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Author SHA1 Message Date
arcattackandClaude Opus 4.8 ba3040ea09 Audio: footstep-chain diagnostics -- every link verified except the final trigger fire (task #50)
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>
2026-07-15 23:16:27 -05:00
arcattackandClaude Opus 4.8 744ef8cc16 Audio: restore the dropped ExecuteWatchers poll -- polled audio watchers were ALL dead (task #50)
User: "when I start moving all the sounds fade away, no footsteps."  Diagnosis
chain (all empirical, BT_AUDIO_SPATIAL/BT_ATTRBIND_LOG traces):
- The audio head DOES track the mech (listener-relative positioning verified
  while driving) -- not a spatial bug.
- The idle sounds correctly STOP on leaving the standing state; the MOVING
  sounds never started because every POLLED audio watcher was dead:
  the reconstructed Mech::PerformAndWatch replaced the engine performance but
  dropped the ExecuteWatchers() step from the engine tail (Simulation::
  PerformAndWatch = Perform -> ExecuteWatchers -> WriteSimulationUpdate).
  Only PUSHED StateIndicator watchers (SetState->Execute) ever fired -- which
  is exactly why state sounds worked but footsteps/motion-scaled audio didn't.
  FIX: poll ExecuteWatchers() (AreWatchersDelayed-gated) before the update
  write.  Immediately unlocks the polled family: MissileLoaded01/LaserLoaded01
  ready dings, ProgramButton01, motion scales (PlayNote 15 -> 30 per run).

- FootStep (0x1e) backed REAL: was the inert attrPad (an AudioLogicalTrigger
  polls it -- threshold-crossing pulse per foot plant).  New footStep member,
  pulsed by SetBodyAnimation on entering any locomotion clip 1..0x17 (runtime
  stride alternation MEASURED as body states 12<->13 -- the enum-name numbering
  does not match runtime clip ids), decayed by IntegrateMotion (~1/3 s).
- Footstep volume is speed-scaled (AudioMotionScale on LocalVelocity): at
  standstill the transient start computes volume 0 and the renderer drops it
  (LowAudioVolumeThreshold) -- so footfalls are audible at real walking speed.

Diagnostics kept (BT_AUDIO_SPATIAL): spatial dist/vol per source, CLIPPED/DROP/
START at the request gate, vol=0 factor breakdown, scale->0 sends, trigger
notifications, watcher poll-rate probe.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-15 23:03:27 -05:00
arcattackandClaude Opus 4.8 ea8555480e Audio: fix stuck MissileLoading loop -- ProjectileWeapon never reached a ready state (task #50)
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>
2026-07-15 22:29:05 -05:00
arcattackandClaude Opus 4.8 01261d72f3 Audio: add master volume (listener AL_GAIN); default 0.6, BT_AUDIO_VOLUME override (task #50)
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>
2026-07-15 22:18:21 -05:00
arcattackandClaude Opus 4.8 c27af4800b Audio: fix stuck weapon charge/sustain/loading loops -- maintain GaugeAlarm54 oldState (task #50)
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>
2026-07-15 22:11:49 -05:00
arcattackandClaude Opus 4.8 41c8ac120d Audio: fix runaway loops -- read SF2 sampleModes, not loop-point presence (task #50)
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>
2026-07-15 21:56:38 -05:00
arcattackandClaude Opus 4.8 17a81010b4 KB: subsystem state audio done (0 skips); inert secondary attrs documented (task #50)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-15 21:45:14 -05:00
arcattackandClaude Opus 4.8 dcdd7dd0a7 Audio: register Generator.GeneratorOn -> generatorOn (@0x1D4) (task #50)
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>
2026-07-15 21:44:42 -05:00
arcattackandClaude Opus 4.8 0e05a22a55 Audio: AmmoBin AmmoState + chain its attribute index -> ZERO state-watcher skips (task #50)
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>
2026-07-15 21:41:28 -05:00
arcattackandClaude Opus 4.8 5ba541ed56 Audio: subsystem STATE sounds -- GaugeAlarm54 IS a StateIndicator; register Generator/Condenser/Reservoir state (task #50)
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>
2026-07-15 21:38:15 -05:00
arcattackandClaude Opus 4.8 03f0c21484 KB: audio in-game triggering works (mech-level); subsystem audio pending subsystem waves (task #50)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-15 19:40:44 -05:00
arcattackandClaude Opus 4.8 7b1e469ffa Audio: in-game TRIGGERING works -- real StateIndicator attrs + audio-watcher databinding (task #50)
Enabling audio unlocked L4AudioRenderer::CreateEntityAudioObjects, which binds
AudioStateWatchers to entity/subsystem state attrs BY NAME (attribute-pointer
databinding) and calls AddAudioWatcher on them.  The reconstruction pointed the
Mech's state attrs at the scalar read-pad `attrPad` (fine for gauges that READ a
value, fatal for a state watcher that calls a METHOD) -> AV in SChainOf::Add on
0xCDCDCDCD.  Root-caused via cdb + a BT_ATTRBIND_LOG trace in AttributeWatcher.

