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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

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btfx:firesmoke1_scr_tex
0x00000668 35 0.2 150
0 -0.25 -4 1.25
2 1 -3 -4 -2 -3
0.5 1 0 0 -1 0.0
0 1 3 0 0.5 2
1 0
2.20 1.30 0.90 1.60 0.00 0.00 0.00 0.00
2.00 0.50 0.00 0.60 0.00 0.00 0.00 0.00
-0.10 -0.30 -1.0 -2 0.00 0.00 0.00 2.00
0.00 0.00 -1.00 -2 0.00 0.00 0.00 2.00
1 1
0.1 0.4
format of psfx file is (NO BLANK LINES UNTIL END!)
%s texture
%d identifier %d maximum_issue %f release_period %f rate
%f px %f py %f pz %f pv
%f velx %f vely %f velz %f velxv %f velyv %f velzv
%f rad %f radv %f exp %f expv %f dexp %f dexpv
%f accelx %f accely %f accelz %f accelxv %f accelyv %f accelzv
%f atten %f attenv
%f sRi %f sGi %f sBi %f sAi %f sRiv %f sGiv %f sBiv %f sAiv
%f sRo %f sGo %f sBo %f sAo %f sRov %f sGov %f sBov %f sAov
%f eRi %f eGi %f eBi %f eAi %f eRiv %f eGiv %f eBiv %f eAiv
%f eRo %f eGo %f eBo %f eAo %f eRov %f eGov %f eBov %f eAov
%f color_warp %f alpha_warp
%f duration %f durationv
NOTE top 4 bits of identifier control immunity
next 4 bits set 'do dots' if any bits are set
see sparks.pfx for a dotty one