Firestaff game-data setup
Firestaff contains no game assets. Supply media from copies you own and point the launcher at the folder that contains them. The scanner identifies content by hash, so filenames and the surrounding folder layout are only suggestions.
No BIOS, firmware, System Card, operating-system ROM, or external emulator is part of the setup or is consulted by the production launcher. Game data is the complete runtime input contract.
Keep original archives and disc images intact. Firestaff can scan supported loose files, ZIP archives and disc-image containers directly; do not unpack your game collection just to make it visible to the launcher. A recognised file is a launch-data check, not a claim that every game is already playable. See the project status for that boundary.
For the exact container and record families that Firestaff currently knows, read the game-data format reference. It distinguishes decoded data from runtime-bound data and records the formats that deliberately remain opaque or closed.
Start requirements
These are the source-data roles that must be present before the launcher can admit a game. A matching name alone is never enough: the bytes must match a catalogued original edition.
| Game | Required source data | Accepted editions and containers |
|---|---|---|
| Dungeon Master | GRAPHICS.DAT and DUNGEON.DAT from the same edition |
The catalog currently includes PC 3.4, Atari ST, FM Towns and Amiga editions; loose files or supported original-media containers |
| Chaos Strikes Back | GRAPHICS.DAT or CSBGRAPH.DAT, plus DUNGEON.DAT from the same edition |
The catalog includes Atari ST, FM Towns and Amiga editions in loose files or supported original-media containers. |
| Dungeon Master II: Skullkeep | Edition-specific boot data, including matching GRAPHICS.DAT and DUNGEON.DAT where that edition stores them as files |
DOS, Amiga, FM Towns Japanese and Macintosh retail families currently have bounded native routes. FM Towns uses DATA/ on the original CD; the Amiga installer archive and Macintosh HFS media are read in memory. Other identified editions remain preservation inputs until separately admitted. |
| DM Nexus | The original Saturn DM.BIN marker plus the associated original Saturn data source |
Keep a complete CUE/BIN disc image. Firestaff can also identify an already-extracted, verified Saturn data set, but extraction is not a setup requirement. |
| Theron’s Quest | One hash-recognised Track 02 data image | US or Japanese Track 02 in its original BIN or ISO form. Keep the matching CUE with BIN media when it is available. |
For the three DAT-based games, both files are mandatory. Do not mix
GRAPHICS.DAT from one release with DUNGEON.DAT from another. The launcher
rejects an incomplete or mismatched pair instead of guessing a compatible
version.
Optional original media
Optional means that the file is not needed to identify the basic launch data. It can still improve a presentation path, enable a language or make an original save available. Keep it with the matching edition when you have it.
Dungeon Master
TITLE/TITLE.DAT and SWOOSH/SWOOSH.DAT contain original startup and FTL
presentation media. SONG.DAT supplies the original music where that edition
includes it. The PC multilingual release can additionally provide
DUNGEONF.DAT and DUNGEONG.DAT for French and German dungeon text; the
English DUNGEON.DAT remains the base file.
For PC 3.4, Firestaff binds SONG.DAT only as the sibling of the admitted
GRAPHICS.DAT source. This works for a member in a ZIP archive as well as a
loose file, reads it in memory, and fails closed to silence if that exact
installation has no compatible companion. It never borrows music from another
data directory or extracts game data to disk.
Chaos Strikes Back
Original title, animation and utility media are optional to the data gate.
Their names differ by platform and include SWOOSH, TITL.DAT, ENDA.DAT,
HCSB.HTC, HCSB.DAT, ANIMATE.DAT, ANIMATE.SCR, ANIMATE.FTL,
CHAOS.FTL and SWITCH.DAT. Keep campaign and utility saves such as
MINI.DAT, MINIF.DAT, MINIG.DAT and CSBGAME.DAT only if you want to
resume a source-supported save. They are never a substitute for the required
graphics and dungeon pair.
Dungeon Master II: Skullkeep
DM2 has bounded native routes from authenticated DOS, Amiga, FM Towns and
Macintosh source families. When several versions are present below one root,
the launcher retains the selected edition as the sole source owner; a DOS
data symlink is valid when it resolves to the verified DOS files. These
routes do not yet establish complete presentation or campaign parity.
