ZX-News #24
12 марта 1997 |
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Games - As obesmertit game Carries Command. POKE's to play King Bounty.
GAMES INFINITIVE LIVE (C) Dmitry Zastavskaya Carrier command Random Weapon. Availability Assasin 47128 48017 Assasin 3 47 129 48 019 Harbinger 47130 48007 Harbinger2 47,131 48,009 Harbinger3 47,132 48,011 Hammerhead 47133 47920 Quaker 47134 48015 Quasar 47135 48013 Avatar 47135 47997 Drone 47137 47921 Virus bomb 47138 47999 Accb-R 47139 48005 Accb-D 47140 48003 Accb-F 47141 48001 Manta 47142 47922 Walrus 47143 47923 Aav fuel 47144 47924 Manta fuel 47145 47925 Acc fuel 47146 47926 If at # B755h write the following values, you can manage the work program: - 0 - in the mode of writing to disk; - 1 - mode disk read; - 5 - carrier is controlled with a joystick; - 6 - carrier shown on the map; - 7 - carrier is under repair; - 8 - STORES, ACC QU ...; - 10 - shoot a gun; - 15 - controls the boat using joystick; - 16 - shows the position Boats on the map; - 17 - the boat in the "key"; - 18 - the boat at the exit; - 19 - boat on the report; - 20 - control of the aircraft; - .. - Continue to be the same as the boating; In the dock I could not find a more detailed description, and unzip it and dig from the beginning - not happy, and sleepy ... But the letter had been put into our mailbox on the Dark Dragon station. K Unfortunately, no mention of the author in It was not ... : ( Hello edited the most popular among modem and dial-up among the most popular Newspaper ZxNews! I read here in the 22 room heading GAMES and decided to send you pokes for the game King's Bounty. All information about the current game is stored in a memory bank. By the way, when loading / playing records as a file loading use the same bank as a whole, ie, You can edit themselves shipments, calculating the offset using the formula: offset = (adr-# C000). So: # FC57/58 - the days until the end of the game # FC44/45 - your credibility depends on it then the number of and the form of soldiers, kototye you want to obey # FC30-# FC37 - the name of the file which will write the game # FC2C - the power of magic. # FC2D - the maximum number of enchantments. # FC48 - the number of executed contracts. # FC4A/4B - weekly gain without 2 thousand. Maps: # FC2E - card full # FC2F - road maps Format byte of data on the cards (if any - the bit installed): Bit 0 - Ravnolese bit 1 - Zabolote bit 2 - Taigan bit 3 - Sugar Money: # FC3E - hundreds of thousands # FC3D - tens of thousands # FC3C - thousands # FC3B - hundreds # FC3A - tens and ones # FC0C-# FC1A - Information about the troops in seduyuschem format: 1 byte - the type of soldier 2 / 3 bytes - the number of soldiers> and so five times # 6984 - # 6992 - the same thing, but for the battle mode (your troops) # 6993 - # 69A1 - ---------- "----" ---------- (troops opponent) And here is the types of soldiers: 0 - farmer 11 - a giant 1 - native 12 - Knight 2 - Zombie 13 - Scorpion 3 - elf 14 - Vampire 4 - Ghost 15 - Dinosaur 5 - druid 16 - Centaur 6 - Cannibal 17 - Demon 7 - Lion 18 - Cyclops 8 - Rider 19 - Dragon 9 - Elephant 10 - Troll Notes: If you put three zeros instead of data soldiers, it will not be five types of warriors, less. When you install or place the money numbers such as # FF ... FF, at the least gain of your money will be reset to 0. Also when the count of soldiers, consider your authority (by the way, it also acts typically reset to 0), otherwise you will get wars that will not fulfill your orders during the battle and allow themselves to kill.
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