CM Homepage Return to Main Homepage
General Info: Level Maps Riddle Room Solutions Shareware Demo Margin Note Archive
Research: Enemy Names Development Spreadsheet John Dark: Psychic Eye Leftovers Fast Facts
External Links: CM's Spriters Resource Page CM's TCRF Page

Chill Manor - Development Spreadsheet

Located on the root directory of Chill Manor's disc is a file called STRETCH.DIF that dates to February 22nd, 1996. Its contents indicate that it was a logging file generated when an earlier version of the game's executable (CHILL.EXE, dated July 17th, 1996) was being built, but was never deleted for whatever reason. STRETCH.DIF contains the paths of various files from the source code as well as almost every coding function involved in creating the game's executable.

The file's contents are way too long to post in its entirety here, even if it was reduced to only its functions like what I did with TFoE and TWoG. So, I've decided to split the most interesting aspects of the spreadsheet into three sections:

Spreadsheet Layout -- Source Code Layout Reconstruction -- Other Discoveries


Spreadsheet Layout

STRETCH.DIF contains five columns in total, each covering a different aspect of the compiling process. Using some guesswork, I've tried to decipher what the purpose of each column is:

The name of the worksheet itself is "WProf". This is the command used for the Execution Profiler that comes with Watcom C/C++.


Source Code Layout Reconstruction

Using the abundance of file paths in STRETCH.DIF, the layout of Chill Manor's source code can be reconstructed to an extent. This does NOT mean that every file is listed here, or that it reflects what the source code looked like when the final executable was built. The layout is as so:

Now you can pretend to be a programmer working for Capitol Multimedia! A couple of relevant notes:


Other Discoveries

Rows 701 and 702 refer to functions named load_CDI_palette and save_CDI_palette. These appear to be the only (confirmed) pieces of code that survived Animation Magic's CD-i development days, and it appears that they were superseded by load_MS_palette and save_MS_palette.

Rows 3388 and 7936 concerns functions named PlayGnorrisAnimation and Reset_Explode_O_Fruit, respectively, and are exclusive to files residing in the eng/ folder. However, I can't think of a single instance where Chill Manor plays a cutscene in the middle of playing a level like what Gnorris does, apart from the game over cutscene. Maybe this feature was scrapped?

Rows 8071 and 8072 mention functions called SaveIgor and RestoreIgor. Rather strange naming choices for save-related functions, don't you think?

There are a few oddly-worded functions related to weapons; these include Bullet, ShortGun, Grenade, Dagger, and Spell_Azatoth. These appear to correspond with the various weapon types used within the Action Learning titles, but they feel like something meant for a more "mature" game, especially that Lovecraft deity reference. Incidentally, the TEST.SCN file believed to be involved with John Dark: Psychic Eye lists a character named "derlet". This appears to be short for "Derleth"... August Derleth was Lovecraft's literary executor and a contributor to the Cthulhu Mythos. Could it be...?

On a related note, there are a couple of functions near the end of the list that reference enemies named Nymhotek and Shredax. These could belong to either Chill Manor or John Dark: Psychic Eye, to be honest...


Return to top

Last updated: December 8th, 2024.