Files
TeslaRel410/restoration/source410
CydandClaude Fable 5 6b9a54089c BT410 5.3.104: turn-in-place -- the mech STEPS around at a standstill instead of pivoting like a statue
The dispatcher (master perf @0x4aa505-0x4aa588, from the raw disasm -- the
function Ghidra never decompiled), re-hosted at the gait seam in Simulate:

  From Standing, arm the trn clip when the mech is TURNING (the binary's
  operand is |angularVelocity| > 1e-4; at a standstill the turn rate is
  exactly walkingTurnRate, so the test is turnDemand * walkingTurnRate),
  the speed demand sits in the FULL sub-walk band [0, standSpeed], the
  model carries a trn clip (turnCapable, real since 5.3.103), and the
  wind-down debounce is clear.

  BOTH channels arm on the same frame -- the lockstep weld.  Arming only
  the leg lets the body enter its next cycle frames apart and the two walk
  cycles run permanently out of phase (the donor's rhythmic-gait-skip
  finding).  Each trn clip plays one figure and drops back to Standing via
  the case-4 group, so a held turn re-arms clip after clip.

  The debounce is the master perf's own shape: legResetLatch cleared at the
  top of every frame (@0x4a9bff), set by the advancer's wind-down, honoured
  here -- a walk that wound down THIS frame cannot re-enter as a turn until
  the next.

LIVE (new pod_render_trn.conf: throttle 0, turn 0.5, exterior clips):

    pos PINNED at (-641.043, 0, -243.722) across the whole run
    yaw sweeping the full circle
    spd oscillating +/-0.001347

That last number is the proof of authenticity: it is the trn clip's authored
root translation -- the foot shuffle.  The mech turns by STEPPING, not by
having its yaw slid underneath it, and the stride-driven speed model shows
the steps.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-03 14:55:36 -05:00
..

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

  1. 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.
  2. Every .CPP here has a .NOTES.md sidecar 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 .CPP itself stays clean 1995 style — no modern annotations inside.
  3. Assert line numbers are constraints. The binary's Fail() sites record the original file+line (BTL4APP.CPP:400 etc.); 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.
  4. Layout mirrors the original tree: BT/ (bt.lib, 36 TUs) and BT_L4/ (btl4.lib, 13 TUs + BTL4.CPP), matching the surviving BT.MAK/BTL4.MAK.

What drives the work

  • The per-TU manifest: C:\VWE\BT411\reference\BT410_SOURCE_MANIFEST.md (tool tools/manifest410.py; method log phases/phase-03-bt410-source-manifest.md).
  • The decomp: C:\VWE\BT411\reference\decomp\all\part_*.c (+ section_dump.txt strings).
  • 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:

  1. 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.
  2. The dependent headers (mechsub, mechmppr, btl4mppr, emitter+mechweap, btplayer, projtile, missile) ship WITH their TUs against the staged MECH.HPP.
  3. 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).

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).