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Game Data Files
CGA | CON | DNG | EGA | MAP | SAV | TLK | ULT
CGA Files (Specification)
Color Graphic Adapter graphics data files, assuming one is limited by such things.
CHARSET.CGA SHAPES.CGA
CON Files (Specification)
These are the general case, single view surfaces, normally where
combat takes place (CONflict files). They do not include the dungeon rooms defined in the *.DNG
files. 192 (0xC0) bytes long, only the file SHRINE.CON is of a different format.
BRICK.CON |
All plain brick field with no obstacles or protection. Used for combat in cities, castles and the like. |
BRIDGE.CON |
Represents the tile for bridges, as when trolls attack. |
BRUSH.CON |
The brush tile, slightly more constricted than grassland. |
CAMP.CON |
A surface rest camp and ambush scene, see CAMP.DNG for the dungeon version. |
DNG0.CON |
A dungeon hallway tile. |
DNG1.CON |
Dungeon tile with an upward ladder. |
DNG2.CON |
Downward ladder dungeon tile. |
DNG3.CON |
Through ladder (both upwards and down) in a dungeon scene. |
DNG4.CON |
A dungeon hall containing a chest. |
DNG5.CON |
Conflict in a dungeon doorway. |
DNG6.CON |
A secret door scene in a dungeon. |
DUNGEON.CON |
Like the BRICK.CON but the floor has the fancy purple tiles. |
FOREST.CON |
Forest combat, constricted and harder to move around in. |
GRASS.CON |
Simple melee, oly a few rocks stick out as obstacles or barriers to oncoming. |
HILL.CON |
Woe to those caught in battle on the hillside. The valleys and cliffs impede most tactics and maneuvers. |
INN.CON |
This scene acts as the camp if holed up in town. You might also meet Issac the ghost in Skara Brae in this scene. |
MARSH.CON |
The freedom of movement has small restriction here, though the swamps add poisons to the mix of those embattled here. |
SHIPSEA.CON |
Caught at sea by beasts, a party finds movement limited and space cramped. |
SHIPSHIP.CON |
Ship to ship makes control of the gangplanks key. |
SHIPSHOR.CON |
Making landfall before clearing the coast with cannon will make this scenario. |
SHORE.CON |
For battle with sea creatures, the coastline's shape limits tactics here. |
SHORSHIP.CON |
A likely scene when storming a ship to take it over. |
SHRINE.CON |
This scene is not a normal conflict file, its not even formatted the same. It is the shrine meditation view. |
DNG Files (Specification)
These are the dungeon data files. Each defines the dungeon its named
as except CAMP.DNG
which is for holing up in the dungeon. CAMP.DNG
is 192 bytes long and is formatted as the CON
files.
The other DNG
files are 4806 (0x12C6) bytes long except for the Abyss at
16,896 (0x4200).
ABYSS.DNG CAMP.DNG COVETOUS.DNG DECEIT.DNG DESPISE.DNG DESTARD.DNG HYTHLOTH.DNG SHAME.DNG WRONG.DNG
EGA Files (Specification)
The graphics data in these files are for the Extended Graphics Adapter displayed game. There are two sets of the following files. One set is pure graphic data and editable. The other includes extra information apparently used for animation. These are used at the game's start.
ABACUS.EGA | Picture of the abacus with the beads added during the casting process. |
ANIMATE.EGA | The animated option selection screen. |
CHARSET.EGA | The text character set. |
COMPASSN.EGA | Codex image layer for answering compassion. |
COURAGE.EGA | Codex image layer for answering courage. |
GYPSY.EGA | View of the gypsy inside her wagon. |
HONCOM.EGA | Honesty & Compassion tarot cards for the casting. |
HONESTY.EGA | Codex image layer for answering honesty. |
HONOR.EGA | Codex image layer for answering honor. |
HUMILITY.EGA | Codex image layer for answering humility. |
INSIDE.EGA | Image from inside the renaissance fair. |
JUSTICE.EGA | Codex image layer for answering justice. |
KEY7.EGA | Three-part key slot on the codex chamber. |
LOVE.EGA | Codex image layer for answering love. |
OUTSIDE.EGA | Image from outside the renaissance fair. |
PORTAL.EGA | Close up of the ring of stones from the tree scene. |
RUNE_0.EGA | 'F' rune image from shrine vision. |
RUNE_1.EGA | 'I' rune image from shrine vision. |
RUNE_2.EGA | 'N' rune image from shrine vision. |
RUNE_3.EGA | 'T' rune image from shrine vision. |
RUNE_4.EGA | 'Y' rune image from shrine vision. |
RUNE_5.EGA | Moebius strip image from the axiom vision. |
SACHONOR.EGA | Sacrifice and Honor tarot cards for the casting. |
SACRIFIC.EGA | Codex image layer for answering sacrifice. |
SHAPES.EGA | The game tiles used for map and NPC representation. |
SPIRHUM.EGA | Spirituality & Humility tarot cards for the casting. |
SPIRIT.EGA | Codex image layer for answering spirituality. |
START.EGA | Game frame image. |
STONCRCL.EGA | Veiw of the moongate stones back on earth seen at the end of the game. |
TITLE.EGA | Animated Title screen. |
TREE.EGA | Willow tree in the opening sequence. |
TRUTH.EGA | Codex image layer for answering truth. |
VALJUS.EGA | Valor & Justice tarot cards for the casting. |
VALOR.EGA | Codex image layer for answering valor. |
WAGON.EGA | Gypsy's wagon in the opening sequence. |
EGZ Files
More EGA data? Maybe.
