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Information and resources for the Amiga classic Amberstar

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Amberstar

Information and resources for the AtariST/Amiga/DOS classic Amberstar

File specs

Contain information about decoded game data formats.

There is a reference implementation of data loaders now at https://GitHub.com/Pyrdacor/Amber.

Container files overview

File Container Elements Format Explanation Decoded
AMBERDEV.UDO LOB 1 Various Assortment of data only very partially
Amberload
AUTOMAP.AMB AMBR 152
BACKGRND.AMB AMPC 10 Pixmap List 144x144, 4bpp Town (+dungeon) backgrounds yes (outdoors sunrise/sunset gradients missing)
CHARDATA.AMB AMBR 78 Character Data
CHESTDAT.AMB AMPC 163
CODETXT.AMB AMBR 2 Compressed Text yes
COL_PALL.AMB AMBR 10 Palettes yes
COM_BACK.AMB AMPC 14 Raw Pixmaps 176x112, 4bpp Combat background images yes
EXTRO.UDO (incl. Hippel-7V) Extro + music
F_T_ANIM.ICN Raw Pixmaps (16x16, 4bpp) Combat grid magic animations yes (missing association between animations and spells)
ICON_DAT.AMB AMPC 2 IconData Map tilesets mostly
INTRO_P.UDO LOB 1 (incl. Hippel-7V) Intro music
INTRO.UDO LOB 1
LABBLOCK.AMB AMPC 68 LabBlock First-person map graphics yes
LAB_DATA.AMB AMBR 23 LabData First-person map resource index yes
MAP_DATA.AMB AMPC 152 Maps Maps mostly
MAPTEXT.AMB AMBC 152 Compressed Text Map-specific text yes
MON_DATA.AMB AMBR 67 Combat Layout yes
MON_GFX.AMB AMPC 21 Pixmap List of first-person in-combat monster animations yes (missing exact rules for animation)
PARTYDAT.SAV
PICS80.AMB AMPC 52 Raw Pixmaps (80x80, 4bpp) + Palettes (alternating) Pixmap followed by palette yes
PUZZLE.ICN
PUZZLE.TXT
SAMPLEDA.IMG Background Music Sample data for in-game songs yes
TACTIC.ICN Raw Pixmaps (16x16, 4bpp) Combat grid creature animations yes
TH_LOGO.UDO LOB 1
WARESDAT.AMB AMPC 16

Practical Notes and Notation

  • Unless noted otherwise, all numbers are encoded in big-endian two's complement format (e.g., a 16 bit representation of the number 1000 is encoded as the two bytes 03e8).
  • Numbers need not be aligned to word boundaries. Trying to read unaligned numbers with a 16 bit or 32 bit memory read may produce unexpected results on some CPUs. (In C and C++, unaligned loads depend on parts of the language semantics that are explicitly undefined, so if in doubt, make use to read each byte individually and reassemble later.)
  • The types "u8", "u16", "u32` and "i8", "i16", "i32" refer to unsigned 8/16/32 bit numbers, and to signed 8/16/32 bit numbers (respectively).

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Information and resources for the Amiga classic Amberstar

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