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>
34 lines
709 B
C++
34 lines
709 B
C++
/*
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-- ----------------------------------------------------------------------------
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--
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-- Copyright 1994 Division Limited.
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-- All Rights Reserved
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--
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--
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-- System : dVS 2.1
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-- Module : libvc
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-- Object Name : $RCSfile: vcerror.h,v $
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-- Revision : $Revision: 1.1 $
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-- Date : $Date: 95/05/18 10:24:15 $
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-- Author : $Author: john $
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--
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-- Description
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-- Vcerror routines.
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--
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-- Notes
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--
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-- History
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--
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--
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-- ----------------------------------------------------------------------------
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*/
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#ifndef __VCERROR_H__
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#define __VCERROR_H__
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void VC_Warn(char *format, ...);
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void VC_Error(char *format, ...);
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void VC_Fatal(char *format, ...);
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#endif /* __VCERROR_H__ */
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