). User confirms: no frame hang/hesitation. MOVER.cpp change is strictly
more correct (exact==crude for the small per-frame master case; only large-gap peer
extrapolation changes), so walking is unaffected.
KNOWN REMAINING (separate, smaller): the turn-STEP leg animation (trn clip, mech2.cpp
advance_normally) runs at a FIXED idleStrideScale cadence that does not scale with the
rotation rate, so the legs lag/skip vs the (now-correct) body rotation. Next.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Autonomous headless spin harness (BT_AUTODRIVE+BT_FORCE_TURN) + probes that
finally measure what the eye sees, not the sim heading:
- BT_RENDHDG (L4VIDEO render loop): per-RENDERED-frame peer heading step
evenness -- avgStep/maxStep/max-avg ratio. Confirmed the residual spin
'hesitation' is UNEVEN rendered rotation (max/avg ~2.8x), correlated with the
byAngle resync-flood bursts (maxAng ~= pi), NOT a render-vs-sim rate stall
(render redraws a fresh heading every frame).
- BT_SPIN / BT_ANGSIGN: resync trigger breakdown (byAngle/byVel/byRest) + the
frame-level local/update/projected angular-Y that exposed the Abs() macro bug.
- gBTReplRenderYaw: peer heading published from the sim to the render probe.
- Normalize projectedOrigin.angularPosition after the peer-mirror advance
(adding a scaled ang-vel VECTOR to a quaternion denormalizes it) -- correct,
but NOT sufficient: the pi divergence is REAL, from the crude large-angle
quaternion projection over the sparse angular-record interval during a PURE
spin (linear dense-send doesn't fire when not translating; type-4 is the only
orientation carrier and resets the horizon, so dense type-4 -> half-rate).
Residual ROOT (scoped, not yet fixed): the reckoner (MOVER.cpp:457-466) projects
rotation by ADDING vector*t to the heading quaternion -- a small-angle approx the
original kept valid via dense records; our pure-spin case has 1.6s record gaps so
it diverges to ~180deg -> uneven render. Fix path = proper quaternion integration
in the reckoner, or refresh the angular origin without the type-4 horizon reset.
Both touch the shared engine dead-reckon -> aligning before the change.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Root cause found via autonomous headless spin (BT_AUTODRIVE+BT_FORCE_TURN) +
frame-level [angsign] probe: the STYLE.H:118 macro
#define Abs(value) ((value>0) ? value : -value)
has NO parens around value, so Abs(a-b) mis-expands to (a-b>0 ? a-b : -a-b) ==
-(a+b) on the false branch, NOT |a-b|. The angular resync velocity gate passed
an EXPRESSION: Abs(localVelocity.angular.y - updateVelocity.angular.y). For a
steady spin the two are equal, so a-b==0 takes the false branch and yields
-(2*rate): on a REVERSE spin that is +2*rate > velDb, firing a type-4 resync
EVERY frame. The resync flood reset the peer's dead-reckon horizon every frame,
pinning its angular slerp at ~half rate and (as the drift periodically ran to
180deg) freezing the rotation for seconds while the leg turn-clip kept stomping.
Confirmed live-autonomous: velDrift 0 (was +2.618), byVel 0 (was 55/55), peer
rendered-rotation median dyaw/expected 1.00 (was 0.49), no multi-second dt gaps.
Fix (mech4.cpp resync gate, reconstruction side -- the engine macro is original,
the original master-perf avoided it by diffing into a temp):
- velDrift: diff into a temp, explicit (d<0?-d:d) so the macro never sees an
expression.
- angDrift: already reworked to a single-variable wrap-safe yaw delta (also
dodges the macro) -- and it corrects a prior units/wrap bug (was comparing a
raw quaternion-Y component against a radian deadband).
- velocity gate now diffs vs updateVelocity (the value the peer extrapolates
with), same scalar representation as localVelocity.
- BT_SPIN / BT_ANGSIGN / updYaw diagnostic probes (env-gated).
KNOWN RESIDUAL (smaller, follow-up): the ANGLE gate still bursts when the crude
large-angle quaternion projection in the reckoner runs updateOrigin stale between
writes and drifts ~180deg; causes occasional single-frame hitches (peer median is
still 1.0), not the freeze. Separate from this fix.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Decomp-verified via multi-agent investigation (workflow wv1km7lvc, adversarially
checked against reference/decomp/all/part_012.c + engine T0).
ROOT CAUSE (D3 CONFIRMED): the peer's leg channel FUN_004a5028 reads its speed
demand from mapper->speedDemand (**(mech+0x128)+0x128, part_012.c:11947/11975/
12028). The reconstruction FABRICATED that input from the noisy dead-reckoned
velocity magnitude and PINNED it flat with a standSpeed*1.05 floor across the
walk threshold -- the leg stutter/skip + cadence-vs-travel desync, worst on
accel/decel. The authentic input is the replicated commanded speed
bodyTargetSpeed@0x6b4 -- the master's own throttle-commanded speedDemand
(mechmppr.cpp:749), stamped into every record (mech.cpp:2036) and read back on
the peer (mech.cpp:1833/1841/1871). It is the IDENTICAL value the master's leg
channel consumes, so the peer clears the stand->walk gate exactly when the master
does and ramps cadence continuously through accel/decel.
Confirms the 07-13/07-14 regression: bb795e2 (smooth, 07-12) fed raw derived
speed with NO floor; the floor added in the task-#64/#50 spiral is what pinned
the cadence.
CHANGES (mech4.cpp replicant branch):
- Change 1 (D3): replMppr->speedDemand = bodyTargetSpeed (was derived velocity
+ standSpeed*1.05 floor). Old path kept behind BT_REPL_VEL for A/B.
- Turning: authentic peer turning is net-driven (angular slerp in DeadReckon,
MOVER.cpp:521-525, D8). Removed the flickery bare +-0.02 yawRate->turnDemand.
The visible turn-STEP (authentically from the body channel replaying the
type-3 turn state; we run the leg channel per D2) is reproduced by arming the
trn clip from the replicated yaw rate with HYSTERESIS (enter >0.08, hold until
<0.03) so the clip no longer chatters. BT_REPL_NOTURN = decomp-strict, no step.
