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README.TXT
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1995-01-04
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!A!@
04/01/1994 Action Replay PC v4.3 Installation Notes
¡Introduction ~INTRODUCTION~
¡How To Get The Most From The README File ~GETMOST~
¡The Action Replay Hardware Defined ~HARDWAREDEF~
Important ¡Configuration Information ~CONFIGINFO~
¡Notes On Upgrading Your Action Replay ~UPGRADING~
¡Latest Cheat Code Listings ~CHEATCODES~
-------------------------------------------------------------------
About ¡AREPLAY.COM ~AREPLAYNOTES~
About ¡PROT.EXE ~PROTNOTES~
About ¡SETUP.EXE ~SETUPNOTES~
About P¡MT2TXT.COM ~PMTTXTNOTES~
About T¡ESTSVGA.COM ~TESTSVGANOTES~
About ¡UPLOADER.EXE ~UPLOADERNOTES~
-------------------------------------------------------------------
¡Graphics Workshop v7.0 ~GWSNOTES~
¡Dual Module Player v2.70 ~DUALMPNOTES~
M¡odplay PRO v2.19b ~MODPLAYNOTES~
Hardware ¡Jumper Settings ~JUMPERSETTINGS~
-------------------------------------------------------------------
¡Complete Index ~INDEX~
C¡redits ~CREDITS~
¡How To Contact Us ~CONTACT~
@@
!INTRODUCTION!@
┌─────────────────────────────────────────────────────────────────┐
│ Introduction │
└─────────────────────────────────────────────────────────────────┘
Welcome to the world of the Action Replay PC. We hope that you will
enjoy using our program freezer board and its many commands and
utilities. Included in this file is a selection of cheat codes for
some classic and newly released games. If you choose to generate
your own cheat codes, then send them in to various games magazines,
as most of them will be including them in their hacking sections.
@@
!GETMOST!@
┌─────────────────────────────────────────────────────────────────┐
│ How To Get The Most From The README File │
└─────────────────────────────────────────────────────────────────┘
A great deal of useful information has been placed into this file.
This has been organised in such a way as to be easily accessible
using the minimum of effort.
While viewing the text contained within this file, you will come
across single highlighted characters. These are hotkeys and can be
selected using the keyboard to take you to another section. To re-
turn to the previous section, use the backspace key. Keep pressing
the backspace key to take you back to the main index.
@@
!HARDWAREDEF!@
┌─────────────────────────────────────────────────────────────────┐
│ The Action Replay Hardware Defined │
└─────────────────────────────────────────────────────────────────┘
The Action Replay expansion card has to configured correctly for
your machine. Ninety nine percent of the time the default factory
settings will work without any problem, but on some machines they
may conflict with another device or expansion card.
!HARDWAREDEF1! The three parts of the card that can be configured are the ROM add-
ress, IO port and the IRQ interrupt request. The ROM address is the
address in the upper memory area that the card will be accessable
from e.g C800 or D400. This will be a single 16K chunk of the upper
memory that cannot be used by any other program. The IO port is a
communications channel by which the Action Replay is controlled. It
is very unlikely that you will ever have to change this value. The
IRQ interrupt request is the heartbeat of the Action Replay. If
this is not detected then the Action Replay will not come alive.
@@
!CONFIGINFO!@
┌─────────────────────────────────────────────────────────────────┐
│ Important Configuration Information │
└─────────────────────────────────────────────────────────────────┘
There are some parts of your machine that should be configured
correctly to avoid any problems while using the Action Replay.
!CONFIGINFO2! The first is the ROM shadowing ability of your machines BIOS. This
function speeds up slow ROMs by shadowing or mirroring them in the
computers extended memory. Due to the design and operation of the
Action Replay, it cannot be shadowed. Shadowing the card will cause
your machine to lock up and crash. To disable the ROM shadowing, go
!CONFIGINFO3! into your machines BIOS setup at bootup and search through the
advanced section for any shadowing options. If any of these are
covering the ROM address of the Action Replay then they must be
disabled. Following is a list of all the possible ROM addresses and
the range that each covers:-
C800 - CBFF CC00 - CFFF D000 - D3FF D200 - D5FF
D400 - D7FF D800 - DBFF DC00 - DFFF
!CONFIGINFO4! The second is the expanded memory managers EMM386 and QEMM. Both
of these programs have the same command line parameter that allows
you to exclude parts of the upper memory area from being used as
!CONFIGINFO1! upper memory blocks. If an upper memory block is created within the
same address range that the Action Replay resides, then the card
will not be able to initialise. To exclude the address range, place
the following text on the EMM386 or QEMM line in your CONFIG.SYS
file:-
X=[address]-[range]
For the address and range values, use one of the ROM addresses
shown above that matches the current ROM address of your Action
Replay card. By default, the card is set at C800 - CBFF.
