Commit Graph
5 Commits
Author SHA1 Message Date
CydandClaude Fable 5 335396912e Build: the BT412 compile gate -- one tree builds the pod game and the Steam game
option(BT412 ... ON) gates the steamification layer for the merge-back into
BT411, so the unified repo serves both fronts:

- Default (BT412=ON): pod/dev game + PadRIO / plasma / front end / lobby --
  all runtime-gated, so a -egg/-net launch still behaves as 4.11.
- Pod-minimal (-DBT412=OFF, build-pod/): compiles OUT L4PADRIO, L4PADBINDINGS,
  L4KEYLIGHT, L4PLASMASCREEN, L4STEAMTRANSPORT, btl4fe, btl4console, btl4lobby.
  Seam sites carry #ifdef BT412: L4CTRL.cpp PAD token (log + ignore), L4GREND.cpp
  L4PLASMA=SCREEN (log + ignore), L4VB16.cpp (inert PadRIO stub -- call sites
  identical in both flavors), btl4main.cpp (front-end/marshal/lobby blocks out;
  zero-arg launch = 4.11 behavior).
- The NetTransport seam ALWAYS compiles -- it is the wire for both flavors
  (WinsockNetTransport, verified byte-identical to the pre-seam arcade path).
- BT412_STEAM now requires BT412 (configure-time FATAL_ERROR; negative-tested).

Verified: OFF -- clean v143 link, solo DEV.EGG mission runs (31 subsystems
tick, gait, targeting). ON -- zero-arg launch engages the front-end menu.
STEAM -- links clean, ships steam_api.dll.

Also: README/context docs for the flavors + the merge-back; corrected the stale
Phase 3b DEFERRED note (the single-window cockpit landed 07-16) and the README's
leftover 0xBD3 valve-gate claim (it is a damage/explosion hub).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-17 15:45:45 -05:00
CydandClaude Fable 5 55e4295dc3 Toolchain: VS2022 (v143) is the build of record -- /FORCE:UNRESOLVED retired
The v143 linker refuses to emit an image with unresolved externals even
under /FORCE, so the dead offline-tool ladders in mech3.cpp
(Mech::CreateSubsystemStream / SubsystemDefaultData -- never called at
runtime, resources ship prebuilt in BTL4.RES) are compiled out behind
BT412_OFFLINE_TOOLS (default off). The exe links /FORCE:MULTIPLE only:
a genuinely unresolved symbol is now a hard link error instead of a
hidden runtime AV. No other source changes needed for v143.

Verified: clean build; solo DEV.EGG runs; two-instance loopback MP via
btconsole.py -- mesh forms, mission runs both sides, master + replicant
tick in each world. (Phase 1 of docs/BT412-ROADMAP.md)

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-14 07:36:19 -05:00
CydandClaude Fable 5 d8dd512843 BT412: fork from BT411 -- Steam + internet-multiplayer line
Identity pass (README/CLAUDE.md/CMake project bt412), the steamification
roadmap (docs/BT412-ROADMAP.md), and the living context topic
(context/steamification.md). Forked at BT411 4e72f0c; origin is
VWE/BT412.git only -- this repo never touches the BT411 remote.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-14 07:24:05 -05:00
arcattackandClaude Opus 4.8 293b14f914 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>
2026-07-07 22:31:03 -05:00
arcattackandClaude Opus 4.8 7b7d465e5e 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>
2026-07-05 21:03:40 -05:00