Stunts Forum

Stunts - the Game => Stunts Modification Projects => Topic started by: Daniel3D on September 01, 2021, 02:41:12 PM

Title: Stunts 1.1 Mod 1.0 | A new original | an other STUNTS 30 years edition.
Post by: Daniel3D on September 01, 2021, 02:41:12 PM
Quote from: Daniel3D on September 21, 2021, 09:24:49 AMSTUNTS 1.1 MODIFICATION 1.0
IS AVAILABLE FOR DOWNLOAD

You can find it on my mega,
link below.
-- UPDATE 24 OCT --  Zipfile added to first post ---
STUNTS-V11M10.zip

While reading up on Restunts and reengineering of the game files, some things caught my attention.

Because the game runs a bit better without load.exe (at least, it has a quicker startup and takes up less ram)
I can run on old hardware better than with load.exe.
It will not make your lap times faster, but it may be able to run at the higher frame rate or with more scenery.

With a lot of help from llm and CAS we have now the executables for all graphic modes except Hercules.
We also have a new setup program that creates STUNTS.BAT to start the game.
I want to have an installation feature working in setup to have a new original version that is equal to Stunts 1.1

-----
Why do I want it?
-----
Restunts is basically working on the same basis. So if modifications (like the Ferrari edition) are made they will never work in combination with load.exe. I think it's a good idea to have a baseline to build form.
En other thing is the before-mentioned better support of old hardware for the purists among us. (except for Hercules monitors for now)

If new modifications are made, we can use new version numbers (1.1.2 and so on as long as it is still compatible with 1.1) so if someone has trouble we know the mod based on the version number for better support and understanding.

A new version to tamper with in order to leave the originals as they are. Beautiful in their own way..
-------
I plan to release STUNTS 1.1.1 later this month.
@those running old hardware 286, 386 and 486 computers. Will you test it please?

Also. We can modify setup as it is newly written.
We have plans for a dos based car manager (carswapper) to 'setup' the car list that is available in game.

So without touching the game itself (working on that, is quite difficult and the game engine can probably not be changed)
What dos based feature would you like included in the Setup?
- it may take a while because the programming bit falls mostly on the shoulders of CAS, and he currently has a limited amount of time to work on this.
Title: Re: Stunts 1.1.1 | A new original | an other STUNTS 30 years edition.
Post by: llm on September 01, 2021, 04:47:50 PM
Quote from: Daniel3D on September 01, 2021, 02:41:12 PM
The above-mentioned process hurts performance and is not done in favor of gameplay

game start performance is much slower with the loader
and there are problems under pure real DOS on nowerdays hardware (due to microsoft-exepack bugs in loader related code) <- that would be described in detail in the release-logs

removing the loader and cleanly cracking the game (just one byte - not a complete crack exe that hooks into the load.exe process)  also removes the need to the non-official stunts_k.com,stunts.com etc. cracks that were
never part of the official release

and there is also the open question if we should use the better working MT32 sound driver from Stunts 1.0 for this package
i've got the reversed source code (in ASM and C) of both versions - with tiny differences in timing and MIDI msg generation
Title: Re: Stunts 1.1.1 | A new original | an other STUNTS 30 years edition.
Post by: Daniel3D on September 02, 2021, 02:01:56 PM
I think we should better drivers if they are available.
The idea is to have a version with the cars, tracks and game original.
But also better if possible.
(what the developers themselves would have made given a bit more time and fewer limitations)
things I have done that are not necessarily needed
(and can be reversed by taking the original files of stunts 1.1)
I edited sdtitle.pvs to have two alternate intro screens at startup.
I edited sdmain.pvs to have 'stunts' in the background of the main menu.
I added OTTOS.trk to the list. It is a mirror of default.trk because i felt that was missing.
These are personal taste adaptations. No other changes are made.
I link the screens below.
Title: Re: Stunts 1.1.1 | A new original | an other STUNTS 30 years edition.
Post by: Daniel3D on September 03, 2021, 10:27:25 PM
Quote from: llm on September 01, 2021, 04:47:50 PM
and there is also the open question if we should use the better working MT32 sound driver from Stunts 1.0 for this package
i've got the reversed source code (in ASM and C) of both versions - with tiny differences in timing and MIDI msg generation
Could you provide me with the driver for testing? If it's better, I would like to include it.
Title: Re: Stunts 1.1.1 | A new original | an other STUNTS 30 years edition.
Post by: KyLiE on September 04, 2021, 03:42:14 AM
While the alternate artwork looks nice, I think the game assets should remain as close to the original as possible, including the track selection.  Similar to how a source port like EDuke32 works for Duke Nukem 3D.  That is the impression I got from your original description of the project.
Title: Re: Stunts 1.1.1 | A new original | an other STUNTS 30 years edition.
Post by: Daniel3D on September 04, 2021, 06:02:32 AM
 