!CONFIGINFO5! For QEMM users, using the stealth 'F' mode instead of stealth 'M'
will stop QEMM interfering with the Action Replay.
@@
!UPGRADING!@
┌─────────────────────────────────────────────────────────────────┐
│ Notes On Upgrading Your Action Replay │
└─────────────────────────────────────────────────────────────────┘
From version 4.0, it is now possible to upgrade the Action Replay
with software, as opposed to replacing the ROM chip. All the new
boards have a Flash EEPROM instead of the previous ROM. This
allows the chip to be reprogrammed upto a 100,000 times. Also, the
upgrades are now FREE, and will be available from our bulletin
board plus others, and magazine coverdisks.
To make use of the new FREE upgrades, you will need the latest
Action Replay board that was introduced in version 4.0. If you have
a previous version, then you can have your old board modified with
the new EEPROM chip for a small cost.
Upgrading to the latest version is easy. Simply select the new
'Upgrade' option from the SETUP program, and the EEPROM on the card
will be reprogrammed. AREPLAY.COM must be un-installed before you
attempt this as it will interfere with the reprogramming.
If an error occurs while upgrading, then the Action Replay may be
wiped clean, so the SETUP program will not be able to find the
card. The 'SETUP /F' option will bring up a window allowing you to
force SETUP to use the hardware settings that you select.
Once the EEPROM has been upgraded, the computer must be RESET
before the Action Replay is turned ON with AREPLAY.COM.
@@
!AREPLAYNOTES!@
┌─────────────────────────────────────────────────────────────────┐
│ About AREPLAY.COM │
└─────────────────────────────────────────────────────────────────┘
¡What Is AREPLAY.COMs Purpose? ~AREPLAYNOTES1~
¡How To Use It ~AREPLAYNOTES2~
¡AREPLAY Command Line Parameters ~AREPLAYNOTES3~
!AREPLAYNOTES1!
What Is AREPLAY.COMs Purpose?
─────────────────────────────
AREPLAY is a small memory resident program (TSR) that communicates
various information with the Action Replay. It is also responsible
for initialising the Action Replay with the configuration file that
is created using the SETUP program, and then finally turning the
card on. If the AREPLAY program is not run then the Action Replay
will not operate.
When running AREPLAY, various checks will be done on the Action
Replay's hardware to make sure that it is configured and working
correctly.
!AREPLAYNOTES2!
How To Use It
─────────────
The best and easiest way to make sure that AREPLAY is loaded every
time you use your Action Replay is to place the following line into
!AREPLAYNOTES4! your AUTOEXEC.BAT file:-
LH C:\AREPLAY\AREPLAY.COM
The supplied PINSTALL program can do this for you, and also create
a menu system within your CONFIG.SYS and AUTOEXEC.BAT files as long
as you have at least DOS version 6.00 or above. Alternatively, you
can initialise the Action Replay when you want to use it by
typing 'AREPLAY' at the DOS command line.
!AREPLAYNOTES3!
AREPLAY Command Line Parameters
───────────────────────────────
The Action Replay can make the most of any extended memory that you
have in your machine for speeding up some operations. The Freeze
command will need 1MB of XMS to generate a freeze image on your
hard disk. This amount of memory will be allocated when needed and
then deallocated when finished with.
The Trainer has four types in all. These are Lives or Countable
Value, Percentage, Change of Status and Difference. Each of these
types will require up to 1MB of XMS memory or hard disk space to
function. If the XMS memory is not available then the hard disk
will be used instead,but a small decrease in speed will be apparent
(caching the hard disk will improve this).
To allocate 1MB of XMS memory that the Action Replay can use for
both the Trainer and the Freeze command, use the following command
line parameter:-
/X:1024
The above example will improve the efficiency and reliability of
the Freeze command and produce more rewarding results.
