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	<updated>2026-04-21T03:59:48Z</updated>
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		<id>https://wiki.stunts.hu/index.php?title=Resource_file_format&amp;diff=7069</id>
		<title>Resource file format</title>
		<link rel="alternate" type="text/html" href="https://wiki.stunts.hu/index.php?title=Resource_file_format&amp;diff=7069"/>
		<updated>2026-04-16T13:04:18Z</updated>

		<summary type="html">&lt;p&gt;HerrNove: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Stunts game data are stored in a common container format. Files of this format can hold multiple &#039;&#039;resources&#039;&#039;, blocks of data that may be of various types - text, bitmaps, sounds, etc. Resources are uniquely identified within each file solely by a 4-byte name. A resource container file can be encapsulated by [[Compression|compression]].&lt;br /&gt;
&lt;br /&gt;
This document focuses on [[Game versions#PC versions|BB Stunts 1.1]], but details described here may still—partly or wholly—cover other versions, or even other games developed by DSI at the time.&lt;br /&gt;
&lt;br /&gt;
==File names==&lt;br /&gt;
Different file name extensions are used to indicate the content of the files. Compressed files has &#039;&#039;&amp;quot;P&amp;quot;&#039;&#039; (packed) as the first letter of their extensions. Whether the game prefers raw or compressed files varies based on file type.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! File contents           !! Raw !! Compressed !! Preferred&lt;br /&gt;
|-&lt;br /&gt;
| Text and misc. settings || RES || PRE        || Raw&lt;br /&gt;
|-&lt;br /&gt;
| VGA Bitmap images       || VSH || PVS        || Compressed&lt;br /&gt;
|-&lt;br /&gt;
| EGA Bitmap images       || ESH || PES        || Compressed&lt;br /&gt;
|-&lt;br /&gt;
| 3d shapes               || 3SH || P3S        || Compressed&lt;br /&gt;
|-&lt;br /&gt;
| Music tracks            || KMS || PKM        || Raw&lt;br /&gt;
|-&lt;br /&gt;
| Instrument samples      || VCE || PVC        || Raw&lt;br /&gt;
|-&lt;br /&gt;
| Sound effects           || SFX || PSF        || Raw&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Structure==&lt;br /&gt;
&lt;br /&gt;
The resource file header consists of two integer fields denoting the total length of the file and the number of resources contained. The following table of contents has a list of ids and a corresponding list of offsets into the remaining data section.&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;span class=&amp;quot;hlC&amp;quot;&amp;gt;// Header&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span class=&amp;quot;hlP&amp;quot;&amp;gt;uint32&amp;lt;/span&amp;gt; fileLength&lt;br /&gt;
 &amp;lt;span class=&amp;quot;hlP&amp;quot;&amp;gt;uint16&amp;lt;/span&amp;gt; numResources&lt;br /&gt;
 &lt;br /&gt;
 &amp;lt;span class=&amp;quot;hlC&amp;quot;&amp;gt;// Table of contents&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span class=&amp;quot;hlP&amp;quot;&amp;gt;char&amp;lt;/span&amp;gt;   ids&amp;lt;span class=&amp;quot;hlB&amp;quot;&amp;gt;[&amp;lt;/span&amp;gt;numResources&amp;lt;span class=&amp;quot;hlB&amp;quot;&amp;gt;][&amp;lt;/span&amp;gt;&amp;lt;span class=&amp;quot;hlN&amp;quot;&amp;gt;4&amp;lt;/span&amp;gt;&amp;lt;span class=&amp;quot;hlB&amp;quot;&amp;gt;]&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span class=&amp;quot;hlP&amp;quot;&amp;gt;uint32&amp;lt;/span&amp;gt; offsets&amp;lt;span class=&amp;quot;hlB&amp;quot;&amp;gt;[&amp;lt;/span&amp;gt;numResources&amp;lt;span class=&amp;quot;hlB&amp;quot;&amp;gt;]&amp;lt;/span&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
 &amp;lt;span class=&amp;quot;hlC&amp;quot;&amp;gt;// Resource data&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span class=&amp;quot;hlP&amp;quot;&amp;gt;char&amp;lt;/span&amp;gt;   data&amp;lt;span class=&amp;quot;hlB&amp;quot;&amp;gt;[]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Types==&lt;br /&gt;
Resource type can be determined by looking at the resource&#039;s id string and/or the source file name.&lt;br /&gt;
&lt;br /&gt;
===Plain text===&lt;br /&gt;
Text resources are null-terminated [http://en.wikipedia.org/wiki/C_string C strings] found in &amp;lt;tt&amp;gt;RES&amp;lt;/tt&amp;gt;/&amp;lt;tt&amp;gt;PRE&amp;lt;/tt&amp;gt; files. Strings can contain non-alphanumeric codes used by the game to achieve certain effects. Most prominent is the &#039;&#039;&amp;quot;]&amp;quot;&#039;&#039; (right square bracket) used to represent [http://en.wikipedia.org/wiki/Newline newline] in multi-line text.&lt;br /&gt;
&lt;br /&gt;
===VGA Bitmap images===&lt;br /&gt;
[[Image:Stunts-pal-vga.png|128px|right|thumb|VGA palette used by bitmap images. Value 255 is transparency.]]&lt;br /&gt;
VGA Bitmaps are images with 8-bit color depth using a [[:Image:Stunts-pal-vga.png|fixed palette]] in VGA mode. Special bitmaps using the naming scheme &amp;lt;tt&amp;gt;!cg_&amp;lt;/tt&amp;gt; and &amp;lt;tt&amp;gt;!eg_&amp;lt;/tt&amp;gt; provides color mapping for graphics modes with fewer available colors.&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;span class=&amp;quot;hlP&amp;quot;&amp;gt;uint16&amp;lt;/span&amp;gt; width&lt;br /&gt;
 &amp;lt;span class=&amp;quot;hlP&amp;quot;&amp;gt;uint16&amp;lt;/span&amp;gt; height&lt;br /&gt;
 &amp;lt;span class=&amp;quot;hlP&amp;quot;&amp;gt;uint16&amp;lt;/span&amp;gt; centreX&lt;br /&gt;
 &amp;lt;span class=&amp;quot;hlP&amp;quot;&amp;gt;uint16&amp;lt;/span&amp;gt; centreY&lt;br /&gt;
 &amp;lt;span class=&amp;quot;hlP&amp;quot;&amp;gt;uint16&amp;lt;/span&amp;gt; positionX&lt;br /&gt;
 &amp;lt;span class=&amp;quot;hlP&amp;quot;&amp;gt;uint16&amp;lt;/span&amp;gt; positionY&lt;br /&gt;
 &amp;lt;span class=&amp;quot;hlP&amp;quot;&amp;gt;uint8&amp;lt;/span&amp;gt;  unknown&amp;lt;span class=&amp;quot;hlB&amp;quot;&amp;gt;[&amp;lt;/span&amp;gt;&amp;lt;span class=&amp;quot;hlN&amp;quot;&amp;gt;4&amp;lt;/span&amp;gt;&amp;lt;span class=&amp;quot;hlB&amp;quot;&amp;gt;]&amp;lt;/span&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
 &amp;lt;span class=&amp;quot;hlP&amp;quot;&amp;gt;uint8&amp;lt;/span&amp;gt;  image&amp;lt;span class=&amp;quot;hlB&amp;quot;&amp;gt;[&amp;lt;/span&amp;gt;width &amp;lt;span class=&amp;quot;hlB&amp;quot;&amp;gt;*&amp;lt;/span&amp;gt; height&amp;lt;span class=&amp;quot;hlB&amp;quot;&amp;gt;]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Width and height correspond, of course, to the image dimensions. CentreX and centreY refer to the coordinates of the axial centre for moving images, as is the case of the gear knob and the steering dot. These coordinates set the point in the image that will move along the path established for it to go along.&lt;br /&gt;
&lt;br /&gt;
Parts of this structure are not fully understood. &amp;lt;tt&amp;gt;unknown&amp;lt;/tt&amp;gt; seems to affect how image pixels are organized in compressed resource files, likely to gain more effective [http://en.wikipedia.org/wiki/Run-length_encoding run-length compression]. Modifying these values randomly for all images in a car does not appear to have any effect, which suggests this might not have importance for PVS/VSH (= VGA graphics) files. The only exceptions are the 5th and 6th bit of the 3rd element: the former one determines whether the image is stored in transposed (column-major) order, the second whether it&#039;s in interlaced order.&lt;br /&gt;
&lt;br /&gt;
Due to the internal resolution of Stunts (which uses [http://en.wikipedia.org/wiki/Mode_13h VGA Mode 13h]), non-square pixels are used for screen display. [[Aspect ratio]] corrections should be accounted for to avoid unwanted results.  &lt;br /&gt;
&lt;br /&gt;
The VGA palette itself is encoded as the &amp;lt;tt&amp;gt;!pal&amp;lt;/tt&amp;gt; bitmap resource of &amp;lt;tt&amp;gt;SDMAIN.PVS&amp;lt;/tt&amp;gt;. The pixel data of that resource is interpreted as 256 triplets of [https://moddingwiki.shikadi.net/wiki/VGA_Palette 6-bit RGB].&lt;br /&gt;
&lt;br /&gt;
See [[Car files]] for specific information on the different image resources.&lt;br /&gt;
&lt;br /&gt;
{{sectstub}}&lt;br /&gt;
&lt;br /&gt;
===EGA Bitmap images===&lt;br /&gt;
&lt;br /&gt;
EGA bitmaps are only used in a handful of places (notably for the icons of the resource editor). The format is similar to the VGA ones, except:&lt;br /&gt;
&lt;br /&gt;
* The image data is stored as 4 vertically stacked 1-bpp images, representing the color channels.&lt;br /&gt;
* The unknown[4] determines how these color channels are mapped into the real image. The most common value is &amp;lt;code&amp;gt;{ 0x1, 0x2, 0x4, 0x8 }&amp;lt;/code&amp;gt;, where each channel naturally maps into one of the EGA palette color bits ([https://moddingwiki.shikadi.net/wiki/Raw_EGA_data Planar]). However, there are many exceptions. Also, the high nibble of the third element (don&#039;t ask) determines which channels are stored in transposed order.&lt;br /&gt;
* The resource is not guaranteed to contain all the four channels entirely. E.g. if the last channel has an unknown of `0` may can be omitted ,resulting in a smaller resource size than expected.&lt;br /&gt;
* The image width is given in bytes. The real pixel width is obtained by multiplying such value by 8.&lt;br /&gt;
&lt;br /&gt;
===3d shapes===&lt;br /&gt;
Shapes are composed of a vertex list and a list of primitives. Primitives are basic shapes that can have different types, such as polygons or wheels. Depending on the type it contains a number of indices into the vertex list needed to draw the shape, color variations and some rendering hints. Stunts&#039; [[coordinate system]] use 16-bit signed integers, making the resolution relative to the scale of the model. Shapes presented in the car selection screen are more detailed than in-game shapes, thus requiring larger scaling. Experiment has shown that 1 foot in-game corresponds to 5 units, making each track tile roughly 205 feet (or 62.5 meters) wide.&lt;br /&gt;
&lt;br /&gt;
Due to the counter header fields being stored in single bytes, the total amount of vertices and primitives are limited to 255 per shape.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main strcture&#039;&#039;&#039;&lt;br /&gt;
 &amp;lt;span class=&amp;quot;hlP&amp;quot;&amp;gt;uint8&amp;lt;/span&amp;gt;     numVertices&lt;br /&gt;
 &amp;lt;span class=&amp;quot;hlP&amp;quot;&amp;gt;uint8&amp;lt;/span&amp;gt;     numPrimitives&lt;br /&gt;
 &amp;lt;span class=&amp;quot;hlP&amp;quot;&amp;gt;uint8&amp;lt;/span&amp;gt;     numPaintJobs&lt;br /&gt;
 &amp;lt;span class=&amp;quot;hlP&amp;quot;&amp;gt;uint8&amp;lt;/span&amp;gt;     reserved &amp;lt;span class=&amp;quot;hlC&amp;quot;&amp;gt;// Always == 0&amp;lt;/span&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
 VERTEX    vertices&amp;lt;span class=&amp;quot;hlB&amp;quot;&amp;gt;[&amp;lt;/span&amp;gt;numVertices&amp;lt;span class=&amp;quot;hlB&amp;quot;&amp;gt;]&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span class=&amp;quot;hlP&amp;quot;&amp;gt;uint32&amp;lt;/span&amp;gt;    cullFront&amp;lt;span class=&amp;quot;hlB&amp;quot;&amp;gt;[&amp;lt;/span&amp;gt;numPrimitives&amp;lt;span class=&amp;quot;hlB&amp;quot;&amp;gt;]&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span class=&amp;quot;hlP&amp;quot;&amp;gt;uint32&amp;lt;/span&amp;gt;    cullBack&amp;lt;span class=&amp;quot;hlB&amp;quot;&amp;gt;[&amp;lt;/span&amp;gt;numPrimitives&amp;lt;span class=&amp;quot;hlB&amp;quot;&amp;gt;]&amp;lt;/span&amp;gt;&lt;br /&gt;
 PRIMITIVE primitives&amp;lt;span class=&amp;quot;hlB&amp;quot;&amp;gt;[&amp;lt;/span&amp;gt;numPrimitives&amp;lt;span class=&amp;quot;hlB&amp;quot;&amp;gt;]&amp;lt;/span&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
 &amp;lt;span class=&amp;quot;hlP&amp;quot;&amp;gt;uint8&amp;lt;/span&amp;gt;     terminate&amp;lt;span class=&amp;quot;hlB&amp;quot;&amp;gt;[&amp;lt;/span&amp;gt;&amp;lt;span class=&amp;quot;hlC&amp;quot;&amp;gt;...&amp;lt;/span&amp;gt;&amp;lt;span class=&amp;quot;hlB&amp;quot;&amp;gt;]&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;hlC&amp;quot;&amp;gt;// 1-3 NULL-bytes for data alignment&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional structures&#039;&#039;&#039;&lt;br /&gt;
 &amp;lt;span class=&amp;quot;hlP&amp;quot;&amp;gt;struct&amp;lt;/span&amp;gt; VERTEX &amp;lt;span class=&amp;quot;hlB&amp;quot;&amp;gt;{&amp;lt;/span&amp;gt;&lt;br /&gt;
   &amp;lt;span class=&amp;quot;hlP&amp;quot;&amp;gt;int16&amp;lt;/span&amp;gt; x&lt;br /&gt;
   &amp;lt;span class=&amp;quot;hlP&amp;quot;&amp;gt;int16&amp;lt;/span&amp;gt; y&lt;br /&gt;
   &amp;lt;span class=&amp;quot;hlP&amp;quot;&amp;gt;int16&amp;lt;/span&amp;gt; z&lt;br /&gt;
 &amp;lt;span class=&amp;quot;hlB&amp;quot;&amp;gt;}&amp;lt;/span&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
 &amp;lt;span class=&amp;quot;hlP&amp;quot;&amp;gt;struct&amp;lt;/span&amp;gt; PRIMITIVE &amp;lt;span class=&amp;quot;hlB&amp;quot;&amp;gt;{&amp;lt;/span&amp;gt;&lt;br /&gt;
   &amp;lt;span class=&amp;quot;hlP&amp;quot;&amp;gt;uint8&amp;lt;/span&amp;gt; type&lt;br /&gt;
   &amp;lt;span class=&amp;quot;hlP&amp;quot;&amp;gt;uint8&amp;lt;/span&amp;gt; flags&lt;br /&gt;
   &amp;lt;span class=&amp;quot;hlP&amp;quot;&amp;gt;uint8&amp;lt;/span&amp;gt; materials&amp;lt;span class=&amp;quot;hlB&amp;quot;&amp;gt;[&amp;lt;/span&amp;gt;numPaintJobs&amp;lt;span class=&amp;quot;hlB&amp;quot;&amp;gt;]&amp;lt;/span&amp;gt;&lt;br /&gt;
   &amp;lt;span class=&amp;quot;hlP&amp;quot;&amp;gt;uint8&amp;lt;/span&amp;gt; indices&amp;lt;span class=&amp;quot;hlB&amp;quot;&amp;gt;[&amp;lt;/span&amp;gt;&amp;lt;span class=&amp;quot;hlC&amp;quot;&amp;gt;...&amp;lt;/span&amp;gt;&amp;lt;span class=&amp;quot;hlB&amp;quot;&amp;gt;]&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;hlC&amp;quot;&amp;gt;// Size depends on type.&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span class=&amp;quot;hlB&amp;quot;&amp;gt;}&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primitive types&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Primitive type !! Vertex indices needed !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 1              || 1              || Particle, 1 pixel&lt;br /&gt;
|-&lt;br /&gt;
| 2              || 2              || Line segment, 1 pixel width&lt;br /&gt;
|-&lt;br /&gt;
| 3–10           || 3–10           || Polygon, &#039;&#039;n&#039;&#039; sides&lt;br /&gt;
|-&lt;br /&gt;
| 11             || 2              || Sphere (center + ~(radius / 2)&lt;br /&gt;
|-&lt;br /&gt;
| 12             || 6              || Wheel&lt;br /&gt;
|-&lt;br /&gt;
| *              || 0              || Ignored&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primitive flags&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Flag          !! Name&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;0x01&amp;lt;/tt&amp;gt; || Two-sided&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;0x02&amp;lt;/tt&amp;gt; || Z-Bias&lt;br /&gt;
|-&lt;br /&gt;
| *    || Ignored&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Culling data masks&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Flag                !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;0xFFFE0000&amp;lt;/tt&amp;gt; || Horizontal angle ranges, positive direction&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;0x0001FFFC&amp;lt;/tt&amp;gt; || Horizontal angle ranges, negative direction&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;0x00000001&amp;lt;/tt&amp;gt; || High vertical angle flag, positive direction&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;0x00000002&amp;lt;/tt&amp;gt; || High vertical angle flag, negative direction&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For car body and track element shapes the first eight vertices are reserved for the corner vertices of the shape&#039;s bound box, used to cull entire shapes located outside the view frustum.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- TODO: Replace with an accurate image.&lt;br /&gt;
[[Image:Wheel_Primitive_Anatomy.png|200px|right|thumb|Anatomy of a wheel shape primitive.]] --&amp;gt;&lt;br /&gt;
The first three vertices in a wheel primitive mark the center and the boundary points along the y and z axes of the circle facing the inside of the car. The last three vertices do the same, in the same order, for the circle facing the outside.&lt;br /&gt;
&lt;br /&gt;
Wheel transformations are performed on fixed vertex positions. Since the first eight vertices of &amp;lt;tt&amp;gt;car[0-2]&amp;lt;/tt&amp;gt; shapes are occupied by the bound box, vertices 9-14 and 15-20 are front wheels. Misplaced wheel vertices will lead to corrupted shape rendering.&lt;br /&gt;
&lt;br /&gt;
The two vertices of a sphere primitive are the center of the sphere and a point on its boundary (only the radius matters, not the specific position on the boundary). &lt;br /&gt;
&lt;br /&gt;
The &amp;lt;tt&amp;gt;flags&amp;lt;/tt&amp;gt; in the &amp;lt;tt&amp;gt;PRIMITIVE&amp;lt;/tt&amp;gt; structure are used for two-sided polygons (disable [http://en.wikipedia.org/wiki/Back-face_culling back-face culling]) and to enable Z-bias in order to resolve [http://en.wikipedia.org/wiki/Z-fighting Z-fighting].&lt;br /&gt;
&lt;br /&gt;
[[Shape materials|Materials]] are indices into a permanent, internal game structure and are assigned per-primitive. Cars can have multiple paint jobs, every primitive in the shape must set a material for each color scheme.&lt;br /&gt;
&lt;br /&gt;
Each primitive has two 32-bit culling data fields to determine visibility. A culling data field holds angular visibility in positive and negative direction using 15 bits each. One bit corresponds to 1/15th of a full circle and the bits can be set in any combination. The two least significant bits are used as flags for visibility at near-vertical viewing angles.&lt;br /&gt;
&lt;br /&gt;
A shape resource must be terminated with NULL-bytes. The number of bytes needed is not known, but padding three NULL-bytes has proven to work regardless of resource size or byte alignment. Failing to meet this requirement will lead to obscure rendering artifacts.&lt;br /&gt;
&lt;br /&gt;
As for bitmaps, [[aspect ratio]] issues in Stunts should be considering when setting Y coordinates of 3D models.&lt;br /&gt;
&lt;br /&gt;
{{sectstub}}&lt;br /&gt;
&lt;br /&gt;
===Car parameters===&lt;br /&gt;
{{main|Car parameters}}&lt;br /&gt;
Numerical car*.res parameters are stored in a 776 bytes sized resource identified as &#039;&#039;simd&#039;&#039;. Most data in simd is stored as signed 16-bit integers. Noteworthy exceptions include number of gears, gear ratios, torque curve data and bitmap coordinates for dashboard instruments - which are unsigned 8-bit integers. Organization and function of the parameters are outside the scope of this article; the reader should consult the main article on the topic for further information. &lt;br /&gt;
{{sectstub}}&lt;br /&gt;
&lt;br /&gt;
===Opponent parameters===&lt;br /&gt;
{{main|Opponent files}}&lt;br /&gt;
The opp?.res files contain numerical data resources which control opponent behaviour and victory/defeat animations. The contents and function of these resources are better understood within the context of the main article. &lt;br /&gt;
{{sectstub}}&lt;br /&gt;
&lt;br /&gt;
===Music tracks===&lt;br /&gt;
{{sectstub}}&lt;br /&gt;
&lt;br /&gt;
===Instrument samples===&lt;br /&gt;
{{sectstub}}&lt;br /&gt;
&lt;br /&gt;
===Sound effects===&lt;br /&gt;
{{sectstub}}&lt;br /&gt;
&lt;br /&gt;
==Tools==&lt;br /&gt;
* [[stressed]] - Stunts/4D [Sports] Driving resource editor [https://github.com/dstien/gameformats/].&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Internals]]&lt;/div&gt;</summary>
		<author><name>HerrNove</name></author>
	</entry>
	<entry>
		<id>https://wiki.stunts.hu/index.php?title=Resource_file_format&amp;diff=7068</id>
		<title>Resource file format</title>
		<link rel="alternate" type="text/html" href="https://wiki.stunts.hu/index.php?title=Resource_file_format&amp;diff=7068"/>
		<updated>2026-04-15T21:26:14Z</updated>

