Adversarially-verified audit (18 agents) against the task #46-#56 landings: MP/current-state understatements, superseded punch readings, retired env gates, dead paths, line-cite drift; env-gate hub table completed. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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id, title, status, source_sections, related_topics, key_terms
| id | title | status | source_sections | related_topics | key_terms | ||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| reconstruction-method | Reconstruction Method — the loop, the no-stand-ins rule, decomp technique | established | PROGRESS_LOG.md §10b, §5a (decompilation), §10c |
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Reconstruction Method
How the missing BT game logic is rebuilt from the binary. The governing rule: no stand-ins.
Full detail: docs/PROGRESS_LOG.md §10b; the systemic bug classes are reconstruction-gotchas.
The loop (per feature)
- Read the RAW decomp
reference/decomp/all/part_*.cfor the relevantFUN_xxxx. - Map
FUN_/DAT_/this+0xNNto engine symbols using: the BT headers + the WinTesla MUNGA source +game/reconstructed/CLASSMAP.md+ RP's parallel code (VTV≈mech, WEAPSYS≈weapons). - Write the real reconstruction into
game/reconstructed/*.cpp. - Build; run env-gated; read
btl4.log(grep[anim]/[drive]/[target]/[fire]/[damage]markers). - cdb on any crash.
static_assert-lock the layout against the binary's offsets. [T2]
RULE: no stand-ins
The full game logic IS in the pseudocode (the binary ran the game); a "gap" is a reconstruction
stub not yet filled, not a hole in the original. Never write stand-in/placeholder logic for an
apparent gap — read the decomp. (User: "there are no gaps, just work to be done.") Bring-up
scaffolding (the BT_AUTOFIRE/BT_AUTODRIVE/BT_GOTO env harness; historically
explosion-for-beam and a player-gated drive, since replaced by the real reconstructions) is
clearly MARKED and meant to be REPLACED by the real reconstructed system, never to substitute
for reading the decomp. [T2]
Decompilation stack (established)
- Ghidra 12.1.2 + JDK21 are an EXTERNAL install (
tools/holds only python utilities); the headless scripts live inreference/ghidra_scripts/(ExportBTSource.java,DecompVSS.java,ExportAll.java).ExportBTSource.javarun headless onBTL4OPT.EXE→ decompiled C inreference/decomp/(bt_<src>.cpp.cassert-anchored files; bulk pseudocode inreference/decomp/all/part_*.c). The pass is assert-anchored (few funcs/file — anchored on the asserts that carry source paths). [T2] - For a
FUN_the assert-anchored exporter skipped:tools/disas2.py <VA> [len](capstone disassembly ofBTL4OPT.EXE— recovers x87 math Ghidra drops, folds known calls + float constants). OrDecompVSS.java(headless address-list decompiler). [T2] - Resolving a
.datafn-pointer (aPTR_LAB_xxxxcallback/vtable slot the decomp didn't export): PE-parse the DWORD at its VA, then capstone-disassemble the target. Used for the gait callbacks (@0x4a6d8c), the valve handler (@0x4ae464), gauge widget slots. [T2] .datafloat constants are the biggest "couldn't recover" bucket (tuning values); read them as the x87 80-bitfloat10the decomp uses, not 32-bit float (scratchpad/rdtbyte.py). [T2]
Effort model (honest)
~0.5-1.5 hr/module → ~30-50 agent-hours + human review for ~40 modules, with a long tail (modules
with no surviving .HPP fragment, or split across decomp windows, cost more). Process upgrades:
per-class function lists (not address clusters), complete vtable rows, recover .data constants. [T3]
Workflows (for scale)
For exhaustive multi-function decomp analysis, fan out a read-only Workflow (understanding phase — one agent per function/class produces an offset map + findings, + an adversarial verify), THEN implement hands-on so each change is visible + consistent. This is the §10c pattern; used for the ground-model decode (10 agents), the alarm-unification (8), the gauge-widget decode (6). [T2]
Key Relationships
- Bug classes: reconstruction-gotchas (check FIRST). Reference data: decomp-reference.
- Why it's needed: source-completeness.