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	<id>https://moddingwiki.shikadi.net/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Garg</id>
	<title>ModdingWiki - User contributions [en-gb]</title>
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	<updated>2026-06-24T13:59:15Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.39.11</generator>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=Bio_Menace&amp;diff=8848</id>
		<title>Bio Menace</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=Bio_Menace&amp;diff=8848"/>
		<updated>2019-10-20T17:09:50Z</updated>

		<summary type="html">&lt;p&gt;Garg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Game Infobox&lt;br /&gt;
 | Levels = Edit&lt;br /&gt;
 | Tiles = Edit&lt;br /&gt;
 | Sprites = Edit&lt;br /&gt;
 | Fullscreen = Edit&lt;br /&gt;
 | Sound = Edit&lt;br /&gt;
 | Music = Edit&lt;br /&gt;
 | Text = No&lt;br /&gt;
 | Story = No&lt;br /&gt;
 | Interface = No&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Bio Menace&#039;&#039;&#039; (working title: &#039;&#039;&#039;Bio Hazard&#039;&#039;&#039;) is a series of three games known simply as Bio Menace 1, 2 and 3. They use a slightly altered version of the [[Commander Keen 4-6]] engine, so the file formats used are almost identical.&lt;br /&gt;
&lt;br /&gt;
The game follows the adventures of Snake Logan, a top secret operative at the CIA, who takes on missions others would see as suicidal, as he battles hordes of strange mutant monsters that have suddenly appeared and are taking over cities. The goals of the game vary, from rescuing trapped prisoners to destroying an evil computer. Notably, in the second game, if you do not get the portable nuclear device in one of the levels, the game becomes unwinnable and you are treated to the story of Snake&#039;s eventual death.&lt;br /&gt;
&lt;br /&gt;
{{BeginFileFormatTools|Type=game}}&lt;br /&gt;
{{FileFormatTool&lt;br /&gt;
| Name = [[keenwiki:Abiathar|Abiathar]]&lt;br /&gt;
| Platform = Windows&lt;br /&gt;
| grp = N/A&lt;br /&gt;
| map = Edit&lt;br /&gt;
| gfx = No&lt;br /&gt;
| mus = No&lt;br /&gt;
| sfx = No&lt;br /&gt;
| txt = No&lt;br /&gt;
| sav = No&lt;br /&gt;
| exe = No&lt;br /&gt;
| notes = Offers templates for Bio Menace projects&lt;br /&gt;
}}&lt;br /&gt;
{{FileFormatTool&lt;br /&gt;
| Name = [[TED5]]&lt;br /&gt;
| Platform = DOS GUI&lt;br /&gt;
| grp = N/A&lt;br /&gt;
| map = Edit&lt;br /&gt;
| gfx = No&lt;br /&gt;
| mus = No&lt;br /&gt;
| sfx = No&lt;br /&gt;
| txt = No&lt;br /&gt;
| sav = No&lt;br /&gt;
| exe = No&lt;br /&gt;
| notes = Must be [http://people.inf.elte.hu/szgrahi/bmenace_mod.zip configured to work with Bio Menace]&lt;br /&gt;
}}&lt;br /&gt;
{{FileFormatTool&lt;br /&gt;
| Name = [[Wombat]]&lt;br /&gt;
| Platform = Windows&lt;br /&gt;
| grp = N/A&lt;br /&gt;
| map = No&lt;br /&gt;
| gfx = Read&lt;br /&gt;
| mus = No&lt;br /&gt;
| sfx = No&lt;br /&gt;
| txt = No&lt;br /&gt;
| sav = No&lt;br /&gt;
| exe = No&lt;br /&gt;
| notes =&lt;br /&gt;
}}&lt;br /&gt;
{{EndFileFormatTools}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both;&amp;quot;/&amp;gt;&lt;br /&gt;
== File formats ==&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! File name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;audiohed.bm*&amp;lt;br/&amp;gt;audiot.bm*&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Sound effects and music in [[AudioT Format]] (and within that, music in [[IMF Format]])&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;bmenace[123].exe&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Exit text screens in [[B800 Text]] format&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;egadict.bm*&amp;lt;br/&amp;gt;egahead.bm*&amp;lt;br/&amp;gt;egagraph.bm*&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Graphics, text and miscellaneous data in [[EGAGraph Format]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;gamemaps.bm*&amp;lt;br/&amp;gt;maphead.bm*&amp;lt;br/&amp;gt;maptemp.bm*&amp;lt;br/&amp;gt;mapthead.bm*&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Levels in [[GameMaps Format]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Sprite behaviours are governed by data structures in the .exe, arranged in [[Keen 4-6 Action Format]]&lt;br /&gt;
&lt;br /&gt;
== Music ==&lt;br /&gt;
&lt;br /&gt;
=== AudioT Format Details ===&lt;br /&gt;
Biomenace uses the uncompressed version of the [[AudioT Format]] to store music and sound. The main audio file for each game, the AUDIOT.xxx file, is called AUDIOT.BMx, where x is the number of the game (1, 2 or 3). For example, the file for Keen 2 is AUDIO.BM2. The secondary files needed for this format, the AUDIOHED.BMx are external.&lt;br /&gt;
&lt;br /&gt;
=== Levels Songs Assignment ===&lt;br /&gt;
There is a place inside the executables too, where each level in the game is assigned a song from the AUDIOT.BMx file. From that addresses, the following bytes indicate the song for each level. Every 2 bytes is a value corresponding to a level. The first 2 bytes correspond to level 0; the next 2 bytes correspond to level 1; and so on. Each 2-byte value is an integer corresponding to the song number used in that level, starting from $00 $00, and going up to $00 $01, and so on. This numbers refer to the order the songs are in the AUDIO.BMx file; $00 $00 is the first one, $00 $01 is the second one, and so on.&lt;br /&gt;
&lt;br /&gt;
It is notable that Biomenace has many more songs in it than the Keen 4-6 games upon which it was based.&lt;br /&gt;
&lt;br /&gt;
== Obtaining the game ==&lt;br /&gt;
&lt;br /&gt;
The full version of this game [http://www.3drealms.com/news/2005/12/bio_menace_released_as_freewar.html has been released as freeware].&lt;br /&gt;
&lt;br /&gt;
* Three different versions are available from [http://www.classicdosgames.com/apogee.html Classic DOS Games]&lt;br /&gt;
&lt;br /&gt;
[[Category:Apogee]]&lt;br /&gt;
[[Category:Sidescroller]]&lt;br /&gt;
[[Category:Freeware]]&lt;/div&gt;</summary>
		<author><name>Garg</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=Bio_Hazard&amp;diff=8847</id>
		<title>Bio Hazard</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=Bio_Hazard&amp;diff=8847"/>
		<updated>2019-10-20T17:08:40Z</updated>

		<summary type="html">&lt;p&gt;Garg: Redirected page to Bio Menace&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#redirect [[Bio Menace]]&lt;/div&gt;</summary>
		<author><name>Garg</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=Halloween_Harry&amp;diff=8846</id>
		<title>Halloween Harry</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=Halloween_Harry&amp;diff=8846"/>
		<updated>2019-10-20T17:07:42Z</updated>

