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	<id>https://moddingwiki.shikadi.net/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=MartinVole</id>
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	<updated>2026-05-15T03:14:35Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.39.11</generator>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=Corridor_7_Alien_Invasion&amp;diff=4415</id>
		<title>Corridor 7 Alien Invasion</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=Corridor_7_Alien_Invasion&amp;diff=4415"/>
		<updated>2012-09-10T12:31:03Z</updated>

		<summary type="html">&lt;p&gt;MartinVole: Fixed a slight info error.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&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 = Edit&lt;br /&gt;
 | Story = No&lt;br /&gt;
 | Interface = No&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Corridor 7 Alien Invasion]] was released in 1994 using a modified version of the Wolf 3D 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 = Wolfenstein Data Compiler&lt;br /&gt;
| Platform = Windows&lt;br /&gt;
| grp = Edit&lt;br /&gt;
| map = Edit&lt;br /&gt;
| gfx = Edit&lt;br /&gt;
| mus = Edit&lt;br /&gt;
| sfx = Edit&lt;br /&gt;
| txt = Edit&lt;br /&gt;
| sav = No&lt;br /&gt;
| exe = Edit&lt;br /&gt;
}}&lt;br /&gt;
{{EndFileFormatTools}}&lt;br /&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;AUDIO*.CO7&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | [[AudioT Format]].&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;AUTOSAVE.DAT&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFCCCC;&amp;quot; | Autosave data.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;CONFIG.DAT&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFCCCC;&amp;quot; | Configuration File.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;CORR7CD.EXE&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | CD Version Executable.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;GFX*.CO7&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Textures and sprites.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;MAP*.CO7&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Maps in [[GameMaps Format]].&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;VGA*.fat&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Screens and font.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:3D]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Wolfenstein 3-D]]&lt;/div&gt;</summary>
		<author><name>MartinVole</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=File:Corridor_7_Alien_Invasion.png&amp;diff=4414</id>
		<title>File:Corridor 7 Alien Invasion.png</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=File:Corridor_7_Alien_Invasion.png&amp;diff=4414"/>
		<updated>2012-09-10T12:29:01Z</updated>

		<summary type="html">&lt;p&gt;MartinVole: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>MartinVole</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=Corridor_7_Alien_Invasion&amp;diff=4413</id>
		<title>Corridor 7 Alien Invasion</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=Corridor_7_Alien_Invasion&amp;diff=4413"/>
		<updated>2012-09-10T12:28:24Z</updated>

		<summary type="html">&lt;p&gt;MartinVole: Created Corridor 7 page&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 = Edit&lt;br /&gt;
 | Story = No&lt;br /&gt;
 | Interface = No&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Corridor 7 Alien Invasion]] was released in 1994 using a modified version of the Wolf 3D 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 = Wolfenstein Data Compiler&lt;br /&gt;
| Platform = DOS&lt;br /&gt;
| grp = Edit&lt;br /&gt;
| map = Edit&lt;br /&gt;
| gfx = Edit&lt;br /&gt;
| mus = Edit&lt;br /&gt;
| sfx = Edit&lt;br /&gt;
| txt = Edit&lt;br /&gt;
| sav = No&lt;br /&gt;
| exe = Edit&lt;br /&gt;
}}&lt;br /&gt;
{{EndFileFormatTools}}&lt;br /&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;AUDIO*.CO7&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | [[AudioT Format]].&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;AUTOSAVE.DAT&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFCCCC;&amp;quot; | Autosave data.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;CONFIG.DAT&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFCCCC;&amp;quot; | Configuration File.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;CORR7CD.EXE&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | CD Version Executable.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;GFX*.CO7&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Textures and sprites.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;MAP*.CO7&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Maps in [[GameMaps Format]].&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;VGA*.fat&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Screens and font.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:3D]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Wolfenstein 3-D]]&lt;/div&gt;</summary>
		<author><name>MartinVole</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=I.M._Meen&amp;diff=4411</id>
		<title>I.M. Meen</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=I.M._Meen&amp;diff=4411"/>
		<updated>2012-09-10T11:22:12Z</updated>

		<summary type="html">&lt;p&gt;MartinVole: Added proof-of-concept in map mods.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Game Infobox&lt;br /&gt;
 | Levels = Unk&lt;br /&gt;
 | Tiles = No&lt;br /&gt;
 | Sprites = No&lt;br /&gt;
 | Fullscreen = Edit&lt;br /&gt;
 | Sound = Edit&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;
&lt;br /&gt;
The first of two PC titles, the second being the sequel [[Chill Manor]], created by Animation Magic, known infamously for their Philips CD-i titles. I.M. Meen was released in 1995 during the height of Doom and 2D-in-3D first person games, and it does show. Features were much of what others gave including full rotational angles for enemies and an inventory system, as well as animated cutscenes with voice acting. As far as gameplay goes, as like many titles by Animation Magic, falls short. I.M. Meen&#039;s main goal was intended as an educational game geared towards children to teach grammar.&lt;br /&gt;
&lt;br /&gt;
The game&#039;s storyline follows Scott and Katie who have been trapped in a labyrinth cell through a magical trap in the form of a book set up by the childish education-hating sorcerer, Ignatius Mortimer Meen. They are later freed of captivity by a friendly gnome named Gnorris who disagrees with his boss&#039;s wishes and frequently advises the children in order to help their escape from the frightening labyrinth. They must navigate the labyrinth freeing all the children kidnapped by Meen while battling his monstrous underlings, crazed incarnations at the end of each section, and his poor grammar.&lt;br /&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;*.xmi&amp;lt;/tt&amp;gt; &lt;br /&gt;
|style=&amp;quot;background: #CCFFCC;&amp;quot;| Extended Midi Files.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.wav&amp;lt;/tt&amp;gt; &lt;br /&gt;
|style=&amp;quot;background: #CCFFCC;&amp;quot;| Standard WAV audio files.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.lab&amp;lt;/tt&amp;gt; &lt;br /&gt;
|style=&amp;quot;background: #FFCCCC;&amp;quot;| LAByrinth files, generic uncompressed containers.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.ani,SC**&amp;lt;/tt&amp;gt; &lt;br /&gt;
|style=&amp;quot;background: #FFCCCC;&amp;quot;| Animated cutscenes.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.pcx&amp;lt;/tt&amp;gt; &lt;br /&gt;
|style=&amp;quot;background: #CCFFCC;&amp;quot;| [[PCX Format]] screens and backgrounds.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.img&amp;lt;/tt&amp;gt; &lt;br /&gt;
|style=&amp;quot;background: #FFFFCC;&amp;quot;| [[IMG_Format_(Meen) | Meen IMG file]].&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.def&amp;lt;/tt&amp;gt; &lt;br /&gt;
|style=&amp;quot;background: #CCFFCC;&amp;quot;| Mostly pure text definitions, more detail below.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.cmp&amp;lt;/tt&amp;gt; &lt;br /&gt;
|style=&amp;quot;background: #FFCCCC;&amp;quot;| Image format that makes up many of the interface graphics including icons and first-person weapons, otherwise unknown.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.bmf&amp;lt;/tt&amp;gt; &lt;br /&gt;
|style=&amp;quot;background: #FFCCCC;&amp;quot;| BMF1 files, unknown, possible interface setup.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.pcf&amp;lt;/tt&amp;gt; &lt;br /&gt;
|style=&amp;quot;background: #FFCCCC;&amp;quot;| Currently unknown, but L_SCRL.PRC contains grammar scroll text and L_HELP.PRC contains grammar hints.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== LAByrinth Files ===&lt;br /&gt;
&lt;br /&gt;
LAByrinth files are generic headerless containers that are mainly used to package up each level along with their individual resources rather than having a uniformly shared set of resources like WADs of Doom engine titles or GRP of BUILD engine games. They start off with a simple index then uncompressed contents follow. RESINT.LAB contains all interface relative images including icons and first-person weapon graphics like the fist and hammer, and RESFACE.LAB contains ingame face graphics, all in CMP format (except GAME_SCR.PCX who&#039;s importance will be mentioned later). Then there is the RES###.LAB files that contains all resources and data for a specific level which will be displayed in a chart below.&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;3D*.wav&amp;lt;/tt&amp;gt; &lt;br /&gt;
|style=&amp;quot;background: #CCFFCC;&amp;quot;| World sounds including triggers and doors.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;ES*.wav&amp;lt;/tt&amp;gt; &lt;br /&gt;
|style=&amp;quot;background: #CCFFCC;&amp;quot;| Enemy sounds.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;FX*.wav&amp;lt;/tt&amp;gt; &lt;br /&gt;
|style=&amp;quot;background: #CCFFCC;&amp;quot;| Generic sound effects for shots and hits.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;PW*.wav&amp;lt;/tt&amp;gt; &lt;br /&gt;
|style=&amp;quot;background: #CCFFCC;&amp;quot;| Player weapon sounds.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;BUZZER.wav&amp;lt;/tt&amp;gt; &lt;br /&gt;
|style=&amp;quot;background: #CCFFCC;&amp;quot;| Error chime heard when a mistake is made in a grammar puzzle.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;MU*.xmi&amp;lt;/tt&amp;gt; &lt;br /&gt;
|style=&amp;quot;background: #CCFFCC;&amp;quot;| Ingame music.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;FLOOR.IMG&amp;lt;/tt&amp;gt; &lt;br /&gt;
|style=&amp;quot;background: #FFFFCC;&amp;quot;| Generic image container containing all floor textures.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;SKY.IMG&amp;lt;/tt&amp;gt; &lt;br /&gt;
|style=&amp;quot;background: #FFFFCC;&amp;quot;| Generic image container containing all ceiling textures.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;IMAGES.IMG&amp;lt;/tt&amp;gt; &lt;br /&gt;
|style=&amp;quot;background: #FFFFCC;&amp;quot;| Generic image container containing all sprites and wall textures.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;CUBES1.def&amp;lt;/tt&amp;gt; &lt;br /&gt;
|style=&amp;quot;background: #CCFFCC;&amp;quot;| Definition file in binary that sets up wall textures.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;FLOOR1.def&amp;lt;/tt&amp;gt; &lt;br /&gt;
|style=&amp;quot;background: #CCFFCC;&amp;quot;| Definition file in binary that sets up floor textures.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;MAZE1.def&amp;lt;/tt&amp;gt; &lt;br /&gt;
|style=&amp;quot;background: #CCFFCC;&amp;quot;| Meen map file.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;OBJECTS.def&amp;lt;/tt&amp;gt; &lt;br /&gt;
|style=&amp;quot;background: #CCFFCC;&amp;quot;| Objects definition file.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;SKY1.def&amp;lt;/tt&amp;gt; &lt;br /&gt;
|style=&amp;quot;background: #CCFFCC;&amp;quot;| Definition file in binary that sets up ceiling textures.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;SOUNDDAT.def&amp;lt;/tt&amp;gt; &lt;br /&gt;
|style=&amp;quot;background: #CCFFCC;&amp;quot;| Definition file for level sounds.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;STARTPOS.def&amp;lt;/tt&amp;gt; &lt;br /&gt;
|style=&amp;quot;background: #CCFFCC;&amp;quot;| Defines starting coordinates and angle.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;GAME_SCR.PCX&amp;lt;/tt&amp;gt; &lt;br /&gt;
|style=&amp;quot;background: #CCFFCC;&amp;quot;| Main HUD interface image, the palette within is used by all world graphics.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;STARTSCR.PCX&amp;lt;/tt&amp;gt; &lt;br /&gt;
|style=&amp;quot;background: #CCFFCC;&amp;quot;| Level&#039;s starting screen.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== DEF Files ===&lt;br /&gt;
&lt;br /&gt;
The DEF files define the level in entirety, including objects, textures, and the map itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MAZE1.DEF&#039;&#039;&#039; is the main DEF file as it deals with the very layout of the map. It starts with two [[UINT16LE]] that define the x and y boundaries of the map. Then after this is the physical aspects of the map. Interestingly the map can be viewed as a raw 8-bit image showing the entire layout with each pixel representing a 64x64 square. After the physical layout is the object placement segment. 00 signifies a blank spot while any number above it correlates to the object entries in OBJECTS.DEF.&lt;br /&gt;
&lt;br /&gt;
[[Image:IM_Meen_MAZE1_POC_Editing.png]]&lt;br /&gt;
&lt;br /&gt;
This is a proof-of-concept in editing MAZE1.DEF with a graphical hex editor and it working ingame. Note too that map is rotated counter-clockwise 90 degrees in file. Top Left shows unedited map, bottom left shows edited map, middle shows modified map in minimap form ingame, and far right shows map rotated 90 degrees to match minimap.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FLOOR1.DEF&#039;&#039;&#039; and &#039;&#039;&#039;SKY1.DEF&#039;&#039;&#039; define the floor and ceiling textures respectively. They encompass the entirety of the map meaning if the map is 64x64, the filesize of each will be 4,096 bytes to cover it completely. The binary numbers refer to the graphical entry in FLOOR.IMG and SKY.IMG starting with 01.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CUBES1.DEF&#039;&#039;&#039; deals with defining wall textures based on the number within IMAGES.IMG. Unlike FLOOR1 and SKY1, this does not cover the entire area but rather defines what the texture assignment for each byte is in MAZE1&#039;s first portion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OBJECTS.DEF&#039;&#039;&#039; defines all objects within the level. Enemies, items, doors, switches, decorations, and weapons damage are all defined here.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SOUNDDAT.DEF&#039;&#039;&#039; defines all sounds used in the level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;STARTPOS.DEF&#039;&#039;&#039; Numbers define Y (- north, + south), X (+ east, - west), and angle in clockwise rotatio. 00 is north, 5A(90 degrees) is east, and so on.&lt;br /&gt;
&lt;br /&gt;
== Tools ==&lt;br /&gt;
&lt;br /&gt;
[http://forum.xentax.com/viewtopic.php?f=18&amp;amp;t=3624 QuickBMS scripts] for extracting and converting ANI audio and frames. Needs updating as not all ANI files work. Tool for decompressing and converting frames to BMP [http://www.sendspace.com/file/9yyrpj here].&lt;br /&gt;
&lt;br /&gt;
[http://forum.xentax.com/viewtopic.php?f=10&amp;amp;t=3469 QuickBMS script] for extracting LAB content.&lt;br /&gt;
&lt;br /&gt;
[[Category:3D]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Educational]]&lt;/div&gt;</summary>
		<author><name>MartinVole</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=File:IM_Meen_MAZE1_POC_Editing.png&amp;diff=4410</id>
		<title>File:IM Meen MAZE1 POC Editing.png</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=File:IM_Meen_MAZE1_POC_Editing.png&amp;diff=4410"/>
		<updated>2012-09-10T11:17:55Z</updated>

		<summary type="html">&lt;p&gt;MartinVole: Uploaded proof-of-concept in editing I.M. Meen maps.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Uploaded proof-of-concept in editing I.M. Meen maps.&lt;/div&gt;</summary>
		<author><name>MartinVole</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=IMG_Format_(Meen)&amp;diff=4409</id>
		<title>IMG Format (Meen)</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=IMG_Format_(Meen)&amp;diff=4409"/>
		<updated>2012-09-10T09:28:49Z</updated>

		<summary type="html">&lt;p&gt;MartinVole: Added TODO on masking, adjusted main headings to level 2.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TODO|Document how masking works}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;IMG format&#039;&#039;&#039; is used by Animation Magic&#039;s Meen engine games for a level&#039;s textures and sprites. Images are in raw 8-BIT (256 colors) and the [[VGA_Palette | palette]] from GAME_SCR.PCX is used by both games.&lt;br /&gt;
&lt;br /&gt;
==Header==&lt;br /&gt;
&lt;br /&gt;
===V1===&lt;br /&gt;
&lt;br /&gt;
These are the IMG files used by I.M.Meen, they consist purely of 64x64 entries that are rotated 90 degrees counter-clockwise.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Data type!!Description&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT16LE]] Index start || 01 for SKY and FLOOR indicates no jump and listing will occur after # of unmasked textures. Any number above 01 will be given +10 in hex, so 0E will become 1E(30 bytes/0x1E) indicating the location of the starting pointer index.&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT16LE]] Textures || Number of unmasked textures.&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT16LE]] Switches || Number of switch/interactive textures.&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT16LE]] Masked || If Index Start is not 01, then this will be the number of masked entries.&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT16LE]] Switches || A repeat entry.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The pointer index follows this structure:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Data type!!Description&lt;br /&gt;
|-&lt;br /&gt;
|  [[UINT32LE]] Pointer || Always starting with 00 10 00 00. Entry afterwards indicates end and beginning of next.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Info on the masked/compressed textures can be found in the tools section as a fully functioning converter exists for I.M. Meen IMG files.&lt;br /&gt;
&lt;br /&gt;
===V2===&lt;br /&gt;
&lt;br /&gt;
Those used by Chill Manor. They can consist of multiple-dimensional entries and have mipmaps. They are mostly the same as the ones in I.M.Meen with the exception that each graphic entry has its own sub-index for the mipmap entries. The format is the same as the main index with the next entry being the end of one and the start of another. They count WITHIN the entry, not throughout the IMG file, so exact hex coordinates would be the start point + the hex location of the beginning header.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Data type!!Description&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT32LE]] Start point || How many bytes to jump ahead to where the graphic starts.&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT32LE]] End Point || How many bytes to jump ahead to reach the end of the graphic.&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT32LE]] End Point of mip 1 || How many bytes to jump ahead to reach the end of the first mipmap.&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT32LE]] End Point of mip 2 || How many bytes to jump ahead to reach the end of the second mipmap.&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT32LE]] End Point of mip 3 || How many bytes to jump ahead to reach the end of the third mipmap.&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT32LE]] End Point of mip 4 || How many bytes to jump ahead to reach the end of the fourth mipmap.&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT32LE]] End Point of mip 5 || How many bytes to jump ahead to reach the end of the final mipmap.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The handling of transparency is the same, regardless. With the existing tool, theoretically, one could manually cut out an entry in the IMAGES file, apply a working IMG header and parse it through as a miniature IMG file but it still only handles 64x64 currently.&lt;br /&gt;
&lt;br /&gt;
==Source==&lt;br /&gt;
This information comes from personal experience and from [http://forum.xentax.com/viewtopic.php?f=18&amp;amp;t=3929 this thread] which also contains the tool IMG2BMP by WRS who has provided source code in Delphi.&lt;br /&gt;
&lt;br /&gt;
[[Category:File Formats]]&lt;br /&gt;
[[Category:Graphics Files]]&lt;br /&gt;
[[Category:I.M. Meen]]&lt;br /&gt;
[[Category:Chill Manor]]&lt;/div&gt;</summary>
		<author><name>MartinVole</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=Pee_and_Gity&amp;diff=4408</id>
		<title>Pee and Gity</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=Pee_and_Gity&amp;diff=4408"/>
		<updated>2012-09-10T09:18:01Z</updated>

