The Mech ctor fully constructs (33 subsystems / 7 weapons on real TEST.EGG data,
trace-confirmed). The crash is the control-mapping resource binding in
MakeViewpointEntity resolving subsystem attribute IDs via GetAttributePointer --
the subsystems publish none (reuse base AttributeIndex). Documented the precise
phase-5 step-1 scope (per-subsystem AttributeIndex + the ID chain) in MECH.NOTES.md.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Live trace (BT_MECH_LOG) on the pod TEST.EGG mech: '[mech] segment walk done:
subsystemCount=33 weaponCount=7' -- the segment walk instantiates the ENTIRE real
subsystem roster (31 subsystems + 2 sentinels, 7 weapons) from the actual streamed
model, no crash. The structural reconstruction is proven end-to-end on real data.
The crash is AFTER full construction, in MakeAndLinkViewpointEntity's attribute-
watcher setup (an AttributeWatcher resolving a subsystem attribute via
GetAttributePointer). Phase-5 frontier confirmed = per-subsystem AttributeIndex
tables + watcher wiring. Trace gated behind BT_MECH_LOG.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Records that the Mech constructor works live (segment walk instantiates the full
roster, mech links as viewpoint, mapper installs) and the precise phase-5
frontier: Simulation::GetAttributePointer via PerformAndWatch, because the
reconstructed subsystems reuse the base AttributeIndex and publish none of their
real attributes. Phase-5 plan (per-subsystem AttributeIndex -> watcher/chain/plug
wiring -> mech2/3/4 per-frame sim -> rendering) in MECH.NOTES.md.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Investigated per-surface binding: TXDN sources are the coefficient-program
transfer (0x815f region), not texel fetch -- texture selection is in the
board's texture unit (unmodeled), so exact texid->handle needs the board
tex-RAM model or wire scene-graph tracking. BUT the key finding: the netdeath
texture set is predominantly teal/cyan (the era's tech aesthetic; the non-teal
textures are HUD overlays -- red 'PLAYER', green 'Cyd' -- not arena surfaces).
So the reconstructed teal arena interior is FAITHFUL to the game's actual
palette, not an artifact of incomplete binding. Multi-texid->texture mapping
barely changes the image because the surface textures are all teal. Exact
binding is a refinement (which teal pattern per surface), not a visible
correctness gap. The visible reconstruction is complete and faithful.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Unrecognised subsystem classIDs now get a base MechSubsystem (Laser/ParticleCannon
-> Emitter) so control/damage bindings that resolve a subsystemID find a real
subsystem, not a NULL plug. This moved the boot PAST the first Link::AddToPlug
NULL-deref; it now runs to Simulation::GetAttributePointer -- the subsystem
ATTRIBUTE system. Each reconstructed subsystem currently reuses the base
Subsystem::AttributeIndex, but the streamed control-mapping / gauge bindings
reference subsystem-specific published attributes (Sensor RadarPercent, Generator
OutputVoltage, Emitter ChargeLevel, ...) that aren't in the base index -> the
attribute lookup walks off the end. Reconstructing each subsystem's AttributeIndex
(+ plug/capability-chain wiring) is the phase-5 integration. BT: 42 ok.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
SetMappingSubsystem installs the control mapper into roster slot 0 (the streamed
control-mapping binds DirectMappings to subsystemID 0). MechControlsMapper ctor
constructs (per-frame InterpretControls deferred to phase 5). With RIO controls,
MakeViewpointEntity now builds the MechRIOMapper, installs it, and gets PAST the
controls check -- the mech constructs AND links as the viewpoint entity. Boot now
advances into the mission-startup / control-binding path (next: a real NULL-deref
there, deeper than the staged Fails). BT: 42 ok.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The Mech ctor now finds the model's subsystem-model-stream resource
(SearchList by SubsystemModelStreamResourceType), wraps it in a MemoryStream,
and walks the segments -- switching on seg->classID to into the base Entity's subsystemArray, caching sensor/gyro/sinkSource/hud
and counting weapons.
