DMWeb Encyclopaedia & Greatstone Reference

The Dungeon Master Encyclopaedia at http://dmweb.free.fr/ and Greatstone’s Swoosh Construction Kit site at http://greatstone.free.fr/dm/ are important community references for Dungeon Master family data. DMWeb also publishes Nexus-specific Saturn file format notes. Greatstone documents SCK extraction for many DM, CSB, and DM2 versions and custom dungeons; its catalog is not a Saturn Nexus extraction corpus or a PC Engine Theron’s Quest game-data corpus. This document indexes the pages reviewed so far and states the scope each supports.

Why these two sites matter

Site What it gives us
dmweb.free.fr Whole-game encyclopaedia with platform pages, community resources, and format documentation. Its Nexus pages describe Saturn file families including DGN, MNS, and ITEM.IBS. These are format references; runtime consumers, VDP composition, and parity still require evidence from the authentic Saturn program and captures.
greatstone.free.fr/dm/ Pierre Monnot’s “Swoosh Construction Kit” (SCK): a data-extraction tool and mapfile/spec corpus for supported DM-family resources, including many DM, CSB, and DM2 versions and custom dungeons. Its “Theron’s Quest Conversion” is a custom CSBWin dungeon, not retail PC Engine media or a retail file-format specification. Its FTL, PAK, mapfile, and IMG5 references apply only where those formats are present.

Use these references as independent cross-checks, not as ground truth for every platform or build. DMWeb is the cited public source for Nexus-specific format descriptions. Greatstone is useful for applicable DM/CSB/DM2 extraction and format comparisons. Authentic local media establishes Firestaff’s source bytes; Saturn execution traces establish runtime ownership and presentation. Neither reference replaces authenticated retail PC Engine CD bytes or direct source and consumer evidence for Theron’s Quest.


