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>
72 lines
4.6 KiB
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72 lines
4.6 KiB
Markdown
---
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id: open-questions
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title: "Open Questions — deferred systems, unknowns, get-from-Nick"
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status: living
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source_sections: "CLAUDE.md §9; docs/HARD_PROBLEMS.md; per-subsystem deferral notes"
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related_topics: [source-completeness, subsystems, multiplayer, combat-damage, locomotion]
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---
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# Open Questions
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Known unknowns + deliberately-deferred systems. For each: what's known, what's missing, what
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would resolve it, status. Deferred ≠ broken — most are marked-and-guarded stand-ins with the
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authentic path scoped.
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## From Nick (external — gating for some paths)
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- **[GATING] The BT game SOURCE CODE** — the missing implementation `.cpp` (mech, subsystems,
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mapper, HUD, app; see [[source-completeness]]). Without it, Route A (recompile original) is
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impossible; we reconstruct from the binary instead. Likely on a backup/dev drive. Status: OPEN.
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- Confirmation the PodPC image is the complete content master. (Low priority — the runtime
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`BTL4.RES` already has 8 maps + the full mech anim set.) Status: OPEN.
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- Pod specifics for Phase 8: the 7-monitor driver setup, the RIO cockpit I/O protocol, current
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Win10+wrapper pod config. Status: OPEN.
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## Deferred subsystems / feeds (authentic path scoped, marked in code)
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- **0xBD3 SubsystemMessageManager (WAVE 8)** — the per-mech message/damage hub @mech+0x190. Gates:
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the condenser valve CONTROL route (`MoveValve` @0x4ae464 is reconstructed but dormant — no
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caller + its guard reads the messmgr); the MessageBoard source; the Myomers advanced-damage
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gate; gauge control-mode cycling. What resolves it: reconstruct 0xBD3 + wire the message routes.
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- **StatusMessagePool (NULL stub, btstubs.cpp:62)** — the per-player status-message queue.
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BTPlayer+0x1dc is never populated → MessageBoard is empty (authentic for bring-up). What
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resolves it: wire the pool + decode `AddStatusMessage @0042e580` + the `Player__StatusMessage`
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record ({messageId@+0xc, nameEntity@+0x10}).
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- **Gyroscope (0xBC4)** — layout + joint-I/O reconstructed, but the ctor field-init + the two
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integrators (IntegrateEyeJoint @004b2ec0 / IntegrateBody @004b30ec) are incomplete → writes NaN
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to the root joint. Reverted to a stub. A full subsystem-sim reconstruction (bigger than Torso).
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- **MechControlsMapper look/eyepoint commit** — reconstructed but its offsets collide with declared
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members; arbitrate before enabling (no port consumer yet). The fire-trigger-through-mapper is
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still the `gBTWeaponTrigger` bring-up.
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- **Myomers authentic coupling** — the structural un-stub is INERT (mover feed + heat-gen no-op).
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Real coupling needs the 0xBD3 advanced-damage gate + `MoverAttach` routing into the LIVE
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JointedMover (must be reconciled with the gait cutover first).
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- **SeekVoltageGraph** — 4 Seek* attrs unpublished (a cluster-child, not config-called; non-blocking).
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## Locomotion / combat polish (non-gating)
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- Authentic per-mech TURN-RATE constant (currently a bring-up constant rate).
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- Body-callback gimp handlers (states 16-19, targets 0x70b2/0x7161 undecoded → fall back to stand);
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airborne callbacks (`FUN_004a6344`/`FUN_004a7970`).
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- Wall-block-vs-climb tuning; collision DAMAGE application (computed, not applied in bring-up).
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- Death: reconstruct `DeathShutdown` (RP `VTV::DeathShutdown` analog) + collapse anim + destroyed
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skin. The wreck-stays behavior we ship is faithful; do NOT issue DestroyEntityMessage on death.
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## Multiplayer (Phase 7 / P6)
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- Cross-pod COMBAT (target a replicant + route damage to the owning master).
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- Replicant GAIT animation (replicants don't animate joints yet — derive from replicated velocity).
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- The pod-LAN config (real IPs, bare-IP pilot entries). The WinSock2 TCP stack (L4NET.CPP) is
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reconstructed + smoke-tested on one box (two instances share a world, movement replicates).
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## Rendering follow-ups (non-blocking)
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- Replacement-LOD selection for NON-additive multi-LOD models (needs the board's hot-spot/
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reference-point semantics; leads: `s_dplobject.lod_ranges[16]/lod_hot_spot`, 0x2047/0x2048).
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- Day/night MATERIAL path priority (BMF/IMG) — infrastructure done, gated `BT_MATPRI` (over-applies
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to shared terrain mats); needs the terrain-material model understood.
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- RGBA4444 alpha (TREE.BSL cutout) decoded but not alpha-tested outside punch batches; VTX/TGA paths.
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## Content build sub-project (low priority)
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- Lab/other-build maps (`des`/`burnt`/`frstrm`) are source-only (`.map` in CONTENT/BT/MAPS/); would
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need compiling into a RES via the DOS `btl4tool.exe`. The 8 RES maps cover testing.
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## Key Relationships
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- Feeds from: every subsystem/render topic (their deferral notes collect here).
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- Gating master: [[source-completeness]] (the missing BT source).
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