THE GAP: Mech::Reset sweeps every subsystem with the virtual DeathReset (mech4.cpp:1789), but only 7 weapon/ammo classes overrode it -- the entire heat/coolant/power family fell through to the empty Subsystem::DeathReset base (SUBSYSTM.h:161), so the respawn reset was a SILENT NO-OP for them. All the ResetToInitialState bodies already existed; nothing ever called them. Hence the field report: 'respawned with drained coolant'. Added DeathReset forwarders (ResetToInitialState is not virtual, so each class with its own body needs one): HeatableSubsystem, HeatSink, Condenser, PoweredSubsystem, Generator. HeatSink's also serves Reservoir -- the coolant tank -- which has no body of its own; that is the one that refills coolant. TWO MIS-TRANSCRIPTIONS FIXED, both verified against the binary with capstone: 1. HeatSink::ResetToInitialState chained HeatableSubsystem::ResetToInitialState with the comment 'FUN_004ac22c'. But @004ac22c is Subsystem's terminus -- disassembled: it reads the damage zone at this+0xe0, clears zone+0x158, and Set_Alarm_Levels zone+0x10 and this+0x2c to 0. And the binary's HeatSink @004ad760 calls only @004ad884 (ClearHeatFilter), @004ad7f0 (UpdateHeatLoad) and @004ac22c -- never HeatableSubsystem. Worse, HeatableSubsystem's body sets currentTemperature = 300.0f, CLOBBERING the startingTemperature that HeatSink assigned four lines earlier. Dropped the call; the terminus work is already done for every subsystem by MechSubsystem::RespawnRepair (mech4.cpp:1790). 2. Generator::ResetToInitialState chained HeatableSubsystem and set outputVoltage = 0 -- which matches GNRATOR.TCP, but BT's BINARY DIVERGES from the TCP source, and the binary is what shipped. Disassembled @004b215c instruction by instruction: it chains HeatSink (so the coolant refill DOES run for a generator), then generatorOn=1, startTimer=0, stateAlarm 0 then 2, **outputVoltage = ratedVoltage**, coolantAvailable=1, coolantFlowScale=1.0, startTimer=startTime. Every offset matches our declared members exactly. The old version brought generators back from a respawn at ZERO output voltage, so energy weapons could never charge -- no recharge ring, no ready dot, nothing damaged. That is a strong candidate for #54 (David's three dead lasers). LIVE VERIFICATION (sim3.py, 3 mechs + force damage): 4 death/respawn cycles, and every heat sink logged coolant == capacity on every respawn, with temp restored to startingTemperature (77) rather than the clobbered 300. Left as a silent regression guard that only speaks if a respawn leaves coolant short. KNOWN REMAINING [T3, noted in code]: Condenser's body chains HeatableSubsystem rather than HeatSink, so a coolant loop's VALVE DETENT may still persist across a respawn -- the binary's Condenser reset is not yet decompiled. Do not claim valves are fixed. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_0166KTsC7ADm7VXEi1HF1jNg
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.
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.cmake → build/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 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, 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.