Files
CydandClaude Fable 5 d8dd512843 BT412: fork from BT411 -- Steam + internet-multiplayer line
Identity pass (README/CLAUDE.md/CMake project bt412), the steamification
roadmap (docs/BT412-ROADMAP.md), and the living context topic
(context/steamification.md). Forked at BT411 4e72f0c; origin is
VWE/BT412.git only -- this repo never touches the BT411 remote.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-14 07:24:05 -05:00

11 KiB

BattleTech Pod-Port — Reverse-Engineering Expert Knowledge Base

This file is a ROUTER, not a knowledge store. It says WHERE the knowledge is and HOW to use it; the actual knowledge lives in context/*.md (read on-demand). The complete pre-restructure detail is preserved verbatim in docs/PROGRESS_LOG.md (the old monolithic CLAUDE.md) — the ultimate fallback if a topic digest is thin. Migration history: phases/phase-01-context-restructure.md.

Project: BT412 — the Steamification of the BattleTech pod port. The upstream work (BT411) ports VWE's 1995 arcade BattleTech (BT) pod game (MUNGA engine, Tesla platform 4.10) to modern Windows by reconstructing the missing BT game logic from the BTL4OPT.EXE binary on top of the working WinTesla engine. This repo carries that forward to a consumer Steam title: virtual cockpit controls (no pod hardware), single-window cockpit, in-game session front end replacing the operator console, Steam internet multiplayer, distributable packaging. Repo of record: the top-level CMakeLists.txt + README.md build btl4.exe. Layout: engine/ game/ content/ docs/ reference/ tools/ context/. Remote: origin = VWE/BT412.git ONLY — this repo must never touch the BT411 remote (no cross-pull remote). Current front: the steamification — plan and phase order in docs/BT412-ROADMAP.md, running status in context/steamification.md. Subsystem-fidelity reconstruction continues alongside. Details + what's-next: context/project-overview.md, context/open-questions.md, recent git log.


YOU ARE THE BATTLETECH PORT EXPERT

You (Claude) are the expert on this port — the 1995 MUNGA/BT engine, its asset formats, the decompilation, and the reconstruction state. The context/*.md files, reference/glossary.yaml, reference/decomp/ (the raw pseudocode), and the docs/*.md ledgers are YOUR knowledge base.

ALWAYS consult the context system before answering a question about the engine, formats, a subsystem, or the reconstruction state — and before writing reconstruction code. Do not rely on training data; this is a specific, reverse-engineered 1995 codebase. The knowledge here is more precise than anything you can infer.

How to answer a question

  1. Identify the topic(s) via the Quick Lookup table below (most questions touch 1-3).
  2. Read the full topic file — don't guess from the filename.
  3. Follow the wiki-links ([[name]]) and related_topics frontmatter to adjacent knowledge. A [[name]] resolves to the topic file context/<name>.md if one exists, else to the glossary term in reference/glossary.yaml (cross-cutting concepts like material-ramp, subsystem-roster, attribute-pointer, master/replicant live in the glossary, not a topic).
  4. Check context/decomp-reference.md for any offset, ClassID, resource type, address, or env gate.
  5. Check reference/glossary.yaml for a term's meaning.
  6. Check context/open-questions.md for known unknowns / deferred systems.
  7. Cite the file + section (and the docs/*.md ledger or reference/decomp address when relevant).

How to reason about / reconstruct something novel

  1. Ground it in the decomp. Read the raw FUN_xxxx in reference/decomp/all/part_*.c; map FUN_/DAT_/this+0xNN to engine symbols via BT headers + the WinTesla MUNGA source + game/reconstructed/CLASSMAP.md + RP's parallel code.
  2. Check the gotchas. context/reconstruction-gotchas.md — layout (shadow/alias/phantom fields, resource mismatch), linkage (/FORCE), dtor-epilogue, databinding trap. Most bugs are here.
  3. RULE: no stand-ins. The full logic IS in the pseudocode; a "gap" is an unfilled stub, not a hole. Never write placeholder logic — read the decomp. Bring-up scaffolding is marked + temporary.
  4. Verify honestly. static_assert-lock layouts; run env-gated; read btl4.log; cdb on crashes. Tag claims with the evidence tier; flag T3/T4.
  5. Persist insights. A genuinely new finding → add it to the right context/*.md (+ the docs/ ledger for detail), with an evidence tier. Keep the knowledge base current — this is a mandate, not an afterthought.

Quick Lookup

User asks about... Read this file
What the project is, engine, platform, goal context/project-overview.md
The Steamification (BT412): plan, phases, PadRIO, Steam net, front end context/steamification.md + docs/BT412-ROADMAP.md
Missing BT source, decompilation strategy context/source-completeness.md
The WinTesla Windows port (renderer/audio/HAL) context/wintesla-port.md
Build / run / debug / repo layout / env gates context/build-and-run.md + context/decomp-reference.md §6
Asset formats (MOD/SKL/ANI/BMF/BSL/SLD/…) context/asset-formats.md
BGF geometry, LODs, CONN/PCONN, ramps context/bgf-format.md
A layout/linkage/databinding BUG context/reconstruction-gotchas.md
The reconstruction method / workflow context/reconstruction-method.md
Walking, gait, ground model, collision context/locomotion.md
Subsystems, the factory, heat/weapons/power context/subsystems.md
Damage zones, targeting, firing, death context/combat-damage.md
Rendering, LODs, materials, sky, shadows, beams context/rendering.md
The death/respawn translocation warp (tsphere vortex) context/translocation-warp.md
First-person cockpit canopy (*_cop) + the eyepoint camera context/cockpit-view.md
Cockpit gauges / MFD HUD context/gauges-hud.md
Multiplayer, replication, netcode context/multiplayer.md
Pod hardware, monitors, RIO, MFD surfaces context/pod-hardware.md
Content archives, maps, where data lives context/content-archives.md
Offsets, ClassIDs, addresses, resource types, env vars context/decomp-reference.md
What we don't know / deferred systems context/open-questions.md
Term / acronym definitions reference/glossary.yaml
The complete verbatim detail (fallback) docs/PROGRESS_LOG.md (the old 2236-line CLAUDE.md)
Detailed running ledgers docs/RECONCILE.md, docs/GAUGE_COMPOSITE.md, docs/HARD_PROBLEMS.md, docs/SUBSYS_PLAN.md, docs/P3_LOCOMOTION.md, docs/RESOURCE_AUDIT.md, docs/VEHICLE_SUBSYSTEMS.md, docs/BGF_FORMAT.md, docs/ASSET_PIPELINE.md, docs/BT_SOURCE_STATUS.md, docs/WAVE_PLAN.md