		<summary type="html">&lt;p&gt;HerrNove: /* Bitmap images */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Stunts game data are stored in a common container format. Files of this format can hold multiple &#039;&#039;resources&#039;&#039;, blocks of data that may be of various types - text, bitmaps, sounds, etc. Resources are uniquely identified within each file solely by a 4-byte name. A resource container file can be encapsulated by [[Compression|compression]].&lt;br /&gt;
&lt;br /&gt;
This document focuses on [[Game versions#PC versions|BB Stunts 1.1]], but details described here may still—partly or wholly—cover other versions, or even other games developed by DSI at the time.&lt;br /&gt;
&lt;br /&gt;
==File names==&lt;br /&gt;
Different file name extensions are used to indicate the content of the files. Compressed files has &#039;&#039;&amp;quot;P&amp;quot;&#039;&#039; (packed) as the first letter of their extensions. Whether the game prefers raw or compressed files varies based on file type.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! File contents           !! Raw !! Compressed !! Preferred&lt;br /&gt;
|-&lt;br /&gt;
| Text and misc. settings || RES || PRE        || Raw&lt;br /&gt;
|-&lt;br /&gt;
| Bitmap images           || VSH || PVS        || Compressed&lt;br /&gt;
|-&lt;br /&gt;
| Icons                   || ESH || PES        || Compressed&lt;br /&gt;
|-&lt;br /&gt;
| 3d shapes               || 3SH || P3S        || Compressed&lt;br /&gt;
|-&lt;br /&gt;
| Music tracks            || KMS || PKM        || Raw&lt;br /&gt;
|-&lt;br /&gt;
| Instrument samples      || VCE || PVC        || Raw&lt;br /&gt;
|-&lt;br /&gt;
| Sound effects           || SFX || PSF        || Raw&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Structure==&lt;br /&gt;
&lt;br /&gt;
The resource file header consists of two integer fields denoting the total length of the file and the number of resources contained. The following table of contents has a list of ids and a corresponding list of offsets into the remaining data section.&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;span class=&amp;quot;hlC&amp;quot;&amp;gt;// Header&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span class=&amp;quot;hlP&amp;quot;&amp;gt;uint32&amp;lt;/span&amp;gt; fileLength&lt;br /&gt;
 &amp;lt;span class=&amp;quot;hlP&amp;quot;&amp;gt;uint16&amp;lt;/span&amp;gt; numResources&lt;br /&gt;
 &lt;br /&gt;
 &amp;lt;span class=&amp;quot;hlC&amp;quot;&amp;gt;// Table of contents&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span class=&amp;quot;hlP&amp;quot;&amp;gt;char&amp;lt;/span&amp;gt;   ids&amp;lt;span class=&amp;quot;hlB&amp;quot;&amp;gt;[&amp;lt;/span&amp;gt;numResources&amp;lt;span class=&amp;quot;hlB&amp;quot;&amp;gt;][&amp;lt;/span&amp;gt;&amp;lt;span class=&amp;quot;hlN&amp;quot;&amp;gt;4&amp;lt;/span&amp;gt;&amp;lt;span class=&amp;quot;hlB&amp;quot;&amp;gt;]&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span class=&amp;quot;hlP&amp;quot;&amp;gt;uint32&amp;lt;/span&amp;gt; offsets&amp;lt;span class=&amp;quot;hlB&amp;quot;&amp;gt;[&amp;lt;/span&amp;gt;numResources&amp;lt;span class=&amp;quot;hlB&amp;quot;&amp;gt;]&amp;lt;/span&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
 &amp;lt;span class=&amp;quot;hlC&amp;quot;&amp;gt;// Resource data&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span class=&amp;quot;hlP&amp;quot;&amp;gt;char&amp;lt;/span&amp;gt;   data&amp;lt;span class=&amp;quot;hlB&amp;quot;&amp;gt;[]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Types==&lt;br /&gt;
Resource type can be determined by looking at the resource&#039;s id string and/or the source file name.&lt;br /&gt;
&lt;br /&gt;
===Plain text===&lt;br /&gt;
Text resources are null-terminated [http://en.wikipedia.org/wiki/C_string C strings] found in &amp;lt;tt&amp;gt;RES&amp;lt;/tt&amp;gt;/&amp;lt;tt&amp;gt;PRE&amp;lt;/tt&amp;gt; files. Strings can contain non-alphanumeric codes used by the game to achieve certain effects. Most prominent is the &#039;&#039;&amp;quot;]&amp;quot;&#039;&#039; (right square bracket) used to represent [http://en.wikipedia.org/wiki/Newline newline] in multi-line text.&lt;br /&gt;
&lt;br /&gt;
===Bitmap images===&lt;br /&gt;
[[Image:Stunts-pal-vga.png|128px|right|thumb|VGA palette used by bitmap images. Value 255 is transparency.]]&lt;br /&gt;
Bitmaps are images with 8-bit color depth using a [[:Image:Stunts-pal-vga.png|fixed palette]] in VGA mode. Special bitmaps using the naming scheme &amp;lt;tt&amp;gt;!cg_&amp;lt;/tt&amp;gt; and &amp;lt;tt&amp;gt;!eg_&amp;lt;/tt&amp;gt; provides color mapping for graphics modes with fewer available colors.&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;span class=&amp;quot;hlP&amp;quot;&amp;gt;uint16&amp;lt;/span&amp;gt; width&lt;br /&gt;
 &amp;lt;span class=&amp;quot;hlP&amp;quot;&amp;gt;uint16&amp;lt;/span&amp;gt; height&lt;br /&gt;
 &amp;lt;span class=&amp;quot;hlP&amp;quot;&amp;gt;uint16&amp;lt;/span&amp;gt; centreX&lt;br /&gt;
 &amp;lt;span class=&amp;quot;hlP&amp;quot;&amp;gt;uint16&amp;lt;/span&amp;gt; centreY&lt;br /&gt;
 &amp;lt;span class=&amp;quot;hlP&amp;quot;&amp;gt;uint16&amp;lt;/span&amp;gt; positionX&lt;br /&gt;
 &amp;lt;span class=&amp;quot;hlP&amp;quot;&amp;gt;uint16&amp;lt;/span&amp;gt; positionY&lt;br /&gt;
 &amp;lt;span class=&amp;quot;hlP&amp;quot;&amp;gt;uint8&amp;lt;/span&amp;gt;  unknown&amp;lt;span class=&amp;quot;hlB&amp;quot;&amp;gt;[&amp;lt;/span&amp;gt;&amp;lt;span class=&amp;quot;hlN&amp;quot;&amp;gt;4&amp;lt;/span&amp;gt;&amp;lt;span class=&amp;quot;hlB&amp;quot;&amp;gt;]&amp;lt;/span&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
 &amp;lt;span class=&amp;quot;hlP&amp;quot;&amp;gt;uint8&amp;lt;/span&amp;gt;  image&amp;lt;span class=&amp;quot;hlB&amp;quot;&amp;gt;[&amp;lt;/span&amp;gt;width &amp;lt;span class=&amp;quot;hlB&amp;quot;&amp;gt;*&amp;lt;/span&amp;gt; height&amp;lt;span class=&amp;quot;hlB&amp;quot;&amp;gt;]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Width and height correspond, of course, to the image dimensions. CentreX and centreY refer to the coordinates of the axial centre for moving images, as is the case of the gear knob and the steering dot. These coordinates set the point in the image that will move along the path established for it to go along.&lt;br /&gt;
&lt;br /&gt;
Parts of this structure are not fully understood. &amp;lt;tt&amp;gt;unknown&amp;lt;/tt&amp;gt; seems to affect how image pixels are organized in compressed resource files, likely to gain more effective [http://en.wikipedia.org/wiki/Run-length_encoding run-length compression]. Images with pixel data stored as continuous horizontal lines has &amp;lt;tt&amp;gt;unknown&amp;lt;/tt&amp;gt; set to &amp;lt;code&amp;gt;{ 0x1, 0x2, 0x4, 0x8 }&amp;lt;/code&amp;gt; which is probabily [https://moddingwiki.shikadi.net/wiki/Raw_EGA_data Planar] data for EGA color modes. Modifying these values randomly for all images in a car does not appear to have any effect, which suggests this might not have importance for PVS/VSH (= VGA graphics) files. Note that the older DSI game &#039;&#039;Grand Prix Circuit&#039;&#039;, which uses PES files as resource (the &#039;E&#039; standing for EGA), stores images as four 1-bit bitmaps, and the “unknown” vector determines how each of the four planes maps into the color plane(s) of the EGA card. &lt;br /&gt;
&lt;br /&gt;
Due to the internal resolution of Stunts (which uses [http://en.wikipedia.org/wiki/Mode_13h VGA Mode 13h]), non-square pixels are used for screen display. [[Aspect ratio]] corrections should be accounted for to avoid unwanted results.  &lt;br /&gt;
&lt;br /&gt;
The VGA palette itself is encoded as the &amp;lt;tt&amp;gt;!pal&amp;lt;/tt&amp;gt; bitmap resource of &amp;lt;tt&amp;gt;SDMAIN.PVS&amp;lt;/tt&amp;gt;. The pixel data of that resource is interpreted as 256 triplets of [https://moddingwiki.shikadi.net/wiki/VGA_Palette 6-bit RGB].&lt;br /&gt;
&lt;br /&gt;
See [[Car files]] for specific information on the different image resources.&lt;br /&gt;
&lt;br /&gt;
{{sectstub}}&lt;br /&gt;
&lt;br /&gt;
===Icons===&lt;br /&gt;
{{sectstub}}&lt;br /&gt;
&lt;br /&gt;
===3d shapes===&lt;br /&gt;
Shapes are composed of a vertex list and a list of primitives. Primitives are basic shapes that can have different types, such as polygons or wheels. Depending on the type it contains a number of indices into the vertex list needed to draw the shape, color variations and some rendering hints. Stunts&#039; [[coordinate system]] use 16-bit signed integers, making the resolution relative to the scale of the model. Shapes presented in the car selection screen are more detailed than in-game shapes, thus requiring larger scaling. Experiment has shown that 1 foot in-game corresponds to 5 units, making each track tile roughly 205 feet (or 62.5 meters) wide.&lt;br /&gt;
&lt;br /&gt;
Due to the counter header fields being stored in single bytes, the total amount of vertices and primitives are limited to 255 per shape.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main strcture&#039;&#039;&#039;&lt;br /&gt;
 &amp;lt;span class=&amp;quot;hlP&amp;quot;&amp;gt;uint8&amp;lt;/span&amp;gt;     numVertices&lt;br /&gt;
 &amp;lt;span class=&amp;quot;hlP&amp;quot;&amp;gt;uint8&amp;lt;/span&amp;gt;     numPrimitives&lt;br /&gt;
 &amp;lt;span class=&amp;quot;hlP&amp;quot;&amp;gt;uint8&amp;lt;/span&amp;gt;     numPaintJobs&lt;br /&gt;
 &amp;lt;span class=&amp;quot;hlP&amp;quot;&amp;gt;uint8&amp;lt;/span&amp;gt;     reserved &amp;lt;span class=&amp;quot;hlC&amp;quot;&amp;gt;// Always == 0&amp;lt;/span&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
 VERTEX    vertices&amp;lt;span class=&amp;quot;hlB&amp;quot;&amp;gt;[&amp;lt;/span&amp;gt;numVertices&amp;lt;span class=&amp;quot;hlB&amp;quot;&amp;gt;]&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span class=&amp;quot;hlP&amp;quot;&amp;gt;uint32&amp;lt;/span&amp;gt;    cullFront&amp;lt;span class=&amp;quot;hlB&amp;quot;&amp;gt;[&amp;lt;/span&amp;gt;numPrimitives&amp;lt;span class=&amp;quot;hlB&amp;quot;&amp;gt;]&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span class=&amp;quot;hlP&amp;quot;&amp;gt;uint32&amp;lt;/span&amp;gt;    cullBack&amp;lt;span class=&amp;quot;hlB&amp;quot;&amp;gt;[&amp;lt;/span&amp;gt;numPrimitives&amp;lt;span class=&amp;quot;hlB&amp;quot;&amp;gt;]&amp;lt;/span&amp;gt;&lt;br /&gt;
 PRIMITIVE primitives&amp;lt;span class=&amp;quot;hlB&amp;quot;&amp;gt;[&amp;lt;/span&amp;gt;numPrimitives&amp;lt;span class=&amp;quot;hlB&amp;quot;&amp;gt;]&amp;lt;/span&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
 &amp;lt;span class=&amp;quot;hlP&amp;quot;&amp;gt;uint8&amp;lt;/span&amp;gt;     terminate&amp;lt;span class=&amp;quot;hlB&amp;quot;&amp;gt;[&amp;lt;/span&amp;gt;&amp;lt;span class=&amp;quot;hlC&amp;quot;&amp;gt;...&amp;lt;/span&amp;gt;&amp;lt;span class=&amp;quot;hlB&amp;quot;&amp;gt;]&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;hlC&amp;quot;&amp;gt;// 1-3 NULL-bytes for data alignment&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional structures&#039;&#039;&#039;&lt;br /&gt;
 &amp;lt;span class=&amp;quot;hlP&amp;quot;&amp;gt;struct&amp;lt;/span&amp;gt; VERTEX &amp;lt;span class=&amp;quot;hlB&amp;quot;&amp;gt;{&amp;lt;/span&amp;gt;&lt;br /&gt;
   &amp;lt;span class=&amp;quot;hlP&amp;quot;&amp;gt;int16&amp;lt;/span&amp;gt; x&lt;br /&gt;
   &amp;lt;span class=&amp;quot;hlP&amp;quot;&amp;gt;int16&amp;lt;/span&amp;gt; y&lt;br /&gt;
   &amp;lt;span class=&amp;quot;hlP&amp;quot;&amp;gt;int16&amp;lt;/span&amp;gt; z&lt;br /&gt;
 &amp;lt;span class=&amp;quot;hlB&amp;quot;&amp;gt;}&amp;lt;/span&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
 &amp;lt;span class=&amp;quot;hlP&amp;quot;&amp;gt;struct&amp;lt;/span&amp;gt; PRIMITIVE &amp;lt;span class=&amp;quot;hlB&amp;quot;&amp;gt;{&amp;lt;/span&amp;gt;&lt;br /&gt;
   &amp;lt;span class=&amp;quot;hlP&amp;quot;&amp;gt;uint8&amp;lt;/span&amp;gt; type&lt;br /&gt;
   &amp;lt;span class=&amp;quot;hlP&amp;quot;&amp;gt;uint8&amp;lt;/span&amp;gt; flags&lt;br /&gt;
   &amp;lt;span class=&amp;quot;hlP&amp;quot;&amp;gt;uint8&amp;lt;/span&amp;gt; materials&amp;lt;span class=&amp;quot;hlB&amp;quot;&amp;gt;[&amp;lt;/span&amp;gt;numPaintJobs&amp;lt;span class=&amp;quot;hlB&amp;quot;&amp;gt;]&amp;lt;/span&amp;gt;&lt;br /&gt;
   &amp;lt;span class=&amp;quot;hlP&amp;quot;&amp;gt;uint8&amp;lt;/span&amp;gt; indices&amp;lt;span class=&amp;quot;hlB&amp;quot;&amp;gt;[&amp;lt;/span&amp;gt;&amp;lt;span class=&amp;quot;hlC&amp;quot;&amp;gt;...&amp;lt;/span&amp;gt;&amp;lt;span class=&amp;quot;hlB&amp;quot;&amp;gt;]&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;hlC&amp;quot;&amp;gt;// Size depends on type.&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span class=&amp;quot;hlB&amp;quot;&amp;gt;}&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primitive types&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Primitive type !! Vertex indices needed !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 1              || 1              || Particle, 1 pixel&lt;br /&gt;
|-&lt;br /&gt;
| 2              || 2              || Line segment, 1 pixel width&lt;br /&gt;
|-&lt;br /&gt;
| 3–10           || 3–10           || Polygon, &#039;&#039;n&#039;&#039; sides&lt;br /&gt;
|-&lt;br /&gt;
| 11             || 2              || Sphere (center + ~(radius / 2)&lt;br /&gt;
|-&lt;br /&gt;
| 12             || 6              || Wheel&lt;br /&gt;
|-&lt;br /&gt;
| *              || 0              || Ignored&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primitive flags&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Flag          !! Name&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;0x01&amp;lt;/tt&amp;gt; || Two-sided&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;0x02&amp;lt;/tt&amp;gt; || Z-Bias&lt;br /&gt;
|-&lt;br /&gt;
| *    || Ignored&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Culling data masks&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Flag                !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;0xFFFE0000&amp;lt;/tt&amp;gt; || Horizontal angle ranges, positive direction&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;0x0001FFFC&amp;lt;/tt&amp;gt; || Horizontal angle ranges, negative direction&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;0x00000001&amp;lt;/tt&amp;gt; || High vertical angle flag, positive direction&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;0x00000002&amp;lt;/tt&amp;gt; || High vertical angle flag, negative direction&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For car body and track element shapes the first eight vertices are reserved for the corner vertices of the shape&#039;s bound box, used to cull entire shapes located outside the view frustum.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- TODO: Replace with an accurate image.&lt;br /&gt;
[[Image:Wheel_Primitive_Anatomy.png|200px|right|thumb|Anatomy of a wheel shape primitive.]] --&amp;gt;&lt;br /&gt;
The first three vertices in a wheel primitive mark the center and the boundary points along the y and z axes of the circle facing the inside of the car. The last three vertices do the same, in the same order, for the circle facing the outside.&lt;br /&gt;
&lt;br /&gt;
Wheel transformations are performed on fixed vertex positions. Since the first eight vertices of &amp;lt;tt&amp;gt;car[0-2]&amp;lt;/tt&amp;gt; shapes are occupied by the bound box, vertices 9-14 and 15-20 are front wheels. Misplaced wheel vertices will lead to corrupted shape rendering.&lt;br /&gt;
&lt;br /&gt;
The two vertices of a sphere primitive are the center of the sphere and a point on its boundary (only the radius matters, not the specific position on the boundary). &lt;br /&gt;
&lt;br /&gt;
The &amp;lt;tt&amp;gt;flags&amp;lt;/tt&amp;gt; in the &amp;lt;tt&amp;gt;PRIMITIVE&amp;lt;/tt&amp;gt; structure are used for two-sided polygons (disable [http://en.wikipedia.org/wiki/Back-face_culling back-face culling]) and to enable Z-bias in order to resolve [http://en.wikipedia.org/wiki/Z-fighting Z-fighting].&lt;br /&gt;
&lt;br /&gt;
[[Shape materials|Materials]] are indices into a permanent, internal game structure and are assigned per-primitive. Cars can have multiple paint jobs, every primitive in the shape must set a material for each color scheme.&lt;br /&gt;
&lt;br /&gt;
Each primitive has two 32-bit culling data fields to determine visibility. A culling data field holds angular visibility in positive and negative direction using 15 bits each. One bit corresponds to 1/15th of a full circle and the bits can be set in any combination. The two least significant bits are used as flags for visibility at near-vertical viewing angles.&lt;br /&gt;
&lt;br /&gt;
A shape resource must be terminated with NULL-bytes. The number of bytes needed is not known, but padding three NULL-bytes has proven to work regardless of resource size or byte alignment. Failing to meet this requirement will lead to obscure rendering artifacts.&lt;br /&gt;
&lt;br /&gt;
As for bitmaps, [[aspect ratio]] issues in Stunts should be considering when setting Y coordinates of 3D models.&lt;br /&gt;
&lt;br /&gt;
{{sectstub}}&lt;br /&gt;
&lt;br /&gt;
===Car parameters===&lt;br /&gt;
{{main|Car parameters}}&lt;br /&gt;
Numerical car*.res parameters are stored in a 776 bytes sized resource identified as &#039;&#039;simd&#039;&#039;. Most data in simd is stored as signed 16-bit integers. Noteworthy exceptions include number of gears, gear ratios, torque curve data and bitmap coordinates for dashboard instruments - which are unsigned 8-bit integers. Organization and function of the parameters are outside the scope of this article; the reader should consult the main article on the topic for further information. &lt;br /&gt;
{{sectstub}}&lt;br /&gt;
&lt;br /&gt;
===Opponent parameters===&lt;br /&gt;
{{main|Opponent files}}&lt;br /&gt;
The opp?.res files contain numerical data resources which control opponent behaviour and victory/defeat animations. The contents and function of these resources are better understood within the context of the main article. &lt;br /&gt;
{{sectstub}}&lt;br /&gt;
&lt;br /&gt;
===Music tracks===&lt;br /&gt;
{{sectstub}}&lt;br /&gt;
&lt;br /&gt;
===Instrument samples===&lt;br /&gt;
{{sectstub}}&lt;br /&gt;
&lt;br /&gt;
===Sound effects===&lt;br /&gt;
{{sectstub}}&lt;br /&gt;
&lt;br /&gt;
==Tools==&lt;br /&gt;
* [[stressed]] - Stunts/4D [Sports] Driving resource editor [https://github.com/dstien/gameformats/].&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Internals]]&lt;/div&gt;</summary>
		<author><name>HerrNove</name></author>
	</entry>
	<entry>
		<id>https://wiki.stunts.hu/index.php?title=Resource_file_format&amp;diff=7067</id>
		<title>Resource file format</title>
		<link rel="alternate" type="text/html" href="https://wiki.stunts.hu/index.php?title=Resource_file_format&amp;diff=7067"/>
		<updated>2026-04-15T21:25:33Z</updated>

		<summary type="html">&lt;p&gt;HerrNove: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Stunts game data are stored in a common container format. Files of this format can hold multiple &#039;&#039;resources&#039;&#039;, blocks of data that may be of various types - text, bitmaps, sounds, etc. Resources are uniquely identified within each file solely by a 4-byte name. A resource container file can be encapsulated by [[Compression|compression]].&lt;br /&gt;
&lt;br /&gt;
This document focuses on [[Game versions#PC versions|BB Stunts 1.1]], but details described here may still—partly or wholly—cover other versions, or even other games developed by DSI at the time.&lt;br /&gt;
&lt;br /&gt;
==File names==&lt;br /&gt;
Different file name extensions are used to indicate the content of the files. Compressed files has &#039;&#039;&amp;quot;P&amp;quot;&#039;&#039; (packed) as the first letter of their extensions. Whether the game prefers raw or compressed files varies based on file type.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! File contents           !! Raw !! Compressed !! Preferred&lt;br /&gt;
|-&lt;br /&gt;
| Text and misc. settings || RES || PRE        || Raw&lt;br /&gt;
|-&lt;br /&gt;
| Bitmap images           || VSH || PVS        || Compressed&lt;br /&gt;
|-&lt;br /&gt;
| Icons                   || ESH || PES        || Compressed&lt;br /&gt;
|-&lt;br /&gt;
| 3d shapes               || 3SH || P3S        || Compressed&lt;br /&gt;
|-&lt;br /&gt;
| Music tracks            || KMS || PKM        || Raw&lt;br /&gt;
|-&lt;br /&gt;
| Instrument samples      || VCE || PVC        || Raw&lt;br /&gt;
|-&lt;br /&gt;
| Sound effects           || SFX || PSF        || Raw&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Structure==&lt;br /&gt;
&lt;br /&gt;
The resource file header consists of two integer fields denoting the total length of the file and the number of resources contained. The following table of contents has a list of ids and a corresponding list of offsets into the remaining data section.&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;span class=&amp;quot;hlC&amp;quot;&amp;gt;// Header&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span class=&amp;quot;hlP&amp;quot;&amp;gt;uint32&amp;lt;/span&amp;gt; fileLength&lt;br /&gt;
 &amp;lt;span class=&amp;quot;hlP&amp;quot;&amp;gt;uint16&amp;lt;/span&amp;gt; numResources&lt;br /&gt;
 &lt;br /&gt;
 &amp;lt;span class=&amp;quot;hlC&amp;quot;&amp;gt;// Table of contents&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span class=&amp;quot;hlP&amp;quot;&amp;gt;char&amp;lt;/span&amp;gt;   ids&amp;lt;span class=&amp;quot;hlB&amp;quot;&amp;gt;[&amp;lt;/span&amp;gt;numResources&amp;lt;span class=&amp;quot;hlB&amp;quot;&amp;gt;][&amp;lt;/span&amp;gt;&amp;lt;span class=&amp;quot;hlN&amp;quot;&amp;gt;4&amp;lt;/span&amp;gt;&amp;lt;span class=&amp;quot;hlB&amp;quot;&amp;gt;]&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span class=&amp;quot;hlP&amp;quot;&amp;gt;uint32&amp;lt;/span&amp;gt; offsets&amp;lt;span class=&amp;quot;hlB&amp;quot;&amp;gt;[&amp;lt;/span&amp;gt;numResources&amp;lt;span class=&amp;quot;hlB&amp;quot;&amp;gt;]&amp;lt;/span&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
 &amp;lt;span class=&amp;quot;hlC&amp;quot;&amp;gt;// Resource data&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span class=&amp;quot;hlP&amp;quot;&amp;gt;char&amp;lt;/span&amp;gt;   data&amp;lt;span class=&amp;quot;hlB&amp;quot;&amp;gt;[]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Types==&lt;br /&gt;
Resource type can be determined by looking at the resource&#039;s id string and/or the source file name.&lt;br /&gt;
&lt;br /&gt;
===Plain text===&lt;br /&gt;
Text resources are null-terminated [http://en.wikipedia.org/wiki/C_string C strings] found in &amp;lt;tt&amp;gt;RES&amp;lt;/tt&amp;gt;/&amp;lt;tt&amp;gt;PRE&amp;lt;/tt&amp;gt; files. Strings can contain non-alphanumeric codes used by the game to achieve certain effects. Most prominent is the &#039;&#039;&amp;quot;]&amp;quot;&#039;&#039; (right square bracket) used to represent [http://en.wikipedia.org/wiki/Newline newline] in multi-line text.&lt;br /&gt;
&lt;br /&gt;
===Bitmap images===&lt;br /&gt;
[[Image:Stunts-pal-vga.png|128px|right|thumb|VGA palette used by bitmap images. Value 255 is transparency.]]&lt;br /&gt;
Bitmaps are images with 8-bit color depth using a [[:Image:Stunts-pal-vga.png|fixed palette]] in VGA mode. Special bitmaps using the naming scheme &amp;lt;tt&amp;gt;!cg_&amp;lt;/tt&amp;gt; and &amp;lt;tt&amp;gt;!eg_&amp;lt;/tt&amp;gt; provides color mapping for graphics modes with fewer available colors.&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;span class=&amp;quot;hlP&amp;quot;&amp;gt;uint16&amp;lt;/span&amp;gt; width&lt;br /&gt;
 &amp;lt;span class=&amp;quot;hlP&amp;quot;&amp;gt;uint16&amp;lt;/span&amp;gt; height&lt;br /&gt;
 &amp;lt;span class=&amp;quot;hlP&amp;quot;&amp;gt;uint16&amp;lt;/span&amp;gt; centreX&lt;br /&gt;
 &amp;lt;span class=&amp;quot;hlP&amp;quot;&amp;gt;uint16&amp;lt;/span&amp;gt; centreY&lt;br /&gt;
 &amp;lt;span class=&amp;quot;hlP&amp;quot;&amp;gt;uint16&amp;lt;/span&amp;gt; positionX&lt;br /&gt;
 &amp;lt;span class=&amp;quot;hlP&amp;quot;&amp;gt;uint16&amp;lt;/span&amp;gt; positionY&lt;br /&gt;
 &amp;lt;span class=&amp;quot;hlP&amp;quot;&amp;gt;uint8&amp;lt;/span&amp;gt;  unknown&amp;lt;span class=&amp;quot;hlB&amp;quot;&amp;gt;[&amp;lt;/span&amp;gt;&amp;lt;span class=&amp;quot;hlN&amp;quot;&amp;gt;4&amp;lt;/span&amp;gt;&amp;lt;span class=&amp;quot;hlB&amp;quot;&amp;gt;]&amp;lt;/span&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
 &amp;lt;span class=&amp;quot;hlP&amp;quot;&amp;gt;uint8&amp;lt;/span&amp;gt;  image&amp;lt;span class=&amp;quot;hlB&amp;quot;&amp;gt;[&amp;lt;/span&amp;gt;width &amp;lt;span class=&amp;quot;hlB&amp;quot;&amp;gt;*&amp;lt;/span&amp;gt; height&amp;lt;span class=&amp;quot;hlB&amp;quot;&amp;gt;]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Width and height correspond, of course, to the image dimensions. CentreX and centreY refer to the coordinates of the axial centre for moving images, as is the case of the gear knob and the steering dot. These coordinates set the point in the image that will move along the path established for it to go along.&lt;br /&gt;
&lt;br /&gt;
Parts of this structure are not fully understood. &amp;lt;tt&amp;gt;unknown&amp;lt;/tt&amp;gt; seems to affect how image pixels are organized in compressed resource files, likely to gain more effective [http://en.wikipedia.org/wiki/Run-length_encoding run-length compression]. Images with pixel data stored as continuous horizontal lines has &amp;lt;tt&amp;gt;unknown&amp;lt;/tt&amp;gt; set to &amp;lt;code&amp;gt;{ 0x1, 0x2, 0x4, 0x8 }&amp;lt;/code&amp;gt; which is probabily [https://moddingwiki.shikadi.net/wiki/Raw_EGA_data Planar] data for EGA color modes. Modifying these values randomly for all images in a car does not appear to have any effect, which suggests this might not have importance for PVS/VSH (= VGA graphics) files. Note that the older DSI game &#039;&#039;Grand Prix Circuit&#039;&#039;, which uses PES files as resource (the &#039;E&#039; standing for EGA), stores images as four 1-bit bitmaps, and the “unknown” vector determines which of the four planes maps into which color plane(s) of the EGA card. &lt;br /&gt;
&lt;br /&gt;
Due to the internal resolution of Stunts (which uses [http://en.wikipedia.org/wiki/Mode_13h VGA Mode 13h]), non-square pixels are used for screen display. [[Aspect ratio]] corrections should be accounted for to avoid unwanted results.  &lt;br /&gt;
&lt;br /&gt;
The VGA palette itself is encoded as the &amp;lt;tt&amp;gt;!pal&amp;lt;/tt&amp;gt; bitmap resource of &amp;lt;tt&amp;gt;SDMAIN.PVS&amp;lt;/tt&amp;gt;. The pixel data of that resource is interpreted as 256 triplets of [https://moddingwiki.shikadi.net/wiki/VGA_Palette 6-bit RGB].&lt;br /&gt;
&lt;br /&gt;
See [[Car files]] for specific information on the different image resources.&lt;br /&gt;
&lt;br /&gt;
{{sectstub}}&lt;br /&gt;
&lt;br /&gt;
===Icons===&lt;br /&gt;
{{sectstub}}&lt;br /&gt;
&lt;br /&gt;
===3d shapes===&lt;br /&gt;
Shapes are composed of a vertex list and a list of primitives. Primitives are basic shapes that can have different types, such as polygons or wheels. Depending on the type it contains a number of indices into the vertex list needed to draw the shape, color variations and some rendering hints. Stunts&#039; [[coordinate system]] use 16-bit signed integers, making the resolution relative to the scale of the model. Shapes presented in the car selection screen are more detailed than in-game shapes, thus requiring larger scaling. Experiment has shown that 1 foot in-game corresponds to 5 units, making each track tile roughly 205 feet (or 62.5 meters) wide.&lt;br /&gt;
&lt;br /&gt;
Due to the counter header fields being stored in single bytes, the total amount of vertices and primitives are limited to 255 per shape.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main strcture&#039;&#039;&#039;&lt;br /&gt;
 &amp;lt;span class=&amp;quot;hlP&amp;quot;&amp;gt;uint8&amp;lt;/span&amp;gt;     numVertices&lt;br /&gt;
 &amp;lt;span class=&amp;quot;hlP&amp;quot;&amp;gt;uint8&amp;lt;/span&amp;gt;     numPrimitives&lt;br /&gt;
 &amp;lt;span class=&amp;quot;hlP&amp;quot;&amp;gt;uint8&amp;lt;/span&amp;gt;     numPaintJobs&lt;br /&gt;
 &amp;lt;span class=&amp;quot;hlP&amp;quot;&amp;gt;uint8&amp;lt;/span&amp;gt;     reserved &amp;lt;span class=&amp;quot;hlC&amp;quot;&amp;gt;// Always == 0&amp;lt;/span&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
 VERTEX    vertices&amp;lt;span class=&amp;quot;hlB&amp;quot;&amp;gt;[&amp;lt;/span&amp;gt;numVertices&amp;lt;span class=&amp;quot;hlB&amp;quot;&amp;gt;]&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span class=&amp;quot;hlP&amp;quot;&amp;gt;uint32&amp;lt;/span&amp;gt;    cullFront&amp;lt;span class=&amp;quot;hlB&amp;quot;&amp;gt;[&amp;lt;/span&amp;gt;numPrimitives&amp;lt;span class=&amp;quot;hlB&amp;quot;&amp;gt;]&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span class=&amp;quot;hlP&amp;quot;&amp;gt;uint32&amp;lt;/span&amp;gt;    cullBack&amp;lt;span class=&amp;quot;hlB&amp;quot;&amp;gt;[&amp;lt;/span&amp;gt;numPrimitives&amp;lt;span class=&amp;quot;hlB&amp;quot;&amp;gt;]&amp;lt;/span&amp;gt;&lt;br /&gt;
 PRIMITIVE primitives&amp;lt;span class=&amp;quot;hlB&amp;quot;&amp;gt;[&amp;lt;/span&amp;gt;numPrimitives&amp;lt;span class=&amp;quot;hlB&amp;quot;&amp;gt;]&amp;lt;/span&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
 &amp;lt;span class=&amp;quot;hlP&amp;quot;&amp;gt;uint8&amp;lt;/span&amp;gt;     terminate&amp;lt;span class=&amp;quot;hlB&amp;quot;&amp;gt;[&amp;lt;/span&amp;gt;&amp;lt;span class=&amp;quot;hlC&amp;quot;&amp;gt;...&amp;lt;/span&amp;gt;&amp;lt;span class=&amp;quot;hlB&amp;quot;&amp;gt;]&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;hlC&amp;quot;&amp;gt;// 1-3 NULL-bytes for data alignment&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional structures&#039;&#039;&#039;&lt;br /&gt;
 &amp;lt;span class=&amp;quot;hlP&amp;quot;&amp;gt;struct&amp;lt;/span&amp;gt; VERTEX &amp;lt;span class=&amp;quot;hlB&amp;quot;&amp;gt;{&amp;lt;/span&amp;gt;&lt;br /&gt;
   &amp;lt;span class=&amp;quot;hlP&amp;quot;&amp;gt;int16&amp;lt;/span&amp;gt; x&lt;br /&gt;
   &amp;lt;span class=&amp;quot;hlP&amp;quot;&amp;gt;int16&amp;lt;/span&amp;gt; y&lt;br /&gt;
   &amp;lt;span class=&amp;quot;hlP&amp;quot;&amp;gt;int16&amp;lt;/span&amp;gt; z&lt;br /&gt;
 &amp;lt;span class=&amp;quot;hlB&amp;quot;&amp;gt;}&amp;lt;/span&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
 &amp;lt;span class=&amp;quot;hlP&amp;quot;&amp;gt;struct&amp;lt;/span&amp;gt; PRIMITIVE &amp;lt;span class=&amp;quot;hlB&amp;quot;&amp;gt;{&amp;lt;/span&amp;gt;&lt;br /&gt;
   &amp;lt;span class=&amp;quot;hlP&amp;quot;&amp;gt;uint8&amp;lt;/span&amp;gt; type&lt;br /&gt;
   &amp;lt;span class=&amp;quot;hlP&amp;quot;&amp;gt;uint8&amp;lt;/span&amp;gt; flags&lt;br /&gt;
   &amp;lt;span class=&amp;quot;hlP&amp;quot;&amp;gt;uint8&amp;lt;/span&amp;gt; materials&amp;lt;span class=&amp;quot;hlB&amp;quot;&amp;gt;[&amp;lt;/span&amp;gt;numPaintJobs&amp;lt;span class=&amp;quot;hlB&amp;quot;&amp;gt;]&amp;lt;/span&amp;gt;&lt;br /&gt;
   &amp;lt;span class=&amp;quot;hlP&amp;quot;&amp;gt;uint8&amp;lt;/span&amp;gt; indices&amp;lt;span class=&amp;quot;hlB&amp;quot;&amp;gt;[&amp;lt;/span&amp;gt;&amp;lt;span class=&amp;quot;hlC&amp;quot;&amp;gt;...&amp;lt;/span&amp;gt;&amp;lt;span class=&amp;quot;hlB&amp;quot;&amp;gt;]&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;hlC&amp;quot;&amp;gt;// Size depends on type.&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span class=&amp;quot;hlB&amp;quot;&amp;gt;}&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primitive types&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Primitive type !! Vertex indices needed !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 1              || 1              || Particle, 1 pixel&lt;br /&gt;
|-&lt;br /&gt;
| 2              || 2              || Line segment, 1 pixel width&lt;br /&gt;
|-&lt;br /&gt;
| 3–10           || 3–10           || Polygon, &#039;&#039;n&#039;&#039; sides&lt;br /&gt;
|-&lt;br /&gt;
| 11             || 2              || Sphere (center + ~(radius / 2)&lt;br /&gt;
|-&lt;br /&gt;
| 12             || 6              || Wheel&lt;br /&gt;
|-&lt;br /&gt;
| *              || 0              || Ignored&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primitive flags&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Flag          !! Name&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;0x01&amp;lt;/tt&amp;gt; || Two-sided&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;0x02&amp;lt;/tt&amp;gt; || Z-Bias&lt;br /&gt;
|-&lt;br /&gt;
| *    || Ignored&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Culling data masks&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Flag                !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;0xFFFE0000&amp;lt;/tt&amp;gt; || Horizontal angle ranges, positive direction&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;0x0001FFFC&amp;lt;/tt&amp;gt; || Horizontal angle ranges, negative direction&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;0x00000001&amp;lt;/tt&amp;gt; || High vertical angle flag, positive direction&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;0x00000002&amp;lt;/tt&amp;gt; || High vertical angle flag, negative direction&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For car body and track element shapes the first eight vertices are reserved for the corner vertices of the shape&#039;s bound box, used to cull entire shapes located outside the view frustum.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- TODO: Replace with an accurate image.&lt;br /&gt;
[[Image:Wheel_Primitive_Anatomy.png|200px|right|thumb|Anatomy of a wheel shape primitive.]] --&amp;gt;&lt;br /&gt;
The first three vertices in a wheel primitive mark the center and the boundary points along the y and z axes of the circle facing the inside of the car. The last three vertices do the same, in the same order, for the circle facing the outside.&lt;br /&gt;
&lt;br /&gt;
Wheel transformations are performed on fixed vertex positions. Since the first eight vertices of &amp;lt;tt&amp;gt;car[0-2]&amp;lt;/tt&amp;gt; shapes are occupied by the bound box, vertices 9-14 and 15-20 are front wheels. Misplaced wheel vertices will lead to corrupted shape rendering.&lt;br /&gt;
&lt;br /&gt;
The two vertices of a sphere primitive are the center of the sphere and a point on its boundary (only the radius matters, not the specific position on the boundary). &lt;br /&gt;
&lt;br /&gt;
The &amp;lt;tt&amp;gt;flags&amp;lt;/tt&amp;gt; in the &amp;lt;tt&amp;gt;PRIMITIVE&amp;lt;/tt&amp;gt; structure are used for two-sided polygons (disable [http://en.wikipedia.org/wiki/Back-face_culling back-face culling]) and to enable Z-bias in order to resolve [http://en.wikipedia.org/wiki/Z-fighting Z-fighting].&lt;br /&gt;
&lt;br /&gt;
[[Shape materials|Materials]] are indices into a permanent, internal game structure and are assigned per-primitive. Cars can have multiple paint jobs, every primitive in the shape must set a material for each color scheme.&lt;br /&gt;
&lt;br /&gt;
Each primitive has two 32-bit culling data fields to determine visibility. A culling data field holds angular visibility in positive and negative direction using 15 bits each. One bit corresponds to 1/15th of a full circle and the bits can be set in any combination. The two least significant bits are used as flags for visibility at near-vertical viewing angles.&lt;br /&gt;
&lt;br /&gt;
A shape resource must be terminated with NULL-bytes. The number of bytes needed is not known, but padding three NULL-bytes has proven to work regardless of resource size or byte alignment. Failing to meet this requirement will lead to obscure rendering artifacts.&lt;br /&gt;
&lt;br /&gt;
As for bitmaps, [[aspect ratio]] issues in Stunts should be considering when setting Y coordinates of 3D models.&lt;br /&gt;
&lt;br /&gt;
{{sectstub}}&lt;br /&gt;
&lt;br /&gt;
===Car parameters===&lt;br /&gt;
{{main|Car parameters}}&lt;br /&gt;
Numerical car*.res parameters are stored in a 776 bytes sized resource identified as &#039;&#039;simd&#039;&#039;. Most data in simd is stored as signed 16-bit integers. Noteworthy exceptions include number of gears, gear ratios, torque curve data and bitmap coordinates for dashboard instruments - which are unsigned 8-bit integers. Organization and function of the parameters are outside the scope of this article; the reader should consult the main article on the topic for further information. &lt;br /&gt;
{{sectstub}}&lt;br /&gt;
&lt;br /&gt;
===Opponent parameters===&lt;br /&gt;
{{main|Opponent files}}&lt;br /&gt;
The opp?.res files contain numerical data resources which control opponent behaviour and victory/defeat animations. The contents and function of these resources are better understood within the context of the main article. &lt;br /&gt;
{{sectstub}}&lt;br /&gt;
&lt;br /&gt;
===Music tracks===&lt;br /&gt;
{{sectstub}}&lt;br /&gt;
&lt;br /&gt;
===Instrument samples===&lt;br /&gt;
{{sectstub}}&lt;br /&gt;
&lt;br /&gt;
===Sound effects===&lt;br /&gt;
{{sectstub}}&lt;br /&gt;
&lt;br /&gt;
==Tools==&lt;br /&gt;
* [[stressed]] - Stunts/4D [Sports] Driving resource editor [https://github.com/dstien/gameformats/].&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Internals]]&lt;/div&gt;</summary>
		<author><name>HerrNove</name></author>
	</entry>
	<entry>
		<id>https://wiki.stunts.hu/index.php?title=Resource_file_format&amp;diff=7066</id>
		<title>Resource file format</title>
		<link rel="alternate" type="text/html" href="https://wiki.stunts.hu/index.php?title=Resource_file_format&amp;diff=7066"/>
		<updated>2026-04-15T21:21:55Z</updated>

