Aethra Chronicles files descriptions
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The Aethra Chronicles were written in Turbo Pascal (6 or 7?). Thanks to Joe Levy (Blimix) for providing the starting point for my understanding of these files. ----------------------------------------------------------------------------------- 1: different between shareware and registered version; 2: present in savegame folders; 3: new in version v1.1. *: file completely understood; -: file partly understood. ----------------------------------------------------------------------------------- Data files AETHRA.CFG :* List savegames, sound & music settings, and nothing else? C1.RSC : ? city / worldmap ? 3072 bytes per screen ?? (36 screens) BUT: not enough bytes? C2.RSC : ? city / worldmap ? 3073 bytes per screen ?? (36 screens) BUT: not enough bytes? D1.RSC : ? dungeons ? 5377 bytes per screen @ 108 screens = 12 sectors?? TEMP.DAT : ? This file is created by the executable, but no idea what data is in it. 1 GAME.EXE : Main executable; bundled inside: Worx toolkit version 2.1 Copyright 1993 by Mystic, Fastgraph V3.04 by Ted Gruber Software Fastgraph/Fonts V1.12 by Ted Gruber Software INSTALL.EXE : Installation and settings executable 1 GAME.OVR : overlay manager? STD.RSC : ? Sound? INFO1.DAT :* Guild and shop talk: 235 bytes each, 82 in total (some seem corrupted?) INFO2.DAT :* Info scoll texts: 625 bytes each, 12 in total (last entry empty) ITEM.DAT :* Equipment stats (weapons, armor, etc) 78 bytes long, for a total of 421 items. TASKDESC.DAT :* Quest descriptions: 426 bytes each, 178 in total (last entry empty) ENCNTER.DAT :* Encounters: 58 bytes each, 128 in total NMONSTER.DAT :- Monsters, each 58 bytes long, 130 in total 2 MAP.RSC :* records which parts of the dungeon maps are exposed and which tiles are still unknown.384 bytes per dungeon screen, for a total of 99 dungeon screens (=11 dungeon sections) Map sub-sector grid ordered as column first: 0 3 6 1 4 7 2 5 8 2 T1.RSC :* Describes all items and interactive elements of in a dungeon. 8406 bytes per dungeon section (9 screens per section), for a total of 12 dungeon sections. Note: coordinates refer to dungeon section instead of dungeon screen. Note2: 12th sector is identical to 1st. 2 PARTY.DAT :- Contains up to six characters, each 1886 bytes long. NOTE: character statistics listed include bonuses granted by equipped items and ability score bonusses. 2 ROS.RSC :- NPC (Hirelings & Volunteers); format identical to PARTY.DAT 2 SAVEGAME.DAT :- Savegame.dat stores the party's current X and Y coordinates, spell effects active, etc. 2 STORES.DAT :* what shop sells which item and how many of them. Each shop is 2541 bytes long, for a total of 44 shops. 3 P1.DAT :* A Party.dat file, part of author's debug files? 3 R1.RSC :* A pristine ROS.RSC file. 3 S1.DAT :* A pristine SAVEGAME.DAT file. Graphics resource (2 bit paletted colours??) PILLAR.PPR : ? Menu graphic?? Graphics resources (4 bit paletted colours) CHARPIC.DAT :* size: 24x28 player icon for combat view DRAGONS.PIC :* size: 120x120 Dragon combat icons FLOOR.PIC :* size: 16x16 Dungeon tiles, 164 tiles in total FRONTS.PIC :* size: 180x180 Store/guild fronts, 9 in total ICONS.PIC :* size: varies UI Icons: 0x 00: 64x74 (1 tile) 0x 0940: 44x44 (1 tile) 0x 0D08: 66x22 (1 tile) 0x 0FDE: 22x22 (4 tile) 0x 13A6: 24x24 (34 tiles) MAPS.PIC :* size: 192x192 in-game viewable map items MONPIC.PIC :* size: varies Monster icons for combat view: 0x 00: 24x96 'normal' sized (but *actual* sprite size is 24x32) 0x07E900: 48x48 'large' sized OPEN.PPC :* size: 272x146 opening animation PARCH.PIC :* size: 48x48 parchment (borders, corners, etc) PIC1.RSC :* size: 16x16 map tiles (overlay) 2160 tiles in total PORTS.RSC :* size: 60x60 portraits (overlay) SPECIALS.PIC :* size: 24x28 polymorphed player icon for combat view SPEFFS.DAT :* size: 36x108 spell effects TREE.DAT :- size: 64x60 trees, walls for combat view BUT: some sort of extra bytes between tiles? The following .wav and .mid files are named within GAME.OVR and GAME.EXE: creaks1.wav, creaks2.wav, creaks3.wav, creaks4.wav, shut1.wav, shut2.wav, sdoor1.wav, sdoor2.wav, lock1.wav, lock2.wav, blasteff.wav openmus.mid, moodmus.mid, dungeon.mid, marchmus.mid, citymus.mid punchef2.wav, hit3eff.wav, punchef1.wav, crossbo1.wav, missef1.wav, punchef3.wav, missef2.wav, stab1.wav, Step1eff.wav
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