Replace the return-0 stubs with the real functions:
- ResolveLink (FUN_00417ab4) = SubsystemConnection::Resolve (two-level deref of the
plug's bound link); an unbound plug resolves to 0, the authentic no-source branch.
- FindLinkedSubsystem (FUN_0041bf44) = GetAttributePointer(index) via the engine
Simulation attribute-index system (the cooling-loop master at slot 3).
- IsGeneratorDerived (FUN_0041a1a4) = the real IsDerivedFrom(PoweredSubsystem
ClassDerivations 0x50f4bc) via a new powersub.cpp bridge BTIsPoweredSubsystem
(shared with the aux-screen filter) -> the generator stateLamp now builds.
So the cooling/power/voltage connections resolve real data when the plug is bound,
instead of always reading 0. Build clean.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The engineering-screen cluster panels now build for each subsystem on its real
aux-screen position. Two pieces:
1. Aux-screen bridge (powersub.cpp BTGetSubsystemAuxScreen): the assignment lives
on PoweredSubsystem (auxScreenNumber/Placement/Label, resource +0x104/108/10C)
which our ctor already populates -- but the reconstructed heat-leaf branch is
NOT byte-exact, so the Make's raw sub[0x1dc]/[0x1e0]/[0x1e4] reads were garbage
(0xCDCDCDCD). The bridge casts through the real PoweredSubsystem type + returns
the NAMED fields (and is the FUN_0041a1a4/0x50f4bc type filter). Make + Subsystem
Cluster now read via the bridge.
2. Reconstruct the 4 child gauges the clusters build that were declared-but-undefined
(only VertTwoPartBar/OneOfSeveral/PixInt existed): HorizTwoPartBar (full, mirrors
Vert), OneOfSeveralInt (ctor), OneOfSeveralStates (ctor + BecameActive + State
Connection @004c3324), BitMapInverseWipe/LeakGauge (full) + SeekVoltageGraph's
Execute/BecameActive/dtor -- their /FORCE-stubbed ctors were segfaulting when a
cluster built them.
VERIFIED (BT_DEV_GAUGES + BT_VSS_LOG): 7 authentic panels build -- Sensor(scr5,
qsensors) HeatSinkCluster, Myomers(scr6,qmyomers) MyomerCluster, PPC(scr1,10) +
Emitter(scr4,8,7) Energy/Ballistic clusters -- with real labels + placements, 0
crashes, combat un-regressed.
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>