In order to illustrate the contents of the following pages: Data Files and Animations, I wrote two Visual Basic scripts to decode files. One of them can decode most data files (like graphics.dat files) and the other can decode animations files. Files from most plaftorms are accepted by the scripts.
Note: These scripts are very slow, but they do the job. For example, decoding the graphics.dat file from Dungeon Master II for PC takes several minutes on my computer.
Major update for Dungeon Master 2 data files: all images, sounds and texts are now decoded, with correct color palettes for most versions (except Amiga, Sega CD/Mega CD and FM-Towns where map files do not always specify the appropriate palette to use for each image).
Updated all DM2 map files for all versions, as well as some other map files
New map file for DMII Demo PC-9801
Binary items I558, I559, I560, I561 and I562: Updated some variable names and bug fix for objects with 50% probability of being dropped by creatures
New command line parameters:
/decompress to convert an Atari ST GRAPHICS.DAT file (containing LZW compressed items) to an equivalent data file but without any compressed items
/overlay to extract DM2 overlay images separately from the completed base+overlay images
/quiet to hide popup messages at beginning and end of decoding. This does not remove any error messages.
Version 2.0 (2013-09-25)
Added support for new item types:
LAY1: Coordinates in versions 3.1 and above of DM and CSB and in Dungeon Master II. See Layout coordinates
I558, I559, I560, I561, I562: Binary items used to initialize global variables in Atari ST versions (also present in DM Amiga 2.0 English but not used by the game. These are leftovers of the conversion from Atari ST to Amiga and were removed in later Amiga versions)
All images from all versions of DM/CSB are now decoded with accurate color palettes. Color palette data was extracted from executable and/or data files of each version of the games.
A new optional command line parameter “/raw” allows extraction of raw data in addition to decoded data for each item.
Updated .map files with appropriate color palettes, new supported item types and new descriptions
Version 1.2 (2013-08-25)
For SEQ1 and SEQ2 items, a full WAV file for the sequence is now created, in addition to each individual item. (Thanks to Jean-Claude Guerout for his help for this feature)
The script now truncates file names that are too long (more than 260 characters) and warns about them.
Updated Atari ST map files with the exact value for the frequency of sounds.
New map files for the GRAPHICS.DAT files from the DM Demo Amiga, DM Demo Apple IIGS and DMII English Jewel Case.
Version 1.1 (2010-01-09)
Added support for new item types:
COD2: this is machine code for the 68000 processor hidden as IMG1 images (used by the copy protection).
COD3: this is machine code for the 68000 processor hidden as IMG2 images (used by the copy protection).
COD4: this is machine code for the 65C816 processor hidden as IMG1 images (used by the copy protection).
Updated map files with the new item types.
Version 1.0 (2008-08-17)
The script can now accept a data file or a map file as parameter. The name of the map file should always be exactly the name of the data file + ‘.map’.
Fixed a bug in decoding images regarding the last pixel of images.
Added or updated many map files. For Dungeon Master II, map files for the Amiga, PC English and FM-Towns versions are the only ones where many items are decoded. The other map files are only drafts at the moment.
Added support for many new item types, mostly to add more support for Dungeon Master II:
IMG6: Image items found in Dungeon Master II for FM-Towns.
IMG7/IMG8: Image items found in Dungeon Master II for Amiga (IMG8).
IMG9: Image items found in Dungeon Master II for PC.
SND1: Sound items found in Dungeon Master and Chaos Strikes Back for Atari ST.
SND4: Sound items found in Dungeon Master and Chaos Strikes Back for X68000.
SND8: Sound items found in the SONG.DAT file from Dungeon Master for PC.
SND9: Sound items found in Dungeon Master II for FM-Towns versions.
TXT3: Text items found in Dungeon Master II for Amiga, Macintosh, PC and Sega CD. The script does not fully support this item type as it does not decode Japanese characters.
ENT1: This item describes all the entries in a DMII data file.
COD1: Found in Atari ST versions, this is machine code for the 68000 processor hidden as IMG1 images (used by the copy protection).
Version 0.8 (2003-02-09)
Initial release
Animation File Decoder
Version 1.1 (2020-05-08)
Added support for items GD, SD, SO, XA and P8 If a P8 palette is present in addition to PL palette, images are now decoded both with PL and P8 palettes All sounds are exported as .wav files