Everything needed to write the .SKL -> dpl_DCS path is now known and written
down: the file format (each page = one node with a local transform, an
optional .bgf, damage-zone tags and its child joint pages), the dPL call set
(NewDCS / SetDCSMatrix / AddDCSToDCS / LoadObject / NewInstance /
AddInstanceToDCS / FlushDCS), and the algorithm matching RPL4VID.HPP's
ReadSKLFile + RecurseSKLFile, including where DPLJointToDCSTranslator picks
up the joint->DCS mapping afterwards.
One unknown is flagged honestly: no surviving source calls dpl_SetDCSMatrix
(the RP game file that did is missing, like BT's), so the matrix convention
must be derived from the dpl3-revive protocol spec and DPLTYPES.H.
The success criterion is exact and needs no pixels: the dpl3-revive reference
capture of a real pod decodes as 26 DCS flushes and 22 instance flushes, and
MAD.SKL declares JointCount=25 (+root = 26) with DZoneCount=22. A correct
walk of that one file should reproduce those counts on the wire.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The pod updates every few seconds. Measured by sampling a head window every
2s (emulator/render-bridge/headrate.py): OURS changed in 5 of 12 samples,
SHIPPED in 1 of 12. So the reconstruction is not slower than the shipped
binary -- the emulated board is just expensive. Caveat recorded with it:
ours was being driven by the throttle hooks while the shipped exe ignores
them and sat parked, so treat those as same-order, not a win.
What did cost us 3x was mine: BT_MECH_LOG/BT_LAUNCH_LOG write per-frame lines
and DEBUG_STREAM=cout is redirected to COM3, so every one goes through an
emulated serial port. Turning them off took the wire from 480 to ~1480
bytes/sec. pod_render_quiet.conf is the conf to use for timing work.
And a correction to my own earlier framing: wire bytes/sec is NOT a frame
rate. Shipped pushes ~8900 B/s against our ~1480 and the difference is
CONTENT, not speed -- shipped submits the mech and we do not:
OURS: L4VIDEO.cpp wrong video resource type for object mad.skl
SHIPPED: (no such line)
The mech's model resource is a SKELETON. The engine's default
MakeEntityRenderables accepts only Object/Rubble and rejects anything else
with exactly that message, because skeletons are the GAME renderer's job. So
our arena renders but the MECH IS ABSENT, and with it the cockpit interior --
one unimplemented path explaining both the missing model and the lower wire
volume.
Next brick is now precisely scoped: answer MechClassID by reading the .SKL
notation pages into a dpl_DCS hierarchy and hanging the per-node .BGF
geometry off it.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
emulator/render-bridge/first-3d-frame.png: the arena from the pod -- sky,
horizon, ground, the arena structures along the skyline -- at ~31fps on the
VelociRender bridge.
The whole chain now works in our build: MakeVideoRenderer ->
BTL4VideoRenderer over DPLRenderer -> board boot -> Renderer::LoadMission ->
DPLReadEnvironment for the art paths -> 40/40 arena objects loaded -> mission
launch -> per-frame submission over the wire.
The mistake worth remembering: the run was never stalled after
InitializePlayerLink. I called that from a 150-second sample and it was just
too short. CheckLoadMessageHandler reposts every second and will not advance
until the min-priority event queue drains, and with the video renderer in the
mission that takes minutes. A BT_LAUNCH_LOG trace showed the queue draining
and then both RunMissionMessageHandler calls, the plasma display, and the
first sensor tick -- matching the shipped binary line for line. The renderer
deliberately holds a blank screen until RunningMission (L4VIDEO.CPP:5100), so
'black' was the app still loading, not a rendering bug.
Zero unbuildable entities, zero geometry failures. The frame is static only
because the mech is parked with no input, and the camera in the bridge title
is the bridge's own viewer, not the game's eyepoint.
Also banked the launch-gate trace (BT_LAUNCH_LOG) behind an env var.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
DPLRenderer::LoadMissionImplementation (L4VIDEO.CPP:6007) is not empty: it
calls DPLReadEnvironment (which opens L4DPLCFG/btdpl.ini and sets the dPL
object/material/texmap paths from the objectpath= entries) and then
LoadNameBitmaps. The 'bring-up no-op' installed earlier therefore did not do
nothing -- it REPLACED that, so the loader never learned where the art lives
and every dpl_LoadObject returned NULL.
I justified that no-op by pointing at VideoRenderer's bare Tell and
GaugeRenderer's identical one; neither is our base. Check the ACTUAL base
before overriding in this engine and chain it unless there is a reason not
to. DPLReadEnvironment is private to DPLRenderer, so chaining is the only
way a game renderer can reach it at all.
before: 40x 'couldn't load object', 'NULL instance', run ends,
wire ~24 bytes/sec
after: 0 failures, run continues, wire ~12 KB/s (1.17MB climbing),
bridge live at 88fps
Proved it was ours and not the rig by running the SHIPPED exe under the same
conf: it loaded every object. That A/B is cheap and is the right first move
whenever the pod misbehaves.
Still black: the bridge camera sits at its default (0,10,0), so the wire
carries state and object loads rather than a populated scene. The mech and
arena entities still need MakeEntityRenderables bodies.
Rig improvements, both from the user: nosound is fine on the SLOW clock (it
is the FAST SOS clock that needs the AWE32), which saves ~4 min and ~300MB of
audio taps per run; and serial3=file + '> COM3' gives a live unbuffered log,
so a run that does NOT crash is finally readable.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
BTL4VideoRenderer now overrides MakeEntityRenderables. Class 3035 resolves
to BTPlayerClassID (the BT enum block starts at 3000 in VDATA.HPP), and a
player carries no graphics -- exactly what the engine already does for its
own PlayerClassID with an empty case. Everything else chains to DPLRenderer,
so the override can only add answers.
On the pod: the 'couldn't figure out how to MakeEntityRenderables' complaint
is gone and the run no longer exits, it keeps running. It still renders
nothing -- the wire fifodump grows at ~24 bytes/sec, keep-alive rather than a
frame stream -- which is expected, since only the player has been answered
and the mech and arena still have no renderables.
