The 2026-07-20 audit listed 8 panel buttons dispatching a streamed message with
no reconstructed handler. Only ONE was still missing: generator on/off,
ToggleSeekVoltage, EjectAmmo, ToggleCooling and BalanceCoolant had all landed
between 07-20 and 07-25 while pod-hardware.md and open-questions.md still called
them dead. docs/INPUT_PATH_AUDIT.md had already flagged the census as "stale in
both directions" and was right -- swept both files, and recorded the rule: check
the code, not the census.
DuckRequest @0049fa00 (id 0x1a, RIO 0x13 -- the manual gives crouch a whole
section). The binary's entire body:
if (0 < *(int *)(param_2 + 0xc)) { *(undefined4 *)(param_1 + 0x398) = 1; }
Press-only; sets duckState (mech+0x398, attribute 0x37). A one-shot REQUEST
flag, not a posture toggle -- the handler never clears it and the only other
writer in the whole binary is the mech reset (part_012.c:9439, the same reset
that zeroes incomingLock, which is how that region was already mapped).
WHY THE FLAG HAS NO READER, AND WHY THAT IS CORRECT. duckState has ZERO readers
anywhere in the decomp, because it is published as an ATTRIBUTE and consumed
through DATABINDING: content/GAUGE/L4GAUGE.CFG runs a 3-frame bduck.pcc
oneOfSeveralPixInt bound to DuckState -- "crouch mode: button 4" on the map's
legend column. Verified live by capturing the Secondary/Radar window before and
after a 0x13 press: the crouch icon goes grey -> orange. So the handler is
COMPLETE. A crouch pose invented here would be a stand-in for data we have not
found (no SQUAT clip name survives in the decomp or in content/, only
DuckServo01.wav in AUDIO1.RES).
Bonus: those gauge widgets sit at offsets 537/430/322/215/108 -- a 107 pitch,
independently corroborating the map legend grid measured from pixels.
Still open from that census: MechRIOMapper's own Keypress @004d2514 (id 0x19).
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
19 KiB
id, title, status, source_sections, related_topics, key_terms
| id | title | status | source_sections | related_topics | key_terms | ||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| pod-hardware | Pod Hardware — the fixed target (7 monitors, D3D9, RIO) | established | PROGRESS_LOG.md §3; the PLATFORM PROFILE + GAUGE DEV-COMPOSITE notes |
|
|
Pod Hardware (the fixed target)
The port must run on (a) a dev box and (b) the fixed arcade pod. The pod is a hard constraint that
bounds the graphics API. Full detail: docs/PROGRESS_LOG.md §3.
Displays
- 2 video cards → 7 monitors: main 3D view 800×600; radar 640×480; five monochrome MFDs driven as one 1280×480 horizontally-spanned surface. [T1]
- Requires old NVIDIA drivers for the MFD horizontal spanning — a hard constraint that bounds the graphics API → Target Direct3D 9 (lowest common denominator that runs on old-driver pods AND modern cards; one codepath). NOT Vulkan/D3D11+. CUDA is irrelevant (compute, not display). [T1]
Cockpit I/O (RIO)
Joystick X/Y, throttle, pedals, buttons over serial COM (L4RIO, L4SERIAL). Must be remapped
to keyboard/gamepad on a dev box; real wiring is a pod bring-up task (Phase 8). The engine is a PUSH
model — LBE4ControlsManager groups are fed by all devices (RIO on the pod, DirectInput on dev);
the MechControlsMapper interprets them (locomotion). [T2]
The button space + lamps [T0, L4CTRL.h enum]
buttonGroup addresses 0x00-0x47: AuxLowerRight/Left 1-8 (0x00-0x0F), Secondary1-12 (0x10-0x1B),
AuxUpperCenter/Left/Right 1-8 (0x20-0x37; 0x30-0x37 = the target HOTBOX, pilot select),
icom/door 0x39-0x3C, Panic 0x3D (the config-mode lamp),
Throttle1 0x3F (throttle-head = REVERSE THRUST), joystick cluster 0x40-0x47 (Main trigger 0x40,
hat 0x41-0x44, Pinky/ThumbLow/ThumbHigh 0x45-0x47 — the four MAPPABLE fire buttons). "Lamp buttons"
are literal: physical illuminated pushbuttons in panels around the screens; the RIO LampRequest
protocol lights them (MakeLinkedLamp), reports burned-out bulbs (RIODeadLamps failure page,
per-lamp names). A lit button = active. Keypads are NOT buttons: keyboardGroup[KeyboardPilot/ KeyboardExternal] carry key VALUES ('0'-'9','A'-'F', L4CTRL.cpp:2526). RIO event convention:
press = buttonGroup[a].Update(a+1, modeMask) (mask saved), release = Update(-a-1, savedMask)
(L4CTRL.cpp:2470-2520).
