CydandClaude Fable 5 7c3d089d9c BT410 5.3.83: MFD-bleed hardening -- the uninitialised half of the 6-bit colour head's translation table
Operator report: "artifacts bleeding over from the radar display into the
MFDs, I have noticed this in the BT411 builds as well, but does not happen
in the original."

MECHANISM (proven from the archive source, not inferred):

  The ten cockpit heads are not ten framebuffers -- L4GAUGE.CFG gives each
  port a BIT MASK into ONE 16-bit buffer.  The colour head is six bits
  (sec, 0x003F); the MFDs are bits 8-15 of the same words.  A colour-head
  defect can therefore only ever surface as MFD garbage, which is exactly
  the reported shape.

  The two translation-table builders in L4VB16.CPP are asymmetric:

    BuildSecondaryTranslation (:5419) writes ONLY the active-bit
    combinations -- 1<<numberOfBits entries, so 64 of int
    translationTable[256] for this port.  Entries 64..255 are never
    written.

    BuildAuxiliaryTranslation (:5443) nests IncrementInactive inside
    IncrementActive and so fills all 256 -- which is why the mono MFD
    ports are safe by construction and must NOT be touched.

  DrawPixelMap8 (:2708) indexes that table with an 8-BIT source pixel, and
  DrawPoint ORs the result in UNMASKED.  An out-of-range index therefore
  ORs whatever the heap left at translationTable[n] straight into other
  ports' planes.  The colour head's own art carries out-of-range
  sentinels: AVACRIT.PCC is 94% <= 63 with 6% at exactly 231, BTSEC1.PCX
  99.8% <= 63 with 0.2% at 254.  Transparent draws skip them; OPAQUE draws
  put every one through the table.

  That it depends on heap CONTENTS rather than drawing logic explains both
  the intermittency and why BT411 shows it too: both reconstructions
  inherit the same latent read from the archive.

THE CHANGE, via the sanctioned source410-shadows-CODE seam (CODE/ is
untouched): a verbatim copy of CODE/RP/MUNGA_L4/L4GREND.CPP with one
difference -- port construction builds a BTL4GraphicsPort, whose ctor
zeroes translationTable[1<<numberOfBits .. 255] for SECONDARY ports only.
The guard (bit_mask & 0xFF) != 0 is literally the test
BuildSecondaryTranslation itself asserts on.  numberOfBits is a popcount
set in the base ctor, so the subclass body sees 6 and the later
SetSecondaryPalette -> BuildSecondaryTranslation refills 0..63 over the
top without disturbing the zeroed tail.

WHAT IS AND IS NOT PROVEN -- the honest scoreboard:

  PROVEN non-regressive.  Gauge A/B, three boots: unfixed x2 and fixed x1
  score identically on every head (Mfd1 132/0, Mfd2 37/7, Mfd3 23/0,
  Eng1/2/3 and Comm exact), against a ~6px across-boot noise floor
  established by re-booting the same binary.

  NOT PROVEN to cure the symptom.  The A/B rig captures the boot/attract
  cockpit, where the MFD heads already show ZERO extra pixels -- there is
  no bleed there to remove.  The operator's report is in-mission with the
  radar live.  This is a hardening change against a real uninitialised
  read that matches the symptom exactly; the cure needs a mission-state
  capture to confirm.

METHOD NOTE: the first "fixed" capture appeared to regress the MFDs by
~2700px and nearly got the change reverted.  It was a bad grab caught
mid-draw -- rebuild-and-rerun matched the unfixed numbers exactly.  The
two-agreeing-runs rule earned its keep; a single run would have thrown
away a correct change.  Worth noting the noise floor that mattered was
ACROSS boots, not the within-boot floor measured first.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-29 22:12:06 -05:00

Tesla Release 4.10 — Tesla:BattleTech & Tesla:Red Planet

Source code and game content for Tesla:BattleTech and Tesla:Red Planet, the two games that ran on the Tesla-generation simulator cockpits built by Virtual World Entertainment, Inc. (VWE). Source file headers are dated 19941996; this tree corresponds to release 4.10 of the Tesla software.

This repository is an archival snapshot. The tree is preserved byte-for-byte as found (see .gitattributes — no line-ending conversion is applied).

