README: rewrite with project background and history

Add Background section covering what FireStorm is, the full VWE /
BattleTech Center history from ESP (1988) through Tesla II FireStorm
(2002) and community continuation, and a summary of V5.1.x changes
since the 5.07D official release.

Reorganize build instructions under a dedicated 'Building from source'
heading. Demote Outputs / Design / _UNUSED from top-level headings to
subsections under the layout section.
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# BattleTech: FireStorm — workspace layout
# BattleTech: FireStorm
Source code, game data, and build toolchain for **BattleTech: FireStorm** — the MechWarrior 4-based
simulator software for Virtual World Entertainment Tesla II cockpit pods. This is the community-maintained
continuation of the original 20022009 GameLeap / FASA Interactive codebase, currently at **V5.1.x**.
> ⚠️ **Setting up a new machine? Read `RECOVERY.md` BEFORE cloning this repo.**
> The clone only comes out byte-exact if long paths, `core.autocrlf=false`, and Git LFS are
> configured *first* — cloning without them silently corrupts line endings, truncates deep
> VC98/MFC paths, and leaves LFS placeholders instead of the real binaries.
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.
---
## Background
### What BattleTech: FireStorm is
BattleTech: FireStorm is the game software that runs inside the **Virtual World Entertainment
Tesla II** cockpit pods — the walk-in BattleMech simulator pods found at arcades, conventions,
and private venues. Each pod is a fully enclosed cockpit with joysticks, throttle, rudder pedals,
a primary infinity-optics display, five monochrome auxiliary instrument monitors, and a color map
display. Up to 16 players battle simultaneously in networked sessions over a LAN, with a dedicated
console pod managing the match, printing scoresheets, and running a post-game mission review.
### History
**Origins (19881990).** The concept for networked BattleMech cockpit simulators originated with
**Jordan Weisman** and **L. Ross Babcock** — co-founders of FASA Corporation — who developed it
under the code name *ESP* ("Environmental Simulations Project"). In 1988 they partnered with
**Incredible Technologies** to build a prototype: networked cockpits with joysticks, throttle,
foot pedals, and dual monitors, rendered on custom Amiga and Texas Instruments hardware. The first
public **BattleTech Center** opened in North Pier Mall, Chicago, in 1990.
**Virtual World Entertainment and four hardware generations (19912001).** The organization
rebranded as **Virtual World Entertainment (VWE)** in 1991 and produced four generations of
cockpit hardware over the following decade: System 1 (custom Amiga/TI graphics, 6 players);
System 2 (TI TMS 34010 real-time 3D polygons, 8 players, launched in Yokohama and Chicago in
1992); System 2.5/3 (redesigned "Virtual World Centers" exterior, **Red Planet** added as a second
game title, SiteLink ISDN networking connecting centers across the US and internationally — over
**300 cockpits** deployed worldwide at peak); and System 4 / **Tesla** (1996 — entirely PC-based,
Division Pixel Planes texture-mapped 3D at locked 30 FPS, infinity-optics curved primary display
surrounded by five monochrome auxiliary monitors and a color map display).
In 1996 VWE and FASA Interactive Technologies merged under **Virtual World Entertainment Group**.
Microsoft purchased the group in 1999, sold VWE to former CFO James Garbarini, and integrated FASA
Interactive into Microsoft Game Studios. In 2005 all remaining VWE interests were sold to Nickolas
"PropWash" Smith, with the principal offices moving to Kalamazoo, Michigan.
**Tesla II: FireStorm (20022016).** Beginning in 2002, VWE partnered with **Microsoft**,
**Alienware**, and **GameLeap** to upgrade the Tesla cockpits. The Division Pixel Planes cards — no
longer in production — were replaced with Alienware PCs, and the Macintosh-based console became
PC-based for the first time in over a decade. The new game software, **BattleTech: FireStorm**,
was built on the **MechWarrior 4: Mercenaries** engine (GameLeap v5.03) developed by Microsoft /
FASA Interactive. Software versions progressed through 5.04, 5.07, and finally **5.07D** (the last
official release, 2016, for LAN-center deployments).
**Community continuation (2005present).** As the original Virtual World Center locations closed
through the 2000s, pods passed into the hands of private operators, enthusiast venues, and
convention touring groups. The most prominent continuing venue is **MechCorps Entertainment** in
Houston, TX (opened November 2005), which operates publicly year-round and tours gaming conventions
across the US. VWE itself continues to bring pods to conventions from Kalamazoo.
The pod-operator community has continued developing the FireStorm software beyond the last official
release, producing the **V5.1.x** series maintained in this repository.
### What's new in V5.1.x (community additions since 5.07D)
- **Modern Windows compatibility** — DirectDraw 16-bit shim automation, DirectInput joystick
enumeration fix, windowed-mode DirectDraw fix for the mission editor (via DDrawCompat)
- **Multi-monitor MFD support** — four-display mode (`-tmfds 4`) for pods using two separate
640×480 MFD monitors, plus stutter fix for split-MFD rendering
- **RIO cockpit hardware**`-tbaud` switch for replica RIO boards with high-speed UARTs
- **Automated match configuration** — Load File system for setting up full matches from an `.ini`
file (game type, map, all 16 pilot slots) without manual console lobby input
- **Multiplayer fixes** — 16-pilot + cameraship launch fixed; expanded time-limit list (up to 30 min)
- **Expanded mech roster and loadout corrections** — additional chassis with accurate IS/Clan loadouts
- **Console lobby** — V5.1.x Super6 rookie rotation, configurable Rookie Mission defaults,
correct MFD time-limit and radar dropdowns
- **mw4print v2.0** — MySQL match-data export, configurable banner text
- **Source cleanup** — all EUC-KR/CP949 Korean developer comments translated to English; Language DLL
rebuilt from source as the English version (fixes Korean button labels in the GameOS crash dialog)
- **Full build reconstruction** — the complete toolchain (VC6, DX 7.0a, DX Media 6) is
self-contained in `build-env\`; the game and editor build from source with 0 errors
See `RELEASE-NOTES-5.1.0b_RC1.md` for pod-owner change details, and `CLAUDE.md` for the full
engineering history.
