Analysis and reimplementation of Railroad Tycoon 3 The old executable is at ./rt3_wineprefix/drive_c/rt3/RT3.exe Our first task is to understand the executable's high-level control loops and subsystem boundaries well enough to choose good rewrite targets. As we go, we document evidence, keep a curated function map, and stand up Rust tooling that can validate artifacts and later host replacement code. The long-term direction is still a DLL we can inject into the original executable, patching in individual functions as we build them out. The active implementation milestone is now a headless runtime rehost layer that can execute deterministic world work, compare normalized state, and grow subsystem breadth without depending on the shell or presentation path. The current packed-event frontier is broader real grouped-descriptor coverage on top of the existing save-slice, snapshot, overlay-import, compact-control, and symbolic company-target workflows. The runtime already carries selected-company and controller-role context through overlay imports, and real descriptors `2` `Company Cash`, `13` `Deactivate Company`, and `16` `Company Track Pieces Buildable` now parse and execute through the ordinary runtime path. Synthetic packed records still exercise the same service engine without a parallel packed executor. The first grounded condition-side unlock now exists for negative-sentinel `raw_condition_id = -1` company scopes, while ordinary condition-id semantics and player/territory runtime ownership remain blocked. Mixed supported/unsupported real rows still stay parity-only. The PE32 hook remains useful as capture and integration tooling, but it is no longer the main execution milestone. ## Project Docs Bootstrap design and workflow documents live in `docs/`. - `docs/README.md`: handbook index and target hashes - `docs/control-loop-atlas.md`: compatibility index for the split atlas - `docs/control-loop-atlas/`: canonical atlas section files - `docs/setup-workstation.md`: toolchain baseline and local setup - `docs/re-workflow.md`: repeatable reverse-engineering workflow - `docs/function-map.md`: canonical function-map schema and conventions The first committed exports for the canonical 1.06 executable live in `artifacts/exports/rt3-1.06/`. ## Rust Workspace The Rust workspace is split into focused crates: - `rrt-model`: shared types for addresses, function-map rows, and control-loop concepts - `rrt-runtime`: headless runtime state, stepping, normalized event service, and persistence-facing runtime types - `rrt-fixtures`: fixture schemas, loading, normalization, and diff helpers for rehost validation - `rrt-cli`: validation, runtime fixture execution, state-diff tools, and repo-health checks - `rrt-hook`: minimal Windows DLL scaffold for low-risk in-process loading, capture, and later integration experiments under Wine For the current headless runtime smoke path, use `cargo run -p rrt-cli -- runtime summarize-fixture fixtures/runtime/minimal-world-step-smoke.json` or one of the broader runtime fixtures under `fixtures/runtime/`. For the current hook smoke test, run `tools/run_hook_smoke_test.sh`. It builds the PE32 proxy, copies it into the local RT3 install, launches the game briefly under Wine with `WINEDLLOVERRIDES=dinput8=n,b`, and expects `rrt_hook_attach.log` to appear.