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  • Appendix C: config.txt Help

    The config.txt file is a powerful tool for designers to control the look of their Dungeon Craft creations.

    // Main Config File
    //
    //******************************************************
    // Current Resolution 640 x 480
    // Values are max size! ANYTHING higher will go over the frame!
    // SmallPic           176 x 211 (includes spritepic and 3D view)
    // SmallPicFrame      204 x 239
    // BigPic             608 x 288
    // WallPic            112 x 134, 48 x 58, 16 x 19, -> 176,211
    

    This is the heading for the config.txt file. The first line must not be changed in any way, else the file will not be read correctly by the engine and the editor and Dungeon Craft will not run.
    Please note that all lines beginning with double slashes '//' indicates a comment and not counting the first line, the commented lines are ignored by DC. The '//' symbol may appear anywhere in a line, and everything to the right of it is considered a comment.
    General information regarding the various images sizes is listed in this section. For WallPic, the information given is for the the three straight on (rectangular) images.

    Force_SysMem = 1
    LOG_ERRORS = 1
    LOG_DATABASE_ERRORS = 40
    LOG_COMPILE_ERRORS = 40
    MAX_UNDO_ACTIONS = 20
    

    These lines apply to the editor and various details of its operation. For the first two, "0" means no, and "1" means yes. The later three list the number of items for each operation, which I think are self-explanatory.

    EDITOR_COLOR_1 = 0,0,0
    EDITOR_COLOR_2 = 255,0,0
    EDITOR_COLOR_3 = 0,255,0
    EDITOR_COLOR_4 = 0,0,255
    EDITOR_COLOR_5 = 255,255,0
    EDITOR_COLOR_6 = 0,255,255
    EDITOR_COLOR_7 = 255,0,255
    EDITOR_COLOR_8 = 128,0,0
    EDITOR_COLOR_9 = 0,128,0
    EDITOR_COLOR_10 = 0,0,128
    EDITOR_COLOR_11 = 128,128,0
    EDITOR_COLOR_12 = 0,128,128
    EDITOR_COLOR_13 = 128,0,128
    EDITOR_COLOR_14 = 128,128,128
    EDITOR_COLOR_15 = 192,192,192
    EDITOR_COLOR_16 = 255,255,255
    

    These are the 16 colors used in the editor at various spots: walls, backdrops, zones - each in it's editor of the same type and when displaying that type on the level map. These colors are not present in the engine (during game play).

    DEF_CHAR_DEATH = sound_CharDeath.wav
    DEF_CHAR_MOVE = sound_CharMove.wav
    DEF_HIT = sound_Hit.wav
    DEF_MISS = sound_Miss.wav
    DEF_CAST = sound_Cast.wav
    DEF_BUMP = sound_Bump.wav
    DEF_STEP = sound_Step.wav
    DEF_INTRO = intro.mp3
    DEF_DEATH = sound_Death.wav
    

    These are the default sounds that DC will apply if not over-ridden in the various places (editors and databases) through out the editor.

    DEF_HORZ_BAR = border_Horizontal.png
    DEF_VERT_BAR = border_Vertical.png
    DEF_FRAME = border_Viewport.png
    DEF_COMBAT_WALLS = combat_Dungeon.png
    DEF_COMBAT_WALLS_WILDERNESS = combat_Wilderness.png
    DEF_COMBAT_CURSOR = cursor_Combat.png
    DEF_COMBAT_DEATH_ICON = cursor_CombatDying.png
    DEF_COMBAT_DEATH = cursor_CombatDeath.png
    DEF_CAMP = smallpic_Camp.png
    DEF_TREASURE = smallpic_Treasure.png
    DEF_ICONBG = iconBackground.png
    DEF_MONSTER_ICON = icon_DefaultMonster.png
    

    These are the default graphics that DC will apply if not over-ridden in the various places (editors and databases) through out the editor.

    // DebugSpecialAbility = "SA name"
    // Causes debug information about special abilities to be written to log.
    // Examples:
    //DebugSpecialAbility = "Five Attacks"
    //DebugSpecialAbility = "Adrenaline"
    

    DC allows the designer to add debug requests for Special Abilities into the config.txt file. If you use this feature to debug many Special Abilities, you may notice some slow down in your testing.

    Screen_Width  = 640
    Screen_Height = 480
    Color_Bits    = 32
    

    Information about the DC engine - do not change in the config.txt file, instead use the utility in the DC editor.

