15 Commits
Author SHA1 Message Date
arcattackandClaude Fable 5 02cdfd6576 Torso: the TWIST goes LIVE -- electrical watchdog chain, centered crosshair, coherent controls (task #57/#58)
The MadCat torso twists, the view turns with it, and targeting follows.
Three reconstruction fronts closed:

THE ELECTRICAL WATCHDOG CHAIN (why the torso never powered up):
- PowerWatcher::UpdateWatch reconstructed (@004b181c, the REAL registered
  Performance -- PTR @0050f5fc; Ghidra missed the fn start): the watchdog
  MIRRORS the watched subsystem's electrical level (+0x278), brownout
  downgrade when gen output <= minVoltage% x rated.  @004b1804 relabeled
  ResetToInitialState (slot 10) -- the old "Simulation" tag was wrong.
- The factory watcher-CONNECT pass reconstructed (vtable slot +0x38,
  @004aee2c/@004b1a40 byte-identical, recovered from raw exe bytes):
  watchedLink.Add(roster[watchedSubsystem]) on the master node.  Was the
  SubProxy::Start() no-op -- every watchdog sat at 0 forever.
- MinVoltageScale = 0.01 (a 10-byte x87 literal @0x4b1924; was 1.0f =
  permanent brownout) and PowerWatcher's Derivation chains its REAL base
  HeatWatcher (the HeatableSubsystem stand-in broke IsDerivedFrom for the
  whole Torso/Searchlight/ThermalSight family).
- KB correction swept: derivation tag 0x50e604 = HEATWATCHER (not
  "HeatSink"); the btl4gaug heat-widget gate now tests it via the
  BTIsHeatWatcher bridge.

THE CROSSHAIR (task #58 forensics, 6-agent workflow + live probes):
- The VIEW is TORSO-MOUNTED: jointtorso -> jointeye -> siteeyepoint in
  every twist-capable .SKL; the camera + canopy ride the same hinge
  subtree through HingeRenderable's live matrix-stack compose -- ALREADY
  WORKING in the port.  The crosshair stays screen-centered (center IS
  the boresight); the twist reads on the tape carets/compass/radar.
- The real bug was the port's gBTAimX = tan(twist) slew (the falsified
  "body-mounted view" model): the camera already carried the twist, so
  the crosshair counter-slid to hull-forward and the fire ray with it.
  Deleted; the pick ray inherits the twist from the yawing eye basis.
- Two instrumentation traps documented (chase-eye-as-default-camera,
  BT_FORCE_TORSO clobbering real joints -> the hook now only fills
  unresolved ones); an over-correcting explicit eye compose was added on
  those false readings and retired the same day.

CONTROLS + REPLICATION:
- Q/E spring-center on release (the axis is a twist-RATE demand; the old
  hold-deflection model drifted forever); X also zeroes the axis and
  pulses the authentic torso Recenter (@004b6918).  M cycles control
  mode via the real CycleControlMode body.
- Torso update-record DIRECTION fixed: engine truth is Write=serialize /
  Read=apply; @004b6a78 is the READ (was mislabeled Write) and the
  missing WRITE @004b6a1c recovered from raw disasm (recordLength 0x1C,
  twist/vel/rate at +0x10/14/18) -- kills the replicant's 0xCDCDCDCD
  -140-degree ghost twist.
- Marching-ghost desync: 4 Standing-case guards zero stale reverse
  cycleSpeed (negative cadence passed the <= ZeroSpeed stop gate).
- Kill credit rerouted to the OBSERVED killer (lastInflictingID ->
  killer's player link) -- kills count, target K/D populates.