		<summary type="html">&lt;p&gt;Garg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NeedMoreInfo}}&lt;br /&gt;
{{Game Infobox&lt;br /&gt;
 | Levels = Edit&lt;br /&gt;
 | Tiles = Edit&lt;br /&gt;
 | Sprites = No&lt;br /&gt;
 | Fullscreen = Edit&lt;br /&gt;
 | Sound = No&lt;br /&gt;
 | Music = No&lt;br /&gt;
 | Text = No&lt;br /&gt;
 | Story = Edit&lt;br /&gt;
 | Interface = No&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Halloween Harry]] (later renamed in &#039;&#039;&#039;Alien Carnage&#039;&#039;&#039;) is one of the last DOS platform games produced before the shift to first-person shooters.&lt;br /&gt;
&lt;br /&gt;
== Obtaining the game ==&lt;br /&gt;
&lt;br /&gt;
The full version of this game [http://www.3drealms.com/news/2007/05/alien_carnage_freeware.html has been released as freeware].  One notable omission from the freeware release was the inclusion of &amp;lt;tt&amp;gt;STUDIO.EXE&amp;lt;/tt&amp;gt;, a separate &#039;jukebox&#039; program that could play all the music from the game.&lt;br /&gt;
&lt;br /&gt;
* Six different versions are available from [http://www.classicdosgames.com/game/Alien_Carnage.html Classic DOS Games]&lt;br /&gt;
&lt;br /&gt;
== Tools ==&lt;br /&gt;
&lt;br /&gt;
{{BeginFileFormatTools|Type=game}}&lt;br /&gt;
{{FileFormatTool&lt;br /&gt;
| Name = [http://www.shikadi.net/files/4md2mod.zip ACXTRACT&amp;lt;br/&amp;gt;4MD2MOD]&lt;br /&gt;
| Platform = DOS&lt;br /&gt;
| grp = Read&lt;br /&gt;
| map = No&lt;br /&gt;
| gfx = No&lt;br /&gt;
| mus = Read&lt;br /&gt;
| sfx = No&lt;br /&gt;
| txt = No&lt;br /&gt;
| sav = No&lt;br /&gt;
| exe = No&lt;br /&gt;
}}&lt;br /&gt;
{{FileFormatTool&lt;br /&gt;
| Name = [[Camoto]]&lt;br /&gt;
| Platform = Linux/Windows&lt;br /&gt;
| grp = Edit&lt;br /&gt;
| map = Edit&lt;br /&gt;
| gfx = Edit&lt;br /&gt;
| mus = No&lt;br /&gt;
| sfx = No&lt;br /&gt;
| txt = No&lt;br /&gt;
| sav = No&lt;br /&gt;
| exe = No&lt;br /&gt;
}}&lt;br /&gt;
{{FileFormatTool&lt;br /&gt;
| Name = [[Wombat]]&lt;br /&gt;
| Platform = Windows GUI&lt;br /&gt;
| grp = Read&lt;br /&gt;
| map = No&lt;br /&gt;
| gfx = Read&lt;br /&gt;
| mus = No&lt;br /&gt;
| sfx = Read&lt;br /&gt;
| txt = No&lt;br /&gt;
| sav = No&lt;br /&gt;
| exe = No&lt;br /&gt;
}}&lt;br /&gt;
{{EndFileFormatTools}}&lt;br /&gt;
&lt;br /&gt;
{{BeginGameFileList}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.4md&lt;br /&gt;
 | Format = [[4MD Format]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Background music&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.4bt&lt;br /&gt;
 | Format = 8-bit unsigned PCM audio {{TODO|unknown sample rate, maybe 4.7kHz?}}&lt;br /&gt;
 | KnownFormat = Partial&lt;br /&gt;
 | Desc = Digitised sound effects&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.bbk&lt;br /&gt;
 | Format = [[ICO Format (Halloween Harry)]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Graphics and fonts&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.bnk&amp;lt;br/&amp;gt;*.fat&amp;lt;br/&amp;gt;harry.-0&lt;br /&gt;
 | Format = [[BNK Format (Halloween Harry)]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Archive storing most of the game data&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.cfg&lt;br /&gt;
 | Format = [[Halloween Harry Configuration Format]]&lt;br /&gt;
 | KnownFormat = No&lt;br /&gt;
 | Desc = Game settings&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.chr&lt;br /&gt;
 | Format = [[CHR Format (Halloween Harry)]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Graphics&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.dlg&lt;br /&gt;
 | Format = [[Halloween Harry Dialogue Format]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Cutscene dialogue text&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.gmf&lt;br /&gt;
 | Format = [[GMF Format (Halloween Harry)]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Game levels and palette data&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.hsb&lt;br /&gt;
 | Format = [[HSB Format (Halloween Harry)]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Sprite graphics&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.ico&lt;br /&gt;
 | Format = [[ICO Format (Halloween Harry)]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Graphics&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.ins&lt;br /&gt;
 | Format = [[INS Format (Halloween Harry)]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Text for ordering information screens&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.jft&lt;br /&gt;
 | Format = [[ICO Format (Halloween Harry)]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Fonts&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.pcc&lt;br /&gt;
 | Format = [[PCX Format]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Small images&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.pcx&lt;br /&gt;
 | Format = [[PCX Format]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = 320&amp;amp;times;200 full-screen images&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.rob&lt;br /&gt;
 | Format = ?&lt;br /&gt;
 | KnownFormat = No&lt;br /&gt;
 | Desc = Seems to be some sort of archive with at least one PCX file in it.  Used for animation sequences in the [[Halloween Harry Dialogue Format|dialogue cutscenes]].&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.top&lt;br /&gt;
 | Format = [[TOP Format (Halloween Harry)]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = High scores&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.dt&lt;br /&gt;
 | Format = ?&lt;br /&gt;
 | KnownFormat = No&lt;br /&gt;
 | Desc = ?&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = harry*.-0&lt;br /&gt;
 | Format = [[EXE Format]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Except for &amp;lt;tt&amp;gt;harry.-0&amp;lt;/tt&amp;gt;, game .exe files&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = slot.*&lt;br /&gt;
 | Format = [[Halloween Harry Saved Game Format]]&lt;br /&gt;
 | KnownFormat = No&lt;br /&gt;
 | Desc = Saved games&lt;br /&gt;
}}&lt;br /&gt;
{{EndGameFileList}}&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
* The game won&#039;t read files from the current directory before falling back to &amp;lt;tt&amp;gt;harry.-0&amp;lt;/tt&amp;gt;, and won&#039;t run without &amp;lt;tt&amp;gt;harry.-0&amp;lt;/tt&amp;gt; present.  Therefore modified files must be inserted into &amp;lt;tt&amp;gt;harry.-0&amp;lt;/tt&amp;gt; before the game will see them.&lt;br /&gt;
&lt;br /&gt;
* There are two files left over from game development inside &amp;lt;tt&amp;gt;order.bnk&amp;lt;/tt&amp;gt;.  These two files are called &amp;lt;tt&amp;gt;build.bat&amp;lt;/tt&amp;gt; and &amp;lt;tt&amp;gt;make.bat&amp;lt;/tt&amp;gt;, both of which are DOS batch files to create the &amp;lt;tt&amp;gt;order.bnk&amp;lt;/tt&amp;gt; file itself.  From this it can be seen that there are two programs used during development, one called &amp;lt;tt&amp;gt;kit&amp;lt;/tt&amp;gt; which creates the .bnk files, and one called &amp;lt;tt&amp;gt;dizfile&amp;lt;/tt&amp;gt; which may create the corresponding &amp;lt;tt&amp;gt;.fat&amp;lt;/tt&amp;gt; file from the &amp;lt;tt&amp;gt;.bnk&amp;lt;/tt&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
[[Category:Apogee]]&lt;br /&gt;
[[Category:Sidescroller]]&lt;br /&gt;
[[Category:Freeware]]&lt;/div&gt;</summary>
		<author><name>Garg</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=Secret_Agent_Man&amp;diff=8845</id>
		<title>Secret Agent Man</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=Secret_Agent_Man&amp;diff=8845"/>
		<updated>2019-10-20T17:05:46Z</updated>

		<summary type="html">&lt;p&gt;Garg: alternative name for Secret Agent&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#redirect [[Secret Agent]]&lt;/div&gt;</summary>
		<author><name>Garg</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=Secret_Agent&amp;diff=8844</id>
		<title>Secret Agent</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=Secret_Agent&amp;diff=8844"/>
		<updated>2019-10-20T17:04:19Z</updated>

		<summary type="html">&lt;p&gt;Garg: aka Secret Agent Man (SAM)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Game Infobox&lt;br /&gt;
 | Levels = Edit&lt;br /&gt;
 | Tiles = Edit&lt;br /&gt;
 | Sprites = Edit&lt;br /&gt;
 | Fullscreen = Edit&lt;br /&gt;
 | Sound = No&lt;br /&gt;
 | Music = None&lt;br /&gt;
 | Text = No&lt;br /&gt;
 | Story = No&lt;br /&gt;
 | Interface = No&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Secret Agent]] (sometimes called &#039;&#039;&#039;Secret Agent Man&#039;&#039;&#039; or &#039;&#039;&#039;SAM&#039;&#039;&#039;) is based on the [[Crystal Caves]] engine, with the addition of an overhead map to move between levels.  Although Secret Agent was released after Crystal Caves and has a slightly more advanced engine, development actually started earlier and so technically Crystal Caves is based on an early version of the Secret Agent engine.&lt;br /&gt;
&lt;br /&gt;
== Tools ==&lt;br /&gt;
&lt;br /&gt;
{{BeginFileFormatTools|Type=game}}&lt;br /&gt;
{{FileFormatTool&lt;br /&gt;
| Name = [[Camoto]]&lt;br /&gt;
| Platform = Linux/Windows&lt;br /&gt;
| grp = N/A&lt;br /&gt;
| map = Edit&lt;br /&gt;
| gfx = Edit&lt;br /&gt;
| mus = N/A&lt;br /&gt;
| sfx = No&lt;br /&gt;
| txt = No&lt;br /&gt;
| sav = No&lt;br /&gt;
| exe = No&lt;br /&gt;
}}&lt;br /&gt;
{{FileFormatTool&lt;br /&gt;
| Name = [http://sfprod.shikadi.net/old/games/secretagent.htm#tile_modifier Sammod]&lt;br /&gt;
| Platform = DOS&lt;br /&gt;
| grp = N/A&lt;br /&gt;
| map = No&lt;br /&gt;
| gfx = Edit&lt;br /&gt;
| mus = N/A&lt;br /&gt;
| sfx = No&lt;br /&gt;
| txt = No&lt;br /&gt;
| sav = No&lt;br /&gt;
| exe = No&lt;br /&gt;
}}&lt;br /&gt;
{{EndFileFormatTools}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both;&amp;quot;/&amp;gt;&lt;br /&gt;
{{BeginGameFileList}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.apo&amp;lt;br/&amp;gt;*.crd&amp;lt;br/&amp;gt;*.end&amp;lt;br/&amp;gt;*.ttl&lt;br /&gt;
 | Format = [[PCX Format]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = 320&amp;amp;times;200 16-colour full screen images&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.snd&lt;br /&gt;
 | Format = [[Crystal Caves Sound format]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = PC speaker sound effects (a modified form of [[Inverse Frequency Sound format]])&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = sam?01.gfx&lt;br /&gt;
 | Format = [[ProGraphx Toolbox tileset format]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = 16&amp;amp;times;16 16-colour sprites, with each 8000-byte tileset padded up to 8064 bytes.&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = sam?02.gfx&lt;br /&gt;
 | Format = [[ProGraphx Toolbox tileset format]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = 8&amp;amp;times;8 16-colour sprites, like the characters and icons on the status bar.  Each 2000-byte tileset is padded up to 2048 bytes.&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = sam?03.gfx&lt;br /&gt;
 | Format = [[Secret Agent Level Format]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Game levels&lt;br /&gt;
}}&lt;br /&gt;
{{EndGameFileList}}&lt;br /&gt;
&lt;br /&gt;
With the exception of the full screen PCX images, the data files of Secret Agent are encrypted with the [[Secret Agent encryption]]. When the files are decrypted, they are in (almost) the same format as the [[Crystal Caves]] data files.&lt;br /&gt;
&lt;br /&gt;
[[Category:Apogee]]&lt;br /&gt;
[[Category:Sidescroller]]&lt;/div&gt;</summary>
		<author><name>Garg</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=TXB_Encryption&amp;diff=8843</id>
		<title>TXB Encryption</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=TXB_Encryption&amp;diff=8843"/>
		<updated>2019-10-20T17:01:05Z</updated>

