Supplied media comparison, expansion mission briefings, resource changes and separate DOSBox installs.
Original and expansion HERCs, buildings and effects, with full hierarchies, animations, loadouts and damage variants.
Original and expansion missions, campaign order, localized briefings and compiled 3D scenes with buildings, actors and waypoint routes.
Original eight and expansion nine chassis, instruments, mirrored side panels and scene masks.
Original and expansion bitmaps, animation frames, palettes, cockpit panels, voices and sound effects.
Original and expansion DFL films, presentation programs and portrait lip-sync timelines.
33 original and expansion songs: original OPL2/OPL3 and GM auditions, native event inspection and MIDI exports.
Chassis profiles, mounts, weapon records, damage hit points and collision spheres.
24 original and 36 expansion environments with native cloud animation, complete 360° horizon strips, sky/ground bands and resource bindings.
Four complete original replays plus four distinct expansion recordings, with decoded starting states and verified input packets.
Both editions: screen dispatch, dialogs, stored artwork, campaign preparation and mission-return captures.
Original and expansion dialogs, text, viewports, clipping masks and damage diagrams.
Campaign stage/variant lists, formations, terrain, effects and module settings.
30 original and 15 changed expansion font resources, editable sample sentences, glyph sheets and verified TTF/WOFF2 downloads.
Every VOL member, decoded families, provisional meanings and remaining unclassified files.
Source paths, build and library clues, diagnostics, resource names and direct code references.
For the original 1994 game, the executable's resource readers have been executed independently against all 44 model files. Geometry and animation field comparisons cover 47,575 nested objects. The original mission reader consumes 75 of the 77 mission files exactly; two different layouts are retained as exceptions. Original lighting, authored animation timing, queued transitions and constructed starting actors have independent comparisons. Inspection rasterization and remaining gameplay behavior are distinguished from those verified consumers.