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Messages - llm

#2
Quote from: Alain il professore on September 20, 2026, 06:54:47 AMWe wanted to preserve Stunts forever.

there is currently a port ongoing that targets DOS and tries to keep everything as original as possible (not a full reconstruction aka binary equality, not possible due to assembler-parts) but very near to the original so a vanilla/chocolate port, to keep the old spirit

but nothing will ever replace the original bits :)
#3
the one x29retaliator is talking about: https://forum.stunts.hu/index.php?topic=4651.0
Linux, Windows, with Network-Play support and integrated SuperSight mod - no release so far but very interesting - used Restunts as base

this one based on TypeScript, also playable in Web-Browser, currently Web only - based on Stunts 1.1 from Mindscape
Reddit: https://www.reddit.com/r/dosgaming/comments/1wct0pp/i_reverse_engineered_stunts_11_1990/
Play in Web-Browser: https://playstunts.com/ - try the "Enable graphics update"
Github https://github.com/ACatWithEbola/playstunts

this one based on C - Linux/Windows/Mac - ported to DOS 5h ago - used Restunts as base
Github: https://github.com/murphy666/stuntsengine
DOS-Port-PR: https://github.com/murphy666/stuntsengine/pulls

this one also based on C
Github: https://github.com/CommonLoon102/restunts4d - work is going on in the C-port branches
based on Restunts, first goal is a 1:1 Borland/Watcom port running on DOS

so after ages we seem to be overflown by ports :)





#4
QuoteBasically, certain small reductions in speed (such as driving up an inclined plane, or driving in a loop), the game intends to reduce the speed. This is represented as a small, negative products. This negative change is multiplied and shifted, by Borland's unsigned 32-bit division routine (?). The problem is that the quotient is enormous but the game only rtains the low 16 bits and does an arithmetic shift. This results in a significant *positive* speed change.

Stunts itself was originally written using Microsoft C 5.1 (~1988) and assembler
restunts switched to the Borland compiler
#5
Quote from: x29retaliator on August 30, 2026, 03:03:43 PMYes, I think I mentioned that initially in my opening post, I used Restunts as part of the starting point.

no clear enough - did you base on the assembler code only or did you also used already ported C code from the restunts project

Quote from: x29retaliator on August 30, 2026, 03:03:43 PMIt does support sound, but I've only done Adlib so far, and it is a super cheap hack so far: I tried doing it by hand-porting over the audio code but it never sounded right. Basically just "recording audio" and replaying it on-demand programmatically. This is the most shaky part of the port yet, but I intend to get it done right. I have a plan to get this done properly too though. Should have both all supported sound devices just in-game selectable and configurable from command-line arguments.
look at the dosbox-staging code for PC-Speaker, NukeOLP2/3 for Adlib and Munt for MT32 - best of class :)


Quote from: x29retaliator on August 30, 2026, 03:03:43 PMI already have SuperSight implemented, actually! It was one of my initial goals, and then I discovered SuperSight. SuperSight can be toggled on/off in the options.

super nice!

Quote from: x29retaliator on August 30, 2026, 03:03:43 PMBinaries, I can provide that also later at some point for Windows (and Linux) but I don't have a setup right now that does it while preserving my own privacy (binaries leak a lot of metadata from the developer's system).

due to the includes tool-chain and original game data in the restunts repo?
you should only have the C code in github and build Linux+Windows with github action (and githubs compilers) - then you're safe
#6
some more questions:
-did you used the partially ported C-source of restunts or is your port only based on the restunts-assembly source?
-does you port also support sound (pc-speaker, adlib and mt32 emulation?)
-are you interested in integrating the SuperSight mod (https://wiki.stunts.hu/wiki/SuperSight) of HerrNove? Video: https://marnetto.net/assets/2026-01-27--camel/ss-200x.mp4

-github release would be great
-can you release your linux binaries?
-i could help doing a windows port, if needed

#7
are you CommonLoon102? there are so many devs lately that doing stuff around stunts - with serveral nicknames on the different platforms - hard to keep track who is who

can you explain in more detail how you port over to C - manually, by AI help, how you kept features/bugs/behavior the same etc.
is also upgrading the 3d engine on your list?

will your project be open source?
#8
the github user https://github.com/CommonLoon102 is currently working on restunts porting

he fixed bugs that were introduced in the inital reversing: https://github.com/4d-stunts/restunts/pull/12
an he is also working on serveral branches in his own fork: https://github.com/CommonLoon102/restunts4d
doing a C port

@clvn (the original restunts developer) also joined (as andersnm) and is reviewing some of his PRs

grab and test the current (still DOS based) restunts executeables here: https://filebin.net/dygzcev0drz6eu75

thanks to all the devs/gamers who keep this reversing project alive :-*

#9
Reverse Engineering Crazy Taxi, Part 1: https://wretched.computer/post/crazytaxi
#10
looks great - your really pushing the engine to the limits and above
#11
Quote from: Cas on January 01, 2026, 10:11:03 PMNumber of spheres then?

at least one

Quote...A car model will exhibit the bug if and only if it has at least one sphere primitive...
#12
Commander Keen 4-5 code reconstruction project: https://pckf.com/viewtopic.php?t=11505
BioMenace code reconstruction project: https://pckf.com/viewtopic.php?p=111897#p111897
#13
QuoteThis project aims to implement all the functionality of the 1995 game Whiplash/Fatal Racing in a way that builds and runs on modern PC

https://github.com/FatalDecomp/ROLLER
Source-code reconstruction: https://github.com/FatalDecomp/ROLLER-matching
#14
Quote from: Cas on November 20, 2025, 11:13:40 PMI realise all this may not matter to many people. Some of us may be very picky with their food, but can sleep anywhere, while others can eat rubbish, but then need a comfy mattress. I like clean, logical, comprehensive code... I don't like using black boxes

so in short: you like only your own code, written in your own style - tottaly fine
#15
QuoteI just find that SDL is in itself like a language and programming for it in C is a very different experience from just making a C program (or C++).

name a third-party library (with non trivial api and multi-domain and multi-platform) for C that does not give you these vibes :)

as soon as you would try to write a multi-platform wrapper (capable as SDL2-3) around input,output,sound,etc. you would see that the SDL api is really small for what its helping/keeping from you - you're just not used to it - thats all