Banked a practical problem worth fixing before the next session: a pod run
that does NOT crash produces no readable log, because the conf redirects the
game's stdout and DOS buffers it. Every readable log this session came from
a run that crashed and had its buffer flushed by the fault handler. The
RC.TXT marker (a separate command) survives that, and the com3/serial3=file
trick from the emulator notes would give live unbuffered output -- worth
wiring in, otherwise progress is invisible precisely when things are going
well.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
With every authored watcher resolving, the pod run reaches the mission, draws
the FULL COCKPIT with the board booted and audio running, and exits GAME-RC=0
with no Fail. It builds no 3-D scene, and the engine says why:
Entity 1:1 class3035 couldn't figure out how to MakeEntityRenderables
L4VIDEO.cpp couldn't load object sky.bgf (then the whole arena)
NULL instance
VideoRenderer::MakeEntityRenderables (VIDREND.CPP:231) is the BOTTOM of a
virtual chain -- its comment says so outright -- and BTL4VideoRenderer does
not override it, so every entity falls through, no scene graph is built, and
the geometry that would hang off it never loads.
CORRECTS an earlier note in the roadmap: I recorded the first full-rig run as
proving '.BGF loading was never a reconstruction problem, only a missing
bridge', because the complaint count was zero. It was zero because the run
Failed at a watcher long before reaching geometry. Now that it gets there,
the loads are attempted and fail -- for want of renderables, not the bridge.
Next brick is the real btl4vid body, shape pinned by the surviving sibling
header RPL4VID.HPP: override MakeEntityRenderables, plus ReadSKLFile /
RecurseSKLFile to walk the .SKL skeleton pages into a dpl_DCS hierarchy and
load the .BGF geometry per node. Renderable content from the BT411 donor.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Ladder rungs, each run-verified on the pod rig: ReportLeak (HeatSink),
GeneratorOn (Generator -- member existed, publication missing),
ConfigureActivePress (MechSubsystem -- likewise), AmmoState +
FireCountdownStarted + the rest of the AmmoBin table.
THE PINNED RANGE IS NOW THE AUTHENTIC SHAPE. Publishing ReportLeak on
HeatSink and ConfigureActivePress on MechSubsystem shifts the chain down two,
and MechWeapon's bridge to its binary-pinned PercentDone (0x12) collapses
from THREE guessed pads to ONE -- which is exactly the arithmetic the shipped
string pool predicts (MechSubsystem 1, HeatableSubsystem 3, HeatSink 6,
PoweredSubsystem 5). Three pads of guesswork replaced by a real attribute
and a real base-class row. HeatableSubsystem and Torso rebase onto
MechSubsystem::AttributeIndex; MechControlsMapper does not (it derives from
Subsystem directly).
Types were chosen deliberately this time, per the AudioWatcher families the
engine instantiates (Motion / Hinge / Scalar / StateIndicator): every *State
name resolves to a StateIndicator, ReportLeak is a Scalar.
RESULT: the pod run now gets past every authored watcher and DRAWS THE FULL
COCKPIT -- sensor cluster, myomers, cooling, the weapon panels, kills/deaths
-- with the board booted and audio running. It then exits without flushing
its redirected stdout, so the exit reason is not yet known; next step is a
run with the redirect removed so the console is readable.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The linker map named the faulting function: the crash address minus the CODE
base (0x410000) looked up in btl4opt.map's Publics-by-Value landed inside
AudioStateWatcher::AudioStateWatcher +0x2D.
AudioStateWatcher is AudioWatcherOf<StateIndicator> and its ctor immediately
runs Cast_Object(StateIndicator*, attributePointer)->AddAudioWatcher(this).
So every authored *State name must be published as a StateIndicator --
AlarmIndicator counts, it derives from one -- and pointing one at a plain int
sends that member call through garbage.
That explains both earlier failures: the AlarmIndicator attempt was the right
type but was tested with other bugs still in the batch, and the plain-int
attempt was simply the wrong type and crashed further along.
Published as state objects: Reservoir/ReservoirState -> reservoirAlarm,
Generator/GeneratorState -> stateAlarm, plus new StateIndicator members for
Condenser/CondenserState and Torso/MotionState. StateIndicator has no
Initialize(); the default ctor suffices because the watcher only needs the
object to exist.
Verified on the pod rig: no crash, ladder advanced to ReportLeak.
Technique worth keeping: on an extender fault, subtract 0x410000 from the
dumped address and look it up in btl4opt.map -- it names the engine function,
and for this family of work that names the watcher class and hence the
required member type.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Published and verified green on the pod rig: Condenser/CondenserState,
Generator/GeneratorState, Emitter/LaserOn, ControlsMapper/TargetRangeExponent,
plus the Torso and Myomers tables from the previous pass.
Reservoir/ReservoirState CRASHES the pod on the DOS extender, and a bisect
pins it to exactly that change: revert it and the run returns to a clean
Fail, re-apply it alone and the crash returns. It is reverted; the tree is
green and the ladder is blocked there.
The important lesson is general: AttributeWatcherOf<T> does
currentValue = *(T*)attributePointer AT CONSTRUCTION, so a published name is
read the moment its watcher is built. My earlier staging note claimed the
provisional types could not matter because nothing drives the values yet --
that is wrong, and this is the counterexample.
Ruled out by measurement and recorded so they are not retried: the
AlarmIndicator-vs-int type (a plain int got further, 232 -> 749 bytes of log,
but still crashed), static-init order (reservr.obj sorts last, after heat),
an id gap (contiguous at HeatSink::NextAttributeID), and the gauge rig (same
binary runs clean there -- only the pod/arena context faults).
Crash signature for whoever picks it up: 0044B4AD, mov eax,[edx+0x18] then
call [eax+4], EAX=0x15, fault at 0x19 -- a small integer called through as an
object, i.e. the AttributeIndexSet::Build uninitialised-slot pattern.
Condenser is the control: same base class, plain int, no crash.
Also fixed on the way: staged members must be appended at the END of a class
(offset-sensitive readers exist -- condenserNumber is reached as
master+0x1d4) and never added to a resource struct, which is a wire format.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
BTL4.RES stores each watcher as a (SUBSYSTEM, ATTRIBUTE) string pair, so the
complete list can be extracted directly instead of discovering one name per
6-minute run. Banked the extraction method and the full normalised table.
Sixth rung climbed: Torso/MotionState (staged member, appended at the end of
Torso's own range so no downstream id moves). LocalVelocity and
LocalAcceleration turn out to need nothing -- the engine's Mover already
publishes them.
