Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
49 KiB
Gauge / MFD render pipeline — map + dev-composite plan
Status: pipeline MAPPED (workflow gauge-pipeline-map, 2026-07); the dev composite is planned, not
yet built. This is the execute-ready plan for making the pod's gauges/MFDs render + be VISUALLY testable
on a dev box — the "MFD compositing on dev" follow-up the platform profile gates (see §8 / the PLATFORM
PROFILE entry in CLAUDE.md). Companion: the platform-profile scaffold (-platform pod|dev).
The draw model — CONFIRMED (the good news)
CPU-raster → texture-upload, DEVICE-INDEPENDENT. Every gauge widget (the radar included) is a software
rasterizer that writes 16-bit R5G6B5 pixels into ONE shared CPU buffer (Video16BitBuffered::pixelBuffer,
a PixelMap16, L4VB16.h:140). Logical surfaces are packed by BIT-PLANE into that one 640×480×16 buffer
(each MFD = one bit mask; the radar/secondary = the low byte, palette-indexed). D3D is touched ONLY in
SVGA16::Update (L4VB16.cpp:4041): LockRect a D3DPOOL_SYSTEMMEM staging texture → a CPU expand loop
(palette-LUT for the radar, case 0; bit-plane→RGB-channel demux for the MFDs, case 1/2) → UnlockRect →
UpdateTexture staging→D3DPOOL_DEFAULT → ONE fullscreen textured quad (TRIANGLEFAN) → Present, per
surface on its own per-adapter device. So redirecting the content to a texture on the MAIN device is a
small change: the entire raster stays byte-identical; only the upload target + the final blit move.
The 3 gotchas (why it's a multi-step build, not a one-liner)
- DORMANT in BT.
BTL4GaugeRendererpassesL4GaugeRenderer(false, NULL,NULL,NULL)(btl4grnd.cpp:151) →NUMGAUGEWINDOWS=0; andMakeGaugeRendereronly builds anything ifgetenv("L4GAUGE")(btl4app.cpp:353). Both must change to wake it. With 0 surfaces,SVGA16::Updatemay index an emptymSurfaces[]→ guard needed. - RP↔BT PORT-NAME MISMATCH.
SVGA16::Updatehardcodes the Red-Planet MFD port namesauxUL2/auxC/auxUR2/auxLL/auxLR(L4VB16.cpp:4056-4061), but BT'scontent/GAUGE/L4GAUGE.CFGnames themHeat/Comm/Mfd1/Mfd2/Mfd3(:4395-4410).GetGraphicsPortreturns NULL for the RP names → the MFD branch early-outs ("No MFDs to draw"). ONLY thesec/radar surface matches today — the 5 MFDs render nothing until the names are reconciled. - CROSS-DEVICE + STATE. Folding onto the main device means the gauge blit shares the main render state
(save/restore around it) + an ORDERING concern: is
l4_application->GetVideoRenderer()->GetDevice()valid when the gauge renderer builds duringApplication::Initialize? Verify build order or defer texture creation.
Architecture options (dev)
- (A)
SVGA16dev-composite branch. InSVGA16::BuildWindows/Update, when a dev-composite flag is set, use the MAIN device for the staging/default textures, skip the per-adapter device/window/Present; the main renderer composites the DEFAULT textures as insets. Reuses the expand loops verbatim; branches the pod code (guard on the flag → inert on pod). - (B) Bypass
SVGA16. Leave theSVGA16pod path untouched; add a composite pass in the main renderer that reads the sharedpixelBuffer+ palette directly and runs the expand + inset blit itself. Best protects the pod path; re-implements the expand + needspixelBuffer/palette accessors onVideo16BitBuffered/SVGA16. - RECOMMEND (B) for the beachhead (pod path untouched); fall back to (A) if reusing the expand loops wholesale is preferred. Decide this with the operator before building — it's the main design fork.
Beachhead (Step 1) — one surface visible on dev
Goal: the secondary/radar surface composited as an INSET in the existing 800×600 window (no 2nd window yet). It's the one surface that works WITHOUT the port-name fix, so it proves the whole chain end-to-end.
- Wake it via a dev-composite opt-in (e.g.
BT_DEV_GAUGESenv, default OFF so DEV/pod defaults are unaffected; or gate on-platform podon a dev box). When on: setL4GAUGE(soMakeGaugeRendererbuilds)- set the composite flag. Guard
SVGA16::Updatefor 0 surfaces (no crash).
- set the composite flag. Guard
- Raster: the widgets already raster into
pixelBuffer(driven byGaugeRenderer::ProcessOneActiveGauge). - Composite: each frame, in the main renderer's present, upload the secondary-expanded pixels to a
main-device texture + draw an inset quad (
XYZRHW|TEX1), main render state saved/restored. Reach the buffer viaGetGaugeRenderer().
- Verify: the radar/secondary inset appears; DEV default (no
BT_DEV_GAUGES) un-regressed; pod path untouched; 0 crashes / 0 heap.
Follow-ups (after the beachhead)
- Step 2 — reconcile the MFD port names (rename in
L4GAUGE.CFGor inSVGA16::Update) → the 5 MFDs render. - Step 3 — the 2-window layout (3D-view window + an instrument-panel window tiling radar + the 5 MFDs).
- Confirm the MFD widget CONTENT is actually fed each frame (entity→gauge routing
BTL4GaugeRenderer::NotifyOfNewInterestingEntity→ theL4Warehousegauge-image bin).
Key files / hooks
engine/MUNGA_L4/L4VB16.cpp:SVGA16::Update:4041(the CPU→texture→blit crux; expand loops :4124-4191),SVGA16::BuildWindows:101(per-surface device/window/texture — the pod path),Video16BitBuffered::Draw*(:761/847/1607/1839, the software raster intopixelBuffer),pixelBufferL4VB16.h:140, RP port names :4056-4061.engine/MUNGA_L4/L4GREND.cpp:L4GaugeRendererctor:57 (buildsSVGA16fromL4GAUGE.INI),ExecuteBackgroundDisplayUpdate:369(callsgraphicsDisplay->Update),BuildGraphicsPort:485(every port shares ONEpixelBuffer, bit-plane per port).engine/MUNGA/GAUGREND.cpp:ExecuteForeground:3556/ProcessOneActiveGauge:3836(draw-all-gauges intopixelBuffer).game/reconstructed/btl4grnd.cpp: ctor:151 (the un-dormant point — NULL indices),NotifyOfNewInterestingEntity:250(routesGaugeImageStreamtype-0x12 entities to moving/static bins).game/reconstructed/btl4rdr.cpp:MapDisplay(the radar; draws into the secondary surface).- Main device:
l4_application->GetVideoRenderer()->GetDevice()(L4VIDEO.h:376). - Config:
content/GAUGE/L4GAUGE.CFG(port→bitmask map, MechInit :4395-4410),L4GAUGE.INI(640×480×16 page).
