Zone 66

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Zone 66
Zone 66.png
Levels?X mark.svg Not editable
Tiles?Tick.png Editable
Sprites?X mark.svg Not editable
Fullscreen?X mark.svg Not editable
Sound?X mark.svg Not editable
Music?X mark.svg Not editable
Text?X mark.svg Not editable
Story/cutscenes?X mark.svg Not editable
UI/menus?X mark.svg Not editable
Zone 66 was written by the demogroup Renaissance, previously well known for their demo Amnesia (a section of which can be seen in the Zone 66 credits, accessible from the main menu.)

Tools

The following tools are able to work with this game.

Name PlatformGroup/archives Levels Graphics Music Sounds Text Saves .exe patch
Camoto Linux console/GUIN/ANoEditNoNoNoNoNo


File formats

Most files are compressed with a custom algorithm based on LZW. The "max codelength" field below is in reference to this.

File name Max codelength Description
et.z66 13 B800 Text screen shown at exit (registered screen at offset 0, shareware screen at offset 4000)
highs.z66 N/A Zone 66 High Scores Format (not compressed)
instr.z66 13 Instructions text (ASCII, CRLF). 0xFD is pagebreak, 0xFE is EOF.
cn??grfx.z66
maingrfx.z66
miscgrfx.z66
sh??grfx.z66
zil?.z66
13 Images in Zone 66 Tileset Format
font.z66
font2.z66
13 Fonts in Zone 66 Tileset Format. Tile #0 is a list of characters - tile #1 is an image of the first character, tile #2 of the second, etc.
m??gmuz.z66
zim0[012].z66
Some 13 Music, in CDFM Format (probably .670)
title.z66
zil0.z66 (tile #0)
13 8bpp 320x200 image (standard VGA mode 13 format, 64000 bytes long)
tpal.z66 13 Standard VGA Palette for main menu
zone66t.z66 13 2x unused logo images, consisting of a 768-byte VGA Palette followed by 64000 byte full-screen image (then a second palette + image)

Notes

  • There are two versions of Zone 66 available - one that requires no memory manager (so it won't run under Windows or with DoubleSpace) and one that will work by sacrificing SoundBlaster sound effects and music (only Adlib music will work.) Both versions will work under DOSBox, but the former requires that you disable DOSBox's EMS and XMS support (but it's worth it, because the SoundBlaster track is much better than the Adlib-only one.)
  • The game supports Adlib/SoundBlaster (SB) and Gravis Ultrasound (GUS) hardware, however the music tracks were composed specifically for each device, so the GUS tracks sound a little different to the SB ones. This is most noticeable during the intro sequence, when entirely different songs are played depending on whether you have a SB or a GUS. Since DOSBox supports both, you can run Zone 66 with one of the command line parameters below to hear the different songs. The shareware version doesn't include any GUS tracks by default, but there's a separate patch available which adds these tracks.
Command Result
zone66 /gus Use Gravis Ultrasound music/effects
zone66 /sb Use SoundBlaster music/effects
zone66 /adlib Use Adlib music/effects
  • According to the Wikipedia article, Renaissance developed the CDFM tracker format capable of both digitised and FM/OPL playback in the same song. It is highly likely that this song format is what was used for Zone 66 (or possibly the .670 demoscene version which has all song/instrument information removed.)

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