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>
33 lines
1.0 KiB
Plaintext
33 lines
1.0 KiB
Plaintext
btfx:firesmoke4_scr_tex
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0x00000667 35 4 4
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0 0 0 1
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1 1 1 -2 1 -2
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1.5 0.5 0.5 0.5 0.00 0
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0 1 0 0 0.5 0
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0.25 0.2
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1.50 0.60 0.20 2.50 0.00 0.00 0.00 0.00
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1.00 0.30 0.00 1.00 0.00 0.00 0.00 0.00
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-0.20 -0.50 -0.90 0.00 0.00 0.00 0.00 0.00
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-0.10 -0.10 -0.10 0.00 0.00 0.00 0.00 0.00
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0 0
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5 1
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format of psfx file is (NO BLANK LINES UNTIL END!)
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%s texture
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%d identifier %d maximum_issue %f release_period %f rate
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%f px %f py %f pz %f pv
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%f velx %f vely %f velz %f velxv %f velyv %f velzv
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%f rad %f radv %f exp %f expv %f dexp %f dexpv
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%f accelx %f accely %f accelz %f accelxv %f accelyv %f accelzv
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%f atten %f attenv
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%f sRi %f sGi %f sBi %f sAi %f sRiv %f sGiv %f sBiv %f sAiv
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%f sRo %f sGo %f sBo %f sAo %f sRov %f sGov %f sBov %f sAov
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%f eRi %f eGi %f eBi %f eAi %f eRiv %f eGiv %f eBiv %f eAiv
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%f eRo %f eGo %f eBo %f eAo %f eRov %f eGov %f eBov %f eAov
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%f color_warp %f alpha_warp
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%f duration %f durationv
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NOTE top 4 bits of identifier control immunity
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next 4 bits set 'do dots' if any bits are set
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see sparks.pfx for a dotty one
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