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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

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[object]
gatfile=gauge.gat
[lods]
level0=1000
level1=3000
level2=10000
[vertices]
v0=-5.4043, 0, -50.0103
v1=-25.3601, 0, -46.9075
v2=-46.3768, 0, -21.174
v3=-49.6013, 0, 9.33131
v4=-30.1188, 0, 41.1559
v5=-5.15319, 0, 49.4922
v6=37.3305, 0, 39.4294
v7=45.7911, 0, 28.7064
v8=48.4628, 0, 4.7905
v9=41.0469, 0, -8.22213
v10=-16.9222, 0, -54.6389
v11=56.3869, 0, 18.9084
[level0]
linelist=a_snowhill v0 v1 v2 v3 v4 v5 v6 v7 v8 v9 v0
[level1]
linelist=a_snowhill v0 v1 v3 v5 v7 v8 v0
[level2]
linelist=a_snowhill v10 v3 v5 v11 v10