		<summary type="html">&lt;p&gt;MartinVole: Updated formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NeedMoreInfo}}&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 = Edit&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;
Released in 1994, [[Pee And Gity]] is a brawler/beat em&#039; up with cutesy anthropomorphic animals. The key characters being Pee the Squirrel, and Gity the Snake. The story, though in Korean, seems to be that Pee and Gity&#039;s house has been ransacked by evil forces and when they go to investigate they are ambushed by the forces of an evil being known as Herus who proceeds to transport them around.&lt;br /&gt;
&lt;br /&gt;
There exists two versions of the game, Pee &amp;amp; Gity, and an updated version called Pee &amp;amp; Gity Special. The original featured more story elements but the Special version featured updated/added mechanics and some graphical tweaks.&lt;br /&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;*.cfg&amp;lt;/tt&amp;gt; &lt;br /&gt;
|style=&amp;quot;background: #FFCCCC;&amp;quot;| Game settings.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.hsv&amp;lt;/tt&amp;gt; &lt;br /&gt;
|style=&amp;quot;background: #CCFFCC;&amp;quot;| [[VGA_Palette | 6-bit VGA Palette]] Container, programs like FileSplitter can break them into 768-byte chunks and recombine.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.dat&amp;lt;/tt&amp;gt; &lt;br /&gt;
|style=&amp;quot;background: #FFCCCC;&amp;quot;| Raw storage of various filetypes.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.ind&amp;lt;/tt&amp;gt; &lt;br /&gt;
|style=&amp;quot;background: #FFCCCC;&amp;quot;| Index for raw storage *.dat files.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.voc&amp;lt;/tt&amp;gt; &lt;br /&gt;
|style=&amp;quot;background: #CCFFCC;&amp;quot;| Header is &amp;quot;Saintcom Voice File&amp;quot; but are just raw 8-bit unsigned, 8000 sample rate, mono sound files.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.fx4&amp;lt;/tt&amp;gt; &lt;br /&gt;
|style=&amp;quot;background: #FFCCCC;&amp;quot;| V4 Family Production Image Container.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.fsm&amp;lt;/tt&amp;gt; &lt;br /&gt;
|style=&amp;quot;background: #FFFFCC;&amp;quot;| [[ROL Format]] music.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.fs2&amp;lt;/tt&amp;gt; &lt;br /&gt;
|style=&amp;quot;background: #CCFFCC;&amp;quot;| [[BNK Format (Ad Lib)]].&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.fbk&amp;lt;/tt&amp;gt; &lt;br /&gt;
|style=&amp;quot;background: #FFCCCC;&amp;quot;| &amp;quot;Background Data&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.dac&amp;lt;/tt&amp;gt; &lt;br /&gt;
|style=&amp;quot;background: #FFCCCC;&amp;quot;| Scenes it seems in FX4 format.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== DAT and IND files ===&lt;br /&gt;
&lt;br /&gt;
Each DAT container has an index of the same name. Indexes are extremely simple:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Data type !! Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT32LE]] || Pointer || States the end of previous file, start of next. 45 EF 00 00 = 0xEF45 or byte 61253 in DAT file.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Pee and Gity Special ===&lt;br /&gt;
&lt;br /&gt;
Some changes occured in the formats used between the two versions, the affected formats were:&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;*.voc&amp;lt;/tt&amp;gt; &lt;br /&gt;
|style=&amp;quot;background: #CCFFCC;&amp;quot;| RIFF Wave, [[VOC_Format | Creative Voice File]], &amp;quot;Saintcom Voice File&amp;quot;, and raw.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.f&amp;lt;/tt&amp;gt; &lt;br /&gt;
|style=&amp;quot;background: #FFCCCC;&amp;quot;| Compressed graphics for maps.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.map&amp;lt;/tt&amp;gt; &lt;br /&gt;
|style=&amp;quot;background: #FFCCCC;&amp;quot;| Family Production Map.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.dac&amp;lt;/tt&amp;gt; &lt;br /&gt;
|style=&amp;quot;background: #FFCCCC;&amp;quot;| Format changed, still seems to be scenes.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.pcx&amp;lt;/tt&amp;gt; &lt;br /&gt;
|style=&amp;quot;background: #CCFFCC;&amp;quot;| [[PCX Format]].&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.fnt&amp;lt;/tt&amp;gt; &lt;br /&gt;
|style=&amp;quot;background: #FFCCCC;&amp;quot;| Font file.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.fsm&amp;lt;/tt&amp;gt; &lt;br /&gt;
|style=&amp;quot;background: #FFCCCC;&amp;quot;| Family Production Music format.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Music Format Theory ===&lt;br /&gt;
&lt;br /&gt;
The presence of AdLib Visual Composer ROL files in the first Pee &amp;amp; Gity suggests that the Family Production Music format is based on the ROL format. Makes sense for the time as IMF was born in the same manner but unlike IMF, the instrument synthesis bank (BNK) remained separate.&lt;br /&gt;
&lt;br /&gt;
==Tools==&lt;br /&gt;
&lt;br /&gt;
[http://cd.textfiles.com/knowledgemedia/CONVRTR/MSDOS/ROL2CMF/ ROL2CMF] this command-line tool can convert ROL files to [[CMF Format]] but with seeming quality loss.&lt;br /&gt;
&lt;br /&gt;
I have made a VERY simple [http://pastebin.com/bJGbR00m QuickBMS] script for extracting most FX4 files from FX4.DAT. It doesn&#039;t snag the final file so far, however, but saves a lot of hex digging. The FX4s can be used in other Family Production titles but will naturally suffer color problems.&lt;br /&gt;
&lt;br /&gt;
[[Category:Brawler]]&lt;br /&gt;
[[Category:Family Production]]&lt;br /&gt;
[[Category:Game Intro Page]]&lt;/div&gt;</summary>
		<author><name>MartinVole</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=Eol!&amp;diff=4407</id>
		<title>Eol!</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=Eol!&amp;diff=4407"/>
		<updated>2012-09-10T09:12:46Z</updated>

		<summary type="html">&lt;p&gt;MartinVole: Updated formatting.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NeedMoreInfo}}&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 = Edit&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;
[[Eol!]], full title Eol-ui Moheom (&#039;&#039;Eol&#039;s Adventure&#039;&#039;) is a platformer featuring a cutesy yellow creature named Eol, who one day, without warning, witnesses the world being split by an immense blast. This blast originating from a being known as Kare who too is of Eol&#039;s race. &lt;br /&gt;
&lt;br /&gt;
The game features some of the best mechanics of Family Production, featuring legitimate challenge, hit-detection, and more well-scripted bosses and enemies. Visually it offers some of the best and most colorful VGA graphics among other titles in its genre.&lt;br /&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;*.cfg&amp;lt;/tt&amp;gt; &lt;br /&gt;
|style=&amp;quot;background: #FFCCCC;&amp;quot;| Game settings.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.pal&amp;lt;/tt&amp;gt; &lt;br /&gt;
|style=&amp;quot;background: #CCFFCC;&amp;quot;| [[VGA_Palette | 6-bit VGA Palette]].&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.emf&amp;lt;/tt&amp;gt; &lt;br /&gt;
|style=&amp;quot;background: #FFCCCC;&amp;quot;| Family Production music files.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;EOL.BNK&amp;lt;/tt&amp;gt; &lt;br /&gt;
|style=&amp;quot;background: #CCFFCC;&amp;quot;| [[BNK Format (Ad Lib)]].&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.fx5&amp;lt;/tt&amp;gt; &lt;br /&gt;
|style=&amp;quot;background: #FFCCCC;&amp;quot;| Family Production FX5 File.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.eft&amp;lt;/tt&amp;gt; &lt;br /&gt;
|style=&amp;quot;background: #CCFFCC;&amp;quot;| RIFF Wave, [[VOC_Format | Creative Voice File]] and raw 8-bit unsigned, 8000 sample rate sounds..&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.cap&amp;lt;/tt&amp;gt; &lt;br /&gt;
|style=&amp;quot;background: #FFCCCC;&amp;quot;| A form of actor behavior (AI) script.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.fam&amp;lt;/tt&amp;gt; &lt;br /&gt;
|style=&amp;quot;background: #FFCCCC;&amp;quot;| Variable, but graphical and consists of scenes, including cutscenes.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.mjd&amp;lt;/tt&amp;gt; &lt;br /&gt;
|style=&amp;quot;background: #FFCCCC;&amp;quot;| Unknown but seemingly deals with multi-part enemies.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.mcd&amp;lt;/tt&amp;gt; &lt;br /&gt;
|style=&amp;quot;background: #FFCCCC;&amp;quot;| Unknown, but deals with maps.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.img&amp;lt;/tt&amp;gt; &lt;br /&gt;
|style=&amp;quot;background: #FFCCCC;&amp;quot;| Seemingly Map Graphical Tiles.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.efp&amp;lt;/tt&amp;gt; &lt;br /&gt;
|style=&amp;quot;background: #FFCCCC;&amp;quot;| Unknown, but deals with maps.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;DEFAULT.EBF&amp;lt;/tt&amp;gt; &lt;br /&gt;
|style=&amp;quot;background: #FFCCCC;&amp;quot;| Unknown.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;DEFAULT.HBF&amp;lt;/tt&amp;gt; &lt;br /&gt;
|style=&amp;quot;background: #FFCCCC;&amp;quot;| Unknown.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.DPP&amp;lt;/tt&amp;gt; &lt;br /&gt;
|style=&amp;quot;background: #FFCCCC;&amp;quot;| Dragon Patch file, handled by DPP.EXE. Otherwise, unknown.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
- Object layout in stages are apparently hardcoded in the game executable EOL_GAME.EXE as no other file seemingly handle this function. However, overall level layout is handled by the MAP files. The setup thus far is unknown.&lt;br /&gt;
&lt;br /&gt;
[[Category:Sidescroller]]&lt;br /&gt;
[[Category:Family Production]]&lt;br /&gt;
[[Category:Game Intro Page]]&lt;/div&gt;</summary>
		<author><name>MartinVole</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=I.M._Meen&amp;diff=4406</id>
		<title>I.M. Meen</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=I.M._Meen&amp;diff=4406"/>
		<updated>2012-09-09T23:25:06Z</updated>

		<summary type="html">&lt;p&gt;MartinVole: Switched status of level editing as &amp;quot;unknown&amp;quot; because despite a proven process, not user-friendly (yet).&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Game Infobox&lt;br /&gt;
 | Levels = Unk&lt;br /&gt;
 | Tiles = No&lt;br /&gt;
 | Sprites = No&lt;br /&gt;
 | Fullscreen = Edit&lt;br /&gt;
 | Sound = Edit&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;
&lt;br /&gt;
The first of two PC titles, the second being the sequel [[Chill Manor]], created by Animation Magic, known infamously for their Philips CD-i titles. I.M. Meen was released in 1995 during the height of Doom and 2D-in-3D first person games, and it does show. Features were much of what others gave including full rotational angles for enemies and an inventory system, as well as animated cutscenes with voice acting. As far as gameplay goes, as like many titles by Animation Magic, falls short. I.M. Meen&#039;s main goal was intended as an educational game geared towards children to teach grammar.&lt;br /&gt;
&lt;br /&gt;
The game&#039;s storyline follows Scott and Katie who have been trapped in a labyrinth cell through a magical trap in the form of a book set up by the childish education-hating sorcerer, Ignatius Mortimer Meen. They are later freed of captivity by a friendly gnome named Gnorris who disagrees with his boss&#039;s wishes and frequently advises the children in order to help their escape from the frightening labyrinth. They must navigate the labyrinth freeing all the children kidnapped by Meen while battling his monstrous underlings, crazed incarnations at the end of each section, and his poor grammar.&lt;br /&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;*.xmi&amp;lt;/tt&amp;gt; &lt;br /&gt;
|style=&amp;quot;background: #CCFFCC;&amp;quot;| Extended Midi Files.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.wav&amp;lt;/tt&amp;gt; &lt;br /&gt;
|style=&amp;quot;background: #CCFFCC;&amp;quot;| Standard WAV audio files.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.lab&amp;lt;/tt&amp;gt; &lt;br /&gt;
|style=&amp;quot;background: #FFCCCC;&amp;quot;| LAByrinth files, generic uncompressed containers.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.ani,SC**&amp;lt;/tt&amp;gt; &lt;br /&gt;
|style=&amp;quot;background: #FFCCCC;&amp;quot;| Animated cutscenes.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.pcx&amp;lt;/tt&amp;gt; &lt;br /&gt;
|style=&amp;quot;background: #CCFFCC;&amp;quot;| [[PCX Format]] screens and backgrounds.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.img&amp;lt;/tt&amp;gt; &lt;br /&gt;
|style=&amp;quot;background: #FFFFCC;&amp;quot;| [[IMG_Format_(Meen) | Meen IMG file]].&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.def&amp;lt;/tt&amp;gt; &lt;br /&gt;
|style=&amp;quot;background: #CCFFCC;&amp;quot;| Mostly pure text definitions, more detail below.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.cmp&amp;lt;/tt&amp;gt; &lt;br /&gt;
|style=&amp;quot;background: #FFCCCC;&amp;quot;| Image format that makes up many of the interface graphics including icons and first-person weapons, otherwise unknown.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.bmf&amp;lt;/tt&amp;gt; &lt;br /&gt;
|style=&amp;quot;background: #FFCCCC;&amp;quot;| BMF1 files, unknown, possible interface setup.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.pcf&amp;lt;/tt&amp;gt; &lt;br /&gt;
|style=&amp;quot;background: #FFCCCC;&amp;quot;| Currently unknown, but L_SCRL.PRC contains grammar scroll text and L_HELP.PRC contains grammar hints.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== LAByrinth Files ===&lt;br /&gt;
&lt;br /&gt;
LAByrinth files are generic headerless containers that are mainly used to package up each level along with their individual resources rather than having a uniformly shared set of resources like WADs of Doom engine titles or GRP of BUILD engine games. They start off with a simple index then uncompressed contents follow. RESINT.LAB contains all interface relative images including icons and first-person weapon graphics like the fist and hammer, and RESFACE.LAB contains ingame face graphics, all in CMP format (except GAME_SCR.PCX who&#039;s importance will be mentioned later). Then there is the RES###.LAB files that contains all resources and data for a specific level which will be displayed in a chart below.&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;3D*.wav&amp;lt;/tt&amp;gt; &lt;br /&gt;
|style=&amp;quot;background: #CCFFCC;&amp;quot;| World sounds including triggers and doors.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;ES*.wav&amp;lt;/tt&amp;gt; &lt;br /&gt;
|style=&amp;quot;background: #CCFFCC;&amp;quot;| Enemy sounds.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;FX*.wav&amp;lt;/tt&amp;gt; &lt;br /&gt;
|style=&amp;quot;background: #CCFFCC;&amp;quot;| Generic sound effects for shots and hits.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;PW*.wav&amp;lt;/tt&amp;gt; &lt;br /&gt;
|style=&amp;quot;background: #CCFFCC;&amp;quot;| Player weapon sounds.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;BUZZER.wav&amp;lt;/tt&amp;gt; &lt;br /&gt;
|style=&amp;quot;background: #CCFFCC;&amp;quot;| Error chime heard when a mistake is made in a grammar puzzle.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;MU*.xmi&amp;lt;/tt&amp;gt; &lt;br /&gt;
|style=&amp;quot;background: #CCFFCC;&amp;quot;| Ingame music.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;FLOOR.IMG&amp;lt;/tt&amp;gt; &lt;br /&gt;
|style=&amp;quot;background: #FFFFCC;&amp;quot;| Generic image container containing all floor textures.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;SKY.IMG&amp;lt;/tt&amp;gt; &lt;br /&gt;
|style=&amp;quot;background: #FFFFCC;&amp;quot;| Generic image container containing all ceiling textures.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;IMAGES.IMG&amp;lt;/tt&amp;gt; &lt;br /&gt;
|style=&amp;quot;background: #FFFFCC;&amp;quot;| Generic image container containing all sprites and wall textures.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;CUBES1.def&amp;lt;/tt&amp;gt; &lt;br /&gt;
|style=&amp;quot;background: #CCFFCC;&amp;quot;| Definition file in binary that sets up wall textures.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;FLOOR1.def&amp;lt;/tt&amp;gt; &lt;br /&gt;
|style=&amp;quot;background: #CCFFCC;&amp;quot;| Definition file in binary that sets up floor textures.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;MAZE1.def&amp;lt;/tt&amp;gt; &lt;br /&gt;
|style=&amp;quot;background: #CCFFCC;&amp;quot;| Meen map file.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;OBJECTS.def&amp;lt;/tt&amp;gt; &lt;br /&gt;
|style=&amp;quot;background: #CCFFCC;&amp;quot;| Objects definition file.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;SKY1.def&amp;lt;/tt&amp;gt; &lt;br /&gt;
|style=&amp;quot;background: #CCFFCC;&amp;quot;| Definition file in binary that sets up ceiling textures.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;SOUNDDAT.def&amp;lt;/tt&amp;gt; &lt;br /&gt;
|style=&amp;quot;background: #CCFFCC;&amp;quot;| Definition file for level sounds.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;STARTPOS.def&amp;lt;/tt&amp;gt; &lt;br /&gt;
|style=&amp;quot;background: #CCFFCC;&amp;quot;| Defines starting coordinates and angle.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;GAME_SCR.PCX&amp;lt;/tt&amp;gt; &lt;br /&gt;
|style=&amp;quot;background: #CCFFCC;&amp;quot;| Main HUD interface image, the palette within is used by all world graphics.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;STARTSCR.PCX&amp;lt;/tt&amp;gt; &lt;br /&gt;
|style=&amp;quot;background: #CCFFCC;&amp;quot;| Level&#039;s starting screen.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== DEF Files ===&lt;br /&gt;
&lt;br /&gt;
The DEF files define the level in entirety, including objects, textures, and the map itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MAZE1.DEF&#039;&#039;&#039; is the main DEF file as it deals with the very layout of the map. It starts with two [[UINT16LE]] that define the x and y boundaries of the map. Then after this is the physical aspects of the map. Interestingly the map can be viewed as a raw 8-bit image showing the entire layout with each pixel representing a 64x64 square. After the physical layout is the object placement segment. 00 signifies a blank spot while any number above it correlates to the object entries in OBJECTS.DEF.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FLOOR1.DEF&#039;&#039;&#039; and &#039;&#039;&#039;SKY1.DEF&#039;&#039;&#039; define the floor and ceiling textures respectively. They encompass the entirety of the map meaning if the map is 64x64, the filesize of each will be 4,096 bytes to cover it completely. The binary numbers refer to the graphical entry in FLOOR.IMG and SKY.IMG starting with 01.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CUBES1.DEF&#039;&#039;&#039; deals with defining wall textures based on the number within IMAGES.IMG. Unlike FLOOR1 and SKY1, this does not cover the entire area but rather defines what the texture assignment for each byte is in MAZE1&#039;s first portion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OBJECTS.DEF&#039;&#039;&#039; defines all objects within the level. Enemies, items, doors, switches, decorations, and weapons damage are all defined here.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SOUNDDAT.DEF&#039;&#039;&#039; defines all sounds used in the level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;STARTPOS.DEF&#039;&#039;&#039; Numbers define Y (- north, + south), X (+ east, - west), and angle in clockwise rotatio. 00 is north, 5A(90 degrees) is east, and so on.&lt;br /&gt;
&lt;br /&gt;
== Tools ==&lt;br /&gt;
&lt;br /&gt;
[http://forum.xentax.com/viewtopic.php?f=18&amp;amp;t=3624 QuickBMS scripts] for extracting and converting ANI audio and frames. Needs updating as not all ANI files work. Tool for decompressing and converting frames to BMP [http://www.sendspace.com/file/9yyrpj here].&lt;br /&gt;
&lt;br /&gt;
[http://forum.xentax.com/viewtopic.php?f=10&amp;amp;t=3469 QuickBMS script] for extracting LAB content.&lt;br /&gt;
&lt;br /&gt;
[[Category:3D]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Educational]]&lt;/div&gt;</summary>
		<author><name>MartinVole</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=Chill_Manor&amp;diff=4405</id>
		<title>Chill Manor</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=Chill_Manor&amp;diff=4405"/>
		<updated>2012-09-09T23:16:24Z</updated>

		<summary type="html">&lt;p&gt;MartinVole: fixed formatting goof&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Game Infobox&lt;br /&gt;
 | Levels = Unk&lt;br /&gt;
 | Tiles = No&lt;br /&gt;
 | Sprites = No&lt;br /&gt;
 | Fullscreen = Edit&lt;br /&gt;
 | Sound = Edit&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;
&lt;br /&gt;
[[Chill Manor]] is the sequel to [[I.M. Meen]] released in 1996. It follows a group of children out to stop Ignatius Mortimer Meen&#039;s wife, Ophelia Chill, who is altering the course of history.&lt;br /&gt;
&lt;br /&gt;
The game uses an updated version of the I.M. Meen engine sporting features of animated tiles, transforming actors, mipmaps, and multiple dimensional textures.&lt;br /&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;*.xmi&amp;lt;/tt&amp;gt; &lt;br /&gt;
|style=&amp;quot;background: #CCFFCC;&amp;quot;| Extended Midi Files.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.wav&amp;lt;/tt&amp;gt; &lt;br /&gt;
|style=&amp;quot;background: #CCFFCC;&amp;quot;| Standard WAV audio files.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.lab&amp;lt;/tt&amp;gt; &lt;br /&gt;
|style=&amp;quot;background: #FFCCCC;&amp;quot;| LAByrinth files, generic uncompressed containers.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.ani&amp;lt;/tt&amp;gt; &lt;br /&gt;
|style=&amp;quot;background: #FFCCCC;&amp;quot;| Animated cutscenes.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.pcx&amp;lt;/tt&amp;gt; &lt;br /&gt;
|style=&amp;quot;background: #CCFFCC;&amp;quot;| [[PCX Format]] screens and backgrounds.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.img&amp;lt;/tt&amp;gt; &lt;br /&gt;
|style=&amp;quot;background: #FFFFCC;&amp;quot;| [[IMG_Format_(Meen) | V2 Meen IMG file]].&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.def&amp;lt;/tt&amp;gt; &lt;br /&gt;
|style=&amp;quot;background: #CCFFCC;&amp;quot;| Mostly the same as I.M. Meen with the exception that OBJECTS.def is compressed.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.cmp&amp;lt;/tt&amp;gt; &lt;br /&gt;
|style=&amp;quot;background: #FFCCCC;&amp;quot;| Image format that makes up many of the interface graphics including icons and first-person weapons, otherwise unknown.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.bmp&amp;lt;/tt&amp;gt; &lt;br /&gt;
|style=&amp;quot;background: #CCFFCC;&amp;quot;| Standard bitmaps, mostly for history puzzle fonts.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.ega&amp;lt;/tt&amp;gt; &lt;br /&gt;
|style=&amp;quot;background: #FFFFCC;&amp;quot;| [[Raw EGA data]].&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.atb,*.stb&amp;lt;/tt&amp;gt; &lt;br /&gt;
|style=&amp;quot;background: #FFCCCC;&amp;quot;| Tables that seemingly deal with Adlib and Sound Blaster, respectively.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.exp&amp;lt;/tt&amp;gt; &lt;br /&gt;
|style=&amp;quot;background: #CCFFCC;&amp;quot;| AnimatedWall text definition file.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===File format notes===&lt;br /&gt;
&lt;br /&gt;
Much of the file formats used in Chill Manor were also used in I.M. Meen, except separated into folders. Within the RES folder some LAB files do not appear to be actual data containers, these are: RESCH, RESCH1, RESCH2, RESGR, RESPZ. As of yet these serve no known purpose. The GAME_SCR.PCX containing the game palette is present within RESINT.&lt;br /&gt;
&lt;br /&gt;
The other new format is present in the HISTORY folder under EGA, which are raw uncompressed EGA graphic files, possibly used in an effort to diminish space usage.&lt;br /&gt;
&lt;br /&gt;
STARTPOS is now known as LEVEL and features a 4th coordinate value.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game Intro Page]]&lt;br /&gt;
[[Category:3D]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Educational]]&lt;/div&gt;</summary>
		<author><name>MartinVole</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=Chill_Manor&amp;diff=4404</id>
		<title>Chill Manor</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=Chill_Manor&amp;diff=4404"/>
		<updated>2012-09-09T23:14:50Z</updated>