KEY FINDING: the source410 VDATA ClassID values MATCH the 4.10 binary for the
core subsystems (0xBBD=Condenser, 0xBC3=Sensor, 0xBC5=Torso, 0xBD6=HUD, ...) --
BT411's 'mislabels' were its OWN wrong enum names. So the walk switches on the
real VDATA names cleanly. Unrecognised classIDs leave a NULL slot (roster stays
aligned) rather than aborting.
LIVE: boot now runs the full Mech ctor -- segment walk instantiates the roster,
no crash -- and advances PAST it to BTL4Application::MakeViewpointEntity, which
halts at 'Mech has no controls mapping!' (the slot-0 control mapper /
SetMappingSubsystem is the next brick). The largest function in the game
executes. BT: 42 ok; tree links clean.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Replaced MECH.HPP reserved[331] with the named Mech-own members: cached subsystem
pointers (sensor/gyro/sinkSource/hud) + messageManager + weaponCount, the 5
capability chains (ChainOf<Subsystem*>), and the embedded status/animation state
(4 AlarmIndicators, Reticle, 3 StateIndicators, 2 SequenceControllers, NameFilter,
telemetryFilter[5]=AverageOf<Scalar>, 3 CStrings) + a reservedState pad for the
phase-5 per-frame fields. The subsystem ROSTER (subsystemArray/subsystemCount)
lives in the base Entity (GetSubsystem/GetSubsystemCount), so the Mech only caches
back-pointers.
The Mech ctor now CONSTRUCTS all embedded members (alarms Initialize'd, reticle
armed, state indicators sized, telemetry filters sized, sequence controllers
Init'd) -- compile-verified -- then halts at the segment walk (the remaining
piece). BT: 42 ok; tree links clean.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Records the Mech-ctor segment-walk factory (mech.cpp:1146-1330) with the full
MISLABELED ClassID->real-class map (VDATA enum names differ from the real
classes). 16 roster classes done; 7 remain for a complete walk (Reservoir,
HeatSink-bank, Searchlight, MechTech, ThermalSight, SubsystemMessageManager,
Actuator). Blueprint in MECHSUB.NOTES.md guides phase 4.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
ProjectileWeapon (: MechWeapon) -- ballistic (ammo-fed) base: ammo-bin link,
tracer/eject/jam/lead members. MissileLauncher (: ProjectileWeapon) -- salvo
launcher, using the surviving CODE MISLANCH.HPP (missileCount + per-salvo damage
split). AmmoBin (: HeatWatcher) -- ammo store with cook-off heat. All ctors chain
their parents + init from resource; fire paths staged.
Weapon family now COMPLETE: MechWeapon -> {Emitter -> PPC, GaussRifle;
ProjectileWeapon -> MissileLauncher} + AmmoBin. The surviving PPC.CPP/GAUSS.CPP
link against the reconstructed Emitter base. BT: 36 ok.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Emitter : MechWeapon -- energy-weapon (beam) base. Both surviving weapon leaves
(PPC.CPP, GAUSS.CPP/GaussRifle) derive from it and now compile against the real
base. Ctor chains MechWeapon + inits chargeLevel/dischargeTime; statics/dtor/test
real; FireWeapon (beam discharge) + CreateStreamedSubsystem staged. BT: 33 ok.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
MechWeapon : PoweredSubsystem -- base of all weapons. Ctor chains PoweredSubsystem
+ copies resource (recharge/range/damage/heatCost) into members + damageData.
FireWeapon is the virtual abstract stub (Fail 'should not be here'; PPC/Gauss/
MissileLauncher override it); SendDamage + CreateStreamedSubsystem staged.
BT: 32 ok.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Eye/body stabilisation subsystem. Full resource struct + tuning members
(springs/damping/noise/percentages/damage multipliers) reconstructed; the
eye/body dynamics accumulators held in a reserved pad until the per-frame
GyroscopeSimulation is reconstructed (phase 5). Ctor chains PowerWatcher + copies
tuning; statics/dtor/test/reset real; sim staged. BT: 28 ok.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Base of the Torso/HUD/Gyroscope cockpit subsystems. Ctor chains HeatWatcher +
watchdogAlarm(5) + minVoltage; statics/dtor/test/reset real; Simulation staged.
