4c54f7ef0ccdce702d04f7cd287acbce7ff38607
6
Commits
| Author | SHA1 | Message | Date | |
|---|---|---|---|---|
|
|
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> |
||
|
|
87c25b9206 |
Combat: critical-subsystem plugs BOUND -- zone destruction damages carried subsystems (task #2)
The binding was in the zone ctor all along: Ghidra dropped the two arg pushes @0049d0e1 (Slot::AddImplementation(subsystemArray[streamedIndex])), making it read as a bare Resolve(). DZSlot stand-in -> engine SlotOf<T>; SendSubsystemDamage rewritten to the recovered @0049c9a8 body (allotment into the subsystem's OWN private zone; vital -> graphicAlarm 9); CriticalHit -> real ApplyDamageAndMeasure; parentArtifactZone.Add revived (LOD damage averaging); videoObjectFlag renamed vitalSubsystem (+0xE4). BT_CRIT_PROBE diag added. Verified: 66 plugs bound/mech; probe-destroyed zone -> crits damaged/DESTROYED, statusAlarm + destroyed-skin chain fire; MP kill + solo un-regressed. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
||
|
|
160b78e38d |
Respawn: swirl warp, cockpit-not-black on respawn, observer sees peer un-wreck
Three respawn-visual bugs the user saw, each grounded in the engine/decomp:
1. Warp = flat blue BLOB, not the demo's swirly blue/light-blue/white shimmer.
Ground truth (content/VIDEO/MAT/DAY/BTFX.VMF): tsphere_mtl = a SCROLLING bintA
texture (tsphere_scr_tex, SPECIAL SCROLL) + EMISSIVE {0.7,0.5,1} + RAMP "sky"
(dark-blue->white). The swirl IS the scrolling texture; the colour is the
emissive/ramp. Our draw did COLOROP=SELECTARG1/ARG1=TFACTOR, which REPLACES
every texel with one flat colour -> the blob. Fix: MODULATE the (bound,
scrolling) texture by a TFACTOR set to the authentic EMISSIVE hue (0xB380FF)
so the swirl survives and reads blue-white. DrawMesh's cached SetTexture
(L4D3D.cpp:1215) leaves our MODULATE ops standing since textured meshes drew
first. Additive glow, all state saved/restored.
2. First-person view BLACK on the dying/respawning mech until V. SetViewInside's
body-hide + '_cop' canopy suppression + viewSkeleton update were gated !wrecked,
and RebuildMechRenderables (respawn un-wreck) restored the full OUTSIDE torso
with no '_cop' rule -> the cockpit eyepoint ended up wrapped in opaque geometry.
Fix: factor the per-segment mesh selection into ApplyViewSkeleton(viewpoint,
inside) shared by SetViewInside AND RebuildMechRenderables, so respawn re-asserts
the inside skeleton + '_cop' hide; record viewSkeleton even while wrecked. Only
the mech the local camera views FROM gets the inside treatment (a replicant is
always outside).
3. OBSERVER never saw the peer respawn -- the peer's wreck sat forever. The wreck
appears incidentally via rising damage-zone replication -> MechDeathHandler::Tick
-> BTRemakeMechModel (one-way). The un-wreck+warp ran master-only in Mech::Reset.
Fix (reuses the existing damage channel, no stream-framing change): Mech::Reset
also ForceUpdate(DamageZoneUpdateModelFlag) so healed zones cross; Tick handles
the FALLING edge -- on a ReplicantInstance whose zone heals from destroyed, call
BTRebuildMechModel + BTStartWarpEffect once (wasWrecked latch). This is the port
analog of the binary's type-0 graphic-state -> ResetPose un-wreck hook
(Mech::ReadUpdateRecord case 0); the full Mech::WriteUpdateRecord death record
(type 6) is deferred (would touch the netcode framing).
