"Oh, wow--that totally rocks!
"So I checked out the XSLT converter and my goodness: this is an amazing piece of work!
"Greatstone's work looks interesting."
i'm gathering info enough to render complete dungeon viewport (DM snes style) in some ways:
(i) using sck (swoosh construction kit) to extract viewport information.
it includes decoder for "558 item", very excellent!
This site is devoted to the extraction of data from Dungeon Master and Chaos Strikes Back, games developed by FTL (Software Heaven). You will find here currently extracted data from a lot of different versions of these games, tools to be able to extract yourself data from your own original or customized versions and some technical articles explaining the algorithm/format used by these games. Consequently, most graphics on this web site are copyrighted © to FTL Games / Software Heaven, Inc.
Here is the original team, responsible of Dungeon Master on Atari ST:
2011-04-26Savegame and GUI
Today is a big milestone for the sck! With this new release, one of the main remaining file format is now supported: the savegame files.
It means that graphics, dungeon, hints, portraits, ftl, sounds, and now savegame -so all major files types- for nearly all platforms are extractable by the sck.
When I see the first date in the news (2005), I realize that I took me 6 years (!) of spare time to achieve it.
Should I be happy or desesperate? Don't want to know :)
Now, the features list:
2011-01-093D2D1D maze from Paul
Perhaps after some good resolution for 2011, Paul has provided me enough data to decode his incredibly difficult "3D2D1D" dungeon.
You can have a look at it in the "Custom dungeons" section.
More specifically here (maps), here (xml) and here (graphics)!
2010-12-05DM2 Macintosh videos
Dungeon Master 2 Macintosh videos (english and japanese), encoded using an old Mac-specific QuickTime moov format, are now available on the
YouTube channel .
2010-11-29sck v1.4: All DM2 graphics
The last release (1.4.4) of the sck is available and allows now to extract and user-friendly describe 99% of the items from any DM2 graphics.dat releases (Amiga, FM-Towns, IBM PS/V, PC-9801, PC-9821, PC 0.9, PC 1.0, PC demo, Mac, Mac demo, SegaCD, MegaCD, all languages).
As usual, all supported games versions and files are referenced in the pages (DM2) of this site, along with all the extracted data.
New images, sounds, palettes and misc formats have been defined to achieve this milestone, some of them based on the work of Kentaro, who had contributed to this release with palettes advices and U4/C4/U8/C8 own formats (thanks!).
IMG2 format is now fully decoded, even when nibble1 = 0x0D, for which the decoding algorithm was previously unknown.
sck brings also more updates:
WANTED: help needed to understand sound format for DM 2 PC-9801 and PC-9821, still unknown!
Some DM2 raw binary items are also waiting for the Light...
2010-03-13sck v1.3: Animation files
The last release of the sck is available and allows now to extract all items from any DM/CSB/DM2 animation files if they follow the format described on the corresponding technical page from the DM & CSB Encyclopaedia.
As usual, all supported games versions and files are referenced in the pages (DM, CSB, DM2) of this site, along with all the extracted data.
But wait a minute! As we speak about animation, it should be interesting to be able to play them from the original files, on a standard/modern PC/Linux/Mac, isn't it?
You bet! Sure it is interesting! And it is exactly what is also possible now with the sck. An engine to play such animation and their extracted items has been built and put inside.
Let me tell you that using the fullscreen option and the anim.dat file from CSB utility disk is a pure moment of joy. Really.
Try it using the batch file included in the sck zip archive: you just have to left-click on your file and drap-n-drop it on the sckView_fullscreen.bat script. No more any awfull command-line to enter, as soon as your java is well configured.
To give a chance to the lazy people, YouTube is just one click away :)
And, yes, all the animations have been put on YouTube in fact. Even the best one, the DM2 SegaCD story animation.
This release also brings other minor improvements like better item 559 extraction, item 558 partial extraction, preparation for DM2 graphics.dat extraction (IMG9, TXT3, ENT1 for example).
To go on the support of custom dungeons, the sck tool is now able to extract any CSBWin resources.
But the most important point is the automatic Maps of all the Conflux dungeon (if the file is not encrypted)!
Feel free to see all the CSBWin resources extracted in the "Custom dungeons" section.
The new custom dungeons extracted are:
Please, not the "Black Crypt" little line :) I will publish as soon as possible this early work to show my progress with this brilliant game. To support it, IMGEHB item type has been added to the sck to handle the specific Amiga Extra Halfbrite mode (64 colors with a 32 colors palette).
firstname.lastname@example.org has been published accordingly, with the corresponding add-on.
2008-04-06All DM PC custom dungeons extracted
If you don't need to be spoiled, please don't click on the maps.
As sck is also able to extract graphics.dat resource, I have published the graphics.dat items of the known custom dungeons for CSBWin , allowing everyone to see the brilliant work of some dungeon designers. And there are a bunch of very interesting custom graphics, in fact!
To be able to extract these dungeons, the sck has been updated to better handle "wrong" data (wrong = not like official DM/CSB).