To allocate 512K of XMS memory that can be used by the Trainer
alone (disabling the Freeze command if no more is available) then
use the following command line parameter :-
/X:512
!AREPLAYNOTES5! The Action Replay will create a small 256K swap file for saving out
system data. This swap file is created in either XMS memory or on
hard drive C:. The Action Replay will try to create the file in XMS
memory first, then the hard disk. You can force the Action Replay
to create the file on a particular medium by using the following
command line parameter :-
/V:1 Force use of XMS
/V:2 Force use of hard disk.
The Action Replay can be disabled and the AREPLAY.COM utility
removed from memory by using the following command line parameter:-
/U
If the Action Replay fails to sense the correct IRQ that the card
has been set to, you can force the sensing of a particular IRQ. Use
the following command line parameter with an IRQ number between
2 and 7 (the example uses IRQ2):-
/Q:2
@@
!PROTNOTES!@
┌─────────────────────────────────────────────────────────────────┐
│ About PROT.EXE │
└─────────────────────────────────────────────────────────────────┘
¡What Is PROT.EXEs Purpose? ~PROTNOTES1~
¡How To Use It ~PROTNOTES2~
¡PROT Command Line Parameters ~PROTNOTES3~
!PROTNOTES1!
What Is PROT.EXEs Purpose?
──────────────────────────
PROT is a small memory resident program (TSR) that holds all of the
Protected Mode functions that enable the Action Replay to work with
Protected Mode games, such as DOOM, UFO, Theme Park etc. If this
program is not loaded then the Action Replay can only be run in
Real Mode (normal 640K DOS operation).
!PROTNOTES2!
How To Use It
─────────────
To use PROT.EXE, simply load it from the DOS command line after the
AREPLAY.COM program. Once this program has been loaded, the Action
Replay can work in both Real Mode (normal 640K DOS operation) and
Protected Mode.
To operate in Protected Mode, PROT.EXE requires that you remove
!PROTNOTES21! any Expanded Memory Managers such as EMM386 or QEMM from your
CONFIG.SYS file because it must have full control of the computers
CPU.
Although PROT.EXE is compatible with HIMEM, having HIMEM installed
will force any cheat codes that you create yourself machine depend-
ant, and will not work on other peoples machines. If you use HIMEM
with PROT.EXE and then load one of our cheat code parameter tables,
you will find that the cheat codes will point to the wrong place
within the game and update the wrong memory locations.
All of the current Protected Mode games such as games created using
the DOS4GW driver, require no memory managers and very little base
memory, so removing HIMEM and EMM386 will cause no difficulty what-
soever.
Please note that all Real Mode cheat codes will always be the same
regardless of the memory configuration.
!PROTNOTES3!
PROT Command Line Parameters
────────────────────────────
!PROTNOTES31! It is possible for some obscure computer BIOS's to report the inco-
rrect amount of memory available. To force the PROT.EXE driver to
calculate a specified amount of memory, use the following command
line parameter:-
/M [amount] where amount is in MB (1-32).
To un-install PROT.EXE, use the following command line parameter:-
/U
@@
!SETUPNOTES!@
┌─────────────────────────────────────────────────────────────────┐
│ About SETUP.EXE │
└─────────────────────────────────────────────────────────────────┘
¡What Is SETUP.EXEs Purpose? ~SETUPNOTES1~
¡SETUP Command Line Parameters ~SETUPNOTES3~
!SETUPNOTES1!
What Is SETUP.EXEs Purpose?
───────────────────────────
The supplied SETUP program will auto detect your computers hardware
configuration and create a configuration file that holds inform-
ation on the hardware set up of your computer. The program will
correctly identify the various major parts of your system, such as
the video, disks and mouse, but allow you to override any incorrect
detections should the need arise.
!SETUPNOTES2! When a new configuration file is saved to disk, any changes are
instantly reflected in the Action Replay, so rebooting the computer
is not necessary.
!SETUPNOTES3!
SETUP Command Line Parameters
─────────────────────────────
The following command line parameter will force SETUP to run in
MONO (if the program incorrectly detects your monitor type):-
/M
@@
!PMTTXTNOTES!@
┌─────────────────────────────────────────────────────────────────┐
│ About PMT2TXT.COM │
└─────────────────────────────────────────────────────────────────┘
¡What Is PMT2TXT.COMs Purpose? ~PMTTXTNOTES1~
¡How To Use It ~PMTTXTNOTES2~
!PMTTXTNOTES1!
What Is PMT2TXT.COMs Purpose?