		<summary type="html">&lt;p&gt;MartinVole: updated formatting, included internal definition for *.exp&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Game Infobox&lt;br /&gt;
 | Levels = Unk&lt;br /&gt;
 | Tiles = No&lt;br /&gt;
 | Sprites = No&lt;br /&gt;
 | Fullscreen = Edit&lt;br /&gt;
 | Sound = Edit&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;
&lt;br /&gt;
[[Chill Manor]] is the sequel to [[I.M. Meen]] released in 1996. It follows a group of children out to stop Ignatius Mortimer Meen&#039;s wife, Ophelia Chill, who is altering the course of history.&lt;br /&gt;
&lt;br /&gt;
The game uses an updated version of the I.M. Meen engine sporting features of animated tiles, transforming actors, mipmaps, and multiple dimensional textures.&lt;br /&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;*.xmi&amp;lt;/tt&amp;gt; &lt;br /&gt;
|style=&amp;quot;background: #CCFFCC;&amp;quot;| Extended Midi Files.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.wav&amp;lt;/tt&amp;gt; &lt;br /&gt;
|style=&amp;quot;background: #CCFFCC;&amp;quot;| Standard WAV audio files.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.lab&amp;lt;/tt&amp;gt; &lt;br /&gt;
style=&amp;quot;background: #FFCCCC;&amp;quot;|| LAByrinth files, generic uncompressed containers.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.ani&amp;lt;/tt&amp;gt; &lt;br /&gt;
|style=&amp;quot;background: #FFCCCC;&amp;quot;| Animated cutscenes.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.pcx&amp;lt;/tt&amp;gt; &lt;br /&gt;
|style=&amp;quot;background: #CCFFCC;&amp;quot;| [[PCX Format]] screens and backgrounds.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.img&amp;lt;/tt&amp;gt; &lt;br /&gt;
|style=&amp;quot;background: #FFFFCC;&amp;quot;| [[IMG_Format_(Meen) | V2 Meen IMG file]].&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.def&amp;lt;/tt&amp;gt; &lt;br /&gt;
|style=&amp;quot;background: #CCFFCC;&amp;quot;| Mostly the same as I.M. Meen with the exception that OBJECTS.def is compressed.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.cmp&amp;lt;/tt&amp;gt; &lt;br /&gt;
|style=&amp;quot;background: #FFCCCC;&amp;quot;| Image format that makes up many of the interface graphics including icons and first-person weapons, otherwise unknown.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.bmp&amp;lt;/tt&amp;gt; &lt;br /&gt;
|style=&amp;quot;background: #CCFFCC;&amp;quot;| Standard bitmaps, mostly for history puzzle fonts.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.ega&amp;lt;/tt&amp;gt; &lt;br /&gt;
|style=&amp;quot;background: #FFFFCC;&amp;quot;| [[Raw EGA data]].&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.atb,*.stb&amp;lt;/tt&amp;gt; &lt;br /&gt;
|style=&amp;quot;background: #FFCCCC;&amp;quot;| Tables that seemingly deal with Adlib and Sound Blaster, respectively.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.exp&amp;lt;/tt&amp;gt; &lt;br /&gt;
|style=&amp;quot;background: #CCFFCC;&amp;quot;| AnimatedWall text definition file.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===File format notes===&lt;br /&gt;
&lt;br /&gt;
Much of the file formats used in Chill Manor were also used in I.M. Meen, except separated into folders. Within the RES folder some LAB files do not appear to be actual data containers, these are: RESCH, RESCH1, RESCH2, RESGR, RESPZ. As of yet these serve no known purpose. The GAME_SCR.PCX containing the game palette is present within RESINT.&lt;br /&gt;
&lt;br /&gt;
The other new format is present in the HISTORY folder under EGA, which are raw uncompressed EGA graphic files, possibly used in an effort to diminish space usage.&lt;br /&gt;
&lt;br /&gt;
STARTPOS is now known as LEVEL and features a 4th coordinate value.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game Intro Page]]&lt;br /&gt;
[[Category:3D]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Educational]]&lt;/div&gt;</summary>
		<author><name>MartinVole</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=I.M._Meen&amp;diff=4396</id>
		<title>I.M. Meen</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=I.M._Meen&amp;diff=4396"/>
		<updated>2012-09-09T05:55:44Z</updated>

		<summary type="html">&lt;p&gt;MartinVole: Updated formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Game Infobox&lt;br /&gt;
 | Levels = Edit&lt;br /&gt;
 | Tiles = No&lt;br /&gt;
 | Sprites = No&lt;br /&gt;
 | Fullscreen = Edit&lt;br /&gt;
 | Sound = Edit&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;
&lt;br /&gt;
The first of two PC titles, the second being the sequel [[Chill Manor]], created by Animation Magic, known infamously for their Philips CD-i titles. I.M. Meen was released in 1995 during the height of Doom and 2D-in-3D first person games, and it does show. Features were much of what others gave including full rotational angles for enemies and an inventory system, as well as animated cutscenes with voice acting. As far as gameplay goes, as like many titles by Animation Magic, falls short. I.M. Meen&#039;s main goal was intended as an educational game geared towards children to teach grammar.&lt;br /&gt;
&lt;br /&gt;
The game&#039;s storyline follows Scott and Katie who have been trapped in a labyrinth cell through a magical trap in the form of a book set up by the childish education-hating sorcerer, Ignatius Mortimer Meen. They are later freed of captivity by a friendly gnome named Gnorris who disagrees with his boss&#039;s wishes and frequently advises the children in order to help their escape from the frightening labyrinth. They must navigate the labyrinth freeing all the children kidnapped by Meen while battling his monstrous underlings, crazed incarnations at the end of each section, and his poor grammar.&lt;br /&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;*.xmi&amp;lt;/tt&amp;gt; &lt;br /&gt;
|style=&amp;quot;background: #CCFFCC;&amp;quot;| Extended Midi Files.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.wav&amp;lt;/tt&amp;gt; &lt;br /&gt;
|style=&amp;quot;background: #CCFFCC;&amp;quot;| Standard WAV audio files.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.lab&amp;lt;/tt&amp;gt; &lt;br /&gt;
|style=&amp;quot;background: #FFCCCC;&amp;quot;| LAByrinth files, generic uncompressed containers.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.ani,SC**&amp;lt;/tt&amp;gt; &lt;br /&gt;
|style=&amp;quot;background: #FFCCCC;&amp;quot;| Animated cutscenes.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.pcx&amp;lt;/tt&amp;gt; &lt;br /&gt;
|style=&amp;quot;background: #CCFFCC;&amp;quot;| [[PCX Format]] screens and backgrounds.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.img&amp;lt;/tt&amp;gt; &lt;br /&gt;
|style=&amp;quot;background: #FFFFCC;&amp;quot;| [[IMG_Format_(Meen) | Meen IMG file]].&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.def&amp;lt;/tt&amp;gt; &lt;br /&gt;
|style=&amp;quot;background: #CCFFCC;&amp;quot;| Mostly pure text definitions, more detail below.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.cmp&amp;lt;/tt&amp;gt; &lt;br /&gt;
|style=&amp;quot;background: #FFCCCC;&amp;quot;| Image format that makes up many of the interface graphics including icons and first-person weapons, otherwise unknown.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.bmf&amp;lt;/tt&amp;gt; &lt;br /&gt;
|style=&amp;quot;background: #FFCCCC;&amp;quot;| BMF1 files, unknown, possible interface setup.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.pcf&amp;lt;/tt&amp;gt; &lt;br /&gt;
|style=&amp;quot;background: #FFCCCC;&amp;quot;| Currently unknown, but L_SCRL.PRC contains grammar scroll text and L_HELP.PRC contains grammar hints.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== LAByrinth Files ===&lt;br /&gt;
&lt;br /&gt;
LAByrinth files are generic headerless containers that are mainly used to package up each level along with their individual resources rather than having a uniformly shared set of resources like WADs of Doom engine titles or GRP of BUILD engine games. They start off with a simple index then uncompressed contents follow. RESINT.LAB contains all interface relative images including icons and first-person weapon graphics like the fist and hammer, and RESFACE.LAB contains ingame face graphics, all in CMP format (except GAME_SCR.PCX who&#039;s importance will be mentioned later). Then there is the RES###.LAB files that contains all resources and data for a specific level which will be displayed in a chart below.&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;3D*.wav&amp;lt;/tt&amp;gt; || World sounds including triggers and doors.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;ES*.wav&amp;lt;/tt&amp;gt; || Enemy sounds.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;FX*.wav&amp;lt;/tt&amp;gt; || Generic sound effects for shots and hits.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;PW*.wav&amp;lt;/tt&amp;gt; || Player weapon sounds.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;BUZZER.wav&amp;lt;/tt&amp;gt; || Error chime heard when a mistake is made in a grammar puzzle.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;MU*.xmi&amp;lt;/tt&amp;gt; || Ingame music.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;FLOOR.IMG&amp;lt;/tt&amp;gt; || Generic image container containing all floor textures.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;SKY.IMG&amp;lt;/tt&amp;gt; || Generic image container containing all ceiling textures.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;IMAGES.IMG&amp;lt;/tt&amp;gt; || Generic image container containing all sprites and wall textures.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;CUBES1.def&amp;lt;/tt&amp;gt; || Definition file in binary that sets up wall textures.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;FLOOR1.def&amp;lt;/tt&amp;gt; || Definition file in binary that sets up floor textures.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;MAZE1.def&amp;lt;/tt&amp;gt; || Meen map file.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;OBJECTS.def&amp;lt;/tt&amp;gt; || Objects definition file.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;SKY1.def&amp;lt;/tt&amp;gt; || Definition file in binary that sets up ceiling textures.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;SOUNDDAT.def&amp;lt;/tt&amp;gt; || Definition file for level sounds.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;STARTPOS.def&amp;lt;/tt&amp;gt; || Defines starting coordinates and angle.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;GAME_SCR.PCX&amp;lt;/tt&amp;gt; || Main HUD interface image, the palette within is used by all world graphics.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;STARTSCR.PCX&amp;lt;/tt&amp;gt; || Level&#039;s starting screen.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== DEF Files ===&lt;br /&gt;
&lt;br /&gt;
The DEF files define the level in entirety, including objects, textures, and the map itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MAZE1.DEF&#039;&#039;&#039; is the main DEF file as it deals with the very layout of the map. It starts with two [[UINT16LE]] that define the x and y boundaries of the map. Then after this is the physical aspects of the map. Interestingly the map can be viewed as a raw 8-bit image showing the entire layout with each pixel representing a 64x64 square. After the physical layout is the object placement segment. 00 signifies a blank spot while any number above it correlates to the object entries in OBJECTS.DEF.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FLOOR1.DEF&#039;&#039;&#039; and &#039;&#039;&#039;SKY1.DEF&#039;&#039;&#039; define the floor and ceiling textures respectively. They encompass the entirety of the map meaning if the map is 64x64, the filesize of each will be 4,096 bytes to cover it completely. The binary numbers refer to the graphical entry in FLOOR.IMG and SKY.IMG starting with 01.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CUBES1.DEF&#039;&#039;&#039; deals with defining wall textures based on the number within IMAGES.IMG. Unlike FLOOR1 and SKY1, this does not cover the entire area but rather defines what the texture assignment for each byte is in MAZE1&#039;s first portion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OBJECTS.DEF&#039;&#039;&#039; defines all objects within the level. Enemies, items, doors, switches, decorations, and weapons damage are all defined here.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SOUNDDAT.DEF&#039;&#039;&#039; defines all sounds used in the level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;STARTPOS.DEF&#039;&#039;&#039; Numbers define Y (- north, + south), X (+ east, - west), and angle in clockwise rotatio. 00 is north, 5A(90 degrees) is east, and so on.&lt;br /&gt;
&lt;br /&gt;
== Tools ==&lt;br /&gt;
&lt;br /&gt;
[http://forum.xentax.com/viewtopic.php?f=18&amp;amp;t=3624 QuickBMS scripts] for extracting and converting ANI audio and frames. Needs updating as not all ANI files work. Tool for decompressing and converting frames to BMP [http://www.sendspace.com/file/9yyrpj here].&lt;br /&gt;
&lt;br /&gt;
[http://forum.xentax.com/viewtopic.php?f=10&amp;amp;t=3469 QuickBMS script] for extracting LAB content.&lt;br /&gt;
&lt;br /&gt;
[[Category:3D]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Educational]]&lt;/div&gt;</summary>
		<author><name>MartinVole</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=Shakii_The_Wolf&amp;diff=4394</id>
		<title>Shakii The Wolf</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=Shakii_The_Wolf&amp;diff=4394"/>
		<updated>2012-09-09T05:45:53Z</updated>

		<summary type="html">&lt;p&gt;MartinVole: Updated page format to new.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NeedMoreInfo}}&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 = Edit&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;
[[Shakii]], full title Shakii the Wolf is a platformer made by the Korean company Family Production released in 1996. Shakii, the king of the kingdom Shake was chased out of his land by the evil king, Midnight Sword. Shakii must defeat Midnight Sword&#039;s minions and eventually the evil king himself to return peace to his land.&lt;br /&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;*.cfg&amp;lt;/tt&amp;gt; &lt;br /&gt;
|style=&amp;quot;background: #FFCCCC;&amp;quot;| Game settings.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.pal&amp;lt;/tt&amp;gt; &lt;br /&gt;
|style=&amp;quot;background: #CCFFCC;&amp;quot;| [[VGA_Palette | 6-bit VGA Palette]].&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.voc,*.eft&amp;lt;/tt&amp;gt; &lt;br /&gt;
|style=&amp;quot;background: #CCFFCC;&amp;quot;| RIFF Wave, [[VOC_Format | Creative Voice File]] and raw 8-bit unsigned, 8000 sample rate sounds.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.bgf&amp;lt;/tt&amp;gt; &lt;br /&gt;
|style=&amp;quot;background: #FFCCCC;&amp;quot;| BGE font file.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.raw&amp;lt;/tt&amp;gt; &lt;br /&gt;
|style=&amp;quot;background: #FFCCCC;&amp;quot;| Raw VGA graphics.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.fnt&amp;lt;/tt&amp;gt; &lt;br /&gt;
|style=&amp;quot;background: #FFCCCC;&amp;quot;| Fonts.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.bnk&amp;lt;/tt&amp;gt; &lt;br /&gt;
|style=&amp;quot;background: #CCFFCC;&amp;quot;| [[BNK Format (Ad Lib)]].&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;SH_*.kpf,S-STOUT.KPF&amp;lt;/tt&amp;gt; &lt;br /&gt;
|style=&amp;quot;background: #FFCCCC;&amp;quot;| Family Production music files.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;ST*.KPF,&amp;lt;/tt&amp;gt; &lt;br /&gt;
|style=&amp;quot;background: #FFCCCC;&amp;quot;| KGE files.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;STG#_*.KPF&amp;lt;/tt&amp;gt; &lt;br /&gt;
|style=&amp;quot;background: #FFCCCC;&amp;quot;| Stage Backgrounds.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.bun,*.mjd&amp;lt;/tt&amp;gt; &lt;br /&gt;
|style=&amp;quot;background: #FFCCCC;&amp;quot;| Family Production Frame File.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.fx4&amp;lt;/tt&amp;gt; &lt;br /&gt;
|style=&amp;quot;background: #FFCCCC;&amp;quot;| V4 Family Production Image Container.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.fx5&amp;lt;/tt&amp;gt; &lt;br /&gt;
|style=&amp;quot;background: #FFCCCC;&amp;quot;| V5 Family Production Image Container.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.map&amp;lt;/tt&amp;gt; &lt;br /&gt;
|style=&amp;quot;background: #FFCCCC;&amp;quot;| Shakii Map File.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.tad&amp;lt;/tt&amp;gt; &lt;br /&gt;
|style=&amp;quot;background: #FFCCCC;&amp;quot;| Unknown, deals with stages.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.mbd&amp;lt;/tt&amp;gt; &lt;br /&gt;
|style=&amp;quot;background: #FFCCCC;&amp;quot;| Unknown, deals with sprites.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.ind&amp;lt;/tt&amp;gt; &lt;br /&gt;
|style=&amp;quot;background: #FFCCCC;&amp;quot;| Index file, see [[Pee and Gity]] for more information.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.epd&amp;lt;/tt&amp;gt; &lt;br /&gt;
|style=&amp;quot;background: #FFCCCC;&amp;quot;| Unknown, deals with stages.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.dac&amp;lt;/tt&amp;gt; &lt;br /&gt;
|style=&amp;quot;background: #FFCCCC;&amp;quot;| Scene data.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.dat&amp;lt;/tt&amp;gt; &lt;br /&gt;
|style=&amp;quot;background: #FFCCCC;&amp;quot;| Raw storage of various filetypes.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;FX3.dat&amp;lt;/tt&amp;gt; &lt;br /&gt;
|style=&amp;quot;background: #FFCCCC;&amp;quot;| Lists objects during game running.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.id&amp;lt;/tt&amp;gt; &lt;br /&gt;
|style=&amp;quot;background: #FFCCCC;&amp;quot;| Identification file, contains only &amp;quot;family&amp;quot; and many zeros.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Interesting Facts==&lt;br /&gt;
&lt;br /&gt;
- 16.EFT&#039;s header line is &amp;quot;Jeannie Blink&amp;quot; and is in fact that very sound from the TV series &amp;quot;I Dream of Jeannie&amp;quot;. It is also a Mac FSSD despite this being a PC-DOS title.&lt;br /&gt;
&lt;br /&gt;
[[Category:Sidescroller]]&lt;br /&gt;
[[Category:Family Production]]&lt;br /&gt;
[[Category:Game Intro Page]]&lt;/div&gt;</summary>
		<author><name>MartinVole</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=User_talk:MartinVole&amp;diff=4392</id>
		<title>User talk:MartinVole</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=User_talk:MartinVole&amp;diff=4392"/>
		<updated>2012-09-09T02:04:07Z</updated>

		<summary type="html">&lt;p&gt;MartinVole: Made it a little clearer who&amp;#039;s saying what, just now figured this out.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== New game-page style ===&lt;br /&gt;
&lt;br /&gt;
Hi MartinVole - thanks for all the info you&#039;re adding to the wiki!  Just a quick note - some of the pages you&#039;re creating are based on an older style, and I&#039;m in the process of updating each game to use the new style.  So if you&#039;re going to create any more game pages, it would be great if you could base them on the new style instead, so I don&#039;t have to update them later.  Have a look at [[Halloween Harry]] for an example or copy/paste source.  The main things are:&lt;br /&gt;
* Updated infobox which makes it clear which parts of the game can be modded and which can&#039;t&lt;br /&gt;
* List of tools that can be used to mod the game (if any)&lt;br /&gt;
* Colour-coded list of files - red means the format is unknown, yellow means it&#039;s partially known or not yet documented on the wiki, and green means it is fully documented on the wiki.&lt;br /&gt;
This new style makes it a bit clearer whether a given game can be modded or not, and what any limitations are.  Anyway, thanks again for all the new info! -- [[User:Malvineous|Malvineous]] 00:50, 9 September 2012 (GMT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Thank you for the input! I can fix my entries, honestly, and save you the trouble. Plan to update them more anyways. I was not aware of a uniform format until now. Also, is [[IMG Format (Meen)]] alright? The only information lacking is on masking, which is specified in Delphi, a language I do not understand too well but working on for this purpose. Secondly, do raw sounds count as moddable? Many [[Category:Family Production]] titles use a mixed bag of formats including raw sounds. --[[User:MartinVole|MartinVole]] 02:00, 9 September 2012 (GMT)&lt;/div&gt;</summary>
		<author><name>MartinVole</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=User_talk:MartinVole&amp;diff=4391</id>
		<title>User talk:MartinVole</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=User_talk:MartinVole&amp;diff=4391"/>
		<updated>2012-09-09T02:00:40Z</updated>

		<summary type="html">&lt;p&gt;MartinVole: Affirmation to request with queries regarding entries and format.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== New game-page style ===&lt;br /&gt;
&lt;br /&gt;
Hi MartinVole - thanks for all the info you&#039;re adding to the wiki!  Just a quick note - some of the pages you&#039;re creating are based on an older style, and I&#039;m in the process of updating each game to use the new style.  So if you&#039;re going to create any more game pages, it would be great if you could base them on the new style instead, so I don&#039;t have to update them later.  Have a look at [[Halloween Harry]] for an example or copy/paste source.  The main things are:&lt;br /&gt;
* Updated infobox which makes it clear which parts of the game can be modded and which can&#039;t&lt;br /&gt;
* List of tools that can be used to mod the game (if any)&lt;br /&gt;
* Colour-coded list of files - red means the format is unknown, yellow means it&#039;s partially known or not yet documented on the wiki, and green means it is fully documented on the wiki.&lt;br /&gt;
This new style makes it a bit clearer whether a given game can be modded or not, and what any limitations are.  Anyway, thanks again for all the new info! -- [[User:Malvineous|Malvineous]] 00:50, 9 September 2012 (GMT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thank you for the input, Marvineous! I can fix my entries, honestly, and save you the trouble. Plan to update them more anyways. I was not aware of a uniform format until now.&lt;br /&gt;
&lt;br /&gt;
Also, is [[IMG Format (Meen)]] alright? The only information lacking is on masking, which is specified in Delphi, a language I do not understand too well but working on for this purpose. Secondly, do raw sounds count as moddable? Many [[Category:Family Production]] titles use a mixed bag of formats including raw sounds. --[[User:MartinVole|MartinVole]] 02:00, 9 September 2012 (GMT)&lt;/div&gt;</summary>
		<author><name>MartinVole</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=Eol!&amp;diff=4384</id>
		<title>Eol!</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=Eol!&amp;diff=4384"/>
		<updated>2012-09-08T10:06:19Z</updated>