		<summary type="html">&lt;p&gt;HerrNove: /* Bitmap images */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Stunts game data are stored in a common container format. Files of this format can hold multiple &#039;&#039;resources&#039;&#039;, blocks of data that may be of various types - text, bitmaps, sounds, etc. Resources are uniquely identified within each file solely by a 4-byte name. A resource container file can be encapsulated by [[Compression|compression]].&lt;br /&gt;
&lt;br /&gt;
This document focuses on [[Game versions#PC versions|BB Stunts 1.1]], but details described here may still—partly or wholly—cover other versions, or even other games developed by DSI at the time.&lt;br /&gt;
&lt;br /&gt;
==File names==&lt;br /&gt;
Different file name extensions are used to indicate the content of the files. Compressed files has &#039;&#039;&amp;quot;P&amp;quot;&#039;&#039; (packed) as the first letter of their extensions. Whether the game prefers raw or compressed files varies based on file type.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! File contents           !! Raw !! Compressed !! Preferred&lt;br /&gt;
|-&lt;br /&gt;
| Text and misc. settings || RES || PRE        || Raw&lt;br /&gt;
|-&lt;br /&gt;
| Bitmap images           || VSH || PVS        || Compressed&lt;br /&gt;
|-&lt;br /&gt;
| Icons                   || ESH || PES        || Compressed&lt;br /&gt;
|-&lt;br /&gt;
| 3d shapes               || 3SH || P3S        || Compressed&lt;br /&gt;
|-&lt;br /&gt;
| Music tracks            || KMS || PKM        || Raw&lt;br /&gt;
|-&lt;br /&gt;
| Instrument samples      || VCE || PVC        || Raw&lt;br /&gt;
|-&lt;br /&gt;
| Sound effects           || SFX || PSF        || Raw&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Structure==&lt;br /&gt;
&lt;br /&gt;
The resource file header consists of two integer fields denoting the total length of the file and the number of resources contained. The following table of contents has a list of ids and a corresponding list of offsets into the remaining data section.&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;span class=&amp;quot;hlC&amp;quot;&amp;gt;// Header&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span class=&amp;quot;hlP&amp;quot;&amp;gt;uint32&amp;lt;/span&amp;gt; fileLength&lt;br /&gt;
 &amp;lt;span class=&amp;quot;hlP&amp;quot;&amp;gt;uint16&amp;lt;/span&amp;gt; numResources&lt;br /&gt;
 &lt;br /&gt;
 &amp;lt;span class=&amp;quot;hlC&amp;quot;&amp;gt;// Table of contents&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span class=&amp;quot;hlP&amp;quot;&amp;gt;char&amp;lt;/span&amp;gt;   ids&amp;lt;span class=&amp;quot;hlB&amp;quot;&amp;gt;[&amp;lt;/span&amp;gt;numResources&amp;lt;span class=&amp;quot;hlB&amp;quot;&amp;gt;][&amp;lt;/span&amp;gt;&amp;lt;span class=&amp;quot;hlN&amp;quot;&amp;gt;4&amp;lt;/span&amp;gt;&amp;lt;span class=&amp;quot;hlB&amp;quot;&amp;gt;]&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span class=&amp;quot;hlP&amp;quot;&amp;gt;uint32&amp;lt;/span&amp;gt; offsets&amp;lt;span class=&amp;quot;hlB&amp;quot;&amp;gt;[&amp;lt;/span&amp;gt;numResources&amp;lt;span class=&amp;quot;hlB&amp;quot;&amp;gt;]&amp;lt;/span&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
 &amp;lt;span class=&amp;quot;hlC&amp;quot;&amp;gt;// Resource data&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span class=&amp;quot;hlP&amp;quot;&amp;gt;char&amp;lt;/span&amp;gt;   data&amp;lt;span class=&amp;quot;hlB&amp;quot;&amp;gt;[]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Types==&lt;br /&gt;
Resource type can be determined by looking at the resource&#039;s id string and/or the source file name.&lt;br /&gt;
&lt;br /&gt;
===Plain text===&lt;br /&gt;
Text resources are null-terminated [http://en.wikipedia.org/wiki/C_string C strings] found in &amp;lt;tt&amp;gt;RES&amp;lt;/tt&amp;gt;/&amp;lt;tt&amp;gt;PRE&amp;lt;/tt&amp;gt; files. Strings can contain non-alphanumeric codes used by the game to achieve certain effects. Most prominent is the &#039;&#039;&amp;quot;]&amp;quot;&#039;&#039; (right square bracket) used to represent [http://en.wikipedia.org/wiki/Newline newline] in multi-line text.&lt;br /&gt;
&lt;br /&gt;
===Bitmap images===&lt;br /&gt;
[[Image:Stunts-pal-vga.png|128px|right|thumb|VGA palette used by bitmap images. Value 255 is transparency.]]&lt;br /&gt;
Bitmaps are images with 8-bit color depth using a [[:Image:Stunts-pal-vga.png|fixed palette]] in VGA mode. Special bitmaps using the naming scheme &amp;lt;tt&amp;gt;!cg_&amp;lt;/tt&amp;gt; and &amp;lt;tt&amp;gt;!eg_&amp;lt;/tt&amp;gt; provides color mapping for graphics modes with fewer available colors.&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;span class=&amp;quot;hlP&amp;quot;&amp;gt;uint16&amp;lt;/span&amp;gt; width&lt;br /&gt;
 &amp;lt;span class=&amp;quot;hlP&amp;quot;&amp;gt;uint16&amp;lt;/span&amp;gt; height&lt;br /&gt;
 &amp;lt;span class=&amp;quot;hlP&amp;quot;&amp;gt;uint16&amp;lt;/span&amp;gt; centreX&lt;br /&gt;
 &amp;lt;span class=&amp;quot;hlP&amp;quot;&amp;gt;uint16&amp;lt;/span&amp;gt; centreY&lt;br /&gt;
 &amp;lt;span class=&amp;quot;hlP&amp;quot;&amp;gt;uint16&amp;lt;/span&amp;gt; positionX&lt;br /&gt;
 &amp;lt;span class=&amp;quot;hlP&amp;quot;&amp;gt;uint16&amp;lt;/span&amp;gt; positionY&lt;br /&gt;
 &amp;lt;span class=&amp;quot;hlP&amp;quot;&amp;gt;uint8&amp;lt;/span&amp;gt;  unknown&amp;lt;span class=&amp;quot;hlB&amp;quot;&amp;gt;[&amp;lt;/span&amp;gt;&amp;lt;span class=&amp;quot;hlN&amp;quot;&amp;gt;4&amp;lt;/span&amp;gt;&amp;lt;span class=&amp;quot;hlB&amp;quot;&amp;gt;]&amp;lt;/span&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
 &amp;lt;span class=&amp;quot;hlP&amp;quot;&amp;gt;uint8&amp;lt;/span&amp;gt;  image&amp;lt;span class=&amp;quot;hlB&amp;quot;&amp;gt;[&amp;lt;/span&amp;gt;width &amp;lt;span class=&amp;quot;hlB&amp;quot;&amp;gt;*&amp;lt;/span&amp;gt; height&amp;lt;span class=&amp;quot;hlB&amp;quot;&amp;gt;]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Width and height correspond, of course, to the image dimensions. CentreX and centreY refer to the coordinates of the axial centre for moving images, as is the case of the gear knob and the steering dot. These coordinates set the point in the image that will move along the path established for it to go along.&lt;br /&gt;
&lt;br /&gt;
Parts of this structure are not fully understood. &amp;lt;tt&amp;gt;unknown&amp;lt;/tt&amp;gt; seems to affect how image pixels are organized in compressed resource files, likely to gain more effective [http://en.wikipedia.org/wiki/Run-length_encoding run-length compression]. Images with pixel data stored as continuous horizontal lines has &amp;lt;tt&amp;gt;unknown&amp;lt;/tt&amp;gt; set to &amp;lt;code&amp;gt;{ 0x1, 0x2, 0x4, 0x8 }&amp;lt;/code&amp;gt; which is probabily [http://en.wikipedia.org/wiki/Planar_(computer_graphics) Planar] data for 16 color modes. Modifying these values randomly for all images in a car does not appear to have any effect, which suggest this might have importance only in non-car PVS/VSH files. Note that the older DSI game &#039;&#039;Grand Prix Circuit&#039;&#039;, which uses PES files as resource files (the &#039;E&#039; stands for EGA), stores images in EGA format as four 1-bit bitmaps, and the “unknown” vector determineswhich of the four planes maps into which color plane(s) of the EGA card. &lt;br /&gt;
&lt;br /&gt;
Due to the internal resolution of Stunts (which uses [http://en.wikipedia.org/wiki/Mode_13h VGA Mode 13h]), non-square pixels are used for screen display. [[Aspect ratio]] corrections should be accounted for to avoid unwanted results.  &lt;br /&gt;
&lt;br /&gt;
The VGA palette itself is encoded as the &amp;lt;tt&amp;gt;!pal&amp;lt;/tt&amp;gt; bitmap resource of &amp;lt;tt&amp;gt;SDMAIN.PVS&amp;lt;/tt&amp;gt;. The pixel data of that resource is interpreted as 256 triplets of [https://moddingwiki.shikadi.net/wiki/VGA_Palette 6-bit RGB].&lt;br /&gt;
&lt;br /&gt;
See [[Car files]] for specific information on the different image resources.&lt;br /&gt;
&lt;br /&gt;
{{sectstub}}&lt;br /&gt;
&lt;br /&gt;
===Icons===&lt;br /&gt;
{{sectstub}}&lt;br /&gt;
&lt;br /&gt;
===3d shapes===&lt;br /&gt;
Shapes are composed of a vertex list and a list of primitives. Primitives are basic shapes that can have different types, such as polygons or wheels. Depending on the type it contains a number of indices into the vertex list needed to draw the shape, color variations and some rendering hints. Stunts&#039; [[coordinate system]] use 16-bit signed integers, making the resolution relative to the scale of the model. Shapes presented in the car selection screen are more detailed than in-game shapes, thus requiring larger scaling. Experiment has shown that 1 foot in-game corresponds to 5 units, making each track tile roughly 205 feet (or 62.5 meters) wide.&lt;br /&gt;
&lt;br /&gt;
Due to the counter header fields being stored in single bytes, the total amount of vertices and primitives are limited to 255 per shape.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main strcture&#039;&#039;&#039;&lt;br /&gt;
 &amp;lt;span class=&amp;quot;hlP&amp;quot;&amp;gt;uint8&amp;lt;/span&amp;gt;     numVertices&lt;br /&gt;
 &amp;lt;span class=&amp;quot;hlP&amp;quot;&amp;gt;uint8&amp;lt;/span&amp;gt;     numPrimitives&lt;br /&gt;
 &amp;lt;span class=&amp;quot;hlP&amp;quot;&amp;gt;uint8&amp;lt;/span&amp;gt;     numPaintJobs&lt;br /&gt;
 &amp;lt;span class=&amp;quot;hlP&amp;quot;&amp;gt;uint8&amp;lt;/span&amp;gt;     reserved &amp;lt;span class=&amp;quot;hlC&amp;quot;&amp;gt;// Always == 0&amp;lt;/span&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
 VERTEX    vertices&amp;lt;span class=&amp;quot;hlB&amp;quot;&amp;gt;[&amp;lt;/span&amp;gt;numVertices&amp;lt;span class=&amp;quot;hlB&amp;quot;&amp;gt;]&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span class=&amp;quot;hlP&amp;quot;&amp;gt;uint32&amp;lt;/span&amp;gt;    cullFront&amp;lt;span class=&amp;quot;hlB&amp;quot;&amp;gt;[&amp;lt;/span&amp;gt;numPrimitives&amp;lt;span class=&amp;quot;hlB&amp;quot;&amp;gt;]&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span class=&amp;quot;hlP&amp;quot;&amp;gt;uint32&amp;lt;/span&amp;gt;    cullBack&amp;lt;span class=&amp;quot;hlB&amp;quot;&amp;gt;[&amp;lt;/span&amp;gt;numPrimitives&amp;lt;span class=&amp;quot;hlB&amp;quot;&amp;gt;]&amp;lt;/span&amp;gt;&lt;br /&gt;
 PRIMITIVE primitives&amp;lt;span class=&amp;quot;hlB&amp;quot;&amp;gt;[&amp;lt;/span&amp;gt;numPrimitives&amp;lt;span class=&amp;quot;hlB&amp;quot;&amp;gt;]&amp;lt;/span&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
 &amp;lt;span class=&amp;quot;hlP&amp;quot;&amp;gt;uint8&amp;lt;/span&amp;gt;     terminate&amp;lt;span class=&amp;quot;hlB&amp;quot;&amp;gt;[&amp;lt;/span&amp;gt;&amp;lt;span class=&amp;quot;hlC&amp;quot;&amp;gt;...&amp;lt;/span&amp;gt;&amp;lt;span class=&amp;quot;hlB&amp;quot;&amp;gt;]&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;hlC&amp;quot;&amp;gt;// 1-3 NULL-bytes for data alignment&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional structures&#039;&#039;&#039;&lt;br /&gt;
 &amp;lt;span class=&amp;quot;hlP&amp;quot;&amp;gt;struct&amp;lt;/span&amp;gt; VERTEX &amp;lt;span class=&amp;quot;hlB&amp;quot;&amp;gt;{&amp;lt;/span&amp;gt;&lt;br /&gt;
   &amp;lt;span class=&amp;quot;hlP&amp;quot;&amp;gt;int16&amp;lt;/span&amp;gt; x&lt;br /&gt;
   &amp;lt;span class=&amp;quot;hlP&amp;quot;&amp;gt;int16&amp;lt;/span&amp;gt; y&lt;br /&gt;
   &amp;lt;span class=&amp;quot;hlP&amp;quot;&amp;gt;int16&amp;lt;/span&amp;gt; z&lt;br /&gt;
 &amp;lt;span class=&amp;quot;hlB&amp;quot;&amp;gt;}&amp;lt;/span&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
 &amp;lt;span class=&amp;quot;hlP&amp;quot;&amp;gt;struct&amp;lt;/span&amp;gt; PRIMITIVE &amp;lt;span class=&amp;quot;hlB&amp;quot;&amp;gt;{&amp;lt;/span&amp;gt;&lt;br /&gt;
   &amp;lt;span class=&amp;quot;hlP&amp;quot;&amp;gt;uint8&amp;lt;/span&amp;gt; type&lt;br /&gt;
   &amp;lt;span class=&amp;quot;hlP&amp;quot;&amp;gt;uint8&amp;lt;/span&amp;gt; flags&lt;br /&gt;
   &amp;lt;span class=&amp;quot;hlP&amp;quot;&amp;gt;uint8&amp;lt;/span&amp;gt; materials&amp;lt;span class=&amp;quot;hlB&amp;quot;&amp;gt;[&amp;lt;/span&amp;gt;numPaintJobs&amp;lt;span class=&amp;quot;hlB&amp;quot;&amp;gt;]&amp;lt;/span&amp;gt;&lt;br /&gt;
   &amp;lt;span class=&amp;quot;hlP&amp;quot;&amp;gt;uint8&amp;lt;/span&amp;gt; indices&amp;lt;span class=&amp;quot;hlB&amp;quot;&amp;gt;[&amp;lt;/span&amp;gt;&amp;lt;span class=&amp;quot;hlC&amp;quot;&amp;gt;...&amp;lt;/span&amp;gt;&amp;lt;span class=&amp;quot;hlB&amp;quot;&amp;gt;]&amp;lt;/span&amp;gt; &amp;lt;span class=&amp;quot;hlC&amp;quot;&amp;gt;// Size depends on type.&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span class=&amp;quot;hlB&amp;quot;&amp;gt;}&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primitive types&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Primitive type !! Vertex indices needed !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 1              || 1              || Particle, 1 pixel&lt;br /&gt;
|-&lt;br /&gt;
| 2              || 2              || Line segment, 1 pixel width&lt;br /&gt;
|-&lt;br /&gt;
| 3–10           || 3–10           || Polygon, &#039;&#039;n&#039;&#039; sides&lt;br /&gt;
|-&lt;br /&gt;
| 11             || 2              || Sphere (center + ~(radius / 2)&lt;br /&gt;
|-&lt;br /&gt;
| 12             || 6              || Wheel&lt;br /&gt;
|-&lt;br /&gt;
| *              || 0              || Ignored&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primitive flags&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Flag          !! Name&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;0x01&amp;lt;/tt&amp;gt; || Two-sided&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;0x02&amp;lt;/tt&amp;gt; || Z-Bias&lt;br /&gt;
|-&lt;br /&gt;
| *    || Ignored&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Culling data masks&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Flag                !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;0xFFFE0000&amp;lt;/tt&amp;gt; || Horizontal angle ranges, positive direction&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;0x0001FFFC&amp;lt;/tt&amp;gt; || Horizontal angle ranges, negative direction&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;0x00000001&amp;lt;/tt&amp;gt; || High vertical angle flag, positive direction&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;0x00000002&amp;lt;/tt&amp;gt; || High vertical angle flag, negative direction&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For car body and track element shapes the first eight vertices are reserved for the corner vertices of the shape&#039;s bound box, used to cull entire shapes located outside the view frustum.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- TODO: Replace with an accurate image.&lt;br /&gt;
[[Image:Wheel_Primitive_Anatomy.png|200px|right|thumb|Anatomy of a wheel shape primitive.]] --&amp;gt;&lt;br /&gt;
The first three vertices in a wheel primitive mark the center and the boundary points along the y and z axes of the circle facing the inside of the car. The last three vertices do the same, in the same order, for the circle facing the outside.&lt;br /&gt;
&lt;br /&gt;
Wheel transformations are performed on fixed vertex positions. Since the first eight vertices of &amp;lt;tt&amp;gt;car[0-2]&amp;lt;/tt&amp;gt; shapes are occupied by the bound box, vertices 9-14 and 15-20 are front wheels. Misplaced wheel vertices will lead to corrupted shape rendering.&lt;br /&gt;
&lt;br /&gt;
The two vertices of a sphere primitive are the center of the sphere and a point on its boundary (only the radius matters, not the specific position on the boundary). &lt;br /&gt;
&lt;br /&gt;
The &amp;lt;tt&amp;gt;flags&amp;lt;/tt&amp;gt; in the &amp;lt;tt&amp;gt;PRIMITIVE&amp;lt;/tt&amp;gt; structure are used for two-sided polygons (disable [http://en.wikipedia.org/wiki/Back-face_culling back-face culling]) and to enable Z-bias in order to resolve [http://en.wikipedia.org/wiki/Z-fighting Z-fighting].&lt;br /&gt;
&lt;br /&gt;
[[Shape materials|Materials]] are indices into a permanent, internal game structure and are assigned per-primitive. Cars can have multiple paint jobs, every primitive in the shape must set a material for each color scheme.&lt;br /&gt;
&lt;br /&gt;
Each primitive has two 32-bit culling data fields to determine visibility. A culling data field holds angular visibility in positive and negative direction using 15 bits each. One bit corresponds to 1/15th of a full circle and the bits can be set in any combination. The two least significant bits are used as flags for visibility at near-vertical viewing angles.&lt;br /&gt;
&lt;br /&gt;
A shape resource must be terminated with NULL-bytes. The number of bytes needed is not known, but padding three NULL-bytes has proven to work regardless of resource size or byte alignment. Failing to meet this requirement will lead to obscure rendering artifacts.&lt;br /&gt;
&lt;br /&gt;
As for bitmaps, [[aspect ratio]] issues in Stunts should be considering when setting Y coordinates of 3D models.&lt;br /&gt;
&lt;br /&gt;
{{sectstub}}&lt;br /&gt;
&lt;br /&gt;
===Car parameters===&lt;br /&gt;
{{main|Car parameters}}&lt;br /&gt;
Numerical car*.res parameters are stored in a 776 bytes sized resource identified as &#039;&#039;simd&#039;&#039;. Most data in simd is stored as signed 16-bit integers. Noteworthy exceptions include number of gears, gear ratios, torque curve data and bitmap coordinates for dashboard instruments - which are unsigned 8-bit integers. Organization and function of the parameters are outside the scope of this article; the reader should consult the main article on the topic for further information. &lt;br /&gt;
{{sectstub}}&lt;br /&gt;
&lt;br /&gt;
===Opponent parameters===&lt;br /&gt;
{{main|Opponent files}}&lt;br /&gt;
The opp?.res files contain numerical data resources which control opponent behaviour and victory/defeat animations. The contents and function of these resources are better understood within the context of the main article. &lt;br /&gt;
{{sectstub}}&lt;br /&gt;
&lt;br /&gt;
===Music tracks===&lt;br /&gt;
{{sectstub}}&lt;br /&gt;
&lt;br /&gt;
===Instrument samples===&lt;br /&gt;
{{sectstub}}&lt;br /&gt;
&lt;br /&gt;
===Sound effects===&lt;br /&gt;
{{sectstub}}&lt;br /&gt;
&lt;br /&gt;
==Tools==&lt;br /&gt;
* [[stressed]] - Stunts/4D [Sports] Driving resource editor [https://github.com/dstien/gameformats/].&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Internals]]&lt;/div&gt;</summary>
		<author><name>HerrNove</name></author>
	</entry>
	<entry>
		<id>https://wiki.stunts.hu/index.php?title=Car_Blaster&amp;diff=7059</id>
		<title>Car Blaster</title>
		<link rel="alternate" type="text/html" href="https://wiki.stunts.hu/index.php?title=Car_Blaster&amp;diff=7059"/>
		<updated>2026-03-23T12:11:59Z</updated>

		<summary type="html">&lt;p&gt;HerrNove: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[image:Cbtitle.png|200px|right|thumb|Car Blaster title screen.]]&lt;br /&gt;
&#039;&#039;&#039;Car Blaster&#039;&#039;&#039; is a graphical DOS hex editor for the CAR*.RES files which&lt;br /&gt;
define [[Car parameters|car parameters]] in Stunts. It was developed by&lt;br /&gt;
[[Mark Nailwood]] and released in its current version (3.2) in 1997.&lt;br /&gt;
Car Blaster offers a number of conveniences which make editing of paramters far&lt;br /&gt;
more comfortable than with a standard hex editor, and thus is employed by&lt;br /&gt;
virtually all current car tuners.&lt;br /&gt;
&lt;br /&gt;
== Overview of main features ==&lt;br /&gt;
&lt;br /&gt;
Car Blaster&#039;s graphical interface, despite not possessing mouse support, is&lt;br /&gt;
relatively straightforward and simple to learn. The main edition window displays&lt;br /&gt;
the 814 initial bytes, thus including all the fixed offset parameters, of a &lt;br /&gt;
chosen CAR*.RES file in the form of a barplot. Changing a certain byte value &lt;br /&gt;
simply requires navigating to its location and modifying column heights with keyboard arrows. &lt;br /&gt;
Byte values and offsets are displayed by default as decimal &lt;br /&gt;
numbers, a behaviour which can be counterintuitive at times but is easily&lt;br /&gt;
modified with the h/H keys. As a further convenience in edition, a colour &lt;br /&gt;
legend indicates the function of a number of significant bytes. Although said&lt;br /&gt;
legend is not completely accurate (see [[Car parameters|car parameters]]), it&lt;br /&gt;
is quite helpful while tuning. Text bytes are not covered by the main interface,&lt;br /&gt;
however there is a separate interface for direct typing of such data.&lt;br /&gt;
&lt;br /&gt;
[[image:Cbscreen.png|300px|left|thumb|A typical editing sesion on Car Blaster.]]&lt;br /&gt;
The major feature that sets Car Blaster apart from an usual hex editor, however,&lt;br /&gt;
is the capability of loading two cars simultaneously, reminiscent of the&lt;br /&gt;
[[TB|Track Blaster]] tool. On Car Blaster, an active is loaded on foreground and&lt;br /&gt;
the other on background, byte values for the same offset being displayed next &lt;br /&gt;
to each other in the GUI, thus allowing for quick visual comparison of &lt;br /&gt;
parameters. Moreover, pressing enter copies the background value to the &lt;br /&gt;
foreground cars, allowing the user to save a lot of effort when transferring &lt;br /&gt;
whole sequences of values from an old car to a new one. There are also &lt;br /&gt;
keybindings for switching loaded cars and swapping foreground/background within&lt;br /&gt;
the main interfaces, so that the user rarely needs leaving to the main menu &lt;br /&gt;
during edition. Finally, it is also possible to copy ranges of consecutive bytes&lt;br /&gt;
from one car to the other.&lt;br /&gt;
&lt;br /&gt;
== Limitations and bugs ==&lt;br /&gt;
&lt;br /&gt;
Noteworthy issues with regular Car Blaster usage include:&lt;br /&gt;
* The &amp;quot;Load Car&amp;quot; routine (accessed via F3 in the main menu) fails to load the CAR*.RES of cars using the Audi car shape (STAUDI.P3S), allegedly due to an out-of-bounds file size, even though the program doesn&#039;t seem to otherwise make use of graphics data. It is possible, however, to edit cars with Audi graphics - the user merely has to load another car and employ the &amp;quot;Swap Car&amp;quot; (F9/F10) feature on the main interface.&lt;br /&gt;
* Users of the &amp;quot;Swap Car&amp;quot; keybindings must be wary that pressing F9 (swap to the previous car) with the first (in alphabetical order) CAR*.RES on foreground or F10 (swap to next car) with the last car selected will cause the program to crash.&lt;br /&gt;
* When saving a CAR*.RES file, CarBlaster will check for the existence of the *.PVS and *.P3S (but not *.VSH and *.3SH) graphic files for the car. if they are not present, the program will create copies of the graphics of the last regular car loaded and rename them accordingly so they can be used with the new car. While this behaviour is intentional (aiming to save time when creating a new car using some of the default car graphics), it becomes an annoyance when developing cars with custom graphic files.&lt;br /&gt;
&lt;br /&gt;
== Download ==&lt;br /&gt;
&lt;br /&gt;
The program can be obtained from ZakStunts&#039; [https://zak.stunts.hu/downloads Download page]&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Car files]]&lt;br /&gt;
* [[Car parameters]] &lt;br /&gt;
* [[Track Blaster Pro]] and [[Score Blaster]], other editing tools by [[Mark Nailwood]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Tools]]&lt;/div&gt;</summary>
		<author><name>HerrNove</name></author>
	</entry>
	<entry>
		<id>https://wiki.stunts.hu/index.php?title=Car_Blaster&amp;diff=7058</id>
		<title>Car Blaster</title>
		<link rel="alternate" type="text/html" href="https://wiki.stunts.hu/index.php?title=Car_Blaster&amp;diff=7058"/>
		<updated>2026-03-23T12:10:03Z</updated>

		<summary type="html">&lt;p&gt;HerrNove: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[image:Cbtitle.png|200px|right|thumb|Car Blaster title screen.]]&lt;br /&gt;
&#039;&#039;&#039;Car Blaster&#039;&#039;&#039; is a graphical DOS hex editor for the CAR*.RES files which&lt;br /&gt;
define [[Car parameters|car parameters]] in Stunts. It was developed by&lt;br /&gt;
[[Mark Nailwood]] and released in its current version (3.2) in 1997.&lt;br /&gt;
Car Blaster offers a number of conveniences which make editing of paramters far&lt;br /&gt;
more comfortable than with a standard hex editor, and thus is employed by&lt;br /&gt;
virtually all current car tuners.&lt;br /&gt;
&lt;br /&gt;
== Overview of main features ==&lt;br /&gt;
&lt;br /&gt;
Car Blaster&#039;s graphical interface, despite not possessing mouse support, is&lt;br /&gt;
relatively straightforward and simple to learn. The main edition window displays&lt;br /&gt;
the 814 initial bytes, thus including all the fixed offset parameters, of a &lt;br /&gt;
chosen CAR*.RES file in the form of a barplot. Changing a certain byte value &lt;br /&gt;
simply requires navigating to its location and modifying column heights with keyboard arrows. &lt;br /&gt;
Byte values and offsets are displayed by default as decimal &lt;br /&gt;
numbers, a behaviour which can be counterintuitive at times but is easily&lt;br /&gt;
modified with the h/H keys. As a further convenience in edition, a colour &lt;br /&gt;
legend indicates the function of a number of significant bytes. Although said&lt;br /&gt;
legend is not completely accurate (see [[Car parameters|car parameters]]), it&lt;br /&gt;
is quite helpful while tuning. Text bytes are not covered by the main interface,&lt;br /&gt;
however there is a separate interface for direct typing of such data.&lt;br /&gt;
&lt;br /&gt;
[[image:Cbscreen.png|300px|left|thumb|A typical editing sesion on Car Blaster.]]&lt;br /&gt;
The major feature that sets Car Blaster apart from an usual hex editor, however,&lt;br /&gt;
is the capability of loading two cars simultaneously, reminiscent of the&lt;br /&gt;
[[TB|Track Blaster]] tool. On Car Blaster, an active is loaded on foreground and&lt;br /&gt;
the other on background, byte values for the same offset being displayed next &lt;br /&gt;
to each other in the GUI, thus allowing for quick visual comparison of &lt;br /&gt;
parameters. Moreover, pressing enter copies the background value to the &lt;br /&gt;
foreground cars, allowing the user to save a lot of effort when transferring &lt;br /&gt;
whole sequences of values from an old car to a new one. There are also &lt;br /&gt;
keybindings for switching loaded cars and swapping foreground/background within&lt;br /&gt;
the main interfaces, so that the user rarely needs leaving to the main menu &lt;br /&gt;
during edition. Finally, it is also possible to copy ranges of consecutive bytes&lt;br /&gt;
from one car to the other.&lt;br /&gt;
&lt;br /&gt;
== Limitations and bugs ==&lt;br /&gt;
&lt;br /&gt;
Noteworthy issues with regular Car Blaster usage include:&lt;br /&gt;
* The &amp;quot;Load Car&amp;quot; routine (accessed via F3 in the main menu) fails to load the CAR*.RES of cars using the Audi car shape (STAUDI.P3S), allegedly due to an out-of-bounds file size, even though the program doesn&#039;t seem to otherwise make use of graphics data. It is possible, however, to edit cars with Audi graphics - the user merely has to load another car and employ the &amp;quot;Swap Car&amp;quot; (F9/F10) feature on the main interface.&lt;br /&gt;
* Users of the &amp;quot;Swap Car&amp;quot; keybindings must be wary that pressing F9 (swap to the previous car) with the first (in alphabetical order) CAR*.RES on foreground or F10 (swap to next car) with the last car selected will cause the program to crash.&lt;br /&gt;
* When saving a CAR*.RES file, CarBlaster will check for the existence of the *.PVS and *.P3S (but not *.VSH and *.3SH) graphic files for the car. if they are not present, the program will create copies of the graphics of the last regular car loaded and rename them accordingly so they can be used with the new car. While this behaviour is intentional (aiming to save time when creating a new car using some of the default car graphics), it becomes an annoyance when developing cars with custom graphic files.&lt;br /&gt;
&lt;br /&gt;
== Download ==&lt;br /&gt;
&lt;br /&gt;
The program can be obtained from ZakStunts&#039; [https://zak.stunts.hu/downloads Download page]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Car files]]&lt;br /&gt;
* [[Car parameters]] &lt;br /&gt;
* [[Track Blaster Pro]] and [[Score Blaster]], other editing tools by [[Mark Nailwood]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Tools]]&lt;/div&gt;</summary>
		<author><name>HerrNove</name></author>
	</entry>
	<entry>
		<id>https://wiki.stunts.hu/index.php?title=Chuck_Norris&amp;diff=7057</id>
		<title>Chuck Norris</title>
		<link rel="alternate" type="text/html" href="https://wiki.stunts.hu/index.php?title=Chuck_Norris&amp;diff=7057"/>
		<updated>2026-03-22T22:28:29Z</updated>