Mech-level state audio now REAL + driven (verified: walking fires SetupPatch +
PlayNote/alSourcePlay, patches 78/80/116):
- AnimationState (0x1f) / ReplicantAnimationState (0x20): real StateIndicators
  (0x21 states covering MechAnimationState 0..0x20), driven from SetBodyAnimation
  so footstep/gait/transition sounds fire on animation change.
- CollisionState (0x16): real 4-state StateIndicator driven from ProcessCollision
  via collisionTemporaryState (the deferred @4aa741 per-frame zero + the
  part_012.c:15406-15413 contact tail, InitialHit accumulation; the 1-vs-2 Slide
  split awaits the 0x240/0x244 floats still stubbed by fieldAt()).
- @0x44c CORRECTED: "ammoState (0/1 leaking/2 dry)" was a mislabel -> it is
  collisionTemporaryState (never read as ammo).

Bring-up guards [T3, temporary, self-clearing] so audio-on is STABLE while the
subsystem state models are still stubs (Generators/Condensers/Myomers/Torso/
Avionics/Reservoir/ControlsMapper -- ~15 subsystems, ~40 attrs: GeneratorState,
CondenserState, ReportLeak, ...): a NULL subsystem attr redirects to an inert pad
(was a fatal Fail); an AudioStateWatcher on an unconstructed StateIndicator (null/
0xCDCDCDCD) skips instead of AV.  Both pass automatically once the subsystem is
reconstructed.  Those subsystem sounds stay silent until then (their audio wave).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-15 19:40:08 -05:00
arcattackandClaude Opus 4.8 c75abca857 KB: audio backend was STUB DLLs (not just gated) -- now real OpenAL + in-tree WAV loader (task #50)
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>
2026-07-15 18:56:24 -05:00
arcattackandClaude Opus 4.8 5b46655b82 Audio: ENABLE sound -- real OpenAL + in-tree WAV loader; both backend DLLs were no-op STUBS (task #50)
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>
2026-07-15 18:55:33 -05:00
arcattackandClaude Opus 4.8 52440e13b0 Audio: ENABLE the engine (relax dead AWE-card gate) + diagnose the real silence (task #50)
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>
2026-07-15 18:02:31 -05:00
arcattackandClaude Opus 4.8 d624b9b783 KB: pod-LAN real-IP path VALIDATED -- not localhost-locked (task #50)
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>
2026-07-15 16:24:12 -05:00
arcattackandClaude Opus 4.8 3224009dc1 MP: peer accel/decel "snap" MEASURED ~0.64u (not ~2.9u) -- effectively resolved (task #50)
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>
2026-07-15 16:15:56 -05:00
arcattackandClaude Opus 4.8 bc4d6e5597 MP: console-death freeze NOT REPRODUCIBLE + fix the latent game-listener-close bug (task #50)
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>
2026-07-15 15:52:35 -05:00
arcattackandClaude Opus 4.8 d1ce99402f KB: code-first sweep of stub/stand-in claims -> 2 more STALE fixed
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>
2026-07-15 15:01:17 -05:00
arcattackandClaude Opus 4.8 1b5c3bbbd8 KB: correct STALE "peer warp not wired" claim -> it IS wired + visible (user-caught)
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>
2026-07-15 14:46:12 -05:00
arcattackandClaude Opus 4.8 82e6bb306a KB: sweep STALE "unfinished" claims -> match landed commits (context-system audit)
4-agent audit cross-checked every open/pending/stub/deferred claim in the context
system against git + code. Fixed ~13 stale spots (currency only, no code change),
each contradicted by its own file body + a landed commit:

- 0xBD3 SubsystemMessageManager (task #7, afefaee): subsystems.md frontmatter+body
  line 57; decomp-reference.md 0xBD3 row + +0x434 row -- all still said
  "MISLABELS controlsMapper / WAVE 8 untangle" (done; mech.hpp names it messageManager).
- Cylinder hit-location STEP 6 (d07ac7d): combat-damage.md frontmatter;
  decomp-reference.md "not reconstructed" line.
- Per-mech turn-rate wiring (task #64b, a83995a): multiplayer.md + locomotion.md
  frontmatter (still "bring-up constant / not yet wired").
- Mech-level update records (task #1, c9f0c2a): open-questions.md "dead Wword
  branches mech.cpp:1511/1613" (those branches are gone; named fields now).
- Collision damage + DeathShutdown (2026-07-08/12): combat-damage.md frontmatter.
- Myomers un-stub (8b36440): decomp-reference.md "INERT un-stub" row.
- Day/night BT_MATPRI (shipped, default-on): rendering.md frontmatter (LOD half kept).
- Fire-trigger path (task #5, 8ed6184): open-questions.md "still gBTWeaponTrigger
  bring-up" (globals retired/never-read).
- HEAT entry FACTUAL fix: "heatLoad -> effectiveRange 0 = overheat cutout" was false
  per aab7a8a -- effectiveRange reads host-zone damage; the real cutout is the
  FailureHeat charge-hold.