REFUTED (kept as-is): D1/D5 -- peer POSITION authentically comes from the engine
velocity dead-reckoner (Mover::DeadReckon, T0), NOT the gait travel; the
body-channel switch DEVIATES (double-authors position + T4 leg-bone risk) and was
NOT taken. D4 -- bodyTargetSpeed is non-zero tracking throttle (0 only on coast,
which authentically winds down to stand).
Verified live: walking + accel/decel + in-place pivot all smooth (user-confirmed).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Session-in-progress peer-motion work, checkpointed before bisecting the
07-13/07-14 gait regression. Contains: TCP_NODELAY on game sockets (L4NET),
every-frame dense position send while moving + came-to-rest/REST send +
per-frame BT_JIT/BT_ANIM smoothness probes (mech4). bodyTargetSpeed feed
reverted to derived-velocity default. MOVER.cpp spline experiment already
reverted. NOT a fix -- a checkpoint.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The linear pose send-gate watched only POSITION drift + the 2s heartbeat.
When a mech stops, its localOrigin is pinned and the master's own dead-reckon
projection re-bases to it each frame, so error->0 and NO pose record fires --
leaving the peer holding the last WALKING velocity (updateVelocity). The
replicant then dead-reckons + animates a phantom walk-in-place until the 2s
heartbeat (stretched to ~30s when the master window is OS-throttled to ~8fps
while backgrounded during solo two-window testing).
Add the symmetric linear 'came-to-rest' trigger -- the exact analog of the
angular (live yaw-rate==0 && replicated yaw-rate!=0) resync trigger already
present in the type-4 gate: fire a pose record the frame the live horizontal
speed collapses while the last-SENT speed was still non-zero, so the replicant
receives velocity=0 immediately instead of waiting for the heartbeat.
Diagnosis established via BT_WIRE tx0/rx0 probes: records deliver 1:1
(239 tx =~ 240 rx), velocities match -- NOT a replication stall; the master
simply never transmitted the stop. Also confirmed the dominant choppiness is
OS window-throttling (master 8fps backgrounded vs observer 63fps), a
two-windows-on-one-box test artifact absent on real pod hardware.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The prior floor gated on walkStrideLength*0.5, but walkStrideLength is a
stride METRIC (~22.0), not the walk velocity (~6.1) -- so the condition
sd > 11 was never true for a walking peer and the floor never fired. The
replicant's derived speedDemand (== actual velocity 6.13) sits BELOW
standSpeed (6.83), so the leg SM's stand->walk gate (standSpeed < demand)
never tripped and the peer slid forward in the Standing pose.
Gate on standSpeed instead: floor the demand to standSpeed*1.05 when the
peer is clearly walking (demand in (standSpeed*0.5, standSpeed*1.05)).
Verified live: uvel=6.13 -> spd=7.169 floored, legState enters 5 (walk)
on frame 1 with no Standing-pose slide. standSpeed=6.8277 confirmed.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Root-caused from a live per-frame [replmov] trace (user's session, where replication
works -- the headless rig won't spawn a replicant): the replicant's leg SM sat in
Standing (legState 0, legFrm pinned at 19) while dead-reckoning forward at spd=6.13,
until the master's speed rose to 6.99, then it snapped to StandToWalk.
Cause: the replicant derives speedDemand from the master's ACTUAL velocity, but a
mech's forward walk velocity == walkStrideLength, which sits BELOW standSpeed (bhk1:
walk 6.13 < stand ~6.8). The leg SM's stand->walk gate is ,
so a steadily-walking peer's derived demand NEVER crosses it -> the peer slides in the
standing pose until the master happens to accelerate past standSpeed. The master never
hits this: it feeds the leg SM its COMMANDED throttle speed (>> standSpeed), not the
actual velocity.
Fix: when the peer is clearly moving forward, floor the derived demand just past
standSpeed so it enters the walk cycle immediately; the walk case clamps legCycleSpeed
back to walkStrideLength, so cadence still matches travel (no foot-slip). Reverse
needs no floor (its gate is commandedSpeed < ZeroSpeed, tripped by any negative).
Diag: BT_REPL_MOV (per-frame replicant pos/vel/speed/legState/legFrm + master twin).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
EOF
records; also the 2007 call-counter clock stub + two crash fixes
User-reported: peer mechs turn/move choppy ("missing frames"). Measured per-frame
(BT_REPL_HDG): 13% of frames the replicant's heading STALLED, 11% it JUMPED 2-6x.
THREE layered defects found:
1) THE CLOCK STUB (engine substrate): TIMESTUB.cpp's GetRTC/GetHiRes were 2007
`return time++` call-counters -- the "clock" advanced per CALL, not per ms --
and TIMESTUB won the /FORCE duplicate-symbol race over the REAL QPC clock in
L4TIME.cpp (LNK4006). Every Now()-domain consumer (dead-reckon above all) ran
on call-count pseudo-time. Removed TIMESTUB from the build; L4TIME covers every
symbol. [The real clock alone did NOT cure the chop -- but it was objectively
broken and un-gated the two latent bugs below.]
2) TWO CRASH FIXES the real clock exposed:
- legAnimationState@0x3b0 never ctor-initialized (the task-#56 0xCDCDCDCD
family): the type-3 writer re-dispatches SetBodyAnimation(legAnimationState)
on the WRITER; a record emitted before the leg SM's first tick passed raw
0xCDCDCDCD as a clip index -> AV (cdb-pinned, mech2.cpp:233). Init 0.
- Replicants were SERIALIZING update records: the tail WriteSimulationUpdate ran
for every instance, and the port's replicant leg-SM accommodation (task #50)
calls ForceUpdate -> replicants emitted derived/uninitialized state into the
stream. Master-gated; replicant marks discarded (master-authoritative).
3) THE CHOP ITSELF: the master's resync send-gate compares localOrigin vs
projectedOrigin -- the PEER-ESTIMATE mirror -- but the port master never
maintained projectedOrigin (the bring-up drive replaced Mover::Perform; the
engine only updates the projection inside replicant-only DeadReckon). Stale
mirror -> |local-projected| > deadband EVERY frame -> a type-4 re-base record
EVERY frame -> the replicant hard-copied the master's deadband-quantized
heading each frame (the engine lerp never engaged; nextUpdate always behind
till) -> stall/snap beat = the chop. FIX: advance the mirror each frame by the
last-SENT angular velocity (what the peer is extrapolating) and re-base it in
the type-4 writer. Records now flow only on TRUE drift (~1 per 5 frames in a
steady spin), the replicant extrapolates smoothly between them, and the lerp
horizon finally engages. Measured: STALLS 13%->1%, JUMPS 11%->1% (residue: tiny
sub-degree backward corrections on record arrival -- inherent dead-reckon
overshoot the lerp absorbs).
