While searching for original stunts images in response to llm I obviously came across some cracked versions.
That made me wonder a couple of things that I'd like to share because somebody may wonder the same.
(if not, feel free to say so or just ignore my post)
First thing.
As learned form dstien's restunts SVN repository the copy protection can be permanently disabled by setting a 0 to a 1 on two locations.
Why then are the cracks so elaborate?
my guess: it was not the goal back then, you wanted to show off your work and it has a more visual appeal to have it work with enter in stead of been completely absent.
But it may also have been easier to do so. I don't know how difficult it is to find this bit in the original file and change it. I can 'see' how you can see the check for the right answer with debugging software and make sure the answer is always accepted. And my guess is that that is how it's done.
Most cracks just work as a preloader and continue with stunts.com that reads form setup.dat and feeds that to load.exe.
||st.com and stunts_k don't work without stunts.com||
I believe the only exception to this is the red sector crack, they replaced stunts.com with their own version,
RS-stunts.com calls stunts.ovl that reads setup.dat and calls back to RS-stunts.com which feeds that into load.exe
I don't know for sure if they work this way.
But it seems logical. Please correct me if i'm wrong.
list of known crack files.
- Stunt.exe
- Smax.com
- St.com
- Stunts_k.exe
- Stunts.com -Red Sector
Crackes that seem to flip the byte
Secondly.
Is it worth the effort to create the original file with the bit changed, so the copy protection is disabled.
I know that I can just use the restunts executable or a crack, but I wish for an as clean as possible version without the copy protection.
It can be done, i'm sure of that.
I think the main reason is because most of these cracks were made around the time that Stunts was released, so time was critical. The goal was probably to crack the game and release it as quickly as possible.
I'm not sure if it's worth the effort to produce a version of the game with no evidence of copy protection as I don't know what's involved. Personally, I find that the other bugs and limitations in Stunts make the copy protection seem insignificant.
Stunts 1.1 and 4D Sports Driving 1.1 (1991) uses the same files (Last version is updated, so it only works with NeverLock)
Quote from: Daniel3D on July 28, 2021, 10:50:24 PM
As learned form dstien's restunts SVN repository the copy protection can be permanently disabled by setting a 0 to a 1 on two locations.
Why then are the cracks so elaborate?
First of all, its clvn's SVN, he started the restunts project
The cracks did not go the route to analyse the process of unpacking multiple files and combining them in ram before run, and reverted that process, what load.exe does but hooked themself at the end of this process and then do their thing, typical for most of these times crack programs
the original exe is like what clvn's unpacker creates with the restunts game.exe, but the dsi guys want it further processed, maybe for protection reason, most of the combined code file parts are afterwards packed with stunts own resource packing algorithm and the complete resulting executable is another time "packed" with exepack from microsoft, that is very special and not a typical way of distributing a executable
In the resulting executable what load.exe combines in memory to the game.exe is a pure uncompressed exe image that just contains a trivial password check that is easy to disabled by patching the result of a is-correct-password-result to always success
I think they produced normal game.exes with the compiler with mapfiles, containing start/end of all the functions inside, packed the exe with exepack from microsoft, splitted the exe afterwards at multiple points in the base code and grafix code, packed the splitted parts with stunts own packing format and wrote load.exe to reverse this process at startup time
here is the full exe combine code - even for non programmers small enough to someway understand was happening
https://github.com/xor2003/restunts/blob/master/src/execombiner/main.cpp
the input files in https://github.com/xor2003/restunts/tree/master/src/execombiner/assets
are alreay unpacked with dstiens stunpack
after the combine run the resulting exe-file is manually unpacked with UNP (or other Microsoft EXEPACK capable unpacker)
and then the byte is changed to disable copy protection (which prevents a jump to exit or something like that)
btw: the combine tool should also work with the CGA,EGA and TANDY Version - but i think never tested before
so in the End we've got a CGA,EGA,TANDY and MCGA exe - the Sound-Driver get loaded dynamically
my drvcombine tool just disables the dynamic loading of the sound drivers by directly integrating a driver (but that is only to ease the reverse engineering - then the disssembler can see also into the sound driver code - that was NOT in any way part of the original DSI release/packaging-process)
So the whole deal with load.exe was intended as an elaborate way to hide the actual executable so the game would be difficult to crack?
Ok. Something else.
In the bypassing load.exe thread I read that the following parameters are accepted.
Quote/ns - no sound
/nb - parsed, but unused
/ssb - use soundblaster (ad15.drv) instead of pc speaker
/sXY - use driver XY15.drv instead of pc speaker (e.g /sad for soundblaster)
But these are all sound related.
Are the video parameters accepted as well?
In other words. If I would rename that executable to load.exe. would it load correctly with the setup.dat information if I run the game with stunts.com??
Quote from: Daniel3D on July 29, 2021, 11:01:53 AM
So the whole deal with load.exe was intended as an elaborate way to hide the actual executable so the game would be difficult to crack?
that or maybe some extreme size constraints with release floppies that demand such splitting (but i don't think that was a problem at that time)
and also takes the load.exe process some more RAM - so its definitily not a RAM saving strategy
Quote from: Daniel3D on July 29, 2021, 12:36:28 PM
Quote
/nb - parsed, but unused
/ssb - use soundblaster (ad15.drv) instead of pc speaker
/sXY - use driver XY15.drv instead of pc speaker (e.g /sad for soundblaster)
But these are all sound related.
because only the sound drivers are loaded dynamical by stunts
Quote from: Daniel3D on July 29, 2021, 12:36:28 PM
Are the video parameters accepted as well?
no - the real executable is constructed (in RAM) based on the setup-selected code-file-parts - the sound driver get loaded by stunts itself
Quote from: Daniel3D on July 29, 2021, 12:36:28 PM
In other words. If I would rename that executable to load.exe. would it load correctly with the setup.dat information if I run the game with stunts.com??
not in a million years - these exes/coms have nothing in common
that is the reason why i sometimes talk about decent game.exes for CGA, EGA, MCGA and TANDY
all the non loader.exe programs (stunts.com, stuntsk.com etc...) are not part of the original package and not needed at all
Quote from: llm on July 29, 2021, 06:57:42 AM
Quote from: Daniel3D on July 28, 2021, 10:50:24 PM
As learned form dstien's restunts SVN repository the copy protection can be permanently disabled by setting a 0 to a 1
Why then are the cracks so elaborate?
First of all, its clvn's SVN, he started the restunts project
I realized that to later. I copied the text of the copy that dreadnaut made of dstien's repository. It is clvn's SVN.
I apologize for the clumsy phrasing of that line.
Quotenot in a million years - these exes/coms have nothing in common
Ok. I was afraid you would say that.
I kind of expected it to be so as well.