Frontmatter open_questions re-pointed at genuinely-open items. VERIFIED NOT stale
(left as-is): multiplayer body-channel-projection notes (a real open [T3] residual
per the coupled-motion section's ~2.9u leg-vs-body snap). Genuinely-open items
(factory roster loops 2-4, subsystem-panel gate, missile cluster, console-death
freeze, gyro tails, etc.) untouched. checkctx CLEAN.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-15 14:35:41 -05:00
arcattackandClaude Opus 4.8 ac599c0d2a KB: reconcile STALE peer coupled-motion "COMPLETION PENDING" entry -> DONE (task #50)
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>
2026-07-15 14:19:43 -05:00
arcattackandClaude Opus 4.8 aab7a8a137 Combat: FIX weapon effectiveRange -- it degraded with heatLoad, not host-zone damage (task #50)
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>
2026-07-15 11:31:47 -05:00
arcattackandClaude Opus 4.8 de8f6d02c1 MP: world structures (garages/walls) TARGETABLE -- boresight ray-tests the static collision tree (task #50)
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>
2026-07-15 10:08:45 -05:00
arcattackandClaude Opus 4.8 ee6e19e86e Combat: RESTORE authentic fire-at-nothing + non-mech range axis (task #50 / Discord report)
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>
2026-07-15 09:10:48 -05:00
arcattackandClaude Opus 4.8 49d73dc8e2 MP: peer shakiness ROOT-CAUSED as single-box packet jitter (rig, not game) + affinity launcher (task #50)
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>
2026-07-15 08:14:22 -05:00
arcattackandClaude Opus 4.8 23f1532fb0 MP: peer true-mirror cadence -- drive the body clip from actual replicated motion (task #50)
Toward a truer mirror (user: peer 'hesitates/skips on accel/decel, master has
smoother transitions').  The body channel FOLLOWS the master's replicated STATE
(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>
2026-07-15 07:58:11 -05:00
arcattackandClaude Opus 4.8 f094d78df1 MP: restore peer turn-step on the body channel -- arm turn state 4 from replicated turn (task #50)
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>
2026-07-15 07:38:33 -05:00
arcattackandClaude Opus 4.8 96a896ae43 MP: peer poses from the BODY channel following replicated state -- the authentic single-channel design (task #50)
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>
2026-07-14 22:50:43 -05:00
arcattackandClaude Opus 4.8 3792a04661 Fix throttle-detent Abs() macro bug + KB analog-throttle + slide diagnostics (task #50)
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>
2026-07-14 22:13:56 -05:00
arcattackandClaude Opus 4.8 a9ab3db952 MP: FIX peer gliding-stops -- snap the residual offset when legs are at rest (task #50)
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>
2026-07-14 21:51:14 -05:00
arcattackandClaude Opus 4.8 38fed81d8a MP: tighten peer re-anchor -- error-proportional absorption (residual snap, task #50)
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>
2026-07-14 21:41:30 -05:00
arcattackandClaude Opus 4.8 47771ba256 KB: authentic coupled peer motion DONE -- the single-source gait pipeline (task #50)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-14 21:30:16 -05:00
arcattackandClaude Opus 4.8 b0137427a6 MP: PROMOTE coupled peer motion to DEFAULT -- user + metrics confirm (task #50)
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>
2026-07-14 21:29:48 -05:00
arcattackandClaude Opus 4.8 c52a1ad79a MP: COUPLED peer motion -- authentic gait-driven position + master gait send-mirror (task #50, env-gated)
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>
2026-07-14 21:22:02 -05:00
arcattackandClaude Opus 4.8 ea39af1ff6 KB: peer coupled-motion architecture -- completion plan + session landings (task #50)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-14 20:00:25 -05:00
arcattackandClaude Opus 4.8 702822f9c5 MP: root-motion peer-position EXPERIMENT (env-gated BT_ROOT_POS; default unchanged) + KB notes (task #50)
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>
2026-07-14 19:59:22 -05:00
arcattackandClaude Opus 4.8 2c6db6a2de Diag: speed-change investigation -- authentic analog throttle CONFIRMED, harnesses + gait probes (task #50)
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>
2026-07-14 19:47:03 -05:00
arcattackandClaude Opus 4.8 93456be051 MP: FIX keyboard-driving peer skip -- non-pose records no longer kick the dead-reckon clock (task #50)
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>
2026-07-14 19:12:52 -05:00
arcattackandClaude Opus 4.8 d78e77bf84 MP: FIX walk+turn peer skip -- incremental heading integration + scalar yaw mirror (task #50)
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>
2026-07-14 18:52:15 -05:00
arcattackandClaude Opus 4.8 b7be95b584 Diag: BT_TRNRATE probe -- turn-in-place body-rate vs trn-clip cadence (task #50)
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>
2026-07-14 18:26:55 -05:00
arcattackandClaude Opus 4.8 a8eb8a427f MP: FIX peer spin hang/divergence -- exact quaternion integration + frequent orientation (task #50)
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>
2026-07-14 17:05:16 -05:00
arcattackandClaude Opus 4.8 9eff043973 Diag: render-rate rotation-evenness probe + angular-drift instrumentation (task #50 spin residual)
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>
2026-07-14 16:27:04 -05:00
arcattackandClaude Opus 4.8 7615ecd316 MP: FIX peer spin freeze/half-rate -- unparenthesized Abs() macro floods angular resync (task #50)
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>
2026-07-14 16:04:32 -05:00
arcattackandClaude Opus 4.8 6374efc26a MP: FIX peer gait jitter -- feed the leg channel the REPLICATED commanded speed (task #50)
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>
2026-07-14 14:08:22 -05:00
arcattackandClaude Opus 4.8 d5d512e087 WIP checkpoint: TCP_NODELAY + dense-send + BT_JIT/BT_ANIM probes + FOGDAY test egg (task #50 investigation)
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>
2026-07-14 13:43:35 -05:00
arcattackandClaude Opus 4.8 94647dd378 MP: FIX phantom walk-in-place -- master sends a pose record on came-to-rest (task #50)
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>
2026-07-14 11:30:18 -05:00
arcattackandClaude Opus 4.8 2aba89f962 MP: FIX replicant walk-entry floor -- gate on standSpeed not walkStrideLength (task #50)
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>
2026-07-14 11:07:45 -05:00
arcattack 936c34c997 MP: FIX replicant 'slides before it steps' -- walk-entry floor on derived demand
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
2026-07-14 10:50:39 -05:00
arcattackandClaude Fable 5 a3b735d5da MP: replicant motion chop ROOT-CAUSED + FIXED -- stale peer-mirror spammed re-base
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>
2026-07-14 10:08:47 -05:00
arcattackandClaude Fable 5 e6ad29d648 KB: log the console-death replication-freeze open question (task pending recurrence)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-14 09:31:21 -05:00
arcattackandClaude Fable 5 8674bca2d8 btconsole: survive socket errors + flush output (the mid-session sync-freeze lead)
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>
2026-07-14 09:30:47 -05:00
arcattackandClaude Fable 5 02ce55194e Gait: FIX replicant statue + jerky walk -- replicant-tuned trn entry (regression)
Two more master rules in the trn entry broke replicants:
(1) the LOCKSTEP body weld: a replicant never runs the body SM ('joints only',
    mech4.cpp:1989), so the first trn entry armed the body to state 4 where it stuck
    forever -- bodyAnimationState==Standing then blocked EVERY later trn entry (the
    peer 'rotates as a statue').  Replicants now skip the weld gate and do not arm
    the inert body channel.
(2) today's authentic full [0,standSpeed] entry range: a replicant's DERIVED speed
    sweeps that band on every dead-reckoned start/stop with derived turnDemand
    pinned +-1, so trn kept arming mid-locomotion and speed-exiting (jerky walking).
    Replicants keep the narrow near-zero entry gate (the pre-#64b accommodation).
Masters keep the authentic dispatcher (full range + lockstep weld) unchanged. [T3
replicant accommodation / T1 master logic]