Diag probes: BT_REPL_HDG (per-frame replicant heading + dead-reckon internals),
BT_REPL_TRN (replicant turn/leg state). scratchpad/clockcrash_bp.txt (cdb).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The console emulator's recv loop only caught socket.timeout -- any reset/abort killed
the thread UNHANDLED, its buffered stdout died with it, and with both threads gone the
process exited silently. The 2-node session then froze replication BOTH ways (each pod
holding a dead ConsoleHost socket; the engine never logged a console disconnect). Now:
OSErrors are caught + logged and the thread idles alive; prints flush. Run with
python -u and > console.log to capture the death reason on any recurrence. The engine-
side question (why a dead console freezes peer replication + the disconnect handler's
gameListenerSocket-vs-consoleListenerSocket close) is logged in open-questions.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Two more master rules in the trn entry broke replicants:
(1) the LOCKSTEP body weld: a replicant never runs the body SM ('joints only',
mech4.cpp:1989), so the first trn entry armed the body to state 4 where it stuck
forever -- bodyAnimationState==Standing then blocked EVERY later trn entry (the
peer 'rotates as a statue'). Replicants now skip the weld gate and do not arm
the inert body channel.
(2) today's authentic full [0,standSpeed] entry range: a replicant's DERIVED speed
sweeps that band on every dead-reckoned start/stop with derived turnDemand
pinned +-1, so trn kept arming mid-locomotion and speed-exiting (jerky walking).
Replicants keep the narrow near-zero entry gate (the pre-#64b accommodation).
Masters keep the authentic dispatcher (full range + lockstep weld) unchanged. [T3
replicant accommodation / T1 master logic]
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Today's authentic trn dispatcher folded the master-perf turn-STOP exit into leg/body
case 4. But the master perf (FUN_004a9b5c) runs on MasterInstance mechs, NOT
replicants -- and a replicant derives turnDemand from the noisy REPLICATED yaw rate
(mech4.cpp:1968), which dips into the +-0.05 deadband between dead-reckon updates. So
the exit kicked the peer out of trn every few frames -> the peer 'rotated as a statue'
+ jerky (user-reported regression from yesterday). Gate both turn-stop exits to
GetInstance() != ReplicantInstance; the replicant advances the trn clip from its
replicated turn signal exactly as before the exit was added. Also BT_REPL_TRN probe
(mech4.cpp) logs the replicant yawRate/turnDemand/legState.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
BT_SPAWN_AT teleport set only X/Z, keeping the old (dropzone) Y -- so teleporting to
a new spot embedded the mech in sloped terrain (user-reported). Lift the teleport
+500 above the old elevation so the authentic per-frame ground SNAP (BoxTree
FindBoundingBoxUnder, no gravity) settles it onto the surface next frame (the snap
only lowers, so it must start above the surface). Diagnostic only.
Also BT_COOL_LOG (heat.cpp): logs a heat subsystem's damageLevel/heatLoad/coolantDraw
when it carries damage -- for the 'do damaged mechs leak coolant' investigation.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The radar map derived its rotation from EulerAngles(Quaternion), whose decomposition
is AMBIGUOUS for a yawing mech: as yaw sweeps past +/-pi the quaternion double-cover
flips it onto the pitch=roll=pi branch, so euler.yaw REVERSES -- the whole radar
counter-rotates the wrong way past 180deg (user: 'flops every 180 degrees'). Switched
both radar sites (view-matrix build + blip delta rotation) to YawPitchRoll, which
applies yaw first and yields a clean continuous 360deg heading -- the SAME fix the
compass HeadingPointer already uses (btl4gaug.cpp:2185). A/B verified live (BT_RADAR_LOG,
spinning madcat): euler.yaw folds (-0.30 vs true -2.84 rad) while ypr.yaw tracks clean.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Logs each SubsystemCluster::Execute's drawn CurrentTemperature vs the degradation/
failure thresholds + drawState. Confirmed (BT_DEV_GAUGES + madcat + autofire): the
per-subsystem temperature bars build lazily on the engineering MFD screen, execute
live with animating values (weapons heat toward the 1000K degradation line = the jam
threshold) and correct 1000/2000 markers, drawState=0 online. No behavior change (env).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Reproduced the QA report end-to-end from the decomp + raw-binary-verified constants.
The coolant-priority effect is real but fire-rate-dependent: at the ~11s combat
cadence, not-boosted jams (T=1058>1000) while boosting the AFC's condenser keeps it
below the line (T=953, no jam) -- exactly as the QA described. Max-spam (8s) overheats
regardless (why the earlier 'weak boost' read was wrong); 16s never jams. All AFC100
constants verified authentic vs BTL4.RES raw bytes (afc_dump.py). No bug, no stand-in.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Closes the coolant/jam investigation. BT_AF_PERIOD pulses the trigger every <sec>s so
a slower-than-max fire rate can be tested; afc_dump.py reads the AFC100 record raw from
BTL4.RES. Both confirm the QA report is FAITHFULLY reproduced (see KB).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Extends the coolant/jam probe: boost one condenser's valve to 50 and starve the rest
to 1 (share ~0.9 vs the ~1/N baseline) -- the authentic 'coolant priority' scenario,
for measuring the per-weapon boost effect. No behavior change (env-gated).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Two-agent decomp hunt on the QA report ('AFCs jam on 3rd shot if coolant priority
not boosted'). Conclusion: the whole coolant->jam chain is reconstructed end-to-end
and FAITHFUL -- the weapon's constant coolantFlowScale=1.0 is authentic (only
condensers' 0x15C is written from the valve, via RecomputeCondenserValves over the
condenser chain mech+0x7cc). Authentic mechanism is second-order-in-equation but
first-order-in-outcome: weapon -> its condenser -> bank; boosting a condenser's valve
share (~5x conductance swing) keeps its weapon below degradationTemp -> no jam.