Quote from: KyLiE on September 04, 2021, 03:42:14 AM
While the alternate artwork looks nice, I think the game assets should remain as close to the original as possible, including the track selection.  Similar to how a source port like EDuke32 works for Duke Nukem 3D.  That is the impression I got from your original description of the project.
You are not the only one that says that.
And I had doubts myself. So I will restore it.
I will post the edited versions here for those who do like it.
Title: Re: Stunts 1.1.1 | A new original | an other STUNTS 30 years edition.
Post by: alanrotoi on September 04, 2021, 06:10:31 AM
Default is inverted :D
Title: Re: Stunts 1.1.1 | A new original | an other STUNTS 30 years edition.
Post by: Daniel3D on September 04, 2021, 09:40:37 AM
Quote from: alanrotoi on September 04, 2021, 06:10:31 AM
Default is inverted :D
Yes. I believe the Default track was actually otto's track. but because there was no space left on disk for the 7th track they removed the intended default track and made otto's track default.

But because the track is been known as default for 30 years, I decided to mirror default to create otto's track.
I will add it here as custom content.

Currently all files that are not affected by the new executables are original. (only misc.res had the new version number)
Title: Re: Stunts 1.1.1 | A new original | an other STUNTS 30 years edition.
Post by: dreadnaut on September 04, 2021, 01:31:09 PM
A suggestion: I would name this work something else than "Stunts 1.1.1".

The dot-dot version number puts the whole thing in a corner, from which it would have trouble growing, and calling it just "Stunts" is bound to cause confusion — and in the very unlikely situation that someone takes legal interest in the thing, trouble.

A clearly different name (I don't know, "Stunts - something edition", "Stunts[/i] mod", "Stunts Enhanced", "Patchy Stunts" ?) with its own version numbering, would let you create your own, clear path.
Title: Re: Stunts 1.1.1 | A new original | an other STUNTS 30 years edition.
Post by: Daniel3D on September 04, 2021, 02:22:04 PM
Ehmm. Good point. I don't think we have to fear legal action but a good point anyway.
How about;
ReStunts 1.0
Or
New Stunts 1.0
Title: Re: Stunts 1.1.1 | A new original | an other STUNTS 30 years edition.
Post by: llm on September 04, 2021, 02:25:30 PM
Its more or less just repackaging, so ReStunts or New Stunts is maybe too much
Title: Re: Stunts 1.1.1 | A new original | an other STUNTS 30 years edition.
Post by: llm on September 04, 2021, 02:28:05 PM
Quote from: Daniel3D on September 03, 2021, 10:27:25 PM
Quote from: llm on September 01, 2021, 04:47:50 PM
and there is also the open question if we should use the better working MT32 sound driver from Stunts 1.0 for this package
i've got the reversed source code (in ASM and C) of both versions - with tiny differences in timing and MIDI msg generation
Could you provide me with the driver for testing? If it's better, I would like to include it.

My ReMT15 driver project is just a 1:1 port of the 1.0 and 1.1 version to find the reason for better sounding of the stunts 1.0 driver with stunts 1.1
I didn't fixed the reversed driver nay further so far, so you can just use the 1.0 mt15.drv for your package
Title: Re: Stunts 1.1.1 | A new original | an other STUNTS 30 years edition.
Post by: Daniel3D on September 04, 2021, 02:35:49 PM
Quote from: llm on September 04, 2021, 02:25:30 PM
Its more or less just repackaging, so ReStunts or New Stunts is maybe too much
It's also a byproduct of the re-engineering project.
So ReStunts is fitting.
Also I agree that there is not really a change to the game itself.
It is usable in competition.
Maybe then STUNTS 1.1A ?

I don't know.
Opinions are welcome until September 20th.
Title: Re: Stunts 1.1.1 | A new original | an other STUNTS 30 years edition.
Post by: KyLiE on September 04, 2021, 03:42:21 PM
Since the project is mainly focused on executables, what about "ExStunts" or "XStunts"?
Title: Re: Stunts 1.1.1 | A new original | an other STUNTS 30 years edition.
Post by: llm on September 04, 2021, 04:32:08 PM
QuoteIt's also a byproduct of the re-engineering proje?ct.
So ReStunts is fitting.

But ReStunts implies that stunts itself was reversed engineered in some way but that did not happen, no game related code in your package was reverse engineered

Btw: i like your Stunts 1.1.1 idea, because its repackaging + better setup and fewer problems

Stunts 2, XStunts etc imply to much a real game change - my feeling
Title: Re: Stunts 1.1.1 | A new original | an other STUNTS 30 years edition.
Post by: Daniel3D on September 04, 2021, 05:02:41 PM
Quote from: KyLiE on September 04, 2021, 03:42:21 PM
Since the project is mainly focused on executables, what about "ExStunts" or "XStunts"?
This release is.
But the idea is a new start. Mods and Modifications are planned.
Title: Re: Stunts 1.1.1 | A new original | an other STUNTS 30 years edition.
Post by: KyLiE on September 05, 2021, 08:28:11 AM
Projects grow and change.  As long as you name it something sensible to start with, the name will become synonymous with the project as time goes on, regardless if it remains relevant or not.
Title: Re: Stunts 1.1.1 | A new original | an other STUNTS 30 years edition.
Post by: Daniel3D on September 05, 2021, 10:54:28 AM
Quote from: llm on September 04, 2021, 04:32:08 PM
QuoteIt's also a byproduct of the re-engineering proje?ct.
So ReStunts is fitting.

