BT410 5.3.89: the hit-location cylinder MEASURED -- 18 tables, 8 distinct, and two chassis that never twist

The operator recalled the damage model as "a pie wedged cylinder" and asked
how it maps across the mechs.  It is exactly that, and the shipped data is now
extracted rather than described.

dmgscan.py brute-forces every offset in BTL4.RES and accepts a candidate only
if the ENTIRE nested type-29 structure parses -- thresholds strictly ascending
and terminating at exactly 1.0, zone indices in range, names NUL-terminated.
A wrong format guess cannot survive that, so finding exactly 18 tables -- the
count DAMAGE-MODEL.md already claimed from an independent reversal -- is a
confirmation of the format, not a coincidence.

MEASURED: 18 tables, every one 7 bands x 8 wedges = 56 cells.  Only EIGHT are
distinct by content; the other ten are duplicates.

  22 zones  4 twisting  x3  Avatar / Mad Cat class -- table A
  22 zones  4 twisting  x2  Avatar / Mad Cat class -- table B
  21 zones  4 twisting  x3  Loki
  22 zones  4 twisting  x2  Thor
  21 zones  4 twisting  x2  SND2
  24 zones  4 twisting  x2  Battlemaster / Vulture
  20 zones  0 twisting  x2  Black Hawk
  17 zones  0 twisting  x2  Owens

BLACK HAWK AND OWENS ROTATE NO BAND WITH THE TORSO.  Every other chassis
rotates its upper four.  That is a real behavioural difference in the shipped
data, not an absence of it.

The zone COUNTS match the per-chassis .SKL dz_ sets exactly, which is what
lets a table be fingerprinted back to a chassis.  It is not always unique --
Avatar and Mad Cat share a zone set but have two DIFFERENT tables, and no
chassis name sits near the stream, so they are recorded A/B rather than
guessed.  Stated as undetermined in both the notes and the visual.

THE GEOMETRY, now named: 18 wedge names in six anatomical rings (Foot, Leg,
Hip, Waist, Chest, Top).  Slot 0 starts at angle 0 spanning 45 degrees, so
under atan2(z,x) the mech's +X is right and +Z is front.  Each named face
covers TWO adjacent wedges (Right = 7,0 / Front = 1,2 / Left = 3,4 / Rear =
5,6) -- so dead ahead is the SEAM between two Front cells, never the centre of
one.  Bands 0-2 are chassis-fixed; the live torso twist is added to the impact
angle before the wedge pick on the rest.

And the scatter is generous in a way worth knowing at the controls: a clean
foot-wedge hit is only 50% that foot, 30% the lower leg, and 20% of the time
the OTHER foot entirely.

ALSO: an interactive plate of all of it -- every cell of all 8 tables, plan and
elevation, and a twist slider that rotates the upper bands live -- published
for the playtesters.  Its dataset regenerates from dmgscan.py.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Cyd
