For a game with 128+ rooms, animated sprites, an isometric engine, menus, game logic and other such coding modules, 48kb of memory (actually, less than this) seems quite a small amount.

It isn't a small amount, its a tiny amount. In order to manage this shortfall, a lot of thought had to be put into data storage of the filmation games.

Unfortunately for us this means having to interpret data that is split into numerous sections, stored in bit masks and has functionality embedded into the data.

Fortunately for us the code produced by Ultimate is just beautiful. It is modular, structured, has a complete separation of code and data, and thanks to the data format and disassembly pages of Chris Wild we have the power to not only document the games but to recreate them with exact characteristics.

This section of the site describes in detail the the data formats and object characteristics. Although not necessary for using the output files for your own use, it may help in understanding some of the nuances as not every detail has been explicitly mapped into the output file.

Also, not every aspect of the game is detailed here (for example some of the object data is omitted). Refer to the Icemark site by Chris Wild for detailed information on areas not covered by this site or for futher clarification on specific parts of the data.

All references to files in this section can be found in the Download section.