Files
BT411/context/build-and-run.md
T
CydandClaude Opus 5 a7bcf1cbab Proposal: ship the authentic single-folder dist layout (docs only, NOT implemented)
The bare-launch crash was a symptom; the cause is that BT411 hands players a
developer tree.  mkdist zips tracked repo paths verbatim, so the dist inherited
build\Release\btl4.exe + content\ -- while the 1995 pod (BTL4OPT.EXE sits
beside BTL4.RES to this day, in content\) and RP411/RP412 all ship ONE folder,
where cwd is right by construction and a double-click just works.

docs/DIST_LAYOUT_PLAN.md sets out the proposed tree, the file-by-file change
(~50 lines total, no game code), what it buys, and the part that actually needs
a decision: the upgrade story.  Four migration options with a recommendation,
plus the wrinkle that decides between them -- the zip root is VERSIONED, so
every version may already land in its own folder, in which case the documented
extract-over-top has never worked and the migration cost is near zero.

Four open questions listed for the other author, including whether the .bat
launchers still earn their keep and whether the pod cabinet's own install shape
should be confirmed against Nick's notes before we call one folder authentic
for the cabinet too.

Not implemented pending that discussion.  The 4.11.560 cwd guard stands either
way and makes both layouts work.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-26 02:49:30 -05:00

6.7 KiB

id, title, status, source_sections, related_topics, key_terms
id title status source_sections related_topics key_terms
build-and-run Build / Run / Debug — recipe, repo layout, env gates established PROGRESS_LOG.md §10a, §10a-bis; README.md
wintesla-port
decomp-reference
reconstruction-method
BTL4OPT
cdb
BTL4.RES
EGG
WinTesla

Build / Run / Debug

The one top-level CMakeLists.txt builds munga_engine (engine) + bt410_l4 (reconstructed BT game lib) + btl4.exe. Full recipe + repo-layout map: docs/PROGRESS_LOG.md §10a / §10a-bis + README.md. Env-gate table: decomp-reference §6.

# configure once:
cmake -S C:\git\bt411 -B C:\git\bt411\build -G "Visual Studio 16 2019" -A Win32 \
  -DCMAKE_GENERATOR_INSTANCE="C:/Program Files (x86)/Microsoft Visual Studio/2019/BuildTools"
# build:
cmake --build C:\git\bt411\build --config Debug
  • Links DXSDK d3d9/d3dx9/dinput8 + OpenAL/libsndfile (engine/lib/). DXSDK June 2010 at C:\Program Files (x86)\Microsoft DirectX SDK (June 2010)\ (overridable -DDXSDK). [T2]
  • Linker uses /FORCE — tolerates header-defined globals + the dead offline-factory unresolved externals in mech3.cpp (Mech::CreateSubsystemStream references void*-signature CreateStreamedSubsystem for every class; never called at runtime). ⚠ /FORCE also HIDES real unresolved symbols as runtime AVs — see reconstruction-gotchas §6. [T2]
  • Editing an engine/ file rebuilds the engine lib automatically (one project). A NEW member on a DPLRenderer/d3d_OBJECT class needs the game objs that embed its layout recompiled — delete stale objs if layout-mismatch corruption appears. [T2]
  • ⚠ Kill the running exe before rebuilding (taskkill //F //IM btl4.exe) or you get LNK1104.