Bank→MFD assignment (Gitea #9, from the streamed "L4" .CTL EventMapping dump [T1]): each
preset-able MFD owns the 8-button bank AROUND it, mode-mask-gated per page — Mfd1 (lower
left) = 0x08-0x0F (AuxLowerLeft), Mfd2 (upper center) = 0x20-0x27 (AuxUpperCenter), Mfd3
(lower right) = 0x00-0x07 (AuxLowerRight): Quad page → the outer buttons direct-select the
populated Eng pages; Eng page → one button back to Quad, the rest drive the shown subsystem
(generator select A-D msg 4-7, gen mode msg 8, weapon configure msg 9; also msg 0x3 =
ToggleCooling — WIRED 2026-07-20: the button→msg-3 route was always authored (BT_CTRLMAP_LOG
shows ~a dozen EVENT msg 0x3 entries, e.g. Eng-page aux elem 0x21 mask-gated per ModeMFD page
to each weapon), but was "silently dead" only for lack of the id-3 handler. Reconstructed
HeatSink::ToggleCoolingMessageHandler (@004ad6f8) + restored the PoweredSubsystem→HeatSink
handler chain, so the Eng-page "Coolant" button now toggles the shown weapon's coolant flow. msg
0xb = ToggleSeekVoltage (energy) / EjectAmmo (ammo weapons) still unreconstructed). Always-active records IDENTIFIED 2026-07-20 [T1] (roster:
sub 3 = Reservoir, 4-9 = Condenser1-6, 10-13 = GeneratorA-D): 0x2C = the COOLANT FLUSH
button (Reservoir InjectCoolant, hold-to-flush — works), 0x2F/0x2E/0x2D/0x2B/0x2A/0x29 =
the per-condenser VALVE buttons (MoveValve, Cond1-6 — work), 0x1A-0x1D = Generator A-D
ON/OFF (ToggleGeneratorOnOff id 4, binary table @0050fb90 fn @004b1ed0 — ✅ WIRED,
powersub.cpp). Newly decoded from the binary message tables: 0x13 → Mech DuckRequest
(0x1a @0049fa00 — the manual's CROUCH button) — ✅ WIRED 2026-07-26, the last handler in
this census; press-only, sets duckState and the map legend's bduck.pcc widget lights (see
open-questions for why it has no code consumer) —, 0x28 → Mech BalanceCoolant (0x16
@0049f728) ✅ WIRED 2026-07-21 (#20), 0x12 → ThermalSight ToggleLamp (id 3, table @0x51120C fn @004b860c) and 0x14 →
Searchlight + Searchlight2 ToggleLamp (id 3, table @0x51117C fn @004b838c) — ✅ BOTH WIRED
2026-07-25 (#61), previously default-constructed blackholes; verified live (0x14 →
lightState 0→1, 0x12 → thermalActive 0→1). ⚠ The fn addresses were swapped in this file
before #61 (@004b860c is ThermalSight's) — see decomp-reference for the table evidence — and
that swap had propagated a false "1995 latent bug" (retracted, subsystems WAVE 4).