But ReStunts implies that stunts itself was reversed engineered in some way but that did not happen, no game related code in your package was reverse engineered

Btw: i like your Stunts 1.1.1 idea, because its repackaging + better setup and fewer problems

Stunts 2, XStunts etc imply to much a real game change - my feeling
I feel so to.
The change is the way the game is executed. The end result is basically the same. It is still STUNTS 1.1,
But it is also a continuation, so version tracking might be necessary. Therefore V1.1.#
As long as Replays are compatible with old 1.1 and vice versa that counter can keep going.
(I fear that may be for ever)
If it not anymore (and we managed to actually change the game engine) we reached V1.2.0
But it is still STUNTS.

Legally, I don't expect trouble. And if so. I'll deal with it when it comes. All for the love of the game.
Title: Re: Stunts 1.1.1 | A new original | an other STUNTS 30 years edition.
Post by: Daniel3D on September 05, 2021, 09:36:25 PM
Quote from: dreadnaut on September 04, 2021, 01:31:09 PM
A suggestion: I would name this work something else than "Stunts 1.1.1".

The dot-dot version number puts the whole thing in a corner, from which it would have trouble growing, and calling it just "Stunts" is bound to cause confusion — and in the very unlikely situation that someone takes legal interest in the thing, trouble.

A clearly different name (I don't know, "Stunts - something edition", "Stunts[/i] mod", "Stunts Enhanced", "Patchy Stunts" ?) with its own version numbering, would let you create your own, clear path.
I've reread your post and I think I know what you mean now.
And it is a good point (if I understand correctly).

For this first, it's the same apple but differently grown, so I still believe that just STUNTS V 1.1.1 is fitting.
But if this version would be applied to the Ferrari edition, then the name would be something like:
STUNTS | Ferrari Edition version 1.1.1F (or 1.1.2)
Something like that. A name for recognition and a version number to show linage.

I think straight descendants would follow the numeric path. 1.1.2 / 1.1.3 etcetera.
For side branches like the Ferrari edition that has repositioned menu buttons and a different default car.
A letter as additive could indicate that it is a variant of the version. Like 1.1.1F

I do not expect a lot of different versions in the near future. But if changes are made, they will likely fit in this system, whoever makes them.
Title: Re: Stunts 1.1.1 | A new original | an other STUNTS 30 years edition.
Post by: Cas on September 05, 2021, 11:11:26 PM
We've already talked about this over Telegram, but I'll post my ideas here for the community to see.

I don't have a problem with 1.1.1. In a way, it does make a lot of sense, because it keeps the "1.1" reserved for the original development of the game. I would not like it very much for the first two version levels to be changed, as that would sound like DSI-level modifications. On the other hand, other people might want to make their own variants of Stunts and, if they use the same scheme, you'd be colliding with them. Besides, while I also think legal problems are unlikely, there is some degree of recognition to the original game makers if we leave their original version number intact.

I can think of a number of solutions to this, in case you would like to take this into account, although, as I said, I'm OK with 1.1.1 too. You could:
Title: Re: Stunts 1.1.1 | A new original | an other STUNTS 30 years edition.
Post by: llm on September 06, 2021, 11:30:03 AM
"Stunts 1.1 - Mod Edition 1.0"

that is really a great idea
Title: Re: Stunts 1.1.1 | A new original | an other STUNTS 30 years edition.
Post by: Daniel3D on September 06, 2021, 01:00:21 PM
Quote from: llm on September 06, 2021, 11:30:03 AM
"Stunts 1.1 - Mod Edition 1.0"

that is really a great idea
We're getting somewhere.
------------------
           STUNTS 1.1
Modification 1.0 + date
--------------------

Modification 1.0 in place of version 1.1
Title: Re: Stunts 1.1 Mod 1.0 | A new original | an other STUNTS 30 years edition.
Post by: llm on September 06, 2021, 02:03:51 PM
sound good - but Ferrari Edition sounds for me as there would be forks of this release - so there will be modification without the Ferrarie Modifications in the future -
i would just say "Modification 1.1" with a history file that describes that with 1.1 Ferrarie Stuff was added and that will be also in 1.2 etc.
Title: Re: Stunts 1.1 Mod 1.0 | A new original | an other STUNTS 30 years edition.
Post by: Daniel3D on September 06, 2021, 03:14:45 PM
Quote from: llm on September 06, 2021, 02:03:51 PM
sound good - but Ferrari Edition sounds for me as there would be forks of this release - so there will be modification without the Ferrarie Modifications in the future -
i would just say "Modification 1.1" with a history file that describes that with 1.1 Ferrarie Stuff was added and that will be also in 1.2 etc.
That's a valid point.
Every edition has a readme.inf with explanation about the version and linage.
And it can be that the ferrari editon gets an update. So "modification 1.0F" for that edition is better.
it's not definitive, but I feel were getting to a solution that everyone can be content with.