Surface → content map (for the 2-window layout)
- Surface 0 = SECONDARY / radar (640×480, palette-indexed low byte
sec0x003F +overlay0x00C0): the radarMapDisplay+ secondary instruments (message board / heading / speed arc / armor-critical-heat maps). - Surface 1(+2) = the 5 MFDs (bit-planes 0x0100–0x8000 of the shared buffer, demuxed to R/G/B channels;
pod spans them as one 1280×480):
Mfd1=LL,Mfd2=UC,Mfd3=LR,Heat=UL,Comm=UR (+Eng1-3). Plasma(CFG port 10,L4PLASMA=com2) is an EXTERNAL serial annunciator — not a D3D surface.
Progress log
Milestone A DONE (2026-07) — the gauge renderer is woken + boots STABLY on a dev box (opt-in
BT_DEV_GAUGES, default OFF; default DEV + pod paths verified un-regressed — DEV combat DESTROYED,
0 crashes). Option B chosen. BT_DEV_GAUGES sets L4GAUGE (so MakeGaugeRenderer builds the
renderer) and SVGA16 does NO per-surface D3D (a file-static DevGaugeComposite() gate forces the
no-surface path in BuildWindows + short-circuits Update/Refresh). ⚠ Reality-check: FindBestAdapterIndices
hands the gauge renderer 3 non-null indices even on a dev box (all the primary adapter), so the earlier
"passes NULL → 0 surfaces" assumption was wrong — the gate is keyed on BT_DEV_GAUGES, not the count.
Waking the (never-exercised) gauge subsystem exposed a cascade of 4 dormant-path bugs, each guarded:
SVGA16::Update(L4VB16.cpp) — indexed emptymSurfaces[]; guardedDevGaugeComposite()||NUM<=0.SVGA16::Refresh— same; guarded.LBE4ControlsManager::MakeLinkedLamp(L4CTRL.cpp:2057) —GetGaugeRenderer()->GetLampManager()returns NULL (recon gap inBTL4GaugeRenderer); guarded (skip the linked lamp when null).L4GaugeRenderer::NotifyOfNewInterestingEntity(L4GREND.cpp:440) —warehousePointer->gaugeImageBinhas a garbage internal chain (recon shadow of the warehouse); guarded (skip the per-mech gauge-IMAGE cache underBT_DEV_GAUGES).
⚠ KEY FINDING: the gauge subsystem's RECONSTRUCTION IS INCOMPLETE. It was dormant/never-exercised, so
these latent recon bugs (lamp-manager offset, warehouse init) only surfaced on waking it. It now BOOTS
stably, but whether the widgets raster MEANINGFUL content into pixelBuffer is UNVERIFIED until the
composite (Milestone B) draws it. The per-mech gauge IMAGES (armor diagrams via the warehouse) are
currently skipped; the radar/secondary map + instruments read the mech directly and may render partially.
So the beachhead's real question shifted from "composite a working buffer" to "how complete is the gauge
recon." FAITHFUL FOLLOW-UPS: fix the BTL4GaugeRenderer lamp-manager + warehouse reconstruction (shadowed
members) so per-mech gauges + lamps work (needed for real MFD content anyway).
Milestone B DONE (2026-07) — THE SECONDARY/RADAR SURFACE COMPOSITES LIVE ON A DEV BOX (opt-in
BT_DEV_GAUGES; default DEV + pod paths verified un-regressed). The inset in the bottom-left of the 800×600
window renders the authentic BT cockpit secondary MFD: the radar/tactical grid (SCALE/SECTOR + crosshair),
the SPEED / HEADING / MAGNETIC / PROP dials, and the color-coded ARMOR DAMAGE mech schematic
(green intact / red damaged) — real content (nzSec=27247 non-zero secondary-plane pixels), not garbage.
The composite chain: SVGA16::DrawDevInset(device, secMask, paletteID) (L4VB16.cpp) lazily creates a MANAGED
R5G6B5 640×480 texture on the MAIN device, palette-expands the secondary plane into it (mirrors
SVGA16::Update case 0), and draws an XYZRHW|TEX1 inset quad; the free entry BTDrawGaugeInset(mDevice)
reaches application->GetGaugeRenderer()->GetGraphicsPort("sec")->graphicsDisplay and is called from
DPLRenderer::ExecuteImplementation as the LAST draw before EndScene (no state save/restore needed).
THREE reconstruction bugs had to be fixed to get from "woken but empty" to "real content" (each a genuine faithful fix or a clearly-gated dev accommodation):
- ⭐
MakeGaugeRendererOVERRIDE SIGNATURE MISMATCH (real bug — FIXED). The reconstructedBTL4Application::MakeGaugeRenderer()took NO args, but the 2007 WinTesla engine had WIDENED the base virtual toMakeGaugeRenderer(int* secondaryIndex, int* aux1, int* aux2)(called fromApplication:: Initialize, APP.cpp:382). A no-arg method only HIDES the virtual — it never overrides it — so the engine ranL4Application::MakeGaugeRendererinstead and built a baseL4GaugeRendererwhose ctor never callsBuildConfigurationFile→gauge\l4gauge.cfgwas NEVER PARSED → empty symbol table → the observedGaugeInterpreter: undefined label 'bhk1Init'→ no ports, no gauges. FIX: match the 3-arg signature so it truly overrides (args ignored — BT is fullscreen/no-aux, theBTL4GaugeRendererctor hardcodesfalse,NULL,NULL,NULL). Same class of bug as theBTL4GaugeRenderer(false,NULL,NULL,NULL)ctor fix: reconstruction written against the ORIGINAL signature, compiled against the WIDER 2007 engine virtual. (btl4app.cpp / btl4app.hpp.) Label facts: the label =mission->GetGameModel()+"Init"=bhk1Init(lowercase, no capitalization — the binaryFUN_0046ff64does a plain copy +Str_Cat); the CFG definesBhk1Initbut the symbol-table lookup isstricmp(case-insensitive), so the case doesn't matter — the only reason it was "undefined" was the empty table.MechInit(CFG:4390) is the shared macro every<Mech>Initcalls that builds thesec/overlay/Mfd*/Heat/Comm PORTS via the baseconfigureprimitive. - Gauge-config parse HUNG on undefined primitives (dev accommodation, gated). The BT-specific gauge
primitive table
BTL4MethodDescription(btl4grnd.cpp) is still a STUB (only the chain-to-base link; the BT gauge widget classes likePlayerStatusaren't reconstructed), soGaugeInterpreter::GetProcedureBodyhits an unknown primitive →ReportParsingError→Fail()→ a MODAL assert dialog that FREEZES the game mid-parse (cdb confirmed:MessageBoxW←abort←ReportParsingError←GetProcedureBody). FIX (GAUGREND.cpp, gatedBT_DEV_GAUGES): when a primitive doesn't resolve, SKIP its parameter list (paren depth walk +UngetPreviousToken) and continue — the parse then registers ALL labels (Bhk1Init→MechInit) and runs the baseconfigureprimitives that build the PORTS. The baseconfigure(MakeConfigMethodDescription) IS inL4MethodDescription, so thesec/radar SURFACE builds even though the BT widgets are skipped. Pod keeps the strictFail(it needs a complete real table). - Gauge widgets AV on NULL data bindings (dev accommodation, gated). Two flavors: (a) value-bound gauges
(
NumericDisplayScalar) getvalue_pointer = parameterList[8].data.attributePointer= NULL (the mech data binding isn't reconstructed; the source even comments "(Scalar *) is VERY dangerous!") → theGaugeConnectionDirectOf<float>ctor derefs NULL (gauge.h:198). FIX: the ctor binds a NULL source to a static zero (gated). (b) game-state gauges (RankAndScore::Execute) directly deref unreconstructed mission/player data. FIX:Gauge::UpdaterunsExecute()under a SEH wrapperGauge::GuardedExecute()(a separate fn —__try/__exceptcan't share a frame with theChainIteratorOfunwinding local); a gauge that faults once isDisable(True)d (rate=0) so it never retries. Both gatedBT_DEV_GAUGES.