dmweb.free.fr — pages reviewed

Game pages

URL What’s there What we use it for
http://dmweb.free.fr/games/dungeon-master/ DM overview page: frames the original game as an eight-platform, four-language line and records the Atari ST development timeline from February 1986 to the initial 1987-12-15 release. It notes Megamax C plus Atari ST assembly graphics code, N-VISION-drawn art, later Apple IIGS/Amiga/PC/SNES/X68000/PC-9801/FM Towns ports, Mirrorsoft distribution until early 1992, Psygnosis re-release dates, Gainstar’s short-lived USA Amiga import path, Japanese title ダンジョン・マスター, Doug Bell’s D&D influence comments, and that the site’s reference data is based on the PC version. The version-comparison section records cross-platform behavior that is not captured by edition pages alone: mono sound on PC/Atari ST/X68000 versus stereo on Amiga/Apple IIGS/SNES, missing creature-move/War Cry/Blow Horn sounds on Atari ST/X68000, two dungeon-view perspective families, early-version fountain/wall-click behavior, Kid Dungeon availability only on Apple IIGS 2.0/2.1 and Amiga 2.2 English, PC-only entrance music and ending animation, Atari ST 1.0 Lock Pick placement plus v1.2 regeneration changes, X68000 larger screen view, PC-9801’s reduced palette and three light levels, SNES redrawn graphics/introduction/music, FM Towns CD audio, and concrete Atari ST-vs-PC dungeon differences. Use this as the umbrella source for DM1 platform boundaries and cross-version parity work. It keeps Atari ST as the canonical first-release family, PC 3.4 as Firestaff’s current strongest runtime target, and the non-PC ports as separate media/input/presentation tracks. Future proof should treat the overview’s version-comparison notes as receipt targets: perspective family, sound behavior, Kid Dungeon handling, PC ending/music, Atari ST-vs-PC dungeon deltas, and platform-specific presentation/input differences without promoting ports whose data is not hash-locked.
http://dmweb.free.fr/games/dungeon-master/editions/pc/ DM PC edition page: documents the 1992 DOS/PC line with USA FTL Sound Adapter, French/German/UK/Portugal Psygnosis, Czechia Score magazine, Poland, China, and Korea edition/provenance pages. Known versions are PC 3.4 English and PC 3.4 English/French/German. Screenshots cover English VGA, English EGA, French VGA, and German VGA, plus PC-only fusing-chaos/end animations; the PC ending sequence replaces the four text screens used by other versions and DMWeb notes DOSBox 0.65 plus Smacker capture provenance. Music is limited to the looping entrance music, a low-quality excerpt from FM Towns track 05 / Dungeon Master The Album track 01. Downloads split USA English, Europe English/French/German, a DOSBox-ready package, and a Spanish fan translation. The command table is PC-specific: number-row 1-4 champion inventory, Escape freeze/unfreeze, Return wake, Alt-S disk menu, Ctrl-Q/Ctrl-A quit, numeric keypad 4/5/6 turn/forward/turn, keypad 1/2/3 side/back/side, analog joystick sensitivity on F1/F2, Alt-keypad mouse simulation, and entrance E/Return/Enter/Resume/Q. Use this as the source-facing provenance for Firestaff’s strongest DM1 runtime target. PC 3.4 EN and multilingual stay canonical/hash-verified launch targets; the Spanish fan translation and DOSBox wrapper are provenance or acquisition context, not bundled game data. Future PC-specific proof should preserve the VGA/EGA presentation split, PC ending/entrance-music receipts, and DOS keyboard/joystick/mouse-simulation gates without broadening the runtime claim beyond the hash-verified 3.4 data files.
http://dmweb.free.fr/games/dungeon-master/editions/atari-st/ DM Atari ST edition page: documents the first commercial line in detail. It lists the teaser demo, USA early box/USA releases, French Mirrorsoft first/second editions, United Kingdom Mirrorsoft second edition, DM+CSB bundles, and later Psygnosis bundles. The page pins the US first release date to 1987-12-15 and identifies known runtime versions: English 1.0 builds dated 1987-12-08 (no version number in dialogs) and 1987-12-11 (shows 1.0), English 1.1, English 1.2, German 1.2, and French 1.3 with two variants. Downloads include preserved STX disk images for the six listed versions, cracked ST/MSA images, hard-disk hacks, RamDisk hacks, custom-dungeon RamDisk workflows, and the sector #F7 floppy copy-protection boundary. The keyboard table is Atari-specific: F1-F4 champion inventory, Escape freeze/unfreeze, Return wake while resting, Ctrl-S disk menu, Insert/Clr Home turn left/right, and arrows for forward/side/back movement. Pin DM1 Atari ST as the canonical source-era family, not just a generic “ReDMCSB” ancestor. Future work needs STX/ST/MSA media ingestion, START.PAK and LZW real-asset gates, per-version hash classification for 1.0/1.1/1.2/1.3, copy-protection-aware extraction notes, and an Atari ST input bridge for Insert/Clr Home/Ctrl-S before promoting any native Atari runtime claim.
http://dmweb.free.fr/games/dungeon-master/editions/amiga/ DM Amiga edition page: documents demo, USA 1988, France/Germany/United Kingdom Mirrorsoft releases, AmiRAM/TecnoPlus bundles, USA 1992, Psygnosis bundles, Australia, and Poland. It lists screenshots for 2.0 and 3.6 in English/French/German and dates the Amiga line as November 1988 (2.0), February 1989 (2.1), September 1989 (2.2), and June 1992 (3.6). Known versions are 2.0 demo/EN/FR/DE, 2.1 EN, 2.2 EN/DE, and 3.6 EN/FR/DE. The page calls out Amiga blitter speed, 1 MB RAM requirement, Kickstart 1.2/1.3 expectations for 2.x, later-model workarounds, and the cancelled 512 KB path. Downloads distinguish official SPS IPF 3.6 (not copy protected), unofficial IPFs for 2.0/2.2, ADF originals that may not boot because of copy protection, cracked FR/DE images, a partly cracked hard-disk ADF, WHDLoad/Aminet hard-disk patches, and Meynaf’s Atari ST 1.2-to-Amiga port. Keyboard commands are Amiga-specific: F1-F4 champion inventory, Escape freeze/unfreeze, Return wake, Ctrl-S disk menu, keypad/Del/Help/arrows for 2.x movement, a different 3.6 keypad layout, entrance Return, Ctrl-Q/Ctrl-A quit, plus a demo-only Shift-arrow swap warning. The crack notes identify protection reads, checksums, save-function checks, swoosh master-disk validation, disk-presence checks, and hidden protection value 0C91 stored in graphics.dat item 558. Pin DM1 Amiga as its own protected-floppy/import family rather than a PC or Atari alias. Future work needs IPF/ADF ingestion, original-vs-cracked-vs-hard-disk classification, real GRAPHICS.DAT/DUNGEON.DAT extraction by version, Amiga IMG/hidden-item coverage, Amiga keyboard gates for 2.x and 3.6, copy-protection provenance notes without committing patched executables, and hardware assumptions for Kickstart/RAM before any native Amiga runtime claim.
http://dmweb.free.fr/games/dungeon-master/editions/apple-iigs/ DM Apple IIGS edition page: documents the 1989 Apple IIGS line with known English versions 2.0 and 2.1. It states the 1 MB RAM requirement and records a ROM03-specific 2.0 failure: Kid dungeon loads, but the main dungeon can fail with Dungeon Master fatal error ->002C; version 2.1 or expansion memory fixes it. The download set is PO disk images: original 2.0/2.1 copies that cannot boot because the copy-protection sector is absent, Computist-cracked 2.0/2.1 images with Dungeon Master Cheat 1.1 enabled, an ACS-cracked 2.0 image, an ACS + Cheat CDA + hard-disk-install image started through DM.HARD.DISK/DM20/DM.START, and an empty save disk. The keyboard table is Apple IIGS-specific: number-row 1-4 champion inventory, Space leader inventory, Escape freeze/unfreeze, Return wake, Ctrl-S disk menu, keypad 4/5/6 turn/forward/turn, keypad 1/2/3 side/back/side, keypad * speaker toggle, and keypad +/- volume. Crack notes identify fuzzy-bit block $17, SYSTEM/START PDosInt, DUNGEON.MASTER F0003_MAIN_ProcessNewPartyMap_CPSE, and routine F2150_ as protection-relevant areas. Pin DM1 Apple IIGS as a PO-disk-image target with 2.0/2.1, ROM01/ROM03 memory behavior, IIGS-specific keyboard/audio hotkeys, and copy-protection provenance. Future work needs PO/ProDOS ingestion, original-vs-cracked-vs-hard-disk classification, file extraction/hash coverage, emulator/hardware assumptions, IIGS input gates, and protection notes without committing patched binaries or treating cracked media as canonical originals.
http://dmweb.free.fr/games/dungeon-master/editions/fm-towns/ DM FM Towns edition page: documents the Japan v2.0 line in English and Japanese, released in November 1989 at ¥8800. The page shows separate v2.0J/v2.0M/v2.0E screenshot sets and identifies the media as redump.org BIN/CUE Compact Disc images for master T1 and T2 plus an ISO/CUE archive in DMFiles. Its CD-audio table maps tracks 02-20 to maps and game states: tracks 04, 07, and 20 are unused, track 20 is 20 seconds of silence, track 05 covers the entrance and map 6, track 13 is game over, and track 18 is game won. The keyboard table is FM Towns-specific: number-row 1-4 champion inventory, Escape freeze/unfreeze, Return wake, Ctrl-S or Shift-S disk menu, arrows for turn/forward/back, Shift+Left/Right for side movement, and E/Return on the entrance screen. Pin DM1 FM Towns as a CD-image plus audio-track target, not a loose PC data-file alias. Future support needs BIN/CUE and ISO/CUE ingestion, English/Japanese v2.0 hash classification, CD-audio track receipts, IMG2 real-asset evidence, and an FM Towns keyboard bridge before any native runtime claim.
http://dmweb.free.fr/games/dungeon-master/editions/pc-9801/ DM PC-9801 edition page: documents the Japanese v2.0 line released on 1990-02-09 at ¥9800. It covers Japan 3.5-inch floppy media and two 5.25-inch editions for VX/RX/RA and VX/RX/RA/RS machines, with manual/box evidence and separate 8-bit and 16-bit screenshot sets. The download archive contains HDM disk images for 2.0a original media that cannot boot because the copy-protection sector is absent, a cracked 2.0a, and a newer 2.0b original that has bug fixes and is not copy protected. The keyboard table is PC-98-specific: number-row 1-4 champion inventory, Escape freeze/unfreeze, Return/Enter wake, Alt-S disk menu, numeric keypad 4/5/6 turn/forward/turn, keypad 1/2/3 side/back/side, and Return/Enter on the entrance screen. Crack notes identify NECIO.EXE and FIRES.EXE protection checks and offsets, including bypassing new-game protection and floppy copy-protection-sector reads. Preservation reference only. Firestaff intentionally provides no DM1 PC-9801 import, cache, startup, game-view or input route; retained media can support read-only provenance work without creating a launch claim.
http://dmweb.free.fr/games/dungeon-master/editions/x68000/ DM X68000 edition page: documents the Japanese v3.0 line released on 1990-01-26 at ¥9800. It shows 31 kHz screenshots for FTL logo, title, entrance, credits, dungeon view, and inventory, plus 3D box/manual evidence. Downloads are HDM disk images: an original image that cannot boot because the copy-protection sectors are absent, a cracked image, and a blank save disk. The keyboard table is X68000-specific: F1-F4 champion inventory, Escape freeze/unfreeze, Return/Enter wake, Ctrl-S disk menu, numeric keypad 1/2/3 turn/forward/turn, keypad 0/comma/period side/back/side, and arrow aliases for forward/side/back. Crack notes identify FTLCODE protection checks and floppy-sector reads plus DM.X checksum handling; the page notes the CSB X68000 crack helper also works because both games share the same copy-protection scheme. Preservation reference only. Firestaff intentionally provides no DM1 X68000 import, cache, startup, game-view or input route; retained media and parser receipts are archival evidence, not runtime work.
http://dmweb.free.fr/games/dungeon-master/editions/super-famicom-super-nes/ DM Super Famicom / Super NES edition page: documents Japan, USA, and Europe cartridge releases with 3D box/manual/advertisement evidence, Japanese and English screenshots, trailer/intro/outro videos, and Famitsu issue 167 coverage. Known ROM versions are English NTSC 1.0, English PAL 1.0, Japanese NTSC 1.0, and Japanese NTSC 1.1, distributed as SMC cartridge images. The page notes the game can be slow when many floor items, nearby creatures, or projectiles are visible. Its music section has 19 SPC sound-chip-RAM files and bsnes-recorded MP3 evidence with internal track indices, map coordinates, two unused tracks, introduction, end credits, Hall of Champions, Power Gem, and end-screen cues. Bug notes are SNES-specific: all versions can drive champion maximum load to zero when stamina reaches zero; English versions have incorrect “master” skill-level prefixes; Japanese 1.0 has an alternate-ending save-corruption bug and a Hissssa name redraw bug fixed in Japanese 1.1 and English versions; Japanese 1.0/1.1 have a See Through Walls door-frame freeze fixed in English versions. Keep SNES/Super Famicom as a separate cartridge-ROM family, not a data-file alias for PC/Atari. Future support is a large console-runtime/import track: SMC ROM classification, per-version bug gates, SNES tile/palette rendering, SPC/music receipt handling, controller/input mapping, and emulator/runtime evidence before any native SNES playability claim.