It depends on the modification that I will use for the branch.

Edit: afterthought..
Mod linage is for technical adaptations.
The letter addition is for content changes that affect game file's.
Loose mods like zappers engine sound will be tested and be available as add-on if compatible.

I'll make a graphic or spreadsheet to make it more clear.
I'll add a few possible future update ideas in it as well to show possible linage.
Title: Re: Stunts 1.1 Mod 1.0 | A new original | an other STUNTS 30 years edition.
Post by: Daniel3D on September 21, 2021, 09:24:49 AM
STUNTS 1.1 MODIFICATION 1.0
IS AVAILABLE FOR DOWNLOAD

Quote from: Daniel3D on September 01, 2021, 02:41:12 PM
@those running old hardware 286, 386 and 486 computers. Will you test it please?

You can find it on my mega, link below.
-- UPDATE 24 OCT --  Zipfile added to first post ---
Title: Re: Stunts 1.1 Mod 1.0 | A new original | an other STUNTS 30 years edition.
Post by: llm on September 21, 2021, 10:16:03 AM
>IS AVAILABLE FOR DOWNLOAD

providing a zip file seems to be better then a folder

Title: Re: Stunts 1.1 Mod 1.0 | A new original | an other STUNTS 30 years edition.
Post by: Daniel3D on September 21, 2021, 11:52:28 AM
Quote from: llm on September 21, 2021, 10:16:03 AM
>IS AVAILABLE FOR DOWNLOAD

providing a zip file seems to be better then a folder

You can download as zip, but ill place a zip file beside it. So you can always download individual files if needed.
Title: Re: Stunts 1.1 Mod 1.0 | A new original | an other STUNTS 30 years edition.
Post by: Daniel3D on September 22, 2021, 11:07:38 PM
Uh oh.. Minor UPDATE.  8) 8)

With some help an addition to the README.
It has some additions about the history before my time here.
I have updated the download package, but you can also (if you care) read it here,
or download the single changed file below.

The file is mostly intended for people new to the game and community.


--------------
WHY THIS VERSION.
ORIGIN STORY.
GAME-FILE ORIGIN.
GAME ADAPTATION.
SETUP.
--------------
WHY THIS VERSION.
--------------
The Idea is to create some sort of "official" Community edition that will
contain the best version of the game combined with community extensions
that real stunts driver could need for everyday driving :)
--------------
ORIGIN STORY.
--------------
>10 years ago the ReStunts projects was born witht the indent to reverse
engineer the complete game to allow port it nativly to todays platforms,
fixing of bugs or extending the game.

the MCGA version of the game was completely reverse to assembler code and
the very exact game binary can be produced from this source base - also
huge parts of the code are already ported to C - but the huge mass of 16bit
assembler code (around 2MB or +230.000 lines) still needs to be done. This
is a huge workload - even for very experienced developers so the project has
been more or less in "The Sleeping Beauty" mode for quite some time now.

But some of the helper tools that were developed over the time overcome other
existing problems of the current releases that are lurking around.

1. The original Game executable is not a typical DOS executable:

Originally each graphics-version (EGA,CGA,MCGA) was its own executable.
Due to the small floppy disks of that time the Developers of the game
invented a way to reduce the needed space. Each exe contains the same
gaming-code but different graphics-code and the developers build a program
that splitted the game code and graphic code into several compressed files
(*.CMN, *.DIF, *.COD, *.HDR) for the floppy release. The program LOAD.EXE is
responsible for re-combining the correct parts (based on the SETUP information)
in memory and starting the game. This space optimization is not used in later
releases of Distinctive Software games.

2. The original game does not start without problems under native DOS on
modern hardware:

LOAD.EXE produces a executable in memory which itself is compressed with a
popular executable packer of that time called Microsoft ExePack - the containig
ExePacker unpack code inside the game is a very old version that relies on
ancient A20-Gate and x86 Memory flip behavior that is not given with todays
hardware (or virtual machines) - it could work for you but its not guaranteed
to work

3. The game loading takes more time:

Uncompressing serveral files and also running the ExePack uncompressor just
takes some time to start

4. At last: Reverse engineering of dynamically loaded code is not easy

So a developer of ReStunts created the program exe_combiner that completely
reveses this splitting/uncompress process producing the original executables,
which do not need uncompression, Exepack or cracking.

These executables are called SKI(CGA|EGA|MCGA|TDY).exe in the community package
the executables are clean DOS executables that are equal to the executables that
the developers used before releasing on floppies.

