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	<id>https://moddingwiki.shikadi.net/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Szevvy</id>
	<title>ModdingWiki - User contributions [en-gb]</title>
	<link rel="self" type="application/atom+xml" href="https://moddingwiki.shikadi.net/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Szevvy"/>
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	<updated>2026-05-15T03:14:58Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.39.11</generator>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=User_talk:Szevvy&amp;diff=9904</id>
		<title>User talk:Szevvy</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=User_talk:Szevvy&amp;diff=9904"/>
		<updated>2021-07-15T12:58:50Z</updated>

		<summary type="html">&lt;p&gt;Szevvy: /* Talk page formatting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Talk page formatting==&lt;br /&gt;
I edited your addition to [[Talk:Softdisk Library Format]]. Please respect the order of messages on talk pages; add answers to the &#039;&#039;end&#039;&#039;, with an extra &#039;:&#039; before it to indent your answer to one level higher than the previous response, and use the four ~ characters to automatically generate a signature that includes a date stamp with your addition. --[[User:Nyerguds|Nyerguds]] ([[User talk:Nyerguds|talk]]) 08:28, 15 July 2021 (GMT)&lt;br /&gt;
:My mistake, will do.[[User:Szevvy|Szevvy]] ([[User talk:Szevvy|talk]]) 12:58, 15 July 2021 (GMT)&lt;/div&gt;</summary>
		<author><name>Szevvy</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=Talk:Softdisk_Library_Format&amp;diff=9899</id>
		<title>Talk:Softdisk Library Format</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=Talk:Softdisk_Library_Format&amp;diff=9899"/>
		<updated>2021-07-14T21:40:21Z</updated>

		<summary type="html">&lt;p&gt;Szevvy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Compression and exceptions ==&lt;br /&gt;
So I&#039;ve implemented this in Wombat, and I&#039;ve found the following: type 1 compression is LZSS (the description which talks about &#039;flag bytes&#039; on this page confirms that).  Would it make sense to move the text that describes the algorithm to the LZSS page?  It&#039;s quite a good writeup, but would make more sense there.  Type 2 is LZH: LZ77+Huffman, 4k window, adaptive Huffman for codes, offsets use a pre-defined Huffman tree, read-ahead of 30 bytes.  It&#039;s identical to LHA&#039;s -lh1- compression, except that -lh1- uses a 60 byte read-ahead - which makes sense, as the algorithms in both were written by Haruhiko Okumura. [[User:Szevvy|Szevvy]] ([[User talk:Szevvy|talk]])&lt;br /&gt;
&lt;br /&gt;
I had a quick look at the LZW compression used by SOFTLIB.EXE and I was wondering in which case the exception that is mentioned in the text occured. I was able to write a very quick implementation of an LZW decompressor (with a sliding window of 4 KB) that worked perfectly, so I&#039;d like to test that code for those exceptions. Another thing I noticed is that the LZH compressed data doesn&#039;t appear to be based on the compressed data that the LZW compression produces. This seems to be a different compression scheme, using codeword lengths of 8 and 9 bits. --[[User:K1n9 Duk3|K1n9 Duk3]] 22:32, 2 January 2012 (GMT)&lt;br /&gt;
: Seems I was a bit of a twit, I have rewritten the page entirely given my recent pokings at this format. There are no exceptions, just a faulty windows calculator that gave me the wrong binary for a hex value. The &#039;LZH&#039; I think is just regular LZW, but using a dictionary instead of a sliding window, much like Keen 1&#039;s graphics use. --[[User:Levellass|Endian? What are you on about?]] 05:13, 18 April 2012 (GMT)&lt;/div&gt;</summary>
		<author><name>Szevvy</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=Talk:Commander_Keen_4-6&amp;diff=9496</id>
		<title>Talk:Commander Keen 4-6</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=Talk:Commander_Keen_4-6&amp;diff=9496"/>
		<updated>2021-03-12T00:54:11Z</updated>

		<summary type="html">&lt;p&gt;Szevvy: Added question about exe compression&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Can we get the save game format up here?&lt;br /&gt;
[[User:Lemm|Lemm]] 08:09, 21 October 2010 (GMT)&lt;br /&gt;
&lt;br /&gt;
: How would that be done? I know the format of Keen 4-6 roughly, as well as several games related to it (Keen Dreams, Dangerous Dave 3/4, Biomenace, Catacomb 3D...) what would we title the page, would every game have a different format though they&#039;re broadly similar? --[[User:Levellass|Endian? What are you on about?]] 05:17, 9 November 2010 (GMT)&lt;br /&gt;
&lt;br /&gt;
:: Does the Keen engine have a name?  Otherwise you could just call the page [[Keen 4-6 Savegame Format]] and link to it from the other game pages, a bit like how some Xargon and Jill of the Jungle pages link to each other because of shared formats.  At any rate if you have the info it&#039;d be better to document it anywhere here and we can clean it up later! -- [[User:Malvineous|Malvineous]] 23:12, 14 November 2010 (GMT)&lt;br /&gt;
&lt;br /&gt;
So I&#039;ve got offsets for most of the exe data - map, audio, etc - in Wombat, under scripts/games/commander keen 4-6.script.txt. I know mine are correct, because I&#039;ve tested to make sure maps etc work across all the versions I support.  Looking at the exe table, the values filled out (Keen 4 1.4, Keen 5 1.4) are different to mine for the maphead, which makes me reluctant to fill the rest out.  I suspect what&#039;s going on is that Wombat decompresses lzexe compressed exes differently to whatever was used to get the offsets in the table...are the ones in there after putting them through unzlexe, or something else? [[User:Szevvy|Szevvy]] ([[User talk:Szevvy|talk]]) 00:54, 12 March 2021 (GMT)&lt;/div&gt;</summary>
		<author><name>Szevvy</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=VOC_Format&amp;diff=9326</id>
		<title>VOC Format</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=VOC_Format&amp;diff=9326"/>
		<updated>2020-12-31T06:15:44Z</updated>

		<summary type="html">&lt;p&gt;Szevvy: Checksum is ~version + 0x1234, not version + 0x1234&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sound Infobox&lt;br /&gt;
 | Type = PCM&lt;br /&gt;
 | Count = 1&lt;br /&gt;
 | Rate = 0 Hz - 4.2 GHz&lt;br /&gt;
 | NumChannels = 1 - 256&lt;br /&gt;
 | BitsPerSample = 0 - 255&lt;br /&gt;
 | Compressed = O&lt;br /&gt;
 | Tags = Text&lt;br /&gt;
 | Games =&lt;br /&gt;
   {{Game|Boppin&#039;}}&lt;br /&gt;
   {{Game|Doom}}&lt;br /&gt;
   {{Game|Duke Nukem II}}&lt;br /&gt;
   {{Game|Duke Nukem 3D}}&lt;br /&gt;
   {{Game|Dune II}}&lt;br /&gt;
   {{Game|Eol!}}&lt;br /&gt;
   {{Game|God of Thunder}}&lt;br /&gt;
   {{Game|Highway Hunter}}&lt;br /&gt;
   {{Game|Hocus Pocus}}&lt;br /&gt;
   {{Game|In Search of Dr. Riptide}}&lt;br /&gt;
   {{Game|King Arthur&#039;s K.O.R.T.}}&lt;br /&gt;
   {{Game|Legend of Seven Paladins 3D}}&lt;br /&gt;
   {{Game|Major Stryker}}&lt;br /&gt;
   {{Game|Master of Orion}}&lt;br /&gt;
   {{Game|Monster Bash}}&lt;br /&gt;
   {{Game|Pee and Gity}}&lt;br /&gt;
   {{Game|Prehistorik}}&lt;br /&gt;
   {{Game|Rise of the Triad}}&lt;br /&gt;
   {{Game|Realms of Chaos}}&lt;br /&gt;
   {{Game|Sango Fighter}}&lt;br /&gt;
   {{Game|Shadowcaster}}&lt;br /&gt;
   {{Game|Shakii The Wolf}}&lt;br /&gt;
   {{Game|Smashing Pumpkins Into Small Piles of Putrid Debris}}&lt;br /&gt;
   {{Game|Wacky Wheels}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Creative Voice File&#039;&#039;&#039; (&amp;lt;tt&amp;gt;.voc&amp;lt;/tt&amp;gt;) consists of a main header, followed by one or more data blocks. The file is in little endian format.&lt;br /&gt;
&lt;br /&gt;
== Main header ==&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;
| [[char]][19] || signature || &amp;quot;Creative Voice File&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT8]] || signature2 || 0x1A&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT16LE]] || size || Size of the main header. Usually 0x001A&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT16LE]] || version || Version number. Usually 0x010A (0x0A 0x01) for the old format, or 0x0114 for the new format&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT16LE]] || checksum || This should equal ~version + 0x1234&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Data blocks ==&lt;br /&gt;
&lt;br /&gt;
All data blocks have a common header:&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;
| [[UINT8]] || type || Block type&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT24LE]] || len || Block size, excluding this four-byte header&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There are 10 different block types:&lt;br /&gt;
&lt;br /&gt;
=== 0: Terminator ===&lt;br /&gt;
&lt;br /&gt;
This special block does not contain a size in the header. It is used to indicate the end of the file, though the file can end without it.&lt;br /&gt;
&lt;br /&gt;
=== 1: Sound data with type ===&lt;br /&gt;
&lt;br /&gt;
This block is generally only used in older files, and has been superceded by block #9.&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;
| [[UINT8]] || freq || Frequency divisor&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT8]] || codec || Codec #, see below&lt;br /&gt;
|-&lt;br /&gt;
| [[BYTE]][...] || data || Audio data&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The sample rate of the file can be determined by:&lt;br /&gt;
&lt;br /&gt;
 Sample rate = 1000000 / (256 - frequency divisor)&lt;br /&gt;
&lt;br /&gt;
The codec can be one of the following:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Codec # !! Name&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || 8 bits unsigned PCM&lt;br /&gt;
|-&lt;br /&gt;
| 0x01 || 4 bits to 8 bits Creative ADPCM&lt;br /&gt;
|-&lt;br /&gt;
| 0x02 || 3 bits to 8 bits Creative ADPCM (AKA 2.6 bits)&lt;br /&gt;
|-&lt;br /&gt;
| 0x03 || 2 bits to 8 bits Creative ADPCM&lt;br /&gt;
|-&lt;br /&gt;
| 0x04 || 16 bits signed PCM&lt;br /&gt;
|-&lt;br /&gt;
| 0x06 || alaw&lt;br /&gt;
|-&lt;br /&gt;
| 0x07 || ulaw&lt;br /&gt;
|-&lt;br /&gt;
| 0x0200 || 4 bits to 16 bits Creative ADPCM. Only valid in block type 9&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== 2: Sound data without type ===&lt;br /&gt;
&lt;br /&gt;
This block is generally only used in older files, and has been superceded by block #9.&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;
| [[BYTE]][...] || data || Audio data&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This block uses the same codec as last set by block type 1.&lt;br /&gt;
&lt;br /&gt;
=== 3: Silence ===&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;
| [[UINT16LE]] || len || Length of silence - 1, in samples&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT8]] || freq || Frequency divisor (see block type 1)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== 4: Marker ===&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;
| [[UINT16LE]] || value || Mark value&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This marker can be picked up by the playback application to synchronize the sound file with an external animation, or to otherwise perform some action when the marker point has been reached.&lt;br /&gt;
&lt;br /&gt;
=== 5: Text ===&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;
| [[char]][...] || text || Text string, null-terminated&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== 6: Repeat start ===&lt;br /&gt;
&lt;br /&gt;
This block signals the start of a repeated section.  Blocks after this one, up until the next &#039;&#039;&#039;Repeat end&#039;&#039;&#039; block, will be repeated the number of times indicated.&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;
| [[UINT16LE]] || count || Number of times to repeat minus one (i.e. 0=repeat once, 1=repeat twice, etc.)  0xFFFF means repeat forever.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== 7: Repeat end ===&lt;br /&gt;
&lt;br /&gt;
Like the terminator block, this block contains no data.  It signals the end of the loop point, and if a loop is in progress, playback jumps back to the block following the most recent &#039;&#039;&#039;Repeat start&#039;&#039;&#039; block.&lt;br /&gt;
&lt;br /&gt;
=== 8: Extra information ===&lt;br /&gt;
&lt;br /&gt;
This block is generally only used in older files, and has been superceded by block #9.&lt;br /&gt;
&lt;br /&gt;
This block overrides the properties set by earlier blocks.  Unlike block #1, this block allows the number of channels to be set, allowing stereo playback.  It also increases the frequency divisor from a 8-bit value to 16-bits, allowing finer control of the final sampling rate.&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;
| [[UINT16LE]] || freq || Frequency divisor&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT8]] || codec || Codec #, see below&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT8]] || numChannels || Channel count minus one (0=mono, 1=stereo)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Unlike block #1, there is no audio within this block, so block #2 must be used to play audio with the options set here.&lt;br /&gt;
&lt;br /&gt;
The sample rate of the file can be determined by:&lt;br /&gt;
&lt;br /&gt;
 Sample rate = 256000000 / ((numChannels + 1) * (65536 - frequency divisor))&lt;br /&gt;
&lt;br /&gt;
=== 9: Sound data (New format) ===&lt;br /&gt;
&lt;br /&gt;
This block is (probably) only valid in files with a version &amp;gt;= 1.20 (0x114).&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]] || rate || Sample rate&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT8]] || bits || Bits per sample (e.g. 8 or 16)&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT8]] || numChannels || Channel count (1 is mono, 2 is stereo)&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT16LE]] || codec || Codec #&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT32LE]] || reserved || Set to 0&lt;br /&gt;
|-&lt;br /&gt;
| [[BYTE]][...] || data || Audio data&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Source ==&lt;br /&gt;
&lt;br /&gt;
This page was adapted from [http://wiki.multimedia.cx/index.php?title=Creative_Voice MultimediaWiki]&lt;br /&gt;
&lt;br /&gt;
[[Category:Build engine]]&lt;/div&gt;</summary>
		<author><name>Szevvy</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=Prehistorik_Level_Format&amp;diff=9013</id>
		<title>Prehistorik Level Format</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=Prehistorik_Level_Format&amp;diff=9013"/>
		<updated>2020-04-17T05:15:19Z</updated>

		<summary type="html">&lt;p&gt;Szevvy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NeedMoreInfo}}&lt;br /&gt;
{{Map Infobox&lt;br /&gt;
 | Type = 2D tile-based&lt;br /&gt;
 | Layers = 2&lt;br /&gt;
 | Tile size = 16&amp;amp;times;16&lt;br /&gt;
 | Viewport = 320&amp;amp;times;200&lt;br /&gt;
 | Games = &lt;br /&gt;
   {{Game|Prehistorik}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Prehistorik]] stores its level data inside the &amp;lt;tt&amp;gt;historik.exe&amp;lt;/tt&amp;gt; file.&lt;br /&gt;
&lt;br /&gt;
== File format ==&lt;br /&gt;
&lt;br /&gt;
[[File:Prehistorik_level_1_secrets.png|thumb|border|upright|right|Secret teleporter locations indicated in red.]]&lt;br /&gt;
&lt;br /&gt;
The level information is stored in such an awkward way that it is practically unmoddable. Each level has its own (mostly copy-pasted) code routine with a lot of hardcoded behaviour. For example, level 1 is the only level with secret areas; the first one is at the jumping fish (screen 6, counted from the start, not using the in-game data screen number), and the second one at the third screen after landing; just left of a ladder leading down to water (screen 14, again, counted from the start). The wrap areas for those screens are hardcoded in the code routine for the first level. Other levels simply don&#039;t have this code, meaning any attempts to add secret screens to them is futile.&lt;br /&gt;
&lt;br /&gt;
All the address location information provided below is for the floppy version. On the CD-ROM version (included in GoG/Steam release) the locations are offset but correlatable to the locations on the floppy version.&lt;br /&gt;
&lt;br /&gt;
Location of the level routines in &amp;lt;tt&amp;gt;historik.exe&amp;lt;/tt&amp;gt; file:&lt;br /&gt;
* Level1: 0x00013F9F&lt;br /&gt;
* Level3: 0x00014E52&lt;br /&gt;
* Level5: 0x0001567C&lt;br /&gt;
* Level7: 0x00017D2B&lt;br /&gt;
&lt;br /&gt;
Each level screen is split into a few separate structures. Here are a few of them:&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Level !! Count !! Heights (offs) !! Sizes (offs) !! Data (offs)&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 20 || 0x00021668 || 0x00021A06 || 0x00021A2E&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 20 || 0x000216C6 || 0x0002333A || 0x00023362&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 19 || 0x00021738 || 0x000247BA || 0x000247E0&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 19 || 0x000219AE || 0x000257C6 || 0x000257EE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Each screen is an independent list of objects, starting at (0, 0) as the top-left corner of the screen. At &amp;lt;tt&amp;gt;Data&amp;lt;/tt&amp;gt; offset located &amp;lt;tt&amp;gt;Count&amp;lt;/tt&amp;gt; screens with &amp;lt;tt&amp;gt;Sizes+1&amp;lt;/tt&amp;gt; records (&amp;lt;tt&amp;gt;xPos&amp;lt;/tt&amp;gt;, &amp;lt;tt&amp;gt;yPos&amp;lt;/tt&amp;gt;, &amp;lt;tt&amp;gt;type&amp;lt;/tt&amp;gt;) each.&lt;br /&gt;
&lt;br /&gt;
Note that &amp;lt;tt&amp;gt;Height&amp;lt;/tt&amp;gt; and &amp;lt;tt&amp;gt;Sizes&amp;lt;/tt&amp;gt; are actually [[UINT16LE]] lists of &amp;lt;tt&amp;gt;Count&amp;lt;/tt&amp;gt; items and &amp;lt;tt&amp;gt;Height&amp;lt;/tt&amp;gt; is a level height in pixels (0..199) where death trigger located - for screens with bottomless pits it&#039;s usually 199, but the number is less for screens with secret area teleports or higher grounds.&lt;br /&gt;
&lt;br /&gt;
{{TODO|Spikes, cave entrances, hidden bonuses and other things}}&lt;br /&gt;
&lt;br /&gt;
Each screen within a level is comprised of the following structure, repeated once for each object in the level.&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;
| [[INT16LE]] || xPos || X location of the object&lt;br /&gt;
|-&lt;br /&gt;
| [[INT16LE]] || yPos || Y location of the object, in pixels from the top of the screen&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT16LE]] || type || Object type (see below)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This structure is repeated &amp;lt;tt&amp;gt;Sizes+1&amp;lt;/tt&amp;gt; times until the end of the current screen.&lt;br /&gt;
&lt;br /&gt;
== Object types ==&lt;br /&gt;
&lt;br /&gt;
Each &amp;lt;tt&amp;gt;type&amp;lt;/tt&amp;gt; value in the structure above is as follows: {{TODO|This list is incomplete - and seems to match the sprites in eleml1.mat as extract by [[Wombat]]}}&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Code !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || Trampoline!  Causes strange behaviour though&lt;br /&gt;
|-&lt;br /&gt;
| 0x01 || Left ledge (earth)&lt;br /&gt;
|-&lt;br /&gt;
| 0x02 || Square block (earth)&lt;br /&gt;
|-&lt;br /&gt;
| 0x03 || Right ledge (earth)&lt;br /&gt;
|-&lt;br /&gt;
| 0x04 || Rock sign: &amp;quot;level 1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| 0x05 || Rock wall left ledge&lt;br /&gt;
|-&lt;br /&gt;
| 0x06 || Rock wall solid rectangle&lt;br /&gt;
|-&lt;br /&gt;
| 0x07 || Rock wall right ledge&lt;br /&gt;
|-&lt;br /&gt;
| 0x08 || Block of water with waves (background)&lt;br /&gt;
|-&lt;br /&gt;
| 0x09 || Rock wall with cave entry&lt;br /&gt;
|-&lt;br /&gt;
| 0x0A || Ladder&lt;br /&gt;
|-&lt;br /&gt;
| 0x0B || Green line?&lt;br /&gt;
|-&lt;br /&gt;
| 0x0C || Green line?&lt;br /&gt;
|-&lt;br /&gt;
| 0x0D || Pine tree&lt;br /&gt;
|-&lt;br /&gt;
| 0x0E || {{TODO|TODO}}&lt;br /&gt;
|-&lt;br /&gt;
| 0x0F || Different water with waves (background)&lt;br /&gt;
|-&lt;br /&gt;
| 0x10 || Palm tree&lt;br /&gt;
|-&lt;br /&gt;
| 0x11 || Underwater bubbles background&lt;br /&gt;
|-&lt;br /&gt;
| 0x12 || Underwater bubbles background #2&lt;br /&gt;
|-&lt;br /&gt;
| 0x13 || Underwater bubbles background #3&lt;br /&gt;
|-&lt;br /&gt;
| 0x14 || Green line?&lt;br /&gt;
|-&lt;br /&gt;
| 0x15 || Bush/shrubbery&lt;br /&gt;
|-&lt;br /&gt;
| 0x16 || Rock wall solid rectangle (without walkable top)&lt;br /&gt;
|-&lt;br /&gt;
| 0x17 || Cave background right&lt;br /&gt;
|-&lt;br /&gt;
| 0x18 || Cave background middle&lt;br /&gt;
|-&lt;br /&gt;
| 0x19 || Dinosaur&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Level parsing example source code ==&lt;br /&gt;
&lt;br /&gt;
=== C ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;source lang=&amp;quot;c&amp;quot;&amp;gt;&lt;br /&gt;
#include &amp;lt;stdio.h&amp;gt;&lt;br /&gt;
#include &amp;lt;stdlib.h&amp;gt;&lt;br /&gt;
#include &amp;lt;stdint.h&amp;gt;&lt;br /&gt;
&lt;br /&gt;
/*&lt;br /&gt;
  (c) CTPAX-X Team 2019,2020&lt;br /&gt;
  http://www.CTPAX-X.org/&lt;br /&gt;
&lt;br /&gt;
  you can redirect output from this tool to the text file:&lt;br /&gt;
  hmapinfo &amp;gt; hist_map.txt&lt;br /&gt;
*/&lt;br /&gt;
&lt;br /&gt;
/* scr_count, heights, sizes, scr_offs */&lt;br /&gt;
static uint32_t levels[4][4] = {&lt;br /&gt;
  {20, 0x00021668, 0x00021A06, 0x00021A2E},&lt;br /&gt;
  {20, 0x000216C6, 0x0002333A, 0x00023362},&lt;br /&gt;
  {19, 0x00021738, 0x000247BA, 0x000247E0},&lt;br /&gt;
  {19, 0x000219AE, 0x000257C6, 0x000257EE}&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
int main(void) {&lt;br /&gt;
FILE *fl;&lt;br /&gt;
uint16_t sz[20], ht[20];&lt;br /&gt;
int16_t item[3];&lt;br /&gt;
int32_t i, j, k;&lt;br /&gt;
  fl = fopen(&amp;quot;HISTORIK.EXE&amp;quot;, &amp;quot;rb&amp;quot;);&lt;br /&gt;
  if (!fl) {&lt;br /&gt;
    printf(&amp;quot;Error: can&#039;t open \&amp;quot;HISTORIK.EXE\&amp;quot; file.\n\n&amp;quot;);&lt;br /&gt;
    return(1);&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
  for (k = 0; k &amp;lt; 4; k++) {&lt;br /&gt;
    printf(&amp;quot;*** Level-%d\n&amp;quot;, (k*2) + 1);&lt;br /&gt;
    /* heights */&lt;br /&gt;
    fseek(fl, levels[k][1], SEEK_SET);&lt;br /&gt;
    fread(ht, 2, levels[k][0], fl);&lt;br /&gt;
    /* sizes */&lt;br /&gt;
    fseek(fl, levels[k][2], SEEK_SET);&lt;br /&gt;
    fread(sz, 2, levels[k][0], fl);&lt;br /&gt;
    /* calculate total records number for all screens at level */&lt;br /&gt;
    j = 0;&lt;br /&gt;
    for (i = 0; i &amp;lt; levels[k][0]; i++) {&lt;br /&gt;
      printf(&amp;quot;%2d &amp;quot;, sz[i] + 1);&lt;br /&gt;
      j += sz[i];&lt;br /&gt;
    }&lt;br /&gt;
    printf(&amp;quot;\nRecords: %d\n&amp;quot;, j);&lt;br /&gt;
    /* for each screen */&lt;br /&gt;
    fseek(fl, levels[k][3], SEEK_SET);&lt;br /&gt;
    for (i = 0; i &amp;lt; levels[k][0]; i++) {&lt;br /&gt;
      printf(&amp;quot;== SCR-%02d | height: %d\n&amp;quot;, i + 1, ht[i]);&lt;br /&gt;
      for (j = 0; j &amp;lt; sz[i] + 1; j++) {&lt;br /&gt;
        fread(item, 3, 2, fl);&lt;br /&gt;
        printf(&amp;quot;OBJ# %3d at %3d,%3d\n&amp;quot;, item[2], (item[0] / 16) * 16, item[1]);&lt;br /&gt;
      }&lt;br /&gt;
      printf(&amp;quot;\n&amp;quot;);&lt;br /&gt;
    }&lt;br /&gt;
    printf(&amp;quot;FilePos: %lX\n\n\n&amp;quot;, ftell(fl));&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
  fclose(fl);&lt;br /&gt;
  return(0);&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&lt;br /&gt;
This file format was reverse engineered by [http://keenrush.shikadi.net KeenRush].  If you find this information helpful in a project you&#039;re working on, please give credit where credit is due.  (A link back to this wiki would be nice too!)&lt;/div&gt;</summary>
		<author><name>Szevvy</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=CUR_Format&amp;diff=9012</id>
		<title>CUR Format</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=CUR_Format&amp;diff=9012"/>
		<updated>2020-04-17T05:12:56Z</updated>

		<summary type="html">&lt;p&gt;Szevvy: /* Compression */ charset1 is not compressed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Archive Infobox&lt;br /&gt;
 | MaxFiles = 3,855 (12-char filenames) to 10,922 (1-char filenames)&lt;br /&gt;
 | FAT = Beginning&lt;br /&gt;
 | Names = Yes, unlimited&lt;br /&gt;
 | Metadata = None&lt;br /&gt;
 | Subdirectories = N&lt;br /&gt;
 | Compressed = Y&lt;br /&gt;
 | Encrypted = N&lt;br /&gt;
 | Hidden = N&lt;br /&gt;
 | Games = &lt;br /&gt;
   {{Game|Prehistorik}}&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;CUR Format&#039;&#039;&#039; is used by [[Prehistorik]] to store data files.  Some files it contains are compressed with [[LZSS compression]] while others aren&#039;t, and there is no indicator to tell other than by the filename extension.&lt;br /&gt;
&lt;br /&gt;
== File format ==&lt;br /&gt;
&lt;br /&gt;
=== Signature ===&lt;br /&gt;
&lt;br /&gt;
There is no signature, but careful parsing of the FAT should reveal a number of things:&lt;br /&gt;
&lt;br /&gt;
* The FAT length should be shorter than the archive file length&lt;br /&gt;
* The FAT length must be at least six bytes (the two bytes for the length field itself plus the four byte terminator)&lt;br /&gt;
* Adding up all the sizes of the files (including the length of the FAT) should exactly match the archive file length&lt;br /&gt;
* Making sure there are no control characters in the filenames&lt;br /&gt;
&lt;br /&gt;
=== Header ===&lt;br /&gt;
&lt;br /&gt;
The file begins with a short header:&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;
| [[UINT16LE]] || offStart || Offset of the first file&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;tt&amp;gt;offStart&amp;lt;/tt&amp;gt; value provides the offset of the first file, with the offset of subsequent files calculated by adding all their sizes on to the value.  This value can also be used to work out how much data needs to be read to process the FAT.&lt;br /&gt;
&lt;br /&gt;
As this field is limited to a 16-bit value, the FAT can be at most 65533 bytes long (allowing two bytes for the length field itself.)  Given the variable length of filenames this means the maximum number of files varies.  For example using 12 character (8.3) filenames, a maximum of 3,855 files can be stored, while reducing all filenames to one character allows 10,922 files to be stored.&lt;br /&gt;
&lt;br /&gt;
=== File entry ===&lt;br /&gt;
&lt;br /&gt;
A file entry consists of the filename and its size, and is repeated back-to-back until the terminator is reached.&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]] || lenFile || Size of the file data, in bytes&lt;br /&gt;
|-&lt;br /&gt;
| [[char]][...] || filename || Filename, all uppercase, variable length&lt;br /&gt;
|-&lt;br /&gt;
| [[char]] || null || 0x00 byte to terminate filename&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
After the last file entry, there is a terminator consisting of four 0x00 bytes.  If using the structure above, if the &amp;lt;tt&amp;gt;lenFile&amp;lt;/tt&amp;gt; field is zero, finish reading the FAT and don&#039;t read the filename fields.&lt;br /&gt;
&lt;br /&gt;
A file with a size of zero {{TODO|TODO: Has no effect, or terminates the FAT early?}}&lt;br /&gt;
&lt;br /&gt;
The file&#039;s offset must be calculated from the offset of the previous file plus its size.  The first file&#039;s data is at &amp;lt;tt&amp;gt;offStart&amp;lt;/tt&amp;gt; from the header.&lt;br /&gt;
&lt;br /&gt;
Note that the filenames are variable width with no apparent limit, which can make updating the archive file a bit of a challenge.  In practice, the filenames are probably limited to some value not yet discovered - probably 12 chars since they are all 8.3 filenames.&lt;br /&gt;
&lt;br /&gt;
=== Compression ===&lt;br /&gt;
&lt;br /&gt;
Those files that are compressed start with a [[UINT32BE]] value storing the uncompressed size (in bytes), followed by the compressed data.  The compression algorithm is [[LZSS compression|LZSS]] with a length field of 2 bits, a distance field of 8 bits and a code field of 0=escape, 1=length/distance pair.  The length-distance pair stores the length field first, followed by the distance field.  Like the field storing the uncompressed size, all bits are decoded in big-endian order.&lt;br /&gt;
&lt;br /&gt;
As far as is known, the &amp;lt;tt&amp;gt;.mat (except charset1.mat)&amp;lt;/tt&amp;gt;, &amp;lt;tt&amp;gt;.mdi&amp;lt;/tt&amp;gt; and &amp;lt;tt&amp;gt;.pc1&amp;lt;/tt&amp;gt; files are always compressed, and all other files are uncompressed.&lt;br /&gt;
&lt;br /&gt;
== Tools ==&lt;br /&gt;
&lt;br /&gt;
{{BeginFileFormatTools|Type=group}}&lt;br /&gt;
{{FileFormatTool&lt;br /&gt;
| Name = [[Camoto]]&lt;br /&gt;
| Platform = Linux/Windows&lt;br /&gt;
| canExtract = Yes&lt;br /&gt;
| canDecompress = Yes&lt;br /&gt;
| canCreate = Yes&lt;br /&gt;
| canModify = Yes&lt;br /&gt;
| canCompress = Yes&lt;br /&gt;
| editHidden = N/A&lt;br /&gt;
| editMetadata = N/A&lt;br /&gt;
}}&lt;br /&gt;
{{EndFileFormatTools}}&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&lt;br /&gt;
This file format, including the compression algorithm, was reverse-engineered by [[User:Malvineous|Malvineous]]. If you find this information helpful in a project you&#039;re working on, please give credit where credit is due.  (A link back to this wiki would be nice too!)&lt;/div&gt;</summary>
		<author><name>Szevvy</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=MAT_Format&amp;diff=9011</id>
		<title>MAT Format</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=MAT_Format&amp;diff=9011"/>
		<updated>2020-04-17T05:03:29Z</updated>

		<summary type="html">&lt;p&gt;Szevvy: Added credit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Tileset Infobox&lt;br /&gt;
 | ImageNativeWidth = Y&lt;br /&gt;
 | Hardware1 = EGA&lt;br /&gt;
 | MaxTiles = 65536&lt;br /&gt;
 | Palette = Shared&lt;br /&gt;
 | Names = N&lt;br /&gt;
 | TileMinSize = 0&lt;br /&gt;
 | NumPlanes = 5&lt;br /&gt;
 | HasTransparency = Yes&lt;br /&gt;
 | Metadata = None&lt;br /&gt;
 | Subtilesets = N&lt;br /&gt;
 | Compressed = Y&lt;br /&gt;
 | Games = &lt;br /&gt;
   {{Game|Prehistorik}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Mat files hold sprites and level tiles in Prehistorik.&lt;br /&gt;
&lt;br /&gt;
== File format ==&lt;br /&gt;
&lt;br /&gt;
=== 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;
|UINT16BE iCount||Number of images&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Image list ===&lt;br /&gt;
&lt;br /&gt;
A number of image blocks immediately follow the signature byte, repeating iCount times:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Data type!!Description&lt;br /&gt;
|-&lt;br /&gt;
|UINT16BE iWidth||Size of this sprite&lt;br /&gt;
|-&lt;br /&gt;
|UINT16BE iHeight||Size of this sprite&lt;br /&gt;
|-&lt;br /&gt;
|UINT16BE iSize||Length of image data&lt;br /&gt;
|-&lt;br /&gt;
|BYTE cData[iSize]||Block of image data, iSize bytes long&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If iSize is zero, that means the image is not compressed and is drawn as-is.  If iSize is non-zero, then iSize bytes should be read and decompressed with [[LBM_Format]] decompression.&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&lt;br /&gt;
This file format was reverse engineered by [[User:Szevvy|Szevvy]].  If you find this information helpful in a project you&#039;re working on, please give credit where credit is due.  (A link back to this wiki would be nice too!)&lt;/div&gt;</summary>
		<author><name>Szevvy</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=File:MAT_Format.png&amp;diff=9010</id>
		<title>File:MAT Format.png</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=File:MAT_Format.png&amp;diff=9010"/>
		<updated>2020-04-17T05:02:13Z</updated>

		<summary type="html">&lt;p&gt;Szevvy: An example of a .mat file from Prehistorik&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An example of a .mat file from Prehistorik&lt;/div&gt;</summary>
		<author><name>Szevvy</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=MAT_Format&amp;diff=9009</id>
		<title>MAT Format</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=MAT_Format&amp;diff=9009"/>
		<updated>2020-04-17T04:59:12Z</updated>

		<summary type="html">&lt;p&gt;Szevvy: Adding .mat file info, will add infobox items etc soon&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Tileset Infobox&lt;br /&gt;
 | ImageNativeWidth = Y&lt;br /&gt;
 | Hardware1 = EGA&lt;br /&gt;
 | MaxTiles = 65536&lt;br /&gt;
 | Palette = Shared&lt;br /&gt;
 | Names = N&lt;br /&gt;
 | TileMinSize = 0&lt;br /&gt;
 | NumPlanes = 5&lt;br /&gt;
 | HasTransparency = Yes&lt;br /&gt;
 | Metadata = None&lt;br /&gt;
 | Subtilesets = N&lt;br /&gt;
 | Compressed = Y&lt;br /&gt;
 | Games = &lt;br /&gt;
   {{Game|Prehistorik}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Mat files hold sprites and level tiles in Prehistorik.&lt;br /&gt;
&lt;br /&gt;
== File format ==&lt;br /&gt;
&lt;br /&gt;
=== 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;
|UINT16BE iCount||Number of images&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Image list ===&lt;br /&gt;
&lt;br /&gt;
A number of image blocks immediately follow the signature byte, repeating iCount times:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Data type!!Description&lt;br /&gt;
|-&lt;br /&gt;
|UINT16BE iWidth||Size of this sprite&lt;br /&gt;
|-&lt;br /&gt;
|UINT16BE iHeight||Size of this sprite&lt;br /&gt;
|-&lt;br /&gt;
|UINT16BE iSize||Length of image data&lt;br /&gt;
|-&lt;br /&gt;
|BYTE cData[iSize]||Block of image data, iSize bytes long&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If iSize is zero, that means the image is not compressed and is drawn as-is.  If iSize is non-zero, then iSize bytes should be read and decompressed with [[LBM_Format]] decompression.&lt;/div&gt;</summary>
		<author><name>Szevvy</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=Prehistorik&amp;diff=9008</id>
		<title>Prehistorik</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=Prehistorik&amp;diff=9008"/>
		<updated>2020-04-17T04:46:31Z</updated>

