The "we're off the rails" reinvestigation -- a 5-thread evidence workflow
(logs / PFX data / RES model lists / decomp / port audit) + the i860 firmware
decode, then surgical fixes. Every claim tiered; the wrong turns are on the
record in the KB alongside the corrections.
THE OLD-STYLE SPECIALFX ENGINE [T1, firmware-decoded from VREND.MNG]:
rebuilt scratchpad/i860dis.py (binutils opcode table); mapped the dispatch
(data+0xdd0c; sfx trigger 0xf040cda0, install 0xf040cdc0, step ~0xf0413698,
instance init 0xf04128d8); decoded the heat model EXACTLY: per 30Hz board
frame h *= cool_a; RGB_ch = h_old*(h_new*cook_ch - 0.25) + 0.25 (K=0.25 =
the ember floor @VA 0xF080; kill at h <= 1e-4 @0xF0A0); alpha fades cool_b
x RAW dt (PER-SECOND -- the x30 scaling made laser hits invisible); 7s cap;
y_off = the kill plane; "variance" is DEAD DATA (binary reads "variance",
INI authors "varience"). The 13 descriptors (PPCHit/LaserHit/MissileHit/
Chunks/Sparks/Fireball...) parse from BTDPL.INI and render via the BTPfx
layer -- heat bursts draw the FIERY sheet (brightness over fire), .PFX keeps
GRAYSCALE (authored colours: DNBOOM orange, DDAM gray).
HIT-PACKAGE CENSUS [T1, RES byte-verified]: ppchit=[8] lzrhit=[9] mghit=[7,11]
canhit=[11] mslhit=[10,12,1023] explode=[6]; all 8 mech death lists identical.
Effect routing corrected in BOTH consumers: <100 = specialfx, >=1000 = psfx.
"SILVER MIST x5" ROOT CAUSE: SHKWAVE.PFX (mslhit's 1023) authors maxIssue=5
relPeriod=0.2 rate=1 -- the ONE file where rate contradicts the window; the
emitter trusted rate -> 5 shells at exactly 1Hz. Emission rate now always
maxIssue/releasePeriod.
PER-ROUND DETONATIONS [T1 @004bef78]: every missile round spawns its own
ExplosionModelFile at ITS impact (hull + terrain) -- a volley ripples 12
fireballs like the demos; rack-tube launch spread [T3] (GUIDED rounds only --
the slot-0 deflection sent every AFC100 shell 3.4deg left/2.5deg down: the
phantom "4th gold beam"); replicant salvos detonate too (launcher index rides
the visual push). Missile damage bundles through the shooter's messmgr with
the launcher's subsystemID (mslhit fires at the consolidated point; the
binary's dedup CONFIRMED [T1 @0049b784] -- a workflow agent's per-record
claim REFUTED by direct decomp read).
DAMAGE-BAND SEMANTICS [T1]: MechDeathHandler fires the CURRENT band effect on
any damage rise (the binary's changed-flag coalescing) -- a mauled mech under
fire smokes/burns per hit; bands 3/4 are authored fire plumes.
THE RAM ECONOMY -- CLOSED (3 layers, measured live):
1. armor = POINTS (every zone: damageScale = 1/armorPoints, armor 50-140;
the [zone-armor] BT_DMG_LOG dump);
2. StaticBounce prices rams with authored moverMass ~1.3e6 -> ~59,000 pts
@10m/s; the binary dispatches it RAW but pod MP dropped it on the local
replicant (MECH.CPP:986 warns) -- ram damage was NETWORK-INERT; our
task-#47 replicant forwarding surfaced it as a one-shot. Port
normalizes x1e-3 to the point economy [T3];
3. contact EDGE (ramLastVictim/ramContactLinger): the binary's bounce made
separation implicit; our gait-derived velocity re-priced full rams at
60Hz (the respawn explode-loop). One bump = one hit; pressed = BLOCK.
PLUS: sfx size x0.5 + 1.25m visibility floor + hot-phase occlusion [T3];
particle pool 2048->8192 (missile traffic starved laser bursts -- the
"intermittent effects"); replicant beam aging (a lost beam-END record pinned
a stale beam on forever); UV-variant noise stamps (mask-safe mirror/swap);
no scroll on particle stamps (material-path only); BT_FX_TEST/fxshot.py
self-verification harness ([beam-draw]/[zone-armor]/[collide-tx] telemetry).
KB: rendering.md (specialfx engine + census + closeout), combat-damage.md
(ram economy + band semantics).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
BattleTech 4.11 (bt411)
A standalone Windows port of Virtual World Entertainment's arcade BattleTech (Tesla platform, release 4.10, ~1995–96), reconstructed on the shared RP411 Windows engine. The game boots, renders, and runs a single-player drive → animate → target → fire → damage → destroy loop across all 8 maps, with two-instance multiplayer entity replication working.
This repo is a clean, self-contained extraction of the BattleTech-specific work from the larger reverse-engineering workspace — engine + game + content + build, with nothing from Red Planet or the raw archive dumps. It builds and runs out of the box.
License: the game content (
content/) and the original binary are proprietary to Virtual World / the pod owner. This repository is private; do not redistribute.