    Inter_Character_Delay = 15
    

    This controls the speed at which text displays in the game. The higher the number the longer it will take - this is the time between each character and the next. 0 is the minimum number and will cause all text for an event to appear at once. 1000 equals one second.

    COLOR_WHITE = 255,255,255
    COLOR_BLACK = 0,0,0
    COLOR_GREEN = 0,255,0
    COLOR_RED = 255,0,0
    COLOR_YELLOW = 255,255,0
    COLOR_BLUE = 128,128,255
    COLOR_COMBAT_GREEN = 0,255,0
    COLOR_COMBAT_RED = 255,0,0
    COLOR_COMBAT_YELLOW = 255,255,0
    COLOR_COMBAT_BLUE = 64,128,255
    BACKGROUND_FILL = 0,0,0
    BACKGROUND_COMBAT_FILL = 0,0,0
    COLOR_KEYBOARD_SHORTCUT = 251,133,15
    USE_KEYBOARD_SHORTCUT = 1
    COLOR_CUSTOM_1 = 102,247,159
    

    These are the colors used in the engine for text and background fill.

    // combat flags, they will only affect the debug build
    // of the engine
    //Monster_NoMove     = 0
    //Monster_AlwaysMiss = 1
    //Monster_AlwaysHit  = 0
    //Monster_NoCast     = 0
    //Monster_PlyrControl = 0
    //Monster_NoDeath    = 0
    //Party_AlwaysMiss   = 0
    //Party_AlwaysHit    = 0
    

    Unless you are using a debug build of the engine for testing purposes of your design, these flags will do nothing. "0" equals no and "1" equals yes.

    TEXTBOX = 18,328
    DEFAULT_MENU_HORZ = 14,460
    DEFAULT_MENU_VERT = 200,200
    DEFAULT_MENU_TEXTBOX = 200,328
    PARTYNAMES = 18,18,275,18
    LOCATIONTEXT = 275,280
    VERSIONTEXT = 280,301
    

    These elements control where the various bits of text appear in the game. TEXTBOX is the text that appears in Text Statement Events. The second pair of numbers for PARTYNAMES is the location in the Character View screen.

    BIGPICSIZE = 14,16,622,304
    TEXTBOX_LINES = 6
    

    TEXTBOX_LINES is the maximum number of lines of text to be displayed. Depending upon the font type and size it might be less.

    HORZ_BAR_TOP = 0,0
    HORZ_BAR_MIDDLE = 0,309
    HORZ_BAR_BOTTOM = 0,444
    VERT_BAR_LEFT = 0,0
    VERT_BAR_MIDDLE = 258,0
    VERT_BAR_RIGHT = 626,0
    VIEWPORT_FRAME = 34,40
    VIEWPORT_FRAME_SRC = 0,0,204,239
    VIEWPORT_FRAME_OFFSET = 417,-19 //in character view
    

    These are the locations of all the various frame elements.

    VIEWPORT_RECT = 48,54,224,265
    VERT_BAR_LONG = 0,0,14,457
    VERT_BAR_SHORT = 14,0,28,322
    HORZ_BAR_LONG = 0,0,640,14
    HORZ_BAR_LONG_2 = 0,14,640,28
    HORZ_BAR_LONG_3 = 0,28,64036,42
    

    These are the source file information of all the various frame elements.

    // Default UA-like wall rects used for 3D View. These are source bitmap coords
    // within the art image file. Check the BlankWall.bmp template to match these
    // labels to a wall section. Specify pixel coords for left, top, right, bottom
    // These apply to walls, overlays, and doors
    //
    A_WALL_RECT = 392,146,424,357
    B_WALL_RECT = 522,146,554,357
    C_WALL_RECT = 262,146,294,280
    D_WALL_RECT = 342,146,374,280
    E_WALL_RECT = 262,146,374,280
    F_WALL_RECT = 2,146,34,280
    G_WALL_RECT = 132,146,164,280
    H_WALL_RECT = 522,2,570,60
    I_WALL_RECT = 262,2,278,60
    J_WALL_RECT = 2,2,18,21
    K_WALL_RECT = 392,2,408,60
    L_WALL_RECT = 522,2,538,60
    M_WALL_RECT = 554,2,570,60
    N_WALL_RECT = 18,146,34,280
    O_WALL_RECT = 132,146,148,280
    P_WALL_RECT = 132,2,148,21
    

    These are the source coordinates in the art file for the Default FRUA format wall layout.

