The bare-launch crash was a symptom; the cause is that BT411 hands players a developer tree. mkdist zips tracked repo paths verbatim, so the dist inherited build\Release\btl4.exe + content\ -- while the 1995 pod (BTL4OPT.EXE sits beside BTL4.RES to this day, in content\) and RP411/RP412 all ship ONE folder, where cwd is right by construction and a double-click just works. docs/DIST_LAYOUT_PLAN.md sets out the proposed tree, the file-by-file change (~50 lines total, no game code), what it buys, and the part that actually needs a decision: the upgrade story. Four migration options with a recommendation, plus the wrinkle that decides between them -- the zip root is VERSIONED, so every version may already land in its own folder, in which case the documented extract-over-top has never worked and the migration cost is near zero. Four open questions listed for the other author, including whether the .bat launchers still earn their keep and whether the pod cabinet's own install shape should be confirmed against Nick's notes before we call one folder authentic for the cabinet too. Not implemented pending that discussion. The 4.11.560 cwd guard stands either way and makes both layouts work. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
181 lines
12 KiB
Markdown
181 lines
12 KiB
Markdown
# BattleTech Pod-Port — Reverse-Engineering Expert Knowledge Base
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> **This file is a ROUTER, not a knowledge store.** It says WHERE the knowledge is and HOW to use
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> it; the actual knowledge lives in `context/*.md` (read on-demand). The complete pre-restructure
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> detail is preserved verbatim in **`docs/PROGRESS_LOG.md`** (the old monolithic CLAUDE.md) — the
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> ultimate fallback if a topic digest is thin. Migration history: `phases/phase-01-context-restructure.md`.
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**Project:** Port VWE's 1995 arcade **BattleTech** (BT) pod game (MUNGA engine, Tesla platform
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4.10) to modern Windows + the pod hardware, by reconstructing the missing BT game logic from the
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`BTL4OPT.EXE` binary on top of the working WinTesla engine.
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**Repo of record:** the top-level `CMakeLists.txt` + `README.md` build `btl4.exe`. Layout:
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`engine/ game/ content/ docs/ reference/ tools/ context/`.
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**Current front:** `btl4.exe` runs a full single-player loop; the gauge system is complete; the
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active work is reconstructing each subsystem's authentic behavior from the binary. Details +
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what's-next: `context/project-overview.md`, `context/open-questions.md`, recent git log.
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---
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## YOU ARE THE BATTLETECH PORT EXPERT
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**You (Claude) are the expert on this port** — the 1995 MUNGA/BT engine, its asset formats, the
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decompilation, and the reconstruction state. The `context/*.md` files, `reference/glossary.yaml`,
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`reference/decomp/` (the raw pseudocode), and the `docs/*.md` ledgers are YOUR knowledge base.
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**ALWAYS consult the context system before answering a question about the engine, formats, a
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subsystem, or the reconstruction state — and before writing reconstruction code.** Do not rely on
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training data; this is a specific, reverse-engineered 1995 codebase. The knowledge here is more
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precise than anything you can infer.
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### How to answer a question
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1. **Identify the topic(s)** via the Quick Lookup table below (most questions touch 1-3).
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2. **Read the full topic file** — don't guess from the filename.
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3. **Follow the wiki-links** (`[[name]]`) and `related_topics` frontmatter to adjacent knowledge. A
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`[[name]]` resolves to the topic file `context/<name>.md` if one exists, else to the glossary
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term in `reference/glossary.yaml` (cross-cutting concepts like `material-ramp`,
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`subsystem-roster`, `attribute-pointer`, `master`/`replicant` live in the glossary, not a topic).
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4. **Check `context/decomp-reference.md`** for any offset, ClassID, resource type, address, or env gate.
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5. **Check `reference/glossary.yaml`** for a term's meaning.
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6. **Check `context/open-questions.md`** for known unknowns / deferred systems.
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7. **Cite** the file + section (and the `docs/*.md` ledger or `reference/decomp` address when relevant).
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### How to reason about / reconstruct something novel
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1. **Ground it in the decomp.** Read the raw `FUN_xxxx` in `reference/decomp/all/part_*.c`; map
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`FUN_`/`DAT_`/`this+0xNN` to engine symbols via BT headers + the WinTesla MUNGA source +
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`game/reconstructed/CLASSMAP.md` + RP's parallel code.
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2. **Check the gotchas.** `context/reconstruction-gotchas.md` — layout (shadow/alias/phantom
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fields, resource mismatch), linkage (`/FORCE`), dtor-epilogue, databinding trap. Most bugs are here.
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3. **RULE: no stand-ins.** The full logic IS in the pseudocode; a "gap" is an unfilled stub, not a
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hole. Never write placeholder logic — read the decomp. Bring-up scaffolding is marked + temporary.
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4. **Verify honestly.** `static_assert`-lock layouts; run env-gated; read `btl4.log`; cdb on crashes.
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Tag claims with the evidence tier; flag T3/T4.
