The ops console is a Power Macintosh 6100/66 (PowerPC) -> SheepShaver, with the caveat that the 6100 ROM is incompatible (use a 7100/7500/8500 old-world ROM; PPC apps are ROM-agnostic). Plan to leverage the real 6100: image its drive for a faithful SheepShaver console and/or bridge it live to the pcap-pod to capture the real egg protocol. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
9.2 KiB
Networking subsystem — recon & bring-up plan
Goal: bring the pod network up under the emulator so a pod boots the
production way (netnub -f BTL4OPT, mission egg delivered over the
wire) instead of the -egg test.egg dev bypass. This is also the
substrate the ops-console port will plug into.
What the pod network actually is (recon 2026-07-04)
The stack, bottom to top:
- Ethernet NIC + Novell ODI (AUTOEXEC.BAT):
lsl(Link Support Layer) →lnepci(Lance/PCnet PCI ODI driver) →odipkt(Dan Lanciani's ODI→Packet-Driver shim). The ODI/Netware login side (IPXODI/VLM/NET LOGIN in STARTNET.BAT) is for file-server access; the game itself only needs the packet-driver interface odipkt exposes.NET.CFG: LNEPCI, FRAME Ethernet_II + 802.2. - WATTCP — the TCP/IP stack. Confirmed by
WATTCP.CFGinREL410/BT,REL410/RP, and per-podVGL_LABS/THISPOD:So each pod is a static host on an isolated 200.0.0.0/24 LAN; the ops console is almost certainly 200.0.0.1.my_ip = 200.0.0.113 netmask = 255.255.255.0 gateway = 200.0.0.1 nameserver = 200.0.0.1 - NetNub (
netnub.exe, real-mode) — launches the game as a child (netnub -f BTL4OPT) and is the network server for the protected-mode game. Interface (NetNub/NETNUB.HPP): a sharedNetcomstruct (version 11, 64KB buffer) + a software interrupt. The game sets a Function code (TCP_OPEN=3, TCP_LISTEN=4, TCP_CLOSE=5, RESOLVE_ADDRESS=6, CHECK_SOCKET=7, UDP_*, plus remote file OPEN/READ/WRITE/SEEK/CLOSE 12-19), copies the marked fields to real mode, INTs, copies back.tcp_Socketis ~4300 bytes = classic WATTCP. - L4NetworkManager (
L4NET.HPP/.TCP) — the game's net brick. The console is master and connects to the pods; the pod receivesReceiveEggFileMessage(the mission egg), repliesAcknowledgeEggFileMessage("connected, ready, send the next host"), and tracksHostConnected/HostDisconnected. If the console drops, the pod is built to auto-start anyway.
Topology to replicate:
[ops console 200.0.0.1] --TCP--> [pod 200.0.0.113] (+ more pods .114..)
(master, egg source) (listens, ACKs, runs mission)
Emulator enablers (already in the fork)
- NE2000 ISA NIC emulated (
hardware/ne2000.cpp, Bochs-derived); config[ne2000] ne2000=true, nicbase=, nicirq=, macaddr=, backend=. - Two Ethernet backends built:
misc/ethernet_pcap.cpp(bridge to a host NIC via npcap) andmisc/ethernet_slirp.cpp(user-mode virtual net / NAT). Plusethernet_nothing.
Key simplification: the emulated card is an NE2000, not a PCI Lance, so
lnepci won't bind. We don't need the Novell ODI chain at all — WATTCP
finds a packet driver by scanning INT 0x60-0x80 for the PKT DRVR
signature, so we load a generic NE2000 packet driver (Crynwr
NE2000.COM) directly against the emulated card's base/IRQ. That drops
lsl/lnepci/odipkt/VLM entirely and hands NetNub/WATTCP the packet
interface they expect.
Bring-up plan
Backend choice. Two viable paths:
- pcap + host-only adapter (recommended, matches real topology): bridge the NE2000 to a host virtual switch; run the pod at 200.0.0.113 and the stand-in console at 200.0.0.1 on that segment. WATTCP's static IP + LAN assumptions hold exactly; the console connects inbound to the pod with no NAT. Cost: npcap + a host-only/loopback adapter + admin.
- slirp (fallback, self-contained): no host NIC/admin, but it's NAT and defaults to 10.0.2.0/24 — the pod LISTENS, so inbound needs slirp host-forwarding and a guest-network/IP reconciliation with WATTCP's hard-coded 200.0.0.113. Investigate whether DOSBox-X slirp allows the custom net + static guest IP + inbound forward cleanly.
Milestones
- NIC up:
[ne2000]on, NE2000.COM packet driver loaded, WATTCP/ NetNub start clean; pod boots vianetnub -f BTL4OPT(no-egg) and sits waiting for the console. Verify NetNub reports net address 200.0.0.113 and a TCP_LISTEN is queued. (New scratch conf, mirror the RIO/sound conf pattern.) - L3/L4 reachability: from the host segment, confirm the pod answers ARP/ping at 200.0.0.113 and a raw TCP connect to its listen port completes (proves NE2000↔backend↔host path end-to-end).
