Adversarially-verified audit (18 agents) against the task #46-#56 landings: MP/current-state understatements, superseded punch readings, retired env gates, dead paths, line-cite drift; env-gate hub table completed.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>
49 lines
2.7 KiB
Markdown
49 lines
2.7 KiB
Markdown
---
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id: content-archives
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title: "Content Archives — where the game data lives + loadable maps"
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status: established
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source_sections: "PROGRESS_LOG.md §4, §4a"
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related_topics: [asset-formats, build-and-run, decomp-reference]
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key_terms: [BTL4.RES, EGG, WinTesla, BT]
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---
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# Content Archives
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The deployed game data was **never in source control** — it lived on the pod machines, spread
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across archives. The bt411 `content/` dir is the assembled runtime tree. Full detail:
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`docs/PROGRESS_LOG.md §4, §4a`.
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## The archives (historical provenance)
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| Archive | What | Has |
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|---|---|---|
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| `410srczipped.zip` | Source code (36MB) | all `.cpp/.hpp`, geometry `.bgf`, materials `.bmf`, **animations `.ani`** (428). NO per-mech skins/skeletons. |
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| `Tesla4NovellTechPC-*.zip` | pod technician/test PC (77MB) | `btrel410.exe`, Division VPX board diagnostics, shared generic textures, Novell DOS. |
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| `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. |
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| `Elsewhen RP411 Source-*.zip` ⭐ | the **WinTesla Windows port** | the modernized engine (see [[wintesla-port]]). |
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**Content root for the port** = the pod tree (skeletons/skins/geometry); **animations** come from
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the source tree's `CONTENT/BT/ANIMS/`. All assembled into bt411 `content/`. [T2]
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## The runtime archive
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`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
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subset: models, materials, skeletons, animation clips, damage-zone/subsystem records, and **8
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loadable maps**. Resolved by name/ID via `FindResourceDescription` (a missing map name null-derefs
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at `MISSION.cpp:355`). [T1]
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## Loadable maps (the 8 in the RES)
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`cavern` (default night cave, enclosed), `grass` (grassland), `rav` (ravine), `polar3`/`polar4`
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(snow), `arena1`/`arena2`, `dbase` (desert). **Switch via a copied `.EGG`'s `map=` field** (+
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`time=day` for outdoor). ⚠ Names carry the suffix (`arena1`/`polar3`/`rav`), NOT bare
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`arena`/`polar`. `des`/`burnt`/`frstrm` are NOT in this RES (lab/other-build maps — `.map` source
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exists in `CONTENT/BT/MAPS/`, would need compiling via the DOS `btl4tool.exe`). All 8 boot + render
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+ fight clean (map sweep complete). [T2]
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## The full content SOURCE tree
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`CONTENT/BT/` (in `410srczipped`) is comprehensive: 17 `.map`, 636 `MODELS/`, 219 `SOLIDS/`, 331
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`ANIMS/`, 1958 `VIDEO/` textures, 207 `AUDIO/`, 404 `GAUGE/`. The assets to build ANY map exist; the
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runtime RES is the already-built subset. [T1]
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## Key Relationships
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- Formats: [[asset-formats]], [[bgf-format]].
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- Loaded by: [[build-and-run]] (run cwd = content/), [[rendering]].
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