This page describes the content of item 560 found in the graphics.dat file from:
This item is not found in any other version of the games (even in other Dungeon Master for Amiga 2.x versions).
There are five variations in the content of this item with two possible sizes:
The additional 100 bytes in the German and French versions are used by the list of action names.
This item is only used in Atari ST versions. All Amiga versions contain the equivalent data in the executable file itself and never read any data from this item.
It contains initialization data for global variables that was not included in the source code as an optimization to reduce the executable file size. This was because of the special way the C compiler worked on Atari ST, and this trick was not used on any other platform.
You may consult the names, values and usage of all these variables in the source code of ReDMCSB (search the source code for variable names containing “Graphic558”, “Graphic559”, “Graphic560”, “Graphic561” and “Graphic562”).
You may extract all values to text files with the data file decoder script at DM, CSB and DMII Data Files and Animations Decoders for PC.
All the notes below are the results of older research by credited people. They are incomplete and presented “as-is”.
Paul Stevens (CSBwin source code)
rain` (ADGE source code)
Adamo (about Palette modifier)
Structure: 6x8 bytes
This section contains 6 rectangle areas.
Values:
233 319 42 49: Line with champion name above symbols.
251 292 81 117: Area to display damage inflicted to creature (small).
242 305 81 117: Area to display damage inflicted to creature (large).
224 319 77 97: Line with champion name above actions and first action.
224 319 77 109: Line with champion name above actions, first and second action.
224 319 77 121: Line with champion name above actions, first, second and third action.
Values: 0 0 0 0 0 0 0 0 0 0 0 0 40 0 0 0
When a champion has an item in hand that has actions (like weapons), this item is displayed in the actions area with a special palette different from the default palette. For each color in the default palette, one of these 16 bytes specifies a replacement color to use to display items in the actions area.
With the default values, the effect is that all colors are replaced by black except the 13th color which is replaced by pale blue (28h).
For each of the 44 actions, this section contains one byte defining the base value of the experience you gain when using the action.
For each of the 44 actions, this section contains one byte defining the skill number in which the experience is gained when using the action.
For each of the 44 actions, this section contains one signed byte (possible values range from -128 to 127) defining the defense modifier applied until the champion can make an action again.
For each of the 44 actions, this section contains one byte defining the base value of stamina consumed when using the action.
For each of the 44 actions, this section contains one byte defining the probability to hit when using the action. Values can range from 0 to 75, 75 means an automatic hit.
For each of the 44 actions, this section contains one byte defining the damage modifier when using the action (in 1/32’s). A value of 16 would be “half normal damage”.
For each of the 44 actions, this section contains one byte defining the fatigue which is the amount of time before you can make another action (in 1/6ths of a second).
This block of data contains the names of the 44 actions. Names are in ASCII and separated by a 00 character. The end of the block is padded with additional 00 bytes.
Values: Please refer to Dungeon Master and Chaos Strikes Back Actions and Combos.
Structure: 44x8 bytes
This section defines the actions combos (groups of 1 to 3 actions).
Each combo is defined by 8 bytes:
This variable is set to 1113 when item 560 is loaded in memory. The same value is also set when the party enters a new map and the last copy protection check occurred more than 500 clock ticks ago.
This variable is set to 12777 if a copy protection check succeeded (if the floppy disk was identified as original). While this value is set, no further copy protection checks occur until the value is changed again to 1113.
Structure: 25x8 bytes
This section defines the 25 spells in the game. Each spell is defined by 8 bytes:
This section contains one byte for each of the six power symbols (Lo, Um, On, Ee, Pal, Mon).
The difficulty to cast a spell depends on the difficulty of the spell multiplied by the difficulty multiplier associated with the power symbol of the spell.
Values: 8 12 16 20 24 28
This section contains one byte for each of the 24 symbols. Each byte defines the base mana cost of the symbol.
The real mana cost when using a symbol is: (Base mana cost) * (Power Level + 1) / 2
where Power Level is 1 to 6 based on the selected power symbol. The result is rounded down when necessary.
Values:
1 2 3 4 5 6
2 3 4 5 6 7
4 5 6 7 7 9
2 2 3 4 6 7