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Reference Shelf

Two shelves. The first covers Darklands specifically — the game, its community, and the format-documentation ecosystem. The second covers DOS game reverse engineering more broadly: tools, specifications, and case studies that apply to any 16-bit RE project.


Darklands
darklands.net preview
REF Game Reference
darklands.net

Matt Wirkkala's long-standing reference site for mechanics, skills, items, saints, alchemy, locations, and setting lore.

Darklands community group preview
COMM Community
Darklands Community Group

The active mailing list and archive of discussion, discoveries, old Yahoo Group knowledge, modding questions, and technical context.

Wendigo research site preview
DOCS Format Notes
Wendigo Research Site

Dedicated Darklands research pages with format notes, tool history, catalog observations, and documentation that still matters today.

Wendigo GitHub repository preview
REPO Repository
Wendigo's Darklands Repository

The GitHub home of Wendigo's XML specifications and tools. A foundational source for Darklands readers, editors, and extractors.

DOS Game Reverse Engineering
TOOL Disassembler / Decompiler
Ghidra

NSA's open-source reverse engineering suite and the primary analysis tool for this project. The Codex decompiler plugin substantially improves 16-bit x86 output quality over the built-in decompiler.

TOOL Emulator / Debugger
DOSBox-X

DOSBox fork with a proper GDB stub, INT 21h call logging, real-mode debugger, and memory-watch support. Far more useful for RE work than vanilla DOSBox. Pairs naturally with Ghidra for runtime-to-static correlation.

TOOL Hybrid Emulator
Spice86

C# framework for progressive x86-to-managed-code replacement. Instruments the original binary, generates a C# skeleton that runs identically, then lets you replace functions one by one. The Phase 3 target for this project.

REF Interrupt Reference
Ralf Brown's Interrupt List

The definitive reference for every DOS and BIOS interrupt: INT 21h file and memory calls, INT 10h video, INT 13h disk, hardware port I/O. Indispensable any time a game touches DOS services or hardware directly.

REF x86 Assembly
Art of Assembly Language — Randall Hyde

Free comprehensive reference for 16-bit x86 assembly: segmented memory model, real-mode addressing, calling conventions, and the programming idioms that appear constantly in DOS-era compiled code.

TOOL Compiler / Reference
Open Watcom C/C++

Many DOS-era games — including MicroProse titles — were compiled with Watcom C. Knowing its calling conventions, name mangling, and register usage patterns substantially improves Ghidra's function signature recovery.

BLOG Case Study
Game Engine Black Books — Fabien Sanglard

Deep annotated RE of Wolfenstein 3D and Doom. The best public examples of DOS game engine analysis at the code level — how to reason about rendering pipelines, memory layouts, and segment-juggling from the assembly up.

Reverse Engineering Harvester series banner
BLOG RE Series
Reverse Engineering Harvester — Alex Bevilacqua

Six-part series on RE'ing the 1996 DOS game Harvester with Ghidra and Codex, targeting a ScummVM reimplementation. The closest public analog to this project in both toolchain and approach.

COMM Community
VOGONS

The active technical community for vintage PC software and hardware. Hardware quirks, Sound Blaster DMA behavior, DOS memory models, timer edge cases — the knowledge that isn't written down anywhere else but needs to be right.