--- id: project-overview title: "Project Overview — what this is, people, goals" status: established source_sections: "PROGRESS_LOG.md §1-3; README.md" related_topics: [pod-hardware, wintesla-port, source-completeness, build-and-run] key_terms: [BT, RP, MUNGA, Tesla-platform, WinTesla, pod] --- # Project Overview Port VWE's arcade **pod** games (Tesla platform, release 4.10, ~1995-96) to modern Windows and, ultimately, the actual arcade pod hardware. Primary target: **BattleTech (BT)**; **Red Planet (RP)** shares the engine. Full detail: `docs/PROGRESS_LOG.md §1-3`. The ORIGINAL 1995-96 team — the initials in the source headers matched to names by VWE veterans (dev team ~8, art ~6, MUNGA by a smaller internal team) — is credited in **`docs/CREDITS.md`**. ## The stack - Two games, one engine: BT + RP. Engine = **MUNGA**; HAL = **L4** (`MUNGA_L4`). Game logic = `CODE/BT`, `CODE/RP`. [T1] - Original platform: **32-bit DOS** under a **DPMI32** extender, Borland C++ 5 + TASM32, on Novell DOS pods. 3D by a proprietary Division **IG image-generator board** (dual EISA), driven by the closed **`libDPL.lib`** (binary + VREND microcode). [T1] - **The port replaces the IG board/libDPL** with a `dpl_*` → Direct3D9 shim (done in WinTesla as L4D3D). Pods now run Windows 10 + a Voodoo/Glide wrapper. BT was abandoned (MechWarrior 4 runs on the current pods); this project revives BT. [T1] ## People / goals - **arcattack** (user): doing the port. NVIDIA 3060 + A6000 dev GPUs. - **Nick:** owns the pods + the software license (porting is authorized). Runs the pod hardware. The gating dependency — the missing BT source likely lives on his backup drives (see [[source-completeness]]). - **Goal:** run on (a) a modern dev box and (b) the fixed pod hardware. Multiplayer (pod-to-pod) wanted. ## Repo orientation (bt411) This is the **clean standalone bt411 repo**. `README.md` + the top-level `CMakeLists.txt` are the build of record. Tree: `engine/ game/ content/ docs/ reference/ tools/ context/`. Historical sections in `docs/PROGRESS_LOG.md` cite old `C:/git/nick-games/...` paths — treat as provenance; they map into this repo (reconstructed BT → `game/reconstructed/`, engine → `engine/MUNGA{,_L4}/`, content → `content/`, raw decomp → `reference/decomp/`). [T2] ## Current state (2026-08-06) — core gameplay reconstruction COMPLETE; polish phase Field-tested nightly at 4-8 pods over Steam (builds 4.11.622→801). Authentic + benched: the full SP+MP loop; per-panel mesh-true targeting/damage (+ crits, cylinder lottery, armour darkening); the 1995 SCORING model (kill awards + received penalties + panic cost — the id-0x16 report tail); death (blast/splash, wreck, burial) + respawn (full re-arm audit); locomotion (two-channel gait, gimp limp, knockdowns, CROUCH F4); the night kit (fog-swap SEARCHLIGHT F5 + beam cone); heat/ power/myomers (incl. the seek-4 freeze); replication (masters/replicants, kill/death columns, ghost+skate field detectors); the Steam wire seam + build gate; the operator console/relay lifecycle; gauges/HUD; audio (real OpenAL backend + the AUDIO_FIDELITY trigger waves — footsteps/ gait/alarms/impacts live in the field). [T2] **Remaining (polish + infra):** the #60 export gap census (NEXT — export-gap blindness has caused 4 wrong conclusions, [[reconstruction-gotchas]] §20); VehicleDead killed-by consumption (operator "X killed by Y"); burning-wreck handler (mech-0x17 label mismatch); the id-0x16 type-0 curiosity; MechRIOMapper Keypress @004d2514; marker beacon (LoadObject wrapper stub); DIV firmware intersection routine (deep-cut); deferred ledger items in [[open-questions]]. [T2] ## Key Relationships - Full detail: `docs/PROGRESS_LOG.md`. - Enables: everything — see [[wintesla-port]] (the base), [[source-completeness]] (the gap), [[build-and-run]] (how to build).