So if I understand correctly. Load.exe creates an executable in memory based on the setup information.
For the reengineering project, only the MCGA/VGA output and the sound blaster/pc speaker were taken.
To create a different version, that process has to be redone with different setup data.
Then I return to my original idea. Can we change the copy protection bit in the original files?
I would like the copy protection popup to disappear like in the restunts version. Because it's annoying.
The other video modes are useful for creating better car graphics, but are not necessary for reverse engendering, if I understand correctly.
Quote from: Daniel3D on July 29, 2021, 01:54:58 PM
I realized that to later. I copied the text of the copy that dreadnaut made of dstien's repository. It is clvn's SVN.
there is no dstiens SVN repo - cvln's the only one (also refered as base on the gitlab page from dreadnaut)
Quote from: Daniel3D on July 29, 2021, 01:54:58 PM
Quotenot in a million years - these exes/coms have nothing in common
Ok. I was afraid you would say that.
I kind of expected it to be so as well.
So if I understand correctly. Load.exe creates an executable in memory based on the setup information.
For the reengineering project, only the MCGA/VGA output and the sound blaster/pc speaker were taken.
To create a different version, that process has to be redone with different setup data.
yupp - but the game.exe you've got is exactly the In-Memory version of the exe which load.exe produces if MCGA is selected in config
the sound drv integration is a different project
Quote from: Daniel3D on July 29, 2021, 01:54:58 PM
Then I return to my original idea. Can we change the copy protection bit in the original files?
I would like the copy protection popup to disappear like in the restunts version. Because it's annoying.
The other video modes are useful for creating better car graphics, but are not necessary for reverse engendering, if I understand correctly.
i don't think that is doable because the exe is builded like that game.exe = microsoft.exepack(stunpack(fileX)+stunpack(fileY)+stunpack(fileZ))
think of it as an mathematical expression - you want to change a byte in a stunpack compressed file that is also exepacked with other stunpack files
its not something like a zip-file its the pure binary code attached to get working - there is no way to get to that point without changing the files to a
non original state and we are missing a stunpack implementation that can re-pack the files
it changes the result that much that is isn't original anymore and only for keeping the setup-tool alive
i don't know what you mean by "better car graphics" CGA/EGA/TANDY are older technologies and got much less colors then VGA (4 or 16 colors, i don't know TANDY)
Quotei don't know what you mean by "better car graphics" CGA/EGA/TANDY are older technologies and got much less colors then VGA (4 or 16 colors, i don't know TANDY)
I mean for the graphics of the custom cars.
If you want to adjust the pallet it's good to see the effect.
Of course you can view that with the current crack as well.
In the bypassing load.exe there is mention of a repackaging tool.
http://forum.stunts.hu/index.php?topic=2454.msg55894#msg55894 (http://forum.stunts.hu/index.php?topic=2454.msg55894#msg55894)
Quote from: Daniel3D on July 29, 2021, 03:31:59 PM
In the bypassing load.exe there is mention of a repackaging tool.
http://forum.stunts.hu/index.php?topic=2454.msg55894#msg55894 (http://forum.stunts.hu/index.php?topic=2454.msg55894#msg55894)
could be hard work to get it going - some hours/days - because the stunts unpacked files are still part of a bigger exepack packing - i don't know
how to change a single byte in a partial part of an packed exe without breaking the exepack unpacking process
and in the end your'e still struggeling with a exepatch-bug-suffering load.exe which prevent pure DOS use
and i still think you didn't understand the complexity :)
exepack is like "zip"
stuntspack is like "7zip"
-> both packings are incompatible
zip(original.exe(here is the byte-pos known)) -> chop in 3 parts -> 7zip each part on its own
so even if i 7z-unzip the correct chopped part you still would not find the correct byte in this uncompressed part because it is still part of a bigger zip-file (differently compressed - and not blockwise but complete)
that is super special for this game and nothing typical or usual
I'm getting to understand the complexity.
It was I nice idea, but very hard to execute.
Thank you for thinking with me though.
It gives me a greater appreciation of the cracks as the are and now I also understand more about the restunts endeavour.
I wonder if the community has the Stunts 1.0 version I have. Maybe I uploaded it at some point. It has a crack that may not be the same as any of the ones known so far.
as far es i know, we dont even got a unpacker for stunts 1.0 resources, i dont think that the restunts tools ever got tested on 1.0, so its a different beast
Yes, it makes sense to concentrate mainly on one version. So much work is already a lot on just one. I guess version 1.0 is more a curiousity than anything... and of course, an item worth having in the collection.
I have 1.0 with crack.
From JTK.
http://stunts.kalpen.de/zip/stunts.zip (http://stunts.kalpen.de/zip/stunts.zip)
special features: - with Competition car 0.9.
- with tracks made by JTK.
- with Opponent Blaster (Ob.exe).
- with already blasted Skid Vicious.
- with new icons for the game and replays (.ico).
- start Stunts with st.com so you can skip the security option of the game with the <enter> key.
Quote from: llm on July 29, 2021, 01:11:02 PM
Quote from: Daniel3D on July 29, 2021, 11:01:53 AM
So the whole deal with load.exe was intended as an elaborate way to hide the actual executable so the game would be difficult to crack?
that or maybe some extreme size constraints with release floppies that demand such splitting (but i don't think that was a problem at that time)
and also takes the load.exe process some more RAM - so its definitily not a RAM saving strategy
Curious thing.
I was going through 4d sports boxing, and for some reason the version 1 and the EA version '2' are different in a peculiar way.
The both say version 1.0 but. the EA version has different music as expected. But does not have LOAD.EXE
but different executables for all video modes....see attachment. Isn't this exactly what restunts is??
I've also saw that before, It seems that EA did not used this splitting process on the exe (which is used in many DSI games), they've got the exe for each graphics card but still dynamic sound driver loading
Maybe load.exe was also a disk space saver.
Stunts fits exactly on two 720kb disks. But without load.exe more space would be needed. (Maybe that's also why sound blaster drivers are absent)
Boxing v1 also fits on one disk and has load.exe. V2 has upgrades and wouldn't fit on one anymore. Space saving with load.exe doesn't really win anything..
But that's my guess..