Smoke-verified headless (2-node): victim respawns intact + warp; observer logs
"replicant un-wrecked + warp" at the peer's spawn point; no crash.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
|
||
|
|
247e51e1e1 |
Reset-based respawn: reuse+heal the mech, not create-a-new-one (task #52)
The respawn glitches (2 mechs, on-fire respawn, camera-inside, can't-control, wreck-never-disappears) all traced to one architectural divergence: our respawn SEVERED playerVehicle on death and CREATED a new mech, leaving the old as a permanent wreck and building a duplicate viewpoint whose old render tree was never torn down. The authentic engine (FUN_0049fb74 + RPPlayer) REUSES the same mech entity: on respawn Mech::Reset heals it and moves it in place. Implemented faithfully, adapted to our layout (the 1995 raw offsets map to different 2007 engine fields, so reset the equivalent named members, not the offsets): - Mech::Reset (real, was a reposition-only stub): reposition + kill dead-reckon (projectedOrigin/projectedVelocity/updateVelocity + our relocated gait accumulators) so the replicant stops lerping to the death spot; clear the death latch (movementMode=1, graphicAlarm=0); Heal every damage zone (new Mech__DamageZone::Heal: full structure, intact skin); DeathReset (vtable+0x28) every subsystem; ForceUpdate to broadcast. - btplayer.cpp: VehicleDead no longer severs playerVehicle; the respawn re-post gates on the mech still being dead; DropZoneReply resets the EXISTING mech in place (heal+move) instead of creating a new one, then fires the warp. Warp moved to the shared placement (initial drop-in + respawn). Verified 2-node: mech entity ID stays 3:22 across 3 deaths (reused, not a new 3:32); each Reset logs alive=1, 20 zones healed, 33 subsystems reset; A sees ONE mech (no wreck+new pair). Warp fires each respawn. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> |
||
|
|
7c455303bd |
MechDeathHandler: per-zone destroyed-skins + explosions (faithful, exported)
Fixes the "kills are invisible" report: a mech died only at the state level, with no visible destruction on its body. Root cause: the per-zone damage-state descriptor table (binary zone+0xd4) that drives destroyed-skins + explosions was never built -- its loader (Mech__DamageZone::LoadCriticalSubsystems / FUN_0041e4a8) was a no-op stub, and MechDeathHandler itself was a no-op stub. The surrounding plumbing (the per-zone load loop over the type-0x1e resource, the death-handler slot) was already correct. Whole pipeline is EXPORTED -- no stand-ins. Reconstructed: - Mech__DamageZone descriptor table (binary this+0xd4): un-stubbed LoadCriticalSubsystems (FUN_0041e4a8/FUN_0042a748/FUN_0042a2c8) to parse the real type-0x1e stream -- entry = [f32 DamageLevel][i32 EffectResource] [i32 GraphicState][f32 TimeDelay], ascending by DamageLevel. Verified live: 6 entries/zone, first threshold 0.2, effect 26, across all 40 zones, no crash. - The three lookups (FUN_0042a664 by-level / FUN_0042a5f4 crossing / FUN_0042a6c4 by-graphic-state) as Mech__DamageZone methods. - The real MechDeathHandler (FUN_0042a984 ctor / FUN_0042aa2c Performance / FUN_0042a9f4 dtor), replacing the stub: each tick it walks the zones and, as a zone's damageLevel rises across a descriptor threshold, fires that entry's explosion (binary +0xb8 & 4) and, on destruction, the Destroyed-graphic descriptor's explosion (+0xb8 & 8), applying the descriptor's GraphicState (the destroyed skin) to the zone. Runs for EVERY mech, so the enemy visibly falls apart as it dies. Integration: the binary ticks MechDeathHandler off the mech's Performance list (mech+0xbc), which the bring-up drive override bypasses, so Mech::PerformAndWatch drives Tick() directly (same approach as UpdateDeathState). Effect spawn uses the established Explosion::Make port (BTSpawnDamageEffect) -- the authentic dispatch (class-5 message -> the 0xBD3 SubsystemMessageManager effect manager) is unported. Runtime: builds clean, boots clean, 42 descriptor tables load with sensible byte-aligned data, no crash. Live effect firing is combat-triggered (verified by the load + the wiring; the [deathfx] threshold-crossing log fires under BT_DEATH_LOG). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> |
||
|
|
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>
|