Curious what your process is for picking this apart, as there is not much documentation in using IDA this way.
The process:
0. Deduce LBX format, peek around the net for .GAM format
1. Grab IDA, start at entry point
2. Figure out what the disassembled code (snippet) does, name functions and variables
3. Manual translation to C
4. Figure out what a function or a bunch of them really do, (re)name functions and variables
5. Refactor for game logic / UI separation
Step 0 was mostly done in the 90's.
The rest is (AFAIK) using IDA in a regular fashion: disassembling and naming. The decompiling was/is manual. I started step 1 about 6 months ago and have been working at it for about 8 hours per day. This should give a nice figure on how much work is involved in reverse engineering an old game.
Note that this is my first time using IDA or reversing x86_16 so maybe the lack of experience is showing. Perhaps there's a magic asm -> C translation button that I missed. Due to the manual method the current code is likely very buggy; the lack of testing mentioned in the readme is not to be taken lightly.
Step 5 is nonessential for a clone/remake, but I like clean module separation and giggle at the prospect of a text adventure UI.
Last I tried I only managed to figure out some LBXs, can trade notes if you need.
Thanks for the offer. I have them sorted out now, but doc/format_lbx.txt patches are welcome.