Commit Graph
18 Commits
Author SHA1 Message Date
arcattackandClaude Opus 4.8 a35f321ba1 Warp: exact POVTranslocateRenderable replica (collapse/throb/reveal + world mask)
Stop approximating -- replicate POVTranslocateRenderable::Execute() behaviorally,
byte-for-byte on the constants and transitions (engine T0, L4VIDRND.cpp:1763-2076),
per the user's "replicate the effect exactly".  The five prior piecemeal attempts
each fixed one facet and broke another because they left out the WHOLE mechanism.

Full state machine (btl4vid.cpp), driven by two decoupled events (NOT the
SimulationState trigger -- that dial also drives camera/POV+targeting, the f053535
regression; SetIsDead is a separate pure-render flag, verified safe):
  - LOCAL DEATH -> InitialCollapse: scale (pct_left*100)+1 over 1.3s (world visible),
    then SetIsDead(true) + WaitForReincarnate.  (btplayer VehicleDeadMessageHandler,
    deathCount==-1, local-guarded.)
  - WaitForReincarnate: world BLACK (mask), scale 1, Lissajous throb
    (cos(t*3.33), sin(t*2.5)) x2.0 -- the "dances around playfully".
  - LOCAL RESPAWN -> ExpandReveal: SetIsDead(false) + scale (pct_used*150)+1 over
    1.0s -- blasts open, world revealed ("shoots off into the distance").  (btplayer
    DropZoneReplyMessageHandler, local-guarded.)

Draw EXACTLY as the engine (isDeathDraw -> drawAsSky): PASS_SKY, OPAQUE,
CULLMODE=CW, z-test ON (L4VIDEO.cpp:7526/7568-7570/7693).  This kills the "glitchy
funnel" -- opaque = one write/pixel (no translucent double-blend), CW = one winding
of the double-sided mesh (no coincident z-fight), z-on = the expand shell is
occluded/revealed by the returning world.  Placement = Scale * inverse(view) with
NO recenter (the mesh is authored off-origin so the eye sits inside, authentic);
dropped the wrong mCullCenter recenter and the Z-off overlay hack.  Colour is the
"sky" ramp (per prior commit); no geometry spin (myRotateY is dead) -- swirl is the
texture scroll.  SetIsDead reached via a BTSetWorldDead bridge (L4VIDRND.cpp).

STUCK-BLACK SAFETY (the one new risk of decoupling mask-on from mask-off): a 12s
WaitForReincarnate render-loop timeout un-masks if no respawn arrives, plus
BTWarpForceUnmask on the mission-ending + no-DropZones abort paths.  Smoke-verified
2-node: collapse->wait(masked=1)->expand(masked=0), ends masked=0, no crash.

The peer-observer warp stays a world-anchored translucent alpha draw (port
extension; the authentic effect is POV-only).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-10 09:43:54 -05:00
arcattackandClaude Opus 4.8 63c1c5a460 Implement the translocation sphere -- the "blue warp" respawn effect (task #52)
BTTranslocationRenderable was a no-op stub; now reconstructed over the engine's
POVTranslocateRenderable: loads tsphere.bgf and runs a collapse-on-arrival /
expand-on-reveal sphere (scale 100->1 over 1.3s, then 1->150 over 1.0s, rotating)
keyed on the player's SimulationState dial. Drawn direct from the render loop by
BTDrawTranslocationSpheres (beside BTDrawBeams, PASS_ALPHABLEND) -- the same
accommodation the beams/reticle use.

The asset loads by FILENAME (tsphere.bgf), not through the RES table -- which is
why every resource-name search missed the effect for three rounds.

Trigger wiring: btl4vid.cpp MakeEntityRenderables builds the sphere for the LOCAL
player (the authentic wiring builds it only for replicants + a POV fade for self,
but peer player-attribute replication isn't wired -- on a replicant SimulationState/
DropZoneLocation read uninitialised). btplayer.cpp pulses SimulationState
DropZoneAcquired->VehicleTranslocated at respawn (a 1.4s flip timer stands in for
the engine's +1s drop-zone re-post) and writes the respawn origin into the
DropZoneLocation attribute.

