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>
39 lines
608 B
Plaintext
39 lines
608 B
Plaintext
[object]
|
|
gatfile=gauge.gat
|
|
|
|
[lods]
|
|
level0=1000
|
|
level1=3000
|
|
level2=10000
|
|
|
|
[vertices]
|
|
v0=-98, 0, 3
|
|
v1=-79, 0, 6
|
|
v2=-84, 0, -5
|
|
v3=-95, 0, -11
|
|
v4=91, 0, -17
|
|
v5=49, 0, -28
|
|
v6=16, 0, -28
|
|
v7=-20, 0, -36
|
|
v8=-67, 0, -18
|
|
v9=-65, 0, -11
|
|
v10=-49, 0, 15
|
|
v11=-34, 0, 19
|
|
v12=2, 0, 19
|
|
v13=2, 0, 27
|
|
v14=26, 0, 37
|
|
v15=99, 0, -3
|
|
|
|
[level0]
|
|
linelist=a_rock v0 v1 v2 v3 v0
|
|
linelist=a_rock v4 v5 v6 v7 v8 v9 v10 v11 v12 v13 v14 v15 v4
|
|
|
|
[level1]
|
|
linelist=a_rock v0 v1 v2 v3 v0
|
|
linelist=a_rock v4 v7 v8 v10 v14 v15 v4
|
|
|
|
[level2]
|
|
linelist=a_rock v0 v1 v3 v0
|
|
linelist=a_rock v15 v7 v8 v10 v14 v15
|
|
|