Commit Graph
34 Commits
Author SHA1 Message Date
CydandClaude Fable 5 4d175c959a Mech phase 3: named member layout + embedded-member construction
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>
2026-07-20 07:00:51 -05:00
CydandClaude Fable 5 30c77fc9fc Mech phase 2: reconstruct the last 6 segment-walk subsystem classes
Completes every class the Mech-ctor segment walk instantiates: Reservoir
(: HeatSink), Searchlight + ThermalSight (: PowerWatcher), MechTech + Subsystem-
MessageManager (: Subsystem, surviving CODE headers), Actuator (: MechSubsystem
fallback). All ctors chain their parents; per-frame methods staged. Full subsystem
roster (~22 classes) reconstructed. BT: 42 ok; tree links clean.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-20 00:37:45 -05:00
CydandClaude Fable 5 9e0f045273 Mech phase 2->4: roster core complete (16 classes) + segment-walk blueprint
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>
2026-07-20 00:29:39 -05:00
CydandClaude Fable 5 1cab46ae72 Mech phase 2: reconstruct ProjectileWeapon + MissileLauncher + AmmoBin -- weapon family complete
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>
2026-07-20 00:27:08 -05:00
CydandClaude Fable 5 7338b10474 Mech phase 2: reconstruct Emitter body -- PPC + GaussRifle now link
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>
2026-07-20 00:20:37 -05:00
CydandClaude Fable 5 9df4176956 Mech phase 2: reconstruct MechWeapon base (weapon subtree root)
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>
2026-07-20 00:15:31 -05:00
CydandClaude Fable 5 52cdf75348 Mech phase 2: reconstruct Myomers + Condenser leaves
Myomers (: PoweredSubsystem) -- locomotion muscle: seek-voltage drive table
(scaled by the generator's rated voltage via ResolveVoltageSource), efficiency +
heat-range members; MyomersSimulation staged. Condenser (: HeatSink) -- active
refrigeration in a coolant loop; valveState/refrigerationFactor/condenserNumber.
Both ctors chain their parents + init from resource; statics/dtor/test real.

Heat/power subsystem family now COMPLETE (11 classes): MechSubsystem,
HeatableSubsystem, HeatSink, PoweredSubsystem, Generator, Condenser, Sensor,
Myomers, HeatWatcher, PowerWatcher, Gyroscope, HUD, Torso. BT: 31 ok.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-20 00:11:04 -05:00
CydandClaude Fable 5 4e16c49443 Mech phase 2: reconstruct Torso (: PowerWatcher) -- Mech sinkSourceSubsystem
Torso twist / weapon-elevation subsystem. Named tuning members (rates/limits in
radians, button-accel) + twist/elevation dynamics pad; ctor chains PowerWatcher,
copies tuning (RAD_PER_DEG), skips skeleton-joint resolution (deferred to the live
Mech link). statics/dtor/test real; TorsoSimulation/TorsoCopySimulation staged.
Cockpit leaf trio complete (Gyroscope/HUD/Torso). BT: 30 ok.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-20 00:07:58 -05:00
CydandClaude Fable 5 a36e775c7c Mech phase 2: reconstruct HUD (: PowerWatcher) -- Mech hudSubsystem
Head-up display / targeting reticle subsystem, full named member set (reticle/
compass/lock/flicker/torso-readout state). Ctor chains PowerWatcher + inits per
the binary (visible/blinkState True, vectors zeroed, resource flicker/horizontal
copied); statusAlarm.Initialize(2). Added AlarmIndicator::Initialize(levels).
statics/dtor/test real; HudSimulation staged. BT: 29 ok.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-20 00:05:00 -05:00
CydandClaude Fable 5 f63981ca3b Mech phase 2: reconstruct Gyroscope (: PowerWatcher) -- Mech gyroSubsystem
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>
2026-07-20 00:02:58 -05:00
CydandClaude Fable 5 84d43e6512 Mech phase 2: reconstruct PowerWatcher (: HeatWatcher)
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>
2026-07-19 23:59:28 -05:00
CydandClaude Fable 5 999c98fe91 Mech phase 2: reconstruct HeatWatcher (: MechSubsystem) subsystem
Watches another subsystem's temperature, drives a 3-level alarm. Sibling branch
to HeatableSubsystem (derives straight from MechSubsystem). Ctor + statics + dtor
+ TestClass/TestInstance/ResetToInitialState real; WatchSimulation (per-frame)
staged. Unblocks PowerWatcher -> Torso/HUD/Gyroscope. BT: 27 ok.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-19 23:57:50 -05:00
CydandClaude Fable 5 e9b51cd6ee Mech milestone phase 2: map the complete subsystem family tree
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>
2026-07-19 23:51:55 -05:00
CydandClaude Fable 5 b5e0c10737 Mech milestone phase 2: reconstruct Generator (power source) -- power pair complete
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>
2026-07-19 23:49:53 -05:00
CydandClaude Fable 5 218afe3329 Mech milestone phase 2: reconstruct Sensor (first roster leaf) -- vertical slice complete
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>
2026-07-19 23:25:46 -05:00
CydandClaude Fable 5 6e96b5b570 Mech milestone phase 2: reconstruct PoweredSubsystem (roster layer 4)
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>
2026-07-19 23:22:49 -05:00
CydandClaude Fable 5 648f4e4705 Mech milestone phase 2: reconstruct HeatSink (roster layer 3)
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>
2026-07-19 23:20:18 -05:00
CydandClaude Fable 5 82de438dfb Mech milestone phase 2: reconstruct HeatableSubsystem + map the roster hierarchy
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>
2026-07-19 23:14:49 -05:00
CydandClaude Fable 5 0e274d3dde Mech milestone phase 2: reconstruct MechSubsystem base class (the roster foundation)
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>
2026-07-19 23:10:11 -05:00
CydandClaude Fable 5 02a6355f0e Mech milestone phase 2 kickoff: MechSubsystem base analysis (damage-model de-risk)
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>
2026-07-19 22:17:43 -05:00
CydandClaude Fable 5 efc41f165b Mech milestone: reconstruct NameFilter (helper 3/3) -- helpers phase complete
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>
2026-07-19 20:56:06 -05:00
CydandClaude Fable 5 bc59e39f41 Mech milestone: reconstruct SequenceController (helper 2/3), struct+Init verified
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>
2026-07-19 20:53:54 -05:00
CydandClaude Fable 5 9a4f1c293b Mech milestone: reconstruct AlarmIndicator (helper 1/3), compile-verified
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>
2026-07-19 20:49:26 -05:00
CydandClaude Fable 5 6c0dfcf792 Mech layout: correct AverageOf status (survives) -> 3 missing helpers
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>
2026-07-19 20:43:02 -05:00
CydandClaude Fable 5 f3668d6dbf Mech milestone: foundational layout analysis + proxy-layer resolution
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>
2026-07-19 20:40:43 -05:00
CydandClaude Fable 5 e610a2a3aa 4.10 reconstruction: real spawn factory path -> Mech ctor frontier
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>
2026-07-19 20:33:15 -05:00
CydandClaude Fable 5 956fc57681 4.10 reconstruction: BTPlayer message-handler table + DropZone spawn dispatch
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>
2026-07-19 20:24:27 -05:00
CydandClaude Fable 5 c43e6d873a 4.10 reconstruction: real BTPlayer ctor (binary-accurate experience-level flags)
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>
2026-07-19 20:18:37 -05:00
CydandClaude Fable 5 0906d1efa6 4.10 reconstruction: real l4net standalone path + full BTL4Mission::SetPlayerData
Boot ladder progress (each step verified live under DOSBox-X + 32RTM):

