QuoteI can test this, it's not a big deal
does the game_drv.exe run fine?
Quotebut I can not do other useful stuff for this project.
testing is always the biggest thing to do

Herr Otto Partz says you're all nothing but pipsqueaks!
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Show posts MenuQuoteI can test this, it's not a big deal
Quotebut I can not do other useful stuff for this project.

QuoteSo this driver integration is not directly in relation with re-stunts?
Quote32/64 bit Stunts sounds more than amazing.

QuoteHmm, that's good but where is the deal? Thanks to this we can delete safely ad15.drv and/or pc15.drv and still the game will run fine? Which .exe file is involved?
QuoteAnd what about the in progress re-compiled .exe file?

...
original stunts
exe_header:
signature: 0x5A4D
bytes_in_last_block: 0x01D0
blocks_in_file: 0x019B
num_relocs: 0x0A1C
header_paragraphs: 0x0289
min_extra_paragraphs: 0x0769
max_extra_paragraphs: 0x07C0
ss: 0x3649
sp: 0x1F40
checksum: 0x0000
ip: 0x0012
cs: 0x1CC5
reloc_table_offset: 0x001C
overlay_number: 0x0000
exe file layout:
(exe_begin)
(header_paragraphs_begin)
header: [0x00000000 - [0x0000001C size: 0x1C = 28 bytes
relocation_table: [0x0000001C - [0x0000288C size: 0x2870 = 10352 bytes
unused space (header_paragraphs padding): [0x0000288C - [0x00002890 size: 0x4 = 4 bytes
(header_paragraphs_end)
image: [0x00002890 - [0x000335D0 size: 0x30D40 = 200000 bytes
(exe_end)
loaded exe layout:
PSP: size: 0x0100 = 256 bytes
<--- load_segment 0x0000
image: [0x00000000 - [0x00030D40
(min/max_extra_paragraphs_begin)
udata: [0x00030D40 - [0x00036490 size: 0x5750 = 22352 bytes
stack: [0x00036490 - [0x000383D0 size: 0x1F40 = 8000 bytes
(min_extra_paragraphs_end)
udata: [0x000383D0 - [0x00038940 size: 0x570 = 1392 bytes
(max_extra_paragraphs_end)
nulled udata as part of the image - stunts still works
exe_header:
signature: 0x5A4D
bytes_in_last_block: 0x0120
blocks_in_file: 0x01C7
num_relocs: 0x0A1C
header_paragraphs: 0x0289
min_extra_paragraphs: 0x01F4 <--
max_extra_paragraphs: 0x024B
ss: 0x3649
sp: 0x1F40
checksum: 0x0000
ip: 0x0012
cs: 0x1CC5
reloc_table_offset: 0x001C
overlay_number: 0x0000
exe file layout:
(exe_begin)
(header_paragraphs_begin)
header: [0x00000000 - [0x0000001C size: 0x1C = 28 bytes
relocation_table: [0x0000001C - [0x0000288C size: 0x2870 = 10352 bytes
unused space (header_paragraphs padding): [0x0000288C - [0x00002890 size: 0x4 = 4 bytes
(header_paragraphs_end)
image: [0x00002890 - [0x00038D20 size: 0x36490 = 222352 bytes
(exe_end)
loaded exe layout:
PSP: size: 0x0100 = 256 bytes
<--- load_segment 0x0000
image: [0x00000000 - [0x00036490
(min/max_extra_paragraphs_begin)
stack: [0x00036490 - [0x000383D0 size: 0x1F40 = 8000 bytes
(min_extra_paragraphs_end)
udata: [0x000383D0 - [0x00038940 size: 0x570 = 1392 bytes
(max_extra_paragraphs_end)
removed extra_paragraphs (just as a test) stunts still works
exe_header:
signature: 0x5A4D
bytes_in_last_block: 0x0120
blocks_in_file: 0x01C7
num_relocs: 0x0A1C
header_paragraphs: 0x0289
min_extra_paragraphs: 0x01F4 <--
max_extra_paragraphs: 0x01F4 <--
ss: 0x3649
sp: 0x1F40
checksum: 0x0000
ip: 0x0012
cs: 0x1CC5
reloc_table_offset: 0x001C
overlay_number: 0x0000
exe file layout -> same as before
loaded exe layout:
PSP: size: 0x0100 = 256 bytes
<--- load_segment 0x0000
image: [0x00000000 - [0x00036490
(min/max_extra_paragraphs_begin)
stack: [0x00036490 - [0x000383D0 size: 0x1F40 = 8000 bytes
(min_extra_paragraphs_end)
(max_extra_paragraphs_end)

QuoteI continued my development, and writting a new toolz for uncompressing the real game.
This toolz can make executable for CGA, EGA, MCGA, TDY, for example
Quotebut anyway there shouldn't be much new stuff in it considering this midi converter works fine
Quotethe biggest challenge would be understanding the format used for the samples - which cover both the musical instruments and the engine sounds if I'm not mistaken