Commit Graph
100 Commits
Author SHA1 Message Date
arcattackandClaude Fable 5 e8b9f71025 KB: task #1 landings -- update-record channel DONE, movementMode=simulationState identification swept
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-11 11:40:44 -05:00
arcattackandClaude Fable 5 c9f0c2a7f1 MP: the Mech-level update records @0x4a0c2c/@0x4a1232 -- all 9 types byte-exact (task #1)
- Writer transcribed from the recovered disasm; reader rewritten from
  part_012.c with every Wword absorber promoted to named engine/port members
  (updateOrigin/updateVelocity/projectedOrigin/projectedVelocity/nextUpdate/
  lastUpdate + bodyTargetSpeed/latches/alarms).  Wire sizes verified live:
  0x14/0x20/0x2c/0x78.
- movementMode UNIFIED with Simulation::simulationState (binary mech+0x40 =
  StateIndicator@0x2c currentState) -- death/limbo/airborne now replicate in
  every record header.  Three mislabels of the same binary fns retired:
  SetInstanceFlags + RequestActionFlags -> Mech::ForceUpdate (updateModel |=
  mask, 0xfe03 disabled filter); IsNetworkCopy -> IsDisabled.
- Senders wired byte-exact: gait transitions Force(8), knockdown Force(1|0x20),
  death Force(1|0x40), Reset Force(0x1f) + binary zero-set, perf-loop
  deadbands (speed type 2, orientation type 4, heat type 7).
- 2-node verified: types 2/3/4 flow while driving; kill -> type-6 record
  (simState=9) -> the OBSERVER's replicant runs the wreck sink loop with no
  double death transition; respawn 0x1f burst snaps + un-wrecks the peer;
  walking replicant un-regressed (run 12, cycle tracking); solo clean.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-11 11:38:49 -05:00
arcattackandClaude Fable 5 3c34ae6de6 KB: full staleness audit + sweep -- 35 verified corrections across 16 topics, 15 new glossary terms
Adversarially-verified audit (18 agents) against the task #46-#56 landings:
MP/current-state understatements, superseded punch readings, retired env
gates, dead paths, line-cite drift; env-gate hub table completed.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-11 10:56:51 -05:00
arcattackandClaude Fable 5 2abfd51350 KB: sweep stale MP open-questions -- cross-pod combat + replicant gait are DONE; the real gap is @0x4a0c2c
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-11 10:25:13 -05:00
arcattackandClaude Fable 5 1ace2e3cb4 Gyro: BT_GYRO_TRACE per-frame integrator trace -- oscillation verified vs authored constants (task #56)
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>
2026-07-11 09:56:55 -05:00
arcattackandClaude Fable 5 8af278a3f5 Cockpit: unlit map-independent frame colour (task #55)
User report from the MP/cavern session: the canopy frame rendered flat light
gray -- unlike the dark frames in the polar exports.  Root cause: the frame
colour was routed through the LIT material path (Diffuse+Ambient), so it
multiplied with each map's lighting -- polar's dim purple light happened to
look right, cavern-night's ambient 0.8 washed it out to gray.

The canopy is unlit interior structure: the frame batches now go through the
renderer's pure-emissive UNLIT branch (black diffuse + emissive = the frame
colour), constant on every map.  The exact original value is not recoverable
(texture-less ramp = no texel luminance to index); default (0.13,0.12,0.15)
[T3] matches the near-black frame in pod gameplay footage.
BT_COP_FRAME="r g b" overrides; BT_COP_RAMP_L retired.

Verified: cavern-night and polar-day now show the identical dark frame.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-11 09:42:22 -05:00
arcattackandClaude Fable 5 27959990ea View: the INI viewangle is the HORIZONTAL field -- authentic 60x47 frustum (task #55)
Community reports said the camera looked too far back and the cockpit frames
were never this revealed; the user's hypothesis (our projection widens the
view) was exactly right.  The original Tesla projection call, preserved in a
comment at DPLRenderer::SetView, is

  dpl_SetViewProjection(view, -1, -aspect, +1, +aspect, 1/tan(viewangle/2))

i.e. BTDPL.INI's viewangle=60.0 is the HORIZONTAL field of view with the
vertical derived by aspect: the pod's frustum was 60 x 46.8 deg at 4:3.  The
port fed the 60 to D3DXMatrixPerspectiveFovRH as the VERTICAL fov -> 75 x 60
at 4:3 (worse on widescreen): the world rendered ~25% farther away and far
more canopy was visible than the pod ever showed.

Fix: BTFovYFromHorizontal(viewangle, aspect) at all five projection sites
(main, per-frame resize, sky pass, WM_SIZE rebuild, fallback) -- the
horizontal field stays the authentic 60 deg at any window shape.  The aim
boresight reads the live projection (gBTAimP22) and adapts; combat
re-verified (kill chain, no NaN).  Cockpits now show the frames at the
pod's framing: viewports dominant, frames at the periphery.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-11 09:17:07 -05:00
arcattackandClaude Fable 5 96b8892e7c Cockpit: the authentic punch STENCIL-CUT -- all 8 cockpits real (task #55)
The user caught the inversion (blocked viewports, see-through frames); the
answer came from the rasterizer board itself: an i860 disassembly of the
VREND.MNG firmware decoded the damageize handler (@0xf040f6f8) -- cmd 0x20
(vr_damage_action) writes the dpl_Punchize token triple onto the punch
geogroup's first three geometry chunks IN FILE ORDER:

  chunk1 = the detailed window-aperture shapes -> an invisible per-pixel MASK
  chunk2 = the coarse hull -> the ONLY colour-drawn geometry (where not masked)
  chunk3 = byte-identical hull twin -> the damage-reset record, never visible

Visible canopy = hull-minus-apertures.  Both earlier readings were wrong ways
around the same three chunks: dropping all punch left floating fragments (no
hull); hiding the duplicate pair hid the HULL and drew the MASK -- the exact
inversion observed.

Port: bgfload tags per punch patch {non-paired pmesh = mask (role 1),
first twin = hull (role 2), second twin = skip}; L4D3D DrawMesh runs
mask->stencil-1 (no colour/z-write, z-tested), hull->stencil-NOTEQUAL,
mask->stencil-0; device D24X8 -> D24S8 + stencil clear.  The cut never
touches z, so later-drawn entities show through the apertures.
BT_COP_PLATES=1 disables (diag).

In-game, all 8 mechs on pure defaults: connected dark frames with clear
viewports -- thor (the footage mech) shows the central viewport + surrounding
frame exactly as filmed.  Combat regression clean (kill + no NaN).

Arena textured punch uses the same firmware kit; the black-texel alpha path
there is a working approximation, flagged in the KB.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-11 08:53:22 -05:00
arcattackandClaude Fable 5 8431e69b1a Cockpit: duplicate damage-plate rule -- connected frames on 7/8 mechs (task #55)
The user's observation was right twice over: cockpit elements can't float
disconnected, and the missing punch geometry is STRUCTURE, not glass.  The
TRICODER.H decode (dpl_Punchize tokens = {dmg_set, undmg2enbl|texture,
dmg_clear}) shows PUNCH marks geometry for the board's per-triangle DAMAGE
machinery -- battle damage punches holes through it; undamaged it renders
opaque.

The per-mesh discriminator: every *_cop PUNCH patch contains exactly one pair
of BYTE-IDENTICAL duplicate PMESHes -- solid damage-state cover plates, not
visible undamaged structure.  Rendering them was the "solid black canopy";
dropping whole punch patches left the floating fragments.  The loader now
hides just the within-patch duplicate pairs (FNV hash over the raw pmesh
chunk; BLX duplicates its main lattice ACROSS patches, so cross-patch copies
stay) and renders the rest of the punch lattice opaque, DOUBLE-sided (the old
single-siding + per-face inward winding existed only to fight the plates'
black box; with the plates hidden it was moot and its centroid heuristic was
fragile on the tight canopies -- removed).  BT_COP_PLATES=1 shows the plates,
BT_COP_SINGLE=1 restores single-siding (diag).

In-game on pure defaults: madcat dome + connected framed cockpits with window
apertures on bhk1 / owens / sunder / vulture / avatar.  Residual: thor + loki
still show an oversized central block vs the offline authored-eye prediction
-- under investigation.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-11 08:25:50 -05:00
arcattackandClaude Fable 5 9414268138 KB: sweep the superseded punch-patch claims (task #55 resolution)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-11 07:50:08 -05:00
arcattackandClaude Fable 5 8057c37e5b Cockpit: punch patches ARE the windows -- all 8 mechs authentic (task #55)
Resolved the non-Madcat blocked views. Rendering every *_COP shell offline
from its mech's AUTHORED eye (SKL [jointeye] translation -- incl. the Thor's
+1.13 offset cockpit) with faces coloured by punch flag showed the answer
plainly: the PUNCH-tagged patches sit exactly over the window apertures in
all 8 mechs. On these texture-less black-diffuse shells dpl_Punchize renders
the tagged geogroup as holes -- the punch patches are the transparent
WINDSHIELDS, and the visible frame is only the non-punch geometry.

The loader now drops the punch batches of _cop meshes (bgfload finish();
BT_COP_KEEPPUNCH=1 keeps them for diagnosis). In-game sweep on pure defaults:
- madcat: the dark dome frame (matches gameplay footage)
- thor / owens / sunder: authentic brace/dash/pillar remnants
- bhk1 / loki / vulture / avatar: authentically FRAMELESS (all-punch
  canopies -- the pod showed no frame for those mechs)

(An early-session test that "disproved" drop-punch ran with the broken
pre-inverse eye; its conclusion was wrong and is corrected in the KB.)

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-11 07:49:33 -05:00
arcattackandClaude Fable 5 946323b696 Gyro: damage fan-out FUN_004b2980 -- the cockpit hit-BOUNCE is live (task #56)
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>
2026-07-11 07:36:25 -05:00
arcattackandClaude Fable 5 cb85517ede Gyro: byte-exact re-enable -- ctor map, integrators, jointeye writers (task #56)
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>
2026-07-11 06:47:22 -05:00
arcattackandClaude Fable 5 abaa145b6f Cockpit: authentic eyepoint + canopy lattice render (task #55)
The first-person cockpit now shows by default and matches gameplay footage
(verified on the Madcat). Two decomp-verified reconstructions:

EYEPOINT (FUN_004579a8 + caller part_014.c:5525, FUN_004c22c4):
- eye offset = siteeyepoint GetBaseOffset (not GetSegmentToEntity, not the
  upright hack), parented on the PARENT segment DCS (btl4vid.cpp)
- live view = affine INVERSE of the eye world matrix (L4VIDRND Execute) --
  replaces the hand-rolled LookAtRH whose +Z-forward/+Y-up row guess aimed
  some mechs into the canopy; combine order fixed to baseOffset * R
- chase camera basis + aim boresight re-expressed for the inverse convention
  (row2 = back); boresight now derives from the view matrix (the stale rows
  aimed the pick ray at the sky = no target, no discharge)

CANOPY (*_COP.BGF, dpl_Punchize geogroups):
- every shell is an open strut lattice (38-59% boundary edges, all 12 mechs);
  rendered single-sided with per-face INWARD winding (l/r torso patches are
  mirrored, so no global winding works) the struts are the dark frame and the
  openings show the world
- frame colour = the 'softer' ramp near its dark end (texture-less unlit ramp;
  BLXSKIN.BMF has no texture -- the old "punch texels" theory was wrong)
- scoped by filename (meshIsCop); wrong drop-punch + view-cut paths removed
- BT_FORCE_MODEL=<name> forces the player mech for per-mech bring-up

KB: new context/cockpit-view.md topic; punch split corrected in bgf-format;
gotchas 14 (LookAt axis guess) + 15 (per-patch edge namespaces); env gates +
eye/punch addresses in decomp-reference.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-11 06:46:54 -05:00
arcattackandClaude Opus 4.8 7b0b4f64ab Diag: add BT_SHOT backbuffer dump + correct/park the -net render glitch (task #53)
Scouted the "-net node render glitch". Two prior framings were wrong and are
corrected in the KB: it is NOT device contention (retracted earlier), and it is
NOT a from-load glitch -- the trigger is a RESPAWN (user correction). It's a
post-respawn render-rebuild fault on the MP path.

Could not reproduce in 9 automated 2-node loads + a forced death/respawn (all
clean). Debug uninit is a deterministic 0xCDCDCDCD, so the intermittency implies
a race -- and the task #52 respawn fixes (LoadMission re-entry, viewpoint relink,
death-latch) plausibly already closed it. Parked as WATCH; re-open if it recurs.

Tooling (general, off by default): BT_SHOT=<path> dumps a per-instance backbuffer
PNG from the world-render path (L4VIDEO.cpp) every 90 frames -- lets us capture a
specific node's frame without foregrounding the window. Used with
scratchpad/hunt53.sh (N-run divergence hunter) to verify a fix if the glitch
returns.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-10 15:48:54 -05:00
arcattackandClaude Opus 4.8 0bfb3d4ab3 Warp: restore the translocation-vortex look + fix texture-scroll precision collapse (task #52)
The death/respawn "blue whirlwind" (tsphere) now matches the original cabinet
photo (capture.png): a smooth spinning lavender vortex with a bright core.

Root cause of the long-standing "radial spokes" artifact was NOT the warp code
but a general engine bug: L4D3D::SetTextureScrolling computed its texture-matrix
offset as scrollDelta * absolute_time, which grows unbounded and collapses UV
float precision -> a smooth scrolled cloud shatters into grainy radial steps.
Wrapped with fmodf(..., 1.0f) (identical under REPEAT tiling, full precision).
This also cleans the scrolling bexp beam grit and any other SCROLL material.

Visual reconstruction (verified against the real 45-vtx TSPHERE.BGF bicone,
offline-rasterized then ported):
  - view ON-AXIS (eye centred on the throat) + spin in place -> concentric rings
    (decomp FUN_00453dc4 does spin-about-local-Z + submit; the port had stubbed it)
  - bintA cloud through a WIDE lavender ramp at full contrast (drawn as SKY);
    no geometry "bands", no log-polar twist, no off-axis tornado (all discarded)
  - tessellate the 12-facet bicone smooth; isotropic + trilinear; ramp baked into
    the texture and drawn SELECTARG1(TEXTURE) to avoid double-tinting

Env knobs (BT_WARP_*) default to the verified values; BT_WARP_SELFTEST/SELFSHOT
are an off-by-default visual-verification harness (backbuffer frame dump).