Distinguished the sticky probabilistic jam (degrad 1000, JammedState 5) from the
self-clearing overheat lockout (failure 2000, weaponAlarm 7). Empirically the port is
directionally correct (~4th-shot probabilistic) but not the QA's deterministic 3rd
shot -- a calibration/scenario question pending QA clarification, NOT a stubbed path.
Do not tune the heat economy to force it without ground-truth.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Probes for verifying the autocannon jam/coolant mechanic against QA ground-truth
(AFCs jam on ~3rd shot uncooled). BT_JAM_LOG logs currentTemp/degradT/failT/alarm/p
at each fire attempt; BT_VALVE=<n> forces every condenser valveState so cooling can
be tested at a known level. No behavior change (both gated on env).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Closed the loop: BT_CRIT_PROBE=8 on solo DEV.EGG drove the full per-zone FX chain
end-to-end -- [zonefx] entity 1:321 seg 12 psfx 12/13 -- proving TakeDamage ->
mechdmg effect loop -> BTStartZoneEffect -> StartEntityEffectImplementation (segment
world-pos resolve) -> BTStartPfxAttached fires live. The 2-node fight harness didn't
engage (mechPicks=0, an MP-harness spawn/connect issue, not FX); BT_CRIT_PROBE is the
reliable solo liveness path.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Reverting a wrong 'correction' I just made: I claimed the six L4VIDRND explosion
renderables were STUBBED and 'never draw'. WRONG -- ScalingExplosionRenderable has a
real ctor/Execute body, and the impact/fire/detonation FX were reconstructed in the
Fire VISUALS (48c9c84) + Impact-FX FORENSICS (065c114) waves. The '//STUBBED: DPL RB'
markers I grepped are benign 2007 empty ctor/dtor notes on unrelated renderables
(InnerProjectile/DPLObjectWrapper/ChildLight), not the explosion FX. Only genuine
open item: the chain is not yet liveness-verified headlessly (no solo enemy).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The per-zone effect dispatcher was reconstructed + wired the same day the audit
flagged it as 'RECOMMENDED NEXT TARGET' -- the entry was never updated. Correct it:
dispatcher done (btl4vid.cpp:889, wired at mechdmg.cpp:1120); the real remaining
FX gap is the six still-STUBBED L4VIDRND scaling-explosion renderable bodies.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The master-perf disasm (0x4aa3d3-0x4aa4ff) computes the yaw rate as
lerp(walkingTurnRate@0x574, runningTurnRate@0x578) by ground speed, not a
constant. Wired it into the drive, replacing the bring-up constant kDriveTurnRate:
- walkingTurnRate/runningTurnRate are now REAL named members. The ctor's
`Wword(0x15d)/(0x15e) = model->...TurnRate * DegreesToRadians` writes were
NO-OPS -- Wword() returns a shared static scratch cell, so the rates were
silently discarded. Now stored + read by name.
- The drive (mech4.cpp) computes authTurnRate: base = walkingTurnRate; above
reverseSpeedMax(0x538) lerp walk->run across [walkStride 0x534 .. topSpeed
0x34c] with an over-run falloff runningTurnRate/t^2; clamp >=0; zeroed in the
death/limbo/airborne leg states (1/2/3) or when deathAnimationLatched(0x650) is
set. Falls back to kDriveTurnRate if the model gave no rates.
The lerp is a RUN-speed refinement -- below reverseSpeedMax (walk / turn-in-place)
the rate is the constant walkTR base; runningTurnRate < walkingTurnRate (a running
mech is less maneuverable). Verified headless (DEV mech, BT_TURN_LOG): walkTR
1.309 rad/s (75 deg/s), runTR 0.873 (50 deg/s), turn-in-place + walk yaw at walkTR,
no crash. [T1 logic / T2 runtime]
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The turn-in-place dispatcher lives in the master-perf gap 0x4a9b5c-0x4ab188 that
Ghidra never lifted. Disassembled it with objdump (scratchpad/masterperf.asm) and
hand-decoded the real logic, replacing the two [T3] stand-ins I had invented:
- Entry gate was `commandedSpeed < 0.25*standSpeed` (a near-zero guess). AUTHENTIC
(0x4aa505): arm trn when TURNING (|angVel|>1e-4, port proxy = turnDemand deadband)
AND speed in the FULL [0, standSpeed] sub-walk range AND turnCapable. trn is gated
on TURNING, not on being slow.
- Case-4 exit had a ×4 fast-forward + SetLegAnimation(5) invention. Restored the
VERBATIM decompiled leg-SM exits (part_012.c:12013): standSpeed<spd or reverse ->
Standing, else advance the pivot. Added the master-perf turn-STOP exit (0x4aa5c6):
turn stopped -> Standing + legResetLatch=1 (folded into case 4 since the port has
no separate master-perf frame).
- Body case-4 twin mirrors the authentic exits (mj=0, tracks state for lockstep).
The fast-forward was invented to dodge a turn->walk stutter that was ACTUALLY the
body channel leaking joints (mj=1) -- already root-caused + fixed by mj=0. The
trn->walk seam (legFrm7 cycle-end -> swr legFrm1) is the authentic pose-matched
boundary and the same seam the fast-forward version hit, just at the correct release
speed. Also decoded (documented, not yet wired) the authentic turn-RATE lerp
(walkingTurnRate@0x574 -> runningTurnRate@0x578 by speed; angVel = turnDemand*rate);
the bring-up drive still yaws at the constant kDriveTurnRate.
Headless-verified (BT_AUTODRIVE/BT_FORCE_TURN/BT_WALK_DELAY/BT_GAIT_TRACE): turn-in-
place enters state 4, ramp past standSpeed -> 4->stand->swr->walk, both channels in
lockstep. Feel re-verification pending. [T1 logic / T2 runtime]
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
User repro (100%): turn in place, push forward before the turn stops -> the gait
skips/stutters + visibly reduced bob; standstill starts always clean. Three-layer
fix, user-verified:
1) THE DISPLAY BUG (the actual visible artifact): v5's "body advances first with
mj=1, leg overwrites last, so body drift can't show" was FALSE. Whenever the two
gait channels phase-split, the BODY channel's out-of-phase joint writes leaked
into the rendered skeleton (rhythmic leg skips, averaged-down bob) while every
leg-channel trace read clean -- the leg DATA was fine, the RENDERED pose wasn't
the leg's. v6: AdvanceBodyAnimation(dt, mj=0) -- the body still advances +
projects for replication (records/cycle speeds unchanged) but no longer touches
the skeleton. One writer, structurally; matches the binary's own observable
("body phase drift is locally INVISIBLE in the binary"). BT_BODY_MJ=1 = old A/B.
