Myomers::MyomersSimulation (@004b8d18) reconstructed, five blocks in the binary's order, and it answers a question left open since 5.3.94: runSpeedMax (+0x7a0) IS WRITTEN BY THE MYOMERS. Each myomer's RegisterMaxOutput (@004b8ef0) raises the mech's run-cycle cap to its full-throttle AvailableOutput -- so the mech's true top speed is a property of its MUSCLE ASSEMBLY, and it degrades live as heat crosses the degradation band and as the myomer's own zone accumulates damage. The 1e9 ctor sentinel now stands only until the first myomer registers. The drive computation (@004b8ac0): base = the mech base speed (reverseStrideLength, mech+0x34C) scaled by the gear ratio -- input voltage over the RECOMMENDED gear -- with a quadratic thermal bleed across the degradation band, zero past failure, and the subsystem's wear taken off the top. speedEffect republishes per frame as a 0..1 fraction of full drive: input clamped to the SELECTED gear then the top gear, through AvailableOutput, normalised by the base speed. AND THE MUSCLES HEAL: while a myomer has NO VOLTAGE and its zone is not destroyed, it hands its own zone a NEGATIVE explosive tick (-0.011, 0xbc343958) -- unloaded muscle knits itself back together. The donor's history records this block as the fix for "torso twist dead after respawn" (the Torso mirrors this subsystem's electrical level; with the base machine never running, a myomer that lost power in the death window sat at NoVoltage forever) -- and our runs respawn now, so the fix is live where it matters. Registered on the master (the sibling gate); the base electrical machine runs FIRST and unconditionally, per the donor's hard-learned ordering note. Not carried over: the port's BT_FORCE_SEEK / repair-test bench scaffolding. Live run clean; the gait's speed sequence is unchanged (7.31972, 26.6726, ...) -- the muscle cap sits above the demanded 26.9 on a healthy Mad Cat, exactly as it should. Stub census: 18 across 12 files. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
source410 — literal reconstruction of the missing BT 4.10 game source
Everything in this directory is RECONSTRUCTED, not recovered. The authentic surviving
source lives in CODE/ and is never mixed with this tree. The goal here is an
archival-grade recreation of the d:\tesla_bt\ translation units that exist only inside
BTL4OPT.EXE (the shipped 4.10 binary), written in the 1995 VWE house style against the
1995 MUNGA/MUNGA_L4 engine headers that DID survive.
Ground rules
- Never copy a reconstructed file into
CODE/— the assembled buildable tree (originals + reconstructions) is produced by a script into a build directory, so provenance stays unambiguous file-by-file. - Every
.CPPhere has a.NOTES.mdsidecar carrying the evidence: the binary address map, decomp references, which sibling sources supplied each idiom, and every judgment call with its tier ([T1] decomp-proven … [T4] style guess). The.CPPitself stays clean 1995 style — no modern annotations inside. - Assert line numbers are constraints. The binary's
Fail()sites record the original file+line (BTL4APP.CPP:400etc.); reconstructed files are shaped so those calls land on their recorded lines. A file that can't meet its line constraints yet says so in the sidecar. - Layout mirrors the original tree:
BT/(bt.lib, 36 TUs) andBT_L4/(btl4.lib, 13 TUs + BTL4.CPP), matching the survivingBT.MAK/BTL4.MAK.
What drives the work
- The per-TU manifest:
C:\VWE\BT411\reference\BT410_SOURCE_MANIFEST.md(tooltools/manifest410.py; method logphases/phase-03-bt410-source-manifest.md). - The decomp:
C:\VWE\BT411\reference\decomp\all\part_*.c(+section_dump.txtstrings). - The port's semantic reconstructions:
C:\VWE\BT411\game\reconstructed\(WinTesla-hosted; each literal file here re-hosts one back onto the 1995 engine APIs). - Style/idiom exemplars: surviving
CODE/BT/*.CPP,CODE/RP/RP_L4/*.CPP,CODE/RP/MUNGA*/**(the 1995 engine source itself).
