Files
firestorm/MW4COMPARE/reference/v4h-firestorm64.h
T
83478b7666 Add MW4COMPARE: .mw4 decompiler toolchain and V4H comparison harness
Tooling built to recover editable source for six 'Mech chassis that exist
in the parallel FS_Build_V4H build but not in this repo. Reverse-engineers
every compiled record type in the .mw4 package format back to the .data /
.instance / .subsystems / .damage / .contents / .torso / .engine /
.armature sources the content pipeline consumes.

Nothing here is wired into the game build. It is a standalone analysis
harness run from Linux.

Package format
--------------
"#VBD" container. Directory records are [len][name][FILETIME][origSize]
[storedSize][offset], payload base at dword 0x0C. A record is stored raw
when storedSize == origSize, otherwise LZW (9->12-bit LSB-first codes,
256=clear, 257=EOF, dict from 258), per Database.cpp:451.

GameModel records are flat /Zp4 structs following the C++ inheritance
chain Entity(0) -> Mover(28) -> MWObject(80) -> Vehicle(664) -> Mech(756),
1636 bytes total. CreateMessage records follow Replicator -> Entity ->
Mover -> MWMover -> MWObject -> Vehicle -> Mech from start=16 (the
undeclared Connection__Message header), ending at 341 and padded to 344.

tools/decompile/
----------------
  datamap.py        header-driven layout engine; CHAIN + ANCHORS
                    {Vehicle:664, Mech:756} assert the struct offsets
  mw4msg.py         CreateMessage reader/walker
  data.py           .data      constants.py  define/table symbol resolution
  damage.py         .damage    contents.py   .contents
  smallmodel.py     .torso + .engine         instance.py  .instance
  armature.py / armature_parts.py  .armature + armaturedata/armaturevideo
  assembly.py       joint hierarchy renderer
  make_generic_doll.py  builds generic MFD/Radar damage dolls
  verify_*.py       per-type round-trip verifiers

Verified round-trip across all 64 shared chassis:
  .armature      2938/2976 pages     .subsystems  7579/7585 keys
  .data map      6071/6071 values    .data trip   8291/8306 keys
  .damage        6605/6605 keys      .contents    7480/7480 keys
  .torso+.engine 1280/1280 keys      .instance     896/896 keys, 64/64 pages
  armature_parts 1202/1202 .data, 1149/1202 .video

Layout-discovery lessons (documented in DECOMPILING.md)
-------------------------------------------------------
- Never let a field map be discovered by the values that verify it. A
  value-matching pass reported 4288/4288 while mis-assigning 34 keys. The
  map was rebuilt from header declaration order, anchored on uniquely
  resolved fields.
- Read the factory, not the data. 12 .data fields and 5 Torso fields are
  declared plain Stuff::Scalar but multiplied by Radians_Per_Degree in
  Mech_Tool.cpp:889 / Torso_Tool.cpp.
- Strip typedefs before walking a header. A stray `typedef int AttributeID;`
  masked a missing ClassID - two 4-byte errors cancelling out, caught only
  by the ANCHORS assertion.
- A verifier that silently narrows its own input reports success. Braced
  blocks must be hidden before splitting pages, replacing both CR and LF,
  because a `Shadow={...}` block contains a line reading `[shadow]` and
  splitlines() also splits on bare CR.
- NSWIZZLE is undefined, so the #else branch is live and orders members
  differently. bool is 1 byte; char x[MaxStringLength] is 256.
- V4H carries stale Mech IDs (their Atlas is 5, ours 6), so 64 of 65 shared
  chassis are off by one; --retarget-ids emits $(M_<Chassis>)/$(IDS_<Chassis>).

reports/ holds generated diffs. The two ~5 MB manifest-*.tsv intermediates
are gitignored; regenerate everything with run-comparison.sh.

