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>
60 lines
1.3 KiB
C++
60 lines
1.3 KiB
C++
#include "mungal4.h"
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#pragma hdrstop
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#include "l4audres.h"
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#include "l4tool.h"
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#include "l4audio.h"
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ResourceDescription::ResourceID
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L4Tool::CreateModelAudioStreamResource(
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ResourceFile *resource_file,
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const char *model_name,
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NotationFile *model_file,
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const ResourceDirectories *directories
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)
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{
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return
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L4AudioResourceManager::CreateModelAudioStreamResource(
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resource_file,
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model_name,
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model_file,
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directories
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);
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}
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ResourceDescription::ResourceID
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L4Tool::CreateStaticAudioStreamResource(
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ResourceFile *resource_file
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)
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{
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return
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L4AudioResourceManager::CreateStaticAudioStreamResource(
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resource_file
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);
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}
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//
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//#############################################################################
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//#############################################################################
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//
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void L4AudioCreateSymbols::WriteEntryStream(std::ofstream &symbol_file)
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{
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AudioCreateSymbols::WriteEntryStream(symbol_file);
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#define WRITE_ENTRY(name)\
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{\
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Verify(symbol_file);\
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symbol_file << #name;\
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symbol_file << "=";\
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symbol_file << name;\
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symbol_file << "\n";\
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}
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WRITE_ENTRY(FrontDirectPatchPosition);
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WRITE_ENTRY(RearDirectPatchPosition);
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WRITE_ENTRY(FrontLeftDirectPatchPosition);
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WRITE_ENTRY(FrontRightDirectPatchPosition);
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WRITE_ENTRY(RearLeftDirectPatchPosition);
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WRITE_ENTRY(RearRightDirectPatchPosition);
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}
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