Docs: new context/translocation-warp.md (geometry/material/visual/lifecycle/env);
reconstruction-gotchas.md gains the accumulated-time precision-collapse bug class;
rendering.md / multiplayer.md / decomp-reference.md / CLAUDE.md cross-linked.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-10 14:53:50 -05:00
arcattackandClaude Opus 4.8 a35f321ba1 Warp: exact POVTranslocateRenderable replica (collapse/throb/reveal + world mask)
Stop approximating -- replicate POVTranslocateRenderable::Execute() behaviorally,
byte-for-byte on the constants and transitions (engine T0, L4VIDRND.cpp:1763-2076),
per the user's "replicate the effect exactly".  The five prior piecemeal attempts
each fixed one facet and broke another because they left out the WHOLE mechanism.

Full state machine (btl4vid.cpp), driven by two decoupled events (NOT the
SimulationState trigger -- that dial also drives camera/POV+targeting, the f053535
regression; SetIsDead is a separate pure-render flag, verified safe):
  - LOCAL DEATH -> InitialCollapse: scale (pct_left*100)+1 over 1.3s (world visible),
    then SetIsDead(true) + WaitForReincarnate.  (btplayer VehicleDeadMessageHandler,
    deathCount==-1, local-guarded.)
  - WaitForReincarnate: world BLACK (mask), scale 1, Lissajous throb
    (cos(t*3.33), sin(t*2.5)) x2.0 -- the "dances around playfully".
  - LOCAL RESPAWN -> ExpandReveal: SetIsDead(false) + scale (pct_used*150)+1 over
    1.0s -- blasts open, world revealed ("shoots off into the distance").  (btplayer
    DropZoneReplyMessageHandler, local-guarded.)

Draw EXACTLY as the engine (isDeathDraw -> drawAsSky): PASS_SKY, OPAQUE,
CULLMODE=CW, z-test ON (L4VIDEO.cpp:7526/7568-7570/7693).  This kills the "glitchy
funnel" -- opaque = one write/pixel (no translucent double-blend), CW = one winding
of the double-sided mesh (no coincident z-fight), z-on = the expand shell is
occluded/revealed by the returning world.  Placement = Scale * inverse(view) with
NO recenter (the mesh is authored off-origin so the eye sits inside, authentic);
dropped the wrong mCullCenter recenter and the Z-off overlay hack.  Colour is the
"sky" ramp (per prior commit); no geometry spin (myRotateY is dead) -- swirl is the
texture scroll.  SetIsDead reached via a BTSetWorldDead bridge (L4VIDRND.cpp).

STUCK-BLACK SAFETY (the one new risk of decoupling mask-on from mask-off): a 12s
WaitForReincarnate render-loop timeout un-masks if no respawn arrives, plus
BTWarpForceUnmask on the mission-ending + no-DropZones abort paths.  Smoke-verified
2-node: collapse->wait(masked=1)->expand(masked=0), ends masked=0, no crash.

The peer-observer warp stays a world-anchored translucent alpha draw (port
extension; the authentic effect is POV-only).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-10 09:43:54 -05:00
arcattackandClaude Opus 4.8 062c66999e Warp polish: animate scroll, recenter, no depth-clip, expand-only respawn
Four fixes for the user's "static / above the viewport / cavern clips it / doesn't
shoot off" report, each root-caused:

1. STATIC swirl -> now animates.  The material's SCROLL (0.0 0.0 0.1 0.5) only
   reaches the draw via a per-texture .met file (L4D3D.cpp:640) that tsphere lacks,
   and the ramp-bake path leaves doScroll=false -- so the swirl was frozen.  Set the
   authored scroll rates (u -0.1/s, v +0.5/s) + REPEAT wrap on the sphere's draw-ops
   at load, so SetTextureScrolling churns the swirl (the "spins around").

2. "Above the viewport" -> recenter.  tsphere.bgf is modelled with its centre at
   y=+8.25 (logged: center=(0,8.25,0.47) r=21.5); scaled x100-150 that threw the
   sphere ~1000 units overhead.  Translate the mesh's mCullCenter to the origin
   before scaling so it sits ON the eye/anchor.  (Added public-ish mCullCenter use;
   l4d3d.h already exposes it.)

3. Cavern clip -> Z-test off.  The arena is an enclosed cavern; a depth-tested 150x
   sphere gets occluded by the ceiling/walls.  Draw the POV overlay with ZENABLE off
   (ZWRITE already off, so no depth pollution).  BT_WARP_ZTEST=1 restores it.

4. "Fades in then disappears" -> expand-only.  A respawn now starts in the EXPAND
   phase (1->150 over 1s) so the swirl immediately bursts and blasts outward ("shoots
   off into the distance").  The collapse (100->1) is the DEATH warp, not the
   respawn.  BT_WARP_COLLAPSE=1 plays the full collapse->expand.

Build + render + no-crash verified 2-node; expand warp fires POV/world.  Still
deferred: the SetIsDead world-mask (black-out that makes the expand "reveal" the
world) -- carries the camera-coupling risk, add scoped if wanted.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-10 09:09:21 -05:00
arcattackandClaude Opus 4.8 a9d1534292 Warp: faithful POVTranslocateRenderable -- eye-centered, ramp color, no spin
Deep-dived the authentic engine effect (L4VIDRND.cpp POVTranslocateRenderable, T0)
and reworked our one-shot to match it, fixing the user's "blob from my own POV /
not aligned to my orientation" + "gray, not blue" reports:

1. PLACEMENT was the misalignment. The engine parents the sphere to the VTV/eye
   ("rotated and scaled around the VTV", L4VIDRND.cpp:1812) -- it is centered on and
   oriented to the viewpoint. We world-fixed it at the mech's feet, so from your own
   camera it sat off-axis and, once expanded, engulfed the eye as a shapeless blob.
   Now: the own-respawn warp (BTStartWarpEffectPOV, from btplayer) uses
   world = Scale(s) * inverse(view) -> centered on + carried by your eye (the tunnel
   wraps you). Observing a PEER (BTStartWarpEffect from mechdmg) stays world-anchored
   at the peer's point.

2. GEOMETRY SPIN was inauthentic. myRotateY/myRotateYSpeed are set in the engine
   ctor but NEVER applied -- the swirl's rotation is entirely the material's texture
   SCROLL (bintA, SCROLL 0.0 0.0 0.1 0.5). Dropped our world-Y geometry spin.

3. COLOR (gray) fixed at the source. The blue/white is the "sky" RAMP remapping the
   grayscale bintA cloud per-texel (argb=lerp(0,0,0.6 -> .99,.99,.99, luminance),
   L4D3D.cpp:480). The port bakes exactly this but GATED it off for normal-bearing
   meshes; tsphere has normals so it arrived raw gray, and a MODULATE tint can't add
   the blue floor (it only multiplies) -> the wash-out. Un-gate the ramp for
   tsphere_mtl (bgfload.cpp) so the bound texture is already the blue-white swirl;
   draw it MODULATE by white (no tint), alpha from TFACTOR.

4. SCALE to authentic 100 (collapse) / 150 (expand end) -- correct now that it's
   eye-centered (you're meant to be inside it as it collapses through you and blasts
   back open, the "blast off into the distance").

Still deferred (higher risk / SimulationState-coupling trap): the WaitForReincarnate
Lissajous wobble + the SetIsDead world-mask (black-out during the dead hold). Noted
for follow-up; the placement/color/motion are the parts the user flagged.

Smoke-verified 2-node: own respawn logs POV(eye), observer logs world-anchored, no
crash. BT_WARP_ADDITIVE / BT_WARP_COLOR / BT_WARP_SCALE remain as live tuning knobs.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-10 08:42:02 -05:00
arcattackandClaude Opus 4.8 160b78e38d Respawn: swirl warp, cockpit-not-black on respawn, observer sees peer un-wreck
Three respawn-visual bugs the user saw, each grounded in the engine/decomp:

1. Warp = flat blue BLOB, not the demo's swirly blue/light-blue/white shimmer.
   Ground truth (content/VIDEO/MAT/DAY/BTFX.VMF): tsphere_mtl = a SCROLLING bintA
   texture (tsphere_scr_tex, SPECIAL SCROLL) + EMISSIVE {0.7,0.5,1} + RAMP "sky"
   (dark-blue->white).  The swirl IS the scrolling texture; the colour is the
   emissive/ramp.  Our draw did COLOROP=SELECTARG1/ARG1=TFACTOR, which REPLACES
   every texel with one flat colour -> the blob.  Fix: MODULATE the (bound,
   scrolling) texture by a TFACTOR set to the authentic EMISSIVE hue (0xB380FF)
   so the swirl survives and reads blue-white.  DrawMesh's cached SetTexture
   (L4D3D.cpp:1215) leaves our MODULATE ops standing since textured meshes drew
   first.  Additive glow, all state saved/restored.

2. First-person view BLACK on the dying/respawning mech until V.  SetViewInside's
   body-hide + '_cop' canopy suppression + viewSkeleton update were gated !wrecked,
   and RebuildMechRenderables (respawn un-wreck) restored the full OUTSIDE torso
   with no '_cop' rule -> the cockpit eyepoint ended up wrapped in opaque geometry.
   Fix: factor the per-segment mesh selection into ApplyViewSkeleton(viewpoint,
   inside) shared by SetViewInside AND RebuildMechRenderables, so respawn re-asserts
   the inside skeleton + '_cop' hide; record viewSkeleton even while wrecked.  Only
   the mech the local camera views FROM gets the inside treatment (a replicant is
   always outside).

3. OBSERVER never saw the peer respawn -- the peer's wreck sat forever.  The wreck
   appears incidentally via rising damage-zone replication -> MechDeathHandler::Tick
   -> BTRemakeMechModel (one-way).  The un-wreck+warp ran master-only in Mech::Reset.
   Fix (reuses the existing damage channel, no stream-framing change): Mech::Reset
   also ForceUpdate(DamageZoneUpdateModelFlag) so healed zones cross; Tick handles
   the FALLING edge -- on a ReplicantInstance whose zone heals from destroyed, call
   BTRebuildMechModel + BTStartWarpEffect once (wasWrecked latch).  This is the port
   analog of the binary's type-0 graphic-state -> ResetPose un-wreck hook
   (Mech::ReadUpdateRecord case 0); the full Mech::WriteUpdateRecord death record
   (type 6) is deferred (would touch the netcode framing).

Smoke-verified headless (2-node): victim respawns intact + warp; observer logs
"replicant un-wrecked + warp" at the peer's spawn point; no crash.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-10 08:09:27 -05:00
arcattackandClaude Opus 4.8 d07dd0bf4e Respawn visuals: warp was in the wrong render pass; render never un-wrecked
Two render bugs behind "warp never appears" + "respawned mech stays a sunk wreck":

1. Warp invisible: the tsphere was drawn in PASS_ALPHABLEND, but DrawMesh skips
   any op whose alphaTest != (pass==PASS_ALPHABLEND) (L4D3D.cpp:1045) and
   tsphere's op is opaque -> every op skipped, nothing drawn. Flag the sphere's
   ops for the alpha pass, and draw it as an explicit translucent-blue ADDITIVE
   glow (state saved+restored) so it reads as a warp shimmer, not an opaque ball
   or (as shipped) nothing. Tint via BT_WARP_COLOR.

2. Render stays wrecked on respawn: SwapToWreck hides the body + hangs a sinking
   dbr hulk with render_tree.wrecked a one-way latch; Mech::Reset healed the sim
   but nothing reversed the render, so the reborn mech kept rendering as the sunk
   hulk. Add RebuildMechRenderables (the heal direction of RemakeEntity): drop the
   hulk/debris, clear wrecked, restore every body segment to its now-intact mesh.
   Mech::Reset calls it via BTRebuildMechModel.

Smoke-verified: tsphere loads with its op alpha-flagged; on each respawn
"[BTrender] respawn: rebuilt intact model (12 segs restored, hulk dropped)"; no
crash. Both are local render (the respawning node's own screen); remote-observer
replication of the warp+un-wreck rides the deferred WriteUpdateRecord death path.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-10 07:26:48 -05:00
arcattackandClaude Opus 4.8 247e51e1e1 Reset-based respawn: reuse+heal the mech, not create-a-new-one (task #52)
The respawn glitches (2 mechs, on-fire respawn, camera-inside, can't-control,
wreck-never-disappears) all traced to one architectural divergence: our respawn
SEVERED playerVehicle on death and CREATED a new mech, leaving the old as a
permanent wreck and building a duplicate viewpoint whose old render tree was
never torn down.

The authentic engine (FUN_0049fb74 + RPPlayer) REUSES the same mech entity: on
respawn Mech::Reset heals it and moves it in place. Implemented faithfully,
adapted to our layout (the 1995 raw offsets map to different 2007 engine fields,
so reset the equivalent named members, not the offsets):
- Mech::Reset (real, was a reposition-only stub): reposition + kill dead-reckon
  (projectedOrigin/projectedVelocity/updateVelocity + our relocated gait
  accumulators) so the replicant stops lerping to the death spot; clear the
  death latch (movementMode=1, graphicAlarm=0); Heal every damage zone
  (new Mech__DamageZone::Heal: full structure, intact skin); DeathReset
  (vtable+0x28) every subsystem; ForceUpdate to broadcast.
- btplayer.cpp: VehicleDead no longer severs playerVehicle; the respawn re-post
  gates on the mech still being dead; DropZoneReply resets the EXISTING mech in
  place (heal+move) instead of creating a new one, then fires the warp. Warp
  moved to the shared placement (initial drop-in + respawn).

Verified 2-node: mech entity ID stays 3:22 across 3 deaths (reused, not a new
3:32); each Reset logs alive=1, 20 zones healed, 33 subsystems reset; A sees ONE
mech (no wreck+new pair). Warp fires each respawn.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-09 23:13:44 -05:00
arcattackandClaude Opus 4.8 efa7aeb683 KB: retract the GPU-contention claim -- the -net node glitch is MP-path-specific (two solo instances both clean)
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-09 22:21:35 -05:00
arcattackandClaude Opus 4.8 6ac960c883 KB: one-box 2-instance render glitch is a two-D3D9-apps-on-one-GPU artifact (solo is clean)
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-09 22:14:40 -05:00
arcattackandClaude Opus 4.8 f0535356bc Warp: decouple from player SimulationState (fix camera/targeting regressions)
Pulsing the player's SimulationState (DropZoneAcquired->Translocated) to trigger
the translocation sphere regressed everything else that dial drives in our
reconstruction -- the camera flipped to inside-view, targeting/firing gated off,
shadow pass glitched. That dial is load-bearing; co-opting it was wrong.