SHAPES.EGZ
The main geography layout
file, WORLD.MAP
is of this type. It's an exactly 64 kb (65536 byte) file, one
byte for each tile on the map 256 by 256.
In the game, using the sextant, the player's position can be read as a double pair latitude-longitude reading in Britannian runic using 'A' through 'P' as the coordinates. The representation is Latitude A� B', Longitude C� D' where A is the block 'y,' B is the block-subdivided 'y,' C is the block 'x,' and D is the block-subdivided 'x.' Note that latitude is y-axis and longitude is x-axis and are reported in reverse of regular cardinal X,Y coordinate pairs. This follows that the gumps of the MAP file each have two major divisions to a side.
WORLD.MAP
See ULT Files
NEW Files
This is the start state file
of the player's party. Creating a new game has this copied as a template to PARTY.SAV
.
PARTY.NEW
See SAV Files
PIC Files
Hmmm...
ABACUS.PIC ANIMATE.PIC COMPASSN.PIC COURAGE.PIC GYPSY.PIC HONCOM.PIC HONESTY.PIC HONOR.PIC HUMILITY.PIC INSIDE.PIC JUSTICE.PIC KEY7.PIC LOVE.PIC OUTSIDE.PIC PORTAL.PIC RUNE_0.PIC RUNE_1.PIC RUNE_2.PIC RUNE_3.PIC RUNE_4.PIC RUNE_5.PIC SACHONOR.PIC SACRIFIC.PIC SPIRHUM.PIC SPIRIT.PIC START.PIC STONCRCL.PIC TITLE.PIC TREE.PIC TRUTH.PIC VALJUS.PIC VALOR.PIC WAGON.PIC
Save game data files. The files are updated every time a save is performed. DNGMAP.SAV is a copy of the dungeon levels when saving inside a dungeon. MONSTERS.SAV and OUTMONST.SAV store monsters and other objects. All other persistent data is saved in PARTY.SAV.
DNGMAP.SAV MONSTERS.SAV OUTMONST.SAV PARTY.SAV
TLK Files (Specification)
The TLK
files contain all the conversations from a
particular town or keep. The file size is 4608 bytes.
BRITAIN.TLK COVE.TLK DEN.TLK EMPATH.TLK JHELOM.TLK LCB.TLK LYCAEUM.TLK MAGINCIA.TLK MINOC.TLK MOONGLOW.TLK PAWS.TLK SERPENT.TLK SKARA.TLK TRINSIC.TLK VESPER.TLK YEW.TLK
These files define the layout and the contents of the buildings throughout the land. Files are always 1280 (0x500) bytes.
The coordinate system of the WORLD.MAP works in ULT locations but the coordinates are local and only have two major divisions 'A' and 'B'.
BRITAIN.ULT COVE.ULT DEN.ULT EMPATH.ULT JHELOM.ULT LCB_1.ULT LCB_2.ULT LYCAEUM.ULT MAGINCIA.ULT MINOC.ULT MOONGLOW.ULT PAWS.ULT SERPENT.ULT SKARA.ULT TRINSIC.ULT VESPER.ULT YEW.ULT
See MAP Files
Game System Files
COM Files
The DOS application files; in the Ultima Collection package this includes just the main game entry point and a copy of the Mo'Slo tool.
MOSLO.COM ULTIMA.COM
DRV Files
These are your monitor adapter files.
CGA.DRV EGA.DRV TANDY.DRV
EXE Files
There are just two executable
files in this game. TITLE.EXE
is used for startup and player creation. AVATAR.EXE
is the game engine and interface controller.
AVATAR.EXE TITLE.EXE
TXT Files
This file that ships with the Ultima Collection version. It is a text version of the Book of Mystic Wisdom, The History of Britannia, and a special hints section by Lord British with many spoilers for the game.
ULTIMA4.TXT