to get the source code is probably out of the question - anyways, who has it? Who to ask for it ?
So there are 2 options then, or 3:
use only PC DM2, and split the game into several dungeons.
I guess that means several dungeon.dat files?
if so, you could make each dungeon.dat be like a disk swap: for the entering of skullkeep, please insert disk 5 or something.
the hard coded tables , we cannot help it.
If you compare it with csbwin, where there are similar restrictions:
there are about 20 monsters, and the graphics.dat has a limited amount of pictures for the items, some use several, like the torch
Csbwin has enhanced this with alternate monster graphics; the same monster has different images, but all these share the same monster definition. You can make them look different, but basically they all have the same basis-of-monster.
Items can get couple of descriptive texts and have single ID´s to make some very special, but there is still the restriction in place. You do not really have more itemgraphics .(to my knowledge)
So you could maybe use something along those lines for DM2PC ENHANCED
In dsb, to come back to it, you would not have any of these restrictions.
You (we, someone) had to build it up from scratch, but then it would work very nicely.
My doubts in my last post were because DM2 is so different. You have different movement, world reacts different and interacts in new ways and so on. I thought it would be easier to just change a bit of DM2PC and deemed that easier than building anew(=tweaking dsb).
How hard would it to incorporate all the tables and knowledge of dm2/creatures AI /objects AI -data into a dsb framework? (I am no progammer)
If you already have a rough idea of the internal structures of PCDM2 you will know how to extract this information.
Maybe then it is just copy and paste it into lua-readable format?
Again, I think it will be really cool to have an editable DM2, a DM2 enhanced.