Re-disassembled the unexported gap 0x4b2980-0x4b2d8b byte-exact (capstone over
section_dump.txt) and reconstructed Gyroscope::ApplyDamageResponse:
- zero-damage + Collision(type 0) no-op; hit direction = Damage::damageForce
or a RANDOM horizontal fallback when ~zero (per-component sign roll then
value roll -- binary-legal until senders fill damageForce)
- direction rotated by the yaw-only torso-twist frame (placeRot=(0,twist,0)
-> euler->matrix, the FUN_00408744 raw row-dot reproduced verbatim)
- per-type scaling amount / damageMultiplier[type] * damageResponse[type]
.{trans,pitchRoll,yaw,vibration}; Explosive alone multiplies burstCount;
each clamped at 1.3f
- four kicks: impulse(trans, dir), torque(pitchRoll, dir), impulse(vibration,
vibrationDirection@0x390) and verticalImpulse(yaw, dir)
Layout corrections (byte-verified): gyro+0x390 is ONE Vector3D vibration axis
init (0,1,0) -- was mis-split as scalars animationOffset/Scale/Phase; mech
+0x5c4 is a FLOAT rumble-period countdown (gyroRumbleTimer) -- was mis-typed
int clipLoadGuard.
Call sites wired (binary-gated):
- take-damage hub: mech.cpp TakeDamageMessageHandler, FIRST action (@0x4a0264
in hub FUN_004a0230) -- an invalid-zone hit still bounces
- crushable-icon crunch: mech4.cpp, torque 0.4 along the bounce delta-v + up
impulse 0.2 (@4aa81e/@4aa86c)
- firing recoil: projweap.cpp FireWeapon, damage>3 -> impulse (0,0.6,-1.5)
x damage/16 (@4bc136-4bc19c) via the new Mech::GetGyroSubsystem accessor
DEFERRED (recorded in KB with the byte recipe): the alternate-gait engage
jolt + 0.4s rumble (@4aa158-4aa365) -- its gates are [T3]-flagged and it
mutates the #49/#50-stabilized gait machine.
Verified live: [gyro-dmg] fires per hit with correct type scaling; eyePosition
shows the damped bounce (ramp to ~0.015u, oscillating Y, decay to zero); kill
chain un-regressed; no NaN.
Also recorded in KB: the OFFSET-COCKPIT verification -- Thor's authored
jointeye tranx=+1.13 matches its canopy X-center exactly AND our in-game eye
reproduces it to the hundredth (the placement model is correct per-mech); and
the playable roster is 8 models (strider/raptor/firstrtr/blkjack have assets
but no model resource -- BT_FORCE_MODEL with those names = NULL-resource AV,
cdb-verified, not a code bug).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
14 KiB
id, title, status, source_sections, related_topics, key_terms, open_questions
| id | title | status | source_sections | related_topics | key_terms | open_questions | |||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| decomp-reference | Decomp Reference — resource types, ClassIDs, offsets, addresses, env gates | established | CLAUDE.md §10c; game/reconstructed/CLASSMAP.md; reference/decomp/all/part_*.c |
|
|
|
Decomp Reference
The quantitative hub for the reconstruction: resource-type enum, ClassID map, mech struct
offsets, key FUN_ addresses, and env gates. Cite a section here rather than re-deriving.
Everything is [T1] (decompiled + byte-verified) unless tagged otherwise. The living
source-of-truth is reference/decomp/all/part_*.c; the class map is
game/reconstructed/CLASSMAP.md.
1. Resource lookup
ResourceFile::FindResourceDescription(name, type, index=-1) (FUN_00406ff8 = find-by-type-and-name;
FUN_00407064 = SearchList(resourceID, type)). Lookup is by NAME or by ID. Mech::ResolveAnimationClip(prefix,suffix) builds a name and calls it.
