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>
41 lines
690 B
Plaintext
41 lines
690 B
Plaintext
[object]
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gatfile=gauge.gat
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[lods]
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level0=3000
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level1=10000
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[vertices]
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v0=14, 0, -7
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v1=-9, 0, -7
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v2=-9, 0, -11
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v3=14, 0, -11
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v4=55, 0, 9
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v5=28, 0, 9
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v6=55, 0, -18
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v7=28, 0, -1
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v8=15, 0, -1
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v9=15, 0, -18
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v10=-10, 0, -1
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v11=-23, 0, -1
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v12=-10, 0, -18
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v13=-50, 0, -18
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v14=-50, 0, 9
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v15=-23, 0, 9
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[level0]
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linelist=a_door v0 v1 v2 v3 v0
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linelist=a_wall v4 v5 v6 v4
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linelist=a_wall v5 v7 v6 v5
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linelist=a_wall v8 v9 v7 v8
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linelist=a_wall v7 v9 v6 v7
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linelist=a_wall v10 v11 v12 v10
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linelist=a_wall v12 v11 v13 v12
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linelist=a_wall v13 v11 v14 v13
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linelist=a_wall v11 v15 v14 v11
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[level1]
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linelist=a_door v0 v1 v2 v3 v0
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linelist=a_wall v4 v14 v13 v6 v4
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