Commit Graph
12 Commits
Author SHA1 Message Date
CydandClaude Fable 5 4168f1ad4d BT410 5.3.47: the whole authored watcher set is published -- cockpit renders in the pod
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>
2026-07-28 08:09:56 -05:00
CydandClaude Fable 5 d67f8d5eda BT410 Phase 5.3.27: the attribute wave -- 48/50 cockpit bindings go LIVE
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>
2026-07-24 20:09:08 -05:00
CydandClaude Fable 5 f65a3259ce BT410 Phase 5.3.25: scoring + the COMPLETE mission lifecycle -- egg to GAME-RC
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>
2026-07-24 17:18:41 -05:00
CydandClaude Fable 5 623c872c92 BT410 Phase 5.3.24: the death -> respawn cycle -- mechs DIE and COME BACK
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>
2026-07-24 16:35:05 -05:00
CydandClaude Fable 5 bfff7fe874 BT410 Phase 5.3.22: the cockpit weapon-button column -- generator panel LIVE
The full per-receiver message chain, contiguous ids 3..0xb: PoweredSubsystem
4-8 (SelectGeneratorA-D + ToggleGeneratorMode, binary table @0x50F4EC)
chained on HeatSink's ToggleCooling(3); MechWeapon 9/10 (config buttons,
staged latch bodies); Emitter 0xb ToggleSeekVoltage (@0x511DB8).

SelectGenerator = release the old tap -> roster walk by generatorNumber ->
AttachToVoltageSource -> Connected; mode toggle cycles Manual->Auto->
(detach)->Manual; the seek dial steps the authored voltage ladder with wrap
(a step up re-enters Loading, charge persists).  All novice-locked.
Generator::UntapVoltageSource + PoweredSubsystem::DetachFromVoltageSource
added.  Dev harness: BT_PRESS_GEN=1..4 / BT_PRESS_SEEK.

Verified: PPC_1 retaps GeneratorB (tapped); seek index 2->3, target 9900V
(authored fraction x rated); novice presses INERT; missile fight 14/14 and
smoke green, zero faults.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-24 14:36:32 -05:00
CydandClaude Fable 5 1a01aa6f43 BT410 Phase 5.3.21: the muzzle wave -- rounds leave FROM THE GUN
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>
2026-07-24 14:24:02 -05:00
CydandClaude Fable 5 110ecec2ca BT410 Phase 5.3.18: flying missiles -- spawn/home/detonate LIVE, teardown open
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>
2026-07-24 11:58:40 -05:00
CydandClaude Fable 5 d4f0aef6e1 BT410 Phase 5.3.17: the destruction cascade -- zone deaths DESTROY things
Mech::DamageZone::TakeDamage is the full binary cascade (@0049c690): LOD
artifact router with same-attacker clustering (@0049c40c, hysteresis 0.33),
artifact parent level = mean of children, Energy-hit generator shorts
through the crit plug binding (novice-exempt), weighted CriticalHit
(@0049ccc4), zone-death allotment push (SendSubsystemDamage @0049c9a8) and
the segment-table destruction descent (RecurseSegmentTable @0049cad4 --
SIBS + DESCEND via the engine EntitySegment iterators).

Supporting bricks: Mech's OWN handler table with the TakeDamage override
(latches lastInflictingID @0x43c; gyro feed staged; cylinder table
deferred); friend class Mech__DamageZone (authentic); subsystem private
zones ARMED (structureReference + armorByFacing[5] normalized -- crits are
measurable); ApplyDamageAndMeasure; ForceCriticalFailure sets
DestroyedState so the weapon FSMs' GetSimulationState()==1 hard gate went
live; Generator::ForceShort + PoweredSubsystem::ForceShortRecovery.

Fight-verified (mutual BT_SPAWN_ENEMY + BT_FORCE_ZONE=8 concentrated fire):
arm zone to 1.0 -> sibling searchlight zone dies (Searchlight2/ThermalSight
crits destroyed, HUD degrading) -> DESCEND kills the gun zone -> PPC_2 +
ERMLaser_2 + Condenser6 DESTROYED and FALL SILENT (0 shots after death;
undamaged PPC_1 keeps firing); vital-zone hit = MECH KILL; PPC hit shorted
GeneratorD. This art has zero artifact zones (redirect=0 across all 20 --
router verified dormant-correct). Smoke + novice regressions clean.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-24 11:13:28 -05:00
CydandClaude Fable 5 76cfc64353 BT410 Phase 5.3.16: targeting + damage -- two-mech fights are LIVE
The simulation is now a FIGHT. Mech target slot (+0x388), authentic
Loaded->Firing gate (viewFireEnable && HasActiveTarget), UpdateTargeting
range refresh, and SendDamage via the engine TakeDamageMessage.