Verified 2-node (BT_TLOC_LOG): on respawn the sphere collapses (~100->5) then
expands (->150) at the valid drop-zone origin, deduped to <=2 active, respawn
cycle un-regressed, no render errors. Visual appearance (colour/size) still needs
a live look; the authentic see-others'-spheres path needs player replication.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-09 21:41:57 -05:00
arcattackandClaude Opus 4.8 83b3f31957 Whirlwind respawn: authentic death->drop-zone->recreate cycle (task #52)
Death transition (mech4) now dispatches VehicleDead(-1) to the owning
player; BTPlayer::VehicleDeadMessageHandler restructured to the authentic
@004c05c4 three-way branch: -1 = death bookkeeping + sever playerVehicle
(wreck stays) + 5s re-post; >=0 = engine drop-zone hunt -> DropZoneReply
-> CreatePlayerVehicle (new mech); -2 = the acquire probe. Guarded on a
DropZones group so a zone-less mission stays dead instead of aborting.

Three latent bugs the respawn path exposed, all fixed:
- IsMechDestroyed latched on graphicAlarm>=9 alone; a later leg hit on the
  wreck rewrites the alarm to 4/3, un-latching -> the death transition
  re-ran (double kill/score, abort). Now latches on movementMode 2||9.
- Score handlers dereferenced the severed playerVehicle during the dead
  window; guarded.
- The console score flush routed a NetworkClient::Message through the
  player's Entity::Dispatch, which stamps entityID past the smaller struct
  -> /RTC1 stack overflow. Sent via application->SendMessage instead.
- Renderer LoadMission re-entry (per viewpoint-make) re-read the env INI;
  its light block Fail'd on stale sceneLightCount. Reset it in
  DPLReadEnvironment so the respawn's second read is clean.

Verified 2-node self-drive: B killed repeatedly by A respawns each time
(wreck stays), ticks + reloads + takes fresh damage on the new mech, no
abort/hang across multiple death->respawn cycles.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-09 20:26:55 -05:00
arcattackandClaude Fable 5 b6fe686b22 Shadow: authentic terrain tilt + decal draw order (feet layer correctly)
User report: the ground shadow painted OVER the mech's feet.  Root cause: the
flat quad + big depth-bias (-0.004 ~= 2-4 world units) workaround for slope
burial -- a bias big enough to beat the TERRAIN also beat the FEET in the
depth test, and the shadow drew in the late alpha-blend pass (after the mech),
so z-arbitration was the only layering control.

Fix, four co-dependent parts (user-verified live: feet on top, opaque,
survives inclines/declines):

- TILT (mech.cpp UpdateShadowJoint): apply the SKL's own contract for
  jointshadow ("apply terrain angle to pitch and roll") -- quad up aligned to
  the surface normal via an orthonormal basis fed to the ENGINE's own
  LinearMatrix->EulerAngles conversion.  Hand-derived Euler signs are exactly
  how the prior tilt attempts "dug into the hillside"; the engine conversion
  is convention-proof.  ~35 deg cliff-guard cap.
- SAMPLER (mech4.cpp): surface gradient from the collision probes PLUS
  BTVisualGroundLift per probe -- the quad hugs the VISIBLE terrain, whose
  lift varies across a slope; world->local rotation by the TRUE yaw from
  localToWorld, not the drift-prone gDriveHeading mirror (the task-#48 bug
  class).  BT_SHADOW_LOG traces the normals.
- DRAW ORDER (new PASS_SHADOW, l4d3d.h/L4VIDRND/L4VIDEO): shadows draw
  between the STATIC terrain and the DYNAMIC opaque bodies -- the classic
  decal order.  The mech, drawn after, z-passes over the shadow: the bias
  can never paint the shadow over the feet, structurally.
- BIAS pairing (L4D3D.cpp): tilt on (default) -> decal epsilon -0.0008;
  BT_SHADOW_TILT=0 flat fallback -> the old -0.004.  BT_SHADOW_BIAS overrides.

