The AMBERDEV.UDO
file contains an assortment of data (and possibly executable code?). Some known bits of interest below.
The start offsets are approximate and may vary across releases of the game; in particular, they vary between the English and German versions.
Start offset | Description | Format |
---|---|---|
21614 |
Glyph mapping | 224 bytes for chars 0x20 to 0xff |
2170b |
String Fragment Table | Described for Compressed Text |
31a46 |
Background song names | 0-terminated string, terminated by another 0 |
31eda |
Combat Palette: template | A palette used in combat with three "holes" (colours that are left black) |
31efa |
Combat Palette: variants | List of colour triplets to fill the "holes" in the combat palette template |
33d70 (approx.) |
Graphics | 16x16, details tbd |
473a4 |
Sky gradients | Palette gradients for in-city sky day/night cycle |
4ac0a |
Spell names | individual u16 words of Compressed Text |
4cdc0 |
Songs, starting with "City Walk" | Background Music |
Below are some strategies for finding the correct offsets:
- String Fragment Table: Start of the first occurrence of "
HUMAN
" or "MENSCH
", minus one byte. - Songs: All occurrences of
COSO
- Spell Names: Immediately after the first occurrence of
00 00 00 00 01 62
- Sky Gradients:
0x3866
bytes before the spell name table - Combat Palette template:
0x5e5
bytes after the first occurrence ofCODETXT.AMB
- Combat Palette variants:
0x20
bytes after the Combat Palette template