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>
44 lines
1.3 KiB
C++
44 lines
1.3 KiB
C++
//===========================================================================//
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// File: btl4vid.cpp //
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// Project: BattleTech //
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// Contents: Implementation details for the BT video renderer //
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//---------------------------------------------------------------------------//
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// Copyright (C) 1995, Virtual World Entertainment, Inc. //
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// All Rights reserved worldwide //
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// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //
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//===========================================================================//
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#include <btl4.hpp>
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#pragma hdrstop
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#if !defined(BTL4VID_HPP)
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# include <btl4vid.hpp>
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#endif
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BTL4VideoRenderer::BTL4VideoRenderer(
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RendererRate calibration_rate,
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RendererComplexity calibration_complexity,
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RendererPriority calibration_priority,
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InterestType interest_type,
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InterestDepth depth_calibration
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):
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DPLRenderer(
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calibration_rate,
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calibration_complexity,
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calibration_priority,
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interest_type,
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depth_calibration
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)
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{
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}
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BTL4VideoRenderer::~BTL4VideoRenderer()
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{
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}
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void
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BTL4VideoRenderer::LoadMissionImplementation(Mission *)
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{
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Fail("BTL4VideoRenderer::LoadMissionImplementation -- btl4vid.cpp not yet reconstructed");
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}
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