Some DSI games are released in multiple floppy formats - maybe the load.exe is only needed for 360k floppies
That is actually a very good point...
attached are the stunpack-unpacked-exepack-unpacked-combined cga,ega,mcga and tandy executable (create with the execombiner) of stunts 1.1
hercules is the cga code with some patching to activate the hercules code pathes in the cga.exe - need to analyze the load.exe to get a real hercules.exe
there is another thing besides preventing the exepack-bug under real-dos to skip the load.exe: the start of the game is much faster if there is not multiple unpacking and combining in ram involved
this is the content of the SETUP.DAT for each grafix selection
MCGA<---
rem 4 2 -1 -1 -1 -1
load.exe /u MCGA /std
Stunts
disk 'B'
disk 'B'
tdy.cod
EGA<---
rem 2 2 -1 -1 -1 -1
load.exe /u EGA /std
Stunts
disk 'A'
disk 'B'
tdy.cod
TANDY<---
rem 3 2 -1 -1 -1 -1
load.exe /u TDY /std
Stunts
disk 'B'
disk 'B'
tdy.cod
Hercules<---
rem 1 2 -1 -1 -1 -1
load.exe /u CGA /h /std <--- only the /h Parameter is different to CGA code path stuff
Stunts
disk 'A'
disk 'B'
tdy.cod
CGA:
rem 0 2 -1 -1 -1 -1
load.exe /u CGA /std
Stunts
disk 'A'
disk 'B'
tdy.cod
(leaving out hercules) the original load.exe based process needs 421kb space on disk, the complete uncompressed pure exes needs 859kb
so it could be really a size thing
Quote from: llm on August 03, 2021, 09:17:05 AM
there is another thing besides preventing the exepack-bug under real-dos to skip the load.exe: the start of the game is much faster if there is not multiple unpacking and combining in ram involved
So for the pure DOS enthusiasts the only thing we need is a executable that reads setup.dat and starts the right game executable with sound parameter.
A little program like that is almost within my skills... :D
I renamed the executables to a similar naming concept as 4Dboxing.
- 4DSDCGA.EXE
- 4DSDEGA.EXE
- 4DSDMCGA.EXE
- 4DSDTDY.EXE
Quote from: llm on August 03, 2021, 09:17:05 AM
attached are the stunpack-unpacked-exepack-unpacked-combined cga,ega,mcga and tandy executable (create with the execombiner) of stunts 1.1
Thank you for creating these files.
I have a lot of trouble with this stuff.
It's irritating not managing anything related to coding. But luckily for me there is often someone who is interested. ;D
Quote from: Daniel3D on August 03, 2021, 10:40:25 PM
Quote from: llm on August 03, 2021, 09:17:05 AM
attached are the stunpack-unpacked-exepack-unpacked-combined cga,ega,mcga and tandy executable (create with the execombiner) of stunts 1.1
Thank you for creating these files.
I have a lot of trouble with this stuff.
It's irritating not managing anything related to coding. But luckily for me there is often someone who is interested. ;D
Quotebut the game.exe you've got is exactly the In-Memory version of the exe which load.exe produces if MCGA is selected in config
the sound drv integration is a different project
Ok.
With /ssb I can use the soundblaster instead of the pc speaker. I guess the ad-lib uses the same.
But can I start with the mt driver as well?
you can select every sound driver with /s[DRV-PREFIX]
/sPC
/sMT
/sAD
/sTD <- never tested - needs change machine= in dosbox config to support tandy stuff
O thanks. Very cool.
Besides testing if they start, menu's work and if there is sound and visual, I tried to race with one of the new game file's today. But the security check bit is still on... :-\
Can that be hex edited? Or do they have to be recompiled?
QuoteCan that be hex edited? Or do they have to be recompiled?
Removing the check never involved recompiling, or reassembling, its just a byte in hex editor
Its already know for the mcga variant, need to look for the offset, but should be also easy to find for the other gfx version, as it is still the same code but at a different position
that's good news.
I have plans for them 8)
the mcga version is basally the same as the game.exe from "bypassing load.exe" right?
the one that you added the game_ad.exe to for sound support..
If so, then that one doesn't have to be fixed, i can just grab and rename game.exe
Quote from: Daniel3D on August 08, 2021, 10:00:27 PM
the mcga version is basally the same as the game.exe from "bypassing load.exe" right?
the one that you added the game_ad.exe to for sound support..
Thats right
Well, even with comparing the two versions (was has de bit flipt and the other not and knowing the offset. Two hours of looking at it in various ways in different programs (hex and binary editor's) I still don't have a clue... Dyslexia really gets in my way here...
Quote from: Daniel3D on August 09, 2021, 08:47:42 AM
Well, even with comparing the two versions (was has de bit flipt and the other not and knowing the offset. Two hours of looking at it in various ways in different programs (hex and binary editor's) I still don't have a clue... Dyslexia really gets in my way here...
first:
my mcga.exe is minor/micro different to clvn's version - i think he used a different EXEPACK unpacker - the file are nearly the same - except a block of ~100 Null-Bytes at the exe header-end (is padding, not functional relevant) - will recheck that after my vacation - which starts in 4h :)
UPDATE: UNP.EXE gives the exact same result as clvn - i was using a different exepack-unpacker (also filed a bug report)
second:
i know the code position where the check is for the mcga.exe (~some bytes early as clvn's said - due to my different sized exe-header)
by in need to analyze the other gfx versions - there is not a easy searchable hex pattern due to relocation (the normal dos exe loading process involves patching of segment adresses in code based on the exe-header-relocation table - which is complete different for the exes) - its the same code but not equaly placed in the executables
I fully understand what you are saying. And yet it is no use to me. Doesn't matter.
I would appreciate it if you can 'flip the bit's' (don't know if that is technically correct, but I like the phrase) I can wait. Off course.
I'll work on the rest of the plan (with help, seems I can't do anything alone)
Quote from: Daniel3D on August 09, 2021, 10:21:57 AM
I fully understand what you are saying. And yet it is no use to me. Doesn't matter.
i hope its still funny then :)
Quote from: Daniel3D on August 09, 2021, 10:21:57 AM
I would appreciate it if you can 'flip the bit's' (don't know if that is technically correct, but I like the phrase) I can wait. Off course.
next week - maybe (i also want to analyse the hercules gfx - just to finish that stuff)
my idea is to fully automatize and document the process - what tools/sources needed etc.
maybe the GOG guys also start to package stunts for re-release some day - then its also easier for them :)
Quote from: Daniel3D on August 09, 2021, 10:21:57 AM
I'll work on the rest of the plan (with help, seems I can't do anything alone)
is it an evil plan :) - details?
A GOG version would be cool. And with all the research that is done it would be a breeze for them.
Btw
/sTD <- never tested
Tested by CAS. Sort of.
Seems to work fine.
combined exes + password check removed
for cga,ega,mcga and tandy version (hercules is missing - because it take some time to figure out how the hercules-version is generated from the cga-version - i know so far: if the machine is not a hercules "load /u CGA /h /std" switches to the CGA and not the hercules mode (for which the /h is for))
i used the SKID prefix because i think were using the BB 1.1 version here and not the 4D-Sports Version
You are correct. When using 4D sports gamefiles the game crashes.
Thanks for the updated files.
I still believe that SKID was the working title or something like that. But making the prefix STUNTS will make the filename longer than 8 characters.
