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Project Priorities

DiscantX edited this page Apr 6, 2026 · 1 revision

Project Priorities

This checklist tracks the implementation status of Infinity Engine resource types, prioritized by their importance to the core goal of a game editor.

1. Infrastructure & Core Data (Critical)

These resources are required to locate files, read strings, or interpret basic game rules.

  • KEY (Index) - Confirmed Working
    • The master index (CHITIN.KEY) mapping ResRefs to BIF locations.
  • BIF (Archive) - Confirmed Working
    • Binary Information File. Holds the actual data.
  • TLK (String Table) - Confirmed Working
    • Lookup table for all text in the game. Essential for displaying names/descriptions.
  • 2DA (2D Array) - Confirmed Working (Handler Implemented)
    • Text-based tables defining game rules.
  • IDS (Identifiers) - Confirmed Working (Handler Implemented)
    • Maps integer IDs to symbolic names.

2. Game Objects (The "Forge" Core)

The primary entities users edit.

  • ITM (Item) - Confirmed Working
    • Weapons, armor, consumables.
  • SPL (Spell) - Confirmed Working
    • Magic spells and innate abilities.
  • CRE (Creature) - Confirmed Working
    • Actors, enemies, and NPCs.
  • STO (Store)
    • Merchant inventories and container definitions.
  • EFF (Effect)
    • External effect definitions.
  • ARE (Area) - Confirmed Working
    • Defines actors, containers, traps, and regions.
  • WED (World Environment) - Confirmed Working
    • Visual map definitions (overlays, door polygons).

3. Narrative & World (High Complexity)

Resources defining the game world, plot, and logic.

  • DLG (Dialog)
    • Conversation trees and triggers.
  • BCS (Bytecode Script)
    • Compiled AI scripts.
  • WMAP (World Map)
    • The overworld map and travel times.

4. Audiovisual Assets (Media)

Standard or proprietary media formats.

  • BMP (Bitmap)
    • Portraits and textures.
  • WAV (Wave Audio)
    • Sound effects.
  • BAM (Bitmap Animation)
    • Sprite animations (RLE compressed).
  • MOS (Mosaic)
    • Background images.
  • TIS (Tileset)
    • The graphical tiles creating the map visual.

5. UI & Configuration

Interface layouts and system settings.

  • INI (Configuration)
    • Text-based settings.
  • CHU (UI Layout)
    • Legacy UI layout format.
  • GUI (UI Definition)
    • Enhanced Edition UI definition.

6. Save Games (Stretch Goal)

Editing save states is low priority.

  • GAM (Game Party)
    • Party roster, global variables, journal entries.
  • SAV (Save Archive)
    • Compressed BIFF containing the GAM and CRE files.

7. Miscellaneous / Unknown Applicability

Types that are obscure, internal, or legacy.

  • MAZE, TOH, TOT, VAR, VEF, WBM, WFX, SRC

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