Files
TeslaRel410/restoration/source410
CydandClaude Fable 5 e682f64acb BT410 5.3.126: the enemy had no hands -- the lifecycle kill-cycle crash was a missing controls mapper, and the whole mission lifecycle is green again
The crash that has killed lifecycle2.conf since somewhere in 5.3.26..120
was never in the missile code.  The map named Missile::MoveAndCollide
because it resolves the nearest preceding symbol; the instruction bytes
named the truth: mov eax,[ebx+0x128]; mov eax,[eax]; mov eax,[eax+0xFC]
= mech->subsystemArray[0]->member through a NULL slot 0.

Roster slot 0 is the CONTROLS MAPPER, and the BT_SPAWN_ENEMY dev enemy
never got one -- SetMappingSubsystem is only called on the player's
viewpoint mech.  The binary never NULL-checks that slot (mech2's
advancers, the master perf's duck evaluation and the effectiveness
census all deref it bare, correctly: a real mech always has its mapper),
so the enemy faulted the first frame it reached one of those reads.
Nothing dereferenced a non-player mech's mapper before the gait arc,
which is exactly why it lay hidden.

The object was proven by the fault-address rule this project already
learned: the faulting member offset MOVED 0xFC -> 0x100 across the
5.3.125 build, which added ejectLatch to MechControlsMapper -- a 4-byte
layout shift in the very class being dereferenced.

The dev enemy now installs a plain MechControlsMapper (inert without
device input), preserving the binary's contract.  VERIFIED end to end:
kill -> respawn -> second kill -> OUT OF LIVES -> mission end -> clean
DOS exit, zero exceptions -- the full lifecycle is green for the first
time since 5.3.25.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-10 00:13:29 -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).