F3 distance: alDistanceModel(AL_NONE); restored the commented authored
distance multiply in Dynamic3D::CalculateSourceVolumeScale, added the same
override to Static3D, dropped the (now inert) AL_MAX_DISTANCE writes. Far
battle audio follows the authored knee/rolloff curve again, and the volume
cull / voice steal / ducking chains are distance-aware.
F4 volume law: AL_GAIN = volume_scale^2 at all 3 per-frame sites (Direct/
Dyn3D/Static3D) -- the GM CC7 squared curve; linear was ~+6 dB at mids.
F10 doppler: alDopplerFactor(0) (AL's model ran wrong constants + sign-
inverted velocity: approaching sources pitched DOWN); the AUTHORED
dopplerCents (AUDIO.INI range/speed-of-sound model, decomp-proven consumer
part_008.c:7466) now adds into the Dynamic3D pitch chain.
F15 ConfigureActivePress: published at the MechSubsystem BASE (binary id 2,
descriptor @0x50de5c -> +0x110); renamed the misnamed vitalSubsystemIndex
member (the weapon ConfigureMappables handler already drives it 0/-1).
Removed the invented Sensor/Myomers duplicates and RESTORED their byte-
exact layouts (0x328/0x358 allocs + asserts). MechWeapon's pinned-id pad
absorbed the +1 chain shift -- which matches the binary's own numbering.
F18 cook-off warning: AmmoBin FireCountdownStarted -> the existing
cookOffArmed @0x18C (binary table @0x512600); the countdown klaxon can fire.
F20 zoom blip: L4MechControlsMapper publishes TargetRangeExponent -> the live
@0x1a4 zoom member (own table chained to MechControlsMapper).
KB: replaced the bogus divisionParameters+0x10 rate read with
SystemClock::GetTicksPerSecond() (FUN_0044e19c is GetFrameRate -- original
audio frames were CLOCK TICKS).
Regression (35s drive+fire): stable; ConfigureActivePress binds real on all 9
subsystems (idle -1, zero pad redirects); FireCountdownStarted +
TargetRangeExponent bind live members; attrnull 53 -> 41; chirp still dead;
footfalls still fire (gain now correctly squared).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The obnoxious always-on clicking was the cockpit CONFIGURE-MODE ticker: an
authored looped sequence gated by an AudioIntegerTrigger with threshold -1 on
<subsystem>.ConfigureActivePress (the held-configure-button index; -1 = none).
The attribute was one of the inert-pad redirects -- the pad reads 0 = "button 0
held forever" -> the ticker Start-fired at load and pulsed 2.7/s eternally.
Found via [sendcfg]/[seqstart] traces: the first seq start immediately follows
the trigcfg(thresh=-1, onID=Start) construction on the pad address.
Fix: real int configureActivePress = -1 APPENDED to Sensor ("Avionics") and
Myomers, registered in their attribute tables. Both classes are byte-exact
factory allocs, so the sizeof locks AND the placement-new alloc constants are
bumped TOGETHER (Sensor 0x328->0x32C, Myomers 0x358->0x35C) -- the tripwire
caught a mid-layout insert (seekVoltage@0x330 shift) and a fixed-alloc overrun
before they shipped; member moved to the true tail. Wiring the live value
(EnterConfiguration/ExitConfiguration sets/clears the index) restores the
authored hold-to-configure tick later; idle -1 is the correct silent state.
VERIFIED: ProgramButton01 plays ZERO times (was the 2.7/s chirp);
ConfigureActivePress binds real (vtbl=FFFFFFFF = the -1); FootFallInt at 0.98
gain; stable.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
WAVE 4 (standalone readouts) -- Sensor(0xBC3)/Searchlight(0xBD8)/
ThermalSight(0xBDE)/AmmoBin(0xBCB) un-stubbed via Create<Class>Subsystem
bridges + Torso-style de-shim (drop cross-family shadow fields, redirect
accessors to the real inherited base, static_assert layout locks).
- FIX: Searchlight/ThermalSight ctors gated their Performance on the shadow
segmentFlags(=0) so it NEVER installed; switched to owner->simulationFlags.
- AmmoBin: retype ammoAlarm HeatAlarm->WatcherGaugeAlarm(0x54) + drop the
statusState@0x40 shadow -> exact 0x22C layout.
- Guard HeatWatcher::WatchSimulation against the unresolved watchedLink
(null-deref exposed once these sims run; faithful fix = resolve the link).
- Heat-leaf branch (Sensor) is not byte-exact -> overflow-lock only.
WAVE 6 (Myomers 0xBC6, mover-coupled) -- structural un-stub, gated
BT_MYOMERS (default on; =0 -> Actuator stub). Wired INERT: MyomersSimulation
early-returns (advanced-damage gate stubbed) + no-op mover feed, so the live
JointedMover is untouched and the gait cannot regress. De-shim drops the
owner*/segmentFlags shims to fit the exact-0x358 alloc. Authentic mover/heat
coupling deferred (needs messmgr 0xBD3 + reconciling the mover feed with the
gait cutover).
Verified: BLH tick 20->27, Mad Cat 24, combat DESTROYED un-regressed,
locomotion un-regressed, 0 crashes, 0 heap detections under BT_HEAPCHECK.
Co-Authored-By: Claude Opus 4.8 (1M context) <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>