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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=3000
level1=10000
[vertices]
v0=-0.75, 0, 3
v1=0.75, 0, 3
v2=0.75, 0, 1
v3=-0.75, 0, 1
v4=1, 0, -2
v5=2, 0, -1
v6=2, 0, 1.75
v7=1, 0, 2.75
v8=-1, 0, 2.75
v9=-2, 0, 1.75
v10=-2, 0, -1
v11=-1, 0, -2
v12=0.6, 0, 0
v13=0.3, 0, -0.519615
v14=-0.3, 0, -0.519615
v15=-0.6, 0, 0
v16=-0.3, 0, 0.519615
v17=0.3, 0, 0.519615
[level0]
linelist=a_gantry v0 v1 v2 v3 v0
linelist=a_tarmac v4 v5 v6 v7 v8 v9 v10 v11 v4
linelist=a_missle v12 v13 v14 v15 v16 v17 v12
[level1]
linelist=a_tarmac v4 v5 v6 v7 v8 v9 v10 v11 v4