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>
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>