titan-ultima
TITAN - Tool for Interpreting and Transforming Archival Nodes.
TITAN is a Python CLI and library for working with proprietary data formats
from Ultima 8: Pagan, Ultima Underworld: The Stygian Abyss,
Ultima Underworld II: Labyrinth of Worlds,
Ultima 7: The Black Gate / Serpent Isle, Ultima 6: The False Prophet,
and the Ultima Online Classic Client.
It reads, extracts, converts, inspects, and
reconstructs archives, shapes/tiles, palettes, music, speech, maps, world
objects, saves, dialogue, and Exult runtime data. Early Ultima 9: Ascension
support (FLX archives, TYPENAME.FLX, and sound/*.flx decoding) is also
available under titan u9.
Deterministic Ultima III: Exodus NES Sosaria-to-U7 map conversion is
available under titan u3.
Run titan --help, titan uw1 --help, titan uw2 --help, titan u8 --help, titan u7 --help,
titan u6 --help, titan u3 --help, titan u9 --help, titan uo --help, or see the full
CLI reference.
Installation
pip install titan-ultima
Requirements:
- Python 3.9+
- NumPy >= 1.24
- Pillow >= 10.0
- Typer >= 0.15
- questionary >= 2.0
- tomli >= 2.0 on Python < 3.11, for
titan.tomlsupport
Optional:
pyvistaplus VTK (pip install pyvista) — used bytitan uw2 model-render,uw2 map-3d-render, U9 preview rendering, andu9 map-render-3d.trimesh(pip install "titan-ultima[glb]") — used bytitan uw2 map-3d-exportandtitan u9 map-export-glbto write GLB. Standalone OBJ/STL model export does not require it.
Quick Start
Run setup once. It detects common Ultima 8, Ultima 7, and UO install locations,
detects Exult runtime folders and the Exult install directory (for
exult_bg.flx / exult_si.flx), writes titan.toml, and can extract the
U8 shape/glob data used by map rendering.
titan setup
After setup, many commands can use configured paths:
# U8 map render
titan u8 map-render -m 5
# U8 dialogue web viewer
titan dialogue prepare
# Optional: export NPC JSON files and META sidecars
titan dialogue copy
titan dialogue validate
titan dialogue launch
# U7 configured commands
titan u7 map-render --game bg --sc 85 -o britain_bg.png
titan u7 typeflag-dump --game si -f csv -o tfa_si.csv
titan u7 gamedat-info --game si -f detail -o gamedat_info.txt
# Build embedded U3 NES Sosaria as a selected native U7 secondary map
titan u3 map-create si_source_map.json --output-root scratch/ --map-num 4 --no-render
# UO configured commands, if [uo.game] base is set
titan uo gump-export -o uo_gumps/
titan uo animation-body-names-export -o uo_metadata/
titan setup doesn't detect Ultima 6 installs yet — add [u6.game] base = "<Ultima 6 install>" to titan.toml yourself, or pass
-g/--gamedir explicitly on every U6 command:
titan u6 map-render -g "C:/Ultima6" --full -o u6_world.png
Ultima Underworld II install detection is not in titan setup yet. Add its
root manually; commands also accept -g/--gamedir:
[uw2.game]
base = "C:/Games/Ultima Underworld 2"
titan uw2 map-render --slots 0 -o castle_maps/
titan uw2 model-render --item 0x158 --item 0x15c -o model_renders/
titan uw2 model-export -o model_exports/
titan uw2 object-info 457
titan uw2 shape-export OBJECTS.GR 302 -o fountain/
titan uw2 shape-export ANIMO.GR 6 -o fountain/
If setup cannot find UO automatically, add it manually:
[uo.game]
base = "C:/Program Files (x86)/Electronic Arts/Ultima Online Classic"
The detailed dialogue web documentation lives in src/titan/dialogue/websrc/READMEd.md.
