Initial commit: bt411 -- standalone Windows BattleTech (Tesla 4.10 port)

Clean, self-contained extraction of the BattleTech-specific work from the
reverse-engineering workspace -- engine + game + content + build, with nothing
from Red Planet or the raw archive dumps. Builds green (Win32) and runs the
single-player drive->animate->target->fire->damage->destroy loop out of the box.

Layout:
  engine/   MUNGA + MUNGA_L4 shared 2007 engine, carrying our BT render/loader
            work (bgfload/L4D3D/L4VIDEO: BSL bit-slice decode, LOD/ground/shadow
            models) + image codec; the minimal rp/ headers the audio HAL needs
  game/     reconstructed BT logic + surviving-original BT source + fwd shims
            + WinMain launcher
  content/  full runtime tree (BTL4.RES, VIDEO/, GAUGE/, AUDIO/, eggs, BTDPL.INI)
  docs/     format specs + reconstruction ledgers
  reference/ raw Ghidra pseudocode (recon source-of-truth) + decomp exporter
  tools/    MP console emulator + map/resource scanners

One top-level CMake builds munga_engine lib + bt410_l4 game lib + btl4.exe.
All paths relativized (186 fwd shims + ~437 CMake abs paths -> repo-relative);
DXSDK is the one external, overridable via -DDXSDK. Verified: builds to a
byte-identical 2.27MB exe and runs combat (TARGET DESTROYED, 0 crashes) against
the bundled content.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
arcattack
2026-07-05 21:03:40 -05:00
co-authored by Claude Opus 4.8
commit 7b7d465e5e
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# Treat all game content + binary assets as binary (never apply text/EOL filters).
*.RES binary
*.res binary
*.BGF binary
*.bgf binary
*.BSL binary
*.bsl binary
*.VTX binary
*.vtx binary
*.TGA binary
*.tga binary
*.BMF binary
*.bmf binary
*.PCC binary
*.pcc binary
*.GIM binary
*.gim binary
*.GAT binary
*.gat binary
*.SKL binary
*.skl binary
*.ANI binary
*.ani binary
*.RES binary
*.EXE binary
*.exe binary
*.dll binary
*.lib binary
*.OVL binary
*.386 binary
*.MNG binary
*.WAV binary
*.wav binary
*.RAW binary
*.raw binary
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# build output
/build/
*.obj
*.pdb
*.ilk
*.exp
*.idb
# logs / debugger dumps
*.log
cdb_*.txt
# editor / OS
.vs/
*.user
Thumbs.db
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cmake_minimum_required(VERSION 3.20)
project(bt411 CXX)
set(CMAKE_CXX_STANDARD 14)
# BattleTech 4.11 -- Virtual World Entertainment pod BattleTech (Tesla rel 4.10)
# reconstructed on the shared RP411 Windows engine. Build 32-bit (Win32) with
# the VS2019 BuildTools instance -- see README.md for the exact configure line.
# Run from the content dir: cd content && ../build/Debug/btl4.exe -egg DEV.EGG
# --- external dependency: legacy DirectX SDK (June 2010); override with -DDXSDK=... ---
set(DXSDK "C:/Program Files (x86)/Microsoft DirectX SDK (June 2010)" CACHE PATH "Legacy DirectX SDK root")
set(BT_DEFS WIN32 _WINDOWS UNICODE _UNICODE NOMINMAX
_CRT_SECURE_NO_DEPRECATE _CRT_SECURE_NO_WARNINGS
_SILENCE_STDEXT_HASH_DEPRECATION_WARNINGS _SILENCE_ALL_CXX17_DEPRECATION_WARNINGS)
set(BT_OPTS /permissive /W0 /wd4996 /EHsc /bigobj /MP)
