5 Commits
Author SHA1 Message Date
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 Opus 4.8 070af409f7 gauge wave P1a: publish heat/power/weapon attributes + radar zoom
The gauge-databinding-map workflow found most cockpit gauges resolve NULL
because the reconstructed subsystems publish only a fraction of the attributes
the config binds.  First publishing batch (attribute tables are read-only static
data; ids kept a dense prefix from each parent's NextAttributeID):

- HeatSink table dense-append: DegradationTemperature/FailureTemperature (the
  condenser temp-bar warn/max endpoints -- were NULL, so the two-part bars could
  not scale), NormalizedPressure/DegradationPressure/CoolantMassLeakRate, and the
  HeatSink link.  Condenser/Reservoir inherit this -> all 6 condenser temp bars
  now resolve current/warn/max (verified: BT_GAUGE_ATTR_LOG all OK).
- PoweredSubsystem::GetAttributeIndex() (new) publishes InputVoltage->voltageSource
  -- the cluster power-branch gate (the power-lamp/generator-voltage/state-lamp
  sub-branch is skipped when it resolves NULL).  Flows to Sensor/Myomers/weapons.
- MechWeapon::GetAttributeIndex() (new) publishes OutputVoltage/PercentDone->
  rechargeLevel; Emitter/PPC/ProjectileWeapon/MissileLauncher/GaussRifle DefaultData
  re-pointed at it (they carried an EMPTY default-constructed index -> resolved
  NOTHING).  Verified: the ER MED LASER / PPC / STREAK weapon clusters now render
  live recharge dials (were blank TEMP/STATUS).
- Mech::SetTargetRange un-stubbed (radarRange = range) -> the radar map scale +
  overlay range readout track the mapper's zoom (was frozen at 1000).
- GAUGREND ParseAttribute: env-gated per-binding resolution trace (BT_GAUGE_ATTR_LOG)
  -- durable diagnostic infra for the wave.

Verified DBASE+dev gauges: no startup/gauge-construction crash (dense chain intact),
combat un-regressed (TARGET DESTROYED), clusters build with InputVoltage resolving.
Remaining config-binding NULLs: HeatSink/AmbientTemperature (aggregate bank, P3) +
Searchlight/LightOn (P1b).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-07 16:22:45 -05:00
arcattackandClaude Opus 4.8 2bcca26cea WAVE 7 Phase A: wire the projectile/missile weapon SUBSYSTEMS byte-exact (un-mislabeled)
An 8-agent decomp-mapping workflow mapped every weapon-family ctor + fire/spawn path
(scratchpad/wave7_maps.txt).  KEY IDENTITY CORRECTION via VDATA.h enum (base 3000=0xBB8):
the factory ctor-address comments were right but the built CLASS names were stubs/base --
    0xBCD == ProjectileWeapon  (was building the base MechWeapon stub)
    0xBCE == GaussRifle         (NOT MissileLauncher -- was a MissileLauncher stub)
    0xBD0 == MissileLauncher    (NOT BallisticWeapon -- was a BallisticWeapon stub)
Un-mislabeled + wired via Create<Class>Subsystem bridges (mirroring CreateEmitterSubsystem),
each static_assert-locked byte-exact on the now-locked MechWeapon(0x3F0)/Emitter(0x478) bases:

  * ProjectileWeapon (0xBCD, @4bc3fc : MechWeapon, sizeof 0x448)
      FIX: AmmoBinConnection was an empty 1-byte struct -> retyped to the binary's 0xC
           SharedData::Connection (was making the object 8 bytes short, sliding
           MissileLauncher's missileCount off 0x448).
  * MissileLauncher (0xBD0, @4bcff0 : ProjectileWeapon, sizeof 0x44C)
      FIX: deleted muzzleVelocity (ALIAS of inherited ProjectileWeapon launchVelocity@0x410)
           and salvoCount (SHADOW of inherited MechWeapon damageData.burstCount@0x3d4),
           keeping the single own field missileCount@0x448.
  * GaussRifle (0xBCE, @4bdcb4 : Emitter, sizeof 0x484 = Emitter + Vector3D muzzleVelocity)
      DEDICATED bridge (not CreateEmitter): its FireWeapon is a no-op (mov [eax+0x414],0) --
      a non-functional weapon in this 1995 build.  Also fixed GAUSS.CPP's discharge write
      rechargeLevel -> currentLevel@0x414 (the binary writes this+0x414).

Phase A safe-stubs FireWeapon (consume round + recoil, NO spawn): the reconstructed
Projectile (@4be1bc, 0x340) + Missile (@4bf5b4, 0x368) ENTITY classes are NOT spawn-ready
(Entity-base phantom members overflow their New() alloc -> heap corruption; New() takes
(int)this instead of the 0xD4 descriptor; Entity base size unconfirmed 2007-vs-1995, the
Mech 0x638-vs-0x854 problem).  The workflow's adversarial verify flagged the live spawn as a
heap-overflow hazard and recommended exactly this phasing.  Phase B = the entity byte-exactness
+ descriptor build + New(MakeMessage*) so a fired shot becomes a flying entity that damages.

