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>
30 lines
713 B
C++
30 lines
713 B
C++
/*
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* PROJECT:
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* SUBSYSTEM:
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* MODULE:
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*
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* File: $RCSfile: dm.h,v $
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* Revision: $Revision: 1.3 $
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* Date: $Date: 1995/05/18 09:48:43 $
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* Author: $Author: jeff $
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* RCS Ident: $Id: dm.h,v 1.3 1995/05/18 09:48:43 jeff beta $
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*
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* FUNCTION:
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*
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*
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*
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* Copyright (c) 1995 Division Ltd.
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*
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* All Rights Reserved.
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*
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* This Document may not, in whole or in part, be copied,
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* photocopied, reproduced, translated, or reduced to any
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* electronic medium or machine readable form without prior
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* written consent from Division Ltd.
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*/
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#ifndef _DVS_DM_H
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#define _DVS_DM_H
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#include <dsys/dm.h>
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#include <dvs/dmelem.h>
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#endif /*_DVS_DM_H */
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