⚠ A clip_id from ResolveAnimationClip is a DIRECT resource ID → FindResourceDescription(clip_id),
NOT SearchList(clip_id, 16) (which treats the arg as a LIST → walks garbage → AV). [T1]
Resource type enum
| Type | Value | Holds |
|---|---|---|
| SkeletonStream | — | .SKL skeletons |
| DamageZoneStream | 0x14 | damage-zone records (Mech ctor reads count + array) |
| ModelList | 18 | model/mech names (bhk1, madcat, …) |
| AnimationResourceType | 16 (0x10) | animation clips (lowercase: blhrrl=904, blhrrr=905, blhwwli=910, blhrrli=916) |
| damage-zone segment list | 0x14 | per-zone segment list |
| critical-subsystem segment | 0x1e | crit subsystem segments |
Animation clip names in BTL4.RES are lowercase. [T1]
2. ClassID map (subsystem factory)
Base 3000 = 0xBB8. The factory switches on the resource ClassID; the case <Name>ClassID
LABELS are systematically mislabeled — trust the // FUN_004xxxxx ctor-address comment
reconciled via CLASSMAP.md, not the case label. [T1]
| ClassID | Real class | ctor @ | Notes |
|---|---|---|---|
| 0xBB9 | Mech | @004a2d48 (Mech::Make) |
sizeof 0x854 (binary); reconstructed 0x638 |
| 0xBBD | Condenser | @4ae568 | valve; case="?" |
| 0xBBE | AggregateHeatSink (heat-sink BANK) | @4ae8d0 | GUID 0x50e590, sizeof 0x1E4; case=SensorClassID |
| 0xBC0 | Reservoir | @4af408 | case=Condenser |
| 0xBC1 | Generator | @4b… | power bus |
| 0xBC2 | PoweredSubsystem | @004b0f74 | sizeof 0x31C |
| 0xBC3 | Sensor | — | case=MyomersClassID |
| 0xBC4 | Gyroscope | @004b3778 | DEFERRED (NaN integrator; reverted to stub) |
| 0xBC5 | Torso | @004b6b0c | sizeof 0x280; case=SinkSource |
| 0xBC6 | Myomers | @4b8fec | case=Actuator; INERT un-stub |
| 0xBC8 | Emitter | @004b1d18 | sizeof 0x478; energy weapon |
| 0xBCB | AmmoBin | — | case=JumpJet; sizeof 0x22C |
| 0xBCD | ProjectileWeapon | @4bc3fc | sizeof 0x448 (case≠ this — see VDATA.h) |
| 0xBCE | GaussRifle | @4bdcb4 | : Emitter; FireWeapon is a no-op in this build |
| 0xBD0 | MissileLauncher | @4bcff0 | sizeof 0x44C |
| 0xBD3 | SubsystemMessageManager | @0049bca4 | damage/explosion consolidation hub (ConsolidateAndSendDamage, weaponExplosions); cached to Mech[0x10d]=0x434 (recon MISLABELS it controlsMapper; the drive squats there — the real mapper is roster slot 0). NOT the valve/Myomers gate (that's the owning BTPlayer @mech+0x190). WAVE 8 = untangle + damage-hub. |
| 0xBD4 | PPC (: Emitter) | — | same FireWeapon as Emitter; factory calls it GaussRifle |
| 0xBD6 | HUD | — | alloc 0x2a4; case=MechDisplay-ish |
| 0xBD8 | Searchlight | — | case=LegSubsystem |
| 0xBDC | MechTech | — | alloc 0x104 |
| 0xBDE | ThermalSight | — | case=MechDisplay |
Identify a class at runtime with sub->GetClassID() (== sub+4). [T1]
Class hierarchy (the two branches that share only MechSubsystem)
- Heat leaf:
PoweredSubsystem : HeatSink : HeatableSubsystem : MechSubsystem(Emitter/PPC/Sensor/Myomers/weapons chain here). [T1] - Watcher branch:
Torso/Gyroscope/Searchlight/ThermalSight/HUD : PowerWatcher : HeatWatcher : MechSubsystem;AmmoBin : HeatWatcher. Uses a 0xC connection + 0x54 alarm (NOT the 4/8-byte heat-leaf types). [T1]
Derivation-tag addresses (FUN_0041a1a4(obj, tag) = IsDerivedFrom)
| Tag | Class | Evidence |
|---|---|---|
| 0x511830 | MechWeapon::ClassDerivations | The reticle AddWeapon loop (part_014.c:5386) hard-aborts on missing WeaponRange/PipPosition/… attrs for every member; part_012.c:9344 counts ready weapons; the Mech ctor roster at this[0x1ef] (weaponRoster, ex-mislabel "poweredSubsystems") ORs weapon capabilityFlags@+0x334. [T1] |