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-14 09:19:12 -05:00
arcattackandClaude Fable 5 992aedece8 Gait: FIX replicant trn regression -- gate master-perf turn-stop exit to masters
Today's authentic trn dispatcher folded the master-perf turn-STOP exit into leg/body
case 4.  But the master perf (FUN_004a9b5c) runs on MasterInstance mechs, NOT
replicants -- and a replicant derives turnDemand from the noisy REPLICATED yaw rate
(mech4.cpp:1968), which dips into the +-0.05 deadband between dead-reckon updates.  So
the exit kicked the peer out of trn every few frames -> the peer 'rotated as a statue'
+ jerky (user-reported regression from yesterday).  Gate both turn-stop exits to
GetInstance() != ReplicantInstance; the replicant advances the trn clip from its
replicated turn signal exactly as before the exit was added.  Also BT_REPL_TRN probe
(mech4.cpp) logs the replicant yawRate/turnDemand/legState.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-14 09:11:22 -05:00
arcattackandClaude Fable 5 530bbeb959 Fix BT_SPAWN_AT terrain embed + add BT_COOL_LOG probe
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>
2026-07-14 08:46:00 -05:00
arcattackandClaude Fable 5 b533725ae4 Radar: FIX heading flop every 180deg -- YawPitchRoll not EulerAngles (user-reported)
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>
2026-07-14 08:09:16 -05:00
arcattackandClaude Fable 5 c4c51545fc Diag: BT_TEMPBAR_LOG -- verify the subsystem temperature-bar cluster renders live
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>
2026-07-14 07:38:47 -05:00
arcattackandClaude Fable 5 da80727467 KB: autocannon jam/coolant -- SOLVED from decomp, QA behavior CONFIRMED faithful
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>
2026-07-14 07:27:01 -05:00
arcattackandClaude Fable 5 fcaea1862a Diag: BT_AF_PERIOD=<sec> autofire cadence throttle + afc_dump.py (raw RES verify)
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>
2026-07-14 07:26:12 -05:00
arcattackandClaude Fable 5 4e72f0c4f4 Diag: BT_VALVE_BOOST=<condenserNumber> (route coolant priority to one condenser)
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>
2026-07-14 07:11:15 -05:00
arcattackandClaude Fable 5 21abe2212e KB: autocannon jam/coolant-priority -- mechanism is FAITHFUL + COMPLETE (decomp hunt)
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>
2026-07-14 06:56:34 -05:00
arcattackandClaude Fable 5 3acab416ee Diag: BT_JAM_LOG (per-shot weapon temp/jam roll) + BT_VALVE (force condenser detent)
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>
2026-07-14 06:34:37 -05:00
arcattackandClaude Fable 5 844edbd2aa KB: FX per-zone chain LIVENESS-VERIFIED (BT_CRIT_PROBE solo)
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>
2026-07-14 06:12:12 -05:00
arcattackandClaude Fable 5 a198e5fb4a KB: fix my botched FX entry -- the impact/destruction FX chain IS reconstructed
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>
2026-07-14 06:06:45 -05:00
arcattackandClaude Fable 5 31d338b6ff KB: correct stale StartEntityEffectImplementation entry (dispatcher DONE 2026-07-13)
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>
2026-07-14 06:01:53 -05:00
arcattackandClaude Fable 5 8f7b304069 KB: mark authentic per-mech turn-rate DONE (task #64b)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-14 05:56:48 -05:00
arcattackandClaude Fable 5 a83995a755 Locomotion: wire the AUTHENTIC per-mech turn-rate lerp (task #64b)
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>
2026-07-14 05:48:51 -05:00
arcattackandClaude Fable 5 35c30bda67 Locomotion: replace task-#64 trn stand-ins with the AUTHENTIC dispatcher (disasm-decoded)
The turn-in-place dispatcher lives in the master-perf gap 0x4a9b5c-0x4ab188 that
Ghidra never lifted. Disassembled it with objdump (scratchpad/masterperf.asm) and
hand-decoded the real logic, replacing the two [T3] stand-ins I had invented:

- Entry gate was `commandedSpeed < 0.25*standSpeed` (a near-zero guess). AUTHENTIC
  (0x4aa505): arm trn when TURNING (|angVel|>1e-4, port proxy = turnDemand deadband)
  AND speed in the FULL [0, standSpeed] sub-walk range AND turnCapable. trn is gated
  on TURNING, not on being slow.
- Case-4 exit had a ×4 fast-forward + SetLegAnimation(5) invention. Restored the
  VERBATIM decompiled leg-SM exits (part_012.c:12013): standSpeed<spd or reverse ->
  Standing, else advance the pivot. Added the master-perf turn-STOP exit (0x4aa5c6):
  turn stopped -> Standing + legResetLatch=1 (folded into case 4 since the port has
  no separate master-perf frame).
- Body case-4 twin mirrors the authentic exits (mj=0, tracks state for lockstep).

