A source-faithful Dungeon Master engine for modern hardware.
Firestaff brings the classic FTL dungeon crawlers to macOS, Windows, Linux and Steam Deck era machines while keeping the original game logic anchored to the best available source references. It runs original game data you already own, validates it by hash, and lets you choose between pixel-perfect presentation, filtered/upscaled modes and modern rendering experiments.
| Original-style DM1 | Enhanced title rendering |
|---|---|
![]() |
![]() |
| V1 title source path | V2 4K presentation work |
|---|---|
![]() |
![]() |
Firestaff is in active development. The launcher, data scanner, build system, packaging scripts and source-lock verification framework are in place. DM1 is the strongest runtime target today. The other games have hash-verified launch profiles and substantial engine slices, with end-to-end playability still being hardened game by game.
| Game | Runtime status | Data status | Presentation status |
|---|---|---|---|
| Dungeon Master (DM1) | Playable, source-locked V1 runtime with active visual polish | PC 3.4 English and multilingual data are hash-verified | V1 original, V2.0 filtered, V2.1 upscaled and V2.2 modern pipeline |
| Chaos Strikes Back | Launch/profile boundary, dungeon model, mechanics, utility/import and verification slices implemented; full runtime proof still in progress | PC/ST/Amiga variants are catalogued by hash | V1 parity slices plus V2 scaffolding and active hardening |
| Dungeon Master II: Skullkeep | Boot/profile and utility flow implemented; dungeon, rendering and mechanics are still being hardened | PC English, French and German/English JewelCase data are catalogued by hash | V2 presentation pipeline is implemented; V1 runtime completion remains active work |
| DM Nexus (Saturn) | Saturn data, world, render, save/load and runtime-state paths implemented; real-asset handoff proof still in progress | Saturn DMDF/DGN data is catalogued by hash | V2 asset, lighting, UI and controller slices implemented; more verification remains |
| Theron's Quest | V1 parser, rendering, mechanics, progression, save/load, direct Track 02 launch handoff and a narrow US bank-boundary signal are verified; full dungeon data parity is still being hardened | JP and US Track 02 provenance is hash-verified | V1 presentation implemented; V2 modes not started |
- Source-faithful gameplay work: DM1 and related systems are checked against ReDMCSB, CSBWin, skproject, CSB lineage sources and Greatstone data references.
- Modern launcher: a 1920x1080 start menu with per-game status, settings, language support, availability checks and hash-verified data discovery.
- Game-data scanning: Firestaff searches recursively by file hash, not by filename or folder layout. It lists required files that are found or missing.
- Launch safety: games with missing required data are shown as unavailable and cannot be started until the required hashes are present. Optional title, intro and other non-essential extras can be absent.
- Multiple presentation modes: original V1 rendering, filtered V2.0, upscaled V2.1 and modern V2.2 pipelines.
- Cross-platform C11 engine: pure C, CMake, SDL3, no C++ dependency.
- Packaging path: preview packaging scripts exist for macOS DMG/ZIP, Windows ZIP/installer and Linux DEB/RPM.
Current version: 2.7.5
The latest release fixes DM1 launch regressions reported in v2.7.4 on macOS:
- Restored the initial FTL/SWSH animation in nested data-directory layouts.
- Restored the source-locked TITLE animation palette steps.
- Fixed Entrance door button clicks after live macOS window-size changes.
- Corrected wall inscription source-font rendering and slowed the title cadence to the V1 tick path.
- Cleaned stale Firestaff queue failures and made the CSB DSA probe mkdir path portable for CI.
See RELEASE_NOTES.md for the release history.
Get the latest build from GitHub Releases.
| Platform | Package |
|---|---|
| macOS | DMG and ZIP |
| Windows | Installer and ZIP |
| Linux x86_64 | DEB and RPM |
| Linux ARM64 / Steam Deck | DEB and RPM |
All game data is user-supplied. Firestaff does not include copyrighted game assets.
- Download Firestaff from Releases.
- Run it once so the default data directory is created.
- Put your original game files anywhere under the configured data directory.
- Start Firestaff. The launcher scans the directory automatically and shows which games are ready.
Default data directory:
~/.firestaff/data/
Suggested subdirectories:
~/.firestaff/data/
dm1/
csb/
dm2/
nexus/
theron/
Filenames are less important than file hashes. Firestaff searches recursively, so a custom folder layout works as long as the original files are present. Game data may also live inside ZIP archives or ISO/BIN disc images; the scanner hashes archive contents and reports matches as virtual paths.
Use the CLI scanner to see what Firestaff can find:
firestaff --scan-dataor:
firestaff --scan-game-dataThe scanner reports required data per game. Required files block launch when missing. Non-essential extras such as title or intro animation files are reported as optional and can be skipped.
