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>
36 lines
593 B
Plaintext
36 lines
593 B
Plaintext
# Treat all game content + binary assets as binary (never apply text/EOL filters).
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*.RES binary
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*.res binary
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*.BGF binary
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*.bgf binary
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*.BSL binary
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*.bsl binary
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*.VTX binary
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*.vtx binary
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*.TGA binary
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*.tga binary
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*.BMF binary
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*.bmf binary
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*.PCC binary
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*.pcc binary
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*.GIM binary
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*.gim binary
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*.GAT binary
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*.gat binary
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*.SKL binary
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*.skl binary
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*.ANI binary
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*.ani binary
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*.RES binary
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*.EXE binary
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*.exe binary
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*.dll binary
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*.lib binary
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*.OVL binary
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*.386 binary
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*.MNG binary
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*.WAV binary
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*.wav binary
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*.RAW binary
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*.raw binary
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