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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#include "munga.h"
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#pragma hdrstop
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#include "namelist.h"
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#include "notation.h"
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//
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//-------------------------------------------------
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// Math
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//-------------------------------------------------
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//
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#include "rect2d.h"
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#include "angle.h"
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#include "random.h"
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#include "vector4d.h"
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#include "rotation.h"
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#include "origin.h"
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#include "linmtrx.h"
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#include "matrix.h"
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#include "unitvec.h"
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#include "ray.h"
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#include "normal.h"
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//
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//----------------
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// Spatial library
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//----------------
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//
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#include "boxsolid.h"
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//
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//------------------
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// Connection Engine
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//------------------
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//
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#include "vchain.h"
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#include "tree.h"
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#include "table.h"
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#include "hash.h"
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#include "time.h"
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#include "receiver.h"
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// #define RUN_APPLICATION
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char GlobalEggFileName[80];
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int main()
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{
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#if defined(TEST_CLASS)
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//
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//-----------------------
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// Test NameList classes
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//-----------------------
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//
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#if 1
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#if 1
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ObjectNameList::TestClass();
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NameList::TestClass();
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AlphaNameList::TestClass();
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NotationFile::TestClass();
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#endif
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#if 1
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ResourceFile::TestClass();
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StreamableResourceFile::TestClass();
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#endif
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//
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//------------------
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// Test string class
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//------------------
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//
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#if 1
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CString::TestClass();
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#endif
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//
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//----------------
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// Test Math brick
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//----------------
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//
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#if 1
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RandomGenerator::TestClass();
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Radian::TestClass();
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Degree::TestClass();
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SinCosPair::TestClass();
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Vector3D::TestClass();
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LBE3Vector3D::TestClass();
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TIVector3D::TestClass();
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Vector4D::TestClass();
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Point3D::TestClass();
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UnitVector::TestClass();
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Ray::TestClass();
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EulerAngles::TestClass();
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Quaternion::TestClass();
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Origin::TestClass();
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AffineMatrix::TestClass();
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LinearMatrix::TestClass();
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Matrix4x4::TestClass();
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Normal::TestClass();
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Rectangle2D::TestClass();
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#endif
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//
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//-----------------
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// Test spatializer
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//-----------------
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//
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#if 1
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BoundingBox::TestClass();
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BoxedSolid::TestClass();
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#endif
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//
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//------------------
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// Test time manager
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//------------------
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//
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#if 1
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Time::TestClass();
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#endif
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//
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//------------------------
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// Test connection library
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//------------------------
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//
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#if 1
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Chain::TestClass();
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SChain::TestClass();
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VChain::TestClass();
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Tree::TestClass();
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Table::TestClass();
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Hash::TestClass();
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#endif
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//
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//------------------
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// Test Memory brick
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//------------------
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//
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#if 1
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MemoryBlock::TestClass();
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MemoryStack::TestClass();
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#endif
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//
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//----------------------------
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// Test dynamic dispatch brick
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//----------------------------
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//
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#if 1
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MessageTap::TestClass();
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Receiver::MessageHandlerSet::TestClass();
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Derivation::TestClass();
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Receiver::TestClass();
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#endif
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#endif
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//
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//--------------------------------------------
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// Stop registering, and tell us about its use
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//--------------------------------------------
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//
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Tell("Exiting\n");
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#endif
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return 0;
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}
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