Co-authored-by: Claude Opus 5 (Anthropic) <noreply@anthropic.com>
Co-authored-by: GitHub Copilot <copilot@github.com>
2026-08-08 16:47:57 -05:00

145 lines
3.0 KiB
C

#define NUM_CALLSIGNS 64
//These need to cover the full range of levels 0 to 9 at least one of each
//Twelve Characters at the most please.
// If you update the names here, please update Code\MW4\MW4Shell.cpp as well! Just search for NUM_CALLSIGNS.
callsigns
{
GUI_CREATE
{
string names[NUM_CALLSIGNS]
int levels[NUM_CALLSIGNS]
names[0] = "Sipstrassi"
names[1] = "Scarab"
names[2] = "Pocus"
names[3] = "Hacksaw"
names[4] = "Gnaw"
names[5] = "Darklord"
names[6] = "Spice"
names[7] = "Rocker"
names[8] = "Leepus"
names[9] = "Coolhand"
names[10] = "Piotr"
names[11] = "Propwash"
names[12] = "Mecca"
names[13] = "Rusty"
names[14] = "Faith"
names[15] = "Thomcat"
names[16] = "Anubis"
names[17] = "Tryptic"
names[18] = "Isis"
names[19] = "Suredude"
names[20] = "Jerimiah Rose"
names[21] = "Lucky"
names[22] = "Gothmog"
names[23] = "Grayson"
names[24] = "Arioch"
names[25] = "Blackthorns"
names[26] = "Splotch"
names[27] = "Paladin"
names[28] = "Macleod"
names[29] = "ArcLight"
names[30] = "BooYah"
names[31] = "Von"
names[32] = "Azero"
names[33] = "Wraith"
names[34] = "Undead"
names[35] = "Mantis"
names[36] = "Wicced"
names[37] = "Tiny"
names[38] = "Crusher"
names[39] = "Darkman"
names[40] = "Oxen"
names[41] = "Morfane"
names[42] = "Darkheart"
names[43] = "Joker"
names[44] = "Mouse"
names[45] = "Greywolf"
names[46] = "Pyrotech"
names[47] = "Elengil"
names[48] = "Undomiel"
names[49] = "Marz"
names[50] = "Kuroshii"
names[51] = "Crow"
names[52] = "Con"
names[53] = "Lysosome"
names[54] = "Dax"
names[55] = "HamHouke"
names[56] = "Intrepid"
names[57] = "Toad"
names[58] = "Asterix"
names[59] = "Apophis"
names[60] = "Thor"
names[61] = "Sauron"
names[62] = "Pharaoh"
names[63] = "Dicion"
levels[0] = 1
levels[1] = 7
levels[2] = 6
levels[3] = 8
levels[4] = 6
levels[5] = 7
levels[6] = 7
levels[7] = 2
levels[8] = 5
levels[9] = 6
levels[10] = 7
levels[11] = 8
levels[12] = 5
levels[13] = 2
levels[14] = 7
levels[15] = 4
levels[16] = 3
levels[17] = 2
levels[18] = 4
levels[19] = 7
levels[20] = 2
levels[21] = 2
levels[22] = 4
levels[23] = 7
levels[24] = 4
levels[25] = 2
levels[26] = 5
levels[27] = 6
levels[28] = 7
levels[29] = 8
levels[30] = 8
levels[31] = 6
levels[32] = 2
levels[33] = 2
levels[34] = 5
levels[35] = 6
levels[36] = 3
levels[37] = 2
levels[38] = 7
levels[39] = 6
levels[40] = 7
levels[41] = 6
levels[42] = 2
levels[43] = 6
levels[44] = 5
levels[45] = 6
levels[46] = 8
levels[47] = 7
levels[48] = 5
levels[49] = 6
levels[50] = 5
levels[51] = 7
levels[52] = 3
levels[53] = 5
levels[54] = 4
levels[55] = 4
levels[56] = 4
levels[57] = 4
levels[58] = 4
levels[59] = 4
levels[60] = 4
levels[61] = 8
levels[62] = 7
levels[63] = 0
}
}