diff --git a/Gameleap/code/CoreTech/Libraries/GameOS/coord.cpp b/Gameleap/code/CoreTech/Libraries/GameOS/coord.cpp index 7cebe928..4723a366 100644 --- a/Gameleap/code/CoreTech/Libraries/GameOS/coord.cpp +++ b/Gameleap/code/CoreTech/Libraries/GameOS/coord.cpp @@ -145,7 +145,7 @@ float texuv3[65][11][4]={ {{351,185,422,405},{ 84,185,154,405},{407, 52,492,170},{ 18, 52,103,170},{132, 24,178,140},{334, 24,380,140},{200, 5,310,228},{ 0, 0, 0, 0},{249,273,262,284},{ 0, 0, 0, 0},{ 0, 0, 0, 0}}, // M_Archer {{356,260,456,490},{ 30,260,132,488},{354,188,454,252},{ 32,188,132,252},{ 62,104,138,180},{358, 94,434,180},{200, 90,308,300},{ 0, 0, 0, 0},{234, 36,262, 56},{360, 8,464, 80},{ 32, 8,136, 80}}, // M_Arctic Wolf {{400,173,481,397},{ 25,173,106,397},{398, 71,500,132},{ 12, 72,114,133},{122, 84,197,177},{315, 83,390,177},{209, 91,305,241},{ 0, 0, 0, 0},{246,350,268,360},{224,278,290,314},{201, 3,313, 67}}, // M_Ares - {{300,200,448,448},{ 20,200,170,448},{380, 20,490,146},{ 20, 20,124,116},{140, 20,166,100},{300, 20,342,110},{180, 20,292,242},{ 0, 0, 0, 0},{250,300,276,306},{ 0, 0, 0, 0},{ 0, 0, 0, 0}}, // M_Argus - Skippy + {{347,165,492,400},{ 8,165,153,400},{365, 24,472,148},{ 60, 31,149,125},{161, 40,196,145},{301, 40,341,144},{216, 21,281,225},{ 0, 0, 0, 0},{233,277,265,288},{ 0, 0, 0, 0},{ 0, 0, 0, 0}}, // M_Argus - Skippy {{336,220,398,456},{ 8,220, 72,456},{314, 48,398,184},{ 8, 48, 92,184},{120, 48,168,170},{244, 48,294,170},{178,206,242,398},{ 0, 0, 0, 0},{192, 78,218, 98},{178, 3,230, 49},{ 0, 0, 0, 0}}, // M_Assassin2 {{350,260,420,502},{128,246,200,488},{426, 16,500,172},{ 24, 14, 98,172},{162, 26,216,160},{352, 26,406,160},{258, 50,312,268},{ 0, 0, 0, 0},{262, 6,282, 18},{118,118,146,144},{436,218,464,282}}, // M_Atlas {{384,258,450,484},{ 50,258,116,484},{408, 38,490,112},{ 24, 38, 80,110},{104, 38,152,162},{324, 38,372,162},{198, 38,278,248},{ 0, 0, 0, 0},{230,356,248,372},{224,302,254,332},{ 0, 0, 0, 0}}, // M_Avatar @@ -168,7 +168,7 @@ float texuv3[65][11][4]={ {{340,272,496,496},{ 14,272,170,496},{428, 92,490,216},{ 20, 92, 82,216},{100, 74,186,218},{314, 74,400,218},{208, 98,300,276},{ 0, 0, 0, 0},{222, 10,286, 54},{218,354,294,408},{ 0, 0, 0, 0}}, // M_Daishi {{372,258,470,496},{ 42,258,138,496},{398,118,476,218},{ 34,118,112,220},{144,116,216,204},{296,116,368,204},{234,120,278,288},{ 0, 0, 0, 0},{240,320,272,336},{272, 14,346, 78},{166, 14,240, 78}}, // M_Deimos {{348,238,430,498},{ 94,238,176,498},{430,146,488,222},{ 40,134, 98,206},{ 58, 40,132,128},{412, 40,476,128},{208, 56,326,240},{ 0, 0, 0, 0},{250,314,284,332},{ 0, 0, 0, 0},{ 0, 0, 0, 0}}, // M_Dragon - {{390,258,488,488},{ 20,260,118,490},{440, 20,500,162},{ 20, 20, 78,162},{160,200,266,466},{320, 20,428,186},{180, 20,308,266},{ 0, 0, 0, 0},{300,300,324,316},{ 0, 0, 0, 0},{ 0, 0, 0, 0}}, // M_Fafnir - Skippy + {{385,264,481,491},{ 32,264,128,491},{433, 21,493,161},{ 23, 21, 82,161},{104, 10,200,176},{315, 10,411,176},{226, 12,290,250},{ 0, 0, 0, 0},{244,297,271,315},{ 0, 0, 0, 0},{ 0, 0, 0, 0}}, // M_Fafnir - Skippy {{220,160,330,432},{ 20,160,128,432},{220,120,228,146},{ 20,120, 28,147},{ 20, 20, 86,108},{220, 20,286,108},{140, 20,206,210},{ 0, 0, 0, 0},{140,240,182,264},{ 0, 0, 0, 0},{ 0, 0, 0, 0}}, // M_Flea - Skippy {{420,290,488,494},{ 20,290, 88,494},{420, 50,476,166},{ 20, 70, 70,188},{110, 70,160,208},{340, 40,390,178},{190, 30,286,278},{ 0, 0, 0, 0},{190,350,222,364},{ 0, 0, 0, 0},{ 0, 0, 0, 0}}, // M_Gladiator - Skippy {{378,276,468,482},{ 44,276,134,482},{398, 86,442,248},{ 68, 86,118,238},{140, 78,196,202},{316, 74,372,204},{222, 60,290,270},{ 0, 0, 0, 0},{232,306,282,340},{332, 26,368, 56},{ 0, 0, 0, 0}}, // M_Grizzly @@ -178,9 +178,9 @@ float texuv3[65][11][4]={ {{358,262,432,494},{ 62,262,136,494},{412, 74,488,170},{ 10, 74, 82,182},{ 90, 28,188,150},{296, 28,394,150},{206, 4,278,226},{ 0, 0, 0, 0},{228,320,260,330},{ 0, 0, 0, 0},{ 0, 0, 0, 0}}, // M_Highlander {{402,240,474,484},{ 24,240, 98,484},{394, 50,462,156},{ 28, 50,100,156},{186, 18,316,146},{334, 14,386, 98},{218,214,292,288},{ 0, 0, 0, 0},{348,132,366,146},{126, 30,160, 92},{232,162,278,192}}, // M_HollanderII {{400,262,482,486},{ 16,262, 98,486},{396, 86,450,210},{ 60, 86,116,210},{138, 70,186,218},{322, 46,372,218},{214, 46,294,266},{ 0, 0, 0, 0},{240, 14,268, 34},{230,296,282,354},{ 0, 0, 0, 0}}, // M_Hunchback - {{360,278,456,492},{ 54,278,150,492},{420,160,508,270},{ 4,158, 90,270},{ 94, 22,174,170},{336, 22,416,170},{196,206,320,378},{ 0, 0, 0, 0},{218, 24,294, 98},{ 0, 0, 0, 0},{ 0, 0, 0, 0}}, // M_Kodiak - GhostHawk + {{309,264,401,467},{109,264,201,467},{416, 70,500,177},{ 11, 70, 94,177},{110, 36,178,203},{330, 