9666dc5b5e7c565a03e5a55f05e0b4d706a88225
10
Commits
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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> |
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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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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> |
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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> |
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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>
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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> |
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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> |
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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> |
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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> |
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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>
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