		<summary type="html">&lt;p&gt;MartinVole: Added an important modding note I forgot to put in.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NeedMoreInfo}}&lt;br /&gt;
{{GamePage}}&lt;br /&gt;
&lt;br /&gt;
[[Eol!]], full title Eol-ui Moheom (&#039;&#039;Eol&#039;s Adventure&#039;&#039;) is a platformer featuring a cutesy yellow creature named Eol, who one day, without warning, witnesses the world being split by an immense blast. This blast originating from a being known as Kare who too is of Eol&#039;s race. &lt;br /&gt;
&lt;br /&gt;
The game features some of the best mechanics of Family Production, featuring legitimate challenge, hit-detection, and more well-scripted bosses and enemies. Visually it offers some of the best and most colorful VGA graphics among other titles in its genre.&lt;br /&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;*.cfg&amp;lt;/tt&amp;gt; || Game settings.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.pal&amp;lt;/tt&amp;gt; || [[VGA_Palette | 6-bit VGA Palette]].&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.emf&amp;lt;/tt&amp;gt; || Family Production music files.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;EOL.BNK&amp;lt;/tt&amp;gt; || [[BNK Format (Ad Lib)]].&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.fx5&amp;lt;/tt&amp;gt; || Family Production FX5 File.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.eft&amp;lt;/tt&amp;gt; || RIFF Wave, [[VOC_Format | Creative Voice File]] and raw 8-bit unsigned, 8000 sample rate sounds..&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.cap&amp;lt;/tt&amp;gt; || A form of actor behavior (AI) script.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.fam&amp;lt;/tt&amp;gt; || Variable, but graphical and consists of scenes, including cutscenes.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.mjd&amp;lt;/tt&amp;gt; || Unknown but seemingly deals with multi-part enemies.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.mcd&amp;lt;/tt&amp;gt; || Unknown, but deals with maps.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.img&amp;lt;/tt&amp;gt; || Seemingly Map Graphical Tiles.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.efp&amp;lt;/tt&amp;gt; || Unknown, but deals with maps.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;DEFAULT.EBF&amp;lt;/tt&amp;gt; || Unknown.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;DEFAULT.HBF&amp;lt;/tt&amp;gt; || Unknown.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.DPP&amp;lt;/tt&amp;gt; || Dragon Patch file, handled by DPP.EXE. Otherwise, unknown.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
- Object layout in stages are apparently hardcoded in the game executable EOL_GAME.EXE as no other file seemingly handle this function. However, overall level layout is handled by the MAP files. The setup thus far is unknown.&lt;br /&gt;
&lt;br /&gt;
[[Category:Sidescroller]]&lt;br /&gt;
[[Category:Family Production]]&lt;br /&gt;
[[Category:Game Intro Page]]&lt;/div&gt;</summary>
		<author><name>MartinVole</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=Chill_Manor&amp;diff=4383</id>
		<title>Chill Manor</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=Chill_Manor&amp;diff=4383"/>
		<updated>2012-09-08T10:00:56Z</updated>

		<summary type="html">&lt;p&gt;MartinVole: Added to Educational category.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GamePage}}&lt;br /&gt;
&lt;br /&gt;
[[Chill Manor]] is the sequel to [[I.M. Meen]] released in 1996. It follows a group of children out to stop Ignatius Mortimer Meen&#039;s wife, Ophelia Chill, who is altering the course of history.&lt;br /&gt;
&lt;br /&gt;
The game uses an updated version of the I.M. Meen engine sporting features of animated tiles, transforming actors, mipmaps, and multiple dimensional textures.&lt;br /&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;*.xmi&amp;lt;/tt&amp;gt; || Extended Midi Files.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.wav&amp;lt;/tt&amp;gt; || Standard WAV audio files.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.lab&amp;lt;/tt&amp;gt; || LAByrinth files, generic uncompressed containers.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.ani&amp;lt;/tt&amp;gt; || Animated cutscenes.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.pcx&amp;lt;/tt&amp;gt; || [[PCX Format]] screens and backgrounds.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.img&amp;lt;/tt&amp;gt; || [[IMG_Format_(Meen) | V2 Meen IMG file]].&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.def&amp;lt;/tt&amp;gt; || Mostly the same as I.M. Meen with the exception that OBJECTS.def is compressed.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.cmp&amp;lt;/tt&amp;gt; || Image format that makes up many of the interface graphics including icons and first-person weapons, otherwise unknown.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.bmp&amp;lt;/tt&amp;gt; || Standard bitmaps, mostly for history puzzle fonts.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.ega&amp;lt;/tt&amp;gt; || [[Raw EGA data]].&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.atb,*.stb&amp;lt;/tt&amp;gt; || Tables that seemingly deal with Adlib and Sound Blaster, respectively.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.exp&amp;lt;/tt&amp;gt; || Raw text dealing with animated textures.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===File format notes===&lt;br /&gt;
&lt;br /&gt;
Much of the file formats used in Chill Manor were also used in I.M. Meen, except separated into folders. Within the RES folder some LAB files do not appear to be actual data containers, these are: RESCH, RESCH1, RESCH2, RESGR, RESPZ. As of yet these serve no known purpose. The GAME_SCR.PCX containing the game palette is present within RESINT.&lt;br /&gt;
&lt;br /&gt;
The other new format is present in the HISTORY folder under EGA, which are raw uncompressed [[Raw_EGA_data | EGA]] graphic files, possibly used in an effort to diminish space usage.&lt;br /&gt;
&lt;br /&gt;
STARTPOS is now known as LEVEL and features a 4th coordinate value.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game Intro Page]]&lt;br /&gt;
[[Category:3D]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Educational]]&lt;/div&gt;</summary>
		<author><name>MartinVole</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=I.M._Meen&amp;diff=4382</id>
		<title>I.M. Meen</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=I.M._Meen&amp;diff=4382"/>
		<updated>2012-09-08T10:00:28Z</updated>

		<summary type="html">&lt;p&gt;MartinVole: Added to Educational category.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GamePage}}&lt;br /&gt;
&lt;br /&gt;
The first of two PC titles, the second being the sequel [[Chill Manor]], created by Animation Magic, known infamously for their Philips CD-i titles. I.M. Meen was released in 1995 during the height of Doom and 2D-in-3D first person games, and it does show. Features were much of what others gave including full rotational angles for enemies and an inventory system, as well as animated cutscenes with voice acting. As far as gameplay goes, as like many titles by Animation Magic, falls short. I.M. Meen&#039;s main goal was intended as an educational game geared towards children to teach grammar.&lt;br /&gt;
&lt;br /&gt;
The game&#039;s storyline follows Scott and Katie who have been trapped in a labyrinth cell through a magical trap in the form of a book set up by the childish education-hating sorcerer, Ignatius Mortimer Meen. They are later freed of captivity by a friendly gnome named Gnorris who disagrees with his boss&#039;s wishes and frequently advises the children in order to help their escape from the frightening labyrinth. They must navigate the labyrinth freeing all the children kidnapped by Meen while battling his monstrous underlings, crazed incarnations at the end of each section, and his poor grammar.&lt;br /&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;*.xmi&amp;lt;/tt&amp;gt; || Extended Midi Files.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.wav&amp;lt;/tt&amp;gt; || Standard WAV audio files.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.lab&amp;lt;/tt&amp;gt; || LAByrinth files, generic uncompressed containers.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.ani,SC**&amp;lt;/tt&amp;gt; || Animated cutscenes.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.pcx&amp;lt;/tt&amp;gt; || [[PCX Format]] screens and backgrounds.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.img&amp;lt;/tt&amp;gt; || [[IMG_Format_(Meen) | Meen IMG file]].&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.def&amp;lt;/tt&amp;gt; || Mostly pure text definitions, more detail below.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.cmp&amp;lt;/tt&amp;gt; || Image format that makes up many of the interface graphics including icons and first-person weapons, otherwise unknown.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.bmf&amp;lt;/tt&amp;gt; || BMF1 files, unknown, possible interface setup.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.pcf&amp;lt;/tt&amp;gt; || Currently unknown, but L_SCRL.PRC contains grammar scroll text and L_HELP.PRC contains grammar hints.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== LAByrinth Files ===&lt;br /&gt;
&lt;br /&gt;
LAByrinth files are generic headerless containers that are mainly used to package up each level along with their individual resources rather than having a uniformly shared set of resources like WADs of Doom engine titles or GRP of BUILD engine games. They start off with a simple index then uncompressed contents follow. RESINT.LAB contains all interface relative images including icons and first-person weapon graphics like the fist and hammer, and RESFACE.LAB contains ingame face graphics, all in CMP format (except GAME_SCR.PCX who&#039;s importance will be mentioned later). Then there is the RES###.LAB files that contains all resources and data for a specific level which will be displayed in a chart below.&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;3D*.wav&amp;lt;/tt&amp;gt; || World sounds including triggers and doors.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;ES*.wav&amp;lt;/tt&amp;gt; || Enemy sounds.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;FX*.wav&amp;lt;/tt&amp;gt; || Generic sound effects for shots and hits.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;PW*.wav&amp;lt;/tt&amp;gt; || Player weapon sounds.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;BUZZER.wav&amp;lt;/tt&amp;gt; || Error chime heard when a mistake is made in a grammar puzzle.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;MU*.xmi&amp;lt;/tt&amp;gt; || Ingame music.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;FLOOR.IMG&amp;lt;/tt&amp;gt; || Generic image container containing all floor textures.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;SKY.IMG&amp;lt;/tt&amp;gt; || Generic image container containing all ceiling textures.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;IMAGES.IMG&amp;lt;/tt&amp;gt; || Generic image container containing all sprites and wall textures.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;CUBES1.def&amp;lt;/tt&amp;gt; || Definition file in binary that sets up wall textures.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;FLOOR1.def&amp;lt;/tt&amp;gt; || Definition file in binary that sets up floor textures.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;MAZE1.def&amp;lt;/tt&amp;gt; || Meen map file.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;OBJECTS.def&amp;lt;/tt&amp;gt; || Objects definition file.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;SKY1.def&amp;lt;/tt&amp;gt; || Definition file in binary that sets up ceiling textures.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;SOUNDDAT.def&amp;lt;/tt&amp;gt; || Definition file for level sounds.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;STARTPOS.def&amp;lt;/tt&amp;gt; || Defines starting coordinates and angle.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;GAME_SCR.PCX&amp;lt;/tt&amp;gt; || Main HUD interface image, the palette within is used by all world graphics.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;STARTSCR.PCX&amp;lt;/tt&amp;gt; || Level&#039;s starting screen.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== DEF Files ===&lt;br /&gt;
&lt;br /&gt;
The DEF files define the level in entirety, including objects, textures, and the map itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MAZE1.DEF&#039;&#039;&#039; is the main DEF file as it deals with the very layout of the map. It starts with two [[UINT16LE]] that define the x and y boundaries of the map. Then after this is the physical aspects of the map. Interestingly the map can be viewed as a raw 8-bit image showing the entire layout with each pixel representing a 64x64 square. After the physical layout is the object placement segment. 00 signifies a blank spot while any number above it correlates to the object entries in OBJECTS.DEF.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FLOOR1.DEF&#039;&#039;&#039; and &#039;&#039;&#039;SKY1.DEF&#039;&#039;&#039; define the floor and ceiling textures respectively. They encompass the entirety of the map meaning if the map is 64x64, the filesize of each will be 4,096 bytes to cover it completely. The binary numbers refer to the graphical entry in FLOOR.IMG and SKY.IMG starting with 01.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CUBES1.DEF&#039;&#039;&#039; deals with defining wall textures based on the number within IMAGES.IMG. Unlike FLOOR1 and SKY1, this does not cover the entire area but rather defines what the texture assignment for each byte is in MAZE1&#039;s first portion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OBJECTS.DEF&#039;&#039;&#039; defines all objects within the level. Enemies, items, doors, switches, decorations, and weapons damage are all defined here.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SOUNDDAT.DEF&#039;&#039;&#039; defines all sounds used in the level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;STARTPOS.DEF&#039;&#039;&#039; Numbers define Y (- north, + south), X (+ east, - west), and angle in clockwise rotatio. 00 is north, 5A(90 degrees) is east, and so on.&lt;br /&gt;
&lt;br /&gt;
== Tools ==&lt;br /&gt;
&lt;br /&gt;
[http://forum.xentax.com/viewtopic.php?f=18&amp;amp;t=3624 QuickBMS scripts] for extracting and converting ANI audio and frames. Needs updating as not all ANI files work. Tool for decompressing and converting frames to BMP [http://www.sendspace.com/file/9yyrpj here].&lt;br /&gt;
&lt;br /&gt;
[http://forum.xentax.com/viewtopic.php?f=10&amp;amp;t=3469 QuickBMS script] for extracting LAB content.&lt;br /&gt;
&lt;br /&gt;
[[Category:3D]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Educational]]&lt;/div&gt;</summary>
		<author><name>MartinVole</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=File:Eol!.png&amp;diff=4381</id>
		<title>File:Eol!.png</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=File:Eol!.png&amp;diff=4381"/>
		<updated>2012-09-08T09:57:24Z</updated>

		<summary type="html">&lt;p&gt;MartinVole: Added Eol! title screen.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Added Eol! title screen.&lt;/div&gt;</summary>
		<author><name>MartinVole</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=Eol!&amp;diff=4380</id>
		<title>Eol!</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=Eol!&amp;diff=4380"/>
		<updated>2012-09-08T09:54:35Z</updated>

		<summary type="html">&lt;p&gt;MartinVole: Created Eol! page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NeedMoreInfo}}&lt;br /&gt;
{{GamePage}}&lt;br /&gt;
&lt;br /&gt;
[[Eol!]], full title Eol-ui Moheom (&#039;&#039;Eol&#039;s Adventure&#039;&#039;) is a platformer featuring a cutesy yellow creature named Eol, who one day, without warning, witnesses the world being split by an immense blast. This blast originating from a being known as Kare who too is of Eol&#039;s race. &lt;br /&gt;
&lt;br /&gt;
The game features some of the best mechanics of Family Production, featuring legitimate challenge, hit-detection, and more well-scripted bosses and enemies. Visually it offers some of the best and most colorful VGA graphics among other titles in its genre.&lt;br /&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;*.cfg&amp;lt;/tt&amp;gt; || Game settings.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.pal&amp;lt;/tt&amp;gt; || [[VGA_Palette | 6-bit VGA Palette]].&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.emf&amp;lt;/tt&amp;gt; || Family Production music files.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;EOL.BNK&amp;lt;/tt&amp;gt; || [[BNK Format (Ad Lib)]].&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.fx5&amp;lt;/tt&amp;gt; || Family Production FX5 File.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.eft&amp;lt;/tt&amp;gt; || RIFF Wave, [[VOC_Format | Creative Voice File]] and raw 8-bit unsigned, 8000 sample rate sounds..&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.cap&amp;lt;/tt&amp;gt; || A form of actor behavior (AI) script.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.fam&amp;lt;/tt&amp;gt; || Variable, but graphical and consists of scenes, including cutscenes.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.mjd&amp;lt;/tt&amp;gt; || Unknown but seemingly deals with multi-part enemies.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.mcd&amp;lt;/tt&amp;gt; || Unknown, but deals with maps.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.img&amp;lt;/tt&amp;gt; || Seemingly Map Graphical Tiles.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.efp&amp;lt;/tt&amp;gt; || Unknown, but deals with maps.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;DEFAULT.EBF&amp;lt;/tt&amp;gt; || Unknown.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;DEFAULT.HBF&amp;lt;/tt&amp;gt; || Unknown.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.DPP&amp;lt;/tt&amp;gt; || Dragon Patch file, handled by DPP.EXE. Otherwise, unknown.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Sidescroller]]&lt;br /&gt;
[[Category:Family Production]]&lt;br /&gt;
[[Category:Game Intro Page]]&lt;/div&gt;</summary>
		<author><name>MartinVole</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=Shakii_The_Wolf&amp;diff=4379</id>
		<title>Shakii The Wolf</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=Shakii_The_Wolf&amp;diff=4379"/>
		<updated>2012-09-08T09:12:27Z</updated>

		<summary type="html">&lt;p&gt;MartinVole: Added little fact from file diving, may be more.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NeedMoreInfo}}&lt;br /&gt;
{{GamePage}}&lt;br /&gt;
[[Shakii]], full title Shakii the Wolf is a platformer made by the Korean company Family Production released in 1996. Shakii, the king of the kingdom Shake was chased out of his land by the evil king, Midnight Sword. Shakii must defeat Midnight Sword&#039;s minions and eventually the evil king himself to return peace to his land.&lt;br /&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;*.cfg&amp;lt;/tt&amp;gt; || Game settings.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.pal&amp;lt;/tt&amp;gt; || [[VGA_Palette | 6-bit VGA Palette]].&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.voc,*.eft&amp;lt;/tt&amp;gt; || RIFF Wave, [[VOC_Format | Creative Voice File]] and raw 8-bit unsigned, 8000 sample rate sounds.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.bgf&amp;lt;/tt&amp;gt; || BGE font file.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.raw&amp;lt;/tt&amp;gt; || Raw VGA graphics.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.fnt&amp;lt;/tt&amp;gt; || Fonts.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.bnk&amp;lt;/tt&amp;gt; || [[BNK Format (Ad Lib)]].&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;SH_*.kpf,S-STOUT.KPF&amp;lt;/tt&amp;gt; || Family Production music files.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;ST*.KPF,&amp;lt;/tt&amp;gt; || KGE files.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;STG#_*.KPF&amp;lt;/tt&amp;gt; || Stage Backgrounds.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.bun,*.mjd&amp;lt;/tt&amp;gt; || Family Production Frame File.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.fx4&amp;lt;/tt&amp;gt; || V4 Family Production Image Container.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.fx5&amp;lt;/tt&amp;gt; || V5 Family Production Image Container.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.map&amp;lt;/tt&amp;gt; || Shakii Map File.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.tad&amp;lt;/tt&amp;gt; || Unknown, deals with stages.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.mbd&amp;lt;/tt&amp;gt; || Unknown, deals with sprites.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.ind&amp;lt;/tt&amp;gt; || Index file, see [[Pee and Gity]] for more information.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.epd&amp;lt;/tt&amp;gt; || Unknown, deals with stages.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.dac&amp;lt;/tt&amp;gt; || Scene data.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.dat&amp;lt;/tt&amp;gt; || Raw storage of various filetypes.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;FX3.dat&amp;lt;/tt&amp;gt; || Lists objects during game running.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.id&amp;lt;/tt&amp;gt; || Identification file, contains only &amp;quot;family&amp;quot; and many zeros.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Interesting Facts==&lt;br /&gt;
&lt;br /&gt;
- 16.EFT&#039;s header line is &amp;quot;Jeannie Blink&amp;quot; and is in fact that very sound from the TV series &amp;quot;I Dream of Jeannie&amp;quot;. It is also a Mac FSSD despite this being a PC-DOS title.&lt;br /&gt;
&lt;br /&gt;
[[Category:Sidescroller]]&lt;br /&gt;
[[Category:Family Production]]&lt;br /&gt;
[[Category:Game Intro Page]]&lt;/div&gt;</summary>
		<author><name>MartinVole</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=Shakii_The_Wolf&amp;diff=4378</id>
		<title>Shakii The Wolf</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=Shakii_The_Wolf&amp;diff=4378"/>
		<updated>2012-09-08T08:41:44Z</updated>

		<summary type="html">&lt;p&gt;MartinVole: Updated DAT and IND info.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NeedMoreInfo}}&lt;br /&gt;
{{GamePage}}&lt;br /&gt;
[[Shakii]], full title Shakii the Wolf is a platformer made by the Korean company Family Production released in 1996. Shakii, the king of the kingdom Shake was chased out of his land by the evil king, Midnight Sword. Shakii must defeat Midnight Sword&#039;s minions and eventually the evil king himself to return peace to his land.&lt;br /&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;*.cfg&amp;lt;/tt&amp;gt; || Game settings.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.pal&amp;lt;/tt&amp;gt; || [[VGA_Palette | 6-bit VGA Palette]].&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.voc,*.eft&amp;lt;/tt&amp;gt; || RIFF Wave, [[VOC_Format | Creative Voice File]] and raw 8-bit unsigned, 8000 sample rate sounds.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.bgf&amp;lt;/tt&amp;gt; || BGE font file.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.raw&amp;lt;/tt&amp;gt; || Raw VGA graphics.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.fnt&amp;lt;/tt&amp;gt; || Fonts.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.bnk&amp;lt;/tt&amp;gt; || [[BNK Format (Ad Lib)]].&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;SH_*.kpf,S-STOUT.KPF&amp;lt;/tt&amp;gt; || Family Production music files.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;ST*.KPF,&amp;lt;/tt&amp;gt; || KGE files.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;STG#_*.KPF&amp;lt;/tt&amp;gt; || Stage Backgrounds.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.bun,*.mjd&amp;lt;/tt&amp;gt; || Family Production Frame File.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.fx4&amp;lt;/tt&amp;gt; || V4 Family Production Image Container.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.fx5&amp;lt;/tt&amp;gt; || V5 Family Production Image Container.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.map&amp;lt;/tt&amp;gt; || Shakii Map File.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.tad&amp;lt;/tt&amp;gt; || Unknown, deals with stages.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.mbd&amp;lt;/tt&amp;gt; || Unknown, deals with sprites.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.ind&amp;lt;/tt&amp;gt; || Index file, see [[Pee and Gity]] for more information.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.epd&amp;lt;/tt&amp;gt; || Unknown, deals with stages.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.dac&amp;lt;/tt&amp;gt; || Scene data.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.dat&amp;lt;/tt&amp;gt; || Raw storage of various filetypes.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;FX3.dat&amp;lt;/tt&amp;gt; || Lists objects during game running.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.id&amp;lt;/tt&amp;gt; || Identification file, contains only &amp;quot;family&amp;quot; and many zeros.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Sidescroller]]&lt;br /&gt;
[[Category:Family Production]]&lt;br /&gt;
[[Category:Game Intro Page]]&lt;/div&gt;</summary>
		<author><name>MartinVole</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=File:Pee_and_Gity.png&amp;diff=4377</id>
		<title>File:Pee and Gity.png</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=File:Pee_and_Gity.png&amp;diff=4377"/>
		<updated>2012-09-08T05:54:49Z</updated>

