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>
42 lines
666 B
C++
42 lines
666 B
C++
#pragma once
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#if defined(__BCPLUSPLUS__)
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extern int _matherr(struct exception *a);
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#endif
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extern int Fpu_Ok();
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extern void Verify_Failed(char *message, char *file, int line);
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//extern void Fail_To_Debugger(char *message, char *file, int line);
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class Signature
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{
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private:
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#if DEBUG_LEVEL>0
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enum Mark
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{
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ok,
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destroyed,
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corrupted,
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noMagic=(int)0xAB135795L,
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magic=(int)0xFFED1231L
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} mark;
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#endif
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protected:
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Signature();
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~Signature();
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public:
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friend int Is_Signature_Bad(const volatile Signature *p);
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};
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#if defined(USE_SIGNATURE)
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# define SIGNATURED : public Signature
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#else
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# define SIGNATURED
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# define Is_Signature_Bad(p) (false)
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#endif
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#endif
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