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Game Data
Firestaff reads original media supplied by the player. The launcher identifies editions by content hash, not by a filename or folder convention, and it does not include any game data itself.
Start with Game-data setup when preparing a data folder. It explains the required paired media, supported archive and disc containers, and the role of optional presentation and save files.
The detailed game-data format reference is the technical companion to that guide. It covers the current implementations of:
- DM1 and CSB IMG3, IMG1, DMCSB1/LZW and FM Towns IMG2 graphics;
- DM1/CSB dungeon data, platform program media, campaign files and save families, including the distinct FM Towns and CSBWin boundaries;
- DM2 GDAT, G1 dungeon records, GDAT PCM and platform media;
- DM2 Macintosh retail and First Chapter media read directly from authentic
ZIP/BIN content in RAM, including HFS/StuffIt
DMFiles, big-endian dungeon data, QuickTime/MooV resources and the retail application's resource fork; Mac Resume and dynamic pointer/drag ownership remain closed; - Nexus DGN/DMDF, MNS, PRS3, BGR555, SAL and MAP evidence; and
- Theron's Quest raw MODE1/2352 Track 02, record framing and SRM saves.
The format reference labels each path as read, runtime-bound, opaque or closed. A parsed file does not automatically mean a playable route. The project status records the current runtime boundary for each game.
For the complete per-platform boundary, including the two English DM2 Mac versions, see Platform status.