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BT412/context/gauges-hud.md
T
arcattackandClaude Fable 5 dd27238ceb Gauges: the CLOSEOUT wave -- radar pips, Myomers dedup, attribute parity, ledger sweep (tasks #14-#17)
TASK #17 -- AUTHENTIC RADAR SYMBOLOGY (the cross-blip stand-in retired).
The recon proved the 'missing pip raster set' never existed as BT game code:
pips are the ENGINE's L4GaugeImage vector-stroke system (T0 source in tree,
L4GAUIMA.cpp == FUN_0046f0c0 line-for-line), the 'pip table' is L4Warehouse::
gaugeImageBin keyed by Entity::resourceID, and BTL4.RES ships 110 type-0x12
shapes (every mech/vehicle/building/tree).  The six btl4rdr stubs are wired
to the real facilities: contacts draw their authentic model silhouettes with
LOD selection, the target gets the binary's 4px-inflated box highlight, and
player-name labels resolve via Mission::GetSmallNameBitmap (the prebuilt
64x16 egg rasters keyed by the player's bitmapindex).  DECODED: the invented
'VideoObject' was Entity::owningPlayer all along (+0x190; nameID =
playerBitmapIndex@0x1E0, target = BTPlayer::objectiveMech@0x284 -- new
bridge BTPlayerObjectiveMechOf); the 'LabelledEntity' class is Landmark
(cultural.h; label path dormant -- no landmark content ships, no runtime
landmarkID writer).  The L4GREND BT_DEV_GAUGES warehouse guard is removed
(its AV had a different culprit, below); resource type 18 corrected to
GaugeImageStream in decomp-reference (was mislabeled 'ModelList').

TASK #14 -- the Myomers ODR duplicate ELIMINATED: the powersub.cpp/hpp
'Myomers' (classID 0xBC3 -- actually Sensor) is retired whole; it duplicated
?DefaultData@Myomers@@ against the real class (dumpbin-verified) and /FORCE
picked the winner by link order.  The real Myomers (0xBC6) now chains
PoweredSubsystem's handler set (ids 4-8) and publishes its SEVEN binary
attributes (@00511588: SpeedEffect/Current/Recommended/Min/MaxSeekVoltage-
Index/SeekVoltage/OutputVoltage) -- the old empty unchained index starved
the Myomer engineering panel of every resolve.

TASK #16 -- attribute parity: MechWeapon publishes the FULL binary table
@0x511890 (11 entries; ids renumbered to binary truth -- the port aliases
had squatted the binary's DistanceToTarget/TargetWithinRange ids; the
streamed TriggerState 0x13 binding unchanged).  Binary names resolved two
TODO members: pipState -> estimatedReadyTime (attr 0x1A), and the EXT-model
flag is the binary's RearFiring (0x1B).  ThermalSight LightState published.
HUD (offset conflicts) + missile-side tables (id encoding suspect)
documented for a re-dump instead of publishing blind.
  THE CRASH THIS EXPOSED [T2, cdb-verified]: gotcha #11's dense-table gap
is a LATENT AV, not a guaranteed one -- the old table's 0x0D..0x12 gap
(task #5) survived on heap luck; the renumber reshuffled allocations and
Find() AV'd on a garbage entryName in WeaponCluster's PercentDone resolve.
Fixed with five named PAD entries (the mech.cpp attrPad idiom) + a
static_assert locking the pad base to PoweredSubsystem::NextAttributeID.
Gotcha #11 amended with the proof.

TASK #15 -- stale-ledger sweep: GAUGE_COMPOSITE ('composite not yet built',
Reservoir shadow, PlayerStatus/vehicleSubSystems 'remaining', valve-dormant-
until-0xBD3, sensor guard, the superseded 'Heat MFD near-static' reframe --
all banner-corrected), gauges-hud frontmatter, L4VB16 + powersub comments.