KB: subsystems.md (watcher chain), multiplayer.md (record direction),
combat-damage.md + gauges-hud.md + cockpit-view.md (torso-mounted view
re-correction), decomp-reference.md (new addresses + tag fix),
open-questions.md (dead capability-roster loops 2-4, snapshot CD read).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-13 13:27:49 -05:00
arcattackandClaude Fable 5 dd27238ceb Gauges: the CLOSEOUT wave -- radar pips, Myomers dedup, attribute parity, ledger sweep (tasks #14-#17)
TASK #17 -- AUTHENTIC RADAR SYMBOLOGY (the cross-blip stand-in retired).
The recon proved the 'missing pip raster set' never existed as BT game code:
pips are the ENGINE's L4GaugeImage vector-stroke system (T0 source in tree,
L4GAUIMA.cpp == FUN_0046f0c0 line-for-line), the 'pip table' is L4Warehouse::
gaugeImageBin keyed by Entity::resourceID, and BTL4.RES ships 110 type-0x12
shapes (every mech/vehicle/building/tree).  The six btl4rdr stubs are wired
to the real facilities: contacts draw their authentic model silhouettes with
LOD selection, the target gets the binary's 4px-inflated box highlight, and
player-name labels resolve via Mission::GetSmallNameBitmap (the prebuilt
64x16 egg rasters keyed by the player's bitmapindex).  DECODED: the invented
'VideoObject' was Entity::owningPlayer all along (+0x190; nameID =
playerBitmapIndex@0x1E0, target = BTPlayer::objectiveMech@0x284 -- new
bridge BTPlayerObjectiveMechOf); the 'LabelledEntity' class is Landmark
(cultural.h; label path dormant -- no landmark content ships, no runtime
landmarkID writer).  The L4GREND BT_DEV_GAUGES warehouse guard is removed
(its AV had a different culprit, below); resource type 18 corrected to
GaugeImageStream in decomp-reference (was mislabeled 'ModelList').

TASK #14 -- the Myomers ODR duplicate ELIMINATED: the powersub.cpp/hpp
'Myomers' (classID 0xBC3 -- actually Sensor) is retired whole; it duplicated
?DefaultData@Myomers@@ against the real class (dumpbin-verified) and /FORCE
picked the winner by link order.  The real Myomers (0xBC6) now chains
PoweredSubsystem's handler set (ids 4-8) and publishes its SEVEN binary
attributes (@00511588: SpeedEffect/Current/Recommended/Min/MaxSeekVoltage-
Index/SeekVoltage/OutputVoltage) -- the old empty unchained index starved
the Myomer engineering panel of every resolve.

TASK #16 -- attribute parity: MechWeapon publishes the FULL binary table
@0x511890 (11 entries; ids renumbered to binary truth -- the port aliases
had squatted the binary's DistanceToTarget/TargetWithinRange ids; the
streamed TriggerState 0x13 binding unchanged).  Binary names resolved two
TODO members: pipState -> estimatedReadyTime (attr 0x1A), and the EXT-model
flag is the binary's RearFiring (0x1B).  ThermalSight LightState published.
HUD (offset conflicts) + missile-side tables (id encoding suspect)
documented for a re-dump instead of publishing blind.
  THE CRASH THIS EXPOSED [T2, cdb-verified]: gotcha #11's dense-table gap
is a LATENT AV, not a guaranteed one -- the old table's 0x0D..0x12 gap
(task #5) survived on heap luck; the renumber reshuffled allocations and
Find() AV'd on a garbage entryName in WeaponCluster's PercentDone resolve.
Fixed with five named PAD entries (the mech.cpp attrPad idiom) + a
static_assert locking the pad base to PoweredSubsystem::NextAttributeID.
Gotcha #11 amended with the proof.

TASK #15 -- stale-ledger sweep: GAUGE_COMPOSITE ('composite not yet built',
Reservoir shadow, PlayerStatus/vehicleSubSystems 'remaining', valve-dormant-
until-0xBD3, sensor guard, the superseded 'Heat MFD near-static' reframe --
all banner-corrected), gauges-hud frontmatter, L4VB16 + powersub comments.