2026-08-01 23:10:41 -05:00
co-authored by Claude Fable 5
parent f0f0e3d70e
commit 33fd921cea
2 changed files with 366 additions and 197 deletions
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#
# dmgscan -- extract the type-29 cylinder hit-location tables from BTL4.RES.
#
# The unaimed-damage model is a cylinder around the mech: 7 height BANDS x 8
# angular WEDGES, and each of the 56 cells carries its own cumulative
# distribution over that chassis's armor zones. DMGTABLE.CPP resolves a hit
# by height -> band, atan2(z,x) -> wedge, then one uniform roll down the
# cell's table.
#
# The stream format is documented in source410/BT/DMGTABLE.CPP and this
# scanner is the check on it: it brute-forces every offset in the resource and
# only accepts a candidate whose ENTIRE nested structure parses -- thresholds
# strictly ascending and terminating at exactly 1.0, zone indices in range,
# names NUL-terminated. A wrong format guess cannot survive that, which is
# why finding exactly 18 tables (the count the notes already claimed, from an
# independent reversal) is a real confirmation rather than a coincidence.
#
# Findings, 2026-07-30:
# * 18 tables, every one 7 rows x 8 cells.
# * Only 8 are DISTINCT by content; the rest are duplicates.
# * Bands 0-2 are chassis-fixed, bands 3-6 rotateWithTorso -- except on
# Black Hawk and Owens, where NO band rotates.
# * 18 wedge names in 6 anatomical rings: Foot, Leg, Hip, Waist, Chest, Top.
# * Zone counts (17/20/21/22/24) match the per-chassis .SKL dz_ sets exactly,
# which is what lets a table be fingerprinted back to a chassis family.
#
# Usage: python3 dmgscan.py [path/to/BTL4.RES]
#
# Format (DMGTABLE.CPP, byte-verified against the real streams):
# Table { i32 rowCount; Row[rowCount] }
# Row { i32 rotateWithTorso; i32 cellCount; Cell[cellCount] }
# Cell { i32 nameLen; char name[nameLen]; u8 0; i32 entryCount; Entry[] }
# Entry { f32 cumulativeThreshold; i32 zoneIndex }
#
import struct, sys, json
d = open(sys.argv[1] if len(sys.argv) > 1 else r'../ALPHA_1/REL410/BT/BTL4.RES', 'rb').read()
N = len(d)
u32 = lambda o: struct.unpack_from('<I', d, o)[0]
i32 = lambda o: struct.unpack_from('<i', d, o)[0]
f32 = lambda o: struct.unpack_from('<f', d, o)[0]
def cell(o):
if o + 4 > N: return None
ln = i32(o)
if not (0 <= ln <= 64): return None
o2 = o + 4
if o2 + ln + 1 > N: return None
nm = d[o2:o2+ln]
if ln and not all(32 <= c < 127 for c in nm): return None
if d[o2+ln] != 0: return None
o2 += ln + 1
if o2 + 4 > N: return None
ec = i32(o2); o2 += 4
if not (1 <= ec <= 40): return None
if o2 + 8*ec > N: return None
ents, prev = [], -1.0
for k in range(ec):
t = f32(o2); z = i32(o2+4); o2 += 8
if not (0.0 < t <= 1.0001) or t < prev - 1e-6: return None
if not (0 <= z < 64): return None
ents.append((t, z)); prev = t
if abs(ents[-1][0] - 1.0) > 1e-3: return None
return nm.decode('ascii', 'ignore'), ents, o2
def row(o):
if o + 8 > N: return None
rt = i32(o); cc = i32(o+4)
if rt not in (0, 1): return None
if not (1 <= cc <= 32): return None
o2 = o + 8; cells = []
for _ in range(cc):
c = cell(o2)
if c is None: return None
cells.append((c[0], c[1])); o2 = c[2]
return rt, cells, o2
def table(o):
if o + 4 > N: return None
rc = i32(o)
if not (2 <= rc <= 32): return None
o2 = o + 4; rows = []
for _ in range(rc):
r = row(o2)
if r is None: return None
rows.append((r[0], r[1])); o2 = r[2]
return rows, o2
out, o = [], 0
while o < N - 8:
t = table(o)
if t and len(t[0]) >= 3 and sum(len(r[1]) for r in t[0]) >= 12:
out.append((o, t[0])); o = t[1]
else:
o += 1
print("tables found: %d" % len(out))
for off, rows in out:
cells = sum(len(r[1]) for r in rows)
rot = sum(1 for r in rows if r[0])
zs = sorted({z for r in rows for _, es in r[1] for _, z in es})
print(" @%#08x %d rows x %d cells (%d) torso-rotating rows: %d zones used: %d"
% (off, len(rows), len(rows[0][1]), cells, rot, len(zs)))
json.dump([{'off': o, 'rows': [{'rot': r[0], 'cells': [{'name': c[0], 'entries': c[1]}
for c in r[1]]} for r in rows]} for o, rows in out],
open('dmgtables.json', 'w'))
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@@ -1,197 +1,261 @@
# BT 4.10 — the damage model, end to end # BT 4.10 — the damage model, end to end
How a shot becomes lost armor, dead equipment, and a mech kill. Synthesized How a shot becomes lost armor, dead equipment, and a mech kill. Synthesized
from the surviving 1995 engine source (`CODE/RP/MUNGA/`), the reconstructed from the surviving 1995 engine source (`CODE/RP/MUNGA/`), the reconstructed
BT-side TUs (`restoration/source410/BT/`), and the BT411 binary reversal. BT-side TUs (`restoration/source410/BT/`), and the BT411 binary reversal.
