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TeslaRel410/restoration/source410/BT/MECH.NOTES.md
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CydandClaude Fable 5 0248a78840 Phase-5 crash localized: control-mapping binding needs subsystem attribute tables
The Mech ctor fully constructs (33 subsystems / 7 weapons on real TEST.EGG data,
trace-confirmed). The crash is the control-mapping resource binding in
MakeViewpointEntity resolving subsystem attribute IDs via GetAttributePointer --
the subsystems publish none (reuse base AttributeIndex). Documented the precise
phase-5 step-1 scope (per-subsystem AttributeIndex + the ID chain) in MECH.NOTES.md.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-20 08:58:47 -05:00

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# MECH.CPP / .HPP — reconstruction notes
**Status: `Mech::Make` (factory) reconstructed; the Mech constructor and the
entire mech subsystem are the CURRENT FRONTIER — the largest remaining
milestone in the reconstruction.**
## What is reconstructed
- `Mech::Make(MakeMessage *)` = `return new Mech(creation_message);` — the
factory the registry / `MakeAndLinkViewpointEntity` calls.
- The static shared data (ClassDerivations / DefaultData) — from the earlier
staging.
- A staged Mech ctor that chains the real `JointedMover` base ctor (so the
model skeleton/segments stream from BTL4.RES) and then Fails.
The spawn factory path is now validated live: `BTPlayer::CreatePlayerVehicle`
builds the `Mech::MakeMessage`, `Application::MakeAndLinkViewpointEntity` routes
it through the registry to `Mech::Make` -> `new Mech` -> the JointedMover base
ctor (real engine code, streams the mech model) -> the Mech ctor Fail. Boot
reaches `mech.cpp:66`.
## Why the Mech ctor is a milestone, not a brick
`Mech::Mech` is `@004a1674`, **5690 bytes** — the largest single function in the
game. It walks the model's segment table and instantiates the full subsystem
roster (power, heat, weapons, actuators, controls, tech, damage zones), and
primes ~150 members. Reconstructing it requires three things the tree does not
yet have:
1. **The complete 1995 Mech member layout as named fields.** MECH.HPP currently
carries `int reserved[331]` (1324 bytes) as a placeholder. BT411's Ghidra
reconstruction sidesteps the layout entirely by writing raw offset pokes
(`Wword(0x104)`, `*(void**)((char*)this + 0x388)`, `this[0x14a]`) — a
WinTesla-port technique that CANNOT compile into a fresh 1995 build, where
BC4.52 assigns offsets from the header declarations. So the layout must be
derived as real members first.
2. **The subsystem class hierarchy.** MechSubsystem + derived: sensor, generator
(gnrator), gyro, torso, HUD, myomers, plus the weapon subsystems (mechweap,
ppc, gauss, projweap, mislanch, ammobin...). Of these, only GAUSS, PPC,
SENSOR survive as source in the 4.10 archive (CODE/BT/BT); GNRATOR is a
partial .TCP. The rest are part of the measured "917 missing functions" and
come only from BT411's decomp.
3. **The segment-table walk** that reads the model resource and instantiates +
wires each subsystem.
BT411's mech reconstruction is ~12,255 lines across mech.cpp / mech2 / mech3 /
mech4 / mechsub alone, before the subsystem TUs — this is the bulk of the
remaining game.
## Reconstruction plan (for the dedicated mech milestone)
1. **Derive the Mech member layout.** Turn `reserved[331]` into named members.
Sources: BT411's offset comments (`this[0x14a]` gyroSubsystem, `+0x388`
target entity, etc.) give the binary offsets; the embedded member types
(NameFilter, AlarmIndicator, Slot/Socket, Reticle, Filter, CString,
StateIndicator) come from the surviving MUNGA headers. Cross-check total size
against the binary's `new Mech` allocation.
2. **Reconstruct MechSubsystem base + the subsystem roster**, backdating BT411
mechsub.cpp + the per-subsystem TUs; fold in the surviving 4.10 GAUSS/PPC/
SENSOR source where it exists (authoritative over the decomp).
