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>
39 lines
1.5 KiB
Plaintext
39 lines
1.5 KiB
Plaintext
//===========================================================================//
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// File: app.thp //
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// Project: MUNGA Brick: Application //
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// Contents: TestApplication interface (reconstruction shim) //
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//---------------------------------------------------------------------------//
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// Copyright (C) 1994, Virtual World Entertainment, Inc. All Rights reserved //
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// PROPRIETARY AND CONFIDENTIAL //
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//===========================================================================//
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//
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// The DOS-era MUNGA template-header APP.THP (CODE/BT/MUNGA/APP.THP) pulled in
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// the IG-board renderer headers (renderer.thp / vidrend.hpp) that were removed
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// by the WinTesla port (libDPL -> L4D3D). TESTBT.HPP only needs the
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// TestApplication class declaration as the base of TestBTApplication, so this
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// shim reproduces that declaration verbatim and forwards to the engine's real
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// Application header without dragging in the dead IG-board renderer interface.
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//
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#if !defined(APP_THP)
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# define APP_THP
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# if !defined(APP_HPP)
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# include <app.hpp> // Application (MUNGA/APP.h)
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# endif
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~ TestApplication ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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class TestApplication:
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public Application
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{
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public:
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TestApplication(ResourceFile *resource_file);
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~TestApplication();
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void
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Initialize();
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void
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Terminate();
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};
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#endif
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