We just moved to a different server. Please be patient until all files and pages are restored and the MediaWiki software has been updated. Thank you

Dark Legions

From REWiki
Jump to: navigation, search

Contents

Description

Dark Legions is a 1994 DOS strategy/action hybrid game (similar to Archon) from Silicon Knights and SSI. The game has a dark fantasy theme and can be played two-player or against an AI.

Formats that are understood

  • .AMP - Combat-level maps
  • .COL - Palettes
  • .FLC - FLIC animations
  • .GIF - Many non-animated graphics are stored as 320x200 .GIF images.
  • .MAP - Strategic-level maps (stored in MAPS subfolder)
  • .RAW - Sound effects: Unsigned 8-bit PCM, Mono, Little Endian, 11025 Hz

Formats that are partially understood

  • .BDM - Companion index to .BDT files
  • .BNK - Adlib Instrument Bank (Although there is some weirdness: they match, at least at a glance, the format spec, but the version number encoded in the files is 0.0 and programs that are supposed to work with .BNKs don't want to read them.)
  • .BDT - Graphics data (UI related)
  • .DAC - Graphics data
  • .DAT - Graphics data
  • .DMC - Companion index to .DAC files
  • .DMP - Companion index to .DAT files
  • .HMP - Music in HMP format

Formats that are not yet understood

  • .ARM
  • .GAM
  • .QGM
  • .SGM

DL.EXE

This is the primary executable of the game. The floppy disk edition features manual look-up style copy protection. This is absent in the CD-ROM edition, which simply asks for the CD to be present in the drive.

Filename Type Version # Size CRC32 MD5
DL.EXE MZ EXE, DOS 1.0 (Floppy Disk) 582,623 bytes 916d1269 6b482e04e81e43a6bf75843f8615b7e3
DL.EXE MZ EXE, DOS 1.1a (CD-ROM) 685,751 bytes 0ace127d 31aa32c72b71e7bd1cb3d78c04735045

ASCIIZ strings: These are ASCII strings, and each ends with a NULL byte to terminate. Texts can be made shorter by putting the NULL byte wherever the shortened message should end. There is sometimes a bit of garbage after the NULL and before the next piece of valid data, in which case lengthening the message slightly is also possible.

Offset
(v1.0 Floppy)
Offset
(v1.1a CD)
Purpose
0x7D690 0x8D8F8 Wizard description
0x7D7D4 0x8DA3C Illusionist description
0x7D8D4 0x8DB3C Conjurer description
0x7DA00 0x8DC68 Orc description
0x7DB38 0x8DDA0 Berserker description
0x7DC74 0x8DEDC Phantom description
0x7DD98 0x8E000 Troll description
0x7DE88 0x8E0F0 Seer description
0x7DFC0 0x8E228 Templar description
0x7E0F0 0x8E358 Water Elemental description
0x7E1CC 0x8E434 Fire Elemental description
0x7E300 0x8E568 Thief description
0x7E40C 0x8E674 Vampire description
0x7E52C 0x8E794 Wraith description
0x7E664 0x8E8CC Demon description
0x7E79C 0x8EA04 Shape Shifter description
0x7E8F4 0x8EB5A Fire Trap description
0x7EA1C 0x8EC84 Void Trap description
0x7EB14 0x8ED7C Poison Trap description
0x7ECA8 0x8EF10 Insanity Trap description
0x7EDF8 0x8F060 Stone Trap description
0x7EED4 0x8F13C Slowing Trap description
0x7EF84 0x8F1EC Teleport Trap description
0x7F0C0 0x8F328 Speed Ring description
0x7F174 0x8F3DC Power Ring description
0x7F264 0x8F4CC Stamina Ring description
0x7F354 0x8F5BC Protection Ring description
0x7F438 0x8F6A0 Rejuvenation Ring description
0x7F52C 0x8F794 Life Ring description

File listing

(Incomplete)

.COL

.COL files define various palettes that are used at various times during the game to sneak a few more than 256 colors into the work as a whole. The majority of them define fairly similar palettes with certain ranges altered.

