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>
103 lines
3.2 KiB
Plaintext
103 lines
3.2 KiB
Plaintext
DIV-VIZ2
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HEADER
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(
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VERSION=2:08;
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DATE=20:3:97;
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TIME=14:0;
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UNIT=m
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)
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{
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}
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BOUNDARY
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{
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BBOX {-6000,110,-6000,6000,110,6000,0,0,0}
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SPHERE {0,110,0,8485.28}
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}
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OBJECT
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(
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)
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{
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LOD (DISTANCE= 0, 6928.2)
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{
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GEOGROUP
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(
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F_MATERIAL="btfx:dsky_mtl";
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VERTEX=RGB 2D_TEXTURE ;
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)
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{
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PMESH {
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VERTEX_POOL {
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{6000, 110, 3000, 1, 1, 1, 1, 2.5, 1.5}
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{6000, 110, 6000, 1, 1, 1, 1, 2.5, 2.5}
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{3000, 110, 0, 1, 1, 1, 1, 1.5, 0.5}
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{6000, 110, 0, 1, 1, 1, 1, 2.5, 0.5}
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{-3000, 110, 0, 1, 1, 1, 1, 1.5, 1.5}
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{-6000, 110, -3000, 1, 1, 1, 1, 0.5, 1.5}
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{-6000, 110, -6000, 1, 1, 1, 1, 0.5, 0.5}
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{-3000, 110, -6000, 1, 1, 1, 1, 1.5, 0.5}
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{-3000, 110, -3000, 1, 1, 1, 1, 1.5, 1.5}
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}
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CONNECTION_LIST (PCOUNT=4){
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{0, 1, 2, 3}
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{1, 4, 5, 2}
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{10, 11, 12, 13}
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{14, 15, 1, 0}
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{27, 28, 29, 30}
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{41, 42, 43, 44}
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{45, 46, 47, 48}
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}
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}
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}
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}
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}
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