		<summary type="html">&lt;p&gt;Szevvy: Added new info about exe code and new link to .mat file description&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Game Infobox&lt;br /&gt;
 | Levels = No&lt;br /&gt;
 | Tiles = No&lt;br /&gt;
 | Sprites = No&lt;br /&gt;
 | Fullscreen = Edit&lt;br /&gt;
 | Sound = No&lt;br /&gt;
 | Music = Edit&lt;br /&gt;
 | Text = No&lt;br /&gt;
 | Story = No&lt;br /&gt;
 | Interface = No&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Prehistorik]] is a platform game.&lt;br /&gt;
&lt;br /&gt;
== Tools ==&lt;br /&gt;
&lt;br /&gt;
{{BeginFileFormatTools|Type=game}}&lt;br /&gt;
{{FileFormatTool&lt;br /&gt;
| Name = [[Camoto]]&lt;br /&gt;
| Platform = Linux/Windows&lt;br /&gt;
| grp = Edit&lt;br /&gt;
| map = No&lt;br /&gt;
| gfx = No&lt;br /&gt;
| mus = Edit&lt;br /&gt;
| sfx = No&lt;br /&gt;
| txt = No&lt;br /&gt;
| sav = No&lt;br /&gt;
| exe = No&lt;br /&gt;
}}&lt;br /&gt;
{{FileFormatTool&lt;br /&gt;
| Name = [[Wombat]]&lt;br /&gt;
| Platform = Windows&lt;br /&gt;
| grp = View&lt;br /&gt;
| map = No&lt;br /&gt;
| gfx = View&lt;br /&gt;
| mus = No&lt;br /&gt;
| sfx = No&lt;br /&gt;
| txt = No&lt;br /&gt;
| sav = No&lt;br /&gt;
| exe = View&lt;br /&gt;
}}&lt;br /&gt;
{{EndFileFormatTools}}&lt;br /&gt;
&lt;br /&gt;
== Cheats ==&lt;br /&gt;
&lt;br /&gt;
There is a [https://www.old-games.ru/forum/threads/trainers.79976/ trainer] with assembler source codes that provides some cheat ability, as the game does not appear to have any cheat codes at all.&lt;br /&gt;
&lt;br /&gt;
{{BeginGameFileList}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.cur&amp;lt;br/&amp;gt;*.vga&lt;br /&gt;
 | Format = [[CUR Format]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Archives storing game data - many of the other files in this list are inside these ones&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.dur&lt;br /&gt;
 | Format = ?&lt;br /&gt;
 | KnownFormat = No&lt;br /&gt;
 | Desc = ?&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.mat&lt;br /&gt;
 | Format = [[MAT Format]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Graphics&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.mdi&lt;br /&gt;
 | Format = [[MDI Format]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Background music (&amp;lt;tt&amp;gt;*buz.mdi&amp;lt;/tt&amp;gt; are for the &amp;quot;buzzer&amp;quot; - PC speaker)&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.pc1&lt;br /&gt;
 | Format = [[LBM Format]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = 320&amp;amp;times;200 full-screen images&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.voc&lt;br /&gt;
 | Format = [[VOC Format]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Sound effects&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = FILECODE.SQZ&lt;br /&gt;
 | Format = [[Titus_Interactive_SQZ_Compression|SQZ Fromat]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Compressed/Obfuscated main executable on the DOS floppy version.&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = PREH.SQZ&lt;br /&gt;
 | Format = [[Titus_Interactive_SQZ_Compression|SQZ Fromat]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Compressed/Obfuscated main executable on the CD-ROM version (GoG/Steam).&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = GRAWAGA.CFG&lt;br /&gt;
 | Format = Text&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Used to store the graphics/sound mode, the game will start in setup mode if it is absent.&lt;br /&gt;
}}&lt;br /&gt;
{{EndGameFileList}}&lt;br /&gt;
&lt;br /&gt;
Additionally, all the levels layout data hardcoded into &amp;lt;tt&amp;gt;historik.exe&amp;lt;/tt&amp;gt; executable file.&lt;br /&gt;
&lt;br /&gt;
Refer to the [[Prehistorik Level Format]] page for more details.&lt;br /&gt;
&lt;br /&gt;
== Versions ==&lt;br /&gt;
&lt;br /&gt;
There are 2 DOS versions of this game. The most commonly available is the hacked floppy version but there is a CD-ROM version of this game that was originally released in 1995 as part of &amp;quot;Titus Software - 10 Awesome Games&amp;quot; CD. The CD version is also included in the GoG/Steam release of the game.&lt;br /&gt;
&lt;br /&gt;
Both the non-hacked floppy and the CD version have copy protection that was based on obfuscated compression on the main executable. The GoG/Steam release uses DOSBox to emulate a CD to get the original version to run. On the CD the copy protection is based on CDRUN.COM that checks if it is being started from a CD drive but in fact the main executable is compressed in file PREH.SQZ that is decompressed by CDRUN.EXE on the go.&lt;br /&gt;
&lt;br /&gt;
This can be bypassed and the original executable can be uncompressed/unobfuscated with information available in [[Titus_Interactive_SQZ_Compression]]. Use altlzw flag on the Perl implementation.&lt;br /&gt;
&lt;br /&gt;
After uncompressing/unobfuscating the executable there is no longer any dependancy on the CD check.&lt;br /&gt;
&lt;br /&gt;
The floppy and CD executable have a few differences, the most visible ones are the setup screens for language selection where the floppy version has a typo on &amp;quot;Germain&amp;quot; language selection and a change of the FAX number of the makers of the DOS version.&lt;br /&gt;
&lt;br /&gt;
[[File:Prehistorik_floppy_language.png|320px]][[File:Prehistorik_cdrom_language.png|320px]]&lt;br /&gt;
&lt;br /&gt;
[[File:Prehistorik_floppy_fax.png|320px]][[File:Prehistorik_cdrom_fax.png|320px]]&lt;br /&gt;
&lt;br /&gt;
The compressed gamedata FILESA.(CUR/VGA) and FILESB.(CUR/VGA) are the same on the floppy and CD version.&lt;br /&gt;
&lt;br /&gt;
The file dates on the CD-ROM give a hint about the timeline of the different releases:&lt;br /&gt;
FILESA.CUR 1991-04-24&lt;br /&gt;
FILESA.VGA 1991-04-17&lt;br /&gt;
FILESB.CUR 1991-04-26&lt;br /&gt;
FILESB.VGA 1991-04-17&lt;br /&gt;
PREH.SQZ 1995-08-28&lt;br /&gt;
&lt;br /&gt;
[[Category:Sidescroller]]&lt;/div&gt;</summary>
		<author><name>Szevvy</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=Dangerous_Dave&amp;diff=9005</id>
		<title>Dangerous Dave</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=Dangerous_Dave&amp;diff=9005"/>
		<updated>2020-04-16T09:38:56Z</updated>

		<summary type="html">&lt;p&gt;Szevvy: Updating Wombat support&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NeedMoreInfo}}&lt;br /&gt;
{{Game Infobox&lt;br /&gt;
 | Levels = Edit&lt;br /&gt;
 | Tiles = Edit&lt;br /&gt;
 | Sprites = Edit&lt;br /&gt;
 | Fullscreen = None&lt;br /&gt;
 | Sound = No&lt;br /&gt;
 | Music = None&lt;br /&gt;
 | Text = No&lt;br /&gt;
 | Story = None&lt;br /&gt;
 | Interface = No&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Dangerous Dave is the first installment in the popular Dangerous Dave series, preceding [[Dangerous Dave 2]] (And [[Dangerous Dave in Copyright Infringement|DDiCI]].) &lt;br /&gt;
&lt;br /&gt;
In this installment Dave navigates the lair of his nemesis, looking for the ten special trophies he needs to steal, and get out alive. The game features ten levels plus bonus areas and separate CGA, EGA and VGA graphics.&lt;br /&gt;
&lt;br /&gt;
== Tools ==&lt;br /&gt;
&lt;br /&gt;
{{BeginFileFormatTools|Type=game}}&lt;br /&gt;
{{FileFormatTool&lt;br /&gt;
| Name = [[Camoto]]&lt;br /&gt;
| Platform = Linux/Windows&lt;br /&gt;
| grp = N/A&lt;br /&gt;
| map = Edit&lt;br /&gt;
| gfx = Edit&lt;br /&gt;
| mus = N/A&lt;br /&gt;
| sfx = No&lt;br /&gt;
| txt = No&lt;br /&gt;
| sav = N/A&lt;br /&gt;
| exe = No&lt;br /&gt;
}}&lt;br /&gt;
{{FileFormatTool&lt;br /&gt;
| Name = [[Wombat]]&lt;br /&gt;
| Platform = Windows&lt;br /&gt;
| grp = N/A&lt;br /&gt;
| map = View&lt;br /&gt;
| gfx = View&lt;br /&gt;
| mus = N/A&lt;br /&gt;
| sfx = View&lt;br /&gt;
| txt = No&lt;br /&gt;
| sav = N/A&lt;br /&gt;
| exe = No&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;dave.exe&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | See below for details.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;egadave.dav&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | EGA tiles in [[Dangerous Dave Tileset Format]].&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;scores.dav&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | High scores in [[Dave Score format]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== dave.exe ===&lt;br /&gt;
&lt;br /&gt;
When decompressed with [[UNLZEXE]], &amp;lt;tt&amp;gt;dave.exe&amp;lt;/tt&amp;gt; contains the following data:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Offset !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0x0b4ff ||style=&amp;quot;background: #FFCCCC;&amp;quot;| Unknown data&lt;br /&gt;
|-&lt;br /&gt;
| 0x0c620 ||style=&amp;quot;background: #CCFFCC;&amp;quot;| CGA tiles in [[Dangerous Dave Tileset Format]]&lt;br /&gt;
|-&lt;br /&gt;
| 0x120f0 ||style=&amp;quot;background: #CCFFCC;&amp;quot;| VGA tiles in [[Dangerous Dave Tileset Format]]&lt;br /&gt;
|-&lt;br /&gt;
| 0x1c4e0 ||style=&amp;quot;background: #CCFFCC;&amp;quot;| PC Speaker sound effects in [[Inverse Frequency Sound format]]&lt;br /&gt;
|-&lt;br /&gt;
| 0x1d780 ||style=&amp;quot;background: #FFCCCC;&amp;quot;| CGA font + menu graphics&lt;br /&gt;
|-&lt;br /&gt;
| 0x1ea40 ||style=&amp;quot;background: #FFCCCC;&amp;quot;| EGA font + menu graphics&lt;br /&gt;
|-&lt;br /&gt;
| 0x20ec0 ||style=&amp;quot;background: #FFCCCC;&amp;quot;| VGA font + menu graphics&lt;br /&gt;
|-&lt;br /&gt;
| 0x26b0a ||style=&amp;quot;background: #CCFFCC;&amp;quot;| [[VGA Palette]]&lt;br /&gt;
|-&lt;br /&gt;
| 0x26e0a ||style=&amp;quot;background: #CCFFCC;&amp;quot;| Game levels in [[Dangerous Dave Level format]] (10 @ 1280 bytes each)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Some EGA graphics are stored internally and use the [[Commander Keen EGA Header]].&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
Dave can use CGA, EGA and VGA graphics, with the default being the best card available.  All of the CGA and VGA graphics are stored internally, while the EGA graphics are stored in an external file, and have no relation to the CGA/VGA graphics (i.e. the game will work fine in CGA or VGA mode even if &amp;lt;tt&amp;gt;EGADAVE.DAV&amp;lt;/tt&amp;gt; is missing.)  The font and menu graphics (for CGA/VGA and EGA) are all stored in the main .exe file (as it is still possible to press F2 to change in and out of EGA mode with a missing/corrupted &amp;lt;tt&amp;gt;EGADAVE.DAV&amp;lt;/tt&amp;gt; file.)&lt;br /&gt;
&lt;br /&gt;
[[Category:Softdisk]]&lt;/div&gt;</summary>
		<author><name>Szevvy</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=Dangerous_Dave_2&amp;diff=9004</id>
		<title>Dangerous Dave 2</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=Dangerous_Dave_2&amp;diff=9004"/>
		<updated>2020-04-16T09:37:26Z</updated>

		<summary type="html">&lt;p&gt;Szevvy: Added Wombat support&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
&lt;br /&gt;
{{Game Infobox&lt;br /&gt;
 | Levels = No&lt;br /&gt;
 | Tiles = No&lt;br /&gt;
 | Sprites = No&lt;br /&gt;
 | Fullscreen = No&lt;br /&gt;
 | Sound = No&lt;br /&gt;
 | Music = No&lt;br /&gt;
 | Text = No&lt;br /&gt;
 | Story = No&lt;br /&gt;
 | Interface = No&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Dangerous Dave 2, also known as Dangerous Dave in the Haunted Mansion (DDitHM)is the second installment of the popular Dangerous Dave series (Third if [[Dangerous Dave in Copyright Infringement|DDiCI]] is counted.) Following [[Dangerous Dave]] and preceding [[Dangerous Dave 3]]: Dave&#039;s Risky Rescue.&lt;br /&gt;
&lt;br /&gt;
In this installment Dave must rescue his younger brother Delbert from the Haunted Mansion. The game was severely cut down to fit onto a floppy disk and meet the release date, and so lacks appreciable story elements. The game was made utilizing a modified version of the [[Commander Keen 1-3]] engine and thus uses many formats similar to Keen, though usually with more advanced compression.&lt;br /&gt;
&lt;br /&gt;
== File formats ==&lt;br /&gt;
&lt;br /&gt;
This section lists the major file formats used in the game.&lt;br /&gt;
&lt;br /&gt;
* [[B800 Text]] - 4000-byte internal files are text screens shown at exit.&lt;br /&gt;
* [[Commander Keen 1-3 Level format]] - &amp;lt;tt&amp;gt;LEVELxx.DD2&amp;lt;/tt&amp;gt; are game levels.&lt;br /&gt;
* [[Commander Keen EGA Header]] the EGA header is stored internally and is used to read graphics files.&lt;br /&gt;
* [[Dave 2 Tileinfo format]] - information about the properties of tiles are stored internally in the executable.&lt;br /&gt;
* [[Dave 2 Tileset format]] - &amp;lt;tt&amp;gt;TILES.DD2&amp;lt;/tt&amp;gt; contains the game tiles.&lt;br /&gt;
* [[EGA Font format]] monochrome font used in the game is stored in the executable.&lt;br /&gt;
* [[Inverse Frequency Sound format]] - the sound file is stored internally and uses Apogees &#039;inverse frequency&#039; sound format.&lt;br /&gt;
* [[Raw EGA data#Planar|Full-screen planar EGA]] Most graphics are in this format, compressed or rearranged in various ways. For example, the 320x200 screen graphics are this compressed with [[Huffman Compression]].&lt;br /&gt;
&lt;br /&gt;
* [[RLEW compression]] The RLEB variant is used to compress the [[Dave 2 Intro format|INTRO.DD2]] file&lt;br /&gt;
* [[Dave 2 Huffman compression]] Used to compress most of the graphics files, a modification of the standard [[Huffman Compression]].&lt;br /&gt;
* Text is contained in the executable, the executable is compressed with LZ compression, and can be uncompressed with [[UNLZEXE]].&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
Dangerous Dave 2 stores the header and &amp;lt;tt&amp;gt;LATCH&amp;lt;/tt&amp;gt; internally in the executable at 74896 and 101096 respectively (in the UNLZEXE&#039;d executable.) Tiles are stored in a separate file &amp;lt;tt&amp;gt;EGATILES.DD2&amp;lt;/tt&amp;gt;. Since each tile may or may not be loaded in a level depending on whether it&#039;s needed, the tile file is composed of 858 128-byte entries, each containing 4-EGA planes for the tile.&lt;br /&gt;
&lt;br /&gt;
[[Shadow Knights]], published just weeks later uses the Dave engine also and is even more similar than Keen.&lt;br /&gt;
&lt;br /&gt;
Dave 2 is intermediate in development between [[Commander Keen 1-3]] and [[Commander Keen Dreams]] which followed it. Though basic, it makes use of several changes in format that are used in later Keen games.&lt;br /&gt;
&lt;br /&gt;
== Tools ==&lt;br /&gt;
&lt;br /&gt;
{{BeginFileFormatTools|Type=game}}&lt;br /&gt;
{{FileFormatTool&lt;br /&gt;
| Name = [[Wombat]]&lt;br /&gt;
| Platform = Windows&lt;br /&gt;
| grp = N/A&lt;br /&gt;
| map = View&lt;br /&gt;
| gfx = View&lt;br /&gt;
| mus = View&lt;br /&gt;
| sfx = View&lt;br /&gt;
| txt = View&lt;br /&gt;
| sav = No&lt;br /&gt;
| exe = View&lt;br /&gt;
}}&lt;br /&gt;
{{EndFileFormatTools}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Apogee]]&lt;br /&gt;
[[Category:Sidescroller]]&lt;/div&gt;</summary>
		<author><name>Szevvy</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=Dangerous_Dave_2&amp;diff=9003</id>
		<title>Dangerous Dave 2</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=Dangerous_Dave_2&amp;diff=9003"/>
		<updated>2020-04-16T09:35:19Z</updated>

		<summary type="html">&lt;p&gt;Szevvy: Clarified that RLEB is used to compress intro.dd2&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
&lt;br /&gt;
{{Game Infobox&lt;br /&gt;
 | Levels = No&lt;br /&gt;
 | Tiles = No&lt;br /&gt;
 | Sprites = No&lt;br /&gt;
 | Fullscreen = No&lt;br /&gt;
 | Sound = No&lt;br /&gt;
 | Music = No&lt;br /&gt;
 | Text = No&lt;br /&gt;
 | Story = No&lt;br /&gt;
 | Interface = No&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Dangerous Dave 2, also known as Dangerous Dave in the Haunted Mansion (DDitHM)is the second installment of the popular Dangerous Dave series (Third if [[Dangerous Dave in Copyright Infringement|DDiCI]] is counted.) Following [[Dangerous Dave]] and preceding [[Dangerous Dave 3]]: Dave&#039;s Risky Rescue.&lt;br /&gt;
&lt;br /&gt;
In this installment Dave must rescue his younger brother Delbert from the Haunted Mansion. The game was severely cut down to fit onto a floppy disk and meet the release date, and so lacks appreciable story elements. The game was made utilizing a modified version of the [[Commander Keen 1-3]] engine and thus uses many formats similar to Keen, though usually with more advanced compression.&lt;br /&gt;
&lt;br /&gt;
== File formats ==&lt;br /&gt;
&lt;br /&gt;
This section lists the major file formats used in the game.&lt;br /&gt;
&lt;br /&gt;
* [[B800 Text]] - 4000-byte internal files are text screens shown at exit.&lt;br /&gt;
* [[Commander Keen 1-3 Level format]] - &amp;lt;tt&amp;gt;LEVELxx.DD2&amp;lt;/tt&amp;gt; are game levels.&lt;br /&gt;
* [[Commander Keen EGA Header]] the EGA header is stored internally and is used to read graphics files.&lt;br /&gt;
* [[Dave 2 Tileinfo format]] - information about the properties of tiles are stored internally in the executable.&lt;br /&gt;
* [[Dave 2 Tileset format]] - &amp;lt;tt&amp;gt;TILES.DD2&amp;lt;/tt&amp;gt; contains the game tiles.&lt;br /&gt;
* [[EGA Font format]] monochrome font used in the game is stored in the executable.&lt;br /&gt;
* [[Inverse Frequency Sound format]] - the sound file is stored internally and uses Apogees &#039;inverse frequency&#039; sound format.&lt;br /&gt;
* [[Raw EGA data#Planar|Full-screen planar EGA]] Most graphics are in this format, compressed or rearranged in various ways. For example, the 320x200 screen graphics are this compressed with [[Huffman Compression]].&lt;br /&gt;
&lt;br /&gt;
* [[RLEW compression]] The RLEB variant is used to compress the [[Dave 2 Intro format|INTRO.DD2]] file&lt;br /&gt;
* [[Dave 2 Huffman compression]] Used to compress most of the graphics files, a modification of the standard [[Huffman Compression]].&lt;br /&gt;
* Text is contained in the executable, the executable is compressed with LZ compression, and can be uncompressed with [[UNLZEXE]].&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
Dangerous Dave 2 stores the header and &amp;lt;tt&amp;gt;LATCH&amp;lt;/tt&amp;gt; internally in the executable at 74896 and 101096 respectively (in the UNLZEXE&#039;d executable.) Tiles are stored in a separate file &amp;lt;tt&amp;gt;EGATILES.DD2&amp;lt;/tt&amp;gt;. Since each tile may or may not be loaded in a level depending on whether it&#039;s needed, the tile file is composed of 858 128-byte entries, each containing 4-EGA planes for the tile.&lt;br /&gt;
&lt;br /&gt;
[[Shadow Knights]], published just weeks later uses the Dave engine also and is even more similar than Keen.&lt;br /&gt;
&lt;br /&gt;
Dave 2 is intermediate in development between [[Commander Keen 1-3]] and [[Commander Keen Dreams]] which followed it. Though basic, it makes use of several changes in format that are used in later Keen games.&lt;br /&gt;
&lt;br /&gt;
[[Category:Apogee]]&lt;br /&gt;
[[Category:Sidescroller]]&lt;/div&gt;</summary>
		<author><name>Szevvy</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=God_of_Thunder_Level_Format&amp;diff=8999</id>
		<title>God of Thunder Level Format</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=God_of_Thunder_Level_Format&amp;diff=8999"/>
		<updated>2020-04-07T02:27:09Z</updated>

		<summary type="html">&lt;p&gt;Szevvy: Added info on actor IDs.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Map Infobox&lt;br /&gt;
 | Type = 2D tile-based&lt;br /&gt;
 | Layers = 3&lt;br /&gt;
 | Tile size = 16&amp;amp;times;16&lt;br /&gt;
 | Viewport = 320&amp;amp;times;192&lt;br /&gt;
 | Games = &lt;br /&gt;
   {{Game|God of Thunder}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;God of Thunder Level Format&#039;&#039;&#039; is used by [[God of Thunder]] to store each game level.&lt;br /&gt;
&lt;br /&gt;
== File format ==&lt;br /&gt;
&lt;br /&gt;
The file consists of multiple 512-byte levels, one after the other.  There is no global header.  Each level is structured as follows.&lt;br /&gt;
&lt;br /&gt;
=== Signature ===&lt;br /&gt;
&lt;br /&gt;
There is no signature, however careful processing of the files can be used to check whether the format is correct:&lt;br /&gt;
&lt;br /&gt;
* There are 230 tiles in the background layer, so no background code should be larger than 229.&lt;br /&gt;
* There are 32 tiles in the object layer, so no object ID should be larger than 31.&lt;br /&gt;
&lt;br /&gt;
=== Content ===&lt;br /&gt;
&lt;br /&gt;
The file contains two layers.&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;
| [[UINT8]][240] || background || Background layer, one byte for each of the 20&amp;amp;times;12 cells in the map&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT8]] || defaultBG || Tile to draw behind other background tiles that have transparent areas (e.g. rocks)&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT8]] || song || ID of song {{TODO|How does this map to song files?}}&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT8]][16] || actorID || IDs of 16 actors&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT8]][16] || actorPos || Coordinates of each object (&#039;&#039;y&#039;&#039; &amp;amp;times; 20 + &#039;&#039;x&#039;&#039;)&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT8]][48] || unknown || {{TODO|?}}&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT8]][30] || objectID || IDs of 30 objects&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT16LE]][30] || objectX || X-coordinate of each object&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT16LE]][30] || objectY || Y-coordinate of each object&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT8]][10] || holeScreen || Destination screen number of each hole/door (one value for tiles 0xDC to 0xE5 inclusive)&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT8]][10] || holeDestPos || Player target position on destination screen (&#039;&#039;y&#039;&#039; &amp;amp;times; 20 + &#039;&#039;x&#039;&#039;)&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT8]][20] || unknown || {{TODO|?}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tile mapping ==&lt;br /&gt;
&lt;br /&gt;
Each code in the background layer is a tile index in the corresponding &amp;lt;tt&amp;gt;sdat[123]&amp;lt;/tt&amp;gt; file.&lt;br /&gt;
&lt;br /&gt;
Each actor ID refers to the file with that ID - so an actor ID of 2 would mean the file named &#039;actor2&#039;.  Actor ID 0 is used if no actor is at that entry.  The positions refer to tiles - 0,0 being top left of the map and 19, 11 being bottom-right.&lt;br /&gt;
&lt;br /&gt;
Each object ID is an index into the &amp;lt;tt&amp;gt;objects&amp;lt;/tt&amp;gt; tileset.  An object ID of 1 maps to the first tile, ID 2 maps to the second tile, etc.  Object ID 0 is used if no object is at that entry.  The position is the cell number, with cell 0 being the top-left and cell 239 being the bottom-right.&lt;br /&gt;
&lt;br /&gt;
== Screen arrangement, holes and doors ==&lt;br /&gt;
&lt;br /&gt;
The screens are arranged left to right, ten levels wide.  Moving off the left or right of the screen subtracts or adds one to the screen number respectively.  Moving off the top or bottom subtracts or adds 10 to the screen number.&lt;br /&gt;
&lt;br /&gt;
Tile numbers 0xDC through 0xE5 are doorways.  Some look like holes, while others look like ladders out of the hole.  In an underground level, the exit back to the surface must use one of the ladder tiles, otherwise it will simply scroll to the next screen like normal.  This is not usually the intention when returning to the surface as there is less control over where the player appears.&lt;br /&gt;
&lt;br /&gt;
The first value in &amp;lt;tt&amp;gt;holeScreen&amp;lt;/tt&amp;gt; is for tile 0xDC, and the last value is for tile 0xE5.  Likewise for &amp;lt;tt&amp;gt;holeDestPos&amp;lt;/tt&amp;gt; which specifies the player&#039;s position on the destination screen.&lt;br /&gt;
&lt;br /&gt;
== Songs ==&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Episode !! Song ID !! Song filename&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 0 || song1&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1 || song2&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 2 || song3&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 3 || song4&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 4 || winsong&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 5 || bosssong&lt;br /&gt;
|-&lt;br /&gt;
| 1 || &amp;gt;=6 || song33&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&lt;br /&gt;
This file format was reverse engineered by [[User:Malvineous|Malvineous]].  If you find this information helpful in a project you&#039;re working on, please give credit where credit is due.  (A link back to this wiki would be nice too!)&lt;/div&gt;</summary>
		<author><name>Szevvy</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=Bio_Menace&amp;diff=8983</id>
		<title>Bio Menace</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=Bio_Menace&amp;diff=8983"/>
		<updated>2020-02-02T11:01:25Z</updated>

		<summary type="html">&lt;p&gt;Szevvy: Updating Wombat support&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Game Infobox&lt;br /&gt;
 | Levels = Edit&lt;br /&gt;
 | Tiles = Edit&lt;br /&gt;
 | Sprites = Edit&lt;br /&gt;
 | Fullscreen = Edit&lt;br /&gt;
 | Sound = Edit&lt;br /&gt;
 | Music = Edit&lt;br /&gt;
 | Text = No&lt;br /&gt;
 | Story = No&lt;br /&gt;
 | Interface = No&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Bio Menace&#039;&#039;&#039; (working title: &#039;&#039;&#039;Bio Hazard&#039;&#039;&#039;) is a series of three games known simply as Bio Menace 1, 2 and 3. They use a slightly altered version of the [[Commander Keen 4-6]] engine, so the file formats used are almost identical.&lt;br /&gt;
&lt;br /&gt;
The game follows the adventures of Snake Logan, a top secret operative at the CIA, who takes on missions others would see as suicidal, as he battles hordes of strange mutant monsters that have suddenly appeared and are taking over cities. The goals of the game vary, from rescuing trapped prisoners to destroying an evil computer. Notably, in the second game, if you do not get the portable nuclear device in one of the levels, the game becomes unwinnable and you are treated to the story of Snake&#039;s eventual death.&lt;br /&gt;
&lt;br /&gt;
{{BeginFileFormatTools|Type=game}}&lt;br /&gt;
{{FileFormatTool&lt;br /&gt;
| Name = [[keenwiki:Abiathar|Abiathar]]&lt;br /&gt;
| Platform = Windows&lt;br /&gt;
| grp = N/A&lt;br /&gt;
| map = Edit&lt;br /&gt;
| gfx = No&lt;br /&gt;
| mus = No&lt;br /&gt;
| sfx = No&lt;br /&gt;
| txt = No&lt;br /&gt;
| sav = No&lt;br /&gt;
| exe = No&lt;br /&gt;
| notes = Offers templates for Bio Menace projects&lt;br /&gt;
}}&lt;br /&gt;
{{FileFormatTool&lt;br /&gt;
| Name = [[TED5]]&lt;br /&gt;
| Platform = DOS GUI&lt;br /&gt;
| grp = N/A&lt;br /&gt;
| map = Edit&lt;br /&gt;
| gfx = No&lt;br /&gt;
| mus = No&lt;br /&gt;
| sfx = No&lt;br /&gt;
| txt = No&lt;br /&gt;
| sav = No&lt;br /&gt;
| exe = No&lt;br /&gt;
| notes = Must be [http://people.inf.elte.hu/szgrahi/bmenace_mod.zip configured to work with Bio Menace]&lt;br /&gt;
}}&lt;br /&gt;
{{FileFormatTool&lt;br /&gt;
| Name = [[Wombat]]&lt;br /&gt;
| Platform = Windows&lt;br /&gt;
| grp = N/A&lt;br /&gt;
| map = Read&lt;br /&gt;
| gfx = Read&lt;br /&gt;
| mus = Read&lt;br /&gt;
| sfx = Read&lt;br /&gt;
| txt = No&lt;br /&gt;
| sav = No&lt;br /&gt;
| exe = No&lt;br /&gt;
| notes =&lt;br /&gt;
}}&lt;br /&gt;
{{EndFileFormatTools}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both;&amp;quot;/&amp;gt;&lt;br /&gt;
== File formats ==&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! File name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;audiohed.bm*&amp;lt;br/&amp;gt;audiot.bm*&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Sound effects and music in [[AudioT Format]] (and within that, music in [[IMF Format]])&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;bmenace[123].exe&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Exit text screens in [[B800 Text]] format&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;egadict.bm*&amp;lt;br/&amp;gt;egahead.bm*&amp;lt;br/&amp;gt;egagraph.bm*&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Graphics, text and miscellaneous data in [[EGAGraph Format]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;gamemaps.bm*&amp;lt;br/&amp;gt;maphead.bm*&amp;lt;br/&amp;gt;maptemp.bm*&amp;lt;br/&amp;gt;mapthead.bm*&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Levels in [[GameMaps Format]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Sprite behaviours are governed by data structures in the .exe, arranged in [[Keen 4-6 Action Format]]&lt;br /&gt;
&lt;br /&gt;
== Music ==&lt;br /&gt;
&lt;br /&gt;
=== AudioT Format Details ===&lt;br /&gt;
Biomenace uses the uncompressed version of the [[AudioT Format]] to store music and sound. The main audio file for each game, the AUDIOT.xxx file, is called AUDIOT.BMx, where x is the number of the game (1, 2 or 3). For example, the file for Keen 2 is AUDIO.BM2. The secondary files needed for this format, the AUDIOHED.BMx are external.&lt;br /&gt;
&lt;br /&gt;
=== Levels Songs Assignment ===&lt;br /&gt;
There is a place inside the executables too, where each level in the game is assigned a song from the AUDIOT.BMx file. From that addresses, the following bytes indicate the song for each level. Every 2 bytes is a value corresponding to a level. The first 2 bytes correspond to level 0; the next 2 bytes correspond to level 1; and so on. Each 2-byte value is an integer corresponding to the song number used in that level, starting from $00 $00, and going up to $00 $01, and so on. This numbers refer to the order the songs are in the AUDIO.BMx file; $00 $00 is the first one, $00 $01 is the second one, and so on.&lt;br /&gt;
&lt;br /&gt;
It is notable that Biomenace has many more songs in it than the Keen 4-6 games upon which it was based.&lt;br /&gt;
&lt;br /&gt;
== Obtaining the game ==&lt;br /&gt;
&lt;br /&gt;
The full version of this game [http://www.3drealms.com/news/2005/12/bio_menace_released_as_freewar.html has been released as freeware].&lt;br /&gt;
&lt;br /&gt;
* Three different versions are available from [http://www.classicdosgames.com/apogee.html Classic DOS Games]&lt;br /&gt;
&lt;br /&gt;
[[Category:Apogee]]&lt;br /&gt;
[[Category:Sidescroller]]&lt;br /&gt;
[[Category:Freeware]]&lt;/div&gt;</summary>
		<author><name>Szevvy</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=Talk:GameMaps_Format&amp;diff=8816</id>
		<title>Talk:GameMaps Format</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=Talk:GameMaps_Format&amp;diff=8816"/>
		<updated>2019-08-29T08:38:23Z</updated>

