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>
69 lines
1.4 KiB
C++
69 lines
1.4 KiB
C++
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#if !defined(TESTBT_HPP)
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# define TESTBT_HPP
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# if !defined(APP_HPP)
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# include <app.hpp>
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# endif
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# if !defined(APP_THP)
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# include <app.thp>
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# endif
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# if !defined(MISSION_HPP)
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# include <mission.hpp>
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# endif
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#define TEST_DEBUG
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//##########################################################################
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//###################### TestBTApplication ##########################
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//##########################################################################
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class TestBTApplication:
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public TestApplication
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{
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public:
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TestBTApplication(StreamableResourceFile *resource);
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~TestBTApplication();
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static Logical
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ParseCommandLine(
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int argc,
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char *argv[],
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CString *egg_notation_file_name
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);
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private:
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Registry*
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MakeRegistry();
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Entity*
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MakeViewpointEntity(Entity::MakeMessage *message);
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};
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//##########################################################################
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//########################### TestBTMission ##########################
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//##########################################################################
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class TestBTMission:
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public Mission
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{
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public:
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TestBTMission(
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NotationFile *notation_file,
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StreamableResourceFile *resources
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);
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~TestBTMission();
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Logical
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TestInstance() const;
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void
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CreatePlayerMessage(
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NotationFile *notation_file,
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StreamableResourceFile *resources
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);
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};
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#endif
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