		<summary type="html">&lt;p&gt;Garg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;TXB ist an encrypted text format, used for several files in [[Descent]].&lt;br /&gt;
It is a simple bytewise substitution chiffre, but uses Linux-style Line Feeds (LF instead of CRLF).&lt;br /&gt;
&lt;br /&gt;
==Encryption==&lt;br /&gt;
* CR (0x0D) is discarded&lt;br /&gt;
* LF (0x0A) is unchanged&lt;br /&gt;
* Other characters are rotated right by 2, and then XORed with 0xE9&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Decryption==&lt;br /&gt;
* LF (0x0A) is converted to CRLF (0x0D,0x0A)&lt;br /&gt;
* Other characters are XORed with 0xE9, and the rotated left by 2. (alternative: rotated left by 2 and then XOR with 0xA7)&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
TXB is used by [[Descent Briefing]]s and [[Descent Exit Cutscene]]s. Both are text formats, that are encrypted as *.TXB. It is also possible to use unencrypted files, if they have the extension *.TEX&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
*http://www.descent2.com/ddn/specs/txb/&lt;br /&gt;
&lt;br /&gt;
[[Category:Descent]]&lt;br /&gt;
[[Category:Encryption algorithms]]&lt;/div&gt;</summary>
		<author><name>Garg</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=Halloween_Harry&amp;diff=8836</id>
		<title>Halloween Harry</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=Halloween_Harry&amp;diff=8836"/>
		<updated>2019-10-12T10:47:54Z</updated>

		<summary type="html">&lt;p&gt;Garg: aka Alien Carnage&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NeedMoreInfo}}&lt;br /&gt;
{{Game Infobox&lt;br /&gt;
 | Levels = Edit&lt;br /&gt;
 | Tiles = Edit&lt;br /&gt;
 | Sprites = No&lt;br /&gt;
 | Fullscreen = Edit&lt;br /&gt;
 | Sound = No&lt;br /&gt;
 | Music = No&lt;br /&gt;
 | Text = No&lt;br /&gt;
 | Story = Edit&lt;br /&gt;
 | Interface = No&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Halloween Harry]] (later renamed in &#039;&#039;Alien Carnage&#039;&#039;) is one of the last DOS platform games produced before the shift to first-person shooters.&lt;br /&gt;
&lt;br /&gt;
== Obtaining the game ==&lt;br /&gt;
&lt;br /&gt;
The full version of this game [http://www.3drealms.com/news/2007/05/alien_carnage_freeware.html has been released as freeware].  One notable omission from the freeware release was the inclusion of &amp;lt;tt&amp;gt;STUDIO.EXE&amp;lt;/tt&amp;gt;, a separate &#039;jukebox&#039; program that could play all the music from the game.&lt;br /&gt;
&lt;br /&gt;
* Six different versions are available from [http://www.classicdosgames.com/game/Alien_Carnage.html Classic DOS Games]&lt;br /&gt;
&lt;br /&gt;
== Tools ==&lt;br /&gt;
&lt;br /&gt;
{{BeginFileFormatTools|Type=game}}&lt;br /&gt;
{{FileFormatTool&lt;br /&gt;
| Name = [http://www.shikadi.net/files/4md2mod.zip ACXTRACT&amp;lt;br/&amp;gt;4MD2MOD]&lt;br /&gt;
| Platform = DOS&lt;br /&gt;
| grp = Read&lt;br /&gt;
| map = No&lt;br /&gt;
| gfx = No&lt;br /&gt;
| mus = Read&lt;br /&gt;
| sfx = No&lt;br /&gt;
| txt = No&lt;br /&gt;
| sav = No&lt;br /&gt;
| exe = No&lt;br /&gt;
}}&lt;br /&gt;
{{FileFormatTool&lt;br /&gt;
| Name = [[Camoto]]&lt;br /&gt;
| Platform = Linux/Windows&lt;br /&gt;
| grp = Edit&lt;br /&gt;
| map = Edit&lt;br /&gt;
| gfx = Edit&lt;br /&gt;
| mus = No&lt;br /&gt;
| sfx = No&lt;br /&gt;
| txt = No&lt;br /&gt;
| sav = No&lt;br /&gt;
| exe = No&lt;br /&gt;
}}&lt;br /&gt;
{{FileFormatTool&lt;br /&gt;
| Name = [[Wombat]]&lt;br /&gt;
| Platform = Windows GUI&lt;br /&gt;
| grp = Read&lt;br /&gt;
| map = No&lt;br /&gt;
| gfx = Read&lt;br /&gt;
| mus = No&lt;br /&gt;
| sfx = Read&lt;br /&gt;
| txt = No&lt;br /&gt;
| sav = No&lt;br /&gt;
| exe = No&lt;br /&gt;
}}&lt;br /&gt;
{{EndFileFormatTools}}&lt;br /&gt;
&lt;br /&gt;
{{BeginGameFileList}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.4md&lt;br /&gt;
 | Format = [[4MD Format]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Background music&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.4bt&lt;br /&gt;
 | Format = 8-bit unsigned PCM audio {{TODO|unknown sample rate, maybe 4.7kHz?}}&lt;br /&gt;
 | KnownFormat = Partial&lt;br /&gt;
 | Desc = Digitised sound effects&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.bbk&lt;br /&gt;
 | Format = [[ICO Format (Halloween Harry)]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Graphics and fonts&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.bnk&amp;lt;br/&amp;gt;*.fat&amp;lt;br/&amp;gt;harry.-0&lt;br /&gt;
 | Format = [[BNK Format (Halloween Harry)]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Archive storing most of the game data&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.cfg&lt;br /&gt;
 | Format = [[Halloween Harry Configuration Format]]&lt;br /&gt;
 | KnownFormat = No&lt;br /&gt;
 | Desc = Game settings&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.chr&lt;br /&gt;
 | Format = [[CHR Format (Halloween Harry)]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Graphics&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.dlg&lt;br /&gt;
 | Format = [[Halloween Harry Dialogue Format]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Cutscene dialogue text&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.gmf&lt;br /&gt;
 | Format = [[GMF Format (Halloween Harry)]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Game levels and palette data&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.hsb&lt;br /&gt;
 | Format = [[HSB Format (Halloween Harry)]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Sprite graphics&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.ico&lt;br /&gt;
 | Format = [[ICO Format (Halloween Harry)]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Graphics&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.ins&lt;br /&gt;
 | Format = [[INS Format (Halloween Harry)]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Text for ordering information screens&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.jft&lt;br /&gt;
 | Format = [[ICO Format (Halloween Harry)]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Fonts&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.pcc&lt;br /&gt;
 | Format = [[PCX Format]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Small images&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.pcx&lt;br /&gt;
 | Format = [[PCX Format]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = 320&amp;amp;times;200 full-screen images&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.rob&lt;br /&gt;
 | Format = ?&lt;br /&gt;
 | KnownFormat = No&lt;br /&gt;
 | Desc = Seems to be some sort of archive with at least one PCX file in it.  Used for animation sequences in the [[Halloween Harry Dialogue Format|dialogue cutscenes]].&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.top&lt;br /&gt;
 | Format = [[TOP Format (Halloween Harry)]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = High scores&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.dt&lt;br /&gt;
 | Format = ?&lt;br /&gt;
 | KnownFormat = No&lt;br /&gt;
 | Desc = ?&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = harry*.-0&lt;br /&gt;
 | Format = [[EXE Format]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Except for &amp;lt;tt&amp;gt;harry.-0&amp;lt;/tt&amp;gt;, game .exe files&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = slot.*&lt;br /&gt;
 | Format = [[Halloween Harry Saved Game Format]]&lt;br /&gt;
 | KnownFormat = No&lt;br /&gt;
 | Desc = Saved games&lt;br /&gt;
}}&lt;br /&gt;
{{EndGameFileList}}&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
* The game won&#039;t read files from the current directory before falling back to &amp;lt;tt&amp;gt;harry.-0&amp;lt;/tt&amp;gt;, and won&#039;t run without &amp;lt;tt&amp;gt;harry.-0&amp;lt;/tt&amp;gt; present.  Therefore modified files must be inserted into &amp;lt;tt&amp;gt;harry.-0&amp;lt;/tt&amp;gt; before the game will see them.&lt;br /&gt;
&lt;br /&gt;
* There are two files left over from game development inside &amp;lt;tt&amp;gt;order.bnk&amp;lt;/tt&amp;gt;.  These two files are called &amp;lt;tt&amp;gt;build.bat&amp;lt;/tt&amp;gt; and &amp;lt;tt&amp;gt;make.bat&amp;lt;/tt&amp;gt;, both of which are DOS batch files to create the &amp;lt;tt&amp;gt;order.bnk&amp;lt;/tt&amp;gt; file itself.  From this it can be seen that there are two programs used during development, one called &amp;lt;tt&amp;gt;kit&amp;lt;/tt&amp;gt; which creates the .bnk files, and one called &amp;lt;tt&amp;gt;dizfile&amp;lt;/tt&amp;gt; which may create the corresponding &amp;lt;tt&amp;gt;.fat&amp;lt;/tt&amp;gt; file from the &amp;lt;tt&amp;gt;.bnk&amp;lt;/tt&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
[[Category:Apogee]]&lt;br /&gt;
[[Category:Sidescroller]]&lt;br /&gt;
[[Category:Freeware]]&lt;/div&gt;</summary>
		<author><name>Garg</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=Talk:GMF_Format_(Halloween_Harry)&amp;diff=8835</id>
		<title>Talk:GMF Format (Halloween Harry)</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=Talk:GMF_Format_(Halloween_Harry)&amp;diff=8835"/>
		<updated>2019-10-12T10:46:36Z</updated>

