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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

MAP Files (Specification)

    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

SAV Files  (Specification)

    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

ULT Files  (Specification)

    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