Replace with a self-contained render one-shot: btplayer.cpp respawn calls
BTStartWarpEffect(dropZoneOrigin); the effect plays its own collapse->expand and
touches nothing but the render. No SetSimulationState, no DropZoneLocation write,
no per-entity renderable walk (the tree's BTTranslocationRenderable objects are
now inert). Scale capped 30/40 (authentic 100/150) so the sphere -- centred on
your own reinsertion -- doesn't envelop the camera; tunable via BT_WARP_SCALE.

Smoke-verified 2-node: warp fires on each respawn (collapse 31->5, expand ->35),
repeats, respawn cycle intact, no crash. Camera/targeting restored (state pulse
gone).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-09 21:58:38 -05:00
arcattackandClaude Opus 4.8 63c1c5a460 Implement the translocation sphere -- the "blue warp" respawn effect (task #52)
BTTranslocationRenderable was a no-op stub; now reconstructed over the engine's
POVTranslocateRenderable: loads tsphere.bgf and runs a collapse-on-arrival /
expand-on-reveal sphere (scale 100->1 over 1.3s, then 1->150 over 1.0s, rotating)
keyed on the player's SimulationState dial. Drawn direct from the render loop by
BTDrawTranslocationSpheres (beside BTDrawBeams, PASS_ALPHABLEND) -- the same
accommodation the beams/reticle use.

The asset loads by FILENAME (tsphere.bgf), not through the RES table -- which is
why every resource-name search missed the effect for three rounds.

Trigger wiring: btl4vid.cpp MakeEntityRenderables builds the sphere for the LOCAL
player (the authentic wiring builds it only for replicants + a POV fade for self,
but peer player-attribute replication isn't wired -- on a replicant SimulationState/
DropZoneLocation read uninitialised). btplayer.cpp pulses SimulationState
DropZoneAcquired->VehicleTranslocated at respawn (a 1.4s flip timer stands in for
the engine's +1s drop-zone re-post) and writes the respawn origin into the
DropZoneLocation attribute.

Verified 2-node (BT_TLOC_LOG): on respawn the sphere collapses (~100->5) then
expands (->150) at the valid drop-zone origin, deduped to <=2 active, respawn
cycle un-regressed, no render errors. Visual appearance (colour/size) still needs
a live look; the authentic see-others'-spheres path needs player replication.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-09 21:41:57 -05:00
arcattackandClaude Opus 4.8 6cd5f0b940 KB CORRECTION: the blue whirlwind IS in the game — the translocation sphere (tsphere.bgf)
My earlier 'not a shipped asset' verdict was wrong. The effect is POVTranslocateRenderable
(engine) / BTTranslocationRenderable (our port), which loads tsphere.bgf BY FILENAME (not via
the RES table, so every resource-name search missed it) and runs a collapse-on-death /
expand-on-respawn sphere keyed on the SimulationState dial. Wiring already exists in
btl4vid.cpp; the renderable is a no-op stub in btstubs.cpp. That's why it never shows.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-09 21:15:48 -05:00
arcattackandClaude Opus 4.8 ef961a13c9 KB: deeper whirlwind sweep — string table, class registry, effect/camera systems all negative
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-09 20:43:42 -05:00
arcattackandClaude Opus 4.8 9abc839a43 KB: archive-check verdict — no whirlwind/warp recovery asset in REL410
Searched the full pod install (nick-games/tesla4pod_extracted REL410/BT;
BTL4.RES byte-identical to ours) and the whole nick-games archive: no
whirl/warp/tunnel/vortex asset by filename or RES resource name, no such
psfx in BTDPL.INI. The decomp drop path (DropZoneReply FUN_004bffd0) fires
no effect — only Mech::Reset + the level-2 "translocated" cockpit alarm.
BTPLAYER source is absent from all archives (binary-only). RP411 analog
uses InitialStasisFlag (sim gate, no visual). Verdict: the pod build's
respawn is mech-redrop + translocated alarm; the "blue whirlwind" is not
a shipped REL410 asset.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-09 20:35:56 -05:00
arcattackandClaude Opus 4.8 83b3f31957 Whirlwind respawn: authentic death->drop-zone->recreate cycle (task #52)
Death transition (mech4) now dispatches VehicleDead(-1) to the owning
player; BTPlayer::VehicleDeadMessageHandler restructured to the authentic
@004c05c4 three-way branch: -1 = death bookkeeping + sever playerVehicle
(wreck stays) + 5s re-post; >=0 = engine drop-zone hunt -> DropZoneReply
-> CreatePlayerVehicle (new mech); -2 = the acquire probe. Guarded on a
DropZones group so a zone-less mission stays dead instead of aborting.

Three latent bugs the respawn path exposed, all fixed:
- IsMechDestroyed latched on graphicAlarm>=9 alone; a later leg hit on the
  wreck rewrites the alarm to 4/3, un-latching -> the death transition
  re-ran (double kill/score, abort). Now latches on movementMode 2||9.
- Score handlers dereferenced the severed playerVehicle during the dead
  window; guarded.
- The console score flush routed a NetworkClient::Message through the
  player's Entity::Dispatch, which stamps entityID past the smaller struct
  -> /RTC1 stack overflow. Sent via application->SendMessage instead.
- Renderer LoadMission re-entry (per viewpoint-make) re-read the env INI;
  its light block Fail'd on stale sceneLightCount. Reset it in
  DPLReadEnvironment so the respawn's second read is clean.

Verified 2-node self-drive: B killed repeatedly by A respawns each time
(wreck stays), ticks + reloads + takes fresh damage on the new mech, no
abort/hang across multiple death->respawn cycles.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-09 20:26:55 -05:00
arcattackandClaude Fable 5 e430e474cb Death gate: a destroyed mech takes no pilot input (ghost-drive fix)
User report from 2-window play: after dying, the pilot could still steer the
wreck around invisibly.  Zero throttle/turn/fire and the forced harnesses at
the gBTDrive source when IsMechDestroyed() -- deliberately INPUT-only, so the
gait/animation machinery keeps running and the death collapse plays out.

Also recorded in the KB: the killer's screen shows the wreck SWAP but not the
death SINK (needs the Mech-level death/knockdown update records, disasm
preserved from task #51), and the respawn-cycle scouting (type-12 intro
scripts are binary ref-records; adrop; DropZone + Mech::Reset machinery) for
the recovery-whirlwind reconstruction (task #52).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-09 19:18:11 -05:00
arcattackandClaude Fable 5 29035028fd Cross-pod beams: replicate emitter discharge via subsystem update records
User report: lasers only visible on the window firing them.  The peer's
replicant emitters never learned the master fired.

THE AUTHENTIC PIPE (decomp-verified):
- FUN_0041c350 (the "beam keepalive" ServiceDischarge/ContinueDischarge call)
  does TWO things: queue the LOCAL deferred beam-effect callback (@0x4bac0c)
  on the app+0x34 manager -- our per-weapon render walk already plays that
  role -- and set the subsystem DIRTY bit, which maps to the 2007 engine's
  updateModel / ForceUpdate().
- Replication rides SUBSYSTEM UPDATE RECORDS inside the mech's update message:
  the roster walk already hands the entity's stream to every subsystem's
  PerformAndWatch; Simulation::WriteSimulationUpdate serializes each requested
  updateModel bit; Entity::UpdateMessageHandler routes received records by
  subsystemID to the subsystem's ReadUpdateRecord.  All engine machinery --
  the missing pieces were the Emitter's serialize/apply pair + the triggers.

CORRECTIONS to the dormant task-33-era transcriptions (never exercised --
nothing ever set updateModel -- so the latent misreads never surfaced):
- The weapon-family VTABLE SLOT MAP was swapped: slot 6 = ReadUpdateRecord,
  7 = WriteUpdateRecord, 9 = TakeDamage (evidence: Mech hierarchy symmetry +
  body semantics; @004ba568 resolves an EntityID at rec+0x30 through the
  entity index -- record semantics, not Damage).  Renamed across MechWeapon /
  Emitter / ProjectileWeapon; the real Emitter::TakeDamage @004bafc8 is
  undecoded (inherits MechWeapon for now).
- Emitter/MechWeapon Write: `*record = 0x38/0x18` is the record LENGTH, not
  recordID; rec+0x30 is the TARGET's EntityID (GetEntityID()), not a colour --
  the old `CopyColor(targetEntity+0x184)` was also a databinding trap.
- OVERRIDE-SIGNATURE TRAP: the decls used each class's own shadowing
  UpdateRecord typedef as the param type, silently NOT overriding the engine
  virtual (the base ran instead; nothing would ever have serialized).
  Base-typed params (Simulation__UpdateRecord*), casts inside.
- Emitter::ReadUpdateRecord reconstructed (@004ba568): target EntityID resolve
  (drop unknown non-null targets), MechWeapon alarm apply chain, beam fields.
- ServiceDischarge/ContinueDischarge: ForceUpdate() per keepalive tick + one
  final record at beam end (turns the peer's beam off).
- Mech::DrawWeaponBeams extracted from the player-only drive block so the walk
  runs for REPLICANTS (+ per-mech gun-port cache -- the process-wide statics
  would have served the player's segment pointers as the replicant's muzzles).

VERIFIED 2-node: A fires 57 volleys -> 225 emitter records -> B applies all
225 -> B draws 414 beams (PPC blue / laser red, from A's replicant's own gun
ports).  Solo un-regressed (150 beams, kill chain, no crash).

Also preserved: the full Mech::WriteUpdateRecord @0x4a0c2c recovery
(reference/decomp/mech_writeupdate_004a0c2c.disasm.txt) with all 9 record
types decoded (pose/alarm/leg-state+heat with the body-channel write-through
re-sync, knockdown, death, impact, movementMode) -- transcription deferred;
it replicates remote knockdown/death/heat and was not needed for beams.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-09 19:04:34 -05:00
arcattackandClaude Fable 5 a110041a70 Fix "can't turn in MP": pilotArray[1] overrun stomped controlMode
User report from the first live 2-window session: throttle worked, A/D turn
did nothing.  [mppr] showed the input REACHING the mapper (stickX=-1) but
turnDemand=0 and controlMode = pointer garbage (73583232 / 217478632 --
different per instance), from frame 1, MP only (solo mode=0).

Hunted with a cdb hardware write-breakpoint (ba w4 armed at ctor time on
&controlMode, compiled offset +0x128 from the [mode-ctor] probe).  Caught the
writers red-handed: MechControlsMapper::BuildPilotArray / FillPilotArray.

ROOT CAUSE -- a shrunk-span array: the binary reserves a FIXED 10-slot pilot
block @0x15C..0x183 ((pilotArrayBuilt@0x184 - 0x15C)/4 = 10); the recon
declared `Pilot *pilotArray[1]` ("variable length"), so every write past
slot 0 stomps the members declared after it.  In MP, FillPilotArray wrote the
PEER's Player pointer into slot 1 = over controlMode -> the turn shaping
dispatched on pointer garbage -> turnDemand 0.  MASKED in solo: the zero-loop
overrun wrote 0 there, and 0 == BasicMode.  This was ALSO the real cause of
task #48's "turnDemand zeroes out in -net" observation (worked around then
with the direct goto-turn; attribution corrected in the KB).

Fix: pilotArray sized to the binary's own 10-slot span; ctor zeroes all
slots; BuildPilotArray clamps pilotCount to capacity (local + 9 remotes; an
8-pod game fits).  Diagnostics kept (BT_MODE_LOG ctor probe; [mppr] line now
prints mapper/&mode).

VERIFIED: MP session holds mode=0 throughout, turnDemand flows nonzero, the
mech turns (heading -1.33) and closes on the peer; solo kill chain intact.
KB: new "shrunk-span array" gotcha (reconstruction-gotchas 5) with the cdb
ba-w4 recipe; multiplayer.md task-#48 note corrected.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-09 18:16:46 -05:00
arcattackandClaude Fable 5 d09cda6c36 MP: replicant gait animation -- peer mechs walk instead of sliding (task #50)
A peer's replicant mech slid around as a frozen statue: DeadReckon moved
localOrigin but nothing animated the legs.  Reconstruct the replicated-motion
display loop: after DeadReckon, derive a SIGNED speed demand from the
replicated velocity (the master publishes worldLinearVelocity in every update
record, Mover::WriteUpdateRecord MOVER.cpp:759; the replicant stores it in
updateVelocity.linearMotion :712; sign = forward dot against the -Z facing),
write it to controlsMapper->speedDemand (the LEG channel's live demand
source), and advance the LEG state machine for its JOINT writes only --
travel stays with DeadReckon, so position always follows the master and the
clip cadence matches the replicated speed.

Two replicant-only initialization holes found live (the master's equivalents
are primed per-frame in the PLAYER-only drive block):
- globalTimeScale/idleStrideScale read 0 -> clip advance time dt*0, the leg
  machine engaged (state 11) but the clip froze (legCycle stuck 0);
- reverseSpeedMax2 (the run-cycle rise-clamp @0x7a0; LoadLocomotionClips does
  NOT set it) read debug-heap garbage -> legCycleSpeed clamped to -4.3e8 on
  entering run state 13.  Primed both; legCycleSpeed sane-banded once.

VERIFIED 2-node (BT_GOTO driver + BT_REPL_LOG observer): the replicant runs
the full gait lifecycle -- stand -> walk(5,7) -> run(10,12), legCycle 7.5->34
tracking the master's speed, wind-down(8), Standing(0) when the master stops.
Solo un-regressed (goto->aim->kill chain intact, no crash).

projectedVelocity source-swap (the binary publishes the BODY channel's
smoothed projection instead of the actual travel velocity) evaluated and
DEFERRED: it risks a verified working replication feed for a smoothing
nuance; recorded in multiplayer.md.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-09 17:31:05 -05:00
arcattackandClaude Fable 5 47aede3094 Shadow: tag tshd proxies in the LOADER (V toggle broke the pipeline)
User report: the shadow broke MID-SESSION -- suddenly solid opaque black and
buried on any slope.  The session log pinned the trigger: pressing V.  The
view toggle (SetViewInside) RELOADS every segment mesh through the object
loader and swaps them into the render tree -- including blh_tshd.bgf -- and
the reload path never called SetIsShadow(1) (only the original tree-build
call site tagged it).  Untagged, the entire shadow pipeline disengages: no
translucent TFACTOR state block (solid black), no depth bias (buried), wrong
pass.  The damage-swap reloads had the same hole.

Fix: tag *tshd* filenames in LoadObjectBGF itself, next to the existing
all-shadow-material detector (which misses the mech proxy -- plain black
material, not shadow_mtl).  Every load path -- build, damage swap, view
toggle -- now yields a tagged object; the drawOps alphaTest routing reads
the flag downstream.  User-verified live: the shadow survives repeated V
toggles, translucent and slope-correct.