36,399,203},{218, 12,292,243},{ 0, 0, 0, 0},{238,280,271,290},{ 0, 0, 0, 0},{ 0, 0, 0, 0}}, // M_Kodiak - GhostHawk {{418,266,488,494},{ 22,266, 92,494},{416, 60,474,170},{ 26, 60, 86,170},{136, 38,182,162},{338, 28,386,162},{238, 38,294,220},{ 0, 0, 0, 0},{252,302,278,314},{144,262,200,298},{ 0, 0, 0, 0}}, // M_Loki - {{360,238,436,472},{ 94,236,172,472},{410,120,500,214},{ 16,116,108,210},{120, 14,204,126},{316, 14,402,126},{226, 68,294,192},{ 0, 0, 0, 0},{254,366,272,376},{220,232,302,302},{ 0, 0, 0, 0}}, // M_Longbow - GhostHawk + {{332,246,404,470},{115,246,187,470},{413, 53,499,142},{ 12, 53, 98,142},{118, 47,198,151},{315, 47,395,152},{220, 32,299,212},{ 0, 0, 0, 0},{239,238,280,257},{ 0, 0, 0, 0},{ 0, 0, 0, 0}}, // M_Longbow - GhostHawk {{368,252,490,494},{ 16,252,138,494},{416, 96,490,214},{ 6, 96, 82,214},{112, 52,194,182},{314, 52,396,182},{202, 80,304,226},{ 0, 0, 0, 0},{238,276,268,286},{416, 22,498, 90},{ 8, 22, 90, 90}}, // M_Madcat {{364,276,496,494},{ 10,276,144,494},{416,114,498,176},{ 10,114, 90,176},{122, 32,182,174},{332, 32,394,174},{204, 90,304,232},{ 0, 0, 0, 0},{232,298,274,314},{ 8, 4, 86, 80},{422, 4,498, 80}}, // M_Madcat_MKII {{330,248,500,494},{ 6,248,176,494},{414, 44,496,162},{ 10, 44, 92,162},{126, 6,186,152},{302, 6,392,152},{226, 4,282,214},{ 0, 0, 0, 0},{230,324,276,342},{ 0, 0, 0, 0},{ 0, 0, 0, 0}}, // M_Masakari @@ -213,7 +213,7 @@ int offset3[65][11][2]={ {{277,185},{162,185},{334, 52},{ 91, 52},{179, 24},{285, 24},{200, 5},{ 0, 0},{249, 54},{ 0, 0},{ 0, 0}}, // M_Archer {{256,182},{ 50,182},{274,100},{ 32,100},{ 92, 66},{238, 66},{150, 32},{ 0, 0},{184, 38},{240, 0},{ 62, 0}}, // M_Arctic Wolf {{280,195},{153,195},{354, 83},{ 58, 84},{163, 84},{276, 83},{209, 91},{ 0, 0},{246,103},{224,170},{201, 25}}, // M_Ares - {{208,158},{ 32,158},{268, 18}, {32, 24},{136, 32},{226, 22},{140, 4},{ 0, 0},{182, 48},{ 0, 0},{ 0, 0}}, // M_Argus - Skippy + {{231,176},{ 62,176},{291, 33},{ 73, 37},{154, 48},{250, 48},{187, 28},{ 0, 0},{201, 63},{ 0, 0},{ 0, 0}}, // M_Argus - Skippy {{232,170},{114,170},{264, 48},{ 60, 48},{142, 18},{218, 18},{174, 36},{ 0, 0},{192, 78},{178, 2},{ 0, 0}}, // M_Assassin2 {{208,162},{130,162},{266, 18},{ 70, 12},{136, 26},{220, 28},{178, 4},{ 0, 0},{182, 28},{136,118},{256,162}}, // M_Atlas {{222,174},{ 98,174},{266, 64},{ 62, 64},{118, 44},{220, 44},{152, 10},{ 0, 0},{184, 24},{178,124},{ 0, 0}}, // M_Avatar @@ -236,7 +236,7 @@ int offset3[65][11][2]={ {{220,182},{ 34,182},{288, 52},{ 60, 52},{120, 34},{204, 34},{158, 58},{ 0, 0},{172, 60},{218, 4},{ 0, 0}}, // M_Daishi {{222,168},{ 92,168},{288, 68},{ 44, 68},{114, 66},{226, 66},{184, 70},{ 0, 0},{190,100},{222, 4},{116, 4}}, // M_Deimos {{228,148},{104,148},{280, 76},{ 60, 64},{ 78, 0},{262, 0},{148, 16},{ 0, 0},{190, 24},{ 0, 0},{ 0, 0}}, // M_Dragon - {{214,175},{ 92,175},{332, 13},{ 13, 13},{ 72, 2},{224, 2},{138, 4},{ 0, 0},{190, 99},{ 0, 0},{ 0, 0}}, // M_Fafnir - Skippy + {{223,181},{104,181},{344, 28},{ 21, 28},{ 82, 12},{244, 12},{180, 18},{ 0, 0},{200,111},{ 0, 0},{ 0, 0}}, // M_Fafnir - Skippy {{234,134},{ 68,134},{276, 74},{126, 74},{120, 22},{224, 22},{174, 8},{ 0, 0},{184, 56},{ 0, 0},{ 0, 0}}, // M_Flea - Skippy {{220,201},{115,201},{268, 66},{ 87, 66},{128, 38},{228, 38},{154, 3},{ 0, 0},{186, 67},{ 0, 0},{ 0, 0}}, // M_Gladiator - Skippy {{218,196},{104,196},{288, 46},{ 78, 46},{120, 38},{236, 34},{172, 20},{ 0, 0},{182, 86},{252, 6},{ 0, 0}}, // M_Grizzly @@ -246,9 +246,9 @@ int offset3[65][11][2]={ {{218,172},{112,172},{282, 74},{ 50, 74},{ 80, 28},{226, 28},{166, 4},{ 0, 0},{188, 30},{ 0, 0},{ 0, 0}}, // M_Highlander {{232,150},{104,150},{264, 40},{ 78, 40},{136, 8},{214, 4},{168,134},{ 0, 0},{228, 22},{166, 20},{182,102}}, // M_HollanderII {{220,182},{106,182},{286, 46},{ 70, 46},{118, 30},{242, 6},{164, 6},{ 0, 0},{190, 24},{130, 6},{ 0, 0}}, // M_Hunchback - {{214,196},{100,196},{280, 62},{ 44, 62},{104, 28},{226, 28},{144, 74},{ 0, 0},{168, 2},{ 0, 0},{ 0, 0}}, // M_Kodiak - GhostHawk + {{213,188},{ 99,188},{276, 64},{ 45, 64},{105, 22},{231, 22},{165, 8},{ 0, 0},{183, 23},{ 0, 0},{ 0, 0}}, // M_Kodiak - GhostHawk {{228,176},{112,176},{276, 60},{ 76, 60},{136, 38},{228, 28},{178, 38},{ 0, 0},{192, 52},{124, 2},{ 0, 0}}, // M_Loki - {{228,154},{112,154},{326, 46},{ 0, 46},{ 90, 38},{240, 38},{174, 24},{ 0, 0},{216, 86},{166,148},{ 0, 0}}, // M_Longbow - GhostHawk + {{221,157},{115,157},{315, 49},{ 4, 50},{ 93, 42},{234, 41},{164, 29},{ 0, 0},{182, 74},{ 0, 0},{ 0, 0}}, // M_Longbow - GhostHawk {{208,162},{ 76,162},{286, 76},{ 46, 76},{122, 32},{204, 32},{152, 60},{ 0, 0},{188, 66},{256, 2},{ 68, 2}}, // M_Madcat {{234,186},{ 40,186},{266,114},{ 60,114},{142, 32},{202, 32},{154, 90},{ 0, 0},{182,108},{ 68, 4},{262, 4}}, // M_Madcat_MKII {{220,158},{ 16,158},{284, 44},{ 40, 44},{116, 6},{202, 6},{176, 4},{ 0, 0},{180, 84},{ 0, 0},{ 0, 0}}, // M_Masakari diff --git a/MFD-RADAR-MAPPINGS.md b/MFD-RADAR-MAPPINGS.md index b1b2863e..f6aa73cb 100644 --- a/MFD-RADAR-MAPPINGS.md +++ b/MFD-RADAR-MAPPINGS.md @@ -65,37 +65,43 @@ Treat the header comment as stale and preserve the index order above. ## What the values mean -An unexploded rectangle is recorded as: +**This is the single most important section. Getting it backwards silently breaks every row, +and it has already happened once ? see "Verified defect catalogue".