The game also uses palette cycling for animated fire and water effects. These effects are not part of the .COL files and are probably handled in DL.EXE.

Filename Purpose
DEFEAT.COL Palette for the defeat screen (Companion to DEFEAT.GIF, remains set when returning to the main menu afterwards.)
DL_INTRO.COL Loaded during intro, but appears not to be used for drawing any graphics. Similar to SK01.COL, but the orange ramp is removed in favor of more greens.
DLTITLE.COL Not loaded during test play of DL.EXE under debugger. File contents are 100% identical to DL_INTRO.COL
MAP.COL Palette used in map select screen (Remains when returning from map select to game setup)
SILK.COL Not loaded during test play of DL.EXE under debugger. A primarily blue palette with grey, yellow, and red ramps as well, not resembling any of the other .COLs.
SK.COL Palette, set when entering the army selection screen.
SK00.COL Palette. Appears to be the default palette for most situations, reloaded at various points in execution.
SK01.COL Palette. Appears to be used during day turns during gameplay.
SK02.COL Palette. Appears to be used during dusk turns during gameplay.
SK03.COL Palette. Appears to be used during night turns during gameplay.
SK1.COL Not loaded during debug run. Similar to SK01.COL but with a yellow-orange ramp in place of the orangish-red one. Probably a relic of a development version.
SK2.COL Not loaded during debug run. Similar to SK01.COL but the orangish-red ramp shades down to dark greys instead of dark reds. Probably a relic of a development version.
SK3.COL Not loaded during debug run. Similar to SK2.COL but instead of fading orangish-red to dark grey, there are two separate, unblended ramps.
SKINTRO.COL Loaded after INTFINC.FLC and before SSI.GIF, but appears not to be used for any displayed graphics. Probably a relic from the floppy version, to be used along with SKTITLE.GIF which wasn't loaded.
SKTITLE.COL Not loaded in a debug run of DL.EXE. Appears to be a companion to SKTITLE.GIF. The file contents are 100% identical to SKINTRO.COL.
SSI.COL Palette of SSI logo splash screen.
VICTORY.COL Palette for the victory screen (Companion to VICTORY.GIF, this palette remains set when returning to the menu afterwards)

.FLC

These FLIC animations reside on the CD-ROM and are not copied to hard disk during installation.

Filename Purpose
DL_INTRO.FLC Title screen animation
DOORS03.FLC The animated doors that open to show the main menu at the start of the game
INTFINC.FLC Silicon Knights splash screen animation

.GIF

The internal .GIF palettes are at least usually (possibly always) ignored in favor of .COL palettes.

Filename Purpose
ALCOVE.GIF Part of strategic map view screen; the arch through which the time-of-day sky is visible.
BARREN01.GIF Tile set, used for combat mode in water areas.
BARREN02.GIF Tile set, used for combat mode in grass and forest areas.
BARREN03.GIF Tile set, used for combat mode in sand and rocky areas.
BARREN04.GIF Tile set, used for combat mode in burnt areas.
DEFEAT.GIF Full screen image: appears when game has ended and the player lost.
LINKSUP.GIF Some of the interface buttons, including main menu buttons.
MAPVIEW.GIF Background of map selection screen.
OPENDOOR.GIF Background of main menu screen.
SELECT.GIF Background of army construction screen.
SKTILE01.GIF Tile set for strategic map, part 1
SKTILE02.GIF Tile set for strategic map, part 2
SKTILE03.GIF Tile set for strategic map, part 3
SKTILE04.GIF Tile set for strategic map, part 4
SKTILE05.GIF Tile set for strategic map, part 5
SKTITLE.GIF Not loaded in a debug run of DL.EXE. Silicon Knights logo, probably a relic of the floppy version, superceded by INTFINC.FLC.
SUP1.GIF Various interface graphics, including the fonts.
TRAPLOCK.GIF Background of trap disarming screen.
VICTORY.GIF Full screen image: appears when game has ended and the player won.
VOIDBACK.GIF Background for the void trap animation.
Personal tools