Per-TU depth lives in the sibling `*.NOTES.md` files; this doc is the Per-TU depth lives in the sibling `*.NOTES.md` files; this doc is the
cross-cutting flow. cross-cutting flow.
``` ```
weapon fire ──► Damage record ──► TakeDamageMessage ──► victim handler weapon fire ──► Damage record ──► TakeDamageMessage ──► victim handler
│ (unaimed? cylinder table) │ (unaimed? cylinder table)
damageZones[zone]->TakeDamage damageZones[zone]->TakeDamage
armor economy: level += amount × scale[type] armor economy: level += amount × scale[type]
┌──────────────────┬────────────────────────┤ ┌──────────────────┬────────────────────────┤
▼ ▼ ▼ ▼ ▼ ▼
level ≥ 1.0 Energy special level < 1.0 level ≥ 1.0 Energy special level < 1.0
zone destroyed (generator short) (leg ≥ 0.5 → limp) zone destroyed (generator short) (leg ≥ 0.5 → limp)
┌──────────┼──────────────┐ ┌──────────┼──────────────┐
▼ ▼ ▼ ▼ ▼ ▼
VITAL LEG other zone VITAL LEG other zone
mech kill mech down SendSubsystemDamage (crit allotments → equipment) mech kill mech down SendSubsystemDamage (crit allotments → equipment)
+ RecurseSegmentTable (SIBS / DESCEND) + RecurseSegmentTable (SIBS / DESCEND)
``` ```
## 1. The Damage record (engine: `MUNGA/DAMAGE.HPP`) ## 1. The Damage record (engine: `MUNGA/DAMAGE.HPP`)
Every hit travels as one `Damage` struct: Every hit travels as one `Damage` struct:
| field | meaning | | field | meaning |
|---|---| |---|---|
| `damageType` | 0 Collision · 1 Ballistic · 2 Explosive · 3 Laser · 4 Energy | | `damageType` | 0 Collision · 1 Ballistic · 2 Explosive · 3 Laser · 4 Energy |
| `damageAmount` | points (the only field in the armor formula) | | `damageAmount` | points (the only field in the armor formula) |
| `damageForce` | impulse vector (physics/feel, not armor) | | `damageForce` | impulse vector (physics/feel, not armor) |
| `surfaceNormal`, `impactPoint` | world-space impact geometry | | `surfaceNormal`, `impactPoint` | world-space impact geometry |
| `burstCount` | "times to apply" — **NOT in the armor formula**; one message = one application. Feeds splash falloff and the gyro bounce only. | | `burstCount` | "times to apply" — **NOT in the armor formula**; one message = one application. Feeds splash falloff and the gyro bounce only. |
## 2. Producers — where Damage records are born ## 2. Producers — where Damage records are born
**Beam weapons** (`EMITTER.CPP`, PPC/lasers): instant-hit at the owner's **Beam weapons** (`EMITTER.CPP`, PPC/lasers): instant-hit at the owner's
current target when `rangeToTarget <= effectiveRange`. The discharge energy current target when `rangeToTarget <= effectiveRange`. The discharge energy
splits by the authored ratio `damageFraction = dmg/(dmg+heat)`; the delivered splits by the authored ratio `damageFraction = dmg/(dmg+heat)`; the delivered
amount scales with charge: `damagePortion = authored × chargeRatio²` (an amount scales with charge: `damagePortion = authored × chargeRatio²` (an
undercharged PPC hits soft). The heat portion goes into the FIRER's own heat undercharged PPC hits soft). The heat portion goes into the FIRER's own heat
sinks. Delivery = `MechWeapon::SendDamage`. sinks. Delivery = `MechWeapon::SendDamage`.
