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Game Status

Daniel Nylander edited this page Aug 26, 2026 · 5 revisions

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

Dungeon Master

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.

Chaos Strikes Back

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.

DM2: Skullkeep

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.

Dungeon Master Nexus

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.

Theron's Quest

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.

Shared presentation priority

The main project uses one evidence order for every game:

  1. Startup — authentic media admission, title/intro route and launch gate.
  2. Menu — source-bound navigation, options and game selection.
  3. HUD — real bitmap, palette, font and layout ownership.
  4. 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.

Codebase Statistics

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

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