CydandClaude Fable 5 0e763fda1f BT410 5.3.113: the displays lag because the loop is slow, and the loop was slow because the flags were wrong -- authentic OPT.MAK optimizer set adopted
The operator's 'many seconds between display updates', run to ground:

MECHANISM (verified in source AND the shipped exe bytes): main passes
GetTicksPerSecond() as ApplicationManager's frame RATE, so frameDuration
is microscopic and RunMissions runs flat-out -- exactly ONE background
slot per loop frame, shipped and ours alike (ctor constant @0044f2d8 ==
1.0f, read straight out of BTL4OPT.EXE). That slot feeds a 7-task ring;
the gauge renderer gets 1/7th of slots, one ACTIVE gauge per slot, and
the screen blits once per completed wheel pass. The wheel is 136 gauges
-- and the BT_GAUGE_LOG roster dump shows all 136 are real cockpit
instruments (26 armor colormappers, leak gauges, cooling loops, weapon
clusters...): a Tesla pod shows everything at once, so the roster is
AUTHENTIC and must not be trimmed. Per-instrument latency is therefore
7 x 146 / loop_fps -- the loop rate is the only lever.

THE DEFECT: build410.sh compiled -O2 alone. The authentic release tier
(CODE/BT/OPT.MAK) is -O2 -Ot -Oc -Og -O -Ol -Z -Ob -Oe -Oi -Om -Op -Ov.
Adopting it (all 234 TUs clean, no BC4.52 optimizer ICEs) doubled the
loop: 16.7 -> ~30 fps wall on the rig. Shipped fifo throughput is still
~2x ours (11.8KB/s vs 6.4KB/s, governor-conflated) -- residual gap is an
open question pinned in GAUGE-CADENCE-NOTES.md with the operator A/B ask.

Instrumentation kept, cheap and gated: slot/wheel counters on the
[stack] line (BT_STACK_LOG), one-shot roster dump (BT_GAUGE_LOG),
tick-delta timers compile-gated BT_TICK_PROBES (OFF -- guest tick sums
proved to be trap-burst artifacts in the emulator, not costs; wall rates
are the only trustworthy measure). New: MUNGA/APPTASK.CPP shadow,
fifofps.py (true board fps from a fifodump), pod_render_bgprobe.conf.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-04 01:42:08 -05:00

Tesla Release 4.10 — Tesla:BattleTech & Tesla:Red Planet

Source code and game content for Tesla:BattleTech and Tesla:Red Planet, the two games that ran on the Tesla-generation simulator cockpits built by Virtual World Entertainment, Inc. (VWE). Source file headers are dated 19941996; this tree corresponds to release 4.10 of the Tesla software.

This repository is an archival snapshot. The tree is preserved byte-for-byte as found (see .gitattributes — no line-ending conversion is applied).

See emulator/PLAN.md for the implementation plan to run these games on the surviving cockpits' Windows 10 computers via a VPX-board HLE device in DOSBox-X, with the cockpit RIO (COM1) and plasma display (COM2) passed through to the game's original drivers.

See HISTORY.md for findings from a recovered VWE developer hard drive that accompanies this tree (excluded from the repo), including Division renderer source, runnable game builds, unreleased prototypes (Star Trek, Hull Pressure, Renegade Legion, and the Starship Troopers pitch that became DisneyQuest's "Invasion!"), and an analysis of whether these games can be rebuilt from the sources in this repository (summary: the engine can, the games cannot — most game-logic sources are absent from this cut).

Target hardware

Each Tesla cockpit was driven by a server-class Pentium Pro machine running Novell DOS. Graphics were split across two adapters:

  • The main (out-the-window) display was rendered by one of the first pixel-pipeline 3D accelerator cards ever made, driven through Division Ltd.'s dVS/DPL libraries (libDPL — DPL, dsys, dvs, and the VPX headers; Division copyright 1995).
  • An S3 video adapter drove the other six cockpit displays (instrument and gauge screens — see the GAUGE content directories and the PCPIC.INC / L4GAU* gauge code).

Other hardware/OS interfaces:

  • Audio: HMI SOS (Sound Operating System) — sos/ libraries, with variants for Borland (bc4) and Watcom (wc).
  • Networking: pods were networked over Ethernet using WATTCP (DOS TCP/IP, with BOOTP) via VWE's NetNub layer.
  • Input: joystick/pedal/panel I/O in assembly (JOYSTICK.ASM) and the L4CTRL* control modules.

Toolchain

  • Borland C++ 5.0 (BCC) with TASM32 for assembly — see the .MAK makefiles (original build tree lived at D:\TESLA_RP\ and D:\BC5\).
  • Precompiled-header discipline throughout (.CSM headers, #pragma hdrstop).
  • VSSVER.SCC / MSSCCPRJ.SCC files are remnants of the original Visual SourceSafe source control.
  • File extensions: .CPP/.HPP C++ source/headers, .TCP/.THP C++ template source/headers, .MAK Borland makefiles.

Repository layout

ARTTOOLS/   (empty placeholder — art tools were not included in this snapshot)
BORLAND/    (empty placeholder — compiler was not included in this snapshot)
CODE/       Game and engine source (~200k lines of C++/asm)
CONTENT/    Game data: models, animations, audio, maps, textures, gauges
HEADOFF/    Head/camera offset calibration configs for the cockpit displays

CODE/

Both games share the same architecture: a portable simulation engine (MUNGA, VWE's in-house engine) plus a hardware layer (MUNGA_L4, the "L4" Tesla pod platform layer), with game-specific code and a game-specific L4 layer on top.