http://dmweb.free.fr/games/chaos-strikes-back/ CSB: full encyclopedia, Atari ST Amiga X68000 PC-9801 FM-Towns (no PC, no Apple IIGS — Don Jordan who did the GS port had left FTL by then), full Hint Oracle, plus Paul Stevens’ unofficial PC port of CSB that he made in 2002 by disassembling the Atari ST binary. Per-version differences (endgame animation, X68000 has FM Music, PC-9801 has 3 light levels, Atari ST can’t drink from potion) Preservation and compatibility reference. PC-9801 and X68000 remain intentionally unsupported; Paul Stevens is the same author as CSBwin which is the basis of our src/csb/ work.
http://dmweb.free.fr/games/chaos-strikes-back/editions/atari-st/ CSB Atari ST edition page: documents USA, France Mirrorsoft, and United Kingdom Mirrorsoft retail evidence, with v2.x English screenshots for FTL logo, title, entrance, credits, dungeon view, inventory, and utility-disk screens for menu, Champion Editor, portrait loading, and Hint Oracle pages. It dates the Atari ST release to December 1989, lists known English versions 2.0 and 2.1, and records suggested retail price $39.95. The page notes a WinSTon 0.5 / Smacker-captured introduction video, no Atari ST ending animation, and FTL’s 1990 GEnie explanation that CSB was slower than DM because of more creature CPU work and slow single-sided compressed disk loading. The command table is Atari-specific: F1-F4 champion inventory, Escape freeze/unfreeze, Return/Enter wake, Ctrl-S disk menu, Insert/Clr Home turn left/right, and arrows for forward/side/back movement. Downloads split original STX game+utility disks for v2.0 and v2.1, cracked Automation ST media, MSA game+utility+save disks, ELiTE and Peter Putnik hard-disk hacks, RamDisk hack references, and Meynaf’s v2.1 assembler-source disassembly. Pin CSB Atari ST as the source-era CSB media family with both game and utility disks, not just a generic CSBwin ancestor. Firestaff already records local v2.0 game-disk hashes; future work needs v2.1 and utility-disk hash classification, original-vs-cracked-vs-hard-disk separation, real utility-disk CMP/HTC/AMG receipts, Atari ST input gates, intro/no-ending presentation receipts, and full Atari-runtime parity before promoting a native Atari ST CSB claim.
http://dmweb.free.fr/games/chaos-strikes-back/editions/amiga/ CSB Amiga edition page: documents USA, France Mirrorsoft, Germany Mirrorsoft, and United Kingdom Mirrorsoft evidence, with screenshots for v3.1 English, v3.1/3.3/3.5 multilingual builds, v3.5’s added Quit button, and utility-disk screens for English releases 1-3 plus French and German releases. It dates the Amiga release to December 1990 and lists known versions 3.1 English, 3.1 English/French/German, 3.3 English/French/German, 3.5 English, and 3.5 English/French/German. The page notes WinUAE/Smacker introduction and ending videos and says the Amiga introduction is longer than the Atari ST one, with music and more graphics/animation. The command table is Amiga-specific: F1-F4 champion inventory, Escape freeze/unfreeze, Return wake, Ctrl-S disk menu, keypad/Del/Help/arrows with shifted aliases for movement, and v3.5 multilingual entrance Ctrl-Q/Ctrl-A quit. Downloads split unofficial IPF game disks for 3.1/3.3/3.5, cracked ADFs with known limitations, protected original ADFs that do not boot, original utility disks including the buggy English release 2 and fixed release 3, a Meynaf hard-disk/accelerator hack from v3.3 French, WHDLoad/Aminet hard-disk patches, and Amiga Format issue 26 mail evidence. Pin CSB Amiga as the current strongest CSB real-asset family plus a broader protected-floppy/utility-disk import track. Firestaff has canonical CSB hashes and a verified Meynaf FR extra path, but future work still needs per-version IPF/ADF/original-vs-cracked-vs-hard-disk classification, utility-disk CMP/HTC/AMG receipts by language/release, WinUAE/Smacker intro/ending presentation receipts, Amiga input gates, and clean separation between canonical originals, cracked media, buggy utility release 2, and hard-disk patches before broadening native Amiga runtime claims.
http://dmweb.free.fr/games/chaos-strikes-back/editions/fm-towns/ CSB FM Towns edition page: documents the Japan FM Towns release with English and Japanese v3.1 content, released 1990-12-14 at ¥9800. Screenshots cover Japanese menu/entrance/credits/dungeon/inventory plus Champion Editor and portrait loading, and English FTL logo/title/menu/entrance/credits/dungeon/inventory plus Champion Editor screens. The music table maps CD audio tracks 02-31 to entrance, story animation, maps 0-9, game over, ending animation, and three unused water-drop-like tracks. The keyboard table is FM Towns-specific: number-row 1-4 champion inventory, Escape freeze/unfreeze, Return wake, Ctrl-S or Shift-S disk menu, arrows for turn/forward/back, and Shift-left/right for side movement. Downloads split redump.org BIN/CUE Compact Disc images from a DMFiles BIN/CUE archive. Pin CSB FM Towns as a Japanese CD-image plus audio-track target, not an Amiga/Atari data-file alias. Future support needs BIN/CUE ingestion, English/Japanese v3.1 hash classification, CD-audio track receipts for tracks 02-31, Champion Editor/portrait-loading proof, FM Towns keyboard gates, and runtime evidence before any native FM Towns CSB claim.
http://dmweb.free.fr/games/chaos-strikes-back/editions/pc-9801/ CSB PC-9801 edition page: documents the Japanese v3.1 line released on 1990-12-21 at ¥9800. It lists 3.5-inch and 5.25-inch PC-9801 editions with 3D box/manual evidence, separate 8-bit and 16-bit screenshot sets, and Champion Editor plus portrait-loading screens. The download archive contains HDM disk images for an original image that cannot boot because copy-protection sectors are absent and a cracked image. The keyboard table is PC-98-specific: number-row 1-4 champion inventory, Escape freeze/unfreeze, Return/Enter wake, Alt-S disk menu, numeric keypad 4/5/6 turn/forward/turn, and keypad 1/2/3 side/back/side. Crack notes identify CSBGAME, LZEXE decompression, and protection-check offsets for save and new-game paths. Preservation reference only. Firestaff intentionally provides no CSB PC-9801 import, cache, startup, game-view or input route; media facts and protection provenance remain available for archival research.
http://dmweb.free.fr/games/chaos-strikes-back/editions/x68000/ CSB X68000 edition page: documents the Japanese v3.1 line released on 1990-12-21 at ¥9800. It lists 3D box/manual evidence and separate 24 kHz and 31 kHz screenshot sets for FTL logo, title, menu, entrance, credits, dungeon, inventory, Champion Editor, and portrait loading. Downloads are HDM disk images: an original image that cannot boot because copy-protection sectors are absent, a cracked image where CK.R intercepts reads of the copy-protection sector while original files remain unmodified, and a blank save disk. The keyboard table is X68000-specific: F1-F4 champion inventory, Escape freeze/unfreeze, Return/Enter wake, Ctrl-S disk menu, arrows for turn/forward/back, and Opt.1/Opt.2 for side movement. Preservation reference only. Firestaff intentionally provides no CSB X68000 import, runtime, presentation, or input route.
http://dmweb.free.fr/games/dungeon-master-ii/ DM2: release/platform matrix for PC-9801, FM-Towns, Mega CD/Sega CD, PC-9821, IBM PS/V, Macintosh, PC, and Amiga, plus edition pages for PC beta/demo/regional CD/floppy variants and the version-comparison table with per-version movement / graphics / music / savegame differences. CRITICAL: PC English and Mac are Interplay ports with 256-color graphics, while all other versions are 16-color. Mac uses Apple QuickTime .moov for animations, PC uses Interplay MVE format. PC 0.9 Beta and PC demo use older GRAPHICS.DAT with simpler compression. The page also documents the inventory-eye mouse-cursor bug: all listed non-Mac platforms show the cursor/cross glitch, and Amiga has the severe cursor-not-restored variant; Japanese and English Macintosh versions are exempt. Use for DM2 S0/S1/S2 platform scoping, edition/hash backlog, animation/media split, and a future DM2 inventory mouse-route regression gate. The 256-color Interplay port is what the “PC” data files most players will have; non-PC families need separate asset/runtime paths.
http://dmweb.free.fr/games/dungeon-master-ii/editions/pc/ DM2 PC edition page: tracks PC 0.9 beta, USA compact-disc demo, USA compact-disc / RSAC / jewel-case lines, Australia/France/Germany/Poland/United Kingdom CD or floppy editions, Czechia magazine demo, and a Spanish fan translation. The page documents final DOS music as 29 HMP files embedded in GRAPHICS.DAT with MIDI conversions, PC/Mac track-index comparisons, VGA/SVGA MVE video assets, and a DOS command table: number-row champion inventory, Space leader inventory, Escape freeze/unfreeze, Return wake, Alt-S disk menu, keypad/arrows/Shift-arrows movement, keypad 7/8/9 wall-ornate/button hotkeys, entrance Return, and Ctrl-Q/Ctrl-A quit. It also records official sound patches, HMI/GUS driver updates, and five known 1995 demo builds, including the early FIRE.EXE/LZ91 demo with no music or save/load and later SKULL.EXE/Watcom demos with different GRAPHICS.DAT, DUNGEON.DAT, sound, logo, title, and ordering assets. Pin the DOS line as the current DM2 runtime family while keeping regional CD/floppy/demo/media differences explicit. Future work needs per-edition hash coverage, demo-version classification, HMP/MVE evidence, HMI patch provenance, and DOS command-table gates without treating fan translations or patched drivers as bundled game data.
http://dmweb.free.fr/games/dungeon-master-ii/editions/amiga/ DM2 Amiga edition page: states Dungeon Master II for Amiga was released only in Europe, with Germany and United Kingdom edition pages and a single Europe v1.0 game line for English/French/German. Downloads are six ADF floppy images and six IPF floppy images, but the page notes the game cannot be played from floppy disks and must be installed to hard disk. It documents MOD music (SK00.MOD through SK09.MOD) keyed by the CD.DAT track index, WinUAE-captured Smacker videos, hardware reality notes (68020+ required, AGA not required, OCS/ECS works, music works with 2 MB RAM), and an undocumented Amiga keyboard table: F1-F4 champion inventory, Space leader inventory, Escape freeze/unfreeze, Return wake, Ctrl-S disk menu, Del/Up/Help/Left/Down/Right movement, numeric-pad (/)// wall-ornate or button hotkeys, entrance Return, and Ctrl-Q/Ctrl-A quit. Pin DM2 Amiga as a hard-disk-installed Amiga floppy-image target with MOD music and Amiga-specific keyboard/video behavior, not a DOS/Mac/Sega-CD media alias. Future support needs ADF/IPF ingestion, installed-hard-disk layout evidence, MOD/CD.DAT trigger proof, Smacker/video provenance, Amiga keyboard gates, and 68020/OCS/ECS hardware assumptions before any playable claim.
http://dmweb.free.fr/games/dungeon-master-ii/editions/pc-9801/ DM2 PC-9801 edition page: Japanese v1.0 by Victor Entertainment, released 1993-12-23; the full game download is four PC-9801 disk images in FDI format. The page also lists separate Japan demo media (.hdm setup floppy + .hdi bootable hard-disk image), states there is no music in this version, and gives the PC-9801 command table: number-row 1-4 champion inventory, Space leader inventory, Escape freeze/unfreeze, Return/Enter wake while resting, Alt-S disk menu, and numeric keypad 4/5/6 + 1/2/3 for turn/forward/turn and side/back/side movement. Preservation reference only. Firestaff intentionally provides no DM2 PC-9801 import, cache, startup, game-view or input route. This does not change the separately documented PC-9821 CD line.
http://dmweb.free.fr/games/dungeon-master-ii/editions/fm-towns/ DM2 FM Towns edition page: Japanese v1.0 by Victor Entertainment, released 1994-01-28; the page points at a redump.org BIN/CUE Compact Disc image. It documents the FM Towns CD-audio profile: same six music tracks as PC-9821 and Japanese Macintosh, tracks 2-6 are slightly quieter, and there is an extra silent track 8. The command table is also distinct: number-row 1-4 champion inventory, Space leader inventory, Escape freeze/unfreeze, Return wakes while resting, Ctrl-Shift-S opens the disk menu, arrows turn/forward/back, Shift+Left/Right move sideways, Return starts a new game on the entrance screen, Ctrl-Q quits, and Return/Enter closes credits. Pin DM2 FM Towns as a CD-image plus audio-track/import target, not a PC/Interplay data-path alias. Future support needs BIN/CUE handling, CD.DAT/music-trigger evidence, the FM Towns keyboard bridge, and runtime proof before any playable claim.
