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Daniel Nylander edited this page Aug 6, 2026
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Firestaff reimplements five classic Dungeon Master game engines with source-level parity to the originals. It is a pure C application targeting macOS, Linux, Windows, iOS (AltStore Classic sideload), and Android, rendering via SDL3.
The repository's project status is the canonical short summary for all five games. This wiki supplies the long-form user, engineering and preservation notes; it does not promote a parser or synthetic presentation fixture to full playability.
| Game | Platform | Reference Source | Wiki Pages |
|---|---|---|---|
| Dungeon Master (DM1) | DOS PC 3.4 | ReDMCSB | Technical Reference, PC34 Internals, RE Documentation |
| Chaos Strikes Back (CSB) | DOS PC 3.4 | ReDMCSB | Technical Reference, DSA and Save Internals, RE Documentation |
| Dungeon Master II (DM2) | DOS | skproject | Technical Reference, GDAT Internals, RE Documentation |
| Theron's Quest | PC Engine | None | Technical Reference, Track 02 Internals, RE Documentation |
| DM Nexus | Sega Saturn | None | Technical Reference, DGN/PRS3 Internals, SAL/MAP Internals, RE Documentation |
- macOS — DMG/ZIP install, Homebrew build, Gatekeeper notes
- Windows — installer/portable ZIP, MSYS2 build
- Linux — deb/rpm, Steam Deck (pacman/AppImage), build from source
- iOS — AltStore Classic sideloading, SideStore, game data via Files app
- Android — APK sideloading, game data transfer
- Reverse Engineering Index — overview of all RE documentation, cross-game formats, parity evidence
- DM1 RE — 1388 F-numbered functions, DUNGEON.DAT format, creature types, ReDMCSB file map
- CSB RE — IMG1 graphics format, DSA scripting system, 357 CSB modules
- DM2 RE — 56 skproject files, GDAT format, symbol audit, hex-offset modules
- Theron RE — PC Engine CD layout, Track 02 format, champion/item system
- Nexus RE — Saturn disc structure, DGN geometry, BPK/PRS3 archive, MNS materials
- Building and Installing — build from source, install release packages, sideload on iOS/Android
- Architecture Overview — layer model, module layout, data ownership
- Release Process — versioning, CI/CD, release artifacts
- Parity Evidence — how source-lock documents work
- Game Data — what original data files are needed and where to place them