		<summary type="html">&lt;p&gt;HerrNove: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Yes, he&#039;s everywhere.&lt;br /&gt;
&lt;br /&gt;
==Stunts facts about Chuck Norris==&lt;br /&gt;
&lt;br /&gt;
Chuck Norris doesn&#039;t use [[magic carpet]]s. He stares at the ground and the ground flees from him in terror.&lt;br /&gt;
&lt;br /&gt;
Chuck Norris wins zakstunts even using OWOOTR rules!&lt;br /&gt;
&lt;br /&gt;
Chuck Norris can do an up/down-corkscrew in ACURA powergear.&lt;br /&gt;
&lt;br /&gt;
Chuck Norris can do Default closed in 30 secs. He just drives over water.&lt;br /&gt;
&lt;br /&gt;
Chuck Norris plays stunts... with mouse steering!&lt;br /&gt;
&lt;br /&gt;
When Chuck Norris hits a stunts element it explodes instead of his car.&lt;br /&gt;
&lt;br /&gt;
Chuck Norris builds his own tracks when he races over other tracks... and wins!&lt;br /&gt;
&lt;br /&gt;
Chuck Norris generates power gear in every car he wants, he just kicks the car and it flies.&lt;br /&gt;
&lt;br /&gt;
When Chuck Norris drives INDY power gear he reaches 246 mph.&lt;br /&gt;
&lt;br /&gt;
Chuck Norris drives any stunts element like boats, trees or bridges. &lt;br /&gt;
&lt;br /&gt;
When Chuck Norris wins a track (always), Joe&#039;s opens its doors and he celebrates there.&lt;br /&gt;
&lt;br /&gt;
Nobody knows how looks the front of Chuck Norris car because nobody surpassed him ever.&lt;br /&gt;
&lt;br /&gt;
The track &amp;quot;Norris&amp;quot; crosses a swamp, a volcano, a cannibal tribe and stunts valhalla; its extension is 150x150.&lt;br /&gt;
&lt;br /&gt;
Also Norris track has a unique stunts element called Helen&#039;s and it&#039;s a cabaret.&lt;br /&gt;
&lt;br /&gt;
Chuck Norris won a race from the main menu.&lt;br /&gt;
&lt;br /&gt;
There is a whole code in the physics of the game to &amp;quot;resist&amp;quot; Chuck Norris kick effects.&lt;br /&gt;
&lt;br /&gt;
Stunts can&#039;t save Chuck Norris replays because it can&#039;t reproduce his tricks.&lt;br /&gt;
&lt;br /&gt;
Chuck Norris won all the stunts competitions filling the hole podium, we just race for the 4th place.&lt;br /&gt;
&lt;br /&gt;
Ayrton saw Chuck Norris car once in the horizon, he &amp;quot;had&amp;quot; to retire.&lt;br /&gt;
&lt;br /&gt;
Chuck Norris plays Stunts in an Atari 2600.&lt;br /&gt;
&lt;br /&gt;
Chuck Norris doesn&#039;t fasten his seatbelt.&lt;br /&gt;
&lt;br /&gt;
Chuck Norris doesn&#039;t race to the finish line, it comes to him.&lt;br /&gt;
&lt;br /&gt;
All &amp;quot;bugs&amp;quot; in Stunts are because Chuck Norris designed the physics based on his reality.&lt;br /&gt;
&lt;br /&gt;
Chuck&#039;s Countach doesn&#039;t slow down.&lt;br /&gt;
&lt;br /&gt;
Chuck Norris can suck his own Indy.&lt;br /&gt;
&lt;br /&gt;
On 19th March 2026, Chuck Norris reached 256 mph and crossed the fence delimiting the racing track. May Peace rest in him.&lt;br /&gt;
&lt;br /&gt;
==Videos==&lt;br /&gt;
&lt;br /&gt;
[http://youtu.be/TlKw4tSx8YI Chuck Norris in Stunts Top Gear, driving a Ford Ranger]&lt;br /&gt;
&lt;br /&gt;
[[Category:Community]]&lt;/div&gt;</summary>
		<author><name>HerrNove</name></author>
	</entry>
	<entry>
		<id>https://wiki.stunts.hu/index.php?title=Ferrari_Testarossa&amp;diff=7056</id>
		<title>Ferrari Testarossa</title>
		<link rel="alternate" type="text/html" href="https://wiki.stunts.hu/index.php?title=Ferrari_Testarossa&amp;diff=7056"/>
		<updated>2026-03-11T16:45:02Z</updated>

		<summary type="html">&lt;p&gt;HerrNove: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Cars|&lt;br /&gt;
carname = Ferrari Testarossa|&lt;br /&gt;
image = [[Image:Testarossa.png|226px|center]]|&lt;br /&gt;
designer = Ryoma|&lt;br /&gt;
year = 2021|&lt;br /&gt;
version = 1.1|&lt;br /&gt;
engspec = DOHC V-12 180 degres, 4943cc|&lt;br /&gt;
maxhp = 390HP|&lt;br /&gt;
gears = 5-speed|&lt;br /&gt;
sixty = 5.25s|&lt;br /&gt;
hundred = 11.5s|&lt;br /&gt;
halfmile = 20.95s|&lt;br /&gt;
top = ?mph|&lt;br /&gt;
realtop = 195mph&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Ferrari Testarossa&#039;&#039;&#039; is a [[custom cars|custom car]] elaborated by [[Ryoma]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&lt;br /&gt;
[[File:Testarossadash.png|320px|Ferrari Testarossa - Dashboard]]&lt;/div&gt;</summary>
		<author><name>HerrNove</name></author>
	</entry>
	<entry>
		<id>https://wiki.stunts.hu/index.php?title=SuperSight&amp;diff=7033</id>
		<title>SuperSight</title>
		<link rel="alternate" type="text/html" href="https://wiki.stunts.hu/index.php?title=SuperSight&amp;diff=7033"/>
		<updated>2026-01-29T12:42:34Z</updated>

		<summary type="html">&lt;p&gt;HerrNove: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;SuperSight&#039;&#039;&#039; is a mod developed by [[HerrNove]] which enhances Stunts&#039; 3D engine, offering various improvements over the basic game. This is the list of features as of v2.00 (01-2026):&lt;br /&gt;
&lt;br /&gt;
* Increase the field of view, drawing more objects and in better detail.&lt;br /&gt;
* Extend the camera positioning, allowing better granularity and unrestrained distance and altitude.&lt;br /&gt;
* F5 turns on/off statistics about 3D engine and camera.&lt;br /&gt;
* F6 turns on/off the visibility of illusion tiles.&lt;br /&gt;
* Fix a bug where some custom cars, when crashing, would show the explosion effect in the wrong position.&lt;br /&gt;
&lt;br /&gt;
Here a comparison showing the start of ZCT282 in the basic game and with the mod.&lt;br /&gt;
&lt;br /&gt;
[[File:ZCT282--replay--normal.png|border|400px|caption]] [[File:ZCT282--supersight.png|border|400px|caption]]&lt;br /&gt;
&lt;br /&gt;
The mod is based on the [[Restunts]] project. It takes Restunts&#039; C port of the outer layer of the [[rendering engine]], but uses the original assembly everywhere else. As a result, SuperSight is able to avoid Restunts&#039; discrepancies with respect to the original game.&lt;br /&gt;
&lt;br /&gt;
SuperSight, as well as a demo video and blog posts describing its making-of, can be found at [https://marnetto.net/projects/stunts the author&#039;s site]. The executable is also available at the [[Download#Mods]] page. The source code can be found in [https://github.com/AlbertoMarnetto/restunts/tree/supersight this GitHub repo].&lt;br /&gt;
&lt;br /&gt;
Forum discussions:&lt;br /&gt;
* https://forum.stunts.hu/index.php?topic=4400.0 (internals)&lt;br /&gt;
* https://forum.stunts.hu/index.php?topic=4404.0 (release thread)&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Internals]]&lt;/div&gt;</summary>
		<author><name>HerrNove</name></author>
	</entry>
	<entry>
		<id>https://wiki.stunts.hu/index.php?title=Download&amp;diff=7032</id>
		<title>Download</title>
		<link rel="alternate" type="text/html" href="https://wiki.stunts.hu/index.php?title=Download&amp;diff=7032"/>
		<updated>2026-01-29T12:38:21Z</updated>

		<summary type="html">&lt;p&gt;HerrNove: /* Mods */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The game has been declared freeware and can be freely distributed. You can download every currently known PC [[Game_versions|version]] on this page. The downloads are ZIP archives which contain a crack (ST.COM) suitable for the included version and are otherwise unaltered, i.e. no tracks have been added and nothing has been patched or modified. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[https://pigsgrame.de/downloads/STUNTS10.ZIP Stunts v1.0 &#039;&#039;Release Date: Oct 05 1990&#039;&#039;]&#039;&#039;&#039; ([https://pigsgrame.de/downloads/stunts-css.pdf Copy Protection Answers])&lt;br /&gt;
* &#039;&#039;&#039;[https://pigsgrame.de/downloads/STUNTS11.ZIP Stunts v1.1 &#039;&#039;Release Date: Feb 12 1991&#039;&#039;]&#039;&#039;&#039; ([https://pigsgrame.de/downloads/stunts-css.pdf Copy Protection Answers]) &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&amp;amp;ndash; recommended version&amp;lt;/span&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;[https://pigsgrame.de/downloads/4DSPORTS.ZIP 4D Sports Driving v1.1 &#039;&#039;Release Date: Dec 13 1990&#039;&#039;]&#039;&#039;&#039; ([https://pigsgrame.de/downloads/4d-css.pdf Copy Protection Answers])&lt;br /&gt;
* &#039;&#039;&#039;[https://pigsgrame.de/downloads/4DSPDR91.ZIP 4D Sports Driving v1.1 &#039;&#039;Release Date: Feb 25 1991&#039;&#039;]&#039;&#039;&#039; ([https://pigsgrame.de/downloads/4d-css.pdf Copy Protection Answers])&lt;br /&gt;
To start the game, either run STUNTS.COM and use your manual or the lists provided above to look up the correct [[Copy_protection_system|copy protection]] answer, or &#039;&#039;&#039;run ST.COM&#039;&#039;&#039; if you don&#039;t want any copy protection question to appear at all. Note that you&#039;ll need [[DOSBox]] to play Stunts on a modern system.&lt;br /&gt;
&lt;br /&gt;
If you just want to play the game and don&#039;t care about the (mostly minor) [[Game_versions#PC_versions|technical differences]], get the Stunts 1.1 release of Feb 12, 1991. This also is the version usually required for participation in present-day competitions.&lt;br /&gt;
&lt;br /&gt;
Scanned copies (PDF) of the original game manuals are also available:&lt;br /&gt;
* [https://pigsgrame.de/downloads/stunts.pdf &#039;&#039;Stunts&#039;&#039; manual] (English language only)&lt;br /&gt;
* [https://pigsgrame.de/downloads/4dsports.pdf &#039;&#039;4D Sports Driving&#039;&#039; manual] (English, French, German, and Italian language)&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
[http://stunts.kalpen.de/downldst.htm kalpen.de] offers the original &#039;&#039;Stunts v1.1&#039;&#039; (directly copied from retail discs) as well as altered packages of &#039;&#039;Stunts v1.0&#039;&#039; and &#039;&#039;4D Sports Driving&#039;&#039; with added tracks and modified cars/opponents.&lt;br /&gt;
&lt;br /&gt;
== Mods ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[https://marnetto.net/assets/stunts/RESTUNTS-ab5cfab.EXE Restunts]&#039;&#039;&#039;, a project aiming to rewrite Stunts in C language for easier modding. The gameplay should be exactly the same as Stunts v1.1 (barring the copy protection), but using it would be helpful to detect defects in the conversions (e.g. at the moment the game cannot load as many detailed cars as the original). See the [[Restunts|Wikipage]] for more information.&lt;br /&gt;
* &#039;&#039;&#039;[https://marnetto.net/assets/stunts/StuntsFerrari.zip Ferrari Edition]&#039;&#039;&#039;, a mod for the fans of the Prancing Horse, with custom cars and graphics. See the [[Stunts Ferrari Edition|Wikipage]] for more information.&lt;br /&gt;
* &#039;&#039;&#039;[https://marnetto.net/assets/stunts/DAF.zip DAF Museum Edition]&#039;&#039;&#039;, the only version of Stunts ever officially run in a educational institution. Features the concept car [[DAF Siluro]]. See the [[Stunts DAF Museum Edition|Wikipage]] for more information.&lt;br /&gt;
* &#039;&#039;&#039;SuperSight&#039;&#039;&#039; ([https://marnetto.net/assets/stunts/SS-200.EXE v2.00], [https://marnetto.net/assets/stunts/SS-200X.ZIP v2.00X]), a mod based on BB Stunts v1.1 with a graphical enhancement patch offering various improvements including a greatly enhanced. See the [[SuperSight|Wikipage]] for more information.&lt;br /&gt;
* &#039;&#039;&#039;[https://forum.stunts.hu/index.php?topic=4446.0 Zapper&#039;s sound pack]&#039;&#039;&#039;, offering the choice various sets of sound effects to best fit the car and the personal taste. Also solves the problem of the missing grass skid sound in some Stunts versions.&lt;br /&gt;
&lt;br /&gt;
== Utilities ==&lt;br /&gt;
* &#039;&#039;&#039;[https://kurtis2221.itch.io/stunts-multiplayer Stunts Multiplayer for DOSBox]&#039;&#039;&#039;, a client-server system that allows 2-player races (each player sees the other one as the opponent&#039;s car). See the [[DOSBox Multiplayer Mod|Wikipage]] for more information.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game]]&lt;/div&gt;</summary>
		<author><name>HerrNove</name></author>
	</entry>
	<entry>
		<id>https://wiki.stunts.hu/index.php?title=Download&amp;diff=7031</id>
		<title>Download</title>
		<link rel="alternate" type="text/html" href="https://wiki.stunts.hu/index.php?title=Download&amp;diff=7031"/>
		<updated>2026-01-27T22:37:07Z</updated>

		<summary type="html">&lt;p&gt;HerrNove: /* Mods */ Zapper&amp;#039;s sound pack&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The game has been declared freeware and can be freely distributed. You can download every currently known PC [[Game_versions|version]] on this page. The downloads are ZIP archives which contain a crack (ST.COM) suitable for the included version and are otherwise unaltered, i.e. no tracks have been added and nothing has been patched or modified. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[https://pigsgrame.de/downloads/STUNTS10.ZIP Stunts v1.0 &#039;&#039;Release Date: Oct 05 1990&#039;&#039;]&#039;&#039;&#039; ([https://pigsgrame.de/downloads/stunts-css.pdf Copy Protection Answers])&lt;br /&gt;
* &#039;&#039;&#039;[https://pigsgrame.de/downloads/STUNTS11.ZIP Stunts v1.1 &#039;&#039;Release Date: Feb 12 1991&#039;&#039;]&#039;&#039;&#039; ([https://pigsgrame.de/downloads/stunts-css.pdf Copy Protection Answers]) &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&amp;amp;ndash; recommended version&amp;lt;/span&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;[https://pigsgrame.de/downloads/4DSPORTS.ZIP 4D Sports Driving v1.1 &#039;&#039;Release Date: Dec 13 1990&#039;&#039;]&#039;&#039;&#039; ([https://pigsgrame.de/downloads/4d-css.pdf Copy Protection Answers])&lt;br /&gt;
* &#039;&#039;&#039;[https://pigsgrame.de/downloads/4DSPDR91.ZIP 4D Sports Driving v1.1 &#039;&#039;Release Date: Feb 25 1991&#039;&#039;]&#039;&#039;&#039; ([https://pigsgrame.de/downloads/4d-css.pdf Copy Protection Answers])&lt;br /&gt;
To start the game, either run STUNTS.COM and use your manual or the lists provided above to look up the correct [[Copy_protection_system|copy protection]] answer, or &#039;&#039;&#039;run ST.COM&#039;&#039;&#039; if you don&#039;t want any copy protection question to appear at all. Note that you&#039;ll need [[DOSBox]] to play Stunts on a modern system.&lt;br /&gt;
&lt;br /&gt;
If you just want to play the game and don&#039;t care about the (mostly minor) [[Game_versions#PC_versions|technical differences]], get the Stunts 1.1 release of Feb 12, 1991. This also is the version usually required for participation in present-day competitions.&lt;br /&gt;
&lt;br /&gt;
Scanned copies (PDF) of the original game manuals are also available:&lt;br /&gt;
* [https://pigsgrame.de/downloads/stunts.pdf &#039;&#039;Stunts&#039;&#039; manual] (English language only)&lt;br /&gt;
* [https://pigsgrame.de/downloads/4dsports.pdf &#039;&#039;4D Sports Driving&#039;&#039; manual] (English, French, German, and Italian language)&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
[http://stunts.kalpen.de/downldst.htm kalpen.de] offers the original &#039;&#039;Stunts v1.1&#039;&#039; (directly copied from retail discs) as well as altered packages of &#039;&#039;Stunts v1.0&#039;&#039; and &#039;&#039;4D Sports Driving&#039;&#039; with added tracks and modified cars/opponents.&lt;br /&gt;
&lt;br /&gt;
== Mods ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[https://marnetto.net/assets/stunts/RESTUNTS-ab5cfab.EXE Restunts]&#039;&#039;&#039;, a project aiming to rewrite Stunts in C language for easier modding. The gameplay should be exactly the same as Stunts v1.1 (barring the copy protection), but using it would be helpful to detect defects in the conversions (e.g. at the moment the game cannot load as many detailed cars as the original). See the [[Restunts|Wikipage]] for more information.&lt;br /&gt;
* &#039;&#039;&#039;[https://marnetto.net/assets/stunts/StuntsFerrari.zip Ferrari Edition]&#039;&#039;&#039;, a mod for the fans of the Prancing Horse, with custom cars and graphics. See the [[Stunts Ferrari Edition|Wikipage]] for more information.&lt;br /&gt;
* &#039;&#039;&#039;[https://marnetto.net/assets/stunts/DAF.zip DAF Museum Edition]&#039;&#039;&#039;, the only version of Stunts ever officially run in a educational institution. Features the concept car [[DAF Siluro]]. See the [[Stunts DAF Museum Edition|Wikipage]] for more information.&lt;br /&gt;
* &#039;&#039;&#039;[https://marnetto.net/assets/stunts/RESTUNTS-9003008.EXE SuperSight]&#039;&#039;&#039;, a mod based on BB Stunts v1.1 with a graphical enhancement patch that greatly increases the field of view. See the [[SuperSight|Wikipage]] for more information.&lt;br /&gt;
* &#039;&#039;&#039;[https://forum.stunts.hu/index.php?topic=4446.0 Zapper&#039;s sound pack]&#039;&#039;&#039;, offering the choice various sets of sound effects to best fit the car and the personal taste. Also solves the problem of the missing grass skid sound in some Stunts versions.&lt;br /&gt;
&lt;br /&gt;
== Utilities ==&lt;br /&gt;
* &#039;&#039;&#039;[https://kurtis2221.itch.io/stunts-multiplayer Stunts Multiplayer for DOSBox]&#039;&#039;&#039;, a client-server system that allows 2-player races (each player sees the other one as the opponent&#039;s car). See the [[DOSBox Multiplayer Mod|Wikipage]] for more information.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game]]&lt;/div&gt;</summary>
		<author><name>HerrNove</name></author>
	</entry>
	<entry>
		<id>https://wiki.stunts.hu/index.php?title=Restunts&amp;diff=7030</id>
		<title>Restunts</title>
		<link rel="alternate" type="text/html" href="https://wiki.stunts.hu/index.php?title=Restunts&amp;diff=7030"/>
		<updated>2026-01-17T00:51:35Z</updated>

		<summary type="html">&lt;p&gt;HerrNove: /* External Links */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Restunts&#039;&#039;&#039; is the name given to a project originally started in the community with the purpose of disassembling Stunts and then translating it to C and thus obtain a source code we can handle and modify. This was desired because attempts to get to the original source code failed and it appears to not exist anymore. Nowadays, the term sometimes extends to other related efforts, which include modification and recompilation of the assembly source code as well as recreation of parts of the code.&lt;br /&gt;
&lt;br /&gt;
Many extensive forum threads make up vital parts of the history and progress of the project. At its current stage, the dissassembly was completed and recompilation was achieved successfully. Some mods have been created based on this source code and a huge amount of information was learned from reading and analysing it. The knowledge of the Stunts internals has increased significantly thanks to this project and variables and structures have been named and tagged, while the source is already very well commented in many sections. On the other hand, translation into C is minimal as of November 2023.&lt;br /&gt;
&lt;br /&gt;
The source code in its current status has been mirrored and can be found at https://github.com/4d-stunts/restunts&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
During the decade of 2000, there had been several moments when wishes of getting the original game source code were expressed. At some point, the community managed to get in touch the Stunts&#039; main programmer Kevin Pickell, who said he didn&#039;t have the source and that it was almost certainly lost. With time, there were fewer talks about finding that source code and more about reverse engineering the game one day.&lt;br /&gt;
&lt;br /&gt;
In July 2004, [https://forum.stunts.hu/index.php?topic=1137.0 a forum thread] was started by user [[Cyberman]] in which he tells about his observations on file compression in Stunts. He noticed that the &amp;quot;P&amp;quot; in file extensions stands for &amp;quot;packed&amp;quot;. He later continues to notice that the main executable appears to be combined with DIF files for the different graphics cards. While this thread does not progress much at that point, it would later become a spark that starts a fire.&lt;br /&gt;
&lt;br /&gt;
In May 2006, an anonymous user started [https://forum.stunts.hu/index.php?topic=1663.msg22912#msg22912 this one] asking about obtaining the source code. [[Bonzai Joe]] answers that [[Kevin Pickell]] has already said the source code does not exist any more. [[Cas]] says later that he has begun disassembling [[LOAD.EXE]], but it&#039;s very large and would be better to split it and work in a team. He managed to decompress the binary, but he didn&#039;t combine it with the DIF files at that point. This was later abandoned when Cas entered hiatus. Yet, he does talk about what the different car files contain, showing that this was already well known back then. He says he has disassembled [[STUNTS.COM]] and that it&#039;s nothing but a loader for LOAD.EXE that passes parameters based on the configuration.&lt;br /&gt;
&lt;br /&gt;
In March 2008, [[dstien]] posts his analysis on RES files in the first thread and later, he mentions that he has reversed the first decompession pass. Soon, many community members become interested in start participating. This marks the beginning of the complete understanding of Stunts data files and opens the door to car making, among many other things. Another great contributor throughout this thread is [[Duplode]]. This investigation apparently led to the development of wiki articles such as: [[Resource file format]].&lt;br /&gt;
&lt;br /&gt;
In January 2009 [https://forum.stunts.hu/index.php?topic=2303.0 another forum thread] was started by [[llm]], which might be the first thread in the &#039;&#039;reverse-engineering&#039;&#039; section of the forum, in which he described his first efforts in decompressing [[LOAD.EXE]]. [[dstien]] says in his thread that he has been working on this too and that he intends to find the way to combine LOAD.EXE with the DIF files to produce a static binary and make it easier to reverse-engineer the code. In 22 January, Cas posts a Zip file in this thread with what he&#039;s been doing. This includes the assembly source for [[STUNTS.COM]] as well as the beginning of [[LOAD.EXE]] after being unpacked, but not combined. The amount of code is significant considering it&#039;s been done manually. At this point, the Reverse Engineering subforum was created.&lt;br /&gt;
&lt;br /&gt;
In October 2009, [[clvn]] started [https://forum.stunts.hu/index.php?topic=2454.0 this thread] about bypassing [[LOAD.EXE]], in which he describes the procedure to combine the binary with the HDR/CMN/COD/DIF files for the different graphics cards. It&#039;s at this point that in becomes a lot more straightforward to decompile Stunts. Soon after, the whole code was extracted and it became possible to recompile it to the same [[GAME.EXE]] binary. A lot of effort was put in using debugging symbol names and quite some human analysis to comment much of the code and assign function, variable and label names. Still, some large parts of the code remain quite obscure.&lt;br /&gt;
&lt;br /&gt;
Some small parts, especially the loading sections of the code, have already been ported to C.&lt;br /&gt;
&lt;br /&gt;
== Program Structure ==&lt;br /&gt;
&lt;br /&gt;
Stunts main executable is called [[LOAD.EXE]]. In the form it&#039;s originally distributed, it has a compression layer based on [https://moddingwiki.shikadi.net/wiki/Microsoft_EXEPACK EXEPACK]. When run, it quickly proceeds to decompress in memory and run from there. LOAD.EXE accepts command line parameters to specify graphics card and sound driver. Depending on the graphics card, it reads HDR/COD/CMN/DIF files which are then decompressed in memory as well and combined with the code. From that point onwards, the actual game code begins executing.&lt;br /&gt;
&lt;br /&gt;
Most distributions of Stunts (if not all) include a loader called [[STUNTS.COM]], a tiny assembly-language program that reads the configuration from [[SETUP.CFG]] and passes parameters to [[LOAD.EXE]] based on the contents. This way, [[SETUP.EXE]] will be able to make it more comfortable for the user to configure and run the game.&lt;br /&gt;
&lt;br /&gt;
Many distributions also have a crack like STUNT.COM or STUNTS_K.EXE that disable the copy protection system by acting on the game binary code while load in memory.&lt;br /&gt;
&lt;br /&gt;
Restunts main executable (usually called [[GAME.EXE]]) is produced by eliminating the EXEPACK layer from LOAD.EXE and combining it with the video files on disk so that it no longer needs to combine in memory. This results in a much larger executable file, but one that&#039;s much simpler to analyse, decompile and mod. One byte is usually changed in the file: the flag that marks whether the copy protection system has already been disabled by the user. This means a crack is no longer necessary either.&lt;br /&gt;
&lt;br /&gt;
== Mods ==&lt;br /&gt;
&lt;br /&gt;
A number of mods have been made by making changes to the Restunts code and recompiling it, plus, in some cases, creating graphics and other data. Some notable ones are:&lt;br /&gt;
&lt;br /&gt;
* [[Stunts Ferrari Edition]] (by [[Daniel3D]])&lt;br /&gt;
* [[Needle colour mod]] (by [[Cas]] and [[Daniel3D]])&lt;br /&gt;
* [[SuperSight]] (by [[HerrNove]])&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
&lt;br /&gt;
* [https://github.com/4d-stunts/restunts Official repository]&lt;br /&gt;
* [https://marnetto.net/2025/02/20/broderbund-stunts-1 HerrNove&#039;s article on SuperSight (part 1)], which doubles as a hands-on introduction to Restunts.&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Internals]]&lt;/div&gt;</summary>
		<author><name>HerrNove</name></author>
	</entry>
	<entry>
		<id>https://wiki.stunts.hu/index.php?title=DAF_Siluro&amp;diff=7029</id>
		<title>DAF Siluro</title>
		<link rel="alternate" type="text/html" href="https://wiki.stunts.hu/index.php?title=DAF_Siluro&amp;diff=7029"/>
		<updated>2026-01-15T20:47:11Z</updated>

		<summary type="html">&lt;p&gt;HerrNove: Redirected page to DAF Siluro Turbo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[DAF Siluro Turbo]]&lt;/div&gt;</summary>
		<author><name>HerrNove</name></author>
	</entry>
	<entry>
		<id>https://wiki.stunts.hu/index.php?title=Baronetti_Payback&amp;diff=7028</id>
		<title>Baronetti Payback</title>
		<link rel="alternate" type="text/html" href="https://wiki.stunts.hu/index.php?title=Baronetti_Payback&amp;diff=7028"/>
		<updated>2026-01-15T20:45:12Z</updated>

		<summary type="html">&lt;p&gt;HerrNove: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Cars|&lt;br /&gt;
carname = Baronetti Payback|&lt;br /&gt;
image = [[Image:Payback.png|260 px|center]]|&lt;br /&gt;
designer = Alan Rotoi|&lt;br /&gt;
year = 2025|&lt;br /&gt;
version = 1.1|&lt;br /&gt;
gears = 5-speed|&lt;br /&gt;
sixty = 4.00s|&lt;br /&gt;
hundred = 8.75s|&lt;br /&gt;
halfmile = 19.05s|&lt;br /&gt;
top = 192mph|&lt;br /&gt;
realtop = 209mph|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Payback&#039;&#039;&#039; is a retro-futuristic custom car built by [[Alan Rotoi]]. It&#039;s the third car released by the fictional brand &#039;&#039;&#039;Baronetti&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The gear maximum speed are the following:&lt;br /&gt;
&lt;br /&gt;
I.....66 mph&lt;br /&gt;
&lt;br /&gt;
II....95 mph&lt;br /&gt;
&lt;br /&gt;
III...119 mph&lt;br /&gt;
&lt;br /&gt;
IV....159 mph&lt;br /&gt;
&lt;br /&gt;
V.....209 mph&lt;br /&gt;
&lt;br /&gt;
Power Gear: None&lt;br /&gt;
&lt;br /&gt;
== Comparison Table ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 {| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
 |-&lt;br /&gt;
 !|   !! Ferrari F40 !! Torino  !!Ferrari GTO!! Payback &lt;br /&gt;
 |-&lt;br /&gt;
 || &#039;&#039;&#039;0-60mph&#039;&#039;&#039; ||3.60s||4.30s ||4.70s || 4.00s&lt;br /&gt;
 |-&lt;br /&gt;
 || &#039;&#039;&#039;0-100mph&#039;&#039;&#039; ||7.50s ||8.05s ||10.40s|| 8.75s&lt;br /&gt;
 |-&lt;br /&gt;
 || &#039;&#039;&#039;Half Mile&#039;&#039;&#039; ||17.90s ||18.65s ||20.20s|| 19.05s&lt;br /&gt;
 |-&lt;br /&gt;
 || &#039;&#039;&#039;Flat track top speed&#039;&#039;&#039;||192mph ||185mph||192mph|| 192mph&lt;br /&gt;
 |-&lt;br /&gt;
 ||&#039;&#039;&#039;Real top speed&#039;&#039;&#039; ||219mph ||193mph||245mph|| 209mph&lt;br /&gt;
 |-&lt;br /&gt;
 || &#039;&#039;&#039;Grip intrinsic&#039;&#039;&#039; ||436||400||211 || 256&lt;br /&gt;
 |-&lt;br /&gt;
 || &#039;&#039;&#039;Brakes&#039;&#039;&#039;||336 ||300||256|| 325&lt;br /&gt;
 |-&lt;br /&gt;
 || &#039;&#039;&#039;Power Gear&#039;&#039;&#039; ||Rigid || None||Rigid||None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&lt;br /&gt;
[[File:Paybackdash.png| 320px | Dashboard]]&lt;br /&gt;
[[File:Paybackrear.png| 320px | Back lights]]&lt;br /&gt;
[[File:Paybackingame.png| 320px | ]]&lt;br /&gt;
[[File:Paybackjobs.png| 320px | Paintjobs]]&lt;br /&gt;
&lt;br /&gt;
== Download ==&lt;br /&gt;
&lt;br /&gt;
[https://drive.google.com/file/d/1WCQUYgiwnpnz8anBfB4eB3kGC-TcH-0C/view?usp=drive_link Baronetti Payback files]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
[https://en.wikipedia.org/wiki/Retrofuturism Retrofuturism in wikipedia]&lt;/div&gt;</summary>
		<author><name>HerrNove</name></author>
	</entry>
	<entry>
		<id>https://wiki.stunts.hu/index.php?title=Download&amp;diff=6675</id>
		<title>Download</title>
		<link rel="alternate" type="text/html" href="https://wiki.stunts.hu/index.php?title=Download&amp;diff=6675"/>
		<updated>2025-08-10T11:00:14Z</updated>