KB (locomotion.md): the four-part arrangement recorded as co-dependent, with
the gait-desync-symptom diagnostic hint retained.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-09 16:59:48 -05:00
arcattackandClaude Fable 5 fa88f74c68 HUD aspect correction: square reticle units at any window shape (task #44)
User: "it doesn't scale with our screen resolution?" -- correct. The
HUD draws into the fixed 800x600 backbuffer and the present stretches
it into the client area: on non-4:3 windows everything distorted
(circles -> ellipses, the bottom tape widened vs the ladder, positions
drifted outward).

- BTGetPresentAspect (L4VIDEO, from gWindowAspect; 4:3 fallback).
- dpl2d x-unit = (bbW/2)/presentAspect (== bbH/2 at 4:3 -- unchanged
  there), circles pre-squished in bb space so the stretch restores
  round.
- The reticle<->NDC conversions (BTGetAimRay / BTProjectToReticle /
  BTProjectHotBox / BTTwistToReticleX) use the PRESENT aspect; the
  mouse map (BTClientToReticle) is now pure client-relative.
- Placement itself is authentic and stays put: the binary clusters the
  instruments around the boresight (ladder x=0.35 half-heights, spans
  +-0.25) -- NOT at the display edges.
- Crash en route: the BTGetPresentAspect extern declared INSIDE dpl2d's
  anonymous namespace = a different, unresolved symbol -> /FORCE
  garbage call (landed in MissileLauncher::DefaultData). Moved to
  global scope; gotcha noted in the comment.

Verified 4:3 regression: aimed lock + zone hits + no crash; hud-geom
MapX/MapY unchanged at 4:3.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-09 09:14:36 -05:00
arcattackandClaude Fable 5 a8a56c57c9 Targeting correction: reticle = TORSO BORESIGHT, not a free mouse cursor (task #39)
Colleague flagged that targeting is torso-locked with no fine cursor.
Correct: the pod stick's yaw drove the TORSO TWIST
(MechControlsMapper -> HUD::SetFreeAimSlew(stick_x) @cockpit+0x28C,
gated on torso-horizontal-enabled; hud.hpp:167) and reticlePosition
@HUD+0x1FC is COMPUTED by HudSimulation from the mech pose quaternion +
target geometry, zeroed to centre with no target (part_013.c:5680) --
never a free-floating cursor. The engine Reticle struct is general
(shared with Red Planet); BT drives it from the torso boresight.

Fix:
- Removed the mouse-cursor slew (a mis-sourced stand-in from the
  RP-shared struct). The crosshair is now the torso boresight:
  BTTwistToReticleX(torsoTwist) = tan(twist) projected through the live
  per-axis projection. Dead-centre on the fixed-torso BLH
  (TorsoHorizontalEnabled=0); you aim by steering the whole mech.
- BT_AIM="x y" retained as the headless test harness.

Verified: face-to-face spawn -> HOT lock + aimed zone hits (36);
BT_FORCE_TURN circling -> 31 no-target vs 1 HOT (steering off-target
drops the lock, as it must). KB swept (combat-damage / gauges-hud /
open-questions); checkctx CLEAN.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-08 23:29:42 -05:00
arcattackandClaude Fable 5 18d49491b7 Reticle Execute @004cdcf0 RECOVERED: every HUD instrument now live (task #37)
The one un-exported gap in the reticle chain, read via capstone
(tools/disas2.py; the annotated disasm preserved at
reference/decomp/reticle_execute_004cdcf0.disasm.txt). Draw() is now a
transcription of the real per-frame logic, and the HUD attr-table names
(hud.hpp ids 4/5/6/8/A/B/C/D) are CONFIRMED by their Execute usage:

