Disassembled BTL4OPT.EXE (PE-in-DOS32RTM) to crack the last unknowns:
- velocirender_sync (@0x48D220): sends action 0x2D with a data token and
checks cmp token, reply.node[0] (the 'unexpected action' text only prints
the action; the real check is the echoed token). Device now echoes the
token in node[0]. Sync passes.
- Speculative-poll gating: only feed a reply after consecutive empty polls
(a blocking inRecord spin), not single handle_iserver_stuff() checks.
- Frame-ack: velocirender_frameack expects action 9 (vr_draw_scene); device
tracks outstanding draw_scene and replies 9. Frame-ack passes.
The game now passes sync, loads renderer config, builds the scene
(create/flush/list_add/draw_scene), completes frame-ack, and enters its own
content loader (L4VIDEO.cpp) loading BattleTech models. Remaining issues are
content packaging/paths and an empty DPL config -- not VPX protocol. The
board emulation is functionally complete for boot + scene setup + frame-ack.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>