Here are some files, tools and tutorials which were crucial in developing KeeperFX.
I wouldn't be able to "synchronize" my source code with the original binary data without a good disassembler. After some research, I've chosen IDA Pro - it's a great tool, and with additional plugin it can even generate pseudo-C code for some functions.
Here are the IDA Pro projects which I made from Dungeon Keeper executables:
Download IDA Pro project for KEEPER95.EXE from DK Gold
Download IDA Pro project for KEEPER.EXE from DK RC1 (pre-release version)
Note that these are not exactly IDA projects, but executables which you can load in IDA and IDC scripts to re-create function names and type definitions. There is also a readme file which explains how to properly load the IDC file.
Here's a collection of mentor scripts. Based on these, you may create or record a script for your language. Note that SVN repository contains latest version of the scripts, and also the .PO files which allow even simpler translation.
Instructions on downloading and using .PO files
Download KeeperFX Mentor Scripts v1 (obsolete)
You can download a pack of PNG files which can be used to generate graphics files for KeeperFX. To generate the files used by the game, you have to place the "gfx" folder downloaded here into KeeperFX repository (downloaded from SVN), and invoke "make pkg-gfx" before "make package".
Download KeeperFX GFX source data v11
Older:
Download KeeperFX GFX source data v10
Download KeeperFX GFX source data v9
Download KeeperFX GFX source data v8
Download KeeperFX GFX source data v7
Download KeeperFX GFX source data v6
Download KeeperFX GFX source data v5
Download KeeperFX GFX source data v4
Download KeeperFX GFX source data v3
Download KeeperFX GFX source data v2
This is a pack of WAV files which are used to generate sound bank files for KeeperFX. To generate the files used by the game, you have to place the "sfx" folder downloaded here into KeeperFX repository (downloaded from SVN), and invoke "make pkg-sfx" before "make package". You may also use "make convert-sfx" to regenerate all WAV files from "design" sub-folders; this will use "sox" utility to normalize loudness and convert all files to same format.
Download KeeperFX SFX source data v5
Older:
Download KeeperFX SFX source data v4
Download KeeperFX SFX source data v3
Download KeeperFX SFX source data v2
Download KeeperFX SFX source data v1
The launcher uses wxWidgets library, and you need it in order to re-compile it from SVN. If you're not interested in making your own build of the library, you can use the selected static libraries published below. They're enough to re-compile the launcher. Just place them into "wx" folder inside the launcher project.
Download wxWidgets static libraries for KeeperFX Launcher v1
For people who want to look at the tools created for KeeperFX development but don't want to compile them from sources, here is a pack of tools which are used to prepare additional files (gfx/sfx/translations) for KeeperFX:
Download Tools built from KeeperFX source codeAnd here is my tutorial for EXE-to-DLL file hacking
How to change EXE into DLL tutorial
Location of the latest PE/DLL Rebuilder of Export Section (PeRESec) sources
Download PE/DLL Rebuilder of Export Section (PeRESec) w32+source (obsolete)
To be able to understand the Bullfrog Engine structure, I searched for executables from Bullfrog's games which would contain Debug Information block. Debug Info usually contains names of functions, which is extremely helpful in determining how the code works.
Here is a pack of all executables with Debug Info I could find. There are also scripts that allow to extract these debug information, which allows to load it into a debugger.
Download Bullfrog Debug Executables Pack
Please report any problems or dead links.
Read README file before using any of the programs!