No 1995 L4SPLR.CPP survives, but its header does, and the direct descendant
source survives in the RP411 tree. This is that 741-line file back-dated
onto the 1995 engine APIs the header declares -- the BACKFILLS method -- and
the ENGINE COUNT MOVES: 181 -> 182 TUs, link clean, zero unresolved.
What the brick is: the whole mission-review spool layer --
SpoolingInterestManager every interest packet -> the spool
L4SpoolingNetworkManager normal connect + the spool PREAMBLE (app ID,
data version, per-host remote/local + HostID)
L4PlaybackNetworkManager "connect" FROM the spool: verify the preamble,
rebuild the host table with no wire, post Load
L4SpoolingApplication the recorder app -- renderless makers, deferred
stop (spool the ending exactly once), hand the
finished spool to the application manager
SpoolerTask the playback pump: egg packets while waiting,
interest packets while loading, then everything
doled out on recorded timestamps + GetTimeBias()
Back-dating deltas, each named in the header block: the HINSTANCE/HWND ctor
reverts to (ResourceFile*, ApplicationID); SOCKADDR_IN + two-arg
ResolveAddress revert to the 1995 unsigned-long address; L4Host construction
uses NullNetworkAddress/0 (L4NET.CPP's own idiom); PostQuitMessage becomes
Exit_Code = AbortExitCodeID (the loop gate ExecuteForeground already tests);
accessor-style statics revert to the header's static members; and the
later-era MakeGaugeRenderer/Shutdown parameters drop.
Two BC4.52 notes in source: the StopMissionMessage re-post carries an
explicit (Receiver::Message *) cast for the compiler's nested-scope upcast
quirk (NetworkClient derives Receiver, so the type IS right), and the
foreground tick casts to LBE4ControlsManager::Execute exactly as L4APP does
(the 1995 base ControlsManager has no Execute).
KNOWN DEBT, deliberately left: L4PlaybackNetworkManager::DefaultData is
referenced by its ctor but defined nowhere yet -- the linker does not pull
the member because nothing references the playback manager until BTL4PB.CPP
exists. That definition belongs with the playback app increment, which is
next. Regression run clean (same y-track terrain walk).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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 1994–1996; 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
GAUGEcontent directories and thePCPIC.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 theL4CTRL*control modules.
Toolchain
- Borland C++ 5.0 (
BCC) with TASM32 for assembly — see the.MAKmakefiles (original build tree lived atD:\TESLA_RP\andD:\BC5\). - Precompiled-header discipline throughout (
.CSMheaders,#pragma hdrstop). VSSVER.SCC/MSSCCPRJ.SCCfiles are remnants of the original Visual SourceSafe source control.- File extensions:
.CPP/.HPPC++ source/headers,.TCP/.THPC++ template source/headers,.MAKBorland 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 1994–1996 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 inCODE/name four of the credited engineers: J.M. Albertson (MUNGA math/debug bricks —LINE,SPHERE,DEBUG*), Jerry Edsall (TOOL,FILEUTIL, the BT/RP*TOOLmodules), Ken Olsen (NAMELIST,NOTATIONtemplate 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) 1994–1996 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).