- Range ladder: BAR from ladder-top to the caret + caret translate.
- The bottom 21-tick tape is the TORSO-TWIST indicator (NOT heading):
  deflection = -/+(span/2) x (RotationOfTorsoHorizontal / twist limit),
  attrs 4/5/6. Fixed-torso BLH reads centred -- authentic static.
- The circle-with-stem is the COMPASS (attr 0xD, rad->deg rotation) at
  (botX, botY - 3*tickMajor - 0.03), with the THREAT trail (attr 0xC)
  in its rotated frame: 0.05-unit attack-direction marks, fresh < 2s
  red, expiring at 6s. Port feed: player TakeDamage pushes the impact
  direction (dormant vs the passive test dummy).
- Pips (composed into subB6): hidden when destroyed (attr 1 == 1), LIT
  when the fire cycle is LOADED (attr 0x1c == 2; port source
  rechargeLevel >= 1) else the dark charging ring; filtered by the
  weapon-GROUP bits (weaponMode & elementMask&0xF). Range plays NO part
  (the stored TargetWithinRange slots are never read by Execute).
- Lock ring: subB9 at frame centre SPINNING 4 deg/frame while locked
  ([0x9d] is the spin matrix, not a heading list).
- Target HOTBOX: a rectangle hugging the projected extents (x+-4 around
  the top-centre hotbox point, +1/-11.5 vertical; baked K=2.8145 -- the
  port projects through the live per-axis projection), switching to the
  edge arrows past +-1.6 or behind (BTProjectHotBox, L4VIDEO).
- Reticle state Off/On + PrimaryHudOn full-HUD/simple-X switch, aim
  translate on slew move, 3D marker + PNAME player-name mesh identified
  (chain still deferred).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-08 22:38:50 -05:00
arcattackandClaude Fable 5 cf9f56044e Aim coordinates: route all conversions through the true NDC (fixes the
sideways lock offset)

The windowed present stretches the fixed 800x600 backbuffer into the
client area while the projection's aspect follows the CLIENT (resize
rebuild) -- so the dpl2d/reticle frame, the client frame and NDC only
coincide for a backbuffer-shaped window. The mouse mapping and the
square-frame ray shortcut (cx = rx*tanHalfFov) were exact at screen
centre and drifted outward with a side-flipped sign: aiming left of the
enemy locked as if right of it (user report).

- BTSetAimProjection now publishes BOTH proj scales (P11 carries the
  aspect) + the backbuffer size (the dpl2d frame). NOTE: GetViewport at
  the loop top holds the PREVIOUS frame's last pass viewport (gauge
  passes shrink it) -> use the renderer's own GetWidth/GetHeight.
- BTGetAimRay / BTProjectToReticle convert reticle <-> NDC per axis
  (ndc_x = rx * vh/vw; camera x = ndc_x/P11) -- exact for any window
  shape and FOV.
- New BTClientToReticle undoes the present stretch for the mouse
  (client px -> viewport px -> reticle coords); mech4 uses it instead
  of the raw client-height mapping.
- 1Hz aim telemetry in the [target] log (hits/noRay/noPick): verified
  100% pick hit rate once the projection is live (the pre-visibility
  mission-load seconds report noRay -- that was the "flicker").

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-08 22:13:45 -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 Fable 5 31626a3b97 Beams at the models' NATURAL width, per-weapon tube models (de-cartooned)
The "cartoonish" beams: the port drew the ermlaser tube INFLATED -- a 3.0x
glow + 0.9x core two-layer hack, 13x the authored radius.  Parsed the beam
models: ERMLASER/MLASER 0.22u radius, SLASER 0.11, LLASER 0.32, PPC 0.62 --
thin pencil beams with an authored per-class size progression; the PPC bolt
is genuinely ~3x fatter with its own 62-vert shape.

Now: ONE draw per beam at natural model scale (width multiplier 1.0), using
the weapon's OWN tube model (ermlaser for lasers, ppc.bgf for PPCs; the
s/m/llaser tubes load for other mechs' loadouts).  BTPushBeamKind carries the
model selector; BTPushBeam keeps its signature (kind 0).  Tint = 40+215x the
authored PipColor; the thin natural tubes stay under additive saturation so
the scrolling grit reads without a hand-dimmed core layer.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-08 18:33:20 -05:00
arcattackandClaude Fable 5 9b5004c39d Missiles: authentic dsrm smoke trail + torso aim (placeholder tracer removed)
The "white lines toward the feet" report: the LAUNCHES are authentic (the
mech's real MissileLauncher/ProjectileWeapon roster subsystems firing on
their own recharge cadence -- that's the every-Nth-shot rhythm), but the
visual was the bring-up 3-segment beam tracer, and the aim point was the
victim's ORIGIN (ground level between the feet).

