The pod updates every few seconds. Measured by sampling a head window every
2s (emulator/render-bridge/headrate.py): OURS changed in 5 of 12 samples,
SHIPPED in 1 of 12. So the reconstruction is not slower than the shipped
binary -- the emulated board is just expensive. Caveat recorded with it:
ours was being driven by the throttle hooks while the shipped exe ignores
them and sat parked, so treat those as same-order, not a win.
What did cost us 3x was mine: BT_MECH_LOG/BT_LAUNCH_LOG write per-frame lines
and DEBUG_STREAM=cout is redirected to COM3, so every one goes through an
emulated serial port. Turning them off took the wire from 480 to ~1480
bytes/sec. pod_render_quiet.conf is the conf to use for timing work.
And a correction to my own earlier framing: wire bytes/sec is NOT a frame
rate. Shipped pushes ~8900 B/s against our ~1480 and the difference is
CONTENT, not speed -- shipped submits the mech and we do not:
OURS: L4VIDEO.cpp wrong video resource type for object mad.skl
SHIPPED: (no such line)
The mech's model resource is a SKELETON. The engine's default
MakeEntityRenderables accepts only Object/Rubble and rejects anything else
with exactly that message, because skeletons are the GAME renderer's job. So
our arena renders but the MECH IS ABSENT, and with it the cockpit interior --
one unimplemented path explaining both the missing model and the lower wire
volume.
Next brick is now precisely scoped: answer MechClassID by reading the .SKL
notation pages into a dpl_DCS hierarchy and hanging the per-node .BGF
geometry off it.
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 (2026-07-19)
Compile verification is LIVE: ./compile410.sh --sweep (BC4.52 + the authentic OPT.MAK
flags; the period compiler is the reviewer). backdate.py mechanizes WinTesla→1995 header
back-dating (donors: C:\VWE\BT412\engine\MUNGA\*.h).
| item | state |
|---|---|
| THE WHOLE TREE COMPILES (2026-07-19) | ✅ 11/11: all 10 surviving originals + the BTL4APP.CPP pilot build clean under BC4.52 + authentic OPT flags (./compile410.sh --sweep) |
| BT/BTCNSL.HPP + BT/BTSCNRL.HPP | ✅ reconstructed — console wire IDs recovered from the binary (Killed=9, Damaged=10, ScoreUpdate=13, DeathWithoutHonor=15 [T1]; TeamScore=12 [T4 GUESS — verify]); see BTCNSL.NOTES.md |
| BT_L4/BTL4APP.CPP (pilot reconstruction) | ✅ compiles (18.5KB obj); 12/12 functions, Fail() at recorded line 400 |
| Staged header family (13: mech/mechsub/heat/powersub/mechweap/emitter/mechmppr/btplayer/projtile/missile + btl4mppr/btl4vid) | ✅ [T3] interface-proven by every surviving consumer; layouts parked in reserved[] blocks — see STAGED-HEADERS.NOTES.md + MECH-LAYOUT.md |
| MUNGA backfills (VDATA, ROTATION, VECTOR2D, AUDREND, APP, LAMP, GAUGREND, GAUGE) | ✅ compile-proven (BACKFILLS.NOTES.md) |
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).