PlayerStatus (btl4gau3) had only a BUGGY Make defined (it read raw DAT_ pools, passed (int)entity/(int)gauge_renderer as x/y, and DROPPED the graphics_port_number param -- the header ctor was one int short); the ctor/Execute/dtor/BecameActive and the PlayerStatusMappingGroup + CreateMutantPixelmap8 helpers were comment-only stubs. Reconstructed the whole family (mapped by the playerstatus-decomp-map workflow, 6 agents): * methodDescription (8 params: rate,modeMask,integer player#,string font,4x color) + rewired Make reading parameterList[] with the port/x/y bug fixed. * ctor (@004cb1a8): GraphicGauge base (owner folded to 0), store colours+port, SetOrigin, playerIndex=player_number-1, build a score NumericDisplay (fmt 2 = signedBlankedZeros). Fixed the header layout: nameImage is a BitMap* (not a Pixmap), and two missing members (dirty@0x2F, previousStatus@0x30). * dtor / BecameActive / TestInstance. * PlayerStatusMappingGroup (@004c9bd0): 28 ColorMapperArmor zone tints over the mech-outline schematic, one per dz_* damage zone (mech->GetDamageZoneIndex), using the EXISTING 10-arg ColorMapperArmor ctor (per the workflow's correction -- changing it would break cmArmor); added ColorMapper/Armor::SetColor (FUN_004c3c38, stores @0x6C). * Execute (@004cb358): resolve the player (WinTesla-clean via GetMissionPlayer for the local player, instead of the binary's raw App+0x24 "Players"-node dictionary walk), then draw the score + name box + alive/dead status box; null-guarded. KEY FINDING: PlayerStatus lives in the config's `cameraInit` block (the MISSION- REVIEW / spectator camera cockpit), NOT `MechInit` -- so it is NOT part of the mech cockpit and does not build during normal mech play (which is why the mech test shows it un-regressed and its Execute never runs). It is the post-mission scoreboard (all 8 players' name/score/mech-status), rendered by the BTCameraDirector game model. Registered in BTL4MethodDescription[] so `cameraInit` builds it instead of parse-skipping. STATE: complete reconstruction; compiles, links (no new /FORCE unresolved), and the mech cockpit is un-regressed (TARGET DESTROYED, 0 crashes). NOT runtime-verified -- cameraInit is only built by the mission-review camera model, which a normal `vehicle=<mech>` egg does not trigger. BRING-UP STUB (marked): CreateMutantPixelmap8 returns NULL (the mech-outline recolor needs the DynamicMemoryStream read API + Pixmap pixel-copy mapped) -> the score/name-box/status-box render but not the recoloured mech schematic. BT_PS_LOG traces the resolve. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
BattleTech 4.11 (bt411)
A standalone Windows port of Virtual World Entertainment's arcade BattleTech (Tesla platform, release 4.10, ~1995–96), reconstructed on the shared RP411 Windows engine. The game boots, renders, and runs a single-player drive → animate → target → fire → damage → destroy loop across all 8 maps, with two-instance multiplayer entity replication working.
This repo is a clean, self-contained extraction of the BattleTech-specific work from the larger reverse-engineering workspace — engine + game + content + build, with nothing from Red Planet or the raw archive dumps. It builds and runs out of the box.
License: the game content (
content/) and the original binary are proprietary to Virtual World / the pod owner. This repository is private; do not redistribute.
Layout
CMakeLists.txt one build: munga_engine lib + bt410_l4 game lib + btl4.exe
engine/
MUNGA/ shared 2007 sim/render engine (149 .cpp + headers)
MUNGA_L4/ Win32/D3D9 HAL + renderer + asset loaders (43 .cpp), incl.