- Trail: per-frame puffs of the AUTHENTIC dsrm effect (psfx 0, "the lrm
  smoke trail") along the flight path, frame-oriented so the smoke streams
  behind the round (its .PFX velocities are +Z = backward); the round itself
  is a short hot streak.  New BTPfxTrailPuff spawns slot particles directly
  at a moving point (no emitter instance).
- Aim: the resolved target point lifts to torso height (the beams already
  converged there) -- impacts now cyl-resolve to body zones instead of
  diving at the feet/legs.

Follow-up noted: the round MESHES (BULLET/LRMS.BGF ship) for a true
model-per-projectile look.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-08 16:15:03 -05:00
arcattackandClaude Fable 5 c0fa6bf21a Death = the burning WRECK-HULK swap (effect 104) -- the authentic chain, reconstructed
The user was right: a dead mech turns into a pile of wreckage.  The authentic
1995 chain, recovered end-to-end:

  kill -> the victim's per-mech DEATH ModelList ('blhdead'/'lokdead'/'owndead'/
  'thrdead', .RES ids 22-25) -> its authored effects: 104 (the WRECK script) +
  1007 (dnboom big explosion) + 1001 (ddthsmk rubble smoke plume) + a damage-
  smoke burst (3/4/5/15).

Effect 104 = ExplosionScripts case 4 (part_008.c:2663, LIVE in the 1996 binary;
the "disabled" warning is case 6): loads the destroyed hulk + flamesml/flamebig
flame meshes with sweep flicker.  Every mech ships its hulk (BLHDBR/MADDBR/
LOKDBR/... + GENDBR generic); the 1996 script hardcoded thrdbr.bgf (dev
shortcut) -- we use the victim's own.

Reconstructed as BTL4VideoRenderer::SwapToWreck: hide every segment mesh, hang
"<prefix>dbr.bgf" on the tree root (pending-swap if death precedes tree build);
routed from the engine's ExplosionClassID dispatch (effect 104 ->
BTSwapMechToWreck(explosion->GetEntityHit())).  The kill now fires the
authentic 'blhdead' resource (manual 7+1 pfx calls removed -- the list carries
1007/1001 itself).  Verified live:
  [death] firing authentic death list 'blhdead' id=22
     ** effect_number = 104
  [BTrender] wreck swap: victim -> 'blhdbr.bgf'

Follow-ups noted: mesh flames + hulk settle (cosmetic), DeathSplash.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-08 15:43:08 -05:00
arcattackandClaude Fable 5 b44c0f98f6 PFX continuous-rate emission (data-verified) + persistent wreck smoke
The one-burst emitter batching was wrong: in EVERY shipped .PFX,
maxIssue/rate == release_period (DAFC 25/100~=0.2, DNBOOM 35/150~=0.2, DDAM2
35/16~=2, DDTHSMK 30/3=10) -- release_period is the EMISSION WINDOW and rate
is particles/second emitted continuously across it.  The death smoke plume is
authored as a 3/sec trickle for 10 seconds (+6s particle life), not one
same-frame puff.  Emitters now integrate rate*dt until maximum_issue.