**Ballistic / missile weapons** (`PROJWEAP.CPP`, `MISLANCH.CPP`, **Ballistic / missile weapons** (`PROJWEAP.CPP`, `MISLANCH.CPP`,
`MISSILE.CPP`): the weapon FSM's Loaded case pulls ammo (`FeedAmmo`), checks `MISSILE.CPP`): the weapon FSM's Loaded case pulls ammo (`FeedAmmo`), checks
jam, then `FireWeapon` spawns ONE cluster `Missile` entity per salvo jam, then `FireWeapon` spawns ONE cluster `Missile` entity per salvo
(salvo-split `damageAmount`, `burstCount` = missile count). The round flies (salvo-split `damageAmount`, `burstCount` = missile count). The round flies
guided (seeker + thruster); the proximity fuse delivers the whole record guided (seeker + thruster); the proximity fuse delivers the whole record
once, `impactPoint` = the round's world position, zone = 1 (unaimed). once, `impactPoint` = the round's world position, zone = 1 (unaimed).
**Explosions / splash** (`MUNGA/EXPLODE.CPP`): a boxed splash volume gathers **Explosions / splash** (`MUNGA/EXPLODE.CPP`): a boxed splash volume gathers
movers + cultural objects sorted by distance; each target gets movers + cultural objects sorted by distance; each target gets
`burstCount = original / r^1.2` (min 1), force along the radius vector, `burstCount = original / r^1.2` (min 1), force along the radius vector,
zone = 1. zone = 1.
**Collisions** (`MUNGA/MOVER.CPP` `ProcessCollisionList`): type Collision, **Collisions** (`MUNGA/MOVER.CPP` `ProcessCollisionList`): type Collision,
amount computed by the bounce resolver (`StaticBounce` from velocity, amount computed by the bounce resolver (`StaticBounce` from velocity,
elasticity, friction), impact point from the collision slice. Multiple elasticity, friction), impact point from the collision slice. Multiple
same-frame collisions are averaged, damage summed. same-frame collisions are averaged, damage summed.
## 3. Delivery — `Entity::TakeDamageMessage` (`ENTITY3.HPP`) ## 3. Delivery — `Entity::TakeDamageMessage` (`ENTITY3.HPP`)
Fields: `inflictingEntity`, `damageZone` (+`invalidDamageZone` = zone < 0), Fields: `inflictingEntity`, `damageZone` (+`invalidDamageZone` = zone < 0),
`damageData`, `inflictingSubsystemID` (so the BT message manager can bundle `damageData`, `inflictingSubsystemID` (so the BT message manager can bundle
explosion resource IDs). Dispatched AT the victim entity. explosion resource IDs). Dispatched AT the victim entity.
The authored contract (ENTITY3.HPP warning): **only reticle-based (aimed) The authored contract (ENTITY3.HPP warning): **only reticle-based (aimed)
weapons carry a valid zone**. Everything else — missiles, splash, rams — weapons carry a valid zone**. Everything else — missiles, splash, rams —
arrives zone = 1 and must be resolved by the victim. arrives zone = 1 and must be resolved by the victim.
The attacker also posts a `ScoreInflicted` message to its own player per The attacker also posts a `ScoreInflicted` message to its own player per
delivered hit (the damage score). delivered hit (the damage score).