#===========================================================================#
# Engine: MUNGA (shared sim/render engine) + MUNGA_L4 (Win32/D3D9 HAL).
# The 2007 RP411 Windows engine, carrying our BT render/loader work
# (bgfload/L4D3D/L4VIDEO: BSL bit-slice decode, LOD/ground/shadow models).
# Include path is DXSDK + shim ONLY -- adding MUNGA dirs shadows <time.h>.
#===========================================================================#
add_library(munga_engine STATIC
"engine/MUNGA/AFFNMTRX.cpp"
"engine/MUNGA/ANGLE.cpp"
"engine/MUNGA/ANIMTOOL.cpp"
"engine/MUNGA/APP.cpp"
"engine/MUNGA/APPMGR.cpp"
"engine/MUNGA/APPMSG.cpp"
"engine/MUNGA/APPTASK.cpp"
"engine/MUNGA/AUDCMP.cpp"
"engine/MUNGA/AUDENT.cpp"
"engine/MUNGA/AUDIO.cpp"
"engine/MUNGA/AUDLOC.cpp"
"engine/MUNGA/AUDLVL.cpp"
"engine/MUNGA/AUDMIDI.cpp"
"engine/MUNGA/AUDREND.cpp"
"engine/MUNGA/AUDSEQ.cpp"
"engine/MUNGA/AUDSRC.cpp"
"engine/MUNGA/AUDTIME.cpp"
"engine/MUNGA/AUDTOOLS.cpp"
"engine/MUNGA/AUDWGT.cpp"
"engine/MUNGA/AUDWTHR.cpp"
"engine/MUNGA/AVERAGE.cpp"
"engine/MUNGA/BNDGBOX.cpp"
"engine/MUNGA/BOXCONE.cpp"
"engine/MUNGA/BOXDISKS.cpp"
"engine/MUNGA/BOXIRAMP.cpp"
"engine/MUNGA/BOXLIST.cpp"
"engine/MUNGA/BOXRAMP.cpp"
"engine/MUNGA/BOXSOLID.cpp"
"engine/MUNGA/BOXSORT.cpp"
"engine/MUNGA/BOXSPHR.cpp"
"engine/MUNGA/BOXTILE.cpp"
"engine/MUNGA/BOXTREE.cpp"
"engine/MUNGA/BOXWEDGE.cpp"
"engine/MUNGA/CAMINST.cpp"
"engine/MUNGA/CAMMGR.cpp"
"engine/MUNGA/CAMMPPR.cpp"
"engine/MUNGA/CAMSHIP.cpp"
"engine/MUNGA/CHAIN.cpp"
"engine/MUNGA/CMPNNT.cpp"
"engine/MUNGA/COLLASST.cpp"
"engine/MUNGA/COLLORGN.cpp"
"engine/MUNGA/COLOR.cpp"
"engine/MUNGA/CONSOLE.cpp"
"engine/MUNGA/CONTROLS.cpp"
"engine/MUNGA/CSTR.cpp"
"engine/MUNGA/CULTURAL.cpp"
"engine/MUNGA/DAMAGE.cpp"
"engine/MUNGA/DIRECTOR.cpp"
"engine/MUNGA/DOOR.cpp"
"engine/MUNGA/DOORFRAM.cpp"
"engine/MUNGA/DROPZONE.cpp"
"engine/MUNGA/ENTITY.cpp"
"engine/MUNGA/ENTITY2.cpp"
"engine/MUNGA/ENTITYID.cpp"
"engine/MUNGA/ENVIRNMT.cpp"
"engine/MUNGA/EVENT.cpp"
"engine/MUNGA/EVTSTAT.cpp"
"engine/MUNGA/EXPLODE.cpp"
"engine/MUNGA/EXPTBL.cpp"
"engine/MUNGA/EXTNTBOX.cpp"
"engine/MUNGA/EYECANDY.cpp"
"engine/MUNGA/FILESTRM.cpp"
"engine/MUNGA/FILESTUB.cpp"
"engine/MUNGA/FILEUTIL.cpp"
"engine/MUNGA/GAUGALRM.cpp"
"engine/MUNGA/GAUGE.cpp"
"engine/MUNGA/GAUGMAP.cpp"
"engine/MUNGA/GAUGREND.cpp"
"engine/MUNGA/GRAPH2D.cpp"
"engine/MUNGA/HASH.cpp"
"engine/MUNGA/HOST.cpp"
"engine/MUNGA/HOSTMGR.cpp"
"engine/MUNGA/ICOM.cpp"
"engine/MUNGA/INTEREST.cpp"
"engine/MUNGA/INTORGN.cpp"
"engine/MUNGA/ITERATOR.cpp"
"engine/MUNGA/JMOVER.cpp"
"engine/MUNGA/JOINT.cpp"
"engine/MUNGA/LAMP.cpp"
"engine/MUNGA/LATTICE.cpp"
"engine/MUNGA/LINE.cpp"
"engine/MUNGA/LINK.cpp"
"engine/MUNGA/LINMTRX.cpp"
"engine/MUNGA/MAPTOOL.cpp"
"engine/MUNGA/MATRIX.cpp"
"engine/MUNGA/MEMBLOCK.cpp"
"engine/MUNGA/MEMREG.cpp"
"engine/MUNGA/MEMSTRM.CPP"
"engine/MUNGA/MISSION.cpp"
"engine/MUNGA/MODE.cpp"
"engine/MUNGA/MODTOOL.cpp"
"engine/MUNGA/MOTION.cpp"
"engine/MUNGA/MOVER.cpp"
"engine/MUNGA/MTRXSTK.cpp"
"engine/MUNGA/NAMELIST.cpp"