		<summary type="html">&lt;p&gt;Szevvy: Updated some InfoPlane research&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The values in that table are also good for Keen Dreams, except for the !ID! tag.&lt;br /&gt;
&lt;br /&gt;
== Cleaning this mess up ==&lt;br /&gt;
&lt;br /&gt;
I think this page should be merged together with the [[Keen Dreams level Format]] and the [[TED5]] page to get a clean documentation of the general file format. A lot of the stuff in here is only partially correct. For example, Bio Menace (and the first version of Wolf3D) uses the uncompressed form (MAPTEMP) of the format, not the carmackized version as is implied at the end of this article and in the TED5 article (it says that the MAPTEMP file is not used by the games).&lt;br /&gt;
&lt;br /&gt;
I also noticed that this article claims that the MAPHEAD file is 402 bytes long, giving it space for 256 level entries (which makes no sense at all, there are exactly 100 level offsets), but the MAPHEAD also stores the TileInfo data, giving a much larger size. You can see this in Bio Menace, where the files are external, but also in every Keen game. The TileInfo data in the exe starts directly after the MAPHEAD data (add 100 bytes in between for games that use the Huffman-compressed version, like Keen Dreams and Dave 3 &amp;amp; 4). --[[User:K1n9 Duk3|K1n9 Duk3]] 21:06, 11 February 2011 (GMT)&lt;br /&gt;
&lt;br /&gt;
: You&#039;re welcome to clean it up, but just remember that all this stuff is work in progress so it&#039;s only a &amp;quot;mess&amp;quot; because nobody has had the time to finish it off yet.  If you&#039;re able to do so, then that&#039;s great!  Also don&#039;t immediately assume something is wrong because it doesn&#039;t fit what you have seen - there are many versions of games around the place so make sure you consider something carefully before deleting it (I learned that the hard way!)  I don&#039;t think this page should be merged with [[TED5]] though, that page should be solely about the editor and perhaps some files that are not used elsewhere.  If it&#039;s used in a game it should be on one of the &amp;quot;xyz Format&amp;quot; pages (so by all means move some stuff *off* TED5.) -- [[User:Malvineous|Malvineous]] 12:36, 12 February 2011 (GMT)&lt;br /&gt;
&lt;br /&gt;
:: Yes, several points are worth noting. There should be a single article for all the TED5 formats with perhaps sections explaining the different compressions used (None-Biomenace, Huffman-Dreams,Dave3\4, Carmack-Keen) and especially a note about the tileinfo, for Keen only the 402 MAPHEAD was extracted and patched, seperate from the tileinfo, nobody really realized the two were connected and that TED could be used to edit tile properties, this is thus something of great interest to modders. I have a lot of data on what format of MAPs various games use. TED5 is a program and should be kept separate though. --[[User:Levellass|Endian? What are you on about?]] 03:46, 14 February 2011 (GMT)&lt;br /&gt;
&lt;br /&gt;
== Wolfenstein-3D maps ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;About Wolfenstein-3D (6 episodes version): after decompressing the planes, I noticed that --1-- Each plane starts with 0x0020, --2-- The third plane is always empty (except for the 0x0020), --3-- Decompressed planes are always longer than necessary: assuming every map is 64x64 tiles and a tile is stored on 2 bytes, a plane should be 8192 bytes long (8194 bytes if you count the 0x0020 signature). Am I missing something here? When displayed, the map makes sense to me but I&#039;m just not sure if I did anything wrong...&amp;quot; -&amp;gt; Scratch that, I&#039;m an idiot, the first UINT32LE is the size (in bytes) of the decompressed data, I thought it was a part of the RLEW-compressed chunk and had to compute the decompressed chunk size by myself... Anyway, the wiki page states that &amp;quot;The header for each level that is pointed to by MAPHEAD is 42 bytes long and RLEW compressed&amp;quot;, unless I misunderstand what the sentence means, it doesn&#039;t apply to Wolfenstein-3D (the RLEW compression I mean).&lt;br /&gt;
--[[User:Ilovemyq3map2|Ilovemyq3map2]] ([[User talk:Ilovemyq3map2|talk]]) 16:09, 14 October 2013 (GMT)&lt;br /&gt;
&lt;br /&gt;
== InfoPlane values ==&lt;br /&gt;
So, it&#039;d be real nice to have a list of what the values in InfoPlane map to.  Not sure where to put them, as they&#039;re a per-game thing.  Additionally, some item IDs are things that appear in certain difficulty levels only - ID 47 in Keen 4 is a Lick that only appears in Hard (and perhaps Medium)  Having a list somewhere might help with this.  Any thoughts? [[User:Szevvy|Szevvy]] ([[User talk:Szevvy|talk]])&lt;br /&gt;
&lt;br /&gt;
== Location of data in exes ==&lt;br /&gt;
On thing to note when filling out the location of data in exes - UNP and unpklite decompress exe&#039;s slightly differently, so any PKLITE&#039;d values need to have the decompression tool marked in the table.[[User:Szevvy|Szevvy]] ([[User talk:Szevvy|talk]])&lt;/div&gt;</summary>
		<author><name>Szevvy</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=Talk:GameMaps_Format&amp;diff=8815</id>
		<title>Talk:GameMaps Format</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=Talk:GameMaps_Format&amp;diff=8815"/>
		<updated>2019-08-28T23:27:49Z</updated>

		<summary type="html">&lt;p&gt;Szevvy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The values in that table are also good for Keen Dreams, except for the !ID! tag.&lt;br /&gt;
&lt;br /&gt;
== Cleaning this mess up ==&lt;br /&gt;
&lt;br /&gt;
I think this page should be merged together with the [[Keen Dreams level Format]] and the [[TED5]] page to get a clean documentation of the general file format. A lot of the stuff in here is only partially correct. For example, Bio Menace (and the first version of Wolf3D) uses the uncompressed form (MAPTEMP) of the format, not the carmackized version as is implied at the end of this article and in the TED5 article (it says that the MAPTEMP file is not used by the games).&lt;br /&gt;
&lt;br /&gt;
I also noticed that this article claims that the MAPHEAD file is 402 bytes long, giving it space for 256 level entries (which makes no sense at all, there are exactly 100 level offsets), but the MAPHEAD also stores the TileInfo data, giving a much larger size. You can see this in Bio Menace, where the files are external, but also in every Keen game. The TileInfo data in the exe starts directly after the MAPHEAD data (add 100 bytes in between for games that use the Huffman-compressed version, like Keen Dreams and Dave 3 &amp;amp; 4). --[[User:K1n9 Duk3|K1n9 Duk3]] 21:06, 11 February 2011 (GMT)&lt;br /&gt;
&lt;br /&gt;
: You&#039;re welcome to clean it up, but just remember that all this stuff is work in progress so it&#039;s only a &amp;quot;mess&amp;quot; because nobody has had the time to finish it off yet.  If you&#039;re able to do so, then that&#039;s great!  Also don&#039;t immediately assume something is wrong because it doesn&#039;t fit what you have seen - there are many versions of games around the place so make sure you consider something carefully before deleting it (I learned that the hard way!)  I don&#039;t think this page should be merged with [[TED5]] though, that page should be solely about the editor and perhaps some files that are not used elsewhere.  If it&#039;s used in a game it should be on one of the &amp;quot;xyz Format&amp;quot; pages (so by all means move some stuff *off* TED5.) -- [[User:Malvineous|Malvineous]] 12:36, 12 February 2011 (GMT)&lt;br /&gt;
&lt;br /&gt;
:: Yes, several points are worth noting. There should be a single article for all the TED5 formats with perhaps sections explaining the different compressions used (None-Biomenace, Huffman-Dreams,Dave3\4, Carmack-Keen) and especially a note about the tileinfo, for Keen only the 402 MAPHEAD was extracted and patched, seperate from the tileinfo, nobody really realized the two were connected and that TED could be used to edit tile properties, this is thus something of great interest to modders. I have a lot of data on what format of MAPs various games use. TED5 is a program and should be kept separate though. --[[User:Levellass|Endian? What are you on about?]] 03:46, 14 February 2011 (GMT)&lt;br /&gt;
&lt;br /&gt;
== Wolfenstein-3D maps ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;About Wolfenstein-3D (6 episodes version): after decompressing the planes, I noticed that --1-- Each plane starts with 0x0020, --2-- The third plane is always empty (except for the 0x0020), --3-- Decompressed planes are always longer than necessary: assuming every map is 64x64 tiles and a tile is stored on 2 bytes, a plane should be 8192 bytes long (8194 bytes if you count the 0x0020 signature). Am I missing something here? When displayed, the map makes sense to me but I&#039;m just not sure if I did anything wrong...&amp;quot; -&amp;gt; Scratch that, I&#039;m an idiot, the first UINT32LE is the size (in bytes) of the decompressed data, I thought it was a part of the RLEW-compressed chunk and had to compute the decompressed chunk size by myself... Anyway, the wiki page states that &amp;quot;The header for each level that is pointed to by MAPHEAD is 42 bytes long and RLEW compressed&amp;quot;, unless I misunderstand what the sentence means, it doesn&#039;t apply to Wolfenstein-3D (the RLEW compression I mean).&lt;br /&gt;
--[[User:Ilovemyq3map2|Ilovemyq3map2]] ([[User talk:Ilovemyq3map2|talk]]) 16:09, 14 October 2013 (GMT)&lt;br /&gt;
&lt;br /&gt;
== InfoPlane values ==&lt;br /&gt;
So, it&#039;d be real nice to have a list of what the values in InfoPlane map to.  Not sure where to put them, as they&#039;re a per-game thing.  I&#039;ve been using the levels images from the Keen Wiki to map these for Wombat so it can show InfoPlane items for Keen 4-6, but they&#039;re not 100% correct. InfoPlane item 47 is drawn on the wiki in Pyramid of the Forbidden as a Lick enemy, but InfoPlane ID 47 is definitely not the lick enemy - it doesn&#039;t appear in that level in-game as a Lick, and ID 47 appears in Slug Village where there&#039;s no lick enemies.  GalaxyView has this incorrectly mapped as well.  Having a list somewhere might help to fix any such issues.  Any thoughts? [[User:Szevvy|Szevvy]] ([[User talk:Szevvy|talk]])&lt;br /&gt;
&lt;br /&gt;
== Location of data in exes ==&lt;br /&gt;
On thing to note when filling out the location of data in exes - UNP and unpklite decompress exe&#039;s slightly differently, so any PKLITE&#039;d values need to have the decompression tool marked in the table.[[User:Szevvy|Szevvy]] ([[User talk:Szevvy|talk]])&lt;/div&gt;</summary>
		<author><name>Szevvy</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=Talk:GameMaps_Format&amp;diff=8814</id>
		<title>Talk:GameMaps Format</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=Talk:GameMaps_Format&amp;diff=8814"/>
		<updated>2019-08-28T23:21:47Z</updated>

		<summary type="html">&lt;p&gt;Szevvy: Added thoughts on InfoPlane&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The values in that table are also good for Keen Dreams, except for the !ID! tag.&lt;br /&gt;
&lt;br /&gt;
== Cleaning this mess up ==&lt;br /&gt;
&lt;br /&gt;
I think this page should be merged together with the [[Keen Dreams level Format]] and the [[TED5]] page to get a clean documentation of the general file format. A lot of the stuff in here is only partially correct. For example, Bio Menace (and the first version of Wolf3D) uses the uncompressed form (MAPTEMP) of the format, not the carmackized version as is implied at the end of this article and in the TED5 article (it says that the MAPTEMP file is not used by the games).&lt;br /&gt;
&lt;br /&gt;
I also noticed that this article claims that the MAPHEAD file is 402 bytes long, giving it space for 256 level entries (which makes no sense at all, there are exactly 100 level offsets), but the MAPHEAD also stores the TileInfo data, giving a much larger size. You can see this in Bio Menace, where the files are external, but also in every Keen game. The TileInfo data in the exe starts directly after the MAPHEAD data (add 100 bytes in between for games that use the Huffman-compressed version, like Keen Dreams and Dave 3 &amp;amp; 4). --[[User:K1n9 Duk3|K1n9 Duk3]] 21:06, 11 February 2011 (GMT)&lt;br /&gt;
&lt;br /&gt;
: You&#039;re welcome to clean it up, but just remember that all this stuff is work in progress so it&#039;s only a &amp;quot;mess&amp;quot; because nobody has had the time to finish it off yet.  If you&#039;re able to do so, then that&#039;s great!  Also don&#039;t immediately assume something is wrong because it doesn&#039;t fit what you have seen - there are many versions of games around the place so make sure you consider something carefully before deleting it (I learned that the hard way!)  I don&#039;t think this page should be merged with [[TED5]] though, that page should be solely about the editor and perhaps some files that are not used elsewhere.  If it&#039;s used in a game it should be on one of the &amp;quot;xyz Format&amp;quot; pages (so by all means move some stuff *off* TED5.) -- [[User:Malvineous|Malvineous]] 12:36, 12 February 2011 (GMT)&lt;br /&gt;
&lt;br /&gt;
:: Yes, several points are worth noting. There should be a single article for all the TED5 formats with perhaps sections explaining the different compressions used (None-Biomenace, Huffman-Dreams,Dave3\4, Carmack-Keen) and especially a note about the tileinfo, for Keen only the 402 MAPHEAD was extracted and patched, seperate from the tileinfo, nobody really realized the two were connected and that TED could be used to edit tile properties, this is thus something of great interest to modders. I have a lot of data on what format of MAPs various games use. TED5 is a program and should be kept separate though. --[[User:Levellass|Endian? What are you on about?]] 03:46, 14 February 2011 (GMT)&lt;br /&gt;
&lt;br /&gt;
== Wolfenstein-3D maps ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;About Wolfenstein-3D (6 episodes version): after decompressing the planes, I noticed that --1-- Each plane starts with 0x0020, --2-- The third plane is always empty (except for the 0x0020), --3-- Decompressed planes are always longer than necessary: assuming every map is 64x64 tiles and a tile is stored on 2 bytes, a plane should be 8192 bytes long (8194 bytes if you count the 0x0020 signature). Am I missing something here? When displayed, the map makes sense to me but I&#039;m just not sure if I did anything wrong...&amp;quot; -&amp;gt; Scratch that, I&#039;m an idiot, the first UINT32LE is the size (in bytes) of the decompressed data, I thought it was a part of the RLEW-compressed chunk and had to compute the decompressed chunk size by myself... Anyway, the wiki page states that &amp;quot;The header for each level that is pointed to by MAPHEAD is 42 bytes long and RLEW compressed&amp;quot;, unless I misunderstand what the sentence means, it doesn&#039;t apply to Wolfenstein-3D (the RLEW compression I mean).&lt;br /&gt;
--[[User:Ilovemyq3map2|Ilovemyq3map2]] ([[User talk:Ilovemyq3map2|talk]]) 16:09, 14 October 2013 (GMT)&lt;br /&gt;
&lt;br /&gt;
== InfoPlane values ==&lt;br /&gt;
So, it&#039;d be real nice to have a list of what the values in InfoPlane map to.  Not sure where to put them, as they&#039;re a per-game thing.  I&#039;ve been using the levels images from the Keen Wiki to map these for Wombat so it can show InfoPlane items for Keen 4-6, but they&#039;re not 100% correct. InfoPlane item 47 is drawn on the wiki in Pyramid of the Forbidden as a Lick enemy, but InfoPlane ID 47 is definitely not the lick enemy - it doesn&#039;t appear in that level in-game as a Lick, and ID 47 appears in Slug Village where there&#039;s no lick enemies.  GalaxyView has this incorrectly mapped as well.  Having a list somewhere might help to fix any such issues.  Any thoughts? [[User:Szevvy|Szevvy]] ([[User talk:Szevvy|talk]])&lt;/div&gt;</summary>
		<author><name>Szevvy</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=God_of_Thunder&amp;diff=8801</id>
		<title>God of Thunder</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=God_of_Thunder&amp;diff=8801"/>
		<updated>2019-08-11T09:16:16Z</updated>

		<summary type="html">&lt;p&gt;Szevvy: Updating - Wombat handles GFX here&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NeedMoreInfo}}&lt;br /&gt;
{{Game Infobox&lt;br /&gt;
 | Levels = Edit&lt;br /&gt;
 | Tiles = Edit&lt;br /&gt;
 | Sprites = No&lt;br /&gt;
 | Fullscreen = No&lt;br /&gt;
 | Sound = No&lt;br /&gt;
 | Music = Edit&lt;br /&gt;
 | Text = No&lt;br /&gt;
 | Story = No&lt;br /&gt;
 | Interface = No&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;God of Thunder&#039;&#039;&#039; is a strategy game, where the player walks between a number of separate screens, typically solving a puzzle before the next screen can be reached.&lt;br /&gt;
&lt;br /&gt;
== Tools ==&lt;br /&gt;
&lt;br /&gt;
{{BeginFileFormatTools|Type=game}}&lt;br /&gt;
{{FileFormatTool&lt;br /&gt;
| Name = [[Camoto]]&lt;br /&gt;
| Platform = Linux/Windows&lt;br /&gt;
| grp = Edit&lt;br /&gt;
| map = Edit&lt;br /&gt;
| gfx = Edit&lt;br /&gt;
| mus = Edit&lt;br /&gt;
| sfx = No&lt;br /&gt;
| txt = No&lt;br /&gt;
| sav = No&lt;br /&gt;
| exe = No&lt;br /&gt;
}}&lt;br /&gt;
{{FileFormatTool&lt;br /&gt;
| Name = [http://grompe.org.ru Grom PE&#039;s unpacker]&lt;br /&gt;
| Platform = Windows console&lt;br /&gt;
| grp = Extract&lt;br /&gt;
| map = No&lt;br /&gt;
| gfx = No&lt;br /&gt;
| mus = Convert&lt;br /&gt;
| sfx = No&lt;br /&gt;
| txt = No&lt;br /&gt;
| sav = No&lt;br /&gt;
| exe = No&lt;br /&gt;
}}&lt;br /&gt;
{{FileFormatTool&lt;br /&gt;
| Name = [[Wombat]]&lt;br /&gt;
| Platform = Windows&lt;br /&gt;
| grp = Extract&lt;br /&gt;
| map = No&lt;br /&gt;
| gfx = View&lt;br /&gt;
| mus = Convert&lt;br /&gt;
| sfx = No&lt;br /&gt;
| txt = No&lt;br /&gt;
| sav = No&lt;br /&gt;
| exe = No&lt;br /&gt;
}}&lt;br /&gt;
{{EndFileFormatTools}}&lt;br /&gt;
&lt;br /&gt;
{{BeginGameFileList}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = gotres.dat&lt;br /&gt;
 | Format = [[DAT Format (God of Thunder)]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Main data file holding most of the other files below&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = _g[123].exe&lt;br /&gt;
 | Format = Standard .exe, compressed with [[LZEXE]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Episode-specific code&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = actor*&lt;br /&gt;
 | Format = 16&amp;amp;times;16 8bpp tiles&lt;br /&gt;
 | KnownFormat = Partial&lt;br /&gt;
 | Desc = Frames for creatures/enemies, trailing data unknown but includes tile names&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = bossv*&lt;br /&gt;
 | Format = [[VOC Format]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Sound effects&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = bpics*&amp;lt;br/&amp;gt;face*&amp;lt;br/&amp;gt;hampic&amp;lt;br/&amp;gt;objects&amp;lt;br/&amp;gt;odinpic&amp;lt;br/&amp;gt;openback&amp;lt;br/&amp;gt;openp*&amp;lt;br/&amp;gt;status&amp;lt;br/&amp;gt;storypic&lt;br /&gt;
 | Format = [[God of Thunder Tileset Format]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Various tiles and images&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = palette&amp;lt;br/&amp;gt;storypal&lt;br /&gt;
 | Format = [[VGA Palette]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = 8-bit (0-255)&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = sdat[123]&lt;br /&gt;
 | Format = [[God of Thunder Level Format]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Level screens&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *song&amp;lt;br/&amp;gt;song*&lt;br /&gt;
 | Format = [[God of Thunder Music Format]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Background music is raw OPL, in a slightly different arrangement to other common formats&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = speak[123]&amp;lt;br/&amp;gt;story[123]&lt;br /&gt;
 | Format = ASCII text (CRLF)&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Various game texts&lt;br /&gt;
}}&lt;br /&gt;
{{EndGameFileList}}&lt;br /&gt;
&lt;br /&gt;
== Parameters ==&lt;br /&gt;
&lt;br /&gt;
The game supports a handful of command-line parameters.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Parameter !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| /VERSION || Print game and front end versions&lt;br /&gt;
|-&lt;br /&gt;
| /GRAPHICS || Skip detection and assume VGA card present&lt;br /&gt;
|-&lt;br /&gt;
| /NOAL || Disable Adlib detection?&lt;br /&gt;
|-&lt;br /&gt;
| /NOSB || Disable SoundBlaster support (use PC speaker sound effects)&lt;br /&gt;
|-&lt;br /&gt;
| /SBTONE || ?&lt;br /&gt;
|-&lt;br /&gt;
| /FORCESB || Force use of SoundBlaster even if not detected&lt;br /&gt;
|-&lt;br /&gt;
| /NOJOY || Disable Joystick support&lt;br /&gt;
|-&lt;br /&gt;
| /VOLSTAGG || [[God of Thunder/Cheats|Enable cheats]]&lt;br /&gt;
|-&lt;br /&gt;
| /HELA || ?&lt;br /&gt;
|-&lt;br /&gt;
| /RETURN || Skip intro, start at title&lt;br /&gt;
|-&lt;br /&gt;
| /KEYRETURN || Skip intro and title, start at menu&lt;br /&gt;
|-&lt;br /&gt;
| /SCORE:n || Set high score to name given by /SAVEGAME&lt;br /&gt;
|-&lt;br /&gt;
| /SAVEGAME:SAVEGAMx.yyy || Pass to _G[123].EXE to load and play given saved game file&lt;br /&gt;
|-&lt;br /&gt;
| /EXIT || Show exit screen only&lt;br /&gt;
|-&lt;br /&gt;
| /LOCKDEMO || Lock until demo - run intro/credits/highscores/demo, ignoring keypresses until the demo starts&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Compression ==&lt;br /&gt;
&lt;br /&gt;
Some data inside the .exe is compressed with the same LZSS algorithm used in the .DAT file, while others are simply RLE-encoded with this algorithm:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Read a byte from the input (decompressed) data&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;If the byte is zero, finish&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&lt;br /&gt;
    If the most significant bit is 1:&lt;br /&gt;
    &amp;lt;ol style=&amp;quot;list-style-type: lower-alpha;&amp;quot;&amp;gt;&lt;br /&gt;
      &amp;lt;li&amp;gt;Take the lower seven bits and treat this value as the &amp;quot;count&amp;quot;&amp;lt;/li&amp;gt;&lt;br /&gt;
      &amp;lt;li&amp;gt;Read another byte from the input&amp;lt;/li&amp;gt;&lt;br /&gt;
      &amp;lt;li&amp;gt;Write that byte &amp;quot;count&amp;quot; times to the output&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ol&amp;gt;&lt;br /&gt;
  &amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&lt;br /&gt;
    Otherwise the most significant bit is 0:&lt;br /&gt;
    &amp;lt;ol style=&amp;quot;list-style-type: lower-alpha;&amp;quot;&amp;gt;&lt;br /&gt;
      &amp;lt;li&amp;gt;Treat the byte as the &amp;quot;count&amp;quot;&amp;lt;/li&amp;gt;&lt;br /&gt;
      &amp;lt;li&amp;gt;Copy &amp;quot;count&amp;quot; bytes unchanged from the input to the output&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ol&amp;gt;&lt;br /&gt;
  &amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Go back to step 1&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Overhead]]&lt;br /&gt;
[[Category:Puzzle]]&lt;/div&gt;</summary>
		<author><name>Szevvy</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=Stargunner&amp;diff=8800</id>
		<title>Stargunner</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=Stargunner&amp;diff=8800"/>
		<updated>2019-08-11T09:15:01Z</updated>

		<summary type="html">&lt;p&gt;Szevvy: Updating - Wombat now decompresses these archives&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 = No&lt;br /&gt;
 | Music = No&lt;br /&gt;
 | Text = No&lt;br /&gt;
 | Story = No&lt;br /&gt;
 | Interface = No&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== File formats ==&lt;br /&gt;
Most of the data files for Stargunner are stored in &amp;lt;tt&amp;gt;STARGUN.DLT&amp;lt;/tt&amp;gt;, which is an archive file containing a number of other files. For the file format of &amp;lt;tt&amp;gt;STARGUN.DLT&amp;lt;/tt&amp;gt; itself, see [[DLT Format]].&lt;br /&gt;
&lt;br /&gt;
=== Files in &amp;lt;tt&amp;gt;STARGUN.DLT&amp;lt;/tt&amp;gt; ===&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;*.anm&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFCCCC;&amp;quot; | Animation?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.ctl&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFCCCC;&amp;quot; | ?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.dfs&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFCCCC;&amp;quot; | ?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.evt&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFCCCC;&amp;quot; | ?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.flc&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Cutscene animations in [http://woodshole.er.usgs.gov/operations/modeling/flc.html FLIC format] (playable in [http://www.mplayerhq.hu mplayer])&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.mod&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Background music in 8-channel [[MOD Format]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.mpr&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFCCCC;&amp;quot; | ?&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; | 6-bit classic [[VGA Palette]]&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; | Images in [[PCX Format]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.pts&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFCCCC;&amp;quot; | ?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.rec&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFCCCC;&amp;quot; | Demo macros&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.seq&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFCCCC;&amp;quot; | ?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.smp&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFCCCC;&amp;quot; | Some kind of audio sample?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.spd&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFCCCC;&amp;quot; | ?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.tld&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFCCCC;&amp;quot; | ?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.tlr&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFCCCC;&amp;quot; | ?&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; | [[WAV Format|Microsoft RIFF wave files]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;*.xlt&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFCCCC;&amp;quot; | ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In the official release these files are all compressed when stored inside the DLT file.  Each compressed file begins with the string &amp;quot;PGBP&amp;quot;, however if this signature is missing the game will use the data as is, without attempting to decompress it first.  Thus it is possible to replace files with uncompressed versions and the game will still work correctly.&lt;br /&gt;
&lt;br /&gt;
* The game does NOT check for the existence of files in the current directory, they must be inside the DLT to be seen.&lt;br /&gt;
* If a file is removed (or renamed) inside the DLT, the game will still refuse to check the current directory and appears to continue somewhat unpredictably, as if the file was loaded successfully even though it wasn&#039;t.&lt;br /&gt;
* If the DLT file is missing, the game will still not look for files in the current directory, and will complain about the absent DLT file being the wrong version.&lt;br /&gt;
&lt;br /&gt;
== Tools ==&lt;br /&gt;
&lt;br /&gt;
{{BeginFileFormatTools|Type=game}}&lt;br /&gt;
{{FileFormatTool&lt;br /&gt;
| Name = [[Camoto]]&lt;br /&gt;
| Platform = Linux/Windows&lt;br /&gt;
| grp = No decompression&lt;br /&gt;
| map = No&lt;br /&gt;
| gfx = No&lt;br /&gt;
| mus = No&lt;br /&gt;
| sfx = No&lt;br /&gt;
| txt = No&lt;br /&gt;
| sav = No&lt;br /&gt;
| exe = No&lt;br /&gt;
}}&lt;br /&gt;
{{FileFormatTool&lt;br /&gt;
| Name = [[Wombat]]&lt;br /&gt;
| Platform = Windows&lt;br /&gt;
| grp = View&lt;br /&gt;
| map = No&lt;br /&gt;
| gfx = No&lt;br /&gt;
| mus = No&lt;br /&gt;
| sfx = No&lt;br /&gt;
| txt = No&lt;br /&gt;
| sav = No&lt;br /&gt;
| exe = No&lt;br /&gt;
}}&lt;br /&gt;
{{EndFileFormatTools}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Apogee]]&lt;br /&gt;
[[Category:Sidescroller]]&lt;br /&gt;
[[Category:Space Invaders]]&lt;/div&gt;</summary>
		<author><name>Szevvy</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=Commander_Keen_4-6&amp;diff=8799</id>
		<title>Commander Keen 4-6</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=Commander_Keen_4-6&amp;diff=8799"/>
		<updated>2019-08-11T09:13:31Z</updated>

		<summary type="html">&lt;p&gt;Szevvy: Updated - Wombat now supports Keen 4-6 audio and music&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Game Infobox&lt;br /&gt;
 | Title = Commander Keen 4.png&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 = Edit&lt;br /&gt;
 | Interface = Edit&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Commander Keen: Goodbye Galaxy&#039;&#039;&#039; is a very popular platform scroller, which set the benchmark for this style of game on a PC.&lt;br /&gt;
&lt;br /&gt;
There is a large amount of modding info in the [[keenwiki:Galaxy Tools|modding section of the KeenWiki]] and there is an extensive [[keenwiki:Category:Patches|patch library]] allowing the game to be extended and changed considerably.&lt;br /&gt;
&lt;br /&gt;
== Tools ==&lt;br /&gt;
&lt;br /&gt;
{{BeginFileFormatTools|Type=game}}&lt;br /&gt;
{{FileFormatTool&lt;br /&gt;
| Name = [[keenwiki:Abiathar|Abiathar]]&lt;br /&gt;
| Platform = Windows&lt;br /&gt;
| grp = N/A&lt;br /&gt;
| map = Edit&lt;br /&gt;
| gfx = No&lt;br /&gt;
| mus = Replace&lt;br /&gt;
| sfx = Edit&lt;br /&gt;
| txt = No&lt;br /&gt;
| sav = No&lt;br /&gt;
| exe = No&lt;br /&gt;
}}&lt;br /&gt;
{{FileFormatTool&lt;br /&gt;
| Name = [[CKPatch]]&lt;br /&gt;
| Platform = DOS&lt;br /&gt;
| grp = N/A&lt;br /&gt;
| map = No&lt;br /&gt;
| gfx = No&lt;br /&gt;
| mus = No&lt;br /&gt;
| sfx = No&lt;br /&gt;
| txt = No&lt;br /&gt;
| sav = No&lt;br /&gt;
| exe = Yes&lt;br /&gt;
}}&lt;br /&gt;
{{FileFormatTool&lt;br /&gt;
| Name = [[keenwiki:IMF Creator|IMF Creator]]&lt;br /&gt;
| Platform = Windows&lt;br /&gt;
| grp = N/A&lt;br /&gt;
| map = No&lt;br /&gt;
| gfx = No&lt;br /&gt;
| mus = Create&lt;br /&gt;
| sfx = No&lt;br /&gt;
| txt = No&lt;br /&gt;
| sav = No&lt;br /&gt;
| exe = Yes&lt;br /&gt;
}}&lt;br /&gt;
{{FileFormatTool&lt;br /&gt;
| Name = [[keenwiki:Keen: Next (level editor)|Keen: Next]]&lt;br /&gt;
| Platform = Windows&lt;br /&gt;
| grp = N/A&lt;br /&gt;
| map = Edit&lt;br /&gt;
| gfx = No&lt;br /&gt;
| mus = No&lt;br /&gt;
| sfx = No&lt;br /&gt;
| txt = No&lt;br /&gt;
| sav = No&lt;br /&gt;
| exe = No&lt;br /&gt;
}}&lt;br /&gt;
{{FileFormatTool&lt;br /&gt;
| Name = [[keenwiki:Keengraph|Keengraph]]&lt;br /&gt;
| Platform = DOS/Win/Linux&lt;br /&gt;
| grp = N/A&lt;br /&gt;
| map = No&lt;br /&gt;
| gfx = Edit&lt;br /&gt;
| mus = No&lt;br /&gt;
| sfx = No&lt;br /&gt;
| txt = No&lt;br /&gt;
| sav = No&lt;br /&gt;
| exe = No&lt;br /&gt;
}}&lt;br /&gt;
{{FileFormatTool&lt;br /&gt;
| Name = [[keenwiki:KeenWave|KeenWave]]&lt;br /&gt;
| Platform = DOS/Win/Linux&lt;br /&gt;
| grp = N/A&lt;br /&gt;
| map = No&lt;br /&gt;
| gfx = No&lt;br /&gt;
| mus = Replace&lt;br /&gt;
| sfx = Edit&lt;br /&gt;
| txt = No&lt;br /&gt;
| sav = No&lt;br /&gt;
| exe = No&lt;br /&gt;
}}&lt;br /&gt;
{{FileFormatTool&lt;br /&gt;
| Name = EModKeen/LModKeen&lt;br /&gt;
| Platform = Win/Linux&lt;br /&gt;
| grp = N/A&lt;br /&gt;
| map = No&lt;br /&gt;
| gfx = Edit&lt;br /&gt;
| mus = No&lt;br /&gt;
| sfx = No&lt;br /&gt;
| txt = No&lt;br /&gt;
| sav = No&lt;br /&gt;
| exe = No&lt;br /&gt;
}}&lt;br /&gt;
{{FileFormatTool&lt;br /&gt;
| Name = [[keenwiki:ModKeen|ModKeen]]&lt;br /&gt;
| Platform = DOS&lt;br /&gt;
| grp = N/A&lt;br /&gt;
| map = No&lt;br /&gt;
| gfx = Edit&lt;br /&gt;
| mus = No&lt;br /&gt;
| sfx = No&lt;br /&gt;
| txt = No&lt;br /&gt;
| sav = No&lt;br /&gt;
| exe = No&lt;br /&gt;
}}&lt;br /&gt;
{{FileFormatTool&lt;br /&gt;
| Name = [[keenwiki:The Omegamatic|The Omegamatic]]&lt;br /&gt;
| Platform = Windows&lt;br /&gt;
| grp = N/A&lt;br /&gt;
| map = Edit&lt;br /&gt;
| gfx = No&lt;br /&gt;
| mus = No&lt;br /&gt;
| sfx = No&lt;br /&gt;
| txt = No&lt;br /&gt;
| sav = No&lt;br /&gt;
| exe = No&lt;br /&gt;
}}&lt;br /&gt;
{{FileFormatTool&lt;br /&gt;
| Name = [[keenwiki:The Photachyon Transceiver|The Photachyon Transceiver]]&lt;br /&gt;
| Platform = Windows&lt;br /&gt;
| grp = N/A&lt;br /&gt;
| map = Edit&lt;br /&gt;
| gfx = No&lt;br /&gt;
| mus = No&lt;br /&gt;
| sfx = No&lt;br /&gt;
| txt = No&lt;br /&gt;
| sav = No&lt;br /&gt;
| exe = No&lt;br /&gt;
}}&lt;br /&gt;
{{FileFormatTool&lt;br /&gt;
| Name = [[keenwiki:Startext|Startext]]&lt;br /&gt;
| Platform = DOS&lt;br /&gt;
| grp = N/A&lt;br /&gt;
| map = No&lt;br /&gt;
| gfx = No&lt;br /&gt;
| mus = No&lt;br /&gt;
| sfx = No&lt;br /&gt;
| txt = Edit&lt;br /&gt;
| sav = No&lt;br /&gt;
| exe = No&lt;br /&gt;
}}&lt;br /&gt;
{{FileFormatTool&lt;br /&gt;
| Name = [[TED5]]&lt;br /&gt;
| Platform = DOS&lt;br /&gt;
| grp = N/A&lt;br /&gt;
| map = Edit&lt;br /&gt;
| gfx = No&lt;br /&gt;
| mus = No&lt;br /&gt;
| sfx = No&lt;br /&gt;
| txt = No&lt;br /&gt;
| sav = No&lt;br /&gt;
| exe = No&lt;br /&gt;
}}&lt;br /&gt;
{{FileFormatTool&lt;br /&gt;
| Name = [[Wombat]]&lt;br /&gt;
| Platform = Windows&lt;br /&gt;
| grp = N/A&lt;br /&gt;
| map = View&lt;br /&gt;
| gfx = View&lt;br /&gt;
| mus = View&lt;br /&gt;
| sfx = View&lt;br /&gt;
| txt = View&lt;br /&gt;
| sav = No&lt;br /&gt;
| exe = No&lt;br /&gt;
}}&lt;br /&gt;
{{EndFileFormatTools}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both;&amp;quot;/&amp;gt;&lt;br /&gt;
{{BeginGameFileList}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = audio.ck[456]&lt;br /&gt;
 | Format = [[AudioT Format]], [[IMF Format]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Sound and music&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = config.ck[456]&lt;br /&gt;
 | Format = [[Keen 4-6 Configuration File]]&lt;br /&gt;
 | KnownFormat = No&lt;br /&gt;
 | Desc = Settings and high scores&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = egagraph.ck[456]&lt;br /&gt;
 | Format = [[EGAGraph Format]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Graphics, text and miscellaneous data&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = gamemaps.ck[456]&lt;br /&gt;
 | Format = [[GameMaps Format]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Level maps&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = keen[456]e.exe&lt;br /&gt;
 | Format = [[B800 Text]], [[Keen 4-6 Action Format]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = There are a couple of text screens in the main .EXE file (including the text displayed on the screen when you quit)&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = keen[456]e.exe&lt;br /&gt;
 | Format = [[Keen 4-6 Action Format]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Sprite behaviours are governed by this&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = keen[456]e.exe&lt;br /&gt;
 | Format = [[Keen 4-6 Tileinfo Format]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Tile information are governed by this&lt;br /&gt;
}}&lt;br /&gt;
{{EndGameFileList}}&lt;br /&gt;
&lt;br /&gt;
=== AudioT Format Details ===&lt;br /&gt;
&lt;br /&gt;
Keen 4, 5 and 6 use the compressed version of the [[AudioT Format]] to store music and sound. The main audio file for each game, the AUDIOT.xxx file, is called AUDIO.CKx, where x is the number of the Keen game (4, 5 or 6). For example, the file for Keen 4 is AUDIO.CK4.&lt;br /&gt;
&lt;br /&gt;
The two secondary files needed for this format, the AUDIOHED.xxx and AUDIODCT.xxx, are embedded inside the main .exe file of each game (KEEN4E.EXE, KEEN5E.EXE and KEEN6.EXE for the EGA versions of the game).&lt;br /&gt;
&lt;br /&gt;
== Related Links ==&lt;br /&gt;
&lt;br /&gt;
* [[Commander Keen 1-3]]&lt;br /&gt;
* [[Commander Keen Dreams]]&lt;br /&gt;
* The [[KeenWiki:Main Page|Commander Keen Wiki]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Apogee]]&lt;br /&gt;
[[Category:id Software]]&lt;br /&gt;
[[Category:Sidescroller]]&lt;/div&gt;</summary>
		<author><name>Szevvy</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=Dark_Ages_Map_Format&amp;diff=8792</id>
		<title>Dark Ages Map Format</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=Dark_Ages_Map_Format&amp;diff=8792"/>
		<updated>2019-08-08T06:59:56Z</updated>

