Baseline boot test under DOSBox-X confirms the emulation architecture empirically. Key findings: - Borland 32RTM/DPMI runtime works under DOSBox-X (risk retired). - BTLIVE ships a version-mismatched BTL4.RES (1.0.1.2 vs EXE 1.0.1.4); BTRAVINE (1.1.0.6) is self-consistent and matches this repo's source (BTL4VER.HPP), so it is the development image. - With the matched image the game boots through the resource check and BTL4Application construction, polls the RIO on COM1, then reads the VPX link at port 0x150, gets 0xffffffff, and fails rcv_protocol with 'length 65535 too big' — the exact VR_COMMS.C path the plan predicted. Adds emulator/baseline.conf (repro) and emulator/PHASE0-RESULTS.md. Working binaries (dosbox-x/, image/) are git-ignored. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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Phase 0 — Baseline Boot Test: Results
Status: complete. The DOS game boots on Windows 10 (via DOSBox-X) all the way to the VPX link protocol and fails exactly where the plan predicted, confirming the emulation architecture end-to-end.
Environment
- Emulator: DOSBox-X
v2026.06.02, MinGW 64-bit build (the standard build, not the-osfreevariant — that one disables the built-in DOS shell and cannot run an autoexec). Extracted toemulator/dosbox-x/. - Host: Windows 10, cockpit-class PC.
- Toolchain present for later phases: MSYS2 mingw64 (
gcc/g++atC:\msys64\mingw64\bin).
Game image selection — a version-matching gotcha
The first image (from sda4/BTLIVE, the "release" install) fails a version
check before reaching the renderer:
BattleTech v1.0.1.4
Error - Resource file btl4.res v1.0.1.2 is obsolete?
The BTL4OPT.EXE in BTLIVE is newer than its BTL4.RES. The resource version
is the first 4 bytes of BTL4.RES:
| Install | BTL4.RES version | Notes |
|---|---|---|
sda4/BTLIVE |
1.0.1.2 |
mismatched — EXE expects 1.0.1.4 |
sda4/BTDAVE |
1.1.0.4 |
self-consistent |
sda4/BTRAVINE |
1.1.0.6 |
self-consistent; matches repo source |
BTRAVINE's 1.1.0.6 matches this repository's
CODE/BT/BT_L4/BTL4VER.HPP
(MAJOR_DATA_VERSION 1, MINOR_DATA_VERSION 6), so BTRAVINE is the
development image: its EXE, RES, content, and this repo's source are all the
same build. (For production deployment we will revisit whether to ship the
BTLIVE content set with a rebuilt/renumbered RES; not a blocker for emulator
work.)
The image is assembled at emulator/image/ from sda4/BTRAVINE, plus the
Borland 32-bit runtime (32RTM.EXE, DPMI32VM.OVL) which every launch needs.
Baseline result (stock DOSBox-X, no VPX device yet)
Config: baseline.conf — replicates the pod environment
(L4CONTROLS=RIO,KEYBOARD, VIDEOFORMAT=svga, the production DPLARG with
/device 0x150), serial ports disabled, then runs btl4opt.exe -egg test.egg.
Console output:
32rtm.exe -x
32rtm version 1.5 Copyright (c) 1992-94 Borland International
32rtm resident
btl4opt.exe -egg test.egg
BattleTech v4.2
BTL4Application::BTL4Application
RIO never came back from check request?
Protocol error : length 65535 too big, length_word 0xffffffff
+++ERROR : rcv_protocol fail during iserver handling, xmits=0
What each line proves
32rtm resident— the Borland DPMI/32-bit protected-mode runtime loads and runs under DOSBox-X. (Resolves the "DPMI/32RTM incompatibility" risk in the plan: low → none.)BTL4Application::BTL4Application— the game passed the RES version check and constructed its top-level application. We are past startup validation and into hardware bring-up.RIO never came back from check request?— the game polled the RIO on COM1 (L4CONTROLS=RIO, driverCODE/RP/MUNGA_L4/L4RIO.CPP). Serial was disabled in this probe, so no reply — expected. Confirms the COM1 control path is live and exercised at boot. (Phase 5 will pass COM1 through to the real RIO.)Protocol error : length 65535 too big, length_word 0xffffffff— the game read the 32-bit length/route word from the link adapter at I/O port 0x150 and got0xffffffff. DOSBox-X returns0xFFfor reads of unmapped I/O ports, so the C012 status register (0x152) always reads "ready" and the data register (0x150) always yields0xFF; four such reads assemble0xffffffff.VR_COMMS.Ccomputesnb = length_word & 0xffff = 65535and rejects it — the exact code path and constant named in the source we documented in the plan.rcv_protocol fail during iserver handling, xmits=0— the iserver/boot handshake failed with zero successful transmits, and the game aborts.
Conclusion
The failure is precisely the plan's predicted Phase 0 outcome: the game runs unmodified on Windows 10 and reaches the VPX board's link protocol, failing only because no board answers at port 0x150. Two architectural assumptions are now empirically confirmed rather than inferred:
- The host↔board interface really is the polled link adapter at 0x150, and
the game's failure is a clean protocol read of
0xffffffff— exactly what an emulated C012 FIFO must instead answer correctly. - The RIO-on-COM1 control path executes at boot and will be satisfied by DOSBox-X serial passthrough (Phase 5).
Reproduce
cd emulator
dosbox-x\mingw-build\mingw\dosbox-x.exe -conf baseline.conf
(The game runs, prints the above, and pauses. image/ must contain the
BTRAVINE build + 32RTM.EXE/DPMI32VM.OVL.)
Next: Phase 1
Build a DOSBox-X I/O device claiming ports 0x150–0x157 that logs every read
and write and returns configurable C012 status/data, so we can capture the
game's exact boot conversation (reset → transputer monitor → i860 segments →
version handshake) from the shipped binary and confirm the register map
against LINKIO.C. This requires building DOSBox-X from source (MSYS2 mingw64
is present); the device is a self-contained IO_RegisterReadHandler /
IO_RegisterWriteHandler module.