See emulator/PLAN.md for the implementation plan to run these games on the surviving cockpits' Windows 10 computers via a VPX-board HLE device in DOSBox-X, with the cockpit RIO (COM1) and plasma display (COM2) passed through to the game's original drivers.

See HISTORY.md for findings from a recovered VWE developer hard drive that accompanies this tree (excluded from the repo), including Division renderer source, runnable game builds, unreleased prototypes (Star Trek, Hull Pressure, Renegade Legion, and the Starship Troopers pitch that became DisneyQuest's "Invasion!"), and an analysis of whether these games can be rebuilt from the sources in this repository (summary: the engine can, the games cannot — most game-logic sources are absent from this cut).

Target hardware

Each Tesla cockpit was driven by a server-class Pentium Pro machine running Novell DOS. Graphics were split across two adapters:

  • The main (out-the-window) display was rendered by one of the first pixel-pipeline 3D accelerator cards ever made, driven through Division Ltd.'s dVS/DPL libraries (libDPL — DPL, dsys, dvs, and the VPX headers; Division copyright 1995).
  • An S3 video adapter drove the other six cockpit displays (instrument and gauge screens — see the GAUGE content directories and the PCPIC.INC / L4GAU* gauge code).

Other hardware/OS interfaces:

  • Audio: HMI SOS (Sound Operating System) — sos/ libraries, with variants for Borland (bc4) and Watcom (wc).
  • Networking: pods were networked over Ethernet using WATTCP (DOS TCP/IP, with BOOTP) via VWE's NetNub layer.
  • Input: joystick/pedal/panel I/O in assembly (JOYSTICK.ASM) and the L4CTRL* control modules.

Toolchain

  • Borland C++ 5.0 (BCC) with TASM32 for assembly — see the .MAK makefiles (original build tree lived at D:\TESLA_RP\ and D:\BC5\).
  • Precompiled-header discipline throughout (.CSM headers, #pragma hdrstop).
  • VSSVER.SCC / MSSCCPRJ.SCC files are remnants of the original Visual SourceSafe source control.
  • File extensions: .CPP/.HPP C++ source/headers, .TCP/.THP C++ template source/headers, .MAK Borland makefiles.

Repository layout

ARTTOOLS/   (empty placeholder — art tools were not included in this snapshot)
BORLAND/    (empty placeholder — compiler was not included in this snapshot)
CODE/       Game and engine source (~200k lines of C++/asm)
CONTENT/    Game data: models, animations, audio, maps, textures, gauges
HEADOFF/    Head/camera offset calibration configs for the cockpit displays

CODE/

Both games share the same architecture: a portable simulation engine (MUNGA, VWE's in-house engine) plus a hardware layer (MUNGA_L4, the "L4" Tesla pod platform layer), with game-specific code and a game-specific L4 layer on top.

CODE/BT/                Tesla:BattleTech
  BT/                   Game logic: mechs, weapons (PPC, Gauss, missiles),
                        damage tables, teams, missions, scenario rules
  BT_L4/                BattleTech pod application layer (app modes, arena,
                        radar, playback, version)
  MUNGA/                Engine bricks: math (matrices, angles, splines),
                        containers, file streams, audio manager, events
  MUNGA_L4/             Pod hardware layer: video renderer manager, keyboard,
                        mouse, audio hardware, warehouse (resource loading)
    LIBDPL/             Division Ltd. dVS/DPL graphics library (headers +
                        LIBDPL.LIB + VREND*.BTL renderer modules)
    NETNUB/             WATTCP-based pod networking (headers + WATTCPLG.LIB)
    SOS/                HMI Sound Operating System libraries + drivers

CODE/RP/                Tesla:Red Planet (same structure)
  RP/                   Game logic: VTV (hover racer) power/subsystems,
                        pickups (booster, blocker, crusher, thruster)
  RP_L4/                Red Planet pod application layer
  MUNGA/                Engine (fullest copy — 351 files incl. all .CPP)
  MUNGA_L4/             Pod hardware layer (fullest copy, incl. JOYSTICK.ASM)
    libDPL/, NetNub/, sos/   as above
  */opt/                Compiled Borland C++ 5.0 object files from the
                        original build (preserved as found)

Note: the BT copies of MUNGA/MUNGA_L4 are partial (69/68 files) while the RP copies are complete (351/231 files) — the BT tree appears to hold only the files that diverged from the shared engine.