Factory now 18 of 20 cases wired to real ticking classes (remaining: SubsystemMessageManager
0xBD3 [WAVE 8], Gyroscope 0xBC4 [deferred]).  Verified: Mad Cat (LRM/ballistic) + BLH construct
the real weapon classes + tick authentic charge/ammo/heat/recoil, DESTROYED-in-8, 0 crashes,
heapcheck-clean through construction.  Energy weapons already damage via the mech4 beam path,
so combat is unaffected.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-07 13:35:43 -05:00
arcattackandClaude Opus 4.8 9d82be46a1 P7: subsystem-tree alarm unification -- the whole PoweredSubsystem weapon/power subtree is byte-exact
The reconstruction modeled the binary's 0x54 AlarmIndicator (FUN_0041b9ec) with undersized
stand-ins (AlarmIndicator==ReconAlarm==4B; HeatAlarm==8B) across the entire subsystem tree, so
every field above an alarm sat at the wrong compiled offset.  Retype every such stand-in to
GaugeAlarm54(0x54) and de-phantom each class against its ctor, so the whole PoweredSubsystem
subtree becomes byte-exact.  An 8-agent read-only decomp-mapping workflow decoded every ctor
first; then hands-on implementation.  static_assert-locked chain (verified vs the raw ctors):

  HeatSink 0x1D0
   -> PoweredSubsystem 0x31C   retype electricalStateAlarm@0x264 + modeAlarm@0x2B8   @004b0f74
   -> MechWeapon      0x3F0   retype weaponAlarm@0x350; delete 5 phantom tail fields  @004b99a8
   -> Emitter         0x478   delete outputVoltage/beamLengthRatio/firingArmed aliases
                              + beamHit*/beamColor/beamHitData/energyRampTime phantoms;
                              retype beamOrientation EulerAngles->Quaternion(16B)       @004bb120
   -> PPC             0x478   (no own fields)                                           @004bb888
  PoweredSubsystem -> Sensor  0x328   (no alarm; 3 own fields)                          @004b1d18
  PoweredSubsystem -> Myomers 0x358   (no alarm)                                        @004b8fec

New systemic bug-class instances fixed (added to the CLAUDE.md checklist):
  * alias field    - Emitter outputVoltage==inherited rechargeLevel@0x320; beamLengthRatio==
                     beamScale.z@0x434; firingArmed==inherited useConfiguredPip@0x3E0
  * phantom field  - MechWeapon segmentReference/pipSegment/hasTarget/targetPoint/muzzlePoint
                     (past 0x3F0); Emitter beamHitPoint/beamImpact/beamImpactScalar/beamColor/
                     beamHitData/energyRampTime (binary writes inherited damageData/voltageScale
                     or the value is a method local)

Non-layout fixes required in the same wave:
  * outputVoltage->rechargeLevel also in the compiled GAUSS.CPP:74/93 (external readers of the
    removed Emitter field -- must grep EVERY TU, not just the class's own .cpp)
  * MechWeapon::GetMuzzlePoint reimplemented faithfully (removed muzzlePoint collided with
    Emitter's own fields at 0x3F0) via a BTResolveWeaponMuzzle void* bridge in mech4.cpp,
    resolving the weapon's mount segment (inherited this+0xdc) through the owner segment table
  * DetachFromVoltageSource fixed to set electricalStateAlarm not modeAlarm (raw @004b0e30
    writes the 0x264 alarm)

The vehicleSubSystems aux-screen gauge raw reads (btl4gau2.cpp:868/952 at subsystem+0x2b8/+0x278)
and the Sensor RadarPercent path now read the CORRECT byte offsets (garbage under the short layout).

Verified: combat DESTROYED-in-8, 28 shots, 0 crashes, heat heatEnergy=1.34e7, every static_assert
lock passes, heapcheck-clean through construction (the phase the isolated PoweredSubsystem retype
had overflowed).  LESSON: a factory-bridge runtime Check(sizeof<=alloc) does NOT fail the build --
only a static_assert sizeof lock catches alloc overflow at compile time.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-07 11:49:58 -05:00
arcattackandClaude Opus 4.8 7b7d465e5e Initial commit: bt411 -- standalone Windows BattleTech (Tesla 4.10 port)
Clean, self-contained extraction of the BattleTech-specific work from the
reverse-engineering workspace -- engine + game + content + build, with nothing
from Red Planet or the raw archive dumps. Builds green (Win32) and runs the
single-player drive->animate->target->fire->damage->destroy loop out of the box.

Layout:
  engine/   MUNGA + MUNGA_L4 shared 2007 engine, carrying our BT render/loader
            work (bgfload/L4D3D/L4VIDEO: BSL bit-slice decode, LOD/ground/shadow
            models) + image codec; the minimal rp/ headers the audio HAL needs
  game/     reconstructed BT logic + surviving-original BT source + fwd shims
            + WinMain launcher
  content/  full runtime tree (BTL4.RES, VIDEO/, GAUGE/, AUDIO/, eggs, BTDPL.INI)
  docs/     format specs + reconstruction ledgers
  reference/ raw Ghidra pseudocode (recon source-of-truth) + decomp exporter
  tools/    MP console emulator + map/resource scanners

One top-level CMake builds munga_engine lib + bt410_l4 game lib + btl4.exe.
All paths relativized (186 fwd shims + ~437 CMake abs paths -> repo-relative);
DXSDK is the one external, overridable via -DDXSDK. Verified: builds to a
byte-identical 2.27MB exe and runs combat (TARGET DESTROYED, 0 crashes) against
the bundled content.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-05 21:03:40 -05:00