This causes trouble with systems that don't support long filenames.
This goes against the idea of better playability for old systems. So SKID it is and will be.
can you base your work on a clean floppy image of BB 1.1 (with MD5 checksums etc.) in a info file + a clear description what the content is (and how it was created)
just a very clear where-it-comes-from reference
Quote from: llm on August 17, 2021, 08:52:31 AM
can you base your work on a clean floppy image of BB 1.1
I did.
Quote(with MD5 checksums etc.)
ehmm, how do you mean.
Quotein a info file + a clear description what the content is (and how it was created)
just a very clear where-it-comes-from reference
I will.
Quote from: Daniel3D on August 17, 2021, 06:45:29 PM
Quote from: llm on August 17, 2021, 08:52:31 AM
can you base your work on a clean floppy image of BB 1.1
I did.
Quote(with MD5 checksums etc.)
ehmm, how do you mean.
Quotein a info file + a clear description what the content is (and how it was created)
just a very clear where-it-comes-from reference
I will.
i can't find a real reference floppy - or maybe im just not good at using the correct floppy image - every floppy image i found that is BB 1.1 seems to be tiny different then the others - so there is no clear reference, what images do you use as reference?
a MD5 checksum (https://www.fourmilab.ch/md5/) + date + filesize is the typical way to have some sort of reference for each file - because
all that stuff were doing are only working with the release were using - think of GOG is using our information, but a different floppy release or something - maybe it won't work with that - telling the date/size/MD5 of the dif,cod,etc. files that formed the new exes is needed to understand what release is needed
Quote from: llm on August 17, 2021, 07:55:51 PM
i can't find a real reference floppy - or maybe im just not good at using the correct floppy image - every floppy image i found that is BB 1.1 seems to be tiny different then the others - so there is no clear reference, what images do you use as reference?
I use:
Stunts (ID 1354) [720KB - 2 disk version]
UNCRACKED version of STUNTS 1.1 of 12 FEBRUARY 1991
http://forum.stunts.hu/index.php?topic=3788.msg80862#msg80862 (http://forum.stunts.hu/index.php?topic=3788.msg80862#msg80862)
Download link in the original post.
Quote from: Daniel3D on August 17, 2021, 08:22:11 PM
Quote from: llm on August 17, 2021, 07:55:51 PM
i can't find a real reference floppy - or maybe im just not good at using the correct floppy image - every floppy image i found that is BB 1.1 seems to be tiny different then the others - so there is no clear reference, what images do you use as reference?
I use:
Stunts (ID 1354) [720KB - 2 disk version]
UNCRACKED version of STUNTS 1.1 of 12 FEBRUARY 1991
http://forum.stunts.hu/index.php?topic=3788.msg80862#msg80862 (http://forum.stunts.hu/index.php?topic=3788.msg80862#msg80862)
Download link in the original post.
that is the reference!!! thanks
these two floppy images contain 100% identical files, same size, same content, same date (00:00:02, 13.3.1991)
https://archive.org/details/001354-Stunts <-- the one you use
http://stunts.kalpen.de/downldst.htm -> floppy st_diska/b.zips <-- the kalpen download
question: is there a release-date error in the stunts wiki?
these pages:
http://wiki.stunts.hu/index.php/Game_versions
http://wiki.stunts.hu/index.php?title=Stunts_1.1
telling us that the release date is "12 Feb. 1991", but the actual files are dated "13.3.1991" - is the wiki date wrong or why 12.2.1991 as release date?
I know. That's why I switched. The files are on https://archive.org/details/001354-Stunts (https://archive.org/details/001354-Stunts)
They should always be available.
I'm am also quite sure this is 100% original files.
A good base to start. And I believe that JTK his copy has served as base for re-engineering (bypassing load.exe).
Beyond & Compare report comparing the two floppy images of https://archive.org/details/001354-Stunts
there a some identical dublets (in date and content), and the default.rpl is on disk1 and disk2 different
Left base folder: stunts_versions\archive.org\001354_stunts\disk2
Right base folder: stunts_versions\archive.org\001354_stunts\disk1
Name Size Modified Name Size Modified
-----------------------------------------------------------------------------------
AD15.DRV 3.571 13.03.1991 00:00:02 >>
ADENG1.VCE 1.152 13.03.1991 00:00:02 >>
ADSKIDMS.VCE 3.008 13.03.1991 00:00:02 = ADSKIDMS.VCE 3.008 13.03.1991 00:00:02 !!!! both equal
ALPINE.PVS 7.423 13.03.1991 00:00:02 >>
BERNIES.HIG 364 13.03.1991 00:00:02 >>
BERNIES.TRK 1.802 13.03.1991 00:00:02 >>
CARANSX.RES 932 13.03.1991 00:00:02 >>
CARAUDI.RES 962 13.03.1991 00:00:02 >>
CARCOUN.RES 971 13.03.1991 00:00:02 >>
CARFGTO.RES 942 13.03.1991 00:00:02 >>
CARJAGU.RES 951 13.03.1991 00:00:02 >>
CARLANC.RES 969 13.03.1991 00:00:02 >>
CARLM02.RES 954 13.03.1991 00:00:02 >>
CARP962.RES 951 13.03.1991 00:00:02 >>
CARPC04.RES 952 13.03.1991 00:00:02 >>
CARPMIN.RES 957 13.03.1991 00:00:02 >>
CARVETT.RES 940 13.03.1991 00:00:02 >>
<< CGA.COD 56.988 13.03.1991 00:00:02
<< CGA.DIF 18.030 13.03.1991 00:00:02