		<summary type="html">&lt;p&gt;HerrNove: Fixed version numbers&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The game has been declared freeware and can be freely distributed. You can download every currently known PC [[Game_versions|version]] on this page. The downloads are ZIP archives which contain a crack (ST.COM) suitable for the included version and are otherwise unaltered, i.e. no tracks have been added and nothing has been patched or modified. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[https://pigsgrame.de/downloads/STUNTS10.ZIP Stunts v1.0 &#039;&#039;Release Date: Oct 05 1990&#039;&#039;]&#039;&#039;&#039; ([https://pigsgrame.de/downloads/stunts-css.pdf Copy Protection Answers])&lt;br /&gt;
* &#039;&#039;&#039;[https://pigsgrame.de/downloads/STUNTS11.ZIP Stunts v1.1 &#039;&#039;Release Date: Feb 12 1991&#039;&#039;]&#039;&#039;&#039; ([https://pigsgrame.de/downloads/stunts-css.pdf Copy Protection Answers])&lt;br /&gt;
* &#039;&#039;&#039;[https://pigsgrame.de/downloads/4DSPORTS.ZIP 4D Sports Driving v1.1 &#039;&#039;Release Date: Dec 13 1990&#039;&#039;]&#039;&#039;&#039; ([https://pigsgrame.de/downloads/4d-css.pdf Copy Protection Answers])&lt;br /&gt;
* &#039;&#039;&#039;[https://pigsgrame.de/downloads/4DSPDR91.ZIP 4D Sports Driving v1.1 &#039;&#039;Release Date: Feb 25 1991&#039;&#039;]&#039;&#039;&#039; ([https://pigsgrame.de/downloads/4d-css.pdf Copy Protection Answers])&lt;br /&gt;
To start the game, either run STUNTS.COM and use your manual or the lists provided above to look up the correct [[Copy_protection_system|copy protection]] answer, or &#039;&#039;&#039;run ST.COM&#039;&#039;&#039; if you don&#039;t want any copy protection question to appear at all. Note that you&#039;ll need [[DOSBox]] to play Stunts on a modern system.&lt;br /&gt;
&lt;br /&gt;
Scanned copies (PDF) of the original game manuals are also available:&lt;br /&gt;
* [https://pigsgrame.de/downloads/stunts.pdf &#039;&#039;Stunts&#039;&#039; manual] (English language only)&lt;br /&gt;
* [https://pigsgrame.de/downloads/4dsports.pdf &#039;&#039;4D Sports Driving&#039;&#039; manual] (English, French, German, and Italian language)&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
[http://stunts.kalpen.de/downldst.htm kalpen.de] offers the original &#039;&#039;Stunts v1.1&#039;&#039; (directly copied from retail discs) as well as altered packages of &#039;&#039;Stunts v1.0&#039;&#039; and &#039;&#039;4D Sports Driving&#039;&#039; with added tracks and modified cars/opponents.&lt;br /&gt;
&lt;br /&gt;
== Mods ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[https://marnetto.net/assets/stunts/RESTUNTS-ab5cfab.EXE Restunts]&#039;&#039;&#039;, a project aiming to rewrite Stunts in C language for easier modding. The gameplay should be exactly the same as Stunts v1.1 (barring the copy protection), but using it would be helpful to detect defects in the conversions (e.g. at the moment the game cannot load as many detailed cars as the original). See the [[Restunts|Wikipage]] for more information.&lt;br /&gt;
* &#039;&#039;&#039;[https://marnetto.net/assets/stunts/StuntsFerrari.zip Ferrari Edition]&#039;&#039;&#039;, a mod for the fans of the Prancing Horse, with custom cars and graphics. See the [[Stunts Ferrari Edition|Wikipage]] for more information.&lt;br /&gt;
* &#039;&#039;&#039;[https://marnetto.net/assets/stunts/DAF.zip DAF Museum Edition]&#039;&#039;&#039;, the only version of Stunts ever officially run in a educational institution. Features the concept car [[DAF Siluro]]. See the [[Stunts DAF Museum Edition|Wikipage]] for more information.&lt;br /&gt;
* &#039;&#039;&#039;[https://marnetto.net/assets/stunts/RESTUNTS-9003008.EXE SuperSight]&#039;&#039;&#039;, a mod based on BB Stunts v1.1 with a graphical enhancement patch that greatly increases the field of view. See the [[SuperSight|Wikipage]] for more information.&lt;br /&gt;
&lt;br /&gt;
== Utilities ==&lt;br /&gt;
* &#039;&#039;&#039;[https://kurtis2221.itch.io/stunts-multiplayer Stunts Multiplayer for DOSBox]&#039;&#039;&#039;, a client-server system that allows 2-player races (each player sees the other one as the opponent&#039;s car). See the [[DOSBox Multiplayer Mod|Wikipage]] for more information.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game]]&lt;/div&gt;</summary>
		<author><name>HerrNove</name></author>
	</entry>
	<entry>
		<id>https://wiki.stunts.hu/index.php?title=SuperSight&amp;diff=6674</id>
		<title>SuperSight</title>
		<link rel="alternate" type="text/html" href="https://wiki.stunts.hu/index.php?title=SuperSight&amp;diff=6674"/>
		<updated>2025-08-08T22:56:35Z</updated>

		<summary type="html">&lt;p&gt;HerrNove: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;SuperSight&#039;&#039;&#039; is a mod developed by [[HerrNove]] which increases the field of view to a radius of up to 10 tiles around the car and drawing all objects in high resolution. For very crowded scenes, it automatically reduces the detail to avoid running out of memory. Additionally it adds a couple of functions:&lt;br /&gt;
&lt;br /&gt;
* F5 turns on/off the display of the 3D engine status&lt;br /&gt;
* F6 turns on/off the visibility of [[illusion tracks|illusion tiles]]&lt;br /&gt;
&lt;br /&gt;
The mod, as well as a demo video and blog posts describing its making-of, can be found at [https://marnetto.net/projects/stunts the author&#039;s site].&lt;br /&gt;
&lt;br /&gt;
Here a comparison showing the start of ZCT282 in the basic game and with the mod.&lt;br /&gt;
&lt;br /&gt;
[[File:ZCT282--replay--normal.png|border|400px|caption]] [[File:ZCT282--supersight.png|border|400px|caption]]&lt;br /&gt;
&lt;br /&gt;
The mod is based on the [[Restunts]] project. It takes Restunts&#039; C port of the outer layer of the [[rendering engine]], but uses the original assembly everywhere else. As a result, SuperSight is able to avoid Restunts&#039; discrepancies with the original game.&lt;br /&gt;
&lt;br /&gt;
The executable is available at the [[Download#Mods]] page.&lt;br /&gt;
&lt;br /&gt;
The source code can be found in [https://github.com/AlbertoMarnetto/restunts/tree/supersight this GitHub repo].&lt;br /&gt;
&lt;br /&gt;
Forum discussions:&lt;br /&gt;
* https://forum.stunts.hu/index.php?topic=4400.0 (internals)&lt;br /&gt;
* https://forum.stunts.hu/index.php?topic=4404.0 (release thread)&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Internals]]&lt;/div&gt;</summary>
		<author><name>HerrNove</name></author>
	</entry>
	<entry>
		<id>https://wiki.stunts.hu/index.php?title=Download&amp;diff=6673</id>
		<title>Download</title>
		<link rel="alternate" type="text/html" href="https://wiki.stunts.hu/index.php?title=Download&amp;diff=6673"/>
		<updated>2025-08-08T22:53:33Z</updated>

		<summary type="html">&lt;p&gt;HerrNove: /* Mods */ Restunts v1.6&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The game has been declared freeware and can be freely distributed. You can download every currently known PC [[Game_versions|version]] on this page. The downloads are ZIP archives which contain a crack (ST.COM) suitable for the included version and are otherwise unaltered, i.e. no tracks have been added and nothing has been patched or modified. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[https://pigsgrame.de/downloads/STUNTS10.ZIP Stunts v1.0 &#039;&#039;Release Date: Oct 05 1990&#039;&#039;]&#039;&#039;&#039; ([https://pigsgrame.de/downloads/stunts-css.pdf Copy Protection Answers])&lt;br /&gt;
* &#039;&#039;&#039;[https://pigsgrame.de/downloads/STUNTS11.ZIP Stunts v1.1 &#039;&#039;Release Date: Feb 12 1991&#039;&#039;]&#039;&#039;&#039; ([https://pigsgrame.de/downloads/stunts-css.pdf Copy Protection Answers])&lt;br /&gt;
* &#039;&#039;&#039;[https://pigsgrame.de/downloads/4DSPORTS.ZIP 4D Sports Driving v1.1 &#039;&#039;Release Date: Dec 13 1990&#039;&#039;]&#039;&#039;&#039; ([https://pigsgrame.de/downloads/4d-css.pdf Copy Protection Answers])&lt;br /&gt;
* &#039;&#039;&#039;[https://pigsgrame.de/downloads/4DSPDR91.ZIP 4D Sports Driving v1.1 &#039;&#039;Release Date: Feb 25 1991&#039;&#039;]&#039;&#039;&#039; ([https://pigsgrame.de/downloads/4d-css.pdf Copy Protection Answers])&lt;br /&gt;
To start the game, either run STUNTS.COM and use your manual or the lists provided above to look up the correct [[Copy_protection_system|copy protection]] answer, or &#039;&#039;&#039;run ST.COM&#039;&#039;&#039; if you don&#039;t want any copy protection question to appear at all. Note that you&#039;ll need [[DOSBox]] to play Stunts on a modern system.&lt;br /&gt;
&lt;br /&gt;
Scanned copies (PDF) of the original game manuals are also available:&lt;br /&gt;
* [https://pigsgrame.de/downloads/stunts.pdf &#039;&#039;Stunts&#039;&#039; manual] (English language only)&lt;br /&gt;
* [https://pigsgrame.de/downloads/4dsports.pdf &#039;&#039;4D Sports Driving&#039;&#039; manual] (English, French, German, and Italian language)&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
[http://stunts.kalpen.de/downldst.htm kalpen.de] offers the original &#039;&#039;Stunts v1.1&#039;&#039; (directly copied from retail discs) as well as altered packages of &#039;&#039;Stunts v1.0&#039;&#039; and &#039;&#039;4D Sports Driving&#039;&#039; with added tracks and modified cars/opponents.&lt;br /&gt;
&lt;br /&gt;
== Mods ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[https://marnetto.net/assets/stunts/RESTUNTS-9003008.EXE Restunts]&#039;&#039;&#039;, a project aiming to rewrite Stunts in C language for easier modding. The gameplay should be exactly the same as Stunts v1.1 (barring the copy protection), but using it would be helpful to detect defects in the conversions (e.g. at the moment the game cannot load as many detailed cars as the original). See the [[Restunts|Wikipage]] for more information.&lt;br /&gt;
* &#039;&#039;&#039;[https://marnetto.net/assets/stunts/StuntsFerrari.zip Ferrari Edition]&#039;&#039;&#039;, a mod for the fans of the Prancing Horse, with custom cars and graphics. See the [[Stunts Ferrari Edition|Wikipage]] for more information.&lt;br /&gt;
* &#039;&#039;&#039;[https://marnetto.net/assets/stunts/DAF.zip DAF Museum Edition]&#039;&#039;&#039;, the only version of Stunts ever officially run in a educational institution. Features the concept car [[DAF Siluro]]. See the [[Stunts DAF Museum Edition|Wikipage]] for more information.&lt;br /&gt;
* &#039;&#039;&#039;[https://marnetto.net/assets/stunts/RESTUNTS-10a1e10.EXE SuperSight]&#039;&#039;&#039;, a mod based on BB Stunts v1.1 with a graphical enhancement patch that greatly increases the field of view. See the [[SuperSight|Wikipage]] for more information.&lt;br /&gt;
&lt;br /&gt;
== Utilities ==&lt;br /&gt;
* &#039;&#039;&#039;[https://kurtis2221.itch.io/stunts-multiplayer Stunts Multiplayer for DOSBox]&#039;&#039;&#039;, a client-server system that allows 2-player races (each player sees the other one as the opponent&#039;s car). See the [[DOSBox Multiplayer Mod|Wikipage]] for more information.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game]]&lt;/div&gt;</summary>
		<author><name>HerrNove</name></author>
	</entry>
	<entry>
		<id>https://wiki.stunts.hu/index.php?title=File:Skid-marks-default.JPG&amp;diff=6580</id>
		<title>File:Skid-marks-default.JPG</title>
		<link rel="alternate" type="text/html" href="https://wiki.stunts.hu/index.php?title=File:Skid-marks-default.JPG&amp;diff=6580"/>
		<updated>2025-05-22T22:19:22Z</updated>

		<summary type="html">&lt;p&gt;HerrNove: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
A prototype version of the Default track, from a review of a alpha version of the game (still titled “Skid Marks” at the time)&lt;br /&gt;
&lt;br /&gt;
Originally published in the French magazine Joystick, issue 009 (October 1990), page 165. See https://archive.org/details/joystick009/page/n163/mode/2up)&lt;br /&gt;
&lt;br /&gt;
Taken from this forum thread https://forum.stunts.hu/index.php?topic=3956.msg84925#msg84925&lt;/div&gt;</summary>
		<author><name>HerrNove</name></author>
	</entry>
	<entry>
		<id>https://wiki.stunts.hu/index.php?title=Default_(track)&amp;diff=6579</id>
		<title>Default (track)</title>
		<link rel="alternate" type="text/html" href="https://wiki.stunts.hu/index.php?title=Default_(track)&amp;diff=6579"/>
		<updated>2025-05-22T22:16:23Z</updated>

		<summary type="html">&lt;p&gt;HerrNove: Added History section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[image:DEFAULT.png|400px|right|thumb|&amp;quot;Default&amp;quot; track]]&lt;br /&gt;
Note: &#039;&#039;This article refers to the track coming with Stunts as default.trk. For the replay, see [[Default (replay)]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default&#039;&#039;&#039; is one of the six tracks from Stunts&#039; set of pre-made tracks. As the name implies, it is the track selected by default whenever the game is started (and in fact Stunts will fail to start in the lack of a track file named DEFAULT.TRK in the game root directory). Since it is nearly always the very first track a player comes across, as well as being short and relatively simple, Default is commonly used by racers, especially newbies, as a benchmark. Another interesting trait of Default is the presence of two different paths, one of them being substantially longer and somewhat trickier than the other. That design characteristic opens the way for [[dual-way switching]] exploits, necessary for reaching times comparable to the overall records.&lt;br /&gt;
&lt;br /&gt;
Besides holding a number of unofficial or semi-official &amp;quot;permanent competitions&amp;quot;, the Default track used for a very special [[ZakStunts]] race, ZCT79 with the [[Porsche March Indy]]. That choice, loaded with symbolism, was motivated by ZCT79 being the closing race for the troubled [[ZakStunts#2007|2007]] ZakStunts season, held only after an unprecedented three month break of the competition. The race, after many successive world record breakings, was won by [[Ayrton]].&lt;br /&gt;
&lt;br /&gt;
== Track name ==&lt;br /&gt;
The track file name is, of course, &#039;&#039;DEFAULT.TRK&#039;&#039;. It has to be so for the game to properly load it at the begin it. However, there&#039;s a very solid theory that suggests that this track must have had an original, more meaningful name.&lt;br /&gt;
&lt;br /&gt;
A just installed Stunts will include a number of tracks that make reference to five of the six AI opponents that the game has to offer: &#039;&#039;BERNIES.TRK&#039;&#039; for Squealin&#039; Bernie Rubber, &#039;&#039;JOES.TRK&#039;&#039; for Smokin&#039; Joe Stallin, &#039;&#039;CHERRIS.TRK&#039;&#039;, for Cherry Chassis, &#039;&#039;HELENS.TRK&#039;&#039; for Helen Wheels (this is a reference to Paul McCartney&#039;s car) and &#039;&#039;SKIDS.TRK&#039;&#039; for Skid Vicious (a reference to Sid Vicious, the bassist from the Sex Pistols). There isn&#039;t a track name &#039;&#039;OTTOS.TRK&#039;&#039;, which would be expected, for Herr Otto Partz. Some think that, instead of creating a new track to be the default, at some point, DSI decided to just rename Otto&#039;s to become Default.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=300 heights=300&amp;gt;&lt;br /&gt;
File:Skid-marks-default.JPG|An early version of the Default track, from a preview of Stunts (still titled “Skid Marks” at the time) published in &#039;&#039;Joystick&#039;&#039; issue 009&lt;br /&gt;
File:Hard-drivin-track.jpg|The racing track of Hard Drivin&#039;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Default track bears very close resemblance to the one in Hard Drivin&#039;, one of the main inspirations for DSI&#039;s game. The similarities were even stronger when Stunts was under development, as the pictures above show. It is likely that the developers copied Hard Drivin&#039; track and later made some changes to reduce the risk of being sued for copyright violation. &lt;br /&gt;
&lt;br /&gt;
Even in its present, modified form, the origins of Default are still recognizable. Going straight at the fork will get the driver on the equivalent of Hard Drivin&#039;s speed track, with its three bends to the right, an overpass over the finish straight and three bends to the left. &lt;br /&gt;
&lt;br /&gt;
The other direction is the stunt track; differently from Hard Drivin&#039; the path goes left instead of right, but notice the farm building on the right: in Atari&#039;s game it is in the same position and has the same color, only the infamous cow is missing. Apart for that, the stunts elements (jump, loop, 270° left bend, partially banked) are still mostly the same.  &lt;br /&gt;
&lt;br /&gt;
More details can be found in [https://forum.stunts.hu/index.php?topic=3956.msg84925#msg84925 this forum discussion]&lt;br /&gt;
&lt;br /&gt;
== Alternative versions ==&lt;br /&gt;
[[image:R4k58.png|200px|right|thumb|Alternative &amp;quot;Default&amp;quot; track KyLiE knew since 1996]][[image:R4k59.png|200px|right|thumb|Tampered-with &amp;quot;Default&amp;quot; track Cas first got in 1993]]&lt;br /&gt;
The track presented here appears to be the only official &amp;quot;Default&amp;quot; track coming from DSI. However, because of the nature in which Stunts reached each of the community members, some racers have got to known other tracks as &#039;&#039;DEFAULT&#039;&#039;, until they came across the originally distributed one. For instance, in October 2024, [[KyLiE]] posted a track in [[Race For Kicks]] that was used for [https://www.raceforkicks.com/index.php?page=race&amp;amp;race=2024-10 that month&#039;s race] with the [[Porsche March Indy]], representing the way he used to play Stunts back then. This is the version he first came to know back in 1996 with his first copy of the game. [[Cas]] also published [https://www.raceforkicks.com/index.php?page=track&amp;amp;track=r4k59 the track] that came with his [[Stunts 1.0]] back in 1993, although this one was not used for a race. That one has clearly not been treated with care, but it&#039;s been uploaded for historical reasons.&lt;br /&gt;
&lt;br /&gt;
== Default records (best, but unofficial) ==&lt;br /&gt;
&lt;br /&gt;
Please note most of the results here presented were not officially confirmed, and should be taken mainly as reference values.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Official record ([[Replay Handling|RH]], free rules, [[Indy]]):&#039;&#039;&#039; [[Renato Biker]], 0:30.35&lt;br /&gt;
* &#039;&#039;&#039;[[NoRH]] + approximate [[ISA rules]]:&#039;&#039;&#039; [[Argammon]], ~1:00.50 (claimed); [[Bonzai Joe]], 1:01.10 ([[live racing]], [[WSM]] &#039;06); [[Renato Biker]], 1:01.65 (claimed)&lt;br /&gt;
* &#039;&#039;&#039;[[Replay Handling|RH]] + approximate [[ISA rules]]:&#039;&#039;&#039; [[Renato Biker]], 0:56.15 (claimed), closed version: [[CTG]], 0:56.25 (claimed)&lt;br /&gt;
* &#039;&#039;&#039;[[NoRH]] + approximate [[ISA rules]], long way:&#039;&#039;&#039; &#039;&#039;(unclaimed?)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[[Replay Handling|RH]] + [[Cheated cars|Cheat cars]] + free rules:&#039;&#039;&#039; &#039;&#039;(unclaimed?)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[[NoRH]] + [[Cheated cars|Cheat cars]] + free rules:&#039;&#039;&#039; [[Victor Narl]], 0:24.75 [[Lada Niva Comeback]] ([[DOS Game Club]])&lt;br /&gt;
{{sectstub}}&lt;br /&gt;
&lt;br /&gt;
== Evolution of Default record ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Free rules, RH, Indy.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Racer !! Time !! Date !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[Wilczek]]        || 0:54.90 || 1999-02-28 || From Lukas Loehrer&#039;s site; date is from .RPL metadata&lt;br /&gt;
|-&lt;br /&gt;
| (...)              ||         ||            || To be retrieved&lt;br /&gt;
|-&lt;br /&gt;
| [[Alan Rotoi]]     || 0:38.60 || 2003-01-28 || Submission date to ZakStunts; driven at 2002-10-29&lt;br /&gt;
|-&lt;br /&gt;
| [[Alain]]          || 0:36.40 || 2003-09-01&lt;br /&gt;
|-&lt;br /&gt;
| [[Bonzai Joe]]     || 0:35.85 || 2003-09-08&lt;br /&gt;
|-&lt;br /&gt;
| [[Mark L. Rivers]]     || 0:34.90 || 2007-12-04&lt;br /&gt;
|-&lt;br /&gt;
| [[Duplode]]     || 0:34.85 || 2007-12-08&lt;br /&gt;
|-&lt;br /&gt;
| [[Mark L. Rivers]]     || 0:33.95 || 2007-12-10&lt;br /&gt;
|-&lt;br /&gt;
| [[Duplode]]     || 0:33.65 || 2007-12-12&lt;br /&gt;
|-&lt;br /&gt;
| [[Ayrton]]     || 0:33.40 || 2007-12-12&lt;br /&gt;
|-&lt;br /&gt;
| [[Mark L. Rivers]]     || 0:32.85 || 2007-12-12&lt;br /&gt;
|-&lt;br /&gt;
| [[Chulk]]     || 0:32.65 || 2007-12-12&lt;br /&gt;
|-&lt;br /&gt;
| [[Duplode]]     || 0:32.55 || 2007-12-13&lt;br /&gt;
|-&lt;br /&gt;
| [[Ayrton]]     || 0:31.90 || 2007-12-14&lt;br /&gt;
|-&lt;br /&gt;
| [[Ayrton]]         || 0:31.25 || 2007-12-29&lt;br /&gt;
|-&lt;br /&gt;
| [[Mark L. Rivers]] || 0:30.90 || 2009-03-27&lt;br /&gt;
|-&lt;br /&gt;
| [[Renato Biker]]   || 0:30.35 || 2010-02-23&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Best official records available ==&lt;br /&gt;
As of February 2025,the Permanent Competition at [[Race For Kicks]], which holds replays for its laps, has a best record achieved by [[Victor Narl]] running [[free-style]] and [[NoRH]] with the [[Ferrari 641/2 F1-90]] at 0:42.50. The best [[OWOOT]] record goes to Victor too, at 1:09.25 using the [[Porsche March Indy]]. The evolution of these records can be easily tracked, since posting dates are shown in the scoreboard.&lt;br /&gt;
&lt;br /&gt;
In [[http://forum.stunts.hu/index.php?topic=18.0 Stunts forum]], a replay by [[Bonzai Joe]] on 10 November 2015, achieves 1:01.35 with the [[Porsche March Indy]], verified. Reported as [[NoRH]] and on verification, found to be &amp;quot;almost OWOOT&amp;quot;, only going off-road very briefly at a chicane, this is a very significant contemporary record. On 19 April 2019, [[Seeker1982]] posted two replays. On the first one, he achieves 1:02.30 with a Free OWOOT replay (never goes off-road, but does skip a corkscrew), also with the Porsche March Indy. Ten days later, he posts a very similar one, only this is Free-Style (as it does go off-road briefly at the chicane) and is done with the [[McLaren Honda MP4/4]]. With this replay, he completes the lap in exactly one minute. On 14 January 2015, [[Akoss Poo]] registerred a 1:02.10 Free-Style replay with the March Indy. On the 9th of the same month, [[Shoegazing Leo]] had registerred his own 1:11.80 with a Free-OWOOT replay with the same car. All of the records metioned above refrain from using dual-way switching.&lt;br /&gt;
&lt;br /&gt;
Following are the best verifiable records with their corresponding car, date posted and rules used. Notice how significant the advantage is when [[dual-way switching]] is used.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Racer !! Time !! Date !! Style !! Car !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[Victor Narl]]        || 0:53.90 || 2024-08-11 || Free-Style [[Dual-way switching|DWS]] || [[Porsche March Indy]] || [[Race For Kicks]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Cas]]        || 0:58.90 || 2022-07-30 || Free-Style [[Dual-way switching|DWS]] || [[Porsche March Indy]] || [[Race For Kicks]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Shoegazing Leo]]        || 0:59.35 || 2015-01-10 || Free-Style [[Dual-way switching|DWS]] || [[Porsche March Indy]] || Forum&lt;br /&gt;
|-&lt;br /&gt;
| [[Seeker1982]]        || 1:00.00 || 2019-04-29 || Free-Style || [[McLaren Honda MP4/4]] || Forum&lt;br /&gt;
|-&lt;br /&gt;
| [[Shoegazing Leo]]        || 1:00.25 || 2015-01-10 || Free-Style [[Dual-way switching|DWS]] || [[Porsche March Indy]] || Forum&lt;br /&gt;
|-&lt;br /&gt;
| [[Bonzai Joe]]        || 1:01.35 || 2015-11-10 || Free-Style || [[Porsche March Indy]] || Forum&lt;br /&gt;
|-&lt;br /&gt;
| [[Akoss Poo]]        || 1:02.10 || 2015-01-14 || Free-Style || [[Porsche March Indy]] || Forum&lt;br /&gt;
|-&lt;br /&gt;
| [[Seeker1982]]        || 1:02.30 || 2019-04-19 || Free-OWOOT || [[Porsche March Indy]] || Forum&lt;br /&gt;
|-&lt;br /&gt;
| [[Akoss Poo]]        || 1:02.50 || 2015-01-14 || Free-Style || [[Porsche March Indy]] || Forum&lt;br /&gt;
|-&lt;br /&gt;
| [[Akoss Poo]]        || 1:03.85 || 2015-01-14 || Free-Style || [[Porsche March Indy]] || Forum&lt;br /&gt;
|-&lt;br /&gt;
| [[Cas]]        || 1:06.30 || 2022-07-30 || Free-Style || [[Porsche March Indy]] || [[Race For Kicks]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Shoegazing Leo]]        || 1:11.80 || 2015-01-09 || Free-OWOOT || [[Porsche March Indy]] || Forum&lt;br /&gt;
|-&lt;br /&gt;
| [[Cas]]        || 1:12.95 || 2022-07-30 || OWOOT || [[Porsche March Indy]] || [[Race For Kicks]]&lt;br /&gt;
|-&lt;br /&gt;
| [[KyLiE]]        || 1:15.45 || 2020-08-26 || OWOOT || [[Porsche 962 IMSA]] || [[Race For Kicks]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Cas]]        || 1:16.25 || 2020-05-12 || OWOOT || [[Melange XGT-88]] || [[Race For Kicks]]&lt;br /&gt;
|-&lt;br /&gt;
| [[KDC22]]        || 1:25.80 || 2021-12-18 || Free-OWOOT || [[BMW M3 E30 DTM]] || [[Race For Kicks]]&lt;br /&gt;
|-&lt;br /&gt;
| [[KyLiE]]        || 1:36.85 || 2020-08-26 || OWOOT || [[Ferrari GTO]] || [[Race For Kicks]]&lt;br /&gt;
|-&lt;br /&gt;
| Ayrton*        || 2:04.65 || 2020-10-11 || OWOOT || [[Superkart]] || [[Race For Kicks]]&lt;br /&gt;
|-&lt;br /&gt;
| [[1337haxoryt]]        || 2:23.45 || 2021-06-17 || Free-Style || [[Toyota Sprinter Trueno]] || [[Race For Kicks]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* This Ayrton is the Australian racer, son of KyLiE. Not to be confused with the Argentine racer of the same name [[Ayrton]].&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
&lt;br /&gt;
* [http://forum.stunts.hu/index.php?topic=18.0 &amp;quot;Default&amp;quot; thread on the Stunts Forum]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Videos ==&lt;br /&gt;
&lt;br /&gt;
[http://youtu.be/GkCIyK3wGk4 Mark L. Rivers doing a 1:03.10 [[NoRH]] lap on the classic line] &lt;br /&gt;
[[Category:Game]]&lt;br /&gt;
[[Category:Tracks]]&lt;br /&gt;
[[Category:Competition]]&lt;/div&gt;</summary>
		<author><name>HerrNove</name></author>
	</entry>
	<entry>
		<id>https://wiki.stunts.hu/index.php?title=File:Skid-marks-default.JPG&amp;diff=6578</id>
		<title>File:Skid-marks-default.JPG</title>
		<link rel="alternate" type="text/html" href="https://wiki.stunts.hu/index.php?title=File:Skid-marks-default.JPG&amp;diff=6578"/>
		<updated>2025-05-22T22:11:17Z</updated>

		<summary type="html">&lt;p&gt;HerrNove: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
A prototype version of the Default track, from a review of a alpha version of the game (still titled “Skid Marks” at the time)&lt;br /&gt;
&lt;br /&gt;
originally published in the French magazine Joystick (issue 009, page 165. See https://archive.org/details/joystick009/page/n163/mode/2up)&lt;br /&gt;
&lt;br /&gt;
Taken from this forum thread https://forum.stunts.hu/index.php?topic=3956.msg84925#msg84925&lt;/div&gt;</summary>
		<author><name>HerrNove</name></author>
	</entry>
	<entry>
		<id>https://wiki.stunts.hu/index.php?title=File:Skid-marks-default.JPG&amp;diff=6577</id>
		<title>File:Skid-marks-default.JPG</title>
		<link rel="alternate" type="text/html" href="https://wiki.stunts.hu/index.php?title=File:Skid-marks-default.JPG&amp;diff=6577"/>
		<updated>2025-05-22T21:42:43Z</updated>

