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Technical Analysis
Edoardo BAROLO edited this page Jun 10, 2026
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1 revision
The full 3,193-line technical analysis is in docs/TECHNICAL_ANALYSIS.md in the repository.
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Original:
BTECH.EXE(packed) -
Unpacked:
UNBTECH.EXE(MS-DOS 16-bit Real Mode, MZ executable) - Compiler: Microsoft C 5.0
- Code segments: 23 segments covering game loop, combat, rendering, BLD interpreter
- Turn-based, 24 unit slots (4 player + 8 infantry + 12 enemy mechs)
- 2D6 to-hit resolution with skill, terrain, heat, and story modifiers
- 8-direction ray-cast Line of Sight
- Twin 12×24 fog of war grids
- Heat system (cap 30), ammo tracking (10 bins per mech)
- AI target selection via story state property scanning
- 3-layer state machine:
D30C[256]generic state + story properties + milestone flags - Story dispatcher at
1000:0D10with 100+ story indices - 26 BLD script files drive all interactions
- 64×64 tile grid (93 tile types)
- 2048-byte bit-packed visibility (128×128)
- 15 local maps (MAP1-15.MTP)
- 22 location entries mapped to BLD scripts
- Full address reference (1035 lines) in
docs/ADDRESS_REFERENCE.md - Memory layout in
docs/MEMORY_MAP.md
BattleTech: The Crescent Hawk's Inception — Reverse Engineering Project. RE status: 95%. Godot rebuild: Phase 6 (Combat ANM + map cursor ANM + emulator startup fix).