    // x,y offsets added to VIEWPORT_RECT.left,VIEWPORT_RECT.top to get
    // new dest x,y within viewport frame
    A_OFF = -32,0
    B_OFF = 112,0
    C_OFF = 0,40
    D_OFF = 0,40
    E_OFF = 0,40
    F_OFF = -32,40
    G_OFF = 48,40
    H_OFF = 0,78
    I_OFF = 0,78
    J_OFF = 0,96
    K_OFF = 32,78
    L_OFF = 0,78
    M_OFF = 0,78
    N_OFF = -16,40
    O_OFF = 48,40
    P_OFF = 0,96
    

    This information is an offset for each wall element to adjust it's fit in the Viewport window.

    // viewport_coords holds the coords for drawing tiles in the
    // regular viewport, which is composed of 13 viewable squares
    // no matter which direction the player is facing.  
    //
    // The viewport map is numbered as:
    //
    // 5 distant walls
    //      0  2  4  3  1
    //      5  7  9  8  6
    //        10 12 11
    //
    // 7 distant walls
    //   13 0  2  4  3  1 14
    //      5  7  9  8  6
    //        10 12 11
    //
    //  with the player standing in 12.
    //
    // These are destination offsets from the ViewportX,Y
    // for where the viewport 3D walls are drawn.
    //
    // Defaults for 5 distant walls
    VIEWPORT_COORD_0 =  0,0
    VIEWPORT_COORD_1 =  144,0
    VIEWPORT_COORD_2 =  32,0
    VIEWPORT_COORD_3 =  112,0
    VIEWPORT_COORD_4 =  64,0
    VIEWPORT_COORD_5 =  0,0
    VIEWPORT_COORD_6 =  160,0
    VIEWPORT_COORD_7 =  16,0
    VIEWPORT_COORD_8 =  112,0
    VIEWPORT_COORD_9 =  64,0
    VIEWPORT_COORD_10 = 0,0
    VIEWPORT_COORD_11 = 144,0
    VIEWPORT_COORD_12 = 32,0
    

    These are the actual positions of the wall elements in the viewport window.

    MAX_ALTERNATE_WALL_FORMATS = 5
    

    This is the maximum number of alternate wall formats and does not include the default format listed above. I have never tried a number above 10, but any number should work.

    // format for wall type 1 - from Kevin's Tavern demo
    // uses 5 distant walls
    WIDTH_WALL_FORMAT_1 = 480
    HEIGHT_WALL_FORMAT_1 = 360
    NUM_DISTANT_WALLS_1 = 5
    A1_WALL_RECT = 2,2,34,213
    B1_WALL_RECT = 150,2,182,213
    C1_WALL_RECT = 336,2,368,213
    D1_WALL_RECT = 184,2,216,213
    E1_WALL_RECT = 36,2,148,213
    F1_WALL_RECT = 218,2,250,213
    G1_WALL_RECT = 302,2,334,213
    H1_WALL_RECT = 252,2,300,213
    I1_WALL_RECT = 388,2,404,213
    J1_WALL_RECT = 460,2,476,213
    K1_WALL_RECT = 424,2,440,213
    L1_WALL_RECT = 442,2,458,213
    M1_WALL_RECT = 370,2,386,213
    N1_WALL_RECT = 234,2,250,213
    O1_WALL_RECT = 302,2,318,213
    P1_WALL_RECT = 406,2,422,213
    A1_OFF = -32,0
    B1_OFF = 112,0
    C1_OFF = 0,0
    D1_OFF = 0,0
    E1_OFF = 0,0
    F1_OFF = -32,0
    G1_OFF = 48,0
    H1_OFF = 0,0
    I1_OFF = 0,0
    J1_OFF = 0,0
    K1_OFF = 32,0
    L1_OFF = 0,0
    M1_OFF = 0,0
    N1_OFF = -16,0
    O1_OFF = 48,0
    P1_OFF = 0,0
    // Defaults for 5 distant walls
    VIEWPORT_COORD_0_1 =  0,0
    VIEWPORT_COORD_1_1 =  144,0
    VIEWPORT_COORD_2_1 =  32,0
    VIEWPORT_COORD_3_1 =  112,0
    VIEWPORT_COORD_4_1 =  64,0
    VIEWPORT_COORD_5_1 =  0,0
    VIEWPORT_COORD_6_1 =  160,0
    VIEWPORT_COORD_7_1 =  16,0
    VIEWPORT_COORD_8_1 =  112,0
    VIEWPORT_COORD_9_1 =  64,0
    VIEWPORT_COORD_10_1 = 0,0
    VIEWPORT_COORD_11_1 = 144,0
    VIEWPORT_COORD_12_1 = 32,0
    

    Formatting data for the Tall Wall format created by Kevin Wyllie. This format shows 5 distant walls.