http://dmweb.free.fr/games/dungeon-master-ii/editions/sega-cd-mega-cd/ DM2 Sega CD / Mega CD edition page: Europe and USA are English v1.0 releases; Japan is Japanese v1.0. The page points each edition at redump.org BIN/CUE Compact Disc images, also lists DMFiles CD-content archives for USA English and Japanese, and splits the Sega CD data/audio handoff into a data-track ISO archive plus an audio-track MP3 archive. Its music note says Sega CD / Mega CD uses the same six-track CD.DAT trigger table as PC-9821/Japanese Macintosh/FM Towns except track 7 is replaced by a 15-second silent track. Pin DM2 Sega CD / Mega CD as a BIN/CUE plus mixed data/audio-track target, not an Interplay PC MVE path. Future support needs CD image ingestion, data-track file extraction, audio-track/track-7 silence evidence, and a Sega-CD-specific runtime/input proof before any playable claim.
http://dmweb.free.fr/games/dungeon-master-ii/editions/pc-9821/ DM2 PC-9821 edition page: Japanese v1.0 by Victor Entertainment, released 1994-09-22 at ¥12800. The page points at a BIN/CUE Compact Disc image and a DMFiles archive, documents the same six CD.DAT-triggered music tracks as Japanese Macintosh, and lists the PC-98 keyboard table: number-row 1-4 champion inventory, Space leader inventory, Escape freeze/unfreeze, Return/Enter wake while resting, Alt-S disk menu, and numeric keypad 4/5/6 plus 1/2/3 for movement. The crack notes identify FIRE.EXE LZEXE compression and CD-ROM protection checks during load/save. Pin DM2 PC-9821 as a PC-98 CD-image target distinct from the PC-9801 floppy line. Future support needs BIN/CUE ingestion, CD.DAT/audio-trigger evidence, PC-98 keyboard handling shared with PC-9801 where valid, and copy-protection behavior/provenance notes without committing patched executables.
http://dmweb.free.fr/games/dungeon-master-ii/editions/ibm-psv/ DM2 IBM PS/V edition page: Japanese v1.0 by Victor Entertainment, released 1994-09-22 at ¥12800. The page states this version has no music, and its download archive contains the files from the original three floppy disks plus WinImage disk images. The command table lists number-row 1-4 champion inventory, Space leader inventory, Escape freeze/unfreeze, Return wake while resting, Alt-S disk menu, keypad 4/5/6 + arrows for turn/forward/turn, keypad 1/2/3 plus Shift+Left/Right for side/back/side movement, and entrance-screen Return/Ctrl-Q behavior. Crack notes identify FIRE.EXE LZEXE compression and protection checks at offsets 0x21989 (new game) and 0x1FB77 (save). Pin DM2 IBM PS/V as a Japanese floppy/WinImage target, not a PC-9821 CD or Interplay PC path. Future support needs WinImage/floppy ingestion, no-music behavior, IBM PS/V keyboard handling, and copy-protection behavior/provenance notes without committing patched executables.
http://dmweb.free.fr/games/dungeon-master-ii/editions/macintosh/ DM2 Macintosh edition page: tracks Japanese v1.0 and USA English v1.0 as redump BIN/CUE CD images plus CD-content archives. It documents the JP/US split: JP was released in August 1994 with old 16-color graphics, an intro animation also present on Sega CD, CD-audio tracks, 320x200 and 640x400 layouts, and a Japanese crack note for the Skullkeep executable resource fork at offsets 0x37FC9, 0x3809D, and 0x3653F; US was released in October 1995 with upgraded 256-color graphics, an extra layout, Mac menu new/open/save behavior, balloon help, and 28 MIDI files plus SoundMusicSys/SND/INST/SONG/MIDI resources instead of CD-audio. The page also lists separate Japanese and English keyboard tables using Command-S/Command-Q and, in English, Command-O plus wall-ornate/button hotkeys. Pin DM2 Macintosh retail as a Mac CD-image/resource-fork target, not a DOS MVE path. Future support needs BIN/CUE/CD-content ingestion, StuffIt/HQX/resource-fork handling, QuickTime/MooV animation extraction, Mac MIDI/SoundMusicSys evidence, JP CD-audio behavior, and Mac-specific keyboard/menu bridges before any runtime claim.
http://dmweb.free.fr/games/therons-quest/ Theron’s Quest overview page: documents the TurboGrafx-16 / PC Engine CD adaptation of Dungeon Master. The Japanese version released first on 1992-09-18 and the English USA version followed in 1993; DMWeb’s reference information is based on the English version. The page summarizes a lighter DM variant with seven small dungeons, Theron plus three temporary champions, between-dungeon saves, reset behavior, retained Theron skills/statistics and seven target relics: Shield Defiant, Taza Poleyn, Tazahelm, Taza Boots, Taza Armor, Soulcage and The Retaliator. It also records Winter CES 1993 showing and early Electric Brain, TurboPlay and VideoGames magazine coverage. Treat this as a secondary overview, not proof for every edition or field. Original runtime claims must follow the authenticated regional source locks; the DMS-SG.001 lock establishes a between-dungeon save body and a bounded set of restored Theron fields, not companion, inventory, equipment or all progression semantics.
http://dmweb.free.fr/games/therons-quest/editions/pc-engine-turbografx/ Theron’s Quest PC Engine / TurboGrafx-16 edition page: lists the Japan PC Engine release, USA TurboGrafx-16 release, and a PCEWorks bootleg as separate edition records. It provides menu, dungeon-view, and inventory screenshots; English and Japanese intro/outro video embeds; Famitsu issue 165 / issue 190 and Marukatsu PC Engine issue 39 news scans; and music receipts for CD tracks 01, 03-18. The music notes identify Track 02 as the data track, say tracks 01/03/04 share the same music with Japanese or English speech, and record a JP-only Track 17 static-noise defect from 1:04 that is fixed in the US version while the JP track remains 7 seconds longer. Downloads split JP and USA redump BIN/CUE images, CloneCD images, redump disc pages, and a DMFiles ISO/OGG archive containing both languages. Pin Theron as a JP/US mixed-mode CD target with separate data-track and audio-track evidence. Use the original menu/gameplay images as visual references, not as runtime receipts. The retail manual identifies Button I for menu confirmation but does not specify a multi-second hold; the operator-reported 3–5 second hold remains unverified and must be tested in Firestaff’s native input path before it is claimed as supported. Greatstone SCK’s Theron entry is a CSBWin conversion, not retail data; it must not replace the original regional media or establish runtime behavior.
http://dmweb.free.fr/games/therons-quest/editions/pc-engine-turbografx/japan/ Theron’s Quest Japan PC Engine retail page: gives bar code 4 988002 247950, release date 1992-09-18, retail price ¥8200, and standard CD jewel-case contents: booklet/manual, back card, spine card, and CD-ROM. The physical evidence includes a 142x125x10 mm box, overview image, box front/back scans, a 32-page booklet, back-card front, spine-card front, and compact-disc front. Treat as the physical-retail proof for the canonical Japanese Theron target. Future public evidence can cite box/manual/disc scans while runtime claims still depend on Track 02 handoff, JP audio-track receipts, progression/save proof, and no bundled original data.
http://dmweb.free.fr/games/therons-quest/editions/pc-engine-turbografx/usa/ Theron’s Quest USA TurboGrafx-16 retail page: gives bar code 0 92218 00178 8, release date 1993, and standard CD jewel-case contents: booklet/manual, back card, and CD-ROM. The physical evidence includes a 142x125x10 mm box, box front/back/hook-back scans, overview image, a 32-page booklet with copyright © 1993 Victor Entertainment, Inc., back-card front, and compact-disc front. Treat as the physical-retail proof for the canonical English/USA Theron target. Future public evidence can cite box/manual/disc scans while keeping semantic parity, Track 17 audio, US cue/subtrack, save import/export, and screenshot promotion as separate proof work.
https://www.dungeon-master.com/forum/viewtopic.php?t=23826 Community Theron’s Quest conversion report by Sphenx: the original TQ02/TQ19 image pair contains the binary data tracks; TQ02 was observed to contain seven consecutive 256 KiB quest-blocks, with map layouts and item records extractable but level headers and the surrounding read logic arranged differently from standard DM. The report explicitly warns that swapping quest-blocks freezes because additional data outside the blocks controls how they are read. Use as secondary reverse-engineering evidence only. It confirms the shape of the remaining object/later-level investigation, but it does not authorize Firestaff to import converted CSBWin files or assign field semantics without an authenticated original Track 02/System Card read trace.
http://dmweb.free.fr/games/therons-quest/editions/pc-engine-turbografx/pceworks-bootleg/ Theron’s Quest PCEWorks bootleg page: records a non-original TurboGrafx-16 bootleg release dated 2016-12-18, with web-site reference plus compact-disc sleeve front/back and compact-disc/foldout front scans. Keep this as provenance-only evidence that must not feed canonical hash targets, acquisition requirements, public support claims, or bundled-data examples. It is useful mainly to explain why PCEWorks media should be excluded from original JP/USA classification.
http://dmweb.free.fr/games/dungeon-master-nexus/ Nexus overview page: Sega Saturn-only Dungeon Master sequel, released only in Japan and only in Japanese, with unofficial English and French fan translations available. It confirms the true 3D engine, 15-level structure, Japanese title ダンジョン・マスターネクサス, and preservation of Masaaki Shibata map material for levels 2-12. The page also links the Saturn platform page and magazine evidence from Saturn Fan (1996 announcement/news and 1998 interview) plus Sega Saturn Magazine (1997 news); DMWeb notes Nexus was announced in 1996 with a DM2 screenshot before it had its final name. Confirms our V0/V1 plan for Nexus: src/nexus/. DMDF is a separate Saturn data path, not FTL DUNGEON.DAT; the 15-level/source-map boundary should drive DGN/world-loader coverage and public docs should keep fan translations separate from the official Japanese release.
http://dmweb.free.fr/games/dungeon-master-nexus/editions/sega-saturn/ Nexus Sega Saturn edition page: tracks Japan demo, Japan retail, English fan translation, and French fan translation edition pages. It lists Saturn CD audio tracks 02-09, Victor web-site screenshots, redump.org and CloneCD Japanese disc-image sources, a DMFiles archive containing the original Japanese BIN/CUE plus English version 2 and French fan-translation ISO/BIN/CUE or merged ISO/CUE images, and a Japanese demo BIN/CUE. The retail Japan page gives release date 1998-03-26 and price ¥6800, with box/manual/disc scans and Japanese videos. The fan pages date English version 1 to 2023-09-20, English version 2 to 2024-01-02, and French to 2024-01-02. The page also documents a light-overflow bug where repeated Ful/Oh Ir Ra can push the dungeon into darkness. Pin Nexus as a Saturn BIN/CUE plus multi-track-audio target with optional demo/fan-translation variants. Future work needs Track 1 full-disc launch handoff, CD-audio track receipt handling, demo/fan-translation classification, manual/video/screenshot provenance for public proof, and a gameplay regression for the light-overflow boundary before calling the Saturn runtime complete.
http://dmweb.free.fr/games/dungeon-master-nexus/editions/sega-saturn/japan/ Nexus Sega Saturn Japan retail page: identifies Victor Interactive Software as publisher, release date 1998-03-26, retail price ¥6800, catalog number T-9111G, and box dimensions 142x125x10 mm. It provides the Japanese screenshot set (entrance, Hall of Champions entrance, champion mirror, Japanese champion mirror, inventory, overview), 3D box and physical scan coverage (box front/back, 48-page booklet, back card, spine card, compact disc, registration card), and links a complete Japanese playthrough in two parts. The booklet scan notes copyright © 1998 Victor Interactive Software Inc. Treat as the retail-proof page for the official Japanese Nexus target. It should feed public screenshots/manual provenance and user-facing release notes, while runtime claims still depend on the Track 1 / DM.BIN handoff, DGN/DMDF/MNS/S2D coverage, CD-audio receipt handling, and save/load proof.