2) THE SPLIT SEED: the bring-up trn trigger armed only the LEG channel, so a
turn-in-place entry guaranteed the channels re-entered walk frames apart and the
walk cycles ran permanently out of phase. Lockstep: the Standing trn entry arms
BOTH channels the same frame (body case-4 twin added, same rate/keying), gated on
both Standing. The authentic dispatcher (un-decompiled master-perf gap 0x4a9b5c-
0x4ab188, the sole reader of turnDemand/turnCapable) armed both -- the body's
case-4 machinery is dead code otherwise [T1].
3) THE POSE-MATCH INVARIANT: the engine has NO pose blending; transitions avoid
pops purely by authored pose-matched boundaries. The old trn exits cut the pivot
clip MID-STEP (legFrm 7->1 teleport). Now: entry gated on near-zero speed
(turn-IN-place); on forward command the pivot FAST-FORWARDS to completion (x4)
and the authentic finish callback lands Standing at the stand pose -> the normal
pose-matched stand->walk runs. Decompiled reverse abort kept; the standSpeed
mid-clip abort subsumed (it WAS the pose cut). [T3: 0.25*standSpeed threshold +
4x rate stand in for the gap's constants.]
Harness: BT_FORCE_TURN now reaches gBTDrive.turn (was silently inert for the
gait), BT_WALK_DELAY=<s> holds forced throttle then ramps (the turn-first repro),
BT_GAIT_TRACE=1 per-frame gait trace. Regressions: standstill start, turn-entry,
pure pivot loops, run cycle -- all clean, bob full amplitude (1.33/1.32).
KB: locomotion.md v6 section + trn reconstruction + symptom-family closure.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Investigation (workflow) found the searchlight-driven fog swap never worked in the
ORIGINAL 1995 binary either -- it's a latent bug, not a port regression:
SearchlightSimulation (@004b841c) reads requestedOn@0x1E0 (never written) while
ToggleLamp (@004b860c) toggles commandedOn@0x1DC; no bridge exists, so lightState
@0x1D8 is perpetually 0 (lamp never lights). The self-consistent sibling
ThermalSight reads the field it toggles (0x1DC) -- the tell. The port reproduces
the bug faithfully (searchlight.cpp:189). Additionally the port never constructs
PullFogRenderable, so even absent the bug the swap wouldn't fire.
Decision: LEAVE AS-IS + document (faithful to the buggy original); the port keeps
the static lights-ON fog= values. A working swap would DEVIATE from the shipped
binary (repair the sim to read commandedOn + construct PullFogRenderable at the
btl4vid MakeMechRenderables inside pass + a toggle input) -- fully scoped in the KB
if ever wanted. No code change this commit.
Documented in rendering.md (fog section), open-questions.md (deferred subsystems),
subsystems.md (Searchlight). Core per-map/time/weather fog (task #63) is unaffected.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Verifying the searchlight/nosearchlightfog swap (user request): it does NOT work.
The arcade swaps active fog between fog= (headlight on) and nosearchlightfog=
(off, darker/tighter) via PullFogRenderable::Execute (edge-triggered on the mech's
light attrs -> SetFogStyle searchLightOn/Off). But PullFogRenderable is NEVER
CONSTRUCTED in the port (grep: only the .h decl + .cpp def; no `new`), and
searchLightOn/Off is called from nowhere else. Empirical confirmation via the new
BT_FOG_LOG hook: over a 22s run SetFogStyle fired only style 0, zero style 2/3.
So fog is static at the searchlight-ON (fog=) values -- normal lights-on play, so
core per-map/time/weather fog is unaffected -- but the nosearchlightfog variant is
dead. Corrects my earlier "the swap is wired end-to-end" claim (code paths exist,
trigger never instantiated). KB rendering.md updated; wiring it back is a scoped
reconstruction (bind the Searchlight subsys light state to a constructed
PullFogRenderable at viewpoint setup). No behavior change this commit -- diag only.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
User: "aren't some levels supposed to have fog?" -- they were, and none showed.
BTDPL.INI (the DPL env INI, L4DPLCFG) authors fog=near far r g b (+ often
nosearchlightfog=) on EVERY map/time/WEATHER leaf; weather is a fixed egg field
(clear/fog/soup). Shipped eggs pin cavern/night/clear -> page dsnitclear
(near 90, far 1100, dark blue). The env pipeline resolved + pushed it to D3D, but
it rendered INVISIBLE: D3DRS_FOGTABLEMODE=D3DFOG_LINEAR (table fog) derives its
factor from the perspective-NONLINEAR z-buffer, so without WFOG the 90..1100 range
collapsed to fog-factor ~1 (no fog everywhere).
Fix (L4VIDEO.cpp world pass): auto-detect D3DPRASTERCAPS_WFOG -> per-pixel W-fog
(smooth, == the arcade dpl_fog_type_pixel_lin); else VERTEX fog (eye-space but
per-vertex -> splotchy on coarse terrain tris, so only a fallback). FOGENABLE + the
fog mode are re-asserted each world-pass frame (the old one-time set got clobbered
per-pass, which is why plain table fog showed nothing). Verified on this GPU:
WFOG present -> per-pixel table fog, user-confirmed smooth.
Also corrected task #20's false "shipped maps define no fog" comment (it checked
.MAP/.RES, not BTDPL.INI). Env hooks: BT_FOGMODE=table|vertex|off, BT_WEATHER=
clear|fog|soup, BT_FOG="near far r g b" (now honored on the authored branch too);
[fog] resolved/model diagnostics. KB: rendering.md fog section added.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
User: struck a mech ~4x, still standing -- but the [dmghit] trace showed the
DIRECT victim taking 16 applications for 8 impacts while the intended splash
bystander took 0. Root cause: BTApplySplashDamage delivered splash through the
shooter's SubsystemMessageManager::AddDamageMessage, which CONSOLIDATES every
damage message of a frame onto the FIRST hit entity (commonDamageInformation.
entityHit, messmgr.cpp:279). The direct hit registered the primary as the common
entity, so the bystander's splash was consolidated onto the primary too -- the
excluded direct victim took 8 direct + 8 mis-routed splash = 2x, and the real
bystander took nothing.