		<summary type="html">&lt;p&gt;Garg: /* Slopes ? */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Just a couple of notes to help out:&lt;br /&gt;
* The plain-text strings you have spotted in the second unknown block are in &amp;quot;Pascal format&amp;quot; (because the game was written in Turbo Pascal.)  The first byte is the length of the string.  This is the same string format that the filenames are stored in, in the [[BNK Format (Halloween Harry)|.-0 files]].&lt;br /&gt;
* Don&#039;t be too worried about copyright, the game as been released as freeware and no company really cares about modding these games any more.  However do bear in mind this isn&#039;t a blog so it would be better not to post screenshots about modding programs until they are completed!  But if you want to post screenshots and get some feedback, it would be very welcome on the [http://forums.3drealms.com/vb/forumdisplay.php?f=19 3DRealms forums].&lt;br /&gt;
* You say you are not sure what the first unknown block is for - whether the 0/1 values are for solid tiles or something else.  I tried changing this entire block to 0x00 bytes and putting it back into MAPS.-0 and when I loaded M1Z1 I could not fly up out of the first room - the tiles to fly through were solid.  I then tried again changing all the values to 0x01 and it was like playing the game with no-clipping, I could fly through everything.  Even the zombies were falling through the level and off the bottom!  Interestingly when I flew off the side of the first level I ended up in the second level, though without any enemies.  Flying further seemed to loop back to the first level.  Flying off the top or bottom resulted in gibberish tiles.  I will update the article page with this discovery.&lt;br /&gt;
&lt;br /&gt;
:: Thanks for the additional info. I&#039;d originally thought the string-length bytes were off by 1 in some files, which is why I thought something weird was going on there. Good find on the 0/1 values! With the compressed files I was working with, I had no way to edit the original game map files... now I&#039;m working with the uncompressed version which should make things easier. Thanks again for the help! I&#039;m working on a level-viewer this weekend and hope to have something to show on the forums pretty soon. -- [[User:Duckthing|Duckthing]] 07:11, 11 December 2010 (GMT)&lt;br /&gt;
&lt;br /&gt;
== Slopes ? ==&lt;br /&gt;
&lt;br /&gt;
The game certainly has slopes, so clipping data cannot be simply 1 and 0. My guess (based on the third point of the diskussion starter) is, that clipping data is somethere else, and the tileflag block is for overwriting it for just one level (used for secret passages (or hologram walls, how Diane calls it)). the value might be an index into the unknown block. As the CHR Format seems to not have any metadata, the clipping might be hardcoded (do the Tilesets match in the order of tile types ?). --[[User:Garg|Garg]] ([[User talk:Garg|talk]]) 10:46, 12 October 2019 (UTC)&lt;/div&gt;</summary>
		<author><name>Garg</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=Jazz_Jackrabbit_2&amp;diff=8834</id>
		<title>Jazz Jackrabbit 2</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=Jazz_Jackrabbit_2&amp;diff=8834"/>
		<updated>2019-10-06T21:33:18Z</updated>

		<summary type="html">&lt;p&gt;Garg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
&lt;br /&gt;
Jazz Jackrabbit 2 is the sequel to [[Epic Megagames]] [[Jazz Jackrabbit]], in it, the notorious Devan Shell returns, stealing Eva Earlong&#039;s wedding ring to use to power a time machine which can be used to erase Jazz from history. &lt;br /&gt;
&lt;br /&gt;
While the game was successful, it was not successful enough to prevent the two companies that published the game (Project 2 Interactive for Jazz 2, Orange Games for TSF) from collapsing. The same engine was later used for two other less notable projects, [[Battery Check]], and [[A Gigantic Demo]], an animaniacs game.&lt;br /&gt;
&lt;br /&gt;
Jazz Jackrabbit 2 has a loyal fanbase, even overshading Jazz Jackrabbits 1 until retrogaming became a thing. The reason is, that it has a quasi monopoly on mainstream multiplayer sidescrollers, that run natively on Windows. In 1998, when it was released the genre was declared dead, because first person shooters were so popular. JJ2 however provided a platformer that offered (despite having a buggy engine and a boring singleplayer campaign) a level editor and internet multiplayer.&lt;br /&gt;
&lt;br /&gt;
{{Game Infobox&lt;br /&gt;
 | Levels = Edit&lt;br /&gt;
 | Tiles = Edit&lt;br /&gt;
 | Sprites = No&lt;br /&gt;
 | Fullscreen = No&lt;br /&gt;
 | Sound = No&lt;br /&gt;
 | Music = Edit&lt;br /&gt;
 | Text = Edit&lt;br /&gt;
 | Story = No&lt;br /&gt;
 | Interface = No&lt;br /&gt;
}}&lt;br /&gt;
== Tools ==&lt;br /&gt;
{{BeginFileFormatTools|Type=game}}&lt;br /&gt;
{{FileFormatTool&lt;br /&gt;
| Name = [[Jazz Creation Station]] (JCS) - The official Level Editor &lt;br /&gt;
| Platform = Windows (32bit)&lt;br /&gt;
| grp = n/a&lt;br /&gt;
| map = Edit&lt;br /&gt;
| gfx = Edit (Create Tilesets)&lt;br /&gt;
| mus = No&lt;br /&gt;
| sfx = No&lt;br /&gt;
| txt = Edit (Texts on signs)&lt;br /&gt;
| sav = No&lt;br /&gt;
| exe = No&lt;br /&gt;
| notes = Comes with the Game&lt;br /&gt;
}}&lt;br /&gt;
{{EndFileFormatTools}}&lt;br /&gt;
== Technology ==&lt;br /&gt;
* Like [[Jazz Jackrabbit]] 1,It uses simple Tileset with very few metadata - as opposed to [[Commander Keen]] - and most special properties of tiles are defined by the event layer. Unlike JJ1 however they have build in clipping-information.&lt;br /&gt;
* It uses heavy parallax-scrolling for decoration. A level can have up to 8 Layers, where Layer 4 contains the actual level, and most of the others are used for foreground and background. Layer 8 is the ultimate background, and must be opaque. It also allows to be displayed in a raycasted 3D style. Layer 3 is by default set to be a parallax foreground, but typically used as fixed forground layer (speed=1) to hide secret passages.&lt;br /&gt;
* The level format uses recursive tilemapping as a form of compression. The tilemap actually encodes groups of 4 tiles in a row, which are decoded by using a dictionary. This is especially helpful to compress foreground parallax layer wich are mostly empty. Groups with tiles, that may change during gameplay (overlayed by &#039;&#039;Destruct Scenery&#039;&#039; or similar events) always get own groups that are used only once.&lt;br /&gt;
&lt;br /&gt;
== File formats ==&lt;br /&gt;
This section lists the major file formats used in the game.&lt;br /&gt;
&lt;br /&gt;
* [[J2A Format]] The game&#039;s sprites &amp;lt;tt&amp;gt;Anims.J2A&amp;lt;/tt&amp;gt; are in this format&lt;br /&gt;
* [[Jazz 2 Cinematics]] Movie files used for the intro and ending.&lt;br /&gt;
* [[Jazz 2 Episode Files]] &amp;lt;tt&amp;gt;*.=j2e&amp;lt;/tt&amp;gt; files contain episode selection screens for default and custom episodes.&lt;br /&gt;
* [[Jazz 2 Language Data]] Used to translate the game into various languages, users can in fact write their own translations&lt;br /&gt;
* [[Jazz 2 Level Format]]  &amp;lt;tt&amp;gt;*.=j2l&amp;lt;/tt&amp;gt; files use this, these are game levels.&lt;br /&gt;
* [[Jazz 2 Music Format]] &amp;lt;tt&amp;gt;*.=j2b&amp;lt;/tt&amp;gt; are music files, though the game also uses [[IT Format|.it]] and [[S3M Format|.s3m]] music formats interchangeably.&lt;br /&gt;
* [[Jazz 2 Tile Format]] &amp;lt;tt&amp;gt;*.=j2t&amp;lt;/tt&amp;gt; files use this, these are tilesets (And tile masks) for levels.&lt;br /&gt;
* [[Zlib Compression]] - Nearly all JJ2 files are compressed using this.&lt;br /&gt;
* [[JCS.INI]] - Configuration of events in JCS.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==JCS==&lt;br /&gt;
&lt;br /&gt;
The JCS or [[Jazz Creation Station]] is the built-in level editor for Jazz 2. It allows players to create their own tilesets and levels to be played or posted online and was a big feature in the creation of the Jazz 2 community. There are several versions that write incompatible level formats.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Versions==&lt;br /&gt;
&lt;br /&gt;
There are many versions of Jazz Jackrabbit 2 released and it can be difficult to discern between them. This include OEMs, christmas releases, patches and TSF, as well as a fan attempt at making a &#039;version 1.25&#039;&lt;br /&gt;
&lt;br /&gt;
===Retail versions (1.20 to 1.23)===&lt;br /&gt;
&lt;br /&gt;
The standard, most common version, most likely 1.23. These are the main release and its patches to correct various bugs. Only minor differences exist between them.&lt;br /&gt;
&lt;br /&gt;
===Shareware Demo (1.20s to 1.23s)===&lt;br /&gt;
&lt;br /&gt;
It&#039;s what it says, a Demo. It&#039;s the same as the one included with the retail versions with only 3 SP levels, a CTF Level and Treasure Hunt Level. No JCS included.&lt;br /&gt;
&lt;br /&gt;
===Macintosh version (version number 1.2.8)===&lt;br /&gt;
&lt;br /&gt;
(Version changes to 1.22eu or 1.22us after applying the custom listserver patch.) No changes has been made for this release, aside from the lack of JCS. As it says, it&#039;s for the Macintosh.&lt;br /&gt;
&lt;br /&gt;
===1.23 SE===&lt;br /&gt;
&lt;br /&gt;
(&#039;Special edition&#039;) This is basically a stripped-down version of JJ2 with only one of the four official episodes.&lt;br /&gt;
&lt;br /&gt;
===The Secret Files aka &amp;quot;TSF&amp;quot; (version number 1.24)===&lt;br /&gt;
&lt;br /&gt;
This was supposed to be an add-on, but it got turned into a separate game with its own .exe file. Compared to the regular retail version it had some changes, like an increased tileset limit for JCS (from 1024 tiles to 4096), a new character called Lori and some animation and engine overhauls. It also has 12 new levels (9 SP, 2 new Race levels and a new Battle level, though the MP Levels aren&#039;t either fully integrated, or finished), as well some of the best User Levels at the time. Because of the overhauls, TSF and the regular retail versions are incompatible, although you can still play levels from version 1.20 and above in TSF. Anything made with the TSF JCS will not work with earlier versions. TSF was only released in Europe, which explains the low activity.&lt;br /&gt;
&lt;br /&gt;
===TSF Demo (version number 1.24s)===&lt;br /&gt;
&lt;br /&gt;
An &amp;quot;upgraded&amp;quot; version of the original Shareware Demo, it now has two of the official TSF Levels added (and Lori of course). Still no JCS though.&lt;br /&gt;
&lt;br /&gt;
===Holiday Hare 98 and Christmas Chronicles (1.23x \ 1.24x)===&lt;br /&gt;
&lt;br /&gt;
These are the special Christmas editions of JJ2 with 5 new levels (3 SP and 2 Battle). Funnily enough, they both share the same official levels, but each had its own release date and area: Holiday Hare was released in the US in 1998 and Christmas Chronicles in Europe in 2000. Christmas Chronicles is the superior version as it was based on the TSF engine (and therefore features Lori), and had contest entries from the Easter Level contest. Only Christmas Chronicles had JCS, and levels made with that only work with Christmas Chronicles...&lt;br /&gt;
&lt;br /&gt;
===OEM / Beta versions===&lt;br /&gt;
&lt;br /&gt;
(Version numbers below 1.20) Short for &amp;quot;Original Equipment Manufacturer&amp;quot;, these versions are shipped with customised computers when JJ2 was released, hence their nickname. Of course, they eventually made their way onto the net as everybody thought it was the full version. However, as the lower version numbers indicate, these are actually beta versions. Of all versions in the list, the OEM versions are the odd ones out because of different coding and encryption of data. While all retail versions use file formats like .j2l, .j2t and the like, the OEM versions still had formats like .lev and common formats for music (.it and .s3m). Plus they didn&#039;t have online capabilities at the time they were created. At the moment version 1.00g is the most common one floating around followed by 1.00h, but another has also turned up: version 1.10o. That version has standard JJ2-specific formats, which means the encryption had taken place at the time it was made.&lt;br /&gt;
&lt;br /&gt;
===Version 1.25===&lt;br /&gt;
&lt;br /&gt;
Version 1.25 is a fan project by UNKNOWNFILE (that means not endorsed, nor supported by Epic Games) to fix the plethora of bugs and glitches left behind after the hastened releases of JJ2 and TSF.  It is available only as a patch for 1.23 and 1.24.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
&lt;br /&gt;
* [http://www.jazz2online.com/] A site devoted to Jazz Jackrabbit 2&lt;br /&gt;
* [http://www.jazz2online.com/J2Ov2/downloads/info.php?levelID=4087] A Jazz 2 tileset extractor&lt;br /&gt;
* [http://www.jazz2online.com/jcf/showthread.php?t=15059] Jazz 2 file format specifications&lt;br /&gt;
&lt;br /&gt;
[[Category:Epic Megagames]]&lt;br /&gt;
[[Category:Sidescroller]]&lt;/div&gt;</summary>
		<author><name>Garg</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=TXB_Encryption&amp;diff=8833</id>
		<title>TXB Encryption</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=TXB_Encryption&amp;diff=8833"/>
		<updated>2019-10-06T20:40:07Z</updated>