The fast-forward was invented to dodge a turn->walk stutter that was ACTUALLY the
body channel leaking joints (mj=1) -- already root-caused + fixed by mj=0. The
trn->walk seam (legFrm7 cycle-end -> swr legFrm1) is the authentic pose-matched
boundary and the same seam the fast-forward version hit, just at the correct release
speed. Also decoded (documented, not yet wired) the authentic turn-RATE lerp
(walkingTurnRate@0x574 -> runningTurnRate@0x578 by speed; angVel = turnDemand*rate);
the bring-up drive still yaws at the constant kDriveTurnRate.

Headless-verified (BT_AUTODRIVE/BT_FORCE_TURN/BT_WALK_DELAY/BT_GAIT_TRACE): turn-in-
place enters state 4, ramp past standSpeed -> 4->stand->swr->walk, both channels in
lockstep. Feel re-verification pending. [T1 logic / T2 runtime]

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-14 00:31:56 -05:00
arcattackandClaude Opus 4.8 bfdd41bb9d Gait: turn-then-walk stutter ROOT-CAUSED + FIXED -- one skeleton writer (task #64)
User repro (100%): turn in place, push forward before the turn stops -> the gait
skips/stutters + visibly reduced bob; standstill starts always clean.  Three-layer
fix, user-verified:

1) THE DISPLAY BUG (the actual visible artifact): v5's "body advances first with
mj=1, leg overwrites last, so body drift can't show" was FALSE.  Whenever the two
gait channels phase-split, the BODY channel's out-of-phase joint writes leaked
into the rendered skeleton (rhythmic leg skips, averaged-down bob) while every
leg-channel trace read clean -- the leg DATA was fine, the RENDERED pose wasn't
the leg's.  v6: AdvanceBodyAnimation(dt, mj=0) -- the body still advances +
projects for replication (records/cycle speeds unchanged) but no longer touches
the skeleton.  One writer, structurally; matches the binary's own observable
("body phase drift is locally INVISIBLE in the binary").  BT_BODY_MJ=1 = old A/B.

2) THE SPLIT SEED: the bring-up trn trigger armed only the LEG channel, so a
turn-in-place entry guaranteed the channels re-entered walk frames apart and the
walk cycles ran permanently out of phase.  Lockstep: the Standing trn entry arms
BOTH channels the same frame (body case-4 twin added, same rate/keying), gated on
both Standing.  The authentic dispatcher (un-decompiled master-perf gap 0x4a9b5c-
0x4ab188, the sole reader of turnDemand/turnCapable) armed both -- the body's
case-4 machinery is dead code otherwise [T1].

3) THE POSE-MATCH INVARIANT: the engine has NO pose blending; transitions avoid
pops purely by authored pose-matched boundaries.  The old trn exits cut the pivot
clip MID-STEP (legFrm 7->1 teleport).  Now: entry gated on near-zero speed
(turn-IN-place); on forward command the pivot FAST-FORWARDS to completion (x4)
and the authentic finish callback lands Standing at the stand pose -> the normal
pose-matched stand->walk runs.  Decompiled reverse abort kept; the standSpeed
mid-clip abort subsumed (it WAS the pose cut).  [T3: 0.25*standSpeed threshold +
4x rate stand in for the gap's constants.]