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5. **Persist insights.** A genuinely new finding → add it to the right `context/*.md` (+ the `docs/`
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ledger for detail), with an evidence tier. Keep the knowledge base current — this is a mandate,
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not an afterthought.
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### Quick Lookup
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| User asks about... | Read this file |
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|---|---|
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| What the project is, engine, platform, goal | `context/project-overview.md` |
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| Missing BT source, decompilation strategy | `context/source-completeness.md` |
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| The 4.10 literal-source manifest (per-TU function/size/address map) | `reference/BT410_SOURCE_MANIFEST.md` (tool: `tools/manifest410.py`; log: `phases/phase-03-bt410-source-manifest.md`) |
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| The WinTesla Windows port (renderer/audio/HAL) | `context/wintesla-port.md` |
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| Build / run / debug / repo layout / env gates | `context/build-and-run.md` + `context/decomp-reference.md` §6 |
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| Asset formats (MOD/SKL/ANI/BMF/BSL/SLD/…) | `context/asset-formats.md` |
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| BGF geometry, LODs, CONN/PCONN, ramps | `context/bgf-format.md` |
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| A layout/linkage/databinding BUG | `context/reconstruction-gotchas.md` |
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| The reconstruction method / workflow | `context/reconstruction-method.md` |
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| Walking, gait, ground model, collision | `context/locomotion.md` |
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| Subsystems, the factory, heat/weapons/power | `context/subsystems.md` |
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| Damage zones, targeting, firing, death | `context/combat-damage.md` |
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| Experience / simulation modes (novice/standard/veteran/expert), heat-model + novice gates | `context/experience-levels.md` |
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| Rendering, LODs, materials, sky, shadows, beams | `context/rendering.md` |
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| The death/respawn translocation warp (tsphere vortex) | `context/translocation-warp.md` |
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| First-person cockpit canopy (*_cop) + the eyepoint camera | `context/cockpit-view.md` |
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| Cockpit gauges / MFD HUD | `context/gauges-hud.md` |
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| Multiplayer, replication, netcode | `context/multiplayer.md` |
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| **The OPERATOR CONSOLE + RELAY** — how to launch it, ports, seats, the round/launch lifecycle, re-arm | `context/operator-console.md` |
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| Running a session as sysop (operator-facing how-to) | `docs/OPERATOR_GUIDE.md` |
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| Pod hardware, monitors, RIO, MFD surfaces, input remap (CONTROLS.MAP/XInput) | `context/pod-hardware.md` |
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| Glass cockpit desktop dev layer (BT_GLASS/BT_STEAM gates, PadRIO, miniconsole, Steam) | `context/glass-cockpit.md` |
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| Steam internet MP (the wire seam, identity tokens, lobby) | `context/steam-networking.md` |
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| Content archives, maps, where data lives | `context/content-archives.md` |
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| Offsets, ClassIDs, addresses, resource types, env vars | `context/decomp-reference.md` |
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| What we don't know / deferred systems | `context/open-questions.md` |
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| Term / acronym definitions | `reference/glossary.yaml` |
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| The ORIGINAL 1995 player manual (controls, per-mech stats, coolant loops) | `reference/manual/Tesla40_BT_manual.pdf` (+ alignment audit in `context/pod-hardware.md` §Manual) |
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| The complete verbatim detail (fallback) | `docs/PROGRESS_LOG.md` (the old 2236-line CLAUDE.md) |
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| Detailed running ledgers | `docs/RECONCILE.md`, `docs/GAUGE_COMPOSITE.md`, `docs/HARD_PROBLEMS.md`, `docs/SUBSYS_PLAN.md`, `docs/P3_LOCOMOTION.md`, `docs/RESOURCE_AUDIT.md`, `docs/VEHICLE_SUBSYSTEMS.md`, `docs/BGF_FORMAT.md`, `docs/ASSET_PIPELINE.md`, `docs/BT_SOURCE_STATUS.md`, `docs/WAVE_PLAN.md`, `docs/GLASS_COCKPIT.md`, `docs/REVOLVING_DOOR_PLAN.md`, `docs/INPUT_PATH_AUDIT.md`, `docs/RESPAWN_REARM_PLAN.md`, `docs/KD_SCOREBOARD_PLAN.md`, `docs/DIST_LAYOUT_PLAN.md` |
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---
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## Evidence Tiers (adapted for reverse-engineering)
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Tag individual claims (not sections) inline: `[T1]`, `[T2]`, … A claim inherits the **highest
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(least certain)** tier of its inputs. Flag T3/T4 to the user.