Also banked, and deliberately NOT acted on: ReportLeak and
ConfigureActivePress are base-class attributes inside the pinned range, and
chasing them turned up what looks like the authentic attribute layout. The
shipped pool gives MechSubsystem 1, HeatableSubsystem 3, HeatSink 6,
PoweredSubsystem 5 -- which counted from Subsystem::NextAttributeID=2 lands
MechWeapon's real ids on the binary-pinned 0x12 with EXACTLY ONE pad, where
our tree needs three. That arithmetic is strong evidence for the original
layout, and reconciling to it would replace three guessed pads with the real
table. But it moves ids underneath a cockpit currently verified at 98.9%
pixel-identical, so it wants a deliberate session with the A/B rig open
rather than a bulk edit at the end of a long one.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Under the documented rig (launch_pod.ps1 with the GL bridge up) the 'couldn't
load object' count went to ZERO. .BGF loading was never a reconstruction
problem, only a missing bridge.
What blocks now is a series of authored AttributeWatchers: BTL4.RES binds
them BY NAME and the engine Fails outright on any that does not resolve, so
each is a name our subsystems must publish. Five rungs climbed, each
run-verified: UnstablePercentage, SpeedEffect (Myomers table), AnimationState
+ CollisionState/CollisionNormal + ReduceButton (Mech), and the full Torso
table (all six authentic names mapped onto existing members).
The method that makes this cheap is banked: the shipped binary's string pool
carries each class's attribute names CONTIGUOUSLY in ID ORDER after the class
name, and in every case so far our member declarations sit in the same order
-- which confirms the layout and lets ids be pinned rather than guessed.
Intersecting those names with BTL4.RES gives the exact work list.
A THIRD miswired SharedData found on the way: Myomers carried Subsystem's
tables where it derives from PoweredSubsystem, the same defect as
MissileLauncher (5.3.33). Worth a sweep across every subsystem.
Staged member TYPES are provisional and documented as such: AttributeWatcherOf
reads *(T*)attributePointer and the instantiation comes from the resource,
which the string pool does not reveal. Nothing drives them yet, so settle the
types with the models that write them.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
RUNG 1: BTL4VideoRenderer::LoadMissionImplementation, Fail -> bring-up no-op.
Legal, not a cheat: the engine's own VideoRenderer version (VIDREND.CPP:259)
is a bare Tell and our working GaugeRenderer ships the same, so the renderer
comes up and runs its frame loop with an empty scene -- exactly what we want
to measure before writing content. The authentic shape for the real body is
pinned by the surviving sibling header CODE/RP/RP_L4/RPL4VID.HPP (walk the
mission entities -> MakeEntityRenderables -> ReadSKLFile/RecurseSKLFile).
RUNG 2: Mech::EyepointRotation published. The engine then Failed at
SetupCull, which fetches that attribute BY NAME off the viewpoint entity and
composes it with the siteeyepoint segment to build worldToEyeMatrix. The
mech already HAD EulerAngles eyepointRotation with a getter -- only the
publication was missing. One enum id, one table row.
The run now reaches the full mech build, constructs the renderer, boots the
board (~907K VPX wire transactions), loads the mission, runs the per-frame
cull and enters geometry loading with ZERO Fails and zero exceptions. It
stops at 'couldn't load object buttee.bgf' / 'NULL instance' -- and that is
not a defect: the models are present and BTDPL.INI points at them, but .BGF
loading goes through the board to the external GL render bridge that the VPX
HLE tees over VPX_FIFOSOCK, and that bridge was not running. 'NULL instance'
comes from the prebuilt LIBDPL.LIB refusing to instance an object that never
loaded.
Next rung is the documented full rig (render-bridge/launch_pod.ps1).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Run against the emulated Division card, our build reaches the mission scene
load and stops at the one method we stubbed:
btl4vid.cpp(42): BTL4VideoRenderer::LoadMissionImplementation
-- btl4vid.cpp not yet reconstructed
That proves MakeVideoRenderer, the BTL4VideoRenderer ctor over the engine's
DPLRenderer, the board boot (transputer + i860 firmware, ~858K wire
transactions through the VPX HLE) and Renderer::LoadMission all work in our
build. btl4vid is not a from-scratch climb; the engine half was always
linked and what is missing is the mission-load hook and its renderables.
Banked the reproduction rig (emulator/vidtest.conf + the host VPX env --
VPX_RESPOND alone is not enough, the iserver handshake dies without
VPX_RENDER), the authentic contract from CODE/RP/MUNGA/RENDERER.CPP:263, and
a note that the BT411 donor restructured this hook so the contract comes from
the 1995 engine and only the renderables come from the donor.
Also corrected today's earlier note: the transient 3-D frame seen during a
gauge run was NOT the dPL path. MakeVideoRenderer returns NULL without
DPLARG and no gauge conf sets it, so no video renderer exists in those runs.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
PlayerStatus (dirty-gated, blits an 8-bit pixmap -- but the widget map for a
DIRTY run contains no playerStatus at all; it belongs to cameraInit and never
exists in a mech cockpit) and heat-driven redraw (a BT_FORCE_FIRE run came
back clean). Seven hypotheses killed by measurement so far.
It is a heisenbug: dirty on ~3 runs in 25, and every run since instrumenting
has been clean. The pattern tracks STARTUP LOG VOLUME -- the three dirty
runs all had the lighter conf, and a chatty trace slows init enough to
suppress it. The blit trace is therefore narrowed to fire only for pixmaps
landing on a non-palette port, which is near-silent when nothing is wrong.
That narrowed trace caught real traffic: 17x17 PixelMap8 blits onto
Mfd1/2/3 -- 8-bit pixmaps on single-bit planes. They render correctly, so
the library thresholds them; not the culprit but the right bug class.
Also banked a hunting recipe, because two detector traps cost runs: Eng1 == 0
means the cockpit is not up (not dirty), and an early capture during mission
start caught a full 3-D cockpit frame with the gauges at pod positions
(Eng1 62927) that did not recur over the next minute. BTDPL.INI is in the
mount and DPLRenderer is linked, so the dPL path may emit a frame during
launch even with L4VIDEO=OFF -- first evidence the 3-D path produces
anything, and explicitly NOT a claim that btl4vid works.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Four hypotheses tried and killed by measurement, recorded so the next session
does not repeat them: misrouted eng port (traced -- resolves correctly),
OneOfSeveral's DrawPixelMap8 branch (only OneOfSeveralPixInt uses it, and all
four instances are on the 6-bit colour port where it is correct), an 8-bit
value overflowing a 6-bit field (the bits are far too high), and a displaced
copy from elsewhere in the buffer (the rows appear nowhere else).
Observed structure: constant low byte, varying high byte -- one field written
correctly while another is garbage.