- Decode the console→pod egg protocol:
NetworkPacketHeader+ message framing fromnetwork.hpp/hostmgr.hpp+ the ReceiveEggFileMessage layout, cross-checked with a live capture of the pod's listen/ACK. (Pin the listen port here — not yet found in source; grep NETNUB.EXE strings / capture.) - Eggs over the wire: a minimal host-side stand-in console
(Python) connects to the pod, pushes a mission egg, handles the ACK →
pod runs the mission with no
-eggbypass. This is the headline goal. - (later, joins the console-port workstream): replace the stand-in with the ported/emulated Mac ops console; multi-pod coordination (HostConnected/Disconnected, mission review, camera ship).
Milestone 1 — DONE (2026-07-04): pod boots on the network path
Verified end to end under DOSBox-X (slirp backend), no -egg bypass:
[ne2000] ne2000=true, nicbase=300, nicirq=3, backend=slirp→ NE2000 emulated at Base=0x300 irq=3; slirp 4.9.1 initialized.- The Novell ODI chain works against the emulated NE2000, no external
packet driver needed:
lsl→ne2000(Novell/Eagle NE2000 MLID v1.53, from NWCLIENT) →odipkt(FTP Software ODI packet driver). ODIPKT installed at SINT 0x60, MLID NE2000, MAC CE:3D:72:67:38:69, frames Ethernet_II (board 1) + 802.2 (board 2). - GOTCHA: the ODI tools read
NET.CFGfrom the directory the.COMloads from, and the stockNWCLIENT\NET.CFGsaysLink Driver LNEPCI— with no NE2000 section the MLID defaults to 802.2-only and odipkt fails ("An MLID could not be found"). Fix without touching ALPHA_1: keep an emulatorNET.CFG(Link Driver NE2000+FRAME Ethernet_II) beside copies of lsl/ne2000/odipkt on a scratch drive and load from there. netnub -f btl4opt(no egg) launches the game asbtl4opt -net 250224, sets up the game↔netnub channel at INT 0x61 (separate from odipkt's 0x60), initializes the network manager ("Changing blocking from 0 to 1"), and the game boots through the VPX handshake to an open (blank) render window — waiting for a console to deliver a mission egg.
Working scratch files: scratchpad/net_stageB.conf,
scratchpad/net/{NET.CFG,LSL.COM,NE2000.COM,ODIPKT.COM}. Launch env:
VPXLOG + VPX_RESPOND=1 + VPX_RENDER=1 (VPX board must answer or the game
exits before networking).
Console side: a Mac emulator stands in for the ops console (user, 2026-07-04)
The user is building a Mac emulator running the real 410console as the
console peer (instead of a from-scratch Python stand-in). This merges the
networking and console-port workstreams: the real console software will
connect to the pod and push eggs. Implication for topology — two separate
emulators (DOSBox pod + Mac console) must share an L2 segment, which slirp
(NAT, per-process isolation) cannot bridge. Plan: move the pod's NE2000
to backend=pcap on a host-only/loopback adapter; bridge the Mac emulator
to the same adapter; pod=200.0.0.113, console=200.0.0.1 on 200.0.0.0/24.
Then milestone 3 (protocol) can be captured live from the real console
traffic rather than reverse-engineered blind.
Console emulator = SheepShaver (2026-07-04)
The real ops console is a Power Macintosh 6100/66 (PowerPC 601) → emulate with SheepShaver (PPC Mac, Mac OS 7.5.2–9.0.4). Basilisk II (68k) is out. GOTCHA: the 6100's OWN ROM does NOT work in SheepShaver ("Unsupported ROM type" — SheepShaver emulates a PCI 9500; the 6100 is NuBus). Use a compatible old-world PPC ROM instead (7100/66, 7500, 7600, or 8500) — PPC apps are Toolbox/OS-based, not ROM-specific, so the 410console app runs regardless. Target Mac OS 7.5.5–7.6.1 (console era). Networking: SheepShaver TAP ↔ DOSBox-X NE2000 pcap, both bridged to a host adapter on 200.0.0.0/24 (console .1, pod .113).
Leverage the real 6100 (user has it): (1) image its hard drive → get the exact console software + OS + MacTCP/OpenTransport config → drop into SheepShaver for a faithful reproducible console; (2) fastest path to a first egg + LIVE protocol capture = put the real 6100 on a physical Ethernet with the pcap-bridged pod (needs an AAUI→RJ45 transceiver) and capture the console→pod egg exchange off the wire (hands us milestone 3). Sequence: real 6100 first (seeds image + capture) → SheepShaver as the archival console built from that image.
Open questions / notes
- Exact TCP listen port(s) — not in the source grep; get from NETNUB.EXE or a capture at milestone 3.
- Does WATTCP need a real ARP peer for the gateway at boot, or does it proceed with a static IP and only ARP on connect? Affects whether the stand-in console must answer ARP for 200.0.0.1.
NETCLIENT=PNW(PARAMETR.bat) selects Personal NetWare — file-server side, not the game's TCP path; likely irrelevant to egg delivery and can stay unloaded under emulation.- RP uses the identical MUNGA net brick + its own WATTCP.CFG — everything here carries over to Red Planet.