Initial commit: bt411 -- standalone Windows BattleTech (Tesla 4.10 port)
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>
This commit is contained in:
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[AudioRenderer]
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#
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# Radius of clipping sphere
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#
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clipping_radius=450.0
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#
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# Distance between ears
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#
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distance_between_ears=2.0
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#
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# Control amplitude rolloff
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#
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amplitude_rolloff=2.0
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amplitude_rolloff_knee=60.0
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amplitude_rolloff_distance_scale=0.003
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#
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# Control high frequency rolloff
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#
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high_frequency_rolloff=2.0
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high_frequency_rolloff_knee=60.0
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high_frequency_rolloff_distance_scale=0.0035
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#
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# Control doppler
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#
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doppler_range=600.0
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speed_of_sound=250.0
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#
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# Control source compression
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#
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compression_scale=0.92
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compression_exponent=8.5
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#
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# ITD difference constant
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#
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itd_difference=0.0015
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#
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# Global reverb scale
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#
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global_reverb_scale=0.3
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[AudioResources]
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front_audio_resource=audio\audio1.res
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front_audio_resource=audio\audio2.res
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rear_audio_resource=audio\audio1.res
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rear_audio_resource=audio\audio2.res
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[AudioRenderer]
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#
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# Radius of clipping sphere
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#
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clipping_radius=700.0
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#
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# Distance between ears
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#
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distance_between_ears=2.0
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#
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# Control amplitude rolloff
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#
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amplitude_rolloff=2.0
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amplitude_rolloff_knee=60.0
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amplitude_rolloff_distance_scale=0.002
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#
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# Control high frequency rolloff
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#
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high_frequency_rolloff=2.0
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high_frequency_rolloff_knee=60.0
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high_frequency_rolloff_distance_scale=0.003
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#
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# Control doppler
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#
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doppler_range=600.0
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speed_of_sound=250.0
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#
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# Control source compression
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#
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compression_scale=0.1
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compression_exponent=9.0
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#
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# ITD difference constant
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#
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itd_difference=0.0015
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#
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# Global reverb scale
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#
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global_reverb_scale=0.3
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[AudioResources]
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front_audio_resource=audio\audio1.res
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front_audio_resource=audio\audio2.res
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rear_audio_resource=audio\audio1.res
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rear_audio_resource=audio\audio2.res
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/MA:229;0
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/VO:0;0
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/MI:229;0
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/CD:0;0
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/LI:0;0
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/MIC:0
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/SP:0
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/TR:114;0
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/BA:114;0
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/IPL:MIC- CDR- CDL- LIR- LIL- MIR- MIL-
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/IPR:MIC- CDR- CDL- LIR- LIL- MIR- MIL-
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/OPS:MIC- CDR- CDL- LIR- LIL-
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/AGC:-
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/IPG:1,1
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/OPG:1,1
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/MA:229;0
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/VO:0;0
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/MI:229;0
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/CD:0;0
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/LI:0;0
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/MIC:0
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/SP:0
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/TR:114;0
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/BA:114;0
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/IPL:MIC- CDR- CDL- LIR- LIL+ MIR- MIL-
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/IPR:MIC- CDR- CDL- LIR+ LIL- MIR- MIL-
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/OPS:MIC- CDR- CDL- LIR+ LIL+
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/AGC:-
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/IPG:1,1
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/OPG:1,1
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