		<summary type="html">&lt;p&gt;Szevvy: Added TODO&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NeedMoreInfo}}&lt;br /&gt;
{{Map Infobox&lt;br /&gt;
 | Type = 2D tile-based&lt;br /&gt;
 | Layers = 1&lt;br /&gt;
 | Tile size = 16&amp;amp;times;16&lt;br /&gt;
 | Viewport = 240&amp;amp;times;144&lt;br /&gt;
 | Games = &lt;br /&gt;
   {{Game|Dark Ages}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This format is used by [[Dark Ages]] to store game levels.  It is stored as &amp;lt;tt&amp;gt;file05.da[123]&amp;lt;/tt&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Signature ==&lt;br /&gt;
&lt;br /&gt;
There is no header or signature in the file.  Each level is 1152 bytes long, so the file must be a multiple of this size.  Since the game has 10 levels, all the files are 11,520 bytes long.&lt;br /&gt;
&lt;br /&gt;
== Format ==&lt;br /&gt;
&lt;br /&gt;
All levels in the episode are stored in the same file, one after the other.  Each level is 128 cells wide and 9 cells high.  Each cell occupies one byte in the map file, so each level takes up 1152 bytes (128 &amp;amp;times; 9).&lt;br /&gt;
&lt;br /&gt;
=== Map codes ===&lt;br /&gt;
&lt;br /&gt;
Map code 0 maps to the first image in the first tileset, 1 maps to the second image in the first tileset. Map code 50 maps to the first image in the second tileset, etc. This is true for all 256 map codes, except for map codes 100 through 143 inclusive. Those map codes must be mapped back to images manually, via a lookup table.  Lookup tables are available in those level editors/viewers that include source code.&lt;br /&gt;
&lt;br /&gt;
{{TODO|For these special tiles - which are the sprites/objects - how do you know what background tile to use that location?}}&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&lt;br /&gt;
This file format was reverse engineered by [[User:Frenkel|Frenkel]].  If you find this information helpful in a project you&#039;re working on, please give credit where credit is due.  (A link back to this wiki would be nice too!)&lt;/div&gt;</summary>
		<author><name>Szevvy</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=Monster_Bash&amp;diff=8772</id>
		<title>Monster Bash</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=Monster_Bash&amp;diff=8772"/>
		<updated>2019-07-23T02:14:26Z</updated>

		<summary type="html">&lt;p&gt;Szevvy: Wombat is able to convert IMF music and VOC audio, this should be &amp;#039;view&amp;#039; not extract&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NeedMoreInfo}}&lt;br /&gt;
{{Game Infobox&lt;br /&gt;
 | Levels = Some&lt;br /&gt;
 | Tiles = Edit&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;
== Tools ==&lt;br /&gt;
&lt;br /&gt;
{{BeginFileFormatTools|Type=game}}&lt;br /&gt;
{{FileFormatTool&lt;br /&gt;
| Name = [[Camoto]]&lt;br /&gt;
| Platform = Linux/Windows&lt;br /&gt;
| grp = Edit&lt;br /&gt;
| map = Partial&lt;br /&gt;
| gfx = Edit&lt;br /&gt;
| mus = Edit&lt;br /&gt;
| sfx = Replace&lt;br /&gt;
| txt = Replace&lt;br /&gt;
| sav = No&lt;br /&gt;
| exe = No&lt;br /&gt;
}}&lt;br /&gt;
{{FileFormatTool&lt;br /&gt;
| Name = [[Wombat]]&lt;br /&gt;
| Platform = Window GUI&lt;br /&gt;
| grp = Extract&lt;br /&gt;
| map = View&lt;br /&gt;
| gfx = View&lt;br /&gt;
| mus = View&lt;br /&gt;
| sfx = View&lt;br /&gt;
| txt = View&lt;br /&gt;
| sav = No&lt;br /&gt;
| exe = No&lt;br /&gt;
}}&lt;br /&gt;
{{EndFileFormatTools}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{BeginGameFileList}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = bash[123].dat&lt;br /&gt;
 | Format = [[DAT Format (Monster Bash)]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Archive file storing most of the game data files&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = bash[12].bin&lt;br /&gt;
 | Format = [[B800 Text]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Text-mode exit screen&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = mb[123]_d[123].bin&lt;br /&gt;
 | Format = ?&lt;br /&gt;
 | KnownFormat = No&lt;br /&gt;
 | Desc = {{TODO|Unknown}}&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.imf&lt;br /&gt;
 | Format = [[IMF Format]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Background music&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.spr&lt;br /&gt;
 | Format = [[Monster Bash Sprite Format]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Creature animations&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.mif&amp;lt;br/&amp;gt;*.mbg&amp;lt;br/&amp;gt;*.mfg&amp;lt;br/&amp;gt;*.msp&amp;lt;br/&amp;gt;*.sgl&lt;br /&gt;
 | Format = [[Monster Bash Level Format]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Game levels&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.pal&lt;br /&gt;
 | Format = [[EGA Palette]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Colours to use&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.snd&lt;br /&gt;
 | Format = [[Inverse Frequency Sound format]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = PC-speaker sound effects&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.tbg&amp;lt;br/&amp;gt;*.tfg&amp;lt;br/&amp;gt;*.tbn&amp;lt;br/&amp;gt;*.pbg&amp;lt;br/&amp;gt;*.pfg&amp;lt;br/&amp;gt;*.pbn&lt;br /&gt;
 | Format = [[Monster Bash Tileset Format]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Tiles used for drawing each level&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.txt&lt;br /&gt;
 | Format = ASCII text (DOS/CRLF)&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Hint text and other info&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = digi\*.voc&lt;br /&gt;
 | Format = [[VOC Format]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Digitised sound effects&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = save?.mb[123]&lt;br /&gt;
 | Format = [[Monster Bash Saved Game Format]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Saved game&lt;br /&gt;
}}&lt;br /&gt;
{{EndGameFileList}}&lt;br /&gt;
&lt;br /&gt;
Be aware that many of the filename extensions above are fake, as described in [[DAT Format (Monster Bash)]].  This is because the .dat file stores multiple files with the same name (differing in only a special &amp;quot;type code&amp;quot;), so these extensions are used to make it easier to refer to files.&lt;br /&gt;
&lt;br /&gt;
=== bash[123].exe ===&lt;br /&gt;
&lt;br /&gt;
Some game data is stored in the .exe file:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=3|Offset !!rowspan=2| Description&lt;br /&gt;
|-&lt;br /&gt;
! bash1.exe !! bash2.exe !! bash3.exe&lt;br /&gt;
|-&lt;br /&gt;
| 0x19C12 || ? || ? || style=&amp;quot;background: #CCFFCC;&amp;quot; | Font as series of 1-bpp images (8x8 mask then 8x8 char)&lt;br /&gt;
|-&lt;br /&gt;
| 0x243F2 || ? || ? || style=&amp;quot;background: #CCFFCC;&amp;quot; | Window borders? Two 1bpp images (16x254 mask then 16x254 image)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
&lt;br /&gt;
* [http://cnub.org/WikiDefault.aspx?Page=Monster%20Bash Monster Bash page on Gerald Lindsly&#039;s wiki] (game engine programmer)&lt;br /&gt;
&lt;br /&gt;
[[Category:Apogee]]&lt;br /&gt;
[[Category:Sidescroller]]&lt;/div&gt;</summary>
		<author><name>Szevvy</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=Bio_Menace&amp;diff=8771</id>
		<title>Bio Menace</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=Bio_Menace&amp;diff=8771"/>
		<updated>2019-07-23T02:12:58Z</updated>

		<summary type="html">&lt;p&gt;Szevvy: Wombat works with Biomenace without needing any changes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Game Infobox&lt;br /&gt;
 | Levels = Edit&lt;br /&gt;
 | Tiles = Edit&lt;br /&gt;
 | Sprites = Edit&lt;br /&gt;
 | Fullscreen = Edit&lt;br /&gt;
 | Sound = Edit&lt;br /&gt;
 | Music = Edit&lt;br /&gt;
 | Text = No&lt;br /&gt;
 | Story = No&lt;br /&gt;
 | Interface = No&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Bio Menace&#039;&#039;&#039; is a series of three games known simply as Bio Menace 1, 2 and 3. They use a slightly altered version of the [[Commander Keen 4-6]] engine, so the file formats used are almost identical.&lt;br /&gt;
&lt;br /&gt;
The game follows the adventures of Snake Logan, a top secret operative at the CIA, who takes on missions others would see as suicidal, as he battles hordes of strange mutant monsters that have suddenly appeared and are taking over cities. The goals of the game vary, from rescuing trapped prisoners to destroying an evil computer. Notably, in the second game, if you do not get the portable nuclear device in one of the levels, the game becomes unwinnable and you are treated to the story of Snake&#039;s eventual death.&lt;br /&gt;
&lt;br /&gt;
{{BeginFileFormatTools|Type=game}}&lt;br /&gt;
{{FileFormatTool&lt;br /&gt;
| Name = [[keenwiki:Abiathar|Abiathar]]&lt;br /&gt;
| Platform = Windows&lt;br /&gt;
| grp = N/A&lt;br /&gt;
| map = Edit&lt;br /&gt;
| gfx = No&lt;br /&gt;
| mus = No&lt;br /&gt;
| sfx = No&lt;br /&gt;
| txt = No&lt;br /&gt;
| sav = No&lt;br /&gt;
| exe = No&lt;br /&gt;
| notes = Offers templates for Bio Menace projects&lt;br /&gt;
}}&lt;br /&gt;
{{FileFormatTool&lt;br /&gt;
| Name = [[TED5]]&lt;br /&gt;
| Platform = DOS GUI&lt;br /&gt;
| grp = N/A&lt;br /&gt;
| map = Edit&lt;br /&gt;
| gfx = No&lt;br /&gt;
| mus = No&lt;br /&gt;
| sfx = No&lt;br /&gt;
| txt = No&lt;br /&gt;
| sav = No&lt;br /&gt;
| exe = No&lt;br /&gt;
| notes = Must be [http://people.inf.elte.hu/szgrahi/bmenace_mod.zip configured to work with Bio Menace]&lt;br /&gt;
}}&lt;br /&gt;
{{FileFormatTool&lt;br /&gt;
| Name = [[Wombat]]&lt;br /&gt;
| Platform = Windows&lt;br /&gt;
| grp = N/A&lt;br /&gt;
| map = No&lt;br /&gt;
| gfx = Read&lt;br /&gt;
| mus = No&lt;br /&gt;
| sfx = No&lt;br /&gt;
| txt = No&lt;br /&gt;
| sav = No&lt;br /&gt;
| exe = No&lt;br /&gt;
| notes =&lt;br /&gt;
}}&lt;br /&gt;
{{EndFileFormatTools}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both;&amp;quot;/&amp;gt;&lt;br /&gt;
== File formats ==&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! File name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;audiohed.bm*&amp;lt;br/&amp;gt;audiot.bm*&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Sound effects and music in [[AudioT Format]] (and within that, music in [[IMF Format]])&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;bmenace[123].exe&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Exit text screens in [[B800 Text]] format&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;egadict.bm*&amp;lt;br/&amp;gt;egahead.bm*&amp;lt;br/&amp;gt;egagraph.bm*&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Graphics, text and miscellaneous data in [[EGAGraph Format]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;gamemaps.bm*&amp;lt;br/&amp;gt;maphead.bm*&amp;lt;br/&amp;gt;maptemp.bm*&amp;lt;br/&amp;gt;mapthead.bm*&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Levels in [[GameMaps Format]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Sprite behaviours are governed by data structures in the .exe, arranged in [[Keen 4-6 Action Format]]&lt;br /&gt;
&lt;br /&gt;
== Music ==&lt;br /&gt;
&lt;br /&gt;
=== AudioT Format Details ===&lt;br /&gt;
Biomenace uses the uncompressed version of the [[AudioT Format]] to store music and sound. The main audio file for each game, the AUDIOT.xxx file, is called AUDIOT.BMx, where x is the number of the game (1, 2 or 3). For example, the file for Keen 2 is AUDIO.BM2. The secondary files needed for this format, the AUDIOHED.BMx are external.&lt;br /&gt;
&lt;br /&gt;
=== Levels Songs Assignment ===&lt;br /&gt;
There is a place inside the executables too, where each level in the game is assigned a song from the AUDIOT.BMx file. From that addresses, the following bytes indicate the song for each level. Every 2 bytes is a value corresponding to a level. The first 2 bytes correspond to level 0; the next 2 bytes correspond to level 1; and so on. Each 2-byte value is an integer corresponding to the song number used in that level, starting from $00 $00, and going up to $00 $01, and so on. This numbers refer to the order the songs are in the AUDIO.BMx file; $00 $00 is the first one, $00 $01 is the second one, and so on.&lt;br /&gt;
&lt;br /&gt;
It is notable that Biomenace has many more songs in it than the Keen 4-6 games upon which it was based.&lt;br /&gt;
&lt;br /&gt;
== Obtaining the game ==&lt;br /&gt;
&lt;br /&gt;
The full version of this game [http://www.3drealms.com/news/2005/12/bio_menace_released_as_freewar.html has been released as freeware].&lt;br /&gt;
&lt;br /&gt;
* Three different versions are available from [http://www.classicdosgames.com/apogee.html Classic DOS Games]&lt;br /&gt;
&lt;br /&gt;
[[Category:Apogee]]&lt;br /&gt;
[[Category:Sidescroller]]&lt;br /&gt;
[[Category:Freeware]]&lt;/div&gt;</summary>
		<author><name>Szevvy</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=VOC_Format&amp;diff=8768</id>
		<title>VOC Format</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=VOC_Format&amp;diff=8768"/>
		<updated>2019-07-17T00:06:01Z</updated>

		<summary type="html">&lt;p&gt;Szevvy: Updated channel count values, and units for silence block&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sound Infobox&lt;br /&gt;
 | Type = PCM&lt;br /&gt;
 | Count = 1&lt;br /&gt;
 | Rate = 0 Hz - 4.2 GHz&lt;br /&gt;
 | NumChannels = 1 - 256&lt;br /&gt;
 | BitsPerSample = 0 - 255&lt;br /&gt;
 | Compressed = O&lt;br /&gt;
 | Tags = Text&lt;br /&gt;
 | Games =&lt;br /&gt;
   {{Game|Boppin&#039;}}&lt;br /&gt;
   {{Game|Doom}}&lt;br /&gt;
   {{Game|Duke Nukem II}}&lt;br /&gt;
   {{Game|Duke Nukem 3D}}&lt;br /&gt;
   {{Game|Eol!}}&lt;br /&gt;
   {{Game|God of Thunder}}&lt;br /&gt;
   {{Game|Highway Hunter}}&lt;br /&gt;
   {{Game|Hocus Pocus}}&lt;br /&gt;
   {{Game|In Search of Dr. Riptide}}&lt;br /&gt;
   {{Game|Legend of Seven Paladins 3D}}&lt;br /&gt;
   {{Game|Major Stryker}}&lt;br /&gt;
   {{Game|Master of Orion}}&lt;br /&gt;
   {{Game|Monster Bash}}&lt;br /&gt;
   {{Game|Pee and Gity}}&lt;br /&gt;
   {{Game|Prehistorik}}&lt;br /&gt;
   {{Game|Rise of the Triad}}&lt;br /&gt;
   {{Game|Realms of Chaos}}&lt;br /&gt;
   {{Game|Sango Fighter}}&lt;br /&gt;
   {{Game|Shadowcaster}}&lt;br /&gt;
   {{Game|Shakii The Wolf}}&lt;br /&gt;
   {{Game|Smashing Pumpkins Into Small Piles of Putrid Debris}}&lt;br /&gt;
   {{Game|Wacky Wheels}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Creative Voice File&#039;&#039;&#039; (&amp;lt;tt&amp;gt;.voc&amp;lt;/tt&amp;gt;) consists of a main header, followed by one or more data blocks. The file is in little endian format.&lt;br /&gt;
&lt;br /&gt;
== Main header ==&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;
| [[char]][19] || signature || &amp;quot;Creative Voice File&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT8]] || signature2 || 0x1A&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT16LE]] || size || Size of the main header. Usually 0x001A&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT16LE]] || version || Version number. Usually 0x010A (0x0A 0x01) for the old format, or 0x0114 for the new format&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT16LE]] || checksum || This should equal version + 0x1234&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Data blocks ==&lt;br /&gt;
&lt;br /&gt;
All data blocks have a common header:&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;
| [[UINT8]] || type || Block type&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT24LE]] || len || Block size, excluding this four-byte header&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There are 10 different block types:&lt;br /&gt;
&lt;br /&gt;
=== 0: Terminator ===&lt;br /&gt;
&lt;br /&gt;
This special block does not contain a size in the header. It is used to indicate the end of the file, though the file can end without it.&lt;br /&gt;
&lt;br /&gt;
=== 1: Sound data with type ===&lt;br /&gt;
&lt;br /&gt;
This block is generally only used in older files, and has been superceded by block #9.&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;
| [[UINT8]] || freq || Frequency divisor&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT8]] || codec || Codec #, see below&lt;br /&gt;
|-&lt;br /&gt;
| [[BYTE]][...] || data || Audio data&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The sample rate of the file can be determined by:&lt;br /&gt;
&lt;br /&gt;
 Sample rate = 1000000 / (256 - frequency divisor)&lt;br /&gt;
&lt;br /&gt;
The codec can be one of the following:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Codec # !! Name&lt;br /&gt;
|-&lt;br /&gt;
| 0x00 || 8 bits unsigned PCM&lt;br /&gt;
|-&lt;br /&gt;
| 0x01 || 4 bits to 8 bits Creative ADPCM&lt;br /&gt;
|-&lt;br /&gt;
| 0x02 || 3 bits to 8 bits Creative ADPCM (AKA 2.6 bits)&lt;br /&gt;
|-&lt;br /&gt;
| 0x03 || 2 bits to 8 bits Creative ADPCM&lt;br /&gt;
|-&lt;br /&gt;
| 0x04 || 16 bits signed PCM&lt;br /&gt;
|-&lt;br /&gt;
| 0x06 || alaw&lt;br /&gt;
|-&lt;br /&gt;
| 0x07 || ulaw&lt;br /&gt;
|-&lt;br /&gt;
| 0x0200 || 4 bits to 16 bits Creative ADPCM. Only valid in block type 9&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== 2: Sound data without type ===&lt;br /&gt;
&lt;br /&gt;
This block is generally only used in older files, and has been superceded by block #9.&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;
| [[BYTE]][...] || data || Audio data&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This block uses the same codec as last set by block type 1.&lt;br /&gt;
&lt;br /&gt;
=== 3: Silence ===&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;
| [[UINT16LE]] || len || Length of silence - 1, in samples&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT8]] || freq || Frequency divisor (see block type 1)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== 4: Marker ===&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;
| [[UINT16LE]] || value || Mark value&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This marker can be picked up by the playback application to synchronize the sound file with an external animation, or to otherwise perform some action when the marker point has been reached.&lt;br /&gt;
&lt;br /&gt;
=== 5: Text ===&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;
| [[char]][...] || text || Text string, null-terminated&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== 6: Repeat start ===&lt;br /&gt;
&lt;br /&gt;
This block signals the start of a repeated section.  Blocks after this one, up until the next &#039;&#039;&#039;Repeat end&#039;&#039;&#039; block, will be repeated the number of times indicated.&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;
| [[UINT16LE]] || count || Number of times to repeat minus one (i.e. 0=repeat once, 1=repeat twice, etc.)  0xFFFF means repeat forever.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== 7: Repeat end ===&lt;br /&gt;
&lt;br /&gt;
Like the terminator block, this block contains no data.  It signals the end of the loop point, and if a loop is in progress, playback jumps back to the block following the most recent &#039;&#039;&#039;Repeat start&#039;&#039;&#039; block.&lt;br /&gt;
&lt;br /&gt;
=== 8: Extra information ===&lt;br /&gt;
&lt;br /&gt;
This block is generally only used in older files, and has been superceded by block #9.&lt;br /&gt;
&lt;br /&gt;
This block overrides the properties set by earlier blocks.  Unlike block #1, this block allows the number of channels to be set, allowing stereo playback.  It also increases the frequency divisor from a 8-bit value to 16-bits, allowing finer control of the final sampling rate.&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;
| [[UINT16LE]] || freq || Frequency divisor&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT8]] || codec || Codec #, see below&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT8]] || numChannels || Channel count minus one (0=mono, 1=stereo)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Unlike block #1, there is no audio within this block, so block #2 must be used to play audio with the options set here.&lt;br /&gt;
&lt;br /&gt;
The sample rate of the file can be determined by:&lt;br /&gt;
&lt;br /&gt;
 Sample rate = 256000000 / ((numChannels + 1) * (65536 - frequency divisor))&lt;br /&gt;
&lt;br /&gt;
=== 9: Sound data (New format) ===&lt;br /&gt;
&lt;br /&gt;
This block is (probably) only valid in files with a version &amp;gt;= 1.20 (0x114).&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]] || rate || Sample rate&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT8]] || bits || Bits per sample (e.g. 8 or 16)&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT8]] || numChannels || Channel count (1 is mono, 2 is stereo)&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT16LE]] || codec || Codec #&lt;br /&gt;
|-&lt;br /&gt;
| [[UINT32LE]] || reserved || Set to 0&lt;br /&gt;
|-&lt;br /&gt;
| [[BYTE]][...] || data || Audio data&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Source ==&lt;br /&gt;
&lt;br /&gt;
This page was adapted from [http://wiki.multimedia.cx/index.php?title=Creative_Voice MultimediaWiki]&lt;br /&gt;
&lt;br /&gt;
[[Category:Build engine]]&lt;/div&gt;</summary>
		<author><name>Szevvy</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=Wombat&amp;diff=8361</id>
		<title>Wombat</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=Wombat&amp;diff=8361"/>
		<updated>2019-02-26T02:08:10Z</updated>

		<summary type="html">&lt;p&gt;Szevvy: Updated supported list.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Tool Infobox&lt;br /&gt;
 | Platform = Windows&lt;br /&gt;
 | Release = 17/10/2018 (1.0.4)&lt;br /&gt;
 | Homepage = [http://szevvy.com szevvy.com]&lt;br /&gt;
 | Download = [http://szevvy.com/download Windows x64]&lt;br /&gt;
 | Edit1 = Extraction&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Wombat Game Tools&#039;&#039;&#039; (also known as &#039;&#039;&#039;Wombat File Tools&#039;&#039;&#039;) is an extraction tool written by Szevvy.  It allows the files, images, sounds, etc. to be examined and exported from a number of classic games. &lt;br /&gt;
&lt;br /&gt;
[[User:Szevvy|Szevvy]]&#039;s website is [http://szevvy.com/ szevvy.com], it went offline for a while, but it&#039;s working again as of 15/10/2018.&lt;br /&gt;
&lt;br /&gt;
Wombat&#039;s latest version is 1.0.8 (23 February 2019)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both;&amp;quot;/&amp;gt;&lt;br /&gt;
== Supported games ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&#039;30%&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
				&amp;lt;td&amp;gt;Archives&amp;lt;/td&amp;gt;&lt;br /&gt;
				&amp;lt;td&amp;gt;Graphics&amp;lt;/td&amp;gt;&lt;br /&gt;
				&amp;lt;td&amp;gt;Levels&amp;lt;/td&amp;gt;&lt;br /&gt;
				&amp;lt;td&amp;gt;Sounds&amp;lt;/td&amp;gt;&lt;br /&gt;
				&amp;lt;td&amp;gt;Music&amp;lt;/td&amp;gt;&lt;br /&gt;
				&amp;lt;td&amp;gt;Other&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;7 Cities of Gold (&#039;93)&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#FFF0AA&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#FFAEAE&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#FFAEAE&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
				&amp;lt;/tr&amp;gt;&lt;br /&gt;
				&amp;lt;tr&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Alien Carnage&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#B0E57C&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#FFF0AA&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#FFF0AA&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#B0E57C&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#FFAEAE&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
				&amp;lt;/tr&amp;gt;&lt;br /&gt;
				&amp;lt;tr&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Ancients I: Deathwatch&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#B0E57C&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#FFAEAE&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#FFAEAE&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#FFF0AA&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
				&amp;lt;/tr&amp;gt;&lt;br /&gt;
				&amp;lt;tr&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Baron Baldric&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#FFF0AA&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#FFAEAE&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#FFAEAE&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#FFAEAE&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
				&amp;lt;/tr&amp;gt;&lt;br /&gt;
				&amp;lt;tr&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Battlechess 4000&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#B0E57C&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#FFF0AA&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#B0E57C&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
				&amp;lt;/tr&amp;gt;&lt;br /&gt;
				&amp;lt;tr&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Biomenace&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#B0E57C&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#FFAEAE&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#FFAEAE&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#FFAEAE&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
				&amp;lt;/tr&amp;gt;&lt;br /&gt;
				&amp;lt;tr&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Cannon Fodder&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#B0E57C&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#B0E57C&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#FFF0AA&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#B0E57C&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#FFAEAE&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
				&amp;lt;/tr&amp;gt;&lt;br /&gt;
				&amp;lt;tr&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Captain Comic I&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#B0E57C&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
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					&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
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				&amp;lt;/tr&amp;gt;&lt;br /&gt;
				&amp;lt;tr&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Captain Comic II&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#FFF0AA&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#FFAEAE&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#FFAEAE&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
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				&amp;lt;/tr&amp;gt;&lt;br /&gt;
				&amp;lt;tr&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Clyde&#039;s Adventure&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#FFF0AA&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#FFF0AA&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#FFAEAE&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#FFF0AA&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
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				&amp;lt;/tr&amp;gt;&lt;br /&gt;
				&amp;lt;tr&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Clyde&#039;s Revenge&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#B0E57C&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#FFF0AA&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#FFAEAE&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#FFAEAE&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
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				&amp;lt;/tr&amp;gt;&lt;br /&gt;
				&amp;lt;tr&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Commander Keen 1-3&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#B0E57C&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#B0E57C&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#B0E57C&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
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				&amp;lt;/tr&amp;gt;&lt;br /&gt;
				&amp;lt;tr&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Commander Keen 4-6&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#B0E57C&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#FFF0AA&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#FFAEAE&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
				&amp;lt;/tr&amp;gt;&lt;br /&gt;
				&amp;lt;tr&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Commander Keen Dreams&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#B0E57C&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#FFF0AA&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#FFAEAE&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
				&amp;lt;/tr&amp;gt;&lt;br /&gt;
				&amp;lt;tr&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Cosmo&#039;s Cosmic Adventure&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#B0E57C&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#B0E57C&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#B0E57C&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#B0E57C&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#B0E57C&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
				&amp;lt;/tr&amp;gt;&lt;br /&gt;
				&amp;lt;tr&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Crystal Caves&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#B0E57C&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#FFAEAE&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#B0E57C&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
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				&amp;lt;/tr&amp;gt;&lt;br /&gt;
				&amp;lt;tr&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Dangerous Dave&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#FFF0AA&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#FFF0AA&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#FFAEAE&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
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				&amp;lt;/tr&amp;gt;&lt;br /&gt;
				&amp;lt;tr&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Dangerous Dave 2&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#FFF0AA&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#FFF0AA&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#FFAEAE&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
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				&amp;lt;/tr&amp;gt;&lt;br /&gt;
				&amp;lt;tr&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Dark Ages&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#B0E57C&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#FFAEAE&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#FFAEAE&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
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				&amp;lt;/tr&amp;gt;&lt;br /&gt;
				&amp;lt;tr&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Desert Strike&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#FFF0AA&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#FFAEAE&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#B0E57C&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
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				&amp;lt;/tr&amp;gt;&lt;br /&gt;
				&amp;lt;tr&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Dig It!&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#FFF0AA&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#FFAEAE&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#FFAEAE&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#FFAEAE&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
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				&amp;lt;/tr&amp;gt;&lt;br /&gt;
				&amp;lt;tr&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Donald Duck&#039;s Playground&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#B0E57C&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#FFF0AA&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#FFF0AA&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#B0E57C&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
				&amp;lt;/tr&amp;gt;&lt;br /&gt;
				&amp;lt;tr&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;DOOM&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#B0E57C&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#FFF0AA&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#FFAEAE&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#FFAEAE&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#FFAEAE&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
				&amp;lt;/tr&amp;gt;&lt;br /&gt;
				&amp;lt;tr&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Duke Nukem&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#B0E57C&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#FFAEAE&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#FFAEAE&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
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				&amp;lt;/tr&amp;gt;&lt;br /&gt;
				&amp;lt;tr&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Duke Nukem 2&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#B0E57C&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#FFF0AA&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#B0E57C&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#B0E57C&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
				&amp;lt;/tr&amp;gt;&lt;br /&gt;
				&amp;lt;tr&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Duke Nukem 3D&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#B0E57C&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#B0E57C&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#FFAEAE&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#FFAEAE&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#FFAEAE&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
				&amp;lt;/tr&amp;gt;&lt;br /&gt;
				&amp;lt;tr&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Dune 2&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#B0E57C&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#FFF0AA&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#B0E57C&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#FFAEAE&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#FFF0AA&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
				&amp;lt;/tr&amp;gt;&lt;br /&gt;
				&amp;lt;tr&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Electranoid&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#FFF0AA&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#FFAEAE&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#FFAEAE&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#FFAEAE&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
				&amp;lt;/tr&amp;gt;&lt;br /&gt;
				&amp;lt;tr&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Fuzzy&#039;s World of Miniature Space Golf&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#FFF0AA&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#FFAEAE&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#FFAEAE&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#FFAEAE&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
				&amp;lt;/tr&amp;gt;&lt;br /&gt;
				&amp;lt;tr&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Gateworld&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#B0E57C&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#B0E57C&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#FFAEAE&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#FFAEAE&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#FFAEAE&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
				&amp;lt;/tr&amp;gt;&lt;br /&gt;
				&amp;lt;tr&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;God of Thunder&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#B0E57C&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#B0E57C&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#FFAEAE&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#FFAEAE&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
				&amp;lt;/tr&amp;gt;&lt;br /&gt;
				&amp;lt;tr&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Gold Rush!&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#B0E57C&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#B0E57C&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#FFF0AA&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#B0E57C&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
				&amp;lt;/tr&amp;gt;&lt;br /&gt;
				&amp;lt;tr&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Halloween Harry&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#B0E57C&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#FFF0AA&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
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					&amp;lt;td&amp;gt;Math Rescue&amp;lt;/td&amp;gt;&lt;br /&gt;
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					&amp;lt;td&amp;gt;Mystic Towers&amp;lt;/td&amp;gt;&lt;br /&gt;
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					&amp;lt;td&amp;gt;One Must Fall 2097&amp;lt;/td&amp;gt;&lt;br /&gt;
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					&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
				&amp;lt;/tr&amp;gt;&lt;br /&gt;
				&amp;lt;tr&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Secret Agent&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#B0E57C&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#FFAEAE&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#B0E57C&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
				&amp;lt;/tr&amp;gt;&lt;br /&gt;
				&amp;lt;tr&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Shadow Knights&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#FFF0AA&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#FFF0AA&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#FFAEAE&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
				&amp;lt;/tr&amp;gt;&lt;br /&gt;
				&amp;lt;tr&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Simcity 2000&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#B0E57C&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#FFF0AA&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#FFAEAE&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#FFAEAE&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
				&amp;lt;/tr&amp;gt;&lt;br /&gt;
				&amp;lt;tr&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Sink or Swim&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#B0E57C&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#FFAEAE&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#FFAEAE&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
				&amp;lt;/tr&amp;gt;&lt;br /&gt;
				&amp;lt;tr&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Smurfs&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#FFF0AA&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#FFAEAE&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#FFAEAE&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
				&amp;lt;/tr&amp;gt;&lt;br /&gt;
				&amp;lt;tr&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Space Quest: The Sarien Encounter&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#B0E57C&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#B0E57C&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#FFF0AA&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#B0E57C&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
				&amp;lt;/tr&amp;gt;&lt;br /&gt;
				&amp;lt;tr&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Space Quest II: Vohaul&#039;s Revenge&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#B0E57C&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#B0E57C&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#FFF0AA&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#B0E57C&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
				&amp;lt;/tr&amp;gt;&lt;br /&gt;
				&amp;lt;tr&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Star Goose&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#B0E57C&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#FFAEAE&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
				&amp;lt;/tr&amp;gt;&lt;br /&gt;
				&amp;lt;tr&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Stargunner&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#FFF0AA&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#FFAEAE&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#FFAEAE&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#FFAEAE&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#FFAEAE&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
				&amp;lt;/tr&amp;gt;&lt;br /&gt;
				&amp;lt;tr&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Syndicate&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#FFF0AA&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#FFAEAE&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#FFAEAE&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#FFAEAE&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
				&amp;lt;/tr&amp;gt;&lt;br /&gt;
				&amp;lt;tr&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;The Black Cauldron&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#B0E57C&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#B0E57C&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#FFF0AA&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#B0E57C&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
				&amp;lt;/tr&amp;gt;&lt;br /&gt;
				&amp;lt;tr&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;The Lion King&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#B0E57C&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#FFF0AA&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#FFAEAE&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#FFAEAE&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#FFAEAE&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
				&amp;lt;/tr&amp;gt;&lt;br /&gt;
				&amp;lt;tr&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Traffic Dept 2192&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#B0E57C&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#FFAEAE&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#FFAEAE&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
				&amp;lt;/tr&amp;gt;&lt;br /&gt;
				&amp;lt;tr&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Tyrian&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#FFF0AA&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#FFAEAE&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#FFAEAE&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#FFAEAE&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
				&amp;lt;/tr&amp;gt;&lt;br /&gt;
				&amp;lt;tr&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Wacky Wheels&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#B0E57C&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#B0E57C&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#FFAEAE&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#B0E57C&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#FFAEAE&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
				&amp;lt;/tr&amp;gt;&lt;br /&gt;
				&amp;lt;tr&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Wolfenstein 3D&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#B0E57C&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#FFF0AA&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#FFAEAE&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#FFAEAE&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#FFAEAE&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
				&amp;lt;/tr&amp;gt;&lt;br /&gt;
				&amp;lt;tr&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Word Rescue&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#B0E57C&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#FFF0AA&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#FFF0AA&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#FFAEAE&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#FFAEAE&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
				&amp;lt;/tr&amp;gt;&lt;br /&gt;
				&amp;lt;tr&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Xargon&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#B0E57C&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#FFAEAE&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#FFAEAE&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
				&amp;lt;/tr&amp;gt;&lt;br /&gt;
				&amp;lt;tr&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Xatax&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#FFF0AA&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#FFAEAE&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#FFAEAE&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#FFAEAE&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
				&amp;lt;/tr&amp;gt;&lt;br /&gt;
				&amp;lt;tr&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Zombie Wars&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#B0E57C&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#FFF0AA&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#FFAEAE&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td bgcolor=&#039;#FFAEAE&#039;&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
				&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;/div&gt;</summary>
		<author><name>Szevvy</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=Crystal_Caves&amp;diff=8356</id>
		<title>Crystal Caves</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=Crystal_Caves&amp;diff=8356"/>
		<updated>2019-02-24T23:53:04Z</updated>