Harness: BT_FORCE_TURN now reaches gBTDrive.turn (was silently inert for the
gait), BT_WALK_DELAY=<s> holds forced throttle then ramps (the turn-first repro),
BT_GAIT_TRACE=1 per-frame gait trace.  Regressions: standstill start, turn-entry,
pure pivot loops, run cycle -- all clean, bob full amplitude (1.33/1.32).
KB: locomotion.md v6 section + trn reconstruction + symptom-family closure.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-13 23:52:35 -05:00
arcattackandClaude Opus 4.8 c0a0ec5e69 KB: document the searchlight fog-swap latent bug (task #63, left as-is by decision)
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>
2026-07-13 22:04:29 -05:00
arcattackandClaude Opus 4.8 225fa5951b Render: fog searchlight-swap verified INERT + BT_FOG_LOG diag (task #63)
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>
2026-07-13 21:36:48 -05:00
arcattackandClaude Opus 4.8 083b148bb0 Render: FOG restored -- authentic per-map/time/weather fog now renders (task #63)
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>
2026-07-13 21:24:06 -05:00
arcattackandClaude Opus 4.8 a9c0d2c854 Combat: FIX splash mis-routed onto the direct victim via the msgmgr (task #62)
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>
2026-07-13 20:10:51 -05:00
arcattackandClaude Opus 4.8 fa0b825b60 Combat: FIX missile direct damage 6x over-application -- damage once per salvo (task #62)
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>
2026-07-13 20:01:44 -05:00
arcattackandClaude Opus 4.8 145a69f865 Combat: FIX missile splash over-application -- once per salvo, not per round (task #62)
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>
2026-07-13 19:43:50 -05:00
arcattackandClaude Opus 4.8 12fbc023a8 Combat: MISSILE SPLASH DAMAGE -- Explosion::SplashDamage reconstructed (task #62)
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>
2026-07-13 19:06:24 -05:00
arcattackandClaude Fable 5 4c54f7ef0c Ballistic FX: DAFC muzzle flash + autocannon fire replication (task #61)
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>
2026-07-13 17:23:59 -05:00
arcattackandClaude Fable 5 267059ab88 Damage economy RECONCILED: 3 stand-ins fixed, 3 paths confirmed authentic (task #60)
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>
2026-07-13 15:38:04 -05:00
arcattackandClaude Fable 5 2e9c78d604 Gait: the AUTHENTIC walk lean -- interior/exterior clip sets, level cockpit + leaning mechs (task #59)
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>
2026-07-13 14:46:22 -05:00
arcattackandClaude Fable 5 02cdfd6576 Torso: the TWIST goes LIVE -- electrical watchdog chain, centered crosshair, coherent controls (task #57/#58)
The MadCat torso twists, the view turns with it, and targeting follows.
Three reconstruction fronts closed:

THE ELECTRICAL WATCHDOG CHAIN (why the torso never powered up):
- PowerWatcher::UpdateWatch reconstructed (@004b181c, the REAL registered
  Performance -- PTR @0050f5fc; Ghidra missed the fn start): the watchdog
  MIRRORS the watched subsystem's electrical level (+0x278), brownout
  downgrade when gen output <= minVoltage% x rated.  @004b1804 relabeled
  ResetToInitialState (slot 10) -- the old "Simulation" tag was wrong.
- The factory watcher-CONNECT pass reconstructed (vtable slot +0x38,
  @004aee2c/@004b1a40 byte-identical, recovered from raw exe bytes):
  watchedLink.Add(roster[watchedSubsystem]) on the master node.  Was the
  SubProxy::Start() no-op -- every watchdog sat at 0 forever.
- MinVoltageScale = 0.01 (a 10-byte x87 literal @0x4b1924; was 1.0f =
  permanent brownout) and PowerWatcher's Derivation chains its REAL base
  HeatWatcher (the HeatableSubsystem stand-in broke IsDerivedFrom for the
  whole Torso/Searchlight/ThermalSight family).
- KB correction swept: derivation tag 0x50e604 = HEATWATCHER (not
  "HeatSink"); the btl4gaug heat-widget gate now tests it via the
  BTIsHeatWatcher bridge.

THE CROSSHAIR (task #58 forensics, 6-agent workflow + live probes):
- The VIEW is TORSO-MOUNTED: jointtorso -> jointeye -> siteeyepoint in
  every twist-capable .SKL; the camera + canopy ride the same hinge
  subtree through HingeRenderable's live matrix-stack compose -- ALREADY
  WORKING in the port.  The crosshair stays screen-centered (center IS
  the boresight); the twist reads on the tape carets/compass/radar.
- The real bug was the port's gBTAimX = tan(twist) slew (the falsified
  "body-mounted view" model): the camera already carried the twist, so
  the crosshair counter-slid to hull-forward and the fire ray with it.
  Deleted; the pick ray inherits the twist from the yawing eye basis.
- Two instrumentation traps documented (chase-eye-as-default-camera,
  BT_FORCE_TORSO clobbering real joints -> the hook now only fills
  unresolved ones); an over-correcting explicit eye compose was added on
  those false readings and retired the same day.

CONTROLS + REPLICATION:
- Q/E spring-center on release (the axis is a twist-RATE demand; the old
  hold-deflection model drifted forever); X also zeroes the axis and
  pulses the authentic torso Recenter (@004b6918).  M cycles control
  mode via the real CycleControlMode body.
- Torso update-record DIRECTION fixed: engine truth is Write=serialize /
  Read=apply; @004b6a78 is the READ (was mislabeled Write) and the
  missing WRITE @004b6a1c recovered from raw disasm (recordLength 0x1C,
  twist/vel/rate at +0x10/14/18) -- kills the replicant's 0xCDCDCDCD
  -140-degree ghost twist.
- Marching-ghost desync: 4 Standing-case guards zero stale reverse
  cycleSpeed (negative cadence passed the <= ZeroSpeed stop gate).
- Kill credit rerouted to the OBSERVED killer (lastInflictingID ->
  killer's player link) -- kills count, target K/D populates.

