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BT412/context/open-questions.md
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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

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7.1 KiB
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---
id: open-questions
title: "Open Questions — deferred systems, unknowns, get-from-Nick"
status: living
source_sections: "CLAUDE.md §9; docs/HARD_PROBLEMS.md; per-subsystem deferral notes"
related_topics: [source-completeness, subsystems, multiplayer, combat-damage, locomotion]
---
# Open Questions
Known unknowns + deliberately-deferred systems. For each: what's known, what's missing, what
would resolve it, status. Deferred ≠ broken — most are marked-and-guarded stand-ins with the
authentic path scoped.
## From Nick (external — gating for some paths)
- **[GATING] The BT game SOURCE CODE** — the missing implementation `.cpp` (mech, subsystems,
mapper, HUD, app; see [[source-completeness]]). Without it, Route A (recompile original) is
impossible; we reconstruct from the binary instead. Likely on a backup/dev drive. Status: OPEN.
- Confirmation the PodPC image is the complete content master. (Low priority — the runtime
`BTL4.RES` already has 8 maps + the full mech anim set.) Status: OPEN.
- Pod specifics for Phase 8: the 7-monitor driver setup, the RIO cockpit I/O protocol, current
Win10+wrapper pod config. Status: OPEN.
## Deferred subsystems / feeds (authentic path scoped, marked in code)
- **0xBD3 SubsystemMessageManager (WAVE 8)** — a per-mech **damage/explosion consolidation hub**
(`ConsolidateAndSendDamage` Performance @0049b784, `weaponExplosions` queue, `CommonDamageInformation`;
messmgr.hpp). ctor `FUN_0049bca4` (vtable 0x50b954, installs a Performance → ticks). The factory
caches it to **`Mech[0x10d]` = byte 0x434**. What wiring it needs: an untangle — our reconstruction
MISLABELED `Mech[0x10d]` as `controlsMapper` and `mech4`'s live drive reads it as the mapper, so the
real messmgr can't land there until the drive is re-pointed to the true mapper (**roster slot 0**,
installed by `SetMappingSubsystem`/`MakeViewpointEntity`; a `MechRIOMapper`). Payoff = authentic
damage/explosion consolidation (a COMBAT-fidelity improvement) + fixing the mapper/messmgr conflation.
**CORRECTION (verified 2026-07):** 0xBD3 does NOT gate the valve/Myomers/MessageBoard — those read a
DIFFERENT object at **`mech+0x190`** (both `FUN_004ac9c8` the valve guard `→+0x274` and `FUN_004ad7d4`
the Myomers gate `→+0x260` deref `owner+0x190`, which ≠ the 0x434 messmgr cache). The earlier
"0xBD3 gates 4 things" note was wrong.
- **✅ `mech+0x190` IDENTIFIED (2026-07): it is the owning `BTPlayer`** (`Mech::GetPlayerLink()`,
`MECH_OWNING_PLAYER`; ENTITY.h:430). Set by `FUN_0049f624` (the mech↔player bind: `mech+0x190 = player`
AND `player->playerVehicle(+0x1fc) = mech`), which resolves the player from the mission player registry
(`app+0x2c+0x54`, `FUN_0041fd18`) by the pilot key. The valve/Myomers "gates" read the owning player's
fields at `player+0x260` and `player+0x274` (the reconstruction maps this block as `showDamageReceived@0x25c
/ showKills@0x260 / showDamageInflicted@0x264 / roleClassIndex@0x274` in btplayer.hpp — from the SCORING
work, so the names may NOT match the gate semantics; the true meaning + the WRITER of `player+0x260/0x274`
are not yet pinned — part_013.c:4553-4660 is the TorsoSimulation, a different object, not the setter). So
there is NO new subsystem to build. **The wiring (small):** point `MechSubsystem::IsDamaged()` (`FUN_004ac9c8`, valve
guard) at `GetPlayerLink()->`(0x274) and `Myomers::OwnerAdvancedDamage()` (`FUN_004ad7d4`) at
`GetPlayerLink()->`(0x260) — via NAMED members (databinding trap: our BTPlayer layout ≠ binary; do NOT
raw-read `player+0x260`). ⚠ Resolve first: (a) a naming conflict — `FUN_004ad7d4` is labeled BOTH
`HeatModelActive` (heat.hpp) AND `OwnerAdvancedDamage` (myomers.cpp); re-verify which body is which; (b)
the true semantic of `player+0x260/0x274` vs the scoring-derived `showKills`/`roleClassIndex` names. NOTE:
these are MODE flags — in the basic test mission the inert Myomers / dormant valve is likely AUTHENTIC
(advanced damage off); wiring makes them RESPOND when a mission enables the mode, not necessarily change
the basic-mission behavior. The MessageBoard feed is separate (StatusMessagePool, below).
