Update: I have moved the information to http://battlerealms.wikia.com/wiki/Battle_Realms_Source
Battle Realms was coded with Microsoft Visual C++
WINMM.dll - For time functions.
KERNEL32.dll - Basic WinApi library.
USER32.dll - Basic WinApi library.
GDI32.dll - This is a graphics library.
ADVAPI32.dll - Registry
SHELL32.dll - To execute shell commands
WSOCK32.dll - This is a socket library.
WS2_32.dll - More sockets
MSACM32.dll - Streams?
Most of these probably were put there by the Visual C++ compiler
Source Functions and Files
-To be written.
C:/Projects/Samurai/Code - Contains the .cpp files used by Battle Realms
C:/Projects/COMMON - Contains directories and files probably shared by other Liquid games.
H2O File Format
.lsk = Liquid Skeleton
.lfx = Liquid Effects
.lms = Liquid Mesh
.lmd = Liquid Model
Textures are in Truevision TARGA format = .tga
.lwt = Liquid Weight
I'm still figuring out how to edit these or how they are formatted. Using a hex viewer you can see that these have a lot of data in them relating to other files.
.lte = Liquid Text Effect? - Contains the text that is drawn to the screen when a cutscene happens.
.lfr = Liquid Font Resource?
.uva = Probably related to UV Mapping. They come in a group accompanied by a .TGA image. They seem to be crops of the specified tileset(.tga) that they come from.I will update this after I make sense of some of the dissasembled code I have to describe exactly what these file formats contain and how they are edited.
Also the reason H2OTools doesn't create the correct H2O file when using build is because it does not use PKWare's Compression Library Implode method to compress data when it is building, it only uses its explode method when extracting files.