All the *.CMN, *.DIF, *.COD, *.HDR, LOAD.EXE and crack executables are not needed
anymore and removed from this package - the SETUP.EXE is replaced with a simpler
but similar looking program that produces a STUNTS.BAT with the correct sound settings

With these new executables the game starts faster, without flaws under plain DOS,
takes less memory to load and are the most original game executables available

if the GOG guys will every make a official release of stunts they will use this
versions :)

another thing:

The MT32 sound driver functions less in the 1.1 version of STUNTS than in the 1.0
version of stunts. The STUNTS MT32 Sound driver called MT15.DRV - also known in other
Distintive Software games. This package uses the much better working Stunts 1.0 MT15.DRV
There is also a reverse engineering project called ReMT15 that show the difference in
timing behavior of the two versions
--------------
GAME-FILE ORIGIN.
--------------
All original game files and the new executables are based upon;
Broderbund Stunts 1.1 of February 12, 1991.
The original disk images can be found here: https://archive.org/details/001354-Stunts
SHA-1 Hashes:
b77d10c20c5daa5318ba74836b079dc8c0e60253 / disk1.img
06095fffee95369d00f0eecce77337ce4b510642 / disk2.img
--------------
GAME ADAPTATION.
--------------
The executables LOAD.EXE, STUNTS.COM and SETUP.EXE are removed or replaced.
Also, all graphics driver files (.COD, .DIF, .HDR, .CMN) are now integrated in the new executables.
A new SETUP.EXE was written that creates a new start batch file.
--------------
SETUP.
--------------
Upon running SETUP.EXE it will create 2 files if they are not present. SETUP.CFG and STUNTS.BAT.
With STUNTS.BAT you can run STUNTS with the video and sound settings set in SETUP.EXE
SETUP.CFG also contains that information.
Upon distribution STUNTS.BAT is configuerd with VGA graphics with soundblaster sound settings.
If running the game in DOSBox, changing these settings is not nessecary.
--------------
http://www.stunts.hu/
http://forum.stunts.hu/index.php
Title: Re: Stunts 1.1 Mod 1.0 | A new original | an other STUNTS 30 years edition.
Post by: Daniel3D on September 23, 2021, 01:00:48 PM
Versions and changelog.

Mod 1.0 | Rebuild executables to remove the need of load.exe and a new setup program to go with it.
Planned:
Mod 1.0F | Aditionally repositioned main menu buttons and custom default car.
Mod 1.1 | Setup is extended with a car manager
Title: Re: Stunts 1.1 Mod 1.0 | A new original | an other STUNTS 30 years edition.
Post by: Daniel3D on October 25, 2021, 10:14:35 AM
-- UPDATE 24 OCT --  Zipfile added to first post ---
Title: Re: Stunts 1.1 Mod 1.0 | A new original | an other STUNTS 30 years edition.
Post by: Frieshansen on November 01, 2021, 01:09:13 PM
As announced in the shoutbox, I made a few benchmarks between Stunts 1.1 and Mod 1.0. There is a clear result. Because a lot of different factors play in (codecs, recording frames ...), I rounded them to 0,1 seconds. An IBM PC AT (286, 6 MHz, 640 kB, EGA, DOS 6.22) was emulated with PCem (https://www.pcem-emulator.co.uk/ (https://www.pcem-emulator.co.uk/)) as a test system. Please see the detailed System Configuration an Performance in the attached images.
The setup was EGA with PC Speaker.

The first measurement was carried out from the start of stunts.com to the appearance of the first pixel of the Broderbund logo. The mod was started with skidega.exe.
Unmodified Stunts 1.1: 19,0 seconds.
Stunts 1.1 Mod 1.0: 10,6 seconds.

The second measurement was carried out from the first movement of the car after the trailer door was completely opened to the display of "Fasten your Seatbelt"
Unmodified Stunts 1.1: 4,8 seconds.
Stunts 1.1 Mod 1.0: 4,8 seconds.

EDIT: As llm noticed (thanks!), the times were not correct. I have now measured and checked everything again - now it should be pretty accurate.
Title: Re: Stunts 1.1 Mod 1.0 | A new original | an other STUNTS 30 years edition.
Post by: llm on November 01, 2021, 01:45:48 PM
Quote from: Frieshansen on November 01, 2021, 01:09:13 PM
The first measurement was carried out from the start of stunts.com to the appearance of the first pixel of the Broderbund logo. The mod was started with skidega.exe.
Unmodified Stunts 1.1: 19,0 seconds.
Stunts 1.1 Mod 1.0: 4,7 seconds.

The second measurement was carried out from the first movement of the car after the trailer door was completely opened to the display of "Fasten your Seatbelt"
Unmodified Stunts 1.1: 4,7 seconds.
Stunts 1.1 Mod 1.0: 4,0 seconds.

