Files
arcattackandClaude Opus 4.8 7b7d465e5e 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>
2026-07-05 21:03:40 -05:00

54 lines
810 B
INI

[AudioRenderer]
#
# Radius of clipping sphere
#
clipping_radius=450.0
#
# Distance between ears
#
distance_between_ears=2.0
#
# Control amplitude rolloff
#
amplitude_rolloff=2.0
amplitude_rolloff_knee=60.0
amplitude_rolloff_distance_scale=0.003
#
# Control high frequency rolloff
#
high_frequency_rolloff=2.0
high_frequency_rolloff_knee=60.0
high_frequency_rolloff_distance_scale=0.0035
#
# Control doppler
#
doppler_range=600.0
speed_of_sound=250.0
#
# Control source compression
#
compression_scale=0.92
compression_exponent=8.5
#
# ITD difference constant
#
itd_difference=0.0015
#
# Global reverb scale
#
global_reverb_scale=0.3
[AudioResources]
front_audio_resource=audio\audio1.res
front_audio_resource=audio\audio2.res
rear_audio_resource=audio\audio1.res
rear_audio_resource=audio\audio2.res