Initial full mirror of c:\VWE (source + assets + toolchain + outputs) via Git LFS

Complete disaster-recovery snapshot: engine/game source, game data assets,
VC6 toolchain + DX SDKs, build outputs, deployed game, and _UNUSED archive.
Large binaries in Git LFS; text preserved byte-for-byte (core.autocrlf=false,
no eol attributes). See RECOVERY.md for the one-clone rebuild procedure.
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# BattleTech: FireStorm — workspace layout
This is the working tree for the FireStorm total-conversion built on the MechWarrior 4
(Gameleap / GameOS) engine. Only **three** trees feed the build/deploy; everything else is
output (regenerable), design reference, or archived clutter. See `CLAUDE.md` for the full
build/runtime reconstruction notes.
## The folders that matter (build inputs)
| Folder | Role | Notes |
|--------|------|-------|
| **`Gameleap\code\`** | **Source code + compiled binaries** | C++ engine/game source (`mw4\Code`, `CoreTech`, `mw4\Libraries`). Build `mw4\Code\MechWarrior4.dsw` in VC6. Outputs land in `rel.bin\` (Release `MW4.exe`, `MW4pro.exe`), `pro.bin\` (editor `MW4Ed2.exe`), `arm.bin\`/`dbg.bin\`. |
| **`Gameleap\mw4\`** | **Game data source** | The content tree the resource packer reads (`Content\`, and the generated `resource\*.mw4`, plus `hsh\`, `Assets\`, `Stats\`, runtime DLLs). This is the live data set — **not** `GameleapCode5_03\Content` (that was an old 2005 duplicate, now in `_UNUSED`). |
| **`build-env\`** | **Toolchain + scripts** | Self-contained VC6 (`VisualStudio6\`), DirectX 7.0a + DX Media 6 SDKs, `stlnative\`, the `.reg` env files, and the deploy scripts. |
### Build / deploy scripts (in `build-env\`)
- **`deploy-mw4.ps1`** — packs resources from source (`build-resources.ps1`) then assembles the
runnable game into `c:\VWE\MW4`. Trims dev bloat, ships only the canonical game packages,
optimizes mech BMPs to 256-color, applies the DirectDraw compat shim.
- **`build-resources.ps1`** — (re)packs `resource\*.mw4` from `Gameleap\mw4\Content` using the
in-exe compiler (`MW4pro.exe -build`). Called by the deploy; can be run standalone.
- **`deploy-editor.ps1`** — installs the mission editor **in place** into `Gameleap\mw4` (the data
tree it edits): drops `MW4Ed2.exe` + DDrawCompat there, neutralizes the DDraw-breaking DLLs, sets
the shim, writes `run-editor.bat`. No separate editor directory. (`build-resources.ps1` moves
DDrawCompat aside while the builder runs, since it's fatal to `MW4pro.exe`.)
- **`RESOURCE-BUILD.md`** — how the `.mw4` packaging works.
## Outputs (regenerable — safe to delete and rebuild)
- **`MW4\`** — runnable game deploy (from `deploy-mw4.ps1`). Move/copy this to production.
- The **editor** has no separate output dir — it runs in place from `Gameleap\mw4` via
`Gameleap\mw4\run-editor.bat` (installed by `deploy-editor.ps1`).
## Design / reference (not build inputs)
- **`BTFrstrm\`** — FireStorm design data: mech stat workbooks (`MechInfo_*.xls`, etc.).
- **`Finished HUDS from J&J\`** — per-mech HUD source art (MFD + Radar).
## `_UNUSED\` — archived clutter (nothing here is read by the build)
Moved here to reduce confusion. Safe to delete once you're comfortable. Contents:
- `Gameleap\{Archive, Drivers, EditorDocs, Notes, batch, utilities}` — historical / original-machine
utility data (the build only ever used `Gameleap\mw4`).
- `GameleapCode5_03\{Content, hsh}` — stale 2005 duplicate data trees (superseded by `Gameleap\mw4`).
- `resource_fullbak\` — a one-off backup of the dev `resource\` set taken during the from-scratch
rebuild; redundant now that the dev tree is rebuilt.
## TL;DR build flow
1. Compile code: VC6 build `Gameleap\code\mw4\Code\MechWarrior4.dsw``rel.bin\` / `pro.bin\`.
2. Deploy game: `build-env\deploy-mw4.ps1``MW4\` (packs resources, assembles, optimizes).
3. (Optional) Install editor: `build-env\deploy-editor.ps1` → runs in place from `Gameleap\mw4` (`run-editor.bat`).