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>
27 lines
1.1 KiB
C++
27 lines
1.1 KiB
C++
// Decoders for the texture image formats: .tga (Truevision), .vtx (DIV-VTX2),
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// .bsl (DIV-BSL2). All decode to top-down 32-bit ARGB (0xAARRGGBB).
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//
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// BSL is a BIT-SLICED container, not a single image: one w*h grid of 32-bit
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// texel words whose nibbles hold up to SIX independent 4-bit GRAYSCALE
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// sub-images (Division dpiBSLTYPE_MONO0..5), or a packed RGB444 (type 7) /
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// RGBA4444 (type 8) truecolor image. Which slice a texture samples comes from
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// the material library's TEXTURE record BITSLICE tag (0x18, absent = slice 0)
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// -- the caller passes it as bslChannel. Reference: the shipping WinTesla
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// loader VGCDivLoader::LoadBSLFile/getBSLData + Division dsys PIMAGE.H
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// (dpiBSLTYPE) + PFBIZTAG.H (dpfB_TEXTURE_BITSLICE_TAG).
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#pragma once
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#include <cstdint>
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#include <string>
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#include <vector>
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struct Image {
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int w = 0, h = 0;
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std::vector<uint32_t> argb; // w*h, top-down
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bool ok = false;
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};
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// bslChannel: BSL slice/type index (0..5 mono, 7 RGB444, 8 RGBA4444); -1 or
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// unspecified = slice 0 (the BMF default when the BITSLICE tag is absent).
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// Ignored for non-BSL formats.
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Image decodeImage(const std::string& path, int bslChannel = -1);
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