WIP decompilation of the 1993 AD&D Stronghold game for DOS.
The project's goal is recovering original code in a form compilable by Borland C++ 3.0.
- Decompiled small part of the init code and mapped most of the asseta init code.
- Recovered the raw asset files (LBMs, VOCs, etc), which can be assembled back into the STRONG.DAT stash file by going to assets/ folder and typing
st.exe grab
. The LBM files can be edited with Deluxe Paint. These are PBM LBMs, so not many programs support them.
- Fix skylines palettes and and entity frame rect markers, which are used to determine sprite centering.
- Fix RLE encoding for PBM LBM files.
- Decompile the rest of the game, starting with these huge assets init routines.
gpr - the Ghidra project file
tools/ungrab - utility which recovers files from the English STRONG.DAT.
tools/mzap - utility which converts the Borland FBOV overlayed STRONG.EXE into a plain MZ format loadable by Ghidra and IDA.
See doc/journey.txt for the explanation on how to prepare Ghidra.
See doc/switchfix.txt on how to fix Ghidra's switch decompilation.