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.