⚠ KEY TAKEAWAY: the gauge subsystem is now PROVEN end-to-end on dev (renderer→parse→port config→raster→
palette-expand→composite), and the gauges whose data binds correctly (radar/armor/dials) show REAL content.
The remaining work is the BT gauge WIDGET reconstruction — the BTL4MethodDescription method table (the
BT gauge classes: PlayerStatus + the ~16 recovered methodDescription entries) AND the gauge→game-state
DATA BINDINGS (why RankAndScore / some NumericDisplayScalar resolve NULL). Those are what the dev
accommodations (skip/guard) stand in for. Files touched: L4VB16.{h,cpp} (DrawDevInset/BTDrawGaugeInset),
L4VIDEO.cpp (the EndScene hook), btl4app.{cpp,hpp} (the override fix), GAUGREND.cpp (tolerant skip),
gauge.h + GAUGE.{h,cpp} (NULL-source + SEH guards).
Milestone C DONE (2026-07) — ALL SIX instrument surfaces in a SEPARATE dev window
The beachhead's single-sec-inset is now a full 6-surface compositor in its own top-level window (the
default under BT_DEV_GAUGES; BT_DEV_GAUGES_DOCK=1 docks the panel into the main window instead). The
960×384 gauge window tiles all six pod instrument screens with authentic content: Heat (COOLANT/BALANCE/
RES + condenser & temp-leak gauges), Comm (KILLS/DEATHS/SELECT TARGET scoreboard), Mfd1/Mfd2/Mfd3
(DISPLAY/PROGRAM/NEAREST/TEMP-STATUS frames), and the color radar (SCALE grid + speed/heading dials +
ARMOR DAMAGE schematic). Verified live: gauge window renders all 6; main 800×600 3D view is un-occluded;
default DEV (no gauges) un-regressed (TARGET DESTROYED after 8 hits, 0 crashes).
Architecture (mapped by the mfd-multisurface-map workflow, then implemented):
- One buffer, six bit-plane views. All gauge ports share ONE
SVGA16/pixelBuffer; a "surface" is a MASK over that one 640×480×16 buffer. The compositor reaches theSVGA16once (via any port) and extracts each surface by its own plane mask. BT plane map (L4GAUGE.CFGMechInit @4395):sec=radar (palette, low byte) ·Heat=UL (0x4000) ·Mfd2=UC (0x0400) ·Comm=UR (0x8000) ·Mfd1=LL (0x0100) ·Mfd3=LR (0x1000).Eng1/2/3are the engineering-mode alt planes of UC/LL/LR, not extra monitors. - No port-name reconcile needed on the dev path. The RP names
auxUL2/auxC/…hardcoded inSVGA16::Updateonly matter to the POD demux (a deferred pod-only follow-up); our compositor fetches the BT names (Heat/Comm/Mfd1/Mfd2/Mfd3) directly viaGetGraphicsPort(stricmp). - Two extract kernels in
SVGA16::DrawDevSurface: palette-LUT (sec/radar, ==Updatecase 0) and mono bit-plane → tint ((word & mask) ? tint : 0, the reduced core ofUpdatecases 1/2; MFD masks are single bits so no DWORD SIMD/pack).BTDrawGaugeSurfacesiterates a{name,tint,cellRect}table over all 6. - Separate window = one ADDITIONAL SWAP CHAIN on the existing device (no 2nd D3D device — textures/verts
are shared).
BTGaugeWindowRenderAndPresent(called AFTER the mainEndScene, before the main Present):GetBackBuffer→SetRenderTarget→SetDepthStencilSurface(NULL)→ Clear → BeginScene → 6 tiles → EndScene → restore RT+DS →swap->Present. The pod's own per-surfaceBuildWindows/Updatepath is byte-unchanged (dev mode already NULLs those objects). - ⚠ THE KEY BUG (cost a cycle): depth-stencil size mismatch. The main 800×600 depth surface stays bound
when you
SetRenderTargetto the 960×384 gauge backbuffer; a bound depth surface SMALLER than the render target is INVALID → every draw silently fails (window showed the Clear color but no tiles). Fix:SetDepthStencilSurface(NULL)before the gauge draws (Z is disabled anyway), restore after. Symptom to remember: render-to-a-second-swap-chain shows the clear color but no geometry ⇒ check the bound depth size.
Content reality (unchanged from Milestone B): the surfaces show the authored cockpit FRAME art + a few base-table gauges (heat numerics, radar) — the live animated MFD widgets are BT-specific gauge classes not yet reconstructed (parse-skipped). The separate window is now the live viewer for that widget-recon work.
Follow-ups (after Milestone C)
- Widget recon (the real fix, the big remaining workstream): populate
BTL4MethodDescription(give each BT gauge class amethodDescription) + wire the gauge→game-stateExecute()data bindings, so the skipped/guarded widgets (map/GeneratorCluster/vehicleSubSystems/pilotList/cmArmor/heat clusters) render live data. The Milestone-C window shows them coming online as they're reconstructed. - Pod MFD port-name reconcile (pod-only): a ~5-line positional dual-name fallback in
SVGA16::Update(UL = GetGraphicsPort("auxUL2"); if(!UL) UL = GetGraphicsPort("Heat"); …) so BT MFDs reach the pod's real monitors. NOT a CFG rename (the CFG uses BT names pervasively +MUNGA_L4is shared with RP's aux names). - Polish: overlay-plane compositing over
sec; a pod-accurate RGB-packing toggle; texture atlas (one lock/upload); device-reset recreate hardening for the additional swap chain.