Verified live: 50/50 config attribute bindings resolve, 0 NULLs, 0 parse
skips, mech spawns and simulates 31/31 subsystems, no cross-blip fallbacks,
the pip cache fills through entity registration without the old guard.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-12 00:57:45 -05:00
arcattackandClaude Fable 5 092408041c Cockpit: the CONFIG-MODE weapon-regrouping session + the live-play fire fixes (tasks #6+#11)
TASK #6 -- the pod's in-cockpit weapon regrouping, fully reconstructed and
live-verified (hold-configure -> tap fire button -> toggle membership ->
release-commit):
- MechWeapon handlers id 9 ConfigureMappables @004b9550 / id 10 ChooseButton
  @004b95b8 (binary table @0x511860; the old "Myomers fns" mislabel swept)
  + the GetMessageHandlers() accessor chain through Emitter/ProjectileWeapon/
  MissileLauncher/GAUSS/PPC (empty per-class sets swallowed dispatch).
- Mapper vtable truth: +0x38 EnterConfiguration / +0x3C ExitConfiguration /
  +0x40,+0x44 AddOrErase evt/dir.  No "secondary vtable @0050f498", no
  "CreateTemporaryEventMappings" virtual (RP-name drift; swept incl CLASSMAP).
  L4 Enter/Exit rebuilt complete: StartMappableButtonsConfigure (the
  NonMapping 0x10000 <-> Mapping 0x8000 mode flip + the gauge's active-weapon
  latch) + the held-button re-arm + the 4 fire-button temp maps; only the RIO
  mapper implements the toggle (Thrustmaster no-ops = can't regroup).
- MechSubsystem +0xE8/+0xEC corrected to controlDestination/controlMessageID
  (ex hostEntity/subsystemId2 mislabel); MechWeapon ctor defaults the
  destination to &fireImpulse (@004b99a8).
- ConfigMapGauge state loop reconstructed (PE-recovered DAT_00518eb4 table;
  buttonGroup GetMapState sampler -- the "needs ModeManager" guard rationale
  was wrong).  Finding [T1]: the shipped binary NEVER enables this gauge (no
  SetColor caller) -- authentically dormant; BT_CONFIGMAP=1 is the dev enable.
- Dev harness: HOLD 'G' opens the session (BT_CONFIG_SLOT picks the weapon);
  BT_CONFIG_TEST scripts a headless verify.  @004afbc4 corrected to its real
  Fail-trap body (the guessed AddOrErase(NULL) body would corrupt groups).
- Bonus [T1]: the binary MechWeapon ATTRIBUTE table has ELEVEN entries
  (PercentDone..WeaponState) -- "TriggerState is the only one" was wrong.

TASK #11 -- the user-reported live-play regressions (both real bugs):
- PHANTOM FIRE: the mech4 bring-up shot block painted an explosion at the
  victim on its OWN 0.3s cadence whenever fire was held -- desynced once the
  authentic recharges landed.  Retired (the real impact visual flows from
  each discharge via the messmgr SubmitExplosion).
- WEAPON BRICKING (the "cuts out" bug): the Loading->Loaded snap window
  (+-0.01 around seekV) assumes the pod's LOCKED 60 fps; one port dt-spike
  jumps it, the byte-verified >1.0 clamp (_DAT_004ba830=0) zeroes readiness,
  and the weapon sticks in Loading at level ~10000 forever (observed live).
  Fixed with pod-frame (1/60s) sub-stepping of the binary's own Loading tick
  -- also fixes the I^2R integral over-heating generators on big steps.
  NEW GOTCHA CLASS recorded: reconstruction-gotchas #12 (frame-pacing trap).
- Duty-cycle measured (max-rate autofire): generators equilibrate in the
  degradation band (recharge stretch ~3.5-4.4x), the FailureHeat breaker
  never trips solo, PPCs sustain ~11.8-damage full-charge fire.  The slow
  kill pacing and recharge gaps are the AUTHENTIC heat economy; the pilot's
  counters (this regrouping UI, generator reassignment, coolant valves) are
  the reconstruction queue.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-11 19:39:35 -05:00
arcattackandClaude Fable 5 4e63a7b6c3 Heat: THE AUTHENTIC ELECTRICAL MODEL -- weapons recharge from generators (task #10)
Task #10 set out to fix "scrambled linked-sink routing"; a [heat-link] attach
log proved the routing was NEVER scrambled (every subsystem links its authored
condenser exactly; the "pools in Condenser1" read was the diagnostic-sampler
aliasing trap).  The real defect: emitter.cpp's local FUN_00417ab4 stub
returned NULL, so the whole electrical model was inert and the E7 force-charge
recharged every emitter in ONE frame (~0.3s cycle, 1501 fires/90s, ~1.7e9
heat/s -- the "runaway").