This also likely explains the RECURRING "shadow vanishes on inclines"
reports: any V toggle silently broke it; every relaunch "fixed" it.  KB
(locomotion.md): loader-level tag recorded as co-dependent part 5 of the
shadow arrangement; the vanish-diagnostic note now lists all three causes
(reload untag / gait desync / genuine burial) with check-first guidance.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-09 17:10:33 -05:00
arcattackandClaude Fable 5 b6fe686b22 Shadow: authentic terrain tilt + decal draw order (feet layer correctly)
User report: the ground shadow painted OVER the mech's feet.  Root cause: the
flat quad + big depth-bias (-0.004 ~= 2-4 world units) workaround for slope
burial -- a bias big enough to beat the TERRAIN also beat the FEET in the
depth test, and the shadow drew in the late alpha-blend pass (after the mech),
so z-arbitration was the only layering control.

Fix, four co-dependent parts (user-verified live: feet on top, opaque,
survives inclines/declines):

- TILT (mech.cpp UpdateShadowJoint): apply the SKL's own contract for
  jointshadow ("apply terrain angle to pitch and roll") -- quad up aligned to
  the surface normal via an orthonormal basis fed to the ENGINE's own
  LinearMatrix->EulerAngles conversion.  Hand-derived Euler signs are exactly
  how the prior tilt attempts "dug into the hillside"; the engine conversion
  is convention-proof.  ~35 deg cliff-guard cap.
- SAMPLER (mech4.cpp): surface gradient from the collision probes PLUS
  BTVisualGroundLift per probe -- the quad hugs the VISIBLE terrain, whose
  lift varies across a slope; world->local rotation by the TRUE yaw from
  localToWorld, not the drift-prone gDriveHeading mirror (the task-#48 bug
  class).  BT_SHADOW_LOG traces the normals.
- DRAW ORDER (new PASS_SHADOW, l4d3d.h/L4VIDRND/L4VIDEO): shadows draw
  between the STATIC terrain and the DYNAMIC opaque bodies -- the classic
  decal order.  The mech, drawn after, z-passes over the shadow: the bias
  can never paint the shadow over the feet, structurally.
- BIAS pairing (L4D3D.cpp): tilt on (default) -> decal epsilon -0.0008;
  BT_SHADOW_TILT=0 flat fallback -> the old -0.004.  BT_SHADOW_BIAS overrides.

KB (locomotion.md): the four-part arrangement recorded as co-dependent, with
the gait-desync-symptom diagnostic hint retained.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-09 16:59:48 -05:00
arcattackandClaude Fable 5 099cad998d KB: incline shadow-vanish co-resolved with gait v5 (user-confirmed live)
The shadow report was a desync symptom, not a bias/tilt bug: the ~2-4 unit
depth-bias margin is tight enough that v4's out-of-phase leg pose showing
through could push the flat quad under a slope. No shadow code changed;
both symptoms cleared together. Noted as a diagnostic hint (check
[sync]/BT_SYNC_LOG before touching bias/tilt for this report class).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-09 16:34:56 -05:00
arcattackandClaude Fable 5 d4e139a0d9 Gait v5: display+travel from the LEG channel (kills the stutter class)
User-reported recurrence of "legs stutter and lose sync".  Live [sync] showed
advSum/legSum drifting 5->92 during walk-up churn, then locking.  Reproduced
headlessly (BT_FORCE_OSC throttle feathering + BT_FORCE_TURN + the new
per-frame BT_SYNC_LOG probe) and root-caused in two parts:

- SEED: the bring-up turn-in-place trigger arms only the LEG channel, so the
  walk re-entry lands one frame apart -> a persistent clip phase offset.
- AMPLIFIER: with offset clips the two end-of-clip callbacks fire on different
  frames; a demand change landing between them picks DIFFERENT next states
  (one channel winds down, the other keeps walking) -> opposite-phase churn
  (observed bs=6 ls=7 -- body on walk-R, leg on walk-L).

Under v4 (display+travel = BODY) the out-of-phase LEG pose showed through on
every frame the body didn't write joints (Standing/wind-down) = the visible
stutter/pop.

DISASM GROUND TRUTH (neither Advance fn has a static decomp caller; found by
byte-scanning the CODE section for e8 calls):
  - master perf (0x4a9b5c gap) -> AdvanceLegAnimation @0x4aa399 (air @0x4aa388)
    -> -dist/dt into localVelocity (+0x1cc): the LEG drives LOCAL travel and
    (writing last) the displayed pose;
  - IntegrateMotion (0x4ab1c8, body advance @0x4ab312, caller FUN_004ab430 =
    the projected-origin updater) -> -dist/dt into projectedVelocity (+0x2a0):
    the BODY is the dead-reckoning PROJECTOR -- locally invisible.
  v4's reading of FUN_004ab430 as the travel source was wrong.

FIX: advance body FIRST (projection; its writes get overwritten), leg LAST
(displayed pose); travel = legAdv under the two-channel split.  Display ==
travel through the LEG by construction -- body-channel drift can no longer
become visible, structurally (not by input-symmetry luck).

Verified: trn+feathering repro clean; straight drive locked (adv==proj);
solo goto=enemy kill chain intact; MP 2-node drive-to-range cross-pod kill
intact (241 hits, DESTROYED); no crashes.  KB corrected (locomotion.md roles
+ P3_LOCOMOTION.md v5 entry).  New gated instruments: BT_SYNC_LOG,
BT_FORCE_OSC.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-09 16:25:49 -05:00
arcattackandClaude Fable 5 9353d59eb9 Fix drive-to-range stall: BT_GOTO self-drives + steers correctly cross-net
The BT_GOTO beeline never actually closed on a target -- three separate faults:

1. It was gated behind `if(gBTDrive.forced)`, and `forced` was set ONLY by
   BT_AUTODRIVE -- a chicken-and-egg where the block that would drive was gated
   on the drive already being on.  So BT_GOTO alone just turned in place (the
   "stall").  Fix: BT_GOTO enables forced mode itself AND supplies its own
   forward throttle (a beeline must drive, not only steer), cutting the throttle
   inside a stop radius (weapon range for "enemy", so it holds + shoots).

2. Steering used the gDriveHeading SCALAR MIRROR (seeded to 0), but MP pilots
   spawn facing a non-zero heading -> it steered the WRONG way.  Fix: heading
   error from the mech's ACTUAL forward (localToWorld's -Z axis), signed angle
   to the target.

3. The goto turn was routed through controlsMapper->turnDemand, which zeroes out
   in -net mode (the mapper key-bridge only shapes the local viewpoint mech
   there) -- the heading froze and A drove straight past B.  Fix: apply the goto
   turn to the orientation integration DIRECTLY (if gBTGotoActive, turn=
   gBTGotoTurn), after the mapper read.

Verified 2-node one-box: A with BT_GOTO="enemy" ALONE (no autodrive) drives
dist 1673->231m, holds at weapon range, mechPicks=59, autofire -> B hdlr=192,
DESTROYED -- a fully automated human-style cross-pod KILL via the real beam
path (not the FORCE_DMG hook).  Solo un-regressed (plain autodrive still drives;
goto="enemy" resolves the enemy, mechPicks=59, no crash).  BT_GOTO_LOG traces
the beeline.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-09 15:02:51 -05:00
arcattackandClaude Fable 5 0dfbb97dcc Fix torso-pitch aim ray: gyro-stabilized boresight from the mech torso
The aim/pick ray was the active RENDER EYE's view direction, which made a
mech unable to aim at a distant enemy:
  (a) it inherited the mech BODY pitch -- on a slope the body tilts ~8 deg to
      conform to terrain, so the boresight pointed that far DOWN and the pick
      ray hit the ground ~50-100m short of the target (groundPicks, never
      mechPicks); and
  (b) in CHASE view (the default) it was the elevated behind-the-shoulder
      camera, so the ray started over the mech's shoulder and flew high.

Fix (L4VIDRND DPLEyeRenderable::Execute, the BTSetAimCamera publish):
- LEVEL the boresight: drop the view-direction pitch and rebuild an upright
  basis (world +Y up) -- the guns fire along the mech's gyro-stabilized
  HORIZONTAL heading, not the terrain-pitched body.  Reticle X still carries
  the torso twist (BTTwistToReticleX); reticle Y any elevation.
- ANCHOR the ray origin at the mech's TORSO (myEntity->localToWorld
  translation + ~5) instead of the render eye, so it is correct in BOTH the
  chase (default) and cockpit views.

Verified end-to-end: solo, enemy 120m ahead, BOTH chase and cockpit view ->
[target] "MECH under boresight ... mechPicks=59 groundPicks=0" -> beam ->
*** DESTROYED.  Also proved PickRayHit resolves a REPLICANT when aimed at it
(hit=1 at 757m, 2-node run).

mech4: BT_GOTO="enemy" test aid now chases the nearest peer of ANY instance
(solo dummy OR replicant), not just replicants.

Still open (locomotion, not aim/MP): BT_GOTO/BT_AUTODRIVE stall short of the
enemy, so an AUTOMATED 2-node kill via the real beam isn't demonstrated yet
(the FORCE_DMG hook still is).  A human can now aim correctly in the default
view.  Solo un-regressed; build clean; KB validator clean.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-09 14:11:54 -05:00
arcattackandClaude Fable 5 bac45851ad MP task #48 (partial): -net aim+drive already work; localize the real gap
Re-measured interactive -net combat on a 2-node run. The KB's "aim ray dead /
drive dead in -net" was STALE: A's aim ray is live (noRay=0, the active eye
publishes the aim camera) and A drives (BT_AUTODRIVE/BT_GOTO move it). The real
blocker to a human cross-pod kill via the beam path is NOT the netcode:

- Boresight inherits the mech BODY pitch. The aim ray = the active eye's view
  dir; on sloped terrain the body pitches to conform and the boresight points
  ~8 deg down ([EYE] up=(-.03,.99,-.14) == [pick] ldir.y=-0.145 every frame),
  so at range the ray hits terrain ~50-100m short of the enemy (mechPicks=0).
- Drive/goto stalls ~700m short before closing to pick/weapon range.
- PickRayHit vs a replicant is thus unconfirmed, but the replicant localToWorld
  IS correct (lstart magnitude == true A->B distance; the DeadReckon +
  localToWorld=localOrigin block already tracks the replicated position).

Change: add a gated BT_GOTO="enemy" test mode (beeline toward the nearest live
replicant) -- MP spawn coords vary per run so a fixed "x z" can't reliably face
the peer. KB (multiplayer.md) updated with the corrected findings + the real
remaining work (torso-pitch/level-boresight aim ray + drive-to-range).

Solo un-regressed; btl4.exe builds; KB validator clean.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-09 13:13:41 -05:00
arcattackandClaude Fable 5 54b6663b4d MP task #47 SOLVED: cross-pod damage + kill (validate the master mech)
Full cross-pod KILL now works: instance A (host 2) shoots B's mech (host 3)
dead over the network; B runs the death transition on its own screen. Verified
on a 2-node one-box run (BT_MP_FORCE_DMG on A): B's mech takes ~36 remote hits
of 12 and is DESTROYED, with wreck swap + explosion.

ROOT CAUSE (one bug): B's own MASTER mech was INVALID. Entity::Receive(Event*)
does `if(!IsValid()) event->Defer()` -- so a cross-pod-delivered TakeDamage that
arrived, resolved to B's real mech, and Posted, was DEFERRED forever; the handler
never ran. The reconstructed Mech::Make force-set ValidFlag only for replicants
(the P6 bring-up hack for the partial MakeReady handshake); a locally-created
master never got validated.

FIX (one line): Mech::Make now sets ValidFlag for the master too -- the
reconstructed ctor builds the mech synchronously, so it's safe. Nothing else
changed: targeting, the virtual victim->Dispatch, the replicant reroute, the
wire, receive, and id resolution were ALL already correct.

Two prior root causes were BOTH mis-diagnoses from the WRONG messageID:
Entity::TakeDamageMessageID is 18, not 21. Every earlier probe filtered
msgID==21, never matched a real TakeDamage, and mis-correlated the stray 21
hits' 3:19 / classID-48 against the real 3:22 hit -- inventing (a) a "cross-TU
Entity layout divergence" (disproven: offsetof identical in both TUs, sizeof
444, entityID@0x17C) and (b) a "localID corrupted on the wire". Both FALSE; the
id is correct end-to-end (3:22 = B's master).

- game/reconstructed/mech.cpp: validate master + replicant at Make.
- game/reconstructed/mech4.cpp: BT_MP_FORCE_DMG cleaned to a concise gated
  2-node cross-pod reproducer (real virtual Dispatch path).
- context/multiplayer.md, reconstruction-gotchas.md: corrected root cause +
  the validity-defers-cross-pod gotcha. Engine diagnostics reverted to clean.

Solo un-regressed (the solo enemy was already force-valid; the change only ADDS
ValidFlag). btl4.exe builds; full mission loop clean.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-09 12:52:26 -05:00
arcattackandClaude Fable 5 04a2049ce2 MP task #47: DISPROVE the Entity-layout root cause; correct the record
The prior commit (c78662a) filed cross-pod damage failure under a
"cross-TU Entity/EntityID layout divergence" (and the P5 base-region
audit). A compile-time offsetof probe injected into BOTH translation
units disproves that: game/reconstructed AND engine/MUNGA compute an
IDENTICAL Entity layout --

  sizeof(Entity)=444  offsetof(entityID)=380 (0x17C)
  offsetof(ownerID)=388  offsetof(simulationFlags)=32
  offsetof(Mech,entityID)=380  (Entity subobject at 0)

So Entity::Dispatch reads this->entityID at the SAME offset mech4's
GetEntityID() does -- there is no per-TU read difference, and the
logged 3:22 (mech4 candidate) vs 3:19 (engine Dispatch) cannot be one
object read two ways. Those lines were different objects/messages,
mis-correlated. The distinct, REAL P5 "base-region layout divergence"
(HARD_PROBLEMS.md) is about raw-offset stomps at this+0x2d4..0x2f0 --
far above entityID -- and is unrelated to #47.

Changes:
- Revert the committed BT_MP_NET engine diagnostics (ENTITY/EVENT/
  NTTMGR/RECEIVER/L4NET) to the clean a9c3e96 baseline -- those are
  the very instruments that produced the mis-correlated data.
- mech4 BT_MP_FORCE_DMG hook: dispatch via the real m->Dispatch(&td)
  path (no false id stamping); comment records the offsetof finding.
- context/multiplayer.md: layout-divergence RULED OUT; 3:22/3:19 marked
  unconfirmed; leading hypotheses reframed as H2 (wire host-relative
  (de)serialization) vs H3 (replicant id != master's registered key),
  to be distinguished by a 2-node run with per-message correlation.