Fix: deliver splash with a DIRECT e->Dispatch to each victim, matching the T0
source (EXPLODE.cpp:246 target_entity->Dispatch); Dispatch reroutes cross-pod for
a replicant on its own. Verified (BT_DMG_LOG): 8 impacts -> 8 dmghit on the
direct victim + 8 on the bystander (was 16/0); no death; per-hit 5.83.
KB: combat-damage.md warns not to route splash through the consolidating msgmgr.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
User live regression: missiles killed a mech in ~2 shots ("takes way more than 2
normally"). Root cause -- DamageZone::TakeDamage (arcade @0041e4e0 == WinTesla
DAMAGE.cpp:379) is `damageLevel += amount*scale` and IGNORES burstCount. So the
arcade's ONE cluster Missile per trigger lands its damageAmount EXACTLY ONCE; the
missileCount/burstCount split is cosmetic for zone damage (only gyro-bounce +
splash-falloff read burstCount). The port re-expresses that one cluster as N
flying rounds and was damaging on EVERY round = ~missileCount x too lethal on the
direct hit (mirrors the splash over-application fixed in 145a69f).
Fix (mislanch.cpp FireWeapon): only the salvo-LEAD round (i==0) carries damage
(damageData.damageAmount) AND the cluster splash; the other N-1 rounds are VISUAL
(damage 0) -- the tracer ripple, no extra damage. AC unaffected (one round/shot,
not a cluster).
Verified (BT_DMG_LOG [dmghit] trace): per-hit missile damage = clean 5.83, burst
1, once. Missiles-ONLY (BT_AF_MISSILE now independent of BT_AUTOFIRE), single
enemy, 45s: 8 damaging hits, top zone reaches only 0.18, NO death (was death in
~3 pulls) -- "way more than 2" restored. Earlier test deaths were BT_AUTOFIRE
firing laser+PPC+missiles combined, not missiles alone.
KB: combat-damage.md documents burstCount-ignored + the N-round cluster trap
(direct + splash both once-per-salvo).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Live regression: a clustered bystander died in ~2 missile salvos ("suddenly
lethal"). Root cause, not authentic: the arcade fires ONE cluster Missile per
trigger (burstCount=missileCount) doing ONE SplashDamage event with baseBurst =
missileCount, floored at 1 ONCE. The port re-expresses that cluster as N flying
BTProjectile rounds, and task #62 fired splash PER ROUND -- each baseBurst=1,
each floored at 1 -- so the distance floor was applied N times = ~missileCount x
too much splash.
Fix: BTProjectile.splashBurst tags ONLY the salvo-lead round. MissileLauncher::
FireWeapon passes nmiss (the cluster count) on i==0 and 0 on every other round;
the contact + world-impact splash hooks fire only when splashBurst>0, using it as
baseBurst. One splash event per salvo with baseBurst=missileCount -- matches the
single arcade cluster missile. Replicant mirror rounds carry 0 (damage 0 too) so
the master's cross-pod splash isn't doubled. AC unaffected (not a MissileLauncher;
splash_burst defaults 0).
Verified headless (BT_SPAWN_ENEMY=2 clustered rig, 45s): bystander now takes 6
splash events (1/salvo, baseBurst=6) and SURVIVES (was ~2 shots); primary dies to
direct hits in ~3 trigger pulls (36 missiles == single-enemy TTK); AC does not
splash; no crash. Also: BT_SPAWN_ENEMY read as a COUNT (=2 clusters a bystander
within SplashRadius) for eyeballing splash; entity-id logging on [enemy]/[splash].
KB: combat-damage.md documents the N-round cluster trap.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Area-of-effect blast on missile detonation, from the T0 source EXPLODE.cpp:50-254
(@0042fad0) + the arcade decomp. Fires on ANY missile impact (world or mech) --
the +0x360 gate sits in the Missile::Perform collision branch (part_013.c:10097).
Only missiles splash; the AC's tracer is not a Missile.
Radius source CORRECTED: it is the ROUND's own GameModel (type-0xf) +0x50, seeded
from the launcher's linked AmmoBin ammoModelFile @0x1e8 (part_013.c:8778) -- NOT
the launcher's ExplosionModelFile (which resolved to 0). Live-resolved radius = 30
for both MP missile launchers; 0 for AC/Emitters.
Burst falloff = baseBurst / dist^exp floored at 1 (arcade 1.25 = decomp 0x3ff40000;
WinTesla EXPLODE.cpp:209 drifted to 1.2f). damageType/amount pass through unchanged;
only burstCount, radial damageForce, and impactPoint are set. Excludes shooter +
direct victim; dist>radius gated; delivered via msgmgr (cross-pod) or Dispatch.
New: BTResolveSplashRadius / BTApplySplashDamage (mech4.cpp), hooked at both the
world-impact and contact detonation paths; BTAmmoRoundModelResource bridge
(ammobin). Env: BT_SPLASH_LOG, BT_SPLASH_TEST (synthetic near-miss), BT_AF_MISSILE
(missile autofire). Verified: near-miss dist=15 -> 1 burst to a bystander; live
missiles detonate + exclude the direct victim; AC does not splash; no crash.
Deferred (T3): per-player enable sub-gate missile+0x360 = BTPlayer+0x264 (writers
read as a per-frame toggle, not a config flag) -- port treats SplashRadius>0 as the
enable. KB: combat-damage.md + open-questions.md updated.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The autocannon gains its authentic muzzle effect AND becomes visible when an
enemy fires it -- the ballistic-FX gap behind "I only see the AC from my own
view."