"engine/MUNGA/NETWORK.cpp"
"engine/MUNGA/NODE.cpp"
"engine/MUNGA/NORMAL.cpp"
"engine/MUNGA/NOTATION.cpp"
"engine/MUNGA/NTTMGR.cpp"
"engine/MUNGA/OBJSTRM.cpp"
"engine/MUNGA/ORIGIN.cpp"
"engine/MUNGA/PLANE.cpp"
"engine/MUNGA/PLAYER.cpp"
"engine/MUNGA/PLUG.cpp"
"engine/MUNGA/POINT3D.cpp"
"engine/MUNGA/RANDOM.cpp"
"engine/MUNGA/RAY.cpp"
"engine/MUNGA/RECEIVER.cpp"
"engine/MUNGA/RECT2D.cpp"
"engine/MUNGA/REGISTRY.cpp"
"engine/MUNGA/RENDERER.cpp"
"engine/MUNGA/RESOURCE.cpp"
"engine/MUNGA/RETICLE.cpp"
"engine/MUNGA/RNDORGN.cpp"
"engine/MUNGA/ROTATION.cpp"
"engine/MUNGA/SCALAR.cpp"
"engine/MUNGA/SCHAIN.cpp"
"engine/MUNGA/SCNROLE.cpp"
"engine/MUNGA/SEGMENT.cpp"
"engine/MUNGA/SET.cpp"
"engine/MUNGA/SFESKT.cpp"
"engine/MUNGA/SIMULATE.cpp"
"engine/MUNGA/SLOT.cpp"
"engine/MUNGA/SOCKET.cpp"
"engine/MUNGA/SPHERE.cpp"
"engine/MUNGA/SPLINE.cpp"
"engine/MUNGA/SPOOLER.cpp"
"engine/MUNGA/SRTSKT.cpp"
"engine/MUNGA/SUBSYSTM.cpp"
"engine/MUNGA/TABLE.cpp"
"engine/MUNGA/TEAM.cpp"
"engine/MUNGA/TERRAIN.cpp"
"engine/MUNGA/TESTALL.cpp"
"engine/MUNGA/TIME.cpp"
"engine/MUNGA/TIMESTUB.cpp"
"engine/MUNGA/TOOL.cpp"
"engine/MUNGA/TRACE.cpp"
"engine/MUNGA/TRACSTUB.cpp"
"engine/MUNGA/TREE.cpp"
"engine/MUNGA/UNITVEC.cpp"
"engine/MUNGA/UPDATE.cpp"
"engine/MUNGA/VCHAIN.cpp"
"engine/MUNGA/VDATA.cpp"
"engine/MUNGA/VECTOR3D.cpp"
"engine/MUNGA/VECTOR4D.cpp"
"engine/MUNGA/VERIFY.cpp"
"engine/MUNGA/VIDREND.cpp"
"engine/MUNGA/WATCHER.cpp"
"engine/MUNGA/WRHOUS.cpp"
"engine/MUNGA_L4/DXUtils.cpp"
"engine/MUNGA_L4/L4APP.cpp"
"engine/MUNGA_L4/L4AUDHDW.cpp"
"engine/MUNGA_L4/L4AUDIO.cpp"
"engine/MUNGA_L4/L4AUDLVL.cpp"
"engine/MUNGA_L4/L4AUDRES.cpp"
"engine/MUNGA_L4/L4AUDRND.cpp"
"engine/MUNGA_L4/L4AUDTUL.cpp"
"engine/MUNGA_L4/L4AUDWTR.cpp"
"engine/MUNGA_L4/L4CTLTUL.cpp"
"engine/MUNGA_L4/L4CTRL.cpp"
"engine/MUNGA_L4/L4D3D.cpp"
"engine/MUNGA_L4/L4DINPUT.cpp"
"engine/MUNGA_L4/L4DPLMEM.cpp"
"engine/MUNGA_L4/L4GAUGE.cpp"
"engine/MUNGA_L4/L4GAUIMA.cpp"
"engine/MUNGA_L4/L4GAUTUL.cpp"
"engine/MUNGA_L4/L4GREND.cpp"
"engine/MUNGA_L4/L4HOST.cpp"
"engine/MUNGA_L4/L4ICOM.cpp"
"engine/MUNGA_L4/L4KEYBD.cpp"
"engine/MUNGA_L4/L4LAMP.cpp"
"engine/MUNGA_L4/L4MOUSE.cpp"
"engine/MUNGA_L4/L4MPPR.cpp"
"engine/MUNGA_L4/L4NET.CPP"
"engine/MUNGA_L4/L4PARTICLES.cpp"
"engine/MUNGA_L4/L4PCSPAK.cpp"
"engine/MUNGA_L4/L4PLASMA.cpp"
"engine/MUNGA_L4/L4RIO.cpp"
"engine/MUNGA_L4/L4SERIAL.cpp"
"engine/MUNGA_L4/L4SPLR.cpp"
"engine/MUNGA_L4/L4TIME.cpp"
"engine/MUNGA_L4/L4TRACE.cpp"
"engine/MUNGA_L4/L4TSTALL.cpp"
"engine/MUNGA_L4/L4VB16.cpp"
"engine/MUNGA_L4/L4VB8.cpp"
"engine/MUNGA_L4/L4VIDEO.cpp"
"engine/MUNGA_L4/L4VIDPER.cpp"
"engine/MUNGA_L4/L4VIDRND.cpp"
"engine/MUNGA_L4/L4VIDTUL.cpp"
"engine/MUNGA_L4/L4WRHOUS.cpp"
"engine/MUNGA_L4/WTPresets.cpp"
"engine/MUNGA_L4/temp.cpp"
"engine/MUNGA_L4/bgfload.cpp"
"engine/MUNGA_L4/image.cpp"
)
target_include_directories(munga_engine BEFORE PRIVATE
"${CMAKE_SOURCE_DIR}/engine/shim"
"${DXSDK}/Include")
target_compile_definitions(munga_engine PRIVATE ${BT_DEFS})
target_compile_options(munga_engine PRIVATE ${BT_OPTS})
