#49 FIXED + OPERATOR-VERIFIED: the radar draws the static world again -- walls, buttes, hills, ridges, buildings, trees. Root cause (radar/map drift audit, 3-agent, receipts in scratchpad/night17/radar_audit_*.txt): the original filed every pip-bearing Terrain-GRAPH entity into the gauge staticEntities grid via the interest feed (@004cbfa0: pip gate, Mover->moving / Terrain->static; the derivation graph parents UnscalableTerrain 0x2A + CulturalIcon 0x5E + Landmark 0x56 onto Terrain [T0 TERRAIN.cpp:183]), and MapDisplay::DrawStatic (@004c25b4) drew each entity's AUTHORED vector-outline pip (110 type-0x12 GIMs ship: wall1-3, aw01-05 arena walls, buttea-e, hillg/dhillg, sr1e/n/s/w polar ridges, trees, buildings) world-rotated and metre-scaled. The port's RebuildEntityGrid (the shim replacing the dropped interest feed) iterated DYNAMIC entities only -- the 1008 statically-registered UnscalableTerrain instances never reached the grid, so the scope showed no world at all. Fix: a third pass files non-dynamic Terrain-graph entities from HostManager::AllEntityIterator; pipless entities (floors, sky, the wall10k outer fence -- authentically invisible on the shipped radar too) no-op at the pip lookup exactly as on the machine. Receipts: [map-grid] worldStatics census + a capped per-static [map] dump (cls/rid/pip/dsq) symmetric to DrawMoving's. Benched: grass files cls=42 hill rid=2190 pip=1 drawing at 466m beside 313 trees; arena1 files 126 world statics with the aw wall sections (rid 1918/1915) pip=1 drawing and the unpipped walkway/banner props correctly skipped (authored omissions preserved). Operator-verified live on arena1: 'muuuuch better'.
2026-08-14 16:21:44 -05:00
#125 FIXED + 2-node benched: peers now see a killed arm WRECK + its gun pod DROP OFF on the FIRST hit. Root pair: (1) the MechDeathHandler Tick transcription carried an INVENTED write -- ApplyDamageGraphicState(descriptor->graphicState) -- where the raw @0042aa2c (part_003.c:10963-93) only PICKS an effect resource (level flag & 4 -> DescriptorForLevel; gstate flag & 8 -> DescriptorForGraphicState(the zone's CURRENT gstate), overwriting the level pick); with the port's pick hardcoded to Destroyed(1) the invention STOMPED every destruction-cascade child's authored Gone(2) back to 1 in the same tick, master-side, BEFORE the record shipped -- the wire itself carried the corruption, so no peer could ever render the pod dropping (receipts: legacy A remade jointrgun to gstate 2 then re-remade it to 1; legacy B received 'dz_rgun gstate 0->1'). Gotcha 36: an added write is worse than a stub -- it actively fights the authentic writers on every node. (2) the destroyed-mesh swap trigger was descriptor-gated (DescriptorForLevel returns NULL past the last threshold; cascade children have gstate edges with NO level edge) -- the binary needed no trigger at all (its renderer re-picked every segment's mesh from zone gstate PER FRAME); the port's built-once render tree now gets the event equivalent: per-zone gstate caches in Tick fire ONE coalesced RemakeEntityRenderables on any edge, which is also the PEER's only trigger for replicated gstate-only beats. Restored authored two-stage story: a directly-killed gun zone hangs its wrecked variant mesh (thrdrgun-family, exterior skeleton; every zone's descriptor table carries lvl=-1 gs=1/gs=2 terminals -- unreachable by level, existing exactly for the gstate picks); a killed ARM swaps to its wrecked variant AND the pod segment vanishes. Effects suppressed on ->Exists edges (the binary's heal writes the cell raw, no flag -> no respawn puff; regression benched 0 heal puffs across a full death/respawn cycle). 2-node benched both ways (night18/mp_zone125.sh + zonedump.sh): fix = peer receives dz_rarm gstate 0->1 + dz_rgun 0->2 on ONE beat, swaps thrdrarm.bgf and HIDES the pod, first-beat remake receipt; legacy = the stomp conviction above. KB: combat-damage.md MechDeathHandler section rewritten to the corrected reading; gotcha 36.
2026-08-14 18:45:12 -05:00
#125 FIXED + 2-node benched: peers now see a killed arm WRECK + its gun pod DROP OFF on the FIRST hit. Root pair: (1) the MechDeathHandler Tick transcription carried an INVENTED write -- ApplyDamageGraphicState(descriptor->graphicState) -- where the raw @0042aa2c (part_003.c:10963-93) only PICKS an effect resource (level flag & 4 -> DescriptorForLevel; gstate flag & 8 -> DescriptorForGraphicState(the zone's CURRENT gstate), overwriting the level pick); with the port's pick hardcoded to Destroyed(1) the invention STOMPED every destruction-cascade child's authored Gone(2) back to 1 in the same tick, master-side, BEFORE the record shipped -- the wire itself carried the corruption, so no peer could ever render the pod dropping (receipts: legacy A remade jointrgun to gstate 2 then re-remade it to 1; legacy B received 'dz_rgun gstate 0->1'). Gotcha 36: an added write is worse than a stub -- it actively fights the authentic writers on every node. (2) the destroyed-mesh swap trigger was descriptor-gated (DescriptorForLevel returns NULL past the last threshold; cascade children have gstate edges with NO level edge) -- the binary needed no trigger at all (its renderer re-picked every segment's mesh from zone gstate PER FRAME); the port's built-once render tree now gets the event equivalent: per-zone gstate caches in Tick fire ONE coalesced RemakeEntityRenderables on any edge, which is also the PEER's only trigger for replicated gstate-only beats. Restored authored two-stage story: a directly-killed gun zone hangs its wrecked variant mesh (thrdrgun-family, exterior skeleton; every zone's descriptor table carries lvl=-1 gs=1/gs=2 terminals -- unreachable by level, existing exactly for the gstate picks); a killed ARM swaps to its wrecked variant AND the pod segment vanishes. Effects suppressed on ->Exists edges (the binary's heal writes the cell raw, no flag -> no respawn puff; regression benched 0 heal puffs across a full death/respawn cycle). 2-node benched both ways (night18/mp_zone125.sh + zonedump.sh): fix = peer receives dz_rarm gstate 0->1 + dz_rgun 0->2 on ONE beat, swaps thrdrarm.bgf and HIDES the pod, first-beat remake receipt; legacy = the stomp conviction above. KB: combat-damage.md MechDeathHandler section rewritten to the corrected reading; gotcha 36.
2026-08-14 18:45:12 -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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