<< CGA.HDR 30 13.03.1991 00:00:02
CHERRIS.HIG 364 13.03.1991 00:00:02 >>
CHERRIS.TRK 1.802 13.03.1991 00:00:02 >>
CITY.PVS 7.044 13.03.1991 00:00:02 >>
COUNTRY.PVS 3.323 13.03.1991 00:00:02 >>
CRED.RES 435 13.03.1991 00:00:02 >>
DEFAULT.HIG 364 13.03.1991 00:00:02 >>
DEFAULT.RPL 2.786 13.03.1991 00:00:02 <> DEFAULT.RPL 2.782 13.03.1991 00:00:02 !!!! different
DEFAULT.TRK 1.802 13.03.1991 00:00:02 >>
DESERT.PVS 5.561 13.03.1991 00:00:02 >>
<< EGA.CMN 127.337 13.03.1991 00:00:02
<< EGA.COD 68.823 13.03.1991 00:00:02
<< EGA.HDR 30 13.03.1991 00:00:02
FONTDEF.FNT 1.837 13.03.1991 00:00:02 >>
FONTLED.FNT 670 13.03.1991 00:00:02 >>
FONTN.FNT 1.443 13.03.1991 00:00:02 >>
GAME.PRE 15.434 13.03.1991 00:00:02 >>
GAME1.P3S 17.556 13.03.1991 00:00:02 >>
GAME2.P3S 21.852 13.03.1991 00:00:02 >>
GEENG.SFX 2.074 13.03.1991 00:00:02 >>
HELENS.HIG 364 13.03.1991 00:00:02 >>
HELENS.TRK 1.802 13.03.1991 00:00:02 >>
JOES.HIG 364 13.03.1991 00:00:02 >>
JOES.TRK 1.802 13.03.1991 00:00:02 >>
<< LOAD.EXE 20.829 13.03.1991 00:00:02
MAIN.RES 1.504 13.03.1991 00:00:02 >>
MCGA.COD 48.899 13.03.1991 00:00:02 >>
MCGA.DIF 17.958 13.03.1991 00:00:02 >>
<< MCGA.HDR 30 13.03.1991 00:00:02
MISC.PRE 1.814 13.03.1991 00:00:02 = MISC.PRE 1.814 13.03.1991 00:00:02 !!!! both equal
MT15.DRV 1.750 13.03.1991 00:00:02 >>
MT32.PLB 1.271 13.03.1991 00:00:02 >>
MTENG1.VCE 976 13.03.1991 00:00:02 >>
MTSKIDMS.VCE 1.184 13.03.1991 00:00:02 = MTSKIDMS.VCE 1.184 13.03.1991 00:00:02 !!!! both equal
<< OPP1.PRE 1.254 13.03.1991 00:00:02
<< OPP1LOSE.PVS 10.733 13.03.1991 00:00:02
<< OPP1WIN.PVS 10.143 13.03.1991 00:00:02
<< OPP2.PRE 1.321 13.03.1991 00:00:02
<< OPP2LOSE.PVS 18.883 13.03.1991 00:00:02
<< OPP2WIN.PVS 20.830 13.03.1991 00:00:02
<< OPP3.PRE 993 13.03.1991 00:00:02
<< OPP3LOSE.PVS 11.578 13.03.1991 00:00:02
<< OPP3WIN.PVS 21.125 13.03.1991 00:00:02
<< OPP4.PRE 1.372 13.03.1991 00:00:02
<< OPP4LOSE.PVS 26.093 13.03.1991 00:00:02
<< OPP4WIN.PVS 25.855 13.03.1991 00:00:02
<< OPP5.PRE 1.256 13.03.1991 00:00:02
<< OPP5LOSE.PVS 22.016 13.03.1991 00:00:02
<< OPP5WIN.PVS 33.740 13.03.1991 00:00:02
<< OPP6.PRE 1.297 13.03.1991 00:00:02
<< OPP6LOSE.PVS 28.687 13.03.1991 00:00:02
<< OPP6WIN.PVS 24.653 13.03.1991 00:00:02
PC15.DRV 2.227 13.03.1991 00:00:02 >>
PCENG1.VCE 1.049 13.03.1991 00:00:02 >>
PCSKIDMS.VCE 1.232 13.03.1991 00:00:02 = PCSKIDMS.VCE 1.232 13.03.1991 00:00:02 !!!! both equal
SDCRED.PES 3.608 13.03.1991 00:00:02 >>
SDCSEL.PVS 12.362 13.03.1991 00:00:02 >>
SDGAME.PVS 12.286 13.03.1991 00:00:02 >>
SDGAME2.PVS 1.252 13.03.1991 00:00:02 >>
SDMAIN.PVS 1.176 13.03.1991 00:00:02 >>
SDMSEL.PVS 15.577 13.03.1991 00:00:02 >>
<< SDOSEL.PVS 39.363 13.03.1991 00:00:02
SDTEDIT.PES 16.076 13.03.1991 00:00:02 >>
SDTITL.PVS 9.984 13.03.1991 00:00:02 >>
<< SETUP.DAT 83 13.03.1991 00:00:02
<< SETUP.EXE 15.065 13.03.1991 00:00:02
<< SKIDOVER.KMS 4.303 13.03.1991 00:00:02
SKIDS.HIG 364 13.03.1991 00:00:02 >>
SKIDS.TRK 1.802 13.03.1991 00:00:02 >>
SKIDSLCT.KMS 8.612 13.03.1991 00:00:02 >>
SKIDTITL.KMS 2.590 13.03.1991 00:00:02 >>
<< SKIDVICT.KMS 4.221 13.03.1991 00:00:02
STANSX.P3S 5.140 13.03.1991 00:00:02 >>
STAUDI.P3S 7.026 13.03.1991 00:00:02 >>
STCOUN.P3S 5.338 13.03.1991 00:00:02 >>
STDAANSX.PVS 14.776 13.03.1991 00:00:02 >>
STDAAUDI.PVS 15.167 13.03.1991 00:00:02 >>
STDACOUN.PVS 12.896 13.03.1991 00:00:02 >>
STDAFGTO.PVS 15.364 13.03.1991 00:00:02 >>
STDAJAGU.PVS 16.203 13.03.1991 00:00:02 >>
STDALANC.PVS 19.460 13.03.1991 00:00:02 >>
STDALM02.PVS 17.252 13.03.1991 00:00:02 >>
STDAP962.PVS 13.659 13.03.1991 00:00:02 >>
STDAPC04.PVS 15.727 13.03.1991 00:00:02 >>
STDAPMIN.PVS 11.069 13.03.1991 00:00:02 >>
STDAVETT.PVS 15.240 13.03.1991 00:00:02 >>
STDBANSX.PVS 772 13.03.1991 00:00:02 >>
STDBAUDI.PVS 841 13.03.1991 00:00:02 >>
STDBCOUN.PVS 951 13.03.1991 00:00:02 >>
STDBFGTO.PVS 955 13.03.1991 00:00:02 >>
STDBJAGU.PVS 743 13.03.1991 00:00:02 >>
STDBLANC.PVS 1.069 13.03.1991 00:00:02 >>
STDBLM02.PVS 912 13.03.1991 00:00:02 >>
STDBP962.PVS 720 13.03.1991 00:00:02 >>
STDBPC04.PVS 933 13.03.1991 00:00:02 >>
STDBPMIN.PVS 796 13.03.1991 00:00:02 >>
STDBVETT.PVS 1.097 13.03.1991 00:00:02 >>
STFGTO.P3S 4.183 13.03.1991 00:00:02 >>
STJAGU.P3S 5.544 13.03.1991 00:00:02 >>
STLANC.P3S 4.004 13.03.1991 00:00:02 >>
STLM02.P3S 5.853 13.03.1991 00:00:02 >>
STP962.P3S 5.838 13.03.1991 00:00:02 >>
STPC04.P3S 4.097 13.03.1991 00:00:02 >>
STPMIN.P3S 2.697 13.03.1991 00:00:02 >>
<< STUNTS.COM 758 13.03.1991 00:00:02
STVETT.P3S 6.283 13.03.1991 00:00:02 >>
TD15.DRV 2.993 13.03.1991 00:00:02 >>
TDENG1.VCE 912 13.03.1991 00:00:02 >>
TDSKIDMS.VCE 2.528 13.03.1991 00:00:02 = TDSKIDMS.VCE 2.528 13.03.1991 00:00:02 !!!! both equal
TDY.COD 55.169 13.03.1991 00:00:02 >>
TDY.DIF 18.230 13.03.1991 00:00:02 >>
<< TDY.HDR 30 13.03.1991 00:00:02
TEDIT.PRE 5.028 13.03.1991 00:00:02 >>
TITLE.P3S 2.703 13.03.1991 00:00:02 >>
TROPICAL.PVS 5.467 13.03.1991 00:00:02 >>
-----------------------------------------------------------------------------------
Quote from: Daniel3D on August 18, 2021, 09:51:17 AM
I know. That's why I switched. The files are on https://archive.org/details/001354-Stunts (https://archive.org/details/001354-Stunts)
They should always be available.