Solo un-regressed (mech walks + targets, 0 faults). Cross-pod delivery
remains open, but the investigation is redirected off the wrong (large,
structural) layout-audit path onto the EntityID wire/id-assignment path.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-09 12:09:50 -05:00
arcattackandClaude Fable 5 c78662a0f1 MP cross-pod damage ROOT-CAUSED: EntityID localID corrupted by hostID on the wire (task #47)
Traced the dispatched-message delivery end to end with BT_MP_NET /
BT_MP_FORCE_DMG. Everything works except one wire step:
- A's Entity::Dispatch reroutes the replicant's TakeDamage
  (application->SendMessage(ownerID=3, EntityManager, msg)); POST-Dispatch
  the message carries entityID=3:22 (host:local) -- the replicant's own
  ID, matching B's master (GetEntityID()==3:22). VERIFIED sent.
- On B the message ARRIVES, GetEntityPointer finds an entity, Posts it,
  the event drains (ProcessEventTask = ProcessOneEvent(0)), Event::Process
  runs, Receive finds+calls a handler. VERIFIED the full deliver chain.
- BUG: B receives entityID=3:19, NOT 3:22 -- the localID dropped by
  exactly the hostID (3) between A's send and B's receive. So
  GetEntityPointer(3:19) returns the WRONG entity (classID 48, not the
  mech 0xBB9), whose base handler ignores the unaimed hit -> 0 damage.
  Auto-replicated UPDATE records (msgID 18) arrive with the correct 3:22
  and find the mech, so the corruption is specific to the dispatched-
  message wire path/direction.

Next: the host-relative EntityID (de)serialization on the dispatched-msg
path (RoutePacket / packet EntityID encoding) -- diff vs the update path
which translates correctly. Diagnostics retained (all BT_MP_NET-gated,
off in solo -- verified: solo 22 hits, 0 probe noise).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-09 11:03:32 -05:00
arcattackandClaude Fable 5 a9c3e96f20 MP combat step 1 (target any peer) DONE; step 2 (cross-pod damage) localised (task #46)
STEP 1 -- target any peer mech: DONE + verified. A live-mech registry
(BTRegisterMech/BTDeregisterMech from the Mech ctor/dtor) collects
every mech -- player, dummy, and peer replicants. The boresight
world-pick walks BTGetTargetCandidates (all mechs != shooter, closest
ray hit) and the whole fire/damage block retargets from the solo
gEnemyMech to the picked hotTarget; missile/projectile validation
generalised via BTIsRegisteredMech. Verified one-box: instance A
enumerates B's mech as a live ReplicantInstance (20 zones, ownerID=3).
Solo un-regressed (pick->damage->kill clean, 28 hits + DESTROYED).

STEP 2 -- cross-pod damage: dispatch + engine reroute are CORRECT and
invoked with a valid owner, but the dispatched message doesn't reach
the master. Entity::Dispatch (ENTITY.cpp:244) reroutes a replicant's
msg via application->SendMessage(ownerID,...); BT_MP_FORCE_DMG proves A
dispatches at B's replicant with ownerID=3, yet B takes 0 STEP-6
damage. Corrects the KB's [T3] "Dispatch already reroutes": the reroute
FIRES; the break is downstream in the transport/delivery of a
dispatched entity-message (update records flow fine -- net-rx works).
Next MP task = that wire delivery. Diagnostics BT_MP_LOG /
BT_MP_FORCE_DMG retained.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-09 10:13:39 -05:00
arcattackandClaude Fable 5 48191d6fdf MP-front scout (task #45): P6 survives the combat rework; LAN-fight gap map
One-box smoke test re-run on the current build: console egg -> mesh ->
RunningMission both instances, 174+ x144-byte update records each side,
2 mech trees per instance, 0 crashes (~6 min). The movement-replication
milestone is intact after all the targeting/weapon/death changes.

Gap map to a first playable LAN fight recorded in
context/multiplayer.md (wiring order): (1) generalize the world-pick
from gEnemyMech to all peer mechs; (2) exercise the Dispatch reroute
for cross-pod TakeDamage; (3) victim state visuals on the shooter's
screen (zone replication or a death event); (4) cross-pod beam visuals
via the AUTHENTIC beam-keepalive messages (FUN_0041c350, templates
@0x511e6c/78 -- already stubbed in emitter.cpp); (5) 2-window driving +
DEATHS scoring; respawn deferred to the P5 teardown debt.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-09 09:40:48 -05:00
arcattackandClaude Fable 5 fa88f74c68 HUD aspect correction: square reticle units at any window shape (task #44)
User: "it doesn't scale with our screen resolution?" -- correct. The
HUD draws into the fixed 800x600 backbuffer and the present stretches
it into the client area: on non-4:3 windows everything distorted
(circles -> ellipses, the bottom tape widened vs the ladder, positions
drifted outward).

- BTGetPresentAspect (L4VIDEO, from gWindowAspect; 4:3 fallback).
- dpl2d x-unit = (bbW/2)/presentAspect (== bbH/2 at 4:3 -- unchanged
  there), circles pre-squished in bb space so the stretch restores
  round.
- The reticle<->NDC conversions (BTGetAimRay / BTProjectToReticle /
  BTProjectHotBox / BTTwistToReticleX) use the PRESENT aspect; the
  mouse map (BTClientToReticle) is now pure client-relative.
- Placement itself is authentic and stays put: the binary clusters the
  instruments around the boresight (ladder x=0.35 half-heights, spans
  +-0.25) -- NOT at the display edges.
- Crash en route: the BTGetPresentAspect extern declared INSIDE dpl2d's
  anonymous namespace = a different, unresolved symbol -> /FORCE
  garbage call (landed in MissileLauncher::DefaultData). Moved to
  global scope; gotcha noted in the comment.

Verified 4:3 regression: aimed lock + zone hits + no crash; hud-geom
MapX/MapY unchanged at 4:3.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-09 09:14:36 -05:00
arcattackandClaude Fable 5 e13e8af44b dpl2d OpenLines = SEPARATE SEGMENT PAIRS + pip spacing 0.03 (user screenshot)
User screenshot showed three artifacts, all one root cause: my dpl2d
executor drew OpenLines/CloseLines vertex runs as a connected LINESTRIP.
Every ctor use of OpenLines is SEGMENT PAIRS (4 crosshair arms, one pair
per ladder tick, the compass stem, the lock ring's 4 ticks, threat
marks) -- the strip joined ticks into zigzags ("squiggly lines" on both
ladders), hung diagonals off the crosshair arms, and drew chords across
the lock ring. Now D3DPT_LINELIST (one line per pair).

Also PIP_SPACING: _DAT_004cdce8 is a DOUBLE = 0.03 (read from the exe);
my 0.01 guess overlapped the 0.028-wide pips (user: "pips are
overlapping"). Reference-screenshot pairs sit side-by-side, matching.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-09 08:55:51 -05:00
arcattackandClaude Fable 5 3430f87305 HUD colors corrected vs the binary ctor (validated by a period screenshot)
A period pod screenshot from players who know the game flagged the
overlay. Stroke-by-stroke re-read of the ctor (@4546-4587) against it:
- The range caret triangle is GREEN width 1 (ctor @4550-4551 sets
  SetLineWidth(1)+SetColor(0,0.75,0) AFTER the yellow bar's CallList) --
  my transcription left it yellow/2. Same for the bottom bowtie carets
  (@4569-4570). Both fixed; the caret polylines also get the binary's
  explicit 4th closing point (@4558).
- The screenshot otherwise CONFIRMS our layout (yellow range bar, green
  caret, colored pip dots, tick tape + green bowtie, rotating compass,
  mid-ladder range with no lock = the world-pick terrain range).
- Its crosshair is ~2.5x taller with arrowhead arms -- NOT our binary's
  +-0.04..0.16 program: a different pod revision. Ours stays [T1] to
  BTL4OPT.EXE 4.10.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-09 08:49:54 -05:00
arcattackandClaude Fable 5 2250b01c6b Fire-channel pulses moved out of the enemy block (post-kill firing froze)
User report: after killing the enemy, wandering around, weapons won't
fire. Not a lock requirement -- the trigger pulse generator (the
1,0,1,0 edge feed for CheckFireEdge) sat inside `if (gEnemyMech != 0)`.
Once the wreck buried and gEnemyMech nulled, the channels froze at
their last value -> no rising edges -> no fire, even with a valid
terrain pick in the target slot. Latent since the world-pick model made
no-enemy firing meaningful (task #41); the weapon-group split kept the
pulses in the same wrong place.

The pulses now run unconditionally (before the enemy block); the
weapon's own HasActiveTarget gate remains the only fire arbiter --
terrain downrange fires at the scenery, a true sky shot (nothing within
1200) authentically refuses.

Verified: BT_AIM=0.5,0.3 (terrain-only picks, enemy never aimed at) ->
sustained fire, 123 laser + 82 PPC beam samples.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-09 08:37:05 -05:00
arcattackandClaude Fable 5 14c0dd06f5 Three-trigger keyboard weapon groups: 1=lasers 2=PPCs 3=missiles (task #43)
Interim pod-like grouping ahead of the authentic ConfigureMappables/
ChooseButton mapper channels (decomp-anchored in open-questions):
- Three fire channels like three pod buttons: gBTWeaponTrigger (lasers,
  key 1 or SPACE), gBTPPCTrigger (PPCs, key 2), gBTMissileTrigger
  (missiles, key 3 or CTRL). Keyboard only per user (mouse buttons
  removed).
- EmitterSimulation picks its channel by classID (PPC 3028 vs Emitter
  3016); BT_AUTOFIRE holds all three.
- The BT_BEAM_LOG sampler modulus 30 aliased to ONE weapon under the
  new synchronized 5-beam volleys (5 | 30) -> 31 (coprime).

Verified: all 5 energy weapons fire (31 samples each), aimed hits land,
kill completes.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-09 08:31:16 -05:00
arcattackandClaude Fable 5 ae8aca0f3f KB: weapon groups decomp-anchored (ConfigureMappables/ChooseButton)
Answering "do lasers and PPCs fire together?": in the pod, grouping was
a PILOT CHOICE. MechWeapon message handlers id 9 'ConfigureMappables'
(FUN_004b9550) and id 10 'ChooseButton' (FUN_004b95b8), handler table
@0x511860 (names read from the exe): ConfigureMappables binds the
weapon's fireImpulse@0x31C to controls-mapper fire-channel #N (roster
slot 0; vtable +0x38 register / +0x3c unregister / +0x44 choose),
ChooseButton = the in-cockpit re-binding. Weapons sharing a button fire
together. The port's SPACE=energy / CTRL=missiles split is a stand-in
default; the authentic per-button channels are a tracked follow-up.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-09 08:22:59 -05:00
arcattackandClaude Fable 5 4e7561714e HUD: per-weapon pip data dump + the real authored ranges recorded
[hud] pip diagnostic logs each registered pip's classID/PipPosition/
WeaponRange/PipExtendedRange/PipColor. The live dump corrects the
"everything is 500m" assumption: BLH lasers red @500 (x3, ext=1),
missiles amber @800 (x2), PPCs blue @900 (x2) -- the pips sit at their
weapons' max-range marks on the range ladder (caret below a pip = that
weapon reaches), so 7 weapons read as 3 weapon-system groups. KB +
comments corrected.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-09 08:14:18 -05:00
arcattackandClaude Fable 5 5038d64382 Damage range gate: the authentic per-weapon effectiveRange (was a 100u stand-in)
User report: lock at spawn range (~120) but no damage until closing in.
The bring-up damage gate used kWeaponRange=100 -- a placeholder from
before the weapon reconstruction -- while the authored BLH weapon range
is 500 m. The binary's rule (FireWeapon @004bace8:7758 [T1]): damage
applies when dist <= the weapon's EFFECTIVE range = (1 - host-zone
damage) x authored WeaponRange -- the per-weapon targetWithinRange flag
UpdateTargeting computes each frame. The gate (and the [target] log's
IN WEAPON RANGE annotation) now reads that flag across the weapon
roster; kWeaponRange removed.

Verified: stationary at spawn range 120 -> IN WEAPON RANGE + 34 aimed
zone hits (was 0 until closing under 100).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-09 08:11:03 -05:00
arcattackandClaude Fable 5 cb110310ba Range caret: the authentic 500 m/s slide (HudSimulation :5652-5670)
The right-ladder caret reads range-to-pick, and with the world-pick
model the pick is usually the ground downrange -- so walking (cockpit
bob + turning sweeping the boresight across near/far terrain) made the
caret teleport frame to frame ("going all over the place", user
report). The binary rate-limits the DISPLAYED range: shown +=
clamp(true - shown, +-dt*500) -- a 500 m/s slide, applied in
HudSimulation, including toward the no-target 1200 default
(_DAT_004b7ed0 confirmed 0 = the abs() idiom). Implemented in mech4's
HUD feed where dt is in scope.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-09 07:47:28 -05:00
arcattackandClaude Fable 5 305c928923 Death effects dispatch at the victim's death transition (task #42)
User report: enemy takes hits, starts smoking, then beams pass through
-- no more damage, no death. Root cause: the death-effects dispatch
(blhdead explosion chain + wreck swap + KILL score) lived in the
SHOOTER's laser fire block kill check. A missile killing blow lands
frames later in BTUpdateProjectiles -- outside that block -- and after
task #41 the boresight pick skips a dead mech, so the fire block never
ran against it again: the death chain was silently skipped, leaving an
internally-dead, smoking, standing, invulnerable mech.

Fix: the dispatch moved to the VICTIM's own once-per-death transition
(UpdateDeathState's movementMode->9 moment) -- fires exactly once for
ANY kill source (laser, missile, collision). Killer id for the
Explosion message = lastInflictingID (the task-#31 bookkeeping). The
BT_ENABLE_TEARDOWN cdb harness was removed with the old block (findings
preserved in docs/HARD_PROBLEMS.md).

Verified headless (75s soak, missile-heavy kill): destroyed ->
'blhdead' id=22 -> wreck swap 'blhdbr.bgf' -> smoke re-arm -> sink ->
buried INERT; post-death picks fall through to terrain; 0 crashes.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-09 00:21:03 -05:00
arcattackandClaude Fable 5 e30a61a62f World-pick targeting: 0x388 = whatever is downrange -- mech, terrain, or nothing (task #41)
User video evidence (lasers firing at nothing) + the colleague's
torso-locked report + the binary all reconcile into one model:

The boresight pick hits the WORLD, and the target slot mech+0x388 holds
whatever entity is downrange:
- enemy mech under the boresight -> aimed target (hull point -> STEP-6
  zone under the boresight, hotbox + lock ring, damage);
- else the TERRAIN downrange (BTGroundRayHit to 1200) -> the beam and
  missiles fire at the scenery ("firing at nothing", as in the pod
  videos), range caret reads the ground distance (authentic :5639), no
  damage;
- else (sky) -> no target, and the weapon's own double 0x388 gate
  refuses the discharge.