Capabilities
The table below is the compact command map. The CLI reference is the main place for command options, longer examples, and format notes.
| Area | Ultima 8 | Ultima 7 / Exult | Quick example | Reference |
|---|---|---|---|---|
| Archives | Flex .FLX list/extract/create/update |
Create an empty U7/Exult archive via u7 flex-create; add a standalone shape to its lowest permitted empty or a specific record via u7 flex-add-shape (SHAPES.VGA automatic allocation starts at 150) |
titan u7 flex-add-shape U7O.VGA actor.shp --index 460 --in-place |
Shared Flex commands, U7 Flex commands |
| Shapes | Export/import U8 .shp frames; shape-batch also accepts U8SHAPES.FLX directly and uses bundled U8 class names in exported PNG filenames when available |
Export U7 shapes from SHAPES.VGA, FACES.VGA, etc.; create standalone .shp files from A-Z-sorted PNG frames via shape-import; export combined frame/origin/hotspot/WIHH data via shape-frame-report; render animations via shape-animate; inventory cycling/translucency/animation content via shape-cycle-scan |
titan u7 shape-frame-report STATIC/SHAPES.VGA -o shape_frames.csv |
U8 commands, U7 shape commands |
| Shape conversion | shape-convert-u7/shape-convert-u7-all: convert one or every U8 static/scenery shape into a U7/Exult-compatible shape (resize + palette requantize + hotspot-convention shift, footprint-calibrated against real U7 game data) |
(target format) | titan u8 shape-convert-u7-all STATIC/U8SHAPES.FLX --typeflag STATIC/TYPEFLAG.DAT --u7-static /path/to/u7/STATIC |
U8 shape-convert-u7 |
| Palettes | Export U8 VGA palette | Export 12+ U7 palettes from PALETTES.FLX; inspect slots, semantic names, and colour-cycling via palette-info |
titan u7 palette-export PALETTES.FLX -o palettes/ |
U7 palette commands |
| Music | XMIDI to MIDI from MUSIC.FLX (preserves embedded playlist names in exported MIDI filenames when present) |
MIDI export from ADLIBMUS.DAT, MT32MUS.DAT, ENDSCORE.XMI; optional GM rewrite |
titan u7 music-export MT32MUS.DAT --target gm -o music_gm/ |
U8 music commands, U7 music commands |
| Sound and speech | Sonarc sound effects and speech FLX archives (preserves embedded 8-byte SFX identifiers in exported WAV filenames when present) | Creative Voice .voc decode and U7SPEECH.SPC export |
titan u7 speech-export U7SPEECH.SPC -o speech_wav/ |
Sound commands, U7 voice commands |
| Dialogue web | Prepare, optionally copy NPC JSON/META files, validate, and launch the U8 dialogue web machine | Not applicable | titan dialogue launch |
Dialogue CLI, Dialogue README |
| Maps | Render U8 isometric/top-down maps from FIXED.DAT, GLOBs, shapes, saves |
Export, render, and materialize universal U7 map JSON; create empty secondary Exult maps; render native maps with SHAPES.VGA and optional u7ireg* |
titan u7 map-export-json STATIC/ -o u7_map.json |
U8 map commands, U7 map commands |
| Type data | Decode U8 TYPEFLAG.DAT |
Decode U7 TFA.DAT, SHPDIMS.DAT, WGTVOL.DAT, OCCLUDE.DAT |
titan u7 typeflag-dump STATIC/ -f csv -o tfa_data.csv |
U8 data commands, U7 type flag commands |
| Saves and runtime data | List/extract U8 save archives | Read Exult .sav; inspect loose gamedat/; dump NPCs, schedules, flags |
titan u7 save-info exult00bg.sav |
U8 save commands, U7 save commands |
| Fonts | U8 font archives can be extracted as Flex data | U7 font-create wizard for Exult-compatible font shapes |
titan u7 font-create |
U7 font-create |
| World query | Not applicable | Repeatable IFIX/IREG searches with shape/frame, name, class, flags, area, mod inheritance, refinement and TOML recipes | titan u7 world-query --game bg |
U7 world-query |
| Container data | Not applicable | Browse IREG container contents with full nesting; filter by container name, item name, or tile area; optional per-frame item names via Exult FLX | titan u7 container-browse --game bg --container-name chest |
U7 container-browse |
| Egg data | Not applicable | Query IREG egg trigger objects — type, usecode function, probability, location | titan u7 egg-query --game bg --type usecode |
U7 egg-query |
| Text and misc data | Gump layout, XOR credits, quotes, transform palettes | Global flags and selected runtime metadata | titan u8 credits-decrypt ECREDITS.DAT |
U8 data commands |
Ultima Underworld
Native UW1 support currently covers all floor/ceiling and wall texture
archives. It preserves texture IDs, uses palette 0 from PALS.DAT, joins the
descriptions in STRINGS.PAK, and writes both CSV and JSON manifests.
titan uw1 texture-info -g "C:/UW1"
titan uw1 texture-export -g "C:/UW1" -o uw1_textures/ --contact-sheets
See UW1 commands.
