25-hit MP autofire trace: kick -> damped oscillation -> settle, peaks well
inside clamps, no NaN/drift; measured Y:X frequency ratio 7.75x matches
sqrt(springK.y/springK.x) exactly.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Re-disassembled the unexported gap 0x4b2980-0x4b2d8b byte-exact (capstone over
section_dump.txt) and reconstructed Gyroscope::ApplyDamageResponse:
- zero-damage + Collision(type 0) no-op; hit direction = Damage::damageForce
or a RANDOM horizontal fallback when ~zero (per-component sign roll then
value roll -- binary-legal until senders fill damageForce)
- direction rotated by the yaw-only torso-twist frame (placeRot=(0,twist,0)
-> euler->matrix, the FUN_00408744 raw row-dot reproduced verbatim)
- per-type scaling amount / damageMultiplier[type] * damageResponse[type]
.{trans,pitchRoll,yaw,vibration}; Explosive alone multiplies burstCount;
each clamped at 1.3f
- four kicks: impulse(trans, dir), torque(pitchRoll, dir), impulse(vibration,
vibrationDirection@0x390) and verticalImpulse(yaw, dir)
Layout corrections (byte-verified): gyro+0x390 is ONE Vector3D vibration axis
init (0,1,0) -- was mis-split as scalars animationOffset/Scale/Phase; mech
+0x5c4 is a FLOAT rumble-period countdown (gyroRumbleTimer) -- was mis-typed
int clipLoadGuard.
Call sites wired (binary-gated):
- take-damage hub: mech.cpp TakeDamageMessageHandler, FIRST action (@0x4a0264
in hub FUN_004a0230) -- an invalid-zone hit still bounces
- crushable-icon crunch: mech4.cpp, torque 0.4 along the bounce delta-v + up
impulse 0.2 (@4aa81e/@4aa86c)
- firing recoil: projweap.cpp FireWeapon, damage>3 -> impulse (0,0.6,-1.5)
x damage/16 (@4bc136-4bc19c) via the new Mech::GetGyroSubsystem accessor
DEFERRED (recorded in KB with the byte recipe): the alternate-gait engage
jolt + 0.4s rumble (@4aa158-4aa365) -- its gates are [T3]-flagged and it
mutates the #49/#50-stabilized gait machine.
Verified live: [gyro-dmg] fires per hit with correct type scaling; eyePosition
shows the damped bounce (ramp to ~0.015u, oscillating Y, decay to zero); kill
chain un-regressed; no NaN.
Also recorded in KB: the OFFSET-COCKPIT verification -- Thor's authored
jointeye tranx=+1.13 matches its canopy X-center exactly AND our in-game eye
reproduces it to the hundredth (the placement model is correct per-mech); and
the playable roster is 8 models (strider/raptor/firstrtr/blkjack have assets
but no model resource -- BT_FORCE_MODEL with those names = NULL-resource AV,
cdb-verified, not a code bug).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The Gyroscope subsystem is LIVE again (was a stub since the NaN revert).
Reconstructed byte-exact from @004b3778 / @004b2ec0 / @004b30ec / @004b33e0 /
@004b34ec + the byte-verified dispatch in the unexported Mech performance
FUN_004a9b5c (calls @0x4aaf74/0x4aaf83):
- ctor field map corrected: springConstant@0x1E8 / dampingConstant@0x1F4 were
mislabelled (the old 'eyeOrientation = r->springConstant' poison line), the
0x254-0x2B3 block (externalPitchPtr, work matrix, placement) was missing so
everything after was mis-offset, and clamps/accumulators were 0xCD fill --
every field now initialised per the binary; 33 offsets static_assert-locked,
sizeof == 0x3D0 exact
- integrators: state-minus-target displacements, componentwise damping
OVERWRITE (FUN_004086d0 is a component multiply, not a cross), position step
without dt, clamp to [posSpring, negSpring]; IntegrateBody's X/Z-crossed
force + integration terms
- writers: WriteMechJoint drives ONE node ('jointeye', type 5): TRANSLATION =
eyePosition spring, ROTATION = bodyOrientation spring; WriteEyeJoint is a
multiplicative sway attenuator on 'jointlocal' (post-anim only)
- dispatch moved out of GyroscopeSimulation into the Mech performance tail
(GyroFrameJointWrite bridge, mech4.cpp) with the binary gates; gyro<->torso
pitch link wired (gyro+0x258 = &torso currentTwist) via complete-type-TU
bridges, retiring the SubProxy::linkTarget landmine
- Mech ctor: deathAnimationLatched/legResetLatch were never initialised --
0xCDCDCDCD gated the writers off silently
Runtime-verified: joints resolve (both BallTranslation), Performance installs,
WriteMechJoint finite from frame 0 (no NaN), Madcat cockpit un-regressed,
combat targeting healthy. Empirical: spring targets are SYMMETRIC -> eye
equilibrium (0,0,0), clamps +/-0.1-0.15u -- the gyro is the hit-BOUNCE
mechanism, not a steady eye offset (hypothesis disproven, recorded in KB).
Pending (task #56 tail): the damage->gyro fan-out FUN_004b2980 (unexported
gap) so hits actually kick the springs; the mech+0x3F0 overspeed sway model;
the torso-pitch EyepointRotation writer (FUN_004b66b4) + glance-look states.
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>