		<summary type="html">&lt;p&gt;HerrNove: A prototype version of the Default track, from a review of a alpha version of the game (still titled “Skid Marks” at the time)

Taken from this forum thread https://forum.stunts.hu/index.php?topic=3956.msg84925#msg84925&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
A prototype version of the Default track, from a review of a alpha version of the game (still titled “Skid Marks” at the time)&lt;br /&gt;
&lt;br /&gt;
Taken from this forum thread https://forum.stunts.hu/index.php?topic=3956.msg84925#msg84925&lt;/div&gt;</summary>
		<author><name>HerrNove</name></author>
	</entry>
	<entry>
		<id>https://wiki.stunts.hu/index.php?title=File:Hard-drivin-track.jpg&amp;diff=6576</id>
		<title>File:Hard-drivin-track.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.stunts.hu/index.php?title=File:Hard-drivin-track.jpg&amp;diff=6576"/>
		<updated>2025-05-22T21:41:18Z</updated>

		<summary type="html">&lt;p&gt;HerrNove: The racing track of Hard Drivin&amp;#039;, one of the main inspirations for Stunts&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
The racing track of Hard Drivin&#039;, one of the main inspirations for Stunts&lt;/div&gt;</summary>
		<author><name>HerrNove</name></author>
	</entry>
	<entry>
		<id>https://wiki.stunts.hu/index.php?title=Lancia_Delta_Integrale&amp;diff=6551</id>
		<title>Lancia Delta Integrale</title>
		<link rel="alternate" type="text/html" href="https://wiki.stunts.hu/index.php?title=Lancia_Delta_Integrale&amp;diff=6551"/>
		<updated>2025-03-03T00:53:34Z</updated>

		<summary type="html">&lt;p&gt;HerrNove: /* Cockpit */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Cars|&lt;br /&gt;
carname = Lancia Delta HF Integrale 16V|&lt;br /&gt;
image = [[Image:Lancia1.png|226px|center]]|&lt;br /&gt;
designer = &#039;&#039;Original car&#039;&#039;|&lt;br /&gt;
year = 1990|&lt;br /&gt;
version = All|&lt;br /&gt;
engspec = DOHC 16V Turbo, 1995cc|&lt;br /&gt;
maxhp = 200HP|&lt;br /&gt;
gears = 5-speed|&lt;br /&gt;
sixty = 5.1s|&lt;br /&gt;
hundred = 14.7s|&lt;br /&gt;
halfmile = 22.40s|&lt;br /&gt;
top = 140mph|&lt;br /&gt;
realtop = 218mph|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Lancia Delta HF Integrale 16V&#039;&#039;&#039; is one of the eleven cars originally included in Stunts. It can be classed as one of the &amp;quot;small cars&amp;quot; of Stunts. Its behaviour is dominated by a very large difference between flat-track and real top speed and a shortened wheelbase, which grants it more responsive steering, and thus better handling, and above-average bug proneness. These characteristics are similar to those of [[Audi]]; the relation between them is similar to that between the [[IMSA|IMSA cars]], [[Jaguar]] and [[P962]]. Lancia is, however, noticeably slower than Audi, particularly at higher gears, due to having higher [[Car parameters#Aerodynamic resistance|aero drag]], and is somewhat more well-mannered than its counterpart.&lt;br /&gt;
&lt;br /&gt;
==Cockpit==&lt;br /&gt;
&lt;br /&gt;
[[File:Lancia-cockpit.png|border|400px|caption]] &lt;br /&gt;
&lt;br /&gt;
The cockpit bitmap is not based on the real Delta one (see [http://www.exoticsportscars.de/Lancia%20Delta%20HF%20Integrale.html this] or [https://petrolicious.com/articles/rallying-on-the-road-this-collection-of-lancia-deltas-stretches-back-decades#&amp;amp;gid=1&amp;amp;pid=2 this] article for examples of how it looked like), but rather on a Ferrari-powered [http://radical-mag.com/2020/03/08/lancia-thema-8-32/ Lancia Thema 8.32].&lt;br /&gt;
&lt;br /&gt;
[[Ryoma]] produced a mod package with the historically correct cockpit, which is [https://scr.stunts.hu/mods.html#miscellaneous-mods available at Southern Cross]. Alternatively, one can keep this cockpit and get  [https://mega.nz/folder/1mJEwDCC#4k1vV5V8T_xgxcNidXV31w/folder/t2gjhD6D the correct auto] around it (also by Ryoma).&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
&lt;br /&gt;
[http://en.wikipedia.org/wiki/Lancia_Delta#First_generation The Lancia Delta on Wikipedia]&lt;/div&gt;</summary>
		<author><name>HerrNove</name></author>
	</entry>
	<entry>
		<id>https://wiki.stunts.hu/index.php?title=Download&amp;diff=6550</id>
		<title>Download</title>
		<link rel="alternate" type="text/html" href="https://wiki.stunts.hu/index.php?title=Download&amp;diff=6550"/>
		<updated>2025-03-01T20:11:46Z</updated>

		<summary type="html">&lt;p&gt;HerrNove: /* Mods */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The game has been declared freeware and can be freely distributed. You can download every currently known PC [[Game_versions|version]] on this page. The downloads are ZIP archives which contain a crack (ST.COM) suitable for the included version and are otherwise unaltered, i.e. no tracks have been added and nothing has been patched or modified. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[https://pigsgrame.de/downloads/STUNTS10.ZIP Stunts v1.0 &#039;&#039;Release Date: Oct 05 1990&#039;&#039;]&#039;&#039;&#039; ([https://pigsgrame.de/downloads/stunts-css.pdf Copy Protection Answers])&lt;br /&gt;
* &#039;&#039;&#039;[https://pigsgrame.de/downloads/STUNTS11.ZIP Stunts v1.1 &#039;&#039;Release Date: Feb 12 1991&#039;&#039;]&#039;&#039;&#039; ([https://pigsgrame.de/downloads/stunts-css.pdf Copy Protection Answers])&lt;br /&gt;
* &#039;&#039;&#039;[https://pigsgrame.de/downloads/4DSPORTS.ZIP 4D Sports Driving v1.1 &#039;&#039;Release Date: Dec 13 1990&#039;&#039;]&#039;&#039;&#039; ([https://pigsgrame.de/downloads/4d-css.pdf Copy Protection Answers])&lt;br /&gt;
* &#039;&#039;&#039;[https://pigsgrame.de/downloads/4DSPDR91.ZIP 4D Sports Driving v1.1 &#039;&#039;Release Date: Feb 25 1991&#039;&#039;]&#039;&#039;&#039; ([https://pigsgrame.de/downloads/4d-css.pdf Copy Protection Answers])&lt;br /&gt;
To start the game, either run STUNTS.COM and use your manual or the lists provided above to look up the correct [[Copy_protection_system|copy protection]] answer, or &#039;&#039;&#039;run ST.COM&#039;&#039;&#039; if you don&#039;t want any copy protection question to appear at all. Note that you&#039;ll need [[DOSBox]] to play Stunts on a modern system.&lt;br /&gt;
&lt;br /&gt;
Scanned copies (PDF) of the original game manuals are also available:&lt;br /&gt;
* [https://pigsgrame.de/downloads/stunts.pdf &#039;&#039;Stunts&#039;&#039; manual] (English language only)&lt;br /&gt;
* [https://pigsgrame.de/downloads/4dsports.pdf &#039;&#039;4D Sports Driving&#039;&#039; manual] (English, French, German, and Italian language)&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
[http://stunts.kalpen.de/downldst.htm kalpen.de] offers the original &#039;&#039;Stunts v1.1&#039;&#039; (directly copied from retail discs) as well as altered packages of &#039;&#039;Stunts v1.0&#039;&#039; and &#039;&#039;4D Sports Driving&#039;&#039; with added tracks and modified cars/opponents.&lt;br /&gt;
&lt;br /&gt;
== Mods ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[https://marnetto.net/assets/stunts/RESTUNTS-ab5cfab.EXE Restunts]&#039;&#039;&#039;, a project aiming to rewrite Stunts in C language for easier modding. The gameplay should be exactly the same as Stunts v1.1 (barring the copy protection), but using it would be helpful to detect defects in the conversions (e.g. at the moment the game cannot load as many detailed cars as the original). See the [[Restunts|Wikipage]] for more information.&lt;br /&gt;
* &#039;&#039;&#039;[https://marnetto.net/assets/stunts/StuntsFerrari.zip Ferrari Edition]&#039;&#039;&#039;, a mod for the fans of the Prancing Horse, with custom cars and graphics. See the [[Stunts Ferrari Edition|Wikipage]] for more information.&lt;br /&gt;
* &#039;&#039;&#039;[https://marnetto.net/assets/stunts/DAF.zip DAF Museum Edition]&#039;&#039;&#039;, the only version of Stunts ever officially run in a educational institution. Features the concept car [[DAF Siluro]]. See the [[Stunts DAF Museum Edition|Wikipage]] for more information.&lt;br /&gt;
* &#039;&#039;&#039;[https://marnetto.net/assets/stunts/RESTUNTS-10a1e10.EXE SuperSight]&#039;&#039;&#039;, a mod based on BB Stunts v1.1 with a graphical enhancement patch that greatly increases the field of view. See the [[SuperSight|Wikipage]] for more information.&lt;br /&gt;
&lt;br /&gt;
== Utilities ==&lt;br /&gt;
* &#039;&#039;&#039;[https://kurtis2221.itch.io/stunts-multiplayer Stunts Multiplayer for DOSBox]&#039;&#039;&#039;, a client-server system that allows 2-player races (each player sees the other one as the opponent&#039;s car). See the [[DOSBox Multiplayer Mod|Wikipage]] for more information.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game]]&lt;/div&gt;</summary>
		<author><name>HerrNove</name></author>
	</entry>
	<entry>
		<id>https://wiki.stunts.hu/index.php?title=DOSBox_Multiplayer_Mod&amp;diff=6549</id>
		<title>DOSBox Multiplayer Mod</title>
		<link rel="alternate" type="text/html" href="https://wiki.stunts.hu/index.php?title=DOSBox_Multiplayer_Mod&amp;diff=6549"/>
		<updated>2025-03-01T20:08:23Z</updated>

		<summary type="html">&lt;p&gt;HerrNove: HerrNove moved page DOSBox Multiplayer Mod to Stunts Multiplayer for DOSBox&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Stunts Multiplayer for DOSBox]]&lt;/div&gt;</summary>
		<author><name>HerrNove</name></author>
	</entry>
	<entry>
		<id>https://wiki.stunts.hu/index.php?title=Stunts_Multiplayer_for_DOSBox&amp;diff=6548</id>
		<title>Stunts Multiplayer for DOSBox</title>
		<link rel="alternate" type="text/html" href="https://wiki.stunts.hu/index.php?title=Stunts_Multiplayer_for_DOSBox&amp;diff=6548"/>
		<updated>2025-03-01T20:08:23Z</updated>

		<summary type="html">&lt;p&gt;HerrNove: HerrNove moved page DOSBox Multiplayer Mod to Stunts Multiplayer for DOSBox&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Stunts / 4D Sports Driving Multiplayer for DOSBox&#039;&#039;&#039; is a client/server system developed by kurtis2221 that allows two human players to race against each other playing on two separate PCs. The position of the remote person is mapped into the opponent&#039;s car.&lt;br /&gt;
&lt;br /&gt;
The program is somewhat rough around the edges, e.g. it requires the first player joining to move out of its starting position to avoid the second player “telefragging“ him. However, the system works and is also a good demonstration of how the game&#039;s internal variables can be sent to a different program&lt;br /&gt;
&lt;br /&gt;
* [https://kurtis2221.itch.io/stunts-multiplayer Download]&lt;br /&gt;
* [https://github.com/kurtis2221/stuntsmp Source code]&lt;br /&gt;
* [https://forum.stunts.hu/index.php?topic=4029.0 Forum discussion]&lt;br /&gt;
* [https://www.youtube.com/watch?v=AGI4K1B_OQ8 Demo video]&lt;br /&gt;
&lt;br /&gt;
* Unrelated, but by the same author: a [https://www.youtube.com/watch?v=BKKUHBh2dBc video] of a Stunts-like game made in Unity&lt;br /&gt;
&lt;br /&gt;
[[Category:Internals]]&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Tools]]&lt;/div&gt;</summary>
		<author><name>HerrNove</name></author>
	</entry>
	<entry>
		<id>https://wiki.stunts.hu/index.php?title=Stunts_Multiplayer_for_DOSBox&amp;diff=6547</id>
		<title>Stunts Multiplayer for DOSBox</title>
		<link rel="alternate" type="text/html" href="https://wiki.stunts.hu/index.php?title=Stunts_Multiplayer_for_DOSBox&amp;diff=6547"/>
		<updated>2025-03-01T20:07:46Z</updated>

		<summary type="html">&lt;p&gt;HerrNove: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Stunts / 4D Sports Driving Multiplayer for DOSBox&#039;&#039;&#039; is a client/server system developed by kurtis2221 that allows two human players to race against each other playing on two separate PCs. The position of the remote person is mapped into the opponent&#039;s car.&lt;br /&gt;
&lt;br /&gt;
The program is somewhat rough around the edges, e.g. it requires the first player joining to move out of its starting position to avoid the second player “telefragging“ him. However, the system works and is also a good demonstration of how the game&#039;s internal variables can be sent to a different program&lt;br /&gt;
&lt;br /&gt;
* [https://kurtis2221.itch.io/stunts-multiplayer Download]&lt;br /&gt;
* [https://github.com/kurtis2221/stuntsmp Source code]&lt;br /&gt;
* [https://forum.stunts.hu/index.php?topic=4029.0 Forum discussion]&lt;br /&gt;
* [https://www.youtube.com/watch?v=AGI4K1B_OQ8 Demo video]&lt;br /&gt;
&lt;br /&gt;
* Unrelated, but by the same author: a [https://www.youtube.com/watch?v=BKKUHBh2dBc video] of a Stunts-like game made in Unity&lt;br /&gt;
&lt;br /&gt;
[[Category:Internals]]&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Tools]]&lt;/div&gt;</summary>
		<author><name>HerrNove</name></author>
	</entry>
	<entry>
		<id>https://wiki.stunts.hu/index.php?title=Stunts_Multiplayer_for_DOSBox&amp;diff=6546</id>
		<title>Stunts Multiplayer for DOSBox</title>
		<link rel="alternate" type="text/html" href="https://wiki.stunts.hu/index.php?title=Stunts_Multiplayer_for_DOSBox&amp;diff=6546"/>
		<updated>2025-03-01T20:07:16Z</updated>

		<summary type="html">&lt;p&gt;HerrNove: Created page with &amp;quot;The &amp;#039;&amp;#039;&amp;#039;Stunts / 4D Sports Driving Multiplayer for DOSBox&amp;#039;&amp;#039;&amp;#039; is a client/sever system developed by kurtis2221 that allows two human players to race against each other playing o...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Stunts / 4D Sports Driving Multiplayer for DOSBox&#039;&#039;&#039; is a client/sever system developed by kurtis2221 that allows two human players to race against each other playing on two separate PC. The position of the remote person is mapped into the opponent&#039;s car.&lt;br /&gt;
&lt;br /&gt;
The program is somewhat rough around the edges, e.g. it requires the first player joining to move out of its starting position to avoid the second player “telefragging“ him. However, the system works and is also a good demonstration of how the game&#039;s internal variables can be sent to a different program&lt;br /&gt;
&lt;br /&gt;
* [https://kurtis2221.itch.io/stunts-multiplayer Download]&lt;br /&gt;
* [https://github.com/kurtis2221/stuntsmp Source code]&lt;br /&gt;
* [https://forum.stunts.hu/index.php?topic=4029.0 Forum discussion]&lt;br /&gt;
* [https://www.youtube.com/watch?v=AGI4K1B_OQ8 Demo video]&lt;br /&gt;
&lt;br /&gt;
* Unrelated, but by the same author: a [https://www.youtube.com/watch?v=BKKUHBh2dBc video] of a Stunts-like game made in Unity&lt;br /&gt;
&lt;br /&gt;
[[Category:Internals]]&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Tools]]&lt;/div&gt;</summary>
		<author><name>HerrNove</name></author>
	</entry>
	<entry>
		<id>https://wiki.stunts.hu/index.php?title=Download&amp;diff=6545</id>
		<title>Download</title>
		<link rel="alternate" type="text/html" href="https://wiki.stunts.hu/index.php?title=Download&amp;diff=6545"/>
		<updated>2025-03-01T19:58:24Z</updated>

		<summary type="html">&lt;p&gt;HerrNove: /* Mods */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The game has been declared freeware and can be freely distributed. You can download every currently known PC [[Game_versions|version]] on this page. The downloads are ZIP archives which contain a crack (ST.COM) suitable for the included version and are otherwise unaltered, i.e. no tracks have been added and nothing has been patched or modified. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[https://pigsgrame.de/downloads/STUNTS10.ZIP Stunts v1.0 &#039;&#039;Release Date: Oct 05 1990&#039;&#039;]&#039;&#039;&#039; ([https://pigsgrame.de/downloads/stunts-css.pdf Copy Protection Answers])&lt;br /&gt;
* &#039;&#039;&#039;[https://pigsgrame.de/downloads/STUNTS11.ZIP Stunts v1.1 &#039;&#039;Release Date: Feb 12 1991&#039;&#039;]&#039;&#039;&#039; ([https://pigsgrame.de/downloads/stunts-css.pdf Copy Protection Answers])&lt;br /&gt;
* &#039;&#039;&#039;[https://pigsgrame.de/downloads/4DSPORTS.ZIP 4D Sports Driving v1.1 &#039;&#039;Release Date: Dec 13 1990&#039;&#039;]&#039;&#039;&#039; ([https://pigsgrame.de/downloads/4d-css.pdf Copy Protection Answers])&lt;br /&gt;
* &#039;&#039;&#039;[https://pigsgrame.de/downloads/4DSPDR91.ZIP 4D Sports Driving v1.1 &#039;&#039;Release Date: Feb 25 1991&#039;&#039;]&#039;&#039;&#039; ([https://pigsgrame.de/downloads/4d-css.pdf Copy Protection Answers])&lt;br /&gt;
To start the game, either run STUNTS.COM and use your manual or the lists provided above to look up the correct [[Copy_protection_system|copy protection]] answer, or &#039;&#039;&#039;run ST.COM&#039;&#039;&#039; if you don&#039;t want any copy protection question to appear at all. Note that you&#039;ll need [[DOSBox]] to play Stunts on a modern system.&lt;br /&gt;
&lt;br /&gt;
Scanned copies (PDF) of the original game manuals are also available:&lt;br /&gt;
* [https://pigsgrame.de/downloads/stunts.pdf &#039;&#039;Stunts&#039;&#039; manual] (English language only)&lt;br /&gt;
* [https://pigsgrame.de/downloads/4dsports.pdf &#039;&#039;4D Sports Driving&#039;&#039; manual] (English, French, German, and Italian language)&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
[http://stunts.kalpen.de/downldst.htm kalpen.de] offers the original &#039;&#039;Stunts v1.1&#039;&#039; (directly copied from retail discs) as well as altered packages of &#039;&#039;Stunts v1.0&#039;&#039; and &#039;&#039;4D Sports Driving&#039;&#039; with added tracks and modified cars/opponents.&lt;br /&gt;
&lt;br /&gt;
== Mods ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[https://marnetto.net/assets/stunts/RESTUNTS-ab5cfab.EXE Restunts]&#039;&#039;&#039;, a project aiming to rewrite Stunts in C language for easier modding. The gameplay should be exactly the same as Stunts v1.1 (barring the copy protection), but using it would be helpful to detect defects in the conversions (e.g. at the moment the game cannot load as many detailed cars as the original). See the [[Restunts|Wikipage]] for more information.&lt;br /&gt;
* &#039;&#039;&#039;[https://marnetto.net/assets/stunts/StuntsFerrari.zip Ferrari Edition]&#039;&#039;&#039;, a mod for the fans of the Prancing Horse, with custom cars and graphics. See the [[Stunts Ferrari Edition|Wikipage]] for more information.&lt;br /&gt;
* &#039;&#039;&#039;[https://marnetto.net/assets/stunts/DAF.zip DAF Museum Edition]&#039;&#039;&#039;, the only version of Stunts ever officially run in a educational institution. Features the concept car [[DAF Siluro]]. See the [[Stunts DAF Museum Edition|Wikipage]] for more information.&lt;br /&gt;
* &#039;&#039;&#039;[https://marnetto.net/assets/stunts/RESTUNTS-10a1e10.EXE SuperSight]&#039;&#039;&#039;, a mod based on BB Stunts v1.1 with a graphical enhancement patch that greatly increases the field of view. See the [[SuperSight|Wikipage]] for more information.&lt;br /&gt;
* &#039;&#039;&#039;[https://kurtis2221.itch.io/stunts-multiplayer DOSBox Multiplayer]&#039;&#039;&#039;, a client-server system that allows 2-player races (each player sees the other one as the opponent&#039;s car). See the [[DOSBox Multiplayer Mod|Wikipage]] for more information.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game]]&lt;/div&gt;</summary>
		<author><name>HerrNove</name></author>
	</entry>
	<entry>
		<id>https://wiki.stunts.hu/index.php?title=Download&amp;diff=6544</id>
		<title>Download</title>
		<link rel="alternate" type="text/html" href="https://wiki.stunts.hu/index.php?title=Download&amp;diff=6544"/>
		<updated>2025-03-01T19:29:10Z</updated>

		<summary type="html">&lt;p&gt;HerrNove: /* Mods */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The game has been declared freeware and can be freely distributed. You can download every currently known PC [[Game_versions|version]] on this page. The downloads are ZIP archives which contain a crack (ST.COM) suitable for the included version and are otherwise unaltered, i.e. no tracks have been added and nothing has been patched or modified. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[https://pigsgrame.de/downloads/STUNTS10.ZIP Stunts v1.0 &#039;&#039;Release Date: Oct 05 1990&#039;&#039;]&#039;&#039;&#039; ([https://pigsgrame.de/downloads/stunts-css.pdf Copy Protection Answers])&lt;br /&gt;
* &#039;&#039;&#039;[https://pigsgrame.de/downloads/STUNTS11.ZIP Stunts v1.1 &#039;&#039;Release Date: Feb 12 1991&#039;&#039;]&#039;&#039;&#039; ([https://pigsgrame.de/downloads/stunts-css.pdf Copy Protection Answers])&lt;br /&gt;
* &#039;&#039;&#039;[https://pigsgrame.de/downloads/4DSPORTS.ZIP 4D Sports Driving v1.1 &#039;&#039;Release Date: Dec 13 1990&#039;&#039;]&#039;&#039;&#039; ([https://pigsgrame.de/downloads/4d-css.pdf Copy Protection Answers])&lt;br /&gt;
* &#039;&#039;&#039;[https://pigsgrame.de/downloads/4DSPDR91.ZIP 4D Sports Driving v1.1 &#039;&#039;Release Date: Feb 25 1991&#039;&#039;]&#039;&#039;&#039; ([https://pigsgrame.de/downloads/4d-css.pdf Copy Protection Answers])&lt;br /&gt;
To start the game, either run STUNTS.COM and use your manual or the lists provided above to look up the correct [[Copy_protection_system|copy protection]] answer, or &#039;&#039;&#039;run ST.COM&#039;&#039;&#039; if you don&#039;t want any copy protection question to appear at all. Note that you&#039;ll need [[DOSBox]] to play Stunts on a modern system.&lt;br /&gt;
&lt;br /&gt;
Scanned copies (PDF) of the original game manuals are also available:&lt;br /&gt;
* [https://pigsgrame.de/downloads/stunts.pdf &#039;&#039;Stunts&#039;&#039; manual] (English language only)&lt;br /&gt;
* [https://pigsgrame.de/downloads/4dsports.pdf &#039;&#039;4D Sports Driving&#039;&#039; manual] (English, French, German, and Italian language)&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
[http://stunts.kalpen.de/downldst.htm kalpen.de] offers the original &#039;&#039;Stunts v1.1&#039;&#039; (directly copied from retail discs) as well as altered packages of &#039;&#039;Stunts v1.0&#039;&#039; and &#039;&#039;4D Sports Driving&#039;&#039; with added tracks and modified cars/opponents.&lt;br /&gt;
&lt;br /&gt;
== Mods ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[https://marnetto.net/assets/stunts/RESTUNTS-ab5cfab.EXE Restunts]&#039;&#039;&#039;, a project aiming to rewrite Stunts in C language for easier modding. The gameplay should be exactly the same as Stunts v1.1 (barring the copy protection), but using it would be helpful to detect defects in the conversions (e.g. at the moment the game cannot load as many detailed cars as the original). See the [[Restunts|Wikipage]] for more information.&lt;br /&gt;
* &#039;&#039;&#039;[https://marnetto.net/assets/stunts/StuntsFerrari.zip Ferrari Edition]&#039;&#039;&#039;, a mod for the fans of the Prancing Horse, with custom cars and graphics. See the [[Stunts Ferrari Edition|Wikipage]] for more information.&lt;br /&gt;
* &#039;&#039;&#039;[https://marnetto.net/assets/stunts/DAF.zip DAF Museum Edition]&#039;&#039;&#039;, the only version of Stunts ever officially run in a educational institution. Features the concept car [[DAF Siluro]]. See the [[Stunts DAF Museum Edition|Wikipage]] for more information.&lt;br /&gt;
* &#039;&#039;&#039;[https://marnetto.net/assets/stunts/RESTUNTS-10a1e10.EXE SuperSight]&#039;&#039;&#039;, a mod based on BB Stunts v1.1 with a graphical enhancement patch that greatly increases the field of view. See the  [[SuperSight|Wikipage]] for more information.&lt;br /&gt;
* &#039;&#039;&#039;[https://kurtis2221.itch.io/stunts-multiplayer DOSBox Multiplayer]&#039;&#039;&#039;, a client-server system that allows 2-player races (each player sees the other one as the opponent&#039;s car). &lt;br /&gt;
&lt;br /&gt;
[[Category:Game]]&lt;/div&gt;</summary>
		<author><name>HerrNove</name></author>
	</entry>
	<entry>
		<id>https://wiki.stunts.hu/index.php?title=Primal_Carnage&amp;diff=6543</id>
		<title>Primal Carnage</title>
		<link rel="alternate" type="text/html" href="https://wiki.stunts.hu/index.php?title=Primal_Carnage&amp;diff=6543"/>
		<updated>2025-03-01T14:49:58Z</updated>

		<summary type="html">&lt;p&gt;HerrNove: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Cars|&lt;br /&gt;
carname = Dinosaur|&lt;br /&gt;
designer = [[Overdrijf]]|&lt;br /&gt;
year = 2013|&lt;br /&gt;
version = All|&lt;br /&gt;
sixty = 2.9s|&lt;br /&gt;
top = 155mph|&lt;br /&gt;
}}&lt;br /&gt;
{{Cars|&lt;br /&gt;
carname = Dodo|&lt;br /&gt;
designer = [[Overdrijf]]|&lt;br /&gt;
year = 2013|&lt;br /&gt;
version = All|&lt;br /&gt;
sixty = 2.9s|&lt;br /&gt;
top = 155mph|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primal Carnage&#039;&#039;&#039; is a mod made by [[Overdrijf]], featuring a dinosaur and a dodo as custom “cars”, plus special invisible (actually green) roads. The mod was used to make a video with the player as dinosaur and the opponent as dodo, showing how by simple modifications the game can lose any reference to racing and become a prehistoric hunt.&lt;br /&gt;
&lt;br /&gt;
Details and downloads on the [https://forum.stunts.hu/index.php?topic=2913.0 forum page].&lt;br /&gt;
&lt;br /&gt;
== Video ==&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=jD0eQxvSHSI Video]&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;/div&gt;</summary>
		<author><name>HerrNove</name></author>
	</entry>
	<entry>
		<id>https://wiki.stunts.hu/index.php?title=Spice86&amp;diff=6542</id>
		<title>Spice86</title>
		<link rel="alternate" type="text/html" href="https://wiki.stunts.hu/index.php?title=Spice86&amp;diff=6542"/>
		<updated>2025-03-01T14:42:57Z</updated>

		<summary type="html">&lt;p&gt;HerrNove: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;[https://github.com/OpenRakis/Spice86 Spice86]&#039;&#039;&#039; is an experimental emulator, whose support for Stunts is being worked on as of 2025. At present (2025-03-01) it can start the game, but no sound is played (start with &amp;lt;code&amp;gt;-a /ns&amp;lt;/code&amp;gt; to avoid wasting cycles on that)&lt;br /&gt;
Additionally, one must give the parameter &amp;lt;code&amp;gt;--InstructionsPerSecond 5000000&amp;lt;/code&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;The reason for this workaround is that Stunts activates interrupts in the middle of the int 8 handler (see [https://github.com/4d-stunts/restunts/blob/89400488cf40086447a13afb19722225ee0ad094/src/restunts/asmorig/seg012.asm#L3727 here]), so another int 8 can could be triggered in between. This interrupt corresponds to the programmable interrupt timer 8253-5 (AT: 8254.2), which Stunts [https://github.com/4d-stunts/restunts/blob/89400488cf40086447a13afb19722225ee0ad094/src/restunts/asmorig/seg012.asm#L3514 sets at 100 Hz]. So if the int 8 handler needs more than 1/100 seconds to run, disaster ensues. This probably never happens on real CPUs, but might occur if the emulator&#039;s simulated CPU is too slow with respect to the simulated PIT.&lt;br /&gt;
&lt;br /&gt;
Here a dump the relevant snippets, which should eventually go elsewhere&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
seg012.asm-3514-    mov     dx, 2E9Ch      ; Frequency for channel 0 of the PIT. 1193182 / 0x2e9c ~= 99.998 Hz&lt;br /&gt;
[...]&lt;br /&gt;
seg012.asm-3555-    mov     al, 0B6h        ; Set up PIT&#039;s channel 2 (PC Speaker). Unrelated, included for reference.&lt;br /&gt;
seg012.asm:3556:    out     43h, al         ; Set channel 2 to opmode = 3 (square wave)&lt;br /&gt;
[...]&lt;br /&gt;
seg012.asm-3582-    mov     al, dl&lt;br /&gt;
seg012.asm:3583:    out     40h, al         ; Set PIT&#039;s channel 0 frequency, low byte (9C)&lt;br /&gt;
seg012.asm-3584-    mov     al, dh&lt;br /&gt;
seg012.asm:3585:    out     40h, al         ; Set PIT&#039;s channel 0 frequency, high byte (2E)&lt;br /&gt;
--&lt;br /&gt;
seg012.asm-3623-    mov     al, 0           ; Reset frequency to 1193182 / 65536 ~= 18.2 Hz&lt;br /&gt;
seg012.asm:3624:    out     40h, al         ; send low byte (0)&lt;br /&gt;
seg012.asm:3625:    out     40h, al         ; send high byte (0)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Relevant docs&lt;br /&gt;
&lt;br /&gt;
* https://wiki.osdev.org/Programmable_Interval_Timer&lt;br /&gt;
* https://en.wikibooks.org/wiki/X86_Assembly/Programmable_Interval_Timer&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Game]] [[Category:Internals]]&lt;/div&gt;</summary>
		<author><name>HerrNove</name></author>
	</entry>
	<entry>
		<id>https://wiki.stunts.hu/index.php?title=Spice86&amp;diff=6541</id>
		<title>Spice86</title>
		<link rel="alternate" type="text/html" href="https://wiki.stunts.hu/index.php?title=Spice86&amp;diff=6541"/>
		<updated>2025-03-01T14:40:37Z</updated>