File format specs (the most important pages)

URL What’s there What we use it for
http://dmweb.free.fr/community/documentation/file-formats/data-files/ Complete spec for GRAPHICS.DAT, SONG.DAT, HCSB.DAT, NAKED.AMG across 38 different game/version combos with endian, format version (DMCSB1 / DMCSB2 / DMII), and per-file item-type breakdown (IMG1, IMG2, IMG3, IMG4, SND1-SND8, MUS1-MUS2, TXT1-TXT2, FNT1, LAY1, LAY2, COD1-COD4, P4B1, SEQ1-SEQ2, RAW1-RAW2, NULL). Includes the LZW-compressed version info (only DM Atari ST and CSB Atari ST use LZW). Includes endianness and signature per file (8001h big-endian for DMCSB2; 8005h big-endian for DMII, 8004h for DMII FM-Towns). Documents the 32 KB max item size in the DMCSB format. Documents the 3 byte local palette for IMG3/IMG4. The DMII PC table identifies the 256-colour interface palette at INTERFACE_GENERAL/0/dtPalIRGB/0xFE; use that real GDAT entry rather than a host palette. This is the master reference for src/shared/firestaff_po_loader.c’s per-game asset loading. We need to implement: header parsing for all 3 formats, item decompression (LZW only for Atari ST), item decoding for IMG1-IMG4, SND1-SND8, etc. The 32 KB item cap is important: any item > 32 KB uses the “expanded portraits” trick (8 lines × 8 portraits per item, instead of 6×4). The DMII palette record is a concrete startup/HUD rendering receipt.
http://dmweb.free.fr/community/documentation/file-formats/animations/ Complete spec for animation files (FTL, INTRO, END, CREDITS, TITL.DAT, ANIMATE.DAT, ANIMATE.SCR, ENDA.DAT, STORY.DAT, etc.). Documents all 18 item types: AN (animation def), BN/BR/CU/DL/EN/FO/FS/GD/MD/MF/MI/NE/P8/PL/SD/SF/SO/TD/TR/WA. Documents the 3-byte signature FF81h that starts every DL/EN item. Documents AN-specific per-file values (width × height × depth × unknown per game/version). Documents DMII-for-PC exception: those files have 100206 bytes of MVE player, then the actual MVE data. The animation engine spec for the intro/outro movies. Our V22 modern-asset pipeline replaces these with MP4/H.264, so this is mostly for “find the animation item, skip it, replace it”. The FF81h signature is the marker we look for.
http://dmweb.free.fr/community/documentation/file-formats/animation-script/ Complete spec for ANIMATE.SCR in CSB Atari ST. Bytecode with 30 instructions (load item, unload, expand graphic, blit, set palette, fade, wait for vertical blank, FOR/NEXT loops, copy image, set display coordinates, etc.). Includes the entire disassembled ANIMATE.SCR file from CSB Atari ST with line-by-line comments — this is gold for anyone who needs to understand how the engine drives the animation. We don’t need to implement this (modern V2.2 assets replace the animations), but the data format is documented for reference.
http://dmweb.free.fr/community/documentation/file-formats/saved-game-files/ Shared DM/CSB saved-game layout, with platform-specific endian and character-data variants. It identifies CSB CSBGAME.DAT as the player-save filename and, crucially, MINI.DAT as the original CSB campaign saved-game image; DUNGEON.DAT contains only the Prison used for champion selection. It documents the optional initial word, the 256-byte Block1/Block2, 128-byte Block3, encrypted champion/timer sections, portraits, and the trailing uncompressed dungeon data. CSB Block1 keeps the Block2 key at word offset 58, and CSB Atari/Amiga use big-endian words. Treat MINI.DAT and CSBGAME*.DAT as authenticated save material, never as generic optional blobs. Archive cache materialization must remove a stale member when the currently hash-selected package lacks it, so Resume cannot silently consume a save from a previous package. Save import/runtime handoff must keep the documented CSB Block1/Block2 and big-endian boundary separate from Firestaff-native saves and CSBWin extensions.
http://dmweb.free.fr/community/documentation/file-formats/graphics-dat/ (404 at time of fetch — may have moved) (See data-files/ page above for the full GRAPHICS.DAT spec which is complete)
http://dmweb.free.fr/community/documentation/file-formats/dungeon-dat/ (404 at time of fetch — may have moved) (The ReDMCSB WIP 2021-02-06 source has the complete DUNGEON.DAT layout; see docs/REDMCSB_REFERENCE.md and Toolchains/Common/Source/DUNGEON.C.)

