Information and resources for the AtariST/Amiga/DOS classic Amberstar
Contain information about decoded game data formats.
There is a reference implementation of data loaders now at https://GitHub.com/Pyrdacor/Amber.
- FileSpecs
- Background Music (In-game music)
- Containers (Container file formats, which encode the resources below)
- CharData (NPCs, monsters and party members)
- Compressed Text (In-game text)
- IconData (Tilesets)
- LabBlock (Labyrinth, i.e. first-person map, graphics)
- Maps (Maps, both for top-down views and for Labyrinths)
- Palettes (Color palettes)
- Pixmaps (In-game graphics)
- Graphics
File | Container | Elements | Format | Explanation | Decoded |
---|---|---|---|---|---|
AMBERDEV.UDO |
LOB |
1 | Various | Assortment of data | only very partially |
Amberload |
|||||
AUTOMAP.AMB |
AMBR |
152 | |||
BACKGRND.AMB |
AMPC |
10 | Pixmap List 144x144, 4bpp | Town (+dungeon) backgrounds | yes (outdoors sunrise/sunset gradients missing) |
CHARDATA.AMB |
AMBR |
78 | Character Data | ||
CHESTDAT.AMB |
AMPC |
163 | |||
CODETXT.AMB |
AMBR |
2 | Compressed Text | yes | |
COL_PALL.AMB |
AMBR |
10 | Palettes | yes | |
COM_BACK.AMB |
AMPC |
14 | Raw Pixmaps 176x112, 4bpp | Combat background images | yes |
EXTRO.UDO |
(incl. Hippel-7V) | Extro + music | |||
F_T_ANIM.ICN |
Raw Pixmaps (16x16, 4bpp) | Combat grid magic animations | yes (missing association between animations and spells) | ||
ICON_DAT.AMB |
AMPC |
2 | IconData | Map tilesets | mostly |
INTRO_P.UDO |
LOB |
1 | (incl. Hippel-7V) | Intro music | |
INTRO.UDO |
LOB |
1 | |||
LABBLOCK.AMB |
AMPC |
68 | LabBlock | First-person map graphics | yes |
LAB_DATA.AMB |
AMBR |
23 | LabData | First-person map resource index | yes |
MAP_DATA.AMB |
AMPC |
152 | Maps | Maps | mostly |
MAPTEXT.AMB |
AMBC |
152 | Compressed Text | Map-specific text | yes |
MON_DATA.AMB |
AMBR |
67 | Combat Layout | yes | |
MON_GFX.AMB |
AMPC |
21 | Pixmap List of first-person in-combat monster animations | yes (missing exact rules for animation) | |
PARTYDAT.SAV |
|||||
PICS80.AMB |
AMPC |
52 | Raw Pixmaps (80x80, 4bpp) + Palettes (alternating) | Pixmap followed by palette | yes |
PUZZLE.ICN |
|||||
PUZZLE.TXT |
|||||
SAMPLEDA.IMG |
Background Music | Sample data for in-game songs | yes | ||
TACTIC.ICN |
Raw Pixmaps (16x16, 4bpp) | Combat grid creature animations | yes | ||
TH_LOGO.UDO |
LOB |
1 | |||
WARESDAT.AMB |
AMPC |
16 |
- Unless noted otherwise, all numbers are encoded in big-endian two's complement format (e.g., a 16 bit representation of the number 1000 is encoded as the two bytes
03e8
). - Numbers need not be aligned to word boundaries. Trying to read unaligned numbers with a 16 bit or 32 bit memory read may produce unexpected results on some CPUs. (In C and C++, unaligned loads depend on parts of the language semantics that are explicitly undefined, so if in doubt, make use to read each byte individually and reassemble later.)
- The types "u8", "u16", "u32` and "i8", "i16", "i32" refer to unsigned 8/16/32 bit numbers, and to signed 8/16/32 bit numbers (respectively).