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Getting Started
Navigation: Home - You are here: Getting Started
Welcome to the Might & Magic II (Amiga) reverse-engineering wiki. Everything here is rebuilt from the original 68000 disassembly. Pick a path below based on what you want to do.
flowchart LR
bin["Amiga binary<br/>mm2 (68000)"] --> dis["Disassembly<br/>IRA + Capstone"]
dis --> docs["EXTRACTED/docs<br/>format specs - ASM traces"]
docs --> cod["Codecs (Python + C)"]
docs --> ed["MM2ED editor"]
docs --> gal["Sprite gallery"]
docs --> walk["Map walker"]
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The world is map.dat (geometry) + attrib.dat (environment) + event.dat (scripts).
Entities and rules live in monsters.dat, items.dat, spells.dat, and roster.dat.
flowchart TD
map["map.dat screen<br/>512 bytes"] --> p0["Page 0 - visual walls"]
map --> p1["Page 1 - collision<br/>bit 0x80 = event"]
p0 --> r3d["3D renderer 0x2900"]
p1 --> ev["event.dat triplets"]
ev --> vm["script VM 0x172CA"]
vm -- OP_12 --> combat["combat round loop 0x12A22"]
attrib["attrib.dat"] -- tileset/env --> r3d
Combat is a round loop kicked off by event opcode OP_12 - see Combat Overview for the full chart and the command keys (A/F/S/C/U/B/R/E/V).
| Tool | Link | What it does |
|---|---|---|
| Map walker | GitHub Pages | First-person 3D - all 60 screens |
| MM1 map walker | GitHub Pages | MM1 MAZEDATA - 55 screens |
| Sprite gallery | Gallery | Decoded .32 tilesets + .anm combat art |
| MM2ED | Editor docs | Edit .dat files with live hex + previews |
Cross-walk docs for the predecessor: MM1 Overview - MAZEDATA - outdoor conversion - WALLPIX art. Items and monsters are not decoded yet - see status page.
Important
Endianness - MM2 .dat multibyte fields are little-endian on disk (matching
Blitz3D editors and our codecs). The 68000 runtime may byte-swap after load - always
trace ASM before assuming otherwise.
Open Questions tracks unresolved fields and next ASM trace targets.
- Docs Wiki Hub ← full doc index
- Getting Started ← read this first
- Overview
- Workspace Notes
- Open Questions
- Full Analysis
- Game Remake
- Startup and Init
- Runtime Memory Map
- Main Loop and Map
- Exploration Input and Options
- Party and Session
- Game State Struct
- Data Hunk mm2 data 00
- Time Era Calendar
- GFX Loading
- ANM TV Format
- PC DOS graphics
- SNES graphics
- 3D View and Game Screen
- Amiga 3D Render Process
- Scripted Scene Graphics
- Event Graphics Opcodes
- Title Screen Assets
- Title Screen Animation
- Format inventory
- items.dat
- monsters.dat
- roster.dat
- attrib.dat
- map.dat
- spells & item use
- event.dat
- Events by location ← 71 maps
- Events hub (numbered)
- Event Script Opcodes
-
Event Script DSL ←
.mm2evtauthoring - Event Text Rendering
- Event Graphics Opcodes
- Combat Overview
- Combat System
- Encounter Tables
- Spell Cast ASM
- monsters.dat abilities
- Spells and item use
- Town Services
- Spell Sources
- Character Mechanics
- Skills and Hirelings
- Commerce Formulas
- Commerce World Services
- Mount Farview Class Quest
- Class Quest HP Bug
- Event Runtime
- Event to String Path
- Embedded Exe Strings
- Copy Protection
- Time Era Calendar
- Game State Struct
- MM1 Overview ← hub + decode status
- MM1 MAZEDATA format
- MM1 to MM2 outdoor
- MM1 WALLPIX by sector
- MM1 art & graphics
- MM1 items / monsters (status)
- MM1 map walker ↗
- MM1 2D maps gallery
- MM1 WALLPIX gallery