BT410: the render roadmap -- headless to visible, researched and mapped

Four-dossier workflow synthesis: the engine half of BOTH render paths
(DPLRenderer/libDPL for the division-card 3D view; the L4 gauge stack for
the cockpit instruments) ALREADY compiles and links into btl4opt.exe from
the CODE originals, and the emulator's VPX board-side device is
EXE-agnostic (pure wire-level).  What's missing is game-TU work with
complete BT411 donors: the 6 gauge TUs (~302 fns, the first rendered
milestone -- diffable against the shipped exe on the same GAUGE content)
and then btl4vid (the 3D world renderable factory).  Full protocol map,
env gates, and the staged plan in RENDER-ROADMAP.NOTES.md.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Cyd
2026-07-24 17:28:54 -05:00
co-authored by Claude Fable 5
parent f65a3259ce
commit fdb1cfcf6c
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# The render roadmap — from headless to visible (researched 2026-07-24)
Four-dossier workflow synthesis (card protocol / video-TU delta / emulator
side / gauge path). The headline: **the render seam is far closer than
expected** — the engine half of BOTH render paths already compiles and links
into our btl4opt.exe from the CODE originals, and the emulator's board-side
device is EXE-agnostic.
## The two independent render paths (either can run without the other)
1. **The 3D main view (division card)**: the game speaks dPL — a
RETAINED-mode scene graph API (never pixels, never transformed polys) —
through the statically linked libDPL, which frames every call into
vr_action messages on the INMOS C012 link adapter at port 0x150
(FIFO fast path: body as REP OUTSW words to 0x154, trailing length word
to 0x151 commits). Gate: `DPLARG` env (set by SETENV.BAT when
L4VIDEO != OFF); NULL DPLARG = the headless shape we run today
(`MakeVideoRenderer()` returns NULL, tolerated).
- Per-frame submission: **engine code** — `DPLRenderer::
ExecuteImplementation` (CODE/RP/MUNGA_L4/L4VIDEO.CPP:5065) walks the
dplRenderableSocket; renderables (L4VIDRND.CPP, ~30 classes) set DCS
matrices; `dpl_FlushDCSArticulations` = wire action 0x1f (batched
poses, absolute 3x3+T or [sin,cos] joint records); `vr_draw_scene`
(9) kicks the frame; `velocirender_sync` (0x2d, exe @0x48D220) is the
ack-less bulk-op fence.
- **Our build ALREADY COMPILES this whole engine layer** (mungal4.lib:
l4video/l4vidrnd/l4dplmem + prebuilt 1995 STARTDPL.obj + LIBDPL.LIB;
see build410 obj logs). The missing piece is GAME code: **btl4vid**
(BTL4VideoRenderer — MakeEntityRenderables/MakeMechRenderables/
effects/wreck swap/material substitution; BT411 donor 3039/848 lines
with per-method @ADDR evidence, binary extent @4cc40c..@4d2bbc; our
stub Fails at LoadMissionImplementation).
2. **The gauge path (cockpit instruments)**: completely separate hardware —
the PC's own SVGA (VESA 0x111, 640x480x16, L4SVGA16.ASM banked blits),
split across VGA heads by the VDB board (port 0x300, palette groups; the
octopus-cable 5-mono-MFDs + color-radar decode). Gate: `L4GAUGE` env.
The plasma readout is a gauge-renderer graphics port (PlasmaDisplay on
COM2), not a separate renderer.
- Engine half (GaugeRenderer/L4GaugeRenderer/the 5171-line L4GAUGE
widget interpreter/GAUGMAP/L4VB16) already compiles + links in
build410; one documented deviation (interpreter table 46864 -> 262144
for BT's larger CFG).
- Missing: the 6 BT gauge TUs — **btl4gaug (130 fn) / btl4gau2 (77) /
btl4gau3 (46) / btl4rdr (36) / btl4grnd (13, ours is a 4-fn stub) /
btl4galm** — ~302 functions/~43KB, binary extent 0x4c19fc-0x4cc40c,
the largest function-count block left in btl4.lib. BT411 donors are
COMPLETE (semantic .cpp/.hpp with @ADDR evidence, ~5900 donor lines);
the work is RE-HOSTING onto 1995 engine APIs, not fresh decompilation.
Class inventory per TU in the dossier (widget primitives / composite
clusters / MP-HUD / radar MapDisplay / the renderer / alarm manager).
## The emulator side is READY and EXE-agnostic
The DOSBox-X fork's VPX device (emulator/vpx-device/vpxlog.cpp, ports
0x150-0x161 + VDB 0x300-0x31A) implements the BOARD side purely at the wire
level: blind firmware absorb, iserver handshake (VPX_RESPOND=1), generic
acks, the 0x2d sync echo, draw_scene frame-acks with a REAL raycast reticle
pick against its own decoded scene, and the GL renderer (VPX_RENDER=1) that
draws the main view + cockpit windows. It never reads game memory and keys
only on wire contents — **our reconstructed exe drives it unmodified once it
emits the same traffic**. The AWE32 pair is mandatory for any timed run
(SOS FAST clock); gauges also render live on the emulated S3 with the
shipped exe (GAUGE-NOTES.md: HEAPSIZE=15000000 + granularityInKB=64).
## The plan (order of value)
1. **Gauges-only first** (decisively cheaper): set `L4GAUGE=640x480x16` (+
HEAPSIZE), reconstruct the 6 gauge TUs from the BT411 donors. Built-in
oracle: the shipped exe renders reference output from the SAME GAUGE
content — per-head diffable. Live instruments need the attribute
sources, which the 5.3.x waves have largely built (weapon states, heat,
power, damage, radar).
2. **Then btl4vid** (the 3D world renderer) + DPLARG on: the engine
DPLRenderer + libDPL do the wire; btl4vid builds the renderables per
entity; verify against the VPX device's GL window and the dpl3-revive
bridge.
3. The review/playback pair (btl4pb + the BTL4.CPP review branch) closes
the last absent TUs.
Message-id / protocol quick refs: vr_create=1 (host-assigned handles),
vr_flush=3 (node structs; VIEW proves 832x512), geometry 0x17/0x19/0x1a
(texel word [pad,B,G,R]), artics 0x1f, draw 9, sync 0x2d, fire 0x23,
reticle 0x26. DPLARG reference value in emulator/baseline.conf:21.