Layout
CMakeLists.txt one build: munga_engine lib + bt410_l4 game lib + btl4.exe
engine/
MUNGA/ shared 2007 sim/render engine (149 .cpp + headers)
MUNGA_L4/ Win32/D3D9 HAL + renderer + asset loaders (44 .cpp), incl.
our BT work: bgfload / L4D3D / L4VIDEO + the image codec
shim/ minimal ATL shim (USES_CONVERSION/W2A)
lib/ OpenAL32 / libsndfile import libs + runtime DLLs
game/
reconstructed/ the reconstructed BT game logic (mech, subsystems, HUD, app; ~47 .cpp)
original/BT,BT_L4 surviving original BT source + all BT headers
fwd/ header shims forwarding <NAME.hpp> -> the engine's NAME.h
btl4main.cpp WinMain launcher / entry point
content/ runtime data: BTL4.RES, VIDEO/, GAUGE/, AUDIO/, *.EGG, BTDPL.INI
context/ progressive knowledge graph — 18 on-demand topic files (routed by CLAUDE.md)
docs/ format specs + reconstruction ledgers + PROGRESS_LOG.md (full history)
reference/
decomp/ raw Ghidra pseudocode — source-of-truth for ongoing recon
ghidra_scripts/ the headless decomp exporter
glossary.yaml term / acronym definitions
phases/ restructuring / investigation logs
tools/ btconsole.py (MP console emulator), map/resource scanners
run/ run.cmd helper
CLAUDE.md knowledge-base ROUTER — identity, protocols, quick-lookup, conventions
Prerequisites
- Visual Studio 2019 BuildTools (MSVC v142, x86). The Community install on the original dev box was broken, hence the explicit BuildTools instance in the configure line below; adjust to your install.
- CMake ≥ 3.20.
- Legacy DirectX SDK (June 2010) — the engine uses
d3dx9/dinput/dxerr, removed from the modern Windows SDK. Default pathC:/Program Files (x86)/Microsoft DirectX SDK (June 2010); override with-DDXSDK=<path>. (The installer may throw a harmless S1023 error — dismiss it; the SDK headers/libs install before the failing redist step.)
OpenAL/libsndfile import libs + DLLs are vendored under engine/lib/; the DLLs are copied next to
the exe automatically at build time.
Build (32-bit / Win32)
cmake -S . -B build -G "Visual Studio 16 2019" -A Win32 ^
-DCMAKE_GENERATOR_INSTANCE="C:/Program Files (x86)/Microsoft Visual Studio/2019/BuildTools"
cmake --build build --config Debug
Must be Win32 — the DirectX SDK link libs are Lib/x86. The link uses /FORCE: the 1995
headers define free functions/globals without inline/extern, so identical symbols appear in
many translation units (~124 LNK2005); /FORCE:MULTIPLE keeps the first. UNRESOLVED tolerates
a dead offline-tool factory in mech3.cpp that is never called at runtime. (Cleanup task: move
those definitions to single TUs + neutralize the dead factory, then drop /FORCE.)
Run
run\run.cmd REM boots DEV.EGG (grass / day)
run\run.cmd DBASE.EGG REM any egg in content/
The working directory must be content/ (the engine resolves BTL4.RES, VIDEO\,
BTDPL.INI, and eggs relative to cwd); run.cmd handles that. Maps available in BTL4.RES:
cavern grass rav polar3 polar4 arena1 arena2 dbase — switch via a copied egg's map= field.
Useful env-var flags (default OFF unless noted)
The authentic stack (gait, collision, real controls) is default-on; set =0 to fall back.
Debug/harness flags: BT_FORCE_THROTTLE=1 (auto-walk), BT_SPAWN_ENEMY=1 (spawn a target dummy),
BT_FORCE_FIRE=1 (auto-fire), BT_HEAPCHECK=1 (whole-heap validation — slow), BT_BSL=0 (legacy
texture decode), BT_DEV_GAUGES=1 (render the cockpit MFDs in a dev window), BT_LOG=<file>.
Interactive: WASD drive, Space/Ctrl fire, X all-stop. The complete env-gate table is in
context/decomp-reference.md §6 (routed from CLAUDE.md).
Multiplayer (two instances, one box)
instance A: btl4.exe -egg MP.EGG -net 1501 (BT_LOG=mp_a.log)
instance B: btl4.exe -net 1601 (BT_LOG=mp_b.log)
console: python tools/btconsole.py MP.EGG 127.0.0.1:1501 127.0.0.1:1601
-net <port> enables networked mode; the console emulator delivers the mission egg and the launch
command. Entity + movement replication works; cross-pod combat is in progress.
Status & continuing the work
The engine, renderer, audio, HAL, build, locomotion, collision, damage, render fidelity, the full
cockpit gauge / MFD system (every config binding resolves + every widget builds), and the
projectile / missile weapon families are done. Active fronts: per-subsystem polish (the gyroscope
integrator; the 0xBD3 message manager that gates the valve / status-message control routes) and
cross-pod MP combat. reference/decomp/ holds the raw pseudocode every reconstruction is verified
against.
Start with CLAUDE.md — it is the router into the progressive knowledge base: a quick-lookup
table pointing to the context/*.md topic files (loaded on demand), the evidence-tier and
convention rules, and context/open-questions.md for what's deferred / next. The complete
pre-restructure history is preserved verbatim in docs/PROGRESS_LOG.md; docs/*.md holds the
detailed running ledgers.