The wire moves behind NetTransport (L4NETTRANSPORT): L4NET.CPP taken
from RP412 post-seam -- all ~24 Winsock call sites route through
NetTransport_Get() -- with BT's 3 BT_NET_TRACE blocks re-sited onto
their code anchors (they read message/packet metadata, not sockets, so
no collision). Default WinsockNetTransport = the arcade/LAN TCP wire.
SteamNetTransport (L4STEAMTRANSPORT, ISteamNetworkingSockets + FakeIP/
SDR) compiles under option(BT412_STEAM) (default OFF); Steamworks SDK
1.64 vendored at extern/steamworks_sdk_164. steam_appid.txt gitignored
(Spacewar 480 by hand until a real AppID). Ported gConsoleLossEndsMission
from RP412's APPMGR (default False = arcade re-listen).
Verified: default TCP build passes full loopback MP through the seam
(console -> egg msgID-3 chunks -> mesh complete -> both instances tick,
net-tx/net-rx traces fire through NetTransport_Get()); BT412_STEAM=ON
compiles + links against the SDK + boots solo. Live Steam session
deferred to Phase 6. (Phase 4 of docs/BT412-ROADMAP.md)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Ported from RP412: RIOBase split out of the serial RIO (L4RIO.h),
rioPointer is RIOBase* (L4CTRL.h), PAD token -> new PadRIO() speaking
the RIO surface from an XInput pad + keyboard (L4PADRIO/L4PADBINDINGS,
vRIO bindings.txt grammar, hot-plug), KeyLight RGB mirror TU
(BT412KEYLIGHT, /std:c++17 per-file).
BT-side fixes PadRIO forced into the open:
- Both keyboard input bridges (mech4.cpp, mechmppr.cpp BT_KEY_BRIDGE)
stand down when a RIO device exists -- they overwrote the engine
controls push every frame. M/X conveniences stay live.
- Mapper attribute chain OFF BY ONE (latent real-pod bug): the DOS
chain below MechControlsMapper carried two base attributes, WinTesla
carries one, and AttributeIndexSet::Find is positional -- the .CTL
stick mapping wrote throttlePosition. Pad slot + binary-locked enum;
gotcha ledgered (reconstruction-gotchas #11).
Verified: PAD throttle lever ramps + sticks, stick turns with the
authentic speed-vs-turn clamp (61.5 -> 22.0 u/s), mech drives; keyboard
fallback intact (BT_FORCE_THROTTLE harness). New diags: BT_CTRLMAP_LOG,
BT_STICK_LOG. (Phase 2 of docs/BT412-ROADMAP.md)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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>