I'm am also quite sure this is 100% original files.
A good base to start. And I believe that JTK his copy has served as base for re-engineering (bypassing load.exe).
yeah, the kalpen floppy & BB 1.1 download is the one that was used for restunts - so its fine to use the archive.org/001354 images as base
SHA1 checksum for all files of the original image
create with NirSoft: https://www.nirsoft.net/utils/hash_my_files.html
all files of date 12.03.1991 23:00:02
Filename SHA1 Filesize
AD15.DRV 4062572c72e48441fb7604596f523296c5df4824 3.571
ADENG1.VCE c6f0b2ba7bfeb2848a6106acfa267b8bacc55c51 1.152
ADSKIDMS.VCE 6c4132bf75b09f9e9efa95d4c31e46793118f647 3.008
ALPINE.PVS 4be4429d67b3c8318c910984785f4b27ecdb59f3 7.423
BERNIES.HIG b91df8fdc33001a3427a4466ce28f6901f44b271 364
BERNIES.TRK 8ae9d2482d02a0347b8a37fac41dc500cfe09bec 1.802
CARANSX.RES 2cc12a366cee9944765a222a313913e7b65b0829 932
CARAUDI.RES 49f9ab66c311317f82c386dcf23ed3b295b3b571 962
CARCOUN.RES c0ffe83ea97d5c88f2a5f1198487e1724f60d5ef 971
CARFGTO.RES e646256e1c8be27329e92953e693d93b228876a1 942
CARJAGU.RES 34614b14589b342b7c67f61012b1f18ec0aa1afe 951
CARLANC.RES e11b943c5fd63e0f53ca96666cb665948b613016 969
CARLM02.RES faca116552f8d0028c35e324245742a5f872f116 954
CARP962.RES b8909fd2d0ca7698f6556b0f2744ac4e99803333 951
CARPC04.RES 591af7d86f8c1a516ee94dab5d63a914dd61664a 952
CARPMIN.RES df8fae7c4ad09f44c2ebc6932e11b4819923094f 957
CARVETT.RES 9b4445c5e49a1ca87b692db27fd288a6e413e4c3 940
CGA.COD 1ab2c93afc7279185e872ebad07b57bdb410ed5a 56.988
CGA.DIF 87f646b2c8e2c3a000ee58e14e7b34cff3a41a4e 18.030
CGA.HDR 9f15ca220c650fa37eea1dabbccbcf525bb92b9d 30
CHERRIS.HIG ba94d2e984342852481daf0b49a957df6479c440 364
CHERRIS.TRK fc57cb1aceb93a26258c7cbc2f4ccf618f916f24 1.802
CITY.PVS b746539d536feb165a65a46df4a70beafb468147 7.044
COUNTRY.PVS bf66343e4fe1874638c028db260258c1cdfd3521 3.323
CRED.RES 9bf54dd6817e3b7aefea546b2836dd1b41fcad52 435
DEFAULT.HIG 114dbb917768ca72c5375464b8df2553e0a8354a 364
DEFAULT.RPL 135bf0ae7be36f25103af49cc66b460834e204d0 2.786
DEFAULT.TRK a0944bac47473d826aeff2558adb9b831dfbb72a 1.802
DESERT.PVS bf4014b6ce127264a7a3645ad2e3992eb307daa2 5.561
EGA.CMN df94e7fceb0bfb7049badcf897acbbf45589494d 127.337
EGA.COD f6a740cd8d9ef8558ea7dcd074e072aaa084b15f 68.823
EGA.HDR 6c58e6a01dc63e3abc1d5799bd6ab0f533aebc8b 30
FONTDEF.FNT a15d31593ce4627fd2657c9f1a5e45c6377af907 1.837
FONTLED.FNT d739a5d69863d869b431cfb26c2b10ed64be5ba1 670
FONTN.FNT 421cf53e65d4f822a5698dcb563e5c6729e4e9d1 1.443
GAME.PRE 582dc44fdca45882ca85b8155b36eadd1b0a13a9 15.434
GAME1.P3S b856e20f62df81a63453d827d17a047a8a35fcae 17.556
GAME2.P3S 86cf7160e3112216b2cc7d3d3d4b7b28e62ded47 21.852
GEENG.SFX 116b5f37a02a0184875e0602add9b9efdfd96ada 2.074
HELENS.HIG 4ccf62afc25d1b077b495c7df8f393b35a6e67f1 364
HELENS.TRK 7aa9c8c43603afebd6c3f3175c22567060e12012 1.802
JOES.HIG 7b84ca3076f980ce5e24d7fdbd4a24ad8ea746b2 364
JOES.TRK 85af606f3961df4d302e15a2815e9993729cca56 1.802
LOAD.EXE 2826b839009f0fd634a590814a8039607434b79d 20.829
MAIN.RES 002a251c09a291e5d8d655a19f871d673f6d52a5 1.504
MCGA.COD 5628e29da11167049ca689824cea6c6971bea011 48.899
MCGA.DIF 097e1d9b7eea55dc21b743f1ea25f7a55dfb3c15 17.958
MCGA.HDR b02de345fd709543a91bcab2440769d8e1747983 30
MISC.PRE b636fc9781bb0553636723fb9c9094896cf228d6 1.814
MT15.DRV 4f37111f15f66b8b457e3e452b643bbe87a25873 1.750
MT32.PLB 150e10ffa5e15b19877ac5a45bd907ef2ad34d05 1.271
MTENG1.VCE feb70afb4b453f534cfef72998d788371665259c 976
MTSKIDMS.VCE c967aef75a52c6759858fe553a2e3d0374982ca3 1.184
OPP1.PRE c8d48550c3e4acf67267e5bba5b3be689048327c 1.254
OPP1LOSE.PVS c2bd0436119f3baf154a5a02c8b5ba5bd79c0a13 10.733
OPP1WIN.PVS 8e6d5612251813e3ab913b1a240af55ee2748f04 10.143
OPP2.PRE 53e1c61d4c37e03200ecaf95909d5f392891d4d1 1.321
OPP2LOSE.PVS 23eceda641f7cbb0ba60c0f02477c88f88282984 18.883
OPP2WIN.PVS bcff39f84b91e284fd5e9fdbf0cc7e2996651d37 20.830
OPP3.PRE 8a43a6f0364a723f8cc4f34311112ee1173963c1 993
OPP3LOSE.PVS 0767a8847d1161173f0ecad5fa45b558c5f69935 11.578
OPP3WIN.PVS 4f8cb1b7a9cfaf1595dc721d45cb9063d6925467 21.125
OPP4.PRE 5170c8bed3a66ebdd3507061a17fad28391dc2f3 1.372
OPP4LOSE.PVS 41966eeccef2d79019427b5b292cdd117a70c488 26.093
OPP4WIN.PVS e3036d72b468f260cb4b6847ed2bbdd426697ee7 25.855