Ultima Underworld II
Native UU2 support covers LEV.ARK map extraction, 2D cutaway maps, textured
3D map rendering/GLB export, standalone built-in model rendering/export, PALS.DAT, terrain
and .GR image archives, ALLPALS.DAT
auxiliary palettes, COMOBJ.DAT render metadata, and OBJECTS.DAT animation
descriptors. Map rendering uses verified OBJECTS.GR icons for model-based
furniture by default and can optionally project built-in UW2.EXE geometry.
Standalone model commands decode that geometry directly, apply palette
materials and item-selected TMOBJ.GR textures, then render PNG views or write
one OBJ/MTL/PNG asset set per item. Placed meshes use native scale 1, clockwise
45-degree headings, and the 0x0078 model pivot; standalone OBJ vertices are
also relative to that pivot. NPC animation archives remain future work.
| Area | Coverage | Quick example |
|---|---|---|
| Maps | Render directly from LEV.ARK, terrain, doors, decals, OBJECTS.GR, animated ANIMO.GR overlays, and 2D furniture icons; optional UW2.EXE geometry and diagnostic extraction |
titan uw2 map-render --slots 0 -g "C:/UW2" -o maps/ --tick 1 |
| 3D maps | Render selectable camera views or export GLB from textured tile geometry, placed UW2.EXE furniture, and sprite/ANIMO billboards; objects remain individually named |
titan uw2 map-3d-render --slot 0 --region 17,46,22,52 -g "C:/UW2" -o castle_3d/ |
| 3D objects | Render standalone camera views or export 21 mapped built-in item IDs as individual OBJ/MTL assets; UV faces use TMOBJ.GR, other faces use palette materials |
titan uw2 model-export -g "C:/UW2" -o models/ |
| Palettes | Export any 256-color VGA palette from PALS.DAT |
titan uw2 palette-export PALS.DAT --index 0 -o palettes/ |
| Shapes | Inspect/export one or every non-empty image from any .GR archive |
titan uw2 shape-export OBJECTS.GR 302 -g "C:/UW2" -o fountain/ |
| Object metadata | Dump sprite/NPC/model/texture render types; inspect ANIMO.GR frame ranges |
titan uw2 object-info 457 -g "C:/UW2" |
See UU2 commands.
Ultima 6
U6 support covers reading (and limited save-editing of) the full game: tiles, world/dungeon maps, world objects and eggs, actors, party/game state, story flags, dialogue, and text/reference data.
| Area | Coverage | Quick example |
|---|---|---|
| Archives | LZW decompression; lib_16/lib_32 library files (CONVERSE.A/B, etc.) |
titan u6 lib-list CONVERSE.A |
| Graphics | Tiles (plain/transparent/pixel-block), palette, TILEFLAG terrain/object metadata |
titan u6 tile-export-all -g "<install>" -o tiles_png/ |
| Maps | Surface world and dungeon-level rendering, animated tiles, correct multi-tile object compositing, optional world-object overlay | titan u6 map-render -g "<install>" --full -o u6_world.png |
| World objects | Object placement with container/inventory resolution; eggs (spawn probability/target); the 256-actor identity table | titan u6 object-list -g "<install>" --block 5 |
| Story and saves | Party roster, player state, clock/weather; read/compare/write per-NPC talk flags and global quest state, including writing changes back to a save | titan u6 gamestate-dump -g "<install>/SAVEGAME" |
| Dialogue | CONVERSE.A/B bytecode disassembler, with known global variables annotated by name |
titan u6 converse-dump CONVERSE.A --item 5 |
| Text and reference data | Fonts (English + runic/gargoyle); object names; books/signs; NPC daily schedules | titan u6 book-dump BOOK.DAT --book 0 |
See the U6 commands reference for the full command list.
Ultima 9 (early)
U9 support is newer than U8/U7 and includes FLX archives, TYPENAME.FLX,
sound/*.flx (Speech.flx, sfx.flx, music.flx) decoding and metadata,
PCM/native-record replacement, anim.flx skeletal clips, and 3D model +
texture export from static/sappear.flx.
