- hud.hpp/hud.cpp/CLASSMAP.md: the binary HUD AttributePointers table starts at
@5110b8 with a FULL id-3 FlickerRate record (the old transcription read it as a
label and shifted every offset one slot). Re-based member names/offsets:
rotationOfTorsoHorizontal@0x1DC (<- Torso+0x1D8 twist), limits@0x1E0/0x1E4,
speed@0x1E8, rangeToTarget@0x1EC, @0x1F0 unbound, Visible@0x1F4 (init 1),
Lock@0x1F8 (init 0), HotBoxVector P3D@0x1FC, ThreatVector P3D@0x208,
CompassHeading Scalar@0x214 (= yaw euler[0] + twist, HudSimulation :5676).
Cross-checked vs ctor @004b7f94 + HudSimulation @004b7830 (Lock rule writes
@0x1F8 :5622/:5633; range default 1200 + 500 m/s slide @0x1EC). SetCompassHeading
renamed SetThreatVector (@004b7810 writes @0x208 = the threat vector; no port
caller). No behavioral change: the reticle feeds via port globals and the CFG
never binds HUD attrs. Resolves the gauges-hud open question (Gitea #10 entry b).
- L4VIDEO.cpp: BT_SHOT capture moved AFTER BTDrawGaugeInset -- the 2026-07-18
reorder had left it before the dock blit, so BT_DEV_GAUGES_DOCK screenshots
silently omitted the gauge panel.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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>