| 0x50f4bc | PoweredSubsystem | btl4gau2 gauge wave. [T1] |
| 0x50e3ec | HeatableSubsystem | btl4gaug widget gate. [T1] |
| 0x50e604 | HeatSink | btl4gaug widget gate. [T1] |
| 0x51155c | roster at Mech this[0x1eb] (heatableSubsystems label) |
tag ≠ 0x50e3ec — the label is UNVERIFIED [T4]; arbitrate before relying on it. |
| 0x50e4fc | roster at Mech this[499] (damageableSubsystems label) |
[T3] |
| 0x50bdb4 | Mech | emitter.cpp destroyed-check. [T1] |
| 0x5121a8 | ProjectileWeapon-family (checked after 0x511830; reads ammo state @+0x364) | [T3] |
3. Mech struct offsets (Mech*, binary layout)
Reconstructed access MUST use named members/accessors — these raw offsets are the BINARY's, valid for reading the decomp, NOT for our compiled layout (see reconstruction-gotchas). [T1]
| Offset | Field | Notes |
|---|---|---|
| +0x11c / +0x120 | damageZoneCount / damageZones[] |
inherited Entity; Mech ctor populates the array |
| +0x124 / +0x128 | subsystemCount / subsystemArray[] |
the subsystem-roster (NOT the segment table) |
| +0x190 | owning BTPlayer (GetPlayerLink()) |
set by FUN_0049f624 (mech↔player bind; also player->playerVehicle(+0x1fc)=mech). The valve guard (FUN_004ac9c8 →player+0x274) + Myomers gate (FUN_004ad7d4 →player+0x260) read the owning player's game-mode flags (NOT the messmgr @0x434). MECH_OWNING_PLAYER. |
| +0x434 (word 0x10d) | SubsystemMessageManager cache |
the 0xBD3 damage/explosion hub (factory @10142). Our recon MISLABELS this controlsMapper + the drive squats here; the real mapper is roster slot 0. |
| +0x260 / +0x26c | localOrigin = { Point3D linearPosition; Quaternion angularPosition } |
ORIGIN.h:15; position@+0x100 in some subsystem views |
| +0x300 | segment table | skeleton EntitySegments (muzzle sites, joints) |
| +0x37c | target world Point3D |
aim source |
| +0x388 | target Entity* |
HasActiveTarget() gate |
| +0x38c | targeted sub-zone (int) | -1 = whole |
| +0x42c | shadowJointNode (Joint*) |
ShadowJointName @model+0xB4 |
| +0x438 | torso subsystem cache | HUD/mapper read it |
| +0x5b4 | HUD subsystem cache | (factory case 0xBD6 writes param_1[0x16d]) |
| +0x650 | deathAnimationLatched / crashed flag |
|
| +0x7cc | damageableSubsystems chain |
the condenser chain (GUID 0x50e4fc) RecomputeCondenserValves iterates |
mech+0x100 (a subsystem-view of localOrigin.linearPosition): .x@+0x100, .z@+0x108. [T1]
4. Damage delivery
Entity::TakeDamageMessage(id, size, inflictingEntityID, zone, Damage&)→target->Dispatch(&msg).- Base
Entity::TakeDamageMessageHandlerIGNORES zone==-1 — send a VALID zone index (the Mech cylinder-lookup override for unaimed hits is not reconstructed). [T1] class Damage { damageType(enum Collision/Ballistic/Explosive/Laser/Energy), damageAmount, damageForce, surfaceNormal, impactPoint, burstCount }. [T1]- Weapon effect id: "explode" = 13 (
Explosion::Make). [T2] DestroyEntityMessage(id,size)removes an entity — but a killed mech STAYS (a WRECK); death = a STATE transition (SetGraphicState(DestroyedGraphicState)), NOT removal. Issuing removal-on-death is the P5 teardown bug (do not). [T2]
5. Weapon fire-rate constants (recovered)
From the weapon .SUB records + the charge-curve .data constants (PE-parsed as x87 float10). [T1]
DischargeTime= beam-on time. ER-medium laser (BLH) = 0.2 s.RechargeRate= recharge time in seconds exactly (the two ln5 factors cancel): ER-S 1.0 / ER-M 2.0 / ER-L 4.0 / PPC 5.0.- One BLH ER-M cycle = 0.2 + 2.0 = 2.2 s; ~12 lasers staggered → aggregate ≈ 5/s.