		<summary type="html">&lt;p&gt;Szevvy: /* Tools */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
&lt;br /&gt;
{{Game Infobox&lt;br /&gt;
 | Levels = Edit&lt;br /&gt;
 | Tiles = Edit&lt;br /&gt;
 | Sprites = Edit&lt;br /&gt;
 | Fullscreen = No&lt;br /&gt;
 | Sound = No&lt;br /&gt;
 | Music = No&lt;br /&gt;
 | Text = No&lt;br /&gt;
 | Story = No&lt;br /&gt;
 | Interface = No&lt;br /&gt;
}}&lt;br /&gt;
== Tools ==&lt;br /&gt;
&lt;br /&gt;
{{BeginFileFormatTools|Type=game}}&lt;br /&gt;
{{FileFormatTool&lt;br /&gt;
| Name = [[Wombat]]&lt;br /&gt;
| Platform = Windows GUI&lt;br /&gt;
| grp = N/A&lt;br /&gt;
| map = View&lt;br /&gt;
| gfx = View&lt;br /&gt;
| mus = N/A&lt;br /&gt;
| sfx = View&lt;br /&gt;
| txt = No&lt;br /&gt;
| sav = No&lt;br /&gt;
| exe = No&lt;br /&gt;
}}&lt;br /&gt;
{{EndFileFormatTools}}&lt;br /&gt;
== File formats ==&lt;br /&gt;
&lt;br /&gt;
* [[AudioT Format]] - used for storing sound and music data&lt;br /&gt;
* [[B800 Text]] - there are a couple of text screens in the main .EXE file (including the text displayed on the screen when you quit)&lt;br /&gt;
* [[EGAGraph Format]] - used for storing graphics, text and miscellaneous data&lt;br /&gt;
* [[Keen Dreams level Format]] - used for storing level maps&lt;br /&gt;
* [[Keen 4-6 Action Format]] Sprite&#039;s behaviors are governed by this&lt;br /&gt;
* [[Keen 4-6 Tileinfo Format]] Tile information are governed by this&lt;br /&gt;
* [[Softdisk Library Format]] - The start menu is in this format&lt;br /&gt;
* [[SLIB compression]] The title screen is compressed with this&lt;br /&gt;
&lt;br /&gt;
Compression used in KeenDreams is complex; most of the &#039;registered&#039; (Non shareware) executables are compressed using [[PKLite compression]] and demo versions have additional files or filenames.  Uniquely, the game maps are compressed using [[Huffman Compression]] instead of [[Carmack compression]], as they were made with an earlier version of [[TED5]] (TED3).&lt;br /&gt;
&lt;br /&gt;
== Versions ==&lt;br /&gt;
&lt;br /&gt;
There are no less than six versions of Keen Dreams available; these differ very little in actual gameplay, but markedly in file structure. Most of these are listed at [[http://www.shikadi.net/keenwiki/Keen_Dreams_Versions the Commander Keen Wiki]] (They omit version 1.0 and the Id Anthology)&lt;br /&gt;
&lt;br /&gt;
The main moddable version is version 1.13, which is not the latest version of the game. Notably it has less in-game help and text, requires the player to run a program from Gamer&#039;s Edge before playing and names its files differently from the later Keen 4-6 manner. It also uses a seperate file for its start screen, which is unusual.&lt;br /&gt;
&lt;br /&gt;
== Related Links ==&lt;br /&gt;
* [[Commander Keen 1-3]]&lt;br /&gt;
* [[Commander Keen 4-6]]&lt;br /&gt;
* The [[KeenWiki:Main Page|Commander Keen Wiki]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Softdisk]]&lt;br /&gt;
[[Category:id Software]]&lt;br /&gt;
[[Category:Sidescroller]]&lt;/div&gt;</summary>
		<author><name>Szevvy</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=Cosmo%27s_Cosmic_Adventure&amp;diff=8355</id>
		<title>Cosmo&#039;s Cosmic Adventure</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=Cosmo%27s_Cosmic_Adventure&amp;diff=8355"/>
		<updated>2019-02-24T23:52:18Z</updated>

		<summary type="html">&lt;p&gt;Szevvy: /* Tools */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Game Infobox&lt;br /&gt;
 | Title = Commander Keen 4.png&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 = Edit&lt;br /&gt;
 | Interface = Edit&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Commander Keen: Goodbye Galaxy&#039;&#039;&#039; is a very popular platform scroller, which set the benchmark for this style of game on a PC.&lt;br /&gt;
&lt;br /&gt;
There is a large amount of modding info in the [[keenwiki:Galaxy Tools|modding section of the KeenWiki]] and there is an extensive [[keenwiki:Category:Patches|patch library]] allowing the game to be extended and changed considerably.&lt;br /&gt;
&lt;br /&gt;
== Tools ==&lt;br /&gt;
&lt;br /&gt;
{{BeginFileFormatTools|Type=game}}&lt;br /&gt;
{{FileFormatTool&lt;br /&gt;
| Name = [[keenwiki:Abiathar|Abiathar]]&lt;br /&gt;
| Platform = Windows&lt;br /&gt;
| grp = N/A&lt;br /&gt;
| map = Edit&lt;br /&gt;
| gfx = No&lt;br /&gt;
| mus = Replace&lt;br /&gt;
| sfx = Edit&lt;br /&gt;
| txt = No&lt;br /&gt;
| sav = No&lt;br /&gt;
| exe = No&lt;br /&gt;
}}&lt;br /&gt;
{{FileFormatTool&lt;br /&gt;
| Name = [[CKPatch]]&lt;br /&gt;
| Platform = DOS&lt;br /&gt;
| grp = N/A&lt;br /&gt;
| map = No&lt;br /&gt;
| gfx = No&lt;br /&gt;
| mus = No&lt;br /&gt;
| sfx = No&lt;br /&gt;
| txt = No&lt;br /&gt;
| sav = No&lt;br /&gt;
| exe = Yes&lt;br /&gt;
}}&lt;br /&gt;
{{FileFormatTool&lt;br /&gt;
| Name = [[keenwiki:IMF Creator|IMF Creator]]&lt;br /&gt;
| Platform = Windows&lt;br /&gt;
| grp = N/A&lt;br /&gt;
| map = No&lt;br /&gt;
| gfx = No&lt;br /&gt;
| mus = Create&lt;br /&gt;
| sfx = No&lt;br /&gt;
| txt = No&lt;br /&gt;
| sav = No&lt;br /&gt;
| exe = Yes&lt;br /&gt;
}}&lt;br /&gt;
{{FileFormatTool&lt;br /&gt;
| Name = [[keenwiki:Keen: Next (level editor)|Keen: Next]]&lt;br /&gt;
| Platform = Windows&lt;br /&gt;
| grp = N/A&lt;br /&gt;
| map = Edit&lt;br /&gt;
| gfx = No&lt;br /&gt;
| mus = No&lt;br /&gt;
| sfx = No&lt;br /&gt;
| txt = No&lt;br /&gt;
| sav = No&lt;br /&gt;
| exe = No&lt;br /&gt;
}}&lt;br /&gt;
{{FileFormatTool&lt;br /&gt;
| Name = [[keenwiki:Keengraph|Keengraph]]&lt;br /&gt;
| Platform = DOS/Win/Linux&lt;br /&gt;
| grp = N/A&lt;br /&gt;
| map = No&lt;br /&gt;
| gfx = Edit&lt;br /&gt;
| mus = No&lt;br /&gt;
| sfx = No&lt;br /&gt;
| txt = No&lt;br /&gt;
| sav = No&lt;br /&gt;
| exe = No&lt;br /&gt;
}}&lt;br /&gt;
{{FileFormatTool&lt;br /&gt;
| Name = [[keenwiki:KeenWave|KeenWave]]&lt;br /&gt;
| Platform = DOS/Win/Linux&lt;br /&gt;
| grp = N/A&lt;br /&gt;
| map = No&lt;br /&gt;
| gfx = No&lt;br /&gt;
| mus = Replace&lt;br /&gt;
| sfx = Edit&lt;br /&gt;
| txt = No&lt;br /&gt;
| sav = No&lt;br /&gt;
| exe = No&lt;br /&gt;
}}&lt;br /&gt;
{{FileFormatTool&lt;br /&gt;
| Name = EModKeen/LModKeen&lt;br /&gt;
| Platform = Win/Linux&lt;br /&gt;
| grp = N/A&lt;br /&gt;
| map = No&lt;br /&gt;
| gfx = Edit&lt;br /&gt;
| mus = No&lt;br /&gt;
| sfx = No&lt;br /&gt;
| txt = No&lt;br /&gt;
| sav = No&lt;br /&gt;
| exe = No&lt;br /&gt;
}}&lt;br /&gt;
{{FileFormatTool&lt;br /&gt;
| Name = [[keenwiki:ModKeen|ModKeen]]&lt;br /&gt;
| Platform = DOS&lt;br /&gt;
| grp = N/A&lt;br /&gt;
| map = No&lt;br /&gt;
| gfx = Edit&lt;br /&gt;
| mus = No&lt;br /&gt;
| sfx = No&lt;br /&gt;
| txt = No&lt;br /&gt;
| sav = No&lt;br /&gt;
| exe = No&lt;br /&gt;
}}&lt;br /&gt;
{{FileFormatTool&lt;br /&gt;
| Name = [[keenwiki:The Omegamatic|The Omegamatic]]&lt;br /&gt;
| Platform = Windows&lt;br /&gt;
| grp = N/A&lt;br /&gt;
| map = Edit&lt;br /&gt;
| gfx = No&lt;br /&gt;
| mus = No&lt;br /&gt;
| sfx = No&lt;br /&gt;
| txt = No&lt;br /&gt;
| sav = No&lt;br /&gt;
| exe = No&lt;br /&gt;
}}&lt;br /&gt;
{{FileFormatTool&lt;br /&gt;
| Name = [[keenwiki:The Photachyon Transceiver|The Photachyon Transceiver]]&lt;br /&gt;
| Platform = Windows&lt;br /&gt;
| grp = N/A&lt;br /&gt;
| map = Edit&lt;br /&gt;
| gfx = No&lt;br /&gt;
| mus = No&lt;br /&gt;
| sfx = No&lt;br /&gt;
| txt = No&lt;br /&gt;
| sav = No&lt;br /&gt;
| exe = No&lt;br /&gt;
}}&lt;br /&gt;
{{FileFormatTool&lt;br /&gt;
| Name = [[keenwiki:Startext|Startext]]&lt;br /&gt;
| Platform = DOS&lt;br /&gt;
| grp = N/A&lt;br /&gt;
| map = No&lt;br /&gt;
| gfx = No&lt;br /&gt;
| mus = No&lt;br /&gt;
| sfx = No&lt;br /&gt;
| txt = Edit&lt;br /&gt;
| sav = No&lt;br /&gt;
| exe = No&lt;br /&gt;
}}&lt;br /&gt;
{{FileFormatTool&lt;br /&gt;
| Name = [[TED5]]&lt;br /&gt;
| Platform = DOS&lt;br /&gt;
| grp = N/A&lt;br /&gt;
| map = Edit&lt;br /&gt;
| gfx = No&lt;br /&gt;
| mus = No&lt;br /&gt;
| sfx = No&lt;br /&gt;
| txt = No&lt;br /&gt;
| sav = No&lt;br /&gt;
| exe = No&lt;br /&gt;
}}&lt;br /&gt;
{{FileFormatTool&lt;br /&gt;
| Name = [[Wombat]]&lt;br /&gt;
| Platform = Windows&lt;br /&gt;
| grp = N/A&lt;br /&gt;
| map = View&lt;br /&gt;
| gfx = View&lt;br /&gt;
| mus = No&lt;br /&gt;
| sfx = No&lt;br /&gt;
| txt = View&lt;br /&gt;
| sav = No&lt;br /&gt;
| exe = No&lt;br /&gt;
}}&lt;br /&gt;
{{EndFileFormatTools}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both;&amp;quot;/&amp;gt;&lt;br /&gt;
{{BeginGameFileList}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = audio.ck[456]&lt;br /&gt;
 | Format = [[AudioT Format]], [[IMF Format]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Sound and music&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = config.ck[456]&lt;br /&gt;
 | Format = [[Keen 4-6 Configuration File]]&lt;br /&gt;
 | KnownFormat = No&lt;br /&gt;
 | Desc = Settings and high scores&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = egagraph.ck[456]&lt;br /&gt;
 | Format = [[EGAGraph Format]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Graphics, text and miscellaneous data&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = gamemaps.ck[456]&lt;br /&gt;
 | Format = [[GameMaps Format]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Level maps&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = keen[456]e.exe&lt;br /&gt;
 | Format = [[B800 Text]], [[Keen 4-6 Action Format]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = There are a couple of text screens in the main .EXE file (including the text displayed on the screen when you quit)&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = keen[456]e.exe&lt;br /&gt;
 | Format = [[Keen 4-6 Action Format]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Sprite behaviours are governed by this&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = keen[456]e.exe&lt;br /&gt;
 | Format = [[Keen 4-6 Tileinfo Format]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Tile information are governed by this&lt;br /&gt;
}}&lt;br /&gt;
{{EndGameFileList}}&lt;br /&gt;
&lt;br /&gt;
=== AudioT Format Details ===&lt;br /&gt;
&lt;br /&gt;
Keen 4, 5 and 6 use the compressed version of the [[AudioT Format]] to store music and sound. The main audio file for each game, the AUDIOT.xxx file, is called AUDIO.CKx, where x is the number of the Keen game (4, 5 or 6). For example, the file for Keen 4 is AUDIO.CK4.&lt;br /&gt;
&lt;br /&gt;
The two secondary files needed for this format, the AUDIOHED.xxx and AUDIODCT.xxx, are embedded inside the main .exe file of each game (KEEN4E.EXE, KEEN5E.EXE and KEEN6.EXE for the EGA versions of the game).&lt;br /&gt;
&lt;br /&gt;
== Related Links ==&lt;br /&gt;
&lt;br /&gt;
* [[Commander Keen 1-3]]&lt;br /&gt;
* [[Commander Keen Dreams]]&lt;br /&gt;
* The [[KeenWiki:Main Page|Commander Keen Wiki]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Apogee]]&lt;br /&gt;
[[Category:id Software]]&lt;br /&gt;
[[Category:Sidescroller]]&lt;/div&gt;</summary>
		<author><name>Szevvy</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=Commander_Keen_Dreams&amp;diff=8354</id>
		<title>Commander Keen Dreams</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=Commander_Keen_Dreams&amp;diff=8354"/>
		<updated>2019-02-24T23:51:33Z</updated>

		<summary type="html">&lt;p&gt;Szevvy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
{{Game Infobox&lt;br /&gt;
 | Title = Commander Keen 1.png&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 = Edit&lt;br /&gt;
 | Interface = Edit&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Commander Keen episodes 1-3 (Invasion of the Vorticons)&#039;&#039; was a revolutionary series that launched [[:Category:id Software|id Software]].  The games made use of a number of formats and novel features that were to be adapted to other games ID produced.  Commander Keen is notable for being the first side-scrolling EGA game on the PC, and for cementing id&#039;s love for EGA graphics (most previous games had CGA, EGA and VGA graphics options, all later games were EGA, or had a separate CGA version.)&lt;br /&gt;
&lt;br /&gt;
In them, the hero, Commander Keen, must collect stolen parts of his spaceship hidden on Mars (episode 1), stop a Vorticon ship blowing up The Earth (episode 2) and finally storm Vorticon VI itself in search of the cause of all this trouble, the mysterious Grand Intellect (episode 3.)&lt;br /&gt;
&lt;br /&gt;
== Tools ==&lt;br /&gt;
&lt;br /&gt;
{{BeginFileFormatTools|Type=game}}&lt;br /&gt;
{{FileFormatTool&lt;br /&gt;
| Name = [[KeenWiki:ModKeen|ModKeen]]&lt;br /&gt;
| Platform = DOS console&lt;br /&gt;
| grp = N/A&lt;br /&gt;
| map = No&lt;br /&gt;
| gfx = Edit&lt;br /&gt;
| mus = N/A&lt;br /&gt;
| sfx = No&lt;br /&gt;
| txt = No&lt;br /&gt;
| sav = No&lt;br /&gt;
| exe = No&lt;br /&gt;
}}&lt;br /&gt;
{{FileFormatTool&lt;br /&gt;
| Name = [[Wombat]]&lt;br /&gt;
| Platform = Windows GUI&lt;br /&gt;
| grp = N/A&lt;br /&gt;
| map = View&lt;br /&gt;
| gfx = View&lt;br /&gt;
| mus = N/A&lt;br /&gt;
| sfx = View&lt;br /&gt;
| txt = No&lt;br /&gt;
| sav = No&lt;br /&gt;
| exe = No&lt;br /&gt;
}}&lt;br /&gt;
{{EndFileFormatTools}}&lt;br /&gt;
&lt;br /&gt;
{{BeginGameFileList}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = N/A&lt;br /&gt;
 | Format = [[B800 Text]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = 4000-byte internal files are text screens shown at exit&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = level??.ck?&lt;br /&gt;
 | Format = [[Commander Keen 1-3 Level format]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Game levels&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = N/A&lt;br /&gt;
 | Format = [[Commander Keen EGA Header]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = The EGA header, stored in the .exe file, is used to read graphics files&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = N/A&lt;br /&gt;
 | Format = [[Keen 1-3 Tileinfo format]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Information about the properties of tiles are stored internally in the executable&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = scores.ck?&lt;br /&gt;
 | Format = [[Commander Keen 1-3 Score format]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = High scores&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = save?.ck?&lt;br /&gt;
 | Format = [[Keen 1-3 Saved game format]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Saved games (Keen is one of the few early id games to allow this)&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = N/A&lt;br /&gt;
 | Format = [[Inverse Frequency Sound format]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = PC speaker sound effects, stored in the .exe&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = N/A&lt;br /&gt;
 | Format = [[Raw EGA data#Planar EGA data|Full-screen planar EGA]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Most graphics are in this format, compressed or rearranged in various ways. For example, the 320x200 screen graphics are this compressed with [[Keen 1-3 RLE compression]], the &amp;lt;tt&amp;gt;EGALATCH&amp;lt;/tt&amp;gt; AND &amp;lt;tt&amp;gt;EGASPRIT&amp;lt;/tt&amp;gt; files use this too. Note that the screen&#039;s plane size is 8000 bytes, 192 bytes are just &#039;padding&#039;&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = ?&lt;br /&gt;
 | Format = [[Keen 1-3 RLE compression]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = This is used to compress the ending and previews screens and is a modified form of RLE.&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = N/A&lt;br /&gt;
 | Format = [[Keen 1-3 LZW compression]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Used in episode 1 to compress the graphics files&lt;br /&gt;
}}&lt;br /&gt;
{{EndGameFileList}}&lt;br /&gt;
&lt;br /&gt;
* Text is contained in the executable, the executable is compressed with [[LZW compression]], and can be uncompressed with [[UNLZEXE]].&lt;br /&gt;
* The 1.34 executable is compressed with [[PKLite compression]]; the &amp;lt;tt&amp;gt;ARCHIVE.EXE&amp;lt;/tt&amp;gt; file that packages the game is a self extracting PKLite archive.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
* The so called &#039;Keen engine series&#039; begins with this game. The two games based on this engine are [[Dangerous Dave 2]] and [[Shadow Knights]]&lt;br /&gt;
* Most of the file formats here were reverse engineered by the Keen modding community.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Commander Keen Dreams]]&lt;br /&gt;
* [[Commander Keen 4-6]]&lt;br /&gt;
* The [[KeenWiki:Main Page|Commander Keen Wiki]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Apogee]]&lt;br /&gt;
[[Category:id Software]]&lt;br /&gt;
[[Category:Sidescroller]]&lt;/div&gt;</summary>
		<author><name>Szevvy</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=Commander_Keen_4-6&amp;diff=8353</id>
		<title>Commander Keen 4-6</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=Commander_Keen_4-6&amp;diff=8353"/>
		<updated>2019-02-24T23:50:34Z</updated>

		<summary type="html">&lt;p&gt;Szevvy: /* Tools */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Game Infobox&lt;br /&gt;
 | Levels = Edit&lt;br /&gt;
 | Tiles = Edit&lt;br /&gt;
 | Sprites = Edit&lt;br /&gt;
 | Fullscreen = Edit&lt;br /&gt;
 | Sound = Edit&lt;br /&gt;
 | Music = Edit&lt;br /&gt;
 | Text = No&lt;br /&gt;
 | Story = No&lt;br /&gt;
 | Interface = No&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Bio Menace&#039;&#039;&#039; is a series of three games known simply as Bio Menace 1, 2 and 3. They use a slightly altered version of the [[Commander Keen 4-6]] engine, so the file formats used are almost identical.&lt;br /&gt;
&lt;br /&gt;
The game follows the adventures of Snake Logan, a top secret operative at the CIA, who takes on missions others would see as suicidal, as he battles hordes of strange mutant monsters that have suddenly appeared and are taking over cities. The goals of the game vary, from rescuing trapped prisoners to destroying an evil computer. Notably, in the second game, if you do not get the portable nuclear device in one of the levels, the game becomes unwinnable and you are treated to the story of Snake&#039;s eventual death.&lt;br /&gt;
&lt;br /&gt;
{{BeginFileFormatTools|Type=game}}&lt;br /&gt;
{{FileFormatTool&lt;br /&gt;
| Name = [[keenwiki:Abiathar|Abiathar]]&lt;br /&gt;
| Platform = Windows&lt;br /&gt;
| grp = N/A&lt;br /&gt;
| map = Edit&lt;br /&gt;
| gfx = No&lt;br /&gt;
| mus = No&lt;br /&gt;
| sfx = No&lt;br /&gt;
| txt = No&lt;br /&gt;
| sav = No&lt;br /&gt;
| exe = No&lt;br /&gt;
| notes = Offers templates for Bio Menace projects&lt;br /&gt;
}}&lt;br /&gt;
{{FileFormatTool&lt;br /&gt;
| Name = [[TED5]]&lt;br /&gt;
| Platform = DOS GUI&lt;br /&gt;
| grp = N/A&lt;br /&gt;
| map = Edit&lt;br /&gt;
| gfx = No&lt;br /&gt;
| mus = No&lt;br /&gt;
| sfx = No&lt;br /&gt;
| txt = No&lt;br /&gt;
| sav = No&lt;br /&gt;
| exe = No&lt;br /&gt;
| notes = Must be [http://people.inf.elte.hu/szgrahi/bmenace_mod.zip configured to work with Bio Menace]&lt;br /&gt;
}}&lt;br /&gt;
{{FileFormatTool&lt;br /&gt;
| Name = [[Wombat]]&lt;br /&gt;
| Platform = Windows&lt;br /&gt;
| grp = N/A&lt;br /&gt;
| map = No&lt;br /&gt;
| gfx = Read&lt;br /&gt;
| mus = No&lt;br /&gt;
| sfx = No&lt;br /&gt;
| txt = No&lt;br /&gt;
| sav = No&lt;br /&gt;
| exe = No&lt;br /&gt;
| notes = Must be [http://people.inf.elte.hu/szgrahi/bmenace_mod.zip configured to work with Bio Menace]&lt;br /&gt;
}}&lt;br /&gt;
{{EndFileFormatTools}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both;&amp;quot;/&amp;gt;&lt;br /&gt;
== File formats ==&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! File name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;audiohed.bm*&amp;lt;br/&amp;gt;audiot.bm*&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Sound effects and music in [[AudioT Format]] (and within that, music in [[IMF Format]])&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;bmenace[123].exe&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #FFFFCC;&amp;quot; | Exit text screens in [[B800 Text]] format&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;egadict.bm*&amp;lt;br/&amp;gt;egahead.bm*&amp;lt;br/&amp;gt;egagraph.bm*&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Graphics, text and miscellaneous data in [[EGAGraph Format]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;gamemaps.bm*&amp;lt;br/&amp;gt;maphead.bm*&amp;lt;br/&amp;gt;maptemp.bm*&amp;lt;br/&amp;gt;mapthead.bm*&amp;lt;/tt&amp;gt;&lt;br /&gt;
| style=&amp;quot;background: #CCFFCC;&amp;quot; | Levels in [[GameMaps Format]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Sprite behaviours are governed by data structures in the .exe, arranged in [[Keen 4-6 Action Format]]&lt;br /&gt;
&lt;br /&gt;
== Music ==&lt;br /&gt;
&lt;br /&gt;
=== AudioT Format Details ===&lt;br /&gt;
Biomenace uses the uncompressed version of the [[AudioT Format]] to store music and sound. The main audio file for each game, the AUDIOT.xxx file, is called AUDIOT.BMx, where x is the number of the game (1, 2 or 3). For example, the file for Keen 2 is AUDIO.BM2. The secondary files needed for this format, the AUDIOHED.BMx are external.&lt;br /&gt;
&lt;br /&gt;
=== Levels Songs Assignment ===&lt;br /&gt;
There is a place inside the executables too, where each level in the game is assigned a song from the AUDIOT.BMx file. From that addresses, the following bytes indicate the song for each level. Every 2 bytes is a value corresponding to a level. The first 2 bytes correspond to level 0; the next 2 bytes correspond to level 1; and so on. Each 2-byte value is an integer corresponding to the song number used in that level, starting from $00 $00, and going up to $00 $01, and so on. This numbers refer to the order the songs are in the AUDIO.BMx file; $00 $00 is the first one, $00 $01 is the second one, and so on.&lt;br /&gt;
&lt;br /&gt;
It is notable that Biomenace has many more songs in it than the Keen 4-6 games upon which it was based.&lt;br /&gt;
&lt;br /&gt;
== Obtaining the game ==&lt;br /&gt;
&lt;br /&gt;
The full version of this game [http://www.3drealms.com/news/2005/12/bio_menace_released_as_freewar.html has been released as freeware].&lt;br /&gt;
&lt;br /&gt;
* Three different versions are available from [http://www.classicdosgames.com/apogee.html Classic DOS Games]&lt;br /&gt;
&lt;br /&gt;
[[Category:Apogee]]&lt;br /&gt;
[[Category:Sidescroller]]&lt;br /&gt;
[[Category:Freeware]]&lt;/div&gt;</summary>
		<author><name>Szevvy</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=Commander_Keen_1-3&amp;diff=8352</id>
		<title>Commander Keen 1-3</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=Commander_Keen_1-3&amp;diff=8352"/>
		<updated>2019-02-24T23:49:25Z</updated>

		<summary type="html">&lt;p&gt;Szevvy: /* Tools */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NeedMoreInfo}}&lt;br /&gt;
{{Game Infobox&lt;br /&gt;
 | Levels = Edit&lt;br /&gt;
 | Tiles = Edit&lt;br /&gt;
 | Sprites = No&lt;br /&gt;
 | Fullscreen = Edit&lt;br /&gt;
 | Sound = No&lt;br /&gt;
 | Music = No&lt;br /&gt;
 | Text = No&lt;br /&gt;
 | Story = Edit&lt;br /&gt;
 | Interface = No&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Halloween Harry]] is one of the last DOS platform games produced before the shift to first-person shooters.&lt;br /&gt;
&lt;br /&gt;
== Obtaining the game ==&lt;br /&gt;
&lt;br /&gt;
The full version of this game [http://www.3drealms.com/news/2007/05/alien_carnage_freeware.html has been released as freeware].  One notable omission from the freeware release was the inclusion of &amp;lt;tt&amp;gt;STUDIO.EXE&amp;lt;/tt&amp;gt;, a separate &#039;jukebox&#039; program that could play all the music from the game.&lt;br /&gt;
&lt;br /&gt;
* Six different versions are available from [http://www.classicdosgames.com/game/Alien_Carnage.html Classic DOS Games]&lt;br /&gt;
&lt;br /&gt;
== Tools ==&lt;br /&gt;
&lt;br /&gt;
{{BeginFileFormatTools|Type=game}}&lt;br /&gt;
{{FileFormatTool&lt;br /&gt;
| Name = [http://www.shikadi.net/files/4md2mod.zip ACXTRACT&amp;lt;br/&amp;gt;4MD2MOD]&lt;br /&gt;
| Platform = DOS&lt;br /&gt;
| grp = Read&lt;br /&gt;
| map = No&lt;br /&gt;
| gfx = No&lt;br /&gt;
| mus = Read&lt;br /&gt;
| sfx = No&lt;br /&gt;
| txt = No&lt;br /&gt;
| sav = No&lt;br /&gt;
| exe = No&lt;br /&gt;
}}&lt;br /&gt;
{{FileFormatTool&lt;br /&gt;
| Name = [[Camoto]]&lt;br /&gt;
| Platform = Linux/Windows&lt;br /&gt;
| grp = Edit&lt;br /&gt;
| map = Edit&lt;br /&gt;
| gfx = Edit&lt;br /&gt;
| mus = No&lt;br /&gt;
| sfx = No&lt;br /&gt;
| txt = No&lt;br /&gt;
| sav = No&lt;br /&gt;
| exe = No&lt;br /&gt;
}}&lt;br /&gt;
{{FileFormatTool&lt;br /&gt;
| Name = [[Wombat]]&lt;br /&gt;
| Platform = Windows GUI&lt;br /&gt;
| grp = Read&lt;br /&gt;
| map = No&lt;br /&gt;
| gfx = Read&lt;br /&gt;
| mus = No&lt;br /&gt;
| sfx = Read&lt;br /&gt;
| txt = No&lt;br /&gt;
| sav = No&lt;br /&gt;
| exe = No&lt;br /&gt;
}}&lt;br /&gt;
{{EndFileFormatTools}}&lt;br /&gt;
&lt;br /&gt;
{{BeginGameFileList}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.4md&lt;br /&gt;
 | Format = [[4MD Format]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Background music&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.4bt&lt;br /&gt;
 | Format = 8-bit unsigned PCM audio {{TODO|unknown sample rate, maybe 4.7kHz?}}&lt;br /&gt;
 | KnownFormat = Partial&lt;br /&gt;
 | Desc = Digitised sound effects&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.bbk&lt;br /&gt;
 | Format = [[ICO Format (Halloween Harry)]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Graphics and fonts&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.bnk&amp;lt;br/&amp;gt;*.fat&amp;lt;br/&amp;gt;harry.-0&lt;br /&gt;
 | Format = [[BNK Format (Halloween Harry)]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Archive storing most of the game data&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.cfg&lt;br /&gt;
 | Format = [[Halloween Harry Configuration Format]]&lt;br /&gt;
 | KnownFormat = No&lt;br /&gt;
 | Desc = Game settings&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.chr&lt;br /&gt;
 | Format = [[CHR Format (Halloween Harry)]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Graphics&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.dlg&lt;br /&gt;
 | Format = [[Halloween Harry Dialogue Format]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Cutscene dialogue text&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.gmf&lt;br /&gt;
 | Format = [[GMF Format (Halloween Harry)]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Game levels and palette data&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.hsb&lt;br /&gt;
 | Format = [[HSB Format (Halloween Harry)]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Sprite graphics&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.ico&lt;br /&gt;
 | Format = [[ICO Format (Halloween Harry)]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Graphics&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.ins&lt;br /&gt;
 | Format = [[INS Format (Halloween Harry)]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Text for ordering information screens&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.jft&lt;br /&gt;
 | Format = [[ICO Format (Halloween Harry)]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Fonts&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.pcc&lt;br /&gt;
 | Format = [[PCX Format]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Small images&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.pcx&lt;br /&gt;
 | Format = [[PCX Format]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = 320&amp;amp;times;200 full-screen images&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.rob&lt;br /&gt;
 | Format = ?&lt;br /&gt;
 | KnownFormat = No&lt;br /&gt;
 | Desc = Seems to be some sort of archive with at least one PCX file in it.  Used for animation sequences in the [[Halloween Harry Dialogue Format|dialogue cutscenes]].&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.top&lt;br /&gt;
 | Format = [[TOP Format (Halloween Harry)]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = High scores&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.dt&lt;br /&gt;
 | Format = ?&lt;br /&gt;
 | KnownFormat = No&lt;br /&gt;
 | Desc = ?&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = harry*.-0&lt;br /&gt;
 | Format = [[EXE Format]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Except for &amp;lt;tt&amp;gt;harry.-0&amp;lt;/tt&amp;gt;, game .exe files&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = slot.*&lt;br /&gt;
 | Format = [[Halloween Harry Saved Game Format]]&lt;br /&gt;
 | KnownFormat = No&lt;br /&gt;
 | Desc = Saved games&lt;br /&gt;
}}&lt;br /&gt;
{{EndGameFileList}}&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
* The game won&#039;t read files from the current directory before falling back to &amp;lt;tt&amp;gt;harry.-0&amp;lt;/tt&amp;gt;, and won&#039;t run without &amp;lt;tt&amp;gt;harry.-0&amp;lt;/tt&amp;gt; present.  Therefore modified files must be inserted into &amp;lt;tt&amp;gt;harry.-0&amp;lt;/tt&amp;gt; before the game will see them.&lt;br /&gt;
&lt;br /&gt;
* There are two files left over from game development inside &amp;lt;tt&amp;gt;order.bnk&amp;lt;/tt&amp;gt;.  These two files are called &amp;lt;tt&amp;gt;build.bat&amp;lt;/tt&amp;gt; and &amp;lt;tt&amp;gt;make.bat&amp;lt;/tt&amp;gt;, both of which are DOS batch files to create the &amp;lt;tt&amp;gt;order.bnk&amp;lt;/tt&amp;gt; file itself.  From this it can be seen that there are two programs used during development, one called &amp;lt;tt&amp;gt;kit&amp;lt;/tt&amp;gt; which creates the .bnk files, and one called &amp;lt;tt&amp;gt;dizfile&amp;lt;/tt&amp;gt; which may create the corresponding &amp;lt;tt&amp;gt;.fat&amp;lt;/tt&amp;gt; file from the &amp;lt;tt&amp;gt;.bnk&amp;lt;/tt&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
[[Category:Apogee]]&lt;br /&gt;
[[Category:Sidescroller]]&lt;br /&gt;
[[Category:Freeware]]&lt;/div&gt;</summary>
		<author><name>Szevvy</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=Bio_Menace&amp;diff=8351</id>
		<title>Bio Menace</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=Bio_Menace&amp;diff=8351"/>
		<updated>2019-02-24T23:48:11Z</updated>