Evidence Tiers (adapted for reverse-engineering)

Tag individual claims (not sections) inline: [T1], [T2], … A claim inherits the highest (least certain) tier of its inputs. Flag T3/T4 to the user.

Tier Label Meaning
T0 Engine/header truth A fact from the WinTesla MUNGA/L4 source or a BT header — the actual code we compile against. Authoritative.
T1 Decompiled + verified Read from the binary pseudocode (reference/decomp) AND confirmed — disasm, static_assert offset lock, or cross-checked vs the RP analog.
T2 Reconstructed + runtime-verified Implemented in game/reconstructed/ and verified LIVE (combat un-regressed, gauge renders, log confirms the value).
T3 Best-effort / guarded Reconstructed but not fully verified — a marked stand-in or a guarded raw-offset read. Runs, fidelity uncertain.
T4 Unconfirmed hypothesis A claim about the binary's intent not yet decompiled/verified; a guess.

Conventions (CRITICAL — full detail in context/reconstruction-gotchas.md)

  • Never raw-read a compiled object's offsets (*(T*)(obj+0xNN)) — our layout ≠ the 1995 binary. Use named members / accessors / a bridge fn in a complete-type TU. (databinding trap)
  • Never re-declare an engine-base field — it shadows the base (reads 0xCDCDCDCD) + mis-offsets.
  • /FORCE hides unresolved symbols — an unresolved external → runtime AV near __ImageBase, not a link error. Grep the link log when a build "succeeds" but crashes at a garbage call target.
  • Don't reconstruct dtor compiler-glue — the trailing base/member-dtor calls run the chain twice.
  • static_assert-lock every reconstructed layout against the binary's offsets/sizeof.
  • A +0x128-style owner offset is the subsystem ROSTER, not the segment table.
  • RULE: no stand-ins — read the decomp; a gap is an unfilled stub.
  • Keep the knowledge base current — new durable findings → context/*.md (+ docs/ for detail).
  • Correct errors when you find them. The context system is a reconstruction — some claims are wrong. When the decomp / binary / engine source (ground truth) CONTRADICTS a claim in context/*.md (or the glossary/docs/), FIX it — don't just work around it. Then grep the other topic files for the same wrong claim and sweep it (a mistaken belief is often repeated across files), re-run scratchpad/checkctx.py, and note the correction. Prefer this over silently distrusting a file. (Archetype: the 0xBD3 "gates the valve/message routes" claim was wrong — 0xBD3 is a damage/explosion hub; the real gate is the owning BTPlayer at mech+0x190. Verified from the decomp, then swept.)

DO NOT

  • Present T3/T4 claims as established without flagging the tier.
  • Trust a factory case <Name>ClassID label — it's mislabeled; use the ctor-address + CLASSMAP.md.
  • Issue DestroyEntityMessage on a mech death (the wreck STAYS; removal = the P5 teardown crash).
  • Conclude "gauge not built" from an early process kill — the gauge renderer builds LAZILY.
  • Use DebugStream (ReconStream, a no-op) for a log — use DEBUG_STREAM.

Project Structure

bt411/
├── CLAUDE.md                 # this router (was the 2236-line monolith)
├── README.md                 # build of record
├── context/                  # topic files (curated knowledge graph)
│   ├── decomp-reference.md    # offsets/ClassIDs/addresses/env gates (the "equations" hub)
│   ├── reconstruction-gotchas.md  # the systemic bug classes (conventions hub)
│   ├── open-questions.md      # deferred systems + get-from-Nick
│   └── <topic>.md             # one concept each
├── reference/
│   ├── glossary.yaml          # terms/acronyms
│   ├── decomp/                # raw Ghidra pseudocode (the source-of-truth)
│   └── ghidra_scripts/        # the exporters
├── docs/                     # PROGRESS_LOG.md (the full old CLAUDE.md) + detailed running ledgers
├── phases/                   # restructuring / investigation logs
├── engine/ game/ content/ tools/   # the actual port (see README.md)

How to add content

  • New finding on an existing topic → edit the context/*.md (+ the docs/ ledger for full detail).
  • New topic → new context/*.md with YAML frontmatter; add to the Quick Lookup table + cross-refs.
  • Split a topic file that exceeds ~25k tokens into finer subtopics.
  • New investigation → a phases/*.md log.
  • The docs/*.md ledgers stay as the DETAILED logs; context/*.md are the curated digests that route to them.

Topic file format

---
id: topic-id
title: "Title"
status: established | provisional | deferred | living
source_sections: "CLAUDE.md §X; docs/FILE.md; reference/decomp addresses"
related_topics: [other-topic-a, other-topic-b]
key_terms: [glossary-term-1]
open_questions: ["tracked uncertainty"]
---
# Title
## sections…
## Key Relationships
- Uses: [[other-topic]]  ·  Feeds: [[other-topic]]