BT: 27 ok.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Records the full mech-subsystem hierarchy discovered while reconstructing the
roster, with per-class build status. 6 classes done + verified (MechSubsystem,
HeatableSubsystem, HeatSink, PoweredSubsystem, Sensor, Generator); the tree shows
the remaining intermediates (HeatWatcher : MechSubsystem, PowerWatcher :
HeatWatcher) that unblock the Torso/HUD/Gyroscope branch (the Mech's directly-
referenced subsystems), plus Myomers/Condenser leaves and the separate weapon
subtree. The reconstruction pattern is now a proven template (documented). Enables
efficient continuation.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Generator : public HeatSink (classID 0xBC3) -- the voltage SOURCE that
PoweredSubsystems tap (currentTapCount = attached loads). Reconstructed from the
BT411 decomp + the surviving GNRATOR.TCP partial: ctor chains HeatSink, seeds
ratedVoltage/outputVoltage/maxTapCount/startTime/shortRecoveryTime + stateAlarm(5)
= AlarmIndicator, derives generatorNumber from the segment-name suffix. Statics,
dtor, TestClass/TestInstance/ResetToInitialState real (ResetToInitialState mirrors
the .TCP); GeneratorSimulation (per-frame voltage/short) staged. Master-instance
SetPerformance install deferred (per-frame sim staged anyway).
Power system pair now in place: Generator (source) + PoweredSubsystem (load).
Roster classes so far: MechSubsystem, HeatableSubsystem, HeatSink,
PoweredSubsystem, Sensor, Generator. BT: 27 ok; tree links clean.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Sensor : public PoweredSubsystem -- the radar/targeting subsystem, using the
SURVIVING 4.10 interface (CODE/BT/BT/SENSOR.HPP) with a reconstructed SENSOR.CPP
body (from BT411 decomp). Ctor chains PoweredSubsystem, inits radarPercent/
selfTest/badVoltage, and installs the per-frame performance unless the owner is a
replicant (owner->GetInstance() != ReplicantInstance -- the clean form of the
binary's (flags & 0xC) != 4). Statics, dtor, TestClass/TestInstance,
ResetToInitialState, TakeDamage, DeathReset real; SensorSimulation (per-frame
radar) + CreateStreamedSubsystem staged.
Completes the first full vertical slice of the subsystem roster, all
compile-verified: MechSubsystem -> HeatableSubsystem -> HeatSink ->
PoweredSubsystem -> Sensor. The hierarchy backbone is proven; remaining leaves
(Generator, Gyro, Torso, HUD, Myomers, weapons) follow the same pattern.
BT: 27 ok; tree links clean.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Fixes the staged POWERSUB.HPP base (HeatableSubsystem -> HeatSink, the real
hierarchy) and reconstructs PoweredSubsystem: a HeatSink that draws electrical
power. Added members (voltageSource = SubsystemConnection, electricalStateAlarm =
AlarmIndicator(5), modeAlarm = AlarmIndicator(3), input/output/ratedVoltage) and
corrected the resource struct (voltageSourceIndex + thermalResistivityCoefficient
+ startTime). Ctor chains HeatSink and primes the electrical state; statics, dtor,
ResetToInitialState, TestClass/TestInstance real.
The voltage-source resolution (indexing the owner mech's subsystem ROSTER for the
powering generator) + master-instance electrical sim + AttachToVoltageSource are
deferred to the segment-walk phase (phase 4) where the roster is populated -- the
subsystem constructs with no attached source until then. Verified slice now:
MechSubsystem -> HeatableSubsystem -> HeatSink -> PoweredSubsystem. Compile-verified
(BT: 26 ok); tree links clean.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
HeatSink : public HeatableSubsystem (confirmed hierarchy) -- a thermal mass with
a coolant loop. Added to HEAT.HPP/.CPP: the class + its SubsystemConnection slot
helper + HeatSink__SubsystemResource. Ctor chains HeatableSubsystem and seeds the
thermal state from the resource (startingTemperature/degradation/failure/
thermalConductance/thermalMass), heatAlarm(3) = AlarmIndicator, heatFilter =
AverageOf<Scalar>(15). Statics, dtor, ResetToInitialState, TestClass/TestInstance
real; the per-frame thermal sim (HeatSinkSimulation/DrawCoolant) staged.
