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Fanclub Das Freakmagazin 2
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landlore.txt
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1996-05-13
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~Lands of Lore
A complete DEBUG edit - By Simon Burrows
Since there are so many edits possible for this game then you
just can't put them all together into one DEBUG edit otherwise
you'll either be there all day entering the information, or
you'll type in something you didn't 't want to edit and end up
ruining the game of all it's enjoyment. Instead, here's a
selection of 13 edits each done using DOS's DEBUG. If you are a
real hack-a-holic then you could incorporate them all together
into one, but, more likely, you can take a look through them all
and decide which ones are worthy of your attention and which can
be ignored.
For those of you not familiar with DEBUG, I'll avoid confusion by
saying that the top two lines of each edit will load the file
into memory, and the last two will write any changed data, then
quit the program. Any lines in between (those beginning with "E"
and then a number) are lines that edit the file. Because of that,
if you are using more than one of these edits in one DEBUG
session, you only have to use the top and bottom two once, and
just put all the lines starting with "E" in between!! Okay?
For all you maniacs out there, I will put all the edits together
into one big DEBUG at the bottom of this doc to make it easy for
you to do it all at once. This will be called Hack 13 and will
severely ruin any hope of getting satisfaction from this game!!
To start the edits: load the game, start a new campaign, save it
immediately in the top-slot of the save-game-menu, quit back to
DOS, and finally, load DEBUG ready to enter your selection of
lines. Here goes....
~EDIT ONE - CHARACTER CONDITIONS
If you've played this game for long enough, you'll know that
during play, characters will sometimes get either stunned or
poisoned. If this happens to you it is possible to reset your
character's condition to normal so that you can carry on the game
unhindered. The three lines ending 01 will reset all your
player's conditions to normal; the top one being for character
one, the bottom for character three. So, basically, entering the
following DEBUG will reset all three character's conditions to
normal again :-
NSAVE001.DAT
L
E 0141 01
E 01C3 01
E 0245 01
W
Q
~EDIT TWO - FIGHTER LEVELS
This next edit will allow you to change the fighter level of your
three characters. Unless you didn't know, each character can
have a fighter level between 1 and 10 (or is it 0 and 10??).
Anyway, the following hack will set all three character's level
to ten which should make them all demon fighters! In case you're
wandering, the top "E" line is to edit character one and the
bottom does character three (no points for guessing which does
character two!!) :-
NSAVE001.DAT
L
E 01A7 10
E 0229 10
E 02AB 10
W
Q
EDIT THREE - HIT POINTS
As with fighter points, each character has their own amount of
hit points too. When this total of hit points reaches 0, one can
expect that the character is dead! Because of this, this edit
will boost each character's hit points back to it's maximum.
However, this game has a very low maximum level, one which might
not be good for a player who loses too many, too quickly. To
change all this, not only does this edit boost each character's
total hit points to it's maximum but it also increases the
maximum too. This edit may need to be run several times during
you campaign, each time your hit-points total gets down to a
dangerously low level :-
NSAVE001.DAT
L
E 017C FF 05
E 01FE FF 05
E 0280 FF 05
E 017A FF 05
E 01FC FF 05
E 017E FF 05
W
Q
EDIT FOUR - LANTERN STATUS
This edit is incredibly simple because all it does is change the
amount of stuff you've got in your lantern. Because FF is the
maximum you can have in one Hex byte, FF will give you a full
lantern. So, it goes like this :-
NSAVE001.SAT
L
E 0456 FF
W
Q
EDIT FIVE - MAGE LEVELS
Edit six is very similar to edit one where we edited the fighter
level of the three character's. The difference is that this edit
will boost each of the three character's mage levels to their
maximum instead. If you want to know what the mage level is then
read the manual 'cos I'm not explaining it now!! Do it like
this, the top "E" line being for player one and the bottom for
player 3, just like before :-
NSAVE001.DAT
L
E 01A9 10
E 0231 10
E 02AD 10
W
Q
EDIT SIX - MONEY
This is a more conventional edit than some others covered in this
document. It's use is simple: to give you bags of money!! You
can use it at any time, probably more than once, allowing you to
spend whatever you spend money on, in larger quantities and more
often than was possible before. The edit runs as follows :-
NSAVE001.DART
L
E 045A 63 63
W
Q
EDIT SEVEN - SPELL POINTS
This is basically the same as hit points except instead of the
player's life-force, it's his/her ability to cast spells and
stuff. Again, this edit first boosts the maximum total available
up a bit, then puts the total up to this new maximum.
