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>
45 lines
1.2 KiB
C++
45 lines
1.2 KiB
C++
#pragma once
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#include <windows.h>
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#include <dxerr.h>
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#if defined(DX_VERBOSE)
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#pragma comment(lib, "DXErr.lib")
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#ifndef V
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#define V(x) { hr = (x); if( FAILED(hr) ) { DEBUG_STREAM << __FILE__ << "(" << __LINE__ << "): " << L#x << " FAILED! hr=" << DXGetErrorString(hr) << std::endl << std::flush; } }
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#endif
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#else
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#define V(x) hr = (x)
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#endif
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#if defined(PIX_PROFILE)
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// These first two macros are taken from the
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// VStudio help files - necessary to convert the
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// __FUNCTION__ symbol from char to wchar_t.
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#define WIDEN2(x) L ## x
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#define WIDEN(x) WIDEN2(x)
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// Only the first of these macro's should be used. The _INTERNAL
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// one is so that the sp##id part generates "sp1234" type identifiers
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// instead of always "sp__LINE__"...
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#define PROFILE_BLOCK PROFILE_BLOCK_INTERNAL( __LINE__ )
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#define PROFILE_BLOCK_INTERNAL(id) D3DUtils::ScopeProfiler sp##id ( WIDEN(__FUNCTION__), __LINE__ );
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// To avoid polluting the global namespace,
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// all D3D utility functions/classes are wrapped
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// up in the D3DUtils namespace.
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namespace D3DUtils
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{
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class ScopeProfiler
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{
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public:
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ScopeProfiler( WCHAR *Name, int Line );
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~ScopeProfiler( );
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private:
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ScopeProfiler( );
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};
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}
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#endif |