An unhandled message is SILENTLY ignored
(Receiver::Receive finds no handler and does nothing — dead buttons produce NO log).
0x10/0x11 = map ZoomIn/Out, 0x15 = CycleDisplayMode, 0x18 = CycleControlMode (#6). Buttons
with NO streamed mapping authored (authentically inert): 0x16/0x17/0x19/0x1E/0x1F/0x38-0x3E.
Full decode: gauges-hud §preset pages; the complete 72-button census + verification:
docs/GLASS_COCKPIT.md §2026-07-20.
Desktop input remap — CONTROLS.MAP + XInput (2026-07-18) [T2 live]
game/reconstructed/btinput.cpp + content/CONTROLS.MAP (WASD-classic default, compiled-in twin;
content/CONTROLS_NUMPAD.MAP = the corrected community numpad profile). Grammar: key <name> button <addr>|axis <axis> deflect|rate <n>|keypad pilot|external <0-15>|pckey <char>|action <name>; pad <button> same targets; padaxis <src> axis ... [invert] [deadzone d] [rate n].
Axes: Throttle (lever, rate-walks + sticks), LeftPedal/RightPedal/Pedals (turn, springs),
JoystickX (torso twist), JoystickY (torso ELEVATION — pitch aim; every 1995 control mode
routes it to Torso::SetAnalogElevationAxis; keys R/F + pad LeftStickY in the default map;
verified to the authentic VerticalLimitTop clamp, 20° on the Blackhawk; aims the GUNS — reads
on the HUD elevation tape, the eyepoint stays level).
AXIS SIGN CONVENTION (2026-07-18, user-verified) [T1]: the sim uses MATH convention —
positive turnDemand / twist / free-aim slew is CCW (LEFT). On the pod the RIO Ranger owned
the hardware sign; the desktop key bridge negates ONCE per channel (key_turn = -gBTDrive.turn;
stickPosition.x = -gBTTwistAxis; the SetFreeAimSlew call-sites pass the bridge value un-negated)
so input-right = turn/twist RIGHT (manual p8: "pulling your joystick to the right torso twists
your 'Mech to the right"). Forced/BT_GOTO harness demands are already sim-frame and stay
un-negated. Lesson: large-rotation screenshot comparisons are AMBIGUOUS — trust tracked
landmarks, numeric yaw telemetry with an established convention, or the user's live observation.
Emissions mirror the RIO conventions above exactly; the four fire
buttons (0x40/45/46/47) publish as levels to the bring-up fire channels instead of buttonGroup
(avoids double-fire once the streamed ChooseButton mappings are exercised). XInput loads
dynamically (xinput1_4 → 9_1_0; disconnected-pad probing rate-limited to 1 Hz). Keys claimed by
a binding are SUPPRESSED from the legacy WM_CHAR/KEYUP feed (BTInputSuppressKey, hook at
L4CTRL.cpp keyboard read) — this ended the historic DOUBLE-DISPATCH: 'w' drove AND selected pilot
0; F5's key-up value 0x74 aliased to the 't' hotkey; letter key-ups (uppercase) fed the developer
fake-event dispatcher. Unbound keys keep their authentic 1995 dispatcher meaning (reachable from
any key via pckey). The old dual-use 'V' (view toggle + look-behind) is split: V = ViewToggle,
B = LookBehind. Verified live: bindings load, W/NumPad8 drive (spd rises), X all-stop, aux-button
emission ([input] 0x2f PRESS), suppression both directions ('r' delivered / 'w' swallowed),
full-keyspace WM_CHAR+WM_KEYUP fuzz survived. Diag: BT_INPUT_LOG.