ZIP files are supported for hash discovery across the game-data root. Stored entries are supported everywhere; deflated entries are supported when Firestaff is built with zlib, which is enabled automatically when CMake finds it. ISO/BIN disc images are scanned as ISO 9660 containers, covering DM2 disc images and the existing Saturn/Nexus data-image path. For DM1, CSB, and DM2, required files found inside archives are materialized into Firestaff's local asset cache before launch so the runtime still receives ordinary game-data paths.
You can point Firestaff at a custom root:
firestaff --data-dir ~/Games/FirestaffData --scan-dataThe launcher also exposes the configured data directory and game availability in the start menu.
firestaff [options]
--duration <ms> Run for a fixed duration (-1 = run until exit)
--width <px> Window width
--height <px> Window height
--scale-mode <n> 1=V1 original, 2=V2.1 enhanced, 3=V2.2 modern
--script <cmds> Comma-separated input script
--data-dir <path> Game-data root
--scan-data Scan game data and print found/missing files
--scan-game-data Alias for --scan-data
--game <id> Pre-select dm1, csb, dm2, nexus or theron
--fullscreen Run fullscreen
--no-vsync Disable vertical sync
--fps Show FPS counter
--version Show version and exit
--help, -h Show help
Examples:
firestaff --scan-data
firestaff --game dm1 --scale-mode 1
firestaff --data-dir ~/Games/FirestaffData --fullscreen
firestaff --duration 5000 --fps| Mode | Resolution target | Purpose |
|---|---|---|
| V1 Original | 320x200 | Pixel-faithful original rendering |
| V2.0 Filtered | 320x200 plus post-processing | CRT scanlines, palette correction and sharpening |
| V2.1 Upscaled | High-resolution source-preserving upscale | Cleaner modern output while preserving the DM look |
| V2.2 Modern | 1920x1080 class presentation | New modern art and UI experiments |
V1 owns gameplay-critical behavior. V2 modes are presentation layers and must not bypass source-locked command, collision, timing or inventory routes.
M12 Modern launcher UI
-> M11 game engine, render loop, input and audio
-> M10 data layer, dungeon state, graphics, combat and timeline
-> Original game files supplied by the player
Main source areas:
| Directory | Purpose |
|---|---|
src/engine/ |
SDL loop, game view, rendering, input, save/load and audio |
src/ui/ |
Modern launcher, menu state, rendering and hit-testing |
src/shared/ |
Asset loading, hash validation, palette, config and localization |
src/frontend/ |
Title screens, entrance sequences and boot presentation |
src/memory/ |
Dungeon, movement, combat, sensors, timeline and savegame model |
src/dm1/ |
DM1 source-locked runtime systems |
src/dm1v2/ |
DM1 enhanced presentation systems |
src/csb/ |
Chaos Strikes Back runtime and presentation work |
src/dm2/ |
Dungeon Master II runtime and presentation work |
src/nexus/ |
Saturn DM Nexus DMDF/DGN support |
src/theron/ |
Theron's Quest support |
tests/ and probes/ |
Integration tests, source-lock gates and headless probes |
Firestaff is built around source references, not guesswork.
Primary references:
- ReDMCSB for DM1 and large parts of the PC-34 lineage.
- CSBWin and CSB for Chaos Strikes Back lineage.
- skproject for Dungeon Master II.
- Greatstone for dungeon maps, data notes and graphics atlas material.
Source-lock comments in the code cite the relevant original source files and functions for gameplay-critical behavior.
Requirements:
- CMake 3.20 or newer
- A C11 compiler
- SDL3
On macOS:
brew install sdl3Build:
git clone https://github.com/yeager/firestaff.git
cd firestaff
cmake -B build -DCMAKE_BUILD_TYPE=Release
cmake --build build --parallel
./build/firestaff --helpRun the headless Phase A probe:
SDL_VIDEODRIVER=dummy ./build/firestaff_m11_phase_a_probeRun the full local test set:
ctest --test-dir build --output-on-failureSome integration tests need original game data.
The launcher uses gettext PO files and supports a broad language set, including English, Swedish, German, French, Spanish, Italian, Portuguese, Dutch, Polish, Czech, Russian, Japanese, Korean, Chinese, Danish, Norwegian, Finnish, Hungarian and Turkish.
Firestaff is a clean-room engine reimplementation based on public source and format references. You need original game data files that you legally own.
No copyrighted game data is included.
Dungeon Master, Chaos Strikes Back and Dungeon Master II are trademarks of FTL Games. DM Nexus is a trademark of Victor Interactive Software. Theron's Quest is a trademark of Working Designs / Victor Interactive Software.
MIT. See LICENSE.




