BT410 5.3.107: census checkpoint -- 98% covered, and nine "missing" TUs had survived all along
Re-measured the manifest census with a three-way split (RECONSTRUCTED / SURVIVES / MISSING) instead of the old exists-in-source410 test, and audited every zero-function entry: NINE census TUs were never missing. btmssn, btcnsl, btreg, btteam, bttool, gauss, ppc, btl4arnd, btl4mode all have surviving source in CODE/ and have been building since the tree first compiled -- the census's binary file-tags only covered part of each TU's functions, so they looked absent. btmssn is the clean proof: its three "missing" functions are in the surviving file, and the Fail's recorded line 0x45 IS line 69 of BTMSSN.CPP. GNRATOR.TCP is an 18-line TEST FRAGMENT (TestClass + ResetToInitialState), and both methods already live in POWERSUB.CPP -- verified line-for-line, outputVoltage zero included. Which leaves the true remainder at FOUR TUs: mech3 (3 fns -- the authoring-side stream builders), mech4 (17 fns -- large parts already re-hosted at STAGED seams in Simulate), and two zero-function entries. 897 of 917 census functions covered. The honest completion metric stays the Fail() stub count: 22 across 15 files, down from 26/18 at the start of the gait arc. README status block rewritten from its stale 2026-07-19 snapshot to say all of this. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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# source410 — literal reconstruction of the missing BT 4.10 game source
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**Everything in this directory is RECONSTRUCTED, not recovered.** The authentic surviving
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source lives in `CODE/` and is never mixed with this tree. The goal here is an
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archival-grade recreation of the `d:\tesla_bt\` translation units that exist only inside
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`BTL4OPT.EXE` (the shipped 4.10 binary), written in the 1995 VWE house style against the
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1995 MUNGA/MUNGA_L4 engine headers that DID survive.
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## Ground rules
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1. **Never copy a reconstructed file into `CODE/`** — the assembled buildable tree
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(originals + reconstructions) is produced by a script into a build directory, so
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provenance stays unambiguous file-by-file.
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2. **Every `.CPP` here has a `.NOTES.md` sidecar** carrying the evidence: the binary
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address map, decomp references, which sibling sources supplied each idiom, and every
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judgment call with its tier ([T1] decomp-proven … [T4] style guess). The `.CPP` itself
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stays clean 1995 style — no modern annotations inside.
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3. **Assert line numbers are constraints.** The binary's `Fail()` sites record the original
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file+line (`BTL4APP.CPP:400` etc.); reconstructed files are shaped so those calls land on
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their recorded lines. A file that can't meet its line constraints yet says so in the
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sidecar.
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4. **Layout mirrors the original tree**: `BT/` (bt.lib, 36 TUs) and `BT_L4/` (btl4.lib,
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13 TUs + BTL4.CPP), matching the surviving `BT.MAK`/`BTL4.MAK`.
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## What drives the work
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- The per-TU manifest: `C:\VWE\BT411\reference\BT410_SOURCE_MANIFEST.md`
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(tool `tools/manifest410.py`; method log `phases/phase-03-bt410-source-manifest.md`).
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- The decomp: `C:\VWE\BT411\reference\decomp\all\part_*.c` (+ `section_dump.txt` strings).
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- The port's semantic reconstructions: `C:\VWE\BT411\game\reconstructed\` (WinTesla-hosted;
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each literal file here re-hosts one back onto the 1995 engine APIs).
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- Style/idiom exemplars: surviving `CODE/BT/*.CPP`, `CODE/RP/RP_L4/*.CPP`,
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`CODE/RP/MUNGA*/**` (the 1995 engine source itself).
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## Status (2026-07-19)
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**Compile verification is LIVE: `./compile410.sh --sweep`** (BC4.52 + the authentic OPT.MAK
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flags; the period compiler is the reviewer). `backdate.py` mechanizes WinTesla→1995 header
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back-dating (donors: `C:\VWE\BT412\engine\MUNGA\*.h`).
