Here we'll discuss the resources of the game version available from the Internet Archive (U-95.zip
file, SHA256 hash: 7F884B5FCCF65198F510905C41AF06BE1715E3482B123BBB8149D51FAE6A1460
). It is unknown yet whether there are any other versions available in the web.
U95_0_13.DAT
U95_0_19.DAT
U95_0_20.DAT
U95_0_21.DAT
U95_0_22.DAT
U95_0_25.DAT
U95_0_26.DAT
U95_0_27.DAT
U95_0_4.DAT
U95_0_47.DAT
U95_0_48.DAT
U95_0_49.DAT
U95_0_5.DAT
U95_0_7.DAT
U95_0.WAV
U95_1_1.DAT
U95_1_10.DAT
U95_1_11.DAT
U95_1_12.DAT
U95_1_13.DAT
U95_1_14.DAT
U95_1_15.DAT
U95_1_16.DAT
U95_1_17.DAT
U95_1_18.DAT
U95_1_19.DAT
U95_1_2.DAT
U95_1_20.DAT
U95_1_21.DAT
U95_1_22.DAT
U95_1_23.DAT
U95_1_24.DAT
U95_1_25.DAT
U95_1_26.DAT
U95_1_27.DAT
U95_1_28.DAT
U95_1_29.DAT
U95_1_3.DAT
U95_1_30.DAT
U95_1_31.DAT
U95_1_32.DAT
U95_1_33.DAT
U95_1_34.DAT
U95_1_35.DAT
U95_1_36.DAT
U95_1_37.DAT
U95_1_38.DAT
U95_1_39.DAT
U95_1_4.DAT
U95_1_40.DAT
U95_1_41.DAT
U95_1_42.DAT
U95_1_43.DAT
U95_1_44.DAT
U95_1_45.DAT
U95_1_46.DAT
U95_1_47.DAT
U95_1_48.DAT
U95_1_49.DAT
U95_1_5.DAT
U95_1_6.DAT
U95_1_7.DAT
U95_1_8.DAT
U95_1_9.DAT
U95_1.SCR
U95_1.WAV
U95_10.SCR
U95_10.WAV
U95_2_14.DAT
U95_2_15.DAT
U95_2_16.DAT
U95_2_17.DAT
U95_2_18.DAT
U95_2_19.DAT
U95_2_21.DAT
U95_2_22.DAT
U95_2_23.DAT
U95_2_24.DAT
U95_2_25.DAT
U95_2_26.DAT
U95_2_27.DAT
U95_2_28.DAT
U95_2_30.DAT
U95_2_31.DAT
U95_2_32.DAT
U95_2_36.DAT
U95_2_38.DAT
U95_2_41.DAT
U95_2_42.DAT
U95_2_47.DAT
U95_2_48.DAT
U95_2_49.DAT
U95_2_7.DAT
U95_2.SCR
U95_2.WAV
U95_3_36.DAT
U95_3_38.DAT
U95_3_7.DAT
U95_3.SCR
U95_3.WAV
U95_4_36.DAT
U95_4_38.DAT
U95_4.SCR
U95_4.WAV
U95_5_36.DAT
U95_5_38.DAT
U95_5.SCR
U95_5.WAV
U95_6.SCR
U95_6.WAV
U95_7.SCR
U95_7.WAV
U95_8.BMP
U95_8.SCR
U95_8.WAV
U95_9.SCR
U95_9.WAV
U95_BRIC.DLL
U95_G.SCR
U95_PIC.DLL
U95_T.SCR
U95_W.SCR
U95.EXE
U95.HLP
U95.MID
*.DAT
— game level files in ASCII, see below.*.WAV
— various sound effects. See below for the function of each file.*.SCR
— BMP files with level backgrounds, see below for their purposes.U95_BRIC.DLL
— a 16-bit DLL (aka "Win16 NE") file with brick graphics in its embedded resources.U95_PIC.DLL
— a 16-bit DLL file with enemy graphics in its embedded resourcesU95.EXE
— the main game executable file. Also a 16-bit NE file containing some game graphics (UI elements, player sprite, bullet sprites, mines and certain enemies, bonus items).U95.HLP
— game help file. We were unable to open it so far. See #19 for the current progress on presenting it in the game.U95.MID
— a MIDI file with the in-game music. See #20 for the current progress on playing it.
The .DAT
files contain the game levels in ASCII. There are three category of characters there:
1
–9
: number of brick sprite fromU95_BRIC.DLL
. Resources have namesBitmap/2
–Bitmap/10
, and their indices in bitmap section correspond exactly to their number in the.DAT
file.a
: random choice between certain bonus items:- bottle
- candy
- medal
- treasure chest
- floppy
- canned fish
- wrench
- light bulb
- seashell
- compass
b
: random choice between bomb and four kinds of octopuses.
Every .SCR
file contains a BMP. The files are named according to a pattern U95_<letter>.SCR
, where <letter>
is one of:
T
: game menu screen1
–9
: level numbersW
: background for upper levelsG
: background for lower levels
16-bit NE files (.DLL
and .EXE
) that contain sprites can be opened by eXeScope.
Every sprite contained in the NE files to consist of two bitmaps: one for the color data and another one for the transparency mask.
There's also a resource 15/1
in each file that seems to contain some kind of meta-information about the files (the file names corresponding to resources, at least).
See #21 for the current progress on sprite decoding.
U95_0.WAV
: game startedU95_1.WAV
: game overU95_2.WAV
: after game over, the player has made a new recordU95_3.WAV
: life takenU95_4.WAV
: lifebuoy takenU95_5.WAV
: treasure takenU95_6.WAV
: a treasure or a lifebuoy destroyed by a bulletU95_7.WAV
: shotU95_8.WAV
: stationary enemy (an octopus or a mine) destroyedU95_9.WAV
: swimming enemy destroyedU95_10.WAV
: player lost a life