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BT411/context/project-overview.md
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arcattackandClaude Opus 4.8 fe1cc0d79c docs/CREDITS.md: name the original 1995-96 VWE developers
Source archaeology (the per-file modification tables in the surviving
headers) surfaced six programmer initials: JM, ECH, CPB, GDU, JMA, GAH.
Read to VWE veterans on the project Discord (2026-07-21), VGL Lynx --
who watched the first multiplayer Thor walk terrain on a Red Planet map --
identified them: Jim Albertson, Eric Nichols (uncertain), Chris Brewer,
Gabe Underwood, Joanna Mason (mapping inferred), Garth Hermanson; hardware
initials MC = Marek Ciolek (AC unresolved), via Cyd.

Team size per Lynx: dev ~8, art ~6, MUNGA by a smaller parallel internal
team with crossovers, no outsourcing.  Identifications marked T3 (oral
history, as-typed spellings) against the T0 initials; a corrections
invitation is included.  Linked from context/project-overview.md.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-21 23:35:50 -05:00

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---
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 (2026-07)
`btl4.exe` boots, renders the world + a skinned mech, and runs a full **drive → animate → target →
fire → damage → destroy → respawn** single-player loop (task #52). **2-node MP is verified
end-to-end** — replication, cross-pod targeting/damage/kill, beam visuals, replicant gait (tasks
#46-#51, [[multiplayer]]). All 8 cockpit canopies are authentic + the horizontal-FOV fix (task #55,
[[cockpit-view]]); the Gyroscope is live byte-exact with hit-bounce (task #56); the **gauge system
is complete** ([[gauges-hud]]). The engine/renderer/HAL are done (WinTesla); AUDIO backend is now REAL
(the repo's OpenAL32.dll + libsndfile-1.dll were both no-op STUBS — replaced with real OpenAL Soft +
an in-tree WAV loader, 2026-07-15) and the 241-sample soundbank is cracked from AUDIO1/2.RES + loading;
the ONLY remaining audio gap is game-triggering (no AudioEntities fire PlayNote yet), so gameplay is
still silent apart from a proof-of-life hook (see [[wintesla-port]] Audio). The active work
is reconstructing each BT subsystem's authentic behavior from the binary. Remaining: pod-LAN
config, Mech-level update records, per-subsystem waves. [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).