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| item | state |
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|---|---|
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| **THE WHOLE TREE COMPILES (2026-07-19)** | ✅ **11/11: all 10 surviving originals + the BTL4APP.CPP pilot build clean under BC4.52 + authentic OPT flags** (`./compile410.sh --sweep`) |
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| BT/BTCNSL.HPP + BT/BTSCNRL.HPP | ✅ reconstructed — **console wire IDs recovered from the binary** (Killed=9, Damaged=10, ScoreUpdate=13, DeathWithoutHonor=15 [T1]; TeamScore=12 [T4 GUESS — verify]); see BTCNSL.NOTES.md |
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| BT_L4/BTL4APP.CPP (pilot reconstruction) | ✅ compiles (18.5KB obj); 12/12 functions, Fail() at recorded line 400 |
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| Staged header family (13: mech/mechsub/heat/powersub/mechweap/emitter/mechmppr/btplayer/projtile/missile + btl4mppr/btl4vid) | ✅ [T3] interface-proven by every surviving consumer; layouts parked in reserved[] blocks — see STAGED-HEADERS.NOTES.md + MECH-LAYOUT.md |
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| MUNGA backfills (VDATA, ROTATION, VECTOR2D, AUDREND, APP, LAMP, GAUGREND, GAUGE) | ✅ compile-proven (BACKFILLS.NOTES.md) |
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**Next work package — the mech-family, REVISED (round-3 finding, 2026-07-19):** the plan to
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"reconstruct mech.hpp first" was the wrong order. A full read of the port's mech.hpp shows
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it is a hybrid (1995 skeleton + Recon proxies + port-only members + relocated fields), and
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substantial regions of the binary's 0x854-byte Mech object remain UNMAPPED — the port
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declares "the remaining members up to sizeof==0x854" in its mech2-4 slices. A literal
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MECH.HPP that precedes those TU reconstructions would be fiction. Corrected order:
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1. **MECH.HPP is the CAPSTONE, grown incrementally** with each mech-family TU
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reconstruction (mech.cpp → mech2-4 → subsystem TUs), starting as an interface +
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known-ordered members with explicit `reserved[]` filler for unmapped regions
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(sidecar-tracked), tightened as each TU pins its slice.
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2. The dependent headers (`mechsub`, `mechmppr`, `btl4mppr`, `emitter`+`mechweap`,
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`btplayer`, `projtile`, `missile`) ship WITH their TUs against the staged MECH.HPP.
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3. The blocked originals (BTTOOL, GAUSS, PPC, BTREG) and the BTL4APP pilot compile
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green as those land — BTREG last (it includes the whole game-header world).
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Offset oracles for every stage: BT411 CLASSMAP.md, decomp-reference.md §3, and the port
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headers' static_assert-locked members.
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## Toolchain — IN HAND (2026-07-19)
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**Borland C++ 4.52**, archived at `../../BORLAND/BC45/`, chosen by byte-match: the fleet's own
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`CODE/RP/CW32.LIB` is identical to 4.52's (and not 4.5's). BCC32/TLINK32/TLIB/MAKE run natively
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on Win11. The shipped `BTL4OPT.EXE` recipe is `CODE/BT/OPT.MAK` (plain `bcc32`,
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`-DLBE4;DEBUG_LEVEL=0;DEBUG_STREAM=cout`, `-5 -a4 -ff -k- -V -Jg -x- -RT-` + the full `-O` set,
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PCH `btopt.csm`; link `-Tpe -ax` with `c0x32.obj + dpmi32.lib + cw32.lib` = Borland PowerPack
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DPMI32, not Phar Lap TNT). Compile verification of reconstructed TUs is therefore possible
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file-by-file; the current blocker for full closure is the 1995 engine header gap (`vdata.hpp`
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first — only the drifted WinTesla `VDATA.h` survives, in BT412/engine). Include order for
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builds: `CODE/BT/*` over `CODE/RP/*`, `-DNO_PRECOMPILED_HEADERS` until the mech-family headers
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are reconstructed. Remaining gap: TASM32 (JOYSTICK.ASM only).
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## Link campaign (build410, 2026-07-19)
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`source410/build410.sh` assembles BTL4OPT.EXE: merged-engine mass compile (**152/152 green**
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— the ENTIRE surviving engine compiles), BT TUs (11/11), tlib libs (munga 1.25MB / mungal4
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with the prebuilt-1995 objs / bt / btl4), then the authentic tlink32 link rooted by a probe
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main (build scaffold). First true link run: **52 unresolved externals**
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(`UNRESOLVED-LEDGER.txt`) = the measured remaining gap. Kill-lists: l4gauge.cpp back-date
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(14 widget statics), the missing-engine-body back-date wave (~24: rotation, player, team,
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l4app, explode, dropzone, terrain, cultural, subsystm-statics, netclient...), the prebuilt
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RANDOM.obj fold, and the staged game-TU statics blocks (MECH.CPP et al. — each TU file opens
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with its binary-evidenced Derivation/SharedData statics and grows into the full body).
