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>
37 lines
635 B
Plaintext
37 lines
635 B
Plaintext
[object]
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gatfile=gauge.gat
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[lods]
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level0=10000
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[vertices]
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v0=845, 0, -732
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v1=886, 0, -739
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v2=928, 0, -763
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v3=970, 0, -857
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v4=928, 0, -950
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v5=886, 0, -974
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v6=845, 0, -982
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v7=803, 0, -974
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v8=761, 0, -950
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v9=720, 0, -857
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v10=761, 0, -763
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v11=803, 0, -739
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v12=-665, 0, 181
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v13=-575, 0, 165
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v14=-485, 0, 112
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v15=-395, 0, -89
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v16=-485, 0, -290
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v17=-575, 0, -343
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v18=-665, 0, -359
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v19=-755, 0, -343
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v20=-845, 0, -290
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v21=-935, 0, -89
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v22=-845, 0, 112
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v23=-755, 0, 165
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[level0]
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linelist=a_rock v0 v1 v2 v3 v4 v5 v6 v7 v8 v9 v10 v11 v0
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linelist=a_rock v12 v13 v14 v15 v16 v17 v18 v19 v20 v21 v22 v23 v12
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