		<summary type="html">&lt;p&gt;Szevvy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Tool Infobox&lt;br /&gt;
 | Platform = Windows&lt;br /&gt;
 | Release = 17/10/2018 (1.0.4)&lt;br /&gt;
 | Homepage = [http://szevvy.com szevvy.com]&lt;br /&gt;
 | Download = [http://szevvy.com/download Windows x64]&lt;br /&gt;
 | Edit1 = Extraction&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Wombat Game Tools&#039;&#039;&#039; (also known as &#039;&#039;&#039;Wombat File Tools&#039;&#039;&#039;) is an extraction tool written by Szevvy.  It allows the files, images, sounds, etc. to be examined and exported from a number of classic games. &lt;br /&gt;
&lt;br /&gt;
[[User:Szevvy|Szevvy]]&#039;s website is [http://szevvy.com/ szevvy.com], it went offline for a while, but it&#039;s working again as of 15/10/2018.&lt;br /&gt;
&lt;br /&gt;
Wombat&#039;s latest version is 1.0.8 (23 February 2019)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both;&amp;quot;/&amp;gt;&lt;br /&gt;
== Supported games ==&lt;br /&gt;
&lt;br /&gt;
This list has been copied from the readme for v0.4a - and is very old and incorrect.  &#039;&#039;&#039;(E)&#039;&#039;&#039; means fully editable and &#039;&#039;&#039;(P)&#039;&#039;&#039; means partially editable.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;th&amp;gt;Game&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th&amp;gt;Extraction&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th&amp;gt;View tiles &amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th&amp;gt;View sprites &amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th&amp;gt;View images &amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th&amp;gt;Listen to music &amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th&amp;gt;Listen to sound&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th&amp;gt;View levels &amp;lt;/th&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;7 Cities of Gold (VGA)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#99CCFF&amp;quot;&amp;gt;N/A&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#DCFF48&amp;quot;&amp;gt;75%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#DCFF48&amp;quot;&amp;gt;75%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#DCFF48&amp;quot;&amp;gt;75%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[Halloween Harry|Alien Carnage]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#A0FF60&amp;quot;&amp;gt;90%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[Baron Baldric]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100% (P)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#A0FF60&amp;quot;&amp;gt;90%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[Bio Menace|Biomenace]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Cannon Fodder (1 &amp;amp;amp; 2)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FFEF40&amp;quot;&amp;gt;60%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF8F4A&amp;quot;&amp;gt;20%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Civilization 3&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100% (P)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Clyde 1&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#99CCFF&amp;quot;&amp;gt;N/A&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Clyde&#039;s Revenge&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100% (P)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[Captain Comic]] 1&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#99CCFF&amp;quot;&amp;gt;N/A&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FFCD45&amp;quot;&amp;gt;50%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FFCD45&amp;quot;&amp;gt;50%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FFCD45&amp;quot;&amp;gt;50% (P)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[Commander Keen 1-3]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#99CCFF&amp;quot;&amp;gt;N/A&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#99CCFF&amp;quot;&amp;gt;N/A&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[Commander Keen 4-6]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[Commander Keen Dreams]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#99CCFF&amp;quot;&amp;gt;N/A&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[Cosmo&#039;s Cosmic Adventures|Cosmo&#039;s Cosmic Adventure]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100% (E)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100% (E)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100% (P)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[Crystal Caves]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#99CCFF&amp;quot;&amp;gt;N/A&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100% (P)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[Dangerous Dave]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FFCD45&amp;quot;&amp;gt;50%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FFCD45&amp;quot;&amp;gt;50%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FFCD45&amp;quot;&amp;gt;50%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#99CCFF&amp;quot;&amp;gt;N/A&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[Dark Ages]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#99CCFF&amp;quot;&amp;gt;N/A&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#DCFF48&amp;quot;&amp;gt;75%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[Duke Nukem|Duke Nukum 1]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#99CCFF&amp;quot;&amp;gt;N/A&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100% (P)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#99CCFF&amp;quot;&amp;gt;N/A&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[Duke Nukem II|Duke Nukem 2]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100% (E)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100% (P)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#A0FF60&amp;quot;&amp;gt;90%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[Duke Nukem 3D]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100% (P)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#A0FF60&amp;quot;&amp;gt;90%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[Dune 2]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100% (P)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#A0FF60&amp;quot;&amp;gt;90%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#A0FF60&amp;quot;&amp;gt;90%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FFCD45&amp;quot;&amp;gt;50%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[Gateworld]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100% (P)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[Jazz Jackrabbit]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#99CCFF&amp;quot;&amp;gt;N/A&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF8F4A&amp;quot;&amp;gt;20%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[Jill of the Jungle]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#99CCFF&amp;quot;&amp;gt;N/A&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[Halloween Harry]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100% (P)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#A0FF60&amp;quot;&amp;gt;90% (P)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[Hocus Pocus]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100% (P)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100% (P)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[Major Stryker]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100% (E)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100% (E)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100% (E)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100% (P)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[Math Rescue]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100% (P)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[Monster Bash]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FFCD45&amp;quot;&amp;gt;50%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#DCFF48&amp;quot;&amp;gt;75%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;PixelPainter games&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100% (P)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[Scubaventure|ScubaVenture]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#99CCFF&amp;quot;&amp;gt;N/A&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#DCFF48&amp;quot;&amp;gt;75%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[Secret Agent]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#99CCFF&amp;quot;&amp;gt;N/A&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#99CCFF&amp;quot;&amp;gt;N/A&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Sid Meier&#039;s Pirates! (2004)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100% (P)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#99CCFF&amp;quot;&amp;gt;N/A&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#99CCFF&amp;quot;&amp;gt;N/A&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF7055&amp;quot;&amp;gt;5%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#99CCFF&amp;quot;&amp;gt;N/A&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#99CCFF&amp;quot;&amp;gt;N/A&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#99CCFF&amp;quot;&amp;gt;N/A&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[Simcity 2000]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100% (P)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FFCD45&amp;quot;&amp;gt;50%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Thief 3&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100% (P)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Traffic Dept. 2192&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#99CCFF&amp;quot;&amp;gt;N/A&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#A0FF60&amp;quot;&amp;gt;90%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#DCFF48&amp;quot;&amp;gt;75%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[Wacky Wheels]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100% (E)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100% (E)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100% (E)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FFCD45&amp;quot;&amp;gt;50%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[Wolfenstein 3-D|Wolfenstein 3D]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[Word Rescue]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100% (P)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[Xargon]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#99CCFF&amp;quot;&amp;gt;N/A&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#DCFF48&amp;quot;&amp;gt;75%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;/div&gt;</summary>
		<author><name>Szevvy</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=Halloween_Harry&amp;diff=8350</id>
		<title>Halloween Harry</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=Halloween_Harry&amp;diff=8350"/>
		<updated>2019-02-24T23:46:47Z</updated>

		<summary type="html">&lt;p&gt;Szevvy: /* Tools */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NeedMoreInfo}}&lt;br /&gt;
{{Game Infobox&lt;br /&gt;
 | Levels = Edit&lt;br /&gt;
 | Tiles = Edit&lt;br /&gt;
 | Sprites = No&lt;br /&gt;
 | Fullscreen = Edit&lt;br /&gt;
 | Sound = No&lt;br /&gt;
 | Music = No&lt;br /&gt;
 | Text = No&lt;br /&gt;
 | Story = Edit&lt;br /&gt;
 | Interface = No&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Halloween Harry]] is one of the last DOS platform games produced before the shift to first-person shooters.&lt;br /&gt;
&lt;br /&gt;
== Obtaining the game ==&lt;br /&gt;
&lt;br /&gt;
The full version of this game [http://www.3drealms.com/news/2007/05/alien_carnage_freeware.html has been released as freeware].  One notable omission from the freeware release was the inclusion of &amp;lt;tt&amp;gt;STUDIO.EXE&amp;lt;/tt&amp;gt;, a separate &#039;jukebox&#039; program that could play all the music from the game.&lt;br /&gt;
&lt;br /&gt;
* Six different versions are available from [http://www.classicdosgames.com/game/Alien_Carnage.html Classic DOS Games]&lt;br /&gt;
&lt;br /&gt;
== Tools ==&lt;br /&gt;
&lt;br /&gt;
{{BeginFileFormatTools|Type=game}}&lt;br /&gt;
{{FileFormatTool&lt;br /&gt;
| Name = [http://www.shikadi.net/files/4md2mod.zip ACXTRACT&amp;lt;br/&amp;gt;4MD2MOD]&lt;br /&gt;
| Platform = DOS&lt;br /&gt;
| grp = Read&lt;br /&gt;
| map = No&lt;br /&gt;
| gfx = No&lt;br /&gt;
| mus = Read&lt;br /&gt;
| sfx = No&lt;br /&gt;
| txt = No&lt;br /&gt;
| sav = No&lt;br /&gt;
| exe = No&lt;br /&gt;
}}&lt;br /&gt;
{{FileFormatTool&lt;br /&gt;
| Name = [[Camoto]]&lt;br /&gt;
| Platform = Linux/Windows&lt;br /&gt;
| grp = Edit&lt;br /&gt;
| map = Edit&lt;br /&gt;
| gfx = Edit&lt;br /&gt;
| mus = No&lt;br /&gt;
| sfx = No&lt;br /&gt;
| txt = No&lt;br /&gt;
| sav = No&lt;br /&gt;
| exe = No&lt;br /&gt;
}}&lt;br /&gt;
{{FileFormatTool&lt;br /&gt;
| Name = [[Wombat]]&lt;br /&gt;
| Platform = Windows GUI&lt;br /&gt;
| grp = Read&lt;br /&gt;
| map = No&lt;br /&gt;
| gfx = Read&lt;br /&gt;
| mus = No&lt;br /&gt;
| sfx = Read&lt;br /&gt;
| txt = No&lt;br /&gt;
| sav = No&lt;br /&gt;
| exe = No&lt;br /&gt;
}}&lt;br /&gt;
{{EndFileFormatTools}}&lt;br /&gt;
&lt;br /&gt;
{{BeginGameFileList}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.4md&lt;br /&gt;
 | Format = [[4MD Format]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Background music&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.4bt&lt;br /&gt;
 | Format = 8-bit unsigned PCM audio {{TODO|unknown sample rate, maybe 4.7kHz?}}&lt;br /&gt;
 | KnownFormat = Partial&lt;br /&gt;
 | Desc = Digitised sound effects&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.bbk&lt;br /&gt;
 | Format = [[ICO Format (Halloween Harry)]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Graphics and fonts&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.bnk&amp;lt;br/&amp;gt;*.fat&amp;lt;br/&amp;gt;harry.-0&lt;br /&gt;
 | Format = [[BNK Format (Halloween Harry)]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Archive storing most of the game data&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.cfg&lt;br /&gt;
 | Format = [[Halloween Harry Configuration Format]]&lt;br /&gt;
 | KnownFormat = No&lt;br /&gt;
 | Desc = Game settings&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.chr&lt;br /&gt;
 | Format = [[CHR Format (Halloween Harry)]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Graphics&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.dlg&lt;br /&gt;
 | Format = [[Halloween Harry Dialogue Format]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Cutscene dialogue text&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.gmf&lt;br /&gt;
 | Format = [[GMF Format (Halloween Harry)]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Game levels and palette data&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.hsb&lt;br /&gt;
 | Format = [[HSB Format (Halloween Harry)]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Sprite graphics&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.ico&lt;br /&gt;
 | Format = [[ICO Format (Halloween Harry)]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Graphics&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.ins&lt;br /&gt;
 | Format = [[INS Format (Halloween Harry)]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Text for ordering information screens&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.jft&lt;br /&gt;
 | Format = [[ICO Format (Halloween Harry)]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Fonts&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.pcc&lt;br /&gt;
 | Format = [[PCX Format]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Small images&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.pcx&lt;br /&gt;
 | Format = [[PCX Format]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = 320&amp;amp;times;200 full-screen images&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.rob&lt;br /&gt;
 | Format = ?&lt;br /&gt;
 | KnownFormat = No&lt;br /&gt;
 | Desc = Seems to be some sort of archive with at least one PCX file in it.  Used for animation sequences in the [[Halloween Harry Dialogue Format|dialogue cutscenes]].&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.top&lt;br /&gt;
 | Format = [[TOP Format (Halloween Harry)]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = High scores&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = *.dt&lt;br /&gt;
 | Format = ?&lt;br /&gt;
 | KnownFormat = No&lt;br /&gt;
 | Desc = ?&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = harry*.-0&lt;br /&gt;
 | Format = [[EXE Format]]&lt;br /&gt;
 | KnownFormat = Yes&lt;br /&gt;
 | Desc = Except for &amp;lt;tt&amp;gt;harry.-0&amp;lt;/tt&amp;gt;, game .exe files&lt;br /&gt;
}}&lt;br /&gt;
{{GameFile&lt;br /&gt;
 | Name = slot.*&lt;br /&gt;
 | Format = [[Halloween Harry Saved Game Format]]&lt;br /&gt;
 | KnownFormat = No&lt;br /&gt;
 | Desc = Saved games&lt;br /&gt;
}}&lt;br /&gt;
{{EndGameFileList}}&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
* The game won&#039;t read files from the current directory before falling back to &amp;lt;tt&amp;gt;harry.-0&amp;lt;/tt&amp;gt;, and won&#039;t run without &amp;lt;tt&amp;gt;harry.-0&amp;lt;/tt&amp;gt; present.  Therefore modified files must be inserted into &amp;lt;tt&amp;gt;harry.-0&amp;lt;/tt&amp;gt; before the game will see them.&lt;br /&gt;
&lt;br /&gt;
* There are two files left over from game development inside &amp;lt;tt&amp;gt;order.bnk&amp;lt;/tt&amp;gt;.  These two files are called &amp;lt;tt&amp;gt;build.bat&amp;lt;/tt&amp;gt; and &amp;lt;tt&amp;gt;make.bat&amp;lt;/tt&amp;gt;, both of which are DOS batch files to create the &amp;lt;tt&amp;gt;order.bnk&amp;lt;/tt&amp;gt; file itself.  From this it can be seen that there are two programs used during development, one called &amp;lt;tt&amp;gt;kit&amp;lt;/tt&amp;gt; which creates the .bnk files, and one called &amp;lt;tt&amp;gt;dizfile&amp;lt;/tt&amp;gt; which may create the corresponding &amp;lt;tt&amp;gt;.fat&amp;lt;/tt&amp;gt; file from the &amp;lt;tt&amp;gt;.bnk&amp;lt;/tt&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
[[Category:Apogee]]&lt;br /&gt;
[[Category:Sidescroller]]&lt;br /&gt;
[[Category:Freeware]]&lt;/div&gt;</summary>
		<author><name>Szevvy</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=Wombat&amp;diff=8349</id>
		<title>Wombat</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=Wombat&amp;diff=8349"/>
		<updated>2019-02-24T23:45:47Z</updated>

		<summary type="html">&lt;p&gt;Szevvy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Tool Infobox&lt;br /&gt;
 | Platform = Windows&lt;br /&gt;
 | Release = 17/10/2018 (1.0.4)&lt;br /&gt;
 | Homepage = [http://szevvy.com szevvy.com]&lt;br /&gt;
 | Download = [http://szevvy.com/download Windows x64]&lt;br /&gt;
 | Edit1 = Extraction&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Wombat Game Tools&#039;&#039;&#039; (also known as &#039;&#039;&#039;Wombat File Tools&#039;&#039;&#039;) is an extraction tool written by Szevvy.  It allows the files, images, sounds, etc. to be examined and exported from a number of classic games. &lt;br /&gt;
&lt;br /&gt;
[[User:Szevvy|Szevvy]]&#039;s website is [http://szevvy.com/ szevvy.com], it went offline for a while, but it&#039;s working again as of 15/10/2018.&lt;br /&gt;
&lt;br /&gt;
Wombat&#039;s latest version is 1.0.8 (23 February 2019)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both;&amp;quot;/&amp;gt;&lt;br /&gt;
== Supported games ==&lt;br /&gt;
&lt;br /&gt;
This list has been copied from the readme for v0.4a - and is very old and incorrect.  &#039;&#039;&#039;(E)&#039;&#039;&#039; means fully editable and &#039;&#039;&#039;(P)&#039;&#039;&#039; means partially editable.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;th&amp;gt;Game&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th&amp;gt;Extraction&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th&amp;gt;View tiles &amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th&amp;gt;View sprites &amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th&amp;gt;View images &amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th&amp;gt;Listen to music &amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th&amp;gt;Listen to sound&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th&amp;gt;View levels &amp;lt;/th&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;7 Cities of Gold (VGA)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#99CCFF&amp;quot;&amp;gt;N/A&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#DCFF48&amp;quot;&amp;gt;75%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#DCFF48&amp;quot;&amp;gt;75%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#DCFF48&amp;quot;&amp;gt;75%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[Halloween Harry|Alien Carnage]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#A0FF60&amp;quot;&amp;gt;90%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[Baron Baldric]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100% (P)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#A0FF60&amp;quot;&amp;gt;90%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[Bio Menace|Biomenace]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Cannon Fodder (1 &amp;amp;amp; 2)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FFEF40&amp;quot;&amp;gt;60%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF8F4A&amp;quot;&amp;gt;20%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Civilization 3&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100% (P)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Clyde 1&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#99CCFF&amp;quot;&amp;gt;N/A&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Clyde&#039;s Revenge&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100% (P)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[Captain Comic]] 1&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#99CCFF&amp;quot;&amp;gt;N/A&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FFCD45&amp;quot;&amp;gt;50%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FFCD45&amp;quot;&amp;gt;50%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FFCD45&amp;quot;&amp;gt;50% (P)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[Commander Keen 1-3]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#99CCFF&amp;quot;&amp;gt;N/A&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#99CCFF&amp;quot;&amp;gt;N/A&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[Commander Keen 4-6]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[Commander Keen Dreams]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#99CCFF&amp;quot;&amp;gt;N/A&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[Cosmo&#039;s Cosmic Adventures|Cosmo&#039;s Cosmic Adventure]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100% (E)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100% (E)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100% (P)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[Crystal Caves]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#99CCFF&amp;quot;&amp;gt;N/A&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100% (P)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[Dangerous Dave]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FFCD45&amp;quot;&amp;gt;50%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FFCD45&amp;quot;&amp;gt;50%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FFCD45&amp;quot;&amp;gt;50%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#99CCFF&amp;quot;&amp;gt;N/A&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[Dark Ages]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#99CCFF&amp;quot;&amp;gt;N/A&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#DCFF48&amp;quot;&amp;gt;75%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[Duke Nukem|Duke Nukum 1]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#99CCFF&amp;quot;&amp;gt;N/A&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100% (P)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#99CCFF&amp;quot;&amp;gt;N/A&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[Duke Nukem II|Duke Nukem 2]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100% (E)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100% (P)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#A0FF60&amp;quot;&amp;gt;90%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[Duke Nukem 3D]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100% (P)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#A0FF60&amp;quot;&amp;gt;90%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[Dune 2]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100% (P)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#A0FF60&amp;quot;&amp;gt;90%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#A0FF60&amp;quot;&amp;gt;90%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FFCD45&amp;quot;&amp;gt;50%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[Gateworld]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100% (P)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[Jazz Jackrabbit]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#99CCFF&amp;quot;&amp;gt;N/A&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF8F4A&amp;quot;&amp;gt;20%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[Jill of the Jungle]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#99CCFF&amp;quot;&amp;gt;N/A&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[Halloween Harry]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100% (P)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#A0FF60&amp;quot;&amp;gt;90% (P)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[Hocus Pocus]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100% (P)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100% (P)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[Major Stryker]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100% (E)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100% (E)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100% (E)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100% (P)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[Math Rescue]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100% (P)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[Monster Bash]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FFCD45&amp;quot;&amp;gt;50%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#DCFF48&amp;quot;&amp;gt;75%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;PixelPainter games&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100% (P)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[Scubaventure|ScubaVenture]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#99CCFF&amp;quot;&amp;gt;N/A&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#DCFF48&amp;quot;&amp;gt;75%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[Secret Agent]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#99CCFF&amp;quot;&amp;gt;N/A&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#99CCFF&amp;quot;&amp;gt;N/A&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Sid Meier&#039;s Pirates! (2004)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100% (P)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#99CCFF&amp;quot;&amp;gt;N/A&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#99CCFF&amp;quot;&amp;gt;N/A&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF7055&amp;quot;&amp;gt;5%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#99CCFF&amp;quot;&amp;gt;N/A&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#99CCFF&amp;quot;&amp;gt;N/A&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#99CCFF&amp;quot;&amp;gt;N/A&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[Simcity 2000]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100% (P)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FFCD45&amp;quot;&amp;gt;50%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Thief 3&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100% (P)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Traffic Dept. 2192&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#99CCFF&amp;quot;&amp;gt;N/A&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#A0FF60&amp;quot;&amp;gt;90%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#DCFF48&amp;quot;&amp;gt;75%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[Wacky Wheels]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100% (E)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100% (E)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100% (E)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FFCD45&amp;quot;&amp;gt;50%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[Wolfenstein 3-D|Wolfenstein 3D]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[Word Rescue]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100% (P)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[Xargon]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#99CCFF&amp;quot;&amp;gt;N/A&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#DCFF48&amp;quot;&amp;gt;75%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;/div&gt;</summary>
		<author><name>Szevvy</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=EPF_Format&amp;diff=8318</id>
		<title>EPF Format</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=EPF_Format&amp;diff=8318"/>
		<updated>2019-01-23T13:33:04Z</updated>

		<summary type="html">&lt;p&gt;Szevvy: Fixed spelling of Tintin&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Archive Infobox&lt;br /&gt;
 | MaxFiles = 65,535&lt;br /&gt;
 | FAT = End&lt;br /&gt;
 | Names = Yes, 8.3&lt;br /&gt;
 | Metadata = None&lt;br /&gt;
 | Subdirectories = N&lt;br /&gt;
 | Compressed = Y&lt;br /&gt;
 | Encrypted = N&lt;br /&gt;
 | Hidden = Y&lt;br /&gt;
 | Games = &lt;br /&gt;
   {{Game|Alien Breed Tower Assault}}&lt;br /&gt;
   {{Game|Arcade Pool}}&lt;br /&gt;
   {{Game|Kingpin: Arcade Sports Bowling}}&lt;br /&gt;
   {{Game|Mr Blobby}}&lt;br /&gt;
   {{Game|Overdrive}}&lt;br /&gt;
   {{Game|Project X}}&lt;br /&gt;
   {{Game|Sensible Golf}}&lt;br /&gt;
   {{Game|Speed Demons}}&lt;br /&gt;
   {{Game|Spirou}}&lt;br /&gt;
   {{Game|The Adventures of Tintin: Prisoners of the Sun}}&lt;br /&gt;
   {{Game|The Jungle Book}}&lt;br /&gt;
   {{Game|The Lion King}}&lt;br /&gt;
   {{Game|The Smurfs}}&lt;br /&gt;
   {{Game|Tintin in Tibet}}&lt;br /&gt;
   {{Game|Universe}}&lt;br /&gt;
}}&lt;br /&gt;
The EPF file format is used in many games, like:&lt;br /&gt;
&lt;br /&gt;
Some (all?) of these games are made by East Point Software, so EPF (a shortened version of &amp;quot;EPFS&amp;quot; from the file header) probably stands for East Point File System or something similar.&lt;br /&gt;
&lt;br /&gt;
== File format ==&lt;br /&gt;
&lt;br /&gt;
=== Signature ===&lt;br /&gt;
&lt;br /&gt;
The first four bytes in the file are &amp;quot;EPFS&amp;quot;, followed by a [[UINT32LE]] offset (so that value must be smaller than the total file size.)&lt;br /&gt;
&lt;br /&gt;
=== 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;
|[[BYTE]] signature[4]||&amp;quot;EPFS&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[UINT32LE]] fatOffset||Offset of the FAT&lt;br /&gt;
|-&lt;br /&gt;
|[[UINT8]] unknown||{{TODO|Unknown, always zero - flags?}}&lt;br /&gt;
|-&lt;br /&gt;
|[[UINT16LE]] numFiles||Number of files&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The data for the first file starts immediately after the header (i.e. file offset 11.)&lt;br /&gt;
&lt;br /&gt;
=== File entry ===&lt;br /&gt;
&lt;br /&gt;
At offset &amp;lt;tt&amp;gt;fatOffset&amp;lt;/tt&amp;gt; sits a list of file entries.  The following structure is repeated until the end of the file.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Data type!!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[BYTE]] filename[13]||Filename (NULL-terminated)&lt;br /&gt;
|-&lt;br /&gt;
|[[UINT8]] compressionFlag||0 for &amp;quot;file is not compressed&amp;quot;, 1 for &amp;quot;file is compressed&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[UINT32LE]] compressedSize||size of the compressed file&lt;br /&gt;
|-&lt;br /&gt;
|[[UINT32LE]] decompressedSize||size of the file after decompression&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In order to calculate the offset of each file, a running total is required.  It should start at offset 11 (just after the header), then the &amp;lt;tt&amp;gt;compressedSize&amp;lt;/tt&amp;gt; should be added to reveal the offset of the next file.&lt;br /&gt;
&lt;br /&gt;
=== Compression ===&lt;br /&gt;
&lt;br /&gt;
The compression scheme is [[LZW compression|LZW]], with a dynamic bit length from 9 to 14.&lt;br /&gt;
&lt;br /&gt;
The bits are stored in big-endian byte order, in contrast to e.g. Apogee/id LZW.  For example:&lt;br /&gt;
&lt;br /&gt;
  12          34         56         // bytes in compressed data file&lt;br /&gt;
  00010010    00110100   01010110   // converted to 8-bit binary&lt;br /&gt;
  000100100    011010001   010110   // bits read in big-endian order (Lion King)&lt;br /&gt;
 000010010  100011010    010101     // bits read in little-endian order (id/Apogee)&lt;br /&gt;
 ^...go here         ^bits from here...&lt;br /&gt;
&lt;br /&gt;
Although it uses a &amp;quot;normal&amp;quot; LZW algorithm, there are a few differences:&lt;br /&gt;
&lt;br /&gt;
* There are no reserved codewords at the beginning of the dictionary, so the first valid (9-bit) codeword is 0x100.&lt;br /&gt;
* When the dictionary is reset, the bit length is unchanged.&lt;br /&gt;
* The two largest possible codewords (at the current bit length) are reserved.  The largest codeword is used to signify the end of the data, and the second largest codeword is used to reset the dictionary.&lt;br /&gt;
* Once the third-largest codeword is encountered and processed (this is the largest valid/non-reserved codeword - 1021 for 10-bit codes) the bit length is incremented.&lt;br /&gt;
&lt;br /&gt;
The reserved codewords deserve a little extra explanation.  For a 10-bit codeword length, the largest possible value that can fit in ten bits is (1&amp;lt;&amp;lt;10)-1 == 1023, so a codeword of 1023 signifies the end of the data.  A codeword of 1022 (one less than the maximum) will reset the dictionary, but leave the codeword length unchanged (10-bits in this example), although in reality it would not make sense to encounter a dictionary-reset codeword until the dictionary has reached its maximum size, i.e. 14-bit codewords are in use.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that these reserved codewords must be processed before the LZW decoder sees them, otherwise it will treat them as lookups into the dictionary, resulting in out of range accesses.  Also remember that once the bit length increases, the two reserved codewords will change, as the maximum codeword value has increased.  This frees up the &amp;quot;old&amp;quot; reserved codewords which are then used as normal codewords.&lt;br /&gt;
&lt;br /&gt;
At least one EPF file (OVER.EPF from the game &amp;quot;Overdrive&amp;quot;) contains corrupted files (4X43.MAP and 4X44.MAP), apparently due to a bug in the original compression algorithm when the files were created.  No tools are able to extract these files, and the levels are unplayable in the game (which crashes with an error.)&lt;br /&gt;
&lt;br /&gt;
=== Hidden data ===&lt;br /&gt;
&lt;br /&gt;
Nothing requires the FAT to sit directly after the last file, and because the offset is specified in the header, it is possible to store the FAT much further past the end of the last file.  This can be done to provide a block of data between the end of the last file and the start of the FAT which is effectively hidden, as it does not belong to any file in the archive.&lt;br /&gt;
&lt;br /&gt;
While none of the official files seem to do this, it is nonetheless an interesting possibility.  The Camoto tool makes this space available as a &amp;quot;comment&amp;quot; field.&lt;br /&gt;
&lt;br /&gt;
== Tools ==&lt;br /&gt;
&lt;br /&gt;
{{BeginFileFormatTools|Type=group}}&lt;br /&gt;
{{FileFormatTool&lt;br /&gt;
| Name = [[Camoto]]&lt;br /&gt;
| Platform = Linux/Windows&lt;br /&gt;
| canExtract = Yes&lt;br /&gt;
| canDecompress = Yes&lt;br /&gt;
| canCreate = Yes&lt;br /&gt;
| canModify = Yes&lt;br /&gt;
| canCompress = No&lt;br /&gt;
| editHidden = Yes&lt;br /&gt;
| editMetadata = N/A&lt;br /&gt;
}}&lt;br /&gt;
{{EndFileFormatTools}}&lt;/div&gt;</summary>
		<author><name>Szevvy</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=Wombat&amp;diff=8270</id>
		<title>Wombat</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=Wombat&amp;diff=8270"/>
		<updated>2018-11-20T00:53:35Z</updated>

		<summary type="html">&lt;p&gt;Szevvy: Updated latest version&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Tool Infobox&lt;br /&gt;
 | Platform = Windows&lt;br /&gt;
 | Release = 17/10/2018 (1.0.4)&lt;br /&gt;
 | Homepage = [http://szevvy.com szevvy.com]&lt;br /&gt;
 | Download = [http://szevvy.com/download Windows x64]&lt;br /&gt;
 | Edit1 = Extraction&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Wombat Game Tools&#039;&#039;&#039; (also known as &#039;&#039;&#039;Wombat File Tools&#039;&#039;&#039;) is an extraction tool written by Szevvy.  It allows the files, images, sounds, etc. to be examined and exported from a number of classic games. &lt;br /&gt;
&lt;br /&gt;
[[User:Szevvy|Szevvy]]&#039;s website is [http://szevvy.com/ szevvy.com], it went offline for a while, but it&#039;s working again as of 15/10/2018.&lt;br /&gt;
&lt;br /&gt;
Wombat&#039;s latest version is 1.0.6 (19 November 2018)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both;&amp;quot;/&amp;gt;&lt;br /&gt;
== Supported games ==&lt;br /&gt;
&lt;br /&gt;
This list has been copied from the readme for v0.4a.  &#039;&#039;&#039;(E)&#039;&#039;&#039; means fully editable and &#039;&#039;&#039;(P)&#039;&#039;&#039; means partially editable.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;th&amp;gt;Game&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th&amp;gt;Extraction&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th&amp;gt;View tiles &amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th&amp;gt;View sprites &amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th&amp;gt;View images &amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th&amp;gt;Listen to music &amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th&amp;gt;Listen to sound&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th&amp;gt;View levels &amp;lt;/th&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;7 Cities of Gold (VGA)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#99CCFF&amp;quot;&amp;gt;N/A&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#DCFF48&amp;quot;&amp;gt;75%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#DCFF48&amp;quot;&amp;gt;75%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#DCFF48&amp;quot;&amp;gt;75%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[Halloween Harry|Alien Carnage]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#A0FF60&amp;quot;&amp;gt;90%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[Baron Baldric]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100% (P)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#A0FF60&amp;quot;&amp;gt;90%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[Bio Menace|Biomenace]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Cannon Fodder (1 &amp;amp;amp; 2)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FFEF40&amp;quot;&amp;gt;60%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF8F4A&amp;quot;&amp;gt;20%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Civilization 3&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100% (P)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Clyde 1&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#99CCFF&amp;quot;&amp;gt;N/A&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Clyde&#039;s Revenge&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100% (P)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[Captain Comic]] 1&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#99CCFF&amp;quot;&amp;gt;N/A&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FFCD45&amp;quot;&amp;gt;50%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FFCD45&amp;quot;&amp;gt;50%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FFCD45&amp;quot;&amp;gt;50% (P)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[Commander Keen 1-3]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#99CCFF&amp;quot;&amp;gt;N/A&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#99CCFF&amp;quot;&amp;gt;N/A&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[Commander Keen 4-6]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[Commander Keen Dreams]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#99CCFF&amp;quot;&amp;gt;N/A&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[Cosmo&#039;s Cosmic Adventures|Cosmo&#039;s Cosmic Adventure]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100% (E)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100% (E)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100% (P)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[Crystal Caves]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#99CCFF&amp;quot;&amp;gt;N/A&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100% (P)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[Dangerous Dave]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FFCD45&amp;quot;&amp;gt;50%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FFCD45&amp;quot;&amp;gt;50%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FFCD45&amp;quot;&amp;gt;50%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#99CCFF&amp;quot;&amp;gt;N/A&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[Dark Ages]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#99CCFF&amp;quot;&amp;gt;N/A&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#DCFF48&amp;quot;&amp;gt;75%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[Duke Nukem|Duke Nukum 1]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#99CCFF&amp;quot;&amp;gt;N/A&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100% (P)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#99CCFF&amp;quot;&amp;gt;N/A&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[Duke Nukem II|Duke Nukem 2]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100% (E)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100% (P)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#A0FF60&amp;quot;&amp;gt;90%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[Duke Nukem 3D]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100% (P)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#A0FF60&amp;quot;&amp;gt;90%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[Dune 2]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100% (P)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#A0FF60&amp;quot;&amp;gt;90%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#A0FF60&amp;quot;&amp;gt;90%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FFCD45&amp;quot;&amp;gt;50%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[Gateworld]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100% (P)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[Jazz Jackrabbit]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#99CCFF&amp;quot;&amp;gt;N/A&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF8F4A&amp;quot;&amp;gt;20%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[Jill of the Jungle]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#99CCFF&amp;quot;&amp;gt;N/A&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[Halloween Harry]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100% (P)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#A0FF60&amp;quot;&amp;gt;90% (P)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[Hocus Pocus]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100% (P)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100% (P)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[Major Stryker]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100% (E)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100% (E)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100% (E)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100% (P)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[Math Rescue]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100% (P)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[Monster Bash]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FFCD45&amp;quot;&amp;gt;50%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#DCFF48&amp;quot;&amp;gt;75%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;PixelPainter games&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100% (P)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[Scubaventure|ScubaVenture]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#99CCFF&amp;quot;&amp;gt;N/A&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#DCFF48&amp;quot;&amp;gt;75%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[Secret Agent]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#99CCFF&amp;quot;&amp;gt;N/A&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#99CCFF&amp;quot;&amp;gt;N/A&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Sid Meier&#039;s Pirates! (2004)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100% (P)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#99CCFF&amp;quot;&amp;gt;N/A&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#99CCFF&amp;quot;&amp;gt;N/A&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF7055&amp;quot;&amp;gt;5%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#99CCFF&amp;quot;&amp;gt;N/A&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#99CCFF&amp;quot;&amp;gt;N/A&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#99CCFF&amp;quot;&amp;gt;N/A&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[Simcity 2000]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100% (P)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FFCD45&amp;quot;&amp;gt;50%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Thief 3&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100% (P)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Traffic Dept. 2192&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#99CCFF&amp;quot;&amp;gt;N/A&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#A0FF60&amp;quot;&amp;gt;90%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#DCFF48&amp;quot;&amp;gt;75%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[Wacky Wheels]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100% (E)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100% (E)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100% (E)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FFCD45&amp;quot;&amp;gt;50%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[Wolfenstein 3-D|Wolfenstein 3D]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[Word Rescue]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100% (P)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[Xargon]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#99CCFF&amp;quot;&amp;gt;N/A&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#DCFF48&amp;quot;&amp;gt;75%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;/div&gt;</summary>
		<author><name>Szevvy</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=EGA_Palette&amp;diff=8202</id>
		<title>EGA Palette</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=EGA_Palette&amp;diff=8202"/>
		<updated>2018-10-18T13:11:46Z</updated>