		<summary type="html">&lt;p&gt;MartinVole: Added Pee and Gity title screen.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Added Pee and Gity title screen.&lt;/div&gt;</summary>
		<author><name>MartinVole</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=Pee_and_Gity&amp;diff=4376</id>
		<title>Pee and Gity</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=Pee_and_Gity&amp;diff=4376"/>
		<updated>2012-09-08T05:50:14Z</updated>

		<summary type="html">&lt;p&gt;MartinVole: Fixed IND spec some&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NeedMoreInfo}}&lt;br /&gt;
{{GamePage}}&lt;br /&gt;
&lt;br /&gt;
Released in 1994, [[Pee And Gity]] is a brawler/beat em&#039; up with cutesy anthropomorphic animals. The key characters being Pee the Squirrel, and Gity the Snake. The story, though in Korean, seems to be that Pee and Gity&#039;s house has been ransacked by evil forces and when they go to investigate they are ambushed by the forces of an evil being known as Herus who proceeds to transport them around.&lt;br /&gt;
&lt;br /&gt;
There exists two versions of the game, Pee &amp;amp; Gity, and an updated version called Pee &amp;amp; Gity Special. The original featured more story elements but the Special version featured updated/added mechanics and some graphical tweaks.&lt;br /&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;*.cfg&amp;lt;/tt&amp;gt; || Game settings.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.hsv&amp;lt;/tt&amp;gt; || [[VGA_Palette | 6-bit VGA Palette]] Container, programs like FileSplitter can break them into 768-byte chunks.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.dat&amp;lt;/tt&amp;gt; || Raw storage of various filetypes.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.ind&amp;lt;/tt&amp;gt; || Index for raw storage *.dat files.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.voc&amp;lt;/tt&amp;gt; || Header is &amp;quot;Saintcom Voice File&amp;quot; but are just raw 8-bit unsigned, 8000 sample rate, mono sound files.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.fx4&amp;lt;/tt&amp;gt; || V4 Family Production Image Container.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.fsm&amp;lt;/tt&amp;gt; || [[ROL Format]] music.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.fs2&amp;lt;/tt&amp;gt; || [[BNK Format (Ad Lib)]].&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.fbk&amp;lt;/tt&amp;gt; || &amp;quot;Background Data&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.dac&amp;lt;/tt&amp;gt; || Scenes it seems in FX4 format.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== DAT and IND files ===&lt;br /&gt;
&lt;br /&gt;
Each DAT container has an index of the same name. Indexes are extremely simple:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Data type !! Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT32LE]] || Pointer || States the end of previous file, start of next. 45 EF 00 00 = 0xEF45 or byte 61253 in DAT file.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Pee and Gity Special ===&lt;br /&gt;
&lt;br /&gt;
Some changes occured in the formats used between the two versions, the affected formats were:&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;*.voc&amp;lt;/tt&amp;gt; || RIFF Wave, [[VOC_Format | Creative Voice File]], &amp;quot;Saintcom Voice File&amp;quot;, and raw.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.f&amp;lt;/tt&amp;gt; || Compressed graphics for maps.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.map&amp;lt;/tt&amp;gt; || Family Production Map.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.dac&amp;lt;/tt&amp;gt; || Format changed, still seems to be scenes.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.pcx&amp;lt;/tt&amp;gt; || [[PCX Format]].&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.fnt&amp;lt;/tt&amp;gt; || Font file.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.fsm&amp;lt;/tt&amp;gt; || Family Production Music format.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Music Format Theory ===&lt;br /&gt;
&lt;br /&gt;
The presence of AdLib Visual Composer ROL files in the first Pee &amp;amp; Gity suggests that the Family Production Music format is based on the ROL format. Makes sense for the time as IMF was born in the same manner but unlike IMF, the instrument synthesis bank (BNK) remained separate.&lt;br /&gt;
&lt;br /&gt;
==Tools==&lt;br /&gt;
&lt;br /&gt;
[http://cd.textfiles.com/knowledgemedia/CONVRTR/MSDOS/ROL2CMF/ ROL2CMF] this command-line tool can convert ROL files to [[CMF Format]] but with seeming quality loss.&lt;br /&gt;
&lt;br /&gt;
I have made a VERY simple [http://pastebin.com/bJGbR00m QuickBMS] script for extracting most FX4 files from FX4.DAT. It doesn&#039;t snag the final file so far, however, but saves a lot of hex digging. The FX4s can be used in other Family Production titles but will naturally suffer color problems.&lt;br /&gt;
&lt;br /&gt;
[[Category:Brawler]]&lt;br /&gt;
[[Category:Family Production]]&lt;br /&gt;
[[Category:Game Intro Page]]&lt;/div&gt;</summary>
		<author><name>MartinVole</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=Pee_and_Gity&amp;diff=4375</id>
		<title>Pee and Gity</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=Pee_and_Gity&amp;diff=4375"/>
		<updated>2012-09-08T05:41:40Z</updated>

		<summary type="html">&lt;p&gt;MartinVole: Started the Pee and Gity page and included Pee and Gity Special info.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NeedMoreInfo}}&lt;br /&gt;
{{GamePage}}&lt;br /&gt;
&lt;br /&gt;
Released in 1994, [[Pee And Gity]] is a brawler/beat em&#039; up with cutesy anthropomorphic animals. The key characters being Pee the Squirrel, and Gity the Snake. The story, though in Korean, seems to be that Pee and Gity&#039;s house has been ransacked by evil forces and when they go to investigate they are ambushed by the forces of an evil being known as Herus who proceeds to transport them around.&lt;br /&gt;
&lt;br /&gt;
There exists two versions of the game, Pee &amp;amp; Gity, and an updated version called Pee &amp;amp; Gity Special. The original featured more story elements but the Special version featured updated/added mechanics and some graphical tweaks.&lt;br /&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;*.cfg&amp;lt;/tt&amp;gt; || Game settings.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.hsv&amp;lt;/tt&amp;gt; || [[VGA_Palette | 6-bit VGA Palette]] Container, programs like FileSplitter can break them into 768-byte chunks.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.dat&amp;lt;/tt&amp;gt; || Raw storage of various filetypes.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.ind&amp;lt;/tt&amp;gt; || Index for raw storage *.dat files.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.voc&amp;lt;/tt&amp;gt; || Header is &amp;quot;Saintcom Voice File&amp;quot; but are just raw 8-bit unsigned, 8000 sample rate, mono sound files.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.fx4&amp;lt;/tt&amp;gt; || V4 Family Production Image Container.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.fsm&amp;lt;/tt&amp;gt; || [[ROL Format]] music.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.fs2&amp;lt;/tt&amp;gt; || [[BNK Format (Ad Lib)]].&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.fbk&amp;lt;/tt&amp;gt; || &amp;quot;Background Data&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.dac&amp;lt;/tt&amp;gt; || Scenes it seems in FX4 format.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== DAT and IND files ===&lt;br /&gt;
&lt;br /&gt;
Each DAT container has an index of the same name. Indexes are extremely simple:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Data type !! Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT32LE]] Start || Starting point of file in companion DAT, and ending point of previous. 45 EF 00 00 = 0xEF45 or byte 61253.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Pee and Gity Special ===&lt;br /&gt;
&lt;br /&gt;
Some changes occured in the formats used between the two versions, the affected formats were:&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;*.voc&amp;lt;/tt&amp;gt; || RIFF Wave, [[VOC_Format | Creative Voice File]], &amp;quot;Saintcom Voice File&amp;quot;, and raw.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.f&amp;lt;/tt&amp;gt; || Compressed graphics for maps.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.map&amp;lt;/tt&amp;gt; || Family Production Map.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.dac&amp;lt;/tt&amp;gt; || Format changed, still seems to be scenes.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.pcx&amp;lt;/tt&amp;gt; || [[PCX Format]].&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.fnt&amp;lt;/tt&amp;gt; || Font file.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.fsm&amp;lt;/tt&amp;gt; || Family Production Music format.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Music Format Theory ===&lt;br /&gt;
&lt;br /&gt;
The presence of AdLib Visual Composer ROL files in the first Pee &amp;amp; Gity suggests that the Family Production Music format is based on the ROL format. Makes sense for the time as IMF was born in the same manner but unlike IMF, the instrument synthesis bank (BNK) remained separate.&lt;br /&gt;
&lt;br /&gt;
==Tools==&lt;br /&gt;
&lt;br /&gt;
[http://cd.textfiles.com/knowledgemedia/CONVRTR/MSDOS/ROL2CMF/ ROL2CMF] this command-line tool can convert ROL files to [[CMF Format]] but with seeming quality loss.&lt;br /&gt;
&lt;br /&gt;
I have made a VERY simple [http://pastebin.com/bJGbR00m QuickBMS] script for extracting most FX4 files from FX4.DAT. It doesn&#039;t snag the final file so far, however, but saves a lot of hex digging. The FX4s can be used in other Family Production titles but will naturally suffer color problems.&lt;br /&gt;
&lt;br /&gt;
[[Category:Brawler]]&lt;br /&gt;
[[Category:Family Production]]&lt;br /&gt;
[[Category:Game Intro Page]]&lt;/div&gt;</summary>
		<author><name>MartinVole</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=Category:Family_Production&amp;diff=4372</id>
		<title>Category:Family Production</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=Category:Family_Production&amp;diff=4372"/>
		<updated>2012-09-04T14:06:11Z</updated>

		<summary type="html">&lt;p&gt;MartinVole: Created Family Production category for future entries.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:FamilyProductionLogo.png]]&lt;br /&gt;
&lt;br /&gt;
This page lists all the games in the wiki that were made by Family Production, a Korean game development company.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game Company]]&lt;/div&gt;</summary>
		<author><name>MartinVole</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=File:FamilyProductionLogo.png&amp;diff=4371</id>
		<title>File:FamilyProductionLogo.png</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=File:FamilyProductionLogo.png&amp;diff=4371"/>
		<updated>2012-09-04T14:04:30Z</updated>

		<summary type="html">&lt;p&gt;MartinVole: Added Family Production logo.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Added Family Production logo.&lt;/div&gt;</summary>
		<author><name>MartinVole</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=File:Shakii_The_Wolf.png&amp;diff=4370</id>
		<title>File:Shakii The Wolf.png</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=File:Shakii_The_Wolf.png&amp;diff=4370"/>
		<updated>2012-09-04T13:56:09Z</updated>

		<summary type="html">&lt;p&gt;MartinVole: Added Shakii title screen.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Added Shakii title screen.&lt;/div&gt;</summary>
		<author><name>MartinVole</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=Shakii_The_Wolf&amp;diff=4369</id>
		<title>Shakii The Wolf</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=Shakii_The_Wolf&amp;diff=4369"/>
		<updated>2012-09-04T13:51:19Z</updated>

		<summary type="html">&lt;p&gt;MartinVole: Added templates NeedMoreInfo and GamePage.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NeedMoreInfo}}&lt;br /&gt;
{{GamePage}}&lt;br /&gt;
[[Shakii]], full title Shakii the Wolf is a platformer made by the Korean company Family Production released in 1996. Shakii, the king of the kingdom Shake was chased out of his land by the evil king, Midnight Sword. Shakii must defeat Midnight Sword&#039;s minions and eventually the evil king himself to return peace to his land.&lt;br /&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;*.cfg&amp;lt;/tt&amp;gt; || Game settings.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.pal&amp;lt;/tt&amp;gt; || [[VGA_Palette | 6-bit VGA Palette]].&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.voc,*.eft&amp;lt;/tt&amp;gt; || RIFF Wave, [[VOC_Format | Creative Voice File]] and raw 8-bit unsigned, 8000 sample rate sounds.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.bgf&amp;lt;/tt&amp;gt; || BGE font file.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.raw&amp;lt;/tt&amp;gt; || Raw VGA graphics.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.fnt&amp;lt;/tt&amp;gt; || Fonts.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.bnk&amp;lt;/tt&amp;gt; || [[BNK Format (Ad Lib)]].&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;SH_*.kpf,S-STOUT.KPF&amp;lt;/tt&amp;gt; || Family Production music files.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;ST*.KPF,&amp;lt;/tt&amp;gt; || KGE files.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;STG#_*.KPF&amp;lt;/tt&amp;gt; || Stage Backgrounds.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.bun,*.mjd&amp;lt;/tt&amp;gt; || Family Production Frame File.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.fx4&amp;lt;/tt&amp;gt; || V4 Family Production Image Container.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.fx5&amp;lt;/tt&amp;gt; || V5 Family Production Image Container.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.map&amp;lt;/tt&amp;gt; || Shakii Map File.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.tad&amp;lt;/tt&amp;gt; || Unknown, deals with stages.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.mbd&amp;lt;/tt&amp;gt; || Unknown, deals with sprites.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.ind&amp;lt;/tt&amp;gt; || Unknown, index?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.epd&amp;lt;/tt&amp;gt; || Unknown, deals with stages.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.dac&amp;lt;/tt&amp;gt; || Unknown.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.dat&amp;lt;/tt&amp;gt; || Unknown.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;FX3.dat&amp;lt;/tt&amp;gt; || Lists objects during game running.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.id&amp;lt;/tt&amp;gt; || Identification file, contains only &amp;quot;family&amp;quot; and many zeros.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Sidescroller]]&lt;br /&gt;
[[Category:Family Production]]&lt;br /&gt;
[[Category:Game Intro Page]]&lt;/div&gt;</summary>
		<author><name>MartinVole</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=Shakii_The_Wolf&amp;diff=4368</id>
		<title>Shakii The Wolf</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=Shakii_The_Wolf&amp;diff=4368"/>
		<updated>2012-09-04T13:48:26Z</updated>

		<summary type="html">&lt;p&gt;MartinVole: Created Shakii page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Shakii]], full title Shakii the Wolf is a platformer made by the Korean company Family Production released in 1996. Shakii, the king of the kingdom Shake was chased out of his land by the evil king, Midnight Sword. Shakii must defeat Midnight Sword&#039;s minions and eventually the evil king himself to return peace to his land.&lt;br /&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;*.cfg&amp;lt;/tt&amp;gt; || Game settings.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.pal&amp;lt;/tt&amp;gt; || [[VGA_Palette | 6-bit VGA Palette]].&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.voc,*.eft&amp;lt;/tt&amp;gt; || RIFF Wave, [[VOC_Format | Creative Voice File]] and raw 8-bit unsigned, 8000 sample rate sounds.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.bgf&amp;lt;/tt&amp;gt; || BGE font file.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.raw&amp;lt;/tt&amp;gt; || Raw VGA graphics.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.fnt&amp;lt;/tt&amp;gt; || Fonts.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.bnk&amp;lt;/tt&amp;gt; || [[BNK Format (Ad Lib)]].&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;SH_*.kpf,S-STOUT.KPF&amp;lt;/tt&amp;gt; || Family Production music files.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;ST*.KPF,&amp;lt;/tt&amp;gt; || KGE files.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;STG#_*.KPF&amp;lt;/tt&amp;gt; || Stage Backgrounds.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.bun,*.mjd&amp;lt;/tt&amp;gt; || Family Production Frame File.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.fx4&amp;lt;/tt&amp;gt; || V4 Family Production Image Container.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.fx5&amp;lt;/tt&amp;gt; || V5 Family Production Image Container.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.map&amp;lt;/tt&amp;gt; || Shakii Map File.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.tad&amp;lt;/tt&amp;gt; || Unknown, deals with stages.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.mbd&amp;lt;/tt&amp;gt; || Unknown, deals with sprites.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.ind&amp;lt;/tt&amp;gt; || Unknown, index?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.epd&amp;lt;/tt&amp;gt; || Unknown, deals with stages.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.dac&amp;lt;/tt&amp;gt; || Unknown.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.dat&amp;lt;/tt&amp;gt; || Unknown.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;FX3.dat&amp;lt;/tt&amp;gt; || Lists objects during game running.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.id&amp;lt;/tt&amp;gt; || Identification file, contains only &amp;quot;family&amp;quot; and many zeros.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Sidescroller]]&lt;br /&gt;
[[Category:Family Production]]&lt;br /&gt;
[[Category:Game Intro Page]]&lt;/div&gt;</summary>
		<author><name>MartinVole</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=I.M._Meen&amp;diff=4367</id>
		<title>I.M. Meen</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=I.M._Meen&amp;diff=4367"/>
		<updated>2012-09-04T11:55:17Z</updated>

		<summary type="html">&lt;p&gt;MartinVole: Gave DEF files separate individual specifications and further clarification on them.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GamePage}}&lt;br /&gt;
&lt;br /&gt;
The first of two PC titles, the second being the sequel [[Chill Manor]], created by Animation Magic, known infamously for their Philips CD-i titles. I.M. Meen was released in 1995 during the height of Doom and 2D-in-3D first person games, and it does show. Features were much of what others gave including full rotational angles for enemies and an inventory system, as well as animated cutscenes with voice acting. As far as gameplay goes, as like many titles by Animation Magic, falls short. I.M. Meen&#039;s main goal was intended as an educational game geared towards children to teach grammar.&lt;br /&gt;
&lt;br /&gt;
The game&#039;s storyline follows Scott and Katie who have been trapped in a labyrinth cell through a magical trap in the form of a book set up by the childish education-hating sorcerer, Ignatius Mortimer Meen. They are later freed of captivity by a friendly gnome named Gnorris who disagrees with his boss&#039;s wishes and frequently advises the children in order to help their escape from the frightening labyrinth. They must navigate the labyrinth freeing all the children kidnapped by Meen while battling his monstrous underlings, crazed incarnations at the end of each section, and his poor grammar.&lt;br /&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;*.xmi&amp;lt;/tt&amp;gt; || Extended Midi Files.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.wav&amp;lt;/tt&amp;gt; || Standard WAV audio files.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.lab&amp;lt;/tt&amp;gt; || LAByrinth files, generic uncompressed containers.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.ani,SC**&amp;lt;/tt&amp;gt; || Animated cutscenes.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.pcx&amp;lt;/tt&amp;gt; || [[PCX Format]] screens and backgrounds.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.img&amp;lt;/tt&amp;gt; || [[IMG_Format_(Meen) | Meen IMG file]].&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.def&amp;lt;/tt&amp;gt; || Mostly pure text definitions, more detail below.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.cmp&amp;lt;/tt&amp;gt; || Image format that makes up many of the interface graphics including icons and first-person weapons, otherwise unknown.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.bmf&amp;lt;/tt&amp;gt; || BMF1 files, unknown, possible interface setup.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.pcf&amp;lt;/tt&amp;gt; || Currently unknown, but L_SCRL.PRC contains grammar scroll text and L_HELP.PRC contains grammar hints.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== LAByrinth Files ===&lt;br /&gt;
&lt;br /&gt;
LAByrinth files are generic headerless containers that are mainly used to package up each level along with their individual resources rather than having a uniformly shared set of resources like WADs of Doom engine titles or GRP of BUILD engine games. They start off with a simple index then uncompressed contents follow. RESINT.LAB contains all interface relative images including icons and first-person weapon graphics like the fist and hammer, and RESFACE.LAB contains ingame face graphics, all in CMP format (except GAME_SCR.PCX who&#039;s importance will be mentioned later). Then there is the RES###.LAB files that contains all resources and data for a specific level which will be displayed in a chart below.&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;3D*.wav&amp;lt;/tt&amp;gt; || World sounds including triggers and doors.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;ES*.wav&amp;lt;/tt&amp;gt; || Enemy sounds.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;FX*.wav&amp;lt;/tt&amp;gt; || Generic sound effects for shots and hits.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;PW*.wav&amp;lt;/tt&amp;gt; || Player weapon sounds.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;BUZZER.wav&amp;lt;/tt&amp;gt; || Error chime heard when a mistake is made in a grammar puzzle.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;MU*.xmi&amp;lt;/tt&amp;gt; || Ingame music.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;FLOOR.IMG&amp;lt;/tt&amp;gt; || Generic image container containing all floor textures.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;SKY.IMG&amp;lt;/tt&amp;gt; || Generic image container containing all ceiling textures.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;IMAGES.IMG&amp;lt;/tt&amp;gt; || Generic image container containing all sprites and wall textures.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;CUBES1.def&amp;lt;/tt&amp;gt; || Definition file in binary that sets up wall textures.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;FLOOR1.def&amp;lt;/tt&amp;gt; || Definition file in binary that sets up floor textures.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;MAZE1.def&amp;lt;/tt&amp;gt; || Meen map file.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;OBJECTS.def&amp;lt;/tt&amp;gt; || Objects definition file.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;SKY1.def&amp;lt;/tt&amp;gt; || Definition file in binary that sets up ceiling textures.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;SOUNDDAT.def&amp;lt;/tt&amp;gt; || Definition file for level sounds.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;STARTPOS.def&amp;lt;/tt&amp;gt; || Defines starting coordinates and angle.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;GAME_SCR.PCX&amp;lt;/tt&amp;gt; || Main HUD interface image, the palette within is used by all world graphics.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;STARTSCR.PCX&amp;lt;/tt&amp;gt; || Level&#039;s starting screen.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== DEF Files ===&lt;br /&gt;
&lt;br /&gt;
The DEF files define the level in entirety, including objects, textures, and the map itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MAZE1.DEF&#039;&#039;&#039; is the main DEF file as it deals with the very layout of the map. It starts with two [[UINT16LE]] that define the x and y boundaries of the map. Then after this is the physical aspects of the map. Interestingly the map can be viewed as a raw 8-bit image showing the entire layout with each pixel representing a 64x64 square. After the physical layout is the object placement segment. 00 signifies a blank spot while any number above it correlates to the object entries in OBJECTS.DEF.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FLOOR1.DEF&#039;&#039;&#039; and &#039;&#039;&#039;SKY1.DEF&#039;&#039;&#039; define the floor and ceiling textures respectively. They encompass the entirety of the map meaning if the map is 64x64, the filesize of each will be 4,096 bytes to cover it completely. The binary numbers refer to the graphical entry in FLOOR.IMG and SKY.IMG starting with 01.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CUBES1.DEF&#039;&#039;&#039; deals with defining wall textures based on the number within IMAGES.IMG. Unlike FLOOR1 and SKY1, this does not cover the entire area but rather defines what the texture assignment for each byte is in MAZE1&#039;s first portion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OBJECTS.DEF&#039;&#039;&#039; defines all objects within the level. Enemies, items, doors, switches, decorations, and weapons damage are all defined here.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SOUNDDAT.DEF&#039;&#039;&#039; defines all sounds used in the level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;STARTPOS.DEF&#039;&#039;&#039; Numbers define Y (- north, + south), X (+ east, - west), and angle in clockwise rotatio. 00 is north, 5A(90 degrees) is east, and so on.&lt;br /&gt;
&lt;br /&gt;
== Tools ==&lt;br /&gt;
&lt;br /&gt;
[http://forum.xentax.com/viewtopic.php?f=18&amp;amp;t=3624 QuickBMS scripts] for extracting and converting ANI audio and frames. Needs updating as not all ANI files work. Tool for decompressing and converting frames to BMP [http://www.sendspace.com/file/9yyrpj here].&lt;br /&gt;
&lt;br /&gt;
[http://forum.xentax.com/viewtopic.php?f=10&amp;amp;t=3469 QuickBMS script] for extracting LAB content.&lt;br /&gt;
&lt;br /&gt;
[[Category:3D]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;/div&gt;</summary>
		<author><name>MartinVole</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=I.M._Meen&amp;diff=4366</id>
		<title>I.M. Meen</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=I.M._Meen&amp;diff=4366"/>
		<updated>2012-09-04T10:56:42Z</updated>