Widget reconstruction — the real fix (in progress; mapped by bt-gauge-widget-recon-map)
Why the surfaces show only frames: the BT gauge method table BTL4MethodDescription[] (btl4grnd.cpp)
was a chain-only STUB, and no BT gauge class registered a methodDescription, so every BT-specific gauge
keyword (cmHeat/headingPointer/map/vertBar/GeneratorCluster/…) failed table lookup and was
parse-skipped. The binary's real table @0x51c910 has 23 gauge entries; 19 keywords are actually invoked by
this CFG. The reconstructed classes exist in btl4gaug/gau2/gau3.cpp but most have prose-only (undefined)
ctors/Execute/connection-feeds — only a few chains are fully real code.
The registration recipe (per widget, mirrors the engine — NumericDisplayScalar, L4GAUGE.cpp:542):
- Add
static MethodDescription methodDescription;to the class in its.hpp. - Define
<Class>::methodDescription = { "cfgKeyword", <Class>::Make, { {type,NULL}…, PARAMETER_DESCRIPTION_END } }in the class's.cpp. The param-type list MUST match the binary's.dataexactly — the parser reads one token per entry to thetypeEmptyterminator (GAUGREND.cpp:1458); a wrong count desyncs the parse. - Rewire
Maketo readmethodDescription.parameterList[](the interpreter restores each instance's parsed params there before calling Make) instead of placeholder statics; the runtime port arg (display_port_index) is the graphics port, NOT a param slot. - Register
&<Class>::methodDescriptioninBTL4MethodDescription[](btl4grnd.cpp), chain link LAST.
⚠ THE /FORCE TRAP (the load-bearing gotcha): register a widget ONLY when its whole Make→ctor→feed→every-
vtable-slot chain is REAL code. A registered class instantiates its vtable; any prose-only/undefined virtual
(dtor, BecameActive, a connection ctor) is /FORCE-stubbed to the image base and AVs the moment it's called.
The build "succeeds" (exit 0) and lies — grep the link log for unresolved external on the class's symbols
(filter out the known dead mech3.obj DefaultData/CreateStreamedSubsystem offline-factory externals).
✅ Increment 1 — cmHeat (ColorMapperHeat) DONE (commit pending). The first registered BT gauge widget.
Pure wiring proved the whole pipeline: added the methodDescription (R,Md,C,St,St,St, keyword cmHeat),
rewired Make to parameterList[], registered it. Registering it EXPOSED two /FORCE-stubbed real functions
in the chain (the map had missed them) — reconstructed both from the decomp: ColorMapper::BecameActive
(@004c395c — invalidates the cached colour index + last RGB so the next Execute re-pushes the palette) and
ColorMapperHeat::~ColorMapperHeat (empty — base chain releases the HeatConnection + palettes). Verified:
register→parse→Make→ctor→FindSubsystem("GeneratorA") (resolves — no "does not exist")→HeatConnection→
Execute→palette-push runs end-to-end; combat un-regressed (TARGET DESTROYED, 0 crashes); the sec/heat
schematic zones are now tinted by the REAL subsystem currentTemperature (stable tint since temp is stable —
the visible-animation win is headingPointer next). Method established for every remaining widget.
✅ Increment 2 — headingPointer (HeadingPointer) DONE — the rotating compass + live heading readout.
The visible money-shot: a green needle that rotates with the mech's facing + a numeric heading in whole
degrees (render-verified: needle swung down-left→right and the number went 247°→182° as the mech turned).
Full class reconstruction from the binary (Make/ctor/dtor/TestInstance/ShowInstance/BecameActive/Execute) —
the Ghidra pseudo-C for Execute@004c5914 + ctor@004c562c had the x87 endpoint math dropped, so it was
recovered by disassembling BTL4OPT.EXE (capstone, scratchpad/disas_hp.py). Key facts learned:
- The header ctor arity was wrong (12 vs the binary's 14). Widened it; fields
@0x98/@0x9Care the needle's inner/outer RADIUS (Execute doesfild [@0x98] ; fmul sin), not "color/spacing" as named. The needle is a radial line innerRadius(20)..outerRadius(39) at the heading angle; endpoints round half-up ((int)(r*trig + 0.5f)== the binary'sfadd 0.5 ; _ftol). The readout =round(360 - normalize(deg)). - ⭐ ENGINE-CONVENTION FIX (empirical, as the map's data-binding agent flagged): the binary read the
heading from
EulerAnglesindex [0] (.pitch), but the WinTesla MUNGAEulerAngles(Quaternion)decomposition is AMBIGUOUS for a yawing mech — the quaternion double-cover flips it to apitch=roll=πbranch as the yaw sweeps past ±π, soeuler.yawjumps discontinuously (needle spins erratically). Switched toYawPitchRoll(yaw applied first →.yawis the clean continuous heading,pitch=roll≈0throughout). This is a legitimate port of the binary's INTENT, not a stand-in: the original engine's euler put the yaw in [0]; WinTesla's puts it in a different, ambiguous slot, so read the unambiguous decomposition. renderer->GetLinkedEntity()(Renderer::GetLinkedEntity, RENDERER.h:374) resolves the viewpoint mech (the entitySocket IS wired — the map's NULL-socket worry didn't materialize; aGetViewpointEntity()fallback is kept belt-and-braces). Deps (NumericDisplay,GraphicsViewRecord,GraphicGauge) are all real engine classes, so no compounding/FORCErisk. Verified: no unresolvedHeadingPointerexternals, no parse desync, combat un-regressed (TARGET DESTROYED, 0 crashes). TECHNIQUE (reusable): recover an x87 float computation Ghidra dropped by PE-parsing + capstone-disassembling the fn (scratchpad/disas_hp.py) — read thefild/fmul/faddstream + the.datafloat pool.
