- vrend410.mng: the production firmware, a HARD dependency of the committed
live pipeline (emu_main.py MAPS['vrend410'].fw loads it) -- the repo couldn't
run the live renderer without it.
- txdn_probe.py / texstore_trace.py / texel_trace.py: standalone reverse-
engineering probes (texture-source/DRAM-write/texel tracing) documenting the
texid-binding and texel-format investigations.
- .gitignore: exclude the firmware-decomp run artifacts (emu860c.pyd rebuildable
from source, *.log/*.pkl/*.png renderer outputs + caches), editor junk, and
the game runtime state/logs written by running the pod.
Left untouched deliberately: the parallel Mech session's in-progress
restoration/source410/BT/{EMITTER,BTPLAYER}.CPP edits (theirs to commit) and
the tracked game runtime state (LAST.EGG/CTMIX.CFG etc. -- transient).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The reconstructed tree now produces a runnable binary with the authentic
1995 toolchain (BC4.52 / tlink32 / DPMI32):
- BTL4.CPP main TU reconstructed from the 4.11 Ghidra decomp (FUN_0040109c)
+ the 4.10 binary's own string pool + surviving RPL4TOOL.CPP house style;
probe_main.cpp scaffold retired (BTL4.NOTES.md documents every decoded call)
- L4NET.CPP staged: L4NetworkManager ctor/dtor + 10 vtable-pulled virtuals
(standalone-benign ones no-op, network ones Fail loudly) + NetNub client
globals (Net_Common_Ptr=NULL routes L4File to its plain-DOS path)
- build410.sh: libs now built in the AUTHENTIC makefile member order
(MUNGA.MAK / mungal4.mak / BT.MAK / BTL4.MAK). Order is load-bearing:
tlink emits static-init records in module pull order, and alphabetical
order booted into a null-vptr crash (IcomManager::ClassDerivations
constructing before parent NetworkClient::ClassDerivations). Also fixed
stage_link to the proven 32-bit lib set (SOSDBXC+SOSMBXC, no WATTCPLG)
- BOXTREE.HPP MemoryBlock unify, BTL4GRND notify stubs, remaining engine
backfills (audio/gauge/resource/stream TUs) that closed the deep ledger
Smoke test (DOSBox-X + 32RTM, copy of the pod BT tree, our exe swapped in):
BattleTech v4.10
BTL4Application::BTL4Application
l4net.cpp(22): L4NetworkManager -- l4net.cpp not yet reconstructed
Static init, main, -egg parse, BTL4.RES load (version 1.0.6 check passes),
ApplicationManager and the BTL4Application ctor chain all execute real
reconstructed code; boot halts at the first staged Fail() as designed.
Next brick: the real l4net.cpp body.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
render-bridge/freeze.ps1: PyInstaller onefile of live_bridge.py + Dave's
vrboard/vrview/vrview_gl (+glcontext collected for moderngl) -> dist\
renderer.exe (~33 MB). GL backend live-verified from a pure-dist launch
(no --root/--renderer overrides) on 2026-07-10. package.ps1 bundles the
frozen exe automatically when present; DEPLOYMENT-PLAN's renderer OPEN
item is resolved. Ignore the build-artifact dirs.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Vendored 86Box EMU8000 core (GPL-2, emu8k.cpp/.h + shim) plus vweawe.cpp:
two cards at the production addresses (0x620/0x640 register triplets),
rear-card DSP/mixer stub at 0x240, synthesis on an autonomous render
thread with direct winmm output so sustained voices ride through
emulation-thread stalls (RIO staging retries) like the real silicon did.
WC sample-counter interpolation between render chunks keeps HMI SOS
busy-waits fast. VWE_AWE32/VWE_AWE_ROM/VWE_AWE_RAM_KB/VWE_AWE_SHIFT/
VWE_AWE_LEAD_MS/VWE_AWE_DUMP/VWE_AWE_LOG env knobs.
emulator/roms: the AWE32 1MGM GM ROM dumped from our own pod card (SF2)
plus the reconstructed raw image the emulated EMU8000 loads. The HMI
driver refuses the AUDIO*.RES SoundFont upload without it (banks declare
irom=1MGM) -- that was the root cause of the first silent runs; full
debug chain in SOUND-NOTES.md. Repo serves the pod-owner community only.
.gitignore: drop the ROM excludes and un-ignore ALPHA_1/ and sda4/
(committed separately).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
ALPHA_1.zip is the archived resource behind the git-ignored ALPHA_1/
working directory (the patched production hard-drive image the
emulator mounts). Also ignore Python __pycache__/ dirs.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Built DOSBox-X from source with a custom VPX link-adapter logging
device (vpx-device/vpxlog.cpp) and captured the game's outbound boot
sequence. Findings:
- Register map confirmed against LINKIO.C: outputData 0x151,
outputStatus 0x153 (polled bit0), resetRoot 0x160, analyseRoot 0x161.
- Reset preamble captured exactly (analyse=0, reset 0->1->0 + status inits).
- The game streams 85298 bytes to outputData that are BYTE-FOR-BYTE
identical to VRENDMON.BTL; first byte 0xF0 = transputer boot-from-link
primary-bootstrap length. Protocol stage 1 (reset + monitor download)
fully characterized; no hidden bulk/interrupt path.
- Production cockpit dump ALPHA_1 added (git-ignored): its BT is v1.1.0.6
with a VRENDMON.BTL byte-identical to the captured stream, so this
result reflects the exact cockpit software. ALPHA_1 is the reference
image going forward (carries RP + production pod/network boot chain).
Adds analyze_capture.py, capture.conf, PHASE1-RESULTS.md. DOSBox-X
source tree and capture artifacts are git-ignored.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Baseline boot test under DOSBox-X confirms the emulation architecture
empirically. Key findings:
- Borland 32RTM/DPMI runtime works under DOSBox-X (risk retired).
- BTLIVE ships a version-mismatched BTL4.RES (1.0.1.2 vs EXE 1.0.1.4);
BTRAVINE (1.1.0.6) is self-consistent and matches this repo's source
(BTL4VER.HPP), so it is the development image.
- With the matched image the game boots through the resource check and
BTL4Application construction, polls the RIO on COM1, then reads the
VPX link at port 0x150, gets 0xffffffff, and fails rcv_protocol with
'length 65535 too big' — the exact VR_COMMS.C path the plan predicted.
Adds emulator/baseline.conf (repro) and emulator/PHASE0-RESULTS.md.
Working binaries (dosbox-x/, image/) are git-ignored.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>