Also reconciled HeatableSubsystem to the 4.10 fields: its resource struct now
carries startingTemperature/degradationTemperature/failureTemperature/
thermalConductance/thermalMass (was the BT411-mislabeled thermalMass/degrade/fail/
coolingLoop set), and degradationTemperature/failureTemperature are base members
(HeatSink reads them). Verified slice now: MechSubsystem -> HeatableSubsystem ->
HeatSink. Compile-verified (BT: 25 ok); tree links clean.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
HeatableSubsystem (HEAT.CPP) reconstructed + compile-verified (BT: 25 ok):
statics, ctor (chains MechSubsystem resource form + ResetToInitialState ->
currentTemperature=300, heatLoad=0), dtor, TestClass/TestInstance,
CreateStreamedSubsystem staged. Verified slice now: Subsystem -> MechSubsystem
-> HeatableSubsystem.
Also mapped the roster hierarchy from BT411, which is DEEPER than the staged
headers (recorded in MECHSUB.NOTES.md):
MechSubsystem -> HeatableSubsystem -> HeatSink -> PoweredSubsystem -> {Sensor,
Generator, ...}
Findings for the next steps: (1) HeatSink is MISSING entirely from the staged
tree and must be added between HeatableSubsystem and PoweredSubsystem;
(2) staged POWERSUB.HPP wrongly derives PoweredSubsystem from HeatableSubsystem
(real base = HeatSink) -- fix it; (3) PoweredSubsystem has inter-subsystem wiring
(resolves its voltage-source generator from the owner mech's subsystem roster),
imposing a segment-walk ordering constraint for the phase-4 ctor.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The base all ~30 mech subsystems derive from. Reconstructed against the 4.10
structure per the MECHSUB.NOTES analysis (NOT backdated from BT411's divergent
version):
- Header: expanded with the real mech-specific member set (statusAlarm =
AlarmIndicator, vitalSubsystem, alarmModel, criticalReference,
collisionCriticalHitWeight, printSimulationState, configureActivePress,
resource). Dropped the speculative MessageHandlers static -- MechSubsystem
reuses the base Subsystem sets (inherited Simulation handlers/attrs/statecount).
- CPP: statics (ClassDerivations/DefaultData), both ctors (light name+classID and
resource), dtor, TestClass/TestInstance, and the damage API on the 4.10
per-type model -- GetSubsystemDamageLevel/SetSubsystemDamageLevel read/write the
real DamageZone::damageLevel [0,1]; ForceCriticalFailure; TakeDamage delegates
to the zone. Both ctors build the damage zone the base leaves NULL.
Deferred (documented): the Mech__DamageZone per-type armour STREAM wiring (ctors
use a trivial armour-free base DamageZone placeholder for now) and
CreateStreamedSubsystem (model-load stream format). These are refinements above
the ctor frontier, not boot blockers.
Compile-verified (BT: 24 ok); full tree still links clean. Next: the subsystem
roster (GAUSS/PPC/SENSOR source + .TCP partials + decomp).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Begins phase 2 (MechSubsystem base + subsystem roster) with the base-class
analysis that keeps the reconstruction on the 4.10 damage model. Key findings:
- All base deps survive: Subsystem (SUBSYSTM.HPP + staged SUBSYSTM.CPP),
DamageZone (DAMAGE), Mech__DamageZone + BT damage model (MECHDMG.HPP),
AlarmIndicator (just built).
- Finding 1: the staged base Subsystem ctor sets damageZone=NULL, so the derived
MechSubsystem creates the Mech__DamageZone (BT411's zone-creation is right).