MUZZLE FLASH (the genuine shipped effect, not the cut card):
- MUZFLASH.BGF is an orphaned/cut asset (nothing references it) -- so it is NOT
rendered. The shipped projectile-gun muzzle effect is DAFC.PFX, which
BTDPL.INI documents as "the effect used on all projectile guns" (psfx 6
external / 14 internal): an orange fire-smoke blast (btfx:firesmoke1),
maxIssue 25 over ~0.2s so the emitter auto-expires = one burst per shot.
- BTFlashMuzzle (mech4.cpp) spawns it on the gun-port SEGMENT via the existing
BTStartPfxAttached path; the segment frame sprays -Z out the barrel. Hooked
at ProjectileWeapon::FireWeapon (the fire edge). Default ON (BT_MUZZLE=0
disables). AC only -- lasers show their beam, missiles their launch.
ENEMY AC FIRE NOW REPLICATES (the real find):
- ROOT CAUSE: the subsystem-record replication channel EXISTS and works (mech
ticks subsystem->PerformAndWatch(update_stream); Entity::UpdateMessageHandler
routes incoming records to GetSimulation(subsystemID-1)->ReadUpdateRecord).
The emitter (beam) and MissileLauncher (salvo mirror) both call ForceUpdate()
so their fire serializes -> enemy lasers + missiles ARE visible on the peer.
The AUTOCANNON set only `simulationFlags |= 0x1` (the +0x28 instance flag,
NOT the updateModel bit WriteSimulationUpdate walks) and had NO fire record,
so its shot never crossed the wire -- the enemy's cannon was invisible.
- FIX (the AC twin of the missile salvo mirror): ProjectileWeapon::
WriteUpdateRecord/ReadUpdateRecord (fire counter + aim) + ForceUpdate() in
FireWeapon. The replicant edge-detects the counter and mirrors ONE visual
round + DAFC muzzle flash from its own resolved muzzle; a null/untargeted aim
streaks straight out the barrel (launchVelocity) instead of toward origin.
- Verified live 2-node: the watching node logs REPLICANT AC shots + DAFC
flashes at the enemy's gun-port (seg 7), aimed shots fly to the real target;
no crashes.
TRACER: all ACs author TracerInterval=1 (every round is a tracer); the existing
amber streak is acceptable-authentic, so no tracer change was needed.
KB: open-questions.md -- CORRECTED the (wrong) earlier note that claimed no
subsystem-record channel exists; it does, the AC just wasn't using it. Logged
the methodology lesson: the coverage audit finds UNWRITTEN functions, not
"reconstructed but inert" ones (a function present but never called -- the AC
record + the missile mirror both looked done); a LIVENESS audit would catch
that class.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Full 5-path audit of the damage economy vs the decomp (5-finder +
adversarial-verify workflow), resolving the KB self-contradiction the
binary-coverage audit flagged.
CONFIRMED AUTHENTIC as-is (no change needed):
- Energy beam (emitter.cpp): damagePortion = authored DamageAmount x
(charge/seekV)^2; the ctor x1e7 and fire x1e-7 cancel (_DAT_004bafbc
dumped from the exe = x87 80-bit 1e-7 exactly).
- Autocannon (projweap.cpp): full authored DamageAmount from resource
+0x19C delivered unmodified; the 0.0625 at :667 is the shooter's own
gyro recoil, not the round.
- Zone-armor BASE model: damageLevel += amount x damageScale[type]
(engine DAMAGE.cpp:379, called mechdmg.cpp:427), legs x0.5, 1.0=dead.
3 STAND-INS FIXED (all byte-verified against the decomp):
- A. mechdmg.cpp:451 -- read the phantom `stance` member (no binary
offset, zero writers -> perma-0), so the leg-shot-out -> fall/death
branch was DEAD. Now MovementMode() (mech+0x40, @part_012.c:6910).
- B. mechdmg.cpp:458 -- guarded the leg partial-failure graphic on the
always-0 IsAirborne() stub where the binary calls IsDisabled()
(@0049fb54 = movementMode 2||9). On a wreck the binary SUPPRESSES the
write; the stub let it corrupt graphicAlarm 9->4/3 -- the task-#52
wreck-graphic bug, now fixed AT SOURCE (was only masked by the
IsMechDestroyed latch).
- C. mech4.cpp:1551 -- flat kShotDamage=12 fed as the kill-score
damageAmount (the KB self-contradiction: task #8 claimed it retired,
but it was live). The score handler @0x4c02e4 derives the whole kill
award from it, so every kill scored identically regardless of weapon.
Now lastInflictingDamage -- the real killing-blow magnitude, latched
in TakeDamageMessageHandler (mech.cpp:624), mirroring the per-hit path
(mech4.cpp:1207). The phantom `int stance` slot is reused for the new
Scalar member (size-neutral, no layout shift); init 0 in the ctor.
DEFERRED (task #60-D, documented): the missile CLUSTER model -- the port
fires N flying rounds (net armor total authentic) vs the binary's ONE
missile with a random burstCount cluster roll (loses cluster variance +
single-zone concentration). Blocked on an OPEN decomp semantic (does
burstCount multiply armor or only the gyro kick? settle at FUN_004bef78
-> FUN_004be078 -> EXPLODE.cpp:209-210).
VERIFIED live: clean build; 2-node fight -> clean center-mass kill (no
crash, kills 0->1); [zone-armor] dump confirms per-zone armor 50-140 +
legs x0.5. NB the displayed POINTS score still reads 0 -- a SEPARATE
open gap (scoreAward + role/team/tonnage multipliers unwired); fix C
corrected the damage INPUT to that formula.
KB swept: open-questions.md (self-contradiction resolved + task #60
summary + deferred missile item), combat-damage.md (damageScale is
type-indexed not even/odd; task-#52 source fix; kill-score section),
RECONCILE.md (missile = ONE spawn not N), stale comments in mechweap.cpp
(SendDamageMessage is LIVE), mislanch.hpp, mechdmg.cpp (FUN_0049fb54 =
IsDisabled).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The MadCat (and every leg-mech) leans -8deg into a walk / -11deg into a run --
an authored jointhip (hingex) pose in the EXTERIOR gait clips that the walk/run
CYCLE clips never rebind, so it HOLDS. The 1995 game keeps a separate INTERIOR
('i'-suffix) clip set for the mech you PILOT: those shake jointshakey (cockpit
rattle) and OMIT jointhip, so your own view stays level while everyone else sees
you lean. The port had this entirely dead -- the local cockpit mech pitched
-8deg into the ground (user-reported "staring at the ground").