Wreck smoke (port addition, [T3]): a destroyed mech re-arms the death/rubble
smoke plume (psfx 1, DDTHSMK) every 10s -- its own authored window -- so the
dead hulk visibly keeps smoking instead of standing there looking alive (the
freeze-death is invisible on an already-stationary target).  New member
Mech::wreckSmokeTimer; UpdateDeathState takes dt.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-08 15:13:10 -05:00
arcattackandClaude Fable 5 a3d67cc639 Combat visible + killable: Wword root-cause fix, .PFX effect layer, RemakeEntity swap
The 'can't kill the enemy / no visible damage' cluster, root-caused and fixed
faithfully:

- STEP-6 unaimed path was INERT: the cylinder table was 'cached' at Wword(0x111)
  -- the recon ABSORBER bank (stores nothing, reads 0) -- so every unaimed hit
  silently no-op'd.  Promoted to the named member Mech::damageLookupTable
  (binary this[0x111], was mislabeled ammoExpended).  New gotcha class recorded
  (reconstruction-gotchas §2) + sweep; 2 dead multiplayer branches logged.

- Fire path migrated off the stale vital-zone aim onto the completed STEP-6
  unaimed dispatch (zone=-1 + beam entry point -> cylinder resolves the
  exterior zone).  No more invisible 1-shot kills; death via the authentic
  cascade (~14 center-mass hits).  Wreck stays TARGETED on kill (beams stop on
  it); scoring latches off.

- SendSubsystemDamage AV fixed: unbound critical-subsystem plug guard (43
  unbound plugs/mech logged as an open question -- the binding itself is a gap).

- RemakeEntity (render damage swap): the 1996 render state machine's missing
  Remake state, reconstructed as an in-place SetDrawObj mesh swap keyed by each
  segment's damage-zone graphic state (tree dtor doesn't cascade -> never
  rebuild).  Destroyed arms/guns visibly wreck (the only variants the RES
  registers).

- BT .PFX particle layer (L4VIDEO.cpp): the 1995 explosion/damage effect layer,
  unported since 2007 (DPLIndependantEffect/ReadPSFX/ExplosionScripts all
  stubs).  Parses the authentic VIDEO/*.PFX definitions via the [pfx_day]
  psfxN mapping; premultiplied blending renders BOTH families from the same
  data (additive-style fire + occluding smoke -- DDAM2 is 30% grey, DDTHSMK
  ramps negative: impossible additively); depth-sorted billboards with a
  radial-masked grit sprite; impact-frame orientation (.PFX offsets are
  authored mech-local, -Z = out of the struck armor toward the shooter) for
  weapon hits AND damage bands (via lastInflictingID, now maintained -- was
  declared but never written).  Both effect-number encodings route (raw dpl
  <100 + WinTesla 1000+slot carried by the band resources).  Death fires the
  authentic dnboom (7) + ddthsmk smoke plume (1).

- Effects anchor at the impact point / damaged zone's segment, not the mech
  origin (no more fire at the feet).

- Dev force-input gates BT_AUTOFIRE / BT_AUTODRIVE for headless fire-chain
  verification; BT_PFX_ADD=1 flips the particle blend for A/B.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-08 14:43:32 -05:00
arcattackandClaude Opus 4.8 b526e92cad gauges: all 6 cockpit MFD surfaces in a SEPARATE dev window (Milestone C)
Generalizes the single-'sec'-inset (Milestone B) into a full 6-surface
compositor presented in its own top-level window -- the default under
BT_DEV_GAUGES (BT_DEV_GAUGES_DOCK=1 docks it into the main window instead).
A 960x384 window tiles all six pod instrument screens: Heat (COOLANT/BALANCE/
RES + condenser gauges), Comm (KILLS/DEATHS/SELECT TARGET), Mfd1/2/3 (DISPLAY/
PROGRAM/NEAREST frames), and the color radar (SCALE grid + dials + ARMOR
DAMAGE). Main 800x600 3D view is un-occluded; default DEV un-regressed
(TARGET DESTROYED after 8 hits, 0 crashes).