		<summary type="html">&lt;p&gt;Garg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;TXB ist an encrypted text format, used for several files in [[Descent]].&lt;br /&gt;
It is a simple bytewise substitution chiffre, but uses Linux-style Line Feeds (LF instead of CRLF).&lt;br /&gt;
&lt;br /&gt;
==Encryption==&lt;br /&gt;
* CR (0x0D) is discarded&lt;br /&gt;
* LF (0x0A) is unchanged&lt;br /&gt;
* Other characters are rotated right by 2, and then XORed with 0xE9&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Decryption==&lt;br /&gt;
* LF (0x0A) is converted to CRLF (0x0D,0x0A)&lt;br /&gt;
* Other characters are XORed with 0xE9, and the rotated left by 2. (alternative: rotated left by 2 and then XOR with 0xA7)&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
TXB is used by [[Descent Briefing]]s and [[Descent Exit Cutscene]]s. Both are text formats, that are encrypted as *.TXB. It is also possible to use unencrypted files, if they have the extension *.TEX&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
*http://www.descent2.com/ddn/specs/txb/&lt;br /&gt;
&lt;br /&gt;
[[Category:Descent]]&lt;/div&gt;</summary>
		<author><name>Garg</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=HOG_Format&amp;diff=8832</id>
		<title>HOG Format</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=HOG_Format&amp;diff=8832"/>
		<updated>2019-10-06T20:36:33Z</updated>

		<summary type="html">&lt;p&gt;Garg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Archive Infobox&lt;br /&gt;
 | MaxFiles = 250&lt;br /&gt;
 | FAT = Embedded&lt;br /&gt;
 | Names = Yes, 8.3&lt;br /&gt;
 | Metadata = None&lt;br /&gt;
 | Subdirectories = N&lt;br /&gt;
 | Compressed = N&lt;br /&gt;
 | Encrypted = N&lt;br /&gt;
 | Hidden = N&lt;br /&gt;
 | Games = &lt;br /&gt;
   {{Game|Descent}}&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;HOG format&#039;&#039;&#039; is used by [[Descent]] to store some of the game data.&lt;br /&gt;
&lt;br /&gt;
== File format ==&lt;br /&gt;
&lt;br /&gt;
=== Signature ===&lt;br /&gt;
&lt;br /&gt;
The file begins with the three characters &amp;quot;DHF&amp;quot;, which presumably stand for Descent Hog Format.&lt;br /&gt;
&lt;br /&gt;
=== File entry ===&lt;br /&gt;
&lt;br /&gt;
After the signature, the file consists of one or more file entries, one after the other.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Data type!!Description&lt;br /&gt;
|-&lt;br /&gt;
|char filename[13]||Null-terminated 8.3 filename (lowercase,padded with \0)&lt;br /&gt;
|-&lt;br /&gt;
|UINT32LE size||Length of the data&lt;br /&gt;
|-&lt;br /&gt;
|BYTE data[size]||File content, &amp;lt;tt&amp;gt;size&amp;lt;/tt&amp;gt; bytes of data&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
&lt;br /&gt;
* Descent will refuse to load the HOG file if it contains more than 250 files.&lt;br /&gt;
* Some Websites errously report the singnature as &#039;&#039;&#039;DHFmoon01.bbm&#039;&#039;&#039;, but &#039;&#039;&#039;moon01.bbm&#039;&#039;&#039; is actually the first entry (a [[LBM Format|LBM File]]) of the DESCENT.HOG.&lt;br /&gt;
* HOG appeares to stand for the animal, as other files in Descent are named after pigs, too like [[PIG Format|*.PIG]] or [[Descent 2 HAM Format|*.HAM]].&lt;br /&gt;
&lt;br /&gt;
== Tools ==&lt;br /&gt;
&lt;br /&gt;
{{BeginFileFormatTools|Type=group}}&lt;br /&gt;
{{FileFormatTool&lt;br /&gt;
| Name = [[Camoto]]&lt;br /&gt;
| Platform = Linux/Windows&lt;br /&gt;
| canExtract = Yes&lt;br /&gt;
| canDecompress = N/A&lt;br /&gt;
| canCreate = Yes&lt;br /&gt;
| canModify = Yes&lt;br /&gt;
| canCompress = N/A&lt;br /&gt;
| editHidden = N/A&lt;br /&gt;
| editMetadata = N/A&lt;br /&gt;
}}&lt;br /&gt;
{{FileFormatTool&lt;br /&gt;
| Name = [[DMB2]]&lt;br /&gt;
| Platform = Windows (16bit)&lt;br /&gt;
| canExtract = Yes&lt;br /&gt;
| canDecompress = N/A&lt;br /&gt;
| canCreate = Yes&lt;br /&gt;
| canModify = Yes&lt;br /&gt;
| canCompress = N/A&lt;br /&gt;
| editHidden = N/A&lt;br /&gt;
| editMetadata = N/A&lt;br /&gt;
}}&lt;br /&gt;
{{EndFileFormatTools}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&lt;br /&gt;
This file format was reverse engineered by [[User:Malvineous|Malvineous]].  If you find this information helpful in a project you&#039;re working on, please give credit where credit is due.  (A link back to this wiki would be nice too!)&lt;/div&gt;</summary>
		<author><name>Garg</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=User:Garg&amp;diff=8831</id>
		<title>User:Garg</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=User:Garg&amp;diff=8831"/>
		<updated>2019-10-06T20:25:39Z</updated>

		<summary type="html">&lt;p&gt;Garg: Blanked the page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Garg</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=TXB_Encryption&amp;diff=8830</id>
		<title>TXB Encryption</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=TXB_Encryption&amp;diff=8830"/>
		<updated>2019-10-06T20:24:34Z</updated>