## 4. Victim routing — `Mech::TakeDamageMessageHandler` (`MECH.CPP`) ## 4. Victim routing — `Mech::TakeDamageMessageHandler` (`MECH.CPP`)
Binary hub @004a0230, in order: Binary hub @004a0230, in order:
1. Feed the RAW record to the gyro (cockpit bounce — even an invalid-zone 1. Feed the RAW record to the gyro (cockpit bounce — even an invalid-zone
hit shakes the pilot). *(staged: feel wave)* hit shakes the pilot). *(staged: feel wave)*
2. Latch `lastInflictingID` — keys the LOD damage-clustering below. 2. Latch `lastInflictingID` — keys the LOD damage-clustering below.
3. **Unaimed resolve**: if `invalidDamageZone`, map `impactPoint` through the 3. **Unaimed resolve**: if `invalidDamageZone`, map `impactPoint` through the
cylinder hit-location table (`DMGTABLE.CPP`, type-29 resource, cached cylinder hit-location table (`DMGTABLE.CPP`, type-29 resource, cached
mech+0x444): world → mech-local; local height picks a ROW (feet rows are mech+0x444): world → mech-local; local height picks a ROW (feet rows are
chassis-fixed, upper rows add the LIVE torso twist to the impact angle); chassis-fixed, upper rows add the LIVE torso twist to the impact angle);
`atan2(z,x)` picks the angular CELL; a uniform roll walks the cell's `atan2(z,x)` picks the angular CELL; a uniform roll walks the cell's
cumulative distribution (the BattleTech dice scatter) → hull zone. cumulative distribution (the BattleTech dice scatter) → hull zone.
4. Chain to `Entity::TakeDamageMessageHandler`: zone 1 is DROPPED (base 4. Chain to `Entity::TakeDamageMessageHandler`: zone 1 is DROPPED (base
contract), otherwise `damageZones[zone]->TakeDamage(damageData)`. contract), otherwise `damageZones[zone]->TakeDamage(damageData)`.
## 5. The hull zone — `Mech__DamageZone::TakeDamage` (`MECHDMG.CPP`) ## 5. The hull zone — `Mech__DamageZone::TakeDamage` (`MECHDMG.CPP`)
**Artifact (LOD) zones** — a zone with a non-empty redirect table is a **Artifact (LOD) zones** — a zone with a non-empty redirect table is a
low-LOD hull shell: it never takes damage itself, it routes to a real child low-LOD hull shell: it never takes damage itself, it routes to a real child
zone. Same-attacker clustering: within 0.25 s the SAME child is hit again; zone. Same-attacker clustering: within 0.25 s the SAME child is hit again;
past 10 s re-roll; in between, 33 % reuse. The artifact's displayed level = past 10 s re-roll; in between, 33 % reuse. The artifact's displayed level =
mean of its children. mean of its children.
**Real zones — the armor economy**: **Real zones — the armor economy**:
damageLevel += damageAmount × damageScale[damageType] clamp [0,1] damageLevel += damageAmount × damageScale[damageType] clamp [0,1]
Authoring streams armor POINTS per type; the ctor normalizes Authoring streams armor POINTS per type; the ctor normalizes
`scale[type] = 1/(points[type] × armorPoints)`, so 1.0 = the zone's full `scale[type] = 1/(points[type] × armorPoints)`, so 1.0 = the zone's full
point budget spent. **Leg zones halve every scale** (legs effectively carry point budget spent. **Leg zones halve every scale** (legs effectively carry
double points). 1.0 → BurningState + DestroyedGraphicState. double points). 1.0 → BurningState + DestroyedGraphicState.
**Per-hit specials**: an Energy hit on a zone with critical subsystems rolls **Per-hit specials**: an Energy hit on a zone with critical subsystems rolls
ONE of them; if the pick is a Generator it is force-shorted (screens ONE of them; if the pick is a Generator it is force-shorted (screens
flicker, weapons drop dead until recovery; novice cockpits exempt). flicker, weapons drop dead until recovery; novice cockpits exempt).