    // format for wall type 2 - from Kevin's New Walls
    // uses 7 distant walls
    WIDTH_WALL_FORMAT_2 = 500
    HEIGHT_WALL_FORMAT_2 = 375
    NUM_DISTANT_WALLS_2 = 7
    A2_WALL_RECT = 2,2,34,213
    B2_WALL_RECT = 150,2,182,213
    C2_WALL_RECT = 336,2,368,213
    D2_WALL_RECT = 184,2,216,213
    E2_WALL_RECT = 36,2,148,213
    F2_WALL_RECT = 218,2,250,213
    G2_WALL_RECT = 302,2,334,213
    H2_WALL_RECT = 252,2,300,213
    I2_WALL_RECT = 388,2,396,213
    J2_WALL_RECT = 460,2,468,213
    K2_WALL_RECT = 432,2,440,213
    L2_WALL_RECT = 442,2,458,213
    M2_WALL_RECT = 370,2,386,213
    N2_WALL_RECT = 218,2,250,213
    O2_WALL_RECT = 302,2,334,213
    P2_WALL_RECT = 398,2,430,213
    A2_OFF = -32,0
    B2_OFF = 112,0
    C2_OFF = 0,0
    D2_OFF = 0,0
    E2_OFF = 0,0
    F2_OFF = -32,0
    G2_OFF = 48,0
    H2_OFF = 0,0
    I2_OFF = -8,0
    J2_OFF = 0,0
    K2_OFF = 32,0
    L2_OFF = 0,0
    M2_OFF = 0,0
    N2_OFF = -16,0
    O2_OFF = 32,0
    P2_OFF = 0,0
    // Defaults for 7 distant walls
    VIEWPORT_COORD_0_2 =  8,0
    VIEWPORT_COORD_1_2 =  136,0
    VIEWPORT_COORD_2_2 =  40,0
    VIEWPORT_COORD_3_2 =  104,0
    VIEWPORT_COORD_4_2 =  72,0
    VIEWPORT_COORD_5_2 =  0,0
    VIEWPORT_COORD_6_2 =  160,0
    VIEWPORT_COORD_7_2 =  16,0
    VIEWPORT_COORD_8_2 =  112,0
    VIEWPORT_COORD_9_2 =  64,0
    VIEWPORT_COORD_10_2 = 0,0
    VIEWPORT_COORD_11_2 = 144,0
    VIEWPORT_COORD_12_2 = 32,0
    VIEWPORT_COORD_13_2 = 0,0 
    VIEWPORT_COORD_14_2 = 168,0 
    

    Formatting data for the Tall Wall format created by Kevin Wyllie. This format shows 7 distant walls. DC differentiates between the two identical wall types by the overall dimensions of the image.

    //New EasyWalltex Format 640 res
    WIDTH_WALL_FORMAT_3 = 168
    HEIGHT_WALL_FORMAT_3 = 352
    NUM_DISTANT_WALLS_3 = 5
    A3_WALL_RECT = 2,2,34,214
    B3_WALL_RECT = 134,2,166,214
    C3_WALL_RECT = 52,215,84,349
    D3_WALL_RECT = 132,215,164,349
    E3_WALL_RECT = 52,215,164,349
    F3_WALL_RECT = 34,42,66,176
    N3_WALL_RECT = 50,42,66,176
    G3_WALL_RECT = 102,42,134,176
    O3_WALL_RECT = 102,42,118,176
    H3_WALL_RECT = 2,215,50,273
    L3_WALL_RECT = 2,215,18,273
    M3_WALL_RECT = 34,215,50,273
    I3_WALL_RECT = 66,81,82,139
    J3_WALL_RECT = 2,275,18,294
    K3_WALL_RECT = 86,81,102,139
    P3_WALL_RECT = 2,275,18,294
    A3_OFF = -32,0
    B3_OFF = 112,0
    C3_OFF = 0,40
    D3_OFF = 0,40
    E3_OFF = 0,40
    F3_OFF = -32,40
    G3_OFF = 48,40
    H3_OFF = 0,78
    I3_OFF = 0,78
    J3_OFF = 0,96
    K3_OFF = 32,78
    L3_OFF = 0,78
    M3_OFF = 0,78
    N3_OFF = -16,40
    O3_OFF = 48,40
    P3_OFF = 0,96
    VIEWPORT_COORD_0_3 =  0,0
    VIEWPORT_COORD_1_3 =  144,0
    VIEWPORT_COORD_2_3 =  32,0
    VIEWPORT_COORD_3_3 =  112,0
    VIEWPORT_COORD_4_3 =  64,0
    VIEWPORT_COORD_5_3 =  0,0
    VIEWPORT_COORD_6_3 =  160,0
    VIEWPORT_COORD_7_3 =  16,0
    VIEWPORT_COORD_8_3 =  112,0
    VIEWPORT_COORD_9_3 =  64,0
    VIEWPORT_COORD_10_3 = 0,0
    VIEWPORT_COORD_11_3 = 144,0
    VIEWPORT_COORD_12_3 = 32,0 
    