✅ Increment 3 — cmArmor (ColorMapperArmor) DONE — the ARMOR DAMAGE schematic, per-zone. Each of the
mech's armor zones on the cockpit schematic is now tinted by that zone's LIVE damage. Render-verified: the
schematic shows the Blackhawk silhouette all-green (all zones damageLevel=0 at spawn) — which REPLACED the
static green+red the schematic showed before cmArmor was registered (i.e. cmArmor now owns those zone colors,
showing the real undamaged state; damaged zones shift toward red via the decomp-verified path). Reuses the
ColorMapper base (done in incr.1) + adds two pieces reconstructed from the binary + a disassembly of the x87
Ghidra dropped (scratchpad/disas_hp.py):
ArmorZoneConnection(@004c33a4 ctor / @004c3430 Transfer): resolves ONE zone from the owner's inheritedEntity::damageZones[zone_index]; per-frame feed =zone==NULL ? 100 : Round(zone->damageLevel @0x158 * 100)(the damage ratio 0..1 → 0..100 percentage → the colour index ColorMapper::Execute pushes).ColorMapperArmor::Make/ctor (@004c3aa4/@004c3b98):Makeresolves the CFG zone NAME (dz_ltorsoetc., the 6th param) to an index viaEntity::GetDamageZoneIndex(CString)— which IS the binary'sFUN_0042076c(scansdamageZones[]matching each zone's name @0x15c); the ctor wires the ArmorZoneConnection.- DECOMP FACT (corrects the cmHeat note): the ColorMapper base ctor
FUN_004c37dctakes NINE args — there is anowner_IDbetweenrendererandgraphics_port_number(Gauge(rate,mode,renderer,owner_ID,id)+colorSlot=param_7,graphicsPort=GetGraphicsPort(param_6)). Our 8-argColorMapper::ColorMapperfoldsowner_ID=0in (gauges have owner 0), so it's equivalent — cmArmor's mapping matches cmHeat (gpn=port, colorSlot=p[2], palettes=p[3]/p[4]) plus the zone name (p[5]). Verified: parses, builds, alldz_*zones resolve (0 "not found"), no/FORCEunresolved, combat un-regressed (TARGET DESTROYED, 0 crashes). NOTE: the dynamic red-on-damage needs the PLAYER to take damage — the passiveBT_SPAWN_ENEMYdummy never hits back, so a live demo of a zone reddening needs a player-damage path (real MP combat, or a test hook). ⚠ The siblingcolorMapperMultiArmor(worst-of-8-zones, MultiArmorConnection @004c346c) +cmCrit(ColorMapperCritical, CriticalConnection @004c3598) are the same shape — easy follow-ups now the pattern- the ColorMapper base facts are pinned.
✅ Increment 4 — colorMapperMultiArmor DONE — worst-of-N-zones tint. Tints one schematic colour (a whole
torso SECTION) by the worst of up to 8 damage zones. Reconstructed MultiArmorConnection (@004c346c ctor /
@004c34f4 Transfer: scan 8 zones via entity->damageZones[idx], keep max damageLevel, count==0 ? 100 : Round(worst*100)) + ColorMapperMultiArmor::Make/ctor (@004c3c48/@004c3d60 — resolves 8 zone names to
indices via GetDamageZoneIndex, 13-param methodDescription). Verified: parses, builds, all zones resolve,
combat un-regressed (TARGET DESTROYED, 0 crashes).
⭐⭐ THE interpreterTable OVERFLOW — a latent heap-corruption fixed (every future widget needed this).
Registering colorMapperMultiArmor CRASHED — but not in the gauge code: a heap corruption surfaced later in
mission bitmap loading (ObjectNameList::AddEntry → malloc AV). ROOT CAUSE: GaugeInterpreter's bytecode
buffer is a FIXED interpreterTableSize = 46864 (GAUGREND.h) tuned for RP's config, and its Insert() bounds
guard is a Verify() that COMPILES OUT at DEBUG_LEVEL 0 (the same dead-Verify class as the BNDGBOX/heat
bugs). As each BT gauge widget is registered, more of BT's (larger) L4GAUGE.CFG resolves into bytecode instead
of being parse-skipped; cmHeat+headingPointer+cmArmor got close, colorMapperMultiArmor (13 params × ~hundreds
of calls) tipped it past 46864 → silent overflow past the char[] → heap smash detected at the next big alloc.
FIX: interpreterTableSize → 262144 (sized for BT's full config). ⚠ This was going to block EVERY further
widget — the table is cumulative across all registered gauges. LESSON (add to the checklist): a heap
corruption that surfaces in an INNOCENT later alloc, right after registering a gauge, is the interpreterTable
overflow — the Insert bounds-Verify is dead at DEBUG_LEVEL 0.
✅ Increment 5 — cmCrit (ColorMapperCritical) DONE — the ColorMapper family is COMPLETE. Tints a
schematic colour by a subsystem's operational state (the "critical" secondary display mode). Reconstructed
CriticalConnection (@004c3598/@004c3610: src==0 → 0; src->simulationState==1 [DestroyedState] → 100;
else the subsystem's own damage-zone damageLevel × 100) + ColorMapperCritical::Make/ctor (@004c3ddc/
@004c3e40 — FindSubsystem by name + wire the CriticalConnection). Resolved the subsystem damageZone@0xE0
shadow: the recon declared MechSubsystem::damageZone as a ReconDamageZone*, but the assignment
(mechsub.cpp: damageZone = (ReconDamageZone*)new DamageZone(...)) shows the pointer IS a real engine
DamageZone — so cast it back and read damageLevel. Added two public accessors to MechSubsystem
(GetSimulationState(), GetDamageZoneProxy()) since those fields are protected (mirrors how HeatConnection
reads the public currentTemperature). Verified: parses, builds, all subsystems resolve (0 warnings), no
/FORCE unresolved, combat un-regressed (TARGET DESTROYED, 0 crashes), stable.
Next increments (priority order from the map): the
ArmorZoneConnection/MultiArmorConnection classes reconstructed); then the attribute-table wave (vertBar/
segmentArcRatio speed/GeneratorCluster — need AttributePointers[] on Mech/HeatableSubsystem, a separate
pass); the XL items (map/vehicleSubSystems/PlayerStatus) last. The POD path needs the FULL 23-entry
table with real ctors (the dev tolerant-skip is the on-ramp, not the finish).
Attribute wave DONE (2026-07) — the cockpit numeric/bar/arc gauges read LIVE data
The gauge widgets bind to game state by NAME through the engine attribute-pointer system, mapped by the
attr-wave-decomp-map workflow and implemented as 4 committed increments. This is the mechanism every
data-driven gauge depends on — read it before reconstructing any further widget.
How a gauge binding resolves (engine, already complete)
The config binds either Subsystem/Attribute (e.g. HeatSink/CurrentTemperature) or a bare Attribute
(e.g. LinearSpeed). GAUGREND.cpp ParseAttribute (~2130) splits on /:
Subsystem/Attr→entity->FindSubsystem(subName)(ENTITY.cpp:631 —stricmpon each subsystem'sGetName()) →subsystem->GetAttributePointer(attrName).- bare
Attr→entity->GetAttributePointer(name).Simulation::GetAttributePointer(name)(SIMULATE.cpp:427) =GetSharedData()->activeAttributeIndex-> Find(name)then&(this->*attr).
