This page is supposed to document in detail the meanings, locations and formats of files used in the game project (currently named ENG32)

In the WORLDS subdirectory:

WORLD.GPT

This is the actual level description file. It contains all the displayed walls, floors, ceilings a.s.o.

An example of such a file can be found here.

The format description goes here.

WORLD.GOB

This file contains the definitions and placements for the moving and static objects, that is: monsters, vases, inventory...

Description soon to come.

LEVEL.LVL

This is a help file for the leveleditor, which contains the level ina 2 dimensional, simplified format. Its file layout is subject to frequent changes and it is not really important for the game engine itself.

In the TEXTURES subdirectory:

TEXTURE.IND

This is the index of all textures, naming the Bitmaps, associating them with an index and specifying some characteristics for the textures.

PALREF.PAL

This is the 256 color palette which is used throuout the whole program. It is in fact a simple BMP file, though it's extension is changed to PAL. It contains only then palette information and 1 pixel ( size 1*1).

PALMAP.PAL

This is a very similar file, but it contains only a subset of the palette. When new textures are added to the game engine, they must be mapped to this subset, since they may not use all colors. Some colors are reserved to display the depth effects.

various BMP files

These are the textures. File format is simple BMP, not RLE encoded!

In the SOUNDS subdirectory:

SOUND.IND

This file is the index of all used WAV sounds. It names the WAV files and associates an ID by means of their oredering in the file. Some sounds may be multiply played (that is: mixed together). These are marked specially in the file.

MUSIC.MDS

This is the MIDI stream file, which is played, when the engine runs. It is created from a normal MID file by means of the MID2STRM.EXE tool. It's format is as required by the midStream API of Win95.

MID2STRM.EXE

See above. This file is in fact part of the DirectX SDK (as a sample program).

various WAV files

In the FONTS directory:

various BMP files

These mini BMP's represent the digits and characters of the font used in the status pane. Currently there are only the digits from 0-9.

In the SAVE subdirectory:

GAME1.SAV

This file contains a full description of the game state as: my own position and the monsters positions and states.

In the games root directory:

WGTRACE.LOG

WGERROR.LOG

ENGTRACE.LOG

These files are the logging facility of the engine. The engine itself logs any errors or unusual conditions to the ENGTRACE.LOG file. The Win32 version of the game makes also use of the WGTRACE.LOG and WGERROR.LOG files to report errors, that occured in the windows specific parts (most of these errors are related to DirectX).

GKEYMAP.CFG

This file is the translation table, which maps keystrokes to program actions. It works only in the Win32 version. Detailed explanation to come...

GAME.CFG

This file contains various configuration settings for the engine, like:

PhiSpeed:10 1

This is the speed and acceleration value for rotation around the vertical axes.

RhoSpeed:5 1

This is the speed and acceleration value for rotaton around a horizontal axes: looking up and down. (PgUp/PgDn)

ZSpeed:30 5

XSpeed:15 3

YSpeed:10 3

These are the speed and acceleration values for movement into the 3 directions

RhoMinMax:-60 40

This specifys a limit for the up/down angle. These angles are specified in units, such that 1024 corresponds to 360 degrees.

Nojoystick:1

This switches on/off Joystick polling (currently only DOS version)

JoyXQuiet:50

JoyYQuiet:100

These values specify how high the voltage of the joystick input must be, to be defferentiated from noise.

MIDIBUFFER:240

This setting specifies the size of the midi buffer in bytes. For slower computers, when you hear interruptions in the midi stream, increase this value by doubling it or so.