WeaponRange500 (ER laser),DamageAmount3.5,PipColor1.0 0.0 0.0 (RED).- Charge constants:
_DAT_004bb3c4=1.0,_DAT_004bb3b8=1e-4,_DAT_004bb3b4=0.5; RatedVoltage (GENRATOR.SUB)=1e4; fire thresholdseekVoltage[rec]=0.8*RatedVoltage.
6. Env-var gates (runtime; default OFF unless noted)
The authentic stack is DEFAULT-ON (BTEnvOn, mechrecon.hpp): BT_GAIT_CUTOVER, BT_GAIT_SM,
BT_COLLISION, BT_REAL_CONTROLS default ON — set =0 to fall back. ⚠ Gates check
getenv(name) != NULL, so BT_X="" (empty) still ENABLES; use Remove-Item Env:\BT_X.
| Var | Effect |
|---|---|
BT_FORCE_THROTTLE |
auto-walk forward (no key) |
BT_SPAWN_ENEMY |
spawn a target mech 120u ahead along the spawn facing |
BT_FORCE_FIRE |
auto-fire on cooldown |
BT_ASSERT_TO_DEBUGGER |
route CRT asserts to the debugger, not a modal box |
BT_HEAPCHECK |
whole-heap validation on every alloc/free (O(n²) at mission load — SLOW) |
BT_PROBE_BGF=<name|ALL> |
boot-time BGF loader probe, exits after |
BT_LOG=<file> |
per-instance log file (in content/) |
BT_GAUGE_ATTR_LOG |
[attr] <binding> OK/NULL per config binding |
BT_GAUGE_SKIP_LOG |
[gskip] <primitive> per unregistered gauge widget the parse skips |
BT_VALVE_LOG |
condenser valve flow distribution |
BT_SECTOR_LOG |
SectorDisplay Make/Execute |
BT_NET_TRACE |
[net-tx]/[net-rx]/[net-upd] MP tracing |
BT_DEV_GAUGES |
render the 6 pod MFD surfaces in a separate dev window |
BT_AIM="x y" |
pin the reticle crosshair (reticle coords) — headless aim harness |
BT_AIM_LOG |
[pick] ray/box/hit diagnostics (Mech::PickRayHit) |
BT_FIRE_ARC=<deg> |
OPT-IN external-camera fire-arc clamp (unset = authentic no-arc) |
BT_START_INSIDE |
begin in the cockpit view (V toggles) |
BT_FORCE_MODEL=<name> |
force the player mech (madcat/owens/…; btl4mssn.cpp — per-mech cockpit bring-up) |
BT_HIDE_COCKPIT |
hide the *_cop canopy shell (SHOWS by default — see cockpit-view) |
BT_COP_* / BT_EYE_FWD=<f> |
cockpit canopy + eye diagnostics (DOUBLE/FLIP/RAMP_L/DEBUG/DUMP; eye forward-push probe) — cockpit-view |
BT_SHOT=<path.png> |
periodic backbuffer dump (every 90 frames) — non-disruptive visual verification |
BT_TLOC_LOG |
translocation-warp lifecycle log ([tloc] warp COLLAPSE/EXPAND/phase=…) |
BT_WARP_* |
translocation-warp visual tuning — all default to the verified values (see translocation-warp): EYE_UP=8.25 (on-axis), SPIN=4, TWIST=0, CONTRAST=1.0, LO_*/HI_* (lavender ramp), BLUR=0, TESS=3, MIP=1, CULL=cw, ANISO=0 |
BT_WARP_SELFTEST / BT_WARP_SELFSHOT=<prefix> |
DIAG (off by default): force a held warp in a solo game / dump backbuffer frames to disk (visual-verification harness) |
Full render/locomotion gates (BT_RAMP, BT_MATPRI, BT_CULL, BT_SHADOW_*, BT_LODSEL, BT_ADDLOD, BT_PUNCH, …) are catalogued in rendering. Warp visuals: translocation-warp.