The first measurement result show what impact replacing the whole laoding,unpacking process has

The second measurement result should less different because the game code isnt changed at all
Title: Re: Stunts 1.1 Mod 1.0 | A new original | an other STUNTS 30 years edition.
Post by: Duplode on November 01, 2021, 03:18:50 PM
Quote from: Frieshansen on November 01, 2021, 01:09:13 PM
As announced in the shoutbox, I made a few benchmarks between Stunts 1.1 and Mod 1.0.

That's a nice result to have documented! It's always good to have extra ways to help people running the game on different systems, as Daniel3D mentioned early in this thread.
Title: Re: Stunts 1.1 Mod 1.0 | A new original | an other STUNTS 30 years edition.
Post by: Frieshansen on November 01, 2021, 04:10:05 PM
Quote from: llm on November 01, 2021, 01:45:48 PM
The second measurement result should less different because the game code isnt changed at all

Thanks for noticing that! There were really some errors - these have now been corrected in the original post.
Title: Re: Stunts 1.1 Mod 1.0 | A new original | an other STUNTS 30 years edition.
Post by: llm on November 01, 2021, 05:28:27 PM
still ~9sec faster :)
Title: Re: Stunts 1.1 Mod 1.0 | A new original | an other STUNTS 30 years edition.
Post by: dreadnaut on November 01, 2021, 06:50:25 PM
In day-to-day DosBox use, it takes maybe a second to go from stunts.com to Broderbund logo. Is that because DosBox does not try to simulate a specific speed, but just goes as fast as it can?
Title: Re: Stunts 1.1 Mod 1.0 | A new original | an other STUNTS 30 years edition.
Post by: llm on November 01, 2021, 07:01:49 PM
Yes, at least for memory, hard drive etc. access is goes full speed

But beware that the mod exes are the only ones that execute without problems on todays hardware under real dos, freedos COMBINED with some milliseconds of gained startup speed ;)
Title: Re: Stunts 1.1 Mod 1.0 | A new original | an other STUNTS 30 years edition.
Post by: Daniel3D on November 01, 2021, 09:42:28 PM
Quote from: Frieshansen on November 01, 2021, 01:09:13 PM
As announced in the shoutbox, I made a few benchmarks between Stunts 1.1 and Mod 1.0.  etc..
Wow, i noticed it being faster because i didn't see "Loading stunts..." any more. But on an old system it is quite a bit faster.
Thanks for the benchmark test.
Title: Re: Stunts 1.1 Mod 1.0 | A new original | an other STUNTS 30 years edition.
Post by: Daniel3D on November 04, 2021, 11:03:45 PM
I have found a bug that should not be there.

Out of curiosity, I ran the mystery byte edited cars in EGA, CGA and Tandy graphic (emulation in dosbox) but didn't experience anything strange with the graphics. Although I did notice that the soundblaster music gets a bit funcky in CGA mode if you get back in the main menu after racing.
This has nothing to do with the cars (checked that) but is not present in the original game.

These files are made from source with the execombiner and not compiled from the restunts data. So they should be exactly the same as the original stunts...

It doesn't break the game, just sounds strange.
Title: Re: Stunts 1.1 Mod 1.0 | A new original | an other STUNTS 30 years edition.
Post by: Cas on November 05, 2021, 12:30:45 AM
Daniël... you mean this sound problem only happens with cars that have their mystery bytes edited?
Title: Re: Stunts 1.1 Mod 1.0 | A new original | an other STUNTS 30 years edition.
Post by: Daniel3D on November 05, 2021, 07:55:49 AM
Quote from: Cas on November 05, 2021, 12:30:45 AM
Daniël... you mean this sound problem only happens with cars that have their mystery bytes edited?
No. Completely separated. Happens also in the original uploaded V11 M10 with original cars.
Title: Re: Stunts 1.1 Mod 1.0 | A new original | an other STUNTS 30 years edition.
Post by: llm on November 05, 2021, 08:21:27 AM
its super easy to introduce bugs that are nearly not noticeable (by patching the binaries or adding asm code)
or firstly find old bugs that just get got not noticed before

the simplest code length change or move can produce unwanted and hard to notice bugs everywhere - that was the main reason for directly starting the C port

is the sound glitch also happening with the original floppy image version - not using the new exes but boring old load.exe etc.?
(please add a bugs.txt to the Mod to tell which bugs are new/known in Mod or original)

its very needed to test out every simplest change throught...
Title: Re: Stunts 1.1 Mod 1.0 | A new original | an other STUNTS 30 years edition.
Post by: Daniel3D on November 05, 2021, 09:03:21 AM
Quote from: llm on November 05, 2021, 08:21:27 AM
is the sound glitch also happening with the original floppy image version - not using the new exes but boring old load.exe etc.?
No, in my clean original with crack it's not present.
Title: Re: Stunts 1.1 Mod 1.0 | A new original | an other STUNTS 30 years edition.
Post by: llm on November 05, 2021, 09:14:31 AM
Quote from: Daniel3D on November 05, 2021, 09:03:21 AM
Quote from: llm on November 05, 2021, 08:21:27 AM
is the sound glitch also happening with the original floppy image version - not using the new exes but boring old load.exe etc.?
No, in my clean original with crack it's not present.