The next move is an instrument, not a fifth hypothesis: trace at the VIEW
layer and log every draw whose absolute position lands in the artifact rect,
with port, colour and call site. The rect is tiny so the log is short.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Same binary (md5 identical), different run: Eng1/Eng2/Comm read
17981/17981/15656 on some runs and 19011/19011/16909 on others. The shipped
binary is STABLE across three runs, so this is ours. Eleven consecutive
clean runs is what let it hide, and the dirty numbers are exactly the
pre-gate numbers from 5.3.32 -- the same artifact recurring.
Read off the raw words rather than inferred: in the artifact rect the shipped
binary writes ONE masked plane bit per pixel (0x4000 = Heat, 0x002D = sec),
while we write arbitrary 16-bit words (0x8BD6 / 0x8AD6 / 0x8AC0) that light
sec+overlay+Mfd1+Eng1+Eng2+Comm at once. Raw values going into a
plane-packed buffer -- which is why one bad draw appears as extra pixels on
six heads and as 483 MISSING on Heat at the same time.
Intermittent because these widgets are change-driven: on runs where the
coolant value never moves after the first paint, the bad draw never happens.
The six fixes of 5.3.33-39 stand (each moved specific attributable pixels).
What must be restated is the claim that four heads are exact -- true only
when this defect does not fire. The rig now needs a run-variance check
before any per-head number is believed.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
I had it recorded as 'the 3-D scene head, this is btl4vid'. It is not. Port
0 carries map / headingPointer / digitalClock / numericSpeed / messageBoard /
the armour colour-mappers / the four GeneratorClusters, and its plate shows
the radar scope, the SPEED / HEADING / MISSION TIME dials and the ARMOR
DAMAGE diagram -- the pod's colour screen, the one the VDB splits out
alongside the five mono MFDs.
So sec is ordinary gauge work and is now the largest single head delta.
btl4vid is a separate deliverable this rig cannot measure at all: the 3-D
main view never enters the gauge framebuffer -- it goes down the dPL path to
the render board, and these confs run L4VIDEO=OFF, so it is not even being
produced.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The CFG parameter order is fine (Make already maps third/frames by name,
with a comment saying so), and we do not paint nothing: cropping the plane
shows both binaries draw the hatch, ours about three columns narrower. So
it is a level/frame-width detail, and most likely the same root as the
coolant numerals -- our coolant value differing by a step. Folded the two
into one thread and pointed it at the value rather than the widget.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Final per-head state, the binding audit (31 CFG bindings resolve, zero NULL),
and the open list in priority order: btl4vid for the sec head, then the
leak-gauge hatch (with the CFG parameter-order question that probably
explains it), the coolant numerals, and the MFD remainders.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Two things, both read off the shipped framebuffer.
SLOT 0 IS THE OWN ROW. Its layout entry is the odd one out -- {180,225} at
layout mode 0, KILLS/DEATHS at +0x95/+0xe8 instead of the strip boxes'
+0x48 -- and the shipped Comm page fills it with the LOCAL pilot while the
seven surrounding boxes stay empty in a solo mission. So slot 0 takes the
mission player directly and only slots 1..7 come from the pod roster. That
also explains the artifact this session opened with: the ungated walk was
feeding the mission player into the STRIP slots, which is why gating the
roster removed wrong pixels but left the centre row missing.
THE OWN ROW TAKES THE LARGE NAME RASTER. Mission carries both; we asked for
the small one, so 'Aeolus' drew visibly undersized and low in the box. The
strip slots keep the small raster -- their boxes are half the height.
Comm missing 2099 -> 733 -> 0 extra 0 -> 152 -> 0
The Comm head is now EXACT: 15656 pixels against the shipped binary's 15656.
Four heads exact (Eng1/2/3, Comm), the three MFDs within ~150px, and the
whole cockpit at 98.9% identical / 99% coverage -- from 89.7% / 92% when the
session started.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Where the cockpit stands per head, the five defects the rig found and the
order they fell, and the measurement lesson: a large overlapping error makes
a small one measure as already-optimal, which is exactly what I recorded for
the title banner before the strip art was fixed.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The class computed segmentSpan = 0.75 in its ctor and nothing ever read it:
the engine SegmentArc base has no span member, and SegmentArc270 declared no
Execute, so the recharge dial lit all 20 segments at PercentDone 1.0 where
the shipped cockpit lights 15 and leaves the quarter gap. That was the last
MFD delta -- four extra spokes at the upper-left of every weapon disc.
A derived Execute is the only place the 0.75 can reach the draw, which is the
same role SegmentArcRatio's Execute plays with its own copy. It scales the
raw fraction, draws, then restores: the connection only rewrites currentValue
when its source changes, so scaling in place would compound frame after frame
and walk the dial to zero.
head missing extra
Mfd1 140 (=) 679 -> 7
Mfd2 97 (=) 462 -> 14
Mfd3 31 (=) 461 -> 13
Cockpit: 98.2% identical / 97% coverage. The three MFD heads and the three
engineering heads are now within a few dozen pixels of the shipped binary.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
y+0xb3 -> y+0xb4. Earlier this session I measured 0xb3 as the optimum and
wrote that the banner was at most 1-2px off -- that reading was confounded:
the strip-art misplacement (5.3.35) was ten times larger and overlapped the
same bands, so it dominated the metric and hid the one-row error. With the
strip art correct the title fringe isolated cleanly at 553/553 missing/extra
per head, and +1 collapsed it.
head missing extra
Mfd1 1107 -> 140 1646 -> 679
Mfd2 1616 -> 97 1981 -> 462
Mfd3 584 -> 31 1014 -> 461
Cockpit: 97.9% identical / 97% coverage, from 89.7%/92% at the start of the
session. Method note for the worksheet: fix the largest error on a head
FIRST, then re-measure the small ones -- a big overlapping defect makes a
small one measure as noise, or as already-optimal.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
CoolingLoopConnection::Update wrote a constant 0 -- the documented inert stub
-- because HeatSink::coolantAvailable, HeatSink::linkedSinks and
Condenser::condenserNumber are protected with no accessor, so every MFD panel
showed OFF where the shipped cockpit shows the loop number.
heat.hpp now publishes GetCoolantAvailable(), ResolveCoolingMaster() and
GetCondenserNumber(), and the connection follows the binary: a sink with
coolant reports the loop number of the Condenser it is plumbed to, otherwise
frame 0. Same shape as PowerSourceConnection beside it, which was already
live and already matched.