The pod throttle is ANALOG-CONTINUOUS, not notched (verified end-to-end) [T1]
The authentic pod throttle path — traced 2026-07 (task #50 throttle-fidelity question):
- Hardware → RIO: serial
AnalogReplypacket →Ranger("Throttle", 0, 800, .05)— raw counts 0–800, 5% deadband, auto-ranging offset, output a CONTINUOUS Scalar; the sign is inverted ("Throttle counts BACKWARDS",engine/MUNGA_L4/L4RIO.cpp:1374-1377, Ranger @L4RIO.cpp:461-701). No quantization/notching anywhere inRanger::Update. - Manager:
LBE4ControlsManager::Execute→scalarGroup[ScalarThrottle].Update(&rioPointer-> Throttle, mode_mask)on every AnalogReply (L4CTRL.cpp:1379-1382). ScalarThrottle = index 0 → manager+0x24 (scalarGroup base 0x24, 0x20/entry; buttonGroup base 0x1c0, keyboardGroup 0x160). - Streamed
.CTLmapping (the "handled elsewhere"):MechRIOMapper's ctor @004d266c binds NO throttle — the bind comes from the type-19ControlMappingStreamresource named "L4" (child of the per-mech type-6ControlMappingsList; installed byBTL4APP MakeViewpointEntityviaCreateStreamedMappings@0047703c). BTL4.RES "L4" record [1]:Scalar Throttle → subsystemID 0 (ControlsMapper slot), DirectMapping, attr 4, mask 0xffffffff. Attr 4 = "ThrottlePosition" @ mapper+0x11c (binary IndexEntry table @0050efd8: id 4 → offset 0x11d-1 = 0x11c, name "ThrottlePosition" @0050f28f). Reverse = record [2]:Button Throttle1 (0x3F, on the throttle handle) → attr 6 ReverseThrust@0x124. Turn = pedals value-bound in the ctor (manager+0x44/+0x64 → mapper+0x1b4/+0x1b8). Step-2a fix (2026-07-17) [T2]: these ids are POSITIONAL (Find(id)=index[id-1]) and ourMechControlsMapperchain started one low (Subsystem::NextAttributeID==2 vs the binary's 3) — every streamed record landed one member late (a real-pod landmine: the RIO throttle scalar drovepedalsPosition). Ids are now PINNED to the binary numbering with an id-2 pad +static_assertlocks (mechmppr.hpp/.cpp); audit toolBT_CTRLMAP_LOG=1. ⚠ The streamed BUTTON mappings (like record [2]) are NOT CONSUMED yet — the SCALAR records drive their attributes, butMechControlsMapper::AddOrErase(both overloads, @004b02b0/ @004b02d4) is still the unreconstructedFail("Unhandled mapping!")stub, so a streamed button never reaches its attribute. Consequence found the hard way (user report 2026-07-24, "i cant seem to reverse"): REVERSE THRUST was dead on the desktop. LALT→0x3F was bound and PadRIO pushed the RIO ButtonPressed event correctly, but nothing applied it to attr 6, and the only writer ofreverseThrustwas the keyboard bridge'skey_throttle < 0test — which is (a) bypassed whenever a RIO is operational (the pad RIO always is, so the bridge is OFF on the desktop) and (b) unreachable anyway, sinceL4PADRIOclamps the Throttle channel to [0,1] (low = 0.0f). Fixed by publishing the 0x3F hold state fromPadRIO::EmitButton(the single chokepoint keyboard/pad/joystick/glass clicks all share) and applying it inInterpretControls, gated onBTPadRIOActive()so pod hardware is untouched — marked [T3], delete when streamed button mappings land. Verified: hold LALT ⇒rev=1,speedDemand −61.5; release ⇒ forward. Reverse is a HOLD, per the manual. [T2] Details:docs/GLASS_COCKPIT.md§2a; see glass-cockpit. - Interpretation:
L4MechControlsMapper::InterpretControls@004d196c applies the ONLY software detent — snap to 1.0 when |t−1.0| ≤ 0.05 — thenMechControlsMapper::InterpretControls@004afd10 computesspeedDemand@0x128 = maxSpeed(mech+0x34c) × throttlePosition(0x11c) × scale(mech+0x5c0)(forward) or−maxSpeed × throttlePosition(reverse flag 0x124).
