arcattackandClaude Opus 5 48d47ef806 #45 review pass: correct three claims the fix's own comments got wrong
An adversarial review of the change returned NO BLOCKERS but caught three
statements that were wrong or unverifiable.  All three are corrections to my own
comments/docs, not behaviour changes -- the verified binary is unchanged.

1. The phantom-kill note had the ORDERING backwards.  It claimed the owner's
   record "overwrites it on the next record -- the phantom stops being visible".
   The engine's event priorities run the other way: an inbound update record is
   posted at UpdateEventPriority == MaxEventPriority and drained by
   ExecuteBackgroundTask, while the rerouted score message sits at
   EntityManagerEventPriority == DefaultEventPriority and is popped later -- so
   the correction usually lands FIRST and the phantom AFTER it.  The artifact is
   BOUNDED, not masked: on the killer's pod only, that victim's KILLS reads +1
   until the next record, i.e. <= one 2s heartbeat instead of "until the victim
   next scores or dies".  Swept in btplayer.cpp, KD_SCOREBOARD_PLAN.md and
   RECONCILE.md.

2. The corpus figures were not reproducible, and were mis-tiered.  I cited
   "125 of 125 SCORE type=2 over 255 node-logs" and "0 of 8800 DMG rows" -- true
   when measured, but the corpus is append-only and this fix's OWN verification
   runs grew it from ~255 to 425 files, so nobody can re-derive them.  Replaced
   everywhere with invariant RATIOS that hold at any corpus size, re-measured
   here:
     * 0 of 18818 DMG rows are inst=R (damage is applied master-side only)
     * 439 of 439 DEATH inst=R rows read killer=0:0 killdmg=0.000, against
       0 of 225 inst=M rows (sole lastInflictingID writer: mech.cpp:746)
   Also re-tagged T1 -> T2: log-corpus field evidence is T2 per the CLAUDE.md
   tier table.  Lesson recorded in the banner: cite ratios, not counts, for a
   corpus your own rigs append to.

3. The recordLength guard's justification was wrong (and the plan's risk 5 with
   it).  A short legacy record does NOT desync the stream -- both sides advance
   by the WRITER's stamped recordLength and no reader asserts a length.  The real
   hazard is a read PAST THE ALLOCATION: an inbound update message lives in a
   per-event heap block sized from messageLength, so on a TRAILING legacy record
   the two new fields would be read off the end of it.

Plus: the record struct's own field comment still said "deathCount -- the DEATHS
column", the exact wrong-field belief #45 removed, sitting on the wire struct.

Filed the review's other finding on #60: a SECOND decomp export gap, index
jumping FUN_0049fe80 (ends 0x49ffc8) -> FUN_004a1232, 4714 unexported bytes
containing Mech::TakeDamageMessageHandler @0x4a0230 -- the producer of every
score and death message in the game.  Verified independently against
functions_index.tsv before posting.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-25 22:15:06 -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.

S
Description
No description provided
Readme
151 MiB
Languages
C++ 52.1%
C 34%
1C Enterprise 9.4%
Python 3.7%
Batchfile 0.2%
Other 0.4%