Verified live: 50/50 config attribute bindings resolve, 0 NULLs, 0 parse
skips, mech spawns and simulates 31/31 subsystems, no cross-blip fallbacks,
the pip cache fills through entity registration without the old guard.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-12 00:57:45 -05:00

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---
id: gauges-hud
title: "Cockpit Gauges / MFD HUD system"
status: established
source_sections: "docs/GAUGE_COMPOSITE.md (full map); CLAUDE.md §8"
related_topics: [reconstruction-gotchas, decomp-reference, subsystems, pod-hardware]
key_terms: [gauge, methodDescription, attribute-pointer, GaugeRenderer, MFD, PCC]
open_questions:
- "Status-message queue (StatusMessagePool) is a NULL stub -> MessageBoard is empty"
- "HUD binary attr table @005110c0 offsets conflict with the port HUD layout on 3 slots (0x1D8/0x1EC/0x1F8) -- re-dump before publishing"
---
# Cockpit Gauges / MFD HUD
The pod's cockpit instruments: the secondary MFD (radar/heat/comm), the 5 mono MFDs, and the
engineering screens. Full map + per-widget history in **`docs/GAUGE_COMPOSITE.md`**. **The gauge
system is COMPLETE** at the registration+binding level: all 50 config attribute bindings resolve
(0 NULL) and every config gauge primitive is registered + built (0 parse-skips). [T2]
## Architecture (three layers)
1. **The config** `content/GAUGE/l4gauge.cfg` — a text file the engine `GaugeInterpreter` parses
(`BuildConfigurationFile → Initialize → GetProcedureBody → ParsePrimitive`). Each mech's gauge
tree is built from the label `GetGameModel()+"Init"` (e.g. `bhk1Init`), which invokes shared
blocks (`MechInit`, `Secondary1`) that `configure` the ports and call gauge primitives. [T1]
2. **Widgets** — each `keyword(...)` in the config resolves to a `MethodDescription` in
`BTL4MethodDescription[]` (btl4grnd.cpp). An UNREGISTERED keyword is **parse-skipped** (never
built). Base primitives (`numeric`/`digitalClock`/`rankAndScore`/`vertBar`-base/`segmentArc`)
are ENGINE (L4GAUGE.cpp); BT-specific ones (`vertBar`/`map`/`pilotList`/`GeneratorCluster`/
`sectorDisplay`/`prepEngr`/`messageBoard`/`vehicleSubSystems`/the ColorMapper family) are
reconstructed + registered. [T2]
3. **Data binding** — gauges bind to game state by NAME via the engine [[attribute-pointer]]
system: the config's `Subsystem/Attribute` (e.g. `HeatSink/CurrentTemperature`) resolves
through `ParseAttribute → FindSubsystem (stricmp GetName()) → GetAttributePointer`. A class
PUBLISHES an attribute via a `<Name>AttributeID` enum + `static AttributePointers[]`
(`ATTRIBUTE_ENTRY`) + `GetAttributeIndex()` chained to its parent. ⚠ DENSE-TABLE HAZARD (see
[[reconstruction-gotchas]] §11). [T2]
## Reconstructing a widget — the recipe
`MethodDescription Class::methodDescription = { "keyword", Class::Make, { ParameterDescription
rows } };` + a line in `BTL4MethodDescription[]` before `&BTL4ChainToPrevious`. The static
`Make(int port, Vector2DOf<int> pos, Entity*, GaugeRenderer*)` reads `methodDescription.parameterList[]`,
allocs (`operator new(binSize)` or plain `new`), placement-news the ctor. Then ctor/dtor/
TestInstance/BecameActive/Execute. **Gotchas that bite EVERY widget:**
- Container-Execute must override (§10 gotchas) — else `Gauge::Execute` aborts.
- `/FORCE` trap — a prose-only slot AVs on first call.
- Databinding trap — never raw-read owner offsets; use a bridge (`BTGetSubsystemAuxScreen`, …).
- ReconStream no-op — use `DEBUG_STREAM` for logs, not `DebugStream`.
- Lazy build — wait for the gauge window before concluding "not built" (`BT_GAUGE_SKIP_LOG`). [T2]
## The completed widgets (this project's gauge wave)
- **Attributes published:** HeatSink table (Degradation/Failure/NormalizedPressure/CoolantMassLeakRate/
ValveSetting/…), PoweredSubsystem (InputVoltage), MechWeapon (OutputVoltage), Mech (LinearSpeed,
radar Position/Quaternion), Sensor (RadarPercent), **AggregateHeatSink (AmbientTemperature=300 —
the LAST NULL)**. [T2]
- **Widgets reconstructed + registered:** ColorMapper family (cmHeat/cmCrit/cmArmor/multiArmor),
headingPointer, vertBar (VertTwoPartBar), segmentArcRatio, oneOfSeveralPixInt, map (radar),
PlayerStatus, vehicleSubSystems (the engineering cluster panels), LeakGauge, vertNormalSlider,
**pilotList** (Comm KILLS/DEATHS), **GeneratorCluster**, **SectorDisplay** (radar SECTOR X/Z
read-out — live), **PrepEngrScreen** (12 engineering-screen label overlays), **MessageBoard**
(comm ticker — deferred-empty). [T2]
- **Condenser valve gauge:** ValveSetting→coolantFlowScale reads the authentic **1/N**
(`RecomputeCondenserValves`, FUN_0049f788, was a no-op stub). [T2]
## Dev composite (off-pod)
`BT_DEV_GAUGES` renders the 6 pod [[MFD]] surfaces in a separate 960×384 window (bit-plane masks
over one shared `SVGA16` pixelBuffer; `SVGA16::DrawDevSurface`). On the POD they come from
`SETENV.BAT`/`L4GAUGE` on the real multi-adapter hardware (`FindBestAdapterIndices`/`BuildWindows`,
intact). The `overlay` port (SectorDisplay lives there) shares the `sec` physical surface via a
different bit-plane (0x00C0). [T2]
## ConfigMapGauge (the weapon panel's regroup lamp column) — authentically DORMANT
The per-weapon btjoy.pcc joystick image + 4 cm_* state lamps (off/other/only/both) showing,
for each mappable fire button (Pinky/ThumbLow/Trigger/ThumbHigh), whether THIS panel's weapon
is bound to it. **The shipped binary never enables it [T1, task #6]:** no caller of SetColor
@004c6ee0 exists, so color==0 and Execute early-outs. The state loop is reconstructed
(btl4gau2.cpp; table DAT_00518eb4 PE-recovered; sampler = LBE4ControlsManager::
buttonGroup[btn].GetMapState — NOT the ModeManager, the old guard note was wrong) behind the
PORT dev enable `BT_CONFIGMAP=1`. The regroup MECHANISM itself (ConfigureMappables/
ChooseButton, task #6) is live regardless of the gauge.