Consequence: the original pod produced a continuously varying speedDemand while the lever moved
(updated per serial AnalogReply, NOT per render frame). There are NO "5 throttle notches" anywhere
in the software path. (Keyboard keys '1'-'5' in @004d1bf0 set controls-manager MODE masks; the
'+'/'-' pair steps a [0,5] value that drives pow(2,x) into mech+0x404 = HUD zoom 1×–32× — neither
is a speed setting.) The mech's throttleState@0x4a4 writer remains un-exported (likely in the
0x4a9b5a–0x4ab188 gap) — open-questions.
MECHANICAL-notch hypothesis (2026-07-16) [T4, hardware]: the "5 speeds" pod lore may still be
true — as detents in the throttle QUADRANT hardware, invisible to the software (the pot reads
continuous counts regardless of where the lever mechanically rests). Independent corroboration
from the gait math (locomotion): the gait SM has NO stable state for a demand between the walk
cap (walkStrideLength@0x534) and the run engage speed (reverseSpeedMax@0x538, the walk→run
transition clip's exit speed) — a demand PARKED in that band hunts walk→shift-up→shift-down
forever, firing the authored EngineShiftFwd/Rev sounds each swing (binary-verified, all-authentic
data: Blackhawk band = demand 22.02–30.87 = throttle 36–50%). A design like that only ships if the
hardware discourages parking in the band. Port accommodation: the keyboard lever snaps out of the
dead band AT REST (mech4.cpp "GAIT DETENT"; sweeping through while held stays continuous =
authentic moving lever). Ask Nick: did the pod throttle quadrant have mechanical detents
(how many / positions)? — open-questions.
Multi-surface gauge path (intact, pod-only by default)
The pod multi-surface path EXISTS and is intact: DPLRenderer::FindBestAdapterIndices (multi-
adapter selector, honors PRIMGAUGE/SECGAUGE/MFDGAUGE/SPANDISABLE), SVGA16::BuildWindows (a
fullscreen D3D device + window per gauge/MFD surface, MFD span = width×2), L4GaugeRenderer (gated
on L4GAUGE). content/SETENV.BAT is the authentic pod env preset (L4CONTROLS=RIO,KEYBOARD;
L4GAUGE=640x480x16; L4PLASMA=com2). [T2]
Platform profile switch
-platform pod|dev (or BT_PLATFORM env; default DEV) selects a runtime env preset WITHOUT forking
the codepath. DEV = keyboard + single 800×600 window. POD = RIO input (keyboard fallback off
serial) + multi-surface gauges (from SETENV.BAT/L4GAUGE on real hardware). -platform pod does NOT
auto-enable L4GAUGE (each surface needs its own fullscreen device on the pod's 2 cards). Off-pod, the
6 MFD surfaces render in a dev window via BT_DEV_GAUGES (gauges-hud). [T2]
MFD surface model
All cockpit surfaces are bit-plane MASKS over ONE shared SVGA16 pixelBuffer: sec=palette low
byte; Heat=0x4000, Mfd2=0x0400, Comm=0x8000, Mfd1=0x0100, Mfd3=0x1000; Eng1-3 =
engineering-mode alt planes; overlay=0x00C0 (shares the sec surface). See gauges-hud. [T2]
The 1995 player manual — alignment audit (2026-07-18) [T1, primary source]
reference/manual/Tesla40_BT_manual.pdf (34pp, from Nick). CONFIRMS the reconstruction on
every checked control behavior:
- Control modes are named BAS / MID / ADV (basic/middle/advanced; our Basic/Standard/Veteran names came from the RP analog — mechanics identical): BAS = joystick turns the mech, pedals inactive, NO torso twist; MID = pedals turn + auto-slow for tightest radius, joystick = torso; ADV = as MID but NO auto-slow (wider radius at speed) — exactly our mapper's turn-clamp difference. Mode button = top right of the secondary screen.