** + +`texuv` is a **source rectangle in the runtime BMP**, and the runtime BMP is the **exploded** +sheet. `offset` is a **destination point on screen**, which is the **assembled** (unexploded) +layout. So: + +| Field | Holds | Measured on | +|---|---|---| +| `texuv2` / `texuv3` | the rectangle bounding that component's piece | the **exploded** sheet | +| `offset2` / `offset3` | the upper-left point where the piece is drawn | the **unexploded / assembled** view | ```text -(x0, y0, x1, y1) +texuv = (x0, y0, x1, y1) the piece's box on the exploded sheet +offset = (x2, y2) where that piece belongs on the assembled mech +drawn bounds = (x2, y2, x2 + (x1-x0), y2 + (y1-y0)) ``` -`(x0,y0)` is the upper-left pixel and `(x1,y1)` is the lower-right pixel of that component in -the prepared unexploded image. In code this becomes one `texuv2` or `texuv3` entry. - -An exploded position is recorded as: +The authoring steps below record the unexploded rectangle first and the exploded origin second, +which makes it tempting to store them in that order. **Do not.** The measurement order is the +reverse of the storage order: ```text -(x2, y2) +recorded (x,y,x1,y1) on the unexploded view -> supplies offset (its x,y) and the piece SIZE +recorded (x2,y2) on the exploded view -> supplies texuv (its origin) + that same size ``` -It is the upper-left destination position of that component in the exploded layout. In code -this becomes one `offset2` or `offset3` entry. The component keeps the width and height implied -by its unexploded rectangle: +The quickest check: **every `texuv` rectangle must tightly bound real artwork in the exploded +BMP.** If a `texuv` lands on blank space or straddles two pieces, the two fields are transposed. -```text -width = x1 - x0 -height = y1 - y0 -exploded bounds = (x2, y2, x2 + width, y2 + height) -``` - -Coordinates are normally even because both authoring pipelines were designed around even pixel -boundaries. Do not silently round a visually validated odd value: several supplied sets contain -intentional odd coordinates, including Assassin II Radar S1 `y=3`, Behemoth MFD RA `x=281`, and -Black Hawk Radar RT `x=85`. Radar's integer `/2` truncates odd values at runtime, so changing an -odd authored value can move an edge or origin in the rendered 256x256 view. Work from the -upper-left to lower-right of each component, and do not overlap source rectangles. +Coordinates are normally even because both pipelines were designed around even pixel boundaries, +and Radar's integer `/2` at runtime truncates odd values. But **an odd or surprising value is +more often a transcription error than an intentional choice**. Verify it against the artwork +before preserving it. Values previously documented here as "intentional odd coordinates" were +later proved to be typos: Behemoth MFD `x=281` is a digit transposition of `218`, and Black Hawk +Radar `x=85` lost the leading digit of `285`. Both bounded blank space. Work from the upper-left +to lower-right of each component and do not overlap source rectangles. ## Canonical authoring steps @@ -160,6 +166,11 @@ coord.cpp (under GameOS/External dependancies) runtime BMP. - Prefer even numbers when recording, but never round an odd value that has already been visually validated. +- **The doll faces the viewer.** The mech's own right side must be drawn on the viewer's LEFT, + so that shooting an enemy's right arm lights the left of your display. Art authored from the + mech's own viewpoint must have its `L`/`R` zone pairs swapped before it is stored. See + "Handedness". +- The measurement order is the reverse of the storage order. See "What the values mean". ## MFD authoring pipeline @@ -177,7 +188,8 @@ Start with the finished 1024x1024 full-color 'Mech image. 8. Expand the canvas to 512x512, anchored at the upper-left. Added area is black. 