		<summary type="html">&lt;p&gt;MartinVole: updated info for map def files obtained from editing them&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GamePage}}&lt;br /&gt;
&lt;br /&gt;
The first of two PC titles, the second being the sequel [[Chill Manor]], created by Animation Magic, known infamously for their Philips CD-i titles. I.M. Meen was released in 1995 during the height of Doom and 2D-in-3D first person games, and it does show. Features were much of what others gave including full rotational angles for enemies and an inventory system, as well as animated cutscenes with voice acting. As far as gameplay goes, as like many titles by Animation Magic, falls short. I.M. Meen&#039;s main goal was intended as an educational game geared towards children to teach grammar.&lt;br /&gt;
&lt;br /&gt;
The game&#039;s storyline follows Scott and Katie who have been trapped in a labyrinth cell through a magical trap in the form of a book set up by the childish education-hating sorcerer, Ignatius Mortimer Meen. They are later freed of captivity by a friendly gnome named Gnorris who disagrees with his boss&#039;s wishes and frequently advises the children in order to help their escape from the frightening labyrinth. They must navigate the labyrinth freeing all the children kidnapped by Meen while battling his monstrous underlings, crazed incarnations at the end of each section, and his poor grammar.&lt;br /&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;*.xmi&amp;lt;/tt&amp;gt; || Extended Midi Files.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.wav&amp;lt;/tt&amp;gt; || Standard WAV audio files.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.lab&amp;lt;/tt&amp;gt; || LAByrinth files, generic uncompressed containers.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.ani,SC**&amp;lt;/tt&amp;gt; || Animated cutscenes.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.pcx&amp;lt;/tt&amp;gt; || [[PCX Format]] screens and backgrounds.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.img&amp;lt;/tt&amp;gt; || [[IMG_Format_(Meen) | Meen IMG file]].&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.def&amp;lt;/tt&amp;gt; || Mostly pure text definitions, more detail below.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.cmp&amp;lt;/tt&amp;gt; || Image format that makes up many of the interface graphics including icons and first-person weapons, otherwise unknown.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.bmf&amp;lt;/tt&amp;gt; || BMF1 files, unknown, possible interface setup.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.pcf&amp;lt;/tt&amp;gt; || Currently unknown, but L_SCRL.PRC contains grammar scroll text and L_HELP.PRC contains grammar hints.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== LAByrinth Files ===&lt;br /&gt;
&lt;br /&gt;
LAByrinth files are generic headerless containers that are mainly used to package up each level along with their individual resources rather than having a uniformly shared set of resources like WADs of Doom engine titles or GRP of BUILD engine games. They start off with a simple index then uncompressed contents follow. RESINT.LAB contains all interface relative images including icons and first-person weapon graphics like the fist and hammer, and RESFACE.LAB contains ingame face graphics, all in CMP format (except GAME_SCR.PCX who&#039;s importance will be mentioned later). Then there is the RES###.LAB files that contains all resources and data for a specific level which will be displayed in a chart below.&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;3D*.wav&amp;lt;/tt&amp;gt; || World sounds including triggers and doors.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;ES*.wav&amp;lt;/tt&amp;gt; || Enemy sounds.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;FX*.wav&amp;lt;/tt&amp;gt; || Generic sound effects for shots and hits.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;PW*.wav&amp;lt;/tt&amp;gt; || Player weapon sounds.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;BUZZER.wav&amp;lt;/tt&amp;gt; || Error chime heard when a mistake is made in a grammar puzzle.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;MU*.xmi&amp;lt;/tt&amp;gt; || Ingame music.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;FLOOR.IMG&amp;lt;/tt&amp;gt; || Generic image container containing all floor textures.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;SKY.IMG&amp;lt;/tt&amp;gt; || Generic image container containing all ceiling textures.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;IMAGES.IMG&amp;lt;/tt&amp;gt; || Generic image container containing all sprites and wall textures.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;CUBES1.def&amp;lt;/tt&amp;gt; || Definition file in binary that sets up wall textures.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;FLOOR1.def&amp;lt;/tt&amp;gt; || Definition file in binary that deals with floor texture assignment encompassing the full length and height of map boundaries.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;MAZE1.def&amp;lt;/tt&amp;gt; || Main map file, broken into two segments, map setup and actor placement. Object number based on place in OBJECTS.DEF. First bytes define dimensions X, Y.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;OBJECTS.def&amp;lt;/tt&amp;gt; || Definition file in text that defines all objects from decorations to enemies and pickups.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;SKY1.def&amp;lt;/tt&amp;gt; || Definition file in binary that deals with ceiling texture assignment encompassing the full length and height of map boundaries.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;SOUNDDAT.def&amp;lt;/tt&amp;gt; || Definition file in text that defines all sound associations.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;STARTPOS.def&amp;lt;/tt&amp;gt; || Obvious, defines starting point. Numbers define Y (- north, + south), X (+ east, - west), and angle.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;GAME_SCR.PCX&amp;lt;/tt&amp;gt; || Main HUD interface image, the palette within is used by all world graphics.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;STARTSCR.PCX&amp;lt;/tt&amp;gt; || Level&#039;s starting screen.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tools ==&lt;br /&gt;
&lt;br /&gt;
[http://forum.xentax.com/viewtopic.php?f=18&amp;amp;t=3624 QuickBMS scripts] for extracting and converting ANI audio and frames. Needs updating as not all ANI files work. Tool for decompressing and converting frames to BMP [http://www.sendspace.com/file/9yyrpj here].&lt;br /&gt;
&lt;br /&gt;
[http://forum.xentax.com/viewtopic.php?f=10&amp;amp;t=3469 QuickBMS script] for extracting LAB content.&lt;br /&gt;
&lt;br /&gt;
[[Category:3D]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;/div&gt;</summary>
		<author><name>MartinVole</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=Chill_Manor&amp;diff=4365</id>
		<title>Chill Manor</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=Chill_Manor&amp;diff=4365"/>
		<updated>2012-09-04T02:05:36Z</updated>

		<summary type="html">&lt;p&gt;MartinVole: Cleaned up, removed IMG specs for favor of new page dedicated to it. Added file format notes.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GamePage}}&lt;br /&gt;
&lt;br /&gt;
[[Chill Manor]] is the sequel to [[I.M. Meen]] released in 1996. It follows a group of children out to stop Ignatius Mortimer Meen&#039;s wife, Ophelia Chill, who is altering the course of history.&lt;br /&gt;
&lt;br /&gt;
The game uses an updated version of the I.M. Meen engine sporting features of animated tiles, transforming actors, mipmaps, and multiple dimensional textures.&lt;br /&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;*.xmi&amp;lt;/tt&amp;gt; || Extended Midi Files.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.wav&amp;lt;/tt&amp;gt; || Standard WAV audio files.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.lab&amp;lt;/tt&amp;gt; || LAByrinth files, generic uncompressed containers.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.ani&amp;lt;/tt&amp;gt; || Animated cutscenes.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.pcx&amp;lt;/tt&amp;gt; || [[PCX Format]] screens and backgrounds.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.img&amp;lt;/tt&amp;gt; || [[IMG_Format_(Meen) | V2 Meen IMG file]].&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.def&amp;lt;/tt&amp;gt; || Mostly the same as I.M. Meen with the exception that OBJECTS.def is compressed.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.cmp&amp;lt;/tt&amp;gt; || Image format that makes up many of the interface graphics including icons and first-person weapons, otherwise unknown.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.bmp&amp;lt;/tt&amp;gt; || Standard bitmaps, mostly for history puzzle fonts.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.ega&amp;lt;/tt&amp;gt; || [[Raw EGA data]].&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.atb,*.stb&amp;lt;/tt&amp;gt; || Tables that seemingly deal with Adlib and Sound Blaster, respectively.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.exp&amp;lt;/tt&amp;gt; || Raw text dealing with animated textures.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===File format notes===&lt;br /&gt;
&lt;br /&gt;
Much of the file formats used in Chill Manor were also used in I.M. Meen, except separated into folders. Within the RES folder some LAB files do not appear to be actual data containers, these are: RESCH, RESCH1, RESCH2, RESGR, RESPZ. As of yet these serve no known purpose. The GAME_SCR.PCX containing the game palette is present within RESINT.&lt;br /&gt;
&lt;br /&gt;
The other new format is present in the HISTORY folder under EGA, which are raw uncompressed [[Raw_EGA_data | EGA]] graphic files, possibly used in an effort to diminish space usage.&lt;br /&gt;
&lt;br /&gt;
STARTPOS is now known as LEVEL and features a 4th coordinate value.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game Intro Page]]&lt;br /&gt;
[[Category:3D]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;/div&gt;</summary>
		<author><name>MartinVole</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=I.M._Meen&amp;diff=4364</id>
		<title>I.M. Meen</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=I.M._Meen&amp;diff=4364"/>
		<updated>2012-09-04T01:53:55Z</updated>

		<summary type="html">&lt;p&gt;MartinVole: Removed references to IMG and linked to new IMG specs.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GamePage}}&lt;br /&gt;
&lt;br /&gt;
The first of two PC titles, the second being the sequel [[Chill Manor]], created by Animation Magic, known infamously for their Philips CD-i titles. I.M. Meen was released in 1995 during the height of Doom and 2D-in-3D first person games, and it does show. Features were much of what others gave including full rotational angles for enemies and an inventory system, as well as animated cutscenes with voice acting. As far as gameplay goes, as like many titles by Animation Magic, falls short. I.M. Meen&#039;s main goal was intended as an educational game geared towards children to teach grammar.&lt;br /&gt;
&lt;br /&gt;
The game&#039;s storyline follows Scott and Katie who have been trapped in a labyrinth cell through a magical trap in the form of a book set up by the childish education-hating sorcerer, Ignatius Mortimer Meen. They are later freed of captivity by a friendly gnome named Gnorris who disagrees with his boss&#039;s wishes and frequently advises the children in order to help their escape from the frightening labyrinth. They must navigate the labyrinth freeing all the children kidnapped by Meen while battling his monstrous underlings, crazed incarnations at the end of each section, and his poor grammar.&lt;br /&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;*.xmi&amp;lt;/tt&amp;gt; || Extended Midi Files.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.wav&amp;lt;/tt&amp;gt; || Standard WAV audio files.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.lab&amp;lt;/tt&amp;gt; || LAByrinth files, generic uncompressed containers.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.ani,SC**&amp;lt;/tt&amp;gt; || Animated cutscenes.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.pcx&amp;lt;/tt&amp;gt; || [[PCX Format]] screens and backgrounds.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.img&amp;lt;/tt&amp;gt; || [[IMG_Format_(Meen) | Meen IMG file]].&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.def&amp;lt;/tt&amp;gt; || Mostly pure text definitions, more detail below.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.cmp&amp;lt;/tt&amp;gt; || Image format that makes up many of the interface graphics including icons and first-person weapons, otherwise unknown.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.bmf&amp;lt;/tt&amp;gt; || BMF1 files, unknown, possible interface setup.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.pcf&amp;lt;/tt&amp;gt; || Currently unknown, but L_SCRL.PRC contains grammar scroll text and L_HELP.PRC contains grammar hints.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== LAByrinth Files ===&lt;br /&gt;
&lt;br /&gt;
LAByrinth files are generic headerless containers that are mainly used to package up each level along with their individual resources rather than having a uniformly shared set of resources like WADs of Doom engine titles or GRP of BUILD engine games. They start off with a simple index then uncompressed contents follow. RESINT.LAB contains all interface relative images including icons and first-person weapon graphics like the fist and hammer, and RESFACE.LAB contains ingame face graphics, all in CMP format (except GAME_SCR.PCX who&#039;s importance will be mentioned later). Then there is the RES###.LAB files that contains all resources and data for a specific level which will be displayed in a chart below.&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;3D*.wav&amp;lt;/tt&amp;gt; || World sounds including triggers and doors.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;ES*.wav&amp;lt;/tt&amp;gt; || Enemy sounds.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;FX*.wav&amp;lt;/tt&amp;gt; || Generic sound effects for shots and hits.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;PW*.wav&amp;lt;/tt&amp;gt; || Player weapon sounds.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;BUZZER.wav&amp;lt;/tt&amp;gt; || Error chime heard when a mistake is made in a grammar puzzle.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;MU*.xmi&amp;lt;/tt&amp;gt; || Ingame music.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;FLOOR.IMG&amp;lt;/tt&amp;gt; || Generic image container containing all floor textures.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;SKY.IMG&amp;lt;/tt&amp;gt; || Generic image container containing all ceiling textures.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;IMAGES.IMG&amp;lt;/tt&amp;gt; || Generic image container containing all sprites and wall textures.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;CUBES1.def&amp;lt;/tt&amp;gt; || Definition file in binary that serves an unknown purpose as of yet.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;FLOOR1.def&amp;lt;/tt&amp;gt; || Definition file in binary that appears to deal with floor texture assignment.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;MAZE1.def&amp;lt;/tt&amp;gt; || Definition file in binary that appears to deal with the level&#039;s setup as well as the minimap.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;OBJECTS.def&amp;lt;/tt&amp;gt; || Definition file in text that defines all objects from decorations to enemies and pickups.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;SKY1.def&amp;lt;/tt&amp;gt; || Definition file in binary that appears to deal with ceiling texture assignment.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;SOUNDDAT.def&amp;lt;/tt&amp;gt; || Definition file in text that defines all sound associations.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;STARTPOS.def&amp;lt;/tt&amp;gt; || Obvious, defines starting point coordinates for that specific level.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;GAME_SCR.PCX&amp;lt;/tt&amp;gt; || Main HUD interface image, the palette within is used by all world graphics.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;STARTSCR.PCX&amp;lt;/tt&amp;gt; || Level&#039;s starting screen.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tools ==&lt;br /&gt;
&lt;br /&gt;
[http://forum.xentax.com/viewtopic.php?f=18&amp;amp;t=3624 QuickBMS scripts] for extracting and converting ANI audio and frames. Needs updating as not all ANI files work. Tool for decompressing and converting frames to BMP [http://www.sendspace.com/file/9yyrpj here].&lt;br /&gt;
&lt;br /&gt;
[http://forum.xentax.com/viewtopic.php?f=10&amp;amp;t=3469 QuickBMS script] for extracting LAB content.&lt;br /&gt;
&lt;br /&gt;
[[Category:3D]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;/div&gt;</summary>
		<author><name>MartinVole</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=IMG_Format_(Meen)&amp;diff=4363</id>
		<title>IMG Format (Meen)</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=IMG_Format_(Meen)&amp;diff=4363"/>
		<updated>2012-09-04T01:45:40Z</updated>

		<summary type="html">&lt;p&gt;MartinVole: Created separate page for Meen IMG files.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;IMG format&#039;&#039;&#039; is used by Animation Magic&#039;s Meen engine games for a level&#039;s textures and sprites. Images are in raw 8-BIT (256 colors) and the [[VGA_Palette | palette]] from GAME_SCR.PCX is used by both games.&lt;br /&gt;
&lt;br /&gt;
=Header=&lt;br /&gt;
&lt;br /&gt;
===V1===&lt;br /&gt;
&lt;br /&gt;
These are the IMG files used by I.M.Meen, they consist purely of 64x64 entries that are rotated 90 degrees counter-clockwise.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Data type!!Description&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT16LE]] Index start || 01 for SKY and FLOOR indicates no jump and listing will occur after # of unmasked textures. Any number above 01 will be given +10 in hex, so 0E will become 1E(30 bytes/0x1E) indicating the location of the starting pointer index.&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT16LE]] Textures || Number of unmasked textures.&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT16LE]] Switches || Number of switch/interactive textures.&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT16LE]] Masked || If Index Start is not 01, then this will be the number of masked entries.&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT16LE]] Switches || A repeat entry.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The pointer index follows this structure:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Data type!!Description&lt;br /&gt;
|-&lt;br /&gt;
|  [[UINT32LE]] Pointer || Always starting with 00 10 00 00. Entry afterwards indicates end and beginning of next.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Info on the masked/compressed textures can be found in the tools section as a fully functioning converter exists for I.M. Meen IMG files.&lt;br /&gt;
&lt;br /&gt;
===V2===&lt;br /&gt;
&lt;br /&gt;
Those used by Chill Manor. They can consist of multiple-dimensional entries and have mipmaps. They are mostly the same as the ones in I.M.Meen with the exception that each graphic entry has its own sub-index for the mipmap entries. The format is the same as the main index with the next entry being the end of one and the start of another. They count WITHIN the entry, not throughout the IMG file, so exact hex coordinates would be the start point + the hex location of the beginning header.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Data type!!Description&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT32LE]] Start point || How many bytes to jump ahead to where the graphic starts.&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT32LE]] End Point || How many bytes to jump ahead to reach the end of the graphic.&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT32LE]] End Point of mip 1 || How many bytes to jump ahead to reach the end of the first mipmap.&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT32LE]] End Point of mip 2 || How many bytes to jump ahead to reach the end of the second mipmap.&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT32LE]] End Point of mip 3 || How many bytes to jump ahead to reach the end of the third mipmap.&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT32LE]] End Point of mip 4 || How many bytes to jump ahead to reach the end of the fourth mipmap.&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT32LE]] End Point of mip 5 || How many bytes to jump ahead to reach the end of the final mipmap.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The handling of transparency is the same, regardless. With the existing tool, theoretically, one could manually cut out an entry in the IMAGES file, apply a working IMG header and parse it through as a miniature IMG file but it still only handles 64x64 currently.&lt;br /&gt;
&lt;br /&gt;
=Source=&lt;br /&gt;
This information comes from personal experience and from [http://forum.xentax.com/viewtopic.php?f=18&amp;amp;t=3929 this thread] which also contains the tool IMG2BMP by WRS who has provided source code in Delphi.&lt;br /&gt;
&lt;br /&gt;
[[Category:File Formats]]&lt;br /&gt;
[[Category:Graphics Files]]&lt;br /&gt;
[[Category:I.M. Meen]]&lt;br /&gt;
[[Category:Chill Manor]]&lt;/div&gt;</summary>
		<author><name>MartinVole</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=I.M._Meen&amp;diff=4362</id>
		<title>I.M. Meen</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=I.M._Meen&amp;diff=4362"/>
		<updated>2012-09-03T12:27:12Z</updated>

