Operator report: "if a player disconnects from the console, it leaves their name
up in the roster ... it should turn their seat back to empty." I had not noticed
or fixed this -- the earlier review raised adjacent roster issues (lights mapped
through the untrimmed tag list after a trim) but not this one.
CAUSE. The GUI only ever WROTE walk-up names into the table. On a disconnect
the relay pops seat_info, the write-back loop hit `if not info: continue`, and
the cell kept the departed callsign for the rest of the session -- while the
pilot light beside it correctly said "waiting". So the table and the light
disagreed and a free seat looked occupied.
Two changes, because the relay's two seat-clearing signals are NOT symmetric:
* SessionMonitor now pops seat_info when a pilot goes idle from EITHER signal.
"PLAYER n LEFT" is only printed inside the beacon-close branch gated on
`if seat not in self.by_host` (the relay's own comment: "never claimed:
player left"), so a player who was fully REGISTERED and then dropped
produced only `game[...] dropped` -- the common case, and the one that left
the name up. Keying "seat is empty" off LEFT alone could never have worked.
* _refresh_pod_status stashes the operator's configured callsign/mech PER
OCCUPANCY when a seat fills, and restores it when the seat empties.
Per-occupancy rather than once at egg load, so an edit the operator makes
while a seat is empty is respected instead of being overwritten by a stale
snapshot.
It restores the CONFIGURED PILOT, not a literal blank, deliberately: that cell is
editable and is what gets written to the egg on Save, so a placeholder like
"-- empty --" would end up in the mission file. The "unoccupied" signal is the
grey `waiting` light beside it.
NOT CHANGED, and explained instead: a vacated seat is held for its player for 90s
(seat_reclaim) so a crash or a reconnect returns them to the same seat and mech.
Assignment skips claimed/reserved/reclaim-held seats, so a brand-new joiner in
that window gets the next free seat, or ROSTER FULL if there wasn't one; after 90s
the seat is fair game. The operator said they were happy with players keeping
their seat/address, so this stays -- it is now documented in both docs rather than
silently removed.
VERIFIED: scratchpad/test_operator_roster.py (new, 14 checks) drives the REAL Qt
widget offscreen and feeds it the REAL relay log lines: a walk-up name appears;
after REGISTERED then `dropped` the light returns to waiting AND the seat shows
the configured pilot again; the seat is reusable by a different player and clears
for them too; the `PLAYER n LEFT` path clears it as well; an operator edit made
while the seat was empty survives an occupancy; and a neighbouring row is never
touched by another seat's traffic. Other suites still pass (rearm 19/19, net
17/17); checkctx CLEAN.
Co-Authored-By: Claude Opus 5 (1M context) <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.
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.