OPP5.PRE 0ced540d8014c0df0cae1f17a57299e74d672d55 1.256
OPP5LOSE.PVS a09784a5e01e16fe513389983709d2df4c1a25e7 22.016
OPP5WIN.PVS 1f75a33dbaa7e0378b41c35b2afef953fe41b26f 33.740
OPP6.PRE 0d0db82d07adebd31a109469280b03fe801a2e0a 1.297
OPP6LOSE.PVS 2509f57959fdaf819e5e92778b6d16d3e9377e00 28.687
OPP6WIN.PVS 319f3e56b329cf33fc6114effc98c3d95dbb0e44 24.653
PC15.DRV dcd199f67bf36801239cf5dc98d59070b6188e4f 2.227
PCENG1.VCE ff7e21b459905dd1313aa66f092990160be91bdb 1.049
PCSKIDMS.VCE 8c7e8466d1fa70fa464b2c323f674e4e29ddca1e 1.232
SDCRED.PES f62be90b46cd1726bce5308372a763994f981d7d 3.608
SDCSEL.PVS 6ac6fc9cb7a270307fac4f2e571fdf14ef574fb6 12.362
SDGAME.PVS 49b60064fc66e17174760d70c92877379559f7b5 12.286
SDGAME2.PVS a533a01207520a3bee98471333baa210a4313bf0 1.252
SDMAIN.PVS aaee69ecdfd64024be48cb7957003b3db04672d0 1.176
SDMSEL.PVS 6eda3927548b7e38967dbf689a1e9e1b60b98716 15.577
SDOSEL.PVS fb819eb25b2c597d23cccb292f3c165d641c6da8 39.363
SDTEDIT.PES 5552c4e2fa4d581b01498686668a6d859a74dffd 16.076
SDTITL.PVS 547b48437c0a9125a4e0943e53d43a2e0c2525b9 9.984
SETUP.DAT 979d6e70e68aa67014fdc7361e5d803a90efe3e8 83
SETUP.EXE 37942c86bcf7e1b069ae01735cafd48a54c2e654 15.065
SKIDOVER.KMS 9522309532359ed8508599bb56fe1f25c738d0f5 4.303
SKIDS.HIG 8022204f034cdaaa0b0d015b695acdab70264844 364
SKIDS.TRK f5bbbbbce457e2d7573ea8520b313dacc6d469b9 1.802
SKIDSLCT.KMS 9830cf45cba9f7b5aaab9505e2cfb7b1d1180e76 8.612
SKIDTITL.KMS d2f41bda6cbb416b592bde5fbfa6610b33f70dcb 2.590
SKIDVICT.KMS 0d75b0ef510c2fa294633d07a2195e654612105e 4.221
STANSX.P3S 73e43baf15b208d8bb3ea30835c12f22c9b15007 5.140
STAUDI.P3S 2dd7c9add522af00fe9f51de9217c44473609c5f 7.026
STCOUN.P3S b0d981eb80f4ad5d1b108f6c431658c05fd8f01d 5.338
STDAANSX.PVS bdf90d465e310bf95e119a85ce6532b4016740f6 14.776
STDAAUDI.PVS aae2e8060932e58d8ebb8ec621e680defe90ce0f 15.167
STDACOUN.PVS 5c895c79bae0ed9c38b820c7c5ca91dd00e8f413 12.896
STDAFGTO.PVS 249f0a74c415e2642424b466d44fcc252a9c4738 15.364
STDAJAGU.PVS 0a960acf4b4221085fe8c629a48164423289ff49 16.203
STDALANC.PVS 5f69177db43b89af522e6b97bfd57b7f2558f956 19.460
STDALM02.PVS 588df3b7bdd5ffee07295377ef9775feeddfa343 17.252
STDAP962.PVS d304576e6d483252c8fe79d248af863060ae274d 13.659
STDAPC04.PVS d44e2c2df98cd7fc454cc7de74e69dc9b2bbf04a 15.727
STDAPMIN.PVS d1248c417c5b84e4de129c800116bb5612c72701 11.069
STDAVETT.PVS 16bd9dc634fa8f9b86e72edbabeb346d5e12b08f 15.240
STDBANSX.PVS f02eac4f537a964db4f8c666b2d3f5a5ccfb07c9 772
STDBAUDI.PVS 074687494f13905b2df89192fe93a4396879af3d 841
STDBCOUN.PVS 9aa334ac04d7ffb47bebd574a0011b93611b9513 951
STDBFGTO.PVS 530b88d5c15959e61b9774f3d1c358b762c0fb7a 955
STDBJAGU.PVS 3a7a9f0fb958baa2c5994ee3f153f6614e07db9f 743
STDBLANC.PVS 7a2df3a77eb856e17a3fbed31ce7a68c65dcf603 1.069
STDBLM02.PVS 4df8f787ee12c7e7b5e787696e16a32b5a191901 912
STDBP962.PVS e49afa2e839aaa34152c787d055cb6914dff53fe 720
STDBPC04.PVS f5484ce8477b2d91ca558daf2bcda9794bd3d026 933
STDBPMIN.PVS cff748a484a1b510fabbe90bd060314cd2fed157 796
STDBVETT.PVS 6b9eeba63d911e57584495ae9e59b6339637f211 1.097
STFGTO.P3S e6e520ed5d39d5a5cacda46a7579403747d8ed18 4.183
STJAGU.P3S bb9aef1fbf584129dd3288b4aad2e84b87c492fc 5.544
STLANC.P3S 59c68ab2158390fa286f9b45a2fb63aa5d7ebfa2 4.004
STLM02.P3S 037e7b7259feb36f9ab1fc6cf57164e51df9ebdc 5.853
STP962.P3S baf67fb574aa6c036ec802426e687db42828268e 5.838
STPC04.P3S a7b69f7548d259a20968927296813b357400d104 4.097
STPMIN.P3S a1261456e46cb59efb10a44c11c375148c8836a3 2.697
STUNTS.COM aaa47f7a780e9a7809c85e8b57d8aadf6bc9c2d8 758
STVETT.P3S 54dd0ea7bf9992f371133c16c034a6b04a54c30c 6.283
TD15.DRV 26bcb094d2bf9b9cd8db7e999f699320b2970e06 2.993
TDENG1.VCE 843fb26396c49a1043bddaca2d59fc6495b4472f 912
TDSKIDMS.VCE 1a25e15367c7f0073b060c3ab40702062dc80d0b 2.528
TDY.COD 644b235834030a0d473ef8e074d984613576e732 55.169
TDY.DIF 72eacc7a04d500a52e093e0168696232273a9774 18.230
TDY.HDR 67f9a4fb5c8e334b01eb0c845513a37510941255 30
TEDIT.PRE 2c5a45488a16e1a9fd2293b6d188dab68de94011 5.028
TITLE.P3S d6d9ab1bfa370b996c9c9937ee30bb56cf1dfee9 2.703
TROPICAL.PVS 10f9fbdb10a1c00facff31315b6deb7d15b21331 5.467
we need a 1.0 floppy images for the better MT15.DRV - just to make clear what the source is
i can't find one - do you got one?