Landed authentically [T1: disasm + byte-verified constants]:
- Emitter ctor @004bb120: seekVoltage = authored fraction x generator
  ratedVoltage (10000); EC = energyTotal/(seekV^2 x 0.5); voltageScale@0x310 =
  (RechargeRate / -ln(1 - 1e-4 x seekV)) / EC -- charge reaches seekV[rec] in
  EXACTLY the authored RechargeRate (PPC 5s, ERL 4s, SRM 3s, ERM 2s) cold.
  Owner-flags ctor gate (the usual gotcha; the this-flags read never armed).
- PoweredSubsystem::ChargeTimeScale (@004b0d50, was a =1.0 stub): voltageScale
  x (1 + thermalResistivity x srcTempRise) -- hot generators charge slower.
  ("voltageScale is never read back" was wrong; corrected + swept.)
- TrackSeekVoltage @004ba838: charging I^2R -> the GENERATOR's pendingHeat
  (~3.5e8/full PPC charge) -- generators self-heat, conduct to their authored
  condensers, and throttle further charging.  The feedback economy closes.
- FailureHeat consumers found: this+0x184 == 2 gates BOTH weapon families
  (@004baa88 emitter: reset firing + hold charge 0; @004bbd36 ballistic:
  recoil=rechargeRate + alarm 7).  Emitter::GetFaultState un-stubbed.
- ProjectileWeaponSimulation @004bbd04 opens with call 0x4b0bd0 (disasm) --
  launchers now run the powered/heat step (their firing heat previously
  accumulated in pendingHeat forever).
- heat.cpp: per-instance BT_HEAT_LOG census (the old shared-static 1-Hz
  sampler aliased); [heat-link] attach log; the stolen-else Verify restored.

Verified live (120s max-rate autofire): PPC ~470-500 (was 55,000), bank
plateaus ~600 and sheds to ambient, generators 1100-1400, ERMLaser
self-regulates at the authored 2000 failure threshold (shutdown-cool-resume).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-11 16:59:29 -05:00
arcattackandClaude Fable 5 001ca16af9 KB: crit-propagation landing recorded (task #2)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-11 12:11:21 -05:00
arcattackandClaude Fable 5 3c34ae6de6 KB: full staleness audit + sweep -- 35 verified corrections across 16 topics, 15 new glossary terms
Adversarially-verified audit (18 agents) against the task #46-#56 landings:
MP/current-state understatements, superseded punch readings, retired env
gates, dead paths, line-cite drift; env-gate hub table completed.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-11 10:56:51 -05:00
arcattackandClaude Fable 5 96b8892e7c Cockpit: the authentic punch STENCIL-CUT -- all 8 cockpits real (task #55)
The user caught the inversion (blocked viewports, see-through frames); the
answer came from the rasterizer board itself: an i860 disassembly of the
VREND.MNG firmware decoded the damageize handler (@0xf040f6f8) -- cmd 0x20
(vr_damage_action) writes the dpl_Punchize token triple onto the punch
geogroup's first three geometry chunks IN FILE ORDER:

  chunk1 = the detailed window-aperture shapes -> an invisible per-pixel MASK
  chunk2 = the coarse hull -> the ONLY colour-drawn geometry (where not masked)
  chunk3 = byte-identical hull twin -> the damage-reset record, never visible

Visible canopy = hull-minus-apertures.  Both earlier readings were wrong ways
around the same three chunks: dropping all punch left floating fragments (no
hull); hiding the duplicate pair hid the HULL and drew the MASK -- the exact
inversion observed.

Port: bgfload tags per punch patch {non-paired pmesh = mask (role 1),
first twin = hull (role 2), second twin = skip}; L4D3D DrawMesh runs
mask->stencil-1 (no colour/z-write, z-tested), hull->stencil-NOTEQUAL,
mask->stencil-0; device D24X8 -> D24S8 + stencil clear.  The cut never
touches z, so later-drawn entities show through the apertures.
BT_COP_PLATES=1 disables (diag).

