Corrections (wrong claims fixed + swept): - open-questions: the DuckState 'no CODE consumer, authentic [T1]' verdict RETRACTED (consumer = the unexported posture block; squat clips shipped in BTL4.RES all along); the searchlight fog swap re-marked DONE (was 'STILL DEFERRED'); crouch index pointer updated. - combat-damage: old task-#60 kill-score section marked SUPERSEDED by the report tail (BTPostKillScore retired). - pod-hardware: crouch census rows -> COMPLETE; gauges-hud: 07-20 note (generators 'unreconstructed') re-swept. New knowledge: - reconstruction-gotchas #20: EXPORT-GAP BLINDNESS (4 incidents, 2 falsely T1; the byte-scan/named-member/RES-TOC/manifest checklist) + the verification-viewpoint bullet in #13 (the crouch capture errors). - decomp-reference: master posture/crouch block offsets (+0x3f8/+0x79c, the myomers cluster) + 8 new bench env gates. - rendering: beam-material decode (btfx brighten) + look-pass acceptance. - experience-levels: crouch novice lockout in the +0x25c consumer list. - build-and-run: the stale-link build ritual; test-harness: bench-script gotchas (both previously oral tradition). - glossary: export-gap-blindness; multiplayer: crouch/searchlight ride existing records; subsystems: searchlight visuals pointer. Status refresh: CLAUDE.md front + project-overview current-state -> core gameplay reconstruction COMPLETE (774->801), polish phase, #60 census next. Ledger addenda: INPUT_PATH row 6 complete; RESPAWN_REARM VehicleDead-sender note. .gitignore: content/ bench artifacts (pngs/logs/eggs/exe) out of status. checkctx CLEAN. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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id, title, status, source_sections, related_topics, key_terms
| id | title | status | source_sections | related_topics | key_terms | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| project-overview | Project Overview — what this is, people, goals | established | PROGRESS_LOG.md §1-3; README.md |
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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).