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BT411/context/open-questions.md
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arcattackandClaude Opus 4.8 40fdceaf65 context: mech+0x190 IDENTIFIED = the owning BTPlayer (Mech::GetPlayerLink)
The valve/Myomers 'gates' (FUN_004ac9c8 / FUN_004ad7d4) read the owning BTPlayer's
+0x274 / +0x260 (mech+0x190 = the player, bound by FUN_0049f624). So there's no new
subsystem to build -- the wiring is 2 gate accessors -> GetPlayerLink() named members.
Open: the true semantics of player+0x260/0x274 (scoring names showKills/roleClassIndex
may not match the gate use) + the FUN_004ad7d4 HeatModelActive-vs-OwnerAdvancedDamage
label conflict + these are likely MODE flags authentically-off in the basic mission.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-07 22:57:18 -05:00

7.1 KiB

id, title, status, source_sections, related_topics
id title status source_sections related_topics
open-questions Open Questions — deferred systems, unknowns, get-from-Nick living CLAUDE.md §9; docs/HARD_PROBLEMS.md; per-subsystem deferral notes
source-completeness
subsystems
multiplayer
combat-damage
locomotion

Open Questions

Known unknowns + deliberately-deferred systems. For each: what's known, what's missing, what would resolve it, status. Deferred ≠ broken — most are marked-and-guarded stand-ins with the authentic path scoped.

From Nick (external — gating for some paths)

  • [GATING] The BT game SOURCE CODE — the missing implementation .cpp (mech, subsystems, mapper, HUD, app; see source-completeness). Without it, Route A (recompile original) is impossible; we reconstruct from the binary instead. Likely on a backup/dev drive. Status: OPEN.
  • Confirmation the PodPC image is the complete content master. (Low priority — the runtime BTL4.RES already has 8 maps + the full mech anim set.) Status: OPEN.
  • Pod specifics for Phase 8: the 7-monitor driver setup, the RIO cockpit I/O protocol, current Win10+wrapper pod config. Status: OPEN.

Deferred subsystems / feeds (authentic path scoped, marked in code)