9. Convert the exploded view to indexed color mode and save it as the runtime BMP. -Enter the rectangle values in `texuv2` and the exploded upper-left values in `offset2`. +Store the **exploded** boxes in `texuv2` and the **unexploded** upper-left points in `offset2`. +This is the reverse of the order in which they are measured; see "What the values mean". At runtime, `huddamage.cpp` draws an MFD component as: @@ -215,7 +227,8 @@ Start with the same finished 1024x1024 full-color image. 9. Record each exploded piece's upper-left `(x2,y2)` coordinate, preferring even values. 10. Convert the exploded view to indexed color mode and save it as the runtime BMP. -Enter the rectangle values in `texuv3` and the exploded upper-left values in `offset3`. +Store the **exploded** boxes in `texuv3` and the **unexploded** upper-left points in `offset3`. +This is the reverse of the order in which they are measured; see "What the values mean". Radar coordinates are authored in the full 512x512 coordinate space. The runtime deliberately divides every rectangle and offset coordinate by two, switches the texture dimensions to @@ -249,10 +262,12 @@ The runtime loads `hsh\radar\hud\.bmp` through error. Examples in the current file include `M_HollnaderII` and capitalization differences. 6. Check that every nonzero rectangle has a corresponding nonzero offset, except where a design intentionally draws a component at `(0,0)`. -7. Check rectangle bounds, non-overlap, and whether any odd coordinate is intentional and - visually aligned. MFD source geometry is normally inside the 340x340 working area. Radar's - nominal art area is 410x410, but validate imported legacy Radar rectangles against the full - 512x512 prepared canvas: accepted Black Hawk geometry extends beyond 410 and aligns visually. +7. Score every rectangle against the runtime BMP. This is the only check that catches + transposition, mirroring and transcription errors at once. +8. Check rectangle bounds and non-overlap, and treat any odd or surprising coordinate as suspect + until it is confirmed against the artwork. MFD source geometry is normally inside the 340x340 + working area; Radar's nominal art area is 410x410, though exploded pieces legitimately occupy + the full 512x512 sheet. A rectangle that bounds blank space is an error, not a style. ## Making or fixing a mapping @@ -261,18 +276,22 @@ The runtime loads `hsh\radar\hud\.bmp` through 3. Measure source rectangles in zone order and record them in a text file before touching code. 4. Prepare exploded layouts and record each upper-left destination point. 5. Verify visually with overlays. -6. Replace only that Mech's row in `texuv2`, `offset2`, `texuv3`, and `offset3` as needed. -7. Preserve `coord.cpp` CRLF line endings and avoid reformatting unrelated rows. -8. Inspect the diff. A one-Mech repair should change at most four rows unless art or roster +6. Check handedness: `offset[RA].x < offset[LA].x`, and likewise for the torso and leg pairs. +7. Check `S1`/`S2` against the chassis's `.damage` file before mapping either. +8. Score every rectangle against the artwork; a set should average 0.85 or better excluding `HD`. +9. Replace only that Mech's row in `texuv2`, `offset2`, `texuv3`, and `offset3` as needed. +10. Preserve `coord.cpp` CRLF line endings and each row's own indentation and trailing text. +11. Inspect the diff. A one-Mech repair should change at most four rows unless art or roster registration is also being changed. -9. Rebuild the game because `DXRasterizer.cpp` includes `coord.cpp` directly. Rebuild the needed +12. Rebuild the game because `DXRasterizer.cpp` includes `coord.cpp` directly. Rebuild the needed Release/Profile targets and redeploy the resulting executable. -10. Compare the supplied exploded BMP to the existing canonical runtime BMP by decoded pixels, +13. Compare the supplied exploded BMP to the existing canonical runtime BMP by decoded pixels, not only by file hash. Replace it only when the pixels differ. See "Runtime art comparison" below. -11. Install a changed runtime BMP under the matching `Gameleap/mw4/hsh` path. Loose `hsh` art - does not require a resource-package rebuild. -12. Test both intact and damaged states on the real external MFD and Radar displays. +14. Install a changed runtime BMP under the matching `Gameleap/mw4/hsh` path. Loose `hsh` art + does not require a resource-package rebuild. Edit the source tree `Gameleap/mw4/hsh`, not the + `MW4/` deployment, which `deploy-mw4.ps1` regenerates. +15. Test both intact and damaged states on the real external MFD and Radar displays. When adding a new chassis rather than repairing an existing row, also increase the first dimension of all four arrays and add one correctly positioned row to every array. This is part @@ -373,81 +392,119 @@ executable because `DXRasterizer.cpp` includes `coord.cpp` directly. ## Reproducible validation -After editing coordinates, rerun: +> **`generate_comparison_maps.py` cannot detect the failures that actually occurred.