Files
BT411/context/content-archives.md
T
arcattackandClaude Fable 5 3c34ae6de6 KB: full staleness audit + sweep -- 35 verified corrections across 16 topics, 15 new glossary terms
Adversarially-verified audit (18 agents) against the task #46-#56 landings:
MP/current-state understatements, superseded punch readings, retired env
gates, dead paths, line-cite drift; env-gate hub table completed.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-11 10:56:51 -05:00

2.7 KiB

id, title, status, source_sections, related_topics, key_terms
id title status source_sections related_topics key_terms
content-archives Content Archives — where the game data lives + loadable maps established PROGRESS_LOG.md §4, §4a
asset-formats
build-and-run
decomp-reference
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