		<summary type="html">&lt;p&gt;MartinVole: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GamePage}}&lt;br /&gt;
&lt;br /&gt;
The first of two PC titles, the second being the sequel [[Chill Manor]], created by Animation Magic, known infamously for their Philips CD-i titles. I.M. Meen was released in 1995 during the height of Doom and 2D-in-3D first person games, and it does show. Features were much of what others gave including full rotational angles for enemies and an inventory system, as well as animated cutscenes with voice acting. As far as gameplay goes, as like many titles by Animation Magic, falls short. I.M. Meen&#039;s main goal was intended as an educational game geared towards children to teach grammar.&lt;br /&gt;
&lt;br /&gt;
The game&#039;s storyline follows Scott and Katie who have been trapped in a labyrinth cell through a magical trap in the form of a book set up by the childish education-hating sorcerer, Ignatius Mortimer Meen. They are later freed of captivity by a friendly gnome named Gnorris who disagrees with his boss&#039;s wishes and frequently advises the children in order to help their escape from the frightening labyrinth. They must navigate the labyrinth freeing all the children kidnapped by Meen while battling his monstrous underlings, crazed incarnations at the end of each section, and his poor grammar.&lt;br /&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;*.xmi&amp;lt;/tt&amp;gt; || Extended Midi Files.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.wav&amp;lt;/tt&amp;gt; || Standard WAV audio files.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.lab&amp;lt;/tt&amp;gt; || LAByrinth files, generic uncompressed containers.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.ani,SC**&amp;lt;/tt&amp;gt; || Animated cutscenes.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.pcx&amp;lt;/tt&amp;gt; || [[PCX Format]] screens and backgrounds.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.img&amp;lt;/tt&amp;gt; || Raw image containers, more detail below.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.def&amp;lt;/tt&amp;gt; || Mostly pure text definitions, more detail below.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.cmp&amp;lt;/tt&amp;gt; || Image format that makes up many of the interface graphics including icons and first-person weapons, otherwise unknown.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.bmf&amp;lt;/tt&amp;gt; || BMF1 files, unknown, possible interface setup.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.pcf&amp;lt;/tt&amp;gt; || Currently unknown, but L_SCRL.PRC contains grammar scroll text and L_HELP.PRC contains grammar hints.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== LAByrinth Files ===&lt;br /&gt;
&lt;br /&gt;
LAByrinth files are generic headerless containers that are mainly used to package up each level along with their individual resources rather than having a uniformly shared set of resources like WADs of Doom engine titles or GRP of BUILD engine games. They start off with a simple index then uncompressed contents follow. RESINT.LAB contains all interface relative images including icons and first-person weapon graphics like the fist and hammer, and RESFACE.LAB contains ingame face graphics, all in CMP format (except GAME_SCR.PCX who&#039;s importance will be mentioned later). Then there is the RES###.LAB files that contains all resources and data for a specific level which will be displayed in a chart below.&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;3D*.wav&amp;lt;/tt&amp;gt; || World sounds including triggers and doors.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;ES*.wav&amp;lt;/tt&amp;gt; || Enemy sounds.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;FX*.wav&amp;lt;/tt&amp;gt; || Generic sound effects for shots and hits.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;PW*.wav&amp;lt;/tt&amp;gt; || Player weapon sounds.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;BUZZER.wav&amp;lt;/tt&amp;gt; || Error chime heard when a mistake is made in a grammar puzzle.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;MU*.xmi&amp;lt;/tt&amp;gt; || Ingame music.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;FLOOR.IMG&amp;lt;/tt&amp;gt; || Generic image container containing all floor textures.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;SKY.IMG&amp;lt;/tt&amp;gt; || Generic image container containing all ceiling textures.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;IMAGES.IMG&amp;lt;/tt&amp;gt; || Generic image container containing all sprites and wall textures.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;CUBES1.def&amp;lt;/tt&amp;gt; || Definition file in binary that serves an unknown purpose as of yet.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;FLOOR1.def&amp;lt;/tt&amp;gt; || Definition file in binary that appears to deal with floor texture assignment.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;MAZE1.def&amp;lt;/tt&amp;gt; || Definition file in binary that appears to deal with the level&#039;s setup as well as the minimap.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;OBJECTS.def&amp;lt;/tt&amp;gt; || Definition file in text that defines all objects from decorations to enemies and pickups.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;SKY1.def&amp;lt;/tt&amp;gt; || Definition file in binary that appears to deal with ceiling texture assignment.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;SOUNDDAT.def&amp;lt;/tt&amp;gt; || Definition file in text that defines all sound associations.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;STARTPOS.def&amp;lt;/tt&amp;gt; || Obvious, defines starting point coordinates for that specific level.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;GAME_SCR.PCX&amp;lt;/tt&amp;gt; || Main HUD interface image, the palette within is used by all world graphics.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;STARTSCR.PCX&amp;lt;/tt&amp;gt; || Level&#039;s starting screen.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== IMG files ===&lt;br /&gt;
&lt;br /&gt;
All I.M. Meen IMG files consist of raw 64x64 tiles rotated counter-clockwise by 90 degrees. All textures, except masked ones, are uncompressed.&lt;br /&gt;
&lt;br /&gt;
All IMG files start with:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Data type!!Description&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT16LE]] Pointer start || 01 for SKY1 and FLOOR1 indicating no jump. Various for IMAGES +10 in hex, so 0E will become 1E(30 bytes/0x1E).&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT16LE]] Textures || Number of unmasked textures.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The following would start the pointers of each texture ALWAYS starting with 00 10 (4096 bytes/0x1000) for SKY1 and FLOOR1. But for IMAGES, there is an extra bit involving the masked tiles followed by the total number of masked tiles then the same number repeated (eg. 11 00 5D 01 11 00).&lt;br /&gt;
&lt;br /&gt;
== Tools ==&lt;br /&gt;
&lt;br /&gt;
[http://forum.xentax.com/viewtopic.php?f=18&amp;amp;t=3624 QuickBMS scripts] for extracting and converting ANI audio and frames. Needs updating as not all ANI files work. Tool for decompressing and converting frames to BMP [http://www.sendspace.com/file/9yyrpj here].&lt;br /&gt;
&lt;br /&gt;
[http://forum.xentax.com/viewtopic.php?f=10&amp;amp;t=3469 QuickBMS script] for extracting LAB content.&lt;br /&gt;
&lt;br /&gt;
[http://forum.xentax.com/viewtopic.php?t=3929&amp;amp;f=18 Information, scripts, and tools] for dealing with IMG files.&lt;br /&gt;
&lt;br /&gt;
[[Category:3D]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;/div&gt;</summary>
		<author><name>MartinVole</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=I.M._Meen&amp;diff=4361</id>
		<title>I.M. Meen</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=I.M._Meen&amp;diff=4361"/>
		<updated>2012-09-03T12:25:48Z</updated>

		<summary type="html">&lt;p&gt;MartinVole: made link to Chill Manor&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GamePage}}&lt;br /&gt;
&lt;br /&gt;
The first of two PC titles, the second being its sequel, [[Chill Manor]], created by Animation Magic, known infamously for their Philips CD-i titles. I.M. Meen was released in 1995 during the height of Doom and 2D-in-3D first person games, and it does show. Features were much of what others gave including full rotational angles for enemies and an inventory system, as well as animated cutscenes with voice acting. As far as gameplay goes, as like many titles by Animation Magic, falls short. I.M. Meen&#039;s main goal was intended as an educational game geared towards children to teach grammar.&lt;br /&gt;
&lt;br /&gt;
The game&#039;s storyline follows Scott and Katie who have been trapped in a labyrinth cell through a magical trap in the form of a book set up by the childish education-hating sorcerer, Ignatius Mortimer Meen. They are later freed of captivity by a friendly gnome named Gnorris who disagrees with his boss&#039;s wishes and frequently advises the children in order to help their escape from the frightening labyrinth. They must navigate the labyrinth freeing all the children kidnapped by Meen while battling his monstrous underlings, crazed incarnations at the end of each section, and his poor grammar.&lt;br /&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;*.xmi&amp;lt;/tt&amp;gt; || Extended Midi Files.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.wav&amp;lt;/tt&amp;gt; || Standard WAV audio files.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.lab&amp;lt;/tt&amp;gt; || LAByrinth files, generic uncompressed containers.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.ani,SC**&amp;lt;/tt&amp;gt; || Animated cutscenes.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.pcx&amp;lt;/tt&amp;gt; || [[PCX Format]] screens and backgrounds.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.img&amp;lt;/tt&amp;gt; || Raw image containers, more detail below.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.def&amp;lt;/tt&amp;gt; || Mostly pure text definitions, more detail below.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.cmp&amp;lt;/tt&amp;gt; || Image format that makes up many of the interface graphics including icons and first-person weapons, otherwise unknown.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.bmf&amp;lt;/tt&amp;gt; || BMF1 files, unknown, possible interface setup.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.pcf&amp;lt;/tt&amp;gt; || Currently unknown, but L_SCRL.PRC contains grammar scroll text and L_HELP.PRC contains grammar hints.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== LAByrinth Files ===&lt;br /&gt;
&lt;br /&gt;
LAByrinth files are generic headerless containers that are mainly used to package up each level along with their individual resources rather than having a uniformly shared set of resources like WADs of Doom engine titles or GRP of BUILD engine games. They start off with a simple index then uncompressed contents follow. RESINT.LAB contains all interface relative images including icons and first-person weapon graphics like the fist and hammer, and RESFACE.LAB contains ingame face graphics, all in CMP format (except GAME_SCR.PCX who&#039;s importance will be mentioned later). Then there is the RES###.LAB files that contains all resources and data for a specific level which will be displayed in a chart below.&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;3D*.wav&amp;lt;/tt&amp;gt; || World sounds including triggers and doors.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;ES*.wav&amp;lt;/tt&amp;gt; || Enemy sounds.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;FX*.wav&amp;lt;/tt&amp;gt; || Generic sound effects for shots and hits.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;PW*.wav&amp;lt;/tt&amp;gt; || Player weapon sounds.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;BUZZER.wav&amp;lt;/tt&amp;gt; || Error chime heard when a mistake is made in a grammar puzzle.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;MU*.xmi&amp;lt;/tt&amp;gt; || Ingame music.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;FLOOR.IMG&amp;lt;/tt&amp;gt; || Generic image container containing all floor textures.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;SKY.IMG&amp;lt;/tt&amp;gt; || Generic image container containing all ceiling textures.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;IMAGES.IMG&amp;lt;/tt&amp;gt; || Generic image container containing all sprites and wall textures.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;CUBES1.def&amp;lt;/tt&amp;gt; || Definition file in binary that serves an unknown purpose as of yet.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;FLOOR1.def&amp;lt;/tt&amp;gt; || Definition file in binary that appears to deal with floor texture assignment.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;MAZE1.def&amp;lt;/tt&amp;gt; || Definition file in binary that appears to deal with the level&#039;s setup as well as the minimap.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;OBJECTS.def&amp;lt;/tt&amp;gt; || Definition file in text that defines all objects from decorations to enemies and pickups.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;SKY1.def&amp;lt;/tt&amp;gt; || Definition file in binary that appears to deal with ceiling texture assignment.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;SOUNDDAT.def&amp;lt;/tt&amp;gt; || Definition file in text that defines all sound associations.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;STARTPOS.def&amp;lt;/tt&amp;gt; || Obvious, defines starting point coordinates for that specific level.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;GAME_SCR.PCX&amp;lt;/tt&amp;gt; || Main HUD interface image, the palette within is used by all world graphics.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;STARTSCR.PCX&amp;lt;/tt&amp;gt; || Level&#039;s starting screen.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== IMG files ===&lt;br /&gt;
&lt;br /&gt;
All I.M. Meen IMG files consist of raw 64x64 tiles rotated counter-clockwise by 90 degrees. All textures, except masked ones, are uncompressed.&lt;br /&gt;
&lt;br /&gt;
All IMG files start with:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Data type!!Description&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT16LE]] Pointer start || 01 for SKY1 and FLOOR1 indicating no jump. Various for IMAGES +10 in hex, so 0E will become 1E(30 bytes/0x1E).&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT16LE]] Textures || Number of unmasked textures.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The following would start the pointers of each texture ALWAYS starting with 00 10 (4096 bytes/0x1000) for SKY1 and FLOOR1. But for IMAGES, there is an extra bit involving the masked tiles followed by the total number of masked tiles then the same number repeated (eg. 11 00 5D 01 11 00).&lt;br /&gt;
&lt;br /&gt;
== Tools ==&lt;br /&gt;
&lt;br /&gt;
[http://forum.xentax.com/viewtopic.php?f=18&amp;amp;t=3624 QuickBMS scripts] for extracting and converting ANI audio and frames. Needs updating as not all ANI files work. Tool for decompressing and converting frames to BMP [http://www.sendspace.com/file/9yyrpj here].&lt;br /&gt;
&lt;br /&gt;
[http://forum.xentax.com/viewtopic.php?f=10&amp;amp;t=3469 QuickBMS script] for extracting LAB content.&lt;br /&gt;
&lt;br /&gt;
[http://forum.xentax.com/viewtopic.php?t=3929&amp;amp;f=18 Information, scripts, and tools] for dealing with IMG files.&lt;br /&gt;
&lt;br /&gt;
[[Category:3D]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;/div&gt;</summary>
		<author><name>MartinVole</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=File:Chill_Manor.png&amp;diff=4360</id>
		<title>File:Chill Manor.png</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=File:Chill_Manor.png&amp;diff=4360"/>
		<updated>2012-09-03T12:24:04Z</updated>

		<summary type="html">&lt;p&gt;MartinVole: Added title screen for Chill Manor.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Added title screen for Chill Manor.&lt;/div&gt;</summary>
		<author><name>MartinVole</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=Chill_Manor&amp;diff=4359</id>
		<title>Chill Manor</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=Chill_Manor&amp;diff=4359"/>
		<updated>2012-09-03T12:21:39Z</updated>

		<summary type="html">&lt;p&gt;MartinVole: made page for Chill Manor.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GamePage}}&lt;br /&gt;
&lt;br /&gt;
[[Chill Manor]] is the sequel to [[I.M. Meen]] released in 1996. It follows a group of children out to stop Ignatius Mortimer Meen&#039;s wife, Ophelia Chill, who is altering the course of history.&lt;br /&gt;
&lt;br /&gt;
The game uses an updated version of the I.M. Meen engine sporting features of animated tiles, transforming actors, mipmaps, and multiple dimensional textures.&lt;br /&gt;
&lt;br /&gt;
== File formats ==&lt;br /&gt;
&lt;br /&gt;
Much of the file formats used in Chill Manor were also used in I.M. Meen, except separated into folders. Within the RES folder some LAB files do not appear to be actual data containers, these are: RESCH, RESCH1, RESCH2, RESGR, RESPZ. As of yet these serve no known purpose. The GAME_SCR.PCX containing the game palette is present within RESINT.&lt;br /&gt;
&lt;br /&gt;
There are also the unknown ATB and STB files new to the game, they seem to relate to Adlib/SoundBlaster but only by speculation.&lt;br /&gt;
&lt;br /&gt;
The other new format is present in the HISTORY folder under EGA, which are raw uncompressed [[Raw_EGA_data | EGA]] graphic files, possibly used in an effort to diminish space usage.&lt;br /&gt;
&lt;br /&gt;
The DEF files are changed, SOUNDDAT now lists sounds by number, OBJECTS are compressed, STARTPOS is now known as LEVEL and features a 4th coordinate value.&lt;br /&gt;
&lt;br /&gt;
ANIM##.EXP files exist now to deal with animated textures.&lt;br /&gt;
&lt;br /&gt;
=== V2 IMG files ===&lt;br /&gt;
&lt;br /&gt;
The greatest change in Chill Manor over I.M. Meen is the IMG files. Though much of the data is the same, it is updated to support mipmaps and multiple sizes. This makes the old IMG2BMP utility useless as it is only designed for 64x64 graphics and the extra bits of data throw it off, even for SKY and FLOOR which still sport 64x64 tiles. Each texture entry has a list of its own:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Data type!!Description&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT32LE]] Start point || How many bytes to jump ahead to where the graphic starts.&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT32LE]] End Point || How many bytes to jump ahead to reach the end of the graphic.&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT32LE]] End Point of mip 1 || How many bytes to jump ahead to reach the end of the first mipmap.&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT32LE]] End Point of mip 2 || How many bytes to jump ahead to reach the end of the second mipmap.&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT32LE]] End Point of mip 3 || How many bytes to jump ahead to reach the end of the third mipmap.&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT32LE]] End Point of mip 4 || How many bytes to jump ahead to reach the end of the fourth mipmap.&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT32LE]] End Point of mip 5 || How many bytes to jump ahead to reach the end of the final mipmap.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note: This is in the same exact format for the main graphic pointers of the IMG file, the new method basically makes each graphical entry a mini-IMG to compensate for the mipmaps.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game Intro Page]]&lt;br /&gt;
[[Category:3D]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;/div&gt;</summary>
		<author><name>MartinVole</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=I.M._Meen&amp;diff=4358</id>
		<title>I.M. Meen</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=I.M._Meen&amp;diff=4358"/>
		<updated>2012-09-03T10:05:29Z</updated>

		<summary type="html">&lt;p&gt;MartinVole: /* IMG files */ removed text revolving around IMG2BMP in IMG section to diminish redundancy as it was already linked in Tools section.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GamePage}}&lt;br /&gt;
&lt;br /&gt;
The first of two PC titles (the second being its sequel, Chill Manor) created by Animation Magic, known infamously for their Philips CD-i titles. I.M. Meen was released in 1995 during the height of Doom and 2D-in-3D first person games, and it does show. Features were much of what others gave including full rotational angles for enemies and an inventory system, as well as animated cutscenes with voice acting. As far as gameplay goes, as like many titles by Animation Magic, falls short. I.M. Meen&#039;s main goal was intended as an educational game geared towards children to teach grammar.&lt;br /&gt;
&lt;br /&gt;
The game&#039;s storyline follows Scott and Katie who have been trapped in a labyrinth cell through a magical trap in the form of a book set up by the childish education-hating sorcerer, Ignatius Mortimer Meen. They are later freed of captivity by a friendly gnome named Gnorris who disagrees with his boss&#039;s wishes and frequently advises the children in order to help their escape from the frightening labyrinth. They must navigate the labyrinth freeing all the children kidnapped by Meen while battling his monstrous underlings, crazed incarnations at the end of each section, and his poor grammar.&lt;br /&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;*.xmi&amp;lt;/tt&amp;gt; || Extended Midi Files.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.wav&amp;lt;/tt&amp;gt; || Standard WAV audio files.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.lab&amp;lt;/tt&amp;gt; || LAByrinth files, generic uncompressed containers.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.ani,SC**&amp;lt;/tt&amp;gt; || Animated cutscenes.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.pcx&amp;lt;/tt&amp;gt; || [[PCX Format]] screens and backgrounds.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.img&amp;lt;/tt&amp;gt; || Raw image containers, more detail below.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.def&amp;lt;/tt&amp;gt; || Mostly pure text definitions, more detail below.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.cmp&amp;lt;/tt&amp;gt; || Image format that makes up many of the interface graphics including icons and first-person weapons, otherwise unknown.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.bmf&amp;lt;/tt&amp;gt; || BMF1 files, unknown, possible interface setup.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.pcf&amp;lt;/tt&amp;gt; || Currently unknown, but L_SCRL.PRC contains grammar scroll text and L_HELP.PRC contains grammar hints.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== LAByrinth Files ===&lt;br /&gt;
&lt;br /&gt;
LAByrinth files are generic headerless containers that are mainly used to package up each level along with their individual resources rather than having a uniformly shared set of resources like WADs of Doom engine titles or GRP of BUILD engine games. They start off with a simple index then uncompressed contents follow. RESINT.LAB contains all interface relative images including icons and first-person weapon graphics like the fist and hammer, and RESFACE.LAB contains ingame face graphics, all in CMP format (except GAME_SCR.PCX who&#039;s importance will be mentioned later). Then there is the RES###.LAB files that contains all resources and data for a specific level which will be displayed in a chart below.&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;3D*.wav&amp;lt;/tt&amp;gt; || World sounds including triggers and doors.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;ES*.wav&amp;lt;/tt&amp;gt; || Enemy sounds.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;FX*.wav&amp;lt;/tt&amp;gt; || Generic sound effects for shots and hits.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;PW*.wav&amp;lt;/tt&amp;gt; || Player weapon sounds.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;BUZZER.wav&amp;lt;/tt&amp;gt; || Error chime heard when a mistake is made in a grammar puzzle.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;MU*.xmi&amp;lt;/tt&amp;gt; || Ingame music.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;FLOOR.IMG&amp;lt;/tt&amp;gt; || Generic image container containing all floor textures.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;SKY.IMG&amp;lt;/tt&amp;gt; || Generic image container containing all ceiling textures.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;IMAGES.IMG&amp;lt;/tt&amp;gt; || Generic image container containing all sprites and wall textures.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;CUBES1.def&amp;lt;/tt&amp;gt; || Definition file in binary that serves an unknown purpose as of yet.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;FLOOR1.def&amp;lt;/tt&amp;gt; || Definition file in binary that appears to deal with floor texture assignment.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;MAZE1.def&amp;lt;/tt&amp;gt; || Definition file in binary that appears to deal with the level&#039;s setup as well as the minimap.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;OBJECTS.def&amp;lt;/tt&amp;gt; || Definition file in text that defines all objects from decorations to enemies and pickups.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;SKY1.def&amp;lt;/tt&amp;gt; || Definition file in binary that appears to deal with ceiling texture assignment.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;SOUNDDAT.def&amp;lt;/tt&amp;gt; || Definition file in text that defines all sound associations.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;STARTPOS.def&amp;lt;/tt&amp;gt; || Obvious, defines starting point coordinates for that specific level.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;GAME_SCR.PCX&amp;lt;/tt&amp;gt; || Main HUD interface image, the palette within is used by all world graphics.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;STARTSCR.PCX&amp;lt;/tt&amp;gt; || Level&#039;s starting screen.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== IMG files ===&lt;br /&gt;
&lt;br /&gt;
All I.M. Meen IMG files consist of raw 64x64 tiles rotated counter-clockwise by 90 degrees. All textures, except masked ones, are uncompressed.&lt;br /&gt;
&lt;br /&gt;
All IMG files start with:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Data type!!Description&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT16LE]] Pointer start || 01 for SKY1 and FLOOR1 indicating no jump. Various for IMAGES +10 in hex, so 0E will become 1E(30 bytes/0x1E).&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT16LE]] Textures || Number of unmasked textures.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The following would start the pointers of each texture ALWAYS starting with 00 10 (4096 bytes/0x1000) for SKY1 and FLOOR1. But for IMAGES, there is an extra bit involving the masked tiles followed by the total number of masked tiles then the same number repeated (eg. 11 00 5D 01 11 00).&lt;br /&gt;
&lt;br /&gt;
== Tools ==&lt;br /&gt;
&lt;br /&gt;
[http://forum.xentax.com/viewtopic.php?f=18&amp;amp;t=3624 QuickBMS scripts] for extracting and converting ANI audio and frames. Needs updating as not all ANI files work. Tool for decompressing and converting frames to BMP [http://www.sendspace.com/file/9yyrpj here].&lt;br /&gt;
&lt;br /&gt;
[http://forum.xentax.com/viewtopic.php?f=10&amp;amp;t=3469 QuickBMS script] for extracting LAB content.&lt;br /&gt;
&lt;br /&gt;
[http://forum.xentax.com/viewtopic.php?t=3929&amp;amp;f=18 Information, scripts, and tools] for dealing with IMG files.&lt;br /&gt;
&lt;br /&gt;
[[Category:3D]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;/div&gt;</summary>
		<author><name>MartinVole</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=File:I.M._Meen.png&amp;diff=4357</id>
		<title>File:I.M. Meen.png</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=File:I.M._Meen.png&amp;diff=4357"/>
		<updated>2012-09-03T09:55:55Z</updated>