- L4NET.CPP v2: real statics (ClassDerivations/MessageHandlers/DefaultData),
  real single-user ctor (egg NotationFile -> last.egg -> local ReceiveEggFile
  post), real StartConnecting/Shutdown/CreateConsoleHost single-user branches,
  all four message handlers (egg assembly, ack, host connect/disconnect),
  1995 netnub-guard idiom (Net_Common_Ptr NULL => benign return) throughout;
  netnub wire primitives remain Fail-staged.  Sources: BT411 engine/MUNGA_L4/
  L4NET.cpp (preserves the 1995 netnub code as comments beside its Winsock
  port) cross-checked against the surviving 1995 L4NET.HPP.
- BTL4MSSN.CPP: full SetPlayerData reconstruction (vehicle/dropzone/color/
  patch/badge/team/experience/advancedDamage/role + score modifiers + plasma
  badge blit), backdated from BT411's Ghidra-recovered body (@004d2c30);
  every API pinned to the surviving 1995 headers (NOTATION/MISSION/SCNROLE/
  L4GREND/BTMSSN).

Boot now runs: banner -> resource load -> app ctor chain -> network manager
single-user init -> egg dispatch -> mission creation -> SetPlayerData (parses
the real TEST.EGG) -> halts at BTPlayer ctor (next staged brick).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-19 19:57:04 -05:00
CydandClaude Fable 5 5b35eb973c 4.10 reconstruction: BTL4OPT.EXE links clean and BOOTS to the first staged brick
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>
2026-07-19 19:05:53 -05:00
CydandClaude Fable 5 af80d52e22 source410: engine COMPLETE (165/165) - link reaches PE emission; deep ledger cut
The tlink32 campaign after the checkpoint: eleven engine bodies back-dated
from BT412 (rotation player team explode dropzone terrain cultural receiver
subsystm app l4gauge - the Application core included), the WinTesla-ectomy
handled by backdate.py's new unwrap rules (accessor-fn statics -> 1995 static
objects, decl rewrites, pointer->reference Derivation ctor, 2007 windowed-
gauge/console-marshal/idle-pump excisions), staged statics TUs opened for the
game classes (MECH/BTPLAYER/BTDIRECT/PROJTILE/MISSILE/BTL4MPPR .CPP + L4APP/
NETWORK engine statics).