		<summary type="html">&lt;p&gt;Garg: Created page with &amp;quot;TXB ist an encrypted text format, used for several files in Descent. It is a simple bytewise substitution chiffre, but uses Linux-style Line Feeds (LF instead of CRLF).  =...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;TXB ist an encrypted text format, used for several files in [[Descent]].&lt;br /&gt;
It is a simple bytewise substitution chiffre, but uses Linux-style Line Feeds (LF instead of CRLF).&lt;br /&gt;
&lt;br /&gt;
==Encryption==&lt;br /&gt;
* CR (0x0D) is discarded&lt;br /&gt;
* LF (0x0A) is unchanged&lt;br /&gt;
* Other characters are rotated right by 2, and then XORed with 0xE9&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Decryption==&lt;br /&gt;
* LF (0x0A) is converted to CRLF (0x0D,0x0A)&lt;br /&gt;
* Other characters are XORed with 0xE9, and the rotated left by 2. (alternative: rotated left by 2 and then XOR with 0xA7)&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
TXB is used by [[Descent Briefing]]s and [[Descent Exit Cutscene]]s. Both are text formats, that are encrypted as *.TXB. It is also possible to use unencrypted files, if they have the extension *.TEX&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
*http://www.descent2.com/ddn/specs/txb/&lt;/div&gt;</summary>
		<author><name>Garg</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=Descent&amp;diff=8829</id>
		<title>Descent</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=Descent&amp;diff=8829"/>
		<updated>2019-10-06T20:11:26Z</updated>

		<summary type="html">&lt;p&gt;Garg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
&lt;br /&gt;
{{Game Infobox&lt;br /&gt;
 | Levels = Edit&lt;br /&gt;
 | Tiles = N/A&lt;br /&gt;
 | Sprites = Edit&lt;br /&gt;
 | Fullscreen = Edit&lt;br /&gt;
 | Sound = Edit&lt;br /&gt;
 | Music = Edit&lt;br /&gt;
 | Text = Edit&lt;br /&gt;
 | Story = Edit&lt;br /&gt;
 | Interface = No&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Descent]] is the first First Person Shooter with 3D gameplay. For space partitioning it uses a portal engine ([https://web.archive.org/web/20190913101009/http://www.flipcode.com/archives/Building_a_3D_Portal_Engine-Issue_01_Introduction.shtml]), a technique that is different from the BSP engine used by Quake, and its descendants. The polygon objects however use BSP-trees. For outdoor scenes during the famous exit sequences, it uses a terrain engine, that uses different file formats (BBM and PCX instead of the PIG-File). The combination of a portal engine and a terrain engine was later continued with Descent 3 there you actually can play outdoors. &amp;lt;br&amp;gt;&lt;br /&gt;
In a dystopian future, there humanity has colonized other planets, but most labour is done by robots, a computer virus (rumored to be written by aliens) causes the mining robots of the PTMC (Post Terran Mining/Mineral Corporation) to attack their human masters. You play as Material Defender 1032, a PTMC Mercenary in a heavily armed spaceship, who has to fly into the mines that were taken over by the robots, and destroy them by blowing up the reactor or boss robot. To reach the reactor, you have to get several keys, and you also can rescue the hostages.&lt;br /&gt;
&amp;lt;br&amp;gt;The gameplay of Descent happens in zero gravity and has 6 Degrees of freedom to move. You can go everythere, shoot everythere and get attacked from everythere. Also notable for FPS is the lack of hitscan weapons. All weapons fore at a finite velocity - even the Vulcan Canon. Descent supports IPX Multiplayer, and its fans were the driving force behind IPX over Internet drivers, like KALI or KAHN.&lt;br /&gt;
&lt;br /&gt;
== Tools ==&lt;br /&gt;
&lt;br /&gt;
{{TODO|There are quite a few Descent tools, add them here}}&lt;br /&gt;
{{BeginFileFormatTools|Type=game}}&lt;br /&gt;
{{FileFormatTool&lt;br /&gt;
| Name = [[Devil]] (Fanmade editor)&lt;br /&gt;
| Platform = DOS (32bit)&lt;br /&gt;
| grp = ?&lt;br /&gt;
| map = Edit&lt;br /&gt;
| gfx = No&lt;br /&gt;
| mus = No&lt;br /&gt;
| sfx = No&lt;br /&gt;
| txt = No&lt;br /&gt;
| sav = No&lt;br /&gt;
| exe = No&lt;br /&gt;
}}&lt;br /&gt;
{{FileFormatTool&lt;br /&gt;
| Name = [[Miner]]&lt;br /&gt;
| Platform = DOS (32bit)&lt;br /&gt;
| grp = ?&lt;br /&gt;
| map = Edit&lt;br /&gt;
| gfx = No&lt;br /&gt;
| mus = No&lt;br /&gt;
| sfx = No&lt;br /&gt;
| txt = No&lt;br /&gt;
| sav = ?&lt;br /&gt;
| exe = No&lt;br /&gt;
}}&lt;br /&gt;
{{FileFormatTool&lt;br /&gt;
| Name = [[DMB2]] Descent Mission Builder II&lt;br /&gt;
| Platform = Windows (16bit)&lt;br /&gt;
| grp = Edit (HOG only)&lt;br /&gt;
| map = Edit&lt;br /&gt;
| gfx = No&lt;br /&gt;
| mus = No&lt;br /&gt;
| sfx = No&lt;br /&gt;
| txt = Edit (MSN only)&lt;br /&gt;
| sav = No&lt;br /&gt;
| exe = No&lt;br /&gt;
}}&lt;br /&gt;
{{FileFormatTool&lt;br /&gt;
| Name = [[DTX]] &lt;br /&gt;
| Platform = Windows (???bit)&lt;br /&gt;
| grp = Edit&lt;br /&gt;
| map = No&lt;br /&gt;
| gfx = Edit (2D)&lt;br /&gt;
| mus = Edit&lt;br /&gt;
| sfx = Edit&lt;br /&gt;
| txt = No&lt;br /&gt;
| sav = No&lt;br /&gt;
| exe = No&lt;br /&gt;
}}&lt;br /&gt;
{{FileFormatTool&lt;br /&gt;
| Name = [[Camoto]]&lt;br /&gt;
| Platform = Linux/Windows&lt;br /&gt;
| grp = Edit (HOG only)&lt;br /&gt;
| map = No&lt;br /&gt;
| gfx = No&lt;br /&gt;
| mus = No&lt;br /&gt;
| sfx = No&lt;br /&gt;
| txt = No&lt;br /&gt;
| sav = No&lt;br /&gt;
| exe = No&lt;br /&gt;
}}&lt;br /&gt;
{{EndFileFormatTools}}&lt;br /&gt;
&lt;br /&gt;
{{BeginGameFileList}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.cfg&lt;br /&gt;
 | Format = [[Descent CFG Format]]&lt;br /&gt;
 | KnownFormat = No&lt;br /&gt;
 | Desc = Game configuration&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.dem&lt;br /&gt;
 | Format = [[Decent Demo Format]]&lt;br /&gt;
 | KnownFormat = No&lt;br /&gt;
 | Desc = Demo macro?&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.hmp&lt;br /&gt;
 | Format = [[Human Machine Interfaces MIDI Format]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Game music&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.hog&lt;br /&gt;
 | Format = [[HOG Format]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Archive file storing much of the game data&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.pig&lt;br /&gt;
 | Format = [[PIG Format]]&lt;br /&gt;
 | KnownFormat = No&lt;br /&gt;
 | Desc = Additional archive storing the rest of the game data - textures, sounds (not in Descent 2) and in some versions game data and polygon models (*.ham);&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.plr&lt;br /&gt;
 | Format = [[Descent PLR Format]]&lt;br /&gt;
 | KnownFormat = No&lt;br /&gt;
 | Desc = Player data&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.rdl&lt;br /&gt;
 | Format = Descent registered Level&lt;br /&gt;
 | KnownFormat = No&lt;br /&gt;
 | Desc =Level for full version of Descent&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.sdl&lt;br /&gt;
 | Format = Descent shareware Level&lt;br /&gt;
 | KnownFormat = No&lt;br /&gt;
 | Desc =Level for demo version of Descent&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.lvl&lt;br /&gt;
 | Format = Descent Level (Miner project)&lt;br /&gt;
 | KnownFormat = No&lt;br /&gt;
 | Desc =uncompiled level saved in Miner (the original editor)&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.msn&lt;br /&gt;
 | Format = [[Descent MSN Format]] - ASCII-Text (CRLF)&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Mission (List of Levels for Mods) - must be outside of the HOG-file.&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.pof&lt;br /&gt;
 | Format = [[Descent POF Format]]&lt;br /&gt;
 | KnownFormat = No&lt;br /&gt;
 | Desc = Polygon Object File - Definition of polygon-models and possibly game data, reqired for Miner, and possibly for alpha versions.&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.256&lt;br /&gt;
 | Format = [[VGA Palette]] (6-Bit), and fading table.&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc =  Palettes regular vision, and fading table for damage (red) fusion charge (pink) and nuke (white).&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = ...&lt;br /&gt;
 | Format = [[Descent 2 HAM Format]]&lt;br /&gt;
 | KnownFormat = No&lt;br /&gt;
 | Desc = Definition for polygon objects, and game data (Dameg of Weapons,...). Must be extracted from some file (PIG,HOG,...), depending on the Version.&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.pcx&lt;br /&gt;
 | Format = [[PCX Format]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Sky for outdoor scenes (sun/planet in BBM format) or full screen images during intro.&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.bbm&lt;br /&gt;
 | Format = [[LBM Format]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Textures, sun/planet and elevation map for outdoor scenes, and some images for briefings (like Dravis&#039; face).&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = &amp;lt;misson&amp;gt;.txb&lt;br /&gt;
 | Format = [[Descent Briefing]] - [[TXB Encryption|Encrypted]] ASCII-Text (LF)&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc =configuration for briefings and ending. Also used for credits&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = &amp;lt;mission&amp;gt;.tex&lt;br /&gt;
 | Format = [[Descent Briefing]] -  ASCII-Text (CRLF)&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = alternative configuration for briefings and ending (unused in the original files)&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = &amp;lt;level&amp;gt;.txb&lt;br /&gt;
 | Format = [[Descent Exit Cutscene Definition]] [[TXB Encryption|Encrypted]] ASCII-Text (LF)&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc =configuration for exit cutscenes. Names of Textures, sky, planet and some numbers (angle of exit ?)&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = &amp;lt;level&amp;gt;.tex&lt;br /&gt;
 | Format = [[Descent Exit Cutscene Definition]] ASCII-Text (CRLF)&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = alternative configuration for exit cutscene (unused in the original files)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{EndGameFileList}}&lt;br /&gt;
&lt;br /&gt;
All the Descent file formats are documented on the [http://www.descent2.com/ddn/#specs Descent Developer Network].  The source code for Descent 1 and 2 are also available.  There is a project called [http://www.dxx-rebirth.com/?Project:D1X-Rebirth D1X-Rebirth] which has ported Descent to modern operating systems.&lt;br /&gt;
&lt;br /&gt;
[[Category:Interplay]]&lt;br /&gt;
[[Category:3D]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Flight Sim]]&lt;/div&gt;</summary>
		<author><name>Garg</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=Descent&amp;diff=8828</id>
		<title>Descent</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=Descent&amp;diff=8828"/>
		<updated>2019-10-06T20:08:13Z</updated>

