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
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# BattleTech: FireStorm
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Source code, game data, and build toolchain for **BattleTech: FireStorm** — the MechWarrior 4-based
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simulator software for Virtual World Entertainment Tesla II cockpit pods. This is the community-maintained
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continuation of the original 2002–2009 GameLeap / FASA Interactive codebase, currently at **V5.1.x**.
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> ⚠️ **Setting up a new machine? Read `RECOVERY.md` BEFORE cloning this repo.**
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> The clone only comes out byte-exact if long paths, `core.autocrlf=false`, and Git LFS are
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> configured *first* — cloning without them silently corrupts line endings, truncates deep
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> VC98/MFC paths, and leaves LFS placeholders instead of the real binaries.
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This is the working tree for the FireStorm total-conversion built on the MechWarrior 4
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(Gameleap / GameOS) engine. Only **three** trees feed the build/deploy; everything else is
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output (regenerable), design reference, or archived clutter. See `CLAUDE.md` for the full
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build/runtime reconstruction notes.
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---
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## Background
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### What BattleTech: FireStorm is
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BattleTech: FireStorm is the game software that runs inside the **Virtual World Entertainment
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Tesla II** cockpit pods — the walk-in BattleMech simulator pods found at arcades, conventions,
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and private venues. Each pod is a fully enclosed cockpit with joysticks, throttle, rudder pedals,
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a primary infinity-optics display, five monochrome auxiliary instrument monitors, and a color map
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display. Up to 16 players battle simultaneously in networked sessions over a LAN, with a dedicated
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console pod managing the match, printing scoresheets, and running a post-game mission review.
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### History
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**Origins (1988–1990).** The concept for networked BattleMech cockpit simulators originated with
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**Jordan Weisman** and **L. Ross Babcock** — co-founders of FASA Corporation — who developed it
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under the code name *ESP* ("Environmental Simulations Project"). In 1988 they partnered with
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**Incredible Technologies** to build a prototype: networked cockpits with joysticks, throttle,
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foot pedals, and dual monitors, rendered on custom Amiga and Texas Instruments hardware. The first
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public **BattleTech Center** opened in North Pier Mall, Chicago, in 1990.
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**Virtual World Entertainment and four hardware generations (1991–2001).** The organization
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rebranded as **Virtual World Entertainment (VWE)** in 1991 and produced four generations of
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cockpit hardware over the following decade: System 1 (custom Amiga/TI graphics, 6 players);
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System 2 (TI TMS 34010 real-time 3D polygons, 8 players, launched in Yokohama and Chicago in
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1992); System 2.5/3 (redesigned "Virtual World Centers" exterior, **Red Planet** added as a second
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game title, SiteLink ISDN networking connecting centers across the US and internationally — over
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**300 cockpits** deployed worldwide at peak); and System 4 / **Tesla** (1996 — entirely PC-based,
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Division Pixel Planes texture-mapped 3D at locked 30 FPS, infinity-optics curved primary display
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surrounded by five monochrome auxiliary monitors and a color map display).
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In 1996 VWE and FASA Interactive Technologies merged under **Virtual World Entertainment Group**.
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Microsoft purchased the group in 1999, sold VWE to former CFO James Garbarini, and integrated FASA
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Interactive into Microsoft Game Studios. In 2005 all remaining VWE interests were sold to Nickolas
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"PropWash" Smith, with the principal offices moving to Kalamazoo, Michigan.
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**Tesla II: FireStorm (2002–2016).** Beginning in 2002, VWE partnered with **Microsoft**,
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**Alienware**, and **GameLeap** to upgrade the Tesla cockpits. The Division Pixel Planes cards — no
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longer in production — were replaced with Alienware PCs, and the Macintosh-based console became
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PC-based for the first time in over a decade. The new game software, **BattleTech: FireStorm**,
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was built on the **MechWarrior 4: Mercenaries** engine (GameLeap v5.03) developed by Microsoft /
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FASA Interactive. Software versions progressed through 5.04, 5.07, and finally **5.07D** (the last
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official release, 2016, for LAN-center deployments).
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**Community continuation (2005–present).** As the original Virtual World Center locations closed
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through the 2000s, pods passed into the hands of private operators, enthusiast venues, and
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convention touring groups. The most prominent continuing venue is **MechCorps Entertainment** in
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Houston, TX (opened November 2005), which operates publicly year-round and tours gaming conventions
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across the US. VWE itself continues to bring pods to conventions from Kalamazoo.
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The pod-operator community has continued developing the FireStorm software beyond the last official
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release, producing the **V5.1.x** series maintained in this repository.