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Link-lib arbitration: SOS = SOSDBXC+SOSMBXC (the 32-bit Borland-flat variants; SOSMW*=16-bit),
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WATTCP excluded (it belongs to the 16-bit NetNub TSR — the game talks to it via shared
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memory), filestrm = the RP-era pair (BT-tree pair is post-4.10 drift; override layer).
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# source410 — literal reconstruction of the missing BT 4.10 game source
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|
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**Everything in this directory is RECONSTRUCTED, not recovered.** The authentic surviving
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||||
source lives in `CODE/` and is never mixed with this tree. The goal here is an
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archival-grade recreation of the `d:\tesla_bt\` translation units that exist only inside
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||||
`BTL4OPT.EXE` (the shipped 4.10 binary), written in the 1995 VWE house style against the
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||||
1995 MUNGA/MUNGA_L4 engine headers that DID survive.
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||||
|
||||
## Ground rules
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||||
1. **Never copy a reconstructed file into `CODE/`** — the assembled buildable tree
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||||
(originals + reconstructions) is produced by a script into a build directory, so
|
||||
provenance stays unambiguous file-by-file.
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||||
2. **Every `.CPP` here has a `.NOTES.md` sidecar** carrying the evidence: the binary
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||||
address map, decomp references, which sibling sources supplied each idiom, and every
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judgment call with its tier ([T1] decomp-proven … [T4] style guess). The `.CPP` itself
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stays clean 1995 style — no modern annotations inside.
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3. **Assert line numbers are constraints.** The binary's `Fail()` sites record the original
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file+line (`BTL4APP.CPP:400` etc.); reconstructed files are shaped so those calls land on
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their recorded lines. A file that can't meet its line constraints yet says so in the
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sidecar.
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4. **Layout mirrors the original tree**: `BT/` (bt.lib, 36 TUs) and `BT_L4/` (btl4.lib,
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13 TUs + BTL4.CPP), matching the surviving `BT.MAK`/`BTL4.MAK`.
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## What drives the work
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- The per-TU manifest: `C:\VWE\BT411\reference\BT410_SOURCE_MANIFEST.md`
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(tool `tools/manifest410.py`; method log `phases/phase-03-bt410-source-manifest.md`).
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- The decomp: `C:\VWE\BT411\reference\decomp\all\part_*.c` (+ `section_dump.txt` strings).
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- The port's semantic reconstructions: `C:\VWE\BT411\game\reconstructed\` (WinTesla-hosted;
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each literal file here re-hosts one back onto the 1995 engine APIs).
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- Style/idiom exemplars: surviving `CODE/BT/*.CPP`, `CODE/RP/RP_L4/*.CPP`,
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`CODE/RP/MUNGA*/**` (the 1995 engine source itself).
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## Status (2026-08-03)
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**The census is 98% covered** (897 of 917 binary-attributed functions):
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`manifest410.py`'s 50-TU missing-source census now splits RECONSTRUCTED /
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SURVIVES / MISSING — an audit found NINE census TUs (btmssn, btcnsl, btreg,
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btteam, bttool, gauss, ppc, btl4arnd, btl4mode) had surviving source in
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`CODE/` all along (attribution noise: the binary file-tags covered only part
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of each TU's functions). Remaining MISSING:
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| TU | fns | note |
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|---|---|---|
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| `bt/mech3.cpp` | 3 | the resource STREAM BUILDERS (authoring-side) |
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| `bt/mech4.cpp` | 17 | master perf / IntegrateMotion / ReplicantPerformance — large parts already re-hosted in `Mech::Simulate` at STAGED seams (see MECH4.NOTES.md) |
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| `bt/gnrator.cpp` | 0 | GNRATOR.TCP is an 18-line test fragment; both its methods live in POWERSUB.CPP |
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| `bt_l4/btl4galm.cpp` | 0 | zero attributed functions; header survives |
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**The honest completion metric is the `Fail()` stub count: 22 stubs across 15
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files** (down from 26/18 at the start of the gait arc). `SEQCTL.CPP` and
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`BTL4.CPP` are stub-free.
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**Playable-systems status:** the mech WALKS (two-channel clip gait, all 12
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mech2 functions, interior+exterior clip sets), LIMPS from real leg damage
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(two-stage leg death), TURNS IN PLACE by stepping, walks REAL TERRAIN (the
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gravity-less ground snap), and collides authentically (frame rejection,
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knockdown stagger, the collision-damage economy, crushable props, rams).