only for the CGA version is strange (its the same codebase as hercules - which is still missing)
maybe the combine process is not 100% correct here - but takes time to understand whats happening (i have not even an idea what can produce such problem)
Title: Re: Stunts 1.1 Mod 1.0 | A new original | an other STUNTS 30 years edition.
Post by: Daniel3D on November 05, 2021, 11:30:50 AM
Quote from: llm on November 05, 2021, 09:14:31 AM
Quote from: Daniel3D on November 05, 2021, 09:03:21 AM
Quote from: llm on November 05, 2021, 08:21:27 AM
is the sound glitch also happening with the original floppy image version - not using the new exes but boring old load.exe etc.?
No, in my clean original with crack it's not present.

only for the CGA version is strange (its the same codebase as hercules - which is still missing)
maybe the combine process is not 100% correct here - but takes time to understand whats happening (i have not even an idea what can produce such problem)
Neither do I. The music plays fine on first entering the main menu. But after racing (and crashing because I am lazy to finish the race or hit ESC) it sounds really weird upon returning to the main menu.
Title: Re: Stunts 1.1 Mod 1.0 | A new original | an other STUNTS 30 years edition.
Post by: Daniel3D on November 21, 2021, 07:49:58 PM
Quote from: llm on November 05, 2021, 09:14:31 AM
Quote from: Daniel3D on November 05, 2021, 09:03:21 AM
Quote from: llm on November 05, 2021, 08:21:27 AM
is the sound glitch also happening with the original floppy image version - not using the new exes but boring old load.exe etc.?
No, in my clean original with crack it's not present.

only for the CGA version is strange (its the same codebase as hercules - which is still missing)
maybe the combine process is not 100% correct here - but takes time to understand whats happening (i have not even an idea what can produce such problem)

I don't know if it works perfect but the Hercules mode is not missing.
SKIDCGA.EXE /h /ssb
Does give graphics if i run dosbox in hercules mode.

(i looked at the starting parameters on the old stunts version and how 4d boxing does it. and it seems to work)
Title: Re: Stunts 1.1 Mod 1.0 | A new original | an other STUNTS 30 years edition.
Post by: llm on November 22, 2021, 07:43:02 AM
Very good finding with the hercules mode

Do we still got the sound problem with the combined versions?
Title: Re: Stunts 1.1 Mod 1.0 | A new original | an other STUNTS 30 years edition.
Post by: Daniel3D on November 22, 2021, 10:13:57 AM
Quote from: llm on November 22, 2021, 07:43:02 AM
Very good finding with the hercules mode

Do we still got the sound problem with the combined versions?
Yes the sound problem is persistent in CGA and cga-hercules.
It sounds like the old music in not removed when starting New, so the songs get mashed up.
Title: Re: Stunts 1.1 Mod 1.0 | A new original | an other STUNTS 30 years edition.
Post by: llm on November 22, 2021, 11:21:58 AM
Quote from: Daniel3D on November 22, 2021, 10:13:57 AM
Quote from: llm on November 22, 2021, 07:43:02 AM
Very good finding with the hercules mode

Do we still got the sound problem with the combined versions?
Yes the sound problem is persistent in CGA and cga-hercules.
It sounds like the old music in not removed when starting New, so the songs get mashed up.

could you please start a list with such findings and how to reproduce - maybe as a updateable post here?
Title: Re: Stunts 1.1 Mod 1.0 | A new original | an other STUNTS 30 years edition.
Post by: llm on November 22, 2021, 11:33:35 AM
Quote from: Daniel3D on November 22, 2021, 10:13:57 AM
Yes the sound problem is persistent in CGA and cga-hercules.
It sounds like the old music in not removed when starting New, so the songs get mashed up.

and that happens only with the CGA and hercules version?very strange
Title: Re: Stunts 1.1 Mod 1.0 | A new original | an other STUNTS 30 years edition.
Post by: Daniel3D on November 22, 2021, 11:50:58 AM
 I can. But this is not really a restunts bug, but one of the execombiner and only for the CGA combination.
So I'm not sure how to formulate it.

I will make a new topic for bugs and issues of the new original.
Title: Re: Stunts 1.1 Mod 1.0 | A new original | an other STUNTS 30 years edition.
Post by: llm on November 22, 2021, 01:34:02 PM
can you test this executeable (produced with a different exe unpacker after the combine process) - its still with the password stuff (will replace that later)
Title: Re: Stunts 1.1 Mod 1.0 | A new original | an other STUNTS 30 years edition.
Post by: llm on November 22, 2021, 01:36:00 PM
i would always test with Dosbox-SVN original and Dosbox Staging - sometimes one of the both projects introduce new bugs or fixes
Title: Re: Stunts 1.1 Mod 1.0 | A new original | an other STUNTS 30 years edition.
Post by: llm on November 22, 2021, 02:12:47 PM
Quote from: Daniel3D on November 22, 2021, 11:50:58 AM
I can. But this is not really a restunts bug, but one of the execombiner and only for the CGA combination.
So I'm not sure how to formulate it.