#===========================================================================#
# Game logic: reconstructed BT modules + surviving-original BT source.
# Headers come from game/original/BT{,_L4} and the game/fwd shims
# (which forward <NAME.hpp> -> the engine's NAME.h).
#===========================================================================#
add_library(bt410_l4 STATIC
"game/reconstructed/ammobin.cpp"
"game/reconstructed/btdirect.cpp"
"game/reconstructed/btl4app.cpp"
"game/reconstructed/btl4galm.cpp"
"game/reconstructed/btl4gau2.cpp"
"game/reconstructed/btl4gau3.cpp"
"game/reconstructed/btl4gaug.cpp"
"game/reconstructed/btl4grnd.cpp"
"game/reconstructed/btl4mppr.cpp"
"game/reconstructed/btl4mssn.cpp"
"game/reconstructed/btl4pb.cpp"
"game/reconstructed/btl4rdr.cpp"
"game/reconstructed/btl4vid.cpp"
"game/reconstructed/btplayer.cpp"
"game/reconstructed/btvisgnd.cpp"
"game/reconstructed/dmgtable.cpp"
"game/reconstructed/emitter.cpp"
"game/reconstructed/gnrator.cpp"
"game/reconstructed/gyro.cpp"
"game/reconstructed/heat.cpp"
"game/reconstructed/heatfamily_reslice.cpp"
"game/reconstructed/hud.cpp"
"game/reconstructed/mech.cpp"
"game/reconstructed/mech2.cpp"
"game/reconstructed/mech3.cpp"
"game/reconstructed/mech4.cpp"
"game/reconstructed/mechdmg.cpp"
"game/reconstructed/mechmppr.cpp"
"game/reconstructed/mechsub.cpp"
"game/reconstructed/mechtech.cpp"
"game/reconstructed/mechweap.cpp"
"game/reconstructed/messmgr.cpp"
"game/reconstructed/mislanch.cpp"
"game/reconstructed/missile.cpp"
"game/reconstructed/misthrst.cpp"
"game/reconstructed/myomers.cpp"
"game/reconstructed/powersub.cpp"
"game/reconstructed/projtile.cpp"
"game/reconstructed/projweap.cpp"
"game/reconstructed/searchlight.cpp"
"game/reconstructed/seeker.cpp"
"game/reconstructed/sensor.cpp"
"game/reconstructed/seqctl.cpp"
"game/reconstructed/thermalsight.cpp"
"game/reconstructed/torso.cpp"
"game/reconstructed/btstubs.cpp"
"game/reconstructed/dpl2d.cpp"
"game/original/BT/BTMSSN.CPP"
"game/original/BT/BTREG.CPP"
"game/original/BT/BTTEAM.CPP"
"game/original/BT/BTSCNRL.CPP"
"game/original/BT/BTCNSL.CPP"
"game/original/BT/GAUSS.CPP"
"game/original/BT/PPC.CPP"
"game/original/BT_L4/BTL4MODE.CPP"
"game/original/BT_L4/BTL4ARND.CPP"
)
target_include_directories(bt410_l4 BEFORE PRIVATE
"${CMAKE_SOURCE_DIR}/engine/shim"
"${CMAKE_SOURCE_DIR}/game/reconstructed"
"${CMAKE_SOURCE_DIR}/game/original/BT"
"${CMAKE_SOURCE_DIR}/game/original/BT_L4"
"${CMAKE_SOURCE_DIR}/game/fwd"
"${DXSDK}/Include")
target_compile_definitions(bt410_l4 PRIVATE ${BT_DEFS})
target_compile_options(bt410_l4 PRIVATE ${BT_OPTS})
#===========================================================================#
# Executable: btl4.exe (WinMain launcher + game lib + engine lib + D3D9/audio)
#===========================================================================#
add_executable(btl4 WIN32 "${CMAKE_SOURCE_DIR}/game/btl4main.cpp")
target_include_directories(btl4 BEFORE PRIVATE
"${CMAKE_SOURCE_DIR}/engine/shim"
"${CMAKE_SOURCE_DIR}/game/reconstructed"
"${CMAKE_SOURCE_DIR}/game/original/BT"
"${CMAKE_SOURCE_DIR}/game/original/BT_L4"
"${CMAKE_SOURCE_DIR}/game/fwd"
"${DXSDK}/Include")
target_compile_definitions(btl4 PRIVATE ${BT_DEFS})
target_compile_options(btl4 PRIVATE ${BT_OPTS})
target_link_libraries(btl4 PRIVATE
bt410_l4
munga_engine
"${CMAKE_SOURCE_DIR}/engine/lib/OpenAL32.lib"
"${CMAKE_SOURCE_DIR}/engine/lib/libsndfile-1.lib"
"${DXSDK}/Lib/x86/d3d9.lib"
"${DXSDK}/Lib/x86/d3dx9.lib"
"${DXSDK}/Lib/x86/dinput8.lib"
"${DXSDK}/Lib/x86/dxguid.lib"
"${DXSDK}/Lib/x86/DxErr.lib"
winmm dbghelp shell32 user32 gdi32 ole32 ws2_32)