State: every compiled symbol short of the shallow graph RESOLVED (the 52- and
17-symbol ledgers burned to zero); with 32stub.exe in place the linker reaches
full vtable closure and emits the deep ledger (~210 symbols, UNRESOLVED-
LEDGER.txt): remaining engine bodies (objstrm cstr gauge/gaugrend graphics
pixelmap palette resfile ray scnrole explosion-table), the DOS driver extern
layer (_SVGA*/_PCSerial*/_PCSPAK*/joystick/netnub/sosMIDI), the full L4App
body, and the real game-TU frontier (Mech::Make et al.). Recipe proven for
every category.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-19 11:25:49 -05:00
CydandClaude Fable 5 6b216d0643 source410: link campaign - entire engine compiles (152/152), first true link,
52-symbol unresolved ledger

build410.sh: merged-engine mass compile + BT TUs + tlib + authentic tlink32.
Engine closure fixes: boxtree/set/l4gauge/filestrm back-dates, lamp<->gaugrend
cycle broken (1995 form), APP.HPP Shutdown default, NetNub include path, DPL
vpx shim, SOS 32-bit lib arbitration (SOSDBXC/SOSMBXC; SOSMW*=16-bit), WATTCP
excluded (16-bit NetNub TSR side). UNRESOLVED-LEDGER.txt = the measured gap to
a linking BTL4OPT.EXE.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-19 08:46:05 -05:00
CydandClaude Fable 5 d9b34ddc63 source410: THE WHOLE 4.10 TREE COMPILES - 11/11 under the fleet's BC++ 4.52
All 10 surviving original TUs plus the reconstructed BTL4APP.CPP pilot build
clean with the authentic OPT.MAK flags (compile410.sh --sweep). First time
the 4.10 BattleTech source has compiled since 1996.

- layout_probe.cpp: the period compiler measures 1995 layouts from the
  surviving headers; validated 3/3 against binary alloc sizes (BTMission
  0xFC, BTL4ModeManager 0xC, BTRegistry 0x10). Base boundary: Simulation
  0xD0 / Entity 0x1C4 / Mover 0x300 / JointedMover 0x328 => Mech-own region
  0x328-0x854 (MECH-LAYOUT.md staging worksheet).
- 13 staged headers close the family ([T3] reserved[]-parked layouts;
  interfaces PROVEN by the surviving consumers): MECH, MECHSUB, HEAT,
  POWERSUB, MECHWEAP, EMITTER, MECHMPPR, BTPLAYER (BTPlayer__MakeMessage =
  Player's 8 args + roleName/teamName [T1 via BTREG]), PROJTILE, MISSILE,
  BTL4MPPR, BTL4VID + the round-2 BTCNSL/BTSCNRL.
- compile410.sh: PCH gate retired (bt.hpp/mungal4.hpp full include sets),
  DPL SDK roots on the include line.
- BTL4APP.CPP: appmgr include + GetApplicationManager()->GetFrameRate() +
  ResourceDescription:: scoping; Fail() held at its recorded line 400.
- Evidence ledgers: STAGED-HEADERS.NOTES.md, MECH-LAYOUT.md, BACKFILLS,
  BTCNSL (binary-recovered console wire IDs), BTSCNRL.

Remaining for a linkable BTL4OPT: the ~40 missing TU bodies (917-function
manifest) - the header skeleton they grow into now exists and compiles.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-19 07:58:26 -05:00
CydandClaude Fable 5 63312e07f9 source410: literal 4.10 source reconstruction + BC++ 4.52 fleet toolchain archived
- BORLAND/: Borland C++ 4.52 (chosen over 4.5 by byte-match: CODE/RP/CW32.LIB
  is identical to 4.52's install lib). BCC32/TLINK32/TLIB/MAKE run natively on
  Win11; CODE/BT/OPT.MAK is the shipped BTL4OPT.EXE's exact flag recipe
  (extender = Borland PowerPack DPMI32, not Phar Lap TNT).
- restoration/source410/: the literal 1995-form reconstruction of the missing
  BT game source (never mixed into CODE/). Round 1-3 state:
  * 6 of 10 surviving original TUs COMPILE CLEAN under the period toolchain
    (BTMSSN, BTCNSL, BTSCNRL, BTTEAM, BTL4MODE, BTL4ARND) - first builds
    since 1996.
  * BT_L4/BTL4APP.CPP pilot reconstruction: 12/12 functions, Fail() lands on
    its binary-recorded line 400 exactly.
  * BT/BTCNSL.HPP: console wire IDs recovered from the binary's ctors
    (Killed=9, Damaged=10, ScoreUpdate=13, DeathWithoutHonor=15 [T1];
    TeamScore=12 flagged [T4]).
  * MUNGA/: 8 engine-header backfills back-dated from the BT412 WinTesla tree
    (VDATA numbering decomp-verified; AUDREND's OpenAL-era virtual removed -
    the period compiler is the drift detector).
  * Tooling: backdate.py (WinTesla->1995 header transform), compile410.sh
    (per-TU verification sweep under authentic OPT.MAK flags).
  * README: corrected roadmap - MECH.HPP is the capstone grown with the mech
    TU reconstructions; BTREG.CPP green = the header-family milestone.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-19 07:33:26 -05:00