** It compares +> `coord.cpp` against the J&J measurement files only ? never against the artwork. It therefore +> reported "19 exact, 0 different" while the stored rows had `texuv`/`offset` transposed, left and +> right mirrored, eight transcription errors, and artwork that had never been installed. It +> confirms transcription fidelity, nothing more. It now reports differences by design, because +> the stored rows deliberately diverge from the supplied files in the places listed below. -```bash -python3 "Finished HUDS from J&J/generate_comparison_maps.py" -``` - -For the 2026-08-07 data set, the expected terminal result is: +The check that does work is scoring each stored rectangle against the artwork it claims to bound. +For every zone, take the best intersection-over-union against the connected components of the +runtime BMP, and average per set **excluding `HD`**: ```text -Generated 38 maps for 19 display sets: 19 exact, 0 different -Warnings: 0; missing display sets: 7 +healthy 0.85 - 0.99 +suspect below 0.75 +broken below 0.55 +``` + +The distribution is strongly bimodal, so the threshold is not delicate. Whole-tree state after +this work, across all 65 chassis and both displays: + +```text +130 combinations mean 0.949 median 0.955 minimum 0.795 none below 0.75 ``` Also verify all of the following before considering the source complete: -- `COMPARISON-SUMMARY.md` contains 19 `EXACT` rows and no `DIFFERENT` rows. - Each of `texuv2`, `offset2`, `texuv3`, and `offset3` still has 65 active rows. - Every active row still has exactly 11 zones. - The edited `coord.cpp` remains CRLF-only; the repository deliberately uses byte-exact files. -- The diff changes only intended Mech rows. This installation changes 38 rows total: two rows - for each of 19 display sets. -- `git status --short -- Gameleap/mw4/hsh` is empty when every runtime image was already correct. + Note that mech ID 60's rows in `offset2`/`offset3` lack the leading tab, and rows for Avatar, + Vulture and Zeus have irregular trailing whitespace. Preserve each row's own prefix and suffix + rather than assuming a uniform format. +- The diff changes only intended Mech rows. +- Handedness holds for every row: `offset[RA].x < offset[LA].x`. +- Special zones agree with each chassis's `.damage` file. - A Windows VC6 Release/Profile rebuild and physical MFD/Radar test remain required; the Linux comparison workflow validates data and geometry but cannot replace that runtime test. -## J&J mapping status as of 2026-08-07 +## Verified defect catalogue -All 19 complete display sets under `Finished HUDS from J&J/` are installed in `coord.cpp` and -report `EXACT` in `COMPARISON-SUMMARY.md`: 12 MFD sets and 7 Radar sets across 13 chassis. -Seven opposite-display sets have no complete supplied mapping/image inputs and were not changed. -Behemoth II (Mech ID 12) has no separate J&J measurement set because it deliberately shares -Behemoth's geometry and art. Its four rows now inherit Behemoth's validated ID 11 rows, bringing -the effective installed result to 21 MFD/Radar mappings across 14 Mech IDs. The comparison -generator asserts this inheritance on every run and fails if any row diverges. +Every one of these was found by scoring rectangles against artwork and confirmed by eye. They are +recorded because they show what the failure modes look like. -Installed sets: +### Systemic + +| Defect | Effect | Detection | +|---|---|---| +| `texuv`/`offset` transposed on all 21 imported rows | no rectangle bounded its own art | every zone scores far below 0.55 | +| left/right mirrored on all 21 imported rows | damage displayed on the wrong side | `offset[RA].x > offset[LA].x` | +| artwork never installed | rows described art that was not on disk | 6-35% of pixels differ from the supplied BMP | + +The handedness fault was confined exactly to the imported rows: all 13 affected chassis were +mirrored, and all 52 untouched chassis were correct. That correlation is what proved the fault +arrived with the import rather than existing in the original game data. + +### Transcription errors in the supplied measurement files + +| Chassis | Zone | As written | Corrected | Nature | +|---|---|---|---|---| +| Annihilator Radar | RA | `30,24,126,42` | `...,142` | dropped digit | +| Assassin II Radar | CT | 60x104 | 64x192 | omitted the pelvis flare | +| Behemoth MFD | LA | `x=281` | `218` | digit transposition | +| Black Hawk MFD | RT | `0,96,152,114` | `96,0,...