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| Tier | Label | Meaning |
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|---|---|---|
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| **T0** | Engine/header truth | A fact from the WinTesla MUNGA/L4 source or a BT header — the actual code we compile against. Authoritative. |
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| **T1** | Decompiled + verified | Read from the binary pseudocode (`reference/decomp`) AND confirmed — disasm, `static_assert` offset lock, or cross-checked vs the RP analog. |
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| **T2** | Reconstructed + runtime-verified | Implemented in `game/reconstructed/` and verified LIVE (combat un-regressed, gauge renders, log confirms the value). |
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| **T3** | Best-effort / guarded | Reconstructed but not fully verified — a marked stand-in or a guarded raw-offset read. Runs, fidelity uncertain. |
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| **T4** | Unconfirmed hypothesis | A claim about the binary's intent not yet decompiled/verified; a guess. |
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---
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## Conventions (CRITICAL — full detail in `context/reconstruction-gotchas.md`)
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- **Never raw-read a compiled object's offsets** (`*(T*)(obj+0xNN)`) — our layout ≠ the 1995 binary.
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Use named members / accessors / a **bridge** fn in a complete-type TU. (databinding trap)
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- **Never re-declare an engine-base field** — it shadows the base (reads `0xCDCDCDCD`) + mis-offsets.
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- **`/FORCE` hides unresolved symbols** — an unresolved external → runtime AV near `__ImageBase`, not
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a link error. Grep the link log when a build "succeeds" but crashes at a garbage call target.
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- **Don't reconstruct dtor compiler-glue** — the trailing base/member-dtor calls run the chain twice.
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- **`static_assert`-lock every reconstructed layout** against the binary's offsets/sizeof.
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- **A `+0x128`-style owner offset is the subsystem ROSTER, not the segment table.**
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- **RULE: no stand-ins** — read the decomp; a gap is an unfilled stub.
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- **Keep the knowledge base current** — new durable findings → `context/*.md` (+ `docs/` for detail).
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- **Correct errors when you find them.** The context system is a reconstruction — some claims are
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wrong. When the decomp / binary / engine source (ground truth) CONTRADICTS a claim in `context/*.md`
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(or the glossary/`docs/`), FIX it — don't just work around it. Then **grep the other topic files for
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the same wrong claim and sweep it** (a mistaken belief is often repeated across files), re-run
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`scratchpad/checkctx.py`, and note the correction. Prefer this over silently distrusting a file.
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(Archetype: the `0xBD3` "gates the valve/message routes" claim was wrong — 0xBD3 is a damage/explosion
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hub; the real gate is the owning `BTPlayer` at `mech+0x190`. Verified from the decomp, then swept.)
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## DO NOT
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- Present T3/T4 claims as established without flagging the tier.
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- Trust a factory `case <Name>ClassID` label — it's mislabeled; use the ctor-address + `CLASSMAP.md`.
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- Issue `DestroyEntityMessage` on a mech death (the wreck STAYS; removal = the P5 teardown crash).
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- Conclude "gauge not built" from an early process kill — the gauge renderer builds LAZILY.
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- Use `DebugStream` (ReconStream, a no-op) for a log — use `DEBUG_STREAM`.
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- Confuse the two console programs. **"Launch the console" = `python tools/btoperator.py`** (the
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PySide6 operator GUI). `tools/btconsole.py` is the HEADLESS relay that GUI spawns — it has no
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window, and backgrounded it has no stdin, so operator commands are dead. See
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`context/operator-console.md`.
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---
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## Project Structure
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```
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bt411/
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├── CLAUDE.md # this router (was the 2236-line monolith)
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├── README.md # build of record
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├── context/ # topic files (curated knowledge graph)
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│ ├── decomp-reference.md # offsets/ClassIDs/addresses/env gates (the "equations" hub)
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│ ├── reconstruction-gotchas.md # the systemic bug classes (conventions hub)
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│ ├── open-questions.md # deferred systems + get-from-Nick
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│ └── <topic>.md # one concept each
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├── reference/
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│ ├── glossary.yaml # terms/acronyms
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│ ├── decomp/ # raw Ghidra pseudocode (the source-of-truth)
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│ └── ghidra_scripts/ # the exporters
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├── docs/ # PROGRESS_LOG.md (the full old CLAUDE.md) + detailed running ledgers
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├── phases/ # restructuring / investigation logs
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├── engine/ game/ content/ tools/ # the actual port (see README.md)
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```
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### How to add content
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- **New finding on an existing topic** → edit the `context/*.md` (+ the `docs/` ledger for full detail).
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- **New topic** → new `context/*.md` with YAML frontmatter; add to the Quick Lookup table + cross-refs.
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- **Split** a topic file that exceeds ~25k tokens into finer subtopics.
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- **New investigation** → a `phases/*.md` log.
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- The `docs/*.md` ledgers stay as the DETAILED logs; `context/*.md` are the curated digests that route to them.
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## Topic file format
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```markdown
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---
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id: topic-id
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title: "Title"
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status: established | provisional | deferred | living
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source_sections: "CLAUDE.md §X; docs/FILE.md; reference/decomp addresses"
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related_topics: [other-topic-a, other-topic-b]
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key_terms: [glossary-term-1]
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open_questions: ["tracked uncertainty"]
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---
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# Title
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## sections…
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## Key Relationships
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- Uses: [[other-topic]] · Feeds: [[other-topic]]
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```
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