arcattackandClaude Fable 5 18d49491b7 Reticle Execute @004cdcf0 RECOVERED: every HUD instrument now live (task #37)
The one un-exported gap in the reticle chain, read via capstone
(tools/disas2.py; the annotated disasm preserved at
reference/decomp/reticle_execute_004cdcf0.disasm.txt). Draw() is now a
transcription of the real per-frame logic, and the HUD attr-table names
(hud.hpp ids 4/5/6/8/A/B/C/D) are CONFIRMED by their Execute usage:

- Range ladder: BAR from ladder-top to the caret + caret translate.
- The bottom 21-tick tape is the TORSO-TWIST indicator (NOT heading):
  deflection = -/+(span/2) x (RotationOfTorsoHorizontal / twist limit),
  attrs 4/5/6. Fixed-torso BLH reads centred -- authentic static.
- The circle-with-stem is the COMPASS (attr 0xD, rad->deg rotation) at
  (botX, botY - 3*tickMajor - 0.03), with the THREAT trail (attr 0xC)
  in its rotated frame: 0.05-unit attack-direction marks, fresh < 2s
  red, expiring at 6s. Port feed: player TakeDamage pushes the impact
  direction (dormant vs the passive test dummy).
- Pips (composed into subB6): hidden when destroyed (attr 1 == 1), LIT
  when the fire cycle is LOADED (attr 0x1c == 2; port source
  rechargeLevel >= 1) else the dark charging ring; filtered by the
  weapon-GROUP bits (weaponMode & elementMask&0xF). Range plays NO part
  (the stored TargetWithinRange slots are never read by Execute).
- Lock ring: subB9 at frame centre SPINNING 4 deg/frame while locked
  ([0x9d] is the spin matrix, not a heading list).
- Target HOTBOX: a rectangle hugging the projected extents (x+-4 around
  the top-centre hotbox point, +1/-11.5 vertical; baked K=2.8145 -- the
  port projects through the live per-axis projection), switching to the
  edge arrows past +-1.6 or behind (BTProjectHotBox, L4VIDEO).
- Reticle state Off/On + PrimaryHudOn full-HUD/simple-X switch, aim
  translate on slew move, 3D marker + PNAME player-name mesh identified
  (chain still deferred).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-08 22:38:50 -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.


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, 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.

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