Full migration of the 2236-line monolithic CLAUDE.md into the progressive-context knowledge graph (per spark-lesson / expert-seed.md), so the deep RE knowledge loads on-demand instead of every session. ZERO CONTEXT LOST: - docs/PROGRESS_LOG.md = the complete old CLAUDE.md, VERBATIM (byte-identical) -- the lossless safety net + the "full detail" quick-lookup fallback. - 18 context/*.md topic files (1343 lines) digest every section (§1-3 -> project-overview, §4 -> content-archives, §5 -> asset-formats/bgf-format, §5a -> source-completeness, §5b/§8 -> wintesla-port, §7/§10 -> locomotion, §10a -> build-and-run, §10b -> reconstruction-method, §10c -> combat-damage + reconstruction-gotchas, §10d -> subsystems, render notes -> rendering, gauges -> gauges-hud, MP -> multiplayer, §9 -> open-questions). - reference/glossary.yaml (53 terms). decomp-reference.md = the offsets/ClassIDs/addresses hub. CLAUDE.md (160 lines) = router: identity, answer/reason protocols, quick-lookup table, evidence tiers (T0 engine-truth / T1 decompiled+verified / T2 reconstructed+runtime / T3 guarded / T4 hypothesis), conventions + DO-NOT (the systemic bug classes), structure. Retains the load-bearing work directives (build recipe pointer, "keep current" mandate). Knowledge graph validates CLEAN (scratchpad/checkctx.py -- all [[links]] + quick-lookup + docs refs resolve; [[name]] -> topic file or glossary term). docs/*.md ledgers stay as the detailed logs; context/*.md are the curated digests that route into them. Co-Authored-By: Claude Opus 4.8 (1M context) <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 | |||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| wintesla-port | The WinTesla Windows Port — the base everything builds on | established | PROGRESS_LOG.md §5b, §8 |
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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+DXUtilsreplace libDPL / the IG board with Direct3D9. Nolibdpl.libin the tree. (Our from-scratchport/D3D9 viewer is now a reference/sandbox, not the path.) [T1] - Audio: DONE — OpenAL + libsndfile replacing the HMI "SOS" engine. [T1]
- 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
NETNUBdriver is already replaced by a 3446-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.slnis 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 atC:\Program Files (x86)\Microsoft DirectX SDK (June 2010)\. [T2]- The shared engine builds GREEN to
munga_engine.libvia CMake/MSVC Win32 (see build-and-run). Recipe gotchas (include-path shadowing, the CAMMGR/time.h fixes, the ATL shim) are indocs/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.