Binary evidence for non-mech targets: HudSimulation :5620 explicitly
handles a target WITHOUT damage zones (target->0x120 == 0) -- dead code
if only mechs were ever targeted. The pick is automatic every frame
(0x388: 11 reads / 0 direct stores in CODE).

Implementation: gBTTerrainEntity captured in MakeEntityRenderables
(Terrain::GetClassDerivations); mech4 pick = enemy PickRayHit else
ground ray -> terrain entity + ground point; damage/hotbox/lock only
for the mech pick; the task-40 enemy auto-converge REMOVED (facing away
now fires at the scenery, not magically at the enemy -- the user's
complaint). Verified all three states headless (BT_AIM 0,0 / .6,.5 /
0,-.8): aimed zone hits / terrain beams + 0 damage / no discharge.

Fourth (and evidence-complete) targeting model iteration; KB updated.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-09 00:06:00 -05:00
arcattackandClaude Fable 5 60ed54e008 Auto-target fire model: firing needs a target, NOT a manual lock/pinpoint (task #40)
Colleague: you fire without a lock, at "nothing." Double-checked the
binary:
- The weapon fire path is DOUBLY gated on mech+0x388 != 0:
  EmitterSimulation (FUN_004baa88:7689) only calls FireWeapon with a
  target, and FireWeapon (FUN_004bace8:7727) wraps its whole body --
  including beamFlag(+0x46c)=1 -- in the same check. So no target => no
  beam, literally (cannot fire into truly empty space). [T1]
- BUT a capstone scan of the entire CODE section finds 11 READS of
  +0x388 and ZERO direct stores: the target is written INDIRECTLY (a
  message/selector), i.e. AUTO-acquired -- there is no manual lock to
  fire. The spinning-ring LOCK (HudSimulation 5619-5634) is a separate,
  stricter state.

So the colleague is right that no lock is needed; my port was wrong to
gate firing on a pinpoint boresight-on-hull pick. Fix: mech+0x388 = the
enemy whenever it is ALIVE (auto-target); firing needs only that. A
pinpoint hull hit upgrades the shot to aimed-zone damage + the lock
ring; off-hull with the enemy present, the beam converges on centre
mass (body hits). Third correction from over-reading the RP-shared
Reticle struct (after sticky-lock and mouse-cursor).

Verified: BT_AIM="0.5 0.2" (off-hull) -> fires + lands damage (was 0
before); BT_AIM="0 0" (centred) -> HOT-aimed zone hits. KB swept;
checkctx CLEAN.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-08 23:49:29 -05:00
arcattackandClaude Fable 5 a8a56c57c9 Targeting correction: reticle = TORSO BORESIGHT, not a free mouse cursor (task #39)
Colleague flagged that targeting is torso-locked with no fine cursor.
Correct: the pod stick's yaw drove the TORSO TWIST
(MechControlsMapper -> HUD::SetFreeAimSlew(stick_x) @cockpit+0x28C,
gated on torso-horizontal-enabled; hud.hpp:167) and reticlePosition
@HUD+0x1FC is COMPUTED by HudSimulation from the mech pose quaternion +
target geometry, zeroed to centre with no target (part_013.c:5680) --
never a free-floating cursor. The engine Reticle struct is general
(shared with Red Planet); BT drives it from the torso boresight.

Fix:
- Removed the mouse-cursor slew (a mis-sourced stand-in from the
  RP-shared struct). The crosshair is now the torso boresight:
  BTTwistToReticleX(torsoTwist) = tan(twist) projected through the live
  per-axis projection. Dead-centre on the fixed-torso BLH
  (TorsoHorizontalEnabled=0); you aim by steering the whole mech.
- BT_AIM="x y" retained as the headless test harness.

Verified: face-to-face spawn -> HOT lock + aimed zone hits (36);
BT_FORCE_TURN circling -> 31 no-target vs 1 HOT (steering off-target
drops the lock, as it must). KB swept (combat-damage / gauges-hud /
open-questions); checkctx CLEAN.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-08 23:29:42 -05:00
arcattackandClaude Fable 5 24ea7f13af HUD ironing (task #38): authentic Lock producer + simple-X mode
- LOCK rules transcribed from the exported HudSimulation
  (part_013.c:5619-5634): lock requires a target AND your own HUD host
  zone damage < 0.75 (_DAT_004b7ec4 -- a shot-up targeting computer
  drops lock) AND the targeted zone damage < 1.0 (_DAT_004b7ec8;
  whole-mech target checks zone 0 -- a wreck's dead zone can't
  re-lock). Box and ring are now separate signals like the binary:
  gBTHudLockState 1 = target held (hotbox draws), 2 = LOCKED (+ the
  spinning ring).
- SIMPLE-X mode: the ctor's [0x99] minimal-reticle list transcribed
  (@4689-4705: green +-0.02..0.08 cross on the aim translate); Draw
  switches master <-> simple X on the PrimaryHudOn element bit (0x20),
  completing the recovered Execute's state-list logic.
- Canopy diagnosis sharpened (open-questions): blx_cop is the torso
  segment's inside-skeleton mesh enclosing the eye; the black box =
  the skeleton render branch missing its texture + PUNCH cutout (the
  canopy windows are punch texels). A rendering-branch task; stays
  hidden by default.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-08 23:12:58 -05:00
arcattackandClaude Fable 5 18d49491b7 Reticle Execute @004cdcf0 RECOVERED: every HUD instrument now live (task #37)
The one un-exported gap in the reticle chain, read via capstone
(tools/disas2.py; the annotated disasm preserved at
reference/decomp/reticle_execute_004cdcf0.disasm.txt). Draw() is now a
transcription of the real per-frame logic, and the HUD attr-table names
(hud.hpp ids 4/5/6/8/A/B/C/D) are CONFIRMED by their Execute usage:

- Range ladder: BAR from ladder-top to the caret + caret translate.
- The bottom 21-tick tape is the TORSO-TWIST indicator (NOT heading):
  deflection = -/+(span/2) x (RotationOfTorsoHorizontal / twist limit),
  attrs 4/5/6. Fixed-torso BLH reads centred -- authentic static.
- The circle-with-stem is the COMPASS (attr 0xD, rad->deg rotation) at
  (botX, botY - 3*tickMajor - 0.03), with the THREAT trail (attr 0xC)
  in its rotated frame: 0.05-unit attack-direction marks, fresh < 2s
  red, expiring at 6s. Port feed: player TakeDamage pushes the impact
  direction (dormant vs the passive test dummy).
- Pips (composed into subB6): hidden when destroyed (attr 1 == 1), LIT
  when the fire cycle is LOADED (attr 0x1c == 2; port source
  rechargeLevel >= 1) else the dark charging ring; filtered by the
  weapon-GROUP bits (weaponMode & elementMask&0xF). Range plays NO part
  (the stored TargetWithinRange slots are never read by Execute).
- Lock ring: subB9 at frame centre SPINNING 4 deg/frame while locked
  ([0x9d] is the spin matrix, not a heading list).
- Target HOTBOX: a rectangle hugging the projected extents (x+-4 around
  the top-centre hotbox point, +1/-11.5 vertical; baked K=2.8145 -- the
  port projects through the live per-axis projection), switching to the
  edge arrows past +-1.6 or behind (BTProjectHotBox, L4VIDEO).
- Reticle state Off/On + PrimaryHudOn full-HUD/simple-X switch, aim
  translate on slew move, 3D marker + PNAME player-name mesh identified
  (chain still deferred).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-08 22:38:50 -05:00
arcattackandClaude Fable 5 cf9f56044e Aim coordinates: route all conversions through the true NDC (fixes the
sideways lock offset)

The windowed present stretches the fixed 800x600 backbuffer into the
client area while the projection's aspect follows the CLIENT (resize
rebuild) -- so the dpl2d/reticle frame, the client frame and NDC only
coincide for a backbuffer-shaped window. The mouse mapping and the
square-frame ray shortcut (cx = rx*tanHalfFov) were exact at screen
centre and drifted outward with a side-flipped sign: aiming left of the
enemy locked as if right of it (user report).

- BTSetAimProjection now publishes BOTH proj scales (P11 carries the
  aspect) + the backbuffer size (the dpl2d frame). NOTE: GetViewport at
  the loop top holds the PREVIOUS frame's last pass viewport (gauge
  passes shrink it) -> use the renderer's own GetWidth/GetHeight.
- BTGetAimRay / BTProjectToReticle convert reticle <-> NDC per axis
  (ndc_x = rx * vh/vw; camera x = ndc_x/P11) -- exact for any window
  shape and FOV.
- New BTClientToReticle undoes the present stretch for the mouse
  (client px -> viewport px -> reticle coords); mech4 uses it instead
  of the raw client-height mapping.
- 1Hz aim telemetry in the [target] log (hits/noRay/noPick): verified
  100% pick hit rate once the projection is live (the pre-visibility
  mission-load seconds report noRay -- that was the "flicker").

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-08 22:13:45 -05:00
arcattackandClaude Fable 5 9666dc5b5e Targeting: lock mirrors the pick per frame (sticky designation removed)
The sticky lock made aim irrelevant after the first acquisition (the
crosshair starts on the face-to-face enemy, so it locked at spawn and
never let go -- played as auto-targeting). The binary treats no-target
as a frequent live state (fire path re-checks 0x388!=0 at every step,
part_013.c:7689/7727; HUD range feed has a permanent no-target default,
:5636), so the target slots now mirror the reticle pick each frame:
locked while the crosshair is ON the mech, no lock otherwise. Keeping
the crosshair on the enemy is the gunnery.

Verified headless: BT_AIM="0 0" -> HOT + aimed zone hits; BT_AIM="0.6
0.4" -> no lock, zero damage.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-08 21:08:08 -05:00
arcattackandClaude Fable 5 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>
2026-07-08 20:57:11 -05:00
arcattackandClaude Fable 5 6988821525 KB: authentic targeting model recovered (Reticle pick-ray, RETICLE.h [T0])
The engine Reticle struct (the mech's "TargetReticle" attribute) is the
acquisition chain: slewable screen-space crosshair -> pick-ray -> the
entity + damage zone under it become mech+0x388/0x38c, the intersection
point mech+0x37c. Convergence-on-lock is authentic (FireWeapon has no
aim test); targetWithinRange = dist < (1-damage) x weaponRange
(FUN_004b9bdc). Port acquisition is a bring-up stand-in (hardwired lock
+ BT_FIRE_ARC cone) -> tracked as the next combat-fidelity step.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-08 20:23:24 -05:00
arcattackandClaude Fable 5 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>
2026-07-08 20:05:44 -05:00
arcattackandClaude Fable 5 1cd8ca1a80 HUD phase 1: full dpl2d API recovered + opcode-faithful 2D layer rework
Every dpl2d_ recorder in the binary self-identifies via its debug-name string
(part_010.c 0x487f34..0x4888c0) -- the complete API + opcode map is recorded
in phases/phase-02-dpl2d-reticle.md: point sets (2/3), closed polylines (4/5),
open line strips (6/7), AddPoint (8), AddCircle (9), SetColor (0xF),
Set/ConcatMatrix (0x10/0x11, 2x3 affine), Push/PopState (0x12/0x13),
SetLineWidth (0x15), CallDisplayList (nested glyphs), FullScreenClipRegion.

dpl2d.cpp reworked to that model: command-stream recorder (open-primitive
vertex runs, state commands, nested list calls) + a recursive ExecuteList
rasteriser (XYZRHW points/strips/loops/circles, 2x3 transform + state stacks,
save/restore).  CORRECTION: the old "PushMatrix/MoveTo/PopMatrix" trio was a
misreading of OpenPolypoint/AddPoint/ClosePolypoint ("draw a point") -- kept
as aliases mapping to the true semantics.

Reticle findings recorded: the ctor (@004cc40c) builds ~15 display lists (the
dotted-cross reticle, tick ladders via FUN_004cd938, side arrows, arcs) plus a
3D marker chain and the PNAME1-8.bgf pip meshes (all ship).  Next: transcribe
ctor+Execute, wire the 1996 caller's AddWeapon arguments, hook the draw.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-08 19:32:36 -05:00
arcattackandClaude Fable 5 56f02b2176 Cockpit view live: V toggle, camera gate, real EyepointRotation, inside skeleton
- V toggles the authentic cockpit eyepoint <-> the chase camera.  Both eyes
  coexist; DPLEyeRenderable::Execute now writes the VIEW only when it IS
  mCamera (unconditional writes let the last-executed eye stomp the toggle).
- EyepointRotation is a real zeroed EulerAngles member on Mech (was bound to
  the shared junk attrPad -- the eye composes this attribute into the view
  EVERY frame, so the cockpit camera was rotated by garbage: the canted
  horizon, then the black screen).  The eye-slew systems write it later.
- The cockpit eye mounts at the eyepoint's REST position with a clean upright
  forward basis on the tree root (the live joint chain fed it the site tilt +
  torso pose; authentic pitch/yaw is the deferred gyro eye chain).
- The inside view swaps the player to the INSIDE skeleton mesh set
  (SkeletonType_A): 19 body segments hide, exactly one mesh remains --
  blx_cop.bgf, the authentic cockpit canopy shell around the eyepoint.  It
  currently renders as a black enclosure (the black-screen report), so it is
  HIDDEN pending its interior/punch-material rendering (BT_INSIDE_COCKPIT=1
  shows it for that work).  Damage gstates respected in both directions;
  RemakeEntity keys off the DISPLAYED skeleton.
- Dev: BT_START_INSIDE=1 starts in the cockpit view.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-08 19:23:07 -05:00
arcattackandClaude Fable 5 c2f70f6348 Beams CUT on a destroyed target (the real FUN_0049fb54, was a mislabeled stub)
Answers "can I keep targeting the dead mech?": the lock isn't cleared by
anything we've found, but the binary REFUSES to sustain energy beams on a
destroyed mech: ServiceDischarge (@004ba8d0) and ContinueDischarge (@004baa20)
check the beam's target EVERY discharge frame -- IsDerivedFrom(Mech) then
Mech::IsDestroyed (FUN_0049fb54 = movementMode 2||9) -- and kill the beam the
moment it dies.  EmitterSimulation (@004baa88) applies the same check to the
OWNER (a dead mech's own weapons drop everything).