## Authentically-static (do NOT "fix")
Degradation/Failure temps are fixed markers; AmbientTemperature 300; CoolantMassLeakRate 0 on a
pristine mech (damage-gated); cmArmor/cmCrit all-green (undamaged solo player — BT is PvP-only);
RANK 1 solo; MessageBoard empty (no status messages exist in bring-up).
**CORRECTION (task #10, 2026-07-11):** the old "Heat MFD is authentically NEAR-STATIC /
currentTemperature ~77 rounds to zero" claim was computed at the DEGENERATE bring-up heat scale.
At the authentic 1e7-unit economy (tasks #9-#10) the Heat MFD is fully dynamic: weapons run
77→2000 (the authored failure threshold), condensers/generators run 100-1400 under sustained
fire, and the bank plateaus ~600 — temperatures, heatLoad and the heat alarms all animate. [T2]
## Remaining = DATA FEEDS, not widgets (deferred systems)
**✅ The condenser valve CONTROL is LIVE (task #13, 2026-07-11) [T2]:** `MoveValve` (id 4, the
Condenser handler table @0x50E52C — exactly one entry) registered + guarded by the REAL
FUN_004ac9c8 = `player+0x274 roleClassIndex == 0` (the ROOKIE-role lockout; task #12's
`BTPlayerRoleLocksAdvanced` bridge — the old "game-mode flag / likely off in a basic mission"
hedge is superseded: bring-up role = 2 = UNLOCKED, verified live: press → valveState 1→5 →
flow redistribution 1/6 → 5/10). Desktop: 'C' cycles the selected condenser (BT_VALVE_SLOT).
The **MessageBoard** feed needs **StatusMessagePool** (a NULL stub) + the per-player status
queue. `SeekVoltageGraph`'s 4 Seek* attrs are a cluster-child (not config-called). [T2]
## Cockpit HUD reticle (main screen, inside view) — LIVE
`BTReticleRenderable` (0x358 bytes, ctor @004cc40c) draws over the finished 3D frame in cockpit
view only, via the recovered **dpl2d** 2D display-list API (recorders @0x487f34-0x488630; opcode
map + coordinate model in `phases/phase-02-dpl2d-reticle.md`; port: `game/reconstructed/dpl2d.cpp`).
Geometry is the ctor's hardcoded calibration (originX 0.35, originY 0.25, scaleY 0.5, right range
ladder 0..1200 m, bottom heading tape, center cross + dot; tick ladders via FUN_004cd938). The
range caret binds to the live target range (`BTSetHudTargetRange`, fed by mech4's targeting step).
**Weapon pips:** the build loop (part_014.c:5386) registers EVERY subsystem
`IsDerivedFrom(0x511830 = MechWeapon)` — lasers, PPCs AND missile launchers (BLH = 7 pips) — via
`AddWeapon` @004cdac0 (verified store map in btl4vid.hpp).