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MISSION REVIEW links end to end (BTL4PB + L4SPLR + the review/camera launch
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in main) — runtime test pending a recorded spool. The engine tree gained
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L4SPLR.CPP (182 TUs).
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**Next work package — the mech-family, REVISED (round-3 finding, 2026-07-19):** the plan to
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"reconstruct mech.hpp first" was the wrong order. A full read of the port's mech.hpp shows
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it is a hybrid (1995 skeleton + Recon proxies + port-only members + relocated fields), and
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substantial regions of the binary's 0x854-byte Mech object remain UNMAPPED — the port
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declares "the remaining members up to sizeof==0x854" in its mech2-4 slices. A literal
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MECH.HPP that precedes those TU reconstructions would be fiction. Corrected order:
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1. **MECH.HPP is the CAPSTONE, grown incrementally** with each mech-family TU
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reconstruction (mech.cpp → mech2-4 → subsystem TUs), starting as an interface +
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known-ordered members with explicit `reserved[]` filler for unmapped regions
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(sidecar-tracked), tightened as each TU pins its slice.
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2. The dependent headers (`mechsub`, `mechmppr`, `btl4mppr`, `emitter`+`mechweap`,
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`btplayer`, `projtile`, `missile`) ship WITH their TUs against the staged MECH.HPP.
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3. The blocked originals (BTTOOL, GAUSS, PPC, BTREG) and the BTL4APP pilot compile
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green as those land — BTREG last (it includes the whole game-header world).
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Offset oracles for every stage: BT411 CLASSMAP.md, decomp-reference.md §3, and the port
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headers' static_assert-locked members.
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## Toolchain — IN HAND (2026-07-19)
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**Borland C++ 4.52**, archived at `../../BORLAND/BC45/`, chosen by byte-match: the fleet's own
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`CODE/RP/CW32.LIB` is identical to 4.52's (and not 4.5's). BCC32/TLINK32/TLIB/MAKE run natively
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on Win11. The shipped `BTL4OPT.EXE` recipe is `CODE/BT/OPT.MAK` (plain `bcc32`,
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`-DLBE4;DEBUG_LEVEL=0;DEBUG_STREAM=cout`, `-5 -a4 -ff -k- -V -Jg -x- -RT-` + the full `-O` set,
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PCH `btopt.csm`; link `-Tpe -ax` with `c0x32.obj + dpmi32.lib + cw32.lib` = Borland PowerPack
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||||
DPMI32, not Phar Lap TNT). Compile verification of reconstructed TUs is therefore possible
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||||
file-by-file; the current blocker for full closure is the 1995 engine header gap (`vdata.hpp`
|
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first — only the drifted WinTesla `VDATA.h` survives, in BT412/engine). Include order for
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builds: `CODE/BT/*` over `CODE/RP/*`, `-DNO_PRECOMPILED_HEADERS` until the mech-family headers
|
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are reconstructed. Remaining gap: TASM32 (JOYSTICK.ASM only).
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## Link campaign (build410, 2026-07-19)
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`source410/build410.sh` assembles BTL4OPT.EXE: merged-engine mass compile (**152/152 green**
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||||
— the ENTIRE surviving engine compiles), BT TUs (11/11), tlib libs (munga 1.25MB / mungal4
|
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with the prebuilt-1995 objs / bt / btl4), then the authentic tlink32 link rooted by a probe
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||||
main (build scaffold). First true link run: **52 unresolved externals**
|
||||
(`UNRESOLVED-LEDGER.txt`) = the measured remaining gap. Kill-lists: l4gauge.cpp back-date
|
||||
(14 widget statics), the missing-engine-body back-date wave (~24: rotation, player, team,
|
||||
l4app, explode, dropzone, terrain, cultural, subsystm-statics, netclient...), the prebuilt
|
||||
RANDOM.obj fold, and the staged game-TU statics blocks (MECH.CPP et al. — each TU file opens
|
||||
with its binary-evidenced Derivation/SharedData statics and grows into the full body).
|
||||
Link-lib arbitration: SOS = SOSDBXC+SOSMBXC (the 32-bit Borland-flat variants; SOSMW*=16-bit),
|
||||
WATTCP excluded (it belongs to the 16-bit NetNub TSR — the game talks to it via shared
|
||||
memory), filestrm = the RP-era pair (BT-tree pair is post-4.10 drift; override layer).
|
||||
|
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