I don't have any issue either. I mostly use Edge (though I have Chrome, Brave & Firefox).
I just quickly checked in Chrome, I don't have any warning message.
The site uses apache2 configured to listen on both http 80 & https 443. There is an automatic redirection from http to https for any URL ...
Search found 1552 matches
- Wed Jul 01, 2026 6:54 pm
- Forum: Forum suggestions / maintenance
- Topic: My login doesn't last, and site is still unsafe.
- Replies: 3
- Views: 13
- Sun Jun 28, 2026 5:34 pm
- Forum: Dungeon Master (DM)
- Topic: Does anyone knows (questions about modding) ?
- Replies: 49
- Views: 358
Re: Does anyone knows (questions about modding) ?
Here is my late reply to your questions about kinetic energy, along with the ReDMCSB source code references.
Weapons have values named 'Kinetic Energy', 'Shoot damage' and 'Delta energy' that are used below.
Projectiles have a kinetic energy value (named "Range energy" for objects of type #14 in ...
Weapons have values named 'Kinetic Energy', 'Shoot damage' and 'Delta energy' that are used below.
Projectiles have a kinetic energy value (named "Range energy" for objects of type #14 in ...
- Wed Jun 24, 2026 8:50 pm
- Forum: Dungeon Master (DM)
- Topic: Does anyone knows (questions about modding) ?
- Replies: 49
- Views: 358
Re: Does anyone knows (questions about modding) ?
here is the sound table for Atari ST versions as found in ReDMCSB source code:
SOUND_DATA G0060_as_Graphic562_Sounds[M513_SOUND_COUNT] = {
{ 533, 0, 112, 11, 0, 3, 6 }, /* C00_SOUND_METALLIC_THUD */
{ 534, 0, 112, 15, 0, 0, 3 }, /* C01_SOUND_SWITCH */
{ 535, 0, 112, 72, 0, 3, 6 }, /* C02_SOUND ...
SOUND_DATA G0060_as_Graphic562_Sounds[M513_SOUND_COUNT] = {
{ 533, 0, 112, 11, 0, 3, 6 }, /* C00_SOUND_METALLIC_THUD */
{ 534, 0, 112, 15, 0, 0, 3 }, /* C01_SOUND_SWITCH */
{ 535, 0, 112, 72, 0, 3, 6 }, /* C02_SOUND ...
- Wed Jun 24, 2026 12:27 am
- Forum: Dungeon Master (DM)
- Topic: Does anyone knows (questions about modding) ?
- Replies: 49
- Views: 358
Re: Does anyone knows (questions about modding) ?
What you want to achieve would only be possible by modifying and recompiling the program.
creature graphics definitions allows you to specify additional graphics for the ruster. However, the additional graphic in graphics.dat would shift indices of all the following graphics by 1. All creature ...
creature graphics definitions allows you to specify additional graphics for the ruster. However, the additional graphic in graphics.dat would shift indices of all the following graphics by 1. All creature ...
- Tue Jun 16, 2026 5:23 pm
- Forum: Dungeon Master (DM)
- Topic: Does anyone knows (questions about modding) ?
- Replies: 49
- Views: 358
Re: Does anyone knows (questions about modding) ?
ADGE edits the binary items in graphics.dat. These are only used in Atari ST versions.
For other versions, the corresponding data is in the executables themselves. There is no user friendly tool to edit their data, you must use a hex editor or compile customized versions from the ReDMCSB source code.
For other versions, the corresponding data is in the executables themselves. There is no user friendly tool to edit their data, you must use a hex editor or compile customized versions from the ReDMCSB source code.
- Mon Jun 15, 2026 9:20 am
- Forum: Dungeon Master (DM)
- Topic: Does anyone knows (questions about modding) ?
- Replies: 49
- Views: 358
Re: Does anyone knows (questions about modding) ?
As listed on http://dmweb.free.fr/community/documentation/dungeon-master-and-chaos-strikes-back/actions-and-combos/
the 'Window' action of 'The Conduit' appears only if your champion is at least level 4 (Apprentice) in hidden wizard skill #18 (Earth), and if the item has at least one charge left ...
the 'Window' action of 'The Conduit' appears only if your champion is at least level 4 (Apprentice) in hidden wizard skill #18 (Earth), and if the item has at least one charge left ...
- Sun Jun 14, 2026 4:48 pm
- Forum: Dungeon Master (DM)
- Topic: Does anyone knows (questions about modding) ?
- Replies: 49
- Views: 358
Re: Does anyone knows (questions about modding) ?