─────────────────────────────
PMT2TXT will convert saved Trainer parameter tables with the .PMT
extension into ASCII text files with the .TXT extension. This is
included so that you can easily import cheat codes into your own
files or documents without the need for manually typing them in,
which could introduce typing errors.
If you generate your own cheat codes, then use this program to
convert them to text files and print them out. Send them to your
favourite games magazine as most of them will be publishing them in
their hacking sections.
!PMTTXTNOTES2!
How To Use It
─────────────
To convert an Action Replay parameter table file into an ASCII text
file, type the following:-
PMT2TXT [sourcefile[.PMT]] [destinationfile[.TXT]]
where sourcefile is a parameter table file and destinationfile is a
file to place the converted text. File extensions do not have to be
supplied as the defaults of PMT for the source and TXT for the
destination files will be used, but if you do supply them then they
will override the default ones.
If the destination file does not exist, then it will be created,
else the converted text will be appended to the existing file. This
can be used to build up a complete file of Action Replay cheat
codes from multiple parameter table files.
@@
!TESTSVGANOTES!@
┌─────────────────────────────────────────────────────────────────┐
│ About TESTSVGA.COM │
└─────────────────────────────────────────────────────────────────┘
¡What Is TESTSVGA.COMs Purpose? ~TESTSVGANOTES1~
¡How To Use It ~TESTSVGANOTES2~
¡TESTSVGA Command Line Parameters ~TESTSVGANOTES3~
!TESTSVGANOTES1!
What Is TESTSVGA.COMs Purpose?
──────────────────────────────
This program will display the VESA SVGA modes supported by your
video card, along with any custom modes that the card manufacturer
includes. This program is included so that you can see what your
video card is capable of, as the Action Replay will now grab most
VESA supported SVGA modes.
This program will list the capabilites of your graphics card, and
not the VESA modes that the Action Replay supports. Following is a
list of the VESA modes that the Action Replay can grab:-
!TESTSVGANOTES4!
VESA Mode Resolution Colours
0100h 640x400 256
0101h 640x480 256
0102h 800x600 16
0103h 800x600 256
0104h 1024x768 16
0105h 1024x768 256
0106h 1280x1024 16
0107h 1280x1024 256
We are planning to support more modes in the future, but this will
cover all the modes currently used by games.
!TESTSVGANOTES2!
How To Use It
─────────────
To list the VESA SVGA modes supported by your graphics card, simply
type the following:-
TESTSVGA /S
This will display the make of graphics card, the VESA version
number and all supported SVGA modes.
!TESTSVGANOTES3!
TESTSVGA Command Line Parameters
────────────────────────────────
To query a specific SVGA mode that is supported by your video card,
use the following command line parameter:-
TESTSVGA /Q[mode]
where mode is a supported SVGA mode in hexadecimal e.g 0101h.
To change from the current video mode to a SVGA mode that is supp-
orted by your video card, use the following parameter:-
TESTSVGA /M[mode]
where mode is a supported SVGA mode in hexadecimal e.g 0105h.
@@
!UPLOADERNOTES!@
┌─────────────────────────────────────────────────────────────────┐
│ About UPLOADER.EXE │
└─────────────────────────────────────────────────────────────────┘
¡What Is UPLOADER.EXEs Purpose? ~UPLOADERNOTES1~
¡How To Use It ~UPLOADERNOTES2~
¡UPLOADER Command Line Parameters ~UPLOADERNOTES3~
!UPLOADERNOTES1!
What Is UPLOADER.EXEs Purpose?
──────────────────────────────
This is an example of what will be available in future releases of
the Action Replay. From version 4 it is now possible to load
programs from the DOS prompt into the Action Replay's internal RAM
and include them in the main menu.
We are intending to make the Action Replay Operating System (AROS)
functions available to any customers that wish to write their own
programs. This feature will greatly increase the usefulness of the
Action Replay.
!UPLOADERNOTES2!
How To Use It
─────────────
To load the example program, type UPLOADER at the DOS prompt. The
program will then be loaded into the Action Replay's internal RAM
and an entry will be included in the main menu. Go into the Action
Replay and select the loaded program. The UPLOADER program can be
loaded more than once. All programs are treated seperately which
makes it possible to have multiple copies of the same program in
memory.
!UPLOADERNOTES3!