PC music is stored in the original GDAT data. FM Towns presentation media,
including AUTOEXEC.BAT, TWANIM.EXP, SWOOSH, TITLE, SKULL.EXP and
END, belongs with the original disc archive. Firestaff reads the MODE1/2352
disc image and animation streams in memory. The Japanese FM Towns disc is
sufficient for every supported UI language: Firestaff maps its authenticated
GDAT text keys to canonical gettext entries and applies the selected catalog.
An optional PC English GRAPHICS.DAT may be supplied only for diagnostic
cross-checking; it is never required and never replaces Towns game data.
The Amiga installer archive is read as the original in-memory LZX source. The
The supported Mac retail ZIP keeps its HFS/resource-fork owner and big-endian
dungeon records. Do not mix GRAPHICS.DAT and DUNGEON.DAT across editions.
The Amiga edition’s CD.DAT and SK00.MOD through SK09.MOD are its
original map-music data. Keep them with the six-disk installer archive for
the Amiga music route. SKSAVE files are optional resume media; they are not
required for a new game and do not relax the source-data gate.
DM Nexus
The original Saturn disc also contains level, model, menu and sound resources,
including LEV*.DGN, *.MNS, MENU.BPK, FACE.BIN, STABG.BIN, SLEV*.BIN
and SNDLEV*.SAL/SNDLEV*.MAP. Keep the complete data track rather than
collecting individual files. Audio CD tracks are preserved with the original
disc image but are not part of the current data-admission check.
Theron’s Quest
Track 02 is the required game-data track. Other tracks, including Track 19 metadata/audio media, are optional to admission. Preserve the complete CUE/BIN set when you have it so original track layout and future media routes remain available.
Preserve the untouched complete CUE/BIN set when available. Firestaff’s product runtime is native and does not invoke an emulator or require a PC Engine System Card. Individual authenticated Track 02 BIN/ISO files remain valid native-runtime inputs; a partial dump is never described as a complete disc.
When TQUS02.bin and TQJP02.bin coexist under theron/, choose the native
edition with firestaff --theron-native us or
firestaff --theron-native jp. The option resolves only the named canonical
file and then applies its exact Track 02 hash gate; a missing JP file cannot
borrow the installed US file, or vice versa.
For native Theron, keeping the matching known full-disc archive beside the verified Track 02 also enables original Track 01 title audio automatically. The CUE and audio come only from the hash-known regional archive and are materialized below Firestaff’s private cache.
Suggested layout
The launcher searches recursively, so this layout is only for convenience:
~/.firestaff/data/
dm1/
csb/
dm2/
nexus/
theron/
Use the launcher setting or --data-dir DIR to choose another root. Check
what Firestaff recognises without launching a game:
firestaff --scan-data
firestaff --data-dir /path/to/your/games --scan-data
By default, scanning does not invoke external archive programs. If your original media is only present in an archive that the native readers do not support, opt in explicitly for the scan or launch:
firestaff --enable-external-archive-tools --scan-data
firestaff --enable-external-archive-tools --game dm1
This allows an installed 7zz, 7z, or bsdtar to inspect archive members;
it can increase scan time. The scanner reports archive candidates it skipped
and does not unpack game files beside the original archive. This option must
be supplied to each command that needs it.
Scan cache
Firestaff stores verified file hashes in its local scan cache. On a later scan of the same directory it reuses that inventory instead of hashing every file again. Each cached result is rechecked against its path, size and modification time, so removed, replaced or changed files are scanned again automatically. The cache grows with the library and is local-only; it never contains game data and must not be committed.
Do not commit game data, saves or disc images to the Firestaff repository.
Runtime-media ownership
The scan cache is metadata only. It stores no decoded game payload and does not become a launch source. When a supported archive or disc image is chosen, Firestaff keeps that selected original container as the owner for the running session and reads the required members in bounded memory. It does not unpack or materialise game data beside the archive, in the system temporary directory or in an asset cache.
This rule is especially important for FM Towns CSB: the CUE identifies the correct raw CD member, and the image, ISO files and CDDA layout are consumed directly from the selected original container. Unsupported containers are rejected rather than silently expanded or substituted with data from a nearby edition.