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>
47 lines
959 B
C++
47 lines
959 B
C++
#include "L4AUDLVL.h"
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bool PRESET_isImplemented(int bank, int presetn)
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{
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PRESETINFO preset = allPresets[bank-1][presetn];
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if (preset.sampleNum <= 0 || preset.sampleNum >= 5)
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{
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return false;
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}
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for (int i=0; i < preset.sampleNum; i++)
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{
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if (preset.samples[i].implemented)
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{
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return true;
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}
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}
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return false;
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}
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int PRESET_getNumSamples(int bank, int preset)
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{
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return allPresets[bank-1][preset].sampleNum;
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}
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SAMPLEINFO PRESET_getSampleInfo(int bank, int preset, int sampleInd)
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{
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SAMPLEINFO default;
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default.chan = SampleChannel::CHANNEL_CENTER;
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default.file = "";
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default.implemented = false;
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default.loop = SampleLoop::LoopAtWill;
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if (sampleInd < 0 || sampleInd >= allPresets[bank-1][preset].sampleNum)
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{
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return default;
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}
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return allPresets[bank-1][preset].samples[sampleInd];
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}
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void PRESET_setBufferIndex(int bank, int preset, int sampleInd, int index)
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{
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allPresets[bank-1][preset].samples[sampleInd].bufferIndex = index;
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} |