- Stick right = torso right in MID/ADV (p8) — the corrected sign. Blackhawk and Owens are the fixed-torso exceptions (named in print!); twist arc "about 120°" (per-mech: Loki/Thor tables say Torso Limit 110°, Torso speed 60°/s).
- Throttle is a continuous lever (push=accelerate, pull=stop; inertia); reverse = HOLD the red throttle button (release = forward) — our 0x3F hold-state model.
- Hot Box Selector MFD = callsign buttons + a CLOSEST button (lower right = our hotbox button 8 → ChooseNearestPilot); radar = travel-oriented, 60° vision wedge sweeps with twist, red hot box + callsign on contacts; map zoom ± buttons flank the secondary screen.
- Experience gates the hunting aids: viewscreen hot box + hunting-guide arrow appear in STANDARD sim mode only (not veteran/expert); expert mode adds movement heat. (2026-07-18 [T1]: 4.0→4.10 drift — in OUR 4.10 binary the HUD reads NO experience flag (hotbox/arrows are lock-gated in every mode) and movement heat is veteran+expert; full wiring in experience-levels.)
- Cockpit: 5 MFDs (Coolant UL, Engineering top, Hot Box UR, Weapon ×2) + secondary screen with
side button columns + EJECT button beside the joystick + per-mech COOLANT LOOP tables
(weapons+generators per loop 1-6) and stat sheets (tonnage/armor/reservoir liters/heat
sinks/top speeds incl. "Super Charged").
NEW LEADS (manual describes, port lacks input/UI): CROUCH (button by the secondary screen;
Mech::duckStateattr 0x37 + SQUAT clips exist, nothing drives them), EJECT (sounds exist: EjectButton01_z*.wav), hot-box viewscreen framing (the deferred PNAME marker chain). Per-mech stat tables = a systematic cross-check source for our streamed subsystem resources.
Coolant-loop cross-check RESULT (2026-07-18) [T1] -- STRUCTURE strongly faithful
Dumped each mech's subsystem->loop (subsystem's linked-condenser number, BTCoolingLoopFrame)
and diffed vs the manual's COOLANT LOOPS tables. The 4.0->4.10 drift shows here too, but the
STRUCTURE is remarkably intact:
- Backbone identical on ALL 6 mechs: Generator A/B/C/D on loops 1/2/3/5, Sensors (our "Avionics") on loop 2, Myomers on loop 5, LRMs on loops 1&3, autocannon on loop 4, the large energy weapon on loop 6 -- match the manual exactly.
- Weapon LOADOUT identical on 5 of 6 (Thor, Vulture, MadCat, Owens, Blackhawk carry the exact same weapon set 4.0->4.10). Loki is the one full rework (4.0 PPC x2 / AFC100 / SRM6 / Medium Laser -> 4.10 AFC50 x2 / ER Medium x2 / SRM4).
- The consistent 4.0->4.10 change: the small energy weapons were REDISTRIBUTED across loops -- the 2 ER Small Lasers moved off the sensor/heavy loops (4.0) onto the energy-weapon loops 4&6 (4.10) on Thor/MadCat/Vulture; SRM/laser placement reshuffled on Blackhawk. Owens is a near-PERFECT match (loops 1&3 exact; only a 4.0 "second myomer set" on loop 2 is absent).
Loop 0= correctly UNCOOLED infrastructure (condensers, reservoir, gyro, torso, HUD, searchlight, thermal sight, ammo bins, message manager, mechtech, controls mapper) -- not a loop. CONCLUSION: the coolant-loop reconstruction is faithful; every difference is 4.0->4.10 tuning (loadout rework on Loki, small-laser redistribution elsewhere), NOT a bug.BT_SPEC_LOG(mech4) re-dumps on demand.
Key Relationships
- Renders: gauges-hud (the MFD surfaces), rendering (the main 3D view).
- Input: locomotion (the mapper).
- Bring-up: Phase 8 (get pod specifics from Nick — open-questions).