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Glossary
Key terms used throughout the Firestaff project and its documentation.
Thing : The fundamental data unit in DM1/CSB dungeon data. Things are typed objects (doors, items, creatures, sensors, actuators, teleporters) stored in per-type thing lists. Each map cell can contain a linked list of things.
GDAT
: Graphics Data -- DM2's asset container format. Unlike DM1's simpler
GRAPHICS.DAT, GDAT uses typed sections with record IDs, palette
references, and placement descriptors. See DM2 GDAT Internals.
DSA (Dungeon-Specific Actions) : CSB's system of actuator and sensor configurations that define dungeon puzzle behavior. DSA tables are specific to each dungeon layout.
FTL Container : The data packaging format used by FTL Games (the original Dungeon Master developer) for game assets. Refers to the container structure around GRAPHICS.DAT and DUNGEON.DAT files.
ReDMCSB
: Reconstructed C source code for Dungeon Master and Chaos Strikes Back.
The primary reference for DM1 and CSB engine fidelity. Functions are
identified as F0NNN_Name.
skproject : Reconstructed C source code for Dungeon Master II: Skullkeep. The primary reference for DM2 engine fidelity.
CSBWin : A Windows reimplementation of Chaos Strikes Back by Paul Stevens. Used as a secondary reference and cross-validation source.
Greatstone : A DM2 analysis and documentation project. Provides supplementary information about DM2 internals.
DMWeb : The Dungeon Master community documentation site (dmweb.free.fr). Hosts file format specifications, gameplay documentation, and community research for all Dungeon Master games.
Original : The faithful presentation mode (M11 layer) that reproduces the exact visual and behavioral output of the original game. Formerly referred to internally as the baseline rendering path.
Custom : The modern presentation mode (M12 layer) that adds features like smooth camera movement, resolution scaling, and enhanced lighting on top of the proven Original engine.
Source-lock : The state where a Firestaff feature's behavior has been verified to match the original game and is protected by regression tests. A source-locked feature has both passing tests and parity-evidence documentation.
Parity-evidence
: A document in parity-evidence/ that records the verification of a
specific behavior against the original game. Named pass{NNN}_{desc}.md.
M10 : Game logic layer. Owns all game state and mechanics (party, dungeon, combat, creatures, items). Game-specific: DM1/CSB, DM2, Nexus, and Theron each have their own M10 implementation.
M11
: Original presentation layer. The faithful rendering path that reproduces
original game output. Contains m11_game_view.c and the
M11_GameViewState struct.
M12 : Custom presentation layer. Modern rendering features (camera, scaling, lighting) built on top of the proven M10/M11 engine.
DGN : Dungeon world file format used by Dungeon Master Nexus. Contains map geometry, thing placement, and level structure.
PRS3 : Compression format used in Nexus data files. A variant of LZ-style compression specific to the Saturn version.
IBS (Item Binary Store)
: The item database format in Nexus. ITEM.IBS contains item definitions
with type, properties, and sprite references.
SAL (Sound Abstraction Layer) : Software layer in the Saturn sound system that sits between game logic and the SCSP hardware. Manages channel allocation and mixing.
MAP (Sound Map) : Saturn sound map files that define instrument and sample mappings for the SCSP sound processor.
SCSP (Saturn Custom Sound Processor) : The Yamaha-designed audio processor in the Sega Saturn. 32 channels of PCM/FM synthesis with a hardware DSP. See Nexus Saturn Hardware.
VDP1 : The Sega Saturn's sprite and polygon video display processor. Handles textured and untextured quads, sprites, and lines. Used for the Nexus viewport creature and object rendering.
VDP2 : The Sega Saturn's background and scroll plane video display processor. Manages up to 5 scroll planes, rotation, and scaling. Used for Nexus background, floor, and ceiling rendering.
CRAM (Color RAM) : The Saturn's dedicated palette memory. 2048 colors organized in 256 16-color palettes. VDP1 and VDP2 share the CRAM space.
SH-2 : The Hitachi SuperH-2 CPU used in the Sega Saturn. The console has two SH-2 processors (master and slave) running at 28.6 MHz.
FONT012 : Font data format used in Nexus for text rendering.
RLOWFIX : A fixed-point low-resolution data format used in Nexus rendering.
IWA : Source module identifier found in Nexus binaries. IWA source modules contain game logic and rendering code.
SRM : Battery-backed SRAM save format used by the PC Engine HuCard and emulators for Theron's Quest saves.
TQSV : Theron's Quest Save -- a save container format used by some preservation tools.
CD-DA : CD Digital Audio. Theron's Quest stores its music as standard audio tracks on the game CD, starting from Track 02.