The ZIP that you can find distributed in various places on the internet has these files:
File | Description |
---|---|
CGAMASK.PIC | Missing file! Transparency data for CGAMON.PIC |
CGAMON.PIC | CGA monster graphics |
CGAPICS.PIC | CGA tileset graphics |
DUNGEON.OVR | text file, introduction to the "Dungeon of the Beast" adventure. OVR = overview? |
DUNGEON.RMS | binary, "Dungeon of the Beast" room data. RMS = rooms? |
EGAMASKS.PIC | Unused |
EGAPICS.PIC | EGA tileset graphics |
EXPLORER.DSC | text file, Instructions screen text accessible from main menu |
EXPLORER.EXE | 16-bit DOS exeutable, made with Borland technology |
EXPLORER.ICO | Windows 3.0 icon |
EXPLORER.TXT | README |
PYMASK.PIC | Transparency data for PYMON.PIC |
PYMON.DAT | Monster data |
PYMON.PIC | EGA monster graphics |
README.1ST | Smaller README |
ROCON.DCH | Included save character with equipment, some areas cleared. DCH = Dungeon (of the Beast) CHaracter |
PYMASK.PIC
. It can be downloaded here: https://github.com/footballhead/explorer-utils/blob/master/maskconv/CGAMASK.PIC.Transparency data for CGAMON.PIC
. White pixels are transparent, black pixels are opaque.
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CGA monster graphics. Transparency data is stored separately in CGAMASK.PIC
.
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CGA tileset graphics. Most tiles are opaque, however some have transparency data stored as separate images in this spritesheet. For example, a chest uses tile 21 for color with tile 64
for transparency.
As best as I can figure out, the last 14 images are garbage. There's no EGAPICS.PIC
equivalent).
36-column, 21-row text file. Single screen. Exceeding this row or column count will override the border and "press any key to continue" text.
Centering must be manually performed by inserting space characters.
A
, B
, etc.) are unknown.Room data, stored in binary as an array of Pascal records:
type RoomData = record A: byte; { unknown, affects entering a building or city } Tiles: array [1..8*20] of byte; Objects: array [1..8*20] of byte; MonsterId: byte; MonsterCount: byte; NorthRoom: byte; EastRoom: byte; SouthRoom: byte; WestRoom: byte; UpRoom: byte; { Destination of stairs up } DownRoom: byte; { Destination of stairs down } RoomId: byte; MonstersStartFrozen: byte; { if 1 then monsters stay put until attacked. if 0 then monsters chase you } TreasureFactor: byte; { Higher means more gold from chests, etc. Except 0, which means chests give 950 gold } OddDesignRoom: byte; Name: string[26]; end;
For an interactive webpage, click here!
The format is different compared to CGA or EGA, but bears similarities to EGA.
We can only speculate what it could have been used for. Could it have been an earlier version of tile masks in EGAPICS.PIC
? Or maybe, since many tiles look like geometric shapes, it could have been used for blending between two tiles?
Here's sorta what it looks like:
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EGA tile graphics. Most tiles are opaque, however some have transparency data stored as separate images in this spritesheet. For example, a chest uses tile 21 for color with tile 64
for transparency.
16-bit DOS executable. I recommend IDA Freeware 5.0 for disassembling.
Coded in Borland Turbo Pascal 5.5. Hints:
Expected TPUs: System, Dos, Crt, Graph
Good references:
Transparency data for PYMON.PIC
. Uses EGA storage format, except each channel is identical. Black means opaque, white means transparent.
A
, B
, etc.) are unknown.Monster statistics, encoded in binary as an array of Pascal records:
type PyMonDat = record Name: string[15]; Level: byte; A: byte; Exp: byte; C: byte; E: byte; F: byte; Id: byte; H: byte; I: byte; J: byte; K: byte; L: byte; M: byte; N: byte; O: byte; end;
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EGA monster graphics. Transparency masks are stored separately in PYMASK.PIC
.
I'm confused why it's called PYMON
and not EGAMON
. My best guess is that the graphics were going to be reused for the (now missing) "The Dark Pyramid" adventure (as in short for pyramid monsters).