emulator/PLAN.md: run the unported DOS Rel 4.10 games in the
surviving cockpits via a DOSBox-X fork with an HLE device
impersonating the Division VPX board at its C012/B004 link
interface (I/O port 0x150 per BTLIVE SETENV.BAT), rendering the
frame stream in OpenGL. Cockpit RIO (COM1) and plasma (COM2) pass
through to the game's original serial drivers (L4RIO.CPP).
Eight phases with acceptance criteria, evidence table, protocol
appendices, risks, and test strategy. Gauge displays deferred.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Records the contents of the recovered VWE developer hard drive
(git-ignored sda4/): pod lab infrastructure, Division renderer
source with i860/Pixel-Planes 5 code, runnable game builds, and
unreleased projects (Star Trek prototype, Hull Pressure, Renegade
Legion, and the Starship Troopers pitch that became DisneyQuest's
Invasion!). Includes a source-completeness analysis showing the
engine libraries are rebuildable but most game-logic sources are
absent from this release cut.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Archival snapshot of the Virtual World Entertainment Tesla cockpit
software, 1994-1996: MUNGA engine and L4 pod layer source (Borland
C++ 5.0), BT/RP game code, and game content (models, audio, maps,
gauges, Division renderer data). Includes third-party libraries:
Division dVS/DPL graphics, HMI SOS audio, WATTCP networking.
Files are preserved byte-for-byte (.gitattributes disables all
line-ending conversion). README.md documents the layout, target
hardware, and toolchain.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>