- Finding 2 (CRITICAL): the damage model DIVERGED. 4.10 is per-damage-TYPE --
DamageZone has defaultArmorPoints + damageScale[5] {collision/ballistic/
explosive/laser/energy} and STREAMS its own armour (DAMAGE.CPP:335,413).
BT411 reconstructed a per-FACING armorByFacing[5]/structureReference model that
MechSubsystem hand-seeds -- those fields exist only in BT411's ReconDamageZone
proxy, NOT in the 4.10 zone. So BT411's MechSubsystem ctor CANNOT be backdated
verbatim; doing so would install a damage model the 4.10 engine doesn't
implement, corrupting every subsystem.
Corrected approach (now fully scoped, ready to write): chain base Subsystem,
create Mech__DamageZone, add mech-specific members + TakeDamage override, let the
zone stream per-type armour. Full detail in MECHSUB.NOTES.md; the staged
MechSubsystem__SubsystemResource (per-facing, BT411-copied) is flagged for
re-derivation.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
render_final.py applies the oracle-verified perspective divide (texel8 =
texu/texz*2048, the *8 from the '3 integer bits') with per-quad texel tiling.
The battle frame now reads as a real first-person arena interior: a tiled
floor receding correctly to the vanishing point (panels shrinking toward the
horizon), a paneled ceiling, and a horizon band of structures. The verified
divide fixed the tiling frequency that washed out earlier attempts.
Monochrome because surfaces map to one texture family -- the exact
texid->handle binding needs the board texture-RAM model (texels go to board
tex memory via TXDN/io, not watchable DRAM; confirmed by the storage trace).
Geometry, perspective, texel decode, and the divide are all solved from the
live wire; per-surface texture selection is the last remaining piece.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
igc_divide.py implements EOF.C's texdivide bit-serial restoring division on
the pixel bit-memory, and extracts the texel per the '3 int | 8 texel | 5
subtexel' result layout ((field>>9)&0xff). Verified against the divlogo's
KNOWN mapping (u:0.001->0.999 across screen x[532,660]): the extracted texel
sweeps monotonically 0->251, and a fast float equivalent (texu/texz*2048)
tracks the bit-serial result to +/-1. This fixes the missing scale factor
(the '3 integer bits' = x8) that made earlier renders wash out. M5 plan in
M5-TEXTURING.md. Next: M5-B scene-graph material binding, then integrate.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
NameFilter is the Mech's mechNameFilter (@0x36c), a small fixed debounce record
the ctor initialises. Reconstructed from FUN_00435a7c: a 10-word (0x28) struct,
Initialize() sets [2]=1 / [8]=[9]=-1 / rest 0 exactly. Header-only. Field
semantics unresolved (only caller is Initialize; reader is the unbuilt HUD) --
names best-effort, but size + init values are binary-exact, which is all the
Mech layout + ctor need.
All 3 missing embedded helper classes now reconstructed + compile-verified under
BC4.52 (AlarmIndicator, SequenceController struct+Init, NameFilter). MECH-LAYOUT.md
step 1 marked done. Next: MechSubsystem base + the subsystem roster, then finalize
MECH.HPP (probe sizeof==0x854), then the ctor + segment-table walk.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
render_textured.py now applies the divlogo's perspective divide (texu/texz,
texv/texz per EOF.C perspective_divides): the result shows CORRECT perspective
-- ground and sky converge radially to the vanishing point, textures sample
along the surfaces. Two precise unknowns remain, both needing a reference
(TXDN source trace or a ground-truth frame), not guessing:
(1) texid(6-bit slot)->handle binding -- so each quad gets ITS texture at
ITS size (currently one texture on all surfaces -> uniform look);
(2) the exact fixed-point texel scale -- texu/texz~0.12 gives ~2 texels/quad
without the right multiplier (the divide keeps 20 bits; texel = field>>13
for a 128-tex, but the pre-divide scale needs pinning).
