4c54f7ef0ccdce702d04f7cd287acbce7ff38607
16
Commits
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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> |
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48c9c8444f |
Fire VISUALS wave: the authored firesmoke sheet, vertex-alpha effect cards, the case-4 wreck dressing
The "fireballs like the demo vids" arc, decomp/content-grounded end to end,
plus the live-play UX batch verified over the same sessions:
FIRESMOKE SHEET (the PFX fireball fix): every firesmokeN_scr_tex in BTFX.VMF
maps the SAME 64x64 tileable noise image bintA (variants differ only in SCROLL
rate) and firesmoke1_mtl colours it through the "fiery" ramp (0.3,0.1,0.1)->
(0.9,0.7,0.3). The particle layer now bakes ramp(lum(bintA)) as its sprite
colour (noise detail in alpha) and SCROLLS it at firesmoke1's authored rate
via a texture-transform; the port's radial soft-edge mask moved to a second
CLAMPed stage so the WRAPPED scroll rolls flame through the sprite without
scrolling the edge away. Old grit x radial bake kept as the no-BINTA fallback.
Impact hits, damage-band smoke and death booms all ride this layer.
AUTHORED TEXTURE SCROLL in the model path: the BMF TEXTURE records carry
SPECIAL " SCROLL u0 v0 du dv" (tag 0x2037); the draw path always supported
per-op scrolling (SetTextureScrolling) but the BGF loader never parsed it, so
every scrolling material rendered frozen. Wired TexRef -> MatInfo -> batch ->
L4TEXOP.doScroll: the flame cards (flamebig/fire5) now roll fire noise.
VERTEX-ALPHA EFFECT CARDS (the "twisted drill bit of fire" fix): FLAMEBIG's
verts carry authored float RGBA -- white-hot base (1.0,0.99,0.97) -> dark-red
tip fading to alpha -0.2 (the DPL clamp convention). The loader kept a flat
batch colour and drew it OPAQUE = a solid orange spike. Corpus sweep: exactly
14 shipped BGFs carry vertex alpha, ALL effect cards (flames, MUZFLASH,
EXDISK_A/B/C, TMST_A/B/C, beam models, DECLOUDS). Such batches now keep the
authored per-vertex gradient and route to the alpha-blend pass, unlit,
colour = texture x gradient, alpha = the vertex fade; sky objects excluded
(drawAsSky + alphaTest passes NEITHER pass filter -- DECLOUDS stays in the
sky pass). MUZFLASH/EXDISK render correctly for free when the muzzle-model
work lands.
WRECK DRESSING (the 1996 ExplosionScripts case-4 transcription): pieces spawn
HIDDEN and reveal 0.25s after the boom (the InstanceSwitch delay, behind the
dnboom flash); flamebig hangs over the pile, Y-BILLBOARDED at the camera
(SetOffsetYaw + a camera-pos getter -- the dpl_SetDCSReorientAxes analog);
the MakeDCSFall settle arms at the reveal with the two authored rates (hulk/
debris -0.025 t^2, fires -0.01 t^2 -- the flames ride above the sinking pile
and die with it at burial). EMPTY-PLACEHOLDER hulk guard: THRDBR.BGF is a
153-byte zero-geometry stub that "loads fine" -- vertex-count check now routes
it to the gendbr fallback (a Thor wreck was invisible). Hulk content census
recorded: AVADBR==MADDBR==VULDBR geometry (palette-only prefix diffs),
RAPDBR==SNDDBR==STIDBR byte-identical -- wreck variety is materials + the
dressing, not unique piles.
LIVE-PLAY BATCH: muzzle resolve uses the named segmentIndex (raw +0xdc read
was layout garbage); forward launch frame (authored MuzzleVelocity +Z vs the
mech's -Z facing); dock-bottom single window (gauge strip appended below the
world viewport, 1100x600 default, BT_DEV_GAUGES_WINDOW=1 restores the separate
window); portrait sec surface unrotated CW; ammo counters live via typed
bridges (BTAmmoBinCountPtr/BTAmmoBinFeeding/BTWeaponAmmoBin -- raw bin+0x180
and a hand-rolled link walk were garbage); fourth fire key ('4' = Pinky);
panel/arc probes de-aliased (%61 prime).