Status (2026-08-03)
The census is 98% covered (897 of 917 binary-attributed functions):
manifest410.py's 50-TU missing-source census now splits RECONSTRUCTED /
SURVIVES / MISSING — an audit found NINE census TUs (btmssn, btcnsl, btreg,
btteam, bttool, gauss, ppc, btl4arnd, btl4mode) had surviving source in
CODE/ all along (attribution noise: the binary file-tags covered only part
of each TU's functions). Remaining MISSING:
| TU | fns | note |
|---|---|---|
bt/mech3.cpp |
3 | the resource STREAM BUILDERS (authoring-side) |
bt/mech4.cpp |
17 | master perf / IntegrateMotion / ReplicantPerformance — large parts already re-hosted in Mech::Simulate at STAGED seams (see MECH4.NOTES.md) |
bt/gnrator.cpp |
0 | GNRATOR.TCP is an 18-line test fragment; both its methods live in POWERSUB.CPP |
bt_l4/btl4galm.cpp |
0 | zero attributed functions; header survives |
The honest completion metric is the Fail() stub count: 22 stubs across 15
files (down from 26/18 at the start of the gait arc). SEQCTL.CPP and
BTL4.CPP are stub-free.
Playable-systems status: the mech WALKS (two-channel clip gait, all 12 mech2 functions, interior+exterior clip sets), LIMPS from real leg damage (two-stage leg death), TURNS IN PLACE by stepping, walks REAL TERRAIN (the gravity-less ground snap), and collides authentically (frame rejection, knockdown stagger, the collision-damage economy, crushable props, rams). MISSION REVIEW links end to end (BTL4PB + L4SPLR + the review/camera launch in main) — runtime test pending a recorded spool. The engine tree gained L4SPLR.CPP (182 TUs).
Next work package — the mech-family, REVISED (round-3 finding, 2026-07-19): the plan to "reconstruct mech.hpp first" was the wrong order. A full read of the port's mech.hpp shows it is a hybrid (1995 skeleton + Recon proxies + port-only members + relocated fields), and substantial regions of the binary's 0x854-byte Mech object remain UNMAPPED — the port declares "the remaining members up to sizeof==0x854" in its mech2-4 slices. A literal MECH.HPP that precedes those TU reconstructions would be fiction. Corrected order:
- MECH.HPP is the CAPSTONE, grown incrementally with each mech-family TU
reconstruction (mech.cpp → mech2-4 → subsystem TUs), starting as an interface +
known-ordered members with explicit
reserved[]filler for unmapped regions (sidecar-tracked), tightened as each TU pins its slice. - The dependent headers (
mechsub,mechmppr,btl4mppr,emitter+mechweap,btplayer,projtile,missile) ship WITH their TUs against the staged MECH.HPP. - The blocked originals (BTTOOL, GAUSS, PPC, BTREG) and the BTL4APP pilot compile green as those land — BTREG last (it includes the whole game-header world). Offset oracles for every stage: BT411 CLASSMAP.md, decomp-reference.md §3, and the port headers' static_assert-locked members.
Toolchain — IN HAND (2026-07-19)
Borland C++ 4.52, archived at ../../BORLAND/BC45/, chosen by byte-match: the fleet's own
CODE/RP/CW32.LIB is identical to 4.52's (and not 4.5's). BCC32/TLINK32/TLIB/MAKE run natively
on Win11. The shipped BTL4OPT.EXE recipe is CODE/BT/OPT.MAK (plain bcc32,
-DLBE4;DEBUG_LEVEL=0;DEBUG_STREAM=cout, -5 -a4 -ff -k- -V -Jg -x- -RT- + the full -O set,
PCH btopt.csm; link -Tpe -ax with c0x32.obj + dpmi32.lib + cw32.lib = Borland PowerPack
DPMI32, not Phar Lap TNT). Compile verification of reconstructed TUs is therefore possible
file-by-file; the current blocker for full closure is the 1995 engine header gap (vdata.hpp
first — only the drifted WinTesla VDATA.h survives, in BT412/engine). Include order for
builds: CODE/BT/* over CODE/RP/*, -DNO_PRECOMPILED_HEADERS until the mech-family headers
are reconstructed. Remaining gap: TASM32 (JOYSTICK.ASM only).
Link campaign (build410, 2026-07-19)
source410/build410.sh assembles BTL4OPT.EXE: merged-engine mass compile (152/152 green
— the ENTIRE surviving engine compiles), BT TUs (11/11), tlib libs (munga 1.25MB / mungal4
with the prebuilt-1995 objs / bt / btl4), then the authentic tlink32 link rooted by a probe
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).