Dungeon Keeper demo

Package and installation

The local Windows demo comes from the Windows 98 A-D archive recorded in sources.md. Its own readme tells the user to run SETUP.BAT; that batch file runs KDDATA.EXE -d to create the playable files. The registered app now uses only that installer output under installed/, not the separately unpacked Rozbaleny/ copy.

tools/install-dungeon-keeper-demo.js runs the original DOS PKSFX executable inside ToyVM, exports the files the guest creates, validates the payload, and generates the browser manifest. It does not use a host archive extractor. The measured result is 166 files and 19,754,866 bytes; the manifest contains the 165 companion files mounted beside the launch executable.

Pinned SHA-256 values:

Run the original installer with:

node tools/install-dungeon-keeper-demo.js

Distribution status

The bundled readme calls this a promotional demonstration, forbids selling or renting it, and says copying requires Electronic Arts' prior written consent. "Playable demo" describes what the package is; it is not a redistribution license. The package and generated install tree therefore remain local and gitignored. sources.md links the preserved original distribution so a user can obtain it independently; Wine-Assembly does not publish the demo files.

Gameplay route

test/test-dungeon-keeper-gameplay.js launches the registered app through the headless CLI in frozen stdio-control mode. It dismisses the legal/logo screens, waits for the main menu pixels, moves the software cursor with small relative DirectInput deltas, and clicks Start New Game without moving the host cursor. It then follows the portal transition into the live Eversmile dungeon and checks the in-game tutorial panel appears while the process remains healthy.

The test uses run.js --max-seconds as its only process guard. It performs no performance measurement. Screenshots are written to build/dungeon-keeper-gameplay/.

Run explicitly with:

node test/test-dungeon-keeper-gameplay.js