` | first pair transposed | +| Black Hawk MFD | HD | `164,146,178,150` | `...,136,...` | box only 4px tall | +| Black Hawk Radar | LT | `85,56,362,200` | `284,...` | lost leading digit | +| Black Hawk Radar | LA | `y0=30` | `28` | clipped 2 rows of art | +| Fafnir MFD | RT, LA | ? | trimmed 2px | box overlapped the neighbouring piece | + +Previously normalized in the source files without changing geometry: Behemoth MFD LT `1742` +to `174`, Behemoth Radar CT `202.242` to `202,242`, Fafnir MFD LL `162.326` to `162,326`, and +Behemoth Radar's blank S2 made explicit as `0,0`. + +### Mapping errors + +- **Kodiak MFD `HD`** sat mid-torso on flat plating; moved into the CT's cockpit slot. +- **Warhammer MFD `CT`** sat 19px right, burying `LT` inside it and throwing `HD` off centre. + Moving `CT` alone fixed all three symptoms. +- **Longbow Radar `S1`** was the cockpit canopy, not a special; remapped to `HD`. +- **Argus, Fafnir, Kodiak, Longbow Radar** were wholly misaligned (0.266-0.638) and were derived + from their corrected MFD counterparts. + +## Status as of 2026-08-09 + +All 19 supplied display sets are installed with corrected geometry, and the four broken +opposite-display Radar mappings have been derived. Artwork for all 19 sets was installed for the +first time; `behemothii` art was resynced from `behemoth` because ID 12 inherits ID 11's rows. | Mech ID | Chassis | MFD | Radar | |---:|---|:---:|:---:| -| 0 | Annihilator | installed | installed | -| 4 | Argus | installed | no supplied set | -| 5 | Assassin II | installed | installed | -| 7 | Avatar | installed | installed | -| 11 | Behemoth | installed | installed | +| 0 | Annihilator | J&J, corrected | J&J, corrected | +| 4 | Argus | J&J, corrected | derived 0.956 | +| 5 | Assassin II | J&J, corrected | J&J, corrected | +| 7 | Avatar | J&J, corrected | J&J, corrected | +| 11 | Behemoth | J&J, corrected | J&J, corrected | | 12 | Behemoth II | inherited from ID 11 | inherited from ID 11 | -| 13 | Black Hawk | installed | installed | -| 27 | Fafnir | installed | no supplied set | -| 28 | Flea | installed | no supplied set | -| 29 | Gladiator | installed | no supplied set | -| 33 | Hellspawn | no supplied set | installed | -| 37 | Kodiak | installed | no supplied set | -| 39 | Longbow | installed | no supplied set | -| 62 | Warhammer | installed | installed | +| 13 | Black Hawk | J&J, corrected | J&J, corrected | +| 27 | Fafnir | J&J, corrected | derived 0.963 | +| 28 | Flea | J&J, corrected | original, 0.967 | +| 29 | Gladiator | J&J, corrected | original, 0.984 | +| 33 | Hellspawn | original | J&J, corrected | +| 37 | Kodiak | J&J, corrected | derived 0.962 | +| 39 | Longbow | J&J, corrected | derived 0.959 | +| 62 | Warhammer | J&J, corrected | J&J, corrected | -The supplied exploded BMP for every installed display set was also compared to its canonical -runtime destination under `Gameleap/mw4/hsh/hud/` or `Gameleap/mw4/hsh/radar/hud/`. All 19 are -pixel-identical at 512x512. Their file hashes differ because the supplied files use different BMP -encodings, palettes, or headers; the runtime copies are already correct, so none were replaced. +Outstanding, both pre-existing and blocked on missing art: -Pixel-identical runtime files: +- **Annihilator** declares `Special2Internal` with no S2 mapping or art. +- **Behemoth II** declares both specials but inherits Behemoth's rows, which define only S1. -```text -MFD: annihilator, argus, assassin2, avatar, behemoth, blackhawk, Fafnir, - flea, gladiator, kodiak, longbow, warhammer -Radar: annihilator, assassin2, avatar, behemoth, blackhawk, hellspawn, warhammer -``` - -Behemoth II uses separate canonical files, `hud/behemothii.bmp` and -`radar/hud/behemothii.bmp`. Both were decoded and compared to their corresponding Behemoth -runtime BMP on 2026-08-07; both were already pixel-identical 512x512 grayscale images, so no art -files were copied or replaced. - -Three obvious measurement-file transcription errors were normalized without changing the -validated geometry: Behemoth MFD LT `1742` to `174`, Behemoth Radar CT `202.242` to `202,242`, -and Fafnir MFD LL `162.326` to `162,326`. Behemoth Radar's blank S2 was made explicit as `0,0`. +The supplied exploded BMPs were **not** pixel-identical to the runtime files, contrary to what +this document previously recorded. All 19 differed by 6-35% of pixels, confirming the art had +never been installed. Sources arrived as a mix of `P`, `L` and `RGB` and were normalised to +512x512 8-bit greyscale to match the existing `hsh` convention. ### Assassin II details @@ -485,33 +542,143 @@ game. ### Implemented Assassin II rows -MFD `texuv2`: +These are the corrected rows as stored on 2026-08-09, after the transposition and handedness +fixes and after extending Radar `CT` to include the pelvis flare. Compare against the raw +supplied files and the differences are exactly those two systemic corrections plus that one +zone. + +MFD `texuv2` (exploded boxes): ```cpp -{{ 98,142,148,328},{190,142,240,328},{ 56, 48,124,154},{216, 48,282,154},{180, 22,220,120},{120, 22,158,120},{144, 36,194,186},{ 0, 0, 0, 0},{158, 70,180, 86},{148, 10,190, 48},{ 0, 0, 0, 0}} +{{282,148,332,334},{ 6,148, 56,334},{266, 10,332,116},{ 6, 10, 74,116},{ 98, 22,136,120},{206, 22,246,120},{144,180,194,330},{ 0, 0, 0, 0},{158,140,180,156},{148, 10,190, 48},{ 0, 0, 0, 0}} ``` -MFD `offset2`: +MFD `offset2` (assembled points): ```cpp -{{ 6,148},{282,148},{ 6, 10},{266, 10},{206, 22},{ 98, 22},{144,180},{ 0, 0},{158,140},{148, 10},{ 0, 0}} +{{190,142},{ 98,142},{216, 48},{ 56, 48},{120, 22},{180, 22},{144, 36},{ 0, 0},{158, 70},{148, 10},{ 0, 0}} ``` Radar `texuv3`: ```cpp -{{114,170,178,406},{232,170,294,406},{ 60, 48,144,184},{264, 48,348,184},{218, 18,268,140},{142, 18,190,140},{174, 36,234,140},{ 0, 0, 0, 0},{192, 78,218, 98},{178, 2,230, 48},{ 0, 0, 0, 0}} +{{336,220,398,456},{ 8,220, 72,456},{314, 48,398,184},{ 8, 48, 92,184},{120, 48,168,170},{244, 48,294,170},{178,206,242,398},{ 0, 0, 0, 0},{192, 78,218, 98},{178, 3,230, 49},{ 0, 0, 0, 0}} ``` Radar `offset3`: ```cpp -{{ 8,220},{336,220},{ 8, 48},{314, 48},{244, 48},{120, 48},{178,206},{ 0, 0},{192, 78},{178, 3},{ 0, 0}} +{{232,170},{114,170},{264, 48},{ 60, 48},{142, 18},{218, 18},{174, 36},{ 0, 0},{192, 78},{178, 2},{ 0, 0}} ``` -One supplied Radar S1 offset is odd (`y=3`) despite the general even-coordinate rule. Preserve -the measured value until it is deliberately reviewed against the source pixels; do not silently -round it while transcribing the row. +Note `LL` precedes `RL` in storage order while `offset[RL].x < offset[LL].x` on screen ? that is +the handedness rule working correctly, not an error. + +The Radar `S1` rectangle retains an odd `y=3`. Unlike the other odd values once recorded here, +this one was checked against the artwork and is genuinely the piece's edge, so it stands. + +## Handedness + +The paper doll shows the mech **facing the viewer**. Damage must map to the side the shooter +actually hit, so: + +```text +the mech's RIGHT zones (RA, RT, RL) are drawn on the VIEWER'S LEFT +the mech's LEFT zones (LA, LT, LL) are drawn on the VIEWER'S RIGHT +``` + +In stored terms, `offset[RA].x < offset[LA].x` for every chassis. This is checkable mechanically +and should be asserted on any new or imported row: + +```python +assert off["RA"][0] < off["LA"][0] # and likewise RT/LT, RL/LL +``` + +`S1`/`S2` are **not** a left/right pair by convention. Shipped chassis have S1 on either side, so +only swap them when both exist and they are genuinely mirrored hardpoints. When only one special +is defined, leave it in `S1`. + +Art supplied by an external author is frequently labelled from the mech's own viewpoint, which is +the natural way to think when drawing a mech. The entire J&J delivery was labelled that way. The +check above catches it in one pass. + +## Cross-check special zones against the damage model + +A zone must not be mapped unless the chassis actually declares it. The authority is the mech's +`.damage` file under `Gameleap/mw4/Content/Mechs//`: + +```text +[joint_specialone] + [Special1Internal] + _specialone.erf -> S1 exists +[Special2Internal] -> S2 exists +neither -> S1 and S2 must be {0,0,0,0} +``` + +Run this whenever rows are imported. It caught two real problems: + +- **Longbow** declares no special zone at all, yet both displays had `S1` mapped. On the Radar + that "S1" piece was in fact the **cockpit canopy** and is now mapped to `HD`. On the MFD it is + the pelvis; it is deliberately retained so the pelvis still renders, and simply never takes + damage. +- **Annihilator** declares `Special2Internal` and **Behemoth II** declares both specials, but + neither has the corresponding mapping. These remain unmapped for lack of art. + +The general lesson: a piece labelled `S1` by an art supplier is only a guess. Confirm what the +component actually is before trusting the label. + +## Deriving a missing display from the other + +Six chassis were delivered with only one of the two displays. Where the opposite display's art +exists but its mapping is wrong, the mapping can be derived rather than measured by hand, using +the corrected display as a template. This produced 0.956-0.963 mean fits for