would be great if you could establish your 1.2 version as "the" new reference
Quote from: llm on August 18, 2021, 10:24:34 AM
would be great if you could establish your 1.2 version as "the" new reference
I think so to.
But that is not for me to decide.
Quote from: llm on August 18, 2021, 10:23:00 AM
we need a 1.0 floppy images for the better MT15.DRV - just to make clear what the source is
i can't find one - do you got one?
I can't find it either.
I think that 1.0 is less common and for most people less interesting to save.
We may have to recreate and upload it ourselves 8)
The oldest copy I could find on the net has a lot of crap packed in there.
And all original tracks are missing. But otherwise it seems unharmed.
I cleaned it up and packed it.
It's not a disk image, but a 20 years ago uploaded copy. I fear it's as good as it's going to get.
2 files.
Quote from: Daniel3D on August 18, 2021, 11:35:40 PM
The oldest copy I could find on the net has a lot of crap packed in there.
And all original tracks are missing. But otherwise it seems unharmed.
I cleaned it up and packed it.
It's not a disk image, but a 20 years ago uploaded copy. I fear it's as good as it's going to get.
2 files.
part 2.
because the package is 36KB to large...
i've found someone who collects floppy images like hell - he also got BB Stunts 1.0 on his list
private message sent - hope he replies :)
Quote from: Daniel3D on July 28, 2021, 10:54:40 PM
Secondly.
Is it worth the effort to create the original file with the bit changed, so the copy protection is disabled.
I know that I can just use the restunts executable or a crack, but I wish for an as clean as possible version without the copy protection.
It can be done, i'm sure of that.
Alright, it might be more difficult than I thought when writing the above post. It can still be done, but there are better solutions.
The closest thing to one with the old game files is this one:
http://forum.stunts.hu/index.php?topic=3871.msg82670#msg82670 (http://forum.stunts.hu/index.php?topic=3871.msg82670#msg82670)
ST4DLDR - Stunts/4D Sports Driving loader [bypass security of all versions]
can you attach the files here - archive.org sometimes looses the stuff
builds out of the box with current nasm
nasm.exe st4dldr.asm -fbin -o st4dldr.com
its starts load.exe, waits for complete load (by hooking video bios int and wait for gfx mode change or something) and disables the password check
Quote from: llm on November 26, 2021, 10:21:29 AM
can you attach the files here - archive.org sometimes looses the stuff
Files attached in its own post in stunts related programs.
https://www.bttr-software.de/ is still active - only this stunts tool is missing - try asking the author what the reason for the removal was (maybe bugs)
Quote from: llm on November 26, 2021, 10:21:29 AM
its starts load.exe, waits for complete load (by hooking video bios int and wait for gfx mode change or something) and disables the password check
It works well.
The other cracks make all answers acceptable, so there is a difference there.
I do have the feeling the game freezes a moment when I hit start driving..
Quote from: Daniel3D on November 26, 2021, 12:10:11 PM
It works well.
Quote from: Daniel3D on November 26, 2021, 12:10:11 PM
I do have the feeling the game freezes a moment when I hit start driving..
maybe thats the reason for the author ripping of the homepage
one more - for an non-developer: there are sooo many cases that can popup an error - and under dos there are even more millions of that - so "works well"
is nothing more then "its full of crap, but i can't smell it so far" :)
Quote from: llm on November 26, 2021, 12:56:19 PM
so "works well" is nothing more then "its full of crap, but i can't smell it so far" :)
I am well aware of that.
That's why in the post I made for the program itself, i stated:
Quotethis crack seems to be a better choice than the current ones.
I can't see a bug unless it pokes me in the eye, so I try to temper my enthusiasm until a certified programmer has given his opinion. 8)
Quote from: Daniel3D on November 26, 2021, 12:10:11 PM
I do have the feeling the game freezes a moment when I hit start driving..
The freeze has nothing to do with the program but with my DOSBox settings.
Increasing the cycles to match other versions makes the game behave identical to Restunts or SV11|M10.
Hi everyone! I was intrigued with how the Stunts crack worked and made my own version for personal use. However, I thought that someone in the community might find an use for it so I decided to release it (even if there already plenty of cracks for this game). This is a drop-in replacement for the official STUNTS.COM launcher, it incorporates part of the assembly from the official launcher (which it merely loads the content of SETUP.DAT and executes LOAD.EXE with the proper parameters) and the bypass of ST4DLDR.COM.
This currently works for Stunts 1.1 only (no 1.0 or 4D sports driving) but if you are interested it shouldn't be too hard to make it compatible with the other versions supported by ST4DLDR, thus making it an universal launcher.
I am attaching both the NASM source file and the executable. It was tested in both DOSBox and dosbox-staging (in VGA and Tandy mode) and so far I had no issues.
Amazing that one of my childhood games is still alive after all these years (:
stunts.asm
STUNTS.COM
Hi Farsil, welcome here!
Cool to see another person developing things for Stunts. It's always nice to have even more launcher options.
Hey, welcome, Farsil! Thanks for sharing, including the source 8)