**State outcomes** by the new level: **State outcomes** by the new level:
| condition | result | | condition | result |
|---|---| |---|---|
| VITAL zone hits 1.0 | mech kill (`statusAlarm` 9) | | VITAL zone hits 1.0 | mech kill (`statusAlarm` 9) |
| leg zone hits 1.0 | fall → mech kill | | leg zone hits 1.0 | fall → mech kill |
| leg zone ≥ 0.5 | limp gait graphic (left 3 / right 4) | | leg zone ≥ 0.5 | limp gait graphic (left 3 / right 4) |
| non-leg, non-vital hits 1.0 | destruction descent (below) | | non-leg, non-vital hits 1.0 | destruction descent (below) |
## 6. Criticals and equipment — `MECHDMG.CPP` + `MECHSUB.CPP` ## 6. Criticals and equipment — `MECHDMG.CPP` + `MECHSUB.CPP`
Each hull zone streams a critical table: `{weight, damagePercentage Each hull zone streams a critical table: `{weight, damagePercentage
allotment, roster subsystem index}` per entry (plug binding is allotment, roster subsystem index}` per entry (plug binding is
master-authoritative — replicants never bind). master-authoritative — replicants never bind).
Every subsystem owns a PRIVATE `DamageZone` (index 0, not in the hull Every subsystem owns a PRIVATE `DamageZone` (index 0, not in the hull
array) with its own points + per-type scales (`structureReference` + array) with its own points + per-type scales (`structureReference` +
`armorByFacing[5]`, same normalization rule). That's what makes criticals `armorByFacing[5]`, same normalization rule). That's what makes criticals
measurable. measurable.
- **`CriticalHit`** (aimed/critical fire; not yet on the weapon path — - **`CriticalHit`** (aimed/critical fire; not yet on the weapon path —
reticle wave): HALF the damage (cap 1.0) is carved off as the critical reticle wave): HALF the damage (cap 1.0) is carved off as the critical
bite, applied to ONE weight-rolled crit subsystem via bite, applied to ONE weight-rolled crit subsystem via
`ApplyDamageAndMeasure`, charged against that entry's allotment; the `ApplyDamageAndMeasure`, charged against that entry's allotment; the
remainder runs the normal zone armor model. remainder runs the normal zone armor model.
- **Zone death → `SendSubsystemDamage`**: pins the zone at 1.0 and pushes - **Zone death → `SendSubsystemDamage`**: pins the zone at 1.0 and pushes
each entry's UNUSED allotment into its subsystem's private zone. A each entry's UNUSED allotment into its subsystem's private zone. A
subsystem at 1.0 → `ForceCriticalFailure`: alarm level 1 (Destroyed), subsystem at 1.0 → `ForceCriticalFailure`: alarm level 1 (Destroyed),
`SetSimulationState(DestroyedState)` — the hard gate every weapon FSM `SetSimulationState(DestroyedState)` — the hard gate every weapon FSM
polls, so destroyed weapons fall silent; a VITAL subsystem kills the mech. polls, so destroyed weapons fall silent; a VITAL subsystem kills the mech.
Repeat hits on a dead zone re-run the push (binary-authentic) — contained Repeat hits on a dead zone re-run the push (binary-authentic) — contained
equipment keeps degrading under continued fire. equipment keeps degrading under continued fire.
## 7. The destruction cascade — `RecurseSegmentTable` ## 7. The destruction cascade — `RecurseSegmentTable`
A destroyed zone walks the skeleton by its streamed flags: A destroyed zone walks the skeleton by its streamed flags:
- **SIBS** (`destroySiblingsOnDestruction`): destroy the other zones on the - **SIBS** (`destroySiblingsOnDestruction`): destroy the other zones on the
same segment. same segment.
- **DESCEND** (`descendOnDestruction`): destroy every zone on the child - **DESCEND** (`descendOnDestruction`): destroy every zone on the child
segments, recursing. segments, recursing.