CODE/BT/                Tesla:BattleTech
  BT/                   Game logic: mechs, weapons (PPC, Gauss, missiles),
                        damage tables, teams, missions, scenario rules
  BT_L4/                BattleTech pod application layer (app modes, arena,
                        radar, playback, version)
  MUNGA/                Engine bricks: math (matrices, angles, splines),
                        containers, file streams, audio manager, events
  MUNGA_L4/             Pod hardware layer: video renderer manager, keyboard,
                        mouse, audio hardware, warehouse (resource loading)
    LIBDPL/             Division Ltd. dVS/DPL graphics library (headers +
                        LIBDPL.LIB + VREND*.BTL renderer modules)
    NETNUB/             WATTCP-based pod networking (headers + WATTCPLG.LIB)
    SOS/                HMI Sound Operating System libraries + drivers

CODE/RP/                Tesla:Red Planet (same structure)
  RP/                   Game logic: VTV (hover racer) power/subsystems,
                        pickups (booster, blocker, crusher, thruster)
  RP_L4/                Red Planet pod application layer
  MUNGA/                Engine (fullest copy — 351 files incl. all .CPP)
  MUNGA_L4/             Pod hardware layer (fullest copy, incl. JOYSTICK.ASM)
    libDPL/, NetNub/, sos/   as above
  */opt/                Compiled Borland C++ 5.0 object files from the
                        original build (preserved as found)

Note: the BT copies of MUNGA/MUNGA_L4 are partial (69/68 files) while the RP copies are complete (351/231 files) — the BT tree appears to hold only the files that diverged from the shared engine.

CONTENT/

CONTENT/BT/             Tesla:BattleTech content
CONTENT/BT3025/         Parallel BattleTech content set (3025-era variant;
                        mostly identical to BT/ with a different mech roster)
CONTENT/RP/             Tesla:Red Planet content

Per-game content directories:

Dir Contents
MODELS .MOD/.SUB/.DMG/.TBL — vehicle/mech models, subsystems, damage tables
ANIMS .ANI — animations (BT only)
AUDIO .MID MIDI music, .SCP audio scripts, .BNK/.BLD banks
GAUGE .GIM — gauge images for the six S3-driven cockpit displays
MAPS .MAP/.ZNE — arena/terrain maps and zones
SOLIDS .SLD — collision solids
VIDEO Division renderer data: GEO/ geometry, MAT/ materials, and TEX/ textures per environment (ARENA, DAY, NIGHT, DESERT, POLAR, CAVERN, …), .DZM skins, .BMF/.BGF binary geometry, BUILD/ sources
SCENES Scene definitions (RP only)
BTCAM Camera batch setups (BT only)

DIVISION.SAV subdirectories inside VIDEO/ are backup saves written by Division's tools. MTMCDAI.SYS (Mitsumi) and TAISATAP.SYS are DOS CD-ROM device drivers used on the pod machines.

HEADOFF/

INI-style calibration files (.XST/.CAM/.BAK) defining viewing extents and camera offsets ("head offset") for the cockpit's main display, including a [LAB_ONLY] configuration.

The team

From a published VWE BattleTech credits page (scan supplied to this archive, July 2026). The roster matches the 19941996 source in this tree — see the cross-references below the table.

Role Name(s)
Producer and Designer Jordan Weisman
Art Director David McCoy
Technical Director J.M. Albertson
Audio Director Eric Huffman
Corporate Director of Technology Bill Redmann
Software Engineers
— Framework and Simulation Design J.M. Albertson
— Secondary/Auxiliary Screens and Low Level I/O Chris Brewer
— Low Level I/O Design and Programming Marek Ciolek
— Framework and 3D Video Rendering Greg Corson
— Animation Simulations and Tools Jerry Edsall
— Macintosh Design and Programming Garth Hermanson
— Framework and 3D Audio System Eric Huffman
— Simulation Code and Cameras Joanna Mason
— Graphics Research and Art Tools Ken Olsen
— Simulation Code and 'Mech Internal Systems Gabe Underwood
Artists & Animators
— 3D Art and Animations Tom Burlington, Duane Molitor, David McCoy, Lex Story
— Allen Workshop 2D Art Victor Bonilla, Tom Peters
Software Tools Group Leader Ken Olsen
Sound Samples/Designs Bing McCoy, Tom Effinger, Eric Huffman

Cross-references to this tree:

  • // Author: headers in CODE/ name four of the credited engineers: J.M. Albertson (MUNGA math/debug bricks — LINE, SPHERE, DEBUG*), Jerry Edsall (TOOL, FILEUTIL, the BT/RP *TOOL modules), Ken Olsen (NAMELIST, NOTATION template containers), and Eric Huffman (CSTR, MEMREG, SCHAIN).
  • The pod-lab per-developer update scripts on the recovered developer drive (see HISTORY.md) are named Chris, Gabe, Joanna, and Jordan — matching Chris Brewer, Gabe Underwood, Joanna Mason, and Jordan Weisman.
  • Garth Hermanson's "Macintosh Design and Programming" credit fits the venue side: the operator console the pods connect to was a Macintosh application.

Provenance

  • Copyright (C) 19941996 Virtual World Entertainment, Inc. All rights reserved worldwide. Original headers mark the source as proprietary and confidential.
  • Third-party components retain their own copyrights: Division Ltd. (dVS/DPL), Human Machine Interfaces (SOS), Erick Engelke / University of Waterloo (WATTCP).
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