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Vengeance of Excalibur

Vengeance of Excalibur title screen

Vengeance of Excalibur (1991, Synergistic Software / Virgin Games) is the sequel to Spirit of Excalibur, moving the action from post-Arthurian Britain to a re-imagined medieval Spain woven through with Arabian Nights and Arthurian fantasy elements — the demonic Shadowmaster has entrapped the King and stolen the court enchantress Nineve, and the game plays out across seven episodes/scenarios of overhead-map travel, town encounters, and turn-based combat.

This is one of the most thoroughly reverse-engineered games in the middilgard project — every major data format is decoded and cross-verified against the game’s own disassembled loading/rendering code.

Area Status
IMAG (bitmap images) 496/496
FRML (animation sprites) 55/55
Palette system 18 PALT resources, full scene→palette mapping
World map + tile atlas 123×101 tiles, byte-exact Iberian coastline
Entity data 92 unique entities across 7 scenarios
Location data 74 named locations, shared across episodes
Item types 61 items — weapons, armour, spells, treasure
Item placements 130 placements across 7 scenarios
Entity-class bytecode VM 34 classes — same “FSME” VM as Spirit of Excalibur
Scene rendering (SCEN) 266/266 resources, fully traced, zero deviation
Terrain factor/type tables Confirmed statically compiled in the executable
DOS VGA port 467 IMAG, 51 FRML, same world map — verified end-to-end

See the main repo’s docs/vengeance/plan.md (not part of this site) for the full reimplementation status and docs/vengeance/amiga/engine.md / gameplay-data.md for byte-level evidence.

  • Items — the full 61-entry weapon/armour/spell/treasure catalogue.
  • The Map — the 123×101 tile strategic map of Iberia, with all 74 named locations.
  • Scene Viewer Gallery — six named locations rendered as full landscape-plus-object composites, the same way the game itself draws them.
  • Animation Gallery — all 55 decoded FRML animation-sprite sheets, with their derived frame-segmentation.