Geometry, perspective, and texel decode are all solved from the live wire;
this is the final calibration.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The BT keyframe-animation player embedded in the Mech as legAnimation/
bodyAnimation. Struct field layout (from BT411's binary-offset map), default
ctor, dtor, and Init(Mech*) reconstructed and compile-verified; Init is
ctor-time (Mech ctor calls legAnimation.Init(this)/bodyAnimation.Init(this)) so
it's real (binds owner + caches owner->GetJointSubsystem()). The per-frame gait
engine (SelectSequence/Advance/Reset) is staged with Fail bodies -- it fires
only once the mech is ticking, past the current ctor frontier.
BT stage 23 ok; full tree still links clean. Evidence + real/staged split in
SEQCTL.NOTES.md.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
First of the 3 missing Mech embedded-helper classes. AlarmIndicator is the
multi-level status indicator the Mech carries four of (master/heat/stability/
status). Reconstructed as a StateIndicator subclass: the shipped ctor
(@0041b9ec) is byte-for-byte the surviving StateIndicator(unsigned) ctor
(stateCount=oldState=currentState=count; 3 watcher sockets NULL) with a distinct
vtable, so a derived class reproduces it exactly and adds the level API
(SetLevel/GetLevel/GetLevelCount -> SetState/GetState/stateCount). Header-only
(StateIndicator's methods are in SIMULATE.CPP, already in munga.lib).
Compile-verified standalone under BC4.52 with the authentic build flags.
Evidence + placement in ALARM.NOTES.md.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Sibling links (hardware<->firmware) now resolve within restoration/;
links to RIOjoy's PROTOCOL.md and Win32RIO/ (which stayed in the RIOjoy
repo) point to gitea web URLs.
Board photos, scanned schematics, and GAL fuse-map decode of the
physical RIO board set.
git-subtree-dir: restoration/rio-hardware
git-subtree-mainline: def5840e07
git-subtree-split: 42b3944ebe
Board firmware dumps, disassembly, make_patch.py, patched images
(RIO 4.3 + FastRIO), analysis, and bench testlogs — moved from the
RIOjoy repo into the Tesla cockpit restoration archive.
git-subtree-dir: restoration/rio-firmware
git-subtree-mainline: 6c0dfcf792
git-subtree-split: 4fb91775fc
Full-archive re-check: AverageOf DOES survive (AVERAGE.HPP, the SIGNATURED
lineage BT411 preserved), so telemetryFilter[5]'s type is available. The
genuinely-missing embedded helpers are just AlarmIndicator, SequenceController,
and NameFilter (confirmed absent from all of CODE; no alarm/filter/sequence
headers) -- to be reconstructed from BT411 decomp before the Mech layout finalizes.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Begins the Mech reconstruction milestone (analysis phase). Extends the existing
MECH-LAYOUT.md worksheet with the findings needed to build MECH.HPP + the ctor:
- Resolved the BT411 mechrecon.hpp proxy layer to real 1995 types (ReconAlarm ->
AlarmIndicator, ReconSeq -> SequenceController, ReconFiltered -> AverageOf<
Scalar>/NameFilter, ReconChain -> ChainOf, ReconMatrix -> AffineMatrix;
StateIndicator/Reticle survive as-is; BTVal mostly base-class pose fields).
- CRITICAL: AlarmIndicator, SequenceController, NameFilter, AverageOf are ALSO
absent from the 4.10 archive -- additional helper classes the milestone must
reconstruct first (their sizes set the embedded-member offsets).
- Subsystem source availability mapped: full (GAUSS/PPC/SENSOR), .TCP partials
(AMMOBIN/EMITTER/GNRATOR/HEAT/MISSILE/PROJTILE/PROJWEAP), decomp-only (rest).
- Key tractability insight: StateIndicator is fixed-size (level count stored, not
arrayed), so a FUNCTIONAL fresh build needs only the right member set/types in
order -- byte-exact offset matching is a later refinement for network wire
format, not required to boot.
- Revised reconstruction order: helpers -> MechSubsystem+roster -> finalize
MECH.HPP (probe sizeof==0x854) -> ctor+segment walk -> per-frame path.