		<summary type="html">&lt;p&gt;HerrNove: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;[https://github.com/OpenRakis/Spice86 Spice86]&#039;&#039;&#039; is an experimental emulator, whose support for Stunts is being worked on as of 2025. At present (2025-03-01) it can start the game, but no sound is played (start with &amp;lt;code&amp;gt;-a /ns&amp;lt;/code&amp;gt; to avoid wasting cycles on that)&lt;br /&gt;
Additionally, one must give the parameter &amp;lt;code&amp;gt;--InstructionsPerSecond 5000000&amp;lt;/code&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;The reason for this workaround is that Stunts activates interrupts in the middle of the int 8 handler (see [https://github.com/4d-stunts/restunts/blob/89400488cf40086447a13afb19722225ee0ad094/src/restunts/asmorig/seg012.asm#L3727 here]), so another int 8 can could be triggered in between. This interrupt corresponds to the programmable interrupt timer, which Stunts [https://github.com/4d-stunts/restunts/blob/89400488cf40086447a13afb19722225ee0ad094/src/restunts/asmorig/seg012.asm#L3514 sets at 100 Hz]. So if the int 8 handler needs more than 1/100 seconds to run, disaster ensues. This  probably never happens on real CPUs, but might occur if the emulator&#039;s simulated CPU is too slow with respect to the simulated PIT.&lt;br /&gt;
&lt;br /&gt;
Here a dump the relevant snippets, which should eventually go elsewhere&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
seg012.asm-3514-    mov     dx, 2E9Ch      ; Frequency for the PIT. 1193182 / 0x2e9c ~= 99.998 Hz&lt;br /&gt;
[...]&lt;br /&gt;
seg012.asm-3555-    mov     al, 0B6h        ; Set up channel 2 (PC Speaker). Unrelated, included for reference.&lt;br /&gt;
seg012.asm:3556:    out     43h, al         ; Set channel 2 to opmode = 3 (square wave)&lt;br /&gt;
[...]&lt;br /&gt;
seg012.asm-3582-    mov     al, dl&lt;br /&gt;
seg012.asm:3583:    out     40h, al         ; Timer 8253-5 (AT: 8254.2).&lt;br /&gt;
seg012.asm-3584-    mov     al, dh&lt;br /&gt;
seg012.asm:3585:    out     40h, al         ; Timer 8253-5 (AT: 8254.2).&lt;br /&gt;
--&lt;br /&gt;
seg012.asm-3621-    out     21h, al         ; Interrupt controller, 8259A.&lt;br /&gt;
seg012.asm-3622-    sti&lt;br /&gt;
seg012.asm-3623-    mov     al, 0           ; Reset frequency to 1193182 / 65536 ~= 18.2 Hz&lt;br /&gt;
seg012.asm:3624:    out     40h, al         ; Timer 8253-5 (AT: 8254.2).&lt;br /&gt;
seg012.asm:3625:    out     40h, al         ; Timer 8253-5 (AT: 8254.2).&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Relevant docs&lt;br /&gt;
&lt;br /&gt;
* https://wiki.osdev.org/Programmable_Interval_Timer&lt;br /&gt;
* https://en.wikibooks.org/wiki/X86_Assembly/Programmable_Interval_Timer&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Game]] [[Category:Internals]]&lt;/div&gt;</summary>
		<author><name>HerrNove</name></author>
	</entry>
	<entry>
		<id>https://wiki.stunts.hu/index.php?title=Spice86&amp;diff=6540</id>
		<title>Spice86</title>
		<link rel="alternate" type="text/html" href="https://wiki.stunts.hu/index.php?title=Spice86&amp;diff=6540"/>
		<updated>2025-03-01T14:38:41Z</updated>

		<summary type="html">&lt;p&gt;HerrNove: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;[https://github.com/OpenRakis/Spice86 Spice86]&#039;&#039;&#039; is an experimental emulator, whose support for Stunts is being worked on as of 2025. At present (2025-03-01) it can start the game, but no sound is played (start with &amp;lt;code&amp;gt;-a /ns&amp;lt;/code&amp;gt; to avoid wasting cycles on that)&lt;br /&gt;
Additionally, one must give the parameter &amp;lt;code&amp;gt;--InstructionsPerSecond 5000000&amp;lt;/code&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;The reason for this workaround is that Stunts activates interrupts in the middle of the int 8 handler (see [https://github.com/4d-stunts/restunts/blob/89400488cf40086447a13afb19722225ee0ad094/src/restunts/asmorig/seg012.asm#L3727 here]), so another int 8 can could be triggered in between. This interrupt corresponds to the programmable interrupt timer, which Stunts [https://github.com/4d-stunts/restunts/blob/89400488cf40086447a13afb19722225ee0ad094/src/restunts/asmorig/seg012.asm#L3514 sets at 100 Hz]. So if the int 8 handler needs more than 1/100 seconds to run, disaster ensues. This  probably never happens on real CPUs, but might occur if the emulator&#039;s simulated CPU is too slow with respect to the simulated PIT.&lt;br /&gt;
&lt;br /&gt;
Here a dump the relevant snippets, which should eventually go elsewhere&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
seg012.asm-3514-    mov     dx, 2E9Ch      ; Frequency for the PIT. 1193182 / 0x2e9c ~= 99.998 Hz&lt;br /&gt;
[...]&lt;br /&gt;
seg012.asm-3555-    mov     al, 0B6h&lt;br /&gt;
seg012.asm:3556:    out     43h, al         ; Sets channel 2 (PC Speaker) to opmode = 3 (square wave)&lt;br /&gt;
[...]&lt;br /&gt;
seg012.asm-3580-    out     21h, al         ; Interrupt controller, 8259A.&lt;br /&gt;
seg012.asm-3581-    sti&lt;br /&gt;
seg012.asm-3582-    mov     al, dl&lt;br /&gt;
seg012.asm:3583:    out     40h, al         ; Timer 8253-5 (AT: 8254.2).&lt;br /&gt;
seg012.asm-3584-    mov     al, dh&lt;br /&gt;
seg012.asm:3585:    out     40h, al         ; Timer 8253-5 (AT: 8254.2).&lt;br /&gt;
--&lt;br /&gt;
seg012.asm-3621-    out     21h, al         ; Interrupt controller, 8259A.&lt;br /&gt;
seg012.asm-3622-    sti&lt;br /&gt;
seg012.asm-3623-    mov     al, 0           ; Reset frequency to ~18 Hz&lt;br /&gt;
seg012.asm:3624:    out     40h, al         ; Timer 8253-5 (AT: 8254.2).&lt;br /&gt;
seg012.asm:3625:    out     40h, al         ; Timer 8253-5 (AT: 8254.2).&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Relevant docs&lt;br /&gt;
&lt;br /&gt;
* https://wiki.osdev.org/Programmable_Interval_Timer&lt;br /&gt;
* https://en.wikibooks.org/wiki/X86_Assembly/Programmable_Interval_Timer&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Game]] [[Category:Internals]]&lt;/div&gt;</summary>
		<author><name>HerrNove</name></author>
	</entry>
	<entry>
		<id>https://wiki.stunts.hu/index.php?title=Spice86&amp;diff=6539</id>
		<title>Spice86</title>
		<link rel="alternate" type="text/html" href="https://wiki.stunts.hu/index.php?title=Spice86&amp;diff=6539"/>
		<updated>2025-03-01T14:33:50Z</updated>

		<summary type="html">&lt;p&gt;HerrNove: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;[https://github.com/OpenRakis/Spice86 Spice86]&#039;&#039;&#039; is an experimental emulator, whose support for Stunts is being worked on as of 2025. At present (2025-03-01) it can start the game, but no sound is played (start with &amp;lt;code&amp;gt;-a /ns&amp;lt;/code&amp;gt; to avoid wasting cycles on that)&lt;br /&gt;
Additionally, one must give the parameter &amp;lt;code&amp;gt;--InstructionsPerSecond 5000000&amp;lt;/code&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;The reason for this workaround is that Stunts activates interrupts in the middle of the int 8 handler (see [https://github.com/4d-stunts/restunts/blob/89400488cf40086447a13afb19722225ee0ad094/src/restunts/asmorig/seg012.asm#L3727 here]), so another int 8 can could be triggered in between. This interrupt corresponds to the programmable interrupt timer, which Stunts [https://github.com/4d-stunts/restunts/blob/89400488cf40086447a13afb19722225ee0ad094/src/restunts/asmorig/seg012.asm#L3514 sets at 100 Hz]. So if the int 8 handler needs more than 1/100 seconds to run, disaster ensues. This  probably never happens on real CPUs, but might occur if the emulator&#039;s simulated CPU is too slow with respect to the simulated PIT.&lt;br /&gt;
&lt;br /&gt;
Here a dump the relevant snippets, which should eventually go elsewhere&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
seg012.asm-3514-    mov     dx, 2E9Ch      ; Frequency for the PIT. 1193182 / 0x2e9c ~= 99.998 Hz&lt;br /&gt;
[...]&lt;br /&gt;
seg012.asm-3555-    mov     al, 0B6h&lt;br /&gt;
seg012.asm:3556:    out     43h, al         ; Sets channel 2 (PC Speaker) to opmode = 3 (square wave)&lt;br /&gt;
[...]&lt;br /&gt;
seg012.asm-3580-    out     21h, al         ; Interrupt controller, 8259A.&lt;br /&gt;
seg012.asm-3581-    sti&lt;br /&gt;
seg012.asm-3582-    mov     al, dl&lt;br /&gt;
seg012.asm:3583:    out     40h, al         ; Timer 8253-5 (AT: 8254.2).&lt;br /&gt;
seg012.asm-3584-    mov     al, dh&lt;br /&gt;
seg012.asm:3585:    out     40h, al         ; Timer 8253-5 (AT: 8254.2).&lt;br /&gt;
--&lt;br /&gt;
seg012.asm-3621-    out     21h, al         ; Interrupt controller, 8259A.&lt;br /&gt;
seg012.asm-3622-    sti&lt;br /&gt;
seg012.asm-3623-    mov     al, 0&lt;br /&gt;
seg012.asm:3624:    out     40h, al         ; Timer 8253-5 (AT: 8254.2).&lt;br /&gt;
seg012.asm:3625:    out     40h, al         ; Timer 8253-5 (AT: 8254.2).&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Relevant docs&lt;br /&gt;
&lt;br /&gt;
* https://wiki.osdev.org/Programmable_Interval_Timer&lt;br /&gt;
* https://en.wikibooks.org/wiki/X86_Assembly/Programmable_Interval_Timer&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Game]] [[Category:Internals]]&lt;/div&gt;</summary>
		<author><name>HerrNove</name></author>
	</entry>
	<entry>
		<id>https://wiki.stunts.hu/index.php?title=HerrNove&amp;diff=6538</id>
		<title>HerrNove</title>
		<link rel="alternate" type="text/html" href="https://wiki.stunts.hu/index.php?title=HerrNove&amp;diff=6538"/>
		<updated>2025-03-01T14:14:24Z</updated>

		<summary type="html">&lt;p&gt;HerrNove: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Racers|&lt;br /&gt;
racername = HerrNove|&lt;br /&gt;
nationality = Italian|&lt;br /&gt;
birthday = 1984 |&lt;br /&gt;
team = &#039;&#039;none&#039;&#039;|&lt;br /&gt;
firstrace = ZCT282 (ZakStunts, 2025-01)|&lt;br /&gt;
footnotes = &#039;&#039;as of February 2025&#039;&#039;|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HerrNove&#039;&#039;&#039; is an Italian racer and modder, who joined the community in January 2025. He is the creator of [[SuperSight]], a pioneering [[Restunts]]-based mod which greatly enhance the line of sight in the game.&lt;br /&gt;
&lt;br /&gt;
HerrNove played Stunts in his childhood with his brother and father, and enjoyed building tracks. Nowadays he still likes the late XX-century games over the modern ones, and starting from 2024 he is trying to develop small improvement patches for his favourite ones. He joined the 2025 ZakStunts championship as free agent, his target being to find the time to race all the monthly tracks, put his car in the middle of the pack every time and meanwhile try to understand Stunts&#039; source code better. &lt;br /&gt;
&lt;br /&gt;
HerrNove maintains a [https://marnetto.net/projects/stunts Stunts project page] on his personal site.&lt;br /&gt;
&lt;br /&gt;
[[Category:Racers]]&lt;br /&gt;
[[Category:Modders]]&lt;/div&gt;</summary>
		<author><name>HerrNove</name></author>
	</entry>
	<entry>
		<id>https://wiki.stunts.hu/index.php?title=DOSBox&amp;diff=6537</id>
		<title>DOSBox</title>
		<link rel="alternate" type="text/html" href="https://wiki.stunts.hu/index.php?title=DOSBox&amp;diff=6537"/>
		<updated>2025-03-01T14:13:21Z</updated>

		<summary type="html">&lt;p&gt;HerrNove: /* DOSBox-X */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;DOSBox&#039;&#039;&#039; is an emulator of an Intel x86 PC running MS-DOS. It is geared towards running games originally developed for MS-DOS. In particular, DOSBox is able to run Stunts almost flawlessly, which is of crucial importance to Stunts racers, not only for allowing the game to be played under recent Windows versions or Linux, but also for making [[NoRH]] racing with video capture viable.&lt;br /&gt;
&lt;br /&gt;
== Quick start ==&lt;br /&gt;
&lt;br /&gt;
With a modern computer, it is likely that the following instructions will work straight away. For extra tips, or if problems arise, check the rest of the article.&lt;br /&gt;
&lt;br /&gt;
Let&#039;s assume you already have installed DOSBox, that your Stunts directory is &amp;lt;tt&amp;gt;C:\Games\Stunts&amp;lt;/tt&amp;gt; and that the main executable in your Stunts version is &amp;lt;tt&amp;gt;stunts_k.exe&amp;lt;/tt&amp;gt;. Open DOSBox and enter the following commands:&lt;br /&gt;
&lt;br /&gt;
 mount C C:\Games\Stunts&lt;br /&gt;
 C:&lt;br /&gt;
 stunts_k&lt;br /&gt;
&lt;br /&gt;
Stunts will then start. If you have not changed the default settings of DOSBox, you will soon notice that the game is sluggish. To fix that, first look at the title bar of the DOSBox window. It will display a number of cycles, something like &amp;lt;tt&amp;gt;3000 cycles&amp;lt;/tt&amp;gt;. Press &amp;lt;tt&amp;gt;Ctrl+F12&amp;lt;/tt&amp;gt; to raise that value to around 20000. If the game does not run fluently after that, use &amp;lt;tt&amp;gt;Ctrl+F11&amp;lt;/tt&amp;gt; to lower the value gradually (by about 2000 each time) until it works right.&lt;br /&gt;
&lt;br /&gt;
The above covers the basics of getting Stunts to run. It is a good idea, however, to adjust a few DOSBox settings in &amp;lt;tt&amp;gt;dosbox.conf&amp;lt;/tt&amp;gt;, the text file which stores its settings. The [http://www.dosbox.com/wiki/Dosbox.conf#Creation_and_Location DOSBox Wiki] explains where to find it in your system. Set &amp;lt;tt&amp;gt;aspect=true&amp;lt;/tt&amp;gt; at the &amp;lt;tt&amp;gt;[render]&amp;lt;/tt&amp;gt; section, so that the game graphics do not look shorter than they should, and &amp;lt;tt&amp;gt;cycles&amp;lt;/tt&amp;gt; to the number of cycles that you ended up with, so that you do not have to adjust it with &amp;lt;tt&amp;gt;Ctrl+F11&amp;lt;/tt&amp;gt; and &amp;lt;tt&amp;gt;Ctrl+F12&amp;lt;/tt&amp;gt; every single time.&lt;br /&gt;
&lt;br /&gt;
== Installation guides ==&lt;br /&gt;
&lt;br /&gt;
The process of getting Stunts to run under DOSBox can be summarized in a few basic steps:&lt;br /&gt;
&lt;br /&gt;
* Installing DOSBox ([http://www.dosbox.com/download.php?main=1 official download page]);&lt;br /&gt;
* Mounting the Stunts folder inside DOSBox and launching the game;&lt;br /&gt;
* Tuning the settings until the game runs fluently ([[DOSBox#Number of cycles|number of cycles]] is of particular importance); and&lt;br /&gt;
* Making the application of settings and launching of the game semi-automatic via .conf files or using a [[DOSBox#Frontends|frontend]] (optional, but recommended for extra convenience).&lt;br /&gt;
&lt;br /&gt;
Racers using Windows who wish to use DOSBox video capture (for instance, for recording laps for [[NoRH]] racing) will also need to install the ZBMV movie codecs which come with DOSBox.&lt;br /&gt;
&lt;br /&gt;
Those steps are better explained in a number of external resources, which will be presented now. We suggest you to start with the first two guides, follow their instructions and then check the others and the more specific tips ahead in this article in case there are doubts remaining. &lt;br /&gt;
&lt;br /&gt;
* [http://digilander.libero.it/stunts.SDR/video.htm SDR Video Tutorials] - probably the most didactic resource available, and the first you should check. &amp;quot;How to play Stunts with DOSBox&amp;quot; gives a rundown of installation under Windows and also explains how to mount the Stunts folder manually and launch the game from DOSBox. &amp;quot;How to make a DOSBox video...&amp;quot; is geared to NoRH racers, demonstrating how a competition lap should be recorded. The videos are available in four languages - English, Spanish, Italian and Portuguese. Courtesy of [[User talk:Mark L. Rivers|Mark L. Rivers]].&lt;br /&gt;
&lt;br /&gt;
*[http://www.dosbox.com/wiki/Basic_Setup_and_Installation_of_DosBox Basic Setup and Installation of DOSBox @ DOSBox Wiki] - pretty clear explanations of the fundamentals at DOSBox&#039;s official Wiki. Even though it&#039;s not Stunts-specific, it can serve as a text reference for the procedures shown at the SDR tutorial. Should you need more technical info on DOSBox, their Wiki is a good place to check.  &lt;br /&gt;
&lt;br /&gt;
* [http://forum.stunts.hu/index.php?topic=1283.0 HOWTO: Stunts on WinXP, Win2000, Linux @ Stunts Forum] - The first post by [[User talk:zaqrack|Zak]] explains briefly how to launch Stunts from DOSBox and also how to make a DOSBox .conf file to store settings. It also gives some pretty valuable further advice on configuration, which you&#039;ll probably want to check after following one of the tutorials. And most important, if you have doubts about DOSBox and need help, the HOWTO thread is the best place to ask... :)&lt;br /&gt;
&lt;br /&gt;
* [http://dosbox.sourceforge.net/oldwiki/index.php?page=RunningResourceDemandingGames Running Resource Demanding Games @ Old DOSBox Wiki] - Technical advice on how to lower the resource hunger of DOSBox. Check it if the tips on Zak&#039;s post or elsewhere in this article were not enough.&lt;br /&gt;
&lt;br /&gt;
== General tips ==&lt;br /&gt;
&lt;br /&gt;
=== Frontends ===&lt;br /&gt;
&lt;br /&gt;
One of the main obstacles for many racers to get Stunts running properly under DOSBox is the need to manipulate and hand-edit .conf files in order to modify and store settings. Frontends are helper programs which simplify the configuration process of DOSBox a lot. They allow the user to create and manage profiles for different games, each profile being associated with a .conf file. The settings for that game in said .conf file can be modified through the frontend graphical interface, which can be a lot more comfortable than editing the files or Notepad directly. Furthermore, frontends usually provide a very practical way of launching the games from their interface, avoiding the hassle of launching DOSBox and mounting the folders manually. A list of frontends is available [http://frontends.dosbox.com/wiki/Main_Page on this DOSBox Wiki page]; most of them have very similar features. In particular, [[User talk:Duplode|Duplode]] has tried [http://home.quicknet.nl/qn/prive/blankendaalr/dbgl/ DBGL], and it works flawlessly for all Stunts purposes. &lt;br /&gt;
&lt;br /&gt;
=== Number of cycles ===&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;number of cycles&#039;&#039; setting of DOSBox is, by far, the most crucial parameter for adjustment in order to get Stunts to run smoothly. It controls how fast is the virtual processor emulated by DOSBox runs. Since emulation is a quite inefficient process, the actual CPU load is much higher than one would suppose for the number of cycles of the emulated processor. That is the main reason why DOSBox is so processor-intensive. Finding the correct value for the number of cycles setting can be tricky, since setting it too low will make the game sluggish, as the virtual processor will not meet Stunts minimum requirements. Setting it too high, however, won&#039;t work either in most cases, as the real CPU of the computer will be overloaded. Therefore, the ideal value is an intermediate &amp;quot;sweet-spot&amp;quot;. For instance, assuming one wishes to run Stunts with high-quality settings (scalers for 1024x768, maximum quality sound, etc.), the minimum reasonable number of cycles will be somewhere around 8000. The upper limit depends heavily on the actual processor; while a modern dual-core can easily deal with 20000 cycles, an early 2000&#039;s Athlon XP will call for lowering it to ~12000. In general, the slower the processor is, the harder it will be to strike a balance. If tuning only by the number of cycles proves impossible, further fine tuning of graphics and other settings may be necessary.&lt;br /&gt;
&lt;br /&gt;
=== Sound ===&lt;br /&gt;
&lt;br /&gt;
Among the sound devices originally supported by Stunts, PC speaker and Sound Blaster work straight away in DOSBox with no need of configuration tweaks. See the [[Sound]] article for setting up DOSBox to use MT-32 MIDI sound, as well as further information about the sound devices.&lt;br /&gt;
&lt;br /&gt;
== Example configuration files ==&lt;br /&gt;
&lt;br /&gt;
Here are some sample .conf files for different computers submitted by Stunts racers. In order to use them, paste their contents on a text editor and  save the resulting file either overwriting the dosbox.conf on the DOSBox folder (under Windows, in Linux it will be on the Home folder) or as a separate file (if you choose to do so, then launch DOSBox with the command dosbox -conf &amp;lt;path to the .conf file&amp;gt;). If you are using frontends, it is possible, and very convenient, to associate a profile with the .conf file you created that way.&lt;br /&gt;
&#039;&#039;&#039;Observation&#039;&#039;&#039;: please note that there are some path locations in those files. They are signaled by the &amp;lt;&amp;gt; brackets. Before using the files, replace them by the appropriate paths for the folders you&#039;d like to use - don&#039;t forget to put quotation marks should they have any whitespace.&lt;br /&gt;
&lt;br /&gt;
* Core 2 Duo E6600, 2GB RAM, works flawlessly (submitted by [[User talk:Duplode|Duplode]]):&lt;br /&gt;
&lt;br /&gt;
 [cpu]&lt;br /&gt;
 cycles=20000&lt;br /&gt;
 core=dynamic&lt;br /&gt;
 &lt;br /&gt;
 [render]&lt;br /&gt;
 aspect=true&lt;br /&gt;
 scaler=normal3x&lt;br /&gt;
 &lt;br /&gt;
 [dosbox]&lt;br /&gt;
 captures=&amp;lt;insert the folder where videos and screenshots will go&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
 [sdl]&lt;br /&gt;
 fullscreen=true&lt;br /&gt;
 windowresolution=640x480&lt;br /&gt;
 priority=higher,pause&lt;br /&gt;
 fullresolution=1280x960&lt;br /&gt;
 &lt;br /&gt;
 [autoexec]&lt;br /&gt;
 mount C &amp;lt;insert path of your Stunts folder&amp;gt;&lt;br /&gt;
 C:&lt;br /&gt;
 cd \&lt;br /&gt;
 stunts_k.exe&lt;br /&gt;
&lt;br /&gt;
* Pentium-M 1.4Ghz, 1GB RAM, Windows XP SP3, works flawlessly windowed (almost filling full-screen) not recommended for high resolutions. Flawlessly works on similar computers of Bonzai Joe and Akoss Poo. (submitted by [[User talk:zaqrack|zaqrack]]):&lt;br /&gt;
&lt;br /&gt;
 [cpu]&lt;br /&gt;
 cycles=max&lt;br /&gt;
 core=auto&lt;br /&gt;
 &lt;br /&gt;
 [render]&lt;br /&gt;
 aspect=true&lt;br /&gt;
 scaler=normal3x&lt;br /&gt;
 frameskip=0 &lt;br /&gt;
 &lt;br /&gt;
 [dosbox]&lt;br /&gt;
 captures=&amp;lt;insert the folder where videos and screenshots will go&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
 [sdl]&lt;br /&gt;
 fullscreen=false&lt;br /&gt;
 output=surface&lt;br /&gt;
 &lt;br /&gt;
 [autoexec]&lt;br /&gt;
 mount C &amp;lt;insert path of your Stunts folder&amp;gt;&lt;br /&gt;
 C:&lt;br /&gt;
 cd \&lt;br /&gt;
 stunts_k.exe&lt;br /&gt;
 exit&lt;br /&gt;
&lt;br /&gt;
* AMD Sempron 2600+ 1.61 GHz; 1,00 GB Ram, Win XP SP2. Works smoothly in window mode, full screen might need some extra CPU Cycles. (submitted by [[User talk:Chulk|Chulk]]):&lt;br /&gt;
&lt;br /&gt;
 [cpu]&lt;br /&gt;
 cycles=10000&lt;br /&gt;
 core=auto&lt;br /&gt;
 &lt;br /&gt;
 [render]&lt;br /&gt;
 aspect=true&lt;br /&gt;
 scaler=normal2x&lt;br /&gt;
 frameskip=0 &lt;br /&gt;
 &lt;br /&gt;
 [dosbox]&lt;br /&gt;
 captures=&amp;lt;insert the folder where videos and screenshots will go&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
 [sdl]&lt;br /&gt;
 fullscreen=false&lt;br /&gt;
 windowresolution=original&lt;br /&gt;
 priority=higher,normal&lt;br /&gt;
 fullresolution=original&lt;br /&gt;
 &lt;br /&gt;
 [autoexec]&lt;br /&gt;
 mount C &amp;lt;insert path of your Stunts folder&amp;gt;&lt;br /&gt;
 C:&lt;br /&gt;
 stunts_k&lt;br /&gt;
&lt;br /&gt;
* AMD Sempron 2600+ 1.61GHz; 512MB RAM, Win XP SP2. Works smoothly in windowed and fullscreen modes. Just beware of heavy applications on the background - e.g. Firefox with a lot of open tabs. (submitted by [[User talk:Duplode|Duplode]]):&lt;br /&gt;
&lt;br /&gt;
 [cpu]&lt;br /&gt;
 cycles=14000&lt;br /&gt;
 core=dynamic&lt;br /&gt;
 &lt;br /&gt;
 [render]&lt;br /&gt;
 aspect=true&lt;br /&gt;
 scaler=none&lt;br /&gt;
 &lt;br /&gt;
 [dosbox]&lt;br /&gt;
 captures=&amp;lt;insert the folder where videos and screenshots will go&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
 [sdl]&lt;br /&gt;
 fulldouble=true&lt;br /&gt;
 windowresolution=640x480&lt;br /&gt;
 priority=higher,normal&lt;br /&gt;
 mapperfile=&lt;br /&gt;
 output=overlay&lt;br /&gt;
 fullresolution=640x480&lt;br /&gt;
 &lt;br /&gt;
 [autoexec]&lt;br /&gt;
 mount S &amp;lt;insert path of your Stunts folder&amp;gt;&lt;br /&gt;
 S:&lt;br /&gt;
 cd \&lt;br /&gt;
 stunts_k.exe&lt;br /&gt;
&lt;br /&gt;
* Pentium IV 3.00GHz; 512MB RAM, Win XP SP2. Works quite well windowed. (submitted by [[User talk:Mark L. Rivers|Mark L. Rivers]]):&lt;br /&gt;
&lt;br /&gt;
 [cpu]&lt;br /&gt;
 cycles=9000&lt;br /&gt;
 core=normal&lt;br /&gt;
 &lt;br /&gt;
 [render]&lt;br /&gt;
 aspect=true&lt;br /&gt;
 scaler=normal 2x&lt;br /&gt;
 &lt;br /&gt;
 [dosbox]&lt;br /&gt;
 captures=&amp;lt;insert the folder where videos and screenshots will go&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
 [sdl]&lt;br /&gt;
 fulldouble=false&lt;br /&gt;
 windowresolution=original&lt;br /&gt;
 priority=higher,normal&lt;br /&gt;
 mapperfile=original&lt;br /&gt;
 &lt;br /&gt;
 [dos]&lt;br /&gt;
 xms=true&lt;br /&gt;
 ems=true&lt;br /&gt;
 umb=true  &lt;br /&gt;
 &lt;br /&gt;
 [autoexec]&lt;br /&gt;
 mount k &amp;lt;insert path of your Stunts folder&amp;gt;&lt;br /&gt;
 k:&lt;br /&gt;
 stunts_k&lt;br /&gt;
&lt;br /&gt;
== Issues on running Stunts with DOSBox ==&lt;br /&gt;
&lt;br /&gt;
With a good setup Stunts generally works very well on DOSBox: no gameplay bugs of any kind are introduced, and competitive racer performance is mostly unaffected. If the computer is too slow to support the required emulation or the settings are not appropriate, the gameplay experience can be quite unsatisfactory when compared with normal (pure DOS) execution  with general sluggishness and reduced control response being the main complaints. As of 2010, however, computers built within the last five years should be able to run Stunts on DOSBox well with a minimal amount of configuration tweaking. Another point worth mentioning is that most veteran racers agree that, even with an ideal DOSBox setup, handling under pure DOS is still slightly superior thanks to better key press responsiveness - even if some racers eventually get so used to DOSBox they do not realize the difference anymore. &lt;br /&gt;
&lt;br /&gt;
On a correctly configured DOSBox, the feature most subject to bugs while running Stunts is sound emulation. When restarting a race, car sounds may become partially or completely mute relatively often. Such behaviour often can be observed when DOSBox is left idle or on background for some time; pausing the emulation with ALT + PAUSE when switching tasks minimizes that and other related occurrences. Those sound bugs usually resolve spontaneously after a while or with some race restarts.&lt;br /&gt;
&lt;br /&gt;
== DOSBox-X ==&lt;br /&gt;
&#039;&#039;&#039;[https://dosbox-x.com DOSBox-X]&#039;&#039;&#039; is a variant of DOSBox providing [https://dosbox-x.com/wiki/DOSBox%E2%80%90X%E2%80%99s-Feature-Highlights more advanced features]. It supports Stunts well but its more realistic simulation of a DOS environment can paradoxically lead to issues with Stunts. In particular, the emulator might generate out-of-memory errors when using demanding car models. The problem can be prevented by disabling &amp;lt;code&amp;gt;xms&amp;lt;/code&amp;gt; and setting &amp;lt;code&amp;gt;minimum mcb free&amp;lt;/code&amp;gt; to 1.&lt;br /&gt;
&lt;br /&gt;
== DOSBox Staging ==&lt;br /&gt;
&#039;&#039;&#039;[https://www.dosbox-staging.org/ DOSBox Staging]&#039;&#039;&#039; is another advanced DOSBox variant, providing a different feature set with respect to -X. It is used by at least one Stunts modder, so no particular problems are to be expected. &lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&lt;br /&gt;
* [http://www.dosbox.com/ DOSBox official site]&lt;br /&gt;
* [http://www.dosbox.com/wiki/Main_Page DOSBox Wiki]&lt;br /&gt;
&lt;br /&gt;
[[Category:Game]]&lt;/div&gt;</summary>
		<author><name>HerrNove</name></author>
	</entry>
	<entry>
		<id>https://wiki.stunts.hu/index.php?title=Download&amp;diff=6536</id>
		<title>Download</title>
		<link rel="alternate" type="text/html" href="https://wiki.stunts.hu/index.php?title=Download&amp;diff=6536"/>
		<updated>2025-03-01T14:08:24Z</updated>