		<summary type="html">&lt;p&gt;MartinVole: Added title screen for I.M.Meen&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Added title screen for I.M.Meen&lt;/div&gt;</summary>
		<author><name>MartinVole</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=I.M._Meen&amp;diff=4356</id>
		<title>I.M. Meen</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=I.M._Meen&amp;diff=4356"/>
		<updated>2012-09-03T09:35:55Z</updated>

		<summary type="html">&lt;p&gt;MartinVole: Some edits in tools section and temp link for the originally lost MeenTool2 java program.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GamePage}}&lt;br /&gt;
&lt;br /&gt;
The first of two PC titles (the second being its sequel, Chill Manor) created by Animation Magic, known infamously for their Philips CD-i titles. I.M. Meen was released in 1995 during the height of Doom and 2D-in-3D first person games, and it does show. Features were much of what others gave including full rotational angles for enemies and an inventory system, as well as animated cutscenes with voice acting. As far as gameplay goes, as like many titles by Animation Magic, falls short. I.M. Meen&#039;s main goal was intended as an educational game geared towards children to teach grammar.&lt;br /&gt;
&lt;br /&gt;
The game&#039;s storyline follows Scott and Katie who have been trapped in a labyrinth cell through a magical trap in the form of a book set up by the childish education-hating sorcerer, Ignatius Mortimer Meen. They are later freed of captivity by a friendly gnome named Gnorris who disagrees with his boss&#039;s wishes and frequently advises the children in order to help their escape from the frightening labyrinth. They must navigate the labyrinth freeing all the children kidnapped by Meen while battling his monstrous underlings, crazed incarnations at the end of each section, and his poor grammar.&lt;br /&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;*.xmi&amp;lt;/tt&amp;gt; || Extended Midi Files.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.wav&amp;lt;/tt&amp;gt; || Standard WAV audio files.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.lab&amp;lt;/tt&amp;gt; || LAByrinth files, generic uncompressed containers.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.ani,SC**&amp;lt;/tt&amp;gt; || Animated cutscenes.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.pcx&amp;lt;/tt&amp;gt; || [[PCX Format]] screens and backgrounds.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.img&amp;lt;/tt&amp;gt; || Raw image containers, more detail below.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.def&amp;lt;/tt&amp;gt; || Mostly pure text definitions, more detail below.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.cmp&amp;lt;/tt&amp;gt; || Image format that makes up many of the interface graphics including icons and first-person weapons, otherwise unknown.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.bmf&amp;lt;/tt&amp;gt; || BMF1 files, unknown, possible interface setup.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.pcf&amp;lt;/tt&amp;gt; || Currently unknown, but L_SCRL.PRC contains grammar scroll text and L_HELP.PRC contains grammar hints.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== LAByrinth Files ===&lt;br /&gt;
&lt;br /&gt;
LAByrinth files are generic headerless containers that are mainly used to package up each level along with their individual resources rather than having a uniformly shared set of resources like WADs of Doom engine titles or GRP of BUILD engine games. They start off with a simple index then uncompressed contents follow. RESINT.LAB contains all interface relative images including icons and first-person weapon graphics like the fist and hammer, and RESFACE.LAB contains ingame face graphics, all in CMP format (except GAME_SCR.PCX who&#039;s importance will be mentioned later). Then there is the RES###.LAB files that contains all resources and data for a specific level which will be displayed in a chart below.&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;3D*.wav&amp;lt;/tt&amp;gt; || World sounds including triggers and doors.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;ES*.wav&amp;lt;/tt&amp;gt; || Enemy sounds.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;FX*.wav&amp;lt;/tt&amp;gt; || Generic sound effects for shots and hits.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;PW*.wav&amp;lt;/tt&amp;gt; || Player weapon sounds.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;BUZZER.wav&amp;lt;/tt&amp;gt; || Error chime heard when a mistake is made in a grammar puzzle.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;MU*.xmi&amp;lt;/tt&amp;gt; || Ingame music.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;FLOOR.IMG&amp;lt;/tt&amp;gt; || Generic image container containing all floor textures.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;SKY.IMG&amp;lt;/tt&amp;gt; || Generic image container containing all ceiling textures.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;IMAGES.IMG&amp;lt;/tt&amp;gt; || Generic image container containing all sprites and wall textures.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;CUBES1.def&amp;lt;/tt&amp;gt; || Definition file in binary that serves an unknown purpose as of yet.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;FLOOR1.def&amp;lt;/tt&amp;gt; || Definition file in binary that appears to deal with floor texture assignment.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;MAZE1.def&amp;lt;/tt&amp;gt; || Definition file in binary that appears to deal with the level&#039;s setup as well as the minimap.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;OBJECTS.def&amp;lt;/tt&amp;gt; || Definition file in text that defines all objects from decorations to enemies and pickups.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;SKY1.def&amp;lt;/tt&amp;gt; || Definition file in binary that appears to deal with ceiling texture assignment.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;SOUNDDAT.def&amp;lt;/tt&amp;gt; || Definition file in text that defines all sound associations.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;STARTPOS.def&amp;lt;/tt&amp;gt; || Obvious, defines starting point coordinates for that specific level.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;GAME_SCR.PCX&amp;lt;/tt&amp;gt; || Main HUD interface image, the palette within is used by all world graphics.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;STARTSCR.PCX&amp;lt;/tt&amp;gt; || Level&#039;s starting screen.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== IMG files ===&lt;br /&gt;
&lt;br /&gt;
All I.M. Meen IMG files consist of raw 64x64 tiles rotated counter-clockwise by 90 degrees. All textures, except masked ones, are uncompressed.&lt;br /&gt;
&lt;br /&gt;
All IMG files start with:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Data type!!Description&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT16LE]] Pointer start || 01 for SKY1 and FLOOR1 indicating no jump. Various for IMAGES +10 in hex, so 0E will become 1E(30 bytes/0x1E).&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT16LE]] Textures || Number of unmasked textures.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The following would start the pointers of each texture ALWAYS starting with 00 10 (4096 bytes/0x1000) for SKY1 and FLOOR1. But for IMAGES, there is an extra bit involving the masked tiles followed by the total number of masked tiles then the same number repeated (eg. 11 00 5D 01 11 00). Details on the masked data can be found in the Xentax thread [http://forum.xentax.com/viewtopic.php?f=18&amp;amp;t=3929 here] along with the tool IMG2BMP that converts all textures within including masked textures.&lt;br /&gt;
&lt;br /&gt;
== Tools ==&lt;br /&gt;
&lt;br /&gt;
[http://forum.xentax.com/viewtopic.php?f=18&amp;amp;t=3624 QuickBMS scripts] for extracting and converting ANI audio and frames. Needs updating as not all ANI files work. Tool for decompressing and converting frames to BMP [http://www.sendspace.com/file/9yyrpj here].&lt;br /&gt;
&lt;br /&gt;
[http://forum.xentax.com/viewtopic.php?f=10&amp;amp;t=3469 QuickBMS script] for extracting LAB content.&lt;br /&gt;
&lt;br /&gt;
[http://forum.xentax.com/viewtopic.php?t=3929&amp;amp;f=18 Information, scripts, and tools] for dealing with IMG files.&lt;br /&gt;
&lt;br /&gt;
[[Category:3D]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;/div&gt;</summary>
		<author><name>MartinVole</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=I.M._Meen&amp;diff=4355</id>
		<title>I.M. Meen</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=I.M._Meen&amp;diff=4355"/>
		<updated>2012-09-03T08:51:22Z</updated>

		<summary type="html">&lt;p&gt;MartinVole: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The first of two PC titles (the second being its sequel, Chill Manor) created by Animation Magic, known infamously for their Philips CD-i titles. I.M. Meen was released in 1995 during the height of Doom and 2D-in-3D first person games, and it does show. Features were much of what others gave including full rotational angles for enemies and an inventory system, as well as animated cutscenes with voice acting. As far as gameplay goes, as like many titles by Animation Magic, falls short. I.M. Meen&#039;s main goal was intended as an educational game geared towards children to teach grammar.&lt;br /&gt;
&lt;br /&gt;
The game&#039;s storyline follows Scott and Katie who have been trapped in a labyrinth cell through a magical trap in the form of a book set up by the childish education-hating sorcerer, Ignatius Mortimer Meen. They are later freed of captivity by a friendly gnome named Gnorris who disagrees with his boss&#039;s wishes and frequently advises the children in order to help their escape from the frightening labyrinth. They must navigate the labyrinth freeing all the children kidnapped by Meen while battling his monstrous underlings, crazed incarnations at the end of each section, and his poor grammar.&lt;br /&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;*.xmi&amp;lt;/tt&amp;gt; || Extended Midi Files.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.wav&amp;lt;/tt&amp;gt; || Standard WAV audio files.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.lab&amp;lt;/tt&amp;gt; || LAByrinth files, generic uncompressed containers.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.ani,SC**&amp;lt;/tt&amp;gt; || Animated cutscenes.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.pcx&amp;lt;/tt&amp;gt; || [[PCX Format]] screens and backgrounds.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.img&amp;lt;/tt&amp;gt; || Raw image containers, more detail below.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.def&amp;lt;/tt&amp;gt; || Mostly pure text definitions, more detail below.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.cmp&amp;lt;/tt&amp;gt; || Image format that makes up many of the interface graphics including icons and first-person weapons, otherwise unknown.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.bmf&amp;lt;/tt&amp;gt; || BMF1 files, unknown, possible interface setup.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.pcf&amp;lt;/tt&amp;gt; || Currently unknown, but L_SCRL.PRC contains grammar scroll text and L_HELP.PRC contains grammar hints.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== LAByrinth Files ===&lt;br /&gt;
&lt;br /&gt;
LAByrinth files are generic headerless containers that are mainly used to package up each level along with their individual resources rather than having a uniformly shared set of resources like WADs of Doom engine titles or GRP of BUILD engine games. They start off with a simple index then uncompressed contents follow. RESINT.LAB contains all interface relative images including icons and first-person weapon graphics like the fist and hammer, and RESFACE.LAB contains ingame face graphics, all in CMP format (except GAME_SCR.PCX who&#039;s importance will be mentioned later). Then there is the RES###.LAB files that contains all resources and data for a specific level which will be displayed in a chart below.&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;3D*.wav&amp;lt;/tt&amp;gt; || World sounds including triggers and doors.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;ES*.wav&amp;lt;/tt&amp;gt; || Enemy sounds.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;FX*.wav&amp;lt;/tt&amp;gt; || Generic sound effects for shots and hits.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;PW*.wav&amp;lt;/tt&amp;gt; || Player weapon sounds.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;BUZZER.wav&amp;lt;/tt&amp;gt; || Error chime heard when a mistake is made in a grammar puzzle.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;MU*.xmi&amp;lt;/tt&amp;gt; || Ingame music.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;FLOOR.IMG&amp;lt;/tt&amp;gt; || Generic image container containing all floor textures.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;SKY.IMG&amp;lt;/tt&amp;gt; || Generic image container containing all ceiling textures.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;IMAGES.IMG&amp;lt;/tt&amp;gt; || Generic image container containing all sprites and wall textures.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;CUBES1.def&amp;lt;/tt&amp;gt; || Definition file in binary that serves an unknown purpose as of yet.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;FLOOR1.def&amp;lt;/tt&amp;gt; || Definition file in binary that appears to deal with floor texture assignment.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;MAZE1.def&amp;lt;/tt&amp;gt; || Definition file in binary that appears to deal with the level&#039;s setup as well as the minimap.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;OBJECTS.def&amp;lt;/tt&amp;gt; || Definition file in text that defines all objects from decorations to enemies and pickups.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;SKY1.def&amp;lt;/tt&amp;gt; || Definition file in binary that appears to deal with ceiling texture assignment.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;SOUNDDAT.def&amp;lt;/tt&amp;gt; || Definition file in text that defines all sound associations.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;STARTPOS.def&amp;lt;/tt&amp;gt; || Obvious, defines starting point coordinates for that specific level.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;GAME_SCR.PCX&amp;lt;/tt&amp;gt; || Main HUD interface image, the palette within is used by all world graphics.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;STARTSCR.PCX&amp;lt;/tt&amp;gt; || Level&#039;s starting screen.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{GamePage}}&lt;br /&gt;
&lt;br /&gt;
=== IMG files ===&lt;br /&gt;
&lt;br /&gt;
All I.M. Meen IMG files consist of raw 64x64 tiles rotated counter-clockwise by 90 degrees. All textures, except masked ones, are uncompressed.&lt;br /&gt;
&lt;br /&gt;
All IMG files start with:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Data type!!Description&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT16LE]] Pointer start || 01 for SKY1 and FLOOR1 indicating no jump. Various for IMAGES +10 in hex, so 0E will become 1E(30 bytes/0x1E).&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT16LE]] Textures || Number of unmasked textures.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The following would start the pointers of each texture ALWAYS starting with 00 10 (4096 bytes/0x1000) for SKY1 and FLOOR1. But for IMAGES, there is an extra bit involving the masked tiles followed by the total number of masked tiles then the same number repeated (eg. 11 00 5D 01 11 00). Details on the masked data can be found in the Xentax thread [http://forum.xentax.com/viewtopic.php?f=18&amp;amp;t=3929 here] along with the tool IMG2BMP that converts all textures within including masked textures.&lt;br /&gt;
&lt;br /&gt;
== Tools ==&lt;br /&gt;
&lt;br /&gt;
[http://forum.xentax.com/viewtopic.php?f=18&amp;amp;t=3624 QuickBMS scripts] for extracting and converting ANI audio and frames.&lt;br /&gt;
&lt;br /&gt;
[http://forum.xentax.com/viewtopic.php?f=10&amp;amp;t=3469 QuickBMS script] for extracting LAB content.&lt;br /&gt;
&lt;br /&gt;
[http://forum.xentax.com/viewtopic.php?t=3929&amp;amp;f=18 Information, scripts, and tools] for dealing with IMG files.&lt;br /&gt;
&lt;br /&gt;
[[Category:3D]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;/div&gt;</summary>
		<author><name>MartinVole</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=I.M._Meen&amp;diff=4354</id>
		<title>I.M. Meen</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=I.M._Meen&amp;diff=4354"/>
		<updated>2012-09-03T08:46:50Z</updated>

		<summary type="html">&lt;p&gt;MartinVole: Information on the I.M. Meen game and file formats&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The first of two PC titles (the second being its sequel, Chill Manor) created by Animation Magic, known infamously for their Philips CD-i titles. I.M. Meen was released in 1995 during the height of Doom and 2D-in-3D first person games, and it does show. Features were much of what others gave including full rotational angles for enemies and an inventory system, as well as animated cutscenes with voice acting. As far as gameplay goes, as like many titles by Animation Magic, falls short. I.M. Meen&#039;s main goal was intended as an educational game geared towards children to teach grammar.&lt;br /&gt;
&lt;br /&gt;
The game&#039;s storyline follows Scott and Katie who have been trapped in a labyrinth cell through a magical trap in the form of a book set up by the childish education-hating sorcerer, Ignatius Mortimer Meen. They are later freed of captivity by a friendly gnome named Gnorris who disagrees with his boss&#039;s wishes and frequently advises the children in order to help their escape from the frightening labyrinth. They must navigate the labyrinth freeing all the children kidnapped by Meen while battling his monstrous underlings, crazed incarnations at the end of each section, and his poor grammar.&lt;br /&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;*.xmi&amp;lt;/tt&amp;gt; || Extended Midi Files.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.wav&amp;lt;/tt&amp;gt; || Standard WAV audio files.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.lab&amp;lt;/tt&amp;gt; || LAByrinth files, generic uncompressed containers.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.ani,SC**&amp;lt;/tt&amp;gt; || Animated cutscenes.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.pcx&amp;lt;/tt&amp;gt; || [[PCX Format]] screens and backgrounds.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.img&amp;lt;/tt&amp;gt; || Raw image containers, more detail below.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.def&amp;lt;/tt&amp;gt; || Mostly pure text definitions, more detail below.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.cmp&amp;lt;/tt&amp;gt; || Image format that makes up many of the interface graphics including icons and first-person weapons, otherwise unknown.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.bmf&amp;lt;/tt&amp;gt; || BMF1 files, unknown, possible interface setup.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.pcf&amp;lt;/tt&amp;gt; || Currently unknown, but L_SCRL.PRC contains grammar scroll text and L_HELP.PRC contains grammar hints.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== LAByrinth Files ===&lt;br /&gt;
&lt;br /&gt;
LAByrinth files are generic headerless containers that are mainly used to package up each level along with their individual resources rather than having a uniformly shared set of resources like WADs of Doom engine titles or GRP of BUILD engine games. They start off with a simple index then uncompressed contents follow. RESINT.LAB contains all interface relative images including icons and first-person weapon graphics like the fist and hammer, and RESFACE.LAB contains ingame face graphics, all in CMP format (except GAME_SCR.PCX who&#039;s importance will be mentioned later). Then there is the RES###.LAB files that contains all resources and data for a specific level which will be displayed in a chart below.&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;3D*.wav&amp;lt;/tt&amp;gt; || World sounds including triggers and doors.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;ES*.wav&amp;lt;/tt&amp;gt; || Enemy sounds.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;FX*.wav&amp;lt;/tt&amp;gt; || Generic sound effects for shots and hits.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;PW*.wav&amp;lt;/tt&amp;gt; || Player weapon sounds.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;BUZZER.wav&amp;lt;/tt&amp;gt; || Error chime heard when a mistake is made in a grammar puzzle.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;MU*.xmi&amp;lt;/tt&amp;gt; || Ingame music.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;FLOOR.IMG&amp;lt;/tt&amp;gt; || Generic image container containing all floor textures.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;SKY.IMG&amp;lt;/tt&amp;gt; || Generic image container containing all ceiling textures.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;IMAGES.IMG&amp;lt;/tt&amp;gt; || Generic image container containing all sprites and wall textures.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;CUBES1.def&amp;lt;/tt&amp;gt; || Definition file in binary that serves an unknown purpose as of yet.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;FLOOR1.def&amp;lt;/tt&amp;gt; || Definition file in binary that appears to deal with floor texture assignment.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;MAZE1.def&amp;lt;/tt&amp;gt; || Definition file in binary that appears to deal with the level&#039;s setup as well as the minimap.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;OBJECTS.def&amp;lt;/tt&amp;gt; || Definition file in text that defines all objects from decorations to enemies and pickups.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;SKY1.def&amp;lt;/tt&amp;gt; || Definition file in binary that appears to deal with ceiling texture assignment.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;SOUNDDAT.def&amp;lt;/tt&amp;gt; || Definition file in text that defines all sound associations.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;STARTPOS.def&amp;lt;/tt&amp;gt; || Obvious, defines starting point coordinates for that specific level.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;GAME_SCR.PCX&amp;lt;/tt&amp;gt; || Main HUD interface image, the palette within is used by all world graphics.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;STARTSCR.PCX&amp;lt;/tt&amp;gt; || Level&#039;s starting screen.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{GamePage}}&lt;br /&gt;
&lt;br /&gt;
=== IMG files ===&lt;br /&gt;
&lt;br /&gt;
All I.M. Meen IMG files consist of raw 64x64 tiles rotated counter-clockwise by 90 degrees. All textures, except masked ones, are uncompressed.&lt;br /&gt;
&lt;br /&gt;
All IMG files start with:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Data type!!Description&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT16LE]] Pointer start || 01 for SKY1 and FLOOR1 indicating no jump. Various for IMAGES +10 in hex, so 0E will become 1E(30 bytes/0x1E).&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT16LE]] Textures || Number of unmasked textures.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The following would start the pointers of each texture ALWAYS starting with 00 10 (4096 bytes/0x1000) for SKY1 and FLOOR1. But for IMAGES, there is an extra bit involving the masked tiles followed by the total number of masked tiles then the same number repeated (eg. 11 00 5D 01 11 00). Details on the masked data can be found in the Xentax thread [http://forum.xentax.com/viewtopic.php?f=18&amp;amp;t=3929 here] along with the tool IMG2BMP that converts all textures within including masked textures.&lt;br /&gt;
&lt;br /&gt;
== Tools ==&lt;br /&gt;
&lt;br /&gt;
[http://forum.xentax.com/viewtopic.php?f=18&amp;amp;t=3624 QuickBMS scripts] for extracting and converting ANI audio and frames.&lt;br /&gt;
&lt;br /&gt;
[http://forum.xentax.com/viewtopic.php?f=10&amp;amp;t=3469 QuickBMS script] for extracting LAB content.&lt;br /&gt;
&lt;br /&gt;
[http://forum.xentax.com/viewtopic.php?t=3929&amp;amp;f=18 Information, scripts, and tools] for dealing with IMG files.&lt;/div&gt;</summary>
		<author><name>MartinVole</name></author>
	</entry>
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