The "messageBoard" cockpit primitive (the secondary-MFD comm/status message ticker,
L4GAUGE.CFG:4913) was PROSE-ONLY (no bodies/methodDescription) -> parse-skipped. This
was the last unregistered gauge primitive.
Reconstructed byte-verified (Make @4cb678, ctor @4cb704, dtor @4cb788, BecameActive
@4cb7fc, Execute @4cb82c; vtable 0051bddc; sizeof 0xA4). THREE header mislabels fixed
(decode + adversarial verify): int enabled -> Entity* trackedMech (a pointer deref'd at
+0x190, set by SetSource not SetEnable); previousMessageId/previousNameId were SWAPPED
(BecameActive writes 0x9c=-1/0xa0=-2; Execute compares messageId vs 0xa0, name vs 0x9c).
Execute blits the strip cell (id -> (id&3)<<7,(id>>2)<<5) + sender name; methodDescription
= 4 params (rate, mode, btsmsgs.pcx, color). Registered in BTL4MethodDescription[].
DEFERRED / EMPTY by design (authentic for bring-up): the source is never bound (SetSource
has no recovered caller) AND the per-player status queue (StatusMessagePool, btstubs.cpp:62)
is a NULL stub -> no status messages exist -> Execute early-returns on the NULL source (safe
no-op == empty board). Data read via a BTResolveMessageBoard bridge in btplayer.cpp (a real
/FORCE-safe stub returning False; the raw mech+0x190/+0x1dc reads stay in the complete-BTPlayer
TU, dodging the databinding trap). The name-cell path is a marked structural simplification to
restore when the feed lands.
VERIFIED: the gauge parse-skip list is now EMPTY ([gskip]=0 -- every config gauge primitive
registered + built); BTResolveMessageBoard resolves (no /FORCE __ImageBase AV); combat TARGET
DESTROYED, no crash; gauge composite renders identically (300/77, clusters, radar un-regressed).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
RANK=-1: Player::DefaultFlags creates every player NonScoring (CalcRanking only
ranks IsScoringPlayer()==true, else -1), and the bring-up never cleared it. Call
SetScoringPlayerFlag() in DropZoneReplyMessageHandler's mech branch (a piloted mech
IS an active scoring combatant; the camera-ship branch stays non-scoring). -> RANK=0.
DEATHS runaway (climbed ~1/s, not the "1" first seen): @004c012c -- which our
MESSAGE_ENTRY binds as the VehicleDead handler -- is actually the drop-zone
RESPAWN-RETRY helper. The engine's RequestDropZone (PLAYER.cpp:400) posts a
2s-delayed VehicleDead(deathCount=-2) as a "did the drop zone reply?" timer; our
handler ++deathCount + RE-POSTED it UNCONDITIONALLY -> an infinite loop, because the
drop-zone handshake never "completes" in the bring-up (no console/drop-zone system).
Traced it to a pure boot artifact (13 fires with zero combat; the only VehicleDead
producers are the re-post + my kill-producer, and the kill fires AFTER the loop
starts). FIX (correct respawn-retry semantics): if the player already has a vehicle
the drop zone WAS acquired (the DropZoneReply created it), so the retry is moot --
return without counting a death or re-posting. -> DEATHS=0 in solo, loop gone.
Verified DBASE+dev gauges: the Comm roster shows KILLS=1 / DEATHS=0; the KILL log
reads killCount=1 deaths=0 score=164 rank=0; 0 crashes. (MP real-death DEATHS -- a
destroyed vehicle via the separate @004c05c4 path -- remains deferred per the plan;
solo never dies so the retry gate is correct there.)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The Comm roster + score gauges read 0 for 4 independent reasons (none was handler
logic -- the BTPlayer ScoreMessage/VehicleDead/ScoreInflicted handlers were already
reconstructed). Mapped by the scoring-feed-decode workflow; fixed all 4:
- NO PRODUCER: combat only dispatched Entity::TakeDamageMessage, never a scoring
message. Added producers (btplayer.cpp bridges, called from mech4.cpp): per-hit
ScoreInflicted at the beam (:2171) + projectile (:831) damage dispatch -> SCORE;
KillScore at the TARGET-DESTROYED edge (:2198) -> KILLS. senderMechID = the
VICTIM (so the local player is credited via the !=our-mech branch, not the
suicide-negate branch); dispatched to application->GetMissionPlayer().
- CROSS-FAMILY MECH OFFSETS: MECH_OWNING_PLAYER/TONNAGE/DAMAGE_BIAS read raw binary
offsets (garbage in our 0x638 Mech). MECH_OWNING_PLAYER -> Entity::GetPlayerLink()
(NULL for the ownerless dummy); tonnage/bias stubbed 1.0/0.0 (bring-up).
- NULL scenarioRole: the BTMission role registry has no WinTesla analog, so every
award path NULL-deref'd. CalcInflictedScore returns the neutral (damage+bias)
when scenarioRole==0; DamageReceived guarded.
- NULL-owner dummy: the KillScore sender-owner increment + StatusMessage now guard
GetPlayerLink() (the dummy has none) so a solo kill credits only the local player.
- DATABINDING: the PilotList read KILLS/DEATHS at raw offsets (pilot+0x27c/+0x200)
that don't match our compiled layout -> silent 0. Repointed to the compiled
members via bridges (BTPilotKills/BTPilotDeaths -> BTPlayer::GetKillCount/GetDeaths).
⚠ ROOT-CAUSE of the empty scoreboard: the PilotList SELECT-TARGET highlight did a
raw-offset deref (*(local+0x284) objectiveMech, then *(tgt+0x190)) that AV'd on our
layout -- caught silently by the SEH GuardedExecute, aborting Execute BEFORE the
KILLS/DEATHS draw. Replaced with BTPilotIsSelected (accessors + GetPlayerLink).
- SCORE persistence: PlayerSimulation's 10s flush zeroed currentScore (the binary's
console delta); now only flushes/zeros when a console host exists (solo keeps the
running score for the gauge + CalcRanking).
Verified DBASE+dev gauges (BT_SCORE_LOG): SCORE climbs +5.83/hit -> 164; on the
kill KILLS 0->1, and the Comm roster RENDERS KILLS=1 (screenshot). No crash.
Follow-ups (noted): DEATHS=1 is a pre-existing spawn/respawn-handshake artifact
(not from the producers -- the dummy's GetPlayerLink is NULL so no VehicleDead is
posted; confirmed killCount=1 not 2); RANK=-1 is CalcRanking's non-scoring mark
(Plasma serial surface, invisible on dev); MP VehicleDead/tonnage/role registry
remain per the plan. Diagnostics kept: BT_SCORE_LOG.
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>