UPLOADER Command Line Parameters
────────────────────────────────
To display the contents of the UPLOADER program, use the following
command line parameter:-
UPLOADER /P
@@
!GWSNOTES!@
┌─────────────────────────────────────────────────────────────────┐
│ Graphics Workshop v7.0 │
└─────────────────────────────────────────────────────────────────┘
Graphics Workshop v7.0
──────────────────────
Included on the install disk is a graphics file viewer by Alchemy
Mindworks Inc. This program has been supplied so that you can view
the PCX files that you create by using the Action Replay's screen
saver.
Graphics Workshop is shareware and if you find that you can make
use of it, you are requested to register with the author.
Please note that Graphics Workshop is the property of Alchemy
Mindworks Inc. and is not owned by Datel Electronics Ltd.
@@
!DUALMPNOTES!@
┌─────────────────────────────────────────────────────────────────┐
│ Dual Module Player v2.70 │
└─────────────────────────────────────────────────────────────────┘
Dual Module Player v2.70
────────────────────────
Included on the install disk is a MOD file player by Otto Chrons.
This program has been supplied so that you can play the MOD files
through your sound card that you have grabbed using the Action
Replay's MOD ripper.
Dual Module Player is shareware and if you find that you can make
use of it, you are requested to register with the author.
Please note that Dual Module Player is the property of Otto Chrons
and is not owned by Datel Electronics Ltd.
@@
!MODPLAYNOTES!@
┌─────────────────────────────────────────────────────────────────┐
│ Modplay PRO v2.19b │
└─────────────────────────────────────────────────────────────────┘
Modplay PRO v2.19b
──────────────────
Included on the install disk is a MOD file player by Mark Cox. This
program has been supplied so that you can play the MOD files
through your sound card that you have grabbed using the Action
Replay's MOD ripper.
Modplay PRO is shareware and if you find that you can make use of
it, you are requested to register with the author.
Please note that Modplay PRO is the property of Mark Cox and is not
owned by Datel Electronics Ltd.
@@
!JUMPERSETTINGS!@
┌─────────────────────────────────────────────────────────────────┐
│ Jumper Settings │
└─────────────────────────────────────────────────────────────────┘
Jumper Settings for the ¡ROM Address ~JUMPERSETTINGS1~
Jumper Settings for the ¡IO Port ~JUMPERSETTINGS2~
Jumper Settings for the IR¡Q ~JUMPERSETTINGS3~
!JUMPERSETTINGS1!
Jumper Settings for the ROM Address
───────────────────────────────────
Only jumpers 4,5 and 6 are used for the ROM address.
For C800 4 5 6 For CC00 4 5 6
┌─────────────────────────┐ ┌─────────────────────────┐
│ █ █ █ ▀ │ ▀ │ on │ █ █ █ │ │ ▀ │ on
│ █ █ █ │ ▄ │ │ off │ █ █ █ ▄ ▄ │ │ off
└─────────────────────────┘ └─────────────────────────┘
For D000 4 5 6 For D200 4 5 6
┌─────────────────────────┐ ┌─────────────────────────┐
│ █ █ █ ▀ ▀ │ │ on │ █ █ █ │ ▀ ▀ │ on
│ █ █ █ │ │ ▄ │ off │ █ █ █ ▄ │ │ │ off
└─────────────────────────┘ └─────────────────────────┘
For D400 4 5 6 For D800 4 5 6
┌─────────────────────────┐ ┌─────────────────────────┐
│ █ █ █ │ ▀ │ │ on │ █ █ █ ▀ │ │ │ on
│ █ █ █ ▄ │ ▄ │ off │ █ █ █ │ ▄ ▄ │ off
└─────────────────────────┘ └─────────────────────────┘
For DC00 4 5 6
┌─────────────────────────┐
│ █ █ █ ▀ ▀ ▀ │ on
│ █ █ █ │ │ │ │ off
└─────────────────────────┘
!JUMPERSETTINGS2!
Jumper Settings for the IO Port
───────────────────────────────
Only jumpers 1 and 2 are used for the IO port.
1 2 For 280 1 2 For 290
┌─────────────────────────┐ ┌─────────────────────────┐
│ ▀ ▀ █ █ █ █ │ on │ │ ▀ █ █ █ █ │ on
│ │ │ █ █ █ █ │ off │ ▄ │ █ █ █ █ │ off
└─────────────────────────┘ └─────────────────────────┘
1 2 For 2A0 1 2 For 2B0
┌─────────────────────────┐ ┌─────────────────────────┐
│ ▀ │ █ █ █ █ │ on │ │ │ █ █ █ █ │ on
│ │ ▄ █ █ █ █ │ off │ ▄ ▄ █ █ █ █ │ off
└─────────────────────────┘ └─────────────────────────┘
!JUMPERSETTINGS3!
