Port RP412's RPL4LOBBY to BT: an ISteamMatchmaking room stands in for the
arcade Site-Management screen. Compiled both gates -- stubs without
BT412_STEAM, the full room under it (both configs build + link clean).
Lobby (game/reconstructed/btl4lobby.*):
- Room screen (green-on-black, like the menu), owner = console.
- Member data: FakeIP + fake console/game ports + persona + mech/color/badge
(ip/cp/gp/nm/vh/cl/bd keys).
- Nonced "go" launch roster -> SteamNetTransport_RegisterPeer for every peer.
- Push/PullRaceResults over lobby data rebuild the shared score sheet.
Front end (btl4fe.*): HOST/JOIN buttons when BTLobby_Available() (Steam
transport up); the menu loop exits on a steam action and BTFrontEnd_Run
routes the lobby outcome -- host builds the egg with every member as a
[pilots] mesh entry (BTFrontEnd_SetHostedPilots), member returns launch
mode 2. Results screen prefers the marshal's collated result names.
Marshal (btl4console.*): add GetResultName / ClearResults / InjectResult so
the lobby owner can refill the sheet from the collated wire scores; Result
gains a name field.
WinMain (btl4main.cpp): install the Steam transport on BT412STEAM env
(before the front end, so the lobby is offered); branch on
BTFrontEnd_LastLaunchMode() -- host owns the marshal clock + joins the mesh,
member enters as a network pod on :1501 (SetNetworkCommonFlatAddress +
gConsoleLossEndsMission); Push (host) / Pull (member) results, then relaunch.
CMake: btl4lobby.cpp joins bt410_l4; that lib gets BT412_STEAM + the
Steamworks include under the gate. build-steam/ gitignored.
Deferred (untestable here -- needs Steam + multiple machines): the
host->member wire egg-feed marshal (InstallNetworkRace); a member currently
waits for a console connection nothing supplies, so a live host+member race
is blocked on it. The lobby object does not survive the per-mission
relaunch. docs/STEAM-3-MACHINE-TEST.md for BT not yet authored.
Co-Authored-By: Claude Opus 4.8 <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>