    Wall format for the EZ Wall creator walls.

    // format for Dinonykos extended tall walls
    WIDTH_WALL_FORMAT_4 = 1000
    HEIGHT_WALL_FORMAT_4 = 375
    NUM_DISTANT_WALLS_4 = 5
    A4_WALL_RECT = 2,2,66,213
    B4_WALL_RECT = 246,2,310,213
    C4_WALL_RECT = 624,2,688,213
    D4_WALL_RECT = 312,2,376,213
    E4_WALL_RECT = 68,2,244,213
    F4_WALL_RECT = 378,2,458,213
    G4_WALL_RECT = 542,2,622,213
    H4_WALL_RECT = 460,2,540,213
    I4_WALL_RECT = 724,2,764,213
    J4_WALL_RECT = 884,2,900,213
    K4_WALL_RECT = 800,2,840,213
    L4_WALL_RECT = 842,2,874,213
    M4_WALL_RECT = 690,2,722,213
    N4_WALL_RECT = 426,2,458,213
    O4_WALL_RECT = 542,2,574,213
    P4_WALL_RECT = 774,2,790,213
    A4_OFF = -32,0
    B4_OFF = 80,0
    C4_OFF = -32,0
    D4_OFF = 0,0
    E4_OFF = -32,0
    F4_OFF = -64,0
    G4_OFF = 32,0
    H4_OFF = -16,0
    I4_OFF = -16,0
    J4_OFF = 0,0
    K4_OFF = 24,0
    L4_OFF = -16,0
    M4_OFF = 0,0
    N4_OFF = -16,0
    O4_OFF = 32,0
    P4_OFF = 0,0
    VIEWPORT_COORD_0_4 = 0,0
    VIEWPORT_COORD_1_4 = 144,0
    VIEWPORT_COORD_2_4 = 32,0
    VIEWPORT_COORD_3_4 = 112,0
    VIEWPORT_COORD_4_4 = 64,0
    VIEWPORT_COORD_5_4 = 0,0
    VIEWPORT_COORD_6_4 = 160,0
    VIEWPORT_COORD_7_4 = 16,0
    VIEWPORT_COORD_8_4 = 112,0
    VIEWPORT_COORD_9_4 = 64,0
    VIEWPORT_COORD_10_4 = 0,0
    VIEWPORT_COORD_11_4 = 144,0
    VIEWPORT_COORD_12_4 = 32,0
    

    Wall format for the Extended wall format by Dinonykos.