  • 0xBD3 SubsystemMessageManager (WAVE 8) — a per-mech damage/explosion consolidation hub (ConsolidateAndSendDamage Performance @0049b784, weaponExplosions queue, CommonDamageInformation; messmgr.hpp). ctor FUN_0049bca4 (vtable 0x50b954, installs a Performance → ticks). The factory caches it to Mech[0x10d] = byte 0x434. What wiring it needs: an untangle — our reconstruction MISLABELED Mech[0x10d] as controlsMapper and mech4's live drive reads it as the mapper, so the real messmgr can't land there until the drive is re-pointed to the true mapper (roster slot 0, installed by SetMappingSubsystem/MakeViewpointEntity; a MechRIOMapper). Payoff = authentic damage/explosion consolidation (a COMBAT-fidelity improvement) + fixing the mapper/messmgr conflation. ⚠ CORRECTION (verified 2026-07): 0xBD3 does NOT gate the valve/Myomers/MessageBoard — those read a DIFFERENT object at mech+0x190 (both FUN_004ac9c8 the valve guard →+0x274 and FUN_004ad7d4 the Myomers gate →+0x260 deref owner+0x190, which ≠ the 0x434 messmgr cache). The earlier "0xBD3 gates 4 things" note was wrong.
  • mech+0x190 IDENTIFIED (2026-07): it is the owning BTPlayer (Mech::GetPlayerLink(), MECH_OWNING_PLAYER; ENTITY.h:430). Set by FUN_0049f624 (the mech↔player bind: mech+0x190 = player AND player->playerVehicle(+0x1fc) = mech), which resolves the player from the mission player registry (app+0x2c+0x54, FUN_0041fd18) by the pilot key. The valve/Myomers "gates" read the owning player's fields at player+0x260 and player+0x274 (the reconstruction maps this block as showDamageReceived@0x25c / showKills@0x260 / showDamageInflicted@0x264 / roleClassIndex@0x274 in btplayer.hpp — from the SCORING work, so the names may NOT match the gate semantics; the true meaning + the WRITER of player+0x260/0x274 are not yet pinned — part_013.c:4553-4660 is the TorsoSimulation, a different object, not the setter). So there is NO new subsystem to build. The wiring (small): point MechSubsystem::IsDamaged() (FUN_004ac9c8, valve guard) at GetPlayerLink()->(0x274) and Myomers::OwnerAdvancedDamage() (FUN_004ad7d4) at GetPlayerLink()->(0x260) — via NAMED members (databinding trap: our BTPlayer layout ≠ binary; do NOT raw-read player+0x260). ⚠ Resolve first: (a) a naming conflict — FUN_004ad7d4 is labeled BOTH HeatModelActive (heat.hpp) AND OwnerAdvancedDamage (myomers.cpp); re-verify which body is which; (b) the true semantic of player+0x260/0x274 vs the scoring-derived showKills/roleClassIndex names. NOTE: these are MODE flags — in the basic test mission the inert Myomers / dormant valve is likely AUTHENTIC (advanced damage off); wiring makes them RESPOND when a mission enables the mode, not necessarily change the basic-mission behavior. The MessageBoard feed is separate (StatusMessagePool, below).
  • StatusMessagePool (NULL stub, btstubs.cpp:62) — the per-player status-message queue. BTPlayer+0x1dc is never populated → MessageBoard is empty (authentic for bring-up). What resolves it: wire the pool + decode AddStatusMessage @0042e580 + the Player__StatusMessage record ({messageId@+0xc, nameEntity@+0x10}).
  • Gyroscope (0xBC4) — layout + joint-I/O reconstructed, but the ctor field-init + the two integrators (IntegrateEyeJoint @004b2ec0 / IntegrateBody @004b30ec) are incomplete → writes NaN to the root joint. Reverted to a stub. A full subsystem-sim reconstruction (bigger than Torso).
  • MechControlsMapper look/eyepoint commit — reconstructed but its offsets collide with declared members; arbitrate before enabling (no port consumer yet). The fire-trigger-through-mapper is still the gBTWeaponTrigger bring-up.
  • Myomers authentic coupling — the structural un-stub is INERT (mover feed + heat-gen no-op). Real coupling needs the 0xBD3 advanced-damage gate + MoverAttach routing into the LIVE JointedMover (must be reconciled with the gait cutover first).
  • SeekVoltageGraph — 4 Seek* attrs unpublished (a cluster-child, not config-called; non-blocking).

Locomotion / combat polish (non-gating)

  • Authentic per-mech TURN-RATE constant (currently a bring-up constant rate).
  • Body-callback gimp handlers (states 16-19, targets 0x70b2/0x7161 undecoded → fall back to stand); airborne callbacks (FUN_004a6344/FUN_004a7970).
  • Wall-block-vs-climb tuning; collision DAMAGE application (computed, not applied in bring-up).
  • Death: reconstruct DeathShutdown (RP VTV::DeathShutdown analog) + collapse anim + destroyed skin. The wreck-stays behavior we ship is faithful; do NOT issue DestroyEntityMessage on death.

Multiplayer (Phase 7 / P6)

  • Cross-pod COMBAT (target a replicant + route damage to the owning master).
  • Replicant GAIT animation (replicants don't animate joints yet — derive from replicated velocity).
  • The pod-LAN config (real IPs, bare-IP pilot entries). The WinSock2 TCP stack (L4NET.CPP) is reconstructed + smoke-tested on one box (two instances share a world, movement replicates).

Rendering follow-ups (non-blocking)

  • Replacement-LOD selection for NON-additive multi-LOD models (needs the board's hot-spot/ reference-point semantics; leads: s_dplobject.lod_ranges[16]/lod_hot_spot, 0x2047/0x2048).
  • Day/night MATERIAL path priority (BMF/IMG) — infrastructure done, gated BT_MATPRI (over-applies to shared terrain mats); needs the terrain-material model understood.
  • RGBA4444 alpha (TREE.BSL cutout) decoded but not alpha-tested outside punch batches; VTX/TGA paths.

Content build sub-project (low priority)

  • Lab/other-build maps (des/burnt/frstrm) are source-only (.map in CONTENT/BT/MAPS/); would need compiling into a RES via the DOS btl4tool.exe. The 8 RES maps cover testing.

Key Relationships

  • Feeds from: every subsystem/render topic (their deferral notes collect here).
  • Gating master: source-completeness (the missing BT source).