The dummy spawned 120u along the player's forward with the SAME orientation, so both mechs faced the same way and the player stared at its back (also why first shots read as rear hits). Flip the enemy's yaw 180 deg about Y (engine convention: Z basis = (sin y, 0, cos y) -> yaw = atan2(z.x, z.z) + pi) so the two spawn face to face. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
BattleTech 4.11 (bt411)
A standalone Windows port of Virtual World Entertainment's arcade BattleTech (Tesla platform, release 4.10, ~1995–96), reconstructed on the shared RP411 Windows engine. The game boots, renders, and runs a single-player drive → animate → target → fire → damage → destroy loop across all 8 maps, with two-instance multiplayer entity replication working.
This repo is a clean, self-contained extraction of the BattleTech-specific work from the larger reverse-engineering workspace — engine + game + content + build, with nothing from Red Planet or the raw archive dumps. It builds and runs out of the box.
License: the game content (
content/) and the original binary are proprietary to Virtual World / the pod owner. This repository is private; do not redistribute.
Layout
CMakeLists.txt one build: munga_engine lib + bt410_l4 game lib + btl4.exe
engine/
MUNGA/ shared 2007 sim/render engine (149 .cpp + headers)
MUNGA_L4/ Win32/D3D9 HAL + renderer + asset loaders (44 .cpp), incl.
our BT work: bgfload / L4D3D / L4VIDEO + the image codec
shim/ minimal ATL shim (USES_CONVERSION/W2A)
lib/ OpenAL32 / libsndfile import libs + runtime DLLs
game/
reconstructed/ the reconstructed BT game logic (mech, subsystems, HUD, app; ~47 .cpp)
original/BT,BT_L4 surviving original BT source + all BT headers
fwd/ header shims forwarding <NAME.hpp> -> the engine's NAME.h
btl4main.cpp WinMain launcher / entry point
content/ runtime data: BTL4.RES, VIDEO/, GAUGE/, AUDIO/, *.EGG, BTDPL.INI
context/ progressive knowledge graph — 18 on-demand topic files (routed by CLAUDE.md)
docs/ format specs + reconstruction ledgers + PROGRESS_LOG.md (full history)
reference/
decomp/ raw Ghidra pseudocode — source-of-truth for ongoing recon
ghidra_scripts/ the headless decomp exporter
glossary.yaml term / acronym definitions
phases/ restructuring / investigation logs
tools/ btconsole.py (MP console emulator), map/resource scanners
run/ run.cmd helper
CLAUDE.md knowledge-base ROUTER — identity, protocols, quick-lookup, conventions
Prerequisites
- Visual Studio 2019 BuildTools (MSVC v142, x86). The Community install on the original dev box was broken, hence the explicit BuildTools instance in the configure line below; adjust to your install.
- CMake ≥ 3.20.
- Legacy DirectX SDK (June 2010) — the engine uses
d3dx9/dinput/dxerr, removed from the modern Windows SDK. Default pathC:/Program Files (x86)/Microsoft DirectX SDK (June 2010); override with-DDXSDK=<path>. (The installer may throw a harmless S1023 error — dismiss it; the SDK headers/libs install before the failing redist step.)
OpenAL/libsndfile import libs + DLLs are vendored under engine/lib/; the DLLs are copied next to
the exe automatically at build time.
Build (32-bit / Win32)
cmake -S . -B build -G "Visual Studio 16 2019" -A Win32 ^
-DCMAKE_GENERATOR_INSTANCE="C:/Program Files (x86)/Microsoft Visual Studio/2019/BuildTools"
cmake --build build --config Debug
Must be Win32 — the DirectX SDK link libs are Lib/x86. The link uses /FORCE: the 1995
headers define free functions/globals without inline/extern, so identical symbols appear in
many translation units (~124 LNK2005); /FORCE:MULTIPLE keeps the first. UNRESOLVED tolerates
a dead offline-tool factory in mech3.cpp that is never called at runtime. (Cleanup task: move
those definitions to single TUs + neutralize the dead factory, then drop /FORCE.)
Run
run\run.cmd REM boots DEV.EGG (grass / day)
run\run.cmd DBASE.EGG REM any egg in content/
The working directory must be content/ (the engine resolves BTL4.RES, VIDEO\,
BTDPL.INI, and eggs relative to cwd); run.cmd handles that. Maps available in BTL4.RES:
cavern grass rav polar3 polar4 arena1 arena2 dbase — switch via a copied egg's map= field.
Useful env-var flags (default OFF unless noted)
The authentic stack (gait, collision, real controls) is default-on; set =0 to fall back.
Debug/harness flags: BT_FORCE_THROTTLE=1 (auto-walk), BT_SPAWN_ENEMY=1 (spawn a target dummy),
BT_FORCE_FIRE=1 (auto-fire), BT_HEAPCHECK=1 (whole-heap validation — slow), BT_BSL=0 (legacy
texture decode), BT_DEV_GAUGES=1 (render the cockpit MFDs in a dev window), BT_LOG=<file>.
Interactive: WASD drive, Space/Ctrl fire, X all-stop. The complete env-gate table is in
context/decomp-reference.md §6 (routed from CLAUDE.md).
Multiplayer (two instances, one box)
instance A: btl4.exe -egg MP.EGG -net 1501 (BT_LOG=mp_a.log)
instance B: btl4.exe -net 1601 (BT_LOG=mp_b.log)
console: python tools/btconsole.py MP.EGG 127.0.0.1:1501 127.0.0.1:1601
-net <port> enables networked mode; the console emulator delivers the mission egg and the launch
command. Entity + movement replication works; cross-pod combat is in progress.
Status & continuing the work
The engine, renderer, audio, HAL, build, locomotion, collision, damage, render fidelity, the full
cockpit gauge / MFD system (every config binding resolves + every widget builds), and the
projectile / missile weapon families are done. Active fronts: per-subsystem polish (the gyroscope
integrator; the 0xBD3 message manager that gates the valve / status-message control routes) and
cross-pod MP combat. reference/decomp/ holds the raw pseudocode every reconstruction is verified
against.
Start with CLAUDE.md — it is the router into the progressive knowledge base: a quick-lookup
table pointing to the context/*.md topic files (loaded on demand), the evidence-tier and
convention rules, and context/open-questions.md for what's deferred / next. The complete
pre-restructure history is preserved verbatim in docs/PROGRESS_LOG.md; docs/*.md holds the
detailed running ledgers.