**The per-frame `Execute` @004cdcf0 is RECOVERED (task #37, capstone disasm via
`tools/disas2.py` — the full annotated read: the task-37 commit + btl4vid.cpp comments) [T1],
and every instrument is now live [T2]:**
- **Right ladder** = range 01200 m: a YELLOW width-2 BAR from ladder-top to the caret + a
**GREEN width-1 caret triangle** (ctor @4550-4551 sets green/1 AFTER the yellow bar call —
transcription color bug caught by a period reference screenshot, 2026-07-09; same for the
bottom bowtie carets @4569-4570); pegs at 1200 with no target; the DISPLAYED range slides at
**500 m/s** toward the true pick range (HudSimulation :5652 [T1]). ⚠ A period pod screenshot
(`C:\git\image.webp`, likely a DIFFERENT pod revision — its crosshair is ~2.5× taller with
arrowhead arms, NOT our binary's ±0.04..0.16 program) structurally CONFIRMS our layout: yellow
bar + green caret + colored pip dots on the right ladder, bottom tape + green bowtie, rotating
compass circle bottom-left, and a mid-ladder range reading with no lock (the world-pick
terrain range). Our glyph constants remain [T1] from OUR 4.10 binary. **The weapon pips sit on
this same ladder at each weapon's authored max-range mark** — caret below a pip = that weapon
reaches the target. BLH authored data (live dump): 3× ER-M laser red @**500 m** (two stacked
at one column; PipExtendedRange=1), 2× missile amber (0.6,0.4,0) @**800 m**, 2× PPC blue
@**900 m** — so the 7 pips read as 3 weapon-SYSTEM groups. (The engineering-panel "RANGE 500M"
labels are panel text; the authoritative reach is the streamed WeaponRange.)
- **Bottom 21-tick tape = the TORSO-TWIST indicator** (NOT a heading tape): deflection line +
carets at `∓(span/2)·(RotationOfTorsoHorizontal / HorizontalTorsoLimit)` (HUD attrs 4/5/6).
Fixed-torso BLH: centred (authentic static).
- **Circle-with-stem = the COMPASS** (HUD attr 0xD CompassHeading, rad→deg rotation) at
`(botX, botY3·tickMajor0.03)`; the **THREAT trail** (attr 0xC ThreatVector) draws inside its
rotated frame: 0.05-unit attack-direction marks, fresh <2 s red, expiring at 6 s, 1 s blink tick.
Port feed: the player's TakeDamage handler pushes the impact direction.
- **Pips** (composed into subB6, master-called): hidden when the weapon's DAMAGE state == 1
(destroyed, attr 1); LIT (A) when the FIRE-CYCLE state == 2 (loaded, attr 0x1c; port source
rechargeLevel ≥ 1) else dark ring (B, charging); filtered by `weaponMode & elementMask&0xF`
(the weapon-GROUP bits Front/Rear/Left/Right). **Range plays NO part** — Execute never reads
the stored TargetWithinRange slots.
- **Lock ring** = subB9 (ring+cross) at frame centre, **SPINNING 4°/frame** while the Lock attr
(0xA) is up. The Lock PRODUCER is the authentic HudSimulation rule (part_013.c:5619-5634 [T1],
wired task #38): lock requires a target AND your own HUD's host zone damage < **0.75** (a
shot-up targeting computer loses lock) AND the targeted zone's damage < **1.0** (whole-mech
target checks zone 0 — so a wreck's dead zone can't re-lock). The hotbox stays visible without
lock (box = HotBoxVector, ring = Lock — separate signals). The binary also hangs the PNAMEx.bgf
player-name mesh on the 3D marker here (3D chain still deferred).
- **Simple-X mode** (PrimaryHudOn off, mask 0x20): the minimal reticle — a small green cross
(±0.02..0.08 arms) riding the aim translate (ctor @4689-4705 [T1]) — swapped for the full HUD
by Draw's state switch.
- **Target HOTBOX** (attr 0xB HotBoxVector) = a rectangle hugging the projected extents — x±4
around the hotbox point, +1/11.5 vertical (K=2.8145 baked projection; the port uses the live
per-axis projection) — switching to the left/right edge ARROW past ±1.6 or behind.
- Reticle state Off/On + `PrimaryHudOn` (mask 0x20) picks full HUD vs the "simple X" list;
the aim group translates by `reticlePosition` = the TORSO BORESIGHT (SetMatrix; NOT a free
cursor — see [[combat-damage]] Targeting: the stick twists the torso, no mouse-aim exists).
This recovery also CONFIRMS the HUD attr-table ids 4/5/6/8/0xA/0xB/0xC/0xD name↔use pairings
(hud.hpp had flagged them uncertain). Deferred: PNAME1-8.bgf 3D marker chain. (The canopy shell
is now authentic and shows by default — see [[cockpit-view]]; `BT_HIDE_COCKPIT=1` hides it.)
## Key Relationships
- Full history: `docs/GAUGE_COMPOSITE.md`; reticle recovery: `phases/phase-02-dpl2d-reticle.md`.
- Uses: [[attribute-pointer]] + [[reconstruction-gotchas]]; reads [[subsystems]] state.
- Renders on: [[pod-hardware]] MFD surfaces.