		<summary type="html">&lt;p&gt;Szevvy: High and low on colours was swapped&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Palette Infobox&lt;br /&gt;
 | Hardware = EGA&lt;br /&gt;
 | Depth = 6-bit&lt;br /&gt;
 | Count = 16&lt;br /&gt;
&amp;lt;!-- Only list games that have 16-byte palette files --&amp;gt;&lt;br /&gt;
 | Games = &lt;br /&gt;
   {{Game|Monster Bash}}&lt;br /&gt;
   {{Game|Scubaventure}}&lt;br /&gt;
}}&lt;br /&gt;
While the EGA can only display up to 16 colours at a time, those 16 can be chosen from a selection of 64 possible colours.  Effectively this allows each of the red, green and blue channels to be independently set at four different levels (off, low, medium and high.)&lt;br /&gt;
&lt;br /&gt;
While it has always been possible to change the EGA palette, very few games ever did.  [[Duke Nukem II]] is notable as it is an EGA game which changed the [[VGA Palette]] instead.&lt;br /&gt;
&lt;br /&gt;
== Default Palette ==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border-style: none; text-align:center; hspace=10px; float:right; margin: 1em;&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Default EGA 16-Color Palette&amp;lt;br/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Color !! Name !! RGB !! Binary !! Decimal&lt;br /&gt;
|- style=&amp;quot;color: white; background-color: #000000&amp;quot;&lt;br /&gt;
|| 0 || black || #000000 || 000000 || 0&lt;br /&gt;
|- style=&amp;quot;color: white; background-color: #0000AA&amp;quot;&lt;br /&gt;
|| 1 || blue || #0000AA || 000001 || 1&lt;br /&gt;
|- style=&amp;quot;color: white; background-color: #00AA00&amp;quot;&lt;br /&gt;
|| 2 || green || #00AA00 || 000010 || 2&lt;br /&gt;
|- style=&amp;quot;color: white; background-color: #00AAAA&amp;quot;&lt;br /&gt;
|| 3 || cyan || #00AAAA || 000011 || 3&lt;br /&gt;
|- style=&amp;quot;color: white; background-color: #AA0000&amp;quot;&lt;br /&gt;
|| 4 || red || #AA0000 || 000100 || 4&lt;br /&gt;
|- style=&amp;quot;color: white; background-color: #AA00AA&amp;quot;&lt;br /&gt;
|| 5 || magenta || #AA00AA || 000101 || 5&lt;br /&gt;
|- style=&amp;quot;color: white; background-color: #AA5500&amp;quot;&lt;br /&gt;
|| 6 || yellow / brown || #AA5500 || 010100 || 20&lt;br /&gt;
|- style=&amp;quot;color: black; background-color: #AAAAAA&amp;quot;&lt;br /&gt;
|| 7 || white / light gray || #AAAAAA || 000111 || 7&lt;br /&gt;
|- style=&amp;quot;color: white; background-color: #555555&amp;quot;&lt;br /&gt;
|| 8 || dark gray / bright black || (#555555 || 111000 || 56&lt;br /&gt;
|- style=&amp;quot;color: white; background-color: #5555FF&amp;quot;&lt;br /&gt;
|| 9 || bright blue || #5555FF || 111001 || 57&lt;br /&gt;
|- style=&amp;quot;color: black; background-color: #55FF55&amp;quot;&lt;br /&gt;
|| 10 || bright green || #55FF55 || 111010 || 58&lt;br /&gt;
|- style=&amp;quot;color: black; background-color: #55FFFF&amp;quot;&lt;br /&gt;
|| 11 || bright cyan || #55FFFF || 111011 || 59&lt;br /&gt;
|- style=&amp;quot;color: black; background-color: #FF5555&amp;quot;&lt;br /&gt;
|| 12 || bright red || #FF5555 || 111100 || 60&lt;br /&gt;
|- style=&amp;quot;color: black; background-color: #FF55FF&amp;quot;&lt;br /&gt;
|| 13 || bright magenta || #FF55FF || 111101 || 61&lt;br /&gt;
|- style=&amp;quot;color: black; background-color: #FFFF55&amp;quot;&lt;br /&gt;
|| 14 || bright yellow || #FFFF55 || 111110 || 62&lt;br /&gt;
|- style=&amp;quot;color: black; background-color: #FFFFFF&amp;quot;&lt;br /&gt;
|| 15 || bright white || #FFFFFF || 111111 || 63&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The default EGA palette found in most DOS games is shown on the right.  This is set up to be backwards-compatible with the 16 colours available in text mode on the original CGA.  Notice that colour entry #6 (brown) doesn&#039;t fit in sequence with the other entries.  This is because the CGA had additional circuitry to make this colour appear &amp;quot;more visually pleasing.&amp;quot;  The introduction of the EGA palette meant this adjustment no longer required additional hardware.  Setting palette entry #6 to the in-sequence value of 6 (&amp;lt;span style=&amp;quot;background-color: #AAAA00;&amp;quot;&amp;gt;#AAAA00&amp;lt;/span&amp;gt;) instead of 20 reveals the &amp;quot;dark yellow&amp;quot; colour found in cheaper clone CGA monitors lacking the additional circuitry.&lt;br /&gt;
&lt;br /&gt;
== The default format ==&lt;br /&gt;
&lt;br /&gt;
As there are 16 colours to change, it is easiest to write these values out as 16 bytes.  In this case, the palette file is only 16 bytes long.&lt;br /&gt;
&lt;br /&gt;
== Conversion ==&lt;br /&gt;
&lt;br /&gt;
To convert from an EGA palette to RGB values, each 2-bit EGA red, green or blue value should be multiplied by 85, to produce the values 0, 85, 170 and 255.&lt;br /&gt;
&lt;br /&gt;
To obtain the 2-bit value, the bits must be extracted as shown in the following table (where -H is the high bit and -L is the low bit, for each colour.)&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Bit&lt;br /&gt;
| 7 || 6 || 5 || 4 || 3 || 2 || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
! Purpose&lt;br /&gt;
| Unused || Unused || Red-L || Green-L || Blue-L|| Red-H || Green-H || Blue-H&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Or as a formula:&lt;br /&gt;
&lt;br /&gt;
 red   = 85 * (((ega &amp;gt;&amp;gt; 1) &amp;amp; 2) | (ega &amp;gt;&amp;gt; 5) &amp;amp; 1)&lt;br /&gt;
 green = 85 * (( ega       &amp;amp; 2) | (ega &amp;gt;&amp;gt; 4) &amp;amp; 1)&lt;br /&gt;
 blue  = 85 * (((ega &amp;lt;&amp;lt; 1) &amp;amp; 2) | (ega &amp;gt;&amp;gt; 3) &amp;amp; 1)&lt;br /&gt;
&lt;br /&gt;
== Detection ==&lt;br /&gt;
&lt;br /&gt;
There are not many EGA palettes in existence on account of so few games bothering to change the palette, and any palette is so short detection is difficult.  Typically the first entry will be black (0x00) and the 16th white (0x3F) however even this is not guaranteed.  Any value larger than 0x3F is invalid and can be used to identify files that are definitely not palettes.&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
* [[wp:Enhanced Graphics Adapter|EGA article]] on Wikipedia&lt;br /&gt;
* [[CGA Palette]]&lt;br /&gt;
* [[VGA Palette]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Articles]]&lt;/div&gt;</summary>
		<author><name>Szevvy</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=Wombat&amp;diff=8189</id>
		<title>Wombat</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=Wombat&amp;diff=8189"/>
		<updated>2018-10-17T22:39:36Z</updated>

		<summary type="html">&lt;p&gt;Szevvy: Added download endpoint that always gets the latest version&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Tool Infobox&lt;br /&gt;
 | Platform = Windows&lt;br /&gt;
 | Release = 17/10/2018 (1.0.4)&lt;br /&gt;
 | Homepage = [http://szevvy.com szevvy.com]&lt;br /&gt;
 | Download = [http://szevvy.com/download Windows x64]&lt;br /&gt;
 | Edit1 = Extraction&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Wombat Game Tools&#039;&#039;&#039; (also known as &#039;&#039;&#039;Wombat File Tools&#039;&#039;&#039;) is an extraction tool written by Szevvy.  It allows the files, images, sounds, etc. to be examined and exported from a number of classic games. &lt;br /&gt;
&lt;br /&gt;
[[User:Szevvy|Szevvy]]&#039;s website is [http://szevvy.com/ szevvy.com], it went offline for a while, but it&#039;s working again as of 15/10/2018.&lt;br /&gt;
&lt;br /&gt;
Wombat&#039;s latest version is 1.0.4 (17 October 2018)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both;&amp;quot;/&amp;gt;&lt;br /&gt;
== Supported games ==&lt;br /&gt;
&lt;br /&gt;
This list has been copied from the readme for v0.4a.  &#039;&#039;&#039;(E)&#039;&#039;&#039; means fully editable and &#039;&#039;&#039;(P)&#039;&#039;&#039; means partially editable.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;th&amp;gt;Game&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th&amp;gt;Extraction&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th&amp;gt;View tiles &amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th&amp;gt;View sprites &amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th&amp;gt;View images &amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th&amp;gt;Listen to music &amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th&amp;gt;Listen to sound&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th&amp;gt;View levels &amp;lt;/th&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;7 Cities of Gold (VGA)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#99CCFF&amp;quot;&amp;gt;N/A&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#DCFF48&amp;quot;&amp;gt;75%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#DCFF48&amp;quot;&amp;gt;75%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#DCFF48&amp;quot;&amp;gt;75%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[Halloween Harry|Alien Carnage]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#A0FF60&amp;quot;&amp;gt;90%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[Baron Baldric]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100% (P)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#A0FF60&amp;quot;&amp;gt;90%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[Bio Menace|Biomenace]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Cannon Fodder (1 &amp;amp;amp; 2)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FFEF40&amp;quot;&amp;gt;60%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF8F4A&amp;quot;&amp;gt;20%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Civilization 3&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100% (P)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Clyde 1&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#99CCFF&amp;quot;&amp;gt;N/A&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Clyde&#039;s Revenge&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100% (P)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[Captain Comic]] 1&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#99CCFF&amp;quot;&amp;gt;N/A&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FFCD45&amp;quot;&amp;gt;50%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FFCD45&amp;quot;&amp;gt;50%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FFCD45&amp;quot;&amp;gt;50% (P)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[Commander Keen 1-3]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#99CCFF&amp;quot;&amp;gt;N/A&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#99CCFF&amp;quot;&amp;gt;N/A&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[Commander Keen 4-6]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[Commander Keen Dreams]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#99CCFF&amp;quot;&amp;gt;N/A&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[Cosmo&#039;s Cosmic Adventures|Cosmo&#039;s Cosmic Adventure]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100% (E)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100% (E)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100% (P)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[Crystal Caves]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#99CCFF&amp;quot;&amp;gt;N/A&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100% (P)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[Dangerous Dave]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FFCD45&amp;quot;&amp;gt;50%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FFCD45&amp;quot;&amp;gt;50%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FFCD45&amp;quot;&amp;gt;50%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#99CCFF&amp;quot;&amp;gt;N/A&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[Dark Ages]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#99CCFF&amp;quot;&amp;gt;N/A&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#DCFF48&amp;quot;&amp;gt;75%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[Duke Nukem|Duke Nukum 1]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#99CCFF&amp;quot;&amp;gt;N/A&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100% (P)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#99CCFF&amp;quot;&amp;gt;N/A&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[Duke Nukem II|Duke Nukem 2]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100% (E)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100% (P)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#A0FF60&amp;quot;&amp;gt;90%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[Duke Nukem 3D]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100% (P)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#A0FF60&amp;quot;&amp;gt;90%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[Dune 2]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100% (P)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#A0FF60&amp;quot;&amp;gt;90%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#A0FF60&amp;quot;&amp;gt;90%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FFCD45&amp;quot;&amp;gt;50%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[Gateworld]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100% (P)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[Jazz Jackrabbit]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#99CCFF&amp;quot;&amp;gt;N/A&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF8F4A&amp;quot;&amp;gt;20%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[Jill of the Jungle]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#99CCFF&amp;quot;&amp;gt;N/A&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[Halloween Harry]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100% (P)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#A0FF60&amp;quot;&amp;gt;90% (P)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[Hocus Pocus]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100% (P)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100% (P)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[Major Stryker]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100% (E)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100% (E)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100% (E)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100% (P)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[Math Rescue]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100% (P)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[Monster Bash]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FFCD45&amp;quot;&amp;gt;50%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#DCFF48&amp;quot;&amp;gt;75%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;PixelPainter games&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100% (P)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[Scubaventure|ScubaVenture]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#99CCFF&amp;quot;&amp;gt;N/A&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#DCFF48&amp;quot;&amp;gt;75%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[Secret Agent]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#99CCFF&amp;quot;&amp;gt;N/A&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#99CCFF&amp;quot;&amp;gt;N/A&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Sid Meier&#039;s Pirates! (2004)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100% (P)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#99CCFF&amp;quot;&amp;gt;N/A&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#99CCFF&amp;quot;&amp;gt;N/A&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF7055&amp;quot;&amp;gt;5%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#99CCFF&amp;quot;&amp;gt;N/A&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#99CCFF&amp;quot;&amp;gt;N/A&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#99CCFF&amp;quot;&amp;gt;N/A&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[Simcity 2000]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100% (P)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FFCD45&amp;quot;&amp;gt;50%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Thief 3&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100% (P)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Traffic Dept. 2192&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#99CCFF&amp;quot;&amp;gt;N/A&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#A0FF60&amp;quot;&amp;gt;90%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#DCFF48&amp;quot;&amp;gt;75%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[Wacky Wheels]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100% (E)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100% (E)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100% (E)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FFCD45&amp;quot;&amp;gt;50%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[Wolfenstein 3-D|Wolfenstein 3D]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[Word Rescue]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100% (P)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[Xargon]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#99CCFF&amp;quot;&amp;gt;N/A&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#DCFF48&amp;quot;&amp;gt;75%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;/div&gt;</summary>
		<author><name>Szevvy</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=Wombat&amp;diff=8181</id>
		<title>Wombat</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=Wombat&amp;diff=8181"/>
		<updated>2018-10-17T01:54:10Z</updated>

		<summary type="html">&lt;p&gt;Szevvy: Updated some info.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Tool Infobox&lt;br /&gt;
 | Platform = Windows&lt;br /&gt;
 | Release = 2005-01-16 (v0.4a) 11/10/2018 (v1.0.3)&lt;br /&gt;
 | Homepage = [http://szevvy.com szevvy.com]&lt;br /&gt;
 | Download = [http://szevvy.com/releases/Wombat.1.0.3.zip Windows x64]&lt;br /&gt;
 | Edit1 = Extraction&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Wombat Game Tools&#039;&#039;&#039; (also known as &#039;&#039;&#039;Wombat File Tools&#039;&#039;&#039;) is an extraction tool written by Szevvy.  It allows the files, images, sounds, etc. to be examined and exported from a number of classic games. &lt;br /&gt;
&lt;br /&gt;
[[User:Szevvy|Szevvy]]&#039;s website is [http://szevvy.com/ szevvy.com], it went offline for a while, but it&#039;s working again as of 15/10/2018.&lt;br /&gt;
&lt;br /&gt;
Wombat&#039;s latest version is 1.0.3 (11 October 2018)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both;&amp;quot;/&amp;gt;&lt;br /&gt;
== Supported games ==&lt;br /&gt;
&lt;br /&gt;
This list has been copied from the readme for v0.4a.  &#039;&#039;&#039;(E)&#039;&#039;&#039; means fully editable and &#039;&#039;&#039;(P)&#039;&#039;&#039; means partially editable.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;th&amp;gt;Game&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th&amp;gt;Extraction&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th&amp;gt;View tiles &amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th&amp;gt;View sprites &amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th&amp;gt;View images &amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th&amp;gt;Listen to music &amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th&amp;gt;Listen to sound&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th&amp;gt;View levels &amp;lt;/th&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;7 Cities of Gold (VGA)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#99CCFF&amp;quot;&amp;gt;N/A&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#DCFF48&amp;quot;&amp;gt;75%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#DCFF48&amp;quot;&amp;gt;75%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#DCFF48&amp;quot;&amp;gt;75%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[Halloween Harry|Alien Carnage]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#A0FF60&amp;quot;&amp;gt;90%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[Baron Baldric]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100% (P)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#A0FF60&amp;quot;&amp;gt;90%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[Bio Menace|Biomenace]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Cannon Fodder (1 &amp;amp;amp; 2)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FFEF40&amp;quot;&amp;gt;60%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF8F4A&amp;quot;&amp;gt;20%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Civilization 3&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100% (P)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Clyde 1&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#99CCFF&amp;quot;&amp;gt;N/A&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Clyde&#039;s Revenge&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100% (P)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[Captain Comic]] 1&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#99CCFF&amp;quot;&amp;gt;N/A&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FFCD45&amp;quot;&amp;gt;50%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FFCD45&amp;quot;&amp;gt;50%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FFCD45&amp;quot;&amp;gt;50% (P)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[Commander Keen 1-3]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#99CCFF&amp;quot;&amp;gt;N/A&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#99CCFF&amp;quot;&amp;gt;N/A&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[Commander Keen 4-6]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[Commander Keen Dreams]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#99CCFF&amp;quot;&amp;gt;N/A&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[Cosmo&#039;s Cosmic Adventures|Cosmo&#039;s Cosmic Adventure]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100% (E)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100% (E)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100% (P)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[Crystal Caves]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#99CCFF&amp;quot;&amp;gt;N/A&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100% (P)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[Dangerous Dave]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FFCD45&amp;quot;&amp;gt;50%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FFCD45&amp;quot;&amp;gt;50%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FFCD45&amp;quot;&amp;gt;50%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#99CCFF&amp;quot;&amp;gt;N/A&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[Dark Ages]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#99CCFF&amp;quot;&amp;gt;N/A&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#DCFF48&amp;quot;&amp;gt;75%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[Duke Nukem|Duke Nukum 1]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#99CCFF&amp;quot;&amp;gt;N/A&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100% (P)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#99CCFF&amp;quot;&amp;gt;N/A&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[Duke Nukem II|Duke Nukem 2]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100% (E)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100% (P)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#A0FF60&amp;quot;&amp;gt;90%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[Duke Nukem 3D]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100% (P)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#A0FF60&amp;quot;&amp;gt;90%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[Dune 2]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100% (P)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#A0FF60&amp;quot;&amp;gt;90%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#A0FF60&amp;quot;&amp;gt;90%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FFCD45&amp;quot;&amp;gt;50%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[Gateworld]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100% (P)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[Jazz Jackrabbit]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#99CCFF&amp;quot;&amp;gt;N/A&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF8F4A&amp;quot;&amp;gt;20%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[Jill of the Jungle]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#99CCFF&amp;quot;&amp;gt;N/A&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[Halloween Harry]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100% (P)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#A0FF60&amp;quot;&amp;gt;90% (P)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[Hocus Pocus]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100% (P)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100% (P)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[Major Stryker]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100% (E)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100% (E)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100% (E)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100% (P)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[Math Rescue]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100% (P)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[Monster Bash]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FFCD45&amp;quot;&amp;gt;50%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#DCFF48&amp;quot;&amp;gt;75%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;PixelPainter games&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100% (P)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[Scubaventure|ScubaVenture]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#99CCFF&amp;quot;&amp;gt;N/A&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#DCFF48&amp;quot;&amp;gt;75%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[Secret Agent]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#99CCFF&amp;quot;&amp;gt;N/A&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#99CCFF&amp;quot;&amp;gt;N/A&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Sid Meier&#039;s Pirates! (2004)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100% (P)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#99CCFF&amp;quot;&amp;gt;N/A&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#99CCFF&amp;quot;&amp;gt;N/A&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF7055&amp;quot;&amp;gt;5%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#99CCFF&amp;quot;&amp;gt;N/A&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#99CCFF&amp;quot;&amp;gt;N/A&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#99CCFF&amp;quot;&amp;gt;N/A&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[Simcity 2000]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100% (P)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FFCD45&amp;quot;&amp;gt;50%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Thief 3&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100% (P)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Traffic Dept. 2192&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#99CCFF&amp;quot;&amp;gt;N/A&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#A0FF60&amp;quot;&amp;gt;90%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#DCFF48&amp;quot;&amp;gt;75%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[Wacky Wheels]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100% (E)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100% (E)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100% (E)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FFCD45&amp;quot;&amp;gt;50%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[Wolfenstein 3-D|Wolfenstein 3D]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[Word Rescue]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100% (P)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[Xargon]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#99CCFF&amp;quot;&amp;gt;N/A&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#60FF60&amp;quot;&amp;gt;100%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#DCFF48&amp;quot;&amp;gt;75%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td bgcolor=&amp;quot;#FF5050&amp;quot;&amp;gt;0%&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;/div&gt;</summary>
		<author><name>Szevvy</name></author>
	</entry>
	<entry>
		<id>https://moddingwiki.shikadi.net/w/index.php?title=User_talk:Malvineous&amp;diff=8179</id>
		<title>User talk:Malvineous</title>
		<link rel="alternate" type="text/html" href="https://moddingwiki.shikadi.net/w/index.php?title=User_talk:Malvineous&amp;diff=8179"/>
		<updated>2018-10-17T01:44:38Z</updated>