3. **Reconstruct the Mech ctor** against the named layout: embedded-member
construction, the segment-table walk, subsystem instantiation + wiring.
4. Then the per-frame path (mech2 animation SM, mech3, mech4 locomotion/
targeting) and the damage/weapon handlers.
Until then the ctor Fails cleanly at the frontier; everything below it (engine,
app, network, mission, player, factory, jointed-mover base) runs real
reconstructed code.
## PHASE 4 DONE + PHASE 5 FRONTIER (2026-07-20)
**The Mech constructor WORKS.** Live boot: `new Mech` -> segment walk instantiates
the full subsystem roster into the base Entity subsystemArray (dispatch on the
real VDATA classIDs; unknown IDs -> base MechSubsystem so no NULL slots) ->
caches sensor/gyro/sinkSource/hud -> mech links as viewpoint -> SetMappingSubsystem
installs the MechControlsMapper in slot 0 -> mission startup. All structural.
**Phase-5 frontier (the behavioral integration):** boot now crashes (real NULL
deref, not a staged Fail) in `Simulation::GetAttributePointer` reached via
`Simulation::PerformAndWatch` (the per-frame execute + watcher update). Root:
the reconstructed subsystems reuse the base `Subsystem::AttributeIndex`, so they
publish NONE of their real attributes (Sensor RadarPercent/SelfTest/BadVoltage,
Generator OutputVoltage, Emitter ChargeLevel, HUD/Torso/Gyro readouts, ...). The
watcher/gauge binding + per-frame PerformAndWatch resolve those attribute IDs and
hit a bad/NULL activeAttributeIndex path.
Phase-5 work, in order:
1. Per-subsystem AttributeIndex: define each subsystem's AttributePointers[]
(ATTRIBUTE_ENTRY(class, Name, member)) + a real AttributeIndex chained to the
parent, and pass it to that subsystem's DefaultData (instead of the base).
The surviving CODE headers (SENSOR.HPP, PPC.HPP, GAUSS.HPP) list the attribute
enums; the decomp AttributePointers[] tables give the rest.
2. Watcher / capability-chain / plug wiring in the Mech ctor (controllable/
heatable/weaponRoster/damageable) so PerformAndWatch has valid targets.
3. The per-frame simulation itself: mech2 (animation SM), mech3, mech4
(locomotion/targeting) -- ~9K lines, currently all staged Fail.
4. Rendering integration (the DPL renderer bridge) + playable verification.
Everything through the Mech ctor + viewpoint link runs real reconstructed code.
## PHASE-5 CRASH LOCALIZED (2026-07-20)
Trace-confirmed: the Mech ctor FULLY constructs on the real pod TEST.EGG mech --
`subsystemCount=33 weaponCount=7` (BT_MECH_LOG). The crash is AFTER construction,
in BTL4Application::MakeViewpointEntity's "Load the control mappings" block
(btl4app.cpp ~420): it SearchLists the ControlMappingsListResourceType resource
and binds each streamed mapping to a subsystem attribute -- via an AttributeWatcher
-> Simulation::GetAttributePointer(attributeID). The reconstructed subsystems
publish NONE of their real attributes (they reuse the base Subsystem::AttributeIndex),
so the streamed attribute IDs don't resolve.
Phase-5 step 1 = per-subsystem AttributeIndex, and it's a precision task:
- BT411 has the AttributePointers[] tables (mechsub 1, heat/HeatSink 12, powersub 4,
Generator, sensor 3, torso 13, weapons, ...) -- but ATTRIBUTE_ENTRY(class,Name,member)
needs each member NAMED + accessible (several of ours sit in reserved dynamics
pads -- Gyroscope/Torso/HUD -- and must be broken out).
- The attribute-ID enums chain Simulation::NextAttributeID -> Entity -> Mover ->
... -> subsystem, and MUST match the 4.10 binary IDs (the streamed control
mappings reference them by number).
Then: watcher/plug/capability-chain wiring, then the mech2/3/4 per-frame sim
(~9K lines, staged), then rendering. This is the behavioral half.