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### What's new in V5.1.x (community additions since 5.07D)
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- **Modern Windows compatibility** — DirectDraw 16-bit shim automation, DirectInput joystick
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enumeration fix, windowed-mode DirectDraw fix for the mission editor (via DDrawCompat)
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- **Multi-monitor MFD support** — four-display mode (`-tmfds 4`) for pods using two separate
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640×480 MFD monitors, plus stutter fix for split-MFD rendering
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- **RIO cockpit hardware** — `-tbaud` switch for replica RIO boards with high-speed UARTs
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- **Automated match configuration** — Load File system for setting up full matches from an `.ini`
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file (game type, map, all 16 pilot slots) without manual console lobby input
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- **Multiplayer fixes** — 16-pilot + cameraship launch fixed; expanded time-limit list (up to 30 min)
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- **Expanded mech roster and loadout corrections** — additional chassis with accurate IS/Clan loadouts
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- **Console lobby** — V5.1.x Super6 rookie rotation, configurable Rookie Mission defaults,
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correct MFD time-limit and radar dropdowns
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- **mw4print v2.0** — MySQL match-data export, configurable banner text
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- **Source cleanup** — all EUC-KR/CP949 Korean developer comments translated to English; Language DLL
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rebuilt from source as the English version (fixes Korean button labels in the GameOS crash dialog)
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- **Full build reconstruction** — the complete toolchain (VC6, DX 7.0a, DX Media 6) is
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self-contained in `build-env\`; the game and editor build from source with 0 errors
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See `RELEASE-NOTES-5.1.0b_RC1.md` for pod-owner change details, and `CLAUDE.md` for the full
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engineering history.
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---
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## Repository layout
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> Only **three** source trees feed the build; everything else is output (regenerable),
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> design reference, or archived clutter.
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## Folder map
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@@ -79,29 +161,34 @@ C:\VWE\firestorm\
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DDrawCompat aside while the builder runs, since it's fatal to `MW4pro.exe`.)
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- **`RESOURCE-BUILD.md`** — how the `.mw4` packaging works.
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## Outputs (regenerable — safe to delete and rebuild)
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### Outputs (regenerable — safe to delete and rebuild)
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- **`MW4\`** — runnable game deploy (from `deploy-mw4.ps1`). Move/copy this to production.
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- The **editor** has no separate output dir — it runs in place from `Gameleap\mw4` via
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`Gameleap\mw4\run-editor.bat` (installed by `deploy-editor.ps1`).
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## Design / reference (not build inputs)
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- **`BTFrstrm\`** — FireStorm design data: mech stat workbooks (`MechInfo_*.xls`, etc.).
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- **`Finished HUDS from J&J\`** — per-mech HUD source art (MFD + Radar).
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### Design and reference (not build inputs)
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- **`BTFrstrm\`** — FireStorm design data: mech stat workbooks (`MechInfo_*.xls`, `scriptaddmech.xls`),
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mech loadout reference (`mech_loadouts.md`), autoconfig file spec, and test match files.
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- **`Finished HUDS from J&J\`** — per-mech HUD source art (MFD + Radar) for ~13 chassis awaiting integration.
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## `_UNUSED\` — archived clutter (nothing here is read by the build)
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Moved here to reduce confusion. Safe to delete once you're comfortable. Contents:
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- `Gameleap\{Archive, Drivers, EditorDocs, Notes, batch, utilities}` — historical / original-machine
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utility data (the build only ever used `Gameleap\mw4`).
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- `GameleapCode5_03\{Content, hsh}` — stale 2005 duplicate data trees (superseded by `Gameleap\mw4`).
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- `resource_fullbak\` — a one-off backup of the dev `resource\` set taken during the from-scratch
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rebuild; redundant now that the dev tree is rebuilt.
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### `_UNUSED\` — archived clutter (nothing here is read by the build)
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Moved here to reduce confusion. Safe to delete once comfortable. Contents:
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- `Gameleap\{Archive, Drivers, EditorDocs, Notes, batch, utilities}` — historical utility data
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(the build only ever used `Gameleap\mw4`). Note: `EditorDocs\` = original map/terrain/NFO/ABL tutorials.
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- `GameleapCode5_03\{Content, hsh}` — stale 2005 duplicate data trees, superseded by `Gameleap\mw4`.
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- `resource_fullbak\` — one-off backup from the from-scratch rebuild; redundant now.
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## TL;DR build flow
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---
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## Building from source
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### Quick build flow
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1. Compile code: VC6 build `Gameleap\code\mw4\Code\MechWarrior4.dsw` → `rel.bin\` / `pro.bin\`.