# /FORCE: the 1995 headers define free funcs/globals without inline/extern, so
# identical symbols land in every TU (~124 LNK2005); MULTIPLE keeps the first.
# UNRESOLVED tolerates the dead offline-tool factory in mech3.cpp. See docs.
target_link_options(btl4 PRIVATE /FORCE)
# Copy the third-party runtime DLLs next to the built exe.
add_custom_command(TARGET btl4 POST_BUILD
COMMAND ${CMAKE_COMMAND} -E copy_if_different
"${CMAKE_SOURCE_DIR}/engine/lib/OpenAL32.dll"
"${CMAKE_SOURCE_DIR}/engine/lib/libsndfile-1.dll"
"$<TARGET_FILE_DIR:btl4>")
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# BattleTech 4.11 (bt411)
A standalone Windows port of **Virtual World Entertainment's arcade *BattleTech*** (Tesla
platform, release 4.10, ~199596), reconstructed on the shared **RP411 Windows engine**. The
game boots, renders, and runs a single-player **drive → animate → target → fire → damage →
destroy** loop across all 8 maps, with two-instance multiplayer entity replication working.
This repo is a clean, self-contained extraction of the BattleTech-specific work from the larger
reverse-engineering workspace — engine + game + content + build, with nothing from Red Planet or
the raw archive dumps. It builds and runs out of the box.
> **License:** the game content (`content/`) and the original binary are proprietary to Virtual
> World / the pod owner. This repository is **private**; do not redistribute.
---
## Layout
```
CMakeLists.txt one build: munga_engine lib + bt410_l4 game lib + btl4.exe
engine/
MUNGA/ shared 2007 sim/render engine (149 .cpp + headers)
MUNGA_L4/ Win32/D3D9 HAL + renderer + asset loaders (43 .cpp), incl.
our BT work: bgfload / L4D3D / L4VIDEO + the image codec
shim/ minimal ATL shim (USES_CONVERSION/W2A)
lib/ OpenAL32 / libsndfile import libs + runtime DLLs
game/
reconstructed/ the reconstructed BT game logic (mech, subsystems, HUD, app)
original/BT,BT_L4 surviving original BT source + all BT headers
fwd/ header shims forwarding <NAME.hpp> -> the engine's NAME.h
btl4main.cpp WinMain launcher / entry point
content/ runtime data: BTL4.RES, VIDEO/, GAUGE/, AUDIO/, *.EGG, BTDPL.INI
docs/ format specs (BGF, assets) + reconstruction ledgers
reference/
decomp/ raw Ghidra pseudocode — source-of-truth for ongoing recon
ghidra_scripts/ the headless decomp exporter
tools/ btconsole.py (MP console emulator), map/resource scanners
run/ run.cmd helper
CLAUDE.md full project context / progressive knowledge base
```
## Prerequisites
- **Visual Studio 2019 BuildTools** (MSVC v142, x86). The Community install on the original dev
box was broken, hence the explicit BuildTools instance in the configure line below; adjust to
your install.
- **CMake ≥ 3.20**.
- **Legacy DirectX SDK (June 2010)** — the engine uses `d3dx9`/`dinput`/`dxerr`, removed from the
modern Windows SDK. Default path `C:/Program Files (x86)/Microsoft DirectX SDK (June 2010)`;
override with `-DDXSDK=<path>`. (The installer may throw a harmless **S1023** error — dismiss it;
the SDK headers/libs install before the failing redist step.)
OpenAL/libsndfile import libs + DLLs are vendored under `engine/lib/`; the DLLs are copied next to
the exe automatically at build time.
## Build (32-bit / Win32)
```
cmake -S . -B build -G "Visual Studio 16 2019" -A Win32 ^
-DCMAKE_GENERATOR_INSTANCE="C:/Program Files (x86)/Microsoft Visual Studio/2019/BuildTools"
cmake --build build --config Debug
```
Must be **Win32** — the DirectX SDK link libs are `Lib/x86`. The link uses `/FORCE`: the 1995
headers define free functions/globals without `inline`/`extern`, so identical symbols appear in
many translation units (~124 `LNK2005`); `/FORCE:MULTIPLE` keeps the first. `UNRESOLVED` tolerates
a dead offline-tool factory in `mech3.cpp` that is never called at runtime. (Cleanup task: move
those definitions to single TUs + neutralize the dead factory, then drop `/FORCE`.)
