arcattackandClaude Opus 5 c9e561d9ba console review round 2: six must-fixes from the adversarial pass (one of its fixes corrected)
The 4-dimension review of 4736cba..820caf8 returned 14 surviving findings.  All
six must-fixes plus the four deferables are in; one of the review's own
prescriptions was wrong and is fixed differently (below).

THE REAPER, FINAL DOCTRINE (blocker + major).  Rev 2 -- "reap anything silent in
the staging window" -- was still wrong twice over: a pad sends exactly ONE
message in its life (the egg ACK, L4NET.CPP:1259) and is then silent FOREVER, so
any manual-launch hold >180s reaped every healthy ACKed pad and force-relaunched
their clients; and a REGISTERED game conn is quiet on TCP while loading, so with
BT_RELAY_TCP_ONLY=1 (or blocked UDP) the reaper _abort_round()ed the whole night
every ~3 minutes blaming a healthy player.  The rule is now: an app-level
deadline is valid only while a RESPONSE IS OWED.  Only egg-sent-never-ACKed pads
are reaped, with the debt clock starting at EGG SEND (a pad that sat through a
long held-egg wait gets its full window -- an edge neither review round caught);
game conns are never reaped at all.  Half-open ghosts are TCP keepalive's job
(~130s, faster than the deadline anyway).

RE-ARM GUARDED ON EVERY CHANNEL (major).  The launch_at guard lived only on the
LAUNCH-press path; the ctl `rearm` command, stdin, and the always-lit GUI button
reached _rearm_for_new_round unconditionally -- one press mid-mission zeroed the
counters, permanently killing the mission clock AND making End Mission print "no
mission is running": an unstoppable round, the exact class this feature exists
to eliminate.  Now refused (loudly) while a mission is running or a pair is in
flight, and the button greys while launched.  THE REVIEW'S OWN FIX WAS WRONG
here: it prescribed refusing on `launches_sent >= 2`, but that stays 2 after a
FINISHED round -- applying it verbatim resurrected the original dead-LAUNCH
wedge, caught immediately by the regression suite.  "Running" is
`launches_sent >= 2 AND not stop_sent`.

RE-ARM RE-KEYS SEATS (major).  It restored the template roster but left
seat_beacons/seat_prefs keyed by the trimmed round's positional ids, so round
2's trim minted a departed player's tag into the egg and trimmed a present
player's out, shifting every callsign/mech a slot.  The re-key block is factored
out of _maybe_reset_round (_rekey_seats_to_roster) and shared.

RESTART SESSION NO LONGER BAKES A WALK-UP'S NAME INTO THE EGG (major).
_stop_session and _start_session now restore the stashed configured
callsign/mech into the cells BEFORE _collect_egg can snapshot them
(_restore_seat_defaults); previously the departed name went into the egg (name=
plus rasterized bitmaps) and was then re-captured as the seat's permanent
"configured default".

LATE REMOTE OPERATOR GETS A ROSTER (major).  The only line the GUI can adopt
tags from was printed once at relay startup and aged out of the 400-line control
history in ~33 minutes of stats chatter -- AUTH now re-issues the live roster
line ahead of the replay, so a remote operator connecting at any point gets
pilot lights and a working LAUNCH button.

DEFERABLES, all four: _drop_game blames the tag stashed AT REGISTRATION (the
live-roster resolve named the wrong tag for a trimmed-round conn dying after a
re-arm restore -- and the tag-trusting GUI would clear the wrong seat); an
operator-BLANKED callsign cell now restores (empty string is a real configured
value; the falsy skip left the departed name up and re-captured it); a returning
player displaces their own half-open registered ghost (same IP, no mission
running) instead of eating ROSTER FULL until keepalive fires; udp_spoofed now
rides the [relay-stats] line when non-zero and the warn set is capped at 256.

VERIFIED: rearm suite grown to 25 checks (ACKed pad never reaped however silent;
never-ACKed pad reaped; game conns never reaped; the egg-send debt clock; re-arm
refused mid-mission, allowed after round end) -- plus net 17/17, roster 22/22,
checkctx CLEAN.  Live rig: mid-mission `rearm` refused with the message and the
mission survived; End Mission -> re-arm -> full re-seat -> second mission
launched.  One bounded artifact observed and documented: each waiting pod
bounces once (identity resync) after an explicit re-arm.

Docs rewritten to the final doctrine (context/operator-console.md reaper +
re-arm + roster-replay + udp_spoofed sections; OPERATOR_GUIDE + tooltip now say
re-arm is between-rounds-only and warn about the one-bounce resync).

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-26 10:11:07 -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.

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