		<summary type="html">&lt;p&gt;HerrNove: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The game has been declared freeware and can be freely distributed. You can download every currently known PC [[Game_versions|version]] on this page. The downloads are ZIP archives which contain a crack (ST.COM) suitable for the included version and are otherwise unaltered, i.e. no tracks have been added and nothing has been patched or modified. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[https://pigsgrame.de/downloads/STUNTS10.ZIP Stunts v1.0 &#039;&#039;Release Date: Oct 05 1990&#039;&#039;]&#039;&#039;&#039; ([https://pigsgrame.de/downloads/stunts-css.pdf Copy Protection Answers])&lt;br /&gt;
* &#039;&#039;&#039;[https://pigsgrame.de/downloads/STUNTS11.ZIP Stunts v1.1 &#039;&#039;Release Date: Feb 12 1991&#039;&#039;]&#039;&#039;&#039; ([https://pigsgrame.de/downloads/stunts-css.pdf Copy Protection Answers])&lt;br /&gt;
* &#039;&#039;&#039;[https://pigsgrame.de/downloads/4DSPORTS.ZIP 4D Sports Driving v1.1 &#039;&#039;Release Date: Dec 13 1990&#039;&#039;]&#039;&#039;&#039; ([https://pigsgrame.de/downloads/4d-css.pdf Copy Protection Answers])&lt;br /&gt;
* &#039;&#039;&#039;[https://pigsgrame.de/downloads/4DSPDR91.ZIP 4D Sports Driving v1.1 &#039;&#039;Release Date: Feb 25 1991&#039;&#039;]&#039;&#039;&#039; ([https://pigsgrame.de/downloads/4d-css.pdf Copy Protection Answers])&lt;br /&gt;
To start the game, either run STUNTS.COM and use your manual or the lists provided above to look up the correct [[Copy_protection_system|copy protection]] answer, or &#039;&#039;&#039;run ST.COM&#039;&#039;&#039; if you don&#039;t want any copy protection question to appear at all. Note that you&#039;ll need [[DOSBox]] to play Stunts on a modern system.&lt;br /&gt;
&lt;br /&gt;
Scanned copies (PDF) of the original game manuals are also available:&lt;br /&gt;
* [https://pigsgrame.de/downloads/stunts.pdf &#039;&#039;Stunts&#039;&#039; manual] (English language only)&lt;br /&gt;
* [https://pigsgrame.de/downloads/4dsports.pdf &#039;&#039;4D Sports Driving&#039;&#039; manual] (English, French, German, and Italian language)&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
[http://stunts.kalpen.de/downldst.htm kalpen.de] offers the original &#039;&#039;Stunts v1.1&#039;&#039; (directly copied from retail discs) as well as altered packages of &#039;&#039;Stunts v1.0&#039;&#039; and &#039;&#039;4D Sports Driving&#039;&#039; with added tracks and modified cars/opponents.&lt;br /&gt;
&lt;br /&gt;
== Mods ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[https://marnetto.net/assets/stunts/RESTUNTS-ab5cfab.EXE Restunts]&#039;&#039;&#039;, a project aiming to rewrite Stunts in C language for easier modding. The gameplay should be exactly the same as Stunts v1.1 (barring the copy protection), but using it would be helpful to detect defects in the conversions (e.g. at the moment the game cannot load as many detailed cars as the original). See the [[Restunts|Wikipage]] for more information.&lt;br /&gt;
* &#039;&#039;&#039;[https://marnetto.net/assets/stunts/StuntsFerrari.zip Ferrari Edition]&#039;&#039;&#039;, a mod for the fans of the Prancing Horse, with custom cars and graphics. See the [[Stunts Ferrari Edition|Wikipage]] for more information.&lt;br /&gt;
* &#039;&#039;&#039;[https://marnetto.net/assets/stunts/DAF.zip DAF Museum Edition]&#039;&#039;&#039;, the only version of Stunts ever officially run in a educational institution. Features the concept car [[DAF Siluro]]. See the [[Stunts DAF Museum Edition|Wikipage]] for more information.&lt;br /&gt;
* &#039;&#039;&#039;[https://marnetto.net/assets/stunts/RESTUNTS-10a1e10.EXE SuperSight]&#039;&#039;&#039;, a mod based on BB Stunts v1.1 with a graphical enhancement patch that greatly increases the field of view. See the  [[SuperSight|Wikipage]] for more information.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game]]&lt;/div&gt;</summary>
		<author><name>HerrNove</name></author>
	</entry>
	<entry>
		<id>https://wiki.stunts.hu/index.php?title=Stunts_DAF_Museum_Edition&amp;diff=6535</id>
		<title>Stunts DAF Museum Edition</title>
		<link rel="alternate" type="text/html" href="https://wiki.stunts.hu/index.php?title=Stunts_DAF_Museum_Edition&amp;diff=6535"/>
		<updated>2025-03-01T13:22:19Z</updated>

		<summary type="html">&lt;p&gt;HerrNove: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Stunts DAF Museum Edition&#039;&#039;&#039; is a distribution of Stunts developed by [[Overdrijf]]. &lt;br /&gt;
&lt;br /&gt;
It was created in year 2023 for a special exhibition of the [https://nl.wikipedia.org/wiki/DAF_Museum DAF Museum] (nl), dedicated to the Nineties. The organizers wanted to include a videogame of the era, and Overdrijf was happy to provide them a special copy of Stunts, customized to feature the [[DAF Siluro]] as only car. The main menu was slightly changed and music and other game options were disabled to prevent the visitors fiddling with the game. As expected,  jailbreaks happened and some visitors managed to find their way into the track editor, with results of various quality.&lt;br /&gt;
&lt;br /&gt;
The executable is available at the [[Download#Mods]] page. &lt;br /&gt;
&lt;br /&gt;
The source code is available on [https://github.com/duplode/restunts/tree/mods/daf-museum-edition GitHub].&lt;br /&gt;
&lt;br /&gt;
More info on the forum: [https://forum.stunts.hu/index.php?topic=4098.0 teaser], [https://forum.stunts.hu/index.php?topic=4152 main thread].&lt;br /&gt;
&lt;br /&gt;
== Documentary ==&lt;br /&gt;
&lt;br /&gt;
Overdrijf made a documentary video about the making of his mod.&lt;br /&gt;
[https://www.youtube.com/watch?v=9ZtF0ZCPCI4 Video]&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Internals]]&lt;/div&gt;</summary>
		<author><name>HerrNove</name></author>
	</entry>
	<entry>
		<id>https://wiki.stunts.hu/index.php?title=Stunts_Ferrari_Edition&amp;diff=6534</id>
		<title>Stunts Ferrari Edition</title>
		<link rel="alternate" type="text/html" href="https://wiki.stunts.hu/index.php?title=Stunts_Ferrari_Edition&amp;diff=6534"/>
		<updated>2025-03-01T13:13:31Z</updated>

		<summary type="html">&lt;p&gt;HerrNove: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Stunts 30th Anniversary - Ferrari Edition&#039;&#039;&#039; is a distribution of Stunts developed by [[Daniel3D]] with some help from [[Cas]]. It features a redesign game menu, a collection of Ferrari custom and original cars and some slight source code modifications to allow for the default car to be a Ferrari and the menu buttons to be repositioned, among other things. Work on the project began in May 2021 and can be followed in [https://forum.stunts.hu/index.php?topic=3762.0 this] forum thread.&lt;br /&gt;
&lt;br /&gt;
The executable is available at the [[Download#Mods]] page. &lt;br /&gt;
&lt;br /&gt;
The source code is available on [https://github.com/4d-stunts/restunts/tree/mods/ferrari-edition GitHub].&lt;br /&gt;
&lt;br /&gt;
More info in the [https://forum.stunts.hu/index.php?topic=3762.0 forum discussion].&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Internals]]&lt;/div&gt;</summary>
		<author><name>HerrNove</name></author>
	</entry>
	<entry>
		<id>https://wiki.stunts.hu/index.php?title=Download&amp;diff=6533</id>
		<title>Download</title>
		<link rel="alternate" type="text/html" href="https://wiki.stunts.hu/index.php?title=Download&amp;diff=6533"/>
		<updated>2025-03-01T12:48:43Z</updated>

		<summary type="html">&lt;p&gt;HerrNove: /* Mods */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The game has been declared freeware and can be freely distributed. You can download every currently known PC [[Game_versions|version]] on this page. The downloads are ZIP archives which contain a crack (ST.COM) suitable for the included version and are otherwise unaltered, i.e. no tracks have been added and nothing has been patched or modified. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[https://pigsgrame.de/downloads/STUNTS10.ZIP Stunts v1.0 &#039;&#039;Release Date: Oct 05 1990&#039;&#039;]&#039;&#039;&#039; ([https://pigsgrame.de/downloads/stunts-css.pdf Copy Protection Answers])&lt;br /&gt;
* &#039;&#039;&#039;[https://pigsgrame.de/downloads/STUNTS11.ZIP Stunts v1.1 &#039;&#039;Release Date: Feb 12 1991&#039;&#039;]&#039;&#039;&#039; ([https://pigsgrame.de/downloads/stunts-css.pdf Copy Protection Answers])&lt;br /&gt;
* &#039;&#039;&#039;[https://pigsgrame.de/downloads/4DSPORTS.ZIP 4D Sports Driving v1.1 &#039;&#039;Release Date: Dec 13 1990&#039;&#039;]&#039;&#039;&#039; ([https://pigsgrame.de/downloads/4d-css.pdf Copy Protection Answers])&lt;br /&gt;
* &#039;&#039;&#039;[https://pigsgrame.de/downloads/4DSPDR91.ZIP 4D Sports Driving v1.1 &#039;&#039;Release Date: Feb 25 1991&#039;&#039;]&#039;&#039;&#039; ([https://pigsgrame.de/downloads/4d-css.pdf Copy Protection Answers])&lt;br /&gt;
To start the game, either run STUNTS.COM and use your manual or the lists provided above to look up the correct [[Copy_protection_system|copy protection]] answer, or &#039;&#039;&#039;run ST.COM&#039;&#039;&#039; if you don&#039;t want any copy protection question to appear at all. Note that you&#039;ll need [[DOSBox]] to play Stunts on a modern system.&lt;br /&gt;
&lt;br /&gt;
Scanned copies (PDF) of the original game manuals are also available:&lt;br /&gt;
* [https://pigsgrame.de/downloads/stunts.pdf &#039;&#039;Stunts&#039;&#039; manual] (English language only)&lt;br /&gt;
* [https://pigsgrame.de/downloads/4dsports.pdf &#039;&#039;4D Sports Driving&#039;&#039; manual] (English, French, German, and Italian language)&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
[http://stunts.kalpen.de/downldst.htm kalpen.de] offers the original &#039;&#039;Stunts v1.1&#039;&#039; (directly copied from retail discs) as well as altered packages of &#039;&#039;Stunts v1.0&#039;&#039; and &#039;&#039;4D Sports Driving&#039;&#039; with added tracks and modified cars/opponents.&lt;br /&gt;
&lt;br /&gt;
== Mods ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[https://marnetto.net/assets/stunts/RESTUNTS-ab5cfab.EXE Restunts]&#039;&#039;&#039;, a project aiming to rewrite Stunts in C language for easier modding. The gameplay should be exactly the same as Stunts v1.1 (barring the copy protection), but using it would be helpful to detect defects in the conversions (e.g. at the moment the game cannot load as many detailed cars as the original). See the [[Restunts|Wikipage]] for more information.&lt;br /&gt;
* &#039;&#039;&#039;[https://forum.stunts.hu/index.php?action=dlattach;attach=10105 Ferrari Edition]&#039;&#039;&#039; (needs login in the Stunts forum), a mod for the fans of the Prancing Horse, with custom cars and graphics. See the [[Stunts Ferrari Edition|Wikipage]] for more information.&lt;br /&gt;
* &#039;&#039;&#039;[https://forum.stunts.hu/index.php?msg=90468 DAF Museum Edition]&#039;&#039;&#039; (needs login in the Stunts forum), the only version of Stunts ever officially run in a educational institution. Features the concept car [[DAF Siluro]]. See the [[Stunts DAF Museum Edition|Wikipage]] for more information.&lt;br /&gt;
* &#039;&#039;&#039;[https://marnetto.net/assets/stunts/RESTUNTS-10a1e10.EXE SuperSight]&#039;&#039;&#039;, a mod based on BB Stunts v1.1 with a graphical enhancement patch that greatly increases the field of view. See the  [[SuperSight|Wikipage]] for more information.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game]]&lt;/div&gt;</summary>
		<author><name>HerrNove</name></author>
	</entry>
	<entry>
		<id>https://wiki.stunts.hu/index.php?title=Download&amp;diff=6532</id>
		<title>Download</title>
		<link rel="alternate" type="text/html" href="https://wiki.stunts.hu/index.php?title=Download&amp;diff=6532"/>
		<updated>2025-03-01T12:47:46Z</updated>

		<summary type="html">&lt;p&gt;HerrNove: /* Mods */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The game has been declared freeware and can be freely distributed. You can download every currently known PC [[Game_versions|version]] on this page. The downloads are ZIP archives which contain a crack (ST.COM) suitable for the included version and are otherwise unaltered, i.e. no tracks have been added and nothing has been patched or modified. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[https://pigsgrame.de/downloads/STUNTS10.ZIP Stunts v1.0 &#039;&#039;Release Date: Oct 05 1990&#039;&#039;]&#039;&#039;&#039; ([https://pigsgrame.de/downloads/stunts-css.pdf Copy Protection Answers])&lt;br /&gt;
* &#039;&#039;&#039;[https://pigsgrame.de/downloads/STUNTS11.ZIP Stunts v1.1 &#039;&#039;Release Date: Feb 12 1991&#039;&#039;]&#039;&#039;&#039; ([https://pigsgrame.de/downloads/stunts-css.pdf Copy Protection Answers])&lt;br /&gt;
* &#039;&#039;&#039;[https://pigsgrame.de/downloads/4DSPORTS.ZIP 4D Sports Driving v1.1 &#039;&#039;Release Date: Dec 13 1990&#039;&#039;]&#039;&#039;&#039; ([https://pigsgrame.de/downloads/4d-css.pdf Copy Protection Answers])&lt;br /&gt;
* &#039;&#039;&#039;[https://pigsgrame.de/downloads/4DSPDR91.ZIP 4D Sports Driving v1.1 &#039;&#039;Release Date: Feb 25 1991&#039;&#039;]&#039;&#039;&#039; ([https://pigsgrame.de/downloads/4d-css.pdf Copy Protection Answers])&lt;br /&gt;
To start the game, either run STUNTS.COM and use your manual or the lists provided above to look up the correct [[Copy_protection_system|copy protection]] answer, or &#039;&#039;&#039;run ST.COM&#039;&#039;&#039; if you don&#039;t want any copy protection question to appear at all. Note that you&#039;ll need [[DOSBox]] to play Stunts on a modern system.&lt;br /&gt;
&lt;br /&gt;
Scanned copies (PDF) of the original game manuals are also available:&lt;br /&gt;
* [https://pigsgrame.de/downloads/stunts.pdf &#039;&#039;Stunts&#039;&#039; manual] (English language only)&lt;br /&gt;
* [https://pigsgrame.de/downloads/4dsports.pdf &#039;&#039;4D Sports Driving&#039;&#039; manual] (English, French, German, and Italian language)&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
[http://stunts.kalpen.de/downldst.htm kalpen.de] offers the original &#039;&#039;Stunts v1.1&#039;&#039; (directly copied from retail discs) as well as altered packages of &#039;&#039;Stunts v1.0&#039;&#039; and &#039;&#039;4D Sports Driving&#039;&#039; with added tracks and modified cars/opponents.&lt;br /&gt;
&lt;br /&gt;
== Mods ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[https://marnetto.net/assets/stunts/RESTUNTS-ab5cfab.EXE Restunts]&#039;&#039;&#039;, a project aiming to rewrite Stunts in C language for easier modding. The gameplay should be exactly the same as Stunts v1.1 (barring the copy protection), but using it would be helpful to detect defects in the conversions (e.g. at the moment the game cannot load as many detailed cars as the original). See the [[Restunts|Wikipage]] for more information.&lt;br /&gt;
* &#039;&#039;&#039;[https://forum.stunts.hu/index.php?action=dlattach;attach=10105 Ferrari Edition]&#039;&#039;&#039; (needs login in the Stunts forum), a mod for the fans of the Prancing Horse, with custom cars and graphics. See the [[Stunts Ferrari Edition|Wikipage]] for more information.&lt;br /&gt;
* &#039;&#039;&#039;[https://forum.stunts.hu/index.php?msg=90468 DAF Museum edition] needs login in the Stunts forum), the only version of Stunts ever officially run in a educational institution. Features the concept car [[DAF Siluro]].&lt;br /&gt;
* &#039;&#039;&#039;[https://marnetto.net/assets/stunts/RESTUNTS-10a1e10.EXE SuperSight]&#039;&#039;&#039;, a mod based on BB Stunts v1.1 with a graphical enhancement patch that greatly increases the field of view. See the  [[SuperSight|Wikipage]] for more information.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game]]&lt;/div&gt;</summary>
		<author><name>HerrNove</name></author>
	</entry>
	<entry>
		<id>https://wiki.stunts.hu/index.php?title=Stunts_DAF_Museum_Edition&amp;diff=6531</id>
		<title>Stunts DAF Museum Edition</title>
		<link rel="alternate" type="text/html" href="https://wiki.stunts.hu/index.php?title=Stunts_DAF_Museum_Edition&amp;diff=6531"/>
		<updated>2025-03-01T12:45:22Z</updated>

		<summary type="html">&lt;p&gt;HerrNove: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;Stunts DAF Museum Edition&amp;#039;&amp;#039;&amp;#039; is a distribution of Stunts developed by Overdrijf.   It was created in year 2023 for a special exhibition of the [https://nl.wikipedia.org...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Stunts DAF Museum Edition&#039;&#039;&#039; is a distribution of Stunts developed by [[Overdrijf]]. &lt;br /&gt;
&lt;br /&gt;
It was created in year 2023 for a special exhibition of the [https://nl.wikipedia.org/wiki/DAF_Museum DAF Museum] (nl), dedicated to the Nineties. The organizers wanted to include a videogame of the era, and Overdrijf was happy to provide them a special copy of Stunts, customized to feature the [[DAF Siluro]] as only car. The main menu was slightly changed and music and other game options were disabled to prevent the visitors fiddling with the game. As expected,  jailbreaks happened and some visitors managed to find their way into the track editor, with results of various quality.&lt;br /&gt;
&lt;br /&gt;
The executable is available at the [[Download#Mods]] page. &lt;br /&gt;
&lt;br /&gt;
The source code is available on [https://github.com/duplode/restunts/tree/mods/daf-museum-edition GitHub].&lt;br /&gt;
&lt;br /&gt;
== Documentary ==&lt;br /&gt;
&lt;br /&gt;
Overdrijf made a documentary video about the making of his mod.&lt;br /&gt;
[https://www.youtube.com/watch?v=9ZtF0ZCPCI4 Video]&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Internals]]&lt;/div&gt;</summary>
		<author><name>HerrNove</name></author>
	</entry>
	<entry>
		<id>https://wiki.stunts.hu/index.php?title=Stunts_Ferrari_Edition&amp;diff=6530</id>
		<title>Stunts Ferrari Edition</title>
		<link rel="alternate" type="text/html" href="https://wiki.stunts.hu/index.php?title=Stunts_Ferrari_Edition&amp;diff=6530"/>
		<updated>2025-03-01T12:44:07Z</updated>

		<summary type="html">&lt;p&gt;HerrNove: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Stunts 30th Anniversary - Ferrari Edition&#039;&#039;&#039; is a distribution of Stunts developed by [[Daniel3D]] with some help from [[Cas]]. It features a redesign game menu, a collection of Ferrari custom and original cars and some slight source code modifications to allow for the default car to be a Ferrari and the menu buttons to be repositioned, among other things. Work on the project began in May 2021 and can be followed in [https://forum.stunts.hu/index.php?topic=3762.0 this] forum thread.&lt;br /&gt;
&lt;br /&gt;
The executable is available at the [[Download#Mods]] page. &lt;br /&gt;
&lt;br /&gt;
The source code is available on [https://github.com/4d-stunts/restunts/tree/mods/ferrari-edition GitHub].&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Internals]]&lt;/div&gt;</summary>
		<author><name>HerrNove</name></author>
	</entry>
	<entry>
		<id>https://wiki.stunts.hu/index.php?title=Stunts_Ferrari_Edition&amp;diff=6529</id>
		<title>Stunts Ferrari Edition</title>
		<link rel="alternate" type="text/html" href="https://wiki.stunts.hu/index.php?title=Stunts_Ferrari_Edition&amp;diff=6529"/>
		<updated>2025-03-01T12:36:51Z</updated>

		<summary type="html">&lt;p&gt;HerrNove: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Stunts 30th Anniversary - Ferrari Edition&#039;&#039;&#039; is a distribution of Stunts developed by [[Daniel3D]] with some help from [[Cas]]. It features a redesign game menu, a collection of Ferrari custom and original cars and some slight source code modifications to allow for the default car to be a Ferrari and the menu buttons to be repositioned, among other things. Work on the project began in May 2021 and can be followed in [https://forum.stunts.hu/index.php?topic=3762.0 this] forum thread.&lt;br /&gt;
&lt;br /&gt;
The executable is available at the [[Download#Mods]] page. &lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Internals]]&lt;/div&gt;</summary>
		<author><name>HerrNove</name></author>
	</entry>
	<entry>
		<id>https://wiki.stunts.hu/index.php?title=DESC_number&amp;diff=6528</id>
		<title>DESC number</title>
		<link rel="alternate" type="text/html" href="https://wiki.stunts.hu/index.php?title=DESC_number&amp;diff=6528"/>
		<updated>2025-03-01T12:34:19Z</updated>

		<summary type="html">&lt;p&gt;HerrNove: /* List of DESC numbers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;DESC number&#039;&#039;&#039; (short for &#039;&#039;&#039;Distinct Editions of Stunts Catalogue&#039;&#039;&#039;) is a catalogue number for [[game versions]]. The numbering scheme, designed by [[Daniel3D]] and [[Duplode]], aims at providing unique identifiers which do not clash with the version numbers from the original releases. A DESC number is of the form P.Y.R, with the three components being numbers such that:&lt;br /&gt;
&lt;br /&gt;
* P indicates the project or series of releases the game build belongs to;&lt;br /&gt;
&lt;br /&gt;
* Y corresponds to the release year, with 0 standing for 1990 (the year of the first release of Stunts), 1 for 1991, and so on; and&lt;br /&gt;
&lt;br /&gt;
* R is a sequence number for the release within a given year and project.&lt;br /&gt;
&lt;br /&gt;
Though the system is primarily meant for identifying custom versions, the original releases of the game have also been assigned DESC numbers for the sake of consistency.&lt;br /&gt;
&lt;br /&gt;
== List of DESC numbers ==&lt;br /&gt;
&lt;br /&gt;
* Series 1: Original versions, DOS:&lt;br /&gt;
** 1.0.0: Brøderbund Stunts 1.0 (1990-10-05)&lt;br /&gt;
** 1.0.1: Mindscape 4D Sports Drving 1.1 (1990-12-13)&lt;br /&gt;
** 1.1.0: Brøderbund Stunts 1.1 (1991-02-12)&lt;br /&gt;
** 1.1.1: Mindscape 4D Sports Drving 1.1 (1991-02-25)&lt;br /&gt;
&lt;br /&gt;
* Series 2: Original versions, Amiga:&lt;br /&gt;
** 2.2.0: Mindscape 4D Sports Driving 1.2 (1992-01-10)&lt;br /&gt;
&lt;br /&gt;
* Series 3: Original versions, Japanese releases:&lt;br /&gt;
** 3.3.0: Electronic Arts 4D Driving 1.0 (1993-01-18), PC-9801 build&lt;br /&gt;
** 3.3.1: Electronic Arts 4D Driving 1.0 (1993-01-18), FM Towns build&lt;br /&gt;
&lt;br /&gt;
* Series 4: Stunts 1.1 Mod&lt;br /&gt;
** 4.31.0: Mod 1.0 (2021-10-24 release)&lt;br /&gt;
** 4.31.1: Mod 1.1 (2021-11-05 build)&lt;br /&gt;
&lt;br /&gt;
* Series 5: [[Stunts Ferrari Edition]]&lt;br /&gt;
** 5.31.0&lt;br /&gt;
** 5.31.1&lt;br /&gt;
&lt;br /&gt;
* Series 6: Stunts NoRH Edition&lt;br /&gt;
** 6.33.0: 2023-04-02&lt;br /&gt;
&lt;br /&gt;
* Series 7: [[Stunts DAF Museum Edition]]&lt;br /&gt;
** 7.33.0: 2023-05-25&lt;br /&gt;
&lt;br /&gt;
[[Category:Game]]&lt;/div&gt;</summary>
		<author><name>HerrNove</name></author>
	</entry>
	<entry>
		<id>https://wiki.stunts.hu/index.php?title=Spice86&amp;diff=6527</id>
		<title>Spice86</title>
		<link rel="alternate" type="text/html" href="https://wiki.stunts.hu/index.php?title=Spice86&amp;diff=6527"/>
		<updated>2025-03-01T01:58:51Z</updated>

		<summary type="html">&lt;p&gt;HerrNove: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;[https://github.com/OpenRakis/Spice86 Spice86]&#039;&#039;&#039; is an experimental emulator, whose support for Stunts is being worked on as of 2025. At present (2025-03-01) it can start the game, but no sound is played (start with &amp;lt;code&amp;gt;-a ns&amp;lt;/code&amp;gt; to avoid wasting cycles on that)&lt;br /&gt;
Additionally, one must give the parameter &amp;lt;code&amp;gt;--InstructionsPerSecond 5000000&amp;lt;/code&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;The reason for this workaround is that Stunts activates interrupts in the middle of the int 8 handler (see [https://github.com/4d-stunts/restunts/blob/89400488cf40086447a13afb19722225ee0ad094/src/restunts/asmorig/seg012.asm#L3727 here]), so another int 8 can could be triggered in between. This interrupt corresponds to the programmable interrupt timer, which Stunts [https://github.com/4d-stunts/restunts/blob/89400488cf40086447a13afb19722225ee0ad094/src/restunts/asmorig/seg012.asm#L3514 sets at 100 Hz]. So if the int 8 handler needs more than 1/100 seconds to run, disaster ensues. This  probably never happens on real CPUs, but might occur if the emulator&#039;s simulated CPU is too slow with respect to the simulated PIT.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Game]] [[Category:Internals]]&lt;/div&gt;</summary>
		<author><name>HerrNove</name></author>
	</entry>
	<entry>
		<id>https://wiki.stunts.hu/index.php?title=Primal_Carnage&amp;diff=6526</id>
		<title>Primal Carnage</title>
		<link rel="alternate" type="text/html" href="https://wiki.stunts.hu/index.php?title=Primal_Carnage&amp;diff=6526"/>
		<updated>2025-03-01T01:55:33Z</updated>

		<summary type="html">&lt;p&gt;HerrNove: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Cars|&lt;br /&gt;
carname = Dinosaur|&lt;br /&gt;
designer = [[Overdrijf]]|&lt;br /&gt;
year = 2013|&lt;br /&gt;
version = All|&lt;br /&gt;
sixty = 2.9s|&lt;br /&gt;
top = 155mph|&lt;br /&gt;
}}&lt;br /&gt;
{{Cars|&lt;br /&gt;
carname = Dodo|&lt;br /&gt;
designer = [[Overdrijf]]|&lt;br /&gt;
year = 2013|&lt;br /&gt;
version = All|&lt;br /&gt;
sixty = 2.9s|&lt;br /&gt;
top = 155mph|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primal Carnage&#039;&#039;&#039; is a mod made by [[Overdrijf]], featuring a dinosaur and a dodo as custom “cars”, plus special invisible (actually green) roads. The mod was used to make a video with the player as dinosaur and the opponent as dodo, showing how by simple modifications the game can lose any reference to racing and become a prehistoric hunt.&lt;br /&gt;
&lt;br /&gt;
== Video ==&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=jD0eQxvSHSI Video]&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;/div&gt;</summary>
		<author><name>HerrNove</name></author>
	</entry>
	<entry>
		<id>https://wiki.stunts.hu/index.php?title=Primal_Carnage&amp;diff=6525</id>
		<title>Primal Carnage</title>
		<link rel="alternate" type="text/html" href="https://wiki.stunts.hu/index.php?title=Primal_Carnage&amp;diff=6525"/>
		<updated>2025-03-01T01:54:43Z</updated>

		<summary type="html">&lt;p&gt;HerrNove: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Cars|&lt;br /&gt;
carname = Dinosaur|&lt;br /&gt;
designer = [[Overdrijf]]|&lt;br /&gt;
year = 2013|&lt;br /&gt;
version = All|&lt;br /&gt;
sixty = 2.9s|&lt;br /&gt;
top = 155mph|&lt;br /&gt;
}}&lt;br /&gt;
{{Cars|&lt;br /&gt;
carname = Dodo|&lt;br /&gt;
designer = [[Overdrijf]]|&lt;br /&gt;
year = 2013|&lt;br /&gt;
version = All|&lt;br /&gt;
sixty = 2.9s|&lt;br /&gt;
top = 155mph|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primal Carnage&#039;&#039;&#039; is a mod made by [[Overdrijf]], featuring a dinosaur and a dodo as custom “cars”, plus special invisible (actually green) roads. The mod was used to make a video with the player as dinosaur and the opponent as dodo, showing how by simple modifications the game can loses any reference to racing and become a prehistoric hunt.&lt;br /&gt;
&lt;br /&gt;
== Video ==&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=jD0eQxvSHSI Video]&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;/div&gt;</summary>
		<author><name>HerrNove</name></author>
	</entry>
	<entry>
		<id>https://wiki.stunts.hu/index.php?title=Primal_Carnage&amp;diff=6524</id>
		<title>Primal Carnage</title>
		<link rel="alternate" type="text/html" href="https://wiki.stunts.hu/index.php?title=Primal_Carnage&amp;diff=6524"/>
		<updated>2025-03-01T01:54:11Z</updated>

		<summary type="html">&lt;p&gt;HerrNove: Created page with &amp;quot;{{Cars| carname = Dinosaur| designer = Overdrijf| year = 2013| version = All| sixty = 2.9s| top = 155mph| }} {{Cars| carname = Dodo| designer = Overdrijf| year = 2013|...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Cars|&lt;br /&gt;
carname = Dinosaur|&lt;br /&gt;
designer = [[Overdrijf]]|&lt;br /&gt;
year = 2013|&lt;br /&gt;
version = All|&lt;br /&gt;
sixty = 2.9s|&lt;br /&gt;
top = 155mph|&lt;br /&gt;
}}&lt;br /&gt;
{{Cars|&lt;br /&gt;
carname = Dodo|&lt;br /&gt;
designer = [[Overdrijf]]|&lt;br /&gt;
year = 2013|&lt;br /&gt;
version = All|&lt;br /&gt;
sixty = 2.9s|&lt;br /&gt;
top = 155mph|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primal Carnage&#039;&#039;&#039; is a mod made by [[Overdrijf]], featuring a dinosaur and a dodo as custom “cars”, plus special invisible (actually green) roads. The mod was used to make a video with the player as dinosaur and the opponent as dodo, showing how by simple modifications the game can loses any reference to racing and become a prehistoric hunt.&lt;br /&gt;
&lt;br /&gt;
== Video ==&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=jD0eQxvSHSI Video]&lt;/div&gt;</summary>
		<author><name>HerrNove</name></author>
	</entry>
</feed>