The game uses an updated version of the I.M. Meen engine sporting features of animated tiles, transforming actors, mipmaps, and multiple dimensional textures.
|*.xmi||Extended Midi Files.|
|*.wav||Standard WAV audio files.|
|*.lab||LAByrinth files, generic uncompressed containers.|
|*.pcx||PCX Format screens and backgrounds.|
|*.img||V2 Meen IMG file.|
|*.def||Mostly the same as I.M. Meen with the exception that OBJECTS.def is compressed.|
|*.cmp||Image format that makes up many of the interface graphics including icons and first-person weapons, otherwise unknown.|
|*.bmp||Standard bitmaps, mostly for history puzzle fonts.|
|*.ega||Raw EGA data.|
|*.atb,*.stb||Tables that seemingly deal with Adlib and Sound Blaster, respectively.|
|*.exp||AnimatedWall text definition file.|
File format notes
Much of the file formats used in Chill Manor were also used in I.M. Meen, except separated into folders. Within the RES folder some LAB files do not appear to be actual data containers, these are: RESCH, RESCH1, RESCH2, RESGR, RESPZ. As of yet these serve no known purpose. The GAME_SCR.PCX containing the game palette is present within RESINT.
The other new format is present in the HISTORY folder under EGA, which are raw uncompressed EGA graphic files, possibly used in an effort to diminish space usage.
STARTPOS is now known as LEVEL and features a 4th coordinate value.