Everything below the Mech ctor runs real reconstructed code; the ctor is the
live frontier (spawn factory validated last commit).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
BTPlayer::CreatePlayerVehicle reconstructed (faithful; BT411's BT_SPAWN_XZ/
BT_SPAWN_ENEMY bring-up scaffolding dropped): builds the Mech::MakeMessage from
the mission game-model resource and hands it to MakeAndLinkViewpointEntity.
Mech::Make = new Mech(creation_message); a staged Mech ctor chains the real
JointedMover base (so the model skeleton/segments stream from BTL4.RES) then
Fails.
This validates the entire spawn factory chain live: CreatePlayerVehicle ->
MakeAndLinkViewpointEntity -> registry -> Mech::Make -> new Mech -> JointedMover
base ctor (streams the mech model) -> halts at the Mech ctor (mech.cpp:66).
The Mech ctor (@004a1674, 5690 bytes -- the largest function in the game) plus
the subsystem roster is the next MAJOR milestone, not a brick: it needs the full
1995 Mech member layout derived first (MECH.HPP is still reserved[331]; BT411's
decomp uses raw offset pokes that can't compile fresh), the subsystem class
hierarchy (only GAUSS/PPC/SENSOR survive in the 4.10 archive; the rest are the
measured "917 missing functions"), and the segment-table walk. Plan + scope in
MECH.NOTES.md.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Fixes the incorrect DefaultData reuse of Player::MessageHandlers -- BTPlayer now
has its own handler table (DropZoneReply, VehicleDead, Score, ScoreInflicted,
ScoreUpdate; the last two add BT message IDs) chained onto the base set, matching
the .data table recovered in BT411. A mission-start DropZoneReply now routes to
BTPlayer::DropZoneReplyMessageHandler (the real spawn/respawn dispatch skeleton)
instead of the base "should not be handled by base player class" Fail stub.
Boot ladder now runs the full engine + app + network + mission + player path and
reaches the spawn handshake, halting at CreatePlayerVehicle -> Mech::Make -- the
Mech subsystem frontier (Mech ctor + mech2/3/4 + subsystems + weapons), the next
major reconstruction milestone. Scoring/death handlers, PlayerSimulation, and the
mech-placement tail staged with documented Fail bodies (BTPLAYER.NOTES.md).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Boot ladder advances past player creation. BTPlayer ctor/dtor/Make/
TestInstance/GetExperienceLevel reconstructed from BT411's Ghidra-recovered
body (@004c0bc8) backdated to 1995 idiom; the reserved[38] placeholder in
BTPLAYER.HPP replaced with the real BT-own members.
Key fidelity call: the game-mode flags are derived from
btMission->ExperienceLevel() (the egg's per-pilot experience key) with the
binary-accurate switch rows from the [T1] disassembly -- NOT from the scenario
role's returnFromDeath, which BT411's port uses as a [T3] stand-in. Mapping and
residual naming/[T4] uncertainty documented in BTPLAYER.NOTES.md.
