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>
27 lines
467 B
Plaintext
27 lines
467 B
Plaintext
[object]
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gatfile=gauge.gat
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[lods]
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level0=3000
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level1=10000
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[vertices]
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v0=-22.8781, 0, -58.5037
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v1=-88.6784, 0, -53.4424
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v2=-142.132, 0, -24.7217
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v3=-142.308, 0, 15.4915
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v4=-67.774, 0, 53.079
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v5=105.28, 0, 44.7328
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v6=142.674, 0, 18.5693
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v7=137.383, 0, -1.07203
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v8=-55.7782, 0, -69.8131
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v9=-141.99, 0, -7.1501
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v10=150.514, 0, 11.1893
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[level0]
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linelist=a_snowhill v0 v1 v2 v3 v4 v5 v6 v7 v0
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[level1]
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linelist=a_snowhill v8 v9 v4 v5 v10 v8
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