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Edoardo BAROLO edited this page Jun 19, 2026 · 9 revisions

UnBattletech — BattleTech: The Crescent Hawk's Inception RE Project

Overview

Reverse engineering analysis and Godot 4 + C# rebuild of BattleTech: The Crescent Hawk's Inception (1988, Infocom). RE is ~95% complete — all major systems documented and understood.

Repository Structure

Directory Contents
docs/ Full RE documentation & analysis
tools/ Python analysis tools (BLD, assets, analysis)
reko/ Reko decompiler C output + segment files
BattleTechCHI/ Godot 4 + C# rebuild
spice86/ Spice86 emulation trace outputs
json/ BLD → JSON converted files
asm/ Assembly analysis

Key Documentation

RE Status

System Status
BLD bytecode (26 opcodes, cipher decoder) ✅ Complete
World map (64×64 tile grid, 93 tiles) ✅ Complete
Local maps (15 MTP files) ✅ Complete
Combat system (2D6 to-hit, LoS, AI) ✅ Documented
Story system (3-layer state machine) ✅ Complete
Economy/shop/inventory ✅ Complete
Memory map (100+ addresses) ✅ Complete
Animation format (22 ANM files) ✅ Complete
Graphics format (CMP RLE, EGA planar) ✅ Complete
Save file format ✅ Complete

Godot Rebuild Progress

Phase 5 — ANM animation system + ViewportManager: runtime ANM decompression, layout management, building ANM display shipping.

Phase 6 — Combat mech panel ANM, map cursor ANM, Emulator A: drive fix.

Phase Status
0-1: Core engine, data models, loaders ✅ Done
2: Tile rendering, world/local maps ✅ Done
3: BLD interpreter, dialogue, shop, 47-case dispatch ✅ Done
4: Combat system (init, movement, LoS, to-hit, damage, AI, heat, ammo, fog, kill chain, player input, grid UI) ✅ Done
5: ANM animation + ViewportManager ✅ Done
6: Combat mech panel ANM, map cursor ANM ✅ Done
7: Polish (BTBORDER.CMP, TileMapLayer migration, w4FBC refactor) ⬜ Pending

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