CONTENT/

CONTENT/BT/             Tesla:BattleTech content
CONTENT/BT3025/         Parallel BattleTech content set (3025-era variant;
                        mostly identical to BT/ with a different mech roster)
CONTENT/RP/             Tesla:Red Planet content

Per-game content directories:

Dir Contents
MODELS .MOD/.SUB/.DMG/.TBL — vehicle/mech models, subsystems, damage tables
ANIMS .ANI — animations (BT only)
AUDIO .MID MIDI music, .SCP audio scripts, .BNK/.BLD banks
GAUGE .GIM — gauge images for the six S3-driven cockpit displays
MAPS .MAP/.ZNE — arena/terrain maps and zones
SOLIDS .SLD — collision solids
VIDEO Division renderer data: GEO/ geometry, MAT/ materials, and TEX/ textures per environment (ARENA, DAY, NIGHT, DESERT, POLAR, CAVERN, …), .DZM skins, .BMF/.BGF binary geometry, BUILD/ sources
SCENES Scene definitions (RP only)
BTCAM Camera batch setups (BT only)

DIVISION.SAV subdirectories inside VIDEO/ are backup saves written by Division's tools. MTMCDAI.SYS (Mitsumi) and TAISATAP.SYS are DOS CD-ROM device drivers used on the pod machines.

HEADOFF/

INI-style calibration files (.XST/.CAM/.BAK) defining viewing extents and camera offsets ("head offset") for the cockpit's main display, including a [LAB_ONLY] configuration.

The team

From a published VWE BattleTech credits page (scan supplied to this archive, July 2026). The roster matches the 19941996 source in this tree — see the cross-references below the table.

Role Name(s)
Producer and Designer Jordan Weisman
Art Director David McCoy
Technical Director J.M. Albertson
Audio Director Eric Huffman
Corporate Director of Technology Bill Redmann
Software Engineers
— Framework and Simulation Design J.M. Albertson
— Secondary/Auxiliary Screens and Low Level I/O Chris Brewer
— Low Level I/O Design and Programming Marek Ciolek
— Framework and 3D Video Rendering Greg Corson
— Animation Simulations and Tools Jerry Edsall
— Macintosh Design and Programming Garth Hermanson
— Framework and 3D Audio System Eric Huffman
— Simulation Code and Cameras Joanna Mason
— Graphics Research and Art Tools Ken Olsen
— Simulation Code and 'Mech Internal Systems Gabe Underwood
Artists & Animators
— 3D Art and Animations Tom Burlington, Duane Molitor, David McCoy, Lex Story
— Allen Workshop 2D Art Victor Bonilla, Tom Peters
Software Tools Group Leader Ken Olsen
Sound Samples/Designs Bing McCoy, Tom Effinger, Eric Huffman

Cross-references to this tree:

  • // Author: headers in CODE/ name four of the credited engineers: J.M. Albertson (MUNGA math/debug bricks — LINE, SPHERE, DEBUG*), Jerry Edsall (TOOL, FILEUTIL, the BT/RP *TOOL modules), Ken Olsen (NAMELIST, NOTATION template containers), and Eric Huffman (CSTR, MEMREG, SCHAIN).
  • The pod-lab per-developer update scripts on the recovered developer drive (see HISTORY.md) are named Chris, Gabe, Joanna, and Jordan — matching Chris Brewer, Gabe Underwood, Joanna Mason, and Jordan Weisman.
  • Garth Hermanson's "Macintosh Design and Programming" credit fits the venue side: the operator console the pods connect to was a Macintosh application.

Provenance

  • Copyright (C) 19941996 Virtual World Entertainment, Inc. All rights reserved worldwide. Original headers mark the source as proprietary and confidential.
  • Third-party components retain their own copyrights: Division Ltd. (dVS/DPL), Human Machine Interfaces (SOS), Erick Engelke / University of Waterloo (WATTCP).
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