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Game Status
Firestaff main -- status reviewed 2026-08-26. See the repository's operational platform status and native verification matrix for canonical edition and start-route boundaries.
| Game | Platform | Reference Source | Engine Status | Playability |
|---|---|---|---|---|
| Dungeon Master | DOS PC 3.4 | ReDMCSB | Source-locked | Playable |
| Chaos Strikes Back | Atari ST, Amiga, FM Towns | ReDMCSB | Native real-media slices | Verified start routes |
| DM2: Skullkeep | DOS PC | skproject | Boot/data/presentation slices | Real-data hardening |
| Dungeon Master Nexus | Sega Saturn | SH-2 disassembly | Parsing/runtime slices | Public title/menu fail-closed pending VDP binding |
| Theron's Quest | PC Engine CD | PC Engine disassembly/CD analysis | Native startup/runtime slices | Verified JP/US start route; dungeon handoff open |
The strongest and most mature target. The Original presentation path faithfully reproduces the PC 3.4 release using ReDMCSB as the reference. Viewport rendering, dungeon mechanics, combat, inventory, save/load, and music are source-locked with parity evidence. The Custom presentation layer adds modern rendering (camera, scaling, fullscreen) on top of the proven Original engine.
Engine complete. CSB shares the DM1 engine core (ReDMCSB) but has its own boot sequence, DSA tables, viewport callback architecture, and Amiga IMG1 graphics format (nibble RLE, distinct from PC IMG3). Dungeon model, mechanics, save/load, and startup are proven. The Custom presentation layer continues to be hardened.
Engine complete. DM2 follows skproject as its reference source and has an independent runtime path from DM1/CSB. Boot, GDAT renderer, dungeon runtime, combat, champion lifecycle, creature renderer, save interop, outdoor/indoor map routing, weather overlays, HUD, and actuator events are implemented. The Custom presentation layer provides lighting, smooth movement, and controller/touch support.
Saturn data parsing is proven: DGN world files, ITEM.IBS item databases, MNS monster definitions, SMAP/FACE textures, and PRS3 compression are decoded. Runtime slices for world, rendering, save/load, and mechanics exist. Saturn hardware has been analyzed in depth (VDP1/VDP2 registers, SCSP sound processor, command tables, CRAM palettes). Viewport rendering with real assets and full gameplay are active work. See Nexus Saturn Hardware for the hardware analysis.
JP and US Track 02 identity, parser, rendering, mechanics, progression,
save/load and capture instrumentation are verified in bounded slices. A fresh
authentic US capture reaches the System Card and BIOS CD-read path, but has not
yet observed a game-owned $E009 data read. Object and later-level records,
bitmap/palette bindings, full handoff and public screenshot promotion remain
open. It is not documented as fully playable yet.
The main project uses one evidence order for every game:
- Startup — authentic media admission, title/intro route and launch gate.
- Menu — source-bound navigation, options and game selection.
- HUD — real bitmap, palette, font and layout ownership.
- Viewport — source-backed map, object, creature, lighting and camera output.
Each stage must be stable before the next one is described as complete. A working launcher, parser, or synthetic HUD fixture is not by itself proof of original-data gameplay.
| Metric | Value |
|---|---|
| Lines of C | 1,190,000+ |
| Source files | 2,425 |
| Header files | 2,379 |
| Test files | 2,919 |
| Tests | 3,673 |
| Parity-evidence documents | 960+ |
| Verified file hashes | 165+ |
| Localization languages | 19 |
| Platforms | macOS, Windows, Linux, Steam Deck |