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>
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id, title, status, source_sections, related_topics, key_terms
| id | title | status | source_sections | related_topics | key_terms | ||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| reconstruction-method | Reconstruction Method — the loop, the no-stand-ins rule, decomp technique | established | PROGRESS_LOG.md §10b, §5a (decompilation), §10c |
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Reconstruction Method
How the missing BT game logic is rebuilt from the binary. The governing rule: no stand-ins.
Full detail: docs/PROGRESS_LOG.md §10b; the systemic bug classes are reconstruction-gotchas.
The loop (per feature)
- Read the RAW decomp
reference/decomp/all/part_*.cfor the relevantFUN_xxxx. - Map
FUN_/DAT_/this+0xNNto engine symbols using: the BT headers + the WinTesla MUNGA source +game/reconstructed/CLASSMAP.md+ RP's parallel code (VTV≈mech, WEAPSYS≈weapons). - Write the real reconstruction into
game/reconstructed/*.cpp. - Build; run env-gated; read
btl4.log(grep[anim]/[drive]/[target]/[fire]/[damage]markers). - cdb on any crash.
static_assert-lock the layout against the binary's offsets. [T2]
RULE: no stand-ins
The full game logic IS in the pseudocode (the binary ran the game); a "gap" is a reconstruction stub not yet filled, not a hole in the original. Never write stand-in/placeholder logic for an apparent gap — read the decomp. (User: "there are no gaps, just work to be done.") Bring-up scaffolding (env-var paths, explosion-for-beam, a player-gated drive) is clearly MARKED and meant to be REPLACED by the real reconstructed system, never to substitute for reading the decomp. [T2]
Decompilation stack (Plan B — in progress)
- Ghidra 12.1.2 + JDK21 installed under
tools/(portable).ExportBTSource.javarun headless onBTL4OPT.EXE→ real decompiled C inreference/decomp/recovered/. The pass is assert-anchored (few funcs/file — anchored on the asserts that carry source paths). [T2] - For a
FUN_the assert-anchored exporter skipped:tools/disas2.py <VA> [len](capstone disassembly ofBTL4OPT.EXE— recovers x87 math Ghidra drops, folds known calls + float constants). OrDecompVSS.java(headless address-list decompiler). [T2] - Resolving a
.datafn-pointer (aPTR_LAB_xxxxcallback/vtable slot the decomp didn't export): PE-parse the DWORD at its VA, then capstone-disassemble the target. Used for the gait callbacks (@0x4a6d8c), the valve handler (@0x4ae464), gauge widget slots. [T2] .datafloat constants are the biggest "couldn't recover" bucket (tuning values); read them as the x87 80-bitfloat10the decomp uses, not 32-bit float (scratchpad/rdtbyte.py). [T2]
Effort model (honest)
~0.5-1.5 hr/module → ~30-50 agent-hours + human review for ~40 modules, with a long tail (modules
with no surviving .HPP fragment, or split across decomp windows, cost more). Process upgrades:
per-class function lists (not address clusters), complete vtable rows, recover .data constants. [T3]
Workflows (for scale)
For exhaustive multi-function decomp analysis, fan out a read-only Workflow (understanding phase — one agent per function/class produces an offset map + findings, + an adversarial verify), THEN implement hands-on so each change is visible + consistent. This is the §10c pattern; used for the ground-model decode (10 agents), the alarm-unification (8), the gauge-widget decode (6). [T2]
Key Relationships
- Bug classes: reconstruction-gotchas (check FIRST). Reference data: decomp-reference.
- Why it's needed: source-completeness.