The U9 format completeness index separates complete format support from structurally complete readers whose remaining questions concern field or gameplay semantics.
| Area | Coverage | Quick example |
|---|---|---|
| Archives | List/extract any U9 .flx/.FLX archive |
titan u9 flx-list sound/Speech.flx |
| Save integrity | Verify selected archive custody, fixed/nonfixed allocator structure, and fixed-layout compatibility; display separate verdicts or write JSON | titan u9 save-check C:\Ultima\Ultima9 --fixed-reference C:\Ultima\Ultima9\static |
| Metadata | Decode TYPENAME.FLX type-ID → name pairs |
titan u9 typename-dump static/TYPENAME.FLX |
| Sound and speech | Decode audio to WAV; report sizes/codecs/SFX links and lossless sfxenv.flx acoustic presets; replace one or many records from compatible PCM WAV or native data |
titan u9 sound-report sound/ -o sounds.csv |
| Dialogue text | List, search and export text.flx/misctext.flx strings by source block; parse and round-trip the text.dat key table, reproduce the game's "<speaker> : <line>" lookup, and export each item with its verified key and target line |
titan u9 text-keys-export static/text.dat -t static/text.flx --npcs runtime/NPC.FLX -o text_keys.csv |
| Palette | Inspect ankh.pal, its exact index-254 transparency key and duplicate slots; export a PNG swatch plus complete text table |
titan u9 palette-export static/ankh.pal -o palette/ |
| Texture archives | Parse headers/directories/row tables and export any frame or stored mip from bitmap*.flx; the same reader handles all 6,898 pre-baked terrain panels in Texture8.*/texture16.* |
titan u9 texture-export static/Texture8.9 1087 -p static/ankh.pal -o panels/ |
| Terrain and region maps | Losslessly parse terrain.* grids/chunks and environment headers; render textured bird's-eye maps with water, depth-tested model meshes, filterable footprints, and exact cell/tile/chunk-ID grids; catalogue every region in a labelled numeric atlas; export bounded Y-up GLB scenes with shared repeated-model meshes; render those scenes through VTK/OpenGL with a south-high orthographic camera |
titan u9 map-render-3d britannia.glb --width 8192 --height 8192 -o britannia_south_high.png |
| 3D models and textures | Parse and losslessly round-trip all 3,748 retail hierarchical sappear.flx records, expose connection geometry separately, and explicitly retain but quarantine 16 orphaned indexed records as forensic data; export game-compatible render meshes to textured OBJ+MTL+PNG or geometry-only STL, with optional naming and previews |
titan u9 model-export static/sappear.flx 2 -t static/bitmap16.flx -o model_2/ |
| Animation clips | Losslessly parse every anim.flx clip's signed header, active registry IDs and inactive capacity residue, named transform tracks and typed events; report stored-sample and controller timing separately; export registry-backed candidates, a selected static pose, or a versioned rigid-animation bundle containing local limb meshes, exact tracks and an animated GLB |
titan u9 animation-bundle-export static/anim.flx 172 static/sappear.flx 3223 -o avatar_bundle/ |
| 2D UI icons | List/export the standalone 2D icons (spell-rune sigils, item icons, ...) mixed into the same bitmap16.flx/bitmapC.flx/bitmapsh.flx archives as 3D model textures -- identified as the entries no sappear.flx model ever references, kept in a separate module/command group/output dir from the mesh commands above |
titan u9 icon-export-all static/sappear.flx static/bitmapsh.flx -p static/ankh.pal -o icon_export/ |
U9 2D map commands default to the 28-pixel-per-cell --resolution full preset;
75, 50, and 25 select proportional smaller outputs. The VTK/OpenGL
u9 map-render-3d command defaults to 16,384x16,384, with
--resolution half selecting 8,192x8,192.
See the U9 commands reference for the full command list.
Ultima Online Classic Client
UO support is export-oriented: it reads the installed Classic Client data
directly and writes reviewable PNG, WAV, and CSV outputs. The client directory
can be passed per command or configured once as [uo.game] base.
| Area | Coverage | Quick example |
|---|---|---|
| 2D art | Land/static art, gumps, textures, lights, fonts, radar colors, hues | titan uo gump-export -o gumps/ |
| World metadata | Tiledata, animdata.mul, art.def, all .def redirect files, localization/speech/skills text, multis |
titan uo def-export -o defs/ |
| Audio and animation | Sound effects to WAV; legacy animation frames with body/action/direction naming, resolution metadata, and packaged body-name clues | titan uo animation-export --limit 20 -o anims/ |
See the UO commands reference for the concise command list.
Common Workflows
U8 Dialogue Web
titan dialogue prepare
# Optional NPC export step
titan dialogue copy
titan dialogue validate
titan dialogue launch
For setup, local development, export behavior, and known dialogue-machine limits, see the dedicated dialogue web README.