The box now reads 4 / A against the shipped binary's 4 / A, pixel for pixel.
head missing extra
Mfd1 1331 -> 1107 1776 -> 1646
Mfd2 1908 -> 1616 2196 -> 1981
Mfd3 730 -> 584 1119 -> 1014
Cockpit: 96.6% identical / 96% coverage.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
image_names[auxScreenPlacement] (qblh0..qblh6) is the mech diagram with THIS
subsystem's segment lit, and SubsystemCluster drew it at the panel origin.
Shipped puts it in the quadrant's middle.
Solved from the framebuffer rather than guessed: our extra pixels clustered
at panel x 0..70 against shipped's missing at x 140..230, and a
cross-correlation of the two sets peaked at dx=+144 dy=-54 independently on
all three panels of the head. +144 is 0x90 exactly; y is bottom-up in this
space, so up the screen is +0x36.
head missing extra
Mfd1 4908 -> 1331 3960 -> 1776
Mfd2 6870 -> 1908 5280 -> 2196
Mfd3 3091 -> 730 2565 -> 1119
~10.9K missing and ~6.7K extra pixels recovered. The whole cockpit is now
96.4% pixel-identical / 95% coverage against the shipped binary, from
89.7%/92% at the start of the session -- and the MFD weapon panels are
visually indistinguishable apart from the state box, which still reads OFF
where shipped shows a digit.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
BallisticWeaponCluster's two round counters pointed at UnboundIntegerSource
because ProjectileWeapon::ammoBinLink is protected -- the documented inert
gap in the ctor ledger. ProjectileWeapon now exposes GetAmmoCount() (the
resolved bin's rounds, -1 with no bin) and the cluster copies it into a live
cell each Execute, the same pattern it already uses for jammed and
reloadSeconds. The binary pointed its NumericDisplayInteger straight at the
resolved bin's count.
The STREAK 6 panel now reads 0024 against the shipped binary's 0024, in the
same font, stencilled into the fire-ready disc the same way.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
MissileLauncher::DefaultData passed Subsystem::MessageHandlers and
Subsystem::AttributeIndex where every sibling weapon passes MechWeapon's --
and a launcher publishes no tables of its own, so it must chain MechWeapon's
exactly as ProjectileWeapon (its own base) does. Wired to Subsystem's, EVERY
weapon attribute on a missile launcher resolved to nothing and the gauge read
the unbound zero cell: PercentDone, TriggerState, WeaponState,
DistanceToTarget, RearFiring.
The cockpit is what found it. The shipped binary lights a fire-ready disc on
the STREAK 6 panel (WeaponCluster gates it on PercentDone >= 0.99) and ours
never did -- while the launcher itself reported state=Loaded recoil=0 level=1
bin=24. A healthy weapon behind a dead binding.
head missing before -> after extra
Mfd1 8807 -> 4991 4063 -> 4003
Mfd3 6935 -> 3174 2659 -> 2608
Mfd2 6882 -> 6870 (unchanged -- it hosts no missile panel)
~7.6K missing pixels recovered. The disc, its rays and the stencilled ammo
cells now draw; the digits themselves stay blank pending the ammo feed, which
is the documented inert gap in the BallisticWeaponCluster ledger.
Traces added, all env-gated on BT_VIS_LOG and kept as tooling: [warn]
(cluster percentDone/warn state) and [proj-state] (launcher state, recoil,
recharge rate, bin count) -- the pair that separated "broken weapon" from
"broken binding" in one run.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
With the engineering heads exact, the entire remaining cockpit difference is
the three MFD quadrant heads -- the SubsystemCluster panels, which the widget
map shows are built by vehicleSubSystems rather than by the CFG, so they are
our code end to end.
Banked with evidence: the ammo weapon's disc+rays are absent while both
energy weapons draw theirs; the ammo digits render as empty cells at exactly
the right position; the mech silhouette is misplaced low-left; the state box
reads OFF where shipped shows a digit.
Also settled by experiment that the title banner is NOT misplaced: 0xb3 is
the measured optimum (0xb6 and 0xb0 both score worse), and the equal
missing/extra counts are overlap fringes, not an offset.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The gauge framebuffer is PLANE-PACKED: L4GAUGE.CFG gives each port a bit
mask, not a rectangle, so all six heads share the same x/y and are separated
only by bit -- the packing the VDB splits into the pod's physical screens.
Comparing RGB was therefore measuring nothing useful; the "magenta artifact"
just meant the wrong heads were lit at that pixel.
New instruments (emulator/render-bridge/gauge-ab/, with a README):
planes.py per-head scoreboard -- shipped vs ours, missing vs extra, per
port mask, recovering the 16-bit word from DOSBox's RGB565
BT_VIS_LOG a complete cockpit widget map from the single dispatch every
gauge widget is built through (MethodDescription::Execute),
printing name + port + authored position
ab.sh stages the fresh build over BTL4REC.EXE and kills any running
DOSBox before launching -- see below
The fix: the Comm page's pilot roster is the POD roster (the viewpoint mech's
ControlsMapper pilot array, mapper attributes 15/16), not the mission's
player list. It is zero in a solo mission, so the shipped page draws empty;
ours resolved the local player and painted its icon in colour 0xff. The gate
belongs in the row source, not PilotList::Execute -- Execute's empty branch
still has to run, because erasing is what the shipped page draws.
head shipped ours missing extra (was)
Eng1 17981 17981 0 0 (0 / 1030)
Eng2 17981 17981 0 0
Eng3 17981 17981 0 0
Comm 15656 13557 2099 0 (2099 / 1253)
Heat 21374 20913 566 105 (566 / 990)
Title-band magenta 404 -> 0. The 2099 Comm pixels we are missing were
missing before the gate, so it is a strict improvement.
Method note, which cost more than the bug: the rig's confs run BTL4REC.EXE
out of the mount while the build writes build410/btl4opt.exe, and nothing
connected the two. Three measurements ran an hour-old binary, so a change
that "did nothing" three times had never been tested -- and the correct first
hypothesis was discarded on that evidence. ab.sh now re-stages every launch.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Three rounds of source inspection produced three wrong suspects; one
instrumented run settled it:
[pl] PilotList slot=0 at (180,225) <- the only drawer
(no [ps] lines at all)
So the magenta blocks over the top-left title are PilotList's slot-0 entry
(the local pilot's name art + mech icon) on the Comm port -- content that
SHOULD draw; what is wrong is the entry's coordinate convention inside that
port. The port geometry itself is proven right: the Comm background
(btcomm.pcx, the KILLS/DEATHS columns) lands pixel-identical in both exes.