I have edited your summary to slightly fix the description of step 2
- Sun Jun 14, 2026 2:37 pm
- Forum: Dungeon Master (DM)
- Topic: Does anyone knows (questions about modding) ?
- Replies: 49
- Views: 358
Re: Does anyone knows (questions about modding) ?
Read again.
The creature is tested against the fright amount of each action + the champion's level in skill #14 Influence.
The creature is tested against the fright amount of each action + the champion's level in skill #14 Influence.
- Sun Jun 14, 2026 2:16 am
- Forum: Dungeon Master (DM)
- Topic: Does anyone knows (questions about modding) ?
- Replies: 49
- Views: 358
Re: Does anyone knows (questions about modding) ?
Second case: the fright amount is tested against the creature's bravery (= fear resistance) in the following way:
If creature fear resistance > (random value between 0 and fright amount) or if creature fear resistance = 15 (= immune) then the experience is halved (the experience added immediately ...
If creature fear resistance > (random value between 0 and fright amount) or if creature fear resistance = 15 (= immune) then the experience is halved (the experience added immediately ...
- Sat Jun 13, 2026 6:33 pm
- Forum: Dungeon Master (DM)
- Topic: Does anyone knows (questions about modding) ?
- Replies: 49
- Views: 358
Re: Does anyone knows (questions about modding) ?
Confuse, War Cry, Calm, Brandish & Blow Horn have no associated duration. They immediately either succeed or fail to make the creature flee. Then the creature behavior code decides whether creatures continue to flee or not (for example if you keep attacking a fleeing creature, it might decide to ...
- Sat Jun 13, 2026 3:07 pm
- Forum: Dungeon Master (DM)
- Topic: Does anyone knows (questions about modding) ?
- Replies: 49
- Views: 358
Re: Does anyone knows (questions about modding) ?
Confuse, War Cry, Calm, Brandish & Blow Horn are all meant to frighten creatures, causing them to flee from the party.
Each action causes a different amount of fright to creatures and grants a different amount of experience.
Confuse: Decrements charges of item
War Cry & Blow Horn: both have ...
Each action causes a different amount of fright to creatures and grants a different amount of experience.
Confuse: Decrements charges of item
War Cry & Blow Horn: both have ...
- Mon Jun 01, 2026 12:20 pm
- Forum: Dungeon Master (DM)
- Topic: Dungeon Master Amiga V2.1 availability?
- Replies: 20
- Views: 134
Re: Dungeon Master Amiga V2.1 availability?
Quick update
In my previous tests, I used the default A500 configuration in WinUAE: 512 KB Chip RAM + 512 KB Slow RAM
I just tested version 2.1 with 512KB Chip memory + 1MB Slow RAM and there is no issue with that configuration!
So it seems the system needs *some* free RAM, but not necessarily Chip ...
In my previous tests, I used the default A500 configuration in WinUAE: 512 KB Chip RAM + 512 KB Slow RAM
I just tested version 2.1 with 512KB Chip memory + 1MB Slow RAM and there is no issue with that configuration!
So it seems the system needs *some* free RAM, but not necessarily Chip ...
- Sun May 31, 2026 9:53 pm
- Forum: Dungeon Master (DM)
- Topic: Dungeon Master Amiga V2.1 availability?
- Replies: 20
- Views: 134
Re: Dungeon Master Amiga V2.1 availability?
Sorry for my last post, this was a bad idea to suggest changing the file content by editing the ADF file directly with a hex editor.
It would have worked for an Atari ST sector image of a floppy disk, where each 512 bytes sector contains only file data.
But on Amiga, each 512 bytes sector contains ...
It would have worked for an Atari ST sector image of a floppy disk, where each 512 bytes sector contains only file data.
But on Amiga, each 512 bytes sector contains ...
- Fri May 29, 2026 2:01 am
- Forum: Dungeon Master (DM)
- Topic: Dungeon Master Amiga V2.1 availability?
- Replies: 20
- Views: 134
Re: Dungeon Master Amiga V2.1 availability?
I think all tests should be made with the original executables that include all the copy protection code, even if the issue is not caused by the copy protection itself. ReDMCSB executables compiled without the copy protection code will be smaller.
We still don't know the root cause of the issue, but ...
We still don't know the root cause of the issue, but ...
- Thu May 28, 2026 11:25 pm
- Forum: Dungeon Master (DM)
- Topic: Dungeon Master Amiga V2.1 availability?
- Replies: 20
- Views: 134
Re: Dungeon Master Amiga V2.1 availability?
I got your IPF image, thanks. I'll look more into this to try and understand the actual cause of the issue with version 2.1.
You don't need a bug in the formatting code to explain the issue. The fact that disk change detection is not working with v2.1 is enough to explain all of the behaviors you ...
