Follow-up survey to 5.3.84, written into L4GREND.NOTES.md rather than left as
conversation.
THE DRAW SITE, NAMED. This closes a question that had been open across
several sessions ("which of the three DrawBitMapOpaque sites draws
sentinel-bearing sec art"). Answer: none of them. It is a DrawPixelMap8 --
BTL4GAU2.CPP:1524, the bgPixelMap widget, MoveToAbsolute(0,0) then a
full-image OPAQUE blit. BT_VIS_LOG places it at port=0, the six-bit head.
Every pixel of the colour head's background therefore goes through the
64-entry translation table, sentinels included.
ALSO PROVEN: no drawing operation contains the damage. The opaque inner loop's
Replace case is
*dest = (Word)((*dest & bitmask) | color);
which clears THIS port's bits and then ORs the whole table entry back --
including garbage in other ports' bit positions. Replace leaks exactly like
Or does.
ART INVENTORY. Swept all 428 PCX/PCC under GAUGE (which is all the art there
is -- nothing lives outside it). 94 carry pixels > 63: index 231 in 53 files
(sparse, 4-7%, the 172x217 avatar CRIT/HEAT silhouettes), 255 in 27 (the *HT
heat backgrounds), 226/228/229 as 1-2px specks in QJAK*, and 254 in 2.
BTSEC1.PCX is the only one whose out-of-range region is a SOLID RECTANGLE and
the only one proven to reach the screen -- 676px at (199,526)-(250,538),
rotation 270 mapping screen = (src_y, 479 - src_x), landing exactly on the
measured mask.
WHAT IS STILL OPEN, recorded as open rather than smoothed over:
The 354px cluster. Of the provoke control's 1030 lit pixels, 676 are the
bar; the remaining 33x32 cluster at (67,3)-(99,34) is NOT file-borne -- no
gauge file has a count near 354. So it is generated at runtime. The
obvious suspect CreateMutantPixelmap8 is ruled out: it is an inert stub
returning NULL, so recoloredMech never blits here. Unattributed; the fix
covers it regardless.
A possible second exposure, in-mission. L4GAUGE.CFG carries 1345
colour-mapper entries (656 cmCrit, 662 cmHeat, 27 cmArmor), BT_VIS_LOG puts
ALL of them on port 0, and their mode is ModeSecondaryCritical. They name
adpal/adpal2/heatpal, three of which the sweep flags -- ADPAL and ADPAL2 are
2x5 and ENTIRELY index 99. Whether that matters turns on whether a mapper
blits those pixels or merely reads their VGA palette, which nobody has
checked. Written down as a hypothesis with that caveat attached, NOT as a
finding. If the pixels are used as indices it would dwarf the bar and would
fire in-mission, which is where the operator sees the artifact.
The boot cockpit lighting only 1030 pixels says the avatar/mapper art is not
drawn on THAT screen. It says nothing about a live mission.
A SHIPPED DATA BUG, found in passing and deliberately NOT fixed:
L4GAUGE.CFG:2513-2514 name adpa12.pcc -- digit one for lowercase L. The
file does not exist; adpal2.pcc does. Two of 1345 lines, so the GAUSS and
AFC25 ammo-bin criticals have been loading a missing palette since 1996.
It is the original's bug and the shipped binary lives with it; the archive
is sacred, so we live with it too. Noted so the next person who sees a
warning about adpa12.pcc does not go hunting for a reconstruction defect.
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).