In-game, all 8 mechs on pure defaults: connected dark frames with clear
viewports -- thor (the footage mech) shows the central viewport + surrounding
frame exactly as filmed.  Combat regression clean (kill + no NaN).

Arena textured punch uses the same firmware kit; the black-texel alpha path
there is a working approximation, flagged in the KB.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-11 08:53:22 -05:00
arcattackandClaude Fable 5 946323b696 Gyro: damage fan-out FUN_004b2980 -- the cockpit hit-BOUNCE is live (task #56)
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>
2026-07-11 07:36:25 -05:00
arcattackandClaude Fable 5 abaa145b6f Cockpit: authentic eyepoint + canopy lattice render (task #55)
The first-person cockpit now shows by default and matches gameplay footage
(verified on the Madcat). Two decomp-verified reconstructions:

EYEPOINT (FUN_004579a8 + caller part_014.c:5525, FUN_004c22c4):
- eye offset = siteeyepoint GetBaseOffset (not GetSegmentToEntity, not the
  upright hack), parented on the PARENT segment DCS (btl4vid.cpp)
- live view = affine INVERSE of the eye world matrix (L4VIDRND Execute) --
  replaces the hand-rolled LookAtRH whose +Z-forward/+Y-up row guess aimed
  some mechs into the canopy; combine order fixed to baseOffset * R
- chase camera basis + aim boresight re-expressed for the inverse convention
  (row2 = back); boresight now derives from the view matrix (the stale rows
  aimed the pick ray at the sky = no target, no discharge)

CANOPY (*_COP.BGF, dpl_Punchize geogroups):
- every shell is an open strut lattice (38-59% boundary edges, all 12 mechs);
  rendered single-sided with per-face INWARD winding (l/r torso patches are
  mirrored, so no global winding works) the struts are the dark frame and the
  openings show the world
- frame colour = the 'softer' ramp near its dark end (texture-less unlit ramp;
  BLXSKIN.BMF has no texture -- the old "punch texels" theory was wrong)
- scoped by filename (meshIsCop); wrong drop-punch + view-cut paths removed
- BT_FORCE_MODEL=<name> forces the player mech for per-mech bring-up

KB: new context/cockpit-view.md topic; punch split corrected in bgf-format;
gotchas 14 (LookAt axis guess) + 15 (per-patch edge namespaces); env gates +
eye/punch addresses in decomp-reference.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-11 06:46:54 -05:00
arcattackandClaude Opus 4.8 0bfb3d4ab3 Warp: restore the translocation-vortex look + fix texture-scroll precision collapse (task #52)
The death/respawn "blue whirlwind" (tsphere) now matches the original cabinet
photo (capture.png): a smooth spinning lavender vortex with a bright core.

Root cause of the long-standing "radial spokes" artifact was NOT the warp code
but a general engine bug: L4D3D::SetTextureScrolling computed its texture-matrix
offset as scrollDelta * absolute_time, which grows unbounded and collapses UV
float precision -> a smooth scrolled cloud shatters into grainy radial steps.
Wrapped with fmodf(..., 1.0f) (identical under REPEAT tiling, full precision).
This also cleans the scrolling bexp beam grit and any other SCROLL material.

Visual reconstruction (verified against the real 45-vtx TSPHERE.BGF bicone,
offline-rasterized then ported):
  - view ON-AXIS (eye centred on the throat) + spin in place -> concentric rings
    (decomp FUN_00453dc4 does spin-about-local-Z + submit; the port had stubbed it)
  - bintA cloud through a WIDE lavender ramp at full contrast (drawn as SKY);
    no geometry "bands", no log-polar twist, no off-axis tornado (all discarded)
  - tessellate the 12-facet bicone smooth; isotropic + trilinear; ramp baked into
    the texture and drawn SELECTARG1(TEXTURE) to avoid double-tinting

Env knobs (BT_WARP_*) default to the verified values; BT_WARP_SELFTEST/SELFSHOT
are an off-by-default visual-verification harness (backbuffer frame dump).