You don't need a bug in the formatting code to explain the issue. The fact that disk change detection is not working with v2.1 is enough to explain all of the behaviors you ...
- Thu May 28, 2026 8:32 pm
- Forum: Dungeon Master (DM)
- Topic: Dungeon Master Amiga V2.1 availability?
- Replies: 20
- Views: 134
Re: Dungeon Master Amiga V2.1 availability?
I'm quite convinced the copy protection track is not the issue here.
The fact that you did not have the automatic track seek after disk insertion with 2.1 is in line with the mail I got (and posted previously in this forum topic).
This automatic track seek after disk insertion is a standard Amiga ...
The fact that you did not have the automatic track seek after disk insertion with 2.1 is in line with the mail I got (and posted previously in this forum topic).
This automatic track seek after disk insertion is a standard Amiga ...
- Sun May 24, 2026 2:02 am
- Forum: Welcome
- Topic: Hi there, I'm Gfamad
- Replies: 2
- Views: 15
Re: Hi there, I'm Gfamad
Welcome !
- Fri May 22, 2026 8:10 pm
- Forum: Dungeon Master (DM)
- Topic: Dungeon Master Amiga V2.1 availability?
- Replies: 20
- Views: 134
Re: Dungeon Master Amiga V2.1 availability?
however it will not *recognize* either the save disk or master disk after
Does that happen only right after formatting while the game is still running, or also after rebooting the game from scratch ?
If you format a save disk floppy with v2.1, is it recognized by version 2.0 or 2.2, with only ...
Does that happen only right after formatting while the game is still running, or also after rebooting the game from scratch ?
If you format a save disk floppy with v2.1, is it recognized by version 2.0 or 2.2, with only ...
- Tue May 19, 2026 6:15 pm
- Forum: Dungeon Master (DM)
- Topic: Does anyone knows (questions about modding) ?
- Replies: 49
- Views: 358
Re: Does anyone knows (questions about modding) ?
Fires_exe.xls: no I'm not the author. Available here: http://dmweb.free.fr/community/document ... -pc/#fires
I'll reply later about the kinetic energy.
I'll reply later about the kinetic energy.
- Tue May 19, 2026 1:59 am
- Forum: Dungeon Master (DM)
- Topic: Does anyone knows (questions about modding) ?
- Replies: 49
- Views: 358
Re: Does anyone knows (questions about modding) ?
Good catch! Indeed the value should be 14, I'll fix that mistake.
When a projectile is created, it has an initial "kinetic energy".
Each time the projectile moves one step in the dungeon the "kinetic energy" of the projectile is decreased by the "Delta energy" value. When the "kinetic energy" is ...
When a projectile is created, it has an initial "kinetic energy".
Each time the projectile moves one step in the dungeon the "kinetic energy" of the projectile is decreased by the "Delta energy" value. When the "kinetic energy" is ...
- Mon May 18, 2026 12:47 am
- Forum: Dungeon Master (DM)
- Topic: Does anyone knows (questions about modding) ?
- Replies: 49
- Views: 358
Re: Does anyone knows (questions about modding) ?
The order of operations is:
DamageAmount * "Experience value in the creature descriptor" / 16, rounded down.
Then add 3
Then apply the "add experience" algorithm described here: http://dmweb.free.fr/community/documentation/dungeon-master-and-chaos-strikes-back/experience-and-training/
none can ...
DamageAmount * "Experience value in the creature descriptor" / 16, rounded down.
Then add 3
Then apply the "add experience" algorithm described here: http://dmweb.free.fr/community/documentation/dungeon-master-and-chaos-strikes-back/experience-and-training/
none can ...
- Sun May 17, 2026 12:43 am
- Forum: Dungeon Master (DM)
- Topic: Does anyone knows (questions about modding) ?
- Replies: 49
- Views: 358
Re: Does anyone knows (questions about modding) ?
Each time a champion takes damage from a creature, the experience amount for the hidden skill #7 "Parry" increases by the value of the "Experience value in the creature descriptor" (value 0 to 15, defined on 4 bits).
Each time an action among Disrupt, Jab, Parry, Stab, Stab, Stun, Thrust, Melee ...
Each time an action among Disrupt, Jab, Parry, Stab, Stab, Stun, Thrust, Melee ...
- Sat May 16, 2026 7:35 pm
- Forum: Dungeon Master (DM)
- Topic: Dungeon Master Amiga V2.1 availability?
- Replies: 20
- Views: 134
Re: Dungeon Master Amiga V2.1 availability?
I saw your post on EAB about this version.