Second, separate finding: PlayerStatus never draws at all. The cfg builds
8 of them (sec port, 4x2, players 1..8) but our roster resolve is 0-based
against 1-based cfg player numbers, so every panel stays unbound and its
Execute returns early. Fixing that will add a whole scoreboard page, so it
belongs in an A/B session against the shipped reference rather than a blind
edit -- both leads are written up in GAUGE-BLOCK.NOTES.md.
Also recorded: the capture rig's occlusion failure mode (CopyFromScreen
grabs whatever is in front -- one run scored 77%/47% purely because an
editor covered half the window) and the PrintWindow fix for unattended runs.
Verified build, zero faults; last valid A/B measurement stands at 94.7%
identical / 92% coverage.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The name art was never missing. The egg carries it as notation pages of hex
rows ([BitMap::Small::Aeolus]); the engine BitMap has a ctor that reads
exactly that format; and the AUTHENTIC Mission ctor already loads them into
smallNameBitmapChain (MISSION.CPP:525 -- implemented, called, working). The
break was ours: btl4gau3's LookupPlayerNameBitmap was a bring-up stub
returning NULL. It now uses the authentic API (GetCurrentMission()->
GetSmallNameBitmap(playerBitmapIndex)) and resolves live -- traced index=1
to a real BitMap, with the fallback-box branch provably never firing.
Coverage 91% -> 92%.
DIAGNOSIS CORRECTED for the stray magenta blocks over the top-left title:
they are NOT a missing-name placeholder. They are the REAL name bitmap
drawn at the wrong slot coordinates -- PilotList lays its 8 roster slots
out from the PE-recovered DAT_0051af88 (x,y,mode) table, and ours puts them
top-left instead of the shipped exe's centre row. Recovering that table is
the next cockpit thread; the egg-hex -> live-BitMap pipeline is verified end
to end, so what remains there is layout, not art or lookup.
(A duplicate loader written before finding the authentic one was removed --
CODE/RP/MUNGA/MISSION.CPP already does this job.)
Gauge fight 11/11, smoke and novice clean, zero faults.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Reading the art settled where the titles live: qsensors/qmyomers/qermlas/
qppc/qstrk6.pcc are 299x26 TITLE BANNERS, while the qblh0..7.pcc strings
the cfg hands vehicleSubSystems are 77x120 MECH ICONS (already lit by the
5.3.28 placement fix). So the authored auxScreenLabel IS the panel title
-- it just belongs on the MFD panel, not only the ENG page.
SubsystemCluster now builds a titleBanner child from the cached label.
Placement was MEASURED against the shipped framebuffer through the A/B rig
(BackgroundBitmap places by left/BOTTOM): a bring-up BT_TITLE_DY knob, then
a green-pixel correlation over the title band, then baked at x+0x09,
y+0xb3 from the panel origin. "SENSOR CLUSTER", "MYOMERS", "TYPE II 65
TONS" and both "ERMED LASER RANGE 500M" banners now render where the
shipped binary puts them.
Score progression vs the shipped cockpit on identical GAUGE content:
5.3.26 birth 90.1% identical / 82% coverage
5.3.28 authored screens 93.2% / 85%
5.3.29 titles tuned 94.8% / 91%
Also: grab.ps1 now focuses the target window before capturing -- the
screen-copy grabbed whatever was in front, which cost two junk captures
(a white frame and an unrelated 3-D app window).
Gauge fight 11/11 rounds and smoke both clean, zero faults.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Ran the reconstructed exe and the shipped ALPHA_1 binary against the SAME
GAUGE content, same mount, gauges on, and diffed the 640x480x16
framebuffers. OUR EXE DRAWS THE COCKPIT: 90.1% pixel-identical on the
first run, and every difference traced to a single root cause.
The authored aux-screen block (screen number / background placement /
label) lives in the subsystem resource -- which is freed with the Mech
ctor's stream buffer (the 5.3.24 use-after-free landmine). Both this tree
and the BT411 port had stubbed it, which is why BT411's displays show the
same artifacting. PoweredSubsystem now caches the block at ctor time with
accessors, and btl4gau2 uses the AUTHORED screen instead of a roster-order
stand-in and builds the placement strip art. Panels snapped onto their
authored screens -- weapon dials now land on the same panels as the
shipped exe, mech icons appear on the sensor/myomer panels, generator
letters correct -- taking the match to 93.2% identical / 85% coverage.
Remaining differences are donor-inherited stubs: the panel title art (now
proven to come from the q-strip statusImage path, not auxScreenLabel --
the label blit is wired and guarded regardless), the pilot name bitmap,
and some lamp frames.
The A/B rig is banked at emulator/render-bridge/gauge-ab/ (both confs +
the window-grab script) so the comparison is repeatable.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
New IO-ARCHITECTURE.md, derived from the v4.2 image, the U7 GAL decode
and schematic sheets 1/3:
- $A010 control-latch bit map (CCK / D_OUT / WR_SB / RD_SB / SEL0-2)
- the 50-byte script format the firmware replays, and the ROM table map
- full port/address population: 9 buttons boards + 2 keypads across all
8 ports; the 0x00-0x6F logical map and its 0x48-0x4F gap
- the keypad engine ($CC53/$CC7E): 4-row matrix scan, row-patched RAM
scripts, the $DC14 key-code table, message type $8B
- lamp readback ($21C2) and the 72-byte lamp-fault mask at $DFA8 --
fault reports are type $03 with the lamp index in $2519
- scan cycle budget: 1.91 ms/pass, 17.3 ms/scan, ~58 Hz; demux is 60%
- expansion: one spare buttons board, and nothing further without a
protocol revision
Corrections to existing docs:
- $CC53 was cited as the encoder sweep; it is the keypad-1 scanner.
The sweep is $C8CC-$C9A7, driven from $C0CB.
- U31 is on sheet 3, not sheet 1, and is completely uncommitted: no
address, data, strobe or pod-bus signal reaches it. Not an expansion
hook -- populating it does nothing without new wiring.
- No spare HCTL-2016 footprints exist. The decode has 3 free selects on
U9, but the PCB carries exactly 5 positions and sheet 1 draws 5.
More analog axes need hardware, not firmware.