NSAVE001.DAT
L
E 0180 FF 05
E 0202 FF 05
E 0284 FF 05
E 017E FF 05
E 0200 FF 05
E 0284 FF 05
W
Q
EDIT EIGHT - ROGUE LEVELS
Again, this one is like edit one. I'm not going to bother to
explain it again, except to remind you that the 10 we are setting
the total at is the highest the level can be. I suppose, to make
the game more challenging you could put it lower! Here's what to
do :-
NSAVE001.DAT
L
E 01A8 10
E 0230 10
E 02AC 10W
Q
EDIT NINE - SPELL PRESENTLY BEING USED
This one is quite simple, though might not seem like the thing
you might edit normally. However, if can be quite useful, and,
it allows you to use a special spell not ever found or mentioned
in the game at all!! This spell is in the following list and is
called "Hands of Fate" - I'll leave it up to you to discover what
it does!! Basically the edit will tell the computer what spell
the current character is using. The "E" line in the edit tells
the computer this with the number at the end of the line naming
the actual spell. After I've listed the edit I've put in another
list just to show you what numbers you use for which spells.
Here goes :-
NSAVE001.DAT
L
E 046F xx (where xx = spell currently in use (see below))
W
Q
THE 'XX' VALUES:
00 = Spark 04 = Hands of Fate
01 = Heal 05 = Mists of Doom
02 = Ice Wall 06 = Lightening
03 = Fireball
EDIT TEN - YOUR PARTY'S HORIZONTAL CO-ORDINATES
This one is used to change the position of your team which is
marked in the save-file as co-ordinates. This edit will change
the horizontal co-ordinates - edit 11, the vertical ones. The "E"
line in the edit will have the hex-address (the 4-character
'number' that comes after the "E") and then an 'xx'. You must
replace this 'xx' with you're own number which will then become
your team's present game coordinate. The best way to work out
the number you need is to type in this "E" line without the 'xx'
number at the end. This will show your present co-ordinate as a
number. You can then add on one more number to this if you
wanted to go one screen right in the game, and take one away to
go one screen left. Obviously, adding ten will go 10 screens
right, and, deducting 10, will, in the same way, take you 10
screens left. Remember though, that you are counting in HEX-
notation here, so if you type 306 you'll get an error. To
convert a standard number into a HEXADECIMAL one, use a DECIMAL-
HEX conversion tool like the one you get with "Games Wizard".
Here's how the edit goes :-
NSAVE001.DAT
L
E 024A xx (see above)
W
Q
EDIT ELEVEN - PARTY'S VERTICAL CO-ORDINATES
The reason for this information having to go into a separate edit
is because the way you work out what co-ordinate to put in is
more difficult. If you haven't already, read through the edit
above to get a run-down of how to change this co-ordinate and
where it's stored etc., then I'll only have to explain the
system for calculating vertical co-ordinates in this edit
Basically, to calculate the co-ordinate, instead of adding on one
to go right and one to go left, you have to add the total width
of the level once to go right and once to go left. This is
because the level is thought of as a grid and each square is
given a number going from top-left to bottom-right. If you think
about it, if you go down one square on the grid then you are
passing through one width of the whole level - that's why. You
may find this difficult to work out, unfortunately, but stick at
it though, 'cos you can have some real fun exploring the
landscape more thoroughly than ever before!! The edit will run
like this :-
NSAVE001.DAT
L
E 024B xx (see above)
W
Q
EDIT TWELVE - THE COMPLETE EDIT
Well here it is then pyros, you'll really set the game on fire if
you change this much stuff - let alone ruin the enjoyment and
satisfaction of it. Nevertheless, here's the complete thing all
together for those who are intent on editing everything that
could ever be edited. Full stop. Type it in like this, then :-
NSAVE001.DAT
L
E 0141 01
E 01C3 01
E 0245 01
E 01A7 10
E 0229 10
E 02AB 10
E 017C FF 05
E 01FE FF 05
E 0280 FF 05
E 017A FF 05
E 01FC FF 05
E 017E FF 05
E 0456 FF
E 01A9 10
E 0231 10
E 02AD 10
E 045A 63 63
E 0180 FF 05
E 0202 FF 05
E 0284 FF 05
E 017E FF 05
E 0200 FF 05
E 0284 FF 05E 01A8 10
E 0230 10
E 02AC 10
E 046F xx (xx = spell currently in use. See edit 9 above)
E 024A xx (xx = party's horizontal co-ordinates. See edit 10)
E 024B xx (xx = party's vertical co-ordinates. See edit 11)
W
Q
~BY: =============
~ SIMON BURROWS
~ =============