		<summary type="html">&lt;p&gt;Szevvy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Wolfenstein 3D -&amp;gt; Wolfenstein 3-D ==&lt;br /&gt;
I&#039;ve corrected the infamous 3D tyop in the names of several Wolf3D-related pages; can you please delete the following ones?&lt;br /&gt;
&lt;br /&gt;
[[:Category:Wolfenstein 3D]] -&amp;gt; Superseded by [[:Category:Wolfenstein 3-D]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[:Image:Wolfenstein_3D.png]] -&amp;gt; Superseded by [[:Image:Wolfenstein_3-D.png]]&lt;br /&gt;
&lt;br /&gt;
Thanks :) --De Zeurkous (zeurkous@zeurcomp.nichten.info), Thu Nov 22 08:18:42 UTC 2007&lt;br /&gt;
&lt;br /&gt;
:Haha, you&#039;ve certainly been busy.  Don&#039;t forget that this wiki isn&#039;t meant to be an encyclopaedia of the games, its main purpose is documenting the file formats and editing tools that can be used with the games, as opposed to how the games behave without any mods, or what they might be called if you forget to change the title screen :-) -- [[User:Malvineous|Malvineous]] 11:14, 22 November 2007 (GMT)&lt;br /&gt;
&lt;br /&gt;
::Nah, I haven&#039;t forgotten. As we&#039;re reinventing the wheel for a semi-virgin wiki, the naming and something static like the cheats seemed like a good place to start :) --De Zeurkous (zeurkous@nichten.info), Thu Nov 22 12:20:04 UTC 2007&lt;br /&gt;
&lt;br /&gt;
== Jill of the Jungle palette ==&lt;br /&gt;
&lt;br /&gt;
Hi, I&#039;m currently working on a level viewer for [[Jill of the Jungle]] (maybe an editor later on). Some of the information I found here has been very useful, but there&#039;s one thing I&#039;m a bit stuck on. On the [[SHA Format]] page it says:&lt;br /&gt;
:&#039;&#039;Each array item contains 4 unsigned bytes, representing CGA, EGA and VGA, respectivley, and then a null value. [...] Each byte maps to the index of a colour in the palette. If there are no colours required, the tile set uses the default colours.&#039;&#039;&lt;br /&gt;
However, it doesn&#039;t say anywhere where the palette can be found. Is it stored in the EXE file? I hope you can help me on this :)&lt;br /&gt;
&lt;br /&gt;
Regards, [[User:Spinal|Spinal]] 13:00, 2 March 2008 (GMT)&lt;br /&gt;
&lt;br /&gt;
:Unfortunately I didn&#039;t write the JotJ SHA page, and I haven&#039;t yet had the time to figure this out.  For Xargon I&#039;ve taken the quick and dirty route and used a screenshot from within DOSBox as the source of the palette, until I can figure out where the palette is located.  If you find this out, don&#039;t forget to update the page! :-) -- [[User:Malvineous|Malvineous]] 22:02, 2 March 2008 (GMT)&lt;br /&gt;
&lt;br /&gt;
::Hey Spinal, sorry, I wrote the [[SHA Format]] page, so that was probably my bad. I wasn&#039;t able to find the palette either. I assume it&#039;s in the .EXE, however I spent a fair bit of time manually mapping it using a Wombat tool (http://www.szevvy.com/node/3). I was also writing a level viewer (initally in XHTML which turned out to be too slow, so then I moved to Flash 9). I tried to email you my findings, but the email bounced. I&#039;m not sure if they were 100% accurat, which is why I never added them to the documentation.&lt;br /&gt;
&lt;br /&gt;
::Hey Malvineous, it seems the Jill - [[DMA Format]] page has been removed. Do you have a log of what happened to it? I&#039;m sure it existed at some point.&lt;br /&gt;
&lt;br /&gt;
::- [[User:dheim|Daniel]] 20:00, 5 March 2008&lt;br /&gt;
&lt;br /&gt;
:::I don&#039;t ever remember seeing a DMA page - certainly there&#039;s nothing in the wiki logs about it being deleted or renamed.  Maybe you started working on it but never got around to saving it?  Or is it one of the Xargon pages that shares the same format as Jill?  (by the way, you can type &amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt; to automatically put in the signature in these messages.) -- [[User:Malvineous|Malvineous]] 11:28, 5 March 2008 (GMT)&lt;br /&gt;
&lt;br /&gt;
::::Sorry, it must have been the stuff in the [[SHA Format]] page that I was thinking of. I may have added the link to the [[DMA Format]] page, and never expanded on it. - [[User:Dheim|Daniel]] 02:46, 6 March 2008 (GMT)&lt;br /&gt;
&lt;br /&gt;
:::::Hi guys. Sorry for the mistake, I mixed up the authors of the SHA and level formats. I&#039;ve written a level viewer in PHP the last week, by using static images instead of getting them from the actual files. This causes some problems for episode 2, which uses a different palette, but besides that it works great :) When everything is done I&#039;ll upload the maps to my server and the tile/object lists to this wiki.&lt;br /&gt;
:::::@Daniel: strange that it bounced, I confirmed my address so it should be working fine... You can mail it to spinal -at- zanderz -dot- net. Also, I saw on your Wombat page that you &amp;quot;have a vague idea of how to do&amp;quot; [[Hocus Pocus]]. Could you share your findings on this wiki? I&#039;d love to make maps, or even a level viewer/editor for that game :) -- [[User:Spinal|Spinal]] 00:32, 8 March 2008 (GMT)&lt;br /&gt;
:Okay, with help of [[User:Dheim|Daniel]] who send me the palette I found it! I&#039;ll put my findings on [[Jill of the Jungle palette]]. -- [[User:Spinal|Spinal]] 15:36, 13 March 2008 (GMT)&lt;br /&gt;
&lt;br /&gt;
== Halloween Harry/Alien Carnage ==&lt;br /&gt;
&lt;br /&gt;
Hi Malvineous. Thanks for your edits on the GMF article! I notice you mentioned there exist versions of the game which don&#039;t require exploding a BNK to get at the game data. What does the directory structure look like for the version you have? I&#039;m working on a map viewer (which will become a map editor at some point) and would like it to be able to work on whatever versions are out there. Thanks for any info. -[[User:Duckthing|Duckthing]] 04:41, 11 December 2010 (GMT)&lt;br /&gt;
&lt;br /&gt;
: Hi Duckthing - no worries, Halloween Harry has long been an interest of mine, but my map editor sadly needs a lot more work before I can begin reverse engineering more file formats so I&#039;m glad you&#039;ve made a start!  AFAIK technically Halloween Harry has no compression, but for whatever reason (probably listed in the Apogee FAQ) they decided to swap episodes 1 and 3, compress the BNK file and then re-release it under the name Alien Carnage.  You can download all available versions (including registered versions since the game was released as freeware in 2007) from [http://www.classicdosgames.com/game/Alien_Carnage.html RGB Classic Games].  BTW not sure if you noticed but I also posted a couple of things on the GMF article&#039;s talk/discussion page. -- [[User:Malvineous|Malvineous]] 06:08, 11 December 2010 (GMT)&lt;br /&gt;
&lt;br /&gt;
:: Thank you! Working with the uncompressed version will keep things less complicated. I did notice the GMF discussion you added, but haven&#039;t had a chance to really go through it yet. -- [[User:Duckthing|Duckthing]] 06:41, 11 December 2010 (GMT)&lt;br /&gt;
&lt;br /&gt;
::: No worries.  If you&#039;re running Linux or MacOSX you should be able to compile [[Camoto|libgamearchive]] which will let you copy files in and out of the BNK files.  This is a library so it&#039;s also possible to use it in your own program for accessing and editing the map files while they&#039;re still inside the BNK, for instance.  (BTW the &#039;minor&#039; tickbox should only be used when the edit does not affect the information on the page - e.g. fixing a typo or a broken URL.  If you are changing the actual content on a page it is never a minor edit!) -- [[User:Malvineous|Malvineous]] 07:51, 11 December 2010 (GMT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Dangerous Dave ==&lt;br /&gt;
&lt;br /&gt;
Working on this, does anyone have any info on the formats? The EGA graphics are 84KB and external, but CGA and VGA graphics unrelated to them are in the 174KB executable, apparently uncompressed, I don&#039;t know how this is possible. I&#039;ve found the levels and partially reverse engineered the format (The first 1000 bytes, a 100x10 array of tiles.) but each level is followed by ~280 bytes of variable and unknown data I assume is sprites. I have a list of internal files in the executable, looks like most of it is non-game code. Any help would be appreciated. -[[User:Levellass|Endian? What are you on about?]] 06:03, 12 December 2010 (GMT)&lt;br /&gt;
&lt;br /&gt;
: Hmm, interesting.  All I can suggest for the levels is - as you&#039;re probably already familiar with - changing the values in a hex editor then loading the game to see what happens.  I would suspect that all the graphics would be in a similar format, so if there are any headers or structures used in the EGA graphics files perhaps they&#039;re duplicated for CGA/VGA?  Also John Romero seems pretty accessible, perhaps you could ask him directly?  Failing that, randomly writing data into the .exe until the images change could be used as a last resort! -- [[User:Malvineous|Malvineous]] 12:09, 12 December 2010 (GMT)&lt;br /&gt;
&lt;br /&gt;
: Ha, that was easier than I expected - uncompressed VGA data is easy to find with a good hex editor ;-)  [http://www.shikadi.net/pics/ddave-vga-hexdump.png This looks like it] -- [[User:Malvineous|Malvineous]] 12:17, 12 December 2010 (GMT)&lt;br /&gt;
&lt;br /&gt;
: Ok that was only the menu graphics.  At offset 0xC629 there&#039;s some sort of offset table which looks very similar to the contents of EGADAVE.DAV but there are extra bytes dotted all over the place - perhaps it&#039;s RLE encoded?  Actually just before that there&#039;s the number 0x6CAA.  If you go a bit less than 0x6CAA bytes after this you end up with another table, which to me suggests that 0x6CAA is the decompressed size of that first table. -- [[User:Malvineous|Malvineous]] 13:01, 12 December 2010 (GMT)&lt;br /&gt;
&lt;br /&gt;
:If I remember it correctly, the VGA sprites and tiles are RLE compressed and it&#039;s not too hard to decompress them. The positions of the enemies in the levels on the other hand are still a mystery to me. [[User:Calvero|Calvero]] 20:43, 12 December 2010 (GMT)&lt;br /&gt;
&lt;br /&gt;
: Looking at the levels, which directly follow the VGA palette, they seem to contain 256 bytes of header data, then the 100x10 tiles, then eight bytes of lead-out data.  Then the next level&#039;s 256 bytes of header, 100x10 tiles, then eight bytes of lead-out.  Although I say &amp;quot;level&amp;quot;, the first &amp;quot;level&amp;quot; seems to contain both level 1 and 2, and this seems to be the way it works in the game - in some levels you can see through to others.  I&#039;m not sure what the 256 bytes of header data are for, but some levels have FF FF 00 00 repeated which seems to indicate two uint16 fields which are blanked out for those levels. -- [[User:Malvineous|Malvineous]] 13:15, 13 December 2010 (GMT)&lt;br /&gt;
&lt;br /&gt;
::First up, levels; where does level 1 start? It&#039;s possible I&#039;m reading the start of a level as the previous level&#039;s end, I looked for the start of tile data, which I assumed, like Keen 1, would be the level start.&lt;br /&gt;
&lt;br /&gt;
::Next, palette; I&#039;m assuming, as you said, it is located just before the level data?&lt;br /&gt;
&lt;br /&gt;
::There is VGA and CGA graphics in the executable, plus headers, but the bulk of graphics for CGA and VGA I haven&#039;t been able to locate. If the data is RLE compressed I should think it would use either Keen 1-3 fullscreen or Jazz Jackrabbit tile RLE, both of which I know well. I&#039;ll look into both of these options, cheers! -[[User:Levellass|Endian? What are you on about?]] 12:03, 20 December 2010 (GMT)&lt;br /&gt;
&lt;br /&gt;
:::I&#039;ve found the VGA and CGA data for the menu graphics.  It looks like the CGA data is stored in a series of 1-bit-per-pixel (monochrome) images.  Or it could be EGA data with the planes split out (e.g. red plane for all images, then green plane for all images, etc.)  I think I found three planes which means it&#039;s probably EGA, as CGA would have a max of two planes.  I&#039;ve also found the font graphics, this looks like 4bpp/16 colour EGA data.  Haven&#039;t seen level graphics yet.  I&#039;ve successfully modded the levels with a hex editor (putting the jetpack everywhere) so now I&#039;ve finally looked at all the levels!  The creatures are definitely not stored in the 100x10 tile data.  Putting random bytes in there revealed that the values are indices into the image files, because if you put the value in for fire it will animate, and the following three or so values show up as still frames from the fire animation.&lt;br /&gt;
&lt;br /&gt;
:::The VGA palette starts at 0x26B0A (I updated the main DDave page with this) + 768 bytes leads straight onto the start of level 1 at 0x26E0A.  So at 0x26E0A there are 256 bytes of data, then 100x10 tiles, then 24 bytes of footer data.  Some of this data (perhaps footer data) might be the level start coordinates, because Dave doesn&#039;t always start the level at the same place (e.g. the warp level when you climb the tree on level 5 and jump off the edge of the screen.) -- [[User:Malvineous|Malvineous]] 12:24, 20 December 2010 (GMT)&lt;br /&gt;
&lt;br /&gt;
:::I think I&#039;ve found all the files so far, I&#039;ve updated [[Dangerous Dave]] with the offsets of the files, including what appears to be CGA and VGA tiles.  I&#039;m not sure what sort of format they&#039;re in though, it looks like they might be compressed (and so the offsets in that list might be off by ~4, as I may have cut off the decompressed-size field.)  I&#039;ve also updated the map format page, I think it&#039;s pretty much fully reverse engineered now. -- [[User:Malvineous|Malvineous]] 05:13, 21 December 2010 (GMT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Noahs Ark 3D and IMFs ==&lt;br /&gt;
&lt;br /&gt;
Been poking around Noah&#039;s Ark 3D, an adaption of the Wolfenstein game and found a few interesting things which I&#039;m hoping to confirm.&lt;br /&gt;
&lt;br /&gt;
First, the game uses MID files, not IMF files for music, second, the MIDI files have an extra word at the start of the file giving the file length. Third, the code uses the first word of the midi file as the length of data to read from the file and put into memory to play. After poking around a bit in Wolfenstein and Keen I believe this is the same with IMF files, that is, ALL IMF files are type 0 as it were and the type 1s are read just like type 0s by the games (The first word is read as the amount of IMF data to copy into memory to play, this is then read as type 0.) I&#039;m not quite sure what this does for the two types since type 1 is would essentially be a type 0 with a header and footer that are part of the AUDIO.xxx format, much like PC\adlib sounds can have the huffman lengths at the start. Are there any games that use &#039;individual&#039; type 1 IMFs (Even if included as part of a group file. All I&#039;ve seen are games like cosmo, where non-AUDIO IMFs are type 0.)&lt;br /&gt;
&lt;br /&gt;
Should there be a Noah&#039;s Ark 3D page and should we add the midi note to the AUDIO format page? It seems that the format can hold any type of music file the game can read, not just IMFs.  -- Levellass&lt;br /&gt;
&lt;br /&gt;
: Yes it is known that the type-1 header might really be part of the AUDIO.xxx format but alas there were many type-1 files floating around the place (incorrectly extracted, you could argue) before this was realised, so the format variant is here to stay.  It does have some advantages though (like tagging files with the song title) but I&#039;m not sure whether anyone has figured out definitively whether the header (and footer, in the case of the Wolf3D files) belongs to the IMF or the AUDIO file.  I guess you&#039;d have to browse the game source code and see how the game uses the data to know for sure.&lt;br /&gt;
&lt;br /&gt;
: As far as the MIDI goes, I believe the AUDIO.xxx file is just a container file like any other, capable of supporting any data at all.  It&#039;s up to the game to decide how to use it.  If anything this makes me think it would fit better if the AUDIO.xxx article was merely documenting the structure, with links to actual audio formats like PC SFX, Adlib SFX, IMF and MIDI and notes about which games make use of which formats.&lt;br /&gt;
&lt;br /&gt;
: Oh and yes, by all means create a page for the new game. -- [[User:Malvineous|Malvineous]] 08:41, 3 February 2011 (GMT)&lt;br /&gt;
&lt;br /&gt;
== Sound Files category ==&lt;br /&gt;
&lt;br /&gt;
I don’t know why there’s a Sound Files category and also an Audio Files category... it seems redundant. I left those categories the way they are though.&lt;br /&gt;
&lt;br /&gt;
Also, the [[File format data types]] page needs some signed ints, but I didn’t know what naming convention you wanted to use. I described something as an [[INT16LE]] on [[BMC Format]]. [[User:Yellowantphil|Yellowantphil]] 20:12, 11 September 2011 (GMT)&lt;br /&gt;
&lt;br /&gt;
: Not sure about the Sound vs Audio - I use the term &#039;audio&#039; to mean both sound and music, but you&#039;re right, if there are separate sound and music categories we don&#039;t really need an audio one as well.  Feel free to update.  [[INT16LE]] is perfectly fine too!  I added a note to the data types page. -- [[User:Malvineous|Malvineous]] 22:30, 11 September 2011 (GMT)&lt;br /&gt;
&lt;br /&gt;
== GamePage template ==&lt;br /&gt;
&lt;br /&gt;
Should the GamePage template add the page to its own category? It seems a little odd that [[Wacky Wheels]] is not in the Wacky Wheels category. [[User:Yellowantphil|Yellowantphil]] 04:51, 16 September 2011 (GMT)&lt;br /&gt;
: I decided against this because there is a link to the game&#039;s page in the category intro at the top of the page.  It seemed unnecessary having another link in amongst all the other pages.  This was also because the game page was really only meant to be a summary, there wasn&#039;t supposed to be a huge amount of detail on it, only links to other pages with the detail (which then would appear in the category list.)  I would imagine that, eventually, [[Wacky Wheels]] would be tweaked to move a lot of the content onto subpages. -- [[User:Malvineous|Malvineous]] 12:58, 16 September 2011 (GMT)&lt;br /&gt;
&lt;br /&gt;
== Scope of the wiki ==&lt;br /&gt;
&lt;br /&gt;
I don’t know how extensive you want the information to be on ModdingWiki... I added a few lists of audio and graphics files a while ago, and there will probably be other information that I’ll find out that’s potentially helpful for level editing but not directly related to it. I can move some information to my website if it starts to become out of scope for your wiki. I also sometimes end up documenting everything imaginable... there’s some minutiae on my website and possibly on your wiki that I ought to go through and delete. [[User:Yellowantphil|Yellowantphil]] 05:28, 10 October 2011 (GMT)&lt;br /&gt;
&lt;br /&gt;
:Hmm, that&#039;s a difficult one - I&#039;m always in favour of documenting more rather than less.  Generally speaking if it&#039;s related to a game and it would help either a programmer writing a utility or a someone trying to change a game manually then it should be documented.  About the only thing that comes to mind that&#039;s over documenting is when some small calculation is expressed in a couple of different programming languages, but I&#039;ve left that in so people can just copy it rather than trying to figure it out from the text.  But the [[Wacky Wheels]] page is probably the gold standard for what all wiki pages should look like :-)  Do you have anything in particular you&#039;re unsure of whether it would fit here? -- [[User:Malvineous|Malvineous]] 10:07, 10 October 2011 (GMT)&lt;br /&gt;
&lt;br /&gt;
::I was mainly thinking of the list of VOC files on [[Wacky Wheels Music and Sound Effects]] and the list of &amp;lt;tt&amp;gt;*.sp&amp;lt;/tt&amp;gt; files on [[Wacky Wheels Graphics Formats]]. I have an expanded list of the &amp;lt;tt&amp;gt;*.sp&amp;lt;/tt&amp;gt; files on my computer but it isn’t finished yet. I guess there isn’t all that much more Wacky Wheels information to be added to this wiki though. There is still some modding information on my website that ought to be moved over here, so that would take up another page or two. I’ve been lazy about doing Wacky Wheels stuff lately, but I might find some time for it this weekend.&lt;br /&gt;
&lt;br /&gt;
::By the way, I guess that guy from Cascadia Games emailed you. It’s pretty interesting that WW might become an iPhone app. He told me that he was going to be using his own game engine, which sounds a lot easier than trying to get a hold of the WW source code and porting it. —[[User:Yellowantphil|Yellowantphil]] 16:46, 15 October 2011 (GMT)&lt;br /&gt;
&lt;br /&gt;
::: I was going to say the list of VOCs might be overkill, but then the list of .sp files might be useful.  To be honest, it&#039;s the sort of thing that you could probably omit if you were feeling lazy, but likewise I don&#039;t mind at all if you choose to include it, so since it&#039;s already there I&#039;m happy to keep it.&lt;br /&gt;
&lt;br /&gt;
::: Yes I did get an e-mail from Cascadia, I was going to pass along your details but it sounds like you&#039;re already aware of it!  Using their own engine might make it a bit smoother than the original, as the jerkiness of turning is my only criticism of the game. -- [[User:Malvineous|Malvineous]] 00:14, 16 October 2011 (GMT)&lt;br /&gt;
&lt;br /&gt;
== Wacky Wheels ==&lt;br /&gt;
&lt;br /&gt;
Basically all of the WW modding information from my website is here now. I moved one page when I realized it should probably be capitalized to match the rest of the pages on this site... you can delete the redirect at [[Wacky Wheels high score files]] if you want to.&lt;br /&gt;
&lt;br /&gt;
Now, I need to remove most of the modding information from my website and refer people here. Then we’ll have reached the glorious future where all WW modding information is in one place. I’m going to keep those two text files of notes on my website though—the information in them is disorganized and I think not 100% accurate, but they might have some information that isn’t here yet.&lt;br /&gt;
&lt;br /&gt;
By the way, how’s Camoto going? I’m planning to use it to make a new WW level, but I won’t have time for it for a few more months. —[[User:Yellowantphil|Yellowantphil]]&lt;br /&gt;
&lt;br /&gt;
: Sounds good!  Thanks for all the effort you&#039;ve put in by moving it across.  I think Wacky Wheels is now the most completely documented game on the wiki!  Also can&#039;t hurt leaving your own info up - sometimes it&#039;s nice to go back to the original source if something is unclear.  Camoto&#039;s going well, but unfortunately I haven&#039;t had much time to work on it over the last few weeks.  You probably won&#039;t be able to make much of a level until I add in the ability to select a tile from the tileset, but that&#039;s in progress and hopefully will be ready by the time you are!  Keep me posted when you do start your level(s?) -- [[User:Malvineous|Malvineous]] 12:22, 2 February 2012 (GMT)&lt;br /&gt;
&lt;br /&gt;
::Well, as I was reading some of the information on my website, I noticed that it isn’t written very well. I wrote those pages back when I had very little experience programming. Anyway, I’m planning to redesign my website soon, and this will save me from having to rewrite a few of those pages.&lt;br /&gt;
&lt;br /&gt;
::The tile editor in Camoto as it is now is still certainly useful—I can add new tile types to a level using a binary editor and then move them around in Camoto. I think that it shouldn’t be too hard to make a new WW level using the Gimp and Camoto plus some binary editing. I recall having some problems with the route editor for the computer players, but I didn’t look into it at the time—I’ll let you know when I’m working with Camoto again, and I’ll try to come up with some useful bug reports or fixes if I run into problems. —[[User:Yellowantphil|Yellowantphil]] 14:06, 2 February 2012 (GMT)&lt;br /&gt;
&lt;br /&gt;
== Catacomb ==&lt;br /&gt;
&lt;br /&gt;
Hey [[User:Malvineous|Malvineous]], do you know anyone who has properly read the [[Inverse_Frequency_Sound_format|Inverse Sound Frequency]] file format and got the sound playing? I&#039;m struggling with some fine details in my game. Sounds play near what they should sound like, but the sound quality is all crackly and some sounds play totally incorrect. I followed a basic [http://web.archive.org/web/20000818033701/http://www.dd.chalmers.se/~f98anga/projects/keen/sounds2raw.c code sample] by Anders Gavare. Does your tool support this? Interested in helping me figure this out? My current code is available at [https://code.google.com/p/cataclone/source/browse/trunk/src/catacomb/catacomb_sound.c catacomb_sound.c] - [[User:Eros|Eros]] 11:57, 5 May 2012 (GMT)&lt;br /&gt;
: Should this be moved to my talk page? - [[User:Eros|Eros]] 11:59, 5 May 2012 (GMT)&lt;br /&gt;
:: Probably best to keep it on my talk page if you want me to respond in a timely manner :-)  I based my old utility off Anders&#039; one too, but it&#039;s been a long time since I looked at the code.  My latest utility doesn&#039;t support sound effects yet.  I know Levellass has written a few utilities to play and edit those sound files, so I think your best bet would probably be to post over at the [http://www.keenmodding.org Keen:Modding] forum.  Do note that PC Speaker effects do sound crackly at the best of times, though!  Also make sure you&#039;ve got the right audio format (8-bit vs 16-bit, signed vs unsigned) - I remember some inconsistencies there causing some very distorted results for me.  I love the name &#039;Cataclone&#039; - does your code compile under Linux? -- [[User:Malvineous|Malvineous]] 13:21, 5 May 2012 (GMT)&lt;br /&gt;
::: I currently compile the code using Code::Blocks with GCC 4.6 -std=gnu99. It *should* compile under Linux. But I haven&#039;t tested that out yet. [[Catacomb]] sounds also have flags attached to each one, It&#039;s not exactly the same specification as what it says @ the [[Inverse_Frequency_Sound_format|Inverse Sound Frequency]] format page. Perhaps the flags would make a difference to the sounds? I have the sound setup @ [https://code.google.com/p/cataclone/source/browse/trunk/src/sound_manager.c sound_manager.c] in the sound_manager_init() method. I use AUDIO_S16 (signed 16-bit) @ 22050 Hz with 2 channels. I have not added support for the priority of the sounds yet, I plan on doing that after I get them playing properly.&lt;br /&gt;
::: I found some information on the [[ROTT]] sound format here: [http://src.gnu-darwin.org/ports/games/rottdc/work/rottdc-1.0-2/rott/_rt_soun.h _rt_soun.h]. This format should be similar to Catacomb as ROTT was developed by [[Apogee]] using the [[Doom]] engine. Here are the flags for the sounds that they define:&lt;br /&gt;
 #define SD_OVERWRITE     0x01&lt;br /&gt;
 #define SD_WRITE         0x02&lt;br /&gt;
 #define SD_LOOP          0x04&lt;br /&gt;
 #define SD_PITCHSHIFTOFF 0x08&lt;br /&gt;
 #define SD_PLAYONCE      0x10&lt;br /&gt;
::: There are also many other sound files for ROTT: [http://src.gnu-darwin.org/ports/games/rottdc/work/rottdc-1.0-2/rott/rt_sound.c], [http://src.gnu-darwin.org/ports/games/rottdc/work/rottdc-1.0-2/rott/rt_sound.h], [http://src.gnu-darwin.org/ports/games/rottdc/work/rottdc-1.0-2/rott/snd_reg.h], [http://src.gnu-darwin.org/ports/games/rottdc/work/rottdc-1.0-2/rott/snd_shar.h], [http://src.gnu-darwin.org/ports/games/rottdc/work/rottdc-1.0-2/rott/sndcards.h]&lt;br /&gt;
:::: I tried it last night and I was able to get it to compile (after a few changes, like using &#039;/&#039; instead of &#039;\&#039; in a couple of #includes) but all I got was a black window and a beep sound, then nothing.  How far advanced is the project?  Should I expect more than that?  I would expect small variations in the file formats between games, but I would be surprised if the core sound data has changed over time. -- [[User:Malvineous|Malvineous]] 02:38, 6 May 2012 (GMT)&lt;br /&gt;
::::: On Windows, you can run around the levels, collide with walls, collect items, etc... I still need to implement monsters, AI and power shots. However, that beep means that the sounds playing. (see line 71 in main.c: catacomb_sounds_play(&amp;quot;foundsound&amp;quot;);). I just committed the catacomb_data.h file. Update it accordingly, you should now see much more than a black screen.&lt;br /&gt;
:::::: Oh wow, that works really well now!  I see what you mean by the sounds.  You might have to output the PCM data to a .wav/.raw file and look at it in a sound editor to see what&#039;s going on.  It sounds like there might be wrapping or something going on.  Also some sounds (like being blocked by a door) play multiple times over the top of themselves.  I guess this is what you meant by priority not being implemented (although maybe you wouldn&#039;t need to handle priority if you can play multiple sounds at the same time, unlike the real PC Speaker.)  One suggestion - if you do decide to support Linux, abstract the calls that open files so that they search for filenames instead - that way you don&#039;t have to rename all the Catacomb files to be uppercase, since Linux has a case-sensitive filesystem and most filenames are usually all lowercase. -- [[User:Malvineous|Malvineous]] 03:42, 6 May 2012 (GMT)&lt;br /&gt;
::::::: I have exported the raw data to a file, then imported the raw data into Audacity using various settings. All of them sound like they do in the game, crackly and sometimes distorted. I really think its some sort of post FX used by the flags. As for files, I&#039;ll code some sort of SafeFileOpen, SafeFileClose functions like the id codebase that open files regardless of case when i get around to implementing the Linux version. - [[User:Eros|Eros]] 03:54, 6 May 2012 (GMT)&lt;br /&gt;
:::::::: If you can e-mail me one of the files (preferably a &#039;quiet&#039; one that&#039;s not supposed to be crackly) I can take a look if you like - malvineous@shikadi.net -- [[User:Malvineous|Malvineous]] 03:57, 6 May 2012 (GMT)&lt;br /&gt;
&lt;br /&gt;
== Merge ==&lt;br /&gt;
&lt;br /&gt;
Is there a way to tag two pages such that it is clear that they should be merged?&lt;br /&gt;
For example, [[Crystal Caves Tileset Format]] describes the same format as [[Duke 1 Tileset Graphics]].[[User:Frenkel|Frenkel]] ([[User talk:Frenkel|talk]]) 21:00, 15 July 2013 (GMT)&lt;br /&gt;
&lt;br /&gt;
: You can mention it on the talk page for one of the articles.  Any suggestions as to what we should call the merged page? -- [[User:Malvineous|Malvineous]] ([[User talk:Malvineous|talk]]) 03:09, 20 July 2013 (GMT)&lt;br /&gt;
&lt;br /&gt;
::Dark Ages is the first game that got released that uses this format, so &#039;&#039;Dark Ages Tileset Format&#039;&#039; could be the name, like all those formats that are named after Commander Keen 1-3.&lt;br /&gt;
::Or we name it after Duke Nukem 1, because that game is probably more popular than Dark Ages, Crystal Caves and Secret Agent, like [[Commander Keen 1-3 Level format]], although Slordax used it before Commander Keen 1-3 did.[[User:Frenkel|Frenkel]] ([[User talk:Frenkel|talk]]) 19:13, 20 July 2013 (GMT)&lt;br /&gt;
&lt;br /&gt;
::: Yes I was thinking along the same lines, naming it after the first game that used the format.  But then the release date doesn&#039;t necessarily indicate which game &amp;quot;invented&amp;quot; the format, if one game took longer to develop and was released late.  I was wondering whether there is a common thread amongst all these games, such as the same programmer or company we could use instead.  In many ways I would prefer a name like &amp;quot;Replogle tileset format&amp;quot; or &amp;quot;Apogee EGA tileset format&amp;quot;.  What do you think? -- [[User:Malvineous|Malvineous]] ([[User talk:Malvineous|talk]]) 23:36, 20 July 2013 (GMT)&lt;br /&gt;
&lt;br /&gt;
:::: I&#039;ve read the [http://www.3drealms.com/news/2006/04/the_apogee_legacy_15.html | Apogee Legacy interview with Peder Jungck] again today. He wrote the ProGraphx Toolbox.&lt;br /&gt;
:::: DN1.EXE contains the string &#039;&#039;Version 1.0 EGA/VGAProGraphx EGA/VGA Toolbox&#039;&#039;,&lt;br /&gt;
:::: CC1.EXE contains the string &#039;&#039;Version 1.5 320x200 PAN EGA/VGAProGraphx EGA/VGA Toolbox&#039;&#039;,&lt;br /&gt;
:::: SAM1.EXE contains the string &#039;&#039;ProGraphx EGA/VGA Toolbox Version 2.0 320x200 EGA/VGA Copyright 1991 by Peder Jungck&#039;&#039; and&lt;br /&gt;
:::: DA3.EXE contains the string &#039;&#039;Version 1.0 EGA/VGAProGraphx EGA/VGA Toolbox&#039;&#039; (DA1.EXE and DA2.exe contain gibberish).&lt;br /&gt;
:::: So I would suggest &#039;&#039;ProGraphx Toolbox tileset format&#039;&#039;. Peder also wrote a book about the toolbox called &#039;&#039;Graphics Programming &amp;amp; Animation: Ultra-Fast Assembly Routines for EGA/VGA Graphics Animation&#039;&#039;. Maybe that book has a better name for the file format. [[User:Frenkel|Frenkel]] ([[User talk:Frenkel|talk]]) 11:03, 21 July 2013 (GMT)&lt;br /&gt;
&lt;br /&gt;
::::: So we know of three different versions of the ProGraphx Toolbox. Dark Ages and Duke Nukem 1 use version 1.0. Each tileset is 8064 bytes long and is in a separate file. Crystal Caves uses version 1.5 and each tileset is 8003 bytes long, but they are all in the same file. Secret Agent uses version 2.0 Each tileset is again 8064 bytes long, they are all in the same file and the file is encrypted. [[User:Frenkel|Frenkel]] ([[User talk:Frenkel|talk]]) 17:00, 28 July 2013 (GMT)&lt;br /&gt;
&lt;br /&gt;
:::::: Thanks for figuring all that out.  I&#039;ve merged the pages and changed the name to [[ProGraphx Toolbox tileset format]] as suggested.  Please feel free to correct anything I have missed. -- [[User:Malvineous|Malvineous]] ([[User talk:Malvineous|talk]]) 02:40, 4 August 2013 (GMT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Guidelines for proper Wiki Editing ==&lt;br /&gt;
Dear Malvineous! Could you post the guidelines (or guide) for proper editing of the Wiki? [[User:The coder|The coder]] ([[User talk:The coder|talk]])&lt;br /&gt;
: Hmm, there isn&#039;t really one, it&#039;s more about finding a similar page and matching the style found there!  Copy and paste works well :-)  There is [[ModdingWiki:Contributing]] but it&#039;s not very detailed. (BTW please put &amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt; at the end of your messages, when you preview the page you will see this gets replaced with your name and the date automatically.) -- [[User:Malvineous|Malvineous]] ([[User talk:Malvineous|talk]]) 21:59, 12 December 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== VGFM Music Format ==&lt;br /&gt;
&lt;br /&gt;
Hello, Malvineous!&lt;br /&gt;
&lt;br /&gt;
I accidentally found that [[VGFM Music Format]] is absolutely similar to the [http://www.vgmpf.com/Wiki/index.php?title=MUS_(AdLib) MUS (AdLib)] format which I finished researching yesterday.&lt;br /&gt;
&lt;br /&gt;
And [[VGFM Instrument Format]] is similar to [http://www.vgmpf.com/Wiki/index.php?title=SND_(AdLib) SND (AdLib)].&lt;br /&gt;
&lt;br /&gt;
These formats were developed by Ad Lib Inc, I found the sources and documentation in the Ad Lib developer&#039;s manual downloaded from old BBS board site :)  And these formats are used not only in [[Vinyl Goddess From Mars]] game.&lt;br /&gt;
&lt;br /&gt;
--[[User:Binarymaster|Binarymaster]] ([[User talk:Binarymaster|talk]]) 02:05, 22 January 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Oh wow, what an interesting discovery!!  Do you have any links to the official documentation?  I&#039;d really like to see what else they have to say about the format.  And yes, we should definitely rename the articles here.  What do you think they should be called?  &amp;quot;Ad Lib Music Format&amp;quot; is probably a bit generic given they have a few, like .ROL... -- [[User:Malvineous|Malvineous]] ([[User talk:Malvineous|talk]]) 09:45, 22 January 2015 (UTC)&lt;br /&gt;
:: Here it is: [http://files.mpoli.fi/software/programm/general/adlip.zip adlip.zip] - binaries and source code, probably from Ad Lib Programmer&#039;s Manual. MUS headers are described in CONVERT.C and CONVERT.H files. Fun fact that they also developed another similar format based on MIDI - [http://www.vgmpf.com/Wiki/index.php?title=MDI MDI]. It has similar musical features but stores all data in one file in MIDI format.&lt;br /&gt;
:: Well, I have no idea how to name it better, I think &amp;quot;Ad Lib Music Format&amp;quot; should be suitable for it :) --[[User:Binarymaster|binarymaster]] ([[User talk:Binarymaster|talk]]) 10:30, 22 January 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
::: Many thanks!!  I&#039;ve updated the article pages with the info I could gain from the source code.  There are still a few unresolved issues (like what exactly the default percussion pitch is) but it has certainly answered a number of questions.  I called it &amp;quot;AdLib MIDI Format&amp;quot; because that&#039;s the name they use in one place in the source code, although it&#039;s not a very descriptive title!  Thanks again for letting me know about this excellent find :-) -- [[User:Malvineous|Malvineous]] ([[User talk:Malvineous|talk]]) 12:48, 24 January 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::: That&#039;s good! I think maybe this format should be named as &amp;quot;AdLib MIDI Format v1.0&amp;quot;, because there is also an improved version of it, probably v2.0 - [http://www.vgmpf.com/Wiki/index.php?title=MDI MDI] (I made a typo in previous posted link), it uses a single file in MIDI format.&lt;br /&gt;
:::: And about [[AdLib Timbre Bank Format]] article - BNK format originally was created in the 1987 with the first release of the [http://www.vgmpf.com/Wiki/index.php?title=AdLib_Visual_Composer AdLib Visual Composer], so actually Ad Lib Inc released its formats in this order:&lt;br /&gt;
:::: &#039;&#039;&#039;1)&#039;&#039;&#039; ROL &amp;amp; BNK (1987, with AdLib Visual Composer)&lt;br /&gt;
:::: &#039;&#039;&#039;2)&#039;&#039;&#039; MUS &amp;amp; SND/TIM (1988, with player and converter)&lt;br /&gt;
:::: &#039;&#039;&#039;3)&#039;&#039;&#039; MDI (1989, also with player and converter)&lt;br /&gt;
:::: Information about third format was placed [http://cd.textfiles.com/soundsensations/MISCPROG/AD-PROG/ here], though the link is not working now.&lt;br /&gt;
:::: --[[User:Binarymaster|binarymaster]] ([[User talk:Binarymaster|talk]]) 13:08, 24 January 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::: Oh wow that&#039;s interesting too.  I think the MUS/SND/TIM format should stay as &amp;quot;AdLib MIDI Format&amp;quot; with no version number, because that file format does have version fields so it&#039;s possible to have v1.0, v2.3, etc. within that format.  The MDI article you linked to actually looks like conventional MIDI with some extra events for setting OPL instruments, so I think this belongs as one of the many backwards-compatible extensions of the [[MID Format]].&lt;br /&gt;
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::::: With the instrument bank formats that&#039;s really unusual if BNK came first!  It seems very odd for AdLib to produce the SND/TIM format if they already had the more efficient BNK format available.  I was going from the dates in the text files from the programmer&#039;s guide you kindly posted, and bkformat.txt says in Jan 1989 they are in the process of converting their software to use BNK.  Can you confirm there was BNK software earlier than this?  I&#039;m just thinking that Visual Composer may have come out in 1987, but maybe it didn&#039;t get BNK support added until later? -- [[User:Malvineous|Malvineous]] ([[User talk:Malvineous|talk]]) 01:30, 25 January 2015 (UTC)&lt;br /&gt;
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:::::: Well, I&#039;m sure that first version of Visual Composer was released with AdLib music card, but I don&#039;t know exactly about BNK support. It&#039;s really strange that Ad Lib downgraded the format (BNK is better in structure), but the known formats has converters which converts BNK to X format, but not from X to BNK - this makes sense that BNK was the first format. Also Visual Composer doesn&#039;t support other bank formats, only BNK.&lt;br /&gt;
:::::: BNK creation date 1987 was contributed by [http://www.vgmpf.com/Wiki/index.php?title=User:TheAlmightyGuru Dean Tersigni], I&#039;ll ask him about it.&lt;br /&gt;
&lt;br /&gt;
:::::: Update: I also read information from bkformat.txt, and it seems you&#039;re right :)&lt;br /&gt;
:::::: So actually it was:&lt;br /&gt;
:::::: &#039;&#039;&#039;1)&#039;&#039;&#039; ROL &amp;amp; INS (1987, with AdLib Visual Composer v1.0)&lt;br /&gt;
:::::: &#039;&#039;&#039;2)&#039;&#039;&#039; MUS &amp;amp; SND/TIM (1988, with player and converter)&lt;br /&gt;
:::::: &#039;&#039;&#039;3)&#039;&#039;&#039; BNK (1989, with AdLib Visual Composer v1.5)&lt;br /&gt;
:::::: &#039;&#039;&#039;4)&#039;&#039;&#039; MDI (1989, also with player and converter)&lt;br /&gt;
:::::: Wow, that feel when restored original order of events! :D --[[User:Binarymaster|binarymaster]] ([[User talk:Binarymaster|talk]]) 01:51, 25 January 2015 (UTC)&lt;br /&gt;
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::::::: That seems to make the most logical sense - there&#039;s a clear improvement with each new format.  I&#039;m glad you agree!  Note that when you say there&#039;s no conversion from &amp;quot;X to BNK&amp;quot; there is BANKMNG.EXE that comes with the programmer&#039;s manual which converts .ins files to .bnk. -- [[User:Malvineous|Malvineous]] ([[User talk:Malvineous|talk]]) 04:09, 25 January 2015 (UTC)&lt;br /&gt;
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:::::::: True. I forgot about it :) Thanks! --[[User:Binarymaster|binarymaster]] ([[User talk:Binarymaster|talk]]) 12:02, 25 January 2015 (UTC)&lt;br /&gt;
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== email ==&lt;br /&gt;
&lt;br /&gt;
Hello! Can&#039;t send you e-mail. Got this:&lt;br /&gt;
&lt;br /&gt;
 This message was created automatically by mail delivery software.&lt;br /&gt;
 A message that you sent could not be delivered to one or more of its&lt;br /&gt;
 recipients. This is a permanent error. The following address(es) failed:&lt;br /&gt;
 malvineous@shikadi.net&lt;br /&gt;
 host mail.shikadi.net [52.11.27.19]&lt;br /&gt;
 SMTP error from remote mail server after RCPT TO:&amp;lt;malvineous@shikadi.net&amp;gt;:&lt;br /&gt;
 550 invalid recipient&lt;br /&gt;
&lt;br /&gt;
[[User:CTPAX-X Team|CTPAX-X Team]] ([[User talk:CTPAX-X Team|talk]]) 09:12, 11 March 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Whoops, moved my e-mail service to AWS and missed a step for that address!  Please resend, should work now :-)  Thanks for letting me know! -- [[User:Malvineous|Malvineous]] ([[User talk:Malvineous|talk]]) 11:34, 11 March 2017 (UTC)&lt;br /&gt;
::Yes, e-mail goes through this time. Hope you receive it. [[User:CTPAX-X Team|CTPAX-X Team]] ([[User talk:CTPAX-X Team|talk]]) 15:41, 11 March 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Duplicate RLE page ==&lt;br /&gt;
&lt;br /&gt;
After some edits to the [[RLE Compression]] page, I noticed that this was not the page linked from the [[:Category:Compression algorithms]] page. It seems there are in fact two of them; one with an uppercase &#039;c&#039;, and [[RLE compression|one with a lowercase &#039;c&#039;]]. The latter seems to be the better-written one, but since the LZW page was apparently moved from &amp;quot;LZW compression&amp;quot; to &amp;quot;LZW Compression&amp;quot;, I suggest the final name of the RLE page should likewise be the uppercase-&#039;c&#039; one.&lt;br /&gt;
&lt;br /&gt;
I have merged anything I deemed useful into the lowercase-&#039;c&#039; version. Could you make sure the uppercase-&#039;c&#039; duplicate is removed, and the other one is moved to its name?&lt;br /&gt;
&lt;br /&gt;
-[[User:Nyerguds|Nyerguds]] ([[User talk:Nyerguds|talk]]) 16:48, 4 October 2017 (UTC)&lt;br /&gt;
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: Done, many thanks for the clean up! -- [[User:Malvineous|Malvineous]] ([[User talk:Malvineous|talk]]) 10:38, 5 October 2017 (UTC)&lt;br /&gt;
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== Account rename? ==&lt;br /&gt;
Hi Malvineous,&lt;br /&gt;
&lt;br /&gt;
I am wondering if it&#039;s much of a hassle to rename accounts on this wiki.  I&#039;d kind of like to have my account use the same handle I&#039;m using just about everywhere else (ETTiNGRiNDER).  Don&#039;t sweat it too much if this is onerous to do, though.&lt;br /&gt;
&lt;br /&gt;
Thanks! - [[User:Mysterioso|Mysterioso]] ([[User talk:Mysterioso|talk]]) 20:42, 29 January 2018 (UTC)&lt;br /&gt;
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: I&#039;m not sure how it can be done.  If you can find out a quick way to rename a MediaWiki account then let me know!  At any rate all your comments would still be signed with your old name however. -- [[User:Malvineous|Malvineous]] ([[User talk:Malvineous|talk]]) 10:15, 4 February 2018 (UTC)&lt;br /&gt;
: P.S. the e-mail address in your account is bouncing -- [[User:Malvineous|Malvineous]] ([[User talk:Malvineous|talk]]) 10:17, 4 February 2018 (UTC)&lt;br /&gt;
:: Ah, right, it was still set to that old e-mail.  Hushmail nuked that address on me years ago, I&#039;ve changed it to one that&#039;s current.  As for the renaming, I don&#039;t really know anything about wiki administration, though a quick search suggests that there&#039;s this thing: https://www.mediawiki.org/wiki/Extension:Renameuser&lt;br /&gt;
::If that&#039;s a bit much then no biggie. -- [[User:Mysterioso|Mysterioso]] ([[User talk:Mysterioso|talk]]) 14:43, 5 February 2018 (UTC)&lt;br /&gt;
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== Removal request ==&lt;br /&gt;
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It seems I made a page that was unnecessary; the [[Westwood Palette]] I documented turned out to be a known common format (6-bit RGB) already covered in the standard [[VGA Palette]] page. I have changed all links to link to the older page, but I don&#039;t think I have the user rights required to delete the Westwood Palette page. Can you take care of it? -[[User:Nyerguds|Nyerguds]] ([[User talk:Nyerguds|talk]]) 14:56, 6 February 2018 (UTC)&lt;br /&gt;
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: Done!  I made you an admin too so you should have delete access now.  Thanks for your contributions! -- [[User:Malvineous|Malvineous]] ([[User talk:Malvineous|talk]]) 00:03, 7 February 2018 (UTC)&lt;br /&gt;
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== Hi-Octane ==&lt;br /&gt;
&lt;br /&gt;
Hi! &lt;br /&gt;
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I&#039;ve figured out the MUSIC.DAT container and I was wondering if you could shed out some light on what these song formats are, now that we know how to unpack it ?&lt;br /&gt;
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Thanks !!!&lt;br /&gt;
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: Yep, they&#039;re listed on the [[Hi Octane]] page, in the file format box. -- [[User:Malvineous|Malvineous]] ([[User talk:Malvineous|talk]]) 10:57, 14 March 2018 (UTC)&lt;br /&gt;
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== ReCaptcha v1 problem ==&lt;br /&gt;
&lt;br /&gt;
It seems I can no longer add links in articles; the ReCaptcha test added when new links are detected uses ReCaptcha v1, which gives a warning that &amp;quot;reCAPTCHA 1 IS SHUTDOWN&amp;quot;. It does not allow the check to pass, so the page can never be submitted.&lt;br /&gt;
&lt;br /&gt;
The FAQ on the ReCaptcha docs (can&#039;t link to them, obviously) says that &amp;quot;&#039;&#039;&#039;Any calls to the v1 API will not work after March 31, 2018&#039;&#039;&#039;&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
-[[User:Nyerguds|Nyerguds]] ([[User talk:Nyerguds|talk]]) 09:26, 28 May 2018 (UTC)&lt;br /&gt;
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== Bio Menace patches ==&lt;br /&gt;
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Hey, I&#039;ll have Bio Menace 1 patches for the freeware release. Most of them are status window-related, but there are others as well.&lt;br /&gt;
Question: Could you create several other sections in All Bio Menace patches cathegory? Because I cannot submit them anywhere right now. Thanks! --[[User:Szemigi|Szemigi]] ([[User talk:Szemigi|talk]]) 00:57, 25 July 2018 (UTC)&lt;br /&gt;
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: The status window patches should go into [[:Category:Bio Menace interface patches]].  The others *should* fit into existing categories, but if you&#039;re not sure let me know! -- [[User:Malvineous|Malvineous]] ([[User talk:Malvineous|talk]]) 05:23, 29 July 2018 (UTC)&lt;br /&gt;
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:: I&#039;ll need several categories from you as I checked there&#039;ll be other BM patch stuff as well. So I need the following categories: status screen, hostage, help menu, main menu, B800 screen (I even built the BIN file and I made patch for that!). And I&#039;ll even submit these for BM2 and 3. Please, create these. Oh, and I&#039;ll surely submit! --[[User:Szemigi|Szemigi]] ([[User talk:Szemigi|talk]]) 01:36, 1 August 2018 (UTC)&lt;br /&gt;
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== Bio Menace patches on PCKF? ==&lt;br /&gt;
&lt;br /&gt;
Hey, how can I post my Bio Menace 1-3 patches on PCKF or keenmodding.org? I very want them to submit one of the forums!--[[User:Szemigi|Szemigi]] ([[User talk:Szemigi|talk]]) 23:11, 4 August 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Wombat File Reader updates! ==&lt;br /&gt;
&lt;br /&gt;
I think [[Wombat]]&#039;s title should be updated to show its full name, which now is &amp;quot;Wombat File Reader&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Also the supported games list has to be updated accordingly to the list on https://szevvy.com/ (the author&#039;s website, which was listed as &amp;quot;dead&amp;quot; in Wombat&#039;s info while the site is up and running again).&lt;br /&gt;
&lt;br /&gt;
It&#039;s also not a dead program at all, since its latest version is very recent (11 October 2018), and it&#039;d be a shame to have such old and deprecated information on this wiki of such a useful and powerful tool.&lt;br /&gt;
&lt;br /&gt;
-Elìa1995&lt;br /&gt;
&lt;br /&gt;
: It&#039;s only just been updated recently after many years of no releases.  It&#039;s a bit unfair to say the wiki has old information when it&#039;s only a couple of weeks out of date, and it relies on people such as yourself to keep things up to date!  Please go ahead and correct as needed so we can keep the information current.  We are all doing this in our spare time so we need lots of help to keep things up to date.  Also, the page you link to lists it as &amp;quot;Wombat File Tools&amp;quot; rather than &amp;quot;Wombat File Reader&amp;quot;.  Everyone in the community refers to it as just &amp;quot;Wombat&amp;quot; however.  -- [[User:Malvineous|Malvineous]] ([[User talk:Malvineous|talk]]) 23:27, 16 October 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: I&#039;ve only just gotten my account here approved, and only just made new builds of Wombat (actually a complete rewrite) after (as Malvineous said) many many years of no releases.  It warms my heart to see people notice :) [[User:Szevvy|Szevvy]] ([[User talk:Szevvy|talk]]) 01:44, 17 October 2018 (UTC)&lt;/div&gt;</summary>
		<author><name>Szevvy</name></author>
	</entry>
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