		<summary type="html">&lt;p&gt;Garg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
&lt;br /&gt;
{{Game Infobox&lt;br /&gt;
 | Levels = Edit&lt;br /&gt;
 | Tiles = N/A&lt;br /&gt;
 | Sprites = Edit&lt;br /&gt;
 | Fullscreen = Edit&lt;br /&gt;
 | Sound = Edit&lt;br /&gt;
 | Music = Edit&lt;br /&gt;
 | Text = Edit&lt;br /&gt;
 | Story = Edit&lt;br /&gt;
 | Interface = No&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Descent]] is the first First Person Shooter with 3D gameplay. For space partitioning it uses a portal engine ([https://web.archive.org/web/20190913101009/http://www.flipcode.com/archives/Building_a_3D_Portal_Engine-Issue_01_Introduction.shtml]), a technique that is different from the BSP engine used by Quake, and its descendants. The polygon objects however use BSP-trees. For outdoor scenes during the famous exit sequences, it uses a terrain engine, that uses different file formats (BBM and PCX instead of the PIG-File). The combination of a portal engine and a terrain engine was later continued with Descent 3 there you actually can play outdoors. &amp;lt;br&amp;gt;&lt;br /&gt;
In a dystopian future, there humanity has colonized other planets, but most labour is done by robots, a computer virus (rumored to be written by aliens) causes the mining robots of the PTMC (Post Terran Mining/Mineral Corporation) to attack their human masters. You play as Material Defender 1032, a PTMC Mercenary in a heavily armed spaceship, who has to fly into the mines that were taken over by the robots, and destroy them by blowing up the reactor or boss robot. To reach the reactor, you have to get several keys, and you also can rescue the hostages.&lt;br /&gt;
&amp;lt;br&amp;gt;The gameplay of Descent happens in zero gravity and has 6 Degrees of freedom to move. You can go everythere, shoot everythere and get attacked from everythere. Also notable for FPS is the lack of hitscan weapons. All weapons fore at a finite velocity - even the Vulcan Canon. Descent supports IPX Multiplayer, and its fans were the driving force behind IPX over Internet drivers, like KALI or KAHN.&lt;br /&gt;
&lt;br /&gt;
== Tools ==&lt;br /&gt;
&lt;br /&gt;
{{TODO|There are quite a few Descent tools, add them here}}&lt;br /&gt;
{{BeginFileFormatTools|Type=game}}&lt;br /&gt;
{{FileFormatTool&lt;br /&gt;
| Name = [[Devil]] (Fanmade editor)&lt;br /&gt;
| Platform = DOS (32bit)&lt;br /&gt;
| grp = ?&lt;br /&gt;
| map = Edit&lt;br /&gt;
| gfx = No&lt;br /&gt;
| mus = No&lt;br /&gt;
| sfx = No&lt;br /&gt;
| txt = No&lt;br /&gt;
| sav = No&lt;br /&gt;
| exe = No&lt;br /&gt;
}}&lt;br /&gt;
{{FileFormatTool&lt;br /&gt;
| Name = [[Miner]]&lt;br /&gt;
| Platform = DOS (32bit)&lt;br /&gt;
| grp = ?&lt;br /&gt;
| map = Edit&lt;br /&gt;
| gfx = No&lt;br /&gt;
| mus = No&lt;br /&gt;
| sfx = No&lt;br /&gt;
| txt = No&lt;br /&gt;
| sav = ?&lt;br /&gt;
| exe = No&lt;br /&gt;
}}&lt;br /&gt;
{{FileFormatTool&lt;br /&gt;
| Name = [[DMB2]] Descent Mission Builder II&lt;br /&gt;
| Platform = Windows (16bit)&lt;br /&gt;
| grp = Edit (HOG only)&lt;br /&gt;
| map = Edit&lt;br /&gt;
| gfx = No&lt;br /&gt;
| mus = No&lt;br /&gt;
| sfx = No&lt;br /&gt;
| txt = Edit (MSN only)&lt;br /&gt;
| sav = No&lt;br /&gt;
| exe = No&lt;br /&gt;
}}&lt;br /&gt;
{{FileFormatTool&lt;br /&gt;
| Name = [[DTX]] &lt;br /&gt;
| Platform = Windows (???bit)&lt;br /&gt;
| grp = Edit&lt;br /&gt;
| map = No&lt;br /&gt;
| gfx = Edit (2D)&lt;br /&gt;
| mus = Edit&lt;br /&gt;
| sfx = Edit&lt;br /&gt;
| txt = No&lt;br /&gt;
| sav = No&lt;br /&gt;
| exe = No&lt;br /&gt;
}}&lt;br /&gt;
{{FileFormatTool&lt;br /&gt;
| Name = [[Camoto]]&lt;br /&gt;
| Platform = Linux/Windows&lt;br /&gt;
| grp = Edit (HOG only)&lt;br /&gt;
| map = No&lt;br /&gt;
| gfx = No&lt;br /&gt;
| mus = No&lt;br /&gt;
| sfx = No&lt;br /&gt;
| txt = No&lt;br /&gt;
| sav = No&lt;br /&gt;
| exe = No&lt;br /&gt;
}}&lt;br /&gt;
{{EndFileFormatTools}}&lt;br /&gt;
&lt;br /&gt;
{{BeginGameFileList}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.cfg&lt;br /&gt;
 | Format = [[Descent CFG Format]]&lt;br /&gt;
 | KnownFormat = No&lt;br /&gt;
 | Desc = Game configuration&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.dem&lt;br /&gt;
 | Format = [[Decent Demo Format]]&lt;br /&gt;
 | KnownFormat = No&lt;br /&gt;
 | Desc = Demo macro?&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.hmp&lt;br /&gt;
 | Format = [[Human Machine Interfaces MIDI Format]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Game music&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.hog&lt;br /&gt;
 | Format = [[HOG Format]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Archive file storing much of the game data&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.pig&lt;br /&gt;
 | Format = [[PIG Format]]&lt;br /&gt;
 | KnownFormat = No&lt;br /&gt;
 | Desc = Additional archive storing the rest of the game data - textures, sounds (not in Descent 2) and in some versions game data and polygon models (*.ham);&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.plr&lt;br /&gt;
 | Format = [[Descent PLR Format]]&lt;br /&gt;
 | KnownFormat = No&lt;br /&gt;
 | Desc = Player data&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.rdl&lt;br /&gt;
 | Format = Descent registered Level&lt;br /&gt;
 | KnownFormat = No&lt;br /&gt;
 | Desc =Level for full version of Descent&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.sdl&lt;br /&gt;
 | Format = Descent shareware Level&lt;br /&gt;
 | KnownFormat = No&lt;br /&gt;
 | Desc =Level for demo version of Descent&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.lvl&lt;br /&gt;
 | Format = Descent Level (Miner project)&lt;br /&gt;
 | KnownFormat = No&lt;br /&gt;
 | Desc =uncompiled level saved in Miner (the original editor)&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.msn&lt;br /&gt;
 | Format = [[Descent MSN Format]] - ASCII-Text (CRLF)&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Mission (List of Levels for Mods) - must be outside of the HOG-file.&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.pof&lt;br /&gt;
 | Format = [[Descent POF Format]]&lt;br /&gt;
 | KnownFormat = No&lt;br /&gt;
 | Desc = Polygon Object File - Definition of polygon-models and possibly game data, reqired for Miner, and possibly for alpha versions.&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.256&lt;br /&gt;
 | Format = [[VGA Palette]] (6-Bit), and fading table.&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc =  Palettes regular vision, and fading table for damage (red) fusion charge (pink) and nuke (white).&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = ...&lt;br /&gt;
 | Format = [[Descent 2 HAM Format]]&lt;br /&gt;
 | KnownFormat = No&lt;br /&gt;
 | Desc = Definition for polygon objects, and game data (Dameg of Weapons,...). Must be extracted from some file (PIG,HOG,...), depending on the Version.&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.pcx&lt;br /&gt;
 | Format = [[PCX Format]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Sky for outdoor scenes (sun/planet in BBM format) or full screen images during intro.&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.bbm&lt;br /&gt;
 | Format = [[LBM Format]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Textures, sun/planet and elevation map for outdoor scenes, and some images for briefings (like Dravis&#039; face).&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = &amp;lt;misson&amp;gt;.txb&lt;br /&gt;
 | Format = [[Descent Briefing]] - [[TXB Format|Encrypted]] ASCII-Text (LF)&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc =configuration for briefings and ending. Also used for credits&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = &amp;lt;mission&amp;gt;.txt&lt;br /&gt;
 | Format = [[Descent Briefing]] -  ASCII-Text (CRLF)&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = alternative configuration for briefings and ending (unused in the original files)&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = &amp;lt;level&amp;gt;.txb&lt;br /&gt;
 | Format = [[Descent Exit Cutscene Definition]] [[TXB Format|Encrypted]] ASCII-Text (LF)&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc =configuration for exit cutscenes. Names of Textures, sky, planet and some numbers (angle of exit ?)&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = &amp;lt;level&amp;gt;.txt&lt;br /&gt;
 | Format = [[Descent Exit Cutscene Definition]] ASCII-Text (CRLF)&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = alternative configuration for exit cutscene (unused in the original files)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{EndGameFileList}}&lt;br /&gt;
&lt;br /&gt;
All the Descent file formats are documented on the [http://www.descent2.com/ddn/#specs Descent Developer Network].  The source code for Descent 1 and 2 are also available.  There is a project called [http://www.dxx-rebirth.com/?Project:D1X-Rebirth D1X-Rebirth] which has ported Descent to modern operating systems.&lt;br /&gt;
&lt;br /&gt;
[[Category:Interplay]]&lt;br /&gt;
[[Category:3D]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Flight Sim]]&lt;/div&gt;</summary>
		<author><name>Garg</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=Descent&amp;diff=8827</id>
		<title>Descent</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=Descent&amp;diff=8827"/>
		<updated>2019-10-06T19:33:10Z</updated>