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2. Deploy game: `build-env\deploy-mw4.ps1` → `MW4\` (packs resources, assembles, optimizes).
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3. (Optional) Install editor: `build-env\deploy-editor.ps1` → runs in place from `Gameleap\mw4` (`run-editor.bat`).
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2. Deploy game: `build-env\deploy-mw4.ps1` → `MW4\` (packs resources, assembles, optimizes BMPs, applies shim).
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3. (Optional) Install editor: `build-env\deploy-editor.ps1` → runs in place from `Gameleap\mw4\run-editor.bat`.
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### On a fresh Windows machine
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## On a fresh Windows machine
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1. Install **Git for Windows** (includes Git LFS) — or Git + `git-lfs` separately.
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2. Enable long paths **before** cloning (this tree has deep VC98/MFC paths > 260 chars):
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```
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@@ -109,28 +196,31 @@ Moved here to reduce confusion. Safe to delete once you're comfortable. Contents
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git config --global core.autocrlf false
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git lfs install
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```
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(Also enable the OS setting: `HKLM\SYSTEM\CurrentControlSet\Control\FileSystem\LongPathsEnabled = 1`.)
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3. Clone to the same location so the absolute paths baked into the toolchain config resolve:
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Also enable the OS setting: `HKLM\SYSTEM\CurrentControlSet\Control\FileSystem\LongPathsEnabled = 1`.
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3. Clone to `C:\VWE\firestorm` — the toolchain config has this path baked in:
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```
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git clone https://gitea.mysticmachines.com/VWE/firestorm.git C:\VWE\firestorm
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```
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`git clone` pulls LFS objects automatically. If any are missing: `cd C:\VWE\firestorm && git lfs pull`.
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## After restore — make it buildable / runnable
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- **Build toolchain (VC6):** import the registry config (ELEVATED), per `build-env\README.md`:
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### After cloning — make it buildable and runnable
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- **Build toolchain (VC6):** import the registry config (elevated), per `build-env\README.md`:
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```
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reg import C:\VWE\firestorm\build-env\vc6-hklm-registration.reg
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reg import C:\VWE\firestorm\build-env\vc6-directories.reg
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```
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Then build `Gameleap\code\mw4\Code\MechWarrior4.dsw` (see `CLAUDE.md` STEP 1/3), or just use the
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already-mirrored `Gameleap\code\rel.bin` / `pro.bin` binaries.
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- **Run the game:** `build-env\deploy-mw4.ps1` reassembles `C:\VWE\firestorm\MW4` and applies the Win11
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DirectDraw compat shim; or run the already-mirrored `C:\VWE\firestorm\MW4\MW4.exe` after re-applying the
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shim (AppCompat is keyed on exe *path*, so a new machine needs it re-set — the deploy script does this).
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- **Editor:** `Gameleap\mw4\run-editor.bat` (installed in place; see `CLAUDE.md` STEP 9).
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Then build `Gameleap\code\mw4\Code\MechWarrior4.dsw` in VC6 (see `CLAUDE.md` STEPs 1 and 3),
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or use the already-mirrored `rel.bin\` / `pro.bin\` binaries directly.
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- **Deploy the game:** run `build-env\deploy-mw4.ps1` to assemble `C:\VWE\firestorm\MW4` and apply
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the Windows 10/11 DirectDraw compat shim. AppCompat is keyed on the exe *path* — the deploy script
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applies it automatically, but if you copy `MW4\` to a different location you must re-run
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`set-appcompat.bat` from inside that new location.
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- **Editor:** `Gameleap\mw4\run-editor.bat` (installed in place by `deploy-editor.ps1`; see `CLAUDE.md` STEP 9).
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## Notes
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- `core.autocrlf=false` — line endings are preserved byte-for-byte; keep it that way.
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- The mirror includes machine-specific bits (registry exports, deploy AppCompat). They restore the
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*files*, but registry/AppCompat state must be re-imported on the new machine (steps above).
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- See `CLAUDE.md` for the full build/runtime reconstruction history and `README.md` for the layout.
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### Important notes
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- **`core.autocrlf=false`** — line endings are preserved byte-for-byte. Do not change this.
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- The repo includes machine-specific bits (registry exports, AppCompat). These restore the *files*;
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registry state must be re-imported and the AppCompat shim re-applied on each new machine (steps above).
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- See `CLAUDE.md` for the full engineering and build reconstruction history.
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- See `RECOVERY.md` for disaster-recovery procedures.
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