Design (mapped by the mfd-multisurface-map workflow):
- All 6 surfaces are bit-plane MASKS over the ONE shared SVGA16/pixelBuffer
  (sec=palette low byte; Heat=0x4000 UL, Mfd2=0x0400 UC, Comm=0x8000 UR,
  Mfd1=0x0100 LL, Mfd3=0x1000 LR), so the compositor reaches the SVGA16 once
  and extracts each by mask. No port-name reconcile needed on the dev path --
  fetch the BT names directly; the RP aux* names only matter to the pod's own
  SVGA16::Update demux (a deferred pod-only fallback).
- SVGA16::DrawDevSurface: two kernels -- palette-LUT (sec) + mono bit-plane->
  tint ((word&mask)?tint:0). BTDrawGaugeSurfaces iterates a 6-entry table.
- Separate window = one CreateAdditionalSwapChain on the existing device (no
  2nd D3D device). BTGaugeWindowRenderAndPresent (after the main EndScene):
  SetRenderTarget -> SetDepthStencilSurface(NULL) -> Clear -> BeginScene ->
  6 tiles -> EndScene -> restore -> swap->Present.
- KEY BUG fixed: the main 800x600 depth surface stays bound when rendering to
  the 960x384 gauge backbuffer; a bound depth smaller than the RT is invalid
  -> all draws silently fail (clear color, no geometry). Unbind depth (Z is
  off), restore after.

Pod SVGA16::Update/BuildWindows path byte-unchanged; all gated BT_DEV_GAUGES.
Content is still the authored cockpit frames + base-table gauges -- the live
MFD widgets need the BTL4MethodDescription reconstruction (this window is now
the live viewer for that work). Details: docs/GAUGE_COMPOSITE.md.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-06 11:43:31 -05:00
arcattackandClaude Opus 4.8 a256813395 gauges: secondary/radar MFD composites live on a dev box (Milestone B)
The pod's secondary/radar cockpit surface now renders as an inset in the
800x600 dev window under BT_DEV_GAUGES: radar/tactical grid, SPEED/HEADING/
MAGNETIC/PROP dials, and the color-coded ARMOR DAMAGE mech schematic -- real
gauge content (nzSec=27247), composited from the shared CPU pixelBuffer.

Composite pass (engine): SVGA16::DrawDevInset palette-expands the secondary
plane into a MANAGED texture on the MAIN device and draws an XYZRHW inset quad;
BTDrawGaugeInset() reaches the gauge renderer's 'sec' port and is called from
DPLRenderer::ExecuteImplementation as the last draw before EndScene.

Three reconstruction bugs fixed to get real content:
1. BTL4Application::MakeGaugeRenderer signature mismatch (REAL fix): the
   reconstructed no-arg override only HID the 2007-engine's widened 3-arg
   virtual MakeGaugeRenderer(int*,int*,int*), so the engine built a base
   L4GaugeRenderer whose ctor never parsed gauge/l4gauge.cfg -> empty symbol
   table -> "undefined label 'bhk1Init'" -> no ports/gauges. Matched the 3-arg
   signature so it truly overrides (args ignored; BT is fullscreen). Same bug
   class as the BTL4GaugeRenderer(false,NULL,NULL,NULL) ctor fix.
2. Parse hung on undefined primitives (gated dev accommodation): the BT gauge
   primitive table (BTL4MethodDescription) is still a stub, so an unknown
   primitive -> ReportParsingError -> Fail() -> a MODAL dialog freezing the
   parse. Under BT_DEV_GAUGES, skip the unknown primitive's params so labels
   register and the base "configure" primitive builds the ports.
3. Gauge widgets AV on NULL data bindings (gated): NumericDisplayScalar's NULL
   value_pointer -> GaugeConnectionDirectOf ctor deref (bind NULL->static zero);
   RankAndScore::Execute derefs unreconstructed game state (Gauge::GuardedExecute
   SEH wrapper -> Disable(True) on first fault).

All guards gated on BT_DEV_GAUGES: default DEV un-regressed (TARGET DESTROYED,
0 crashes) and the pod path is byte-unchanged (strict Fail, no guards).

Remaining (docs/GAUGE_COMPOSITE.md): the real gauge WIDGET reconstruction
(BTL4MethodDescription method table + gauge->game-state data bindings), then
Step 2 (RP<->BT MFD port-name reconcile) + Step 3 (2-window layout).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-06 10:59:45 -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