## Run
```
run\run.cmd REM boots DEV.EGG (grass / day)
run\run.cmd DBASE.EGG REM any egg in content/
```
The working directory **must** be `content/` (the engine resolves `BTL4.RES`, `VIDEO\`,
`BTDPL.INI`, and eggs relative to cwd); `run.cmd` handles that. Maps available in `BTL4.RES`:
`cavern grass rav polar3 polar4 arena1 arena2 dbase` — switch via a copied egg's `map=` field.
### Useful env-var flags (default OFF unless noted)
The authentic stack (gait, collision, real controls) is **default-on**; set `=0` to fall back.
Debug/harness flags: `BT_FORCE_THROTTLE=1` (auto-walk), `BT_SPAWN_ENEMY=1` (spawn a target dummy),
`BT_FORCE_FIRE=1` (auto-fire), `BT_HEAPCHECK=1` (whole-heap validation — slow), `BT_BSL=0` (legacy
texture decode), `BT_LOG=<file>`. Interactive: **WASD** drive, **Space/Ctrl** fire, **X** all-stop.
See `CLAUDE.md` for the complete list and the reconstruction history.
## Multiplayer (two instances, one box)
```
instance A: btl4.exe -egg MP.EGG -net 1501 (BT_LOG=mp_a.log)
instance B: btl4.exe -net 1601 (BT_LOG=mp_b.log)
console: python tools/btconsole.py MP.EGG 127.0.0.1:1501 127.0.0.1:1601
```
`-net <port>` enables networked mode; the console emulator delivers the mission egg and the launch
command. Entity + movement replication works; cross-pod combat is in progress.
## Status & continuing the work
The engine, renderer, audio, HAL, build, locomotion, collision, damage, and render fidelity are
done; per-subsystem reconstruction (gyro integrator, projectile/missile weapons) and MP combat are
the active fronts. `docs/` holds the format specs and reconstruction ledgers; `reference/decomp/`
holds the raw pseudocode that every reconstruction is verified against. `CLAUDE.md` is the durable,
progressive project context — read it first.
BIN
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[mission]
adventure=BattleTech
map=arena1
scenario=freeforall
time=day
weather=clear
temperature=27
length=600
[ordinals]
bitmap=Ordinal::BitMap::1
bitmap=Ordinal::BitMap::2
bitmap=Ordinal::BitMap::3
bitmap=Ordinal::BitMap::4
[Ordinal::BitMap::1]
bitmap=00000000000000000000000000000000
bitmap=00000000000000000000000000000000
bitmap=00000000000000000000000000000000
bitmap=00000000000000000000000000000000
bitmap=00000000000000000000000000000000
bitmap=00000000000000000000000000000000
bitmap=000038000003C000001FF00000000F00
bitmap=0000F8000003C000003FF80000000F00
bitmap=0001F8000003C00000707C0000000F00
bitmap=0001F8000003C00000603C0000000F00
bitmap=00007801FC0FF00000003C3DF807FF00
bitmap=00007803FE0FF00000003C3FFC0FFF00
bitmap=00007803C703C00000003C3E3C1F0F00
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View File
@@ -0,0 +1,229 @@
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+229
View File
@@ -0,0 +1,229 @@
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model=dfltrole
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+6
View File
@@ -0,0 +1,6 @@
@echo off
rem LOD-pop hunt: flip telemetry in btl4.log + range scale 2.5 (BT_LOD_SCALE=1 = authored 1995 ranges)
cd /d "%~dp0"
set BT_LOD_LOG=1
set BT_LOD_SCALE=2.5
start "" "C:\git\nick-games\btbuild\run\btl4.exe" -egg ARENA1M.EGG
+53
View File
@@ -0,0 +1,53 @@
[AudioRenderer]
#
# Radius of clipping sphere
#
clipping_radius=450.0
#
# Distance between ears
#
distance_between_ears=2.0
#
# Control amplitude rolloff
#
amplitude_rolloff=2.0
amplitude_rolloff_knee=60.0
amplitude_rolloff_distance_scale=0.003
#
# Control high frequency rolloff
#
high_frequency_rolloff=2.0
high_frequency_rolloff_knee=60.0
high_frequency_rolloff_distance_scale=0.0035
#
# Control doppler
#
doppler_range=600.0
speed_of_sound=250.0
#
# Control source compression
#
compression_scale=0.92
compression_exponent=8.5
#
# ITD difference constant
#
itd_difference=0.0015
#
# Global reverb scale
#
global_reverb_scale=0.3
[AudioResources]
front_audio_resource=audio\audio1.res
front_audio_resource=audio\audio2.res
rear_audio_resource=audio\audio1.res
rear_audio_resource=audio\audio2.res
Binary file not shown.
Binary file not shown.
