--- id: wintesla-port title: "The WinTesla Windows Port — the base everything builds on" status: established source_sections: "PROGRESS_LOG.md §5b, §8" related_topics: [source-completeness, rendering, build-and-run, multiplayer] key_terms: [WinTesla, L4D3D, MUNGA, RP, DPL] --- # The WinTesla Windows Port The `Elsewhen RP411` archive is a **working Windows port of the MUNGA engine** (VS2005, `WinTesla.sln`). It means the hardest infrastructure is **already solved** — the bt411 build sits on top of it. Full detail: `docs/PROGRESS_LOG.md §5b, §8`. ## What WinTesla already did (do NOT rebuild) - **Renderer bypass: DONE** — `MUNGA_L4/L4D3D.cpp` + `DXUtils` replace libDPL / the IG board with Direct3D9. No `libdpl.lib` in the tree. (The early from-scratch D3D9 viewer was retired and removed.) [T1] - **Audio: BACKEND now REAL + soundbank loaded; only game-triggering remains** [T2, updated 2026-07-15]. OpenAL replaces the HMI "SOS" engine and the renderer→device→buffer→source→play chain IS all implemented (`L4AUDRND`/`L4AUDRES`/`L4AUDLVL`; `PatchLevelOfDetail::PlayNote` really calls `alSourcePlay`). The "no sound, ever" root cause was DEEPER than a gate — **both audio backend DLLs shipped in `engine/lib/` were no-op STUBS**: (a) `libsndfile-1.dll` exports 15 funcs BY ORDINAL ONLY (no names), `sf_open()` always returns NULL; (b) `OpenAL32.dll` (72KB) imported **only KERNEL32** — no dsound/wasapi/winmm — so it returned fake handles (`ctx=0x00000001`, `alGenSources→0`) and never touched the hardware. So the chain ran clean and silent. FIXES (commit 5b46655): **OpenAL32.dll → real OpenAL Soft 1.25.2 Win32** (drop-in: the exe imports the 25 AL funcs by NAME; `alSourcePlay` now reaches `AL_PLAYING`). **libsndfile DROPPED** — replaced by `LoadWavPCM()` in `L4AUDRES` (a tiny in-tree RIFF/WAVE fmt+data reader, no external dep). Gates fixed earlier: the `AWE_FRONT`/`AWE_REAR` env-var gate in `MakeAudioRenderer` was **relaxed to default-on** (`BT_NO_AUDIO=1` disables). **Soundbank recovered**: 241 samples cracked from `AUDIO1/2.RES` (SF2 v1.0) by `tools/sf2extract.py` → `content/AUDIO/*.wav` + the `allPresets[2][128]` table (`audiopresets.cpp`, replacing the zero-init btstubs stub); all 241 load (`alErr=0`). **In-game triggering now WORKS** (commit 7b1e469): enabling audio unlocked `L4AudioRenderer::CreateEntityAudioObjects`, which binds `AudioStateWatcher`s to entity/subsystem state attrs BY NAME (the **attribute-pointer** databinding, same as gauges) and calls `AddAudioWatcher` on the resolved `StateIndicator`. The reconstruction had pointed the Mech's state attrs at the scalar read-pad `attrPad` (fine for a gauge that READs a value, fatal for a state watcher that calls a METHOD → AV in `SChainOf::Add` on 0xCDCDCDCD). FIXED: the Mech's `AnimationState`/ `ReplicantAnimationState` (driven from `SetBodyAnimation`) and `CollisionState` (driven from `ProcessCollision` via `collisionTemporaryState`) are now real `StateIndicator` members — **verified: walking fires `SetupPatch`+`PlayNote`/`alSourcePlay` (footstep/gait patches 78/80/116)**. So mech movement/animation/collision audio is live. **Subsystem STATE audio DONE** (commits 5ba541e/0e05a22/dcdd7dd): the audio watcher TYPE per attribute was recovered via a `MakeObjectImplementation` ClassID trace (class 28 = `AudioStateTrigger`/StateIndicator). KEY: the binary's 0x54-byte subsystem alarm (`FUN_0041b9ec`, reconstructed as `GaugeAlarm54`) **IS a StateIndicator** — its "three sub-indicators" @0x18/0x2c/0x40 are the audio/video/gauge watcher SChains, `level@0x14` = currentState. The reconstruction had modeled that tail as an opaque `_tail` (never constructed → AddAudioWatcher AV'd on 0xCDCDCDCD). FIX: `GaugeAlarm54` now has three REAL constructed sockets + `AddAudioWatcher`; `SetLevel` fires them on change (empty sockets = no-op, so other alarms/weapons unaffected; `levelB`/`LevelCountB` untouched; sizeof stays 0x54). Then registered each state attr → its subsystem's own alarm (own `AttributePointers[]` chained to the parent): `Generator.GeneratorState`→stateAlarm, `Condenser.CondenserState`→condenserAlarm, `Reservoir.ReservoirState`→reservoirAlarm, `AmmoBin.AmmoState`→ammoAlarm (+ chained AmmoBin's bare index so `SimulationState` resolves too). `GeneratorOn`→generatorOn. **audiostate skips 85 → 0** — every StateIndicator audio attribute across the mech + all subsystems binds to a real indicator, and the alarms are already `SetLevel`'d by the sims, so generator/condenser/reservoir/ammo state sounds fire on transition. **Still inert** (read 0, silent, non-crashing — no modeled backing member in the size-locked layouts, a polish follow-up): `ReportLeak` (Logical), `Torso.MotionState` (Enum), `Torso.SpeedOfTorsoHorizontal` (Scalar). NOW REAL (fidelity Phase 1, commit fc7f311): `ConfigureActivePress` published at the **MechSubsystem BASE** (binary attr id 2, descriptor @0x50de5c → member @+0x110 — the field previously misnamed `vitalSubsystemIndex`; idle −1, driven 0/−1 by `MechWeapon::ConfigureMappablesMessageHandler`), `AmmoBin.FireCountdownStarted` → `cookOffArmed`@0x18C, `L4MechControlsMapper.TargetRangeExponent` → `targetRangeExponent`@0x1a4. The **bring-up guards** [T3, self-clearing] stay: a NULL subsystem attr → inert pad (was a fatal `Fail`); an `AudioStateWatcher` on an unconstructed indicator (chain@+0x18 null/0xCDCDCDCD) → skip. Both pass automatically once a subsystem is built. Diagnostics: `BT_AUDIO_LOG` (chain + skips/redirects), `BT_ATTRBIND_LOG` (every attr bind), `BT_AUDIO_TEST` (proof-of-life buffer0). - **Audio FIDELITY pass (2026-07-16, commits fc7f311 + 691e885; the full audit ledger is `docs/AUDIO_FIDELITY.md`, 37 findings).** Settled facts [T1 unless noted]: - **Patch numbering = SF2 `wPreset`.** Any tooling must key presets on `wPreset`, never on phdr record order. `AUDIO1/2.RES` are SF2 **v1.0** (16-byte shdr, NO name/rate/pitch field); pitch metadata rides generators: 55 = SBK samplePitch (`root*100+cents`, on every zone), 58 = overridingRootKey, 51/52 = coarse/fineTune. **EMU8000 v1 base rate = 44100 Hz** → a zone's true data rate is baked into its WAV: `rate = round(44100·2^(((6000−rootCents)+tune)/1200))` (`tools/sf2extract.py`); the engine's note-60 pitch model (`BTNotePitchFactor`) then reproduces original playback at every note. SBK `initialAttenuation`(48) is **INVERTED** (127 = full volume; 0.375 dB/step [T3 exact curve], baked into the PCM). - **Full-zone table**: 603 zones / 241 presets in `audiopresets.cpp`; the authored MIDI note SELECTS zones by keyRange in `SetupPatch/PlayNote` (key-splits: Loaded/Jam family low-36 clunk vs high-84 blip; Warnings01 8-way klaxon split), layers attach together, `MAX_PRESET_SAMPLES=25` (AllExplosion). Authored loop REGIONS apply via `AL_SOFT_loop_points`; authored `releaseVolEnv` (1.1–3.9 s on ~20 looping presets) fades on Stop (`PRESET_serviceReleaseFades`, serviced from `AudioHead::Execute`). - **Distance/volume/doppler**: OpenAL distance model is `AL_NONE` — the AUTHORED `GetDistanceVolumeScale()` curve multiplies in `CalculateSourceVolumeScale` (Dynamic3D + Static3D); per-source `AL_GAIN = volume_scale²` (GM CC7 squared law); `alDopplerFactor(0)` — the authored `GetDopplerCents()` (AUDIO.INI model, consumer decomp part_008.c:7466) adds into the Dynamic3D pitch chain. - **Audio clock**: `FUN_0044e19c` is `ApplicationManager::GetFrameRate` — the original audio "frames" were SYSTEM CLOCK TICKS; `MakeAudioRenderer` calibrates at `SystemClock::GetTicksPerSecond()` (fallback 1000), never the old garbage `divisionParameters+0x10` read. - **Published `localVelocity` smoothing is authentic** [T1]: `Mech::Execute` (FUN_004ab430) runs the localVelocity components through `AverageOf` running-average filters (part_012.c:15169-15179); the port's ~0.25 s exponential filter in `mech4.cpp` reconstructs it. - **Phases 3+4 SHIPPED (2026-07-16, commits 0ca7d26..0e2401f).