    // format for wall type 2 - Dinonykos HYPER Walls ("Bridge Walls")
    // uses 5 distant walls
    WIDTH_WALL_FORMAT_5 = 1500
    HEIGHT_WALL_FORMAT_5 = 375
    NUM_DISTANT_WALLS_5 = 5
    A5_WALL_RECT = 132,2,220,213
    B5_WALL_RECT = 406,2,494,213
    C5_WALL_RECT = 959,2,1047,213
    D5_WALL_RECT = 499,2,587,213
    E5_WALL_RECT = 225,2,401,213
    F5_WALL_RECT = 592,2,680,213
    G5_WALL_RECT = 866,2,954,213
    H5_WALL_RECT = 733,2,813,213
    I5_WALL_RECT = 1193,2,1233,213
    J5_WALL_RECT = 1445,2,1461,213
    K5_WALL_RECT = 1259,2,1299,213
    L5_WALL_RECT = 1352,2,1440,213
    M5_WALL_RECT = 1052,2,1140,213
    N5_WALL_RECT = 640,2,680,213
    O5_WALL_RECT = 866,2,906,213
    P5_WALL_RECT = 1238,2,1254,213
    A5_OFF = -32,0
    B5_OFF = 56,0
    C5_OFF = -56,0
    D5_OFF = 0,0
    E5_OFF = -32,0
    F5_OFF = -64,0
    G5_OFF = 24,0
    H5_OFF = -16,0
    I5_OFF = -16,0
    J5_OFF = 0,0
    K5_OFF = 24,0
    L5_OFF = -72,0
    M5_OFF = 0,0
    N5_OFF = -16,0
    O5_OFF = 24,0
    P5_OFF = 0,0
    VIEWPORT_COORD_0_5 = 0,0
    VIEWPORT_COORD_1_5 = 144,0
    VIEWPORT_COORD_2_5 = 32,0
    VIEWPORT_COORD_3_5 = 112,0
    VIEWPORT_COORD_4_5 = 64,0
    VIEWPORT_COORD_5_5 = 0,0
    VIEWPORT_COORD_6_5 = 160,0
    VIEWPORT_COORD_7_5 = 16,0
    VIEWPORT_COORD_8_5 = 112,0
    VIEWPORT_COORD_9_5 = 64,0
    VIEWPORT_COORD_10_5 = 0,0
    VIEWPORT_COORD_11_5 = 144,0
    VIEWPORT_COORD_12_5 = 32,0
    

    Wall format for the Hyper wall format by Dinonykos.

    // These are the coordinates used to draw the map graphics.
    // each entry is left,top,right+1,bottom+1 size of objects drawn
    HORZ_SIZE  = 0,0,4,2
    HORZOFFSET_SIZE = 0,0,6,2
    VERT_SIZE = 0,0,2,4
    VERTOFFSET_SIZE = 0,0,2,6
    MAP_OUTER_SQUARE_SIZE = 0,0,16,16
    MAP_INNER_SQUARE_SIZE = 0,0,8,8
    

    These are the graphic sizes for image elements used on overland maps/levels.

    // For each each map square, add these offsets to the top,left 
    // of the map art getting blitted to that square
    NORTH_OFFSET_1 = 2,0
    NORTH_OFFSET_2 = 6,0
    NORTH_OFFSET_3 = 10,0
    NORTH_OFFSET_4 = 5,2
    SOUTH_OFFSET_1 = 2,14
    SOUTH_OFFSET_2 = 6,14
    SOUTH_OFFSET_3 = 10,14
    SOUTH_OFFSET_4 = 5,12
    EAST_OFFSET_1 = 14,2
    EAST_OFFSET_2 = 14,6
    EAST_OFFSET_3 = 14,10
    EAST_OFFSET_4 = 12,5
    WEST_OFFSET_1 = 0,2
    WEST_OFFSET_2 = 0,6
    WEST_OFFSET_3 = 0,10
    WEST_OFFSET_4 = 2,5
    CENTER_OFFSET = 4,4
    

    these are the source file coordinates for the graphics used for overland maps/levels.

    // size of arrow used on area map
    ARROW_SIZE = 0,0,8,8
    

    The size of the arrow used in the engine for area maps of levels.

    // Arrow source coords
    ARROW_NORTH = 0,21,8,29
    ARROW_EAST = 8,21,16,29
    ARROW_SOUTH = 8,29,16,37
    ARROW_WEST = 0,29,8,37
    

    These are the source file coordinates for the arrow.

    COMBAT_MAP_HEIGHT = 50
    COMBAT_MAP_WIDTH = 50
    COMBAT_STAT_BOX_WIDTH = 240
    

    The first two elements give the width of the combat field in "squares", each one being 48x48 pixels. The third element is the width of the of the box in pixels.

    SOUND_PLAYBACK_RATE = 22050
    

    This is the sound playboack rate for DC. It may be either 22050 or 44100.

    // design name and version location
    // when displayed during main start menu
    //DESIGN_VERSION = 0,0
    MAX_DEFAULT_ART_SLOTS = 96
    

    The default max art slots is how many files will be autoloaded by DC for walls and backdrops. The maximum number is currently 192 - this is a per level number.