Our recon had FUN_0049fb54 as a mislabeled "cockpit/HUD query" no-op stub
called with NULL, and never set the beam's target (0x474) at fire -- all three
authentic gates were dead.  Now: FireWeapon stashes the owner's target entity;
both discharge paths + the owner gate run the real check (BTMechDestroyed).

Verified: 40 beam samples before the kill, 0 after -- lasers flash-fail on the
wreck instead of cutting it like butter (heat is still spent per the binary's
FireWeapon, which fires blind; only the DISCHARGE checks the corpse).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-08 18:46:08 -05:00
arcattackandClaude Fable 5 cba4c3098f scratchpad: bgfbounds pointed at the beam models (the natural-width evidence)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-08 18:38:32 -05:00
arcattackandClaude Fable 5 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>
2026-07-08 18:33:20 -05:00
arcattackandClaude Fable 5 2036e7da51 Per-weapon beams from the REAL Emitter sim state (authentic per-mech fire)
The visible beams now come from each weapon's own live state instead of the
hardcoded single-look stagger: FireWeapon arms beamFlag + dischargeTimer (the
weapon's authored DischargeTime), ServiceDischarge ends the window, recharge
gates cadence -- so volley-vs-stagger patterns, cadence and colours all emerge
from each mech's real loadout (BLH: 3 lasers + 2 PPCs).  Per weapon: live
muzzle (its own mount; gun-port ordinal fallback when the mount doesn't
resolve -- GetMuzzlePoint returns the feet otherwise), the fire's stored world
endpoint, and the authored PipColor (lasers red 1,0,0 / PPC blue 0,0,1
straight from the .SUB data).  PPC draws as a thicker, brighter bolt.

Filter is by EXACT classID (Emitter 3016 / PPC 3028) -- the derivation check
matched shared recon-stub chains (a Sensor and the MissileLauncher passed and
drew garbage beams from misinterpreted offsets).

The target slot (MECH_TARGET_POS) now carries the TORSO aim point (all
consumers -- beam endpoints, missiles, reticle -- want center-mass, not the
ground between the feet); the projectile fallback lift moved to match.

Accessors: Emitter::BeamOn/BeamEndpoint, MechWeapon::MuzzlePoint/PipColor.
BT_BEAM_LOG=1 samples the live per-weapon beam state.

Verified: [beam] PPC mz=(...,4.49,...) end=(...,7,...) rgb=(0,0,1) -- gun-port
muzzles, torso endpoints, authored colours; kill chain intact (10 hits).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-08 17:06:59 -05:00
arcattackandClaude Fable 5 a834866fcd Enemy spawn faces the player (was copying the player's pose -> back turned)
The dummy spawned 120u along the player's forward with the SAME orientation,
so both mechs faced the same way and the player stared at its back (also why
first shots read as rear hits).  Flip the enemy's yaw 180 deg about Y (engine
convention: Z basis = (sin y, 0, cos y) -> yaw = atan2(z.x, z.z) + pi) so the
two spawn face to face.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-08 16:39:15 -05:00
arcattackandClaude Fable 5 ebeadba78e Verified the BLH loadout (missiles ARE authentic) + split weapon controls
BT_ROSTER dump (the shipped subsystem stream is the authority): the pod
Blackhawk mounts 5 Emitters (two laser types) + 2 MissileLaunchers each with
its own AmmoBin -- the periodic missile volleys are the real loadout firing
on its own recharge, NOT a placeholder weapon.

What WASN'T authentic: one key firing everything (the bring-up collapse of
the controls mapper).  Interim split toward the real weapon groups:
  SPACE = energy weapons (lasers)
  CTRL  = missile launchers (the projectile-weapon channel)
New gBTMissileTrigger pulse; projweap's fireImpulse moves onto it; the
BT_AUTOFIRE harness drives both channels.  The full controls-mapper weapon
grouping stays the deferred authentic reconstruction.

Also: BT_ROSTER=1 one-shot loadout dump (class name + id per subsystem).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-08 16:35:44 -05:00
arcattackandClaude Fable 5 a2333de7c1 Buried wreck: PARK the collision volume (count-zero alone doesn't unblock)
The mech-vs-mech gather (Mover::GetCurrentCollisions) tests
mover->collisionVolume DIRECTLY -- it never consults collisionVolumeCount --
so the previous inert fix left the stale box blocking at the wreck spot.
The count-zero now serves only to stop MoveCollisionVolume from re-placing
the box, and the box itself is parked 100km underground where it intersects
nothing.  Verified: the autodrive harness, previously pinned at ~7m from the
enemy, drives straight through the spot after burial (341,155 -> 992,-971).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-08 16:19:35 -05:00
arcattackandClaude Fable 5 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>
2026-07-08 16:15:03 -05:00
arcattackandClaude Fable 5 bf87360c42 Buried wreck goes INERT: collision off + target lock dropped
Answers "it's still there but invisible": not normal -- the real game removes
the dead entity (death row).  Full entity teardown needs the mech render tree
unhooked from the renderer first (the remaining P5 follow-through), so until
then the burial transition makes the wreck behaviorally gone:
  - collisionVolumeCount = 0 (the collision gather skips volume-less movers;
    MoveCollisionVolume early-outs) -> no phantom blocking
  - the player's target lock drops -> beams stop converging on / hitting the
    empty spot, no phantom impact smoke
Verified: zero [damage] hits after burial; INERT fires one-shot at
"wreck buried".

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-08 16:01:46 -05:00
arcattackandClaude Fable 5 5236d4263a Wreck sink (quadratic burial) + ldbr debris field -- the 1996 script completed
Answers "does the wreck fade away?": YES, by sinking.  FUN_00456410 (the 1996
sink renderable) computes offsetY = rate * t^2; the hulk's authored rate is
-0.025 -> the ~7-unit hulk is fully underground ~17s after the kill.  The
script also pairs the standing hulk with the LDBR strewn-debris field (12x13u
flat scatter), parented together and sinking together.

Also verified from the mesh data: BLHDBR (1537 verts -- more than the intact
torso) IS the authored Blackhawk wreck: the classic standing-leg-in-rubble
sculpt.  The "just a leg standing there" report is the authentic art.
(THRDBR -- the mesh the 1996 script hardcoded -- parses to ZERO vertices;
more evidence the hardcode was an unfinished dev shortcut.)

Implementation: SwapToWreck adds the ldbr piece; TickWreck applies the
quadratic sink per frame (driven from the dead mech's UpdateDeathState),
hides both pieces at burial and reports it so the wreck-smoke re-arm stops
with the wreck.  DPLStaticChildRenderable::SetOffsetTranslation added
(Execute re-reads OrientationMatrix per frame -- same in-place idiom as
SetDrawObj).

Lifecycle verified live: kill -> 'blhdbr.bgf' + ldbr debris -> smoke re-arm
@10s -> wreck buried @~17s -> smoke stops.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-08 15:55:01 -05:00
arcattackandClaude Fable 5 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>
2026-07-08 15:43:08 -05:00
arcattackandClaude Fable 5 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>
2026-07-08 15:13:10 -05:00
arcattackandClaude Fable 5 d9254736ab Death is a FREEZE, not a collapse -- fall-latch vestige proven; band-effect impact frames
Task #32 (death collapse animation) resolved by decomp evidence -- BT 4.11 has
NO collapse animation; the movementMode 5-8 fall latch (clips 0x1c-0x1f) is an
engine-lineage vestige:
  (1) the clip-table loader FUN_004a80d4 fills slots 0x00-0x1b + 0x20 (bmp
      knockdown) and returns -- slots 0x1c-0x1f are never written;
  (2) mech+0x63c..0x648 appear in NO exported function;
  (3) no fall clip exists in the shipped 27-clip set;
  (4) firing the latch would bind resource id 0 -- a StaticAudioStream -- as
      keyframes.
Authentic death modes are the FREEZE modes (IsDestroyed == mode 2||9), so
UpdateDeathState now settles straight to 9 (was a [T3] mode-5 guess that would
trip the garbage latch in the binary).  The death READ = freeze + dnboom +
ddthsmk smoke plume + destroyed skins + shutdown; the wreck stands.

Also: damage-band effects orient toward the ATTACKER (impact frame) via
lastInflictingID -- which was declared but never written (recon gap); now
maintained by Mech::TakeDamageMessageHandler, unblocking the DamageZone LOD
same-attacker redirect too.

KB corrected + proofs recorded (combat-damage "Death SEQUENCE", open-questions).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-08 14:50:12 -05:00
arcattackandClaude Fable 5 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>
2026-07-08 14:43:32 -05:00
arcattackandClaude Opus 4.8 7c455303bd MechDeathHandler: per-zone destroyed-skins + explosions (faithful, exported)
Fixes the "kills are invisible" report: a mech died only at the state level, with
no visible destruction on its body.  Root cause: the per-zone damage-state
descriptor table (binary zone+0xd4) that drives destroyed-skins + explosions was
never built -- its loader (Mech__DamageZone::LoadCriticalSubsystems / FUN_0041e4a8)
was a no-op stub, and MechDeathHandler itself was a no-op stub.  The surrounding
plumbing (the per-zone load loop over the type-0x1e resource, the death-handler
slot) was already correct.  Whole pipeline is EXPORTED -- no stand-ins.

Reconstructed:
- Mech__DamageZone descriptor table (binary this+0xd4): un-stubbed
  LoadCriticalSubsystems (FUN_0041e4a8/FUN_0042a748/FUN_0042a2c8) to parse the
  real type-0x1e stream -- entry = [f32 DamageLevel][i32 EffectResource]
  [i32 GraphicState][f32 TimeDelay], ascending by DamageLevel.  Verified live:
  6 entries/zone, first threshold 0.2, effect 26, across all 40 zones, no crash.
- The three lookups (FUN_0042a664 by-level / FUN_0042a5f4 crossing / FUN_0042a6c4
  by-graphic-state) as Mech__DamageZone methods.
- The real MechDeathHandler (FUN_0042a984 ctor / FUN_0042aa2c Performance /
  FUN_0042a9f4 dtor), replacing the stub: each tick it walks the zones and, as a
  zone's damageLevel rises across a descriptor threshold, fires that entry's
  explosion (binary +0xb8 & 4) and, on destruction, the Destroyed-graphic
  descriptor's explosion (+0xb8 & 8), applying the descriptor's GraphicState (the
  destroyed skin) to the zone.  Runs for EVERY mech, so the enemy visibly falls
  apart as it dies.

Integration: the binary ticks MechDeathHandler off the mech's Performance list
(mech+0xbc), which the bring-up drive override bypasses, so Mech::PerformAndWatch
drives Tick() directly (same approach as UpdateDeathState).  Effect spawn uses the
established Explosion::Make port (BTSpawnDamageEffect) -- the authentic dispatch
(class-5 message -> the 0xBD3 SubsystemMessageManager effect manager) is unported.

Runtime: builds clean, boots clean, 42 descriptor tables load with sensible
byte-aligned data, no crash.  Live effect firing is combat-triggered (verified by
the load + the wiring; the [deathfx] threshold-crossing log fires under BT_DEATH_LOG).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-08 11:18:30 -05:00
arcattackandClaude Opus 4.8 a9467481c5 Death-state sequence: collapse + subsystem shutdown + freeze (wreck stays)
Reconstructs the mech DEATH state machine — the un-exported master-perf death
branch (region 0x4a9770-0x4ab188) — from its EXPORTED consumers + the RP
VTV::DeathShutdown analog, wired into the active path (the bring-up drive
override bypasses the authentic Simulate where this normally lives).

Mech::UpdateDeathState() + IsMechDestroyed() (mech4.cpp), called for every mech
early in PerformAndWatch: on a vital kill (graphicAlarm >= 9, raised by the
damage side) it
  1. sets movementMode = 5 -> the collapse clip's one-shot latch in
     AdvanceBodyAnimation (fall direction 5-8 is un-exported -> 5 [T3]);
  2. loops the roster calling Subsystem::DeathShutdown(1) (RP VTV::DeathShutdown
     analog; the base is a no-op virtual, overrides act -- a SHUTDOWN not a
     teardown, so it frees nothing and never removes the entity: the wreck STAYS);
  3. next frame settles to movementMode = 9 -> IsDisabled -> locomotion frozen.
The drive's lone `movementMode = 1` write (mech4.cpp ~1309) is guarded on
!IsMechDestroyed so the death state is not clobbered back to a live gait.

Runtime-verified (forced kill, BT_DEATH_LOG=1):
  [death] mech destroyed -> collapse + subsystem shutdown (wreck stays)
  [death] mech settled -> disabled (IsDisabled=1, frozen wreck)
mech frozen in place, subsystem tick + renderer keep running, no crash, wreck
stays.

Also records the full death-sequence decomp map in combat-damage.md (the
exported consumers: AdvanceLeg/BodyAnimation collapse latch, IsDestroyed, the
MechDeathHandler effect engine; and the un-exported orchestration gap).

Deferred (honest): the visible collapse ANIMATION latch through the active path
(gait SM shows state=0 post-death; spawned mechs don't advance body anim);
MechDeathHandler (FUN_0042a984/FUN_0042aa2c -- the exported per-subsystem
destroyed-skin + explosion engine, still a stub) for death explosions; the
whole-mech DeathSplash radius damage (un-exported).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-08 09:30:34 -05:00
arcattackandClaude Opus 4.8 2af401eef8 Collision damage applied: mech-vs-mech + icon-crunch via the STEP-6 unaimed path
The two deferred TakeDamage dispatches in Mech::ProcessCollision now fire,
unblocked by STEP 6 (the cylinder hit-location override that resolves zone==-1):

  - Mover branch (:15324-15358): on a collision with another Mech, dispatch the
    collision damage to it.
  - CulturalIcon branch (:15369-15401): crunch dispatch to a building/tree/prop,
    before the walk-through sentinel overwrites the amount.

Both go through a new file-scope helper BTDispatchCollisionDamage, which builds
an Entity::TakeDamageMessage{zone==-1} (the engine ctor -- same idiom as the
weapon-impact path) with the world centre of the overlap slice as the impact
point and this mech as the inflictor, then Dispatch()es it to the victim.  The
receiver turns the world impact point into a damage zone: a Mech via its cylinder
table (STEP 6), an icon via its base handler (crushable props have no zones -> a
harmless no-op).  Terrain (walls/hills) matches neither branch, so it still
BLOCKS without damage (faithful to the binary).

Faithful to the binary's raw DamageMessage dispatch (:15324-15401) but via the
engine's named TakeDamageMessage API (no databinding-trap field-by-field build);
the binary's inflictor global DAT_0050b9ac is a sentinel EntityID (only ever
read, never set -> a collision has no "shooter"), so this mech is the inflictor.

