Full migration of the 2236-line monolithic CLAUDE.md into the progressive-context knowledge graph (per spark-lesson / expert-seed.md), so the deep RE knowledge loads on-demand instead of every session. ZERO CONTEXT LOST: - docs/PROGRESS_LOG.md = the complete old CLAUDE.md, VERBATIM (byte-identical) -- the lossless safety net + the "full detail" quick-lookup fallback. - 18 context/*.md topic files (1343 lines) digest every section (§1-3 -> project-overview, §4 -> content-archives, §5 -> asset-formats/bgf-format, §5a -> source-completeness, §5b/§8 -> wintesla-port, §7/§10 -> locomotion, §10a -> build-and-run, §10b -> reconstruction-method, §10c -> combat-damage + reconstruction-gotchas, §10d -> subsystems, render notes -> rendering, gauges -> gauges-hud, MP -> multiplayer, §9 -> open-questions). - reference/glossary.yaml (53 terms). decomp-reference.md = the offsets/ClassIDs/addresses hub. CLAUDE.md (160 lines) = router: identity, answer/reason protocols, quick-lookup table, evidence tiers (T0 engine-truth / T1 decompiled+verified / T2 reconstructed+runtime / T3 guarded / T4 hypothesis), conventions + DO-NOT (the systemic bug classes), structure. Retains the load-bearing work directives (build recipe pointer, "keep current" mandate). Knowledge graph validates CLEAN (scratchpad/checkctx.py -- all [[links]] + quick-lookup + docs refs resolve; [[name]] -> topic file or glossary term). docs/*.md ledgers stay as the detailed logs; context/*.md are the curated digests that route into them. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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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 |
|
|
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 reference/decomp/BTL4.RES) 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.