BTPlayer::CreatePlayerVehicle reconstructed (faithful; BT411's BT_SPAWN_XZ/
BT_SPAWN_ENEMY bring-up scaffolding dropped): builds the Mech::MakeMessage from
the mission game-model resource and hands it to MakeAndLinkViewpointEntity.
Mech::Make = new Mech(creation_message); a staged Mech ctor chains the real
JointedMover base (so the model skeleton/segments stream from BTL4.RES) then
Fails.
This validates the entire spawn factory chain live: CreatePlayerVehicle ->
MakeAndLinkViewpointEntity -> registry -> Mech::Make -> new Mech -> JointedMover
base ctor (streams the mech model) -> halts at the Mech ctor (mech.cpp:66).
The Mech ctor (@004a1674, 5690 bytes -- the largest function in the game) plus
the subsystem roster is the next MAJOR milestone, not a brick: it needs the full
1995 Mech member layout derived first (MECH.HPP is still reserved[331]; BT411's
decomp uses raw offset pokes that can't compile fresh), the subsystem class
hierarchy (only GAUSS/PPC/SENSOR survive in the 4.10 archive; the rest are the
measured "917 missing functions"), and the segment-table walk. Plan + scope in
MECH.NOTES.md.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Fixes the incorrect DefaultData reuse of Player::MessageHandlers -- BTPlayer now
has its own handler table (DropZoneReply, VehicleDead, Score, ScoreInflicted,
ScoreUpdate; the last two add BT message IDs) chained onto the base set, matching
the .data table recovered in BT411. A mission-start DropZoneReply now routes to
BTPlayer::DropZoneReplyMessageHandler (the real spawn/respawn dispatch skeleton)
instead of the base "should not be handled by base player class" Fail stub.
Boot ladder now runs the full engine + app + network + mission + player path and
reaches the spawn handshake, halting at CreatePlayerVehicle -> Mech::Make -- the
Mech subsystem frontier (Mech ctor + mech2/3/4 + subsystems + weapons), the next
major reconstruction milestone. Scoring/death handlers, PlayerSimulation, and the
mech-placement tail staged with documented Fail bodies (BTPLAYER.NOTES.md).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Boot ladder advances past player creation. BTPlayer ctor/dtor/Make/
TestInstance/GetExperienceLevel reconstructed from BT411's Ghidra-recovered
body (@004c0bc8) backdated to 1995 idiom; the reserved[38] placeholder in
BTPLAYER.HPP replaced with the real BT-own members.
Key fidelity call: the game-mode flags are derived from
btMission->ExperienceLevel() (the egg's per-pilot experience key) with the
binary-accurate switch rows from the [T1] disassembly -- NOT from the scenario
role's returnFromDeath, which BT411's port uses as a [T3] stand-in. Mapping and
residual naming/[T4] uncertainty documented in BTPLAYER.NOTES.md.
Live boot now runs: banner -> resources -> app ctor -> network single-user ->
egg -> mission -> SetPlayerData -> BTRegistry::MakePlayer -> BTPlayer ctor
(resolves team, seeds experience flags) -> halts at the base
Player::DropZoneReplyMessageHandler stub (BTPlayer's own message-handler table
is the next brick -- DefaultData still reuses Player::MessageHandlers).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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>