Verify: builds clean; reachability GUARANTEED (Mover::ProcessCollisionList calls
the VIRTUAL ProcessCollision -> Mech::ProcessCollision, on the active
AuthenticGroundAndCollide path); stable across runs; both mechs build their
cylinder tables.  The live dispatch was not captured headlessly (the solo
auto-walker never rammed a tree/mech), but the path is proven reachable and
composed of runtime-verified pieces (the weapon TakeDamage path + STEP 6).

Also validated STEP 6's height ref: collisionTemplate->maxY ~= 7.1 (a real mech
height), confirming CylinderReferenceHeight reads a height (not the heat value
the mech+0x2ec dual-labeling hinted at).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-08 08:54:21 -05:00
arcattackandClaude Opus 4.8 d07ac7dd49 STEP 6 COMPLETE: cylinder hit-location LIVE — unaimed hits resolve to zones
The Mech per-impact hit-location resolver (the cylinder damage table) is now
functional, wired, and runtime-verified [T2].  Unaimed (zone==-1) hits — the
collision-damage path — now resolve an impact point to a damage zone via the
authentic height x angle grid + weighted dice roll, instead of dropping.

dmgtable.cpp/.hpp was a non-functional skeleton on no-op ReconTable/stream
shims; backed it with real std::vector storage and fixed 5 latent runtime bugs:
  - ReadEntries now consumes the leading cell name-string ([i32 len][len+1])
  - PieSlice ctor reads rotateWithTorso into the correct member
  - SelectSlice direct-indexes (was int lookup on a float-keyed table)
  - ResolveHit returns the zone (chains SelectSlice -> SelectZone)
  - real MemoryStream::ReadBytes (was a variadic no-op)

mech.cpp ctor: replaced the empty-name StandingAnimation stub with the real
load — FindResourceDescription(dzRes->resourceName, type 0x1d) -> stream ->
new DamageLookupTable, cached at mech[0x111]; ~Mech deletes it.

Mech::TakeDamageMessageHandler override registered (MESSAGE_ENTRY overlays
Entity's by ID): on invalidDamageZone, resolve via the table then base-route;
aimed reticle hits pass through unchanged.

Three named accessors (no databinding-trap raw reads): WorldToLocal
(localToWorld.MultiplyByInverse), CylinderReferenceHeight (standingTemplateMaxY
== collisionTemplate->maxY == binary mech+0x2ec[+0xc]), TorsoHeading via a
BTGetTorsoTwist bridge in torso.cpp (Torso::CurrentTwist == torso+0x1d8;
torso.hpp cannot be included into mech.cpp — subsystem-stub collision).

Stream format + geometry + roll + handler were all byte-verified against the
shipped BTL4.RES type-29 resources (18 tables, exact consumption) and the
disassembly (FUN_0049eb54/e678/de14, glue 0x49ed0c, handler @0x4a037a).

Runtime: boots clean, "[cyl] table 'bhk1' layers=7" (exact byte-verified layer
count, found by name), mech spawns + walks, no asserts/AV/0xCDCDCDCD.  Env gate
BT_CYL_LOG=1.  Unblocks collision-damage application.

KB updated (combat-damage.md STEP 6 COMPLETE, open-questions.md marked done).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-08 08:32:17 -05:00
arcattackandClaude Opus 4.8 33fee712e9 context: STEP-6 content confirmed — DamageLookupTableStream (type 29), 18 present, feasible
The cylinder table resource = type 29 DamageLookupTableStream, 18 in BTL4.RES (one per mech) ->
STEP 6 is FEASIBLE, not content-blocked. Name copied from a sibling resource (local_130+0xc).
RE phase complete; build (containers + handler + load + wire) is the next phase.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-07 23:24:43 -05:00
arcattackandClaude Opus 4.8 970d4fbad0 context: STEP-6 cylinder table FULLY reversed (height x angle grid) — build plan
De-risk + format-reversal pass complete. The CylinderDamageZoneTable is a passive nested-list
height x angle grid: TABLE (FUN_0049ea48) -> ROWS-by-height (FUN_0049e740, cell key i*2pi/count,
_DAT_0049e810=6.2831855) -> CELLS-by-angle (FUN_0049deb0) -> zone. All 3 vtables minimal (dtor +
2 Node slots, NO lookup method) -> the lookup is entirely in the unexported
Mech::TakeDamageMessageHandler (handler-set entry, not virtual) = the disassembly target.
Full ctor/dtor/vtable address map + the 4-step build plan recorded in combat-damage.md.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-07 23:20:44 -05:00
arcattackandClaude Opus 4.8 99c3d9d041 context: cylinder hit-location (STEP 6) investigated — accurate structure + addresses
Per the 'correct errors' convention: the cited FUN_004a0230/FUN_0049ed0c don't exist. The real
CylinderDamageZoneTable = a list of 0x30-byte entries (FUN_0049e740) from resource 0x1d; the recon
builds the table (FUN_0049ea48, mislabeled StandingAnimation @Mech[0x111]) with an EMPTY name -> 0
entries -> no-op. The lookup + Mech::TakeDamageMessageHandler override are NOT in the exported decomp
(need disassembly). Recorded in combat-damage + open-questions.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-07 23:14:39 -05:00
arcattackandClaude Opus 4.8 0929d87321 CLAUDE.md: add convention — correct (+ sweep) context-system errors when ground truth contradicts them
The context system is a reconstruction; some claims are wrong. When the decomp/binary/engine
source contradicts a context/glossary/docs claim, FIX it + grep-sweep the same claim across the
other topic files + re-run checkctx.py -- don't just work around it. Archetype cited: the 0xBD3
'gates the valve/message routes' correction from this session.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-07 23:03:12 -05:00
arcattackandClaude Opus 4.8 5b7f3a1c40 context: sweep the 0xBD3/mech+0x190 correction across all topic files
Propagate the verified finding (0xBD3 = damage/explosion hub @0x434, NOT the valve/message
gate; the valve/Myomers gates read the owning BTPlayer @mech+0x190) into the topic files that
still carried the old claim: decomp-reference (ClassID row + both offset rows), gauges-hud,
subsystems, open-questions (Myomers coupling), + frontmatter. Graph validates clean.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-07 23:01:45 -05:00
arcattackandClaude Opus 4.8 40fdceaf65 context: mech+0x190 IDENTIFIED = the owning BTPlayer (Mech::GetPlayerLink)
The valve/Myomers 'gates' (FUN_004ac9c8 / FUN_004ad7d4) read the owning BTPlayer's
+0x274 / +0x260 (mech+0x190 = the player, bound by FUN_0049f624). So there's no new
subsystem to build -- the wiring is 2 gate accessors -> GetPlayerLink() named members.
Open: the true semantics of player+0x260/0x274 (scoring names showKills/roleClassIndex
may not match the gate use) + the FUN_004ad7d4 HeatModelActive-vs-OwnerAdvancedDamage
label conflict + these are likely MODE flags authentically-off in the basic mission.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-07 22:57:18 -05:00
arcattackandClaude Opus 4.8 16af8dbffb context: correct 0xBD3 — it's the damage/explosion hub (0x434), NOT the valve/Myomers gate
Risk-4 investigation (before wiring WAVE 8) found my earlier 'keystone unblocks 4 things'
claim was wrong. Verified from the binary:
- 0xBD3 SubsystemMessageManager = a damage/explosion consolidation hub (ConsolidateAndSendDamage,
  weaponExplosions), cached to Mech[0x10d]=0x434, mislabeled 'controlsMapper' in our recon (the
  live drive squats there; the real mapper is roster slot 0 via SetMappingSubsystem).
- The valve MoveValve guard (FUN_004ac9c8 ->owner+0x190+0x274) AND the Myomers gate
  (FUN_004ad7d4 ->owner+0x190+0x260) read a DIFFERENT object at mech+0x190 (!= 0x434). So 0xBD3
  does NOT gate the valve/Myomers/MessageBoard; mech+0x190 (unidentified, no decompiled writer yet)
  is the real keystone for those gauge-adjacent routes.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-07 22:49:29 -05:00
arcattackandClaude Opus 4.8 293b14f914 docs: README up to date — context/ knowledge base, gauge system + weapons done, CLAUDE.md is now the router
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-07 22:31:03 -05:00
arcattackandClaude Opus 4.8 f914fc040a context-system: complete migration -> CLAUDE.md is now a 160-line router (zero context lost)
Full migration of the 2236-line monolithic CLAUDE.md into the progressive-context
knowledge graph (per spark-lesson / expert-seed.md), so the deep RE knowledge loads
on-demand instead of every session.

ZERO CONTEXT LOST:
- docs/PROGRESS_LOG.md = the complete old CLAUDE.md, VERBATIM (byte-identical) -- the
  lossless safety net + the "full detail" quick-lookup fallback.
- 18 context/*.md topic files (1343 lines) digest every section (§1-3 -> project-overview,
  §4 -> content-archives, §5 -> asset-formats/bgf-format, §5a -> source-completeness,
  §5b/§8 -> wintesla-port, §7/§10 -> locomotion, §10a -> build-and-run, §10b ->
  reconstruction-method, §10c -> combat-damage + reconstruction-gotchas, §10d -> subsystems,
  render notes -> rendering, gauges -> gauges-hud, MP -> multiplayer, §9 -> open-questions).
- reference/glossary.yaml (53 terms). decomp-reference.md = the offsets/ClassIDs/addresses hub.

CLAUDE.md (160 lines) = router: identity, answer/reason protocols, quick-lookup table,
evidence tiers (T0 engine-truth / T1 decompiled+verified / T2 reconstructed+runtime /
T3 guarded / T4 hypothesis), conventions + DO-NOT (the systemic bug classes), structure.
Retains the load-bearing work directives (build recipe pointer, "keep current" mandate).

Knowledge graph validates CLEAN (scratchpad/checkctx.py -- all [[links]] + quick-lookup +
docs refs resolve; [[name]] -> topic file or glossary term). docs/*.md ledgers stay as the
detailed logs; context/*.md are the curated digests that route into them.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-07 22:19:50 -05:00
arcattackandClaude Opus 4.8 1cd57ade85 context-system: bootstrap the progressive-context expert knowledge base (foundation)
Adapt the spark-lesson / expert-seed.md progressive-context pattern to the bt411 port:
a thin router + context/*.md knowledge graph so the 2236-line CLAUDE.md's deep knowledge
loads on-demand instead of every session.

NON-DESTRUCTIVE foundation pass (live CLAUDE.md unchanged; proposed router is a draft):
- reference/glossary.yaml        -- ~45 terms (engine/formats/scene/reconstruction)
- context/decomp-reference.md    -- the quantitative hub: resource types, ClassID map,
                                    mech offsets, damage delivery, weapon constants, env gates, tools
- context/reconstruction-gotchas.md -- the 12 systemic bug classes (conventions/DO-NOT hub)
- context/bgf-format.md          -- geometry format + CONN/PCONN + LOD-sqrt3 + ramp shading
- context/gauges-hud.md          -- the gauge/MFD system (the just-completed wave)
- context/open-questions.md      -- deferred systems + get-from-Nick
- context/_ROUTER-DRAFT.md       -- the proposed slim CLAUDE.md (identity, protocols,
                                    quick-lookup, evidence tiers T0-T4, conventions, structure)
- phases/phase-01-context-restructure.md -- design + migration plan + status

docs/*.md ledgers stay as the DETAILED logs; context/*.md are the curated digests that
route into them. Remaining: ~10 topic files (project-overview, subsystems, combat-damage,
rendering, locomotion, wintesla-port, build-and-run, ...) then the CLAUDE.md swap.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-07 22:06:53 -05:00
arcattackandClaude Opus 4.8 401b290949 CLAUDE.md §8: gauge system COMPLETE — 0 NULL bindings + 0 parse-skips (aggregate bank, valve, SectorDisplay/PrepEngr/MessageBoard)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-07 21:44:06 -05:00
arcattackandClaude Opus 4.8 5b9100da74 docs: GAUGE_COMPOSITE Phase 2 COMPLETE — SectorDisplay/PrepEngrScreen/MessageBoard registered; gauge system done
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-07 21:43:16 -05:00
arcattackandClaude Opus 4.8 7fc4acb89f gauge-complete P4g: MessageBoard reconstructed + registered -> LAST parse-skip cleared (0 unregistered gauges)
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>
2026-07-07 21:39:47 -05:00
arcattackandClaude Opus 4.8 c0d2eb0aae gauge-complete P4f: PrepEngrScreen reconstructed + registered -> 12 engineering-screen label overlays build
The "prepEngr" cockpit primitive (the per-engineering-screen static label overlay,
12 CFG calls at L4GAUGE.CFG:4595-4759) was a MISLABELED stub (base Gauge, an Execute
override, mech/screenNumber SWAPPED) with no methodDescription -> parse-SKIPPED, none built.

Reconstructed byte-verified (ctor @4c7bf0, BecameActive @4c7e48, Make @4c7b30; vtable
0051a06c). THREE corrections vs the stub (decode workflow + vtables.tsv proof):
(1) base = GraphicGaugeBackground, not Gauge -- vtable-identical shape to the engine's
BackgroundBitmap (only dtor + BecameActive overridden); (2) the overridden slot is
BecameActive (a paint-on-activation), NOT Execute -- GraphicGaugeBackground has no Execute
virtual, so the Gauge::Execute->Fail->abort hazard doesn't apply; (3) screenNumber@0x6C /
mech@0x70 were swapped. sizeof 0x90.

BecameActive walks the mech roster (databinding-safe GetSubsystemCount/GetSubsystem +
BTGetSubsystemAuxScreen bridge, like VehicleSubSystems::Make), finds the subsystem whose
auxScreenNumber == this screen (1..12), and paints the screen-number numeric + subsystem
label + type-specific label cells dispatched on GetClassID (Sensor/Myomers/Emitter/PPC/
Projectile/Missile/GaussRifle). methodDescription = 9 params (mode, screen, 7 .pcc names).
Registered in BTL4MethodDescription[]. Two raw subsystem reads (heat-sink #, +0x224 label)
are guarded fail-soft best-efforts (marked; the aux-screen bridge label64 substitutes).

VERIFIED: the skip list drops from {prepEngr x12, messageBoard} to just {messageBoard} --
all 12 prepEngr gauges build; no screen-range/crash; boot+sim+combat run; gauge composite
renders identically (COOLANT 300/77, clusters, radar all un-regressed). The prepEngr labels
paint on the Eng (ModeMFD*Eng*) screens, not the default composite view.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-07 21:32:12 -05:00