- **StatusMessagePool (NULL stub, btstubs.cpp:62)** — the per-player status-message queue.
BTPlayer+0x1dc is never populated → MessageBoard is empty (authentic for bring-up). What
resolves it: wire the pool + decode `AddStatusMessage @0042e580` + the `Player__StatusMessage`
record ({messageId@+0xc, nameEntity@+0x10}).
- **Gyroscope (0xBC4)** — layout + joint-I/O reconstructed, but the ctor field-init + the two
integrators (IntegrateEyeJoint @004b2ec0 / IntegrateBody @004b30ec) are incomplete → writes NaN
to the root joint. Reverted to a stub. A full subsystem-sim reconstruction (bigger than Torso).
- **MechControlsMapper look/eyepoint commit** — reconstructed but its offsets collide with declared
members; arbitrate before enabling (no port consumer yet). The fire-trigger-through-mapper is
still the `gBTWeaponTrigger` bring-up.
- **Myomers authentic coupling** — the structural un-stub is INERT (mover feed + heat-gen no-op).
Real coupling needs the 0xBD3 advanced-damage gate + `MoverAttach` routing into the LIVE
JointedMover (must be reconciled with the gait cutover first).
- **SeekVoltageGraph** — 4 Seek* attrs unpublished (a cluster-child, not config-called; non-blocking).
## Locomotion / combat polish (non-gating)
- Authentic per-mech TURN-RATE constant (currently a bring-up constant rate).
- Body-callback gimp handlers (states 16-19, targets 0x70b2/0x7161 undecoded → fall back to stand);
airborne callbacks (`FUN_004a6344`/`FUN_004a7970`).
- Wall-block-vs-climb tuning; collision DAMAGE application (computed, not applied in bring-up).
- Death: reconstruct `DeathShutdown` (RP `VTV::DeathShutdown` analog) + collapse anim + destroyed
skin. The wreck-stays behavior we ship is faithful; do NOT issue DestroyEntityMessage on death.
## Multiplayer (Phase 7 / P6)
- Cross-pod COMBAT (target a replicant + route damage to the owning master).
- Replicant GAIT animation (replicants don't animate joints yet — derive from replicated velocity).
- The pod-LAN config (real IPs, bare-IP pilot entries). The WinSock2 TCP stack (L4NET.CPP) is
reconstructed + smoke-tested on one box (two instances share a world, movement replicates).
## Rendering follow-ups (non-blocking)
- Replacement-LOD selection for NON-additive multi-LOD models (needs the board's hot-spot/
reference-point semantics; leads: `s_dplobject.lod_ranges[16]/lod_hot_spot`, 0x2047/0x2048).
- Day/night MATERIAL path priority (BMF/IMG) — infrastructure done, gated `BT_MATPRI` (over-applies
to shared terrain mats); needs the terrain-material model understood.
- RGBA4444 alpha (TREE.BSL cutout) decoded but not alpha-tested outside punch batches; VTX/TGA paths.
## Content build sub-project (low priority)
- Lab/other-build maps (`des`/`burnt`/`frstrm`) are source-only (`.map` in CONTENT/BT/MAPS/); would
need compiling into a RES via the DOS `btl4tool.exe`. The 8 RES maps cover testing.
## Key Relationships
- Feeds from: every subsystem/render topic (their deferral notes collect here).
- Gating master: [[source-completeness]] (the missing BT source).