ROOT CAUSE (two stacked bugs):
- The authentic ctor clip-set gate (@part_012.c:10308-10320) was reconstructed
as no-op stubs: LoadLowDetailBody/LoadHighDetailBody MISLABELED the
FUN_004a80d4/86c8 GAIT-CLIP loader addresses as a "body LOD" pair, so the gate
did nothing and a separate unconditional LoadLocomotionClips always loaded
EXTERIOR clips.
- LoadLocomotionClipsExt (the interior loader) was a stub aliased to the
exterior loader.
FIX:
- Reconstructed the real 4-char INTERIOR loader (byte-exact vs @004a86c8; the
'i'-suffix table dumped from the exe @0x10d74d: swri/wwri/wwli/...; all 18
base clips confirmed present in BTL4.RES for mad/blh/ava).
- Fixed the ctor gate: getenv("L4VIEWEXT") || (instanceFlags&0xC)==4 -> exterior
(replicant / forced external view); else -> interior (local cockpit master).
Removed the mislabeling no-op stubs.
- PORT ADAPTATION (MaintainViewClipSet, per-frame in PerformAndWatch): the port
never sets the replicant COPY bit (all MP mechs build as local masters --
heat-sim/scoring/torso-watcher-connect all run on both, by design), so the
ctor gate lands everyone on interior. Pick the set by VIEWPOINT instead: the
mech you pilot keeps interior (level cockpit), every other mech flips once to
exterior (the lean). Reloads only on a viewpoint-status change; the sets
share stride data so the swap is seamless. Model pointers stashed at ctor.
VERIFIED live (BT_HIP_LOG probe): your walking mech writes jointhip=0 (level);
the peer's replica in the other pod's view leans at exactly -8.0/-11.1deg --
the authored clip values. A/B control: L4VIEWEXT=1 forces the walking master
back to 74 sustained -8/-11 writes.
KB: locomotion.md ("NO walk lean" audit conclusion CORRECTED -- the lean is
authored + sustained + clip-set-specific), asset-formats.md (.ANI parses
pitch/yaw/roll for all joint types; KeyJointPos translation; cycle clips carry
no pitch), open-questions.md (item closed).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The MadCat torso twists, the view turns with it, and targeting follows.
Three reconstruction fronts closed:
THE ELECTRICAL WATCHDOG CHAIN (why the torso never powered up):
- PowerWatcher::UpdateWatch reconstructed (@004b181c, the REAL registered
Performance -- PTR @0050f5fc; Ghidra missed the fn start): the watchdog
MIRRORS the watched subsystem's electrical level (+0x278), brownout
downgrade when gen output <= minVoltage% x rated. @004b1804 relabeled
ResetToInitialState (slot 10) -- the old "Simulation" tag was wrong.
- The factory watcher-CONNECT pass reconstructed (vtable slot +0x38,
@004aee2c/@004b1a40 byte-identical, recovered from raw exe bytes):
watchedLink.Add(roster[watchedSubsystem]) on the master node. Was the
SubProxy::Start() no-op -- every watchdog sat at 0 forever.
- MinVoltageScale = 0.01 (a 10-byte x87 literal @0x4b1924; was 1.0f =
permanent brownout) and PowerWatcher's Derivation chains its REAL base
HeatWatcher (the HeatableSubsystem stand-in broke IsDerivedFrom for the
whole Torso/Searchlight/ThermalSight family).
- KB correction swept: derivation tag 0x50e604 = HEATWATCHER (not
"HeatSink"); the btl4gaug heat-widget gate now tests it via the
BTIsHeatWatcher bridge.
THE CROSSHAIR (task #58 forensics, 6-agent workflow + live probes):
- The VIEW is TORSO-MOUNTED: jointtorso -> jointeye -> siteeyepoint in
every twist-capable .SKL; the camera + canopy ride the same hinge
subtree through HingeRenderable's live matrix-stack compose -- ALREADY
WORKING in the port. The crosshair stays screen-centered (center IS
the boresight); the twist reads on the tape carets/compass/radar.
- The real bug was the port's gBTAimX = tan(twist) slew (the falsified
"body-mounted view" model): the camera already carried the twist, so
the crosshair counter-slid to hull-forward and the fire ray with it.
Deleted; the pick ray inherits the twist from the yawing eye basis.
- Two instrumentation traps documented (chase-eye-as-default-camera,
BT_FORCE_TORSO clobbering real joints -> the hook now only fills
unresolved ones); an over-correcting explicit eye compose was added on
those false readings and retired the same day.
CONTROLS + REPLICATION:
- Q/E spring-center on release (the axis is a twist-RATE demand; the old
hold-deflection model drifted forever); X also zeroes the axis and
pulses the authentic torso Recenter (@004b6918). M cycles control
mode via the real CycleControlMode body.
- Torso update-record DIRECTION fixed: engine truth is Write=serialize /
Read=apply; @004b6a78 is the READ (was mislabeled Write) and the
missing WRITE @004b6a1c recovered from raw disasm (recordLength 0x1C,
twist/vel/rate at +0x10/14/18) -- kills the replicant's 0xCDCDCDCD
-140-degree ghost twist.
- Marching-ghost desync: 4 Standing-case guards zero stale reverse
cycleSpeed (negative cadence passed the <= ZeroSpeed stop gate).
- Kill credit rerouted to the OBSERVED killer (lastInflictingID ->
killer's player link) -- kills count, target K/D populates.
KB: subsystems.md (watcher chain), multiplayer.md (record direction),
combat-damage.md + gauges-hud.md + cockpit-view.md (torso-mounted view
re-correction), decomp-reference.md (new addresses + tag fix),
open-questions.md (dead capability-roster loops 2-4, snapshot CD read).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-13 13:27:49 -05:00
958 changed files with 141264 additions and 2381 deletions
| What we don't know / deferred systems | `context/open-questions.md` |
| What we don't know / deferred systems | `context/open-questions.md` |
| Term / acronym definitions | `reference/glossary.yaml` |
| 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) |
| The complete verbatim detail (fallback) | `docs/PROGRESS_LOG.md` (the old 2236-line CLAUDE.md) |
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