What a class must publish (the per-class work)
- An
<Name>AttributeIDenum chained from the parent (= Parent::NextAttributeID … NextAttributeID). static const IndexEntry AttributePointers[]viaATTRIBUTE_ENTRY(Class,Name,member)(SIMULATE.h:284).static AttributeIndexSet& GetAttributeIndex()chained to the parent (pattern: MOVER.cpp:83).- The class's
DefaultData/SharedDatactor must PASSGetAttributeIndex()(MOVER.cpp:28-35) — this setsactiveAttributeIndex. BindATTRIBUTE_ENTRYto a REAL named member (compiled ptr-to-member; NEVER a raw binary offset — the compiled layout != binary). The engineMover/JointedMover/Entitytables are dense and real; chain to them.
⚠ DENSE-TABLE HAZARD (systemic-bug class — verified in SIMULATE.cpp:565/663)
AttributeIndexSet::Build sizes the merged index to max(entryID), copies the inherited slots, places own
entries at [id-1], and leaves gap slots uninitialized (new IndexEntry[n] on a POD = garbage
entryName). Find(name) then strcmps EVERY slot → a gap between the parent's NextAttributeID and the
highest id you publish = strcmp on a garbage pointer = AV. So a published table MUST be a dense prefix
from the parent's NextAttributeID up to the max id it includes. You cannot ship just the ids you need:
fill the gaps (bind not-yet-needed ids to a shared read-only pad member).
Base engine primitives vs BT-specific widgets (don't reconstruct the base ones)
- Engine base primitives (already registered + drawing; only need the DATA):
numeric,numericSpeed,digitalClock,rankAndScore,bgPixelMap,bgBitMap(L4GAUGE.cpp).digitalClock'stimearg is a FORMAT enum, NOT an attribute — the value comes from the mission clock inside the widget. - BT-specific (need reconstruction + registration in
BTL4MethodDescription[]):vertBar,segmentArcRatio,oneOfSeveralPixInt,GeneratorCluster,map(radar),PlayerStatus,vehicleSubSystems, plus the done ColorMapper family + headingPointer.
Committed increments (each verified live in the dev gauge window; combat un-regressed; heap-clean)
- HeatSink attribute table (heat.{hpp,cpp}) —
CoolantMass→coolantLevel,CoolantCapacity→ thermalCapacity,CurrentTemperature→currentTemperature. Condenser/Reservoir inherit it (both derive from HeatSink). → Heat surface temp readoutSnow shows 77 (was 0). - Mech attribute table (mech.{hpp,cpp}, mech4.cpp) — full enum 0x15..0x38 declared; DENSE PREFIX
0x15..0x21 published (gap ids share
attrPad;CurrentSpeed→legCycleSpeed,MaxRunSpeed→ reverseStrideLength,LinearSpeed→newlinearSpeedmember set to |adv|/dt per frame). Chained toJointedMover::GetAttributeIndex(). → radar SPEED readout now shows ~225 (was 0). - vertBar (VertTwoPartBar, btl4gaug) — the COOLANT bars. x87 pixel math recovered by disassembly
(
FUN_004dcd94=(int)ROUND(ST0)):warnPix/valPix = clamp(round(height*low_or_value/high + 0.5),0, height); tile-blit[0,warnPix), fill[warnPix,valPix), clear[valPix,height). - segmentArcRatio (SegmentArcRatio, btl4gaug) — the SPEED arc. Thin subclass of engine
SegmentArc; Execute override (FUN_004dcd00=fabs):currentValue = clamp(|num/den * segmentSpan|,0,1)thenSegmentArc::Execute().segmentSpan = (Scalar)(|n|/(|n|-1))*0.75f(int division → 0.75 for 36 segs). - oneOfSeveralPixInt (OneOfSeveral base + PixInt, btl4gaug) — the button-state LAMPS. Reconstructed
the whole OneOfSeveral family (strip selector:
col=selected%columns, row=selected/columns→ blit that sub-rect viaDrawPixelMap8(pixmap)/DrawBitMapOpaque(bitmap); strip resource viawarehouse->pixelMap8Bin). PixInt forces the PixMap path + oneGaugeConnectionDirectOf<int>→ the frame index; added the missingOneOfSeveral::foregroundColor@0x9C. Config binds duck/searchlight/ display-mode/piloting-mode buttons;ControlsMapper/DisplayModeresolves live, the rest degrade to frame 0 until their tables land. - map (MapDisplay, btl4rdr) — the RADAR / tactical display (the marquee). The renderer was already
reconstructed (Execute phases: bounds → gather static/moving entities → DrawViewWedge/DrawStatic/
DrawMoving/DrawNames); only the registration glue + data were missing. Extended the Mech table to the
full 0x15..0x38 (RadarRange/RadarLinearPosition[Point3D*]/RadarAngularPosition[Quaternion*]/DuckState;
AttributePointer=int Simulation::*so the ATTRIBUTE_ENTRY reinterpret binds pointer members), published the Sensor("Avionics") RadarPercent table, and reconstructedMapDisplay::methodDescription+Makefrom the config (the "center"/"bottom" enum keyword typed as a STRING + converted in Make → no ModeManager named-constant needed). Renders the view wedge (mech FOV cone) live. THREE pre-existing stubs the map was the first consumer of, each fixed: SensorradarPercentwent negative (un-normalizedheatEnergyin the not-byte-exact heat-leaf → guarded to no-penalty);ResolveOperatorEntityreturned NULL (→ viewpoint fallback);MapName::ExtractFromEntitydidn't NULL-guard the entity. ⚠ Debug viaBT_MAP_LOG(phase/draw trace). CONTACTS NOW RENDER (2026-07): two more fixes landed the enemy blip inside the FOV wedge. (a) The gauge renderer's entity grid was NEVER populated — the port droppedExecuteImplementation's InterestingEntity feed; addedGaugeRenderer::RebuildEntityGrid()(engine) that fillsmovingEntitiesfrom the world's DynamicMaster+Replicant entities (the vehicles; AllEntity floods it with ~311 cls-0x5E props), called from the map's guarded Execute; DrawMoving draws a cross+box blip for cls-0xBB9 mechs (the pip table is stubbed). (b) The blip PROJECTION was wrong —worldToViewis a camera matrix whose baked scale is wrong for a point transform (a 120u contact projected to 167px not 44px); fixed by projectingdelta = entity - viewpointdirectly (rotate by −heading, scale by pixelsPerMeter). Verified: the 120u enemy (dsq=14400, cls 0xBB9, own=0) plots at (0,44) inside the wedge. FOLLOW-UPS: the authentic pip symbol/name/video-object infrastructure (GetVideoObject/LookUpPip/GetNameID, still stubbed → the cross-blip is the stand-in); the blip-vs-wedge rotation convention (reads ahead/in-wedge, correct);SetTargetRange(radar zoom, 1km default).