		<summary type="html">&lt;p&gt;Garg: more file types, and editors&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
&lt;br /&gt;
{{Game Infobox&lt;br /&gt;
 | Levels = No&lt;br /&gt;
 | Tiles = No&lt;br /&gt;
 | Sprites = No&lt;br /&gt;
 | Fullscreen = No&lt;br /&gt;
 | Sound = No&lt;br /&gt;
 | Music = No&lt;br /&gt;
 | Text = No&lt;br /&gt;
 | Story = No&lt;br /&gt;
 | Interface = No&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tools ==&lt;br /&gt;
&lt;br /&gt;
{{TODO|There are quite a few Descent tools, add them here}}&lt;br /&gt;
{{BeginFileFormatTools|Type=game}}&lt;br /&gt;
{{FileFormatTool&lt;br /&gt;
| Name = [[Devil]] (Fanmade editor)&lt;br /&gt;
| Platform = DOS (32bit)&lt;br /&gt;
| grp = ?&lt;br /&gt;
| map = Yes&lt;br /&gt;
| gfx = No&lt;br /&gt;
| mus = No&lt;br /&gt;
| sfx = No&lt;br /&gt;
| txt = No&lt;br /&gt;
| sav = No&lt;br /&gt;
| exe = No&lt;br /&gt;
}}&lt;br /&gt;
{{FileFormatTool&lt;br /&gt;
| Name = [[Miner]]&lt;br /&gt;
| Platform = DOS (32bit)&lt;br /&gt;
| grp = ?&lt;br /&gt;
| map = Yes&lt;br /&gt;
| gfx = No&lt;br /&gt;
| mus = No&lt;br /&gt;
| sfx = No&lt;br /&gt;
| txt = No&lt;br /&gt;
| sav = ?&lt;br /&gt;
| exe = No&lt;br /&gt;
}}&lt;br /&gt;
{{FileFormatTool&lt;br /&gt;
| Name = [[DMB2]] Descent Mission Builder II&lt;br /&gt;
| Platform = Windows (16bit)&lt;br /&gt;
| grp = Yes&lt;br /&gt;
| map = Yes&lt;br /&gt;
| gfx = No&lt;br /&gt;
| mus = No&lt;br /&gt;
| sfx = No&lt;br /&gt;
| txt = (MSN only)&lt;br /&gt;
| sav = No&lt;br /&gt;
| exe = No&lt;br /&gt;
}}&lt;br /&gt;
{{FileFormatTool&lt;br /&gt;
| Name = [[DTX]] &lt;br /&gt;
| Platform = Windows (???bit)&lt;br /&gt;
| grp = Yes&lt;br /&gt;
| map = No&lt;br /&gt;
| gfx = Yes (2D)&lt;br /&gt;
| mus = Yes&lt;br /&gt;
| sfx = Yes&lt;br /&gt;
| txt = No&lt;br /&gt;
| sav = No&lt;br /&gt;
| exe = No&lt;br /&gt;
}}&lt;br /&gt;
{{FileFormatTool&lt;br /&gt;
| Name = [[Camoto]]&lt;br /&gt;
| Platform = Linux/Windows&lt;br /&gt;
| grp = Edit (HOG only)&lt;br /&gt;
| map = No&lt;br /&gt;
| gfx = No&lt;br /&gt;
| mus = No&lt;br /&gt;
| sfx = No&lt;br /&gt;
| txt = No&lt;br /&gt;
| sav = No&lt;br /&gt;
| exe = No&lt;br /&gt;
}}&lt;br /&gt;
{{EndFileFormatTools}}&lt;br /&gt;
&lt;br /&gt;
{{BeginGameFileList}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.cfg&lt;br /&gt;
 | Format = [[Descent CFG Format]]&lt;br /&gt;
 | KnownFormat = No&lt;br /&gt;
 | Desc = Game configuration&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.dem&lt;br /&gt;
 | Format = [[Decent Demo Format]]&lt;br /&gt;
 | KnownFormat = No&lt;br /&gt;
 | Desc = Demo macro?&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.hmp&lt;br /&gt;
 | Format = [[Human Machine Interfaces MIDI Format]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Game music&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.hog&lt;br /&gt;
 | Format = [[HOG Format]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Archive file storing much of the game data&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.pig&lt;br /&gt;
 | Format = [[PIG Format]]&lt;br /&gt;
 | KnownFormat = No&lt;br /&gt;
 | Desc = Additional archive storing the rest of the game data - textures, sounds (not in Descent 2) and in some versions game data and polygon models (*.ham);&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.plr&lt;br /&gt;
 | Format = [[Descent PLR Format]]&lt;br /&gt;
 | KnownFormat = No&lt;br /&gt;
 | Desc = Player data&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.rdl&lt;br /&gt;
 | Format = Descent registered Level&lt;br /&gt;
 | KnownFormat = No&lt;br /&gt;
 | Desc =Level for full version of Descent&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.sdl&lt;br /&gt;
 | Format = Descent shareware Level&lt;br /&gt;
 | KnownFormat = No&lt;br /&gt;
 | Desc =Level for demo version of Descent&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.lvl&lt;br /&gt;
 | Format = Descent Level (Miner project)&lt;br /&gt;
 | KnownFormat = No&lt;br /&gt;
 | Desc =uncompiled level saved in Miner (the original editor)&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.msn&lt;br /&gt;
 | Format = [[Descent MSN Format]] - ASCII-Text (CRLF)&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Mission (List of Levels for Mods) - must be outside of the HOG-file.&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.pof&lt;br /&gt;
 | Format = [[Descent POF Format]]&lt;br /&gt;
 | KnownFormat = No&lt;br /&gt;
 | Desc = Polygon Object File - Definition of polygon-models and possibly game data, reqired for Miner, and possibly for alpha versions.&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.256&lt;br /&gt;
 | Format = [[VGA Palette]] (6-Bit), and fading table.&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc =  Palettes regular vision, and fading table for damage (red) fusion charge (pink) and nuke (white).&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = ...&lt;br /&gt;
 | Format = [[Descent 2 HAM Format]]&lt;br /&gt;
 | KnownFormat = No&lt;br /&gt;
 | Desc = Definition for polygon objects, and game data (Dameg of Weapons,...). Must be extracted from some file (PIG,HOG,...), depending on the Version.&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.pcx&lt;br /&gt;
 | Format = [[PCX Format]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Sky for outdoor scenes (sun/planet in BBM format) or full screen images during intro.&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.bbm&lt;br /&gt;
 | Format = [[LBM Format]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Textures, sun/planet and elevation map for outdoor scenes, and some images for briefings (like Dravis&#039; face).&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = &amp;lt;misson&amp;gt;.txb&lt;br /&gt;
 | Format = [[Descent Briefing]] - [[TXB Format|Encrypted]] ASCII-Text (LF)&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc =configuration for briefings and ending. Also used for credits&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = &amp;lt;mission&amp;gt;.txt&lt;br /&gt;
 | Format = [[Descent Briefing]] -  ASCII-Text (CRLF)&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = alternative configuration for briefings and ending (unused in the original files)&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = &amp;lt;level&amp;gt;.txb&lt;br /&gt;
 | Format = [[Descent Exit Cutscene Definition]] [[TXB Format|Encrypted]] ASCII-Text (LF)&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc =configuration for exit cutscenes. Names of Textures, sky, planet and some numbers (angle of exit ?)&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = &amp;lt;level&amp;gt;.txt&lt;br /&gt;
 | Format = [[Descent Exit Cutscene Definition]] ASCII-Text (CRLF)&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = alternative configuration for exit cutscene (unused in the original files)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{EndGameFileList}}&lt;br /&gt;
&lt;br /&gt;
All the Descent file formats are documented on the [http://www.descent2.com/ddn/#specs Descent Developer Network].  The source code for Descent 1 and 2 are also available.  There is a project called [http://www.dxx-rebirth.com/?Project:D1X-Rebirth D1X-Rebirth] which has ported Descent to modern operating systems.&lt;br /&gt;
&lt;br /&gt;
[[Category:Interplay]]&lt;br /&gt;
[[Category:3D]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Flight Sim]]&lt;/div&gt;</summary>
		<author><name>Garg</name></author>
	</entry>
</feed>