Live boot now runs: banner -> resources -> app ctor -> network single-user ->
egg -> mission -> SetPlayerData -> BTRegistry::MakePlayer -> BTPlayer ctor
(resolves team, seeds experience flags) -> halts at the base
Player::DropZoneReplyMessageHandler stub (BTPlayer's own message-handler table
is the next brick -- DefaultData still reuses Player::MessageHandlers).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Plain-language explanation of the reply-latch wedge for non-technical
pod owners, linked from the firmware README top. Frames the bug as a
'busy' sticky note the board forgets to take down on the give-up path,
and how RIO 4.3 fixes it.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The reconstructed tree now produces a runnable binary with the authentic
1995 toolchain (BC4.52 / tlink32 / DPMI32):
- BTL4.CPP main TU reconstructed from the 4.11 Ghidra decomp (FUN_0040109c)
+ the 4.10 binary's own string pool + surviving RPL4TOOL.CPP house style;
probe_main.cpp scaffold retired (BTL4.NOTES.md documents every decoded call)
- L4NET.CPP staged: L4NetworkManager ctor/dtor + 10 vtable-pulled virtuals
(standalone-benign ones no-op, network ones Fail loudly) + NetNub client
globals (Net_Common_Ptr=NULL routes L4File to its plain-DOS path)
- build410.sh: libs now built in the AUTHENTIC makefile member order
(MUNGA.MAK / mungal4.mak / BT.MAK / BTL4.MAK). Order is load-bearing:
tlink emits static-init records in module pull order, and alphabetical
order booted into a null-vptr crash (IcomManager::ClassDerivations
constructing before parent NetworkClient::ClassDerivations). Also fixed
stage_link to the proven 32-bit lib set (SOSDBXC+SOSMBXC, no WATTCPLG)
- BOXTREE.HPP MemoryBlock unify, BTL4GRND notify stubs, remaining engine
backfills (audio/gauge/resource/stream TUs) that closed the deep ledger
Smoke test (DOSBox-X + 32RTM, copy of the pod BT tree, our exe swapped in):
BattleTech v4.10
BTL4Application::BTL4Application
l4net.cpp(22): L4NetworkManager -- l4net.cpp not yet reconstructed
Static init, main, -egg parse, BTL4.RES load (version 1.0.6 check passes),
ApplicationManager and the BTL4Application ctor chain all execute real
reconstructed code; boot halts at the first staged Fail() as designed.
Next brick: the real l4net.cpp body.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Built with the full 4.3 flag set plus --baud31250 --widen-ackwait;
71 bytes vs stock, differing from RIOv4_3.bin in exactly two bytes
($D62B baud, $D9E7 ACK-wait) — disassembly-verified. Production table
updated; acceptance ladder on the FastRIO cockpit still required
before deployment.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The VersionReply builder at $C6EA hardcoded 4.2; --reportversion=4.3
patches the minor operand byte ($C6FF: 02->03). Verified no host
software gates on the value (legacy prints it, RIOJoy parses it, native
games ignore it — Cyd). Rebuilt RIOv4_3.bin: 69 bytes vs stock, sha
6d67a2fc7713...; docs updated. Chips burned before this edit still
announce 4.2 — re-burn to pick up the number; all other bytes match
the certified image.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Final gate passed: 120s mash at 549 presses/min sustained (heaviest
stress run of the campaign) — zero wedges, counters flat, NAK 0, all
247 resends healed. RIOv4_3rc1 renamed to RIOv4_3.bin (same bytes,
sha dc59bd51cae3...); README/ANALYSIS promote it, production table
updated (native-game cabinets -> RIOv4_3.bin; FastRIO 4.3 variant is
build-on-demand with the documented flag set + acceptance ladder).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Final gate passed: 120s mash at 549 presses/min sustained (heaviest
stress run of the campaign) — zero wedges, counters flat, NAK 0, all
247 resends healed. RIOv4_3rc1 renamed to RIOv4_3.bin (same bytes,
sha dc59bd51cae3...); README/ANALYSIS promote it, production table
updated (native-game cabinets -> RIOv4_3.bin; FastRIO 4.3 variant is
build-on-demand with the documented flag set + acceptance ladder).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Over-threshold check exchange repaints and re-renders a live E0 readout
(not the stale 04000000). The +2 drift in $3184 among 65 status frames
refines the counter model: $3184 = started timeout-retry sequences
(give-ups are the exhausted subset); timeout-recovered cycles exit via
the success teardown, NAK-recovered ones via $DA2F ($3185). All
observations from both bench sessions fit. Mash spot-check remains
before christening RIO 4.3.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
After the flip leaves counters over threshold, the tool now sends a
CheckRequest (ACKing every status frame) — edit-6 chips must repaint
and re-render the E0 readout; 04000000 marks a pre-rc1 chip. Analysis
records the stock-chip archaeology (stock also leaves 04000000, but the
ungated E0 readout papered over it in period — our fixes exposed it)
and RC1's below-threshold first-light PASS (version+check -> F0).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>