KB: subsystems.md (watcher chain), multiplayer.md (record direction),
combat-damage.md + gauges-hud.md + cockpit-view.md (torso-mounted view
re-correction), decomp-reference.md (new addresses + tag fix),
open-questions.md (dead capability-roster loops 2-4, snapshot CD read).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-13 13:27:49 -05:00
325 changed files with 6587 additions and 542 deletions
+10 -4
View File
@@ -157,7 +157,12 @@ add_library(munga_engine STATIC
"engine/MUNGA/TERRAIN.cpp" "engine/MUNGA/TERRAIN.cpp"
"engine/MUNGA/TESTALL.cpp" "engine/MUNGA/TESTALL.cpp"
"engine/MUNGA/TIME.cpp" "engine/MUNGA/TIME.cpp"
"engine/MUNGA/TIMESTUB.cpp" # TIMESTUB.cpp REMOVED (2026-07-14): its GetRTC/GetHiRes were 2007 call-counter
# stubs (`return time++` -- the "clock" advanced per CALL, not per ms) that WON
# the /FORCE duplicate-symbol race over the REAL QueryPerformanceCounter clock
# in L4TIME.cpp (LNK4006 "second definition ignored"). Every Now()-domain
# consumer (dead-reckoning above all) ran on call-count pseudo-time -> the
# replicant stall/jump chop. L4TIME.cpp covers every symbol TIMESTUB defined.
"engine/MUNGA/TOOL.cpp" "engine/MUNGA/TOOL.cpp"
"engine/MUNGA/TRACE.cpp" "engine/MUNGA/TRACE.cpp"
"engine/MUNGA/TRACSTUB.cpp" "engine/MUNGA/TRACSTUB.cpp"
@@ -276,6 +281,7 @@ add_library(bt410_l4 STATIC
"game/reconstructed/thermalsight.cpp" "game/reconstructed/thermalsight.cpp"
"game/reconstructed/torso.cpp" "game/reconstructed/torso.cpp"
"game/reconstructed/btstubs.cpp" "game/reconstructed/btstubs.cpp"
"game/reconstructed/audiopresets.cpp"
"game/reconstructed/dpl2d.cpp" "game/reconstructed/dpl2d.cpp"
"game/original/BT/BTMSSN.CPP" "game/original/BT/BTMSSN.CPP"
"game/original/BT/BTREG.CPP" "game/original/BT/BTREG.CPP"
@@ -314,7 +320,6 @@ target_link_libraries(btl4 PRIVATE
bt410_l4 bt410_l4
munga_engine munga_engine
"${CMAKE_SOURCE_DIR}/engine/lib/OpenAL32.lib" "${CMAKE_SOURCE_DIR}/engine/lib/OpenAL32.lib"
"${CMAKE_SOURCE_DIR}/engine/lib/libsndfile-1.lib"
"${DXSDK}/Lib/x86/d3d9.lib" "${DXSDK}/Lib/x86/d3d9.lib"
"${DXSDK}/Lib/x86/d3dx9.lib" "${DXSDK}/Lib/x86/d3dx9.lib"
"${DXSDK}/Lib/x86/dinput8.lib" "${DXSDK}/Lib/x86/dinput8.lib"
@@ -326,9 +331,10 @@ target_link_libraries(btl4 PRIVATE
# UNRESOLVED tolerates the dead offline-tool factory in mech3.cpp. See docs. # UNRESOLVED tolerates the dead offline-tool factory in mech3.cpp. See docs.
target_link_options(btl4 PRIVATE /FORCE) target_link_options(btl4 PRIVATE /FORCE)
# Copy the third-party runtime DLLs next to the built exe. # Copy the OpenAL runtime DLL next to the built exe. (libsndfile is gone: its
# repo DLL was a no-op STUB -- L4AUDRES now loads the soundbank WAVs with an
# in-tree RIFF/PCM reader, no external dependency.)
add_custom_command(TARGET btl4 POST_BUILD add_custom_command(TARGET btl4 POST_BUILD
COMMAND ${CMAKE_COMMAND} -E copy_if_different COMMAND ${CMAKE_COMMAND} -E copy_if_different
"${CMAKE_SOURCE_DIR}/engine/lib/OpenAL32.dll" "${CMAKE_SOURCE_DIR}/engine/lib/OpenAL32.dll"
"${CMAKE_SOURCE_DIR}/engine/lib/libsndfile-1.dll"
"$<TARGET_FILE_DIR:btl4>") "$<TARGET_FILE_DIR:btl4>")
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