our BT work: bgfload / L4D3D / L4VIDEO + the image codec
shim/ minimal ATL shim (USES_CONVERSION/W2A)
lib/ OpenAL32 / libsndfile import libs + runtime DLLs
game/
reconstructed/ the reconstructed BT game logic (mech, subsystems, HUD, app)
original/BT,BT_L4 surviving original BT source + all BT headers
fwd/ header shims forwarding <NAME.hpp> -> the engine's NAME.h
btl4main.cpp WinMain launcher / entry point
content/ runtime data: BTL4.RES, VIDEO/, GAUGE/, AUDIO/, *.EGG, BTDPL.INI
docs/ format specs (BGF, assets) + reconstruction ledgers
reference/
decomp/ raw Ghidra pseudocode — source-of-truth for ongoing recon
ghidra_scripts/ the headless decomp exporter
tools/ btconsole.py (MP console emulator), map/resource scanners
run/ run.cmd helper
CLAUDE.md full project context / progressive knowledge base
Prerequisites
- Visual Studio 2019 BuildTools (MSVC v142, x86). The Community install on the original dev box was broken, hence the explicit BuildTools instance in the configure line below; adjust to your install.
- CMake ≥ 3.20.
- Legacy DirectX SDK (June 2010) — the engine uses
d3dx9/dinput/dxerr, removed from the modern Windows SDK. Default pathC:/Program Files (x86)/Microsoft DirectX SDK (June 2010); override with-DDXSDK=<path>. (The installer may throw a harmless S1023 error — dismiss it; the SDK headers/libs install before the failing redist step.)
OpenAL/libsndfile import libs + DLLs are vendored under engine/lib/; the DLLs are copied next to
the exe automatically at build time.
Build (32-bit / Win32)
cmake -S . -B build -G "Visual Studio 16 2019" -A Win32 ^
-DCMAKE_GENERATOR_INSTANCE="C:/Program Files (x86)/Microsoft Visual Studio/2019/BuildTools"
cmake --build build --config Debug
Must be Win32 — the DirectX SDK link libs are Lib/x86. The link uses /FORCE: the 1995
headers define free functions/globals without inline/extern, so identical symbols appear in
many translation units (~124 LNK2005); /FORCE:MULTIPLE keeps the first. UNRESOLVED tolerates
a dead offline-tool factory in mech3.cpp that is never called at runtime. (Cleanup task: move
those definitions to single TUs + neutralize the dead factory, then drop /FORCE.)
Run
run\run.cmd REM boots DEV.EGG (grass / day)
run\run.cmd DBASE.EGG REM any egg in content/
The working directory must be content/ (the engine resolves BTL4.RES, VIDEO\,
BTDPL.INI, and eggs relative to cwd); run.cmd handles that. Maps available in BTL4.RES:
cavern grass rav polar3 polar4 arena1 arena2 dbase — switch via a copied egg's map= field.
Useful env-var flags (default OFF unless noted)
The authentic stack (gait, collision, real controls) is default-on; set =0 to fall back.
Debug/harness flags: BT_FORCE_THROTTLE=1 (auto-walk), BT_SPAWN_ENEMY=1 (spawn a target dummy),
BT_FORCE_FIRE=1 (auto-fire), BT_HEAPCHECK=1 (whole-heap validation — slow), BT_BSL=0 (legacy
texture decode), BT_LOG=<file>. Interactive: WASD drive, Space/Ctrl fire, X all-stop.
See CLAUDE.md for the complete list and the reconstruction history.
Multiplayer (two instances, one box)
instance A: btl4.exe -egg MP.EGG -net 1501 (BT_LOG=mp_a.log)
instance B: btl4.exe -net 1601 (BT_LOG=mp_b.log)
console: python tools/btconsole.py MP.EGG 127.0.0.1:1501 127.0.0.1:1601
-net <port> enables networked mode; the console emulator delivers the mission egg and the launch
command. Entity + movement replication works; cross-pod combat is in progress.
Status & continuing the work
The engine, renderer, audio, HAL, build, locomotion, collision, damage, and render fidelity are
done; per-subsystem reconstruction (gyro integrator, projectile/missile weapons) and MP combat are
the active fronts. docs/ holds the format specs and reconstruction ledgers; reference/decomp/
holds the raw pseudocode that every reconstruction is verified against. CLAUDE.md is the durable,
progressive project context — read it first.