Files
TeslaRel410/restoration/source410
CydandClaude Fable 5 b499c88cb7 BT410 5.3.137: the ammo cooks off -- a mech can finally be gutted by its own magazine
The blocking identity is settled: DamageZoneClassID == 78 == 0x4e,
computed from our own VDATA enum, so the binary's collector filter
selects DAMAGE ZONES and the blast is shared across the mech's zones.

Landed: AmmoBin::AmmoBinSimulation -- a Performance the class never had,
installed under the same master+dynamic gate the binary's ctor uses --
and AmmoBin::CookOff.  A bin whose fed weapon reaches heat failure
latches a randomised fuse; when it burns down the bin is destroyed and
its remaining rounds go off inside the mech, damage scaled by rounds
remaining and SHARED across the zones, every victim announced.

Correcting my own 5.3.136 write-up: heat clearing does NOT cancel the
countdown.  Both the arm gate and the cancel read the same cell -- the
ammo alarm settled on spent -- so once armed, only spending or destroying
the bin calls it off.  Letting the gun cool does not save you.

Live on the rig: three bins arm, the fuse spread sends them off on
different frames rather than together, 20 rounds x 25 = 500 damage over
22 zones from one bin and 16 x 50 = 800 from another, feeding straight
into the existing destruction cascade -- Searchlight and ThermalSight
destroyed as a consequence.

[T1] recorded: the per-round charge is a stand-in.  The binary reads it
from the bin's streamed explosion record, in the block our cookOffState
reserves and nothing parses yet; we use the fed weapon's authored
per-shot damage until that record is read.

And a mistake worth keeping in the notes: the first attempt sourced the
charge from heatPerRound, a heat figure of about 3e-9, so the detonation
computed 4.8e-08 of damage and did precisely nothing -- a mechanic that
fires, announces itself, and is silently inert.  Only printing the
arithmetic caught it.  Log the numbers, not just the event.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-12 23:27:09 -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 (2026-08-03)

The census is 98% covered (897 of 917 binary-attributed functions): manifest410.py's 50-TU missing-source census now splits RECONSTRUCTED / SURVIVES / MISSING — an audit found NINE census TUs (btmssn, btcnsl, btreg, btteam, bttool, gauss, ppc, btl4arnd, btl4mode) had surviving source in CODE/ all along (attribution noise: the binary file-tags covered only part of each TU's functions). Remaining MISSING:

TU fns note
bt/mech3.cpp 3 the resource STREAM BUILDERS (authoring-side)
bt/mech4.cpp 17 master perf / IntegrateMotion / ReplicantPerformance — large parts already re-hosted in Mech::Simulate at STAGED seams (see MECH4.NOTES.md)
bt/gnrator.cpp 0 GNRATOR.TCP is an 18-line test fragment; both its methods live in POWERSUB.CPP
bt_l4/btl4galm.cpp 0 zero attributed functions; header survives

The honest completion metric is the Fail() stub count: 22 stubs across 15 files (down from 26/18 at the start of the gait arc). SEQCTL.CPP and BTL4.CPP are stub-free.

Playable-systems status: the mech WALKS (two-channel clip gait, all 12 mech2 functions, interior+exterior clip sets), LIMPS from real leg damage (two-stage leg death), TURNS IN PLACE by stepping, walks REAL TERRAIN (the gravity-less ground snap), and collides authentically (frame rejection, knockdown stagger, the collision-damage economy, crushable props, rams). MISSION REVIEW links end to end (BTL4PB + L4SPLR + the review/camera launch in main) — runtime test pending a recorded spool. The engine tree gained L4SPLR.CPP (182 TUs).

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).