+53
View File
@@ -0,0 +1,53 @@
[AudioRenderer]
#
# Radius of clipping sphere
#
clipping_radius=700.0
#
# Distance between ears
#
distance_between_ears=2.0
#
# Control amplitude rolloff
#
amplitude_rolloff=2.0
amplitude_rolloff_knee=60.0
amplitude_rolloff_distance_scale=0.002
#
# Control high frequency rolloff
#
high_frequency_rolloff=2.0
high_frequency_rolloff_knee=60.0
high_frequency_rolloff_distance_scale=0.003
#
# Control doppler
#
doppler_range=600.0
speed_of_sound=250.0
#
# Control source compression
#
compression_scale=0.1
compression_exponent=9.0
#
# ITD difference constant
#
itd_difference=0.0015
#
# Global reverb scale
#
global_reverb_scale=0.3
[AudioResources]
front_audio_resource=audio\audio1.res
front_audio_resource=audio\audio2.res
rear_audio_resource=audio\audio1.res
rear_audio_resource=audio\audio2.res
+15
View File
@@ -0,0 +1,15 @@
/MA:229;0
/VO:0;0
/MI:229;0
/CD:0;0
/LI:0;0
/MIC:0
/SP:0
/TR:114;0
/BA:114;0
/IPL:MIC- CDR- CDL- LIR- LIL- MIR- MIL-
/IPR:MIC- CDR- CDL- LIR- LIL- MIR- MIL-
/OPS:MIC- CDR- CDL- LIR- LIL-
/AGC:-
/IPG:1,1
/OPG:1,1
+15
View File
@@ -0,0 +1,15 @@
/MA:229;0
/VO:0;0
/MI:229;0
/CD:0;0
/LI:0;0
/MIC:0
/SP:0
/TR:114;0
/BA:114;0
/IPL:MIC- CDR- CDL- LIR- LIL+ MIR- MIL-
/IPR:MIC- CDR- CDL- LIR+ LIL- MIR- MIL-
/OPS:MIC- CDR- CDL- LIR+ LIL+
/AGC:-
/IPG:1,1
/OPG:1,1
+1074
View File
File diff suppressed because it is too large Load Diff
BIN
View File
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+229
View File
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adventure=BattleTech
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scenario=freeforall
time=day
weather=clear
temperature=27
length=600
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[200.0.0.96]
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[Role::Default]
model=dfltrole
[Role::NoReturn]
model=noretun
+229
View File
@@ -0,0 +1,229 @@
[mission]
adventure=BattleTech
map=grass
scenario=freeforall
time=day
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length=600
[ordinals]
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+15
View File
@@ -0,0 +1,15 @@
[object]
gatfile=gauge.gat
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[vertices]
v0=20, 0, 50
v1=-69, 0, 50
v2=-69, 0, -50
v3=20, 0, -50
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+15
View File
@@ -0,0 +1,15 @@
[object]
gatfile=gauge.gat
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[vertices]
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v1=-25, 0, 45
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v3=25, 0, -45
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+15
View File
@@ -0,0 +1,15 @@
[object]
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linelist=a_bld v0 v1 v2 v3 v0
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View File
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[lods]
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[level0]
linelist=a_bld v0 v1 v2 v3 v0
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View File
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[object]
gatfile=gauge.gat
[lods]
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[level0]
linelist=a_bld v0 v1 v2 v3 v0
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View File
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[object]
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[lods]
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linelist=a_bay v0 v1 v2 v3 v0
linelist=a_bay v4 v5 v6 v7 v4
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[level1]
linelist=a_hanger v8 v9 v10 v11 v8
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View File
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[level1]
linelist=a_hanger v0 v1 v2 v3 v4 v0
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View File
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[object]
gatfile=gauge.gat
[lods]
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[level0]
linelist=a_stands v0 v1 v2 v3 v4 v0
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View File
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[object]
gatfile=gauge.gat
[lods]
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View File
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[lods]
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linelist=a_bay v0 v1 v2 v3 v0
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[level1]
linelist=a_hanger v8 v9 v10 v11 v8
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View File
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[object]
gatfile=gauge.gat
[lods]
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v11=-23, 0, -1
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linelist=a_wall v12 v11 v13 v12
linelist=a_wall v13 v11 v14 v13
linelist=a_wall v11 v15 v14 v11
[level1]
linelist=a_door v0 v1 v2 v3 v0
linelist=a_wall v4 v14 v13 v6 v4
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View File
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[object]
gatfile=gauge.gat
[lods]
level0=10000
[vertices]
v0=-2.5, 0, -5.5
v1=2.5, 0, -5.5
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v3=-2.5, 0, 5
[level0]
linelist=a_vehicle v0 v1 v2 v3 v0
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View File
@@ -0,0 +1,15 @@
[object]
gatfile=gauge.gat
[lods]
level0=10000
[vertices]
v0=30, 0, 25
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v3=30, 0, -26
[level0]
linelist=a_bld v0 v1 v2 v3 v0
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View File
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[object]
gatfile=gauge.gat
[lods]
level0=3000
level1=10000
[vertices]
v0=11, 0, -25
v1=11, 0, 20
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[level0]
linelist=a_bay v0 v1 v2 v3 v0
linelist=a_hanger v4 v5 v6 v7 v4
[level1]
linelist=a_hanger v4 v5 v6 v7 v4
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View File
@@ -0,0 +1,15 @@
[object]
gatfile=gauge.gat
[lods]
level0=10000
[vertices]
v0=50, 0, 25
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[level0]
linelist=a_bld v0 v1 v2 v3 v0
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View File