Docs: new context/translocation-warp.md (geometry/material/visual/lifecycle/env);
reconstruction-gotchas.md gains the accumulated-time precision-collapse bug class;
rendering.md / multiplayer.md / decomp-reference.md / CLAUDE.md cross-linked.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-10 14:53:50 -05:00
arcattackandClaude Fable 5 d78bde066d Authentic target acquisition LIVE: reticle slew + pick-ray lock + aimed zone damage (task #36)
The engine Reticle model (MUNGA/RETICLE.h [T0]) reconstructed end to end:
- Mech::targetReticle is a real Reticle member bound to the TargetReticle
  attribute (0x1d), per the RP VTV analog (VTV.h targetReticle).
- Crosshair slew: mouse -> client rect -> reticle coords (the pod stick
  free-aim channel's dev-box stand-in); BT_AIM="x y" pins it headless.
  LMB fires lasers / RMB missiles (alongside SPACE/CTRL).
- Pick ray: the ACTIVE eye publishes pos + LookAtRH basis (BTSetAimCamera,
  L4VIDRND view-write site) + the render loop publishes proj._22;
  BTGetAimRay builds the world ray, Mech::PickRayHit slab-tests it against
  the collision template's ExtentBox via the engine's BoundingBox::HitBy
  (local frame; clips the Line at entry) -> world hull point.
- Designation: the mech under the crosshair designates (sticky; re-hover
  refreshes; cleared when the target leaves the roster at burial); the
  entity target slots 0x37c/0x388/0x38c feed the whole weapon path.
- Aimed fire: while HOT the impact point is the PICKED hull point -> the
  STEP-6 cylinder lookup resolves the zone under the crosshair (verified:
  center-aim -> head-band zone 13 dominant). Off-crosshair the sticky
  designation converges on center mass.
- HUD: the aim group draws at the slewed position ([0x9a] translate,
  contained by push/pop); the designator ring tracks the target's
  projected point (subB9 hot / subB8 designated, BTProjectToReticle);
  edge arrows when off-screen/behind.
- AUTHENTIC gating: no fire arc exists in the binary (FireWeapon fires
  whenever HasActiveTarget, part_013.c:7758) -> BT_FIRE_ARC is now an
  explicit OPT-IN presentation clamp; the hardwired gEnemyMech lock and
  the projectile path's gEnemyMech fallback are removed.
- Fixed en route: every renderable rebuild stomped mCamera back to the
  chase eye (start-inside silently lost the cockpit camera; the aim feed
  exposed it). BTL4VideoRenderer::mViewInside persists the chosen view.