U7 Exult Runtime Inspection
# Inspect configured Serpent Isle GAMEDAT, including mod fallback sources.
titan u7 gamedat-info --game si -f detail
# Inspect a mod's packaged patch/initgame.dat archive directly.
titan u7 gamedat-info mods/<mod-name>/patch/initgame.dat --static STATIC/
# Inspect a specific Exult save archive.
titan u7 save-info exult00si.sav
titan u7 save-npcs exult00si.sav --static STATIC/ -f detail
titan u7 save-schedules exult00si.sav -f detail
U7 Map Creation, Interchange, and Rendering
# Export a complete native map to universal JSON.
titan u7 map-export-json STATIC/ -o u7_map.json
# Render directly from JSON without consulting native U7 map files.
titan u7 map-render-json u7_map.json --static STATIC/ --sc 0x55 \
-o superChunk_85_from_json.png
# Materialize universal JSON as a selected native secondary map.
titan u7 map-create --output-root scratch/ --map-num 4 --from-json u7_map.json
# Superchunk render.
titan u7 map-render STATIC/ --sc 0x55 -o superChunk_85.png
# Full world render.
titan u7 map-render STATIC/ --full -o u7_world.png
# Minimap sample with grid.
titan u7 map-sample STATIC/ --scale 4 --grid -o minimap.png
u7 map-render also accepts an Exult mod's patch/ directory as its graphics
and map source. If that directory's SHAPES.VGA is a sparse override archive,
Titan fills its empty records in memory from the base game selected by
--game bg|si and configured in titan.toml. If those paths are not
configured, Titan looks for the nearest base STATIC/ above the mod's
patch/ directory. Complete base-game archives continue through the normal
renderer path unchanged.
U7 map rendering combines each shape's TFA footprint with its real
SHAPES.VGA frame count. Frame bit 0x20 swaps X/Y dimensions only for
shapes with 32 or fewer real frames, where frames 32+ are generated
reflections. Shapes with more than 32 real archive frames keep their stored
dimensions. This matches current Exult behavior and fixes extended mod doors
and other multi-frame objects without changing door-state or open-frame
rules.
U7 shape export, batch export, animation, cycle scans, frame reports and shape
insertion share the same base-plus-patch resolution. Archives inside an Exult
mods/ or patch/ tree discover their matching base VGA in the nearest game
STATIC/ directory, then fall back to the selected --game configuration.
For copied or renamed patches, provide --base-archive path/to/SHAPES.VGA.
Imports check occupancy in both archives and preserve the sparse patch on disk;
overriding an inherited shape requires --index N --replace. A recognized patch
whose base cannot be found fails with instructions to provide --base-archive.
Root Flex updates preserve the detected U7/Exult or U8 format. Extraction
manifests also preserve the format and header for reconstruction; fresh root
flex-create outputs use U7 for .VGA, otherwise U8 unless
--archive-format u7 is supplied.
U3 NES Sosaria Map Creation
# List U3 NES commands, then inspect every map-create option
titan u3 --help
titan u3 map-create --help
# Export the Serpent Isle construction source
titan u7 map-export-json --game si -o si_source_map.json
# Create the map in the selected native U7 secondary-map slot
titan u3 map-create si_source_map.json \
--output-root "D:/work/maps" --map-num 4 --seed 42
U3-specific generation uses Titan's embedded original NES overworld, then
passes resulting universal map document directly to shared U7 native writer.
Existing mapNN replacement still requires --overwrite-map; shared terrain
append still requires --update-chunks. Interactive runs offer a full classic
render after creation. Scripts can choose --render or --no-render.
U7 World Query
# Interactive wizard — walks through shape class, flag, and area filters.
titan u7 world-query --game bg
# With explicit paths (no titan.toml required).
titan u7 world-query STATIC/ --gamedat gamedat/
# Pre-set STATIC from config, add a runtime GAMEDAT for IREG objects.
titan u7 world-query --game si --gamedat Exult/serpentisle/gamedat
The wizard prompts for shape-class checkboxes, optional shape numbers, TFA flag checkboxes, area (all or specific superchunks), and output format (summary / full text / CSV). Output can be printed or saved to a file.