Fight-verified chain: arm zone dies → SIBS kills the searchlight zone (its Fight-verified chain: arm zone dies → SIBS kills the searchlight zone (its
Searchlight/ThermalSight crits destroyed) → DESCEND kills the gun zone → Searchlight/ThermalSight crits destroyed) → DESCEND kills the gun zone →
PPC_2 + ERMLaser_2 + Condenser6 destroyed and STOP FIRING, while the PPC_2 + ERMLaser_2 + Condenser6 destroyed and STOP FIRING, while the
untouched PPC_1 keeps shooting. untouched PPC_1 keeps shooting.
## 8. Data authoring (the resource chain) ## 8. Data authoring (the resource chain)
- **Type-20 DamageZoneStream** (per mech): zone count, then per zone the - **Type-20 DamageZoneStream** (per mech): zone count, then per zone the
engine record (name, 5 effect-site segment lists, `defaultArmorPoints`, engine record (name, 5 effect-site segment lists, `defaultArmorPoints`,
`damageScale[5]`, material lists) + the BT tail (descend/sibs flags, `damageScale[5]`, material lists) + the BT tail (descend/sibs flags,
`segmentIndex`, leftLeg/rightLeg/vital, crit table, LOD redirect table). `segmentIndex`, leftLeg/rightLeg/vital, crit table, LOD redirect table).
Authored in `.dmg` notation files: `WeaponDamagePoints` default with Authored in `.dmg` notation files: `WeaponDamagePoints` default with
`Collision/Ballistic/Explosive/Laser/EnergyDamagePoints` overrides `Collision/Ballistic/Explosive/Laser/EnergyDamagePoints` overrides
(stored as 1/points). (stored as 1/points).
- **Type-29 DamageLookupTableStream**: the cylinder table (rows × - **Type-29 DamageLookupTableStream**: the cylinder table (rows ×
angular cells × cumulative zone distributions; 18 tables shipped). angular cells × cumulative zone distributions; 18 tables shipped).
- **Weapon subsystem resources**: `damageAmount`, `damageType`, - **Weapon subsystem resources**: `damageAmount`, `damageType`,
`heatCostToFire`, range, recharge. `heatCostToFire`, range, recharge.
- Reference magnitudes (bhk1): legs 70 pts, upper torso 124, searchlights - Reference magnitudes (bhk1): legs 70 pts, upper torso 124, searchlights
25; PPC ~12 (Energy), ER-M laser 3.43 (Laser), SRM 5.83 × 6 (Explosive). 25; PPC ~12 (Energy), ER-M laser 3.43 (Laser), SRM 5.83 × 6 (Explosive).
## 9. Replication and respawn ## 9. Replication and respawn
- Criticals resolve on the MASTER instance only; `DamageZone` state - Criticals resolve on the MASTER instance only; `DamageZone` state
replicates via update records (`damageLevel`, zone state, graphic state, replicates via update records (`damageLevel`, zone state, graphic state,
changed flags). `SubsystemMessageManager` consolidates per-frame damage changed flags). `SubsystemMessageManager` consolidates per-frame damage
and bundles explosion resources (not yet reconstructed). and bundles explosion resources (not yet reconstructed).
- `Mech::Reset` (respawn) heals every hull zone and DeathResets the roster, - `Mech::Reset` (respawn) heals every hull zone and DeathResets the roster,
but crit `damagePercentageUsed` PERSISTS across lives — spent crit but crit `damagePercentageUsed` PERSISTS across lives — spent crit
budgets stay spent (binary-authentic). budgets stay spent (binary-authentic).
## 10. Known deltas from the 1995 binary (staged) ## 10. Known deltas from the 1995 binary (staged)
- Aimed fire: beam `SendDamage` currently rolls a uniform random hull zone; - Aimed fire: beam `SendDamage` currently rolls a uniform random hull zone;
authentic = the reticle hit. `CriticalHit` is unwired for the same reason. authentic = the reticle hit. `CriticalHit` is unwired for the same reason.
