The operator's 'many seconds between display updates', run to ground:
MECHANISM (verified in source AND the shipped exe bytes): main passes
GetTicksPerSecond() as ApplicationManager's frame RATE, so frameDuration
is microscopic and RunMissions runs flat-out -- exactly ONE background
slot per loop frame, shipped and ours alike (ctor constant @0044f2d8 ==
1.0f, read straight out of BTL4OPT.EXE). That slot feeds a 7-task ring;
the gauge renderer gets 1/7th of slots, one ACTIVE gauge per slot, and
the screen blits once per completed wheel pass. The wheel is 136 gauges
-- and the BT_GAUGE_LOG roster dump shows all 136 are real cockpit
instruments (26 armor colormappers, leak gauges, cooling loops, weapon
clusters...): a Tesla pod shows everything at once, so the roster is
AUTHENTIC and must not be trimmed. Per-instrument latency is therefore
7 x 146 / loop_fps -- the loop rate is the only lever.
THE DEFECT: build410.sh compiled -O2 alone. The authentic release tier
(CODE/BT/OPT.MAK) is -O2 -Ot -Oc -Og -O -Ol -Z -Ob -Oe -Oi -Om -Op -Ov.
Adopting it (all 234 TUs clean, no BC4.52 optimizer ICEs) doubled the
loop: 16.7 -> ~30 fps wall on the rig. Shipped fifo throughput is still
~2x ours (11.8KB/s vs 6.4KB/s, governor-conflated) -- residual gap is an
open question pinned in GAUGE-CADENCE-NOTES.md with the operator A/B ask.
Instrumentation kept, cheap and gated: slot/wheel counters on the
[stack] line (BT_STACK_LOG), one-shot roster dump (BT_GAUGE_LOG),
tick-delta timers compile-gated BT_TICK_PROBES (OFF -- guest tick sums
proved to be trap-burst artifacts in the emulator, not costs; wall rates
are the only trustworthy measure). New: MUNGA/APPTASK.CPP shadow,
fifofps.py (true board fps from a fifodump), pod_render_bgprobe.conf.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Completes the weapon-side half of the look commit:
- MECHWEAP: real rearFiring/viewFireEnable members (binary @0x334/@0x3E0) +
accessors. Ctor resolves REAR-FIRING authentically (@004b99a8 tail): the
mount SEGMENT site name is tested for the 'b' (back) marker -- only the back
gun ports (sitelbgunport/siterbgunport) carry it. Spawn = forward-armed.
- MECH CommitLookState: re-arms every roster weapon per view (forward =
non-rear, LOOK-BACK = rear-mounted, side/down = none) and flips the HUD
reticle pip group with the authentic Reticle::Front/RearFiringWeaponsOn flags
(BT411's raw "bits 1/2" resolved to their 1995 names).
- MECHWEAP: defined MechWeapon::MessageHandlers (0-entry set inheriting the
Subsystem chain) -- it was declared-but-undefined, and the surviving CODE
PPC.CPP binds the inherited name into PPC::DefaultData; the zero-filled
common block was a latent NULL deref (same trap as Emitter::AttributeIndex).
Discovery: the TEST.EGG mech genuinely mounts TWO REAR LASERS (ERMLaser_2/3 on
the b-ports). Verified on a full-clean baseline (engine 181 + bt 42, 0 fail):
look-behind arms exactly the rear lasers, disarms the other five,
pipMask=0xfffffffe; neutral run holds forward-armed; zero Fail.
build410.sh HARDENED against the stale-obj layout-skew trap this wave exposed:
cc() skipped recompiles on obj-vs-.cpp timestamps only, so the MECHWEAP.HPP
member additions left emitter.obj on the OLD MechWeapon layout -- its
chargeLevel=0.0f write landed exactly on the new rearFiring (a silent cross-TU
struct skew, heisenbug-grade). cc() now honors header stamps: a source410
engine-header edit invalidates every bucket, a BT/BT_L4 header edit
additionally invalidates the game buckets. CODE/ is immutable, no stamp needed.
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>
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>