Reconstruction-technique additions (durable)
- x87 float math Ghidra drops (
FUN_004dcd94()/FUN_004dcd00()show no args = FPU-stack operands): disassemble the fn withtools/disas2.py <VA> <len>(capstone + PE parse; annotates.datafloat constants + known call targets).FUN_004dcd94=round-to-int,FUN_004dcd00=fabs. - Find a vtable override the assert-anchored decomp didn't export (e.g. SegmentArcRatio::Execute wasn't
in
part_*.c): dump the class vtable withtools/vtdump.py <vtableVA> <n>; a slot pointing into the module's own code range (btl4gaug = 0x4c2f94..0x4c6771) is the override → disassemble it. - GraphicsView method vtable map (GRAPH2D.h): +0x08 SetPositionWithinPort, +0x10 SetOrigin, +0x18
SetColor, +0x24 MoveToAbsolute, +0x38 DrawThickLineToAbsolute, +0x48 DrawFilledRectangleToAbsolute.
Resource fetch =
renderer->warehousePointer->bitMapBin.Get/Release(name)(FUN_00442aec/00442c12).
Deferred / follow-ups
HeatSink/AmbientTemperaturemaps toambientTemperature@0x1D4 on the AGGREGATE HeatSink-bank class (0xBBE, ctor @4ae8d0) which is#if 0'd — reviving it + its own table is a separate task (HeatAreadout stays 0 until then).- Reservoir shadow:
Reservoir::coolantCapacity@0x128 shadows the inheritedthermalCapacitythe gauge reads →Reservoir/CoolantCapacityreads the base default; fix = delete the shadow + write thermalCapacity in the Reservoir ctor (bundle with the Reservoir coolant-bar verification). - ✅ oneOfSeveralPixInt DONE (increment 5). The Mech table now reaches 0x37 so
DuckStateresolves;Searchlight/LightOnstill needs a SearchlightLightOntable to make that button dynamic. - ✅ map DONE (increment 6) — renders the view wedge. FOLLOW-UPS: the spatial-query contact
classification (0 contacts today) + the stubbed pip/name/video-object infrastructure (contacts + labels)
SetTargetRange(radar zoom, currently a 500m default).
- Remaining widgets (task #13):
PlayerStatus(comm/score, 8 uses),vehicleSubSystems(26 uses).
Remaining widgets — scope (assessed 2026-07; NOT quick registration wins)
- ✅ PlayerStatus DONE (increment 7; commit
b691863) — reconstructed the whole family (mapped by theplayerstatus-decomp-mapworkflow): methodDescription + rewired Make (fixed the port/x/y bug), ctor/dtor/ BecameActive/TestInstance/Execute, PlayerStatusMappingGroup (28 ColorMapperArmor zone tints, reusing the EXISTING 10-arg ColorMapperArmor ctor), + ColorMapper/Armor::SetColor. KEY FINDING: PlayerStatus lives in the config'scameraInitblock (the MISSION-REVIEW / spectator camera cockpit), NOTMechInit— so it is NOT part of the mech cockpit and does not build during normal mech play (Execute never runs, mech cockpit un-regressed). It is the post-mission scoreboard rendered by the BTCameraDirector game model. Registered socameraInitbuilds it. Build/link-safe + mech-cockpit un-regressed, but NOT runtime- verified (a normalvehicle=<mech>egg never triggers the camera model). BRING-UP STUB: CreateMutant Pixelmap8 returns NULL (the mech-outline recolor needs the DynamicMemoryStream read API + Pixmap pixel-copy mapped) → the score/name-box/status-box render but not the recoloured mech schematic. Player resolve usesapplication->GetMissionPlayer()(WinTesla-clean) instead of the binary's raw App+0x24 "Players"-node walk. - vehicleSubSystems (26 uses -- the most-used unregistered widget) — no class declared; fully
from-scratch. Config:
vehicleSubSystems(qjak0.pcc..qjak7.pcc)(8 subsystem-group bitmaps, no attribute bindings -- reads the mech's subsystem roster internally). Find its Make/ctor/Execute via the .data methodDescription table (the "vehicleSubSystems" string is a .data const, not inlined in the decomp). A focused effort (~250-300 lines across 3-5 functions).
Gauge data-binding wave (2026-07) — publish attributes + reconstruct unbuilt widgets
Goal (user directive: "all of this needs to work as the game originally played. no shortcuts"): make every
cockpit gauge read + reflect LIVE game state exactly as the 1995 pod. The gauge-databinding-map workflow
(5 surface maps + 2 adversarial verifies) mapped every binding → subsystem/member → published-vs-missing →
authentic value → fix. KEY REFRAME (verified against the shipped .SUB data + the binary sim): the Heat MFD
is authentically NEAR-STATIC, not a live heat-accumulation display. currentTemperature = heatEnergy/thermalMass; ThermalMass=1.39e6, so heatEnergy_init = 1.07e8 whose float32 ULP is 8.0 — a
3.5-heat laser shot ROUNDS TO ZERO (reaching Degradation 5000 needs ~2 billion shots). Coolant is
DAMAGE-gated (not fire), the valve moves only on player toggle, AmbientTemperature is a hardcoded 300. So the
wave is "publish attributes + reconstruct unbuilt widgets + wire the 2 damage-driven formulas + the valve",
NOT "revive a dynamic heat model". Diagnostic infra: BT_GAUGE_ATTR_LOG (GAUGREND ParseAttribute logs
[attr] <binding> OK/NULL per config binding).
Phase 1 — PUBLISHING (DONE; commits 070af40, 64975ec)
Most gauges resolved NULL because the reconstructed subsystems published only a fraction of the bound
attributes. All ids kept a dense prefix from each parent's NextAttributeID (AttributeIndexSet::Build
strcmps every slot — a gap AVs). Done:
- HeatSink table dense-append: DegradationTemperature@0x118 / FailureTemperature@0x11C (the condenser temp-bar warn/max endpoints — were NULL so the two-part bars couldn't scale), NormalizedPressure→heatLoad, DegradationPressure→coolantEfficiency, CoolantMassLeakRate→coolantDraw, HeatSink→linkedSinks. Condenser/ Reservoir inherit it → all 6 condenser temp bars resolve.
