diff --git a/README.md b/README.md index e108e8e..b6fc055 100644 --- a/README.md +++ b/README.md @@ -20,23 +20,26 @@ the raw archive dumps. It builds and runs out of the box. 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. + MUNGA_L4/ Win32/D3D9 HAL + renderer + asset loaders (44 .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) + reconstructed/ the reconstructed BT game logic (mech, subsystems, HUD, app; ~47 .cpp) original/BT,BT_L4 surviving original BT source + all BT headers fwd/ header shims forwarding -> 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 +context/ progressive knowledge graph — 18 on-demand topic files (routed by CLAUDE.md) +docs/ format specs + reconstruction ledgers + PROGRESS_LOG.md (full history) reference/ decomp/ raw Ghidra pseudocode — source-of-truth for ongoing recon ghidra_scripts/ the headless decomp exporter + glossary.yaml term / acronym definitions +phases/ restructuring / investigation logs tools/ btconsole.py (MP console emulator), map/resource scanners run/ run.cmd helper -CLAUDE.md full project context / progressive knowledge base +CLAUDE.md knowledge-base ROUTER — identity, protocols, quick-lookup, conventions ``` ## Prerequisites @@ -83,8 +86,9 @@ The working directory **must** be `content/` (the engine resolves `BTL4.RES`, `V 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=`. Interactive: **WASD** drive, **Space/Ctrl** fire, **X** all-stop. -See `CLAUDE.md` for the complete list and the reconstruction history. +texture decode), `BT_DEV_GAUGES=1` (render the cockpit MFDs in a dev window), `BT_LOG=`. +Interactive: **WASD** drive, **Space/Ctrl** fire, **X** all-stop. The complete env-gate table is in +`context/decomp-reference.md` §6 (routed from `CLAUDE.md`). ## Multiplayer (two instances, one box) @@ -99,8 +103,15 @@ 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. +The engine, renderer, audio, HAL, build, locomotion, collision, damage, render fidelity, the full +cockpit **gauge / MFD system** (every config binding resolves + every widget builds), and the +projectile / missile weapon families are done. Active fronts: per-subsystem polish (the gyroscope +integrator; the `0xBD3` message manager that gates the valve / status-message control routes) and +cross-pod MP combat. `reference/decomp/` holds the raw pseudocode every reconstruction is verified +against. + +**Start with `CLAUDE.md`** — it is the router into the progressive knowledge base: a quick-lookup +table pointing to the `context/*.md` topic files (loaded on demand), the evidence-tier and +convention rules, and `context/open-questions.md` for what's deferred / next. The complete +pre-restructure history is preserved verbatim in `docs/PROGRESS_LOG.md`; `docs/*.md` holds the +detailed running ledgers.