KB: rendering.md (vertex-alpha card family + scroll), combat-damage.md (hulk
census + THRDBR stub), gauges-hud.md (ammo bridges).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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bb795e2805 |
MP live-play wave: collision economy, missiles, radar transform, panel polarity, comm ticker
The interactive 2-node playtest wave -- every fix decomp-grounded and live-verified: COLLISION ECONOMY (the ram one-shot): StaticBounce mutates worldLinearVelocity per contact and ProcessCollisionList walks EVERY touched solid per frame; with 2007 terrain-as-solids the reflections compounded x4-x40 within one frame and a walking bump one-shot a pristine mech for 112,375 pts (62-pt authentic economy). Fix: frameEntryWorldVelocity restore per contact (damage always priced at the real approach speed -- all the binary's physics ever saw); Mech::Reset zeroes the mover motion (respawn = teleport); [collide-tx]/[mp-hdlr] telemetry. Gotcha #16 (engine-facility drift class). MISSILES: peer-visible salvos (the launcher record extension carries a salvo counter + aim point; ForceUpdate actually enqueues it -- the dirty flag alone never serialized), the authentic arc (authored MuzzleVelocity vector + the Seeker's 200m/0.1/300 loft + gain-4 steering, decoded from @004beae4/@004bef78), world-impact bursts (rounds detonate on cave geometry instead of phasing through), contact-only damage (flight-cap expiry = fizzle, no more teleport damage), live re-lead, and ballistic (unguided) shells for autocannons. projweap's stale BTPushProjectile extern (the /FORCE signature trap, gotcha #6 corollary) crashed the Avatar's first AFC100 shot -- fixed + sweep rule recorded. RADAR: two transcription bugs made the scope permanently empty -- FUN_0040b244 is the affine INVERSE (not a copy) and FUN_0040adec writes ONLY the 3x3 rotation (never the translation); worldToView now Invert(view) built rotation-first. CulturalIcons sorted out of the moving grid (the phantom red pips were map props), visible-radius culls on all three draw passes, live pip verified at |delta| x ppm px. Gotcha #17 (verify the FUN_ body, not its call shape). WEAPON PANELS (the frozen-dial hunt): the binary's *(subsystem+0x40) means FAILED -- the recon's 'operating' name was backwards, inverting the destroyed-X lamps, the panel look, the children enable and the ready-lamp gate (which had NEVER executed). Polarity chain corrected end-to-end (failedState, fed by real damage saturation). Root cause of the freezes: MFD page-mode gating -- the dev composite shows ALL pages at once, so off-page dials legitimately stopped; under BT_DEV_GAUGES the 15 page-plane bits stay active (the exclusive secondary trio untouched). The SEH gauge guard now names its kills; repaint-heal resets the incremental arc after panel repaints; [panel]/[arc] probes added. COMM/SCORE: MessageBoard LIVE (the engine already shipped the whole Player__StatusMessage queue; wired the binary's one producer -- the kill branch, victim's name, 6s -- plus the consumer bridge and a lazy source bind); MP DEATHS counted via the observed-death tally (each node scores every pilot from locally observed events, the same model as the KILLS credit) and the -2/-1 engine seed clamped for display. DEV UX: node-tagged window titles (-net port), gauge panel reworked (1320x480, true 4:3 MFD cells, the portrait secondary UNROTATED upright, linear filtering, BT_GAUGE_SCALE), fixed close spawns via BT_SPAWN_XZ, Boreas flies an Avatar (first second-chassis live outing). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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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> |
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80cadc98c7 |
Cockpit: the COOLANT VALVE control -- the heat-management triad completes (task #13)
