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>
111 lines
2.0 KiB
C++
111 lines
2.0 KiB
C++
/****************************************************************************
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File : sosres.h
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Programmer(s) : Don Fowler, Nick Skrepetos
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Date :
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Purpose : Include Files For Zortech C++ Compiler
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Last Updated :
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****************************************************************************
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Copyright(c) 1993,1994 Human Machine Interfaces
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All Rights Reserved
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****************************************************************************/
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#define _SOS_RESOURCE
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#ifndef _SOS_RESOURCE
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#define _SOS_RESOURCE
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// structure for resource file header
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typedef struct
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{
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// file version
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WORD wVersion;
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// file size
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LONG dwFileSize;
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// number of resources in file
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WORD wResCount;
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// offset of resource data from top of file
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LONG dwResOffset;
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// offset of sync track from top of file
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LONG dwSyncTrackOffset;
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} _RES_FILE_HEADER;
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// structure for resource block header
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typedef struct
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{
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// resource id
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WORD wID;
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// resource type
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WORD wResType;
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// offset of next block
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LONG dwNextBlock;
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// size of the current resource information
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LONG dwResSize;
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// rate to play block at
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WORD wBlockRate;
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// id for the sync track to use
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WORD wSyncTrackID;
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} _RES_BLOCK_HEADER;
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// structure for sync mark tag
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typedef struct _tagSYNCMARK
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{
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// ID of the type of mark being used
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WORD wID;
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// location in data of sync mark
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LONG dwSyncOffset;
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// length of sync block
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LONG dwSyncSize;
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// start sample data
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_SOS_START_SAMPLE sampleData;
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} _RES_SYNCMARK;
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typedef union
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{
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// structure for sync mark tag
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_RES_SYNCMARK syncMark;
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} _RES_TAG;
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// union for filter information for prepareWave
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typedef union
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{
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// filter type
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WORD wFilterID;
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// structure for volume
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struct volume
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{
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WORD wVolume;
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};
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// structure for delay
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struct delay
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{
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WORD wDelaySamples;
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};
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} _SOS_FILTER;
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#endif
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