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:
@@ -0,0 +1,68 @@
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#include "munga.h"
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#pragma hdrstop
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#include "color.h"
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#include "cstr.h"
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//~~~~~~~~~~~~~~~~~~~~~~~~~~ RGBColor functions ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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//###########################################################################
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//###########################################################################
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//
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void Convert_From_Ascii(const char *str, RGBColor *color)
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{
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Check_Pointer(str);
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Check_Signature(color);
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CString parse_string(str);
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Check_Pointer(parse_string.GetNthToken(0));
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color->Red = atof(parse_string.GetNthToken(0));
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Check_Pointer(parse_string.GetNthToken(1));
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color->Green = atof(parse_string.GetNthToken(1));
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Check_Pointer(parse_string.GetNthToken(2));
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color->Blue = atof(parse_string.GetNthToken(2));
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Check(color);
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}
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//
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//###########################################################################
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//###########################################################################
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//
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Logical RGBColor::TestInstance() const
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{
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return True;
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~ RGBAColor functions ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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//###########################################################################
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//###########################################################################
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//
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void Convert_From_Ascii(const char *str, RGBAColor *color)
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{
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Check_Pointer(str);
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Check_Signature(color);
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CString parse_string(str);
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Check_Pointer(parse_string.GetNthToken(0));
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color->Red = atof(parse_string.GetNthToken(0));
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Check_Pointer(parse_string.GetNthToken(1));
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color->Green = atof(parse_string.GetNthToken(1));
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Check_Pointer(parse_string.GetNthToken(2));
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color->Blue = atof(parse_string.GetNthToken(2));
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Check_Pointer(parse_string.GetNthToken(3));
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color->Alpha = atof(parse_string.GetNthToken(3));
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Check(color);
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}
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