I will make a new topic for bugs and issues of the new original.

execombined CGA/Hercules Version of the game got sound problems
how to reproduce: Dosbox, CGA, PC-Speaker,... config
bug: sound strange when xyz...
Title: Re: Stunts 1.1 Mod 1.0 | A new original | an other STUNTS 30 years edition.
Post by: llm on November 22, 2021, 02:57:28 PM
dont forget to test the SKIDCGA2.zip
Title: Re: Stunts 1.1 Mod 1.0 | A new original | an other STUNTS 30 years edition.
Post by: Daniel3D on November 22, 2021, 04:06:08 PM
Quote from: llm on November 22, 2021, 02:57:28 PM
dont forget to test the SKIDCGA2.zip
I wow
I missed that.. I will test it ASAP. (In about 4 hours)
Title: Re: Stunts 1.1 Mod 1.0 | A new original | an other STUNTS 30 years edition.
Post by: Daniel3D on November 22, 2021, 08:50:53 PM
Quote from: llm on November 22, 2021, 01:34:02 PM
can you test this executeable (produced with a different exe unpacker after the combine process) - its still with the password stuff (will replace that later)
The password stuff is convenient in this regard, safes me from crashing into the concrete block up the hill.
But the issue remains, so that is not the reason, or it is not fixed with the alternative.

On the other hand, I did compare the Hercules graphics with the original game, and they are good.
So Hercules graphics are officially supported.
Title: Re: Stunts 1.1 Mod 1.0 | A new original | an other STUNTS 30 years edition.
Post by: llm on November 23, 2021, 07:20:54 AM
QuoteOn the other hand, I did compare the Hercules graphics with the original game, and they are good.
So Hercules graphics are officially supported.

But only graphics, sound with soundblaster is also broken with it?
Title: Re: Stunts 1.1 Mod 1.0 | A new original | an other STUNTS 30 years edition.
Post by: Daniel3D on November 23, 2021, 07:38:49 AM
Quote from: llm on November 23, 2021, 07:20:54 AM
QuoteOn the other hand, I did compare the Hercules graphics with the original game, and they are good.
So Hercules graphics are officially supported.

But only graphics, sound with soundblaster is also broken with it?
Yes sound is still busted.
Title: Re: Stunts 1.1 Mod 1.0 | A new original | an other STUNTS 30 years edition.
Post by: Erik Barros on October 22, 2023, 04:29:29 PM
Quote from: Daniel3D on September 01, 2021, 02:41:12 PM
Quote from: Daniel3D on September 21, 2021, 09:24:49 AMSTUNTS 1.1 MODIFICATION 1.0
IS AVAILABLE FOR DOWNLOAD

You can find it on my mega,
link below.
-- UPDATE 24 OCT --  Zipfile added to first post ---
STUNTS-V11M10.zip

While reading up on Restunts and reengineering of the game files, some things caught my attention.
  • Load.exe builds an executable in memory with the chosen graphics mode.
  • The above-mentioned process hurts performance and is not done in favor of gameplay
  • 4D boxing had a later edition without load.exe but separate executables per video mode
  • The separate executables take up more space and Stunts would not have fit on 2 disks that way
  • The separate executables are very much like the restunts executable
  • Load.exe is likely a post-production/marketing decision to use fewer disk to favor sales
  • Copy protection is by now an obsolete part of the game that also is part of marketing/sales and not game development.

Because the game runs a bit better without load.exe (at least, it has a quicker startup and takes up less ram)
I can run on old hardware better than with load.exe.
It will not make your lap times faster, but it may be able to run at the higher frame rate or with more scenery.

With a lot of help from llm and CAS we have now the executables for all graphic modes except Hercules.
We also have a new setup program that creates STUNTS.BAT to start the game.
I want to have an installation feature working in setup to have a new original version that is equal to Stunts 1.1

A new version to tamper with in order to leave the originals as they are. Beautiful in their own way..
-------
I plan to release STUNTS 1.1.1 later this month.
@those running old hardware 286, 386 and 486 computers. Will you test it please?


@Frieshansen, maybe this version get a better performance on Amstrad.
Title: Re: Stunts 1.1 Mod 1.0 | A new original | an other STUNTS 30 years edition.
Post by: Frieshansen on October 22, 2023, 04:53:36 PM
That looks very interesting. I hope to find the time to setup the virtual machine again and test it.
Title: Re: Stunts 1.1 Mod 1.0 | A new original | an other STUNTS 30 years edition.
Post by: Daniel3D on October 24, 2023, 08:08:08 AM
There are several loose ends in this topic. I hope to find some time to address those.
One is the CGA sound bug. Don't know if I ever came around to test the alternative version on the previous page.
I also want to disassemble it with Ida pro. But I'm still dealing with hardware issues besides the time constraints...