Some of these may only work if a specific version is used. The following tools are able to work with this game.
File formatsThe following file formats are used by this game.
|*.art||ART Format (Build)||Graphics|
|level*.map||MAP Format (Build) version 6||Game levels|
|JOESND||JOESND||Sound effect archive|
|svgm*.map||MAP Format (Build) version 6||Saved games (map status)|
|svgn*.dat||DAT Format (Witchaven savegame)||Saved games (name and player/other status)|
|test.hmp||Human Machine Interfaces MIDI Format||Test music for configuration utility|
|*.bnk||AdLib Instrument Bank Format (v0.0)||Instruments associated with HMP music|
|intro.smk||Smacker Video Format (SMK2)||Intro video, resides on CD|
|pref.dat||PREF.DAT (Witchaven)||Config, settings that may be changed in-game|
|setup.dat||SETUP.DAT (Witchaven)||Config, settings that are changed by SETUP.EXE|
|cd.dat||Plain text||Config, drive letter of CD (Note below)|
|mcga.dat||Unknown, filename suggests graphics-related|
|ver1.dat||Created by setup utility if non-existent, purpose unknown (Note below)|
Fill in the rest of the files
This is a plain text file containing just three bytes. The first byte is the ASCII letter of the CD drive, followed by a CR+LF combo (0x0D0A).
This is a 10-byte file containing the ASCII characters "ver1" as the first four bytes, followed by a series of nulls. The purpose, if any, is unknown as there is not yet any evidence that it is ever read outside of the initial creation check.
- Witchaven uses the older version 6 of the BUILD map format. In order to design maps you must either use a version of the BUILD editor that handles v6 maps directly (the ideal solution), or use the CONVMAP7 / BACKMAP6 tools to swap between format versions.