Jumper Settings for the Interrupt Request (IRQ)
───────────────────────────────────────────────
The jumpers for the IRQ are different from the IO port and ROM add-
ress. There are 6 horizontal pairs of pins placed out in a row.
Placing a connector across one pair of the pins changes their
status to on. The leftmost pins are for IRQ2, the next for IRQ3 and
so on up to IRQ7. The example below shows the position of the conn-
ector for IRQ5:-
2 3 4 5 6 7 <- IRQ number.
┌─────────────────────────┐
│ ▀ ▀ ▀ ███ ▀ ▀ │ Position shown is
│ ▄ ▄ ▄ ███ ▄ ▄ │ for IRQ5.
└─────────────────────────┘
@@
!INDEX!@
┌─────────────────────────────────────────────────────────────────┐
│ Complete Index to Whole File │
└─────────────────────────────────────────────────────────────────┘
Action Replay
¡Introduction ~INTRODUCTION~
¡Hardware ~HARDWAREDEF~
¡Upgrading ~UPGRADING~
¡AUTOEXEC.BAT File ~AREPLAYNOTES4~
BIOS
¡Configuring ~CONFIGINFO3~
¡Free Memory ~PROTNOTES31~
C¡onfiguration File ~SETUPNOTES2~
¡EMM386 ~CONFIGINFO4~
Exclusion ¡Ranges ~CONFIGINFO3~
Expanded Memory Managers
E¡xcluding Memory ~CONFIGINFO4~
With ¡PROT.EXE ~PROTNOTES21~
¡QEMM ~CONFIGINFO5~
IO Port
Hard¡ware ~HARDWAREDEF1~
¡Jumper Settings ~JUMPERSETTINGS2~
IRQ Interrupt Request
¡Hardware ~HARDWAREDEF1~
J¡umper Settings ~JUMPERSETTINGS3~
QE¡MM ~CONFIGINFO5~
ROM Address
Har¡dware ~HARDWAREDEF1~
Jumper Settin¡gs ~JUMPERSETTINGS1~
R¡OM Shadowing ~CONFIGINFO2~
¡Stealth Mode ~CONFIGINFO5~
Upp¡er Memory Block ~CONFIGINFO1~
¡VESA Modes ~TESTSVGANOTES4~
Vi¡rtual RAM ~AREPLAYNOTES5~
@@
!CHEATCODES!@
┌─────────────────────────────────────────────────────────────────┐
│ Latest Cheat Code Listings │
└─────────────────────────────────────────────────────────────────┘
LITTLE BIG ADVENTURE
+LBA165DCE03 Infinite keys
+LBA165DCC63 Lots of money
+LBA165DCD01 Lots of money (when used with above)
+LBA1724FC12 Infinite health
+LBA165DD808 Infinite fuel
+LBA165DD204 Infinite clovers
+LBA165DD404 Number of clover boxes
LIONKING
+LIONKING1A23C603 Infinite lives
+LIONKING1A23CE04 Infinite energy
+LIONKING1A23CA18 Maximum roar power
PROJECTX
X1B0804FF Invunerability
X1B090E03 Infinite Lives
X106D0F03 Next Level (Enter level number and restart level)
X1B060E01 Weapon Item Select (speedup)
X1B060E02 Weapon Item Select (guns)
X1B060E03 Weapon Item Select (build)
X1B060E04 Weapon Item Select (side)
X1B060E05 Weapon Item Select (missile)
X1B060E06 Weapon Item Select (plasma)
X1B060E07 Weapon Item Select (magma)
X1B060E08 Weapon Item Select (lazer)
X1B060E09 Weapon Item Select (stealth)
@@
!CREDITS!@
┌───────────────────────────────────┐
│ │
│ Programmers: Simon P.Constable │
│ Gavin M.Thornton │
│ Wayne H.Beckett │
│ │
└───────────────────────────────────┘
@@
!CONTACT!@
┌─────────────────────────────────────────────────────────────────┐
│ How To Contact Us │
└─────────────────────────────────────────────────────────────────┘
Sales/Technical: 01782-744707
Latest FREE upgrades and other Action Replay related files can be
downloaded from our bulletin board.
Bulletin board: 01782-744199
@@@