** Phase 3 EFX: `L4AUDEFX` bridge — per-source lowpass (Dyn3D = highFreqCutoffScale×brightness UNGATED, Static/Direct = brightness; AWE 100–8000 Hz → 5 kHz-ref gainhf [T3 curve]), one EAXReverb slot at global_reverb_scale 0.3 (3D wet / cockpit Direct dry), Direct position-enum placement. Phase 4 attributes (all [T1] from binary attribute tables, walked as 16-byte {id,name,off+1,pad} rows): **HeatSink table @0x50e438 (ids 3..12)** confirms every heat binding + adds ReportLeak id 12 @0x138 = coolantActive (serves all 19 leak watchers via PoweredSubsystem⊂HeatSink); **Mech table @0x50c0xx (ids 21..56)**: IncomingLock@0x3fc / DistanceToMissile@0x400 (real members, Missile::MoveAndCollide reports, PerformAndWatch latches; old `maxSpeed@0x400` was a misread of the FLT_MAX far default), CollisionSpeed@0x4B4 (=|impact velocity| at contact-arm), ReduceButton@0x340, FootStep@0x394, RearFiring@0x410 (old `stateFlags` misread); **Torso table (ids 3..15)**: full publish onto existing members (SpeedOfTorsoHorizontal=twistVelocity@0x1E8 abs'd, MotionState=statusFlags@0x20C, ==2 = limit-hit frame). **F5 footStep = CONTACT LEVEL**: (jointlocal.y <= *ANI hdr[2] threshold) per frame, states 0/1 retain (SelectSequence now captures hdr[2]; the 150 ms pulse is retired). **F19**: the authored footstep volume = LocalAcceleration |lin| [0,10]→ctl100 + LocalVelocity |lin| [0,0.6]→ctl101 (ALL motion watchers extract |linearMotion|, motionValue=3); localAcceleration.linear = d(published velocity)/dt (binary part_012.c:15186-15195); the mech2.cpp step broadcast is REMOVED. **attrnull count = 0** — every authored audio attribute binds a real member. - **Post-Phase-4 closures (2026-07-16):** UnstablePercentage is LIVE (the instability model @0x3F0 byte-decoded + reconstructed — accel-sway² + gun-the-engine + turn-in-place terms, feeds gyro swayBias + the audio alarm; commit c51d64a). The F14 per-zone static resonant low-pass is BAKED (RBJ biquad at the AWE 100–8000 Hz curve, float pipeline + peak normalization; 232 zones incl the LaserLoaded charge hum fc=57 Q=87; c581553). The **footstep 10–20 s warm-up bug** is fixed (a11a697): an idle source's watcher chain executes only at Start attempts and each hop is audio-frame-gated, so the authored fill-0 N=30 smoothers starved behind the 0.3 transient drop gate — fixes: AudioScaleOf sends EVERY poll (the bitwise change-gate froze on our deterministic gait floats), recursive gate-free Component::PrimeWatchers(30) on every transient Start request (AUDREND), and localAcceleration via the binary's exact 15-sample ring buffers. LESSON: trace caps saturate early and fake "per-stride" rates — always timestamp before inferring cadence. - Still deferred: F21 attack velocity/time (all captured events were default 1), F22 HRTF (user has 2 speakers; enable via alsoft.ini `hrtf=true` for headphones). - **L4 HAL on Windows + the VS build system: DONE.** [T1] - **Red Planet game logic: COMPLETE & buildable** — `VTV/VTVMPPR/WEAPSYS/...`. RP is at/near playable. [T1] - **Multiplayer: the DOS `NETNUB` driver is already replaced by a ~3.5k-line WinSock2 TCP reimplementation** (`MUNGA_L4/L4NET.CPP`) + the master/replicant distributed-sim core. See [[multiplayer]]. [T1] ## What BT still needs (the only remaining work below the game layer is NONE) Everything below the game layer — engine, renderer, audio, HAL, build — exists and is shared. The ONLY thing BT needs is its **game-logic source**, which is gone (see [[source-completeness]]) → it must be **reconstructed**, with the three anchors (BT headers + the WinTesla engine to compile against + RP's parallel code + the binary oracle). [T2] ## Build implications - `WinTesla.sln` is **VS2005** and hard-depends on the **legacy DirectX SDK (June 2010)** (`d3dx9`, `dinput`, `dxerr` — all removed from the modern Windows SDK). The DXSDK is installed at `C:\Program Files (x86)\Microsoft DirectX SDK (June 2010)\`. [T2] - The shared engine builds GREEN to `munga_engine.lib` via CMake/MSVC Win32 (see [[build-and-run]]). Recipe gotchas (include-path shadowing, the CAMMGR/time.h fixes, the ATL shim) are in `docs/PROGRESS_LOG.md §8`. [T2] ## Roadmap position Old plan ("build a libDPL shim + port the engine") is **superseded** — WinTesla did it. New plan: reuse the WinTesla engine (shared) + reconstruct the BT game library (`BT410_L4` + game logic). The from-scratch libDPL shim is no longer needed. Phases 4-8 (BT game layer + pod bring-up) still apply. [T2] ## Key Relationships - Solves: the infrastructure that [[source-completeness]] would otherwise require. - Feeds: [[build-and-run]], [[rendering]], [[multiplayer]].