Community / Clones

URL What’s there What we use it for
http://dmweb.free.fr/community/clones/chaos-strikes-back-for-windows-and-linux-raspbian-macos-x-pocket-pc/ CSBwin by Paul R. Stevens. 12.100 source, available for Windows x86-32/x64, Linux x86-32/x64, Raspbian ARM-32, MacOS X, Pocket PC. Open source on GitHub via zelurker’s fork (https://github.com/zelurker/CSB). Includes DM and CSB dungeons from Atari ST. Supports custom modules. Our src/csb/ is closely modeled on CSBwin’s behavior. The zelurker CSB GitHub repo is a valuable second source for CSB disassembly in addition to Meynaf’s ReDMCSB. The ‘CSB lineage’ link in AGENTS.md is the same project: https://github.com/zelurker/CSB.
http://dmweb.free.fr/community/clones/skwin-dungeon-master-ii-for-windows/ SKWIN by kentaro-k.21 and Sphenx. Port of DM2 to Windows; the latest project is skproject. Firestaff’s src/dm2/ work uses skproject’s reverse-engineering of DM2 data formats. Sphenx also authored the CSBWin custom-dungeon conversion “Theron’s Quest Conversion”; it is not original PC Engine CD data or a Greatstone retail save-format specification.
http://dmweb.free.fr/community/clones/return-to-chaos/ Return to Chaos (RTC) by George Gilbert. Recreation of DM/CSB/DM2 with custom graphics/sounds support. The “how to swap graphics and sounds” feature is a useful reference for our V22 modern-asset pipeline.
http://dmweb.free.fr/community/clones/dungeon-strikes-back/ Dungeon Strikes Back — another DM/CSB clone. (Lower priority — CSBwin is the canonical reference)
http://dmweb.free.fr/community/clones/ Index of all DM clones: CSBwin, Return to Chaos, Dungeon Strikes Back, SKWIN, plus 30+ “truthful gameplay” / “similar gameplay” / “other games” inspired by DM Useful to see what other implementations exist; the dmweb “Clones” page has 30+ entries

FAQ

http://dmweb.free.fr/community/faq/ — 50+ FAQ items split into:

Particularly useful: “Where can I download the games?” (which lists every legally-available source for each game) and “What is the use of the Green Gem, Magnifier, Rabbit’s Foot, Ekkhard Cross and ?” (which gives us a definitive list of magical-item effects that we should encode in our i18n).

Custom Dungeons

http://dmweb.free.fr/community/custom-dungeons/ — 50+ custom dungeons for DM/CSB/CSBWin with maps and credits. Useful as reference implementations of what a working custom dungeon.dat looks like, especially the engine-extended ones (Conflux III uses CSBWin’s extra actuator types; Imprisoned Again uses a non-standard floor decoration type).

The key takeaway: any “real” custom dungeon for DM/CSB/CSBWin must use the engine’s existing actuator/item types — there is no modding API in the original binary. Our CSB V1 phase plan correctly identifies this constraint.

Other community pages


greatstone.free.fr/dm/ — pages reviewed

Overview

http://greatstone.free.fr/dm/overview.html — the page that explains what greatstone’s “Swoosh Construction Kit” (sck) tool is and what it does. It frames the work as reverse-engineering proprietary, compressed or obfuscated customer-facing game files into common formats such as BMP, WAV and TXT. The tool model is: identify a file by signature, find or apply a mapfile description for the file and its embedded items, decode each format with a dedicated algorithm, split repositories into single resources, then export them. This is exactly the same split Firestaff needs for hash-verified discovery, archive/materialization, mapfile-backed slicing, and per-format decoders. The overview names representative DM-family containers and resources:

The overview also states why mapfiles matter: a file description must be independent of the extraction tool, while the individual format algorithms live outside the mapfile specification. That matches Firestaff’s current direction of keeping firestaff_sck_mapfile as metadata/slicing infrastructure and separate decoders for IMG5, PAK, CMP, etc.