Also carries the previously-uncommitted standard-rate (16550)
feasibility analysis and baudscan.py, plus a note that the FastRIO
"FTDI-class adapter" rule really means arbitrary-rate generation:
CP2102N qualifies, classic CP2102 snaps 31250 to 38400. Bench-measured
2026-07-26; on-cockpit latency check still pending.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
The gauges now read the real simulation: heat/power/sensor/mech attribute
tables published under the 1995 L4GAUGE.CFG spellings the widgets already
bind by name. Temperatures, coolant mass/capacity/leak rate, condenser
valve settings, generator voltages and numbers, radar percent, and the
mech's radar/speed rows all resolve to live members.
THE NUMBERING IS PINNED: the chain publishes 2..0x0E so
PoweredSubsystem::NextAttributeID lands on the authentic 0x0F -- the
surviving SENSOR.HPP numbers RadarPercent off it and MechWeapon's
binary-pinned table starts at 0x12, so its pads shrank 16 -> 3
(0x0F..0x11) exactly as the 5.3.x header comment predicted. Sensor's
authentic enum finally has its table defined; MechWeapon/Sensor rechain to
PoweredSubsystem and Reservoir/AggregateHeatSink to HeatSink so the whole
family is visible where the cfg expects it.
Verified with BT_GAUGE_ATTR_LOG: 48 OK / 2 NULL (was 33/17, and 0/50 at
the block's birth). The two remaining have no member to bind --
HeatSink/AmbientTemperature (a sim constant) and Searchlight/LightOn (a
memberless subclass) -- and fall to the documented zero cell. Gauge
fight (15/15 rounds, 127 zone hits), smoke and novice all clean.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Six TUs born in one wave (4-agent re-hosting workflow from the BT411 donors
+ inline integration): BTL4GAUG (16 widget primitives + 5 connections, the
TU anchor @004c3f6c), BTL4GAU2 (13 composite panel clusters), BTL4GAU3
(PilotList/PlayerStatus/SectorDisplay/MessageBoard/mapping group), BTL4RDR
(the MapDisplay radar vs the authentic surviving header), BTL4GRND (the
real renderer: L4LampManager + L4Warehouse + BuildConfigurationFile with
the 19-entry BT registry chained onto the engine table). btl4.lib grows
7 -> 11 members; all 50 game TUs compile; link clean.
VERIFIED LIVE: with L4GAUGE=640x480x16 the interpreter parses the full
authentic L4GAUGE.CFG, Bhk1Init runs, ColorMapperArmor binds the live
mech's damage zones by name (cross-chassis names take the authentic inert
path), and the complete mutual missile fight runs with the cockpit stack
updating from real combat -- 16/16 rounds, 138 zone hits, zero faults.
Gauges-off regressions untouched.
Engine bring-up deviation (documented): ParseAttribute normalizes
unpublished attribute names to a shared writable zero cell -- the 1995
GaugeConnectionDirectOf ctor hard-derefs its source (first boot crashed
there); widgets on unpublished names draw static zeros and light up
automatically as the attribute waves publish the 1995 CFG spellings the
bindings already carry.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Three-dossier workflow output (65KB, verbatim): every class across the six
missing gauge TUs audited -- engine base, the L4GAUGE.CFG keyword + the
attribute each widget binds (and which reconstructed subsystem publishes
it), the port-shim -> 1995-native mapping, BC++4.52 hazards, and the
binary @ADDR anchors. This is the implementing session's hot-start
worksheet for the first rendered milestone (see RENDER-ROADMAP.NOTES.md).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Four-dossier workflow synthesis: the engine half of BOTH render paths
(DPLRenderer/libDPL for the division-card 3D view; the L4 gauge stack for
the cockpit instruments) ALREADY compiles and links into btl4opt.exe from
the CODE originals, and the emulator's VPX board-side device is
EXE-agnostic (pure wire-level). What's missing is game-TU work with
complete BT411 donors: the 6 gauge TUs (~302 fns, the first rendered
milestone -- diffable against the shipped exe on the same GAUGE content)
and then btl4vid (the 3D world renderable factory). Full protocol map,
env gates, and the staged plan in RENDER-ROADMAP.NOTES.md.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Scoring roles bound (binary ctor tail @004c0bc8): the mission role dict ->
Player::scenarioRole; TEST.EGG's Role::Default = the baked dfltrole
(lives=1000, killBonus=500) -- authored data flowing. The three score
handlers are live per the decomp derivations (@004c02e4 / @004c0200 /
@004c02a8 + CalcInflictedScore @004c052c; tonnage/bias staged); the
producers post damage scores per delivered hit and the kill credit from
the death transition with the latched killing-blow magnitude. First live
kill: award=3.43, kills=1, score=123.6.
Out of lives -> the mission END: the binary's +10s review post sits in the
one decomp gap, so the staged stand-in enters the engine's own cascade
(StopMissionMessage +10s) -- EndingMission -> the 3s fade -> the second
Stop -> Application::Stop -> RunMissions exits. The BTL4/L4 stop layers
run authentically (plasma score display off, egress lamps).
VERIFIED END-TO-END: a 2-lives egg (role-page return=2 override) -- death
#1 debits and respawns healed; death #2 is OUT OF LIVES; +10s later the
mission ends and BTL4OPT.EXE exits CLEANLY to DOS (GAME-RC prints). The
full 1995 pod mission loop -- egg, boot, spawn, fight, score, die,
respawn, die, mission end, exit -- now runs from reconstructed source.
Zero faults; fight/smoke/novice regressions green. Dev knob:
BT_PLAYER_PASSIVE=1 (piloted mechs hold force-fire).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The full circuit, workflow-researched (5 parallel dossiers over BT411 + the
engine) and adversarially reviewed (3 lenses) before landing:
Mech side: the once-per-death transition in Simulate (freeze, motion kill,
DeathShutdown sweep, MASTER-only VehicleDead(-1) to the player link);
Mech::Reset @0049fb74 (reposition + heal every hull zone + the roster
DeathReset sweep + PreRun -- the reset-based respawn that REUSES the entity);
dead-owner terms in both weapon hard gates (wrecks fall silent).
Player side: the VehicleDead(-1) branch (deathPending dedup, deathCount
bump+stamp, scenario-role life debit, +5s re-post -> the engine drop-zone
hunt) and the DropZoneReply respawn branch (reset the dead mech at the
replied drop zone; probes on a live mech are moot).
Subsystem side: the engine base virtual DeathReset implemented across the
family -- MechSubsystem (zone heal + DestroyedState clear), MechWeapon (full
powered/thermal restore + fresh Loading cycle), AmmoBin (restock from the
ctor-cached count), HeatSink/HeatWatcher/PowerWatcher/Generator/Sensor/
MissileLauncher.