U7 Container Browse
# Interactive wizard — configured BG paths.
titan u7 container-browse --game bg
# Show all chests with their full contents tree.
titan u7 container-browse STATIC/ --gamedat gamedat/ --container-name chest
# Find containers holding a sword.
titan u7 container-browse STATIC/ --gamedat gamedat/ --contains-name sword
# Export to CSV with per-frame item names (requires Exult installation).
titan u7 container-browse STATIC/ --gamedat gamedat/ -f csv -o containers.csv \
--exult-flx "<Exult install>/data/exult_bg.flx"
# Configured paths with per-frame names from titan.toml [exult.paths].
titan u7 container-browse --game bg --container-name desk
U7 Egg Query
# Interactive wizard — configured BG paths.
titan u7 egg-query --game bg
# All usecode eggs.
titan u7 egg-query STATIC/ --gamedat gamedat/ --type usecode
# Find every placement of a specific usecode function.
titan u7 egg-query STATIC/ --gamedat gamedat/ --fn 0x06BC
# Export usecode eggs to CSV.
titan u7 egg-query STATIC/ --gamedat gamedat/ --type usecode -f csv -o usecode_eggs.csv
U8 Map Rendering
titan u8 map-render -m 5
titan u8 map-render -m 0 --no-roof
titan u8 map-render-all --maps 0 5 39 --views iso_classic iso_high
U6 World Rendering
# One surface superchunk, with world objects (furniture, items, etc.) overlaid.
titan u6 map-render -g "C:/Ultima6" --region 0,0,64,64 --objects -o chunk0.png
# A dungeon level.
titan u6 map-render -g "C:/Ultima6" --dungeon 0 --objects -o dungeon0.png
# The entire surface world.
titan u6 map-render -g "C:/Ultima6" --full -o u6_world.png
U9 Sound Extraction
# List an archive's decoded entry headers first.
titan u9 sound-list sound/Speech.flx
# Decode every supported entry to WAV (PCM, mono/stereo ADPCM, EA MicroTalk).
titan u9 sound-extract sound/Speech.flx -o speech_wav/
titan u9 sound-extract sound/sfx.flx -o sfx_wav/
titan u9 sound-extract sound/music.flx -o music_wav/
# Report all audio metadata and SFX-template links.
titan u9 sound-report sound/ -o u9_sound_records.csv
# Replace TV sound 1322 from 22,050 Hz, 16-bit mono PCM WAV into a new FLX.
titan u9 sound-import sound/sfx.flx 1322 1322_EASports.wav -o sfx_patched.flx
U9 Palette Inspection and Export
# Inspect layout, exact transparency semantics, and repeated colour slots.
titan u9 palette-info static/ankh.pal --duplicates
# Write a 16x16 RGB swatch and a complete RGB/reserved/alpha text inventory.
titan u9 palette-export static/ankh.pal -o palette/
U9 3D Model Export
# Inspect record type plus limb/LOD/render/mount/material/texture counts first.
titan u9 model-info static/sappear.flx 2
# Export every material field and join texture metadata from all tiers found
# in the static directory, including invalid UV counts per material row. Limit
# to one model with --model or use --only errors when desired.
titan u9 model-material-report static --model 3306 -o television_materials.csv
# Export a textured OBJ (+ MTL + PNG textures) -- bitmap16.flx covers every
# real texture referenced by any model in this project's test copy of the game.
# preview.png (back-ish) + preview_front.png (rotated 180 degrees) are rendered
# alongside it automatically (needs `pip install pyvista`).
titan u9 model-export static/sappear.flx 2 -t static/bitmap16.flx -o model_2/
# Add real palette colors for any 8-bit textures instead of flat grayscale.
titan u9 model-export static/sappear.flx 2 -t static/bitmapsh.flx -p static/ankh.pal -o model_2/
# Geometry-only STL, no textures or preview needed.
titan u9 model-export static/sappear.flx 2 -f stl --no-preview -o model_2_stl/
U9 Texture Inspection and Export
# Inspect the decoded set/frame headers and every stored mip size.
titan u9 texture-info static/bitmap16.flx 568
# Export dynamic frame metadata across all three tiers. Matching sdInfo,
# sappear material animation evidence, and model names are auto-discovered.
titan u9 texture-frame-report static --entry 7344 -o television_frames.csv
# Export one of the game's own stored mip levels.
titan u9 texture-export static/bitmap16.flx 568 --mip 2 -o textures/
# Texture8/texture16 terrain-panel files use the same entry format.
titan u9 texture-export static/Texture8.9 1087 -p static/ankh.pal -o panels/
U9 Terrain Inspection and Export
# Includes signed water level, floating wave amplitude and raw region flags.
titan u9 terrain-info static/terrain.9
# Inspect the UV orientation encoded at each point in a placed chunk.
titan u9 terrain-chunk static/terrain.9 -t 12,20 -f uv-rotation
# Count textures across the placed terrain surface, not orphaned chunk data.
titan u9 terrain-textures static/terrain.9 --sdinfo static/sdInfo16.flx
Configuration
titan.toml stores default paths so commands can run without long path
arguments. Command-line options always override config values.
