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Well, no one knows how to open these files using an external program. However, I did find a trick to opening up some of the files. But you'll need access to the unpacked version of the game using the New Mask of Eternity Installer (currently only supports the CD-Rom version of the game).

http://www.sierrahelp.com/forums/viewtopic.php?f=6&t=2794

Basically if you change the names of the a PBM file you want to look at, and change it the name of a magic map corresponding to that image, you can then load up that level, and bring up the magic map, to look at the image.

For example I discovered that there was a magic map graphics related to a level called the "The Dwarf Underground", inside of the "game" folder. The files related to it can be found in the KQ and the Resource subfolder. By using notepad, I could check the *.KQ files and find which file corresponds to which map file, and which level palette they relate to. Dwarf.pbm and Dwarf.ppl files (the two map files) correspond to the Dwarf.KQ, and Dwarf.CS files. But for simplicity sake, I changed the name of the pbm files and the ppl files in the "resource" folder to Barmap.pbm, and Barmap0.pbm, and Dwarf.ppl to Barren.ppl (but first backing up those files).

This allowed me to pull up the map once I loaded a Barren Region save game, and then using teleport cheat see the full image of the map.

The Dwarf Underground was a level that was cut, and would have been apparently set between the end of the Barrens and the Frozen Reaches. So its kinda cool to see what the level would have looked like mapwise.

It's another maze like level akin to the Underground Realm of the Gnomes.

http://images.wikia.com/kingsquest/images/c/c8/Dwarfundergroundmap.png

In the future I may attempt to use this trick to try to check out other pbm files as they all seem to be about the same size. The only issue is I might have to try out several different levels to find the right color palette if there is no associated files to tell me which level to utilize it in. But this may allow me to discover even more of the stuff that was cut from the game in the final development, but are still hidden in the files

Also for anyone who is interested, check out the various *.msg files. They contain the game's script. There even include references to some quotes that were cut. A rather substantial King of the Hill easter egg that was cut from the Barrens. Apparently would have had Broomhauer, Hank, and Dale (likely reinterpreted as weirdlings). Talking being abducted by aliens, and barbecuing ants (is that propane barbecue?).... There is a character list in a file called "Talkers.sh" in the English subfolder in the "game" folder that lists the King of the Hill related characters.

Of even more interest is that many of these msg files contain quite a few programmer's notes, discussing ideas on how to design the levels, what should be near characters, what should be said around characters. How the areas should look when finished etc. Some of it remained the game, but there were some ideas where the game never quite made it to where they wanted it. Or they changed ideas for other reasons. One of these message folders even mentions the name The Dwarf Underground as a level title, and also makes reference to a two or three part level called the Icelord's Castle, that was cut from the game. Apparently the Orc's involvement was going to be a lot more substantial?

If I can look through the PBM files who knows what other hidden treasures I can discover?

Note: As a bonus for anyone who is interested, most of the ingame textures are in *.BMP format and easy to view. Some are corrupted, but you can do a similar file renaming trick to view the corrupted images. Another good place to use is simply changing the name of the images used for portraits in Castle Daventry, or similar flat single used textures in the game (tapestries Frozen Reaches inside of the Griff palace might also be a nice spot to test). Keep in mind that best results require doing the trick inside of same place that the image's palette was designed for.

For some you can even remap character/enemy related textures back onto a similar structured being. For example its possible to change the image names to see the alternate skeletons or weeper texture maps.

It's funny due to the way that the game handles the images, there is actually the potential to make new sprites, or even insert your own images into the game. For example I was able to change the portraits of King Graham and Valanice into something entirely different. For example lego Graham and lego Valanice.




Looking through the files, there may be some additional magic map pbm/ppl files for the Icelord's Castle maps. I'll have to try to check them out, and see if I can change the file names and get them to load in the Frozen Reaches.
Post edited April 11, 2013 by Baggins
[url=http://kingsquest.wikia.com/wiki/File:Icelordcastle1.png]http://kingsquest.wikia.com/wiki/File:Icelordcastle1.png[/url]

Ok, found a map for Icelord's Castle. Seems that it might actually be two maps in one.
Interesting finds, to be sure......if you find more be sure to keep us posted.
Sure, there is much more here;

http://kingsquest.wikia.com/wiki/KQ8_development

I uploaded quite a bit of stuff found in the files, as well old development videos or images from early development.

I've used similar trick used to open up PBM files to open up some of the BMP files used for textures that windows can't open for whatever reason (they appear corrupted or something, but many do get used within the game with no problems).

There might be some other unused content accessible in those corrupted files (there is quite a few bits that can be opened up normally via image viewer programs that are definitely unused in the game).

But it would take time to try to go through all of the corrupted BMPs or check every PBM file for unused images. I might do it at some point if I get the chance.

You might also be interested in the script pulled from the game;
http://kingsquest.wikia.com/wiki/KQ8_transcript
Post edited May 15, 2013 by Baggins