The pilot's third heat tool: Condenser::MoveValve (id 4, the Condenser handler table @0x50E52C -- PE-verified, exactly one entry) registered via the order-proof function-local accessor and GUARDED by the real FUN_004ac9c8 (task #12's BTPlayerRoleLocksAdvanced rookie-role bridge -- the old deferral note blamed the 0xBD3 messmgr, a stale misattribution, swept). Each press cycles the valve 1 -> 5 -> 50 -> 0 -> 1 and RecomputeCondenserValves re-shares the fixed total coolant flow across all six condensers -- opening one valve wide starves the others: the pilot's cooling-triage lever. Desktop: 'C' cycles the selected condenser's valve (BT_VALVE_SLOT picks the roster slot; default Condenser1). BT_VALVE_TEST scripts a headless press. Verified live: press -> "[valve] condenser#1 valveState=5 flow=0.5 (total=10)" -- exactly the authored redistribution math (5/(5+5x1)), through the real role gate. The heat-management triad is now complete and all-authentic: G + fire buttons = regroup weapons across buttons (task #6) F5-F8 / F9 = reassign weapon generators / mode (task #12) C = coolant valve triage (task #13) Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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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> |
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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> |
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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> |
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3430f87305 |
HUD colors corrected vs the binary ctor (validated by a period screenshot)
A period pod screenshot from players who know the game flagged the overlay. Stroke-by-stroke re-read of the ctor (@4546-4587) against it: - The range caret triangle is GREEN width 1 (ctor @4550-4551 sets SetLineWidth(1)+SetColor(0,0.75,0) AFTER the yellow bar's CallList) -- my transcription left it yellow/2. Same for the bottom bowtie carets (@4569-4570). Both fixed; the caret polylines also get the binary's explicit 4th closing point (@4558). - The screenshot otherwise CONFIRMS our layout (yellow range bar, green caret, colored pip dots, tick tape + green bowtie, rotating compass, mid-ladder range with no lock = the world-pick terrain range). - Its crosshair is ~2.5x taller with arrowhead arms -- NOT our binary's +-0.04..0.16 program: a different pod revision. Ours stays [T1] to BTL4OPT.EXE 4.10. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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4e7561714e |
HUD: per-weapon pip data dump + the real authored ranges recorded
[hud] pip diagnostic logs each registered pip's classID/PipPosition/ WeaponRange/PipExtendedRange/PipColor. The live dump corrects the "everything is 500m" assumption: BLH lasers red @500 (x3, ext=1), missiles amber @800 (x2), PPCs blue @900 (x2) -- the pips sit at their weapons' max-range marks on the range ladder (caret below a pip = that weapon reaches), so 7 weapons read as 3 weapon-system groups. KB + comments corrected. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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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> |
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24ea7f13af |
HUD ironing (task #38): authentic Lock producer + simple-X mode
- LOCK rules transcribed from the exported HudSimulation (part_013.c:5619-5634): lock requires a target AND your own HUD host zone damage < 0.75 (_DAT_004b7ec4 -- a shot-up targeting computer drops lock) AND the targeted zone damage < 1.0 (_DAT_004b7ec8; whole-mech target checks zone 0 -- a wreck's dead zone can't re-lock). Box and ring are now separate signals like the binary: gBTHudLockState 1 = target held (hotbox draws), 2 = LOCKED (+ the spinning ring). - SIMPLE-X mode: the ctor's [0x99] minimal-reticle list transcribed (@4689-4705: green +-0.02..0.08 cross on the aim translate); Draw switches master <-> simple X on the PrimaryHudOn element bit (0x20), completing the recovered Execute's state-list logic. - Canopy diagnosis sharpened (open-questions): blx_cop is the torso segment's inside-skeleton mesh enclosing the eye; the black box = the skeleton render branch missing its texture + PUNCH cutout (the canopy windows are punch texels). A rendering-branch task; stays hidden by default. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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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> |
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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> |
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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> |
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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>
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