Config search order:
./titan.toml~/.config/titan/config.toml- User profile folder
titan\config.toml
Use titan --config <other config.toml> <command> to override.
Minimal multi-game shape:
[u8.game]
base = "<Ultima 8 install>"
language = "ENGLISH"
[u8.paths]
fixed = "FIXED.DAT"
palette = "U8PAL.PAL"
typeflag = "TYPEFLAG.DAT"
shapes = "shapes/"
globs = "globs/"
nonfixed = "U8SAVE.000"
[u7bg.game]
base = "<Black Gate install>/ULTIMA7"
variant = "blackgate"
[u7bg.paths]
static = "STATIC/"
shapes = "STATIC/SHAPES.VGA"
palette = "STATIC/PALETTES.FLX"
gamedat = "gamedat/"
[u7si.game]
base = "<Serpent Isle install>/SERPENT"
variant = "serpentisle"
[u7si.paths]
static = "STATIC/"
shapes = "STATIC/SHAPES.VGA"
palette = "STATIC/PALETTES.FLX"
gamedat = "gamedat/"
[u7si.mods."<mod-name>".paths]
root = "<User profile>/Exult/serpentisle/mods/<mod-name>"
saves = "<User profile>/Exult/serpentisle/mods/<mod-name>/saves"
gamedat = "<User profile>/Exult/serpentisle/mods/<mod-name>/gamedat"
archive = "<Serpent Isle install>/SERPENT/mods/<mod-name>/patch/initgame.dat"
[exult.paths]
bg_flx = "<Exult install>/data/exult_bg.flx"
si_flx = "<Exult install>/data/exult_si.flx"
[uo.game]
base = "<Ultima Online Classic Client install>"
Notes:
titan setupwrites this file for you. Usetitan --config <file> setupto write a different config file, including one in a new directory.- Rerunning setup keeps existing values and adds missing entries. Before
updating an existing file, it saves the original (including comments) as
<file>.bak, or<file>.bak.1, etc. if a backup already exists. The updated TOML is reformatted; usetitan config --editto change existing settings. - Setup detects both language-folder and flat U8 layouts, and recognizes
Roman-numeral U7 folder names such as
Ultima VII - Complete. - U8 relative paths expand from the configured U8 install and language folder,
except
shapesandglobs, which are local working directories. - U7
gamedatshould usually point at Exult's initialized runtime copy when available. - U7 mod
savesis discovered by scanning the mod profile root recursively for.savfiles and choosing the folder with the most saves. - A fully annotated template is available in titan.toml.example.
- Full config details are in cli_reference.md#configuration-titantoml.
Inspect the active config:
titan config
titan config --edit
Library Use
TITAN can also be imported as a Python library. U8 modules live under
titan.u8; U7 modules live under titan.u7; U6 modules live under
titan.u6; early U9 modules live under titan.u9. Backward-compatible
imports such as from titan.shape import U8Shape are still supported.
