--- id: content-archives title: "Content Archives — where the game data lives + loadable maps" status: established source_sections: "PROGRESS_LOG.md §4, §4a" related_topics: [asset-formats, build-and-run, decomp-reference] key_terms: [BTL4.RES, EGG, WinTesla, BT] --- # Content Archives The deployed game data was **never in source control** — it lived on the pod machines, spread across archives. The bt411 `content/` dir is the assembled runtime tree. Full detail: `docs/PROGRESS_LOG.md §4, §4a`. ## The archives (historical provenance) | Archive | What | Has | |---|---|---| | `410srczipped.zip` | Source code (36MB) | all `.cpp/.hpp`, geometry `.bgf`, materials `.bmf`, **animations `.ani`** (428). NO per-mech skins/skeletons. | | `Tesla4NovellTechPC-*.zip` | pod technician/test PC (77MB) | `btrel410.exe`, Division VPX board diagnostics, shared generic textures, Novell DOS. | | `Tesla4PodPCNovell-*.zip` | the pod GAME machine (92MB) | **the full deployed tree** — per-mech skeletons (`AVA.SKL`, 124), skins (`AVATAR.BSL`), 1143 models, 1624 material libs, textures. | | `Elsewhen RP411 Source-*.zip` ⭐ | the **WinTesla Windows port** | the modernized engine (see [[wintesla-port]]). | **Content root for the port** = the pod tree (skeletons/skins/geometry); **animations** come from the source tree's `CONTENT/BT/ANIMS/`. All assembled into bt411 `content/`. [T2] ## The runtime archive `content/BTL4.RES` (3.23 MB; byte-identical to the pod-tree and decomp-extraction copies — provenance in `docs/PROGRESS_LOG.md §4`) contains the built subset: models, materials, skeletons, animation clips, damage-zone/subsystem records, and **8 loadable maps**. Resolved by name/ID via `FindResourceDescription` (a missing map name null-derefs at `MISSION.cpp:355`). [T1] ## Loadable maps (the 8 in the RES) `cavern` (default night cave, enclosed), `grass` (grassland), `rav` (ravine), `polar3`/`polar4` (snow), `arena1`/`arena2`, `dbase` (desert). **Switch via a copied `.EGG`'s `map=` field** (+ `time=day` for outdoor). ⚠ Names carry the suffix (`arena1`/`polar3`/`rav`), NOT bare `arena`/`polar`. `des`/`burnt`/`frstrm` are NOT in this RES (lab/other-build maps — `.map` source exists in `CONTENT/BT/MAPS/`, would need compiling via the DOS `btl4tool.exe`). All 8 boot + render + fight clean (map sweep complete). [T2] ## The full content SOURCE tree `CONTENT/BT/` (in `410srczipped`) is comprehensive: 17 `.map`, 636 `MODELS/`, 219 `SOLIDS/`, 331 `ANIMS/`, 1958 `VIDEO/` textures, 207 `AUDIO/`, 404 `GAUGE/`. The assets to build ANY map exist; the runtime RES is the already-built subset. [T1] ## Key Relationships - Formats: [[asset-formats]], [[bgf-format]]. - Loaded by: [[build-and-run]] (run cwd = content/), [[rendering]].