Commit Graph
9 Commits
Author SHA1 Message Date
CydandClaude Fable 5 3364b65ae8 BT410 Phase 5.3.1: Mech::Simulate motion core -- mech integrates motion per-frame
Installs Mech::Simulate as the mech's per-frame Performance (was DoNothingOnce).
Reconstructs the load-bearing spine of the 1995 Simulate (mech4.cpp @004ab430):
integrate the body velocity into localOrigin (linearPosition.AddScaled(..,
worldLinearVelocity, dt)) and commit the Origin to the world transform with the
engine idiom (localToWorld = localOrigin, per ENTITY.cpp:988 / MOVER.cpp:850).

Uses the NAMED engine base Mover fields (localOrigin/localToWorld/
worldLinearVelocity) -- BT411's MechBaseLayoutCheck proved the WinTesla decomp's
raw this+0x100/0x260 offsets actually stomp those base fields; the clean 1995
build addresses them by name.

- MECH.HPP: Mech Performance typedef + SetPerformance + Simulate() decl.
- MECH.CPP: SetPerformance(&Mech::Simulate) at ctor tail; Simulate body.

Verified headlessly (BT_MECH_LOG "[sim] mech pos=" 1Hz): BT_DRIVE="5,0,10"
advances the mech +5.0/s x, +10.0/s z (y fixed) = exactly the injected world
velocity; no BT_DRIVE -> worldLinearVelocity is 0, mech holds spawn pose. Zero
Fail/Exception either way. BT_DRIVE is a retained dev hook for headless motion.

Deferred (locomotion wave): gait-cycle self-propulsion feeding worldLinearVelocity
(IntegrateMotion->AdvanceBodyAnimation, steered by mapper throttle/turn), heading
integration, terrain-height drop, cockpit telemetry filters.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-21 13:45:24 -05:00
CydandClaude Fable 5 b8f5928887 Mech ctor PROVEN: constructs 33 subsystems + 7 weapons from real model data
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>
2026-07-20 08:55:42 -05:00
CydandClaude Fable 5 b93c5d4bdd Mech phase 4: non-NULL default roster slots -- boot reaches the attribute binding
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>
2026-07-20 07:15:00 -05:00
CydandClaude Fable 5 77041a1539 Mech phase 4: SetMappingSubsystem + MechControlsMapper ctor -- mech links as viewpoint
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>
2026-07-20 07:11:41 -05:00
CydandClaude Fable 5 c9aff18191 Mech phase 4: the Mech constructor + segment walk WORKS -- roster instantiates live
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>
2026-07-20 07:07:39 -05:00
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 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 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