Moreover, as some of them are very big in term of teleporters and actuators ("Team dungeon, map 7...), the sckExtraPack has been updated too to reduce the global size of the dungeon html files and decrease the loading time.
The new extracted custom dungeons are:
2008-03-25Another custom dungeons extracted
New custom dungeons extracted:
2008-03-24New custom dungeon extracted
Today is the turn of the custom dungeon "Imprisoned Again for DM PC 1.4 (en) by sucinum" to be extracted and uploaded here.
2008-03-23First custom dungeon extracted
Today, I have tried to extract something from a custom dungeon designed for "regular" DM/CSB releases (no RTC/Java, etc.).
I took the "Theron's Quest Conversion for Dungeon Master PC" from Sphenx and the result is not so bad I think:
Another new section has been added to show that the sck can also be used to extract resources from other games than DM/CSB one.
Consequently, the "R-Type III for GameBoy Advance" items are also online.
2008-03-21Extracted Dungeon Master items are online
Nearly one year between two news... Doesn't seem to be a very intensive job, huh?
2007-03-17Dungeon as XML and HTML
The next task is now the dungeon.dat extraction. By extraction, I mean "conversion" in a more friendly format. XML was the choosen one.
So, the goal here is to take care of all the FTL specific stuff (compression, endianness, specific format) to generate a dungeon in a format that everybody can read and use.
Everybody... in fact, all the people enough sick and strange to be interested by the DM maps, 20 years after the release of this game. Is it everybody? Not sure. So, let says: "people like me".
As this specific task is not the primary goal of the sck, I have added an add-on, called the "sckExtraPack", to take care of the XML2HMTL part.
Everyone can open the sckExtraPack archive and modify all the files to be able to automatically generate maps for their own custom dungeons.
As usal, you can take the sck and the sckExtraPack from the download section.
Moreover, a new section has been created on the Web site to show the extracted data themselves. All the DM maps (and the mini CSB maps) are now available online for multiple platforms (Amiga, Atari, SNES, PC-98, X68000, FMTowns, Apple II GS, IBM-PC).
2007-03-10SNES multi-palettes images
But now, back to DM SNES.
The sck was not able to extract the correct colors for DM SNES images that use more than one palette, in fact one for each group of tiles.
That's now done and I wrote a little article explaining this, with examples.
Another update of the sck to introduce the extraction of Atari PAK files. You can found a "START.PAK" file in DM and CSB Atari.
It's the main program in a compressed format, like a zip file for example.
2006-05-28FTL file format
You may know it or not but some resources (sound, image, text, palette, image properties (x, y, width, height), etc.) are not located in the graphics.dat file.
They can be found in FTL files, named *.ftl, and a lot of DM/CSB versions are using this format (ANIM.FTL, APPA.FTL, APPB.FTL, CNFG.FTL, GRF1.FTL, KAOS.FTL, MEM1.FTL, SWSH.FTL, USIO.FTL, VDEO.FTL, etc).
In DM Amiga 3.6 SWSH.FTL file for example, we have found the initial palette for the logo image, the logo image itself, the swoosh sound and the animation (delays and color modifications).
The FTL file format is now fully understood and there is a lot of interesting points in it: compression, protection, checksums, headers, data part, etc.
It is now possible to change a FTL file and rebuild it without any error when loading the game as all the compressions and checksums can now be computed again.
The new release of the sck tool is now able to deal with this new file format. Consequently, associated mapfiles have been modified and are just needed to describe to data part of a FTL file. A lot of mapfiles have been corrected and updated to include new resources.
The next step can be: add the FTL files support in a DM/CSB editor...
Another major feature is the ability to use external mapfiles to extract a mapfile. It allows to link images with palettes when they are not in the same files in order to extract images with a real colors.
Here is the summary of the new features of the sck:
I have added a new section here: the "Technical documentation", in order to explain the new item formats found or not yet explained in the "Encyclopaedia".
I have included the extraction of CMP files (portraits inside Chaos Strikes Back utility disk) with all their attributes (name, title, system reserved words and image).
The summary of the release notes is:
Nearly 1300 images have been described and 240 palettes in this mapfile. See the samples section to have an overview.
Also, a new attribute is now available for all images: COLORCHANGE. It allows to change the R,G,B parts of a color index in order to avoid a awfull background color.
Then, the speed increase explained in the previous news is included.
Finally, don't hesitate to write your own mapfile for your favourite game and share it with us!
2005-12-13Work in progress
Then, the images and tilemaps extracting code has been heavily optimized/debugged and it now shows an extracting time divided by 2.2 for SNES JP.
I have also decided to show a proof of concept about this tool: it is not restricted to DM/CSB games! Consequently, I have added an optional attribute to ROMIMG1 image type to handle one GameBoy Advance image type (4bpp linear reverse-order). A little mapfile is also born to extract 16 images from the game R-Type III (European).
Nothing has been published here as it is just a work-in-progress but it will be soon available.