docs: README up to date — context/ knowledge base, gauge system + weapons done, CLAUDE.md is now the router
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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co-authored by
Claude Opus 4.8
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293b14f914
@@ -20,23 +20,26 @@ the raw archive dumps. It builds and runs out of the box.
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CMakeLists.txt one build: munga_engine lib + bt410_l4 game lib + btl4.exe
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CMakeLists.txt one build: munga_engine lib + bt410_l4 game lib + btl4.exe
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engine/
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engine/
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MUNGA/ shared 2007 sim/render engine (149 .cpp + headers)
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MUNGA/ shared 2007 sim/render engine (149 .cpp + headers)
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MUNGA_L4/ Win32/D3D9 HAL + renderer + asset loaders (43 .cpp), incl.
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MUNGA_L4/ Win32/D3D9 HAL + renderer + asset loaders (44 .cpp), incl.
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our BT work: bgfload / L4D3D / L4VIDEO + the image codec
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our BT work: bgfload / L4D3D / L4VIDEO + the image codec
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shim/ minimal ATL shim (USES_CONVERSION/W2A)
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shim/ minimal ATL shim (USES_CONVERSION/W2A)
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lib/ OpenAL32 / libsndfile import libs + runtime DLLs
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lib/ OpenAL32 / libsndfile import libs + runtime DLLs
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game/
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game/
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reconstructed/ the reconstructed BT game logic (mech, subsystems, HUD, app)
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reconstructed/ the reconstructed BT game logic (mech, subsystems, HUD, app; ~47 .cpp)
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original/BT,BT_L4 surviving original BT source + all BT headers
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original/BT,BT_L4 surviving original BT source + all BT headers
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fwd/ header shims forwarding <NAME.hpp> -> the engine's NAME.h
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fwd/ header shims forwarding <NAME.hpp> -> the engine's NAME.h
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btl4main.cpp WinMain launcher / entry point
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btl4main.cpp WinMain launcher / entry point
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content/ runtime data: BTL4.RES, VIDEO/, GAUGE/, AUDIO/, *.EGG, BTDPL.INI
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content/ runtime data: BTL4.RES, VIDEO/, GAUGE/, AUDIO/, *.EGG, BTDPL.INI
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docs/ format specs (BGF, assets) + reconstruction ledgers
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context/ progressive knowledge graph — 18 on-demand topic files (routed by CLAUDE.md)
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docs/ format specs + reconstruction ledgers + PROGRESS_LOG.md (full history)
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reference/
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reference/
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decomp/ raw Ghidra pseudocode — source-of-truth for ongoing recon
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decomp/ raw Ghidra pseudocode — source-of-truth for ongoing recon
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ghidra_scripts/ the headless decomp exporter
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ghidra_scripts/ the headless decomp exporter
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glossary.yaml term / acronym definitions
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phases/ restructuring / investigation logs
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tools/ btconsole.py (MP console emulator), map/resource scanners
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tools/ btconsole.py (MP console emulator), map/resource scanners
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run/ run.cmd helper
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run/ run.cmd helper
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CLAUDE.md full project context / progressive knowledge base
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CLAUDE.md knowledge-base ROUTER — identity, protocols, quick-lookup, conventions
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```
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```
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## Prerequisites
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## Prerequisites
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@@ -83,8 +86,9 @@ The working directory **must** be `content/` (the engine resolves `BTL4.RES`, `V
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The authentic stack (gait, collision, real controls) is **default-on**; set `=0` to fall back.
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The authentic stack (gait, collision, real controls) is **default-on**; set `=0` to fall back.
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Debug/harness flags: `BT_FORCE_THROTTLE=1` (auto-walk), `BT_SPAWN_ENEMY=1` (spawn a target dummy),
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Debug/harness flags: `BT_FORCE_THROTTLE=1` (auto-walk), `BT_SPAWN_ENEMY=1` (spawn a target dummy),
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`BT_FORCE_FIRE=1` (auto-fire), `BT_HEAPCHECK=1` (whole-heap validation — slow), `BT_BSL=0` (legacy
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`BT_FORCE_FIRE=1` (auto-fire), `BT_HEAPCHECK=1` (whole-heap validation — slow), `BT_BSL=0` (legacy
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texture decode), `BT_LOG=<file>`. Interactive: **WASD** drive, **Space/Ctrl** fire, **X** all-stop.
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texture decode), `BT_DEV_GAUGES=1` (render the cockpit MFDs in a dev window), `BT_LOG=<file>`.
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See `CLAUDE.md` for the complete list and the reconstruction history.
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Interactive: **WASD** drive, **Space/Ctrl** fire, **X** all-stop. The complete env-gate table is in
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`context/decomp-reference.md` §6 (routed from `CLAUDE.md`).
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## Multiplayer (two instances, one box)
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## Multiplayer (two instances, one box)
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@@ -99,8 +103,15 @@ command. Entity + movement replication works; cross-pod combat is in progress.
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## Status & continuing the work
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## Status & continuing the work
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The engine, renderer, audio, HAL, build, locomotion, collision, damage, and render fidelity are
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The engine, renderer, audio, HAL, build, locomotion, collision, damage, render fidelity, the full
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done; per-subsystem reconstruction (gyro integrator, projectile/missile weapons) and MP combat are
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cockpit **gauge / MFD system** (every config binding resolves + every widget builds), and the
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the active fronts. `docs/` holds the format specs and reconstruction ledgers; `reference/decomp/`
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projectile / missile weapon families are done. Active fronts: per-subsystem polish (the gyroscope
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holds the raw pseudocode that every reconstruction is verified against. `CLAUDE.md` is the durable,
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integrator; the `0xBD3` message manager that gates the valve / status-message control routes) and
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progressive project context — read it first.
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cross-pod MP combat. `reference/decomp/` holds the raw pseudocode every reconstruction is verified
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against.
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**Start with `CLAUDE.md`** — it is the router into the progressive knowledge base: a quick-lookup
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table pointing to the `context/*.md` topic files (loaded on demand), the evidence-tier and
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convention rules, and `context/open-questions.md` for what's deferred / next. The complete
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pre-restructure history is preserved verbatim in `docs/PROGRESS_LOG.md`; `docs/*.md` holds the
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detailed running ledgers.
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