I found an email message that someone sent me a very long time ago about that version 2.1. It was in French, here is a Google translation:
Regarding the changes between versions, I would also very much like to know about them. Perhaps in some cases it ...
I found an email message that someone sent me a very long time ago about that version 2.1. It was in French, here is a Google translation:
Regarding the changes between versions, I would also very much like to know about them. Perhaps in some cases it ...
- Sat May 16, 2026 7:09 pm
- Forum: Dungeon Master (DM)
- Topic: Dungeon Master Amiga V2.1 availability?
- Replies: 20
- Views: 134
Re: Dungeon Master Amiga V2.1 availability?
Sorry I don't have that version nor any raw dump.
- Thu May 14, 2026 2:54 pm
- Forum: Editors and Tools (DMute, DM Builder, ADGE, etc.)
- Topic: [sck] release 1.3 is out and handles animations
- Replies: 21
- Views: 12072
Re: [sck] release 1.3 is out and handles animations
There are no meaningful differences between the two variants tpT_9_0 you posted. The newline in the middle of the line is just ignored by javascript when running the code.
I have extracted the mini.dat file with sck 1.5.1 on my Windows 11 computer and Java 1.8.0_491-b10, it worked fine except for ...
I have extracted the mini.dat file with sck 1.5.1 on my Windows 11 computer and Java 1.8.0_491-b10, it worked fine except for ...
- Thu May 14, 2026 12:07 pm
- Forum: Editors and Tools (DMute, DM Builder, ADGE, etc.)
- Topic: [sck] release 1.3 is out and handles animations
- Replies: 21
- Views: 12072
Re: [sck] release 1.3 is out and handles animations
When I go to http://greatstone.free.fr/dm/db_data/csb_atari_20_en_stx/mini.dat/dungeon/map_5.html in both Chrome or Edge, when I move the mouse over a square on the map and pause for a second, a tooltip popup is displayed showing the contents of the square.
I do not see the errors you see in the ...
I do not see the errors you see in the ...
- Wed May 13, 2026 6:00 pm
- Forum: Editors and Tools (DMute, DM Builder, ADGE, etc.)
- Topic: [sck] release 1.3 is out and handles animations
- Replies: 21
- Views: 12072
Re: [sck] release 1.3 is out and handles animations
XML: What are you trying to achieve exactly, what are you expecting ?
The dungeon file format is documented here if you want to parse it yourself in another way http://dmweb.free.fr/community/documentation/file-formats/dungeon-files/
2 axes: each map has a width and height, but also X and Y offsets ...
The dungeon file format is documented here if you want to parse it yourself in another way http://dmweb.free.fr/community/documentation/file-formats/dungeon-files/
2 axes: each map has a width and height, but also X and Y offsets ...
- Tue May 12, 2026 7:50 pm
- Forum: Editors and Tools (DMute, DM Builder, ADGE, etc.)
- Topic: [sck] release 1.3 is out and handles animations
- Replies: 21
- Views: 12072
Re: [sck] release 1.3 is out and handles animations
Hi Jean, it's been a long time!
I made a few tests myself:
Despite the error messages you see when extracting file mini.dat, the process still seems to work fine and the dungeon data is indeed extracted into an XML file.
When extracting the dungeon data only (your second test), it seems you must ...
I made a few tests myself:
Despite the error messages you see when extracting file mini.dat, the process still seems to work fine and the dungeon data is indeed extracted into an XML file.
When extracting the dungeon data only (your second test), it seems you must ...
- Mon May 11, 2026 9:34 pm
- Forum: Dungeon Master (DM)
- Topic: Does anyone knows (questions about modding) ?
- Replies: 49
- Views: 358
Re: Does anyone knows (questions about modding) ?
"Protection efficiency value" and "Sharp Resistance" are the raw values associated with each item, stored as data directly in the program (or in graphics.dat item #559 on Atari ST). These terms are listed here: http://dmweb.free.fr/community/documentation/dungeon-master-and-chaos-strikes-back ...
- Mon May 11, 2026 6:27 pm
- Forum: Dungeon Master (DM)
- Topic: Does anyone knows (questions about modding) ?
- Replies: 49
- Views: 358
Re: Does anyone knows (questions about modding) ?
1) Each armor item has a Sharp Resistance value stored in 3 bits (so the only possible values you can define are 0 to 7, you cannot specify a higher value).
In the ReDMCSB source code http://dmweb.free.fr/community/redmcsb/, the Sharp Resistance value is used in the function named F0143_DUNGEON ...
In the ReDMCSB source code http://dmweb.free.fr/community/redmcsb/, the Sharp Resistance value is used in the function named F0143_DUNGEON ...