MECHDMG.CPP is BORN against the AUTHENTIC surviving CODE/BT/BT/MECHDMG.HPP:
the Mech ctor's Pass-3 hull zone fill constructs Mech__DamageZone per zone
(the Entity base only allocates the raw pointer array -- unfilled slots were
crash #1; a base-class fill parses each record short and skews the stream --
crash #2). Streamed ctor parses the full BT tail (flags / Scalar-weighted
criticals with the Master+Dynamic plug gate / LOD redirect table) and
normalizes the armor economy: scale[type]=1/(raw x armorPoints), legs
halved -- BT411-verified @0049ce50.

Live two-mech verification (BT_SPAWN_ENEMY harness in DropZoneReply):
20 named hull zones stream on both mechs; PPC lands 11.77/hit (12 x
chargeRatio^2, type 4), ER-M laser 3.43 (type 3), SRM6 salvos 5.83 x 6
rounds on independent zones (type 2, one message per missile -- burstCount
is NOT in the zone formula); repeat hits climb linearly, leg zones absorb
at half scale, zones reach 1.0 Burning/Destroyed. No-target and novice
regressions hold (weapons load but never fire without a target).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-24 10:21:43 -05:00
CydandClaude Fable 5 896bbbed4d BT410 Phase 5.3.8: weapon fire path -- authentic attribute table + fire state machine
The energy weapons now run a live fire cycle, and the REAL trigger wiring is in
place: the 1995 MechWeapon attribute table (binary @0x511890) is published with
PINNED IDs, so the streamed per-mech fire-button mappings bind TriggerState
(0x13) -> fireImpulse and the controls push writes the trigger into the weapon.

- MECHWEAP: attribute enum + table (PercentDone 0x12, TriggerState 0x13,
  DistanceToTarget 0x14, TargetWithinRange 0x15, WeaponRange 0x16,
  EstimatedReadyTime 0x1A, RearFiring 0x1B, WeaponState 0x1C). Pads bridge the
  chain gap 2..0x11 -- LOAD-BEARING: AttributeIndexSet::Build leaves uncovered
  gap slots as uninitialized garbage, so every ID up to the max must be covered
  (they shrink to the authentic 0x0F..0x11 when the parent attribute waves land;
  SENSOR.HPP pins PoweredSubsystem::NextAttributeID at 0x0F).
- MECHWEAP: fire-machine members (fireImpulse/previousFireImpulse,
  rechargeLevel, rangeToTarget, effectiveRange, estimatedReadyTime, recoil,
  weaponAlarm 0/2/3/4); CheckFireEdge (@004b9608, BIT-PATTERN int compare --
  TriggerState carries raw ControlsButton ints whose release value is a float
  NaN; IEEE compare would latch the detector shut); ComputeOutputVoltage
  (@004b9c9c recharge dial).
- EMITTER: EmitterSimulation (PARTIAL @004baa88) -- Firing/Loaded/Loading FSM
  on the weapon alarm, viewFireEnable gate at Loaded->Firing, recoil-decay
  recharge over the authored RechargeRate seconds; FireWeapon (PARTIAL
  @004bace8) discharge bookkeeping; ChargeLevel re-pinned to the authentic
  0x1D; index re-chained to MechWeapon's. Deferred: electrical charge model
  (TrackSeekVoltage), heat dump, HasActiveTarget gate, beam/damage submission.
- BT_FORCE_FIRE dev hook: trigger pulse whenever Loaded (auto-fire cadence).

VERIFIED headlessly: forward view -- PPC_1/2 + ERMLaser_1 cycle FIRED->LOADED
at the authored 0.6s/1s cadence, rear lasers silent; BT_FORCE_LOOK=3 -- ONLY
the rear lasers (ERMLaser_2/3) fire. The view-fire x fire-FSM interlock holds
both directions. Zero Fail. (SRM6 ballistic FSM = a later increment.)

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-21 23:01:57 -05:00
CydandClaude Fable 5 d422dfffc0 BT410 Phase 5.3.7: weapon view-fire gating + build header-stamp hardening
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>
2026-07-21 22:43:38 -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