- Cylinder height = 10.0 constant (binary reads the collision cylinder). - Cylinder height = 10.0 constant (binary reads the collision cylinder).
- Leg-branch gates use "not already destroyed" instead of the live - Leg-branch gates use "not already destroyed" instead of the live
MovementMode/IsDisabled checks (gait FSM pending). MovementMode/IsDisabled checks (gait FSM pending).
- Gyro hit-feed and destroyed-skin graphics are log stubs (feel/render waves). - Gyro hit-feed and destroyed-skin graphics are log stubs (feel/render waves).
## 11. The cylinder table, measured — `dmgscan.py`
Section 4.3 describes the unaimed resolve; this is the shipped data behind it,
extracted by `restoration/dmgscan.py` (brute-forces every offset and accepts
only candidates whose entire nested structure parses, so the format itself is
under test). **18 tables, every one 7 bands x 8 wedges = 56 cells.**
**Only 8 are distinct by content** — the other 10 are duplicates.
| distinct table | zones | torso-rotating bands | copies | chassis family (by zone-set fingerprint) |
|---|---|---|---|---|
| `b586e6f9` | 22 | 4 | 3 | Avatar / Mad Cat class — table A |
| `bdf3d3a8` | 22 | 4 | 2 | Avatar / Mad Cat class — table B |
| `ad4eb428` | 21 | 4 | 3 | Loki |
| `db6cc00d` | 22 | 4 | 2 | Thor |
| `2b34fe3e` | 21 | 4 | 2 | SND2 |
| `9b481293` | 24 | 4 | 2 | Battlemaster / Vulture |
| `11c840bc` | 20 | **0** | 2 | Black Hawk |
| `4c07e216` | 17 | **0** | 2 | Owens |
The zone COUNTS (17/20/21/22/24) match the per-chassis `.SKL` `dz_` sets
exactly, which is what allows the fingerprint. It is not always unique: the
Avatar and Mad Cat class share a zone set but have two DIFFERENT tables, and
the resource carries no chassis name near the stream, so which is which is
undetermined — recorded as A/B rather than guessed.
**Black Hawk and Owens rotate NO band with the torso.** Everything else
rotates its upper four. That is a real behavioural difference, not missing
data.
### The 18 wedge names — six anatomical rings
```
band 6 TopRight TopLeft (2 names / 8 slots)
band 5 RightChest FrontChest LeftChest RearChest (4)
band 4 RightWaist FrontWaist LeftWaist RearWaist (4)
band 3 RightHip FrontHip LeftHip RearHip (4)
band 2 RightLeg FrontHip LeftLeg RearHip (transition)
band 1 RightLeg LeftLeg (2)
band 0 RightFoot LeftFoot (2)
```
Slot 0 starts at angle 0 and each spans 45 degrees, so with `atan2(z,x)` the
mech's **+X is right and +Z is front**. The named faces each cover TWO adjacent
wedges (Right = slots 7,0 · Front = 1,2 · Left = 3,4 · Rear = 5,6), which means
**dead ahead is the seam between two Front cells, not the centre of one**.
### Sample cell distributions (Avatar/Mad Cat table A)
```
band 0 RightFoot 50% rfoot · 30% rdleg · 20% lfoot
band 1 RightLeg 40% ruleg · 40% rdleg · 10% luleg · 10% ldleg
band 5 FrontChest 50% utorso · 10% each larm/rarm/ltorso/rtorso/dtorso
```
Note the scatter is deliberate and generous: a clean foot hit is only half a
foot hit, and one shot in five crosses to the OTHER foot.
### Playtester-facing visual
An interactive plate of all of the above — every cell of all 8 tables, a plan
and elevation, and a torso-twist slider that rotates the upper bands live —
was published for playtesting. Regenerate its dataset with `dmgscan.py`.