Jill of the Jungle

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Jill of the Jungle
Jill of the Jungle.png
Mod-Jill of the Jungle.png
Levels?Tick.png Editable
Tiles?X mark.svg Not editable
Sprites?X mark.svg Not editable
Sound?X mark.svg Not editable
Music?Tick.png Editable
Text?X mark.svg Not editable
Story/cutscenes?Tick.png Editable
UI/menus?X mark.svg Not editable

Jill of the Jungle is the first version of the engine which would go on to power Xargon. Allen Pilgrim wrote the code for Xargon and did not use the 'Jill of the Jungle' engine. It supports CGA, EGA and VGA graphics by way of "colour maps", which dictate the CGA and EGA colours to be used to display each of the possible 256-colours of a given image. This way only a single 256-colour image is supplied, rather than a different image for each display.

Jill is also unique in that it is one of a very small number of games that include a level editor, albeit an undocumented one. See the tutorial for more details.


The following tools are able to work with this game.

Name PlatformGroup/archives Levels Graphics Music Sounds Text Saves .exe patch Notes
Built-in editor DOSN/AEditNoNoNoNoNoNo
Camoto Linux/WindowsN/AEditReadEditNoNoNoNo
JillEdit (mirror) DOSN/AEditNoNoNoNoNoNo

File formats

The following file formats are used by this game.

Filename Format Details
*.cfg CFG Format (Jill of the Jungle) Game configuration
*.ddt CMF Format Background music
jill,dma DMA Format Tile information
*.jn[123] Jill of the Jungle Map Format Game levels
*.mac MAC Format (Jill of the Jungle) Demo macros
*.sha SHA Format Shapes (images/tiles)
*.vcl VCL Format Sound and text assets
jn[123]save.[0-9] Jill of the Jungle Map Format Saved games - just dumps of the entire level in its current state


Jill of the Jungle palette

The VGA palette can be found inside the .EXE file. The palette is the same in all episodes and versions.

Episode 1: Jill of the Jungle

Version CRC32 Date Size Palette Offset
1.0 7899CC28 1992-06-01 216 804 bytes 0x1ED84
1.2 9540714E 1992-07-12 204 784 bytes 0x1F884
1.2(a) 51ADAE83 1992-07-30 206 963 bytes 0x1FD54
1.2(b) 171E9EC0 1992-08-21 206 712 bytes 0x1FC34
1.2(c) C52CA6D9 1993-02-17 206 636 bytes 0x1FC04
1.2(d) 0E7C596F 1993-12-27 219 216 bytes 0x24A64

Episode 2: Jill Goes Underground

Version CRC32 Date Size Palette Offset
1.0 6064EA0A 1992-06-17 65 166* bytes 0x1F0B4
1.2(a) ? 1992-07-30 ? ?
1.2(b) 17477A49 1992-08-21 204 158 bytes 0x1F6E4
1.2(c) 75176ED7 1993-02-17 204 096 bytes 0x1F6B4
1.2(d) 0FDB489E 1993-12-27 218 338 bytes 0x26A64

Episode 3: Jill Saves the Prince

Version CRC32 Date Size Palette Offset
1.0 3B4D8C3B 1992-07-07 201 616 bytes 0x1F1F4
1.2(a) B4EA288C 1992-07-30 204 425 bytes 0x1F804
1.2(b) D5345AFB 1992-08-21 204 174 bytes 0x1F6E4
1.2(c) 3FFF0F6C 1993-02-17 204 112 bytes 0x1F6B4
1.2(d) E27D4300 1993-12-27 218 370 bytes 0x26A64

*This version has been packed using LZEXE91.
†Data taken from version after uncompressing using UNLZEXE.

The palette is in classic VGA format (6-bit RGB.) Note that the SHA Format can override this palette.

Episode selection screen

Some versions of Jill come bundled with an episode loader executable which displays an interactive screen that allows the player to select from three episodes (if present) and ordering info. The executable contains large amounts (About 90%) of raw data used to display the screen itself and the ordering info if selected. The selection screen uses a single image but various areas of it are faded in in sequence when the executable runs.

The ordering info uses the Crunched Screen Image format.

Data Location Size
Screen 04E7 64'000 bytes
Screen palette FEE7 768 bytes
Order info 12AF2 23'630 bytes


  • Since the level files are used for a lot of different things, you can e.g. swap INTRO.JN1 and 1.JN1 and then when you load the first level you'll be playing the intro screen. The demo and help screens can be accessed in the same way.
  • You can also press Ctrl+P on the main menu to play the intro level, and Ctrl+E to enter the level editor.

External links