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>
96 lines
2.1 KiB
C++
96 lines
2.1 KiB
C++
#ifndef vr_prot_h
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#define vr_prot_h
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#ifdef __cplusplus
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extern "C" {
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#endif
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typedef enum vr_action {
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vr_init_action,
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vr_create_action,
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vr_delete_action,
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vr_flush_action,
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vr_sect_pixel_action,
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vr_sect_vector_action,
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vr_dcs_nest_action,
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vr_dcs_link_action,
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vr_dcs_prune_action,
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vr_draw_scene_action,
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vr_draw_scene_complete_action,
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vr_list_add_action,
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vr_list_remove_action,
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vr_morph_action,
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vr_version_action,
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vr_statistics_action,
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vr_readpixels_action,
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vr_hspcode_action,
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vr_860code_action,
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vr_860data_action,
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vr_860bss_action,
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vr_860args_action,
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vr_set_geom_text_action,
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vr_update_geom_verts_action,
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vr_get_geom_verts_action,
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vr_add_geom_connections_action,
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vr_set_texmap_texels_action,
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vr_sfx_action,
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vr_install_sfx_action,
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vr_psfx_action,
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vr_install_psfx_action,
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vr_flush_dcs_artic_action,
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vr_damage_action,
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vr_random_table_action,
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vr_gamma_table_action,
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vr_kill_sfx_action,
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vr_geometrize_action,
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vr_clone_object_action,
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vr_set_sect_pixel_action,
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vr_set_warning_action,
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vr_set_render_prop_action,
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vr_create_2d_display_action,
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vr_delete_2d_display_action,
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vr_flush_2d_display_action,
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vr_freemem_action,
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vr_sync_action,
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vr_get_bounds_action,
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vr_get_geom_connections_action,
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vr_get_geom_numconnections_action,
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vr_cleanup_gg_action,
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vr_clear_dcs_action,
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vr_remove_dcs_action,
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vr_add_dcs_action
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} vr_action;
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/* some i860 states for transputer-side monitoring */
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#define state_vr_rcv_wait_lock 0
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#define state_vr_rcv_wait_ack 1
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#define state_vr_send_wait_lock 2
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#define state_vr_send_wait_ack 3
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#define state_vr_dma_wait_lock 4
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#define state_vr_dma_wait_ack 5
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#define state_vr_dma_spin_lock 6
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#define state_vr_texels_wait_lock 7
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#define state_vr_texels_wait_ack 8
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#define state_vr_texels_spin_lock 9
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#define state_vr_cull 10
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#define state_vr_draw 11
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#define state_monitor 0
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#define set_state(a,b,c) if (state_monitor) set_i860_state(a,b,c)
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#define aux_state(a,b,c) if (state_monitor) set_i860_auxstate(a,b,c)
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#ifdef __cplusplus
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}
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#endif
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#endif
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