from titan.u7.flex import U7FlexArchive
from titan.u7.palette import U7Palette
from titan.u7.shape import U7Shape
archive = U7FlexArchive.from_file("SHAPES.VGA")
shape = U7Shape.from_data(archive.get_record(150))
palette = U7Palette.from_file("PALETTES.FLX")
shape.to_pngs(palette)[0].save("shape_150_frame0.png")
Supported File Families
| Family | Ultima 8 | Ultima 7 / Exult | Ultima Online Classic |
|---|---|---|---|
| Archives | *.FLX, speech FLX archives |
Flex/VGA archives, Exult ZIP/FLEX saves | UOP plus MUL/IDX pairs where used by the Classic Client |
| Shapes and art | U8SHAPES.FLX, U8FONTS.FLX, U8GUMPS.FLX |
SHAPES.VGA, FACES.VGA, GUMPS.VGA, SPRITES.VGA, POINTERS.SHP, generated font shapes |
art*, gumpart*, texmaps, light, fonts, legacy anim*.mul/idx |
| Palettes and colors | U8PAL.PAL, XFORMPAL.DAT |
PALETTES.FLX |
hues.mul, radarcol.mul |
| Audio | SOUND.FLX, MUSIC.FLX, E*.FLX / G*.FLX |
ADLIBMUS.DAT, MT32MUS.DAT, ENDSCORE.XMI, INTROSND.DAT, U7SPEECH.SPC |
sound* effects |
| Maps | FIXED.DAT, GLOB.FLX, NONFIXED.DAT, U8SAVE.000 |
U7MAP, U7CHUNKS, U7IFIX*, SHAPES.VGA, gamedat/u7ireg* |
Not yet |
| Type and object data | TYPEFLAG.DAT, GUMPAGE.DAT |
TFA.DAT, SHPDIMS.DAT, WGTVOL.DAT, OCCLUDE.DAT, npc.dat, schedule.dat, flaginit |
tiledata.mul, animdata.mul, .def, multis |
| Text | ECREDITS.DAT, QUOTES.DAT |
Selected Exult save/runtime metadata | Cliloc.*, speech/skills/system text files |
Game Files
TITAN requires the original game files. You must own a legitimate copy of the
games. titan setup checks common GOG, EA/Origin, manual, Pentagram, ScummVM,
and Exult paths.
Typical GOG, EA/Origin, manual, ScummVM/Pentagram, and Exult folders are auto-detected where possible. If setup cannot find a game, enter the game's base folder manually when prompted.
Documentation
Credits
TITAN uses the following excellent open-source tools:
- LeRF by Jiacheng Li, Chang Chen, et al. Adaptive downscaling and geometric transforms are powered by LeRF's official LUTs and NumPy implementation.
The font-create wizard ships six TrueType fonts for Ultima script systems.
It previews the mapped font, supports redoing font settings, and saves to a
separate shape or Exult patch destination. TOML recipes support the same
rendering options without prompts; see font-create.
See FONTS_CREDITS.md for full attribution and licensing
details.
For artwork, titan u7 shape-create guides PNG conversion through the U7 main
palette, preview and redo, then saves a shape, a FLX/VGA archive, or both. It
supports frame folders, optional comparison PNGs, flats, sparse mod patches,
safe slot allocation and repeatable TOML recipes. See
shape-create.
License
MIT
TITAN also distributes a modified fold component derived from the Pentagram
project as part of dialogue tooling. That component is licensed under
GNU GPL v2 or later and is not covered by TITAN's MIT license.
See THIRD_PARTY_NOTICES.md and
src/titan/third_party/fold/ for attribution, license scope, source mapping,
build entry points, and bundled GPL license text.
Ultima (Copyright 1981-1999, Electronic Arts)
This fan-made tool requires a legitimate copy of the original games: Ultima 8 and Ultima 7. This project is not affiliated with Electronic Arts. All rights to Ultima remain with Electronic Arts.
Metadata
Release files for titan-ultima 0.7.8
For a detailed explanation of source distributions (sdists) and built distributions (wheels), please see the package formats documentation.
Source distribution (sdist)
| File | Size | Uploaded | |
|---|---|---|---|
| titan_ultima-0.7.8.tar.gz | 5.4 MB | Details |
Built distribution (wheel)
| File | Interpreter | ABI | Platform | Reset |
|---|---|---|---|---|
| titan_ultima-0.7.8-py3-none-any.whl | Python 3 | none | any | Details |
Total release size: 11.3 MB
Release files / titan_ultima-0.7.8.tar.gz
| Download URL | titan_ultima-0.7.8.tar.gz |
|---|---|
| Size | 5.4 MB |
| Tags | Source |
|
SHA-256 checksum How to use checksums |
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|
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| Download URL | titan_ultima-0.7.8-py3-none-any.whl |
|---|---|
| Size | 5.9 MB |
| Tags | Python 3 |
|
SHA-256 checksum How to use checksums |
6aa2001079a8d77d3581db35afba0a04d74ce9c221c2693f4ef1dab721ddbe3f
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Yes |
| Uploaded via |
twine/7.0.0 CPython/3.13.14
|
Provenance
Provenance describes where a file came from. On PyPI, provenance is shared via attestations, which provide a verifiable record of the build or publishing details. View details, limitations and caveats.
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PyPI verified that this artifact, at this checksum, originated from the publisher listed below.
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