Game-version coverage by sck

Game Versions extracted
DM 26 extraction entries: Amiga 2.0 (EN/FR/GE), 2.1 EN, 2.2 (EN/GE), 3.6 EN/FR/GE, Amiga Atari-1.2 Meynaf port, Apple IIGS EN, Atari teaser demo, Atari 1.0/1.1/1.2/1.3 plus cracked variants, FM-Towns 2.0 EN/JP, PC-98 2.0 JP, PC 3.4 and 3.4 EN/FR/GE, SNES 1.0 EN NTSC/PAL + JP NTSC, SNES 1.1 JP NTSC, X68000 3.0 JP
CSB Atari 2.0/2.1, Amiga 3.1/3.3 (EN/FR/GE), FM-Towns 3.1 (EN/JP), PC-9801 3.1 (JP), X68000
DM2 Supported extraction entries: Amiga 1.0 EN/FR/GE, FM-Towns 1.0 JP, IBM PS/V, Macintosh EN/JP retail, MegaCD 1.0 JP, PC-9801 1.0 JP, PC-9821 1.0 JP, PC 0.9, PC 1.0 EN/FR/GE, PC demo EN, and Sega CD 1.0 EN
Theron’s Quest SCK publishes “Theron’s Quest Conversion,” a custom CSBWin dungeon, not the retail PC Engine/TurboGrafx-16 game or an extraction of its Track 02 data.
DM Nexus Sega Saturn JP
Other Black Crypt (Amiga), R-Type III (GBA) — both for fun, not DM/CSB

The SCK product page’s aggregate count includes tested games and custom dungeons; it does not mean every platform version or every game’s retail media has been extracted. In particular, a Greatstone “Theron’s Quest” custom-dungeon entry is not the PC Engine game, and SCK does not list the Saturn Nexus retail release. Use DMWeb’s Nexus pages and hash-verified Saturn media for Nexus work.

File format specs

URL What’s there What we use it for
http://greatstone.free.fr/dm/d_ftl.html FTL container format spec — Amiga hunk-based binary, with HUNK_DATA zero-run compression and HUNK_CODE 0x5223 dictionary/nibble compression, plus checksum logic and decoder/encoder pseudocode. Used by Amiga animations and several other files. The FTL format is used for many Amiga asset files. We already handle some of it in src/shared/asset_status_m12.c; this spec is the definitive reference.
http://greatstone.free.fr/dm/d_mapfile.html SCK mapfile format overview — points to the 1.0 and 2.5 specs. The 2.x format has a comma/property header (MAPFORMATVERSION, MAPVERSION, FORMAT, CLOCKMODE, ENDIAN) and CSV-like item rows: item_number,item_type,item_attributes,item_description,item_long_description,comment; attributes include SIZE=, PAL=, external references such as [KAOS.FTL]PAL_INGAME, and many type-specific fields. We already parse the real SCK 2.x corpus enough to extract SIZE=-backed slices via firestaff_sck_mapfile; remaining work is live asset-loader/runtime selection from _mapping.xml and item-type-specific handling beyond simple slices.
http://greatstone.free.fr/dm/d_pak.html PAK format spec — Atari ST START.PAK executable wrapper: 4-byte file-size header, 28-byte Atari ST executable header (0x601A, text/data/BSS/symbol sizes, flags), then a 1920-word most-frequent-words table and compressed code using the same nibble-coded algorithm as FTL HUNK_CODE. Covered by firestaff_pak_decode: the parser/decompressor is implemented and CTest-gated; the spec remains useful as the shared compression reference for PAK and FTL HUNK_CODE.
http://greatstone.free.fr/dm/d_items.html Item data formats page — work-in-progress Greatstone/SCK page currently documenting IMG5: a 4bpp planar image format with four concatenated bit planes, MSB plane first, producing 16-color palette indices from top-left to bottom-right. Covered by firestaff_img5_decode: the decoder is implemented and CTest-gated. Hidden executable-code items and item 558/559 handling are tracked separately through dmweb/ReDMCSB references and the CSB hidden-item skip gates.
http://greatstone.free.fr/dm/d_articles.html Articles index — links to three detailed Greatstone articles. d_articles_mac.html documents DM2 Macintosh MooV videos: data + resource-fork extraction, QuickTime 1.x/2.x, Cinepak (cvid) and Animation (rle) video codecs, .MooV.rsrc/.MooV.[R] resource naming, QT-Flattener conversion to Windows .mov, and later MP4/H.264/AAC conversion; it names credits.moov, ending.moov, swoosh.moov, title.moov, and JP story.moov. d_articles_snes_multipal.html documents DM SNES palette selection: 8x8 tiles, shared 256-color palette, 16-color sub-palettes per tile group, mapfile PALSEL, TILESBYITEM, and PALSEL_INCR, eight discovered PALSEL lists, 4-tile item groups, 9-tile champion-portrait groups, and updated EN/JP/JP 1.1 SNES mapfiles. d_articles_dungeon_html.html documents SCK dungeon XML/HTML output: dungeon.dat/dungeonf.dat/dungeong.dat/mini*.dat detection, endian/compression handling, pseudo-random decoration handling, SNES ROM dungeon extraction, XML elements for text/doors/creatures/tiles/actuators, XSL conversion, SCKExtraPack dungeon_web.bat, and limited DM2 support because of new actuator types. Direct reference for three Firestaff tracks: DM2 Macintosh video extraction/conversion, SNES mapfile-driven palette selection beyond raw IMG5 decode, and source-facing DM/CSB dungeon-XML comparison output. The Mac and SNES articles bound future non-PC asset work; the dungeon article is useful for comparison tooling and per-version dungeon-delta receipts, not as a claim that Firestaff should vendor SCK outputs.

Tool

Game pages (extracted data)

URL What’s there What we use it for
http://greatstone.free.fr/dm/g_dm.html DM: per-version extraction table with 26 entries. It links directly into current db_data/ trees for Amiga 2.0/2.1/2.2/3.6 and the Meynaf Atari-1.2 port, Apple IIGS, Atari teaser/1.0/1.1/1.2/1.3/cracked variants, FM-Towns 2.0 EN/JP, PC-98 2.0 JP, PC 3.4 and PC 3.4 EN/FR/GE, SNES 1.0/1.1 ROM+dungeon extractions, and X68000 3.0 JP. Representative resources include dungeon.dat, graphics.dat, PC song.dat, title, end, Amiga swoosh/.ftl files, SNES *.smc, and multilingual dungeonf.dat/dungeong.dat. This is the canonical “which DM file is which” reference. The current linked paths are useful for Firestaff asset-validation probes and for selecting version-specific SCK mapfiles; old c_dm_* examples are stale and may 404.
http://greatstone.free.fr/dm/g_csb.html CSB: per-version extraction table with 19 entries covering CSB itself and the utility disk. It links directly into current db_data/ trees for Amiga 3.1 EN/FR/GE originals and cracks, Amiga 3.3 EN/FR/GE, Amiga 3.5 EN, Amiga utility disk FR/GE/EN releases, Atari 2.0 variants and 2.1 EN, FM-Towns EN/JP, PC-98 3.1 JP, and X68000 JP variants. Representative resources include dungeon.dat, graphics.dat, multilingual dungeonf.dat/dungeong.dat, mini.dat, switch.dat, *.cmp, *.amg, hcsb.htc, hcsb.dat, animate.dat/anim.dat, story.anm, title.anm, ending.anm, Amiga/X68000 .ftl files, and enter.sng. This is the canonical “which CSB file is which” reference. It is especially useful for CSB launch/profile coverage, utility-disk import work, Hint Oracle (hcsb.htc), champion portrait (*.cmp) validation, AMG sound handling, Atari switch.dat, multilingual dungeon variants, and selecting version-specific SCK mapfiles.
http://greatstone.free.fr/dm/g_dm2.html DM2: supported per-version extraction table for Amiga 1.0 EN/FR/GE, FM-Towns JP, IBM PS/V, Macintosh EN/JP retail, MegaCD JP, PC-9801 JP, PC-9821 JP, PC 0.9, PC 1.0 EN/FR/GE, PC demo EN, and Sega CD EN. Representative resources include graphics.dat, Amiga/MegaCD/SegaCD swsh.dat/titl.dat/enda.dat, Amiga lang.ftl, FM-Towns/IBM PS/V/PC-98 swoosh/title/end, Sega CD stry.dat, and Macintosh *.moov movies documented by the Mac article. This is the canonical “which DM2 file is which” reference for cross-version asset work. It is especially useful for separating already-verified PC EN/FR/GE runtime assets from non-PC format-normalization work: Amiga/MegaCD/SegaCD FTL-style .dat containers, Mac MooV/resource-fork movies, FM-Towns/IBM PS/V/PC-98 graphics layouts, and selecting version-specific SCK mapfiles.
http://greatstone.free.fr/dm/g_cd.html Custom dungeons gallery — 50+ custom dungeons with maps, item lists, and notes about which engine extensions they use. The “engine extensions” notes are the most useful: tells us which items are CSBWin-only, which are CSB-Atari-only, etc.
http://greatstone.free.fr/dm/g_other.html Other games — Black Crypt, R-Type III GBA. (Not relevant to Firestaff, but cool reading)

db_data/ — the actual extracted data

The greatstone site has directories under db_data/ for game/version extractions, with linked HTML/XML/PNG-style outputs. The current direct paths are the ones exposed from the g_*.html tables; older c_dm_*, c_csb_*, and guessed DM2 examples may 404. Verified current DM/CSB/DM2 examples include:

The most relevant for Firestaff:

These can be used as golden references for asset validation once the probes use the current db_data/ paths and respect the local cache/licensing boundary. When a user puts DM, CSB or DM2 data in ~/.firestaff/data/, Firestaff can compare extracted item/hash metadata against known Greatstone outputs to verify that the data is from a known version. Greatstone remains the broadest public extraction index for this.


What we still need to fetch (dmweb pages we couldn’t reach)

The dmweb.free.fr site is a Drupal site with pretty URLs. Some pages returned 404 when accessed directly. The ones we know exist but couldn’t fetch cleanly:

These can all be reached by browsing from the home page, but the direct URLs are not predictable (Drupal uses node numbers internally, not slugs).


Based on the surveyed material, here are concrete additions that would benefit Firestaff:

1. src/shared/firestaff_image_lzw.c (decoder for Atari ST LZW-compressed graphics)

dmweb’s “Data Files” spec explicitly notes that only DM Atari ST and CSB Atari ST use LZW compression on their graphics items. The other versions use no compression. We currently rely on the engine’s own decompression code; a clean implementation of the LZW variant used by Atari ST (per dmweb “Data Files” page) would let us extract assets directly without running the game.

2. src/shared/firestaff_img5_decode.c (IMG5 4bpp planar image decoder)

Greatstone’s item-data page provides the IMG5 four-plane 4bpp reference algorithm. Firestaff now has this as firestaff_img5_decode, with unit coverage; keep the page as provenance for IMG5 assets and future SCK item-type work.

3. tools/asset-validate/compare_to_greatstone.py

A probe that downloads greatstone’s hash-sums of known-good assets and compares them to what the user has provided. This catches:

4. docs/PLATFORM_MATRIX.md (already partially in our internal docs)

A canonical “Firestaff supports these game versions” matrix is derived from dmweb/greatstone’s coverage. CSB support is limited to its original Atari ST, Amiga and FM Towns editions; the unofficial CSBWin port is reference material, not a Windows/DOS game-data target.

5. i18n-friendly item names

dmweb’s “What is the use of the Green Gem, Magnifier, Rabbit’s Foot, Ekkhard Cross?” FAQ gives a definitive list of magical-item effects. Our i18n work already covers most of these (T%u: %s CASTS %s and similar), but a few game-specific items (Rabbit’s Foot for hunger, etc.) could be added.

6. Theron’s Quest savegame format and reference boundary

Greatstone’s SCK site publishes a custom-dungeon extraction named “Theron’s Quest Conversion”; the SCK 1.2 announcement explicitly lists it among the CSBWin custom dungeons. This establishes the conversion’s format context, not that it is the retail PC Engine CD game or a specification of its runtime. Use its maps or records only as comparative leads, then verify them against authentic regional media and source-bound consumers. DMWeb documents the retail editions, manual and Save Disk context. These are secondary provenance references. The original PC Engine manual describes up to three native save files, automatic saves when a stage is cleared, and Button I for selecting a file; it does not document the multi-second menu hold reported by the operator. Do not infer retail save fields or input timing from the CSBWin conversion or a community save archive. See Greatstone’s SCK announcement and supported formats, plus its custom-dungeon gallery.

Implementation status is not established by the older sentence above: the eight-slot .tqsv serializer is a Firestaff host format, not a retail save decoder. Later source-locked analysis of the authentic PC Engine DMS-SG.001 writer/restore path documents the game’s between-dungeon Backup RAM body and its limited authenticated fields in docs/source-lock/theron-original-backup-ram-body-layout-2026-09-23.md. The gzip-wrapped community .srm Save Disk format is a separate artifact; its body remains opaque and non-launchable until its retail fields are authenticated. Keep both boundaries explicit and do not use .tqsv as a substitute for either original save path.

7. Nexus DMDF/DGN formats

DMWeb has Nexus-specific descriptions for DGN levels and DMDF containers; Greatstone is not a Nexus format source. The authenticated Saturn corpus used by Firestaff contains DM.BIN and LEV00.DGN through LEV15.DGN, not a NEXUS.BIN member. DMWeb describes LEV00.DGN as the non-playable entrance shown during the title sequence, LEV01.DGN as the Hall of Champions, and Structure1B as a 64×64 grid with eight bytes per cell. These are bounded format and file-role references; the runtime loader and screen owner still require independent source and execution evidence.


External download sources referenced

Source URL What you get
ReDMCSB http://dmweb.free.fr/Stuff/ReDMCSB/ReDMCSB_WIP20210206.7z (Meynaf’s 2021 archive) Decompiled DM + CSB Atari ST C source
CSBwin https://github.com/zelurker/CSB Paul Stevens’ CSB port to C++ (open source)
SKWIN https://github.com/gbsphenx/skproject/releases DM2 Windows port
sck http://greatstone.free.fr/dm/t_download.html Pierre Monnot’s asset extraction tool (Java)
Theron’s Quest US instruction manual scan https://www.tg-16.com/contributors/bernie/Dungeon_Master/Dungeon_Master.pdf Printed page 5 defines Button II as Cancel and describes holding it with a direction key for simplified movement; Button I selects menu entries. The manual gives no multi-second menu-button timing. DMWeb’s edition page also hosts the original booklet scan.
DMFiles Shared OneDrive https://1drv.ms/f/s!AsBu7boYHQokbYK3rjKY0b5_ra8 Community-maintained OneDrive with custom dungeons, clones, games, tools
DM Forums https://www.dungeon-master.com/forum/ Active community forum (now ~25 years old)
DM Wiki http://dmwiki.atomas.com/ CSBwin-focused wiki

Local mirror of dmweb.free.fr

A complete offline copy of community/documentation/ is now available under reference/dmweb-community-docs/. It contains 43 pages, totals 5.5 MB, and was generated on 2026-06-20.

Covers five subject areas:

Section Page count
Copy Protection (Apple IIGS, Atari ST, general + data storage on floppy) 5
Dungeon Master & Chaos Strikes Back (actions, attacks, creature generators, items, skills, GRAPHICS.DAT hidden code, GRAPHICS.DAT items 558–562) 11
Dungeon Master: Nexus (DGN files, MNS files, item.ibs, file formats) 5
File Formats (animation script, animations, data files, dungeon files, DM2 data files, DM2 music triggers, hint/oracle, layout coordinates, portrait files, saved-game files) 11
Miscellaneous (DM Atari ST history, DM PC, DM SNES/Super Famicom, FTL sound adapter, game versions) 5

Use the local copy as the primary research source; fetch again if the site is down or slow.


dmweb.free.fr materials are © to their respective authors (mostly Pierre Monnot for the technical specs). The site itself is a community resource; data files, graphics, and manuals are © FTL Games / Software Heaven, Inc. We use the specs as reference documentation for our own implementation, not as source data — every byte of game data Firestaff ships comes from the user’s own legally-acquired game files in ~/.firestaff/data/.


TODO: fetch these next

When we have time, the following pages from dmweb should be fetched in detail and incorporated into this reference:

When a new external resource is added to this list, append a note to the bottom of this file rather than rewriting it.