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>
65 lines
2.0 KiB
C++
65 lines
2.0 KiB
C++
//===========================================================================//
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// File: txttores.hpp //
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// Project: Art Tools //
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// Author: Jerry Edsall //
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// Purpose: Program to convert Notation files to MUNGA .res files. //
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//---------------------------------------------------------------------------//
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// Copyright (c) 1995 Virtual World Entertainment, Inc. //
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// All rights reserved worldwide. //
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// This unpublished source code is PROPRIETARY and CONFIDENTIAL. //
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//===========================================================================//
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#if !defined(BTTOOL_HPP)
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# define BTTOOL_HPP
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# if !defined(TOOL_HPP)
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# include <tool.hpp>
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# endif
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//##########################################################################
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//############################ RPTool ################################
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//##########################################################################
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class BTTool:
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public ApplicationTool
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{
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protected:
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Logical
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CreateMakeMessage(
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const char* class_name,
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Entity::MakeMessage *creation_message,
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NotationFile *model_file,
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const ResourceDirectories *directories
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);
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void
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CreateModelResource(
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ModelData &model_resources,
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const char *model_class,
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ResourceFile *resource_file,
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const char *model_name,
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NotationFile *model_file,
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const ResourceDirectories *directories
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);
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ResourceDescription::ResourceID
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CreateControlMappingStream(
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const char *model_class,
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const char *mapping_name,
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NotationFile *mapping_file,
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ResourceFile *resource_file,
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const char *model_name,
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NotationFile *model_file,
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const ResourceDirectories *directories,
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PlatformTool *current_tool
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);
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public:
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BTTool(PlatformTool *platform):
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ApplicationTool(platform)
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{}
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};
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#endif
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