Verified headless: BT_AIM="0 0" -> HOT lock, pick hits the hull face at
exact range, aimed zones resolve; BT_AIM="0.8 0.3" -> no lock, zero
damage, zero missile launches; kill chain completes to wreck + smoke.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-08 20:57:11 -05:00
arcattackandClaude Fable 5 48b17750e5 HUD reticle + weapon pips LIVE: dpl2d 2D display-list port (task #35)
- dpl2d API fully recovered from the binary recorders (@487f34-488630):
  opcode model (points/lines/polyline/circle/color/width/matrix/push-pop),
  CallList = INLINE include (state persists to caller), centered coordinate
  frame (unit = half viewport height). game/reconstructed/dpl2d.cpp rework.
- BTReticleRenderable ctor @004cc40c transcribed with the authentic
  calibration (originX .35, originY .25, scaleY .5, 0..1200m right range
  ladder, bottom heading tape, FUN_004cd938 tick ladders, lock rings,
  turn arrows); range caret slides from the live target range fed by the
  mech4 targeting step (BTSetHudTargetRange).
- Weapon pips: the binary gate is IsDerivedFrom(0x511830 =
  MechWeapon::ClassDerivations) [T1: part_014.c:5386 hard-aborts on missing
  weapon attrs; part_012 counts + roster ORs capabilityFlags@+0x334] so ALL
  7 BLH weapons register (3 lasers + 2 PPCs + 2 MissileLaunchers). Pip A
  (lit, authored PipColor) on TargetWithinRange, else dark ring B.
- AddWeapon @004cdac0 store map corrected to the verified order
  (part_014.c:4827-4837); both state attrs are literally named
  "SimulationState" (strings @51d526/51d577) -> weapon simulationState.
- Mech roster this[0x1ef] renamed poweredSubsystems -> weaponRoster
  (0x511830 is MechWeapon, not PoweredSubsystem=0x50f4bc); derivation-tag
  table added to context/decomp-reference.md.
- Draw hook BTDrawReticle after the 3D scene, cockpit view only. Binary
  Execute @004cdcf0 is an un-exported gap -> Draw dynamics [T3], tracked
  in context/open-questions.md with the blx_cop canopy + PNAME pip meshes.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-08 20:05:44 -05:00
arcattackandClaude Opus 4.8 5b7f3a1c40 context: sweep the 0xBD3/mech+0x190 correction across all topic files
Propagate the verified finding (0xBD3 = damage/explosion hub @0x434, NOT the valve/message
gate; the valve/Myomers gates read the owning BTPlayer @mech+0x190) into the topic files that
still carried the old claim: decomp-reference (ClassID row + both offset rows), gauges-hud,
subsystems, open-questions (Myomers coupling), + frontmatter. Graph validates clean.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-07 23:01:45 -05:00
arcattackandClaude Opus 4.8 16af8dbffb context: correct 0xBD3 — it's the damage/explosion hub (0x434), NOT the valve/Myomers gate
Risk-4 investigation (before wiring WAVE 8) found my earlier 'keystone unblocks 4 things'
claim was wrong. Verified from the binary:
- 0xBD3 SubsystemMessageManager = a damage/explosion consolidation hub (ConsolidateAndSendDamage,
  weaponExplosions), cached to Mech[0x10d]=0x434, mislabeled 'controlsMapper' in our recon (the
  live drive squats there; the real mapper is roster slot 0 via SetMappingSubsystem).
- The valve MoveValve guard (FUN_004ac9c8 ->owner+0x190+0x274) AND the Myomers gate
  (FUN_004ad7d4 ->owner+0x190+0x260) read a DIFFERENT object at mech+0x190 (!= 0x434). So 0xBD3
  does NOT gate the valve/Myomers/MessageBoard; mech+0x190 (unidentified, no decompiled writer yet)
  is the real keystone for those gauge-adjacent routes.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-07 22:49:29 -05:00
arcattackandClaude Opus 4.8 1cd57ade85 context-system: bootstrap the progressive-context expert knowledge base (foundation)
Adapt the spark-lesson / expert-seed.md progressive-context pattern to the bt411 port:
a thin router + context/*.md knowledge graph so the 2236-line CLAUDE.md's deep knowledge
loads on-demand instead of every session.

NON-DESTRUCTIVE foundation pass (live CLAUDE.md unchanged; proposed router is a draft):
- reference/glossary.yaml        -- ~45 terms (engine/formats/scene/reconstruction)
- context/decomp-reference.md    -- the quantitative hub: resource types, ClassID map,
                                    mech offsets, damage delivery, weapon constants, env gates, tools
- context/reconstruction-gotchas.md -- the 12 systemic bug classes (conventions/DO-NOT hub)
- context/bgf-format.md          -- geometry format + CONN/PCONN + LOD-sqrt3 + ramp shading
- context/gauges-hud.md          -- the gauge/MFD system (the just-completed wave)
- context/open-questions.md      -- deferred systems + get-from-Nick
- context/_ROUTER-DRAFT.md       -- the proposed slim CLAUDE.md (identity, protocols,
                                    quick-lookup, evidence tiers T0-T4, conventions, structure)
- phases/phase-01-context-restructure.md -- design + migration plan + status

docs/*.md ledgers stay as the DETAILED logs; context/*.md are the curated digests that
route into them. Remaining: ~10 topic files (project-overview, subsystems, combat-damage,
rendering, locomotion, wintesla-port, build-and-run, ...) then the CLAUDE.md swap.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-07 22:06:53 -05:00