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[object]
gatfile=gauge.gat
[lods]
level0=10000
[vertices]
v0=25, 0, 25
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[level0]
linelist=a_bld v0 v1 v2 v3 v0
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View File
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[object]
gatfile=gauge.gat
[lods]
level0=10000
[vertices]
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[level0]
linelist=a_bld v0 v1 v2 v3 v0
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View File
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[object]
gatfile=gauge.gat
[lods]
level0=1000
[vertices]
v0=650, 0, 650
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v3=650, 0, -650
v4=-100, 0, 450
v5=-150, 0, 450
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linelist=a_arenawall v0 v1 v2 v3 v0
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linelist=a_arenawall v16 v17 v18 v19 v16
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linelist=a_arenawall v24 v25 v26 v27 v24
linelist=a_arenawall v28 v29 v30 v31 v28
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View File
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[object]
gatfile=gauge.gat
[lods]
level0=10000
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[level0]
linelist=a_vehicle v0 v1 v2 v3 v0
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View File
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[object]
gatfile=gauge.gat
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[level0]
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View File
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[object]
gatfile=gauge.gat
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[level0]
linelist=a_wall v0 v1 v2 v3 v0
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View File
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[object]
gatfile=gauge.gat
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[level0]
linelist=a_wall v0 v1 v2 v3 v0
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View File
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[object]
gatfile=gauge.gat
[lods]
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[level0]
linelist=a_hanger v0 v1 v2 v3 v0
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View File
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[object]
gatfile=gauge.gat
[lods]
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[level0]
linelist=a_wall v0 v1 v2 v3 v0
linelist=a_wall v3 v4 v5 v6 v3
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View File
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[object]
gatfile=gauge.gat
[lods]
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[level0]
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View File
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[object]
gatfile=gauge.gat
[lods]
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[level0]
linelist=a_bunker v0 v1 v2 v3 v0
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View File
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[object]
gatfile=gauge.gat
[lods]
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[vertices]
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v9=9.07812, 0, -3.04688
v10=9.07812, 0, 15.0469
v11=-9.07812, 0, 15.0469
v12=20, 0, -10
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v20=-21.9219, 0, -10
v21=-19.9219, 0, -10
v22=-19.9219, 0, -3
v23=-21.9219, 0, -3
v24=-4.46094, 0, -10
v25=-2.46094, 0, -10
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[level0]
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linelist=a_bunker v4 v5 v6 v7 v4
linelist=a_bunker v8 v9 v10 v11 v8
linelist=a_bunker v12 v13 v14 v15 v12
linelist=a_bunker v16 v17 v18 v19 v16
linelist=a_bunker v20 v21 v22 v23 v20
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View File
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[object]
gatfile=gauge.gat
[lods]
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[vertices]
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View File
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[object]
gatfile=gauge.gat
[lods]
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linelist=a_bunker v8 v9 v10 v11 v8
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View File
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[object]
gatfile=gauge.gat
[lods]
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[vertices]
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v1=9.25781, 0, -21.3906
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v5=9.25781, 0, 0.109375
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[level0]
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View File
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[object]
gatfile=gauge.gat
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View File
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[object]
gatfile=gauge.gat
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v23=-58, 0, 8.5
v24=-87, 0, 40
v25=-87, 0, 14.5
v26=-52, 0, 14.5
v27=-52, 0, 40
[level0]
linelist=a_bunker v0 v1 v2 v3 v0
linelist=a_bunker v4 v5 v6 v7 v4
linelist=a_bunker v8 v9 v10 v11 v8
linelist=a_hanger v12 v13 v14 v15 v12
linelist=a_bunker v16 v17 v18 v19 v16
linelist=a_bunker v20 v21 v22 v23 v20
linelist=a_bunker v24 v25 v26 v27 v24
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[object]
gatfile=gauge.gat
[lods]
level0=1000
[vertices]
v0=2.5, 0, -0.6
v1=0, 0, -3
v2=-2.5, 0, -0.6
v3=-2.5, 0, 0.7
v4=2.5, 0, 0.7
v5=-0.2, 0, -1.5
v6=-1.5, 0, -1.5
v7=-1.5, 0, 0.9
v8=-0.2, 0, 0.9
[level0]
linelist=a_mech v0 v1 v2 v3 v4 v0
linelist=a_mech v5 v6 v7 v8 v5
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[object]
gatfile=gauge.gat
[lods]
level0=3000
level1=10000
[vertices]
v0=-1.7, 0, 3
v1=1.7, 0, 3
v2=2, 0, 3.7
v3=-2, 0, 3.7
v4=3.7, 0, -3.7
v5=3.7, 0, 3.7
v6=-3.7, 0, 3.7
v7=-3.7, 0, -3.7
[level0]
linelist=a_bay v0 v1 v2 v3 v0
linelist=a_bunker v4 v5 v6 v7 v4
[level1]
linelist=a_bunker v4 v5 v6 v7 v4
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