wonderful

Discuss Chaos Strikes Back for Windows and Linux, an unofficial port of Chaos Strikes Back to PC by Paul Stevens, as well as CSBuild, an associated dungeon editor.

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Arnold

wonderful

Post by Arnold »

Dear Paul Stevens,
i can't believe what you have done. I played CSB on the Atari ST for many years ago and now it's possible to play it once again on Windows.
- Wonderful -
My heart pumps me up. Many thanks for your nice work.

greeting
Arnold
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Paul Stevens
CSBwin Guru
Posts: 4318
Joined: Sun Apr 08, 2001 6:00 pm
Location: Madison, Wisconsin, USA

Re: wonderful

Post by Paul Stevens »

Thanks for writing. Glad you like it.

PAul
prsteven@facstaff.wisc.edu
Mortal

Great work indeed

Post by Mortal »

i fell upon DM & CSB encyclopaedia just today, didn't know there was someone to do that port. How amazed i was when i realized someone has made CSB available for W.

I'll get a look a the code too (i've always been curious at what damage weapons & spell were doing, monster hitpoints, resistances ... Hope i'll be able to see that, i suppose while reading dat file in debug mode ..)

Still, I had to thanx home of underdogs (abandonware site) for giving me a hint of CSB for windows existence. Praise to all who worked on that project (Paul Stevens and testers ..)

I'm not sure to have time to contribute, but hell, i'll try.

Still, thx for bringing back memories. Just, if only there could be more "ad" about that.
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Paul Stevens
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Posts: 4318
Joined: Sun Apr 08, 2001 6:00 pm
Location: Madison, Wisconsin, USA

Re: Great work indeed

Post by Paul Stevens »

Version 4.2 has an 'Attack Trace' mode that, along with the
source code, the ASCII dump, and some playing experience,
will help you figure out what is happening when you 'Cleave'
or 'Stab', or whatever.

If you make sense of some of it, please help by inserting comments
and/or renaming variables to make things more sensible. I will
try to incorporate such changes in my source code. The only really
absolute rule is that the changes must very obviously not change
the operation of the program. I've done enough debugging. Comments
certainly obey this rule.

Also, let me know what other game traces might be useful. I can incorporate
additional traces in 'non-official' releases.

PAul
prsteven@facstaff.wisc.edu
Mortal

gulp

Post by Mortal »

k, i began reading the code. The Win32 part is understandable ;)

I learn 68000 by myself some (lot of) years ago, and it's funny to see those old d0-d7 register again in C code !. (well i got an St when i was 14 .. still got it working in my room)

Well to comment that...

I wonder, did game programmer on st code all in assembly language or did they use some kind of C ?

(can we ask the FLT author about their code ?)
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Paul Stevens
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Posts: 4318
Joined: Sun Apr 08, 2001 6:00 pm
Location: Madison, Wisconsin, USA

Re: gulp

Post by Paul Stevens »

The machine language looks very much like it was compiled
with a simple C compiler. Very little optimization. But it might have
been Pascal or some other language. Only very small parts
were coded in assembly. Mostly the graphics and a few lines
of interrupt processing. The things they coded in assemble language
were especially hard to translate because registers were expected
to survive across function calls.

If you have general questions about the code, please feel free to
write me.

PAul
prsteven@facstaff.wisc.edu
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