- PoweredSubsystem::GetAttributeIndex() (new) publishes InputVoltage→voltageSource@0x1D0 — the cluster power-branch gate (SubsystemCluster ctor skips the power-lamp/generator-voltage/state-lamp sub-branch when it resolves NULL). Flows to Sensor/Myomers/weapons automatically (they chain to it).
- MechWeapon::GetAttributeIndex() (new) publishes OutputVoltage/PercentDone→rechargeLevel@0x320; Emitter/PPC/ProjectileWeapon/MissileLauncher/GaussRifle DefaultData re-pointed at it (they carried an EMPTY default-constructed index → resolved NOTHING). VERIFIED: the ER-MED-LASER/PPC/STREAK weapon clusters now render live recharge dials (SegmentArc270) — were blank TEMP/STATUS.
- Searchlight publishes "LightOn"→lightState@0x1D8 (config binds the NAME "LightOn"; enum renamed LightOnAttributeID). Mech::SetTargetRange un-stubbed (radarRange=range) → radar map scale + range readout track the mapper's zoom.
- FIXED a genuine recon bug (heat.cpp UpdateCoolant + heatfamily_reslice RefrigerationSimulation): both
read
linkedSinks.Resolve()->heatEnergywhere the binary reads*(this[0x38]+0x158)= the subsystem's OWN DamageZone.damageLevel (@0xE0). The misread would SLAM the live CoolantMass bars to empty (coolantDraw = master.heatEnergy~1.3e7 * heatLoad) and clamp massScale permanently to 1.0. Now readsthis->Subsystem::damageZone->damageLevel(qualified past the MechSubsystem shadow) → 0 undamaged → no leak / massScale 3.0 = authentic pristine. After P1 every config-string binding resolves OK except HeatSink/AmbientTemperature (needs the aggregate bank, P3).
Phase 2 — WIDGET RECONSTRUCTION (3 of 4 DONE; commits d68284e/0060a3e/b44e908)
These config keywords were UNREGISTERED in BTL4MethodDescription[] (btl4grnd.cpp) so their lines
parse-skipped and the gauge never built (even after publishing). The gauge-widget-decode workflow
reconstructed each from the binary; registered widgets need a REAL Make/ctor/Execute/dtor (the /FORCE trap:
a prose-only vtable slot AVs on first call).
- ✅ LeakGauge (== BitMapInverseWipe @4c5b7c, config @6) — the class body already existed; added the Make factory + methodDescription("LeakGauge") + registration. The heat panel's LEAK column now builds (empty undamaged = authentic).
- ✅ VertNormalSlider (condenser valve slider @2; vtable PTR_FUN_00518c34) — reconstructed all 7 fns (part_013.c:14051-14175; Make @004c4b08 by disassembly), fixed the jumbled header layout, published ValveSetting→coolantFlowScale@0x15C. The SET valve indicator renders (row=Round(span*value)).
- ✅ PilotList (Comm KILLS/DEATHS roster; part_014.c:3156-3434, DAT_0051af88 8×3 layout PE-parsed) —
the Comm surface now renders the live local-pilot row (KILLS 0 DEATHS 0 + name box). Feed = new
BTResolveRosterPilotbridge (mechmppr.cpp) → mapper roster. DEATHS redirected from the dead pad_0x280 to the real deathCount@0x200. The scoring feed that moves KILLS/DEATHS is P3. - ✅ GeneratorCluster (4 generator panels, buttons 9-12) — the 4 panels (A/B/C/D) render with blue
OutputVoltage bars (the @004c72ac ScalarBarGauge Scalar* variant + the Generator OutputVoltage table),
labels, and status lamps. Root cause of the initial abort (cdb-attach to the frozen dialog): the engine
base
Gauge::ExecuteisFail("not overridden")→abort (GAUGE.cpp:598), so an ACTIVE container that doesn't override Execute aborts by design (GuardedExecute's SEH can't catch anabort()). The decode's "overrides ONLY the dtor / renders via children" was wrong — the 1995 base Gauge::Execute was a no-op, the 2007 engine's aborts. FIX:BecameActive()(blit the background pixmap + don't self-inactivate) +Execute()(no-op; the 5 self-registered children draw the dynamic content), mirroring the sibling SubsystemCluster. ⚠ LESSON: a reconstructed container gauge MUST override Execute (+ a non-inactivating BecameActive) — the 2007Gauge::Executebase aborts. - TODO (lower priority): PrepEngrScreen (@004c7b30/7bf0/7e48 — engineering full-screen), SectorDisplay (@004c9e10/ca07c) + MessageBoard (@004cb678), SeekVoltageGraph::Execute (@004c6934) + real FindAttributeIndex.
Phase 3 — SIM/MODEL (TODO)
- Aggregate HeatSink-bank (0xBBE; ctor @4ae8d0, sim @4ae73c, parser @4ae9dc — currently #if 0'd in heatfamily_reslice.cpp, a plain HeatSink built instead): publish HeatSinkCount + AmbientTemperature (a constant 300); rewire CreateHeatSinkBankSubsystem + bump the alloc. Clears the last config-binding NULL.
- Condenser valve: reconstruct SetValveSetting (vtable+0x48 → coolantFlowScale@0x15C) + the real MoveValve msg-handler @4ae464 (the reconstructed @4afbe0 is MISLABELED = the MechControlsMapper) so a player valve toggle moves the slider AND changes heat flow. Add the Condenser OWN table (ValveSetting→coolantFlowScale) + #if 0 the heat.cpp Condenser dup-ctor stubs (the real heatfamily_reslice def currently wins by link order).
- Combat SCORING feed (KILLS/SCORE/RANK): bring-up combat delivers Entity::TakeDamageMessage without posting BTPlayer ScoreMessages (ScoreInflicted @004c0200, ScoreMessageHandler @004c02e4, VehicleDead @004c012c) → killCount@0x27c/currentScore@0x278/playerRanking stay 0. Wire the weapon-death→ScoreMessage path.
- duckState writer (button-4 crouch lamp; only ctor-zeroed today).
Phase 4 — DEEP/DEFERRED
Byte-exact re-base of the PoweredSubsystem:HeatSink LEAF (Sensor/Emitter/Myomers) → radarPercent heat penalty (delete the sensor.cpp:287-288 guard) + the raw-offset cluster reads; radar pip/name symbology + staticEntities; CycleDisplayMode→ModeManager mask (activates cmArmor/cmCrit/cmHeat schematic layers); numericSpeed units.
Authentically-static (do NOT "fix")
currentTemperature ~77 (huge thermalMass); Degradation/Failure temps (fixed threshold markers); AmbientTemperature 300; MaxRunSpeed (per-mech constant); cmArmor/cmCrit all-green (undamaged solo player — BT is PvP-only); CoolantMassLeakRate 0 on a pristine mech (damage-gated); Player RANK 1 in solo.