BT412: fork from BT411 -- Steam + internet-multiplayer line

Identity pass (README/CLAUDE.md/CMake project bt412), the steamification
roadmap (docs/BT412-ROADMAP.md), and the living context topic
(context/steamification.md). Forked at BT411 4e72f0c; origin is
VWE/BT412.git only -- this repo never touches the BT411 remote.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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co-authored by Claude Fable 5
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# BattleTech 4.11 (bt411)
# BattleTech 4.12 (bt412) — the Steamification
A standalone Windows port of **Virtual World Entertainment's arcade *BattleTech*** (Tesla
platform, release 4.10, ~199596), reconstructed on the shared **RP411 Windows engine**. The
game boots, renders, and runs a single-player **drive → animate → target → fire → damage →
destroy** loop across all 8 maps, with two-instance multiplayer entity replication working.
**BattleTech** is VWE's arcade mech-combat game (Tesla platform, release 4.10, ~199596),
originally played from inside Virtual World cockpit pods. This repo is the consumer line of
that reconstruction:
This repo is a clean, self-contained extraction of the BattleTech-specific work from the larger
reverse-engineering workspace — engine + game + content + build, with nothing from Red Planet or
the raw archive dumps. It builds and runs out of the box.
| Generation | What it was |
|------------|-------------|
| **BattleTech 4.10** | The original pod game — DOS-era MUNGA engine, serial RIO cockpit I/O, 7-monitor cockpit, operator console |
| **BattleTech 4.11** | The **Win32 port** — the BT game logic reconstructed from `BTL4OPT.EXE` on the shared RP411 Windows engine; DirectX 9, full single-player combat loop, two-instance LAN multiplayer |
| **BattleTech 4.12** | **This repo: the Steamification of 4.11** — the same engine, missions, and wire protocol, made distributable on Steam and playable over the internet with no pod hardware |
The plan and workstreams live in [docs/BT412-ROADMAP.md](docs/BT412-ROADMAP.md). The sister
project **RP412** (Red Planet's steamification, shipped end-to-end: lobby → Steam-sockets mesh →
marshaled race → results on every machine) is the proven recipe this repo follows — each pod-era
dependency replaced by a consumer equivalent behind the engine's existing seams.
> **License:** the game content (`content/`) and the original binary are proprietary to Virtual
> World / the pod owner. This repository is **private**; do not redistribute.