Run

run\run.cmd [EGG]      # default DEV.EGG; cd's to content\ and runs btl4.exe -egg <EGG>
  • cwd MUST be content\ — the engine resolves BTL4.RES, VIDEO\, BTDPL.INI, eggs relative to cwd (the loadTables gotcha: L4VIDEO.cpp:849 fopen("VIDEO\\REPLACEMATS.tbl") is relative + unchecked → fread on NULL if cwd is wrong). Logs to btl4.log in content\ (or BT_LOG=<file>). [T2] Since 2026-07-26 the exe enforces this itself (BTEnsureContentDirectory, btl4main.cpp): if cwd has no BTL4.RES it probes from the exe's own directory (..\..\content for the shipped layout, plus flattened / in-content cases) and SetCurrentDirectorys there, before the log file opens. The boot line says so when it had to look. ⚠ The landmine it defuses (field report): a bare btl4.exe launch from build\Release found no resources ("Resource file btl4.res v1.0.0.0 is obsolete!"), wrote a stray bindings.txt/environ.ini/btl4.log NEXT TO THE EXE — so the player's real ones in content\ looked like they were never created — and killed the mission generation the menu launched (the child inherits the parent's cwd). Invisible for years because every launcher cds to content\ first; it became reachable once glass became the desktop default and a zero-arg launch started opening the menu.
  • Why this is a BT411-only hazard [T1]. The 1995 pod shipped ONE folder — BTL4OPT.EXE sits next to BTL4.RES/VIDEO\/GAUGE\/AUDIO\ (it is still there in content\) — and RP411/RP412 keep that shape (pack-dist.ps1 copies the exe and every asset dir into one dist root). BT411's two-folder split (build\Release\btl4.exe + content\) is not a design decision: mkdist.py zips TRACKED REPO PATHS verbatim, so the dist inherited the repo's developer layout. In the authentic single-folder shape cwd is right by construction and a double-click just works, which is why the other games never hit this. A proposal to ship the authentic shape is written up in docs/DIST_LAYOUT_PLAN.md — PROPOSED, not implemented, awaiting a decision between the authors. The cwd guard stays either way (it protects the developer tree, where the split is real and permanent).
  • Interactive: WASD drive; weapon groups (keyboard, task #43) 1/Space = lasers, 2 = PPCs, 3/Ctrl = missiles; X all-stop; V cockpit/chase view. Default egg = DEV.EGG (map=grass, time=day). Swap mech via the egg's vehicle=ALL 18 ModelList names CERTIFIED playable (2026-07-18 vehicle sweep): the canonical 8 (avatar, bhk1/blkhawk, loki, madcat, owens, sunder, thor, vulture) + the short variants (ava1, lok1/lok2, mad1/mad2, own1, snd1, thr1, vul1); each boots a solo mission, spawns, animates, no crash. The code path is mech-agnostic. [T2]

Debug (cdb x86)

"C:\Program Files (x86)\Windows Kits\10\Debuggers\x86\cdb.exe". Pattern for a faulting stack (cwd = content): -g -c ".lines;sxe av;g;kp 24;q" with BT_ASSERT_TO_DEBUGGER=1. Debug CRT fills fresh heap 0xCDCDCDCD (uninit) + freed 0xFEEEFEEE — invaluable for "was this ever constructed?". BT_HEAPCHECK=1 = whole-heap validation every alloc/free (O(n²) at mission load — SLOW). To attach to a frozen abort dialog: cdb -p <pid> -c ".lines;~*kp 30;q". [T2]

Repo layout (bt411)

  • engine/MUNGA/ + engine/MUNGA_L4/ — the shared 2007 MUNGA engine + Win32/D3D9 HAL (carries our BT render/loader work: bgfload/L4D3D/L4VIDEO + the image codec). engine/shim/ (ATL), engine/lib/ (OpenAL/libsndfile), engine/rp/ (RP headers the audio HAL includes).
  • game/reconstructed/ — the reconstructed BT source (the bulk).
  • game/original/BT/ + BT_L4/ — surviving original BT .cpp + all BT headers (the include path).
  • game/fwd/ — ~186 forwarding shims (#include <EXPLODE.hpp>../../engine/MUNGA/<NAME>.h).
  • game/btl4main.cpp — the WinMain launcher.
  • content/ — the runtime tree (BTL4.RES, VIDEO/, GAUGE/, AUDIO/, eggs, BTDPL.INI). Run cwd.
  • reference/decomp/ — the raw Ghidra pseudocode (all/part_*.c) — the source-of-truth.
  • docs/ — the detailed ledgers (incl. PROGRESS_LOG.md, the full pre-restructure CLAUDE.md).
  • tools/ — btconsole.py, disas2.py, map/res scanners. context/ — this knowledge base.

Versioning (2026-07-18)

4.10 = the 1995 arcade release; 4.11 = this win32 reconstruction; dev builds = 4.11.<git commit count> + short hash, + suffix = built from an uncommitted tree (e.g. 4.11.311 (980c9cd+)). Stamped every build by tools/btversion.cmakebuild/btversion.h (BT_VERSION_* macros); shown in the boot banner (btl4.log head) and the window title. Ask a tester for their title bar / btl4.log head to identify a build.

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