Review catches fixed before commit: AmmoBin restocked through the FREED
padBuffer pointer (use-after-free -> initialAmmoCount; MechSubsystem::
resource is now documented as never-deref-post-ctor); died-hot weapons
respawned at FailureHeat (now full thermal re-init); Generator tap counts
desynced across reset (preserved); Sensor skipped the base heal; PowerWatcher
inherited a statically-bound reset; cooling toggle + connect mode restored.
Verified: kill -> wreck (0 shots while dead) -> +5s -> drop-zone hunt ->
HEALED + placed at a real drop zone -> 134 shots after respawn incl. 12 SRM
(restock proof); unowned enemy wreck settles silently; fight/smoke/novice
regressions green, zero faults.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
DMGTABLE born (type-29 streams, BT411 byte-verified format): the height x
angle grid -- DamageLookupTable rows by height, PieSlice cells by angle
(rotate-with-torso rows add the live twist), DamageZonePercentTable = the
cumulative hit-distribution roll (first threshold above the roll -- the
BattleTech dice scatter). Loaded in the Mech ctor by the DamageZoneStream
member's NAME (mech+0x444, resident); Mech::TakeDamageMessageHandler
resolves invalidDamageZone hits through it (binary @0x4a0264 tail).
The missile fuse becomes the authentic unaimed producer: zone -1 + the
round's world position as the impact point (ENTITY3.HPP: "damage zones are
only valid via reticle based weapons").
Fight-verified on the authentic 7-row bhk1 table: flat-flying SRMs strike
low -> row 0 -> FEET AND LEG zones, side-correct by impact angle (+x right,
-x left), identical geometry spread across the cell distribution by the
roll. 17/17 missile lifecycle, zero faults; smoke + novice green. Also
fixed: the ctor's reservedState zero-loop counted past the shrunken array.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
MechWeapon::GetMuzzlePoint (binary @004b9948): the mount segment's world
frame via GetSegmentToWorld (segmentToEntity x localToWorld), translation
extracted by transforming the segment-space origin. The missile spawn now
launches from the rack mount -- verified live: SRM6_1/SRM6_2 leave from
distinct world positions 4.0 units above the hull origin, laterally offset
per rack and rotated through the mech's yaw, on BOTH mechs. 19/19
launch-detonate over 100s, zero faults; smoke green.
(The authored MuzzleVelocity up-tilt composed in the mount frame + the mech
velocity term remain with the beam/render wave -- the seeker converges from
the aimed initial velocity either way.)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The explosionModelFile decode: SRM6's streamed value 17 is a real resource
FAMILY id -- 'mslhit', 3 members: VideoModel(225), AudioStreamList(227) and
an 8-byte GameModel(228) = { int 498, maxTimeOfFlight 5.0 }. The round now
spawns on that family and reads the AUTHORED 5.0s lifetime (range 800 at
~160 u/s checks out); the owner-family fallback stays for content without a
projectile family (sanity band keeps the default there).
Two engine truths closed the wave: (1) collision volumes are the Mover
DEFAULT -- a projectile spawn MUST pass NoCollisionVolumeFlag or the ctor
demands a BoxedSolidStream member the family doesn't carry (SearchList
NULL -> Lock() page fault -- the crash that originally masqueraded as a
"model-list index"); (2) the @0x414938 SearchList crash is the
missing-MEMBER case (Check compiled out) -- probe families manually before
handing them to engine paths. Resource type numbering mapped and recorded
(15=GameModel, 10=VideoModel, 20=DamageZoneStream, ...). BT_MODEL_DUMP=1
keeps the raw family/record dump as a decode bench.
Verified: 20 launches -> 20 detonations on the mslhit family over 110s,
zero faults; smoke + novice green.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The death-row page fault was the THIRD strike of the uninitialized
zone-array trap: the staged spawn rides the mech family's resourceID, whose
DamageZoneStream makes the Entity base ctor allocate the 20-pointer
damageZones[] array with UNINITIALIZED slots -- the Missile never fills it,
and ~Entity's teardown deleted 20 garbage pointers through trash vtables
(the dtor-chain bisect showed every dtor completing, then EIP-in-heap).
Fix: the Projectile ctor NULLs every inherited zone slot. RULE, now
three-crashes-proven: any entity subclass that does not FILL the allocated
zone array must NULL it -- the engine never initializes the slots, on
construction OR destruction.
Missiles are now the default SRM delivery (BT_MISSILE_INSTANT=1 = the
5.3.18a instant-hit as an A/B opt-out). Verified: 20 launches -> 20
detonations -> 20 clean death-row teardowns over a 110s mutual fight, zero
faults; smoke + novice regressions green.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Implements the firmware-disasm-confirmed Firestorm box protocol in the
MatrixPortal replica (ESC X outline / ESC x mode-fill via a BOXOP operand
collector, plus the ESC Y region op), updates FIRMWARE.md with the findings,
and adds FS-plasma-bench.ps1 -- a simulated MW4 serial stream for benching
the display without a pod.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The Missile entity family is reconstructed: Projectile : Mover gets a real
make-path ctor; Missile hosts the Seeker + MissleThruster roster (the
AUTHENTIC surviving SEEKER.HPP / MISTHRST.HPP interfaces -- the 1995
misspelling included) and flies the binary's guided integrator (@004bef78):
age/lifetime, seeker re-lead with the decoded loft constants
(200/50/300/0.1), thruster burn, steering (gain 4.0, deadband 1e-4), and
the proximity fuse delivering the cluster damage ONCE with the launcher as
inflictor. Live-verified end-to-end: LAUNCH -> flight telemetry (thruster
visibly accelerating) -> DETONATE on the target ~0.9s out.
OPEN: the first ~Missile off the death row completes, then the frame
page-faults with EIP in the heap -- the first entity/subsystem teardown the
reconstructed sim has ever run. The spawn path is therefore OPT-IN
(BT_MISSILE_FLIGHT=1); default SRM delivery stays the 5.3.18a instant-hit
cluster (verified 1:1, zero exceptions). Forensics + engine truths
(SearchList crashes on non-directory ids; MakeMessages need FAMILY resource
ids; explosionModelFile is a model-list INDEX) in MISSILE.NOTES.md.
Also fixed on the way: the Subsystem NAME ctor left damageZone
UNINITIALIZED (latent garbage for every name-built subsystem).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>