CydandClaude Opus 5 02b1b50e45 RGB keyboard lamp mirror + the shipped controls reference
KEYBOARD LAMP MIRROR (L4KEYLIGHT).  Ported from RP412, itself a port of vRIO's
KeyboardLampMirror.  Keys bound to a lamp address in bindings.txt glow with the
panel palette through Windows Dynamic Lighting -- yellow for the map's side
columns (0x10-0x1F), red for the rest -- flashing in step with the on-screen
buttons (its LampLevel copy matches the FIXED BTLampBrightnessOf).  Per-key
boards light each bound key; zone-lit boards mirror the strongest lamp
board-wide.  All WinRT runs on a private worker thread: watcher, claim, and a
100 ms paint loop that repaints only on change.

RP412's packing hazard does NOT transfer: it forces default struct packing there
because its engine is /Zp1, which would break the WinRT ABI.  BT411's BT_OPTS
carries no /Zp, so only the dialect flags are needed -- /std:c++17
/permissive- per-file, since the project otherwise builds C++14 /permissive.
The scalars-only interface is kept anyway so the isolation survives if packing
is ever added.

Wired in PadRIO: map built from bindings.keyBindings (ActionButton binds only,
first-binding-wins per key), fed from PadRIO::SetLamp, stopped in the dtor
(which hands the LEDs back to Windows).  BT_KEYLIGHT=0 opts out; a machine
without Dynamic Lighting logs once and stays dormant.

Verified live: claimed this machine's 24-zone keyboard and mirrors 25 bound
keys; BT_KEYLIGHT=0 and the pod profile produce zero keylight lines and run
clean.

SHIPPED CONTROLS REFERENCE.  docs/CONTROLS.md carries the keyboard table plus
the full 72-BUTTON POD MAP, grouped by the display each bank surrounds, with the
coolant-valve detent warning (1-5-50-CLOSED, one press past max shuts the loop)
and the jam/eject procedure.  mkdist flattens it to ASCII as CONTROLS.txt at the
zip root, the README's own idiom.  players/README.txt gained pointers to it, to
environ.ini, to -fit, and to the RGB mirror.

KB: context/glass-cockpit.md and docs/GLASS_COCKPIT.md updated for the whole
branch -- layout modes, L4RIOBANK and the under-glass rule, the letterbox fit
and its ordering trap, player-tunable displays, the measured legend grid, the
closed dead-button backlog, and this mirror.

Verified: five-mode regression (surround/exploded/dock/pod/dev) boots and
simulates with zero faults; mkdist writes a 5149-byte pure-ASCII CONTROLS.txt.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-26 02:24:30 -05:00

BattleTech 4.11 (bt411)

A standalone Windows port of Virtual World Entertainment's arcade BattleTech (Tesla platform, release 4.10, ~199596), 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.

Versioning

4.10 = the 1995 arcade release. 4.11 = this win32 reconstruction. Dev builds are 4.11.<build> where <build> is the git commit count — monotonic and zero-maintenance — plus the short commit hash (4.11.311 (980c9cd)); a trailing + on the hash means the exe was built from an uncommitted working tree. The stamp regenerates every build (tools/btversion.cmakebuild/btversion.h) and shows in the boot banner (btl4.log line 2) and the window title. To identify any player's build, ask for the title bar or the top of their btl4.log.


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 path C:/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, A/D turn, Q/E torso twist, R/F torso pitch aim, Space / 1-4 fire, X all-stop, V view, M control mode. An Xbox-type controller works out of the box. All bindings are user-editable in content/CONTROLS.MAP (delete it to restore the compiled-in WASD default; content/CONTROLS_NUMPAD.MAP is an alternate profile). The complete env-gate table is in context/decomp-reference.md §6 (routed from CLAUDE.md); controls/pad details in context/pod-hardware.md.

Multiplayer

Modern path (relay + operator console). Pods make ONE outbound connection to a relay/console, so internet play needs no per-player port forwarding and CGNAT-safe LAN discovery just works. Run the operator station:

python tools/btoperator.py    # PySide6 GUI: build the mission egg (validated dropdowns),
                              # start the relay, watch pods arrive, assign seats, LAUNCH,
                              # end the timed mission, export player join.bat scripts

Players run one universal join.bat (internet, seat assigned by the relay) or join_lan.bat (same LAN, auto-discovers the console) or play_solo.bat (offline practice) — see players/. The pod waits patiently if the session isn't up yet. Full architecture, wire format, and the D1 relay/UDP design: context/multiplayer.md.

Legacy mesh (two instances, one box), still supported:

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. Verified end-to-end: full entity/movement replication, cross-pod combat + kills, per-pilot paint + callsigns, timed missions, 4-pod live sessions, and a spectator/broadcast camera seat (hostType=1 vehicle=camera) with auto-directed coverage and a live ranking window.

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.

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