Argus, Fafnir, +Kodiak and Longbow Radar. + +Method: + +1. Detect the connected components in the target display's exploded BMP. Their bounding boxes + are the `texuv` rectangles directly. +2. Assign zone identity by matching each piece against the **known-good** other display, scoring + normalised position **plus a size-consistency term**. Position alone is not enough ? it + confidently swapped `CT` and `HD` on every chassis, because a head and a torso can sit at + similar normalised positions. +3. Compute the scale as the median of matched piece sizes. MFD to Radar is about **1.25-1.30**, + not 2, despite Radar's runtime `/2`. +4. Place each piece by scaling its **art centre**, not its bounding-box corner. Radar pieces are + not the same proportion as their MFD counterparts ? the Longbow's Radar `CT` includes the + pelvis while its MFD `CT` does not ? so scaling the corner misplaces them. Centre-scaling put + `CT` within 0-2px of the `RT`/`LT` midpoint on all four chassis; corner-scaling was 23px out. +5. A zone present in the template but absent from the target's art (a head drawn into the CT + rather than as a separate piece) is placed by its position **relative to CT in the assembled + layout**, then cut from the CT piece. Do not use its position within the CT's *sheet* box ? + the two are unrelated. +6. Clamp the finished layout so nothing lands at a negative coordinate. +7. Review every zone visually and adjust. Automation gets the fit; only the eye gets the pose. + +## Tooling pitfalls + +Hard-won, all of which produced a wrong answer at least once during this work: + +- **Blob detection hides small parts.** A minimum-area threshold of 300px silently drops heads + and small pods, making a perfectly good zone score 0.00. Use ~30px and confirm before + concluding a zone is broken. Four "defects" evaporated when the threshold was lowered. +- **A low IoU on `HD` is usually normal.** Heads are slivers cut from the CT and often have no + dedicated blob. Score sets on the mean **excluding** `HD`. +- **Enclosed-hole detection is unreliable on anti-aliased art.** A thin trail of mid-grey edge + pixels can connect a real recess to unrelated dark regions, inflating the bounding box until + "centre the head in the hole" pushes it onto solid plating. Always render the host piece with + the detected hole outlined before trusting it. This produced one wrong Longbow edit that had + to be reverted; the Kodiak edit survived the same test because its slot is a clean isolated + rectangle. +- **High ink coverage does not mean correct placement.** A head box scoring 100% ink may simply + be sitting on the solid interior of the torso. Compare candidate positions visually. +- **Overlap audits need blob ownership.** Naively flagging any box that overlaps any blob reports + ~107 false positives, because detail features inside a piece register as separate blobs. Assign + each blob to its best-matching zone first, then flag only cross-zone overlaps: that reduced the + same batch to 4 real cases. +- **Mirrored pairs must be levelled on the ART, not the box.** Mirrored pieces often carry + different internal padding, so matching box edges leaves the visible art unlevel. Measure the + first and last inked row. +- **`str.replace` on a config file hits every match.** An override keyed `("behemoth","mfd","LA")` + existed in two dicts and a single replace corrupted both. Anchor edits or rewrite the file. ## Common mistakes @@ -529,4 +696,13 @@ round it while transcribing the row. - Treating a different BMP hash as different art without decoding and comparing pixels. - Copying an unexploded/reference BMP instead of the exploded 512x512 runtime BMP. - Using the supplied `assian2` typo as the destination instead of canonical `assassin2.bmp`. -- Rounding odd coordinates despite a visually aligned overlay. \ No newline at end of file +- Rounding odd coordinates despite a visually aligned overlay. +- Storing the unexploded rectangle in `texuv` and the exploded origin in `offset`. They are the + other way round; this broke all 21 imported rows. +- Accepting art labelled from the mech's own viewpoint without swapping the L/R zone pairs. +- Trusting an `S1`/`S2` label from an art supplier without checking the chassis's `.damage` file. +- Trusting `generate_comparison_maps.py` as a correctness check. It only compares `coord.cpp` to + the measurement files, never to the artwork. +- Concluding a zone is broken from a low IoU without first lowering the blob-area threshold, or + from a low `HD` score, which is normal. +- Editing `MW4/hsh` instead of the source tree `Gameleap/mw4/hsh`. \ No newline at end of file