Ok, I consider beta version of manalink stable enough to move on. Thanks, if was funny couple of weeks revisiting the project on which I wasted so much time once
Sorry that I didn't fix old "sealed deck" mode, but it was hardly usable anyway and I consider it too boring to fix just for fixing sake (fixing 2k limit there won't make it usable).
As promised, here is a couple of asm sources that may or may not help some further changes. They require Turbo Assembler 5 and Watcom Linker to compile. I included both in the archive (but even if they weren't - TASM5 is included in Borland C++ Builder free edition that is from time to time available from the current owner of Borland old stuff, and Watcom linker is free in Open Watcom package).
Sorry, the sources are not yasm compatible at all. Unpack it somewhere and inside SrcMok there are couple of files:
- MakeCardArtLib.bat will create fresh CardArtLib.dll (for completeness sake only as you are going to use Snacko's version anyway)
- MakeCSV2DAT.bat will create fresh csv2dat.exe and ct2exe.exe which are needed for the xls->csv->Cards.dat/Rarity.dat/DBInfo.dat/Magic.exe conversions. Just in case you need to modify it or want to rewrite as these are really old and crude.
- MakeDeckDll.bat will create fresh DeckDLL.dll. The source is cleaned a bit from pure resourced version straight from IDA but large parts are still really bad. Who cares, it works

- MakeDrawCardLib.bat will create fresh CardArtLib.dll. Same as deck builder, it's only partially cleaned, but it's short and pretty simple. Can be used to make real "new look" for the cards or as a base for rewrite (Snacko's or anyone else).
The required external .dlls (image.dll and zlib.dll) are also included (latest versions).
Gargaroz, if you are planning to include my deck builder in next beta, please add not only the files from the archive in first post of this thread but also Image.dll/DeckDLL.dll/DrawCardLib.dll from this archive as these are a bit newer versions with a couple of small mistakes fixed.
Ok, that's it. I'll keep tinkering with manalink for a short time to answer possible questions of Gargaroz and then I'm off. As mentioned, I'm simply not interested in working on a big pile of hacks the project is now. It's simply not interesting enough. If at some point in future someone will be determined enough to do it the right way, drop me a mail (my old @ at op.pl is valid) as I might be tempted to help. What I mean by right way is simple: ignore the whole C code (not remove, just ignore and let the people willing to work on it continue), dump the magic.exe into ida, make a list of all available functions, slowly add names to all functions and all globals (DISCUSSING it), at some point when most of it is done start to move cards and engine functions into C, one by one, replacing old functions with hooks to the rewrites, checking for regressions. At some point most of the engine should be running from C code with possibly gui stuff left in the exe, then modify the engine to support things that were unavailable or were plainly not possible (real effect priorities, switching targets and so on) then and only then add more cards. But simple as it sounds, it's a long tedious work that also requires people with strong knowledge of both C and asm so... it's not likely to happen at all

Ok, good luck and have fun!
Sources package:
http://www.mediafire.com/?8webba4hgccqnbiand just for fun here is Shandalar.exe and Facemaker.exe hopefully fixed to work properly on new systems (the face at character creation should work, the texts on sold cards should be visible):
http://www.mediafire.com/?lezx3rbl89sl1mf