Translocation-warp addresses [T1]: POVTranslocateRenderable = L4VIDRND.cpp:1749 / .h:638; its
per-frame Execute (spin about local Z + submit, NO texcoord/ramp work) = FUN_00453dc4
(reference/decomp/all/part_007.c), using axis-rotation helper FUN_0040998c (axis idx 2 = Z).
Gyro damage fan-out [T1, re-disassembled from raw bytes] (full story: cockpit-view):
FUN_004b2980 (0x4b2980-0x4b2d8b, unexported gap) = Gyroscope::ApplyDamageResponse — args =
(Gyroscope*, Damage BY VALUE 12 dwords), caller cleans 0x34; constants: dir-eps 1e-4, sign 0.5f
(@0x4b2d84), clamp 1.3f (@0x4b2d88); vibrationDirection = gyro+0x390 (0,1,0). Call sites: the
take-damage hub @0x4a02fb (hub = FUN_004a0230, gyro kick FIRST); crushable crunch @4aa81e (torque
0.4)/@4aa86c (up 0.2); gait jolt/rumble @4aa254/@4aa288/@4aa342 (DEFERRED [T3 gates]); firing
recoil @4bc136-4bc19c (damage>3 → (0,0.6,−1.5) × damage/16; gyroRumbleTimer = mech+0x5c4 float,
ex-"clipLoadGuard"). Byte tooling: scratchpad/dis_4b2980.py / dis_range.py over
reference/decomp/section_dump.txt.
Cockpit-eye / punch addresses [T1] (full story: cockpit-view): eye ctor
FUN_004579a8 (part_007.c:9274 = DPLEyeRenderable; offset = segment GetBaseOffset
segment+0x74, parent = parent-segment DCS; caller part_014.c:5525-66 gates on "siteeyepoint");
matrix multiply FUN_0040b104(dst,A,B) = B × A (translation from B — operand-order trap!);
euler→rotation FUN_0040ac6c; per-frame view FUN_004c22c4 (part_013.c:11742): eyeWorld from
the live view-DCS then FUN_0040b244 = affine INVERSE → VIEW (+ uniform zoom) — NO LookAt;
eye euler-change refresh FUN_00457b48 (part_007.c:9360). Punch: dpl_Punchize =
FUN_00490308 (part_011.c:6219) → FUN_0048e5b0 → FUN_00492580(0x20,…) board send, constant
tokens {0x80000003,0x80000017,0x80000004} (sibling dpl_Damagize FUN_004902b0 = same cmd,
different triple); SV_SPECIAL PUNCH dispatch part_011.c:10209/10252 → callback LAB_004596ac.
Respawn SIM path: DropZoneReply FUN_004bffd0 → Mech::Reset @0x4009fb74; CreatePlayerVehicle
FUN_004bfcac. See translocation-warp, multiplayer.
7. Tools
tools/disas2.py <VA> [len]— capstone disassembly of BTL4OPT.EXE at a VA (recovers x87 math Ghidra drops; folds known call targets + float constants). THE tool for anyFUN_the assert-anchored exporter didn't capture (e.g.@0x4ae464MoveValve,@0x4ca07cExecute).tools/disas2.py-style PE reads:scratchpad/rdva.py(4-byte VA read),rdtbyte.py(80-bit float10).reference/ghidra_scripts/ExportBTSource.java— the headless assert-anchored decompiler.reference/ghidra_scripts/DecompVSS.java— headless address-list decompiler (any skipped fn).tools/btconsole.py— the MP console emulator.tools/mapscan.py/resscan.py— content scanners.
Key Relationships
- Feeds: subsystems (factory + ClassIDs), combat-damage (damage delivery), gauges-hud (attribute binding).
- Verified against: reconstruction-method (the decomp loop), reconstruction-gotchas (why raw offsets fail).