---
## Repository layout
> Only **three** source trees feed the build; everything else is output (regenerable),
> design reference, or archived clutter.
## Folder map
@@ -79,29 +161,34 @@ C:\VWE\firestorm\
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)
### 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).
### Design and reference (not build inputs)
- **`BTFrstrm\`** — FireStorm design data: mech stat workbooks (`MechInfo_*.xls`, `scriptaddmech.xls`),
mech loadout reference (`mech_loadouts.md`), autoconfig file spec, and test match files.
- **`Finished HUDS from J&J\`** — per-mech HUD source art (MFD + Radar) for ~13 chassis awaiting integration.
## `_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.
### `_UNUSED\` — archived clutter (nothing here is read by the build)
Moved here to reduce confusion. Safe to delete once comfortable. Contents:
- `Gameleap\{Archive, Drivers, EditorDocs, Notes, batch, utilities}` — historical utility data
(the build only ever used `Gameleap\mw4`). Note: `EditorDocs\` = original map/terrain/NFO/ABL tutorials.
- `GameleapCode5_03\{Content, hsh}` — stale 2005 duplicate data trees, superseded by `Gameleap\mw4`.
- `resource_fullbak\` — one-off backup from the from-scratch rebuild; redundant now.
## TL;DR build flow
---
## Building from source
### Quick 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`).
2. Deploy game: `build-env\deploy-mw4.ps1``MW4\` (packs resources, assembles, optimizes BMPs, applies shim).
3. (Optional) Install editor: `build-env\deploy-editor.ps1` → runs in place from `Gameleap\mw4\run-editor.bat`.
### On a fresh Windows machine
## On a fresh Windows machine
1. Install **Git for Windows** (includes Git LFS) — or Git + `git-lfs` separately.
2. Enable long paths **before** cloning (this tree has deep VC98/MFC paths > 260 chars):
```
@@ -109,28 +196,31 @@ Moved here to reduce confusion. Safe to delete once you're comfortable. Contents
git config --global core.autocrlf false
git lfs install
```
(Also enable the OS setting: `HKLM\SYSTEM\CurrentControlSet\Control\FileSystem\LongPathsEnabled = 1`.)
3. Clone to the same location so the absolute paths baked into the toolchain config resolve:
Also enable the OS setting: `HKLM\SYSTEM\CurrentControlSet\Control\FileSystem\LongPathsEnabled = 1`.
3. Clone to `C:\VWE\firestorm` — the toolchain config has this path baked in:
```
git clone https://gitea.mysticmachines.com/VWE/firestorm.git C:\VWE\firestorm
```
`git clone` pulls LFS objects automatically. If any are missing: `cd C:\VWE\firestorm && git lfs pull`.
## After restore — make it buildable / runnable
- **Build toolchain (VC6):** import the registry config (ELEVATED), per `build-env\README.md`:
### After cloning — make it buildable and runnable
- **Build toolchain (VC6):** import the registry config (elevated), per `build-env\README.md`:
```
reg import C:\VWE\firestorm\build-env\vc6-hklm-registration.reg
reg import C:\VWE\firestorm\build-env\vc6-directories.reg
```
Then build `Gameleap\code\mw4\Code\MechWarrior4.dsw` (see `CLAUDE.md` STEP 1/3), or just use the
already-mirrored `Gameleap\code\rel.bin` / `pro.bin` binaries.
- **Run the game:** `build-env\deploy-mw4.ps1` reassembles `C:\VWE\firestorm\MW4` and applies the Win11
DirectDraw compat shim; or run the already-mirrored `C:\VWE\firestorm\MW4\MW4.exe` after re-applying the
shim (AppCompat is keyed on exe *path*, so a new machine needs it re-set — the deploy script does this).
- **Editor:** `Gameleap\mw4\run-editor.bat` (installed in place; see `CLAUDE.md` STEP 9).
Then build `Gameleap\code\mw4\Code\MechWarrior4.dsw` in VC6 (see `CLAUDE.md` STEPs 1 and 3),
or use the already-mirrored `rel.bin\` / `pro.bin\` binaries directly.
- **Deploy the game:** run `build-env\deploy-mw4.ps1` to assemble `C:\VWE\firestorm\MW4` and apply
the Windows 10/11 DirectDraw compat shim. AppCompat is keyed on the exe *path* — the deploy script
applies it automatically, but if you copy `MW4\` to a different location you must re-run
`set-appcompat.bat` from inside that new location.
- **Editor:** `Gameleap\mw4\run-editor.bat` (installed in place by `deploy-editor.ps1`; see `CLAUDE.md` STEP 9).
## Notes
- `core.autocrlf=false` — line endings are preserved byte-for-byte; keep it that way.
- The mirror includes machine-specific bits (registry exports, deploy AppCompat). They restore the
*files*, but registry/AppCompat state must be re-imported on the new machine (steps above).
- See `CLAUDE.md` for the full build/runtime reconstruction history and `README.md` for the layout.
### Important notes
- **`core.autocrlf=false`** — line endings are preserved byte-for-byte. Do not change this.
- The repo includes machine-specific bits (registry exports, AppCompat). These restore the *files*;
registry state must be re-imported and the AppCompat shim re-applied on each new machine (steps above).
- See `CLAUDE.md` for the full engineering and build reconstruction history.
- See `RECOVERY.md` for disaster-recovery procedures.