Correct the audio digest in wintesla-port.md + project-overview.md: the "no sound ever" root cause was that BOTH engine/lib backend DLLs were no-op stubs (libsndfile ordinal-only sf_open->NULL; OpenAL32 imports only KERNEL32). Now real OpenAL Soft + LoadWavPCM; soundbank cracked (241 samples). Only remaining gap = game triggering (AudioEntities). 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. (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::PlayNotereally callsalSourcePlay). The "no sound, ever" root cause was DEEPER than a gate — both audio backend DLLs shipped inengine/lib/were no-op STUBS: (a)libsndfile-1.dllexports 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 (commit5b46655): OpenAL32.dll → real OpenAL Soft 1.25.2 Win32 (drop-in: the exe imports the 25 AL funcs by NAME;alSourcePlaynow reachesAL_PLAYING). libsndfile DROPPED — replaced byLoadWavPCM()inL4AUDRES(a tiny in-tree RIFF/WAVE fmt+data reader, no external dep). Gates fixed earlier: theAWE_FRONT/AWE_REARenv-var gate inMakeAudioRendererwas relaxed to default-on (BT_NO_AUDIO=1disables). Soundbank recovered: 241 samples cracked fromAUDIO1/2.RES(SF2 v1.0) bytools/sf2extract.py→content/AUDIO/*.wav+ theallPresets[2][128]table (audiopresets.cpp, replacing the zero-init btstubs stub); all 241 load (alErr=0). The ONLY remaining gap: the reconstructed game never creates AudioEntities — nothing triggersPlayNoteon weapon fire / footsteps / engine / explosion during play, so gameplay is still silent (aBT_AUDIO_TESThook plays buffer0 as proof-of-life). Diagnostic harness:BT_AUDIO_LOGtraces the chain;BT_AUDIO_TESTplays a sample. NOTE: theAUDIO1/2.RESwere SF2 v1.0 (16-byte shdr records; sample rate assumed 22050 Hz — may need tuning if pitch is off). - 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 ~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.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.